/
descriptions.py
4772 lines (3489 loc) · 489 KB
/
descriptions.py
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import json
class PygletEncodedText(object):
blue = "{color (63, 63, 255, 223)}"
white = "{color (223,223,255, 223)}"
light_gray = "{color (160,160,160, 223)}"
tab_size = 8
color = light_gray
title_color = white
regular = (
"""{font_name 'Fontin'}{.align "left"}{bold False}{font_size 12}""" +
"""{italic False}""" + color
)
par = paragraph = (
"\n\n" +
(" " * tab_size) +
regular
)
t1 = title1 = title_1 = (
"""{font_name 'Fontin'}{.align "center"}{bold True}{font_size 28}""" +
"""{italic True}{indent 0}""" + title_color
)
t2 = title2 = title_2 = (
"""{font_size 6}""" +
"\n\n" + "\n\n" +
"""{font_name 'Fontin'}{.align "center"}{bold True}{font_size 14}""" +
"""{italic False}""" + title_color
)
t3 = title3 = title_3 = (
"""{font_size 4}""" +
"\n\n" + "\n\n" +
(" " * tab_size) +
"""{font_name 'Fontin'}{.align "left"}{bold True}{font_size 12}""" +
"""{italic True}""" + title_color
)
table = (
"\n\n" +
"""{font_name 'Courier New'}{.align "center"}{bold True}"""
)
credits = (
"\n\n" +
t3 + ("#" * 12) +
"\n\n" +
t3 + "Section 15 - Copyright Notice" +
color +
par +
"\n\n"
)
def style(self, format, string=''):
if format == 't1':
result = (
getattr(self, format) +
"~~ {} ~~".format(string) +
"\n\n" + getattr(self, 'regular')
)
elif format == 't1-':
result = (
getattr(self, 't1') +
"~~~ {} ~~~".format(string)
)
elif format == 't2':
result = (
getattr(self, format) +
"> {} <".format(string) +
"\n\n" + getattr(self, 'regular')
)
elif format in ['blue']:
result = (
getattr(self, format) +
string +
getattr(self, 'regular')
)
else:
result = getattr(self, format) + string
return result
pyglet_encoded_text_shortcut = PygletEncodedText()
def style(format, string=''):
return pyglet_encoded_text_shortcut.style(format, string)
DISCLAIMER = {
"disclaimer": (
style('t1', "Caves & Lizards") +
("\n\n" * 2) +
style('t1', "DISCLAIMER") +
style('par') +
"""This game's core rules are built upon Open Game Content (OGC). This game is not published, endorsed, or specifically approved by the OGC's copyright owners. The use of the OGC relies only on the license granted by the Open Game License (OGL) itself.""" +
style('par') +
style('par') +
"""The full OGL and the OGC as in the official (or community maintained, when specified) System Reference Document are available through the "Open Game Content" option in the "Main Menu" (or during the game, at any time, by pressing the F1 key).""" +
style('par') +
style('par') +
"""The game art (graphics, sound, etc.) is used under varying licenses. A complete list with each of the multimedia resource's credits and license is available through the "Credits" (for simple textual information) or the "Art Gallery" options on the "Main Menu".""" +
style('par') +
style('par') +
"""The game and its source code is released under GNU GPL v3.""" +
style('par') +
style('credits') +
"""Original game concept and design by: Lucas Siqueira"""
)
}
DATA = {
" Open Game License": (
style('par') +
"""OPEN GAME LICENSE Version 1.0a""" +
style('par') +
style('par') +
"""The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.""" +
style('par') +
"""1. Definitions: (a) "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b) "Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) "Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.""" +
style('par') +
"""2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.""" +
style('par') +
"""3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.""" +
style('par') +
"""4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.""" +
style('par') +
"""5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.""" +
style('par') +
"""6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.""" +
style('par') +
"""7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.""" +
style('par') +
""""8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.""" +
style('par') +
"""9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.""" +
style('par') +
"""10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute.""" +
style('par') +
"""11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.""" +
style('par') +
"""12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.""" +
style('par') +
"""13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.""" +
style('par') +
"""14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.""" +
style('par') +
"""15. COPYRIGHT NOTICE""" +
style('par') +
"""Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc."""
