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DL - Races of Ansalon.user
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DL - Races of Ansalon.user
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<?xml version="1.0" encoding="ISO-8859-1"?>
<document signature="Hero Lab Data">
<fileinfo>
<info_history>02-24-11 Sendric
- Removed (RoA) from feat names.
11/7/2010 - Tim Shadow fixed some non-marked feats to be set to the correct source.
u10-06-09</info_history>
</fileinfo>
<thing id="fArcaDisRA" name="Arcane Disbelief" description="You are so stubborn and hard headed that you flat out refuse to believe that arcane magic can be as potent as everyone makes it out to be.\n\n{b}Prerequisites{/b}: Dwarf or gnome.\n\n{b}Benefit{/b}: When you encounter an illusionary effect, you automatically get a Will save with a +4 bonus. You are not required to interact with the illusion or study it in order to disbelieve it. In addition to this you gain a +1 bonus against spells and spell like effects that stacks with any racial bonuses." compset="Feat" summary="Automatically save at +4 vs illusions, no need to interact, +1 to saves vs spells." uniqueness="unique">
<usesource source="srcRoA" parent="pDL" name="Races of Ansalon"/>
<tag group="Helper" tag="ShowSpec" name="ShowSpec" abbrev="ShowSpec"/>
<tag group="fCategory" tag="General" name="General" abbrev="General"/>
<tag group="Helper" tag="FeatUnique"/>
<exprreq message="Dwarf or Gnome race required."><![CDATA[tagis[Race.Dwarf] + tagis[Race.Gnome] <> 0]]></exprreq>
</thing>
<thing id="fArcaResRA" name="Arcane Resistance" description="Your innate resistance against magic is incredibly strong.\n\n{b}Prerequisites{/b}: Dwarf or gnome, base Will save +5, Arcane Disbelief feat\n\n{b}Benefit{/b}: You gain spell resistance equal to 10 + half your character level." compset="Feat" summary="Gain Spell resistance = char level/2 + 10" uniqueness="unique">
<usesource source="srcRoA"/>
<tag group="fCategory" tag="General" name="General" abbrev="General"/>
<tag group="Helper" tag="FeatUnique"/>
<tag group="Helper" tag="ShowSpec" name="ShowSpec" abbrev="ShowSpec"/>
<bootstrap thing="xSplRs"></bootstrap>
<eval phase="UserPostLv">~ Get our level
var level as number
level = #totallevelcount[]/2
~ Get our SR value
var SR as number
SR = level + 10
~ Apply SR
#applysr[SR]</eval>
<exprreq message="Dwarf or Gnome race required."><![CDATA[tagis[Race.Dwarf] + tagis[Race.Gnome] <> 0]]></exprreq>
<exprreq message="Arcane Disbelief required."><![CDATA[#hasfeat[fArcaDisRA] <> 0]]></exprreq>
<prereq message="Base Will save +5 required.">
<validate><![CDATA[
if (child[vWill].field[vBase].value >= 5) then
@valid = 1
endif]]></validate>
</prereq>
</thing>
<thing id="fMadGeniRA" name="Mad Genius" description="Your inventions tend to work the way you originally designed them, at least most of the time. Unfortunately, it’s whispered behind your back (well, okay…so it’s shouted, it’s hard to whisper over the sound of steam-whistles!) that you are quite {i}mad{/i}. \n\n{b}Prerequisite{/b}: Mad/thinker gnome or jack-of-all-trades half-gnome.\n\n{b}Benefit{/b}: You may eliminate one quirk in a contraption per point of Intelligence bonus, though the complexity of the contraption increases by 10 points for every quirk you eliminate." compset="Feat" summary="Eliminate Quirks at the cost of higher Complexity" uniqueness="unique">
<usesource source="srcRoA"/>
<tag group="Helper" tag="ShowSpec" name="ShowSpec" abbrev="ShowSpec"/>
<tag group="fCategory" tag="General" name="General" abbrev="General"/>
<tag group="Helper" tag="FeatUnique"/>
<prereq message="Mad/thinker gnome or jack-of-all-trades half-gnome." onlyonce="yes">
<validate><![CDATA[ @valid = 0
if (tagis[Race.GnomeMad] <> 0) then
@valid = 1
elseif (tagis[Race.HalfGnome] + tagis[Race.JackTrade] = 2) then
endif]]></validate>
</prereq>
</thing>
<thing id="fErgDesiRA" name="Ergonomic Designer" description="Your inventions tend to be smaller and less complicated than other gnome inventions, without sacrificing functionality.\n\n{b}Prerequisite{/b}: Mad Genius\n\n{b}Benefit{/b}: You can increase the base complexity of your invention as though it were one size category larger, without actually increasing the base size of the invention (for example, you could build a Medium invention that has the same base complexity as a Large sized invention)." compset="Feat" summary="Base complexity of contraptions is as though 1 size larger">
<usesource source="srcRoA"/>
<tag group="Helper" tag="ShowSpec" name="ShowSpec" abbrev="ShowSpec"/>
<tag group="fCategory" tag="General" name="General" abbrev="General"/>
<tag group="Helper" tag="FeatUnique"/>
<exprreq message="Mad Genius required."><![CDATA[#hasfeat[fMadGeniRA] <> 0]]></exprreq>
</thing>
<thing id="fUnfCreaRA" name="Unfettered Creativity" description="When you work on an invention, you seem able to pack a surprising amount of functionality into a small amount of space. Too bad it tends to be even more quirky than most gnome inventions.\n\n{b}Prerequisite{/b}: Tinker gnome or single-minded half gnome. \n\n{b}Benefit{/b}: You can create contraptions that add complexity as if they were one size category smaller than they are, though the invention automatically gains another quirk." compset="Feat" summary="Contraptions add complexity as though 1 size smaller, +1 quirk" uniqueness="unique">
<usesource source="srcRoA"/>
<tag group="Helper" tag="ShowSpec" name="ShowSpec" abbrev="ShowSpec"/>
<tag group="fCategory" tag="General" name="General" abbrev="General"/>
<tag group="Helper" tag="FeatUnique"/>
<prereq message="Tinker gnome or single-minded half gnome race required." onlyonce="yes">
<validate><![CDATA[ validif (tagis[Race.TinkerGnom] <> 0)
validif (tagis[Race.HalfGnome] + tagis[Race.SingleMind] = 2)]]></validate>
</prereq>
</thing>
<thing id="fAtraComRA" name="Atrakha Communication" description="You can use an atrakha flute for communication across vast distances of forest.\n\n{b}Prerequisite{/b}: Elf or half-elf, must have been accepted as a member of the Kirath.\n\n{b}Benefit{/b}: You can send a secret message with the music of your atrakha flute, using your Bluff skill (see the description of the Bluff skill for details); you may, at your option, substitute your Survival skill bonus for Bluff for this purpose. Additionally, you gain a +4 competence bonus to the attempt. If the intended recipient also has this feat, the check DC drops by 2. A Perform check is not necessary to send a message.\n\n{b}Normal{/b}: You are unable to use the atrakha flute to send secret messages.\n\n{b}Special{/b}: Attempts to intercept messages sent in this way receive a +2 circumstance bonus if the interceptor also has this feat." compset="Feat" summary="Use atrakha flute to send secret message long distance via Bluff/Perform." uniqueness="unique">
<usesource source="srcRoA"/>
<tag group="fCategory" tag="General"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="AbilType" tag="Extra"/>
<exprreq message="Elf or half-elf race required."><![CDATA[tagis[Race.Elf] + tagis[Race.HalfElf] <> 0]]></exprreq>
</thing>
<thing id="fBullSeaRA" name="Bull of the Sea" description="Nautical talent is strong in your blood.\n\n{b}Prerequisite{/b}: Minotaur.\n\n{b}Benefit{/b}: Swim and Use Rope are always class skills for you, regardless of your character classes. You gain a +2 bonus on all Profession (Sailor) and Balance checks, and mariner replaces fighter as your favored class.\n\n{b}Special{/b}: This feat may only be taken at 1st-level." compset="Feat" summary="Mariner becomes your favored class, Swim/Use Rope always class skills." uniqueness="unique">
<usesource source="srcRoA"/>
<tag group="AbilType" tag="Extra" name="Extraordinary Ability" abbrev=" (Ex)"/>
<tag group="Helper" tag="ShowSpec" name="ShowSpec" abbrev="ShowSpec"/>
<tag group="fCategory" tag="Upbringing" name="Upbringing" abbrev="Upbringing"/>
<eval phase="UserPreLv">var result as number
result = hero.assign[ClassSkill.kSwim]
result = hero.assign[ClassSkill.kUseRope]</eval>
<eval phase="UserFirst" index="2">#skillbonus[kProfSail] += 2
#skillbonus[kBalance] += 2</eval>
<exprreq message="Minotaur race required."><![CDATA[tagis[Race.Minotaur] <> 0]]></exprreq>
</thing>
<thing id="fChAdeptRA" name="Changer Adept" description="You have devoted your time and effort into expanding your shapechanging talents.\n\n{b}Prerequisite{/b}: Irda, Int 17, level 7th.\n\n{b}Benefit{/b}: You may add animal, magical beast, ooze, and plant to your list of creature types you may change shape into. In addition, you gain a +2 bonus to saving throws against transmutation spells and effects, and you may modify the effective caster level of any transmutation effect that targets you by one (from –1 caster level to +1 caster level) for the purposes of variable effects, duration, etc.\n\n{b}Normal{/b}: You may only change shape into a humanoid, monstrous humanoid, or giant." compset="Feat" summary="+2 to saves vs Trans spells and mod CL by +/- 1, expand change shape types." uniqueness="unique">
<comment>Need to add Irda race (done)</comment>
<usesource source="srcRoA"/>
<tag group="fCategory" tag="General"/>
<exprreq message="Character level 7th required."><![CDATA[herofield[tLevel].value >= 7]]></exprreq>
<exprreq message="Intelligence 17 required."><![CDATA[child[aINT].field[aFinalVal].value >= 17]]></exprreq>
<exprreq message="Irda race required."><![CDATA[tagis[Race.Irda] <> 0]]></exprreq>
</thing>
<thing id="fChSavanRA" name="Changer Savant" description="You have mastered the art of changing form.\n\n{b}Prerequisite{/b}: Irda, Int 19, level 13th, Changer Adept.\n\n{b}Benefit{/b}: You may {i}polymorph{/i} as a spell-like ability usable 3 times a day in addition to your change shape racial ability. The caster level is equal to your character level.\n\n{b}Normal{/b}: You may only change shape into a humanoid, monstrous humanoid, or giant." compset="Feat" summary="3/day, use {i}polymorph{/i} on self as spell like ability." uniqueness="unique">
<comment>Need to add Irda race (done)</comment>
<fieldval field="hTotal" value="3"/>
<usesource source="srcRoA"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="AbilType" tag="SpellLike"/>
<tag group="SpecType" tag="SpellLike"/>
<tag group="Helper" tag="ShowCharge"/>
<tag group="fCategory" tag="General"/>
<exprreq message="Changer Adept required."><![CDATA[#hasfeat[fChAdeptRA] <> 0]]></exprreq>
<exprreq message="Character level 13th required."><![CDATA[herofield[tLevel].value >= 13]]></exprreq>
<exprreq message="Intelligence 19 required."><![CDATA[child[aINT].field[aFinalVal].value >= 19]]></exprreq>
<exprreq message="Irda race required."><![CDATA[tagis[Race.Irda] <> 0]]></exprreq>
</thing>
<thing id="fConBabbRA" name="Confounding Babble" description="You have the uncanny ability to confuse and baffle people. Even your enemies are unable to resist listening to your inane tales or confusing doubletalk.\n\n{b}Prerequisites{/b}: Kender, Gnome, Bluff 9 ranks\n\n{b}Benefit{/b}: You must declare that you are using this ability instead of an attack action. Instead of making an attack against a foe you instead direct all your attention to one foe and speak to them. The foe you select must make a Will saving throw (DC 10 + your character level + your Chr modifier). If the defender fails their save they are dazed for one round. Dazed creatures are unable to act normally. A dazed creature can take no action, but has no penalty to AC. This condition only lasts for one round. Constructs, oozes, plants, and undead can not affected by this ability. You may use this ability three times a day." compset="Feat" summary="Replaces attack, foe makes Will save (DC X) or dazed for 1 round." uniqueness="unique">
