# WotR. Датамайн 2.1.5r (Редизайн, новые абилки/шмотки)
## Новые предметы
*Вероятно, что-то из нижеперечисленного будет только в dlc5.*
- **[draft] Sun Gleam Cuirass**
*[draft] crafted by gnome blacksmith, Fizzle Brightspark. Fizzle believed that a clean and shiny armor increased a warrior's luck, asserting that the "gods loved a shiny target". Thus, he crafted the Sun Gleam Cuirass from an alloy of steel and sunsilver, imbuing it with an alchemical solution to keep it perpetually clean and gleaming.
The armor has been through numerous battles, always maintaining its luster. Its immaculate surface seems to repel grime and blood, a feature appreciated by many adventurers. While not the most potent artifact, it stands as a symbol of immaculate presentation and pride. Whether you believe in Fizzle's philosophy or not, this self-cleaning armor certainly makes a bold statement.*
[draft] this +1 breastplate is unusualy clean and shiny
- **(draft) Belt of Lesser Shadowform**
(draft) This belt grants its wearer a +2 enhancement bonus to Dexterity. Bonuses of the same type usually don't stack.
Furthermore, as a swift action, its wearer can become incorporeal. While incorporeal, he takes no damage from non-magic weapons, and takes only half damage from any source which deals neither ghost, holy, divine, or force damage. The wearer can remain incorporeal for up to 5 rounds per day. The rounds need not be consecutive.
- **(draft) Dark Life Ring**
(draft) A dark life ring grants its wearer a +2 profane bonus on Will saving throws against channeled negative energy and inflict spells (any spell with "inflict" in its name). In addition, ring grants the wearer resistance to negative energy 5.
- **(draft) Sunless Shield**
(draft) Whenever the wearer takes fire damage, the shield accumulates one energy charge. When the fifth charge accumulates, the shield casts a scorching ray, firing one ray at the creature that is the source of fire damage, as a level 10 caster.
(draft) This +2 spiked heavy shield grants its wearer fire resistance 10. Whenever the wearer takes fire damage, the shield accumulates one energy charge. When the fifth charge accumulates, the shield casts a scorching ray, firing one ray at the creature that is the source of fire damage, as a level 10 caster.
- **(draft) Sunless Shield — accumulated charges**
- **[Draft] Pearl of Power**
[Draft] This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards).
[Draft] Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).
- *[Draft] Pearl of Power (1st level)*
- *[Draft] Pearl of Power (1st level, two spells)*
- *[Draft] Pearl of Power (2nd level)*
- *[Draft] Pearl of Power (2nd level, two spells)*
- *[Draft] Pearl of Power (3rd level)*
- *[Draft] Pearl of Power (3rd level, two spells)*
- *[Draft] Pearl of Power (4th level)*
- *[Draft] Pearl of Power (4th level, two spells)*
- *[Draft] Pearl of Power (5th level)*
- *[Draft] Pearl of Power (5th level, two spells)*
- *[Draft] Pearl of Power (6th level)*
- *[Draft] Pearl of Power (6th level, two spells)*
- *[Draft] Pearl of Power (7th level)*
- *[Draft] Pearl of Power (8th level)*
- *[Draft] Pearl of Power (9th level)*
- **Quiver of Druchite Ammunition**
The owner of this quiver can use it to shoot 50 units of druchite ammunition. Druchite ammunition grant their owner a 50% chance that the enemy will not notice the attack, as if the attacker were invisible.
- **(draft) Aszite**
(draft) The navy-blue ore known as aszite absorbs any light around itself. The wearer of aszite-veined armor gains a +5 circumstance bonus on Stealth checks. If the wearer uses a **Druсhite weapon**, the usual chance of an unnoticed attack with it, as if the attacker were invisible, increases to 20%.
- **(draft) Absolute Darkness**
(draft) Whenever the wearer of this +2 aszite full plate receives a critical hit, he gain partial concealment for 1 round.
- **(draft) Dazzled Dagger**
(draft) When this +2 bleed druchite dagger lands a hit on an enemy, the target becomes dazzled for 1 round.
- **(draft) Midnight Flail**
(draft) This +3 vicious druchite flail deals additional 1d6 unholy damage against enemies whose current number of HP is lower than the wielder's.
- **(draft) Ring of Shadow Stealing**
(draft) Whenever the wearer of this ring kill an enemy, there is a 10% chance that it steal enemy's shadow and use it to summon a CR9 Ravenous Greater Shadow to fight alongside the wearer for 5 rounds. When the shadow is stolen, this ability cannot be triggered for one minute.
- **[Draft] Wand of Hangover**
[Draft] This wand, created by one great, but very fond of the magician, greatly facilitates life after intemperate drunkenness. Once per day, he rids the creature of the following conditions: powerlessness, disease, disorientation, confusion, poisoning, confusion, blindness, stupor, nausea, stat damage, fatigue and shock. In addition, a pint of good ale appears in the user's stomach, giving them a +2 morale bonus on saving throws against fear for 1 hour.