+"\n\n"),
"alignment": {
"*": (
style('t1', "Alignment") +
style('par') +
"""A creature's general moral and personal attitudes are represented by its alignment: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil.""" +
style('par') +
"""Alignment is a tool for developing your character's identity—it is not a straitjacket for restricting your character. Each alignment represents a broad range of personality types or personal philosophies, so two characters of the same alignment can still be quite different from each other. In addition, few people are completely consistent.""" +
style('par') +
"""All creatures have an alignment. Alignment determines the effectiveness of some spells and magic items.""" +
style('par') +
"""Animals and other creatures incapable of moral action are neutral. Even deadly vipers and tigers that eat people are neutral because they lack the capacity for morally right or wrong behavior. Dogs may be obedient and cats free-spirited, but they do not have the moral capacity to be truly lawful or chaotic.""" +
style('t2', """Good Versus Evil""") +
style('par') +
"""Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit.""" +
style('par') +
"""Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.""" +
style('par') +
"""Evil implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.""" +
style('par') +
"""People who are neutral with respect to good and evil have compunctions against killing the innocent, but may lack the commitment to make sacrifices to protect or help others.""" +
style('t2', "Law Versus Chaos") +
style('par') +
"""Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties. Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition, and do what they promise if they feel like it.""" +
style('par') +
"""Law implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include closed-mindedness, reactionary adherence to tradition, self-righteousness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.""" +
style('par') +
"""Chaos implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.""" +
style('par') +
"""Someone who is neutral with respect to law and chaos has some respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. She is generally honest, but can be tempted into lying or deceiving others.""" +
style('t2', "Alignment Steps") +
style('par') +
"""Occasionally the rules refer to "steps" when dealing with alignment. In this case, "steps" refers to the number of alignment shifts between the two alignments, as shown on the following diagram. Note that diagonal "steps" count as two steps. For example, a lawful neutral character is one step away from a lawful good alignment, and three steps away from a chaotic evil alignment. A cleric's alignment must be within one step of the alignment of her deity.""" +
style('par') +
style('table') +
" LAWFUL NEUTRAL CHAOTIC" + "\n\n"
"GOOD Lawful Good Neutral Good Chaotic Good" + "\n\n"
"Neutral Lawful Neutral Neutral Chaotic Neutral" + "\n\n"
"EVIL Lawful Evil Neutral Evil Chaotic Evil" +
style('t2', "The Nine Alignments") +
style('par') +
"""Nine distinct alignments define the possible combinations of the lawful-chaotic axis with the good-evil axis. Each description below depicts a typical character of that alignment. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his alignment from day to day. Use these descriptions as guidelines, not as scripts.""" +
style('par') +
"""The first six alignments, lawful good through chaotic neutral, are standard alignments for player characters. The three evil alignments are usually for monsters and villains. With the GM's permission, a player may assign an evil alignment to his PC, but such characters are often a source of disruption and conflict with good and neutral party members. GMs are encouraged to carefully consider how evil PCs might affect the campaign before allowing them.""" +
style('t2', "Lawful Good") +
style('par') +
"""A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished.""" +
style('par') +
"""Lawful good combines honor with compassion.""" +
style('t2', "Neutral Good") +
style('par') +
"""A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them.""" +
style('par') +
"""Neutral good means doing what is good and right without bias for or against order.""" +
style('t2', "Chaotic Good") +
style('par') +
"""A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.""" +
style('par') +
"""Chaotic good combines a good heart with a free spirit.""" +
style('t2', "Lawful Neutral") +
style('par') +
"""A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government.""" +
style('par') +
"""Lawful neutral means you are reliable and honorable without being a zealot.""" +
style('t2', "Neutral") +
style('par') +
"""A neutral character does what seems to be a good idea. She doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos (and thus neutral is sometimes called "true neutral"). Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character probably thinks of good as better than evil—after all, she would rather have good neighbors and rulers than evil ones. Still, she's not personally committed to upholding good in any abstract or universal way.""" +
style('par') +
"""Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run.""" +
style('par') +
"""Neutral means you act naturally in any situation, without prejudice or compulsion.""" +
style('t2', "Chaotic Neutral") +
style('par') +
"""A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those others suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as he is to cross it.""" +
style('par') +
"""Chaotic neutral represents freedom from both society's restrictions and a do-gooder's zeal.""" +
style('t2', "Lawful Evil") +
style('par') +
"""A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order, but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises.""" +
style('par') +
"""This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains.""" +
style('par') +
"""Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.""" +
style('par') +
"""Lawful evil represents methodical, intentional, and organized evil.""" +
style('t2', "Neutral Evil") +
style('par') +
"""A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusions that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn't have the restless nature or love of conflict that a chaotic evil villain has.""" +
style('par') +
"""Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies.""" +
style('par') +
"""Neutral evil represents pure evil without honor and without variation.""" +
style('t2', "Chaotic Evil") +
style('par') +
"""A chaotic evil character does what his greed, hatred, and lust for destruction drive him to do. He is vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are likely to be poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him.""" +
style('par') +
"""Chaotic evil represents the destruction not only of beauty and life, but also of the order on which beauty and life depend.""" +
style('par') +
style('credits') +
"Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams."