<fieldval field="hTotal" value="3"/>
<usesource source="srcRoA"/>
<tag group="Helper" tag="ShowCharge"/>
<tag group="fCategory" tag="General"/>
<tag group="AbilType" tag="Extra"/>
<tag group="SpecType" tag="Attack"/>
<tag group="Helper" tag="ShowSpec"/>
<eval phase="UserPostAt"><![CDATA[var difficulty as number
difficulty = hero.child[aCHA].field[aModBonus].value + 10 + #totallevelcount[]
field[xSumm].text = "Replaces attack, foe makes Will save (DC " & difficulty & ") or dazed for 1 round."]]></eval>
<exprreq message="Kender or Gnome race required."><![CDATA[tagis[Race.Gnome] + tagis[Race.Kender] <> 0]]></exprreq>
<exprreq message="Bluff 9 ranks required."><![CDATA[#skillranks[kBluff] >= 9]]></exprreq>
</thing>
<thing id="fCrosTrSRA" name="Cross Trained Specialist" description="You have mastered two separate fields of study and can apply knowledge of one to aid with the other.\n\n{b}Prerequisite{/b}: Two Intelligence-based skills 10 ranks.\n\n{b}Benefit{/b}: You receive a +2 bonus on checks for each chosen skill.\n\n{b}Special{/b}: This feat may be taken multiple times, but it must be for a different combination each time." compset="Feat" summary="All knowledge skills are class skills, +2 to two selected skills.">
<comment><![CDATA[component.BaseSkill & Helper.SkCatKnow | Helper.SkCatCraft | thingid.kAppraise | thingid.kDecScript | thingid.kDisable | thingid.kForgery | thingid.kSearch | thingid.kSpellcr]]></comment>
<fieldval field="ftCandExpr" value="component.BaseSkill & Helper.SkCatKnow | Helper.SkCatCraft | thingid.kAppraise | thingid.kDecScript | thingid.kDisable | thingid.kForgery | thingid.kSearch | thingid.kSpellcr"/>
<usesource source="srcRoA"/>
<tag group="fCategory" tag="General"/>
<tag group="fSelFrom" tag="Hero" name="Picks on Hero" abbrev="Picks on Hero"/>
<bootstrap thing="fCTSHelpRA"></bootstrap>
<eval phase="PreLevel" priority="5000"><![CDATA[
~ If we're disabled, do nothing
doneif (tagis[Helper.FtDisable] <> 0)
call fTargetFoc
doneif (state.isfocus = 0)
~ Add 2 to our chosen skill
focus.field[Bonus].value += 2
~ Set our 'short name'
field[fShortName].text = "Cross Trained Specialist: " & focus.field[name].text]]></eval>
<prereq message="Two Intelligence-based skills 10 ranks required.">
<validate><![CDATA[var total as number
foreach pick in hero where "Helper.SkCatCraft | Helper.SkCatKnow | thingid.kAppraise | thingid.kDecScript | thingid.kDisable | thingid.kForgery | thingid.kSearch | thingid.kSpellcr"
if (eachpick.field[kUserRanks].value >= 10) then
total += 1
endif
nexteach
if (total >= 2) then
@valid = 1
endif]]></validate>
</prereq>
</thing>
<thing id="fCTSHelpRA" name="Cross Trained Specialist Helper" description="Choose a second intelligence based skill with 10 or more ranks to gain a +2 bonus." compset="Feat">
<fieldval field="ftCandExpr" value="component.BaseSkill & Helper.SkCatKnow | Helper.SkCatCraft | thingid.kAppraise | thingid.kDecScript | thingid.kDisable | thingid.kForgery | thingid.kSearch | thingid.kSpellcr"/>
<usesource source="srcRoA"/>
<tag group="fSelFrom" tag="Hero" name="Picks on Hero" abbrev="Picks on Hero"/>
<tag group="fCategory" tag="Special" name="Special" abbrev="Special"/>
<tag group="Helper" tag="Helper" name="Helper" abbrev="Helper"/>
<eval phase="PreLevel" priority="5000"><![CDATA[
~ If we're disabled, do nothing
doneif (tagis[Helper.FtDisable] <> 0)
call fTargetFoc
doneif (state.isfocus = 0)
~ Add 2 to our chosen skill
focus.field[Bonus].value += 2
~ Set our 'short name'
field[fShortName].text = "Cross Trained Specialist: " & focus.field[name].text]]></eval>
<exprreq message="Cross Trained Specialist required."><![CDATA[pickexists[fCrosTrSRA] <> 0]]></exprreq>
</thing>
<thing id="fDemStriRA" name="Demolition Strike" description="You are skilled in seeking out and exploiting weaknesses in constructed objects.\n\n{b}Prerequisites{/b}: Dwarf, Improved Sunder, Wis 13\n\n{b}Benefits{/b}: You may ignore the hardness of an object when making a sunder attempt by an amount equal to half your character level. In addition, you may ignore a construct’s immunity to sneak attacks and critical hits." compset="Feat" summary="Ignore construct immunity to crit/sneak attacks, and X points of hardness." uniqueness="unique">
<usesource source="srcRoA"/>
<tag group="AbilType" tag="Extra" name="Extraordinary Ability" abbrev=" (Ex)"/>
<tag group="Helper" tag="ShowSpec" name="ShowSpec" abbrev="ShowSpec"/>
<tag group="fCategory" tag="General"/>
<eval phase="UserPostLv"><![CDATA[~ Set our name
var hard as number
hard = round(#totallevelcount[]/2,0,1)
field[xSumm].text = "Ignore construct immunity to crit/sneak attacks, and " & hard & " points of hardness."]]></eval>
<exprreq message="Dwarf race required."><![CDATA[tagis[Race.Dwarf] <> 0]]></exprreq>
<exprreq message="Wisdom 13 required."><![CDATA[child[aWIS].field[aFinalVal].value >= 13]]></exprreq>
<exprreq message="Improved Sunder required."><![CDATA[#hasfeat[fImpSunder] <> 0]]></exprreq>
</thing>
<thing id="fDiscipRA" name="Disciplined" description="You maintain composure even in life threatening situations.\n\n{b}Benefit{/b}: You get a +1 bonus on Will saves and a +2 bonus on Concentration checks" compset="Feat" summary="You get a +2 bonus on Concetration checks and +1 to WIll saves" uniqueness="unique">
<usesource source="srcRoA"/>
<tag group="fCategory" tag="General" name="General" abbrev="General"/>
<eval phase="PreLevel" priority="5000">hero.childfound[kConcent].field[Bonus].value = hero.childfound[kConcent].field[Bonus].value + 2
container.child[vWill].field[Bonus].value = container.child[vWill].field[Bonus].value + 1</eval>
</thing>
<thing id="fEarPresRA" name="Earth Presence" description="You have a strong connection to the earth and can use it to feel slight movements around you.\n\n{b}Prerequisites{/b}: Dwarf, base Fortitude save +5, Dex 13\n\n{b}Benefit{/b}: As long as you are touching the earth you gain a +2 bonus to Reflex saves and cannot be caught flat-footed by creatures within 30 feet of you." compset="Feat" summary="While touch earth, +2 bon to Ref saves, foes within 30 ft can't catch flat footed.">
<usesource source="srcRoA"/>
<tag group="Helper" tag="ShowSpec" name="ShowSpec" abbrev="ShowSpec"/>
<tag group="fCategory" tag="General" name="General" abbrev="General"/>
<tag group="Helper" tag="FeatUnique"/>
<tag group="AbilType" tag="Extra"/>
<exprreq message="Dwarf race required."><![CDATA[tagis[Race.Dwarf] <> 0]]></exprreq>
<exprreq message="Dexterity 13 required."><![CDATA[child[aDEX].field[aFinalVal].value >= 13]]></exprreq>
<prereq message="Base Fortitude save +5 required.">
<validate><![CDATA[
if (child[vFort].field[vBase].value >= 5) then
@valid = 1
endif]]></validate>
</prereq>
</thing>
<thing id="fExJewelRA" name="Expert Jeweler" description="You have reached a level of skill with gemstones that few can match.\n\n{b}Prerequisites{/b}: Craft (jewelry) 5 ranks.\n\n{b}Benefit{/b}: You may take a gem and attempt to increase its value by cleaning it and removing flaws from its surface. By making a Craft check you increase the value of any gem by the percentage of your Craft skill check. For example if you make a Craft skill check and the result is a 21 then you increase the value of the gem by 21 percent.\n\n{b}Retry{/b}: You may not retry on a gem you have already modified.\n\n{b}Special{/b}: Having 5 ranks in Craft (jewelry) gives you a +2 synergy bonus on Appraise checks for gems and jewelry." compset="Feat" summary="Increase gem value by % equal to the result of craft (jewelry) check, no retry." uniqueness="unique">
<fieldval field="hTotal" value="3"/>
<usesource source="srcRoA"/>
<tag group="Helper" tag="ShowCharge"/>
<tag group="fCategory" tag="General"/>
<tag group="AbilType" tag="Extra"/>
<tag group="Helper" tag="ShowSpec"/>
<exprreq message="Craft (jewelry) 4 ranks required."><![CDATA[#skillranks[kCrafJewel] >= 4]]></exprreq>
</thing>
<thing id="kCrafJewel" name="Craft: Jewelry" description="You are skilled at the creation of all sorts of jewelry, including the cutting and polishing of gemstones." compset="Skill" uniqueness="unique">
<tag group="Helper" tag="ExtraSkill" name="ExtraSkill" abbrev="ExtraSkill"/>
<tag group="Helper" tag="SkCatCraft" name="Craft Skill" abbrev="Craft Skill"/>
<link linkage="skillattr" thing="aINT"/>
</thing>
<thing id="fFavMoonRA" name="Favored of the Moon" description="Certain races have developed traditions of focused arcane magic that exist parallel to the Orders of High Sorcery to varying degrees. The Irda have been practicing this completely outside the jurisdiction of the Orders for thousands of years. The Qualinesti and Silvanesti elven mages technically owe allegiance to the Orders, but have often practiced without close contact or frequent visits to the Towers of High Sorcery.\n\n{b}Prerequisite{/b}: Elf or Irda; must have one of the gods of magic as a patron deity. \n\n{b}Benefit{/b}: If you select this feat, you gain the benefits (and penalties) of the Moon Magic class ability of the Wizard of High Sorcery. If you later take a level of the Wizard of High Sorcery prestige class, the benefits of High Sanction are doubled for you if your moon is not in conjunction with either of the other two moons (+2 caster level, +2 bonus to saving throw DCs against your spells).\n\n{b}Special{/b}: This feat may be taken as a wizard’s bonus feat at 5th, 10th, 15th, or 20th level." compset="Feat" summary="Gain Wizards of High Sorcery Moon Magic ability, or double high sanction bonus." uniqueness="unique">
<comment>Need to add Irda</comment>
<usesource source="srcRoA"/>
<tag group="BonusFor" tag="Wizard"/>
<tag group="fCategory" tag="General"/>
<exprreq message="Elf or Irda race required."><![CDATA[tagis[Race.Irda] + tagis[Race.Elf] <> 0]]></exprreq>
</thing>
<thing id="fFeyFrieRA" name="Fey Friend" description="Kagonesti elves have long allied themselves with the fey creatures of their beloved woods, and some Qualinesti have learned from their Kagonesti cousins the value of befriending the forest folk.\n\n{b}Prerequisite{/b}: Non-evil alignment, elf or half-elf, must have risked your life to perform some selfless service for a fey creature.\n\n{b}Benefit{/b}: A fey creature has bestowed the mark of feyfriend upon you. All fey creatures are aware of this mark when they can see you, and non-evil fey will respond to you with a Friendly initial attitude. This mark is invisible to all other creatures; no magic possessed by mortals will reveal it to a non-fey.\n\nFey do not forget those who have been kind to them. You may ask assistance from fey creatures 1/week as with the favor ability of the noble class (with a bonus of +2). The sort of assistance rendered should be limited to that which fey creatures would be able to provide.\n\n{b}Special{/b}: You may select this feat more than once; each additional selection requires an additional dangerous and selfless service from you for a fey creature, and adds an additional +2 to the favor check.\n\nIf you even attack a non-evil fey creature, or through negligence harm a fey creature or a fey creature’s home or sacred grounds, the mark disappears and you immediately lose the benefits of this feat." compset="Feat" summary="Gain mark only visible to fey, 1/week use Favor +X ability to gain thier help.">
<usesource source="srcRoA"/>
<tag group="fCategory" tag="General"/>
<tag group="AbilType" tag="Extra"/>
<bootstrap thing="xFeyFrieRA"></bootstrap>