- **[Draft] Pint of ale in the stomach**
[Draft] A pint of good ale splashes in this lucky belly, giving him a +2 morale bonus on saving throws against fear.
- **(draft) Dirgesinger's Choir**
*(draft) Equal parts grisly and lovely, this unusual harp-like musical instrument is crafted from a corpse, with a bone frame, skin stretched around the soundbox for percussion, and strings of twisted hair.*
(draft) When the bard or skald using Dirgesinger's Choir and perform the Dirge of Doom, this performance has an additional effect. To be affected, an enemy must be able to hear the performance and be within 30 feet. Every round each enemy within range receives a Will save (DC 10 + 1/2 the carrier's level + the carrier's spellcasting ability modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the living target takes 1d6 points of negative damage, and the undead target is staggered for 1 round.
- **[Draft] Candle of the Playful Succubus**
[Draft] Once per day, the owner of this candle can summon a succubus to their side, making a Fortitude saving throw as if they were drained by the succubus' energy.
- **(draft) Void Shard**
*(draft) This shard seems to absorb the light around it, demonstrating the annihilatory power of the Negative Energy Plane.*
(draft) Using a void shard adds +2 to the DC for all saving throws against spells from the Necromancy school the user casts for 1 round.
- **[draft] Carroks Thorn**
[draft] This thorn acts as a +3 desctructive speed dagger. Its base damage is 3d4. If used by rogue, slayer with at least 7 levels or assassin on natural 20 it drains energy (no saving throw).
- **[draft] Carroks Might**
[draft] This +4 ring of protection also grants its wearer ability to call lightning like a druid of 15 CL. In addition it grants it user 25% fortification.
- **[draft] Amulet of Alchemic Knowledge**
[draft] This amulet grants its user +4 alchemic bonus to saving throws vs poision. In addition it increases bombs count you can throw per day by 3, while also granting additional +2 alchemic bonus to INT.
- **[draft] Potion of Humanity**
[draft] This alchemic potion when used grants +1 Inherent bonus to STR, DEX, CON, INT, WIS, CHA.
- **[draft] Sarkoris Dirge**
[draft] This +2 Keen Heavy Mace is sarcorian made and used by protectors of nature in past. It deal additional 2d8 sacred damage vs undead. In addition it increases its user STR by 2 (enchantment bonus).
- **[draft] Blade of the Dawnflower**
*The "Blade of the Dawnflower" — a title bestowed upon the weapon by those who have felt its radiant power, hails from the great desert kingdoms where Sarenrae, the Dawnflower, is fervently worshipped.
It is said to be the work of a devout smith named Iskafi, who lived in the city of Qadira, an area steeped in the worship of the Dawnflower. Iskafi was renowned for his skill, but his life's ambition was not merely to create, but to manifest the will of Sarenrae in steel and fire. The Dawnflower had appeared to him in dreams, guiding him in the crafting of a weapon that would be more than metal—a symbol of her radiant power and relentless pursuit of good.
Working tirelessly under the desert sun, Iskafi spent years toiling in his forge, praying, and making offerings to Sarenrae as he worked. He used a unique alloy of sunforged steel, said to have been smelted under the rays of the midday sun and quenched in blessed water from the sacred oasis of Sarenrae. He worked the metal by the light of dawn, believing that the first light of the day was a blessing from the Dawnflower herself.
As the final touch, a high priest of Sarenrae enchanted the blade, imbuing it with a fragment of the Dawnflower's divine energy. The completed greatsword radiated warmth and a comforting golden light. Its blade was named the Blade of the Dawnflower, and it was as much a symbol of Sarenrae's glory as it was a weapon.
Over the centuries, the Blade of the Dawnflower has been wielded by devout warriors, paladins, and heroes in the service of good and light, used to thwart darkness, vanquish the undead, and dispel evil. The Blade is said to recognize the purity of its wielder's intent and shines brightest in the hands of those who fight in Sarenrae's name. Legends say it has turned the tide of countless battles and even halted the advance of armies of darkness.
Even now, the Blade of the Dawnflower is said to answer the call of a worthy hero—one who is ready to carry the Dawnflower's light into the darkest places and challenge the forces that threaten to overshadow the world. The Blade remains a beacon of hope and a testament to Sarenrae's endless compassion and pursuit of redemption and righteousness.*
[draft] This radiant greatsword is light in hand but mighty in impact. It functions as a +2 flaming undead bane greatsword its critical hits is automatically confirmed when used vs undead.
- **(draft) Tangible Shadow**
*(draft) This twisted and gnarled black oak staff draws upon the formless magic of the Shadow Plane.*
(draft) This +1 quarterstaff grants the wielder an ability to cast shadow evocation spell 3 times per day as 9th level wizard.
