# CVS $Revision: 13803 $ $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: Andrew Maitland, Stefan Radermacher and a little help from Paul Shipley

# New Standard for Key Format
# Prime Ability ~ ClassGranting
# Grouping ~ Abilities
# Example: Archetypes are a Grouping, Barbarian Archetype ~ Name of Archetype/Ability
# Example: Poison is an Ability,  Poison ~ Druid
# Fighter and Below needs to have the Prime Ability and Class Granting Set up.

# TODO: Temp Bonuses for the Rage Powers - Skipping for now as they only come into play while raging.


#------------------#
##	BARBARIAN	##
#------------------#

###Block: Barbarian rage powers
# Rage Powers - The following new rage powers can be taken by any barbarian that meets the prerequisites. Totem rage powers grant powers in a theme. A barbarian cannot select from more than one group of totem rage powers. For example, a barbarian that selects a beast totem rage power cannot later chose to gain any of the spirit totem rage powers.
# Ability Name			Unique Key						Output Name						Category of Ability		Type								Required Ability											Var. Min. Value			Description																																																																																																																			Source Page
Beast Totem				KEY:Beast Totem ~ Barbarian										CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Supernatural		PREABILITY:1,CATEGORY=Special Ability,Beast Totem Lesser ~ Barbarian		PREVARGTEQ:RagePowersLVL,6	DESC:While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained. A barbarian must have the lesser beast totem rage power to select this rage power.																																																																															SOURCEPAGE:p.74
Beast Totem (Greater)		KEY:Beast Totem Greater ~ Barbarian		OUTPUTNAME:Beast Totem, Greater		CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Supernatural		PREABILITY:1,CATEGORY=Special Ability,Beast Totem ~ Barbarian			PREVARGTEQ:RagePowersLVL,10	DESC:While raging, the barbarian gains the pounce special ability, allowing her to make a full attack at the end of a charge. In addition, the damage from her claws increases to 1d8 (1d6 if Small) and the claws deal 3 damage on a critical hit. A barbarian must have the beast totem rage power to select this rage power.																																																															SOURCEPAGE:p.74
Beast Totem (Lesser)		KEY:Beast Totem Lesser ~ Barbarian		OUTPUTNAME:Beast Totem, Lesser		CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Supernatural																				DESC:While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian's full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the barbarian's Strength modifier.																																																																										SOURCEPAGE:p.74
Boasting Taunt			KEY:Boasting Taunt ~ Barbarian									CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary																			DESC:While raging, the barbarian can incite a creature to attack her by making an Intimidate check to demoralize. If the check succeeds, the target is also shaken as long as the barbarian is visible and raging or until it makes a melee attack against the barbarian. The barbarian receives a +2 circumstance bonus on this check for every alcoholic drink she has consumed during this rage. This is a language-dependent mind-affecting effect, and it relies on audible components. The barbarian must be at least 6th level to select this power.																											SOURCEPAGE:p.74
Brawler				KEY:Brawler ~ Barbarian											CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack																						DESC:While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small).																																																																																						SOURCEPAGE:p.74
Brawler (Greater)			KEY:Brawler_Greater ~ Barbarian		OUTPUTNAME:Brawler, Greater			CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack				PREABILITY:1,CATEGORY=Special Ability,Brawler ~ Barbarian									DESC:While raging, the barbarian is treated as if she has Two-Weapon Fighting when making unarmed strike attacks.																																																																																																		SOURCEPAGE:p.74
Chaos Totem				KEY:Chaos Totem ~ Barbarian										CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Supernatural		PREABILITY:1,CATEGORY=Special Ability,Chaos Totem Lesser ~ Barbarian		PREVARGTEQ:RagePowersLVL,6	DESC:While raging, the barbarian's form becomes infused with chaos. She gains a +4 bonus on Escape Artist checks and has a 25%% chance to ignore extra damage from critical hits and sneak attacks.																																																																																				SOURCEPAGE:p.74
Chaos Totem (Greater)		KEY:Chaos Totem Greater ~ Barbarian		OUTPUTNAME:Chaos Totem, Greater		CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Supernatural		PREABILITY:1,CATEGORY=Special Ability,Chaos Totem ~ Barbarian			PREVARGTEQ:RagePowersLVL,10	DESC:While raging, the barbarian gains DR/lawful equal to 1/2 her barbarian level. Her weapons and natural weapons are considered chaotic for the purpose of overcoming damage reduction.																																																																																						SOURCEPAGE:p.74
Chaos Totem (Lesser)		KEY:Chaos Totem Lesser ~ Barbarian		OUTPUTNAME:Chaos Totem, Lesser		CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Supernatural																				DESC:While raging, the barbarian gains a +1 deflection bonus to AC against the attacks of lawful creatures and a +1 resistance bonus on saving throws against confusion, insanity, polymorph, and effects with the lawful descriptor. This bonus increases by +1 for each chaos totem rage power she possesses.																																																																		SOURCEPAGE:p.74
Come and Get Me			KEY:Come and Get Me ~ Barbarian									CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary														PREVARGTEQ:RagePowersLVL,12	DESC:While raging, as a free action the barbarian may leave herself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the barbarian until the beginning of her next turn, but every attack against the barbarian provokes an attack of opportunity from her, which is resolved prior to resolving each enemy attack.																																																						SOURCEPAGE:p.74
Disruptive				KEY:Disruptive ~ Barbarian										CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack																	PREVARGTEQ:RagePowersLVL,8	DESC:When raging, the barbarian gains Disruptive as a bonus feat. The barbarian must have the superstition* rage power to select this rage power.																																																																																												SOURCEPAGE:p.74
Elemental Rage			KEY:Elemental Rage ~ Barbarian									CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Supernatural		PREABILITY:1,CATEGORY=Special Ability,Elemental Rage Lesser ~ Barbarian		PREVARGTEQ:RagePowersLVL,8	DESC:While raging, all of the barbarian's melee attacks deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire). The type is chosen when the barbarian begins her rage.																																																																																				SOURCEPAGE:p.74
Elemental Rage (Greater)	KEY:Elemental Rage Greater ~ Barbarian	OUTPUTNAME:Elemental Rage, Greater		CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Supernatural		PREABILITY:1,CATEGORY=Special Ability,Elemental Rage ~ Barbarian			PREVARGTEQ:RagePowersLVL,12	DESC:While raging, all of the barbarian's critical hits made with melee weapons deal an additional 1d10 points of energy damage (2d10 if the weapon deals W3 damage on a critical hit, 3d10 if the weapon deals W4 on a critical hit). The type of this damage is the same as the type chosen for the elemental rage power.																																																																SOURCEPAGE:p.74
Elemental Rage (Lesser)		KEY:Elemental Rage Lesser ~ Barbarian	OUTPUTNAME:Elemental Rage, Lesser		CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Supernatural															PREVARGTEQ:RagePowersLVL,4	DESC:As a swift action, the barbarian can cause her melee attacks to deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire) for 1 round.																																																																																									SOURCEPAGE:p.75
Energy Absorption			KEY:Energy Absorption ~ Barbarian									CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Supernatural		PREABILITY:1,CATEGORY=Special Ability,Energy Resistance Greater ~ Barbarian	PREVARGTEQ:RagePowersLVL,12	DESC:While raging, the barbarian can absorb energy from a single attack of her chosen energy type once per rage. She does not make a saving throw against the effect but takes no damage from it, instead gaining 1 temporary hit point per 3 points of damage the attack would have inflicted. These temporary hit points last until the end of the barbarian's rage.																																																									SOURCEPAGE:p.75
Energy Eruption			KEY:Energy Eruption ~ Barbarian									CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Supernatural		PREABILITY:1,CATEGORY=Special Ability,Energy Absorption ~ Barbarian		PREVARGTEQ:RagePowersLVL,16	DESC:While raging, the barbarian can absorb energy from a single attack and unleash it upon her enemies once per rage. She does not make a saving throw against the effect but takes no damage from it. At any point during the remainder of her rage she can unleash the stored energy as a breath weapon in either a 60-foot line or 30-foot cone. The breath weapon inflicts damage equal to the damage from the attack absorbed by the barbarian, but creatures within the area may make a Reflex save (DC 10 + 1/2 the barbarian's level + the barbarian's Constitution modifier) for half damage even if the original effect did not allow a save.											SOURCEPAGE:p.75
Energy Resistance			KEY:Energy Resistance ~ Barbarian									CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary																			DESC:While raging, the barbarian gains resistance to one energy type (acid, cold, electricity, fire, or sonic) equal to 1/2 her barbarian level (minimum 1). The energy type is chosen when this rage power is selected and it cannot be changed. This rage power can be selected more than once. Its effects do not stack. Each time is applies to a different energy type.																																																								SOURCEPAGE:p.75
Energy Resistance (Greater)	KEY:Energy Resistance Greater ~ Barbarian	OUTPUTNAME:Energy Resistance, Greater	CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary	PREABILITY:1,CATEGORY=Special Ability,Energy Resistance ~ Barbarian		PREVARGTEQ:RagePowersLVL,8	DESC:Once per rage, a barbarian can reduce damage by half from a single attack against which she has energy resistance (halve the damage, then apply resistance).																																																																																										SOURCEPAGE:p.75
Ferocious Mount			KEY:Ferocious Mount ~ Barbarian									CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary																			DESC:While raging and mounted, the barbarian's mount also gains the benefits of rage (including greater rage and mighty rage) as long as the barbarian is mounted or adjacent to it. While her mount is raging in this way, she must spend one additional round of rage per round. She can elect not to pay this cost, in which case her mount does not rage.																																																										SOURCEPAGE:p.75
Ferocious Mount (Greater)	KEY:Ferocious Mount Greater ~ Barbarian	OUTPUTNAME:Ferocious Mount, Greater		CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary	PREABILITY:1,CATEGORY=Special Ability,Ferocious Mount ~ Barbarian			PREVARGTEQ:RagePowersLVL,8	DESC:While raging and mounted, the barbarian's mount gains the benefits of any rage powers that are constant in effect when the barbarian is raging. It does not gain the benefit of any rage powers that require actions to activate, even if they are free actions.																																																																									SOURCEPAGE:p.75
Ferocious Trample			KEY:Ferocious Trample ~ Barbarian									CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary	PREABILITY:1,CATEGORY=Special Ability,Ferocious Mount ~ Barbarian			PREVARGTEQ:RagePowersLVL,8	DESC:While raging and mounted, the barbarian's mount gains the trample special attack (Pathfinder RPG Bestiary 305). This attack inflicts 1d8 points of damage for a Medium mount, 2d6 for a Large mount, or 2d8 for a Huge mount, plus 1-1/2 times the mount's Strength modifier. A successful Reflex save (DC 10 + 1/2 the barbarian's level + the mount's Strength modifier) halves this damage. Creatures in the mount's path or that threaten squares it passes through may make attacks of opportunity against either the barbarian or the mount, but not both.																									SOURCEPAGE:p.75
Ferocious Trample (Greater)	KEY:Ferocious Trample Greater ~ Barbarian	OUTPUTNAME:Ferocious Trample, Greater	CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary	PREABILITY:1,CATEGORY=Special Ability,Ferocious Trample ~ Barbarian		PREVARGTEQ:RagePowersLVL,12	DESC:A barbarian's mount can affect creatures up to its own size with its ferocious trample. In addition, it can make an overrun combat maneuver check as a free action against a creature that fails its Reflex save (or chooses not to save in order to take an attack of opportunity) against its trample.																																																																		SOURCEPAGE:p.75
Fiend Totem				KEY:Fiend Totem ~ Barbarian										CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Supernatural		PREABILITY:1,CATEGORY=Special Ability,Fiend Totem Lesser ~ Barbarian		PREVARGTEQ:RagePowersLVL,6	DESC:While raging, the barbarian sprouts dozens of wicked barbs from her body. Anyone striking the barbarian with a melee weapon, an unarmed strike, or a natural weapon takes 1d6 points of piercing damage.																																																																																		SOURCEPAGE:p.75
Fiend Totem (Greater)		KEY:Fiend Totem Greater ~ Barbarian		OUTPUTNAME:Fiend Totem, Greater		CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Supernatural		PREABILITY:1,CATEGORY=Special Ability,Fiend Totem ~ Barbarian			PREVARGTEQ:RagePowersLVL,10	DESC:While raging, the barbarian is surrounded by an aura of menace. Good creatures adjacent to the barbarian are shaken and take 2d6 points of slashing damage at the beginning of the barbarian's turn as dozens of small cuts open across their flesh. Neutral creatures that are adjacent to the barbarian are shaken, but do not take any damage. Evil creatures are unaffected.																																																						SOURCEPAGE:p.75
Fiend Totem (Lesser)		KEY:Fiend Totem Lesser ~ Barbarian		OUTPUTNAME:Fiend Totem, Lesser		CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Supernatural																				DESC:While raging, the barbarian grows a pair of large horns, gaining a gore attack. This attack is a primary attack (unless she is also attacking with weapons, in which case it is a secondary attack) and is made at the barbarian's full base attack bonus (-5 if it is a secondary attack). The gore attack deals 1d8 points of piercing damage (1d6 if Small) plus the barbarian's Strength modifier (1/2 if it is a secondary attack).																																													SOURCEPAGE:p.75
Flesh Wound				KEY:Flesh Wound ~ Barbarian										CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary														PREVARGTEQ:RagePowersLVL,10	DESC:Once per rage, the barbarian can try to avoid serious harm from an attack. The barbarian must make a Fortitude save with a DC equal to the damage that would be dealt by the attack. The barbarian's armor check penalty applies on this saving throw. If the save succeeds, the barbarian takes half damage from the attack and the damage is nonlethal. The barbarian must elect to use this ability after the attack roll is made, but before the damage is rolled.																																								SOURCEPAGE:p.76
Good for What Ails You		KEY:Good for What Ails You ~ Barbarian								CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary																			DESC:While raging, the barbarian who takes a drink of alcohol may attempt a new saving throw against one of the following conditions that may be affecting her: blinded, confused, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, shaken, or sickened. If she succeeds at the save, the effect is suppressed for the duration of the rage. She also may attempt a new saving throw if poisoned; a successful save counts against those required for a cure, but a failed save has no ill effect.																																SOURCEPAGE:p.76
Ground Breaker			KEY:Ground Breaker ~ Barbarian									CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary														PREVARGTEQ:RagePowersLVL,6	DESC:Once per rage, the barbarian can attack the floor around her as a standard action. This attack automatically hits and deals damage normally. If the barbarian manages to deal more damage than the floor's hardness, the space she occupies and all of the squares adjacent to her become difficult terrain. Creatures in these squares, except the barbarian, must make a DC 15 Reflex save or be knocked prone.																																																	SOURCEPAGE:p.76
Guarded Life			KEY:Guarded Life ~ Barbarian										CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary																			DESC:While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes.																																																																												SOURCEPAGE:p.76
Hurling				KEY:Hurling ~ Barbarian											CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary	PREABILITY:1,CATEGORY=Special Ability,Hurling Lesser ~ Barbarian			PREVARGTEQ:RagePowersLVL,8	DESC:As lesser hurling, but the barbarian can increase the range increment to 20 feet or increase the size of a hurled object by one size category.																																																																																												SOURCEPAGE:p.76
Hurling (Greater)			KEY:Hurling Greater ~ Barbarian		OUTPUTNAME:Hurling, Greater			CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary	PREABILITY:1,CATEGORY=Special Ability,Hurling ~ Barbarian				PREVARGTEQ:RagePowersLVL,12	DESC:As hurling, but the barbarian can increase the range increment to 30 feet or increase the size of a hurled object by two size categories.																																																																																													SOURCEPAGE:p.76
Hurling (Lesser)			KEY:Hurling Lesser ~ Barbarian		OUTPUTNAME:Hurling, Lesser			CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary																			DESC:As a full-round action while raging, the barbarian can lift and hurl an object up to one size category smaller than herself with both hands or two size categories smaller with one hand as an improvised weapon with a range increment of 10 feet. This inflicts damage as a falling object (Core Rulebook 443) plus the barbarian's Strength bonus. This damage is halved if the object is not made of stone, metal, or similar material. This is a ranged touch attack, and the target may attempt a Reflex save (DC 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) for half damage. The barbarian may apply Power Attack to this attack as a one- or two-handed weapon, as appropriate.	SOURCEPAGE:p.76
Hurling Charge			KEY:Hurling Charge ~ Barbarian									CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary	PREABILITY:1,CATEGORY=Special Ability,Hurling Lesser ~ Barbarian			PREVARGTEQ:RagePowersLVL,6	DESC:While raging and making a charge attack, the barbarian may draw and throw a hurled weapon during her charge, gaining the normal +2 attack roll bonus on the thrown weapon attack as well as on the melee attack at the end of the charge. The barbarian must move at least 10 feet before using a thrown weapon and at least 10 additional feet before making a melee attack at the end of her charge. The barbarian must have a thrown weapon in hand or have one hand free at the beginning of her charge.																																		SOURCEPAGE:p.76
Inspire Ferocity			KEY:Inspire Ferocity ~ Barbarian									CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary	PREABILITY:1,CATEGORY=Special Ability,Reckless Abandon ~ Barbarian							DESC:While raging, the barbarian can use a move action to impart her reckless abandon modifier to all willing allies within 30 feet for a number of rounds equal to her Charisma modifier (minimum 1).																																																																																			SOURCEPAGE:p.76
Knockdown				KEY:Knockdown ~ Barbarian										CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary																			DESC:Once per rage, the barbarian can make a trip attack against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is knocked prone. This does not provoke an attack of opportunity.																																																																										SOURCEPAGE:p.76
Liquid Courage			KEY:Liquid Courage ~ Barbarian									CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary																			DESC:While raging, the barbarian increases her morale bonus on saving throws against mind-affecting effects by +1 for each alcoholic drink she consumes during her rage, to a maximum of +1 increase per four barbarian levels.																																																																															SOURCEPAGE:p.76
Overbearing Advance		KEY:Overbearing Advance ~ Barbarian									CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary																			DESC:While raging, the barbarian inflicts damage equal to her Strength bonus whenever she succeeds at an overrun combat maneuver.																																																																																															SOURCEPAGE:p.76
Overbearing Onslaught		KEY:Overbearing Onslaught ~ Barbarian								CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary	PREABILITY:1,CATEGORY=Special Ability,Overbearing Advance ~ Barbarian		PREVARGTEQ:RagePowersLVL,6	DESC:While raging, the barbarian may overrun more than one target per round, with a -2 penalty on her CMB for each overrun check after the first.																																																																																												SOURCEPAGE:p.76
Reckless Abandon			KEY:Reckless Abandon ~ Barbarian									CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary																			DESC:While raging, the barbarian can take a -1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by -1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.																																																																																SOURCEPAGE:p.76
Roaring Drunk			KEY:Roaring Drunk ~ Barbarian										CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary																			DESC:While raging, the barbarian gains a +1 morale bonus on Intimidate checks and to the save DC of any fear effects she creates for each alcoholic drink she has consumed during her rage, to a maximum of +1 per four barbarian levels.																																																																														SOURCEPAGE:p.76
Smasher				KEY:Smasher ~ Barbarian											CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary																			DESC:Once per rage, whenever the barbarian makes an attack against an unattended object or a sunder combat maneuver, she can ignore the object's hardness. This ability must be used before the attack roll or sunder check is made.																																																																														SOURCEPAGE:p.76
Spellbreaker			KEY:Spellbreaker ~ Barbarian										CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack				PREABILITY:1,CATEGORY=Special Ability,Disruptive ~ Barbarian			PREVARGTEQ:RagePowersLVL,12	DESC:When raging, the barbarian gains Spellbreaker as a bonus feat.																																																																																																									SOURCEPAGE:p.76
Spirit Steed			KEY:Spirit Steed ~ Barbarian										CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Supernatural		PREABILITY:1,CATEGORY=Special Ability,Ferocious Mount ~ Barbarian			PREVARGTEQ:RagePowersLVL,6	DESC:While raging and mounted, the barbarian's mount gains DR/magic equal to 1/2 the barbarian's level. The mount's natural weapons count as magical for the purpose of overcoming damage reduction.																																																																																				SOURCEPAGE:p.77
Spirit Totem			KEY:Spirit Totem ~ Barbarian										CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Supernatural		PREABILITY:1,CATEGORY=Special Ability,Spirit Totem Lesser ~ Barbarian		PREVARGTEQ:RagePowersLVL,6	DESC:While raging, the spirits that surround the barbarian make it difficult for her enemies to see her. The spirits grant the barbarian a 20%% miss chance against ranged attacks and melee attacks made by creatures that are not adjacent to the barbarian (typically due to reach).																																																																						SOURCEPAGE:p.77
Spirit Totem (Greater)		KEY:Spirit Totem Greater ~ Barbarian	OUTPUTNAME:Spirit Totem, Greater		CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Supernatural		PREABILITY:1,CATEGORY=Special Ability,Spirit Totem ~ Barbarian			PREVARGTEQ:RagePowersLVL,10	DESC:While raging, the spirits that surround the barbarian become dangerous to any enemy adjacent to the barbarian. Living enemies adjacent to the barbarian at the start of her turn take 1d8 points of negative energy damage. In addition, the spirit wisps can now attack foes that are up to 15 feet away from the barbarian and the slam attack deals 1d6 points of negative energy damage.																																																				SOURCEPAGE:p.77
Spirit Totem (Lesser)		KEY:Spirit Totem Lesser ~ Barbarian		OUTPUTNAME:Spirit Totem, Lesser		CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Supernatural																				DESC:While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian's full base attack bonus, plus the barbarian's Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian's Charisma modifier.																																																			SOURCEPAGE:p.77
Staggering Drunk			KEY:Staggering Drunk ~ Barbarian									CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary																			DESC:While raging, a barbarian gains a +1 dodge bonus to AC against attacks of opportunity for each alcoholic drink she has consumed during her rage, to a maximum of +1 per four barbarian levels.																																																																																				SOURCEPAGE:p.77
Witch Hunter			KEY:Witch Hunter ~ Barbarian										CATEGORY:Special Ability	TYPE:RagePower.SpecialAttack.Extraordinary	PREABILITY:1,CATEGORY=Special Ability,Superstition										DESC:While raging, the barbarian gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by +1 for every four levels the barbarian has obtained.																																																																																	SOURCEPAGE:p.77

###Block: Barbarian archetypes
# Ability Name		Unique Key							Category of Ability	Type																			Required Class		Multiple Requirements																																					Description																																												Ability																																														Cost		Source Page
Breaker			KEY:Barbarian Archetype ~ Breaker			CATEGORY:Archetype	TYPE:Archetype.BarbarianFastMovement.BarbarianTrapSense										PRECLASS:1,Barbarian=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Barbarian Archetype ~ Breaker],[!PREABILITY:1,CATEGORY=Archetype,TYPE.BarbarianFastMovement,TYPE.BarbarianTrapSense]														DESC:While most barbarians are skilled at breaking things, some find the need to destroy their surroundings an almost uncontrollable urge when in the middle of a rage. These barbarians are a danger not only to their foes, but also to the very environment around them.	ABILITY:Special Ability|AUTOMATIC|Destructive ~ Breaker|PRECLASS:1,Barbarian=1	ABILITY:Special Ability|AUTOMATIC|Battle Scavenger ~ Breaker|PRECLASS:1,Barbarian=3																				COST:0	SOURCEPAGE:p.78
Brutal Pugilist		KEY:Barbarian Archetype ~ Brutal Pugilist		CATEGORY:Archetype	TYPE:Archetype.BarbarianUncannyDodge.BarbarianTrapSense.BarbarianImprovedUncannyDodge					PRECLASS:1,Barbarian=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Barbarian Archetype ~ Brutal Pugilist],[!PREABILITY:1,CATEGORY=Archetype,TYPE.BarbarianUncannyDodge,TYPE.BarbarianTrapSense,TYPE.BarbarianImprovedUncannyDodge]							DESC:Some barbarians focus on using their bare hands to tear their opponents limb from limb. These brutal pugilists also learn a great deal about various combat maneuvers, using them to cripple or crush their foes.										ABILITY:Special Ability|AUTOMATIC|Savage Grapple ~ Brutal Pugilist|PRECLASS:1,Barbarian=2	ABILITY:Special Ability|AUTOMATIC|Pit Fighter ~ Brutal Pugilist|PRECLASS:1,Barbarian=3	ABILITY:Special Ability|AUTOMATIC|Improved Savage Grapple ~ Brutal Pugilist|PRECLASS:1,Barbarian=5	COST:0	SOURCEPAGE:p.78
Drunken Brute		KEY:Barbarian Archetype ~ Drunken Brute		CATEGORY:Archetype	TYPE:Archetype.BarbarianFastMovement													PRECLASS:1,Barbarian=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Barbarian Archetype ~ Drunken Brute],[!PREABILITY:1,CATEGORY=Archetype,TYPE.BarbarianFastMovement]																	DESC:Barbarians are known for their ability to consume potent drink, but drunken brutes turn drinking into a combat tactic, using the potent liquor to fuel their rage and grant them additional powers.												ABILITY:Special Ability|AUTOMATIC|Raging Drunk ~ Drunken Brute|PRECLASS:1,Barbarian=1																																	COST:0	SOURCEPAGE:p.78
Elemental Kin		KEY:Barbarian Archetype ~ Elemental Kin		CATEGORY:Archetype	TYPE:Archetype.BarbarianTrapSense														PRECLASS:1,Barbarian=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Barbarian Archetype ~ Elemental Kin],[!PREABILITY:1,CATEGORY=Archetype,TYPE.BarbarianTrapSense]																	DESC:Some barbarian tribes have strong ties to the elemental forces of nature. Their shamans anoint the warriors at birth, tying them to the patron element of the tribe and granting them lasting boons against such forces.									ABILITY:Special Ability|AUTOMATIC|Elemental Fury ~ Elemental Kin|PRECLASS:1,Barbarian=3																																	COST:0	SOURCEPAGE:p.78
Hurler			KEY:Barbarian Archetype ~ Hurler			CATEGORY:Archetype	TYPE:Archetype.BarbarianFastMovement													PRECLASS:1,Barbarian=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Barbarian Archetype ~ Hurler],[!PREABILITY:1,CATEGORY=Archetype,TYPE.BarbarianFastMovement]																		DESC:A raging barbarian is frightening enough in melee, but some become skilled at throwing objects at their foes before closing in for the kill.																					ABILITY:Special Ability|AUTOMATIC|Skilled Thrower ~ Hurler|PRECLASS:1,Barbarian=1																																		COST:0	SOURCEPAGE:p.78
Invulnerable Rager	KEY:Barbarian Archetype ~ Invulnerable Rager	CATEGORY:Archetype	TYPE:Archetype.BarbarianUncannyDodge.BarbarianImprovedUncannyDodge.BarbarianDamageReduction.BarbarianTrapSense	PRECLASS:1,Barbarian=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Barbarian Archetype ~ Invulnerable Rager],[!PREABILITY:1,CATEGORY=Archetype,TYPE.BarbarianUncannyDodge,TYPE.BarbarianImprovedUncannyDodge,TYPE.BarbarianDamageReduction,TYPE.BarbarianTrapSense]	DESC:Some barbarians learn to take whatever comes their way, shrugging off mortal wounds with ease. These barbarians invite their enemies to attack them, and use pain to fuel their rage.														ABILITY:Special Ability|AUTOMATIC|Invulnerability ~ Invulnerable Rager|PRECLASS:1,Barbarian=2	ABILITY:Special Ability|AUTOMATIC|Extreme Endurance ~ Invulnerable Rager|PRECLASS:1,Barbarian=3																COST:0	SOURCEPAGE:p.79
Mounted Fury		KEY:Barbarian Archetype ~ Mounted Fury		CATEGORY:Archetype	TYPE:Archetype.BarbarianFastMovement.BarbarianUncannyDodge.BarbarianImprovedUncannyDodge					PRECLASS:1,Barbarian=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Barbarian Archetype ~ Mounted Fury],[!PREABILITY:1,CATEGORY=Archetype,TYPE.BarbarianFastMovement,TYPE.BarbarianUncannyDodge,TYPE.BarbarianImprovedUncannyDodge]							DESC:Many barbarian tribes are masters of the horse, teaching their members how to ride from a young age. As a result, barbarians from such tribes are even more terrifying when mounted, using their steeds' speed and strength to great advantage.					ABILITY:Special Ability|AUTOMATIC|Fast Rider ~ Mounted Fury|PRECLASS:1,Barbarian=1	ABILITY:Special Ability|AUTOMATIC|Bestial Mount ~ Mounted Fury|PRECLASS:1,Barbarian=5																			COST:0	SOURCEPAGE:p.79
Savage Barbarian		KEY:Barbarian Archetype ~ Savage Barbarian	CATEGORY:Archetype	TYPE:Archetype.BarbarianTrapSense.BarbarianDamageReduction										PRECLASS:1,Barbarian=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Barbarian Archetype ~ Savage Barbarian],[!PREABILITY:1,CATEGORY=Archetype,TYPE.BarbarianTrapSense,TYPE.BarbarianDamageReduction]												DESC:Some barbarians are truly savage, having little training in modern arms. These savage barbarians learn to avoid blows and toughen up their skin.																					ABILITY:Special Ability|AUTOMATIC|Naked Courage ~ Savage Barbarian|PRECLASS:1,Barbarian=3	ABILITY:Special Ability|AUTOMATIC|Natural Toughness ~ Savage Barbarian|PRECLASS:1,Barbarian=7																	COST:0	SOURCEPAGE:p.79
Superstitious		KEY:Barbarian Archetype ~ Superstitious		CATEGORY:Archetype	TYPE:Archetype.BarbarianTrapSense.BarbarianDamageReduction										PRECLASS:1,Barbarian=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Barbarian Archetype ~ Superstitious],[!PREABILITY:1,CATEGORY=Archetype,TYPE.BarbarianTrapSense,TYPE.BarbarianDamageReduction]												DESC:Many barbarians distrust magic. While most just shy away from magic, others focus their rage on users of such foul arts. These barbarians are naturally distrusting, and develop keen senses to protect them from harm.									ABILITY:Special Ability|AUTOMATIC|Sixth Sense ~ Superstitious|PRECLASS:1,Barbarian=3	ABILITY:Special Ability|AUTOMATIC|Keen Senses ~ Superstitious|PRECLASS:1,Barbarian=7																		COST:0	SOURCEPAGE:p.79
Totem Warrior		KEY:Barbarian Archetype ~ Totem Warrior		CATEGORY:Archetype	TYPE:Archetype																	PRECLASS:1,Barbarian=1																																									DESC:A barbarian often has a special totem that is the patron of her tribe. While individual totems vary, those in the tribe that call upon a totem receive similar abilities.																																																															COST:0	SOURCEPAGE:p.79

###Block: Barbarian archetypes abilites
# Breaker
# Ability Name			Unique Key							Category of Ability		Type						Define						Description																																																																																																															Ability																																																																					Bonus to Ability Pool					Combat bonus												Add to base move					Bonus to base range		Stat bonus							Modify VAR								Add to vision			Allow Follower			Allowed Companions																																								Vision		Damage Reduction			Source Page		Description of the Benefits			Temporary effect description
Destructive				KEY:Destructive ~ Breaker				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DEFINE:DestructiveDamage|0			DESC:Whenever the breaker barbarian makes a melee attack that targets an unattended object or makes a sunder combat maneuver, she adds +%1 on the damage roll.|DestructiveDamage																																																																																																																																																																																																			BONUS:VAR|DestructiveDamage|min(1,BarbarianLvl/2)																																																														SOURCEPAGE:p.78
Battle Scavenger			KEY:Battle Scavenger ~ Breaker			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DEFINE:BattleScavengerDamage|0		DESC:At 3rd level, the breaker barbarian suffers no penalty on attack rolls when using an improvised weapon or a weapon with the broken condition. In addition, she gains a +%1 bonus on damage rolls with improvised or broken weapons for every three levels beyond 3rd. This ability replaces trap sense.|BattleScavengerDamage																																																																																																																																																																											BONUS:VAR|BattleScavengerDamage|BarbarianLvl/3																																																															SOURCEPAGE:p.78

# Brutal Pugilist
Savage Grapple			KEY:Savage Grapple ~ Brutal Pugilist		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary								DESC:At 2nd level, the brutal pugilist takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. She can make an attack of opportunity against creatures trying to grapple her even if they possess the Improved Grapple feat or the grab special attack. If she hits with this attack of opportunity, she gains a +2 circumstance bonus to her CMD against the grapple attempt. She cannot make these attacks of opportunity once a grapple has succeeded. This ability replaces uncanny dodge.																																																																																																																																																																																																											SOURCEPAGE:p.78
Pit Fighter				KEY:Pit Fighter ~ Brutal Pugilist			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary								DESC:At 3rd level, the brutal pugilist has learned combat tricks from fighting in pit brawls and gladiatorial arenas. She selects one combat maneuver and gains a +1 insight bonus on her CMB or to her CMD in that maneuver. This bonus increases to +2 if the barbarian is wearing no armor (shields are allowed). At every three levels after 3rd, the barbarian may select another combat maneuver and add this bonus on her CMB or to her CMD. This bonus can be applied to each maneuver no more than twice, once on CMB and once to CMD. This ability replaces trap sense.																																																																																																																																																																																																									SOURCEPAGE:p.78
Improved Savage Grapple		KEY:Improved Savage Grapple ~ Brutal Pugilist	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary								DESC:At 5th level, the brutal pugilist takes no penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. She also is treated as one size larger than her actual size when determining whether she can grapple or be grappled by another creature. This ability replaces improved uncanny dodge.																																																																																																																																																																																																																																															SOURCEPAGE:p.78

# Drunken Brute
Raging Drunk			KEY:Raging Drunk ~ Drunken Brute			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary								DESC:While raging, the drunken brute can drink a potion, or a tankard of ale or similar quantity of alcohol, as a move action that does not provoke attacks of opportunity. A potion has its normal effect, while an alcoholic drink allows the barbarian to maintain her rage that round without expending a round of rage for the day (instead of the alcohol's normal effects). For each alcoholic drink consumed while raging, the barbarian is nauseated for 1 round when her rage expires, in addition the normal fatigue that follows a rage. Tireless rage does not negate this nauseated condition but the internal fortitude rage power does. This ability replaces fast movement.																																																																																																																																																																																							SOURCEPAGE:p.78

# Elemental Kin
Elemental Fury			KEY:Elemental Fury ~ Elemental Kin			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary								DESC:At 3rd level, whenever the elemental kin takes an amount of energy damage equal to or greater than her barbarian level while raging, she adds 1 to the total number of rounds that she can rage that day. At 6th level, and every three levels thereafter, the number of extra rounds per energy attack increases by +1, to a maximum of +6 rounds per energy attack at at 18th level. This ability replaces trap sense.																																																																																																																																																																																																																																		SOURCEPAGE:p.78

# Hurler
Skilled Thrower			KEY:Skilled Thrower ~ Hurler				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary								DESC:The hurler is skilled at throwing objects in combat. Increase the range increment of any thrown weapon or object by 10 feet. This ability replaces fast movement.																																																																																																																																																																																								BONUS:RANGEADD|THROWN|10																																																																															SOURCEPAGE:p.78

# Invulnerable Rager
Invulnerability			KEY:Invulnerability ~ Invulnerable Rager		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DEFINE:InvulnerableRagerLvl|0			DESC:At 2nd level, the invulnerable rager gains DR/- equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.																																																																																																																																																																																										BONUS:VAR|InvulnerableRagerLvl|BarbarianLvl/2																																																										DR:InvulnerableRagerLvl/-	SOURCEPAGE:p.79
Extreme Endurance			KEY:Extreme Endurance ~ Invulnerable Rager	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DEFINE:InvulnerableRagerResistance|0	DESC:At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replaces trap sense.																																																																																																																																										BONUS:ABILITYPOOL|Extreme Endurance Selection|1																																																																																																									SOURCEPAGE:p.79
#
Extreme Endurance / Hot		KEY:Extreme Endurance Hot ~ Invulnerable Rager	CATEGORY:Special Ability	TYPE:IRagerEndurance																																																																																																																																																																																																																																																																																																																SOURCEPAGE:p.79	BENEFIT:%1|InvulnerableRagerResistance
Extreme Endurance / Cold	KEY:Extreme Endurance Cold ~ Invulnerable Rager	CATEGORY:Special Ability	TYPE:IRagerEndurance																																																																																																																																																																																																																																																																																																																SOURCEPAGE:p.79	BENEFIT:%1|InvulnerableRagerResistance

# Mounted Fury
Fast Rider				KEY:Fast Rider ~ Mounted Fury				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary								DESC:The speed of any mount the barbarian rides is increased by 10 feet. This ability replaces fast movement.																																																																																																																																																																																										BONUS:MOVEADD|TYPE.Walk|10|PREAPPLY:ANYPC																																																																																				SOURCEPAGE:p.79								TEMPDESC:Apply to the Mount
Bestial Mount			KEY:Bestial Mount ~ Mounted Fury			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DEFINE:CompLevel|0				DESC:At 5th level, the mounted fury gains the service of a feral mount. This ability functions as a druid's animal companion, using the barbarian's level -4 as her effective druid level. This companion must be one that she is capable of riding and is suitable as a mount. A Medium barbarian can select a camel or a horse. A Small barbarian can select a pony or a wolf, but can also select a boar or a dog if she is at least 8th level. Whenever a barbarian is raging while mounted on her bestial mount, the mount gains a +2 morale bonus to its Strength. This ability replaces uncanny dodge and improved uncanny dodge.																																																																																																																		BONUS:STAT|STR|2|TYPE=Morale|PREAPPLY:ANYPC	BONUS:VAR|CompLevel|BarbarianLvl-4									FOLLOWERS:Animal Companion|1	COMPANIONLIST:Animal Companion|Companion (Camel),Companion (Horse)	COMPANIONLIST:Animal Companion|Companion (Pony),Companion (Wolf)|PRESIZELTEQ:S	COMPANIONLIST:Animal Companion|Companion (Boar),Companion (Dog)|PRESIZELTEQ:S|PRECLASS:1,Barbarian=8									SOURCEPAGE:p.79

# Savage Barbarian
Naked Courage			KEY:Naked Courage ~ Savage Barbarian		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary								DESC:At 3rd level, the savage barbarian gains a +%1 dodge bonus to AC and a +%1 morale bonus on saving throws against fear when wearing no armor (shields are allowed). This bonus increases by +1 for every six levels after 3rd. This ability replaces trap sense.|((BarbarianLvl+3)/6)																																																																																																																																																																																																																																																								SOURCEPAGE:p.79
Natural Toughness			KEY:Natural Toughness ~ Savage Barbarian		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DEFINE:NaturalToughness|0			DESC:At 7th level, the savage barbarian gains a +%1 natural armor bonus to AC when wearing no armor (shields are allowed). This bonus increases by +1 for every three levels beyond 7th. This ability replaces damage reduction.|NaturalToughness																																																																																																																																																						BONUS:COMBAT|AC|NaturalToughness|TYPE=NaturalArmor.STACK|!PREEQUIP:1,TYPE=Armor																					BONUS:VAR|NaturalToughness|(BarbarianLvl-7)/3																																																															SOURCEPAGE:p.79

# Superstitious
Sixth Sense				KEY:Sixth Sense ~ Superstitious			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary								DESC:At 3rd level, the superstitious barbarian gains a +%1 bonus on initiative and a +%1 insight bonus to AC during surprise rounds. This bonus increases by +1 for every three levels after 3rd. This ability replaces trap sense.|BarbarianLvl/3																																																																																																																																																																																																																																																														SOURCEPAGE:p.79
Keen Senses				KEY:Keen Senses ~ Superstitious			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary								DESC:At 7th level, the superstitious barbarian gains low-light vision (triple normal vision range in dim light if she already has low-light vision). At 10th level, she gains darkvision 60 feet (or adds 60 feet to the range of any darkvision already possessed). At 13th level, she gains scent. At 16th level, she gains blindsense 30 feet. At 19th level, she gains blindsight 30 feet. This ability replaces damage reduction.																																										ABILITY:Special Ability|AUTOMATIC|Keen Senses ~ Low-Light Vision|PRECLASS:1,Barbarian=7	ABILITY:Special Ability|AUTOMATIC|Keen Senses ~ Darkvision|PRECLASS:1,Barbarian=10	ABILITY:Special Ability|AUTOMATIC|Keen Senses ~ Scent|PRECLASS:1,Barbarian=13	ABILITY:Special Ability|AUTOMATIC|Keen Senses ~ Blindsense|PRECLASS:1,Barbarian=16	ABILITY:Special Ability|AUTOMATIC|Keen Senses ~ Blindsight|PRECLASS:1,Barbarian=19																																																																																																																	SOURCEPAGE:p.79
# Keen Sense Grouping
Low-Light Vision			KEY:Keen Senses ~ Low-Light Vision			CATEGORY:Special Ability	TYPE:SpecialQuality																																																																																																																																																																																																																																																																																																								VISION:Low-Light						SOURCEPAGE:p.79
Darkvision				KEY:Keen Senses ~ Darkvision				CATEGORY:Special Ability	TYPE:SpecialQuality										DESC:she gains darkvision 60 feet (or adds 60 feet to the range of any darkvision already possessed).																																																																																																																																																																																																																									BONUS:VISION|Darkvision|60																																																									SOURCEPAGE:p.79
Scent					KEY:Keen Senses ~ Scent					CATEGORY:Special Ability	TYPE:SpecialQuality										DESC:she gains scent.																																																																																																																																																																																																																																																																																																			SOURCEPAGE:p.79
Blindsense				KEY:Keen Senses ~ Blindsense				CATEGORY:Special Ability	TYPE:SpecialQuality										DESC:she gains blindsense 30 feet																																																																																																																																																																																																																																				BONUS:VISION|Blindsense|30																																																									SOURCEPAGE:p.79
Blindsight				KEY:Keen Senses ~ Blindsight				CATEGORY:Special Ability	TYPE:SpecialQuality										DESC:she gains blindsight 30 feet																																																																																																																																																																																																																																				BONUS:VISION|Blindsight|30																																																									SOURCEPAGE:p.79

#------------------#
##	BARD		##
#------------------#

###Block: Bard archetypes
# Ability Name	Unique Key						Category of Ability	Type																																			Required Class	Multiple Requirements																																																								Description																																										Ability																																																																																																																																					Cost		Source Page
Arcane Duelist	KEY:Bard Archetype ~ Arcane Duelist		CATEGORY:Archetype	TYPE:Archetype.BardBardicKnowledge.BardCountersong.BardSuggestion.BardMassSuggestion.BardVersatilePerformace.BardWellVersed.BardLoreMaster.BardJackOfAllTrades									PRECLASS:1,Bard=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Bard Archetype ~ Arcane Duelist],[!PREABILITY:1,CATEGORY=Archetype,TYPE.BardBardicKnowledge,TYPE.BardCountersong,TYPE.BardSuggestion,TYPE.BardMassSuggestion,TYPE.BardVersatilePerformace,TYPE.BardWellVersed,TYPE.BardLoreMaster,TYPE.BardJackOfAllTrades]										DESC:A master of the martial applications of steel and spell, the spellsword blends both into a lethal combination.																								ABILITY:Special Ability|AUTOMATIC|Arcane Strike ~ Arcane Duelist|PRECLASS:1,Bard=1	ABILITY:Special Ability|AUTOMATIC|Rallying Cry ~ Arcane Duelist|PRECLASS:1,Bard=1	ABILITY:Special Ability|AUTOMATIC|Bladethirst ~ Arcane Duelist|PRECLASS:1,Bard=6	ABILITY:Special Ability|AUTOMATIC|Mass Bladethirst ~ Arcane Duelist|PRECLASS:1,Bard=18	ABILITY:Special Ability|AUTOMATIC|Bonus Feats ~ Arcane Duelist|PRECLASS:1,Bard=1	ABILITY:Special Ability|AUTOMATIC|Arcane Bond ~ Arcane Duelist|PRECLASS:1,Bard=5	ABILITY:Special Ability|AUTOMATIC|Arcane Armor ~ Arcane Duelist|PRECLASS:1,Bard=10																																				COST:0	SOURCEPAGE:p.80
Archivist		KEY:Bard Archetype ~ Archivist		CATEGORY:Archetype	TYPE:Archetype.BardInspireCourage.BardInspireGreatness.BardMassSuggestion.BardVersatilePerformance.BardWellVersed.BardLoreMaster.BardJackOfAllTrades											PRECLASS:1,Bard=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Bard Archetype ~ Archivist],[!PREABILITY:1,CATEGORY=Archetype,TYPE.BardInspireCourage,TYPE.BardInspireGreatness,TYPE.BardMassSuggestion,TYPE.BardVersatilePerformance,TYPE.BardWellVersed,TYPE.BardLoreMaster,TYPE.BardJackOfAllTrades]														DESC:Some bards greatly prefer academic pursuits to the drama (and sometimes melodrama) of their artistic brethren.																								ABILITY:Special Ability|AUTOMATIC|Naturalist ~ Archivist|PRECLASS:1,Bard=1	ABILITY:Special Ability|AUTOMATIC|Lamentable Belabourment ~ Archivist|PRECLASS:1,Bard=6	ABILITY:Special Ability|AUTOMATIC|Pedantic Lecture ~ Archivist|PRECLASS:1,Bard=18	ABILITY:Special Ability|AUTOMATIC|Lore Master ~ Archivist|PRECLASS:1,Bard=2	ABILITY:Special Ability|AUTOMATIC|Magic Lore ~ Archivist|PRECLASS:1,Bard=2	ABILITY:Special Ability|AUTOMATIC|Jack of All Trades ~ Archivist|PRECLASS:1,Bard=5	ABILITY:Special Ability|AUTOMATIC|Probable Path ~ Archivist|PRECLASS:1,Bard=10																																							COST:0	SOURCEPAGE:p.80
Court Bard		KEY:Bard Archetype ~ Court Bard		CATEGORY:Archetype	TYPE:Archetype.BardInspireCourage.BardInspireCompetence.BardDirgeOfDoom.BardFrighteningTune.BardBardicKnowledge.BardLoreMaster.BardJackOfAllTrades											PRECLASS:1,Bard=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Bard Archetype ~ Court Bard],[!PREABILITY:1,CATEGORY=Archetype,TYPE.BardInspireCourage,TYPE.BardInspireCompetence,TYPE.BardDirgeOfDoom,TYPE.BardFrighteningTune,TYPE.BardBardicKnowledge,TYPE.BardLoreMaster,TYPE.BardJackOfAllTrades]														DESC:Spending years studying all of the finer points of erudition and etiquette, the court bard takes up the role of resplendent proclaimer and artist-in-residence at the hand of nobility, royalty, and the well-moneyed elite who aspire to join their ranks.	ABILITY:Special Ability|AUTOMATIC|Satire ~ Court Bard|PRECLASS:1,Bard=1	ABILITY:Special Ability|AUTOMATIC|Mockery ~ Court Bard|PRECLASS:1,Bard=3	ABILITY:Special Ability|AUTOMATIC|Glorious Epic ~ Court Bard|PRECLASS:1,Bard=8	ABILITY:Special Ability|AUTOMATIC|Scandal ~ Court Bard|PRECLASS:1,Bard=14	ABILITY:Special Ability|AUTOMATIC|Heraldic Expertise ~ Court Bard|PRECLASS:1,Bard=1	ABILITY:Special Ability|AUTOMATIC|Wide Audience ~ Court Bard|PRECLASS:1,Bard=5																																																							COST:0	SOURCEPAGE:p.81
Detective		KEY:Bard Archetype ~ Detective		CATEGORY:Archetype	TYPE:Archetype.BardInspireCourage.BardInspireGreatness.BardInspireHeroics.BardBardicKnowledge.BardWellVersed.BardVersatilePerformance													PRECLASS:1,Bard=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Bard Archetype ~ Detective],[!PREABILITY:1,CATEGORY=Archetype,TYPE.BardInspireCourage,TYPE.BardInspireGreatness,TYPE.BardInspireHeroics,TYPE.BardBardicKnowledge,TYPE.BardWellVersed,TYPE.BardVersatilePerformance]																	DESC:Piecing together clues and catching the guilty with sheer cleverness, the detective is skilled at divining the truth.																							ABILITY:Special Ability|AUTOMATIC|Careful Teamwork ~ Detective|PRECLASS:1,Bard=1	ABILITY:Special Ability|AUTOMATIC|True Confession ~ Detective|PRECLASS:1,Bard=9	ABILITY:Special Ability|AUTOMATIC|Show Yourselves ~ Detective|PRECLASS:1,Bard=15	ABILITY:Special Ability|AUTOMATIC|Eye for Detail ~ Detective|PRECLASS:1,Bard=1	ABILITY:Special Ability|AUTOMATIC|Arcane Insight ~ Detective|PRECLASS:1,Bard=2	ABILITY:Special Ability|AUTOMATIC|Arcane Investigation ~ Detective|PRECLASS:1,Bard=1																																																		COST:0	SOURCEPAGE:p.81
Magician		KEY:Bard Archetype ~ Magician			CATEGORY:Archetype	TYPE:Archetype.BardInspireCourage.BardDirgeOfDoom.BardFrighteningTune.BardCounterSong.BardWellVersed.BardVersatilePerformance.BardLoreMaster.BardJackOfAllTrades.BardBardicKnowledge					PRECLASS:1,Bard=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Bard Archetype ~ Magician],[!PREABILITY:1,CATEGORY=Archetype,TYPE.BardInspireCourage,TYPE.BardDirgeOfDoom,TYPE.BardFrighteningTune,TYPE.BardCounterSong,TYPE.BardWellVersed,TYPE.BardVersatilePerformance,TYPE.BardLoreMaster,TYPE.BardJackOfAllTrades]											DESC:A magician dabbles in performance, but sees it as a means to tap into universal energies and channel them.																									ABILITY:FEAT|AUTOMATIC|Improved Counterspell|PRECLASS:1,Bard=1	ABILITY:Special Ability|AUTOMATIC|Dweomercraft ~ Magician|PRECLASS:1,Bard=1	ABILITY:Special Ability|AUTOMATIC|Spell Suppression ~ Magician|PRECLASS:1,Bard=8	ABILITY:Special Ability|AUTOMATIC|Metamagic Mastery ~ Magician|PRECLASS:1,Bard=14	ABILITY:Special Ability|AUTOMATIC|Magical Talent ~ Magician|PRECLASS:1,Bard=1	ABILITY:Special Ability|AUTOMATIC|Extended Performance ~ Magician|PRECLASS:1,Bard=2	ABILITY:Special Ability|AUTOMATIC|Expanded Repertoire ~ Magician|PRECLASS:1,Bard=2	ABILITY:Special Ability|AUTOMATIC|Arcane Bond ~ Magician|PRECLASS:1,Bard=5	ABILITY:Special Ability|AUTOMATIC|Wand Mastery ~ Magician|PRECLASS:1,Bard=10																COST:0	SOURCEPAGE:p.82
Sandman		KEY:Bard Archetype ~ Sandman			CATEGORY:Archetype	TYPE:Archetype.BardInspireCourage.BardSuggestion.BardInspireGreatness.BardInspireHeroics.BardMassSuggestion.BardDeadlyPerformace.BardBardicKnowledge.BardVersatilePerformace.BardInspireCompetence.BardLoreMaster	PRECLASS:1,Bard=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Bard Archetype ~ Sandman],[!PREABILITY:1,CATEGORY=Archetype,TYPE.BardInspireCourage,TYPE.BardSuggestion,TYPE.BardInspireGreatness,TYPE.BardInspireHeroics,TYPE.BardMassSuggestion,TYPE.BardDeadlyPerformace,TYPE.BardBardicKnowledge,TYPE.BardVersatilePerformace,TYPE.BardInspireCompetence,TYPE.BardLoreMaster]	DESC:Combining performance with stealth, trickery, and guile, the sandman uses cleverness to keep others off-balance.																								ABILITY:Special Ability|AUTOMATIC|Stealspell ~ Sandman|PRECLASS:1,Bard=1	ABILITY:Special Ability|AUTOMATIC|Slumber Song ~ Sandman|PRECLASS:1,Bard=6	ABILITY:Special Ability|AUTOMATIC|Dramatic Subtext ~ Sandman|PRECLASS:1,Bard=9	ABILITY:Special Ability|AUTOMATIC|Greater Stealspell ~ Sandman|PRECLASS:1,Bard=15	ABILITY:Special Ability|AUTOMATIC|Mass Slumber Song ~ Sandman|PRECLASS:1,Bard=18	ABILITY:Special Ability|AUTOMATIC|Spell Catching ~ Sandman|PRECLASS:1,Bard=20	ABILITY:Special Ability|AUTOMATIC|Master of Deception ~ Sandman|PRECLASS:1,Bard=1	ABILITY:Special Ability|AUTOMATIC|Sneakspell ~ Sandman|PRECLASS:1,Bard=2	ABILITY:Special Ability|AUTOMATIC|Trap Sense ~ Sandman|PRECLASS:1,Bard=3	ABILITY:Special Ability|AUTOMATIC|Sneak Attack ~ Sandman|PRECLASS:1,Bard=5	COST:0	SOURCEPAGE:p.82
Savage Skald	KEY:Bard Archetype ~ Savage Skald		CATEGORY:Archetype	TYPE:Archetype.BardFascinate.BardSuggestion.BardJackOfAllTrades.BardSoothingPerformance.BardMassSugestion																		PRECLASS:1,Bard=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Bard Archetype ~ Savage Skald],[!PREABILITY:1,CATEGORY=Archetype,TYPE.BardFascinate,TYPE.BardSuggestion,TYPE.BardJackOfAllTrades,TYPE.BardSoothingPerformance,TYPE.BardMassSugestion]																						DESC:Far from civilization, furious tribes have their own war-singers, work-chanters, and lore-keepers, savaging enemies with song and sword alike.																			ABILITY:Special Ability|AUTOMATIC|Inspiring Blow ~ Savage Skald|PRECLASS:1,Bard=1	ABILITY:Special Ability|AUTOMATIC|Incite Rage ~ Savage Skald|PRECLASS:1,Bard=6	ABILITY:Special Ability|AUTOMATIC|Song of the Fallen ~ Savage Skald|PRECLASS:1,Bard=10	ABILITY:Special Ability|AUTOMATIC|Berserkergang ~ Savage Skald|PRECLASS:1,Bard=12	ABILITY:Special Ability|AUTOMATIC|Battle Song ~ Savage Skald|PRECLASS:1,Bard=18																																																																COST:0	SOURCEPAGE:p.84
Sea Singer		KEY:Bard Archetype ~ Sea Singer		CATEGORY:Archetype	TYPE:Archetype.BardCounterSong.BardCounterSong.BardSuggestion.BardMassSuggestion.BardBardicKnowledge.BardVersatilePerformace.BardWellVersed												PRECLASS:1,Bard=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Bard Archetype ~ Sea Singer],[!PREABILITY:1,CATEGORY=Archetype,TYPE.BardCounterSong,TYPE.BardCounterSong,TYPE.BardSuggestion,TYPE.BardMassSuggestion,TYPE.BardBardicKnowledge,TYPE.BardVersatilePerformace,TYPE.BardWellVersed]															DESC:The sea singer calls the blue waters his home, and is much in demand among sea captains wishing good fortune for their crew and hull as they ply the tradewinds far and wide.														ABILITY:Special Ability|AUTOMATIC|Sea Shanty ~ Sea Singer|PRECLASS:1,Bard=1	ABILITY:Special Ability|AUTOMATIC|Still Water ~ Sea Singer|PRECLASS:1,Bard=3	ABILITY:Special Ability|AUTOMATIC|Whistle the Wind ~ Sea Singer|PRECLASS:1,Bard=6	ABILITY:Special Ability|AUTOMATIC|Call the Storm ~ Sea Singer|PRECLASS:1,Bard=18	ABILITY:Special Ability|AUTOMATIC|World Traveler ~ Sea Singer|PRECLASS:1,Bard=1	ABILITY:Special Ability|AUTOMATIC|Familiar ~ Sea Singer|PRECLASS:1,Bard=2	ABILITY:Special Ability|AUTOMATIC|Sea Legs ~ Sea Singer|PRECLASS:1,Bard=2																																									COST:0	SOURCEPAGE:p.84
Street Performer	KEY:Bard Archetype ~ Street Performer	CATEGORY:Archetype	TYPE:Archetype.BardInspireCourage.BardInspireCompetence.BardInspireGreatness.BardInspireHeroics.BardCountersong.BardBardicKnowledge.BardLoreMaster											PRECLASS:1,Bard=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Bard Archetype ~ Street Performer],[!PREABILITY:1,CATEGORY=Archetype,TYPE.BardInspireCourage,TYPE.BardInspireCompetence,TYPE.BardInspireGreatness,TYPE.BardInspireHeroics,TYPE.BardCountersong,TYPE.BardBardicKnowledge,TYPE.BardLoreMaster]													DESC:Whether acrobat, troubadour, or thespian, the street performer mixes with the masses, singing for his supper.																								ABILITY:Special Ability|AUTOMATIC|Disappearing Act ~ Street Performer|PRECLASS:1,Bard=1	ABILITY:Special Ability|AUTOMATIC|Harmless Performer ~ Street Performer|PRECLASS:1,Bard=3	ABILITY:Special Ability|AUTOMATIC|Madcap Prank ~ Street Performer|PRECLASS:1,Bard=9	ABILITY:Special Ability|AUTOMATIC|Slip through the Crowd ~ Street Performer|PRECLASS:1,Bard=15	ABILITY:Special Ability|AUTOMATIC|Gladhanding ~ Street Performer|PRECLASS:1,Bard=1	ABILITY:Special Ability|AUTOMATIC|Streetwise ~ Street Performer|PRECLASS:1,Bard=1	ABILITY:Special Ability|AUTOMATIC|Quick Change ~ Street Performer|PRECLASS:1,Bard=5																																	COST:0	SOURCEPAGE:p.85

###Block: Bard archetypes abilites
# Arcane Duelist
# Ability Name						Unique Key							Category of Ability		Type												Define									Description																																																																																																																																																																																														Multiple?	Choose							Automatically Gained Feat			Ability																																																			Bonus to Ability Pool							Bonus to skill															Modify VAR																						Source Page		List of Known Class Spells by Level
Arcane Strike						KEY:Arcane Strike ~ Arcane Duelist			CATEGORY:Special Ability	TYPE:SpecialQuality.BardBardicKnowledge																DESC:Arcane duelists gain Arcane Strike as a bonus feat at 1st level. This ability replaces bardic knowledge.																																																																																																																																																																																							AUTO:FEAT|Arcane Strike																																																																																																										SOURCEPAGE:p.80
Rallying Cry						KEY:Rallying Cry ~ Arcane Duelist			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardCountersong														DESC:At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard's Intimidate check. Rallying cry does not work on effects that don't allow saves. This is a mind-affecting ability that uses audible components. This performance replaces countersong.																																																																																																																																																																																																																													SOURCEPAGE:p.80
Bladethirst							KEY:Bladethirst ~ Arcane Duelist			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardSuggestion															DESC:An arcane duelist of 6th level or higher may use performance to grant one weapon, one natural weapon, one end of a double weapon, or 50 items of ammunition of the same type within 30 feet a +%1 enhancement bonus. This enhancement bonus increases by +1 for every three levels after 6th (maximum +5 at 18th level). These bonuses stack with existing bonuses and may be used to increase the item's enhancement bonus up to +5 or to add any of the following weapon properties: defending, distance, ghost touch, keen, mighty cleaving, returning, shock, shocking burst, seeking, speed, or wounding (Pathfinder RPG Core Rulebook page 469). If the weapon is not magical, at least a +1 enhancement bonus must be added before adding special abilities. This performance replaces suggestion.|classlevel((("Bard")-3)/3)																																																																																																																																																																																SOURCEPAGE:p.80
Mass Bladethirst						KEY:Mass Bladethirst ~ Arcane Duelist		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardMassSuggestion														DESC:An arcane duelist of 18th level or higher can use his bladethirst performance to enhance the weapons of as many allies as desired within 30 feet. The bonus provided by this power is +4 if conferred on two allies, +3 for three allies, +2 for four allies, and +1 for five or more allies. The power granted to each weapon must be identical. This ability replaces mass suggestion.																																																																																																																																																																																																																																																							SOURCEPAGE:p.80
Bonus Feats							KEY:Bonus Feats ~ Arcane Duelist			CATEGORY:Special Ability	TYPE:SpecialQuality.BardVersatilePerformace.BardWellVersed													DESC:An arcane duelist weaves might and magic in his combat style, gaining the following bonus feats at 2nd level and every four levels thereafter: 2nd level-Combat Casting, 6th level-Disruptive, 10th level-Spellbreaker, 14th level-Penetrating Strike, 18th level-Greater Penetrating Strike. This ability replaces versatile performance and well-versed.																																																																																																																																																						ABILITY:FEAT|AUTOMATIC|Combat Casting|PRECLASS:1,Bard=2	ABILITY:FEAT|AUTOMATIC|Disruptive|PRECLASS:1,Bard=6	ABILITY:FEAT|AUTOMATIC|Spellbreaker|PRECLASS:1,Bard=10	ABILITY:FEAT|AUTOMATIC|Penetrating Strike|PRECLASS:1,Bard=14	ABILITY:FEAT|AUTOMATIC|Greater Penetrating Strike|PRECLASS:1,Bard=18																																																			SOURCEPAGE:p.80
Arcane Bond							KEY:Arcane Bond ~ Arcane Duelist			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BardLoreMaster														DESC:At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item. He may not choose a familiar or other type of bonded item. He may use the hand holding his bonded weapon for somatic components. This ability replaces lore master.																																																																																																																																																																		ABILITY:Special Ability|AUTOMATIC|Arcane Bond ~ Bonded Object																																																																																												SOURCEPAGE:p.80
Arcane Armor						KEY:Arcane Armor ~ Arcane Duelist			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BardJackOfAllTrades														DESC:At 10th level, an arcane duelist gains Medium Armor Proficiency and can cast bard spells in medium armor with no chance of arcane spell failure. At 16th level, he gains Heavy Armor Proficiency and can cast bard spells in heavy armor with no arcane spell failure. This ability replaces jack of all trades.																																																																																																																																																						AUTO:FEAT|Armor Proficiency (Medium)	ABILITY:Internal|AUTOMATIC|Arcane Armor ~ Heavy|PRECLASS:1,Bard=16																																																																																											SOURCEPAGE:p.80
#
Arcane Armor (Heavy)					KEY:Arcane Armor ~ Heavy				CATEGORY:Internal																																																																																																																																																																																																																																		AUTO:FEAT|Armor Proficiency (Heavy)																																																																																																								SOURCEPAGE:p.80

# Archivist
Naturalist							KEY:Naturalist ~ Archivist				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BardInspireCourage				DEFINE:NaturalistBonus|0						DESC:An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components. This ability replaces inspire courage.|NaturalistBonus																																																																																																																																																																																			BONUS:VAR|NaturalistBonus|((BardLvl-1)/5)+1																SOURCEPAGE:p.80
Lamentable Belabourment					KEY:Lamentable Belabourment ~ Archivist		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BardInspireGreatness													DESC:At 6th level, an archivist can bewilder a creature already fascinated by his performance. Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). The target must make a Will save DC %1 (DC 10 + 1/2 the bard's level + the bard's Cha modifier). Success renders the target immune to this power for 24 hours, but failure leaves the target either dazed or confused (archivist's choice) for as long as the performance continues. If the target takes damage, this effect ends immediately. This mind-affecting ability relies on audible components. This ability replaces inspire greatness.|10+(BardLvl/2)+CHA																																																																																																																																																																																														SOURCEPAGE:p.80
Pedantic Lecture						KEY:Pedantic Lecture ~ Archivist			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardMassSuggestion														DESC:At 18th level, an archivist can affect as many creatures with lamentable belaborment as he currently has fascinated. In addition, he may choose to cause targets to fall asleep rather than be dazed or confused. This ability replaces mass suggestion.																																																																																																																																																																																																																																																																												SOURCEPAGE:p.80
Lore Master							KEY:Lore Master ~ Archivist				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BardVersatilePerformance													DESC:At 2nd level, an archivist may take 20 on Knowledge checks %1/day, plus once per six levels beyond 2nd. This ability replaces versatile performance.|((BardLvl-2)/6)+1																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.80
Magic Lore							KEY:Magic Lore ~ Archivist				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BardWellVersed														DESC:At 2nd level, an archivist gains a bonus on Spellcraft checks to identify magic items or decipher scrolls and may take 10 on such checks. An archivist can use Disable Device to disarm magical traps as per a rogue's trapfinding ability and gains a +4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind. This ability replaces well-versed.																																																																																																																																																																																																																																																		SOURCEPAGE:p.81
Jack of All Trades					KEY:Jack of All Trades ~ Archivist			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BardLoreMaster														DESC:At 5th level, an archivist can use any skill, even if the skill normally requires him to be trained. At 11th level, he considers all skills to be class skills, and at 17th level he can take 10 on any skill check, even if it is not normally allowed. This ability replaces lore master.																																																																																																																																																																																																																																																																						SOURCEPAGE:p.81
# CLARIFY: Does this mean all skills become class Skills?
Probable Path						KEY:Probable Path ~ Archivist				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BardJackOfAllTrades														DESC:At 10th level, an archivist can calculate the action likely to bring success with the least risk. %1/day, he can take 10 on any d20 roll. He may use this ability one additional time per day for every three levels after 10th. This ability replaces jack of all trades.|(BardLvl-7)/3																																																																																																																																																																																																																																																																							SOURCEPAGE:p.81

# Court Bard
Satire							KEY:Satire ~ Court Bard					CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardInspireCourage														DESC:A court bard can use performance to undermine the confidence of enemies who hear it, causing them to take a -%1 penalty on attack and damage rolls (minimum 1) and a -%1 penalty on saves against fear and charm effects as long as the bard continues performing. This penalty increases by -1 at 5th level and every six levels thereafter. Satire is a language-dependent, mind-affecting ability that uses audible components. This performance replaces inspire courage.|(BardLvl+1)/6																																																																																																																																																																																																																																						SOURCEPAGE:p.81
Mockery							KEY:Mockery ~ Court Bard				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardInspireCompetence													DESC:A court bard of 3rd level or higher can subtly ridicule and defame a specific individual. The bard selects one target who can hear his performance. That individual takes a -2 penalty on Charisma checks and Charisma-related skill checks as long as the bard continues performing. This penalty increases by -1 every four levels after 3rd. Mockery is a language-dependent, mind-affecting ability that relies on audible components. This performance replaces inspire competence.|((BardLvl+1)/4)+2																																																																																																																																																																																																																																				SOURCEPAGE:p.81
Glorious Epic						KEY:Glorious Epic ~ Court Bard			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardDirgeOfDoom														DESC:A court bard of 8th level or higher can weave captivating tales that engross those who hear them. Enemies within 30 feet become flat-footed unless they succeed at a Will save DC %1 (DC 10 + 1/2 the bard's level + the bard's Cha modifier). A save renders them immune to this ability for 24 hours. Glorious epic is a language-dependent, mind-affecting ability that uses audible components. This performance replaces dirge of doom.|10+CHA+(BardLvl/2)																																																																																																																																																																																																																																											SOURCEPAGE:p.81
Scandal							KEY:Scandal ~ Court Bard				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardFrighteningTune														DESC:A court bard of 14th level or higher can combine salacious gossip and biting calumny to incite a riot. Each enemy within 30 feet is affected as if by a song of discord for as long as it can hear the performance. A successful Will save DC %1 (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect, and that creature is immune to this ability for 24 hours. Scandal is a language-dependent, mind-affecting ability that uses audible components. This performance replaces frightening tune.|10+CHA+(BardLvl/2)																																																																																																																																																																																																																														SOURCEPAGE:p.81
Heraldic Expertise					KEY:Heraldic Expertise ~ Court Bard			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BardBardicKnowledge														DESC:A court bard gains a bonus equal to half his bard level on Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) checks [Bonus is %1] (minimum +1).%2/day, the court bard can also reroll a check against one of these skills, though he must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter. This ability replaces bardic knowledge.|BardLvl/2|(BardLvl/5)+1																																																																																																																																																																																																																																								SOURCEPAGE:p.81
Wide Audience						KEY:Wide Audience ~ Court Bard			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardLoreMaster.BardJackOfAllTrades	DEFINE:WideAudienceCone|60	DEFINE:WideAudienceRadius|30	DESC:At 5th level, a court bard can choose to affect a %1-foot [60-foot] cone instead of a %2 [30-foot] radius with bardic performances that affect an area. In addition, for every five levels beyond 5th, the area of such powers is increased by 10 feet (radius) or 20 feet (cone). If the power instead affects multiple creatures, it affects one additional creature than normal for every five levels beyond 5th. This does not affect powers that affect only a single creature. This ability replaces lore master and jack of all trades.|WideAudienceCone|WideAudienceRadius																																																																																																																																																																																																	BONUS:VAR|WideAudienceCone|((BardLvl-5)/5)*10|PRECLASS:1,Bard=10	BONUS:VAR|WideAudienceRadius|((BardLvl-5)/5)*20|PRECLASS:1,Bard=10	SOURCEPAGE:p.81

# Detective
Careful Teamwork						KEY:Careful Teamwork ~ Detective			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardInspireCourage														DESC:A detective uses performance to keep allies coordinated, alert, and ready for action. All allies within 30 feet gain a +%1 bonus on Initiative checks, Perception, and Disable Device checks for 1 hour. They also gain a +%1 insight bonus on Reflex saves and to AC against traps and when they are flat-footed. These bonuses increase by +1 at 5th level and every six levels thereafter. Using this ability requires 3 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. This ability is languagedependent and requires visual and audible components. This performance replaces inspire courage.|(BardLvl+1)/6																																																																																																																																																																																																							SOURCEPAGE:p.81
True Confession						KEY:True Confession ~ Detective			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardInspireGreatness														DESC:At 9th level, a detective can use performance to trick a creature into revealing its secrets. Using this ability requires a successful Sense Motive check to see through a Bluff or notice mental compulsion. After 3 continuous rounds of performance, the target must make a Will save DC %1 (DC 10 + 1/2 the bard's level + the bard's Cha modifier). Success renders the target immune to this power for 24 hours. On a failed save, a liar inadvertently reveals the lie and the truth behind it. A creature under a charm or compulsion reveals the nature of its enchantment and who placed it (if the creature knows) and gains a new saving throw to break free from the enchantment. This ability is language-dependent and requires audible components. Using this power requires only 2 rounds of performance at 15th level, and 1 round of performance at 20th level. This performance replaces inspire greatness.|10+CHA+(BardLvl/2)																																																																																																																																																													SOURCEPAGE:p.81
Show Yourselves						KEY:Show Yourselves ~ Detective			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BardInspireHeroics														DESC:At 15th level, a detective can use performance to compel creatures to reveal themselves when hiding. All enemies within 30 feet must make a Will save DC %1 (DC 10 + 1/2 the bard's level + the bard's Cha modifier). If they fail, they must cease using Stealth, unlock and open doors between themselves and the detective, and dismiss, suppress, or dispel if necessary magical effects that grant invisibility or any other form of concealment from the detective. As long as they can hear the performance, affected creatures may not attack or flee until they have eliminated every such effect, though they are freed from this compulsion immediately if attacked. Creatures in the area must make this save each round the bard continues his performance. This ability is language-dependent and requires audible components. This performance replaces inspire heroics.|10+CHA+(BardLvl/2)																																																																																																																																																																				SOURCEPAGE:p.82
Eye for Detail						KEY:Eye for Detail ~ Detective			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BardBardicKnowledge														DESC:A detective gains a bonus equal to half his level on Knowledge (local), Perception, and Sense Motive checks, as well as Diplomacy checks to gather information (minimum +1). This ability replaces bardic knowledge.|min(1,BardLvl/2)																																																																																																																																																																																																																																							BONUS:SKILL|Knowledge (local),Perception,Sense Motive|min(1,BardLvl/2)																													SOURCEPAGE:p.82
Arcane Insight						KEY:Arcane Insight ~ Detective			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BardWellVersed														DESC:At 2nd level, a detective can find and disable magical traps, like a rogue's trapfinding ability. In addition, he gains a +4 bonus on saving throws made against illusions and a +4 bonus on caster level checks and saving throws to see through disguises and protections against divination (such as magic aura, misdirection, and nondetection). This ability replaces well-versed.																																																																																																																																																																																																																																																							SOURCEPAGE:p.82
Arcane Investigation					KEY:Arcane Investigation ~ Detective		CATEGORY:Special Ability	TYPE:SpecialQuality.BardVersatilePerformance															DESC:In addition, a detective's class spell list includes the following: 1st-detect chaos/evil/law/ good; 2nd-zone of truth; 3rd-arcane eye, speak with dead, speak with plants; 4th-discern lies; 5th-prying eyes, stone tell; 6th-discern location, find the path, greater prying eyes, moment of prescience. A detective may add one of these spells or any divination spell on the bard spell list to his list of spells known at 2nd level and every four levels thereafter. This ability replaces versatile performance.																																																																																																																																																																																																																																	SOURCEPAGE:p.82
#
Arcane Investigation / Detect Chaos											CATEGORY:Special Ability	TYPE:ArcaneInvestigationSpell																																																																																																																																																																																																																																																																																																																																								SOURCEPAGE:p.82	SPELLKNOWN:CLASS|Bard=1|Detect Chaos
Arcane Investigation / Detect Evil											CATEGORY:Special Ability	TYPE:ArcaneInvestigationSpell																																																																																																																																																																																																																																																																																																																																								SOURCEPAGE:p.82	SPELLKNOWN:CLASS|Bard=1|Detect Evil
Arcane Investigation / Detect Law											CATEGORY:Special Ability	TYPE:ArcaneInvestigationSpell																																																																																																																																																																																																																																																																																																																																								SOURCEPAGE:p.82	SPELLKNOWN:CLASS|Bard=1|Detect Law
Arcane Investigation / Detect Good											CATEGORY:Special Ability	TYPE:ArcaneInvestigationSpell																																																																																																																																																																																																																																																																																																																																								SOURCEPAGE:p.82	SPELLKNOWN:CLASS|Bard=1|Detect Good
Arcane Investigation / Zone of Truth										CATEGORY:Special Ability	TYPE:ArcaneInvestigationSpell																																																																																																																																																																																																																																																																																																																																								SOURCEPAGE:p.82	SPELLKNOWN:CLASS|Bard=2|Zone of Truth
Arcane Investigation / Arcane Eye											CATEGORY:Special Ability	TYPE:ArcaneInvestigationSpell																																																																																																																																																																																																																																																																																																																																								SOURCEPAGE:p.82	SPELLKNOWN:CLASS|Bard=3|Arcane Eye
Arcane Investigation / Speak with Dead										CATEGORY:Special Ability	TYPE:ArcaneInvestigationSpell																																																																																																																																																																																																																																																																																																																																								SOURCEPAGE:p.82	SPELLKNOWN:CLASS|Bard=3|Speak with Dead
Arcane Investigation / Speak with Plants										CATEGORY:Special Ability	TYPE:ArcaneInvestigationSpell																																																																																																																																																																																																																																																																																																																																								SOURCEPAGE:p.82	SPELLKNOWN:CLASS|Bard=3|Speak with Plants
Arcane Investigation / Discern Lies											CATEGORY:Special Ability	TYPE:ArcaneInvestigationSpell																																																																																																																																																																																																																																																																																																																																								SOURCEPAGE:p.82	SPELLKNOWN:CLASS|Bard=4|Discern Lies
Arcane Investigation / Prying Eyes											CATEGORY:Special Ability	TYPE:ArcaneInvestigationSpell																																																																																																																																																																																																																																																																																																																																								SOURCEPAGE:p.82	SPELLKNOWN:CLASS|Bard=5|Prying Eyes
Arcane Investigation / Stone Tell											CATEGORY:Special Ability	TYPE:ArcaneInvestigationSpell																																																																																																																																																																																																																																																																																																																																								SOURCEPAGE:p.82	SPELLKNOWN:CLASS|Bard=5|Stone Tell
Arcane Investigation / Discern Location										CATEGORY:Special Ability	TYPE:ArcaneInvestigationSpell																																																																																																																																																																																																																																																																																																																																								SOURCEPAGE:p.82	SPELLKNOWN:CLASS|Bard=6|Discern Location
Arcane Investigation / Find the Path										CATEGORY:Special Ability	TYPE:ArcaneInvestigationSpell																																																																																																																																																																																																																																																																																																																																								SOURCEPAGE:p.82	SPELLKNOWN:CLASS|Bard=6|Find the Path
Arcane Investigation / Prying Eyes (Greater)									CATEGORY:Special Ability	TYPE:ArcaneInvestigationSpell																																																																																																																																																																																																																																																																																																																																								SOURCEPAGE:p.82	SPELLKNOWN:CLASS|Bard=6|Prying Eyes (Greater)
Arcane Investigation / Moment of Prescience									CATEGORY:Special Ability	TYPE:ArcaneInvestigationSpell																																																																																																																																																																																																																																																																																																																																								SOURCEPAGE:p.82	SPELLKNOWN:CLASS|Bard=6|Moment of Prescience
# IMPLEMENT: Unable to add any divine spell, requires Code Work.
# A detective may add one of these spells or any divination spell on the bard spell list to his list of spells known at 2nd level and every four levels thereafter.

