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COM_3PPPack_UltimatePsionics_Augmented_7th_Path - Archetypes.user
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COM_3PPPack_UltimatePsionics_Augmented_7th_Path - Archetypes.user
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<?xml version="1.0" encoding="UTF-8"?>
<document signature="Hero Lab Data">
<fileconstants thingidrequirement="PU"></fileconstants>
<thing id="arPUAnsces" name="Ancestral" description="Two types of psychic warriors make pacts with the spirits. The ancestral binds himself to the spirits of the honored dead, drawing power from his ancestors. He is a benevolent leader of his people, and speaks for the noble and well-intentioned spirits." compset="ClassVary" uniqueness="unique">
<fieldval field="srcBookInf" value="Psionics Augmented: Seventh Path"/>
<arrayval field="cvCustTot" index="8" value="-1"/>
<arrayval field="cvCustTot" index="9" value="-1"/>
<arrayval field="cvCustTot" index="10" value="-1"/>
<arrayval field="cvCustTot" index="11" value="-1"/>
<arrayval field="cvCustTot" index="12" value="-1"/>
<arrayval field="cvCustTot" index="13" value="-1"/>
<arrayval field="cvCustTot" index="14" value="-1"/>
<arrayval field="cvCustTot" index="15" value="-1"/>
<arrayval field="cvCustTot" index="16" value="-1"/>
<arrayval field="cvCustTot" index="17" value="-1"/>
<arrayval field="cvCustTot" index="18" value="-1"/>
<arrayval field="cvCustTot" index="19" value="-1"/>
<usesource source="srcPUAuSev"/>
<tag group="Helper" tag="OverCustS1"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="ClVaryName" tag="AppParen"/>
<tag group="fDisable" tag="fArmHeavy"/>
<tag group="AbReplace" tag="cPWaTwistP"/>
<tag group="AbReplace" tag="cPWaPathwe"/>
<bootstrap thing="cPUSpirRoa">
<autotag group="ClSpecWhen" tag="7"/>
</bootstrap>
<bootstrap thing="cPUSpirRoa">
<autotag group="ClSpecWhen" tag="13"/>
</bootstrap>
<bootstrap thing="cPUSpirRoa">
<autotag group="ClSpecWhen" tag="19"/>
</bootstrap>
<bootstrap thing="cPUFathWay">
<autotag group="ClSpecWhen" tag="9"/>
</bootstrap>
<bootstrap thing="cPUSpirRoa">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="cPUFathWay">
<autotag group="ClSpecWhen" tag="11"/>
</bootstrap>
<link linkage="varies" thing="cHelpPWa"/>
</thing>
<thing id="cPUSpirRoa" name="Spirit Road" description="Ancestrals have a broader range of study than most psychic warriors. At 1st, 7th, and every six levels thereafter, the ancestral adds one conduit power of his choice to his list of powers known. These powers can be of any level up to the highest level psychic warrior power that the ancestral can manifest.\n\n{b}Note:{/b} This ability isn't currently implemented." compset="ClSpecial" summary="Gain conduit powers as powers known.">
<tag group="Helper" tag="SpecUp"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="cPUFathWay" name="My Father's Ways" description="At 9th level, the ancestral may draw the souls of his honored ancestors to his aid. Once per day, as a full-round action, he can expend his psionic focus to choose one weapon and one type of creature type from the following list: aberration, animal, construct, dragon, fey, humanoid, magical beast, monstrous humanoid, ooze, outsider, plant, undead, or vermin. If he selects humanoid or outsider, he must also select a subtype. For the next hour, the ancestral gains proficiency with this weapon, as well as additional bonuses against the creature type chosen. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the selected type, and may make Knowledge skill checks untrained when attempting to identify this type of creature. In addition, he gains a +2 bonus on attack rolls, damage rolls, and the save DCs of any psychic warrior powers he manifests against creatures of the chosen type. These bonuses stack with those granted by a ranger's favored enemy or other similar ability.\n\nAt 11th level, this ability improves. The ancestral may use it one additional time per day, for a total of twice." compset="ClSpecial" summary="Gain benefits with a weapon and vs. a creature type.">
<tag group="AbilType" tag="Super"/>
<tag group="Usage" tag="Day"/>
<tag group="User" tag="Tracker"/>
<tag group="abAction" tag="FullRd"/>
<tag group="abAction" tag="PUExpFocus"/>
<tag group="User" tag="Activation"/>
<tag group="ProductId" tag="HLCommunit"/>
<eval phase="PostLevel" priority="10000"><![CDATA[
~ Set the list name
field[listname].text = field[thingname].text & " " & field[xIndex].value
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] <> 1)
~ if we've been disabled, get out now
doneif (tagis[Helper.SpcDisable] <> 0)
field[abValue].value += field[xCount].value
field[livename].text = field[thingname].text & " " & field[abValue].value
~ The following should only happen once on the first copy
doneif (tagis[Helper.FirstCopy] = 0)
field[trkMax].value += field[abValue].value]]></eval>
</thing>
<thing id="arPUAnimis" name="Animist" description="Rarely, an aegis will find himself in a position to gain favor with the spirits by gathering and preparing special items, or fetishes. These fetishes are imbued with blood and attuned to specific enemies – and when that enemy is confronted, the spirits assist the animist." compset="ClassVary" uniqueness="unique">
<fieldval field="srcBookInf" value="Psionics Augmented: Seventh Path"/>
<usesource source="srcPUAuSev"/>
<tag group="ClVaryName" tag="AppParen"/>
<tag group="ClassSkill" tag="skKnowRel"/>
<tag group="AbReplace" tag="cPUAstrRep"/>
<tag group="AbReplace" tag="cPUCanniSu"/>
<tag group="AbReplace" tag="cPUMastCr"/>
<tag group="AbReplace" tag="cPUCraftsm"/>
<tag group="ProductId" tag="HLCommunit"/>
<bootstrap thing="cPUGrisGri">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="cPUAegBlTa">
<autotag group="ClSpecWhen" tag="2"/>
</bootstrap>
<bootstrap thing="cPUGrisGri">
<autotag group="ClSpecWhen" tag="5"/>
</bootstrap>
<bootstrap thing="cPUGrisGri">
<autotag group="ClSpecWhen" tag="12"/>
</bootstrap>
<link linkage="varies" thing="cHelpPU0"/>
<eval phase="First"><![CDATA[
~ Alter the Astral Suit configurable to only allow Astral Mantle
hero.childfound[cfgPUAstSu].field[cfgAllow1].text = "AllowRCust.arPUAuAnim"]]></eval>
</thing>
<thing id="cPUGrisGri" name="Gris-Gris" description="With the help of the spirits, the animist creates a small fetish bag that gains in power as he does. Beginning at first level, while the animist's astral suit is in astral mantle form, he gains an armor bonus to AC equal to his Charisma modifier (minimum +1, to a limit of the armor bonus provided by his astral mantle) against incorporeal attacks.\n\nAt 5th level, the gris-gris can become attuned to specific types of spirits, granting various bonuses based on the spirit. Once per day, as a ritual that takes five minutes to perform, the animist may choose one of the following spirits, gaining the listed bonuses for one day or until they end it early as a free action (see below). In addition, as a free action while the animist has one or more spirits attuned to their gris-gris, they may end one of the effects to heal hit points equal to their class level. This is a supernatural effect.\n\n{i}Anger:{/i} +2 insight bonus on damage rolls.\n\n{i}Crossroads:{/i} +2 insight bonus on opposed skill checks.\n\n{i}Duality:{/i} +2 insight bonus to any two skills, chosen when the animist attunes their gris-gris.\n\n{i}Haunting:{/i} +1 insight bonus on save DCs of any aegis or animist effect the animist creates.\n\n{i}Protection:{/i} +1 insight bonus to AC and one save, chosen when the animist attunes their gris-gris.\n\n{i}Serenity:{/i} +1 insight bonus on attack rolls.\n\nAt 12th level, the animist may select any two of these options whenever they attune their gris-gris." compset="ClSpecial" summary="Gain bonuses you can end to heal.">
<fieldval field="abAction" value="5"/>
<fieldval field="abDuration" value="1"/>
<tag group="abAction" tag="Month"/>
<tag group="abRange" tag="Personal"/>
<tag group="abAction" tag="Minute"/>
<tag group="abDuration" tag="Day"/>
<tag group="ProductId" tag="HLCommunit"/>
<eval phase="PostLevel" priority="10000"><![CDATA[
~ Set the list name
if (field[xIndex].value = 1) then
field[listname].text = field[thingname].text & " (armor bonus)"
elseif (field[xIndex].value = 2) then
field[listname].text = field[thingname].text & " (one ritual bonus)"
elseif (field[xIndex].value >= 3) then
field[listname].text = field[thingname].text & " (two ritual bonuses)"
endif
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] <> 1)
~ if we've been disabled, get out now
doneif (tagis[Helper.SpcDisable] <> 0)
field[abValue].value += field[xCount].value
~ Set the live name
if (field[abValue].value = 1) then
field[livename].text = field[thingname].text & " (armor bonus)"
elseif (field[abValue].value = 2) then
field[livename].text = field[thingname].text & " (one ritual bonus)"
elseif (field[abValue].value >= 3) then
field[livename].text = field[thingname].text & " (two ritual bonuses)"
endif]]></eval>
</thing>
