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Copy pathCOM_3PPPack_PathOfWarEx - Archetypes.user
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COM_3PPPack_PathOfWarEx - Archetypes.user
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<?xml version="1.0" encoding="UTF-8"?>
<document signature="Hero Lab Data">
<loadonce key="COM_3PPPack_PathOfWarEx - Archetypes"/>
<thing id="arPWMyrm" name="Myrmidon" description="Some fighters attend grand colleges of war where they learn to master more esoteric martial forms, and some learn the techniques of many different schools of combat and forge their own path. Others are trained in small regiments to fight as a single cohesive, adaptable unit where all members are capable of playing the other's parts. These fighters are known as myrmidons, the pinnacle of the fighter's tradition of adaptability, ingenuity, and enduring strength." compset="ClassVary" uniqueness="unique">
<fieldval field="cvSkillPts" value="4"/>
<arrayval field="cvBonFtMod" index="1" value="-1"/>
<arrayval field="cvBonFtMod" index="2" value="-1"/>
<arrayval field="cvBonFtMod" index="3" value="-1"/>
<arrayval field="cvBonFtMod" index="4" value="-1"/>
<arrayval field="cvBonFtMod" index="5" value="-2"/>
<arrayval field="cvBonFtMod" index="6" value="-2"/>
<arrayval field="cvBonFtMod" index="7" value="-2"/>
<arrayval field="cvBonFtMod" index="8" value="-2"/>
<arrayval field="cvBonFtMod" index="9" value="-3"/>
<arrayval field="cvBonFtMod" index="10" value="-3"/>
<arrayval field="cvBonFtMod" index="11" value="-3"/>
<arrayval field="cvBonFtMod" index="12" value="-3"/>
<arrayval field="cvBonFtMod" index="13" value="-4"/>
<arrayval field="cvBonFtMod" index="14" value="-4"/>
<arrayval field="cvBonFtMod" index="15" value="-4"/>
<arrayval field="cvBonFtMod" index="16" value="-4"/>
<arrayval field="cvBonFtMod" index="17" value="-5"/>
<arrayval field="cvBonFtMod" index="18" value="-5"/>
<arrayval field="cvBonFtMod" index="19" value="-5"/>
<usesource source="srcPathOfW"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="ClassSkill" tag="skSenseMot"/>
<tag group="ClVaryName" tag="AppParen"/>
<tag group="ClassSkill" tag="skPercep"/>
<tag group="ClassSkill" tag="skAcrobat"/>
<tag group="ClassSkill" tag="skBluff"/>
<tag group="ClassSkill" tag="skDiplo"/>
<tag group="ClassSkill" tag="skPWKnowMa"/>
<bootstrap thing="cPWMyrDis1">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="cPWMyrDis2">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="cPWMyrMoA">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="cCfgMyrm"></bootstrap>
<bootstrap thing="cPWMyrRFT">
<autotag group="ClSpecWhen" tag="3"/>
</bootstrap>
<bootstrap thing="cPWMyrWDet">
<autotag group="ClSpecWhen" tag="6"/>
</bootstrap>
<bootstrap thing="cPWMyrUnb">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="cPWMyrUtTr">
<autotag group="ClSpecWhen" tag="3"/>
</bootstrap>
<bootstrap thing="cPWMyrDeed">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="cPWMyrGrit">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="cPWMyrHrRc">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="cPWMyrMnRc">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<link linkage="varies" thing="cHelpFtr"/>
</thing>
<thing id="mHelpMyrm" name="Myrmidon Maneuvers" compset="PWManList">
<arrayval field="cMaxManLvl" index="0" value="1"/>
<arrayval field="cMaxManLvl" index="1" value="1"/>
<arrayval field="cMaxManLvl" index="2" value="1"/>
<arrayval field="cMaxManLvl" index="3" value="2"/>
<arrayval field="cMaxManLvl" index="4" value="2"/>
<arrayval field="cMaxManLvl" index="5" value="2"/>
<arrayval field="cMaxManLvl" index="6" value="3"/>
<arrayval field="cMaxManLvl" index="7" value="3"/>
<arrayval field="cMaxManLvl" index="8" value="4"/>
<arrayval field="cMaxManLvl" index="9" value="4"/>
<arrayval field="cMaxManLvl" index="10" value="5"/>
<arrayval field="cMaxManLvl" index="11" value="5"/>
<arrayval field="cMaxManLvl" index="12" value="6"/>
<arrayval field="cMaxManLvl" index="13" value="6"/>
<arrayval field="cMaxManLvl" index="14" value="6"/>
<arrayval field="cMaxManLvl" index="15" value="6"/>
<arrayval field="cMaxManLvl" index="16" value="6"/>
<arrayval field="cMaxManLvl" index="17" value="6"/>
<arrayval field="cMaxManLvl" index="18" value="6"/>
<arrayval field="cMaxManLvl" index="19" value="6"/>
<arrayval field="cManKnown" index="0" value="4"/>
<arrayval field="cManKnown" index="1" value="5"/>
<arrayval field="cManKnown" index="2" value="5"/>
<arrayval field="cManKnown" index="3" value="6"/>
<arrayval field="cManKnown" index="4" value="6"/>
<arrayval field="cManKnown" index="5" value="7"/>
<arrayval field="cManKnown" index="6" value="7"/>
<arrayval field="cManKnown" index="7" value="8"/>
<arrayval field="cManKnown" index="8" value="8"/>
<arrayval field="cManKnown" index="9" value="9"/>
<arrayval field="cManKnown" index="10" value="9"/>
<arrayval field="cManKnown" index="11" value="10"/>
<arrayval field="cManKnown" index="12" value="10"/>
<arrayval field="cManKnown" index="13" value="11"/>
<arrayval field="cManKnown" index="14" value="11"/>
<arrayval field="cManKnown" index="15" value="12"/>
<arrayval field="cManKnown" index="16" value="12"/>
<arrayval field="cManKnown" index="17" value="13"/>
<arrayval field="cManKnown" index="18" value="14"/>
<arrayval field="cManKnown" index="19" value="15"/>
<arrayval field="cManReady" index="0" value="3"/>
<arrayval field="cManReady" index="1" value="3"/>
<arrayval field="cManReady" index="2" value="3"/>
<arrayval field="cManReady" index="3" value="4"/>
<arrayval field="cManReady" index="4" value="4"/>
<arrayval field="cManReady" index="5" value="4"/>
<arrayval field="cManReady" index="6" value="4"/>
<arrayval field="cManReady" index="7" value="4"/>
<arrayval field="cManReady" index="8" value="4"/>
<arrayval field="cManReady" index="9" value="5"/>
<arrayval field="cManReady" index="10" value="5"/>
<arrayval field="cManReady" index="11" value="5"/>
<arrayval field="cManReady" index="12" value="5"/>
<arrayval field="cManReady" index="13" value="5"/>
<arrayval field="cManReady" index="14" value="6"/>
<arrayval field="cManReady" index="15" value="6"/>
<arrayval field="cManReady" index="16" value="6"/>
<arrayval field="cManReady" index="17" value="6"/>
<arrayval field="cManReady" index="18" value="6"/>
<arrayval field="cManReady" index="19" value="7"/>
<arrayval field="cStances" index="0" value="1"/>
<arrayval field="cStances" index="1" value="1"/>
<arrayval field="cStances" index="2" value="1"/>
<arrayval field="cStances" index="3" value="2"/>
<arrayval field="cStances" index="4" value="2"/>
<arrayval field="cStances" index="5" value="2"/>
<arrayval field="cStances" index="6" value="2"/>
<arrayval field="cStances" index="7" value="2"/>
<arrayval field="cStances" index="8" value="2"/>
<arrayval field="cStances" index="9" value="3"/>
<arrayval field="cStances" index="10" value="3"/>
<arrayval field="cStances" index="11" value="3"/>
<arrayval field="cStances" index="12" value="3"/>
<arrayval field="cStances" index="13" value="3"/>
<arrayval field="cStances" index="14" value="4"/>
<arrayval field="cStances" index="15" value="4"/>
<arrayval field="cStances" index="16" value="4"/>
<arrayval field="cStances" index="17" value="4"/>
<arrayval field="cStances" index="18" value="4"/>
<arrayval field="cStances" index="19" value="4"/>
<usesource source="srcPOWEx"/>
<tag group="UseAttr" tag="aWIS"/>
<tag group="PathOfWar" tag="CstManProg"/>
<link linkage="powCfg" thing="cCfgMyrm"/>
<link linkage="powClass" thing="cHelpFtr"/>
</thing>
<thing id="cCfgMyrm" name="Myrmidon Maneuvers" compset="Configure" uniqueness="unique">
<tag group="PathOfWar" tag="Config"/>
<tag group="ProductId" tag="HLCommunit"/>
<bootstrap thing="mHelpMyrm"></bootstrap>
<prereq message="You have too many maneuvers readied">
<validate>var ValidManOn as number
