Using Templates
Templates offer a means of ensuring the formatting and spacing of each page is uniform, when those pages share a common set of characteristics. Several templates have been developed for the Epic Path wiki to make inputting these data easier for everyone. This page provides the appropriate schemas to use when using these templates.
Please do not make changes to the Template pages without consulting Reese. If you have any questions about this, please ask Reese.
Feats Template
To input new feats, or update the page contents of existing feats, please use the following schema:
{{Template:Feats | Category= | Flavor= | Prerequisites=<onlyinclude>{{#ifeq:{{{transcludesection|Prerequisites}}} | Prerequisites|- }}</onlyinclude> | Benefit= | LevelInc=<onlyinclude>{{#ifeq:{{{transcludesection|LevelInc}}} | LevelInc|- }}</onlyinclude> | ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}} | ShortDesc|- }}</onlyinclude> }}
- Category: The template will put every feat into the [[Category:Epic Path]] and [[Category:Feats]] category, but if you want to add additional categories (in particular, categories for character classes which pertain directly to the feats, please do so. Note that you do not need to include spaces between the categories, nor should you add line breaks. Here's a list of commonly used categories, in case you need them:
[[Category:Metamagic Feats]][[Category:Bard]][[Category:Cleric]][[Category:Druid]][[Category:Paladin]][[Category:Sorcerer]][[Category:Wizard]] [[Category:Teamwork Feats]] [[Category:Epic Feats]] [[Category:Alchemist]] [[Category:Barbarian]] [[Category:Brawler]] [[Category:Fighter]] [[Category:Monk]] [[Category:Prowler]] [[Category:Ranger]] [[Category:Rogue]] [[Category:Warlord]]
- Flavor: Use this section to put any flavor text the feat may have. The template will automatically change the text to italics.
- Prerequisites: Use this section to input any prerequisites (duh!). Ideally, any specific level requirement, or the requirement with the highest implied level should come first in the list. If a feat has no prerequisites, make sure to put "None" in this section.
- Benefit: In addition to pasting the feat's effects into this section, additional information like Special, Normal and Level Increase (metamagic feats only) should be pasted into this section, when present. Note that, while the Benefit: text is supplied to the page from the template, additional sections like Special: will have to be made bold manually after pasting it into the section.
Here's an example of a filled out schema:
{{Template:Feats | Category= | Flavor=You are skilled at attacking opponents that you cannot clearly perceive. | Prerequisites=<onlyinclude>{{#ifeq:{{{transcludesection|Prerequisites}}} | Prerequisites|[[Perception]] 10 ranks }}</onlyinclude> | Benefit=In melee, you ignore all miss chances from any source. | ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}} | ShortDesc|Ignore miss chances in combat }}</onlyinclude> }}
You can see the resulting page here: Blind-Fight. Note that no additional categories were added (since the feat could be taken by anyone), so the section was left blank. Also note the Normal: and Special: sections were manually added as part of the contents of the "Benefit=" section of the schema.
Skill Use Template
This template is used multiple times on each skill page, to detail each way the skill may be used.
{{Template:SkillUse | Skill-Use = | Benefit = | Action = | DC = | Modifiers = | Failure = | Retry = | Provokes = }}
Spell Template
The spell template allows spells to be added to the wiki after copying the content from an OGL site (such as the Paizo PRD, or the d20pfsrd).
{{Template:Spell | Links=[[Alchemist Extracts]] \ [[Bard Spells]] \ [[Cleric Spells]] \ [[Druid Spells]] \ [[Paladin Spells]] \ [[Ranger Poultices]] \ [[Sorcerer/Wizard Spells]] | Level= | School= | CastTime= | Components= | Range= | Target= | Duration= | Save= | SR= | Description= | Source= }}
- Links: The schema includes links to the spells page for every spell-casting character class. Remove any which are not able to cast the spell in question (which can be seen in the "Level" section).
- Level: Copy the spell level information into this section.
- School: Copy the spell school information into this section. If the spell includes any Subschools or Elemental Schools, these should be included in the same section, but on separate lines, with a ":" in front of them, and the word Subschools: and/or Elemental School: bolded.
