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Kingmaker Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Authors: James Jacobs, Mark Moreland, and F. Wesley Sc
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Pathfinder Character Traits Web Enhancement, Copyright 2009, Paizo Publishing, LLC. Author: James Jacobs and F. Wesley

Pathfinder Chronicles Campaign Setting. Copyright 2008, Paizo Publishing, LLC; Authors: Keith Baker, Wolfgang Baur, Cl
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Advanced Player’s Guide Final Playtest. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn.
Legends of the Shining Jewel Campaign Guide, Copyright 2009, The Shining Jewel, LLC.; Author: Jay Fisher and Catie Straito
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Howdy, and welcome to the Pathfinder Character Excelerator (Yep, it's a cheesy name. I like cheese. And cake). This spreadsh
characters for the Pathfinder Roleplaying Game (PRPG). The information in this sheet is either 100% Open Game Content, or i
Paizo as well as material from 3rd-party publishers (see below for some thoughts on these nice folks). This sheet is not a chara
character generation process with information about the races, classes, and such that you select. In that regard, I assume you
a lot of things for you, filling out information based on the race you select, automatically updating feats and class abilities as you
more and more content automated. In addition to helping out in this way, I'm also trying to build the sheet as compatible and mo
Linux box as a PC, and in OpenOffice or an older version of Excel. It can also be "chopped up" and rebuilt once you figure out
stat blocks on his front page if you want to remove them and put in, say, frequently used spell summaries instead. This gets int
*See the Legal tab for more legalese…

Well, this field looks as good as any to talk about Customization…So, I've tried to build in two levels of customization for folks, a
the Customization tab (right next to this tab unless you've moved things around) and fill out the various fields. Now, even thoug
how it works, but once you get the hang of it this tab should be a quick way to add some personal bits to your character. Now, f
how Excel works. For this path, you go directly to the various tabs that hold the data for the sheet (I don't hide them; they're all
then flows into the various selections and forumlas used to complete the character sheet. You can generally add data directly to
*** fields. Your data should then appear in the relevant lists, lookups, etc. If you want to get fancy and automate things, you can
also edit things on the various "print" sheets--cells with a little red flag are not locked but may contain formulas for you to add to
You can unlock these sheets and fiddle as much as you like, as there is no set password. Now, at times this advanced approac
the next version. One note, the addition of Class Abilities is a bit tougher at this time as I'm still working on a good solution for th

Now, I mentioned 3rd-party publishers earlier and I wanted to say a bit more about that. At this time, Super Genius Games, Allu
running The Legend of the Shining Jewel have all provided material for inclusion. I am pleased to support these great companie
while this character sheet has some of the "crunch" you can get from these fine products, you are only seeing a small portion o
contributing 3rd-party publishers. If you like their material, I strongly encourage you to buy their product(s). You're not only supp
movement as a whole.
4 Winds Fantasy Gaming
Alluria Publishing
Legends of the Shining Jewel
Super Genius Games
Rite Publishing
and of course none of this would be possible without…
Paizo Publishing

So, head on over to the Getting Started tab to kick things off. Once you've entered the information there, you can go to the Fron
weapons and armor, and such are all handled dynamically on these pages. This means you can change then information there
Conditions, Magical Effects, and Magic Items are either already in place or being added, so you can chagne these variables as
+

+
+
For all those questions that keep coming up…

I've got some thoughts on changes for the sheet/I found a bug that needs attention/I'd like to hang out and chat with ni
I regularly post on the Paizo forums--you can find me as the angel-faced fellow named erian_7. In particular for this sheet, I ma
below). I strongly encourage folks to join in the conversation there, as many of the great features, efficient formulas and innova
ideas! While I maintain a "baseline" copy of the sheet at the Pathfinder Database, you will also find I release iterations almost w
beta, after all...
erian_7's Excel-based Character Sheet

You've done some


the sheet--see greattab)
the Legal work here, is
prohibits there any
accepting way I can
payment pay/donate
for the work. fmoney or your work?

Now, with that said there is actually one way anyone can support the sheet--I very much believe in the Open Game License (O
fine material from publishers like 4 Winds Fantasy Gaming, Alluria Publishing, Otherworldy Creations/Super Genius Games, an
in the past provided me with content for the sheet free-of-charge. Open Gaming is a big deal to me. I believe if "done right" it ca
publishers. To that end, I am focused on (1) promoting Open Gaming and the publishers that actively support it, (2) educating p
encouraging people to move beyond just snagging the mechanics and actually buying the product (if someone wants to use an
want more good stuff, those companies need money!

So...short story long I encourage anyone that likes this work to go support 3rd Party Publishers by purchasing their products--th
publishers
Open Calla note andParty
To 3rd tell them you think they've
Publishers done a fine
- I'll Support job. PRPG
Your If you want
OGCto mention my work in the process, and if they are

Can you add class X or feat Y from one of the old D&D 3.5 (or 3.0) books?
In general, no. Wizards of the Coast released most of their content as "closed" despite the general PHB material being "open" a
cannot legally add any of that material, nor can I add material from other publishers that does not have a clear statement that th
for your own personal use, but if you do so you definitely should not redistribute the material.

The monk's Flurry of Blows is not showing all of the iterative attacks.
Flurry of blows works exactly like two-weapon fighting in PRPG. As such, you need to use two weapon blocks for a flurry of blo
As: 2-Wpn Off-Hand. In the Combat Options for each weapon block, set one of the options to Flurry of Blows and you're ready
unarmed strikes and weapon attacks.

How do I add more bonuses to my Natural Armor/Dodge/Deflection?


For manual entry, use the Misc 1, 2, and 3 boxes to cover these, and be sure to set the Applies To as appropriate to apply to to
for effects and magic items.

How do I set the Qualified field for custom feats?


You can go the easy route--just state TRUE or FALSE for the character in question--or the harder route of writing the logic nece

=AND(Dex>14,ISNUMBER(FIND("Nimble Moves",Feats_Known)))

The logic should result in an answer of TRUE when the requirements are met.

How do I set Weapon Focus/Exotic Weapon Proficienct/Martial Weapon Proficiency/etc.? The feats just have a [] and I
The Feat Settings section directly below Step 3 on the Getting Started tab has a series of selectors for these feats. If you want
entries next to the Weapon Focus Selections box to Halberd. Feats that depend on these (such as Weapon Specialization) will

Why aren't the skills straight alphabetical? I can never find anything...
The skills are sorted into two lists and are alphabetical within that list. The two lists are 'skills that can be used without putting a
untrained' (Trained Only). I do this because in my use I often don't need a good chunk of the Trained Only skills, and so I end u
goal stated on What Is This Thing--the modular nature of the sheet lets me change things around easily). To help folks that wan
on the Front tab that has the feats alphabetical. You can simply copy-and-paste this list over the skills and be good to go.
Is there any way I can export my character from a previous version of the sheet and then import that into a new versio
Since I don't use macros/VBA in the sheet in order to maintain cross-platform compatibility, there is unfortunately no easy way
manual entry is the only option…
↙ Click the + symbol to expand the customization section(s) you want to use.
CUSTOM RACE

CUSTOM SKILLS

CUSTOM FEATS

CUSTOM TRAITS

CLASS

EQUIPMENT
Follow the Steps to create a character. Cells with a show areas where you can input data. After selecting class levels, be sure to check the Class Options section below for more settings.

Step 1—Determine Ability Scores Step 2—Pick Your Race Step 3—Pick Your Class, Select Feats, and Select Ability Increases

Point-Buy Epic 25 Race Human LVL CLASS FEATS HP ABILITY


1 Rogue Two-Weapon Fighting 8 0
STARTING
ABILITY SCORE COST RACE FINAL Ability Bonus (Any) Not available
Dexterity 2 Rogue 2
STRENGTH 16 10 - 16 3 Rogue Double Slice 0
Favored Class (Any One) 4 Rogue Dexterity 0
DEXTERITY 16 10 +2 18 5 Rogue Combat Expertise 0
Rogue Not available 6 Rogue 0
CONSTITUTION 10 0 - 10 7 Rogue Improved Feint
Points 11 11 0 HP SP 8 Rogue Dexterity
INTELLIGENCE 14 5 - 14 9 Rogue Greater Feint
10 Rogue
WISDOM 10 0 - 10 Bonus Feat* Weapon Finesse 11 Rogue Skill Focus [Bluff]
(Any one) Weapon Finesse 12
CHARISMA 10 0 - 10 13
Racial Skill Bonus* Not Available 14
Spent 25 (None) 0 15
*Note that bonus feats/skills may require setting options below 16
17
Other Details and Game Settings 18
19
Alignment Chaotic Neutral FEAT SOURCES 20
Paizo Non-Core No Two-Weapon
. FightingDouble SliceCombat ExpertiseImproved FeintGreater FeintSk
Show Non-Qualified Feats N Legends of the Shining Jewel No
Remarkable Races No Feat Settings Feat Checker
HP Option 3 Max HP at all levels Book of Arcane Magic No
Book of Divine Magic No Exotic Weapon ACROBATIC
PRPG Beta No Proficiency DESCRIPTION
Selections +4 bonus on Acrobatics and +2
bonus on Fly

Optional Rule—Character Traits Manual Settings Martial Weapon


Proficiency
Select 2, none of which can be from the same category. Set these options if necessary and/or GM-approved. Selections
Not Available
untrained Short Sword
Weapon Focus
Craft Skills
Selections
Category:

PREREQUISITES

Other Improved Critical
untrained
Perform Skill Selections
Category:

untrained
Professions Ability Focus

Manual Class
Save Conditional Modifiers
Skill Override
Used to display modifiers that apply to specific types—e.g. fear, spells, etc.—gained from traits, feats, etc.
Fortitude
Manual
Trait Options Reflex
Bonus Feats
Magical Knack Applies to: Will

↙ Click the + symbol to expand the class option section(s) relevant to your character.
Base Class Options - PRPG Core Rules

Barbarian

Bard

Cleric

Druid

Fighter

Monk

Paladin

Ranger

Rogue
### Two-Weapon Fighting, ImprovedSkill Focus [Perception]Weapon Focus
Use PCCS Alt. Class Ability LVL Rogue Talents LVL Rogue Talents Rogue Talent Details
No
(Poison Master) 2 Fast Stealth (Ex) 12 Combat Trick Two-Weapon Fighting, Improved
4 Weapon Training 14 Minor Magic
6 Feat 16 Major Magic
8 Combat Trick 18 Weapon Training Weapon Focus [Short Sword]
10 Opportunist (Ex) 20 Feat Skill Focus [Perception]

Sorcerer

Wizard

Base Class Options - Advanced Player's Guide Beta

Base Class Options - 3rd Party

Prestige Class Options - PRPG Core Rules


CHARACTER RECORD SHEET SPEED
Mod:
Venomin Richard Norebo Free City of Greyhawk
CHARACTER NAME PLAYER NAME DEITY/RELIGION REGION 40 ft. / x4
Human | Humanoid (human) Chaotic Neutral Medium 28 Male 6' 0 ###
" 200 lb.
RACE (TYPE/SUBTYPE) ALIGNMENT SIZE AGE GENDER HEIGHT WEIGHT (lb.) OTHER SPEEDS

| Rogue 11 | 11
CLASSES CHAR LVL DESCRIPTION

TEMP TEMP PERM OTHER ENCUMBRANCE


ABILITY SCORE MOD SCORE MOD MOD MOD Mod: Energy
16 16 HIT POINTS CONDITIONS Drain SPELLS & EFFECTS Light
STR 16 +3 3

TOTAL 88
26### +8
26
DEX 8 +6
SPELL RESISTANCE
10### +0
10
CON 0 LETHAL

14### +2
14
INT 2
NONLETHAL

10### +0 GENERAL NOTES


10 TOTAL BASE ABILITY RACE OTHER MISC
WIS 0
FORTITUDE SAVE +3 = 3 + 0 + 0 + 0 +
12### +1
12 DAMAGE REDUCTION
CHA 1 +2 Notes:
REFLEX SAVE +15 = 7 + 8 + 0 + 0 +
CHANNEL ENERGY (Not Available to this character) Notes:
WILL SAVE +3 = 3 + 0 + 0 + 0 +
Effective Level 0 Other DC Mods Times/Day Used
Notes:

GENERAL COMBAT SENSES


TOTAL MODS MISC MISC NOTES ARMOR/DEFENSE NOTES MOD PASSIVE SPECIAL

INITIATIVE +8 = 8 +
Perception +20 +30
CONDITIONAL MODIFIERS / OTHER

AC 21 = 10 + 3 + 0 + 8 + 0 + 0 + 0 + 0 + 0
TOTAL ARMOR SHIELD DEX SIZE NAT DODGE DEFLECT OTHER +5 spot trap
APPLIES TO? APPLIES TO? APPLIES TO?
18 13 Both Both Both
TOUCH FLAT-FOOTED MISC 1 MISC 2 MISC 3
ATTACK TYPE TOTAL BAB ABILITY SIZE OTHER MISC COMBAT NOTES SP Mod:
Armor Check
MELEE +11 = 8 + Str + 0 + 0 + SKILLS Skill Points 121 of 121 0

CLASS?
Penalty
KEY SKILL CALC MISC CONDITIONAL
SKILL NAME RANK
ABILITY MOD MODS MOD MODS
RANGED +16 = 8 + Dex + 0 + 0 +
Q Acrobatics Dex* 27 = 11 + 11 + 5
COMBAT MANEUVERS TOTAL BAB ABILITY SIZE OTHER MISC COMBAT MANEUVER NOTES
Q Appraise Int 6 = 1 + 5 +
CMB +11 = 8 + 3 + 0 + 0 +
Q Bluff Cha 21 = 11 + 10 +
CMD 29 = 10 + 8 + 3 + 8 + 0 + 0 + 0 + 0 + Q Climb Str* 17 = 11 + 6 +
TOTAL BAB STR DEX SIZE DODGE DEFLECT OTHER MISC
Q Craft (untrained) Int 2 = + 2 +
. Q Diplomacy Cha 5 = 1 + 4 +
WEAPONS AND ATTACKS
2-Wpn Primary2-Wpn Off-Hand2-Handed1-Handed Q Disguise Cha 5 = 1 + 4 +
WEAPON / ATTACK 2,079 M/R/T ENH MATERIAL SIZE QTY WIELDED AS?
Q Escape Artist Dex* 21 = 10 + 11 +
Short Sword Melee 1 Medium 1 2-Wpn Primary
+ATK ATTACKS +DMG DAMAGE KEEN? CRITICAL COMBAT OPTION £ Fly Dex* 8 = + 8 +
+2 +18/+13 1d6 +4 N 19-20 / x2 £ Heal Wis 0 = + 0 +
RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES COMBAT OPTION
Q Intimidate Cha 15 = 11 + 4 +
— 2.0 P Light Undead Bane (+2/+2d6)
SPECIAL PROPERTIES 0 0 0 0 0 0 0 ### 2-Wpn
###
Primary
3 0 1 +18/+13
+18/+13
### 9 0 -2 0 0 0 . COMBAT OPTION Q Perception Wis 20 = 11 + 9 +
— Q Perform (dance) Cha 1 = + 1 +
. £ Ride Dex* 8 = + 8 +
WEAPON / ATTACK 2,079 M/R/T ENH MATERIAL SIZE QTY WIELDED AS?

Short Sword Melee 1 Medium 1 2-Wpn Off-Hand Q Sense Motive Wis 14 = 11 + 3 +


+ATK ATTACKS +DMG DAMAGE KEEN? CRITICAL COMBAT OPTION
Q Stealth Dex* 27 = 11 + 11 + 5
+2 +18/+13 1d6 +4 N 19-20 / x2
RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES COMBAT OPTION £ Survival Wis 1 = 1 + 0 +
— 2.0 P Light Q Swim Str* 7 = 1 + 6 +
SPECIAL PROPERTIES 0 0 0 0 0 0 0 4 2-Wpn
###
Off-Hand
3 0 1 +18/+13
+18/+13
### 9 0 -2 0 0 0 . COMBAT OPTION
### = + +

### = + +
WEAPON / ATTACK 270 M/R/T ENH MATERIAL SIZE QTY WIELDED AS?
Q Disable Device Dex* 27 = 11 + 16 +
Composite Shortbow – STR 16 Ranged Medium 1 2-Handed
+ATK ATTACKS +DMG DAMAGE KEEN? CRITICAL COMBAT OPTION £ Handle Animal Cha NA = + 1 +
0 +16/+11 0 1d6 +3 N 20 / x3 £ Knowledge (arcana) Int NA + 2 +
RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES COMBAT OPTION
Q Knowledge (dungeoneering) Int NA + 2 +
70' 2.0 P Ranged
SPECIAL PROPERTIES 0 0 0 0 0 0 0 ### 2-Handed
### 4 0 0 +16/+110 0 0 0 0 0 0 . COMBAT OPTION £ Knowledge (engineering) Int NA + 2 +
— £ Knowledge (geography) Int NA + 2 +
WEAPON / ATTACK 2 M/R/T ENH MATERIAL SIZE QTY WIELDED AS? £ Knowledge (history) Int NA + 2 +
Dagger Thrown Medium 1 1-Handed Q Knowledge (local) Int 6 1 + 5 +
+ATK ATTACKS +DMG DAMAGE KEEN? CRITICAL COMBAT OPTION
£ Knowledge (nature) Int NA + 2 +
0 +16/+11 0 1d4 +3 N 19-20 / x2
RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES COMBAT OPTION £ Knowledge (nobility) Int NA + 2 +
10' 1.0 P or S Light 4 Throwing Dggers £ Knowledge (planes) Int NA + 2 +
SPECIAL PROPERTIES 0 0 0 0 0 0 0 ### 1-Handed
### 3 0 0 +16/+110 0 0 0 0 0 0 COMBAT OPTION
£ Knowledge (religion) Int NA + 2 +

£ Knowledge (spirits) Int NA + 2 +
WEAPON / ATTACK - M/R/T ENH MATERIAL SIZE QTY WIELDED AS?
Q Linguistics Int 10 = 5 + 5 +
None Melee Medium 1
+ATK ATTACKS +DMG DAMAGE KEEN? CRITICAL COMBAT OPTION Q Profession (untrained) Wis NA = + 0 +
0 0 N / Q Sleight of Hand Dex* 12 = 1 + 11 +
RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES COMBAT OPTION
£ Spellcraft Int NA = + 2 +

SPECIAL PROPERTIES 0 0 0 0 0 0 ### ### 3 0 0 3 3 0 0 0 0 0 COMBAT OPTION Q Use Magic Device Cha 15 = 11 + 4 +

* Armor Check Penalty applies. NA skills cannot be used untrained.


CAMPAIGN LANGUAGES ARMOR, SHIELD, & OTHER PROTECTION
ARMOR Value: 3,740 ENH SPECIAL MATERIAL OTHER KILT
Halfling
Padded +2 shadowed N
Shoanti CATEGORY ARMOR MAX DEX ARMOR CHECK ARCANE FAILURE SPD RED WGT (lb.)

Dwarven Light +3 +8 0 5% No 10.0


SPECIAL PROPERTIES
EXPERIENCE Elven
Orc 0
220,000 Medium SHIELD Value: - ENH SPECIAL MATERIAL READIED?
CURRENT TOTAL NEXT LEVEL PROGRESSION Giant
None Yes
Gnome SHIELD BONUS MAX DEX ARMOR CHECK ARCANE FAILURE WGT (lb.)

+0 +50 0 0% 0.0
LANGUAGES 8 of 8 Common: Common SPECIAL PROPERTIES
STARTING/BONUS LANGUAGES

Common
CommonDwarvenElvenHalflingShoantiOrcGiantGnome

GEAR / OTHER POSSESSIONS


MAGIC ITEMS ITEM QTY GP WGT CARRIED
###
Starting Outfit - ###
BELT (BELT OR GIRDLE) VALUE WEIGHT

Belt of Incredible Dexterity +6 32,000 1.00 ###


Holy Symbol (worn) - ###
DESCRIPTION ###
Thieves' tools, masterwork 100 2.00 Yes ###
###
Flint and Steel 1 ###
BODY (ROBE OR VESTMENT) VALUE WEIGHT ###
Latern, hooded 7 2.00 Yes ###
###
Waterskin 1 4.00 Yes ###
DESCRIPTION
###
Rope Silk (50ft) 10 5.00 Yes ###
###
Rations, trail (per day) 3.5 7.00 Yes ###
CHEST (MANTLE, VEST, OR SHIRT) VALUE WEIGHT
###
Oil, 5 flasks 2.5 5.00 Yes ###
DESCRIPTION COIN ### ###

11 ### ###
EYES (PAIR OF LENSES OR GOGGLES) VALUE WEIGHT PLATINUM ###
Backpack (capacity 50#) 2.00 Yes ###
5 ### ###
DESCRIPTION GOLD

5 ### ###
SILVER ### ###
FEET (PAIR OF BOOTS, SHOES, OR SLIPPERS) VALUE WEIGHT
5
Boots of Striding and Springing 5,500 1.00 ### ###
COPPER
DESCRIPTION
0.52 ### ###
WEIGHT ### ###
HAND (ONE GLOVE OR GAUNTLET) VALUE WEIGHT 50 ### ###
WGT MOD
### ###
DESCRIPTION
WEALTH ### ###
Belt Pouch (capacity 3#) 0.50 Yes
0.00 ### ###
HAND (ONE GLOVE OR GAUNTLET) VALUE WEIGHT
STARTING GOLD ### ###
DESCRIPTION 82,000.00 ### ###
WEALTH BY LEVEL

62,215.15 ### ###


HEAD (CIRCLET, CROWN, HAT, HELM, OR MASK) VALUE WEIGHT WEALTH VARIANCE ### ###
x1.0 ### ###
DESCRIPTION WBL MOD
### ###
ENCUMBRANCE ### ###
HEADBAND (HEADBAND OR PHYLACTERY) VALUE WEIGHT

Headband of Alluring Charisma +2 4,000 1.00 ### ###


76 230
DESCRIPTION
LIFT
###
Bit and Bridle 2 1.00 No ###
LIGHT
OVER
LOAD
HEAD ###
Saddlebags 4 8.00 No ###
NECK (AMULET, BROOCH, MEDALLION, NECKLACE, PERIAPT, SCARAB) VALUE WEIGHT 153 460 ###
Saddle, Riding 10 25.00 No ###
0 - MED
LIFT
OFF ### ###
DESCRIPTION LOAD GROUN Horse, Light (combat trained) 110 No
D

230 1,150 ### ###


RING VALUE WEIGHT HEAVY PUSH
0.00 19,669.30 17.00 48.02
LOAD DRAG ADVENTURE EXPENSES TOTAL GP VALUE ARMOR/WEAPON WGT TOTAL WEIGHT
Protection +1 2,000
DESCRIPTION

OTHER NOTES
RING VALUE WEIGHT
DELETE THIS TEXT BOX IF YOU'D RATHER USE ROWS (for instance if you
DESCRIPTION
want to add calculating cells)

SHOULDERS (CLOAK OR CAPE) VALUE WEIGHT

DESCRIPTION

WRISTS (PAIR OF BRACERS OR BRACELETS) VALUE WEIGHT

DESCRIPTION
RACIAL ABILITIES CLASS ABILITIES
Bonus Feat: Humans select one extra feat at 1st level | Skilled: Humans gain ROGUE
an additional skill rank at first level and one additional rank whenever they gain - Sneak Attack: Deal +6d6 dmg vs. foe w/in 30' denied Dex bonus to
a level AC/flanked; may only deal extra nonlethal dmg w/ nonlethal weapon; must be
able to see/reach vital spot, so concealment prohibits sneak attack
- Trapfinding: Gain +5 to Disable Device checks and to Perception checks to
locate traps; may use Disable Device on magic traps
- Evasion (Ex): Successful Ref save vs. attack that normally deals half damage
instead deals no damage; not available when wearing medium or heavy armor
or when helpless
- Rogue Talents: Gain 5 talent(s):
Combat Trick - Gain Two-Weapon Fighting, Improved as bonus feat
Fast Stealth (Ex) - Move at full speed using Stealth w/out penalty
Feat - Gain Skill Focus [Perception] as bonus feat
Finesse Rogue - Gain Weapon Finesse as bonus feat
Opportunist (Ex) - 1/rnd make AoO vs. foe taking dmg in melee from another
cahracter
Weapon Training - Gain Weapon Focus as bonus feat
- Trap Sense (Ex): Gain +3 bonus on Ref saves vs. traps and +3 Dodge bonus
to AC vs. traps
TRAITS - Uncanny Dodge (Ex): Cannot be caught flat-footed, even if attacker is
invisible; still lose Dex bonus to AC if immobilized or if opponent successfully
uses feint action
- Improved Uncanny Dodge (Ex): Can no longer be flanked, denying rogue
sneak attack by flanking unless attacker is at least a Rogue 15
- Advanced Talents: May gain 1 advanced talent(s):

FEATS (feats marked with † are not yet fully automated)

- Combat Expertise: As part of an Attack or Full-Attack action, take a -3 penalty


on melee attacks/combat maneuvers to gain a +3 Dodge bonus to AC until
your next turn
- Double Slice: Add +3 to off-hand damage rolls rather than +1
- Greater Feint: Successful feint in combat causes foe to lose Dex bonus until
the beginning of your next turn as well as against your next attack
- Improved Feint: Move Action; make a Bluff check to feint in combat
- Two-Weapon Fighting, Improved: May make a 2nd off-hand attack at –5
- Skill Focus [Bluff]: +6 bonus on Bluff checks
- Skill Focus [Perception]: +6 bonus on Perception checks
- Two-Weapon Fighting: When fighting with two weapons, penalty for primary
hand lessens by 2 and off hand lessens by 6
- Weapon Finesse: Use Dex instead of Str on attack rolls w/ any Medium light
weapon, Aldori dueling sword, elven curve blade, rapier, whip, or spiked chain;
shield armor check penalty applies to attack rolls
- Weapon Focus [Short Sword]: +1 bonus on attack rolls with Short Sword
BACKGROUND / DEVELOPMENTS PORTRAIT / SYMBOL

DELETE THIS TEXT BOX IF YOU'D RATHER USE ROWS (for


instance if you want to add calculating cells)

PEOPLE / ORGANIZATIONS CREATURES

DELETE THIS TEXT BOX IF YOU'D RATHER USE ROWS (for DELETE THIS TEXT BOX IF YOU'D RATHER USE ROWS (for
instance if you want to add calculating cells) instance if you want to add calculating cells)

REGIONS / PLACES OTHER NOTES

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instance if you want to add calculating cells) instance if you want to add calculating cells)
SPELLS & ABILITIES GENERAL INFO
QTY NAME AND PAGE KEY Arcane Spell
CASTER LEVEL 5 ABILITY Wis / 0 Failure 5%
SHORT MEDIUM LONG

RANGE 35 150 600

SAVE SAVE TOTAL SPELLS BONUS


DC MOD LEVEL PER DAY PER DAY SPELLS TOTAL KNOWN

1st 10 0 0 At Will

11 0 1st 0 0

12 0 2nd 0 0

QTY NAME AND PAGE 13 0 3rd 0 0

14 0 4th 0 0

15 0 5th 0 0

16 0 6th 0 0
2nd
17 0 7th 0 0

18 0 8th 0 0

19 0 9th 0 0
QTY NAME AND PAGE

DOMAIN / SCHOOL / BLOODLINE

BLOODLINE

3rd SPECIALTY SCHOOL

PROHIBITED SCHOOL

PROHIBITED SCHOOL

DOMAIN DOMAIN
QTY NAME AND PAGE

CANTRIPS / ORISONS / POWERS / BONUS SPELLS

4th

QTY NAME AND PAGE

5th

QTY NAME AND PAGE

6th

QTY NAME AND PAGE


OTHER NOTES

7th

QTY NAME AND PAGE

8th

QTY NAME AND PAGE

9th
None 0 0 ### 0 0 None 0 — None
ANIMAL COMPANION LVL HD HP STR/DEX TRICKS SIZE SPEED OTHER MOVE SPECIAL QUALITIES
BONUS
PALADIN'S MOUNT? No CAVALIER'S MOUNT? No None
SPECIAL ATTACKS
ABILITY
SCORE
ABILITY
MOD
TEMP
SCORE
TEMP
MOD INIT -5 = -5 + 0 -5 -5 -5 0
-5 ###0
DEX OTHER FORT REF WILL SR
STR 0 —
SPECIAL
0 AC #N/A = 10 + -5 + 0 + 0 + #N/A +
DEX 0 -5 ### Dex NA DODGE SIZE ARMOR
4th: 9th: 14th: 20th:
ABILITY BOOSTS

CON 0 -5 ###0 CMD #N/A = 10 + 0 + -5 + -5 + #N/A + 0


BAB STR DEX SIZE DODGE
0
INT 0 -5 ###
CMB #N/A = 0 + -5 + #N/A
-5 ###0
BAB ABILITY SIZE
WIS 0 None
ATK #N/A = 0 + -5 + #N/A
-5 ###0
ATTACKS NOTES
CHA 0 BAB STR SIZE

ANIMAL COMPANION SENSES


MOD PASSIVE SPECIAL
ANIMAL COMPANION FEATS 0 of 0
. Perception –5 +5 None
CONDITIONAL MODIFIERS / OTHER

SP Mod:
Armor Check
SKILLS Skill Points 0 of 0

CLASS?
Penalty
KEY SKILL CALC MISC CONDITIONAL
SKILL NAME RANK
ABILITY MOD MODS MOD MODS

Q Acrobatics Dex* -5 = + -5 +
ANIMAL COMPANION FEAT DESCRIPTIONS
Q Climb Str* -5 = + -5 +
£ Escape Artist Dex* -5 = + -5 +
Q Fly Dex* -5 = + -5 +
£ Intimidate Cha -5 = + -5 +
Q Perception Wis -5 = + -5 +
Q Stealth Dex* #N/A = + ### +
£ Survival Wis -5 = + -5 +
Q Swim Str* -5 = + -5 +

* Armor Check Penalty applies. NA skills cannot be used untrained.

0 #N/A 44 #N/A #N/A #N/A #N/A


FAMILIAR LVL HD HP SR SIZE SPEED OTHER MOVE
#N/A
ABILITY ABILITY TEMP TEMP
SCORE MOD SCORE MOD

#N/A###
SPECIAL QUALITIES
STR #N/A ### INIT #N/A = #N/A + 0 #N/A #N/A #N/A
DEX OTHER FORT REF WILL

DEX #N/A #N/A###


###
AC #N/A = 10 + #N/A + #N/A + 0 + #N/A #N/A
### Dex NA DODGE SIZE
CON #N/A 0 0
CMD #N/A = 10 + 8 + #N/A + #N/A + #N/A + 0
#N/A###
SPECIAL ATTACKS
INT #N/A ### BAB STR DEX SIZE DODGE

WIS #N/A #N/A###


### CMB #N/A = 8 + #N/A + #N/A —
BAB #N/A SIZE #N/A
CHA #N/A #N/A###
### ATTACKS FAMILIAR ABILITIES
ATK #N/A = 8 + #N/A + #N/A
BAB #N/A SIZE
FAMILIAR SENSES
MOD PASSIVE SPECIAL

FAMILIAR FEATS Perception #N/A #N/A #N/A


.
CONDITIONAL MODIFIERS / OTHER

#N/A
SKILLS
CLASS?