<thing id="cPUAegBlTa" name="Blood Talisman" description="At 2nd level, the animist can gain further power from the blood of his enemies. He can spend a swift action to gather some of the blood of an adjacent to an enemy that has been damaged and hasn't received magical or psionic healing. If the animist has hit that enemy with a charge attack and dealt damage this turn, he may instead gather blood as a free action. Against that enemy for the round, he gains a +1 competence bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks, and a +1 competence bonus on weapon attack and damage rolls. At 6th level, and every four levels thereafter, this bonus increases by one.\n\nActivating this ability again, while already in use, immediately causes the previous effect to end.\n\nThis ability has no effect on targets immune to bleed effects, such as constructs or the undead. Ghosts or other incorporeal undead are affected as normal (the animist leeches from their soul)." compset="ClSpecial" summary="Gather an enemy's blood to get bonuses against them.">
<tag group="ProductId" tag="HLCommunit"/>
<tag group="LvNameApp" tag="AppValue"/>
<tag group="LvNameApp" tag="SignAppVal"/>
<tag group="SbNameApp" tag="AppValue"/>
<tag group="SbNameApp" tag="SignAppVal"/>
<eval phase="PostLevel" priority="10000"><![CDATA[
~ Set the list name
field[listname].text = field[thingname].text & " " & signed(field[xIndex].value)
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] <> 1)
~ if we've been disabled, get out now
doneif (tagis[Helper.SpcDisable] <> 0)
field[abValue].value += field[xCount].value]]></eval>
</thing>
<thing id="arPUBokron" name="Bokron" description="The bokron specializes in trickery, field control, and spiritual mastery. They do not manipulate psychic forces, but instead conjure and channel the spirits into their weapons and enemies." compset="ClassVary" uniqueness="unique">
<fieldval field="srcBookInf" value="Psionics Augmented: Seventh Path"/>
<fieldval field="cvSpec3rdS" value="Conjure"/>
<fieldval field="cvSpec3rdN" value="Conjures"/>
<arrayval field="cvCustTTot" index="0" value="1"/>
<arrayval field="cvCustTTot" index="1" value="1"/>
<arrayval field="cvCustTTot" index="2" value="1"/>
<arrayval field="cvCustTTot" index="3" value="1"/>
<arrayval field="cvCustTTot" index="4" value="2"/>
<arrayval field="cvCustTTot" index="5" value="2"/>
<arrayval field="cvCustTTot" index="6" value="2"/>
<arrayval field="cvCustTTot" index="7" value="2"/>
<arrayval field="cvCustTTot" index="8" value="3"/>
<arrayval field="cvCustTTot" index="9" value="3"/>
<arrayval field="cvCustTTot" index="10" value="3"/>
<arrayval field="cvCustTTot" index="11" value="3"/>
<arrayval field="cvCustTTot" index="12" value="4"/>
<arrayval field="cvCustTTot" index="13" value="4"/>
<arrayval field="cvCustTTot" index="14" value="4"/>
<arrayval field="cvCustTTot" index="15" value="4"/>
<arrayval field="cvCustTTot" index="16" value="5"/>
<arrayval field="cvCustTTot" index="17" value="5"/>
<arrayval field="cvCustTTot" index="18" value="5"/>
<arrayval field="cvCustTTot" index="19" value="5"/>
<usesource source="srcPUAuSev"/>
<tag group="ClVaryName" tag="AppParen"/>
<tag group="ClassSkill" tag="skKnowRel"/>
<tag group="AbReplace" tag="cPUMrkPBS"/>
<tag group="AbReplace" tag="cPUMrkWnd"/>
<tag group="AbReplace" tag="cPU3FavWep"/>
<tag group="AllowC3rd" tag="PUAuConjur"/>
<tag group="AllowC3rd" tag="arPUAuBokr"/>
<tag group="ProductId" tag="HLCommunit"/>
<bootstrap thing="cPUConjure">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="cPUConjure">
<autotag group="ClSpecWhen" tag="5"/>
</bootstrap>
<bootstrap thing="cPUConjure">
<autotag group="ClSpecWhen" tag="9"/>
</bootstrap>
<bootstrap thing="cPUConjure">
<autotag group="ClSpecWhen" tag="13"/>
</bootstrap>
<bootstrap thing="cPUConjure">
<autotag group="ClSpecWhen" tag="17"/>
</bootstrap>
<link linkage="varies" thing="cHelpPU3"/>
</thing>
<thing id="cPUConjure" name="Conjure" description="At 1st level, the bokron gains access to her first conjure – a trick drawing power from the spirits. She gains an additional conjure at 5th level and at every 4 levels thereafter. A bokron cannot select an individual conjure more than once. She may use conjure a number of times per day equal to her class level + her Wisdom modifier (if positive).\n\nUsing a conjure is a swift action, and can be used as long as the bokron maintains psionic focus. Unless otherwise noted, the conjure affects the next ranged attack she makes this turn. The bokron must successfully hit with the attack, or the conjure fails. The save to resist a conjure is equal to 10 + 1/2 the bokron's level + the bokron's Wisdom modifier." compset="ClSpecial" summary="Gain spiritual tricks that can bolster your ranged attacks.">
<tag group="User" tag="Tracker"/>
<tag group="ChargeCalc" tag="LevelFull"/>
<tag group="ChargeCalc" tag="LevelX1"/>
<tag group="ChargeAttr" tag="aWIS"/>
<tag group="StandardDC" tag="aWIS"/>
<tag group="abAction" tag="Swift"/>
<tag group="AbilType" tag="Super"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="cPUAnger" name="Anger" description="Brings mindless rage. The target must succeed at a Will save or become enraged at the bokron for the next round, making a charge attack against them if within range. If they are too far away, they instead spend their turn moving as close to the bokron as possible. At 17th level, the bokron may expend her psionic focus to have this affect every target she successfully hits with a ranged weapon this turn. This is a mind-affecting effect." compset="CustomSpec" summary="Your attack inflicts mindless rage." uniqueness="useronce">
<usesource source="srcPUAuSev"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="abCategory" tag="PUConjure"/>
<tag group="SpecSource" tag="arPU3Bokro"/>
<tag group="Helper" tag="Tertiary"/>
</thing>
<thing id="cPUCrossr" name="Crossroads" description="Brings crippling indecision. If the target fails a Will save, it can take no action other than moving or non-aggressive free actions for one round. At 13th level, the bokron may expend her psionic focus to instead stun the target. This is a mind-affecting effect." compset="CustomSpec" summary="Your attack limits enemy actions." uniqueness="useronce">
<usesource source="srcPUAuSev"/>
<tag group="abCategory" tag="PUConjure"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="SpecSource" tag="arPU3Bokro"/>
<tag group="Helper" tag="Tertiary"/>
</thing>
<thing id="cPUDualit" name="Duality" description="Mirrors attacks. If the target fails a Fortitude save, it takes full damage from this attack immediately, and half that damage at the start of its next turn, excluding any precision damage. At 9th level, the bokron may expend her psionic focus to instead deal this damage in a 10-ft. radius burst, centered on the target, at the start of its next turn." compset="CustomSpec" summary="Your attack deals damage next turn, and maybe as a burst." uniqueness="useronce">
<usesource source="srcPUAuSev"/>
<tag group="abCategory" tag="PUConjure"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="SpecSource" tag="arPU3Bokro"/>
<tag group="Helper" tag="Tertiary"/>
</thing>
<thing id="cPUHaunti" name="Haunting" description="Brings dread and fear. If the target fails a Will save, they are shaken and will not willingly approach the bokron for one round. At 9th level, the bokron may expend her psionic focus to instead frighten the target. This is a mind-affecting fear effect." compset="CustomSpec" summary="Your attack leaves the target shaken or frightened." uniqueness="useronce">
<usesource source="srcPUAuSev"/>
<tag group="abCategory" tag="PUConjure"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="SpecSource" tag="arPU3Bokro"/>
<tag group="Helper" tag="Tertiary"/>
</thing>
<thing id="cPUProtec" name="Protection" description="Causes the target to attract ranged attacks. If the target fails a Reflex save, any ranged weapon attack made against any target within 10 feet of them for the next round automatically changes targets to them. In addition, any ranged attack during this time period that targets the bokron receive a +2 luck bonus. At 13th level, the bokron may expend her psionic focus to redirect rays or other psionic or magical ranged attacks requiring an attack roll as well." compset="CustomSpec" summary="Your attack redirects other ranged attacks to the target." uniqueness="useronce">
<usesource source="srcPUAuSev"/>
<tag group="abCategory" tag="PUConjure"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="SpecSource" tag="arPU3Bokro"/>
<tag group="Helper" tag="Tertiary"/>
</thing>
<thing id="cPUSereni" name="Serenity" description="Brings misplaced peace, causing the target to believe they are in a safe place. If the target fails a Will save, they will spend their turn sheathing weapons, putting away combat items, and generally relaxing. They provoke an attack of opportunity from one of the bokron's allies that currently threaten them, chosen by the bokron. At 9th level, the bokron may expend her psionic focus to instead cause the target to fall prone and provoke attacks of opportunity from each of the bokron's allies that threaten them. This is a mind-affecting effect." compset="CustomSpec" summary="Your attack makes the target relax." uniqueness="useronce">
