BACKUP "SeducerKit/backup"
AUTHOR semiticgod
VERSION "v1.32"

AUTO_TRA ~SeducerKit/tra/%s~
LANGUAGE ~English~ ~English~ ~SeducerKit/tra/English/SeducerKit.tra~ // the first strref is the prompt WeiDU will display during installation, the second is the variable used in AUTO_TRA

BEGIN "Seducer Kit for Thieves" //

INCLUDE "SeducerKit/lib/fl#add_kit_ee.tpa"


ADD_KIT ~USSD77~
	~USSD77 1 1 1 1 1 1 1 1~
      ~USSD77 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 1 1 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USSD77 0 0 0 11 12 13~
	~USSD77 0 0 0 0 0 1~
	~USSD77 0 0 0 13 15 17~
        ~USSD77 0 0 0 0 0 0~
	~USSD77 1 1 1 1 1 1 1 1 1~
	~USSD77 1 1 1 0 0 0~
	~SeducerKit/CLABUSSD.2da~
	~K_T_H	K_T_D   K_T_G   K_T_E   K_T_HE   K_T_HL   K_T_HO~
	~0x00000000 4~
	~SD7~
	~* * * BAG28 * * * BOOT01 * BELT06 POTN04,2 RING06 DAGG12 POTN14,2 POTN52,5 SW1H28 AMUL19 RING05 BOOT02 BRAC16~

	SAY ~seducer~
	SAY ~Seducer~
	SAY ~
A Seducer is a thief who acts through persuasion rather than sleight of hand. Socially cunning and politically astute, they develop an ability to forge close relationships with the wealthy, powerful, or merely useful, and navigate complex social orders with speed and grace. Some may use their talents to influence people for the better, propping up and guiding the wise and honest, or exposing and ostracizing the corrupt and the selfish. Others use their talents for personal gain, exploiting their allies' weaknesses, and destroying their opponents with whatever means they can.

Despite the name, a Seducer's abilities are more complex than attractiveness or charm. A Seducer uses psionic abilities and arcane magic as well as physical appeal to influence others, and can gain control over potentially any creature with a semi-conscious mind--even those of a different orientation, species, or plane of existence, as well as sexless creatures, constructs, and the undead. No mind is truly safe from a Seducer's grasp; only sheer will and mental fortitude can block the Seducer's influence.

CLASS FEATURES:

- May cast Charm at will
- May cast Domination at will
- May cast Seduction at will
- May cast Recruit Follower at will
- May cast Dispel Charm at will
- +1 Charisma
- Immunity to charm and domination
- +1 to save vs. spell at level 1 and every 5 levels after
- +1 AC vs. melee weapons at level 1 and every 6 levels after

- Only gains 15 skill points per level (30 at level 1)
- Cannot detect traps or set traps
- Backstab does not progress beyond 2x
- Only gains 1d4 hit points per level
- May not wear any armor
- Does not gain Use Any Item or most thief HLAs


DOMINATION: The Seducer may attempt to take control over any creature within 30 feet for 1d3 rounds, infiltrating their mind and probing their thoughts and desires. If the target fails its save vs. spell at +4, the Seducer will wriggle their way into the subject's mind and take over after half a round. As the Seducer grows more experienced, their charms become more effective:

Level 1: +4 to saving throw
Level 2: +3 to saving throw
Level 3: +2 to saving throw
Level 5: +1 to saving throw
Level 7: +0 to saving throw
Level 9: -1 to saving throw
Level 12: -2 to saving throw
Level 15: -3 to saving throw
Level 18: -4 to saving throw
Level 22: -5 to saving throw
Level 26: -6 to saving throw
Level 30: -7 to saving throw
Level 35: -8 to saving throw
Level 40: -9 to saving throw
Level 45: -10 to saving throw

Domination is not limited by the Seducer's line of sight; he or she can target creatures who are invisible or behind a corner. Domination bypasses spell protections, magic resistance, and immunity to charm effects, but non-humanoid targets are more resistant to the Seducer's charms and make their saving throws at a bonus:

Intelligent and familiar creatures such as animals and yuan-ti:
+1 to saving throw
Unintelligent and unnatural creatures such as undead, trolls, and giants:
+2 to saving throw
Alien and extraplanar creatures such as beholders, elementals, and demons:
+3 to saving throw

Creatures who already charmed, however, suffer a -3 penalty to their saving throw. 

The intense concentration involved in charming other creatures leaves the Seducer vulnerable. For 1 round after using Domination, the Seducer cannot attack and suffers -3 penalty to AC and -25% movement rate.

CHARM: Rather than focus their attention on a single target, a Seducer may attempt to charm multiple creatures at once. At level 1, a Seducer's Charm can affect two creatures at once; every 10 levels, the Seducer may charm another creature in the same round. Like Domination, Charm improves as the Seducer gains experience, but dividing the Seducer's attention makes the effect easier to resist:

Level 1: +7 to saving throw
Level 2: +6 to saving throw
Level 4: +5 to saving throw
Level 6: +4 to saving throw
Level 9: +3 to saving throw
Level 12: +2 to saving throw
Level 16: +1 to saving throw
Level 20: +0 to saving throw
Level 25: -1 to saving throw
Level 30: -2 to saving throw
Level 36: -3 to saving throw
Level 42: -4 to saving throw
Level 49: -5 to saving throw

As with Domination, Charm bypasses normal immunities, offers bonuses to alien minds (such as animals and extraplanar creatures), and imposes -3 penalty to AC and -25% movement rate on the Seducer for 1 round.


SEDUCTION: With time and great effort, a Seducer may take total control over a single creature. This ability cannot be used in the thick of combat; the Seducer must have a peaceful and safe environment to ensure the subject feels comfortable. The subject must also be under the effects of Charm or Domination in order for Seduction to be successful. Finally, the subject must have some senses or desires in order to be affected; golems and constructs are immune.

