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Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion Subscriber. 47 posts (69 including aliases). No reviews. No lists. No wishlists. 2 aliases.



This one has been a long time coming, my friends. It is the first class conversion that I began working on once I discovered Pathfinder, and it owes much to your suggestions, comments, and critiques. The original thread with all of the various design stages can be found here: warlock.

I would like to thank the following for their advice in converting the Warlock to Pathfinder; they all provided some insight or suggested a change that I later incorporated. They are, in no particular order SmiloDan, Deiros, Set, Aelryinth, Kyrt-ryder, Mergy, Lomar Sildrake, TheLichthatLies, and Drogan Tome.

If you have any questions or comments about the class, feel free to post them. Links to all of my other conversions are on my profile page. Thank you, and I hope you enjoy my own humble attempt at brining the Warlock into Pathfinder.

The Pathfinder Warlock: The Final Conversion

Born with eldritch power coursing through their veins, Warlocks are a breed apart from more traditional wielders of arcane magic. They see things that no child should notice, and they know things that none of such an age should be aware of. From their childhood years onward, Warlocks are isolated, as their neighbors begin to sense the strange power within him. Eventually, all fledging Warlocks grow angry, and manifest their first eldritch blast, often with tragic consequences. For those who are not simply killed by frightened peasants or do not go mad over the results of their actions, it is the first step on a perilous career to harness the raw energy exuding from within them. Those few discover that they do not wield magic, they are magic: a living, breathing avatar of eldritch energy.
No one knows the source of a Warlock's powers, not sages, not mystics, not even the Warlock himself. Unlike a sorcerer who is born to a blood-heritage that influences his magic, many fledgling Warlocks have no history of such influences in their family tree. Nor does race seem to matter to the power that gifts a Warlock with their abilities. Every race has seen some of its children born with this precarious gift.
Because of the toll inflicted on a Warlock by the constant rejection and hostility that he faces, most are neutral in alignment--at best. A significant minority are completely evil in outlook, seeking to do unto others as they have done unto him. Although rare, good Warlocks do exist, seeking to harness the eldritch powers within them for a purpose and cause higher than one’s own self. Sadly, even these few are shunned by those who become aware of what they are, for the stories of evil wrought by more malevolent Warlocks are the common fare of bards and commoners.
To be a Warlock is to be alone, a being never fully trusted by anyone who fears what unknown forces might well be granting these perilous powers to a mere mortal.

Role: Warlocks, while no true substitute for a sorcerer or wizard, are an excellent supplement to them. While their spells lack those which cause damage, for that purpose the class possesses eldritch blast, and there are many battlefield control and utility spells on their list. They also gain more skills than more traditional arcane casters, and their proficiency with arms and armor (and higher hit points) serves them well in melee. The versatility of effects that a warlock can bring to a party ensures that this class will always find a place and an opportunity to shine.

Alignment: Any

Hit Die: d8

Base Attack Bonus: Medium

Good Saving Throws: Will

Class Skills: Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Knowledge (The Planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Weapon and Armor Proficiencies: The warlock is proficient with all simple weapons. He is proficient with light armor, but not with medium or heavy armor, or with shields of any type. The warlock can cast warlock spells (but not arcane spells gained from other classes) in light armor without incurring the normal chance of arcane spell failure. While wearing medium or heavy armor or when using a shield, a warlock suffers the normal chance of spell failure.

CLASS FEATURES

Eldritch Blast (Su): A warlock gains a supernatural ability known as the eldritch blast; this ability allow the warlock to focus his eldritch arcane energy into a damaging blast of dark energies able to wound, or even kill, his opponents. As a standard action a warlock can make a ranged touch attack against an opponent within 60 feet, dealing 1d8 points of damage (the damage results from pure arcane energy and does not possess an energy type, therefore energy resistances and immunities offer no protection). The target of the eldritch blast receives no saving throw. Although the eldritch blast itself does not provoke an attack of opportunity, it should be noted that all ranged touch attacks in Pathfinder do provoke an attack of opportunity when the to-hit roll is made.
At 2nd level, and every two warlock levels gained thereafter, the damage inflicted by an eldritch blast increases by 1d8 to a maximum of 11d8 at 20th level.
An eldritch blast is not subject to spell resistance.
An eldritch blast deals half damage to objects.
For the purposes of the spells globe of invulnerability, lesser globe of invulnerability, and similar powers and effects, a 1st level warlock’s eldritch blast has an effective spell level equal to a 1st-level spell. At each odd-numbered warlock level gained thereafter, the eldritch blast strength increases by one level, to an effective spell of 9th-level at warlock level 17.