+"\n\n"),
"lawful good": (
style('t1', """Lawful Good""") +
style('par') +
"""A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished.""" +
style('par') +
"""Lawful good combines honor with compassion.""" +
style('par') +
style('credits') +
"Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams."+"\n\n"),
"neutral good": (
style('t1', """Neutral Good""") +
style('par') +
"""A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them.""" +
style('par') +
"""Neutral good means doing what is good and right without bias for or against order.""" +
style('par') +
style('credits') +
"Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams."+"\n\n"),
"chaotic good": (
style('t1', """Chaotic Good""") +
style('par') +
"""A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.""" +
style('par') +
"""Chaotic good combines a good heart with a free spirit.""" +
style('par') +
style('credits') +
"Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams."+"\n\n"),
"lawful neutral": (
style('t1', """Lawful Neutral""") +
style('par') +
"""A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government.""" +
style('par') +
"""Lawful neutral means you are reliable and honorable without being a zealot.""" +
style('par') +
style('credits') +
"Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams."+"\n\n"),
"neutral": (
style('t1', """Neutral""") +
style('par') +
"""A neutral character does what seems to be a good idea. She doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos (and thus neutral is sometimes called "true neutral"). Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character probably thinks of good as better than evil—after all, she would rather have good neighbors and rulers than evil ones. Still, she's not personally committed to upholding good in any abstract or universal way.""" +
style('par') +
"""Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run.""" +
style('par') +
"""Neutral means you act naturally in any situation, without prejudice or compulsion.""" +
style('par') +
style('credits') +
"Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams."+"\n\n"),
"chaotic neutral": (
style('t1', """Chaotic Neutral""") +
style('par') +
"""A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those others suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as he is to cross it.""" +
style('par') +
"""Chaotic neutral represents freedom from both society's restrictions and a do-gooder's zeal.""" +
style('par') +
style('credits') +
"Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams."+"\n\n"),
"lawful evil": (
style('t1', """Lawful Evil""") +
style('par') +
"""A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order, but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises.""" +
style('par') +
"""This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains.""" +
style('par') +
"""Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.""" +
style('par') +
"""Lawful evil represents methodical, intentional, and organized evil.""" +
style('par') +
style('credits') +
"Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams."+"\n\n"),
"neutral evil": (
style('t1', """Neutral Evil""") +
style('par') +
"""A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusions that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn't have the restless nature or love of conflict that a chaotic evil villain has.""" +
style('par') +
"""Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies.""" +
style('par') +
"""Neutral evil represents pure evil without honor and without variation.""" +
style('par') +
style('credits') +
"Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams."+"\n\n"),
"chaotic evil": (
style('t1', """Chaotic Evil""") +
style('par') +
"""A chaotic evil character does what his greed, hatred, and lust for destruction drive him to do. He is vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are likely to be poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him.""" +
style('par') +
"""Chaotic evil represents the destruction not only of beauty and life, but also of the order on which beauty and life depend.""" +
style('par') +
style('credits') +
"Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.")