If the subject fails a save vs. spell at no penalty, the Seducer may coax it into joining the Seducer's party. The subject will obey any order and follow the party wherever it goes until it is dismissed from the group. The Seducer can take control of creatures up to half of his or her level.

(Seduction can have unintended effects if used on quest-related creatures, especially if a plot-critical creature is dismissed from the party for good. Some plot-relevant creatures, but not all, are immune by default.)

Most non-humanoid creatures (monsters, undead, elementals, and so forth) do not possess a standard character class. These creatures will be given the fighter class upon joining the party, allowing them to gain levels at the cost of a 50% XP penalty.


RECRUIT FOLLOWER: A Seducer of outstanding charisma may gather followers on his or her travels, whether by inspiring the righteous with a call to action, tempting the selfish with personal profit, or simply winning allies through sheer force of personal magnetism. This ability allows the Seducer to persuade the target to follow the Seducer's party wherever they may go, and is treated as the Seducer's familiar. Unlike Seduction, the target does not join the party, and therefore cannot gain levels, cannot be raised from the dead, and the Seducer cannot access its inventory or spellbook. However, there is no limit to how many followers a Seducer may possess (provided that he or she is able to keep all of them alive).

This ability cannot be used in the thick of combat, but unlike Seduction, the subject need not be charmed beforehand. The subject must have some senses or desires in order to be affected; golems and constructs are immune.

If the subject fails a save vs. spell at no penalty, the Seducer may coax it into following the Seducer's party until its dying breath. The Seducer can take control of creatures up to half of his or her level.

(Recruit Follower can have unintended effects if used on quest-related creatures. Some plot-relevant creatures, but not all, are immune by default.)


DISPEL CHARM: By delving into a charmed creature's mind, the Seducer can isolate and remove the charm's effects, whether the charm is magical, mundane, or psionic. This ability will dispel any charm effect from the target creature if he or she makes a save vs. spell at +5.


BETRAYAL: If the Seducer backstabs an opponent while it is under the effects of Charm or Domination, the Seducer may attempt to land a fatal blow while the target's guard is down. If the victim fails its save vs. death at -2, the Seducer will kill it instantly, using whatever weak point the Seducer can divine from its thoughts. Every 4 levels after level 1, victims of Betrayal must make their save at an additional -1 penalty, up to -7 at level 21. If the victim makes its save, the effects of Charm and Domination are broken and the Seducer cannot charm the target for another 5 rounds. Targets who resist the instant death effect will still suffer 2d6 damage, plus an additional 2d6 damage every 4 levels after level 1.

High-Level Abilities:
- Psionic Lock
- Psionic Invisibility
- Psionic Breach
- Psionic Teleportation
- Psionic Time Stop
- Psionic Foresight
- Evasion
- Alchemy
- Scribe Scrolls

DUAL-CLASS REQUIREMENTS: 13 Intelligence, 15 Wisdom, 17 Charisma

– Hit Die: d4
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~A Seducer is a psionicist who specializes in deception, manipulation, and social control. Whether to advance their own goals, to address injustices, or simply for their own curiosity, they navigate complex political systems and ingratiate themselves with the rich and powerful.~)
		fallen = 0
		fallen_notice = RESOLVE_STR_REF (~Fallen~)
	STR_VAR
		kit_name = ~USSD77~
		backstab = ~2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2~
		clswpbon = ~0 0 5~
		numwslot = ~2~
		thiefskl = ~30 15~
		traplimt = 0
		clascolr = ~27 117 47 22 104~
		clasiskl = ~10 10 0 10 10 0 0~
		thiefscl = ~100 100 0 100 100 100 0 0~
		hpclass = ~HPWIZ~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
		sneakatt = ~1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1~
		crippstr = ~1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1~
END

/*
COPY	"SeducerKit/spl/(SD)21A.spl" override
	SAY 0xC ~Charm~
	SAY 0x50 ~
The Seducer may attempt to take control over any creature within 30 feet for 1d3 rounds, infiltrating their mind and probing their thoughts and desires. The target must make a save vs. spell at +5 to resist the effect. If the save is unsuccessful, the Seducer will wriggle their way into the subject's mind and take over after 1 round. As the Seducer grows more experienced, their charms become more effective:

- Saving throw: -1 penalty every 2 levels until level 9, every 3 levels until 21, every 4 levels until 37, and every 5 levels after.
- Every 10 levels, the Seducer may charm an additional creature in the same round.

Thus, a level 10 Seducer may charm two creatures on a failed save vs. spell at +1. Charm is not limited by the Seducer's line of sight; he or she can target creatures who are invisible or behind a corner. Charm bypasses spell protections, magic resistance, and immunity to charm, but non-humanoid targets are more resistant to the Seducer's charms and make their saving throws at a bonus:

Intelligent and familiar creatures such as animals and yuan-ti: +1 to saving throw
Unintelligent and unnatural creatures such as undead, trolls, and giants: +2 to saving throw
Alien and extraplanar creatures such as beholders, elementals, and demons: +3 to saving throw

Creatures who already charmed, however, suffer a -3 penalty to their saving throw. 