KEY SKILL CALC MISC CONDITIONAL


SKILL NAME RANK
ABILITY MOD MODS MOD MODS

£ Acrobatics #N/A #N/A = ### + ### +


OTHER NOTES £ Bluff #N/A #N/A = ### + ### +
£ Fly #N/A #N/A = ### + ### +
£ Intimidate #N/A #N/A = ### + ### +
£ Knowledge (planes) #N/A #N/A = ### + ### +
£ Perception #N/A #N/A = ### + ### +
£ Spellcraft #N/A #N/A = ### + ### +
£ Sense Motive #N/A #N/A = ### + ### +
£ Stealth #N/A #N/A = ### + ### +
£ Swim #N/A #N/A = ### + ### +
* Armor Check Penalty applies. NA skills cannot be used untrained.
Quadruped 0 0 ### 0 #N/A / 0 Large bite, limbs (legs) (2)
EIDOLON BASE FORM LVL HD HP STR/DEX COST AVAIL SIZE | Base Move 40' | FREE EVOLUTIONS
BONUS EVOLUTION POOL
### —
MOVEMENT SPECIAL
ABILITY ABILITY TEMP TEMP
SCORE MOD SCORE MOD INIT +2 = 2 + 0 +1 +2 0 0 3rd: 8th: 13th: 18th:

+2 ###2
DEX OTHER FORT REF WILL SR ABILITY BOOSTS
STR 14 ###
bite, limbs (legs) (2)
AC 13 = 10 + 0 + 2 + 0 + -1 + 2 ###
###
DEX 14 +2 ###2 ARMOR Dex DODGE SIZE NA ###
###

CON 13 +1 ###1 CMD 15 = 10 + 0 + 2 + +2 + 1 + 0 ###


###
BAB STR DEX SIZE DODGE ###
###
INT 7 -2 ###7 ###
###
CMB +3 = 0 + 2 + 1
WIS 10 0 ### BAB ABILITY SIZE
Bite (1d8+2) ###
###
0

### ATK +1 = 0 + 2 + -1 ATTACKS EVOLUTIONS


CHA 11 0 0 BAB STR SIZE

EIDOLON SENSES
MOD PASSIVE SPECIAL
EIDOLON FEATS (NOT FULLY AUTOMATED) 0 of 0
. Perception +0 +10 | darkvision 60' |
CONDITIONAL MODIFIERS / OTHER

SP Mod:
Armor Check
SKILLS (NOT FULLY AUTOMATED) Skill Points 0 of 0

CLASS?
Penalty
KEY SKILL CALC MISC CONDITIONAL
SKILL NAME RANK
ABILITY MOD MODS MOD MODS

Q Bluff Cha 0 = + 0 +
EIDOLON EVOLUTION DESCRIPTIONS
Q Craft (untrained) Int -2 = + -2 +
0
Q Knowledge (planes) Int -2 = + -2 +
Q Perception Wis 0 = + 0 +
Q Sense Motive Wis 0 = + 0 +
Q Stealth Dex* -2 = + -2 +
Q Acrobatics Dex* +2 = + 2 +
Q Climb Str* +2 = + 2 +
Q Fly Dex* 0 = + 0 +
Q Swim Str* +2 = + 2 +
£ = + 0 +
£ = + 0 +
£ = + 0 +
£ = + 0 +
£ = + 0 +
* Armor Check Penalty applies. NA skills cannot be used untrained.
Item Creation
Metamagic
Teamwork
Combat
Critical
Feat Name Prerequisite Qualified

TRUE
3 *** PRPG - General *** TRUE
4 ACROBATIC — TRUE
Acrobatic Steps Dex 15, Nimble Moves FALSE
6 Agile Maneuvers 1 — TRUE

7 Alertness — TRUE

Alignment Channel [Chaotic] Channel energy class feature FALSE

Alignment Channel [Evil] Channel energy class feature FALSE

Alignment Channel [Good] Channel energy class feature FALSE

Alignment Channel [Lawful] Channel energy class feature FALSE

12 Animal Affinity — TRUE

Arcane Armor Training, Armor


Err:508 Arcane Armor Mastery 1 Proficiency, Medium, caster Err:508
level 7th
Armor Proficiency, Light,
Err:508 Arcane Armor Training 1 Err:508
caster level 3rd
Err:508 Arcane Strike 1 Ability to cast arcane spells Err:508

Armor Proficiency, Heavy Armor Proficiency, Medium FALSE

17 Armor Proficiency, Light — TRUE

18 Armor Proficiency, Medium Armor Proficiency, Light TRUE


19 Athletic — TRUE
Augment Summoning Spell Focus (conjuration) FALSE
Critical Focus, base attack
Bleeding Critical 1 1 FALSE
bonus +11

22 Blind-Fight 1 — TRUE

Critical Focus, base attack


Blinding Critical 1 1 FALSE
bonus +15

24 Catch Off-Guard 1 — TRUE


Channel Smite 1 Channel energy class feature FALSE

Cleave 1 Power Attack FALSE

27 Combat Casting — TRUE

28 Combat Expertise 1 Int 13 TRUE

29 Combat Reflexes 1 — TRUE

Channel negative energy


Command Undead FALSE
class feature

Critical Focus 1 Base attack bonus +9 FALSE


Any two critical feats, 14th-
Critical Mastery 1 FALSE
level fighter

33 Dazzling Display 1 Weapon Focus TRUE

34 Deadly Aim 1 Dex 13, base attack bonus +1 TRUE

Greater Weapon Focus,


Deadly Stroke 1 Shatter Defenses, base FALSE
attack bonus +11

Critical Focus, base attack


Deafening Critical 1 1 FALSE
bonus +13
37 Deceitful — TRUE
38 Defensive Combat Training 1 — TRUE

Dex 13, Improved Unarmed


Deflect Arrows 1 FALSE
Strike

40 Deft Hands — TRUE


Diehard Endurance FALSE

Disruptive 1 6th-level fighter FALSE

43 DODGE 1 Dex 13 TRUE


44 Double Slice 1 Two-Weapon Fighting TRUE

Elemental Channel [Air] Channel energy class feature FALSE

Elemental Channel [Earth] Channel energy class feature FALSE

Elemental Channel [Fire] Channel energy class feature FALSE

Elemental Channel [Water] Channel energy class feature FALSE

49 Endurance — TRUE

50 Eschew Materials — TRUE

Tiring Critical, base attack


Exhausting Critical 1 FALSE
bonus +15
52 Exotic Weapon Proficiency [] 1 Base attack bonus +1 TRUE

53 Exotic Weapon Proficiency [] 1 Base attack bonus +1 TRUE

54 Exotic Weapon Proficiency [] 1 Base attack bonus +1 TRUE

Extra Channel Channel energy class feature FALSE


Extra Ki I Ki pool class feature FALSE
Extra Ki II Ki pool class feature FALSE
Extra Ki III Ki pool class feature FALSE
Extra Lay On Hands I Lay on hands class feature FALSE
Extra Lay On Hands II Lay on hands class feature FALSE
Extra Lay On Hands III Lay on hands class feature FALSE
Extra Mercy [Blinded] Mercy class feature FALSE
Extra Mercy [Cursed] Mercy class feature FALSE

Extra Mercy [Dazed] Mercy class feature FALSE

Extra Mercy [Deafened] Mercy class feature FALSE

Extra Mercy [Diseased] Mercy class feature FALSE

Extra Mercy [Exhausted] Mercy class feature FALSE

Extra Mercy [Fatigued] Mercy class feature FALSE

Extra Mercy [Frightened] Mercy class feature FALSE

Extra Mercy [Nauseated] Mercy class feature FALSE

Extra Mercy [Paralyzed] Mercy class feature FALSE

Extra Mercy [Poisoned] Mercy class feature FALSE

Extra Mercy [Shaken] Mercy class feature FALSE

Extra Mercy [Sickened] Mercy class feature FALSE

Extra Mercy [Staggered] Mercy class feature FALSE

Extra Mercy [Stunned] Mercy class feature FALSE


Bardic performance class
Extra Performance I FALSE
feature
Bardic performance class
Extra Performance II FALSE
feature
Bardic performance class
Extra Performance III FALSE
feature
Extra Rage I Rage class feature FALSE
Extra Rage II Rage class feature FALSE
Extra Rage III Rage class feature FALSE
Far Shot 1 Point-Blank Shot FALSE

84 Fleet I — TRUE

Fleet II — FALSE

Fleet III — FALSE

Scorpion Style, base attack


Gorgon's Fist 1 FALSE
bonus +6
Great Cleave 1 Cleave, base attack bonus +4 FALSE

89 Great Fortitude — TRUE


Great Fortitude, Improved Great Fortitude FALSE

Greater Bull Rush 1 Improved Bull Rush, base attack bonus


FALSE+6

Improved Disarm, base attack


Greater Disarm 1 FALSE
bonus +6

Improved Feint, base attack


93 Greater Feint 1 TRUE
bonus +6

Improved Grapple, base


Greater Grapple 1 FALSE
attack bonus +6

Improved Overrun, base


Greater Overrun 1 FALSE
attack bonus +6

Improved Sunder, base


Greater Sunder 1 FALSE
attack bonus +6

Improved Trip, base attack


Greater Trip 1 FALSE
bonus +6

Improved Bull Rush 1 Power Attack FALSE

Improved Channel Channel energy class feature FALSE

100 Improved Counterspell — TRUE

Proficiency with weapon,


101 Improved Critical [] 1 TRUE
base attack bonus +8
Proficiency with weapon,
102 Improved Critical [] 1 TRUE
base attack bonus +8
Proficiency with weapon,
103 Improved Critical [] 1 TRUE
base attack bonus +8

104 Improved Disarm 1 Combat Expertise TRUE

Ability to acquire a familiar,


Improved Familiar FALSE
see feat
106 Improved Feint 1 Combat Expertise TRUE
Dex 13, Improved Unarmed
Improved Grapple 1 FALSE
Strike
108 Improved Initiative 1 — TRUE

Improved Overrun 1 Power Attack FALSE

Improved Shield Bash 1 Shield Proficiency FALSE

Improved Sunder 1 Power Attack FALSE

112 Improved Trip 1 Combat Expertise TRUE

113 Improved Unarmed Strike 1 — TRUE

Catch Off-Guard or Throw


Improvised Weapon Mastery 1 Anything, base attack bonus FALSE
+8

115 Intimidating Prowess 1 — TRUE


116 Iron Will — TRUE
Iron Will, Improved Iron Will FALSE
118 Leadership Character level 7th TRUE
119 Lightning Reflexes — TRUE
Lightning Reflexes, Improved Lightning Reflexes FALSE
Dex 17, Wind Stance, base
Lightning Stance 1 FALSE
attack bonus +11

122 Lunge 1 Base attack bonus +6 TRUE

123 Magical Aptitude — TRUE

Dex 17, Rapid Shot, base


Manyshot 1 FALSE
attack bonus +6

125 Martial Weapon Proficiency [] — TRUE

126 Martial Weapon Proficiency [] — TRUE

127 Martial Weapon Proficiency [] — TRUE


5 ranks in any Craft or
128 Master Craftsman TRUE
Profession skill

Improved Unarmed Strike,


Medusa's Wrath 1 Gorgon's Fist, Scorpion Style, FALSE
base attack bonus +11

Mobility 1 Dex 13, Dodge FALSE


Mounted Archery 1 Mounted Combat FALSE

132 Mounted Combat 1 Ride 1 rank TRUE

Wis 13, wild shape class


Natural Spell FALSE
feature

134 Nimble Moves Dex 13 TRUE


Penetrating Strike [Short Weapon Focus, 12th-level
1 FALSE
Sword] fighter
Weapon Focus, 12th-level
Penetrating Strike [] 1 FALSE
fighter
Weapon Focus, 12th-level
Penetrating Strike [] 1 FALSE
fighter
Penetrating Strike, Greater Penetrating Strike, 16th-level
1 FALSE
[Short Sword] fighter
Penetrating Strike, 16th-level
Penetrating Strike, Greater [] 1 FALSE
fighter
Penetrating Strike, 16th-level
Penetrating Strike, Greater [] 1 FALSE
fighter
141 Persuasive — +2 TRUE

Pinpoint Targeting 1 Improved Precise Shot, base attack


FALSE
bonus +16

143 Point-Blank Shot 1 — TRUE

144 Power Attack 1 Str 13, base attack bonus +1 TRUE

Precise Shot 1 Point-Blank Shot FALSE


Dex 19, Precise Shot, base
Precise Shot, Improved 1 FALSE
attack bonus +11

147 Quick Draw 1 Base attack bonus +1 TRUE

Weapon proficiency
148 Rapid Reload [hand] 1 TRUE
(crossbow)

Weapon proficiency
149 Rapid Reload [light] 1 TRUE
(crossbow)

Weapon proficiency
150 Rapid Reload [heavy] 1 TRUE
(crossbow)
Rapid Shot 1 Dex 13, Point-Blank Shot FALSE

Ride-By Attack 1 Mounted Combat FALSE

153 RUN — TRUE

Scorpion Style 1 Improved Unarmed Strike FALSE

Selective Channeling Cha 13, channel energy class feature


FALSE
156 Self-Sufficient — TRUE

Shatter Defenses 1 Dazzling Display, base attack bonus


FALSE
+6

Shield Focus 1 Shield Proficiency, base attack bonus


FALSE
+1
Shield Focus, Greater 1 Shield Focus, 8th-level fighter FALSE

Shield Master 1 Shield Slam, base attack bonus +11


FALSE

161 Shield Proficiency — TRUE

Shield Slam 1 Improved Shield Bash, Two-Weapon


FALSE
Fighting, base attack bonu

Shot on the Run 1 Dex 13, Mobility, Point-Blank Shot,FALSE


base attack bonus +4

Sickening Critical 1 1 Critical Focus, base attack bonus +11


FALSE

165 Simple Weapon Proficiency — TRUE


166 Skill Focus [Acrobatics] — TRUE
167 Skill Focus [Appraise] — TRUE
168 Skill Focus [Bluff] — TRUE
169 Skill Focus [Climb] — TRUE
170 Skill Focus [Craft (untrained)] — TRUE
171 Skill Focus [Craft ()] — TRUE
172 Skill Focus [Craft ()] — TRUE
173 Skill Focus [Diplomacy] — TRUE
174 Skill Focus [Disable Device] — TRUE
175 Skill Focus [Disguise] — TRUE
176 Skill Focus [Escape Artist] — TRUE
177 Skill Focus [Fly] — TRUE
178 Skill Focus [Handle Animal] — TRUE
179 Skill Focus [Heal] — TRUE
180 Skill Focus [Intimidate] — TRUE
Skill Focus [Knowledge
181 — TRUE
(arcana)]
Skill Focus [Knowledge
182 — TRUE
(dungeoneering)]
Skill Focus [Knowledge
183 — TRUE
(engineering)]
Skill Focus [Knowledge
184 — TRUE
(geography)]
Skill Focus [Knowledge
185 — TRUE
(history)]
Skill Focus [Knowledge
186 — TRUE
(local)]
Skill Focus [Knowledge
187 — TRUE
(nature)]
Skill Focus [Knowledge
188 — TRUE
(nobility)]
Skill Focus [Knowledge
189 — TRUE
(planes)]
Skill Focus [Knowledge
190 — TRUE
(religion)]
Skill Focus [Knowledge
191 — TRUE
(spirits)]
192 Skill Focus [Linguistics] — TRUE
193 Skill Focus [Perception] — TRUE
194 Skill Focus [Perform (act)] — TRUE
Skill Focus [Perform
195 — TRUE
(comedy)]
196 Skill Focus [Perform (dance)] — TRUE
Skill Focus [Perform
197 — TRUE
(keyboard)]
198 Skill Focus [Perform (oratory)] — TRUE
Skill Focus [Perform
199 — TRUE
(percussion)]
200 Skill Focus [Perform (string)] — TRUE
201 Skill Focus [Perform (wind)] — TRUE
202 Skill Focus [Perform (sing)] — TRUE
Skill Focus [Perform
203 — TRUE
(untrained)]
Skill Focus [Profession
204 — TRUE
(untrained)]
205 Skill Focus [Profession ()] — TRUE
206 Skill Focus [Profession ()] — TRUE
207 Skill Focus [Ride] — TRUE
208 Skill Focus [Sense Motive] — TRUE
209 Skill Focus [Sleight of Hand] — TRUE
210 Skill Focus [Spellcraft] — TRUE
211 Skill Focus [Stealth] — TRUE
212 Skill Focus [Survival] — TRUE
213 Skill Focus [Swim] — TRUE
Skill Focus [Use Magic
214 — TRUE
Device]
215 Skill Focus [] — TRUE
216 Skill Focus [] — TRUE

Snatch Arrows 1 Dex 15, Deflect Arrows, Improved FALSE


Unarmed Strike

218 Spell Focus [Abjuration] — TRUE

219 Spell Focus [Conjuration] — TRUE


220 Spell Focus [Divination] — TRUE
221 Spell Focus [Enchantment] — TRUE
222 Spell Focus [Evocation] — TRUE
223 Spell Focus [Illusion] — TRUE
224 Spell Focus [Necromancy] — TRUE

225 Spell Focus [Transmutation] — TRUE


Spell Focus, Greater
Spell Focus [Abjuration] FALSE
[Abjuration]
Spell Focus, Greater
Spell Focus [Conjuration] FALSE
[Conjuration]
Spell Focus, Greater
Spell Focus [Divination] FALSE
[Divination]
Spell Focus, Greater
Spell Focus [Enchantment] FALSE
[Enchantment]
Spell Focus, Greater
Spell Focus [Evocation] FALSE
[Evocation]
Spell Focus, Greater [Illusion] Spell Focus [Illusion] FALSE
Spell Focus, Greater
Spell Focus [Necromancy] FALSE
[Necromancy]
Spell Focus, Greater
Spell Focus [Transmutation] FALSE
[Transmutation]
Spell Mastery I 1st-level Wizard FALSE

Spell Mastery III 1st-level Wizard FALSE

Spell Mastery III 1st-level Wizard FALSE

237 Spell Penetration — TRUE


Spell Penetration, Greater Spell Penetration FALSE

Spellbreaker 1 Disruptive, 10th-level fighter FALSE

Spirited Charge 1 Ride-By Attack FALSE

Spring Attack 1 Mobility, base attack bonus +4 FALSE

Staggering Critical 1 1 Critical Focus, base attack bonus +13


FALSE

Stand Still 1 Combat Reflexes FALSE

244 Stealthy — TRUE

245 Step Up 1 Base attack bonus +1 TRUE

Strike Back 1 Base attack bonus +11 FALSE

Stunning Critical 1 1 Critical Focus, Staggering Critical, FALSE


base attack bonus +17.
Stunning Fist 1 Dex 13, Wis 13, Improved Unarmed
FALSE
Strike, base attack bonus +

249 Throw Anything 1 — TRUE

Tiring Critical 1 1 Critical Focus, base attack bonus +13


FALSE
251 Toughness — TRUE
Tower Shield Proficiency 1 Shield Proficiency FALSE

Trample 1 Mounted Combat FALSE

Turn Undead Channel positive energy class feature


FALSE

255 Two-Weapon Fighting 1 Dex 15 TRUE

256 Two-Weapon Defense 1 Two-Weapon Fighting TRUE

Dex 17, Two-Weapon


257 Two-Weapon Fighting, Improved1 Fighting, base attack bonus TRUE
+6
Dex 19, Improved Two-
Two-Weapon , Greater 1 Weapon Fighting, base attack FALSE
bonus +11

Two-Weapon Rend 1 Double Slice, Improved Two-Weapon


FALSE
Fighting, base attack bonu

Unseat 1 Improved Bull Rush, Mounted Combat


FALSE

261 Vital Strike 1 Base attack bonus +6 TRUE

Vital Strike, base attack


Vital Strike, Improved 1 FALSE
bonus +11
Improved Vital Strike, base
Vital Strike, Greater 1 FALSE
attack bonus +16

264 Weapon Finesse 1 — TRUE

Proficiency with weapon,


265 Weapon Focus [Short Sword] 1 TRUE
base attack bonus +1
Proficiency with weapon,
266 Weapon Focus [] 1 TRUE
base attack bonus +1
Proficiency with weapon,
267 Weapon Focus [] 1 TRUE
base attack bonus +1
Weapon Focus, Greater Weapon Focus, 8th-level
1 FALSE
[Short Sword] fighter
Weapon Focus, 8th-level
Weapon Focus, Greater [] 1 FALSE
fighter
Weapon Focus, 8th-level
Weapon Focus, Greater [] 1 FALSE
fighter
Weapon Specialization [Short
1 Weapon Focus, 4th-level fighter FALSE
Sword]
Weapon Specialization [] 1 Weapon Focus, 4th-level fighter FALSE

Weapon Specialization [] 1 Weapon Focus, 4th-level fighter FALSE


Weapon Specialization, Weapon Specialization, 12th-
1 FALSE
Greater [Short Sword] level fighter
Weapon Specialization, Weapon Specialization, 12th-
1 FALSE
Greater [] level fighter
Weapon Specialization, Weapon Specialization, 12th-
1 FALSE
Greater [] level fighter

Dex 13, Int 13, Combat


Expertise, Dodge, Mobility,
Whirlwind Attack 1 FALSE
Spring Attack, base attack
bonus +4.

Dex 15, Dodge, base attack


Wind Stance 1 FALSE
bonus +6
279 *** PRPG - Item Creation ***
Err:508 Brew Potion 1 Caster level 3rd Err:508
Caster level 5th, Craft Magic
Err:504 Craft Construct 1 Arms and Armor, Craft Err:504
Wondrous Item.

Err:508 Craft Magic Arms and Armor 1 Caster level 5th Err:508
Err:508 Craft Rod 1 Caster level 9th Err:508
Err:508 Craft Staff 1 Caster level 11th Err:508
Err:508 Craft Wand 1 Caster level 5th Err:508
Err:508 Craft Wondrous Item 1 Caster level 3rd Err:508
Err:508 Forge Ring 1 Caster level 7th Err:508
Err:508 Scribe Scroll 1 Caster level 1st Err:508
289 *** PRPG - Metamagic ***

290 Empower Spell 1 — TRUE

291 Enlarge Spell 1 — TRUE

292 Extend Spell 1 — TRUE

293 Heighten Spell 1 — TRUE

294 Maximize Spell 1 — TRUE

295 Quicken Spell 1 — TRUE

296 Silent Spell 1 — TRUE

297 Still Spell 1 — TRUE

298 Widen Spell 1 — TRUE

299 *** PRPG - Monster ***


Ability Focus [] Special attack. FALSE

Ability Focus [] Special attack. FALSE

Ability Focus [] Special attack. FALSE

Str 25, Power Attack,


Awesome Blow (Combat) Improved Bull Rush, size FALSE
Large or larger.

Spell-like ability at caster level


Err:508 Empower Spell-Like Ability Err:508
6th or higher.
Flyby Attack Fly speed. FALSE

Hover Fly speed. FALSE


Improved Natural Armor I Natural armor, Con 13. FALSE
Improved Natural Armor II Natural armor, Con 13. FALSE
Improved Natural Armor III Natural armor, Con 13. FALSE

Natural weapon, base attack


310 Improved Natural Attack TRUE
bonus +4.

Three or more natural


311 Multiattack 1 TRUE
attacks.

312 Multiweapon Fighting 1 Dex 13, three or more hands. TRUE

Spell-like ability at CL 10th or


Err:508 Quicken Spell-Like Ability Err:508
higher.

Snatch Size Huge or larger. FALSE

Wingover Fly speed. FALSE

*** Custom ***


0 0 0 0 0 0 0
0 0 0 0 0 0 0
0 0 0 0 0 0 0
0 0 0 0 0 0 0
0 0 0 0 0 0 0
322 *****APG Beta*****
Err:508 Allied Spellcaster 1 Caster level 1st. Err:508

324 Coordinated Defense 1 1 TRUE

325 Coordinated Maneuvers 1 1 TRUE

326 Duck and Cover 1 TRUE

327 Lookout 1 1 TRUE

328 Outflank 1 1 Base attack bonus +4 TRUE

329 Paired Opportunists 1 1 TRUE

330 Precise Strike 1 1 Dex 13, base attack bonus +1 TRUE


Shield Wall 1 1 Shield Proficiency FALSE

332 Shielded Caster 1 TRUE

333 Swap Places 1 1 TRUE

334 *****Golarion Campaign*****

Additional Traits FALSE

Advance Warning Cha 15. FALSE

Dex 17, Greater Weapon


Focus (Aldori dueling sword),
Weapon Finesse, Weapon
Focus (Aldori dueling sword),
Aldori Dueling Mastery Weapon Specialization (Aldori FALSE
dueling sword), base attack
bonus +12, proficient with
Aldori dueling sword, member
of Aldori school.

Deliver the killing blow to 20


gnolls, hyenas, dire hyenas,
All Gnolls Must Die FALSE
werehyenas, jackalweres, or
minions of Lamashtu.
Altitude Affinity Con 19, Endurance. FALSE

Cha 13, Animal Affinity,


Andoren Falconry animal companion, Andoran FALSE
affinity.

Spellcraft 1 rank, Numeria


Arcane Vendetta FALSE
affinity.

Belier’s Bite 1 Improved Unarmed Strike. FALSE

Cha 13, Linnorm Kings


Berserker’s Cry I FALSE
affinity.

Cha 13, Linnorm Kings


Berserker’s Cry II FALSE
affinity.
Cha 13, Linnorm Kings
Berserker’s Cry III FALSE
affinity.
Big Game Hunter FALSE

Appraise 1 rank, Diplomacy 1


rank, Knowledge (local) 1
rank. (Originally Appraise 4
Black Marketeer FALSE
ranks, Gather Information 4
ranks, Knowledge (local) 4
ranks.)

Base attack bonus +4,


Blade Binder 1 proficiency with khopesh or FALSE
temple sword.
Bloatmage Initiate Spell Focus (any school) FALSE

Animal companion or familiar


Boon Companion FALSE
class ability.

Proficiency with hammer,


Bounding Hammer 1 FALSE
base attack bonus +6.

Brain Eater Ghoul, Intelligence 17. FALSE

Mounted Combat, Ride 3


ranks, Handle Animal 3 ranks
Burn Rider FALSE
(was Ride 6 ranks, Handle
Animal 6 ranks)

Careful Speaker Wis 13, Galt affinity. FALSE

Over the course of at least


five different occasions, free a
Chainbreaker cumulative total of 50+ FALSE
sentient beings held in unjust
captivity.
1st-level character, cannot
City Born [Korvosa] have Country Born or Lone FALSE
Wolf.
1st-level character, cannot
City Born [Magnimar] have Country Born or Lone FALSE
Wolf.
1st-level character, cannot
City Born [Riddleport] have Country Born or Lone FALSE
Wolf.

Civilized Ghoulishness Ghoul, Charisma 18. FALSE


Animal Handling 1 rank, own
Companion Figurine FALSE
a figurine of wondrous power

Stealth 1 rank, Survival 1


Conceal Scent rank (Originally Hide 3 ranks, FALSE
Survival 3 ranks)

Dex 15, Weapon Focus


Cornugon Shield 1 FALSE
(spiked chain).

Power Attack, Intimidate 6


Cornugon Smash 1 FALSE
ranks.

Cornugon Stun 1 Stunning Fist. FALSE

Dex 15, Improved Trip,


Cornugon Trip 1 Weapon Focus (spiked FALSE
chain).

Spent at least 1 month


Corsair of Taldor working on a ship for Jean FALSE
Coremont.

Cosmopolitan Katapesh affinity. FALSE

1st-level character, cannot


Country Born FALSE
have City Born or Lone Wolf.

Dex 15, Point Blank Shot,


Crossbow Mastery 1 FALSE
Rapid Reload, Rapid Shot.

Base attack bonus +4,


Darting Viper 1 proficiency with the dwarven FALSE
dorn-dergar.

Base attack bonus +6,


Demon Hunter I FALSE
Mendev affinity.
Base attack bonus +6,
Demon Hunter II FALSE
Mendev affinity.

Base attack bonus +6,


Demon Hunter III FALSE
Mendev affinity.

Dexterity 13, Weapon


Dervish Dance 1 Finesse, Perform (dance) 2 FALSE
ranks, proficient with scimitar.

Desert Dweller Con 13, Thuvia affinity. FALSE

Desperate Battler Sargava affinity. FALSE

Face 10 different devils in


combat and take damage or
suffer some other sort of
injury from five or more
Devil’s Foe attacks made by each one FALSE
without falling unconscious,
fleeing, or otherwise
becoming unable to strike
back at them.

2 ranks each in 5 different


Dilettante FALSE
Knowledge skills.

Two-Weapon Fighting, base


Dorn-Dergar Master 1 attack bonus +4, proficiency FALSE
with the dwarven dorn-dergar.

Draconic Defender Con 17, Toughness. FALSE

Wis 17, base Will save +10,


Draconic Discipline any lawful alignment, dragon FALSE
type.
Character level 5th, convince
four different Eagle Knights
and either a member of the
Eagle Knight Candidate
People’s Council or an FALSE
[Golden Legion]
Andoran town mayor to write
letters of commendation on
your behalf.

Character level 5th, convince


four different Eagle Knights
and either a member of the
Eagle Knight Candidate [Steel
People’s Council or an FALSE
Falcons]
Andoran town mayor to write
letters of commendation on
your behalf.

Character level 5th, convince


four different Eagle Knights
and either a member of the
Eagle Knight Candidate
People’s Council or an FALSE
[Twilight Talons]
Andoran town mayor to write
letters of commendation on
your behalf.

Endure Pain (Zon-Kuthon’s Survived being tortured 10 or


FALSE
Kiss) more times.

Intimidate 1 rank, Razmiran


Enforcer 1 FALSE
affinity.

Equipment Trick [boots] 1 Base attack bonus +1 FALSE

Equipment Trick [cloak] 1 Base attack bonus +1 FALSE

Equipment Trick [rope] 1 Base attack bonus +1 FALSE

Equipment Trick [shield] 1 Base attack bonus +1 FALSE


Equipment Trick [heavy blade
1 Base attack bonus +1 FALSE
scabbard]

Bluff 1 rank, Knowledge


Experienced Vagabond (local) 1 rank, member of an FALSE
underclass.

Spellcraft 4 ranks, ability to


Err:508 Eye Of The Arclord cast arcane spells, Nex Err:508
affinity.

1st-level character, Irrisen


Fey Foundling FALSE
affinity.

Tiefling, must be taken at 1st


Fiendish Façade FALSE
level.

Tiefling, must be taken at 1st


Fiendish Heritage FALSE
level.

Cha 13, orc, member of a


Flagbearer FALSE
Belkzen clan.

Knocked unconscious or
Flame-Tested Survivor killed by fire damage at least FALSE
10 times.

Int 13, Point Blank Shot,


Focused Shot FALSE
Precise Shot, Kyonin affinity.
Fortune Teller Ustalav affinity. FALSE

Chaotic alignment, River


Free Spirit FALSE
Kingdoms affinity.

Friendly Switch Base Attack Bonus +1. FALSE

Frightful presence, true


Frightful Suggestion FALSE
dragon.

Fury’s Fall 1 Improved Trip. FALSE

Fury’s Snare 1 Fury’s Fall, Improved Trip. FALSE

Profession (sailor) 1 rank,


Galley Slave FALSE
current or former galley slave

Gift of Sight Troll, patron deity Urxehl. FALSE

Successfully affect 25
Gifted Mesmerist different targets with charm or FALSE
compulsion spells.

Godless Healing I Rahadoum affinity. FALSE

Godless Healing II Rahadoum affinity. FALSE

Godless Healing III Rahadoum affinity. FALSE


Die and be brought back at
Graverisen FALSE
least twice.

Ability to cast 2nd level divine


Err:508 Green Faith Acolyte Err:508
spells.

Base attack bonus +4,


Gunslinger Weapon Focus (any firearm), FALSE
proficiency with any firearm.

Hamatula Strike, Improved


Hamatula Grasp 1 Grapple, Strength 13, base FALSE
attack bonus +9.

Improved Grapple, Strength


Hamatula Strike 1 FALSE
13, Base Attack Bonus +7.

Intimidate 2 ranks (originally


5), Improved Unarmed Attack,
Hamatulatsu FALSE
female, raised by the Sisters
of the Golden Erinyes.

Perform (any) 5 ranks


Harmonic Spell (originally 8), bardic FALSE
performance ability.

Harrowed Cha 13. FALSE


Cure a cumulative total of
1,000 points of damage for
other creatures using healing
spells. Dealing damage slows
Healer’s Touch progress toward this goal FALSE
achievement; for every 1
point of damage you deal to
another creature, reduce your
cumulative healing total by 2.

Perception 3 ranks (originally


Heightened Trap Sense FALSE
6), trapfinding +1.

Hellcat Stealth, Skill Focus


Hellcat Pounce 1 FALSE
(Stealth), sneak attack +2d6.

Skill Focus (Stealth), Stealth


Hellcat Stealth FALSE
6 ranks.
Hermean Blood (Charisma) Hermea affinity, 1st-level. FALSE
Hermean Blood (Constitution) Hermea affinity, 1st-level. FALSE
Hermean Blood (Dexterity) Hermea affinity, 1st-level. FALSE
Hermean Blood (Intelligence) Hermea affinity, 1st-level. FALSE
Hermean Blood (Strength) Hermea affinity, 1st-level. FALSE
Hermean Blood (Wisdom) Hermea affinity, 1st-level. FALSE

Take a cumulative total of


1,000 points of damage.
Magical healing offsets this
History of Scars running total; for every 5 FALSE
points of magical healing you
receive, reduce your
cumulative damage total by 1.

Impaling Charge Gore attack, powerful charge. FALSE

Favored enemy (ooze) or


Indigestible survived engulfing by an FALSE
ooze.
Mounted Combat, Handle
Indomitable Mount 1 Animal 5 ranks, Ride 5 ranks, FALSE
Lastwall affinity.
Err:508 Inscribe Rune 1 Caster level 3rd. Err:508

Bardic Performance class


Instrumental feature, Perform (any FALSE
instrument) 3 ranks

Invested Magic FALSE

Proficient in longsword,
Weapon Focus (longsword),
Iomedaean Sword Oath FALSE
base attack bonus +4,
worshiper of Iomedae.

Sorcerer, Irrisen affinity, may


Irrisen Icemage FALSE
only be taken at first level.

Jackal Blood FALSE

Katheer Scholar Int 15, Qadira affinity. FALSE

Con 13, Lamashtu as patron


Lamashtu's Mark FALSE
deity.
1st-level, cannot have City
Lone Wolf FALSE
Born or Country Born.

Lost in the Crowd FALSE

Lucky Halfling Halfling FALSE

Mounted Combat, Handle


Animal 1 ranks, Ride 6 ranks
Massed Charge 1 FALSE
(originally 4 and 9), Lastwall
affinity.

Explored part of Cassomir’s


Master Delver FALSE
locker.

Cha 12, Skill Focus


Master of Disguise FALSE
(Disguise) 5 ranks.

Appraise 3 ranks, Profession


Master of the Ledger (any one) 3 ranks (originally 6 FALSE
and 6)

Str 13, Improved Bull Rush,


Minotaur’s Charge FALSE
powerful charge.

Molthuni Discipline 1st-level, Molthune affinity. FALSE


Tiefling, must be taken at 1st
Monstrous Mask FALSE
level.

Mounted Combat, Trample,


Mounted Onslaught 1 FALSE
Ride 5 ranks, Lastwall affinity.

Necromantic Resistance Con 13, Geb affinity. FALSE

Stealthy, darkvision, Large or


Night Stalker FALSE
larger.

1st-level, Cheliax affinity,


Noble Scion (Charthagnion) member of Chelish noble FALSE
house.
1st-level, Cheliax affinity,
Noble Scion (Henderthane) member of Chelish noble FALSE
house.
1st-level, Cheliax affinity,
Noble Scion (Jeggare) member of Chelish noble FALSE
house.
1st-level, Cheliax affinity,
Noble Scion (Leroung) member of Chelish noble FALSE
house.
1st-level, Cheliax affinity,
Noble Scion (Narikopolus) member of Chelish noble FALSE
house.
1st-level, Cheliax affinity,
Noble Scion (Sarini) member of Chelish noble FALSE
house.

1st-level, Cheliax affinity,


Noble Scion (Thrune) member of Chelish noble FALSE
house.

Acidic breath weapon, bite


Noxious Bite FALSE
attack.

Dex 13, Wis 13, Improved


Unarmed Strike, Stunning
One Finger Fist, Weapon Finesse, base FALSE
attack bonus +8, ki pool class
ability.
Ooze Whisperer, animal
Ooze Companion FALSE
companion, wild empathy.

Ooze Whisperer Wild empathy class feature. FALSE

Knowledge (history) 1 rank,


Knowledge (local) 1 rank
Osiriontologist (originally 4 and 4), must FALSE
know Osiriani, Ancient
Osiriani.

Osyluth Guile 1 Bluff 8 ranks, Dodge. FALSE

Dex 13, Dodge, Mobility,


Point Blank Shot, Shot on the
Parting Shot FALSE
Run, base attack bonus +6,
Nirmathas affinity.

Cha 20, any evil outsider with


Possess Creature FALSE
10 or more Hit Dice.

Cha 16, any evil outsider with


Possess Location FALSE
8 or more Hit Dice.
Cha 18, any evil outsider with
Possess Object FALSE
9 or more Hit Dice.

Diplomacy 1 rank, Druma


Profits of Kalistrade FALSE
affinity.

Quick At Hand Ogre FALSE


Confirm at least 50 critical
Relentless Butcher FALSE
hits.
Knowledge (geography) 1
Religious Pilgrim rank, Knowledge (religion) 1 FALSE
rank. (originally 2 and 4)

Endurance, member of a
Rugged FALSE
Mammoth Lord’s following.

Wis 15, ability to cast spells,


Err:508 Ruincaster Err:508
Mwangi Expanse affinity.

Ride 3 ranks, ranger level


Sable Company Marine FALSE
4th.

Sandwalker FALSE
Dex 13, Con 13

Possess the scent ability, any


Scent of Fear FALSE
evil.

Improved Unarmed Strike,


Secret of Steel-Shattering
base attack bonus +6, must FALSE
Spirit [Adamantine]
be lawful.

Improved Unarmed Strike,


Secret of Steel-Shattering
base attack bonus +6, must FALSE
Spirit [Cold Iron]
be lawful.
Improved Unarmed Strike,
Secret of Steel-Shattering
base attack bonus +6, must FALSE
Spirit [Silver]
be lawful.
Improved Unarmed Strike,
Secret of Steel-Shattering
base attack bonus +6, must FALSE
Spirit [Magic]
be lawful.
Improved Unarmed Strike,
Secret of Steel-Shattering
base attack bonus +6, must FALSE
Spirit [Lawful]
be lawful.
Improved Unarmed Strike,
Secret of Steel-Shattering
base attack bonus +6, must FALSE
Spirit [Epic]
be lawful.

Secret Signs Int 13, Absalom affinity. FALSE

Weapon Finesse, proficient in


Serpent Lash 1 FALSE
whip.

Druid level 1st, neutral evil,


Shade of the Uskwood FALSE
Zon-Kuthon worshiper.
Shambling Monolith Shambling mound. FALSE

Shingle Runner Dex 13, Acrobatic FALSE

Shrewd Liason Mediogalti affinity. FALSE

Silent as Stone Roper, Stealthy. FALSE

Dex 13, base attack bonus


Sliding Axe Throw 1 FALSE
+1.

Slow Exhalation Breath weapon, true dragon. FALSE

Sly Draw Quick Draw FALSE

Sneaky Vagabond FALSE


Int 13, Wis 13, Far Shot,
Focused Shot, Point Blank
Sniper Shot FALSE
Shot, Precise Shot, Kyonin
affinity.

Sow Terror Stealthy. FALSE

Aquatic subtype, Knowledge


Spirit of the River FALSE
(nature) 1 rank.

Knowledge (religion) 2 ranks


(originally 5), ability to
Spirit Strike FALSE
channel energy, at least one
favored enemy.