Call ValidManOn
@valid = ValidManOn</validate>
</prereq>
<prereq message="You have activated more stances than allowed">
<validate>var ValidStaOn as number
Call ValidStaOn
@valid = ValidStaOn</validate>
</prereq>
</thing>
<thing id="cPWMyrGrit" name="Grit" description="A myrmidon makes her mark upon the world with nerves of steel and superior training. Through determination, verve, or otherwise dumb luck, the myrmidon is capable of forcing incredible feats of daring and skill through their own tenacity. In game terms, grit is a fluctuating measure of a myrmidon's ability to perform incredible actions in combat. At the start of each day, a myrmidon gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A myrmidon spends grit to accomplish deeds (see below), and regains grit in the following ways:\n•{i}Critical Hit{/i}: Each time the myrmidon confirms a critical hit with a weapon she has Weapon Focus with or is in a weapon group associated with a discipline she has Discipline Focus for while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the myrmidon's character level does not restore grit.\n•{i}Killing Blow with a Maneuver{/i}: When the myrmidon reduces a creature to 0 or fewer hit points with a maneuver or with a weapon she has Weapon Focus with, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the myrmidon's character level to 0 or fewer hit points does not restore any grit.\n•{i}OPTIONAL: Daring Act{/i}: Each time a myrmidon performs a daring act, she can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the myrmidon regains 1 grit point. Before attempting a daring act, the player should ask the GM whether the act qualifies. The GM is the final arbiter of what's considered a daring act, and can grant a regained grit point for a daring act even if the player does not ask beforehand whether the act qualifies. (This method is subject to GM approval)\n\nThis replaces the bonus feat at 2nd level." compset="ClSpecial" summary="Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.">
<tag group="AbilType" tag="Extra"/>
<tag group="SpecType" tag="Attack"/>
<bootstrap thing="trkGrit">
<autotag group="Helper" tag="Grit"/>
</bootstrap>
<eval phase="PostLevel" priority="10000"><![CDATA[
~if we're on a planned class level, then we need to undo the setting of
~our grit tracker as a Grit ability - that will keep it from generating
~a pool value, which means it's hidden until we're turned into a real
~level
if (tagis[Helper.ShowSpec] = 0) then
perform hero.child[trkGrit].delete[Helper.Grit]
endif]]></eval>
<eval phase="Render" priority="10000" index="2"><![CDATA[
field[sbName].text = lowercase(field[thingname].text) & " (" & hero.childfound[trkGrit].field[trkMax].value & ")"]]></eval>
</thing>
<thing id="cPWMyrDeed" name="Deeds" description="Myrmidons spend grit points to accomplish deeds. Most deeds grant the myrmidon some momentary bonus or effect, but there are some that provide longer lasting effects. Some deeds stay in effect as long as the myrmidon has at least 1 grit point. The following is the list of base myrmidon deeds. A myrmidon can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed." compset="ClSpecial" summary="Use Grit to perform special abilities">
<tag group="Helper" tag="ShowStatbl" name="ShowStatbl" abbrev="ShowStatbl"/>
<tag group="Helper" tag="SpecUp"/>
<tag group="SpecType" tag="Attack"/>
<eval phase="Render" priority="110000"><![CDATA[
var deedlist as string
foreach pick in hero from BaseClSpec where "abCategory.GunDeed & Helper.ShowSpec & !Helper.SpcDisable"
deedlist = splice(deedlist, eachpick.field[sbName].text, ", ")
perform eachpick.assign[Hide.Statblock]
nexteach
deedlist = replace(deedlist, "deed: ", "", 0)
field[sbName].text = lowercase(field[thingname].text) & " (" & deedlist & ")"]]>
<after name="Set sbName if Blank"/>
</eval>
</thing>
<thing id="cPWMyrUnb" name="Deed: Unbreakable" description="At 1st level, the myrmidon is trained very well to protect herself against the many unnatural elements of this world where she must rely on only her wits and training to protect her from harm. The character may spend 1 grit point to gain a +4 circumstance bonus on a single saving throw as an immediate action." compset="ClSpecial" summary="Use 1 grit to gain +4 circumstance bonus to a saving throw">
<fieldval field="abValue" value="4"/>
<fieldval field="usrCandid1" value="component.BaseSave & !Helper.AllSaves"/>
<fieldval field="actName" value="Active (costs 1 grit)"/>
<tag group="AbilType" tag="Extra"/>
<tag group="Helper" tag="ActivMenu"/>
<tag group="abCategory" tag="GunDeed"/>
<tag group="User" tag="Activation"/>
<tag group="abAction" tag="Immediate"/>
<eval phase="PostAttr" priority="10000"><![CDATA[
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] = 0)
~ If we're disabled, do nothing
doneif (tagis[Helper.SpcDisable] <> 0)
~ Stop now if we're not activated
doneif (field[abilActive].value = 0)
~ Stop now if we haven't picked a save
doneif (field[usrChosen1].ischosen = 0)
~ Grant bonus to chosen save
#applybonus[ModCirc, field[usrChosen1].chosen, field[abValue].value]]]></eval>
</thing>
<thing id="cPWMyrHrRc" name="Deed: Heroic Recovery" description="At 1st level, the myrmidon can recover an expended maneuver as a swift action for the cost of 1 point of grit." compset="ClSpecial" summary="Use 1 grit to recover an expended manuever as a swift action">
<tag group="AbilType" tag="Extra"/>
<tag group="abCategory" tag="GunDeed"/>
<tag group="abAction" tag="Swift"/>
</thing>
<thing id="cPWMyrMoA" name="Deed: Man of Action" description="At 1st level, as a swift action, the myrmidon can spend 1 grit point to gain a circumstance bonus on an Acrobatics, Climb, or Swim check equal to her class level." compset="ClSpecial" summary="Use 1 grit to gain circumstance bonus to Acrobatics, Climb or Swim checks">
<fieldval field="actName" value="Active (costs 1 grit)"/>
<fieldval field="usrCandid1" value="component.BaseSkill & (ClassSkill.skAcrobat | ClassSkill.skClimb | ClassSkill.skSwim)"/>
<tag group="abAction" tag="Swift"/>
<tag group="User" tag="Activation"/>
<tag group="AbilType" tag="Extra"/>
<tag group="abCategory" tag="GunDeed"/>
<tag group="Helper" tag="ActivMenu"/>
<eval phase="PostAttr" priority="10000"><![CDATA[
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] = 0)
~ If we're disabled, do nothing
doneif (tagis[Helper.SpcDisable] <> 0)
~ Stop now if we're not activated
doneif (field[abilActive].value = 0)
~ Stop now if we haven't picked a skill
doneif (field[usrChosen1].ischosen = 0)
~ Bonus = class level
field[abValue].value = field[xTotalLev].value
~ Grant bonus to chosen skill
#applybonus[ModCirc, field[usrChosen1].chosen, field[abValue].value]]]></eval>
</thing>
<thing id="cPWMyrRFT" name="Deed: Ready for Trouble" description="At 3rd level, as long as the myrmidon has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks and Will saves to resist fear and compulsion effects. Furthermore, if her hands are free and unrestrained, and the weapon is not hidden, she can draw a single light or one-handed weapon or shield (except tower shield) as part of the initiative check for the cost of 1 grit." compset="ClSpecial" summary="+2 init and Will vs fear/compulsion when you have 1 grit, draw during init check for 1 grit">
<fieldval field="abValue" value="2"/>
<tag group="abCategory" tag="GunDeed"/>
<tag group="AbilType" tag="Extra"/>
<eval phase="Final" priority="5000"><![CDATA[
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] = 0)
~ If we're disabled, do nothing
doneif (tagis[Helper.SpcDisable] <> 0)
~ Stop if we don't have any grit left
doneif (hero.child[trkGrit].field[trkLeft].value < 1)
~ Init bonus
hero.child[Initiative].field[Bonus].value += field[abValue].value
~ Will bonus
#situational[hero.child[svWill], signed(field[abValue].value) & " vs fear and compulsion effects", field[name].text]]]>