# Magician
Dweomercraft						KEY:Dweomercraft ~ Magician				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardInspireCourage														DESC:A magician can use performance to manipulate magical energies. Allies of the magician gain a +%1 bonus on caster level checks, concentration checks, and attack rolls with spells and spell-like abilities. This bonus increases by +1 at 5th level and every six levels thereafter. This ability relies on visual and audible components. It replaces inspire courage.|(BardLvl/5)+1																																																																																																																																																																																																																																																							SOURCEPAGE:p.82
Spell Suppression						KEY:Spell Suppression ~ Magician			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardDirgeOfDoom														DESC:A 8th level, a magician can use performance to counter the spells of his foes. Once the bard begins using this performance, he tracks the number of rounds it has been in use. While performing, as an immediate action, he can attempt to counter any spell that he can identify using Spellcraft, so long as that spell's level is equal or less than the total number of rounds he has been performing spell suppression. The attempt to counter the spell is made as if using dispel magic, using the bard's level as the caster level. If successful, the bardic performance immediately ends. This ability requires audible components. This performance replaces dirge of doom.																																																																																																																																																																																																							SOURCEPAGE:p.82
Metamagic Mastery						KEY:Metamagic Mastery ~ Magician			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BardFrighteningTune														DESC:At 14th level, a magician can use performance to apply a metamagic feat to a spell he is about to cast without increasing the casting time. The bard must still expend a higher-level slot to cast this spell. This causes the performance to immediately end. This ability requires audible components. This performance replaces frightening tune.																																																																																																																																																																																																																																																													SOURCEPAGE:p.82
Magical Talent						KEY:Magical Talent ~ Magician				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BardCounterSong														DESC:A magician gains a bonus [+%1] equal to half his level on Knowledge (arcana), Spellcraft, and Use Magic Device checks. This ability replaces bardic knowledge. Improved Counterspell: A magician gains Improved Counterspell as a bonus feat. This ability replaces countersong.|BardLvl/2																																																																																																																																																																																																																																																																							SOURCEPAGE:p.82
Extended Performance					KEY:Extended Performance ~ Magician			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardWellVersed															DESC:At 2nd level, a magician can extend the duration of bardic performance after he stops concentrating by sacrificing a spell slot as a swift action. The performance effect lingers for 1 extra round per level of the spell. Only one spell may be sacrificed per performance, and performance types that take affect after a specific number of rounds cannot be extended. This ability replaces well-versed.																																																																																																																																																																																																																																																			SOURCEPAGE:p.82
Expanded Repertoire					KEY:Expanded Repertoire ~ Magician			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BardVersatilePerformance													DESC:At 2nd level and every four levels thereafter, a magician can add one spell to his spells known from the spell list of any arcane spellcasting class. The spell must be of a level he can cast. This ability replaces versatile performance.																																																																																																																																																																																																																												BONUS:ABILITYPOOL|Expanded Repertoire Selection|BardLvl+2/4																																									SOURCEPAGE:p.82
# TODO: Implement the ability to add ANY Arcane Spell to Known. We need SPELLKNOWN to take a LIST [NEWTAG-220,NEWTAG-221]
Expanded Repertoire Spells												CATEGORY:Special Ability	TYPE:ExpandedRepertoire.SpecialQuality																																																																																																																																																																																																															MULT:YES	CHOOSE:SPELLS|TYPE=Arcane[LEVELMAX=MAXCASTABLE]																																																																																																														SOURCEPAGE:p.82
# CODE: Requires Code to implement
Arcane Bond							KEY:Arcane Bond ~ Magician				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BardLoreMaster				DEFINE:FMLevel|0								DESC:At 5th level, a magician gains the arcane bond ability as a wizard. He may not choose a familiar or a weapon as a bonded item. This ability replaces lore master.																																																																																																																																																																																																																																									BONUS:ABILITYPOOL|Arcane Bond|1																						BONUS:VAR|FMLevel|BardLvl|PREABILITY:1,CATEGORY=Special Ability,Arcane Bond ~ Familiar									SOURCEPAGE:p.82
Wand Mastery						KEY:Wand Mastery ~ Magician				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BardJackOfAllTrades														DESC:At 10th level, when a magician uses a wand containing a spell on his spell list, he uses his Charisma bonus to set the wand's save DC. At 16th level, when using such a wand, he uses his caster level in place of the wand's caster level. This ability replaces jack of all trades.																																																																																																																																																																																																																																																																							SOURCEPAGE:p.82

# Sandman
Stealspell							KEY:Stealspell ~ Sandman				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardInspireCourage														DESC:A sandman can use performance to steal spells from his foes and add them to his list of spells known. Once the performance is started, the bard can steal a prepared spell or a spell known from another creature with a touch attack as a standard action. The target receives a Will save DC %1 (DC 10 + the bard's level + the bard's Cha bonus) to negate the effect. The sandman may choose a spell to steal, but if the target does not possess the spell, the bardic performance immediately ends. Otherwise the spell stolen is random, but it is always of the highest level that the bard can cast, if possible. The target loses the prepared spell or spell known and the sandman adds it to his list of spells known for as long as the performance continues, after which it reverts to the original recipient. While stolen, the bard can cast the spell using his available spell slots. This use does not consume the stolen spell. If the bard steals another spell while a spell is stolen, the previous spell immediately reverts to its original owner. This ability requires visual components. This performance replaces inspire courage.|10+CHA+(BardLvl/2)																																																																																																																								SOURCEPAGE:p.83
Slumber Song						KEY:Slumber Song ~ Sandman				CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.BardSuggestion															DESC:At 6th level, a sandman can use his performance to cause a creature he has already fascinated to fall asleep (as deep slumber, but with no HD limit). Otherwise, this ability functions like suggestion. This performance replaces suggestion.																																																																																																																																																																																																																																																																														SOURCEPAGE:p.83
Dramatic Subtext						KEY:Dramatic Subtext ~ Sandman			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardInspireGreatness														DESC:At 9th level, a sandman can use bardic performance to cast spells without obvious visual or audible components while retaining the spell's normal effects. Observers must succeed at a Perception check opposed by a sandman's Sleight of Hand check to notice that the sandman is the source of the spellcasting (though spellcasting still provokes attacks of opportunity). The bard must use this performance for at least 2 rounds before casting a spell; otherwise he is automatically detected and the performance ends. This ability replaces inspire greatness.																																																																																																																																																																																																																									SOURCEPAGE:p.83
Greater Stealspell					KEY:Greater Stealspell ~ Sandman			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardInspireHeroics														DESC:A sandman's stealspell power improves at 15th level. When a target fails a save against his stealspell performance, the sandman discovers its spell resistance (if any) and all spells it has prepared or knows. He can then choose which spell to steal. The sandman may forgo stealing a spell and instead reduce the target's SR by an amount equal to half his bard level and gain that amount of spell resistance for as long as he continues performing. If he steals additional spell resistance, it stacks with previously stolen SR. If he steals a spell or ceases performing, the spell resistance immediately reverts back to its owner. This performance replaces inspire heroics.																																																																																																																																																																																																						SOURCEPAGE:p.83
Mass Slumber Song						KEY:Mass Slumber Song ~ Sandman			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.BardMassSuggestion														DESC:At 18th level, a sandman can use slumber song to affect any number of fascinated creatures within 30 feet. Otherwise, this ability functions like mass suggestion. This performance replaces mass suggestion.																																																																																																																																																																																																																																																																																			SOURCEPAGE:p.84
Spell Catching						KEY:Spell Catching ~ Sandman				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardDeadlyPerformace														DESC:At 20th level, a sandman who saves against a spell or spell-like ability that targets only him (not including area spells) may use bardic performance as an immediate action. He must attempt a caster level check (DC 10 + the spell's original caster level). If it succeeds, the sandman can absorb the spell effect without harm and immediately recast that spell (using the original caster's level and save DC) or any spell he knows of that level or lower. Using this ability consumes a number of rounds of bardic performance equal to the spell's level, even if the check fails. This performance replaces deadly performance.																																																																																																																																																																																																														SOURCEPAGE:p.84
Master of Deception					KEY:Master of Deception ~ Sandman			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BardBardicKnowledge														DESC:A sandman gains a bonus [+%1] equal to half his level on Bluff, Sleight of Hand, and Stealth checks. He may also disarm magical traps with Disable Device as a rogue's trapfinding ability. This ability replaces bardic knowledge.|BardLvl/2																																																																																																																																																																																																																																						BONUS:SKILL|Bluff,Sleight of Hand,Stealth|BardLvl/2																																SOURCEPAGE:p.84
Sneakspell							KEY:Sneakspell ~ Sandman				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BardVersatilePerformace													DESC:At 2nd level, a sandman adds +1 to the save DC of spells and bardic performance against opponents who are denied their Dex bonus. This increases to +2 at 10th level and +3 at 18th level. In addition, at 6th level he gains a +2 bonus on caster level checks to overcome spell resistance against such foes, and this bonus increases to +4 at 14th level. This ability replaces versatile performance.																																																																																																																																																																																																																																																				SOURCEPAGE:p.84
Trap Sense							KEY:Trap Sense ~ Sandman				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BardInspireCompetence													DESC:At 3rd level, a sandman gains a +%1 bonus on Reflex saves against traps and a +$1 dodge bonus to AC against traps. These bonuses increase by +1 every three levels after 3rd. This ability replaces inspire competence.|BardLvl/3																																																																																																																																																																																																																																																																																SOURCEPAGE:p.84
Sneak Attack						KEY:Sneak Attack ~ Sandman				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BardLoreMaster														DESC:At 5th level, a sandman inflicts +%1d6 points of damage against targets within 30 feet that he flanks or that are denied their Dex bonus to AC against him. This damage increases by +1d6 every five levels after 5th. This ability replaces lore master.|(BardLvl/5)+1																																																																																																																																																																																																																																																																										SOURCEPAGE:p.84

# Savage Skald
Inspiring Blow						KEY:Inspiring Blow ~ Savage Skald			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardFascinate															DESC:A savage skald roars his war-cries with each telling blow. When he confirms a critical hit, he can start this performance as an immediate action (ending any other performances). He gains temporary hit points equal to his Charisma modifier (if positive), and all allies within 30 feet gain a +1 morale bonus on their next attack roll prior to the start of his next turn. These temporary hit points remain until the bard ends his performance. This performance replaces fascinate.																																																																																																																																																																																																																																						SOURCEPAGE:p.84
Incite Rage							KEY:Incite Rage ~ Savage Skald			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardSuggestion															DESC:At 6th level, a savage skald can induce a furious rage in one creature within 30 feet. This effect functions as a rage spell that lasts as long as the target can hear the bard's performance; however, unwilling creatures can be affected if they fail a Will save DC %1 (DC 10 + 1/2 the bard's level + the bard's Cha modifier). Success renders the target immune to this power for 24 hours. The bard cannot target himself with this ability. If the target has the rage class feature, it can instead immediately rage and stay in this rage without consuming rounds of rage per day as long as the bard continues performing. This mind-affecting effect requires audible components. This performance replaces suggestion.|10+CHA+(BardLvl/2)																																																																																																																																																																																												SOURCEPAGE:p.84
Song of the Fallen					KEY:Song of the Fallen ~ Savage Skald		CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.BardJackOfAllTrades														DESC:At 10th level, a savage skald can duplicate the effect of a horn of Valhalla. This effect requires 10 continuous rounds of performance and summons barbarians as a silver horn at 10th level, as a brass horn at 13th level, as a bronze horn at 16th level, and as an iron horn at 19th level. The warriors remain only as long as the bard continues his performance. This ability requires audible components. This performance replaces jack of all trades.																																																																																																																																																																																																																																											SOURCEPAGE:p.84
Berserkergang						KEY:Berserkergang ~ Savage Skald			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BardSoothingPerformance													DESC:At 12th level, a savage skald can inspire a rapturous battle trance that suppresses pain, stunning, and fear effects for one creature, plus one additional creature per three levels after 12th. Affected creatures also gain DR 5/- (DR 10/- against nonlethal damage); this benefit stacks with the damage reduction class ability of barbarians. This mind-affecting ability requires audible components. This performance replaces soothing performance.																																																																																																																																																																																																																																												SOURCEPAGE:p.84
Battle Song							KEY:Battle Song ~ Savage Skald			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardMassSugestion														DESC:At 18th level, a savage skald can affect all allies within 30 feet when using performance to incite rage. This performance replaces mass suggestion.																																																																																																																																																																																																																																																																																													SOURCEPAGE:p.84

# Sea Singer
Sea Shanty							KEY:Sea Shanty ~ Sea Singer				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardCounterSong														DESC:A sea singer learns to counter seasickness and exhaustion during long sea voyages. Each round of a sea shanty, he makes a Perform skill check. Allies within 30 feet (including the sea singer) may use his Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard's Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components. This performance replaces countersong.																																																																																																																																																																																																																	SOURCEPAGE:p.84
Still Water							KEY:Still Water ~ Sea Singer				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardCounterSong														DESC:At 3rd level, a sea singer can use performance to calm rough waters within 30 feet, reducing the DC for Profession (sailor) and Swim checks, as well as for Acrobatics and Climb checks aboard ship, by an amount equal to the bard's level (to a minimum of DC 10) for as long he continues to perform. He can extend this duration to 1 hour by playing for 10 consecutive rounds. This ability requires audible components. This performance replaces inspire competence.																																																																																																																																																																																																																																									SOURCEPAGE:p.85
Whistle the Wind						KEY:Whistle the Wind ~ Sea Singer			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardSuggestion															DESC:A sea singer of 6th level or higher can use performance to create a gust of wind. This wind lasts for as long as he continues his performance. He can extend this duration to 1 minute by playing for 5 consecutive rounds. This performance replaces suggestion.																																																																																																																																																																																																																																																																											SOURCEPAGE:p.85
Call the Storm						KEY:Call the Storm ~ Sea Singer			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardMassSuggestion														DESC:At 18th level, a sea singer can use performance to duplicate control water, control weather, control winds, or storm of vengeance, using his bard level as the caster level. Using this ability requires 1 round of continuous performance per level of the spell (as if he were a druid). These effects continue for as long as the bard continues performing, but not longer than the spell's normal duration. This performance replaces mass suggestion.																																																																																																																																																																																																																																												SOURCEPAGE:p.85
World Traveler						KEY:World Traveler ~ Sea Singer			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BardBardicKnowledge														DESC:A sea singer gains a bonus equal to half his bard level on Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks. He can reroll a check against one of these skills, but must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter. This ability replaces bardic knowledge.																																																																																																																																																																																																													BONUS:SKILL|Knowledge (Geography),Knowledge (Local),Knowledge (Nature),Linguistics|min(1,BardLvl/2)																								SOURCEPAGE:p.85
Familiar							KEY:Familiar ~ Sea Singer				CATEGORY:Special Ability	TYPE:SpecialQuality.BardVersatilePerformace															DESC:At 2nd level, a sea singer acquires an exotic pet, a monkey or parrot (treat as raven), that gains abilities as a wizard's familiar, using the sea singer's bard level as his wizard level. This ability replaces versatile performance.																																																																																																																																																																																																																																																																															SOURCEPAGE:p.85
Sea Legs							KEY:Sea Legs ~ Sea Singer				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BardWellVersed														DESC:At 2nd level, a sea singer gains a +4 bonus on saving throws against air and water effects and effects that would cause the sea singer to slip, trip, or otherwise be knocked prone. He gains a +2 bonus to CMD against grapple, overrun, and trip. This ability replaces well-versed.																																																																																																																																																																																																																																																BONUS:VAR|CMD_Grapple,CMD_Overrun,CMD_Trip|2																SOURCEPAGE:p.85

# Street Performer
Disappearing Act						KEY:Disappearing Act ~ Street Performer		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardInspireCourage														DESC:A street performer can use performance to divert attention from an ally. All creatures within 30 feet that fail a Will save DC %1 (DC 10 + 1/2 the bard's level + the bard's Cha modifier) treat one creature chosen by the bard as if it were invisible. This performance affects one additional creature at 5th level and every 6 levels thereafter. If the targets take any action that would cause them to become visible, they become visible to everyone. The bard cannot use this ability on himself. This ability is a mind-affecting effect that requires visual components. This performance replaces inspire courage.|10+CHA+(BardLvl/2)																																																																																																																																																																																																													SOURCEPAGE:p.85
Harmless Performer					KEY:Harmless Performer ~ Street Performer		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardInspireCompetence													DESC:At 3rd level, a street performer can use performance to appear meek and unworthy of being attacked. While using this performance, whenever an enemy targets the street performer, the enemy must succeed at a Will save DC %1 (DC 10 + 1/2 the bard's level + the bard's Cha bonus) or be unable to attack the bard this round, as per sanctuary. The enemy loses the attack that targeted the bard, but may spend additional attacks targeting other creatures. If the opponent was targeting the street performer with a spell, it must succeed at a concentration check at the same DC or lose the spell. If this check succeeds, it may target another creature with the spell instead. This mind-affecting ability requires audible or visual components. This performance replaces inspire competence.|10+CHA+(BardLvl/2)																																																																																																																																																																																SOURCEPAGE:p.85
Madcap Prank						KEY:Madcap Prank ~ Street Performer			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardInspireGreatness														DESC:At 9th level, a street performer can use performance to discomfit a target within 30 feet, causing its clothing to become tangled, its headgear to fall down over its eyes, or even causing it to slip and fall or otherwise be made to appear a fool. The target must make a Reflex save DC %1 (DC 10 + 1/2 the bard's level + the bard's Cha modifier) each round that it hears or sees the performance, or it takes one of the following random effects each round: 1-blinded, 2-dazzled, 3-deafened, 4-entangled, 5-fall prone, 6-nauseated. Each effect lasts 1 round. This performance replaces inspire greatness.|10+CHA+(BardLvl/2)																																																																																																																																																																																																														SOURCEPAGE:p.85
Slip through the Crowd					KEY:Slip through the Crowd ~ Street Performer	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.BardInspireHeroics														DESC:At 15th level, a street performer's disappearing act enables affected creatures to move through crowd squares and enemy-occupied squares without impediment. Affected creatures are treated as if having greater invisibility, but enemies gain a new saving throw to notice them each time they are attacked. This performance replaces inspire heroics.																																																																																																																																																																																																																																																												SOURCEPAGE:p.85
Gladhanding							KEY:Gladhanding ~ Street Performer			CATEGORY:Special Ability	TYPE:SpecialQuality.BardCountersong																	DESC:A street performer earns double the normal amount of money from Perform checks. As a standard action, he may use a Bluff check in place of a Diplomacy check to improve a creature's attitude for 1 minute, after which its attitude becomes one step worse than originally. This ability replaces countersong.																																																																																																																																																																																																																																																																			SOURCEPAGE:p.85
Streetwise							KEY:Streetwise ~ Street Performer			CATEGORY:Special Ability	TYPE:SpecialQuality.BardBardicKnowledge																DESC:A street performer gains a bonus equal to half his level on Bluff, Disguise, Knowledge (local), and Sleight of Hand checks, Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to gather information (minimum +1). This replaces bardic knowledge.																																																																																																																																																																																																																																	BONUS:SKILL|Bluff,Disguise,Knowledge (Local),Sleight of Hand|min(1,BardLvl/2)																												SOURCEPAGE:p.85
Quick Change						KEY:Quick Change ~ Street Performer			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.BardLoreMaster														DESC:At 5th level, a street performer can don a disguise as a standard action by taking a -5 penalty on his check. He can take 10 on Bluff and Disguise checks and use Bluff to create a diversion to hide as a swift action. He can take 20 on a Bluff or Disguise check once per day, plus one time per six levels beyond 5th. This ability replaces lore master.																																																																																																																																																																																																																																																											SOURCEPAGE:p.85

#------------------#
##	CLERIC	##
#------------------#

###Block: Cleric subdomain abilities
# Ability Name			Unique Key								Category of Ability		Type						Description																																																																																																																																			Source Page
Protective Aura			KEY:Protective Aura ~ Agathion Subdomain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 8th level, you can emit a 30-foot protective aura as a standard action. Allies in this aura receive a +2 Deflection bonus to AC and a +2 resistance bonus on all saving throws. In addition, allies in the area gain the benefits of protection from evil (although the AC bonus and saving throw bonus do not stack with those granted by this effect). You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not have to be consecutive.																																																				SOURCEPAGE:p.86
Speak With Dead			KEY:Speak With Dead ~ Ancestors Subdomain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 8th level, as a standard action, you can ask one question of a dead creature as if using speak with dead. The dead creature you are questioning does not gain a Will saving throw if your alignments are different. You can use this ability for a number of times per day equal to your cleric level.																																																																																		SOURCEPAGE:p.86
Arcane Beacon			KEY:Arcane Beacon ~ Arcane Subdomain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:As a standard action you can become a beacon of arcane energy until the end of your next turn. The aura emanates 15 feet from you. All arcane spells cast within the aura either gain a +1 bonus to their caster level or increase their saving throw DC by +1. The caster chooses the benefit when she casts the spell. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.																																																																	SOURCEPAGE:p.86
Aura of Menace			KEY:Aura of Menace ~ Archon Subdomain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 8th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a -2 penalty to AC and on attacks and saves as long as they remain inside the aura. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.																																																																																SOURCEPAGE:p.86
Wall of Ashes			KEY:Wall of Ashes ~ Ash Subdomain				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 8th level, you can create a wall of swirling ashes anywhere within 100 feet. This wall is up to 20 feet high and up to 10 feet long per cleric level you possess. The wall of ash blocks line of sight, and any creature passing through it must make a Fortitude save or be blinded for 1d4 rounds. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. You can use this ability for a number of minutes per day equal to your cleric level, but these minutes do not need to be consecutive.																																			SOURCEPAGE:p.86
Elysium's Call			KEY:Elysium's Call ~ Azata Subdomain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.	SOURCEPAGE:p.87
Wounding Blade			KEY:Wounding Blade ~ Blood Subdomain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 8th level, you can give a weapon that you touch the wounding special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.																																																																																									SOURCEPAGE:p.87
Deadly Weather			KEY:Deadly Weather ~ Catastrophe Subdomain		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 8th level, you can unleash a furious call to the heavens, summoning forth an everchanging storm of destruction for a number of rounds per day equal to your cleric level. This storm has a radius of 5 feet per cleric level. Each round, the storm has one of the following effects: driving rain (-4 on all Perception checks and ranged attack rolls), howling winds (-8 on Fly skill checks and ranged attack rolls), heavy snow (all terrain is considered difficult), or lightning bolt (as call lightning). Other effects depending on the weather might also apply (at the GM's discretion). You choose which effect takes place each round, but no effect may be repeated on the following round. These rounds do not need to be consecutive.										SOURCEPAGE:p.87
Tunnel Runner			KEY:Tunnel Runner ~ Caves Subdomain				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 8th level, you can move through tunnels and caves with ease. Activating this ability is a standard action. You can move across any stone surface as if under the effects of spider climb. You can also see very well in darkness, gaining darkvision out to a range of 60 feet. If you already possess darkvision, extend the range by 60 feet. While underground, you also gain an insight bonus equal to your cleric level on Stealth skill checks and an insight bonus equal to your Wisdom modifier on initiative checks. You can use this ability for 1 minute per day per cleric level you possess. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.																		SOURCEPAGE:p.88
Thundercloud			KEY:Thundercloud ~ Cloud Subdomain				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 8th level, you can, as a standard action, summon a storm cloud. This power functions as fog cloud except that creatures inside the cloud are deafened and take 2d6 points of electricity damage each round from the flashes of thunder and lightning. Once created, you can concentrate on the cloud to move it up to 30 feet each round. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.																																																							SOURCEPAGE:p.88
Animate Servant			KEY:Animate Servant ~ Construct Subdomain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 8th level, as a standard action, you can give life to inanimate objects. This ability functions as animate objects using your cleric level as the caster level. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.																																																																																					SOURCEPAGE:p.88
Malign Eye				KEY:Malign Eye ~ Curse Subdomain				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:As a standard action, you can afflict one target within 30 feet with your malign eye, causing it to take a -2 penalty on all saving throws against your spells. The effect lasts for 1 minute or until the target hits you with an attack. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.																																																																														SOURCEPAGE:p.88
Whispering Evil			KEY:Whispering Evil ~ Daemon Subdomain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 8th level, as a standard action, you can whisper a hypnotizing litany of empty promises. Each enemy within a 30-foot emanation that can hear you must succeed on a Will saving throw or become fascinated for as long as you continue the litany. You can use this power a number of rounds per day equal to your cleric level, but these rounds do not need to be consecutive. This is a mindaffecting effect.																																																																	SOURCEPAGE:p.88
Day's Resurgence			KEY:Day's Resurgence ~ Day Subdomain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 8th level, you can restore a single creature as if it had just completed 8 hours of rest. It takes 10 minutes to use this power. If the use of this power is disrupted, it must be restarted, but it is not lost. At the end of the 10 minutes, a single willing creature that you have touched regains hit points as if it had rested for the night and may make new saving throws against effects that require a save once per day. The target does not suffer any negative effects if such saving throws are failed, but success counts toward removing the affliction (if possible). This ability does not allow a target to prepare spells an additional time per day. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.			SOURCEPAGE:p.88
Aura of Decay			KEY:Aura of Decay ~ Decay Subdomain				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 8th level, you can emit a 30-foot aura of decay as a standard action. Living creatures in this aura (except you) take 1d6 points of damage per round as their flesh rots. They also take a cumulative -1 penalty to Strength each round they remain in the aura. Once outside the aura, the penalty fades at the rate of -1 per round, but it begins building again if they reenter the aura. Plant creatures take 2d6 points of damage per round. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.																																					SOURCEPAGE:p.88
Sudden Shift			KEY:Sudden Shift ~ Deception Subdomain			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike		DESC:In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier.																																																																												SOURCEPAGE:p.89
Deflection Aura			KEY:Deflection Aura ~ Defense Subdomain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 Deflection bonus to AC and combat maneuver defense.																																																																																																						SOURCEPAGE:p.89
Fury of the Abyss			KEY:Fury of the Abyss ~ Demon Subdomain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:As a swift action, you can give yourself an enhancement bonus equal to 1/2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a -2 penalty to AC. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.																																																																											SOURCEPAGE:p.89
Hell's Corruption			KEY:Hell's Corruption ~ Devil Subdomain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a -2 penalty on all saving throws and must roll all opposed skill checks twice, taking the worse result. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.																																																																		SOURCEPAGE:p.90
Divine Vessel			KEY:Divine Vessel ~ Divine Subdomain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:Whenever you are the target of a divine spell, you can, as a swift action, grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.																																																																												SOURCEPAGE:p.90
Door Sight				KEY:Door Sight ~ Exploration Subdomain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier.																																												SOURCEPAGE:p.90
Binding Ties			KEY:Binding Ties ~ Family Subdomain				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:As a standard action, you can touch an ally and remove one condition affecting the ally by transferring it to yourself. This transfer lasts a number of rounds equal to your cleric level, but you can end it as a free action on your turn. At the end of this effect, the condition reverts to the original creature, unless it has ended or is removed by another effect. While this power is in use, the target is immune to the transferred condition. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.																																											SOURCEPAGE:p.90
Tugging Strands			KEY:Tugging Strands ~ Fate Subdomain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 8th level, you can force a creature within line of sight to reroll any one roll that it has just made before the result of the roll is revealed. The result of the reroll must be taken, even if it is worse than the original roll. You can use this ability once per day at 8th level, and one additional time per day for every 6 levels beyond 8th.																																																																										SOURCEPAGE:p.90
Eyes of the Hawk			KEY:Eyes of the Hawk ~ Feather Subdomain			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.																																																																																																			SOURCEPAGE:p.90
Ferocious Strike			KEY:Ferocious Strike ~ Ferocity Subdomain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.																																																																																								SOURCEPAGE:p.90
Liberty's Blessing		KEY:Liberty's Blessing ~ Freedom Subdomain		CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike		DESC:You touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability for a number of times equal to 3 + your Wisdom modifier.																																									SOURCEPAGE:p.91
Predator's Grace			KEY:Predator's Grace ~ Fur Subdomain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:You can, as a swift action, grant yourself a +10-foot bonus to your base speed for 1 round. This bonus increases by 5 feet for every 5 cleric levels you possess. In addition, you gain low-light vision for 1 round. If you already possess low-light vision, the range of your sight becomes three times that of a human in dim light for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.																																																													SOURCEPAGE:p.91
Enlarge				KEY:Enlarge ~ Growth Subdomain				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:As a swift action you can enlarge yourself, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.																																																																																																					SOURCEPAGE:p.91
Aura of Heroism			KEY:Aura of Heroism ~ Heroism Subdomain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. These rounds do not need to be consecutive.																																																																																							SOURCEPAGE:p.91
Guarded Hearth			KEY:Guarded Hearth ~ Home Subdomain				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 8th level, you can create a ward that protects a specified area. Creating this ward takes 10 minutes of uninterrupted work. This ward has a maximum radius of 5 feet per 2 cleric levels you possess. When the ward is completed, you designate any number of creatures inside its area. Should any other creature enter the warded area, all of the selected creatures are immediately alerted (and awoken if they were asleep). The designated creatures also receive a sacred bonus equal to your Wisdom modifier on all saving throws and attack rolls while inside the warded area. This ward immediately ends if you leave the area. The ward lasts for 1 hour per cleric level. You can use this ability once per day.														SOURCEPAGE:p.92
Honor Bound				KEY:Honor Bound ~ Honor Subdomain				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:With a touch, you can remind a creature of its duties and responsibilities, granting it a new saving throw against each enchantment (charm) or enchantment (compulsion) effect that currently affects it. If the saving throw is successful, the enchantment effect is ended. This power only affects effects that allow a save. If you fail a save against such an effect, you can use this ability as an immediate action to grant yourself an additional save. Once the target (either you or a touched creature) has made one additional save per effect, this ability has no further effect on that particular enchantment effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.															SOURCEPAGE:p.92
Body of Ice				KEY:Body of Ice ~ Ice Subdomain				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 8th level, you can transmute your body and equipment to ice for a period of time. It takes a standard action to take on the form of ice, and you can end the transmutation with a free action on your turn. When you take on the form of ice, you are immune to cold and have DR 5/-, but you take twice the normal amount of damage from fire. You can take on the form of ice for a number of rounds per day equal to your cleric level. The rounds need not be consecutive.																																																						SOURCEPAGE:p.92
Command				KEY:Command ~ Inevitable Subdomain				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:As a standard action, you can give a creature an emotionless yet undeniable order, as per the spell command. A Will save negates this effect. You cannot target a creature more than once per day with this ability. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.																																																																																		SOURCEPAGE:p.92
Insane Focus			KEY:Insane Focus ~ Insanity Subdomain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:You can touch a willing creature as a standard action, granting it a +4 bonus on all saving throws made against mind-affecting effects and immunity to confusion. This bonus lasts for 1 minute. If the creature fails a saving throw against a mindaffecting effect during this period, it loses its immunity to confusion and is immediately confused for one round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.																																																										SOURCEPAGE:p.92
Rune Shift				KEY:Rune Shift ~ Language Subdomain				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 6th level, as a swift action, you can change the location of one of your blast runes. The rune must be within 30 feet. You can place the blast rune in any square adjacent to you, including one occupied by another creature.																																																																																														SOURCEPAGE:p.92
Inspiring Command			KEY:Inspiring Command ~ Leadership Subdomain		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:As a standard action, youcan issue an inspiring command to your allies. The inspiring command affects one ally plus one additional ally for every three cleric levels you possess, who must all be within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a language-dependant mind-affecting effect.																																																																			SOURCEPAGE:p.93
Blinding Flash			KEY:Blinding Flash ~ Light Subdomain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:As a standard action, you can emit a flash of light from your holy symbol or divine focus. The most powerful light emanates out 20 feet from you. Creatures with fewer Hit Dice than your cleric level within this area are blinded for 1d4 rounds unless they succeed at a Fortitude save. All creatures in this area are dazzled for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier																																																					SOURCEPAGE:p.93
Aura of Forgetfulness		KEY:Aura of Forgetfulness ~ Loss Subdomain		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 8th level, you can emit a 30- foot aura of forgetfulness for a number of rounds per day equal to your cleric level. Creatures you target in this area must make a Will save or have no memory of any time spent inside the area. In addition, spellcasters in the area lose one prepared spell or available spell slot per round spent in the area, starting with 1st-level spells and going up through higher-level spells. Spellcasters are allowed a save each round to negate this loss (this save is separate from the memory loss save). These rounds do not need to be consecutive.																																				SOURCEPAGE:p.93
Adoration				KEY:Adoration ~ Love Subdomain				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.																																												SOURCEPAGE:p.93
Anything to Please		KEY:Anything to Please ~ Lust Subdomain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 8th level, you can compel a creature within 30 feet to attempt to please you as a standard action. The creature receives a Will save to negate this affect. If the save fails, the creature attacks your enemies for 1 round, gives you its most valuable item, or drops prone at your feet and grovels for 1d4 rounds (GM's choice). You can use this ability once per day at 8th level and one additional time per day for every four levels beyond 8th. This is a mind-affecting effect.																																																				SOURCEPAGE:p.93
Sacrificial Bond			KEY:Sacrificial Bond ~ Martyr Subdomain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 8th level, when an ally within 30 feet takes damage from an attack, you can, as an immediate action, transfer this damage to yourself. This power also transfers any effects that accompany the damage. The damage done to you cannot be reduced in any way. You can use this ability once per day at 8th level, plus on additional time per day at 14th level and 20th level.																																																																						SOURCEPAGE:p.93
Recall				KEY:Recall ~ Memory Subdomain					CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:With a touch, you can cause a creature to recall some bit of forgotten lore or information. The creature can retry any Knowledge skill check it has made within the past minute, gaining a insight bonus on the check equal to your Wisdom modifier. You can use this ability a number times per day equal to 3 + your Wisdom modifier.																																																																													SOURCEPAGE:p.93
Metal Fist				KEY:Metal Fist ~ Metal Subdomain				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:As a swift action, you can turn your fists into metal for 1 round, allowing you to make unarmed strikes that deal 1d6 points of bludgeoning damage plus your Strength modifier. These unarmed strikes do not provoke attacks of opportunity, but attacking with both uses the two-weapon fighting rules as normal. In addition, these unarmed strikes ignore the hardness of items with a hardness of 10 or less. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.																																																		SOURCEPAGE:p.94
Killing Blow			KEY:Killing Blow ~ Murder Subdomain				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 8th level, weapons you use become infused with the power of death. Whenever you confirm a critical hit with a melee or ranged weapon, your attack deals an additional amount of bleed damage equal to half your cleric level. You can use this ability once per day at 8th level, plus one additional time per day for every four levels beyond 8th.																																																																										SOURCEPAGE:p.94
Night Hunter			KEY:Night Hunter ~ Night Subdomain				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:As a standard action, you can blend into the shadows of the night, becoming nearly invisible. As long as you are in an area of dim light or darkness, you are invisible (as per invisibility) to creatures without darkvision. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.																																																																	SOURCEPAGE:p.94
Fearful Touch			KEY:Fearful Touch ~ Nightmare Subdomain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:As a standard action, you can make a melee touch attack against a creature, causing it to experience terrible hallucinations for 1 round. During this time, the creature loses any immunity to fear effects it might possess and takes a -2 penalty on attack rolls made against you. In addition, the creature takes a penalty on Will saves made against fear effects equal to 1/2 your cleric level (minimum -1). This power is a mindaffecting effect. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.																																											SOURCEPAGE:p.94
Surge					KEY:Surge ~ Oceans Subdomain					CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.																																																																		SOURCEPAGE:p.94
Aura of Chaos			KEY:Aura of Chaos ~ Protean Subdomain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 8th level, you can surround yourself with a field of wild energies. These energies manifest as a 30-foot aura of chaos for a number of rounds per day equal to your cleric level. All enemies within this aura must declare one type of action at the start of their turn (attack, cast a spell, move, use an item, or activate a special ability) and make a Will save.  Creatures that fail the Will save must take an action other than their declared action. If they succeed, they must take the declared action. Creatures cannot select actions that they cannot perform.																																						SOURCEPAGE:p.94
Purifying Touch			KEY:Purifying Touch ~ Purity Subdomain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 8th level, you can touch a willing creature with divine power, giving it a saving throw against each effect currently affecting it, using the original saving throw DC of the effect. Each successful saving throw ends the related effect. The creature can choose not to make a save against an effect. You can use this ability once per day at 8th level, plus one additional time per day at 14th and 20th level.																																																															SOURCEPAGE:p.94
Rage					KEY:Rage ~ Rage Subdomain					CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 8th level, you can enter a fearsome rage, like a barbarian, for a number of rounds per day equal to your cleric level. At 12th and 16th level, you can select one rage power. You cannot select any rage power that possesses a level requirement, but otherwise your barbarian level is equal to 1/2 your cleric level. These rounds of rage stack with any rounds of rage you might have from levels of barbarian.																																																																SOURCEPAGE:p.95
Bestow Resolve			KEY:Bestow Resolve ~ Resolve Subdomain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 8th level, you can bless creatures with the boldness of your deity. You can bestow a number of temporary hit points equal to your level + your Wisdom modifier to all allies within 20 feet. The temporary hit points remain for 1 minute. You can use this ability once per day at 8th level, plus one additional time per day for every 4 levels you possess beyond 8th.																																																																							SOURCEPAGE:p.95
Restorative Touch			KEY:Restorative Touch ~ Restoriation Subdomain		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:You can touch a creature, letting the healing power of your deity from through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.																																																																											SOURCEPAGE:p.95
Gift of Life			KEY:Gift of Life ~ Resurrection Subdomain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 8th level, you can touch a creature that has died within the past minute to grant it a few moments of life. The dead creature returns to life for a number of rounds equal to your cleric level. Creatures returned to life in this way have a number of hit points equal to half your cleric level, and continue to be affected by any still-active spells, conditions, or afflications present at the time of their death. At the end of this time, the creature dies again. The creature is free to act as it sees fit during this time. You are granted no control over it. You can use this power once per day at 8th level, plus one additional time per day for every four levels beyond 8th.																		SOURCEPAGE:p.96
Powerful Persuader		KEY:Powerful Persuader ~ Revolution Subdomain		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 8th level, when you make a Diplomacy or Intimidate check, you can roll twice and take the higher result. Using this ability is a free action. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.																																																																																								SOURCEPAGE:p.96
Untouched by the Seasons	KEY:Untouched by the Seasons ~ Seasons Subdomain	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:By touching a creature, you can grant it the benefits of endure elements, which last for 1 hour per cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.																																																																																																		SOURCEPAGE:p.96
Cloud of Smoke			KEY:Cloud of Smoke ~ Smoke Subdomain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:As a standard action, you can create a 5-foot-radius cloud of smoke. This power has a range of 30 feet. Creatures inside the cloud take a -2 penalty on attack rolls and Perception skill checks for as long as they remain inside and for 1 round after exiting the cloud. Creatures inside the cloud gain concealment from attacks made by opponents that are not adjacent to them. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.																																																							SOURCEPAGE:p.96
Touch the Spirit World		KEY:Touch the Spirit World ~ Souls Subdomain		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:With a touch, you can empower a weapon to affect incorporeal creatures. The weapon touched deals half damage to incorporeal creatures, or full damage if it is a magic weapon. This benefit lasts for a number of rounds equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.																																																																													SOURCEPAGE:p.96
Gale Aura				KEY:Gale Aura ~ Storms Subdomain				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 6th level, as a standard action, you can create a 30-foot aura of gale-like winds that slows the progress of enemies. Creatures in the aura cannot take a 5-foot step. Enemies in the aura treat each square that brings them closer to you as difficult terrain. They can move normally in any other direction. You can use this ability for a number of rounds per day equal to your cleric level. The rounds do not need to be consecutive.																																																											SOURCEPAGE:p.96
Seize the Initiative		KEY:Seize the Initiative ~ Tactics Subdomain		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.																																																																																						SOURCEPAGE:p.96
Thief of the Gods			KEY:Thief of the Gods ~ Thievery Subdomain		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 8th level, when you make a Disable Device of Sleight of Hand check, you can roll twice and take the higher result. Using this ability is a free action. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.																																																																																							SOURCEPAGE:p.97
Read Minds				KEY:Read Minds ~ Thought Subdomain				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 8th level, you can broaden your mental spectrum to encompass those around you. Doing so allows you to read the mind of every creature within 30 feet as if you had cast detect thoughts. This ability allows you to read the surface thoughts of any creature that you are aware of after only 1 round of concentration. Creatures in this area are allowed a Will save to negate the effect. The DC of this Will save is 10 + 1/2 your cleric level + your Wisdom modifier. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.																																	SOURCEPAGE:p.97
Aura of Repetition		KEY:Aura of Repetition ~ Toil Subdomain			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 8th level, you can emit a 30-foot aura of repetition for a number of rounds per day equal to your cleric level. All enemies within this aura must make a Will save each round or repeat their action from the previous round (if possible). Creatures that attacked on the previous round attack again on the following round, although they may change their target. Creatures that moved the previous round must take the same move action again, although they may change their route. Creatures that drank a potion must do so again, even if they can only drink from an empty bottle. Actions that cannot be repeated are wasted. These rounds do not have to be consecutive.																					SOURCEPAGE:p.97
Silver-Tongued Haggler		KEY:Silver-Tongued Haggler ~ Trade Subdomain		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:Whenever you make a Bluff, Diplomacy or Sense Motive check, you can, as a free action, grant yourself a bonus on the roll equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.																																																																																										SOURCEPAGE:p.97
Death's Kiss			KEY:Death's Kiss ~ Undead Subdomain				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.																																																							SOURCEPAGE:p.97
Warding Rune			KEY:Warding Rune ~ Wards Subdomain				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:At 6th level, when a creature is damaged by your blast rune, it cannot attack you for a number of rounds equal to 1/2 your cleric level unless it succeeds at a Will save, as per the spell sanctuary. Using this ability is an immediate action when a creature triggers one of your blast runes. The ability does not prevent you from being attacked or affected by area of effect spells or abilities. You can use this ability once per day at 8th level, plus one addditional time per day at 14th level and 20th level.																																															SOURCEPAGE:p.97
Wind Blast				KEY:Wind Blast ~ Wind Subdomain				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.																																																																					SOURCEPAGE:p.97

#------------------#
##	DRUID		##
#------------------#

###Block: Druid Archetypes ---------------------------------------------------------------------------------------------------------------------------------------------------------
# Ability Name	Unique Key						Category of Ability	Type																											Required Class		Multiple Requirements																																														Description																																																														Ability																																																																																																Cost		Source Page
Aquatic Druid	KEY:Druid Archetype ~ Aquatic Druid		CATEGORY:Archetype	TYPE:Archetype.DruidWoodlandStride.DruidTracklessStep.DruidNaturesLure.DruidVenomImmunity.DruidThousandFaces.DruidWildShape							PRECLASS:1,Druid=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Aquatic Druid],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidWoodlandStride,TYPE.DruidTracklessStep,TYPE.DruidNaturesLure,TYPE.DruidVenomImmunity,TYPE.DruidThousandFaces,TYPE.DruidWildShape]								DESC:Shepherds of the lakes and seas, aquatic druids guard ecosystems ranging from shallows streams to deep ocean trenches, ministering to their residents and communing with the tides.																																	ABILITY:Special Ability|AUTOMATIC|Wild Empathy ~ Aquatic Druid	ABILITY:Special Ability|AUTOMATIC|Aquatic Adaptation ~ Aquatic Druid|PRECLASS:1,Druid=2	ABILITY:Special Ability|AUTOMATIC|Natural Swimmer ~ Aquatic Druid|PRECLASS:1,Druid=3	ABILITY:Special Ability|AUTOMATIC|Resist Oceans Fury ~ Aquatic Druid|PRECLASS:1,Druid=4	ABILITY:Special Ability|AUTOMATIC|Wild Shape ~ Aquatic Druid|PRECLASS:1,Druid=6	ABILITY:Special Ability|AUTOMATIC|Seaborn ~ Aquatic Druid|PRECLASS:1,Druid=9	ABILITY:Special Ability|AUTOMATIC|Deep Diver ~ Aquatic Druid|PRECLASS:1,Druid=13	COST:0	SOURCEPAGE:p.98
Arctic Druid	KEY:Druid Archetype ~ Arctic Druid		CATEGORY:Archetype	TYPE:Archetype.DruidWoodlandStride.DruidTracklessStep.DruidNaturesLure.DruidVenomImmunity.DruidThousandFaces.DruidWildShape							PRECLASS:1,Druid=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Arctic Druid],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidWoodlandStride,TYPE.DruidTracklessStep,TYPE.DruidNaturesLure,TYPE.DruidVenomImmunity,TYPE.DruidThousandFaces,TYPE.DruidWildShape]								DESC:An arctic druid watches over the stark landscape of the far frozen reaches of the world, tending the stunted and rugged life that ekes out its survival in the least habitable climes.																																ABILITY:Special Ability|AUTOMATIC|Arctic Native ~ Artic Druid|PRECLASS:1,Druid=2	ABILITY:Special Ability|AUTOMATIC|Icewalking ~ Artic Druid|PRECLASS:1,Druid=3	ABILITY:Special Ability|AUTOMATIC|Arctic Endurance ~ Artic Druid|PRECLASS:1,Druid=4	ABILITY:Special Ability|AUTOMATIC|Wild Shape ~ Artic Druid|PRECLASS:1,Druid=6	ABILITY:Special Ability|AUTOMATIC|Snowcaster ~ Artic Druid|PRECLASS:1,Druid=9	ABILITY:Special Ability|AUTOMATIC|Flurry Form ~ Artic Druid|PRECLASS:1,Druid=13																	COST:0	SOURCEPAGE:p.98
Blight Druid	KEY:Druid Archetype ~ Blight Druid		CATEGORY:Archetype	TYPE:Archetype.DruidThousandFaces.DruidVenomImmunity.DruidTracklessStep.DruidResistNaturesLure.DruidWildEmpathy									PRECLASS:1,Druid=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Blight Druid],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidThousandFaces,TYPE.DruidVenomImmunity,TYPE.DruidTracklessStep.DruidResistNaturesLure.DruidWildEmpathy]													DESC:The devoted servants of nature corrupted, ruined, and destroyed, blight druids are the caretakers of lands ravaged by natural disaster. While some are devoted to reforming and reclaiming lands despoiled by the ravages of civilization, others seek out the more rapacious violence inherent in nature and feed the creeping rot and decay that brings an end to all things.	ABILITY:Special Ability|AUTOMATIC|Nature Bond ~ Blight Druid|Vermin Empathy ~ Blight Druid	ABILITY:Special Ability|AUTOMATIC|Miasma ~ Blight Druid|PRECLASS:1,Druid=5	ABILITY:Special Ability|AUTOMATIC|Blightblooded ~ Blight Druid|PRECLASS:1,Druid=9	ABILITY:Special Ability|AUTOMATIC|Plaguebearer ~ Blight Druid|PRECLASS:1,Druid=13																																									COST:0	SOURCEPAGE:p.98
Cave Druid		KEY:Druid Archetype ~ Cave Druid		CATEGORY:Archetype	TYPE:Archetype.DruidClassSkills.DruidNatureSense.DruidTracklessStep.DruidNatureBond.DruidWildEmpathy.DruidResistNaturesLure.DruidWildShape.DruidWoodlandStride	PRECLASS:1,Druid=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Cave Druid],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidClassSkills,TYPE.DruidNatureSense,TYPE.DruidTracklessStep,TYPE.DruidNatureBond,TYPE.DruidWildEmpathy,TYPE.DruidResistNaturesLure,TYPE.DruidWildShape,TYPE.DruidWoodlandStride]	DESC:Far from the green fields of the world above lies a lightless expanse beneath the surface. This darkling fairyland is not without beauty and natural wonders of its own, and a few druids seek to preserve this hidden realm and purge it of the fell horrors that creep up from below.																ABILITY:Special Ability|AUTOMATIC|Cavesense ~ Cave Druid|Nature Bond ~ Cave Druid|Wild Empathy ~ Cave Druid	ABILITY:Special Ability|AUTOMATIC|Tunnelrunner ~ Cave Druid|PREVARGTEQ:DruidLVL,2	ABILITY:Special Ability|AUTOMATIC|Lightfoot ~ Cave Druid|PREVARGTEQ:DruidLVL,3	ABILITY:Special Ability|AUTOMATIC|Resist Subterranean Corruption ~ Cave Druid|PREVARGTEQ:DruidLVL,4	ABILITY:Special Ability|AUTOMATIC|Wild Shape ~ Cave Druid|PREVARGTEQ:DruidLVL,6																					COST:0	SOURCEPAGE:p.99
Desert Druid	KEY:Druid Archetype ~ Desert Druid		CATEGORY:Archetype	TYPE:Archetype.DruidWoodlandStride.DruidTracklessStep.DruidResistNaturesLure.DruidWildShape.DruidVenomImmunity.DruidThousandFaces						PRECLASS:1,Druid=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Desert Druid],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidWoodlandStride,TYPE.DruidTracklessStep,TYPE.DruidResistNaturesLure,TYPE.DruidWildShape,TYPE.DruidVenomImmunity,TYPE.DruidThousandFaces]							DESC:Not all climates are verdant paradises, but even in the sere deserts there is life-though often hidden from the sun and rarely friendly-and raw, desolate beauty. Here desert druids come to pay homage, protect and maintain the few habitable locales, and witness nature's majesty in all its burning, merciless glory.										ABILITY:Special Ability|AUTOMATIC|Desert Native ~ Desert Druid|PRECLASS:1,Druid=2	ABILITY:Special Ability|AUTOMATIC|Sandwalker ~ Desert Druid|PRECLASS:1,Druid=3	ABILITY:Special Ability|AUTOMATIC|Desert Endurance ~ Desert Druid|PRECLASS:1,Druid=4	ABILITY:Special Ability|AUTOMATIC|Wild Shape ~ Desert Druid|PRECLASS:1,Druid=6	ABILITY:Special Ability|AUTOMATIC|Shaded Vision ~ Desert Druid|PRECLASS:1,Druid=9	ABILITY:Special Ability|AUTOMATIC|Dunemeld ~ Desert Druid|PRECLASS:1,Druid=13														COST:0	SOURCEPAGE:p.99
Jungle Druid	KEY:Druid Archetype ~ Jungle Druid		CATEGORY:Archetype	TYPE:Archetype.DruidWoodlandStride.DruidTracklessStep.DruidResistNaturesLure.DruidWildShape.DruidThousandFaces									PRECLASS:1,Druid=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Jungle Druid],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidWoodlandStride,TYPE.DruidTracklessStep,TYPE.DruidResistNaturesLure,TYPE.DruidWildShape,TYPE.DruidThousandFaces]											DESC:The fecund jungles of the equatorial regions are rich in life and ancient tradition; druidical guardians of sacred pools, elder trees, and trembling volcanoes watch over crumbling temples and the inevitable reclamation of lost civilizations by the beating heart of nature untamed.																ABILITY:Special Ability|AUTOMATIC|Jungle Guardian ~ Jungle Druid|PRECLASS:1,Druid=2	ABILITY:Special Ability|AUTOMATIC|Woodland Stride ~ Jungle Druid|PRECLASS:1,Druid=3	ABILITY:Special Ability|AUTOMATIC|Torrid Endurance ~ Jungle Druid|PRECLASS:1,Druid=4	ABILITY:Special Ability|AUTOMATIC|Wild Shape ~ Jungle Druid|PRECLASS:1,Druid=6	ABILITY:Special Ability|AUTOMATIC|Verdant Sentinel ~ Jungle Druid|PRECLASS:1,Druid=13																										COST:0	SOURCEPAGE:p.100
Mountain Druid	KEY:Druid Archetype ~ Mountain Druid	CATEGORY:Archetype	TYPE:Archetype.DruidWoodlandStride.DruidTracklessStep.DruidResistNaturesLure.DruidWildShape.DruidVenomImmunity.DruidThousandFaces						PRECLASS:1,Druid=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Mountain Druid],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidWoodlandStride,TYPE.DruidTracklessStep,TYPE.DruidResistNaturesLure,TYPE.DruidWildShape,TYPE.DruidVenomImmunity,TYPE.DruidThousandFaces]							DESC:As more and more of the soft, easy lands become cultivated and civilized, many druids look for refuge and solitude among the eternal peaks of the highest mountains.																																			ABILITY:Special Ability|AUTOMATIC|Mountaineer ~ Mountain Druid|PRECLASS:1,Druid=2	ABILITY:Special Ability|AUTOMATIC|Sure-Footed ~ Mountain Druid|PRECLASS:1,Druid=3	ABILITY:Special Ability|AUTOMATIC|Spire Walker ~ Mountain Druid|PRECLASS:1,Druid=4	ABILITY:Special Ability|AUTOMATIC|Wild Shape ~ Mountain Druid|PRECLASS:1,Druid=6	ABILITY:Special Ability|AUTOMATIC|Mountain Stance ~ Mountain Druid|PRECLASS:1,Druid=9	ABILITY:Special Ability|AUTOMATIC|Mountain Stone ~ Mountain Druid|PRECLASS:1,Druid=13												COST:0	SOURCEPAGE:p.100
Plains Druid	KEY:Druid Archetype ~ Plains Druid		CATEGORY:Archetype	TYPE:Archetype.DruidWoodlandStride.DruidTracklessStep.DruidResistNaturesLure.DruidWildShape.DruidVenomImmunity.DruidThousandFaces						PRECLASS:1,Druid=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Plains Druid],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidWoodlandStride,TYPE.DruidTracklessStep,TYPE.DruidResistNaturesLure,TYPE.DruidWildShape,TYPE.DruidVenomImmunity,TYPE.DruidThousandFaces]							DESC:Out upon the wide and rolling prairies and savannahs, plains druids stand guard over the grasslands. These druids range far and wide, watching over nomadic tribes and wandering herds and preserving the sometimes fragile ecosystem of the wide open spaces.																				ABILITY:Special Ability|AUTOMATIC|Plains Traveler ~ Plains Druid|PRECLASS:1,Druid=2	ABILITY:Special Ability|AUTOMATIC|Run Like the Wind ~ Plains Druid|PRECLASS:1,Druid=3	ABILITY:Special Ability|AUTOMATIC|Savanna Ambush ~ Plains Druid|PRECLASS:1,Druid=4	ABILITY:Special Ability|AUTOMATIC|Wild Shape ~ Plains Druid|PRECLASS:1,Druid=6	ABILITY:Special Ability|AUTOMATIC|Canny Charger ~ Plains Druid|PRECLASS:1,Druid=9	ABILITY:Special Ability|AUTOMATIC|Evasion ~ Plains Druid|PRECLASS:1,Druid=13														COST:0	SOURCEPAGE:p.100
Swamp Druid		KEY:Druid Archetype ~ Swamp Druid		CATEGORY:Archetype	TYPE:Archetype.DruidWoodlandStride.DruidTracklessStep.DruidResistNaturesLure.DruidWildShape.DruidThousandFaces									PRECLASS:1,Druid=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Swamp Druid],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidWoodlandStride,TYPE.DruidTracklessStep,TYPE.DruidResistNaturesLure,TYPE.DruidWildShape,TYPE.DruidThousandFaces]											DESC:Some druids eschew pleasant glades and groves and instead seek out dank marshes, misty bogs and heaths, and trackless swamps as the place they call home and watch over with care, finding beauty and life in abundance in places few others would willingly enter.																			ABILITY:Special Ability|AUTOMATIC|Marshwight ~ Swamp Druid|PRECLASS:1,Druid=2	ABILITY:Special Ability|AUTOMATIC|Swamp Strider ~ Swamp Druid|PRECLASS:1,Druid=3	ABILITY:Special Ability|AUTOMATIC|Pond Scum ~ Swamp Druid|PRECLASS:1,Druid=4	ABILITY:Special Ability|AUTOMATIC|Wild Shape ~ Swamp Druid|PRECLASS:1,Druid=6	ABILITY:Special Ability|AUTOMATIC|Slippery ~ Swamp Druid|PRECLASS:1,Druid=13																																COST:0	SOURCEPAGE:p.101
Urban Druid		KEY:Druid Archetype ~ Urban Druid		CATEGORY:Archetype	TYPE:Archetype.DruidWoodlandStride.DruidTracklessStep.DruidResistNaturesLure.DruidThousandFaces.DruidWildShape.DruidVenomImmunity						PRECLASS:1,Druid=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Urban Druid],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidWoodlandStride,TYPE.DruidTracklessStep,TYPE.DruidResistNaturesLure,TYPE.DruidThousandFaces,TYPE.DruidWildShape,TYPE.DruidVenomImmunity]							DESC:While many druids keep to the wilderness, some make their way within settlements, communing with the animals and vermin who live there and speaking for the nature that runs rampant in civilization's very cradle.																											ABILITY:Special Ability|AUTOMATIC|Spontaneous Casting ~ Urban Druid|Nature Bond ~ Urban Druid	ABILITY:Special Ability|AUTOMATIC|Lorekeeper ~ Urban Druid|PRECLASS:1,Druid=2	ABILITY:Special Ability|AUTOMATIC|Resist Temptation ~ Urban Druid|PRECLASS:1,Druid=4	ABILITY:Special Ability|AUTOMATIC|A Thousand Faces ~ Urban Druid|PRECLASS:1,Druid=6	ABILITY:Special Ability|AUTOMATIC|Wild Shape ~ Urban Druid|PRECLASS:1,Druid=8	ABILITY:Special Ability|AUTOMATIC|Mental Strength ~ Urban Druid|PRECLASS:1,Druid=9													COST:0	SOURCEPAGE:p.101
# Shaman Archetypes
Bear Shaman		KEY:Druid Archetype ~ Bear Shaman		CATEGORY:Archetype	TYPE:Archetype.DruidThousandFaces.DruidVenomImmunity.DruidWildShape																PRECLASS:1,Druid=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Bear Shaman],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidThousandFaces,TYPE.DruidVenomImmunity,TYPE.DruidWildShape]																				DESC:A shaman with this focus calls upon the mighty bear, titan of the woodlands and mountains, a paragon of strength and ferocity, and yet also a quiet protector rich in wisdom.																																		ABILITY:Special Ability|AUTOMATIC|Nature Bond ~ Bear Shaman|Wild Empathy ~ Bear Shaman	ABILITY:Special Ability|AUTOMATIC|Totem Transformation ~ Bear Shaman|PRECLASS:1,Druid=2	ABILITY:Special Ability|AUTOMATIC|Totemic Summons ~ Bear Shaman|PRECLASS:1,Druid=5	ABILITY:Special Ability|AUTOMATIC|Wild Shape ~ Bear Shaman|PRECLASS:1,Druid=6	ABILITY:Special Ability|AUTOMATIC|Bonus Feat ~ Bear Shaman|PRECLASS:1,Druid=9																												COST:0	SOURCEPAGE:p.102
Eagle Shaman	KEY:Druid Archetype ~ Eagle Shaman		CATEGORY:Archetype	TYPE:Archetype.DruidThousandFaces.DruidVenomImmunity.DruidWildShape																PRECLASS:1,Druid=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Eagle Shaman],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidThousandFaces,TYPE.DruidVenomImmunity,TYPE.DruidWildShape]																				DESC:A shaman with this totem calls upon the noble eagle, stern and proud, soaring high above the world with keen and pitiless eyes that miss nothing.																																						ABILITY:Special Ability|AUTOMATIC|Nature Bond ~ Eagle Shaman|Wild Empathy ~ Eagle Shaman	ABILITY:Special Ability|AUTOMATIC|Totem Transformation ~ Eagle Shaman|PRECLASS:1,Druid=2	ABILITY:Special Ability|AUTOMATIC|Totemic Summons ~ Eagle Shaman|PRECLASS:1,Druid=5	ABILITY:Special Ability|AUTOMATIC|Wild Shape ~ Eagle Shaman|PRECLASS:1,Druid=6	ABILITY:Special Ability|AUTOMATIC|Bonus Feat ~ Eagle Shaman|PRECLASS:1,Druid=9																										COST:0	SOURCEPAGE:p.102
Lion Shaman		KEY:Druid Archetype ~ Lion Shaman		CATEGORY:Archetype	TYPE:Archetype.DruidThousandFaces.DruidVenomImmunity.DruidWildShape																PRECLASS:1,Druid=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Lion Shaman],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidThousandFaces,TYPE.DruidVenomImmunity,TYPE.DruidWildShape]																				DESC:A shaman with this totem calls upon the proud lion, imposing and majestic, the mighty leader of deadly hunters.																																												ABILITY:Special Ability|AUTOMATIC|Nature Bond ~ Lion Shaman|Wild Empathy ~ Lion Shaman	ABILITY:Special Ability|AUTOMATIC|Totem Transformation ~ Lion Shaman|PRECLASS:1,Druid=2	ABILITY:Special Ability|AUTOMATIC|Totemic Summons ~ Lion Shaman|PRECLASS:1,Druid=5	ABILITY:Special Ability|AUTOMATIC|Wild Shape ~ Lion Shaman|PRECLASS:1,Druid=6	ABILITY:Special Ability|AUTOMATIC|Bonus Feat ~ Lion Shaman|PRECLASS:1,Druid=9																												COST:0	SOURCEPAGE:p.103
Serpent Shaman	KEY:Druid Archetype ~ Serpent Shaman	CATEGORY:Archetype	TYPE:Archetype.DruidThousandFaces.DruidVenomImmunity.DruidWildShape																PRECLASS:1,Druid=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Serpent Shaman],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidThousandFaces,TYPE.DruidVenomImmunity,TYPE.DruidWildShape]																				DESC:A shaman with this totem calls upon the cunning serpent, the stealthy deceiver who draws the weak minded in and strikes while they are unaware. Some hate its treacherous nature, while others praise its thoughtful pragmatism.																									ABILITY:Special Ability|AUTOMATIC|Nature Bond ~ Serpent Shaman|Wild Empathy ~ Serpent Shaman	ABILITY:Special Ability|AUTOMATIC|Totem Transformation ~ Serpent Shaman|PRECLASS:1,Druid=2	ABILITY:Special Ability|AUTOMATIC|Totemic Summons ~ Serpent Shaman|PRECLASS:1,Druid=5	ABILITY:Special Ability|AUTOMATIC|Wild Shape ~ Serpent Shaman|PRECLASS:1,Druid=6	ABILITY:Special Ability|AUTOMATIC|Bonus Feat ~ Serpent Shaman|PRECLASS:1,Druid=9																							COST:0	SOURCEPAGE:p.103
Wolf Shaman		KEY:Druid Archetype ~ Wolf Shaman		CATEGORY:Archetype	TYPE:Archetype.DruidThousandFaces.DruidVenomImmunity.DruidWildShape																PRECLASS:1,Druid=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Wolf Shaman],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidThousandFaces,TYPE.DruidVenomImmunity,TYPE.DruidWildShape]																				DESC:A shaman with this totem calls upon the clever wolf, capable of roaming alone yet wise enough to run with a pack when facing dangers too great for one alone.																																				ABILITY:Special Ability|AUTOMATIC|Nature Bond ~ Wolf Shaman|Wild Empathy ~ Wolf Shaman	ABILITY:Special Ability|AUTOMATIC|Totem Transformation ~ Wolf Shaman|PRECLASS:1,Druid=2	ABILITY:Special Ability|AUTOMATIC|Totemic Summons ~ Wolf Shaman|PRECLASS:1,Druid=5	ABILITY:Special Ability|AUTOMATIC|Wild Shape ~ Wolf Shaman|PRECLASS:1,Druid=6	ABILITY:Special Ability|AUTOMATIC|Bonus Feat ~ Wolf Shaman|PRECLASS:1,Druid=9																												COST:0	SOURCEPAGE:p.103