<exprreq message="Non-evil alignment required.">tagis[Alignment.Evil] = 0</exprreq>
<exprreq message="Elf or Half-elf race required."><![CDATA[tagis[Race.Elf] + tagis[Race.HalfElf] <> 0]]></exprreq>
</thing>
<thing id="xFeyFrieRA" name="Fey Friend" description="Kagonesti elves have long allied themselves with the fey creatures of their beloved woods, and some Qualinesti have learned from their Kagonesti cousins the value of befriending the forest folk.\n\n{b}Prerequisite{/b}: Non-evil alignment, elf or half-elf, must have risked your life to perform some selfless service for a fey creature.\n\n{b}Benefit{/b}: A fey creature has bestowed the mark of feyfriend upon you. All fey creatures are aware of this mark when they can see you, and non-evil fey will respond to you with a Friendly initial attitude. This mark is invisible to all other creatures; no magic possessed by mortals will reveal it to a non-fey.\n\nFey do not forget those who have been kind to them. You may ask assistance from fey creatures 1/week as with the favor ability of the noble class (with a bonus of +2). The sort of assistance rendered should be limited to that which fey creatures would be able to provide.\n\n{b}Special{/b}: You may select this feat more than once; each additional selection requires an additional dangerous and selfless service from you for a fey creature, and adds an additional +2 to the favor check.\n\nIf you even attack a non-evil fey creature, or through negligence harm a fey creature or a fey creature’s home or sacred grounds, the mark disappears and you immediately lose the benefits of this feat." compset="Special" summary="Gain mark only visible to fey, 1/week use Favor +X ability to gain thier help." uniqueness="unique">
<usesource source="srcRoA"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="Helper" tag="ShowCharge"/>
<tag group="AbilType" tag="Super"/>
<eval phase="UserPostLv"><![CDATA[ var charges as number
charges = hero.tagcount[HasFeat.fFeyFrieRA] * 2
field[xSumm].text = "Gain mark only visible to fey, 1/week use Favor +" & charges & " ability to gain their help."]]></eval>
</thing>
<thing id="fGassyRA" name="Gassy" description="You have a small intestinal problem that causes gasses to back up within you. You may unleash this build up from time to time. \n\n{b}Prerequisites{/b}: Gully dwarf, Con 13\n\n{b}Benefit{/b}: Three times a day you can expel noxious gasses that sicken other individuals around you. On your turn, as a standard action that does not provoke an attack of opportunity, you can release a cloud of gas as a 10-ft. radius spread centered on you. Everyone within the affected area must make a Fortitude save (DC 10 + 1/2 your character level). If they fail they are sickened for a number of rounds equal to your Constitution bonus. If they save they are immune to any more attacks of this nature for the remainder of the encounter. This ability can only work on creatures that breathe." compset="Feat" summary="Standard, release gas in 10 ft radius spread, DC X Fort or sickened X rds." uniqueness="useronce">
<fieldval field="hTotal" value="3"/>
<usesource source="srcRoA"/>
<tag group="fCategory" tag="General"/>
<tag group="AbilType" tag="Extra"/>
<tag group="SpecType" tag="Attack"/>
<tag group="Helper" tag="ShowCharge"/>
<tag group="Helper" tag="ShowSpec" name="ShowSpec" abbrev="ShowSpec"/>
<eval phase="UserPostAt"><![CDATA[~ Get our level
var level as number
level = round(#totallevelcount[]/2, 0, 1)
~ Get our DC value
var DC as number
DC = level + 10
~ Get our duration value
var duration as number
duration = hero.child[aCON].field[aModBonus].value
field[xSumm].text = "Standard, release gas in 10 ft radius spread, DC " & DC & " Fort or sickened " & duration & " rds."]]></eval>
<exprreq message="Constitution 13 required."><![CDATA[child[aCON].field[aFinalVal].value >= 13]]></exprreq>
<exprreq message="Gully Dwarf race required." iserror="no"><![CDATA[tagis[Race.GullyDwarf] <> 0]]></exprreq>
</thing>
<thing id="fGnoLuckRA" name="Gnome's Luck" description="When inventions go awry, you have a knack for avoiding most of the brunt of the mishap. Too bad your friends can't say the same thing.\n\n{b}Prerequisite{/b}: Gnome.\n\n{b}Benefit{/b}: You may receive a +1 circumstance bonus to a saving throw for every -1 circumstance penalty you inflict on an ally within 30 feet, to a maximum of +5. Both you and the ally must be making the saving throw against the same source. If the ally succeeds on his or her modified saving throw, he or she cannot be the target of this effect for 24 hours." compset="Feat" summary="Ally within 30 ft takes circ pen up to -5, you gain equal bonus vs same effect." uniqueness="unique">
<usesource source="srcRoA"/>
<tag group="fCategory" tag="General"/>
<tag group="AbilType" tag="Extra"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="SpecType" tag="Resist"/>
<exprreq message="Gnome race required."><![CDATA[tagis[Race.Gnome] <> 0]]></exprreq>
</thing>
<thing id="fGnoSyneRA" name="Gnome Synergy" description="You like to share your knowledge and experience with others, encourage them at their tasks, and generally help them accomplish their goals.\n\n{b}Prerequisite{/b}: Gnome.\n\n{b}Benefit{/b}: For any skill in which you have 5 ranks which provides a synergy bonus to another skill, you may lend this bonus to another gnome within 30 feet who also possesses this feat." compset="Feat" summary="Lend ally within 30 ft who also has this feat your synergy bonuses." uniqueness="unique">
<usesource source="srcRoA"/>
<tag group="fCategory" tag="General"/>
<tag group="AbilType" tag="Extra"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="SpecType" tag="Resist"/>
<exprreq message="Gnome race required."><![CDATA[tagis[Race.Gnome] <> 0]]></exprreq>
</thing>
<thing id="fImpWeapRA" name="Improvise Weapon" description="You are able to make better use of mundane items as improvised weapons.\n\n{b}Prerequisite{/b}: Appraise 1 rank.\n\n{b}Benefit{/b}: With at least a full round action to acquaint yourself with the item’s weight and properties, you can reduce the penalty for making an attack with an improvised weapon to -2. Normal: Without this feat, using an improvised weapon incurs a –4 penalty to attacks.\n\n{b}Special{/b}: A fighter may take this feat as one of his bonus fighter feats." compset="Feat" uniqueness="unique">
<usesource source="srcRoA"/>
<tag group="BonusFor" tag="Fighter" name="Fighter" abbrev="Fighter"/>
<tag group="Helper" tag="ShowSpec" name="ShowSpec" abbrev="ShowSpec"/>
<tag group="fCategory" tag="General" name="General" abbrev="General"/>
<exprreq message="Appraise 1 rank required."><![CDATA[#skillranks[kAppraise] >= 1]]></exprreq>
</thing>
<thing id="fImMwkItRA" name="Improvise Masterwork Item" description="You may make quick improvements on a single item by using common tools and his knowledge of his craft.\n\n{b}Prerequisites{/b}: Int 13+, Craft (specific skill) 4 ranks.\n\n{b}Benefit{/b}: With at least 10 minute’s preparation and by making a successful DC 15 Craft (appropriate skill) check, you may temporarily treat any single mundane piece of equipment as a masterwork item. This item remains enhanced for a number of hours equal to your Craft skill bonus. Improvised masterwork items cannot be made into magical items, and will be recognized as improvised items with a DC 15 Appraise check, thus making it difficult to sell them at higher value. Any improvised item that takes damage or is the target of a critical hit (such as improvised masterwork armor worn by the target of a critical hit) loses its temporary bonus.\n\n{b}Special{/b}: This feat can be taken more than once. Each time, it applies to a different Craft skill." compset="Feat" summary="10 min, DC 15 craft check to make item temporarily masterwork.">
<usesource source="srcRoA"/>
<tag group="AbilType" tag="Extra" name="Extraordinary Ability" abbrev=" (Ex)"/>
<tag group="Helper" tag="ShowSpec" name="ShowSpec" abbrev="ShowSpec"/>
<tag group="fCategory" tag="General" name="General" abbrev="General"/>
<tag group="fShowWhat" tag="Freeform" name="Freeform edit control" abbrev="Freeform edit control"/>
<exprreq message="Intelligence 13 required."><![CDATA[child[aINT].field[aFinalVal].value >= 13]]></exprreq>
<prereq message="Craft (specific skill) 4 ranks required.">
<validate><![CDATA[ var total as number
foreach pick in hero where "Helper.SkCatCraft"
if (eachpick.field[kUserRanks].value >= 4) then
total += 1
endif
nexteach
if (total >= 1) then
@valid = 1
endif]]></validate>
</prereq>
</thing>
<thing id="fGrImWeaRA" name="Greater Improvise Weapon" description="You have mastered the use of improvised weapons.\n\n{b}Prerequisite{/b}: Improvise Weapon.\n\n{b}Benefit{/b}: You can now ignore the penalty for making an attack with an improvised weapon.\n\n{b}Normal{/b}: Without this feat, using an improvised weapon incurs a –4 penalty to attacks.\n\n{b}Special{/b}: A fighter may take this feat as one of his bonus fighter feats." compset="Feat" summary="Ignore penalty when using improvised weapons." uniqueness="unique">
<comment>Eval script to hide other feat?</comment>
<usesource source="srcRoA"/>
<tag group="Helper" tag="ShowSpec" name="ShowSpec" abbrev="ShowSpec"/>
<tag group="fCategory" tag="General" name="General" abbrev="General"/>
<tag group="BonusFor" tag="Fighter" name="Fighter" abbrev="Fighter"/>
<exprreq message="Improvise Weapon required."><![CDATA[#hasfeat[fImpWeapRA] <> 0]]></exprreq>
<prereq message="Improvise Weapon required">
<validate>@valid = #hasfeat[fImpWeapRA]</validate>
</prereq>
</thing>
<thing id="fImpTaunRA" name="Improved Taunt" description="You are especially skilled in the art of enraging individuals through insults and jeering.\n\n{b}Prerequisites{/b}: Charisma 13+, Taunt exceptional ability.\n\n{b}Benefit{/b}: On a successful Bluff check versus an target’s Sense Motive check, you cause the target to suffer a -2 penalty on attack rolls and AC. The taunt shifts the attitude of the target two steps towards Hostile (See the Dungeon Master’s Guide, Chapter 4, NPC Attitudes).\n\nThe duration of the taunt is a number of rounds equal to the character’s Charisma bonus, twice that if the Bluff check exceeds the target’s Sense Motive check by 10 or more. This ability is only effective once per encounter.\n\nWith this ability you may choose to target a crowd in place of an individual target, If you make a successful Bluff check with a DC of 10 + 1 for every 2 targets in the crowd, their attitude shifts one degree towards Hostile, but they do not suffer any penalties to attack rolls and AC.\n\n{b}Special{/b}: Close friends and long time acquaintances of the individual doing the taunting are entitles to a +4 morale bonus to resist the effects of the taunt if they are targeted." compset="Feat" summary="Use bluff to anger foe and impose -2 penalty to hit and AC for X rds or longer." uniqueness="unique">
<usesource source="srcRoA"/>
<tag group="AbilType" tag="Extra" name="Extraordinary Ability" abbrev=" (Ex)"/>
<tag group="SpecType" tag="Attack" name="Attack" abbrev="Attack"/>
<tag group="fCategory" tag="General" name="General" abbrev="General"/>
<tag group="Helper" tag="ShowSpec"/>
<eval phase="UserPostAt"><![CDATA[var bonus as number
bonus = hero.child[aCHA].field[aModBonus].value
field[xSumm].text = "Use bluff to anger foe and impose -2 penalty to hit and AC for " & bonus & " rds or longer."]]></eval>
<exprreq message="Charisma 13 required."><![CDATA[child[aCHA].field[aFinalVal].value >= 13]]></exprreq>
<exprreq message="Taunt exceptional ability required."><![CDATA[pickexists[rKenTaunt] + pickexists[rHKenTaunt] <> 0]]></exprreq>