The intense concentration involved in charming other creatures leaves the Seducer vulnerable. For 1 round after using Charm, the Seducer cannot attack and suffers -3 penalty to AC and -25% movement rate.
~
*/

COPY ~SeducerKit/spl/(SD)10.spl~ ~override~
  SAY NAME1 ~Domination~
  SAY NAME2 ~Domination~
  SAY UNIDENTIFIED_DESC ~
The Seducer may attempt to take control over any creature within 30 feet for 1d3 rounds, infiltrating their mind and probing their thoughts and desires. If the target fails its save vs. spell at +4, the Seducer will wriggle their way into the subject's mind and take over after half a round. As the Seducer grows more experienced, their charms become more effective:

Level 1: +4 to saving throw
Level 2: +3 to saving throw
Level 3: +2 to saving throw
Level 5: +1 to saving throw
Level 7: +0 to saving throw
Level 9: -1 to saving throw
Level 12: -2 to saving throw
Level 15: -3 to saving throw
Level 18: -4 to saving throw
Level 22: -5 to saving throw
Level 26: -6 to saving throw
Level 30: -7 to saving throw
Level 35: -8 to saving throw
Level 40: -9 to saving throw
Level 45: -10 to saving throw

Domination is not limited by the Seducer's line of sight; he or she can target creatures who are invisible or behind a corner. Domination bypasses spell protections, magic resistance, and immunity to charm effects, but non-humanoid targets are more resistant to the Seducer's charms and make their saving throws at a bonus:

Intelligent and familiar creatures such as animals and yuan-ti:
+1 to saving throw
Unintelligent and unnatural creatures such as undead, trolls, and giants:
+2 to saving throw
Alien and extraplanar creatures such as beholders, elementals, and demons:
+3 to saving throw

Creatures who already charmed, however, suffer a -3 penalty to their saving throw. 

The intense concentration involved in charming other creatures leaves the Seducer vulnerable. For 1 round after using Domination, the Seducer cannot attack and suffers -3 penalty to AC and -25% movement rate.
~
  SAY IDENTIFIED_DESC ~
The Seducer may attempt to take control over any creature within 30 feet for 1d3 rounds, infiltrating their mind and probing their thoughts and desires. If the target fails its save vs. spell at +4, the Seducer will wriggle their way into the subject's mind and take over after half a round. As the Seducer grows more experienced, their charms become more effective:

Level 1: +4 to saving throw
Level 2: +3 to saving throw
Level 3: +2 to saving throw
Level 5: +1 to saving throw
Level 7: +0 to saving throw
Level 9: -1 to saving throw
Level 12: -2 to saving throw
Level 15: -3 to saving throw
Level 18: -4 to saving throw
Level 22: -5 to saving throw
Level 26: -6 to saving throw
Level 30: -7 to saving throw
Level 35: -8 to saving throw
Level 40: -9 to saving throw
Level 45: -10 to saving throw

Domination is not limited by the Seducer's line of sight; he or she can target creatures who are invisible or behind a corner. Domination bypasses spell protections, magic resistance, and immunity to charm effects, but non-humanoid targets are more resistant to the Seducer's charms and make their saving throws at a bonus:

Intelligent and familiar creatures such as animals and yuan-ti:
+1 to saving throw
Unintelligent and unnatural creatures such as undead, trolls, and giants:
+2 to saving throw
Alien and extraplanar creatures such as beholders, elementals, and demons:
+3 to saving throw

Creatures who already charmed, however, suffer a -3 penalty to their saving throw. 

The intense concentration involved in charming other creatures leaves the Seducer vulnerable. For 1 round after using Domination, the Seducer cannot attack and suffers -3 penalty to AC and -25% movement rate.
~

COPY	"SeducerKit/spl/(SD)10A.spl" override
	SAY 0xC #-1

/*
COPY	"SeducerKit/spl/(SD)15A.spl" override // this is an alternate form of Seduction; I switched to USSD15.spl for Weidu purposes //
	SAY 0xC #-1
*/

COPY ~SeducerKit/spl/USSD15.spl~ ~override~
  SAY NAME1 ~Seduction~
  SAY NAME2 ~Seduction~
  SAY UNIDENTIFIED_DESC ~
With time and great effort, a Seducer may take total control over a single creature. This ability cannot be used in the thick of combat; the Seducer must have a peaceful and safe environment to ensure the subject feels comfortable. The subject must also be under the effects of Charm or Domination in order for Seduction to be successful. Finally, the subject must have some senses or desires in order to be affected; golems and constructs are immune.

If the subject fails a save vs. spell at no penalty, the Seducer may coax it into joining his or her party. The subject will obey any order and follow the party wherever it goes until it is dismissed from the group. The Seducer can take control of creatures up to half of his or her level.

(Seduction can have unintended effects if used on quest-related creatures, especially if a plot-critical creature is dismissed from the party for good. Some plot-relevant creatures, but not all, are immune by default.)

Most non-humanoid creatures (monsters, undead, elementals, and so forth) do not possess a standard character class. These creatures will be given the fighter class upon joining the party, allowing them to gain levels at the cost of a 50% XP penalty.
~
  SAY IDENTIFIED_DESC ~
With time and great effort, a Seducer may take total control over a single creature. This ability cannot be used in the thick of combat; the Seducer must have a peaceful and safe environment to ensure the subject feels comfortable. The subject must also be under the effects of Charm or Domination in order for Seduction to be successful. Finally, the subject must have some senses or desires in order to be affected; golems and constructs are immune.

If the subject fails a save vs. spell at no penalty, the Seducer may coax it into joining his or her party. The subject will obey any order and follow the party wherever it goes until it is dismissed from the group. The Seducer can take control of creatures up to half of his or her level.

(Seduction can have unintended effects if used on quest-related creatures, especially if a plot-critical creature is dismissed from the party for good. Some plot-relevant creatures, but not all, are immune by default.)

Most non-humanoid creatures (monsters, undead, elementals, and so forth) do not possess a standard character class. These creatures will be given the fighter class upon joining the party, allowing them to gain levels at the cost of a 50% XP penalty.
~

COPY	"SeducerKit/spl/(SD)15A.spl" override
	SAY 0xC #-1
COPY	"SeducerKit/spl/(SD)15B.spl" override
	SAY 0xC #-1
COPY	"SeducerKit/spl/(SD)15C.spl" override
	SAY 0xC #-1
COPY	"SeducerKit/spl/(SD)15E.spl" override
	SAY 0xC #-1


COPY ~SeducerKit/spl/USSD16.spl~ ~override~
  SAY NAME1 ~Recruit Follower~
  SAY NAME2 ~Recruit Follower~
  SAY UNIDENTIFIED_DESC ~
A Seducer of outstanding charisma may gather followers on his or her travels, whether by inspiring the righteous with a call to action, tempting the selfish with personal profit, or simply winning allies through sheer force of personal magnetism. This ability allows the Seducer to persuade the target to follow the Seducer's party wherever they may go, and is treated as the Seducer's familiar. Unlike Seduction, the target does not join the party, and therefore cannot gain levels, cannot be raised from the dead, and the Seducer cannot access its inventory or spellbook. However, there is no limit to how many followers a Seducer may possess (provided that he or she is able to keep all of them alive).