###Block: Druid archetypes abilites
# Aquatic Druid
# Ability Name					Unique Key							Category of Ability		Type															Define															Description																																																																																																																																																														Clone Movement		Ability																	Bonus to Ability Pool							Combat bonus									Damage reduction						Bonus to skill																Modify VAR												Class Skill																								Source Page
Wild Empathy					KEY:Wild Empathy ~ Aquatic Druid			CATEGORY:Special Ability	TYPE:ArchetypeAquaticDruid.SpecialQuality.Extraordinary																						DESC:An aquatic druid's wild empathy functions only on creatures that have a swim speed or the aquatic or water subtype; however, she can improve the attitude of any such creature with Intelligence 2 or less regardless of type, including mindless creatures.																																																																																																																																																																																																																																SOURCEPAGE:p.98
Aquatic Adaptation				KEY:Aquatic Adaptation ~ Aquatic Druid		CATEGORY:Special Ability	TYPE:ArchetypeAquaticDruid.SpecialQuality.Extraordinary																						DESC:At 2nd level, an aquatic druid gains an insight bonus on Initiative checks and Knowledge (geography), Perception, Stealth, Survival, and Swim checks equal to 1/2 her druid level in aquatic terrain, and she cannot be tracked such environments. This ability replaces woodland stride.																																																																																																																																																BONUS:COMBAT|INITIATIVE|min(1,DruidLvl)|TYPE=Insight|PREAPPLY:PC									BONUS:SKILL|Knowledge (Geography),Perception,Stealth,Survival,Swim|min(1,DruidLvl)|TYPE=Insight|PREAPPLY:PC																																							SOURCEPAGE:p.98
Natural Swimmer					KEY:Natural Swimmer ~ Aquatic Druid			CATEGORY:Special Ability	TYPE:ArchetypeAquaticDruid.SpecialQuality.Extraordinary																						DESC:At 3rd level, an aquatic druid gains a swim speed equal to half her land speed. This ability replaces trackless step.																																																																																																																																															ABILITY:Internal|AUTOMATIC|HalfSwimSpeed|!PREABILITY:1,CATEGORY=Special Ability,Aquatic Druid ~ Seaborn																																																																																						SOURCEPAGE:p.98
Resist Ocean's Fury				KEY:Resist Oceans Fury ~ Aquatic Druid		CATEGORY:Special Ability	TYPE:ArchetypeAquaticDruid.SpecialQuality.Extraordinary																						DESC:At 4th level, an aquatic druid gains a +4 bonus on saving throws against spells of the water type or the exceptional or supernatural abilities of creatures with the aquatic or water subtype. This ability replaces resist nature's lure.																																																																																																																																																																																																																																			SOURCEPAGE:p.98
Wild Shape						KEY:Wild Shape ~ Aquatic Druid			CATEGORY:Special Ability	TYPE:ArchetypeAquaticDruid.SpecialQuality.Supernatural																						DESC:An aquatic druid gains this ability at 6th level, except that her effective druid level for the ability is equal to her druid level - 2.																																																																																																																																												ABILITY:Special Ability|AUTOMATIC|Druid Wild Shape|Druid Wild Shape Times|Druid Wild Shape Progression																																																BONUS:VAR|DruidWildShape|-2																																		SOURCEPAGE:p.98
Seaborn						KEY:Seaborn ~ Aquatic Druid				CATEGORY:Special Ability	TYPE:ArchetypeAquaticDruid.SpecialQuality.Extraordinary																						DESC:At 9th level, an aquatic druid gains the aquatic subtype, the amphibious trait, and a swim speed equal to her land speed. She also can endure cold climate effects as if using endure elements. This ability replaces venom immunity.																																																																																																																								MOVECLONE:Swim,Walk,*1																																																																																																								SOURCEPAGE:p.98
Deep Diver						KEY:Deep Diver ~ Aquatic Druid			CATEGORY:Special Ability	TYPE:ArchetypeAquaticDruid.SpecialQuality.Extraordinary																						DESC:At 13th level, an aquatic druid gains DR/slashing or piercing equal to 1/2 her level. This damage reduction also applies against spells and spell-like abilities that inflict damage by grappling or crushing (e.g., black tentacles, crushing hand). She never takes pressure damage from deep water. This ability replaces a thousand faces.																																																																																																																																																		BONUS:DR|slashing or piercing|var("DruidLVL")/2																																																									SOURCEPAGE:p.98
#
HalfSwimSpeed													CATEGORY:Internal																																																																																																																																																																																																	MOVECLONE:Swim,Walk,/2																																																																																																								SOURCEPAGE:p.98

# Arctic Druid
Arctic Native					KEY:Arctic Native ~ Artic Druid			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary																							DESC:At 2nd level, an arctic druid gains a bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks equal to 1/2 her druid level in cold or icy terrain, and she cannot be tracked in cold or icy terrain. This ability replaces woodland stride.																																																																																																																																																																																																																												SOURCEPAGE:p.98
Icewalking						KEY:Icewalking ~ Artic Druid				CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary																							DESC:At 3rd level, an arctic druid suffers no penalty to speed or on Acrobatics, Climb, or Stealth checks in snowy or icy terrain or weather conditions and can walk across snow crusts or thin ice without breaking through. This ability replaces trackless step.																																																																																																																																																																																																																															SOURCEPAGE:p.98
Arctic Endurance					KEY:Arctic Endurance ~ Artic Druid			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary																							DESC:At 4th level, an arctic druid ignores the effects of a cold climate as if using endure elements. She is also immune to being dazzled. This ability replaces resist nature's lure.																																																																																																																																																																																																																																												SOURCEPAGE:p.98
Wild Shape						KEY:Wild Shape ~ Artic Druid				CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Supernatural																								DESC:An arctic druid gains this ability at 6th level, except that her effective druid level for this ability is equal to her druid level - 2.																																																																																																																																												ABILITY:Special Ability|AUTOMATIC|Druid Wild Shape|Druid Wild Shape Times|Druid Wild Shape Progression																																																BONUS:VAR|DruidWildShape|-2																																		SOURCEPAGE:p.98
Snowcaster						KEY:Snowcaster ~ Artic Druid				CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Supernatural																								DESC:At 9th level, an arctic druid can see normally in ice storm, sleet storm, or similar natural snowstorms. In addition, she can prepare any druid spell with the fire subtype as a cold spell, with an identical effect but inflicting cold damage instead of fire damage. This ability replaces venom immunity.																																																																																																																																																																																																																							SOURCEPAGE:p.98
Flurry Form						KEY:Flurry Form ~ Artic Druid				CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary																							DESC:At 13th level, an arctic druid can assume the form of a swirling column of snow equivalent to gaseous form at will. While in this form, she gains a circumstance bonus on Stealth checks made in cold terrain equal to her druid level. This ability replaces a thousand faces.																																																																																																																																																																																																																												SOURCEPAGE:p.98

# Blight Druid
Nature Bond						KEY:Nature Bond ~ Blight Druid			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary																							DESC:A blight druid may not bond with an animal companion, but may either call a familiar as a wizard of her druid level or select from the Darkness, Death, and Destruction domains in addition to those normally available.																																																																																																																																																																																																																																						SOURCEPAGE:p.98
Vermin Empathy					KEY:Vermin Empathy ~ Blight Druid			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Supernatural																								DESC:A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a -4 penalty on the check unless the animal or undead has a disease special attack.																																																																																																																																																																																																																SOURCEPAGE:p.98
Miasma						KEY:Miasma ~ Blight Druid				CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary																							DESC:Starting at 5th level, if a blight druid is adjacent to a creature at the beginning of its turn, the creature must succeed at a Fortitude save with a DC of 10 + 1/2 the druid's level + the druid's Wisdom modifier or become sickened for 1 round. A creature of the animal, fey, or plant type that fails its save is nauseated for 1 round and sickened for 1 minute thereafter. If the creature makes its save, it is immune to this effect for 24 hours, as are creatures immune to disease.																																																																																																																																																																																									SOURCEPAGE:p.99
Blightblooded					KEY:Blightblooded ~ Blight Druid			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary																							DESC:At 9th level, a blight druid gains immunity to all diseases, including natural and supernatural diseases. She also becomes immune to effects that would cause her to become sickened or nauseated.																																																																																																																																																																																																																																									SOURCEPAGE:p.99
Plaguebearer					KEY:Plaguebearer ~ Blight Druid			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Supernatural.DruidThousandFaces																				DESC:Starting at 13th level, any creature that strikes a blight druid with a touch attack, unarmed strike, or natural weapon must succeed at a Fortitude save with a DC of 10 + 1/2 the druid's level + the druid's Wisdom modifier or contract a disease, as the contagion spell. If the creature makes its save, it is immune to this effect for 24 hours.																																																																																																																																																																																																																SOURCEPAGE:p.99

# Cave Druid
Cavesense						KEY:Cavesense ~ Cave Druid				CATEGORY:Special Ability	TYPE:ArchetypeCaveDruid.SpecialQuality.Extraordinary																							DESC:A underground druid adds Knowledge (dungeoneering) rather than Knowledge (geography) as a class skill and gains a +2 bonus on Knowledge (dungeoneering) and Survival skill checks. This ability replaces the nature sense ability.																																																																																																																																																																												BONUS:SKILL|Knowledge (Dungeoneering),Survival|2																							CSKILL:Knowledge (Dungeoneering)|Climb|TYPE.Craft|Fly|Handle Animal|Heal|Knowledge (Nature)|Perception|TYPE.Profession|Ride|Spellcraft|Survival|Swim	SOURCEPAGE:p.99
Nature Bond						KEY:Nature Bond ~ Cave Druid				CATEGORY:Special Ability	TYPE:ArchetypeCaveDruid.SpecialQuality									DEFINE:DruidAirNotAllowed|0	DEFINE:DruidWeatherNotAllowed|0	DEFINE:DruidDarknessAllowed|0	DESC:A cave druid may select the Darkness domain in addition to the choices normally allowed, but may not select the Air or Weather domains.																																																																																																																																																																																																													BONUS:VAR|DruidWeatherNotAllowed,DruidAirNotAllowed,DruidDarknessAllowed|1																										SOURCEPAGE:p.99
Wild Empathy					KEY:Wild Empathy ~ Cave Druid				CATEGORY:Special Ability	TYPE:ArchetypeCaveDruid.SpecialQuality.Extraordinary																							DESC:A cave druid can influence oozes, rather than magical beasts, with a -4 penalty on her wild empathy check.																																																																																																																																																																																																																																																								SOURCEPAGE:p.99
Tunnelrunner					KEY:Tunnelrunner ~ Cave Druid				CATEGORY:Special Ability	TYPE:ArchetypeCaveDruid.SpecialQuality.Extraordinary																							DESC:At 2nd level, a cave druid can move through areas of rubble or narrow passages that require squeezing at her normal movement rate and without penalty. This ability replaces woodland stride.																																																																																																																																																																																																																																										SOURCEPAGE:p.99
Lightfoot						KEY:Lightfoot ~ Cave Druid				CATEGORY:Special Ability	TYPE:ArchetypeCaveDruid.SpecialQuality.Extraordinary																							DESC:At 3rd level, a cave druid cannot be detected with tremorsense. This ability replaces trackless step.																																																																																																																																																																																																																																																									SOURCEPAGE:p.99
Resist Subterranean Corruption		KEY:Resist Subterranean Corruption ~ Cave Druid	CATEGORY:Special Ability	TYPE:ArchetypeCaveDruid.SpecialQuality.Extraordinary																							DESC:At 4th level, a cave druid gains a +2 bonus on saves against exceptional, supernatural, and spell-like abilities of oozes and aberrations. This ability replaces resist nature's lure.																																																																																																																																																																																																																																											SOURCEPAGE:p.99
Wild Shape						KEY:Wild Shape ~ Cave Druid				CATEGORY:Special Ability	TYPE:ArchetypeCaveDruid.SpecialQuality.Supernatural							DEFINE:NoPlantShape|1													DESC:A cave druid gains this ability at 6th level, except that her effective druid level for this ability is equal to her druid level - 2. She cannot use wild shape to adopt a plant form. At 10th level, the cave druid can assume the form of a Small or Medium ooze as if using beast shape III, and at 12th level that of a Tiny or Large ooze as if using beast shape IV (treating the ooze as if it were a magical beast without a natural armor bonus). When in ooze form, the cave druid has no discernible anatomy and is immune to poison, sneak attacks, and critical hits.																																																																					ABILITY:Special Ability|AUTOMATIC|Druid Wild Shape|Druid Wild Shape Times|Druid Wild Shape Progression																																																BONUS:VAR|DruidWildShape|-2																																		SOURCEPAGE:p.99
#
CATEGORY=Special Ability|Wild Shape.MOD																																													DESC:can assume the form of a Small or Medium ooze as if using beast shape III (treating the ooze as if it were a magical beast without a natural armor bonus).|PREVAREQ:WildShapeProgression,4
CATEGORY=Special Ability|Wild Shape.MOD																																													DESC:can assume the form of a Tiny or Large ooze as if using beast shape IV (treating the ooze as if it were a magical beast without a natural armor bonus).|PREVAREQ:WildShapeProgression,5

# Desert Druid
Desert Native					KEY:Desert Native ~ Desert Druid			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary.DruidWoodlandStride																				DESC:At 2nd level, a desert druid gains a bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks equal to 1/2 her druid level in desert terrain, and she cannot be tracked in such environments. This ability replaces woodland stride.																																																																																																																																																																																																																													SOURCEPAGE:p.99
Sandwalker						KEY:Sandwalker ~ Desert Druid				CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary.DruidTracklessStep																				DESC:At 3rd level, a desert druid suffers no penalty to speed or on Acrobatics or Stealth checks when moving through sandy or desert terrain. This ability replaces trackless step.																																																																																																																																																																																																																																													SOURCEPAGE:p.99
Desert Endurance					KEY:Desert Endurance ~ Desert Druid			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary.DruidResistNaturesLure																				DESC:At 4th level, a desert druid ignores the effects of a hot climate as if using endure elements. She also has a reduced need to eat and drink, as if wearing a ring of sustenance (though normal sleep is still required). This ability replaces resist nature's lure.																																																																																																																																																																																																																														SOURCEPAGE:p.99
Wild Shape						KEY:Wild Shape ~ Desert Druid				CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Supernatural.DruidWildShape					DEFINE:NoPlantShape|1													DESC:A desert druid gains this ability at 6th level, except that her effective druid level for the ability is equal to her druid level - 2. A desert druid cannot use wild shape to adopt a plant form. At 10th level she can assume the form of a Small or Medium vermin, at 12th level a Tiny or Large vermin, and at 14th level a Diminutive or Huge vermin. This effect functions as beast shape IV (treating the vermin as an animal to determine its ability and natural armor modifiers).																																																																																			ABILITY:Special Ability|AUTOMATIC|Druid Wild Shape|Druid Wild Shape Times|Druid Wild Shape Progression																																																BONUS:VAR|DruidWildShape|-2																																		SOURCEPAGE:p.99
#
CATEGORY=Special Ability|Wild Shape.MOD																																													DESC:can assume the form of a Small or Medium vermin as if using beast shape IV (treating the vermin as an animal to determine its ability and natural armor modifiers).|PREVAREQ:WildShapeProgression,4
CATEGORY=Special Ability|Wild Shape.MOD																																													DESC:can assume the form of a Tiny or Large vermin as if using beast shape IV (treating the vermin as an animal to determine its ability and natural armor modifiers).|PREVAREQ:WildShapeProgression,5


Shaded Vision					KEY:Shaded Vision ~ Desert Druid			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary.DruidVenomImmunity																				DESC:At 9th level, a desert druid becomes immune to blinding and dazzling effects and gains a +2 bonus on saving throws against gaze attacks and illusions of the figment and pattern subschools. This ability replaces venom immunity.																																																																																																																																																																																																																																				SOURCEPAGE:p.99
Dunemeld						KEY:Dunemeld ~ Desert Druid				CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary.DruidThousandFaces																				DESC:At 13th level, a desert druid can assume the form of a swirling mass of sand at will. This is equivalent to gaseous form, but the druid gains a land and burrow speed of 10 feet rather than a fly speed. While in this form, the druid gains a circumstance bonus on Stealth checks made in desert terrain equal to her druid level. This ability replaces a thousand faces.																																																																																																																																																																																																													SOURCEPAGE:p.99

# Jungle Druid
Jungle Guardian					KEY:Jungle Guardian ~ Jungle Druid			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary.DruidWoodlandStride																				DESC:At 2nd level, a jungle druid gains a bonus on Initiative checks and Climb, Knowledge (geography), Perception, Stealth, and Survival checks equal to 1/2 her druid level in jungle terrain, and she cannot be tracked in such environments. This ability replaces woodland stride.																																																																																																																																																																																																																												SOURCEPAGE:p.100
Woodland Stride					KEY:Woodland Stride ~ Jungle Druid			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary.DruidTracklessStep																				DESC:A jungle druid gains this ability at 3rd level. This ability replaces trackless step.																																																																																																																																																																																																																																																											SOURCEPAGE:p.100
Torrid Endurance					KEY:Torrid Endurance ~ Jungle Druid			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary.DruidResistNaturesLure																				DESC:At 4th level, a jungle druid ignores the effects of a hot climate as if under the effects of endure elements. She also gains a +4 bonus on saves against disease and the exceptional abilities of animals and magical beasts. This ability replaces resist nature's lure.																																																																																																																																																																																																																													SOURCEPAGE:p.100
Wild Shape						KEY:Wild Shape ~ Jungle Druid				CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Supernatural.DruidWildShape																					DESC:A jungle druid gains this ability at 6th level, except that her effective druid level for the ability is equal to her druid level - 2.																																																																																																																																												ABILITY:Special Ability|AUTOMATIC|Druid Wild Shape|Druid Wild Shape Times|Druid Wild Shape Progression																																																BONUS:VAR|DruidWildShape|-2																																		SOURCEPAGE:p.100
Verdant Sentinel					KEY:Verdant Sentinel ~ Jungle Druid			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary.DruidThousandFaces																				DESC:At 13th level, a jungle druid can cast tree shape at will. This ability replaces a thousand faces.																																																																																																																																																																																																																																																									SOURCEPAGE:p.100

# Mountain Druid
Mountaineer						KEY:Mountaineer ~ Mountain Druid			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary.DruidWoodlandStride																				DESC:At 2nd level, a mountain druid gains a bonus on Initiative checks and Climb, Knowledge (geography), Perception, Stealth, and Survival checks equal to half her druid level in mountainous terrain, and she cannot be tracked in such an environment. This ability replaces woodland stride.																																																																																																																																																																																																																										SOURCEPAGE:p.100
Sure-Footed						KEY:Sure-Footed ~ Mountain Druid			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary.DruidTracklessStep																				DESC:At 3rd level, a mountain druid suffers no penalty to speed or on Acrobatics or Stealth checks when walking across steep slopes, rubble, or scree. This ability replaces trackless step.																																																																																																																																																																																																																																											SOURCEPAGE:p.100
Spire Walker					KEY:Spire Walker ~ Mountain Druid			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary.DruidResistNaturesLure																				DESC:At 4th level, a mountain druid does not lose her Dexterity bonus when climbing. A mountain druid is immune to altitude sickness and ignores the effects of a cold climate as if under the effects of endure elements. This ability replaces resist nature's lure.																																																																																																																																																																																																																															SOURCEPAGE:p.100
Wild Shape						KEY:Wild Shape ~ Mountain Druid			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Supernatural.DruidWildShape					DEFINE:NoPlantShape|1													DESC:A mountain druid gains this ability at 6th level, except that her effective druid level for the ability is equal to her druid level - 2. A mountain druid cannot use wild shape to adopt a plant form. However, at 12th level she can assume the form of a Large giant as if using giant form I. At 16th level, she may assume the form of a Huge giant as if using giant form II.																																																																																																					ABILITY:Special Ability|AUTOMATIC|Druid Wild Shape|Druid Wild Shape Times|Druid Wild Shape Progression																																																BONUS:VAR|DruidWildShape|-2																																		SOURCEPAGE:p.100
#
CATEGORY=Special Ability|Wild Shape.MOD																																													DESC:can assume the form of a Large giant as if using giant form I.|PREVAREQ:WildShapeProgression,5
CATEGORY=Special Ability|Wild Shape.MOD																																													DESC:can assume the form of a Huge giant as if using giant form II.|PREVAREQ:WildShapeProgression,7
Mountain Stance					KEY:Mountain Stance ~ Mountain Druid		CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary.DruidVenomImmunity																				DESC:At 9th level, a mountain druid gains immunity to petrification and receives a +4 bonus on saving throws or to CMD to resist any attempt to push, pull, bull rush, or drag her, or to resist any other effect that would physically move her from her position (e.g., repel wood, reverse gravity, or being blown away by high winds). This does not protect her against being tripped, grappled, or overrun. This ability replaces venom immunity.																																																																																																																																																																																																	SOURCEPAGE:p.100
Mountain Stone					KEY:Mountain Stone ~ Mountain Druid			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary.DruidThousandFaces																				DESC:At 13th level, a mountain druid can transform her body into a weathered stone outcrop and back at will. This effect functions as statue. This ability replaces a thousand faces.																																																																																																																																																																																																																																												SOURCEPAGE:p.100

# Plains Druid
Plains Traveler					KEY:Plains Traveler ~ Plains Druid			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary.DruidWoodlandStride																				DESC:At 2nd level, a plains druid gains a bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks equal to 1/2 her druid level in plains terrain, and she cannot be tracked in such an environment. This ability replaces woodland stride.																																																																																																																																																																																																																													SOURCEPAGE:p.100
Run Like the Wind					KEY:Run Like the Wind ~ Plains Druid		CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary.DruidTracklessStep																				DESC:At 3rd level, a plains druid gains +10 feet to her land speed when wearing light or no armor and carrying a light load, and once per hour, she may run or charge at double the normal speed for 1 round. If riding her animal companion, it gains this ability instead. This ability replaces trackless step.																																																																																																																																																																																																																							SOURCEPAGE:p.100
Savanna Ambush					KEY:Savanna Ambush ~ Plains Druid			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary.DruidResistNaturesLure																				DESC:At 4th level, a plains druid gains concealment whenever she is prone in natural surroundings, and can make Stealth checks at no penalty when prone and not moving or at -5 when crawling. A plains druid can stand up from prone as an immediate action during a surprise round. This ability replaces resist nature's lure.																																																																																																																																																																																																																					SOURCEPAGE:p.100
Wild Shape						KEY:Wild Shape ~ Plains Druid				CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Supernatural.DruidWildShape																					DESC:A plains druid gains this ability at 6th level, except that her effective druid level for the ability is equal to her druid level - 2.																																																																																																																																												ABILITY:Special Ability|AUTOMATIC|Druid Wild Shape|Druid Wild Shape Times|Druid Wild Shape Progression																																																BONUS:VAR|DruidWildShape|-2																																		SOURCEPAGE:p.100
Canny Charger					KEY:Canny Charger ~ Plains Druid			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary.DruidVenomImmunity																				DESC:At 9th level, a plains druid can charge through allies' squares without difficulty (whether mounted or afoot) and can turn up to 90 degrees once during a charge, provided the last 10 feet toward the target are in a straight line. She also gains a +4 dodge bonus to AC against enemy charge attacks and a +4 bonus to damage with a readied action against a charging foe. This ability replaces venom immunity.																																																																																																																																																																																																						SOURCEPAGE:p.100
Evasion						KEY:Evasion ~ Plains Druid				CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary.DruidThousandFaces																				DESC:At 13th level, a plains druid gains evasion when wearing light or no armor and carrying a light load. This functions as the rogue ability of the same name. This ability replaces a thousand faces.																																																																																																																																																																																																																																									SOURCEPAGE:p.100

# Swamp Druid
Marshwight						KEY:Marshwight ~ Swamp Druid				CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary.DruidWoodlandStride																				DESC:At 2nd level, a swamp druid gains a bonus on Initiative checks and Knowledge (geography), Perception, Stealth, Swim, and Survival checks equal to 1/2 her druid level in swamp terrain, and she cannot be tracked in such an environment. This ability replaces woodland stride.																																																																																																																																																																																																																												SOURCEPAGE:p.101
Swamp Strider					KEY:Swamp Strider ~ Swamp Druid			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary.DruidTracklessStep																				DESC:At 3rd level, a swamp druid suffers no penalty to speed or on Acrobatics or Stealth checks in bogs and undergrowth. This ability replaces trackless step.																																																																																																																																																																																																																																																SOURCEPAGE:p.101
Pond Scum						KEY:Pond Scum ~ Swamp Druid				CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary.DruidResistNaturesLure																				DESC:At 4th level, a swamp druid gains a +4 bonus on saves against disease and the exceptional, supernatural, and spell-like abilities of monstrous humanoids. A swamp druid also gains DR/- equal to half her druid level against attacks by swarms. If this damage resistance prevents damage, the druid is unaffected by distraction or other special attacks of the swarm. This ability replaces resist nature's lure.																																																																																																																																																																																																						SOURCEPAGE:p.101
Wild Shape						KEY:Wild Shape ~ Swamp Druid				CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Supernatural.DruidWildShape																					DESC:A swamp druid gains this ability at 6th level, except that her effective druid level for the ability is equal to her druid level - 2.																																																																																																																																												ABILITY:Special Ability|AUTOMATIC|Druid Wild Shape|Druid Wild Shape Times|Druid Wild Shape Progression																																																BONUS:VAR|DruidWildShape|-2																																		SOURCEPAGE:p.101
Slippery						KEY:Slippery ~ Swamp Druid				CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary.DruidThousandFaces																				DESC:At 13th level, a swamp druid gains continuous freedom of movement. This ability replaces a thousand faces.																																																																																																																																																																																																																																																								SOURCEPAGE:p.101

# Urban Druid
Spontaneous Casting				KEY:Spontaneous Casting ~ Urban Druid		CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality																										DESC:An urban druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can lose a prepared spell in order to cast any domain spell of the same level or lower. This ability replaces the ability to spontaneously cast summon nature's ally spells.																																																																																																																																																																																																																										SOURCEPAGE:p.101
Nature Bond						KEY:Nature Bond ~ Urban Druid				CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality																										DESC:An urban druid may not select an animal companion. Instead, she must choose from the following domains, rather than those usually available to druids: Charm, Community, Knowledge, Nobility, Protection, Repose, Rune, or Weather.																																																																																																																																																																																																																																				SOURCEPAGE:p.101
Lorekeeper						KEY:Lorekeeper ~ Urban Druid				CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary.DruidWoodlandStride.DruidTracklessStep																	DESC:At 2nd level, an urban druid adds Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) skills. She also receives a +2 bonus on these skill checks. This ability replaces a druid's woodland stride and trackless step abilities.																																																																																																																																																																																																																																SOURCEPAGE:p.102
Resist Temptation					KEY:Resist Temptation ~ Urban Druid			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary.DruidResistNaturesLure																				DESC:At 4th level, an urban druid gains a +2 bonus on saves vs. divinations and enchantments. This replaces the resist nature's lure ability.																																																																																																																																																																																																																																																			SOURCEPAGE:p.102
A Thousand Faces					KEY:A Thousand Faces ~ Urban Druid			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Supernatural.DruidThousandFaces																				DESC:An urban druid gains this ability at 6th level.																																																																																																																																																											ABILITY:Special Ability|AUTOMATIC|A Thousand Faces																																																																																															SOURCEPAGE:p.102
Wild Shape						KEY:Wild Shape ~ Urban Druid				CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Supernatural.DruidWildShape																					DESC:An urban druid gains this ability at 8th level, except that her effective druid level for the ability is equal to her druid level - 4.																																																																																																																																												ABILITY:Special Ability|AUTOMATIC|Druid Wild Shape|Druid Wild Shape Times|Druid Wild Shape Progression																																																BONUS:VAR|DruidWildShape|-4																																		SOURCEPAGE:p.102
Mental Strength					KEY:Mental Strength ~ Urban Druid			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary.DruidVenomImmunity																				DESC:At 9th level, an urban druid gains immunity to charm and compulsion effects. This ability replaces venom immunity.																																																																																																																																																																																																																																																							SOURCEPAGE:p.102

#Alternatively druid can choose to be an animal shaman
# TODO: Verify Formula works as intended - using BONUS:ABILITYPOOL|Druid Wolf Shaman Feat|(DruidLvl-5)/4
# Supposed to grant +1 at 9, and then +1 every four levels after.
# Bear Shaman
Nature Bond						KEY:Nature Bond ~ Bear Shaman				CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality																										DESC:A bear shaman who chooses an animal companion must select a bear. If choosing a domain, the bear shaman must choose from the Animal, Earth, Protection, and Strength domains.																																																																																																																																																																																																																																													SOURCEPAGE:p.102
Wild Empathy					KEY:Wild Empathy ~ Bear Shaman			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary																							DESC:A bear shaman can use wild empathy with bears and wolverines as a full-round action with a +4 bonus.																																																																																																																																																																																																																																																									SOURCEPAGE:p.102
Totem Transformation				KEY:Totem Transformation ~ Bear Shaman		CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Supernatural																								DESC:At 2nd level, a bear shaman may adopt an aspect of the bear while retaining her normal form. She gains one of the following bonuses: movement (+10 enhancement bonus to land speed, +4 racial bonus on Swim checks), senses (low-light vision, scent), toughness (+2 natural armor bonus to AC, Endurance feat), or natural weapons (bite [1d6] and 2 claws [1d4] for a Medium shaman, +2 to CMB on grapple checks). While using totem transformation, the bear shaman may speak normally and can cast speak with animals (mammals only) at will. Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The bear shaman can use this ability for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape.																																																																																																												SOURCEPAGE:p.102
Totemic Summons					KEY:Totemic Summons ~ Bear Shaman			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Supernatural																								DESC:At 5th level, a bear shaman may cast summon nature's ally as a standard action when summoning bears, and summoned bears gain temporary hit points equal to her druid level. She can apply the young template to any bear to reduce the level of the summoning spell required by one. She can also increase the level of summoning required by one in order to apply either the advanced or the giant template, or increase it by two to apply both the advanced and giant templates.																																																																																																																																																																																												SOURCEPAGE:p.102
Wild Shape						KEY:Wild Shape ~ Bear Shaman				CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Supernatural.DruidWildShape																					DESC:At 6th level, a bear shaman's wild shape ability functions at her druid level - 2. If she takes on the form of a bear, she instead uses her druid level + 2.																																																																																																																																																																																																																																																SOURCEPAGE:p.102
# TODO: Need a method to separate out the -2 and +2 for the selected form
Bonus Feat						KEY:Bonus Feat ~ Bear Shaman				CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality																										DESC:At 9th level and every 4 levels thereafter, a bear shaman gains one of the following bonus feats: Diehard, Endurance, Great Fortitude, Improved Great Fortitude, Toughness. She must meet the prerequisites for these bonus feats.																																																																																																																																															BONUS:ABILITYPOOL|Druid Bear Shaman Feat|(DruidLvl-5)/4																																																																												SOURCEPAGE:p.102

# Eagle Shaman
Nature Bond						KEY:Nature Bond ~ Eagle Shaman			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality																										DESC:An eagle shaman who chooses an animal companion must select a bird (eagle). If choosing a domain, the eagle shaman must choose from the Air, Animal, Nobility, and Weather domains.																																																																																																																																																																																																																																												SOURCEPAGE:p.102
Wild Empathy					KEY:Wild Empathy ~ Eagle Shaman			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary																							DESC:An eagle shaman can use wild empathy with birds as a full-round action with a +4 bonus.																																																																																																																																																																																																																																																											SOURCEPAGE:p.102
Totem Transformation				KEY:Totem Transformation ~ Eagle Shaman		CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Supernatural																								DESC:At 2nd level, an eagle shaman may adopt an aspect of the eagle while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses: movement (fly speed 30 feet [average], the druid must be 5th level to select this bonus), senses (low-light vision, +4 racial bonus to Perception), or natural weapons (bite [1d4], 2 talons [1d4] for a Medium shaman). While using totem transformation, the eagle shaman may speak normally and can cast speak with animals (birds only) at will.																																																																																																																																																																																SOURCEPAGE:p.102
Totemic Summons					KEY:Totemic Summons ~ Eagle Shaman			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Supernatural																								DESC:At 5th level, an eagle shaman may cast summon nature's ally as a standard action when summoning eagles, rocs, and giant eagles (added to the 4th level list), and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the bear shaman ability.																																																																																																																																																																																																																								SOURCEPAGE:p.102
Wild Shape						KEY:Wild Shape ~ Eagle Shaman				CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Supernatural.DruidWildShape																					DESC:At 6th level, an eagle shaman's wild shape ability functions at her druid level - 2. If she takes on the form of an eagle or roc, she instead uses her druid level + 2.																																																																																																																																																																																																																																														SOURCEPAGE:p.102
# TODO: Need a method to separate out the -2 and +2 for the selected form
Bonus Feat						KEY:Bonus Feat ~ Eagle Shaman				CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality																										DESC:At 9th level and every 4 levels thereafter, an eagle shaman gains one of the following bonus feats: Flyby Attack, Improved Lightning Reflexes, Lightning Reflexes, Skill Focus (Perception), or Wind Stance. She must meet the prerequisites for these bonus feats. This ability replaces venom immunity.																																																																																																																																			BONUS:ABILITYPOOL|Druid Eagle Shaman Feat|(DruidLvl-5)/4																																																																												SOURCEPAGE:p.102

# Lion Shaman
Nature Bond						KEY:Nature Bond ~ Lion Shaman				CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality																										DESC:A lion shaman who chooses an animal companion must select a lion. If choosing a domain, the lion shaman must choose from the Animal, Glory, Nobility, and Sun domains.																																																																																																																																																																																																																																														SOURCEPAGE:p.103
Wild Empathy					KEY:Wild Empathy ~ Lion Shaman			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary																							DESC:A lion shaman can use wild empathy with felines as a full-round action with a +4 bonus.																																																																																																																																																																																																																																																											SOURCEPAGE:p.103
Totem Transformation				KEY:Totem Transformation ~ Lion Shaman		CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Supernatural																								DESC:At 2nd level, a lion shaman may adopt an aspect of the lion while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses: movement (+20 enhancement bonus to land speed), senses (low-light vision, scent), or natural weapons (bite [1d4], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple). While using totem transformation, the lion shaman may speak normally and can cast speak with animals (felines only) at will.																																																																																																																																																																																							SOURCEPAGE:p.103
Totemic Summons					KEY:Totemic Summons ~ Lion Shaman			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Supernatural																								DESC:At 5th level, a lion shaman may cast summon nature's ally as a standard action when summoning felines, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the bear shaman ability.																																																																																																																																																																																																																																	SOURCEPAGE:p.103
Wild Shape						KEY:Wild Shape ~ Lion Shaman				CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Supernatural.DruidWildShape																					DESC:At 6th level, a lion shaman's wild shape ability functions at her druid level - 2. If she takes on the form of a feline, she instead uses her druid level + 2.																																																																																																																																																																																																																																															SOURCEPAGE:p.103
# TODO: Need a method to separate out the -2 and +2 for the selected form
Bonus Feat						KEY:Bonus Feat ~ Lion Shaman				CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality																										DESC:At 9th level and every 4 levels thereafter, a lion shaman gains one of the following bonus feats: Dodge, Lunge, Improved Iron Will, Iron Will, or Skill Focus (Acrobatics). She must meet the prerequisites for these bonus feats. This ability replaces venom immunity.																																																																																																																																									BONUS:ABILITYPOOL|Druid Lion Shaman Feat|(DruidLvl-5)/4																																																																												SOURCEPAGE:p.103

# Serpent Shaman
Nature Bond						KEY:Nature Bond ~ Serpent Shaman			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality																										DESC:A serpent shaman who chooses an animal companion must select a snake. If choosing a domain, the serpent shaman must choose from the Animal, Charm, Trickery, and Water domains.																																																																																																																																																																																																																																												SOURCEPAGE:p.103
Wild Empathy					KEY:Wild Empathy ~ Serpent Shaman			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary																							DESC:A serpent shaman can use wild empathy with reptiles as a full-round action with a +4 bonus.																																																																																																																																																																																																																																																										SOURCEPAGE:p.103
Totem Transformation				KEY:Totem Transformation ~ Serpent Shaman		CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Supernatural																								DESC:At 2nd level, a serpent shaman may adopt an aspect of the snake while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses: movement (climb speed 20 feet, swim speed 20 feet), scales (+2 natural armor bonus to AC), senses (low-light vision, scent), or natural weapons (bite [1d4], poison [ frequency 1 round (6), effect 1 Con damage, Cure 1 save, Con-based DC] for a Medium druid, +2 CMB to grapple). While using totem transformation, the serpent shaman may speak normally and can cast speak with animals (reptiles only) at will.																																																																																																																																																																					SOURCEPAGE:p.103
Totemic Summons					KEY:Totemic Summons ~ Serpent Shaman		CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Supernatural																								DESC:At 5th level, a serpent shaman may cast summon nature's ally as a standard action when summoning snakes, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the bear shaman ability.																																																																																																																																																																																																																																	SOURCEPAGE:p.103
Wild Shape						KEY:Wild Shape ~ Serpent Shaman			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Supernatural.DruidWildShape																					DESC:At 6th level, a serpent shaman's wild shape ability functions at her druid level - 2. If she takes on the form of a snake, she instead uses her druid level + 2.																																																																																																																																																																																																																																															SOURCEPAGE:p.103
# TODO: Need a method to separate out the -2 and +2 for the selected form
Bonus Feat						KEY:Bonus Feat ~ Serpent Shaman			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality																										DESC:At 9th level and every 4 levels thereafter, a serpent shaman gains one of the following bonus feats: Combat Expertise, Improved Feint, Skill Focus (Bluff ), Stealthy, or Strike Back. She must meet the prerequisites for these bonus feats. This ability replaces venom immunity.																																																																																																																																							BONUS:ABILITYPOOL|Druid Serpent Shaman Feat|(DruidLvl-5)/4																																																																												SOURCEPAGE:p.103

# Wolf Shaman
Nature Bond						KEY:Nature Bond ~ Wolf Shaman				CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality																										DESC:A wolf shaman who chooses an animal companion must select a wolf. If choosing a domain, the wolf shaman must choose from the Animal, Community, Liberation, and Travel domains.																																																																																																																																																																																																																																												SOURCEPAGE:p.103
Wild Empathy					KEY:Wild Empathy ~ Wolf Shaman			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Extraordinary																							DESC:A wolf shaman can use wild empathy with canines as a full-round action with a +4 bonus.																																																																																																																																																																																																																																																											SOURCEPAGE:p.103
Totem Transformation				KEY:Totem Transformation ~ Wolf Shaman		CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Supernatural																								DESC:At 2nd level, a wolf shaman may adopt an aspect of the wolf while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses: movement (+20 enhancement bonus to land speed), senses (low-light vision, scent, +4 racial bonus to Survival when tracking by scent), or natural weapons (bite [1d4 plus trip] for a Medium druid, +2 CMB to trip). While using totem transformation, the wolf shaman may speak normally and can cast speak with animals (canines only) at will.																																																																																																																																																																																	SOURCEPAGE:p.103
Totemic Summons					KEY:Totemic Summons ~ Wolf Shaman			CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Supernatural																								DESC:At 5th level, a wolf shaman may cast summon nature's ally as a standard action when summoning canines, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the bear shaman ability.																																																																																																																																																																																																																																	SOURCEPAGE:p.103
Wild Shape						KEY:Wild Shape ~ Wolf Shaman				CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality.Supernatural.DruidWildShape																					DESC:At 6th level, a wolf shaman's wild shape ability functions at her druid level + 2. If she takes on the form of a canine, she instead uses her druid level + 2.																																																																																																																																																																																																																																															SOURCEPAGE:p.103
# TODO: Need a method to separate out the -2 and +2 for the selected form
Bonus Feat						KEY:Bonus Feat ~ Wolf Shaman				CATEGORY:Special Ability	TYPE:ArchetypeDruid.SpecialQuality																										DESC:At 9th level and every 4 levels thereafter, a wolf shaman gains one of the following bonus feats: Greater Trip, Improved Trip, Mobility, Skill Focus (Stealth), or Spring Attack. She must meet the prerequisites for these bonus feats. This ability replaces venom immunity.																																																																																																																																								BONUS:ABILITYPOOL|Druid Wolf Shaman Feat|(DruidLvl-5)/4																																																																												SOURCEPAGE:p.103

###Block: Druid domain changes
# Ability Name							Unique Key				Output Name					Category of Ability		Type								Required Var. value			Var. Must Be Lower			Source Page
CATEGORY=Special Ability|Druid Domain ~ Air.MOD																																PREVARLT:DruidAirNotAllowed,1
CATEGORY=Special Ability|Druid Domain ~ Weather.MOD																															PREVARLT:DruidWeatherNotAllowed,1
Darkness								KEY:Druid Domain ~ Darkness	OUTPUTNAME:Druid Domain (Darkness)	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.DruidDomain	PREVAREQ:DruidDarknessAllowed,1							SOURCEPAGE:p.98

#------------------#
##	FIGHTER	##
#------------------#

###Block: Fighter archetypes ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
# Ability Name		Unique Key							Category of Ability	Type																													Required Class		Multiple Requirements																																																														Description																																																													Ability																																																																																																																																																												Cost		Source Page
Archer			KEY:Fighter Archetype ~ Archer			CATEGORY:Archetype	TYPE:Archetype.FighterArchetype.FighterBravery.FighterArmorTraining_ALL.FighterWeaponTraining_ALL.FighterArmorMastery										PRECLASS:1,Fighter=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Fighter Archetype ~ Archer],[!PREABILITY:1,CATEGORY=Archetype,TYPE.FighterBravery.FighterArmorTraining_One.FighterArmorTraining_Two.FighterArmorTraining_Three.FighterArmorTraining_Four.FighterWeaponTraining_One.FighterWeaponTraining_Two.FighterWeaponTraining_Three.FighterWeaponTraining_Four.FighterArmorMastery]						DESC:The archer is dedicated to the careful mastery of the bow, perfecting his skills with years of practice honed day after day on ranges and hunting for game, or else on the battlefield, raining destruction down on the enemy lines.																								ABILITY:Special Ability|AUTOMATIC|Fighter Archer ~ Hawkeye|PRECLASS:1,Fighter=2	ABILITY:Special Ability|AUTOMATIC|Fighter Archer ~ Trick Shot|PRECLASS:1,Fighter=3	ABILITY:Special Ability|AUTOMATIC|Fighter Archer ~ Expert Archer|PRECLASS:1,Fighter=5	ABILITY:Special Ability|AUTOMATIC|Fighter Archer ~ Safe Shot|PRECLASS:1,Fighter=9	ABILITY:Special Ability|AUTOMATIC|Fighter Archer ~ Evasive Archer|PRECLASS:1,Fighter=13	ABILITY:Special Ability|AUTOMATIC|Fighter Archer ~ Volley|PRECLASS:1,Fighter=17	ABILITY:Special Ability|AUTOMATIC|Fighter Archer ~ Ranged Defense|PRECLASS:1,Fighter=19	ABILITY:Special Ability|AUTOMATIC|Fighter Archer ~ Weapon Mastery|PRECLASS:1,Fighter=1																																										COST:0	SOURCEPAGE:p.104
Crossbowman			KEY:Fighter Archetype ~ Crossbowman			CATEGORY:Archetype	TYPE:Archetype.FighterArchetype.FighterArmorTraining_ALL.FighterWeaponTraining_ALL.FighterArmorMastery												PRECLASS:1,Fighter=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Fighter Archetype ~ Crossbowman],[!PREABILITY:1,CATEGORY=Archetype,TYPE.FighterArmorTraining_One.FighterWeaponTraining_One.FighterArmorTraining_Two.FighterWeaponTraining_Two.FighterArmorTraining_Three.FighterWeaponTraining_Three.FighterArmorTraining_Four.FighterWeaponTraining_Four.FighterArmorMastery]								DESC:The crossbowman has perfected the deadly use of the crossbow, a simple but cruelly efficient weapon, as a craftsman mastering a lethal tool.																																						ABILITY:Special Ability|AUTOMATIC|Fighter Crossbowman ~ Deadshot|PRECLASS:1,Fighter=3	ABILITY:Special Ability|AUTOMATIC|Fighter Crossbowman ~ Crossbow Expert|PRECLASS:1,Fighter=5	ABILITY:Special Ability|AUTOMATIC|Fighter Crossbowman ~ Improved Deadshot|PRECLASS:1,Fighter=7	ABILITY:Special Ability|AUTOMATIC|Fighter Crossbowman ~ Quick Sniper|PRECLASS:1,Fighter=9	ABILITY:Special Ability|AUTOMATIC|Fighter Crossbowman ~ Greater Deadshot|PRECLASS:1,Fighter=11	ABILITY:Special Ability|AUTOMATIC|Fighter Crossbowman ~ Safe Shot|PRECLASS:1,Fighter=13	ABILITY:Special Ability|AUTOMATIC|Fighter Crossbowman ~ Meteor Shot|PRECLASS:1,Fighter=17	ABILITY:Special Ability|AUTOMATIC|Fighter Crossbowman ~ Penetrating Shot|PRECLASS:1,Fighter=19	ABILITY:Special Ability|AUTOMATIC|Fighter Crossbowman ~ Weapon Mastery|PRECLASS:1,Fighter=1	ABILITY:Special Ability|AUTOMATIC|Fighter Crossbowman ~ Pinpoint Targeting|PRECLASS:1,Fighter=15	COST:0	SOURCEPAGE:p.104
Free Hand Fighter		KEY:Fighter Archetype ~ Free Hand Fighter		CATEGORY:Archetype	TYPE:Archetype.FighterArchetype.FighterBravery.FighterArmorTraining_ALL.FighterWeaponTraining_One.FighterWeaponTraining_Two.FighterWeaponTraining_Three.FighterArmorMastery	PRECLASS:1,Fighter=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Fighter Archetype ~ Free Hand Fighter],[!PREABILITY:1,CATEGORY=Archetype,TYPE.FighterBravery.FighterArmorTraining_One.FighterArmorTraining_Two.FighterArmorTraining_Three.FighterArmorTraining_Four.FighterWeaponTraining_One.FighterWeaponTraining_Two.FighterWeaponTraining_Three.FighterArmorMastery]									DESC:The free hand fighter specializes in the delicate art of handling a single weapon in one hand while using his free hand to balance, block, tip, and distract his opponents. While not a brawler, his open hand is as much a weapon as a bow or blade. His fighting school benefits only apply when he is using a one-handed weapon and carrying nothing in his other hand.	ABILITY:Special Ability|AUTOMATIC|Free Hand Fighter ~ Deceptive Strike|PRECLASS:1,Fighter=2	ABILITY:Special Ability|AUTOMATIC|Free Hand Fighter ~ Elusive|PRECLASS:1,Fighter=3	ABILITY:Special Ability|AUTOMATIC|Free Hand Fighter ~ Singleton|PRECLASS:1,Fighter=5	ABILITY:Special Ability|AUTOMATIC|Free Hand Fighter ~ Timely Tip|PRECLASS:1,Fighter=9	ABILITY:Special Ability|AUTOMATIC|Free Hand Fighter ~ Interference|PRECLASS:1,Fighter=13	ABILITY:Special Ability|AUTOMATIC|Free Hand Fighter ~ Reversal|PRECLASS:1,Fighter=19																																																																				COST:0	SOURCEPAGE:p.105
Mobile Fighter		KEY:Fighter Archetype ~ Mobile Fighter		CATEGORY:Archetype	TYPE:Archetype.FighterArchetype.FighterBravery.FighterWeaponTraining_One.FighterArmorTraining_Three.FighterArmorTraining_Four.FighterWeaponMastery					PRECLASS:1,Fighter=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Fighter Archetype ~ Mobile Fighter],[!PREABILITY:1,CATEGORY=Archetype,TYPE.FighterBravery.FighterWeaponTraining_One.FighterArmorTraining_Three.FighterArmorTraining_Four.FighterWeaponMastery]																											DESC:Where some fighters focus on strength and raw power, the mobile fighter relies on swiftness and mobility, gliding across the battlefield like a steel whirlwind and leaving destruction in his wake.																													ABILITY:Special Ability|AUTOMATIC|Mobile Fighter ~ Agility|PRECLASS:1,Fighter=2	ABILITY:Special Ability|AUTOMATIC|Mobile Fighter ~ Leaping Attack|PRECLASS:1,Fighter=5	ABILITY:Special Ability|AUTOMATIC|Mobile Fighter ~ Rapid Attack|PRECLASS:1,Fighter=11	ABILITY:Special Ability|AUTOMATIC|Mobile Fighter ~ Fleet Footed|PRECLASS:1,Fighter=15	ABILITY:Special Ability|AUTOMATIC|Mobile Fighter ~ Whirlwind Blitz|PRECLASS:1,Fighter=20																																																																																				COST:0	SOURCEPAGE:p.105
Phalanx Soldier		KEY:Fighter Archetype ~ Phalanx Soldier		CATEGORY:Archetype	TYPE:Archetype.FighterArchetype.FighterBravery.FighterArmorTraining_ALL.FighterWeaponTraining_ALL.FighterWeaponMastery										PRECLASS:1,Fighter=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Fighter Archetype ~ Phalanx Soldier],[!PREABILITY:1,CATEGORY=Archetype,TYPE.FighterBravery.FighterArmorTraining_One.FighterWeaponTraining_One.FighterArmorTraining_One.FighterArmorTraining_Two.FighterWeaponTraining_Two.FighterWeaponTraining_Three.FighterWeaponTraining_Four.FighterArmorTraining_Four.FighterWeaponMastery]					DESC:The phalanx soldier specializes in defensive tactics, using his shield to guard himself and his allies and forming a shield wall like an unbreakable anvil against which his enemies break.																														ABILITY:Special Ability|AUTOMATIC|Fighter Phlanx Soldier ~ Stand Firm|PRECLASS:1,Fighter=2	ABILITY:Special Ability|AUTOMATIC|Fighter Phlanx Soldier ~ Phalanx Fighting|PRECLASS:1,Fighter=3	ABILITY:Special Ability|AUTOMATIC|Fighter Phlanx Soldier ~ Ready Pike|PRECLASS:1,Fighter=5	ABILITY:Special Ability|AUTOMATIC|Fighter Phlanx Soldier ~ Deft Shield|PRECLASS:1,Fighter=7	ABILITY:Special Ability|AUTOMATIC|Fighter Phlanx Soldier ~ Shield Ally|PRECLASS:1,Fighter=9	ABILITY:Special Ability|AUTOMATIC|Fighter Phlanx Soldier ~ Irresistible Advance|PRECLASS:1,Fighter=15	ABILITY:Special Ability|AUTOMATIC|Fighter Phlanx Soldier ~ Shielded Fortress|PRECLASS:1,Fighter=20																																											COST:0	SOURCEPAGE:p.105
Polearm Master		KEY:Fighter Archetype ~ Polearm Master		CATEGORY:Archetype	TYPE:Archetype.FighterArchetype.FighterBravery.FighterArmorTraining_ALL.FighterWeaponTraining_ALL.FighterArmorMastery										PRECLASS:1,Fighter=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Fighter Archetype ~ Polearm Master],[!PREABILITY:1,CATEGORY=Archetype,TYPE.FighterBravery.FighterArmorTraining_One.FighterArmorTraining_Two.FighterArmorTraining_Three.FighterArmorTraining_Four.FighterWeaponTraining_One.FighterWeaponTraining_Two.FighterWeaponTraining_Three.FighterWeaponTraining_Four.FighterArmorMastery]					DESC:The polearm master is schooled in the ancient wisdom that enemies are best faced at the end of long striking pole, lashing like a serpent before clumsy swords and axes can even be brought to bear.																													ABILITY:Special Ability|AUTOMATIC|Fighter Polearm Master ~ Pole Fighting|PRECLASS:1,Fighter=2	ABILITY:Special Ability|AUTOMATIC|Fighter Polearm Master ~ Steadfast Pike|PRECLASS:1,Fighter=3	ABILITY:Special Ability|AUTOMATIC|Fighter Polearm Master ~ Polearm Training|PRECLASS:1,Fighter=1	ABILITY:Special Ability|AUTOMATIC|Fighter Polearm Master ~ Flexible Flanker|PRECLASS:1,Fighter=9	ABILITY:Special Ability|AUTOMATIC|Fighter Polearm Master ~ Sweeping Fend|PRECLASS:1,Fighter=13	ABILITY:Special Ability|AUTOMATIC|Fighter Polearm Master ~ Step Aside|PRECLASS:1,Fighter=17	ABILITY:Special Ability|AUTOMATIC|Fighter Polearm Master ~ Polearm Parry|PRECLASS:1,Fighter=19	ABILITY:Special Ability|AUTOMATIC|Fighter Polearm Master ~ Weapon Mastery|PRECLASS:1,Fighter=1																												COST:0	SOURCEPAGE:p.106
Roughrider			KEY:Fighter Archetype ~ Roughrider			CATEGORY:Archetype	TYPE:Archetype.FighterArchetype.FighterBravery.FighterArmorTraining_ALL.FighterWeaponTraining_ALL.FighterArmorMastery										PRECLASS:1,Fighter=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Fighter Archetype ~ Roughrider],[!PREABILITY:1,CATEGORY=Archetype,TYPE.FighterBravery.FighterArmorTraining_One.FighterWeaponTraining_One.FighterWeaponTraining_Two.FighterWeaponTraining_Three.FighterWeaponTraining_Four.FighterArmorTraining_Two.FighterArmorTraining_Three.FighterArmorTraining_Four.FighterArmorTraining_Four.FighterArmorMastery]	DESC:Roughriders study and practice the fine points of mounted combat, drilling endlessly with warbeasts- from noble thoroughbreds to trained monsters-to form a perfect synergy between rider and steed.																													ABILITY:Special Ability|AUTOMATIC|Fighter Roughrider ~ Steadfast Mount|PRECLASS:1,Fighter=2	ABILITY:Special Ability|AUTOMATIC|Fighter Roughrider ~ Armored Charger|PRECLASS:1,Fighter=3	ABILITY:Special Ability|AUTOMATIC|Fighter Roughrider ~ Mounted Mettle|PRECLASS:1,Fighter=5	ABILITY:Special Ability|AUTOMATIC|Fighter Roughrider ~ Leap from the Saddle|PRECLASS:1,Fighter=7	ABILITY:Special Ability|AUTOMATIC|Fighter Roughrider ~ Relentless Steed|PRECLASS:1,Fighter=11	ABILITY:Special Ability|AUTOMATIC|Fighter Roughrider ~ Ride Them Down|PRECLASS:1,Fighter=15	ABILITY:Special Ability|AUTOMATIC|Fighter Roughrider ~ Unavoidable Onslaught|PRECLASS:1,Fighter=15	ABILITY:Special Ability|AUTOMATIC|Fighter Roughrider ~ Indomitable Steed|PRECLASS:1,Fighter=19																												COST:0	SOURCEPAGE:p.106
Savage Warrior		KEY:Fighter Archetype ~ Savage Warrior		CATEGORY:Archetype	TYPE:Archetype.FighterArchetype.FighterBravery.FighterWeaponTraining_ALL.FighterWeaponMastery														PRECLASS:1,Fighter=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Fighter Archetype ~ Savage Warrior],[!PREABILITY:1,CATEGORY=Archetype,TYPE.FighterBravery.FighterWeaponTraining_One.FighterWeaponTraining_Two.FighterWeaponTraining_Three.FighterWeaponTraining_Four.FighterWeaponMastery]																						DESC:Warriors' might is not measured only by their skill with steel, but also by their ability to inflict death with fang and claw, horn and hoof, and every exotic appendage the natural and unnatural world has to offer.																										ABILITY:Special Ability|AUTOMATIC|Fighter Savage Warrior ~ Spark of Life|PRECLASS:1,Fighter=2	ABILITY:Special Ability|AUTOMATIC|Fighter Savage Warrior ~ Natural Savagery|PRECLASS:1,Fighter=5	ABILITY:Special Ability|AUTOMATIC|Fighter Savage Warrior ~ Savage Charge|PRECLASS:1,Fighter=9	ABILITY:Special Ability|AUTOMATIC|Fighter Savage Warrior ~ Careful Claw|PRECLASS:1,Fighter=13	ABILITY:Special Ability|AUTOMATIC|Fighter Savage Warrior ~ Greater Savage Charge|PRECLASS:1,Fighter=17	ABILITY:Special Ability|AUTOMATIC|Fighter Savage Warrior ~ Natural Weapon Mastery|PRECLASS:1,Fighter=20																																																									COST:0	SOURCEPAGE:p.107
Shielded Fighter		KEY:Fighter Archetype ~ Shielded Fighter		CATEGORY:Archetype	TYPE:Archetype.FighterArchetype.FighterArmorTraining_ALL.FighterWeaponTraining_ALL.FighterArmorMastery.FighterWeaponMastery									PRECLASS:1,Fighter=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Fighter Archetype ~ Shielded Fighter],[!PREABILITY:1,CATEGORY=Archetype,TYPE.FighterArmorTraining_One.FighterArmorTraining_Two.FighterArmorTraining_Three.FighterArmorTraining_Four.FighterWeaponTraining_One.FighterWeaponTraining_Three.FighterWeaponTraining_Three.FighterWeaponTraining_Four.FighterArmorMastery.FighterWeaponMastery]			DESC:A shielded fighter focuses on both offense and defense, blending weapon and shield in perfect balance to impede his enemies while delivering deadly blows, and even turning the shield itself into a formidable weapon. These fighting school benefits apply when wielding a weapon and a shield simultaneously.											ABILITY:Special Ability|AUTOMATIC|Fighter Shielded Fighter ~ Active Defense|PRECLASS:1,Fighter=3	ABILITY:Special Ability|AUTOMATIC|Fighter Shielded Fighter ~ Shield Fighter|PRECLASS:1,Fighter=5	ABILITY:Special Ability|AUTOMATIC|Fighter Shielded Fighter ~ Shield Buffet|PRECLASS:1,Fighter=9	ABILITY:Special Ability|AUTOMATIC|Fighter Shielded Fighter ~ Shield Guard|PRECLASS:1,Fighter=17	ABILITY:Special Ability|AUTOMATIC|Fighter Shielded Fighter ~ Shield Mastery|PRECLASS:1,Fighter=19	ABILITY:Special Ability|AUTOMATIC|Fighter Shielded Fighter ~ Shield Ward|PRECLASS:1,Fighter=20																																																											COST:0	SOURCEPAGE:p.108
Two-Handed Fighter	KEY:Fighter Archetype ~ Two-Handed Fighter	CATEGORY:Archetype	TYPE:Archetype.FighterArchetype.FighterBravery.FighterArmorTraining_ALL.FighterArmorMastery														PRECLASS:1,Fighter=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Fighter Archetype ~ Two-Handed Fighter],[!PREABILITY:1,CATEGORY=Archetype,TYPE.FighterBravery.FighterArmorTraining_One.FighterArmorTraining_Two.FighterArmorTraining_Three.FighterArmorTraining_Four.FighterArmorMastery]																						DESC:Some fighters focus their efforts on finding the biggest, heaviest, most imposing weapon they can find and training to manage and harness the weight of their massive weapons for maximum impact. These fighting school benefits only apply when using two-handed weapons.																	ABILITY:Special Ability|AUTOMATIC|Fighter TwoHanded Fighter ~ Shattering Strike|PRECLASS:1,Fighter=2	ABILITY:Special Ability|AUTOMATIC|Fighter TwoHanded Fighter ~ Overhand Chop|PRECLASS:1,Fighter=3	ABILITY:Special Ability|AUTOMATIC|Fighter TwoHanded Fighter ~ Weapon Training|PRECLASS:1,Fighter=1	ABILITY:Special Ability|AUTOMATIC|Fighter TwoHanded Fighter ~ Backswing|PRECLASS:1,Fighter=7	ABILITY:Special Ability|AUTOMATIC|Fighter TwoHanded Fighter ~ Piledriver|PRECLASS:1,Fighter=11	ABILITY:Special Ability|AUTOMATIC|Fighter TwoHanded Fighter ~ Greater Power Attack|PRECLASS:1,Fighter=15	ABILITY:Special Ability|AUTOMATIC|Fighter TwoHanded Fighter ~ Devastating Blow|PRECLASS:1,Fighter=19																																								COST:0	SOURCEPAGE:p.108
Two-Weapon Warrior	KEY:Fighter Archetype ~ Two-Weapon Warrior	CATEGORY:Archetype	TYPE:Archetype.FighterArchetype.FighterArmorTraining_ALL.FighterWeaponTraining_ALL.FighterArmorMastery												PRECLASS:1,Fighter=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Fighter Archetype ~ Two-Weapon Warrior],[!PREABILITY:1,CATEGORY=Archetype,TYPE.FighterArmorTraining_One.FighterArmorTraining_Two.FighterWeaponTraining_One.FighterWeaponTraining_Two.FighterArmorTraining_Three.FighterWeaponTraining_Three.FighterArmorTraining_Four.FighterWeaponTraining_Four.FighterArmorMastery]							DESC:Trained under great masters who preached the simple truth that two are better than one when it comes to weapons, the two-weapon warrior is a terror when his hands are full. From paired daggers to exotic double weapons, all combinations come equally alive in his skilled hands.																ABILITY:Special Ability|AUTOMATIC|Fighter TwoWeapon Fighter ~ Defensive Flurry|PRECLASS:1,Fighter=3	ABILITY:Special Ability|AUTOMATIC|Fighter TwoWeapon Fighter ~ Twin Blades|PRECLASS:1,Fighter=5	ABILITY:Special Ability|AUTOMATIC|Fighter TwoWeapon Fighter ~ Doublestrike|PRECLASS:1,Fighter=9	ABILITY:Special Ability|AUTOMATIC|Fighter TwoWeapon Fighter ~ Improved Balance|PRECLASS:1,Fighter=11	ABILITY:Special Ability|AUTOMATIC|Fighter TwoWeapon Fighter ~ Equal Opportunity|PRECLASS:1,Fighter=13	ABILITY:Special Ability|AUTOMATIC|Fighter TwoWeapon Fighter ~ Perfect Balance|PRECLASS:1,Fighter=13	ABILITY:Special Ability|AUTOMATIC|Fighter TwoWeapon Fighter ~ Deft Doublestrike|PRECLASS:1,Fighter=17	ABILITY:Special Ability|AUTOMATIC|Fighter TwoWeapon Fighter ~ Deadly Defense|PRECLASS:1,Fighter=19																								COST:0	SOURCEPAGE:p.109
Weapon Master		KEY:Fighter Archetype ~ Weapon Master		CATEGORY:Archetype	TYPE:Archetype.FighterArchetype.FighterBravery.FighterArmorTraining_ALL.FighterWeaponTraining_ALL.FighterArmorMastery										PRECLASS:1,Fighter=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Fighter Archetype ~ Weapon Master],[!PREABILITY:1,CATEGORY=Archetype,TYPE.FighterBravery.FighterArmorTraining_One.FighterArmorTraining_Two.FighterArmorTraining_Three.FighterArmorTraining_Four.FighterWeaponTraining_One.FighterWeaponTraining_Two.FighterWeaponTraining_Three.FighterWeaponTraining_Four.FighterArmorMastery]					DESC:Devoted to the perfection of a single weapon, the weapon master's meditations upon his favored weapon border on the obsessive, but none can deny his consummate skill. The weapon master must select a single type of weapon (such as longsword or shortbow). All of his abilities apply to that weapon type.											ABILITY:Special Ability|AUTOMATIC|Fighter Weapon Master ~ Weapon Guard|PRECLASS:1,Fighter=2	ABILITY:Special Ability|AUTOMATIC|Fighter Weapon Master ~ Weapon Training|PRECLASS:1,Fighter=3	ABILITY:Special Ability|AUTOMATIC|Fighter Weapon Master ~ Reliable Strike|PRECLASS:1,Fighter=5	ABILITY:Special Ability|AUTOMATIC|Fighter Weapon Master ~ Mirror Move|PRECLASS:1,Fighter=9	ABILITY:Special Ability|AUTOMATIC|Fighter Weapon Master ~ Deadly Critical|PRECLASS:1,Fighter=13	ABILITY:Special Ability|AUTOMATIC|Fighter Weapon Master ~ Critical Specialist|PRECLASS:1,Fighter=17	ABILITY:Special Ability|AUTOMATIC|Fighter Weapon Master ~ Unstoppable Strike|PRECLASS:1,Fighter=19																																												COST:0	SOURCEPAGE:p.109

###Block: Fighter archetypes abilites
# Archer
# Ability Name			Unique Key								Category of Ability		Type																								Var. Min. Value				Define				Description																																																																																																																							Choose			Selections	Automatically Gained Feat	Bonus to Ability Pool											Bonus to base range						Bonus to skill						Modify VAR										Weapon prof. bonus								Source Page
Hawkeye				KEY:Fighter Archer ~ Hawkeye					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterBravery																											DESC:At 2nd level, an archer gains a +1 bonus on Perception checks, and the range increment for any bow he uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 4 levels beyond 2nd. This ability replaces bravery.																																																																																																									BONUS:RANGEADD|PROJECTILE|5+(5*((FighterLvl-2)/4))	BONUS:SKILL|Perception|1+((FighterLvl-2)/4)																							SOURCEPAGE:p.104
Trick Shot				KEY:Fighter Archer ~ Trick Shot				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_One.FighterArmorTraining_Two.FighterArmorTraining_Three.FighterArmorTraining_Four								DEFINE:CombatManueverTaken|0	DESC:At 3rd level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a -4 penalty to his CMB. Every four levels beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up arrows as normal. At 11th level, he may also choose from the following combat maneuvers: bull rush, grapple, trip. A target grappled by an arrow can break free by destroying the archer's arrow (hardness 5, hit points 1, break DC 13) or with an Escape Artist or CMB check (against the archer's CMD -4). This ability replaces armor training 1, 2, 3, and 4.																			BONUS:ABILITYPOOL|Archer Trick Shot Selection|(FighterLVL+1)/4																																											SOURCEPAGE:p.104
Expert Archer			KEY:Fighter Archer ~ Expert Archer				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_One																										DESC:At 5th level, an archer gains a +1 bonus on attack and damage rolls with bows. This bonus increases by +1 for every four levels beyond 5th. This ability replaces weapon training 1.																																																																																																																																															BONUS:WEAPONPROF=TYPE.Bow|TOHIT,DAMAGE|(FighterLvl/5)			SOURCEPAGE:p.104
Safe Shot				KEY:Fighter Archer ~ Safe Shot				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Two																										DESC:At 9th level, an archer does not provoke attacks of opportunity when making ranged attacks with a bow. This ability replaces weapon training 2.																																																																																																																																																																SOURCEPAGE:p.104
Evasive Archer			KEY:Fighter Archer ~ Evasive Archer				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Three																									DESC:At 13th level, an archer gains a +2 dodge bonus to AC against ranged attacks. This bonus increases to +4 at 17th level. This ability replaces weapon training 3.																																																																																																																																																													SOURCEPAGE:p.104
Volley				KEY:Fighter Archer ~ Volley					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Four																									DESC:At 17th level, as a full-round action, an archer can make a single bow attack at his highest base attack bonus against any number of creatures in a 15-foot radius burst, making separate attack and damage rolls for each creature. This ability replaces weapon training 4.																																																																																																																																											SOURCEPAGE:p.104
Ranged Defense			KEY:Fighter Archer ~ Ranged Defense				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorMastery																											DESC:At 19th level, an archer gains DR 5/- against ranged attacks. In addition, as an immediate action, he can catch an arrow fired at him and shoot it any target he chooses, as if he had the Snatch Arrows feat. This ability replaces armor mastery.																																																																																																																																															SOURCEPAGE:p.104
Weapon Mastery			KEY:Fighter Archer ~ Weapon Mastery				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																														DESC:An archer must choose a type of bow.																																																																																																																																																																																		SOURCEPAGE:p.104

# Trick Shot Abilities ----
# COMMENT: Level 11 is simulated by requiring the first three maneuvers.
Combat Maneuver / Disarm	KEY:ArcherTrickShot ~ Disarm					CATEGORY:Special Ability	TYPE:ArcherTrickShot.SpecialQuality																																																																																																																																																																																																BONUS:VAR|CombatManeuverTaken|1																	SOURCEPAGE:p.104
Combat Maneuver / Feint		KEY:ArcherTrickShot ~ Feint					CATEGORY:Special Ability	TYPE:ArcherTrickShot.SpecialQuality																																																																																																																																																																																																BONUS:VAR|CombatManeuverTaken|1																	SOURCEPAGE:p.104
Combat Maneuver / Sunder	KEY:ArcherTrickShot ~ Sunder					CATEGORY:Special Ability	TYPE:ArcherTrickShot.SpecialQuality																																																																																																																																																																																																BONUS:VAR|CombatManeuverTaken|1																	SOURCEPAGE:p.104
# 11th level
Combat Maneuver / Bull Rush	KEY:ArcherTrickShot ~ Bull Rush				CATEGORY:Special Ability	TYPE:ArcherTrickShot.SpecialQuality																			PREVARGTEQ:CombatManueverTaken,3																																																																																																																																																																								BONUS:VAR|CombatManeuverTaken|1																	SOURCEPAGE:p.104
Combat Maneuver / Grapple	KEY:ArcherTrickShot ~ Grapple					CATEGORY:Special Ability	TYPE:ArcherTrickShot.SpecialQuality																			PREVARGTEQ:CombatManueverTaken,3																																																																																																																																																																								BONUS:VAR|CombatManeuverTaken|1																	SOURCEPAGE:p.104
Combat Maneuver / Trip		KEY:ArcherTrickShot ~ Trip					CATEGORY:Special Ability	TYPE:ArcherTrickShot.SpecialQuality																			PREVARGTEQ:CombatManueverTaken,3																																																																																																																																																																								BONUS:VAR|CombatManeuverTaken|1																	SOURCEPAGE:p.104


# Crossbowman
Deadshot				KEY:Fighter Crossbowman ~ Deadshot				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_One																										DESC:At 3rd level, when a crossbowman attacks with a crossbow as a readied action, he may add 1/2 his Dexterity bonus (minimum +1) on his damage roll. This ability replaces armor training 1.																																																																																																																																																									SOURCEPAGE:p.104
Crossbow Expert			KEY:Fighter Crossbowman ~ Crossbow Expert			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_One																										DESC:At 5th level, a crossbowman gains a +1 bonus on attack and damage rolls with crossbows. This bonus increases by +1 per four levels after 5th. This ability replaces weapon training 1.																																																																																																																																														BONUS:WEAPONPROF=TYPE.Crossbow|TOHIT,DAMAGE|(FighterLvl/5)		SOURCEPAGE:p.104
Improved Deadshot			KEY:Fighter Crossbowman ~ Improved Deadshot		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_Two																										DESC:At 7th level, when a crossbowman attacks with a crossbow as a readied action, his target is denied its Dexterity bonus to its AC. This ability replaces armor training 2.																																																																																																																																																											SOURCEPAGE:p.104
Quick Sniper			KEY:Fighter Crossbowman ~ Quick Sniper			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Two																										DESC:At 9th level, a crossbowman gains a bonus equal to 1/2 his fighter level on Stealth checks when sniping. When he is hit with a ranged attack, he can shoot his crossbow at his attacker as an immediate action if it is loaded. This ability replaces weapon training 2.																																																																																																																																												SOURCEPAGE:p.104
Greater Deadshot			KEY:Fighter Crossbowman ~ Greater Deadshot		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_Three																									DESC:At 11th level, when a crossbowman attacks with a crossbow as a readied action, he may add his Dexterity bonus (minimum +1) on his damage roll. This ability replaces armor training 3.																																																																																																																																																									SOURCEPAGE:p.104
Safe Shot				KEY:Fighter Crossbowman ~ Safe Shot				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Three																									DESC:At 13th level, a crossbowman does not provoke attacks of opportunity when making ranged attacks with a crossbow. This ability replaces weapon training 3.																																																																																																																																																														SOURCEPAGE:p.104
Pinpoint Targeting		KEY:Fighter Crossbowman ~ Pinpoint Targeting		CATEGORY:Special Ability	TYPE:SpecialQuality.FighterArmorTraining_Four																												DESC:At 15th level, a crossbowman gains Pinpoint Targeting as a bonus feat. This ability replaces armor training 4.																																																																																																											AUTO:FEAT|Pinpoint Targeting																																																						SOURCEPAGE:p.104
Meteor Shot				KEY:Fighter Crossbowman ~ Meteor Shot			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Four																									DESC:At 17th level, as a standard action, a crossbowman can make one attack with a crossbow at a -4 penalty. If the attack hits, it inflicts damage normally and the target is subject to a bull rush or a trip maneuver using the attack roll as the combat maneuver check. The crossbowman must decide which maneuver to attempt before making his attack roll. This ability replaces weapon training 4.																																																																																																																							SOURCEPAGE:p.104
Penetrating Shot			KEY:Fighter Crossbowman ~ Penetrating Shot		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorMastery																											DESC:At 19th level, when a crossbowman confirms a critical hit with a crossbow, the bolt pierces the target and can strike another creature in line behind it. The crossbowman must be able to trace a line starting at his space and passing through both targets to make this additional attack. The secondary attack is made at a -4 penalty, in addition to any modifiers for added range. If this attack is also a critical hit, the bolt can continue to hit another target, but the penalties stack. This ability replaces armor mastery.																																																																																																SOURCEPAGE:p.104
Weapon Mastery			KEY:Fighter Crossbowman ~ Weapon Mastery			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																														DESC:A crossbowman must choose a type of crossbow																																																																																																																																																																																SOURCEPAGE:p.104

# Free Hand Fighter
Deceptive Strike			KEY:Free Hand Fighter ~ Deceptive Strike			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterBravery																											DESC:At 2nd level, a free hand fighter gains a +1 bonus to CMB and CMD on disarm checks and on Bluff checks to feint or create a diversion to hide. This bonus increases by +1 for every four levels after 2nd. This ability replaces bravery.																																																																																																																																																	SOURCEPAGE:p.105
Elusive				KEY:Free Hand Fighter ~ Elusive				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_One.FighterArmorTraining_Two.FighterArmorTraining_Three.FighterArmorTraining_Four													DESC:At 3rd level, a free hand fighter gains a +1 dodge bonus to AC. This bonus increases by +1 for every four levels after 2nd. This bonus does not apply when wearing medium or heavy armor or carrying a medium or heavier load. This ability replaces armor training 4.																																																																																																																																												SOURCEPAGE:p.105
Singleton				KEY:Free Hand Fighter ~ Singleton				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_One																										DESC:At 5th level, a free hand fighter gains a +1 bonus on attack and damage rolls when wielding a melee weapon in one hand and leaving his other hand free. This ability replaces weapon training 1.																																																																																																																																																								SOURCEPAGE:p.105
Timely Tip				KEY:Free Hand Fighter ~ Timely Tip				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Two																										DESC:At 9th level, a free hand fighter can make a disarm combat maneuver against a target he threatens as a move action to push aside the target's shield. If successful, the target loses its shield bonus to AC against the free hand fighter's next attack. This ability replaces weapon training 2.																																																																																																																																							SOURCEPAGE:p.105
Interference			KEY:Free Hand Fighter ~ Interference			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Three																									DESC:At 13th level, a free hand fighter can make a disarm or trip combat maneuver against a target he threatens as a move action to push his opponent off balance. If successful, the target becomes flat-footed. This condition lasts until the target takes damage from a melee or ranged attack or until the beginning of the free hand fighter's next turn, whichever comes first. This ability replaces weapon training 3.																																																																																																																			SOURCEPAGE:p.105
Reversal				KEY:Free Hand Fighter ~ Reversal				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorMastery																											DESC:At 19th level, a free hand fighter can make a disarm combat maneuver against a creature he threatens as an immediate action when he is the target of a melee attack from another creature. If successful, the attack changes to target the target of the free hand fighter's maneuver instead of the free hand fighter himself. This ability replaces armor mastery.																																																																																																																												SOURCEPAGE:p.105
# TODO: Review Circumstantial stuff - more difficult to implement - only one handed, and clarify the CMB and CMD stuff.