Splash Weapon Mastery FALSE

Wis 15, base attack bonus


Stance of the Xorn 1 FALSE
+3.

Cha 15, Sodden Lands


Stoic FALSE
affinity.

Stone Clinger Roper. FALSE


Profession (sailor) 1 rank,
Storm-Lashed FALSE
Shackles affinity.

Shambling mound, must have


Stormstruck Shambler FALSE
been struck by lightning.

Con 13, Wis 13, character


Strength of the Diamond level 3rd, member of the FALSE
Diamond Regiment.

Suffocating Strangulation Improved grab, constrict. FALSE

Con 13, Diehard, Endurance,


Survivor FALSE
River Kingdoms affinity.

Swarm Dodger Dex 15, evasion. FALSE

Taldan serf in service to a


Taldan Conscript FALSE
lord
Base attack bonus +6, heavy
Taldan Knight armor proficiency, proficient in FALSE
a martial weapon

Base attack bonus +1,


Taldan Squire FALSE
proficient in a martial weapon

Dex 13, Exotic Weapon


Proficiency (falcata), Weapon
Taldorian Duelist 1 FALSE
Focus (falcata), proficient with
a buckler, Taldor affinity.

Take at least 10d6 falling


Talmandor’s Lifting damage on three different FALSE
occasions and survive.

Teleport Sense Wis 13, Mendev affinity. FALSE

Spell Focus (necromancy),


Thanatopic Spell 1 Knowledge (religion) 7 ranks FALSE
(originally 10)

Spell Focus (necromancy),


Threnodic Spell 1 Knowledge (religion) 2 ranks FALSE
(originally 5)

Str 15, Two-Weapon Fighting,


Weapon Focus (earth
Thunder and Fang 1 FALSE
breaker), Weapon Focus
(klar).

Totem Spirit (Axe Clan) Member of a Shoanti tribe. FALSE

Totem Spirit (Hawk Clan) Member of a Shoanti tribe. FALSE

Totem Spirit (Moon Clan) Member of a Shoanti tribe. FALSE

Totem Spirit (Skull Clan) Member of a Shoanti tribe. FALSE


Totem Spirit (Spire Clan) Member of a Shoanti tribe. FALSE

Totem Spirit (Sun Clan) Member of a Shoanti tribe. FALSE

Totem Spirit (Wind Clan) Member of a Shoanti tribe. FALSE

Touvette Defender Touvette affinity FALSE

Twisted Flesh Con 15, Worldwound affinity. FALSE

Knowledge (local) 1 rank,


Urban Forager FALSE
Survival 1 rank.

Varisian Tattoo [Abjuration] Spell Focus (abjuration) FALSE

Varisian Tattoo [Conjuration] Spell Focus (conjuration) FALSE

Varisian Tattoo [Enchantment] Spell Focus (enchantment) FALSE

Varisian Tattoo [Evocation] Spell Focus (evocation) FALSE

Varisian Tattoo [Illusion] Spell Focus (illusion) FALSE

Varisian Tattoo [Necromancy] Spell Focus (necromancy) FALSE


Varisian Tattoo
Spell Focus (transmutation) FALSE
[Transmutation]

Veiled Vileness Half-orc. FALSE

Vermin Heart, animal


Vermin Companion companion class feature, wild FALSE
empathy class feature.

Vermin Heart Wild empathy class feature. FALSE

Dex 13, Dodge, Mobility,


Acrobatics 1 rank, Perform
Err:508 Wand Dancer Err:508
(dance) 1 rank, caster level
5th.

Warped Mind Wis 15, Worldwound affinity. FALSE

Warren Digger I Ghoul, Strength 17. FALSE

Warren Digger II Ghoul, Strength 17. FALSE

Warren Digger III Ghoul, Strength 17. FALSE

Mounted Combat, Ride-By


Wheeling Charge 1 Attack, Ride 5 ranks, Lastwall FALSE
affinity.

*** Remarkable Races ***


Arcane Aptitude Boggle. FALSE

Arcane Craft Boggle, Int 15. FALSE

Arcane Ruin Boggle, 6th level. FALSE


Boggle, Spring Loaded, at
Booby Trapped least 3 ranks in Knowledge FALSE
(engineering).

Boggle, Item Creation feat


Jury-Rig related to the item in FALSE
question.

Boggle, 3 ranks in Disable


Monkey Wrench FALSE
Device.

Boggle, at least one rank in


Spring Loaded FALSE
Knowledge (engineering).

Big Spinner Larvite. FALSE

Larvite, Prepare for


Coleophite Metamorphosis Metamorphosis, Character FALSE
level 7.
Larvite, Prepare for
Eulite Metamorphosis Metamorphosis, Character FALSE
level 9.
Larvite, Prepare for
Farfalite Metamorphosis Metamorphosis, Character FALSE
level 8

Glowworm Larvite. FALSE

Larvite Lifer Larvite, Character level 6. FALSE

Mantis Grab Entobian, Str 15. FALSE

Larvite, Prepare for


Matron Metamorphosis Metamorphosis, Character FALSE
level 15.
Larvite, Prepare for
Metamorphosis, Character
Moscanite Metamorphosis FALSE
level 7.

Poisonous Entobian. FALSE

Prepare for Metamorphosis Larvite. FALSE

Entobian, Two-weapon
Twinspike FALSE
fighting.

Bite Me Kval. FALSE

Corrosive Ichor Kval, Character level 6. FALSE

Dodgy Kval, Dex 15. FALSE

Into the Rough Kval. FALSE


See More Evil Kval, Wis 15. FALSE
Tricky Target Kval. FALSE

Vile Vendetta Kval. FALSE

Mahrog, base attack bonus


Archaic Ferocity FALSE
+10.

Bestial Defense Mahrog. FALSE

Brute Strength Mahrog, Str 15. FALSE

Mahrog, Proficient with


Club and Spear FALSE
weapon, Str 15

Mahrog, base attack bonus


Primeval Brutality FALSE
+5, Str 15.

Mahrog, base attack bonus


Savage Beating FALSE
+8, Primeval Brutality, Str 17.

Fantastic Tongue Mogogol. FALSE


Mogogol, Wis 15, Uncanny
Indomitable Will FALSE
Will.
Mogogol, base attack bonus
Leaping Strike FALSE
+3.
Tongue Lash Mogogol, Fantastic Tongue. FALSE

Uncanny Will Mogogol. FALSE


Waterjot Mogogol. FALSE

Anumus, 6th level, and either


the Bestial Fortitude racial
Luck of the Beast FALSE
trait or the Bestial Reflexes
racial trait.

Manifest Claws Anumus, species with claws. FALSE

Manifest Form Anumus, 12th level, Wis 13. FALSE

Natural Instinct Anumus. FALSE

Servitor's Diplomacy [Bluff] Anumus. FALSE


Servitor's Diplomacy [Sense
Anumus. FALSE
Motive]
Anumus, Vicious Bite feat,
Taste of Blood base attack bonus +6. FALSE

Vicious Bite Anumus. FALSE


Heavenly Presence Muse, Character Level 7. FALSE

Inspire Courage Muse, Cha 15. FALSE

Extra Inspirational I Muse. FALSE

Extra Inspirational II Muse. FALSE

Extra Inspirational III Muse. FALSE


Muse, 3 ranks in Perform
Song of the Muse FALSE
skill.

Waking Dream Muse, Int 15. FALSE

Wings of a Dream Muse, Character Level 5. FALSE

Bargain Numistian, Wis 15. FALSE


Gamble Fate Numistian. FALSE

Numistian, Wis 15, Character


Golden Destiny FALSE
Level 7.

Golden Eye Numistian. FALSE

Money is Power Numistian. FALSE

Penny Saved Numistian. FALSE

Deep Roots Oakling. FALSE

Fearless Oakling, Wis 15. FALSE

Oakling, Base attack bonus


Mighty Oak FALSE
+6.
One with Wood Oakling. FALSE

Shielding Sap Oakling, Character level 5. FALSE

Sun Loving I Oakling, Character level 6. FALSE


Sun Loving II Oakling, Character level 12. FALSE
Sun Loving III Oakling, Character level 18. FALSE

Thorns Oakling. FALSE

Wicked Thorns Oakling, Thorns. FALSE

Boon of Bones I Obitu, Character level 5. FALSE


Boon of Bones II Obitu, Character level 5. FALSE
Boon of Bones III Obitu, Character level 5. FALSE

Deathbane Touch Obitu. FALSE


Death Drain Obitu, Deathbane Touch. FALSE

Death Spawn Obitu. FALSE

Plague Born Obitu. FALSE

Triple Jointed Obitu. FALSE

Boiling Steam Relluk, Con 13. FALSE


Crystal Gore Relluk, base attack bonus +1. FALSE

Flaming Gore Relluk, Crystal Gore. FALSE

Mismatched Gem Relluk. FALSE

Resilient Spirit Relluk, character level 10. FALSE

Rising Steam Relluk, character level 6. FALSE

Steamed I Relluk. FALSE

Steamed II Relluk. FALSE

Steamed III Relluk. FALSE


*** LSJ Feats ***

Err:508 Additional Domain Ability to cast divine spells Err:508


Additional Favored Class — FALSE

Alternate Identity Disguise 6+ ranks FALSE


Antipsionic Magic Spellcraft 5 ranks FALSE

Proficient with armor type,


Armor Specialization FALSE
base attack bonus +2.

Back-to-Back Base attack bonus +1. FALSE


Battlefield Triage Heal 6 ranks FALSE

Base attack bonus +4, Blind-


Blindsight, 5' radius FALSE
Fight, Wisdom 19

Must be able to cast arcane


Bloodburn 1 FALSE
spells without preparation.

Break the Breath Stunning Fist, Wis 15. FALSE

Dex 13, Con 13, Spellcraft 5


Cast on the Run FALSE
ranks, Dodge, Mobility.
Ability to channel positive or
Channel Heal negative energy; Selective FALSE
Channeling.

Ability to channel positive or


Channel Inflict negative energy, Selective FALSE
Channeling.
Chaotic Mind Chaotic alignment, Cha 15. FALSE

Cleave Asunder 1 Cleave, Improved Sunder. FALSE

Closed Mind — FALSE


Alertness, Sense Motive 3
Combat Awareness FALSE
ranks.

Combat Tutor 1 Base attack bonus +1. FALSE

Ability to cast divine spells,


Err:508 Culinary Infusion 1 Err:508
caster level 3rd.

Dex 15, base attack bonus


Deadly Precision FALSE
+5.
Bardic music ability,
Descant FALSE
countersong ability.
Descriptor Focus — FALSE

Diligent — FALSE

Bardic music ability, Perform


Disguise Spell 1 FALSE
12 ranks.

Str 13, ability to channel


Divine Might FALSE
energy, Power Attack.
Ability to channel energy,
Divine Vengeance FALSE
Extra Channel.

Divine spellcaster with access


Err:504 Domain Focus to Domain spells and powers Err:504
granted by your deity.

Elem, or any other creature


Elemental Affinity 1 that has an elemental FALSE
subtype.
Any other metamagic feat,
Energy Substitution 1 FALSE
Knowledge (arcana) 5 ranks.

Base attack bonus +3, Wis


Eyes in the Back of your Head FALSE
19.

Field Medic Heal 4 ranks. FALSE


Fish Out of Water Sea elf. FALSE

Fleet of Foot Dex 15, Run. FALSE

Fool's Fortune — FALSE


Force of Will Iron Will. FALSE

Furious Charge 1 Power Attack FALSE


Ghost Spell 1 — FALSE

Ghostspeaker Cha 13, Wis 13. FALSE

Greater Domain Focus Domain Focus (any domain). FALSE


Dex 17, Manyshot, Point
Greater Manyshot 1 Blank Shot, Rapid Shot, base FALSE
attack bonus +6.

Grow Spell — FALSE

Higher Education Intelligence 15. FALSE


Combat Reflexes, base
Hold the Line FALSE
attack bonus +2.

Hostile Mind Cha 15. FALSE

LSJ Hover Fly speed. FALSE


Dex 13, Deflect Arrows,
Improved Deflect Arrows Combat Reflexes, Improved FALSE
Unarmed Strike.

Combat Reflexes, Mounted


Improved Mounted Combat 1 FALSE
Combat, Ride 7 ranks.

Cha 13, empathic link with


another creature such as a
Increased Empathy FALSE
paladin's mount or a wizard's
familiar.

Cha 15, Perform 3 ranks,


Intercepting Voice FALSE
bardic music ability.
Improved Trip, base attack
Knock-Down FALSE
bonus +9, Str 15.

Err:508 Larger Familiar Familiar, spellcaster level 5th. Err:508

LSJ Leadership Character level 7th. FALSE

Lingering Melody Bardic song ability. FALSE


Mental Resistance Base Will save bonus +2. FALSE

Mighty Throw Power Attack. FALSE

Mind Over Body Con 13. FALSE

Negotiator Aristocrat or Noble. FALSE


Opportunity Knocks Combat Reflexes. FALSE

Paramour Cha 17. FALSE

Dex 13, base attack bonus


Parry FALSE
+3, Expertise.

Pass For Human Half-elf, Half-ogre or Half-orc. FALSE


Persistent Spell 1 Extend Spell. FALSE

Handle Animal 2 ranks, bardic


Pied Piper FALSE
music ability.

Dex 13, Point Blank Shot,


Pierce FALSE
Precise Shot.
Political Intrigue Cha 13 FALSE
Prone Combat 1 — FALSE

Psionic Hole Con 15 FALSE


Quick Sheathe 1 Dex 13, Quick Draw FALSE

Spell-like ability at caster level


LSJ Quicken Spell-Like Ability FALSE
10th or higher.

Rapid Metabolism Con 13 FALSE

Reach Spell 1 — FALSE

Reckless Offense Base attack bonus +1. FALSE


Repeat Spell 1 Any other metamagic feat. FALSE

Retain Int 13, Combat Expertise FALSE

Sacred Spell 1 — FALSE

Scholar Int 13. FALSE

Craft (stonemasonry
woodworking, or
Err:508 Sculpt Runic Item Err:508
metalworking) 5 ranks, caster
level 1st
Shapechange Channel Ability to channel energy. FALSE

Point Blank Shot, Precise


Sharp Shooting FALSE
Shot, base attack bonus +3.

Showstopper — FALSE

Handle Animal 2 ranks, any


Sorcerous Bond FALSE
sorcerous bloodline.
Spell Theatrics — FALSE

Base attack bonus +4,


Step Into Harm's Way Dexterity 13, Improved FALSE
Initiative

Any other metamagic feat,


Subdual Substitution 1 FALSE
Knowledge (arcana) 5 ranks.
Base attack bonus +2, Dex
Subduing Strike FALSE
13

Int 13, Combat Expertise,


Superior Expertise FALSE
base attack bonus +6
Cha 16+, Leadership, 10th
Superior Leadership FALSE
level

Superior Tracker Survival 5 ranks FALSE


Must possess minimum 8
total ranks divided among at
least four of the following
skills: Diplomacy, Knowledge
Urban Survival FALSE
(Local), Perception, Sense
Motive, Stealth or Survival or
possess the Track class
ability.

Animal Companion class


LSJ Vermin Companion FALSE
ability.

Vermin Wild Shape Wild shape ability. FALSE

Wary Wis 13 FALSE

LSJ Wingover Fly speed FALSE

*** BoAM ***

Bartek’s School Graduate


Err:508 Arcane caster level 1st. Err:508
(College of Magic)
Arcane caster level 5th, any
Bartek’s Post Graduate
Err:504 one other College of Magic or Err:504
(College of Magic)
Bardic School feat.

Ceilidh Conservatory Bardic Performance class


FALSE
Graduate (Bardic School) feature.

Arcane caster level 3rd, any


Ceilidh Post Graduate (Bardic
Err:504 one other College of Magic or Err:504
School)
Bardic School feat.

College of the All-Seeing Eye


Err:508 Graduate (College of Arcane caster level 1st. Err:508
Magic)

College of the All-Seeing Eye Arcane caster level 5th, any


Err:504 Post Graduate (College one other College of Magic or Err:504
of Magic) Bardic School feat.
Bardic Performance class
College Trained Bard FALSE
feature.
Err:508 College Trained Spellcaster Arcane caster level 1st. Err:508

Giacomo’s Jester School Bardic Performance class


FALSE
Graduate (Bardic School) feature.

Arcane caster level 3rd, any


Giacomo’s Post Graduate
Err:504 one other College of Magic or Err:504
(Bardic School)
Bardic School feat.

High Halls Graduate (Bardic Bardic Performance class


FALSE
School) feature.

Arcane caster level 5th, any


High Halls Post Graduate
Err:504 one other College of Magic or Err:504
(Bardic School)
Bardic School feat.

Himar Academy Graduate


Err:508 Arcane caster level 1st. Err:508
(College of Magic)

Arcane caster level 5th, any


Himar Post Graduate (College
Err:504 one other College of Magic or Err:504
of Magic)
Bardic School feat.

Moonarrow University
Err:508 Arcane caster level 1st. Err:508
Graduate (College of Magic)

Arcane caster level 5th, any


Moonarrow Post Graduate
Err:504 one other College of Magic or Err:504
(College of Magic)
Bardic School feat.

Nightwatcher’s Tower
Err:508 Arcane caster level 1st. Err:508
Graduate (College of Magic)
Arcane caster level 5th, any
Nightwatcher’s Tower Post
Err:504 one other College of Magic or Err:504
Graduate (College of Magic)
Bardic School feat.

Vanguard Academy Graduate


Err:508 Arcane caster level 1st. Err:508
(College of Magic)

Arcane caster level 5th, any


Vanguard Academy Post
Err:504 one other College of Magic or Err:504
Graduate (College of Magic)
Bardic School feat.

Wagner’s College Graduate


Err:508 Arcane caster level 1st. Err:508
(College of Magic)

Arcane caster level 5th, any


Wagner’s College Post
Err:504 one other College of Magic or Err:504
Graduate (College of Magic)
Bardic School feat.

Wolestone Institute Graduate


Err:508 Arcane caster level 1st. Err:508
(College of Magic)

Arcane caster level 5th, any


Wolestone Institute Post
Err:504 one other College of Magic or Err:504
Graduate (College of Magic)
Bardic School feat.

Caster level 5th; must already


Err:508 Improved Clockwork Familiar Err:508
have a clockwork familiar.

Caster level 9th; Improved


Err:504 Advanced Clockwork Familiar Err:504
Clockwork Familiar.

Caster level 13th; Advanced


Err:504 Superior Clockwork Familiar Err:504
Clockwork Familiar.

Improved Clockwork Familiar;


Mithral Clockwork Familiar FALSE
500 gp worth of mithral.

Adamantine Clockwork Improved Clockwork Familiar;


FALSE
Familiar 1500 gp worth of adamantine.
*** BoDM ***
Patron deity grants the Elf
Blessing of the Elf-mother FALSE
domain
Patron deity grants the
Cat-like Reflexes FALSE
Liberation domain
Patron deity grants the
Déjà vu FALSE
Dream domain

Ability to cast divine spells;


Err:508 Divine Charisma Err:508
Charisma 16

Patron deity grants the Dwarf


Dwarfather’s Boon FALSE
domain

Favored enemy class feature,


Favored Critical FALSE
Critical Focus
Patron deity grants the Fire
Fireshaper FALSE
domain

Patron deity grants the


The Gift of Healing FALSE
Healing domain

Patron deity grants the


Grace and Joy FALSE
Pleasure domain
Patron deity grants the
Grandfather’s Gift FALSE
Gnome domain

Horse Whisperer 5 ranks in Handle Animal FALSE

Patron deity grants the


In Tune with Nature FALSE
Animal or Plant domain

Wisdom 12; cannot belong to


Lay Priest a class with divine spells as a FALSE
class feature

Patron deity grants the


Master Craftsman FALSE
Artifice domain

Maximize Channeling Channel energy class feature FALSE

Maximize Lay on Hands Extra Lay on Hands FALSE

Patron deity grants the


Nightmarish Mind FALSE
Madness domain

Patron deity grants the


Nose of the Bear FALSE
Animal domain

Patron deity grants the


Random Acts of Violence FALSE
Destruction domain
Patron deity grants the Ocean
A Sailor’s Life for Me FALSE
domain

Err:508 Shaman Ability to cast divine spells Err:508

Patron deity grants the War


Swords Master FALSE
domain

1st character level in a class


Temple Trained Priest with divine spells as a class FALSE
feature
Patron deity grants the
Too Darn Cute FALSE
Halfling domain

Patron deity grants the


Tricksy FALSE
Trickery domain

Patron deity grants the Luck


Uncanny Luck FALSE
domain

Patron deity grants the War


Warlord FALSE
domain

Patron deity grants the


Warmachine FALSE
Artifice and War domains

Patron deity grants the


Well-read FALSE
Knowledge domain

Wild Speech 6th-level druid FALSE

*** PRPG Beta ***


Overhand Chop, base attack
Backswing 1 FALSE
bonus +6

Backswing, Overhand Chop,


Devastating Blow 1 FALSE
base attack bonus +11.

Overhand Chop 1 FALSE

INSERT NEW FEATS


ABOVE THIS LINE &
MANUALLY ADJUST ROW
NUMBERS
List_Feats_Monk List_Feats_Ranger_Archery
Catch Off-Guard Far Shot
Combat Reflexes Point Blank Shot
Deflect Arrows Precise Shot
DODGE Rapid Shot
Hamatulatsu Crossbow Mastery
Improved Grapple Improved Precise Shot
Scorpion Style Manyshot
Throw Anything Parting Shot
Blade Binder Pinpoint Targeting
Gorgon’s Fist Shot on the Run
Improved Bull Rush List_Feats_Ranger_2Weapon
Improved Disarm Double Slice
Improved Feint Improved Shield Bash
Improved Trip Quick Draw
Mobility Two-Weapon Fighting
Improved Critical Improved Two-Weapon Fighting
Medusa’s Wrath Two-Weapon Defense
Snatch Arrows Greater Two-Weapon Fighting
Spring Attack Two-Weapon Rend
List_Feats_AltMonk
Catch Off-Guard
Combat Reflexes
Deflect Arrows
DODGE
Improved Grapple
Rapid Shot
Throw Anything
Blade Binder
Improved Bull Rush
Improved Disarm
Improved Feint
Improved Trip
Mobility
Shot on the Run
Improved Critical
Improved Precise Shot
Snatch Arrows
Spring Attack
Summary Taken Benefit Normal Special Source

+4 bonus on Acrobatics and +2 bonus on Fly FALSE PFRPG


Ignore 20' of difficult terrain when you move FALSE PFRPG
Use Dex bonus (instead of Str) when calculating
FALSE PFRPG
your CMB
+4 bonus on Perception and +4 bonus on Sense
FALSE PFRPG
Motive
Channel energy can heal or harm Chaotic
FALSE PFRPG
Outsiders
Channel energy can heal or harm Evil Outsiders FALSE PFRPG
Channel energy can heal or harm Good
FALSE PFRPG
Outsiders
Channel energy can heal or harm Lawful
FALSE PFRPG
Outsiders
+2 bonus on Handle Animal and +2 bonus on
FALSE PFRPG
Ride

Swift Action, reduce arcane spell failure chance


FALSE PFRPG
by 20%

Swift Action, reduce arcane spell failure chance


FALSE PFRPG
by 10%
Swift Action, weapons deal +0 dmg and are
FALSE PFRPG
considered magic vs. DR
No penalties on attack rolls while wearing heavy
FALSE PFRPG
armor
No penalties on attack rolls while wearing light
FALSE PFRPG
armor
No penalties on attack rolls while wearing
FALSE PFRPG
medium armor
+4 bonus on Climb and +2 bonus on Swim FALSE PFRPG
Summoned creatures gain +4 Enhancementy
FALSE PFRPG
bonus to Str and Con
Crit w/ Slashing/Piercing weapon may also deal
FALSE PFRPG
2d6 Bleed/rnd (stacks)
Reroll miss due to concealment during melee; vs.
invisible attacker, keep Dex bonus to AC and
attacker doesn't get +2 bonus in melee for being FALSE PFRPG
invisible; move at full speed while blinded w/out
Acrobatics check
Crit may permanently Blind foe (Fort save, DC
FALSE PFRPG
18, Dazzles for 1d4 rnds instead)
No penalties for improvised melee weapons;
unarmed opponents are flat-footed vs. these FALSE PFRPG
attacks
Swift Action; expend 1 channel energy before
melee attack to deal +0d6 to Undead target (Will FALSE PFRPG
DC 11 for half)
Standard Action; make single melee attack, if
successful, make additional attack (at highest
FALSE PFRPG
BAB) vs. adjacent foe; suffer -2 AC until your
next turn
+4 bonus on concentration checks when casting
FALSE PFRPG
on the defensive or while grappled
As part of an Attack or Full-Attack action, take a
-3 penalty on melee attacks/combat maneuvers
TRUE PFRPG
to gain a +3 Dodge bonus to AC until your next
turn
You may make attacks of opportunity while flat-
footed and may make 8 additional attacks of FALSE PFRPG
opportunity per round
Standard Action; expend channel energy to
enslave Undead w/in 30' (Will DC 11 negs)
FALSE PFRPG
instead of healing/harming nearby creatures; may
control up to 0 HD
+4 Circumstance bonus on attack rolls made to
FALSE PFRPG
confirm critical hits
Apply two critical feat effects to your critical hits FALSE PFRPG

Full-round Action; successful Intimidate check


(DC 10 + HD + Wis mod) while wielding weapon
of choice causes opponents w/in 30' that can see FALSE PFRPG
you to become Shaken for 1 rnd, plus 1 rnd per 5
points you beat the DC
Take a 0 penalty on all ranged attacks to gain a
+0 bonus on all ranged dmg (excluding touch
FALSE PFRPG
attacks/effects that don't deal HP dmg) until your
next turn
Standard Action; single attack vs. a stunned/flat-
footed foe w/ weapon of choice deals x2 dmg and
FALSE PFRPG
foe takes 1 point of Con Bleed (effects not
multiplied by a crit)
Crit may permanently Deafen foe (Fort save, DC
FALSE PFRPG
18, reduces duration to 1 rnd)
+4 bonus on Bluff and +2 bonus on Disguise FALSE PFRPG
Use 11 instead of 8 for Combat Maneuver
FALSE PFRPG
Defense
1/rnd, deflect ranged attack (must have at least 1
hand free, be aware of the attack, and not flat-
footed); cannot deflect massive ranged weapons FALSE PFRPG
(e.g. boulders & ballista bolts), natural attacks, or
spell effects
+4 bonus on Disable Device and +2 bonus on
FALSE PFRPG
Sleight of Hand
When reduced to negative HP, may choose to be
Disabled or Unconscious rather than Dying;
automatically stabilize & do not need to make a
FALSE PFRPG
Con check to avoid losing HP (performing
Standard Action or other strenuous action still
deals 1 HP dmg after completing the act)

When aware of foe's location and capable of


taking an AoO, DC to cast spells defensively
FALSE PFRPG
increases by +4 for all enemies w/in your
threatened area
+1 Dodge bonus to AC FALSE PFRPG
Add +3 to off-hand damage rolls rather than +1 TRUE PFRPG
Channel energy can harm or heal Outsiders that
FALSE PFRPG
possess the Air subtype
Channel energy can harm or heal Outsiders that
FALSE PFRPG
possess the Earth subtype
Channel energy can harm or heal Outsiders that
FALSE PFRPG
possess the Fire subtype
Channel energy can harm or heal Outsiders that
FALSE PFRPG
possess the Water subtype

+4 bonus on Swim checks to resist nonlethal dmg


from exhaustion; Con checks to (1) continue
running, (2) avoid nonlethal dmg from forced
march, (3) hold your breath (4) avoid nonlethal
FALSE PFRPG
dmg from starvation/thirst; Fort saves to (1) avoid
nonlethal dmg from hot/cold environs and (2)
resist dmg from suffocation; may sleep in
Light/Medium armor w/out becoming fatigued

Cast any spell w/ material component costing 1


gp or less w/out needing component (casting still FALSE PFRPG
provokes AoO as normal)

Crit immediately Exhausts foe FALSE PFRPG

No penalty on attacks made w/ FALSE PFRPG

No penalty on attacks made w/ FALSE PFRPG

No penalty on attacks made w/ FALSE PFRPG

Channel energy two additional times per day FALSE PFRPG


Increase your ki pool by 2 points FALSE PFRPG
Increase your ki pool by 4 points FALSE PFRPG
Increase your ki pool by 6 points FALSE PFRPG
Use lay on hands 2 additional times per day FALSE PFRPG
Use lay on hands 4 additional times per day FALSE PFRPG
Use lay on hands 6 additional times per day FALSE PFRPG
Using Lay On Hands to heal dmg to 1 target, also
FALSE PFRPG
grants effects of the Blinded mercy
Using Lay On Hands to heal dmg to 1 target also
FALSE PFRPG
grants effects of the Cursed mercy
Using Lay On Hands to heal dmg to 1 target also
FALSE PFRPG
grants effects of the Dazed mercy
Using Lay On Hands to heal dmg to 1 target also
FALSE PFRPG
grants effects of the Deafened mercy
Using Lay On Hands to heal dmg to 1 target also
FALSE PFRPG
grants effects of the Diseased mercy
Using Lay On Hands to heal dmg to 1 target also
FALSE PFRPG
grants effects of the Exhausted mercy
Using Lay On Hands to heal dmg to 1 target also
FALSE PFRPG
grants effects of the Fatigued mercy
Using Lay On Hands to heal dmg to 1 target also
FALSE PFRPG
grants effects of the Frightened mercy
Using Lay On Hands to heal dmg to 1 target also
FALSE PFRPG
grants effects of the Nauseated mercy
Using Lay On Hands to heal dmg to 1 target also
FALSE PFRPG
grants effects of the Paralyzed mercy
Using Lay On Hands to heal dmg to 1 target also
FALSE PFRPG
grants effects of the Poisoned mercy
Using Lay On Hands to heal dmg to 1 target also
FALSE PFRPG
grants effects of the Shaken mercy
Using Lay On Hands to heal dmg to 1 target also
FALSE PFRPG
grants effects of the Sickened mercy
Using Lay On Hands to heal dmg to 1 target also
FALSE PFRPG
grants effects of the Staggered mercy
Using Lay On Hands to heal dmg to 1 target also
FALSE PFRPG
grants effects of the Stunned mercy
Use bardic performance for 6 additional rounds
FALSE PFRPG
per day
Use bardic performance for 6 additional rounds
FALSE PFRPG
per day
Use bardic performance for 6 additional rounds
FALSE PFRPG
per day
Use rage for 6 additional rounds per day FALSE PFRPG
Use rage for 12 additional rounds per day FALSE PFRPG
Use rage for 18 additional rounds per day FALSE PFRPG
Only suffer –1 penalty per full range increment
FALSE PFRPG
between you & target
Base speed increases by 5' while wearing
FALSE PFRPG
light/no armor and carrying a light load
Base speed increases by 10' while wearing
FALSE PFRPG
light/no armor and carrying a light load
Base speed increases by 15' while wearing
FALSE PFRPG
light/no armor and carrying a light load
Standard Action; make single unarmed melee
attack vs. foe whose speed is reduced to deal
FALSE PFRPG
normal dmg and Stagger foe until end of your
next turn (Fort DC 15 negs)
Standard Action; make single melee attack, if
successful, make additional attacks (at highest
BAB) vs. adjacent foes until you miss or have FALSE PFRPG
struck all adjacent foes; suffer -2 AC until your
next turn
+2 on Fortitude saves FALSE PFRPG
1/day, may reroll a Fort save before results are
FALSE PFRPG
known (must take 2nd roll)

+4 to bull rush a foe (replaces bonus granted by


Improved Bull Rush); whenever you bull rush, FALSE PFRPG
foe's movement provokes AoO from all your allies

+4 to disarm a foe (replaces bonus granted by


Improved Disarm); whenever you disarm a foe, FALSE PFRPG
weapon lands 15' away in random direction
Successful feint in combat causes foe to lose
Dex bonus until the beginning of your next turn TRUE PFRPG
as well as against your next attack
+4 to grapple a foe (replaces bonus granted by
Improved Grapple); Move Action to maintain
FALSE PFRPG
grapple and may make 2 grapple checks/rnd (to
move, harm, or pin)
+4 to overrun a foe (replaces bonus granted by
Improved Overrun); whenever you overrun, foes FALSE PFRPG
knocked prone provoke AoO
+4 to sunder items (replaces bonus granted by
Improved Sunder); whenever you sunder to
FALSE PFRPG
destroy a weapon/shield/armor, excess dmg
applies to the wielder
+4 to trip foes (replaces bonus granted by
FALSE PFRPG
Improved Trip); tripped foes provoke AoO
+2 to bull rush a foe or resist a bull rush;
whenever you bull rush, you do not provoke any FALSE PFRPG
AoO

+2 bonus on channel energy DC FALSE PFRPG

Counterspell with spell of the same school that is


FALSE PFRPG
1+ spell levels higher than the target spell

Double the threat range of a FALSE PFRPG

Double the threat range of a FALSE PFRPG

Double the threat range of a FALSE PFRPG

+2 to disarm a foe or resist a disarm; whenever


FALSE PFRPG
you disarm, you do not provoke any AoO

Gain a more powerful familiar FALSE PFRPG


Move Action; make a Bluff check to feint in
TRUE PFRPG
combat
+2 to grapple a foe or resist a grapple; whenever
FALSE PFRPG
you grapple, you do not provoke any AoO
+4 bonus on initiative checks FALSE PFRPG
+2 to overrun a foe or resist an overrun;
whenever you overrun, you do not provoke any FALSE PFRPG
AoO and targets may not avoid you
Keep Shield bonus to AC when shield bashing FALSE PFRPG
+2 to sunder an item or resist a sunder;
whenever you sunder, you do not provoke any FALSE PFRPG
AoO
+2 to trip foes or resist a trip; whenever you trip,
FALSE PFRPG
you do not provoke any AoO
Always considered armed; unarmed attacks do
not provoke AoO and can deal lethal or nonlethal FALSE PFRPG
dmg
No attack penalties for using improvised
weapons; increase dmg dealt by 1 step (1d4 to
FALSE PFRPG
1d6 to 1d8, or 2d6 if 2-handed); critical is 19–
20/x2

Add Str mod to Intimidate in addition to Cha mod FALSE PFRPG


+2 bonus on Will saves FALSE PFRPG
Once per day, you may reroll a Will save FALSE PFRPG
Gain cohort and followers FALSE PFRPG
+2 bonus on Reflex saves FALSE PFRPG
1/day, may reroll a Ref save before results are
FALSE PFRPG
known (must take 2nd roll)
Double Move or Withdraw Action; gain 50%
FALSE PFRPG
concealment for 1 rnd
Before attacking, increase reach of melee attacks
by 5' until end of your turn by taking –2 penalty to FALSE PFRPG
AC until your next turn
+2 bonus on Spellcraft and +4 bonus on Use
FALSE PFRPG
Magic Device
Full-attack Action; fire two arrows w/ one attack
roll applying dmg (except precision-based) and FALSE PFRPG
DR to both

No penalty on attacks made with a FALSE PFRPG

No penalty on attacks made with a FALSE PFRPG

No penalty on attacks made with a FALSE PFRPG


You can craft magic items without being a
FALSE PFRPG
spellcaster
Full-attack Action; after making at least 1
unarmed strike, you can make 2 bonus unarmed
strikes at max BAB vs. a Dazed, Flat-Footed, FALSE PFRPG
Paralyzed, Staggered, Stunned, or Unconscious
foe
+4 AC vs. AoO from movement (unless you lose
FALSE PFRPG
your Dex mod to AC)
Suffer only –2 w/ ranged attackes when mount
FALSE PFRPG
takes Double Move, or –4 if mount is running
Immediate Action; 1/rnd, negate hit to mount if Ride check
FALSEis greater than foe's attack roll PFRPG