<usesource source="srcPUAuSev"/>
<tag group="abCategory" tag="PUConjure"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="SpecSource" tag="arPU3Bokro"/>
<tag group="Helper" tag="Tertiary"/>
</thing>
<thing id="arPUBottle" name="Bottler" description="Sometimes, dreads do not rely on their own innate abilities to cause fear in their foes. These rare dreads, known as bottlers, capture and change the lingering terrors of others to suit their own purposes. To them, haunts are nothing more than weapons and tools." compset="ClassVary" uniqueness="unique">
<fieldval field="srcBookInf" value="Psionics Augmented: Seventh Path"/>
<arrayval field="cvBonFtMod" index="4" value="-1"/>
<arrayval field="cvBonFtMod" index="5" value="-1"/>
<arrayval field="cvBonFtMod" index="6" value="-1"/>
<arrayval field="cvBonFtMod" index="7" value="-1"/>
<arrayval field="cvBonFtMod" index="8" value="-2"/>
<arrayval field="cvBonFtMod" index="9" value="-2"/>
<arrayval field="cvBonFtMod" index="10" value="-2"/>
<arrayval field="cvBonFtMod" index="11" value="-2"/>
<arrayval field="cvBonFtMod" index="12" value="-3"/>
<arrayval field="cvBonFtMod" index="13" value="-3"/>
<arrayval field="cvBonFtMod" index="14" value="-3"/>
<arrayval field="cvBonFtMod" index="15" value="-3"/>
<arrayval field="cvBonFtMod" index="16" value="-4"/>
<arrayval field="cvBonFtMod" index="17" value="-4"/>
<arrayval field="cvBonFtMod" index="18" value="-4"/>
<arrayval field="cvBonFtMod" index="19" value="-4"/>
<arrayval field="cvCustTot" index="1" value="-1"/>
<arrayval field="cvCustTot" index="2" value="-1"/>
<arrayval field="cvCustTot" index="3" value="-1"/>
<arrayval field="cvCustTot" index="4" value="-1"/>
<arrayval field="cvCustTot" index="5" value="-1"/>
<arrayval field="cvCustTot" index="6" value="-1"/>
<arrayval field="cvCustTot" index="7" value="-1"/>
<arrayval field="cvCustTot" index="8" value="-1"/>
<arrayval field="cvCustTot" index="9" value="-2"/>
<arrayval field="cvCustTot" index="10" value="-2"/>
<arrayval field="cvCustTot" index="11" value="-2"/>
<arrayval field="cvCustTot" index="12" value="-2"/>
<arrayval field="cvCustTot" index="13" value="-2"/>
<arrayval field="cvCustTot" index="14" value="-2"/>
<arrayval field="cvCustTot" index="15" value="-2"/>
<arrayval field="cvCustTot" index="16" value="-2"/>
<arrayval field="cvCustTot" index="17" value="-2"/>
<arrayval field="cvCustTot" index="18" value="-2"/>
<arrayval field="cvCustTot" index="19" value="-2"/>
<usesource source="srcPUAuSev"/>
<tag group="ClVaryName" tag="AppParen"/>
<tag group="AbReplace" tag="cPUFearIns"/>
<tag group="AbReplace" tag="cPUTwinFea"/>
<tag group="ProductId" tag="HLCommunit"/>
<bootstrap thing="cPUSacBot">
<autotag group="ClSpecWhen" tag="5"/>
</bootstrap>
<bootstrap thing="cPUSacBot">
<autotag group="ClSpecWhen" tag="2"/>
</bootstrap>
<bootstrap thing="cPUUnqSpi">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="cPUBotCom">
<autotag group="ClSpecWhen" tag="2"/>
</bootstrap>
<bootstrap thing="cPUBotCom">
<autotag group="ClSpecWhen" tag="10"/>
</bootstrap>
<bootstrap thing="cPUBotSea">
<autotag group="ClSpecWhen" tag="11"/>
</bootstrap>
<bootstrap thing="cPUBotSea">
<autotag group="ClSpecWhen" tag="15"/>
</bootstrap>
<link linkage="varies" thing="cHelpPU2"/>
</thing>
<thing id="cPUUnqSpi" name="Unquiet Spirit" description="The bottler's affinity with haunts has taught him much. He gains an insight bonus on skill checks made to notice and identify haunts equal to half his class level, and may notice them early automatically, with no check required." compset="ClSpecial" summary="Gain a bonus to identify haunts and always notice early.">
<tag group="SpecType" tag="Sense"/>
<tag group="LvNameApp" tag="AppValue"/>
<tag group="LvNameApp" tag="SignAppVal"/>
<tag group="SbNameApp" tag="AppValue"/>
<tag group="SbNameApp" tag="SignAppVal"/>
<tag group="AbilType" tag="Extra"/>
<tag group="ProductId" tag="HLCommunit"/>
<eval phase="PostLevel" priority="10000">field[abValue].value += round(field[xTotalLev].value / 2, 0, -1)</eval>
</thing>
<thing id="cPUSacBot" name="Sacred Bottles" description="Starting at 2nd level, bottlers gain a number of sacred bottles equal to half their class level. These bottles are treated as potion bottles for the purpose of being attacked or destroyed, but gain additional hardness equal to half the bottler's class level. The bottles can appear in any shape or size, but always share the same rules. If any of the bottles are destroyed, new ones are created to replace them the next time the bottler would normally regain power points after resting. If a sacred bottle leaves the bottler's possession, it breaks and becomes useless. A bottle with a captured haunt has an obvious visible effect (filled with smoke, glowing green, etc.). As the bottler gains in power, this ability improves.\n\nAt 5th level, the bottler may, as a standard action, break one of his sacred bottles to spontaneously re-create a haunt from memory. Each of the haunts presented below are used as a part of the bottler's training, and he is assumed to have experienced and survived them (that is, he may create them freely with this ability). The area of the haunt is centered on the bottler, and he may automatically control the haunt each round as long as he has at least one empty sacred bottle remaining. This haunt lasts for a number of rounds equal the bottler's Charisma modifier, or until destroyed (whichever happens first). This is a supernatural effect. While the haunt is active, the area changes subtly to match the haunt's effects (a ghostly alleyway for the choking hands haunt, or a long hallway for the orbs haunt, for example). This has no in-game effect, and vanishes as soon as the haunt is destroyed.\n\n{i}Slamming Portal:{/i} LE haunt (doors or shutters in 5-ft. radius); ML 1; Perception DC 10 (to see a portal closing); hp 2; tricked by {i}hide from undead{/i}. The haunted door or window slams shut, held fast as if by {i}hold portal{/i} for 1 minute or until the haunt is destroyed.\n\n{i}Orbs:{/i} CE haunt (10-ft.-by-20-ft; hallway); ML 2; Perception DC 10 (to notice pulsating, glowing orbs); hp 4; destroyed by {i}slow{/i} effect. This swarm of glowing orbs, ranging in size from tiny peas to large melons, cause witnesses to be subjected to the effects of scare (DC 13). The bottler must be at least 6th level to use this haunt.\n\n{i}Cold Spot:{/i} NE persistent haunt (15-ft. radius); ML 3; Perception DC 10 (to notice sudden temperature drop); hp 13; damaged by fire. When the area is entered, the temperature immediately drops to freezing, drawing warmth from the living. This duplicates {i}chill touch{/i} (DC 11), automatically affecting all creatures in the area for each round they remain. A bottler must be at least 7th level to use this haunt.\n\n{i}Choking Hands:{/i} CE persistent haunt (15-ft.-by-30-ft.; alleyway); ML 4; Perception DC 20 (to see coalescing vapor); hp 18; tricked by {i}hide from undead{/i}. This spirit manifests as a pair of spectral skeletal hands, latching on to the throats of the victim. This +4 touch attack duplicates a {i}vampiric touch{/i} each round, adding the temporary hit points to the haunt's hp total. A bottler must be at least 8th level to use this haunt.\n\n{i}Mad Monk:{/i} CN haunt (25-ft.-radius; churchyard); ML 5; Perception DC 20 (to hear pouring liquid); hp 10. A robed monk materializes, offering a gold chalice to a target in the area. There is a 50% chance that the liquid within functions as a {i}cure critical wounds{/i} - otherwise, it functions as the {i}poison{/i} spell (DC 16). The haunt ends as soon as one creature drinks from the chalice. The bottler must be at least 9th level to use this haunt.\n\n{i}Baleful Apparition:{/i} CE haunt (30-ft.-by-30-ft.; chamber); ML 6; Perception DC 18 (to feel an ominous presence); hp 12. Victims of the haunt are subject to disturbing, phantasmal images. These unnatural sights and sounds cause all in the area to be affected as if by {i}fear{/i} (DC 16). A bottler must be at least 10th level to use this haunt.\n\n{i}Deathless Defenders:{/i} CE haunt (30-ft. radius); ML 7; Perception DC 20 (to see spectral image of a decayed regiment); hp 14; tricked by {i}hide from undead{/i}. Appearing as regiments of spectral, decaying warriors, these haunts charge those in the area bearing rusting arms and armor. These attacks mimic the effects of {i}eyebite{/i} (DC 19). The bottler must be at least 11th level to use this haunt.\n\n{i}Ghastly Whispers:{/i} CE haunt (up to 40-ft. radius); ML 8; Perception DC 20 (to hear whispers growing louder); hp 16. Those in the area can hear a faint whispering, growing louder and louder. This maddening disorientation functions as an {i}insanity{/i} (DC 20). The bottler must be at least 12th level to use this haunt.