# Mobile Fighter
Agility				KEY:Mobile Fighter ~ Agility					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterBravery																											DESC:At 2nd level, a mobile fighter gains a +1 bonus on saving throws made against effects that cause him to become paralyzed, slowed, or entangled. This bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.																																																																																																																																																SOURCEPAGE:p.105
Leaping Attack			KEY:Mobile Fighter ~ Leaping Attack				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_One																										DESC:At 5th level, when a mobile fighter moves at least 5 feet prior to attacking, he gains a +1 bonus on attack and damage rolls. This bonus increases by +1 for every four levels beyond 5th. This ability replaces weapon training 1.																																																																																																																																																		SOURCEPAGE:p.105
Rapid Attack			KEY:Mobile Fighter ~ Rapid Attack				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_Three																									DESC:At 11th level, a mobile fighter can combine a full attack action with a single move. He must forgo the attack at his highest bonus but may take the remaining attacks at any point during his movement. This movement provokes attacks of opportunity as normal. This ability replaces armor training 3.																																																																																																																																						SOURCEPAGE:p.105
Fleet Footed			KEY:Mobile Fighter ~ Fleet Footed				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_Four																										DESC:At 15th level, the mobile fighter's speed increases by 10 feet. He can take 10 on Acrobatics checks even while distracted or threatened, and can take 20 on an Acrobatics check once per day for every five fighter levels he possesses. This ability replaces armor training 4.																																																																																																																																										SOURCEPAGE:p.105
Whirlwind Blitz			KEY:Mobile Fighter ~ Whirlwind Blitz			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponMastery																										DESC:At 20th level, a mobile fighter can make a full-attack action as a standard action. He may also use the Whirlwind Attack feat as a standard action. This ability replaces weapon mastery.																																																																																																																																																									SOURCEPAGE:p.105

# Phalanx Soldier
Stand Firm				KEY:Fighter Phlanx Soldier ~ Stand Firm			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterBravery																											DESC:At 2nd level, a phalanx soldier gains a +1 bonus to CMD against bull rush, overrun, pull, push, and trip attempts. This bonus also applies on saves against trample attacks. The bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.																																																																																																																						BONUS:VAR|CMD_Bullrush,CMD_Overrun,CMD_Trip|1+((FighterLvl-2)/4)												SOURCEPAGE:p.105
Phalanx Fighting			KEY:Fighter Phlanx Soldier ~ Phalanx Fighting		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_One																										DESC:At 3rd level, when a phalanx soldier wields a shield, he can use any polearm or spear of his size as a one-handed weapon. This ability replaces armor training 1.																																																																																																																																																													SOURCEPAGE:p.105
Ready Pike				KEY:Fighter Phlanx Soldier ~ Ready Pike			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_One																										DESC:At 5th level, a phalanx soldier can, once per day, ready a weapon with the brace property as an immediate action, gaining a +1 bonus on attack and damage rolls. For every four levels beyond 5th, this bonus increases by +1, and he can use the ability one additional time per day. He cannot use this ability when flat-footed. This ability replaces weapon training 1.																																																																																																																											SOURCEPAGE:p.105
Deft Shield				KEY:Fighter Phlanx Soldier ~ Deft Shield			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_One.FighterArmorTraining_Two																						DESC:At 7th level, the armor check penalty from a shield and the attack roll penalty are reduced by -1 for a phalanx soldier using a tower shield. At 11th level, these penalties are reduced by -2. This ability replaces armor training 2 and 3.																																																																																																																																																SOURCEPAGE:p.105
Shield Ally				KEY:Fighter Phlanx Soldier ~ Shield Ally			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Two.FighterWeaponTraining_Three.FighterWeaponTraining_Four																DESC:At 9th level, when a phalanx fighter is using a heavy or tower shield, he can, as a move action, provide partial cover (+2 cover bonus to AC, +1 bonus on Reflex saves) to himself and all adjacent allies until the beginning of his next turn. At 13th level, he can instead provide cover (+4 cover bonus to AC, +2 bonus on Reflex saves) and evasion (as a rogue) to one adjacent ally until the beginning of his next turn. This cover does not allow Stealth checks. At 17th level, he can provide cover to himself and all adjacent allies, or he can provide improved cover (+8 cover bonus to AC, +4 bonus on Reflex saves, improved evasion) to a single adjacent ally. This ability replaces weapon training 2, 3, and 4.																																																																	SOURCEPAGE:p.106
Irresistible Advance		KEY:Fighter Phlanx Soldier ~ Irresistible Advance	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_Four																										DESC:At 15th level, a phalanx fighter gains a bonus on bull rush and overrun CMB checks. This bonus depends on the type of shield used: +1 with a buckler, +2 with a light shield, +3 with a heavy shield, or +4 with a tower shield. This ability replaces armor training 4.																																																																																																																																												SOURCEPAGE:p.106
Shielded Fortress			KEY:Fighter Phlanx Soldier ~ Shielded Fortress		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponMastery																										DESC:At 20th level, a phalanx fighter's shield cannot be disarmed or sundered. He gains evasion (as a rogue) when using a shield (improved evasion when using a tower shield). As a move action, a phalanx fighter can provide evasion to all adjacent allies until the beginning of his next turn. As an immediate action, he can provide improved evasion to an adjacent ally against one attack. This ability replaces weapon mastery.																																																																																																																		SOURCEPAGE:p.106

# Polearm Master
Pole Fighting			KEY:Fighter Polearm Master ~ Pole Fighting		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterBravery																											DESC:At 2nd level, as an immediate action, a polearm master can shorten the grip on his spear or polearm with reach and use it against adjacent targets. This action results in a -4 penalty on attack rolls with that weapon until he spends another immediate action to return to the normal grip. The penalty is reduced by -1 for every four levels beyond 2nd. This ability replaces bravery.																																																																																																																								SOURCEPAGE:p.106
Steadfast Pike			KEY:Fighter Polearm Master ~ Steadfast Pike		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_One.FighterArmorTraining_Two.FighterArmorTraining_Three.FighterArmorTraining_Four													DESC:At 3rd level, a polearm master gains a +1 bonus on attack rolls with readied attacks and attacks of opportunity made with a spear or polearm. The bonus increases by +1 for every four levels beyond 3rd. This ability replaces armor training 1, 2, 3, and 4.																																																																																																																																													SOURCEPAGE:p.106
Polearm Training			KEY:Fighter Polearm Master ~ Polearm Training		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_One																										DESC:A polearm master gains a +1 bonus on attack and damage rolls with spears and polearms. The bonus increases by +1 for every four levels beyond 5th. This ability replaces weapon training 1.																																																																																																			BONUS:ABILITYPOOL|Weapon Training I|-1|PREVARGTEQ:FighterWeaponTrainingLVL,5																														BONUS:WEAPONPROF=TYPE.Polearm|TOHIT,DAMAGE|1+((FighterLvl-5)/4)	SOURCEPAGE:p.106
Flexible Flanker			KEY:Fighter Polearm Master ~ Flexible Flanker		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Two																										DESC:At 9th level, a polearm master may choose any square adjacent to him and treat that square as his location for determining who he is flanking, even if that square is occupied by a creature, object, or solid barrier. This ability replaces weapon training 2.																																																																																								BONUS:ABILITYPOOL|Weapon Training II|-1|PREVARGTEQ:FighterWeaponTrainingLVL,9																																									SOURCEPAGE:p.106
Sweeping Fend			KEY:Fighter Polearm Master ~ Sweeping Fend		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Three																									DESC:At 13th level, a polearm master can use any spear or pole arm to make a bull rush or trip maneuver, though he takes a -4 penalty to his CMB when making such attempts. Weapons with the trip property do not incur this penalty on trip maneuvers. This ability replaces weapon training 3.																																																																																			BONUS:ABILITYPOOL|Weapon Training III|-1|PREVARGTEQ:FighterWeaponTrainingLVL,13																																								SOURCEPAGE:p.106
Step Aside				KEY:Fighter Polearm Master ~ Step Aside			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Four																									DESC:At 17th level, when a creature threatened by a polearm master takes a 5-foot step into a square adjacent to him, he can take a 5-foot step as an immediate action. This 5-foot step must be subtracted from his movement on the next turn. He also gains a +2 dodge bonus to his AC against that opponent until the end of his next turn. This ability replaces weapon training 4.																																																																					BONUS:ABILITYPOOL|Weapon Training IV|-1|PREVARGTEQ:FighterWeaponTrainingLVL,17																																								SOURCEPAGE:p.106
Polearm Parry			KEY:Fighter Polearm Master ~ Polearm Parry		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorMastery																											DESC:At 19th level, when an opponent threatened by a polearm master makes a melee attack against an ally, he may take an immediate action to grant his ally a +2 shield bonus to AC and DR 5/- against that attack. He may use this ability to protect himself, but only if the attacking creature is not adjacent to him. This ability replaces armor mastery.																																																																																																																														SOURCEPAGE:p.106
Weapon Mastery			KEY:Fighter Polearm Master ~ Weapon Mastery		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																														DESC:A polearm master must choose a spear or polearm.																																																																																																																																																																																SOURCEPAGE:p.106

# Roughrider
Steadfast Mount			KEY:Fighter Roughrider ~ Steadfast Mount			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterBravery																											DESC:At 2nd level, after a roughrider has spent 1 hour practicing with a mount, the mount gains a +1 dodge bonus to AC and a +1 morale bonus on saves, but only while the roughrider is mounted on it or adjacent to it. This bonus increases by +1 for every four levels after 2nd. This ability replaces bravery.																																																																																																																																					SOURCEPAGE:p.106
Armored Charger			KEY:Fighter Roughrider ~ Armored Charger			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_One																										DESC:At 3rd level, a roughrider no longer suffers armor check penalties on Ride skill checks. His mount's speed is not reduced when carrying a medium load or wearing medium barding. This ability replaces armor training 1.																																																																																																																																																				SOURCEPAGE:p.106
Mounted Mettle			KEY:Fighter Roughrider ~ Mounted Mettle			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_One.FighterWeaponTraining_Two.FighterWeaponTraining_Three.FighterWeaponTraining_Four												DESC:At 5th level, a roughrider and his mount gain a +1 bonus on attack and damage rolls when he is mounted or adjacent to his mount. This bonus increases by +1 for every four levels after 5th. This ability replaces weapon training 1, 2, 3, and 4.																																																																																																																																															SOURCEPAGE:p.106
Leap from the Saddle		KEY:Fighter Roughrider ~ Leap from the Saddle		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_Two																										DESC:At 7th level, after a roughrider's mount takes a single move, he may attempt a fast dismount (DC 20 Ride check). If he succeeds, he can take a full attack action. This ability replaces armor training 2.																																																																																																																																																						SOURCEPAGE:p.106
Relentless Steed			KEY:Fighter Roughrider ~ Relentless Steed			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_Three																									DESC:At 11th level, a roughrider's mount does not reduce its speed when wearing heavy barding or carrying a heavy load. The roughrider may also reroll a Ride skill check or a saving throw made by the mount once per day, but must use the second roll even if it is worse. This ability may be used one additional time per day for every four levels beyond 11th. This ability replaces armor training 3.																																																																																																																						SOURCEPAGE:p.106
Ride Them Down			KEY:Fighter Roughrider ~ Ride Them Down			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_Four																										DESC:At 15th level, can spur his mount on while readying an attack. If a roughrider's mount takes a single move, the roughrider can make a full attack, taking his attacks at any point during his mount's movement. If he has the Trample feat, he may substitute an overrun combat maneuver for each of his attacks. This movement provokes attacks of opportunity against the roughrider but not his mount. This ability replaces armor training 4.																																																																																																															SOURCEPAGE:p.107
Unavoidable Onslaught		KEY:Fighter Roughrider ~ Unavoidable Onslaught		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_Four																										DESC:At 15th level, a roughrider's mounted charge is not blocked by friendly creatures or difficult terrain. This ability replaces armor training 4.																																																																																																																																																																SOURCEPAGE:p.107
Indomitable Steed			KEY:Fighter Roughrider ~ Indomitable Steed		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorMastery																											DESC:At 19th level, a roughrider and his steed gain DR 5/- when mounted. This ability replaces armor mastery.																																																																																																																																																																						SOURCEPAGE:p.107

# Savage Warrior
Spark of Life			KEY:Fighter Savage Warrior ~ Spark of Life		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterBravery																											DESC:At 2nd level, a savage warrior gains a +1 bonus on saving throws made against energy drain and death effects. This bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.																																																																																																																																																						SOURCEPAGE:p.107
Natural Savagery			KEY:Fighter Savage Warrior ~ Natural Savagery		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_One																										DESC:At 5th level, a savage warrior gains a +1 bonus on attack and damage rolls with natural weapons. This bonus also applies to CMB and CMD for grappling. This bonus increases by +1 for every four levels beyond 5th. This ability replaces weapon training 1.																																																																																																																																			BONUS:WEAPONPROF=TYPE.Natural|TOHIT,DAMAGE|1+((FighterLvl-5)/4)	SOURCEPAGE:p.107
Savage Charge			KEY:Fighter Savage Warrior ~ Savage Charge		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Two																										DESC:At 9th level, when a savage warrior attacks with a natural weapon at the end of a charge, he gains a bonus on his natural weapon attack rolls equal to half his fighter level, while suffering a penalty to his AC equal to half his fighter level. These replace the normal attack roll bonus and AC penalty for charging. This bonus also applies to his CMB for a bull rush or overrun combat maneuvers made when charging. This ability replaces weapon training 2.																																																																																																												SOURCEPAGE:p.107
Careful Claw			KEY:Fighter Savage Warrior ~ Careful Claw			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Three																									DESC:At 13th level, when using a natural weapon to attack a creature using fire shield or a similar effect that damages creatures attacking it (such as a barbed devil's barbed defense), a savage warrior reduces the damage from such effects by an amount equal to 1/2 his fighter level. This ability replaces weapon training 3.																																																																																																																																		SOURCEPAGE:p.108
Greater Savage Charge		KEY:Fighter Savage Warrior ~ Greater Savage Charge	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Four																									DESC:At 17th level, when using savage charge, the AC penalty is reduced to 1/4 his fighter level instead of 1/2 his fighter level. In addition, a savage warrior can charge through friendly creatures and difficult terrain. This ability replaces weapon training 4.																																																																																																																																													SOURCEPAGE:p.108
Natural Weapon Mastery		KEY:Fighter Savage Warrior ~ Natural Weapon Mastery	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponMastery																										DESC:At 20th level, a savage warrior must choose one natural weapon. This ability replaces weapon mastery.																																																																																																																																																																							SOURCEPAGE:p.108

# Shielded Fighter
Active Defense			KEY:Fighter Shielded Fighter ~ Active Defense		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_One.FighterArmorTraining_Two.FighterArmorTraining_Three.FighterArmorTraining_Four													DESC:At 3rd level, a shielded fighter gains a +1 dodge bonus to AC when wielding a shield and fighting defensively, using Combat Expertise, or using total defense. This bonus increases by +1 for every four levels beyond 3rd. As a swift action, he may share this bonus with one adjacent ally, or half of the bonus (minimum +0) with all adjacent allies, until the beginning of his next turn. This ability replaces armor training 4.																																																																																																																	SOURCEPAGE:p.108
Shield Fighter			KEY:Fighter Shielded Fighter ~ Shield Fighter		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_One																										DESC:At 5th level, a shielded fighter gains a +1 bonus on attack and damage rolls when making a shield bash. These bonuses increase by +1 every four levels beyond 5th. With a full attack action, a shielded fighter may alternate between using his weapon or his shield for each attack. This action does not grant additional attacks or incur penalties as two-weapon fighting does. This ability replaces weapon training 1.																																																																																																																			SOURCEPAGE:p.108
Shield Buffet			KEY:Fighter Shielded Fighter ~ Shield Buffet		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Three.FighterWeaponTraining_Three																					DESC:At 9th level, as a move action, a shielded fighter may make a combat maneuver check to use his shield to impede an adjacent enemy. If successful, the target suffers a -2 penalty on its attack rolls against the shielded fighter and a -2 penalty to AC on attacks made by the shielded fighter until the beginning of his next turn. At 13th level, a shielded fighter may use this ability as a swift action. This ability replaces weapon training 2 and 3.																																																																																																													SOURCEPAGE:p.108
Shield Guard			KEY:Fighter Shielded Fighter ~ Shield Guard		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Four																									DESC:At 17th level, as a swift action, a shielded fighter may designate one square adjacent to him. He may designate two squares if using a heavy shield or three squares if using a tower shield, but these squares must be contiguous. Enemies in these squares cannot flank the shielded fighter and do not count for flanking with other creatures. This effect lasts until he moves from his position or uses another swift action to change the affected squares. This ability replaces weapon training 4.																																																																																																						SOURCEPAGE:p.108
Shield Mastery			KEY:Fighter Shielded Fighter ~ Shield Mastery		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorMastery																											DESC:At 19th level, a shielded fighter gains DR 5/- when wielding a shield. This ability replaces armor mastery.																																																																																																																																																																						SOURCEPAGE:p.108
Shield Ward				KEY:Fighter Shielded Fighter ~ Shield Ward		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponMastery																										DESC:At 20th level, a shielded fighter gains evasion (as a rogue) while wielding a shield, and adds his shield bonus to his AC (not including enhancement bonuses) on Reflex saves and to his touch AC. In addition, his shield cannot be disarmed or sundered. This ability replaces weapon mastery.																																																																																																																																								SOURCEPAGE:p.108

# Two-Handed Fighter
Shattering Strike			KEY:Fighter TwoHanded Fighter ~ Shattering Strike	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterBravery																											DESC:At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd. This ability replaces bravery.																																																																																																																																																			SOURCEPAGE:p.108
Overhand Chop			KEY:Fighter TwoHanded Fighter ~ Overhand Chop		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_One																										DESC:At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. This ability replaces armor training 1.																																																																																																																																																				SOURCEPAGE:p.108
Weapon Training			KEY:Fighter TwoHanded Fighter ~ Weapon Training		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																														DESC:As the fighter class feature, but the bonuses only apply when wielding two-handed melee weapons.																																																																																																																																																																								SOURCEPAGE:p.108
Backswing				KEY:Fighter TwoHanded Fighter ~ Backswing			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_Two																										DESC:At 7th level, when a two-handed fighter makes a full attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first. This ability replaces armor training 2.																																																																																																																																																					SOURCEPAGE:p.108
Piledriver				KEY:Fighter TwoHanded Fighter ~ Piledriver		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_Three																									DESC:At 11th level, as a standard action, a two-handed fighter can make a single melee attack with a two-handed weapon. If the attack hits, he may make a bull rush or trip combat maneuver against the target of his attack as a free action that does not provoke an attack of opportunity. This ability replaces armor training 3.																																																																																																																																		SOURCEPAGE:p.108
Greater Power Attack		KEY:Fighter TwoHanded Fighter ~ Greater Power Attack	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_Four																										DESC:At 15th level, when using Power Attack with a two-handed melee weapon, the bonus damage from Power Attack is doubled (+100%%) instead of increased by half (+50%%). This ability replaces armor training 4.																																																																																																																																																						SOURCEPAGE:p.108
Devastating Blow			KEY:Fighter TwoHanded Fighter ~ Devastating Blow	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorMastery																											DESC:At 19th level, as a standard action, a two-handed fighter may make a single melee attack with a two-handed weapon at a -5 penalty. If the attack hits, it is treated as a critical threat. Special weapon abilities that activate only on a critical hit do not activate if this critical hit is confirmed. This ability replaces armor mastery.																																																																																																																																SOURCEPAGE:p.109

# Two-Weapon Warrior
Defensive Flurry			KEY:Fighter TwoWeapon Fighter ~ Defensive Flurry	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_One.FighterArmorTraining_Two																						DESC:At 3rd level, when a two-weapon warrior makes a full attack with both weapons, he gains a +1 dodge bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd. This ability replaces armor training 1 and 2.																																																																																																																																										SOURCEPAGE:p.109
Twin Blades				KEY:Fighter TwoWeapon Fighter ~ Twin Blades		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_One																										DESC:At 5th level, a two-weapon warrior gains a +1 bonus on attack and damage rolls when making a full attack with two weapons or a double weapon. This bonus increases by +1 for every four levels after 5th. This ability replaces weapon training 1.																																																																																																																																															SOURCEPAGE:p.109
Doublestrike			KEY:Fighter TwoWeapon Fighter ~ Doublestrike		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Two																										DESC:At 9th level, a two-weapon warrior may, as a standard action, make one attack with both his primary and secondary weapons. The penalties for attacking with two weapons apply normally. This ability replaces weapon training 2.																																																																																																																																																		SOURCEPAGE:p.109
Improved Balance			KEY:Fighter TwoWeapon Fighter ~ Improved Balance	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_Three																									DESC:At 11th level, the attack penalties for fighting with two weapons are reduced by -1 for a twoweapon warrior. Alternatively, he may use a one-handed weapon in his off-hand, treating it as if it were a light weapon with the normal light weapon penalties. This ability replaces armor training 3.																																																																																																																																							SOURCEPAGE:p.109
Equal Opportunity			KEY:Fighter TwoWeapon Fighter ~ Equal Opportunity	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Three																									DESC:At 13th level, when a two-weapon warrior makes an attack of opportunity, he may attack once with both his primary and secondary weapons. The penalties for attacking with two weapons apply normally. This ability replaces weapon training 3.																																																																																																																																																SOURCEPAGE:p.109
Perfect Balance			KEY:Fighter TwoWeapon Fighter ~ Perfect Balance		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_Four																										DESC:At 15th level, the penalties for fighting with two weapons are reduced by an additional -1 for a two-weapon warrior. This benefit stacks with improved balance. If he is using a one-handed weapon in his off hand, treating it as a light weapon, he uses the normal light weapon penalties. This ability replaces armor training 4.																																																																																																																																	SOURCEPAGE:p.109
Deft Doublestrike			KEY:Fighter TwoWeapon Fighter ~ Deft Doublestrike	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Four																									DESC:At 17th level, when a two-weapon warrior hits an opponent with both weapons, he can make a disarm or sunder attempt (or trip, if one or both weapons can be used to trip) against that opponent as an immediate action that does not provoke attacks of opportunity. This ability replaces weapon training 4.																																																																																																																																					SOURCEPAGE:p.109
Deadly Defense			KEY:Fighter TwoWeapon Fighter ~ Deadly Defense		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorMastery																											DESC:At 19th level, when a twoweapon warrior makes a full attack with both weapons, every creature that hits him with a melee attack before the beginning of his next turn provokes an attack of opportunity from the warrior. This ability replaces armor mastery.																																																																																																																																													SOURCEPAGE:p.109

# Weapon Master
Weapon Guard			KEY:Fighter Weapon Master ~ Weapon Guard			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterBravery																											DESC:At 2nd level, a weapon master gains a +1 bonus to CMD against disarm and sunder attempts while wielding his chosen weapon. This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood). The bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.																																																																																																																													SOURCEPAGE:p.109
Weapon Training			KEY:Fighter Weapon Master ~ Weapon Training		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_One.FighterArmorTraining_Two.FighterArmorTraining_Three.FighterArmorTraining_Four													DESC:At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd. This ability replaces armor training 4.																																																																																																		BONUS:ABILITYPOOL|Weapon Master Chosen Weapon|1																																														SOURCEPAGE:p.109
Reliable Strike			KEY:Fighter Weapon Master ~ Reliable Strike		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_One																										DESC:At 5th level, a weapon master may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action. He must accept the second roll even if it is worse. He can use this ability once per day at 5th level, plus one additional time per day for every five levels beyond 5th. This ability replaces weapon training 1.																																																																																																																												SOURCEPAGE:p.109
Mirror Move				KEY:Fighter Weapon Master ~ Mirror Move			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Two																										DESC:At 9th level, a weapon master gains his weapon training bonus as an insight bonus to AC when attacked by his chosen weapon. This ability replaces weapon training 2.																																																																																																																																																												SOURCEPAGE:p.109
Deadly Critical			KEY:Fighter Weapon Master ~ Deadly Critical		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Three																									DESC:At 13th level, when a weapon master confirms a critical hit with his chosen weapon, he can increase the weapon's damage multiplier by +1 as an immediate action. He can use this ability once per day at 13th level, plus one additional time per day for every three levels above 13th. This ability replaces weapon training 3.																																																																																																																																		SOURCEPAGE:p.109
Critical Specialist		KEY:Fighter Weapon Master ~ Critical Specialist		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Four																									DESC:At 17th level, the save DCs of any effects caused by a critical hit with a weapon master's chosen weapon increase by +4. This ability replaces weapon training 4.																																																																																																																																																													SOURCEPAGE:p.109
Unstoppable Strike		KEY:Fighter Weapon Master ~ Unstoppable Strike		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.FighterArmorMastery																											DESC:At 19th level, a weapon master can take a standard action to make one attack with his chosen weapon as a touch attack that ignores damage reduction (or hardness, if attacking an object). This ability replaces armor mastery.																																																																																																																																																		SOURCEPAGE:p.109
#
Weapon Choice			KEY:Weapon Choice ~ Weapon Training				CATEGORY:Special Ability	TYPE:WeaponMasterChosenWeapon																																																																																																																																																							CHOOSE:WEAPONPROFS|LIST	SELECT:1																																																BONUS:WEAPONPROF=LIST|TOHIT,DAMAGE|1+((FighterLvl-3)/4)		SOURCEPAGE:p.109

#------------------#
##	MONK		##
#------------------#

###Block: Monk archetypes -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
# Ability Name			Unique Key								Category of Ability	Type																													Required Class	Multiple Requirements																																										Description																																																																																			Ability																																																																																																																																																																				Cost		Source Page
Drunken Master			KEY:Monk Archetype ~ Drunken Master				CATEGORY:Archetype	TYPE:Archetype.MonkStillMind.MonkPurityOfBody.MonkDiamondBody.MonkDiamondSoul.MonkEmptyBody														PRECLASS:1,Monk=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Monk Archetype ~ Drunken Master],[!PREABILITY:1,CATEGORY=Archetype,TYPE.MonkStillMind.MonkPurityOfBody.MonkDiamondBody.MonkDiamondSoul.MonkEmptyBody]													DESC:Most monks lead lives of moderation and quiet contemplation. But the drunken master finds perfection through excess. Powered by strong wine, he uses his intoxication to reach a state where his ki is more potent, if somewhat fleeting. A drunken master has the following class features.																																				ABILITY:Special Ability|AUTOMATIC|Drunken Master ~ Drunken Ki|PRECLASS:1,Monk=3	ABILITY:Special Ability|AUTOMATIC|Drunken Master ~ Drunken Strength|PRECLASS:1,Monk=5	ABILITY:Special Ability|AUTOMATIC|Drunken Master ~ Drunken Courage|PRECLASS:1,Monk=11	ABILITY:Special Ability|AUTOMATIC|Drunken Master ~ Drunken Resilience|PRECLASS:1,Monk=13	ABILITY:Special Ability|AUTOMATIC|Drunken Master ~ Firewater Breath|PRECLASS:1,Monk=19																																																																																												COST:0	SOURCEPAGE:p.110
Hungry Ghost Monk			KEY:Monk Archetype ~ Hungry Ghost Monk			CATEGORY:Archetype	TYPE:Archetype.MonkStunningFist.MonkPurityOfBody.MonkWholenessOfBody.MonkDiamondBody.MonkDiamondSoul													PRECLASS:1,Monk=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Monk Archetype ~ Hungry Ghost Monk],[!PREABILITY:1,CATEGORY=Archetype,TYPE..MonkStunningFist.MonkPurityOfBody.MonkWholenessOfBody.MonkDiamondBody.MonkDiamondSoul]											DESC:The hungry ghost monk looks to spirits that prey upon the living as models of perfection. He sees the life energy of the universe as a resource to be manipulated, even stealing it from other creatures. It is through this constant influx of energy that the hungry ghost monk reaches his ultimate goal: power-personal, pure, and simple. A hungry ghost monk has the following class features.																			ABILITY:Special Ability|AUTOMATIC|Hungry Ghost Monk ~  Punishing Kick|PRECLASS:1,Monk=1	ABILITY:Special Ability|AUTOMATIC|Hungry Ghost Monk ~  Steal Ki|PRECLASS:1,Monk=5	ABILITY:Special Ability|AUTOMATIC|Hungry Ghost Monk ~  Life Funnel|PRECLASS:1,Monk=7	ABILITY:Special Ability|AUTOMATIC|Hungry Ghost Monk ~  Life from a Stone|PRECLASS:1,Monk=11	ABILITY:Special Ability|AUTOMATIC|Hungry Ghost Monk ~  Sipping Demon|PRECLASS:1,Monk=13																																																																																											COST:0	SOURCEPAGE:p.110
Ki Mystic				KEY:Monk Archetype ~ Ki Mystic				CATEGORY:Archetype	TYPE:Archetype.MonkStillMind.MonkPurityOfBody.MonkDiamondBody.MonkDiamondSoul.MonkEmptyBody														PRECLASS:1,Monk=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Monk Archetype ~ Ki Mystic],[!PREABILITY:1,CATEGORY=Archetype,TYPE.MonkStillMind.MonkPurityOfBody.MonkDiamondBody.MonkDiamondSoul.MonkEmptyBody]														DESC:The ki mystic believes that violence is sometimes necessary, but knowing and understanding is the true root of perfection. Through meditation and spiritual visions, a ki mystic can see beyond the veil of reality to the underlying truth of all existence. A ki mystic has the following class features.																																		ABILITY:Special Ability|AUTOMATIC|Ki Mystic ~  Ki Mystic|PRECLASS:1,Monk=3	ABILITY:Special Ability|AUTOMATIC|Ki Mystic ~  Mystic Insight|PRECLASS:1,Monk=5	ABILITY:Special Ability|AUTOMATIC|Ki Mystic ~  Mystic Visions|PRECLASS:1,Monk=11	ABILITY:Special Ability|AUTOMATIC|Ki Mystic ~  Mystic Prescience|PRECLASS:1,Monk=13	ABILITY:Special Ability|AUTOMATIC|Ki Mystic ~  Mystic Persistence|PRECLASS:1,Monk=19																																																																																																COST:0	SOURCEPAGE:p.111
Monk of the Empty Hand		KEY:Monk Archetype ~ Monk of the Empty Hand		CATEGORY:Archetype	TYPE:Archetype.MonkProficiencies.MonkStillMind.MonkPurityOfBody.MonkDiamondBody																PRECLASS:1,Monk=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Monk Archetype ~ Monk of the Empty Hand],[!PREABILITY:1,CATEGORY=Archetype,TYPE.MonkProficiencies.MonkStillMind.MonkPurityOfBody.MonkDiamondBody]														DESC:The monk of the empty hand eschews normal weapons in favor of whatever is lying around-rocks, chair legs, flagons of ale, even a simple quill pen all become deadly weapons in the hands of such a monk. A monk of the empty hand draws on his own ki to infuse his improvised weapons with power, and can transform a broken bottle into a magical weapon.																										ABILITY:Special Ability|AUTOMATIC|Monk of the Empty Hand ~ Weapon and Armor Proficiency|PRECLASS:1,Monk=1	ABILITY:Special Ability|AUTOMATIC|Monk of the Empty Hand ~ Flurry of Blows|PRECLASS:1,Monk=1	ABILITY:Special Ability|AUTOMATIC|Monk of the Empty Hand ~ Bonus Feat|PRECLASS:1,Monk=1	ABILITY:Special Ability|AUTOMATIC|Monk of the Empty Hand ~ Versatile Improvisation|PRECLASS:1,Monk=3	ABILITY:Special Ability|AUTOMATIC|Monk of the Empty Hand ~ Ki Pool|PRECLASS:1,Monk=4	ABILITY:Special Ability|AUTOMATIC|Monk of the Empty Hand ~ Ki Weapons|PRECLASS:1,Monk=5																																																																						COST:0	SOURCEPAGE:p.111
Monk of the Four Winds		KEY:Monk Archetype ~ Monk of the Four Winds		CATEGORY:Archetype	TYPE:Archetype.MonkStunningFist.MonkAbundantStep.MonkPerfectSelf.MonkTimelessBody																PRECLASS:1,Monk=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Monk Archetype ~ Monk of the Four Winds],[!PREABILITY:1,CATEGORY=Archetype,TYPE.MonkStunningFist.MonkAbundantStep.MonkPerfectSelf.MonkTimelessBody]														DESC:The monk of the four winds is connected to the natural world in a way few other creatures-even other monks- can hope to match. He can call upon the elements and the spirits of the world in times of need, and as he nears his goal of perfection, he gains the ability to slow down time and even defeat death itself. A monk of the four winds has the following class features.																						ABILITY:Special Ability|AUTOMATIC|Monk of the Four Winds ~ Elemental Fist|PRECLASS:1,Monk=1	ABILITY:Special Ability|AUTOMATIC|Monk of the Four Winds ~ Slow Time|PRECLASS:1,Monk=12	ABILITY:Special Ability|AUTOMATIC|Monk of the Four Winds ~ Aspect Master|PRECLASS:1,Monk=20	ABILITY:Special Ability|AUTOMATIC|Monk of the Four Winds ~ Immortality|PRECLASS:1,Monk=17																																																																																																								COST:0	SOURCEPAGE:p.112
Monk of the Healing Hand	KEY:Monk Archetype ~ Monk of the Healing Hand		CATEGORY:Archetype	TYPE:Archetype.MonkWholeneesOfBody.MonkDiamondBody.MonkQuiveringPalm.MonkPerfectSelf															PRECLASS:1,Monk=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Monk Archetype ~ Monk of the Healing Hand],[!PREABILITY:1,CATEGORY=Archetype,TYPE.MonkWholeneesOfBody.MonkDiamondBody.MonkQuiveringPalm.MonkPerfectSelf]													DESC:Monks of the healing hand seek perfection through helping others. By focusing their meditations on the flow of life within themselves and all creation they gain an understanding of how to share their ki with others, healing wounds and even bringing the dead back to life. For such a monk, sacrificing himself to save another is the surest way to achieve transcendence. A monk of the healing hand has the following class features.												ABILITY:Special Ability|AUTOMATIC|Monk of the Healing Hand ~ Ancient Healing Hand|PRECLASS:1,Monk=7	ABILITY:Special Ability|AUTOMATIC|Monk of the Healing Hand ~ Ki Sacrifice|PRECLASS:1,Monk=11	ABILITY:Special Ability|AUTOMATIC|Monk of the Healing Hand ~ True Sacrifice|PRECLASS:1,Monk=20																																																																																																																					COST:0	SOURCEPAGE:p.113
Monk of the Lotus			KEY:Monk Archetype ~ Monk of the Lotus			CATEGORY:Archetype	TYPE:Archetype.MonkStunningFist.MonkAbundantStep.MonkQuiveringPalm.MonkTongueOfTheSunAndMoon														PRECLASS:1,Monk=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Monk Archetype ~ Monk of the Lotus],[!PREABILITY:1,CATEGORY=Archetype,TYPE.MonkStunningFist.MonkAbundantStep.MonkQuiveringPalm.MonkTongueOfTheSunAndMoon]													DESC:Monks are warriors who hone their bodies into deadly weapons, but some monks eschew violence in favor of a more peaceful philosophy. While a monk of the lotus realizes that combat cannot always be avoided-and is more than capable in a fight-he understands that all creatures are connected, and to harm another is to harm the self. Instead, he strives to find peaceful resolutions to conflicts, and in doing so, hopes to achieve inner peace. A monk of the lotus has the following class features.	ABILITY:Special Ability|AUTOMATIC|Monk of the Lotus ~ Touch of Serenity|PRECLASS:1,Monk=1	ABILITY:Special Ability|AUTOMATIC|Monk of the Lotus ~ Touch of Surrender|PRECLASS:1,Monk=12	ABILITY:Special Ability|AUTOMATIC|Monk of the Lotus ~ Touch of Peace|PRECLASS:1,Monk=15	ABILITY:Special Ability|AUTOMATIC|Monk of the Lotus ~ Learned Master|PRECLASS:1,Monk=17																																																																																																									COST:0	SOURCEPAGE:p.114
Monk of the Sacred Mountain	KEY:Monk Archetype ~ Monk of the Sacred Mountain	CATEGORY:Archetype	TYPE:Archetype.MonkEvasion.MonkSlowFall.MonkHighJump.MonkImprovedEvasion.MonkTongueOfTheSunAndMoon													PRECLASS:1,Monk=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Monk Archetype ~ Monk of the Sacred Mountain],[!PREABILITY:1,CATEGORY=Archetype,TYPE.MonkEvasion.MonkSlowFall.MonkHighJump.MonkImprovedEvasion.MonkTongueOfTheSunAndMoon]										DESC:The monk of the sacred mountain finds strength and power in the earth beneath his feet. Rather than spinning though the battlefield with the fluid motion of the river, he roots himself to the ground, as immovable and unshakable as the stones of the mountain. A monk of the sacred mountain has the following class features.																														ABILITY:Special Ability|AUTOMATIC|Monk of the Sacred Mountain ~ Iron Monk|PRECLASS:1,Monk=2	ABILITY:Special Ability|AUTOMATIC|Monk of the Sacred Mountain ~ Bastion Stance|PRECLASS:1,Monk=4	ABILITY:Special Ability|AUTOMATIC|Monk of the Sacred Mountain ~ Iron Limb Defense|PRECLASS:1,Monk=5	ABILITY:Special Ability|AUTOMATIC|Monk of the Sacred Mountain ~ Adamantine Monk|PRECLASS:1,Monk=9	ABILITY:Special Ability|AUTOMATIC|Monk of the Sacred Mountain ~ Vow of Silence|PRECLASS:1,Monk=17																																																																																		COST:0	SOURCEPAGE:p.114
Weapon Adept			KEY:Monk Archetype ~ Weapon Adept				CATEGORY:Archetype	TYPE:Archetype.MonkStunningFist.MonkEvasion.MonkImprovedEvasion.MonkTimelessBody.MonkPerfectSelf													PRECLASS:1,Monk=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Monk Archetype ~ Weapon Adept],[!PREABILITY:1,CATEGORY=Archetype,TYPE.MonkStunningFist.MonkEvasion.MonkImprovedEvasion.MonkTimelessBody.MonkPerfectSelf]													DESC:While all monks train in both unarmed combat and with weapons, the weapon adept seeks to become one with his weapons, transforming them into perfect extensions of his own body. Through such training, a weapon adept seeks to attain perfection by becoming a living weapon himself. A weapon adept has the following class features.																													ABILITY:Special Ability|AUTOMATIC|Weapon Adept ~ Perfect Strike|PRECLASS:1,Monk=1	ABILITY:Special Ability|AUTOMATIC|Weapon Adept ~ Way of the Weapon Master|PRECLASS:1,Monk=2	ABILITY:Special Ability|AUTOMATIC|Weapon Adept ~ Evasion|PRECLASS:1,Monk=9	ABILITY:Special Ability|AUTOMATIC|Weapon Adept ~ Uncanny Initiative|PRECLASS:1,Monk=17	ABILITY:Special Ability|AUTOMATIC|Weapon Adept ~ Pure Power|PRECLASS:1,Monk=20																																																																																														COST:0	SOURCEPAGE:p.114
Zen Archer				KEY:Monk Archetype ~ Zen Archer				CATEGORY:Archetype	TYPE:Archetype.MonkBonusFeats.MonkStunningFist.MonkEvasion.MonkManeuverTraining.MonkStillMind.MonkPurityOfBody.MonkImprovedEvasion.MonkDiamondBody.MonkTongueOfTheSunAndMoon	PRECLASS:1,Monk=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Monk Archetype ~ Zen Archer],[!PREABILITY:1,CATEGORY=Archetype,TYPE.MonkBonusFeats.MonkStunningFist.MonkEvasion.MonkManeuverTraining.MonkStillMind.MonkPurityOfBody.MonkImprovedEvasion.MonkDiamondBody.MonkTongueOfTheSunAndMoon]	DESC:Some monks seek to become one with another weapon entirely-the bow. The zen archer takes a weapon most other monks eschew and seeks perfection in the pull of a taut bowstring, the flex of a bow's limbs, and the flight of an arrow fired true.																																											ABILITY:Special Ability|AUTOMATIC|Zen Archer ~ Weapon and Armor Proficiency|PRECLASS:1,Monk=1	ABILITY:Special Ability|AUTOMATIC|Zen Archer ~ Flurry of Blows|PRECLASS:1,Monk=1	ABILITY:Special Ability|AUTOMATIC|Zen Archer ~ Bonus Feats|PRECLASS:1,Monk=1	ABILITY:Special Ability|AUTOMATIC|Zen Archer ~ Perfect Strike|PRECLASS:1,Monk=1	ABILITY:Special Ability|AUTOMATIC|Zen Archer ~ Way of the Bow|PRECLASS:1,Monk=2	ABILITY:Special Ability|AUTOMATIC|Zen Archer ~ Zen Archery|PRECLASS:1,Monk=3	ABILITY:Special Ability|AUTOMATIC|Zen Archer ~ Point Blank Master|PRECLASS:1,Monk=3	ABILITY:Special Ability|AUTOMATIC|Zen Archer ~ Ki Pool|PRECLASS:1,Monk=4	ABILITY:Special Ability|AUTOMATIC|Zen Archer ~ Ki Arrows|PRECLASS:1,Monk=5	ABILITY:Special Ability|AUTOMATIC|Zen Archer ~ Reflexive Shot|PRECLASS:1,Monk=9	ABILITY:Special Ability|AUTOMATIC|Zen Archer ~ Trick Shot|PRECLASS:1,Monk=11	ABILITY:Special Ability|AUTOMATIC|Zen Archer ~ Ki Focus Bow|PRECLASS:1,Monk=17	COST:0	SOURCEPAGE:p.115

###Block: Monk archetypes abilities
# Drunken Master
# Ability Name				Unique Key									Category of Ability		Type												Required Ability											Required AL		Restricted AL		Required Class	Prohibited Feat					Var. Min. Value			Serves As					Define					Description																																																																																																																																																																Choose						Clone Movement		Automatically Gained Feat	Automatically Gained Weapon Prof.	Virtual Feat				Bonus to Ability Pool																Combat bonus					Bonus to skill						Modify VAR								Weapon prof. bonus				Damage Reduction			Source Page
Drunken Ki					KEY:Drunken Master ~ Drunken Ki					CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.MonkStillMind																																																				DESC:At 3rd level, a drunken master can drink a tankard of ale or strong alcohol and gain one temporary ki point. The act of drinking is a standard action that does not provoke attacks of opportunity. The monk can have a maximum number of drunken ki points equal to 1 plus one additional point for every two levels thereafter (5th, 7th, and so on). The monk can gain this temporary ki even before he gains a ki pool at 4th level. These drunken ki points last for 1 hour or until spent, whichever is shorter. As long as he has at least 1 drunken ki point, the monk can spend 1 ki point as a move action to move 5 feet without provoking attacks of opportunity. This ability replaces still mind.																																																																																																																																	SOURCEPAGE:p.110
Drunken Strength				KEY:Drunken Master ~ Drunken Strength				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.MonkPurityOfBody																																																			DESC:At 5th level, a drunken master can spend 1 point of ki as a swift action to inflict 1d6 extra points of damage on a single successful melee attack. The monk can choose to apply the damage after the attack roll is made. At 10th level, the monk may spend 2 drunken ki points to increase the extra damage to 2d6. At 15th level, the monk may spend 3 drunken ki points to increase the extra damage to 3d6. At 20th level, the monk may spend 4 drunken ki points to increase the extra damage to 4d6. The monk must have at least 1 drunken ki point to use this ability. This ability replaces purity of body.																																																																																																																																																SOURCEPAGE:p.110
Drunken Courage				KEY:Drunken Master ~ Drunken Courage				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.MonkDiamondBody																																																			DESC:At 11th level, a drunken master is immune to fear as long as he has at least 1 point of drunken ki. This ability replaces diamond body.																																																																																																																																																																																																																													SOURCEPAGE:p.110
Drunken Resilience			KEY:Drunken Master ~ Drunken Resilience				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.MonkDiamondSoul																																																			DESC:At 13th level, a drunken master gains DR 1/- as long as he has at least 1 point of drunken ki. At 16th level, the DR increases to 2/-. At 19th level, it increases to 3/-. This ability replaces diamond soul.																																																																																																																																																																																																																	SOURCEPAGE:p.110
Firewater Breath				KEY:Drunken Master ~ Firewater Breath				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.MonkEmptyBody																																																				DESC:At 19th level, a drunken master can take a drink and expel a gout of alcohol-fueled fire in a 30-foot cone. Creatures within the cone take 20d6 points of fire damage. A successful Reflex saving throw DC %1 (DC 10 + 1/2 the monk's level + the monk's Wis modifier) halves the damage. Using this ability is a standard action that consumes 4 ki points from the monk's ki pool. The monk must have at least 1 drunken ki point to use this ability. This ability replaces empty body.|10+CHA+(MonkLvl/2)																																																																																																																																																																	SOURCEPAGE:p.110

# Hungry Ghost Monk
Punishing Kick				KEY:Hungry Ghost Monk ~  Punishing Kick				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.MonkStunningFist																																																			DESC:At 1st level, a hungry ghost monk gains Punishing Kick as a bonus feat, even if he does not meet the prerequisites. At 10th level, and every five levels thereafter, the monk can push the target of his Punishing Kick an additional 5 feet (10 feet at 10th level, 15 feet at 15th level, and 20 feet at 20th level). At 15th level, he can instead choose to push the target 5 feet and knock the target prone with the same attack. The target still gets a saving throw to avoid being knocked prone. This ability replaces Stunning Fist.																																																																																																																																																												SOURCEPAGE:p.110
Steal Ki					KEY:Hungry Ghost Monk ~  Steal Ki					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.MonkPurityOfBody																																																			DESC:At 5th level, a hungry ghost monk can steal ki from other creatures, though this ability is controversial in some circles of monks, who see it as nothing less than a form of vampirism. If the monk scores a confirmed critical hit against a living enemy or reduces a living enemy to 0 or fewer hit points, he can steal some of that creature's ki. This ability replenishes 1 spent ki point to the monk's ki pool, as long as the monk has at least 1 ki point in his pool. He cannot exceed his ki pool's maximum. At 11th level, each time the monk successfully steals ki, he can make an immediate saving throw against one disease he is suffering from. There is no penalty for failing this saving throw. The monk gains a bonus equal to his Wisdom modifier on the saving throw. This ability replaces purity of body.																																																																																																													SOURCEPAGE:p.110
Life Funnel					KEY:Hungry Ghost Monk ~  Life Funnel				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.MonkWholenessOfBody																																																			DESC:At 7th level, a hungry ghost monk can steal a creature's life force to replenish his own. If the monk has at least 1 ki point in his ki pool and scores a confirmed critical hit against a living enemy or reduces a living enemy to 0 or fewer hit points, he heals a number of hit points equal to his monk level. As with steal ki, some monks believe that life funnel is an unsavory act, no better than what the undead do to the living. A monk with this ability cannot steal both ki and hit points at the same time. This ability replaces wholeness of body.																																																																																																																																																								SOURCEPAGE:p.110
Life from a Stone				KEY:Hungry Ghost Monk ~  Life from a Stone			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.MonkDiamondBody																																																			DESC:At 11th level, a hungry ghost monk can steal ki or life force from any creature, not just living creatures. If the monk has at least 1 ki point in his pool, he gains the benefit of life funnel and steal ki when he confirms a critical hit against any creature or reduces any creature to 0 or fewer hit points. This ability replaces diamond body.																																																																																																																																																																																										SOURCEPAGE:p.111
Sipping Demon				KEY:Hungry Ghost Monk ~  Sipping Demon				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.MonkDiamondSoul																																																			DESC:A 13th level, a hungry ghost monk gains 1 temporary hit point each time he hits an enemy with a melee attack. The monk gains a number of temporary hit points equal to his Wisdom modifier when he scores a critical hit. The maximum number of temporary hit points the monk can have is equal to his monk level. The temporary hit points disappear 1 hour later. The monk can only use this ability when he has at least 1 ki point in his ki pool. This ability is a proscribed manipulation of ki considered by many good monks to be a corruption. The ability replaces diamond soul.																																																																																																																																																				SOURCEPAGE:p.111

# Ki Mystic
Ki Mystic					KEY:Ki Mystic ~  Ki Mystic						CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.MonkStillMind																																																				DESC:At 3rd level, a ki mystic gains a pool of ki points equal to his Wisdom modifier. The pool increases to 1/2 his monk level + his Wisdom modifier + 2 at level 4. If the monk has at least 1 point of ki in his ki pool, he gains a +2 bonus on all Knowledge skill checks. As a swift action, the monk can spend 1 ki point immediately before making an ability, or skill check to gain a +4 insight bonus on the check. This ability replaces still mind.																																																																																																																																																																										SOURCEPAGE:p.111
Mystic Insight				KEY:Ki Mystic ~  Mystic Insight					CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.MonkPurityOfBody																																																			DESC:At 5th level, a ki mystic becomes apt at giving just the right word of advice in just the nick of time. As an immediate action, the monk can spend 2 ki points to grant an ally within 30 feet the ability to reroll a single attack roll or saving throw. The ally must be able to hear the monk to gain the reroll benefit. This ability replaces purity of body.																																																																																																																																																																																								SOURCEPAGE:p.111
Mystic Visions				KEY:Ki Mystic ~  Mystic Visions					CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.MonkDiamondBody																																																			DESC:At 11th level, a ki mystic may receive mystic visions when he rests. These visions can come as a dream, an epiphany, or even as the voice of an old friend whispering in the monk's mind. The effect is similar to a divination spell with a caster level equal to the monk's level. The divination has no casting time; it is just part of the normal dreams or visions that occur every night. Using this ability costs 2 ki points that are removed from the next day's total. This ability replaces diamond body.																																																																																																																																																																SOURCEPAGE:p.111
Mystic Prescience				KEY:Ki Mystic ~  Mystic Prescience					CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.MonkDiamondSoul																																																			DESC:At 13th level, a ki mystic gains a +2 insight bonus to AC and CMD. At 20th level, the bonus increases to +4. This ability replaces diamond soul.																																																																																																																																																																																																																												SOURCEPAGE:p.111
Mystic Persistence			KEY:Ki Mystic ~  Mystic Persistence					CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.MonkEmptyBody																																																				DESC:At 19th level, a ki mystic can create an aura once per day as a swift action at the cost of at least 2 points of ki. The aura emanates out to a 20-foot radius. The monk and all allies within the aura can roll two dice when making an attack roll or a saving throw and take the better result. The aura lasts for 1 round, plus an additional round for every 2 ki points spent when the monk created the aura. The monk can dismiss the aura at any time as a free action, but the ki points for the full duration of the aura are lost. This ability replaces empty body.																																																																																																																																																						SOURCEPAGE:p.111

# Monk of the Empty Hand
Weapon and Armor Proficiency		KEY:Monk of the Empty Hand ~ Weapon and Armor Proficiency	CATEGORY:Special Ability	TYPE:SpecialQuality.MonkProficiencies																																																					DESC:Monks of the empty hand are proficient with the shuriken only. A monk of the empty hand treats normal weapons as improvised weapons with the following equivalencies (substituting all of their statistics for the listed weapon): a light weapon functions as a light hammer, a one-handed weapon functions as a club, and a two-handed weapon functions as a quarterstaff. This replaces the normal monk weapon proficiencies.																																																																																																																																																																														SOURCEPAGE:p.111
Flurry of Blows				KEY:Monk of the Empty Hand ~ Flurry of Blows			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																						DESC:Starting at 1st level, a monk of the empty hand can make a flurry of blows using any combination of unarmed strikes or attacks with an improvised weapon. He may not make a flurry of blows with any other weapons, including special monk weapons. A monk of the empty hand's flurry of blows otherwise functions as normal for a monk of his level.																																																																																																																																																																																											SOURCEPAGE:p.111
Bonus Feat					KEY:Monk of the Empty Hand ~ Bonus Feat				CATEGORY:Special Ability	TYPE:SpecialQuality																																																								DESC:A monk of the empty hand adds the following feats to his list of bonus feats at 6th level: Improved Dirty Trick*, Improved Steal*, and Improvised Weapon Mastery.																																																																																																																																																																																																																									SOURCEPAGE:p.111
Versatile Improvisation			KEY:Monk of the Empty Hand ~ Versatile Improvisation		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.MonkStillMind																																																				DESC:At 3rd level, as a swift action, a monk of the empty hand may use an improvised weapon to deal damage as if it were another type (bludgeoning, piercing, or slashing) for 1 round, regardless of the weapon's normal damage type. This ability replaces still mind.																																																																																																																																																																																																								SOURCEPAGE:p.111
Ki Pool					KEY:Monk of the Empty Hand ~ Ki Pool				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																						DESC:At 4th level, in addition to the normal abilities of his ki pool, a monk of the empty hand may spend 1 point from his ki pool to increase the range increment for an improvised thrown weapon or shuriken by 20 feet for 1 round.																																																																																																																																																																																																														SOURCEPAGE:p.111
Ki Weapons					KEY:Monk of the Empty Hand ~ Ki Weapons				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.MonkPurityOfBody.MonkDiamondBody																																																	DESC:At 5th level, a monk of the empty hand may spend 1 point from his ki pool as a swift action to deal damage equal to his unarmed strike damage with an improvised weapon for 1 round. At 11th level, the monk may spend ki to grant an enhancement bonus or magical weapon abilities to an improvised weapon for 1 round, at the rate of 1 point of ki per +1 bonus or its equivalent. The monk may not spend more than 3 points of ki at one time for this purpose. For example, a monk can spend 2 points of ki to give his improvised weapon a +1 enhancement bonus and the ki focus quality, or just the flaming burst quality. At 15th level, the limit increases to 5 ki per round. The monk may use this ability to add magical weapon qualities to improvised weapons that could not normally have such a quality, such as adding the disruption quality to a slashing weapon, or the vorpal quality to a bludgeoning weapon. This ability replaces purity of body and diamond body.																																																																																				SOURCEPAGE:p.112
# Monk of the Empty Hand Bonus Feats
Improved Dirty Trick			KEY:Improved Dirty Trick ~ Monk of the Empty Hand		CATEGORY:Special Ability	TYPE:MonkBonusFeat									PREABILITY:1,CATEGORY=Archetype,Monk Archetype ~ Monk of the Empty Hand												!PREFEAT:1,Improved Dirty Trick		PREVARGTEQ:MonkBonusFeatLVL,6																																																																																																																																																																																																				VFEAT:Improved Dirty Trick																																																									SOURCEPAGE:p.112
Improved Steal				KEY:Improved Steal ~ Monk of the Empty Hand			CATEGORY:Special Ability	TYPE:MonkBonusFeat									PREABILITY:1,CATEGORY=Archetype,Monk Archetype ~ Monk of the Empty Hand												!PREFEAT:1,Improved Steal			PREVARGTEQ:MonkBonusFeatLVL,6																																																																																																																																																																																																				VFEAT:Improved Steal																																																										SOURCEPAGE:p.112
Improvised Weapon Mastery		KEY:Improvised Weapon Mastery ~ Monk of the Empty Hand	CATEGORY:Special Ability	TYPE:MonkBonusFeat									PREABILITY:1,CATEGORY=Archetype,Monk Archetype ~ Monk of the Empty Hand												!PREFEAT:1,Improvised Weapon Mastery	PREVARGTEQ:MonkBonusFeatLVL,6																																																																																																																																																																																																				VFEAT:Improvised Weapon Mastery																																																								SOURCEPAGE:p.112

# Monk of the Four Winds
Elemental Fist				KEY:Monk of the Four Winds ~ Elemental Fist			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.MonkStunningFist																																																			DESC:At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on). This ability replaces Stunning Fist.																																																																																																																							AUTO:FEAT|Elemental Fist																																															BONUS:VAR|ElementalFistDamage|MonkLvl/5															SOURCEPAGE:p.112
Slow Time					KEY:Monk of the Four Winds ~ Slow Time				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.MonkAbundantStep																																																			DESC:At 12th level, a monk of the four winds can use his ki to slow time or quicken his movements, depending on the observer. As a swift action, the monk can expend 6 ki points to gain three standard actions during his turn instead of just one. The monk can use these actions to do the following: take a melee attack action, use a skill, use an extraordinary ability, or take a move action. The monk cannot use these actions to cast spells or use spell-like abilities, and cannot combine them to take full-attack actions. Any move actions the monk makes this turn do not provoke attacks of opportunity. This ability replaces abundant step.																																																																																																																																										SOURCEPAGE:p.112
Immortality					KEY:Monk of the Four Winds ~ Immortality				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.MonkPerfectSelf																																																			DESC:At 20th level, a monk of the four winds no longer ages. He remains in his current age category forever. Even if the monk comes to a violent end, he spontaneously reincarnates (as the spell) 24 hours later in a place of his choosing within 20 miles of the place he died. The monk must have visited the place in which he returns back to life at least once. This ability replaces perfect self.																																																																																																																																																																																			SOURCEPAGE:p.112
Aspect Master				KEY:Monk of the Four Winds ~ Aspect Master			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.MonkTimelessBody																																																			DESC:At 17th level, a monk of the four winds must choose an aspect of one of the great spirits of the world. Once made, this choice cannot be changed. This spirit grants the monk a new appearance and new abilities, as well as changing or augmenting the monk's personality in some way. Once this choice is made, it cannot be changed. The monk must abide by the alignment restrictions of the aspect. If the monk ever changes his alignment to something outside the aspect's alignment restrictions, he loses this ability and cannot regain it unless his alignment later changes again to match that of the aspect. This ability replaces timeless body.																																																																																		BONUS:ABILITYPOOL|Aspect Master Selection|1																																																SOURCEPAGE:p.112
# Aspect Master Selections
Aspect of the Carp			KEY:Monk of the Four Winds ~ Aspect of the Carp			CATEGORY:Special Ability	TYPE:SpecialQuality.AspectMasterSelection																						!PREALIGN:CE,LE,NE																												DESC:The monk's skin becomes a coat of golden, iridescent fish scales, his neck grows gills, and his fingers become webbed. He can breathe water and gains a swim speed equal to his land speed. The carp is heroic and adventurous - a monk must be nonevil to take on the aspect of the carp.																																																																																																																									MOVECLONE:Swim,Walk,*1																																																																									SOURCEPAGE:p.112
Aspect of the Ki-Rin			KEY:Monk of the Four Winds ~ Aspect of the Ki-Rin		CATEGORY:Special Ability	TYPE:SpecialQuality.AspectMasterSelection																			PREALIGN:LG																																	DESC:The monk's skin takes on a golden luminescence, and a silvery mane that cannot be bound grows atop his head. He gains a fly speed equal to his land speed, but he must end each turn on the ground. If the monk does not land by the end of his turn, he falls from whatever height he has attained. The ki-rin is honorable, honest, and self-sacrificing-a monk must be lawful good to take on the aspect of the ki-rin.																																																																																																																																																																															SOURCEPAGE:p.112
Aspect of the Monkey			KEY:Monk of the Four Winds ~ Aspect of the Monkey		CATEGORY:Special Ability	TYPE:SpecialQuality.AspectMasterSelection																																																					DESC:The monk's face becomes that of a monkey, and he grows a prehensile tail. The monk can pick up objects and make unarmed attacks with his tail (though the tail does not grant additional unarmed attacks or natural attacks). In addition, the monk gains a climb speed equal to his land speed. The monkey is a creature of whimsy and a lover of pranks-a monk of any alignment can take on the aspect of the monkey.																																																																																																				MOVECLONE:Climb,Walk,*1																																																																									SOURCEPAGE:p.112
Aspect of the Oni				KEY:Monk of the Four Winds ~ Aspect of the Oni			CATEGORY:Special Ability	TYPE:SpecialQuality.AspectMasterSelection																			PREALIGN:LE,CE,NE																																DESC:The monk's skin becomes pitch black, and his hair turns white, black, red, or violet. He can assume gaseous form (as the spell) as a standard action for 1 minute per day per monk level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The oni is treacherous and deceitful, and it hungers for the pain and death of living creatures-a monk must be evil to take on the aspect of the oni.																																																																																																																																																																												SOURCEPAGE:p.112
Aspect of the Owl				KEY:Monk of the Four Winds ~ Aspect of the Owl			CATEGORY:Special Ability	TYPE:SpecialQuality.AspectMasterSelection																																																					DESC:The monk grows feathers, and his head becomes avian, with wide, unblinking eyes. He gains a fly speed of 30 feet. The owl is a sage creature, deeply serious, and driven toward a single goal-a monk of any alignment can take on the aspect of the owl.																																																																																																																																																																																																										SOURCEPAGE:p.112
Aspect of the Tiger			KEY:Monk of the Four Winds ~ Aspect of the Tiger		CATEGORY:Special Ability	TYPE:SpecialQuality.AspectMasterSelection																																																					DESC:Dark stripes appear on the monk's skin, and his face becomes more feline. His eyes become catlike, with vertical pupils, and his canines enlarge. Once per hour, the monk can move at 10 times his normal land speed when he makes a charge and is treated as if he had the pounce ability. The tiger is swift, fierce, and deadly - a monk of any alignment can take on the aspect of the tiger.																																																																																																																																																																																			SOURCEPAGE:p.112