In addition, the staff increase the shadowy substance used to form shadow conjuration and shadow evocation spells, making it are 10% more real.
- **(draft) Tangible Shadow — shadow reality increase**
(draft) By expending charge of Tangible Shadow, you can increase the shadowy substance used to form shadow evocation spell by +10% for 1 round.
- **Сокрушительная тяжесть / Crushing Burden**
Всякий раз, когда держащий этот злобный гномий чекан +5 наносит 3 последовательных удара по одному и тому же врагу, этот враг должен совершить успешный спасбросок стойкости (сложность 28), иначе он окажется утомлен. Всякий раз, когда держащий наносит 3 последовательных удара по утомленному врагу, этот враг должен совершить успешный спасбросок стойкости (сложность 31), иначе он станет обессилен.
/
Whenever the wielder of this +5 vicious gnome hooked hammer lands 3 consecutive hits on the same enemy, the enemy must pass a Fortitude saving throw DC 28) or become fatigued. Whenever the wielder lands 3 consecutive hits on a fatigued enemy, that enemy must pass a Fortitude saving throw (DC 31) or become exhausted.
- **[Draft] Explosive Enthusiasm**
[Draft] Whenever this +1 flaming greatsword scores a critical hit, it explodes in a fireball centered on the wearer's opponent. All creatures within the 20-foot radius of the fireball's spread, including the sword's wielder and his allies, take 6d6 fire damage if they are within range (DC 21 Reflexes halves the damage).
- **[Draft] Frosty Wail**
[draft] When This +2 Frost light crossbow confirms a critical hit against an enemy — the target must make CON 19 saving throw or be slowed by 1d6+1 rounds. On sucussful saving throw the target is merely slowed by 1 round.
### Новое свойство предметов
- **(draft) Druchite**
(draft) The black-and-violet ore known as druchite is so dark that creatures can have extreme difficulty perceiving it. Druchite-veined melee weapons grant their wielder a 10% chance that the enemy will not notice the attack, as if the attacker were invisible.
## Старые архетипы (редизайн)
### Ассасин (престиж-класс) <Прототип — [Assassin](https://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/assassin)>
- **[Draft] Alter Ego**
[Draft] Assassin can create copies of himself to distract the enemy. As long as at least one copy is present on the battlefield, all creatures attacked by the assassin take damage from the sneak attack. Otherwise, this ability works like a mirror image. An assassin can create one copy and one at a time for every three levels of assassin, counting from the 3rd, up to a maximum of 3 at 9th level, 1+Intelligence modifier per day.
- **[Draft] Cold Minded**
[Draft] Assasin is a soulless mechanism designed to kill without feelings or emotions. You gain a +2 bonus on saving throws against mind-affecting, compulsion, fear and emotion effects. At 5th level and 8th level, this bonus increases by 1 to +4.
- **[Draft] Mark Of Death**
[Draft] You study your target before delivering the killing blow. This is a standart action that requires you to successfully check the appropriate Knowledge check appropriate to the creature's type. If successful, you mark the creature with your mark. As long as the creature is marked with your mark, your attacks against it ignore its DR and resistances. You can only have one marked target at a time.
- **[Draft] Quick Death**
[Draft] At 7th level, an assassin becomes able use Mark Of Death as a swift action.
- **[Draft] Assassinate Target**
[Draft] As a full-round action, you can special hit the target with your Mark of Death. You aim target that doesn't know about the assassin, at the weakest point , making a successful attack very difficult (the assassin suffers a -2 penalty to this attack). If it hits, the creature immediately makes a Fortitude saving throw with a DC 10 + assassin level + Int modifier. On a failed save, the target dies immediately. If the target succeeds, the assassin's attack damage is treated as a critical hit (the assassin still has to confirm the critical hit). The target also realizes that he was on the verge of death and gains the Shaken condition for 1d4 rounds. In either case, the target becomes immune to "Assassinate target" for 1 day.
- **[Draft] Master Assassin**
[Draft] You've mastered the art of assassination to the point where you can deliver the killing blow before your target can react. Your "Assassinate Target" ability now use as a standard action. You also add sneak attack damage to all attacks against your "Mark of Death" target, even if you don't have an advantage in numbers or they aren't flat-footed.
- **[Draft] Poison Use — Initial Impact**
- **[Draft] Poison Use — Master of Poisons**
[Draft] At 10th level, an assassin's poison target takes poison damage on a success Fortitude save.
- **[Draft] Public Execution**
Your art of killing shocks those around you, making them feel the fear of imminent death. Whenever an assassin reduces a target to 0 HP or kills it with a ability "Assassinate Target" , she immediately make a Persuasion (intimidate) check to demoralize all foes within 30 feet who can see that kill. If the victim was Mark Of Death, the assassin gains a +2 bonus to this action.