<after name="AddReq.Grit checks trkLeft"/>
<after name="Calc trkLeft"/>
</eval>
</thing>
<thing id="cPWMyrUtTr" name="Deed: Utility Trick" description="At 3rd level, if the myrmidon has at least 1 grit point, she can perform any of the following utility tricks. The myrmidon must declare the utility trick she is using before using the ability.\n\n{i}Field Bandage{/i}: By using a healer's kit to quickly dress and bandage a wound, you may grant 1d6 temporary hit points per three character levels to the target (not to exceed the target's maximum hit points) as a full round action. These temporary hit points last for ten minutes. A target of field bandage may only only receive the benefits of this ability once per day or until they have received magical healing equaling or exceeding the amount of temporary hit points restored by this ability. In addition, the myrmidon may bandage herself or an adjacent creature to staunch a bleeding wound. This ends a single bleed condition affecting the creature, and may be done as part of a normal field bandage.\n\n{i}Makeshift Tool{/i}: The myrmidon makes due with his weapons in hand should she need to use a tool in a combat situation. She may make use of weapons in hand to fake the tools needed for the job without penalty.\n\n{i}Improvise Weapon{/i}: You may use objects not intended to be normal weapons or cobble together something that can be used as a weapon and do so without being subject to non-proficient penalties from using an improvised weapon and you may reduce the improvised weapon penalty to attack rolls from -4 to -2." compset="ClSpecial" summary="Quickly treat a wound, improvise a tool or become better with improvised weapons">
<tag group="AbilType" tag="Extra"/>
<tag group="abCategory" tag="GunDeed"/>
<eval phase="Final" priority="10000"><![CDATA[
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] = 0)
~ If we're disabled, do nothing
doneif (tagis[Helper.SpcDisable] <> 0)
~ Stop if we don't have any grit left
doneif (hero.child[trkGrit].field[trkLeft].value < 1)
~ Find all improvised weapons and reduce the penalty by 2
foreach pick in hero from BaseWep where "Helper.Improvised"
eachpick.field[wNoProfPen].value = maximum(0, eachpick.field[wNoProfPen].value - 2)
nexteach]]></eval>
</thing>
<thing id="cPWMyrWDet" name="Deed: Warrior's Determination" description="The myrmidon gains an uncanny ability to force herself through many hardships and keep on going through her superior training and experience. At 6th level she may spend 1 grit point to ignore the fatigued, shaken, or sickened condition for the duration of the encounter from a single source. At 10th level, the myrmidon may ignore the dazed, diseased, or staggered condition from a single source for the duration of an encounter. Finally, at 14th level she may ignore the exhausted, frightened, or nauseated condition from a single source for the duration of the encounter. Multiple sources would require multiple expenditures of grit for the myrmidon to continue to ignore them. Warrior's determination is an immediate action that can be used even if the condition would prevent them from acting or using an immediate action." compset="ClSpecial" summary="Use 1 grit to ignore selected conditions depending on your level">
<tag group="AbilType" tag="Extra"/>
<tag group="abCategory" tag="GunDeed"/>
<tag group="abAction" tag="Immediate"/>
</thing>
<thing id="cPWMyrMnRc" name="Myrmidon Maneuver Recovery" description="In order for the myrmidon to recover her maneuvers she must perform one of two actions. The myrmidon may recover a single maneuver as a standard action. She may also spend a full round action to recover her initiating modifier in maneuvers (min 2). If she does so, enemies who attack the myrmidon while recovering maneuvers provoke an attack of opportunity from her and the myrmidon may take a free 5-ft. step to reposition herself each time she is attacked. While recovering maneuvers, the myrmidon gains the benefits of the Combat Reflexes feat, and may substitute her Wisdom modifier for her Dexterity modifier for this feat if it is higher." compset="ClSpecial">
<fieldval field="abValue" value="2"/>
<fieldval field="actName" value="Full-round recovery"/>
<tag group="abAction" tag="FullRd"/>
<tag group="abAction" tag="Standard"/>
<tag group="User" tag="Activation"/>
<bootstrap thing="fComRef">
<containerreq phase="First" priority="100">fieldVal:abilActive = 1</containerreq>
</bootstrap>
<eval phase="Render" priority="10000" index="2"><![CDATA[ this.field[actName].text &= " (" & field[abValue].value & " maneuvers)"]]></eval>
<eval phase="PostAttr" priority="10000"><![CDATA[
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] = 0)
doneif (tagis[Helper.SpcDisable] <> 0)
~ If initiating modifer is higher than 2, replace number of maneuvers recovered
perform hero.childfound[mHelpMyrm].pulltags[UseAttr.?]
var initMod as number
foreach pick in hero from BaseAttr where tagids[UseAttr.?]
initMod = eachpick.field[aModBonus].value
nexteach
field[abValue].value = maximum(field[abValue].value, initMod)
~ Stop now if we're not activated
doneif (field[abilActive].value = 0)
~ Set WIS as Combat Reflexes attribute, if higher
hero.child[fComRef].field[abValue].value = maximum(hero.child[fComRef].field[abValue].value, field[abValue].value)]]></eval>
</thing>
<thing id="cPWMyrDis1" name="Disciplines" description="Choose first and second disciplines" compset="ClSpecial">
<fieldval field="usrCandid1" value="PathOfWar.selDisc & (Discipline.BrokenBlad | Discipline.GoldenLion | Discipline.IronTort | Discipline.MithCurr | Discipline.PrcThun | Discipline.PrimalFury | Discipline.ScarletThr | Discipline.TmpGale | Discipline.ThrashDrag)"/>
<fieldval field="usrCandid2" value="PathOfWar.selDisc & (Discipline.BrokenBlad | Discipline.GoldenLion | Discipline.IronTort | Discipline.MithCurr | Discipline.PrcThun | Discipline.PrimalFury | Discipline.ScarletThr | Discipline.TmpGale | Discipline.ThrashDrag)"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="Helper" tag="SpecUp"/>
<tag group="Hide" tag="Statblock"/>
<eval phase="PostLevel" priority="10000">~ Add two selected disciplines
if (field[usrChosen1].ischosen = 1) then
perform field[usrChosen1].chosen.pulltags[Discipline.?]
perform hero.childfound[mHelpMyrm].pushtags[Discipline.?]
endif
if (field[usrChosen2].ischosen = 1) then
perform field[usrChosen2].chosen.pulltags[Discipline.?]
perform hero.childfound[mHelpMyrm].pushtags[Discipline.?]
endif</eval>
<eval phase="First" index="2">~ Let the PWManlist component know that this class has to choose disciplines
perform root.linkage[varies].assign[PathOfWar.selDisc]</eval>
</thing>
<thing id="cPWMyrDis2" name="Disciplines" description="Choose third and fourth disciplines" compset="ClSpecial">
<fieldval field="usrCandid1" value="PathOfWar.selDisc & (Discipline.BrokenBlad | Discipline.GoldenLion | Discipline.IronTort | Discipline.MithCurr | Discipline.PrcThun | Discipline.PrimalFury | Discipline.ScarletThr | Discipline.TmpGale | Discipline.ThrashDrag)"/>
<fieldval field="usrCandid2" value="PathOfWar.selDisc & (Discipline.BrokenBlad | Discipline.GoldenLion | Discipline.IronTort | Discipline.MithCurr | Discipline.PrcThun | Discipline.PrimalFury | Discipline.ScarletThr | Discipline.TmpGale | Discipline.ThrashDrag)"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="Helper" tag="SpecUp"/>
<tag group="Hide" tag="Statblock"/>
<eval phase="PostLevel" priority="10000">~ Add two selected disciplines
if (field[usrChosen1].ischosen = 1) then
perform field[usrChosen1].chosen.pulltags[Discipline.?]
perform hero.childfound[mHelpMyrm].pushtags[Discipline.?]
endif
if (field[usrChosen2].ischosen = 1) then
perform field[usrChosen2].chosen.pulltags[Discipline.?]
perform hero.childfound[mHelpMyrm].pushtags[Discipline.?]