# Monk of the Healing Hand
Ancient Healing Hand			KEY:Monk of the Healing Hand ~ Ancient Healing Hand		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.MonkWholeneesOfBody																																																			DESC:At 7th level, a monk of the healing hand can heal another creature's wounds with a touch. As a full-round action, the monk can spend 2 ki points to heal a number of hit points equal to the monk's level. He needs at least one hand free to use this ability, and cannot heal himself. If the action is interrupted, the subject heals no hit points, and the ki points are lost. This ability replaces wholeness of body.																																																																																																																																																																															SOURCEPAGE:p.113
Ki Sacrifice				KEY:Monk of the Healing Hand ~ Ki Sacrifice			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.MonkDiamondBody.MonkQuiveringPalm																																																DESC:At 11th level, a monk of the healing hand can use his entire ki pool to bring a person back to life. It takes 1 hour to perform this ritual. At the end of the ritual, the monk sacrifices all of his ki in order to cast raise dead (as the spell) with a caster level equal to his monk level. The ritual uses all of the ki in the monk's ki pool; the monk must have at least 6 points of ki in his ki pool to use this ability. At 15th level, the monk may sacrifice his ki to cast resurrection. The monk must have at least 8 points of ki in his ki pool to use this ability. These rituals do not require material components. When this ability is used, the monk's ki pool is not replenished until 24 hours have passed. This ability replaces both diamond body and quivering palm.																																																																																																																			SOURCEPAGE:p.113
True Sacrifice				KEY:Monk of the Healing Hand ~ True Sacrifice			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.MonkPerfectSelf																																																			DESC:At 20th level, in a final selfless act, a monk of the healing hand can draw in his entire ki, which then explodes outward in a 50-foot-radius emanation. All dead allies within the emanation are brought back to life, as if they were the subject of a true resurrection spell with a caster level equal to the monk's level. When the monk does this, he is truly and utterly destroyed. A monk destroyed in this way can never come back to life, not even by way of a wish or miracle spell or by the power of a deity. Furthermore, the monk's name can never be spoken or written down again. All written mentions of his name become nothing more than a blank space. This ability replaces perfect self.																																																																																																																																	SOURCEPAGE:p.113

# Monk of the Lotus
Touch of Serenity				KEY:Monk of the Lotus ~ Touch of Serenity				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.MonkStunningFist																																																			DESC:At 1st level, a monk of the lotus gains Touch of Serenity as a bonus feat, even if he does not meet the prerequisites. At 6th level, and every six levels thereafter, the duration of Touch of Serenity increases by 1 round. Each round on its turn, the target may attempt a new Will save to end the effect. This duration does not stack; only the longest remaining duration applies. This ability replaces Stunning Fist.																																																																																																						AUTO:FEAT|Touch of Serenity																																															BONUS:VAR|TouchOfSerenityDuration|MonkLvl/6														SOURCEPAGE:p.114
Touch of Surrender			KEY:Monk of the Lotus ~ Touch of Surrender			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.MonkAbundantStep																																																			DESC:At 12th level, a monk of the lotus makes a foe into a friend with a single show of mercy. As an immediate action, when one of his melee attacks would reduce a creature to 0 or fewer hit points, the monk can spend 6 ki points to make the target of that attack surrender. When the target surrenders, it is reduced to 0 hit points, becomes disabled, and is charmed, as if the monk had cast charm monster with a caster level equal to the monk's level. The target does not get a saving throw against this effect. This charm lasts until its duration expires, until the monk dismisses it or uses it on another creature, or until the target is again reduced to 0 or fewer hit points, whichever happens first. The monk can only have one creature charmed with touch of surrender at a time. This is a mind-affecting charm effect. This ability replaces abundant step.																																																																																																					SOURCEPAGE:p.114
Touch of Peace				KEY:Monk of the Lotus ~ Touch of Peace				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.MonkQuiveringPalm																																																			DESC:At 15th level, a monk of the lotus can set up vibrations within the body of another creature to win over the creature's mind. The monk can use touch of peace once per day, and must announce his intent before making his attack roll. On a successful hit, the attack deals no damage, but the target is charmed as if the monk had cast charm monster with a caster level equal to the monk's level. The target does not get a saving throw against this effect. The creature is charmed for 1 day per level. If the monk or his allies attack the charmed creature, or if the monk asks or commands the charmed creature to take hostile actions, the effect ends. This is a mind-affecting charm effect. This ability replaces quivering palm.																																																																																																																											SOURCEPAGE:p.114
Learned Master				KEY:Monk of the Lotus ~ Learned Master				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.MonkTongueOfTheSunAndMoon																																																		DESC:At 17th level, a monk of the lotus gains all Knowledge skills and the Linguistics skill as class skills. The monk uses Wisdom instead of Intelligence as the key ability for these skills. This ability replaces tongue of the sun and the moon.																																																																																																																																																																																																												SOURCEPAGE:p.114

# Monk of the Sacred Mountain
Iron Monk					KEY:Monk of the Sacred Mountain ~ Iron Monk			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.MonkEvasion																																																				DESC:At 2nd level, a monk of the sacred mountain gains Toughness as a bonus feat. In addition, the monk gains a +1 natural armor bonus. This ability replaces evasion.																																																																																																																																																	AUTO:FEAT|Toughness																																	BONUS:COMBAT|AC|1|NaturalArmor.STACK																														SOURCEPAGE:p.114
Bastion Stance				KEY:Monk of the Sacred Mountain ~ Bastion Stance		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.MonkSlowFall																																																				DESC:At 4th level, a monk of the sacred mountain becomes like stone, nearly impossible to move when he stands his ground. If the monk starts and ends his turn in the same space, he cannot be knocked prone or forcibly moved until the start of his next turn, except by mind-affecting or teleportation effects. At 16th level, he is immune to any attempts to force him to move, even mind-affecting and teleportation effects. This ability replaces slow fall.																																																																																																																																																																									SOURCEPAGE:p.114
Iron Limb Defense				KEY:Monk of the Sacred Mountain ~ Iron Limb Defense		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.MonkHighJump																																																				DESC:At 5th level, a monk of the sacred mountain can deflect blows with an active defense that complements his bastion stance. If the monk starts and ends his turn in the same space, he gains a +2 shield bonus to AC and CMD until the start of his next turn. As a swift action, he can spend 1 ki point to increase this bonus to +4. This ability replaces high jump.																																																																																																																																																																																								SOURCEPAGE:p.114
Adamantine Monk				KEY:Monk of the Sacred Mountain ~ Adamantine Monk		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.MonkImprovedEvasion																																													DEFINE:MonkOfSacredMountainDR|0	DESC:At 9th level, a monk of the sacred mountain has muscles so strong and skin so resilient that he gains DR 1/-. This DR increases by 1 for every three levels thereafter. As a swift action, the monk can spend 1 ki point to double his DR until the beginning of his next turn. This ability replaces improved evasion.																																																																																																																																																																											BONUS:VAR|MonkOfSacredMountainDR|((MonkLvl-9)/3)								DR:MonkOfSacredMountainDR/-	SOURCEPAGE:p.114
Vow of Silence				KEY:Monk of the Sacred Mountain ~ Vow of Silence		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.MonkTongueOfTheSunAndMoon																																																		DESC:At 17th level, a monk of the sacred mountain becomes as impassive as stone, making a vow of silence in exchange for greater abilities. The monk gains a +2 insight bonus to AC and CMD and a +4 bonus on Sense Motive, Stealth, and Perception checks. The monk does not lose the capacity for speech, but if he ever speaks, he loses this feature for 24 hours. This ability replaces tongue of the sun and the moon.																																																																																																																																												BONUS:COMBAT|AC|2|TYPE=Insight		BONUS:SKILL|Sense Motive,Stealth,Perception|4	BONUS:VAR|CMD|2|TYPE=Insight																	SOURCEPAGE:p.114

# Weapon Adept
Perfect Strike				KEY:Weapon Adept ~ Perfect Strike					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.MonkStunningFist																																																			DESC:At 1st level, a weapon adept gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. At 10th level, the monk can roll his attack roll three times and take the higher result. If one of these rolls is a critical threat, he can choose which one of his other two rolls to use as his confirmation roll. This ability replaces Stunning Fist.																																																																																																																AUTO:FEAT|Perfect Strike																																																																				SOURCEPAGE:p.114
Way of the Weapon Master		KEY:Weapon Adept ~ Way of the Weapon Master			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.MonkEvasion																																																				DESC:At 2nd level, a weapon adept gains Weapon Focus as a bonus feat with one of his monk weapons. At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites. This ability replaces evasion.																																																																																																																																																		BONUS:ABILITYPOOL|Monk Weapon Choice|1	BONUS:ABILITYPOOL|Monk Weapon Choice|1|PRECLASS:1,Monk=6																																							SOURCEPAGE:p.115
Evasion					KEY:Weapon Adept ~ Evasion						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.MonkImprovedEvasion																																																			DESC:At 9th level, the monk gains evasion. This ability replaces improved evasion.																																																																																																																																																																																																																																							SOURCEPAGE:p.115
Uncanny Initiative			KEY:Weapon Adept ~ Uncanny Initiative				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.MonkTimelessBody																																																			DESC:At 17th level, a weapon adept does not need to roll for initiative. He always treats his initiative roll as if it resulted in any number of his choosing (from 1 to 20). This ability replaces timeless body.																																																																																																																																																																																																																	SOURCEPAGE:p.115
Pure Power					KEY:Weapon Adept ~ Pure Power						CATEGORY:Special Ability	TYPE:SpecialQuality.MonkPerfectSelf																																																						DESC:At 20th level, a weapon adept forsakes the ideals of the perfect self to become a bastion of the physical and mental virtues monks hold dear. The monk gains a +2 bonus to Strength, Dexterity, and Wisdom. This ability replaces perfect self.																																																																																																																																																																																																												SOURCEPAGE:p.115
# Weapon Master Choices
Weapon Focus / Monk Weapon		KEY:Weapon Focus ~ Weapon Adept					CATEGORY:Special Ability	TYPE:MonkWeaponChoice									PREABILITY:1,CATEGORY=Special Ability,Weapon Adept ~ Way of the Weapon Master																							SERVESAS:FEAT|Weapon Focus																																																																																																																																																																									CHOOSE:NUMCHOICES=1|WEAPONPROFS|TYPE=Monk																																																																	BONUS:WEAPONPROF=%LIST|TOHIT|1							SOURCEPAGE:p.115
Weapon Specialization / Monk Weapon	KEY:Weapon Specialization ~ Weapon Adept				CATEGORY:Special Ability	TYPE:MonkWeaponChoice									PREABILITY:1,CATEGORY=Special Ability,Weapon Adept ~ Way of the Weapon Master								PRECLASS:1,Monk=6													SERVESAS:FEAT|Weapon Specialization																																																																																																																																																																								CHOOSE:NUMCHOICES=1|WEAPONPROFS|TYPE=Monk																																																																	BONUS:WEAPONPROF=%LIST|DAMAGE|2							SOURCEPAGE:p.115
# TODO: need to add '.Monk' to Monk weapons in Weapon Prof

# Zen Archer
Weapon and Armor Proficiency		KEY:Zen Archer ~ Weapon and Armor Proficiency			CATEGORY:Special Ability	TYPE:SpecialQuality																																																								DESC:Zen archers are proficient with longbows, shortbows, composite longbows, and composite shortbows in addition to their normal weapon proficiencies.																																																																																																																																																								AUTO:WEAPONPROF|TYPE.Bow																																																															SOURCEPAGE:p.115
Flurry of Blows				KEY:Zen Archer ~ Flurry of Blows					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																																						DESC:Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating. A zen archer's flurry of blows otherwise functions as normal for a monk of his level. A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.																																																																																																																																																							SOURCEPAGE:p.115
Bonus Feats					KEY:Zen Archer ~ Bonus Feats						CATEGORY:Special Ability	TYPE:SpecialQuality.MonkBonusFeats																																																						DESC:A zen archer's bonus feats must be taken from the following list: Combat Reflexes, Deflect Arrows, Dodge, Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot. At 6th level, the following feats are added to the list: Focused Shot*, Improved Precise Shot, Manyshot, Mobility, and Parting Shot*. At 10th level, the following feats are added to the list: Improved Critical, Pinpoint Targeting, Shot on the Run, and Snatch Arrows. A monk need not have any of the prerequisites normally required for these feats to select them. These feats replace the monk's normal bonus feats.																																																																																												BONUS:ABILITYPOOL|Zen Archer Feat|1+max((MonkBonusFeatLVL+2)/4,0)																																													SOURCEPAGE:p.115
Perfect Strike				KEY:Zen Archer ~ Perfect Strike					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.MonkStunningFist																																																			DESC:At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll. This ability replaces Stunning Fist.																																																																																																							AUTO:FEAT|Perfect Strike																																																																				SOURCEPAGE:p.115
Way of the Bow				KEY:Zen Archer ~ Way of the Bow					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.MonkEvasion																																																				DESC:At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow. At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites. This ability replaces evasion.																																																																																																																																																			BONUS:ABILITYPOOL|Monk Weapon Choice Bow|1	BONUS:ABILITYPOOL|Monk Weapon Choice Bow|1|PRECLASS:1,Monk=6																																					SOURCEPAGE:p.115
Zen Archery					KEY:Zen Archer ~ Zen Archery						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.MonkManeuverTraining																																																		DESC:At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow. This ability replaces maneuver training.																																																																																																																																																																																																											BONUS:WEAPONPROF=TYPE.Bow|TOHIT|WIS-DEX						SOURCEPAGE:p.115
Point Blank Master			KEY:Zen Archer ~ Point Blank Master					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.MonkStillMind																																																				DESC:At 3rd level, a zen archer gains Point Blank Master* as a bonus feat, even if he does not meet the prerequisites. This ability replaces still mind.																																																																																																																																																			AUTO:FEAT|Point Blank Master																																																																				SOURCEPAGE:p.115
Ki Pool					KEY:Zen Archer ~ Ki Pool						CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																						DESC:At 4th level, in addition to the normal abilities of his ki pool, a zen archer may spend 1 point from his ki pool to increase the range increment for his bow by 50 feet for 1 round.																																																																																																																																																																																																																					SOURCEPAGE:p.115
Ki Arrows					KEY:Zen Archer ~ Ki Arrows						CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.MonkPurityOfBody																																																			DESC:At 5th level, a zen archer may spend 1 point from his ki pool as a swift action to change the damage dice of arrows he shoots to that of his unarmed strikes. This lasts until the start of his next turn. For example, a Medium zen archer's short bow normally deals 1d6 damage; using this ability, his arrows deal 1d8 damage until the start of his next turn. This ability replaces purity of body.																																																																																																																																																																																		SOURCEPAGE:p.115
Reflexive Shot				KEY:Zen Archer ~ Reflexive Shot					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.MonkImprovedEvasion																																																			DESC:At 9th level, a zen archer can make attacks of opportunity with arrows from his bow. The monk still threatens squares he could reach with unarmed strikes, and can still only make one attack of opportunity per round (unless he has Combat Reflexes). This ability replaces improved evasion.																																																																																																																																																																																																				SOURCEPAGE:p.115
Trick Shot					KEY:Zen Archer ~ Trick Shot						CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.MonkDiamondBody																																																			DESC:At 11th level, a zen archer may hit targets that he might otherwise miss. By spending 1 point from his ki pool as a swift action, the zen archer can ignore concealment. By spending 2 points, he can ignore total concealment or cover. By spending 3 points, he can ignore total cover, even firing arrows around corners. The arrow must still be able to reach the target; a target inside a closed building with no open doors or windows cannot be attacked. These effects last for 1 round. This ability replaces diamond body.																																																																																																																																																													SOURCEPAGE:p.115
Ki Focus Bow				KEY:Zen Archer ~ Ki Focus Bow						CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.MonkTongueOfTheSunAndMoon																																																		DESC:At 17th level, as long as he has at least 1 point of ki in his ki pool, a zen archer may treat arrows fired from his bow as if they were ki focus weapons, allowing him to use his special ki attacks as if his arrows were unarmed attacks. This ability replaces tongue of the sun and moon.																																																																																																																																																																																																				SOURCEPAGE:p.115

# Zen Archer Weapon Choice
Weapon Focus / Bow			KEY:Weapon Focus ~ Zen Archer						CATEGORY:Special Ability	TYPE:MonkWeaponChoice									PREABILITY:1,CATEGORY=Special Ability,Zen Archer ~ Way of the Bow																									SERVESAS:FEAT|Weapon Focus																																																																																																																																																																									CHOOSE:NUMCHOICES=1|WEAPONPROFS|TYPE=Bow																																																																	BONUS:WEAPONPROF=%LIST|TOHIT|1							SOURCEPAGE:p.115
Weapon Specialization / Bow		KEY:Weapon Specialization ~ Zen Archer				CATEGORY:Special Ability	TYPE:MonkWeaponChoice									PREABILITY:1,CATEGORY=Special Ability,Zen Archer ~ Way of the Bow										PRECLASS:1,Monk=6													SERVESAS:FEAT|Weapon Specialization																																																																																																																																																																								CHOOSE:NUMCHOICES=1|WEAPONPROFS|TYPE=Bow																																																																	BONUS:WEAPONPROF=%LIST|DAMAGE|2							SOURCEPAGE:p.115

###Block: Zen Archer Bonus Feats
# Ability Name		Unique Key						Category of Ability		Type					Prohibited Feat				Var. Min. Value				Virtual Feat			Source Page
Combat Reflexes		KEY:Zen Monk ~ Combat Reflexes		CATEGORY:Special Ability	TYPE:ZenArcher.ZenArcherFeat	!PREFEAT:1,Combat Reflexes		PREVARGTEQ:MonkBonusFeatLVL,1		VFEAT:Combat Reflexes		SOURCEPAGE:p.115
Deflect Arrows		KEY:Zen Monk ~ Deflect Arrows			CATEGORY:Special Ability	TYPE:ZenArcher.ZenArcherFeat	!PREFEAT:1,Deflect Arrows		PREVARGTEQ:MonkBonusFeatLVL,1		VFEAT:Deflect Arrows		SOURCEPAGE:p.115
Dodge				KEY:Zen Monk ~ Dodge				CATEGORY:Special Ability	TYPE:ZenArcher.ZenArcherFeat	!PREFEAT:1,Dodge				PREVARGTEQ:MonkBonusFeatLVL,1		VFEAT:Dodge				SOURCEPAGE:p.115
Far Shot			KEY:Zen Monk ~ Far Shot				CATEGORY:Special Ability	TYPE:ZenArcher.ZenArcherFeat	!PREFEAT:1,Far Shot			PREVARGTEQ:MonkBonusFeatLVL,1		VFEAT:Far Shot			SOURCEPAGE:p.115
Point-Blank Shot		KEY:Zen Monk ~ Point-Blank Shot		CATEGORY:Special Ability	TYPE:ZenArcher.ZenArcherFeat	!PREFEAT:1,Point-Blank Shot		PREVARGTEQ:MonkBonusFeatLVL,1		VFEAT:Point-Blank Shot		SOURCEPAGE:p.115
Precise Shot		KEY:Zen Monk ~ Precise Shot			CATEGORY:Special Ability	TYPE:ZenArcher.ZenArcherFeat	!PREFEAT:1,Precise Shot			PREVARGTEQ:MonkBonusFeatLVL,1		VFEAT:Precise Shot		SOURCEPAGE:p.115
Rapid Shot			KEY:Zen Monk ~ Rapid Shot			CATEGORY:Special Ability	TYPE:ZenArcher.ZenArcherFeat	!PREFEAT:1,Rapid Shot			PREVARGTEQ:MonkBonusFeatLVL,1		VFEAT:Rapid Shot			SOURCEPAGE:p.115
Focused Shot		KEY:Zen Monk ~ Focused Shot			CATEGORY:Special Ability	TYPE:ZenArcher.ZenArcherFeat	!PREFEAT:1,Focused Shot			PREVARGTEQ:MonkBonusFeatLVL,6		VFEAT:Focused Shot		SOURCEPAGE:p.115
Improved Precise Shot	KEY:Zen Monk ~ Improved Precise Shot	CATEGORY:Special Ability	TYPE:ZenArcher.ZenArcherFeat	!PREFEAT:1,Improved Precise Shot	PREVARGTEQ:MonkBonusFeatLVL,6		VFEAT:Improved Precise Shot	SOURCEPAGE:p.115
Manyshot			KEY:Zen Monk ~ Manyshot				CATEGORY:Special Ability	TYPE:ZenArcher.ZenArcherFeat	!PREFEAT:1,Manyshot			PREVARGTEQ:MonkBonusFeatLVL,6		VFEAT:Manyshot			SOURCEPAGE:p.115
Mobility			KEY:Zen Monk ~ Mobility				CATEGORY:Special Ability	TYPE:ZenArcher.ZenArcherFeat	!PREFEAT:1,Mobility			PREVARGTEQ:MonkBonusFeatLVL,6		VFEAT:Mobility			SOURCEPAGE:p.115
Parting Shot		KEY:Zen Monk ~ Parting Shot			CATEGORY:Special Ability	TYPE:ZenArcher.ZenArcherFeat	!PREFEAT:1,Parting Shot			PREVARGTEQ:MonkBonusFeatLVL,6		VFEAT:Parting Shot		SOURCEPAGE:p.115
Improved Critical		KEY:Zen Monk ~ Improved Critical		CATEGORY:Special Ability	TYPE:ZenArcher.ZenArcherFeat	!PREFEAT:1,Improved Critical		PREVARGTEQ:MonkBonusFeatLVL,10	VFEAT:Improved Critical		SOURCEPAGE:p.115
Pinpoint Targeting	KEY:Zen Monk ~ Pinpoint Targeting		CATEGORY:Special Ability	TYPE:ZenArcher.ZenArcherFeat	!PREFEAT:1,Pinpoint Targeting		PREVARGTEQ:MonkBonusFeatLVL,10	VFEAT:Pinpoint Targeting	SOURCEPAGE:p.115
Shot on the Run		KEY:Zen Monk ~ Shot on the Run		CATEGORY:Special Ability	TYPE:ZenArcher.ZenArcherFeat	!PREFEAT:1,Shot on the Run		PREVARGTEQ:MonkBonusFeatLVL,10	VFEAT:Shot on the Run		SOURCEPAGE:p.115
Snatch Arrows		KEY:Zen Monk ~ Snatch Arrows			CATEGORY:Special Ability	TYPE:ZenArcher.ZenArcherFeat	!PREFEAT:1,Snatch Arrows		PREVARGTEQ:MonkBonusFeatLVL,10	VFEAT:Snatch Arrows		SOURCEPAGE:p.115

#------------------#
##	PALADIN	##
#------------------#

###Block: Paladin archetypes --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
# Ability Name			Unique Key								Category of Ability	Type														Required Class		Multiple Requirements																																														Description																																																																													Ability																																																									Cost		Source Page
Divine Defender			KEY:Paladin Archetype ~ Divine Defender			CATEGORY:Archetype	TYPE:Archetype.PaladinMercy.PaladinDivineBond							PRECLASS:1,Paladin=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Paladin Archetype ~ Divine Defender],[!PREABILITY:1,CATEGORY=Archetype,TYPE.PaladinMercy.PaladinDivineBond]																								DESC:Some paladins see themselves as the last line of defense between the teeming hordes of evil and the innocent folk trying to make a living in a harsh, unforgiving world. These defenders spend their lives protecting others and taking on foes that the common man should not even know exist. To aid them in their holy mission, they have special powers to protect themselves and those around them. The divine defender has the following class features.			ABILITY:Special Ability|AUTOMATIC|Divine Defender ~ Shared Defense|PRECLASS:1,Paladin=3	ABILITY:Special Ability|AUTOMATIC|Divine Defender ~ Divine Bond|PRECLASS:1,Paladin=5																													COST:0	SOURCEPAGE:p.116
Hospitaler				KEY:Paladin Archetype ~ Hospitaler				CATEGORY:Archetype	TYPE:Archetype.PaladinSmiteEvil.PaladinChannelPositiveEnergy.PaladinAuraOfJustice	PRECLASS:1,Paladin=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Paladin Archetype ~ Hospitaler],[!PREABILITY:1,CATEGORY=Archetype,TYPE.PaladinSmiteEvil.PaladinChannelPositiveEnergy.PaladinAuraOfJustice]																			DESC:Paladins are known for their charity and for tending to the sick. The hospitaler takes to this calling above all others, spending much of her time healing the poor, and giving aid and succor to those in need. The hospitaler has the following class features.																																			ABILITY:Special Ability|AUTOMATIC|Hospitaler ~ Smite Evil|PRECLASS:1,Paladin=1	ABILITY:Special Ability|AUTOMATIC|Hospitaler ~ Channel Positive Energy|PRECLASS:1,Paladin=4	ABILITY:Special Ability|AUTOMATIC|Hospitaler ~ Aura of Healing|PRECLASS:1,Paladin=11														COST:0	SOURCEPAGE:p.116
Sacred Servant			KEY:Paladin Archetype ~ Sacred Servant			CATEGORY:Archetype	TYPE:Archetype.PaladinAuraOfResolve.PaladinSmiteEvil						PRECLASS:1,Paladin=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Paladin Archetype ~ Sacred Servant],[!PREABILITY:1,CATEGORY=Archetype,TYPE.PaladinAuraOfResolve.PaladinSmiteEvil]																							DESC:Paladins as a general rule, venerate the gods of good and purity, but some take this a step further, dedicating themselves to a specific deity and furthering the cause of the faith. These sacred servants are rewarded for their devotion with additional spells and powerful allies. A sacred servant must select one deity to worship. This deity's alignment must be lawful good, lawful neutral, or neutral good. A sacred servant has the following class features.	ABILITY:Special Ability|AUTOMATIC|Sacred Servant ~ Smite Evil|PRECLASS:1,Paladin=1	ABILITY:Special Ability|AUTOMATIC|Sacred Servant ~ Spells|PRECLASS:1,Paladin=4	ABILITY:Special Ability|AUTOMATIC|Sacred Servant ~ Divine Bond|PRECLASS:1,Paladin=5	ABILITY:Special Ability|AUTOMATIC|Sacred Servant ~ Call Celestial Ally|PRECLASS:1,Paladin=8	COST:0	SOURCEPAGE:p.117
Shining Knight			KEY:Paladin Archetype ~ Shining Knight			CATEGORY:Archetype	TYPE:Archetype.PaladinBondedWeapon.PaladinDivineHealth.PaladinAuraofJustice		PRECLASS:1,Paladin=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Paladin Archetype ~ Shining Knight],[!PREABILITY:1,CATEGORY=Archetype,TYPE.PaladinBondedWeapon.PaladinDivineHealth.PaladinAuraofJustice]	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Paladin Archetype ~ Breaker],[!PREABILITY:1,CATEGORY=Archetype,TYPE.	DESC:While paladins often are seen mounted atop a loyal steed, the shining knight is the true symbol of mounted bravery. They are never far from their steeds and are always clad in brightly polished armor. The shining knight has the following class features.																																			ABILITY:Special Ability|AUTOMATIC|Shining Knight ~ Skilled Rider|PRECLASS:1,Paladin=3	ABILITY:Special Ability|AUTOMATIC|Shining Knight ~ Divine Bond|PRECLASS:1,Paladin=5	ABILITY:Special Ability|AUTOMATIC|Shining Knight ~ Knight's Charge|PRECLASS:1,Paladin=11															COST:0	SOURCEPAGE:p.117
Undead Scourge			KEY:Paladin Archetype ~ Undead Scourge			CATEGORY:Archetype	TYPE:Archetype.PaladinAuraOfJustice.PaladinAuraOfResolve					PRECLASS:1,Paladin=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Paladin Archetype ~ Undead Scourge],[!PREABILITY:1,CATEGORY=Archetype,TYPE.PaladinAuraOfJustice.PaladinAuraOfResolve.PaladinSmiteEvil]																				DESC:Undead are an abomination in the eyes of the just and righteous. It is no surprise then that there are some paladins that dedicate themselves to wiping these unholy terrors from the world. The following are the class features of the undead scourge.																																				ABILITY:Special Ability|AUTOMATIC|Undead Scourge ~ Smite Evil|PRECLASS:1,Paladin=1	ABILITY:Special Ability|AUTOMATIC|Undead Scourge ~ Aura of Life|PRECLASS:1,Paladin=8	ABILITY:Special Ability|AUTOMATIC|Undead Scourge ~ Undead Annihilation|PRECLASS:1,Paladin=11														COST:0	SOURCEPAGE:p.117
Warrior of the Holy Light	KEY:Paladin Archetype ~ Warrior of the Holy Light	CATEGORY:Archetype	TYPE:Archetype.PaladinAuraOfFaith.PaladinSpells							PRECLASS:1,Paladin=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Paladin Archetype ~ Warrior of the Holy Light],[!PREABILITY:1,CATEGORY=Archetype,TYPE.PaladinAuraOfFaith.PaladinSpells]																						DESC:Some paladins use their gifts to focus on the holy light that shines within their souls. With the gifts of purity and redemption, these paladins spend much of their lives helping others find the true path. Unleashing this power takes patience and comes at a steep price. Warriors of the holy light have the following class features.																						ABILITY:Special Ability|AUTOMATIC|Warrior of the Holy Light ~ Power of Faith|PRECLASS:1,Paladin=4	ABILITY:Special Ability|AUTOMATIC|Warrior of the Holy Light ~ Shining Light|PRECLASS:1,Paladin=14	ABILITY:Special Ability|AUTOMATIC|No Spellcasting ~ Paladin															COST:0	SOURCEPAGE:p.118

###Block: Paladin archetype abilities
# Divine Defender
# Ability Name		Unique Key							Category of Ability		Type															Define																						Description																																																																																																																																																																																																																																																																																																																																																																																				Ability															Bonus to Ability Pool			Modify VAR																										Source Page		Description of the Benefits
Shared Defense		KEY:Divine Defender ~ Shared Defense		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.PaladinMercy																															DESC:At 3rd level, a divine defender can spend one use of her lay on hands ability as a standard action to grant all adjacent allies (including paladins) a bonus. At 3rd level, adjacent allies receive a +1 sacred bonus to their AC and CMD and on their saving throws. These bonuses last for a number of rounds equal to the divine defender's Charisma modifier. At 9th level and 15th level, this bonus increases by +1. At 6th level, these bonuses are granted to all allies within 10 feet, and allies that are at fewer than 0 hit points within this area are automatically stabilized. At 12th level, these bonuses are granted to all allies within 15 feet, and allies within this area are immune to bleed damage. At 18th level, these bonuses are granted to all allies within 20 feet, and allies within this area gain a 25%% chance to negate any sneak attack or critical hit scored against them. This ability does not stack with the chance provided from the light, medium, or heavy fortification armor special abilities. These bonuses are cumulative with each other. Allies only benefit from these bonuses while in the listed area. This ability replaces mercy.																																																																																																																																																																																																																																						SOURCEPAGE:p.116
Divine Bond			KEY:Divine Defender ~ Divine Bond			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.PaladinDivineBond																														DESC:At 5th level, instead of forming a divine bond with her weapon or a mount, a divine defender can form a bond with her armor. As a standard action, a divine defender can enhance her armor by calling upon the aid of a celestial spirit. This bond lasts for 1 minute per paladin level. When called, the spirit causes the armor to shed light like a torch. At 5th level, the spirit grants the armor a +1 enhancement bonus. For every three levels beyond 5th, the armor gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the armor, stacking with existing armor bonuses to a maximum of +3, or they can be used to add any of the following armor properties (asterisks note new armor properties found in Chapter 7): champion*, ghost touch, heavy fortification, invulnerability, light fortification, moderate fortification, spell resistance (13, 15, 17, or 19). Adding these properties consumes an amount of bonus equal to the property's cost (see Table 15-4 of the Core Rulebook). In addition, the bonuses can be consumed at the listed amount to add any of the following armor properties: energy resistance for +3 bonus, improved energy resistance for +5 bonus, or righteous* for +4 bonus. These bonuses are added to any properties the armor already has, but duplicate abilities do not stack. If the armor is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the armor is worn by anyone other than the divine defender, but it resumes giving bonuses if the divine defender dons the armor again. A divine defender can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If a suit of armor with a celestial spirit is destroyed, the divine defender loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the divine defender takes a -1 penalty on attack and weapon damage rolls.																																																				SOURCEPAGE:p.116

# Hospitaler
Smite Evil			KEY:Hospitaler ~ Smite Evil				CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.PaladinSmiteEvil																														DESC:This functions as the paladin ability, but the hospitaler can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter).																																																																																																																																																																																																																																																																																																																																																			ABILITY:Special Ability|AUTOMATIC|Smite Evil															BONUS:VAR|SmiteEvilTimes|-min((SmiteEvilLVL+2)/3,7)	BONUS:VAR|SmiteEvilTimes|min((SmiteEvilLVL-1)/6)										SOURCEPAGE:p.116
# TODO: Verify Smite Evil Progression is Correct
Channel Positive Energy	KEY:Hospitaler ~ Channel Positive Energy		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.PaladinChannelPositiveEnergy																												DESC:When a hospitaler reaches 4th level, she gains the ability to channel positive energy as a cleric equal to her paladin level -3. She can use this ability a number of times per day equal to 3 + her Charisma modifier. Using this ability does not expend uses of lay on hands, as it does with other paladins. This replaces the standard paladin's channel positive energy ability.																																																																																																																																																																																																																																																																																																																																																																							SOURCEPAGE:p.116
Aura of Healing		KEY:Hospitaler ~ Aura of Healing			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.PaladinAuraOfJustice																														DESC:At 11th level, a hospitaler can expend one use of her channel positive energy ability to emit a 30-foot aura of healing for a number of rounds equal to her paladin level. Allies in this aura (including the hospitaler) automatically stabilize if below 0 hit points and are immune to bleed damage. In addition, allies (including the paladin) that spend at least 1 full round inside the aura are healed an amount of damage equal to their total number of Hit Dice and may make a saving throw against any afflictions they are suffering from, such as a curse, disease, or poison. This saving throw only counts toward curing the affliction and does not impose any penalty on a failed save. Allies can only be healed once by a use of this ability and they can only attempt additional saving throws once per day, even if they are exposed to this aura multiple times. This ability replaces aura of justice.																																																																																																																																																																																																																																																																																SOURCEPAGE:p.116

# Sacred Servant
Smite Evil			KEY:Sacred Servant ~ Smite Evil			CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.PaladinSmiteEvil																														DESC:This functions as the paladin ability, but the sacred servant can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter). This replaces smite evil.																																																																																																																																																																																																																																																																																																																																														ABILITY:Special Ability|AUTOMATIC|Smite Evil															BONUS:VAR|SmiteEvilTimes|-min((SmiteEvilLVL+2)/3,7)	BONUS:VAR|SmiteEvilTimes|min((SmiteEvilLVL-1)/6)										SOURCEPAGE:p.117
# TODO: Verify Smite Evil Progression is Correct

Spells			KEY:Sacred Servant ~ Spells				CATEGORY:Special Ability	TYPE:SpecialQuality																																			DESC:At 4th level, when a sacred servant gains the ability to cast spells, she also chooses one domain associated with her deity. Her effective cleric level for this domain is equal to her paladin level -3. In addition, she also gains one domain spell slot for each level of paladin spells she can cast. Every day she must prepare the domain spell from her chosen domain in that spell slot.																																																																																																																																																																																																																																																																																																																																																																					SOURCEPAGE:p.117
# TODO: Need Code Support for Domain Slot; Need to allow choice of Domains
Divine Bond			KEY:Sacred Servant ~ Divine Bond			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																	DESC:At 5th level, instead of forming a divine bond with her weapon or a mount, a sacred servant forms a bond with her holy symbol. As a standard action, a sacred servant can bind a celestial spirit to her holy symbol for 1 minute per paladin level. When called, the spirit causes the sacred servant's holy symbol to shed light like a torch. At 5th level, the spirit grants one bonus. For every three levels beyond 5th, the spirit grants one additional bonus. These bonuses can be spent in a number of ways to grant the paladin enhanced abilities to channel positive energy and to cast spells. Each bonus can be used to grant one of the following enhancements: +1 caster level to any paladin spell cast, +1 to the DC to halve the damage of channel positive energy when used to harm undead, +1d6 to channel positive energy, +1 use/ day of lay on hands. These enhancements stack and can be selected multiple times. The enhancements granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. If the sacred servant increases her number of uses of lay on hands per day in this way, that choice is set for the rest of the day, and once used, these additional uses are not restored (even if the spirit is called again that day). The celestial spirit imparts no enhancements if the holy symbol is held by anyone other than the sacred servant, but resumes giving enhancements if returned to the sacred servant. A sacred servant can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If a holy symbol with a celestial spirit is destroyed, the sacred servant loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the sacred servant takes a -1 penalty on attack and weapon damage rolls.																																																																																																								SOURCEPAGE:p.117
Call Celestial Ally	KEY:Sacred Servant ~ Call Celestial Ally		CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.PaladinAuraOfResolve																														DESC:At 8th level, a sacred servant can call upon her deity for aid, in the form of a powerful servant. This allows the sacred servant to cast lesser planar ally once per week as a spell-like ability without having to pay the material component cost or the servant (for reasonable tasks). At 12th level, this improves to planar ally and at 16th level, this improves to greater planar ally. The sacred servant's caster level for this effect is equal to her paladin level. This ability replaces aura of resolve.																																																																																																																																																																																																																																																																																																																																																		SOURCEPAGE:p.117

# Shining Knight
Skilled Rider		KEY:Shining Knight ~ Skilled Rider			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Supernatural.PaladinDivineHealth																											DESC:At 3rd level, a shining knight does not take any penalty to her Ride skill due to her armor check penalty. In addition, any mount she is riding gains the benefit of her divine grace class feature, adding her Charisma bonus (if any) to its saving throws. This ability replaces divine health.																																																																																																																																																																																																																																																																																																																																																																																					SOURCEPAGE:p.117
Divine Bond			KEY:Shining Knight ~ Divine Bond			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.PaladinBondedWeapon																														DESC:Upon reaching 5th level, a shining knight must form a bond with a mount. This ability otherwise functions as the paladin ability.																																																																																																																																																																																																																																																																																																																																																															ABILITY:Special Ability|AUTOMATIC|Divine Bond	ABILITY:Divine Bond|AUTOMATIC|Special Mount	BONUS:ABILITYPOOL|Divine Bond|-1																												SOURCEPAGE:p.117
Knight's Charge		KEY:Shining Knight ~ Knight's Charge		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.PaladinAuraofJustice							DEFINE:ShiningKnightDC|10+(PaladinLvl/2)+CHA	DEFINE:ShiningKnightDuration|0										DESC:At 11th level, whenever a mounted shining knight charges a foe, her movement does not provoke attacks of opportunity, for either her or her mount. In addition, if her target is also the target of her smite evil ability and the charge attack hits, the target must make a Will save DC %1 or be panicked for a number of rounds equal to %2 [1/2 the shining knight's level]. The DC of this save is equal to 10 + 1/2 the shining knight's level + the shining knight's Charisma modifier. This ability replaces aura of justice.|ShiningKnightDC|ShiningKnightDuration																																																																																																																																																																																																																																																																																																														BONUS:VAR|ShiningKnightDuration|(PaladinLvl/2)																				SOURCEPAGE:p.117

# Undead Scourge
Smite Evil			KEY:Undead Scourge ~ Smite Evil			CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.PaladinSmiteEvil	TYPE:SpecialAttack.Supernatural	DEFINE:SmiteEvilTimes|0	DEFINE:SmiteEvilAttackBonus|0	DEFINE:SmiteEvilDamageBonus|0	DEFINE:SmiteEvilACBonus|0	DEFINE:SmiteEvilLVL|0	DESC:You can call out to the powers of good to aid you in your struggle against evil.																																																																																																																																																																																																																																																																																																																																																																																													BONUS:VAR|SmiteEvilTimes|min((SmiteEvilLVL+2)/3,7)	BONUS:VAR|SmiteEvilAttackBonus,SmiteEvilACBonus|max(CHA,0)	BONUS:VAR|SmiteEvilDamageBonus|SmiteEvilLVL	SOURCEPAGE:p.118	BENEFIT:This functions as the paladin ability of the same name, but the undead scourge does not deal 2 points of damage per level on the first successful attack against evil dragons and evil outsiders. She does deal 2 points of damage per level on all smite attacks made against evil undead creatures. You can call out to the powers of good to aid you in your struggle against evil %1 times per day. As a swift action, you choose one target within sight to smite. If this target is an evil undead, you add +%2 to your attack rolls and +%3 to all damage rolls made against the target of your smite. If the target of Smite Evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to +%4. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +%5 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.|SmiteEvilTimes|SmiteEvilAttackBonus|SmiteEvilDamageBonus|SmiteEvilDamageBonus*2|SmiteEvilACBonus
Aura of Life		KEY:Undead Scourge ~ Aura of Life			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.PaladinAuraOfResolve																														DESC:At 8th level, an undead scourge emits a 10-foot aura of life around her that weakens undead creatures. Undead in this aura take a -4 penalty on Will saves made to resist positive energy. In addition, undead in this aura do not regain hit points from channeled negative energy. This ability replaces aura of resolve.																																																																																																																																																																																																																																																																																																																																																																																	SOURCEPAGE:p.118
Undead Annihilation	KEY:Undead Scourge ~ Undead Annihilation		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.PaladinAuraOfJustice																														DESC:At 11th level, an undead scourge can expend one use of her smite evil ability as a standard action and make a single melee attack against an undead creature. If this attack hits, the undead creature must make a Will save DC %1 or be destroyed. The save DC is equal to 10 + 1/2 the undead scourge's level + the undead scourge's Charisma modifier. Undead with twice as many Hit Dice as the undead scourge are unaffected by this ability. If the attack misses, the smite evil is wasted without effect. This ability replaces aura of justice.|10+(PaladinLvl/2)+CHA																																																																																																																																																																																																																																																																																																																																									SOURCEPAGE:p.118

# Warrior of the Holy Light
Power of Faith		KEY:Warrior of the Holy Light ~ Power of Faith	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.PaladinSpells																															DESC:At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin's spells class feature. A warrior of the holy light does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items. At 4th level, the warrior of the holy light gains one additional use of her lay on hands ability per day. She gains one additional use of lay on hands per day for every four levels she attains beyond 4th. She can call upon the power of her faith as a standard action. This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute. At 8th level, the nimbus of light heals the paladin and her allies, curing of them of 1d4 points of ability damage, as per the spell lesser restoration. A creature can only be healed in this way once per day. At 12th level, the nimbus of light is treated as daylight for the purposes of affecting creatures with sensitivity to light. In addition, the nimbus grants allies in the area resistance 10 to one type of energy, selected by the warrior of the holy light when this power is activated. At 16th level, the nimbus of light grants the warrior of the holy light and her allies protection from critical hits. There is a 25%% chance that critical hits made against the warrior of the holy light and her allies in the area are instead treated as normal hits. This does not stack with other abilities that grant similar protection (such as light fortification). At 20th level, the nimbus of light increases in size out to a range of 60 feet. In addition, all of its bonuses increase. The morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear increases to +2. The amount of ability damage healed increases to 2d4. The energy resistance increases to 20 against one energy type. Finally, protection against critical hits increases to 50%%.																																																		SOURCEPAGE:p.118
Shining Light		KEY:Warrior of the Holy Light ~ Shining Light	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.PaladinAuraOfFaith							DEFINE:ShiningLightDamage|(PaladinLvl/2)	DEFINE:ShiningLightDC|10+(PaladinLvl/2)+CHA	DEFINE:ShiningLightTimes|0				DESC:At 14th level, a warrior of the holy light can unleash a 30-foot burst of pure, white light as a standard action. Evil creatures within this burst take %1d6 points of damage for every two paladin levels and are blinded for 1 round. Evil dragons, evil outsiders, and evil undead are blinded for 1d4 rounds on a failed save. A Reflex save DC %2 halves this damage and negates the blindness. The DC of this save is equal to 10 + 1/2 the warrior of the holy light's level + the warrior of the holy light's Charisma modifier. Good creatures within this burst are healed %1d6 points of damage per two paladin levels and receive a +2 sacred bonus on ability checks, attack rolls, saving throws, and skill checks for 1 round. A warrior of the holy light can use this ability %3/day [once per day at 14th level plus one additional time per day at 17th and 20th levels. This ability replaces aura of faith.|ShiningLightDamage|ShiningLightDC|ShiningLightTimes																																																																																																																																																																																																																																													BONUS:VAR|ShiningLightTimes|1	BONUS:VAR|ShiningLightTimes|1|PRECLASS:1,Paladin=17	BONUS:VAR|ShiningLightTimes|1|PRECLASS:1,Paladin=20					SOURCEPAGE:p.118

#------------------#
##	RANGER	##
#------------------#

###Block: Ranger Combat Styles ----------------------------------------------------------------------------------------------------------------------------------
# Ability Name						Unique Key							Category of Ability		Type				Visible		Var. Min. Value							Define								Modify VAR												Source Page
Crossbow							KEY:Ranger Combat Style ~ Crossbow			CATEGORY:Special Ability	TYPE:RangerCombatStyle	VISIBLE:DISPLAY	PREVARGTEQ:RangerCombatStyleCrossbowAllowed,1																								SOURCEPAGE:p.124
Mounted Combat						KEY:Ranger Combat Style ~ Mounted Combat		CATEGORY:Special Ability	TYPE:RangerCombatStyle	VISIBLE:DISPLAY	PREVARGTEQ:RangerCombatStyleMountedCombatAllowed,1																							SOURCEPAGE:p.124
Natural Weapon						KEY:Ranger Combat Style ~ Natural Weapon		CATEGORY:Special Ability	TYPE:RangerCombatStyle	VISIBLE:DISPLAY	PREVARGTEQ:RangerCombatStyleNaturalWeaponAllowed,1																							SOURCEPAGE:p.124
Two-Handed Weapon						KEY:Ranger Combat Style ~ Two-Handed Weapon	CATEGORY:Special Ability	TYPE:RangerCombatStyle	VISIBLE:DISPLAY	PREVARGTEQ:RangerCombatStyleTwoHandedWeaponAllowed,1																							SOURCEPAGE:p.124
Weapon and Shield						KEY:Ranger Combat Style ~ Weapon and Shield	CATEGORY:Special Ability	TYPE:RangerCombatStyle	VISIBLE:DISPLAY	PREVARGTEQ:RangerCombatStyleWeaponAndShieldAllowed,1																							SOURCEPAGE:p.124

# Master Changes
CATEGORY=Special Ability|Combat Style.MOD																															DEFINE:RangerCombatStyleArcheryAllowed|0			BONUS:VAR|RangerCombatStyleArcheryAllowed|RangerDefaultCombatStyle
CATEGORY=Special Ability|Combat Style.MOD																															DEFINE:RangerCombatStyleTwoWeaponAllowed|0		BONUS:VAR|RangerCombatStyleTwoWeaponAllowed|RangerDefaultCombatStyle
CATEGORY=Special Ability|Combat Style.MOD																															DEFINE:RangerCombatStyleWeaponAndShieldAllowed|0	BONUS:VAR|RangerCombatStyleWeaponAndShieldAllowed|RangerDefaultCombatStyle
CATEGORY=Special Ability|Combat Style.MOD																															DEFINE:RangerCombatStyleTwoHandedWeaponAllowed|0	BONUS:VAR|RangerCombatStyleTwoHandedWeaponAllowed|RangerDefaultCombatStyle
CATEGORY=Special Ability|Combat Style.MOD																															DEFINE:RangerCombatStyleNaturalWeaponAllowed|0		BONUS:VAR|RangerCombatStyleNaturalWeaponAllowed|RangerDefaultCombatStyle
CATEGORY=Special Ability|Combat Style.MOD																															DEFINE:RangerCombatStyleMountedCombatAllowed|0		BONUS:VAR|RangerCombatStyleMountedCombatAllowed|RangerDefaultCombatStyle
CATEGORY=Special Ability|Combat Style.MOD																															DEFINE:RangerCombatStyleCrossbowAllowed|0			BONUS:VAR|RangerCombatStyleCrossbowAllowed|RangerDefaultCombatStyle

# Main Core Combat Styles
CATEGORY=Special Ability|Archery.MOD																						PREVARGTEQ:RangerCombatStyleArcheryAllowed,1
CATEGORY=Special Ability|Two-Weapon Combat.MOD																					PREVARGTEQ:RangerCombatStyleTwoWeaponAllowed,1

# Combat Styles May Be Disabled by BONUS:VAR|<ranger_combat_style_var_name>|-2
#	RangerCombatStyleArcheryAllowed
#	RangerCombatStyleTwoWeaponAllowed
#	RangerCombatStyleCrossbowAllowed
#	RangerCombatStyleMountedCombatAllowed
#	RangerCombatStyleNaturalWeaponAllowed
#	RangerCombatStyleTwoHandedWeaponAllowed
#	RangerCombatStyleWeaponAndShieldAllowed

###Block: Ranger Combat Style Bonus Feats
# Crossbow Feats
# Ability Name							Category of Ability		Type				Visible		Clear Prereq.	Required Ability														Prohibited Feat				Var. Min. Value			Virtual Feat
Deadly Aim								CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Crossbow					!PREFEAT:1,Deadly Aim			PREVARGTEQ:CombatStyleLVL,1	VFEAT:Deadly Aim|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
Focused Shot							CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Crossbow					!PREFEAT:1,Focused Shot			PREVARGTEQ:CombatStyleLVL,1	VFEAT:Focused Shot|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
CATEGORY=Special Ability|Precise Shot.MOD															PRE:.CLEAR		PREABILITY:1,CATEGORY=Special Ability,Archery,Ranger Combat Style ~ Crossbow				!PREFEAT:1,Precise Shot			PREVARGTEQ:CombatStyleLVL,1	VFEAT:Precise Shot|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
Rapid Reload							CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Crossbow					!PREFEAT:1,Rapid Reload			PREVARGTEQ:CombatStyleLVL,1	VFEAT:Rapid Reload|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
Crossbow Mastery							CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Crossbow					!PREFEAT:1,Crossbow Mastery		PREVARGTEQ:CombatStyleLVL,6	VFEAT:Crossbow Mastery|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
CATEGORY=Special Ability|Improved Precise Shot.MOD													PRE:.CLEAR		PREABILITY:1,CATEGORY=Special Ability,Archery,Ranger Combat Style ~ Crossbow				!PREFEAT:1,Improved Precise Shot	PREVARGTEQ:CombatStyleLVL,6	VFEAT:Improved Precise Shot|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
CATEGORY=Special Ability|Pinpoint Targeting.MOD														PRE:.CLEAR		PREABILITY:1,CATEGORY=Special Ability,Archery,Ranger Combat Style ~ Crossbow				!PREFEAT:1,Pinpoint Targeting		PREVARGTEQ:CombatStyleLVL,10	VFEAT:Pinpoint Targeting|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
CATEGORY=Special Ability|Shot on the Run.MOD														PRE:.CLEAR		PREABILITY:1,CATEGORY=Special Ability,Archery,Ranger Combat Style ~ Crossbow				!PREFEAT:1,Shot on the Run		PREVARGTEQ:CombatStyleLVL,10	VFEAT:Shot on the Run|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1

# Mounted Combat
Mounted Combat							CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Mounted Combat				!PREFEAT:1,Mounted Combat		PREVARGTEQ:CombatStyleLVL,1	VFEAT:Mounted Combat|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
Mounted Archery							CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Mounted Combat				!PREFEAT:1,Mounted Archery		PREVARGTEQ:CombatStyleLVL,1	VFEAT:Mounted Archery|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
Ride-By Attack							CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Mounted Combat				!PREFEAT:1,Ride-By Attack		PREVARGTEQ:CombatStyleLVL,1	VFEAT:Ride-By Attack|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
Trick Riding							CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Mounted Combat				!PREFEAT:1,Trick Riding			PREVARGTEQ:CombatStyleLVL,1	VFEAT:Trick Riding|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
Mounted Shield							CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Mounted Combat				!PREFEAT:1,Mounted Shield		PREVARGTEQ:CombatStyleLVL,6	VFEAT:Mounted Shield|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
Spirited Charge							CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Mounted Combat				!PREFEAT:1,Spirited Charge		PREVARGTEQ:CombatStyleLVL,6	VFEAT:Spirited Charge|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
Mounted Skirmisher						CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Mounted Combat				!PREFEAT:1,Mounted Skirmisher		PREVARGTEQ:CombatStyleLVL,10	VFEAT:Mounted Skirmisher|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
Unseat								CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Mounted Combat				!PREFEAT:1,Unseat				PREVARGTEQ:CombatStyleLVL,10	VFEAT:Unseat|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1

# Natural Weapon
Aspect of the Beast						CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Natural Weapon				!PREFEAT:1,Aspect of the Beast	PREVARGTEQ:CombatStyleLVL,1	VFEAT:Aspect of the Beast|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
Improved Natural Attack						CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Natural Weapon				!PREFEAT:1,Improved Natural Attack	PREVARGTEQ:CombatStyleLVL,1	VFEAT:Improved Natural Attack|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
Rending Claws							CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Natural Weapon				!PREFEAT:1,Rending Claws		PREVARGTEQ:CombatStyleLVL,1	VFEAT:Rending Claws|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
Weapon Focus							CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Natural Weapon				!PREFEAT:1,Weapon Focus			PREVARGTEQ:CombatStyleLVL,1	VFEAT:Weapon Focus|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
Eldritch Claws							CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Natural Weapon				!PREFEAT:1,Eldritch Claws		PREVARGTEQ:CombatStyleLVL,6	VFEAT:Eldritch Claws|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
Vital Strike							CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Natural Weapon				!PREFEAT:1,Vital Strike			PREVARGTEQ:CombatStyleLVL,6	VFEAT:Vital Strike|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
Multiattack								CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Natural Weapon				!PREFEAT:1,Multiattack			PREVARGTEQ:CombatStyleLVL,10	VFEAT:Multiattack|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
Improved Vital Strike						CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Natural Weapon				!PREFEAT:1,Improved Vital Strike	PREVARGTEQ:CombatStyleLVL,10	VFEAT:Improved Vital Strike|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1

# Two-Handed Weapon
Cleave								CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Two-Handed Weapon				!PREFEAT:1,Cleave				PREVARGTEQ:CombatStyleLVL,1	VFEAT:Cleave|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
Power Attack							CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Two-Handed Weapon				!PREFEAT:1,Power Attack			PREVARGTEQ:CombatStyleLVL,1	VFEAT:Power Attack|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
Pushing Assault							CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Two-Handed Weapon				!PREFEAT:1,Pushing Assault		PREVARGTEQ:CombatStyleLVL,1	VFEAT:Pushing Assault|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
Shield of Swings							CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Two-Handed Weapon				!PREFEAT:1,Shield of Swings		PREVARGTEQ:CombatStyleLVL,1	VFEAT:Shield of Swings|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
Furious Focus							CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Two-Handed Weapon				!PREFEAT:1,Furious Focus		PREVARGTEQ:CombatStyleLVL,6	VFEAT:Furious Focus|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
Great Cleave							CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Two-Handed Weapon				!PREFEAT:1,Great Cleave			PREVARGTEQ:CombatStyleLVL,6	VFEAT:Great Cleave|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
Dreadful Carnage							CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Two-Handed Weapon				!PREFEAT:1,Dreadful Carnage		PREVARGTEQ:CombatStyleLVL,10	VFEAT:Dreadful Carnage|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
Improved Sunder							CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Two-Handed Weapon				!PREFEAT:1,Improved Sunder		PREVARGTEQ:CombatStyleLVL,10	VFEAT:Improved Sunder|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1

# Weapon and Shield
CATEGORY=Special Ability|Improved Shield Bash.MOD													PRE:.CLEAR		PREABILITY:1,CATEGORY=Special Ability,Two-Weapon Combat,Ranger Combat Style ~ Weapon and Shield	!PREFEAT:1,Improved Shield Bash	PREVARGTEQ:CombatStyleLVL,1	VFEAT:Improved Shield Bash|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
Shield Focus							CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Weapon and Shield				!PREFEAT:1,Shield Focus			PREVARGTEQ:CombatStyleLVL,1	VFEAT:Shield Focus|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
Shield Proficiency						CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Weapon and Shield				!PREFEAT:1,Shield Proficiency		PREVARGTEQ:CombatStyleLVL,1	VFEAT:Shield Proficiency|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
Shield Slam								CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Weapon and Shield				!PREFEAT:1,Shield Slam			PREVARGTEQ:CombatStyleLVL,1	VFEAT:Shield Slam|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
Saving Shield							CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Weapon and Shield				!PREFEAT:1,Saving Shield		PREVARGTEQ:CombatStyleLVL,6	VFEAT:Saving Shield|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
Shield Master							CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Weapon and Shield				!PREFEAT:1,Shield Master		PREVARGTEQ:CombatStyleLVL,6	VFEAT:Shield Master|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
Bashing Finish							CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Weapon and Shield				!PREFEAT:1,Bashing Finish		PREVARGTEQ:CombatStyleLVL,10	VFEAT:Bashing Finish|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1
Greater Shield Focus						CATEGORY:Special Ability	TYPE:RangerBonusFeat	VISIBLE:DISPLAY				PREABILITY:1,CATEGORY=Special Ability,Ranger Combat Style ~ Weapon and Shield				!PREFEAT:1,Greater Shield Focus	PREVARGTEQ:CombatStyleLVL,10	VFEAT:Greater Shield Focus|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1

###Block: Ranger archetypes ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
# Ability Name	Unique Key						Category of Ability	Type																					Required Class		Multiple Requirements																																	Description																																																																													Ability																																																																																					Bonus to Ability Pool																							Cost		Source Page
Beast Master	KEY:Ranger Archetype ~ Beast Master		CATEGORY:Archetype	TYPE:Archetype.RangerClassSkills.RangerHuntersBond.RangerCombatStyleFeat_Six.RangerCamouflage						PRECLASS:1,Ranger=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ Beast Master],[!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerClassSkills.RangerHuntersBond.RangerCombatStyleFeat_Six.RangerCamouflage]				DESC:Some rangers, particularly those in primitive lands or who were raised by animals, have unusually strong bonds with animals. Unique among rangers, they can bond with multiple animals of any kind, creating a menagerie of wild yet loyal creatures, like a strange family. A beast master has the following class features.																									ABILITY:Special Ability|AUTOMATIC|Beast Master ~ Class Skills|PRECLASS:1,Ranger=1	ABILITY:Special Ability|AUTOMATIC|Beast Master ~ Animal Companion|PRECLASS:1,Ranger=4	ABILITY:Special Ability|AUTOMATIC|Beast Master ~ Improved Empathic Link|PRECLASS:1,Ranger=6	ABILITY:Special Ability|AUTOMATIC|Beast Master ~ Strong Bond|PRECLASS:1,Ranger=12																																																						COST:0	SOURCEPAGE:p.124
Guide			KEY:Ranger Archetype ~ Guide			CATEGORY:Archetype	TYPE:Archetype.RangerFavoredEnemy.RangerHuntersBond.RangerEvasion.RangerQuarry.RangerImprovedQuarry.RangerImprovedEvasion	PRECLASS:1,Ranger=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ Guide],[!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerFavoredEnemy.RangerHuntersBond.RangerEvasion.RangerQuarry.RangerImprovedQuarry.RangerImprovedEvasion]	DESC:Many rangers are loners, but some choose to use their familiarity with the land to guide others safely through the wilderness. The guide forgoes a favored enemy to focus on the task or foe at hand, and can pass his knowledge and luck on to his charges. A guide has the following class features.																													ABILITY:Special Ability|AUTOMATIC|Guide ~ Ranger's Focus|PRECLASS:1,Ranger=1	ABILITY:Special Ability|AUTOMATIC|Guide ~ Terrain Bond|PRECLASS:1,Ranger=4	ABILITY:Special Ability|AUTOMATIC|Guide ~ Ranger's Luck|PRECLASS:1,Ranger=9	ABILITY:Special Ability|AUTOMATIC|Guide ~ Inspired Moment|PRECLASS:1,Ranger=11	ABILITY:Special Ability|AUTOMATIC|Guide ~ Improved Ranger's Luck|PRECLASS:1,Ranger=16																																													COST:0	SOURCEPAGE:p.125
Horse Lord		KEY:Ranger Archetype ~ Horse Lord		CATEGORY:Archetype	TYPE:Archetype.RangerHuntersBond.RangerCamouflage.RangerHideInPlainSight									PRECLASS:1,Ranger=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ Horse Lord],[!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerHuntersBond.RangerCamouflage.RangerHideInPlainSight]								DESC:Rangers of the plains use horses or other riding beasts to hunt their lands, forging a near-mystical relationship with their mounts. Horse lords are unparalleled mounted combatants, the envy of even the most dedicated cavalier. Though called "horse lords" as a generic term, these rangers are not restricted to horses for their animal companions- any creature the ranger can ride is included in these abilities. A horse lord has the following class features.	ABILITY:Special Ability|AUTOMATIC|Horse Lord ~ Combat Style Feat|PRECLASS:1,Ranger=2	ABILITY:Special Ability|AUTOMATIC|Horse Lord ~ Mounted Bond|PRECLASS:1,Ranger=4	ABILITY:Special Ability|AUTOMATIC|Horse Lord ~ Strong Bond|PRECLASS:1,Ranger=12	ABILITY:Special Ability|AUTOMATIC|Horse Lord ~ Spiritual Bond|PRECLASS:1,Ranger=17																																																								COST:0	SOURCEPAGE:p.125
Infiltrator		KEY:Ranger Archetype ~ Infiltrator		CATEGORY:Archetype	TYPE:Archetype.RangerFavoredTerrain																PRECLASS:1,Ranger=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ Infiltrator],[!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerFavoredTerrain]														DESC:Some rangers study their favored enemies and learn their ways, applying this knowledge to their own abilities and using their foes' strengths against them. Infiltrators are willing to walk a mile in an enemy's shoes so as to learn eveything there is to know about their foes in order to more effectively hunt and kill them.																								ABILITY:Special Ability|AUTOMATIC|Infiltrator ~ Adaptation|PRECLASS:1,Ranger=3																																																																									BONUS:ABILITYPOOL|Favored Terrain|-1*((RangerFavoredEnemyLVL+2)/5)	BONUS:ABILITYPOOL|Favored Terrain Bonus|-1*max(0,(RangerFavoredTerrainLVL-3)/5)	COST:0	SOURCEPAGE:p.125
Shapeshifter	KEY:Ranger Archetype ~ Shapeshifter		CATEGORY:Archetype	TYPE:Archetype.RangerCamouflage.RangerMasterHunter													PRECLASS:1,Ranger=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ Shapeshifter],[!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerCamouflage.RangerMasterHunter]											DESC:Most rangers venture into the wilderness, but there are some who let the wilderness seep into them. Whether by curse, disease, ancient rite, a slight lycanthropic influence in the blood, or the corrupting influence of chaos, these rangers embrace the wild to transform themselves into something untamed and feral. Shapeshifters are often held in awe, but are even more often feared. A shapeshifter has the following class features.						ABILITY:Special Ability|AUTOMATIC|Shapeshifter ~ Combat Style Feat|PRECLASS:1,Ranger=2	ABILITY:Special Ability|AUTOMATIC|Shapeshifter ~ Shifter's Blessing|PRECLASS:1,Ranger=3	ABILITY:Special Ability|AUTOMATIC|Shapeshifter ~ Dual Form Shifter|PRECLASS:1,Ranger=12	ABILITY:Special Ability|AUTOMATIC|Shapeshifter ~ Master Shifter|PRECLASS:1,Ranger=20																																																					COST:0	SOURCEPAGE:p.126
Skirmisher		KEY:Ranger Archetype ~ Skirmisher		CATEGORY:Archetype	TYPE:Archetype.RangerSpells																	PRECLASS:1,Ranger=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ Skirmisher],[!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerSpells]															DESC:Many rangers rely on spells, but there are some who eschew aid from divine powers for their own reasons. Skirmishers rely on their wits, their wisdom, and sometimes even instinct to aid in their quests. A skirmisher has the following class features.																																				ABILITY:Special Ability|AUTOMATIC|No Spellcasting ~ Ranger	ABILITY:Special Ability|AUTOMATIC|Skirmisher ~ Hunter's Tricks																																																																																												COST:0	SOURCEPAGE:p.128
Spirit Ranger	KEY:Ranger Archetype ~ Spirit Ranger	CATEGORY:Archetype	TYPE:Archetype.RangerHuntersBond.RangerCamouflage													PRECLASS:1,Ranger=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ Spirit Ranger],[!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerHuntersBond.RangerCamouflage]											DESC:Some rangers nurture a connection with the spirits that reside in all things. By communing with these spirits, the spirit ranger can gain glimpses of things to come. A spirit ranger has the following class features.																																										ABILITY:Special Ability|AUTOMATIC|Spirit Ranger ~ Spirit Bond|PRECLASS:1,Ranger=4	ABILITY:Special Ability|AUTOMATIC|Spirit Ranger ~ Wisdom of the Spirits|PRECLASS:1,Ranger=12																																																																																			COST:0	SOURCEPAGE:p.129
Urban Ranger	KEY:Ranger Archetype ~ Urban Ranger		CATEGORY:Archetype	TYPE:Archetype.RangerClassSkills.RangerFavoredTerrain.RangerEndurance.RangerHideInPlainSight						PRECLASS:1,Ranger=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ Urban Ranger],[!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerClassSkills.RangerFavoredTerrain.RangerEndurance.RangerHideInPlainSight]				DESC:For the urban ranger, the streets and sewers of the city are just as dangerous as the barren wastelands or the deep forests. An urban ranger has the following class features.																																																	ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Urban Ranger|PRECLASS:1,Ranger=1	ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Favored Community|PRECLASS:1,Ranger=3	ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Trapfinding|PRECLASS:1,Ranger=3	ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Push Through|PRECLASS:1,Ranger=7	ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Blend In|PRECLASS:1,Ranger=12	ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Invisibility Trick|PRECLASS:1,Ranger=17																											COST:0	SOURCEPAGE:p.129