},
# #########################
# ######## CLASSES ########
# #########################
"classes": {
# #####################################
# ######## GENERIC DESCRIPTION ########
# #####################################
"*": (
style('t1', "Classes") +
style('par') +
"""A character’s class is one of his most defining features. It’s the source of most of his abilities, and gives him a specific role in any adventuring party.""" +
style('t2', "Favored Class") + style('par') +
"""Each character begins play with a single favored class of his choosing — typically, this is the same class chosen as the one he chooses at 1st level. Whenever a character gains a level in his favored class, he may choose to receive + 1 hit point, + 1 skill rank or, if the class is one of those favored by his race, the racial favored class reward.""" +
style('t3', "Alchemist: ") + style('regular') +
"""The alchemist is the master of alchemy, using extracts to grant him great power, mutagens to enhance his form, and bombs to destroy his enemies.""" +
style('t3', "Antipaladins: ") + style('regular') +
"""Antipaladins are champions of evil, the antithesis of Paladins. They make pacts with fiends, take the lives of the innocent, and put nothing ahead of their personal power and wealth.""" +
style('t3', "Arcanist: ") + style('regular') +
"""A melding of sorcerer and wizard, the arcanist is an arcane tinkerer and spell-twister, reshaping magic to her whims. Players who like options and variety in their spellcasting should consider this class.""" +
style('t3', "Barbarian: ") + style('regular') +
"""The barbarian is a brutal berserker from beyond the edge of civilized lands.""" +
style('t3', "Bloodrager: ") + style('regular') +
"""Blending the wrath of the barbarian with the innate magic of the sorcerer, the bloodrager taps into his rage to create brutal magical effects. Players who enjoy eldritch savagery and want their magic to support them in combat should consider this class.""" +
style('t3', "Bard: ") + style('regular') +
"""The bard uses skill and spell alike to bolster his allies, confound his enemies, and build upon his fame.""" +
style('t3', "Brawler: ") + style('regular') +
"""Unifying two of the game's greatest pugilists, the fighter and the monk, the brawler forgoes mysticism and spiritual training to focus on raw physical mastery. Players who want to take on their opponents in fierce hand-to-hand combat should consider this class.""" +
style('t3', "Cavalier: ") + style('regular') +
"""Mounted upon his mighty steed, the cavalier is a brave warrior, using his wit, charm, and strength at arms to rally his companions and achieve his goals.""" +
style('t3', "Cleric: ") + style('regular') +
"""A devout follower of a deity, the cleric can heal wounds, raise the dead, and call down the wrath of the gods.""" +
style('t3', "Druid: ") + style('regular') +
"""The druid is a worshiper of all things natural-a spellcaster, a friend to animals, and a skilled shapechanger.""" +
style('t3', "Fighter: ") + style('regular') +
"""Brave and stalwart, the fighter is a master of all manner of arms and armor.""" +
style('t3', "Hunter: ") + style('regular') +
"""Combining the natural skills and animal mastery of the druid and the ranger, the hunter teams up with a devoted animal ally to confront the enemies of the wilds. Players who want an animal companion to be their character's focus should consider this class.""" +
style('t3', "Inquisitor: ") + style('regular') +
"""Scourge of the unfaithful and hunter of horrors, the inquisitor roots out the enemies of her faith with grim conviction and an array of divine blessings.""" +
style('t3', "Investigator: ") + style('regular') +
"""Mixing the alchemist's arcane insight with the shrewdness of a rogue, the investigator uses his knowledge and a wide range of talents to overcome any conundrum. Players who enjoy clever characters who are always prepared should consider this class.""" +
style('t3', "Magus: ") + style('regular') +
"""The magus is a student of both the power of magic and the mastering of individual weapons, blending magical ability and martial prowess into something entirely unique.""" +
style('t3', "Monk: ") + style('regular') +
"""A student of martial arts, the monk trains his body to be his greatest weapon and defense.""" +
style('t3', "Ninja: ") + style('regular') +
"""Ninjas are shadowy killers, masters of infiltration, sabotage, and assassination, and uses a wide variety of weapons, practiced skills, and mystical powers to achieve their goals.""" +
style('t3', "Oracle: ") + style('regular') +
"""Drawing upon divine mysteries, the oracle channels divine power through her body and soul, but at a terrible price.""" +
style('t3', "Paladin: ") + style('regular') +
"""The paladin is the knight in shining armor, a devoted follower of law and good.""" +
style('t3', "Ranger: ") + style('regular') +
"""A tracker and hunter, the ranger is a creature of the wild and of tracking down his favored foes.""" +
style('t3', "Rogue: ") + style('regular') +
"""The rogue is a thief and a scout, an opportunist capable of delivering brutal strikes against unwary foes.""" +
style('t3', "Samurai: ") + style('regular') +
"""Dedicated like no others to honor and the code of the warrior, the Samurai is trained from an early age in the art of war. He learns the way of the blade, the bow, and the horse.""" +
style('t3', "Shaman: ") + style('regular') +
"""The occult mysteries of the oracle and witch combine in the shaman, an enigmatic spirit-speaker who calls upon powers from beyond. Players who seek new routes to eerie divine powers should consider this class.""" +
style('t3', "Skald: ") + style('regular') +
"""The skald blends the passion and relentlessness of the barbarian with the voice of the bard, inspiring his fellows from the front lines. Players who want to both join their allies in battle and bolster their might should consider this class.""" +
style('t3', "Slayer: ") + style('regular') +
"""Deft stalkers of the most dangerous prey, slayers merge the ranger's combat training with the rogue's crippling attacks. Players who seek to deal death from the shadows should consider this class.""" +
style('t3', "Sorcerer: ") + style('regular') +
"""The spellcasting sorcerer is born with an innate knack for magic and has strange, eldritch powers.""" +