endif</eval>
</thing>
<thing id="arPWCrCoun" name="Crimson Countess" description="All harbingers draw power from their understanding of their negative emotions and the tragedies and evil that afflict all people. Those who become crimson countesses have a different emphasis: rage. These harbingers, consumed by wrath, revenge, frustration, or simple malicious fury, crimson countesses mark their opponents for bloody vengeance and then wreak devastation upon them. While not all permit their rage to consume them, enough do that these blood-splattered warriors have a dark and dangerous reputation that follows them wherever they go." compset="ClassVary" uniqueness="unique">
<arrayval field="cvCustTot" index="8" value="-1"/>
<arrayval field="cvCustTot" index="14" value="-2"/>
<usesource source="srcPOWEx"/>
<tag group="AbReplace" tag="cPW4DkFoc1"/>
<tag group="AbReplace" tag="cPW4DkFoc3"/>
<tag group="AbReplace" tag="cPW4DkFoc2"/>
<tag group="AbReplace" tag="cPW4DkFoc4"/>
<tag group="ClVaryName" tag="AppParen"/>
<tag group="AbModify" tag="cPW4GrmNws"/>
<tag group="AbReplace" tag="cPW4IllTid"/>
<tag group="ProductId" tag="HLCommunit"/>
<bootstrap thing="cPW4CrmClm">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="cPW4SngEmp">
<autotag group="ClSpecWhen" tag="2"/>
</bootstrap>
<link linkage="varies" thing="cHelpPW4"/>
</thing>
<thing id="cPW4CrmClm" name="Crimson Claim" description="Each round, at the beginning of her turn, the Crimson Countess deals 1d4 points of damage to creatures she has Claimed. This increases to 2d4 at 6th level, 3d4 at 10th level, 4d4 at 14th level, and a maximum of 5d4 at 18th level. This replaces Ill Tidings." compset="ClSpecial" summary="Claimed creatures take damage each round">
<fieldval field="abValue" value="1"/>
<fieldval field="abValue2" value="4"/>
<tag group="AbilType" tag="Super"/>
<tag group="LvNameApp" tag="DieCntVal"/>
<tag group="LvNameApp" tag="DieSizVal2"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="abAction" tag="None"/>
<eval phase="PostLevel" priority="10000"><![CDATA[
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] = 0)
~ If we're disabled, just get out now
doneif (tagis[Helper.SpcDisable] <> 0)
~ Add additional damage dice if we are high enough level
if (field[xAllLev].value >= 6) then
field[abValue].value += 1
endif
if (field[xAllLev].value >= 10) then
field[abValue].value += 1
endif
if (field[xAllLev].value >= 14) then
field[abValue].value += 1
endif
if (field[xAllLev].value >= 18) then
field[abValue].value += 1
endif]]></eval>
</thing>
<thing id="cPW4SngEmp" name="Sanguine Empowerment" description="At 2nd level, the Crimson Countess develops the ability to gain and store Vitae. Whenever the Crimson Countess Claims an enemy, and again each round at the beginning of her turn, she gains Vitae points equal to the number of creatures she has Claimed. She may store a number of Vitae points equal to her class level. The Crimson Countess's Vitae pool resets to 0 after she has spent 1 minute out of combat.\n\nThe Crimson Countess gains a morale bonus equal to ½ her current number of Vitae points on attack and damage rolls made as part of maneuvers (this bonus increases by 2 when initiating maneuvers against Claimed creatures). Furthermore, she gains a number of other abilities as her Vitae points increase:\n\n{I}Drain{/I} - If she has at least 1 Vitae, the Crimson Countess may spend a move action to deal untyped damage equal to her class level to all creatures she has Claimed. If she has at least 2 Vitae then she also heals 1d6 hp per creature she has Claimed.\n\n{I}Recover{/I} - At 6th level, if she has at least 4 Vitae, the Crimson Countess may spend a move action to recover one of her expended boosts or counters.\n\n{I}Sacrifice{/I} – At 10th level, if she has at least 6 Vitae, the Crimson Countess may activate this ability as an immediate action up to once per encounter when she is dealt ability damage or damage to her hit points. If she does, she chooses a creature she has Claimed; that creature suffers the damage instead of the Crimson Countess. If the target succeeds on a Fortitude save (DC 10 + ½ the Crimson Countess's class level + her Intelligence modifier) then it instead takes half damage, with the rest being inflicted to the Countess as normal.\n\n{I}Sovereignty{/I} – At 14th level, if she has at least 8 Vitae, the Crimson Countess may activate this ability as a standard action. When she does, creatures she has Claimed must succeed at a Fortitude save (DC 10 + ½ the Crimson Countess's class level + her Intelligence modifier) or be teleported to a space of the Countess's choice within 60 feet of the Countess (each must be teleported to a different space, even if they are capable of sharing spaces with one another). Spaces that are intrinsically dangerous (such as those filled with lava, or spaces in the air if the creature does not fly) may not be chosen.\n\n{I}Exsanguinate{/I} – At 20th level, if she has at least 10 Vitae, the Crimson Countess may choose a creature she has Claimed as a standard action up to once per encounter. That creature must succeed at a Fortitude save (DC 10 + ½ the Crimson Countess's class level + her Intelligence modifier) or die; success on this save indicates that the creature instead suffers 13d6 points of untyped damage. This is a death effect. If the victim of this ability dies, the Crimson Countess heals a number of hp equal to ½ its full maximum total.\n\nThis ability replaces Dark Focus." compset="ClSpecial" summary="You gain a pool of Vitae, and several abilities that use it">
<comment>abValue stores the regular bonus; abValue2 stores the extra bonus vs Claimed targets</comment>
<fieldval field="actName" value="Using maneuver"/>
<fieldval field="actName2" value="Target is Claimed"/>
<fieldval field="abValue2" value="2"/>
<tag group="AbilType" tag="Super"/>
<tag group="User" tag="Activation"/>
<tag group="ProductId" tag="HLCommunit"/>
<bootstrap thing="trkPW4Vit"></bootstrap>
<eval phase="PostLevel" priority="10000"><![CDATA[
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] = 0)
~ If we're disabled, just get out now
doneif (tagis[Helper.SpcDisable] <> 0)
~ Stop now if we don't have the Vitae tracker
perform hero.childfound[trkPW4Vit].setfocus
doneif (state.isfocus = 0)
~ Max Vitae pool = class level
focus.field[trkMax].value += field[xAllLev].value
~ Gain attack bonus of 1/2 Vitae on maneuvers, with +2 against Claimed creatures
field[abValue].value = round(focus.field[trkUser].value/2,0,-1)
doneif (field[abValue].value < 1)
if (field[abilAct2].value = 1) then
field[abValue].value += field[abValue2].value
endif
~ Stop now if we aren't using a maneuver
doneif (field[abilActive].value = 0)
~ Add morale bonus to attack and damage
#applybonus[BonMorale,hero.child[Attack],field[abValue].value]
#applybonus[BonMorale,hero.child[Damage],field[abValue].value]]]></eval>
</thing>
<thing id="trkPW4Vit" name="Vitae Pool" compset="Tracker" uniqueness="unique">
<usesource source="srcPOWEx"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="User" tag="Tracker"/>
<eval phase="PostAttr" priority="10000"><![CDATA[
var finalname as string
if (empty(finalname) = 0) then
finalname = splice(finalname, "Pool", " ")
field[livename].text = finalname
endif
if (field[trkMax].value = 0) then
perform delete[Helper.ShowCharge]
endif]]></eval>
</thing>
<thing id="cPW4GNwsCC" name="Grim News (Blood Pool Form)" description="At 9th level, the Crimson Countess may transform herself and all of her worn and carried items into a (5 ft. per class level) radius pool of blood or back to her natural form as a swift action. When the Countess reverts to her natural form from her pool form, she may appear in any space that her pool form occupied (this is not a teleportation effect; she re-forms in the chosen space). While in pool form, she gains a number of benefits and drawbacks:\n\n- Immune to bludgeoning, piercing, and slashing damage\n- 10 ft. climb speed\n- May pour herself through any opening that is not watertight\n- Creatures may share the Crimson Countess's space while she is in pool form. Neither the Countess nor these creatures gain any benefit or penalty from sharing the same space.\n- Does not threaten an area and cannot make attacks of opportunity.\n- Cannot make melee or ranged attacks (and cannot initiate maneuvers that require them).\n- Does not gain Vitae.\n\nAt 15th level, the Crimson Countess gains fast healing equal to her Intelligence modifier while in pool form.\n\nThis ability modifies Grim News." compset="ClSpecial" summary="Turn into a pool of blood, gain several abilities">
<fieldval field="actName" value="Blood Pool Form"/>
<fieldval field="abValue" value="10"/>
<fieldval field="abValue2" value="5"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="AbilType" tag="Super"/>
<tag group="abRange" tag="Feet"/>
<tag group="LvNamePar" tag="IncRange"/>
<tag group="User" tag="Activation"/>
<bootstrap thing="xFastHeal">
<containerreq phase="First" priority="1000"><![CDATA[fieldVal:abilActive <> 0]]></containerreq>
</bootstrap>
<eval phase="PostAttr" priority="10000"><![CDATA[
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] = 0)
~ If we're disabled, just get out now
doneif (tagis[Helper.SpcDisable] <> 0)
~ Set radius (5' per class level)
field[abRange].value = field[xAllLev].value * field[abValue2].value
~ Stop now if we're not activated
doneif (field[abilActive].value = 0)
~ Set climb speed
#value[xClimb] = field[abValue].value
if (field[xAllLev].value >= 15) then
perform hero.childfound[xFastHeal].assignstr["Value." & #attrmod[aINT]]
endif]]></eval>
</thing>
<thing id="arPWRvnlrd" name="Ravenlord" description="Everyone reacts to negativity differently, including harbingers. Ravenlords are a curious but not uncommon phenomenon amongst those grim warriors; unable to fully cope with whatever sorrows fuel their power, ravenlords splinter off a fraction of their soul into a bird-like servant that contains their sorrow for them. From then on, the two are inseparable. This bird, this Dark Messenger, serves the ravenlord and does his bidding, but the more the ravenlord pours his own misery into the Dark Messenger, the more it acts on that misery unless the ravenlord is wise or cunning enough to control it. More than one ravenlord has woken up in the morning to find his servant slathered in gore that he cannot account for." compset="ClassVary" uniqueness="unique">
<fieldval field="cvAnimStar" value="1"/>
<arrayval field="cvCustTot" index="14" value="-2"/>
<arrayval field="cvCustTot" index="8" value="-1"/>
<usesource source="srcPOWEx"/>
<tag group="CompList" tag="arPWRvnlrd"/>
<tag group="AbModify" tag="cPW4DkFoc1"/>
<tag group="AbReplace" tag="cPW4GrmNws"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="AbReplace" tag="cPW4IllTid"/>
<tag group="AbReplace" tag="cPW4Masscr"/>
<tag group="AbReplace" tag="cPW4BlkOmn"/>
<tag group="AbReplace" tag="cPW4RmrWar"/>
<tag group="AbReplace" tag="cPW4TenRch"/>
<tag group="AbModify" tag="cPW4WhsAtr"/>
<tag group="ClVaryName" tag="AppParen"/>
<bootstrap thing="cPW4ChnWoe">
<autotag group="ClSpecWhen" tag="3"/>
</bootstrap>
<bootstrap thing="cPWMemLoss">
<autotag group="ClSpecWhen" tag="13"/>
</bootstrap>
<bootstrap thing="cPW4DrkMgr">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="cPW4SrwShd">
<autotag group="ClSpecWhen" tag="4"/>
</bootstrap>
<bootstrap thing="cAnimClass"></bootstrap>
<bootstrap thing="cPWUnwMssv">
<autotag group="ClSpecWhen" tag="11"/>
</bootstrap>
<link linkage="varies" thing="cHelpPW4"/>
<eval phase="Final" priority="10000"><![CDATA[~ Modification for Dark Focus
#appenddesc[cPW4DkFoc1,"{b}Addition from Ravenlord{/b}: At 2nd level, the Ravenlord's Dark Messenger also enjoys the benefits of his Dark Focus ability (in the disciplines he has chosen), with the exception of the bonus feat gained at 6th level."]
