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Chapter 1: Hybrid D20

With a few changes, Dungeons & Dragons 3.5 edition rules and/or Pathfinder RPG rules can be made to fit the skillsbased, pointbuy concept of character customization and skill importance, similar to Shadowrun 4th ed. These changes are summarizedhere. likearepurchasedasskillsorpowersusingthispool ofpoints. Total XP spent must be kept track of separately from unspent XP. A characters level is determined by his or her total XP spent; each level break occurs at 1.1 times the XP needed for the last break, as summarizedinthefollowingtable: XP Spent Character Level 100 1st 210 2nd 331 3rd 464 4th 611 5th 772 6th 949 7th 1,144 8th 1,358 9th 1,594 10th 1,853 11th 2,138 12th 2,452 13th 2,797 14th 3,177 15th 3,595 16th 4,054 17th 4,560 18th 5,116 19th 5,727 20th

ABILITIES
To avoid confusion with spelllike abilities, class abilities, etc., the term Abilities is replaced by the term Attributes. These may be determined using any of the methods in D&D 3.5. For Pathfinder RPG style characters, use any method and add +2 to any one score (to reflect the net +2 racial bonus in that system). Improving an attribute costs a number of XP equal to 3 times the score desired, on a 1pointata time basis. Raising ones Strength from 11 to 13 wouldthereforecost(12+13)x3=75XP. At the start of the game, generated attributes can alsobesolddownforextrapoints.

RACES
Racial traits are simlated with skills and powers. In this manner, any race can serve as a player character, without the need for cumbersome level adjustments, effective character levels, racial levels, andthelike.

CLASSES AND EXPERIENCE


Classes are abolished, to be replaced by skills and powers. Rather than gaining levels in Fighter, for example,acharacterwillimprovehisorherCombat skills and take various specializations in order to simulatethefightersfeats. In this manner, an infinite range of classes and prestige classes can be customized. NPC classes are simulated by simply allowing the character fewer XPwithwhichtopurchaseskillsandpowers. Classes are replaced with a discretionary spending of experience points. A starting character is built from 100 XP, representing his or her training and life experience up until that point. All of the characters starting skills, powers, class abilities, racial abilities, saving throws, attack bonus, and the

Monsters and traps have levels as well; the challengerating(CR)ofamonster,trap,orhazard is determined exactly as is character level. Multiple creatures or traps can be assigned encounter levels (EL),asinD&D3.5. Adventuring earns XP at a suggested rate of 20 XP per session. This can be modied according to the level and number of significant challenges encountered,thelengthofthesession,andthelike. Expereience points can be spent at the end of the adventure on improving attributes, skills, etc., or they can besaved up for later, with the restriction that you cant spend points in the middle of an adventure (to prevent characters from, say, suddenly realizing they are expert neurosurgeons at a moments notice, because the adventure sure wouldbeeasieriftheywere...).

For those who require a strict conversion of experience, 1 XP in the Hybrid system is equivalent to approximately 25 XP (fast advancement) in the Pathfinder RPG at 7th level. Because of the different builtinassuptions(ranksintheHybridsystemhave a builtin diminishing returns mechanism, and Hybrid characters spend XP on magic items), this ratioscalesfrom1:12at2ndlevelthrough1:426at20th level.

a Fortitude, Reflex, or Will save (respectively) as a fullroundaction,attheplayersoption.

SKILLS
A list of skills and their useages is included in Chapter 2. To emphasize the importance of skills in Hybridstyle game play, individual narrow skills in 3.5 edition D&D have been grouped into broader skillgroups.Thisservestwomainpurposes: 1. It helps equalize the core class skills (base attack bonus, caster level, etc.) with the other skills; and 2. It simplifies skill selection, so that one is not forced to decide whether to put more of an odd number of skill points into Listen vs. Spot, for example. As an added advantage, broad skill headings eliminate the cumbersome system of synergy bonusesinD20rules. Skills cost a base 5 XP for 1 rank. A D&D character gets these skills as part of his or her class alotment; the Hybrid character instead buys them. Advancement thereafter is at the rate of 2 XP x the rank to be attained, on a rankbyrank basis. For example, starting untrained andgaining 4 ranks ina skill would cost 23 XP (5 + 4 + 6 + 8). Because skills are purchased, there are no bonus skills for high Intelligence. Skill Rank XP for Rank Cumulative XP st 1 5 5 2nd 4 9 3rd 6 15 4th 8 23 5th 10 33 12 45 6th th 7 14 59 8th 16 75 9th 18 93 10th 20 113 11th 22 135 th 12 24 159 13th 26 185 14th 28 213 th 15 30 243 16th 32 275 th 17 34 309 18th 36 345 19th 38 383 20th 40 423

HIT DICE AND BASE ATTACK BONUS


A characters base attack bonus with melee weapons, unarmed or natural weapons, and thrown weapons is equal to his or her number of ranks in HandtoHand Combat skill. His or her base attack bonus with projectiles, rays, and energy missiles is equal to his or her number of ranks in Fire Combat skill. The two skills, in Hybrid rules, are treated as beingtotallyindependentofoneanother. Hit Dice are also a function of Combat skill. A characterhas1HDperlevelineitherHandtoHand Combat or Fire Combat skill, whichever is higher. Hit Dice are 10sided by default. A D20 barbarians 12sideddicearesimulatedbytakingtheToughness feat. In 3.5 edition rules, 6sided and 8sided Hit Dice are associated with a BAB of character level; an 8thlevelclerichasaBABof+6and8d8HD(average 36 hp, not including Con bonuses). An identical d20 Hybrid character would have 6 ranks in HTH Combat skill, for a BAB of +6 and 6d10 HD (average 33hp,notincludingConbonuses). Likewise for 4sided Hit Dice and BAB = character level. A 10th level D&D 3.5 wizard has 10d4 HD (25 hp average) and a BAB of +5; a similar d20 Hybrid character, with 5 ranks in Fire Combat skill, has 5d10 HD (average 27 hp, exclusive of Con bonuses). Iterative attacks work as in D&D 3.5, except that they are determined separately for handtohand combatandforfirecombat.

SAVING THROWS
Saving throws are now divorced from classes and are made into feats (see Chapter 3) instead, with incrementalcostsastheyimprove. In some cases, a skill check (Endurance, Acrobatics, or Concentration) can be substituted for

SKILL SPECIALIZATION
Specific subskills (e.g., Spot, as a subskill of Perception)canbeimprovedabovethebasenumber of ranks in the main skill group. Specialization is priced as if the skill were being improved from scratch. For example, a character with 9 ranks in Perception (assume Wis 10, for a +12 bonus) could gain 2 ranks of Spot specialization for 5+4=9 points (+14bonusinSpot). Subject to referee approval, subspecializations mayalsobepossible.Forexample,acharactermight have6ranksinDisableDevice,3ranksinUseMagic Device specialization, and 2 more ranks in Use Wands.

FEATS
Most feats have ranks, exactly as do skills; indeed, many are now treated as skill specializations. Feats (andclassfeatures)willbedealtwithinChapter3.

POWERS
Powers such as spellcasting or channeling energy aredealtwithinChapter4.

WEAKNESSES
Characters can gain extra points by accepting weaknessesphobias or obsessions that are difficult for him or her to resist. On one level, this system takes some control of the character out of the players hands, so many players will avoid taking weaknesses for that reason. Others might enjoy a more human character. Each weakness gives the character 5 more XP to spend on character generation. Weaknesses have ranks, exactly as do skills; each rank provides an additional 2 XP to spend on charactergeneration. Resisting a weakness requires a Will save at DC 10 + 1 per rank in the weakness in question. For example, a character with 5 ranks of Womanizing wouldneedtosucceedataDC15Willsavetoavoid hittingonanattractivewomanheencounters. Typical examples of weaknesses are summarized in below. Other weaknesses, which are not essentially psychological but rather physical in nature (deafness, deformity, chronic disease, etc.) are not generally recommended. Magical weaknesses (for example, the character is seared by

daylight, like a vampire) will be treated with in a separatesection. Arms or armor prohibition. The character must make a weakness check or else refuse to employ a certain typeofweaponorarmor,evenwhenitsconvenientto do so (for example, a noble Paladin character referring to a club as a peasants weapon, and attacking barehanded instead). Priests often have severe weapons restrictions; certain other characters might disdaintheuseofallarmor. Attraction to members of the opposite sex (womanizing/satyriasis/nymphomania). Acrophobia(fearofheights).Character Agoraphobia(fearofopenspaces) Arachnophobia(fearofspiders) Bloodfeud with some particular person or class of people. Character will run off on vendettas instead of cooperating with his or her friends, whenever opportunity presents itself. Cf. Dumas The Count of Monte Cristo, Vances Demon Princes series, or Zelaznys Dilvish, the Damned; also, Steve McQueen in NevadaSmith. Claustrophobia(fearofenclosedspaces). Chemicaldependenceonnicotine,alcohol,ordrugs. Emotional dependence on some person (make Will checks whenever person is threatened to avoid flying off the handle; if person dies, you pretty much lose it completely until you can earn enough points to removethisweakness). Fear of snakes. The character is shaken whenever confrontedwiththemunlesstheWillsavesucceeds. Galahad complex. Character cannot pass up opportunitiestodefendthehelpless,rightwrongs,etc. Hisfriendsmayfindhimacolossalbore. Gambling (compulsive) and general inability to pass updaresandwagers. Geas. As in Irish mythology, the character is prohibitedfromperformingsomeaction. Greed (beyond the norm, so that you are driven by it). Kleptomania (generally possible only if the Sleight of Handskillisalsotaken). Offensive/tactless/poor social skills (instead of a positive number of ranks for Diplomacy, the character hasanegativenumberofranksandisdespisedbyall). Sadism (this is NOT recommended for Player Characters!) Superstition. In medieval campaigns this might be termedreligious awe ordependence on deity, and bemandatoryforallPriestcharacters.

ALIGNMENT
Alignment is totally optional for mortals; it can be recorded as a measure of convenience, for players for whom it is helpful. Only Outsiders such as demons, etc.creatures that embody cosmic principleshavealignmentsinanabsolutesense.

HEIGHT AND WEIGHT


Players can feel free to roll randomly for these, but simple use of common sense is a better guide. For example, a human character with 18 Strength will notweigh95lbs.at55tall.

AGE AND RESURRECTION SURVIVAL


Optionally, races with long life spans can be balanced without the need for creating Powers rules for extended life spans by simply reinstituting the 1st edition D&D resurrection survival concept. In this option, a character who wishes to be brought backfromthedeadmustsucceedataFortutidesave at DC 5 + 1 per 10 years of the races venerable agebreak.Thistranslatestothefollowing: Race Venerable Age Resurrect DC Half-orc 60 11 Human 70 12 Halfling 100 15 Half-elf 125 17 Gnome 200 25 Dwarf 250 30 Elf 350 40

OPTIONAL CHANGES TO STANDARD D20 MECHANICS


Total Failure: On a natural 1 on a skill or other check, rather than the task simply failing, some major blunder is committed in the process. Other than the usual drop weapon on an attack roll of 1 commonly houseruled for D&D, skill checks can be adjudicated similarly. For example, a character arrives in a shady bar to meet with an informant; unbeknownst to the player, there is a bad guy lurking there, too. The player rolls vs. Perception to notice; failure indicates that he fails to spot the bad guy. Total Failure results, on the other hand, might mean that the character doesnt even spot the informant (who might have stepped out for a moment)andthusblowsthewholemeeting.

A natural 1 also threatens a critical failure. Roll a second check. If this one fails, the Total Failure is even worse. The referee should then manipulate the situation disastrously for the character. In the example above, if the character rolled a critical failure for the Perception check, then not only would he fail to spot the bad guy AND the informant, but he would fail to notice that his wallet has just been lifted, and that a gang of kids outside is engaged in stealing his car. Referees can have lots of fun with critical failure results. Critical Success and Hero Points: On the other end of the spectrum are critical successes. In this option, skill checks have a crit range of 20 (much like weapons); on a confirmed critical success, in addition to automatic (and spectacular) success, outside of combat the character earns one Hero Pointa concept stolen from Victory Games James Bond 007 rules. Hero Points allow the character to change the odds in his or her favor. Instead of situations being manipulated to the characters detriment, as in Total Failure results, Hero Points allow the character to manipulatecoincidenceforhisorherownbenefit. In game terms, one Hero Point can be used after a poor roll to change the result to a 10 (as if the character had Taken 10, but without any of the limitations of that mechanic). Alternatively, one Hero Point can be spent to allow a player to completely re rollonedicerollforhisorhercharacter. If referee and players can all agree on particulars, then Hero Points can also be used to cause remote but nonquantifiable possibilities to become likelihood or evencertainty.Forexample,aHeroPointmightallow a player to remember that his character he bought more arrows at the end of the last adventure (even though the player himself forgot all about the need to restock ammo). The more reasonable the scenario, the fewer Hero Points would be required; less likely coincidences (What are the chances that somebody recently lost a $100 bill near here?) should require a fairly large outlay. Judgement and compromise are oftennecessaryhere. An unlimited number of Hero Points can be accumulated, with the restrictions that Combat rolls do not ever earn Hero Points (except for in onceina lifetimesituations),andthatcharacterswhositaround all day attempting pointless tasks just to try for excellent results should NOT earn any Hero Points only tasks that are attempted as part of the ongoing game should count. On the other hand, most referees

will give each character one Hero Point at the start of each adventure, to help ensure his or her survival. In any case, each Hero Point can only be spent once. Be carefulmajor nonplayer characters encountered during an adventure may have one or moresurvival points(akindofequivalenttoheropoints). Opposed Checks: In the event that two checks are made in opposition to one another (for example, a Perception roll to notice a person using Stealth to sneak up on you), then there are 2 basic means of resoultion: 1.Standardopposedchecks,asinD&D3.5,withthe higherresultswinning. 2.BiddingWar:Forongoingcontests,inwhichboth parties are determined to outdo one another. One party declares a DL; the opposing party then has three options: (a) give up; (b)call, whereupon both parties rollagainstthatDL;or(c)raisebydeclaringahigher DL. Raising can go back and forth until someone givesuporcalls.Oncebothpartiesroll,thehigherQR wins (as above); in the case of identical QR, there is either a tie, or else throw again to determine a winner. Generally, this is possible only if some means of upping the ante are actually present (running a red lightagainsttrafficwhilebeingchased,playingamore difficult song in a duelin banjoes competition, or whatever). Examples of when this method is used: chases (see detailed chase rules, in the Personal Combat section); music competitions between two musicians, or any analogous situation; any situations involving two similar or identical checks being made (two guys attemptingtoseducethesamegirl,etc.). Cf. the progressively more outrageous attempts made by Michael Caines and Steve Martins characters to con the girl, in the film Dirty Rotten Scoundrels.

CHANGES TO THE SRD COMBAT RULES


Unless otherwise stated here or in the following chapters, all rules from D&D 3.5 apply to Hybrid RPGgaming.Ingeneral,thesechangesmakecombat more dangerous than in a standard D&D game. Those skilled in combat are correspondingly more likely to survive it, but the best method for long term survival is to avoid combat if possible, and to stack the deck in ones favor before attacking, if a fightisinevitable. Combat and Movement: Hybrid RPG assumes less intense focus on a battlemat and miniatures.

A full round in 3.5/Pathfinder assumes a spell and a move action, or an attack and a move action, or a 5 ft. step and a full attack. In Hybrid rules, the followingchangesaremade: Spellcasting: Casting a standardaction spell with somatic and/or material components prevents movementduringthatroundexceptforasingle5ft. step. Attacks: A single attack and a full move is one round. A character with 4 iterative attacks and 30 feetofmovementcanthereforechoosetoattackonce and move 30ft., or attack twice and move 20 feet, or attack 3 times and move 10 feet, or attack 4 times andtakea5ft.step. Wounds and Dazing: Loss of of a characters normal (full) hp is considered a light wound. Upon incurring a light wound, any living creature with a discernable anatomy must save vs. Fortitude at DC 10 or be dazed one round. Thereafter (whether or not the save is successful), lightly wounded creatures are fatigued, suffering a 2 penalty to Strength and Dexterity and a 1 penalty to attacks, damage,AC,saves,andchecks(whichsubsumesthe effectsoftheattributereduction). Loss of of the characters full hp is a medium wound, requiring a DC 15 Fort save to avoid being dazed 1 round; the penalties to Str and Dex increase to 4 each, and the penalty to attacks, damage, AC, saves, and checks increases to 2 (which subsimes theeffectsoftheattributereduction). At hp lost, the character is heavily wounded (DC 20 Fort or dazed 1 round) and exhausted, sufferinga6penaltytoStrengthandDexterity,and a 3 penalty to attacks, damage, AC, saves, and checks (which subsumes the effects of the attribute reduction). Spells and effects that remove fatigue and/or exhaustion, but do not cure hp damage, ameliorate the penalties but do not otherwise restore hp. Characters with exceptional ranks in Endurance might be able to ignore some of these penalties; see theEnduranceskillfordetails. Facing: Due to the relative deemphasis of grid based combat in Hybrid RPG gaming, the facing rules of D&D 3.0 are retained (the square space of D&D 3.5 represents a change intended solely to makeminiaturesuseonabattlemateasier). Holding an Action: If you have 6+ ranks in the appropriate skill, you can hold an action without declaring it. The action can then be taken any time

before your next turn as an immediate action, possibly interrupting opponents. Partial actions can bewithheldinthismanner,ascanmovement. For example, a character with 6 or more ranks in HTH Combat can attack once on his turn, and elect to withhold his 5ft. step and second attack for use later in the round, when he can assess the relative threatsposedbynearbyopponents. Combat Maneuvers: The concept of combat manuevers and the combat manuever bonus (CMB) fromthePathfinderRPGareused. Parrying: If you have at least 6 ranks in HTH Combatskill,wheneveryoutakeafullattackaction, you can elect not to take one of your attacks. At any time before your next turn you can attempt to parry an attack against you or an adjacent ally as an immediate action. To parry the attack, you make an attack roll, using the same bonuses as the attack you chose to forego during your previous action. If your attack roll is greater than the roll of the attacking creature,theattackautomaticallymisses. For each size category the attacking creature is larger than you, you take a 4 penalty on the attack roll. You also take a 4 penalty when attempting to parry an attack made against an adjacent ally. You must declare the use of this ability after the attack is announced,butbeforetherollismade. Damage Reduction: The Hybrid RPG uses a modified damage reduction system, similar to that used in the Pathfinder RPG. Magic weapons with larger plusses can bypass certain materialsbased damage reduction, as shown in the table (the spell greater magic weapon does not allow DR to be bypassed). Nonmagical weapons of the correct material are useful as in D&D 3.5; for example, a nonmagical alchemical silver dagger will bypass a lycanthropes DR 10/magic. The only difference in Hybrid rules is that a +2 or better weapon can also penetrate the lycanthropesdamagereduction. Damage reduction targeting a certain alignment or weapon type (bludgeoning, piercing, slashing) worksexactlyasinD&D3.5.

Weapon Bonus +1 +2 +3 +4 +5 +6

Bypasses DR /magic DR /magic or /silver DR /magic or /silver or /cold iron DR /any special material except adamantine DR /any special material including adamantine DR /epic

OPEN GAME LICENSE


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Chapter 2: Skills
LIST OF SKILLS
Skill Acrobatics Appraise Athletics Bluff Combat, HTH Combat, Fire Concentration Craft: Alchemy Craft: Smith Craft: Construction Craft: Fine Art Diplomacy Disable Device Drive Endurance Fly Handle Animal Heal Knowledge: Lore Knowledge: Planes Knowledge: Warfare Linguistics Perception Perform: Acting Perform: Dance Peform: Music Profession: Mining Profession: Sailing Sleight of Hand Spellcraft Stealth Streetwise Survival Key Armor Untrained Supercedes Ability Penalty? Use? Dex Int Str Cha Str Dex Wis Int Str Wis Dex Cha Int Dex Con Dex Cha Wis Int Int Int Int Wis Cha Cha Cha Wis Wis Dex Int Dex Cha Wis
Yes No Double No No No No No No No No No Yes No No Yes No No No No No No No Yes Yes No No No Yes No Yes No No Yes Yes Yes Yes Yes Yes Yes No No No No Yes No No Yes No Yes Yes No No No No Yes Yes Yes No No No No No Yes Yes Yes Balance, Jump, Tumble skills Appraise, Forgery (detect forgeries) skills Climb, Swim skills; Run feat Bluff, Intimidate, Sense Motive skills Class-based HD and Base Attack Bonus Class-based HD and Base Attack Bonus Concentration, Control Shape skills Craft (alchemy), Craft (brewer) skills, et al. Craft (blacksmith), Craft (armorer), Craft (weaponsmith) skills Craft (carpentry), Craft (stonemasonry), Knowledge (architecture & engineering) skills Craft (painting), Forgery skills Diplomacy skill, Knowledge (nobility & royalty) Disable Device, Open Locks, Search skills Drive, Pilot Autohypnosis skill; Endurance, Diehard, Run feats; base land speed Aerial maneuverability class Handle Animal, Ride skills Heal skill Knowledge (history) Knowledge (the planes), Knowledge (religion), Spellcraft (divine) Knowledge (tactics & strategy), Knowledge (games), Profession (soldier), Profession (siege engineer) skills Decipher Script, Read Languages skills Listen, Spot skills, plus other senses and memory Perform (act, comedy, oratory), Disguise skill Perform (dance) Perform (keyboard, percussion, string, wind instuments, sing) Profession (miner) skill; Stonecunning racial ability Profession (sailor) skill Sleight of Hand, Escape Artist; Quick Draw feat Knowledge (arcana), Spellcraft (arcane), Use Magic Device, Disable Device (magic trap), Search (magic trap) skills Hide, Move Silently skills Knowledge (local), Gather Information skills Survival, Knowledge (nature) skills; Track feat

SKILL CHECKS
When using a skill, a skill check is normally needed for success, as indicated in the skill description. The results of a standard skill check are asfollows: 1d20 + ranks in skill + 3 (if trained in skill) + attribute modifier + other modifiers = RESULTS. The +3 modifier simulates the 4x skill points that characters in D&D 3.5 receive at first level (and simulates the class skill bonus in Pathfinder rules); it applies only for skills in which the character has at least 1 rank. A Hybrid d20 character with 6 ranks in Stealth, for example, is equivalent to a D&D 3.5 character with 9 ranks in Hide and 9 ranks in Move Silently,oraPathfinderRPGcharacterwith6ranksin Stealthasaclassskill. An important exception is for the HTH Combat and Fire Combat skills; combat is an inherently unstableproposition,anddoesnotgetthe+3bonus.

Surface Width Greater than 3 feet wide 13 feet wide 711 inches wide 26 inches wide Less than 2 inches wide

Acrobatics DC 0* 5* 10 15 20

* No Acrobatics check is needed to move across these surfaces unless the modifiers increase the DC to 10 or higher. This skill can also be used to move past or through opponents to avoid attacks of opportunity. Your acrobatics check is treated as your AC against attacks made against you while tumbling. If you fail your check (i.e., you are hit) when moving past an opponent, you continue to move but provoke an attackofopportunityasnormal.Ifyoufailyourcheck when moving through an opponents square, your movement ends before you enter the opponents space and you provoke an attack of opportunity as normal. The following modifiers apply to all Acrobatics skillchecks.Themodifiersstackwithoneanother,but onlythemostseveremodifierforanygivencondition applies. Acrobatics Modifiers Lightly Obstructed (gravel, sand) Severely Obstructed (cavern, rubble) Slightly Slippery (wet) Severely Slippery (icy) Slightly Sloped (less than 45) Severely Sloped (greater than 45) Slightly Unsteady (boat in rough water) Mildly Unsteady (boat in a storm) Severely Unsteady (earthquake) Move at normal speed or greater

SKILL SPECIALIZATION
Major areas of specialization are detailed in the subheadingsforeachskill.

DC Mod.
+2 +5 +2 +5 +2 +5 +2 +5 +10 +5

ACROBATICS (DEX)
You can keep your balance while traversing narrow or treacherous surfaces. You can also dive, flip, and roll, avoiding attacks and confusing your opponents. Check: This skill has several distinct uses. First, you can use it to move on narrow surfaces and uneven ground without falling. A successful check allows you to move at half speed through such situations. Only one check is needed per round to move across such surfaces. Use the following table to determinethebaseDC,whichisthenmodifiedbythe Acrobatics skill modifiersnoted below.While youare using Acrobatics in this way, you are considered flat footed and lose your Dexterity bonus to your AC (if any). If you take damage while using Acrobatics, you must immediately make another Acrobatics check at thesameDCtoavoidfallingorbeingknockedprone.

More advanced uses of the Acrobatics skill includethefollowing: Task Slow fall Kip up 10-foot step

Acrobatics DC
15 per 10 ft. reduced 35 40

Slow fall: When falling, you may make an Acrobatics check to reduce damage. For every 15 points of your check result, you treat the fall as if it were 10 ft. less distance than is actually the case (e.g.,

on an Acrobatics check of 3044, you reduce the effectivefallheightby20ft.). Kip up: You may stand up from prone as a free action,insteadofasamoveequivalentaction. 10foot Step: You can move 10 feet as a 5foot step, while also performing a fullround action duringtheround(suchasafullattack).Inmelee,you mightdoabackflipoveryouropponentsheadtoget onhisotherside.Thismoveneverprovokesanattack of opportunityit is exactly equivalent to a 5foot step,exceptforthedistancecovered. Action: None. An Acrobatics check is made as partofanotheractionorasareactiontoasituation. Special: If you are subjected to an effect that calls for a Reflex save, you can substitute an Acrobaticscheckasafullroundaction. Skill Specialization: Balance; tumbling (includingavoidingAttacksofOpportunity).

APPRAISE (INT)
With this skill, you can evaluate the value of any object or comestible, picking out priceless treasures from worthless junk. You might also be able to determine a place or culture of origin and/or some piece of information associated with the item in question.Ifyouaretrainedinthisskill,youcanuseit in conjunction with detect magic to ascertain the propertiesofamagicitem. Check: The DC of the Appraise check on non magicalitemsdependsontheirvalue,asnotedonthe followingchart.Ifyoufailthecheckyouareunableto accurately gauge the value of an item. The GM might invent a value for the item that is wildly off the mark if your check fails by 5 or more. Particularly rare or exoticitemsmightincreasetheDCofthischeckby+5.

If you are trained in Appraisal, you can use it in conjunctionwithdetectmagicandidentifytodetermine the properties of a standard magic item in your possession. The DC of this check is equal to 15 + the items caster level. If successful, you determine the items properties and command words. You must be thecasterofdetectmagictousethisskillinthisway. You cannot determine the powers of artifacts throughtheuseofthisskill.Artifacts,relics,andother unique magical items are identified using the Knowledge:Loreskill(q.v.). Action: Appraising a nonmagical item takes 1 standardaction.Determiningthemostvaluableobject in a treasure hoard takes 1 fullround action. Attempting to ascertain the power of magic items takes 1 standard action per item. Detecting a forgery using Appraise takes 1 round of examination per page. Try Again: Additional attempts to Appraise a nonmagical item reveal the same result. When using detect magic or identify to Appraise magic items, you may cast the spell again to attempt to ascertain the powers of the item. Additional attempts during the same castingofdetectmagic or identify reveal the same results. Skill Specialization: Antiques; gems and jewelry; fine art; magic arms and armor; magical wands/staves/rods;wondrousitems;etc.

ATHLETICS (STR)
You know how to climb and swim, and are adept atotherphysicalsports. Check: With a successful Athletics check, you can advance up, down, or across a slope, a wall, or some other steep incline (or even a ceiling with handholds) at onequarter your normal speed. A slope is considered to be any incline at an angle measuring less than 60 degrees; a wall is any incline atananglemeasuring60degreesormore. A Climb check that fails by 4 or less means that youmakenoprogress,andonethatfailsby5ormore means that you fall from whatever height you have already attained. The DC of the check depends on the conditions of the climb. Compare the task with those on the following table to determine an appropriate DC.

Mundane Item Value


0 gp 100 gp 101 gp 500 gp 501 gp 1,000 gp 1,001 gp 5,000 gp 5,001 gp 10,000 gp 10,001 gp +

Appraise DC
5 10 15 20 25 30

You can also use this check to determine the most valuablelooking item in a treasure hoard. The DCofthischeckisgenerally20,butcanincreasetoas highas30foraparticularlylargehoard.

Example Surface or Activity A slope too steep to walk up, or a knotted rope with a wall to brace against. A rope with a wall to brace against, or a knotted rope, or a rope affected by the rope trick spell. A surface with ledges to hold on to and stand on, such as a very rough wall or a ships rigging. Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands. An uneven surface with some narrow handholds and footholds, such as a typical wall in a dungeon or ruins. A rough surface, such as a natural rock wall or a brick wall. An overhang or ceiling with handholds but no footholds. A perfectly smooth, flat, vertical surface cannot be climbed. DC 0 5

10

15

20

25 25

Example Surface or Activity Climbing a chimney (artificial or natural) or other location where you can brace against two opposite walls (reduces DC by 10). Climbing a corner where you can brace against perpendicular walls (reduces DC by 5). Surface is slippery (increases DC by 5).

D C Mod*

10

5 +5

*These modifiers are cumulative; use any that apply.

You need both hands free to climb or swim, but you may cling to a wall with one hand while you cast a spell or take some other action that requires only one hand. While climbing, you cant move to avoid a blow,soyouloseyourDexteritybonustoAC(ifany). You also cant use a shield while climbing or swimming. Any time you take damage while climbing or swimming,makeanAthleticscheckagainsttheDCof the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage(ifclimbing),orbegintosink(ifswimming). Accelerated Climbing: You try to climb more quickly thannormal.Byacceptinga5penalty,youcanmove halfyourspeed(insteadofonequarteryourspeed).

Making Your Own Handholds and Footholds: You can make your own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 3 feet of distance. As with any surface that offers handholds and footholds, a wall with pitons in it has a DC of 15. In the same way, a climber with a handaxe or similar implementcancuthandholdsinanicewall. Catching Yourself When Falling: Its practically impossible to catch yourself on a wall while falling. Make a Climb check (DC = walls DC + 20) to do so. Its much easier to catch yourself on a slope (DC = slopesDC+10). Catching a Falling Character While Climbing: If someone climbing above you or adjacent to you falls, you can attempt to catch the falling character if he or she is within your reach. Doing so requires a successful melee touch attack against the falling character (though he or she can voluntarily forego any Dexterity bonus to AC if desired). If you hit, you mustimmediatelyattemptaClimbcheck(DC=walls DC + 10). Success indicates that you catch the falling character, but his or her total weight, including equipment, cannot exceed your heavy load limit or youautomaticallyfall.IfyoufailyourClimbcheckby 4 or less, you fail to stop the characters fall but dont lose your grip on the wall. If you fail by 5 or more, youfailtostopthecharactersfallandbeginfallingas well. Jumping: You can also use the Athletics skill to jump across gaps and pits, as well as soften your fall. Instead of determining the base DC by the surface width, the base DC is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start. The only modifiers that apply are those concerning the surface you are jumping from. If you fail this check by 4 or less, you can attempt a DC 20 Reflex savetograbholdoftheothersideafterhavingmissed thejump.Ifyoufailby5ormore,youfailtomakethe jump and fall (or land prone, in the case of a vertical jump).

Long Jump
5 feet 10 feet 15 feet 20 feet Greater than 20 feet

Acrobatics DC
5 10 15 20 +5 per 5 feet

High Jump
1 foot 2 feet 3 feet 4 feet Greater than 4 feet

Acrobatics DC
4 8 12 16 +4 per foot

check increases by 1. If you fail the Constitution check,youbegintodrown. The DC for the Swim check depends on the water,asgivenonthetablebelow. Water Calm water Rough water Stormy water Swim DC 10 15 20*

Jumping Down: If you intentionally jump from a height, you take less damage than if you just fall. The DC to jump down from a height is 15. You do not have to get a running start to jump down (the DC is not doubled if you do not get a running start). If you succeed on the check, you take falling damage as if youhaddropped10fewerfeetthanyouactuallydid. Bounding climb: With a DC 50 Athletics check, you can climb to a height of up to 20 feet (as part of normal movement) by jumping and bouncing off walls or trees. You must have at least two vertical surfaces to bounce off, and the two must be within 10 feetofeachother. Running: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load) if you succeed at a DC 20 Athletics check. If you make a jump after a running start with a successful run check, you gain a+4 bonus onyourJumpcheck. Longdistance running falls under the Enduranceskill. Swimming: Make an Athletics check once per round while you are in the water. Success means you may swim at up to onehalf your speed (as a full roundaction)oratonequarteryourspeed(asamove action). If you fail by 4 or less, you make no progress through the water. If you fail by 5 or more, you go underwater. If you are underwater, either because you failed a Swim check or because you are swimming underwater intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a fullround action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his or her breath only half as long as normal.) After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that

* You cant take 10 on a Swim check in stormy water, even if you arent otherwise being threatened or distracted.

Each hour that you swim, you must make a DC 20 Swim check or take 1d6 points of nonlethal damagefromfatigue. Diving depth (without equipment) is limited to 10 ft. per rank in this skill; with SCUBA gear or equivalent magical aids, this limit is tripled. If you have ranks in this skill and come from a modern setting, you are assumed to be able to use SCUBA gear. Action: Climbing is part of movement, so its generally part of a move action (and may be combined with other types of movement in a move action). Each move action that includes any climbing requires a separate check. Catching yourself or anotherfallingcharacterdoesnttakeanaction. A successful check allows you to swim one quarter of your speed as a move action or onehalf yourspeedasafullroundaction. Special: You can use a rope to haul a character upward(orloweracharacter)throughsheerstrength. You can lift double your maximum load in this manner. A climbers kit gives you a +2 circumstance bonus on Climb checks. The master of a lizard familiargainsa+3bonusonClimbchecks. A creature with a climb speed has a +8 racial bonus on all Athletic checks involving climbing. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it always can choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climbspeed(oratitslandspeed,whicheverisslower) and makes a single Climb check at a 5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, usetherunactionwhileclimbing.

Acreaturewithaswimspeedcanmovethrough wateratitsindicatedspeedwithoutmakingchecks.It gains a +8 racial bonus on any Athletics check to perform a special action or avoid a hazard while swimming. The creature always can choose to take 10 on a swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straightline. Swim checks are subject to double the normal armorcheckpenaltyandencumbrancepenalty. Untrained: You move four times your speed while running (if wearingmedium,light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load). You are unable to use SCUBA gear effectively, and are limited to 10 feet in diving depth withoutgear. Skill Specialization: Free Climbing; Mountaineering; Running (sprints); Jumping; Swimming;Diving.

Bluff to fool another, with a successful check you convince your opponent that what you are saying is true. Alternatively, if you are being deceived and yourchecksucceeds,youcanseethroughtheliesthat are being told to you by others. Bluff checks are modified depending upon the believability of the lie. The following modifiers are applied to the roll of the creatureattemptingtotellthelie. Circumstances The target wants to believe you The deception is believable The deception is unlikely The deception is far-fetched The deception is impossible The target is drunk or impaired You possess convincing proof

Bluff Modifier
+5 +0 5 10 20 +5 up to +10

BLUFF (CHA)
Youknowhowtotellalieandhowtonoticewhen others are lying. You can also use your skill at bluffing to actively intimidate or even demoralize people. Games involving bluffing and the reading of tells (poker, etc.) can also be resolved using this skill. Check: You can use the Bluff skill to accomplish thefollowingtasks: Task Bluff DC Lie / Discern Lie Opposed check results Assess level 15 Assess bonuses 25 Demoralize 10 + HD + Wis modifier Feint 10 + BAB + Wis modifier Innuendo (simple) 15 Innuendo (complex) 20 Intimidate 10 + HD + Wis modifier Sense Domination 15 Sense Enchantment 25 Sense Motive (normal) 15 + Wis modifier Sense Motive (bluffing) Opposed check results Lie: You can convince others that what you are saying is true. Bluff is an opposed skill check versus your opponents Bluff skill. If you are actively using

AssessProwess:Youcansizeupanopponentasa starndard action, making a DC 15 check to determine his approximate level of experience (characters have no notion of level as such, but can perform an assessment along the lines of on a scale from 1 to 20, with 1 being a novice, and 20 being worldclass). If your check results are 25 or higher, you know the opponents total attack and damage bonuses with his primaryweapon. Demoralize: You can use this skill to cause your opponents to become shaken for a number of rounds. The DC of this check is equal to 10 + the targets Hit Dice + the targets Wisdom modifier. If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten opponents in this way if they are within 30 feet and can clearly see andhearyou. Feint: You can also use Bluff to feint in combat, causing your opponent to be flatfooted against your next attack. The DC of this check is equal to 10+ your opponents base attack bonus + your opponents Wisdom modifier. If your opponent is trained in Buffing, the DC is instead equal to 10 + your opponents Bluff bonus, if higher. For more informationonfeinting,seetheCombatchapter. Innuendo: You can use Bluff to imply hidden messages to another character without others understanding your true meaning. The DC of this check is 15 for simple messages and 20 for complex messages. If you are successful, the target

automatically understands you, assuming you are speaking in a language that it understands. If your check fails by 5 or more, you deliver the wrong message. Other creatures that hear the message can decipher the message by succeeding at an opposed Deceptioncheck. Intimidate:You can use thisskill to frighten your opponents or to get them to act in a way that benefits you. This use of the skill includes verbal threats and displays of prowess. You can use Intimidate to force an opponent to act friendly to you for 1d6 x 10 minuteswithasuccessfulcheck.TheDCofthischeck is equal to 10 + the targets Hit Dice + the targets Wisdom modifier. If successful, the target will give you information you desire, take actions that do not endanger it, or otherwise offer limited assistance. After the intimidation expires, the target treats you as unfriendly and may report you to local authorities. If youfailthischeckby5ormore,thetargetattemptsto deceiveyouorotherwisehinderyouractivities. You can take 10 when making an Intimidate check, but cant take 20. A character immune to fear effectscantbeintimidatedordemoralized. Sense Enchantment: You can tell that someones behaviorisbeinginfluencedbyanenchantmenteffect (by definition, a mindaffecting effect), even if that person isnt aware of it. The usual DC is 25, but if the target is dominated (see dominate person), the DC is only 15 because of the limited range of the targets activities. Sense Motive: This use of the skill involves making a gut assessment of the social situation. You can get the feeling from anothers behavior that something is wrong, such as when youre talking to an impostor. Alternatively, you can get the feeling that someone is trustworthy, or to intuit the persons ulterior motives. This is an opposed check against the other persons Bluff results; if he or she is not attempting to Bluff, the DC is 15 + the other persons Wisdommodifier. Action: Attempting to deceive someone takes at least 1 round, but can possibly take longer if the lie is elaborate. Feinting in combat is a standard action. Exchanging a secret message generally takes twice as long as the message itself would take to relay. Using Intimidate to change an opponents attitude requires 1 minute of conversation. Demoralizing an opponent isastandardaction. Try Again: If you fail to bluff someone, any further checks made to bluff them are made at a 10

penalty and may be impossible (GM discretion). You can attempt to feint against someone again if you fail. Secret messages can be relayed again if the first attempt fails. You can attempt to Intimidate an opponent again, but each additional check increases the DC by +5. This increase resets after 1 hour has passed. Special: You gain a +4 bonus on intimidation checks if you are larger than your target, and a 4 penaltyonintimidationchecksifyouaresmallerthan yourtarget. Skill Specialization: Lie; detect lie/sense motive;assessopponent;demoralize/intimidate;feint; innuendo.

CONCENTRATION (WIS)
You are particularly good at focusing your mind. You can force yourself to ignore damaging or distractingconditions,ortoavoidlosingaspellifyou aredamagedordistractedwhilecasting. Check: A character makes a Concentration check whenever he or she may potentially be distracted while engaged in some action that requires his or her full attention (such as making a Disable Device or Treat Injury check). Situations such as taking damage, working in a bouncing vehicle, or dealingwithsevereweathercanrequireacharacterto makeaConcentrationcheck. If the Concentration check succeeds, the character may continue with the action. If the Concentration check fails, the action automatically fails (with the appropriate ramifications, if any), and theactioniswasted. The check DC depends on the nature of the distraction. Casting spells while distracted (i.e., threatened) is particularly difficult; add the level of thespellattemptedtotheConcentrationDC.

Distraction
Damaged during the action* Taking continuous damage during the action* Distracted by a nondamaging spell Threatened in combat Vigorous motion (bouncy vehicle ride, small boat in rough water, belowdecks in a storm-tossed ship, riding a

DC
10 + damage dealt 10 + continuous damage last dealt Spells DC Attack bonus of threatening foe 10

horse) Violent motion (very rough vehicle ride, small boat in rapids, on deck of stormtossed ship, galloping horse) Extraordinarily violent motion (earthquake, falling) Entangled Grappling or pinned Weather is a high wind carrying blinding rain or sleet Weather is wind-driven hail, dust, or debris

15

20 15 Opposed grapple check results 5 10

* Such as an activity that requires more than a single full-round action. Also from an attack of opportunity or readied attack made in response to the action being taken (for activities requiring no more than a full-round action). ** Such as from catching on fire.

Certain other tasks can also be attempted, as summarizedinthefollowingtable. Task Avoid attack of opportunity DC Attack bonus of threatening foe 15 Fear effect DC Check DC + 10 10 + level of spell + damage

Memorize Resist fear Skill Mastery Cast a spell while damaged or distracted Avoid Attack of Opportunity: A character can use Concentration to avoid attacks of opportunity when attempting a skill check that normally provokes attacksofopportunity.TheDCtodosois15. If the Concentration check succeeds, the character may attempt the action normally without incurring any attacks of opportunity. If the Concentration check fails, the related check automatically fails just as if the characters concentration had been disrupted by a distraction. The character does not provoke attacks of opportunity,however. This use of Concentration applies only to skill checks. It does not apply to other actions that normally provoke attacks of opportunity, such as movementormakingunarmedattacks. Resist Fear: In response to any fear effect, you make a saving throw normally. If you fail the saving throw, you can make a Concentration check on your next round even while overcome by fear. If your

check meets or beats the DC for the fear effect, you shrug off the fear. On a failed check, the fear affects you normally, and you gain no further attempts to shrugoffthatparticularfeareffect. Skill Mastery: You can attempt to Take 10 on a skill check even if stress and distractions would normally prevent you from doing so. This requires a successful Concentration check at a DC equal to 10 + theDCoftheskillcheck. Cast a Spell While Damaged or Distracted: If you are casting a spell, and you succeed at the check, you may continue casting the spell as normal. If the check fails, the spell is wasted. Use the same DCs for any Concentration checks made due to distraction while concentrating on a spell or effect. The basic Concentration check DC for casting a spell under stressful or distracting conditions (e.g., on a moving mount or vehicle, or in extreme weather) is 10 + the levelofthespell.ThisDCismodifiedbythesituation, perthetable. Action: For most uses, making a Concentration check doesnt require an action; it is either a free action (when attempted reactively) or part of another action (when attempted actively). For example, making a Concentration check to avoid losing a spell as it is being cast or concentrated on does not require anaction. Retry: Yes, though a success doesnt cancel the effects of a previous failure, such as the disruption of anactionthatwasbeingconcentratedon. Special: If you are attacked by an effect that calls for a Will saving throw, you can substitute a Concentrationcheckinsteadasafullroundaction. Skill Specialization: Avoid attack of opportunity;castdefensively;memorize.

CRAFT (VARIES)
You are skilled in making some object or class of objects.ACraftskillisspecificallyfocusedoncreating something. If nothing is created by the endeavor, it probablyfallsundertheheadingofaProfessionskill. Examples might include alchemy (see separate entry below); blacksmith (see separate entry below); ceramics andpottery; construction (see separate entry below); shipbuilding; tanning and leatherworking; toxicology(seeseparateentrybelow),etc. Check: You can practice your trade and make a decent living, earning about half your check result in gold pieces per week of dedicated work. You know

how to use the tools of your trade, how to perform the crafts daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1silverpieceperday.) The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type. The DC depends on the complexity of the item to be created. The DC, your check results, and the price of the item determine how long it takes to make a particular item. The items finished price also determinesthecostofrawmaterials. In some cases, the fabricate spell can be used to achieve the results of a Craft check with no actual check involved. However, you must make an appropriate Craft check when using the spell to make articles requiring a high degree of craftsmanship. When casting the spell minor creation, you must succeed on an appropriate Craft check to make a complexitem. All crafts require artisans tools to give the best chance of success. If improvised tools are used, the check is made with a 2 circumstance penalty. On the other hand, masterwork artisans tools provide a +2 circumstancebonusonthecheck. To determine how much time and money it takestomakeanitem,followthesesteps. 1.Find the items price. Put the price in silver pieces (1gp=10sp). 2.FindtheDCfromthetablebelow. 3.Pay onethird of the items price for thecost of raw materials. 4.Make an appropriate Craft check representing one weeks work. If the check succeeds, multiply your check result by the DC. If the result the DC equals the price of the item in sp, then you have completed the item. (If the result the DC equals double or triple the price of the item in silver pieces, then youve completed the task in onehalf or onethird of the time. Other multiples of the DC reduce the time in thesame manner.)If the result the DC doesnt equal the price, then it represents the progress youve made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.