style('t3', "Summoner: ") + style('regular') +
"""Bonded to a mysterious creature called an eidolon, the summoner focuses his power on strengthing that connection and enhancing his strange, otherworldy companion.""" +
style('t3', "Warpriest: ") + style('regular') +
"""Adding a fighter's physical might to the force of a cleric's convictions, the warpriest strikes against enemies of his faith. Players who want to play a battle-hardened divine champion should consider this class.""" +
style('t3', "Witch: ") + style('regular') +
"""Lurking on the fringe of civilization, the witch makes a powerful connection with a patron that grants her strange and mysterious powers through a special familiar.""" +
style('t3', "Wizard: ") + style('regular') +
"""The wizard masters magic through constant study that gives him incredible magical power.""" +
style('par') +
style('credits') +
"Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC." +
("\n\n" *2) +
"Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor." +
("\n\n" *2) +
"Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor."+
("\n\n" *2) +
"Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor"+
+"\n\n"),
# ###########################
# ######## BARBARIAN ########
# ###########################
"barbarian": (
style('t1', """Barbarian""") +
style('par') +
"""For some, there is only rage. In the ways of their people, in the fury of their passion, in the howl of battle, conflict is all these brutal souls know. Savages, hired muscle, masters of vicious martial techniques, they are not soldiers or professional warriors—they are the battle possessed, creatures of slaughter and spirits of war. Known as barbarians, these warmongers know little of training, preparation, or the rules of warfare; for them, only the moment exists, with the foes that stand before them and the knowledge that the next moment might hold their death. They possess a sixth sense in regard to danger and the endurance to weather all that might entail. These brutal warriors might rise from all walks of life, both civilized and savage, though whole societies embracing such philosophies roam the wild places of the world. Within barbarians storms the primal spirit of battle, and woe to those who face their rage.""" +
style('t3', """Role: """) +
style('regular') +
"""Barbarians excel in combat, possessing the martial prowess and fortitude to take on foes seemingly far superior to themselves. With rage granting them boldness and daring beyond that of most other warriors, barbarians charge furiously into battle and ruin all who would stand in their way.""" +
style('t3', """Alignment: """) +
style('regular') +
"""Any nonlawful.""" +
style('t3', """Hit Die: """) +
style('regular') +
"""d12.""" +
style('t3', """Class Skills: """) +
style('regular') +
"""The barbarian's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).""" +
style('t3', """Skill Ranks per Level: """) +
style('regular') +
"""4 + Int modifier.""" +
style('t3', """Weapon and Armor Proficiency: """) +
style('regular') +
"""A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).""" +
style('t3', """Fast Movement (Ex): """) +
style('regular') +
"""A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.""" +
style('t3', """Rage (Ex): """) +
style('regular') +
"""A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.""" +
style('par') +
"""While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.""" +
style('par') +
"""A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.""" +
style('t3', """Ex-Barbarians: """) +
style('regular') +
"""A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. She retains all other benefits of the class.""" +
style('par') +
style('credits') +
"Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC." +
("\n\n" *2) +
"Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor."
+"\n\n"),
# ######################
# ######## BARD ########
# ######################
"bard": (
style('t1', """Bard""") +
style('par') +
"""Untold wonders and secrets exist for those skillful enough to discover them. Through cleverness, talent, and magic, these cunning few unravel the wiles of the world, becoming adept in the arts of persuasion, manipulation, and inspiration. Typically masters of one or many forms of artistry, bards possess an uncanny ability to know more than they should and use what they learn to keep themselves and their allies ever one step ahead of danger. Bards are quick-witted and captivating, and their skills might lead them down many paths, be they gamblers or jacks-of-all-trades, scholars or performers, leaders or scoundrels, or even all of the above. For bards, every day brings its own opportunities, adventures, and challenges, and only by bucking the odds, knowing the most, and being the best might they claim the treasures of each.""" +
style('t3', """Role: """) +
style('regular') +
"""Bards capably confuse and confound their foes while inspiring their allies to ever-greater daring. While accomplished with both weapons and magic, the true strength of bards lies outside melee, where they can support their companions and undermine their foes without fear of interruptions to their performances.""" +
style('t3', """Alignment: """) +
style('regular') +
"""Any.""" +
style('t3', """Hit Die: """) +
style('regular') +
"""d8.""" +
style('t3', """Class Skills: """) +
style('regular') +
"""The bard's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).""" +
style('t3', """Weapon and Armor Proficiency: """) +
style('regular') +
"""A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.""" +
style('t3', """Spells: """) +
style('regular') +
"""A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.""" +
style('par') +
"""Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).""" +
style('par') +
"""The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. The numbers on Table: Bard Spells Known are fixed.)""" +
style('par') +
"""Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.""" +
style('par') +
"""Bards don't need to prepare their spells in advance. They can cast any known spell at any time, as long as they haven't used up their allotment of spells per day for the spell's level.""" +
style('par') +
style('credits') +
"Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC." +
("\n\n" *2) +
"Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor."