- CastTime: Copy the casting time information into this section.
- Components: Copy the components into this section. Just put the letter codes, not the full text ("V, S, M" not "Verbal, Somatic, Material").
- Range: Copy the spell's range into this section.
- Target: This section could be for Target, Area or Effect, depending on the spell. Do not change the parameter name if you input Area or Effect information here, just leave it as "Target=".
- Duration: Input the spell's duration here.
- Save: Input the spell's saving throw information here.
- SR: Input the spell's Spell Resistance information here (usually "Yes" or "No").
- Description: Copy the spell's description into this section. It's okay if there are line breaks, links to other pages, etc. If there are tables, or more complicated wiki text, you may want to ask Reese to help, or take a look at the #Advanced: Exclusion Template section below for help.
- Source: If the spell you are copying is not open gaming license, but instead has a "Section 15: Copyright" notice at the bottom, please copy the sourcebooks bibliography info from inside that copyright box and paste it into this section. Once copied, make the titles of any sourcebooks bold, but leave everything from the copyright symbol on as regular text. If the spell has no copyright information listed, or the spell is part of the Open Gaming License (OGL), just leave this section blank.
Here's an example of a filled-out Spell schema:
You can see the resulting page here: Daze (Spell). Note that only the "Bard" and "Sorcerer/Wizard" links remain in the schema, since only those classes have access to this cantrip. Also note the Copyright information in the "Source" section and note how the title of each book was bolded manually.
Magic Item Template
Magic items also have a template to make inputting them into the wiki simpler, whether from another source, or when creating new items.
{{Template:Magic_Item | Slot = | Price=<onlyinclude>{{#ifeq:{{{transcludesection|Price}}} | Price| }}</onlyinclude> | CL = | Aura = | Weight = | Description = | ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}} | ShortDesc| }}</onlyinclude> | Requirements = | Source = }}
- Slot: This is the slot on the character's body where the magic item can be worn. E.g. "Wrist" or "Neck".
- Price: This is how much the item costs. If an item has multiple prices, because it can be bought at different levels of power, list each price here and its associated power level (see example below).
- CL: This is the caster level required to make the item.
- Aura: Most magic items give off an aura of some kind, indicating what kind of magic was used to make them. Input that information here.
- Weight: All items in Epic Path have a weight. If you are copying an item from somewhere else, and no weight is listed, unless it can magically float or fly, it must have a weight of at least 0.1 lbs.
- Description: Input the item's description here. It's okay if there are line breaks, links to other pages, etc. If there are tables, or more complicated wiki text, you may want to ask Reese to help, or take a look at the #Advanced: Exclusion Template section below for help.
- ShortDesc: This is a short description for the master list page. Short descriptions should be between 10 and 20 words in length.
- Requirements: These are the requirements for building the item using the Creator feat. The template will automatically add the Creator feat as a requirement, but any other requirements should be added here (such as a spell or specific material component(s)).
- Source: If the item you are copying is not open gaming license, but instead has a "Section 15: Copyright" notice at the bottom, please copy the sourcebooks bibliography info from inside that copyright box and paste it into this section. Once copied, make the titles of any sourcebooks bold, but leave everything from the copyright symbol on as regular text. If the item has no copyright information listed, or the item is part of the Open Gaming License (OGL), just leave this section blank.
Here's an example of a filled-out Magic Item schema:
You can see the resulting page here: Bracers of Armor (Magic Item). Note the price information and how it is laid out, as well as the spacing in the description section. Note also the sourcebooks listed in the "Source" section, and the fact that the book title was made bold.
Advanced: Exclusion Template
If you are comfortable using the templates, and also comfortable creating tables and other complex(-ish) wiki techniques, the Exclusion template can be very helpful to avoid having special wiki text interpreted as part of the template's own schema. In particular, trying to put a table inside of a schema parameter will cause the template to behave oddly.
To avoid this, whenever you are using wiki markup that includes the "|" character (such as tables), you will need to surround the entire table's code with the following template: "{{#!:" in front of the code, and "}}" after the code (do not include the quotes).