###Block: Ranger archetype abilities

# Beast Master
# Ability Name					Unique Key									Category of Ability		Type																									Required Ability											Var. Min. Value		Define					Description																																																																																																																																																																																																																																																										Stackable?	Multiple?	Choose															Ability										Bonus to Ability Pool																									Modify VAR																																						Allow Follower				Allowed Companions						Class Skill																														Source Page
Class Skills					KEY:Beast Master ~ Class Skills					CATEGORY:Special Ability	TYPE:SpecialQuality.RangerClassSkills																																										DESC:A beast master's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Wis). These replace the standard ranger class skills.																																																																																																																																																																																																																																																																																																																										CSKILL:Acrobatics|Climb|TYPE.Craft|Escape Artist|Handle Animal|Heal|Intimidate|Knowledge (Nature)|Perception|Ride|Stealth|Survival|Swim									SOURCEPAGE:p.124
Animal Companion					KEY:Beast Master ~ Animal Companion					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.RangerHuntersBond.AnimalCompanion																																					DESC:A beast master forms a close bond with an animal companion. This ability functions like the druid animal companion ability except that the ranger's effective druid level is equal to his ranger level - 3. The ranger gains a +2 bonus on wild empathy and Handle Animal checks made regarding his animal companion. Unlike a normal ranger, a beast master's choice of animal companion is not limited to a subset of all possibile animal companion choices-he may choose freely among all animal companion choices, just as a druid can. The beast master may have more than one animal companion, but he must divide up his effective druid level between his companions to determine the abilities of each companion. For example, a beast master with an effective druid level of 4 can have one 4th-level companion, two 2nd-level companions, or one 1st-level and one 3rd-level companion. Each time a beast master's effective druid level increases, he must decide how to allocate the increase among his animal companions (including the option of adding a new 1st-level companion). Once an effective druid level is allocated to a particular companion, it cannot be redistributed while that companion is in the ranger's service (he must release a companion or wait until a companion dies to allocate its levels to another companion). The share spells animal companion ability does not give the ranger the ability to cast a single spell so that it affects all of his animal companions. This ability replaces hunter's bond.																																BONUS:ABILITYPOOL|Beastmaster Companion Choice|RangerLvl-3|PRECLASS:1,Ranger=4	BONUS:ABILITYPOOL|Beastmaster Companion Choice|3|PRECLASS:1,Ranger=12																																																																																								SOURCEPAGE:p.124
Improved Empathic Link				KEY:Beast Master ~ Improved Empathic Link				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.RangerCombatStyleFeat_Six																																							DESC:The beast master gains an empathic link with all of his animal companions. This functions like an empathic link with a familiar, except the ranger can also see through a companion's eyes as a swift action, maintaining this connection as long as he likes (as long as the companion is within 1 mile) and ending it as a free action. The ranger can only see through the eyes of one companion at a time, and is blinded while maintaining this connection. This replaces the 6th-level combat style feat.																																																																																																																																																																																																							BONUS:ABILITYPOOL|Ranger Bonus Feat|-1|PRECLASS:1,Ranger=6																																																																																																								SOURCEPAGE:p.125
Strong Bond						KEY:Beast Master ~ Strong Bond					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.RangerCamouflage																																								DESC:At 12th level, the ranger strengthens his bond with his animal companions. The ranger's effective druid level for his animal companions is now equal to his ranger level; he may immediately allocate these additional levels to his companions as he sees fit. This ability replaces camouflage.																																																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.125

# Beastmaster Companion Choices
Animal Companion / Primary			KEY:Animal Companion ~ Beastmaster					CATEGORY:Special Ability	TYPE:BeastmasterCompanionChoice																																					DEFINE:CompLvlA|0				DESC:Total Levels Assigned to Companion %1|CompLvlA																																																																																																																																																																																																																																																			STACK:YES	MULT:YES	CHOOSE:NOCHOICE														ABILITY:Special Ability|AUTOMATIC|Beastmaster Follower ~ Prime																													BONUS:VAR|CompLvlA|1																																																																																		SOURCEPAGE:p.125
Animal Companion / II				KEY:Animal Companion 2 ~ Beastmaster				CATEGORY:Special Ability	TYPE:BeastmasterCompanionChoice																																	PREVARGTEQ:CompLvlA,1	DEFINE:CompLvlB|0				DESC:Total Levels Assigned to Companion %1|CompLvlB																																																																																																																																																																																																																																																			STACK:YES	MULT:YES	CHOOSE:NOCHOICE														ABILITY:Special Ability|AUTOMATIC|Beastmaster Follower ~ 2																														BONUS:VAR|CompLvlB|1																																																																																		SOURCEPAGE:p.125
Animal Companion / III				KEY:Animal Companion 3 ~ Beastmaster				CATEGORY:Special Ability	TYPE:BeastmasterCompanionChoice																																	PREVARGTEQ:CompLvlB,1	DEFINE:CompLvlC|0				DESC:Total Levels Assigned to Companion %1|CompLvlC																																																																																																																																																																																																																																																			STACK:YES	MULT:YES	CHOOSE:NOCHOICE														ABILITY:Special Ability|AUTOMATIC|Beastmaster Follower ~ 3																														BONUS:VAR|CompLvlC|1																																																																																		SOURCEPAGE:p.125
Animal Companion / IV				KEY:Animal Companion 4 ~ Beastmaster				CATEGORY:Special Ability	TYPE:BeastmasterCompanionChoice																																	PREVARGTEQ:CompLvlC,1	DEFINE:CompLvlD|0				DESC:Total Levels Assigned to Companion %1|CompLvlD																																																																																																																																																																																																																																																			STACK:YES	MULT:YES	CHOOSE:NOCHOICE														ABILITY:Special Ability|AUTOMATIC|Beastmaster Follower ~ 4																														BONUS:VAR|CompLvlD|1																																																																																		SOURCEPAGE:p.125
Animal Companion / V				KEY:Animal Companion 5 ~ Beastmaster				CATEGORY:Special Ability	TYPE:BeastmasterCompanionChoice																																	PREVARGTEQ:CompLvlD,1	DEFINE:CompLvlE|0				DESC:Total Levels Assigned to Companion %1|CompLvlE																																																																																																																																																																																																																																																			STACK:YES	MULT:YES	CHOOSE:NOCHOICE														ABILITY:Special Ability|AUTOMATIC|Beastmaster Follower ~ 5																														BONUS:VAR|CompLvlE|1																																																																																		SOURCEPAGE:p.125
Animal Companion / VI				KEY:Animal Companion 6 ~ Beastmaster				CATEGORY:Special Ability	TYPE:BeastmasterCompanionChoice																																	PREVARGTEQ:CompLvlE,1	DEFINE:CompLvlF|0				DESC:Total Levels Assigned to Companion %1|CompLvlF																																																																																																																																																																																																																																																			STACK:YES	MULT:YES	CHOOSE:NOCHOICE														ABILITY:Special Ability|AUTOMATIC|Beastmaster Follower ~ 6																														BONUS:VAR|CompLvlF|1																																																																																		SOURCEPAGE:p.125
Animal Companion / VII				KEY:Animal Companion 7 ~ Beastmaster				CATEGORY:Special Ability	TYPE:BeastmasterCompanionChoice																																	PREVARGTEQ:CompLvlF,1	DEFINE:CompLvlG|0				DESC:Total Levels Assigned to Companion %1|CompLvlG																																																																																																																																																																																																																																																			STACK:YES	MULT:YES	CHOOSE:NOCHOICE														ABILITY:Special Ability|AUTOMATIC|Beastmaster Follower ~ 7																														BONUS:VAR|CompLvlG|1																																																																																		SOURCEPAGE:p.125
Animal Companion / VIII				KEY:Animal Companion 8 ~ Beastmaster				CATEGORY:Special Ability	TYPE:BeastmasterCompanionChoice																																	PREVARGTEQ:CompLvlG,1	DEFINE:CompLvlH|0				DESC:Total Levels Assigned to Companion %1|CompLvlH																																																																																																																																																																																																																																																			STACK:YES	MULT:YES	CHOOSE:NOCHOICE														ABILITY:Special Ability|AUTOMATIC|Beastmaster Follower ~ 8																														BONUS:VAR|CompLvlH|1																																																																																		SOURCEPAGE:p.125
Animal Companion / IX				KEY:Animal Companion 9 ~ Beastmaster				CATEGORY:Special Ability	TYPE:BeastmasterCompanionChoice																																	PREVARGTEQ:CompLvlH,1	DEFINE:CompLvlI|0				DESC:Total Levels Assigned to Companion %1|CompLvlI																																																																																																																																																																																																																																																			STACK:YES	MULT:YES	CHOOSE:NOCHOICE														ABILITY:Special Ability|AUTOMATIC|Beastmaster Follower ~ 9																														BONUS:VAR|CompLvlI|1																																																																																		SOURCEPAGE:p.125
Animal Companion / X				KEY:Animal Companion 10 ~ Beastmaster				CATEGORY:Special Ability	TYPE:BeastmasterCompanionChoice																																	PREVARGTEQ:CompLvlI,1	DEFINE:CompLvlJ|0				DESC:Total Levels Assigned to Companion %1|CompLvlJ																																																																																																																																																																																																																																																			STACK:YES	MULT:YES	CHOOSE:NOCHOICE														ABILITY:Special Ability|AUTOMATIC|Beastmaster Follower ~ 10																														BONUS:VAR|CompLvlJ|1																																																																																		SOURCEPAGE:p.125
Animal Companion / XI				KEY:Animal Companion 11 ~ Beastmaster				CATEGORY:Special Ability	TYPE:BeastmasterCompanionChoice																																	PREVARGTEQ:CompLvlJ,1	DEFINE:CompLvlK|0				DESC:Total Levels Assigned to Companion %1|CompLvlK																																																																																																																																																																																																																																																			STACK:YES	MULT:YES	CHOOSE:NOCHOICE														ABILITY:Special Ability|AUTOMATIC|Beastmaster Follower ~ 11																														BONUS:VAR|CompLvlK|1																																																																																		SOURCEPAGE:p.125
Animal Companion / XII				KEY:Animal Companion 12 ~ Beastmaster				CATEGORY:Special Ability	TYPE:BeastmasterCompanionChoice																																	PREVARGTEQ:CompLvlK,1	DEFINE:CompLvlL|0				DESC:Total Levels Assigned to Companion %1|CompLvlL																																																																																																																																																																																																																																																			STACK:YES	MULT:YES	CHOOSE:NOCHOICE														ABILITY:Special Ability|AUTOMATIC|Beastmaster Follower ~ 12																														BONUS:VAR|CompLvlL|1																																																																																		SOURCEPAGE:p.125
Animal Companion / XIII				KEY:Animal Companion 13 ~ Beastmaster				CATEGORY:Special Ability	TYPE:BeastmasterCompanionChoice																																	PREVARGTEQ:CompLvlL,1	DEFINE:CompLvlM|0				DESC:Total Levels Assigned to Companion %1|CompLvlM																																																																																																																																																																																																																																																			STACK:YES	MULT:YES	CHOOSE:NOCHOICE														ABILITY:Special Ability|AUTOMATIC|Beastmaster Follower ~ 13																														BONUS:VAR|CompLvlM|1																																																																																		SOURCEPAGE:p.125
Animal Companion / XIV				KEY:Animal Companion 14 ~ Beastmaster				CATEGORY:Special Ability	TYPE:BeastmasterCompanionChoice																																	PREVARGTEQ:CompLvlM,1	DEFINE:CompLvlN|0				DESC:Total Levels Assigned to Companion %1|CompLvlN																																																																																																																																																																																																																																																			STACK:YES	MULT:YES	CHOOSE:NOCHOICE														ABILITY:Special Ability|AUTOMATIC|Beastmaster Follower ~ 14																														BONUS:VAR|CompLvlN|1																																																																																		SOURCEPAGE:p.125
Animal Companion / XV				KEY:Animal Companion 15 ~ Beastmaster				CATEGORY:Special Ability	TYPE:BeastmasterCompanionChoice																																	PREVARGTEQ:CompLvlN,1	DEFINE:CompLvlO|0				DESC:Total Levels Assigned to Companion %1|CompLvlO																																																																																																																																																																																																																																																			STACK:YES	MULT:YES	CHOOSE:NOCHOICE														ABILITY:Special Ability|AUTOMATIC|Beastmaster Follower ~ 15																														BONUS:VAR|CompLvlO|1																																																																																		SOURCEPAGE:p.125
Animal Companion / XVI				KEY:Animal Companion 16 ~ Beastmaster				CATEGORY:Special Ability	TYPE:BeastmasterCompanionChoice																																	PREVARGTEQ:CompLvlO,1	DEFINE:CompLvlP|0				DESC:Total Levels Assigned to Companion %1|CompLvlP																																																																																																																																																																																																																																																			STACK:YES	MULT:YES	CHOOSE:NOCHOICE														ABILITY:Special Ability|AUTOMATIC|Beastmaster Follower ~ 16																														BONUS:VAR|CompLvlP|1																																																																																		SOURCEPAGE:p.125
Animal Companion / XVII				KEY:Animal Companion 17 ~ Beastmaster				CATEGORY:Special Ability	TYPE:BeastmasterCompanionChoice																																	PREVARGTEQ:CompLvlP,1	DEFINE:CompLvlQ|0				DESC:Total Levels Assigned to Companion %1|CompLvlQ																																																																																																																																																																																																																																																			STACK:YES	MULT:YES	CHOOSE:NOCHOICE														ABILITY:Special Ability|AUTOMATIC|Beastmaster Follower ~ 17																														BONUS:VAR|CompLvlQ|1																																																																																		SOURCEPAGE:p.125
Animal Companion / XVIII			KEY:Animal Companion 18 ~ Beastmaster				CATEGORY:Special Ability	TYPE:BeastmasterCompanionChoice																																	PREVARGTEQ:CompLvlQ,1	DEFINE:CompLvlR|0				DESC:Total Levels Assigned to Companion %1|CompLvlR																																																																																																																																																																																																																																																			STACK:YES	MULT:YES	CHOOSE:NOCHOICE														ABILITY:Special Ability|AUTOMATIC|Beastmaster Follower ~ 18																														BONUS:VAR|CompLvlR|1																																																																																		SOURCEPAGE:p.125
Animal Companion / XIX				KEY:Animal Companion 19 ~ Beastmaster				CATEGORY:Special Ability	TYPE:BeastmasterCompanionChoice																																	PREVARGTEQ:CompLvlR,1	DEFINE:CompLvlS|0				DESC:Total Levels Assigned to Companion %1|CompLvlS																																																																																																																																																																																																																																																			STACK:YES	MULT:YES	CHOOSE:NOCHOICE														ABILITY:Special Ability|AUTOMATIC|Beastmaster Follower ~ 19																														BONUS:VAR|CompLvlS|1																																																																																		SOURCEPAGE:p.125
Animal Companion / XX				KEY:Animal Companion 20 ~ Beastmaster				CATEGORY:Special Ability	TYPE:BeastmasterCompanionChoice																																	PREVARGTEQ:CompLvlS,1	DEFINE:CompLvlT|0				DESC:Total Levels Assigned to Companion %1|CompLvlT																																																																																																																																																																																																																																																			STACK:YES	MULT:YES	CHOOSE:NOCHOICE														ABILITY:Special Ability|AUTOMATIC|Beastmaster Follower ~ 20																														BONUS:VAR|CompLvlT|1																																																																																		SOURCEPAGE:p.125
# AUTO ADDED ABILITIES:
Beastmaster Follower ~ Prime													CATEGORY:Special Ability																																																																																																																																																																																																																																																																																																																																																																																																														FOLLOWERS:Animal Companion|1		COMPANIONLIST:Animal Companion|RACETYPE=Companion																																SOURCEPAGE:p.125
Beastmaster Follower ~ 2													CATEGORY:Special Ability																																																																																																																																																																																																																																																																																																																																																																																																														FOLLOWERS:Animal Companion 2|1	COMPANIONLIST:Animal Companion 2|RACETYPE=Companion																																SOURCEPAGE:p.125
Beastmaster Follower ~ 3													CATEGORY:Special Ability																																																																																																																																																																																																																																																																																																																																																																																																														FOLLOWERS:Animal Companion 3|1	COMPANIONLIST:Animal Companion 3|RACETYPE=Companion																																SOURCEPAGE:p.125
Beastmaster Follower ~ 4													CATEGORY:Special Ability																																																																																																																																																																																																																																																																																																																																																																																																														FOLLOWERS:Animal Companion 4|1	COMPANIONLIST:Animal Companion 4|RACETYPE=Companion																																SOURCEPAGE:p.125
Beastmaster Follower ~ 5													CATEGORY:Special Ability																																																																																																																																																																																																																																																																																																																																																																																																														FOLLOWERS:Animal Companion 5|1	COMPANIONLIST:Animal Companion 5|RACETYPE=Companion																																SOURCEPAGE:p.125
Beastmaster Follower ~ 6													CATEGORY:Special Ability																																																																																																																																																																																																																																																																																																																																																																																																														FOLLOWERS:Animal Companion 6|1	COMPANIONLIST:Animal Companion 6|RACETYPE=Companion																																SOURCEPAGE:p.125
Beastmaster Follower ~ 7													CATEGORY:Special Ability																																																																																																																																																																																																																																																																																																																																																																																																														FOLLOWERS:Animal Companion 7|1	COMPANIONLIST:Animal Companion 7|RACETYPE=Companion																																SOURCEPAGE:p.125
Beastmaster Follower ~ 8													CATEGORY:Special Ability																																																																																																																																																																																																																																																																																																																																																																																																														FOLLOWERS:Animal Companion 8|1	COMPANIONLIST:Animal Companion 8|RACETYPE=Companion																																SOURCEPAGE:p.125
Beastmaster Follower ~ 9													CATEGORY:Special Ability																																																																																																																																																																																																																																																																																																																																																																																																														FOLLOWERS:Animal Companion 9|1	COMPANIONLIST:Animal Companion 9|RACETYPE=Companion																																SOURCEPAGE:p.125
Beastmaster Follower ~ 10													CATEGORY:Special Ability																																																																																																																																																																																																																																																																																																																																																																																																														FOLLOWERS:Animal Companion 10|1	COMPANIONLIST:Animal Companion 10|RACETYPE=Companion																																SOURCEPAGE:p.125
Beastmaster Follower ~ 11													CATEGORY:Special Ability																																																																																																																																																																																																																																																																																																																																																																																																														FOLLOWERS:Animal Companion 11|1	COMPANIONLIST:Animal Companion 11|RACETYPE=Companion																																SOURCEPAGE:p.125
Beastmaster Follower ~ 12													CATEGORY:Special Ability																																																																																																																																																																																																																																																																																																																																																																																																														FOLLOWERS:Animal Companion 12|1	COMPANIONLIST:Animal Companion 12|RACETYPE=Companion																																SOURCEPAGE:p.125
Beastmaster Follower ~ 13													CATEGORY:Special Ability																																																																																																																																																																																																																																																																																																																																																																																																														FOLLOWERS:Animal Companion 13|1	COMPANIONLIST:Animal Companion 13|RACETYPE=Companion																																SOURCEPAGE:p.125
Beastmaster Follower ~ 14													CATEGORY:Special Ability																																																																																																																																																																																																																																																																																																																																																																																																														FOLLOWERS:Animal Companion 14|1	COMPANIONLIST:Animal Companion 14|RACETYPE=Companion																																SOURCEPAGE:p.125
Beastmaster Follower ~ 15													CATEGORY:Special Ability																																																																																																																																																																																																																																																																																																																																																																																																														FOLLOWERS:Animal Companion 15|1	COMPANIONLIST:Animal Companion 15|RACETYPE=Companion																																SOURCEPAGE:p.125
Beastmaster Follower ~ 16													CATEGORY:Special Ability																																																																																																																																																																																																																																																																																																																																																																																																														FOLLOWERS:Animal Companion 16|1	COMPANIONLIST:Animal Companion 16|RACETYPE=Companion																																SOURCEPAGE:p.125
Beastmaster Follower ~ 17													CATEGORY:Special Ability																																																																																																																																																																																																																																																																																																																																																																																																														FOLLOWERS:Animal Companion 17|1	COMPANIONLIST:Animal Companion 17|RACETYPE=Companion																																SOURCEPAGE:p.125
Beastmaster Follower ~ 18													CATEGORY:Special Ability																																																																																																																																																																																																																																																																																																																																																																																																														FOLLOWERS:Animal Companion 18|1	COMPANIONLIST:Animal Companion 18|RACETYPE=Companion																																SOURCEPAGE:p.125
Beastmaster Follower ~ 19													CATEGORY:Special Ability																																																																																																																																																																																																																																																																																																																																																																																																														FOLLOWERS:Animal Companion 19|1	COMPANIONLIST:Animal Companion 19|RACETYPE=Companion																																SOURCEPAGE:p.125
Beastmaster Follower ~ 20													CATEGORY:Special Ability																																																																																																																																																																																																																																																																																																																																																																																																														FOLLOWERS:Animal Companion 20|1	COMPANIONLIST:Animal Companion 20|RACETYPE=Companion																																SOURCEPAGE:p.125

# Guide
Ranger's Focus					KEY:Guide ~ Ranger's Focus						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.RangerFavoredEnemy																																								DESC:At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the ranger's focus until it is reduced to 0 or fewer hit points or surrenders, or until the ranger designates a new focus, whichever occurs first. The ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2. At 4th level, and every 3 levels thereafter, the ranger can use this ability one additional time per day. This ability replaces favored enemy.																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.125
Terrain Bond					KEY:Guide ~ Terrain Bond						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.RangerHuntersBond																																								DESC:At 4th level, the guide forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the ranger's allies leave no trail and can't be tracked. The ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires. This ability replaces hunter's bond.																																																																																																																																																																																																																																																																																																															SOURCEPAGE:p.125
Ranger's Luck					KEY:Guide ~ Ranger's Luck						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.RangerEvasion																																									DESC:Upon reaching 9th level, once per day the guide can either reroll one of his attack rolls or force an enemy who just hit him with an attack to reroll the attack roll. The ranger must take the result of the second roll even if it is worse. A ranger can use this ability once per day at 9th level, plus one additional time per day at 14th and 19th levels. This ability replaces evasion.																																																																																																																																																																																																																																																																																																																																											SOURCEPAGE:p.125
Inspired Moment					KEY:Guide ~ Inspired Moment						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.RangerQuarry.RangerImprovedQuarry																																					DESC:At 11th level, the guide can have an inspired moment once per day as a free action. The ranger gains the following benefits until the end of his next turn. His speed increases by 10 feet. He can take an extra move or swift action on his turn. He gains a +4 bonus to AC and on attack rolls, skill checks, or ability checks. Finally, he automatically confirms any critical threat he scores. He can use this ability one additional time per day at 19th level. This ability replaces quarry and improved quarry.																																																																																																																																																																																																																																																																																																																						SOURCEPAGE:p.125
Improved Ranger's Luck				KEY:Guide ~ Improved Ranger's Luck					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.RangerImprovedEvasion																																							DESC:Upon reaching 16th level, the ranger's luck increases. He gains a +4 bonus on his rerolls made with the ranger's luck ability, or if he forces an enemy to reroll an attack, that enemy takes a -4 penalty on the roll. This bonus or penalty is also applied on any roll to confirm critical hits. This ability replaces improved evasion.																																																																																																																																																																																																																																																																																																																																																			SOURCEPAGE:p.125

# Horse Lord
Combat Style Feat					KEY:Horse Lord ~ Combat Style Feat					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																											DESC:At 2nd level, a horse lord must choose the mounted combat style.																																																																																																																																																																																																																																																																																																											BONUS:VAR|RangerCombatStyleArcheryAllowed,RangerCombatStyleTwoWeaponAllowed,RangerCombatStyleCrossbowAllowed,RangerCombatStyleNaturalWeaponAllowed,RangerCombatStyleTwoHandedWeaponAllowed,RangerCombatStyleWeaponAndShieldAllowed|1																																															SOURCEPAGE:p.125
Mounted Bond					KEY:Horse Lord ~ Mounted Bond						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.RangerHuntersBond																																								DESC:At 4th level, the horse lord forms a bond with an animal he can use as a mount, which becomes his animal companion. A Medium ranger can select a camel or a horse. A small ranger can select a pony or wolf, but can also select a boar or dog if he is at least 7th level. This ability functions like the druid animal companion ability except that the ranger's effective druid level is equal to his ranger level - 3. The ranger gains a +2 bonus on Handle Animal and Ride checks with his animal companion mount. This ability replaces hunter's bond.																																																																																																																																																																																																																																																																																																																SOURCEPAGE:p.125
Strong Bond						KEY:Horse Lord ~ Strong Bond						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.RangerCamouflage																																								DESC:At 12th level, the horse lord strengthens his bond with his mount. The ranger's effective druid level for his mount is now equal to his ranger level. This ability replaces camouflage.																																																																																																																																																																																																																																																																																																																																																																												SOURCEPAGE:p.125
Spiritual Bond					KEY:Horse Lord ~ Spiritual Bond					CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.RangerHideInPlainSight																																							DESC:At 17th level, the horse lord can grant his animal companion temporary hit points equal to his ranger level once per day. While these temporary hit points last, when his mount is within 30 feet of the him, he can choose to share the damage taken by his mount as if using shield other. This ability replaces hide in plain sight.																																																																																																																																																																																																																																																																																																																																																				SOURCEPAGE:p.125

# Infiltrator
Adaptation						KEY:Infiltrator ~ Adaptation						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.RangerFavoredTerrain																																	DEFINE:AdaptationCreaturesKnown|0	DESC:At 3rd level, an infiltrator learns how to copy the unusual abilities of his prey. He chooses one type of creature he has selected as a favored enemy, such as aberrations. The ranger selects one ability or feat from the adaptation list for that type (see below). A ranger can use adaptations for 10 minutes per day per ranger level he possesses. This duration does not need to be consecutive, but it must be used in 10-minute increments. If the adaptation requires the ranger to make a more specific choice (such as what skill to use with Skill Focus), this choice is permanent and cannot be changed. At 8th, 13th, and 15th-level, the ranger chooses another one of his favored enemy types and selects one adaptation from that type's list, as well as an additional adaptation from any one list of a creature type he's selected (including the one just chosen, if so desired). The infiltrator can only use one adaptation at a time. This class ability replaces favored terrain.																																																																																																																							BONUS:ABILITYPOOL|Adaptation Ability Selection|var("AdaptationCreaturesKnown")	BONUS:ABILITYPOOL|Adaptation Creature Selection|var("AdaptationCreaturesKnown")	BONUS:VAR|AdaptationCreaturesKnown|1	BONUS:VAR|AdaptationCreaturesKnown|1|PRECLASS:1,Ranger=8	BONUS:VAR|AdaptationCreaturesKnown|1|PRECLASS:1,Ranger=13	BONUS:VAR|AdaptationCreaturesKnown|1|PRECLASS:1,Ranger=15																																																	SOURCEPAGE:p.126
# Adaptation Selections
Aberration						KEY:Infiltrator ~ Aberration						CATEGORY:Special Ability	TYPE:SpecialQuality.AdaptationCreature.Amphibious.Darkvision.IronWill.NaturalArmor												PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Aberration)													DESC:amphibious, darkvision 60 ft., Iron Will, natural armor +2.																																																																																																																																																																																																																																																																																																																																																																																																	SOURCEPAGE:p.126
Animal						KEY:Infiltrator ~ Animal						CATEGORY:Special Ability	TYPE:SpecialQuality.AdaptationCreature.Climb.Darkvision.GreatFortitude.LightningReflexes.LowLightVision.NaturalArmor.Swim					PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Animal)													DESC:climb 15 ft., darkvision 60 ft., Great Fortitude, Lightning Reflexes, low-light vision, natural armor (+2), swim 15 ft.																																																																																																																																																																																																																																																																																																																																																																																							SOURCEPAGE:p.126
Construct						KEY:Infiltrator ~ Construct						CATEGORY:Special Ability	TYPE:SpecialQuality.AdaptationCreature.Darkvision.GreatFortitude.LightningReflexes.LowLightVision									PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Construct)													DESC:darkvision 60 ft., Great Fortitude, Lightning Reflexes, low-light vision.																																																																																																																																																																																																																																																																																																																																																																																														SOURCEPAGE:p.126
Dragon						KEY:Infiltrator ~ Dragon						CATEGORY:Special Ability	TYPE:SpecialQuality.AdaptationCreature.Darkvision.GreatFortitude.IronWill.LightningReflexes.LowLightVision.Lunge							PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Dragon)													DESC:darkvision 60 ft., Great Fortitude, Iron Will, Lightning Reflexes, low-light vision, Lunge.																																																																																																																																																																																																																																																																																																																																																																																											SOURCEPAGE:p.126
Fey							KEY:Infiltrator ~ Fey							CATEGORY:Special Ability	TYPE:SpecialQuality.AdaptationCreature.IronWill.LightningReflexes.LowLightVision												PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Fey)														DESC:Iron Will, Lightning Reflexes, low-light vision.																																																																																																																																																																																																																																																																																																																																																																																																			SOURCEPAGE:p.126
Humanoid (Aquatic)				KEY:Infiltrator ~ Humanoid (Aquatic)				CATEGORY:Special Ability	TYPE:SpecialQuality.AdaptationCreature.LowLightVision.NaturalArmor.Darkvision.SahuaginBloodFrenzy.Swim								PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Aquatic))											DESC:low-light vision, natural armor +2, darkvision, sahuagin blood frenzy, swim 15 ft.																																																																																																																																																																																																																																																																																																																																																																																													SOURCEPAGE:p.126
Humanoid (Dwarf)					KEY:Infiltrator ~ Humanoid (Dwarf)					CATEGORY:Special Ability	TYPE:SpecialQuality.AdaptationCreature.Darkvision.DefensiveTraining.Greed.Hatred.Hardy.SlowAndSteady.Stability.Stonecunning.WeaponFamiliarity		PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Dwarf))												DESC:darkvision 60 ft., defensive training, greed, hatred, hardy, slow and steady, stability, stonecunning, weapon familiarity.																																																																																																																																																																																																																																																																																																																																																																																						SOURCEPAGE:p.126
Humanoid (Elf)					KEY:Infiltrator ~ Humanoid (Elf)					CATEGORY:Special Ability	TYPE:SpecialQuality.AdaptationCreature.ElBblood.LowLightVision.ElvenImmunities.ElvenMagic.KeenSenses.SkillFocusAll.WeaponFamiliarity			PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Elf))												DESC:elf blood, low-light vision, elven immunities, elven magic, keen senses, Skill Focus (choose one skill), weapon familiarity.																																																																																																																																																																																																																																																																																																																																																																																						SOURCEPAGE:p.126
Humanoid (Giant)					KEY:Infiltrator ~ Humanoid (Giant)					CATEGORY:Special Ability	TYPE:SpecialQuality.AdaptationCreature.LowLightVision.Lunge.NaturalArmor.ResistEnergyTen.ThrowAnything								PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Giant))												DESC:low-light vision, Lunge, natural armor +2, resist energy 10 (choose cold, electricity, or fire), Throw Anything.																																																																																																																																																																																																																																																																																																																																																																																								SOURCEPAGE:p.126
Humanoid (Gnoll)					KEY:Infiltrator ~ Humanoid (Gnoll)					CATEGORY:Special Ability	TYPE:SpecialQuality.AdaptationCreature.Darkvision.ExoticWeaponProficiencyDireFlail.NaturalArmor										PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Gnoll))												DESC:darkvision 60 ft., Exotic Weapon Proficiency (dire flail), natural armor +2.																																																																																																																																																																																																																																																																																																																																																																																														SOURCEPAGE:p.126
Humanoid (Gnome)					KEY:Infiltrator ~ Humanoid (Gnome)					CATEGORY:Special Ability	TYPE:SpecialQuality.AdaptationCreature.DefensiveTraining.GnomeMagic.Hatred.IllusionResistance.KeenSenses.LowLightVision.Obsessive.WeaponFamiliarity	PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Gnome))												DESC:defensive training, gnome magic, hatred, illusion resistance, keen senses, low-light vision, obsessive, weapon familiarity.																																																																																																																																																																																																																																																																																																																																																																																						SOURCEPAGE:p.126
Humanoid (Goblinoid)				KEY:Infiltrator ~ Humanoid (Goblinoid)				CATEGORY:Special Ability	TYPE:SpecialQuality.AdaptationCreature.Darkvision.GoblinFast.SkillFocusStealth.NaturalArmor										PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Goblinoid))											DESC:darkvision 60 ft., goblin fast, Skill Focus (Stealth), natural armor (+2).																																																																																																																																																																																																																																																																																																																																																																																														SOURCEPAGE:p.126
Humanoid (Halfling)				KEY:Infiltrator ~ Humanoid (Halfling)				CATEGORY:Special Ability	TYPE:SpecialQuality.AdaptationCreature.Fearless.HalflingLuck.KeenSenses.SureFooted.WeaponFamiliarity									PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Halfling))											DESC:fearless, halfling luck, keen senses, sure-footed, weapon familiarity.																																																																																																																																																																																																																																																																																																																																																																																															SOURCEPAGE:p.126
Humanoid (Human)					KEY:Infiltrator ~ Humanoid (Human)					CATEGORY:Special Ability	TYPE:SpecialQuality.AdaptationCreature.GreatFortitude.IronWill.LightningReflexes.SkillFocusAll										PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Human))												DESC:Great Fortitude, Iron Will, Lightning Reflexes, Skill Focus (choose one skill).																																																																																																																																																																																																																																																																																																																																																																																													SOURCEPAGE:p.126
Humanoid (Orc)					KEY:Infiltrator ~ Humanoid (Orc)					CATEGORY:Special Ability	TYPE:SpecialQuality.AdaptationCreature.Darkvision.Ferocity.Intimidating.OrcBlood.WeaponFamiliarity									PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Orc))												DESC:darkvision 60 ft., ferocity, intimidating, orc blood, weapon familiarity.																																																																																																																																																																																																																																																																																																																																																																																														SOURCEPAGE:p.126
Humanoid (Reptilian)				KEY:Infiltrator ~ Humanoid (Reptilian)				CATEGORY:Special Ability	TYPE:SpecialQuality.AdaptationCreature.Darkvision.KoboldFast.LizardfolkHoldBreath.NaturalArmor.SkillFocusAcrobaticsPlus						PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Reptilian))											DESC:darkvision 60 ft., kobold fast (as goblin fast), lizardfolk hold breath, natural armor +2, Skill Focus (choose Acrobatics, Perception, or Stealth).																																																																																																																																																																																																																																																																																																																																																																																		SOURCEPAGE:p.126
Magical Beast					KEY:Infiltrator ~ Magical Beast					CATEGORY:Special Ability	TYPE:SpecialQuality.AdaptationCreature.Darkvision.GreatFortitude.LowLightVision.NaturalArmor										PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Magical Beast)												DESC:darkvision 60 ft., Great Fortitude, lowlight vision, natural armor +2.																																																																																																																																																																																																																																																																																																																																																																																															SOURCEPAGE:p.126
Monstrous Humanoid				KEY:Infiltrator ~ Monstrous Humanoid				CATEGORY:Special Ability	TYPE:SpecialQuality.AdaptationCreature.Darkvision.LightningReflexes.LowLightVision.NaturalArmor										PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Monstrous Humanoid)											DESC:darkvision 60 ft., Lightning Reflexes, low-light vision, natural armor +2.																																																																																																																																																																																																																																																																																																																																																																																														SOURCEPAGE:p.126
Ooze							KEY:Infiltrator ~ Ooze							CATEGORY:Special Ability	TYPE:SpecialQuality.AdaptationCreature.AcidResistanceTen.GreatFortitude.IronWill.SkillFocusClimbPlus									PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Ooze)														DESC:acid resistance 10, Great Fortitude, Iron Will, Skill Focus (choose Climb, Escape Artist, or Perception).																																																																																																																																																																																																																																																																																																																																																																																									SOURCEPAGE:p.126
Outsider (Air)					KEY:Infiltrator ~ Outsider (Air)					CATEGORY:Special Ability	TYPE:SpecialQuality.AdaptationCreature.Darkvision.EnergyResistanceFive.GreatFortitude.IronWill.LightningReflexes							PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Air))												DESC:darkvision 60 ft., energy resistance 5 (choose one type of energy from acid, cold, electricity, or fire), Great Fortitude, Iron Will, Lightning Reflexes																																																																																																																																																																																																																																																																																																																																																																																	SOURCEPAGE:p.126
Outsider (Earth)					KEY:Infiltrator ~ Outsider (Earth)					CATEGORY:Special Ability	TYPE:SpecialQuality.AdaptationCreature.Darkvision.EnergyResistanceFive.GreatFortitude.IronWill.LightningReflexes							PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Earth))												DESC:darkvision 60 ft., energy resistance 5 (choose one type of energy from acid, cold, electricity, or fire), Great Fortitude, Iron Will, Lightning Reflexes																																																																																																																																																																																																																																																																																																																																																																																	SOURCEPAGE:p.126
Outsider (Fire)					KEY:Infiltrator ~ Outsider (Fire)					CATEGORY:Special Ability	TYPE:SpecialQuality.AdaptationCreature.Darkvision.EnergyResistanceFive.GreatFortitude.IronWill.LightningReflexes							PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Fire))												DESC:darkvision 60 ft., energy resistance 5 (choose one type of energy from acid, cold, electricity, or fire), Great Fortitude, Iron Will, Lightning Reflexes																																																																																																																																																																																																																																																																																																																																																																																	SOURCEPAGE:p.126
Outsider (Water)					KEY:Infiltrator ~ Outsider (Water)					CATEGORY:Special Ability	TYPE:SpecialQuality.AdaptationCreature.Darkvision.EnergyResistanceFive.GreatFortitude.IronWill.LightningReflexes							PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Water))												DESC:darkvision 60 ft., energy resistance 5 (choose one type of energy from acid, cold, electricity, or fire), Great Fortitude, Iron Will, Lightning Reflexes																																																																																																																																																																																																																																																																																																																																																																																	SOURCEPAGE:p.126
Outsider (Lawful)					KEY:Infiltrator ~ Outsider (Lawful)					CATEGORY:Special Ability	TYPE:SpecialQuality.AdaptationCreature.Darkvision.EnergyResistanceFive.GreatFortitude.IronWill.LightningReflexes							PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Lawful))												DESC:darkvision 60 ft., energy resistance 5 (choose one type of energy from acid, cold, electricity, or fire), Great Fortitude, Iron Will, Lightning Reflexes																																																																																																																																																																																																																																																																																																																																																																																	SOURCEPAGE:p.126
Outsider (Chaotic)				KEY:Infiltrator ~ Outsider (Chaotic)				CATEGORY:Special Ability	TYPE:SpecialQuality.AdaptationCreature.Darkvision.EnergyResistanceFive.GreatFortitude.IronWill.LightningReflexes							PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Chaotic))											DESC:darkvision 60 ft., energy resistance 5 (choose one type of energy from acid, cold, electricity, or fire), Great Fortitude, Iron Will, Lightning Reflexes																																																																																																																																																																																																																																																																																																																																																																																	SOURCEPAGE:p.126
Outsider (Good)					KEY:Infiltrator ~ Outsider (Good)					CATEGORY:Special Ability	TYPE:SpecialQuality.AdaptationCreature.Darkvision.EnergyResistanceFive.GreatFortitude.IronWill.LightningReflexes							PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Good))												DESC:darkvision 60 ft., energy resistance 5 (choose one type of energy from acid, cold, electricity, or fire), Great Fortitude, Iron Will, Lightning Reflexes																																																																																																																																																																																																																																																																																																																																																																																	SOURCEPAGE:p.126
Outsider (Evil)					KEY:Infiltrator ~ Outsider (Evil)					CATEGORY:Special Ability	TYPE:SpecialQuality.AdaptationCreature.Darkvision.EnergyResistanceFive.GreatFortitude.IronWill.LightningReflexes							PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Evil))												DESC:darkvision 60 ft., energy resistance 5 (choose one type of energy from acid, cold, electricity, or fire), Great Fortitude, Iron Will, Lightning Reflexes																																																																																																																																																																																																																																																																																																																																																																																	SOURCEPAGE:p.126
Outsider (Native)					KEY:Infiltrator ~ Outsider (Native)					CATEGORY:Special Ability	TYPE:SpecialQuality.AdaptationCreature.Darkvision.EnergyResistanceFive.GreatFortitude.IronWill.LightningReflexes							PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Native))												DESC:darkvision 60 ft., energy resistance 5 (choose one type of energy from acid, cold, electricity, or fire), Great Fortitude, Iron Will, Lightning Reflexes																																																																																																																																																																																																																																																																																																																																																																																	SOURCEPAGE:p.126
Plant							KEY:Infiltrator ~ Plant							CATEGORY:Special Ability	TYPE:SpecialQuality.AdaptationCreature.LowLightVision.GreatFortitude.IronWill													PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Plant)														DESC:low-light vision, Great Fortitude, Iron Will																																																																																																																																																																																																																																																																																																																																																																																																			SOURCEPAGE:p.126
Undead						KEY:Infiltrator ~ Undead						CATEGORY:Special Ability	TYPE:SpecialQuality.AdaptationCreature.Darkvision.GreatFortitude.IronWill.NaturalArmor.SkillFocusStealth								PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Undead)													DESC:darkvision 60 ft., Great Fortitude, Iron Will, natural armor (+2). Skill Focus (Stealth).																																																																																																																																																																																																																																																																																																																																																																																												SOURCEPAGE:p.126
Vermin						KEY:Infiltrator ~ Vermin						CATEGORY:Special Ability	TYPE:SpecialQuality.AdaptationCreature.Climb.Darkvision.GreatFortitude.IronWill.Swim											PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Vermin)													DESC:climb 15 ft., darkvision 60 ft., Great Fortitude, Iron Will, swim 15 ft.																																																																																																																																																																																																																																																																																																																																																																																															SOURCEPAGE:p.126

#Block: Adaptation Powers
Acid Resistance 10				KEY:Adaptation ~ Acid Resistance_Ten				CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.AcidResistanceTen																																																																																																																																																																																																																																																																																																																																																																																																																								SOURCEPAGE:p.126
Amphibious						KEY:Adaptation ~ Amphibious						CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.Amphibious																																																																																																																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.126
Climb 15 Ft.					KEY:Adaptation ~ Climb							CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.Climb																																																																																																																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.126
Darkvision 60 ft.					KEY:Adaptation ~ Darkvision Sixty					CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.Darkvision																																																																																																																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.126
Defensive Training				KEY:Adaptation ~ Defensive Training					CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.DefensiveTraining																																																																																																																																																																																																																																																																																																																																																																																																																								SOURCEPAGE:p.126
Elf Blood						KEY:Adaptation ~ Elf Blood						CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.ElfBlood																																																																																																																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.126
Elven Immunities					KEY:Adaptation ~ Elven Immunities					CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.ElvenImmunities																																																																																																																																																																																																																																																																																																																																																																																																																									SOURCEPAGE:p.126
Elven Magic						KEY:Adaptation ~ Elven Magic						CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.ElvenMagic																																																																																																																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.126
Energy Resistance 5				KEY:Adaptation ~ Energy Resistance_Five_ALL			CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.EnergyResistanceFive																																																																																																																																																																																																																																																																										MULT:YES	CHOOSE:STRING|Acid|Cold|Electricity|Fire																																																																																																																																						SOURCEPAGE:p.126
Exotic Weapon Proficiency (dire flail)	KEY:Adaptation ~ Exotic Weapon Proficiency_Dire Flail		CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.ExoticWeaponProficiencyDireFlail																																																																																																																																																																																																																																																																																																																																																																																																																						SOURCEPAGE:p.126
Fearless						KEY:Adaptation ~ Fearless						CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.Fearless																																																																																																																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.126
Ferocity						KEY:Adaptation ~ Ferocity						CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.Ferocity																																																																																																																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.126
Gnome Magic						KEY:Adaptation ~ Gnome Magic						CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.GnomeMagic																																																																																																																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.126
Goblin Fast						KEY:Adaptation ~ Goblin Fast						CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.GoblinFast																																																																																																																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.126
Great Fortitude					KEY:Adaptation ~ Great Fortitude					CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.GreatFortitude																																																																																																																																																																																																																																																																																																																																																																																																																									SOURCEPAGE:p.126
Halfling Luck					KEY:Adaptation ~ Halfling Luck					CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.HalflingLuck																																																																																																																																																																																																																																																																																																																																																																																																																									SOURCEPAGE:p.126
Hatred						KEY:Adaptation ~ Hatred							CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.Hatred																																																																																																																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.126
Illusion Resistance				KEY:Adaptation ~ Illusion Resistance				CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.IllusionResistance																																																																																																																																																																																																																																																																																																																																																																																																																								SOURCEPAGE:p.126
Intimidating					KEY:Adaptation ~ Intimidating						CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.Intimidating																																																																																																																																																																																																																																																																																																																																																																																																																									SOURCEPAGE:p.126
Iron Will						KEY:Adaptation ~ Iron Will						CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.IronWill																																																																																																																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.126
Keen Senses						KEY:Adaptation ~ Keen Senses						CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.KeenSenses																																																																																																																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.126
Kobold Fast						KEY:Adaptation ~ Kobold Fast						CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.KoboldFast																																																																																																																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.126
Lightning Reflexes				KEY:Adaptation ~ Lightning Reflexes					CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.LightningReflexes																																																																																																																																																																																																																																																																																																																																																																																																																								SOURCEPAGE:p.126
Lizardfolk Hold Breath				KEY:Adaptation ~ Lizardfolk Hold Breath				CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.LizardfolkHoldBreath																																																																																																																																																																																																																																																																																																																																																																																																																								SOURCEPAGE:p.126
Low-Light Vision					KEY:Adaptation ~ Low Light Vision					CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.LowLightVision																																																																																																																																																																																																																																																																																																																																																																																																																									SOURCEPAGE:p.126
Lunge							KEY:Adaptation ~ Lunge							CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.Lunge																																																																																																																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.126
Natural Armor +2					KEY:Adaptation ~ Natural Armor Two					CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.NaturalArmor																																																																																																																																																																																																																																																																																																																																																																																																																									SOURCEPAGE:p.126
Obsessive						KEY:Adaptation ~ Obsessive						CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.Obsessive																																																																																																																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.126
Orc Blood						KEY:Adaptation ~ Orc_Blood						CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.OrcBlood																																																																																																																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.126
Resist Energy 10					KEY:Adaptation ~ Resist Energy_Ten_ALL				CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.ResistEnergyTen																																																																																																																																																																																																																																																																											MULT:YES	CHOOSE:STRING|Cold|Electricity|Fire																																																																																																																																							SOURCEPAGE:p.126
Skill Focus.					KEY:Adaptation ~ Skill Focus_Acrobatics_Perception_Stealth	CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.SkillFocusAcrobaticsPlus																																																																																																																																																																																																																																																																									MULT:YES	CHOOSE:STRING|Acrobatics|Perception|Stealth																																																																																																																																					SOURCEPAGE:p.126
Skill Focus..					KEY:Adaptation ~ Skill Focus_Climb_Escape Artist_Perception	CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.SkillFocusClimbPlus																																																																																																																																																																																																																																																																										MULT:YES	CHOOSE:STRING|Climb|Escape Artist|Perception																																																																																																																																					SOURCEPAGE:p.126
Skill Focus...					KEY:Adaptation ~ Skill Focus_ALL					CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.SkillFocusAll																																																																																																																																																																																																																																																																											MULT:YES	CHOOSE:SKILLSNAMED|TYPE.Strength|TYPE.Dexterity|TYPE.Intelligence|TYPE.Wisdom|TYPE.Charisma																																																																																																																													SOURCEPAGE:p.126
Skill Focus (Stealth)				KEY:Adaptation ~ Skill Focus_Stealth				CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.SkillFocusStealth																																																																																																																																																																																																																																																																																																																																																																																																																								SOURCEPAGE:p.126
Sure-Footed						KEY:Adaptation ~ Sure Footed						CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.SureFooted																																																																																																																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.126
Swim 15 Ft.						KEY:Adaptation ~ Swim							CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.Swim																																																																																																																																																																																																																																																																																																																																																																																																																											SOURCEPAGE:p.126
Throw Anything					KEY:Adaptation ~ Throw Anything					CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.ThrowAnything																																																																																																																																																																																																																																																																																																																																																																																																																									SOURCEPAGE:p.126
Weapon Familiarity				KEY:Adaptation ~ Weapon Familiarity					CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.WeaponFamiliarity																																																																																																																																																																																																																																																																																																																																																																																																																								SOURCEPAGE:p.126
Slow and Steady					KEY:Adaptation ~ Slow and Steady					CATEGORY:Special Ability	TYPE:AdaptationSelection																					PREABILITY:1,CATEGORY=Special Ability,TYPE.SlowAndSteady																																																																																																																																																																																																																																																																																																																																																																																																																									SOURCEPAGE:p.126


# Shapeshifter
Combat Style Feat					KEY:Shapeshifter ~ Combat Style Feat				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																											DESC:At 2nd level, a shapeshifter ranger must choose the natural weapon combat style.																																																																																																																																																																																																																																																																																																								BONUS:VAR|RangerCombatStyleArcheryAllowed,RangerCombatStyleTwoWeaponAllowed,RangerCombatStyleCrossbowAllowed,RangerCombatStyleMountedCombatAllowed,RangerCombatStyleTwoHandedWeaponAllowed,RangerCombatStyleWeaponAndShieldAllowed|1																																															SOURCEPAGE:p.126
Shifter's Blessing				KEY:Shapeshifter ~ Shifter's Blessing				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																											DESC:At 3rd level, the shapeshifter can take on the aspects of a wild creature once per day as a swift action. He can remain in this form for a number of rounds equal to his ranger level + his Wisdom modifier. While in one of his shifter's blessing forms, the ranger gains the shapeshifter subtype. The shapeshifter must choose one of the following forms. Once this choice is made, it cannot be changed.																																																																																																																																																																																																																							BONUS:ABILITYPOOL|Shifter's Blessing Selection|1+var("ShifterAdditional")																BONUS:VAR|ShifterAdditional|RangerLvl-3/5																																																																															SOURCEPAGE:p.126
# Appears to be implemented - At 8th level and again every five levels thereafter, the ranger may select an additional form for his shifter's blessing and may use this ability one additional time per day. This is not a polymorph ability; a ranger with shifter's blessing in one of his shifted forms can be affected by a polymorph ability and retain his bonus and traits gained by the class feature. This ability replaces favored terrain.
Dual Form Shifter					KEY:Shapeshifter ~ Dual Form Shifter				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.RangerCamouflage																																								DESC:At 12th level, when the shapeshifter takes on a shifter's blessing form, he can take on a hybrid of two of his forms. He gains the bonuses for both forms. This ability replaces camouflage.																																																																																																																																																																																																																																																																																																																																																																											SOURCEPAGE:p.126
Master Shifter					KEY:Shapeshifter ~ Master Shifter					CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.RangerMasterHunter																																								DESC:At 20th level, the ranger's shifter's blessing forms improve, and he can take on true forms of beasts. The ranger can use dual form shifter with this ability, although he cannot use more than one polymorph effect at any one time. This ability replaces master hunter. The ranger's forms from shifter's blessing improve to the following.																																																																																																																																																																																																																																		BONUS:ABILITYPOOL|Master Shifter Selection|1																																																																																																										SOURCEPAGE:p.126

# Shifter's Blessing Selection
Form of the Bear					KEY:Shifter's Blessing ~ Form of the Bear				CATEGORY:Special Ability	TYPE:SpecialQuality.ShifterBlessing																																											DESC:The ranger's muscles enlarge and tighten, and his facial features become more ursine. While in this form, the ranger gains a +4 enhancement bonus to Strength, but his base speed becomes 20 feet.																																																																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.126
Form of the Cat					KEY:Shifter's Blessing ~ Form of the Cat				CATEGORY:Special Ability	TYPE:SpecialQuality.ShifterBlessing																																											DESC:The ranger's muscles become lean and defined, and his gait more deliberate and graceful. While in this form, the ranger increases his base speed by 10 feet, and he gains a +4 bonus on Acrobatics and Climb checks.																																																																																																																																																																																																																																																																																																																																																																							SOURCEPAGE:p.126
Form of the Dragon				KEY:Shifter's Blessing ~ Form of the Dragon			CATEGORY:Special Ability	TYPE:SpecialQuality.ShifterBlessing																																											DESC:The ranger's skin becomes rough and scaly. While in this form, the ranger gains a +2 natural armor bonus to AC.																																																																																																																																																																																																																																																																																																																																																																																								SOURCEPAGE:p.126
Form of the Eagle					KEY:Shifter's Blessing ~ Form of the Eagle			CATEGORY:Special Ability	TYPE:SpecialQuality.ShifterBlessing																																											DESC:The ranger's skin stretches, his nose becomes hooked, and his eyes enlarge. While in this form, the ranger gains a +10 bonus on Perception checks.																																																																																																																																																																																																																																																																																																																																																																																		SOURCEPAGE:p.126
Form of the Jackal				KEY:Shifter's Blessing ~ Form of the Jackal			CATEGORY:Special Ability	TYPE:SpecialQuality.ShifterBlessing																																											DESC:The ranger becomes thin and hyperactive, his movements taking on a nervous spryness. While in this form, the ranger can spend a move action to move up to 1/2 his speed without provoking attacks of opportunity.																																																																																																																																																																																																																																																																																																																																																																								SOURCEPAGE:p.126
Form of the Otter					KEY:Shifter's Blessing ~ Form of the Otter			CATEGORY:Special Ability	TYPE:SpecialQuality.ShifterBlessing																																											DESC:The ranger's hands and feet grow webs, and his body grows an oily fur that is water resistant. While in this form, the ranger gains a swim speed of 30 feet and a +8 bonus on Swim checks.																																																																																																																																																																																																																																																																																																																																																																												SOURCEPAGE:p.127
# Master Shifter
Form of the Bear					KEY:Master Shifter ~ Form of the Bear				CATEGORY:Special Ability	TYPE:SpecialQuality.MasterShifter																																											DESC:The ranger's muscles enlarge and tighten, and his facial features become more ursine. While in this form, the ranger gains a +8 enhancement bonus to Strength and he does not suffer any reduction of speed. Alternatively, the ranger can polymorph into the form of a bear as if the caster of beast shape IV.																																																																																																																																																																																																																																																																																																																																																								SOURCEPAGE:p.127
Form of the Cat					KEY:Master Shifter ~ Form of the Cat				CATEGORY:Special Ability	TYPE:SpecialQuality.MasterShifter																																											DESC:The ranger's muscles become lean and defined, and his gait more deliberate and graceful. While in this form, the ranger increases his base speed by 20 feet and he gains a +10 bonus on Acrobatics and Climb checks. Alternatively, the ranger can polymorph into the form of a cat of any size as if the caster of beast shape IV.																																																																																																																																																																																																																																																																																																																																																					SOURCEPAGE:p.127
Form of the Dragon				KEY:Master Shifter ~ Form of the Dragon				CATEGORY:Special Ability	TYPE:SpecialQuality.MasterShifter																																											DESC:The ranger's skin becomes rough and scaly. While in this form, the ranger gains a +4 natural armor bonus to AC and a fly speed of 30 feet with average maneuverability. Alternately, the ranger can polymorph into the form of a dragon as if the caster of form of the dragon I.																																																																																																																																																																																																																																																																																																																																																													SOURCEPAGE:p.127
Form of the Eagle					KEY:Master Shifter ~ Form of the Eagle				CATEGORY:Special Ability	TYPE:SpecialQuality.MasterShifter																																											DESC:The ranger's skin stretches, his nose becomes hooked, and his eyes enlarge. While in this form, the ranger gains a +10 bonus on Perception checks and a fly speed of 40 feet with good maneuverability. Alternatively, the ranger can polymorph into the form of an eagle or similar raptor as if the caster of beast shape IV.																																																																																																																																																																																																																																																																																																																																																					SOURCEPAGE:p.127
Form of the Jackal				KEY:Master Shifter ~ Form of the Jackal				CATEGORY:Special Ability	TYPE:SpecialQuality.MasterShifter																																											DESC:The ranger becomes thin and hyperactive, his movements taking on a nervous spryness. While in this form, the ranger does not provoke attacks of opportunity due to movement. Alternatively, the ranger can polymorph into the form of a jackal or other canine creature as if the caster of beast shape IV.																																																																																																																																																																																																																																																																																																																																																									SOURCEPAGE:p.128
Form of the Otter					KEY:Master Shifter ~ Form of the Otter				CATEGORY:Special Ability	TYPE:SpecialQuality.MasterShifter																																											DESC:The ranger's hands and feet grow webs, and his body grows an oily fur that is water resistant. While in this form, the ranger gains a swim speed of 60 feet and a +5 bonus on Swim checks. Alternatively, the ranger can polymorph into the form of an otter or similar river mammal as if the caster of beast shape IV.																																																																																																																																																																																																																																																																																																																																																							SOURCEPAGE:p.128

# Skirmisher
Hunter's Tricks					KEY:Skirmisher ~ Hunter's Tricks					CATEGORY:Special Ability	TYPE:SpecialQuality.RangerSpells																																											DESC:At 5th level, a skirmisher ranger learns the use of hunter's tricks, which typically grant a boon or bonus to the ranger or a nearby ally. At 5th level, the ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A ranger can use these tricks a total number of times per day equal to 1/2 his ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can't be retrained. A ranger cannot select an individual trick more than once. This ability replaces the ranger's spells class feature. Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items. The following is a list of hunter tricks and their effects.																																																																																																																																				BONUS:ABILITYPOOL|Hunter's Trick Selection|max(0,(RangerLvl-3)/2)																																																																																																							SOURCEPAGE:p.128
# Hunter's Tricks Selections
Aiding Attack					KEY:Skirmisher ~ Aiding Attack					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.HuntersTrickChoice																																								DESC:The ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the ranger's next turn gains a +2 circumstance bonus on that attack roll.																																																																																																																																																																																																																																																																																																																																																																		SOURCEPAGE:p.128
Bolster Companion					KEY:Skirmisher ~ Bolster Companion					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.HuntersTrickChoice																																								DESC:The ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion's AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the ranger to benefit from this trick.																																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.128
Catfall						KEY:Skirmisher ~ Catfall						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.HuntersTrickChoice																																								DESC:The ranger can use this trick as an immediate action when he falls 20 or more feet, ignoring the first 20 feet of the fall when calculating the falling damage. If the ranger takes no damage from the fall, he does not fall prone.																																																																																																																																																																																																																																																																																																																																																																					SOURCEPAGE:p.128
Chameleon Step					KEY:Skirmisher ~ Chameleon Step					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.HuntersTrickChoice																																								DESC:The ranger can move up to twice his speed as a move action. The ranger does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.																																																																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.128
Cunning Pantomime					KEY:Skirmisher ~ Cunning Pantomime					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.HuntersTrickChoice																																								DESC:As a standard action, the ranger can communicate with a single creature as if using the tongues spell for 10 minutes. Because the communication is slow and lacks subtlety, the ranger suffers a -4 penalty on all Bluff and Diplomacy checks relating to the creature he is communicating with when using this trick.																																																																																																																																																																																																																																																																																																																																																							SOURCEPAGE:p.128
Defensive Bow Stance				KEY:Skirmisher ~ Defensive Bow Stance				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.HuntersTrickChoice																																								DESC:The ranger can use this trick as a swift action. Until the start of his next turn, his ranged attacks do not provoke attacks of opportunity.																																																																																																																																																																																																																																																																																																																																																																																			SOURCEPAGE:p.128
Deft Stand						KEY:Skirmisher ~ Deft Stand						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.HuntersTrickChoice																																								DESC:The ranger can spend a move action to stand up without provoking attacks of opportunity.																																																																																																																																																																																																																																																																																																																																																																																												SOURCEPAGE:p.128
Distracting Attack				KEY:Skirmisher ~ Distracting Attack					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.HuntersTrickChoice																																								DESC:The ranger can use this trick as a free action before he makes an attack. If the attack hits, the target takes a -2 penalty on all attack rolls for 1 round.																																																																																																																																																																																																																																																																																																																																																																																	SOURCEPAGE:p.128
Hateful Attack					KEY:Skirmisher ~ Hateful Attack					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.HuntersTrickChoice																																								DESC:The ranger can use this trick as a free action when he makes an attack against one of his favored enemies. The ranger doubles the threat range of his weapon for this attack. This does not stack with other abilities that increase a weapon's threat range.																																																																																																																																																																																																																																																																																																																																																																SOURCEPAGE:p.128
Heel							KEY:Skirmisher ~ Heel							CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.HuntersTrickChoice																																								DESC:The ranger can use this trick as an immediate action when his animal companion moves. When the companion moves, the square it starts out in is not considered threatened by any opponent it can see, and therefore visible enemies do not get attacks of opportunity against it when it moves from that square. The companion must end this movement in a square adjacent to the ranger. The animal companion must be able to see and hear the ranger to take this movement.																																																																																																																																																																																																																																																																																																																														SOURCEPAGE:p.128
Hobbling Attack					KEY:Skirmisher ~ Hobbling Attack					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.HuntersTrickChoice																																								DESC:The ranger can use this trick as a free action when he hits with an attack. The target of the attack's land speed is reduced by 1/2 for 1d4 rounds.																																																																																																																																																																																																																																																																																																																																																																																		SOURCEPAGE:p.128
Quick Climb						KEY:Skirmisher ~ Quick Climb						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.HuntersTrickChoice																																								DESC:The ranger can climb at his full speed as a move action without penalty.																																																																																																																																																																																																																																																																																																																																																																																															SOURCEPAGE:p.128
Quick Healing					KEY:Skirmisher ~ Quick Healing					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.HuntersTrickChoice																																								DESC:As a swift action, the ranger can make a Heal check to administer first aid on an adjacent dying character. Alternatively, the ranger can administer a potion to an unconscious character as a move action.																																																																																																																																																																																																																																																																																																																																																																									SOURCEPAGE:p.128
Quick Swim						KEY:Skirmisher ~ Quick Swim						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.HuntersTrickChoice																																								DESC:The ranger can swim at his full speed as a move action without penalty.																																																																																																																																																																																																																																																																																																																																																																																															SOURCEPAGE:p.128
Ranger's Counsel					KEY:Skirmisher ~ Ranger's Counsel					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.HuntersTrickChoice																																								DESC:As a swift action, the ranger can grant all allies within 30 feet that are within line of sight and can hear him a +2 bonus on skill checks with a single skill of his choice. The ranger must have at least one rank in the chosen skill. This bonus lasts for 1 round.																																																																																																																																																																																																																																																																																																																																																															SOURCEPAGE:p.128
Rattling Strike					KEY:Skirmisher ~ Rattling Strike					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.HuntersTrickChoice																																								DESC:The ranger can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.																																																																																																																																																																																																																																																																																																																																																																																				SOURCEPAGE:p.128
Second Chance Strike				KEY:Skirmisher ~ Second Chance Strike				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.HuntersTrickChoice																																								DESC:When he misses with a melee attack, the ranger may reroll his attack at a -5 penalty. Using this ability is an immediate action.																																																																																																																																																																																																																																																																																																																																																																																					SOURCEPAGE:p.129
Sic 'Em						KEY:Skirmisher ~ Sic 'Em						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.HuntersTrickChoice																																								DESC:The ranger can use this trick as a swift action. His animal companion makes one melee attack against an adjacent creature. The animal companion must be able to see and hear the ranger to make this attack.																																																																																																																																																																																																																																																																																																																																																																									SOURCEPAGE:p.129
Skill Sage						KEY:Skirmisher ~ Skill Sage						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.HuntersTrickChoice																																								DESC:As a free action, the ranger can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability.																																																																																																																																																																																																																																																																																																																																																																																SOURCEPAGE:p.129
Stag's Leap						KEY:Skirmisher ~ Stag's Leap						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.HuntersTrickChoice																																								DESC:As a free action, the ranger can attempt a running jump without moving 10 feet before the jump.																																																																																																																																																																																																																																																																																																																																																																																											SOURCEPAGE:p.129
Surprise Shift					KEY:Skirmisher ~ Surprise Shift					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.HuntersTrickChoice																																								DESC:The ranger can move 5 feet as a move action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.																																																																																																																																																																																																																																																																																																																																																																																				SOURCEPAGE:p.129
Tangling Attack					KEY:Skirmisher ~ Tangling Attack					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.HuntersTrickChoice																																								DESC:The ranger can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.																																																																																																																																																																																																																																																																																																																																																																																					SOURCEPAGE:p.129
Trick Shot						KEY:Skirmisher ~ Trick Shot						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.HuntersTrickChoice																																								DESC:As a standard action, the ranger can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover.																																																																																																																																																																																																																																																																																																																																																																																			SOURCEPAGE:p.129
Uncanny Senses					KEY:Skirmisher ~ Uncanny Senses					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.HuntersTrickChoice																																								DESC:As an immediate action, the ranger gains a +10 insight bonus on Perception checks for 1 round.																																																																																																																																																																																																																																																																																																																																																																																											SOURCEPAGE:p.129
Upending Strike					KEY:Skirmisher ~ Upending Strike					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.HuntersTrickChoice																																								DESC:The ranger can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target.																																																																																																																																																																																																																																																																																																																																																																															SOURCEPAGE:p.129
Vengeance Strike					KEY:Skirmisher ~ Vengeance Strike					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.HuntersTrickChoice																																								DESC:The ranger can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The ranger can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.																																																																																																																																																																																																																																																																																																																																																																		SOURCEPAGE:p.129

# Spirit Ranger
Spirit Bond						KEY:Spirit Ranger ~ Spirit Bond					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.RangerHuntersBond																																								DESC:At 4th level, instead of forming a bond with his hunting companions or an animal companion, the spirit ranger forms a bond with the spirits of nature themselves. Each day, as long as he is within one of his favored terrains, the ranger can cast augury (Pathfinder RPG Core Rulebook 245) as a spell-like ability with a caster level equal to his ranger level. In addition, he can call upon these spirits to cast any one ranger spell that he is capable of casting, without having to prepare the spell. At 8th level, and every four levels thereafter, he can cast an additional spell in this way. This replaces hunter's bond.																																																																																																																																																																																																																																																																																																			SOURCEPAGE:p.129
Wisdom of the Spirits				KEY:Spirit Ranger ~ Wisdom of the Spirits				CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.RangerCamouflage																																									DESC:At 12th level, the spirit ranger can use his augury spell-like ability even when he is not in one of his favored terrains. If he is within one of his favored terrains, the ranger can cast divination (Pathfinder RPG Core Rulebook 273) instead. Like augury, the caster level of the divination is equal to the ranger's level. This ability replaces camouflage.																																																																																																																																																																																																																																																																																																																																															SOURCEPAGE:p.129

# Urban Ranger
Urban Ranger					KEY:Urban Ranger ~ Urban Ranger					CATEGORY:Special Ability	TYPE:SpecialQuality																																													DESC:At 1st level, an urban ranger adds Disable Device and Knowledge (local) to his list of class skills and removes Handle Animal and Knowledge (nature) from his list of class skills.																																																																																																																																																																																																																																																																																																																																														CSKILL:Climb|TYPE.Craft|Heal|Intimidate|Knowledge (Dungeoneering)|Knowledge (Geography)|Perception|TYPE.Profession|Ride|Spellcraft|Stealth|Survival|Swim|Disable Device|Knowledge (Local)	SOURCEPAGE:p.129
Favored Community					KEY:Urban Ranger ~ Favored Community				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.RangerFavoredTerrain																																							DESC:At 3rd level, the urban ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires). At 8th level, and every five levels thereafter, an urban ranger may select an additional favored community. In addition, at each such interval, the skill bonus and initiative bonus in any one favored community (including the one just selected, if so desired) increases by +2. For the purposes of this ability, a community is any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms, fields, and houses are not considered part of a community. This ability replaces favored terrain.																																																																																																																																																																																																																																																					SOURCEPAGE:p.129
Trapfinding						KEY:Urban Ranger ~ Trapfinding					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.RangerEndurance																																								DESC:At 3rd level, an urban ranger can find and disable traps, as the rogue class feature of the same name. This ability replaces endurance.																																																																																																																																																																																																																																																																																																																																																																																				SOURCEPAGE:p.129
Push Through					KEY:Urban Ranger ~ Push Through					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																											DESC:At 7th level, an urban ranger is never slowed by difficult terrain in his favored communities. In addition, he can move through the space occupied by local citizens as if they were allies. This does not apply to creatures intent on harming the ranger. Areas that are enchanted or magically manipulated to impede motion, however, still affect him.																																																																																																																																																																																																																																																																																																																																																	SOURCEPAGE:p.129
Blend In						KEY:Urban Ranger ~ Blend In						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																											DESC:An urban ranger of 12th level or higher can use his Stealth bonus in place of a Disguise skill check in any of his favored communities. This disguise does not take an action to don. He must make a check whenever someone attempts to pick him out from the local citizens. If his check is successful, he blends into the crowd. While not invisible, enemies do not notice his presence and take no actions against him unless they are taking actions against the local citizens in general.																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.129
Invisibility Trick				KEY:Urban Ranger ~ Invisibility Trick				CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.RangerHideInPlainSight																																								DESC:At 17th level, the urban ranger can cast improved invisibility on himself as a wizard of his ranger level as a swift action. He can use this spell-like ability a number of times per day equal to his Wisdom modifier (minimum 1). This ability replaces hide in plain sight.																																																																																																																																																																																																																																																																																																																																																														SOURCEPAGE:p.129