Complete verbal and somatic components of


spell and use any material components/foci FALSE PFRPG
possessed while using wild shape
Ignore 5' of difficult terrain when you move; may
FALSE PFRPG
take 5' step into difficult terrain
Attacks w/ Short Sword ignore 5 points of DR
FALSE PFRPG
(unless untyped)
Attacks w/ ignore 5 points of DR (unless
FALSE PFRPG
untyped)
Attacks w/ ignore 5 points of DR (unless
FALSE PFRPG
untyped)
Attacks w/ Short Sword ignore 10 points of DR (5
FALSE PFRPG
if untyped)
Attacks w/ ignore 10 points of DR (5 if untyped) FALSE PFRPG

Attacks w/ ignore 10 points of DR (5 if untyped) FALSE PFRPG


+2 bonus on Diplomacy and +4 bonus on
FALSE PFRPG
Intimidate

Standard Action; target of single ranged attack


gains no Armor, Natural Armor, or Shield FALSE PFRPG
bonuses to AC;may not move this round

+1 bonus on attack and dmg rolls w/ ranged wpn


FALSE PFRPG
if foe is w/in 30'
Take a 0 penalty on all melee attacks/combat
maneuvers to gain a +0 bonus on all melee dmg
(excluding touch attacks/effects that don't deal
HP dmg) until your next turn; +0 w/ 2-handed
FALSE PFRPG
weapon, 1-handed weapon using two hands, or
primary natural weapon that adds 1-1/2 times Str
mod on dmg rolls; +0 w/ off-hand weapon or
secondary natural weapon
No penalty for shooting into melee FALSE PFRPG
Ranged attacks ignore anything but total
FALSE PFRPG
concealment and cover
Free Action (to draw any weapon) or Move Action
(to draw a hidden weapon); may throw weapons
at full normal rate of attacks; alchemical items, FALSE PFRPG
potions, scrolls, & wands cannot be drawn
quickly using this feat
Free Action; reload a hand crossbow (still
provokes AoO); may fire at full normal rate of FALSE PFRPG
attacks
Free Action; reload a light crossbow (still
provokes AoO); may fire at full normal rate of FALSE PFRPG
attacks
Move Action; reload a heavy crossbow (still
FALSE PFRPG
provokes AoO)
Full-attack Action; fire 1 additional time in a round
FALSE PFRPG
but all attack rolls take a –2 penalty
Charge Action; move and attack when mounted
as if with a standard charge and then move again
(continuing the straight line of the charge) w/out
FALSE PFRPG
provoking AoO from attacked foe; total
movement for round can't exceed 2x mounted
speed

Run at 5x (if wearing medium or lighter armor and


carrying no more than 153 lbs.) or 4x (if wearing
heavy armor or carrying more than 153 lbs.); gain
FALSE PFRPG
+4 to make a jump after a running start (see the
Acrobatics skill description); retain Dex bonus to
AC while running

Standard Action; make single unarmed melee


attack to dmg as normal and also reduce foe's
FALSE PFRPG
base land speed by 5' for 0 rnds (Fort DC 15
negs)
May choose up to 1 targets in area that are not
FALSE PFRPG
affected by your channeled energy
+2 bonus on Heal and +2 bonus on Survival FALSE PFRPG

Shaken, Frightened, or Panicked foes hit are flat-footed


FALSE
to your attacks (including additional attacks
PFRPGthis round) until end of you

Gain +1 bonus to AC when using a shield FALSE PFRPG


+2 bonus to AC when using shield (replaces
FALSE PFRPG
Shield Focus bonus)
No penalty on attacks made w/ shield while
wielding another weapon; add Shield bonus (as if
FALSE PFRPG
it was Enhancement bonus) to attacks and dmg
made w/ shield

No penalties on attack rolls when using a shield FALSE PFRPG

Foe hit by shield bash also suffers bull rush attack (substituting
FALSE attack roll for combat maneuver
PFRPG
check, does not provoke AoO);

Full-round Action; move up to your speed and


make single ranged attack at any point during FALSE PFRPG
movement

Crit Sickens foe for 1 min; effects do not stack,


FALSE PFRPG
additional hits instead add to effect's duration

No penalty on attacks made with Simple


FALSE PFRPG
Weapons
+6 bonus on Acrobatics checks FALSE PFRPG
+6 bonus on Appraise checks FALSE PFRPG
+6 bonus on Bluff checks TRUE PFRPG
+6 bonus on Climb checks FALSE PFRPG
+6 bonus on Craft (untrained) checks FALSE PFRPG
#N/A FALSE PFRPG
#N/A FALSE PFRPG
+6 bonus on Diplomacy checks FALSE PFRPG
+6 bonus on Disable Device checks FALSE PFRPG
+6 bonus on Disguise checks FALSE PFRPG
+6 bonus on Escape Artist checks FALSE PFRPG
+6 bonus on Fly checks FALSE PFRPG
+6 bonus on Handle Animal checks FALSE PFRPG
+6 bonus on Heal checks FALSE PFRPG
+6 bonus on Intimidate checks FALSE PFRPG
+6 bonus on Knowledge (arcana) checks FALSE PFRPG

+6 bonus on Knowledge (dungeoneering) checks FALSE PFRPG

+6 bonus on Knowledge (engineering) checks FALSE PFRPG

+6 bonus on Knowledge (geography) checks FALSE PFRPG

+6 bonus on Knowledge (history) checks FALSE PFRPG

+6 bonus on Knowledge (local) checks FALSE PFRPG

+6 bonus on Knowledge (nature) checks FALSE PFRPG

+6 bonus on Knowledge (nobility) checks FALSE PFRPG

+6 bonus on Knowledge (planes) checks FALSE PFRPG

+6 bonus on Knowledge (religion) checks FALSE PFRPG

+6 bonus on Knowledge (spirits) checks FALSE PFRPG


+6 bonus on Linguistics checks FALSE PFRPG
+6 bonus on Perception checks TRUE PFRPG
#N/A FALSE PFRPG
#N/A FALSE PFRPG

+6 bonus on Perform (dance) checks FALSE PFRPG

#N/A FALSE PFRPG

#N/A FALSE PFRPG

#N/A FALSE PFRPG

#N/A FALSE PFRPG


#N/A FALSE PFRPG
#N/A FALSE PFRPG
#N/A FALSE PFRPG
+6 bonus on Profession (untrained) checks FALSE PFRPG
#N/A FALSE PFRPG
#N/A FALSE PFRPG
+6 bonus on Ride checks FALSE PFRPG
+6 bonus on Sense Motive checks FALSE PFRPG
+6 bonus on Sleight of Hand checks FALSE PFRPG
+6 bonus on Spellcraft checks FALSE PFRPG
+6 bonus on Stealth checks FALSE PFRPG
+6 bonus on Survival checks FALSE PFRPG
+6 bonus on Swim checks FALSE PFRPG
+6 bonus on Use Magic Device checks FALSE PFRPG
#N/A FALSE PFRPG
#N/A FALSE PFRPG
1/rnd, may catch or deflect ranged attack (must
have at least 1 hand free, be aware of the attack,
and not flat-footed); thrown weapons can
immediately be thrown back as attack against
FALSE PFRPG
original attacker or kept for later use; cannot
catch or deflect massive ranged weapons (e.g.
boulders & ballista bolts), natural attacks, or spell
effects

+1 bonus on save DCs for Abjuration spells FALSE PFRPG

+1 bonus on save DCs for Conjuration spells FALSE PFRPG


+1 bonus on save DCs for Divination spells FALSE PFRPG
+1 bonus on save DCs for Enchantment spells FALSE PFRPG
+1 bonus on save DCs for Evocation spells FALSE PFRPG
+1 bonus on save DCs for Illusion spells FALSE PFRPG
+1 bonus on save DCs for Necromancy spells FALSE PFRPG

+1 bonus on save DCs for Transmutation spells FALSE PFRPG


+2 bonus on save DCs for Abjuration spells
FALSE PFRPG
(replaces Spell Focus bonus)
+2 bonus on save DCs for Conjuration spells
FALSE PFRPG
(replaces Spell Focus bonus)
+2 bonus on save DCs for Divination spells
FALSE PFRPG
(replaces Spell Focus bonus)
+2 bonus on save DCs for Enchantment spells
FALSE PFRPG
(replaces Spell Focus bonus)
+2 bonus on save DCs for Evocation spells
FALSE PFRPG
(replaces Spell Focus bonus)
+2 bonus on save DCs for Illusion spells
FALSE PFRPG
(replaces Spell Focus bonus)
+2 bonus on save DCs for Necromancy spells
FALSE PFRPG
(replaces Spell Focus bonus)
+2 bonus on save DCs for Transmutation spells
FALSE PFRPG
(replaces Spell Focus bonus)
Choose a number of spells that you already know
equal to your Intelligence modifier; you can
FALSE PFRPG
prepare these spells without referring to a
spellbook.
Choose a number of spells that you already know
equal to your Intelligence modifier; you can
FALSE PFRPG
prepare these spells without referring to a
spellbook.
Choose a number of spells that you already know
equal to your Intelligence modifier; you can
FALSE PFRPG
prepare these spells without referring to a
spellbook.
+2 bonus on level checks to beat SR FALSE PFRPG
+4 bonus on level checks to beat SR (replaces
FALSE PFRPG
Spell Penetration bonus)

Enemies in threatened area that fail their checks


FALSE PFRPG
to cast spells defensively provoke AoO from you

Charge Action; when mounted deal 2x dmg w/


FALSE PFRPG
melee weapon (or 3x w/ lance)
After moving at least 10', make single melee
attack w/out provoking AoO from target, then
move again (total distance moved cannot be FALSE PFRPG
greater than your speed); cannot attack a foe that
is adjacent to you at start of your turn
Crit Staggers foe for 1d4+1 rnds (Fort save, DC
18, reduces duration to 1 rnd); effects do not FALSE PFRPG
stack but add to duration

If foe provokes AoO due to moving from or


through your adjacent squares, may make a
combat maneuver check as your AoO to prevent FALSE PFRPG
foe from moving for the rest of his turn (foe may
still take other actions, but cannot move)

+4 bonus on Escape Artist and +4 bonus on


FALSE PFRPG
Stealth

Immediate Action; if adjacent foe takes 5' step


away from you, make 5' step to move adjacent to
foe that triggered this ability; cannot take 5' step FALSE PFRPG
during your next turn, if you move during your
next turn, subtract 5' from total movement

Ready Action; make melee attack against any foe


that attacks you in melee, even if foe is outside FALSE PFRPG
reach
Crit Stuns foe for 1d4 rnds (Fort save, DC 18,
reduces to Staggered for 1d4 rnds); effects do FALSE PFRPG
not stack but add to duration
2/day and 1/rnd, if declared attack hits foe takes
normal dmg and is Stunned for 1 rnd (Fort save,
DC 15, negs); constructs, oozes, plants, undead, FALSE PFRPG
incorporeal creatures, and creatures immune to
critical hits cannot be stunned

No penalty for using improvised ranged weapons;


+1 Circumstance bonus on attacks w/ thrown FALSE PFRPG
splash weapons
Crit Fatigues foe; effects do not stack or affect
FALSE PFRPG
Fatigued/Exhausted foes
Gain +0 hit points FALSE PFRPG
No penalties on attack rolls when using a tower
FALSE PFRPG
shield

Foe may not choose to avoid you if you overrun


while mounted; mount may make 1 hoof attack
FALSE PFRPG
vs. any target you knock down, gaining standard
+4 bonus on attacks vs. prone targets

Standard Action; expend channel energy to


Panick Undead w/in 30' (Will DC 11 negs)
instead of healing/harming nearby creatures; FALSE PFRPG
Undead that fail save flee for 1 min, intelligent
undead receive new save each rnd to end effect

When fighting with two weapons, penalty for


primary hand lessens by 2 and off hand lessens TRUE PFRPG
by 6
Gain +1 Shield bonus to AC (+2 if fighting
defensively or using Total Defense action) when FALSE PFRPG
wielding double weapon or two weapons

May make a 2nd off-hand attack at –5 TRUE PFRPG

May make a 3rd off-hand attack at –10 FALSE PFRPG

1/rnd, foe hit by both primary and off-hand


FALSE PFRPG
weapon takes additional 1d10+4 dmg

When charging while mounted and wielding


lance, struck foe suffers free bull rush attempt in
addition to normal damage; successful bull rush FALSE PFRPG
knocks foe off horse and he lands prone in space
adjacent to mount that is directly away from you

Make a single attack at highest BAB using an


Attack action, rolling x2 weapon dmg dice (not
FALSE PFRPG
multiplied on a crit) before adding dmg from Str,
weapon abilities, or precision-based dmg
Make a single attack at highest BAB using an
Attack action, rolling x3 weapon dmg dice (not
FALSE PFRPG
multiplied on a crit) before adding dmg from Str,
weapon abilities, or precision-based dmg
Make a single attack at highest BAB using an
Attack action, rolling x4 weapon dmg dice (not
FALSE PFRPG
multiplied on a crit) before adding dmg from Str,
weapon abilities, or precision-based dmg

Use Dex instead of Str on attack rolls w/ any


Medium light weapon, Aldori dueling sword, elven
TRUE PFRPG
curve blade, rapier, whip, or spiked chain; shield
armor check penalty applies to attack rolls

+1 bonus on attack rolls with Short Sword TRUE PFRPG

+1 bonus on attack rolls with FALSE PFRPG

+1 bonus on attack rolls with FALSE PFRPG


+2 bonus on attack rolls with Short Sword
FALSE PFRPG
(replaces Weapon Focus bonus)
+2 bonus on attack rolls with (replaces Weapon
FALSE PFRPG
Focus bonus)
+2 bonus on attack rolls with (replaces Weapon
FALSE PFRPG
Focus bonus)
+2 bonus on dmg rolls with Short Sword FALSE PFRPG

+2 bonus on dmg rolls with FALSE PFRPG

+2 bonus on dmg rolls with FALSE PFRPG


+4 bonus on damage rolls with Short Sword
FALSE PFRPG
(replaces Weapon Specialization bonus)
+4 bonus on damage rolls with (replaces
FALSE
Weapon Specialization bonus)
+4 bonus on damage rolls with (replaces
FALSE
Weapon Specialization bonus)
Full-attack Action; make 1 melee attack at
highest BAB vs. each foe w/in reach (make
separate attack roll vs. each); must forfeit any FALSE PFRPG
bonus or extra attacks granted by other feats,
spells, or abilities
After moving more than 5' in a turn, gain 20%
FALSE PFRPG
concealment for 1 rnd vs. ranged attacks

Create magic potions FALSE PFRPG

Create magic constructs FALSE

Create magic armors, shields, and weapons FALSE PFRPG


Create magic rods FALSE PFRPG
Create magic staves FALSE PFRPG
Create magic wands FALSE PFRPG
Create magic wondrous items FALSE PFRPG
Create magic rings FALSE PFRPG
Create magic scrolls FALSE PFRPG
2 spell levels higher; all variable, numeric effects
of spell are increased by 50%; saves and
FALSE PFRPG
opposed rolls are not affected, nor are spells
w/out random variables
1 spell level higher; increase range of spell by
100% (close rng becomes 50'+5'/lvl, medium rng
FALSE PFRPG
becomes 200'+ 20'/lvl, and long rng becomes
800'+80'/lvl)
1 spell level higher; spell lasts 2x as long as
normal (spells w/ duration of concentration, FALSE PFRPG
instantaneous, or permanent are not affected)
X spell level(s) higher; spell has a higher spell
level than normal and all effects dependent on
spell level (including save DCs and ability to FALSE PFRPG
penetrate a lesser globe of invulnerability) are
calculated according to heightened level
3 spell levels higher; all variable, numeric effects
of spell are maximized. saves and opposed rolls
FALSE PFRPG
are not affected, nor are spells w/out random
variables
4 spell levels higher; casting spell is Swift Action
that does not provoke AoO; spell w/ casting time
FALSE PFRPG
of more than 1 full-rnd action cannot be
quickened
1 spell level higher; spell can be cast w/ no verbal
FALSE PFRPG
components
1 spell level higher; spell can be cast w/ no
FALSE PFRPG
somatic components

3 spell levels higher; alter burst, emanation, line,


or spread-shaped spell to increase any numeric FALSE PFRPG
measurements of spell's area by 100%

Add +2 to the DC for all saving throws against the


FALSE
special attack
Add +2 to the DC for all saving throws against the
FALSE
special attack
Add +2 to the DC for all saving throws against the
FALSE
special attack

Standard Action; combat manuever vs. corporeal


opponent smaller than self knocks foe in straight
line 10' away from you in direction of your choice
FALSE
and falls prone; if blocked by obstacle, for and
obstacle take 1d6 dmg and foe is knocked prone
in space adjacent to obstacle

Err:508 FALSE
When flying, may take Move Action and Standard
Action at any point during the move; may not take
FALSE
2nd Move Action during round when making flyby
attack
May halt movement while flying and hover w/out
FALSE
making a Fly check
Natural Armor bonus increases by +1 FALSE
Natural Armor bonus increases by +1 FALSE
Natural Armor bonus increases by +1 FALSE
Choose one of the creature’s natural attack
forms. The damage for this natural attack
increases by one step on the following list, as if
the creature’s size had increased by one
category. Damage dice increase as follows: 1d2, FALSE
1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6,
12d6. A weapon or attack that deals 1d10 points
of damage increases as follows: 1d10, 2d8, 3d8,
4d8, 6d8, 8d8, 12d8.
The creature’s secondary attacks with natural
FALSE
weapons take only a –2 penalty.
Penalties for fighting w/ multiple weapons are
reduced by –2 with primary hand and –6 with off FALSE
hands.

Err:508 FALSE

Free Action (no AoO); start grapple after hitting 0


or smaller foe with claw/bite attack; successful
grapple check allows hold (–20 penalty on CMB
check to make/maintain grapple, but not
considered grappled) or squeeze (vs. 0 or
smaller each rnd for automatic bite/claw dmg); FALSE
snatched opponent held in mouth is not allowed
Ref save vs. breath weapon (if applicable); Free
Action to drop a creature; Standard Action to fling
creature 1d6 × 10', inflicting 1d6 dmg per 10' feet
(or falling damage if applicable/greater)

Free Action; 1/rnd, turn up to 180° w/out making


Fly skill check or consuming any additional FALSE
movement

0 FALSE #REF! #REF! #REF! #REF!


0 FALSE #REF! #REF! #REF! #REF!
0 FALSE #REF! #REF! #REF! #REF!
0 FALSE #REF! #REF! #REF! #REF!
0 FALSE #REF! #REF! #REF! #REF!
When adjacent to ally w/ this feat, gain +2 bonus
on level checks made to overcome SR; if ally has
same spell prepared or known w/ slot available, FALSE APG-B
bonus increases to +4 and you gain +1 bonus to
caster level for all level-dependent variables

When adjacent to ally w/ this feat, gain +2


Competence bonus to CMD; bonus increases to
FALSE APG-B
+4 if creature attempting maneuver is larger than
both you and ally
When adjacent to ally w/ this feat, gain +2
Competence bonus on all combat maneuver
FALSE APG-B
checks; bonus increases to +4 when attempting
to break free from grapple

When adjacent to ally w/ this feat and you are


both required to make Ref save vs. spell/effect,
take result of your die roll or that of ally (your
mods still apply); knocked prone (or staggered on
FALSE APG-B
your next turn, if you are already prone or cannot
be knocked prone) if you take ally’s result; gain
+2 Cover bonus to AC vs. ranged attacks as long
as ally is wielding a shield

When adjacent to ally w/ this feat, may act in


surprise rnd as long as ally would normally be
able to act; if you would normally be denied
ability to act in surprise rnd, your initiative is
equal to the lower of your initiative roll or roll of FALSE APG-B
your ally – 1; if both you & ally would be able to
act in surprise rnd w/out aid of this feat, may take
both Standard and Move Action (or Full-Round
Action) during surprise rnd

When flanking same creature by ally w/ this feat,


flanking bonus on attacks increases to +4 and crit FALSE APG-B
vs. flanked creature provokes AoO from ally

When adjacent to ally w/ this feat, gain +4


Circumstance bonus on AoO vs. creatures you
both threaten; foes that provoke AoO from ally
FALSE APG-B
also provoke AoO from you if you threaten them
(may not take more than 1 AoO vs. creature for a
given action)
When flanking same creature by ally w/ this feat,
deal +1d6 precision dmg w/ each successful FALSE APG-B
melee attack
When wielding a shield & adjacent to ally w/ this
feat, Shield bonus to AC increases depending on
shield wielded by ally (+1 if buckler or light shield,
+2 if heavy shield or tower shield) even if ally
FALSE APG-B
loses shield bonus due to making shield bash; if
adjacent ally w/ this feat uses tower shield to
grant total cover, you also benefit if attack
targeting you passes through edge of shield

When adjacent to ally w/ this feat, gain +4 bonus


on concentration checks (+4 if ally wields buckler
or light shield, +5 if heavy shield or tower shield);
if enemy threatening you and ally has Disruptive FALSE APG-B
feat (or similar ability that increases DC of
concentration checks) amount of increase is
halved

When adjacent to ally w/ this feat that is the same


size as you, may move into willing ally’s square
as part of normal movement (including 5') & ally FALSE APG-B
moves into your previous space (ally does not
provoke AoO but you provoke as normal

Gain two character traits of your choice; must be


chosen from different lists and cannot be chosen
from lists from which you have already selected a
FALSE SDPG
character trait; must meet any additional
qualifications for the character traits you choose
(such as race)
Allies w/in 15' tha can hear & understand you are
only flat-footed during 1st rnd of combat until your
FALSE LoF4
first turn and gain +1 Dodge bonus to AC vs. all
ranged attacks

Full-attack Action; Make 1 additional attack/rnd


w/ Aldori dueling sword at highest BAB, but each
attack is at –2; wielding Aldori dueling sword w/ 2
FALSE PCCS
hands deals +1d4 dmg and grants +2 Shield
bonus to AC; foes immune to critical hits/sneak
attacks are immune to extra dmg

Gain +2 Morale bonus on Will saves and +2


Competence bonus on attacks/dmg vs. gnolls,
hyenas, dire hyenas, werehyenas, jackalweres, & FALSE LoFPG
minions of Lamashtu while carrying trophy
harvested from gnoll
Unaffected by altitude fatigue, altitude sickness,
lack of oxygen, & accompanying complications
while at high altitudes (including death zone FALSE PCCS
above 26,000 feet); gain +4 bonus on Survival
checks made at high altitudes (above 5,000 feet)

Gain +4 bonus on Handle Animal checks to


train/control normal size (Small or smaller) birds
of prey; if you have class levels only in classes
FALSE PCCS
that grant an animal companion, treat effective
druid level as 1 higher for purpose of determining
abilities
Deal +2 dmg w/ weapon attacks vs. anyone
you’ve seen cast an arcane spell in past 5 rnds;
precision-based, must be w/in 30' of foe & FALSE PCCS
creatures immune to critical hits/sneak attacks
are immune to extra dmg
Deal +1d4 Bleed dmg when you hit foe w/
unarmed strike; does not stack w/ other special
FALSE C-EoD
abilities, attacks, or items that allow you to deal
bleed dmg
Move Action; 1/day, allies w/in 60' who can hear
you (including self) gain +1 Morale bonus on FALSE PCCS
melee dmg rolls for 6 rnds

May use berserker's cry 1 additional time per day FALSE PCCS

May use berserker's cry 1 additional time per day FALSE PCCS
Gain +1 on attack & +2 on weapon dmg vs.
FALSE RotRLPG
Large or larger creatures

Gain 4000 gp resource pool (may add to pool w/


your gold, but once put in it remains a part of the
pool; may utilize pool in any community of village
size or larger by requesting illegal/illicit items or
services, requests worth less than community’s
FALSE OLoP
gp limit are gained w/in 1d4 hrs (+1 outside
Osirion), requests exceeding community’s gp limit
but less than double are gained w/in 1d4 days
(+1 outside Osirion); pool value is reduced by
that of request until returned/repaid

Attack Action; gain +2 bonus (+4 w/


khopesh/temple sword) on CMB to bind
opponent’s weapon and to maintain bind; foe
becomes flat-footed and cannot move beyond
your reach until he frees /drops weapon, bound
FALSE PCCS
weapon cannot be used to make attacks (wielder
does not threaten any space); may attempt
Disarm or Sunder w/out provoking AoO and
gaining +4 bonus CMB and dmg roll of the
sunder attempt
You cast spells from one school of magic in
which you possess Spell Focus feat at +1 caster
FALSE PCCS
level; your increased girth leaves you constantly
under the effects of Medium load
One animal companion/familiar is calculated as
though 4 levels higher (to max of your character FALSE SoS
level)

Standard Action; thrown hammer that hits foe


w/in 20' rebounds and lands in your square (may
catch, but not rethrow, the hammer using Snatch
Arrows feat); GM may deem this ineffective in
FALSE DoG
some circumstances (e.g. vs. incorporeal
creatures (unless weapon has ghost touch
ability), may stick to creatures with adhesive
ability, fighting underwater, etc.).

Full-Round Action; eat portion of brain of a Dead


or Helpless (requires coup de grace that kills
victim) creature w/ Intelligence 3 or higher to gain FALSE CHR
+2 Insight bonus on skill checks and Will saves
for 1 hr

In any round your mount travels at least 40', gain


fire resistance 3, +4 bonus on Ref saves vs.
catching on fire, and +4 bonus on Fort saves vs. FALSE CotCT1
choking on smoke; may confer bonuses to mount
w/ successful DC 20 Ride check (Free Action)

Automatically aware of scrying attempts targeting


you; gain +2 bonus on Perception checks to
locate scrying sensor (if any) or notice someone
FALSE PCCS
watching you, on Will saves vs. divination
spells/effects, and on checks made to resist
Intimidation

1/rnd, add +5 bonus to dmg of attack or targeted


FALSE A-SoL
spell vs. foe you know owns or trades in slaves

Gain +1 bonus on Reflex saves and +2 bonus on


FALSE RotRLPG
Intimidate checks

Gain +1 bonus on Reflex saves and +2 bonus on


FALSE RotRLPG
Diplomacy checks

Gain +1 bonus on Reflex saves and +2 bonus on


FALSE RotRLPG
Bluff checks

Gain +10 Racial bonus on Disguise checks made


to appear human; channel resistance increases
FALSE CHR
by +2; ghasts can activate/suppress Stench
ability as Free Action
may select creature summoned by figurine of
wondrous power as animal companion or familiar;
figurine has standard abilities of familiar/animal
companion, plus additional abilities related to FALSE CTR
figurine type; if familiar/companion is killed in
creature form, it reverts to statue form and can be
used again later

Creatures cannot use scent track you, creatures


with scent can detect your presence by smell at
FALSE OLoP
½ normal distance, but cannot pinpoint your
location with scent
Gain +1 Shield bonus to AC when wielding
spiked chain; bonus increases to +2 when
FALSE C-EoD
Fighting Defensively or using Total Defense
Action
Free Action; After damaging foe w/ Power Attack,
make an immediate Intimidate check to attempt FALSE C-EoD
to demoralize that foe
May use Stunning Fist when making melee
attacks w/ special monk weapons as well as FALSE C-EoD
when making unarmed attacks

May throw spiked chain (10' rng increment) and


may make trip attacks when throwing it (failing at FALSE C-EoD
this attack does not knock you prone)

Gain +2 bonus on Initiative while on a ship; deal


+1 dmg when using Light or 1-handed weapons FALSE CoG
on a ship

Gain two languages of your choice. In addition,


choose two Intelligence-, Wisdom-, or Charisma-
based skills (on the Character Options tab, under FALSE PCCS
Manual Class Skill Override). Those skills always
count as class skills for you.

Gain +1 bonus on Will saves; the 1st time each


day when an effect would normally leave you
Fatigued or Exhausted, you may ignore the effect FALSE RotRLPG
(you cannot “save” it to apply it to a specific
effect)

Reload any type of crossbow as Free Action;


may fire a crossbow at full normal rate of attacks;
FALSE PCCS
reloading a crossbow of a type covered by Rapid
Reload no longer provokes attacks of opportunity

Swift Action; change dorn-dergar from normal or


FALSE DoG
reach weapon

Gain +2 bonus on Knowledge (planes) checks to


know powers/abilities of demons; whenever you FALSE PCCS
deal +1 dmg to demons w/ a melee weapon
Gain +4 bonus on Knowledge (planes) checks to
know powers/abilities of demons; whenever you
deal +2 dmg to demons w/ a melee weapon; FALSE PCCS
bonuses replace those granted by Demon Hunter
I
Gain +6 bonus on Knowledge (planes) checks to
know powers/abilities of demons; whenever you
deal +3 dmg to demons w/ a melee weapon; FALSE PCCS
bonuses replace those granted by Demon Hunter
II
Use Dex modifier instead of Str on melee attack
and dmg rolls when wielding a Medium scimitar
1-handed and not carrying a weapon/shield in off
FALSE QGttE
hand; treat Medium scimitars as 1-handed
piercing weapon for all feats/class abilities that
require such
Gain fire resistance 5 vs. sources of fire dmg that
deal 5 points or less; gain +2 bonus on
FALSE PCCS
Constitution checks to avoid taking nonlethal
damage from starvation and thirst
Gain +1 bonus on melee attack and dmg rolls
FALSE PCCS
whenever no ally is w/in 10' in combat

Attacks count as Good-aligned for purposes of


FALSE A-SoL
bypassing damage reduction of devils

Gain +2 bonus on Knowledge checks if you have


1–5 ranks in that skill (does not stack with Skill
FALSE SoS
Focus); may make untrained Knowledge checks
with DCs up to 15
May wield dorn-dergar 1-handed, but changing
from normal or reach weapon becomes Full-
FALSE DoG
Round Action (or Move Action w/ Darting Viper
feat)
Designate ally w/in your reach during your action
that gains Natural Armor bonus to AC equal to
Dodge bonus you gain from Fighting Defensively FALSE DR
or Combat Expertise (allies who move out of
reach lose this bonus)
May attempt another save (at the same DC) vs.
any mind-affecting enchantment or necromancy
FALSE DR
effect 1 rnd after failing save (only get 1 extra
chance per effect)
Move Action; issue commands to all allies w/in
30' feet who can see and hear you; those that
FALSE A-SoL
obey gain +1 bonus on attack rolls, AC, and
saves during that rnd

Deal +1 dmg w/ weapon attacks vs. foe against


which you have concealment (+2 dmg w/ total FALSE A-SoL
concealment)

During surprise round, threat range of your


weapons doubles for any attack vs. unaware foes
FALSE A-SoL
(does not stack w/ any other effect that expands
threat range)

May attempt Fort save (DC 10 + nonlethal dmg


dealt) to reduce nonlethal dmg by half; FALSE CoG
Endurance feat grants +4 bonus on this save.
Free Action; whenever you deal nonlethal dmg,
successful Intimidate check to demoralize foe
leaves foe Shaken for a number of rounds equal FALSE PCCS
to dmg dealt; if attack was crit, foe is also
Frightened for 1 rnd

may use any equipment tricks relating to boots if


appropriate trick requirements are met; if item
FALSE AA
would normally be considered improvised
weapon, may treat as normal or improvised

may use any equipment tricks relating to cloaks if


appropriate trick requirements are met; if item
FALSE AA
would normally be considered improvised
weapon, may treat as normal or improvised

may use any equipment tricks relating to ropes if


appropriate trick requirements are met; if item
FALSE AA
would normally be considered improvised
weapon, may treat as normal or improvised

may use any equipment tricks relating to shields


if appropriate trick requirements are met; if item
FALSE AA
would normally be considered improvised
weapon, may treat as normal or improvised
may use any equipment tricks relating to heavy
blade scabbards if appropriate trick requirements
are met; if item would normally be considered FALSE AA
improvised weapon, may treat as normal or
improvised

Gain +1 bonus on Bluff, Diplomacy, Knowledge


(local), & Sense Motive checks when dealing w/
criminals, vagabonds, unsavory characters, or
other underclass individuals; if traveling w/ at FALSE T-EoG
least 1 other person who has this feat, gain +2
Circumstance bonus on Perception checks to
avoid being surprised at the start of combat

Standard Action; 1/day open incandescent 3rd


eye on forehead that you can then open/close at
will for 0 min; while open you cast all divination
FALSE PCCS
spells at +1 caster level, gain darkvision 60', can
detect magic at will, and gain +8 bonus on
Perception checks to notice invisible creatures

Gain DR 1/cold iron and +2 bonus on wild


FALSE PCCS
empathy checks; cold iron deals +1 dmg to you

Gain +5 Racial bonus on Disguise checks to


impersonate particular race (must select race you
are able to impersonate when you select this FALSE CoT 1
feat, and cannot change it thereafter; race must
be Medium size)
Choose 1 tiefling heritage modifier (see page 64
of Pathfinder Adventure Path volume #25:
Bastards of Erebus) in place of tiefling’s usual
FALSE CoT 1
racial ability modifiers; may roll on the Variant
Tiefling Abilities table 3 times and choose most
favorable ability

While holding clan’s standard (requiring 1 hand),


members of your clan w/in 60' who can see the
banner (including you) gain +1 Morale bonus on
attack and dmg rolls and Will saves; if standard is
FALSE PCCS
taken by enemy/destroyed, all orcs of your clan
(including you) within 120' who can see you take
–1 penalty on attack and dmg rolls and Will saves
until standard is recovered

Gain fire resistance 5 and +2 bonus on all saves


FALSE LoFPG
vs. fire effects

Standard Action; make attack w/ a bow or


crossbow vs. foe w/in 30' and add 2 dmg;
FALSE PCCS
creatures immune to critical hits/sneak attacks
are immune
When casting a divination spell, may use your
focus item (crystal ball, runes, Harrow deck, etc.)
instead of spell’s material component, regardless
FALSE PCCS
of cost; may perform spell using both focus item
and normal material component to cast spell at
+1 caster level
Gain a +2 bonus on saves vs. enchantment
spells/effects and mind-affecting effects and on
FALSE PCCS
Escape Artist and grapple checks made to break
free of a grapple or to escape bindings
As part of movement/5'-step, move into space
occupied by Medium or smaller willing ally that is
able to move and able to occupy space you were
FALSE SoS
in, displacing ally into space you just left;
movement does not provoke AoO or count
toward ally’s movement

Free Action; 1/rnd make a suggestion to any 1


foe affected by your frightful presence; Will save
DC is same as that for your normal frightful
FALSE GoD
presence); foe that successfully saves removes
effect of frightful presence and is immune to your
frightful presence for 24 hrs
When making a trip attack, add your Dex bonus
FALSE C-EoD
to your CMB
After tripping foe w/ whip, drop your whip to
Entangle foe (if whip has magical quality such as
Flaming, apply quality’s damage to foe every rnd
on your turn); foe can break free w/ DC 10 Str
FALSE C-EoD
check or DC 15 Escape Artist check (add
Enhancement bonus of whip to these DCs,
escaping w/ Str check means whip is Broken), or
as Full-Round Action

When fighting on a ship, first hit each battle deals


+2 dmg; gain +2 Circumstance bonus on
FALSE T-EoG
Profession (sailor) checks made while aboard a
ship with oars and rowers
Full-Round Action; 1/day, deal 6d6 points of dmg
to yourself by removing entrails to tell the future FALSE CMR
as if casting divination (caster lvl = HD)

1/day use one chosen charm or compulsion spell


as spell-like ability (determine caster lvl & DC as
if casting spell normally); may replace chosen FALSE LoFPG
charm or compulsion spell-like ability with new
one each time you gain lvl in spellcasting class

Move Action; 1/day, when you have 44 HP or


less, make DC 10 Concentration check to heal
FALSE PCCS
yourself of 1d4+11 dmg (non-casters may add
their Constitution modifier to this check)

May use Godless Healing 1 additional time/day FALSE PCCS

May use Godless Healing 1 additional time/day FALSE PCCS


No Action, Supernatural, Single Use; if
attack/effect (even one w/ no save) would kill
you, may use this ability (even if
helpless/unconscious) to stay alive and otherwise
FALSE LoFPG
unaffected by attack/effect; gain another single
use of this ability if you die and are brought back
to life, but may only have 1 use of this ability
unspent at any time

Spells cast that deal dmg, channel negative


nergy, or otherwise harm life do not hurt
normal/magical plants (still harm Plant creatures);
spells that utilize, heal, or enhance FALSE PCCS
normal/magical plants are cast at +1 caster level;
gain +2 on Diplomacy when interacting w/ fey
and plant creatures

You do not provok AoO when attacking w/


FALSE PCCS
firearms

Only suffer –2 penalty to grapple check when


attacking impaled opponent w/ weapon that FALSE C-EoD
impales them; deal +1d6 dmg if check succeeds

Free Action; make grapple check after damaging


foe w/ piercing weapon to impale foe on; you
both gain grappled condition and you may make FALSE C-EoD
grapple check (as Attack Action) at –4 to dmg foe
w/ impaling weapon

1/rnd, decide if unarmed attacks deal


bludgeoning, piercing, or slashing dmg; for each
consecutive rnd that you change type, threat
range of unarmed attack increases by 1 (max
16–20/x2 after 5 rnds; does not stack w/ FALSE PCCS
Improved Critical); threat range resets after
confirmed crit and you may make Intimidate
check (Immediate Action) to demoralize your foe
and render him shaken

Free Action; activate 1 bardic performance as


spell is cast; performance effect lasts for spell’s
casting time +5 rnds; consumes rnds of bardic FALSE PCCS
music use as normal, but does not increase
effective level of spell being cast

Gain +2 bonus on Will saves vs.


charm/compulsion effects; 1/day, draw Harrow
card to determine suit or randomly determine You may
suit/ability score by rolling 1d6 (1=Str, 2=Con, only gain
3=Dex, 4=Int, 5=Wis, 6=Cha, then at any 1 time FALSE this feat PCCS
that day you may apply +2 bonus on any d20 roll at 1st
modified by card’s suit (may assign this bonus level.
after the roll, but must do so before results are
known)
When casting healing spell on target other than
yourself, spell is maximized if used to heal or DC FALSE LoFPG
increases by +4 if used to dmg

Gain automatic Perception check (at –10 penalty,


or –5 if moving 1/2 speed and taking no actions FALSE OLoP
other than moving) when passing w/in 5' of a trap

When carrying Light load, after attack deals dmg


in surprise round, make 2nd attack against same
FALSE C-EoD
foe using same attack bonus (foe is not
considered flat-footed against 2nd attack)

May make Stealth checks (at –10 penalty) in


FALSE C-EoD
normal or bright light even when observed
Gain +1 bonus on all Charisma-related skills FALSE PCCS
Gain +1 bonus on all Constitution-related skills FALSE PCCS
Gain +1 bonus on all Dexterity-related skills FALSE PCCS
Gain +1 bonus on all Intelligence-related skills FALSE PCCS
Gain +1 bonus on all Strength-related skills FALSE PCCS
Gain +1 bonus on all Wisdom-related skills FALSE PCCS

Gain +2 Natural Armor bonus, but –2 penalty on


FALSE LoFPG
all Charisma-based skill checks

Free Action (no AoO); start grapple after hitting


foe w/ gore attack as part of a charge; do not add FALSE CMR
your size mod (if positive) to initial grapple check

Gain acid resistance 5 FALSE DDR

Immediate Action; 1/rnd when mount must make


save, make Ride check vs. DC of opponent’s FALSE CoG
attack instead
You can create runes. Inscribing a rune takes 1
day for each 1,000 gp in its price. To inscribe a
rune, you must use up raw materials costing half
of its base price. You can also mend a broken FALSE RotRL5
rune if it is one that you could make. Doing so
costs half the raw materials and half the time it
would take to craft that rune.