\n\n{i}Ectoplasmic Miasma:{/i} CE persistent haunt (30-ft. radius; ethereal cloud); ML 9; Perception DC 15 (to see congealing mist); hp 40; tricked by {i}hide from undead{/i}. Dozens of spectral visages appear, howling and twisting, in the fog, their limbs and faces mangled. These figures pass through those in the area, duplicating both {i}solid fog{/i} and {i}acid fog{/i} (DC 17), except that they deal untyped damage. The bottler must be at least 13th level to use this haunt.\n\n{i}Headless Horseman:{/i} CE persistent haunt (10-ft.-by-50. ft.; bridge); ML 10; Perception DC 20 (to hear the galloping of a phantom horse); hp 45. This haunt appears as a headless, mounted rider, wearing ancient armor, head swinging from the saddle of its rotting horse. Every round, it gallops by, attacking a target within the area as if with {i}mage's sword{/i} (with a +16 attack bonus). The bottler must be at least 14th level to use this haunt.\n\n{i}Spectral Carriage:{/i} CE haunt (15-ft.-by-60-ft.; roadway); ML 11; Perception DC 22 (to hear galloping hooves); hp 22. Appearing as a translucent horse-drawn carriage, full of laughing ghosts in rotting finery, this haunt swerves to run down all the area. This functions as a {i}clenched fist{/i} (+25 attack), affecting every target in the area. The bottler must be at least 15th level to use this haunt.\n\n{i}Hungry Earth:{/i} CE haunt (80-ft.-radius; graveyard); ML 12; Perception DC 29 (to feel the ground shift); hp 24. Deep, yawning graves open in the earth beneath each target in the area, functioning as an {i}earthquake{/i} cast on open ground (DC 15 or 20). Victims that fall into the grave are buried as normal until they free themselves or are recovered. The bottler must be at least 16th level to use this haunt.\n\n{i}Gjenganger:{/i} CE persistent haunt (up to 65-ft. radius); ML 13; Perception 28 (to see the haunt becoming corporeal); hp 58. The gjenganger manifests corporeally, appearing as a twisted, stunted double of a target in the area. However it appears, the haunt relies on its "dead man's pinch", a +13 melee touch attack that causes bubonic plague, as if by {i}contagion{/i} (DC 16). The bottler must be at least 17th level to use this haunt.\n\n{i}Keening Suicides:{/i} CE haunt (60-ft.-radius; tower); ML 14; Perception DC 30 (to hear distant, plummeting screams); hp 28. This haunt appears with the awful wails of those leaping to their deaths from high atop the tower. These wails overwhelm the living, filling them with lethal sorrow. This functions as a {i}wail of the banshee{/i} (DC 23) to all within the area. The bottler must be at least 18th level to use this haunt." compset="ClSpecial" summary="You can capture or create haunts with your bottles.">
<fieldval field="abText" value="bottles"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="SbNamePar" tag="IncUses"/>
<tag group="User" tag="Tracker"/>
<tag group="ChargeCalc" tag="LevelDiv2"/>
<tag group="Usage" tag="Day"/>
<tag group="abDuration" tag="Round"/>
<eval phase="Final" priority="10000" index="2"><![CDATA[
~ Set the list name
if (field[xIndex].value >= 2) then
field[listname].text = field[thingname].text & " (create haunts)"
endif
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] <> 1)
~ if we've been disabled, get out now
doneif (tagis[Helper.SpcDisable] <> 0)
field[abValue].value += field[xCount].value
~ Set livename
if (field[abValue].value >= 2) then
field[abDuration].value += maximum(0, #attrbonus[aCHA])
perform assign[LvNamePar.IncDurati]
perform assign[SbNamePar.IncDurati]
endif]]></eval>
</thing>
<thing id="cPUBotCom" name="Bottle of Command" description="At 2nd level, the bottler learns to use his sacred bottles to control haunts. After the bottler has successfully identified a haunt, he may attempt to control it as a free action by expending one of his daily uses of terror. To control a haunt, a bottler must succeed at a manifester level check against a DC equal to 10 + the manifester level of the haunt. If the haunt is persistent, the DC of this save is increased by 2. A bottler must have at least one empty sacred bottle to control a haunt. A bottler in control of a haunt may choose either its next target (if the haunt is currently active) or when it triggers (if the haunt is currently inactive). If a bottler fails to control a haunt, he may not attempt to control it again for 24 hours.\n\nAt 10th level, a bottler may completely possess a haunt he controls. While the bottler is possessing a haunt, he is dazed, but controls all actions the haunt takes, when it triggers, and may activate the haunt on his turn, instead of when it would normally act. In addition, the bottler may cause a possessed haunt to count as persistent for a number of rounds equal to his Charisma modifier (minimum 1). If the haunt is destroyed while he is possessing it, the possession ends and the bottler is stunned for a number of round equal to the number of rounds he was possessing it. A bottler may cease possessing a haunt at any time as a free action, in which case the haunt also ends immediately." compset="ClSpecial" summary="You can attempt to control haunts.">
<tag group="AbilType" tag="Super"/>
<eval phase="PostLevel" priority="10000"><![CDATA[
~ Set the list name
if (field[xIndex].value >= 2) then
field[listname].text = field[thingname].text & " (complete control)"
endif
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] <> 1)
~ if we've been disabled, get out now
doneif (tagis[Helper.SpcDisable] <> 0)
field[abValue].value += field[xCount].value
~ Set the live name
if (field[abValue].value >= 2) then
field[livename].text = field[thingname].text & " (complete control)"
endif]]></eval>
</thing>
<thing id="cPUBotSea" name="Bottle of Sealing" description="At 11th level, the bottler learns to seal haunts within his bottles for later use. A bottler may, as a free action, expend one of his daily terror uses to attempt to capture a haunt instead of controlling it. To capture a haunt, the bottler must succeed at a manifester level check against a DC equal to 15 + the manifester level of the haunt. If the haunt is persistent, the DC of this save is increased by 2. If a bottler attempts to capture a haunt with CR higher than his class level, he automatically fails, but the use of terror is not expended. A bottler must have at least one empty sacred bottle to attempt to capture a haunt. If a bottler fails to capture a haunt, he may not attempt to capture it again for 24 hours. A captured haunt is inactive, and is immune to all effects until it is freed (a standard action). When it is freed, the haunt immediately becomes active and controlled by the bottler, treating him as the center of its area. Each captured haunt takes up one sacred bottle – if the bottler has no empty sacred bottles, he may not control or capture any haunts until he has freed up a bottle by releasing a haunt. If a bottle containing a haunt is destroyed, the haunt within it dissipates harmlessly.\n\nAt 15th level, the bottler gains a +4 insight bonus on the save to control or capture a haunt. He may also attempt to control or capture a haunt one additional time in a 24-hour period if he fails the first attempt." compset="ClSpecial" summary="You can capture a haunt you've controlled.">
<tag group="AbilType" tag="Super"/>
<eval phase="PostLevel" priority="10000"><![CDATA[
~ Set the list name
if (field[xIndex].value >= 2) then
field[listname].text = field[thingname].text & " (improved)"
endif
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] <> 1)
~ if we've been disabled, get out now
doneif (tagis[Helper.SpcDisable] <> 0)
field[abValue].value += field[xCount].value
~ Set the live name
if (field[abValue].value >= 2) then
field[livename].text = field[thingname].text & " (improved)"
endif]]></eval>
</thing>
<thing id="arPUChanne" name="Channeler" description="Not all wilders rely on their emotional instability for power. The channeler connects to the spiritual realm, drawing the energy for their outbursts from the spirits of the environment. The most powerful of their kind also possess the ability to influence the spirits, gaining the desired results." compset="ClassVary" uniqueness="unique">
<fieldval field="srcBookInf" value="Psionics Augmented: Seventh Path"/>
<usesource source="srcPUAuSev"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="ClVaryName" tag="AppParen"/>
<tag group="Helper" tag="OverCustS1"/>
<tag group="AbReplace" tag="cWldSurEup"/>
<bootstrap thing="cPUSpeMem">
<autotag group="ClSpecWhen" tag="4"/>
</bootstrap>
<bootstrap thing="cPUSpeMem">
<autotag group="ClSpecWhen" tag="12"/>
</bootstrap>
<bootstrap thing="cPUSpeMem">
<autotag group="ClSpecWhen" tag="20"/>
</bootstrap>
<link linkage="varies" thing="cHelpWld"/>
</thing>
<thing id="cPUSpeMem" name="Spectral Memories" description="Starting at 4th level, when the channeler uses her wild surge ability, she gains a +2 morale bonus on one of either attack rolls (calm), damage rolls (rage), saving throws (fear), or skill checks (desperation), based on which emotion the wild surge is currently drawing on.\n\nIf the channeler is overcome by psychic enervation following her wild surge, she still gains the morale bonus for this use of her wild surge ability, but also gains a -2 penalty on the other three check types as she is overwhelmed by ghostly emotions.\n\nAt 12th level, the morale bonus increases to +3, and the penalty is reduced to -1. At 20th level, the bonus increases to +4, and the penalty is reduced to 0." compset="ClSpecial" summary="You get attack, damage, or skill bonuses with wild surge.">