~ Modification for Whispers of Atrocity
#appenddesc[cPW4WhsAtr,"{b}Addition from Ravenlord{/b}: Maneuvers initiated by the Ravenlord or his Dark Messenger ignore any and all immunities possessed by their victims."]]]></eval>
</thing>
<thing id="cPW4DrkMgr" name="Dark Messenger" description="The Ravenlord is served by a raven-like bird which obeys him, known as his Dark Messenger. The Ravenlord treats his Dark Messenger as a bird animal companion (the Ravenlord's effective druid level is equal to his class level for the purposes of advancing the Dark Messenger), with the following exceptions:\n\n- The Dark Messenger's Intelligence score is equal to its master's.\n- The Dark Messenger always acts on the same initiative count as its master.\n- The Ravenlord may communicate telepathically with his Dark Messenger, provided the two are within one mile of each other. The Dark Messenger always obeys the Ravenlord's orders to the best of its ability and will exercise its own initiative to promote the Ravenlord's interests and safety.\n- When slain, the Dark Messenger deals 1d6 points of Constitution damage to the Ravenlord, then re-forms 24 hours later, reappearing on its master's shoulder at full hit points.\n- The Dark Messenger does not gain bonus tricks or the benefits of the Share Spells ability. \n\nThis ability replaces Ill Tidings.\n\nAt 2nd level, the Ravenlord's Dark Messenger also enjoys the benefits of his Dark Focus ability (in the disciplines he has chosen), with the exception of the bonus feat gained at 6th level." compset="ClSpecial">
<tag group="ProductId" tag="HLCommunit"/>
<tag group="AbilType" tag="Extra"/>
<tag group="abAction" tag="None"/>
<bootstrap thing="cAnimClass"></bootstrap>
<eval phase="PreLevel" priority="10000" index="2"><![CDATA[
~ If we're disabled, just get out now
doneif (tagis[Helper.SpcDisable] <> 0)
perform hero.childfound[cAnimComp].minion.child[aINT].setfocus
doneif (state.isfocus = 0)
~ Copy all INT bonuses and penalties from the hero
focus.field[Bonus].value = hero.child[aINT].field[Bonus].value
focus.field[Penalty].value = hero.child[aINT].field[Penalty].value
focus.field[Racial].value = hero.child[aINT].field[Racial].value
focus.field[BonAlch].value = hero.child[aINT].field[BonAlch].value
focus.field[ModCirc].value = hero.child[aINT].field[ModCirc].value
focus.field[BonComp].value = hero.child[aINT].field[BonComp].value
focus.field[PenComp].value = hero.child[aINT].field[PenComp].value
focus.field[BonEnhance].value = hero.child[aINT].field[BonEnhance].value
focus.field[BonInsight].value = hero.child[aINT].field[BonInsight].value
focus.field[BonLuck].value = hero.child[aINT].field[BonLuck].value
focus.field[PenLuck].value = hero.child[aINT].field[PenLuck].value
focus.field[BonMorale].value = hero.child[aINT].field[BonMorale].value
focus.field[PenMorale].value = hero.child[aINT].field[PenMorale].value
focus.field[BonProfane].value = hero.child[aINT].field[BonProfane].value
focus.field[PenProfane].value = hero.child[aINT].field[PenProfane].value
focus.field[BonSacred].value = hero.child[aINT].field[BonSacred].value
focus.field[PenSacred].value = hero.child[aINT].field[PenSacred].value
focus.field[BonTrait].value = hero.child[aINT].field[BonTrait].value
focus.field[PenTrait].value = hero.child[aINT].field[PenTrait].value]]></eval>
<eval phase="First" priority="500"><![CDATA[ ~we're earlier than the normal test for whether we've reached the correct level, so we'll recreate that test here
doneif (root.linkage[varies].field[cTotalLev].value + field[xExtraLev].value + field[xEffectLev].value < tagvalue[ClSpecWhen.?])