Full-Round or Standard Action; when activating


magical instrument, may begin bardic
performance as Free Action (must use Perform
skill appropriate to instrument); may expend 2
rnds of bardic performance to add +2 to any save FALSE CTR
DCs associated w/ use of instrument's powers; if
instrument summons allies, bardic performances
w/ that instrument affect those allies even if they
normally would not

may satisfy material requirement of any spell


cast w/ valuables (coins, gems, jewelry, etc.):
spells w/ components but no listed value cost
FALSE CoT 6
spell level x 5 gp; spells w/ valuable components
cost 1.5x normal or may expend 2x to cast spell
at +1 caster level

May select longsword-related feats as if you were


a 4th-level fighter; lose benefits of this feat after
using a melee or ranged weapon other than a
FALSE CoT 2
longsword in combat until you receive an
atonement spell (may still use spells that act as
weapons)

Spells w/ Cold descriptor are cast at +1 caster


level, ,but spells w/ any other energy descriptor
are cast at –1 caster level; 3/day, alter non-cold FALSE CoG
spell you cast to deal cold dmg (+1 caster level
for this feat applies to this variant casting)

Gain +4 bonus on saves vs. spells/effects that


would cause you to fall asleep; gain +2 bonus on FALSE DM-AGtK
hearing-related Perception checks

Standard Action; 1/encounter provide detailed


information to allies after successful Knowledge
check to identify creature you face, allies w/in 30' FALSE PCCS
who can hear you gain +1 Circumstance bonus
on weapon dmg vs. identified creature for 2 rnds

Free Action; 1/day when striking non-evil foe w/


melee attack, foe must make Fort save (DC 22)
or become deformed (-1d4 Cha for 1 hr); when
FALSE RotRL1
mark is visible, gain +2 on Intimidate checks but
a –2 on Diplomacy checks; any offspring you
sire or give birth to gain Fiendish template
Gain +1 bonus on Fort Saves; make DC 5
Constitution check to become stable whenever
FALSE RotRLPG
you are dying, w/ penalty on this roll equal to
negative HP total
Gain +2 Circumstance bonus to Stealth checks in
urban areas (+4 in crowds); gain +1 Dodge
FALSE OLoP
bonus to AC when threatened by 2 or more
enemies

1/day, after ally has rolled save but before results


are known, you may roll same save as if you
FALSE DM-AGtK
were subject to the effect requiring it and ally may
choose to use your save or his own

You and your mount gain +2 on opposed bull


rush, overrun, and trip checks; when mounted on
a horse, you and mount suffer no penalties for FALSE PCCS
squeezing when you share a 10' space w/
another mount and rider with this feat

Gain +2 bonus on all Knowledge


(dungeoneering) checks and Perception checks
FALSE CoG
made to notice traps. Knowledge
(dungeoneering) is always a class skill for you.

Gain +4 on Disguise checks made to


FALSE
impersonate 3 specific individuals

Gain +2 on Appraise checks and on any 1


Profession skill; gain +4 on Sense Motive checks
when using the hunch task dealing w/ anyone of
your profession; may invest up to 100 gp in
marketplace of a village-size or larger settlement
(may invest in multiple markets if available); after
1 month, may visit 1/month or more to see if
FALSE T-EoG
investment gains 25% (50% chance regardless of
time passed, never loses value unless disaster
strikes settlement, may send agent but only keep
half profit, may visit to end investment and take
out total); gain +1 on Diplomacy and Intimidate
checks dealing w/ someone associated w/ your
invested marketplace

Free Action (no AoO); initiate bull rush after


hitting foe w/ attack as part of a charge to push
FALSE CMR
foe 15' (or more) knock him Prone; does not
require you to move into foe's square

Gain +2 bonus on saves vs. fear effects; any


effect that would normally make you Panicked
instead makes you Frightened, any effect that
would make you Frightened instead makes you
Shaken, and any effect that would make you FALSE PCCS
Shaken only lasts half as long (min 1 rnd); still
become increasingly frightened by multiple fear
effects from different sources, but each source is
modified before it is applied
Gain +5 Racial bonus on Intimidate checks vs.
FALSE CoT 1
Humanoids
May overrun more than 1 creature on your turn,
w/ cumulative –5 penalty on each overrun check
beyond 1st (mount may only make single hoof
FALSE CoG
attack vs. 1 target knocked prone, not 1 per
prone opponent); if you fail to overrun target,
movement ends.

Gain +2 bonus on saves vs. necromancy


spells/effects and +2 bonus on Fort saves made
to prevent negative levels from becoming FALSE PCCS
permanent; ability score dmg (but not drain) from
undead creatures deal 1 point less dmg (min 0)

In areas of shadowy illumination or natural


darkness, ignore all size penalties to Stealth
FALSE CMR
checks for hiding and gain a +2 to Stealth checks
for moving quietly

When taking 10 on Wisdom-based skills, treat


FALSE PCCS
result as if you rolled 13 instead

When purchasing a weapon anywhere in Avistan,


FALSE PCCS
pay 10% less than normal cost

Begin play with additional 200 gp; gain 1-time


FALSE PCCS
10,000 gp stipend at 10th level

Gain +1 bonus on every Knowledge skill in which


FALSE PCCS
you have at least 5 ranks

Deal +2 dmg w/ composite Strength bow rated for


FALSE PCCS
Strength 16 or lower

Gain +2 bonus on Bluff and Perform (comedy)


skill checks; Perform (comedy) is always a class FALSE PCCS
skill for you
Gain Infernal as a bonus language; at 9th level,
may bind to yourself an imp servitor (grants and
possesses all the benefits and abilities of 1st- FALSE PCCS
level sorcerer’s familiar) in a ritual that takes 7
days

Bite attack deals +1 acid dmg; living creatures


you bite must make a Fort save (DC = your FALSE DR
breath weapon’s DC) or be Nauseated for 1 rnd

May use Stunning Fist as melee touch attack


(may not use Power Attack in combination with FALSE PCCS
this feat)
May gain in place of standard animal
companion; due to non-intelligence, ooze
companion starts with 0 tricks (only your bonus FALSE DDR
tricks from druid levels apply) and can only learn
attack, come, defend, and stay bonus tricks

May target oozes w/ spells/special abilities that


normally only affect animals as if the oozes were
magical beasts w/ Int 1, though they gain +4
FALSE DDR
bonus to saves; may use Wild Empathy to
influence oozes as easily as you influence
magical beasts with Int 1

In Osirion, gain +1 Circumstance bonus to Bluff,


Diplomacy, Disguise, Intimidate, and Perform
checks; gain +5 when using Appraise,
FALSE OLoP
Linguistics, Knowledge (all skills), and Perception
to learn about a person, place, or item of ancient
Osirion

Fighting Defensively or using Total Defense


Action; gain +1 Dodge to AC vs. melee attacks of FALSE C-EoD
1 foe you can see until your next turn

1/encounter, make single ranged attack at any


point during your movement when using a FALSE PCCS
Withdraw Action

Full-Round Action; 1/day creature w/in 15' must


succeed at Will save (DC 11 or be possessed
(see Council of Thieves #4); protection from evil,
FALSE CoT 4
or related spells, grant bonus to this save;
successful Will save forces fiend back into its
natural form Stuns for 1 rnd

Full-Round Action; 1/day possess 0' spherical


FALSE CoT 4
area (see Council of Thieves #4)
Full-Round Action; 1/day possess Large or
FALSE CoT 4
smaller object (see Council of Thieves #4)

Gain 4000 gp resource pool (may add to pool w/


your gold, but once put in it remains a part of the
pool; may utilize pool in any community of village
size or larger by requesting an item (mundane or
magical), requests worth less than community’s
FALSE PCCS
gp limit are gained w/in 1d4 hrs (+1 outside
Druma), requests exceeding community’s gp limit
but less than double are gained w/in 1d4 days
(+1 outside Druma); pool value is reduced by that
of request until returned/repaid

May use any item as an improvised melee or


FALSE CMR
ranged weapon w/out penalty.
On confirmed crit, foe must make a Fort save
FALSE LoFPG
(DC 18) or be Stunned for 1 rnd
Gain +1 Sacred or Profane (chosen when feat is
selected) bonus to Will saves, Diplomacy checks,
and Survival checks; bonuses increase to +2 on
FALSE OLoP
ground consecrated to your faith; may purchase
non-magical religious items (including holy water)
at 20% discount.
Gain +2 bonus on saves vs. magical and natural
effects that deal cold dmg; may move across ice FALSE PCCS
w/out movement penalty.

Move Action; when in a Mwangi ruin covering


500 sq. ft. or more, make concentration check
(DC 10 + 5 for each ruin power level beyond 1) to
Harm (spell that deals HP dmg deals additional
dmg equal to ruin’s power level), Increase (DC to
resist spell you cast increases by ruin’s power FALSE PCCS
level), or Penetrate (caster level check to
overcome SR gains bonus equal to ruin’s power
level); failure leaves you fatigued (or exhausted,
if already fatigued; or unconscious, if already
exhausted)

Gain hippogriff animal companion; gain +2 bonus


on Ride checks made while riding your hippogriff;
FALSE GtK
hippogriff gains +2 bonus on saves vs. fear if you
are w/in 20'
May move at 3/4 normal speed when desert
terrain would reduce overland speed to 1/2; gain
+2 bonus on Survival checks to find food and FALSE LoFPG
water, and to checks to avoid getting lost in a
desert

May track by smell and automatically pinpoint


location of foes w/in 30' by scent alone; gain +2
Morale bonus on attack rolls vs. Shaken or
Frightened foes and can detect them at 120',
FALSE CMR
pinpoint at 60'; gain +2 bonus on all Will saves as
long as Shaken or Frightened target is in range;
cannot be surprised by anyone w/in 120' who is
Shaken or Frightened

Err:508 FALSE PCCS

Secret of Steel-Shattering Spirit is now


FALSE PCCS
considered Cold Iron for overcoming DR

Secret of Steel-Shattering Spirit is now


FALSE PCCS
considered Silver for overcoming DR
Secret of Steel-Shattering Spirit is now
FALSE PCCS
considered Magic for overcoming DR

Secret of Steel-Shattering Spirit is now


FALSE PCCS
considered Lawful for overcoming DR

Secret of Steel-Shattering Spirit is now


FALSE PCCS
considered Epic for overcoming DR

Gain +5 bonus on Bluff checks made to pass


secret messages to allies that can see you; use
Aid Another combat option even if not in position FALSE PCCS
to attack foe; grant +4 bonus with a successful
check to aid another with a skill check.

1/rnd; after tripping foe w/ whip, attack another


foe w/ whip at same bonus as attack that tripped
previous foe (cannot take 5' step before attack);
may use successful Trip w/ whip to pull target 5'
closer (w/ Move Action may pull additional 5' per
5 points over foe's CMD) and moving defender
FALSE OLoP
provokes AoO; may use successful Disarm to
snatch object w/ whip and pull it toward yourself
(success puts item on ground in foe’s square,
beating CMD by 5 or more puts item on ground in
your square, and beating CMD by 10 or more
allows you to catch object w/ free hand)

Add the following spells to Druid spell list: 0—


disrupt undead, ray of frost; 1st—ghost sound,
touch of fatigue; 2nd—chill touch, spectral hand;
3rd—ghoul touch, invisibility; 4th—displacement,
ray of exhaustion; 5th—animate dead,
phantasmal killer; 6th—nightmare, waves of
fatigue; 7th—circle of death, shadow walk; 8th—
mass invisibility, waves of exhaustion; 9th—horrid
wilting, weird; all [fire] spells are removed from all
your spell lists (not just druid) and you cannot
FALSE PCCS
cast any [fire] spells nor activate them off scrolls,
wands, or any other magic devices; may not use
wild shape to take form of any creature with fire
subtype; personal Umbrae-Token (wooden
unholy symbol that radiates faint necromancy
magic) ties your soul and doings to fell power of
the Uskwood--if destroyed, connection is severed
and all benefits of feat are lost until another is
created
Full-Round Action; when in forest, jungle, swamp,
or underground and not fatigued or exhausted;
may increase size, strength, and durability as if
using an animal growth; Fort save (DC 10 in
FALSE DDR
forest/jungle or 15 in swamp/underground; +1 per
rnd that passes) required at beginning of each
turn to maintain or collapse back to normal size
and be Fatigued for 8 hrs

Gain +2 bonus on Climb checks and Acrobatics


checks made to jump, may take 10 on Climb
checks even when distracted; falling dmg FALSE CotCTPG
reduced by one die (stacks w/ Acrobatics checks
to further reduce falling damage)

Foes do not gain +2 bonus on attack rolls for


flanking (but may still Sneak Attack); gain +2
FALSE PCCS
bonus on Sense Motive checks to resist foe’s
Feinting in Combat Bluff checks

Gain +4 bonus on Stealth checks in rocky


environments, may use Stealth at no penalty
while climbing; when attacking w/ strands in
surprise rnd, may automatically choke foe and
cover mouth to quell sound; after hitting w/ strand FALSE DDR
in surprise rnd, on your next turn make Stealth
check at –5 opposed by Perception of nearby
creatures to silently drag foe 10' toward you w/out
alerting allies

Take –2 penalty on ranged attack w/ axe, to


make Trip attempt vs. foe as Free Action (foe
may not attept to trip you in return); flat-footed,
running, or charging foes do not gain AC bonus FALSE DoG
from shield; GM may deem this ineffective in
some circumstances (e.g. on soft ground, when
there is obstacle between you and foe, etc.).

Expend breath weapon for number of rnds equal


to Constitution bonus (breath weapon is cone-
shaped) or half that (if line-shaped) so that bite
FALSE GoD
attack also deals breath weapon dmg (no save);
once complete, must wait 1d4 rnds as normal
before using breath weapon again
may make Sleight of Hand check instead of Bluff
check to feint in combat when drawing light FALSE AA
weapon
Gain +2 bonus on Stealth checks when others
are actively trying to find you (+4 in crowds); gain
+2 Circumstance bonus on Diplomacy and FALSE T-EoG
Knowledge (local) checks when trying to find a
place to hide
Full-Round Action; make single attack with bow
or crossbow that deals precision-based extra
damage (including sneak attacks and dmg bonus
from Focused Shot feat) to a distance equal to FALSE PCCS
weapon’s range increment; creatures immune to
critical hits/sneak attacks are immune to this
extra damage
Standard Action; after winning opposed Stealth
check by 5 or more, foe must roll Will save (DC FALSE CMR
16) or become Shaken for 1d4 rnds

May breathe air or water interchangeably,


becoming Fatigued if out of water for 11 days
(only goes away after 8 hrs of immersion); chose
Knowledge (geography), Knowledge (history), FALSE PCCS
Knowledge (local), or Knowledge (nature) as a
class skill (on the Character Options tab, under
Manual Class Skill Override)

Swift Action; expend Channel Energy to imbue


touched weapon w/ Bane property vs. a favored
FALSE PCCS
enemy until beginning of your next turn (affected
weapon may be used by you or others)

act as if you had Far Shot feat when throwing


splash weapon (counts as Far Shot for purpose
of qualifying for other feats, but only in regard to
splash weapons); if attack hits, select 1 additional FALSE AA
square adjacent to splash area where foes also
take splash dmg; if attack misses, may adjust
miss direction on grid by +1 or –1

Flanking creatures do not gain a +2 bonus to


attack you (does not prevent you from being
sneak attacked or denied Dex bonus to AC); FALSE DoG
conditions that make you lose your Dex bonus to
AC also make you lose benefit of this feat.

May use Charisma bonus for Fort saves; gain +2


FALSE PCCS
on saves vs. fear effects

Gain Climb speed of 10' and all benefits of


having a climb speed (bonus to Climb checks,
always able to take 10 on Climb checks, etc.);
FALSE DDR
may hang upside down indefinitely and then fall
on any creature passing below to deal 2d6+6
crushing or piercing damage (your choice)
Rain only reduces visibility by 1/4 and you only
take –2 penalty on Perception checks; may
ignore concealment granted to creatures by fog
(still limited to 5' visibility); treated as 1 size larger
for purpose of ignoring wind effects and take 1/2 FALSE PCCS
normal penalty on Percpetion checks to hear;
gain +2 bonus on all Constitution checks and
Survival checks made to resist effects of severe
weather of any kind (+4 if aboard a boat or ship)

Free Action; 0/day, take 1 point of temporary


Constitution damage to charge 1 limb w/
electricity, dealing 5d6 electricity dmg w touch
FALSE DDR
attack (+3 on attack roll if foe is wearing metal
armor), unarmed strike, or grapple; regain lost
Constitution points at rate of 1/hr

Become Frightened instead of Panicked, Shaken


instead of Frightened, and ignore effects that
make you Shaken; may still become increasingly FALSE GtDV
affected by multiple fear effects from different
sources; gain +2 bonus on saves vs. fear effects

After grappling, foe cannot hold breath and must


immediately begin making Constitution checks at
the end of his turn each rnd (DC 10 +1 per rnd) or
fall Unconscious at 0 HP; once Unconscious, you
FALSE DDR
either damage foe w/ grapple check or continue
to suffocate (no check required, on your next turn
foe drops to –1 HP and is Dying, then dies on
following turn)

1/day, if you have at least 1 HP and crit would


otherwise kill you (even with reduced dmg from
this feat) you are instead reduced to –1 HP and FALSE PCCS
are Stable; reduce dmg of all single physical
melee/ranged attacks dealing 21+ dmg by 1

May attempt Ref save (DC equal to swarm’s


distraction save DC + 10) to avoid dmg when
swarm attacks by ending its turn in your space;
you also avoid any poison, blood drain, or similar
effects that normally result from swarm's dmg; FALSE OLoP
Improved Evasion reduces dmg even on failed
save; must still make Fort save to avoid
distraction if you begin your turn in a space
occupied by a swarm

Gain +1 bonus on dmg when wielding farm


implement (e.g. hand axe, pick, pitchfork,
FALSE T-EoG
scythe); gain +1 bonus on Initiative checks when
fighting alongside other conscripts
Gain cohort (human or halfling commoner,
expert, or warrior w/ Taldan Squire feat) as w/
Leadership feat; gain +2 bonus on Initiative FALSE T-EoG
checks and +1 Dodge bonus to AC when w/in 10'
of your squire
Gain +2 bonus on initiative when w/in 50' of
mounted ally w/ Mounted Combat feat; if this ally
FALSE T-EoG
is injured, gain +1 Dodge bonus on AC as long
as you are w/in 10' of him

When fighting w/ falcata and buckler, Shield


bonus to AC increases by +1 and you gain +2 FALSE PCCS
Circumstance bonus on Acrobatics checks

Duration of healing spell cast on unharmed


creature becomes “1 hour or until discharged”
and triggers automatically (Swift Action) if FALSE A-SoL
creature takes dmg or suffers effect that spell
could cure/mitigate/remove

May make Sense Motive check (DC 10 + caster


level of effect; +5 bonus on check if creature
teleporting in is a demon) to detect teleportation
whenever creature uses spell/effect from
conjuration (teleportation) school to appear w/in
FALSE PCCS
60'; automatically not surprised and can act in
surprise round if combat begins immediately or
gain +4 bonus on Initiative check if combat
against the creature that teleported near you
begins w/in 1 min.

2 spell levels higher; spell pierces defenses that


protect against death effects, negative levels, and
FALSE OLoP
energy drain, affecting the target (even undead)
as if the protective barrier did not exist

1 spell level higher; mind-affecting spell affects


undead creatures (even mindless undead) as if
FALSE OLoP
they weren’t immune to mind-affecting effects,
but has no effect on living creatures
While two-weapon fighting w/ earth breaker and a
klar, you may fight w/ both weapons as if wielding
FALSE CotCT4
a double weapon (klar treated as Light) and
retain the klar's Shield bonus to AC
Shadde-Quah: gain +2 bonus on Intimidate
FALSE PCCS
checks
Shriikirri-Quah: gain +2 bonus on Initiative checks
FALSE PCCS
and +2 bonus on Ride checks

Lyrune-Quah: gain +1 bonus on Will saves and


FALSE PCCS
+2 bonus on sound-based Perception checks

Skoan-Quah: gain +2 bonus on weapon dmg vs.


FALSE PCCS
undead and +2 bonus on Heal checks
Shundar-Quah: gain +1 bonus on Fort saves and
FALSE PCCS
+2 bonus on sight-based Perception checks

Sklar-Quah: gain +1 bonus on Ref saves and +2


FALSE PCCS
bonus on Acrobatics checks made to tumble

Tamiir-Quah: base land speed increases by 5';


gain +2 bonus on Acrobatics checks made to FALSE PCCS
jump
1/day, if w/in borders of Touvette, may smite any
person/creature that is not a citizen w/ 1 normal
FALSE GttRK
melee attack, gain +4 Morale bonus on attack
and deal +11 dmg
Gain +1 Natural Armor bonus to AC,
cold/electricity/fire resistance 2, and +1 bonus on
Intimidate checks; suffer –1 penalty on all other FALSE PCCS
Charisma-based skill checks, Charisma checks,
and Fort saves

May use Survival skill to forage/track in urban


locations: (DC 10) find food/supplies to survive
for 24 hrs (may support 1 other person per 2
points over DC); (DC 15) gain +2 bonus on all
FALSE T-EoG
Constitution checks to resist starvation/thirst
(may grant to 1 other person per point over DC);
(DC 15) gain +2 bonus on all Survival checks
made to track on firm or hard ground.

Abjuration spells cast at +1 caster level. may use


resistance (avidais) as spell-like ability 1/day, FALSE PCCS
caster level 11, save DC is Charisma-based

Conjuration spells cast at +1 caster level. may


use acid splash (idolis) as spell-like ability 1/day, FALSE PCCS
caster level 11, save DC is Charisma-based

Enchantment spells cast at +1 caster level. may


use daze (carnasia) as spell-like ability 1/day, FALSE PCCS
caster level 11, save DC is Charisma-based

Evocation spells cast at +1 caster level. may use


dancing lights (ragario) as spell-like ability 1/day, FALSE PCCS
caster level 11, save DC is Charisma-based

Illusion spells cast at +1 caster level. may use


ghost sound (vangloris) as spell-like ability 1/day, FALSE PCCS
caster level 11, save DC is Charisma-based

Necromancy spells cast at +1 caster level. may


use touch of fatigue (voratalo) as spell-like ability
FALSE PCCS
1/day, caster level 11, save DC is Charisma-
based
Transmutation spells cast at +1 caster level. may
use mage hand (avaria) as spell-like ability 1/day, FALSE PCCS
caster level 11, save DC is Charisma-based

Gain +1 bonus on Diplomacy and Intimidate


checks and Will saves; you appear outwardly FALSE PCCS
human (no Disguise check required)
Add various vermin to your list of possible animal
companions; vermin companions can only learn FALSE PCCS
bonus tricks
May target vermin w/ spells and special abilities
that normally only affect animals; may use wild
FALSE PCCS
empathy to influence vermin as easily as you
influence animals

When using spell trigger item, may move both


before and after triggering the item (must move at
least 5' before and after using item) as long as
FALSE PCCS
total move is not greater than your speed;
movement does not provoke AoO from 1 creature
potentially affected by your spell trigger item

Anyone attempting to read your


thoughts/communicate w/ you via
telepathy/otherwise contact your mind is Dazed
for 1d4 rnds (Will DC 16 negs); gain +2 bonus on FALSE PCCS
Initiative checks and +1 bonus on Will saves;
suffer –1 penalty on all Intelligence-based skill
checks
Gain Burrow speed of 10' through earth, sand, or
FALSE CHR
soil
Gain Burrow speed of 20' through earth, sand, or
FALSE CHR
soil
Gain Burrow speed of 30' through earth, sand, or
FALSE CHR
soil

When mounted and using charge action, mount


may turn up to 90 degrees once as part of move
as long as each part move is at least 10'; you
may make an attack during any part of this move; FALSE CoG
total move can’t exceed 2x mounted speed; allied
creatures do not impede charge, but you cannot
attack from or end move in ally’s space.

Add +1 to DC of any spell/spell-like effect


FALSE
originating from a magic item you activate
May create magic items w/out requisite item
FALSE
creation feat by increasing the DC by +5
Successful hit against magic item that causes
damage to that item also causes that item to
FALSE
obtain Broken condition; restoring item to its
original HP removes this condition
If Spring Loaded feat has not yet been activated,
first successful melee attack against you triggers
AoO (does not count for your limit per rnd) vs. foe
FALSE
that attacked you and expends Spring Loaded
feat; must prepare a spring device for this feat to
work (see Spring Loaded)

May wear one item from belt, feet, hands,


headband, neck, ring, or wrist categories in
FALSE
entirely different slot and still gain effect as if
were wearing the item normally
Immediate Action; reroll Disable Device check to
disable trap/open lock after 1st check is
FALSE
attempted but before results are revealed by the
GM; must use the second result
Make single melee attack before initiative begins
vs. foe w/in melee reach; must prepare spring
FALSE
device ahead of time w/ Knowledge (engineering)
check, DC 15
May use Spin Silk racial ability +2 times/day,
creating 50' length of rope w/ each use; after
FALSE
metamorphis, you partially retain Spin Silk ability
and may create 20' silk ropes 2/day

Gain coleophite racial traits (change race on the


FALSE
Character Options tab)

Gain eulite racial traits (change race on the


FALSE
Character Options tab)

Gain farfalite racial traits (change race on the


FALSE
Character Options tab)

Free Action; special abdomenal glands may shed


FALSE
light as a torch
Gain larvite lifer racial traits (change race on the
FALSE
Character Options tab)
May grapple as normal by using both mid-legs
even w/both hands occupied; when using all 4
appendages to grapple, gain +2 Competence FALSE
bonus on CMB and CMD and effective BAB
improves by +3

Gain racial traits of two different entobian breeds


(customize race on DataRaces tab and change
race on the Character Options tab); custom race
has: (1) best flight speed and maneuverability of
both breeds, (2) two positive ability modifiers and
FALSE
one negative ability modifier, (3) either low-light
vision or darkvision if either is available through
the breeds selected, (4) two traits from remaining
traits available from chosen breeds, (5) Medium
size, and (6) mid-leg dmg increases to 1d6
Gain moscanite racial traits FALSE

Free Action; successful unarmed/natural attack


vs. you deals 1 point of Constitution dmg to non-
entobian attacker; dmg is cumulative per hit and FALSE
wears off 3 rnds after last point of Constitution
damage is dealt

Gain +11 HP until you take a metamorphosis feat FALSE

May combine 2 mid-leg natural attacks into 1


natural attack, effectively increasing number of FALSE
dice of mid-leg natural attack to 2
Successful bite attack vs. you deals 1d3 Strength
dmg to attacker (cumulative per successful bite FALSE
attack)
Weapon used in successful armed melee attack
vs. you takes 1 point of dmg (bypasses hardness
of non-magical weapons); successful FALSE
unarmed/natural melee attacks vs. you deals 1d3
dmg to attacker
Gain +1 Dodge bonus to AC vs. melee attacks of
FALSE
Medium or larger foes
Ignore effects of difficult terrain when making 5'
FALSE
step
Detect Evil racial trait can be activated 1/day FALSE
Gain +1 Dodge bonus to AC vs. ranged attacks FALSE

Free Action; 1/hr, gain +2 Enhancement bonus to


attack and dmge for up to 1 hr vs. 1 foe that FALSE
successfully attacked you w/in last 6 rnds

Critical threat range w/ improvised weapon is 19-


FALSE
20 x3
Gain +1 Resistance bonus to Reflex and
Fortitude saves when wearing leather or hide
FALSE
armor and not wearing, wielding, or holding
anything metal
Gain +4 Competence bonus to Strength checks
made to break/burst items and objects w/ sudden FALSE
force

Damage dealt by club, greatclub, shortspear,


FALSE
longspear, and spear increases by one die step

Gain +2 Competence bonus to dmg using


FALSE
improvised weapons

Gain +2 Competence bonus to attacks using


FALSE
improvised weapons

Range of Grasping Tongue improves by 10' and


FALSE
you gain +2 bonus to grapple a foe in this way
You are immune to enchantment effects FALSE
May make both a bull rush and a basic melee
FALSE
attack, in that order, when charging
May use your tongue as a whip, either as a
FALSE
primary or a secondary attack
Gain +3 Resistance bonus on saves vs.
FALSE
enchantment effects
May run over surface of water w/out sinking FALSE

Immediate Action; after first save is attempted but


before results are revealed by the GM; must take
FALSE
2nd result, even if it is worse; does not stack w/
other abilities that let you reroll saves

Gain claws as a natural attack FALSE

Standard Action (no AoO); ain beast shape I as


spell-like racial ability usable 1/day; effect lasts
for 1 hr or until you change back and options for
FALSE
new forms include all creatures w/ which you are
familiar and that are animal types considered the
same subrace as you

Gain +2 Racial bonus on Knowledge (nature)


FALSE
checks and +2 Racial bonus on Survival checks

Gain +2 Racial bonus on Diplomacy checks and


FALSE
+4 Racial bonus on Bluff checks
Gain +2 Racial bonus on Diplomacy checks and
FALSE
+4 Racial bonus on Sense Motive checks

Gain +2 Racial bonus to Vicious Bite during


FALSE
round after you score a hit w/ Vicious Bite
Gain bite as a natural attack FALSE
Gain benefit of Unearthly Presence racial trait
FALSE
regardless of HP total
Allies w/in 50' gain +2 Morale bonus to saves vs.
FALSE
fear
Use Touch of the Muse racial trait 1 additional
FALSE
time/day.
Use Touch of the Muse racial trait 1 additional
FALSE
time/day.
Use Touch of the Muse racial trait 1 additional
FALSE
time/day.
May use Touch of the Muse racial trait at a range
FALSE
of up to 50'
May use dream 1/day as a spell-like ability
(caster level 11); cannot designate a different
FALSE
messenger than yourself and recipient must be
someone w/in 50'
You do not take damage from falling if able to
FALSE
make Standard Actions
Gain +0 Competency bonus to Appraise and
FALSE
Diplomacy checks
May use Bribe Fate racial trait w/out losing HP. If
you succeed at 2nd saving throw, immediately FALSE
lose your level in HP
Gain +0 Racial bonus to 2nd save after activating
Bribe Fate racial trait; gain additional use of Bribe FALSE
Fate per day
Sense Coins racial trait applies to all things made
FALSE
of gold
Standard Action; 1/day, consume 100 gp to add
+4 Enhancement bonus to Strength, Constitution, FALSE
or Dexterity for 11 min

After using Money is Life racial trait, the next time


an attack damages you 3 gp per HP of dmg (max FALSE
48 gp) from this attack drop into your square

Move Action (no AoO); gain +5 Circumstance


bonus to CMD when resisting a bull rush or trip
FALSE
attempt; moving/being moved from the square in
which you initiated this ability ends bonus

Spell/spell-like effect causing you to be Panicked


or Frightened instead makes you Shaken; cannot FALSE
be Shaken otherwise by spell/spell-like effect

Grow 1' taller (still considered Medium) and


FALSE
melee reach increases by 5'
Gain +2 Competence bonus to dmg rolls when
FALSE
using weapon made of mostly wood

Natural Armor conveyed by Protective Sap trait


FALSE
increases by +2 when you are at 22 HP or less
May use Sun Heal 1 additional time/day FALSE
May use Sun Heal 1 additional time/day FALSE
May use Sun Heal 1 additional time/day FALSE
All unarmed attacks deal +1 piercing dmg;
creatures involved in grapple w/ you
FALSE
automatically take 1 point of piercing damage
1/rnd at the beginning of your turn
Foe striking you w/ body or natural weapon deals
normal dmg but takes 1d3 piercing damage.
creatures involved in grapple w/ you FALSE
automatically take 1d3 points of piercing damage
1/rnd at the beginning of your turn
Gain DR 1/bludgeoning FALSE
Gain DR 2/bludgeoning FALSE
Gain DR 3/bludgeoning FALSE
1/day, successful Touch Attack vs. undead foe
restores 1d8 HP to you and foe must save versus
vivification virus (DC 24) or be afflicted (undead FALSE
already infected are instead affected by the effect
of the disease)
Enlist effects of Deathbane Touch in addition to
dmg dealt as part of a melee attack (counts FALSE
toward number of Deathbane Touch uses/day)
Racial negative energy resistance increases by
+5; gain +4 bonus on saves vs. death
spells/magical death effects and you are granted FALSE
a save to negate such effects even if one is not
normally allowed
Immune to all mundane diseases FALSE
Gain +4 Racial bonus on CMD when foe tries to
grapple you; gain additional +2 Racial bonus on
FALSE
Escape Artist checks (bringing total Racial bonus
to +4)
Breath of Steam racial trait deals +0 dmg FALSE
Gain a natural gore attack FALSE
Swift Action; 1/day, deal +1d8 fire dmg to foe
FALSE
after dealing dmg w/ gore attack

3 Full-Round Actions; replace 1 armor gem w/


another armor gem of a different type to keep
armor emulation of the majority but gain bonus
FALSE
racial power of the odd gem; alternatively, may
wear decorative stones w/ 1 armor gem to gain
racial power w/ no armor bonus or penalties

If slain and your soul crystal is implanted in


another suitable relluk body w/in 7 days, you are
restored to life w/ 1 permanent negative level (no
FALSE
immunities or abilities can avert this penalty);
may be restored in this way 3 times, after which
this feat ceases to function

Breath of Steam racial trait range increases to 10' FALSE

May use Breath of Steam an additional time/day. FALSE

May use Breath of Steam an additional time/day. FALSE

May use Breath of Steam an additional time/day. FALSE

May invoke domain power and cast domain


spells from domain to which you do not already
FALSE LSJ
have access as if you were a cleric of your caster
level †
You
select
You can
only a
gain this
single
feat
favored
Choose a character class, such as ranger, (or its multiple
class,
approved variant, though not a prestige or racial times.
from
paragon class). The chosen class is treated as a Each
FALSE those LSJ
favored class, allowing you to select either +1 hp time you
for
or +1 skill point each time you gain a level in the take the
which
class. † feat, it
your
applies
race
to a new
normally
class.
has an
affinity.

a noble's
sphere
of
influence
ability,
while
assumin
g this
identity.
Skill
modifiers
which
are
depende
nt upon
your true
You gain an established identity with a legitimate
identity,
history and reputation that allows you to slip
such as
away from your normal life. As a result, others
Lifestyle
are unaffected by your usual notoriety when FALSE LSJ
or
assuming your alternate identity. Any attempts to
citizenshi
scry or locate you while using the alternate
p
identity reveal your true identity. †
modifiers
, do not
apply to
this
identity
unless
it's
history
also
includes
the same
Lifestyle
and
citizenshi
p. This
feat may
You
cannot
take or
use this
You get a get a +2 bonus on caster level checks
feat if
made to overcome a psionic creature's power
you have
resistance. This bonus stacks with the bonus
the
conferred by Spell Penetration and Greater Spell
ability to
Penetration. Moreover, whenever a psionic
use
creature attempts to dispel a spell you cast, it FALSE LSJ
powers
makes its manifester level check against a DC of
(if you
13 + its manifester level. The benefits of this feat
have a
apply only to power resistance. The bonus does
power
not apply to spell resistance. This is an exception
point
to the psionics-magic transparency rule. †
reserve
or psi-
like
abilities).