+"\n\n"),
# ########################
# ######## CLERIC ########
# ########################
"cleric": (
style('t1', """Cleric""") +
style('par') +
"""In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption. The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves.""" +
style('t3', """Role: """) +
style('regular') +
"""More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies' prowess in battle, to vex their foes with divine magic, or to lend healing to companions in need.""" +
style('par') +
"""As their powers are influenced by their faith, all clerics must focus their worship upon a divine source. While the vast majority of clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge—free of a deific abstraction.""" +
style('t3', """Alignment: """) +
style('regular') +
"""A cleric's alignment must be within one step of their deity's, along either the law/chaos axis or the good/evil axis.""" +
style('t3', """Hit Die: """) +
style('regular') +
"""d8.""" +
style('t3', """Class Skills: """) +
style('regular') +
"""The cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).""" +
style('t3', """Skill Ranks per Level: """) +
style('regular') +
"""2 + Int modifier.""" +
style('t3', """Weapon and Armor Proficiency: """) +
style('regular') +
"""Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.""" +
style('t3', """Spells: """) +
style('regular') +
"""A cleric casts divine spells. His alignment, however, may restrict them from casting certain spells opposed to their moral or ethical beliefs. A cleric must choose and prepare their spells in advance.""" +
style('par') +
"""To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.""" +
style('par') +
"""Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Wisdom score.""" +
style('par') +
"""Clerics meditate or pray for their spells. Each cleric must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain their daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during their daily meditation.""" +
style('t3', """Ex-Clerics: """) +
style('regular') +
"""A cleric who grossly violates the code of conduct required by their god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones for their deeds.""" +
style('par') +
style('credits') +
"Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC." +
("\n\n" *2) +
"Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor."
+"\n\n"),
# #######################
# ######## DRUID ########
# #######################
"druid": (
style('t1', """Druid""") +
style('par') +
"""Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, these primal magics are guarded over by servants of philosophical balance known as druids. Allies to beasts and manipulators of nature, these often misunderstood protectors of the wild strive to shield their lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls. Rewarded for their devotion with incredible powers, druids gain unparalleled shape-shifting abilities, the companionship of mighty beasts, and the power to call upon nature's wrath. The mightiest temper powers akin to storms, earthquakes, and volcanoes with primeval wisdom long abandoned and forgotten by civilization.""" +
style('t3', """Role: """) +
style('regular') +
"""While some druids might keep to the fringe of battle, allowing companions and summoned creatures to fight while they confound foes with the powers of nature, others transform into deadly beasts and savagely wade into combat. Druids worship personifications of elemental forces, natural powers, or nature itself. Typically this means devotion to a nature deity, though druids are just as likely to revere vague spirits, animalistic demigods, or even specific awe-inspiring natural wonders.""" +
style('t3', """Alignment: """) +
style('regular') +
"""Any neutral.""" +
style('t3', """Hit Die: """) +
style('regular') +
"""d8.""" +
style('t3', """Class Skills: """) +
style('regular') +
"""The druid's class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).""" +
style('t3', """Skill Ranks per Level: """) +
style('regular') +
"""4 + Int modifier.""" +
style('t3', """Weapon and Armor Proficiency: """) +
style('regular') +
"""Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).""" +
style('par') +
"""Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood.""" +
style('par') +
"""A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.""" +
style('t3', """Spells: """) +
style('regular') +
"""A druid casts divine spells which are drawn from the druid spell list presented in Spell Lists. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.""" +
style('par') +
"""To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.""" +
style('par') +
"""Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).""" +
style('par') +
"""A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.""" +
style('t3', """Spontaneous Casting: """) +
style('regular') +
"""A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature's ally spell of the same level or lower.""" +
style('t3', """Chaotic, Evil, Good, and Lawful Spells: """) +
style('regular') +
"""A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.""" +
style('t3', """Orisons: """) +
style('regular') +
"""Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again.""" +
style('t3', """Bonus Languages: """) +
style('regular') +
"""A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.""" +
style('par') +
"""A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.""" +
style('par') +
"""Druidic has its own alphabet.""" +
style('t3', """Nature Bond (Ex): """) +
style('regular') +
"""At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.""" +
style('par') +
"""The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.""" +
style('par') +
"""Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.""" +
style('t3', """Nature Sense (Ex): """) +
style('regular') +
"""A druid gains a +2 bonus on Knowledge (nature) and Survival checks.""" +
style('t3', """Wild Empathy (Ex): """) +
style('regular') +
"""A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.""" +
style('par') +
"""To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.""" +
style('par') +
"""A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.""" +
style('par') +
style('credits') +
"Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC." +
("\n\n" *2) +
"Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor."