If you fail a check by 4 or less, you make no progress this week. If you fail by 5 or more, you ruin half the raw materials and have to pay half the originalrawmaterialcostagain. Progress by the Day: You can make checks by the day instead of by the week. In this caseyour progress (check result DC) is in copper pieces instead of silverpieces. Creating Masterwork Items: You can make a masterwork itema tool that conveys a bonus on its use through its exceptional craftsmanship, not through being magical. To create a masterwork item, you create the masterwork component as if it were a separate item in addition to the standard item. The masterwork component has its own price (300 gp for a weapon or 150 gp for a suit of armor or a shield) and a Craft DC of 20. Once both the standard component and the masterwork component are completed, the masterwork item is finished. Note: The cost you pay for the masterwork component is one third of the given amount, just as it is for the cost in rawmaterials. Repairing Items: Generally, you can repair an item by making checks against the same DC that it took to make the item in the first place. The cost of repairinganitemisonefifthoftheitemsprice. When you use the Craft skill to make a particular sort of item, the DC for checks involving the creation of that item are typically as given on the followingtable. Item Very simple item (wooden spoon) Typical item (iron pot) High-quality item (bell) Complex or superior item (lock)

Craft DC
5 10 15 20

Action: Does not apply. Craft checks are made bythedayorweek(seeabove). Try Again: Yes, but each time you miss by 5 or more,youruinhalftherawmaterialsandhavetopay halftheoriginalrawmaterialcostagain. Special: You may voluntarily add +10 to the indicated DC to craft an item. This allows you to create the item more quickly (since youll be multiplying this higher DC by your Craft check result to determine progress). You must decide whether to increase the DC before you make each weekly or dailycheck.

CRAFT: ALCHEMY (INT)


You are able to concoct arcane substances, some with dubious qualities, others with wondrous properties. You are also capable of brewing beer, fermentingandagingwine,anddistillingliquor. Alchemy is an example of the Craft skill, and follows the basic rules listed for that entry. To make a special alchemical item using Craft (alchemy), you must have alchemical equipment and be a spellcaster. If you are working in a city, you can buy what you need as part of the raw materials cost to make the item, but alchemical equipment is difficult or impossibletocomebyinsomeplaces.Purchasingand maintaining an alchemists lab grants a +2 circumstance bonus on Craft (alchemy) checks because you have the perfect tools for the job, but it does not affect the cost of any items made using the skill. Check: Mundane liquids (beer, etc.) require a DC 10 check (DC 15 for highquality, and DC 20 for superior), and do not require any magical talent on the part of the alchemist. Other substances and items aresummarizedinthefollowingtable. Craft Item DC Acid, mild (1d6) 15 Acid, potent (2d6) 20 Acid, concentrated (3d6) 30 20 Alchemists fire, smokestick, or tindertwig 25 Antitoxin, gunpowder, sunrod, tanglefoot bag, or thunderstone Retry: Yes, but rolling a natural 1 during the process of making gunpowder can results in a catastrophe that results in a bad batch that either will not function at all or could destroy itself in dramatic fashion. Specialization: By individual item/substance (e.g.,brewing;winemaking;distilling;etc.).

Item Craft DC Simple repair (patch a kettle) 5 10 Typical item (iron pot, horseshoe) Armor or shield 10 + AC bonus Crossbow 15 Simple melee or thrown weapon 12 Martial melee or thrown weapon 15 Exotic melee or thrown weapon 18 When attacking an inanimate object crafted from metal, such as a sword, door, or statue, you can first make a Craft (blacksmith) check at DC 10 as a move action. If you succeed, you ignore 1 point of hardness thereafter per point above 10 by which your roll succeeds (DC 20 to ignore hardness 10, etc.). This bonus applies when you use the sunder action in combat. When faced with a metal construct that possessesdamagereduction(e.g.,anirongolem),you can make a Blacksmithing check as a move action, and thereafter penetrate the creatures damage reduction as if your weapon were of the appropriate material. The DC for this check is equal to 10 + the creaturesdamagereduction.Forexample,onaDC25 Craft (blacksmithing) check, you would penetrate an iron golems damage reduction (15/admantine) as if youhadanadamantineweapon. Skill Specialization: Blacksmith; armorer; gunsmith;weaponsmith.

CRAFT: CONSTRUCTION (WIS)


This skill allows you to build wooden, concrete, or metal structures from scratch, including bookcases, desks, walls, houses, and so forth, and includes such handyman skills as plumbing, house painting, drywall,layingcement,andbuildingcabinets. Check: As per Craft skill (see above), and see below. Type of Scratch-Built Structure (Examples) Simple (bookcase, false wall) Moderate (catapult, shed, deck) Complex (bunker, domed ceiling) Advanced (house) Craft DC 15 20 25 30

CRAFT: SMITH (STR)


Youareaskilledmetalworker.TheBlacksmithskill isanexampleofaCraftskill(q.v.),andfollowsallthe basicruleslistedforthatentry. Check: The check DC depends on the item manufactured,accordingtothefollowingtable:

Time
12 hr. 24 hr. 60 hr. 600 hr.

When building a structure from scratch, the character describes the kind of structure he or she wants to construct; then the Gamemaster decides if the structure is simple, moderate, complex, or advancedinscopeanddifficulty. Whenattackinganunattendedinanimateobject, wall, or structure, you may first make a DC 10 Craft (construction)checkasamoveaction.Foreverypoint by which this check succeeds, you can ignore up to 1 pointofhardness. A successful Construction check related to woodworking in conjunction with the casting of the ironwoodspellenablesyoutomakewoodenitemsthat havethestrengthofsteel. Special: A character without a mechanical tool kittakesa4penaltyonCraft(structural)checks. Skill Specialization: Mason; woodworker/ carpenter;plumber;heavyconstruction;wiring.

Factor Document Type: Simple (typed letter, business card) Moderate (letterhead, form) Complex (drivers license) Difficult (passport) Extreme (military ID) Familiarity:

DC

Base Time 10 min. 20 min. 1 hr. 4 hrs. 24 hrs.


DC Modifier

10 12 15 20 30

Unfamiliar (seen once for < 1 minute) Fairly familiar (seen for several minutes) Quite familiar (on hand or studied at leisure) Forger has produced other documents of same type Document includes specific signature

+5 +0 -5 -5 +5

CRAFT: FINE ART (DEX)


You can draw and sketch, and, with proper materials, produce works of fine art such as paintings andsculptures.

Check Result

Effort Achieved

The forgery check is made secretly, so that youre not sure how good your forgery is. As with disguise, you dont even need to make a check until someone examines the work. Your check is opposed by the Appraise check of the person who examines the document to check its authenticity. The examiner gains modifiers on his or her check if any of the conditionsonthetablebelowexist. Readers Condition

9 or lower Untalented amateur 1019 Talented amateur 2024 Professional 2530 Expert 31 or higher Master Create Forgeries: Forgery requires writing materials(suchasink,paper,andwax)appropriateto the document being forged. To forge a document on whichthehandwritingisnotspecifictoaperson,you need only to have seen a similar document before, and you gain a +8 bonus on your check. To forge a signature, you need an autograph of that person to copy, and you gain a +4 bonus on the check. To forge a longer document written in the hand of some particular person, a large sample of that persons handwritingisneeded.

Modifier

Type of document unknown to reader 2 Type of document somewhat familiar +0 Type of document well known to reader +2 Handwriting not known to reader 2 Handwriting somewhat known to reader +0 Handwriting intimately known to reader +2 2 Reader only casually reviews the document +2 Document contradicts orders or knowledge Action: Creating a forgery takes time as shown in the table. Creating a work of fine art requires anywhere from 1d4 days to 1d4 weeks, depending on thecomplexityandtypeofart. Skill Specialization: Forger; painter; sculptor; graphicartist;etc.

CRAFT: TOXICOLOGY (INT)


You are skilled in making poisons, like the Master Venefices of Sarkovy in Jack Vances The Palace of Love. Given a proper lab and the requisite materials (in many cases, a live monster or plant from which to extract or distill venom), you may craft poisons at the DCslisted. When using these poisons, rather than simply using the poison DC as the Fortitude save DC to resist, you make an opposed check with this skill, with a bonus equal to the poisons DC 20 (if this number is below zero, it acts as a penalty to your check). If you have 10 or more ranks in this skill, you aresocertainintheuseofpoisonsthatyouneverrisk poisoningyourself. You can detect a substance or creature as poisonous by making a Perception check against the save DC of the poison. If you succeed by 5 or more, youidentifytheexacttypeofpoison. Additionally, your long exposure to poisons has given you some measure of immunity. You receive a bonus on saving throws against poison equal to +1 per4ranksinthisskillthatyoupossess. Special: This skill supercedes the assassins poisonclassfeatures.

Hostile Unfriendly Indifferent Friendly Helpful

+10 +5 +0 5 15

DIPLOMACY (CHA)
You can use this skill to persuade others and resolve differences. This skill is also used to negotiate conflicts, using the proper etiquette and manners suitabletotheproblem. You cannot use Diplomacy against a creature thatdoesnotunderstandyouorhasanIntelligenceof 3 or less. Diplomacyis generally ineffective in combat andagainstcreaturesthatintendtoharmyouoryour alliesintheimmediatefuture. Check: There are three specific usages of this skill: generally improving attitudes towards you (i.e., trying to make people like you); nonhostile negotations;andseduction. Change Attitude: You can change the attitudes of nonplayer characters with a successful check. Your Diplomacy check is opposed to a Will save made by the NPC, modified by the NPCs current attitude towardsyou. Starting Attitude

If you succeed, the characters attitude toward you is improved by one step. For every 5 by which your check result exceeds the DC, the characters attitude toward you increases by one additional step. A creatures attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations. If you fail the check by 4 or less, the characters attitude toward you is unchanged.Forevery5bywhichyourcheckfails,the characters attitude toward you is decreased by one step. Any attitude shift caused through Diplomacy generally lasts for 1d4 hours but can last much longer or shorter depending upon the situation (GM discretion). If the creatures attitude toward you is at least indifferent, you can make requests of the creature. This is an additional Diplomacy check, at the same DC with one of the following modifiers. Once a creatures attitude is shifted to helpful, the creature gives into most requests without a check, unless that check is against their nature or puts them in serious peril. Request Give simple advice or directions Give detailed advice Give simple aid Reveal an unimportant secret Give lengthy or complicated aid Give dangerous aid Reveal secret knowledge Give aid that could result in punishment Additional requests Diplomacy Modifier -5 +0 +0 +5 +5 +10 +10 or more +15 or more +5 each

Diplomacy Modifier

DC

Negotiation: When two characters with this skill are attempting to gain concessions in an ongoing negotiation, both roll opposed Diplomacy checks, with each check modified by the Request table according to the concessions desired. The winner gains that specific concession. Opposed checks also resolvecaseswheretwoadvocatesordiplomatsplead opposingcasesbeforeathirdparty.

Seduction: This works as does improving attitude, but takes longer. Depending on the NPCs attitude towards affairs, modify the Diplomacy DC basedonlengthyorcomplicatedaid(+5,iftheNPC is fairly open) or on dangerous aid (+10, if more demure). A loose NPC might use the give simple aid(+0)modifierinstead. Etiquette: If you are trained in Diplomacy, you have an understanding of etiquette. If faced with a fine point of etiquette (correct address for a noble, for example, or proper way to use cutlery at a Grand Ball), you may roll a Diplomacy check to indicate your mastery of that particular point. As it is always impolite to fail to address nobles correctly, this function of Diplomacy subsumes the D&D 3.5 Knowledge(nobility&royalty)skill. Action: Using Diplomacy to influence a creatures attitude takes 1 minute of continuous interaction. Making a request of a creature or negotiating a specific concession takes 1 or more roundsofinteraction,dependinguponthecomplexity of the request. Seduction can take anywhere from hourstodays. Try Again: You cannot use Diplomacy to influence a given creatures attitude more than once in a 24 hour period. If a request is refused, the result does not change with additional checks, although otherrequestsmightbemade. Special: Bribery. Offering money or another form of favor can, in the right situation, improve a characters chances with a Diplomacy skill check. Bribery allows you to circumvent various official obstacles when a person in a position of trust or authorityiswillingtoacceptsuchanoffering. An illegal act, bribery requires two willing participantsone to offer a bribe and the other to accept it. When a character requires a bribe to render services, then your Diplomacy check automatically fails if a bribe isnt attached to it. If a bribe isnt requires, you can add a bribe to get a bonus on your skill check. This can backfire, as some characters will beinsultedbyabribeoffer(theirattitudechangesone step for the worse) and others will report you to the properauthorities. To bribe a character, make a Wealth check. Typical DCs are shown on below, but the GM may modify the DC as he or she sees fit. If you succeed in the check, you gain a +2 bonus on the Diplomacy check. For every point by which you beat the DC,

increase the bonus by +1 (to a total maximum bonus of+10).

Bribe Target
Bouncer Bureaucrat Informant Police officer

Purchase DC
6 10 7 10

DISABLE DEVICE (INT)


You can pick locks, bypass or disarm mechanical traps, and rig devices so that they fail. You can also set mechanical traps and construct simpledevicesyourself. Check: Various tasks that can be accomplished with this skill, and the relevant time and check DCs, aresummarizedinthefollowingtable. Example Detect/find a mechanical trap Detect/find a concealed door Detect/find a hidden compartment Detect and operate a secret door Disarm a trap, reset a trap; circumvent cheap door alarm Disarm a complex trap, beat store security cameras, cleverly sabotage a clockwork device Disarm museum motion detector Disarm bank vault alarm Disarm ultra-high security system Find an item Jam a lock Sabotage a wagon wheel Set a trap Time 1 round 1 round 1 round 1 round 2d4 rds 2d4 rds DC* Varies by trap 15+ 15+ 20+ 20 25

2d4 rds 2d4 min 2d4 x 10 min. Varies 1 round 1d4 rds Hours to days

30 35 40 10+ 10 15 DC of trap

* If you attempt to leave behind no trace of your tampering, add 5 to the DC.

Find Trap, Hidden Compartment, Item, Secret Door, etc.:Yougenerallymustbewithin10feetoftheobject orsurfacetobesearched. Disable Device: For disabling, the Disable Device check is made secretly, so that you dont necessarily

knowwhetheryouvesucceeded.TheDCdependson how tricky the device is. Disabling (or rigging or jamming) a fairly simple device has a DC of 10; more intricateandcomplexdeviceshavehigherDCs. If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the device is a trap, you spring it. If youre attempting some sort of sabotage, you think the device is disabled,butitstillworksnormally. If you beat a traps DC by 10 or more, you can study a trap, figure out how it works, and bypass it (withyourparty)withoutdisarmingit. You also can rig simple devices such as saddles or wagon wheels to work normally for a while and then fail or fall off some time later (usually after 1d4 roundsorminutesofuse). Open Lock: The DC for opening a lock depends on its quality. If you do not have a set of lockpicks, theseDCsincreaseby+10. Lock Quality (Example) DC Simple (briefcase lock) 20 Average (home deadbolt) 25 Good (business deadbolt) 30 Amazing (branch bank vault) 40 50 Ultra-high security (bank headquarters vault) Action: The amount of time needed to make a Disable Device check depends on the task, as noted above. It takes a fullround action to search a 5foot by5foot area or a volume of goods 5 feet on a side. Disabling a simple device takes 1 round and is a full round action. An intricate or complex device requires 1d4or2d4rounds.Attemptingtoopenalockisafull roundaction. Try Again: Varies. You can retry if you have missed the check by 4 or less, though you must be awarethatyouhavefailedinordertotryagain. Special:Youcantake10whenmakingaDisable Device check. You can take 20 to open a lock or to disable a security device, unless you are trying to preventthetamperingfrombeingnoticed. Possessing the proper tools gives you the best chance of succeeding on a Disable Device check. Opening a lock requires a lockpick set (for a mechanical lock) or an electrical tool kit (for an electronic lock). Opening a locked car calls for a car opening kit. Disabling a security device requires

either a mechanical tool kit or an electronic toll kit, depending on the nature of the device. If you do not have the appropriate tools, you take a 4 penalty on your check.A lock release gun can open a mechanical lock of cheap or average quality without a Disable Devicecheck. Skill Specialization: Open lock; find trap; disabletrap;settrap;rigdevice. SIDEBAR: OTHER WAYS TO BEAT A TRAP Its possible to ruin many traps without making aDisableDevicecheck. Ranged Attack Traps: Once a traps location isknown,theobviouswaytoruinitistosmashthe mechanismassuming the mechanism can be accessed. Failing that, its possible to plug up the holesfromwhichtheprojectilesemerge.Doingthis preventsthetrapfromfiringunlessitsammunition doesenoughdamagetobreakthroughtheplugs. Melee Attack Traps: These devices can be thwarted by smashing the mechanism or blocking the weapons, as noted above. Alternatively, if a characterstudiesthetrapasittriggers,hemightbe able to time his dodges just right to avoid damage. A character who is doing nothing but studying a trap when it first goes off gains a +4 dodge bonus against its attacks if it is triggered again within the nextminute. Pits: Disabling a pit trap generally ruins only the trapdoor, making it an uncovered pit. Filling in thepitorbuildingamakeshiftbridgeacrossitisan applicationofmanuallabor,nottheDisableDevice skill. Characters could neutralize any spikes at the bottom of a pit by attacking themthey break just asdaggersdo. Magic Traps: Dispel magic helps here. Someone who succeeds on a caster level check against the level of the traps creator suppresses the trap for 1d4 rounds. This works only with a targeted dispel magic, not the area version (see the spell description).

DRIVE (DEX)
Routine tasks, such as ordinary driving, dont require a skill check. Make a check only when some unusual circumstance exists (such as inclement weather or an icy surface), or when the character is drivingduringadramaticsituation.

Checks: Whenever you make a Drive check, the vehicles size modifier is added to your check (Medium 0, Large 1, Huge 2, Gargantuan 4, Colossal8). Avoid Collision: You can make a DC 15 Drive check as a reaction to reduce or negate the damage fromacollision. Dogfight: When operating a flying vehicle, you can make a Drive check as a standard action to engageinadogfight. EngagetheEnemy(TrainedOnly):Whendrivinga vehicle in combat, you may choose to make a Drive checkinsteadofanInitiativecheck. Escape Grapple (Trained Only): The pilot of a starship can make a Drive check to escape after being held or immobilized by another starships grapplers ortractorbeam. Increase Vehicle Speed (Trained Only): You can make a DC20 Drive check as a swift action to make

your vehicle perform beyond its normal limits. You canttake10onthischeck. Ram: You can make a Drive check as a full roundactiontointentionallycollidewithyourtarget. Special: You can take 10 on a Drive check, except when attempting to increase a vehicles speed. Youcanttake20onaDrivecheck. Skill Specialization: trucker; race car driver; airlinepilot;fighterpilot;starshippilot;etc.

ENDURANCE (CON)
Through training, you are capable of feats of physicalstamina. Check: Use Endurance in place of Constitution checks when dealing with drowning and suffocation, starvation, thirst, overland movement, running in combat, and landslides and avalanches, as shown in thefollowingtable. Frequency Each round, starting after a number of rounds equal to twice your Con. Each day, starting after three days without food. Each hour, starting one day plus a number of hours equal to your Con. Each hour, starting after 8 hours of walking. Each round, starting after running a number of rounds equal to your Con. Each hour, starting after a number of hours equal to 20 + Con modifier. Once, after falling unconscious.

Condition
Drowning and Suffocation Starvation Thirst Forced March Run, in Combat Sleep Deprivation Avalanche and Landslide, if pinned

DC 10 + 1 for each round since the first check 10 + 1 for each day since the first check 10 + 1 for each hour since the first check 10 + 2 for each hour since the first check 10 + 1 for each round since the first check 10 + 1 for each hour since the first check 15

Run: A character can run for a maximum number of rounds equal to his Endurance check results. After this time, he or she is fatigued and mustrest. Hustle: A character can hustle (double normal speed) for a number of minutes equal to three times his or her Endurance check results. Each additional hour of hustling in between sleep cycles deals 1 pointofnonlethaldamage,andeachadditionalhour deals twice the damage taken during the previous hour of hustling. A character who takes any nonlethaldamagefromhustlingbecomesfatigued. Walk: Eight hours a day is considered a standard march. Additional walking past this limit isaforcedmarch.Foreachhourofmarchingbeyond

8 hours, an Endurance check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damagealsoeliminatesthefatigue.Itspossiblefora character to march into unconsciousness by pushing himselftoohard. Remain Awake: A character can stay awake a number of hours equal to 20 + his her Constitution modifier. Each additional hour requires an Endurance check, starting at DC 10 (the DC increases by 1 per subsequent check). An untrained character makes Constitution checks instead of Endurance checks to remain awake. If in the midst

of combat or a similar situation, the character need not make checks until the situation is over, but the DCincreasesby1. A trained character is capable of the following tasks: Task Diehard Ignore caltrop Sleep in armor: Light Medium Heavy Stabilize Ignore wound DC 20 + hp below 0 18 15 25 35 10 + hp below 0 Special

Diehard: If reduced to 0 hit points (disabled), youcanmakeanEndurancecheck.Ifsuccessful,you can take a normal action while at 0 hit points without taking 1 point of damage. You must make a check for each strenuous action you want to take; the DC of each such successive check increases by 1. A failed check in this circumstance carries no direct penaltyyou can choose not to take the strenuous action and thus avoid the hit point loss. If you do so anyway, you drop to 1 hit points, as normal when disabled. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. This requires and Endurance check at DC 20 + the number of hp below 0 (i.e., DC 25 at 5 hp). You must make this decision as soon as you are reduced to negative hit points (even if it isnt your turn). If you do not choose to act as if you were disabled,youimmediatelyfallunconscious. When using this ability, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, swift actions, or immediate actions,suchascastingaquickenedspell)youtake1 point of damage after completing the act. If you reach10hitpoints,youimmediatelydie. Ignore Caltrop: If you are wounded by stepping on a caltrop, your speed is reduced to onehalf normal. A successful Endurance check removes this movement penalty. The wound doesnt go awayit isjustignoredthroughselfpersuasion.

Sleep in Armor: If you sleep in armor, you you do not become fatigued for doing so if you make an Endurance check at the listed DC upon awakening. (For obvious reasons, you cannot take 10 or take 20 onthischeck.) Stabilize: When reduced below 0 hp, you can roll an Endurance check at DC 10 + the number of hpbelow0(i.e.,DC15at5hp)toautostabilize. Ignore Wound: If you have at least 6 ranks in Endurance, you can choose to apply wound penalties to your attributes directly to your Endurance instead, ignoring the fatigue of battle to some extent. For each 1 in penalties to attacks, damage, AC, saves, and checks from wounds that you would normally suffer, you can instead choose to take a 5 penalty to Endurance (dropping land speed by 5 ft. per 1 penalty ignored). Ignoring the penalties for medium and heavy wounds requires a minimum 11 and 16 ranks, respectively, in Endurance. Option: A Medium characters base land speed, in feet per round or miles per hour, can be calculated as a function of his or her Dexterity modifierandEndurancebonus.
Dex Modifier + Endurance Bonus Base Land Speed (Biped) Base Land Speed (Quadruped)

-10 0 ft. 0 ft. -6 to -9 10 ft. 20 ft. -1 to -5 15 ft. 25 ft. +0 20 ft. 30 ft. +1 to +5 25 ft. 35 ft. +6 to +10 30 ft. 40 ft. +11 to +15 35 ft. 45 ft. +16 to +20 40 ft. 50 ft. +21 to +25 45 ft. 55 ft. +26 to +30 50 ft. 60 ft. +31 to +35 55 ft. 65 ft. +36 or more 60 ft. 70 ft. Untrained: The number of consecutive rounds a character can run or otherwise maximally exert him or herself is equal to the characters constitution score. A character can hustle (double normal speed) for 1 hour. Checks to avoid nonlethal damage are Constitution checks. The chance to stabilize when below 0 hp is a flat 10%. An untrained character cannot ignore caltrop wounds, sleep in armor, or stabilize. TryAgain:No,formostuses.

Special: If you are subjected to an effect that calls for a Fortitude save, you can substitute an Endurancecheckasafullroundaction. Skill Specialization: Resist starvation; remain awake;distancewalking/running.

ESCAPE ARTIST (DEX)


The table below gives the DCs to escape various formsofrestraints.Forropes,yourcheckisopposed by the binders Escape Artist check. Since its easier totiesomeoneupthantoescapefrombeingtiedup, the binder gets a +10 bonus on his or her check. For manacles, the DC for manacles is set by their construction. Restraint Escape DC Ropes Binders check at +10 20 Net, animate rope spell, command plants spell, control plants spell, or entangle spell Snare spell 23 Manacles 30 Tight space 30 Masterwork manacles; handcuffs 35 Grappler Grapple check result Squeeze Through Tight Space: The DC noted on the table is for getting through a space where your head fits but your shoulders dont. If the space is long you may need to make multiple checks. You cant get through a space that your head does not fit through. When squeezing through a narrow space at least half as wide as your Facing (see Players Handbook, page 148), or when moving througha low area (ceiling shorter than your height, but at least half your height above the floor), each space counts as 1 square of movement and you only suffer a 2 penalty on attack rolls if you have at least 5 ranks in this skill. You also retain your Dex bonus to AC undertheseconditions. If a space is both narrow and low, you treat it asifonlyoneofthoseconditionsapplied. Escape Grapple: You can make an Escape Artist checkopposedbyyourenemysgrapplechecktoget outofagrappleoroutofapinnedcondition(sothat youreonlygrappling).

Action: Making an Escape check to escape from rope bindings, manacles, or other restraints (except a grappler) requires 1 minute of work. Escaping from a net or an animate rope, command plants, control plants, or entangle spell is a fullround action. Escaping from a grapple or pin is a standard action.Squeezingthroughatightspacetakesatleast 1minute,maybelonger,dependingonhowlongthe spaceis. TryAgain:Youcanmakeanothercheckaftera failed check if youre squeezing your way through a tight space, making multiple checks. If the situation permits, you can make additional checks, or even take 20, as long as youre not being actively opposed. Untrained:YoucantrytoescapeasaDexterity check.Squeezingcausesspacestocountas2squares and and the squeezing character suffers a4 penalty on attack rolls and loses its Dexterity bonus to ArmorClass.Inaspacethatisbothnarrowandlow, speedisreducedtoonequarternormal.

FLY (DEX)
Youareskilledatflying,eitherthroughtheuseof wings or magic, and can perform daring maneuvers whileairborne.Notethatthisskilldoesnotgiveyou theabilitytofly. Check: You can perform maneuvers while f lying. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed, can turn up to 45 degrees by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees, and can descend at any angle at normal speed. Note that these restrictions only apply to movement taken during your current turn. At the beginning of the next turn, you can move in a different direction than you did the previous turn without making a check. Taking any action that violates these rules requires a check. The difficulty ofthesemaneuversvaries,asnotedonthefollowing chart. Flying Maneuver Move less than half speed and remain flying Hover Turn > 45 by spending 5 ft. of movement

Fly DC
10 15 15

Turn 180 by spending 10 ft. of movement Climb steeper than 45

20 20

Being attacked while flying: You are not considered flatfooted while flying. If you are flying using wings and you take damage while flying, you must make a DC 10 Fly check to avoid losing 10 feet ofaltitude. Collision while flying: If you are using wings to f lyand you collide withan object equal to yoursize or larger you must immediately make a DC 25 Fly checktoavoidplummetingtotheground,takingthe appropriatefallingdamage. Avoidfallingdamage:Ifyouarefallingandhave the ability to fly, you can make a DC 10 Fly check to negate the damage. You cannot make this check if you are falling due to a failed Fly check or a collision. High wind speeds: Flying during high winds causes penalties on your Fly checks as noted on the following chart. Checked means that creatures of that size or smaller must succeed on a DC 20 Fly check to move at all so long as the wind persists. Blown away means that creatures of that size or smaller must succeed on a DC 25 Fly check or be blown back 2d610 feet and take 2d6 points of nonlethal damage due to the wind. This check must be made every round the creature remains airborne. A creature that is blown away must still make a DC 20Flychecktomoveduetoalsobeingchecked. Action: None. A fly check doesnt require an action; it is made as part of another action or as a reactiontoasituation. TryAgain:Varies.YoucanattemptaFlycheck to perform the same maneuver on subsequent rounds. If you are using wings and you fail this check by 5 or more, you plummet to the ground, takingtheappropriatefallingdamage. Special: Creatures with a fly speed receive a bonus (or penalty) on all Fly checks depending on their maneuverability. Creatures with clumsy maneuverability take a 8 penalty on all Fly checks. Creatures with poor maneuverability take a 4 penalty on all Fly checks. Creatures with good maneuverability get a +4 racial bonus on all Fly checks.Creatureswithperfectmaneuverabilitygeta +8 racial bonus on all Fly checks. Creatures without a maneuverability rating are assumed to have an average maneuverability and take no penalty on Fly checks.

You cannot take this skill without a natural means of flight or a reliable means of flying every day (either through aspell or other magical manner, suchasadruidswildshapeability).

HANDLE ANIMAL (CHA)


You can train, care for, and ride domestic and even wild animals. If you are skilled enough, you can apply this skill to vermin or magical beasts as well. Check: The DC depends on what you are tryingtodo. Task Handle an animal Push an animal Teach an animal a trick Train an animal for a general purpose Rear a wild animal DC 10 25 15 or 20* 15 or 20*

15 + HD of animal * See the specific trick or purpose below. Purpose

DC
20 20 20 15

Purpose Hunting Performance Riding

DC
20 15 15

Combat riding Fighting Guarding Heavy labor

Handle an Animal: This task involves commanding an animal to perform a task or trick that it knows. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animalperformsthetaskortrickonitsnextaction. Push an Animal: To push an animal means to get it to perform a task or trick that it doesnt know but is physically capable of performing. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds,theanimalperformsthetaskortrickonits nextaction. Teach an Animal a Trick: You can teach an animal a specific trick with one week of work and a successful Handle Animal check against the indicated DC. An animal with an Intelligence score

of 1 can learn a maximum of three tricks, while an animal with an Intelligence score of 2 can learn a maximum of six tricks. Possible tricks (and their associated DCs) include, but are not necessarily limitedto,thefollowing. Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations)countsastwotricks. Come (DC 15): The animal comes to you, even ifitnormallywouldnotdoso. Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific othercharacter. Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesnt know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or itsopponentisdefeated. Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, theanimalfetchessomerandomobject. Guard (DC 20): The animal stays in place and preventsothersfromapproaching. Heel (DC 15): The animal follows you closely, eventoplaceswhereitnormallywouldntgo. Perform (DC 15): The animal performs a variety of simple tricks, such as sitting up, rolling over,roaringorbarking,andsoon. Seek (DC 15): The animal moves into an area and looks around for anything that is obviously aliveoranimate. Stay (DC 15): The animal stays in place, waitingforyoutoreturn.Itdoesnotchallengeother creatures that come by, though it still defends itself ifitneedsto. Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scentability) Work (DC 15): The animal pulls or pushes a mediumorheavyload. Train an Animal for a Purpose: Rather than teachingananimalindividualtricks,youcansimply train it for a general purpose. Essentially, an

animals purpose represents a preselected set of known tricksthat fit intoacommon scheme, suchas guarding or heavy labor. The animal must meet all thenormalprerequisitesforalltricksincludedinthe training package. If the package includes more than three tricks, the animal must have an Intelligence scoreof2. An animal can be trained for only one general purpose,thoughifthecreatureiscapableoflearning additional tricks (above and beyond those included in its general purpose), it may do so. Training an animal for a purpose requires fewer checks than teachingindividualtricksdoes,butnolesstime. Combat Riding (DC 20): An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes six weeks. You may also upgrade an animal trained for riding to one trained for combat riding by spending three weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animals previous purpose and any tricks it once knew. Warhorses and riding dogs are already trained to bear riders into combat, and they dont require any additional training for thispurpose. Fighting (DC 20): An animal trained to engage in combat knows the tricks attack, down, and stay. Trainingananimalforfightingtakesthreeweeks. Guarding (DC 20): An animal trained to guard knows the tricks attack, defend, down, and guard. Trainingananimalforguardingtakesfourweeks. Heavy Labor (DC 15): An animal trained for heavy labor knows the tricks come and work. Trainingananimalforheavylabortakestwoweeks. Hunting (DC 20): An animal trained for hunting knows the tricks attack, down, fetch, heel, seek,andtrack.Trainingananimalforhuntingtakes sixweeks. Performance (DC 15): An animal trained for performance knows the tricks come, fetch, heel, perform, and stay. Training an animal for performancetakesfiveweeks. Riding (DC 15): An animal trained to bear a riderknowsthetrickscome,heel,andstay.Training ananimalforridingtakesthreeweeks. Rear a WildAnimal: Torear an animal means to raise a wild creature from infancy so that it becomes domesticated. A handler can rear as many as three creatures of the same kind at once. A successfully

domesticatedanimalcanbetaughttricksatthesame time its being raised, or it can be taught as a domesticated animal later. Typical riding actions dontrequirechecks. Ride an Animal: You can saddle, mount, ride, anddismountfromamountwithoutaproblem.The followingtasksdorequirechecks. Task Guide with knees Stay in saddle Fight with warhorse Cover Soft fall Leap Spur mount Control mount in battle Fast mount or dismount (armor check penalty applies) Stand on mount Quick turn Ride DC 5 5 10 15 15 15 15 20 20 20 25

Guide with Knees: You can react instantly to guide your mount with your knees so that you can use both hands in combat. Make your Ride check at the start of your turn. If you fail, you can use only one hand this round because you need to use the othertocontrolyourmount. Stay in Saddle: You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage. This usage doesnottakeanaction. Fight with Warhorse: If you direct your war trained mount to attack in battle, you can still make your own attack or attacks normally. This usage is a freeaction. Cover: You can react instantly to drop down and hang alongside your mount, using it as cover. You cant attack or cast spells while using your mount as cover. If you fail your Ride check, you dont get the cover benefit. This usage does not take anaction. Soft Fall: You can react instantly to try to take no damage when you fall off a mountwhen it is killed or when it falls, for example. If you fail your Ride check, you take 1d6 points of falling damage. Thisusagedoesnottakeanaction. Leap: You can get your mount to leap obstacles as part of its movement. Use your Ride modifier or the mounts Jump modifier, whichever is lower, to

see how far the creature can jump. If you fail your Ride check, you fall off the mount when it leaps and take the appropriate falling damage (at least 1d6 points). This usage does not take an action, but is partofthemountsmovement. Spur Mount: You can spur your mount to greater speed with a move action. A successful Ride check increases the mounts speed by 10 feet for 1 round but deals 1 point of damage to the creature. You can use this ability every round, but each consecutiveroundofadditionalspeeddealstwiceas muchdamagetothemountasthepreviousround(2 points,4points,8points,andsoon). Control Mount in Battle: As a move action, you can attempt to control a light horse, pony, heavy horse, or other mount not trained for combat riding whileinbattle.IfyoufailtheRidecheck,youcando nothing else in that round. You do not need to roll forwarhorsesorwarponies. Fast Mount or Dismount: You can attempt to mount or dismount from a mount of up to one size category larger than yourself as a free action, provided that you still have a move action available that round. If you fail the Ride check, mounting or dismounting is a move action. You cant use fast mount or dismount on a mount more than one size categorylargerthanyourself. Stand on Mount: You can stand on the saddle while your mount is moving by making a successful DC20check.Failuremeansyoufall. Quick Turn: You can make a DC 25 Ride check asa free action to causeyour mount to turn up to 90 degrees while running or charging, provided it can move at least 10 ft. after the turn is made. This can be done only once in any given round. If the check fails, your mount moves 10 ft. in a straight line and thenlosestherestofitsactionsthatturn. Action: Varies. Handling an animal is a move action, while pushing an animal is a fullround action. (If you have a special animal compaion see Chapter 4 you can handle your animal companion as a free action or push it as a move action.) For tasks with specific time frames noted above, you must spend half this time (at the rate of 3 hours per day per animal being handled) working toward completion of the task before you attempt the Handle Animal check. If the check fails, your attempt to teach, rear, or train the animal fails and you need not complete the teaching, rearing, or training time. If the check succeeds, you must invest

the remainder of the time to complete the teaching, rearing, or training. If the time is interrupted or the task is not followed through to completion, the attempt to teach, rear, or train the animal automaticallyfails. Mounting or dismounting normally is a move action. Otherchecks are amove action,a freeaction, ornoactionatall,asnotedabove. TryAgain:Yes,exceptforrearingananimal. Special: You can use this skill on a creature with an Intelligence score of 1 or 2 that is not an animal, but the DC of any such checkincreases by 5. A nonintelligent creature (such as a vermin) is not trainable, but can be ridden (add 15 to the check DCs). Such creatures have the same limit on tricks known as animals do. If you attempt to ride a creature that is ill suited as a mount, you take a 5 penalty on your ride checks. If you are riding bareback, you take a 5 penalty on checks. If your mount has a military saddle you get a +2 circumstance bonus on Handle Animal checks relatedtostayinginthesaddle. If you have a specific animal companion (Chapter 4), you gain a +4 circumstance bonus on Handle Animal checks involving your animal companion. In addition, your animal companion knows one or more bonus tricks, which dont count against the normal limit on tricks known and dont require any training time or Handle Animal checks toteach. Untrained: If you have no ranks in Handle Animal, you can use a Charisma check to handle and push domestic animals, but you cant teach, rear,ortrainanimals. Skill Specialization: Riding; hawking; animal training(byanimaltype).

Treat poison Treat disease Perform autopsy

Poisons DC Diseases DC 15 + 1/day since death

HEAL (WIS)
Check:TheDCandeffectdependonthetaskyou attempt. Task First Aid Revive Stabilize Long-term care Treat wound from caltrop, spike growth, or spike stones Perform surgery Heal DC 15 15 15 15 15 20

First Aid: If a character has lost hit points, you can restore some of them. A successful check, as a fullround action, restores 1d4 hit points. The number restored can never exceed the characters fullnormaltotalofhitpoints.Thisapplicationofthe skill can be used successfully on a character only onceperday. If you choose to spend a full minute on the treatment, rather than one round, the damage healed increases to 1d6. Increasing the treatment time to a full hour increases the damage healed to 1d10. Revive: You can remove the dazed, stunned, or unconscious condition from a character. This check is a standard action. A successful check removes the dazed, stunned, or unconscious condition from an affected character. You cant revive an unconscious character who is at 1 hit points or lower without firststabilizingthecharacter. Stabilize: You usually use first aid to save a dyingcharacter.Ifacharacterhasnegativehitpoints and is losing hit points (at the rate of 1 per round, 1 per hour, or 1 per day), you can make him or her stable. A stable character regains no hit points but stopslosingthem. LongTerm Care: Providing longterm care meanstreatingawoundedpersonforadayormore. If your Heal check is successful, the patient recovers hit points or attribute score points (lost to ability damage)atadailyrateequaltoyourcheckresults. You can tend as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving longterm care counts as light activity for the healer. You cannot give longterm care to yourself. Treat Wound from Caltrop, Spike Growth, or Spike Stones:Acreaturewoundedbysteppingonacaltrop moves at onehalf normal speed. A successful Heal check removes this movement penalty. A creature wounded by a spike growth or spike stones spell must succeed on a Reflex save or take injuries that reduce his speed by onethird. Another character can remove this penalty by taking 10 minutes to dress

the victims injuries and succeeding on a Heal check againstthespellssaveDC. PerformSurgery:Youcanconductfieldsurgery. This requires 1d4 hours and appropriate tools; if the patient is at negative hit points, add an additional hour for every point below 0 the patient has fallen. Surgery restores 1d6 hit points for every character level of the patient (up to the patients full normal total of hit points) with a successful skill check. Surgery can only be usedsuccessfully on a character onceina24hourperiod. Acharacterwhoundergoessurgeryisfatigued for 24 hours, minus 2 hours for every point above the DC the surgeon achieves. The period of fatigue canneverbereducedbelow6hoursinthisfashion. Treat Poison: To treat poison means to tend a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, youmakeaHealcheck.Thepoisonedcharacteruses your check result or his or her saving throw, whicheverishigher. TreatDisease:Totreatadiseasemeanstotenda single diseased character. Every time he or she makes a saving throw against disease effects, you makeaHealcheck.Thediseasedcharacterusesyour check result or hisor hersaving throw,whicheveris higher. Perform Autopsy: You can examine a corpse to determine the cause and approximate time of death. The accuracy of the estimated moment of death decreases with elapsed time since the actual event. For instance, if the subject died an hour before the autopsy,thetimeofdeathcanbefixedtowithin1d4 rounds (after one day, the estimate is only accurate towithin1d4hours,andsoon). Abasiccheckallowsyoutodeterminewhat,in general, killed the victim (wounds, a fall, suffocation, disease, poison, a death spell, etc.). To determine a more specific poison or disease requires a check at a DC equal to the DC of the poison or disease, +1 per day since death. Determining a specificspellrequiresaSpellcraftcheckataDCof25 +thelevelofthespell+1perdaysincedeath. Action: Providing first aid, treating a wound, or treating poison is a standard action. Treating a disease or tending a creature wounded by a spike growth or spike stones spell takes 10 minutes of work. Providing longterm care requires 8 hours of light

activity. Performing an proper autopsy takes 30 minutes. Try Again: Varies. Generally speaking, you cant try a Heal check again without proof of the original checks failure. You can always retry a check to provide first aid, assuming the target of the previousattemptisstillalive. Special: A healers kit gives you a +2 circumstancebonusonHealchecks. You can take 10 when making a Treat Injury check. You can take 20 only when restoring hit points or attempting to revive dazed, stunned, or unconsciouscharacters. You can use the Treat Injury skill on yourself only to restore hit points, treat disease, or treat poison. You take a 5 penalty on your check any timeyoutreatyourself.

KNOWLEDGE (INT)
Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of unrelated skills. Knowledge represents a study of some body of lore, possibly an academic or even scientificdiscipline. Typical fields of study include lore (history, legends, riddles, and unique items; see below); sociology (laws, lineages, heraldry, family trees, mottoes, personalities); religion and the planes (decribedbelow);andwarfare(describedbelow). Check:Answeringaquestionwithinyourfield of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions). Inmanycases,youcanusethisskilltoidentify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monsters CR. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of usefulinformation. Action: Usually none. In most cases, making a Knowledge check doesnt take an actionyou simplyknowtheansweroryoudont. Try Again: No. The check represents what you know, and thinking about a topic a second time doesnt let you know something that you never learnedinthefirstplace.

Untrained: An untrained Knowledge check is simply an Intelligence check. Without actual training,youknowonlycommonknowledge(DC10 orlower).

Task Knowledge DC 15 20 30 10 + CR

KNOWLEDGE: LORE (INT)


You are a scholar of history, legends, and old riddles. Check: You can identify a unique historical magical item (artifact, relic, or weapon of legacy) or legendary place on a successful check. The amount of information you have on the item in question dependsonthecheckresults: Information Knowledge DC 15 Item is a unique artifact or relic, or important historical site 20 Name of item/place (e.g., The Sword of Kas) Basic history of item/place 25 Rumored powers/effects 30 35 One specific fact about item or place (e.g., cutting off the Hand will kill the host.) Each specific fact thereafter +5 Riddlingcontests(Cf.TheHobbit)areresolved usingaseriesofopposedKnowledge:Lorechecks.

KNOWLEDGE: THE PLANES (INT)


Youhaveaworkingknowledgeofthemultiverse, including both the inner and outer planes. You are familiar with many of the conditions and entities found on different planes, from minor spirits to divinepowers. Check: You can identify items of information related to gods and goddesses, religions, ecclesiastic tradition, holy symbols, undead, and extraplanar beings.

Identify holy symbol/vestments Identify ritual Identify mythic event Identify abilities and weaknesses 15+ spell level Identify a divine spell as it is being cast 20+ spell level Identify a divine spell effect that is in place Identify materials of extra20+ spell level planar origin or made by divine (if applicable) power Identify a divine spell or planar 25+ spell level property that just targeted you (if applicable) Planar resistance (mild) 20 Planar resistance (strong) 30 Portal Intuition 20 IdentifyRitual:Youcandeducethesignificance, purpose,andpatrondeityofanyreligiousritualyou observe. You can determine the sacrifices and/or prayersspprovedbyvariousdeities. IdentifyMythicEvent:Uponobservinganactual event or a depiction of one in painting or sculpture, you can determine the religious or planar significance of the event. For example, if you see a carving of golden rain falling into a bronze cell, you can identify this as a depiction of the god Zeus entering the prison of the princess Dana, and you know that the offspring of that union was Perseus, whoslewMedusa. Identify Abilities and Weaknesses: you can use this skill to identify elementals, outsiders, and undead and their special powers or vulnerabilities. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, yourecallanotherpieceofusefulinformation. Planar Resistance (Mild): If you succeed at a DC 20 Knowledge (the Planes) check upon arriving on a mildlyaligned plane, you are immune to ability penalties due to alignment variance until you leave thatplane. Planar Resistance (Strong): If you succeed at a DC 30 Knowledge (the Planes) check upon arriving on a stronglyaligned plane, you are immune to ability penalties due to alignment variance until you leavethatplane.

PortalIntuition:Byexamininganygateorother extraplanar portal, you can determine where itleads by succeeding at a DC 20 Knowledge (the planes) check.

chain of command, you can try again only if additionalordersaregivenwhileyouareobserving.