- **Применение яда** (редизайн)
Assassins specialize in poison use. Every day they create special combat poisons, the number of their doses equal to 3 + assassin level, which they can use to envenom their melee weapons. As a move action, an assassin can apply one of the poisons to their melee weapon, and the next successful attack applies it to the target. Save DC of all poisons is 10 + assassin level + Int modifier. If the attack that applied the poison was a sneak attack, the DC is increased by 2.
If the target is someone with the Mark of Death, she must make two saving throws when poisoning and choose the worst result.
At 2st level, an assassin has access to poisons that deal 1d4 stat damage to Strength or Dexterity for 4 rounds.
At 3rd level, the duration of the poisons increases by 1 round.
At 4th level, assassin gains access to poison that deals Constitution damage.
At 5th level, an the number of successful saving throws needed to remove the poison increases to 2.
At 6th level, the duration of the poisons increases by 1 round.
At 7th level, an assassin can apply the poisons as a move or a swift action.
At 8th level, the duration of the poisons increases by 1 round.
At 9th level, the number of successful saving throws needed to remove the poison increases to 3.
At 10th level, an assassin's poison target takes poison damage on a success Fortitude save.
- **Применение яда – Выносливость** (перемещено с 5 уровня на 4)
На 4 уровне ассасин получает доступ к яду, наносящему урон Выносливости.
- **Применение яда – Увеличенное число успешных спасбросков для устранения** (перемещено с 9 уровня на 5)
На 5 уровне число успешных спасбросков, необходимое для устранения действия яда, возрастает до 2.
- **Применение яда – Быстрое действие** (перемещено с 10 уровня на 7)
На 7 уровне ассасин может наносить яды, совершая сопутствующее или быстрое действие.
### Щитоносец (Капеллан) <Прототип — [Shieldbearer](https://www.d20pfsrd.com/classes/hybrid-classes/warpriest/archetypes/paizo-warpriest-archetypes/shieldbearer-warpriest-archetype/)>
- **Sacred Shield**
- **[Draft] Blinding** (новое зачарование щита) <Прототип — [Blinding](https://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-special-abilities/blinding)>
[Draft] A shield with this ability flashes with a brilliant light up to twice per day upon command of the wielder. Except for the wielder, anyone within 20 feet must make a successful DC 14 Reflex save or be blinded for 1d4 rounds.
- **[Draft] Reflecting** (новое зачарование щита) <Прототип — [Reflecting](https://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-special-abilities/reflecting)>
[Draft] This shield is as highly polished as a mirror, and its surface is completely reflective. Once per day, it can be called on to reflect a spell back at its caster exactly like the spell turning spell.
## Новые реактивити
### Благословения божеств
- **[draft] Благословение Зон-Кутона**
[draft] Благословение Зон-Кутона дает вам следующие преимущества.
Вы упиваетесь чувством боли, что делает вам более стойким ко всем ее проявлениям. Вы получаете нечистый бонус +2 спасброскам Воли.
Всякий раз, когда враг подтверждает критический удар по вам, на вашем теле появляется шрам, говорящий о вашем поклонении Зон-Кутону. При этом вы получаете штраф -1 к Выносливости, бонус +1 к естественной броне, а также снижение урона 2/-. Каждый новый шрам увеличивает штраф к Выносливости на 1, бонус к естественной броне — на 1, а значение снижение урона — на 2/-.
Каждый раз, когда ваше здоровье падает ниже половины максимального значения, вы на 2 раунда получаете нечистый бонус +4 к Силе и Ловкости, а также маскировку (вероятность промаха 20%), так как Теневой План старается максимально продлить ваши мучения.
Когда вы оказываетесь под эффектом принуждения, очарования, ошеломления, страха или замешательства, вы получаете урон от своего оружия, и действие эффекта немедленно заканчивается.
Атакуя кистенью, вы получаете нечистый бонус +2 к атаке и урону.
- **Шрамы во имя Зон-Кутона**
Всякий раз, когда враг подтверждает критический удар по вам, на вашем теле появляется шрам, говорящий о вашем поклонении Зон-Кутону. При этом вы получаете штраф -1 к Выносливости, бонус +1 к естественной броне, а также снижение урона 2/-. Каждый новый шрам увеличивает штраф к Выносливости на 1, бонус к естественной броне — на 1, а значение снижение урона — на 2/-.
## Новые домейны
- **[Draft] Undead Subdomain** <Прототип — [Undead Subdomain](https://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo-domains/death-domain/undead/)>
[Draft] You have the power to endow the living with the property of unlife,, and find comfort in the presence of the dead.
- ***Death's Kiss***: You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
- ***Death's Embrace***: At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.
If you are undead, then you instead do not take damage from positive energy.
- ***Domain Spells***: cause fear, ghoul touch, bestow curse, enervation, slay living, circle of death, destruction, horrid wilting, energy drain.