+"\n\n"),
# #########################
# ######## FIGHTER ########
# #########################
"fighter": (
style('t1', """Fighter""") +
style('par') +
"""Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Soldiers, knights, hunters, and artists of war, fighters are unparalleled champions, and woe to those who dare stand against them.""" +
style('t3', """Role: """) +
style('regular') +
"""Fighters excel at combat—defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match fighters for sheer battle prowess.""" +
style('t3', """Alignment: """) +
style('regular') +
"""Any.""" +
style('t3', """Hit Die: """) +
style('regular') +
"""d10.""" +
style('t3', """Class Skills: """) +
style('regular') +
"""The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).""" +
style('t3', """Skill Ranks per Level: """) +
style('regular') +
"""2 + Int modifier.""" +
style('t3', """Weapon and Armor Proficiency: """) +
style('regular') +
"""A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).""" +
style('t3', """Bonus Feats: """) +
style('regular') +
"""At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats".""" +
style('par') +
"""Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.""" +
style('par') +
style('credits') +
"Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC." +
("\n\n" *2) +
"Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor."
+"\n\n"),
# ######################
# ######## MONK ########
# ######################
"monk": (
style('t1', """Monk""") +
style('par') +
"""For the truly exemplary, martial skill transcends the battlefield—it is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding weapons within themselves just as capable of crippling or killing as any blade. These monks (so called since they adhere to ancient philosophies and strict martial disciplines) elevate their bodies to become weapons of war, from battle-minded ascetics to self-taught brawlers. Monks tread the path of discipline, and those with the will to endure that path discover within themselves not what they are, but what they are meant to be.""" +
style('t3', """Role: """) +
style('regular') +
"""Monks excel at overcoming even the most daunting perils, striking where it's least expected, and taking advantage of enemy vulnerabilities. Fleet of foot and skilled in combat, monks can navigate any battlefield with ease, aiding allies wherever they are needed most.""" +
style('t3', """Alignment: """) +
style('regular') +
"""Any lawful.""" +
style('t3', """Hit Die: """) +
style('regular') +
"""d8.""" +
style('t3', """Class Skills: """) +
style('regular') +
"""The monk's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).""" +
style('t3', """Skill Ranks per Level: """) +
style('regular') +
"""4 + Int modifier.""" +
style('t3', """Weapon and Armor Proficiency: """) +
style('regular') +
"""Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.""" +
style('par') +
"""Monks are not proficient with any armor or shields.""" +
style('par') +
"""When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.""" +
style('t3', """AC Bonus (Ex): """) +
style('regular') +
"""When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.""" +
style('par') +
"""These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.""" +
style('t3', """Flurry of Blows (Ex): """) +
style('regular') +
"""Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.""" +
style('par') +
"""At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).""" +
style('par') +
"""At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).""" +
style('par') +
"""A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.""" +
style('t3', """Unarmed Strike: """) +
style('regular') +
"""At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.""" +
style('par') +
"""Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.""" +
style('par') +
"""A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.""" +
style('par') +
"""A monk also deals more damage with his unarmed strikes than a normal person would.""" +
style('t3', """Bonus Feat: """) +
style('regular') +
"""At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.""" +
style('t3', """Stunning Fist (Ex): """) +
style('regular') +
"""At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.""" +
style('t3', """Ex-Monks: """) +
style('regular') +
"""A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.""" +
style('par') +
style('credits') +
"Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC." +
("\n\n" *2) +
"Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor."