Invocations (Su): Warlocks learn a number of magic tricks, called invocations, which he can apply to his eldritch blast. At 1st level, a warlock gains one of the following minor invocations of his choice. He gains an additional invocation at 2nd level and for every 2 levels attained after 2nd level. A warlock cannot select an individual invocation more than once.
Unless otherwise noted, invocations are part of the same standard action a warlock uses to unleash his eldritch blast. The save (if any) to resist an invocation is equal to 10 + ½ the warlock’s level + the warlock’s Charisma modifier.
A warlock can apply only one invocation to any given eldritch blast.

Minor Invocations (Su):

Beshadowed Blast (Su): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become blinded for 2 rounds. On a successful save, the target is instead dazzled for 1 round. A warlock must be at least 6th level to select this invocation.

Boreal Blast (Su): The warlock alters his eldritch blast to inflict cold damage. The damage on his eldritch blast increases by +1d8; this extra damage applies only to the boreal blast.

Eldritch Spear (Su): The warlock can use his eldritch blast at medium range (100 ft. + 10 ft./level) instead of the standard 60-foot range.

Exsanguinating Blast (Su): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or suffer 1d6 points of bleed damage. On a successful save, the target is instead suffers 1 point of bleed damage. Regardless, the DC for a heal check to staunch the bleeding is equal to that of the invocation; a cure wounds spell of any level automatically staunches this effect. A warlock must be at least 4th level to select this invocation.

Frightful Blast (Su): The target of the eldritch blast suffers normal damage and must make a Will saving throw or become shaken for 2 rounds. On a successful save, the target not affected. This is a mind-affecting, fear affect.

Hideous Blow (Su): The warlock infuses his melee weapon with the power of his eldritch blast. This invocation may be used as a standard action, and imbues one melee weapon which the warlock is currently wielding with the energy of his eldritch blast. As part of the invocation, the warlock may make a single melee attack roll with his weapon, gaining a bonus on the attack roll equal to the warlock’s Charisma modifier (if any). If the attack successful hits the warlock deals normal weapon damage plus the full damage of his eldritch blast. A successful critical hit (using the weapons critical threat range) multiplies the damage for both the weapon and the eldritch blast, with the damage for each figured separately and then added together if the critical multipliers are different. Since hideous blow is not a ranged touch attack, this is the only eldritch blast invocation that does not provoke an attack of opportunity. A warlock must be at least 6th level to select this invocation.

Hindering Blast (Su): The target of the eldritch blast suffers normal damage and must make a Will saving throw or become slowed for 2 rounds. On a successful save, the target is not affected.

Inferno Blast (Su): The warlock alters his eldritch blast to inflict fire damage. The damage on his eldritch blast increases by +1d8; this extra damage applies only to the inferno blast.

Maelstrom Blast (Su): The warlock alters his eldritch blast to inflict electricity damage. The damage on his eldritch blast increases by +1d8; this extra damage applies only to the maelstrom blast.

Sickening Blast (Su): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become sickened for 2 rounds. On a successful save, the target is not affected.

Spells: A warlock casts arcane spells drawn from the warlock spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a warlock must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warlock’s spell is 10 + the spell level + the warlock’s Charisma modifier.
Like other spellcasters, a warlock can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as that of the Bard class. In addition, he receives bonus spells per day if he has a high Charisma score.
The warlock’s selection of spells is extremely limited. A warlock begins play know four 0-level spells and two 1st-level spells of the warlock’s choice. At each new warlock level, he gains one or more new spells, as per the Bard spells known table. (Unlike spells per day, the number of spells a warlock knows is not affected by his Charisma score.)
Upon reaching 5th level, and at every third warlock level after that (8th, 11th, and so on), a warlock can choose to learn a new spell in place of one he already knows. In effect, the warlock “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level warlock spell the warlock can cast. A warlock may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A warlock need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Cantrips (Su): Warlocks learn a number of cantrips, or 0-level spells, as noted under Spells Known (see above). These spells are cast like any other spell, but they do not consume any slots and may be used again.