You may
take this
feat
more
than
once.
Each
time you
You add a +1 competence bonus to your armor
take it, it
class in melee combat while wearing this type of FALSE LSJ
applies
armor. †
to a
different
type of
armor
(light,
medium,
or
heavy).

When you are adjacent to an ally who also has


the Back-to-Back feat, you cannot be flanked
FALSE LSJ
except by a rogue who is 4 levels higher than
your character level. †
As a move-equivalent action, you can make a
quick assessment of the status of every creature
within a radius of 15 feet. Make a Heal cheek for
every creature you inspect, with a DC of 10. If
this check is successful, you can determine if the
creature is dead, dying, disabled, seriously FALSE LSJ
wounded (less than half its hit points left),
moderately wounded (more than half its hit points
left), or in good condition. A failed check gives
you no information or false information, at the
GM's discretion. †

Using senses such as acute hearing and


sensitivity to vibrations, you detect the location of
opponents who are no more than 5 feet away
FALSE LSJ
from you. Invisibility and darkness are irrelevant,
though it does not allow you to discern
incorporeal beings. †

Using this feat, a spontaneous caster can


increase his effective casting level when casting
a spell, adding up to his Charisma bonus in
levels. When he does so, however, he takes 1d6
points of damage per effective caster level
increase. This damage cannot be prevented by
any means, though it can be healed normally. This feat
Use of this feat does not increase the casting is usable
FALSE LSJ
time of the spell. For example: Eric, a 6th -level once per
sorcerer, is facing down a white dragon. His day.
comrades are badly wounded and he knows he
has to kill it now or die. He begins to unleash his
fireball spell but uses the Bloodburn feat to
increase his caster level by 3. The fireball is cast
as if he was a 9th - level sorcerer and he takes
3d6 points of damage. †

You add 2 to the save DC for your stunning fist


FALSE LSJ
attack. †
When casting a spell with a casting time of 1
standard action or less, you may move both
before and after you cast the spell, provided that
the total distance moved is no greater than your
FALSE LSJ
speed. When you cast the spell, you must
succeed at a Spellcraft check (DC 15 + spell
level). On a failure, the spell does not take effect
and is wasted. †
Only
undead
By channeling negative energy you may are
selectively heal living creatures in a 30' radius, healed
restoring 1d4 points of damage plus 1d4 points when
per two cleric levels that you have attained you
beyond 1st. Due to the effort of focusing the channel
channeled energy in this manner, you sustain negative
damage equal to 1d4 points plus 1 point per energy
character level. By channeling positive energy FALSE and you LSJ
you may selectively heal living creatures (ie. cannot
allies) as opposed to every living creature in a 30' choose
radius, restoring 1d6 points of damage plus 1d6 who you
points per two cleric levels that you have attained heal
beyond 1st. Due to the effort of focusing the when
channeled energy in this manner, you sustain you
damage equal to 1 point per character level. † channel
positive
energy.

By channeling positive energy you may


selectively harm living creatures in a 30' radius,
You
causing 1d4 points of damage plus 1d4 points
cannot
per two cleric levels that you have attained
choose
beyond 1st. Due to the effort of focusing the
who is
channeled energy in this manner, you sustain
harmed
damage equal to 1d4 points plus 1 point per
when
character level. Target creatures in the radius of
you
the effect are allowed a Will save that results in
channel
half damage. The DC of this save is equal to 10 +
negative
½ your cleric level + your charisma modifier. By
FALSE energy LSJ
channeling negative energy you may selectively
and only
harm living creatures (ie. enemies) as opposed to
undead
every living creature in a 30' radius, causing 1d6
are
points of damage plus 1d6 points per two cleric
harmed
levels that you have attained beyond 1st. Due to
when
the effort of focusing the channeled energy in this
you
manner, you sustain damage equal to 1 point per
channel
character level. Target creatures in the radius of
positive
the effect are allowed a Will save that results in
energy.
half damage. The DC of this save is equal to 10 +
½ your cleric level + your charisma modifier. †
You
cannot
take or
use this
feat if
Creatures and characters who have an insight
you have
bonus on their attack rolls, an insight bonus to
the
their Armor Class, or an insight bonus on skill
ability to
checks or ability checks do not gain those
use
bonuses against you. The benefit of this feat FALSE LSJ
powers
applies only to insight bonuses gained from
(if you
psionic powers and psi-like abilities. This is an
have a
exception to the psionics- magic transparency
power
rule. †
point
reserve
or psi-
like
abilities).

If you use your Sunder feat to deal a weapon or


object enough damage to destroy it, you get an
immediate, extra attack against another weapon,
creature, or object within reach. Essentially, you
may freely substitute "weapon, creature, or
object" for the term "creature" as it appears in the FALSE LSJ
description of the Cleave feat. If you also have
the Great Cleave feat, you may make additional
Cleave attempts for each weapon, creature, or
object you drop, up to the normal number of
attacks allowed by the Great Cleave feat. †

You
cannot
take or
use this
feat if
you have
the
You get a +2 bonus on all saving throws to resist
ability to
powers. The benefit of this feat applies only to
use
psionic powers and psi-like abilities. This is an FALSE LSJ
powers
exception to the psionics-magic transparency
(if you
rule. †
have a
power
point
reserve
or psi-
like
abilities).
After spending four combat rounds observing a
single opponent you may, as a move-equivalent
action, add your Intelligence modifier to your FALSE LSJ
Armor Class against this opponent for the
duration of that combat session. †

You add
a +2
circumst
When you take the aid another action to help a ance
friend in combat, you can add a +4 circumstance bonus
FALSE LSJ
bonus to either your friend's AC or his attack roll to your
versus one opponent. † friend's
AC or
attack
roll.

Functions exactly as Brew Potion, except caster


can make the "potion" in the form of any sort of
food desired. The food must be consumed as a
standard action to confer the stored spell effects. FALSE LSJ
Food and drink modified in this manner retains its
potion-like effects for the duration of the
individual scenario only, unless certed. †

You have deadly accuracy with your sneak


attacks. You can reroll any result of 1 on your
sneak attack's extra damage dice. You must FALSE LSJ
keep the result of the reroll, even if it is another 1.

Everyon
e within
30 ft. of
the bard
may use
the
bard's
Perform
Rather than negating a song, a bard with the skill
Descant feat can attempt to `overlay' his own check in
song over another bard's. The two bards make place of
FALSE LSJ
opposed Perform skill checks; the bard with the their
highest result has his song take effect. The saving
loser's song has no effect whatsoever. † throw
against
sonic or
languag
e-
depend
ent
magical
effects.
You may
take this
feat
more
than
once.
Each
time it
applies
to a
Chose a descriptor from the following list: acid, different
air, chaotic, cold, darkness, death, earth, descripto
electricity, evil, fear, fire, force, good, language- r. Note:
dependent, lawful, light, mind- affecting, sonic, Player
and water. Add +2 to the DC for all saving throws FALSE characte LSJ
against spells you cast with that descriptor. This rs in the
feat overlaps with the bonus from Spell Focus Legends
and improved versions of that feat; the bonuses of the
do not stack. † Shining
Jewel
campaig
n may
not learn
or use
spells
with the
"evil"
descripto
r.

You get a +2 bonus on all Appraise checks and


Linguistics checks. If you have 10 or more ranks
FALSE LSJ
in one of these skills, the bonus increases to +4
for that skill. †

You have mastered the art of casting spells


unobtrusively, mingling verbal and somatic
components into its music and performances so
that others rarely catch you in the act of casting a
spell. Like a silent, stilled spell, a disguised spell
can't be identified through Spellcraft. Your
performance is obvious to everyone in the
FALSE LSJ
vicinity, but the fact that you are casting a spell
isn't. Unless the spell visibly emanates from you
or observers have some other means of
determining its source, they don't know where the
effect came from. A disguised spell uses up a
spell slot one level higher than the spell's actual
level. †

As a free action, spend one of your channel


energy attempts to add your Charisma bonus to FALSE LSJ
your weapon damage for 1 full round. †
As a free action, you can spend one of your
channel energy attempts to add 2d6 points of
sacred or profane energy damage to all your
successful melee attacks against undead until
FALSE LSJ
the end of your next action. This is a supernatural
ability. If you channel positive energy, the
damage type is sacred, and if you channel
negative energy, the damage type is profane. †

You can
gain this
feat
multiple
times. Its
effects
do not
stack.
Each
time you
take the
feat, it
Select one of your domains at the time you gain applies
this feat. You add +1 to the DC for all saving to a new
FALSE LSJ
throws against domain powers and domain spells domain.
you cast from the domain you select. † The
effects of
this feat
stack
with
those
from
Spell
Focus
and
Greater
Spell
Focus.

You may alter spells with an energy descriptor to


instead deal damage of an elemental type that
matches your own elemental nature. The spell
remains unchanged in all other ways, and use of
this feat does not increase the spell's level.
Spontaneous casters using this metamagic feat FALSE LSJ
do not increase the casting time of the spell. For
example, a Fire Elem sorcerer may alter a cone
of cold to do fire damage; in essence creating a
cone of fire, without changing the spell's casting
time or other characteristics. †
You can
gain this
feat
You choose one type of energy: acid, cold,
multiple
electricity, fire, or sonic. When employing a spell
times.
with the acid, cold, electricity, fire, or sonic
Each
designator, you can modify the spell to use your
FALSE time the LSJ
chosen type of energy instead. The altered spell
feat
uses a spell slot of the spell's normal level. The
applies
altered spell works normally in all respects except
to a
the type of damage dealt. †
different
type of
energy.

Attackers do not gain the usual +2 attack bonus


when flanking you. This feat grants no benefit
whenever you are attacked without benefit of
FALSE LSJ
your Dexterity modifier to AC, such as when you
are flat-footed or when you are the target of a
rogue's sneak attack. †

Adminis
tering a
potion
to an
unconsc
ious
person
is a full-
round
action.
Use of
the Heal
You may administer a potion or use the Heal skill skill in
to stabilize an unconscious person on the combat
battlefield without provoking an attack of FALSE or LSJ
opportunity. You may administer a potion to an administ
unconscious person as a standard action. † ering a
potion
to an
unconsc
ious
charact
er
provoke
s
attacks
of
opportu
nity.
Sea
elves
can
normally
spend
only 2
hours
per
Constitu
You can remain out of water with no ill effect for tion
one day per point of Constitution. After this time point
you must make Fortitude saves (DC 15) to avoid out of
temporary Strength and Constitution loss for FALSE water LSJ
each 12 hours you spend out of water. You before
spend the normal amount of Time Units on all making
activities that take place mostly out of water. † Fortitud
e saves
to avoid
tempora
ry
Strength
and
Constitu
tion
loss.

Without
When running or charging, you can make a
this feat,
single direction change of 90 degrees or less.
you can
You can't use this feat while wearing medium or
run or
heavy armor, or when carrying a medium or FALSE LSJ
charge
heavy load. If you are charging, you must move
only in a
in a straight line for 10 feet after the turn to
straight
maintain the charge. †
line.

You may
only take
Once per day, reroll one attack roll, saving throw, this feat
skill check, or ability check and choose the better FALSE as a 1st- LSJ
result. † level
characte
r.
You
cannot
take or
use this
feat if
you have
Once per round, when targeted by a psionic the
effect that allows a Reflex save or a Fortitude ability to
save, you can instead make a Will saving throw use
to avoid the effect. The benefit of this feat applies FALSE psionic LSJ
only to psionic powers and psi-like abilities. This powers
is an exception to the psionics-magic (if you
transparency rule. † have a
power
point
reserve
or psi-
like
abilities).

When
performi
ng a
charge
action,
add
your
Strength
modifier
When performing a charge action, add 1.5 x your
, or 1.5
Strength modifier, or 2 x your Strength modifier if
x your
you are using a two-handed weapon, to the
Strength
damage of a successful melee attack. Due to the
modifier
reckless nature of this attack the defender gains FALSE LSJ
if you
an attack of opportunity upon a character
are
performing a furious charge; this is in addition to
using a
any attacks of opportunity provoked through
two-
moving through a threatened area. †
handed
weapon,
to the
damage
of a
success
ful
melee
attack
Casting a spell augmented with the Ghost Spell
feat causes the spell to manifest in both the
material plane and the ethereal plane. This
causes it to affect all corporeal and incorporeal FALSE LSJ
creatures in the area. A Ghost Spell uses up a
spell slot one level higher than the spell's actual
level. †

You receive a +2 competence bonus to


Diplomacy checks when dealing with intelligent,
incorporeal undead. In addition, you can
FALSE LSJ
understand and communicate with such undead,
regardless of what languages they spoke in life.

You can
gain this
feat
multiple
times. Its
effects
do not
stack.
Each
time you
take the
Choose one domain for which you have already feat, it
chosen the Domain Focus feat. Add an additional applies
+ 1 to the spell save DC of the domain powers to a new
and domain spells you cast from the chosen domain
domain. This bonus stacks with the bonus for which
granted by the Domain Focus feat. You may also you have
pray for spells that are on your domain list, but FALSE already LSJ
not on your regular class list, and memorize chosen
those spells in your regular spell slots. You may the
pray for no more than one additional domain spell Domain
of each level per day. Note that this does not give Focus
you an increase in the total number of spells per feat. The
day that you can cast. † effects of
this feat
stack
with
those
from
Spell
Focus
and
Greater
Spell
Focus.
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 separate targets or the same FALSE LSJ
target. Your precision-based damage applies to
each arrow fired, and, if you score a critical hit
with more than one of the arrows, each critical hit
deals critical damage. †

A grown spell has its area or number of targets


affected increased by one-half. Spells with a
personal effect or that target only a single
FALSE LSJ
creature are not affected. A grown spell uses up
a spell slot two levels higher than the spell's
actual level. †
If the PC
also
possess
es the
Bardic
Knowled
ge class
ability,
this feat
applies
to a
different
Knowled
ge skill.
You may
Select one Knowledge skill. You gain 1 bonus
take this
skill point to place in that Knowledge skill and an
feat
additional skill point every time you gain a level.
multiple
In addition, add ½ your total class levels
FALSE times LSJ
(minimum 1) to all Knowledge skill checks and
equal to
you may make such checks untrained. This
your
bonus is in addition to the +3 modifier that you
Intelligen
receive if the skill is a class skill for you. †
ce
modifier.
Each
time it
applies
to a
different
Knowled
ge skill.
You do
not re-
add ½
your total
class
levels.
You
only get
an
attack of
opportu
nity
You may make an attack of opportunity against a
against
charging opponent who enters an area you
FALSE a LSJ
threaten. Your attack of opportunity resolves
charact
immediately before the charge attack is made. †
er that
exits a
square
you
threaten
.

You
cannot
take or
use this
feat if
Whenever you are subject to a power from the
you have
telepathy discipline (regardless o whether the
the
power is harmful or beneficial to you), the
ability to
manifester must make a Will saving throw against
use
a DC of 10 + 1/2 your character level + your FALSE LSJ
powers
Charisma bonus or take 2d6 points of damage.
(if you
The benefit of this feat applies only to psionic
have a
powers and psi-like abilities. This is an exception
power
to the psionics-magic transparency rule. †
point
reserve
or psi-
like
abilities).

Move Action; may halt movement while flying and


hover; once hovering, may fly in any direction
(including straight down/up) at 1/2 spd regardless
of maneuverability; if hovering when turn begins,
may hover in place for the turn and take Full- FALSE LSJ
Round Action; cannot make wing attacks while
hovering but can attack w/ all other
limbs/appendages or use breath weapon/cast
spell instead of making physical attacks
You
may use
the
When using the Deflect Arrows feat, you may Deflect
deflect a number of ranged attacks per round FALSE Arrows LSJ
equal to 1 + your Dexterity bonus. † feat only
once
per
round.

You
may
only use
the
Mounte
d
Combat
In addition to the one attempt per round allowed feat
by Mounted Combat, you may attempt to negate once
attacks made against your mount a number of per
additional times per round equal to your Dexterity FALSE round LSJ
bonus. With this feat, you may also attempt to and
negate attacks against your mount while flat- may not
footed. † use the
Mounte
d
Combat
feat
while
flatfoote
d.

The
empathi
c link
The empathic link between you and your between
companion extends for a number of extra miles creature
equal to the creature's Wisdom modifier plus your FALSE and LSJ
Wisdom, Intelligence or Charisma modifier, master
whichever is greater. † extends
for only
one
mile.

While using your bardic music to countersong,


you gain a +4 circumstance bonus to your FALSE LSJ
Perform check †
If the
Whenever you deal 10 or more points of damage trip
to your opponent in melee, you make a trip maneuv
combat maneuver as a free action against the er fails
same target. If the trip maneuver succeeds, your by 10 or
FALSE LSJ
opponent is prone (but you don't gain a provoked more,
attack of opportunity as you would with Greater you are
Trip). If the trip maneuver fails by 10 or more, you knocked
do not become prone. † prone
instead.

Rather than being a small creature, your familiar


is a medium-sized creature - either a medium-
sized version of a small creature (such as a dire
weasel) or a normally medium- sized creature
(such as a wolf). The familiar has all of its normal
abilities, except that it uses the abilities of the
FALSE LSJ
base creature or the abilities of a normal familiar,
whichever is better. Consult the table in the LSJ
guide for the special abilities of common medium-
sized familiars; a larger version of a normal
familiar gives you the same special abilities as
the normal familiar of that type would. †

Information on the Leadership feat and the use of


Cohorts and Followers in the Legends of the
Shining Jewel Campaign may be found in the FALSE LSJ
Legends of the Shining Jewel Campaign Guide,
in both the feats section and Appendix III. †

This feat allows some bardic song powers to


continue after you stop performing them. Each
round during which the power continues counts
against twice the number of rounds per day of
bardic performance. A bard may pick up
(continue) a performance again after using this
feat, at which point the subsequent rounds cost
FALSE LSJ
as normal. Note: This feat can only be applied to
Inspire Courage, Inspire Greatness, and Inspire
Heroics. This feat does not override the rule that
a bard cannot have more than one bardic
performance in effect at one time. Starting a new
performance automatically stops this feat from
working on a previous performance. †
You
cannot
take or
use this
feat if
Against psionic attacks that do not employ an
you have
energy type to deal damage you gain damage
the
reduction 3/-. In addition, when you are hit with
ability to
ability damage (but not ability drain or ability burn
use
damage) from a psionic attack, you take 3 points FALSE LSJ
powers
less than you would normally take. The benefit of
(if you
this feat applies only to psionic powers and psi-
have a
like abilities. This is an exception to the psionics-
power
magic transparency rule. †
point
reserve
or psi-
like
abilities).

On your action, before making attack rolls for a


round, you may choose to subtract a number
from a ranged attack roll with a thrown weapon
and add the same number to the damage roll
FALSE LSJ
with the weapon. This number may not exceed
your base attack bonus. This ability has no effect
on projectile weapons (such as bows and
crossbows). †

You
heal
ability
damage
You heal ability damage and ability burn damage and
more quickly than normal. You heal a number of ability
FALSE LSJ
ability points per day equal to 1 + your burn
Constitution bonus. † damage
at a rate
of 1
point
per day.

You get a +2 bonus on all Diplomacy checks and


Sense Motive checks. If you have 10 or more
FALSE LSJ
ranks in one of these skills, the bonus increases
to +4 for that skill. †
You may make an attack of opportunity when an
opponent moves through your threatened area,
even when the opponent has a feat, skill, or
extraordinary ability that normally prevents this
(e.g. a character with the Spring Attack feat
moves through your threatened area). This does FALSE LSJ
not provide you with an additional attack of
opportunity in a round beyond those allowed by
the Combat Reflexes feat, nor in situations that
do not normally allow attacks of opportunity (such
as being charged by a foe). †

Notable
named
NPCs of
While openly wearing a token (a scarf, flower, the
minor piece of jewelry, or something of the sort) Legends
of a worthy aristocrat or noble whose romantic of the
favor you've won, you gain a bonus to your ability Shining
to resist the enchantments of others. You may Jewel
add a morale bonus equal to your Charisma campaig
FALSE LSJ
bonus to any saving throw vs. enchantment n cannot
spells or enchantment effects. You must spend at accept a
least one month (30 Time units) per year (spread PC's
out as you desire) courting your paramour or lose affection
those benefits. This paramour may be a PC or an s without
NPC. † approval
from the
campaig
n staff.

On your action, you may choose to hold one or


more of your normal attacks until an opponent
attacks. The opponent rolls his attack normally to
determine if he hits. If he succeeds, you may
then make an opposed attack roll against a DC
equal to your opponent's final attack result. If you
FALSE LSJ
succeed, you have parried the blow and struck
your opponent's weapon (PHB). Using parry does
not provoke an attack of opportunity. If, at the
start of your next turn, you have any unused
parry actions, they are lost and may not be
transferred to the next round. †

You gain a + 10 racial bonus on Disguise checks


FALSE LSJ
made to appear human. †
A persistent spell has a duration of 24 hours. The
persistent spell must have a personal range or a
fixed range. Spells of instantaneous duration
cannot be affected by this feat, nor can spells
whose effects are discharged. You need not
concentrate on spells such as detect magic or
detect thoughts to be aware of the mere
FALSE LSJ
presence of absence of the things detected, but
you must still concentrate to gain additional
information as normal. Concentration on such a
spell is a standard action that does not provoke
an attack of opportunity. A persistent spell uses
up a spell slot six levels higher than the spell's
actual level. †

You gain the ability to summon a familiar. This


functions in all respects as the wizard ability,
Summon Familiar, with the exception of the
familiar's special abilities. Instead of receiving a
special ability based on the creature type of the
familiar, all Bardic familiars grant a +3 bonus to FALSE LSJ
Perform checks. The familiar's abilities advance
with your levels in the bard class. Levels in bard
now stack with wizard and any applicable
prestige class levels for the purpose of
determining the familiar's abilities. †

If you deal enough damage to an opponent with


a ranged weapon attack to make it drop (by
damaging it to below 0 hit points), the attack can
pass through that opponent, possibly striking
another creature behind it. The second creature
must be directly behind the foe you downed
along a straight line between you and the original FALSE LSJ
target, within the weapon's range. Make a normal
ranged attack roll at the same bonus as the
attack that downed the previous creature, taking
into account any new range penalty, cover (the
downed foe does not count), and concealment. If
you hit, you deal damage as normal. †
Nobles
and
aristocrat
s may
select
this feat
a
number
of times
equal to
1 + their
natural
You gain a +1 bonus to all Bluff, Diplomacy and
(unmodifi
Sense Motive skill checks due to your ability to
FALSE ed) LSJ
recognize and reciprocate gossip, rumors and
Charism
political dealings. †
a bonus
(if
positive).
Non-
nobles
and non-
aristocrat
s may
only
select
this feat
once.
A prone
charact
er has a
-4
penalty
on
melee
attack
rolls and
cannot
use a
ranged
weapon
A fighter
(except
may
for a
select
Your penalty to attack rolls and AC when fighting crossbo
this feat
in melee while prone is reduced to -2. While you w). He
FALSE as one LSJ
are prone, your melee attacks ignore any shield gains a
of his
bonuses to the AC of your target. † +4
fighter
bonus
bonus
to
feats.
Armor
Class
against
ranged
attacks,
but
takes a
-4
penalty
to AC
against
melee
attacks.

You
cannot
take or
use this
feat if
When a foe strikes you in melee combat, the foe
you have
immediately loses its psionic focus, if any. Also, if
the
you are the target of a power, the manifester of
ability to
the power must spend an additional number of
use
power points equal to your Wisdom bonus, or the FALSE LSJ
powers
power fails (all the power points spent on the
(if you
power are still lost). This extra cost does not
have a
count toward the maximum power points a
power
manifester can spend on a single power. †
point
reserve
or psi-
like
abilities).
Putting
away a
Once per round on your turn, you can sheathe or weapon
holster your weapon, or put away a held item, as or
a free action that does not provoke attacks of object is
opportunity. Once per round on your turn, you normally
may attempt a Reflex save (DC 15) to retrieve a a move-
weapon or item from the ground without equivale
FALSE LSJ
provoking an attack of opportunity, as long as the nt action
item to be retrieved is in your square. If you fail and
the save, you still retrieve the item, but you suffer provoke
attacks of opportunity as normal. Picking an s
object up with this feat still requires a move attacks
action. † of
opportu
nity.

Err:508 FALSE LSJ

You naturally heal a number of hit points per day


equal to the standard healing rate + double your
Constitution bonus. You heal even if you do not
rest. This healing replaces your normal natural
FALSE LSJ
healing. If you are tended successfully by
someone with the Heal skill, you instead regain
double the normal amount of hit points + double
your Constitution bonus. †

You may cast a spell that normally has a range of


touch at any distance up to 30 feet. The spell
effectively becomes a ray, so you must succeed
FALSE LSJ
at a ranged touch attack to bestow the spell upon
the recipient. A reach spell uses up a spell slot
two levels higher than the spell's actual level. †

When you use the attack action or full attack


action in melee, you can take a penalty of -4 to
your Armor Class and add a +2 bonus on your
FALSE LSJ
melee attack roll. The bonus on attack rolls and
penalty to Armor Class last until the beginning of
your next turn. †
A repeated spell is automatically cast again at the
beginning of your next round of actions. No
matter where you are, the secondary spell
originates from the same location and affects the
same area as the primary spell. If the repeated
spell designates a target, the secondary spell
FALSE LSJ
retargets the same target if the target is within 30
feet of its original position; otherwise the
secondary spell fails to go off. A repeated spell
uses up a spell slot three levels higher than the
spell's actual level. Repeat Spell cannot be used
on spells with a range of touch. †

When an opponent attempts to disarm you or


sunder your weapon, you get a +2 bonus to your
opposed attack roll. This bonus never applies
when you are attempting to initiate an attack
against your opponent, or to any attacks of FALSE LSJ
opportunity you make. This bonus stacks with
whatever bonuses you receive to your opposed
attack roll from the Weapon Focus or Weapon
Finesse feats. †

Half of the damage dealt by a sacred spell results


directly from divine power and is therefore not
subject to being reduced by protection from
elements or similar magic. The other half of the
FALSE LSJ
damage dealt by the spell is as normal. A sacred
spell uses up a spell slot two levels higher than
the spell's actual level. Only divine spells can be
cast as sacred spells. †

All Knowledge skills are class skills for you. † FALSE LSJ

You may sculpt a runic item of any spell you


know. Runic items are small pieces of wood,
metal, or stone, onto which you are able to carve,
sculpt, or otherwise scribe spells. Runic items are
activated exactly as if they were scrolls and use
all of the same rules and restrictions. The
creation times, gold piece costs, and experience
point costs for sculpting runic items are exactly
the same as those for scrolls, except that you FALSE LSJ
must also succeed on a Craft check (DC 10 plus
twice the level of the spell being sculpted) at the
conclusion of the creation process or the item is
flawed in some way and the spell does not
function when the item is activated. Runic items
may not contain more than a single spell and are
consumed when the spell contained within is
released. †
You can
gain this
feat
multiple
times. Its
You can choose to have your ability to channel effects
energy affect shapechangers of your chosen do not
shapechanger subtype as if they were undead. stack.
You must make this choice each time you use FALSE Each LSJ
your ability to channel energy. This ability does time you
not cause shapechangers to flee or fall under take the
your command. † feat, it
applies
to a new
shapech
anger
subtype.

A fighter
may
Cover
select
normally
Your targets only receive a +2 bonus to Armor Sharp-
gives a
class due to cover. This feat has no effect against FALSE Shooting LSJ
+4
foes with no cover or total cover. † as one
bonus
of his
to AC.
bonus
feats.

You get a +2 bonus on all Acrobatics checks and


a +2 bonus to one Perform skill specialty. The
Perform skill specialty must be chosen at the time
this feat is chosen and may not be changed. If FALSE LSJ
you have 10 or more ranks in Acrobatics or the
chosen Perform skill specialty, the bonus
increases to +4 for that skill. †

You gain the ability to summon a familiar. This


functions in all respects as the wizard ability,
Summon Familiar, with the exception of the
familiar's special abilities. Instead of receiving a
special ability based on the creature type of the
familiar, all Sorcerer familiars grant a +3 bonus to FALSE LSJ
Spellcraft checks. The familiar's abilities advance
with your levels in the sorcerer class. Levels in
sorcerer now stack with wizard and any
applicable prestige class levels for the purpose of
determining the familiar's abilities. †
You cast spells in such a way that the visual and
auditory effects appear very different from the
standard. For example, a wizard who has the
Spell Theatrics feat could choose to cast his
spells to include the effect of "whispering
shadows." This does not allow you to use this FALSE LSJ
feat to duplicate the effects of any existing spell,
or to cause any in-game rules effect; this is
merely for show. Those attempting to use a
Spellcraft check to identify the spell being cast
suffer a -5 penalty on the check. †

When you are adjacent to a character (PC or


NPC) to whom you have sworn allegiance, or to a
character or creature who's HD are equal to 75%
or less of your own, you may take a swift action
to effectively shield them with your own body until
your next turn, taking damage meant for them.
You are denied your Dexterity bonus when using A fighter
this feat, as if you were flat-footed. The attacker's may
blow is against your own AC, rather than that of select
the original target. If the attack is a ranged attack, this feat
FALSE LSJ
from a distance of less than 30 feet, you must as one
first succeed at a Perception check DC 15 + any of his
conditional modifiers (lighting, concealment), to bonus
notice the impending attack. At 30 feet the DC feats.
increases by + 5, with an additional +5 for each
additional 30 feet (DC20 at 30 ft, DC25 at 60 ft,
DC30 at 90 ft, etc). You may not use this feat if
you are already flat-footed, or if you are reduced
to half movement or less. This feat has no effect
against spell attacks. †

When employing a spell with the acid, cold,


electricity, fire, or sonic designator, you can
modify the spell to deal subdual damage instead
of the indicated type of energy damage. The FALSE LSJ
altered spell uses a spell slot of the spell's normal
level. The altered spell works normally in all
respects except the type of damage dealt. †
This feat
may be
taken
twice to
reduce
the
modifier
for
When using a normal weapon to inflict only
subdual
subdual damage, the normal -4 attack penalty is FALSE LSJ
attacks
reduced to -2. †
to -0.
You
cannot
take this
feat
more
than
twice.

When you use the Combat Expertise feat to


improve your Armor Class, the number you
subtract from your attack and add to your AC can
FALSE LSJ
be any number that does not exceed your base
attack bonus. This feat eliminates the +5
maximum for the Combat Expertise feat. †
The
level
different
ial
between
a
Leader
and
Cohort
is
Benefit: The level differential between you and
determi
your Cohort is reduced by 1. Even with this feat
ned
the level differential may not be reduced to less
solely
than 1. Furthermore, due to your exceptional
by the
example, you attract a second Cohort whose
FALSE Leader's LSJ
level differential with the primary Cohort is three
unmodifi
times the level differential between your primary
ed
Cohort and you. (ie: A 12th level Leader with a 18
Charism
Charisma will have a 10th level primary Cohort
a ability.
and a 4th level secondary Cohort). †
A
Leader
may
only
have
one
Cohort
at any
given
time.