</thing>
<thing id="fLegShWaRA" name="Legionary Shield Wall" description="As a minotaur legionary, you have learned to fight effectively as part of a unit, supporting each other with their shields.\n\n{b}Prerequisites{/b}: Minotaur, base attack bonus +2, must have trained as a soldier of the Imperial Legions.\n\n{b}Benefit{/b}: If you are wielding a shield, you may use up one of your attacks of opportunity to assist an adjacent ally against a single attack, granting that ally a bonus to AC equal to half your shield bonus (minimum +1) against that single attack.\n\n{b}Special{/b}: A minotaur fighter may select this feat as one of his fighter bonus feats." compset="Feat" summary="Free, use one of your AoO to grant 1/2 shield bon to adjacent ally for 1 attack." uniqueness="unique">
<usesource source="srcRoA"/>
<tag group="fCategory" tag="General"/>
<tag group="BonusFor" tag="Fighter"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="AbilType" tag="Extra"/>
<tag group="SpecType" tag="Defense"/>
<exprreq message="Base attack bonus +2 required."><![CDATA[child[Attack].field[tAtkBase].value >= 2]]></exprreq>
<exprreq message="Minotaur race required."><![CDATA[tagis[Race.Minotaur] <> 0]]></exprreq>
</thing>
<thing id="fLiFingeRA" name="Light Fingered" description="You can perform acts of sleight of hand with astonishing speed.\n\n{b}Prerequisites{/b}: Kender, Dex 13\n\n{b}Benefit{/b}: You make Sleight of Hand checks as a free action.\n\n{b}Normal{/b}: There is normally a -20 penalty for performing Sleight of Hand as a free action.\n\n{b}Try Again{/b}: Every attempt past the first adds 10 to the DC of the check." compset="Feat" summary="Free, use sleight of hand without -20 penalty, +10 to DC for each after first." uniqueness="unique">
<comment>Will this apply to all kender?</comment>
<usesource source="srcRoA"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="AbilType" tag="Extra"/>
<tag group="fCategory" tag="General"/>
<exprreq message="Dexterity 13 required."><![CDATA[child[aDEX].field[aFinalVal].value >= 13]]></exprreq>
<exprreq message="Kender race required."><![CDATA[tagis[Race.Kender] <> 0]]></exprreq>
</thing>
<thing id="fLuckyRA" name="Lucky" description="You manage to survive situations through sheer good fortune.\n\n{b}Benefit{/b}: You gain a +1 luck bonus to all saving throws." compset="Feat" uniqueness="unique">
<usesource source="srcRoA"/>
<tag group="Helper" tag="FeatUnique" name="FeatUnique" abbrev="FeatUnique"/>
<tag group="fCategory" tag="General" name="General" abbrev="General"/>
<eval phase="First">#applybonus[BonLuck, hero.child[vFort], 1]
#applybonus[BonLuck, hero.child[vRef], 1]
#applybonus[BonLuck, hero.child[vWill], 1]</eval>
</thing>
<thing id="fMimicRA" name="Mimic" description="You possess a natural talent for impersonation.\n\n{b}Benefit{/b}: You gain a +2 bonus on Disguise and Perform skill checks." compset="Feat" uniqueness="unique">
<usesource source="srcRoA"/>
<tag group="fCategory" tag="General" name="General" abbrev="General"/>
<eval phase="UserFirst">#skillbonus[kDisguise] += 2
~ Apply it as a competence bonus on the appropriate Skill
#applybonus[Bonus, hero.child[AllPerform], 2]</eval>
</thing>
<thing id="fMinShipRA" name="Minotaur Shipwright" description="The minotaurs are the most advanced shipbuilders in Ansalon.\n\n{b}Prerequisites{/b}: Minotaur, Craft (carpentry) 4 ranks.\n\n{b}Benefit{/b}: This feat grants numerous benefits. First, you gain a +4 competence bonus to all Craft (carpentry) checks regarding ships. Additionally, you may take 10 on such checks when distracted (such as performing repairs on a ship in combat or in rough seas). Further, with a successful Craft (carpentry) check, you may estimate any ship's size, top speed, crew size, state of repair, and other useful information (DM's discretion) after spending a single full round doing nothing but observing the ship." compset="Feat" summary="+4 comp bon on ship craft (carpentry), may always take 10, est ship stats." uniqueness="unique">
<fieldval field="hTotal" value="3"/>
<usesource source="srcRoA"/>
<tag group="Helper" tag="ShowCharge"/>
<tag group="fCategory" tag="General"/>
<tag group="AbilType" tag="Extra"/>
<tag group="Helper" tag="ShowSpec"/>
<exprreq message="Craft (carpentry) 4 ranks required."><![CDATA[#skillranks[kCrafCarp] >= 4]]></exprreq>
<exprreq message="Minotaur race required."><![CDATA[tagis[Race.Minotaur] <> 0]]></exprreq>
</thing>
<thing id="kCrafCarp" name="Craft: Carpentry" description="You are skilled at the creation of wooden items such as furniture, homes, or ships." compset="Skill" uniqueness="unique">
<usesource source="srcRoA"/>
<tag group="Helper" tag="ExtraSkill" name="ExtraSkill" abbrev="ExtraSkill"/>
<tag group="Helper" tag="SkCatCraft" name="Craft Skill" abbrev="Craft Skill"/>
<link linkage="skillattr" thing="aINT"/>
</thing>
<thing id="fQuickThRA" name="Quick Thinking" description="You react quickly to danger.\n\n{b}Benefit{/b}: You gain a +2 bonus to Initiative rolls and a +2 bonus to all Spot skill checks." compset="Feat" uniqueness="unique">
<usesource source="srcRoA"/>
<tag group="Helper" tag="FeatUnique" name="FeatUnique" abbrev="FeatUnique"/>
<tag group="fCategory" tag="General" name="General" abbrev="General"/>
<eval phase="UserPreLv" priority="5000"><![CDATA[
~ If we're disabled, do nothing
if (tagis[Helper.FtDisable] <> 0) then
done
endif
#skillbonus[kSpot] += 2
hero.child[Initiative].field[Bonus].value = hero.child[Initiative].field[Bonus].value + 2]]></eval>
</thing>
<thing id="fSharpEyRA" name="Sharp-Eyed (LoT)" description="You have an eye for small details.\n\n{b}Benefit{/b}: You gain a +2 bonus on Search and Sense Motive skill checks." compset="Feat" uniqueness="unique">
<usesource source="srcRoA"/>
<tag group="fCategory" tag="General" name="General" abbrev="General"/>
<eval phase="UserFirst">#skillbonus[kSearch] += 2
#skillbonus[kSenseMot] += 2</eval>
</thing>
<thing id="fStubborRA" name="Stubborn" description="You are exceptionally headstrong and bull-headed. It is difficult to sway you from your intended course of action.\n\n{b}Benefit{/b}: You gain a +1 bonus on Will saves and a +2 bonus to Intimidate skill checks." compset="Feat" summary="You get a +2 bonus on Intimidate checks and +1 to WIll saves." uniqueness="unique">
<usesource source="srcRoA"/>
<tag group="fCategory" tag="General" name="General" abbrev="General"/>
<eval phase="PreLevel" priority="5000">#skillbonus[kIntim] += 2
container.child[vWill].field[Bonus].value += 1</eval>
</thing>
<thing id="fSquirmRA" name="Squirm" description="You have a natural ability to resist being held.\n\n{b}Prerequisites{/b}: Kender, Dex 13\n\n{b}Benefit{/b}: You gain a +4 bonus to Escape Artist checks to escape a hold and a +2 bonus to all other Escape Artist checks." compset="Feat" summary="+4 bonus to escape artist to escape a hold, +2 bonus on all other checks." uniqueness="unique">
<comment>Apply to all kender? Do they all have this tag?</comment>
<usesource source="srcRoA"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="AbilType" tag="Extra"/>
<tag group="fCategory" tag="General"/>
<exprreq message="Dexterity 13 required."><![CDATA[child[aDEX].field[aFinalVal].value >= 13]]></exprreq>
<exprreq message="Kender race required."><![CDATA[tagis[Race.Kender] <> 0]]></exprreq>
</thing>
<thing id="fBigThArRA" name="The Bigger They Are" description="You are able to seek out weaknesses in creatures larger than yourself.\n\n{b}Prerequisites{/b}: Small size or smaller, base attack bonus +4\n\n{b}Benefit{/b}: You gain a +1 bonus to damage for each size category larger an opponent is from you. So if you are Small you gain a +1 bonus against Medium opponents, +2 against Large opponents, +3 against Huge opponents, and so on." compset="Feat" summary="Vs foe larger than you, +1 damage per size catagory larger." uniqueness="useronce">
<usesource source="srcRoA"/>
<tag group="Helper" tag="ShowSpec" name="ShowSpec" abbrev="ShowSpec"/>
<tag group="fCategory" tag="General" name="General" abbrev="General"/>
<tag group="SpecType" tag="Attack"/>
<tag group="AbilType" tag="Extra"/>
<exprreq message="Base attack bonus +4 required." iserror="no"><![CDATA[child[Attack].field[tAtkBase].value >= 4]]></exprreq>
<exprreq message="Size Small or smaller required." iserror="no"><![CDATA[herofield[tSize].value <= -1]]></exprreq>
</thing>
<thing id="fVerdSpiRA" name="Verdant Spirit" description="While most elves feel at home in the wilderness, you feel a strong spiritual connection to it that others do not. It affects every aspect of your life, no matter what career you choose.\n\n{b}Prerequisite{/b}: Elf or half-elf.\n\n{b}Benefit{/b}: Knowledge (nature) and Survival are always class skills for you, and you receive a +1 racial bonus to both skills. If you are Kagonesti, your racial bonus to these skills is increased to +2." compset="Feat" uniqueness="unique">
<usesource source="srcRoA"/>
<tag group="fCategory" tag="General"/>
<eval phase="UserPreLv">var result as number
result = hero.assign[ClassSkill.kKnowNat]
result = hero.assign[ClassSkill.kSurvival]</eval>
<eval phase="UserFirst" index="2"><![CDATA[ ~ Start our bonus at +1
#skillbonus[kKnowNat] += 1
#skillbonus[kSurvival] += 1
~ If we are kagonesti, increase our bonus to +2
if (hero.tagis[Race.Kagonesti] <> 0) then
#skillbonus[kKnowNat] += 1
#skillbonus[kSurvival] += 1
endif]]></eval>
<exprreq message="Elf or Half-elf race required."><![CDATA[tagis[Race.Elf] + tagis[Race.HalfElf] <> 0]]></exprreq>
</thing>
<thing id="fWoodshaRA" name="Woodshaper" description="Elven wizards have long held secrets of shaping wood, guiding the growth of trees, and enhancing cropland that most other arcane spellcasters have been unable to replicate.\n\n{b}Prerequisite{/b}: Elf or half-elf, able to cast 1st-level arcane spells.\n\n{b}Benefit{/b}: You gain a +2 bonus to Knowledge (nature) and all Craft checks involving wood or plants.\n\nIn addition, you may add the following spells as arcane spells on your spell list, which you may learn and cast as normal.\n\n1st level: {i}shillelagh{/i}\n2nd level: {i}wood shape{/i}\n3rd level: {i}plant growth{/i}\n4th level: {i}anti-plant shell{/i}\n5th level: {i}awaken{/i} (plants only)\n6th level: {i}tree stride{/i}\n\nWizards must add them to their spellbooks as normal before they may cast them, and spontaneous casters must add them to their list of spells known as normal before they can cast them.\n\n{b}Normal{/b}: These are normally divine spells only.\n\n{b}Special{/b}: Those qualifying for this feat may select it instead of a bonus metamagic feat granted by the wizard class." compset="Feat" summary="+2 bon on crafts related to wood/plants, add divine spells to arcane spell list." uniqueness="unique">
<comment>Do spells delete from list when added to spellbook or known?</comment>
<usesource source="srcRoA"/>
<tag group="BonusFor" tag="Wizard"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="fCategory" tag="General"/>
<eval phase="UserFirst">#skillbonus[kKnowNat] += 2</eval>
<exprreq message="Ability to cast 1st level arcane spells required."><![CDATA[tagcount[Hero.Arcane] >= 1 + 1]]></exprreq>
<exprreq message="Elf or Half-elf race required."><![CDATA[tagis[Race.Elf] + tagis[Race.HalfElf] <> 0]]></exprreq>
</thing>
<thing id="sWizShille" name="Shillelagh" description="Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. (A quarterstaff gains this enhancement for both ends of the weapon.) It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell." compset="Spell" summary="Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.">