LINGUISTICS (INT)
You are skilled at workingwith language, both in its spoken and written forms. You can speak multiple languages and can decipher nearly any tonguegiventhetime. This skill allows you to create short stories, novels, scripts and screenplays, newspaper articles andcolumns,andsimilarworksofwriting. Check: When creating a work of writing, the player simply makes a Craft (writing) check, the resultofwhichdeterminesthequalityofthework.

KNOWLEDGE: WARFARE (INT)


You are trained in military tactics and strategy, and can direct troops and operate siege equipment. In addition to military uses, this skill governs your proficiencyatchessandsimilargamesofstrategy. Check: Basic drills in noncombat situations do not require checks. During an actual armed conflict,checksdependonthetaskattempted. Tactics: By directing a unit of soldiers, your Warfare check as treated as an opposed check against the Warfare of the enemy leader. Assuming troops of approximately equal strength and arms and armor on each side, the difference between checks is the number of soldiers on the losing side deadper20combatantsduringthatengagement. Operate Siege Engine: Loading a catapult requires a series of fullround actions. It takes a DC 15 Strength check to winch the throwing arm down; most catapults have wheels to allow up to two crew members to use the aid another action, assisting the main winch operator. A DC 15 Warfare check latches the arm into place, and then another DC 15 Warfare check loads the catapult ammunition. It takes four fullround actions to reaim a heavy catapult (multiple crew members can perform these fullround actions in the same round, so it would take a crew of four only 1 round to reaim the catapult). Other, lighter siege engines can be reloaded more quickly, but the DC for the Warfare checksissimilar. Hitting a target rquires a Warfare check against the AC of the target, modified by the range penaltyasappropriate. Identify Enemy Command: Your military experience makes you comforable in a chain of command, and allows you to identify comparative rank and possibly even the meanings of military insignia. Try Again: If you miss a target with a siege engine, you can try again after reloading and re aimingtheengine(justas,ifyoumissatargetwitha ranged attack, you can try again on your next attack). If you misinterpret insignia or a perceived

Check Result
9 or lower 1019 2024 2530 31 or higher

Effort Achieved
Untalented amateur Talented amateur Professional Expert Master

Other tasks that can be accomplished using thisskillaredescribedbelow. Decipher Script: You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing. If the check succeeds, you understand the general contentofapieceofwritingaboutonepagelong(or the equivalent). If the check fails, make a DC 5 Wisdom check to see if you avoid drawing a false conclusion about the text. (Success means that you do not draw a false conclusion; failure means that youdo.) Both the Linguistics check and (if necessary) the Wisdom check are made secretly by the GM, so that you cant tell whether the conclusion you draw istrueorfalse. Learn Language: When you select this skill you immediately learn to read any language you can speak. For every evennumbered rank (2nd, 4th, etc.), youlearntospeakanadditionallanguage.Forevery oddnumbered rank beyond the first, you learn to readthelastlanguageyoulearnedtospeak. Place Accent: When listening someone speak a language you understand, you can place his or her region of origin from his or her accent. This check

opposes the speakers Linguistics check (attempted inordertospeakwithoutanaccent). Decipher a Written Spell: This usage works just like deciphering a written spell with the Spellcraft skill, except that the DC is 5 points higher (DC 25 + spelllevel). Action: Varies. Creating a work of writing requires at least 1 hour, but usually takes a day, a week, or more, depending on the scope of the project. Deciphering a page of ordinary text takes 1 minute (10 consecutive rounds). Deciphering a writtenspellrequires1minuteofconcentration. TryAgain:Yes.

Sound: You can hear the footfalls of approaching monsters,therumbleofadistantdragon,orthecries for help in a burning building. The following table outlines the DC of these checks. If you beat the DC by 10 or more, you can make out fine details about the sound (and can hear the words being spoken, if any). Sound A creature moving silently Gunfire A battle People talking An armored creature walking An unarmored creature walking People whispering A key being turned in a lock A bow being drawn back to fire A bird flying through the air Sound Modifiers Per 10 ft. of distance Through a door Through a wall (per foot of thickness) Cavernous space A louder noise is present Listener asleep Pinpoint an invisible foe

Perception DC
Opposed by Stealth 20 10 0 5 10 15 20 25 30 DC Modifier +1 +5 +10 +5 +5 +10 +20

PERCEPTION (WIS)
Your senses allow you to notice fine details and alertyoutodanger.Perceptioncoversallfivesenses, includingsight,sound,touch,taste,andsmell. Check: Perception has a number of uses, the most common of which is an opposed check versus an opponents Stealth check to avoid being surprised. If you are successful, you notice the opponentandcanreactaccordingly.Ifyoufail,your opponent can take a variety of actions, including sneakingpastyouandattackingyou. Perception is also used to notice fine details in the environment. For this purpose, the skill is brokendownintothefivesenses,asnotedbelow. Sight: You can spot enemies far away or notice the small details like the fact that a calendar is turned to the wrong page. The following table outlines the DC of these checks. Note that you automatically fail any Perception skill check made against a target that you cannot see due to insufficientlighting. Sight A hidden creature A visible creature Sight Modifiers* Distance in sunlight Distance in torchlight Distance in moonlight Distance in candlelight

Perception DC
Opposed by Stealth 0 DC Modifier +1/100 ft. +1/10 ft. +1/5 ft. +1/1 ft.

Smell: You can pick up fine odors in the air, allowing you to smell nearby creatures, inhaled poisons, and nearby odiferous hazards. The following table outlines the DCs of these checks. Unlike the ability to hear or see an approaching enemy, smell cannot be used to notice hidden foes unlessthescentispresentformorethan10minutes. Smell Rotting garbage An ogres den Smoke or an ogre Perfume or an orc Fresh air or a dwarf Sweat or a human Blood or an elf Inhaled poison

DC
10 5 0 5 10 15 20 Poisons DC

*These modifiers only apply to spotting creatures. Hidden objects cannot be spotted by creatures that cannot closely examine the area, generally at a distance no greater than 20 feet.

Smell Modifiers Distance Time since the smell was present Through a door Breeze A stronger odor nearby Cold environment Wind Pinpoint invisible foe by smell Particularly strong

DC Modifier +1/10 feet +1/minute +5 +5 +5 +5 +10 +20 5

Touch Modifiers Distance to burrower Distance to large creatures/armies Size of moving creature Number of moving creatures

DC Modifier +1/10 feet +1/100 feet Size modifier 1/10 creatures

Taste: You can taste when food has spoiled, is poisoned,orisdiseased.Youcanalsouseyoursense of taste to identify the properties of common potions. The following table outlines the DCs of these checks. Note that when you intentionally attempt to taste for poison or disease, if you fail the check by 5 or more, you suffer the effects of the poison or disease and must save accordingly. You do not get to make this check automatically when you ingest poison or diseased food unless the DC of thecheckislessthan20. Taste Spoiled food Ingested poison Diseased food Potion Taste Modifiers Taste is intentionally obscured Uncommon potion (GMs discretion) Rare potion (GMs discretion) DC 5 Poisons DC Diseases DC 15 + CL DC Modifier +10 +5 +10

Touch: You can feel for breezes indicating the route to open air as well as the gentle tremors made by burrowing creatures and marching armies. The followingtableoutlinestheDCsofthesechecks. Touch Notice a pickpocket Air movement Burrowing creature Creatures or armies on the move

Perception DC
Opposed by Sleight of Hand 20 25 30

Memory: You can attempt to memorize a long string of numbers, a long passage of verse, or some other particularly difficult piece of information (but you cant memorize magical writing or similarly exotic scripts). Each successful check allows you to memorize a single page of text (up to 800 words), numbers, diagrams, or sigils (even if you dont recognize their meaning). If a document is longer than one page, you can make additional checks for each additional page. You always retain this information; however, you can recall it only with anothersuccessfulcheck. Note: Many players will prefer to use Intelligence checks for memory, rather than using the Perception skill. There is no correct usage exceptonwhataparticulargroupagreesupon. Memory DC Something just about anyone would have 5 noticed and remembered. The general appearance of the man who killed your father, assuming you got a good look at him. Something many people would remember, 15 such as the location of the tavern across town that they were at the day before. Something only those with really good 25 memories might recall, like the kind of earrings a woman was wearing when you spoke to her three days ago. Something only someone with a 35 phenomenal memory might remember, such as the name of a man you met once, when you were only six years old. Something no normal person could 45 remember, such as the 19th six-digit combination code on a list of 80 possible combination codes for a lock, when you only saw the list for a moment or two. Action: Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching for stimulus is a move action.

Try Again: Yes. You can try to sense something you missed the first time, so long as the stimulusisstillpresent. Special: Creatures with the scent special quality have a +8 bonus on smellbased Perception checks. Creatures with the tremorsense special quality have a +8 bonus on touchbased Perception checks and automatically make any such checks withintheirrange.

PERFORM: ACTING (CHA)


When you take your first rank in the skill, choose one of the categories below (e.g., comedy); you have access to that entire category. For each additional rank, you may choose one specific example from a different category (e.g., drama). Gaining two examples from any category gives you access to that entire category. At 5 ranks in the skill, you are proficientinallofthecategoreslisted. Acting(comedy,drama,mime,disguise) Comedy(buffoonery,limericks,joketelling) Oratory(epic,ode,storytelling) Disguise: Your Performance check result determines how good the disguise is, and it is opposed by others Perception check results. If you dont draw any attention to yourself, others do not get to make Perception checks. If you come to the attention of people who are suspicious (such as a guardwhoiswatchingcommonerswalkingthrough a city gate), it can be assumed that such observers aretaking10ontheirPerceptionchecks. You get only one disguise check per use of the skill, even if several people are making Perception checks against it. The disguise check is made secretly, so that you cant be sure how good the result is. The effectiveness of your disguise depends in part on how much youre attempting to change yourappearance.

PERFORM (CHA)
Like Knowledge and Craft, Perform actually encompasses a number of separate skills. Obvious examples include acting, music, and dance (each described separately), but other Perform skills can beincluded. Check: You can impress audiences with your talentandskill. DC Performance 10 Routine performance. Trying to earn money by playing in public is essentially begging. You can earn 1d10 cp/day. 15 Enjoyable performance. In a prosperous city, you can earn 1d10 sp/day. 20 Great performance. In a prosperous city, you can earn 3d10 sp/day. In time, you may be invited to join a professional troupe and may develop a regional reputation. 25 Memorable performance. In a prosperous city, you can earn 1d6 gp/day. In time, you may come to the attention of noble patrons and develop a national reputation. 30 Extraordinary performance. In a prosperous city, you can earn 3d6 gp/day. In time, you may draw attention from distant potential patrons, or even from extraplanar beings. Special: A bard must have at least 1 rank in a Perform skill to inspire courage in his allies, or to use his countersong or his fascinate ability. A bard needs 3 ranks in a Perform skill to inspire competence, 6 ranks to use his suggestion ability, 9 rankstoinspiregreatness,12rankstousehissongof freedom ability, 15 ranks to inspire heroics, and 18 ranks to use his mass suggestion ability. See Bardic Performanceinthebardclassdescription.

Disguise Minor details only Disguised as different gender* Disguised as different race* Disguised as different age category*

Check Modifier
+5 2 2 2**

* These modifiers are cumulative; use any that apply. ** Per step of difference between your actual age category and your disguised age category. The steps are: young (younger than adulthood), adulthood, middle age, old, and venerable.

If you are impersonating a particular individual, those who know what that person looks like get a bonus on their Spot checks according to thetablebelow.Furthermore,theyareautomatically considered to be suspicious of you, so opposed checksarealwayscalledfor.

Familiarity Recognizes on sight Friends or associates Close friends Intimate

Check Bonus
+4 +6 +8 +10

Usually, an individual makes a Perception check to see through your disguise immediately upon meeting you and each hour thereafter. If you casually meet many different creatures, each for a short time, check once per day or hour, using an averageSpotmodifierforthegroup. Action: Varies. Trying to earn money by playing in public requires anywhere from an eveningsworktoafulldaysperformance.Creating a disguise requires 1d310 minutes of work. The bards special Performbased abilities are described inthatclasssdescription. Try Again: Yes. Retries are allowed, but they dont negate previous failures, and an audience that has been unimpressed in the past is likely to be prejudiced against future performances. (Increase the DC by 2 for each previous failure.) You may try toredoafaileddisguise,butonceothersknowthata disguisewasattempted,theyllbemoresuspicious. Magic that alters your form, such as alter self, disguise self, polymorph, or shapechange, grants you a +10 bonus on Disguise checks (see the individual spell descriptions). You must succeed on a Disguise check with a +10 bonus to duplicate the appearance of a specific individual using the veil spell. Divination magic that allows people to see through illusions (such as true seeing) does not penetrate a mundane disguise, but it can negate the magical componentofamagicallyenhancedone. You must make a Perform (disguise) check when you cast a simulacrum spell to determine how goodthelikenessis.

9 ranks in the skill, you are proficient in all of the categoreslisted. Ballroom(tango,waltz,marengue,salsa,etc.) Ballet Easternfolk/traditional(punjabifolkdance, Chineseribbondancing,etc.) Westernfolk/traditional(jig,polka,square dancing,linedancing,flamenco,etc.) Modern(cheerleading,contemporary,disco, breakdancing,krump,etc.) Once you have acquired proficiency in a category, if you are exposed to a specific example in that category that you are unfamiliar with, you are abletoquicklyandeasilymasterthesteps.

PERFORM: MUSIC (CHA)


When you take your first rank in the skill, choose oneofthecategoriesbelow(e.g.,stringinstruments); you have access to that entire category. For each additional rank, you may choose one specific example from a different category (e.g., harpsichord). Gaining two examples from any category gives you access to that entire category. At 9 ranks in the skill, you are proficient in all of the categoreslisted. Keyboard instruments (harpsichord, piano, pipe organ) Percussion instruments (bells, chimes, drums, gong) Stringinstruments(fiddle,harp,lute,mandolin) Wind instruments (flute, pan pipes, recorder, shawm,trumpet) Singing(ballad,chant,melody) Special: A masterwork musical instrument gives you a +2 circumstance bonus on Perform checksthatinvolveitsuse.

PERFORM: DANCE (CHA)


When you take your first rank in the skill, choose oneofthecategoriesbelow(e.g.,stringinstruments); you have access to that entire category. For each additional rank, you may choose one specific example from a different category (e.g., harpsichord). Gaining two examples from any category gives you access to that entire category. At

PROFESSION (WIS)
You are trained in some profession not associated with an adventuring class. Examples other than sailing (described below) might include Accountancy, Administrator (you can function in a bureaucracy), Cooking (you are a chef), Farming

(including various agricultural subspecialties), Mining (see separate entry below); Sailing (see separate entry below); Tailor (including sewing, weaving,anddyingoftextiles);etc.

PROFESSION: MINING (WIS)


You can conduct mining assays for valuable mineral deposits, and are skilled in excavating, traversing, and shoring up mine tunnels. From training and experience, you are at home underground. Check:TheDCandeffectdependonthetask. Task Profession (mining) DC Conduct mining assay 20 Detect stonework trap DC of trap 10 + CR Identify abilities and weaknesses Intuit depth underground 10 Notice unsafe stonework 20 Penetrate hardness (or DR) 10 + hardness Conduct Mining Assay: Given a weeks time, you can determine what types of mineral resources arelikelyavailableina4squaremileassayarea,and thebestlocationstodigforthem. Detect Stonework Trap: You can substitute Profession (mining) checks for Perception checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafestone surfaces, shaky stone ceilings, and the like. Something that isnt stone but that is disguised as stone also counts as unusual stonework. You can use the mining skill to find stoneworktrapsasaroguecan. If you merely come within 10 feet of unusual stonework, you can make a Perception check as if youwereactivelysearchingtonoticethatsomething is amiss, and then make a mining check to determine the nature of the feature that caused you tostop. Identify Abilities and Weaknesses: With a successful check, you can also identify certain monsters associated with mines and the underdark, their abilities, weaknesses, and special powers. You can use this ability with aberrations, humanoids, monstrous humanoids, and oozes. Success means that you learn one piece of information (usually its name and purported abilities). For every 5 points by

which your check result exceeds the DC you learn anotherpieceofinformation. Intuit Depth: With a DC 10 Profession (mining) check, you can intuit depth, sensing your approximate depth underground. Successive successful checks allow you to determine the approximateslopeofapassageway. Notice Unsafe Stonework: This applies to unsafe ceilings, inadequate shorings, and the like. Noticing these features works as does detecting stonework traps,exceptthatthedefaultDCis20. Penetrate Hardness: If you study an inanimate stoneobjectasamoveactionandsucceedataDC10 Mining check, you ignore 1 point of hardness thereafter per point above 10 by which your roll succeeds(DC18toignorethefullhardnessof8). When faced with a stone or earth creature that possessesdamagereduction(e.g.,aclaygolem),you can make a Mining check as a move action, and thereafter penetrate the creatures damage reduction as if your weapon were of the appropriate material. The DC for this check is equal to 10 + the creatures damage reduction. For example, on a DC 20 Profession (mining) check, you would penetrate a stone golems damage reduction (10/admantine) as ifyouhadanadamantineweapon. Action: A mining assay requires 1 week per 4 square mile area. Actively searching for unusual or unsafe stonework, for stonework traps, or for weaknesses in a stone wall or creature is a move action. TryAgain:Yes.

PROFESSION: SAILING (WIS)


You are able to handle various watercraft, from smallcanoestolargesailingships. Task Prepare for a voyage Chart course Follow course (in sight of coast) Follow course (open sea) Follow course (in swift current) Weather storm: Severe winds Tropical storm Hurricane Recover course

DC
15 15 8 17 21 20 30 40 25

Identify abilities and weaknesses Avoid sinking (holed ship) Navigate unfamiliar reefs, etc. Free ship

10 + CR 15 + 4 per hole after the first 30 20

Prepare for a Voyage: With a successful check, you can secure a vesseland crew(if ina harbor city) at cost, and calculate and lade adequate supplies andcargo. FollowCourse:Youcankeepashipgenerallyon course; a check is made each day. Missing one piloting check doesnt mean the expedition is lost, but it does increase the next days check to DC 10 (if in sight of the coast) or 19 (on the open sea). A second failed check increases the third days DC to 13 (22 if at sea). Three consecutive failures indicates thattheshipislost. In a swift current, the base check is at DC 21 (DC 23 after one failed check; DC 27 after two days of failed checks). In general, three successful checks inarowsteersclearofthecurrent. Weather Storm: A DC 20 Profession (sailing) check is required to maintain a course during a storm with severe winds; this check DC increases to 30 in a tropical storm, and 40 in an actual hurricane. Failure indicates the ship is blown off course. In addition, tropical storm conditions require a DC 15 check each hour to avoid washing or rolling 1d6 times. A wash or roll knocks overboard anything on deckthatisntsecured(DC15AcrobaticsorStrength checktoresist). Recover Course: A lost ship requires a DC 25 Profession (sailing) check to regain its course; this costsadayoftravelperdayofbeinglost. Identify Abilities and Weaknesses: With a successful check, you can identify marine creatures andhazardsandpossiblytheirabilities,weaknesses, and special powers. Success means that you learn one piece of information (usually the name and purported abilities). For every 5 points by which your check result exceeds the DC you learn another pieceofinformation. AvoidSinking:Ifasectionofyourshipisholed, youcankeeptheshipafloatonasuccessfulcheck.If this check fails, the ship sinks in 1d100 minues (1d6 minutesif25%ormoreofitshullsectionshavebeen holed).

Free Ship: If you have run aground on a sandbar or reef, you can free the ship on a DC 20 check. The hull is likely to be holed in at least one place,butatleasttheshipismobile. Action: Preparing for a voyage takes a week. Checks to follow a charted course are made on a daily basis. Checks to identify marine creatures or hazardsareamoveaction. Try Again: Yes, within the limitations describedabove.

SLEIGHT OF HAND (DEX)


You are skilled at picking pockets. In addition, this skill lets you hide objects on your person, and ready objects and weapons (even concealed ones) morequicklythannormal. Check: The tasks that can be accomplished with this skill, and the checks and DCs for each, are describedbelow. Pick Pockets: You can use this skill to pick the pockets of an unaware creature. This is a DC 20 check, but the DC increases if the item is large or firmly attached (GMs discretion). The target makes anopposedPerceptionchecktonoticeyourattempt. If the target succeeds, he notices the attempt, regardlessofwhetherornotyousucceed. Hide Objects: Hiding an object on your person is a Sleight of Hand check opposed by a Perception checkbythosewhoarelookingfortheitem(suchas a guard watching out for weapons at a coronation). Hiding an object that is equal to or smaller than a short sword grants a +2 circumstance bonus on your check, whereas anything equal to or larger than a longsword imposes a 2 penalty on your check. A heavy cloak or other similar clothing grants a +2 circumstancebonusaswell. Quick Draw: With a successful DC 10 Sleight of Handcheck,youcandrawaweaponasafreeaction instead of as a move action. You can draw a hidden weapon as a move action. A character skilled in Sleight of Hand may throw weapons at his full normal rate of attacks (much like a character with a bow). Action:Hidingobjectsandpickingpocketsisa standard action. Quick draw times are discussed above. Making an Escape check to escape from rope bindings, manacles, or other restraints (except a grappler) requires 1 minute of work. Escaping from a net or an animate rope, command plants, control

plants, or entangle spell is a fullround action. Escaping from a grapple or pin is a standard action. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on how long the spaceis. Try Again: You can retry checks made to hide objects and pick pockets. For escaping, you can make another check after a failed check if youre squeezing your way through a tight space, making multiple checks. If the situation permits, you can make additional checks, or even take 20, as long as yourenotbeingactivelyopposed. Untrained: You can try to hide objects or escape as a Dexterity check. Without this skill, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this skill, you can draw ahiddenweaponasastandardaction.

The DCsfor various tasks involvingchecksare summarizedinthetablebelow.


Task Activate item or spell blindly Detect a magical trap or latent spell Disarm a magical trap Emulate a class feature Emulate an ability score Emulate a race Emulate an alignment Learn arcane spell from a book/ scroll Identify auras while using detect magic Identify a spell as it is being cast Identify a spell effect that is in place Identify materials made by magic Identify a spell that just targeted you Identify monster abilities/weaknesses Improved counterspell Prepare spell from borrowed spellbook Use a scroll Use a wand DC 25 25 + spell level 25 + spell level 20 See text 25 30 10 + spell level 15 + spell level 15 + spell level 20 + spell level 20 + spell level 25 + spell level 10 + CR 11 + DC 15+ spell level 20 + CL 20

SPELLCRAFT (INT)
You have a working knowledge of magic and its various uses, and can identify spells as they are being cast or identify spell effects that are in place. You can also detect, bypass or disarm magical traps, and you can activate magic items that you would normally be unable to use. This skill also allows you to identify the powers and abilities of some monsters,includingconstructs,dragons,andfey. Checks: Spellcraft is used whenever your knowledge and skill of the technical art of casting a spellcomesintoquestion.Youcananswerquestions concerning magic, symbols, spells, and magic items with a successful check. The DC depends on the difficulty of the question: 10 for easy questions, 15 for basic questions, 20 for difficult questions, and 25+fortrulyrarepiecesofknowledge. You can use this skill to activate a magic item. Spellcraftletsyouuseamagicitemasifyouhadthe spell ability or class features of another class, as if you were a different race, or as if you were of a different alignment. You make a check each time you activate a device such as a wand. If you are using the check to emulate an alignment or some other quality in an ongoing manner, you need to maketherelevantcheckonceperhour. You must consciously choose which requirement to emulate. That is, you must know what you are trying to emulate when you make a Spellcraftcheckforthatpurpose.

ActivateBlindly:Some spells or magicitemsare activatedbyspecialwords,thoughts,oractions.You can activate such an item as if you were using the activation word, thought, or action, even when youre not and even if you dont know it. You do have to perform some equivalent activity in order to make the check. That is, you must speak, wave the item around, or otherwise attempt to get it to activate. You get a special +2 bonus on your check if youve activated the item in question at least once before. If you fail by 9 or less, you cant activate the device. If you fail by 10 or more, you suffer a mishap. A mishap means that magical energy gets released but it doesnt do what you wanted it to do. The default mishaps are that the item affects the wrong target or that uncontrolled magical energy is released, dealing 2d6 points of damage to you. This mishapisinadditiontothechanceforamishapthat younormallyrunwhenyoucastaspellfromascroll thatyoucouldnototherwisecastyourself. Detect/Disarm Magical Traps and Spells: For finding and disarming magical traps, the check is made secretly, so that you dont necessarily know whetheryouvesucceeded.TheDCdependsonhow complexthespellis(DC25+spelllevel). If the check succeeds, you detect the presence of a warding spell, or disable the magic. If it fails by

4orless,youhavefailedbutcantryagain.Ifyoufail by5ormore,somethinggoeswrong.Ifthetrapisan attack spell, you activate it. If youre attempting some sort of sabotage, you think the magic is disabled,butitstillworksnormally. IfyoubeatawardingspellsDCby10ormore, you can study a magic, figure out howit works,and bypassit(withyourparty)withoutdisarmingit. Emulate an Ability Score: To cast a spell from a scroll, you need a high score in the appropriate ability (Intelligence for wizard spells, Wisdom for divine spells, or Charisma for sorcerer or bard spells). Your effective ability score (appropriate to the class youre emulating when you try to cast the spellfromthescroll)isyourUseMagicDevicecheck result minus 15. If you already have a high enough score in the appropriate ability, you dont need to makethischeck. Emulate an Alignment: Some magic items have positive or negative effects based on the users alignment. Use Magic Device lets you use these items as if you were of an alignment of your choice. Youcanemulateonlyonealignmentatatime. Emulate a Class Feature: Sometimes you need to use a class feature to activate a magic item. In this case, your effective level in the emulated class equals your Use Magic Device check result minus 20. This skill does not let you actually use the class featureofanotherclass.Itjustletsyouactivateitems as if you had that class feature. If the class whose feature you are emulating has an alignment requirement, you must meet it, either honestly or by emulating an appropriate alignment with a separate UseMagicDevicecheck(seeabove). Emulate a Race: Some magic items work only for members of certain races, or work better for membersofthoseraces.Youcanusesuchanitemas if you were a race of your choice. You can emulate onlyoneraceatatime. IdentifyMonsterWeaknessesandAbilities:Witha scuccessful check, you can also identify certain monsters, their abilities, weaknesses, and special powers. Thisability can be used withconstructsand dragons. Success means that you learn one piece of information (usually its name and purported abilities). For every 5 points by which your check result exceeds the DC you learn another piece of information. Improved Counterspell: By adding 10 to the normal counterspelling DC (11 + caster level), you

can counterspell using any spell of the same school thatisoneormorespelllevelshigherthanthetarget spell. Use a Scroll: If you are casting a spell from a scroll,youhavetodecipheritfirst.Normally,tocast a spell from a scroll, you must have the scrolls spell onyourclassspelllist.UseMagicDeviceallowsyou touseascrollasifyouhadaparticularspellonyour class spell list. The DC is equal to 20 + the caster level of the spell you are trying to cast from the scroll. In addition, casting a spell from a scroll requires a minimum score (10 + spell level) in the appropriate ability. If you dont have a sufficient score in that ability, you must emulate the ability score with a separate Use Magic Device check (see above). This use of the skill also applies to other spellcompletionmagicitems. Use a Wand: Normally, to use a wand, you must have the wands spell on your class spell list. This use of the skill allows you to use a wand as if you had a particular spell on your class spell list. Thisuseoftheskillalsoappliestootherspelltrigger magicitems,suchasstaves. Action: Identifying a spell as it is being cast requiresnoaction.Learningaspellfromaspellbook takes 1 hour per level of the spell (0level spells take 30 minutes). Preparing a spell from a borrowed spellbook does not add any time to your spell preparation. Improved counterspell is performed as part of the counterspelling action. The Use Magic Device check is made as part of the action (if any) requiredtoactivatethemagicitem. Retry: You cannot retry checks made to identifyaspellormonster.Ifyoufailtolearnaspell from a spellbook or scroll, you must wait at least 1 week before you can try again. If you fail to prepare a spell from a borrowed spellbook, you cannot try again until the next day. For bypassing magic, you can retry if you have missed the check by 4 or less, though you must be aware that you have failed in order to try again. If you ever roll a natural 1 while attempting to activate a magic item and you fail, then you cant try to activate that item again for 24 hours. Special: You can take 10 when making a Disable Device check to disarm a magical trap. You cantake20tobypassawardingspell,unlessyouare trying to prevent the tampering from being noticed. You cannot take 10 with use magic device checks.

You cant aid another on Use Magic Device checks. Onlytheuseroftheitemmayattemptsuchacheck. SIDEBAR: OTHER WAYS TO BEAT A TRAP MagicTraps:Dispelmagichelpshere.Someone who succeeds on a caster level check against the level of the traps creator suppresses the trap for 1d4 rounds. This works only with a targeted dispel magic, not the area version (see the spell description).

STEALTH (DEX)
You are skilled at avoiding detection, allowing you to slip past foes, strike from an unseen position, or tail someonewithoutbeingspotted(orloseatail). Check: Your Stealth check is opposed by the Perception check of anyone who might notice you. Youcanmoveuptoonehalfyournormalspeedand use Stealth at no penalty. When moving at a speed greater than onehalf but less than your normal speed, you take a 5 penalty. Its impossible to use Stealthwhileattacking,running,orcharging. A creature larger or smaller than Medium takes a size bonus or penalty on Stealth checks dependingonitssizecategory:Fine+16,Diminutive +12, Tiny +8, Small +4, Large 4, Huge 8, Gargantuan12,Colossal16. If people are observing you using any of their senses (but typically sight), you cant use Stealth. Against most creatures, f inding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), though, you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a 10 penalty because you have tomovefast. Sniping: If youve already successfully used Stealth at least 10 feet from your target, you can make one ranged attack, then immediately use Stealthagain.Youtakea20penaltyonyourStealth checktomaintainyourobscuredlocation. Creating a Diversion to Hide: You can use Bluff to allow you to use Stealth. A successful Bluff check can give you the momentary diversion you need to

immeadiately attempt a Stealth check while people areawareofyou. Tailing: When tailing someone, your Stealth check is opposed to the tails Perception check to notice you; the target gets a 10 penalty to the check if he or she has no reason to suspect a tail and does not actively look for one. To lose a tail, the subject makes an opposed Stealth check. If the subject takes evasivemaneuversbutisnotactuallyawareofatail, he or she declares a DC for his or her check; if this evasion check succeeds, any tail must succeed at the sameStealthDCtofollow. Action: Usually none. Normally, you make a Stealth checkas part of movement, so it doesnt take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above)isamoveaction. Special: If you are invisible, you gain a +40 bonus on Stealth checks if you are immobile, or a +20bonusonStealthchecksifyouremoving.

STREETWISE (CHA)
You know your way around towns and cities, are conversant with local customs and laws, and have an advantage over others when it comes to dealing with criminal elements. You can easily obtain directions,hailataxi,findahotel,getadecentmeal, negotiate subways, etc. in strange cities. This skill is also used when attempting to gather information about persons or activities ranging from the Mayor to a Mafia boss; when attempting to recognize local people you come into contact with; and when attempting to locate or buy almost anything: legitimate but unusual items (an imported cuckoo clock from the Black Forest) or contraband ranging fromdrugs,throughillegalarms,tochildprostitutes or white slaves. Attempts to hire an assassin also fallunderthisheading. Check: Basic city living skills, like how to use subway tokens or how to tell where not to park on street cleaning day, do not require a check. Streetwise has a number of more specialized uses describedbelow,whichdorequirechecks. Gather Information: You can also use Streetwise to gather information about a specific topic or individual. To do this, you must spend at least 1d4 hours canvassing people at local taverns, markets, and gathering places. The DC of this check depends on the obscurity of the information sought, but for

most commonly known facts or rumors, it is 10. For obscure or secret knowledge, the DC might increase to 20 or higher. The GM might rule that some topics aresimplynotknownbythecommonfolk. Identify Marks: You can identify the common marks made by a thieves guild. Identifying the marks of a local thieves guild is a DC 20 Theft check, but this might be much higher if the guild is usingspecializedmarks. Identify Local Figures: You can use the Streetwise skill to identify underworld figures, police, and the like. Upon observing such a figure whomyoudonotknowpersonally,rollaStreetwise skillatDC20;ifthepersonhastheBluffskill,rollan opposed check against his or her Bluff skill instead (thisdoesnotrequireanactiononthatpersonspart, oronyours).Ifthepersonisindisguise(seePerform skill), you must first penetrate the disguise before youcanattempttoidentifytheperson. Pass as Native: On a DC 20 Streetwise check in an unfamiliar village, town, or city, you can get by without calling undue attention to yourself (unless you are of a race not seen in that locale, in which case a Disguise check is needed). If actually questioned,youcanuseaStreetwisecheck(opposed to the questioners Buff skill check) to correctly answerquestionsregardinglocalgeographyandthe like (Hey, Im from Philly, too! What high school did you say you went to?). If you fail this check, you can still attempt to Bluff your way through the questioning,butthepersonquestioningyoureceives a+4bonustohisrollstoseethroughyourbluff. Action: Identifying marks and local figures does not require an action. Using Streetwise to gather information takes 1d4 hours of wandering thetown,searchingforrumorsandinformants. Retry:YoucanretryStreetwisechecksmadeto gather information.You cannot retry checks to identify marks or people, or know local landmarks/geography.

Task Get along in the wild Resist weather Avoid natural hazards Predict weather Follow tracks: Very soft ground Soft ground Firm ground Hard ground Identify creature

Survival DC
10 15 15 15 5 10 15 20 10 + CR

SURVIVAL (WIS)
You are skilled at surviving in the wild and followingthetracksleftbyothers. Check: You can keep yourself and others safe and fed in the wild. You can recognize the tracks of, and identify by sight, common creatures of the wilderness.

Get Along in the Wild: On a successful check, you can move up to onehalf your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points by which yourcheckresultexceeds10. Resist Weather: On a successful check, you gain a +2 bonus on all Fortitude saves against severe weather while moving up to onehalf your overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one other character for every 1 point by which your Survival checkresultexceeds15. Avoid Natural Hazards: On a successful check, you can keep from getting lost or avoid natural hazardssuchasquicksand. Predict Weather: You can forecast the weather up to 24 hours in advance. For every 5 points by which your Survival check result exceeds 15, you can predict the weather for one additional day in advance. Follow Tracks: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. If you are not trained in this skill, you can make untrained checks to find tracks, but you can follow them only if the DCforthetaskis10orlower. Alternatively, you can use the Perception skill to find a footprint or similar sign of a creatures passage using the same DCs, but you cant use Perceptiontofollowtracks,evenifsomeoneelsehas alreadyfoundthem. You move at half your normal speed while following tracks (or at your normal speed with a 5 penalty on the check, or at up to twice your normal speed with a 20 penalty on the check). The DC

depends on the surface and the prevailing conditions,asgivenonthetable. Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressionsoffootprints. Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints. Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionallysoftordirtyindoorsurfaces(thickrugs and very dirty or dusty f loors). The creature might leave some traces (broken branches or tufts of hair), butitleavesonlyoccasionalorpartialfootprints. Hard Ground: Any surface that doesnt hold footprints at all, such as bare rock or an indoor f loor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away.Thecreatureleavesonlytraces(scuffmarksor displacedpebbles). Several modifiers may apply to the Survival check,asgivenonthetablebelow. Condition Per 3 creatures in group being tracked Size of creature(s) being tracked: Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal Per 24 hrs since the trail was made Per hr of rain since the trail was made Fresh snow cover since the trail was made Poor visibility: Overcast or moonless night Moonlight Fog or precipitation Tracked party hides trail (while moving at half speed) DC Modifier 1 +8 +4 +2 +1 +0 1 2 4 8 +1 +1 +10

+6 +3 +3 +5

one (the largest) modifier from the visibility category. A check at the same DC for following tracks allows you to identify the type of creature (animal, giant, etc.) making them. If you succeed by 5 or more, you know the specific type of creature (e.g., ogres), and if you succeed by 10 or more you know howmanyofthemthereare.Ifyousucceedby20or more, you are also able to determine how long ago the tracks were made, and additional information as determined by the GM (e.g., three hill giants, probably Veng clan judging from the footwear, passed by here two days ago, and one of them is injured.) Identify Creature: Identifying creatures by sight by a Survival check has a DC of 10 + the creatures CR. Success means that you learn one piece of information (usually its name and purported abilities). For every 5 points by which your check result exceeds the DC you learn another piece of information. This ability works with animals, fey, giants,magicalbeasts,andplants. Action: Varies. A single Survival check may represent activity over the course of hours or a full day. A Survival check made to find or interpret tracks is at least a fullround action, and it may take even longer. Identifying creatures by sight does not requireanaction. Try Again: Varies. For getting along in the wild or for gaining the Fortitude save bonus noted in the table above, you make a Survival check once every 24 hours. The result of that checkapplies until the next check is made. To avoid getting lost or avoid natural hazards, you make a Survival check wheneverthesituationcallsforone.Retriestoavoid getting lost in a specific situation or to avoid a specific natural hazard are not allowed. For finding tracks, you can retry a failed check after 1 hour (outdoors)or10minutes(indoors)ofsearching. Special: If you are trained in Survival, you can automatically determine where true north lies in relation to yourself. A ranger gains a bonus on Survival checks when using this skill to find or followthetracksofafavoredenemy.

For a group of mixed sizes, apply only the modifier for the largest size category. Apply only

Chapter 3: Feats
This chapter takes most of the feats in the System Reference Document (and in the Pathfinder RPG Beta playtest) and presents them in terms of d20 Hybrid rules. There are any number of other feats avalailable in nonopen content source material; those can be converted (for personal use only) using those presentedhereasguidelines. Most of the socalled class features representing extraordinary abilities have been reclassified as feats andaredescribedhereaswell. Feats (including former class features) have been grouped here by basic type: General Feats, General Combat Feats, HTH Combat Feats, and Fire Combat Feats. Feats that apply to various powers (spellcasting,etc.)aredescribedinChapter4. Feats are purchased exactly as are skills, for the same cost; most of them have ranks as do skills. Any featwithoutranksadvancementlistingcostsaflat5 XP (i.e., is a 1rank skill). Unlike skills, feats represent specific areas of heroic ability; instead of a simple checkbonustoaccomplishsomesetoftasks,featscan allow you to accomplish greater things with skills, reduce special penalties, or provide other extraordinaryabilities. In general, feats that reduce penalties (e.g., Two Weapon Fighting, Mounted Archery, etc.) reduce those penalties by 1 per rank in that feat. Feats that allowevenswappingofbonusesandpenalties(e.g., Combat Expertise, Power Attack, Weapon Finesse, etc.) allow +/1 per rank in that feat. Feats that simply apply a bonus at no cost (e.g., Dodge) generally do so at+1,+1per4ranksinthatfeat.

CAMOUFLAGE
Prerequisites:Survival13ranks,Stealth13ranks. Benenfit: You can hide in any sort of natural terrain, even if the terrain doesnt grant cover or concealment.

FAST STEALTH
Prerequisites: 2 ranks in Stealth per rank in Fast Stealth. Benefit: Your penalty for Stealthy movement is reducedby1. Ranks: For eachadditional rankin FastStealth, the penalty is reduced by an additional 1 (disappearing altogetherat5ranks). Normal:Whenmovingataspeedgreaterthanone half but less than your normal speed, you take a 5 penaltytoStealth.

GREAT FORTITUDE
Benefit: For each rank, you gain +1 to your base Fortitudesavebonus. Normal: Fortitude saves are resolved as Constitution checks (as an immediate action) or as Endurancechecks(asafullroundaction).

GREAT FORTITUDE, IMPROVED


You can draw upon an inner reserve to resist diseases,poisons,andothergrievousharm. Prerequisites: Great Fortitude 1 rank per rank in ImprovedGreatFortitude. Benefit: Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You must take the second roll, evenifitisworse. For each 4 additional ranks in Improved Great Fortitude, you can use this ability an additional time perday(maximum5/dayat17ranks).

General Feats

BRAVERY
Prerequisites: HTH Combat or Iron Will 2 ranks, plus 4 additional ranks per additional rank in Bravery. Ranks: For each rank in Bravery you possess, you gain a +1 bonus on saving throws against fear and feareffects.

INITIATIVE, IMPROVED
Benefit:Yougeta+1bonusoninitiativechecks.

Ranks: For every 2 additional ranks past the first, you gain an additional +1 bonus (total +2 at 3 ranks, +3at5ranks,etc.).

LIGHTNING REFLEXES
Ranks: For each rank in Lightning Reflexes, you geta+1bonusonallReflexsavingthrows. Normal: Reflex saves are resolved as Dexterity checks (as an immediate action) or as Acrobatics checks(asafullroundaction).

INTIMIDATING PROWESS
Benefit: Add your Strength modifier instead of your Charisma modifier to Bluff checks to intimidate ordemoralize(seeChapter2).

LIGHTNING REFLEXES, IMPROVED


You can draw upon an inner reserve to resist diseases,poisons,andothergrievousharm. Prerequisites: Lightning Reflexes 1 rank per rank inImprovedLightningReflexes. Benefit: Once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed. You must take the second roll, evenifitisworse. Ranks: For each 4 additional ranks in Improved Lightning Reflexes, you can use this ability an additionaltimeperday(maximum5/dayat17ranks).

IRON WILL
Benefit: For each rank in Iron Will, you receive a +1bonusonWillsaves. Normal: Will saves are resolved as Wisdom checks (as an immediate action) or as Concentration checks (asafullroundaction).

IRON WILL, IMPROVED


You can draw upon an inner reserve to resist diseases,poisons,andothergrievousharm. Prerequisites: Iron Will 1 rank per rank in ImprovedIronWill. Benefit: Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it isworse. Ranks: For each 4 additional ranks in Improved Iron Will, you can use this ability an additional time perday(maximum5/dayat17ranks).

MIND OVER BODY


Prerequisites:Con13. Ranks: You heal ability damage more quickly than normal. You heal a number of ability points per day equalto1+yournumberofranksinMindoverBody, to a maximum bonus equal to your Constitution modifier. Normal: You heal ability damage at a rate of 1 pointperday.

LEDGE WALKER
Prerequisites: 2 ranks in Acrobatics per rank in LedgeWalker. Benefit:Youmaymoveacrossnarrowsurfacesata rate5ft.greaterthannormal. Ranks: For each additional rank in Ledge Walker, you can move across narrow surfacesat an additional 5 ft. per round, to a maximum rate equal to your normallandspeed. Normal: You may only move at half speed across narrowsurfaces.

NIMBLE STEP
Prerequisites: Dex 13, Acrobatics 1 rank per rank inNimbleStep. Benefit: Whenever you move, you may ignore up to 5 feet of difficult terrain each round. This feat allowsyoutotakea5footstepintodifficultterrain. Ranks: For each additional rank in Nimble Step, you can ignore an additional 5 ft. of difficult terrain perround.Ifyouareabletoignorealldifficultterrain between you and an opponent, you can charge that opponent. Normal: Difficult terrain slows movement by half. You cannot take a 5ft. step into difficult terrain, nor chargethroughdifficultterrain.

ROGUE CRAWL
Benefit: You can move 10 ft. per round while prone. This movement provokes attacks of opportunity as normal. You cannot take 5foot steps whilecrawling. Ranks: For each additional rank in Rogue Crawl, your crawl speed increases by 5 ft. per round, to a maximumrateequaltohalfyourbaselandspeed. Normal: You may move 5 ft. per round while prone; this movement provokes attacks of opportunity.

TOUGHNESS
Prerequisite: HTH Combat or Fire Combat 1 rank perrankinToughness. Benefit:Yougain+4hitpoints. Ranks: For each rank in Toughness after the first, yougainanadditional+1hp.

TRAP SENSE
Prerequisite: Perception 1 rank per rank in Trap Sense, Lightning Reflexes 1 rank per rank in Trap Sense. Ranks: For each rank in Trap Sense, you gain a +1 bonus on Reflex saves made to avoid traps and a +1 dodgebonustoACagainstattacksmadebytraps.

SKILL FOCUS
Special: This feat is superceded by the pointbuy systemofskillrankspurchasing.

WILD EMPATHY SWIFT TRACKER


Prerequisite: Survival 2 ranks per rank in Swift Tracker. Ranks: For each rank in Swift Tracker, the penalty formovingatnormalspeedwhiletrackingisreduced by 1. The penalty for moving at twice normal speed while tracking is reduced by 2 per rank in Swift Tracker. Normal: You can move at normal speed while following tracks by taking a 5 penalty to your Survival checks to track. You take a 20 penalty to Survival checks when moving at up to twice normal speedwhiletracking. Prerequisite:HandleAnimal1rank. Benefit: You can use the Handle Animal skill to improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. You roll 1d20 and add your number of ranks in Handle Animal and your Charisma modifier to determine the wild empathycheckresult. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, you and the animal must be able to study each other, which means that you must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it mighttakemoreorlesstime. You can also use this ability to influence a magical beastwithanIntelligencescoreof1or2,butyoutake a4penaltyonthecheck.