- **Ice Subdomain** <Прототип — [Ice Subdomain](https://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo-domains/water-domain/ice/)>
You focus on managing the snow and ice as a separate element, allowing the frost to flow in your veins.
- ***Icicle***: As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two levels you possess in the class that gave you access to this domain. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
- ***Body of Ice***: At 8th level, you can transmute your body and equipment to ice for a period of time. It takes a standard action to take on the form of ice, and you can end the transmutation with a free action on your turn. When you take on the form of ice, you are immune to cold and have DR 5/—, but you take twice the normal amount of damage from fire. You can take on the form of ice for a number of rounds per day equal to your cleric level. The rounds need not be consecutive. At 16th level, DR increased to 10\-.
- ***Domain Spells***: snowball, acid arrow, stinking cloud, freedom of movement, ice storm, cone of cold, elemental body IV (water), polar ray, icy prison,mass.
## Новые заклинания
- **Ghoul Touch** <Прототип — [Ghoul Touch](https://www.d20pfsrd.com/magic/all-spells/g/ghoul-touch/)>
[Draft] Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.
A paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench. This is a poison effect.
- ***Carrion Stench***: You are paralyzed and exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench. This is a poison effect.
- **Ill Omen** <Прототип — [Ill Omen](https://www.d20pfsrd.com/magic/all-spells/i/ill-omen/)>
You afflict the target with bad luck. On the next d20 roll the target makes, it must roll twice and take the less favorable result. For every five caster levels you have, the target must roll twice on an additional d20 roll (to a maximum of five rolls at 20th level).
- **Implosion** <Прототип — [Implosion](https://www.d20pfsrd.com/magic/all-spells/i/implosion/)>
This spell causes a destructive resonance in a corporeal creature's body. Each round (including the first), you can cause one creature to collapse in on itself, inflicting 10 points of damage per caster level (Fortittude saving throw negates) choosing another target for implosion is move action. You can target a particular creature only once with each casting of the spell. Implosion has no effect on creatures with no material body or on incorporeal creatures.
- **Meteor Swarm** <Прототип — [Meteor Swarm](https://www.d20pfsrd.com/magic/all-spells/m/meteor-swarm/)>
Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, you call for a rain of meteors withing the area, wich deals 8d6 points of blungeoning damage and 24d6 fire damage to every creature within the area. A successful Reflex save halves this damage. Meteor swarm ignores spell resistance.
- **Oracle's Burden** <Прототип — [Oracle’s Burden](https://www.d20pfsrd.com/magic/all-spells/o/oracle-s-burden/)>
You entreat the forces of fate to bestow your oracle's curse upon another creature. The target creature suffers all the hindrances and none of the benefits of your oracle's curse class feature. You still suffer all effects of your oracle's curse.
If you do not have the oracle's curse class feature, this spell has no effect.
- **Repulsion** <Прототип — [Repulsion](https://www.d20pfsrd.com/magic/all-spells/r/repulsion/)>
An invisible, mobile field 40 feet radius surrounds you and prevents creatures from movement. Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move for the duration of the spell or untill it leaves the area. Repelled creatures' actions are not otherwise restricted. They can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. The creature is not forced back. The creature is free to make melee attacks against you if you come within reach.
- **Symbol of Vulnerability** <Прототип — [Symbol of Vulnerability](https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-vulnerability/)>
This rune is activated by any creatures. Once triggered, a symbol of vulnerability remains active for 10 minutes per caster level, it saps the defenses of all creatures within 30 feet. Affected creatures receive a –4 penalty to spell resistance and a –4 penalty on saving throws, and damage reduction (if any) are reduced by 10 each (to a minimum of 0) and any energy resistances are supressed. Once triggered, the symbol remains active for 10 minutes per level. The effects last as long as the creature is within area of effect, and for 1 round per caster level afterward.
- **Symbol of Weakness** <Прототип — [Symbol of Weakness](https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-weakness/)>
This rune is activated by any creatures. Once triggered, a symbol of vulnerability remains active for 10 minutes per caster level, every creature within 30 feet of a symbol of weakness suffers crippling weakness that deals 3d6 points of Strength damage. A creature can only be affected by this symbol once.
- **Fungal Infestation** <Прототип — [Fungal Infestation](https://www.d20pfsrd.com/magic/all-spells/f/fungal-infestation/)>
[Draft] You coat the target in necrotic fungus that makes its flesh soft and fragile. Toadstools, ringworm, and other disgusting fungal growths sprout from its skin. The target takes 1d3 points of Charisma damage. Any physical attack against the target automatically adds 1d6 points of bleed damage. If the target dies while under the effects of the disease, all creatures within 15 feet of the target immediately take 1d8 negative energy damage per 2 caster levels (maximum 10d8) and must make a Fortitude saving throw to avoid being infected by the fungal infestation. It's disease effect.