This ability cannot be used in the thick of combat, but unlike Seduction, the subject need not be charmed beforehand. The subject must have some senses or desires in order to be affected; golems and constructs are immune.

If the subject fails a save vs. spell at no penalty, the Seducer may coax it into following the Seducer's party until its dying breath. The Seducer can take control of creatures up to half of his or her level.

(Recruit Follower can have unintended effects if used on quest-related creatures. Some plot-relevant creatures, but not all, are immune by default.)
~
  SAY IDENTIFIED_DESC ~
A Seducer of outstanding charisma may gather followers on his or her travels, whether by inspiring the righteous with a call to action, tempting the selfish with personal profit, or simply winning allies through sheer force of personal magnetism. This ability allows the Seducer to persuade the target to follow the Seducer's party wherever they may go, and is treated as the Seducer's familiar. Unlike Seduction, the target does not join the party, and therefore cannot gain levels, cannot be raised from the dead, and the Seducer cannot access its inventory or spellbook. However, there is no limit to how many followers a Seducer may possess (provided that he or she is able to keep all of them alive).

This ability cannot be used in the thick of combat, but unlike Seduction, the subject need not be charmed beforehand. The subject must have some senses or desires in order to be affected; golems and constructs are immune.

If the subject fails a save vs. spell at no penalty, the Seducer may coax it into following the Seducer's party until its dying breath. The Seducer can take control of creatures up to half of his or her level.

(Recruit Follower can have unintended effects if used on quest-related creatures. Some plot-relevant creatures, but not all, are immune by default.)
~

COPY	"SeducerKit/spl/(SD)16A.spl" override
	SAY 0xC #-1
COPY	"SeducerKit/spl/(SD)16B.spl" override
	SAY 0xC #-1
COPY	"SeducerKit/spl/(SD)16C.spl" override
	SAY 0xC #-1
COPY	"SeducerKit/spl/(SD)16E.spl" override
	SAY 0xC #-1

COPY	"SeducerKit/spl/(SD)15W.spl" override
	SAY 0xC #-1
COPY	"SeducerKit/spl/(SD)15WB.spl" override
	SAY 0xC #-1
COPY	"SeducerKit/spl/(SD)16W.spl" override
	SAY 0xC #-1

COPY	"SeducerKit/spl/(SD)15X.spl" override
	SAY 0xC #-1
COPY	"SeducerKit/spl/(SD)16X.spl" override
	SAY 0xC #-1
COPY	"SeducerKit/spl/USSD15X.spl" override
	SAY 0xC #-1
COPY	"SeducerKit/spl/USSD16X.spl" override
	SAY 0xC #-1


// This assigns the floating string reference to Seduction
COPY ~SeducerKit/spl/USSD15X.spl~ ~override~
  LPF ALTER_SPELL_EFFECT
  INT_VAR
    match_opcode = 330  // Display String
    parameter1 = RESOLVE_STR_REF(@115)  // resolves tra reference into strref
  END

// This assigns the floating string reference to Recruit Follower
COPY ~SeducerKit/spl/USSD16X.spl~ ~override~
  LPF ALTER_SPELL_EFFECT
  INT_VAR
    match_opcode = 330  // Display String
    parameter1 = RESOLVE_STR_REF(@116)  // resolves tra reference into strref
  END


/*
COPY ~%SeducerKit%/spl/USSD15X.spl~ ~override~
  LPF ALTER_SPELL_EFFECT
  INT_VAR
    match_opcode = 330  // Display String
    parameter1 = RESOLVE_STR_REF(@115)  // resolves tra reference into strref
  END

COPY ~%SeducerKit%/spl/USSD16X.spl~ ~override~
  LPF ALTER_SPELL_EFFECT
  INT_VAR
    match_opcode = 330  // Display String
    parameter1 = RESOLVE_STR_REF(@116)  // resolves tra reference into strref
  END
*/



COPY ~SeducerKit/spl/(SD)20.spl~ ~override~
  SAY NAME1 ~Charm~
  SAY NAME2 ~Charm~
  SAY UNIDENTIFIED_DESC ~
Rather than focus their attention on a single target, a Seducer may attempt to charm multiple creatures at once. At level 1, a Seducer's Charm can affect two creatures at once; every 10 levels, the Seducer may charm another creature in the same round. Like Domination, Charm improves as the Seducer gains experience, but dividing the Seducer's attention makes the effect easier to resist:

Level 1: +7 to saving throw
Level 2: +6 to saving throw
Level 4: +5 to saving throw
Level 6: +4 to saving throw
Level 9: +3 to saving throw
Level 12: +2 to saving throw
Level 16: +1 to saving throw
Level 20: +0 to saving throw
Level 25: -1 to saving throw
Level 30: -2 to saving throw
Level 36: -3 to saving throw
Level 42: -4 to saving throw
Level 49: -5 to saving throw

As with Domination, Charm bypasses normal immunities, offers bonuses to alien minds (such as animals and extraplanar creatures), and imposes -3 penalty to AC and -25% movement rate on the Seducer for 1 round.
~
  SAY IDENTIFIED_DESC ~
Rather than focus their attention on a single target, a Seducer may attempt to charm multiple creatures at once. At level 1, a Seducer's Charm can affect two creatures at once; every 10 levels, the Seducer may charm another creature in the same round. Like Domination, Charm improves as the Seducer gains experience, but dividing the Seducer's attention makes the effect easier to resist:

Level 1: +7 to saving throw
Level 2: +6 to saving throw
Level 4: +5 to saving throw
Level 6: +4 to saving throw
Level 9: +3 to saving throw
Level 12: +2 to saving throw
Level 16: +1 to saving throw
Level 20: +0 to saving throw
Level 25: -1 to saving throw
Level 30: -2 to saving throw
Level 36: -3 to saving throw
Level 42: -4 to saving throw
Level 49: -5 to saving throw

As with Domination, Charm bypasses normal immunities, offers bonuses to alien minds (such as animals and extraplanar creatures), and imposes -3 penalty to AC and -25% movement rate on the Seducer for 1 round.
~

COPY	"SeducerKit/spl/(SD)20A.spl" override
	SAY 0xC #-1
COPY	"SeducerKit/spl/(SD)20B.spl" override
	SAY 0xC #-1
COPY	"SeducerKit/spl/(SD)20C.spl" override
	SAY 0xC #-1
COPY	"SeducerKit/spl/(SD)20H.spl" override
	SAY 0xC #-1
COPY	"SeducerKit/spl/(SD)20I.spl" override
	SAY 0xC #-1

COPY	"SeducerKit/spl/(SD)01.spl" override
	SAY 0xC #-1
COPY	"SeducerKit/spl/(SD)02.spl" override
	SAY 0xC #-1
COPY	"SeducerKit/spl/(SD)03.spl" override
	SAY 0xC #-1


COPY	"SeducerKit/spl/(SD)050.spl" override
	SAY 0xC #-1

COPY	"SeducerKit/spl/(SD)051.spl" override
	SAY 0xC #-1
/*
COPY	"SeducerKit/spl/(SD)052.spl" override
	SAY 0xC ~Betrayal~
	SAY 0x50 ~Betrayal~
*/
COPY ~SeducerKit/spl/(SD)052.spl~ ~override~
  SAY NAME1 ~Betrayal~
  SAY NAME2 ~Betrayal~
  SAY UNIDENTIFIED_DESC ~Betrayal~
  SAY IDENTIFIED_DESC ~Betrayal~

/*
COPY ~SeducerKit/spl/(SD)054.spl~ ~override~
  SAY NAME1 ~Psionic Blast~
  SAY NAME2 ~Psionic Blast~
  SAY UNIDENTIFIED_DESC ~
A Seducer's psionic abilities can also be used to deliver a powerful shock to other minds. Psionic Blast can affect multiple targets, each of which must make a successful save vs. spell or be stunned for 3 rounds. Much like a Mind Flayer's Psionic Blast, this ability ignores magical defenses.
~
  SAY IDENTIFIED_DESC ~
A Seducer's psionic abilities can also be used to deliver a powerful shock to other minds. Psionic Blast can affect multiple targets, each of which must make a successful save vs. spell or be stunned for 3 rounds. Much like a Mind Flayer's Psionic Blast, this ability ignores magical defenses.
~
*/

COPY ~SeducerKit/spl/(SD)055.spl~ ~override~
  SAY NAME1 ~Psionic Invisibility~
  SAY NAME2 ~Psionic Invisibility~
  SAY UNIDENTIFIED_DESC ~
This ability allows the Seducer to conceal his or her presence from all creatures within the vicinity, blocking the image from their minds. For the next 2 rounds, the Seducer is invisible to all enemies per the Improved Invisibility spell, even those normally able to see through invisibility, and can backstab with every hit.
~
  SAY IDENTIFIED_DESC ~
This ability allows the Seducer to conceal his or her presence from all creatures within the vicinity, blocking the image from their minds. For the next 2 rounds, the Seducer is invisible to all enemies per the Improved Invisibility spell, even those normally able to see through invisibility, and can backstab with every hit.
~

/*
COPY ~SeducerKit/spl/(SD)056.spl~ ~override~
  SAY NAME1 ~Psionic Insulation~
  SAY NAME2 ~Psionic Insulation~
  SAY UNIDENTIFIED_DESC ~
Through careful self-study and meditation, the Seducer can eliminate his or her own mental weaknesses and hone their mind closer to perfection. The Seducer gains +1 to Intelligence and Wisdom when selecting this ability and becomes immune to all forms of feeblemind, confusion, sleep, stun, and Psionic Maze.
~
  SAY IDENTIFIED_DESC ~
Through careful self-study and meditation, the Seducer can eliminate his or her own mental weaknesses and hone their mind closer to perfection. The Seducer gains +1 to Intelligence and Wisdom when selecting this ability and becomes immune to all forms of feeblemind, confusion, sleep, stun, and Psionic Maze.
~

COPY ~SeducerKit/spl/(SD)057.spl~ ~override~
  SAY NAME1 ~Psionic Maze~
  SAY NAME2 ~Psionic Maze~
  SAY UNIDENTIFIED_DESC ~
This ability allows the Seducer to transport the target to an extraplanar prison for 1d3 rounds if the victim fails its save vs. spell. The saving throw penalty varies based on the duration:

- 1 round: -15 save penalty
- 2 rounds: -10 save penalty
- 3 rounds: -5 save penalty

Creatures immune to Maze are unaffected.
~
  SAY IDENTIFIED_DESC ~
This ability allows the Seducer to transport the target to an extraplanar prison for 1d3 rounds if the victim fails its save vs. spell. The saving throw penalty varies based on the duration:

- 1 round: -15 save penalty
- 2 rounds: -10 save penalty
- 3 rounds: -5 save penalty

Creatures immune to Maze are unaffected.
~
*/


COPY ~SeducerKit/spl/(SD)058.spl~ ~override~
  SAY NAME1 ~Psionic Foresight~
  SAY NAME2 ~Psionic Foresight~
  SAY UNIDENTIFIED_DESC ~
A Seducer's ability to read other minds allows him or her to anticipate attacks. With practice, the Seducer can use this ability to dodge attacks and resist the effects of hostile spells. Psionic Foresight grants a permanent +1 bonus to all saving throws and +1 AC against melee weapons, and also allows the Seducer to target invisible enemies. The Seducer can also use this ability to anticipate an enemy's defensive moves, giving the Seducer +1 to THAC0 and critical hit rolls.