TERRAIN, FAVORED
Prerequisite: Survival 1 rank per rank in Favored Terrain. Ranks: Choose one terrain from the Ranger favored terrain table in the Pathfinder Beta playtest. You gain +1 to Perception and Survival rolls in your favoredterrainperrank.Forevery2ranksinFavored Terrain,yougaina+1toinitiativechecksmadeinthat terrain. Special: You can choose this feat more than once. Eachtime,selectadifferentterrain.

General Combat Feats

CRITICAL, IMPROVED
Chooseonetypeofweapon. Prerequisites: Proficient with weapon; HTH Combat or Fire Combat (as applicable for weapon) 8
Ranks 1 2 3 4 5 6 7 8 9 10 20/x2 19-20/x2 19-20/x2 19-20/x2 19-20/x2 19-20/x2 19-20/x2 19-20/x2 19-20/x2 19-20/x2 19-20/x3 19-20/x2 18-20/x2 17-20/x2 17-20/x2 17-20/x2 17-20/x2 17-20/x2 17-20/x2 17-20/x2 17-20/x2 17-20/x3 20/x3 20/x3 19-20/x3 19-20/x3 19-20/x3 19-20/x3 19-20/x3 19-20/x3 19-20/x3 19-20/x3 19-20/x4

ranks, plus at least 1 additional rank in Combat per rankinImprovedCriticalthereafter. Ranks: When using the weapon you selected, your threat range increases by 1 (1/2, if it has a x3 critical, 1/3 if x4), to a maximum increase equal to its original threatrange.Increasesbycriticalrangeandmultiplier areincludedinthefollowingtable.

20/x4 20/x4 20/x4 19-20/x4 19-20/x4 19-20/x4 19-20/x4 19-20/x4 19-20/x4 19-20/x4 19-20/x5

Critical Focus +0 +0 +0 +1 +2 +3 +4 +5 +6 +7

Other

Critical Mastery

Critical Focus: If you have at least 4 ranks in this feat, you gain a +1 bonus on rolls made to confirm crits. This bonus improves by +1 per additional rank inImprovedCritical. Critical Mastery: If you have at least 8 ranks in Improved Critical, you can apply the effects of two criticalfeatswhenconfirmingacrit.Criticalfeatsare priced as powers (q.v.) which use your ranks in ImprovedCriticalastheircasterlevel. Powerful Critical: If you have at least 10 ranks in Improved Critical, your critical multiplier increases by 1 (for example, a longsword goes from 1720/x2 to1720/x3). Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take thefeat,itappliestoanewtypeofweapon. Normal: Your crit range and multiplier are determined by weapon type, and do not change. You make a normal attack roll to confirm a threatened crit. You may apply the effects of only onecriticalfeattoaconfirmedcrit.

sneakattacksextradamagedice.Youmustkeepthe resultofthereroll,evenifitisanother1. Ranks: At 2 ranks in Deadly Precision, any 1s you reroll are counted as 2s instead of being retained. As you progress in ranks, the maximum number you can reroll, and the minimum reroll value,progressaccordingtothefollowingtable.
Ranks Maximum Score Rerolled Minimum Reroll Value

DEADLY PRECISION
Prerequisites: Dex 15, HTH Combat (and possibly Fire Combatsee below) 4 ranks plus one additional rank per rank in Deadly Precision, Sneak Attack1rankperrankinDeadlyPrecision. Benefit: You have deadly accuracy with your sneak attacks. You can reroll any result of 1 on your

1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th

1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5

1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6

Special:DeadlyPrecisionappliestorangedsneak attacks only if you also meet the Fire Combat prerequisite.

DEATH ATTACK
Prerequisites: Stealth 5 ranks, Sneak Attack 1 rank+1additionalrankperrankinDeathAttack. Benefit: If you study a victim for 3 rounds and then make a sneak attack that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassins choice). While studying the victim, you can undertake other actions so long as your attention stays focused on the target and the target doesnotdetectyouorrecognizeyouasanenemy.If the victim of such an attack fails a Fortitude save (DC 10 + your Int modifier) against the kill effect, he dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds. If the victims saving throw succeeds, the attack is just a normal sneak attack. Once you have completed the 3 rounds of study, you must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes his save) or if you do not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before you can attemptanotherdeathattack. Ranks: For each rank in Death Attack you possess, the saving throw DC increases by 1. When using the paralysis attack, the duration of the paralysis increases by 1 round per rank above the 1st you possess. If you have at least 10 ranks, you can use this ability once per day without studying the victimbeforehand.

damagefromtheblowby5%;ifitfails,youtakefull damage.Youmustbeawareoftheattackandableto react to it in order to execute your defensive rollif you are denied your Dexterity bonus to AC, you cant use this ability. Since this effect would not normallyallow a character to makeaReflexsavefor halfdamage,yourEvasionfeatdoesnotapplytothe defensiveroll. Ranks: For each additional rank in Defensive Roll,youreducethedamagebyanother5%.

DEFENSIVE TRAINING
Prerequisite:Gnomeordwarf. Ranks: You get a +1 dodge bonus to AC against monsters of the Giant type per rank in Defensive Trainingyoupossess,toamaximumbonusof+4.

DODGE
Prerequisites: Dex 13, HTH Combat or Fire Combat1rankperrankinDodge. Benefit: You receive a +1 dodge bonus to Armor ClassaslongasyouretainyourDexbonustoAC.A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonusesstack with each other, unlikemostothertypesofbonuses. Ranks: Each 4 ranks in Dodge increase your dodgebonustoACby+1(+2at4ranks,+3at8,etc.). Wind Stance: If you have atleast 6 ranks in Dodge and a Dex of 15+, if you move more than 5 feet in one turn, you gain 20% concealment for 1 round againstrangedattacks. Lightning Stance: If you have at least 11 ranks in DodgeandDex17+,yougain50%concealmentfor1 round whenever you take two actions to move or a withdrawactioninoneturn.

DEFENSIVE ROLL
Prerequisites: Lightning Reflexes 1 ranks per rankinDefensiveRoll,Evasion10ranks. Benefit: You can roll with a potentially lethal blowtotakelessdamagefromitthanyouotherwise would. Once per day, when you would be reduced to0orfewerhitpointsbydamageincombat(froma weapon or other blow, not a spell or special ability), you can attempt to roll with the damage. To use this ability, you must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, you reduce

EVASION
Prerequisites: Lightning Reflexes 1 rank per rank inEvasion. Benefit:Youcanavoidevenmagicalandunusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take 45% normal damage. Evasion can be used only if the you are wearing light armor or no armor. A

helpless character does not gain the benefit of evasion. Ranks: For each additional rank in evasion, you take5%lessdamageonasuccessfulreflexsave(you take no damage on a successful save if you have at least10ranksinEvasion). At11ranks,youreducetheamountofdamageon afailedsaveby5%(toaminimumofhalfdamageat 20ranks).

Special: You may take this feat multiple times, each time choosing a different favored enemy. If a specific creature falls into more than one category of favored enemy, the bonuses do not stack; you simplyusewhicheverbonusishigher.

PENETRATING STRIKE
Your attacks are capable of penetrating the defenses of some creatures. Choose one type of weapon that you have already selected for Weapon Focus. Prerequisites: HTH Combat or Fire Combat (as appropriate to weapon type) 10 ranks plus one additional rank per rank in Penetrating Strike, Weapon Training 1 rank per rank in Penetrating Strike. Ranks: Your attacks with the selected weapon ignoreupto1pointofdamagereductionperrankin Penetrating Strike. This feat does not apply to damage reduction without a type (such as DR 10/ ).

FAVORED ENEMY
Prerequisites: HTH Combat 1 rank per rank in Favored Enemy, Fire Combat 1 rank per rank in FavoredEnemy,Survival1rankperrankinFavored Enemy. Benefit: Select a type of creature from among those given on the table below. You gain a +1 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of thistype. If you choose humanoids or outsiders as a favored enemy, you must also choose an associated subtype,asindicatedonthetable. Type (Subtype) Type (Subtype) Aberration Humanoid (reptilian) Animal Magical beast Construct Monstrous humanoid Dragon Ooze Elemental Outsider (air) Fey Outsider (chaotic) Giant Outsider (earth) Humanoid (aquatic) Outsider (evil) Humanoid (dwarf) Outsider (fire) Humanoid (elf) Outsider (good) Humanoid (goblinoid) Outsider (lawful) Humanoid (gnoll) Outsider (native) Humanoid (gnome) Outsider (water) Humanoid (halfling) Plant Humanoid (human) Undead Humanoid (orc) Vermin Ranks: Each additional rank grants an additional +1bonus. At 2 ranks in Favored Enemy, you also get a +1 bonus on attacks rolls and weapon damage rolls against such creatures. At each evennumbered rank,yourattackanddamagebonusincreasesby+1.

RESILIENCY
Benefit: Once per day, you can gain 1 temporary hp as an immediate action that can only be performed when you are brought to below 0 hit points. This ability can be used to prevent you from dying. These temporary hit points last for 1 minute. If your hit points drop below 0 due to the loss of thesetemporaryhitpoints,youfallunconsciousand aredyingasnormal. Ranks: For each additional rank in Resiliency, you can gain an additional temporary hp per day. Thesetemporaryhpcanbedividedupasyouseefit, with the restriction that this ability can be used only whenyouarebroughttobelow0hitpoints.

SLOW REACTIONS
Benefit: Opponents damaged by your sneak attack cannot make their normal attack of opportunityfor1round. Ranks: For each additional rank in Slow Reactions, you negate 1 rank of the struck opponentsCombatReflexesfeatforthatround.

SNEAK ATTACK
Prerequisites: Lightning Reflexes 1 rank + 1 rank per 2 ranks in Sneak Attack, HTH Combat 1 rank per2ranksinSneakAttack Benefit: If you can catch an opponent when he is unable to defend himself effectively from your attack,youcanstrikeavitalspotforextradamage. Sneak attack deals 1d6 extra damage any time your target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when you flank your target. Should you score a critical hit with a sneak attack, thisextradamageisnotmultiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet, and if you have at least 1 rank in Fire Combat skill per 2 ranks in Sneak Attack. With a sap (blackjack) or an unarmed strike, you canmakeasneakattackthatdealsnonlethaldamage instead of lethal damage. You cannot use a weapon thatdealslethaldamagetodealnonlethaldamagein asneakattack,notevenwiththeusual4penalty. You can sneak attack only living creatures with discernible anatomiesundead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whosevitalsarebeyondreach. Ranks:Forevery2ranksinSneakAttackafterthe first, your sneak attack deals an additional 1d6 damage(2d6at3ranks,3d6at5ranks,etc.). As you gain ranks in Sneak Attack, additional feats become available. Examples include Bleeding AttackandCripplingStrike(seebelow). Master Strike: At 20 ranks in Sneak Attack, you become incredibly deadly when dealing sneak attack damage. This can have one of three effects. The target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target receives a Fortitude save to resist with a DC equal to 20 plus your Intelligence modifier.Thisattackdealsdamagenormally. Once a creature has been the target of a master strike,regardlessofwhetherornotthesaveismade, that creature is immune to your master strike for 24

hours. Creatures that are immune to sneak attack damagearealsoimmunetothisability.

SNEAK ATTACK, BLEEDING ATTACK


Prerequisite: Sneak Attack 2 ranks per rank in BleedingAttack. Benefit: You can cause living opponents to bleed when hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round after the sneak attack. Bleeding creatures take damage at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability doesnotstackwithitself. Ranks: For each additional rank in Bleeding Attack, the bleed damage increases by 1 hp per round (maximum 10 hp at 10 ranks in Bleeding Attackand20ranksinSneakAttack).

SNEAK ATTACK, CRIPPLING STRIKE


Prerequisite:SneakAttack10ranks Benefit: You can sneak attack opponents with such precision that your blows weaken and hamper them. An opponent damaged by one of your sneak attacks also takes 1 point of Strength damage. Ability points lost to damage return on their own at therateof1pointperdayforeachdamagedability. Ranks: You can gain a second rank in Crippling Strike,increasingtheStrengthdamageto2points.

SURPRISE ATTACKS
Prerequisite:Stealth2ranks,SneakAttack1rank. Benefit: During the surprise round, opponents are always considered flatfooted to you, even if they have acted. Opponents who cannot be caught flatfootedareimmune.

UNCANNY DODGE
Prerequisites: Lightning Reflexes 1 rank per rank inUncannyDodge. Ranks: For each rank in Uncanny Dodge, you retain 1 point of your Dexterity bonus to AC (if any) even if you are caught flatfooted or struck by an

invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. You can still be sneak attacked when flatfooted, but each rank in Uncanny Dodge negates 1 rank of the attackers SneakAttackfeatagainstyou. If each rank in Uncanny Dodge beyond the 4th, the flanking attack bonus for opponents flanking you decreases by 1. You can still be sneak attacked when flanked, but each rank in Uncanny Dodge negates 1 rank of the attackers Sneak Attack feat againstyou.

WEAPON PROFICIENCY, EXOTIC


Choose a type of exotic weapon. You understand howtousethattypeofexoticweaponincombat. Prerequisite: 1 rank in HTH Combat or Fire Combat, as applicable for the weapon you select (plusStr13forbastardswordordwarvenwaraxe). Benefit: You make attack rolls with the weapon normally. Normal: A character who uses a weapon with which he or she is not proficient takes a 4 penalty onattackrolls.

WEAPON PROFICIENCY, MARTIAL


Choose a group of martial weapons (e.g., axes, or heavy blades). You understand how to use that type ofmartialweaponincombat. Prerequisite: HTH Combat 1 rank per rank in MartialWeaponProficiencybeyondthe3rd. Benefit: You make attack rolls with the selected weapon group normally. The nonproficiency penalty for attack rolls with other martial weapons isreducedby1. Ranks:Eachadditionalrankinthisfeatgivesyou proficiencywithanothermartialweapongroup,and reduces the nonproficiency penalty with all remaining martial weapons by 1 more. At 4 ranks, youareproficientwithallmartialweapons. Normal: When using a weapon with which you are not proficient, you take a 4 penalty on attack rolls.

or on the optional rules section of the D&D 3.5 System Reference Document. You can also choose unarmed strikes and grapple (or rays and energy orbs, if you are a spellcaster) as your weapon group forpurposesofthisfeat. Prerequisites: Proficiency with selected weapon, HTHCombatorFireCombat(asappropriate)1rank perrankinWeaponFocus. Benefit: You gain a +1 bonus on attack rolls with theselectedweapongroup. Ranks: If you have at least 2 ranks in Weapon Focus, you gain a +1 bonus to damage with the selected weapon. This bonus increases by an additional +1 per 4 ranks (+2 at 4th, +3 at 8th, +4 at 12th,+5at16th,and+6at20th). Your attack bonus also increases by an additional +1 for every 4 ranks in Weapon Focus beyond the first(i.e.,+2at5th,+3at9th,+4at13th,+5at17th). Special: You may select this feat multiple times. Eachtime,itappliestoadifferentweapongroup. Weapon Specialization: You can choose a specfic weapon within a weapon group for which you alreadyhaveWeaponTraining(e.g.,battleaxe,ifyou already have Weapon Training in axes). Weapon Specialization ranks work as do skill specialization ranks: additional virtual ranks in Weapon Trainingwiththatspecificweapon,atreducedcost. This feat supercedes the Weapon Focus and Weapon Specialization feats from D&D 3.5, and the fghters Weapon Training class feature from the PathfinderRPG.

WEAPON TRAINING
Choose one group of weapons, as per the Weazpon Group lists in the Pathfinder Beta playtest,

HTH Combat Feats

ARMOR PROFICIENCY
Prerequisite: HTH Combat 1 rank per rank in ArmorProficiencyabovethe2nd. Benefit: You are proficient in wearing light armor. When you are wearing a class of armor in which you are proficient, the armor check penalty for that armor applies only to Acrobatics, Athletics, Escape,SleightofHand,andStealthchecks. Ranks: If you have 2 ranks in Armor Proficiency, you are proficient in medium armor as well as light armor. If you have 3 or more ranks in Armor Proficiency, you are proficient in heavy armor as well. As you gain additional ranks, the benefits you receivefromwearingarmorimprove. Ranks Benefit 1 Proficient in light armor 2 Proficient in medium armor 3 Proficient in heavy armor 4 Armor training 1/+1 5 Armor optimization +1 6 Armored defense (25%) 7 Armor mastery 1/ 8 Armor training 2/+2 9 Armor optimization +2 10 Armored defense (50%) 11 Armor mastery 2/ 12 Armor training 3/+3 13 Armor optimization +3 14 Armored defense (75%) 15 Armor mastery 3/ 16 Armor training 4/+4 17 Armor optimization +4 18 Armored defense (100%) 19 Armor mastery 4/ 20 Armor training -5 Armor Training: If you have at least 4 ranks in Armor Proficiency, the armor check penalty of any armor you are wearing is reduced by 1 (to a minimum of 0). Every 4 ranks thereafter (8th, 12th, 16th, and 20th), you reduce the check penalty by 1 again, for a total of 5 reduction to the armor check penaltyat20ranks. Additionally, the maximum Dex bonus to AC for armor you wear increasesby 1 per 4 ranks in Armor Proficiency(+1at4ranks,+2at8,etc.). Armor Optimization: If you have at least 5 ranks in Armor Proficiency, whenever you are wearing armor you gain an additional +1 armor bonus to

ADVANCE
Prerequisites: Dex 15, Dodge 1 rank per rank in Advance,Mobility1rankperrankinAdvance. Benefit: You do not provoke attacks of opportunity by moving through 5 ft. a creatures threatened area, so long as you end your movement adjacent to that creature. This benefit only applies to one creature. If your move takes you through the threatened area of two or more creatures, you still provoke an attack of opportunity from the other creatures (even if you end your turn adjacent to morethanone). Ranks: For each additional rank in Advance, you can move forward through an additional 5 ft. of any onecreaturesthreatenedareawithoutprovokingan attackofopportunityfromthatcreature.

AGILE MANEUVERS
Your learned to use your quickness in place of bruteforcewhenperformingcombatmaneuvers. Prerequisite:Strength13+. Benefit: You lose any Strength bonus or penalty toyourCombatManeuverBonus,andinsteadgaina +1bonus(fromyourStrbonus). Ranks: For each additional rank in Agile Maneuvers, you can apply another +1 to CMB from your Dexterity bonus, to a maximum equal to your Dexmodifier.

ARCANE ARMOR TRAINING


Prerequisites: Proficiency in armor worn, Arcane Spellcasting 3 ranks +1 rank per additional rank in ArcaneArmorTraining. Benefit: You reduce the arcane spell failure chance due to the armor you are wearing by 5% for anyspellswithsomaticcomponentsyoucast. Ranks:ForeachadditionalrankinArcaneArmor Training, reduce the arcane spell failure chance due tothearmoryouarewearingbyanadditional5%.

your armor class. For every 4 ranks thereafter (9th, 13th, and 17th), you gain even more protection, increasing these bonuses by +1 each time, for a total of+4toarmorclassat17ranks. ArmoredDefense:At6ranksinArmorProficiency, You know exactly where the strongest parts of your armor are, enabling you to twist your body to place those parts between your vital organs and an incoming attack, thus reducing the chance of a successful sneak attack or critical hit. Once per round, when hit by such an attack, you have a 25% chance to turn that sneak attack or critical hit into a normal hit (similar to the fortification magic armor property). You cannot use this ability if you are denied our Dexterity bonus to AC, cannot see the source of an attack, or cannot otherwise react to attacks. If you are wearing fortification armor or have a similar eff ect, use the greater value (do not make a d% roll for thisabilityandforthefortificationability). Your effective fortification increases by 25% for every 4 ranks in Armor Proficiency thereafter (50% at10ranks,75%at14ranks,and100%at18ranks). Armor Mastery: If you have at least 7 ranks in Armor Proficiency, you gain damage reduction 1/ whenever you are wearing armor. This damage reductionincreases by1for every4 ranks thereafter, as shown in the table. Any time you lose your Dexterity bonus to Armor Class, you lose this benefit as well, because you cannot properly deflect theblowsoftheenemy. Normal: A character who is wearing armor with which he or she is not proficient applies its armor check penalty to attack rolls and to all skill checks thatinvolvemoving,includingriding. Special: You can gain armor proficiency with shields instead as a separate feat, which applies similar benefits. All armor bonuses from Armor proficiency and from Shield Proficiency stack. Other bonuses (defense and mastery) overlap, but do not stack.

Invisible or otherwise unseen attackers dont get the usual+2bonusinmeleeforbeinginvisible.Invisible attackers bonuses do still apply for ranged attacks, however. Ranks: For each rank in BlindFighting, you retain 1 point of your Dexterity bonus to Armor Class (if any) when attacked by an unseen attacker. Each rank also reduces the penalty to speed for beingunabletoseeby5ft. Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you loseyourDexteritybonustoAC.Darknessandpoor visibilityingeneralreducesyourspeedtoonehalf. Special:TheBlindFightfeatisofnouseagainsta characterwhoisthesubjectofablinkspell.

BULL RUSH, IMPROVED


Prerequisites:Str13,PowerAttack,HTHCombat 1rankperrankinBullRush. Benefit: When you perform a bull rush you do not provoke an attack of opportunity from the defender. Ranks: You gain a +1 bonus on the opposed Strength check you make to push back the defender perrankinBullRush. If you have at least 6 ranks in Improved Bull Rush, whenever you successfully bull rush an opponent, their movement provokes attacks of opportunityfromallofyourallies(butnotyou).

CANNY DEFENSE
Prerequisites: Dodge 1 rank per rank in Canny Defense,Mobility1rankperrankinCannyDefense, Weapon Finesse 1 rank per rank in Canny Defense, baseattackbonus+7,Intelligence13+. Benefit: When not wearing armor or using a shield, add +1 (from your Intelligence bonus) as a dodge bonus to AC while wielding a melee weapon in one hand (and nothing in the other). If you are caught flatfooted or otherwise denied your Dexteritybonus,youalsolosethisbonus. Ranks: For each additional rank in Canny Defense, add an additional +1 of your Intelligence bonusasaDodgebonustoAC(toamaximumequal toyourIntbonus).

BLIND-FIGHT
Prerequisites: HTH Combat 1 rank per rank in BlindFight, Perception 1 rank per rank in Blind Fight. Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.

CLEAVE
Prerequisites:Str13,PowerAttack,HTHCombat 1rankperrankinCleave. Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this abilityonceperround. Ranks: For each additional rank in Cleave, you mayusethisabilityonemoretimeperround.

COMBAT REFLEXES
Prerequsites: 1 rank in HTH Combat per rank in CombatReflexes. Benefit: You may make an additional attack of opportunity each round. With this feat, you may alsomakeattacksofopportunitywhileflatfooted. Ranks: For each additional rank in Combat Expertise, you may make an additional attack of opportunity, to a maximum equal to 1 + your Dexteritymodifier. Normal: A character without this feat can make only one attack of opportunity per round and cant makeattacksofopportunitywhileflatfooted.

you can take a 1 penalty to attacks in exchange for a+1dodgebonustoAC. Ranks: For each additional rank in Improved Defensive Fighting, you can increase the penalty to attacks(andcorrespondingbonustoAC)by+1. Elaborate Parry: If you have at least 7 ranks in Improved Defensive Fighting, the ratio of attack penalty to AC bonus improves to 1:2. Your maximum dodge bonus to AC from this feat is still limited to your number of ranks in Improved DefensiveFighting,however. Normal: Fighting defensively gives you 2 to attacksand+1toAC. Special: This feat supercedes the Combat Expertise feat (and the Duelists Elaborate Parry prestige class feature) in the D&D 3.5 and Pathfinder games.

DISARM, IMPROVED
Prerequisites:Int13,CombatExpertise1rankper rank in Improved Disarm, HTH Combat 1 rank per rankinImprovedDisarm. Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarmyou. Ranks: You gain a +1 bonus on the opposed attack roll you make to disarm your opponent per rankinImprovedDisarm. If you have at least 6 ranks in Improved Disarm, whenever you successfully disarm an opponent, the weaponlands15feetaway,inarandomdirection. Normal: See the normal disarm rules. Disarmed weapons and gear land at the feet of the disarmed creature.

DEFENSIVE COMBAT TRAINING


You have been trained to defend yourself from a varietyofcombatmaneuvers. Prerequisite: HTH Combat 1 rank per rank in DefensiveCombatTraining. Ranks: For each rank in Defensive Combat Training, add +1 to the DC of performing combat maneuvers against you, such as bull rush, grapple, andtrip.

DISRUPTIVE
Prerequisites: HTH Combat 6 ranks, plus 1 rank peradditionalrankinDisruptive. Ranks: The DC to cast spells defensively increases by 1 per rank in Disruptive for all enemy casters within your threatened area. This increase onlyappliesifyouareawareoftheenemyslocation andarecapableoftakinganattackofopportunity.If you can only take one attack of opportunity per round and have already used that attack, this increasedoesnotapply.

DEFENSIVE FIGHTING, IMPROVED


Prerequisite: HTH Combat 1 rank per rank in ImprovedDefensiveFighting. Benefit: Your attack to AC ratio for fighting defensivelyimprovesfrom2:1to1:1.Inotherwords,

Spellbreaker: If you have at least 10 ranks in Disruptive, enemies in your threatened area that fail their checks to cast spells defensively provoke attacksofopportunityfromyou. Normal: The DC for casting defensively when threatened by you is equal to your attack bonus. Enemies that fail to cast spells defensively lose their spells,butdonotprovokeattacksofopportunity.

FLURRY OF BLOWS
Prerequisites: HTH Combat 3 ranks per rank in Flurry of Blows, Improved Unarmed Strike 3 ranks perrankinFlurryofBlows. Benefit: You can strike more often at the expense of accuracy. When unarmored, you may make an additional attack at your highest attack bonus. That attack, and all other attacks made that round, suffer a 2 penalty. This penalty applies for 1 round, so it also affects attacks of opportunity you might make beforeyournextaction. You must use a full attack action to strike with a flurry of blows. When using flurry of blows, you may attack only with unarmed strikes or with light Simple melee weapons. You may attack with unarmed strikes and weapons interchangeably as desired. When using weapons as part of a flurry of blows, you apply your full Strength bonus to damage rolls for all successful attacks, whether you wield a weapon in one or both hands. In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, you may still intersperse unarmed strikes with quarterstaff strikes, assuming that you have enough attacks in your flurry of blows routine todoso. Ranks: For each additional rank in Flurry of Blows, the penalty is lessened by one, disappearing at 3+ ranks. If you have at least 4 ranks in Flurry of Blows,yougainanadditionalattackinyourflurry.

DOUBLE SLICE
Prerequisites: Dex 15, HTH Combat 1 rank per rank in Double Slice, TwoWeapon Fighting 1 rank perrankinDoubleSlice. Benefit: Add an additional point of damage per rankinDoubleSlicetodamagerollsmadewithyour offhand weapon, to a maximum damage bonus fromthisfeatequaltohalfyourStrengthbonus. Normal: You normally add half your Strength modifier to damage rolls made with your offhand weapon.

FEINT, IMPROVED
Prerequisites:Int13,CombatExpertise1rankper rank in Improved Feint, Bluff 1 rank per rank in ImprovedFeint. Ranks: You can make a Bluff check to feint in combat as a move action once per combat per rank inImprovedFeint. If you have at least 6 ranks in Improved Feint, wheneveryouusefeinttocauseanopponenttolose his Dexterity bonus, he loses that bonus until the beginningofyournextturn,inadditiontolosinghis Dexterity bonus against your next attack, if that attackdoesnotcomebeforeyournextturn. If you have at least 11 ranks in Improved Feint, you can make a Bluff check to feint in combat as a freeaction. If you have at least 16 ranks in Improved Feint, you can take 10 when making a Bluff check to feint in combat, even if stress and distraction would normallypreventyoufromdoingso. Normal: Feinting in combat is a standard action. Youcannottake10onaBluffcheckincombat.

FOLLOW-THROUGH
Prerequisites: HTH Combat 5 ranks, plus 1 additionalrankperrankinFollowThrough. Ranks: For each rank in FollowThrough you possess,youreduceyouriterativeattackpenaltiesin melee by 1 (at 15 ranks, all your melee attacks are madeatyourfullattackbonus). Normal: Each successive iterative attack suffers a cumulative5penalty.

HIDDEN WEAPONS
Prerequisites: Sleight of Hand 1 rank per rank in HiddenWeapons. Ranks: You are a master at hiding weapons on your body. For each rank in Hidden Weapons, add

+1toallSleightofHandskillchecksmadetoconceal weaponsandtopreventothersfromnoticingthem.

IMPROVISED WEAPON USE


Prerequisites: HTH Combat 3 ranks, plus 1 rank perrankinImprovisedWeaponUse. Benefit: Unarmed opponents are flatfooted to any attacks you make with an improvised melee weapon. Rank: For each rank in Improvised Weapon Use you possess, reduce the penalty for using an improvisedmeleeweaponbyone. If you have at least 5 ranks in Improvised Weapon Use, you are eligible for the Weapon Trainingfeatwithimprovisedweaponsasaweapon group. If you have at least 6 ranks in Improvised Weapon Use, increase the amount of damage dealt bytheimprovisedweaponbyonestep(forexample, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvisedweaponistwohanded). If you have at least 8 ranks in Improvised Weapon Use, the improvised weapon has a critical threatrangeof1920,withacriticalmultiplierof2. Normal: You take a 4 penalty on attack rolls madewithanimprovisedweapon.

INSIGHTFUL DEFENSE
Prerequisites: HTH Combat 1 rank per rank in Insightful Defense, Perception 1 rank per rank in InsightfulDefense,Wis13+. Benefit: When unencumbered and not wearing armor or using a shield, add +1 (from your Wisdom bonus) as an insight bonus to AC. You retain this bonus if caught flatfootedor otherwisedenied your Dexterity bonus, but lose it if you are immobile or helpless. Ranks: For each additional rank in Insightful Defense, add an additional +1 of your Wisdom bonus as an insight bonus to AC (to a maximum equaltoyourWisbonus).

GRAPPLE, IMPROVED
Prerequisites: Dex 13, HTH Combat 1 rank per rank in Improved Grapple, Improved Unarmed Strike.

Benefit: You do not provoke an attack of opportunitywhenyoumakeatouchattacktostarta grapple. Ranks: You gain a bonus on all grapple checks as shown in the table, regardless of whether you started the grapple. You also gain additional grappling maneuvers as you advance in ranks, per thetable. Ranks Maneuver 1 Attacks of opportunity 2 Grapple +1 3 4 Grapple +2 5 6 Full attack -5 7 Adept wrestling +1 8 Grapple +3 9 Adept wrestling +2 10 Holding mastery 11 Full attack 5/10 12 Grapple +4 13 14 15 16 Full attack 5/10/15 17 18 19 20 Devastating grapple Grapple: You gain the stated bonus on all grapple checks. Full Attack: At 6 ranks, you may make two grapple checks as part of a full attack action. The second check is at a 5 penalty. At 11 ranks, you gain a third check, albeit at a 10 penalty. At 16 ranks in Improved Grapple you can make four grapple checks as part of a full attack action; thr fourthcheckisata15penalty. AdeptWrestling: Holding Mastery: If you have at least 10 ranks in Improved Grapple, you can grapple or pin an opponent using only one hand (at a 10 penalty), leaving the other free for other tasks, such as attacking. The penalty is reduced by 1 per rank after the 10th (and is eliminated altogether if you have 20 ranksinImprovedGrapple). Devastating Grapple: If you maintain a pin for 3 full rounds, the creature pinned must succeed at a

Fortitude save (DC = 10+ your ranks in Improved Grapple + your Strength modifier) or die. Creatures immune to critical hits or without a discenable anatomyareimmune. Normal: Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple, you cannot make multiple pin attacks in a round, and you must use both hands to grapple.

LUNGE
Prerequisites: HTH Combat 6 ranks, plus 1 rank peradditionalrankinLunge. Benefit: You can increase the reach of your melee attacks by 5 feet by taking a 4 penalty to your AC until your next turn. You must decide to use this abilitybeforeanyattacksaremade. Ranks: For every rank in Lunge beyond the first, the AC penalty is reduced by 1, to a minimum of 0 at6ranks.

MOBILITY
Prerequisites: Dex 13, HTH Combat 1 rank per rankinMobility,Dodge1rankperrankinMobility. Ranks: For each rank in Mobility, you get a +1 dodge bonus to Armor Class against attacks of opportunitycausedwhenyoumoveoutoforwithin a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makesyoulosedodgebonuses. Special: Dodge bonuses stack with each other, unlike most types of bonuses. For example, the dodge bonus provided by this feat stacks with that provided by the Dodge feat. The benefits of the Mobility also stack with the effective AC provided by the Acrobatics skill when tumbling through threatenedareas.

MOUNTED COMBAT
Prerequisite: 1 rank in Ride per rank in Mounted Combat; 1 rank in HTH Combat per rank in MountedCombat. Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponents

attack roll. (Essentially, the Ride check result becomes the mounts Armor Class if its higher than themountsregularAC.) Ranks: You can attempt to negate an additional hit against your mount once per round per 2 additional ranks in Mounted Combat (2 hits at 3 ranks, 3 at 5 ranks, etc.). You can also accomplish other maneuvers as you add ranks in Mounted Combat,accordingtothefollowingtable. Ranks Maneuver 2 Trample 3 Ride-by attack 4 Spirited charge 5 6 Full mounted attack -5 7 Unhorse 8 Mounted fighting +1 9 Fell trample 10 Burst of speed 1/day 11 Full mounted attack 5/-10 12 Mounted fighting +2 13 Deadly charge 1/day 14 Burst of speed 2/day 15 Deadly charge 2/day 16 Full mounted attack 5/-10/-15, Mounted fighting +3 17 Deadly charge 3/day 18 Burst of speed 3/day 19 Deadly charge 4/day 20 Mounted fighting +4 Trample: If you have at least 2 ranks in Mounted Combat, when you attempt to overrun an opponent whilemounted,yourtargetmaynotchoosetoavoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonusonattackrollsagainstpronetargets. RideBy Attack: If you have at least 4 ranks in Mounted Combat, when you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round cant exceed double your mounted speed. You and your mount do not provokeanattackofopportunityfromtheopponent thatyouattack. Spirited Charge: If you have at least 6 ranks in Mounted Combat, when mounted and using the

charge action with a melee weapon, you deal +1 damageperrankinMountedCombatyoupossess. FullMountedAttack:Ifyouhaveatleast6ranksin Mounted Combat, when your mount moves more than 5 feet, but no more than its full move, you can make a full attack option, gaining 1 iterative attack at the usual 5 penalty. At 11 ranks, you gain a second iterative attack, at the usual 10 penalty. At 16 ranks, you can make a third iterativeattackat the usual15penalty. Unhorse: To use this maneuver, you must be mounted and charge a mounted foe. If your charge attackhits,youmaymakeafreebullrushattempt.If the bull rush attempt succeeds, you move your foe normally,buthismountremainswhereitwas. Mounted Fighting: If you have at least 8 ranks in Mounted Combat, you gain a +1 competence bonus on all attack and damage rolls you make while mounted.Thesebonusesstackwithallotherbenefits of the Mounted Combat feat. At 12 ranks in Mounted Combat, the bonus increases to +2, and it increasesagainat16andagainat20ranks,to+3and +4(respectively). Fell Trample: If you have at least 9 ranks in Mounted Combat, you can make mounted overrun attempts against more than one foe, resolving each attempt according to the rules for overrunning, provided those targets are in a line in the path of your mount. Your mount gets a hoof attack against eachfoeyousuccessfullyoverrun. Burst of Speed: If you have at least 10 ranks in Mounted Combat, you can double the amount of distance your mount can travel when making a charge, up to 4 times its base land speed. You can spur any particular mount in this manner once per day without penalty (2/day at 14 ranks in Mounted Combat,3/dayat18ranks);attemptingtogetaburst of speed from a mount beyond these limits requires a DC 25 Handle Animal check, and fatigues the mountifsuccessful. Deadly Charge: If you have at least 13 ranks in Mounted Combat, once per day you can double the bonus damage from a Spirited Charge you make with a lance (to +26 damage). This maneuver is useable an additional number of times per day as shown in the table (2/day and +30 damage at 15 ranks, 3/day and +34 damage at 17 ranks, and 4/day and+38damageat19ranks).

NO RETREAT
Prerequisite:HTHCombat15ranks,Riposte Benefit: Any adjacent enemy that takes a withdraw action provokes an attack of opportunity fromyou. Normal: Withdraw is a fullround double move that does not provoke attacks of opportunity for movingoutoftheinitialthreatenedarea.

OPPORTUNIST
Prerequisites: HTH Combat 7 ranks, Lightning Reflexes7ranks,SneakAttack10ranks. Benefit: Once per round, you can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as your attack of opportunity for that round. Even if you have the Combat Reflexes feat, you cant use the Opportunist featmorethanonceperround. Ranks: For every 2 ranks in Opportunist, you may add +1d6 of your sneak attack damage to one attack of opportunity in any given round. You must decide on the attack it is to be applied to before rolling to hit;if the attackmisses, the sneakattack of opportunityiswasted.

OVERHAND CHOP
Prerequisities: HTH Combat 1 rank per rank in OverhandChop,Strength12+. Benefit: As a standard action, make a single attack with a twohanded melee weapon. If you hit, roll damage normally but add a +1 bonus to the damageroll. Ranks: For each rank in Overhand Chop, add another +1 bonus to damage, to a maximum bonus fromthisfeatequaltohalfyourStrengthbonus. Backswing: If you have at least 6 ranks in Overhand Chop, you can apply the feats damage bonustothefirstattackinafullattacksequence. If you have at least 11 ranks in Overhand Chop, the maximum damage bonus increases to 1.5 times yourStrengthbonus. Devastating Blow: If you have at least 11 ranks in Overhand Chop, as a standard action you can make a single melee attack with a twohanded melee weapon at a 5 penalty. If you hit, you score a critical hit. Special weapon abilities that activate

only on a critical hit, such as vorpal and flaming burst, do not activate. For each additional rank in Backswing after the 11th, reduce the attack penalty for your Devastating Blow by 1(to a minimum of 0 at16ranks). Normal: You normally add 1 times your Strength modifier to damage rolls with a two handedweapon.

PRECISE STRIKE
Prerequisites: HTH Combat 6 ranks plus 1 additional rank per rank in Precise Strike, Dodge 1 rank, Weapon Finesse 1 rank per 2 ranks in Precise Strike. Benefit: You deal +1 damage with a light or one handed piercing weapon. When making a precise strike, you cannot attack with a weapon in your other hand or use a shield. Your precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hitsalsoprotectsacreaturefromaprecisestrike. Ranks: For each additional rank in Precise Strike, add+1tothebonusdamage.

OVERRUN, IMPROVED
Prerequisites:Str13,PowerAttack. Benefit: When you attempt to overrun an opponent,thetargetmaynotchoosetoavoidyou. Ranks: For each rank in Improved Overrun, you gain a +1 bonus on your combat maneuver check to knockdownyouropponent. If you haveat least 6 ranks in Improved Overrun, whenever you overrun opponents, they provoke attacks of opportunity if they attempt to avoid you orareknockedpronebyyouroverrun. Normal: Without this feat, the target of an overrun can choose to avoid you or to block you. Creatures that avoid your overrun or are knocked pronedonotprovokeanattackofopportunity.

QUIET DEATH
Prerequisites: Stealth 8 ranks, Sneak Attack 6 ranks,DeathAttack6ranks. Benefit: Whenever you kill a creature using your death attack, you can also make an opposed Stealth check (vs. their Percpetion checks) to prevent anyone in the vicinity from identifying you as the assailant. If successful, those nearby might not even notice that the target is dead for a few moments (1 round per 2 points by which you beat their Perception),allowingyoutoavoiddetection. Special: This ability cannot be used during combat.

POWER ATTACK
Prerequisites: Str 13, HTH Combat 1 rank per rankinPowerAttack. Ranks:Onyouraction,beforemakingattackrolls for a round, you may choose to subtract a number fromallmeleeattackrollsandaddthesamenumber to all melee damage rolls. This number may not exceed your number of ranks in this feat. The penaltyonattacksandbonusondamageapplyuntil yournextturn. Special:Ifyouattackwithatwohandedweapon, or with a onehanded weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You add half the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the full penalty on attack rolls still applies. (Normally, you treat a double weapon as a onehanded weapon and a light weapon.Ifyouchoosetouseadoubleweaponlikea twohandedweapon,attacking with only one end of itinaround,youtreatitasatwohandedweapon.)

QUIVERING PALM
Prerequisites: HTH Combat 11 ranks, Improved UnarmedStrike11ranks,StunningFist5ranks. Benefit: You have the supernatural ability to set up vibrations within the body of another creature that can thereafter be fatal if you so desire. You can usethisquiveringpalmattackonceaweek,andyou must announce your intent before making your attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if you strike successfullyand thetarget takes damage from theblow,thequiveringpalmattacksucceeds.

Thereafter you can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to your number of ranks in Stunning Fist. To make such an attempt, you merely will the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + your number of ranks in Improved Unarmed Strike + your Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from thatparticularquiveringpalmattack,butitmaystill beaffectedbyanotheroneatalatertime. Ranks: You may gain additional ranks in Quivering Palm. Each evennumbered rank adds +1 tothesavingthrowDC.

Ranks: For each rank in Shield Deflection you possess, apply 1 point of your shield bonus to AC to your touch AC as well. If animated shields are permitted in your campaign, this bonus does not applytothem.

SHIELD PROFICIENCY
Prerequisite: HTH Combat 1 rank per rank in ShieldProficiency. Benefit: You can use a buckler or a light shield andtakeonlythestandardpenalties. Ranks: If you have 2 ranks in Shield Proficiency, you are proficient with heavy shields as well. For each rank thereafter, you may choose an exotic shield (tower shield, vambraces, etc.) with which to becomeproficient. Starting at 4 ranks, you gain the ability to reduce the skill check penalties normally associated with shield use. Starting at 6 ranks, you increase your shield bonus to AC when using a shield. Starting at 7 ranks, you gain damage reduction when using a shield. These abilities are as described under Armor Proficiency (q.v.), and improve according to progressiongivenforthatfeat. Damage reduction from armor proficiency and shieldproficiencyoverlaps;itdoesnotstack. Normal: When you are using a shield with which you are not proficient, you take the shields armor check penalty on attack rolls and on all skill checks thatinvolvemoving,includingridechecks.

RIPOSTE
Prerequisite:HTHCombat11ranks. Benefit: You can make an attack of opportunity against any creature whose attack you successfully parry,solongasthecreatureiswithinreach.

SHIELD BASH, IMPROVED


Prerequisite: Shield Proficiency, 1+ ranks in HTH Combat. Benefit: When you perform a shield bash, you maystillapplytheshieldsshieldbonustoyourAC. Normal: Without this feat, a character who performs a shield bash loses the shields shield bonustoACuntilhisorhernextturn.

SHIELD COVER
Prerequisite: HTH Combat 1 rank per rank in Shield Cover, Shield Proficiency 1 rank per rank in ShieldCover. Ranks: When you are actively using a shield for defense (not merely an animated shield or shield spell), you gain a +1 cover bonus to Reflex saves per rank in Shield Cover you possess, to a maximum bonusequaltoyourACbonusfromtheshield.

SIDESTEP CHARGE
Prerequisites: Dex 13, HTH Combat 1 rank per rank in Sidestep Charge, Dodge 1 rank per rank in SidestepCharge. Benefit: If a charging opponent fails to make a successful attack against you, you gain an immediate attack of opportunity. This feat does not grant you more attacks of opportunity than you are normally allowed in a round. If you are flatfooted or otherwise denied your Dexterity bonus to Armor Class,youdonotgainthebenefitofthisfeat. Ranks: You get a +1 dodge bonus to Armor Class against charge attacks per two ranks in Sidestep Chargeyoupossess.

SHIELD DEFLECTION
Prerequisite: HTH Combat 1 rank per rank in Shield Deflection, Shield Proficiency 1 rank per rank inShieldDeflection.

STUNNING FIST
Prerequisites: Dex 13, Wis 13, 1 rank in HTH Combat per rank in Stunning Fist; 1 rank in ImprovedUnarmedStrikeperrankinStunningFist. Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + your ranks in Stunning Fist + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character cant act, loses any Dexterity bonus to AC, and takes a 2 penaltytoAC. You may attempt a stunning attack once per day per rank in Stunning Fist, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to criticalhitscannotbestunned. Ranks: You may gain additional ranks in Stunning Fist. Each additional rank enables you to use this ability one additional time per day. Every evennumbered rank adds +1 to the saving throw DC. Ifyouhaveatleast6ranksinStunningFistandat least 2 ranks in Combat Reflexes, you may use one additional stunning attack (or other special attack that counts against your daily limit of stunning attacks) per round. The maximum number of stunning attacks in a round increases by 1 per 6 ranks in Stunning Fist and 1 rank in Combat Reflexes thereafter (i.e., maximum 3/round at 12 ranks in Stunning Fist, and maximum 4/round at 18 ranksinStunningFist).

any excess damage is applied to the weapons wielder. No damage is transferred if you decide to leavetheweaponwith1hitpoint. Normal: Without this feat, you provoke an attack of opportunity when you strike at an object held or carriedbyanothercharacter.