- **[Draft] Living Plague** <Хоумбрю(?)>
[Draft] The shaman calls upon the nightmarish embodiment of hunger from Abaddon, tearing the fabric of reality and letting in a particle of the otherworldly creature in exchange for the bodies of his enemies and allies. The entire area of the spell begins to swarm with worms, flies, and other parasites, continuously devouring all life and each other. This spell has several properties.
- First, any creature that steps into or enters the swarm at the time of being summoned becomes the swarm's prey and must immediately make a Fortitude save or take 4d6 points of damage, 1d4 damage to all stats and become parasitic infested (successful save reduces attribute damage to 1 and saves from vermin, but does not reduce normal damage). The swarm will only stop tormenting its prey when it returns to Abaddon, so a creature once prey to the swarm must make a Fortitude save each round until the spell expires.
- Second, the entire area occupied by the swarm is considered difficult terrain and each creature moving through the area takes 1d8+ half your caster level points of damage and 1 damage to a random stat for each 5 feet of movement through the area.
- Finally, if a creature dies infected with Parasite Infestation, or in the area where the swarm is located, the part of the swarm that consumed its innards immediately erups from its body, seeking to satiate its hunger and attacking all but other parts of the swarm . These parts are immune to the effects of the main swarm, deal the same damage as the swarm summoned by the spell, but do not have the ability to infect and disappear 1 minute after hatching.
- **[Draft] Parasite Infestation**
[Draft] You have become the prey of parasites — innumerable creatures swarm in your body, blood and even mind. Each round, you must make a Fortitude save or take 4d6 + half your caster level points of damage, 1d4 damage to all stats and become parasitic infested (successful save reduces attribute damage to 1 and saves from vermin, but does not reduce normal damage). If you die infected with Parasite Infestation, the part of the swarm that consumed its innards immediately erups from its body, seeking to satiate its hunger and attacking all but other parts of the swarm.
- **Animate Dead, Lesser** <Прототип — [Animate Dead, Lesser](https://www.d20pfsrd.com/magic/all-spells/a/animate-dead/)>
This spell raises 1d3+1 undead skeletal champions. They appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
- **Create Greater Undead** <Прототип — [Create Greater Undead](https://www.d20pfsrd.com/magic/all-spells/c/create-undead/)>
This spell summons a devourer or a advanced greater shadow. It appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability.
- **Create Undead (Devourer)**
This spell summons a devourer. It appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability.
- **Spell Deflection**
If any of the following spells are cast at the devourer and overcome its spell resistance, they instead affect a devoured soul: banishment, chaos hammer, confusion, crushing despair, dominate person, fear, holy word, hypnotism, or any form of charm or compulsion.
- **Devour Soul**
By making a touch attack as a standard action, a devourer can deal 12d6+18 points of damage as if using a **[slay living](https://www.d20pfsrd.com/magic/all-spells/s/slay-living/)** spell. A Fortitude save reduces this damage to 3d6+18.
The soul of a creature slain by this attack becomes trapped within the devourer's chest.
- **Create Undead (Advanced Greater Shadow)**
This spell summons an advanced greater shadow. It appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability.
## Новые черты
### Дополнительные ресурсы
- **Extra Arcanist Exploit** <Прототип — [Extra Arcanist Exploit](https://www.d20pfsrd.com/feats/general-feats/extra-arcanist-exploit/)>
Your repertoire of arcanist exploits expands. You gain one additional arcanist exploit. You must meet the prerequisites for this arcanist exploit. This feat can be taken 3 times.
- **Extra Arcana** <Прототип — [Extra Arcana](https://www.d20pfsrd.com/feats/general-feats/extra-arcana/)>
You have unlocked the secret of a new magus arcana. You gain one additional magus arcana. You must meet all the prerequisites for this magus arcana. This feat can be taken 3 times.
- **Extra Discovery** <Прототип — [Extra Discovery](https://www.d20pfsrd.com/feats/general-feats/extra-discovery)>
You have made a new alchemical discovery. You gain one additional discovery. You must meet the prerequisites for this discovery. This feat can be taken 3 times.
- **Extra Discovery (Vivsectionist)** <Прототип — [Extra Discovery](https://www.d20pfsrd.com/feats/general-feats/extra-discovery)>
You have made a new medical discovery. You gain one additional discovery. You must meet the prerequisites for this discovery. This feat can be taken 3 times.
- **Extra Ki** <Прототип — [Extra Ki](https://www.d20pfsrd.com/feats/general-feats/extra-ki)>
Your ki pool increases by 2. This feat can be taken multiple times. Its effects stack.
- **Extra Mercy** <Прототип — [Extra Mercy](https://www.d20pfsrd.com/feats/general-feats/extra-mercy)>
Your lay on hands ability adds an additional mercy. Select one additional mercy for which you qualify. When you use lay on hands to heal damage to one target, it also receives the additional effects of this mercy. This feat can be taken 3 times.