<fieldval field="sRange" value="Touch"/>
<fieldval field="sDuration" value="1 minute/level"/>
<fieldval field="sSave" value="Will Negates (Object)"/>
<fieldval field="sResist" value="Yes (object)"/>
<usesource source="srcRoA"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="~[($s_VZ]V~[(#]"/>
<tag group="sDuration" tag="Minute" name="1+ Minutes" abbrev="1+ Minutes"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="sLevel" tag="1" name="1" abbrev="1"/>
<tag group="sRange" tag="Touch" name="Touch" abbrev="~[($s_TouchZ]Tch~[(#]"/>
<tag group="sResist" tag="Object" name="Object" abbrev="Object"/>
<tag group="sResist" tag="Yes" name="Yes" abbrev="Yes"/>
<tag group="sSave" tag="Object" name="Object" abbrev="Object"/>
<tag group="sSave" tag="WillNeg" name="Will Negates" abbrev="Will Negates"/>
<tag group="sSchool" tag="Transmutat" name="Transmutation" abbrev="Trans"/>
<tag group="sSubschool" tag="None" name="None" abbrev="None"/>
<tag group="sCastTime" tag="Action1" name="1 Action" abbrev="Action1"/>
<tag group="sClass" tag="Wizard"/>
<tag group="sComp" tag="DF" name="Divine Focus" abbrev="~[($s_DFZ]DF~[(#]"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="~[($s_SZ]S~[(#]"/>
<exprreq message="Woodshaper feat required."><![CDATA[#hasfeat[fWoodshaRA] <> 0]]></exprreq>
</thing>
<thing id="sWizWooSha" name="Wood Shape" description="{i}Wood shape{/i} enables you to form one existing piece of wood {b}(no larger than 10 cu. ft. + 1 cu. ft./level){/b} into any shape that suits your purpose. For example, you can make a wooden weapon, fashion a special trapdoor, or sculpt a crude idol. This spell also permits you to reshape a wood door to make an exit where one didn’t exist or to seal a door shut. While it is possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape that includes moving parts simply doesn’t work." compset="Spell" summary="Rearranges wooden objects to suit you.">
<fieldval field="sRange" value="Touch"/>
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sSave" value="Will Negates (Object)"/>
<fieldval field="sResist" value="Yes (object)"/>
<usesource source="srcRoA"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="~[($s_VZ]V~[(#]"/>
<tag group="sDuration" tag="Instant" name="Instantaneous" abbrev="Instantaneous"/>
<tag group="sLevel" tag="2" name="2" abbrev="2"/>
<tag group="sRange" tag="Touch" name="Touch" abbrev="~[($s_TouchZ]Tch~[(#]"/>
<tag group="sResist" tag="Object" name="Object" abbrev="Object"/>
<tag group="sResist" tag="Yes" name="Yes" abbrev="Yes"/>
<tag group="sSave" tag="Object" name="Object" abbrev="Object"/>
<tag group="sSave" tag="WillNeg" name="Will Negates" abbrev="Will Negates"/>
<tag group="sSchool" tag="Transmutat" name="Transmutation" abbrev="Trans"/>
<tag group="sSubschool" tag="None" name="None" abbrev="None"/>
<tag group="sCastTime" tag="Action1" name="1 Action" abbrev="Action1"/>
<tag group="sClass" tag="Wizard"/>
<tag group="sComp" tag="DF" name="Divine Focus" abbrev="~[($s_DFZ]DF~[(#]"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="~[($s_SZ]S~[(#]"/>
<exprreq message="Woodshaper feat required."><![CDATA[#hasfeat[fWoodshaRA] <> 0]]></exprreq>
</thing>
<thing id="sWizAntiPS" name="Antiplant Shell" description="The {i}antiplant shell{/i} spell creates an invisible, mobile barrier {b}(10-ft.-radius emanation, centered on you){/b} that keeps all creatures within the shell protected from attacks by plant creatures or animated plants. As with many abjuration spells, forcing the barrier against creatures that the spell keeps at bay strains and collapses the field (see Abjuration, page 172)." compset="Spell" summary="Keeps animated plants at bay.">
<fieldval field="sRange" value="10 ft"/>
<fieldval field="sDuration" value="10 minutes/level (D)"/>
<fieldval field="sSave" value="None"/>
<fieldval field="sResist" value="Yes"/>
<usesource source="srcRoA"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="~[($s_VZ]V~[(#]"/>
<tag group="sDuration" tag="Dismiss" name="Dismissable" abbrev="Dismissable"/>
<tag group="sDuration" tag="Minute" name="1+ Minutes" abbrev="1+ Minutes"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="sLevel" tag="4" name="4" abbrev="4"/>
<tag group="sRange" tag="Feet" name="Feet" abbrev="Feet"/>
<tag group="sResist" tag="Yes" name="Yes" abbrev="Yes"/>
<tag group="sSave" tag="None" name="None" abbrev="None"/>
<tag group="sSchool" tag="Abjur" name="Abjuration" abbrev="Abjur"/>
<tag group="sSubschool" tag="None" name="None" abbrev="None"/>
<tag group="sCastTime" tag="Action1" name="1 Action" abbrev="Action1"/>
<tag group="sClass" tag="Wizard"/>
<tag group="sComp" tag="DF" name="Divine Focus" abbrev="~[($s_DFZ]DF~[(#]"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="~[($s_SZ]S~[(#]"/>
<exprreq message="Woodshaper feat required."><![CDATA[#hasfeat[fWoodshaRA] <> 0]]></exprreq>
</thing>
<thing id="sWizPlaGro" name="Plant Growth" description="{i}Plant growth{/i} has different effects depending on the version chosen.\n\n{i}Overgrowth{/i}: This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) within long range (400 feet + 40 feet per caster level) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for Large or larger creatures. (The DM may allow faster movement for very small or very large creatures.) The area must have brush and trees in it for this spell to take effect.\n\nAt your option, the area can be a 100 foot radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle. You may designate places within the area that are not affected.\n\n{i}Enrichment{/i}: This effect targets plants within a range of one-half mile, raising their potential productivity over the course of the next year to one-third above normal.\n\n{i}Plant growth{/i} counters {i}diminish plants{/i}.\n\nThis spell has no effect on plant creatures." compset="Spell" summary="Grows vegetation, improves crops.">
<fieldval field="sRange" value="Special; See Text"/>
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sSave" value="None"/>
<fieldval field="sResist" value="No"/>
<usesource source="srcRoA"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="~[($s_VZ]V~[(#]"/>
<tag group="sDuration" tag="Instant" name="Instantaneous" abbrev="Instantaneous"/>
<tag group="sLevel" tag="3" name="3" abbrev="3"/>
<tag group="sRange" tag="SeeText" name="See Text" abbrev="See Text"/>
<tag group="sRange" tag="Special" name="Special" abbrev="Special"/>
<tag group="sResist" tag="No" name="No" abbrev="No"/>
<tag group="sSave" tag="None" name="None" abbrev="None"/>
<tag group="sSchool" tag="Transmutat" name="Transmutation" abbrev="Trans"/>
<tag group="sSubschool" tag="None" name="None" abbrev="None"/>
<tag group="sCastTime" tag="Action1" name="1 Action" abbrev="Action1"/>
<tag group="sClass" tag="Wizard"/>
<tag group="sComp" tag="DF" name="Divine Focus" abbrev="~[($s_DFZ]DF~[(#]"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="~[($s_SZ]S~[(#]"/>
<exprreq message="Woodshaper feat required."><![CDATA[#hasfeat[fWoodshaRA] <> 0]]></exprreq>
</thing>
<thing id="sWizAwaken" name="Awaken (plants only)" description="You awaken a tree or animal to humanlike sentience. To succeed, you must make a Will save (DC 10 + the animal’s current HD, or the HD the tree will have once awakened).\n\nThe {i}awakened animal{/i} or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it.\n\nAn {i}awakened{/i} tree has characteristics as if it were an animated object (see the Monster Manual), except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An {i}awakened{/i} plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human’s.\n\nAn {i}awakened{/i} animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes magical beast (augmented animal). An awakened animal can’t serve as an animal companion, familiar, or special mount.\n\nAn {i}awakened{/i} tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any).\n\n{i}XP Cost{/i}: 250 XP." compset="Spell" summary="Animal or tree gains human intellect.">
<fieldval field="sRange" value="Touch"/>
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sSave" value="Will Negates"/>
<fieldval field="sResist" value="Yes"/>
<usesource source="srcRoA"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="~[($s_VZ]V~[(#]"/>
<tag group="sComp" tag="XP" name="XP Cost" abbrev="~[($s_XPZ]XP~[(#]"/>
<tag group="sDuration" tag="Instant" name="Instantaneous" abbrev="Instantaneous"/>
<tag group="sLevel" tag="5" name="5" abbrev="5"/>
<tag group="sRange" tag="Touch" name="Touch" abbrev="~[($s_TouchZ]Tch~[(#]"/>
<tag group="sResist" tag="Yes" name="Yes" abbrev="Yes"/>
<tag group="sSave" tag="WillNeg" name="Will Negates" abbrev="Will Negates"/>
<tag group="sSchool" tag="Transmutat" name="Transmutation" abbrev="Trans"/>
<tag group="sSubschool" tag="None" name="None" abbrev="None"/>
<tag group="sCastTime" tag="Day1" name="1 Day(s)" abbrev="Day1"/>
<tag group="sClass" tag="Wizard"/>
<tag group="sComp" tag="DF" name="Divine Focus" abbrev="~[($s_DFZ]DF~[(#]"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="~[($s_SZ]S~[(#]"/>
<exprreq message="Woodshaper feat required."><![CDATA[#hasfeat[fWoodshaRA] <> 0]]></exprreq>
</thing>
<thing id="sWizTreStr" name="Tree Stride" description="You gain the ability to enter trees and move from inside one tree to inside another tree. The first tree you enter and all others you enter must be of the same kind, must be living, and must have girth at least equal to yours. By moving into an oak tree (for example), you instantly know the location of all other oak trees within transport range (see below) and may choose whether you want to pass into one or simply step back out of the tree you moved into. You may choose to pass to any tree of the appropriate kind within the transport range as shown on the following table.\n\n{b}Type of Tree Transport Range{/b}\nOak, ash, yew 3,000 feet\nElm, linden 2,000 feet\nOther deciduous 1,500 feet\nAny coniferous 1,000 feet\nAll other trees 500 feet\n\nYou may move into a tree up to one time per caster level (passing from one tree to another counts only as moving into one tree). The spell lasts until the duration expires or you exit a tree. This means that in a thick oak forest, a 10th-level druid could make ten transports over the course of 10 rounds, traveling as far as 30,000 feet (about 6 miles) in doing so. Each transport is a full-round action.\n\nYou can, at your option, remain within a tree without transporting yourself, but you are forced out when the spell ends. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete." compset="Spell" summary="Step from one tree to another far away.">
<fieldval field="sRange" value="Personal"/>
<fieldval field="sDuration" value="Special; See Text"/>
<fieldval field="sSave" value="None"/>
<fieldval field="sResist" value="-"/>
<usesource source="srcRoA"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="~[($s_VZ]V~[(#]"/>
<tag group="sDuration" tag="SeeText" name="See Text" abbrev="See Text"/>
<tag group="sDuration" tag="Special" name="Special" abbrev="Special"/>
<tag group="sLevel" tag="6"/>
<tag group="sRange" tag="Personal" name="Personal" abbrev="~[($s_PersZ]Pers~[(#]"/>
<tag group="sResist" tag="No" name="No" abbrev="No"/>
<tag group="sSave" tag="None" name="None" abbrev="None"/>
<tag group="sSchool" tag="Conjur" name="Conjuration" abbrev="Conjur"/>
<tag group="sSubschool" tag="Teleport" name="Teleportation" abbrev="Teleport"/>
<tag group="sCastTime" tag="Action1" name="1 Action" abbrev="Action1"/>
<tag group="sClass" tag="Wizard"/>
<tag group="sComp" tag="DF" name="Divine Focus" abbrev="~[($s_DFZ]DF~[(#]"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="~[($s_SZ]S~[(#]"/>