This is pretty advanced stuff, so feel free to just defer such situations to Reese. Send him an email or something.
Here's an example of the template in use (inside the "Description" parameter):
{{Template:Spell|Links=[[Bard Spells]] \ [[Cleric Spells]] \ [[Druid Spells]] \ [[Sorcerer/Wizard Spells]] |School=divination |Level=bard 0, cleric 0, druid 0, sorcerer/wizard 0 |CastTime=1 standard action |Components=V, S |Range=60 ft. |Target=cone-shaped emanation |Duration=concentration, up to 1 min./level (D) |Save=none |SR=no |Description=You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. : ''1st Round:'' Presence or absence of magical auras. : ''2nd Round:'' Number of different magical auras and the power of the most potent aura. : ''3rd Round:'' The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make [[Knowledge (Arcana)]] skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a non-spell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see [[Spellcraft]]). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. : ''Aura Strength:'' An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. {{#!: :{| border="1" cellpadding="5" style="text-align:center" |- style="Background:LightBlue" ! rowspan="2" align="left" | Spell or Object || colspan="4" | Aura Power |- style="Background:LightBlue" ! Faint || Moderate || Strong || Overwhelming |- | align="left" | Functioning spell (spell level) || 3rd or lower || 4th-6th || 7th-9th || 10th+ (epic) |- style="Background:WhiteSmoke" | align="left" | Magic item (caster level) || 5th or lower || 6th-11th || 12th-20th || 21st+ (epic or artifact) |} }} : ''Lingering Aura:'' A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: {{#!: :{| border="1" cellpadding="5" style="text-align:center" |- style="Background:LightBlue" ! align="left" | Original Strength || Duration of Lingering Aura |- | align="left" | Faint || 1d6 rounds |- style="Background:WhiteSmoke" | align="left" | Moderate || 1d6 minutes |- | align="left" | Strong || 1d6x10 minutes |- style="Background:WhiteSmoke" | align="left" | Overwhelming || 1d6 days |} }} Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell. }}
You can see the resulting page here: Detect Magic (Spell). Note the two tables in the description section were surrounded with the {{#!: and }} markups, to exclude the table code from being parsed as part of the Spell template's schema.
Monster Template
This next one is not as scary as it looks, I promise. The monster template offers a ton of options for customizing the monster away from the standard numbers relevant to the CR you've selected. However, if you are content with the basic numbers for the CR (and you should be, dammit), well over 2/3rds of the fields in the template can be skipped. Anything with a name beginning with "Nudge" allows you to tweak a base value to something custom for the monster you are designing, and can be skipped if you want to leave the value set to its default.
Note that any value you adjust with a Nudge will gain an asterisk after the value, indicating that it has been nudged.
A lot of automation is present. Adding a role to a monster will automatically update the monster to include every additional ability that the role grants. When you choose the type of the monster (e.g. "vermin"), any "strong against" or "weak against" values for that role are automatically updated. When you add a feat, it is automatically linked to the appropriate feat page, and the feat's short description is added to the monster's writeup, to give a brief overview of what the feat does.
Below this template, there is a version which cuts out all the optional fields, leaving only the required fields. This is primarily for reference, to demonstrate just how much of the template is optional. However, if you're trying to make a simple monster, feel free to use it.