- **Extra Reservoir** <Прототип — [Extra Reservoir](https://www.d20pfsrd.com/feats/general-feats/extra-reservoir)>
Your arcane reservoir increases by 3. This feat can be taken multiple times. Its effects stack.
- **Extra Rogue Talent** <Прототип — [Extra Rogue Talent](https://www.d20pfsrd.com/feats/general-feats/extra-rogue-talent)>
Through constant practice, you have learned how to perform a special trick. You gain one additional rogue talent. You must meet all of the prerequisites for this rogue talent. This feat can be taken 3 times.
- **Extra Hex (Shaman)** <Прототип — [Extra Hex](https://www.d20pfsrd.com/feats/general-feats/extra-hex)>
You have learned the secrets of a new hex. You gain one additional shaman hex. You must meet the prerequisites for this hex. This feat can be taken 3 times.
- **Extra Hex (Witch)** <Прототип — [Extra Hex](https://www.d20pfsrd.com/feats/general-feats/extra-hex)>
You have learned the secrets of a new hex. You gain one additional witch hex. You must meet the prerequisites for this hex. This feat can be taken 3 times.
- **Extra Wild Talent** <Прототип — [Extra Wild Talent](https://www.d20pfsrd.com/feats/general-feats/extra-wild-talent)>
You gain an additional wild talent. You must meet the prerequisites for this wild talent. This feat can be taken 3 times.
### Критические удары
- **{draft) Bleeding Critical** <Прототип — [Bleeding Critical (Combat, Critical)](https://www.d20pfsrd.com/feats/combat-feats/bleeding-critical-combat-critical/)>
(draft) Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped through any magical healing. The effects of this feat stack.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
- **(draft) Flaying Critical** <Прототип — [Flaying Critical (Combat, Critical)](https://www.d20pfsrd.com/feats/combat-feats/flaying-critical-combat-critical/)>
(draft) Whenever you score a critical hit, your opponent takes a –1 penalty to its natural armor bonus for the duration of the encounter. This penalty is cumulative, but cannot reduce an opponent's natural armor bonus below 0.
- **(draft) Stunning Critical** <Прототип — [Stunning Critical (Combat, Critical)](https://www.d20pfsrd.com/feats/combat-feats/stunning-critical-combat-critical/)>
(draft) Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds. A successful Fortitude save reduces this to staggered for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
### Доспехи и щиты
- **(draft) Stumbling Bash** <Прототип — [Stumbling Bash (Shield Mastery)](https://www.d20pfsrd.com/feats/shield-mastery-feats/stumbling-bash-combat-shield-mastery/)>
(draft) Your shield bash causes your enemies to falter. Creatures struck by your shield bash take a –2 penalty to their AC until the end of your next turn.
- **(draft) Toppling Bash** <Прототип — [Toppling Bash (Shield Mastery)](https://www.d20pfsrd.com/feats/shield-mastery-feats/toppling-bash-combat-shield-mastery/)>
*(draft) Your shield bash throws your enemies off balance.*
Once per round when you hit a creature with a shield bash, you can attempt a trip combat maneuver against that creature at a –5 penalty. This does not provoke an attack of opportunity.
### Безоружный бой
- **(draft) Boar Style** <Прототип — [Boar Style (Combat, Style)](https://www.d20pfsrd.com/feats/combat-feats/boar-style-combat-style)>
*(draft) Your sharp teeth and nails rip your foes open.*
You can deal bludgeoning damage and slashing damage with your unarmed strikes. While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal 2d6 extra points of damage with the attack.
- **(draft) Boar Ferocity** <Прототип — [Boar Ferocity (Combat)](https://www.d20pfsrd.com/feats/combat-feats/boar-ferocity-combat)>
*(draft) Your flesh-ripping unarmed strikes terrify your victims.*
You add piercing damage to the damage types you can deal with your unarmed strikes. Further, you gain a +2 bonus on Persuasion checks to demoralize opponents. While using **Boar Style**, whenever you tear an opponent's flesh, you can make an Persuasion check to demoralize that opponent as a free action.
- **(draft) Boar Ferocity** (скорее всего, тут ошибка и имеется в виду **Boar Shred**) <Прототип — [Boar Shred (Combat)](https://www.d20pfsrd.com/feats/combat-feats/boar-shred-combat/)>
*(draft) The wounds you inflict with your unarmed strikes bleed, giving you renewed vigor.*
You can make an Persuasion check to demoralize an opponent as a move action. While using **Boar Style**, whenever you tear an opponent's flesh, you make the enemy bleed for 1d6 damage each round. The bleed damage dealt while using **Boar Style** persist even if you later switch to a different style.
- **(draft) Sculpting the River** <Прототип — [Sculpting the River (Combat, Combination)](https://www.d20pfsrd.com/feats/combat-feats/sculpting-the-river-combat-combination/)>
*(draft) Your deft strikes and canny positioning control the flow of combat.*
When you deal damage with an unarmed attack to an opponent you have already damaged this round, you can impose a –1 penalty on that target's attacks against creatures other than you. The penalties stack and remain until the target misses an attack or the start of your next turn, whichever comes first.