Damage Reduction (Ex): At 3rd level, the warlock’s exposure to eldritch arcane energies begins to strengthen his body, providing protection from many attacks. He gains DR 2/cold iron. This increases by 1 at 5th level and every two levels gained thereafter, to a maximum of DR/10 cold iron at 19th level.

Energy Resistance (Ex): At 5th level, the warlock gains resistance 10 to two of the following energy types: acid, cold, electricity, and fire. The warlock chooses which types of energy he becomes resistant to. At 11th level, both of these resistances increase to 20. At 17th level, the warlock’s energy resistances once again increase, this time to 30.

Eldritch Hands (Sp): Starting at 6th level, a warlock can use telekinesis, as per the spell except as stated below, as a standard action once each round. The warlock is limited to a maximum weight of 10 lbs per warlock level, and the maximum number of objects he is able to simultaneously manipulate with the violent thrust aspect ability is equal to one-half his warlock class level, rounded down (to a maximum of 10). The warlock may only this ability at medium range (100 ft. + 10 ft./level) instead of the long range listed for the spell.

Eldritch Resilience (Su): At 7th level, the warlock can use his eldritch energy to reknit his tissues, sinews, and bones. The warlock can use a swift action to grant himself fast healing 1 for 20 rounds. At 10th level, and every three levels gained thereafter, the fast healing granted by eldritch resilience increases by 1 to a maximum of fast healing 5 at 18th level. The warlock can use this ability twice per day at 13th level and three times per day at 19th level.

Eldritch Aura (Su): At 8th level, a warlock’s eldritch power grows strong enough that he unconsciously releases damaging attacks on those who harm him. Any melee attack that damages the warlock for at least 1 point of lethal damage causes a backlash in eldritch energy. This backlash deals 1d8 points of damage to the attacker. This damage results from pure arcane energy and does not possess an energy type, therefore energy resistances, energy immunities, and damage reduction of any type offer no protection against it. It always deals lethal damage and is not under the conscious control of the warlock. Any melee attack that inflicts lethal damage to the warlock provokes the use of this ability.
At 12th level, and every four levels gained thereafter as a warlock, the damage inflicts by the warlock’s eldritch aura increases by 1d8, to a maximum of 4d8 at 20th level.

Eldritch Knowledge (Su): At 9th level, the warlock gains a 1st-level arcane spell of his choice that he may add to his list of spells known. He may select from any 1st-level bard, magus, sorcerer/wizard, or witch spell to add to his spells known as a warlock spell of the appropriate level. At 11th level, and every two levels gained thereafter, the warlock gains knowledge of another arcane spell, each time of a progressively higher level (2nd-level spell at 11th level, 3rd-level spell at 13th-level, etc.). At 19th level, when the warlock gains this ability, he may select a single 7th-level sorcerer/wizard or witch spell and add it to the list of his spells known as a 6th-level warlock spell.

Major Invocations (Su): Starting at 10th level, and every two levels thereafter, a warlock can choose one of the following major invocations whenever he could select a new invocation.

Bewitching Blast (Su): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become confused for 2 rounds. On a successful save, the target is dazed for 1 round.

Eldritch Bolt (Su): The warlock invokes his eldritch blast in a 120-foot line that is 5-feet wide and affects all creatures within the area. No attack roll is needed for this invocation, but all targets in the area of effect are allowed a Reflex save for one-half damage.

Eldritch Cone (Su): The warlock invokes his eldritch blast in a 60-foot cone that affects all creatures within the area. No attack roll is needed for this invocation, but all targets in the area of effect are allowed a Reflex save for one-half damage.