<fieldval field="abValue" value="2"/>
<fieldval field="abValue2" value="-2"/>
<tag group="LvNameApp" tag="AppText"/>
<tag group="SbNameApp" tag="AppText"/>
<tag group="AbilType" tag="Extra"/>
<eval phase="PostLevel" priority="10000"><![CDATA[
var nBonus as number
var nPenalty as number
~ Calcualte Bonus/Penalty
nBonus = field[abValue].value + field[xIndex].value
nPenalty = field[abValue].value + field[xIndex].value
~ Set the list name
field[listname].text = field[thingname].text & " (" & signed(nBonus) & "/" & signed(nPenalty) & ")"
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] <> 1)
~ if we've been disabled, get out now
doneif (tagis[Helper.SpcDisable] <> 0)
~ Set bonus/penalty
field[abValue].value += field[xCount].value
field[abValue2].value += field[xCount].value
~ Set abText
field[abText].text = signed(field[abValue].value) & "/" & signed(field[abValue2].value)
~ Set livename
field[livename].text = field[thingname].text & " (" & field[abText].text & ")"]]></eval>
</thing>
<thing id="arPUGhostb" name="Ghostblade" description="The first ghostblade forged the souls of the fallen into a blade of pure spiritual energy, drawing in equal measure on the purity and corruption of those souls. The modern ghostblade learns from his ancestor, forging the same blade anew - tempering it with his own psychic abilities." compset="ClassVary" uniqueness="unique">
<fieldval field="srcBookInf" value="Psionics Augmented: Seventh Path"/>
<arrayval field="cvCustTot" index="3" value="-1"/>
<arrayval field="cvCustTot" index="4" value="-1"/>
<arrayval field="cvCustTot" index="5" value="-1"/>
<arrayval field="cvCustTot" index="6" value="-1"/>
<arrayval field="cvCustTot" index="7" value="-1"/>
<arrayval field="cvCustTot" index="8" value="-1"/>
<arrayval field="cvCustTot" index="9" value="-1"/>
<arrayval field="cvCustTot" index="10" value="-1"/>
<arrayval field="cvCustTot" index="11" value="-1"/>
<arrayval field="cvCustTot" index="12" value="-1"/>
<arrayval field="cvCustTot" index="13" value="-1"/>
<arrayval field="cvCustTot" index="14" value="-1"/>
<arrayval field="cvCustTot" index="15" value="-1"/>
<arrayval field="cvCustTot" index="16" value="-1"/>
<arrayval field="cvCustTot" index="17" value="-1"/>
<arrayval field="cvCustTot" index="18" value="-1"/>
<arrayval field="cvCustTot" index="19" value="-1"/>
<usesource source="srcPUAuSev"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="ClVaryName" tag="AppParen"/>
<tag group="ClassSkill" tag="skKnowRel"/>
<tag group="AbModify" tag="cSknPsyStr"/>
<bootstrap thing="cPUBlLiDe">
<autotag group="ClSpecWhen" tag="4"/>
</bootstrap>
<bootstrap thing="cPUSpiBla">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<link linkage="varies" thing="cHelpSkn"/>
</thing>
<thing id="cPUSpiBla" name="Spirit's Blade" description="Whenever the ghostblade would use his psychic strike, he deals negative energy damage instead of psychic damage. However, if he uses psychic strike on an undead target, he instead deals positive energy damage." compset="ClSpecial" summary="Your psychic strike deals negative or positive energy damage.">
<tag group="ProductId" tag="HLCommunit"/>
<tag group="AbilType" tag="Super"/>
</thing>
<thing id="cPUBlLiDe" name="Blade of Life and Death" description="At 4th level, the ghostblade may use his psychic energies for a different purpose. As a move action, he may expend his psionic focus and one use of psychic strike to alloy his spiritual blade with a living creature touched, healing them for an amount equal to his psychic strike. A creature can only benefit from a given ghostblade's Blade of Life and Death once each day." compset="ClSpecial" summary="Expend psionic focus and psychic strike to heal a living creature.">
<tag group="abAction" tag="PUExpFocus"/>
<tag group="abAction" tag="Move"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="arPUGraveb" name="Gravebound" description="Instead of stealing the bodies of the living, you bend the forms of the dead to your will.\n\n{b}Requirements{/b}\n{b}Skills:{/b} Bluff 6 ranks, Knowledge (religion) 10 ranks.\n{b}Feats:{/b} Extend Power, Touch of the Grave, any other metapsionic feat.\n{b}Psionics:{/b} Manifester level 10th and the ability to manifest {I}clutching the shroud{/i}." compset="ClassVary" uniqueness="unique">
<fieldval field="srcBookInf" value="Psionics Augmented: Seventh Path"/>
<usesource source="srcPUAuSev"/>
<tag group="ClVaryName" tag="AppParen"/>
<tag group="ClassSkill" tag="skKnowRel"/>
<tag group="AbReplace" tag="cPUBdyTh"/>
<tag group="AbReplace" tag="cPUGMldEx"/>
<tag group="AbReplace" tag="cPUMldExch"/>
<tag group="AbReplace" tag="cPUMimMnd"/>
<tag group="AbReplace" tag="cPUTrmXfer"/>
<tag group="AbReplace" tag="cPUTrMndSw"/>
<tag group="ReqFeat" tag="fPUAuToGra"/>
<tag group="ProductId" tag="HLCommunit"/>
<bootstrap thing="cPUShrMin">
<autotag group="ClSpecWhen" tag="5"/>
</bootstrap>
<bootstrap thing="cPUDigDee">
<autotag group="ClSpecWhen" tag="6"/>
</bootstrap>
<bootstrap thing="cPUGravero">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="cPURenTra">
<autotag group="ClSpecWhen" tag="2"/>
</bootstrap>
<bootstrap thing="cPUShrMin">
<autotag group="ClSpecWhen" tag="3"/>
</bootstrap>
<bootstrap thing="cPUSouThi">
<autotag group="ClSpecWhen" tag="5"/>
</bootstrap>
<bootstrap thing="cPUUnMind">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<link linkage="varies" thing="cHelpBSn"/>
<exprreq message="Knowledge (religion) 10 ranks required."><![CDATA[#skillranks[skKnowRel] >= 10]]></exprreq>
<prereq message="Ability to manifest {i}clutching the shroud{/i} required.">
<validate><![CDATA[
var PowerID as String
var HavePower as number
PowerID = "psPUAuClS2"
Call HavePower
@valid = HavePower]]></validate>
</prereq>
</thing>
<thing id="cPUGravero" name="Graverobber" description="At 1st level, a gravebound adds {i}foot in the grave{/i} to her powers known. A graverobber's manifester level for {i}foot in the grave{/i} is equal to her normal manifester level plus her class level, which may allow her to manifest it even if she could not normally do so. This improves its level-dependent parameters, including the limit on HD it can affect and the amount of power points that can be spent manifesting it. For example, a conduit 11 / gravebound 4 has a manifester level of 14 normally, but manifests this ability as if her manifester level were 18.\n\nIn addition, for the purpose of all body snatcher and gravebound class abilities, you count {i}foot in the grave{/i} as {i}mind switch{/i}." compset="ClSpecial" summary="You know {i}foot in the grave{/i} and have a higher ML with it.">
<fieldval field="usrCandid1" value="component.Class & (Psionics.Class)"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="SpecType" tag="Attack"/>
<tag group="AbilType" tag="SpellLike"/>
<tag group="ChooseSrc1" tag="Hero"/>
<tag group="ClsAllowPs" tag="puFootGra6"/>
<eval phase="PreLevel" priority="5000"><![CDATA[
~ If we're disabled or nothing chosen, do nothing
doneif (tagis[Helper.SpcDisable] <> 0)
doneif (field[usrChosen1].ischosen <> 1)
~ Add the Foot in the Grave power
perform field[usrChosen1].chosen.pushtags[ClsAllowPs.?]
~ Increase the powers known known field by one
field[usrChosen1].chosen.field[cPsiPowMax].value += 1]]></eval>
<prereq message="You must choose Foot in the Grave from your class tab.">
<validate><![CDATA[
~ Valid if we are not a pick
validif (@ispick = 0)
~ See if we can find the power live on hero
perform hero.childfound[puFootGra6].setfocus
~ We are valid if we got a hit
validif (state.isfocus <> 0)]]></validate>
</prereq>
</thing>
<thing id="cPUUnMind" name="Unliving Mind" description="While manifesting foot in the grave, the gravebound armors her mind with the energies of her new body. She gains rudimentary or instinctive knowledge of the subject as normal for foot in the grave, she also learns the subject's name, cause of death and who raised it from the dead (if it knows), and who its principle associates and enemies are. While she remains in the subject's body, she also gains knowledge of all the subject's languages (written and spoken) and gains a +2 competence bonus per class level on saves against mind-affecting effects and any skill checks used to impersonate the subject." compset="ClSpecial" summary="Gain knowledge of your stolen body and a bonus vs. mind-affecting.">
<fieldval field="actName" value="In a stolen body"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="User" tag="Activation"/>
<tag group="AbilType" tag="Super"/>
<eval phase="PostLevel" priority="10000"><![CDATA[
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] <> 1)
~ if we've been disabled, get out now
doneif (tagis[Helper.SpcDisable] <> 0)
~ Calcaulte bonus as +2 per level
field[abValue].value += 2 * field[xTotalLev].value
~ If not activated get out now!