### Оружие дальнего боя
- **(draft) Focused Shot** <Прототип — [Focused Shot (Combat)](https://www.d20pfsrd.com/feats/combat-feats/focused-shot-combat/)>
*(draft) Your anatomical insight adds deadliness to your shots.*
Benefit: As a standard action, you may make an attack with a ranged weapon and add your Intelligence modifier on the damage roll. You must be within 30 feet of your target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
### Оружие ближнего боя
- **(draft) Furious Focus** <Прототип — [Furious Focus (Combat)](https://www.d20pfsrd.com/feats/combat-feats/furious-focus-combat/)>
*(draft) Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home.*
When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the **Power Attack** feat, you get a bonus on melee attack rolls on the first attack you make for each turn, equal to the penalty for using a Power Attack.
### Прочие черты
- **(draft) Frightening Ambush** <Прототип — [Frightening Ambush (Combat)](https://www.d20pfsrd.com/feats/combat-feats/frightening-ambush-combat/)>
You are able to leap from hiding and strike great fear in your opponents. When you hit a flat-footed opponent, you may make an immediate Persuasion (intimidate) check as a free action to attempt to demoralize your opponent.
## Новые мифические черты и способности
- **Armor Focus (Light) Mythic**
- **Assault**
Your designed your light armor to ideally fit for your combat style. When you wearing light armor and finessable melee weapons, you gain attack bonus equal to your weared armor bonus to attack with finessable melee weapons.
- **Avoidance**
When you wear light armor your max dex bonus increases to your myhic rank, also you gain 5% per mythic rank chance to dodge any attack, made against you.
- **Endurance**
When you wear light armor you gain spell resistance equial to it's armor bonus, this spell resistance stacks with existing spell resistance.
- **Armor Focus (Medium) Mythic**
- **Assault**
You master armor combat and midify your armor with spikes, when you successfully attack in melee combat while wearing medium armor you also deal additional 1d6 + armor bonus to AC piercing damage.
- **Avoidence**
When you wear medium armor your max dex bonus to AC is equial to your constitution modifier if it's hier.
- **Endurance**
When you wear medium armor you gain half of your weared armor AC bonus to AC and no longer reduce your speed.
- **Armor Focus (Heavy) Mythic**
- **Assault**
You master armor combat and midify your armor with sharp blades , when you successfully attack in melee combat while wearing heavy armor you also deal additional 1d6 + armor bonus to AC slashing damage.
- **Avoidance**
When you wear heavy armor you loose your dexterity bonus to AC, making your character flat-footed in combat, but add half of your strength bonus to AC.
- **Endurance**
When you wear heavy armor you gain special armor damage reduction wich stacks with existing damage reductions and equial to half armor AC + half Mythic rank (Both values are rounded UP).
- **Уклонение (мифическое)** (редизайн)
The bonus to AC from Dodge increases by 1. You gain +10 dodge bonus to AC against first attack every round.
- **Mythic Buckler — Flying Shield Style**
*You have learned to throw a shield around the battlefield in such a way that it deflects attacks on allies, all the time returning to your hand.*
When wielding a buckler you give it's Shield Bonus to AC to all allys withing 30 feet.
- **Mythic Light Shield Parry**
You add your shield bonus to AC to reflex and fortitude saving throws.
- **Mythic Heavy Shield Aggresive Block**
Your deal your shield bonus to AC + strength bonus as blungeoning damage to any enemy that hits you with non reach melee weapon attack or any natural and unarmed attack.
- **Mythic Tower Shield Block**
When using a tower shield you master ability to block incoming physical damage with it, once per round when you recive physical attack you reduce incoming damage from it equial to Shield Bonus to AC.
- **Caster Onslaught**
After you cast a spell you get bonus equal to half you mythic rank to attack and damage roll on attack with a melee weapon until end of this round.
- **Скверноносец**
Яды и болезни, которые вы распространяете, игнорируют иммунитеты к ним.
- **Explosive Expert**
You master the art of explosion. When you using bombs you have 50% chance to immideatly restore reagents used to create this bomb. Also your bombs deal additional dice of damage.
- **Mythic Inspire**
*Your music became more powerful and better inspire allies.*
Benefit: Bonus of inspired abilities increases by half your mythic rank.
Bonus applied to
- Inspire Courage
- Inspire Competence
- Archaeologist's Luck
- Inspire Ferosity
- Inspire Tranquility
- Inspired Rage
- Insightful Contemplation
- **Perfect Cavalry**
When mounted and moving you and mount have immunity to attack of opportunity.
- **School Tolerance**
You no longer suffer penalty from opposite magic schools.
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###### tags: `WotR` `датамайн`
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