You can follow tracks at your normal speed


without suffering the usual -5 penalty to your
Survival check. If you are willing to accept a -10
penalty to your Survival check, you can follow
FALSE LSJ
tracks at twice your normal speed. If you also
have the Swift Tracker ability you may follow
tracks at twice your normal speed without
penalty. †
ty at any
time. If
you
move to
a new
Your intimate knowledge of the city landscape location
A
and inhabitants allows you to take the path of you must
charact
least resistance, granting you a 20% increase to attune
er
your local and overland movement rate within the yourself
without
community. Your tactical movement rate is to the
this feat
unaffected. You also reduce the time needed for new
can use
a Diplomacy check to gather information by 20%. communi
Diploma
Trailing: You may use this feat to trail a target ty by
cy to
creature or group through crowds and busy spending
gather
streets, or to trace them to an unknown another
informat
destination. It is not necessary for you to be close 10 TUs.
ion
enough to actually see your target to effectively If you
about a
trail them. It allows you to effectively trail an later
particula
individual or group in an urban setting by gauging FALSE return to LSJ
r
the reactions of others who may have seen them a
individu
or predicting their movements through busy city communi
al, but
streets, even if you have not personally seen ty that
each
them. The response of a crowd to a fugitive you were
check
pushing through tells you even after he is gone previousl
takes
which direction he may have gone. To locate an y
1d4+1
individual or group or to trail it for 1 hour requires attuned
hours
a successful Survival check. You must make to and
and
another Survival check every time the trail wish to
doesn't
becomes difficult to follow, such as when the re-attune
allow
trailed party cuts through a building or a large yourself
effective
crowd. This feat does not aid in following tracks. to it, you
trailing.
† must
spend
another
10 TUs.
You may
only
May choose vermin of any size you could
FALSE LSJ
normally take as your animal companion †
When you wild shape, you may take the form of
a vermin. This vermin can be of any size that you FALSE LSJ
could normally take as an animal. †
gain +2 bonus on Perception checks and
Initiative checks. If you have 10 or more ranks in
FALSE LSJ
Perception, the bonus increases to +4 for that
skill. †

Free Action; 1/rnd, turn up to 180° regardless of


maneuverability in addition to any other turns you
FALSE LSJ
are normally allowed, but consumes 10' of flying
movement; cannot gain altitude but can dive

Know extra 1st level Conjuration spell; may cast


1 extra Conjuration spell per spell level per day
FALSE
(wizards must prepare in advance; stacks w/
Conjuration specialist bonus spells) †
casting time for summoning spells improves to
FALSE
Standard Action †

gain +2 bonus to Perform (act, dance, oratory or


sing); may use bardic performance class 2 extra FALSE
rnds/day †
gain a +1 bonus to Perform (act, dance, oratory
or sing); DC to resist bardic performance abilities FALSE
increases by +1 †
Know extra 1st level Divination spell; may cast 1
extra Divination spell per spell level per day
FALSE
(wizards must prepare in advance; stacks w/
Divination specialist bonus spells) †

gain Uncanny Dodge ability; DC to resist


FALSE
Divination spells increases by +1 †

gain a +2 bonus to any 1 Knowledge skill and


FALSE
any 1 Perform skill †
gain +2 bonus to Knowledge (Arcana) and
FALSE
Spellcraft checks †
gain +2 bonus to Perform (act, comedy, or
oratory); may use bardic performance class 2 FALSE
extra rnds/day †
gain a +1 bonus to Perform (act, comedy, or
oratory); DC to resist bardic performance abilities FALSE
increases by +1 †
gain +2 bonus to Perform (keyboard, percussion,
string, or wind)); may use bardic performance FALSE
class 2 extra rnds/day †
gain a +1 bonus to Perform (keyboard,
percussion, string, or wind); DC to resist bardic FALSE
performance abilities increases by +1 †
Know extra 1st level Illusion spell; may cast 1
extra Illusion spell per spell level per day (wizards
FALSE
must prepare in advance; stacks w/ Illusion
specialist bonus spells) †

DC to resist Illusion spells increases by +2; may


FALSE
use minor image as spell-like ability 1/day †

Know extra 1st level Enchantment spell; may


cast 1 extra Enchantment spell per spell level per
FALSE
day (wizards must prepare in advance; stacks w/
Enchantment specialist bonus spells) †

DC to resist Enchantment spells and spell-like


abilities increases by +2; may use charm person FALSE
as spell-like ability 1/day †

Know extra 1st level Necromancy spell; may cast


1 extra Necromancy spell per spell level per day
FALSE
(wizards must prepare in advance; stacks w/
Necromancy specialist bonus spells) †
DC to resist Necromancy spells increases by +2;
FALSE
gain +2 bonus to saves vs. Necromancy spells †

Know extra 1st level Evocation spell; may cast 1


extra Evocation spell per spell level per day
FALSE
(wizards must prepare in advance; stacks w/
Evocation specialist bonus spells) †

DC to resist Evocation spells increases by +2;


add primary ability bonus to Evocation spell dmg
done by your Evocation spells (only applies on 1
FALSE
missile/ray if more than one is available and on
1st rnd of mulit-rnd spells); stacks w/ Intense
Spells dmg bonus if applicable †

Know extra 1st level Abjuration spell; may cast 1


extra Abjuration spell per spell level per day
FALSE
(wizards must prepare in advance; stacks w/
Abjuration specialist bonus spells) †
Armor, Shield or Deflection bonus provided by
Abjuration spells increases by +1; duration of
Abjuration spells increase by 1 rnd (if FALSE
concentration is required, spell’s effects last for 1
full round after concentration ceases) †
Know extra 1st level Transmutation spell; may
cast 1 extra Transmutation spell per spell level
per day (wizards must prepare in advance; FALSE
stacks w/ Transmutation specialist bonus spells)

DC to resist Transmutation spells increases by
+1; duration extends by a number of rounds
FALSE
equal to half your caster level for Transmutation
spells cast upon yourself †
Clockwork familiar’s HD improve to 2d10 (reroll
for new HP total); clockwork familiar’s Hardness FALSE
increases to 10 †
Clockwork familiar’s HD improve to 4d10 (roll
2d10 and add to HP total); clockwork familiar’s FALSE
land speed increases by 10' †
Clockwork familiar’s HD improve to 6d10 (roll
2d10 and add to HP total); clockwork familiar
FALSE
gains 2 skill points to be placed in skills the
familiar already has †

clockwork familiar’s Hardness increases to 15; all


FALSE
speeds increase by 5' †

clockwork familiar’s Hardness increases to 20;


FALSE
speed decreases by 10' (min 5') †

gain +2 Divine bonus to saves vs. enchantment


FALSE
spells/effects †
gain +2 Divine bonus to Acrobatics and Initiative
FALSE

1/day, gain +5 Divine bonus on any 1 skill check,
ability check, or save (may use after rolling but
must announce intent before GM announces FALSE
results); may alternately grant bonus to 1
companion w/in hearing or vision range †

use Cha mod instead of Wis mod to determine


FALSE
saves DC †
gain +2 Divine bonus to any 2 Craft or Profession
skills associated with working stone, gems or FALSE
metal †
select specific type of favored enemy; critical
FALSE
threats vs. this type automatically confirm †
may use fireshape as spell-like ability 1/day
FALSE
(caster level is 1/2 character level, min 1). †

gain +2 Divine bonus on Heal checks; never


FALSE
suffer penalty to Heal checks w/out healer’s kit †

gain +2 Divine bonus to any 2 Perform skills † FALSE


gain +2 Divine bonus to Handle Animal and
FALSE
Perform (Oratory) †
gain +5 bonus to Handle Animal and Ride checks
concerning horses, ponies, mules and donkeys;
FALSE
animals of these types that you ride gain +5
bonus to all Acrobatics checks †
gain +2 Divine bonus to Handle Animal and
Knowledge (Nature); Knowledge (Nature) is a FALSE
class skill †
Knowledge (Religion) is a class skill; may prepare
2 orisons/day from the cleric spell list (or druid
spell list for nature deity) and cast each a number
FALSE
of times/day equal to Wis modifier (caster level is
1/2 character level, min 1; DC is 10 + Wis
modifier) †

gain +2 Divine bonus to any 2 Craft skills or


FALSE
Profession skills that involve crafting or creating †

3/day, Channel Energy heals/deals max HP dmg


FALSE
(save DC to halve dmg is unmodified) †
2/day, Lay on Hands heals/deals max HP dmg † FALSE

gain immunity to all non-magical fear effects and


+2 Divine bonus to saves vs. magical fear effects FALSE
or spells that cause madness/insanity †

gain Scent (Ex) ability FALSE

gain +2 Divine bonus to Bluff, Diplomacy, Disable


Device, or Stealth while committing or fleeing FALSE
from violent crime †
gain +2 Divine bonus to any 2 of the following:
Craft (Sails), Craft (Rope), Knowledge (Nature),
FALSE
Perception, Profession (Sailor), or Profession
(Shipwright) †
1/week, enter dream-state that allows
communication w/ your deity and his/her servants FALSE
as commune with nature spell †
gain proficiency w/ bastard sword, falchion,
greatsword, longsword, or short sword; when
using chosen sword type, gain +1 Divine bonus FALSE
to all attacks and add 1/2 character level (min 1)
to CMD vs. attempts to disarm †
Knowledge (Religion) is a class skill; gain +2
bonus to Knowledge (Religion) checks (clerics FALSE
and paladins receive +3) †
3/day, gain +2 Divine bonus to any Charisma-
FALSE
based skill check †
3/day, gain +2 Divine bonus to Bluff, Disable
Device, Disguise, Escape Artist, Sleight of Hand FALSE
or Stealth
1/day, reroll any 1 failed save, skill check, ability
check, or attack roll (must accept results of 2nd FALSE
roll, even if worse)
gain +2 Divine bonus to CMB and to any
Knowledge skill checks made while planning for FALSE
battle or war †

gain +3 Divine bonus to 1 Craft skill that involves


FALSE
weapons, armor or other implements of war †

gain +2 Divine bonus to any 2 Knowledge skills † FALSE

retain ability to speak while in animal form and


may still communicate w/ animals of the FALSE
appropriate type †

Full-attack action w/ 2-handed melee weapon


FALSE
adds x3 Strength bonus to dmg of 1st attack

Standard Action; single melee attack (at –5


penalty) w/ 2-handed weapon crits if it hits;
FALSE
special weapon abilities that activate only on a
crit (e.g. vorpal and flaming burst) do not activate

Standard Action; single melee attack w/ 2-


handed weapon adds x2 Strength bonus to FALSE
damage roll (instead of x1.5)
FALSE
FALSE
List_Feats_Wizard_All List_Feats_Shaman
Empower Spell Alertness
Enlarge Spell Animal Affinity
Extend Spell Deceitful
Heighten Spell Endurance
Maximize Spell Diehard
Quicken Spell Fleet
Silent Spell Great Fortitude
Still Spell Improved Great Fortitude
Thanatopic Spell Intimidating Prowess
Threnodic Spell Iron Will
Widen Spell Improved Iron Will
Brew Potion Leadership
Craft Magic Arms and Armor Lightning Reflexes
Craft Rod Improved Lightning Reflexes
Craft Staff Persuasive
Craft Wand Self-Sufficient
Craft Wondrous Item Spell Penetration
Forge Ring Greater Spell Penetration
Inscribe Rune
Scribe Scroll
Spell Mastery
List_Feats_Wizard_Core
Empower Spell
Enlarge Spell
Extend Spell
Heighten Spell
Maximize Spell
Quicken Spell
Silent Spell
Still Spell
Widen Spell
Brew Potion
Craft Magic Arms and Armor
Craft Rod
Craft Staff
Craft Wand
Craft Wondrous Item
Forge Ring
Scribe Scroll
Spell Mastery
- Double Slice: Add +3 to off-hand damage rolls rather than +1
- Greater Feint: Successful feint in combat causes foe to lose Dex bonus until the beginning o
Manual Row - Improved Feint: Move Action; make - Skill
a Bluff
Focuscheck
[Perception]:
to feint in +6
combat
bonus on Perception checks
Number Feat Logic - Combat Expertise:
- Improved AsFeint:
part ofMove
an Attack
Action;
ormake
Full-Attack
a Bluffaction,
check take
to feint
a -3inpenalty
combato
(used to Text Weapon FinesseTwo-Weapon
- Two-Weapon Fighting, FightingDouble
Improved:- May
SliceCombat
Two-Weapon
make a 2nd ExpertiseImproved
Fighting:
off-handWhenattack
fighting
at
FeintGreater
–5with two FeintSkill
weapons,F
- Double Slice:
- Two-Weapon
Add +3 to off-hand
Fighting,damage
Improved:
rollsMay
rather
makethana 2nd
+1 off-hand attack a
rebuild sorts) - Skill Focus [Bluff]: +6 bonus on Bluff
- Weapon
checksFinesse: Use Dex instead of Str on attack rolls w
- Greater Feint:
- SkillSuccessful
Focus [Bluff]:
feint+6
in bonus
combatoncauses
Bluff checks
foe to lose Dex bonus until the
- Skill Focus [Perception]: +6 bonus - Weapon
on Perception
Focus checks
[Short Sword]: +1 bonus on attack rolls w
- Two-Weapon Fighting: When fighting with two weapons, penalty for primary hand lessens b
1 ↓ Feats_Known
Feats_Summary
Concatenate Concatenate
- 100 Concatenate
- 200 Concatenate
- 300 Concatenate
- 400 Concatenate
- 500 - 600
2
Additional
3 Feat Data Weapon Finesse
4 ↓
5

7 Chaotic

8 Evil

9 Good

10 Lawful

11

12

13

14 Arcane_Strike_Dmg 0

15

16

17
18
19

20

21

22

23
24

25

26

27 Combat_Expertise_Penalty
-3 Combat_Expertise_Bonus
3
- Combat Expertise: As part of an Attack or Full-Attack action, take a -3 penalty on melee attacks/combat maneuver

28

29

30

31

32

33 Deadly_Aim_Penalty0 Deadly_Aim_Dmg 0 0

34

35
36
37

38

39
40

41

42
43
- Double Slice: Add +3 to off-hand damage rolls rather than +1
44 Air

45 Earth

46 Fire

47 Water

48

49

50

51

52

53

54
55
56
57
58
59
60
61 Blinded
62 Cursed

63 Dazed

64 Deafened

65 Diseased

66 Exhausted

67 Fatigued

68 Frightened

69 Nauseated

70 Paralyzed

71 Poisoned

72 Shaken

73 Sickened

74 Staggered

75 Stunned

76

77

78
79
80
81
82

83

84

85

86
87

88
127

89

90

91
- Greater Feint: Successful feint in combat causes foe to lose Dex bonus until the beginning of your next turn as we

92

93

107

108

117

118

119

120

121

122

123

124

125
- Improved Feint: Move Action; make a Bluff check to feint in combat
126

128

131

133

134

135

137

139

140
141
129
142
143
130

144

145

146

147

148

149

150

151

152

153
154

155

156

157

158

159

160

94

95

96

161

162

163

164 Power_Attack_Penalty
0 Power_Attack_Dmg_Std
0 Power_Attack_Dmg_Max
0 Power_Attack_Dmg_Min
0

165
132

166

167

168

169
170

171

172

173

174
175

176

177
97

178

179

180

181

182

183
184
185
186
- Skill Focus [Bluff]: +6 bonus on Bluff checks
187
188
189
190
191
192
193
194
195
196
197
198
199

200

201

202

203

204

205

206

207

208

209
210
211
- Skill Focus [Perception]: +6 bonus on Perception checks
212
213

214

215

216

217

218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234

235

236 Abjuration
Conjuratio
237
n
238 Divination
Enchantm
239
ent
240 Evocation
241 Illusion
Necroman
242
cy
Transmuta
243
tion
98 Abjuration
Conjuratio
99
n
100 Divination
Enchantm
101
ent
102 Evocation

103 Illusion
Necroman
104
cy
Transmuta
105
tion
244

245

246

247
106

248

249

250

251

252

253

254

255

256
257

258

259
260 HP_Toughness 0
261

262

263

265
- Two-Weapon Fighting: When fighting with two weapons, penalty for primary hand lessens by 2 and off hand lesse

264

136
- Two-Weapon Fighting, Improved: May make a 2nd off-hand attack at –5

109

266

267

268

138
110

269
- Weapon Finesse: Use Dex instead of Str on attack rolls w/ any Medium light weapon, Aldori dueling sword, elven c

270
- Weapon Focus [Short Sword]: +1 bonus on attack rolls with Short Sword
271

272

111

112

113

273

274

275

114

115

116

276

277
278
279

280

281
282
283
284
285
286
287
288

289

290

291

292

293

294

295

296

297

298
299

300

301

302

303
304

305
306 Improved_NA 0
307
308

309

310

311

312

313 Feat_Snatch_Size
FALSE Feat_Snatch_Squeeze
FALSE

314

315
316
317
318
319
320
321
322

323

324

325

326

327

328

329
330

331

332

333

334

335

336 0

337
338

339

340

341

342

343

344

345

346 4000 2500 1000 -20000

347
348

349

350

351

352

353

354

355

356

357

358
358

359

360 0

361

362

363

364

365

366

367

368

369
370

371

372

373

374

375

376

377

378

379
380

381

382

383

384

384

384

384

384
384

385

386

387

388

389

390

391

392
393

394

395

396

397

398

399

400

401

402

403

404
405

406

407

408

409

410

411

412
413

414

415

416
417 Charisma
418 Constitution
419 Dexterity
420 Intelligence
421 Strength
422 Wisdom

423

424

425

426
427

427

427

428

429

430

431

432
433

434

435

436

437

438

439

440

441
442

443

444

445

446

447

448

449

450

451

452

453

454
455

456

457

458

459

460

461

462

463 4000 2500 1000 -20000

464

465
466

467

468

469

470

471

472 AdamantineErr:508

473 Cold Iron

474 Silver
475 Magic

476 Lawful

477 Epic

478

479

480
481

482

483

484

485

486

486

487
488

489

490

491

491

492

493

494
495

496

497

498

499

500

501
502

503

504

505

506

507

508

509 0

510

511

512

513
514

515

516

516

517

518

519 Abjuration

520 Conjuration

521 Enchantment

522 Evocation

523 Illusion

524 Necromancy
525 Transmutation

526

527

528

529

530

531

532

533

534

535
536

537

538
539

540

541

542

543

544

545

546

547

548

549

550
551

552

553

554

555

556

557

558
559
560

561

562

563

564

565

566

567

568
569

570

571

572
573

574

575

576

577

578

579

580

581
582

583

584

585

586

587

588

589

590
591

592

593

594

595

596

597

598

599

600

601
602
603

604

605

606
607
608

609
610

611

612

613

614
615

616

617

618

619

620

621

622
623

624
625

626
627

628

629
630

631

632

633

634
635

636
637

638

639
640

641

642

643
644
645

646

647

648
649

650

651
652

653

654
655

656

657
658

659
660

661

662
663

664

665
666

667

668
669

670

671

672
673

674

675

676
677

678

679

680
681

682

683

684
685

686

687
688
689

690
691

692

693

694

695
696

697

698

699

700
701

702

703

704
705

706

707
708

709
710

711
712

713

714

715

716

717

718
719

720

721

722

723

724

725

726

727

728

729

730

731

732

733

734
735

736

737

738

739

740

741

742

743

744

745

746

747
748

749
750

751

752

753

754

755

756

757

758

759

760

761

762

763

764

765

766
767

768

769

770

771

772

773

774

775

776

777

778
779

780

781

782
783

784
Combat Critical

Concatenate
Concatenate
- 700 Concatenate
- 800 Concatenate
- 900 - 1000
Err:508 NULL 3 3*** PRPG - General *** 21 Bleeding Critical
Err:508 NULL 6 Agile Maneuvers 23 Blinding Critical
Err:508 NULL 13
Arcane Armor Mastery 36 Deafening Critical
Err:508 NULL 6 14
Arcane Armor Training 164 Sickening Critical

Err:508 NULL 15 Arcane Strike 242 Staggering Critical

Err:508 NULL 21 Bleeding Critical 247 Stunning Critical

Err:508 NULL 22 Blind-Fight 250 Tiring Critical

Err:508 NULL 23 Blinding Critical #VALUE! NULL

Err:508 NULL 24 Catch Off-Guard #VALUE! NULL

Err:508 NULL 25 Channel Smite #VALUE! NULL

Err:508 NULL 13 26 Cleave #VALUE! NULL

Err:508 NULL 14 28 Combat Expertise #VALUE! NULL

Err:508 NULL 15 29 Combat Reflexes #VALUE! NULL

Err:508 NULL 31 Critical Focus #VALUE! NULL

Err:508 NULL 32 Critical Mastery #VALUE! NULL

Err:508 NULL 33 Dazzling Display #VALUE! NULL


Err:508 NULL 34 Deadly Aim #VALUE! NULL
Err:508 NULL 35 Deadly Stroke #VALUE! NULL

Err:508 NULL 21 36 Deafening Critical 21 #VALUE! NULL

Err:508 NULL 22 Defensive


38 Combat Training #VALUE! NULL

Err:508 NULL 23 39 Deflect Arrows 23 #VALUE! NULL

Err:508 NULL 24 42 Disruptive #VALUE! NULL


Err:508 NULL 25 43 DODGE #VALUE! NULL

Err:508 NULL 26 44 Double Slice #VALUE! NULL

Err:508 NULL 51 Exhausting Critical #VALUE! NULL

Err:508 NULL 28 Exotic


52 Weapon Proficiency [] #VALUE! NULL

Err:508 NULL 29 Exotic


53 Weapon Proficiency [] #VALUE! NULL

Err:508 NULL Exotic


54 Weapon Proficiency [] #VALUE! NULL

Err:508 NULL 31 83 Far Shot #VALUE! NULL

Err:508 NULL 32 87 Gorgon's Fist #VALUE! NULL

Err:508 NULL 33 88 Great Cleave #VALUE! NULL

Err:508 NULL 34 91 Greater Bull Rush #VALUE! NULL

Err:508 NULL 35 92 Greater Disarm #VALUE! NULL

Err:508 NULL 36 93 Greater Feint 36 #VALUE! NULL


Err:508 NULL 94 Greater Grapple #VALUE! NULL
Err:508 NULL 38 95 Greater Overrun #VALUE! NULL

Err:508 NULL 39 96 Greater Sunder #VALUE! NULL

Err:508 NULL 97 Greater Trip #VALUE! NULL


Err:508 NULL 98 Improved Bull Rush #VALUE! NULL

Err:508 NULL 42 101Improved Critical [] #VALUE! NULL

Err:508 NULL 43 102Improved Critical [] #VALUE! NULL


Err:508 NULL 44 103Improved Critical [] #VALUE! NULL

Err:508 NULL 104 Improved Disarm #VALUE! NULL

Err:508 NULL 106 Improved Feint #VALUE! NULL

Err:508 NULL 107 Improved Grapple #VALUE! NULL

Err:508 NULL 108 Improved Initiative #VALUE! NULL

Err:508 NULL 109 Improved Overrun #VALUE! NULL

Err:508 NULL 110


Improved Shield Bash #VALUE! NULL

Err:508 NULL 51 111 Improved Sunder #VALUE! NULL

Err:508 NULL 52 112 Improved Trip #VALUE! NULL

Err:508 NULL 53 113


Improved Unarmed Strike #VALUE! NULL

Err:508 NULL 54 Improvised


114 Weapon Mastery #VALUE! NULL

Err:508 NULL 115Intimidating Prowess #VALUE! NULL


Err:508 NULL 121 Lightning Stance #VALUE! NULL
Err:508 NULL 122 Lunge #VALUE! NULL
Err:508 NULL 124 Manyshot #VALUE! NULL
Err:508 NULL 129 Medusa's Wrath #VALUE! NULL
Err:508 NULL 130 Mobility #VALUE! NULL
Err:508 NULL 131 Mounted Archery #VALUE! NULL
Err:508 NULL 132 Mounted Combat #VALUE! NULL
Err:508 NULL Penetrating
135 Strike [Short Sword] #VALUE! NULL

Err:508 NULL 136Penetrating Strike [] #VALUE! NULL

Err:508 NULL 137Penetrating Strike [] #VALUE! NULL

Err:508 NULL Penetrating


138 Strike, Greater [Short Sword]
#VALUE! NULL

Err:508 NULL Penetrating


139 Strike, Greater [] #VALUE! NULL

Err:508 NULL Penetrating


140 Strike, Greater [] #VALUE! NULL

Err:508 NULL 142 Pinpoint Targeting #VALUE! NULL

Err:508 NULL 143 Point-Blank Shot #VALUE! NULL

Err:508 NULL 144 Power Attack #VALUE! NULL

Err:508 NULL 145 Precise Shot #VALUE! NULL

Err:508 NULL 146


Precise Shot, Improved #VALUE! NULL

Err:508 NULL 147 Quick Draw #VALUE! NULL

Err:508 NULL 148Rapid Reload [hand] #VALUE! NULL

Err:508 NULL 149Rapid Reload [light] #VALUE! NULL

Err:508 NULL 150


Rapid Reload [heavy] #VALUE! NULL

Err:508 NULL 151 Rapid Shot #VALUE! NULL

Err:508 NULL 152 Ride-By Attack #VALUE! NULL


Err:508 NULL 154 Scorpion Style #VALUE! NULL
Err:508 NULL 157 Shatter Defenses #VALUE! NULL
Err:508 NULL 158 Shield Focus #VALUE! NULL
Err:508 NULL 83 159
Shield Focus, Greater #VALUE! NULL

Err:508 NULL 160 Shield Master #VALUE! NULL

Err:508 NULL 162 Shield Slam #VALUE! NULL

Err:508 NULL 163 Shot on the Run #VALUE! NULL

Err:508 NULL 87 164 Sickening Critical #VALUE! NULL


Err:508 NULL 88 217 Snatch Arrows #VALUE! NULL

Err:508 NULL 239 Spellbreaker #VALUE! NULL


Err:508 NULL 240 Spirited Charge #VALUE! NULL

Err:508 NULL 91 241 Spring Attack #VALUE! NULL

Err:508 NULL 92 242 Staggering Critical #VALUE! NULL

Err:508 NULL 93 243 Stand Still #VALUE! NULL


g of your next turn as well as against your next attack

Err:508 NULL 94 245 Step Up #VALUE! NULL

Err:508 NULL 95 246 Strike Back #VALUE! NULL

Err:508 NULL 96 247 Stunning Critical #VALUE! NULL

Err:508 NULL 97 248 Stunning Fist #VALUE! NULL

Err:508 NULL 98 249 Throw Anything #VALUE! NULL

Err:508 NULL 250 Tiring Critical #VALUE! NULL

Err:508 NULL 252


Tower Shield Proficiency #VALUE! NULL

Err:508 NULL 101 253 Trample #VALUE! NULL

Err:508 NULL 102 255


Two-Weapon Fighting #VALUE! NULL

Err:508 NULL 103 256


Two-Weapon Defense #VALUE! NULL

Err:508 NULL 104 Two-Weapon


257 Fighting, Improved #VALUE! NULL

Err:508 NULL 258


Two-Weapon , Greater #VALUE! NULL

Err:508 NULL 106 259Two-Weapon Rend #VALUE! NULL


Err:508 NULL 107 260 Unseat #VALUE! NULL

Err:508 NULL 108 261 Vital Strike #VALUE! NULL

Err:508 NULL 109 262


Vital Strike, Improved #VALUE! NULL

Err:508 NULL 110 263Vital Strike, Greater #VALUE! NULL

Err:508 NULL 111 264 Weapon Finesse #VALUE! NULL

Err:508 NULL 112 Weapon


265 Focus [Short Sword] #VALUE! NULL

Err:508 NULL 113 266 Weapon Focus [] #VALUE! NULL

Err:508 NULL 114 267 Weapon Focus [] #VALUE! NULL

Err:508 NULL 115 Weapon


268Focus, Greater [Short Sword]#VALUE! NULL
Err:508 NULL 269
Weapon Focus, Greater [] #VALUE! NULL
Err:508 NULL 270
Weapon Focus, Greater [] #VALUE! NULL
Err:508 NULL Weapon
271Specialization [Short Sword]#VALUE! NULL
Err:508 NULL 272
Weapon Specialization [] #VALUE! NULL
Err:508 NULL 273
Weapon Specialization [] #VALUE! NULL

Err:508 NULL 121


Weapon Specialization,
274 Greater [Short Sword]
#VALUE! NULL

Err:508 NULL 122 Weapon


275 Specialization, Greater [] #VALUE! NULL

Err:508 NULL Weapon


276 Specialization, Greater [] #VALUE! NULL

Err:508 NULL 124 277 Whirlwind Attack #VALUE! NULL

Err:508 NULL 278 Wind Stance #VALUE! NULL

Err:508 NULL 299


*** PRPG - Monster *** #VALUE! NULL

Err:508 NULL 311 Multiattack #VALUE! NULL

Err:508 NULL 312


Multiweapon Fighting #VALUE! NULL

Err:508 NULL 129 322*****APG Beta***** #VALUE! NULL

Err:508 NULL 130 324


Coordinated Defense #VALUE! NULL
Err:508 NULL 131 325
Coordinated Maneuvers #VALUE! NULL

Err:508 NULL 132 327 Lookout #VALUE! NULL

Err:508 NULL 328 Outflank #VALUE! NULL

Err:508 NULL 329Paired Opportunists #VALUE! NULL

Err:508 NULL 135 330 Precise Strike #VALUE! NULL

Err:508 NULL 136 331 Shield Wall #VALUE! NULL

Err:508 NULL 137 333 Swap Places #VALUE! NULL

Err:508 NULL 138 *****Golarion


334 Campaign***** #VALUE! NULL

Err:508 NULL 139 342 Belier’s Bite #VALUE! NULL

Err:508 NULL 140 348 Blade Binder #VALUE! NULL

Err:508 NULL 351Bounding Hammer #VALUE! NULL

Err:508 NULL 142 362 Cornugon Shield #VALUE! NULL

Err:508 NULL 143 363 Cornugon Smash #VALUE! NULL

Err:508 NULL 144 364 Cornugon Stun #VALUE! NULL

Err:508 NULL 145 365 Cornugon Trip #VALUE! NULL


Err:508 NULL 146 369Crossbow Mastery #VALUE! NULL

Err:508 NULL 147 370 Darting Viper #VALUE! NULL

Err:508 NULL 148 374 Dervish Dance #VALUE! NULL

Err:508 NULL 149 379Dorn-Dergar Master #VALUE! NULL

Err:508 NULL 150 386 Enforcer #VALUE! NULL


Err:508 NULL 151 387
Equipment Trick [boots] #VALUE! NULL

Err:508 NULL 152 388


Equipment Trick [cloak] #VALUE! NULL

Err:508 NULL 389


Equipment Trick [rope] #VALUE! NULL

Err:508 NULL 154 390


Equipment Trick [shield] #VALUE! NULL

Err:508 NULL Equipment


391 Trick [heavy blade scabbard]
#VALUE! NULL
Err:508 NULL 404 Fury’s Fall #VALUE! NULL

Err:508 NULL 157 405 Fury’s Snare #VALUE! NULL

Err:508 NULL 158 415 Hamatula Grasp #VALUE! NULL


Err:508 NULL 159 416 Hamatula Strike #VALUE! NULL

Err:508 NULL 160 422 Hellcat Pounce #VALUE! NULL

Err:508 NULL 433Indomitable Mount #VALUE! NULL

Err:508 NULL 162 445 Massed Charge #VALUE! NULL

Err:508 NULL 163 452Mounted Onslaught #VALUE! NULL

Err:508 NULL 164 467 Osyluth Guile 164 #VALUE! NULL

Err:508 NULL 488 Serpent Lash #VALUE! NULL


Err:508 NULL 494 Sliding Axe Throw #VALUE! NULL
Err:508 NULL 503Stance of the Xorn #VALUE! NULL
Err:508 NULL 515 Taldorian Duelist #VALUE! NULL
Err:508 NULL 520Thunder and Fang #VALUE! NULL
Err:508 NULL 546 Wheeling Charge #VALUE! NULL
Err:508 NULL 635 *** LSJ Feats *** #VALUE! NULL
Err:508 NULL 650 Cleave Asunder #VALUE! NULL
Err:508 NULL 653 Combat Tutor #VALUE! NULL
Err:508 NULL 671 Furious Charge #VALUE! NULL
Err:508 NULL 675 Greater Manyshot #VALUE! NULL
Err:508 NULL Improved
682 Mounted Combat #VALUE! NULL
Err:508 NULL 701 Prone Combat #VALUE! NULL
Err:508 NULL 703 Quick Sheathe #VALUE! NULL
Err:508 NULL 790 *** PRPG Beta *** #VALUE! NULL
Err:508 NULL 791 Backswing #VALUE! NULL
Err:508 NULL 792 Devastating Blow #VALUE! NULL

Err:508 NULL 793 Overhand Chop #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL 217 #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL 239 #VALUE! NULL #VALUE! NULL

Err:508 NULL 240 #VALUE! NULL #VALUE! NULL

Err:508 NULL 241 #VALUE! NULL #VALUE! NULL

Err:508 NULL 242 #VALUE! NULL 242 #VALUE! NULL

Err:508 NULL 243 #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL 245 #VALUE! NULL #VALUE! NULL

Err:508 NULL 246 #VALUE! NULL #VALUE! NULL

Err:508 NULL 247 #VALUE! NULL 247 #VALUE! NULL


Err:508 NULL 248 #VALUE! NULL #VALUE! NULL

Err:508 NULL 249 #VALUE! NULL #VALUE! NULL

Err:508 NULL 250 #VALUE! NULL 250 #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL 252 #VALUE! NULL #VALUE! NULL

Err:508 NULL 253 #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL 255 #VALUE! NULL #VALUE! NULL


s by 2 and off hand lessens by 6

Err:508 NULL 256 #VALUE! NULL #VALUE! NULL

Err:508 NULL 257 #VALUE! NULL #VALUE! NULL

Err:508 NULL 258 #VALUE! NULL #VALUE! NULL

Err:508 NULL 259 #VALUE! NULL #VALUE! NULL

Err:508 NULL 260 #VALUE! NULL #VALUE! NULL

Err:508 NULL 261 #VALUE! NULL #VALUE! NULL

Err:508 NULL 262 #VALUE! NULL #VALUE! NULL


Err:508 NULL 263 #VALUE! NULL #VALUE! NULL

Err:508 NULL 264 #VALUE! NULL #VALUE! NULL


ori dueling sword, elven curve blade, rapier, whip, or spiked chain; shield armor check penalty applies to attack rolls

Err:508 NULL 265 #VALUE! NULL #VALUE! NULL

Err:508 NULL 266 #VALUE! NULL #VALUE! NULL

Err:508 NULL 267 #VALUE! NULL #VALUE! NULL

Err:508 NULL 268 #VALUE! NULL #VALUE! NULL

Err:508 NULL 269 #VALUE! NULL #VALUE! NULL

Err:508 NULL 270 #VALUE! NULL #VALUE! NULL

Err:508 NULL 271 #VALUE! NULL #VALUE! NULL

Err:508 NULL 272 #VALUE! NULL #VALUE! NULL

Err:508 NULL 273 #VALUE! NULL #VALUE! NULL

Err:508 NULL 274 #VALUE! NULL #VALUE! NULL

Err:508 NULL 275 #VALUE! NULL #VALUE! NULL

Err:508 NULL 276 #VALUE! NULL #VALUE! NULL

Err:508 NULL 277 #VALUE! NULL #VALUE! NULL

Err:508 NULL 278 #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL 299 #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL 311 #VALUE! NULL #VALUE! NULL

Err:508 NULL 312 #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL 322 #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL 324 #VALUE! NULL #VALUE! NULL

Err:508 NULL 325 #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL 327 #VALUE! NULL #VALUE! NULL

Err:508 NULL 328 #VALUE! NULL #VALUE! NULL

Err:508 NULL 329 #VALUE! NULL #VALUE! NULL

Err:508 NULL 330 #VALUE! NULL #VALUE! NULL


Err:508 NULL 331 #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL 333 #VALUE! NULL #VALUE! NULL

Err:508 NULL 334 #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL 342 #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL 348 #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL 351 #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL 362 #VALUE! NULL #VALUE! NULL

Err:508 NULL 363 #VALUE! NULL #VALUE! NULL

Err:508 NULL 364 #VALUE! NULL #VALUE! NULL

Err:508 NULL 365 #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL 369 #VALUE! NULL #VALUE! NULL