TRIP, IMPROVED
Prerequisites: Int 13, 2 ranks in HTH Combat per rank in Improved Trip, 1 rank in Combat Expertise perrankinImprovedTrip. Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent whileyouareunarmed. Ranks: For each rank in Improved Trip, you gain a +1 bonus on your Strength check to trip your opponent. If you have 4 or more ranks in this skill and you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadntusedyourattackforthetripattempt. Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponentwhileyouareunarmed.

TWO-WEAPON DEFENSE
Prerequisite: Dex 15, 1 rank in HTH Combat per rank in TwoWeapon Defense, 1 rank in Two WeaponFightingperrankinTwoWeaponDefense. Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmedstrikes),yougaina+1shieldbonustoyour AC. Ranks: This AC bonus improves by +1 per 4 ranksinTwoWeaponDefense.

SUNDER, IMPROVED
Prerequisites: Str 13, 1 rank in Power Attack per rank in Improved Sunder, 1 rank in HTH Combat perrankinImprovedSunder. Benefit: When you strike at an object held or carriedbyanopponent(suchasaweaponorshield), youdonotprovokeanattackofopportunity. Ranks: For each rank in Improved Sunder, you gain a +1 bonus on any attack roll made to attack an objectheldorcarriedbyanothercharacter. If you possess at least 6 ranks in Improved Sunder, whenever you sunder to destroy a weapon,

TWO-WEAPON FIGHTING
Prerequisite: Dex 15, 1 rank in HTH Combat per rankinTwoWeaponFighting. Ranks: For each rank you have in TwoWeapon Fighting, your penalties for fighting with two weapons decrease by 1. This reduction of penalties applies only to the standard penalties for fighting withtwoweapons;seenormal,below.

Ranks 0 1 2 3 4 5 6 7 8 9 10

Primary Penalty -6 / -4 -5 / -3 -4 / -2 -3 / -1 -2 / -0 -1 / -0 -0 / -0 -0 / -0 -0 / -0 -0 / -0 -0 / -0

Off-Hand Penalty -10 / -8 -9 / -7 -8 / -6 -7 / -5 -6 / -4 -5 / -3 -4 / -2 -3 / -1 -2 / -0 -1 / -0 -0 / -0

Improved TwoWeapon Fighting: If you have 6 or more ranks in TwoWeapon Fighting, in addition to the standard single extra attack you get with an off hand weapon, you get a second attack with it, albeit ata5penalty. TwoWeapon Rend: If you have 9 or more ranks in TwoWeapon Fighting, whenever you successfully hitanopponentwithbothoftheweaponsyouwield in the same round, you deal extra damage equal to 1d6 + 1 times your Strength bonus. This extra damage is treated as the same type that your off hand weapon deals normally for the purpose of overcoming damage reduction and other effects related to damage type. You can gain this extra damageonceperroundagainstagivenopponent. At 13 ranks, this extra damage improves to 1d8 + 1 times your Strength bonus; at 17 ranks it improves again to 1d10 + 1 times your Strength bonus. TwoWeapon Pounce: If you have at least 10 ranks in TwoWeapon Fighting, when you are making a charge and wielding weapons in both hands, you can attack with both of your weapons. If you do so, you lose the bonus on attack rolls normally granted by a charge. You gain half the charge bonus (+1) if you have at least 14 ranks in TwoWeapon Fighting, and you receive the full +2 charge bonus if you have at least 18 ranks in TwoWeapon Fighting. The 2 penalty to AC from charging still applies (although yourTwoWeaponDefensebonusappliesaswell). Greater TwoWeapon Fighting: If you have 11 or more ranks in TwoWeapon Fighting, you get a third attackwith your offhand weapon, albeitat a 10penalty. Superior TwoWeapon Fighting: If you have 16 or more ranks in TwoWeapon Fighting, you get a

fourth attack with your offhand weapon, albeit at a 15penalty. Normal:Ifyouwieldasecondweaponinyouroff hand, you can get one extra attack per round with that weapon. When fighting in this wayyou suffer a 6 penalty with your regular attack or attacks with your primary hand and a 10 penalty to the attack with your off hand. If your offhand weapon is light the penalties are reduced by 2 each. (An unarmed strikeisalwaysconsideredlight.) Special: For conditions that cause you to lose iterative attacks, treat offhand attacks as occurring simultaneously with the correspondinglynumbered primary hand iterative attack. For example, if you have11 ranks inHTH Combat and11ranks in Two Weapon Fighting, you normally have 3 attacks with each weapon. If you choose to trade the middle attackfor10ft.ofmovement,youwouldattackonce with each weapon at your full attack bonus, then move,thenattackoncewitheachweaponat10.

UNARMED STRIKE, IMPROVED


Prerequisites: 1 rank in HTH Combat per rank in ImprovedUnarmedStrike. Benefit: You are considered to be armed even when unarmedthat is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makesanunarmedattackonyou. In addition, your unarmed strikes can deal lethal ornonlethaldamage,atyouroption. Ranks: Your damage with unarmed strikes improves as you gain ranks. You also gain a dodge bonus to AC while fighting unarmed, as shown in the table. This bonus applies even against touch attacks or when you are flatfooted. You loses this bonus when you are immobilized or helpless, when you wear any armor, when you carry a shield, or whenyoucarryamediumorheavyload.

Ranks Damage AC Bonus 1 1d3 +0 2 1d4 +0 3 1d6 +1 4 1d8 +1 5 1d8 +1 6 1d10 +1 7 1d10 +2 8 1d10 +2 9 2d6 +2 10 2d6 +2 11 2d6 +3 12 2d8 +3 13 2d8 +3 14 2d8 +3 15 2d10 +4 Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such anattack.

WEAPON FINESSE
Prerequisite:Dexterity13+. Benefit: You lose any Strength bonus or penalty to attack rolls using melee weapons, and instead gain+1toattacks(fromyourDexbonus). Ranks: For each additional rank in Weapon Finesse, you can apply another +1 to attack from your Dexterity bonus, to a maximum equal to your Dexmodifier.

WHIRLWIND ATTACK
Prerequisites: Dex 13, Int 13, Combat Expertise 1 rank per rank in Whirlwind Attack, Dodge 1 rank per rank in Whirlwind Attack, Mobility 4 ranks, HTHCombat1rankperrankinWhirlwindAttack. Ranks: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach, to a maximum number of targets equal to your number of ranks in thisfeat. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by otherfeats,spells,orabilities.

VITAL STRIKE
Prerequisites: HTH Combat 10 ranks, plus 1 rank perrankinVitalStrike. Benefit: When performing a fullattack action, yougetonefeweriterativeattack(usuallytheoneat your lowest bonus). Any other attacks with that weapon that hit as part of this fullattack action deal +1d6 precisionbased damage (this bonus damage is not multiplied on a critical hit). You must choose to usethisabilitybeforerollinganyofyourattacks. Ranks: For every 2 ranks in Vital Strike after the first, the bonus damage increases by +1d6, to a maximum of +5d6 at 9 ranks in Vital Strike and 19 ranksinHTHCombat. Ifyouhaveatleast16ranksinHTHCombat,you can choose to forego two iterativeattacks inorder to gain double the normal Vital Strike bonus damage with that weapon (maximum +10d6 at 9 ranks in VitalStrike). Special: If you have the TwoWeapon Fighting feat, Vital Strike can be applied to one of your weapons or to each of them separately, at your option.

Fire Combat Feats

(including spells that require ranged touch attacks) asiftheywerearrows.

DEADLY AIM
Prerequisite:Dex13,FireCombat1rankperrank inDeadlyAim. Benefit:Youcanchoosetotakea1penaltytoall ranged attack rolls for 1 round and add +1 to the damage caused by those attacks, if they are successful (in addition to the normal damage modifierfromahighStrengthscore,ifapplicable). Ranks: For each additional rank in Deadly Aim, you can subtract another point from your ranged attack rolls for 1 round and add that amount to the damagescored. Special: Projectile weapons (bows, crossbows, firearms, and slings) score +2 damage per 1 to attacks (this is analogous to how twohanded weapons work, in conjunction with the Power Attackfeat).

FAR SHOT
Prerequisite: Fire Combat 1 rank per rank in Far Shot,PointBlankShot1rank. Ranks: For each rank in Far Shot, you reduce the total range penalty for a projectile weapon you fire by 1. For example, if you have 5 ranks in Far Shot and fire a bow at a target 3 range bands away, your penalty for range would be 1 instead of 6. You cannot receive a bonus to attacks at range by using thisfeat;itmerelynegatesanexistingpenalty. Normal: You suffer an attack penalty of 2 per rangebandwhenfiringprojectiles.

MIGHTY THROW
Prerequisite:Strength13+. Benefit: You lose any Dexterity bonus or penalty to attack rolls using thrown weapons, and instead gain+1toattacks(fromyourStrbonus). Ranks: For each additional rank in Mighty Throw, you can apply another +1 to attack from your Strength bonus, to a maximum equal to your Strmodifier.

DEFLECT ARROWS
Prerequisites: Dex 13, HTH Combat 1 rank per rankinDeflectArrows,FireCombat1rankperrank in Deflect Arrows, Lightning Reflexes 2 ranks per rank in Deflect Arrows, and Unarmed Combat 1 rankperrankinDeflectArrows;or Dex 13, HTH Combat 14 ranks plus 1 rank per additional rank in Deflect Arrows, Dodge 2 ranks perrankinDeflectArrows,andImprovedDefensive Fighting 8 ranks plus 1 rank per additional rank in DeflectArrows. Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack andnotflatfooted. Attempting to deflect a ranged weapon doesnt count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effectscantbedeflected. Ranks: For each additional rank in Deflect Arrows after the 1st, you can deflect an additional missile per round. If you have at least 6 ranks in Deflect Arrows, Dexterity 21 or better, and Wisdom 19 or better, you can deflect any ranged attacks

MOUNTED ARCHERY
Prerequisites: Ride 1 rank per rank in Mounted Archery, Mounted Combat 1 rank per rank in MountedArchery. Ranks: For each rank in Mounted Archery you possess, the penalty you take when using a ranged weaponwhilemountedisreducedby1. Normal: There is a 4 penalty to ranged attacks made from a mount taking a double move, and a 8 penalty to ranked attacks made from a running mount. Special: This feat could be made to apply to dischargingafirearmfromamovingvehicleaswell.

POINT BLANK SHOT


Prerequisites: 1 rank in Fire Combat per rank in PointBlankShot.

Benefit: You get a +1 bonus on attack rolls with rangedweaponsatrangesofupto30feet. Ranks:Theattackbonusincreasesby+1forevery oddnumbered rank thereafter. At every even numbered rank, you gain a +1 bonus on damage rollswithrangedweaponsifyourtargetiswithin30 feet.

Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a newtypeofcrossboworfirearm.

RAPID SHOT
Prerequisites: Dex 13, Fire Combat 1 rank, Point BlankShot1rank. Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round(theextraoneandthenormalones)takesa2 penalty.

PRECISE SHOT
Prerequisite: Point Blank Shot 1 rank per rank in Precise Shot, Fire Combat 1 rank per rank in Precise Shot. Ranks: For each rank in this skill, you reduce the miss chance for firing at an opponent with concealment by 5%. You also eliminate 1 worth of the penalty for shooting or throwing ranged weapons at an opponent engaged in melee or a grapple, or for making ranged attacks against an opponentwithcover. Special: This feat is not effective in mitigating 100%coverortotalconcealment. Normal: See the normal rules on the effects of cover and concealment. Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to seewhichgrapplingcombatanttheattackstrikes.

MANYSHOT
Prerequisites: Dex 17, Fire Combat 6 ranks, Point BlankShot1rankperrankinManyshot,RapidShot Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrowsusethesameattackroll(witha4penalty)to determine success and deal damage normally (but seeSpecial). Ranks: For every additional rank in Manyshot andfiveranksinFireCombatabove6,youmayadd oneadditionalarrowtothisattack,toamaximumof fourarrowswith16ranksinFireCombat.However, each arrow after the second adds a cumulative 2 penaltyontheattackroll(foratotalpenaltyof6for threearrowsand8forfour). If you have at least X ranks in Manyshot, when you use the Manyshot feat, you can fire each arrow at a different target instead of firing all of them at the same target. You make a separate attack roll for each arrow, regardless of whether you fire them at separatetargetsorthesametarget. Your precisionbased damage applies to each arrowfired, and, ifyou score a critical hit with more than one of the arrows, each critical hit deals critical damage. Special: Regardless of the number of arrows you fire, you apply precisionbaseddamageonly once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage. Damage reduction and other resistances applyseparatelyagainsteacharrowfired.

RAPID RELOAD
Choose a type of crossbow (hand, light, or heavy) orfirearm. Prerequisite: Weapon Proficiency (crossbow type chosen),FireCombat1rank. Benefit: The time required for you to reload your chosen type of crossbow or firearm is reduced to a free action (for a hand or light crossbow or automatic pistol) or a move action (for a heavy crossbow or revolver). Reloading still provokes an attackofopportunity. If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could attackifyouwereusingabow. Normal: A character without this feat needs a move action to reload a hand or light crossbow, or a fullroundactiontoreloadaheavycrossbow.

SNATCH ARROWS
Prerequisites: Dex 15, Deflect Arrows, Improved UnarmedStrike. Benefit: When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isnt your turn)orkeptforlateruse. You must have at least one hand free (holding nothing)tousethisfeat.

SUCCESSIVE FIRE
Prerequisites: Fire Combat 5 ranks, plus 1 additionalrankperrankinSuccessiveFire. Ranks: For each rank in Successive Fire you possess,youreduceyouriterativeattackpenaltiesin fire combat by 1 (at15 ranks,all your ranged attacks aremadeatyourfullattackbonus). Normal: Each successive iterative attack suffers a cumulative5penalty.

THROW ANYTHING
Prerequisites: HTH Combat 1 rank per rank in ThrowAnything. Benefit: You reduce the penalty for throwing an improvised throwing weapon by 1. You also receive a +1 circumstance bonus on attack rolls made with thrownsplashweapons. Ranks: For each additional rank in Throw Anything, you reduce the penalty for improvised throwing weapons by an additional 1, to a mimum penaltyof0at4ranks. Normal: You take a 4 penalty on attack rolls madewithanimprovisedweapon.

Chapter 4: Powers

SPELL-LIKE ABILITIES
In D&D 3.5, almost all powers are either class features, racial features, or tied to magical items. In Hybrid rules, such abilities can be built using XP, eliminatingtheneedforadhocleveladjustments. SpellLike Abilities. These are the basic level of ability. Use of a particular spell as an atwill spell like ability costs 10 XP per level of the spell (0level spellscost5XP). Spells that are casterlevel dependent (e.g., fireball), or that give a significant tactical advantage (e.g., haste, displacement, etc.) are always treated as leveldependent abilities. The caster level for level dependent abilities is determined by puchasing ranks in Spellcasting (q.v.), to a minimum caster level equal to the minimum spellcaster level with accesstospellsofthatlevel. Example:Acharacterabletouserayoffrost(CL1st) at will would spend 10 XP x 1 (for a 0level spell) = 10 XP, plus 5 XP for the 1 rank in spellcasting = 15 XPtotalonthatability. Daily Usage: This can be handled using the magic item limited daily usage scaler of 1/5 x uses per day. A character able to use magic missile at CL 3rd twice per day would spend 10 XP x 1 (level of spell) x2 (uses per day) x1/5 (dailyusage scaler) =4 XP for this ability (plus 15 XP for the 3 ranks in spellcastingability=19XPtotal). As in any alacarte system, there is potential for some abuse: a starting character could be like CharlieinFirestarter,able to casta fireball once per day at the 9th caster level (XP cost = 10 XP x 3rd level spell x 1/5 (for 1/day use) = 6 XP, plus 93 XP for the caster level ranks = 99 XP total). This ability is certainly impressive for a 1st level character, but is overshadowed by that characters lack of any other abilitieswhatsoever. SwiftActivation Effects. The Quicken Spell feat adds 4 levels to the spell level, and allows standard castingtime spells to be cast as swift actions. Applying this to the above rules means that swift activation spelllike abilities should cost (spell level + 4) x 10 XP. Scaling this for moveaction and immediateaction activations as well yields the following:

Activation Type

Added Spell Level

Move Action Swift Action Immediate Action

+2 +4 +5

Using this valuation, a paladins moveaction detect evil ability costs (1st level spell + 2 levels for moveacivation)x10XP=30XP. Continuous Effects. Having an alwaysactive effect has a scaling multiplier to the basic atwill spelllike ability, based on the duration of the base spell:
Original Spell Duration Multiplier for Continuous Effects

1 hour/level 10 minutes/level 1 minute/level 1 round/level Instantaneous

x1 x 1.5 x2 x4 N/A

Elves lowlight vision therefore costs 10 XP, the same as an atwill 1st level lowlight vision spell (original duration 1 hour/level). Orcs darkvision costs 20 XP, the same as a continuous 2nd level darkvisionspell(1hr./lvl). Multiple SpellLike Abilities. As in the 3.5 D&D example of magic staves, which provide a cost savings mechanism for multiple similar abilities tied together, it is reasonable to provide some means of gaining a bulk rate on spelllike abilities. This is done by having one set caster level to which multiplesimilarabilitiesaretied. Most of the paladins abilities can be handled using this sort of mechanic, treating each spelllike or supernatural class feature as a spelllike ability and applying a single caster level to all of those powers. This option is generally not applicable to continuouslyactive abilities; for those sorts of powers, caster level is purchased separately for each ability(Cf.ArmoredSkin,below). Flexibility. Some ad hoc adjustments can be made to tailorfit abilities. Examples included in the table below are typical, but by no means exhaustive. These are included largely to illustrate the types of reasoning that go into pricing character abilities; in allcases,commonsenseandjudgementareneeded.


Adjustment/Effect Cost Adjustment

Partial/Contingent Effect x 1/2 Duration can be split up at will x2 Self-only vs. creature touched -1 level Self-only vs. number of creatures -2 levels Touch required -1 level Affects only once x 1/2 No saving throw Special Partial or contingent effects include such cases as rage powers, which apply only while raging. Splitting up duration applies to dailyuse powers (e.g., haste 1/day) with limited durations that can be takenininstallmentsratherthanallatonce. Selfonly applies to spells that normally have a target of creature touched or a number of creatures, but that apply only to you (Cf. the ability to haste yourself 1/day, vs. the ability to cast haste 1/day). Abilities that normally operate at a range, that instead require a touch, use the cost adjustment listed. If a given creature can be affected by the power only once per day (for powers with multiple daily uses and short durations), an ad hoc adjustment of x canbeused. Abilities that normally allow a saving throw (e.g., daze) can be made to bypass the save. Cost is, at minimum, twice normal; adjust upward based on thepotentialforabuse.

SPELLS
It is possible to establish an even larger repertoire of spelllike abilities at an even more greatly reduced cost. This is accomplished using the Spell Repertoire power (see below), essentially giving you multiple D&D/Pathfinder Class Spellcasting Powers Bard Spellcasting (Arcane) Spell Repertoire (Bard) Sorcery (Optional) Cleric Spellcasting (Divine) Spell Repertoire (Divine) Clerical Ordainment Druid Spellcasting (Druidical) Spell Repertoire (Druid) Druidical Initiation Paladin Spellcasting (Divine)

1/dayspelllikeabilitiesofeachspelllevelatthecost ofprogressioninanadditionalskill. Mathematically, purchasing individual powers la carte is more costeffective and more versatile, at the higher levels, than paying for ranks in an array. However, a proper array is required for Clerical Ordainment, Druidical Initiation, Sorcery, and Wizardry (detailed below), which are in turn far more versatile than a simple selection of 1/day abilities.Insummary: Minimum Spellcasting ranks are needed to use anycasterleveldependentabilities. Establishing a Vancian array of spelllike abilities, rather than purchasing each ability la carte, requires equivalent ranks in the Spell Repertoirepower. The ability to swap out spells on a daily basis requires ranks in Wizardry (for arcane spells), Clerical Ordainment (for divine spells), or DruidicalInitiation(fordruidspells). The ability to freely use an array of spells interchangeably, multiple times per day per spelllevel,requiresranksinSorcery. Intelligence bonuses for spells known apply only if you have the Wizardry power with sufficient ranks. Likewise for Wisdom bonuses (visavis the Clerical Ordainment power). Charismabonusestospellsperdayapplyonlyif youhavesufficientranksinSorcery. Unlike in D&D and in the Pathfinder RPG, under Hybrid rules it is possible to mix and match wizardry and sorcery, as described undertheWizardrypower. The following table breaks down the major D&D/Pathfinder spellcasting classes in terms of powerspurchased. Other Powers Bardic Performance Powers

Lay on Hands/Touch of Death Channel Positive/Negative Energy Domain Powers Trackless Step Wild Shape Natural Spell Lay on Hands, channel positive energy, etc.

Sorcerer

Wizard

Spell Repertoire (Divine) Clerical Ordainment (optional) Spellcasting (Arcane) Spell Repertoire (sorcerer) Sorcery Spellcasting (Arcane) Spell Repertoire (wizard) Wizardry

Divine Grace, etc. Bloodline Abilities

School Powers Spell Mastery

ANIMAL FORM
Cost: 20 XP (4th level beast shape II spell x for havingonesetanimalform). Benefit: Select a single animal of a size between Tiny and Large. You can change your shape to that of this animal at will, as per the beast shape II spell. Thechangerequiresastandardactionandlastsuntil you change back. Your gear changes with you and cannot be used while you are in animal form. You gain the following maximum adjustments (or the animals, whichever is smaller): +4 to natural AC, +4 Str, +4 Dex, climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, lowlight vision, scent, improved grab, pounce, and trip.

ARCANE ARROW
Prerequisites: Arcane Spellcasting 1 rank, Arcane Spell Reprtoire 1 rank, Fire Combat 7 ranks, Point Blank Shot 1 rank, Precise Shot 1 rank, Weapon Training(bows)1rank. Cost:Varies(seebelow). Benefit: The various class features of the Arcane Archer prestige class can be purchased as spelllike abilities, using the characters ranks in Arcane Spellcasting as the caster level. These abilities requireminimumranksinFireCombat,asshownin thetable.
Power Minimum Ranks XP Cost

Enhance Arrows Imbue Arrow Energy Arrow Seeker Arrow DIstance Arrow Phase Arrow Energy Burst Arrow Hail of Arrows

7th 8th 9th 10th 11th 12th 13th 14th

35 45 60 12 20 17 70 26

Aligned Arrow 15th 40 Arrow of Death 16th 24 Enhance Arrows: Every nonmagical arrow you nock and let fly becomes magical, gaining a +1 enhancement bonus per 4 ranks in Arcane Spellcasting you possess. However, your magic arrows only function for you. Pricing: (3rd level greater magic weapon spell + 4 ranks for swift activation) x for reduced duration and number of arrows=35XP. In addition, the arcane archers arrows gain a number of additional abilities as he gains additional levels. The elemental, elemental burst, and aligned abilities can be changed once per day, altering the type of ability granted. These abilities can be changed whenever the arcane archer prepares spells orspellslotseachday. Imbue Arrow: You can place an area spell upon an arrow. When the arrow is fired, the spells area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This abilityallowsyoutousethebowsrangeratherthan the spells range. It takes a standard action to cast thespellandfirethearrow.Thearrowmustbefired in the round the spell is cast, or the spell is wasted. Pricing: (5th level focal stone spell + 4 levels for swift activation)x(areaspellsonly)=45XP. Energy Arrow: Every nonmagical arrow fired by you gains the flaming, frost, or shock special ability (choose one each round you use this ability). This power stacks with the Enhance Arrow, Distance Arrow, and Aligned Arrow abilities. Pricing: (2nd levelflamearrowspell+4levelsforswiftactivation)x for reduced duration, x 2 for freedom to select betweenenergytypes. Seeker Arrow: You can launch an arrow once per day at a target known to you within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrows range prevents the arrows flight. This

abilitynegatescoverandconcealmentmodifiers,but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). Pricing: (1st level true strike + 4 levels for swift activation + 1st level guided shot) x 1/5 fordailyusage=12XP. Distance Arrow: Every arrow fired by you gains the distance special ability. Pricing: 1st level accuracy spellx1.5for10min./lvltocontinuouseffects. Phase Arrow: You can launch an arrow once per day at a target known to you within range, and the arrowtravelstothe targetinastraightpath,passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally.Usingthisabilityisastandardaction(and shooting the arrow is part of the action). You can gain multiple daily uses by paying the cost multiple times; at 5/day, you can use this ability at will. At 10 uses/day [170 XP], the effect is automatic whenever you fire an arrow. Pricing: (6th level brilliant blade spell+4levelsforswiftactivation,plus3rdlevelmark of the hunter +4 levels for swift activation) x for reduceddurationx1/5fordailyusage=17XP. Energy Burst Arrow: Every nonmagical arrow fired by you gains the flaming burst, icy burst, or shocking burst special ability (choose one each round you use this ability). This power stacks with the Enhance Arrow, Distance Arrow, and Aligned Arrow abilities, and supercedes the Energy Arrow ability (upgrading from that power to this one costs only10XP).Pricing:(3rdlevelgreaterweaponofenergy spell +4 levels for swift activation) x for reduced duration, x 2 for freedom to select between energy types. AlignedArrow:Everynonmagicalarrowfiredby you gains the anarchic, axiomatic, holy, or unholy special ability. You cannot choose an ability that is the opposite of your alignment (a Lawful Good arcane archer could not choose anarchic or unholy as his special ability). This power stacks with the EnhanceArrow,EnergyArrow,andDistanceArrow abilities. Pricing: (4th level holy sword spell +4 levels for swift activation) x for reduced duration and effects. Hail of Arrows: In lieu of your regular attacks, once per day you can fire an arrow at each and every target within range, to a maximum of one target for every rank above 6th in Fire Combat you

possess.Eachattackusesyourprimaryattackbonus, and each enemy may only be targeted by a single arrow. Pricing: (4th level arrow storm spell + 9 for Enlarge Spell 9x for full range) x 1/5 for daily usage = 26 XP. At 5 daily uses, you can use this ability at will. Arrow of Death: You can create an arrow of death that forces the target, if damaged by the arrows attack, to make a DC 20 Fortitude save or be slain immediately (damage on save = 3d6 + 1/rank in ArcaneSpellcastingyoupossess;maximum3d6+10). It takes one day to make an arrow of death, and the arrowonlyfunctionsforyou.Thearrow of death lasts no longer than one year, and you can only have one such arrow in existence at a time. Pricing: 6th level arrow of bone spell x 2 (for change in duration from 8 hrsto1year)x1/5(for1daytomakeand1atatime only)=24XP.

ARCANE RESISTANCE, LESSER


Cost: 40 XP (2nd level spell shield x 2 for 1 min./lvl durationtocontinuouseffects),plusranks. Ranks: You gain a +1 resistance bonus on saving throws against spells and spelllike abilities for each rank in Arcane Resistance, to a maximum bonus of +3.

ARCANE RESISTANCE, GREATER


Cost: 60 XP plus ranks (8th level protection from spells 4 levels for nonmass effects) x 1.5 for 10 min./lvldurationtocontinuouseffects. Benefit: You gain a +1 resistance bonus on saving throwsagainstspellsandspelllikeabilities. Ranks: For every 2 ranks in Arcane Resistance beyond the first, the saving throw bonus increases by+1(toamaximumof+10at19ranks).

ARCANE SIGHT
Cost:30XP(3rdlevelspelleffect). Benefit: As a standard action, you can see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly. You know the location and power of all magical auras within your sight. An auras power depends on a spells

functioning level or an items caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. Makeonecheckperaura;DC15+spelllevel,or15+ onehalfcasterlevelforanonspelleffect. If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell like abilities, whether these are arcane or divine (spelllike abilities register as arcane), and the strength of the most powerful spell or spelllike abilitythecreaturecurrentlyhasavailableforuse.

ARCANE STRIKE
Prerequisite:ArcaneSpellcasting1rank. Cost:50XP(1stlevelspelleffect+4levelsforswift activation). Benefit: As a swift action, you can imbue your weaponswithafractionofyourpower.For1round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five ranks in Arcane Spellcasting you possess, this bonus increases by +1, toamaximumof+5at20ranks.

Benefit: You gain a +1 natural armor bonus to AC. Ranks: For every 3 ranks in Armored Skin, your naturalarmorbonustoACimprovesby+1. Special: If you also have the Druidical Initiation power (q.v.), you can use your ranks in Druidical Initiation as your caster level for Armored Skin, rather than purchasing ranks separately. If you have the Rage power (q.v.), you can use your ranks in Rage as your caster level for Armored Skin, rather thanpurchasingranksseparately. In any event, some sort of flavor is essential to this power. Perhaps the blood of gods flows in your veins, or you were bathed in the waters of the Styx (as Achilles in The Iliad), or in the blood of a dragon (asSiegfried,inTheNiebelungenlied). Alternate:For100XP,youcangainmetalskin(+8 natural AC bonus), but you suffer a 2 penalty to Dexterity. Pricing: As 5th level metal skin spell x 2 for 1min./lvltocontinuouseffects.

AUGMENT SUMMONING
Prerequisite:SpellFocus(conjuration)1rank. Cost: 45 XP (2nd level bulls strength + 2nd level bearsendurance+5levelsforimmediateactivation)x forcontingentusage(summonedmonstersonly). Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spellthatsummonedit.

ARCANE THEURGY
Prerequisite: Arcane Spellcasting 1 rank per rank in Arcane Theurgy, Arcane Spell Repertoire 1 rank perrankinArcaneTheurgy,Sorcery1rankperrank in Arcane Theurgy, Wizardry 1 rank per rank in ArcaneTheurgy. Cost:Ranksonly. Benefit: Rather than designating Spells Known to be cast with your Sorcery slots, you can fill your arraywithpreparedspells(asawizard),butcastthe prepared spells freely using your spells per day usages (as a sorcerer), exactly as if they were spells known. In other words, you function much like a MagisterfromArcanaEvolved.

BARDIC PERFORMANCE
Bardic performances can be treated as spelllike abilitiesthatuseyourranksinPerformskillascaster level. Instead of using spell level to determine saving throw DCs, these abilities instead use the formula DC = 10 + your ranks in Perform + your Charismamodifier. Daily spelllike abilities normally cost (10 x spell level x 1/5 =) 2 XP x spell level; atwill uses cost 10 XP per spell level. As a compromise, bardic performances are priced at 4 XP per spell level, and are usable a total of once per day per rank in Performyoupossess. Prerequisites: Perform ranks as shown in the table. Cost:Special(seetable).

ARMORED SKIN
Cost: 30 XP plus ranks (2nd level barkskin spell, x1.5for10min./leveltocontinuousduration).

Benefit: Effects that can be accomplished with bardic music, and cost and requisite number of ranks for each, are summarized in the following table.
Effect Minimum Ranks XP Cost

Countersong/distraction 1st 4 st Inspire courage +1 1 4 2nd 8 Fascinate Inspire competence 3rd 8 Inspire courage +2 5th -6th 12 Suggestion th Dirge of doom 8 12 Discordant 16 8th performance Inspire greatness 9th 12 Inspire courage +3 11th -th 12 20 Song of freedom Soothing 12th 20 performance 13th 16 Frightening tune 14th 28 Paralyzing show Inspire heroics 15th 16 Inspire courage +4 17th -18th 20 Mass suggestion 20th 28 Deadly performance While the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spokenperformance. Startinga bardic music effect is a standardaction. Some bardic music abilities require concentration, which means you must take a standard action each round to maintain the ability. Even while using bardic music that doesnt require concentration, you cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, if you are deafened you have a 20% chance to fail when attempting to use bardic music. If you fail, the attempt still counts againstyourdailylimit. Countersong/Distraction: You can use your performance to counter magical effects that depend on sound (but not spells that simply have verbal components)orsight.

Countersong: Each round of the countersong, you make a Perform check. Any creature within 30 feet of you (including you) that is affected by a sonic or languagedependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or languagedependent magicalattack,itgainsanothersavingthrowagainst the effect each round it hears the countersong, but it must use your Perform check result for the save. Countersong has no effect against effects that dont allow saves. You may keep up the countersong for 10rounds. Distraction: Each round of the distraction, make a Perform check. Any creature within 30 feet of you (including you) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern)orillusion(figment)magicalattack,itgains anothersavingthrowagainsttheeffecteachroundit sees the distraction, but it must use your Perform check result for the save. Distraction does not work on effects that dont allow saves. You may keep up thedistractionfor10rounds. Inspire Courage (Su): You can use song or poetics to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear you sing. The effect lasts for as long as the ally hears you sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. The bonus increases to +2at5 ranks in Perform, and by an additional +1 for every six ranks in Perform thereafter (+3 at 11 ranks, and +4 at 17 ranks). Inspire courage is a mindaffecting ability. Fascinate: You can use music or poetics to cause one or more creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and able to pay attention you. You must also be able to see the creature.Thedistractionofanearbycombatorother

dangers prevents the ability from working. For every 3 ranks in Arcane Spellcasting beyond the 1st, you can target one additional creature with a single use of this ability (two creatures at 4 ranks, three creaturesat7ranks,etc.). If a creatures Will saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as you continue to play and concentrate (up to a maximum of 1 round per rank in Perform). While fascinated, a target takes a 4 penalty on skill checks made as reactions, such as most Perception checks. Any potential threat requires you to make another Perform check and allowsthecreatureanewsavingthrow. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind affectingability. Inspire Competence: If you have 3 or more ranks in Perform, you can spend 10 XP for the ability to usemusicorpoeticstohelpanallysucceedatatask. The ally must be within 30 feet and able to see and hearyou.Youmustalsobeabletoseetheally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continuestohearyou.Certainusesofthisabilityare infeasible.Theeffectlastsaslongasyouconcentrate, up to a maximum of 2 minutes. You cant inspire competence in yourself. Inspire competence is a mindaffectingability. Suggestion: You can make a suggestion (as the spell) to a creature that you have already fascinated (see above). Using this ability does not break your concentrationonthefascinateeffect,nordoesitallow a second saving throw against the fascinate effect. Makingasuggestiondoesntcountagainstyourdaily limit on bardic performances. A Will saving throw negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mindaffecting, languagedependentability. DirgeofDoom:Yourperformancefostersasense of growing dread in your enemies, causing them to takeanumberofpenalties.Tobeaffected,anenemy mustbeabletohearthebardperformandbewithin 30 feet. The effect lasts for as long as the enemy hears you and remains within 30 feet, and it persists

for 3 rounds after you stop playing or the enemy leaves the area. Affected enemies are shaken and take a 2 penalty on ability checks, attack rolls, savingthrows,andskillchecks. Discordant Performance: This ability is simply a confusion spelllike ability, with the save DC determinedasdiscussedabove. Inspire Greatness: You can use music or poetics to inspire greatness in yourself or a single willing allywithin30feet,grantinghimorherextrafighting capability. For every three ranks in Perform you possessbeyondthe9th,youcantargetoneadditional ally with a single use of this ability (two at 12 ranks, threeat15,fourat18). To inspire greatness, you must sing and an ally musthearyousing.Theeffectlastsforaslongasthe ally hears you sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporaryhitpoints(applythetargetsConstitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspiregreatnessisamindaffectingability. Soothing Performance: You can create an effect equivalent to the mass cure light wounds spell. In addition, this performance removes the fatigued, sickened, and shakened condition from all those affected. Using this ability requires 1 minute of uninterrupted concentration and performance, and itfunctionsonalltargetswithin30feet. Frightening Tune: This is equivalent to a fear spelllike ability, with the DC as determined above. Those failing their saving throws become frightened for1d4roundsplusyourCharismamodifier. ParalyzingShow:Thisisequivalenttoamasshold person spelllike ability, with the DC as determined above. A new save is permitted each round to break theeffect. SongofFreedom:Youcanusemusicorpoeticsto create an effect equivalent to the break enchantment spell(casterlevelequalsyourranksinPerform). Inspire Heroics: You can use music or poetics to inspire tremendous heroism in yourself or a single willing ally within 30 feet. For every three ranks in Perform beyond the 15th, you can inspire heroics in oneadditionalcreature.Toinspireheroics,youmust singandan ally must hear you sing fora full round.

A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears you sing and for up to 5 rounds thereafter. Inspire heroics is a mindaffectingability. Mass Suggestion: This ability functions like suggestion, above, except that you can make the suggestion simultaneously to any number of creatures that you have already fascinated (see above). Mass suggestion is an enchantment (compulsion), mindaffecting, languagedependent ability. Deadly Performance: Your performance can cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the performance and be within 30 feet. The target recieves a Will save to negate the effect. If a creatures saving throw succeeds, the target is stunned for 1d4 rounds and you cannot use deadly performance on that creature again for 24 hours. If its savingthrowfails,thetargetdies.

Cost:Asshownbelow. Benefit: The Pathfinder RPG introduced Sorcerer bloodline abilities. Under Hybrid rules, these are priced as spelllike abilities that work off of the sorcerers ranks in Sorcery as their caster level. A single character can generally have only one bloodline, unless ranks in a separate sorcerer bloodlinearemaintained. On the other hand, there is no reason one cannot ignore the suggested bloodline powers given in the Pathfinder rules and design new ones (or have none atall,forthatmatter,iftheplayerprefers). Those abilities not listed here have already been described elsewhere. For example, the aberrant bloodlines 20th level capstone ability includes blindsight (q.v.) and damage reduction (q.q.v.). Thoseabilitiesarenotredescribedhere.
Power Acidic ray Long Limbs Unusual Anatomy Alien Resistance Claws Added Summonings Heavenly Fire Wings of Heaven Conviction Touch of Destiny Fated It Was Meant to Be Within Reach Destiny Realized Breath Weapon Wings Elemental Ray Elemental Blast Laughing Touch Fey Magic Soul of the Fey Corrupting Touch Hellfire Grave Touch Deaths Gift Grasp of the Dead Incorporeal Form One of Us Bloodline Aberrant Aberrant Aberrant Aberrant Abyssal Abyssal Celestial Celestial Celestial Destined Destined Destined Destined Destined Draconic Draconic, Infernal Elemental Elemental Fey Fey Fey Infernal Infernal Undead Undead Undead Undead Undead Minimum Ranks 1st 3rd 9th 15th 1st 15th 1st 9th 15th 1st 3rd th 9 15th 20th 9th th 15 1st 9th 1st 15th 20th 1st 9th 1st 3rd th 9 15th 20th XP Cost 10 60 30 100 20 20 20 14 26 20 30 14 22 68 14 30 10 14 10 90 90 10 14 10 30 14 48 15

BLINDING SPEED
Prerequisites:Dex25+. Cost: 50 XP (3rd level haste + 4 for swift activation, 2forselfonly),plusranks. Benefit: If you have at least 5 ranks in Blinding Speed,youcanactasifhastedfor5roundseachday. The duration of the effect need not be consecutive rounds.Activatingthispowerisafreeaction. Ranks: For each additional rank after the 5th, add another round per day to the total amount of time youcanspendhasted.

BLINDSIGHT
Prerequisites: BlindFight 1 rank per 15 ft. range ofBlindsight. Cost: 40 XP (2nd level spell, x2 for 1 min/lvl to continuouseffects). Benefit:Youhaveblindsighttoarangeof30ft. Special: You can extend the range of your blindsight by spending additional points. Every 15 ft.extensionintherangecosts20additionalXP.

BLOODLINE ABILITIES
Prerequisites:Sorcery.

Acidic Ray: You can fire an acidic ray as a standard action, targetingany foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points

of acid damage + 1 for every two caster levels you possess. Long Limbs: Your reach increases by 5 feet wheneveryouaremakingameleetouchattack.This abilitydoesnotincreaseyourthreatenedarea.Ifyou have at least 11 ranks in Sorcery, this bonus to your reach increases to 10 feet. At 17 ranks, this bonus to your reach increases to 15 feet. Pricing: 2nd level spell,+4levelsforswiftactivation. Unusual Anatomy: Your anatomy changes, giving you a 25% chance of ignoring any critical hit or sneak attack scored against you. If you have at least 15 ranks in Sorcery, this chance increases to 50%; at 20 ranks, you are immune. Pricing: 3rd level magicvsetmentspellx1for1hour/leveltocontinuous usage. Alien Resistance: You gain spell resistance equal to11+yournumberofranksinSorcerery. Claws: You can make two claw attacks as your fullattack action. These claws are treated as natural weapons, meaning that you are always considered armed and you do not gain additional attacks for a high base attack bonus. These attacks deal 1d6 pointsofdamageplusyourStrengthmodifier(1d4if you are Small). Pricing: augmented (2nd level) claws of the beast power, x1 for 1 hr./lvl to continuous effect. If you have at least 5 ranks in Sorcery, you can give your claws a +1 enhancement bonus for 20 XP. At 7 ranks or more in Sorcery, the damage can be increased by one step to 1d8 points of damage (1d6 if you are Small) for 10 XP. If you have at least 11 ranks in Sorcery, these claws can become flaming weapons as a standard action, dealing 1d6 points of firedamageonasuccessfulhit,for20XP. Added Summonings: Whenever you summon a creature with the Demon subtype or the fiendish templateusingasummonmonsterspell,yousummon oneadditionalcreature. HeavenlyFire:Youcanunleasharayofheavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d6 points of fire damage +1 for every two caster levels you possess. Against good creatures, this ray heals them of 1d6 points of damage+1foreverytwocasterlevelsyoupossess.A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neitherharmednorhealedbythiseffect.

Wings of Heaven: You can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but you must use it in 1 minute increments. Pricing: (3rd level fly spell +4 levels for swift activation) x 1/5 (daily usage) x 2 (split duration)=28XP. Conviction: You can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed. You must take the second result, even if it is worse. You can use this ability once per day. Pricing: 3rd level alter fortune spell x 1/5 (daily usage) = 6 XP, plus 20 XPtocoverspells3.5editionXPcost=26XPtotal. Touch of Destiny: You can touch a creature as a standard action to give it a bonus to a single attack roll, skill check, ability check, or saving throw equal to half your caster level (minimum +1). This bonus lasts 3 rounds or until it is used. Once a creature has benefited from touch of destiny, it can gain no furtherbenefitfromthisabilityfor1day.Pricing:8th level moment of prescience x for reduced duration x for1/daypercreature=20XP. Fated: You gain a +1 luck bonus on all of your saving throws during surprise rounds or if you are otherwise unaware of the attack. If you have at least 7 ranks in Sorcery, the bonus increases to +2; it increases by an additional +1 per four ranks thereafter,thisbonusincreasesby+1,toamaximum of +5 at 19th rank. Pricing: 1st level twilight luck spell, +5levelsforimmediateactivationxforcontingent effectsonly. It Was Meant To Be: You may reroll any one attack roll, critical hit confirmation roll, or level check made to overcome spell resistance per day. You must decide to use this ability after the first roll is made but before the results are revealed. You must take the second result, even if it is worse. If you have at least 17 ranks in Sorcery, you can purchase this ability again, for 2 uses per day. Pricing: (2nd level insight of good fortune spell + 5 levelsforimmediateactivation)x1/5(dailyusage). Within Reach: Once per day, when an attack or spellthatcausesdamagewouldresultinyourdeath, you may attempt a DC 20 Will save. If successful, you are instead reduced to 9 hit points and are automatically stabilized. The bonus from your fated ability applies to this save. Pricing: (6th level Tensers

fortunes of war spell + 5 levels for immediate activation)x1/5fordailyusage=22XP. Destiny Realized: Any critical threats made against you only confirm if the second roll results in anatural20onthedie.Anycriticalthreatsyouscore are automatically confirmed. Once per day, you can automaticallysucceedatonecasterlevelcheckmade to overcome spell resistance. Pricing: (2nd level living death x2 for 1 min./lvl to continuous effects) + (2nd level sense weakness spell with atwill usage) + (4th levelassayresistancex1/5for1/dayusage)=68XP. Breath Weapon: You gain a breath weapon that deals 1d6 points of damage of your energy type per rank in Sorcery. Those caught in the area of the breathreceiveaReflexsaveforhalfdamage.TheDC ofthissaveisequalto10+yourranksinSorcery+ your Constitution modifier. The shape of the breath weapon depends on your dragon type. Pricing: 7th level spell (max 20d6) x 1/5 for daily usage = 14 XP peruseperday.) Wings: Wings (of a type appropriate to your bloodline) grow from your back as a standard action,givingyouaflyspeedof60feetwithaverage maneuverability. You can dismiss the wings as a freeaction. ElementalRay:Youcanunleashanelementalray as a standard action, targeting anyfoe within 30 feet asarangedtouchattack.Thisraydeals1d6pointsof damage of your energy type +1 for every two caster levelsyoupossess. Elemental Blast: You can unleash a blast of elemental power once per day. This 20footradius burstdoes1d6pointsofdamageofyourenergytype per caster level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their save gain vulnerability to your energy type for 1 round. The DC of this save is equal to 10 + your ranks in Sorcery + your Constitution modifier. This power has a range of 60 feet. You can purchase this power multiple times, to gainmultipleusesperday. Laughing Touch: You can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action and can defend itself normally. Once a creature has been affected by laughing touch, it is immunetoitseffectsfor1day. Fey Magic: You may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed.