doneif (field[abilActive].value = 0)
~ Set situational note on all saves
#situational[hero.child[svAll], signed(field[abValue].value) & " competence bonsu vs. mind-affecting effects.", field[thingname].text]]]></eval>
</thing>
<thing id="cPURenTra" name="Rending Transfer" description="When manifesting {i}foot in the grave{/i}, a gravebound of 2nd level or higher may elect to make the process traumatic and disorienting to the unliving host. The subject is staggered for 2 rounds upon arriving in the gravebound's body, and is dazed for 1d4 rounds thereafter." compset="ClSpecial" summary="Your {i}foot in the grave{/i} staggers and dazes the target.">
<tag group="AbilType" tag="Super"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="SpecType" tag="Attack"/>
</thing>
<thing id="cPUShrMin" name="Shroud Mind" description="A 3rd level gravebound, when manifesting {i}foot in the grave{/i}, appears as if she were one of the undead when subjected to mind-affecting effects. If the gravebound succeeds on a saving throw against a mind-affecting effect while manifesting {i}foot in the grave{/i}, the originator of the effect believes that the gravebound is undead (and as such, immune to mind-affecting effects). At 5th level, the gravebound, when manifesting {i}foot in the grave{/i}, may emulate the alignment of the subject for purposes of fooling abilities that detect alignment." compset="ClSpecial" summary="You seem undead while using {i}foot in the grave{/i}.">
<tag group="AbilType" tag="Super"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="SpecType" tag="Defense"/>
<eval phase="PostLevel" priority="10000"><![CDATA[
~ Set the list name
if (field[xIndex].value >= 2) then
field[listname].text = field[thingname].text & " (alignment)"
endif
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] <> 1)
~ if we've been disabled, get out now
doneif (tagis[Helper.SpcDisable] <> 0)
field[abValue].value += field[xCount].value
~ Set the live name
if (field[abValue].value >= 2) then
field[livename].text = field[thingname].text & " (alignment)"
endif]]></eval>
</thing>
<thing id="cPUSouThi" name="Soul Thief" description="At 5th level, a gravebound is no longer limited to forms of flesh. When manifesting {I}foot in the grave{/i}, she gains the following augment.\n\n{b}Augment:{/b} If you spend an additional 5 power points, you may target an incorporeal undead. If the target has the malevolence ability, or some other similar ability, it gains a +4 bonus on the Will save to resist the switch." compset="ClSpecial" summary="You can target incorporeal undead with {i}foot in the grave{/i}.">
<tag group="AbilType" tag="Super"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="SpecType" tag="Attack"/>
</thing>
<thing id="cPUDigDee" name="Dig Deep" description="A 6th level graverobber adds {i}both feet in the grave{/i} to her powers known at 6th level, even if she is incapable of manifesting 9th level powers. She may apply all her gravebound class features (except seal the host and rapid transfer) to any manifestation of {i}both feet in the grave{/i}." compset="ClSpecial" summary="You know {i}both feet in the grave{/i}.">
<fieldval field="usrCandid1" value="component.Class & (Psionics.Class)"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="AbilType" tag="SpellLike"/>
<tag group="ChooseSrc1" tag="Hero"/>
<tag group="ClsAllowPs" tag="puBoFeGr9"/>
<eval phase="PreLevel" priority="5000"><![CDATA[
~ If we're disabled or nothing chosen, do nothing
doneif (tagis[Helper.SpcDisable] <> 0)
doneif (field[usrChosen1].ischosen <> 1)
~ Add the Both Feet in the Grave power
perform field[usrChosen1].chosen.pushtags[ClsAllowPs.?]
~ Increase the powers known known field by one
field[usrChosen1].chosen.field[cPsiPowMax].value += 1]]></eval>
<prereq message="You must choose Both Feet in the Grave from your class tab.">
<validate><![CDATA[
~ Valid if we are not a pick
validif (@ispick = 0)
~ See if we can find the power live on hero
perform hero.childfound[puBoFeGr9].setfocus
~ We are valid if we got a hit
validif (state.isfocus <> 0)]]></validate>
</prereq>
</thing>
<thing id="arPUHarne" name="Harnesser" description="Vitalists generally prefer to keep the members of their network safe and free from harm. The harnesser takes a direct route, transforming his flesh into spiritual energy and possessing the bodies of his allies. While doing so, he can safely use his own abilities, as well as prolong their survival and protect their souls." compset="ClassVary" uniqueness="unique">
<fieldval field="srcBookInf" value="Psionics Augmented: Seventh Path"/>
<usesource source="srcPUAuSev"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="ClVaryName" tag="AppParen"/>
<tag group="AbModify" tag="cPUHealthS"/>
<tag group="AbReplace" tag="cPUStealHT"/>
<tag group="AbReplace" tag="cPUSoSwift"/>
<tag group="AbReplace" tag="cPUMeSwift"/>
<tag group="AbReplace" tag="cPUGuSwift"/>
<bootstrap thing="cPUAllPos">
<autotag group="ClSpecWhen" tag="8"/>
</bootstrap>
<bootstrap thing="cPUGuaSpi">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="cPU5WarSou">
<autotag group="ClSpecWhen" tag="3"/>
</bootstrap>
<link linkage="varies" thing="cHelpPU5"/>
</thing>
<thing id="cPUGuaSpi" name="Guardian Spirit" description="When using health sense, the harnesser also learns if any of the members of his collective are possessed or cursed." compset="ClSpecial" summary="You know when your collective members are possessed or cursed.">
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="cPU5WarSou" name="Warden of Souls" description="At 3rd level, a harnesser can protect the souls of his collective. Members of his collective gain a bonus on saves equal to the harnesser's Wisdom modifier against death effects and effects that require a soul. In addition, creatures in his collective extend the negative hit points at which they would normally die by the harnesser's Wisdom modifier.\n\nFor example, Kiren would normally die when her hit points reach -10. She is a member of Grant's collective, and Grant has a Wisdom modifier of +3. Instead of dying at -10 hit points, she now dies at -13, thanks to Grant's warden of souls ability." compset="ClSpecial" summary="Bolster your collective vs. soul-affecting effects and death.">
<tag group="SbNameApp" tag="AppValue"/>
<tag group="SbNameApp" tag="SignAppVal"/>
<tag group="LvNameApp" tag="AppValue"/>
<tag group="LvNameApp" tag="SignAppVal"/>
<tag group="ProductId" tag="HLCommunit"/>
<eval phase="Final" priority="10000"><![CDATA[
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] <> 1)
~ if we've been disabled, get out now
doneif (tagis[Helper.SpcDisable] <> 0)
field[abValue].value += #attrbonus[aWIS]]]></eval>
</thing>
<thing id="cPUAllPos" name="Ally Possession" description="At 8th level, a harnesser can transform his body and possess his allies. A number of times per day equal to his Wisdom modifier, as a standard action, the harnesser may expend his psionic focus to possess one ally in his collective. While he is possessing an ally, the harnesser is invisible, incorporeal, may communicate telepathically with the target, and shares the target's space. He may not move on his own, but automatically moves with the ally when they do - including via teleportation. Any ally possessed by the harnesser gains immunity to fear, a +4 morale bonus on saves against negative energy and death effects, and gains fast healing 1 as long as their hit points are below 0. This lasts for one minute, or until the harnesser ends it early as a full-round action. When the effect ends, the harnesser reappears in any square adjacent to the target. If the ally is warded by {i}protection from evil{/i} or similar effect that applies to the warder's alignment, this ability fails." compset="ClSpecial" summary="Possess your ally to grant them bonuses and be untargetable.">
<fieldval field="abDuration" value="1"/>
<tag group="ChargeAttr" tag="aWIS"/>
<tag group="Usage" tag="Day"/>
<tag group="User" tag="Tracker"/>
<tag group="ChargeCalc" tag="0AttributM"/>
<tag group="abDuration" tag="Minute"/>
<tag group="abAction" tag="Standard"/>
<tag group="abAction" tag="PUExpFocus"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="arPUHounfo" name="Hounforge" description="When a psion reaches too far into the realm of the spirit, sometimes the spirits reach back. A hounforge is one that has made contact with these spirits, going so far as to animate an ectoplasmic vessel for them to inhabit. In return, he gains a loyal companion." compset="ClassVary" uniqueness="unique">
<fieldval field="srcBookInf" value="Psionics Augmented: Seventh Path"/>
<usesource source="srcPUAuSev"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="ClVaryName" tag="AppParen"/>
<tag group="Helper" tag="RemovePrim"/>
<bootstrap thing="cPUPsiSpCo">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="cPUPsiSpCo">
<autotag group="ClSpecWhen" tag="2"/>
</bootstrap>
<bootstrap thing="cPUPsiSpCo">
<autotag group="ClSpecWhen" tag="4"/>
</bootstrap>
<bootstrap thing="cPUPsiSpCo">
<autotag group="ClSpecWhen" tag="8"/>
</bootstrap>
<bootstrap thing="cPUPsiSpCo">
<autotag group="ClSpecWhen" tag="14"/>
</bootstrap>
<bootstrap thing="cPUPsiSpCo">
<autotag group="ClSpecWhen" tag="20"/>
</bootstrap>
<bootstrap thing="cPUSpiDol">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="cEidClass">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="cPUPsiDoll">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="cEidLink">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="cEidShare">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<link linkage="varies" thing="cHelpPsi"/>
<eval phase="First"><![CDATA[
~ Enable eidolon selection from class &
hero.childfound[cHelpPsi].field[cEidStart].value = 1
~ Effective eidolon level is 1/2 (min 1) of psion level
~ Subtract that half here
hero.childfound[cEidClass].field[CompClLev].value -= maximum(round(hero.tagcount[Classes.Psion] / 2, 0, -1), 0)]]></eval>
</thing>