<exprreq message="Woodshaper feat required."><![CDATA[#hasfeat[fWoodshaRA] <> 0]]></exprreq>
</thing>
<thing id="sSorAntiPS" name="Antiplant Shell" description="The {i}antiplant shell{/i} spell creates an invisible, mobile barrier {b}(10-ft.-radius emanation, centered on you){/b} that keeps all creatures within the shell protected from attacks by plant creatures or animated plants. As with many abjuration spells, forcing the barrier against creatures that the spell keeps at bay strains and collapses the field (see Abjuration, page 172)." compset="Spell" summary="Keeps animated plants at bay.">
<fieldval field="sRange" value="10 ft"/>
<fieldval field="sDuration" value="10 minutes/level (D)"/>
<fieldval field="sSave" value="None"/>
<fieldval field="sResist" value="Yes"/>
<usesource source="srcRoA"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="~[($s_VZ]V~[(#]"/>
<tag group="sDuration" tag="Dismiss" name="Dismissable" abbrev="Dismissable"/>
<tag group="sDuration" tag="Minute" name="1+ Minutes" abbrev="1+ Minutes"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="sLevel" tag="4" name="4" abbrev="4"/>
<tag group="sRange" tag="Feet" name="Feet" abbrev="Feet"/>
<tag group="sResist" tag="Yes" name="Yes" abbrev="Yes"/>
<tag group="sSave" tag="None" name="None" abbrev="None"/>
<tag group="sSchool" tag="Abjur" name="Abjuration" abbrev="Abjur"/>
<tag group="sSubschool" tag="None" name="None" abbrev="None"/>
<tag group="sCastTime" tag="Action1" name="1 Action" abbrev="Action1"/>
<tag group="sClass" tag="Sorcerer"/>
<tag group="sComp" tag="DF" name="Divine Focus" abbrev="~[($s_DFZ]DF~[(#]"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="~[($s_SZ]S~[(#]"/>
<exprreq message="Woodshaper feat required."><![CDATA[#hasfeat[fWoodshaRA] <> 0]]></exprreq>
</thing>
<thing id="sSorAwaken" name="Awaken (plants only)" description="You awaken a tree or animal to humanlike sentience. To succeed, you must make a Will save (DC 10 + the animal’s current HD, or the HD the tree will have once awakened).\n\nThe {i}awakened animal{/i} or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it.\n\nAn {i}awakened{/i} tree has characteristics as if it were an animated object (see the Monster Manual), except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An {i}awakened{/i} plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human’s.\n\nAn {i}awakened{/i} animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes magical beast (augmented animal). An awakened animal can’t serve as an animal companion, familiar, or special mount.\n\nAn {i}awakened{/i} tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any).\n\n{i}XP Cost{/i}: 250 XP." compset="Spell" summary="Animal or tree gains human intellect.">
<fieldval field="sRange" value="Touch"/>
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sSave" value="Will Negates"/>
<fieldval field="sResist" value="Yes"/>
<usesource source="srcRoA"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="~[($s_VZ]V~[(#]"/>
<tag group="sComp" tag="XP" name="XP Cost" abbrev="~[($s_XPZ]XP~[(#]"/>
<tag group="sDuration" tag="Instant" name="Instantaneous" abbrev="Instantaneous"/>
<tag group="sLevel" tag="5" name="5" abbrev="5"/>
<tag group="sRange" tag="Touch" name="Touch" abbrev="~[($s_TouchZ]Tch~[(#]"/>
<tag group="sResist" tag="Yes" name="Yes" abbrev="Yes"/>
<tag group="sSave" tag="WillNeg" name="Will Negates" abbrev="Will Negates"/>
<tag group="sSchool" tag="Transmutat" name="Transmutation" abbrev="Trans"/>
<tag group="sSubschool" tag="None" name="None" abbrev="None"/>
<tag group="sCastTime" tag="Day1" name="1 Day(s)" abbrev="Day1"/>
<tag group="sClass" tag="Sorcerer"/>
<tag group="sComp" tag="DF" name="Divine Focus" abbrev="~[($s_DFZ]DF~[(#]"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="~[($s_SZ]S~[(#]"/>
<exprreq message="Woodshaper feat required."><![CDATA[#hasfeat[fWoodshaRA] <> 0]]></exprreq>
</thing>
<thing id="sSorPlaGWS" name="Plant Growth" description="{i}Plant growth{/i} has different effects depending on the version chosen.\n\n{i}Overgrowth{/i}: This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) within long range (400 feet + 40 feet per caster level) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for Large or larger creatures. (The DM may allow faster movement for very small or very large creatures.) The area must have brush and trees in it for this spell to take effect.\n\nAt your option, the area can be a 100 foot radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle. You may designate places within the area that are not affected.\n\n{i}Enrichment{/i}: This effect targets plants within a range of one-half mile, raising their potential productivity over the course of the next year to one-third above normal.\n\n{i}Plant growth{/i} counters {i}diminish plants{/i}.\n\nThis spell has no effect on plant creatures." compset="Spell" summary="Grows vegetation, improves crops.">
<fieldval field="sRange" value="Special; See Text"/>
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sSave" value="None"/>
<fieldval field="sResist" value="No"/>
<usesource source="srcRoA"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="~[($s_VZ]V~[(#]"/>
<tag group="sDuration" tag="Instant" name="Instantaneous" abbrev="Instantaneous"/>
<tag group="sLevel" tag="3" name="3" abbrev="3"/>
<tag group="sRange" tag="SeeText" name="See Text" abbrev="See Text"/>
<tag group="sRange" tag="Special" name="Special" abbrev="Special"/>
<tag group="sResist" tag="No" name="No" abbrev="No"/>
<tag group="sSave" tag="None" name="None" abbrev="None"/>
<tag group="sSchool" tag="Transmutat" name="Transmutation" abbrev="Trans"/>
<tag group="sSubschool" tag="None" name="None" abbrev="None"/>
<tag group="sCastTime" tag="Action1" name="1 Action" abbrev="Action1"/>
<tag group="sClass" tag="Sorcerer"/>
<tag group="sComp" tag="DF" name="Divine Focus" abbrev="~[($s_DFZ]DF~[(#]"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="~[($s_SZ]S~[(#]"/>
<exprreq message="Woodshaper feat required."><![CDATA[#hasfeat[fWoodshaRA] <> 0]]></exprreq>
</thing>
<thing id="sSorShille" name="Shillelagh" description="Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. (A quarterstaff gains this enhancement for both ends of the weapon.) It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell." compset="Spell" summary="Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.">
<fieldval field="sRange" value="Touch"/>
<fieldval field="sDuration" value="1 minute/level"/>
<fieldval field="sSave" value="Will Negates (Object)"/>
<fieldval field="sResist" value="Yes (object)"/>
<usesource source="srcRoA"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="~[($s_VZ]V~[(#]"/>
<tag group="sDuration" tag="Minute" name="1+ Minutes" abbrev="1+ Minutes"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="sLevel" tag="1" name="1" abbrev="1"/>
<tag group="sRange" tag="Touch" name="Touch" abbrev="~[($s_TouchZ]Tch~[(#]"/>
<tag group="sResist" tag="Object" name="Object" abbrev="Object"/>
<tag group="sResist" tag="Yes" name="Yes" abbrev="Yes"/>
<tag group="sSave" tag="Object" name="Object" abbrev="Object"/>
<tag group="sSave" tag="WillNeg" name="Will Negates" abbrev="Will Negates"/>
<tag group="sSchool" tag="Transmutat" name="Transmutation" abbrev="Trans"/>
<tag group="sSubschool" tag="None" name="None" abbrev="None"/>
<tag group="sCastTime" tag="Action1" name="1 Action" abbrev="Action1"/>
<tag group="sClass" tag="Sorcerer"/>
<tag group="sComp" tag="DF" name="Divine Focus" abbrev="~[($s_DFZ]DF~[(#]"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="~[($s_SZ]S~[(#]"/>
<exprreq message="Woodshaper feat required."><![CDATA[#hasfeat[fWoodshaRA] <> 0]]></exprreq>
</thing>
<thing id="sSorTreStr" name="Tree Stride" description="You gain the ability to enter trees and move from inside one tree to inside another tree. The first tree you enter and all others you enter must be of the same kind, must be living, and must have girth at least equal to yours. By moving into an oak tree (for example), you instantly know the location of all other oak trees within transport range (see below) and may choose whether you want to pass into one or simply step back out of the tree you moved into. You may choose to pass to any tree of the appropriate kind within the transport range as shown on the following table.\n\n{b}Type of Tree Transport Range{/b}\nOak, ash, yew 3,000 feet\nElm, linden 2,000 feet\nOther deciduous 1,500 feet\nAny coniferous 1,000 feet\nAll other trees 500 feet\n\nYou may move into a tree up to one time per caster level (passing from one tree to another counts only as moving into one tree). The spell lasts until the duration expires or you exit a tree. This means that in a thick oak forest, a 10th-level druid could make ten transports over the course of 10 rounds, traveling as far as 30,000 feet (about 6 miles) in doing so. Each transport is a full-round action.\n\nYou can, at your option, remain within a tree without transporting yourself, but you are forced out when the spell ends. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete." compset="Spell" summary="Step from one tree to another far away.">
<fieldval field="sRange" value="Personal"/>
<fieldval field="sDuration" value="Special; See Text"/>
<fieldval field="sSave" value="None"/>
<fieldval field="sResist" value="-"/>
<usesource source="srcRoA"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="~[($s_VZ]V~[(#]"/>
<tag group="sDuration" tag="SeeText" name="See Text" abbrev="See Text"/>
<tag group="sDuration" tag="Special" name="Special" abbrev="Special"/>
<tag group="sLevel" tag="6"/>
<tag group="sRange" tag="Personal" name="Personal" abbrev="~[($s_PersZ]Pers~[(#]"/>
<tag group="sResist" tag="No" name="No" abbrev="No"/>
<tag group="sSave" tag="None" name="None" abbrev="None"/>
<tag group="sSchool" tag="Conjur" name="Conjuration" abbrev="Conjur"/>
<tag group="sSubschool" tag="Teleport" name="Teleportation" abbrev="Teleport"/>
<tag group="sCastTime" tag="Action1" name="1 Action" abbrev="Action1"/>
<tag group="sClass" tag="Sorcerer"/>
<tag group="sComp" tag="DF" name="Divine Focus" abbrev="~[($s_DFZ]DF~[(#]"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="~[($s_SZ]S~[(#]"/>
<exprreq message="Woodshaper feat required."><![CDATA[#hasfeat[fWoodshaRA] <> 0]]></exprreq>
</thing>
<thing id="sSorWooSha" name="Wood Shape" description="{i}Wood shape{/i} enables you to form one existing piece of wood {b}(no larger than 10 cu. ft. + 1 cu. ft./level){/b} into any shape that suits your purpose. For example, you can make a wooden weapon, fashion a special trapdoor, or sculpt a crude idol. This spell also permits you to reshape a wood door to make an exit where one didn’t exist or to seal a door shut. While it is possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape that includes moving parts simply doesn’t work." compset="Spell" summary="Rearranges wooden objects to suit you.">
<fieldval field="sRange" value="Touch"/>
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sSave" value="Will Negates (Object)"/>
<fieldval field="sResist" value="Yes (object)"/>
<usesource source="srcRoA"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="~[($s_VZ]V~[(#]"/>
<tag group="sDuration" tag="Instant" name="Instantaneous" abbrev="Instantaneous"/>
<tag group="sLevel" tag="2" name="2" abbrev="2"/>
<tag group="sRange" tag="Touch" name="Touch" abbrev="~[($s_TouchZ]Tch~[(#]"/>
<tag group="sResist" tag="Object" name="Object" abbrev="Object"/>
<tag group="sResist" tag="Yes" name="Yes" abbrev="Yes"/>
<tag group="sSave" tag="Object" name="Object" abbrev="Object"/>