~ If we're disabled, just get out now
doneif (tagis[Helper.SpcDisable] <> 0)
~ Set the raven's INT score to be the same as the hero's INT score
hero.childfound[cAnimComp].minion.childfound[anPWRaven].field[anINT].arrayvalue[0] = hero.child[aINT].field[aUser].value - 10]]></eval>
</thing>
<thing id="anPWRaven" name="Raven" description="The raven is an omnivorous scavenger that eats carrion, insects, food waste, berries, and even small animals." compset="AnimalComp">
<fieldval field="rNumHands" value="0"/>
<arrayval field="anSTR" index="0" value="-8"/>
<arrayval field="anDEX" index="0" value="5"/>
<arrayval field="anCON" index="0" value="-2"/>
<arrayval field="anWIS" index="0" value="5"/>
<arrayval field="anCHA" index="0" value="-3"/>
<arrayval field="anSpeed" index="0" value="10"/>
<arrayval field="anINT" index="0" value="-8"/>
<usesource source="srcPOWEx"/>
<tag group="RaceSize" tag="Tiny12"/>
<tag group="SlotSet" tag="selMISAvia" name="Avian" abbrev="Avian"/>
<tag group="Alignment" tag="NeutralGE" name="Neutral" abbrev="N"/>
<tag group="CompList" tag="arPWRvnlrd" name="Ravenlord"/>
<tag group="Helper" tag="NotHum" name="NotHum" abbrev="NotHum"/>
<tag group="Alignment" tag="NeutralLC" name="Neutral" abbrev="N"/>
<tag group="HasType" tag="tpAnimal" name="Animal" abbrev="Animal"/>
<tag group="ProductId" tag="HLCommunit"/>
<bootstrap thing="fWepFin">
<autotag group="thing" tag="skipprereq"/>
</bootstrap>
<bootstrap thing="xFly">
<autotag group="Maneuver" tag="Average"/>
<autotag group="Value" tag="40"/>
</bootstrap>
<bootstrap thing="raLowLight"></bootstrap>
<bootstrap thing="fToughness">
<containerreq phase="First" priority="1000"><![CDATA[PathOfWar.DarkMessgr <> 0]]></containerreq>
</bootstrap>
<bootstrap thing="wBite">
<autotag group="wMain" tag="1d3"/>
</bootstrap>
</thing>
<thing id="cPW4ChnWoe" name="Channel of Woe" description="At 3rd level, the Ravenlord's Dark Messenger gains the ability to initiate counters and strikes that the Ravenlord has readied. The Dark Messenger's initiator level is equal to the Ravenlord's; its initiation modifier is Intelligence. Only either the Ravenlord or the Dark Messenger may initiate a strike in the same round (that is, if the Dark Messenger initiates a strike, the Ravenlord may not initiate a strike in the same round, and vice versa). When either the Ravenlord or his Dark Messenger initiates a strike, the other being generates a 10 ft. radius sphere known as a Gloom around themselves (the Gloom is generated after the strike is resolved); this Gloom is stationary, lasts for 1 round, and grants concealment to the creature that generated it so long as that creature is within its area.\n\nAt 3rd level, hostile creatures within the Gloom are cursed and suffer a -2 penalty on skill checks and Reflex saves.\n\nAt 9th level, hostile creatures within the Gloom also suffer a -4 penalty to AC, attack rolls, and damage rolls.\n\nAt 15th level, hostile creatures within the Gloom also suffer a -2 penalty to Fortitude and Will saves, and may not make attacks of opportunity while within the Gloom.\n\nThese are energy drain effects (which means, among other things, that undead and constructs are not subject to them).\n\nThis ability replaces Grim News." compset="ClSpecial" summary="Dark Messenger can initiate maneuvers, creating an area of Gloom">
<tag group="AbilType" tag="Super"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="abAction" tag="None"/>
</thing>
<thing id="cPW4SrwShd" name="Sorrow's Shadow" description="At 4th level, the Dark Messenger's type changes to magical beast and it gains Toughness as a bonus feat. Do not recalculate its base attack bonus, hit points (except those granted by Toughness), saving throws, or skills. Once per turn, as a free action, the Dark Messenger may increase its size to Medium or revert to its natural size. This increases to Large at 10th level, and Huge at 16th level.\n\nThis ability replaces Massacre." compset="ClSpecial" summary="Dark Messenger gains Toughness, can become larger">
<tag group="ProductId" tag="HLCommunit"/>
<tag group="AbilType" tag="Super"/>
<eval phase="First" priority="500"><![CDATA[
~ If we're disabled, just get out now
doneif (tagis[Helper.SpcDisable] <> 0)
~ Change the animal companion's type to Magical Beast
perform hero.childfound[cAnimComp].minion.delete[TypeAndAug.tpAnimal]
perform hero.childfound[cAnimComp].minion.assign[TypeAndAug.tpMagBeast]
~ Add the Dark Messenger tag, which will allow the animal to bootstrap the Toughness feat
perform hero.childfound[cAnimComp].minion.assign[PathOfWar.DarkMessgr]]]></eval>
</thing>
<thing id="cPWUnwMssv" name="Unwanted Missive" description="At 11th level, once per encounter as an immediate action, the Ravenlord may exchange places with its Dark Messenger, provided both are within long (400 ft. plus 40 ft. per initiator level) range of each other. If this is used in response to one or more abilities or attacks that target the Ravenlord or the Dark Messenger or include them in an area of effect, each becomes the potential target or victim of the abilities or attacks that targeted the other (for example, the Ravenlord is targeted by a charge attack. The Ravenlord activates this ability and exchanges places with his Dark Messenger. The Dark Messenger is now the target of the charge attack). This is a teleportation effect, and if either the Ravenlord or the Dark Messenger are prevented from teleporting for any reason the ability fails and its use for the encounter is expended. At 17th level, the Ravenlord may use this ability twice per encounter.\n\nThis ability replaces Black Omen and Rumors of War." compset="ClSpecial" summary="As an immediate action, trade places with your Dark Messenger">
<fieldval field="trkMax" value="1"/>
<tag group="AbilType" tag="Super"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="Usage" tag="PWEncounte"/>
<tag group="User" tag="Tracker"/>
<eval phase="PostLevel" priority="10000"><![CDATA[
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] = 0)
~ If we're disabled, just get out now
doneif (tagis[Helper.SpcDisable] <> 0)
~ Extra use at 17th level
if (field[xAllLev].value >= 17) then
field[trkMax].value += 1
endif]]></eval>
</thing>
<thing id="cPWMemLoss" name="Memories of Loss" description="At 13th level, the Gloom generated by the Ravenlord's Channel of Woe ability lasts for a number of rounds equal to his Intelligence modifier. Additionally, hostile creatures within the Gloom become incapable of benefiting from insight or morale bonuses.\n\nThis ability replaces Tenebrous Reach." compset="ClSpecial" summary="Gloom lasts longer and denies insight and morale bonuses">
<tag group="ProductId" tag="HLCommunit"/>
<tag group="AbilType" tag="Super"/>
</thing>
<thing id="arPWViglnt" name="Vigilante" description="Vigilantes are warriors who use fear and darkness to their advantage. They rely on keen insight and inspiration to aid them where others would seek to use magic or the supernatural." compset="ClassVary" uniqueness="unique">
<usesource source="srcPOWEx"/>
<tag group="ClassSkill" tag="skKnowDun"/>
<tag group="ClassSkill" tag="skKnowGeog"/>
<tag group="ClassSkill" tag="skKnowHist"/>
<tag group="ClassSkill" tag="skKnowNobl"/>
<tag group="ClassSkill" tag="skSleight"/>
<tag group="AbReplace" tag="cPW2KiPool"/>
<tag group="AbReplace" tag="cPW2KiSavF"/>
<tag group="AbReplace" tag="cPW2KiMnRp"/>
<tag group="AbReplace" tag="cPW2KiPerc"/>
<tag group="AbReplace" tag="cPW2KiSavR"/>
<tag group="AbReplace" tag="cPW2KSeeAl"/>
<tag group="AbReplace" tag="cPW2KiSens"/>
<tag group="AbReplace" tag="cPW2KiSavW"/>
<tag group="AbReplace" tag="cPW2DeadSt"/>
<tag group="AbReplace" tag="cPW2RetKi"/>
<tag group="AbReplace" tag="cPW2ManRec"/>
<tag group="Helper" tag="Playtest"/>
<tag group="ClVaryName" tag="AppParen"/>
<tag group="ProductId" tag="HLCommunit"/>
<bootstrap thing="cSneakAtt">
<autotag group="ClSpecWhen" tag="7"/>
</bootstrap>
<bootstrap thing="cSneakAtt">
<autotag group="ClSpecWhen" tag="9"/>
</bootstrap>
<bootstrap thing="cSneakAtt">
<autotag group="ClSpecWhen" tag="11"/>
</bootstrap>
<bootstrap thing="cSneakAtt">
<autotag group="ClSpecWhen" tag="13"/>
</bootstrap>
<bootstrap thing="cSneakAtt">
<autotag group="ClSpecWhen" tag="15"/>
</bootstrap>
<bootstrap thing="cSneakAtt">
<autotag group="ClSpecWhen" tag="17"/>
</bootstrap>
<bootstrap thing="cSneakAtt">
<autotag group="ClSpecWhen" tag="19"/>
</bootstrap>
<bootstrap thing="cRogTrapfn">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="cPW2Inspir">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="cPW2VgManR">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="cPW2InsVen">
<autotag group="ClSpecWhen" tag="20"/>
</bootstrap>
<bootstrap thing="cSneakAtt">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="cSneakAtt">
<autotag group="ClSpecWhen" tag="3"/>
</bootstrap>
<bootstrap thing="cSneakAtt">
<autotag group="ClSpecWhen" tag="5"/>
</bootstrap>
<link linkage="varies" thing="cHelpPW2"/>
<eval phase="First" priority="1000"><![CDATA[
~ Switch initiating attribute to INT
perform hero.childfound[mHelpPW2].delete[UseAttr.?]
perform hero.childfound[mHelpPW2].assign[UseAttr.aINT]
perform hero.childfound[cCfgPW2].delete[UseAttr.?]
perform hero.childfound[cCfgPW2].assign[UseAttr.aINT]
~ We can pick Investigator talents
perform hero.childfound[cHelpPW2].assign[AllowC4th.cHelpInv]
hero.child[cHelpPW2].field[cSpec4thSi].text = "Investigator Talent"
var sText as string
~ Build text string here one time
sText = "{b}" & field[name].text & ":{/b} Changes this ability to use Intelligence."