<thing id="cPUSpiDol" name="Spirit Doll" description="At 1st level, the hounforge constructs a tiny spirit doll, which he uses to sculpt the ectoplasm for his spiritforged companion. This requires a Craft (dollmaking) check with a DC equal to 10 + the hounforge's class level, and raw materials worth 10 gp per class level. This doll is linked to his eidolon, and is required for many of the eidolon's abilities. The hounforge may manifest psion powers with a range of touch on his eidolon from any range, as long as he is holding his spirit doll.\n\nThe spirit doll can be attacked and destroyed - any damage dealt to it is also dealt to the eidolon. The spirit doll has a hardness of 2, hit points equal to one half of the eidolon's normal maximum hit points, and heals any damage dealt to it whenever the hounforge would normally recover power points. If the spirit doll is destroyed, the eidolon is also destroyed and sent back to its home plane. In this case, the doll must be rebuilt, following the above rules, before the eidolon can be summoned again. However, while the spirit doll is being held by the hounforge that created it, it gains a measure of psychic protection, increasing its hardness by an amount equal to twice the hounforge's class level.\n\nIn addition, the eidolon and the spirit doll must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to the hounforge, but its maximum hit point total does return to normal." compset="ClSpecial" summary="You use a spirit doll you craft to affect your eidolon."></thing>
<thing id="cPUPsiDoll" name="Dollmaker" description="Beginning at 1st level, the hounforge gains a competence bonus on Craft (dollmaking) checks equal to his class level." compset="ClSpecial" summary="Gain a bonus on Craft (dollmaking) checks.">
<tag group="LvNameApp" tag="AppValue"/>
<tag group="LvNameApp" tag="SignAppVal"/>
<tag group="SbNameApp" tag="AppValue"/>
<tag group="SbNameApp" tag="SignAppVal"/>
<eval phase="PostLevel" priority="10000"><![CDATA[
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] <> 1)
~ if we've been disabled, get out now
doneif (tagis[Helper.SpcDisable] <> 0)
field[abValue].value += field[xTotalLev].value
#applybonus[BonComp, hero.childfound[skCrafDoll], field[abValue].value]]]></eval>
</thing>
<thing id="cPUPsiSpCo" name="Spiritforged Companion" description="At 1st level, the hounforge weaves together ectoplasm and spiritual energy to create the perfect host for the spirit to possess. He gains an eidolon, which functions exactly as if the hounforge was a summoner of half his class level (minimum 1), including evolution pool, except that it must be of the host base form. But, this is not without cost. A hounforge may never gain a psicrystal for any reason. If he already had a psicrystal, it immediately ceases functioning and becomes useless.\n\nWhenever the eidolon takes enough damage to send it back to its home plane, the hounforge can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane. The hounforge may only activate this ability while he is holding his spirit doll.\n\nAt 2nd level, while the hounforge maintains psionic focus, he may spend a standard action to heal his eidolon. The hounforge must be able to see the eidolon, and must be holding his spirit doll The hounforge may spend any number of power points, up to his class level, and the eidolon heals that many hit points. This is a supernatural effect.\n\nAt 4th level, while the hounforge maintains psionic focus, he may, as a standard action, share the senses of his eidolon. This enables him to hear, see, smell, taste, and feel everything the eidolon does. He can use this ability a number of rounds per day equal to his class level. There is no range to this effect, but the eidolon and the hounforge must be on the same plane, and the hounforge must be holding his spirit doll. The hounforge can end this effect as a free action. This is a supernatural effect.\n\nAt 8th level, the hounforge imbues his eidolon with the essence of the spirit. The eidolon's natural attacks count as if they had the {i}ghost touch{/i} special weapon property. In addition, the hounforge may psionically focus his eidolon, just as if it were a psicrystal and he possessed the Psicrystal Containment feat. He may use this focus as his own as long as the eidolon is within arm's reach, or if he is currently holding his spirit doll.\n\nAt 14th level, twice per day as a swift action, the hounforge may expend his psionic focus while holding his spirit doll to summon his eidolon. This functions exactly as if the hounforge had summoned the eidolon normally, except that it only remains with the hounforge for one minute per class level, and can be dismissed at any time as a standard action. While summoned in this way, the eidolon cannot touch any creature warded by {i}protection from evil{/i} or a similar effect if its alignment matches the effect, and your eidolon can be sent back to its home plane by {i}dispel magic{/i}.\n\nIf the hounforge summons his eidolon in this way while it is already on his plane, it is instead teleported adjacent to the hounforge. The hounforge may summon his eidolon in this way even if it has been returned to its home plane due to damage. This is a supernatural effect.\n\nAt 20th level, the hounforge reaches the peak of attunement with the spirit. His eidolon is immune to mind-affecting effects, other than those originating from the hounforge. In addition, once per day, when the eidolon successfully hits an incorporeal enemy, that enemy must succeed at a Fortitude save (DC 20 + the hounforge's Intelligence modifier) or become shaken and lose the incorporeal ability for 1 minute. This is a supernatural effect." compset="ClSpecial" summary="You gain an eidolon, but can't have a psicrystal.">
<bootstrap thing="xEidolon">
<containerreq phase="First" priority="1000">!AbReplace.cSumEidol</containerreq>
</bootstrap>
<eval phase="Render" priority="10000" index="2"><![CDATA[
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] <> 1)
~ if we've been disabled, get out now
doneif (tagis[Helper.SpcDisable] <> 0)
~ If no eidolon class helper get out now!
doneif (hero.childlives[cEidolon] = 0)
if (empty(hero.childfound[cEidolon].minion.actorname) = 0) then
field[sbName].text = lowercase(field[thingname].text) & " (named " & hero.childfound[cEidolon].minion.actorname & ")"
endif]]></eval>
<eval phase="PostLevel" priority="10000"><![CDATA[
~ Set the list name
if (field[xIndex].value = 2) then
field[listname].text = field[thingname].text & " (healing)"
elseif (field[xIndex].value = 3) then
field[listname].text = field[thingname].text & " (share senses)"
elseif (field[xIndex].value = 4) then
field[listname].text = field[thingname].text & " ({i}ghost touch{/i} and psionic foucs)"
elseif (field[xIndex].value = 5) then
field[listname].text = field[thingname].text & " (summon eidolon)"
elseif (field[xIndex].value >= 6) then
field[listname].text = field[thingname].text & " (mind-affecting immunity)"
endif
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] <> 1)
~ if we've been disabled, get out now
doneif (tagis[Helper.SpcDisable] <> 0)
field[abValue].value += field[xCount].value
~ Set the live name
if (field[abValue].value = 2) then
field[livename].text = field[thingname].text & " (healing)"
elseif (field[abValue].value = 3) then
field[livename].text = field[thingname].text & " (share senses)"
elseif (field[abValue].value = 4) then
field[livename].text = field[thingname].text & " ({i}ghost touch{/i} and psionic foucs)"
elseif (field[abValue].value = 5) then
field[livename].text = field[thingname].text & " (summon eidolon)"
elseif (field[abValue].value >= 6) then
field[livename].text = field[thingname].text & " (mind-affecting immunity)"
endif]]></eval>
</thing>
<thing id="arPUKalfo" name="Kalfore" description="Some trickster spirits feed off the powers of fortune - feasting on luck, good and bad, in equal measure. The kalfore works closely with these spirits. She reads the eddies and currents of the spirit world, bringing the least fortunate possibilities to bear on her foes and the most fortunate to herself." compset="ClassVary" uniqueness="unique">
<fieldval field="srcBookInf" value="Psionics Augmented: Seventh Path"/>
<usesource source="srcPUAuSev"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="ClVaryName" tag="AppParen"/>
<tag group="AbReplace" tag="cRogTrapfn"/>
<tag group="AbReplace" tag="cPUScribTa"/>
<tag group="AbReplace" tag="cPUSwiftTr"/>
<tag group="AbReplace" tag="cPUTrapmak"/>
<tag group="AbReplace" tag="cPUHiddenP"/>
<tag group="PreReqPos1" tag="cWitCharm"/>
<tag group="PreReqPos1" tag="cWitCursWn"/>
<tag group="PreReqPos1" tag="cWitDiscor"/>
<tag group="PreReqPos1" tag="cWitEvilEy"/>
<tag group="PreReqPos1" tag="cWitMisfor"/>
<tag group="PreReqPos1" tag="cWitPeaceb"/>
<tag group="PreReqPos1" tag="cWitSlumbe"/>
<tag group="PreReqPos1" tag="cWitUnnBea"/>
<tag group="SpecSource" tag="arPUKalfo"/>
<bootstrap thing="cPUTricks">
<autotag group="ClSpecWhen" tag="2"/>
</bootstrap>
<bootstrap thing="cPUCurSpi">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="cPULucSki">
<autotag group="ClSpecWhen" tag="6"/>
</bootstrap>
<bootstrap thing="cPUPatFor">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="cPULucSki">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<link linkage="varies" thing="cHelpPU1"/>
</thing>
<thing id="cPUCurSpi" name="Curse of the Spirits" description="Whenever the kalfore would gain an insight, she may instead select one of the following hexes: charm, cursed wound, discord, evil eye, misfortune, peacebond, slumber, and unnerve beasts. She may use these hexes just as if she were a witch of her class level. This class ability does not allow the kalfore to qualify for anything requiring hexes, including prestige classes, feats, and items." compset="ClSpecial" summary="You can choose some hexes in place of insights.">
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="cPUTricks" name="Trickster" description="Starting at 2nd level, the kalfore gains a competence bonus equal to one half her class level on Bluff and Disguise checks made to conceal her identity or trick others. In addition, any target affected by the kalfore's disrupt pattern suffers a -2 penalty on saves against hexes." compset="ClSpecial" summary="Gain benefits to disguise and trick, and inflict penalties vs. hexes.">
<tag group="LvNameApp" tag="AppValue"/>
<tag group="LvNameApp" tag="SignAppVal"/>
<tag group="SbNameApp" tag="AppValue"/>
<tag group="SbNameApp" tag="SignAppVal"/>
<tag group="ProductId" tag="HLCommunit"/>
<eval phase="PostLevel" priority="10000"><![CDATA[
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] <> 1)
~ if we've been disabled, get out now
doneif (tagis[Helper.SpcDisable] <> 0)
~ Calculate bonus equal to half class level
field[abValue].value += round(field[xTotalLev].value / 2, 0, -1)
var sText as string
sText = signed(field[abValue].value) & " to conceal identity or trick others."
