Skip to content
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
44 changes: 22 additions & 22 deletions code/testsuite/csheets/pf_Cleric.xml
Original file line number Diff line number Diff line change
Expand Up @@ -2124,6 +2124,28 @@ BIO

<ability_objects>
<!-- Visible Normal "Special Ability" Ability Objects -->
<ability_object>
<name>Bonus Hit Point</name>
<description></description>
<type>FAVOREDCLASSBONUS.SPECIALQUALITY</type>
<associated></associated>
<count>1</count>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
</ability_object>
<ability_object>
<name>Bonus Skill Rank (Knowledge (Planes), Knowledge (Religion))</name>
<description></description>
<type>FAVOREDCLASSBONUS.SPECIALQUALITY</type>
<associated>Knowledge (Planes),Knowledge (Religion)</associated>
<count>2</count>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
</ability_object>
<ability_object>
<name>Channel Positive Energy</name>
<description>You can unleash a wave of positive energy. You must choose to deal 2d6 points of positive energy damage to undead creatures or to heal living creatures of 2d6 points of damage. Creatures that take damage from channeled energy receive a DC 16 Will save to halve the damage. You can use this ability 6 times per day.</description>
Expand Down Expand Up @@ -2259,28 +2281,6 @@ BIO
<virtual>F</virtual>
<category>Special Ability</category>
</ability_object>
<ability_object>
<name>Bonus Hit Point</name>
<description></description>
<type>FAVOREDCLASSBONUS</type>
<associated></associated>
<count>1</count>
<auto>F</auto>
<hidden>T</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
</ability_object>
<ability_object>
<name>Bonus Skill Rank (Knowledge (Planes), Knowledge (Religion))</name>
<description></description>
<type>FAVOREDCLASSBONUS</type>
<associated>Knowledge (Planes),Knowledge (Religion)</associated>
<count>2</count>
<auto>F</auto>
<hidden>T</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
</ability_object>
<ability_object>
<name>Cleric</name>
<description></description>
Expand Down
22 changes: 11 additions & 11 deletions code/testsuite/csheets/pf_Paladin.xml
Original file line number Diff line number Diff line change
Expand Up @@ -3173,6 +3173,17 @@ BIO
<virtual>F</virtual>
<category>Special Ability</category>
</ability_object>
<ability_object>
<name>Bonus Skill Rank (Diplomacy, Diplomacy, Diplomacy, Diplomacy)</name>
<description></description>
<type>FAVOREDCLASSBONUS.SPECIALQUALITY</type>
<associated>Diplomacy,Diplomacy,Diplomacy,Diplomacy</associated>
<count>4</count>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
</ability_object>
<ability_object>
<name>Celestial Spirit</name>
<description>Your divine bond allows you to enhance your weapon as a standard action by calling upon the aid of a celestial spirit for 6 minutes. When called, the spirit causes the weapon to shed light as a torch. This spirit grants the weapon a +1 enhancement bonus. This bonus can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or it can be used to add any of the following weapon properties: defending, flaming, keen, merciful (+1), axiomatic, disruption, flaming burst, holy (+2), speed (+3), and brilliant energy (+4). Adding these properties consumes an amount of bonus equal to the property&#39;s cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than you but resumes giving bonuses if returned to you. These bonuses apply to only one end of a double weapon. You can use this ability 1 times per day. If a weapon bonded with a celestial spirit is destroyed, you lose the use of this ability for 30 days, or until you gain a level, whichever comes first. During this 30-day period, you take a -1 penalty on attack and weapon damage rolls.</description>
Expand Down Expand Up @@ -3362,17 +3373,6 @@ BIO
<virtual>F</virtual>
<category>Special Ability</category>
</ability_object>
<ability_object>
<name>Bonus Skill Rank (Diplomacy, Diplomacy, Diplomacy, Diplomacy)</name>
<description></description>
<type>FAVOREDCLASSBONUS</type>
<associated>Diplomacy,Diplomacy,Diplomacy,Diplomacy</associated>
<count>4</count>
<auto>F</auto>
<hidden>T</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
</ability_object>
<ability_object>
<name>Paladin</name>
<description></description>
Expand Down
44 changes: 22 additions & 22 deletions code/testsuite/csheets/pf_Rogue.xml
Original file line number Diff line number Diff line change
Expand Up @@ -3802,6 +3802,28 @@ BIO

<ability_objects>
<!-- Visible Normal "Special Ability" Ability Objects -->
<ability_object>
<name>Bonus Hit Point (6x)</name>
<description></description>
<type>FAVOREDCLASSBONUS.SPECIALQUALITY</type>
<associated>,,,,,</associated>
<count>6</count>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
</ability_object>
<ability_object>
<name>Bonus Skill Rank (Handle Animal, Knowledge (Dungeoneering), Knowledge (Engineering), Knowledge (Geography), Knowledge (Local), Sense Motive)</name>
<description></description>
<type>FAVOREDCLASSBONUS.SPECIALQUALITY</type>
<associated>Handle Animal,Knowledge (Dungeoneering),Knowledge (Engineering),Knowledge (Geography),Knowledge (Local),Sense Motive</associated>
<count>6</count>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
</ability_object>
<ability_object>
<name>Brigand</name>
<description>You hail from the River Kingdoms or the more lawless reaches of Brevoy. Life has been hard for you. Perhaps your parents and siblings were crooks and con artists, or maybe your rough, lonely life lead you to fall in with thieves and worse. You know how to ambush travelers, bully traders, avoid the law, and camp where no one might find you. Recently, you&#39;ve run into some trouble, either with the law or with other bandits, and you&#39;re looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged wilderness seems like a perfect way to lie low until the trouble blows over. You gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.</description>
Expand Down Expand Up @@ -4024,28 +4046,6 @@ BIO
<category>Special Ability</category>
</ability_object>
<!-- Hidden Normal "Special Ability" Ability Objects -->
<ability_object>
<name>Bonus Hit Point (6x)</name>
<description></description>
<type>FAVOREDCLASSBONUS</type>
<associated>,,,,,</associated>
<count>6</count>
<auto>F</auto>
<hidden>T</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
</ability_object>
<ability_object>
<name>Bonus Skill Rank (Handle Animal, Knowledge (Dungeoneering), Knowledge (Engineering), Knowledge (Geography), Knowledge (Local), Sense Motive)</name>
<description></description>
<type>FAVOREDCLASSBONUS</type>
<associated>Handle Animal,Knowledge (Dungeoneering),Knowledge (Engineering),Knowledge (Geography),Knowledge (Local),Sense Motive</associated>
<count>6</count>
<auto>F</auto>
<hidden>T</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
</ability_object>
<ability_object>
<name>Improved Evasion</name>
<description>This works like Evasion, except that while you still take no damage on a successful Reflex saving throw against attacks, you henceforth take only half damage on a failed save. If you are helpless, you do not gain the benefit of Improved Evasion.</description>
Expand Down
Loading