{{Template:Monster | MonsterName = | CR = | Image = <!--Value: just the file name (e.g. "monster_picture.jpg")--> | Role = <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank--> | Description = | Alignment = <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil--> | Size = <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic--> | Type = <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin--> | Subtype = <!--If any--> | NudgeInit = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 --> | Senses = <!--List the sense type and the distance it can perceive (e.g. "Standard Darkvision 60 ft.")--> | NudgePerception = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8--> | NudgeAC = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | NudgeTouchAC = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | NudgeFFAC = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | NudgeHitPoints = <!--Values: any multiplier, or leave blank. Max recommended is 1.15 (+15%) or 0.85 (-15%)--> <!-- SAVING THROWS --> | Fort = S | Refl = | Will = <!--Values: "S" (for Strong save), leave blank for Weak save * Most monsters have 1 strong save and 2 weak saves * Heavies, Tanks, Threats and Villains have 2 strong saves * Dragons have 3 strong saves--> | NudgeFort = | NudgeRefl = | NudgeWill = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | SR = <!--Values: Y (for Yes), or leave blank--> | NudgeSR = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | SpecialDefenses = <!--Put any DR or ER values here--> | StrongAgainst = <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added--> | WeakAgainst = <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added--> | MoveTypes = Walk 30 ft. <!--Other move types as needed--> | NudgeReach = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.--> <!-- GENERAL ATTACK INFORMATION --> | MeleeOrNatural = Natural <!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)--> | MultipliedDamageType = <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)--> <!-- PRIMARY ATTACK INFORMATION --> | PriAtkName = <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")--> | PriAtkNotes = <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)--> | PriAtkVSTouchAC = <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)--> | PriAtkIsAuto-Hit = <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")--> | NudgePriToHit = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | NudgePriDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> <!-- SECONDARY ATTACK INFORMATION --> | SecAtkName = <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none--> | SecAtkNotes = <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)--> | SecAtkVSTouchAC = <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)--> | SecAtkIsAuto-Hit = <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")--> | NudgeSecToHit = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | NudgeSecDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> <!-- TERTIARY ATTACK INFORMATION --> | TerAtkName = <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none--> | TerAtkNotes = <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)--> | TerAtkVSTouchAC = <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)--> | TerAtkIsAuto-Hit = <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")--> | NudgeTerToHit = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | NudgeTerDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> <!-- QUATERNARY ATTACK INFORMATION --> | QuaAtkName = <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none--> | QuaAtkNotes = <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)--> | QuaAtkVSTouchAC = <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)--> | QuaAtkIsAuto-Hit = <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")--> | NudgeQuaToHit = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | NudgeQuaDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> <!-- RANGED ATTACK INFORMATION --> | RangedAtkName = <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack--> | RangedAtkNotes = <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)--> | HasRangedFullAttack = <!--Values: Y (for yes), or leave blank (for no)--> | RangedAtkVSTouchAC = <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)--> | RangedAtkIsAuto-Hit = <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")--> | NudgeRangedToHit = <!--any positive or negative number, or leave blank. Max recommended is +/-4--> | NudgeRangedDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> <!-- ABILITY SCORES --> | Str = | Dex = | Con = | Int = | Wis = | Cha = | NudgeCMB = | CMBNotes = <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")--> | NudgeCMD = | CMDNotes = <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")--> <!-- FEATS --> | Feat1 = | Feat2 = | Feat3 = | Feat4 = <!--Just the feat name; will be autolinked, and ShortDesc added--> <!-- SKILLS --> | Skill1 = | Skill2 = | Skill3 = | Skill4 = | NudgeSkill1 = | NudgeSkill2 = | NudgeSkill3 = | NudgeSkill4 = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8--> <!-- LANGUAGES --> | Languages = <!--Comma-separated list--> <!-- SPECIAL ABILITIES VARIABLES: Put these variables directly in the description text of the special ability to insert numbers appropriate to the monster's CR. {{#var:Special#ToHit}} - Replace # in variable name with special ability number to which you are adding the variable; inserts the monster's to-hit value for attacks against normal AC. {{#var:Special#TouchAttack}} - Replace # in variable name with special ability number to which you are adding the variable; inserts the monster's to-hit value for a touch attack. {{#var:Special#SaveDC}} - Replace # in variable name with special ability number to which you are adding the variable; inserts a save DC for a special attack. Output will be just the number for the save. {{#var:Special#StandardDmg}} - Replace # in variable name with special ability number to which you are adding the variable; inserts damage numbers for a standard or AOE special attack. {{#var:Special#SwiftDmg}} - Replace # in variable name with special ability number to which you are adding the variable; inserts damage numbers for a swift action attack or attack with status conditions. {{#var:Special#AlphaDmg}} - Replace # in variable name with special ability number to which you are adding the variable; inserts damage numbers for an alpha strikes; reserved primarily for threats, villains and dragons. --> <!-- SPECIAL ABILITIES --> | HideRoleReminder1 = <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)--> | HideRoleReminder2 = <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)--> | HideRoleReminder3 = <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)--> | HideRoleReminder4 = <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)--> <!