~ Switch class specials to use Int
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~ Combat Insight
perform hero.childfound[cPW2CmbtI1].delete[UseAttr.?]
perform hero.childfound[cPW2CmbtI1].assign[UseAttr.aINT]
#appenddesc[cPW2CmbtI1,sText]
~ Dodge Bonus
perform hero.childfound[cPW2Dodge].delete[UseAttr.?]
perform hero.childfound[cPW2Dodge].assign[UseAttr.aINT]
#appenddesc[cPW2Dodge,sText]
~ Combat Insight (Critical Focus)
perform hero.childfound[cPW2CmbtI3].delete[UseAttr.?]
perform hero.childfound[cPW2CmbtI3].assign[UseAttr.aINT]
#appenddesc[cPW2CmbtI3,sText]]]></eval>
<eval phase="Final" priority="5000" index="2"><![CDATA[
~ Grant access to Tempest Gale discipline
perform hero.child[mHelpPW2].assign[Discipline.TmpGale]
~ Grant access to Scarlet Throne discipline
perform hero.child[mHelpPW2].assign[Discipline.ScarletThr]
~ Remove access to Solar Wind discipline (unless it came from more than one source, such as multiclassing into another class that grants it)
var SWcount as number
SWcount = hero.tagcount[Discipline.SolarWind]
if (SWcount < 2) then
perform hero.child[mHelpPW2].delete[Discipline.SolarWind]
endif
~ Remove access to Veiled Moon discipline (unless it came from more than one source, such as multiclassing into another class that grants it)
var VMcount as number
VMcount = hero.tagcount[Discipline.VeiledMoon]
if (VMcount < 2) then
perform hero.child[mHelpPW2].delete[Discipline.VeiledMoon]
endif]]></eval>
</thing>
<thing id="cPW2VgManR" name="Vigilante Maneuver Recovery" description="Vigilantes may recover their maneuvers in one of two ways. The vigilante may either center his awareness of the combat momentarily as a standard action and recover a single expended maneuver of his choice.\n\nAlternately, he may recover his initiation modifier in expended maneuvers (min of 2) as a full round action that does not provoke attacks of opportunity, opening his mind to the flow of battle and the inherent patterns therein. When recovering his maneuvers as a full round action, he may move up to his base speed and adds a +4 insight bonus to his Armor Class as his mind opens to anticipate any incoming attack his enemies might bring to bear. The next attack or martial strike he attempts after recovering his maneuvers adds his sneak attack's damage to the attack if successful.\n\nThis alters the Stalker's Maneuvers Known, Maneuvers Readied and Stances.\n\n{b}NOTE:{/b} When using the full-round recovery, check "Full-round recovery" on the In-Play tab to gain the AC bonus." compset="ClSpecial">
<fieldval field="abValue" value="2"/>
<fieldval field="abValue2" value="4"/>
<fieldval field="actName" value="Full-round recovery"/>
<tag group="abAction" tag="Standard"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="User" tag="Activation"/>
<tag group="abAction" tag="FullRd"/>
<eval phase="PostAttr" priority="10000"><![CDATA[
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] = 0)
doneif (tagis[Helper.SpcDisable] <> 0)
~ If initiating modifer is higher than 2, replace number of maneuvers recovered
perform hero.childfound[mHelpPW2].pulltags[UseAttr.?]
var initMod as number
foreach pick in hero from BaseAttr where tagids[UseAttr.?]
initMod = eachpick.field[aModBonus].value
nexteach
field[abValue].value = maximum(field[abValue].value, initMod)
~ Stop now if we're not activated
doneif (field[abilActive].value = 0)
~ Add insight bonus to AC
#applybonus[BonInsight, hero.child[ArmorClass], field[abValue2].value]]]></eval>
<eval phase="Render" priority="10000" index="2"><![CDATA[ this.field[actName].text &= " (" & field[abValue].value & " maneuvers)"]]></eval>
</thing>
<thing id="cPW2Inspir" name="Inspiration" description="The Vigilante relies on his insight to aid him in his mission, this takes the form of a pool of Inspiration which can be used to augment his skill checks and ability checks. The vigilante has an inspiration pool equal to 1/2 his class level + his Intelligence modifier (minimum 1). A Vigilante's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. A vigilante can only use inspiration once per check or roll. The vigilante can use inspiration on any Knowledge, Perception, or Sense Motive skill checks without expending a use of inspiration, provided he's trained in the skill.\n\nInspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the vigilante's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.\n\nInspiration replaces the Stalker's Ki Pool." compset="ClSpecial" summary="Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.">
<fieldval field="abValue" value="1"/>
<fieldval field="abValue2" value="6"/>
<tag group="abAction" tag="Free"/>
<tag group="abRange" tag="Personal"/>
<tag group="LvNamePar" tag="DieCntVal"/>
<tag group="LvNamePar" tag="AppValue3"/>
<tag group="LvNamePar" tag="SignAppVal"/>
<tag group="LvNamePar" tag="SignDieCnt"/>
<tag group="LvNamePar" tag="DieSizVal2"/>
<tag group="SbNamePar" tag="IncUses"/>
<tag group="AbilType" tag="Extra"/>
<tag group="ChargeCalc" tag="LevelHalf"/>
<tag group="ChargeCalc" tag="FinalMin1"/>
<tag group="ChargeAttr" tag="aINT"/>
<tag group="User" tag="Tracker"/>
<tag group="Usage" tag="Day"/>
<tag group="ProductId" tag="HLCommunit"/>
</thing>
<thing id="cPW2InvTal" name="Investigator Talent" description="Instead of selecting a Stalker Art at the appropriate level, the vigilante can select an investigator talent instead. He must meet the prerequisites for this Investigator Talent as normal. The vigilante cannot select Investigator Talents which augment Alchemy, nor can he select Stalker Arts which require a Ki Pool to function. Any investigator talent which augments Studied Strike instead affects the Vigilante's Sneak Attacks." compset="CustomSpec" summary="Gain an investigator talent" uniqueness="unique">
<usesource source="srcPOWEx"/>
<tag group="abCategory" tag="PWStalkArt"/>
<tag group="SpecSource" tag="arPWViglnt"/>
<tag group="ProductId" tag="HLCommunit"/>
<eval phase="PostAttr" priority="10000"><![CDATA[
~ If we've been Disabled, get out now
doneif (tagis[Helper.SpcDisable] <> 0)
linkage[table].field[cGiveSp4th].value += 1]]></eval>
<eval phase="Final" priority="99999999" index="2"><![CDATA[
~ If we've been Disabled, get out now
doneif (tagis[Helper.SpcDisable] <> 0)
~ Allow Investigator Talents (except for the ones that are also Rogue Talents or Alchemist Discoveries)
hero.child[cHelpPW2].field[cCstS4Expr].text = "(SpecSource.cHelpInv & !SpecSource.cHelpRog & !SpecSource.cHelpAlc)"]]></eval>
</thing>
<thing id="cPW2InsVen" name="Inspired Vengeance" description="At 20th level, the vigilante has mastered inspiration to such an extent that he can instinctively use with every attack. The Vigilante can use inspiration as a free action on any attack roll he makes without spending inspiration. In addition, the vigilante can spend one point of inspiration to add the result of the inspiration roll to the DC of one maneuver he initiates this round as a free action." compset="ClSpecial" summary="Use Inspiration for free on attacks">
<tag group="ProductId" tag="HLCommunit"/>
<tag group="AbilType" tag="Extra"/>
<tag group="abAction" tag="Free"/>
</thing>
<thing id="arPWDsprdo" name="Desperado" description="Some warlords take to the way of the gun, and find that their daring personalities and devil-may-care attitude to danger is well suited to the black smoke and thunderous crack of the gun fight." compset="ClassVary" uniqueness="unique">
<fieldval field="cvSpec5thS" value="Gunslinger Deed"/>
<arrayval field="cvBonFtMod" index="13" value="-1"/>
<arrayval field="cvBonFtMod" index="17" value="-1"/>
<arrayval field="cvBonFtMod" index="0" value="-1"/>
<arrayval field="cvBonFtMod" index="5" value="-1"/>
<arrayval field="cvCust5Tot" index="4" value="1"/>
<arrayval field="cvCust5Tot" index="6" value="2"/>
<arrayval field="cvCust5Tot" index="8" value="3"/>
<arrayval field="cvCust5Tot" index="10" value="4"/>
<arrayval field="cvCust5Tot" index="12" value="5"/>
<arrayval field="cvCust5Tot" index="14" value="6"/>
<arrayval field="cvBonFtMod" index="9" value="-1"/>
<usesource source="srcPOWEx"/>
<tag group="ClassSkill" tag="skSleight"/>
<tag group="Helper" tag="Playtest"/>