#-----------------#
#	ROGUE		#
#-----------------#

###Block: Rogue Talents
# Ability Name			Unique Key						Category of Ability		Type										Visible		Required Ability												Var. Min. Value		Description																																																																																																Automatically Gained Feat	Virtual Feat			Bonus to Ability Pool				Modify VAR								Class Skill			Source Page
#Combat Trick 2										CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.RogueTalent			VISIBLE:DISPLAY	PREABILITY:2,CATEGORY=Special Ability,Combat Trick,Martial Training ~ Swashbuckler					DESC:You gain a bonus combat feat.																																																																																																						BONUS:ABILITYPOOL|Combat Trick Feat|1														SOURCEPAGE:p.135
#
# Ability Name			Unique Key						Category of Ability		Type										Var. Min. Value		Description																																																																																																Automatically Gained Feat	Virtual Feat			Modify VAR								Class Skill			Source Page
Assault Leader			KEY:Assault Leader ~ Rogue Talent		CATEGORY:Special Ability	TYPE:RogueTalent.SpecialAttack.Extraordinary.AttackOption					DESC:Once per day, when the rogue misses with an attack on a flanked opponent, she can designate a single ally who is also flanking the target that her attack missed. That ally can make a single melee attack against the opponent as an immediate action.																																																																														SOURCEPAGE:p.130
Befuddling Strike			KEY:Befuddling Strike ~ Rogue Talent	CATEGORY:Special Ability	TYPE:RogueTalent.SpecialAttack.Extraordinary.AttackOption					DESC:When the rogue deals sneak attack damage against an opponent, that opponent takes a -2 penalty on attack rolls against the rogue for 1d4 rounds.																																																																																																SOURCEPAGE:p.130
Camouflage				KEY:Camouflage ~ Rogue Talent			CATEGORY:Special Ability	TYPE:RogueTalent.SpecialQuality.Extraordinary							DESC:Once per day, a rogue with this talent can craft simple but effective camouflage from the surrounding foliage. The rogue needs 1 minute to prepare the camouflage, but once she does, it is good for the rest of the day or until the rogue fails a saving throw against an area effect spell that deals fire, cold, or acid damage, whichever comes first. The rogue gains a +4 bonus on Stealth checks while within terrain that matches the foliage used to make the camouflage. This ability cannot be used in areas without natural foliage.																															SOURCEPAGE:p.130
Canny Observer			KEY:Canny Observer ~ Rogue Talent		CATEGORY:Special Ability	TYPE:RogueTalent.SpecialQuality.Extraordinary							DESC:When a rogue with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.																																																																																									SOURCEPAGE:p.130
Charmer				KEY:Charmer ~ Rogue Talent			CATEGORY:Special Ability	TYPE:RogueTalent.SpecialQuality.Extraordinary							DESC:%1/day, the rogue can roll two dice while making a Diplomacy check, and take the better result. She must choose to use this talent before making the Diplomacy check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses.|(RogueLvl/5)+1																																																																									SOURCEPAGE:p.130
Coax Information			KEY:Coax Information ~ Rogue Talent		CATEGORY:Special Ability	TYPE:RogueTalent.SpecialQuality.Extraordinary							DESC:A rogue with this talent can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward her.																																																																																																			SOURCEPAGE:p.130
Combat Swipe			KEY:Combat Swipe ~ Rogue Talent		CATEGORY:Special Ability	TYPE:RogueTalent.SpecialQuality									DESC:A rogue who selects this talent gains Improved Steal as a bonus feat.																																																																																					AUTO:FEAT|Improved Steal																			SOURCEPAGE:p.130
Cunning Trigger			KEY:Cunning Trigger ~ Rogue Talent		CATEGORY:Special Ability	TYPE:RogueTalent.SpecialQuality.Extraordinary							DESC:A rogue with this talent can use a swift action to set off any trap within 30 feet that she constructed.																																																																																																						SOURCEPAGE:p.130
Distracting Attack		KEY:Distracting Attack ~ Rogue Talent	CATEGORY:Special Ability	TYPE:RogueTalent.SpecialAttack.Extraordinary.AttackOption					DESC:A rogue with this talent can make sneak attacks with subtle flourishes that disorient and distract her enemy. When she hits a creature with a melee attack that deals sneak attack damage, she can forgo the additional damage to cause the creature to become flat-footed against one target of her choosing until the beginning of her next turn. The rogue cannot designate herself as the creature gaining the benefit of this talent. Creatures with uncanny dodge are immune to distracting attack.																																						SOURCEPAGE:p.130
Expert Leaper			KEY:Expert Leaper ~ Rogue Talent		CATEGORY:Special Ability	TYPE:RogueTalent.SpecialQuality.Extraordinary							DESC:When making jump checks, the rogue is always considered to have a running start. Also, when the rogue deliberately falls, a DC 15 Acrobatics check allows her to ignore the first 20 feet fallen, instead of the first 10 feet.																																																																																		SOURCEPAGE:p.130
Fast Fingers			KEY:Fast Fingers ~ Rogue Talent		CATEGORY:Special Ability	TYPE:RogueTalent.SpecialQuality.Extraordinary							DESC:%1/day, a rogue with this talent can roll two dice while making a Sleight of Hand check and take the better result. She must choose to use this talent before making the Sleight of Hand check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses.|(RogueLvl/5)+1																																																																					SOURCEPAGE:p.130
Fast Getaway			KEY:Fast Getaway ~ Rogue Talent		CATEGORY:Special Ability	TYPE:RogueTalent.SpecialAttack.Extraordinary.AttackOption					DESC:After successfully making a sneak attack or Sleight of Hand check, a rogue with this talent can spend a move action to take the withdraw action. She can move no more than her speed during this movement.																																																																																						SOURCEPAGE:p.130
Fast Picks				KEY:Fast Picks ~ Rogue Talent			CATEGORY:Special Ability	TYPE:RogueTalent.SpecialQuality.Extraordinary							DESC:A rogue with this talent can use the Disable Device skill to attempt to open a lock as a standard action instead of a full-round action.																																																																																																	SOURCEPAGE:p.130
Follow Clues			KEY:Follow Clues ~ Rogue Talent		CATEGORY:Special Ability	TYPE:RogueTalent.SpecialQuality.Extraordinary							DESC:A rogue with this talent can use Perception to follow tracks as per the Survival skill.																																																																																																									SOURCEPAGE:p.130
Guileful Polyglot			KEY:Guileful Polyglot ~ Rogue Talent	CATEGORY:Special Ability	TYPE:RogueTalent.SpecialQuality.Extraordinary							DESC:A rogue with this talent who has at least one rank in Linguistics gains four additional languages. A rogue with this talent who does not have any ranks in Linguistics gains two additional languages. If the rogue later gains ranks in Linguistics, she gains two additional languages, to a total of four additional languages above those granted by the Linguistics skill itself.																																												BONUS:VAR|AdditionalLanguage|4|PRESKILL:1,Linguists=1					SOURCEPAGE:p.130
Hard to Fool			KEY:Hard to Fool ~ Rogue Talent		CATEGORY:Special Ability	TYPE:RogueTalent.SpecialQuality.Extraordinary							DESC:Once per day, a rogue with this talent can roll two dice while making a Sense Motive check, and take the better result. She must choose to use this talent before making the Sense Motive check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses.																																																																							SOURCEPAGE:p.130
Honeyed Words			KEY:Honeyed Words ~ Rogue Talent		CATEGORY:Special Ability	TYPE:RogueTalent.Extraordinary.SpecialQuality							DESC:Once per day, a rogue with this talent can gain a +10 bonus on a single Bluff check.																																																																																																										SOURCEPAGE:p.131
Lasting Poison			KEY:Lasting Poison ~ Rogue Talent		CATEGORY:Special Ability	TYPE:RogueTalent.Extraordinary.SpecialQuality							DESC:A rogue with this talent can apply poison to a weapon in such a way that it is effective for two successful attacks instead of one. The poison has a reduced effect, however, and saves made against the poison receive a +2 circumstance bonus. Applying poison in this way requires a full-round action, or a standard action if the rogue has the swift poison talent.																																																											SOURCEPAGE:p.131
Nimble Climber			KEY:Nimble Climber ~ Rogue Talent		CATEGORY:Special Ability	TYPE:RogueTalent.Extraordinary.SpecialQuality							DESC:When a rogue with this talent fails a Climb check by 5 or more, she can immediately make another Climb check at the surface's base DC +10. If successful, she stops her fall by clinging onto the surface. The rogue does not take falling damage when she stops her fall in this manner.																																																																									SOURCEPAGE:p.131
Offensive Defense			KEY:Offensive Defense ~ Rogue Talent	CATEGORY:Special Ability	TYPE:RogueTalent.Extraordinary.SpecialAttack.AttackOption					DESC:When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 circumstance bonus to AC against that creature for 1 round.																																																																																										SOURCEPAGE:p.131
Peerless Maneuver			KEY:Peerless Maneuver ~ Rogue Talent	CATEGORY:Special Ability	TYPE:RogueTalent.Extraordinary.SpecialQuality							DESC:%1/day, a rogue with this talent can roll two dice while making an Acrobatics check, and take the better result. She must choose to use this talent before making the Acrobatics check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses.|(RogueLvl/5)+1																																																																						SOURCEPAGE:p.131
Positioning Attack		KEY:Positioning Attack ~ Rogue Talent	CATEGORY:Special Ability	TYPE:RogueTalent.Extraordinary.SpecialAttack.AttackOption					DESC:Once per day, when a rogue with this talent hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack.																																																																																	SOURCEPAGE:p.131
Powerful Sneak			KEY:Powerful Sneak ~ Rogue Talent		CATEGORY:Special Ability	TYPE:RogueTalent.Extraordinary.SpecialAttack.AttackOption					DESC:Whenever a rogue with this talent takes a full attack action, she can elect to take a -2 penalty on all attack rolls until the start of her next turn. If an attack during this time is a sneak attack, she treats all 1s on the sneak attack damage dice as 2s.																																																																													SOURCEPAGE:p.131
Quick Disguise			KEY:Quick Disguise ~ Rogue Talent		CATEGORY:Special Ability	TYPE:RogueTalent.Extraordinary.SpecialQuality							DESC:A rogue with this talent can use the items at hand and seemingly innocuous material hidden on her person to create startlingly effective disguises, reducing the amount of time it takes to create a disguise using the Disguise skill. The time needed for the rogue to alter her appearance in this manner is based on the complexity of the disguise, as noted on the following table. The times are cumulative, so if a female rogue wants to disguise herself as a male of a different race, that takes 2 minutes.																																				SOURCEPAGE:p.131
Quick Trapsmith			KEY:Quick Trapsmith ~ Rogue Talent		CATEGORY:Special Ability	TYPE:RogueTalent.Extraordinary.SpecialQuality							DESC:As a full-round action, a rogue with this talent can set a simple trap with a CR no greater than 1/2 her rogue level. To do this, she must purchase the components, spend the required time constructing the trap in advance, and have its components at hand. The type of trap that can be constructed in this way is subject to GM discretion.																																																																SOURCEPAGE:p.131
Snap Shot				KEY:Snap Shot ~ Rogue Talent			CATEGORY:Special Ability	TYPE:RogueTalent.Extraordinary.SpecialQuality							DESC:A rogue with this talent may treat her intitiative roll as a 20 for a surprise round, regardless of her initiative, but she may only take an attack action with a ranged weapon. Her normal initiative roll is used in subsequent rounds. If two or more rogues possess this talent, their initiative determines the order in which they act, but they all go before any other creature. If a rogue is prevented from acting in the surprise round, this talent has no effect.																																											SOURCEPAGE:p.131
Sniper's Eye			KEY:Sniper's Eye ~ Rogue Talent		CATEGORY:Special Ability	TYPE:RogueTalent.Extraordinary.SpecialAttack.AttackOption					DESC:A rogue with this talent can apply her sneak attack damage on ranged attacks targeting foes within 30 feet that benefit from concealment. Foes with total concealment are still immune.																																																																																									SOURCEPAGE:p.131
Strong Impression			KEY:Strong Impression ~ Rogue Talent	CATEGORY:Special Ability	TYPE:RogueTalent.SpecialQuality									DESC:You gain Intimidating Prowess as a bonus feat.																																																																																														VFEAT:Intimidating Prowess														SOURCEPAGE:p.131
Survivalist				KEY:Survivalist ~ Rogue Talent		CATEGORY:Special Ability	TYPE:RogueTalent.SpecialQuality									DESC:A rogue with this talent adds Heal and Survival to her list of class skills.																																																																																																							CSKILL:Heal|Survival	SOURCEPAGE:p.131
Swift Poison			KEY:Swift Poison ~ Rogue Talent		CATEGORY:Special Ability	TYPE:RogueTalent.Extraordinary.SpecialQuality							DESC:A rogue with this talent can apply poison to a weapon as a move action, instead of a standard action.																																																																																																							SOURCEPAGE:p.131

# Block: Advanced Rogue Talents:
Another Day				KEY:Another Day ~ Rogue Talent		CATEGORY:Special Ability	TYPE:RogueTalent.Extraordinary.SpecialQuality			PREVARGTEQ:RogueLvl,10	DESC:Once per day, when the rogue would be reduced to 0 or fewer hit points by a melee attack, she can take a 5-foot step as an immediate action. If the movement takes her out of the reach of the attack, she takes no damage from the attack. The rogue is staggered for 1 round on her next turn.																																																																								SOURCEPAGE:p.131
Deadly Cocktail			KEY:Deadly Cocktail ~ Rogue Talent		CATEGORY:Special Ability	TYPE:RogueTalent.Extraordinary.SpecialQuality			PREVARGTEQ:RogueLvl,10	DESC:A rogue with this talent can apply two doses of poison to a weapon at once. These can be separate poisons, in which case they both affect the target individually, or two doses of the same toxin, in which case the poisons' frequency is extended by 50%% and the save DC increases by +2. This talent is an exception to the rule that injury poisons can only be delivered one dose at a time.																																																							SOURCEPAGE:p.131
Deadly Sneak**			KEY:Deadly Sneak ~ Rogue Talent		CATEGORY:Special Ability	TYPE:RogueTalent.Extraordinary.SpecialAttack.AttackOption	PREVARGTEQ:RogueLvl,10	DESC:Whenever a rogue with this talent uses the powerful sneak rogue talent, she treats all 1s and 2s on the sneak attack damage dice as 3s. A rogue must have the powerful sneak rogue talent before choosing this talent.																																																																																				SOURCEPAGE:p.131
Entanglement of Blades**	KEY:Entanglement of Blades ~ Rogue Talent	CATEGORY:Special Ability	TYPE:RogueTalent.Extraordinary.SpecialAttack.AttackOption	PREVARGTEQ:RogueLvl,10	DESC:When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the target cannot take a 5-foot step until the beginning of the rogue's next turn.																																																																																										SOURCEPAGE:p.131
Fast Tumble				KEY:Fast Tumble ~ Rogue Talent		CATEGORY:Special Ability	TYPE:RogueTalent.Extraordinary.SpecialQuality			PREVARGTEQ:RogueLvl,10	DESC:When a rogue with this talent uses Acrobatics to move at full speed through a threatened square without provoking an attack of opportunity, the DC of the Acrobatics check does not increase by 10.																																																																																							SOURCEPAGE:p.131
Frugal Trapsmith			KEY:Frugal Trapsmith ~ Rogue Talent		CATEGORY:Special Ability	TYPE:RogueTalent.Extraordinary.SpecialQuality			PREVARGTEQ:RogueLvl,10	DESC:When a rogue with this talent constructs a mechanical trap, she only pays 75%% of the normal cost.																																																																																																							SOURCEPAGE:p.132
Hunter's Surprise			KEY:Hunter's Surprise ~ Rogue Talent	CATEGORY:Special Ability	TYPE:RogueTalent.Extraordinary.SpecialAttack.AttackOption	PREVARGTEQ:RogueLvl,10	DESC:Once per day, a rogue with this talent can designate a single enemy she is adjacent to as her prey. Until the end of her next turn, she can add her sneak attack damage to all attacks made against her prey, even if she is not flanking it or it is not flat-footed.																																																																												SOURCEPAGE:p.132
Knock-Out Blow			KEY:Knock-Out Blow ~ Rogue Talent		CATEGORY:Special Ability	TYPE:RogueTalent.Extraordinary.SpecialAttack.AttackOption	PREVARGTEQ:RogueLvl,10	DESC:Once per day, the rogue can forgo her sneak attack damage to attempt to knock out an opponent. She must declare the use of knock-out blow before she makes the attack. If the attack hits, it does normal damage, but instead of dealing sneak attack damage (and instead of any effect that triggers when the rogue deals sneak attack damage), the target falls unconscious for 1d4 rounds. A successful Fortitude save reduces this effect to staggered for 1 round. The DC is %1 [save is equal to 10 + 1/2 the rogue's level + the rogue's Intelligence modifier].|10+(RogueLvl/2)+INT																								SOURCEPAGE:p.132
Master of Disguise		KEY:Master of Disguise ~ Rogue Talent	CATEGORY:Special Ability	TYPE:RogueTalent.Extraordinary.SpecialQuality			PREVARGTEQ:RogueLvl,10	DESC:Once per day, a rogue with this talent gains a +10 bonus on a single Disguise check.																																																																																																										SOURCEPAGE:p.132
Redirect Attack			KEY:Redirect Attack ~ Rogue Talent		CATEGORY:Special Ability	TYPE:RogueTalent.Extraordinary.SpecialQuality			PREVARGTEQ:RogueLvl,10	DESC:Once per day, when a rogue with this talent is hit with a melee attack, she can redirect the attack to strike at an adjacent creature with a free action. The creature targeted must be within melee reach of the attack that hit the rogue, and the creature that made the attack against the rogue must make a new attack roll against the new target.																																																														SOURCEPAGE:p.132
Stealthy Sniper			KEY:Stealthy Sniper ~ Rogue Talent		CATEGORY:Special Ability	TYPE:RogueTalent.Extraordinary.SpecialQuality			PREVARGTEQ:RogueLvl,10	DESC:When a rogue with this talent uses the Stealth skill to snipe, she only suffers a -10 penalty on the Stealth check, instead of -20.																																																																																																		SOURCEPAGE:p.132
Thoughtful Reexamining		KEY:Thoughtful Reexamining ~ Rogue Talent	CATEGORY:Special Ability	TYPE:RogueTalent.Extraordinary.SpecialQuality			PREVARGTEQ:RogueLvl,10	DESC:Once per day, a rogue with this talent can reroll a Knowledge, Sense Motive, or Perception skill check to try to gain new or better information from the roll. This reroll can be made any time during the same day as the original check.																																																																																	SOURCEPAGE:p.132

###Block: Rogue archetypes ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
# Ability Name	Unique Key					Category of Ability	Type													Required Class		Multiple Requirements																								Description																																																					Multiple?	Ability																											Cost		Source Page
Acrobat		KEY:Rogue Archetype ~ Acrobat		CATEGORY:Archetype	TYPE:Archetype.RogueArchetype.RogueTrapfinding.RogueTrapSense			PRECLASS:1,Rogue=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Rogue Archetype ~ Acrobat],[!PREABILITY:1,CATEGORY=Archetype,TYPE=RogueTrapfinding,TYPE=RogueTrapSense]			DESC:Agility and daring are both excellent rogue traits, and their confluence can create spectacular feats of acrobatics. Whether they are daring thieves, infiltrating assassins, or intrepid spies, proper training in acrobatics is a valuable boon for rogues.											MULT:NO	ABILITY:Special Ability|AUTOMATIC|Expert Acrobat ~ Acrobat|PRECLASS:1,Rogue=1	ABILITY:Special Ability|AUTOMATIC|Second Chance ~ Acrobat|PRECLASS:1,Rogue=3			COST:0	SOURCEPAGE:p.132
Burglar		KEY:Rogue Archetype ~ Burglar		CATEGORY:Archetype	TYPE:Archetype.RogueArchetype.RogueUncannyDodge.RogueImprovedUncannyDodge	PRECLASS:1,Rogue=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Rogue Archetype ~ Burglar],[!PREABILITY:1,CATEGORY=Archetype,TYPE=RogueUncannyDodge,TYPE=RogueImprovedUncannyDodge]																																																							MULT:NO	ABILITY:Special Ability|AUTOMATIC|Careful Disarm ~ Rogue|PRECLASS:1,Rogue=4	ABILITY:Special Ability|AUTOMATIC|Distraction ~ Burglar|PRECLASS:1,Rogue=8			COST:0	SOURCEPAGE:p.132
Cutpurse		KEY:Rogue Archetype ~ Cutpurse	CATEGORY:Archetype	TYPE:Archetype.RogueArchetype.RogueTrapfinding.RogueTrapSense			PRECLASS:1,Rogue=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Rogue Archetype ~ Cutpurse],[!PREABILITY:1,CATEGORY=Archetype,TYPE=RogueTrapfinding,TYPE=RogueTrapSense]																																																									MULT:NO	ABILITY:Special Ability|AUTOMATIC|Measure the Mark ~ Cutpurse|PRECLASS:1,Rogue=1	ABILITY:Special Ability|AUTOMATIC|Stab and Grab ~ Cutpurse|PRECLASS:1,Rogue=3		COST:0	SOURCEPAGE:p.132
Investigator	KEY:Rogue Archetype ~ Investigator	CATEGORY:Archetype	TYPE:Archetype.RogueArchetype.RogueTrapfinding						PRECLASS:1,Rogue=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Rogue Archetype ~ Investigator],[!PREABILITY:1,CATEGORY=Archetype,TYPE=RogueTrapfinding]																																																												MULT:NO	ABILITY:Special Ability|AUTOMATIC|Follow Up ~ Investigator|PRECLASS:1,Rogue=1																COST:0	SOURCEPAGE:p.133
Poisoner		KEY:Rogue Archetype ~ Poisoner	CATEGORY:Archetype	TYPE:Archetype.RogueArchetype.RogueTrapfinding.RogueTrapSense			PRECLASS:1,Rogue=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Rogue Archetype ~ Poisoner],[!PREABILITY:1,CATEGORY=Archetype,TYPE=RogueTrapfinding,TYPE=RogueTrapSense]																																																									MULT:NO	ABILITY:Special Ability|AUTOMATIC|Poison Use ~ Rogue|PRECLASS:1,Rogue=1	ABILITY:Special Ability|AUTOMATIC|Master Poisoner ~ Poisoner|PRECLASS:1,Rogue=3			COST:0	SOURCEPAGE:p.134
Rake			KEY:Rogue Archetype ~ Rake		CATEGORY:Archetype	TYPE:Archetype.RogueArchetype.RogueTrapfinding.RogueTrapSense			PRECLASS:1,Rogue=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Rogue Archetype ~ Rake],[!PREABILITY:1,CATEGORY=Archetype,TYPE=RogueTrapfinding,TYPE=RogueTrapSense]																																																										MULT:NO	ABILITY:Special Ability|AUTOMATIC|Bravado's Blade ~ Rake|PRECLASS:1,Rogue=1	ABILITY:Special Ability|AUTOMATIC|Rake's Smile ~ Rake|PRECLASS:1,Rogue=3			COST:0	SOURCEPAGE:p.134
Scout			KEY:Rogue Archetype ~ Scout		CATEGORY:Archetype	TYPE:Archetype.RogueArchetype.RogueUncannyDodge.RogueImprovedUncannyDodge	PRECLASS:1,Rogue=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Rogue Archetype ~ Scout],[!PREABILITY:1,CATEGORY=Archetype,TYPE=RogueUncannyDodge,TYPE=RogueImprovedUncannyDodge]	DESC:Not all rogues live in the city. Scouts frequently roam the wilderness, often banding together as bandits, but sometimes serving as guides, as trailblazers, or as companions to a ranger or barbarian warrior. More comfortable with sneaking and hiding outdoors, the scout is still effective in the city and the dungeon.	MULT:NO	ABILITY:Special Ability|AUTOMATIC|Scout's Charge ~ Scout|PRECLASS:1,Rogue=4	ABILITY:Special Ability|AUTOMATIC|Skirmisher ~ Scout|PRECLASS:1,Rogue=8				COST:0	SOURCEPAGE:p.134
Sniper		KEY:Rogue Archetype ~ Sniper		CATEGORY:Archetype	TYPE:Archetype.RogueArchetype.RogueTrapfinding.RogueTrapSense			PRECLASS:1,Rogue=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Rogue Archetype ~ Sniper],[!PREABILITY:1,CATEGORY=Archetype,TYPE=RogueTrapfinding,TYPE=RogueTrapSense]																																																									MULT:NO	ABILITY:Special Ability|AUTOMATIC|Accuracy ~ Sniper|PRECLASS:1,Rogue=1	ABILITY:Special Ability|AUTOMATIC|Deadly Range ~ Sniper|PRECLASS:1,Rogue=3				COST:0	SOURCEPAGE:p.134
Spy			KEY:Rogue Archetype ~ Spy		CATEGORY:Archetype	TYPE:Archetype.RogueArchetype.RogueTrapfinding.RogueTrapSense			PRECLASS:1,Rogue=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Rogue Archetype ~ Spy],[!PREABILITY:1,CATEGORY=Archetype,TYPE=RogueTrapfinding,TYPE=RogueTrapSense]																																																										MULT:NO	ABILITY:Special Ability|AUTOMATIC|Skilled Liar ~ Spy|PRECLASS:1,Rogue=1	ABILITY:Special Ability|AUTOMATIC|Poison Use ~ Rogue|PRECLASS:1,Rogue=3					COST:0	SOURCEPAGE:p.135
Swashbuckler	KEY:Rogue Archetype ~ Swashbuckler	CATEGORY:Archetype	TYPE:Archetype.RogueArchetype.RogueTrapfinding.RogueTrapSense			PRECLASS:1,Rogue=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Rogue Archetype ~ Swashbuckler],[!PREABILITY:1,CATEGORY=Archetype,TYPE=RogueTrapfinding,TYPE=RogueTrapSense]		DESC:A paragon of mobile swordplay, the swashbuckler is a rogue who focuses almost exclusively on honing her skill at arms and perfecting daring acrobatic moves and elaborate flourishes that border on performance.																			MULT:NO	ABILITY:Special Ability|AUTOMATIC|Martial Training ~ Swashbuckler|PRECLASS:1,Rogue=1	ABILITY:Special Ability|AUTOMATIC|Daring ~ Swashbuckler|PRECLASS:1,Rogue=3	COST:0	SOURCEPAGE:p.135
Thug			KEY:Rogue Archetype ~ Thug		CATEGORY:Archetype	TYPE:Archetype.RogueArchetype.RogueTrapfinding.RogueTrapSense			PRECLASS:1,Rogue=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Rogue Archetype ~ Thug],[!PREABILITY:1,CATEGORY=Archetype,TYPE=RogueTrapfinding,TYPE=RogueTrapSense]																																																										MULT:NO	ABILITY:Special Ability|AUTOMATIC|Frightening ~ Thug|PRECLASS:1,Rogue=1	ABILITY:Special Ability|AUTOMATIC|Brutal Beating ~ Thug|PRECLASS:1,Rogue=3				COST:0	SOURCEPAGE:p.135
Trapsmith		KEY:Rogue Archetype ~ Trapsmith	CATEGORY:Archetype	TYPE:Archetype.RogueArchetype.RogueUncannyDodge.RogueImprovedUncannyDodge	PRECLASS:1,Rogue=1	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Rogue Archetype ~ Trapsmith],[!PREABILITY:1,CATEGORY=Archetype,TYPE=RogueUncannyDodge,TYPE=RogueImprovedUncannyDodge]																																																							MULT:NO	ABILITY:Special Ability|AUTOMATIC|Careful Disarm ~ Rogue|PRECLASS:1,Rogue=4	ABILITY:Special Ability|AUTOMATIC|Trap Master ~ Trapsmith|PRECLASS:1,Rogue=8			COST:0	SOURCEPAGE:p.135

###Block: Rogue Archetypes abilities
# Acrobat
# Ability Name	Unique Key					Category of Ability		Type								Define																	Description																																																																																												Bonus to Ability Pool						Bonus to skill								Source Page		Aspects
Expert Acrobat	KEY:Expert Acrobat ~ Acrobat		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																					DESC:At 1st level, an acrobat does not suffer any armor check penalties on Acrobatics, Climb, Fly, Sleight of Hand, or Stealth skill checks while wearing light armor. When she is not wearing armor, she gains a +2 competency bonus on Acrobatics and Fly skill checks. This ability replaces trapfinding.																																																														SOURCEPAGE:p.132
Second Chance	KEY:Second Chance ~ Acrobat		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																					DESC:At 3rd level, an acrobat can reroll any Acrobatics, Climb, or Fly skill check she has just made. This reroll is made at a -5 penalty. She must take the second result, even if it is worse. An acrobat can use this ability only once on any given skill check. She can use this ability once per day at 3rd level, plus one additional time per day for every 3 levels beyond 3rd. This ability replaces trap sense.																																												SOURCEPAGE:p.132

# Burglar
Distraction		KEY:Distraction ~ Burglar		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																					DESC:At 8th level, whenever a burglar is detected while using Stealth, she can immediately attempt a Bluff skill check opposed by the Sense Motive skill of the creature that spotted her. If this check succeeds, the target assumes that the noise was something innocent and disregards the detection. This only functions if the creature cannot see the rogue. This ability can only be used once during a given Stealth attempt. If the same creature detects the rogue's presence again, the ability has no effect. This ability replaces improved uncanny dodge.																				SOURCEPAGE:p.132

# Cutpurse
Measure the Mark	KEY:Measure the Mark ~ Cutpurse	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																					DESC:When a cutpurse makes a Sleight of Hand check to take something from a creature, the target makes its Perception check before the rogue makes her Sleight of Hand check, and the rogue knows the Perception check result. She can decide whether or not to make the check based on the results of the target's Perception check. If the rogue elects not to make the check, she can make a Bluff check, opposed by the target's Sense Motive, to prevent the target from noticing the attempt. This ability replaces trapfinding.																										SOURCEPAGE:p.133
Stab and Grab	KEY:Stab and Grab ~ Cutpurse		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary																					DESC:At 3rd level, as a full-round action, a cutpurse can make an attack and also make a Sleight of Hand check to steal something from the target of the attack. If the attack deals sneak attack damage, the rogue can use Sleight of Hand to take an item from the creature during combat; otherwise this ability can only be used in a surprise round before the target has acted. If the attack is successful, the target takes a -5 penalty on the Perception check to notice the theft. This ability replaces trap sense.																											SOURCEPAGE:p.133

# Investigator
Follow Up		KEY:Follow Up ~ Investigator		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																					DESC:An investigator can roll twice on any Diplomacy check made to gather information, and receives the information for both results. This takes the same amount of time as one check. If the lesser of the two checks reveals false information, the rogue is aware of it. False information is not revealed in this way if the people she questioned do not know it to be false. This ability replaces trapfinding.																																													SOURCEPAGE:p.133

# Poisoner
Master Poisoner	KEY:Master Poisoner ~ Poisoner	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																					DESC:At 3rd level, a poisoner can use Craft (alchemy) to change the type of a poison. This requires 1 hour of work with an alchemist's lab and a Craft (alchemy) skill check with a DC equal to the poison's DC. If successful, the poison's type changes to contact, ingested, inhaled, or injury. If the check fails, the poison is ruined. The poisoner also receives a bonus on Craft (alchemy) skill checks when working with poison equal to 1/2 her rogue level. This ability replaces trap sense.																															SOURCEPAGE:p.134

# Rake
Bravado's Blade	KEY:Bravado's Blade ~ Rake		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary																					DESC:When a rake hits an opponent and deals sneak attack damage, she can forgo 1d6 points of that damage and make a free Intimidate check to demoralize the foe. For every additional 1d6 points of sneak attack damage she forgoes, she receives a +5 circumstance bonus on this check. This ability replaces trapfinding.																																																												SOURCEPAGE:p.134
Rake's Smile	KEY:Rake's Smile ~ Rake			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																					DESC:At 3rd level, a rake gains a +1 morale bonus on Bluff and Diplomacy checks. This bonus increases by +1 for every 3 levels beyond 3rd. This ability replaces trap sense.																																																																										BONUS:SKILL|Bluff and Diplomacy|(RogueLvl/3)			SOURCEPAGE:p.134

# Scout
Scout's Charge	KEY:Scout's Charge ~ Scout		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary																					DESC:Whenever you make a charge, your attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.																																																																																						SOURCEPAGE:p.134
Skirmisher		KEY:Skirmisher ~ Scout			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary																					DESC:Whenever you move more than 10 feet in a round and make an attack action, the attack deals sneak attack damage as if the target was flat-footed. If you make more than one attack this turn, this ability only applies to the first attack.																																																																								SOURCEPAGE:p.134

# Sniper
Accuracy		KEY:Accuracy ~ Sniper			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary																					DESC:At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow or crossbow. This ability replaces trapfinding.																																																																																							SOURCEPAGE:p.134
Deadly Range	KEY:Deadly Range ~ Sniper		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary																					DESC:At 3rd level, a sniper increases the range at which she can apply her sneak attack damage by 10 feet. This range increases by 10 feet for every 3 levels after 3rd. This ability replaces trap sense.																																																																															SOURCEPAGE:p.134

# Spy
Skilled Liar	KEY:Skilled Liar ~ Spy			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																					DESC:Whenever a spy uses Bluff to attempt to deceive someone, she gains a bonus on the opposed roll equal to 1/2 her rogue level (minimum +1). This bonus does not apply to feint attempts or attempts to pass secret messages. This ability replaces trapfinding.																																																																					SOURCEPAGE:p.135

# Swashbuckler
Martial Training	KEY:Martial Training ~ Swashbuckler	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																					DESC:You may select one martial weapon to add to your list of weapon proficiencies. In addition, you may take the combat trick rogue talent up to two times.																																																																			BONUS:ABILITYPOOL|Swashbuckler Weapon Proficiency|1											SOURCEPAGE:p.135
Daring		KEY:Daring ~ Swashbuckler		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.SaveBonus	DEFINE:SwashbucklerDaringLVL|var("CL=Rogue")	DEFINE:SwashbucklerDaringBonus|SwashbucklerDaringLVL/3	DESC:You gain a +%1 morale bonus on Acrobatics checks and saving throws against fear.|SwashbucklerDaringBonus																																																																																				BONUS:SKILL|Acrobatics|SwashbucklerDaringBonus|TYPE=Morale	SOURCEPAGE:p.135	ASPECT:SaveBonus|+%1 morale bonus vs. fear|SwashbucklerDaringBonus

# Thug
Frightening		KEY:Frightening ~ Thug			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary																					DESC:Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round. This ability replaces trapfinding.																																																														SOURCEPAGE:p.135
Brutal Beating	KEY:Brutal Beating ~ Thug		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary																					DESC:At 3rd level, whenever a thug deals sneak attack damage, she can choose to forgo 1d6 points of sneak attack damage to make the target sickened for a number of rounds equal to 1/2 her rogue level. This ability does not stack with itself - only the most recent duration applies. This ability replaces trap sense.																																																												SOURCEPAGE:p.135

# Trapsmith
Trap Master		KEY:Trap Master ~ Trapsmith		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																					DESC:At 8th level, whenever a trapsmith disarms a trap using Disable Device, she can bypass it even if her check did not exceed the DC by 10 or more. If it is a magic trap that allows specific creatures to pass it without danger, she can modify which creatures it allows to pass, adding her allies and restricting enemies if she desires. This ability replaces improved uncanny dodge.																																																	SOURCEPAGE:p.135

# Common abilities
Careful Disarm	KEY:Careful Disarm ~ Rogue		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																					DESC:Whenever you attempt to disarm a trap using Disable Device, you do not spring the trap unless you fail by 10 or more. If you do set off a trap you were attempting to disarm, you adds double your trap sense bonus to avoid the trap. This ability replaces uncanny dodge.
Poison Use		KEY:Poison Use ~ Rogue			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary																					DESC:You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a blade. This ability replaces trap sense.

#------------------#
##	SORCERER	##
#------------------#

###Block: Sorcerer bloodlines --------------------------------------------------------------------------------------------------------
# Ability Name		Unique Key						Category of Ability		Type										Description																																																																																																						Ability																																																																																																								Bonus to Ability Pool								Class Skill					Source Page
Aquatic Bloodline		KEY:Bloodline ~ Aquatic Bloodline		CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.SorcererBloodline	DESC:Your family traces its heritage back to the ocean depths, whether scions of undersea empires left in the wake of nomadic sea-tribes, or the spawn of creeping ichthyic infiltrators into remote seaside villages. The song of the sea hums in your blood, calling the waves and all those within to your command. Your family traces its heritage back to the ocean depths, whether scions of undersea empires left in the wake of nomadic sea-tribes, or the spawn of creeping ichthyic infiltrators into remote seaside villages. The song of the sea hums in your blood, calling the waves and all those within to your command.	ABILITY:Special Ability|AUTOMATIC|Bloodline Bonus Spells ~ Aquatic|Bloodline Arcana ~ Aquatic|Bloodline Powers ~ Aquatic	ABILITY:Special Ability|AUTOMATIC|Aquatic Bloodline ~ Dehydrating Touch|PREVARGTEQ:BloodlineLVL,1	ABILITY:Special Ability|AUTOMATIC|Aquatic Bloodline ~ Aquatic Adaptation|PREVARGTEQ:BloodlineLVL,3	ABILITY:Special Ability|AUTOMATIC|Aquatic Bloodline ~ Aquatic Telepathy|PREVARGTEQ:BloodlineLVL,9	ABILITY:Special Ability|AUTOMATIC|Aquatic Bloodline ~ Raise the Deep|PREVARGTEQ:BloodlineLVL,15	ABILITY:Special Ability|AUTOMATIC|Aquatic Bloodline ~ Deep One|PREVARGTEQ:BloodlineLVL,20			BONUS:ABILITYPOOL|Aquatic Bloodline Feat|(BloodlineLVL-1)/6		CSKILL:Swim					SOURCEPAGE:p.136
Boreal Bloodline		KEY:Bloodline ~ Boreal Bloodline		CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.SorcererBloodline	DESC:Descended from inhabitants of the lands of ice and snow, you count among your ancestors giant-kin, troll-born, and frost-rimed spirits. Their savage and raw energies flow down through generations to infuse you to the marrow with the chill of the polar wind, crackling auroras, and the long winters night.																																																				ABILITY:Special Ability|AUTOMATIC|Bloodline Bonus Spells ~ Boreal|Bloodline Arcana ~ Boreal|Bloodline Powers ~ Boreal	ABILITY:Special Ability|AUTOMATIC|Boreal Bloodline ~ Cold Steel|PREVARGTEQ:BloodlineLVL,1	ABILITY:Special Ability|AUTOMATIC|Boreal Bloodline ~ Icewalker|PREVARGTEQ:BloodlineLVL,3	ABILITY:Special Ability|AUTOMATIC|Boreal Bloodline ~ Snow Shroud|PREVARGTEQ:BloodlineLVL,9	ABILITY:Special Ability|AUTOMATIC|Boreal Bloodline ~ Blizzard|PREVARGTEQ:BloodlineLVL,15	ABILITY:Special Ability|AUTOMATIC|Boreal Bloodline ~ Child of Ancient Winters|PREVARGTEQ:BloodlineLVL,20							BONUS:ABILITYPOOL|Boreal Bloodline Feat|(BloodlineLVL-1)/6		CSKILL:Survival				SOURCEPAGE:p.136
Deepearth Bloodline	KEY:Bloodline ~ Deepearth Bloodline		CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.SorcererBloodline	DESC:The echoing cave-songs and the rumble and creak of primal spirits deep below the ground thrum in your soul and in all your family line. You are likely slow, steady, and stable in your thinking, little prone to wandering and preferring to instead find depth in contemplation.																																																									ABILITY:Special Ability|AUTOMATIC|Bloodline Bonus Spells ~ Deepearth|Bloodline Arcana ~ Deepearth|Bloodline Powers ~ Deepearth	ABILITY:Special Ability|AUTOMATIC|Deepearth Bloodline ~ Tremor|PREVARGTEQ:BloodlineLVL,1	ABILITY:Special Ability|AUTOMATIC|Deepearth Bloodline ~ Rockseer|PREVARGTEQ:BloodlineLVL,3	ABILITY:Special Ability|AUTOMATIC|Deepearth Bloodline ~ Crystal Shard|PREVARGTEQ:BloodlineLVL,9	ABILITY:Special Ability|AUTOMATIC|Deepearth Bloodline ~ Earth Glide|PREVARGTEQ:BloodlineLVL,15	ABILITY:Special Ability|AUTOMATIC|Deepearth Bloodline ~ Strength of Stone|PREVARGTEQ:BloodlineLVL,20				BONUS:ABILITYPOOL|Deepearth Bloodline Feat|(BloodlineLVL-1)/6	CSKILL:Knowledge (Dungeoneering)	SOURCEPAGE:p.137
Dreamspun Bloodline	KEY:Bloodline ~ Dreamspun Bloodline		CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.SorcererBloodline	DESC:Your family is a long line of dreamers, who dream not as ordinary mortals do but rather as those who reach through and touch the supernal realm of dreams and the farthest shores of night. Whether it is a gift or curse is not always clear, but your visions of the past and future call you ineluctably to a life of adventure.																																																	ABILITY:Special Ability|AUTOMATIC|Bloodline Bonus Spells ~ Dreamspun|Bloodline Arcana ~ Dreamspun|Bloodline Powers ~ Dreamspun	ABILITY:Special Ability|AUTOMATIC|Dreamspun Bloodline ~ Lullaby|PREVARGTEQ:BloodlineLVL,1	ABILITY:Special Ability|AUTOMATIC|Dreamspun Bloodline ~ Combat Precognition|PREVARGTEQ:BloodlineLVL,3	ABILITY:Special Ability|AUTOMATIC|Dreamspun Bloodline ~ Dreamshaper|PREVARGTEQ:BloodlineLVL,9	ABILITY:Special Ability|AUTOMATIC|Dreamspun Bloodline ~ Eye of Somnus|PREVARGTEQ:BloodlineLVL,15	ABILITY:Special Ability|AUTOMATIC|Dreamspun Bloodline ~ Solipsism|PREVARGTEQ:BloodlineLVL,20			BONUS:ABILITYPOOL|Dreamspun Bloodline Feat|(BloodlineLVL-1)/6	CSKILL:Sense Motive			SOURCEPAGE:p.137
Protean Bloodline		KEY:Bloodline ~ Protean Bloodline		CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.SorcererBloodline	DESC:You have in your veins the ever-changing wildness of primal chaos, the raw essence of unbound creation. Your mind and spirit burst with the constant inspiration of consummate freedom, though you have diff iculty following through on a task when another, new and exciting, catches your interest.																																																						ABILITY:Special Ability|AUTOMATIC|Bloodline Bonus Spells ~ Protean|Bloodline Arcana ~ Protean|Bloodline Powers ~ Protean	ABILITY:Special Ability|AUTOMATIC|Protean Bloodline ~ Protoplasm|PREVARGTEQ:BloodlineLVL,1	ABILITY:Special Ability|AUTOMATIC|Protean Bloodline ~ Protean Resistances|PREVARGTEQ:BloodlineLVL,3	ABILITY:Special Ability|AUTOMATIC|Protean Bloodline ~ Reality Wrinkle|PREVARGTEQ:BloodlineLVL,9	ABILITY:Special Ability|AUTOMATIC|Protean Bloodline ~ Spatial Tear|PREVARGTEQ:BloodlineLVL,15	ABILITY:Special Ability|AUTOMATIC|Protean Bloodline ~ Avatar of Chaos|PREVARGTEQ:BloodlineLVL,20			BONUS:ABILITYPOOL|Protean Bloodline Feat|(BloodlineLVL-1)/6		CSKILL:Knowledge (Planes)		SOURCEPAGE:p.138
Serpentine Bloodline	KEY:Bloodline ~ Serpentine Bloodline	CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.SorcererBloodline	DESC:Your bloodline carries the lingering stain of ancient serpent races that ruled when the world was young; your forebears were likely favored slaves anointed by their reptilian masters and gifted with their cold cunning and subtle manipulation. While deception and a mesmeric charm are your birthright, you may struggle for truth in spite of your heritage.																																												ABILITY:Special Ability|AUTOMATIC|Bloodline Bonus Spells ~ Serpentine|Bloodline Arcana ~ Serpentine|Bloodline Powers ~ Serpentine	ABILITY:Special Ability|AUTOMATIC|Serpentine Bloodline ~ Serpent's Fang|PREVARGTEQ:BloodlineLVL,1	ABILITY:Special Ability|AUTOMATIC|Serpentine Bloodline ~ Serpentfriend|PREVARGTEQ:BloodlineLVL,3	ABILITY:Special Ability|AUTOMATIC|Serpentine Bloodline ~ Snakeskin|PREVARGTEQ:BloodlineLVL,9	ABILITY:Special Ability|AUTOMATIC|Serpentine Bloodline ~ Den of Vipers|PREVARGTEQ:BloodlineLVL,15	ABILITY:Special Ability|AUTOMATIC|Serpentine Bloodline ~ Scaled Soul|PREVARGTEQ:BloodlineLVL,20	BONUS:ABILITYPOOL|Serpentine Bloodline Feat|(BloodlineLVL-1)/6	CSKILL:Diplomacy				SOURCEPAGE:p.138
Shadow Bloodline		KEY:Bloodline ~ Shadow Bloodline		CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.SorcererBloodline	DESC:Spirits from the shadow plane dally at times in the world of light, and such as these lay with your ancestors once upon a time, imparting the mystery of shadow-stuff into your lineage. You are often sullen and withdrawn, preferring to skulk at the fringes of social circles and keep to yourself, cultivating an air of mystery and majesty that is all your own.																																											ABILITY:Special Ability|AUTOMATIC|Bloodline Bonus Spells ~ Shadow|Bloodline Arcana ~ Shadow|Bloodline Powers ~ Shadow	ABILITY:Special Ability|AUTOMATIC|Shadow Bloodline ~ Shadowstrike|PREVARGTEQ:BloodlineLVL,1	ABILITY:Special Ability|AUTOMATIC|Shadow Bloodline ~ Nighteye|PREVARGTEQ:BloodlineLVL,3	ABILITY:Special Ability|AUTOMATIC|Shadow Bloodline ~ Shadow Well|PREVARGTEQ:BloodlineLVL,9	ABILITY:Special Ability|AUTOMATIC|Shadow Bloodline ~ Enveloping Darkness|PREVARGTEQ:BloodlineLVL,15	ABILITY:Special Ability|AUTOMATIC|Shadow Bloodline ~ Shadow Master|PREVARGTEQ:BloodlineLVL,20						BONUS:ABILITYPOOL|Shadow Bloodline Feat|(BloodlineLVL-1)/6		CSKILL:Stealth				SOURCEPAGE:p.140
Starsoul Bloodline	KEY:Bloodline ~ Starsoul Bloodline		CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.SorcererBloodline	DESC:You come from a line of stargazers and explorers who delved deeply into the darkness beyond the stars. In touching the void, the void touched them, and your mind, spirit, and body yearn to span the gulf between worlds.																																																																		ABILITY:Special Ability|AUTOMATIC|Bloodline Bonus Spells ~ Starsoul|Bloodline Arcana ~ Starsoul|Bloodline Powers ~ Starsoul	ABILITY:Special Ability|AUTOMATIC|Starsoul Bloodline ~ Minute Meteors|PREVARGTEQ:BloodlineLVL,1	ABILITY:Special Ability|AUTOMATIC|Starsoul Bloodline ~ Voidwalker|PREVARGTEQ:BloodlineLVL,3	ABILITY:Special Ability|AUTOMATIC|Starsoul Bloodline ~ Aurora Borealis|PREVARGTEQ:BloodlineLVL,9	ABILITY:Special Ability|AUTOMATIC|Starsoul Bloodline ~ Breaching the Gulf|PREVARGTEQ:BloodlineLVL,15	ABILITY:Special Ability|AUTOMATIC|Starsoul Bloodline ~ Starborn|PREVARGTEQ:BloodlineLVL,20			BONUS:ABILITYPOOL|Starsoul Bloodline Feat|(BloodlineLVL-1)/6	CSKILL:Knowledge (Nature)		SOURCEPAGE:p.140
Stormborn Bloodline	KEY:Bloodline ~ Stormborn Bloodline		CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.SorcererBloodline	DESC:You trace your heritage to fierce and proud spirits of storm and sky, and living lightning sings in your veins.																																																																																				ABILITY:Special Ability|AUTOMATIC|Bloodline Bonus Spells ~ Stormborn|Bloodline Arcana ~ Stormborn|Bloodline Powers ~ Stormborn	ABILITY:Special Ability|AUTOMATIC|Stormborn Bloodline ~ Thunderstaff|PREVARGTEQ:BloodlineLVL,1	ABILITY:Special Ability|AUTOMATIC|Stormborn Bloodline ~ Stormchild|PREVARGTEQ:BloodlineLVL,3	ABILITY:Special Ability|AUTOMATIC|Stormborn Bloodline ~ Thunderbolt|PREVARGTEQ:BloodlineLVL,9	ABILITY:Special Ability|AUTOMATIC|Stormborn Bloodline ~ Ride the Lightning|PREVARGTEQ:BloodlineLVL,15	ABILITY:Special Ability|AUTOMATIC|Stormborn Bloodline ~ Storm Lord|PREVARGTEQ:BloodlineLVL,20			BONUS:ABILITYPOOL|Stormborn Bloodline Feat|(BloodlineLVL-1)/6	CSKILL:Knowledge (Nature)		SOURCEPAGE:p.141
Verdant Bloodline		KEY:Bloodline ~ Verdant Bloodline		CATEGORY:Special Ability	TYPE:SpecialQuality.ClassSpecialization.SorcererBloodline	DESC:Your progenitors infused themselves with raw plant life, binding it into their own tissue and passing it down to their literal seed, giving you innate communion with nature.																																																																										ABILITY:Special Ability|AUTOMATIC|Bloodline Arcana ~ Verdant|Bloodline Powers ~ Verdant|Bloodline Bonus Spells ~ Verdant	ABILITY:Special Ability|AUTOMATIC|Verdant Bloodline ~ Tanglevine|PREVARGTEQ:BloodlineLVL,1	ABILITY:Special Ability|AUTOMATIC|Verdant Bloodline ~ Photosynthesis|PREVARGTEQ:BloodlineLVL,3	ABILITY:Special Ability|AUTOMATIC|Verdant Bloodline ~ Massmorph|PREVARGTEQ:BloodlineLVL,9	ABILITY:Special Ability|AUTOMATIC|Verdant Bloodline ~ Rooting|PREVARGTEQ:BloodlineLVL,15	ABILITY:Special Ability|AUTOMATIC|Verdant Bloodline ~ Shepherd of the Trees|PREVARGTEQ:BloodlineLVL,20					BONUS:ABILITYPOOL|Verdant Bloodline Feat|(BloodlineLVL-1)/6		CSKILL:Knowledge (Nature)		SOURCEPAGE:p.141

###Block: Sorcerer bloodline bonus spells
# Ability Name				Unique Key							Category of Ability		Type						Visible	Define																	Description																																																																																																																		Template		Ability																																	Combat bonus									Add to base move												Bonus to skill						Modify VAR																														Add to vision												Vision				Damage Reduction	Source Page		List of Known Class Spells by Level
Aquatic Bloodline Bonus Spells	KEY:Bloodline Bonus Spells ~ Aquatic		CATEGORY:Special Ability	TYPE:Internal				VISIBLE:NO																																																																																																																																																																																																																																																																				SPELLKNOWN:CLASS|Sorcerer=1|Hydraulic Push|PREVARGTEQ:BloodlineLVL,3	SPELLKNOWN:CLASS|Sorcerer=2|Slipstream|PREVARGTEQ:BloodlineLVL,5	SPELLKNOWN:CLASS|Sorcerer=3|Aqueous Orb|PREVARGTEQ:BloodlineLVL,7	SPELLKNOWN:CLASS|Sorcerer=4|Geyser|PREVARGTEQ:BloodlineLVL,9	SPELLKNOWN:CLASS|Sorcerer=5|Control Water|PREVARGTEQ:BloodlineLVL,11	SPELLKNOWN:CLASS|Sorcerer=6|Beast Shape IV|PREVARGTEQ:BloodlineLVL,13	SPELLKNOWN:CLASS|Sorcerer=7|Summon Monster VII|PREVARGTEQ:BloodlineLVL,15	SPELLKNOWN:CLASS|Sorcerer=8|Seamantle|PREVARGTEQ:BloodlineLVL,17	SPELLKNOWN:CLASS|Sorcerer=9|World Wave|PREVARGTEQ:BloodlineLVL,19
Boreal Bloodline Bonus Spells		KEY:Bloodline Bonus Spells ~ Boreal			CATEGORY:Special Ability	TYPE:Internal				VISIBLE:NO																																																																																																																																																																																																																																																																				SPELLKNOWN:CLASS|Sorcerer=1|Enlarge Person|PREVARGTEQ:BloodlineLVL,3	SPELLKNOWN:CLASS|Sorcerer=2|Rage|PREVARGTEQ:BloodlineLVL,5	SPELLKNOWN:CLASS|Sorcerer=3|Elemental Aura (Cold Only)|PREVARGTEQ:BloodlineLVL,7	SPELLKNOWN:CLASS|Sorcerer=4|Wall of Ice|PREVARGTEQ:BloodlineLVL,9	SPELLKNOWN:CLASS|Sorcerer=5|Cone of Cold|PREVARGTEQ:BloodlineLVL,11	SPELLKNOWN:CLASS|Sorcerer=6|Transformation|PREVARGTEQ:BloodlineLVL,13	SPELLKNOWN:CLASS|Sorcerer=7|Giant Form I|PREVARGTEQ:BloodlineLVL,15	SPELLKNOWN:CLASS|Sorcerer=8|Polar Ray|PREVARGTEQ:BloodlineLVL,17	SPELLKNOWN:CLASS|Sorcerer=9|Meteor Swarm (Dealing Cold Damage)|PREVARGTEQ:BloodlineLVL,19
Deepearth Bloodline Bonus Spells	KEY:Bloodline Bonus Spells ~ Deepearth		CATEGORY:Special Ability	TYPE:Internal				VISIBLE:NO																																																																																																																																																																																																																																																																				SPELLKNOWN:CLASS|Sorcerer=1|Expeditious Excavation|PREVARGTEQ:BloodlineLVL,3	SPELLKNOWN:CLASS|Sorcerer=2|Darkvision|PREVARGTEQ:BloodlineLVL,5	SPELLKNOWN:CLASS|Sorcerer=3|Shifting Sand|PREVARGTEQ:BloodlineLVL,7	SPELLKNOWN:CLASS|Sorcerer=4|Stoneskin|PREVARGTEQ:BloodlineLVL,9	SPELLKNOWN:CLASS|Sorcerer=5|Spike Stones|PREVARGTEQ:BloodlineLVL,11	SPELLKNOWN:CLASS|Sorcerer=6|Stone Tell|PREVARGTEQ:BloodlineLVL,13	SPELLKNOWN:CLASS|Sorcerer=7|Repel Metal Or Stone|PREVARGTEQ:BloodlineLVL,15	SPELLKNOWN:CLASS|Sorcerer=8|Earthquake|PREVARGTEQ:BloodlineLVL,17	SPELLKNOWN:CLASS|Sorcerer=9|Clashing Rocks|PREVARGTEQ:BloodlineLVL,19
Dreamspun Bloodline Bonus Spells	KEY:Bloodline Bonus Spells ~ Dreamspun		CATEGORY:Special Ability	TYPE:Internal				VISIBLE:NO																																																																																																																																																																																																																																																																				SPELLKNOWN:CLASS|Sorcerer=1|Sleep|PREVARGTEQ:BloodlineLVL,3	SPELLKNOWN:CLASS|Sorcerer=2|Augury|PREVARGTEQ:BloodlineLVL,5	SPELLKNOWN:CLASS|Sorcerer=3|Deep Slumber|PREVARGTEQ:BloodlineLVL,7	SPELLKNOWN:CLASS|Sorcerer=4|Divination|PREVARGTEQ:BloodlineLVL,9	SPELLKNOWN:CLASS|Sorcerer=5|Dream|PREVARGTEQ:BloodlineLVL,11	SPELLKNOWN:CLASS|Sorcerer=6|Shadow Walk|PREVARGTEQ:BloodlineLVL,13	SPELLKNOWN:CLASS|Sorcerer=7|Vision|PREVARGTEQ:BloodlineLVL,15	SPELLKNOWN:CLASS|Sorcerer=8|Moment Of Prescience|PREVARGTEQ:BloodlineLVL,17	SPELLKNOWN:CLASS|Sorcerer=9|Astral Projection|PREVARGTEQ:BloodlineLVL,19
Protean Bloodline Bonus Spells	KEY:Bloodline Bonus Spells ~ Protean		CATEGORY:Special Ability	TYPE:Internal				VISIBLE:NO																																																																																																																																																																																																																																																																				SPELLKNOWN:CLASS|Sorcerer=1|Entropic Shield|PREVARGTEQ:BloodlineLVL,3	SPELLKNOWN:CLASS|Sorcerer=2|Blur|PREVARGTEQ:BloodlineLVL,5	SPELLKNOWN:CLASS|Sorcerer=3|Gaseous Form|PREVARGTEQ:BloodlineLVL,7	SPELLKNOWN:CLASS|Sorcerer=4|Confusion|PREVARGTEQ:BloodlineLVL,9	SPELLKNOWN:CLASS|Sorcerer=5|Major Creation|PREVARGTEQ:BloodlineLVL,11	SPELLKNOWN:CLASS|Sorcerer=6|Disintegrate|PREVARGTEQ:BloodlineLVL,13	SPELLKNOWN:CLASS|Sorcerer=7|Polymorph (Greater)|PREVARGTEQ:BloodlineLVL,15	SPELLKNOWN:CLASS|Sorcerer=8|Polymorph Any Object|PREVARGTEQ:BloodlineLVL,17	SPELLKNOWN:CLASS|Sorcerer=9|Shapechange|PREVARGTEQ:BloodlineLVL,19
Serpentine Bloodline Bonus Spells	KEY:Bloodline Bonus Spells ~ Serpentine		CATEGORY:Special Ability	TYPE:Internal				VISIBLE:NO																																																																																																																																																																																																																																																																				SPELLKNOWN:CLASS|Sorcerer=1|Hypnotism|PREVARGTEQ:BloodlineLVL,3	SPELLKNOWN:CLASS|Sorcerer=2|Delay Poison|PREVARGTEQ:BloodlineLVL,5	SPELLKNOWN:CLASS|Sorcerer=3|Summon Monster III (Reptiles Only)|PREVARGTEQ:BloodlineLVL,7	SPELLKNOWN:CLASS|Sorcerer=4|Poison|PREVARGTEQ:BloodlineLVL,9	SPELLKNOWN:CLASS|Sorcerer=5|Hold Monster|PREVARGTEQ:BloodlineLVL,11	SPELLKNOWN:CLASS|Sorcerer=6|Suggestion (Mass)|PREVARGTEQ:BloodlineLVL,13	SPELLKNOWN:CLASS|Sorcerer=7|Summon Monster VII (Reptiles Only)|PREVARGTEQ:BloodlineLVL,15	SPELLKNOWN:CLASS|Sorcerer=8|Irresistible Dance|PREVARGTEQ:BloodlineLVL,17	SPELLKNOWN:CLASS|Sorcerer=9|Dominate Monster|PREVARGTEQ:BloodlineLVL,19
Shadow Bloodline Bonus Spells		KEY:Bloodline Bonus Spells ~ Shadow			CATEGORY:Special Ability	TYPE:Internal				VISIBLE:NO																																																																																																																																																																																																																																																																				SPELLKNOWN:CLASS|Sorcerer=1|Ray of Enfeeblement|PREVARGTEQ:BloodlineLVL,3	SPELLKNOWN:CLASS|Sorcerer=2|Darkvision|PREVARGTEQ:BloodlineLVL,5	SPELLKNOWN:CLASS|Sorcerer=3|Deeper Darkness|PREVARGTEQ:BloodlineLVL,7	SPELLKNOWN:CLASS|Sorcerer=4|Shadow Conjuration|PREVARGTEQ:BloodlineLVL,9	SPELLKNOWN:CLASS|Sorcerer=5|Shadow Evocation|PREVARGTEQ:BloodlineLVL,11	SPELLKNOWN:CLASS|Sorcerer=6|Shadow Walk|PREVARGTEQ:BloodlineLVL,13	SPELLKNOWN:CLASS|Sorcerer=7|Power Word Blind|PREVARGTEQ:BloodlineLVL,15	SPELLKNOWN:CLASS|Sorcerer=8|Shadow Evocation (Greater)|PREVARGTEQ:BloodlineLVL,17	SPELLKNOWN:CLASS|Sorcerer=9|Shades|PREVARGTEQ:BloodlineLVL,19
Starsoul Bloodline Bonus Spells	KEY:Bloodline Bonus Spells ~ Starsoul		CATEGORY:Special Ability	TYPE:Internal				VISIBLE:NO																																																																																																																																																																																																																																																																				SPELLKNOWN:CLASS|Sorcerer=1|Unseen Servant|PREVARGTEQ:BloodlineLVL,3	SPELLKNOWN:CLASS|Sorcerer=2|Glitterdust|PREVARGTEQ:BloodlineLVL,5	SPELLKNOWN:CLASS|Sorcerer=3|Blink|PREVARGTEQ:BloodlineLVL,7	SPELLKNOWN:CLASS|Sorcerer=4|Call Lightning Storm (Starsoul)|PREVARGTEQ:BloodlineLVL,9	SPELLKNOWN:CLASS|Sorcerer=5|Overland Flight|PREVARGTEQ:BloodlineLVL,11	SPELLKNOWN:CLASS|Sorcerer=6|Repulsion|PREVARGTEQ:BloodlineLVL,13	SPELLKNOWN:CLASS|Sorcerer=7|Reverse Gravity|PREVARGTEQ:BloodlineLVL,15	SPELLKNOWN:CLASS|Sorcerer=8|Prying Eyes (Greater)|PREVARGTEQ:BloodlineLVL,17	SPELLKNOWN:CLASS|Sorcerer=9|Meteor Swarm|PREVARGTEQ:BloodlineLVL,19
Stormborn Bloodline Bonus Spells	KEY:Bloodline Bonus Spells ~ Stormborn		CATEGORY:Special Ability	TYPE:Internal				VISIBLE:NO																																																																																																																																																																																																																																																																				SPELLKNOWN:CLASS|Sorcerer=1|Shocking Grasp|PREVARGTEQ:BloodlineLVL,3	SPELLKNOWN:CLASS|Sorcerer=2|Gust of Wind|PREVARGTEQ:BloodlineLVL,5	SPELLKNOWN:CLASS|Sorcerer=3|Lightning Bolt|PREVARGTEQ:BloodlineLVL,7	SPELLKNOWN:CLASS|Sorcerer=4|Shout|PREVARGTEQ:BloodlineLVL,9	SPELLKNOWN:CLASS|Sorcerer=5|Overland Flight|PREVARGTEQ:BloodlineLVL,11	SPELLKNOWN:CLASS|Sorcerer=6|Chain Lightning|PREVARGTEQ:BloodlineLVL,13	SPELLKNOWN:CLASS|Sorcerer=7|Control Weather|PREVARGTEQ:BloodlineLVL,15	SPELLKNOWN:CLASS|Sorcerer=8|Whirlwind|PREVARGTEQ:BloodlineLVL,17	SPELLKNOWN:CLASS|Sorcerer=9|Storm of Vengeance|PREVARGTEQ:BloodlineLVL,19
Verdant Bloodline Bonus Spells	KEY:Bloodline Bonus Spells ~ Verdant		CATEGORY:Special Ability	TYPE:Internal																																																																																																																																																																																																																																																																									SPELLKNOWN:CLASS|Sorcerer=1|Entangle|PREVARGTEQ:BloodlineLVL,3	SPELLKNOWN:CLASS|Sorcerer=2|Barkskin|PREVARGTEQ:BloodlineLVL,5	SPELLKNOWN:CLASS|Sorcerer=3|Speak With Plants|PREVARGTEQ:BloodlineLVL,7	SPELLKNOWN:CLASS|Sorcerer=4|Command Plants|PREVARGTEQ:BloodlineLVL,9	SPELLKNOWN:CLASS|Sorcerer=5|Wall Of Thorns|PREVARGTEQ:BloodlineLVL,11	SPELLKNOWN:CLASS|Sorcerer=6|Transport Via Plants|PREVARGTEQ:BloodlineLVL,13	SPELLKNOWN:CLASS|Sorcerer=7|Plant Shape III|PREVARGTEQ:BloodlineLVL,15	SPELLKNOWN:CLASS|Sorcerer=8|Animate Plants|PREVARGTEQ:BloodlineLVL,17	SPELLKNOWN:CLASS|Sorcerer=9|Shambler|PREVARGTEQ:BloodlineLVL,19


# Aquatic Bloodline
Bloodline Arcana				KEY:Bloodline Arcana ~ Aquatic			CATEGORY:Special Ability	TYPE:SpecialQuality																							DESC:Whenever you cast a spell of the water type, your effective caster level is increased by one, and summoned creatures with a swim speed or the aquatic or water type gain a +1 morale bonus on attack and damage rolls.																																																																																																																																																																																																										SOURCEPAGE:p.136
Bloodline Powers				KEY:Bloodline Powers ~ Aquatic			CATEGORY:Special Ability	TYPE:SpecialQuality																							DESC:Your seaborn magical talents awaken changes in you, both mystical and physical, as you develop your powers.																																																																																																																																																																																																																												SOURCEPAGE:p.136
Dehydrating Touch				KEY:Aquatic Bloodline ~ Dehydrating Touch		CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike				DEFINE:DehydratingTouchDamage|0	DEFINE:DehydratingTouchTimes|0							DESC:Starting at 1st level, you can make a melee touch attack as a standard action that inflicts %1d6 points of nonlethal damage + 1 for every two sorcerer levels you possess and sickens the target for 1 round. Oozes, plants, and creatures with the aquatic or water subtypes suffer lethal damage instead. You can use this ability a number of times per day equal to 3 + your Charisma modifier.|DehydratingTouchDamage|DehydratingTouchTimes																																																																																																																	BONUS:VAR|DehydratingTouchDamage|((SorcererLvl+1)/2)	BONUS:VAR|DehydratingTouchTimes|3+CHA																																						SOURCEPAGE:p.136
Aquatic Adaptation			KEY:Aquatic Bloodline ~ Aquatic Adaptation	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																					DESC:At 3rd level, you gain a swim speed of 30 feet. At 9th level, you gain the amphibious special quality and develop a fat layer that grants a +1 natural armor bonus and resist cold 5. When immersed in water, you gain blindsense 30 feet. At 15th level, you gain a swim speed of 60 feet and blindsense of 60 feet in water.																																																																	ABILITY:Special Ability|AUTOMATIC|Resistance to Cold|PRECLASS:1,Sorcerer=9																						BONUS:COMBAT|AC|1|TYPE=NaturalArmor.STACK|PRECLASS:1,Sorcerer=9	BONUS:MOVEADD|TYPE.Swim|30	BONUS:MOVEADD|TYPE.Swim|30|PRECLASS:1,Sorcerer=15									BONUS:VAR|ColdResistanceBonus|5|PRECLASS:1,Sorcerer=9																																													SOURCEPAGE:p.136
Aquatic Telepathy				KEY:Aquatic Bloodline ~ Aquatic Telepathy		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																					DESC:At 9th level, you gain telepathy (100 feet) and can communicate with creatures with a swim speed or the aquatic or water types regardless of intelligence. You may cast suggestion on such creatures a number of times per day equal to your Charisma modifier. This ability is telepathic and does not require audible or visual components. At 15th level, once per day you can telepathically call and request a service from an aquatic, water, or swimming creature as if using demand or greater planar ally.																																																																																																																																																										SOURCEPAGE:p.136
Raise the Deep				KEY:Aquatic Bloodline ~ Raise the Deep		CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																						DESC:At 15th level, you raise water as per control water, but no water need be present. This created water is stationary and does not flow out of the area where you create it; it lasts 1 round per sorcerer level and then disappears. At 20th level, the dimensions of the effect are doubled. You may use this ability once per day.																																																																																																																																																																																								SOURCEPAGE:p.136
Deep One					KEY:Aquatic Bloodline ~ Deep One			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																					DESC:At 20th level, you gain blindsense 60 feet and your body is covered with fine, slippery scales granting DR 10/piercing, resist cold 20, and continuous freedom of movement. Underwater, you gain evasion and blindsight 120 feet, and you are immune to pressure damage from deep water.																																																																																																																																										BONUS:VAR|ColdResistanceBonus|15																																								VISION:Blindsense (60')		DR:10/piercing	SOURCEPAGE:p.136