This ability may be selected up to 5 times.
~
  SAY IDENTIFIED_DESC ~
A Seducer's ability to read other minds allows him or her to anticipate attacks. With practice, the Seducer can use this ability to dodge attacks and resist the effects of hostile spells. Psionic Foresight grants a permanent +2 bonus to all saving throws and +2 AC against melee weapons, and also allows the Seducer to target invisible enemies. The Seducer can also use this ability to anticipate an enemy's defensive moves, giving the Seducer +2 to THAC0 and critical hit rolls.

This ability may be selected up to 5 times.
~

COPY ~SeducerKit/spl/(SD)059.spl~ ~override~
  SAY NAME1 ~Psionic Lock~
  SAY NAME2 ~Psionic Lock~
  SAY UNIDENTIFIED_DESC ~
With intense concentration, a Seducer can trap one creature in mental combat. This ability prevents both the Seducer and the target from taking any action for 1 round. There is no saving throw, and the ability bypasses all immunities and resistances.

This ability may be selected up to 5 times.
~
  SAY IDENTIFIED_DESC ~
With intense concentration, a Seducer can trap one creature in mental combat. This ability prevents both the Seducer and the target from taking any action for 1 round. There is no saving throw, and the ability bypasses all immunities and resistances.

This ability may be selected up to 5 times.
~

COPY ~SeducerKit/spl/(SD)060.spl~ ~override~
  SAY NAME1 ~Psionic Time Stop~
  SAY NAME2 ~Psionic Time Stop~
  SAY UNIDENTIFIED_DESC ~
A powerful Seducer can force his or her will on anything--even reality itself. This ability allows the Seducer to stop time for 6 seconds. For the duration, the Seducer can take any action without interruption.
~
  SAY IDENTIFIED_DESC ~
A powerful Seducer can force his or her will on anything--even reality itself. This ability allows the Seducer to stop time for 6 seconds. For the duration, the Seducer can take any action without interruption.

This ability may be selected up to 5 times.
~

COPY ~SeducerKit/spl/(SD)061.spl~ ~override~
  SAY NAME1 ~Psionic Breach~
  SAY NAME2 ~Psionic Breach~
  SAY UNIDENTIFIED_DESC ~
There is a secret method behind every form of magical defense, and a Seducer can reveal it by delving into the target's mind. This ability allows the Seducer to remove a single spell protection, combat protection, and specific protection from the target creature, up to 8th level in power. The target may make a save vs. spell at -12 to negate the effect.

This ability may be selected up to 5 times.
~
  SAY IDENTIFIED_DESC ~
There is a secret method behind every form of magical defense, and a Seducer can reveal it by delving into the target's mind. This ability allows the Seducer to remove a single spell protection, combat protection, and specific protection from the target creature, up to 8th level in power. The target may make a save vs. spell at -12 to negate the effect.

This ability may be selected up to 5 times.
~

COPY ~SeducerKit/spl/(SD)062.spl~ ~override~
  SAY NAME1 ~Psionic Teleportation~
  SAY NAME2 ~Psionic Teleportation~
  SAY UNIDENTIFIED_DESC ~
A Seducer can force open a portal in space, allowing him or her to jump from place to place instantaneously. This ability allows the Seducer to teleport to any location on the map.

This ability may be selected up to 5 times.
~
  SAY IDENTIFIED_DESC ~
A Seducer can force open a portal in space, allowing him or her to jump from place to place instantaneously. This ability allows the Seducer to teleport to any location on the map.

This ability may be selected up to 5 times.
~

COPY ~SeducerKit/spl/(SD)28.spl~ ~override~
  SAY NAME1 ~Dispel Charm~
  SAY NAME2 ~Dispel Charm~
  SAY UNIDENTIFIED_DESC ~
By delving into a charmed creature's mind, the Seducer can isolate and remove the charm's effects, whether the charm is magical, mundane, or psionic. This ability will dispel any charm effect from the target creature if he or she makes a save vs. spell at +5.
~
  SAY IDENTIFIED_DESC ~
By delving into a charmed creature's mind, the Seducer can isolate and remove the charm's effects, whether the charm is magical, mundane, or psionic. This ability will dispel any charm effect from the target creature if he or she makes a save vs. spell at +5.
~

/*
COPY ~SeducerKit/spl/(SD)29A.spl~ ~override~
  SAY NAME1 ~Hypnosis~
  SAY NAME2 ~Hypnosis~
  SAY UNIDENTIFIED_DESC ~
With intense concentration, the Seducer can attempt to control many minds at once, putting all enemies in a 15-foot radius into a state of hypnosis. The targets must make a save vs. spell at +5 or be hypnotized (as per the Feeblemind spell) for the duration, unable to act. Creatures who are immune to feeblemind will still suffer -2 to hit, damage, and casting time for 1 round on a failed save. The victim may adjust to the attack, however, and there is a 25% chance that a successfully hypnotized target will automatically resist Hypnosis for the next 2 rounds. As the Seducer becomes more experienced, Hypnosis becomes more effective:

Level 1: feeblemind for 1 round, save vs. spell at +5 negates
Level 2: save vs. spell at +4
Level 4: save vs. spell at +3
Level 6: save vs. spell at +2
Level 8: save vs. spell at +1
Level 9: duration increases to 1d2 rounds
Level 11: save vs. spell at +0
Level 14: save vs. spell at -1
Level 15: radius expands to 30 feet
Level 17: save vs. spell at -2
Level 18: duration increases to 1d3 rounds
Level 20: save vs. spell at -3
Level 25: save vs. spell at -4
Level 27: duration increases to 1d4 rounds
Level 30: save vs. spell at -5
Level 34: duration increases to 1d6 rounds
Level 35: save vs. spell at -6
Level 40: save vs. spell at -7
Level 45: save vs. spell at -8
Level 50: save vs. spell at -9

Hypnosis is not limited by the Seducer's line of sight; he or she can target creatures who are invisible, behind a corner, or (at higher levels) out of the Seducer's visual range. This ability bypasses spell protections and magic resistance.