<tag group="sSave" tag="WillNeg" name="Will Negates" abbrev="Will Negates"/>
<tag group="sSchool" tag="Transmutat" name="Transmutation" abbrev="Trans"/>
<tag group="sSubschool" tag="None" name="None" abbrev="None"/>
<tag group="sCastTime" tag="Action1" name="1 Action" abbrev="Action1"/>
<tag group="sClass" tag="Sorcerer"/>
<tag group="sComp" tag="DF" name="Divine Focus" abbrev="~[($s_DFZ]DF~[(#]"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="~[($s_SZ]S~[(#]"/>
<exprreq message="Woodshaper feat required."><![CDATA[#hasfeat[fWoodshaRA] <> 0]]></exprreq>
</thing>
<thing id="sBrdAntiPS" name="Antiplant Shell" description="The {i}antiplant shell{/i} spell creates an invisible, mobile barrier {b}(10-ft.-radius emanation, centered on you){/b} that keeps all creatures within the shell protected from attacks by plant creatures or animated plants. As with many abjuration spells, forcing the barrier against creatures that the spell keeps at bay strains and collapses the field (see Abjuration, page 172)." compset="Spell" summary="Keeps animated plants at bay.">
<fieldval field="sRange" value="10 ft"/>
<fieldval field="sDuration" value="10 minutes/level (D)"/>
<fieldval field="sSave" value="None"/>
<fieldval field="sResist" value="Yes"/>
<usesource source="srcRoA"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="~[($s_VZ]V~[(#]"/>
<tag group="sDuration" tag="Dismiss" name="Dismissable" abbrev="Dismissable"/>
<tag group="sDuration" tag="Minute" name="1+ Minutes" abbrev="1+ Minutes"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="sLevel" tag="4" name="4" abbrev="4"/>
<tag group="sRange" tag="Feet" name="Feet" abbrev="Feet"/>
<tag group="sResist" tag="Yes" name="Yes" abbrev="Yes"/>
<tag group="sSave" tag="None" name="None" abbrev="None"/>
<tag group="sSchool" tag="Abjur" name="Abjuration" abbrev="Abjur"/>
<tag group="sSubschool" tag="None" name="None" abbrev="None"/>
<tag group="sCastTime" tag="Action1" name="1 Action" abbrev="Action1"/>
<tag group="sClass" tag="Bard"/>
<tag group="sComp" tag="DF" name="Divine Focus" abbrev="~[($s_DFZ]DF~[(#]"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="~[($s_SZ]S~[(#]"/>
<exprreq message="Woodshaper feat required."><![CDATA[#hasfeat[fWoodshaRA] <> 0]]></exprreq>
</thing>
<thing id="sBrdAwaken" name="Awaken (plants only)" description="You awaken a tree or animal to humanlike sentience. To succeed, you must make a Will save (DC 10 + the animal’s current HD, or the HD the tree will have once awakened).\n\nThe {i}awakened animal{/i} or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it.\n\nAn {i}awakened{/i} tree has characteristics as if it were an animated object (see the Monster Manual), except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An {i}awakened{/i} plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human’s.\n\nAn {i}awakened{/i} animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes magical beast (augmented animal). An awakened animal can’t serve as an animal companion, familiar, or special mount.\n\nAn {i}awakened{/i} tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any).\n\n{i}XP Cost{/i}: 250 XP." compset="Spell" summary="Animal or tree gains human intellect.">
<fieldval field="sRange" value="Touch"/>
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sSave" value="Will Negates"/>
<fieldval field="sResist" value="Yes"/>
<usesource source="srcRoA"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="~[($s_VZ]V~[(#]"/>
<tag group="sComp" tag="XP" name="XP Cost" abbrev="~[($s_XPZ]XP~[(#]"/>
<tag group="sDuration" tag="Instant" name="Instantaneous" abbrev="Instantaneous"/>
<tag group="sLevel" tag="5" name="5" abbrev="5"/>
<tag group="sRange" tag="Touch" name="Touch" abbrev="~[($s_TouchZ]Tch~[(#]"/>
<tag group="sResist" tag="Yes" name="Yes" abbrev="Yes"/>
<tag group="sSave" tag="WillNeg" name="Will Negates" abbrev="Will Negates"/>
<tag group="sSchool" tag="Transmutat" name="Transmutation" abbrev="Trans"/>
<tag group="sSubschool" tag="None" name="None" abbrev="None"/>
<tag group="sCastTime" tag="Day1" name="1 Day(s)" abbrev="Day1"/>
<tag group="sClass" tag="Bard"/>
<tag group="sComp" tag="DF" name="Divine Focus" abbrev="~[($s_DFZ]DF~[(#]"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="~[($s_SZ]S~[(#]"/>
<exprreq message="Woodshaper feat required."><![CDATA[#hasfeat[fWoodshaRA] <> 0]]></exprreq>
</thing>
<thing id="sBrdPlaGro" name="Plant Growth" description="{i}Plant growth{/i} has different effects depending on the version chosen.\n\n{i}Overgrowth{/i}: This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) within long range (400 feet + 40 feet per caster level) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for Large or larger creatures. (The DM may allow faster movement for very small or very large creatures.) The area must have brush and trees in it for this spell to take effect.\n\nAt your option, the area can be a 100 foot radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle. You may designate places within the area that are not affected.\n\n{i}Enrichment{/i}: This effect targets plants within a range of one-half mile, raising their potential productivity over the course of the next year to one-third above normal.\n\n{i}Plant growth{/i} counters {i}diminish plants{/i}.\n\nThis spell has no effect on plant creatures." compset="Spell" summary="Grows vegetation, improves crops.">
<fieldval field="sRange" value="Special; See Text"/>
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sSave" value="None"/>
<fieldval field="sResist" value="No"/>
<usesource source="srcRoA"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="~[($s_VZ]V~[(#]"/>
<tag group="sDuration" tag="Instant" name="Instantaneous" abbrev="Instantaneous"/>
<tag group="sLevel" tag="3" name="3" abbrev="3"/>
<tag group="sRange" tag="SeeText" name="See Text" abbrev="See Text"/>
<tag group="sRange" tag="Special" name="Special" abbrev="Special"/>
<tag group="sResist" tag="No" name="No" abbrev="No"/>
<tag group="sSave" tag="None" name="None" abbrev="None"/>
<tag group="sSchool" tag="Transmutat" name="Transmutation" abbrev="Trans"/>
<tag group="sSubschool" tag="None" name="None" abbrev="None"/>
<tag group="sCastTime" tag="Action1" name="1 Action" abbrev="Action1"/>
<tag group="sClass" tag="Bard"/>
<tag group="sComp" tag="DF" name="Divine Focus" abbrev="~[($s_DFZ]DF~[(#]"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="~[($s_SZ]S~[(#]"/>
<exprreq message="Woodshaper feat required."><![CDATA[#hasfeat[fWoodshaRA] <> 0]]></exprreq>
</thing>
<thing id="sBrdShille" name="Shillelagh" description="Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. (A quarterstaff gains this enhancement for both ends of the weapon.) It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell." compset="Spell" summary="Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.">
<fieldval field="sRange" value="Touch"/>
<fieldval field="sDuration" value="1 minute/level"/>
<fieldval field="sSave" value="Will Negates (Object)"/>
<fieldval field="sResist" value="Yes (object)"/>
<usesource source="srcRoA"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="~[($s_VZ]V~[(#]"/>
<tag group="sDuration" tag="Minute" name="1+ Minutes" abbrev="1+ Minutes"/>
<tag group="sDuration" tag="PerLevel" name="Level-based" abbrev="Level-based"/>
<tag group="sLevel" tag="1" name="1" abbrev="1"/>
<tag group="sRange" tag="Touch" name="Touch" abbrev="~[($s_TouchZ]Tch~[(#]"/>
<tag group="sResist" tag="Object" name="Object" abbrev="Object"/>
<tag group="sResist" tag="Yes" name="Yes" abbrev="Yes"/>
<tag group="sSave" tag="Object" name="Object" abbrev="Object"/>
<tag group="sSave" tag="WillNeg" name="Will Negates" abbrev="Will Negates"/>
<tag group="sSchool" tag="Transmutat" name="Transmutation" abbrev="Trans"/>
<tag group="sSubschool" tag="None" name="None" abbrev="None"/>
<tag group="sCastTime" tag="Action1" name="1 Action" abbrev="Action1"/>
<tag group="sClass" tag="Bard"/>
<tag group="sComp" tag="DF" name="Divine Focus" abbrev="~[($s_DFZ]DF~[(#]"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="~[($s_SZ]S~[(#]"/>
<exprreq message="Woodshaper feat required."><![CDATA[#hasfeat[fWoodshaRA] <> 0]]></exprreq>
</thing>
<thing id="sBrdTreStr" name="Tree Stride" description="You gain the ability to enter trees and move from inside one tree to inside another tree. The first tree you enter and all others you enter must be of the same kind, must be living, and must have girth at least equal to yours. By moving into an oak tree (for example), you instantly know the location of all other oak trees within transport range (see below) and may choose whether you want to pass into one or simply step back out of the tree you moved into. You may choose to pass to any tree of the appropriate kind within the transport range as shown on the following table.\n\n{b}Type of Tree Transport Range{/b}\nOak, ash, yew 3,000 feet\nElm, linden 2,000 feet\nOther deciduous 1,500 feet\nAny coniferous 1,000 feet\nAll other trees 500 feet\n\nYou may move into a tree up to one time per caster level (passing from one tree to another counts only as moving into one tree). The spell lasts until the duration expires or you exit a tree. This means that in a thick oak forest, a 10th-level druid could make ten transports over the course of 10 rounds, traveling as far as 30,000 feet (about 6 miles) in doing so. Each transport is a full-round action.\n\nYou can, at your option, remain within a tree without transporting yourself, but you are forced out when the spell ends. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete." compset="Spell" summary="Step from one tree to another far away.">
<fieldval field="sRange" value="Personal"/>
<fieldval field="sDuration" value="Special; See Text"/>
<fieldval field="sSave" value="None"/>
<fieldval field="sResist" value="-"/>
<usesource source="srcRoA"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="~[($s_VZ]V~[(#]"/>
<tag group="sDuration" tag="SeeText" name="See Text" abbrev="See Text"/>
<tag group="sDuration" tag="Special" name="Special" abbrev="Special"/>
<tag group="sLevel" tag="6"/>
<tag group="sRange" tag="Personal" name="Personal" abbrev="~[($s_PersZ]Pers~[(#]"/>
<tag group="sResist" tag="No" name="No" abbrev="No"/>
<tag group="sSave" tag="None" name="None" abbrev="None"/>
<tag group="sSchool" tag="Conjur" name="Conjuration" abbrev="Conjur"/>
<tag group="sSubschool" tag="Teleport" name="Teleportation" abbrev="Teleport"/>
<tag group="sCastTime" tag="Action1" name="1 Action" abbrev="Action1"/>
<tag group="sClass" tag="Bard"/>
<tag group="sComp" tag="DF" name="Divine Focus" abbrev="~[($s_DFZ]DF~[(#]"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="~[($s_SZ]S~[(#]"/>
<exprreq message="Woodshaper feat required."><![CDATA[#hasfeat[fWoodshaRA] <> 0]]></exprreq>
</thing>
<thing id="sBrdWooSha" name="Wood Shape" description="{i}Wood shape{/i} enables you to form one existing piece of wood {b}(no larger than 10 cu. ft. + 1 cu. ft./level){/b} into any shape that suits your purpose. For example, you can make a wooden weapon, fashion a special trapdoor, or sculpt a crude idol. This spell also permits you to reshape a wood door to make an exit where one didn’t exist or to seal a door shut. While it is possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape that includes moving parts simply doesn’t work." compset="Spell" summary="Rearranges wooden objects to suit you.">
<fieldval field="sRange" value="Touch"/>
<fieldval field="sDuration" value="Instantaneous"/>
<fieldval field="sSave" value="Will Negates (Object)"/>
<fieldval field="sResist" value="Yes (object)"/>