### ----> Still needs to be completed below this line <---- ###

# Boreal Bloodline
Bloodline Arcana				KEY:Bloodline Arcana ~ Boreal				CATEGORY:Special Ability	TYPE:SpecialQuality																							DESC:Whenever you cast a spell with the cold descriptor, increase the spell's save DC by 1.																																																																																																																																																																																																																															SOURCEPAGE:p.136
Bloodline Powers				KEY:Bloodline Powers ~ Boreal				CATEGORY:Special Ability	TYPE:SpecialQuality																							DESC:Your connection to primeval winters grants you a mastery of cold magic that few can match, and a savagery that fewer still can withstand.																																																																																																																																																																																																																							SOURCEPAGE:p.136
Cold Steel					KEY:Boreal Bloodline ~ Cold Steel			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																						DESC:At 1st level, you can touch a weapon or up to 50 pieces of ammunition as a standard action, giving it the frost property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the icy burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.																																																																																																																																																																														SOURCEPAGE:p.136
Icewalker					KEY:Boreal Bloodline ~ Icewalker			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																					DESC:At 3rd level, you gain resist cold 5 and can move across snow and icy surfaces without penalty and without leaving tracks. At 9th level, you gain resist cold 10 and can climb icy surfaces as if using spider climb.																																																																																		ABILITY:Special Ability|AUTOMATIC|Resistance to Cold																																																											BONUS:VAR|ColdResistanceBonus|5	BONUS:VAR|ColdResistanceBonus|5|PRECLASS:1,Sorcerer=9																																							SOURCEPAGE:p.136
Snow Shroud					KEY:Boreal Bloodline ~ Snow Shroud			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																					DESC:At 9th level, you ignore concealment and Perception penalties in natural or magical snow, ice, fog, and similar weather conditions. In addition, you can surround yourself with a cloak of swirling snow for a number of rounds per day equal to your sorcerer level. This power acts and deals damage as a fire shield (chill shield) that sheds no light. It provides a 20%% miss chance on attacks made against you and grants a bonus on Stealth checks equal to 1/2 your sorcerer level in snowy or icy areas. You can use this ability once per day at 9th level, twice per day at 17th, and three times per day at 20th.																																																																																																																																								SOURCEPAGE:p.137
Blizzard					KEY:Boreal Bloodline ~ Blizzard			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																						DESC:At 15th level, you can create a savage winter storm centered on you. This power acts as control winds, but in addition the entire area (not including the "eye" at the center of the storm) is affected as a sleet storm and all in the area are exposed to extreme cold (Pathfinder RPG Core Rulebook 442).																																																																																																																																																																																												SOURCEPAGE:p.137
Child of Ancient Winters		KEY:Boreal Bloodline ~ Child of Ancient Winters	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																					DESC:You gain the cold subtype and you become immune to fatigue and exhaustion. In addition, you gain immunity to sneak attacks and critical hits. This power causes you to gain vulnerability to fire.																																																																																		TEMPLATE:Cold																																																																																																																									SOURCEPAGE:p.137

# Deepearth Bloodline
Bloodline Arcana				KEY:Bloodline Arcana ~ Deepearth			CATEGORY:Special Ability	TYPE:SpecialQuality																							DESC:Whenever you and the target of your spell are both underground, increase the spell's save DC by +1.																																																																																																																																																																																																																													SOURCEPAGE:p.137
Bloodline Powers				KEY:Bloodline Powers ~ Deepearth			CATEGORY:Special Ability	TYPE:SpecialQuality																							DESC:The powers of the living rock are within you, and your communion with the strength of stone is refined and enhanced as your power grows.																																																																																																																																																																																																																							SOURCEPAGE:p.137
Tremor					KEY:Deepearth Bloodline ~ Tremor			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																						DESC:At 1st level, as a standard action, you can cause the ground to shake beneath a single creature within 30 feet, functioning as a trip maneuver using your sorcerer level plus your Charisma modifier in place of your CMB. You can use this ability a number of times per day %1 [equal to 3 + your Charisma modifier].|3+CHA																																																																																																																																																																																									SOURCEPAGE:p.137
Rockseer					KEY:Deepearth Bloodline ~ Rockseer			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																					DESC:At 3rd level, you gain the stonecunning trait as a dwarf; if already a dwarf, your bonus improves to +4.	DESC:you gain tremorsense 30 feet.|PREVARGTEQ:SorcererLvl,9	DESC:you can see through solid objects as if using a ring of x-ray vision for a number of rounds per day equal to your sorcerer level. These rounds do not need to be consecutive.|PREVARGTEQ:SorcererLvl,15																																																							ABILITY:Special Ability|AUTOMATIC|Stonecunning ~ Dwarf|!PRERACE:1,Dwarf%,RACESUBTYPE=Dwarf|PREVARGTEQ:SorcererLvl,3	ABILITY:Special Ability|AUTOMATIC|Rockseer ~ Tremorsense|PREVARGTEQ:SorcererLvl,9																																		BONUS:VAR|DwarfStoneCunningBonus|2|PRERACE:1,Dwarf%,RACESUBTYPE=Dwarf|PREVARGTEQ:SorcererLvl,3																																						SOURCEPAGE:p.137
Rockseer ~ Tremorsense											CATEGORY:Special Ability																																																																																																																																																																																																																																																																	VISION:Tremorsense (30')				SOURCEPAGE:p.137
Crystal Shard				KEY:Deepearth Bloodline ~ Crystal Shard		CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																						DESC:At 9th level, you can touch a metal or stone weapon (or up to 50 pieces of ammunition) as a standard action, giving it the bane property against any creature with the earth subtype, oozes, or constructs made of stone or metal, for 1 minute. You can use this ability once per day at 9th level, twice per day at 17th, and three times per day at 20th.																																																																																																																																																																																				SOURCEPAGE:p.137
Earth Glide					KEY:Deepearth Bloodline ~ Earth Glide		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																					DESC:At 15th level, you can glide through any sort of natural earth or stone as easily as a fish swims through water, with a burrow speed equal to half your normal speed. You do not leave a tunnel or trace of your passage. You can use this ability for 1 minute per sorcerer level each day. The duration need not be continuous, but it must be used in 1-minute increments.																																																																																																																																																																																	SOURCEPAGE:p.137
Strength of Stone				KEY:Deepearth Bloodline ~ Strength of Stone	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																					DESC:At 20th level, your flesh becomes as hard as stone, giving you DR 10/adamantine, and you become immune to petrification. You suffer no penalties while squeezing through tight spaces and are immune to bull rush, drag, grapple, reposition, and trip maneuvers, and to push and pull effects as long as you are standing on the ground.																																																															ABILITY:Special Ability|AUTOMATIC|Immunity to Petrification																																																																																																												DR:10/adamantine	SOURCEPAGE:p.137

# Dreamspun Bloodline
Bloodline Arcana				KEY:Bloodline Arcana ~ Dreamspun			CATEGORY:Special Ability	TYPE:SpecialQuality																							DESC:Whenever you target a single creature with a spell, you gain an insight bonus equal to half the spell's level (minimum +1) for 1 round to your AC and saving throws against any spell or attack made by that creature.																																																																																																																																																																																																										SOURCEPAGE:p.137
Bloodline Powers				KEY:Bloodline Powers ~ Dreamspun			CATEGORY:Special Ability	TYPE:SpecialQuality																							DESC:You reach out into and through the world of dreams to touch the minds and destinies of those around you.																																																																																																																																																																																																																												SOURCEPAGE:p.137
Lullaby					KEY:Dreamspun Bloodline ~ Lullaby			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																						DESC:At 1st level, you can use lullaby as a spelllike ability a number of times per day equal to 3 + your Charisma modifier. This effect lasts for 1 minute and does not require concentration. The penalty on saves versus sleep effects increases to -4.																																																																																																																																																																																																					SOURCEPAGE:p.137
Combat Precognition			KEY:Dreamspun Bloodline ~ Combat Precognition	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																					DESC:Your insight into the future grants you an advantage in combat. At 3rd level and every 4 levels thereafter, you gain a +1 insight bonus on initiative checks.																																																																																																																													BONUS:COMBAT|INITIATIVE|((SorcererLvl+1)/4)|TYPE=Insight																																																																													SOURCEPAGE:p.138
Dreamshaper					KEY:Dreamspun Bloodline ~ Dreamshaper		CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																						DESC:At 9th level, you can manipulate the dreamscape of others, drawing forth or tampering with their subconscious minds. This power allows you to tamper with the target's memories as if using modify memory, or you may ask questions as if using speak with dead upon a corpse. A successful Will save negates the effect. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier, with further modifiers as the nightmare spell. You can use this ability once per day at 9th level. At 17th level you can use this ability twice per day, and at 20th, three times per day.																																																																																																																																												SOURCEPAGE:p.138
Eye of Somnus				KEY:Dreamspun Bloodline ~ Eye of Somnus		CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																						DESC:At 15th level, you can project your consciousness as if using arcane eye. In addition, at any point you can cause the arcane eye to become visible. The eye can no longer be moved, but it acts as a symbol of sleep to all who see it. You may use this power once per day.																																																																																																																																																																																																	SOURCEPAGE:p.138
Solipsism					KEY:Dreamspun Bloodline ~ Solipsism			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																					DESC:At 20th level, you can drift into the dream world, fading from the world around you. You can become incorporeal for 1 minute per sorcerer level. You gain the incorporeal subtype and take only half damage from corporeal magical attacks (you take no damage from nonmagical weapons and objects). Your spells deal only half damage to corporeal creatures, but spells and abilities that do not deal damage function normally. The duration need not be continuous, but it must be used in 1-minute increments.																																																																																																																																																										SOURCEPAGE:p.138

# Protean Bloodline
Bloodline Arcana				KEY:Bloodline Arcana ~ Protean			CATEGORY:Special Ability	TYPE:SpecialQuality																							DESC:Your magic of creation and changing is hard to unravel. The DC to dispel transmutation or conjuration (creation) spells that you cast is increased by +4.																																																																																																																																																																																																																				SOURCEPAGE:p.138
Bloodline Powers				KEY:Bloodline Powers ~ Protean			CATEGORY:Special Ability	TYPE:SpecialQuality																							DESC:Your ancestral immersion in primordial chaos begets your curiously warped magical talents.																																																																																																																																																																																																																															SOURCEPAGE:p.138
Protoplasm					KEY:Protean Bloodline ~ Protoplasm			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																						DESC:At 1st level, you can create a ball of entropic protoplasm and hurl it at targets within 30 feet. This protoplasm acts as a tanglefoot bag that also inflicts 1 point of acid damage per round to a creature entangled by it. The protoplasm dissolves within 1d3 rounds. You may use this ability a number of times per day equal to 3 + your Charisma modifier.																																																																																																																																																																																			SOURCEPAGE:p.138
Protean Resistances			KEY:Protean Bloodline ~ Protean Resistances	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																					DESC:At 3rd level, you gain resist acid 5 and a +2 bonus on saving throws against polymorph, petrification, and transmutation spells or effects. At 9th level, you gain resist acid 10 and your save bonus increases to +4.																																																																																		ABILITY:Special Ability|AUTOMATIC|Resistance to Acid																																																											BONUS:VAR|AcidResistanceBonus|5	BONUS:VAR|AcidResistanceBonus|5|PRECLASS:1,Sorcerer=9																																							SOURCEPAGE:p.138
Reality Wrinkle				KEY:Protean Bloodline ~ Reality Wrinkle		CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																						DESC:At 9th level, you can surround yourself with a mobile, 10-foot-radius emanation of mutable reality. This rippling distortion is similar to solid fog but does not provide concealment or block line of sight. Your movement is not slowed by this aura. Attacks from outside the aura suffer a 20%% miss chance against targets inside the aura. You may use this ability a number of rounds per day equal to your sorcerer level, though this duration need not be continuous.																																																																																																																																																																SOURCEPAGE:p.138
Spatial Tear				KEY:Protean Bloodline ~ Spatial Tear		CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																						DESC:At 15th level, once per day, you can unravel the fibers of reality and ride along them as they snap back into place. This power functions as dimension door, while also creating a mass of black tentacles centered on your former location. Both of these effects use your sorcerer level as the caster level. At 20th level, you can use this ability twice per day.																																																																																																																																																																																		SOURCEPAGE:p.138
Avatar of Chaos				KEY:Protean Bloodline ~ Avatar of Chaos		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																					DESC:At 20th level, you are infused with the essence of raw chaos. You gain immunity to acid, petrification, and polymorph, as well as a +2 bonus to save DCs and on checks to overcome spell penetration against creatures with the lawful subtype.																																																																														ABILITY:Special Ability|AUTOMATIC|Immunity to Acid|Immunity to Petrification|Immunity to Polymorph																																																																																																								SOURCEPAGE:p.138

# Serpentine Bloodline
Bloodline Arcana				KEY:Bloodline Arcana ~ Serpentine			CATEGORY:Special Ability	TYPE:SpecialQuality																							DESC:Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language.																																																																																																																																																																																																						SOURCEPAGE:p.138
Bloodline Powers				KEY:Bloodline Powers ~ Serpentine			CATEGORY:Special Ability	TYPE:SpecialQuality																							DESC:The treacherous and yet hypnotic serpent's blood that flows through you taints your magic with a sinuous and seductive grace.																																																																																																																																																																																																																									SOURCEPAGE:p.139
Serpent's Fang				KEY:Serpentine Bloodline ~ Serpent's Fang		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																					DESC:At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier.																																																																																																																												SOURCEPAGE:p.139
Serpentfriend				KEY:Serpentine Bloodline ~ Serpentfriend		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																					DESC:At 3rd level, you can use speak with animals at will with reptilian animals (including various forms of dinosaurs, lizards, and other cold-blooded creatures), and you gain a viper familiar using your sorcerer level -2 as your effective wizard level.																																																																																																																																																																																																				SOURCEPAGE:p.139
Snakeskin					KEY:Serpentine Bloodline ~ Snakeskin		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary			DEFINE:SnakeskinBonus|0															DESC:At 9th level, you gain a +1 bonus to natural armor, a +2 racial bonus on saves against poison, and a +2 bonus on Escape Artist checks. At 13th level and 17th level, these bonuses increase by +1.																																																																																																																							BONUS:COMBAT|AC|SnakeskinBonus|TYPE=NaturalArmor.STACK																BONUS:SKILL|Escape Artist|2+SnakeskinBonus	BONUS:VAR|SnakeskinBonus|1	BONUS:VAR|SnakeskinBonus|1|PRECLASS:1,Sorcerer=13	BONUS:VAR|SnakeskinBonus|1|PRECLASS:1,Sorcerer=17																															SOURCEPAGE:p.139
Den of Vipers				KEY:Serpentine Bloodline ~ Den of Vipers		CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																						DESC:At 15th level, you may summon a host of writhing serpents. This power acts as creeping doom, but the swarms' poison inflicts Con damage and any creature other than you sharing a space with a swarm is entangled.																																																																																																																																																																																																											SOURCEPAGE:p.139
Scaled Soul					KEY:Serpentine Bloodline ~ Scaled Soul		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																					DESC:At 20th level, you gain the shapechanger subtype, and you can assume the form of a reptilian humanoid (as alter self) or snake of Diminutive to Huge size (as beast shape III) at will. You retain the power of speech and the ability to use somatic spell components when transformed. You also become immune to poison and paralysis. You may use serpent's fang as often as desired, and you may choose to inflict damage to any ability score.																																													ABILITY:Special Ability|AUTOMATIC|Immunity to Poison|Immunity to Paralysis																																																																																																												SOURCEPAGE:p.139

# Shadow Bloodline
Bloodline Arcana				KEY:Bloodline Arcana ~ Shadow				CATEGORY:Special Ability	TYPE:SpecialQuality																							DESC:Whenever you cast a spell with the darkness descriptor or the shadow subschool, you gain a circumstance bonus on Stealth checks equal to the spell's level for 1d4 rounds.																																																																																																																																																																																																																	SOURCEPAGE:p.140
Bloodline Powers				KEY:Bloodline Powers ~ Shadow				CATEGORY:Special Ability	TYPE:SpecialQuality																							DESC:Your benighted heritage infuses your mastery of magic with the essence of shadowstuff.																																																																																																																																																																																																																															SOURCEPAGE:p.140
Shadowstrike				KEY:Shadow Bloodline ~ Shadowstrike			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																						DESC:At 1st level, you can make a melee touch attack as a standard action that inflicts 1d4 points of nonlethal damage + 1 for every two sorcerer levels you possess. In addition, the target is dazzled for 1 minute. Creatures with low-light vision or darkvision are not dazzled by this ability. You can use this ability a number of times per day equal to 3 + your Charisma modifier.																																																																																																																																																																															SOURCEPAGE:p.140
Nighteye					KEY:Shadow Bloodline ~ Nighteye			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																					DESC:At 3rd level, you gain darkvision 30 feet. At 9th level, you gain darkvision 60 feet. If you already possess darkvision, its range is increased by these amounts.																																																																																																																																																																																													BONUS:VISION|Darkvision|30	BONUS:VISION|Darkvision|30|PRECLASS:1,Sorcerer=9									SOURCEPAGE:p.140
Shadow Well					KEY:Shadow Bloodline ~ Shadow Well			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																						DESC:At 9th level, you can use the Stealth skill even while being observed and without cover or concealment, as long as you are within 10 feet of a shadow other than your own. In addition, when within an area of darkness or dim light, as a standard action you may choose to switch places with a willing ally within 60 feet, who must also be in darkness or dim light. At 13th level, you can instead switch the positions of two willing allies, each of whom must be within 60 feet of you. Unless otherwise noted, this travel is identical to dimension door. You may use the ability to switch places once per day at 9th level, plus one additional time per day at 17th level and 20th level.																																																																																																																												SOURCEPAGE:p.140
Enveloping Darkness			KEY:Shadow Bloodline ~ Enveloping Darkness	CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																						DESC:At 15th level, you may create an area of deeper darkness that you can see through without penalty. All creatures except you are entangled within this darkness unless using freedom of movement or a similar effect.																																																																																																																																																																																																										SOURCEPAGE:p.140
Shadow Master				KEY:Shadow Bloodline ~ Shadow Master		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																					DESC:At 20th level, you can see perfectly in natural or magical darkness. When you use shadow conjuration or shadow evocation spells, your creations are 20%% more real, and any creatures you create gain the benefits of the Augment Summoning feat.																																																																																																																																																																																																					SOURCEPAGE:p.140

# Starsoul Bloodline
Bloodline Arcana				KEY:Bloodline Arcana ~ Starsoul			CATEGORY:Special Ability	TYPE:SpecialQuality																							DESC:Whenever you cast an evocation spell, targets that fail their saves are dazzled by tiny sparkling starlights for 1 round per level of the spell.																																																																																																																																																																																																																						SOURCEPAGE:p.140
Bloodline Powers				KEY:Bloodline Powers ~ Starsoul			CATEGORY:Special Ability	TYPE:SpecialQuality																							DESC:Your skyward gaze and communion with the heavens focus and enhance your magical talents.																																																																																																																																																																																																																															SOURCEPAGE:p.140
Minute Meteors				KEY:Starsoul Bloodline ~ Minute Meteors		CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																						DESC:At 1st level, you can summon a rain of tiny meteorites as a standard action to fall in a 5-foot column, 30 feet high. The meteors inflict 1d4 points of fire damage + 1 per 2 sorcerer levels. A Reflex save negates this damage. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You may use this ability a number of times per day equal to 3 + your Charisma modifier.																																																																																																																																																																												SOURCEPAGE:p.140
Voidwalker					KEY:Starsoul Bloodline ~ Voidwalker			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																					DESC:At 3rd level, you gain low-light vision and resist cold and fire 5. At 9th level, you no longer need to breathe, as if wearing a necklace of adaptation.																																																																																												ABILITY:Special Ability|AUTOMATIC|Resistance to Fire|Resistance to Cold																																																								BONUS:VAR|ColdResistanceBonus,FireResistanceBonus|5																																													SOURCEPAGE:p.140
Aurora Borealis				KEY:Starsoul Bloodline ~ Aurora Borealis		CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																						DESC:At 9th level, you can create a sheet of cascading colors. This power acts as a wall of fire, but it inflicts cold damage and does not radiate heat. However, one side of the aurora designated by you fascinates creatures within 10 feet, up to a maximum of 2 HD of creatures per sorcerer level. A Will save negates this fascinate effect. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You may use this ability for a number of rounds per day equal to your sorcerer level. These rounds do not need to be consecutive.																																																																																																																																																			SOURCEPAGE:p.140
Breaching the Gulf			KEY:Starsoul Bloodline ~ Breaching the Gulf	CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																						DESC:At 15th level, your caster level is increased by 3 when casting spells of the teleportation subschool. In addition, once per day you can teleport a single creature within 30 feet into the void of space if it fails a Will save. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The target can attempt a new saving throw as a full-round action each round to return. While trapped in the airless void, the target suffers 6d6 points of cold damage per round and immediately begins to suffocate.																																																																																																																																																							SOURCEPAGE:p.140
Starborn					KEY:Starsoul Bloodline ~ Starborn			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																					DESC:At 20th level, you gain immunity to cold and blindness, and you can see perfectly in natural or magical darkness. In addition, you gain fast healing 1 when you are outdoors at night.																																																																																							ABILITY:Special Ability|AUTOMATIC|Immunity to Cold|Immunity to Blindness																																																																																																												SOURCEPAGE:p.140

# Stormborn Bloodline
Bloodline Arcana				KEY:Bloodline Arcana ~ Stormborn			CATEGORY:Special Ability	TYPE:SpecialQuality																							DESC:Whenever you cast a spell with the electricity or sonic descriptor, increase the save DC by 1.																																																																																																																																																																																																																														SOURCEPAGE:p.141
Bloodline Powers				KEY:Bloodline Powers ~ Stormborn			CATEGORY:Special Ability	TYPE:SpecialQuality																							DESC:Your mastery of the storm is reflected in the unique panoply of powers you manifest.																																																																																																																																																																																																																																SOURCEPAGE:p.141
Thunderstaff				KEY:Stormborn Bloodline ~ Thunderstaff		CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																						DESC:At 1st level, you can touch a weapon as a standard action, giving it the shock property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the shocking burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.																																																																																																																																																																																			SOURCEPAGE:p.141
Stormchild					KEY:Stormborn Bloodline ~ Stormchild		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																					DESC:At 3rd level, you gain resist electricity 5 and resist sonic 5, and treat wind effects as being one step less severe. At 9th level, you treat wind effects as being two steps less severe and gain blindsense 60 feet against concealment from natural or magical fog, mist, or weather effects.																																																																						ABILITY:Special Ability|AUTOMATIC|Resistance to Sonic|Resistance to Electricity																																																						BONUS:VAR|SonicResistanceBonus,ElectricityResistanceBonus|5																																												SOURCEPAGE:p.141
Thunderbolt					KEY:Stormborn Bloodline ~ Thunderbolt		CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike				DEFINE:ThinderboltTimes|0	DEFINE:ThunderboltDamage|0	DEFINE:ThunderboltDC|10+CHA+(SorcererLvl/2)	DESC:At 9th level, you can command a stroke of lightning to strike from above in a 5-foot-radius cylinder 60 feet high. The thunderbolt inflicts %1d6 points of damage per sorcerer level; half of this damage is electricity and half is sonic. A Reflex save DC %2 (DC 10 + 1/2 your sorcerer level + your Charisma modifier) halves this damage. Creatures failing their saves are deafened for 1 round. At 9th level, you can use this ability %1/day  [once per day, at 17th twice per day, and at 20th three times per day]. This power has a range of 120 feet.|ThunderboltDamage|ThunderboltDC|ThunderboltTimes																																																																																						BONUS:VAR|ThunderboltTimes|1	BONUS:VAR|ThunderboltTimes|1|PRECLASS:1,Sorcerer=17	BONUS:VAR|ThunderboltTimes|1|PRECLASS:1,Sorcerer=20	BONUS:VAR|ThunderboltDamage|(SorcererLvl/2)																							SOURCEPAGE:p.141
Ride the Lightning			KEY:Stormborn Bloodline ~ Ride the Lightning	CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																						DESC:At 15th level, as a full-round action you can become a living lightning bolt and move in a straight line up to 10 times your speed. You do not provoke attacks of opportunity while moving in this way. Creatures or objects in your path are affected as by your thunderbolt power. Creatures do not block your movement but solid barriers do unless they are reduced to 0 hit points. You can use this power once per day for a number of rounds equal to your sorcerer level.																																																																																																																																																																SOURCEPAGE:p.141
Storm Lord					KEY:Stormborn Bloodline ~ Storm Lord		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																					DESC:At 20th level, you are one with the storm. You gain immunity to deafness, stunning, and wind effects and gain blindsight 120 feet against concealment from natural or magical fog, mist, or weather. Once per day, when attacked with an electricity or sonic effect, you may forgo your saving throw and absorb the energies of the attack, healing 1 point of damage for every 3 points of damage the attack would otherwise have dealt.																																																																																																																																																																							SOURCEPAGE:p.141

# Verdant Bloodline
Bloodline Arcana				KEY:Bloodline Arcana ~ Verdant			CATEGORY:Special Ability	TYPE:SpecialQuality																							DESC:Whenever you cast a spell with a range of personal, your skin toughens, granting you a natural armor bonus equal to the spell's level for 1d4 rounds. This bonus does not stack with any other natural armor bonuses you might have.																																																																																																																																																																																																								SOURCEPAGE:p.141
Bloodline Powers				KEY:Bloodline Powers ~ Verdant			CATEGORY:Special Ability	TYPE:SpecialQuality																							DESC:The power of living things infuses every aspect of your magic, as you draw power from nature and its life energies flow through you.																																																																																																																																																																																																																								SOURCEPAGE:p.141
Tanglevine					KEY:Verdant Bloodline ~ Tanglevine			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																						DESC:At 1st level, as a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your sorcerer level plus your Charisma modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Charisma modifier.																																																																																																																																																																														SOURCEPAGE:p.141
Photosynthesis				KEY:Verdant Bloodline ~ Photosynthesis		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																					DESC:At 3rd level, you feed upon nature's raw essence. Your need to eat and sleep is reduced as if wearing a ring of sustenance, and you gain a +2 racial bonus on saving throws made against poison and sleep effects. At 9th level, these bonuses increase to +4.																																																																																																																																																																																																			SOURCEPAGE:p.141
Massmorph					KEY:Verdant Bloodline ~ Massmorph			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																						DESC:At 9th level, as a full-round action, you can alter the size and health of plant life, as if using plant growth or diminish plants. Alternatively, you can transform one willing non-plant creature per sorcerer level (no two of which can be more than 30 feet apart) as tree shape. You may transform creatures as plant shape I at 15th level, or plant shape II at 20th level. You can transform non-plant creatures using this power once per day.																																																																																																																																																																				SOURCEPAGE:p.141
Rooting					KEY:Verdant Bloodline ~ Rooting			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																					DESC:At 15th level, as a move action, you can extend roots into the ground. Your speed is reduced to 5 feet, but you gain a +4 bonus to natural armor and a +10 bonus to CMD against bull rush, overrun, reposition, and trip maneuvers. You also gain tremorsense 30 feet and fast healing 1. You can use this power for a number of minutes per day equal to your sorcerer level. This duration need not be consecutive, but it must be used in 1-minute increments.																																																																																																																																																																			SOURCEPAGE:p.141
Shepherd of the Trees			KEY:Verdant Bloodline ~ Shepherd of the Trees	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																					DESC:At 20th level, your verdant heritage fully manifests. You gain a +4 natural armor bonus. You gain immunity to paralysis, poison, polymorph, sleep, and stunning, and you gain tremorsense 30 feet even when not rooted.																																																																																		ABILITY:Special ABility|AUTOMATIC|Immunity to Paralysis|Immunity to Poison|Immunity to Polymorph|Immunity to Sleep|Immunity to Stunning												BONUS:COMBAT|AC|4|TYPE=NaturalArmor.STACK																																																																								VISION:Tremorsense (30')				SOURCEPAGE:p.141

#------------------#
##	WIZARD	##
#------------------#

###Block: Wizard schools
# These are loaded from the Sub Class Choice at Wizard Creation.
# Ability Name										Unique Key								Category of Ability		Type													Restricted Ability								Multiple Requirements																					Required Subclass			Description																																																																																																																																																																																							Ability																															Caster level				Bonus to spell cast/day																																																																																																																																																																																																																																																																																																																																																																																	Cost		Source Page
Air School																				CATEGORY:Special Ability	TYPE:SpecialQuality																																																		DESC:The air elementalist uses the forces of the wind, sky, clouds, and lightning to confuse and destroy his foes, all while flying through the air with ease.																																																																																																																																																														ABILITY:Special Ability|AUTOMATIC|Air School ~ Air Supremacy|Air School ~ Lightning Flash	ABILITY:Special Ability|AUTOMATIC|Air School ~ Cyclone|PRECLASS:1,Wizard=8																																																																																																																																																																																																																																																																																																																																																																																																	SOURCEPAGE:p.142
Earth School																			CATEGORY:Special Ability	TYPE:SpecialQuality																																																		DESC:The earth elementalist draws power from the stone around him, shaping it, shattering it, and bending it to his will. He can use it to defend himself or cause it to rise up and crush his foes.																																																																																																																																																								ABILITY:Special Ability|AUTOMATIC|Earth School ~ Earth Supremacy|Earth School ~ Acid Cloud	ABILITY:Special Ability|AUTOMATIC|Earth School ~ Earth Glide|PRECLASS:1,Wizard=8																																																																																																																																																																																																																																																																																																																																																																																															SOURCEPAGE:p.142
Fire School																				CATEGORY:Special Ability	TYPE:SpecialQuality																																																		DESC:The fire elementalist sees a world around him that is made to burn, and he can bring that fire to consume his foes. He has also learned that fire can purify and protect, if properly controlled.																																																																																																																																																							ABILITY:Special Ability|AUTOMATIC|Fire School ~ Fire Supremacy|Fire School ~ Fire Jet	ABILITY:Special Ability|AUTOMATIC|Fire School ~ Dancing Flame|PRECLASS:1,Wizard=8																																																																																																																																																																																																																																																																																																																																																																																																SOURCEPAGE:p.142
Water School																			CATEGORY:Special Ability	TYPE:SpecialQuality																																																		DESC:The water elementalist draws magic from the ocean depths. His power is fluid as well, crushing foes in mighty waves or wearing them down through timeless erosion.																																																																																																																																																													ABILITY:Special Ability|AUTOMATIC|Water School ~ Water Supremacy|Water School ~ Cold Blast	ABILITY:Special Ability|AUTOMATIC|Water School ~ Wave|PRECLASS:1,Wizard=8																																																																																																																																																																																																																																																																																																																																																																																																SOURCEPAGE:p.143

# Air School
Air Supremacy										KEY:Air School ~ Air Supremacy				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																DESC:You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																			SOURCEPAGE:p.142
Lightning Flash										KEY:Air School ~ Lightning Flash				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																DESC:As a standard action, you can unleash a flash of electricity. This flash deals 1d6 points of electricity damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and dazzles them for 1d4 rounds. A successful Reflex save negates the dazzled effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																		SOURCEPAGE:p.142
Cyclone											KEY:Air School ~ Cyclone					CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																DESC:At 8th level, you can create a vortex of turbulent wind around yourself as a standard action. This vortex has a radius of up to 10 feet and a maximum height of 10 feet per wizard level you possess. Any ranged attack passing through this vortex automatically misses. Any flying creature moving through the vortex must make a Fly skill check or immediately fall from the sky, taking falling damage (the creature cannot make a Fly check to reduce or negate this damage). Creatures on the ground cannot pass through the vortex without first making a Strength check. The DC of this check is equal to 10 + your caster level. The vortex is faintly visible and can be spotted with a DC 15 Perception skill check. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.																																																																																																																																																																																																																																																																																																																																																																																																																																																																									SOURCEPAGE:p.142

# Earth School
Earth Supremacy										KEY:Earth School ~ Earth Supremacy				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																DESC:You gain a +2 enhancement bonus to your CMD to resist bull rush, pull, push, reposition, trip, and overrun attempts as long as you are touching the ground. This bonus increases by +1 for every five wizard levels you possess. In addition, you gain a +1 insight bonus on melee attack and damage rolls whenever both you and your foe are touching the ground. At 20th level, earth and stone do not block the line of effect of your spells, although they do still block your line of sight.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																			SOURCEPAGE:p.142
Acid Cloud											KEY:Earth School ~ Acid Cloud					CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																DESC:As a standard action, you can create a 5-foot-radius cloud of acid vapor within 30 feet that lasts for 1 round. This cloud deals 1d6 points of acid damage + 1 point for every two wizard levels you possess to all creatures in the cloud and sickens them for 1 round. A successful Fortitude save negates the sickened effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that begin their turn inside the cloud can move out that turn without penalty, but those that enter the cloud are affected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																						SOURCEPAGE:p.142
Earth Glide											KEY:Earth School ~ Earth Glide				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																DESC:At 8th level, you gain the ability to move through earth, dirt, and stone for a number of rounds per day equal to your wizard level. You cannot move through worked earth or stone; only natural substances can be traversed. If your total duration expires before you exit the earth, you are flung back to the point where you entered the stone, take 4d6 points of damage, and are stunned for 1 round. Your burrowing does not leave a hole, nor does it give any sign of your presence (although you can be detected by creatures with tremorsense). These rounds do not need to be consecutive.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																		SOURCEPAGE:p.142

# Fire School
Fire Supremacy										KEY:Fire School ~ Fire Supremacy				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																DESC:You gain resistance 5 to fire. At 10th level, this resistance increases to 10. At 20th level, you gain immunity to fire damage. In addition, whenever you are within 5 feet of a source of flame at least as large as a campfire, you can draw the fire around you for 1 round as a swift action. Anyone striking you with a melee weapon or unarmed strike takes an amount of fire damage equal to 1/2 your wizard level (minimum 1). Weapons with reach avoid this damage.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																							SOURCEPAGE:p.143
Fire Jet											KEY:Fire School ~ Fire Jet					CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																DESC:As a standard action, you can send forth a 20-foot line of fire. Anyone in this line takes 1d6 points of fire damage + 1 point for every two wizard levels you possess. A successful Reflex save halves this damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their saving throw catch fire and take 1d6 points of fire damage on the following round. Creatures that catch fire can avoid this damage by taking a full-round action to extinguish the flames by making a DC 15 Reflex save. Rolling on the ground gives a +2 circumstance bonus on the save. Dousing the creature with water automatically extinguishes the flame. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																			SOURCEPAGE:p.143
Dancing Flame										KEY:Fire School ~ Dancing Flame				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																DESC:At 8th level, as a standard action, you can sculpt fire to suit your desires. With one use of this ability you can move any nonmagical fire up to 30 feet. Alternatively you can use this ability to alter any fire spell that you cast with a duration of instantaneous by removing any number of squares from its area of affect. If the fire spell has a duration, you can use this ability to reposition the spell, within its original range (treat this as if you had just cast the spell, even though the duration is unchanged). You cannot use this ability on a fire spell that you did not cast. If you move a nonmagical flame, it must have a new source of fuel. If it does not, it is extinguished in one round. You can use this ability a number of times per day equal to 1/2 your wizard level.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																	SOURCEPAGE:p.143

# Water School
Water Supremacy										KEY:Water School ~ Water Supremacy				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																DESC:You gain a +2 enhancement bonus on Swim skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can hold your breath for a number of rounds equal to four times your Constitution score before you must start making checks to avoid drowning. At 10th level, you gain a swim speed equal to your base speed. At 20th level, whenever you make a Swim skill check, assume the roll resulted in a natural 20.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.143
Cold Blast											KEY:Water School ~ Cold Blast					CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																DESC:As a standard action, you can unleash a blast of freezing cold. This blast deals 1d6 points of cold damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and staggers them for 1 round. A successful Reflex save negates the staggered effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																			SOURCEPAGE:p.143
Wave												KEY:Water School ~ Wave						CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																DESC:At 8th level, you can create a wave of water that starts at your location and moves 30 feet per round away from you in a direction of your choosing. Creatures struck by the wave might be knocked down and pushed away. Make a caster level check against the CMD of each creature struck. If you succeed, the creature is knocked prone. If your check exceeds the CMD of the creature by 5 or more, it is carried with the wave during the wave's movement this round. You receive a +5 bonus on this check if the creature shares its space with the wave at the start of your turn (when the wave moves). Creatures carried in this way can move out of the wave on their turn if they succeed on a Strength check (DC = 10 + 1/2 your caster level + your Intelligence modifier), but they cannot breathe while sharing space with the wave. The wave is up to 20 feet high and up to 5 feet long for each wizard level you possess. Nonmagical fires hit by the wave are automatically extinguished. Magical fire effects are unaffected. You can use this ability for a number of rounds per day equal to 1/2 your wizard level.																																																																																																																																																																																																																																																																																																																																																																																																																													SOURCEPAGE:p.143

# School Sub-Specialities
Admixture School										KEY:Wizard Archetype ~ Admixture School			CATEGORY:Archetype		TYPE:Archetype.WizardEvocation.WizardForceMissile.WizardElementalWall													PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Admixture School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardEvocation]		PRESUBCLASS:1,Evoker=1																																																																																																																																																																																										ABILITY:Special Ability|AUTOMATIC|Wizard Admixture School ~ Versatile Evocation	ABILITY:Special Ability|AUTOMATIC|Wizard Admixture School ~ Elemental Manipulation|PRECLASS:1,Wizard=8																																																																																																																																																																																																																																																																																																																																																																																											COST:0	SOURCEPAGE:p.143
Banishment School										KEY:Wizard Archetype ~ Banishment School			CATEGORY:Archetype		TYPE:Archetype.WizardAbjuration.WizardProtectiveWard.WizardEnergyAbsorption												PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Banishment School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardAbjuration]		PRESUBCLASS:1,Abjurer=1																																																																																																																																																																																										ABILITY:Special Ability|AUTOMATIC|Wizard Banishment School ~ Unstable Bonds	ABILITY:Special Ability|AUTOMATIC|Wizard Banishment School ~ Aura of Banishment|PRECLASS:1,Wizard=8																																																																																																																																																																																																																																																																																																																																																																																													COST:0	SOURCEPAGE:p.144
Controller School										KEY:Wizard Archetype ~ Controller School			CATEGORY:Archetype		TYPE:Archetype.WizardEnchantment.WizardEnchantingSmile.WizardAuraOfDespair												PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Controller School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardEnchantment]	PRESUBCLASS:1,Enchanter=1																																																																																																																																																																																									ABILITY:Special Ability|AUTOMATIC|Wizard Controller School ~ Force of Will	ABILITY:Special Ability|AUTOMATIC|Wizard Controller School ~ Irresistible Demand|PRECLASS:1,Wizard=8																																																																																																																																																																																																																																																																																																																																																																																													COST:0	SOURCEPAGE:p.144
Counterspell School									KEY:Wizard Archetype ~ Counterspell School		CATEGORY:Archetype		TYPE:Archetype.WizardAbjuration.WizardProtectiveWard.WizardEnergyAbsorption												PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Counterspell School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardAbjuration]	PRESUBCLASS:1,Abjurer=1																																																																																																																																																																																										ABILITY:Special Ability|AUTOMATIC|Wizard Counterspell School ~ Disruption	ABILITY:Special Ability|AUTOMATIC|Wizard Counterspell School ~ Counterspell Mastery|PRECLASS:1,Wizard=6																																																																																																																																																																																																																																																																																																																																																																																												COST:0	SOURCEPAGE:p.144
Creation School										KEY:Wizard Archetype ~ Creation School			CATEGORY:Archetype		TYPE:Archetype.WizardConjuration.WizardAcidDart.WizardDimensionalSteps													PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Creation School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardConjuration]		PRESUBCLASS:1,Conjurer=1																																																																																																																																																																																									ABILITY:Special Ability|AUTOMATIC|Wizard Creation School ~ Create Gear	ABILITY:Special Ability|AUTOMATIC|Wizard Creation School ~ Creator's Will|PRECLASS:1,Wizard=8																																																																																																																																																																																																																																																																																																																																																																																															COST:0	SOURCEPAGE:p.144
Enhancement School									KEY:Wizard Archetype ~ Enhancement School			CATEGORY:Archetype		TYPE:Archetype.WizardTransmutation.WizardChangeShape.WizardTelekineticFist												PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Enhancement School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardTransmutation]	PRESUBCLASS:1,Transmuter=1																																																																																																																																																																																									ABILITY:Special Ability|AUTOMATIC|Wizard Enhancement School ~ Augment	ABILITY:Special Ability|AUTOMATIC|Wizard Enhancement School ~ Perfection of Self|PRECLASS:1,Wizard=8																																																																																																																																																																																																																																																																																																																																																																																														COST:0	SOURCEPAGE:p.145
Foresight School										KEY:Wizard Archetype ~ Foresight School			CATEGORY:Archetype		TYPE:Archetype.WizardDivination.WizardScryingAdept.WizardDivinersFortune												PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Foresight School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardDivination]		PRESUBCLASS:1,Diviner=1																																																																																																																																																																																										ABILITY:Special Ability|AUTOMATIC|Wizard Foresight School ~ Prescience	ABILITY:Special Ability|AUTOMATIC|Wizard Foresight School ~ Foretell|PRECLASS:1,Wizard=8																																																																																																																																																																																																																																																																																																																																																																																																COST:0	SOURCEPAGE:p.145
Generation School										KEY:Wizard Archetype ~ Generation School			CATEGORY:Archetype		TYPE:Archetype.WizardEvocation.WizardIntenseSpells.WizardForceMissile													PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Generation School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardEvocation]		PRESUBCLASS:1,Evoker=1																																																																																																																																																																																										ABILITY:Special Ability|AUTOMATIC|Wizard Generation School ~ Lingering Evocations|Wizard Generation School ~ Wind Servant																																																																																																																																																																																																																																																																																																																																																																																																						COST:0	SOURCEPAGE:p.146
Life School											KEY:Wizard Archetype ~ Life School				CATEGORY:Archetype		TYPE:Archetype.WizardNecromancy.WizardGraveTouch.WizardPowerOverUndead													PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Life School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardNecromancy]			PRESUBCLASS:1,Necromancer=1																																																																																																																																																																																									ABILITY:Special Ability|AUTOMATIC|Wizard Life School ~ Healing Grace|Wizard Life School ~ Share Essence																																																																																																																																																																																																																																																																																																																																																																																																									COST:0	SOURCEPAGE:p.146
Manipulator School									KEY:Wizard Archetype ~ Manipulator School			CATEGORY:Archetype		TYPE:Archetype.WizardEnchantment.WizardDazingTouch.WizardAuraofDespair													PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Manipulator School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardEnchantment]	PRESUBCLASS:1,Enchanter=1																																																																																																																																																																																									ABILITY:Special Ability|AUTOMATIC|Wizard Manipulator School ~ Beguiling Touch	ABILITY:Special Ability|AUTOMATIC|Wizard Manipulator School ~ Shape Emotions|PRECLASS:1,Wizard=8																																																																																																																																																																																																																																																																																																																																																																																													COST:0	SOURCEPAGE:p.146
Phantasm School										KEY:Wizard Archetype ~ Phantasm School			CATEGORY:Archetype		TYPE:Archetype.WizardIllusion.WizardBlindingRay.WizardInvisibilityField													PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Phantasm School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardIllusion]		PRESUBCLASS:1,Illusionist=1																																																																																																																																																																																									ABILITY:Special Ability|AUTOMATIC|Wizard Phantasm School ~ Terror	ABILITY:Special Ability|AUTOMATIC|Wizard Phantasm School ~ Bedeviling Aura|PRECLASS:1,Wizard=8																																																																																																																																																																																																																																																																																																																																																																																																COST:0	SOURCEPAGE:p.146
Scryer School										KEY:Wizard Archetype ~ Scryer School			CATEGORY:Archetype		TYPE:Archetype.WizardDivination.WizardDivinersFortune																PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Scryer School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardDivination]		PRESUBCLASS:1,Diviner=1																																																																																																																																																																																										ABILITY:Special Ability|AUTOMATIC|Wizard Scryer School ~ Send Senses																																																																																																																																																																																																																																																																																																																																																																																																															COST:0	SOURCEPAGE:p.147
Shadow School										KEY:Wizard Archetype ~ Shadow School			CATEGORY:Archetype		TYPE:Archetype.WizardIllusion.WizardBlindingRay.WizardInvisibilityField													PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Shadow School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardIllusion]			PRESUBCLASS:1,Illusionist=1																																																																																																																																																																																									ABILITY:Special Ability|AUTOMATIC|Wizard Shadow School ~ Binding Darkness	ABILITY:Special Ability|AUTOMATIC|Wizard Shadow School ~ Shadow Step|PRECLASS:1,Wizard=8																																																																																																																																																																																																																																																																																																																																																																																															COST:0	SOURCEPAGE:p.147
Shapechange School									KEY:Wizard Archetype ~ Shapechange School			CATEGORY:Archetype		TYPE:Archetype.WizardTransmutation.WizardTelekineticFist															PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Shapechange School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardTransmutation]	PRESUBCLASS:1,Transmuter=1																																																																																																																																																																																									ABILITY:Special Ability|AUTOMATIC|Wizard Shapechange School ~ Battleshaping																																																																																																																																																																																																																																																																																																																																																																																																														COST:0	SOURCEPAGE:p.147
Teleportation School									KEY:Wizard Archetype ~ Teleportation School		CATEGORY:Archetype		TYPE:Archetype.WizardConjuration.WizardAcidDart																	PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Teleportation School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardConjuration]	PRESUBCLASS:1,Conjurer=1																																																																																																																																																																																									ABILITY:Special Ability|AUTOMATIC|Wizard Teleportation School ~ Shift																																																																																																																																																																																																																																																																																																																																																																																																															COST:0	SOURCEPAGE:p.147
Undead School										KEY:Wizard Archetype ~ Undead School			CATEGORY:Archetype		TYPE:Archetype.WizardNecromancy.WizardGraveTouch																PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Undead School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardNecromancy]		PRESUBCLASS:1,Necromancer=1																																																																																																																																																																																									ABILITY:Special Ability|AUTOMATIC|Wizard Undead School ~ Bolster																																																																																																																																																																																																																																																																																																																																																																																																																COST:0	SOURCEPAGE:p.147

# Admixture School
Versatile Evocation									KEY:Wizard Admixture School ~ Versatile Evocation	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																DESC:When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																	SOURCEPAGE:p.143
Elemental Manipulation									KEY:Wizard Admixture School ~ Elemental Manipulation	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																DESC:At 8th level, you can emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your wizard level is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than your caster level. For example, you could transform a white dragon's frigid breath weapon (a supernatural ability), but not a fire elemental's fiery touch (an extraordinary ability). If an effect lies only partially within your aura, only the portions within the aura are transformed. You can use this ability for a number of rounds per day equal to your wizard level. The rounds do not need to be consecutive.																																																																																																																																																																																																																																																																																																																																																																																																																																																																													SOURCEPAGE:p.144

# Banishment School
Unstable Bonds										KEY:Wizard Banishment School ~ Unstable Bonds		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																DESC:At 1st level, your touch can disrupt the bonds that hold a summoned or called creature on this plane. As a melee touch attack, you can cause a summoned or called creature to become shaken and staggered for a number of rounds equal to 1/2 your wizard level (minimum 1). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																								SOURCEPAGE:p.144
Aura of Banishment									KEY:Wizard Banishment School ~ Aura of Banishment	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																DESC:At 8th level, you can emit a 30-foot aura of banishment for a number of rounds per day equal to your wizard level. Any summoned or called creature in the area must make a Will save each round. Once the creature fails a Will saving throw, it is staggered as long as it remains inside the aura. If it fails a second Will saving throw, it is immediately sent back to its home plane and the spell that summoned it immediately ends. If that spell summoned more than one creature, only the creature that failed its saving throws is affected. These rounds do not need to be consecutive.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																			SOURCEPAGE:p.144

# Controller School
Force of Will										KEY:Wizard Controller School ~ Force of Will		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																DESC:You can send thoughts and instructions telepathically to any creature within 60 feet that you have charmed or dominated as though you shared a common language. At 11th level, affected creatures can communicate back to you via the telepathic link as well. At 20th level, any creature that succeeds at a saving throw against an enchantment spell you have just cast is still affected for 1 round if the spell has a duration greater than 1 round.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.144
Irresistible Demand									KEY:Wizard Controller School ~ Irresistible Demand	CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																																																	DESC:At 8th level, you can force others to do your bidding. As a standard action, you attempt to dominate a creature as though using the dominate monster spell, except that the creature must have a number of Hit Dice equal to or less than your wizard level. The targeted creature receives a Will saving throw each round to negate the effect. The DC is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can dominate creatures for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. You must concentrate as a standard action to maintain control over a dominated creature.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.144

# Counterspell School
Disruption											KEY:Wizard Counterspell School ~ Disruption		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																DESC:At 1st level, you gain the ability to disrupt spellcasting with a touch. As a melee touch attack, you can place a disruptive field around the target. While the field is in place, the target must make a concentration check to cast any spell or to use a spell-like ability in addition to any other required concentration checks. The DC of this check is equal to 15 + twice the spell's level. If the check is failed, the target's spell is wasted. This field lasts for a number of rounds equal to 1/2 your wizard level (minimum 1). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																												SOURCEPAGE:p.144
Counterspell Mastery									KEY:Wizard Counterspell School ~ Counterspell Mastery	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																DESC:At 6th level, you gain Improved Counterspell as a bonus feat. You may attempt to counterspell an opponent's spell once per day as an immediate action (instead of a readied action). You must use a spell at least one level higher than the spell being countered to use this ability. You can use this ability once per day at 6th level, plus one additional time per day for every 4 levels beyond 6th.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																		SOURCEPAGE:p.144

# Creation School
Create Gear											KEY:Wizard Creation School ~ Create Gear			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																DESC:At 1st level, you can create any object that weighs no more than 1 pound per wizard level you possess. Creating an object in this way is a standard action. The item remains for 1 minute before fading away, although it disappears after one round if it leaves your possession. Creating an item to an exact specification might require a Craft skill check, subject to GM discretion. The object must be made of simple materials, such as wood, stone, glass, or metal, and cannot contain any moving parts. You could use this ability to create a dagger, but not a vial of alchemist's fire. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																			SOURCEPAGE:p.144
Creator's Will										KEY:Wizard Creation School ~ Creator's Will		CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																																																	DESC:At 8th level, you can cast minor creation as a spell-like ability. You can have no more than one minor creation active at a time. If you cast the spell again, the previous casting immediately ends. At 12th level, this ability improves to major creation. You can use this ability a number of times per day equal to 1/2 your wizard level.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																												SOURCEPAGE:p.145

# Enhancement School
Augment											KEY:Wizard Enhancement School ~ Augment			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																																																	DESC:As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five wizard levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																SOURCEPAGE:p.145
Perfection of Self									KEY:Wizard Enhancement School ~ Perfection of Self	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																DESC:At 8th level, as a swift action you can grant yourself an enhancement bonus to a single ability score equal to 1/2 your wizard level (maximum +10) for one round. You may use this ability for a number of times per day equal to your wizard level.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																											SOURCEPAGE:p.145

# Foresight School
Prescience											KEY:Wizard Foresight School ~ Prescience			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																DESC:At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																							SOURCEPAGE:p.145
Foretell											KEY:Wizard Foresight School ~ Foretell			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																DESC:At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a -2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																		SOURCEPAGE:p.146

# Generation School
Lingering Evocations									KEY:Wizard Generation School ~ Lingering Evocations	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																DESC:Any evocation spell you cast with a duration greater than instantaneous lasts an additional number of rounds equal to 1/2 your wizard level (minimum +1). At 20th level, any dispel checks made against your evocation spells must be rolled twice, and your opponent must use the less favorable result.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																		SOURCEPAGE:p.146
Wind Servant										KEY:Wizard Generation School ~ Wind Servant		CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																																																	DESC:As a standard action, you can generate a blast of air that hurls an unattended object (or objects) in your possession up to 30 feet in a straight line. If you have a free hand, you can catch an object hurled toward yourself. You can move objects weighing up to 1 pound per wizard level. Objects are not thrown with enough force to cause damage, although fragile objects like alchemical weapons shatter on contact with a creature or hard surface. To hit a creature with an object, you must succeed at a ranged touch attack. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																													SOURCEPAGE:p.146

# Life School
Healing Grace										KEY:Wizard Life School ~ Healing Grace			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																DESC:Whenever you cast a spell that has targets, affects creatures in an area, or requires an attack roll, you may heal creatures affected by the spell a total of 1 point of damage per level of the spell. This healing may be spread out between the targets of the spell in any way you choose. If you assign any of the healing to an undead creature, it instead takes 1 point of damage for each point assigned. At 11th level, the amount of damage cured increases to 2 points of damage per level of the spell. This healing occurs when the spell is cast and has no effect on creatures that enter its area after the spell is in place. At 20th level, the amount of damage cured increases to 3 points of damage per level of the spell.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																											SOURCEPAGE:p.146
Share Essence										KEY:Wizard Life School ~ Share Essence			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																																																	DESC:As a standard action, you can share your vital energy with a living creature that you touch. You take 1d6 points of nonlethal damage + 1 for every two wizard levels you possess. You cannot take an amount of nonlethal damage equal to or greater than your current hit point total; any excess is prevented. The recipient gains a number of temporary hit points equal to the amount of damage you received (prevented damage is not counted). These temporary hit points disappear 1 hour later. You may not use this ability to grant yourself temporary hit points. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This ability has no effect if you are immune to nonlethal damage.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																													SOURCEPAGE:p.146

# Manipulator School
Beguiling Touch										KEY:Wizard Manipulator School ~ Beguiling Touch		CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																																																	DESC:You can charm a living creature by touching it. Creatures with more Hit Dice than your wizard level are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures receive a Will saving throw to negate the effect. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their save are affected by charm monster for a number of rounds equal to 1/2 your wizard level (minimum 1). This is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																	SOURCEPAGE:p.146
Shape Emotions										KEY:Wizard Manipulator School ~ Shape Emotions		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																DESC:At 8th level, you can emit a 30-foot aura to either ward off or welcome emotional influence for a number of rounds per day equal to your wizard level. If you choose to ward, you and your allies within this aura receive a +4 morale bonus on saves against mind-affecting spells and effects, and any fear effects targeting you or your allies are reduced by one step (shaken has no effect, frightened becomes shaken, and panicked becomes frightened). If you chose to enhance emotional influence, enemies within the aura receive a -2 penalty on saves against mind-affecting spells and effects. These rounds do not need to be consecutive.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																										SOURCEPAGE:p.146

# Phantasm School
Terror											KEY:Wizard Phantasm School ~ Terror				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																DESC:As a standard action, you can make a melee touch attack that causes a creature to be assailed by nightmares only it can see. The creature provokes an attack of opportunity from you or an ally of your choice. Creatures with more Hit Dice than your wizard level are unaffected. This is a mind-affecting fear effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																SOURCEPAGE:p.146
Bedeviling Aura										KEY:Wizard Phantasm School ~ Bedeviling Aura		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																DESC:At 8th level, you can emit a 30- foot aura that bedevils your enemies with phantasmal assailants. Enemies within this aura move at half speed, are unable to take attacks of opportunity, and are considered to be flanked. This is a mind-affecting effect. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																				SOURCEPAGE:p.147

# Scryer School
Send Senses											KEY:Wizard Scryer School ~ Send Senses			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																																																	DESC:As a standard action, you place a scrying sensor at a point within medium range (100 feet + 10 feet/wizard level) that you can see and have line of effect to. You can see or hear (not both) through this sensor for number of rounds equal to 1/2 your wizard level (minimum 1). The sensor otherwise functions as a clairaudience/clairovoyance spell with a caster level equal to your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																			SOURCEPAGE:p.147

# Shadow School
Binding Darkness										KEY:Wizard Shadow School ~ Binding Darkness		CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																																																	DESC:As a standard action, you cast a weave of shadows at any foe within 30 feet as a ranged touch attack. The shadows entangle your foe for 1 round plus 1 additional round for every five wizard levels you possess. In conditions of bright light, this duration is halved (minimum 1 round). A creature entangled by your shadows has concealment from those without darkvision or the ability to see in darkness, and other creatures likewise have concealment relative to it. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																							SOURCEPAGE:p.147
Shadow Step											KEY:Wizard Shadow School ~ Shadow Step			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																																																	DESC:At 8th level, you can use this ability to walk through the Shadow Plane and reappear as a standard action. You can travel up to 30 feet per wizard level per day in this fashion, either in a single round or broken up across multiple shadow steps. This movement must be used in 5-foot increments and does not provoke an attack of opportunity. Travel through the Shadow Plane is imprecise; when you arrive, you re-enter 1 square off target, as per the rules for thrown splash weapons (see page 202 of the Pathfinder RPG Core Rulebook). If this would place you in an occupied square, you instead arrive in the nearest safe location. When you arrive, you are cloaked in shadow and gain concealment as the blur spell for 1 round. You may bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you. They likewise re-enter off target (roll location for each creature) and are cloaked in shadow for 1 round.																																																																																																																																																																																																																																																																																																																																																																																																																																																	SOURCEPAGE:p.147

# Shapechange School
Battleshaping										KEY:Wizard Shapechange School ~ Battleshaping		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																																DESC:As a swift action, you grow a single natural weapon. The natural weapon lasts for 1 round and has a +1 enhancement bonus on attack and damage rolls for every four wizard levels you possess. You can grow a claw, a bite, or a gore attack. These attacks deal the normal damage for a creature of your size (see page 302 of the Pathfinder RPG Bestiary). At 11th level, you can shape two natural weapons. You may not grow additional limbs or a tail with this ability. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																							SOURCEPAGE:p.147

# Teleportation School
Shift												KEY:Wizard Teleportation School ~ Shift			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernaturalpernatural																																														DESC:At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																					SOURCEPAGE:p.147

# Undead School
Bolster											KEY:Wizard Undead School ~ Bolster				CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																																																	DESC:As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a +1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. The bonus on attack rolls and saving throws increases by +1 for every 5 wizard levels you possess. These bonuses last for a number of rounds equal to 1/2 your wizard level (minimum 1 round). The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																								SOURCEPAGE:p.147

# Wizard School Mods
CATEGORY=Special Ability|Acid Dart ~ Conjuration School.MOD																														!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardAcidDart
CATEGORY=Special Ability|Aura of Despair ~ Enchantment School.MOD																													!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardAuraofDespair
CATEGORY=Special Ability|Blinding Ray ~ Illusion School.MOD																														!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardBlindingRay
CATEGORY=Special Ability|Change Shape ~ Transmutation School.MOD																													!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardChangeShape
CATEGORY=Special Ability|Dazing Touch ~ Enchantment School.MOD																													!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardDazingTouch
CATEGORY=Special Ability|Dimensional Steps ~ Conjuration School.MOD																												!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardDimensionalSteps
CATEGORY=Special Ability|Diviner's Fortune ~ Divination School.MOD																												!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardDivinersFortune
CATEGORY=Special Ability|Elemental Wall ~ Evocation School.MOD																													!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardElementalWall
CATEGORY=Special Ability|Enchanting Smile ~ Enchantment School.MOD																												!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardEnchantingSmile
CATEGORY=Special Ability|Energy Absorption ~ Abjuration School.MOD																												!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardEnergyAbsorption
CATEGORY=Special Ability|Force Missile ~ Evocation School.MOD																													!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardForceMissile
CATEGORY=Special Ability|Grave Touch ~ Necromancy School.MOD																													!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardGraveTouch
CATEGORY=Special Ability|Intense Spells ~ Evocation School.MOD																													!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardIntenseSpells
CATEGORY=Special Ability|Invisibility Field ~ Illusion School.MOD																													!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardInvisibilityField
CATEGORY=Special Ability|Power Over Undead ~ Necromancy School.MOD																												!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardPowerOverUndead
CATEGORY=Special Ability|Protective Ward ~ Abjuration School.MOD																													!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardProtectiveWard
CATEGORY=Special Ability|Scrying Adept ~ Divination School.MOD																													!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardScryingAdept
CATEGORY=Special Ability|Telekinetic Fist ~ Transmutation School.MOD																												!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardTelekineticFist


# Removing Spellcasting ~ Ranger, Paladin & Bard
No Spellcasting										KEY:No Spellcasting ~ Ranger					CATEGORY:Special Ability	TYPE:Internal																																																																																																																																																																																																																																																																											BONUS:CASTERLEVEL|Ranger.RESET|0	BONUS:SPELLCAST|CLASS=Ranger;LEVEL=1|-floor((WIS+3)/4)|PRECLASS:1,Ranger=4	BONUS:SPELLCAST|CLASS=Ranger;LEVEL=1|-1|PRECLASS:1,Ranger=5	BONUS:SPELLCAST|CLASS=Ranger;LEVEL=1|-1|PRECLASS:1,Ranger=9	BONUS:SPELLCAST|CLASS=Ranger;LEVEL=1|-1|PRECLASS:1,Ranger=13	BONUS:SPELLCAST|CLASS=Ranger;LEVEL=1|-1|PRECLASS:1,Ranger=17	BONUS:SPELLCAST|CLASS=Ranger;LEVEL=2|-floor((WIS+2)/4)|PRECLASS:1,Ranger=7	BONUS:SPELLCAST|CLASS=Ranger;LEVEL=2|-1|PRECLASS:1,Ranger=8	BONUS:SPELLCAST|CLASS=Ranger;LEVEL=2|-1|PRECLASS:1,Ranger=12	BONUS:SPELLCAST|CLASS=Ranger;LEVEL=2|-1|PRECLASS:1,Ranger=16	BONUS:SPELLCAST|CLASS=Ranger;LEVEL=2|-1|PRECLASS:1,Ranger=20	BONUS:SPELLCAST|CLASS=Ranger;LEVEL=3|-floor((WIS+1)/4)|PRECLASS:1,Ranger=10	BONUS:SPELLCAST|CLASS=Ranger;LEVEL=3|-1|PRECLASS:1,Ranger=11	BONUS:SPELLCAST|CLASS=Ranger;LEVEL=3|-1|PRECLASS:1,Ranger=15	BONUS:SPELLCAST|CLASS=Ranger;LEVEL=3|-1|PRECLASS:1,Ranger=19	BONUS:SPELLCAST|CLASS=Ranger;LEVEL=4|-floor(WIS/4)|PRECLASS:1,Ranger=13	BONUS:SPELLCAST|CLASS=Ranger;LEVEL=4|-1|PRECLASS:1,Ranger=14	BONUS:SPELLCAST|CLASS=Ranger;LEVEL=4|-1|PRECLASS:1,Ranger=18	BONUS:SPELLCAST|CLASS=Ranger;LEVEL=4|-1|PRECLASS:1,Ranger=20
No Spellcasting										KEY:No Spellcasting ~ Paladin					CATEGORY:Special Ability	TYPE:Internal																																																																																																																																																																																																																																																																											BONUS:CASTERLEVEL|Paladin.RESET|0	BONUS:SPELLCAST|CLASS=Paladin;LEVEL=1|-floor((WIS+3)/4)|PRECLASS:1,Paladin=4	BONUS:SPELLCAST|CLASS=Paladin;LEVEL=1|-1|PRECLASS:1,Paladin=5	BONUS:SPELLCAST|CLASS=Paladin;LEVEL=1|-1|PRECLASS:1,Paladin=9	BONUS:SPELLCAST|CLASS=Paladin;LEVEL=1|-1|PRECLASS:1,Paladin=13	BONUS:SPELLCAST|CLASS=Paladin;LEVEL=1|-1|PRECLASS:1,Paladin=17	BONUS:SPELLCAST|CLASS=Paladin;LEVEL=2|-floor((WIS+2)/4)|PRECLASS:1,Paladin=7	BONUS:SPELLCAST|CLASS=Paladin;LEVEL=2|-1|PRECLASS:1,Paladin=8	BONUS:SPELLCAST|CLASS=Paladin;LEVEL=2|-1|PRECLASS:1,Paladin=12	BONUS:SPELLCAST|CLASS=Paladin;LEVEL=2|-1|PRECLASS:1,Paladin=16	BONUS:SPELLCAST|CLASS=Paladin;LEVEL=2|-1|PRECLASS:1,Paladin=20	BONUS:SPELLCAST|CLASS=Paladin;LEVEL=3|-floor((WIS+1)/4)|PRECLASS:1,Paladin=10	BONUS:SPELLCAST|CLASS=Paladin;LEVEL=3|-1|PRECLASS:1,Paladin=11	BONUS:SPELLCAST|CLASS=Paladin;LEVEL=3|-1|PRECLASS:1,Paladin=15	BONUS:SPELLCAST|CLASS=Paladin;LEVEL=3|-1|PRECLASS:1,Paladin=19	BONUS:SPELLCAST|CLASS=Paladin;LEVEL=4|-floor(WIS/4)|PRECLASS:1,Paladin=13	BONUS:SPELLCAST|CLASS=Paladin;LEVEL=4|-1|PRECLASS:1,Paladin=14	BONUS:SPELLCAST|CLASS=Paladin;LEVEL=4|-1|PRECLASS:1,Paladin=18	BONUS:SPELLCAST|CLASS=Paladin;LEVEL=4|-1|PRECLASS:1,Paladin=20
No Spellcasting										KEY:No Spellcasting ~ Bard					CATEGORY:Special Ability	TYPE:Internal																																																																																																																																																																																																																																																																											BONUS:CASTERLEVEL|Bard.RESET|0	BONUS:SPELLCAST|CLASS=Bard;LEVEL=1|-floor((CHA+3)/4)|PRECLASS:1,Bard=1	BONUS:SPELLCAST|CLASS=Bard;LEVEL=1|-1|PRECLASS:1,Bard=1	BONUS:SPELLCAST|CLASS=Bard;LEVEL=1|-1|PRECLASS:1,Bard=2	BONUS:SPELLCAST|CLASS=Bard;LEVEL=1|-1|PRECLASS:1,Bard=3	BONUS:SPELLCAST|CLASS=Bard;LEVEL=1|-1|PRECLASS:1,Bard=5	BONUS:SPELLCAST|CLASS=Bard;LEVEL=1|-1|PRECLASS:1,Bard=9	BONUS:SPELLCAST|CLASS=Bard;LEVEL=2|-floor((CHA+2)/4)|PRECLASS:1,Bard=4	BONUS:SPELLCAST|CLASS=Bard;LEVEL=2|-1|PRECLASS:1,Bard=4	BONUS:SPELLCAST|CLASS=Bard;LEVEL=2|-1|PRECLASS:1,Bard=5	BONUS:SPELLCAST|CLASS=Bard;LEVEL=2|-1|PRECLASS:1,Bard=6	BONUS:SPELLCAST|CLASS=Bard;LEVEL=2|-1|PRECLASS:1,Bard=8	BONUS:SPELLCAST|CLASS=Bard;LEVEL=2|-1|PRECLASS:1,Bard=12	BONUS:SPELLCAST|CLASS=Bard;LEVEL=3|-floor((CHA+1)/4)|PRECLASS:1,Bard=7	BONUS:SPELLCAST|CLASS=Bard;LEVEL=3|-1|PRECLASS:1,Bard=7	BONUS:SPELLCAST|CLASS=Bard;LEVEL=3|-1|PRECLASS:1,Bard=8	BONUS:SPELLCAST|CLASS=Bard;LEVEL=3|-1|PRECLASS:1,Bard=9	BONUS:SPELLCAST|CLASS=Bard;LEVEL=3|-1|PRECLASS:1,Bard=11	BONUS:SPELLCAST|CLASS=Bard;LEVEL=3|-1|PRECLASS:1,Bard=15	BONUS:SPELLCAST|CLASS=Bard;LEVEL=4|-floor(CHA/4)|PRECLASS:1,Bard=10	BONUS:SPELLCAST|CLASS=Bard;LEVEL=4|-1|PRECLASS:1,Bard=10	BONUS:SPELLCAST|CLASS=Bard;LEVEL=4|-1|PRECLASS:1,Bard=11	BONUS:SPELLCAST|CLASS=Bard;LEVEL=4|-1|PRECLASS:1,Bard=12	BONUS:SPELLCAST|CLASS=Bard;LEVEL=4|-1|PRECLASS:1,Bard=14	BONUS:SPELLCAST|CLASS=Bard;LEVEL=4|-1|PRECLASS:1,Bard=18	BONUS:SPELLCAST|CLASS=Bard;LEVEL=5|-floor(CHA-1/4)|PRECLASS:1,Bard=13	BONUS:SPELLCAST|CLASS=Bard;LEVEL=5|-1|PRECLASS:1,Bard=13	BONUS:SPELLCAST|CLASS=Bard;LEVEL=5|-1|PRECLASS:1,Bard=14	BONUS:SPELLCAST|CLASS=Bard;LEVEL=5|-1|PRECLASS:1,Bard=15	BONUS:SPELLCAST|CLASS=Bard;LEVEL=5|-1|PRECLASS:1,Bard=17	BONUS:SPELLCAST|CLASS=Bard;LEVEL=5|-1|PRECLASS:1,Bard=19	BONUS:SPELLCAST|CLASS=Bard;LEVEL=6|-floor(CHA/4)|PRECLASS:1,Bard=16	BONUS:SPELLCAST|CLASS=Bard;LEVEL=6|-1|PRECLASS:1,Bard=16	BONUS:SPELLCAST|CLASS=Bard;LEVEL=6|-1|PRECLASS:1,Bard=17	BONUS:SPELLCAST|CLASS=Bard;LEVEL=6|-1|PRECLASS:1,Bard=18	BONUS:SPELLCAST|CLASS=Bard;LEVEL=6|-1|PRECLASS:1,Bard=19	BONUS:SPELLCAST|CLASS=Bard;LEVEL=6|-1|PRECLASS:1,Bard=20


#
# End
#