You must take the second result, even if it is worse. You can use this ability at will. (Pricing: reversed 5th level resonating resistance, +4 levels for swift activation). Soul of the Fey: Creatures of the animal type do not attack you unless compelled to do so through magic. Corrupting Touch: You can cause a creature to become shaken as a melee touch attack. The target also takes an additional 2 penalty on saves versus spells of the enchantment school. This effect persists for 1 round per two caster levels you possess (minimum 1). Multiple touches do not stack, but theydoresettheduration. Hellfire: You can call down a column of hellfire. This 10footradius burst does 1d6 points of fire damage per caster level. Those caught in the area of your blast receive a Reflex save for half damage. Good creatures that fail their save are shaken for 1 round per caster level. The DC of this save is equal to 10 + your ranks in Sorcery + your Constitution modifier.Thispowerhasarangeof60feet. Grave Touch: You can make a melee touch attack as a standard action that deals 1d6 points of cold damage +1 for every two caster levels you possess. Creatures damaged by this attack automatically fail all stabilization checks made within 1 minute of yourtouch. Deaths Gift: You gain DR 5/ against nonlethal damage. You can select this power a second time to gainDR10/vs.nonlethal. Grasp of the Dead: You can cause a swarm of skeletal arms to burst from the ground to rip and tear your foes. The skeletal arms erupt from the groundina20footradiusburst.Anyoneinthisarea takes 1d6 points of slashing damage per caster level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + your ranks in Sorcery + your Constitution modifier. The skeletal arms are spectral and disappear after 1 round. The arms must burst up from a solid surface. This power has a range of 60 feet. Incorporeal Form: You can become incorporeal for 1 round per day per caster level. While in this form, you gain the incorporeal subtype and your spells do not affect corporeal creatures, but your grave touch ability functions normally. You can use this ability once per day. Pricing: (8th level ghostform

spell + 4 levels for swift activation) x 1/5 for daily usagex2forsplitduration=48XP. One of Us: Unintelligent undead do not notice you unless you attack them. Pricing: 1st level hide from undead, x 1.5 for 10 min./lvl to continuous effects.

CLERICAL ORDAINMENT
Prerequisite: 1 rank in Knowledge (the planes) per rank in Clerical Ordainment; 1 rank in Spellcasting (clerical) per rank in Clerical Ordainment; Wisdom bonus +1, +1 per 2 ranks in ClericalOrdainmentthereafter. Cost:Ranks. Benefit:Yourspellrepertoirebecomesanarrayof slots, which you can fill each day with any cleric spellsoftheappropriatelevelsbypraying.Yougain bonusspellsforahighWisdomscore. When casting divine spells, you need no arcane material components; rather, a single divine focus (a holy symbol) subsumes the need for them, as described under the Special heading for the EschewMaterialspower(q.v.).

CALL TO MIND
Prerequisite: Concentration 1 rank, Perception 1 rank. Cost:10XPplusranks. Ranks: By meditating on a subject, you can recall natural memories and knowledge otherwise inaccessible to you. On a failed Knowledge check, you can gain a new check as a standard action with a+1competencebonusperrankinCalltoMindyou possess. If successful, you instantly recall what was previouslyburiedinyoursubconscious.

COMBAT FOCUS
Prerequisites: HTH or Fire Combat 1 rank per rank in Combat Focus, Concentration 1 rank per rankinCombatFocus. Cost: 40 XP (array of swift activation abilities), pluspossibleranks. Benefit: You can gain combat focus by taking a standard action and succeeding at a DC 20 Concentration check. Once you are focused, you remain focused until you expend your focus, becomeunconscious,orgotosleep. Ranks: For each rank in Combat Focus you possess, you gain a +1 bonus on Concentration checksmadetogainCombatFocus. Combat Focus is also a prerequisite for a number of combat maneuver powers, described below, that use your number of ranks in Combat skill as the caster level. Some of these abilities have a prerequisite number of ranks. Unless stated otherwise, use of these abilities expends your combatfocus. Special: You can substitute ranks in Psychic Warrior (q.v.) for ranks in Combat Focus as a prerequisite for these abilities. They otherwise work similarly.
Combat Focus Maneuver Minimum Ranks XP Cost

CHANNELING, SELECTIVE
Prerequisite: Lay on Hands or 1 rank per rank in Selective Channeling, Channel Positive Energy or ChannelNegativeEnergy. Cost:Ranksonly. Ranks: When you channel energy, you may choose to omit up to one creature within the burst area from the effects of the channeled energy for eachrankinSelectiveChannelingyoupossess.

CHANNELING SMITE
Prerequisite: Lay on Hands or Touch of Death, ChannelPositiveorNegativeEnergy. Cost:20XP. Benefit: Before you make your attack roll, spend two Lay on Hands or Touch of Deathusesasa swift action. If you hit, your target takes normal damage and suffers the effect ofyour ChannelEnergyability if applicable. You can make all of the choices normally associated with your channeling ability (such asapplyingit to elementals or outsiders if you have that ability). If you miss, the channeling attemptisstillexpendedwithnoeffect.

Fast Movement Focused Fist Focused Shot Focused Weapon

1st 3rd 3rd 3rd

10 30 30 30

Prowess 4th 20 Deep Impact 5th 20 Fell Shot 5th 20 Ghost Attack 5th 30 Hustle 5th 30 Unavoidable Strike 5th 20 th Focus Meditation 7 20 Wounding Attack 8th 50 th Focused Sunder 9 50 Fast Movement: As long as you have combat focus and not wearing heavy armor, you gain an insight bonus to your speed of 10 feet. Pricing: as 1st levellongstriderspell. FocusedFist:Oneunarmedstrikeorattackwitha natural weapon deals an extra 1d6 points of damage per 2 ranks in HTH Combat you possess. You must decide whether or not to use this ability prior to making an attack. If your attack misses, you still expendyourcombatfocus. Focused Shot: One ranged attack deals an extra 1d6 points of damage per 2 ranks in Fire Combat you possess. You must decide whether or not to use this ability prior to making an attack. If your attack misses,youstillexpendyourcombatfocus. Focused Weapon: One attack with a melee weapon deals an extra 1d6 points of damage per 2 ranksinHTHCombatyoupossess.Youmustdecide whether or not to use this ability prior to making an attack. If your attack misses, you still expend your combatfocus. Prowess: If an enemy provokes an attack of opportunityfromyou,youcanmaketheattackeven if youve already taken your allotted number of attacks of opportunity this round (usually one). You can manifest this power as an immediate action, quickly enough to gain an extra attack of opportunity in the same round. Pricing: as 2nd level prowessPsychicWarriorpower. Deep Impact: You can resolve one attack with a melee weapon as a touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your combatfocus.Pricing:as2ndlevelwraithstrikespell. Fell Shot: To use this feat, you must expend your combat focus. You can resolve one ranged attack as a ranged touch attack. You must decide whether or not to use this feat prior to makinganattack. If your attackmisses,youstillexpendyourcombatfocus.

GhostAttack:Youmustbecombatfocusedtouse this feat. When you makea melee attackor a ranged attackagainstanincorporealcreature,youcanmake two rolls to check for the miss chance. If either is successful, the attack is treated as if it were made with a ghost touch weapon for the purpose of affectingthecreature.Pricing:As3rdlevellesserghost touchspell. Hustle: By expending your combat focus, you gainanadditionalmoveactioninthecurrentround. Taking a full rounds worth of attacks and then using this maneuver to move away from your foe does provoke attacks of opportunity. Pricing: as 3rd levelpsionichustlepower. Unavoidable Strike: You can resolve one unarmed strike or attack with a natural weapon as a touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses,youstillexpendyourcombatfocus. Focus Meditation: You can take a move action, ratherthanastandardaction,togaincombatfocus. Focused Sunder: When you strike at an opponentsweapon,youignorehalfoftheweapons total hardness (round down). Total hardness includes any magical or psionic enhancements possessed by the weapon that increase its hardness. You can also sense the stress points in any hard construction, such as wooden doors or stone walls, and can ignore half of the objects total hardness (round down) whenattacking that object. Pricing: as 5thleveltouchofadamantinespell. Wounding Attack: You can make an attack with such vicious force that you wound your opponent. A wound deals 1 point of Constitution damage to your foe in addition to the usual damage dealt. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your combat focus. Pricing: as 5th level lesser bloodbladespell.

CRITICAL FEATS
Most of the proposed critical feats in the Pathfinder RPG rules are priced as spelllike abilities; they use your number of ranks in the Improved Criticalfeat(q.v.)astheassociatedcasterlevel.Most of these effects have a prerequisite number of ranks inImprovedCriticalbeforetheycanbeselected. Prerequisites: Improved Critical (ranks as shown inthetable).

Cost:Asshowninthetable.
Critical Effect Minimum Ranks XP Cost

Bleeding Critical 4th 35 Sickening Critical 6th 40 th Deafening Critical 6 45 Staggering Critical 6th 35 Tiring Critical 6th 50 Blinding Critical 8th 45 Exhausting Critical 8th 80 Stunning Critical 10th 30 Spell Critical 11th 40 Devastating Critical 20th 50 Bleeding Critical: Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 1d6 points of bleed damage each round on their turn, in addition to the damage dealt bythecriticalhit.Bleeddamagecanbestoppedbya DC 15 Heal skill check or through any magical healing. The effects of this feat stack. Pricing: (3rd levelVangalsWounding1levelfortouchrequired+ 5levelsforimmediateactivation)x(contingenton criticalhit). Sickening Critical: Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead add to the duration. Pricing: (1st level doom spell +5 levels for instantaneous activation 1 level for touch required) x (contingent on critical hit) x 2(nosavingthrow)=40XP. Deafening Critical: Whenever you score a critical hit, your opponent is permanently deafened. A successful Fortitude save reduces the deafness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on deaf creatures. This deafness can be cured by heal, regeneration,removedeafness,orasimilarability. Pricing: (2nd level deafness spell + 5 levels for instantaneous activation 1 level for hit required) x (contingent use: critical hit) x 1.5 (effects even on successfulsave)=45XP. StaggeringCritical:Wheneveryouscoreacritical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the durationto1round.TheDCofthisFortitudesaveis equal to 10 + your number of ranks in Improved Critical. The effects of this feat do not stack. Additionalhitsinsteadaddtotheduration.

Pricing: (2nd level ray of dizziness, +5 levels for instantaneous activation) x (contingent on critical hit)=35XP. Tiring Critical: Whenever you score a critical hit, your opponent becomes fatigued. The effects of this feat do not stack. Pricing: (0 level touch of fatigue + levels for instantaneous activation) x (contingent oncriticalhit)x2(nosave)=50XP. Blinding Critical: Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces the blindness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, depending on GM discretion). This blindness can be cured by heal, regeneration, remove blindness, or a similarability. Pricing: (2nd level blindness spell + 5 levels for instantaneous activation 1 level for hit required) x (contingent use: critical hit) x 1.5 (effects even on successfulsave)=45XP. Exhausting Critical: Whenever you score a critical hit, your opponent becomes exhausted. This feat has no effect on exhausted creatures. Pricing: (3rdlevelrayofexhaustion+5levelsforinstantaneous activation) x (contingent on critical hit) x 2 (no save)=80XP. Stunning Critical: Whenever you score a critical hit, your opponent becomes stunned for 1d4+1 rounds. A successful Fortitude save reduces the durationto1round.TheDCofthisFortitudesaveis equal to 10 + your number of ranks in Improved Critical. The effects of this feat do not stack. Additional hits insteadadd to the duration.Pricing: (1st level stun ray spell + 5 levels for instantaneous acrivation)x(contingentoncriticalhit)=30XP. Spell Critical: Whenever you successfully confirm a critical hit, you can cast a spell as a swift action.Thespellmustincludethetargetoftheattack as one of its targets or in its area of effect. Casting this spell does not provoke an attack ofopportunity. Youmuststillmeetallofthespellscomponentsand must roll for arcane spell failure if necessary. Pricing: 4 levels for Quicken Spell feat x (contingent on critical hit) x 2 (no change in spell level). Devastating Critical: Whenever you score a critical hit a weapon with which you have Weapon

Training, the target must make a Fortitude save (DC 20 + Strength modifier) or die instantly. Those who save take an additional 3d6 critical damage. Creaturesimmunetocriticalhitscantbeaffectedby this ability. Pricing: (5th level slay living + 5 levels for instantanous activation) x (contingent on critical hit)=50XP.

Special: You can extend the range of your darkvision by spending 5 XP per additional 10 ft. of range.

DAZZLING DISPLAY
Prerequisites: HTH Combat 1 rank, Bluff (Intimidate)1rank,WeaponTraining1rank. Cost: 20 XP (1st level demoralize power) x 2 (save DCbasedonskillcheck,notpowerlevel). Benefit: While wielding a weapon for which you have Weapon Training, you can perform a dazzling display as a fullround action. Make a demoralize (Bluff) check against all foes within 30 feet who can seeyou. Special: There are several auxiliary powers that use Dazzling Display as a base, with your ranks in Bluff(intimidate)andHTHCombatastheminimum effectivecasterlevel:
Ability Minimum Ranks XP Cost

DAMAGE REDUCTION
Prerequisite: Endurance 5 ranks, Great Fortitude 5ranks Cost:4XPxbonusrequiredxreduction Benefit: You gain damage reduction 1, bypassed byamaterialdependentontheamountyouspend: Bypassed By XP Cost* +1 4 +2 or silver 8 +3 or cold iron 12 +4 or alignment 16 +5 or adamantine or type 20 (piercing, bludgeoning, slashing) +6 or epic 24 28 * Per hit point of damage reduced. Thecostshownappliesforevery1hpreduced,so that DR 10/adamantine (like a continuous stoneskin spell)costs200XP.Thisispricedasa4thlevelspellx 1.5 for continuous effects from 10 min./lvl duration, plus 40 XP for subsuming materials costs, all x2 for havingnohplimit. A lycanthrope with DR 10/silver has an 80 XP power; a fey with DR 5/cold iron would spend 60 XP.A10thlevelbarbariansDR2/costs56XPtotal.

DARKVISION
Prerequisite: Profession (Mining) 2 ranks, or longtermresidentunderground. Cost: 20 XP (2nd level darkvision spell, x1 for 1 hr./leveldurationconvertedtocontinuouseffect). Benefit: You can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and you can function just fine with no light at all (but not in magical darkness).

Stunning Defense 7th 10 Staredown 9th 20 th Deadly Stroke 11 50 Frightful Presence 13th 80 Stunning Defense: One shaken, frightened, or panicked opponent hit by you this round is flat footed to your attacks until the end of your next turn. This includes any additional attacks you make this round. For each additional rank in Bluff after the 7th, you can apply this feat to one additional shaken, frightened, or panicked opponent. Pricing: 1st level distract assailant spell x 2 (no save) x (contingentonhit). Staredown: You can use your Dazzling Display feat to demoralize opponents as a move action. Pricing:20XPformoveactionactivation. Deadly Stroke: As a standard action, you can makea single attack with the weaponfor which you have Weapon Training against a stunned or flat footed opponent. If you hit, you deal double the normal damage and the target takes 1 point of Constitution bleed. Pricing: 5th level lesser bloodblade spellx(contingentusage)x2(doubledamage). Frightful Presence: When you draw a weapon or charge, those within 60 ft. of you must save vs. Will (DC 10 + your ranks in Bluff + your Charisma modifier + your size modifier) or be shaken until you back down or are out of sight. Pricing: (6th level

aura of terror spell + 4 levels for swift activation), minus 20 XP for base Dazzling Display power (if youalsohaveStaredown,theupgradecostis60XP).

DISPELLING ATTACK, GREATER


Prerequisite:HTHCombat1rank. Cost:50XP. Benefit: Those struck by your melee attacks are affected by a targeted dispel magic, targeting the lowest level spell effect active on the target. The casterlevelforthisabilityisequaltoyournumberof ranks in HTH Combat skill oryour number of ranks in Spellcasting skill (your choice), to a maximum of 20ranks.

DEATHLESS
Prerequisites: Wizardry 20 ranks, or Wizardry or Clerical Ordainment 11 ranks plus Craft Magical Item11ranks. Cost:120XP(8thlevelveilofundeathspell,x1.5for 10min./lvltocontinuouseffect)pluspossibleranks. Benefit: You cease to age and your type changes to undead, granting you all undead immunities and weaknesses. You lose your Con adjustments to Fort savesandhp,andgain1pointofCharismabonusin placeforeachrankinDeathlessyoupossess.

DISPELLING ATTACK, REAVING


Prerequisite:HTHCombat1rank. Cost:70XP. Benefit: As dispelling attack, but if the first spell effect is dispelled, continue checking against other active effects until a check fails or all active spells havebeendispelled.

DIMENSION SPRING ATTACK


Prerequisites: HTH Combat 11 ranks, Dodge ranks, Mobility ranks, Psionic Awareness or Arcane Spellcasting9ranks. Cost:100XP(as5thleveldimensionjumperspellx2 forsplitduration). Benefit: You can dimension door up to a target within 60 ft., attack, and then dimension door back to your starting point. The two dimesion door uses countastwoattacksor10ft.moves,leavingyouone iterative attack (at 5) at 11 ranks in HTH Combat, or two attacks (at 5/10) if have at least 16 ranks in HTHCombat. You can use this ability a number of rounds per day equal to your number of ranks in Psionic AwarenessorArcaneSpellcasting.

DISPELLING ATTACK, GREATER REAVING


Prerequisite:HTHCombat1rank. Cost:100XP. Benefit: As dispelling attack, but if the first spell effect is dispelled, continue checking against other active effects until a check fails or all active spells havebeendispelled.

DIVINE GRACE
Prerequisite:Charisma13+ Cost: 20 XP (1st level conviction spell, x2 for 1 min./lvltocontinuouseffects),plusranks. Benefit: You gain a +1 sacred bonus to all saving throws. Ranks: For every three ranks in Divine Grace, your bonus to saving throws improves by +1, to a maximumbonusequaltoyourCharismamodifier. Evil: Characters in the service of the lower planes can also purchase this power, and have an aura of evil;simplyrenamethepowerDevilsFavororDark Blessing. Special: Your divine protection marks you as much as it protects you. You have an aura of Good, detectable by the detect good spell, of a strength proportional to your number of ranks in Divine

DISPELLING ATTACK
Prerequisite:HTHCombat1rank. Cost: 35 XP (3rd level dispel magic +4 levels for swift activation) x for contingent upon attack and lowestlevelspellonly. Benefit: Those struck by your melee attacks are affected by a targeted dispel magic, targeting the lowest level spell effect active on the target. The casterlevelforthisabilityisequaltoyournumberof ranks in HTH Combat skill oryour number of ranks in Spellcasting skill (your choice), to a maximum of 10ranks.

Grace. You take additional damage from unholy weapons and are treated as a Good outsider for the purposeofadjudicatingspelleffects. A number of powers can be added, using Divine Grace as a prerequisite and caster level; these abilitiesaredescribedbelow.
Effect Minimum Ranks XP Cost

Aura of Courage 2nd 30 th Divine Weapon 5 18 Aura of Righteousness 7th 45 14th 100 Aura of Faith th 16 160 Holy Aura Aura of Courage (Su): You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +1 morale bonus on saving throws against fear effects per 2 ranks in Divine Grace you possess. This ability functions while you are conscious, but not if you are unconscious or dead. Pricing is as for the 4th level cloak of bravery spell, x 1.5 for 10 min./lvl to continuous usage, x for reducedarea. Divine Weapon: Once per day, when called as a standard action, a celestial spirit enhances your weapon, causing it to shed light as a torch for 1 minute per rank you possess in Divine Grace. At 5 ranks, this spirit grants the weapon a +1 enhancement bonus. For every three ranks beyond the 5th, the weapon gains another +1 bonus, to a maximumof+6at20thrank. These bonuses can be added to the weapon or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. These bonuses do not stack with any identical properties the weapon already has. If theweaponisnotmagical,atleasta+1enhancement bonus must be added before any other abilities can be added. The celestial spirit imparts no bonuses if the weapon is held by anyone other than you, but resumes giving bonuses if returned to you. These bonusesapplytoonlyoneendofadoubleweapon. You can gain this power multiple times. Each time, you gain an additional use per day. At 5 uses per day, you can use this ability at will. At 10 uses per day [90 XP], your weapon is continuously imbued with the celestial spirit. If a weapon bearing a celestialspirit isdestroyed, you lose the use of this

ability for 30 days. During this 30day period, you take a 1 penalty on all attack and weapon damage rolls. Pricing: 3rd level greater magic weapon + (6th level brilliantbladex2forarrayofequalotlesserabilities), xforcontingentusex1/5fordailyusage. AuraofRighteousness:Youcontinuallyradiatea magic circle against evil effect. All creatures within 10 ft.ofyougaintheeffectsofaprotectionfromevilspell (+2 deflection to AC vs. evil, +2 resistance to saves vs. evil, blocks ongoing mental control by charms or compulsions). No nongood summoned creatures can enter the area. You must overcome a creatures spell resistance (CL = your number of ranks in Divine Grace) in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies spell resistance. Thisabilityfunctionswhileyouareconscious,but notifyouareunconsciousordead. Pricing:3rdlevelmagiccircleagainstevilx1.5for10 min./lvltocontinuouseffects. AuraofFaith:Yourweaponsaretreatedasgood aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of you is treated as goodaligned for the purposes of overcoming damage reduction. Critical hits against evil enemies within 10 ft. of you are automatically confirmed. This ability functions while you are conscious, but not if you are unconscious or dead. Pricing: (1st level bless weapon, +4 levels for mass effect) x2 for 1 min./lvl to continuouseffects. Holy Aura: A brilliant divine radiance surrounds you. Allies within 10 ft. of you gain a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, these benefits apply against all attacks, not just against attacks by evil creatures. Each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures. The aura blocks possession and mental influence, just as protection from evil does. Finally, if an evil creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but againstDC18+yourCharismamodifier).

Pricing: 8th level holy aura spell x for reduced areax4for1round/lvltocontinuouseffects.

Copy Cat Battle Smite Weapon Master

Trickery War War

1st 1st 8th

15 10 28

DOMAIN POWERS
Prerequisite: Divine Spellcasting, Divine Spell Repertoire. Cost:Aslistedbelow. Benefit: Pathfinder RPG domain powers are priced as spelllike abilities, with the caster level keyed to your number of ranks in Divine Spellcasting. Domain powers that duplicate spells are priced per spells (10 XP x spell level x 1/5 uses per day). Other powers are listed below, with pricinginformationasexamplesandillustrations.
Power Lightning Arc Touch of Chaos Dazing Touch Calming Touch Touch of Darkness Aura of Shadows Bleeding Touch Call Undead Destructive Smite Aura of Destruction Body of Stone Touch of Evil Crown of Flames Touch of Glory Divine Presence Touch of Good Rebuke Death Healers Blessing Lore Keeper Touch of Law Inspiring Word Freedoms Call Bit of Luck Lucky Aura Vision of Madness Wooden Fist Bramble Armor Aura of Protection Gentle Rest Ward against Death Minor Rune Strength Surge Might of the Gods Suns Touch Nimbus of Light Domain Air Chaos Charm Community Darkness Darkness Death Death Destruction Destruction Earth Evil Fire Glory Glory Good Healing Healing Knowldge Law Liberation Liberation Luck Luck Madness Plant Plant Protection Repose Repose Rune Strength Strength Sun Sun Minimum Ranks 1st 1st 1st 1st 1st 8th 1st th 8 1st 8th 8th 1st 8th st 1 th 8 1st 1st 8th 1st 1st 1st 8th 1st 8th 1st 1st 8th 8th 1st th 8 1st 1st 8th 1st 8th XP Cost 10 30 10 10 20 28 30 30 20 44 40 20 24 10 36 20 10 40 30 20 30 40 20 28 15 10 28 42 20 48 10 10 36 10 32

Lighning Arc: As a standard action you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. The lightning arc deals 1d6 points of electricity damage +1 for every twocasterlevelsyoupossess. The Earth Domain acid dart, Fire Domain fire bolt, Water Domain icicle, and Weather Domain storm burstpowerscanbetreatedsimilarly. Touch of Chaos: You may imbue a target with chaosasameleetouchattack.Forthenext3rounds, any time the target rolls a d20, he must roll twice and take the less favorable result. This effect fades after 3 rounds or when the target fails an attack roll, save, skill, or ability check. Once a target has been affected by the touch of chaos, he is immune to its effectsfor1day. Dazing Touch: You can cause a living creature to become dazed as a melee touch attack. This ability has no effect on creatures of a higher level than you or with more HD. Once a creature has been affected by dazing touch, it is immune to its effects for 1 day. Pricing: (2nd level daze monster, 1 level for touch required) x2 for no saving throw x (1/day per creature)=10XP. Calming Touch: You can touch a creature as a standard action to heal the target of 1d6 points of nonlethal damage + 1 point per caster level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severeconditions). Touch of Darkness: As a melee touch attack, you can cause a creatures vision to become fraught with shadows and darkness, causing them to take a 2 penalty on attack rolls and saves against fear effects. This effect persists for 1 round per caster level. Touching a creature affected by this ability causes the duration to reset but does not stack. This touch also automatically extinguishes nonmagical light sources such as torches and lanterns. Pricing: (1st level bane spell 1 for touch required) x 2 for double normaleffectx2fornosavingthrow. Aura of Shadows: You can emit a 30ft. aura of shadow for a number of rounds per day equal to your caster level. You and all of your allies in the area gain 20% concealment while inside this aura. Theseroundsdonotneedtobeconsecutive.Pricing:

(3rd level scattergloom spell, +4 levels for swift activation) x 1/5 (once per day) x2 (split duration) = 28XP. BleedingTouch:Asameleetouchattack,youcan cause a living creature to take 1d6 points of damage per round. This effect persists for 1 round per caster level or until stopped with a DC 15 Heal check or any spell or effect that heals damage. Touching a creature affected by this ability causes the duration to reset but does not stack. This is a bleed effect (see the Glossary Chapter). Pricing is as for the 3rd level Vangalswoundingspell. Call Undead: You can summon undead to aid you. With this ability you can summon a number of skeletons and zombies whose total Hit Dice do not exceed your caster level. These undead do not count against the total number of undead you can control and remain until destroyed. You cannot use this ability again until 1 hour after the last undead createdbythisabilityisdestroyed. Destructive Smite: As a fullround action, you can make a single melee attack against an opponent with a bonus on damage equal to half your caster level (minimum 1). If the attack hits, all critical threats against the target are automatically confirmedfor1round,includingthisattack.Pricing: 3rdlevelcurseofarrowattraction,1level(touch). AuraofDestruction:Youcanemita30ft.auraof destruction for a number of rounds per day equal to your caster level. All attacks made against targets inside this aura (including you) gain a bonus to damage equal to half your caster level, and all critical threats are automatically confirmed. These rounds do not need to be consecutive. Pricing: 3rd levelcurseofarrowattraction,+4levelsforareaeffect, +4levelsforswiftactivation,x1/5fordailyusagex2 forsplitduration. Body of Stone: Your skin can take on the appearance of stone for a number of rounds per day equaltoyourcasterlevel.Whileaffectedinthisway, you gain DR 5/adamantine. These rounds do not need to be consecutive. Pricing: 20 XP x DR 5 = 100 XP x 1/5 (limited uses per day) x2 (split duration) = 40XP. Touch of Evil: You can cause a creature to become sickened as a melee touch attack. While sickened, the target is treated as goodaligned for the purposes of spells with the evil descriptor. This effect persists for 1 round against evil and neutral creatures. Against good creatures, this effect persists

for 3 rounds. Once a creature has been affected by touch of evil, it is immune to its effects for 1 day. Pricing: (2nd level stolen breath 1 level for touch required +1 level for alignment nudge) x (1/day usagepercreature)x2(nosave)=20XP. Crown of Flames: A crown of flames can appear on your brow for a number of rounds per day equal to your caster level. While the crown of flames is in effect, any adjacent foe striking you with a melee weapon takes 1d6 points of fire damage +1 per two caster levelsyou possess.Pricing:4th level fire shield, +4 levels (swift activation) 2 levels (no fire resistance) x 1/5 (daily usage) x 2 (split duration) = 24XP. Touch of Glory: You can touch a creature as a standard action, giving it a bonus to a single Charismabased skill check or ability check equal to your caster level. This bonus lasts 3 rounds or until itisused.Onceacreaturehasbenefitedfromtouchof glory, it gains no further benefit from this ability for 1hour. Divine Presence: You can emit a 30ft. aura for a numberofroundsperdayequaltoyourcasterlevel. Any creature attempting to strike or otherwise directly attack you or your allies in this area must makea Will save. The DCfor this saveis equal to 10 + your caster level + your Charisma modifier. If the save fails, the opponent cannot follow through with the attack and the action is lost. These rounds do not need to be consecutive. If you or any of your alliesattackanopponent,orleavethearea,theeffect ends for that individual. Pricing: 1st level sanctuary + 4 (mass spell) +4 (swift activation), x 1/5 (daily usage)x2(splitduration)=36XP. Touch of Good: You can touch a creature as a standard action giving it a bonus to a single attack roll, skill check, ability check, or saving throw equal to your caster level. This bonus lasts 3 rounds or until it is used. Once a creature has benefited from touch of good, it can gain no further benefit from this abilityfor1day. Rebuke Death: You can touch a creature as a standard action, healing it of 1d4 points of damage plus 1 for every two caster levels you possess. You canonlyusethisabilityonacreaturethatisbelow0 hit points. If you touch an undead creature with this effect, it is shaken for a number of rounds equal to yourcasterlevel. Healers Blessing: You can emit a 30 ft. aura of healing for a number of rounds per day equal to

your caster level. You and your allies within this aura gain fast healing equal to 1/4 your caster level as long as they remain in range. This fast healing only applies to damage caused after the aura began. Theseroundsdonotneedtobeconsecutive.Pricing: (6th level vigorous circle +4 levels for swift activation) x1/5(dailyusage)x2(splitduration)=40XP. Lore Keeper: You can touch a creature to learn about its abilities and weaknesses as a melee touch attack. If successful, you gain information as if you had made the appropriate Knowledge skill check with a result equal to 10 + your caster level + your Intelligence modifier. Pricing: 4th level know vulnerability1level(touchneeded)=30XP. Touch of Law: As a standard action, you can touchacreature,givingittheabilitytotreatoned20 rollasifitsnaturalresultwasan11.Thisabilitylasts 3 rounds or until it is used. This ability can be used after the die is rolled to change the result. Once a creature has benefited from touch of law, it can gain nofurtherbenefitfromthisabilityfor1day.Pricing: 7th level conformance spell 2 (nonmass effect) 1 (touch)x(1/daypercreature)=20XP. Inspiring Word: As a standard action, you can speak an inspiring word to a creature within 30 ft. For the next round, the target adds a bonus to its attack rolls, skill checks, ability checks, and saving throws equalto your Charisma bonus. Once a target has been affected by inspiring word, he can gain no further benefit from it for 1 day. Pricing: 3rd level goodhopespell. Freedoms Call: You can emit a 30ft. aura of freedom for a number of rounds per day equal to your caster level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects and they return once a creature leaves the aura or when the auraends,ifapplicable.Theseroundsdonotneedto be consecutive. Pricing: (5th level break enchantment spell +5 levels for immediate activation) x 1/5 (daily usage)x2(splitduration)=40XP. BitofLuck:Asastandardaction,youcantoucha creature, giving it a bit of luck. For the next 3 rounds, any time the target rolls a d20, he can roll twice and take the better result. The target must decide to use this ability before rolling the dice. This effectfadesafter3roundsorwhenthererollisused. Once a target has been affected by bit of luck, he can

gain no further benefit from it for 1 day. Pricing: 2nd levelinsightofgoodfortunespell. LuckyAura:Youcanemita30ft.auraofluckfor a number of rounds per day equal to your caster level. Allies within this aura automatically succeed on stabilization checks, checks made to overcome concealment, and gain a +2 luck bonus on all d20 rolls. If an attack roll or saving throw made by an ally in the aura results in a natural 1, it is not automatically considered a failure. These rounds do not need to be consecutive. Pricing: (3rd level prayer spell+4levelsforswiftactivation)x1/5(dailyusage) x2(splitduration)=28XP. Vision of Madness: You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to your Charisma modifier and a penalty to the other two types of rolls equal to your Charisma modifier. This effect fades after 3 rounds. Once a target has been affected by vision of madness, it has no effect on him for 1 day. Pricing: 3rd level bestow curse 1 level (touch) x 2 (no save) x (1/daypercreature)=20XP. Wooden Fist: Your unarmed strikes do not provoke attacks of opportunity and gain a bonus on damagerollsequaltohalfyourcasterlevel. Bramble Armor: A host of wooden thorns bursts from your skin for a number of rounds per day equaltoyourcasterlevel.Whilebramblearmorisin effect, any foe striking you with an unarmed strike orameleeweaponwithoutreachtakes1d6pointsof damage +1 per two caster levels you possess. These rounds do not need to be consecutive. Pricing: (3rd level thornskin spell +4 levels for swift activation) x 1/5(dailyusage)x2(splitduration)=28XP. Aura of Protection: You can emit a 30ft. aura of protection for a number of rounds per day equal to your caster level. You and your allies within this aura gain a +1 resistance bonus on all saving throws and a +1 deflection bonus to AC. These bonuses increase by +1 for every 4 caster levels you possess beyond 8th level. These rounds do not need to be consecutive. Pricing: (3rd level crown of protection spell+4levelsforswiftactivation)x1/5(dailyusage) x 2 (effects scale with CL) x 2 (split duration) = 42 XP. Gentle Rest: You can cause a living creature to fall asleep for 1 round as a melee touch attack. This ability has no effect on creatures of a higher level

than you or with more HD. Undead creatures touched by you are slowed for a number of rounds equal to your Charisma modifier. Once a creature has been affected by gentle rest, it is immune to its effects for 1 day. Pricing: (5th level symbol of sleep, 1 level for touch) x (reduced duration) x 2 (no save) x(1/daypercreature)=20XP. Ward Against Death: You can emit a 30ft. ward against death for a number of rounds per day equal to your caster level. Living creatures in this area are immune to death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds donotneedtobeconsecutive.Pricing:(8thlevelmass feath ward spell +4 levels for swift activation) x 1/5 (dailyusage)x2(splitduration)=48XP. MinorRune:Asastandardaction,youcancreate a minor rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 for every two caster levels you possess. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisibleandlasts a number of rounds equal to your caster level or until discharged. You cannot create a rune in a square occupied by another creature. Pricing:Diminished(1stlevel)glyphofwardingspell. Strength Surge: As a standard action, you can touch a creature, giving it great strength. During the next 3 rounds, the target may add an enhancement bonus equal to 1/2 your caster level on one melee attack roll or Strength check (minimum +1). The target must decide to use this ability before rolling thedice.Thiseffectfadesafter3roundsorwhenthe bonus is used. Once a target has been affected by strength surge, he can gain no further benefit from it for1day. MightoftheGods:Youcanaddyourcasterlevel as an enhancement bonus to your Strength score for a number of rounds per day equal to your caster level. This bonus only applies on Strength checks and Strengthbased skill checks. These rounds do not need to be consecutive. Pricing: (5th level giants grip spell +4 levels for swift activation) x 1/5 (daily usage)x2(splitduration)=36XP. Suns Touch: You can smite an undead creature as a melee touch attack, dealing 1d8 points of positive energy damage +1 for every two caster

levelsyoupossess.Thistouchhasnoeffectonliving creatures. Nimbus of Light: You can emit a 30ft. nimbus of light for a number of rounds per day equal to your caster level. Undead within this radius take 1d8 points of positive energy damage +1 for every two caster levels you possess. Spells and spelllike abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive. This nimbus has no effect on living creatures. Pricing: (4th level diminished light of the earth spell +4 levels for swift activation) x 1/5 (daily usage)x2(splitduration)=32XP. Copy Cat: You can create an illusory double of yourselfasamoveaction.Thisdoublefunctionsasa single mirror image and lasts for a number of rounds equal to your caster level (unless dispelled or destroyed).Youcanhavenomorethanonecopycat at a time. This ability does not stack with mirror image. Pricing: Dimished (1st level) mirror image spell +2levels(moveactivation)=30XP. Battle Smite: You can touch your deitys favored weapon as a stanard action and give it the ability to deal a battle smite. For the next 3 rounds, anyone wielding the weapon may add an enhancement bonus on one damage roll equal to half your caster level for one attack. The target must decide to use this ability before rolling to attack. This effect fades after 3 rounds or when the battle smite is used. Once a wielder has used a battle smite, he can gain no further benefit from it for 1 day. Pricing: 1st level greater bash x 2 (scaling damage) x (1/day per creature)=10XP. Weapon Master: You gain the use of one combat feat for a number of rounds per day equal to your caster level. These rounds do not need to be consecutiveandyoucanchangethefeatchoseneach time you use this ability. You must meet the prerequisitestousethesefeats.Pricing:(3rdlevelwar mastery spell +4 levels for swift activation) x 1/5 (dailyusage)x2(splitduration)=28XP.

DRUIDICAL INITIATION
Prerequisite: Survival 1 rank per 2 ranks in Druidical Initiation; Spellcasting (druidical) 1 rank per rank in Druidical Initiation; Spell Repertoire 1 rank per rank in Druidical Initiation; Wisdom bonus +1,+1per2ranksinDruidicalInitiationthereafter.

Cost:Ranksonly. Benefit:Yourspellrepertoirebecomesanarrayof slots, which you can fill each day with any druid spells of the appropriate levels by meditating. You gainbonusspellsforahighWisdomscore. You may spontaneously convert any uncast spell or unfilled slot in your array into a summon natures allyspelloftheappropriatespelllevel. Your number of ranks in Druidical Initiation is your caster level or class level when using the WildShapepower(q.v.).

Cost: 40 XP (3rd level massvigor 2 levels for non mass effects, x 4 for rounds/level to continuous effect),plusranks. Benefit: You gain fast healing, at a rate dependentonyournumberofranksinFastHealing:
Ranks Fast Healing Rate

ENERGY RESISTANCE
Cost: 3 XP per hp resisted (2nd level resist energy spell x 1.5 for 10 min./lvl to continuous effects) x 1/10toscaletohpresisted. Benefit: Choose one type of energy (acid, cold, fire, negative energy, positive energy, sonic). You gain resistance 1 against that energy type per 3 XP spent(e.g.,resistfire5wouldcost15XP).

ESCHEW MATERIALS
Prerequisite:Abilitytocastconjurationspells. Cost: 20 XP (1st level summon component spell + 1 levelforswifttofreeactivation),plusranks. Benefit: You can cast any 0level spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material componentathandtocastthespell,justasnormal. Ranks: For each rank in Eschew Materials, you eschew the materials for an additional spell level (1st levelspellsat1rank,etc.). Special: You can choose to instead replace material components with a focus item, worth at least ten times the value of the most expensive material component to be replaced. In this manner, you transcend the 1 gp limit, but constantly require theuseofafocusitem.

1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th

1 hp/hour 2 hp/hour 3 hp/hour 4 hp/hour 5 hp/hour 6 hp/hour 1 hp/minute 2 hp/minute 3 hp/minute 4 hp/minute 5 hp/minute 6 hp/minute 7 hp/minute 8 hp/minute 9 hp/minute 1 hp/round 2 hp/round 3 hp/round 4 hp/round 5 hp/round

FEYTOUCHED
Prerequisite: Lowlight vision, damage reduction 5/coldiron. Cost: 68 XP (as 9th level shapechange x 1.5 for 10 min./lvltocontinuouseffects,xforfixedform). Benefit:Yourtypeisfey,ratherthanhumanoid.

FONT OF POWER
Prerequisites: Spellcraft 13 ranks, Psionic Awareness 13 ranks or Sorcery 13 ranks, Free Castingand/orFreeManifesting9ranks. Cost: 30 XP (as 6th level lucubration spell +5 levels for instantaneous effect +4 levels for extended duration,x1/5fordailyusage). Benefit: You can access seemingly endless power once per day, for up to 1 minute. Your eyes shine like tiny stars, and faint illumination seems to beam out of your mouth and the end of each of your fingers. While so empowered, you can cast any

FAST HEALING
Prerequisites: Endurance 1 rank per rank in Fast Healing.

arcanespellsknownwithoutusingspellslots(ifyou meet the Free Casting prerequisite), or manifest any of your psionic powers without drawing from your power point reserve (if you meet the Free Manifestingprerequisite),orboth(ifyoumeetboth). Special: If a psion using this ability enters a metaconcert, his power point reserve is accessed normally for the purpose of his contributing to the pool.

HAND OF THE APPRENTICE


Prerequisites: Arcane Spellcasting 1 rank, Spell Repertoire1rank,Wizardry1rank. Cost:20XP. Benefit: As a standard action, you can summon a ghostly hand to do your bidding. This functions like mage hand, with the following changes. When summoned, the hand candraw a weapon (including a magic weapon) on your person as a free action, so long as you are proficient in it. The hand can be directed to make a single attack against a foe within 30 feet, using your base attack bonus, plus your Intelligence modifier on both attack and damage rolls. The hand does not threaten foes and does not make attacks of opportunity. You must concentrate on the hand each round or it winks out, returning anyitemheldtoyoubeforeitdisappears. The hand manifested by this power cannot carrytouchspells;seeSpectralTendril,below.Atthe referees option, it might be possible for a clairvoyant character to manifest the arm through a scrying medium, however (Cf. Larry Nivens Gil theARMstories).

FREE CASTING
Prerequisites: Spellcraft 4 ranks plus 1 additional rankperrankinFreeCasting,Sorcery4ranksplus1 additionalrankperrankinFreeCasting. Cost: 26 XP per daily use, plus ranks (as 4th level mnemonic enhancer x2 for scaling benefits, +5 levels forinstantaneouseffect,allx1/5fordailyuse). Benefit: Once per day, you can cast any 1stlevel spell you know for free (without expending a spell slot). This benefit applies only to the slot cost of an unaugmented spell. Additional levels required to augment a spell with a metamagic feat must still be expended, and any experience point cost must be paidasnormal. Ranks: For each additional rank in Free Manifesting, you gain the ability to freely manifest additional higherlevel powers: 2nd level powers at 2 ranks,etc.

IMMUNITY
Cost:Special;seebelow. Benefit: Blanket immunities can typically be handled as straight spelllike abilities (if available), or else as selfonly, immediateactivation cures (for example, immunity to disease would use the 3rd level remove disease spell, +5 levels for immediate activation, 1 level for selfonly (cannot use on others) = 70 XP total). A partial list of immunities, and the costs for each, is provided in the following table. Immunity to XP Cost Ability Damage 60 80 Ability Damage and Drain, Fatigue, and Exhaustion Addiction 20 Blindness/deafness 70 Death spells/effects 80 Disease 70 Divinations & mind-affecting 70 Energy (1 type) 60 Fear 40 Gases and stench 40

FREE MANIFESTING
Prerequisites: Psionic Awareness 4 ranks plus 1 additionalrankperrankinFreeManifesting. Cost: 26 XP per daily use, plus ranks (as 4th level mnemonic enhancer x2 for scaling benefits, +5 levels forinstantaneouseffect,allx1/5fordailyuse). Benefit: Once per day, you can manifest any 1st level power you know for free (without spending power points). This benefit applies only to the power point cost of an unaugmented power. Points spent to augment a power and an experience point cost(ifany)mustbepaidasnormal. Ranks: For each additional rank in Free Manifesting, you gain the ability to freely manifest additional higherlevel powers: 2nd level powers at 2 ranks,etc.

Mental control Nausea Negative levels Paralysis, hold, and slow Poison Possession and domination Ranged crits Sneak attacks & criticals Spell (any one) Spells (any one school) Subdual, stunning, and pain

50 60 80 40 50 30 40 60 60 105 80

Cost:Ranksonly. Benefit: Selection of this power bestows a ki pool on you, with a number of points equal to your Wisdom bonus + 1 per 2 ranks in Ki Mastery. The ki pool is replenished each morning after 8 hours of restormeditation. You manifest ki powers (described below) at a casterlevel/manifesterlevelequaltoyournumberof ranksinkimastery.
Ki Power Minimum Ranks XP Cost

INERTIAL ARMOR
Prerequisite:PsionicAwareness. Cost: 10 XP (1st level inertial armor power x 1 for 1 hr./lvltocontinuouseffects),plusranks. Ranks: While you retain 1 or more power points, your mind automatically generates a tangible field of force that provides a +1 armor bonus to AC per rank in Psionic Awareness you possess (maximum +4). Unlike mundane armor, Inertial Armor entails no armor check penalty or speed reduction. Because inertial armor is composed of psychokinetic force, incorporeal creatures cant bypass it the way the do normal armor. Your inertial armor can be invisible or appear as a colored glow, at your option. The armor bonus provided by Inertial Armor does not stack with the armor bonus provided by a shield or regulararmor. Special: If you continue to advance in ranks past the 4th, for each rank thereafter you can increase the armor bonus by +1 by spending an additional 10 XP per additional rank (for example, with 6 ranks and 30 XP, your Inertial Armor would provide a +6 armorbonus).

KI MASTERY
Monk supernatural abilities can be priced as spelllike abilities with a common caster level reprsesented by a number of ranks in Ki Mastery. Unless otherwise noted, ki abilities are continuously operating as long as you have at least 1 ki point remaining in your pool, and are priced accordingly. Those requiring the use of ki points arepriced using thedailyusagemodifier(x1/5). Prerequisite: Concentration 1 rank per rank in Ki Mastery.