Entropic Blast (Su): This invocation can only be used against objects weighing no more than 10 pounds per warlock level. The object takes full damage (not half) from the eldritch blast, and has its hardness reduced by one-half. This is an instantaneous effect. Any single object can only have its hardness reduced once by this invocation. Magical or attended objects are allowed a Will save to negate the hardness reduction and reduce the damage to one-half the amount rolled; non-magical unattended objects do not receive a saving throw and suffer the listed effects of this invocation.

Fatiguing Blast (Su): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become fatigued. On a successful save, the target is not affected. This invocation does not stack with itself. If a creature fails it’s save against this invocation twice, he remains fatigued and does not become exhausted.

Noxious Blast (Su): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become nauseated for 2 rounds. On a successful save, the target is sickened for 1 round.

Repelling Blast (Su): The target of the eldritch blast suffers normal damage and must make a Will saving throw or be moved 5 feet in a direction directly away from the warlock for every 5 points of damage he suffers. If the target strikes an immobile, solid object (such as wall) while still having movement remaining, he suffers an additional 1d6 points of bludgeoning damage for every 5 feet of movement remaining. While moving in such a fashion, the target provokes attacks of opportunity. A successful save negates the repelling effect.

Thundering Blast (Su): The warlock alters his eldritch blast to inflict sonic damage. Unlike other invocations that alter the energy of his eldritch blast no additional damage dice are gained.

Vitriolic Blast (Su): The warlock alters his eldritch blast to inflict acid damage. The damage on his eldritch blast increases by +2d8; this extra damage applies only to the vitriolic blast.

Weakening Bolt (Su): Any creature damaged by the warlock’s eldritch bolt must make a Will save or take 2 points of Strength damage. On a successful save, the target only takes 1 point of Strength damage.

Empower Invocation (Su): At 11th level, a warlock may empower (as per the feat Empower Spell) his eldritch blast or any invocation that he knows. He may use this ability once per day. At 13th level, and every two warlock levels gained thereafter, a warlock gains one daily use of this ability, to a maximum of five times per day at 19th level.

Greater Invocation (Su): Starting at 18th level, and every two levels thereafter, a warlock can choose of one of the following greater invocations whenever he could select a new invocation.

Banishing Blast (Su): The target of the eldritch blast suffers normal damage. If the target is an outsider or a creature otherwise summoned or called through a spell-effect (such as a creature summoned by any summon monster or summon nature’s ally spell) it must make a Will saving throw or suffer the effects of dismissal (as per the spell) if the target is an outsider. If the target has merely been summoned via a spell but is not an outsider, this invocation ends that spell for the targeted creature if the creature fails to make his Will saving throw, immediately sending it back to where it was summoned from.

Eldritch Doom (Su): The warlock invokes his eldritch blast in a 20-foot radius spread with a range of 60-feet that affects all creatures within the area. No attack roll is needed for this invocation, but all targets in the area of effect are allowed a Reflex save for one-half damage.

Exhausting Blast (Su): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become exhausted. On a successful save, the target is fatigued instead. This invocation does not stack with itself. If a creature successfully saves against this invocation twice, he remains fatigued and does not become exhausted.

Horrific Blast (Su): The target of the eldritch blast suffers normal damage and must make a Will saving throw or be stunned for 2 rounds. On a successful save, the target is staggered for 1 round.

Mirror Blast (Su): The warlock can select two targets within range of his eldritch blast, so long as both targets are within 30 feet of each other. He makes a melee touch attack against both targets, and each suffers the full damage from his eldritch blast if his attack rolls are successful.

Utterdark Blast (Su): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or gain 2 negative levels. On a successful save, the target does not gain any negative levels. Undead creatures suffer no damage and gain no benefit from this invocation.

Warlock Supreme (Su): At 20th level, the warlock undergoes an eldritch apotheosis that is the culmination of all that he has strived to achieve. His two energy resistances improve to immunities and he gains resistance 10 against the two energy types he did not select. Five times per day, but no more than once per round, he may use his eldritch blast, and any applied invocations, as a swift action instead of a standard action. His damage reduction increases to DR 10/cold iron and magic. The warlock can also select one 8th-level sorcerer/wizard or witch spell of his choice and add it to his spells known as a 6th-level warlock spell.