<tag group="AbReplace" tag="cPW1BatPro"/>
<tag group="AbReplace" tag="cPW1DulBoo"/>
<tag group="AbReplace" tag="cPW1DuaPre"/>
<tag group="AllowC5th" tag="arPalHoGun"/>
<tag group="CSCountAdj" tag="NegLev4"/>
<tag group="AbReplace" tag="cPW1IndPre"/>
<tag group="AbReplace" tag="cPW1Presen"/>
<tag group="AbReplace" tag="cPW1WarPre"/>
<tag group="AbReplace" tag="cPW1RalPre"/>
<tag group="AbReplace" tag="cPW1VicPre"/>
<tag group="ClVaryName" tag="AppParen"/>
<tag group="PreReqCaP1" tag="GunDare"/>
<tag group="PreReqCaP1" tag="GunDeed"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="fDisable" tag="fArmShield"/>
<bootstrap thing="fArmBuckl"></bootstrap>
<bootstrap thing="fExoticGun"></bootstrap>
<bootstrap thing="cPWRapReld">
<autotag group="ClSpecWhen" tag="2"/>
</bootstrap>
<bootstrap thing="cPW1BPProw">
<autotag group="ClSpecWhen" tag="5"/>
</bootstrap>
<bootstrap thing="cPW1BPProw">
<autotag group="ClSpecWhen" tag="12"/>
</bootstrap>
<bootstrap thing="cPW1BPProw">
<autotag group="ClSpecWhen" tag="19"/>
</bootstrap>
<bootstrap thing="cPW1GunGam">
<autotag group="ClSpecWhen" tag="6"/>
</bootstrap>
<bootstrap thing="cPW1GunGam">
<autotag group="ClSpecWhen" tag="12"/>
</bootstrap>
<bootstrap thing="cPW1GunGam">
<autotag group="ClSpecWhen" tag="18"/>
</bootstrap>
<bootstrap thing="cPW1DrGrit">
<autotag group="ClSpecWhen" tag="5"/>
</bootstrap>
<bootstrap thing="cPW1Gunftr">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<link linkage="varies" thing="cHelpPW1"/>
<eval phase="PostLevel" priority="10000" index="2">perform hero.childfound[trkGrit].assign[Helper.GritUseCHA]</eval>
<eval phase="First" priority="1000"><![CDATA[
~ Grant access to Tempest Gale discipline
perform hero.child[mHelpPW1].assign[Discipline.TmpGale]
~ Remove access to Veiled Moon discipline (unless it came from more than one source,
~ such as multiclassing into another class that grants it)
var PFcount as number
PFcount = hero.tagcount[Discipline.PrimalFury]
if (PFcount < 2) then
perform hero.child[mHelpPW1].delete[Discipline.PrimalFury]
endif
#appenddesc[cGunGrit, "{b}Addition from Desperado:{/b} Instead of using her Wisdom to determine the number of grit points she gains at the start of each day, a desperado uses Charisma."]]]></eval>
</thing>
<thing id="cPW1Gunftr" name="Gunfighter" description="At 1st level, the desperado gains the Amateur Gunslinger feat and Gunsmithing as bonus feats. The Amateur Gunslinger feat is modified in that it uses the character's Charisma in place of Wisdom as per the normal rules for this feat. They also gain a battered gun identical to the one gained by the Gunslinger. This replaces the bonus feat gained at 1st level." compset="ClSpecial" summary="Gain Gunsmithing and Amateur Gunslinger, use CHA for grit">
<tag group="ProductId" tag="HLCommunit"/>
<tag group="AbilType" tag="Extra"/>
<tag group="Helper" tag="SpecUp"/>
<bootstrap thing="fGunsmithi"></bootstrap>
<bootstrap thing="fAmateuGun">
<containerreq phase="First" priority="490"><![CDATA[!hero#Classes.Gunsling & count:hero#Classes.PWWarlord < 5]]></containerreq>
</bootstrap>
</thing>
<thing id="cPWRapReld" name="Rapid Reload" description="The desperado's hands are lightning quick, gaining Rapid Reload as a bonus feat at 2nd level, even if the desperado does not meet the requirements for this feat. This replaces the tactical presence (indomitable presence) class feature." compset="ClSpecial" summary="Gain Rapid Reload as a bonus feat">
<tag group="Helper" tag="SpecUp"/>
<tag group="ProductId" tag="HLCommunit"/>
<bootstrap thing="fRapidRel">
<containerreq phase="First" priority="500"><![CDATA[count:Classes.PWWarlord >= 2]]></containerreq>
<autotag group="thing" tag="skipprereq"/>
</bootstrap>
</thing>
<thing id="cPW1DrGrit" name="Daring Grit" description="Starting at 5th level, at the start of each day, the desperado gains a number of grit points equal to their Charisma modifier (minimum 1). Their grit goes up or down throughout the day, but usually cannot go higher than their Charisma modifier (minimum 1), though some feats and magic items may affect this maximum (as normal, the Amateur Gunslinger feat is immediately traded for the Extra Grit feat) and gains the use of a single Gunslinger deed. She can select any deed (or dare) that a Gunslinger of their warlord level –4 could use. At 7th level, and again at 9th, 11th, 13th, and 15th level, the desperado gains another Gunslinger dare or deed that a Gunslinger of their level –4 could use. The desperado may treat his class level -4 as a his gunslinger level to determine his overall gunslinger level for feat purposes.\n\nIf the desperado already has levels in Gunslinger, they gain a bonus to the maximum amount of grit they can have each day, equal to their Charisma bonus (if any) but gains no extra grit at the start of each day. This replaces the warlord's remaining tactical presences, dual tactical presence, and warlord's presence class features." compset="ClSpecial" summary="Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.">
<tag group="AbilType" tag="Extra"/>
<tag group="SpecType" tag="Attack"/>
<tag group="HasAbility" tag="cGunGrit"/>
<bootstrap thing="trkGrit">
<autotag group="Helper" tag="Grit"/>
<autotag group="Helper" tag="GritUseCHA"/>
</bootstrap>
<bootstrap thing="fExtraGrit"></bootstrap>
<eval phase="PostLevel" priority="10000"><![CDATA[
~if we're on a planned class level, then we need to undo the setting of
~our grit tracker as a Grit ability - that will keep it from generating
~a pool value, which means it's hidden until we're turned into a real
~level
if (tagis[Helper.ShowSpec] = 0) then
perform hero.child[trkGrit].delete[Helper.Grit]
endif]]></eval>
<eval phase="Render" priority="10000" index="2"><![CDATA[
field[sbName].text = lowercase(field[thingname].text) & " (" & hero.childfound[trkGrit].field[trkMax].value & ")"]]></eval>
</thing>
<thing id="cPW1BPProw" name="Blackpowder Prowess" description="The desperado is a skilled warrior with his chosen firearms and is capable of using them with incredible proficiency. At 5th level, while in a Tempest Gale or Solar Wind stance, the character gains a +1 competence bonus to attack and damage rolls and to his CMB checks while using firearms. This bonus improves to +2 at 12th level and +3 at 19th level. This replaces the battle prowess class feature." compset="ClSpecial" summary="Bonus with firearms while in Solar Wind or Tempest Gale stance">
<tag group="ProductId" tag="HLCommunit"/>
<tag group="AbilType" tag="Extra"/>
<tag group="SpecType" tag="Attack"/>
<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] = 0)
~ If we're disabled, just get out now
doneif (tagis[Helper.SpcDisable] <> 0)
field[abValue].value += field[xCount].value
field[livename].text = field[thingname].text & " " & signed(field[abValue].value)
~ Stop if we're not in a Solar Wind or Tempest Gale stance
var IsInStance as number
var targetDisc as string
var staTotal as number
staTotal = 0
targetDisc = "SolarWind"
call PWinDSta
staTotal += IsInStance
targetDisc = "TmpGale"
call PWinDSta
staTotal += IsInStance
doneif (staTotal < 1)
~ Add to-hit and damage bonus to firearms. If a firearm is equipped, add to CMB as well.
var eqGuns as number
eqGuns = 0
foreach pick in hero from BaseWep where "wCategory.Firearm"
#applybonus[BonComp,eachpick,field[abValue].value]
eqGuns += eachpick.tagcount[Hero.MainHand]
nexteach
if (eqGuns > 0) then
#applybonus[BonComp,hero.childfound[ManeuvBon],field[abValue].value]
endif]]></eval>
</thing>
<thing id="cPW1GunGam" name="Gunpowder Gambits" description="At 6th level, the desperado's combination of dynamic verve and strange good fortune embody the concept that sometimes, it's better to be lucky than good. Once per day, you may spend a point of grit to reroll a gambit attempt and take the higher of two results. You may do this twice per day at 12th level, and three times per day at 18th level. This replaces the dual boost class feature." compset="ClSpecial" summary="Spend grit to reroll a gambit attempt">
<tag group="User" tag="Tracker"/>
<tag group="Usage" tag="Day"/>
<tag group="ProductId" tag="HLCommunit"/>
<tag group="AbilType" tag="Extra"/>