I'm trying to add the 9 tails bloodline from the Kitsune compedium and it seems like all the various abilities/spells/changes are seperate in the editor. Is there a list anywhere of all the things I need to change so I can make sure I don't miss something important in making it work?
Bloodline details
Kitsune Bloodline (Sorcerer)
One of your ancestors was a kitsune who achieved the apex of their
race’s mystical powers. Your sorcerous abilities stem from the same font
of mystic power, allowing you to effortlessly dominate the minds of your
enemies with powerful enchantments and illusions.
Class Skill: Disguise
Bonus Spells: silent image (3rd), invisibility (5th), major image
(7th), charm monster (9th), magic jar (11th), mislead (13th),
project image (15th), mass charm monster (17th), wish (19th).
Bonus Feats: Alertness, Craft Wondrous Item, Dodge,
Lightning Reflexes, Improved Initiative, Skill Focus (Disguise)
Bloodline Arcana: Whenever you cast an enchantment or
illusion spell, creatures targeted by or that interact with your
spell suffer a –2 penalty on their saving throw if you have won them over with Diplomacy or fooled them with Bluff in the
past 24 hours.
Bloodline Powers: You manifest mystical powers that allow
you to befuddle and outwit your enemies with magic.
Foxfire (Sp): At 1st level, as a standard action, you can create
up to four eerie spheres of light that function as dancing lights.
While in possession of one or more of these spheres, you can attack
one target within 30 feet as a ranged touch attack by directing
a sphere at it. This sphere deals 1d6 points of fire damage.
Whether or not the sphere hits, it disappears as if its duration
ended. You can use this ability a number of times per day equal
to 3 + your Charisma modifier.
Shift Form (Su): At 3rd level, you gain the ability to change
shape (as the spell alter self) for a number of minutes per day
equal to your sorcerer level. These minutes need not be consecutive.
At 7th level, you can also change shape into any animal
allowed by beast shape I. At 11th level, you can also change shape
into any animal allowed by beast shape II. At 15th level, you can
also change shape into any animal allowed by beast shape III. At
19th level, you can also change shape into any natural, inanimate
object (such as a rock or a tree) as the spell statue except
this ability is a polymorph effect and grants you a +10 racial
bonus on Disguise checks to appear as an ordinary object.
Potent Illusions (Su): At 9th level, any illusion spell that
you cast with a duration of concentration lasts an additional
number of rounds equal to half your sorcerer level. Additionally,
when casting an illusion spell you can expend two spell slots
of the spell’s level (including level adjustments from metamagic)
as a free action in order to imbed an illusion within your
illusion. Effectively, if a creature disbelieves the illusion, it sees
a second, identical illusion in its place, which it must attempt to
disbelieve separately. You cannot imbed more than two illusions
into a spell using this ability or any similar one.
Formless Casting (Su): At 15th level, you can complete the
verbal and somatic components of spells while polymorphed
into any creature allowed by greater polymorph or while possessing
a living creature with magic jar by substituting various noises
and gestures for the normal verbal and somatic components of
a spell. You can also use any material components or focuses
you possess, even if such items are melded within your current
form. At 20th level, you gain this benefit while under any polymorph
effect, even if the form you take cannot normally make
any noise or gestures.
Master Manipulator (Su): At 20th level, you no longer
need to make concentration checks to cast enchantment spells
and can concentrate on illusion spells as a swift action, rather
than a standard action. Additionally, you can expend a spell slot
as a free action in order to regain a number of minutes of your
shift form ability equal to the spell’s level. This ability does not
allow you to exceed the ability’s maximum minutes per day–
any excess minutes are lost.
Nine-Tailed Bloodline
The ki of a powerful nine-tailed kitsune sleeps within your blood, which
you harness to empower your spellcasting.
Associated Bloodline: Kitsune.
Bloodline Arcana: You gain a +1 bonus to your caster level
with enchantment and illusion spells.
Bloodline Powers: You enhance your considerable magical
prowess with the ki of a nine-tailed kitsune.
Ki Pool (Su): At 9th level, you gain a pool of ki points, supernatural
energy you can use to accomplish amazing feats. The
number of points in your ki pool is equal to 1/3 of your sorcerer
level + your Charisma modifier. The ki pool is replenished
each morning after 8 hours of rest or meditation; these hours
do not need to be consecutive. If you possess levels in another
class that grants points to a ki pool, ki points gained from the
sorcerer class stack with those gained from the other class to
determine the total number of ki points in the combined pool,
but only one ability score modifier is added to the total. The
choice of which score to use is made when the second class
ability is gained, and once made, the choice is permanent. You
can use ki points from this pool to power the abilities of every
class she possesses that grants a ki pool.
As long as you have at least 1 point in your ki pool, your
gain a +1 bonus on caster level checks made to overcome spell
resistance per 4 binder levels you possess (max. +5). As a swift
action, you may spend 1 point of ki to gain one of the following
benefits.
Ki Insight: Gain a +4 insight bonus on skill checks made
with your bloodline’s associated class skill for 1 round.
Ki Magic: Add +1 to the DC of the next spell you cast on
your turn.