-- SPECIAL ABILITY 1 --> | Ability-1-Name = | Ability-1-Type = <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | Ability-1-Concentration = <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it--> | Ability-1-Description = <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above--> | NudgeAbility1ToHit = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | NudgeAbility1TouchAttack = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | NudgeAbility1SaveDC = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | NudgeAbility1StandardDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | NudgeAbility1SwiftDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | NudgeAbility1AlphaDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> <!-- SPECIAL ABILITY 2 --> | Ability-2-Name = | Ability-2-Type = <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | Ability-2-Concentration = <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | Ability-2-Description = <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above--> | NudgeAbility2ToHit = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | NudgeAbility2TouchAttack = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | NudgeAbility2SaveDC = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | NudgeAbility2StandardDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | NudgeAbility2SwiftDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | NudgeAbility2AlphaDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> <!-- SPECIAL ABILITY 3 --> | Ability-3-Name = | Ability-3-Type = <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | Ability-3-Concentration = <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | Ability-3-Description = <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above--> | NudgeAbility3ToHit = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | NudgeAbility3TouchAttack = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | NudgeAbility3SaveDC = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | NudgeAbility3StandardDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | NudgeAbility3SwiftDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | NudgeAbility3AlphaDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> <!-- SPECIAL ABILITY 4 --> | Ability-4-Name = | Ability-4-Type = <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | Ability-4-Concentration = <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | Ability-4-Description = <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above--> | NudgeAbility4ToHit = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | NudgeAbility4TouchAttack = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | NudgeAbility4SaveDC = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | NudgeAbility4StandardDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | NudgeAbility4SwiftDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | NudgeAbility4AlphaDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> <!-- SPECIAL ABILITY 5 --> | Ability-5-Name = | Ability-5-Type = <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | Ability-5-Concentration = <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | Ability-5-Description = <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above--> | NudgeAbility5ToHit = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | NudgeAbility5TouchAttack = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | NudgeAbility5SaveDC = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | NudgeAbility5StandardDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | NudgeAbility5SwiftDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | NudgeAbility5AlphaDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> <!-- SPECIAL ABILITY 6 --> | Ability-6-Name = | Ability-6-Type = <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | Ability-6-Concentration = <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | Ability-6-Description = <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above--> | NudgeAbility6ToHit = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | NudgeAbility6TouchAttack = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | NudgeAbility6SaveDC = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | NudgeAbility6StandardDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | NudgeAbility6SwiftDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | NudgeAbility6AlphaDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> <!-- SPECIAL ABILITY 7 --> | Ability-7-Name = | Ability-7-Type = <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | Ability-7-Concentration = <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | Ability-7-Description = <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above--> | NudgeAbility7ToHit = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | NudgeAbility7TouchAttack = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | NudgeAbility7SaveDC = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | NudgeAbility7StandardDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | NudgeAbility7SwiftDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | NudgeAbility7AlphaDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> <!-- SPECIAL ABILITY 8 --> | Ability-8-Name = | Ability-8-Type = <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | Ability-8-Concentration = <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | Ability-8-Description = <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above--> | NudgeAbility8ToHit = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | NudgeAbility8TouchAttack = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | NudgeAbility8SaveDC = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | NudgeAbility8StandardDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | NudgeAbility8SwiftDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | NudgeAbility8AlphaDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> <!-- SPECIAL ABILITY 9 --> | Ability-9-Name = | Ability-9-Type = <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | Ability-9-Concentration = <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | Ability-9-Description = <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above--> | NudgeAbility9ToHit = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | NudgeAbility9TouchAttack = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | NudgeAbility9SaveDC = <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | NudgeAbility9StandardDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | NudgeAbility9SwiftDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | NudgeAbility9AlphaDamage = <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> <!-- COMBAT TACTICS --> | CombatTactics = <!-- OUT OF COMBAT --> | OutOfCombat = }}