~ Set situational text onto bluff and Disguise
#situational[hero.childfound[skBluff],sText,field[thingname].text]
#situational[hero.childfound[skDisguise],sText,field[thingname].text]]]></eval>
</thing>
<thing id="cPULucSki" name="Luck and Skill" description="At 1st level, whenever a target the kalfore can see would win an opposed skill check against her, she may, as a free action, spend one or more rounds (up to her Charisma modifier) of her altered defense ability. For every round she spends, she gains a +1d4 luck bonus on the roll. If, for whatever reason, she still fails the check, she is dazed for a number of rounds equal to the number of rounds of altered defense she spent. At 6th level, she instead rolls d6s for this ability." compset="ClSpecial" summary="Spend altered defense to get bonuses on opposed skill checks.">
<fieldval field="abText" value="d4s"/>
<tag group="abAction" tag="Free"/>
<tag group="LvNamePar" tag="AppText"/>
<tag group="SbNamePar" tag="AppText"/>
<tag group="ProductId" tag="HLCommunit"/>
<eval phase="PostLevel" priority="10000"><![CDATA[
~ Set the list name
if (field[xIndex].value = 1) then
field[listname].text = field[thingname].text & " (d4s)"
elseif (field[xIndex].value >= 2) then
field[listname].text = field[thingname].text & " (d6s)"
endif
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] <> 1)
~ if we've been disabled, get out now
doneif (tagis[Helper.SpcDisable] <> 0)
field[abValue].value += field[xCount].value
~ Set the live name
if (field[abValue].value = 1) then
field[livename].text = field[thingname].text & " (d4s)"
elseif (field[abValue].value >= 2) then
field[livename].text = field[thingname].text & " (d6s)"
endif]]></eval>
</thing>
<thing id="cPUPatFor" name="Patterns of Fortune" description="At 1st level, the kalfore learns to manipulate luck by invoking the spirits. Whenever she successfully uses disrupt pattern on an enemy, instead of dealing damage, she may mark them for the spirits. This mark is astrally visible, and lasts for 24 hours. Once per day, while the enemy is marked by the kalfore, she may, as an immediate action, force them to reroll a d20 roll that has just been made before the results of the roll are revealed. The creature must take the result of the reroll, even if it is worse than the original roll. The kalfore may only use this ability on a given enemy once each day." compset="ClSpecial" summary="Mark enemies to make them reroll for the worse.">
<fieldval field="abDuration" value="24"/>
<tag group="abDuration" tag="Hour"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="arPUPhanto" name="Phantom" description="You do not become a creature of pure will and psionic might, but instead transform yourself into a living ghost.\n\n{b}Requirements{/b}\n{b}Skills:{/b} Knowledge (religion) 5 ranks, Spellcraft 5 ranks.\n{b}Feat:{/b} Lingering Spirit.\n{b}Psionics:{/b} Able to manifest 3rd-level powers.\n{b}Special:{/b} Must have had some instruction by another phantom or a living ghost." compset="ClassVary" uniqueness="unique">
<fieldval field="srcBookInf" value="Psionics Augmented: Seventh Path"/>
<usesource source="srcPUAuSev"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="ClVaryName" tag="AppParen"/>
<tag group="AbReplace" tag="cAssumeLi"/>
<tag group="AbReplace" tag="cHideMind"/>
<tag group="AbReplace" tag="cUncPsiTal"/>
<tag group="AbReplace" tag="cUncarAbil"/>
<tag group="AbReplace" tag="cUncBridge"/>
<tag group="ReqFeat" tag="fPUAuLinSp"/>
<bootstrap thing="cPUApothe">
<autotag group="ClSpecWhen" tag="10"/>
</bootstrap>
<bootstrap thing="cPUForWil">
<autotag group="ClSpecWhen" tag="10"/>
</bootstrap>
<bootstrap thing="cPUSpeGif">
<autotag group="ClSpecWhen" tag="10"/>
</bootstrap>
<bootstrap thing="cPUApothe">
<autotag group="ClSpecWhen" tag="6"/>
</bootstrap>
<bootstrap thing="cPUEmulat">
<autotag group="ClSpecWhen" tag="9"/>
</bootstrap>
<bootstrap thing="cPUForWil">
<autotag group="ClSpecWhen" tag="7"/>
</bootstrap>
<bootstrap thing="cPULivGho">
<autotag group="ClSpecWhen" tag="10"/>
</bootstrap>
<bootstrap thing="cPUSpeGif">
<autotag group="ClSpecWhen" tag="4"/>
</bootstrap>
<link linkage="varies" thing="cHelpPsU"/>
<exprreq message="Knowledge (religion) 5 ranks required."><![CDATA[#skillranks[skKnowRel] >= 5]]></exprreq>
</thing>
<thing id="cPUSpeGif" name="Spectral Gift" description="At 4th level and higher, while incorporeal, a phantom may call upon the powers of his spectral patrons. Once per day, as a full-round action, he may merge his body with a creature that he can see on the Material Plane. While he is merged with the creature, its life force is temporarily trapped outside its body, unable to act, but visible on the Ethereal Plane. The phantom keeps his Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities (including psionics). The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. The phantom can't choose to activate this body's extraordinary or supernatural abilities. The creature's spells and spell-like abilities do not stay with the body. The target can resist the attack with a successful Will save, with a save DC equal to 10 + the phantom's class level + the phantom's Charisma modifier. A creature that successfully saves is immune to that same phantom's use of this ability for 24 hours. If the phantom ceases to be incorporeal or the creature dies while it is active, the effect immediately ends, returning the phantom to his original square. He is then dazed for one turn. The phantom gains an additional use of this ability at 10th level." compset="ClSpecial" summary="You can possess creatures while incorporeal.">
<tag group="ProductId" tag="HLCommunit"/>
<tag group="Usage" tag="Day"/>
<tag group="User" tag="Tracker"/>
<tag group="abSave" tag="WillNeg"/>
<tag group="StandardDC" tag="aCHA"/>
<tag group="Helper" tag="DCNoHalfLv"/>
<tag group="SbNamePar" tag="IncDC"/>
<tag group="SpecType" tag="Attack"/>
<tag group="AbilType" tag="Super"/>
<eval phase="PostLevel" priority="10000"><![CDATA[
~ Set the list name
field[listname].text = field[thingname].text & " (" & field[xIndex].value & "/day)"
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] <> 1)
~ if we've been disabled, get out now
doneif (tagis[Helper.SpcDisable] <> 0)
field[abValue].value += field[xCount].value
field[livename].text = field[thingname].text & " " & field[abValue].value
~ The following should only happen once on the first copy
doneif (tagis[Helper.FirstCopy] = 0)
field[trkMax].value += field[abValue].value]]></eval>
</thing>
<thing id="cPUApothe" name="Apotheosis" description="Phantoms gradually become closer and closer to the ghosts that they seek to emulate. Starting at 6th level, while incorporeal, a phantom gains immunities as if it were undead, and counts as both undead and living for all effects (if an effect would react differently based on these, the phantom chooses one).\n\nAt 10th level, this power reaches its peak. While incorporeal, the phantom gains a bonus on Fortitude saves equal to his Charisma modifier (minimum 1). In addition, whenever he becomes incorporeal, he gains temporary hit points equal to his manifester level. These last for as long as he remains incorporeal or for 24 hours, whichever happens first." compset="ClSpecial" summary="Gain more benefits while incorporeal.">
<tag group="AbilType" tag="Super"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="SbNamePar" tag="IncDC"/>
<tag group="SpecType" tag="Defense"/>
<bootstrap thing="raImmMind">
<containerreq phase="First" priority="1000"><![CDATA[hero#Subtype.stIncorpor <> 0]]></containerreq>
</bootstrap>
<bootstrap thing="xImmDeath">
<containerreq phase="First" priority="1000"><![CDATA[hero#Subtype.stIncorpor <> 0]]></containerreq>
</bootstrap>
<bootstrap thing="xImmDis">
<containerreq phase="First" priority="1000"><![CDATA[hero#Subtype.stIncorpor <> 0]]></containerreq>
</bootstrap>
<bootstrap thing="xImmParaly">
<containerreq phase="First" priority="1000"><![CDATA[hero#Subtype.stIncorpor <> 0]]></containerreq>
</bootstrap>
<bootstrap thing="xImmPois">
<containerreq phase="First" priority="1000"><![CDATA[hero#Subtype.stIncorpor <> 0]]></containerreq>
</bootstrap>
<bootstrap thing="xImmSleep">
<containerreq phase="First" priority="1000"><![CDATA[hero#Subtype.stIncorpor <> 0]]></containerreq>
</bootstrap>
<bootstrap thing="xImmStun">
<containerreq phase="First" priority="1000"><![CDATA[hero#Subtype.stIncorpor <> 0]]></containerreq>
</bootstrap>
<eval phase="Final" priority="10000"><![CDATA[
~ Set the list name
if (field[xIndex].value >= 2) then
field[listname].text = field[thingname].text & " (Fortitude saves and temp hp)"
endif
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] <> 1)
~ if we've been disabled, get out now
doneif (tagis[Helper.SpcDisable] <> 0)
~ Incorporal Subtype required