However, the intense concentration involved in hypnotizing enemies leaves the Seducer vulnerable. For 1 round after using Hypnosis, the Seducer cannot attack and suffers a -3 penalty to AC and -50% movement rate.

A Seducer may use Hypnosis once per round.
~
  SAY IDENTIFIED_DESC ~
With intense concentration, the Seducer can attempt to control many minds at once, putting all enemies in a 15-foot radius into a state of hypnosis. The targets must make a save vs. spell at +5 or be hypnotized (as per the Feeblemind spell) for the duration, unable to act. Creatures who are immune to feeblemind will still suffer -2 to hit, damage, and casting time for 1 round on a failed save. The victim may adjust to the attack, however, and there is a 25% chance that a successfully hypnotized target will automatically resist Hypnosis for the next 2 rounds. As the Seducer becomes more experienced, Hypnosis becomes more effective:

Level 1: feeblemind for 1 round, save vs. spell at +5 negates
Level 2: save vs. spell at +4
Level 4: save vs. spell at +3
Level 6: save vs. spell at +2
Level 8: save vs. spell at +1
Level 9: duration increases to 1d2 rounds
Level 11: save vs. spell at +0
Level 14: save vs. spell at -1
Level 15: radius expands to 30 feet
Level 17: save vs. spell at -2
Level 18: duration increases to 1d3 rounds
Level 20: save vs. spell at -3
Level 25: save vs. spell at -4
Level 27: duration increases to 1d4 rounds
Level 30: save vs. spell at -5
Level 34: duration increases to 1d6 rounds
Level 35: save vs. spell at -6
Level 40: save vs. spell at -7
Level 45: save vs. spell at -8
Level 50: save vs. spell at -9

Hypnosis is not limited by the Seducer's line of sight; he or she can target creatures who are invisible, behind a corner, or (at higher levels) out of the Seducer's visual range. This ability bypasses spell protections and magic resistance.

However, the intense concentration involved in hypnotizing enemies leaves the Seducer vulnerable. For 1 round after using Hypnosis, the Seducer cannot attack and suffers a -3 penalty to AC and -50% movement rate.

A Seducer may use Hypnosis once per round.
~
*/

COPY	"SeducerKit/spl/(SD)29B.spl" override
	SAY 0xC #-1
COPY	"SeducerKit/spl/(SD)29C.spl" override
	SAY 0xC #-1

/*
COPY	"SeducerKit/spl/(SD)054.spl" override
	SAY 0xC ~Psionic Blast~
	SAY 0x50 ~
A Seducer's psionic abilities can also be used to deliver a powerful shock to other minds. Psionic Blast can affect multiple targets, each of which must make a successful save vs. spell or be stunned for 3 rounds. Much like a Mind Flayer's Psionic Blast, this ability ignores magical defenses.
~

COPY	"SeducerKit/spl/(SD)055.spl" override
	SAY 0xC ~Psionic Invisibility~
	SAY 0x50 ~
This ability allows the Seducer to conceal his or her presence from all creatures within the vicinity, blocking the image from their minds. For the next 4 rounds, the Seducer will be invisible; for the next 3 rounds, the Seducer will be protected as though they were under the effects of the Improved Invisibility spell; and for the next 2 rounds, the Seducer cannot be seen by any creature, even those normally able to see through invisibility.
~

COPY	"SeducerKit/spl/(SD)055C.spl" override
	SAY 0xC #-1

COPY	"SeducerKit/spl/(SD)056.spl" override
	SAY 0xC ~Mental Focus~
	SAY 0x50 ~
Through careful self-study and meditation, the Seducer can eliminate his or her own mental weaknesses and hone their mind closer to perfection. The Seducer gains +1 to Intelligence and Wisdom when selecting this ability and becomes immune to all forms of feeblemind, confusion, sleep, stun, and Psionic Maze.
~

COPY	"SeducerKit/spl/(SD)057.spl" override
	SAY 0xC ~Psionic Maze~
	SAY 0x50 ~
This ability allows the Seducer to trap the target in an extraplanar labyrinth, forcing them to wander its halls until they can find their way out. The victim's Intelligence determines when it can escape the maze. The victim may attempt a save vs. spell at a -5 penalty to reduce the duration, but the spell will still trap the target for 1 round. Creatures immune to Maze are immune to this spell.
~
*/

COPY	"SeducerKit/spl/(SD)00.spl" override
	SAY 0xC #-1
COPY	"SeducerKit/spl/(SD)22.spl" override
	SAY 0xC #-1
COPY	"SeducerKit/spl/(SD)23.spl" override
	SAY 0xC #-1
COPY	"SeducerKit/spl/(SD)24.spl" override
	SAY 0xC #-1
COPY	"SeducerKit/spl/(SD)25.spl" override
	SAY 0xC #-1
COPY	"SeducerKit/spl/(SD)27.spl" override
	SAY 0xC #-1
COPY	"SeducerKit/spl/(SD)27A.spl" override
	SAY 0xC #-1
COPY	"SeducerKit/spl/(SD)27B.spl" override
	SAY 0xC #-1
/*
COPY	"SeducerKit/spl/SPIN774.spl" override
	SAY 0xC #-1
*/