<usesource source="srcRoA"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="~[($s_VZ]V~[(#]"/>
<tag group="sDuration" tag="Instant" name="Instantaneous" abbrev="Instantaneous"/>
<tag group="sLevel" tag="2" name="2" abbrev="2"/>
<tag group="sRange" tag="Touch" name="Touch" abbrev="~[($s_TouchZ]Tch~[(#]"/>
<tag group="sResist" tag="Object" name="Object" abbrev="Object"/>
<tag group="sResist" tag="Yes" name="Yes" abbrev="Yes"/>
<tag group="sSave" tag="Object" name="Object" abbrev="Object"/>
<tag group="sSave" tag="WillNeg" name="Will Negates" abbrev="Will Negates"/>
<tag group="sSchool" tag="Transmutat" name="Transmutation" abbrev="Trans"/>
<tag group="sSubschool" tag="None" name="None" abbrev="None"/>
<tag group="sCastTime" tag="Action1" name="1 Action" abbrev="Action1"/>
<tag group="sClass" tag="Bard"/>
<tag group="sComp" tag="DF" name="Divine Focus" abbrev="~[($s_DFZ]DF~[(#]"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="~[($s_SZ]S~[(#]"/>
<exprreq message="Woodshaper feat required."><![CDATA[#hasfeat[fWoodshaRA] <> 0]]></exprreq>
</thing>
<thing id="rHalfOgre" name="Ogre, Half" description="Half-ogres possess the following racial traits:\n• +4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma. Like their ogre parent, half-ogres are strong and tough, but they also inherit that parent’s dull wit and lack of social graces.\n• Medium: As Medium creatures, half-ogres have no special bonuses or penalties due to their size.\n• Humanoid (ogre): A half-ogre is a humanoid with the ogre subtype.\n• Half-ogre base land speed is 30 feet.\n• Low-Light Vision: Half-ogres can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.\n• +1 natural armor bonus.\n• Automatic Languages: Common, Ogre. \nBonus Languages: Any. Half-ogres often take their human parent’s regional language as a bonus language.\n• Favored Class: Fighter.\n• Level Adjustment: +1." compset="Race" uniqueness="unique">
<fieldval field="rSTR" value="4"/>
<fieldval field="rINT" value="-2"/>
<fieldval field="rCHA" value="-2"/>
<fieldval field="rInfFavor" value="Fighter"/>
<fieldval field="rInfAutoLn" value="Common, Ogre"/>
<fieldval field="rAC" value="1"/>
<fieldval field="cLevelAdj" value="1"/>
<fieldval field="rCON" value="2"/>
<fieldval field="rHeightMnM" value="78"/>
<fieldval field="rHeightMxM" value="96"/>
<fieldval field="rHeightMnF" value="76"/>
<fieldval field="rHeightMxF" value="94"/>
<fieldval field="rAgeMin" value="21"/>
<fieldval field="rWeightMnM" value="244"/>
<fieldval field="rWeightMxM" value="400"/>
<fieldval field="rWeightMnF" value="194"/>
<fieldval field="rWeightMxF" value="350"/>
<usesource source="srcRoA"/>
<tag group="SpecSource" tag="Ogre" name="Ogre" abbrev="Ogre"/>
<tag group="Language" tag="Any"/>
<tag group="Race" tag="Ogre" name="Ogre" abbrev="Ogre"/>
<tag group="RaceSize" tag="Medium0"/>
<tag group="RaceType" tag="Normal"/>
<tag group="Race" tag="HalfOgre" abbrev="Half-Ogre"/>
<tag group="Race" tag="typHumanoi"/>
<bootstrap thing="rLowLight">
<autotag group="SpecSource" tag="Ogre"/>
</bootstrap>
<bootstrap thing="lOgre"></bootstrap>
<bootstrap thing="lCommon"></bootstrap>
</thing>
<thing id="rKMiSkills" name="Racial Skill Bonuses" description="+2 racial bonus to Intimidate, Swim and Use Rope checks (included in totals)." compset="Special" summary="+2 to Intimidate, Swim, Use Rope">
<usesource source="srcRoA"/>
<tag group="Helper" tag="ShowSpec" name="ShowSpec" abbrev="ShowSpec"/>
<tag group="SpecSource" tag="rKMinotaur"/>
</thing>
<thing id="rKMinotaur" name="Minotaur (of Krynn)" description="Minotaurs possess the following racial traits:\n• +4 Strength, –2 Dexterity, –2 Intelligence, –2 Charisma. Minotaurs are large and powerful, but not very agile. From youth, minotaurs focus on developing their muscle over their minds. Minotaur arrogance can be offensive to other races.\n• Medium: As Medium creatures, minotaurs have no special bonuses or penalties.\n• A minotaur’s base land speed is 30 feet.\n• +2 natural armor bonus.\n• Gore: A minotaur may use his horns as natural weapons to make a gore attack, dealing 1d6 points of damage plus the minotaur’s Strength modifier. If the minotaur charges, his gore attack deals 2d6 points of damage, plus 1 ½ times his Strength modifier. A minotaur can attack with a weapon at his normal attack bonus and make a gore attack as a secondary attack (–5 penalty on the attack roll and half Strength bonus on the damage roll).\n• +2 racial bonus on Intimidate, Swim, and Use Rope checks. Minotaurs are familiar with the sea and naturally adept at skills useful among seafarers.\n• Minotaurs may take the scent special quality as a feat. (See the Monster Manual.)\n• Automatic Languages: Common, Kothian. \nBonus Languages: Kalinese, Nordmaarian, Ogre, Saifhum.\n• Favored Class: Fighter." compset="Race">
<fieldval field="rSTR" value="4"/>
<fieldval field="rINT" value="-2"/>
<fieldval field="rCHA" value="-2"/>
<fieldval field="rInfFavor" value="Fighter"/>
<fieldval field="rAC" value="2"/>
<fieldval field="rAgeMin" value="18"/>
<fieldval field="rHeightMnF" value="72"/>
<fieldval field="rHeightMxF" value="90"/>
<fieldval field="rWeightMnF" value="250"/>
<fieldval field="rWeightMxF" value="394"/>
<fieldval field="rHeightMnM" value="74"/>
<fieldval field="rHeightMxM" value="92"/>
<fieldval field="rWeightMnM" value="300"/>
<fieldval field="rWeightMxM" value="444"/>
<fieldval field="rDEX" value="-2"/>
<fieldval field="rInfAutoLn" value="Common, Kothian"/>
<usesource source="srcRoA"/>
<tag group="RaceSize" tag="Medium0" name="Medium" abbrev="Medium"/>
<tag group="Language" tag="lKalinese"/>
<tag group="Language" tag="lNordmaar"/>
<tag group="Language" tag="lOgre"/>
<tag group="Language" tag="lSaifhum"/>
<tag group="WepProf" tag="wGore"/>
<tag group="SpecSource" tag="Minotaur"/>
<tag group="RaceType" tag="Normal"/>
<tag group="Race" tag="Minotaur" name="Minotaur"/>
<tag group="HeightDice" tag="3"/>
<tag group="HeightSize" tag="6"/>
<tag group="WeightDice" tag="2"/>
<tag group="WeightSize" tag="4"/>
<tag group="AgeC1Dice" tag="1"/>
<tag group="AgeC1Size" tag="4"/>
<tag group="AgeC2Dice" tag="1"/>
<tag group="AgeC2Size" tag="6"/>
<tag group="AgeC3Dice" tag="2"/>
<tag group="AgeC3Size" tag="6"/>
<tag group="Race" tag="typMonHuma"/>
<bootstrap thing="wGore">
<autotag group="wMain" tag="1d6_5"/>
</bootstrap>
<bootstrap thing="lKothian"></bootstrap>
<bootstrap thing="rKMiPowerC"></bootstrap>
<bootstrap thing="rKMiSkills">
<autotag group="SpecSource" tag="Minotaur"/>
</bootstrap>
<bootstrap thing="lCommon"></bootstrap>
<eval phase="PreLevel" priority="10000">~ +2 to Imtimidate, Swim, Use Rope checks
#skillbonus[kIntim] += 2
#skillbonus[kSwim] += 2
#skillbonus[kUseRope] += 2</eval>
</thing>
<thing id="rGullyDwar" name="Dwarf, Gully" description="+2 Dexterity, +2 Constitution, –4 Intelligence, –4 Charisma. Gully Dwarves are surprisingly nimble and can thrive under conditions which would kill others. Their survival instincts enable them to prosper in dangerous regions. They are sadly lacking in both intellect and social graces. An ability score reduced to 2 or less by racial modifiers is instead given a value of 3.\n\nSmall: As Small creatures, gully dwarves gain a +1 size bonus on attack rolls and a +4 size bonus on Hide checks; however, they must use smaller weapons than humans, and their lifting and carrying limits are three quarters of those of Medium creatures.\n\nA gully dwarf’s base land speed is 20 ft.\n\nSurvival Instinct: Gully dwarves are driven to survive. They receive a +2 racial bonus on Hide, Move Silently, and Survival checks. Gully dwarves may use Survival checks to forage for food and basic necessities, even in cities.\n\nHardy: Gully dwarves are resistant to the effects of disease and poison, receiving a +2 racial bonus on Fortitude saves to resist the effects of poison and disease.\n\nPitiable: Gully dwarf diplomacy consists of flattery, begging, crying, cringing, and pleading. They've honed this ability to a fine art. Gully dwarves receive a +4 racial bonus on Diplomacy checks used to convince an enemy not to harm them.\n\nCowardly: Gully dwarves are extremely susceptible to Intimidation and fear effects. They suffer a –4 penalty on level checks to resist Intimidation checks made against them and on saving throws against fear effects.\n\nAutomatic Languages: Gullytalk, Common.\n\nBonus Languages: None" compset="Race">
<comment>Do they have Darkvision?</comment>
<fieldval field="rInfFavor" value="Rogue"/>
<fieldval field="rInfAutoLn" value="Common, Gullytalk"/>
<fieldval field="rAgeMin" value="11"/>
<fieldval field="rHeightMnF" value="40"/>
<fieldval field="rHeightMxF" value="45"/>
<fieldval field="rWeightMnF" value="92"/>
<fieldval field="rWeightMxF" value="138"/>
<fieldval field="rHeightMnM" value="43"/>
<fieldval field="rHeightMxM" value="48"/>
<fieldval field="rWeightMnM" value="102"/>
<fieldval field="rWeightMxM" value="148"/>
<fieldval field="rDEX" value="2"/>
<fieldval field="rINT" value="-4"/>
<fieldval field="rCHA" value="-4"/>
<fieldval field="rSpeed" value="20"/>
<fieldval field="rCON" value="2"/>
<usesource source="srcRoA"/>
<tag group="Race" tag="Dwarf"/>
<tag group="Race" tag="GullyDwarf" name="Gully Dwarf" abbrev="Gully Dwarf"/>
<tag group="RaceType" tag="Normal"/>
<tag group="RaceSize" tag="Small11" name="Small" abbrev="Small"/>
<tag group="SpecSource" tag="GullyDwarf" name="GullyDwarf" abbrev="GuD"/>
<tag group="Race" tag="typHumanoi"/>
<bootstrap thing="lGullytalk"></bootstrap>
<bootstrap thing="rGuDSkills">
<autotag group="SpecSource" tag="GullyDwarf"/>
</bootstrap>
<bootstrap thing="rGuDHardy">
<autotag group="SpecSource" tag="GullyDwarf"/>
</bootstrap>
<bootstrap thing="rGuDPity">
<autotag group="SpecSource" tag="GullyDwarf"/>
</bootstrap>
<bootstrap thing="rGuDCoward">
<autotag group="SpecSource" tag="GullyDwarf"/>
</bootstrap>
<eval phase="PreLevel" priority="10000">~ +2 to Hide, Move Silently, and Survival checks
#skillbonus[kHide] += 2
#skillbonus[kMoveSil] += 2
#skillbonus[kSurvival] += 2</eval>
</thing>
<thing id="rKMiPowerC" name="Powerful Charge" description="Gore attack damage is 2d6 (+ STR mod * 1.5) during a charge." compset="Special" uniqueness="unique">
<tag group="Helper" tag="ShowSpec" name="ShowSpec" abbrev="ShowSpec"/>
<tag group="SpecType" tag="Attack" name="Attack" abbrev="Attack"/>
<tag group="AbilType" tag="Extra"/>
<tag group="SpecSource" tag="rKMinotaur"/>
</thing>
<thing id="rGuDSkills" name="Survival Instinct" description="+2 racial bonus to Hide, Move Silently, Survival checks (included in totals).\n\nGully Dwarves are able to use Survival to locate food and basic necessities, even in a city" compset="Special" summary="+2 to Hide, Move Silently, and Survival checks (use Survival in city)">
<tag group="Helper" tag="ShowSpec" name="ShowSpec" abbrev="ShowSpec"/>
<tag group="SpecSource" tag="GullyDwarf"/>
</thing>
<thing id="rGuDHardy" name="Hardy" description="+2 racial bonus to saves vs Poison and Disease" compset="Special">
<tag group="Helper" tag="ShowSpec" name="ShowSpec" abbrev="ShowSpec"/>
<tag group="SpecSource" tag="GullyDwarf"/>
</thing>
<thing id="rGuDPity" name="Pitiable" description="+4 racial bonus on Diplomacy checks to convince an enemy not to harm them.\n\nGully dwarf diplomacy consists of flattery, begging, crying, cringing, and pleading. They've honed this ability to a fine art." compset="Special" summary="+4 racial bon on Diplomacy to convince enemy not to harm them.">
<tag group="Helper" tag="ShowSpec" name="ShowSpec" abbrev="ShowSpec"/>
<tag group="SpecSource" tag="GullyDwarf"/>
</thing>