Warlock Spell List

0-level Spells: Arcane Mark, Bleed, Dancing Lights, Detect Magic, Detect Poison, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Resistance

1st-level Spells: Cause Fear, Charm Person, Chill Touch, Comprehend Languages, Disguise Self, Endure Elements, Expeditious Retreat, Feather Fall, Hold Portal, Jump, Magic Aura, Obscuring Mist, Ray of Enfeeblement, Sleep, Unseen Servant, Ventriloquism

2nd-level Spells: Arcane Lock, Bear’s Endurance, Blindness/Deafness, Bull’s Strength, Cat’s Grace, Darkvision, Darkness, Fog Cloud, Invisibility, Scare, See Invisibility, Shatter, Spider Climb, Summon Swarm, Web

3rd-level Spells: Deep Slumber, Dispel Magic, Fly, Gaseous Form, Greater Magic Weapon, Major Image, Nondetection, Phantom Steed, Sleet Storm, Slow, Stinking Cloud, Suggestion, Tongues, Vampiric Touch

4th-level Spells: Animate Dead, Bestow Curse, Black Tentacles, Charm Monster, Confusion, Crushing Despair, Dimension Door, Enervation, Fear, Greater Invisibility, Hallucinatory Terrain, Phantasmal Killer, Shadow Conjuration, Solid Fog

5th-level Spells: Baleful Polymorph, Blight, Cloudkill, Dominate Person, Dream, Feeblemind, Mind Fog, Mirage Arcana, Nightmare, Overland Flight, Passwall, Shadow Evocation, Teleport, Waves of Fatigue

6th-level Spells: Acid Fog, Circle of Death, Contingency, Eyebite, Flesh to Stone, Geas/Quest, Greater Dispel Magic, Mass Suggestion, Mislead, Shadow Walk, True Seeing

Warlocks and Meta- Feats: Warlocks are not eligible for feats such as Empower Spell-Like Ability or Quicken Spell-Like Ability. The eldritch blast and various invocations are classified as supernatural abilities, and there is sufficient difference between the two that the warlock is unable to use these monster feats. In much the same fashion, a warlock cannot apply a metamagic feat to his eldritch blast or to his various invocations (although he can apply such feats to his spells as normal).

Warlocks and Ability Focus: Warlocks may take the feat Ability Focus, applied a single invocation of his choice. A warlock can select this feat multiple times. Each time, it applies to a different invocation. The feat must be taken for a specific invocation that requires a saving throw and does not apply to any other invocation that the warlock knows or invokes.

(Pathfinder Adventure Path, Modules, Battles Case Subscriber)

Here is a list of things that I think would be great to add wherever you see fit, these could be digital or printed:
-Poster maps
-Player handouts
-"you see this" pictures
-extra monsters (like a mini bestiary, they don't have to be in the book)
-extra encounters
-modules
-more maps (like the one that is in Black Monastery)
-battlemats/flip mats of key areas (don't need to be laminated)
-paper minis of iconic bosses or NPC's
-A thank you letter to the fans (signed or not, we don't want to give you Carpal Tunnel Syndrome)
-a short story that takes place in Rappan Athuk
-a story of a memorable encounter that one of you ran in Rappan Athuk

When you say that you cannot "get it done anywhere near in time for delivery," it made me think of Rich Burlew's Order of the Stick Reprint Kickstarter. All of the rewards for that were delayed (I still haven't received mine yet), but people still pledged and he is working on getting them done.

I am okay with delayed rewards. Digital rewards are easiest in this regard because we don't have to wait for them to be shipped. The book ships out on time, and I get an email later that my reward is ready for download.

I, for one, would not mind even if my book shipped out late (even months late) to wait for a printed reward (like a "you see this" book) to come in. Part of this is due to the fact that I will have Slumbering Tsar to keep me occupied with Froggy Evilness for quite some time.