Slow Fall 1st 10 nd Ki Strike, Aligned 2 20 Ki Strike 4th 30 Ki alacrity 4th 4 th Ki dodge 4 6 Ki flurry 4th 12 Gorgons Fist 6th 20 Abundant Step 12th 12 Axiomatic Strike 13th 60 Quivering Palm 15th 20 Empty Body 19th 18 Slow Fall: Ifyouare within arms reach of a wall, you can use it to slow your descent, taking damage as if the fall were 5 feet shorter than it actually is. Your ability to reduce the effective distance of the fallwhennexttoawallimprovesby5ft.perrankin Ki Mastery thereafter. At 20 ranks (100 ft.) you can slowfallanydistance. Ki Strike, Aligned: Your unarmed attacks are treated as lawfullyaligned for purposes of bypassingdamagereduction. Ki Strike: Your unarmed attacks receive an enhancement bonus of +1 per 4 ranks in Ki Mastery (+2 at 8 ranks, etc.). This applies to attack and damage rolls, in addition to the ability to penetrate damage reduction. Cost is as for a 3rd level greater magicfangspell,x1for1hr./lvltocontinuouseffect. Ki Alacrity: As a swift action, you can spend 1 ki point to gain a +5 ft. enhancement bonus to your base land speed for 1 round. For every 4 ranks in ki mastery you possess beyond the 4th, this bonus increases by an additional +5 ft. (+25 ft. total at 20 ranks). Ki Dodge: As a swift action, you can spend 1 ki point to gain a +1 dodge bonus to AC. This bonus increasesby+1per4ranksinKiMasterybeyondthe 4th(maximum+5at20ranks).

Ki Flurry: As a swift action, you can spend 1 ki point to make one additional attack at your highest attack bonus when making a flurry of blows attack (seetheFlurryofBlowsfeatinChapter3). Gorgons Fist: As a standard action, you can make a single unarmed melee attack. If the attack hits, you deal damage normally and the target is staggered until the end of your next turn unless it makes a Fortitude saving throw (DC 10 + your ranks in ki mastery + your Wis modifier). This feat has no effect on targets that are staggered. Pricing: as2ndlevelrayofdizziness. Abundant Step: You can slip magically between spaces,asifusingthespelldimensiondoor.Usingthis ability is a move action that consumes 2 points from your ki pool. Pricing: (4th level dimension door +2 levelsformoveactivation)x1/5fordailyusage. Axiomatic Strike: Your unarmed strikes deal an additional +2d6 damage against Chaoticallyaligned creatures. Cost is for a 3rd level checkmates light spell x2for1min./leveltocontinuouseffects. Quivering Palm: You can set up vibrations within the body of another creature that can thereafter be fatal if you so desire. You can use this quivering palm attack once per day, and you must announce the intent before making your attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if you strike successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, you can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to your number of ranks in Ki Mastery. To make such an attempt, you merely will the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + your ranksinKi Mastery+ your Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from thatparticularquiveringpalmattack,butitmaystill beaffectedbyanotheroneatalatertime. Pricing: (5th level slay living spell + 5 levels for specialactivation)x1/5fordailyusage. Empty Body: You gain the ability to assume an ethereal state for 1 round per rank in Ki Mastery, as though using the spell etherealness. Using thisability isamoveactionthatconsumes3pointsfromyourki pool. Pricing: (7th level ethereal jaunt + 2 levels for swiftactivation)x1/5fordailyusage.

KNOW DIRECTION AND LOCATION


Prerequisites:Perception1rank,Survival1rank. Cost:10XP. Benefit: You generally know where you are. This power is useful to characters who end up at unfamiliar destinations after teleporting, using a gate, or traveling to or from other planes of existence. A standard action reveals general information about your location as a feeling or presentiment. The information is usually no more detailed than a summary that locates you according to a prominent local or regional site. Using this poweralsotellsyouwhatdirectionyouarefacing.

LAY ON HANDS
Cost: 10 XP per daily usage, plus ranks (5th level battlehealingspellx1/5fordailyusage). Benefit: If you have ranks in Divine Spell Repertoire, you may spontaneously convert any uncast cleric spell or slot in your array into a cure spelloftheappropriatelevel. You can also heal wounds (your own or those of others) by touch. With one use of this ability, you can heal 1d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in whichcaseitisaswiftaction. Alternatively, you can use this healing power to dealdamagetoundeadcreatures.Usinglayonhands in this way requires a successful melee touch attack and doesnt provoke an attack of opportunity. Undead do not receive a saving throw against this damage. Ranks: You channel an additional 1d6 points of positive energy for every two ranks you have attained beyond the first (2d6 at 3 ranks, 3d6 at 5, andsoon). Special: You can use this ability to create other effects, purchased separately as spelllike abilities. Daily spelllike abilities normally cost 2 XP x spell level; atwill uses cost 10 XP per spell level. As a compromise, lay on hands abilities are priced at 3 XP per spell level, and cost additional daily usages of your lay on hands ability, as follows. The DC for any of these abilities is based off your Charisma. Using any other ability is a standard action, regardless of thetarget.

Effect

Minimum Ranks
st

XP Cost

Daily Usage Cost

LIONS CHARGE
Prerequisites: HTH Combat 3 ranks, Psionic AwarenessorKiMasteryorCombatFocus3ranks. Cost:20XP(2ndlevelpsioniclionschargepower). Benefit:Yougainthepowerfulchargingabilityof a lion. When you charge, you can make a full attack in the same round. You can manifest this power with an instant thought, quickly enough to gain the benefit of the power as you charge. Manifesting the power is a swift action You cannot manifest this powerwhenitisntyourturn.

1 25 2 Channel Positive Energy 4th 6 2 Lesser restoration 4th 6 2 Remove blindness/ deafness 6 2 5th Remove paralysis 6th 9 2 Remove disease 9th 9 2 Remove curse 12th 12 3 Neutralize poison 12th 12 3 Restoration 15th 15 3 Break enchantment 18th 18 4 Heal 20th 21 4 Greater restoration th Holy Champion 20 25 0 Channel Positive Energy: As a standard action, you can unleash a wave of positive energy in a 30 foot burst. All undead in this radius take positive energy damage as if you had used lay on hands on them, and must flee from you (as if frightened) for a number of rounds equal to 1d4 + your Charisma modifier. Undead in this radius are allowed a Will save that negates the frightened condition and results in half damage. The DC of this save is equal to 10 + your Charisma modifier + half your ranks in Lay on Hands. Undead who take damage greater than their hit points crumble to ash and are destroyedbythepowerofyourdeity. If a fleeing undead is subject to channeled negative energy, it is not commanded, but does receiveanewsavingthrowtodispelthefleeeffect. Living creatures within the area are healed a like amount by this wave of positive energy. You can choose whether or not to include yourself in this effect. Hit points gained above a living creatures maximumtotalarelost. PricingisaspertheapplicationoftheReachSpell and Ray Burst metamagic feats (+5 spell levels) x (contingentonuseofLayonHands). Holy Champion: Whenever you channel positive energy or use lay on hands to heal a creature, you heal the maximum possible amount. Pricing: (3 levels for maximize spell + 2 levels for swift activation)xforcontingentuse.

LOW-LIGHT VISION
Cost: 10 XP (1st level lowlight vision spell, x1 for 1 hr./lvltocontinuouseffects). Benefit: You can see twice as far as a normal human in starlight, moonlight, torchlight, or similar conditions of poor illumination. You retain the ability to distinguish color and detail under these conditions.

LUCK
Prerequisites:Halflingorfey. Cost: 20 XP (1st level twilight luck spell, x2 for 1 min./lvltocontinuouseffects). Benefit: You have a +1 luck bonus on all saving throws.

METAMAGIC ADEPT
Prerequisites: Arcane Spellcasting 3 ranks, ArcaneSpellRepertoire3ranks,Sorcery3ranks. Cost: 8 XP per daily usage (4 levels for swift activationx1/5fordailyusage). Benefit: You can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higherlevelspellslottocastthisspell. At5dailyusagesand20ranksinSorcery,youcan add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higherlevel spell slots.

METAMAGIC MASTERY
Prerequisites: Spellcraft 8 ranks, Arcane Spellcasting 8 ranks, Arcane Spell Repertoire 8 ranks,Wizardry8ranks. Cost: 10 XP per spell level per day (1 spell level + 4levelsforswiftactivation,x1/5fordailyusage). Benefit: You can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can purchase a maximum of one spell level per day per two caster levels you possess. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above1thatthefeataddstothespell. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higherlevel spell slots.

within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain theabilitytospeakwhileinawildshape. Ranks: The maximum level spell you can cast while in wild shape is equal to the number of ranks in Natural Spell you possess (e.g., up to 5th level spellsifyouhave5ranks,etc.). Special: A form of this ability could also be applied to allow lycanthropes to cast spells in animalform.

OPPORTUNISTIC STRIKE
Prerequisites: Concentration 8 ranks, Dodge 1 rank, Mobility 1 rank, Psionic Awareness 1 rank per rankinOpportunisticStrike. Cost:15XPplusranks(as1stlevelbattlemarkspell +5 levels for immediate activation, x for contingentuse,xforreducedduration). Benefit: Your hyperawareness of spatial relations givesheraninstinctiveviewofthebattlefield,which allows her to make a cunning attack against distracted opponents. You gain a +1 insight bonus on your attack roll and damage roll (if the attack hits) for the first attack you makes against an opponent that has been dealt damage in melee by anothercharactersinceyourlastaction. Ranks: For each additional rank in Opportunitic Strikeyoupossess,theinsightbonusincreasesby+1.

MIND OVER BODY


Prerequisite: Constitution 13+, Endurance 1 rank per rank in Mind over Body, Concentration 1 rank perrankinMindoverBody. Cost: Benefit: Youhealability damage andability burn damage more quickly than normal. You heal a number of ability points per day equal to 1 + your Constitutionbonus. Ranks: For each additional rank in Mind over Body, you heal an additional point per day, to a maximum daily rate equal to 1 + your Constitution modifier. Normal:Youhealabilitydamageandabilityburn damageatarateof1pointperday.

PERFECT SELF
Prerequisite: Darkvision 60 ft., damage reduction 10/magic(+1)orbetter. Cost: 68 XP (as 9th level shapechange x 1.5 for 10 min./lvltocontinuouseffects,xforfixedform). Benefit: You become a magical creature. You are forevermore treated as an outsider rather than as a humanoid (or whatever your creature type was) for the purpose of spells and magical effects. Unlike other outsiders, you can still be brought back from the dead as if you were a member of your previous creaturetype.

NATURAL SPELL
Prerequisites:Wis13,WildShapeability. Cost: 35 XP (1 level for Still Spell + 1 level for Silent Spell + 5 for immediate activation, x for contingentuseinWildShape),plusranks. Benefit: Youcan completethe verbaland somatic components of some spells while in a wild shape. You substitute various noises and gestures for the normalverbalandsomaticcomponentsofaspell. You can also use any material components or focuses you possess, even if such items are melded

POWER OVER SHADOW


Cost:70XPplusranks.

Benefit: You can walk in Shadow, as a Prince of Amber or a Lord of Chaos is able to do. Walking in Shadow requires a check (bonus equals ranks in Power over Shadow plus your Charisma modifier), withDCsasfollows:
Task Moving to very familiar inner plane Moving to plane visited briefly Moving to unfamiliar or distant plane Moving into Amber or out of the Courts of Chaos Moving into Shadow from Amber Slightly change probabilities Blatantly alter clothing, cash, etc. to local equivalents Find common item or creature Find uncommon item/creature Find rare item/creature Find very rare or unique item or creature Spontaneously alter spells to fit magic rules of other plane Allow use of magical or technological item on other plane Check DC 10 15 20 10 30 10 + 1 per 5% alteration 15 10 15 25 30 10 + spell level 25

chances due to natural darkness or fog, because darknessandfogcloudare2ndlevelspells). When facing a creature protected by mirror image, you can immediately pick out the real creature from its figments if you have 4 or more ranks in Blind Fight. At 6 or more ranks, after 1 round you suffer no miss chance against blinking opponents, as you have observed the effects and are able to anticipate the likely time and location of their next arrival. At 14 or more ranks, you can deduce the true position ofacasterusingaprojectimagespell.

PRECOGNITION, DEFENSIVE
Cost: 20 XP (1st level defensive precognition power, x2for1min./lvltocontinuouseffects),plusranks. Benefit: As long as you are conscious, you gain a +1insightbonustoAC. Ranks: For every 2 ranks beyond the 1st, you can increase this bonus by +1 by spending an additional 20XP. Special: If you possess ranks in Ki Mastery or Psionic (Clairsentient) Awareness (q.v.), you can use those ranks as your manifester level for this power (ratherthanpurchasingadditionalranksseparately).

Note that Shadows/demiplanes can be tailor made or bought by sufficiently skilled characters. A private demiplane costs 90 XP for someone with this skill (9th level genesis power), plus additional XP forvariousspecialplanarfeatures.

PRECOGNITION, OFFENSIVE
Cost: 20 XP (1st level offensive precognition power, x2for1min./lvltocontinuouseffects),plusranks. Benefit: Your awareness extends a fraction of a second into the future, allowing you to better land blowsagainst your opponents. Yougain a+1insight bonustoattackrolls. Ranks: For every 2 ranks beyond the 1st, you can increase this bonus by +1 by spending an additional 20XP. Special: If you possess ranks in Ki Mastery or Psionic (Clairsentient) Awareness (q.v.), you can use those ranks as your manifester level for this power (ratherthanpurchasingadditionalranksseparately).

PIERCE THE FOG OF WAR


Prerequisites: Con 13, HTH Combat 1 rank per rankinPiercetheFogofWar,BlindFight1rankper rank in Pierce the Fog of War, Disruptive 1 rank per rankinPiercetheFogofWar. Cost: 90 XP (6th level true seeing spell x 2 for 1 min./lvltocontinuouseffectx3/4forlimitedeffects). Benefit: Your superior tactical reasoning allows you to deduce the true positions of enemies, despite magical cloaking or nonmagical concealment. You disregardanymisschancegrantedbyspellsorspell like abilities (such as darkness, blur, displacement, invisibility, obscuring mist, ghostform, etc.) of spell level less than or equal to half the number of ranks in BlindFight you possess. You also ignore the effects of normal concealment from sources that duplicate spell effects of the appropriate level (for example, at 4 ranks in BlindFight, you ignore miss

PRESCIENCE, DEFENSIVE
Cost: 20 XP (1st level defensive precognition power, x2for1min./lvltocontinuouseffects),plusranks. Benefit: As long as you are conscious, you gain a +1insightbonustosavingthrows.

Ranks: For every 2 ranks beyond the 1st, you can increase this bonus by +1 by spending an additional 20XP. Special: If you possess ranks in Ki Mastery or Psionic (Clairsentient) Awareness (q.v.), you can use those ranks as your manifester level for this power (ratherthanpurchasingadditionalranksseparately).

Ranks: You gain psionic power points as per the Psion class. Your number of ranks in Psionic Awareness is your manifester level for psionic abilities (treat as spelllike abilities, purchased la carte).
Ranks Base Power Points Maximum Power Level

PRESCIENCE, OFFENSIVE
Cost: 20 XP (1st level offensive prescience power, x2 for1min./lvltocontinuouseffects),plusranks. Benefit: Your awareness extends a fraction of a second into the future, allowing you to better aim blowsagainst your opponents. Yougain a+2insight bonusonyourdamagerolls. Ranks: For every 2 ranks beyond the 1st, you can increase this bonus by +1 by spending an additional 20XP. Special: If you possess ranks in Ki Mastery or Psionic (Clairsentient) Awareness (q.v.), you can use those ranks as your manifester level for this power (ratherthanpurchasingadditionalranksseparately).

PSIONIC AWARENESS
Cost:Ranksonly. Benefit: You gain a pool of 2 psionic power points per day. You also gain bonus power points forhighattriutescores,accordingtoyourdiscipline:
Discipline Primary Attribute

1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th

2 6 11 17 25 35 46 58 72 88 106 126 147 170 195 221 250 280 311 343

1st 1st 2nd 2nd 3rd 3rd 4th 4th 5th 5th 6th 6th 7th 7th 8th 8th 9th 9th 9th 9th

Clairsentience Wisdom Metacreativity Charisma Psychometabolism Wisdom Psychokinesis Charisma Psychoportation Intelligence Telepathy Intelligence Choose one psionic discipline (clairsentience, metecreativity, psychometabolism, psychokinesis, psychoportation, or telepathy). You may purchase general psionic powers and discipline powers in your discipline if you meet the prerequisite number of ranks (see below), at a cost of 4 XP x the level of the power. Manifesting powers costs XP as listed for that power; for any given manifestation of a power, you can invest no more than 1 power point per rank inPsionicAwarenessyoupossess.

Special: While manifesting a power, you can Overchannel, increasing your effective manifester level by one, but in so doing you take 1d8 points of damage. If you have at least 8 ranks in Psionic Awareness, you can choose to increase your effective manifester level by two, but you take 3d8 points of damage. At 15 ranks, you can increase youreffectivemanifesterlevelbythree,butyoutake 5d8pointsofdamage. Theeffectiveincreaseinmanifesterlevelincreases the number of power points you can expend on a single power manifestation, as well as increasing all manifester leveldependent effects, such as range, duration,andovercomingpowerresistance.

PSYCHIC WARRIOR
Prerequisites: HTH Combat 1 rank per rank in PsychicWarrior. Cost:Ranksonly. Ranks: Ranks in Psychic Warrior function exactly as do ranks in Psionic Awareness (q.v.), except for

the additional prerequisite. Also, rather than selecting a discipline and purchasing powers from the Psion list, you choose powers from the Psychic Warrior list. Your primary manifesting attribute is Wisdom. As you gain ranks in Psychic Warrior, additional powers become available to you, as summarized below.
Power Chain of Personal Superiority Chain of Defensive Posture Chain of Overwhelming Force Minimum Ranks XP Cost

RAGE
Prerequisite: HTH Combat 1 rank per rank in Rage, Endurance 1 rank per rank in Rage, Great Fortitude2ranks Cost: 16 XP (2nd level rage spell x 2 for double effect x 1/5 for 1 daily usage x 2 for split duration), plusranks. Benefit: You can fly into a rage. In a rage, you temporarily gain a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves,butyoutakea2penaltytoArmorClass.The increase in Constitution increases your hit points by 2 points per rank in HTH Combat, but these hit points go away at the end of the rage when your Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hitpointsare.) More importantly, while raging, you ignore the fatigue penalties for wounds, and do not risk being dazedwhendroppingintothenextwoundcategory. While raging, you cannot use any Charisma, Dexterity, or Intelligencebased skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can you cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. You can use any feat you have except Combat Expertise, item creation feats,andmetamagicfeats. You may prematurely end your rage. At the end of your rage, you loses the rage modifiers and restrictions and becomes fatigued (2 penalty to Strength, 2 penalty to Dexterity, cant charge or run) for the duration of the current encounter (unless you have at least 17 ranks in Rage, at which pointthislimitationnolongerapplies;seebelow). Entering a rage takes no time itself, but you can do it only during your action, not in response to someoneelsesaction. Ranks: You can rage for 2 rounds per day per rank in Rage. These rounds need not be consecutive. At20ranks,youcanrageatwill. Special: If you have the Armored Skin power (q.v.), you can use your ranks in Rage as the caster levelofthatpoweraswell. There are also a number of special Rage powers, priced as spelllike abilities (+4 levels for swift activationunlessotherwisenoted,xforcontingent use while raging), that use your number of ranks in

4th 5th 10th

12 8 16

Chain of Personal Superiority: Calling upon inner reserves of knowledge and dedication, you mind can provide yourself with a +2 insight bonus to Strength and Constitution for up to 1 minute. Activating this power is a free action. Pricing: (3rd level rage spell 2 levels for nonmass effects +5 levels for immediate activation) x 1/5 for daily use. You can purchase this power multiple times to gain additionalusesperday. If you have at least 10 ranks in Psychic Warrior, you can pay an additional 6 XP per daily usage to improve the bonuses to +4. At 18 ranks, you can again improve the bonus to +6 (for 24 XP total per dailyusage). Chain of Defensive Posture: Calling upon inner reserves of knowledge and dedication, you can provide yourself with a +1 insight bonus to Armor Classforupto1minuteasaswiftaction.Pricing:(1st level defensive precognition power augmented by 6 power points (3 levels) for swift activation) x 1/5 for daily use. You can purchase this power multiple timestogainadditionalusesperday. For every 3 additional ranks beyond the 5th, you can spend an additional 3 XP per daily usage to improve the bonus by an additional +1 (maximum +6toACat20ranksand23XPperdailyuse). Chain of Overwhelming Force: Once per day, you can tap into the underlying violence in the universe and apply it to a single attack, dealing an extra 10d6 points of damage. Activating this power is a swift action. If the attack misses, the power is wasted. Pricing: (4th level orb of force spell + 4 levels for swift activation). You can purchase this power multipletimestogainadditionalusesperday.

Rage as their caster level. These abilities are usable when you are raging, subject to the limitations shown.Youcanusethesamepowermorethanonce duringanindividualrage.
Rage Power Minimum Ranks XP Cost

Animal Fury 2nd 20 nd Guarded Stance 2 10 Intimidating Glare 2nd 10 Knockback 2nd 20 Low-Light Vision 2nd 5 Moment of Clarity 2nd 20 Night Vision 2nd 15 Powerful Blow 2nd 10 nd Quick Reflexes 2 10 Rolling Dodge 2nd 10 Roused Anger 2nd 20 Strength Surge 2nd 10 Surprise Accuracy 2nd 10 Swift Foot 2nd 5 th Renewed Vigor 4 10 Clear Mind 8th 30 th Increased DR 8 18 Terrifying Howl 8th 20 Unexpected Strike 8th 15 Greater Rage 11th 40 Elemental Rage 12th 20 Mighty Swing 12th 20 th Tireless Rage 17 30 Mighty Rage 20th 40 Animal Fury: You may make a bite attack using your full base attack bonus plus your Strength modifier. If the bite hits, it deals 1d6 points of damage (assuming you are Medium; 1d4 points of damage if Small) plus half your Strength modifier. You can use this power while grappled. If the bite attack hits, any grapple checks made against the targetthisroundareata+2bonus. Guarded Stance: You gain a +1 dodge bonus to your Armor Class against melee attacks for one round. This bonus increases by +1 for every 6 ranks inRageyoupossess. Intimidating Glare: You can make an Intimidate check against one adjacent foe. If you successfully demoralize your opponent, the foe is shaken for 1d4 rounds +1 round for 5 points by which you exceed theDC. Knockback: You can make one free bull rush attempt against one target hit in melee this round.

You do not need to move back with the target if successful. This power is used as an immediate actionaftertheattackrollismade. LowLight Vision: You gain lowlight vision whileraging. Moment of Clarity: You do not take any of the penalties from rage for 1 round. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts againstyourtotalnumberofroundsofrageperday. Thispowercanonlybeusedonceperminute. Night Vision: You gain darkvision 60 feet for 1 round.Youmusthavelowlightvisionasapoweror aragepowerinordertoselectthisragepower. Powerful Blow: You gain a +1 bonus to a single damage roll. This bonus increases by +1 for every 6 ranks in Rage you possess. This power is used as a swiftactionbeforetherolltohitismade. Quick Reflexes: You can make an additional attack of opportunity above the normal limit of one per round. This power is used as an immediate action when an opponent takes an action that provokesanattackofopportunity. Renewed Vigor: As a standard action, you heal 1d8 points ofdamage per 4 ranksin Rage, plusyour Constitution modifier, to a maximum of 5d8 + Con bonusat20ranks.Thispowercanonlybeusedonce perday. Rolling Dodge: You gain a +1 dodge bonus to your Armor Class against ranged attacks for 1 round. This bonus increases by +1 for every 6 ranks inRageyoupossess. Roused Anger: You may enter a rage even if fatigued. Once this rage ends, you are exhausted for a number of minutes equal to the number of rounds spentraging. Strength Surge: You add your number of ranks in Rage on one Strength check or combat maneuver check, or to your combat maneuver bonus when an opponent attempts a maneuver against you. This power is used as an immediate action. Once used, thispowercannotbeusedagainfor1minute. Surprise Accuracy: You gain a +1 morale bonus on one attack roll. This bonus increases by +1 for every 6 ranks in Rage you possess. This power is usedasaswiftactionbeforetherolltohitismade. SwiftFoot:Yougaina5footenhancementbonus to your speed. This increase is always active while youareraging.Youcanselectthisragepowerupto threetimes;itseffectsstack.

Clear Mind: You may reroll a failed Will save. This power is used as an immediate action after the save is failed. You must take the second result, even ifitisworse. Increased Damage Reduction: Your damage reduction increases by 1/. This increase is always activewhileyouareraging.Youcanselectthisrage poweruptothreetimes;itseffectsstack. Terrifying Howl: You can unleash a terrifying howl as a standard action while raging. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 your ranks in Rage + your Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not) it is immune to this power for 24 hours. You must have the intimidating glare rage powertoselectthisragepower. UnexpectedStrike:Youcanmakeafreeattack,at your highest attack bonus, against a foe that moves adjacent to you. Using this power is an immediate action that counts as an attack of opportunity. Once used,thispowercannotbeusedagainfor1minute. Greater Rage: Your bonuses to Strength and Constitution during your rage are +6 each, and your morale bonus on Will saves is +3. The penalty to AC remainsat2.Thispowerisalwaysactivewhileyou areraging. The cost is figured as Empower Spell applied twice,x20XPforswiftactivation,xforcontingent usewhenraging. Elemental Rage: All of your attacks deal an additional1d6 points of energy damagefor 1round. The energy type must be acid, cold, electricity, or fire. This energy damage does not stack with energy damage dealt by special weapon abilities if it is of the same type. Pricing: 2nd level weapon of energy + 4 levels(swiftactivation) Mighty Swing: You automatically confirm one critical hit. This power is used as an immediate actiononceacriticalthreathasbeendetermined. Tireless Rage: You no longer become fatigued at theendofyourrage. Mighty Rage: Your bonuses to Strength and Constitution during your rage are +8 each, and your morale bonus on Will saves is +4. The penalty to AC remainsat2.Thispowerisalwaysactivewhileyou areraging. Upgrading Greater Rage to Mighty Rage costs 40 XP. Upgrading Rage directly to Mighty Rage costs 80XP.

RANGED LEGERDEMAIN
Prerequisites: Disable Device 4 ranks; ability to castmagehand. Cost: 30 XP (as heightening mage hand to 1st level andusingitasamoveaction). Benefit: You can perform any of the following skills at a range of 30 feet: Disable Device, Sleight of Hand, and Use Magic Device. Working at a distance increases the normal skill check DC by 5, and you cannot take 10 on this check. Any object to be manipulatedmustweigh5poundsorless.

REGENERATION
Prerequisites:FastHealing. Cost:120XP(7thlevelregeneratespell+5levelsfor immediateactivation). Benefit: Your fast healing becomes limited regeneration instead, with all lethal damage being treated as subdual damage (fire and acid still deal lethal damage), although you are still killed if subdual damage exceeds your (unwounded) hp total + your Constitution score. Severed body members (fingers, toes, hands,feet, arms,legs, tails), broken bones, and ruined organs grow back as lost hparerecovered.

SCENT
Prerequisites: Perception 1 rank, Survival 1 rank, LowLightVision. Cost:30XP. Benefit: You gain the scent special quality. You can detect opponents within 30 feet by sense of smell.Iftheopponentisupwind,therangeincreases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealedonly its presence somewhere within range. You can take a move action to note the direction of the scent. Whenever you come within 5 feet of the source, you pinpoint thesourceslocation.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes20ratherthan10.

resistance) are not repeated here. Possibly pricing for unique abilities are summarized below. All of these use your ranks in Arcane Spellcasting as the casterlevel.
Power Protective Ward Energy Absorption Mage Armor Dimensional Steps Summoning Master Divinatory Awareness Diviners Fortune Scrying Adept Near Omniscience Scrying Master Enchanters Mask Dazing Touch Aura of Despair Legendary Charm Evokers Edge Elemental Wall Elemental Power Lasting Illusion Blinding Ray Invisibility Field Master of Illusions Control Undead Grave Touch Animate Enhanced Attribute Telekinetic Fist Change Shape Fluid Form School Abjuration Abjuration Conjuration Conjuration Conjuration Divination Divination Divination Divination Divination Enchantment Enchantment Enchantment Enchantment Evocation Evocation Evocation Illusion Illusion Illusion Illusion Necromancy Necromancy Necromancy Alteration Alteration Alteration Alteration Min. Ranks 1st 8th 1st 8th 20th st 1 1st 8th 20th 20th 1st 1st 8th 20th 1st th 8 20th 1st 1st 8th 20th st 1 1st 8th 1st 1st 8th 20th XP Cost 28 50 20 16 40 20 20 60 105 110 30 10 32 36 25 32 60 15 10 32 80 70 10 30 60 10 32 140

SCHOOL DEFENSE
Cost:10XPplusranks. Ranks: For each rank in School Defense you possess, you gain a +1 competence bonus on saving throws against spells and effects from one school of magic (abjuration, conjuration, divination, enchant ment, evocation, illusion, necromancy, or trans mutation). Alternatively, you may select a subtype descriptor (e.g., [evil], [fire], etc.). At 10 ranks, you are immune to spells of that school (see Immunity, q.v.). Special: You may select this feat multiple times. Each time you take a new 1st rank, select a different school.

SCHOOL FOCUS
Prerequisite:Spellcasting1rank,plus2ranksper additionalrankinSpellFocus. Cost: 11 XP, plus ranks (3rd level enhance magical flow x 1.5 for 10 min/lvl to continuous effect, x for contingenteffects(1schoolonly)). Benefit: You add +1 the Difficulty Class for all saving throws against spells from one school of magicyouselect. Ranks: Each additional 3 ranks in School Focus give+1totheDCofspellsfromthatschool. Special: If you purchase School Focus for at least 5 schools of magic, it automatically applies to the other3schoolsaswellatthelowestnumberofranks youpossessforanyofthe5schools.

SCHOOL POWERS
Prerequisites: Arcane Spellcasting 1 rank, Spell Repertoire1rank,Wizardry1rank. Cost:Varies;seetable. Benefit: Various specialist school powers can be gained, as in the Pathfinder RPG. Bonus spells are simplypurchasedasspelllikeabilities(10XPxspell levelxdailyusagemultiplier);otherpowersthatare described elsewhere in these rules (e.g., energy

Protective Ward: As a standard action, you can create a 10footradius field of protective magic centered on you. All allies in this area receive a +1 deflection bonus to their AC for one round. This bonus increases by +1 for every 5 caster levels you possess. Pricing: (8th level telekinetic shield spell +3 levels for Widen Spell) x for reduced protection x forreducedduration=28XP. Energy Absorption: You gain an amount of energy absorption equal to 3 times your level per day. Whenever you take energy damage, apply resistance and immunity first and apply the rest to this absorption, reducing your daily total by that amount.Anydamageinexcessofyourabsorptionis applied to you normally. Pricing: 5th level energy buffer spell (base spell lasts 24 hours, so no adjustmentforcontinuouseffects).

Mage Armor: You gain a +2 armor bonus to your Armor Class. This bonus increases by +1 for every 5 caster levels you possess, to a maximum of +6 at 20 ranks in Wizardry. Pricing: 1st level mage armor x1 for 1 hr./lvl to continuouseffects+ 1level for scaling bonusupto+6. DimensionalSteps:Youcanteleportupto30feet per caster level per day as a standard action. This teleportation must be used in 5foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distanceforeachcreaturebroughtwithyou.Pricing: 4th level dimension door spell x 1/5 (daily usage) x 2 (splitduration)=16XP. Summoning Master: Once per day, you can cast any summon monster spell that you have prepared, extending its duration to 1 day. Creatures summoned in this way have maximum hit points and gain a +2 insight bonus on ability checks, attack rolls, saving throws, and skill checks. Pricing: (6 levels to extend 1 rd./lvl to all day + 2nd level heroism spell)xforcontingentuse=40XP. Divinitory Awareness: You can always act in the surprise round, but you are still considered flat footed until you take an action. Pricing: 4th level celerityspell(extraaction)x(contingenteffects). Diviners Fortune: You can touch a creature as a standard action, giving it an enhancement bonus to a single attack roll, skill check, ability check, or saving throw equal to your caster level. This bonus lasts 3 rounds or until used. Once a creature has benefitted from diviners fortune, it can gain no furtherbenefitfromthisabilityfor1day.Pricing:8th level moment of prescience spell x for reduced durationxfor1/daypercreature=20XP. Scrying Adept: You are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a 10 penaltyontheirsavetoavoidyourscryingattempts. Pricing: 4th level detect scrying + (reversed 2nd level greaterresistscrying)=60XP. Near Omniscience: You are never surprised and cannot be caught flatfooted. Pricing: 9th level foresight 2 levels for no AC, save bonus, x 1.5 for 10 min./lvltocontinuouseffects=105XP. Scrying Master: You can cast scrying at will and subjectsgeta10penaltyontheirsave,regardlessof

how familiar they are to you. You can even use this ability to scry on areas protected from scrying, although the subjects get a +5 bonus on their save to resist. Pricing: 4th level scrying + reversed 2nd level greater resist scrying + reversed 5th level private sanctum = 110 XP, or 90 XP if you already have the scryingadeptpower. Enchanters Mask: You gain a +2 enhancement bonus on Bluff and Diplomacy skill checks. This bonus increases by +1 for every 5 caster levels you possess, to a maximum of +6 at 20 ranks in Wizardry. Pricing: 2nd level mask of the ideal spell x 1.5for10min./lvltocontinuouseffects=30XP. DazingTouch:AstheDomainpowerofthesame name. Aura of Despair: You can emit a 30ft. aura of despairforanumberofroundsperdayequaltoyour caster level. Enemies within this aura take a 2 penalty on ability checks, attack rolls, damage rolls, savingthrows,andskillchecks.Theseroundsdonot needtobeconsecutive.Pricing:(4thlevelbattleprayer spell + 4 levels for swift activation) x (no bonus to allies) x 2 (no save) x 1/5 (daily usage) x 2 (split duration)=32XP. Legendary Charm: You can cast dominate monster 1/day with a duration of permanent. You can only have one such creature in your service at a time. If you cast this spell again, the first creature is immediately released. Pricing: 9th level dominate monsterx1/5(dailyusage)x2(noadditionalsaves)= 36XP. Evokers Edge: Whenever you cast an evocation spell that deals damage, it deals +1 point per die of damage. This damage is of the same type as the spell. Pricing: (+1 level for Fiery Spell feat, +4 levels for swift activation) x for contingent use (evocationsonly)=25XP. Elemental Wall: As a standard action, you can create a wall of energy that lasts for a number of rounds per day equal to your caster level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire. Pricing: 4th level wall of fire + 4 levels for swift activation x 1/5 for dailyusagex2forsplitduration=32XP. Elemental Power: Creatures affected by your spells only receive half their energy resistance. Creatures with energy immunity are instead treated as if they have resistance 20 against that energy.

Pricing:+2levelsforArcanePowerfeat,+4levelsfor swiftactivation. Lasting Illusion: Any illusion spell you cast with a duration of concentration lasts an additional 2 rounds after you stop maintaining concentration. This bonus increases by 1 round for every 5 levels you possess, to a maximum of 6 rounds at 20 ranks in Wizardry. Pricing: (2nd level sonorous hum +4 levelsforswiftactivation)x(illusioncontingent)x (reducedduration)=15XP. BlindingRay:Asastandardaction,youcanfirea blinding ray targeting any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your caster level are dazzled for 1 round instead. Blind creatures are immune to this effect. Pricing: (2nd level Nystuls flash 1 level for attack needed) x 2 (no save) x (reduced duration) = 10 XP. Invisibility Field: You can make yourself invisibleasaswiftactionforanumberofroundsper day equal to your caster level. These rounds do not need to be consecutive. This otherwise functions as greater invisibility. Pricing: (4th level greater invisibility + 4 levels for swift activation) x 1/5 (daily usage) x 2 (splitduration)=32XP. Master of Illusions: You can assume the form of any creature of your size as a standard action. You can make yourself appear to be carrying any sort of gear or clothing as well. You can also use this ability to exactly mimic any specific individual you have observed for more than 1 minute in the past day. This illusion includes all five senses and does not radiate magic if checked. True seeing and similar effects reveal that an illusion is present, but do not revealyouridentity.Pricing:1stleveldisguiseself+1st levelmagicaura+6thlevelreversedtrueseeing. Control Undead: You can control 8 HD worth of undead creatures per caster level. If you prepare spells of your opposition schools, excess undead immediately become freewilled and do not return to your control when you regain this bonus. You choose which undead are released. Pricing: 7th level control undead spell x2 (1 min./lvl to continuous effect)x(contingent:onlyundeadyoucreate). Grave Touch: As the Undead Bloodline ability of thesamename. Animate: You can animate a number of skeletons and zombies per day with a total number of HD equal to your caster level. This ability otherwise

functions as animate dead without the material component. Enhanced Attribute: You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every 5 caster levels you possess, to a maximum of +5 at 20 ranks in Wizardry. You can change this bonus to a new ability score when you prepare spells. Pricing: 2nd level bulls strength + 4 levelsfor1min./levelto1dayeffect. Telekinetic Fist: As a standard action, you can strike with a telekinetic fist targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage +1 for everytwocasterlevelsyoupossess. Change Shape: You can change your shape for a numberofroundsperdayequaltoyourcasterlevel. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. Pricing: (4th level beast shape II or elementalbodyI+4levelsforswiftactivation)x1/5for dailyusagex2forsplitduration=32XP. FluidForm:Asaswiftaction,yougainoneofthe following abilities: blindsense with a range of 30 feet, burrow with a speed of 30 feet, climb with a speed of 60 feet, darkvision with a range of 120 feet, fly with a speed of 120 feet, gaseous form, or swim with a speed of 60 feet. You can only have one of these abilities at any one time, but you can change the ability as often as you like. Pricing: (3rd level fly spell +4 levels for swift activation) x 2 for myriad forms=140XP.

SCHOOL SPECIALIZATION
Prerequisite: Spellcasting 3 ranks per rank in SchoolSpecialization. Cost:45 XP plus ranks(6thlevelgreatermystic flow x 1.5 for 10 min./lvl to continuous effects, x for applyingtooneschoolonly). Ranks: Choose one school of magic (abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation), or one subtype descriptor (e.g., [evil], [fire], etc.). For each rank in School Specialization, your caster level for spells of that school or descriptor is treated as one higher than normal for all purposes, including range, duration, resistance to dispel checks, and overcomingspellresistance.

Spell Specialization: This is a form of sub specialization in School Specialization. Choose a spell that you can cast. When casting the chosen spell, add your ranks in Spell Specialization to your number of ranks in School Specialization to determinetheeffectivecasterlevelincrease.

round each, to a total of 3 rounds at 16th rank. You mayselectthispowermultipletimes.Eachtime,you gain an additional daily usage. At 5 uses per day, you may smite evil at will. At 10 uses per day [120 points],thispoweriscontinuouslyactiveforyou.
Effect Minimum Ranks XP Cost Daily Use Cost

SLIPPERY MIND
Prerequisites: Perception 10 ranks; and either Iron Will 3 ranks and Lightning Reflexes 7 ranks, or IronWill8ranksandLightningReflexes5ranks. Cost: 35 XP (as 1st level resurgence spell + 6th level contingencyspell,xforcontingentuse). Benefit: You have the ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your savingthrow.

SMITE EVIL
Prerequisites:LayonHands1rank. Cost: 14 XP per daily usage (3rd level spell +4 levelsforswiftactivation,x1/5fordailyusages). Benefit: Once per day, you can call out to the powers of good to aid you in your struggle against evil. This ability is activated as a swift action and lasts for 1 round. When smiting evil, you add your Charisma bonus (if any) on your attack rolls and deal 1 extra point of damage per rank in Lay on Hands (q.v.) you possess whenever you attack an evil creature. If the creature hit using smite evil is an outsider with the evil subtype or undead creature, the bonus to damage increases to 1d6 points of damage per two ranks in Lay on Hands (minimum +1d6) and the damage automatically bypasses any DRthecreaturemightpossess. In addition,while smite evil is in effect,you gaina deflectionbonusequaltoyourCharismamodifier(if any) to your AC against attacks made by evil creatures. If you accidentally smite a creature that is not evil, you do not gain any bonuses on attack or damage rolls, but you retain the AC bonus against evilcreatures. At 8 ranks and 16 ranks in Lay on Hands, respectively, the duration of the smite increases by 1

Smite Evil 1st 14 1 th 12 1 Searing Smite 6 Holy Smite 7th 16 1 12 2 Aura of Justice 11th Banishing Smite 12th 50 0 60 0 Holy Strike 20th Searing Smite: Other spells can be used as templates to create variant smite abilities. For example, the 3rd level searing light spell could be used; once per day on a successful hit, it would deal +1d8 damage to an evil creature per 4 ranks you possess in Lay on Hands (maximum +5d8; undead take +1d6 per 2 ranks, to a maximum of +10d6, and undead particularly vulnerable to bright light take +1d8per2ranks). You may select this power multiple times. Each time,yougainanadditionalroundperdayofusage. At 5 uses per day, you may searing smite at will. At 10 uses per day [120 points], this power is continuouslyactiveforyou. Pricing: (3rd level spell +4 levels for swift activation 1 level for touch required) x 1/5 for daily usage=12XPperdailyuse. Holy Smite: Another variant smite ability, using the 4th level holy smite spell. Once per day on a successful hit, it would deal +1d8 damage per 4 ranks in Lay on Hands (maximum +5d8; evil outsiders take +1d6 per 2 ranks, to a maximum of +10d6) and blind the target for 1 round. A Will save (DC 14 + your Charisma bonus) would reduce damagebyhalfandeliminatetheblindnesseffect. You may select this power multiple times. Each time,yougainanadditionalroundperdayofusage. At 5 uses per day, you may holy smite at will. At 10 usesperday[160points],thispoweriscontinuously activeforyou. AuraofJustice:Youcanexpendtwousesofyour smite evil ability to grant the ability to smite evil to all allies within 10 feet, using your bonuses. Allies must use this smite evil ability by the start of your next turn. Using this ability is a free action. Evil creaturesgainnobenefitfromthisability.

Banishing Smite: Whenever you use smite evil and successfully strike an evil outsider, the outsider is also subject to a banishment effect, using your ranksinthePathofRighteousnessasthecasterlevel (your weapon and holy symbol automatically count as objects that the subject hates). Cost is for a (6th levelspell+4for swiftactivation) x (contingent on smiteeviluse)=50XP. Holy Strike: Any weapon the character wields is treated as a holy weapon (is goodaligned and deals an extra 2d6 points of damage against creatures of evil alignment). If the weapon already has an alignment, this feat has no effect on the weapon. Cost is for a 3rd level checkmates light spell x 2 for 1 min./leveltocontinuouseffects.

The number of daily usages you gain by spell level is shown in the following table (0level spells become usable at will). You also gain bonus daily usagesbasedonyourCharismamodifier.
Spells per Day by Spell Level: Rank 1 2 3 4 5 6 7 8 9

SNEAK ATTACK, IMPROMPTU


Prerequisites: Arcane Spellcasting 6 ranks, Sneak Attack5ranks. Cost: 8 XP per daily use = (1st level distract assailantspell)x4(nosave)x1/5(dailyusage). Benefit: Once per day you can declare one melee or ranged attack you make to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonustoACagainsttheattack).

SORCERY
Prerequisites: Arcane Spellcasting 1 rank per rank in Sorcery, Spell Repertoire (arcane) 1 rank per rankinSorcery. Cost: 10 XP per spell level (cumulative), plus ranks. Benefit: You are able to draw magical power, establishing a reserve of arcane energy enabling you to use the spelllike abilities in your repertoire multiple times per day. Because your spelllike powers were established by repertoire, rather than individually, you gain daily usages by spell level, not by individual spell. You can cast any spell you know at any time, assuming you have not yet used upyourspellsperdayforthatspelllevel.

1st 3 nd 4 2 3rd 5 1 4th 6 3 th 5 6 4 1 6 5 3 6th 7th 6 6 4 1 th 6 6 5 3 8 9th 6 6 6 4 1 th 6 6 6 5 3 10 11th 6 6 6 6 4 1 6 6 6 6 5 3 12th th 13 6 6 6 6 6 4 1 6 6 6 6 6 5 3 14th 15th 6 6 6 6 6 6 4 1 th 6 6 6 6 6 6 5 3 16 17th 6 6 6 6 6 6 6 4 1 th 6 6 6 6 6 6 6 5 3 18 19th 6 6 6 6 6 6 6 6 4 6 6 6 6 6 6 6 6 6 20th Multiple Sources: During the course of your career, you might find another source of magical power and learn to tap into it. In essence, you can take the Sorcery power again, gaining additional spell slots equal to those shown in the table above minus those listed in the Spell Repertoire table (for example, at 5th rank in a second source, you would have 3 additional 1st level slots and 2 additional 2nd level slots). You gain bonus slots for Charisma only once (2 firstlevel slots at 1 rank, 3 at 2 ranks, 4 first and0secondlevelslotsat3ranks,etc.).