Ki Impact: Add +1 to all damage dice dealt by the next spell
that you cast on your turn.
This bloodline power replaces potent illusions.
Bloodline details
Kitsune Bloodline (Sorcerer)
One of your ancestors was a kitsune who achieved the apex of their
race’s mystical powers. Your sorcerous abilities stem from the same font
of mystic power, allowing you to effortlessly dominate the minds of your
enemies with powerful enchantments and illusions.
Class Skill: Disguise
Bonus Spells: silent image (3rd), invisibility (5th), major image
(7th), charm monster (9th), magic jar (11th), mislead (13th),
project image (15th), mass charm monster (17th), wish (19th).
Bonus Feats: Alertness, Craft Wondrous Item, Dodge,
Lightning Reflexes, Improved Initiative, Skill Focus (Disguise)
Bloodline Arcana: Whenever you cast an enchantment or
illusion spell, creatures targeted by or that interact with your
spell suffer a –2 penalty on their saving throw if you have won them over with Diplomacy or fooled them with Bluff in the
past 24 hours.
Bloodline Powers: You manifest mystical powers that allow
you to befuddle and outwit your enemies with magic.
Foxfire (Sp): At 1st level, as a standard action, you can create
up to four eerie spheres of light that function as dancing lights.
While in possession of one or more of these spheres, you can attack
one target within 30 feet as a ranged touch attack by directing
a sphere at it. This sphere deals 1d6 points of fire damage.
Whether or not the sphere hits, it disappears as if its duration
ended. You can use this ability a number of times per day equal
to 3 + your Charisma modifier.
Shift Form (Su): At 3rd level, you gain the ability to change
shape (as the spell alter self) for a number of minutes per day
equal to your sorcerer level. These minutes need not be consecutive.
At 7th level, you can also change shape into any animal
allowed by beast shape I. At 11th level, you can also change shape
into any animal allowed by beast shape II. At 15th level, you can
also change shape into any animal allowed by beast shape III. At
19th level, you can also change shape into any natural, inanimate
object (such as a rock or a tree) as the spell statue except
this ability is a polymorph effect and grants you a +10 racial
bonus on Disguise checks to appear as an ordinary object.
Potent Illusions (Su): At 9th level, any illusion spell that
you cast with a duration of concentration lasts an additional
number of rounds equal to half your sorcerer level. Additionally,
when casting an illusion spell you can expend two spell slots
of the spell’s level (including level adjustments from metamagic)
as a free action in order to imbed an illusion within your
illusion. Effectively, if a creature disbelieves the illusion, it sees
a second, identical illusion in its place, which it must attempt to
disbelieve separately. You cannot imbed more than two illusions
into a spell using this ability or any similar one.
Formless Casting (Su): At 15th level, you can complete the
verbal and somatic components of spells while polymorphed
into any creature allowed by greater polymorph or while possessing
a living creature with magic jar by substituting various noises
and gestures for the normal verbal and somatic components of
a spell. You can also use any material components or focuses
you possess, even if such items are melded within your current
form. At 20th level, you gain this benefit while under any polymorph
effect, even if the form you take cannot normally make
any noise or gestures.
Master Manipulator (Su): At 20th level, you no longer
need to make concentration checks to cast enchantment spells
and can concentrate on illusion spells as a swift action, rather
than a standard action. Additionally, you can expend a spell slot
as a free action in order to regain a number of minutes of your
shift form ability equal to the spell’s level. This ability does not
allow you to exceed the ability’s maximum minutes per day–
any excess minutes are lost.
Nine-Tailed Bloodline
The ki of a powerful nine-tailed kitsune sleeps within your blood, which
you harness to empower your spellcasting.
Associated Bloodline: Kitsune.
Bloodline Arcana: You gain a +1 bonus to your caster level
with enchantment and illusion spells.
Bloodline Powers: You enhance your considerable magical
prowess with the ki of a nine-tailed kitsune.
Ki Pool (Su): At 9th level, you gain a pool of ki points, supernatural
energy you can use to accomplish amazing feats. The
number of points in your ki pool is equal to 1/3 of your sorcerer
level + your Charisma modifier. The ki pool is replenished
each morning after 8 hours of rest or meditation; these hours
do not need to be consecutive. If you possess levels in another
class that grants points to a ki pool, ki points gained from the
sorcerer class stack with those gained from the other class to
determine the total number of ki points in the combined pool,
but only one ability score modifier is added to the total. The
choice of which score to use is made when the second class
ability is gained, and once made, the choice is permanent. You
can use ki points from this pool to power the abilities of every
class she possesses that grants a ki pool.
As long as you have at least 1 point in your ki pool, your
gain a +1 bonus on caster level checks made to overcome spell
resistance per 4 binder levels you possess (max. +5). As a swift
action, you may spend 1 point of ki to gain one of the following
benefits.
Ki Insight: Gain a +4 insight bonus on skill checks made
with your bloodline’s associated class skill for 1 round.
Ki Magic: Add +1 to the DC of the next spell you cast on
your turn.
Ki Impact: Add +1 to all damage dice dealt by the next spell
that you cast on your turn.
This bloodline power replaces potent illusions.