+"\n\n"),
# #########################
# ######## PALADIN ########
# #########################
"paladin": (
style('t1', """Paladin""") +
style('par') +
"""Through a select, worthy few shines the power of the divine. Called paladins, these noble souls dedicate their swords and lives to the battle against evil. Knights, crusaders, and law-bringers, paladins seek not just to spread divine justice but to embody the teachings of the virtuous deities they serve. In pursuit of their lofty goals, they adhere to ironclad laws of morality and discipline. As reward for their righteousness, these holy champions are blessed with boons to aid them in their quests: powers to banish evil, heal the innocent, and inspire the faithful. Although their convictions might lead them into conflict with the very souls they would save, paladins weather endless challenges of faith and dark temptations, risking their lives to do right and fighting to bring about a brighter future.""" +
style('t3', """Role: """) +
style('regular') +
"""Paladins serve as beacons for their allies within the chaos of battle. While deadly opponents of evil, they can also empower goodly souls to aid in their crusades. Their magic and martial skills also make them well suited to defending others and blessing the fallen with the strength to continue fighting.""" +
style('t3', """Alignment: """) +
style('regular') +
"""Lawful good.""" +
style('t3', """Hit Die: """) +
style('regular') +
"""d10.""" +
style('t3', """Class Skills: """) +
style('regular') +
"""The paladin's class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).""" +
style('t3', """Skill Ranks per Level: """) +
style('regular') +
"""2 + Int modifier.""" +
style('t3', """Weapon and Armor Proficiency: """) +
style('regular') +
"""Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).""" +
style('t3', """Aura of Good (Ex): """) +
style('regular') +
"""The power of a paladin's aura of good (see the detect good spell) is equal to the paladin level.""" +
style('t3', """Detect Evil (Sp): """) +
style('regular') +
"""At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.""" +
style('t3', """Smite Evil (Su): """) +
style('regular') +
"""Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her 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 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.""" +
style('par') +
"""In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.""" +
style('par') +
"""The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.""" +
style('par') +
style('credits') +
"Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC." +
("\n\n" *2) +
"Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor."
+"\n\n"),
# ########################
# ######## RANGER ########
# ########################
"ranger": (
style('t1', """Ranger""") +
style('par') +
"""For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, patient, and skilled hunters, these rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. While some track man-eating creatures to protect the frontier, others pursue more cunning game—even fugitives among their own people.""" +
style('t3', """Role: """) +
style('regular') +
"""Rangers are deft skirmishers, either in melee or at range, capable of skillfully dancing in and out of battle. Their abilities allow them to deal significant harm to specific types of foes, but their skills are valuable against all manner of enemies.""" +
style('t3', """Alignment: """) +
style('regular') +
"""Any.""" +
style('t3', """Hit Die: """) +
style('regular') +
"""d10.""" +
style('t3', """Class Skills: """) +
style('regular') +
"""The ranger's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).""" +
style('t3', """Skill Ranks per Level: """) +
style('regular') +
"""6 + Int modifier.""" +
style('t3', """Weapon and Armor Proficiency: """) +
style('regular') +
"""A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).""" +
style('t3', """Favored Enemy (Ex): """) +
style('regular') +
"""At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.""" +
style('par') +
"""At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.""" +
style('par') +
"""If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.""" +
style('t3', """Track (Ex): """) +
style('regular') +
"""A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.""" +
style('t3', """Wild Empathy (Ex): """) +
style('regular') +
"""A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.""" +
style('par') +
"""To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.""" +
style('par') +
"""The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.""" +
style('par') +
style('credits') +
"Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC." +
("\n\n" *2) +
"Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor."
+"\n\n"),
# #######################
# ######## ROGUE ########
# #######################
"rogue": (
style('t1', """Rogue""") +
style('par') +
"""Life is an endless adventure for those who live by their wits. Ever just one step ahead of danger, rogues bank on their cunning, skill, and charm to bend fate to their favor. Never knowing what to expect, they prepare for everything, becoming masters of a wide variety of skills, training themselves to be adept manipulators, agile acrobats, shadowy stalkers, or masters of any of dozens of other professions or talents. Thieves and gamblers, fast talkers and diplomats, bandits and bounty hunters, and explorers and investigators all might be considered rogues, as well as countless other professions that rely upon wits, prowess, or luck. Although many rogues favor cities and the innumerable opportunities of civilization, some embrace lives on the road, journeying far, meeting exotic people, and facing fantastic danger in pursuit of equally fantastic riches. In the end, any who desire to shape their fates and live life on their own terms might come to be called rogues.""" +