I also acknowledge that delayed rewards likely means more bookeeping for you, the publisher. That may be more work than you want to do, especially on top of all the day to day work of running a publishing company. That's your call, and I respect whatever you decide. I just want to let you know that if you want to produce more FGG awesomeness and I have delay my gratification to get it, then I will wait patiently. I have full trust that you will not let us down.

-Aaron


Brian Darnell wrote:
What is Paizo's mission statement?

I always thought that it was:

"To crush your enemies, see them driven before you, and to hear the lamentation of their women."

-Lisa


Perhaps in this case OGL is just an abbreviation for ogle, which is what everyone is doing who received a copy.

Paizo Employee (Creative Director)

7 people marked this as FAQ candidate. Staff response: no reply required. 1 person marked this as a favorite.

They do not automatically gain proficiency wiht all martial weapons; as 0 HD outsiders, their weapon proficiencies are determined solely by their class levels. This works the same as 0 HD humanoids, or with 0 HD creatures of ANY monster type (so far, there's only 0 HD humanoids and outsiders, but that could change some day).

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

As there's been some interest in the Excel file I use for a character sheet, I wanted to start a single thread for discussing issues, requests, etc. I'm starting from the baseline version listed below:

Pathfinder RPG Character Sheet v.0.5

I have several goals for this character sheet that drive my development efforts:

  • File Size - I don't want a huge file that is a bear to email and/or performs slowly.
  • Customization - I use house rules all the time, sometimes changing mid-game if a new concept looks good. I want a Core rules baseline, but also flexibility to change things as needed without too much work.
  • Print Friendly - The end result must produce a functional, easy-on-the-eye sheet.
  • Electronic Friendly - I want automation that will allow me to apply temporary ability changes, status effects, etc. as I use the sheets live in-game.
  • Legal - All material must be covered under the Open Game License as Open Game Content and/or be covered by the Paizo Community Use Policy.
  • I'm sure there's more, but it's late and I've got to be at work in less than 8 hours...

This version of the sheet complies with the above fairly well (and the Legal bit perfectly, to the best of my knowledge). It is currently built such that the character generation happens as you fill out the sheet, i.e. when you select a Race, then the Size modifier, save bonuses, etc. appear.

The Class and Feat areas are not very automated--for classes only the BAB, hp, saves, and skill points are covered and there is no Feat automation at this time. These two areas are my primary focus for the next major upgrade (for the curious, Spells and Equipment are my targets after that).

Each tab is Locked, but not password protected. This is so you don't have to worry about accidentally erasing a formula, but can Unlock the tab if you want to change things around. Some fields have formulas but are not locked--these are generally ones where I expect a manual override may be necessary.

The Front and Back tabs are the main sheets, with the Character Info tab thrown in for extra space needs (no automation on it at all). Thanks to GamerGirrl I also have a Spells tab that has some automation.

The Table tab contains the "guts" of the sheet that drive a lot of the automation. You'll see some grey fields on that tab that allow you to add custom races, classes, and skills. You can of course unlock the tab and add all you want, but these fields make it easy to do so without breaking anything.

The Feats tab contains every OGC feat from the Pathfinder RPG and all Pathfinder material. It's got an autofilter that you can use to browse feats, even if you don't want to use the sheet. Note that chunks are missing right now--I need Summary benefits for the non-Core feats and full Benefits for the Core feats, for instance. This tabe will be the source for my Feat automation.

The Traits tab is like Feats...but with traits.

Alternate Class Features is just that--the alternative rules offered up in the Pathfinder Chronicles Campaign Setting. No automation as yet, but I'll integrate this into the Class automation.

Community Use Material is the tab for Golarion and Pathfinder IP material that is not actually OGC, but used under the Community Use Policy. Right now, it's just languages. I see future use here for things like nation and deity names, etc. I don't plan on building out a lot beyond that, but wanted a separate section for this type of material. Note that some IP is also found on the Feats and Traits tabs, as they might, for instance, use the name Andoran or refer to the god Irori.

Okay, that's the basics. Questions, comments, and criticism welcome (as is help for anyone interested in data entry, feat summarization, etc.).

Thanks, and most of all, good gaming!



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