/*
COPY ~SeducerKit/spl/USSDLP02.spl~ ~override~
COPY ~SeducerKit/spl/USSDLP02.spl~ ~override~
  LPF ALTER_SPELL_EFFECT
  INT_VAR
    match_opcode = 330  // Float Text
    parameter1 = RESOLVE_STR_REF(@105)  // resolves tra reference into strref
END
*/

COPY	"SeducerKit/eff/(SD)F1.EFF" override
	"SeducerKit/eff/(SD)F2.EFF" override
	"SeducerKit/eff/(SD)F3.EFF" override
////	"SeducerKit/eff/(SD)F3B.EFF" override////
	"SeducerKit/eff/(SD)FA.EFF" override
	"SeducerKit/eff/(SD)FB.EFF" override
	"SeducerKit/eff/(SD)FC.EFF" override
	"SeducerKit/eff/(SD)FC6.EFF" override
	"SeducerKit/eff/(SD)F4.EFF" override
	"SeducerKit/eff/(SD)F5.EFF" override
	"SeducerKit/eff/(SD)F6.EFF" override
	"SeducerKit/eff/(SD)F7.EFF" override
	"SeducerKit/eff/(SD)050B.EFF" override
	"SeducerKit/eff/(SD)055A.EFF" override
	"SeducerKit/eff/(SD)055B.EFF" override
	"SeducerKit/eff/(SD)F29F.EFF" override
	"SeducerKit/eff/(SD)F29G.EFF" override

	"SeducerKit/eff/(SD)20D.EFF" override
	"SeducerKit/eff/(SD)20E.EFF" override
	"SeducerKit/eff/(SD)20F.EFF" override
	"SeducerKit/eff/(SD)20G.EFF" override

	"SeducerKit/eff/(SD)15AB.EFF" override
	"SeducerKit/eff/(SD)15BB.EFF" override
	"SeducerKit/eff/(SD)16AB.EFF" override
	"SeducerKit/eff/(SD)16BB.EFF" override
	"SeducerKit/eff/(SD)FD.EFF" override
	"SeducerKit/eff/(SD)FD6.EFF" override
	"SeducerKit/eff/(SD)15F.EFF" override
	"SeducerKit/eff/(SD)16F.EFF" override

/*
COPY	"SeducerKit/tables/HPWIZ.2DA" override
	"SeducerKit/tables/LUSD7.2DA" override
*/
COPY	"SeducerKit/tables/LUSD7.2DA" override

COPY	"SeducerKit/bcs/USSDJP01.BCS" override
COPY	"SeducerKit/bcs/USSDJP02.BCS" override



COPY	"SeducerKit/bam/(SD)056C.BAM" override

COPY	"SeducerKit/bam/(SD)B50.BAM" override
COPY	"SeducerKit/bam/(SD)B51.BAM" override
COPY	"SeducerKit/bam/(SD)B52.BAM" override
COPY	"SeducerKit/bam/(SD)B53.BAM" override
COPY	"SeducerKit/bam/(SD)B54.BAM" override
COPY	"SeducerKit/bam/(SD)B55.BAM" override
COPY	"SeducerKit/bam/(SD)B56.BAM" override
COPY	"SeducerKit/bam/(SD)B57.BAM" override
COPY	"SeducerKit/bam/(SD)B58.BAM" override
//COPY	"SeducerKit/bam/(SD)B59.BAM" override//
COPY	"SeducerKit/bam/(SD)B60.BAM" override
//COPY	"SeducerKit/bam/(SD)B61.BAM" override//
COPY	"SeducerKit/bam/(SD)B62.BAM" override
COPY	"SeducerKit/bam/(SD)B63.BAM" override
COPY	"SeducerKit/bam/(SD)B64.BAM" override
COPY	"SeducerKit/bam/(SD)B65.BAM" override
COPY	"SeducerKit/bam/(SD)B66.BAM" override
COPY	"SeducerKit/bam/USSDB01.BAM" override

COPY_EXISTING_REGEXP ~.*\.itm~ override
LPF CLONE_EFFECT
INT_VAR
silent = 1
check_headers = 0
match_opcode = 208 // Minimum HP
opcode = 206 // Immunity to Spell
parameter1 = 0
STR_VAR
resource = ~USSD15~ // Spell filename
END
BUT_ONLY

COPY_EXISTING_REGEXP ~.*\.itm~ override
LPF CLONE_EFFECT
INT_VAR
silent = 1
check_headers = 0
match_opcode = 208 // Minimum HP
opcode = 206 // Immunity to Spell
parameter1 = 0
STR_VAR
resource = ~USSD16~ // Spell filename
END
BUT_ONLY

COPY_EXISTING_REGEXP ~.*\.itm~ override
 READ_LONG 0x6a fx_off
 READ_SHORT 0x70 glob_fx
 FOR (i = 0; i < glob_fx; ++i) BEGIN
  READ_SHORT (fx_off + i * 0x30) opcode
  PATCH_IF opcode = 208 BEGIN	// Item has MINHP effect
   LPF DELETE_EFFECT
    INT_VAR
     check_headers = 0	// Ignore abilities / Only remove global/equipped effects
     match_opcode = 101  // Immunity to effect
     match_parameter2 = 241  // Control Creature
   END
   SET i = glob_fx
  END
 END
BUT_ONLY

COPY_EXISTING_REGEXP ~.*\.itm~ override
	READ_BYTE	0x18	flag
	PATCH_IF	(flag BAND 4) = 0	BEGIN	// Undroppable
		WRITE_LONG	0x1e 0	// Class/Race/Alignment
		WRITE_BYTE	0x29 0	// Kits
		WRITE_BYTE	0x2b 0	// More Kits
		WRITE_BYTE	0x2d 0	// More Kits
		WRITE_BYTE	0x2f 0	// More Kits
	END
BUT_ONLY