SOULKNIFE
Cost: 30 XP plus ranks (as 1st level call weaponry power+2levelsformoveactivation). Benefit: As a move action, you can create a semisolid mind blade composed of psychic energy. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. The wielderof a mind blade gains theusual benefits

to attack rolls and damage from a high Strength bonus. The blade can be broken (it has hardness 10 and 10 hit points); however, you can simply create another on your next move action. The moment you relinquish your grip on your blade, it dissipates (unless you intend to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction. You can use feats such as Power Attack or Combat Expertise in conjunction with tyou mind blade just as if it were a normalweapon.Youcanalsochoosemindbladefor feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgradeweaponscanbeusedonamindblade. As you gain ranks in Soulknife, you can purchase various powers to enhance the effectiveness of your mindblade.
Ability Minimum Ranks XP Cost

Sustain Mind Blade 1st 15 20 Throw Mind Blade 2nd rd Psychic Strike 3 10 30 Enhance Mind Blade 4th Free Draw 5th 20 20 Shape Mind Blade 5th Imbue Mind Blade 6th (varies) (x 1/5) Imbue Array 6th Bladewind 9th 50 Knife to the Soul 13th Multiple Throw 17th Sustain Mind Blade: Even in places where psionic effects do not normally function (such as within a null psionics field), you can attempt to sustain your mind blade by making a DC 20 Will save. On a successful save, you maintain your mind blade for a number of rounds equal to your number of ranks in Soulknife before you needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on your turn, you can attempt a new Will save to rematerialize your mind bladewhileyouremainwithinthepsionicsnegating effect. Pricing: as 6th level antipsionic field counterspellxforsaverequiredxforcontingent use(yourmindbladeonly). Throw Mind Blade: You can throw your mind bladeasarangedweaponwitharangeincrementof 30 feet. Whether or not the attack hits, a thrown mind blade then dissipates. If you have at least 3 ranks in Soulknife, you can make a psychic strike

(see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below). Pricing: as 2nd levelreturningweaponspell. Psychic Strike: As a move action, you can imbue your mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target you successfully hit with a melee attack (or ranged attack, if you is using the throw mind blade ability). Creatures immune to mindaffecting effects are immune to psychic strike damage. (Unlike the rogues sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mindaffecting effects.) A mind blade dealsthisextradamageonlyoncewhentheabilityis called upon, but you can imbue your mind blade with psychic energy again by taking another move action. Once you have prepared your blade for a psychic strike, it holds the extra energy until it is used. Even if you drop the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when you next materializeit. At every four ranks beyond the 3rd (7th, 11th, 15th, and 19th), the extra damage from your psychic strike increases by an additional +1d8. Pricing: as 1st level blade of blood spell x 2 for scaling effects, 1 level for move(ratherthanswift)activation. Enhance Mind Blade: For every 4 ranks in Soulknife you possess, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (up to +5 at 20th rank). Pricing: as 3rd level greater magic weapon spell x 1 for 1 hr./lvl to continuouseffects. Free Draw: You become able to materialize your mind blade as a freeaction instead ofamove action. You can make only one attempt to materialize the mindbladeperround,however. ShapeMindBlade:Yougaintheabilitytochange the form of your mind blade. As a fullround action, you can change your mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a onehanded weapon) or a bastard sword(damage1d10foraMediumweapon,butyou must wield it as a twohanded weapon unless you have the Exotic Weapon Proficiency (bastard sword)

feat). If you shape your mind blade into the form of a bastard sword and wield it twohanded, you add 1 times your Strength bonus to your damage rolls, justlikewhenusinganyothertwohandedweapon. Alternatively, you can split your mind blade into twoidenticalshortswords,suitableforfightingwith a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than you would otherwise create with a single mind blade. Pricing: 1st level change weapon or bladethirst spellx2for1min./lvltocontinuouseffects. Imbue Mind Blade: You can apply any of the following weapon properties to your mind blade. The property applies to any form the mind blade takes, including the use of the shape mind blade or bladewind abilities. Pricing is as per a spell of the appropriate level (e.g., 3rd level keen edge for keen), +4levelsforswiftactivation,xforcontingentuse.
Weapon Property Minimum Ranks
th

XP Cost

functions identically to your regular mind blade. When using the bladewind, you forfeit any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell). Your mind blade immediately reverts to its previous form after the bladewind attack. Pricing: as 5th level battle tentaclesspell. Knife to the Soul: When you execute a psychic strike, you can choose to substitute Intelligence, Wisdom, or Charisma damage (your choice) for extra dice of damage. For each die of extra damage you gives up, you deals 1 point of damage to the ability score you chooses. You can combine extra dice of damage and ability damage in any combination. You decide which ability score your psychic strike damages and the division of ability damage and extra dice of damage when you imbue yourmindbladewiththepsychicstrikeenergy. Multiple Throw: At 17th level and higher, you canthrowanumberofmindbladesperroundequal tothenumberofmeleeattacksyoucouldmake.

Defending 6 25 35 Keen 6th Psychokinetic 6th 25 30 Sundering 6th Vicious 6th 35 25 Collision 10th Mindcrusher 10th 40 35 Psychokinetic burst 10th th Suppression 10 35 45 Wounding 10th Bodyfeeder 14th 35 35 Mindfeeder 14th Soulbreaker 14th 45 Imbue Array: You can choose to establish an array of weapon properties to be applied to your mind blade by purchasing multiple properties (at least four) at reduced cost (onefifth of the price listed in the Weapon Property table). Only one property applies at a time; this property remains the same every time you materialize your mind blade, until you spend 8 hours in meditation to swith out thatpropertyforanotheroneinyourarray. Bladewind: As a full attack, when wielding your mind blade, you can give up your regular attacks and instead fragment your mind blade to make one melee attack at your full base attack bonus against each opponent within reach. Each fragment

SPEAK WITH ANIMALS


Cost:20XP. Benefit: You can comprehend and communicate with animals. You are able to ask questions of and receive answers from animals, although this doesnt make them any more friendly or cooperative than normal.Furthermore,waryandcunninganimalsare likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly towardyou,itmaydosomefavororserviceforyou.

SPECTRAL TENDRIL
Prerequisites: Arcane Spellcasting 1 rank, Spell Repertoire1rank,WizardryorSorcery1rank. Cost:30XP. Benefit: As a standard action, you can summon an insubstantial limb allowing the passage of magical power, allowing the casting oftouch only spells at a distance. No actual physical contact is possible, however. Note that characters with Power over Shadow may (with difficulty) be able to reach into adjacent Shadows with these tendrils. This is essentially a spectral hand SpellLike Ability (q.v.). The Tendril is invisible, unless the viewer has ArcaneSight.

Optionally, this power might be purchased more than once, allowing a character with multiple attacks to affect one target per tendril with a single touch spell. Each tendril is automatically loaned 1d4 of the manifesters hit points, while active or readied, and can be dispelled if its total hp are removed by meansofsomemagicalattack. Characters who also possess the Hand of the Apprentice power (q.v.) essentially have multi purpose limbs which can be used to attack, to carry spells, or both. Characters who have Power over Shadow (q.v.) as well can use these tendrils to reach through Shadow, drawing objects to them from other places, as Zelaznys Lords of Chaos are able to do.

that you already know. From that point on, you can preparethesespellswithoutreferringtoaspellbook. Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic.

SPELL PENETRATION
Prerequisite:Spellcasting1rank. Cost:40XPplusranks(as4thlevelswiftactivation assayresistancespell). Ranks: For each rank in Spell Penetration, you gaina+1bonusoncheckstodefeatspellresistance.

SPELL REPERTOIRE
Prerequisite:Spellcasting 1 rank per rank in Spell Repertoire, or Bardic Music 1 rank per rank in Spell Repertoire. Cost:Ranksonly. Benefit:Yougraduallyestablishalargerepertoire of spells, each useable once per day, per the followingtable. You cannot cast a spell multiple times unless you select it more than once (i.e., use it in place of two slots), or else take the Sorcery power. You may not swap out spells unless you take the Clerical Ordainment, Druidical Initiation, or Wizardry power(q.v.).
Ranks 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 0 1 2 3 4 5 6 7 8 9

SPELLCASTING
Cost:Ranksonly. Benefit: You can use your number of ranks in Spellcasting as your caster level for spells or spell like abilities. You can either apply spelllike abilities individually, or else establish an array of spells with theSpellRepertoireability. If you gain two different types of spells (e.g., you take Spell Repertoire in both wizard and cleric spells) then you must advance in Spellcasting separatelyforeachrepertoire.

SPELL IMMUNITY
Cost:10XPperlevelofthespell. Benefit: You are immune to the effects of one spell. Spell immunity protects against spells, spell like effects of magic items, and innate spelllike abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breathweaponsorgazeattacks. Only a particular spell can be protected against, notacertaindomainorschoolofspellsoragroupof spellsthataresimilarineffect.

SPELL MASTERY
Prerequisite:Wizardry. Cost:5XPperspell. Benefit: Each time you take this feat, choose a number of spells equal to your Intelligence modifier

3 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4

1 2 2 3 3 3 4 4 4 4 4 4 4 4 4 4 4 4

1 2 2 3 3 3 4 4 4 4 4 4 4 4 4 4

1 2 2 3 3 3 4 4 4 4 4 4 4 4

1 2 2 3 3 3 4 4 4 4 4 4

1 2 2 3 3 3 4 4 4 4

1 2 2 3 3 3 4 4

1 2 2 3 3 3

1 2 2 3

1 2

19th 20th

4 4

4 4

4 4

4 4

4 4

4 4

4 4

4 4

3 4

3 4

SPELL RESISTANCE
Cost:100XPpluspossibleranks. Benefit:YougainSR11. Ranks: Your SR improves by +1 per rank in Spell Resistanceyoupossess.

bless spell using a 1st level divine spell slot, even if thatspellhadalreadybeencastthatday. Ranks: At 1 rank in Spell Theurgy, you can prepare1stlevelspellsfromoneofyourspellcasting classes using the 2nd level slots of the other spellcasting class. Every rank thereafter, the level of spells that can be cast in this way increases by one, to a maximum of 8th level spells (thesespells would takeup9thlevelspellslots).

SPELL SYNTHESIS
Prerequisites: Spellcasting 20 ranks, or two differenttypesofspellcastingat16rankseach. Cost: 26 XP (9th level dual mind spell +4 levels for swiftactivation,x1/5fordailyusage). Benefit: Once per day, you can cast two spells using one action. Both of the spells must have the same casting time. You can make any decisions concerning the spells independently. Any target affected by both of the spells takes a 2 penalty on savesmadeagainstthosespells.

SPONTANEOUS CASTING
Prerequisites: Spellcasting 1 rank, plus 2 additional ranks per rank in Spontaneous Casting; Spell Repertoire 1 rank plus 2 additional ranks per rankinSpontaneousCasting. Cost: 20 XP plus ranks plus special (see below). Pricing: as 4th level mind to magic spell x for contingenteffects(selectedspellsonly). Benefit: Choose a firstlevel spell. You can convertanyuncastpreparedspell,unusedspellslot, or unused daily casting of a spelllike ability of 1st level or higher into a casting of the chosen spell. If this spell is not on your normal spellcasting list, you must spend an additional 2 XP (the same as one dailycastingofthatspell). Ranks: For each additional rank in Spontaneous Casting, choose a spell of a level equal to the number of ranks of Spontaneous Casting purchased (i.e.,a2ndlevelspelluponattainingthe2ndrank,and a3rdlevelspelluponattainingthe3rdrank,etc.).This spell must be thematically related to the spell you selected at 1st level. You may convert any uncast prepared spell, unused spell slot, or unused daily casting of a spelllike ability of the same or higher level into a casting of the chosen spell. Spells not on your normal spellcasting list cost an additional 2 XP perspelllevel. Special: Spontaneous casting of cure spells is subsumedintoLayonHands(q.v.),andneednotbe purchased separately. Likewise for spontaneous casting of inflict spells and the Touch of Death power, and spontaneous casting of summon natures allyspellsandtheDruidicalInitiationpower.

SPELL THEURGY
Prerequisites: Arcane Spellcasting, Divine Spellcasting or Druidical Spellcasting, Arcane Spell Repertoire, Divine Spell Repertoire or Druidical Spell Reprtoire, Clerical Ordainment or Druidical Initiation, Wizardry and/or Sorcery (all at 1 rank per rankinSpellTheurgy). Cost:Ranksonly. Benefit:Youcanprepareandcastspellsusingthe available slots from any of your available spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally occupied. This ability cannot be used to castaspellatalowerlevelifthatspellexistsonboth spelllists. The components of these spells do not change, but they otherwise follow the rules for spellcasting class used to cast the spell. Spontaneous spellcasters can only select spells that they have prepared that day using nonspontaneous classes for this ability, even if the spells have already been cast. For example, a cleric/sorcerer might use this ability to spontaneously cast a bless spell using a 2nd level sorcerer spell slot, if the character had a prepared

SURPRISE SPELLS
Prerequisites: Arcane Spellcasting 15 ranks, Sneak Attack 13 ranks, Impromptu Sneak Attack 2/day. Cost: 60 XP (2nd level wracking touch spell, +5 levels for touch to area effect, + 1st level snipers shot spell, +4 levels for swift activation) x (only if flat footed). Benefit: Youcan add yousneak attackdamage to any spell that deals damage, if the targets are flat footed.Thisadditionaldamageonlyappliestospells that deal hit point damage and the additional damage is of the same type as the spell. If the spell allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage.

TOUCH OF DEATH
Cost:10XPperdailyusage,plusranks. Benefit: If you have ranks in clerical spellcasting, you may spontaneously convert any uncast cleric spell or slot in your array into an inflict spell of the appropriatelevel. You can also inflict wounds by touch (requiring a melee touch attack that does not provoke attacks of opportunity) as a standard action. With one use of this ability, you can inflict 1d6 hit points of damage (Will save for half applies, with a DC of 10 + half your ranks in Touch of Death + your Charisma modifier). Alternatively, you can use this power to healdamagetoundeadcreatures. Ranks: You channel an additional 1d6 points of negative energy for every two ranks you have attained beyond the first (2d6 at 3 ranks, 3d6 at 5, and so on). Also, the save DC increases by +1 per 2 ranksbeyondthe1st. Special: You can use this ability to create other effects,purchasedseparatelyasspelllikeabilities.
Effect Channel Negative Energy Cause blindness/ deafness Hold person Cause disease Bestow curse Poison Harm Min. Ranks XP Cost Daily Use Cost

TENACIOUS MAGIC
Prerequisites: Spellcraft 15 ranks, Spellcasting 11 ranks. Cost:15XP(asreversed3rdleveldispelmagicspell xforcontingentuse(appliesonlytoonespell)). Benefit: Choose one spell you know or spelllike ability you possess. Whenever the chosen form of magicwouldotherwiseendduetoadispeleffect,the magic is instead only suppressed for 1d4 rounds. The magic still ends when its duration expires, but the suppressed rounds do not count against its duration. You can dismiss your own spell or spell like ability (if dismissible) or dispel your own tenaciousmagicnormally. Special: You can gain this power multiple times. Each time, it applies to a different spell or spelllike ability.

1st 4th 5th 6th 9th 12th 18th

25 6 6 9 9 12 18

2 2 2 2 2 3 4

TIMELESS BODY
Cost:90XPor+9toresurrectionsurvivalDC. Benefit: You no longer take penalties to your ability scores for aging and cannot be magically aged. Any such penalties that you have already taken, however, remain in place. Bonuses still accrue,andyoustilldieofoldagewhenyourtimeis up.

Channel Negative Energy: As a standard action, you can unleash a wave of negative energy in a 30 foot burst. All living creatures in this radius take negativeenergydamageasifhitwithyourTouchof Death.AffectedcreaturesareallowedaWillsavefor halfdamage;theDCofthissaveisequalto10+half your ranks in Touch of Death + your Charisma modifier. Undead creatures within the area are healed a like amount by this wave of negative energy. Hit points above the undeads total are lost. Youcanchoosewhetherornottoincludeyourselfin thiseffect. Undead who are healed by this effect must make a Will save or fall under your command. You can command any number of undead whose total Hit Dice do not exceed your number of ranks in

channeling. You can relinquish control of undead to gaincontrolofnewundead. Commanding undead is a standard action that requires line of effect. If a commanded undead is subject to a turning attempt, it does not flee, but does receive a new saving throw to dispel the commandeffect.

TURN OUTSIDER
Choose one alignment subtype, such as chaos, evil, good, or law. You can channel your divine energytoharmoutsidersofthattype. Prerequisites: Ability to channel positive or negativeenergy. Cost:40XP. Benefit: You can choose to have your channeling ability affect outsiders of your chosen alignment subtypeasiftheywereundead.Youmustmakethis choice each time you use your turn ability. If you command an outsider or cause it to flee, it gets a new Will save each round to break free from the effect. Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new alignmentsubtype.

TRACKLESS STEP
Prerequisites: Survival 3 ranks, Stealth 3 ranks or DruidicalInitiation3ranks. Cost: 20 XP (1st level pass without trace + 1st level magicaura). Benefit: You leave no trail in natural surroundings and cannot be tracked by nonmagical means.Youmaychoosetoleaveatrailifsodesired.

TROLLBORN
Prerequisites: Strength13+,LowLightVision. Cost: 70 XP (7th level giant form I x2 for 1 min./lvl tocontinuouseffectsxforlimitedeffects). Benefit:Thebloodofogresortrollsflowsinyour veins. Your type is Giant, rather than Humanoid. You can elect to remain mediumsized (but large and imposing), in which case you gain the Powerful Buildfeature(seebelow). Powerful Build: You gain a +1 size bonus to your CMB, as if you were Large. You are also considered to be one size larger when determining whether a creatures special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size(Medium). Alternatively,youcanchoosetoactuallybeLarge sized, in which case you apply a 1 size penalty to AC and attacks, a 2 size penalty to Dex, a +6 enhancement bonus to Strength, a +4 enhancement bonus to Constitution, and a +2 natural armor bonus.Inmostcivilizedplaces,youllbetreatedasa monster,andquitepossiblyattackedonsight.

TURN ELEMENTAL
Choose one elemental subtype, such as air, earth, fire,orwater.Youcanchannelyourdivineenergyto harmelementalcreatures. Prerequisites: Ability to channel positive or negativeenergy. Cost:40XP. Benefit: You can choose to cure or damage (and possibly turn) elementals and outsiders of your chosen elemental subtype as if they were undead. You must make this choice each time you use your channel energy ability. If you command an elementaloroutsiderorcauseittoflee,itgetsanew Willsaveeachroundtobreakfreefromtheeffect. Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new elementalsubtype.

WAND EXPERTISE
Prerequisite: Craft Magic Item, Quicken Spell, Spellcraftranks. Cost:50XP(forfreeactionactivation). Benefit: You may activate a wand in place of an attack instead of as a standard action. As a full round action, you could thus make as many wand activations as you could normally make ranged attacks. For instance, if you have 11 ranks in Fire Combat, you could activate a wand three times as a fullattackaction.IfyoualsohadtheRapidShotfeat,

you could activate the wand four times as a full attackaction.

WILD SHAPE
Cost: 6 XP per daily usage, plus ranks (3rd level beastshapeIspellx1/5fordailyuse). Benefits: You have the ability to turn yourself into any Small or Medium animal and back again onceperday.Youroptionsfornewformsincludeall creatureswiththeanimaltype.Thisabilityfunctions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until you change back. Changing form (to animal or back) is a standard action and doesnt provoke an attack of opportunity. The form chosen must be that of an animalyouarefamiliarwith. You lose your ability to speak while in animal form because you are limited to the sounds that a normal, untrained animal can make, but you can communicate normally with other animals of the same general grouping as your new form. (The normal sound a wild parrot makes is a squawk, so changingtothisformdoesnotpermitspeech.) You can select this power multiple times. Each time,youcanwildshapeanadditionaltimeperday. At5/day,youcanwildshapeatwill. Special: If you have the Druidic Initiation power, you can use your ranks in Druidic Initiation as your caster level for Wild Shape, rather than purchasing ranksseparately. Improvements to the basic power are outlined below.
Power Minimum Ranks XP Cost

Wild Shape WIld Shape, Greater Wild Shape, Small elemental Wild Shape, Superior Wild Shape, Med. elemental Wild Shape, Plant Wild Shape, Large elemental Wild Shape, Large plant Wild Shape, Huge elemental Wild Shape, Huge plant Wild Shape, Beast Wild Shape, Augmented Wild Shape, Greater Augmented

4th 6th 6th 8th 8th 8th 10th 10th 12th 12th 14th 14th 16th

6 8 8 10 10 10 12 12 14 14 12 20 40

WildShape,Greater:AsWildShape,butyoucan become a Large or Tiny animal, as for the beast shape II spell. Upgrading Wild Shape to Greater Wild Shapecosts2XPperdailyusage. Wild Shape, Small Elemental: As Wild Shape, but you can become a Small elemental, as per the elementalbodyIspell. You can select this power multiple times. Each time, you can elemental wild shape an additional time per day. At 5/day, you can elemental wild shapeatwill. Wild Shape, Superior: As Wild Shape, but you can become a Huge or Diminutive animal, as for the beast shape III spell. Upgrading Greater Wild Shape toSuperiorWildShapecosts2XPperdailyusage. Wild Shape, Medium Elemental: As Elemental Wild Shape, but you can become a Medium elemental, as per the elemental body II spell. Upgrading Elemental Wild Shape from Small to Mediumcosts2XPperdailyusage. Wild Shape, Plant: As Wild Shape, but you can becomeaSmallorMediumplantcreature,asperthe plantshapeIspell. You can select this power multiple times. Each time, you can plant wild shape an additional time perday.At5/day,youcanplantwildshapeatwill. WildShape,LargeElemental:AsElementalWild Shape,butyoucanbecomeaLargeelemental,asper the elemental body III spell. Upgrading Elemental Wild Shape from Medium to Large costs 2 XP per dailyusage. Wild Shape, Large Plant: As Elemental Wild Shape,butyoucanbecomeaLargeelemental,asper the plant shape II spell. Upgrading Plant Wild Shape to Large Plant Wild Shape costs 2 XP per daily usage. WildShape,HugeElemental:AsElementalWild Shape,butyoucanbecomeaHugeelemental,asper the elemental body IV spell. Upgrading Elemental Wild Shape from Large to Huge costs 2XP per daily usage. Wild Shape, Huge Plant: As Elemental Wild Shape,butyoucanbecomeaLargeelemental,asper the plant shape III spell. Upgrading Plant Wild Shape fromLargetoHugecosts2XPperdailyusage. Wild Shape, Beast: As Wild Shape, but you can become a magical beast, as per the beast shape IV spell.

Wild Shape, Augmented: Whenever you are in Wild Shape, you gain a +4 enhancement bonus to Strength (this is in addition to the strength increase granted by the wild shape, if any). Pricing: 2nd level bulls strength spell x 2 (1 min./lvl to continuous effects)x(contingentusage). Wild Shape, Greater Augmented: Whenever you areinWildShape,yougaina+6enhancementbonus to Strength (this is in addition to the strength increase granted by the wild shape, if any). Upgrading Augmented Wild Shape to Greater AugmentedWildShapecosts20XP.

Ranks: For each additional rank in Wild Surge, you can choose to boost your manifester level by an additional+1,toamaximumof+6at6ranksinWild Surgeand19ranksinPsionicAwareness. As you gain ranks in Wild Surge, you can also learnadditionalpowers,assummarizedbelow.
Ability Minimum Ranks XP Cost

WILD SURGE
Prerequisites: Psionic Awareness 1 rank, plus 2 additional ranks for a 2nd rank in Wild Surge, plus 4 additionalranksperrankinWildSurgethereafter. Cost: Benefit: You can choose to invoke a wild surge whenever you manifest a power. When you do so, you gain +1 to your manifester level with that manifestation of the power. The manifester level boost gives you the ability to augment your powers to a higher degree than you otherwise could; however,youpaynoextrapowerpointforthiswild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge. Level dependent power effects are also improved, depending on the power a you manifest with the wild surge. This improvement in manifester level does not grant you any other benefits (psicrystal abilities do not advance, you do not gain additional power points except as described, and so on). You cannot use the Overchannel psionic feat (q.v.) and invokeawildsurgeatthesametime.Inallcases,the wild surge effectively pays the extra power point costthatisnormallyrequiredtoaugmentthepower; only the unaugmented power point cost is subtractedfromyourpowerpointreserve. PsychicEnervation:Pushingyourselfbyinvokinga wild surge is dangerous. Immediately following each wild surge, you may be overcome by the strain of the effort. The chance of suffering psychic enervationisequalto5%permanifesterleveladded with the wild surge. If you are overcome by psychic enervation, you are dazed until the end of your next turn and lose a number of power points equal to yournumberofranksinPsionicAwareness.

Elude Touch 1st 30 nd 25 Surging Euphoria 2 Volatile Mind 3rd 35 Elude Touch: Your intuition supersedes your intellect, alerting you to danger from touch attacks (including rays). You gain a luck bonus to Armor Classagainstalltouchattacksequalto+1perrankin Wild Surge you possess (to a maximum equal to your Charisma bonus). Pricing: as 2nd level resist touchspellx1.5for10min./lvltocontinuouseffects. Surging Euphoria: When you use your Wild Surge ability, you gain a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of your wild surge. Ifyouareovercomebypsychicenervationfollowing thewildsurge,youdonotgainthemoralebonusfor thisuseofyourWildSurgeability. If you have at least 4 ranks in Wild Surge, the moralebonusonyourattackrolls,damagerolls,and saving throws increases to +2. At 6 ranks, the bonus increasesto+3. Pricing: (as 3rd level good hope spell +4 levels for swift activation 2 levels for nonmass effects) x forcontingentusage(onlyonWildSurge). VolatileMind:Yourtemperamentalmindishard to encompass with the discipline of telepathy. When any telepathy power is manifested on you, the manifester of the power must pay 1 power point morethanheotherwisewouldhavespent.Theextra cost is nota natural part of that powerscost. It does not augment the power; it is simply a wasted power point. Your volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy powers cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points. As a standard action, you can choose to lower this effect for 1 round. At 4 ranks in Wild Surge, the penalty assessed against telepathy powers manifested on you is

increased to 2 power points. At 5 ranks, the penalty increases to 3 power points, and at 6 ranks it increases to 4 power points. Pricing: as 7th level mentalprotectionspellxforreducedeffectx1for1 hr./lvltocontinuouseffects.

WIZARDRY
Prerequisite: Spellcraft 1 rank per rank in Wizardry, Spell Repertoire 1 rank per rank in Wizardry. Cost:Ranksonly. Benefit: Your repertoire of spells known becomeslotsthatyoucanfillwithdifferentspellson a daily basis. You gain bonus spell slots based on your Intelligence, per the SRD. To prepare a spell you must have an Intelligence score of at least 10 + thespellslevel. Spellbook: Spells to fill daily slots must come from aspellbook,intowhichyouhave2spellsperrankin Wizardry to represent your studies. Preparingspells takes Without this spellbook, you cannot prepare spells unless you have the Spell Mastery feat. You can add new spells to your spellbook using the methodsdescribedintheSRD. Rest: To prepare your daily spells, you must first sleep for 8 hours. You do not have to slumber for every minute of the time, but you must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If your rest is interrupted, each interruption adds 1 hour to the total amount of time you have to rest in ordertoclearyourmind,andyoumusthaveatleast 1 hour of uninterrupted rest immediately prior to preparingyourspells.Ifyoudonotneedtosleepfor some reason, you still must have 8 hours of restful calmbeforepreparinganyspells. Recent Casting Limit/Rest Interruptions: If you have cast spells recently, the drain on your resources reduces your capacity to prepare new spells. When you prepare spells for the coming day, all the spells you have cast within the last 8 hours count against yourdailylimit. Preparation Environment: To prepare any spell, you must have enough peace, quiet, and comfort to allow for proper concentration. Your surroundings need not be luxurious, but they must be free from overt distractions. Exposure to inclement weather prevents the necessary concentration, as does any

injury or failed saving throw you might experience while studying. You also must have access to your spellbooks to study from and sufficient light to read them by. There is one major exception: any wizard can prepare a read magic spell even without a spellbook. Spell Preparation Time: After resting, you must study your spellbook to prepare any spells that day. If you want to prepare all your spells, the process takes 1 hour. Preparing some smaller portion of your daily capacity takes a proportionally smaller amount of time, but always at least 15 minutes, the minimum time required to achieve the proper mentalstate. Spell Selection and Preparation: Until you prepare spells from your spellbook, the only spells you have available to cast are the ones that you already had prepared from the previous day and had not yet used. During the study period, you choose which spells to prepare. If you already have spells prepared (from the previous day) that you have not cast, you can abandon some or all of them to make roomfornewspells. When preparing spells for the day, you can leave someofthesespellslotsopen.Laterduringthatday, you can repeat the preparation process as often as you like, time and circumstances permitting. During theseextrasessionsofpreparation,youcanfillthese unused spell slots. You cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because you have cast a spell in the meantime. That sort of preparation requiresamindfreshfromrest.Likethefirstsession oftheday,thispreparationtakesatleast15minutes, and it takes longer if you prepare more than one quarterofyourspells. Prepared Spell Retention: Once you prepare a spell, it remains in your mind as a nearlycast spell until you use the prescribed components to complete and trigger it or until you abandon it. Certain other events, such as the effects of magic items or special attacks from monsters, can wipe a prepared spell fromyourmind. If you have both Wizardry and Sorcery, you havethefollowingthreeoptions: Option One: Establish two separate arrays, using the Spell Repertoire power twice. One of these represents your wizard array; the other is your sorcerer array, and you function in all ways like a 3.5/Pathfindermulticlassedwizard/sorcerer.

Option Two: Share a single array. For each slot in the array, choose to fill it permanently with a spell known,tobecastspontaneouslyusingthespellsper day granted by the Sorcery power, or leave that slot open, to be filled daily with a prepared spell. Preparing a spell costs one daily spell per day of theappropriatelevel. Forexample,imaginethatBarjintheMagicianhas Int 16, Cha 16, Arcane Spellcasting (5 ranks), Arcane Spell Repertoire (5 ranks), Sorcery (5 ranks), and Wizardry(5ranks).Hisarrayisasfollows: 0Level(atwill)detectmagic,readmagic,2slots; 1stLevel(7/day)magicmissile,sleep,2openslots; 2nd(5/day)mirrorimage,invisibility,oneopenslot; 3rd(2/day)fireball,plusoneunfilledslot. After filling his open slots with prepared spells (usable once each that day), he has the following daily uses remaining with which to cast his spells known:1st5,2nd4,3rd1. OptionThree:PurchasetheArcaneTheurgypower (q.v.).

Metamagic Feats
All metamagic feats are treated as spelllike abilities that collectively use your Spellcraft skill as a caster level.Eachhasanominalcostforyoutogaintheuse in it (5 XP), but also applies a cost in terms of the level of the spell being cast, as noted in the description.

EMPOWER SPELL
Cost: An empowered spell uses up a spell slot twolevelshigherthanthespellsactuallevel. Benefit: All variable, numeric effects of an empowered spell are increased by onehalf. Saving throws and opposed rolls are not affected, nor are spellswithoutrandomvariables.

ENLARGE SPELL
Cost: An enlarged spell uses up a spell slot one levelhigherthanthespellsactuallevel. Benefit: You can alter a spell with a range of close,medium,orlongtoincreaseitsrangeby100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while mediumrange spells have a range of 200 ft. + 20 ft./level and long rangespellshavearangeof800ft.+80ft./level. Special: Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.

WOODLAND STRIDE
Prerequisite:Survival2ranks. Cost:Ranksonly. Benefit: You can move through any sort of undergrowth (such as natural thorns, briars, overgrownareas,andsimilarterrain)withouttaking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion stillaffectyou. Ranks: For each rank in Woodland Stride, your movementpenaltyinundergrowthismitigatedby5 ft. per round. For example, if you havea speed of30 ft. per round, but move through growth that normallypermitsyoutomoveathalfspeed,youcan move at full speed with 3 or more ranks in WoodlandStride.

EXTEND SPELL
Cost: An extended spell uses up a spell slot one levelhigherthanthespellsactuallevel. Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat.

HEIGHTEN SPELL
Cost: A heightened spell is as difficult to prepare andcastasaspellofitseffectivelevel. Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level).

Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that itmodifies.Alleffectsdependentonspelllevel(such as saving throw DCs, damage cap, and ability to penetrate a lesser globe of invulnerability) are calculatedaccordingtotheheightenedlevel.

Casting a quickened spell doesnt provoke an attack ofopportunity. Special: This feat can be applied to any spell cast spontaneously (including sorcerer spells, bard spells,andclericordruidspellscastspontaneously), allowingittobecastasaswiftaction.

MAXIMIZE SPELL
Cost:Amaximizedspellusesupaspellslotthree levelshigherthanthespellsactuallevel. Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells withoutrandomvariables. Special: An empowered, maximized spell gains the separate benefits of each feat: the maximum resultplusonehalfthenormallyrolledresult.

WIDEN SPELL
Cost: A widened spell uses up a spell slot three levelshigherthanthespellsactuallevel. Benefit: You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spells area increase by 100%. Spells that do not have an area of one of thesefoursortsarenotaffectedbythisfeat.

SILENT SPELL
Cost: A silent spell uses up a spell slot one level higherthanthespellsactuallevel. Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are notaffected. Special: Bard spells cannot be enhanced by this metamagicfeat.

STILL SPELL
Cost: A stilled spell uses up a spell slot one level higherthanthespellsactuallevel. Benefit: A stilled spell can be cast with no somatic components. Spells without somatic componentsarenotaffected.

QUICKEN SPELL
Cost: A quickened spell uses up a spell slot four levelshigherthanthespellsactuallevel. Benefit:Castingaquickenedspellisafreeaction. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened.

Chapter 5: Items & Creatures


Permanent magic items represent personal power; as such, characters in a Hybrid game spend XP to bond magical items. In game terms, all unbonded items other than potions and scrolls require a DisableDevice(UseMagicDevice)checktouseasif they were magical; otherwise, they perform as normal (masterwork) items. On the other hand, a bonded item that is lost will somehow find its way back to its rightful owner, often through a bizarre chainofcoincidence. The XP cost of bonding an item is equal to 1 XP per 500 gp of the items (3.5 edition D&D) market value.Asummaryofitemcostsisprovidedbelow. Items found during the course of an adventure canbebondedorsold,atthecharactersoption. Because permanent items must be purchased with XP, there are no limitations (nor price increases)oncombiningpropertiesinasingleitem the more, the merrier, in fact. The idea of a single, powerfulitemfitsthegamesliteraryrootsfarbetter than does the D&D model of characters walking around like Christmas trees, aglow with dozens of minor magical trinkets. Accordingly, there are no magicitemslotstotrack,either. Players and referees are therefore encouraged to work together to develop the properties of the charactersitems. Creatures (familiars, animal companions, bonded mounts, etc.) work similarly to magic items; characters spend XP on the animals traits, rather thanautomaticallygainingthematlevelbreaks.

ITEM COSTS
Item gp pricing is similar to in 3.5 edition D&D rules; the corresponding table from the System ReferenceDocumentisreproducedhere.

TABLE: ESTIMATING MAGIC ITEM GOLD PIECE VALUES


Effect Base Price Standard D&D Example Ability bonus (enhancement) Bonus squared x 1,000 gp Gloves of Dexterity +2 Armor bonus (enhancement) Bonus squared x 1,000 gp +1 chainmail Bonus spell Spell level squared x 1,000 gp Pearl of power AC bonus (deflection) Bonus squared x 2,000 gp Ring of protection +3 Natural armor bonus (enhancement) Bonus squared x 2,000 gp Amulet of natural armor +1 Other bonus (luck, insight, sacred, etc.) Bonus squared x 2,500 gp Ioun stone, dusty rose prism Save bonus (resistance) Bonus squared x 1,000 gp Cloak of resistance +5 Skill bonus (competence) Bonus squared x 100 gp Cloak of elvenkind Spell resistance 10,000 gp per point over SR 12 Mantle of spell resistance Weapon bonus (enhancement) Bonus squared x 2,000 gp +1 longsword Spell Effect Base Price Standard D&D Example Single use, spell completion Spell level x caster level x 25 gp Scroll of haste Single use, use-activated Spell level x caster level x 50 gp Potion of cure light wounds 50 charges, spell trigger Spell level x caster level x 750 gp Wand of fireball Command word Spell level x caster level x 1,800 gp Cape of the mountebank Use-activated or continuous* Spell level x caster level x 2,000 gp* Lantern of revealing Special Base Price Adjustment Standard D&D Example Charges per day Divide by (5 divided by charges per day) Boots of teleportation Charged (50 charges) 1/2 unlimited use base price Ring of the ram Component Extra Cost Standard D&D Example Armor, shield, or weapon Add cost of masterwork item +1 composite longbow Spell has material component cost Add directly into price of item per charge** Wand of stoneskin Spell has XP cost Add 5 gp per 1 XP per charge** Ring of three wishes Spell Level: A 0-level spell is half the value of a 1st-level spell for determining price. * If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2. If the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half. Instantaneous-duration spells have a recommended minimum cost of 8 times the amount shown.

** If item is continuous or unlimited, not charged, determine cost as if it had 100 charges. If it has some daily limit, determine as if it had 50 charges.

CREATURE COSTS
Basic costs for animals and magical creatures, purchased la carte, are summarized below. In general,toprocureuniquecreatures,thesepricesare adequate. The purchase of groups of followers or creatures can be done more economically by using theLeadershipfeat(seebelow). Feature XP +/-1 Per attribute point above/below 65 total (creatures) Per attribute point (items) 1 Speech (general or specific) 3 Per skill rank 1 Per point of natural AC bonus 1 Per feat rank 1 Per 10 XP worth of Powers 1 Per 10 ft. of movement (non-land) 1 Empathic link 1 Share skill ranks 4 Share spells 1 Deliver touch spells 2 Grant bonuses to skills (per +1) 1 Concentrate for you 8

Empathic Link: You have an empathic link with your familiar out to a distance of up to 1 mile. You cannot see through the familiars eyes, but the two of you can communicate empathically. Because of thelimitednatureofthelink,onlygeneralemotional content can be communicated. Because of this empathic link, you have the same connection to an itemorplacethathisfamiliardoes. Share Skill Ranks: For each skill in which either you have ranks, the familiar uses your skill ranks, instead of purchasing them separately. In either case, the familiar uses its own ability modifiers. Regardless of a familiars total skill modifiers, some skills may remain beyond the familiars ability to use. For each saving throw, use either the familiars base save bonus (purchased as feat ranks) or yours, whichever is better. The familiar uses its own attribute modifiers to saves, andit doesnt share any oftheotherbonusesthatyoumighthaveonsaves

Share Spells: At your option, you may have any spell (but not any spelllike ability) you cast on yourselfalsoaffecthisfamiliar.Thefamiliarmustbe within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other thaninstantaneous,itstopsaffectingthefamiliarifit moves farther than 5 feet away and will not affect the familiaragain evenif it returns to you before the duration expires. Additionally, you may cast a spell with a target of You on his familiar (as a touch range spell) instead of on yourself. You and your familiar can share spells even if the spells normally donotaffectcreaturesofthefamiliarstype(magical beast). Deliver Touch Spells: A familiar can deliver touch spells for you. If you and the familiar are in contact at the time you cast a touch spell, you can designate your familiar as the toucher. The familiar can then deliver the touch spell just as you could. As usual, if you cast another spell before the touchisdelivered,thetouchspelldissipates. Grant Bonuses to Skills: Certain familiars grant skillbonuses(e.g.,ablackcatgrants+2toPerception and +2 to Stealth, for a total cost of 4 XP). Creatures like familiars can grant bonuses to their masters other than skill improvement; use the magic item pricing for these abilities, treating the familiar as a bonded item. For example, granting a +2 enhancementbonustoIntelligencewouldcost(2^2* 1,000/500)=8XP. Concentrate for You: When you cast a spell requiring concentration, you can designate your familiar as the concentrator. At any time during the spells duration, you can hand over control of it to your familiar as a free action, provided the creature is within 5 feet of you and its Intelligence score is at least 10 + the level of the spell. The familiar thenconcentrates to maintainand direct the spell just as you would. Pricing: as 8th level finding thecenterspell. Other: Other extraordinary abilities can be priced accordingtorefereeandplayeragreement.

Item and Creature Feats

CRAFT MAGIC ITEM


Prerequisite: 1 rank in an appropriate Craft skill per rank in Craft Magic Item; Spellcraft 1 rank per rank in Craft Magic Item, Spellcasting 1 rank per rankinCraftMagicItem. Cost:Ranks. Benefit: You are capable of crafting magical items, imbuing objects with magic powers (the term enchantment in Hybrid rules refers specifically to a school of magic, never to the act of creating magic items). Imbuing an item takes 1 day for each 1,000 gp in the price of its magical features, plus the time ittakestocrafttheitem.Toimbueanitem,youmust spend 1 XP per 500 g.p. worth of its features total price, and use up raw materials costing onehalf of the total price. Some items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derivedfromtheitemsbaseprice. If you are crafting the item for someone else, that person can pay the XP cost (instead of you) if he or she is present during the crafting. Alternatively, you can sell items you craft; anyone purchasing them must bond the items to themselves, spending the requisiteXP,whicharethenreturnedtoyou. You can mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in thefirstplace. The table below summarizes the primary types of magic items, with examples of appropriate Craft skillsand the minimum ranks in this feat needed for each. Item Scroll Potion Wondrous Item Wand Arms and Armor Rod Ring y Staff Woodcarving 8 Craft Skill Spellcraft Alchemy (As applicable) Woodcarving Blacksmith Woodcarving Jeweler/lapidar Mimimu m Ranks 1 2 3 4 5 6 7

ENHANCE ITEM
Prerequisite: Craft Magic Item 3 ranks plus 1 additionalrankperrankinEnhanceItem. Benefit:Whenyoucreateanitemthatreproduces a power or spell allowing a saving throw, increase thesaveDCby+1. Special:ForeachadditionalrankinEnhanceItem beyond the 1st, add another +1 to the item save DC, to a maximum bonus equal to your Spellcasting attributemodifier. Normal: When a character creates a magic item, she uses the minimum key ability score necessary to imbed a spell of a given level, and the associated modifier to adjust the DC for saving throws, regardless of her actual key ability score, which couldbehigher.

LEADERSHIP
Benefits: Having this feat enables you to attract loyal companions and devoted followers, subordinates who assist you. These can be actual companions, retainers, or simply friends and other peoplewhowillgooutoftheirwaytohelpyou. Ranks: Your leadership score (your number of ranks in Leadership plus your Charisma bonus) determineshowmanyfollowersyoucanrecruit. LeadershipModifiers:Severalfactorscanaffecta characters Leadership score, causing it to vary from the base score. A characters reputation (from the pointofviewofthecohortorfollowerheistryingto attract)raisesorlowershisLeadershipscore: Leaders Reputation Great renown Fairness and generosity Special power Failure Aloofness Cruelty

Modifier
+2 +1 +1 1 1 2

Other modifiers may apply when you try to attractacohort:

For all details not specifically listed here, use the D&D 3.5 edition rules in the System Reference Document for making items, with particular attentiontothenonstandarditemssections.

The Leader . . . Has a familiar, special mount, or animal companion

Modifier
2

Recruits a cohort of a different alignment, ethos, or allegiance Caused the death of a cohort * Cumulative per cohort killed.

1 2*

Followers have different priorities from cohorts. When the character tries to attract a new follower, useanyofthefollowingmodifiersthatapply. The Leader . . . Has a stronghold, base of operations, guildhouse, or the like Moves around a lot Caused the death of other followers
Leader Score 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25+ Cohort Level 1st 2nd rd 3 3rd 4th 5th 5th 6th 7th 7th 8th 9th 10th 10th 11th 12th 12th 13th th 14 15th 15th 16th 17th 17th

Modifier
+2 1 1

Number of Followers by Level: st nd rd th th th 2 3 4 5 6 1 5 6 8 10 1 15 1 20 2 1 25 2 1 30 3 1 1 35 3 1 1 40 4 2 1 1 50 5 3 2 1 60 6 3 2 1 1 75 7 4 2 2 1 90 9 5 3 2 1 110 11 6 3 2 1 135 13 7 4 2 2

to the PC and add that number of experience points tothecohortstotal. If a cohort gains enough XP to bring it to a level one lower than the associated PCs character level, the cohort does not gain the new levelits new XP totalis1lessthantheamountneededattainthenext level. Number of Followers by Level: The character can lead up to the indicated number of characters of each level. Followers are similar to cohorts, except theyre generally lowlevel NPCs. As NPCs, followers receive half the number of XP shown in the table. Followers dont earn experience and thus dont gain levels. However, when a character with Leadership attains a new level, the player consults the table above to determine if she has acquired more followers, some of which may be higher level than the existing followers. (You dont consult the table to see if your cohort gains levels, however, becausecohortsearnexperienceontheirown.)

Cohort Level: The character can attract a cohort of up to this level (see XP table in Chapter 1). Regardless of a characters Leadership score, he can only recruit a cohort who is two or more equivalent levels lower than himself. Cohorts earn XP as follows: Divide the cohorts effective level by the level of the PC with whom he or she is associated (the character with the Leadership feat who attracted the cohort). Multiply this result by the totalXP awarded

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