Err:508 NULL 370 #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL 374 #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL 379 #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL 386 #VALUE! NULL #VALUE! NULL

Err:508 NULL 387 #VALUE! NULL #VALUE! NULL

Err:508 NULL 388 #VALUE! NULL #VALUE! NULL

Err:508 NULL 389 #VALUE! NULL #VALUE! NULL

Err:508 NULL 390 #VALUE! NULL #VALUE! NULL


Err:508 NULL 391 #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL 404 #VALUE! NULL #VALUE! NULL

Err:508 NULL 405 #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL 415 #VALUE! NULL #VALUE! NULL

Err:508 NULL 416 #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL 422 #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL 433 #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL 445 #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL 452 #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL 467 #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL 488 #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL 494 #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

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Err:508 NULL #VALUE! NULL #VALUE! NULL

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Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL 503 #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

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Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL 515 #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL 520 #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

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Err:508 NULL 546 #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


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Err:508 NULL 682 #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL
Err:508 NULL 701 #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL 703 #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

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Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

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Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

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Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

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Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

Err:508 NULL #VALUE! NULL #VALUE! NULL

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Err:508 NULL 791 #VALUE! NULL #VALUE! NULL

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Err:508 NULL #VALUE! NULL #VALUE! NULL


Err:508 NULL #VALUE! NULL #VALUE! NULL
Teamwork Item Creation Metamagic Weapon Focus

eeding Critical 323 Allied Spellcaster 280 Brew Potion 290 Empower Spell
324
Coordinated Defense 281 Craft Construct 291 Enlarge Spell 4
325
Coordinated Maneuvers Craft
282 Magic Arms and Armor 292 Extend Spell
326 Duck and Cover 283 Craft Rod 293 Heighten Spell

327 Lookout 284 Craft Staff 294 Maximize Spell

328 Outflank 285 Craft Wand 295 Quicken Spell

329Paired Opportunists 286Craft Wondrous Item 296 Silent Spell

330 Precise Strike 287 Forge Ring 297 Still Spell

331 Shield Wall 288 Scribe Scroll 298 Widen Spell

332 Shielded Caster 434 Inscribe Rune 518 Thanatopic Spell

333 Swap Places 654 Culinary Infusion 519 Threnodic Spell

#VALUE! NULL #VALUE! NULL 644 Bloodburn

#VALUE! NULL #VALUE! NULL 659 Disguise Spell

#VALUE! NULL #VALUE! NULL 663 Elemental Affinity

#VALUE! NULL #VALUE! NULL 664Energy Substitution

#VALUE! NULL #VALUE! NULL 672 Ghost Spell


#VALUE! NULL #VALUE! NULL 697 Persistent Spell
#VALUE! NULL #VALUE! NULL 706 Reach Spell

#VALUE! NULL #VALUE! NULL 708 Repeat Spell

#VALUE! NULL #VALUE! NULL 710 Sacred Spell

#VALUE! NULL #VALUE! NULL 719Subdual Substitution

#VALUE! NULL #VALUE! NULL #VALUE! NULL


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#VALUE! NULL 281 #VALUE! NULL #VALUE! NULL

#VALUE! NULL 282 #VALUE! NULL #VALUE! NULL


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#VALUE! NULL #VALUE! NULL #VALUE! NULL

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Weapon Focus

Select Weapon
4 Weapon Focus []
#VALUE! NULL
#VALUE! NULL
Trait Type

3
4 *** PRPG - Combat ***
5 Accelerated Drinker Basic (Combat)
6 Anatomist Basic (Combat)
7 Armor Expert Basic (Combat)
8 Bullied Basic (Combat)
9 Courageous Basic (Combat)
1
Deft Dodger Basic (Combat)
0
1
Dirty Fighter Basic (Combat)
1
1
Fencer Basic (Combat)
2
1
Killer Basic (Combat)
3
1
Reactionary Basic (Combat)
4
1
Resilient Basic (Combat)
5
1
Strong Arm, Supple Wrist Basic (Combat)
6
1
Threatening Defender Basic (Combat)
7
1
*** PRPG - Faith ***
8
1
Birthmark Basic (Faith)
9
2
Caretaker Basic (Faith)
0
2 Child of the Temple [Knowledge
Basic (Faith)
1 (nobility)]
2 Child of the Temple [Knowledge
Basic (Faith)
2 (religion)]
2 Devotee of the Green [Knowledge
Basic (Faith)
3 (geography)]
2 Devotee of the Green [Knowledge
Basic (Faith)
4 (nature)]
2
Ease of Faith Basic (Faith)
5
2
History of Heresy Basic (Faith)
6
2
Indomitable Faith Basic (Faith)
7
2
Sacred Conduit Basic (Faith)
8
2
Sacred Touch Basic (Faith)
9
3 Scholar of the Great Beyond
Basic (Faith)
0 [Knowledge (history)]
3 Scholar of the Great Beyond
Basic (Faith)
1 [Knowledge (planes)]
3
*** PRPG - Magic ***
2
3
Classically Schooled Basic (Magic)
3
3
Dangerously Curious Basic (Magic)
4
3
Desperate Focus Basic (Magic)
5
3
Diabolical Dabbler Basic (Magic)
6
3
Focused Mind Basic (Magic)
7
3
Gifted Adept Basic (Magic)
8
3
Hedge Magician Basic (Magic)
9
4
Magical Knack Basic (Magic)
0
4
Magical Lineage Basic (Magic)
1

4
Magical Talent Basic (Magic)
2

4 Mathematical Prodigy [Knowledge


Basic (Magic)
3 (arcana)]
4 Mathematical Prodigy [Knowledge
Basic (Magic)
4 (engineering)]
4
Skeptic Basic (Magic)
5
4
Theoretical Magician Basic (Magic)
6
4
*** PRPG - Social ***
7
4
Adopted Basic (Social)
8
4
Bully Basic (Social)
9
5
Canter Basic (Social)
0

5
Charming Basic (Social)
1

5
Child of the Streets Basic (Social)
2
5
Fast-Talker Basic (Social)
3
5
Hellknight Ancestry Basic (Social)
4
5
Keleshite Princess [Diplomacy] Basic (Social)
5
5
Keleshite Princess [Intimidate] Basic (Social)
6
5
Lost Nobility Basic (Social)
7

5
Natural-Born Leader Basic (Social)
8
5
Nonchalant Thuggery Basic (Social)
9
6
Poverty-Stricken Basic (Social)
0
6
Rich Parents Basic (Social)
1
6
Suspicious Basic (Social)
2
6
*** PRPG - Campaign ***
3
6
Child of Infamy Campaign (CoT)
4
6
Conspiracy Hunter [Bluff] Campaign (CoT)
5
6
Conspiracy Hunter [Diplomacy] Campaign (CoT)
6
6 Conspiracy Hunter [Knowledge
Campaign (CoT)
7 (local)]
6
Conspiracy Hunter [Perception] Campaign (CoT)
8
6
Conspiracy Hunter [Sense Motive] Campaign (CoT)
9
7
Conspiracy Hunter [Stealth] Campaign (CoT)
0
7
Diabolist Raised Campaign (CoT)
1

7
Infernal Bastard Campaign (CoT)
2
7
Shadow Child Campaign (CoT)
3

7
The Pathfinder’s Exile Campaign (CoT)
4

7
Westcrown Firebrand Campaign (CoT)
5
7
Drug Addict (addicted friend) Campaign (CotCT)
6
7
Drug Addict (personal addiction) Campaign (CotCT)
7
Framed (Family Honor) Campaign (CotCT)
8
7
Framed (Dropout) Campaign (CotCT)
9
8
Love Lost (Orphaned) [Craft] Campaign (CotCT)
0
8
Love Lost (Orphaned) [Perform] Campaign (CotCT)
1
8 Love Lost (Orphaned)
Campaign (CotCT)
2 [Profession]
8
Love Lost (Widowed) Campaign (CotCT)
3
8
Missing Child (Sibling) Campaign (CotCT)
4
8
Missing Child (Son or Daughter) Campaign (CotCT)
5
8
Unhappy Childhood (Tortured) Campaign (CotCT)
6
8
Unhappy Childhood (Religious) Campaign (CotCT)
7
8
Earning Your Freedom [Fortitude] Campaign (LoF)
8
8
Earning Your Freedom [Reflex] Campaign (LoF)
9
Earning Your Freedom [Will] Campaign (LoF)
0
9
Finding Haleen Campaign (LoF)
1

9
Gnoll Killer Campaign (LoF)
2

9
Missionary [Bluff] Campaign (LoF)
3
9
Missionary [Diplomacy] Campaign (LoF)
4
9
Missionary [Intimidate] Campaign (LoF)
5
9
Missionary [Knowledge (religion)] Campaign (LoF)
6
9
Missionary [Perform] Campaign (LoF)
7
9
Missionary [Sense Motive] Campaign (LoF)
8

9
Reclaiming your Roots Campaign (LoF)
9
1
0 Seeking Adventure Campaign (LoF)
0

1
0 Fools for Friends Campaign (SD)
1

1
Campaign (KM,
0 Bastard
Human)
2

1
0 Brigand Campaign (KM)
3
1
0 Issian Campaign (KM)
4
1
0 Noble Born [Garess] Campaign (KM)
5
1
0 Noble Born [Lebeda] Campaign (KM)
6
1
0 Noble Born [Lodovka] Campaign (KM)
7
1
0 Noble Born [Medvyed] Campaign (KM)
8
1
0 Noble Born [Orlovsky, Acrobatics] Campaign (KM)
9
1
1 Noble Born [Orlovsky, Diplomacy] Campaign (KM)
0
1
1 Noble Born [Orlovsky, Stealth] Campaign (KM)
1
1
1 Noble Born [Surtova] Campaign (KM)
1
2
1 Pioneer [Climb] Campaign (KM)
3
1 Pioneer [Handle Animal] Campaign (KM)
4
1 Pioneer [Knowledge (nature)] Campaign (KM)
5
1 Pioneer [Perception] Campaign (KM)
6 Pioneer [Ride]
1 Campaign (KM)
7 Pioneer [Survival]
1 Campaign (KM)
8 Pioneer [Swim]
1 Campaign (KM)
9
2 Rostlander Campaign (KM)
1
0
2 Sword Scion Campaign (KM)
1
1
2 Into Enemy Territory [Fortitude]
1 Campaign (SD)
2
1 Into Enemy Territory [Reflex] Campaign (SD)
3
2
1 Into Enemy Territory [Will] Campaign (SD)
4
2 Looking for Work [Bluff]
1 Campaign (SD)
5
2 Looking for Work [Craft]
1 Campaign (SD)
6 Looking for Work [Diplomacy]
2
1 Campaign (SD)
7
2
1 Looking for Work [Intimidate] Campaign (SD)
8
2
1 Looking for Work [Perception] Campaign (SD)
9
3 Looking for Work [Perform] Campaign (SD)
0
1
1 Looking for Work [gambler]
3 Campaign (SD)
1
3 Optimistic Gambler Campaign (SD)
1
2
3 Researching the Blot Campaign (SD)
1
3
1 Scouting for Fiends
3 Campaign (SD)
4 *** PRPG - Equipment ***
3
1
5
3 Augmented Disguise Equipment
6
1
3 Dealmaker Equipment
7
1
3 Extremely Fashionable [Bluff] Equipment
8
1
Extremely Fashionable
3 Equipment
[Diplomacy]
9
1
Extremely Fashionable
4 Equipment
[Intimidate]
0
1
4 Heirloom Weapon Equipment
1
1
4 Improvisational Equipment Equipment
2
1
4 Iron Liver Equipment
3
1
4 Power of Suggestion Equipment
4
1
4 Prehensile Whip Equipment
5
1
4 Quick Learner Equipment
6
1
4 Rough and Ready Equipment
7
1
4 Stage Magic Equipment
8
1
4 Stealthy Escape Equipment
9
1
5 Thrown-Together Fashion Equipment
1
0
5 *** PRPG - Faction ***
1
1
5 Captain’s Blade [Acrobatics] Faction (Andoran)
2
1
5 Captain’s Blade [Climb] Faction (Andoran)
1
3
5 Explorer Faction (Andoran)
1
4
5 Freedom Fighter (Andoran) Faction (Andoran)
5
1
5 Hunter’s Eye Faction (Andoran)
1
6
5 Indomitable Faction (Andoran)
7
1
5 Devil’s Mark Faction (Cheliax)
8
1
5 Fiendish Presence [Diplomacy] Faction (Cheliax)
9
1
6 Fiendish Presence [Sense Motive] Faction (Cheliax)
0
1
6 Fires of Hell Faction (Cheliax)
1
1
6 Master of Pentacles Faction (Cheliax)
2
1
6 Soul-Drinker Faction (Cheliax)
3
1
6 Attuned to the Ancestors Faction (Osirion)
4
1
6 Dunewalker Faction (Osirion)
1
5
6 Mummy-Touched Faction (Osirion)
1
6
6 Secrets of the Sphinx [arcana] Faction (Osirion)
7
1
Secrets of the Sphinx
6 Faction (Osirion)
[dungeoneering]
8
1
Secrets of the Sphinx
6 Faction (Osirion)
[engineering]
9
1
7 Secrets of the Sphinx [geography] Faction (Osirion)
0
1
7 Secrets of the Sphinx [history] Faction (Osirion)
1
1
7 Secrets of the Sphinx [local] Faction (Osirion)
2
1
7 Secrets of the Sphinx [nature] Faction (Osirion)
3
1
7 Secrets of the Sphinx [nobility] Faction (Osirion)
4
1
7 Secrets of the Sphinx [planes] Faction (Osirion)
5
1
7 Secrets of the Sphinx [religion] Faction (Osirion)
6
1
7 Secrets of the Sphinx [spirits] Faction (Osirion)
7
1
Tomb Raider [Knowledge
7 Faction (Osirion)
(dungeoneering)]
8
1
7 Tomb Raider [Perception] Faction (Osirion)
9
1
8 Dervish Faction (Qadira)
0
1
8 Desert Shadow Faction (Qadira)
1
1
8 Eastern Mysteries Faction (Qadira)
2
1
8 Gold Finger [Disable Device] Faction (Qadira)
3
1
8 Gold Finger [Sleight of Hand] Faction (Qadira)
1
4
8 Horse Lord Faction (Qadira)
1
5
8 Expert Duelist Faction (Taldor)
6
1
8 Fashionable [Bluff] Faction (Taldor)
7
1
8 Fashionable [Diplomacy] Faction (Taldor)
8
1
8 Fashionable [Sense Motive] Faction (Taldor)
9
1
9 Impressive Presence Faction (Taldor)
0
1
9 Performance Artist [act] Faction (Taldor)
1
1
9 Performance Artist [comedy] Faction (Taldor)
2
1
9 Performance Artist [dance] Faction (Taldor)
3
1
9 Performance Artist [keyboard] Faction (Taldor)
4
1
9 Performance Artist [oratory] Faction (Taldor)
5
1
9 Performance Artist [percussion] Faction (Taldor)
6
1
9 Performance Artist [sing] Faction (Taldor)
7
1
9 Performance Artist [string] Faction (Taldor)
8
1
9 Performance Artist [wind] Faction (Taldor)
9
2
0 Vindictive Faction (Taldor)
2
0
0 *** PRPG - Race ***
1
2
Race (Gnome—
0 Animal Friend
Katapeshi)
2

2
0 Arcane Dabbler Race (Elf)
3
2
Race (Human—
0 Aspiring Bard [act]
Taldan)
4
2
Race (Human—
0 Aspiring Bard [comedy]
Taldan)
5
2
Race (Human—
0 Aspiring Bard [dance]
Taldan)
6
2
Race (Human—
0 Aspiring Bard [keyboard]
Taldan)
7
2
Race (Human—
0 Aspiring Bard [oratory]
Taldan)
8
2
Race (Human—
0 Aspiring Bard [percussion]
Taldan)
9
2
Race (Human—
1 Aspiring Bard [sing]
Taldan)
0
2
Race (Human—
1 Aspiring Bard [string]
Taldan)
1
2
Race (Human—
1 Aspiring Bard [wind]
Taldan)
2
2
Race (Human—
1 Aspiring Bard [ritual]
Taldan)
3
2
Azlant Fanatic [Knowledge Race (Human—
1
(arcana)] Azlanti)
4
2
Azlant Fanatic [Knowledge Race (Human—
1
(history)] Azlanti)
5
2
Race (Gnome—
1 Brastlewark Businessman
Chelaxian)
6
2
Race (Half-Orc—
1 Brute
Taldan)
7
2
Race (Human—
1 Carefully Hidden
Keleshite)
8
2
Race (Dwarf—
1 Child of Zolurket
Katapeshi)
9
2
2 Clear-headed Race (Dwarf)
0
2
2 Deep Guardian Race (Dwarf)
1
2
2 Deep Marker Race (Dwarf)
2
2
2 Dilettante Artist [Diplomacy] Race (Elf—Taldan)
2
3
2 Dilettante Artist [Perform] Race (Elf—Taldan)
2
4
2 Earthbound Race (Dwarf)
5
2
Race (Half-Elf—
2 Ekujae Reflexes
Katapeshi)
6
2
2 Eldritch Smith Race (Dwarf)
7
2
Race (Half-Elf—
2 Failed Apprentice
Taldan)
8
2
Race (Elf—
2 Forlorn (Racial)
Katapeshi)
9
2
Race (Halfling—
3 Freedom Fighter (Halfling)
Katapeshi)
0
2
Race (Human—
3 Genie Blood [air]
Keleshite)
1
2
Race (Human—
3 Genie Blood [earth]
Keleshite)
2
2
Race (Human—
3 Genie Blood [fire]
Keleshite)
3
2
Race (Human—
3 Genie Blood [water]
Keleshite)
4
2
3 Goldsniffer Race (Dwarf)
2
5
3 Grounded Race (Dwarf)
6
2
Race (Human—
3 Historian
Garundi)
7
2
Race (Human—
3 Infernal Influence
Chelaxian)
8
2
3 Lapsed Faith Race (Elf)
9
2
Race (Human—
4 Latent Psion
2 Vudrani)
0
4 Legacy of Sand Race (Half-Orc)
1
2
Race (Human—
4 Masterful Demeanor
Chelaxian)
2
2
Race (Dwarf—
4 Militant Merchant
Taldan)
3
2
Race (Gnome—
4 Rapscallion
2 Taldan)
4
4 Ruthless Race (Dwarf)
2
5 Scholar of Ruins [Knowledge Race (Human—
4
(dungeoneering)] Taldan)
6
2
Scholar of Ruins [Knowledge Race (Human—
4
(geography)] Taldan)
7
2
4 Seeker of Brightness [arcana] Race (Elf)
8
2
Seeker of Brightness
4 Race (Elf)
[dungeoneering]
9
2
Seeker of Brightness
5 Race (Elf)
[engineering]
0
2
5 Seeker of Brightness [geography] Race (Elf)
1
2
5 Seeker of Brightness [history] Race (Elf)
2
2
5 Seeker of Brightness [local] Race (Elf)
3
2
5 Seeker of Brightness [nature] Race (Elf)
4
2
5 Seeker of Brightness [nobility] Race (Elf)
5
2
5 Seeker of Brightness [planes] Race (Elf)
6
2
5 Seeker of Brightness [religion] Race (Elf)
7
2
5 Seeker of Brightness [spirits] Race (Elf)
8
2
Race (Human—
5 Spirits in the Stone
Mwangi)
9
2
6 Strength of the Land Race (Dwarf)
0
2
6 Successful Shirker Race (Halfling)
1
2
6 Tunnel Fighter Race (Dwarf)
2
2
6 Warrior of Old Race (Elf)
2
3
6 Warsmith Race (Dwarf)
4
2
Race (Halfling—
6 Well-Informed [Diplomacy]
Taldan)
5
2
Race (Halfling—
6 Well-Informed [Knowledge (local)]
Taldan)
6
2
Race (Human—
6 World Traveler [Diplomacy]
Varisian)
7
2
World Traveler [Knowledge Race (Human—
6
(local)] Varisian)
8
2
Race (Human—
6 World Traveler [Sense Motive]
2 Varisian)
9
7 Youthful Mischief Race (Elf)
2
0
7 Zest for Battle Race (Dwarf)
2
1
7 *** PRPG - Region ***
2
2
7 Alchemical Prodigy Region (Qadira)
3
2
Region (Mindspin
7 Blooded
2 Mountains)
4
7 Chivalrous Region (Taldor)
2
5
7 Cliff Jumper Region (Cliffs of Fury)
6
2
Region (Mindspin
7 Coin Hoarder
Mountains)
7
2
7 Desert Child Region (Katapesh)
2
8
7 Dump Salvager Region (Westcrown)
9
2
8 Duskwalker Agent Region (Katapesh)
0
2
8 Egorian School Apprentice Region (Egorian)
1
2
8 Elemental Pupil [acid] Region (Qadira)
2
2
8 Elemental Pupil [cold] Region (Qadira)
3
2
8 Elemental Pupil [electricity] Region (Qadira)
4
2
8 Elemental Pupil [fire] Region (Qadira)
5
2
Region (Any non-
8 Forlorn (Regional)
elven land)
6
2
8 Freed Slave Region (Katapesh)
2
7 Region (Lands of the
8 Frostborn
Linnorm Kings)
8
2
8 Genie-Caller Region (Qadira)
9
2
Region (Five Kings
9 Glory of Old
Mountains)
0
2
9 Iadaran Illusionist Region (Kyonin)
2
1
9 Keeper of the Veil [Bluff]
2 Region (Qadira)
2 Keeper of the Veil [Disguise]
9 Region (Qadira)
2
3
9 Kobold’s Neighbor Region (Andoran)
4
2
9 Kyonin Gatekeeper Region (Kyonin)
5
2
Region (Mwangi
9 Left Behind
2 Expanse or Varisia)
6
9 Merchant of Katheer
2 Region (Qadira)
7 Merchant’s Child
9
2 Region (Katapesh)
8 Militia Veteran [soldier]
9
3 Region (Taldor)
9
3 Militia Veteran [Ride]
0 Region (Taldor)
0 Militia Veteran [Survival] Region (Taldor)
3
1 Region (Mordant
0 Mordant Heritage
Spire)
2
3
0 Narrows Survivor Region (Taldor)
3
3
0 Nightstall Urchin Region (Katapesh)
4
3
Region (Five Kings
0 Perseverance
Mountains)
5
3
0 Pesh Addict [Bluff] Region (Katapesh)
6
3
0 Pesh Addict [Knowledge (local)] Region (Katapesh)
7
3
0 Pesh Addict [Sense Motive] Region (Katapesh)
8
3
0 Pesh Dealer Region (Katapesh)
9
3
1 Precocious Spellcaster Region (Taldor)
0
3
1 Prismati Player Region (Andoran)
1
3
1 Rider of Paresh Region (Qadira)
2
3
1 River Rat Region (Taldor)
3
3
1 Savannah Child [Handle Animal] Region (Katapesh)
4
3
Savannah Child [Knowledge
1 Region (Katapesh)
3 (nature)]
5
1 Savannah Child [Ride] Region (Katapesh)
3
6
1 Treerazer’s Bane Region (Kyonin)
3
7
1 Uwaga Highlander Region (Katapesh)
3
8
1 Vagabond Child [Disable Device] Region (Taldor)
9
3
2 Vagabond Child [Sleight of Hand] Region (Taldor)
0
3
2 Venicaan Medic Region (Qadira)
3
1
2 Walking Ward [acid]
3 Region (Qadira)
2 Walking Ward [cold] Region (Qadira)
3
3
2 Walking Ward [electricity] Region (Qadira)
3
4
2 Walking Ward [fire] Region (Qadira)
5
3
Region (Lands of the
2 Warrior Poet
Linnorm Kings)
6
3
2 Watching Taldor Region (Qadira)
7
3
2 Wealthy Dabbler Region (Taldor)
8
3
2 Wharf Rat Region (Ostenso)
9
3
Region (Whisper
3 Whisper Woods Hunter
3 Woods)
0
3 *** PRPG - Religion ***
3
1
3 Alluring Religion (Bolka)
3
2
3 Ambassador Religion (Sarenrae)
3
3
3 Asmodean Demon Hunter Religion (Asmodeus)
4
3 Religion (Angradd,
3 Battlefield Caster Gorum, Torag,
5 Trudd)
3
3 Blade of Mercy Religion (Sarenrae)
6
3
3 Calistrian Prostitute Religion (Calistria)
7 Cleansing the Twisted
3 Religion (Sarenrae)
3
8 Devotee of a Dead God
3 Religion (Aroden)
[Diplomacy]
9
3
Devotee of a Dead God
4 Religion (Aroden)
3 [Knowledge (religion)]
0
4
3 Divine Warrior Religion (Iomedae)
1
4 Eyes and Ears of the City Religion (Abadar)
2
3
4 Flame of the Dawnflower Religion (Sarenrae)
3
3
Guardian of the Forge
4 Religion (Torag)
[Knowledge (engineering)]
4
3
Guardian of the Forge
4 Religion (Torag)
[Knowledge (history)]
5
3
4 Honeyed Words Religion (Grundinnar)
6
3
4 Magic is Life Religion (Nethys)
7
3
Religion (Desna,
4 Patient Optimist
Erastil)
8
3
4 Resigned Religion (Droksar)
9
3
5 Sacred Avenger Religion (Calistria)
0
3
Religion (Any Elven
5 Sovyrian Pantheist
Deity)
1
3
5 Starchild Religion (Desna)
3
2
5 Strength of the Sun Religion (Sarenrae)
3
3
5 The City Protects Religion (Abadar)
4

3
5 Toilcrafter Religion (Droskar)
5

3
5 Under Siege [Bluff] Religion (Sarenrae)
3
6
5 Under Siege [Sense Motive] Religion (Sarenrae)
7
3
5 Wasp Whisperer Religion (Calistria)
8
3
5 Wisdom in the Flesh [Acrobatics] Religion (Irori)
9
3
6 Wisdom in the Flesh [Climb] Religion (Irori)
0
3
Wisdom in the Flesh [Disable
6 Religion (Irori)
Device]
1
3
Wisdom in the Flesh [Escape
6 Religion (Irori)
Artist]
2
3
6 Wisdom in the Flesh [Fly] Religion (Irori)
3
3
6 Wisdom in the Flesh [Ride] Religion (Irori)
4
3
Wisdom in the Flesh [Sleight of
6 Religion (Irori)
Hand]
5
3
6 Wisdom in the Flesh [Stealth] Religion (Irori)
6
3
6 Wisdom in the Flesh [Swim] Religion (Irori)
7
*** Custom ***
0 0
0 0
0 0
0 0
0 0
Summary

You may drink a potion as a move action instead of a standard as long as you start your turn with the potion
in your hand.
You gain a +1 trait bonus on all rolls made to confirm critical hits.
When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty
of 0.
You gain a +1 trait bonus on attacks of opportunity attack rolls made with unarmed strikes.
You gain a +2 trait bonus on saving throws against fear effects.
You gain a +1 trait bonus on Reflex saving throws.
When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your
base damage, and is multiplied on a critical hit).
You gain a +1 trait bonus on attacks of opportunity made with daggers, swords, and similar bladed
weapons.
You deal additional damage equal to your weapon’s critical hit modifier when you score a successful critical
hit with a weapon.
You gain a +2 trait bonus on Initiative checks.
You gain a +1 trait bonus on Fortitude saving throws.
Whenever you move at least 10 feet before making an attack with a thrown weapon, you add 10 feet to the
range increment of the weapon thrown.
When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.

You gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result.
You gain a +1 trait bonus on Heal checks and Heal is always a class skill for you.
You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks. Knowledge (nobility) is
always a class skill for you.
You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks. Knowledge (religion) is
always a class skill for you.
You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks. Knowledge
(geography) is always a class skill for you.
You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks. Knowledge (nature)
is always a class skill for you.
You gain a +1 trait bonus on Diplomacy checks and Diplomacy is always a class skill for you.
You gain a +1 trait bonus on all saving throws made against divine spells.
You gain a +1 trait bonus on Will saving throws.
Whenever you channel energy, you gain a +1 trait bonus on the save DC of your channeled energy.
As a standard action, you may automatically stabilize a dying creature merely by touching it.
You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks. Knowledge (history) is
always a class skill for you.
You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks. Knowledge (planes) is
always a class skill for you.

You gain a +1 trait bonus on Spellcraft checks and Spellcraft is always a class skill for you.
You gain a +1 bonus on Use Magic Device checks and Use Magic Device is always a class skill for you.
You gain a +2 trait bonus on concentration checks.
Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the
spell that summoned it.
You gain a +2 trait bonus on concentration checks.
Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects
manifest at +1 caster level.
Whenever you craft a magic item, you reduce the cost of gp required to make the item by 5%.
Your caster level gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than
your current Hit Dice.
Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level
as 1 lower for determining the spell’s final adjusted level.
Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is
cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like
ability’s save DC is Charisma-based.
You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (engineering) checks. Knowledge
(arcana) is always a class skill for you.
You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (engineering) checks. Knowledge
(engineering) is always a class skill for you.
You gain a +2 trait bonus on all saving throws against illusions.
You gain a +2 trait bonus on Spellcraft checks, or a +3 bonus if you aren’t a spellcaster.

You picked up a race trait from your adoptive parents and society, and may immediately select a race trait
from your adoptive parents’ race.
You gain a +1 trait bonus on Intimidate checks and Intimidate is always a class skill for you.
Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check.
When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the
attempt.
You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually
attracted to you, and a +1 trait bonus on the save DC of any language-dependent spell you cast on such
characters or creatures.

You gain a +1 trait bonus on Sleight of Hand checks and Sleight of Hand is always a class skill for you.
You gain a +1 trait bonus on Bluff checks and Bluff is always a class skill for you.
You gain a +2 trait bonus on Diplomacy checks to influence Hellknights and a +2 trait bonus on Intimidate
checks to influence enemies of the Hellknights.
You gain a +1 trait bonus on Diplomacy and Intimidate checks. Diplomacy is always a class skill for you.

You gain a +1 trait bonus on Diplomacy and Intimidate checks. Intimidate is always a class skill for you.
You gain a +1 trait bonus on attack and damage rolls against Chelish government officials (including
Hellknights).
All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves
to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus on your
Leadership score.
You gain a +4 trait bonus on Bluff checks to keep others from noticing your aggressive actions.
You gain a +1 trait bonus on Survival checks and Survival is always a class skill for you.
Your starting cash increases to 900 gp.
You gain a +1 trait bonus on Sense Motive checks and Sense Motive is always a class skill for you.

You gain a +1 trait bonus on Perform (act) checks and Perform (act) is always a class skill for you.
Furthermore, you begin play with 300 gp that you can spend however you wish.
You gain a +1 trait bonus on Bluff checks and Bluff is always a class skill for you.
You gain a +1 trait bonus on Diplomacy checks and Diplomacy is always a class skill for you.
You gain a +1 trait bonus on Knowledge (local) checks and Knowledge (local) is always a class skill for you.
You gain a +1 trait bonus on Perception checks and Perception is always a class skill for you.
You gain a +1 trait bonus on Sense Motive checks and Sense Motive is always a class skill for you.
You gain a +1 trait bonus on Stealth checks and Stealth is always a class skill for you.
Your knowledge of diabolism grants you a +1 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive
checks made against Westcrown’s nobility, and a +1 bonus on all saving throws made against mind-
affecting attacks from devils.
You have a +2 bonus on all saving throws made against cold, electricity, and fire effects. You may choose
any one 0-level spell that you can instead use at will as a spell-like ability.
When attacking targets in areas of dim light, you do not suffer the standard 20% miss chance on attack rolls
for being in the poorly lit area.

You have a wayfinder, a magical compass that grants you a +2 circumstance bonus on Survival checks to
avoid becoming lost, and can be commanded to emit light as the spell (CL 5th) as a standard action.

You gain a +1 trait bonus on Initiative checks and if you act in a surprise round, you gain a +1 trait bonus on
all attack rolls.
You gain a +2 bonus on Knowledge (local) checks.
You gain a +1 trait bonus on Fortitude saving throws.
You gain a +2 trait bonus on Bluff checks.
You gain a +2 bonus on Spellcraft checks.
You gain a +2 trait bonus on Craft checks.
You gain a +2 trait bonus on Perform checks.
You gain a +2 trait bonus on Profession checks.
You gain a +2 bonus on Intimidate checks.
Diplomacy and Sense Motive are always class skills for you.
You gain a +1 trait bonus on Will saving throws.
You gain a +1 trait bonus on Reflex saving throws.
You gain a +2 bonus on concentration checks.
You gain a +1 trait bonus on Fortitude saving throws.
You gain a +1 trait bonus on Reflex saving throws.
You gain a +1 trait bonus on Will saving throws.
Your 1st level class is always a favored class to you, and every time you take a level in the class, you gain
+1 hit point and 1 additional skill point over and above what you would normally gain.
You gain a +1 trait bonus on attack rolls and weapon damage rolls made against gnolls. If you are a
barbarian and you’re fighting gnolls, your rage lasts 1 round longer than normal. If you’re a ranger and you
select humanoid (gnoll) as a favored enemy, your trait bonus on attack rolls and weapon damage rolls
against gnolls increases to +2. If you’re a spellcaster, you gain a +1 trait bonus on spell save DCs for
damaging spells against gnolls.
You gain a +1 trait bonus on Bluff checks and Bluff is always a class skill for you.
You gain a +1 trait bonus on Diplomacy checks and Diplomacy is always a class skill for you.
You gain a +1 trait bonus on Intimidate checks and Intimidate is always a class skill for you.
You gain a +1 trait bonus on Knowledge (religion) checks and Knowledge (religion) is always a class skill for
you.
You gain a +1 trait bonus on Perform checks and Perform is always a class skill for you.
You gain a +1 trait bonus on Sense Motive checks and Sense Motive is always a class skill for you.

You gain a valued possession—a piece of jewelry worth 350 gp, any masterwork weapon or armor worth no
more than 350 gp, or a wand containing any 1st-level spell (CL 1st) with only 20 charges remaining. If you
ever lose this item, your resulting depression imposes a –1 penalty on Will saves for 1 year.
You have a wayfinder, a magical compass that grants you a +2 circumstance bonus on Survival checks to
avoid becoming lost, and can be commanded to emit light as the spell (CL 5th) as a standard action.

Whenever you take the Aid Another action to help an ally, or whenever an ally aids you in this manner, a
successful check grants an additional +1 trait bonus on the check for which aid was being rendered.
Additionally, as long as one of your friends is within 30 feet, you gain a +1 trait bonus on all saving throws
against charm and compulsion effects.

You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic
nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The
penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)

You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff,
Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.
Your agile mind grants you a +1 trait bonus on all Will saves made to resist mind-affecting effects.

You ignore the movement penalty for the first 5 feet of rocky difficult terrain you move through per round.
This applies only to terrain made difficult by rocks or ruins. In addition, you gain a +2 trait bonus on Appraise
checks to assess the value of natural stones or metals. Your family motto is “Strong as the Mountains.”

As a deft merchant of the region, you gain a bonus language: Dwarven, Elven, Hallit, Gnome, Giant,
Halfling, Skald, or Sylvan. Your family motto is “Success through Grace.”
You gain a +1 trait bonus on Swim checks, and Swim is always treated as a class skill for you. Your family
motto is “The Waters, Our Fields.”
You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on
Will saves made against their spells and supernatural abilities. Your family motto is “Endurance Overcomes
All.”
You gain a +1 trait bonus on your CMD. In addition, you gain a +1 Trait bonus on Acrobatics checks. Your
family motto is “High Above.”
You gain a +1 trait bonus on your CMD. In addition, you gain a +1 Trait bonus on Diplomacy checks. Your
family motto is “High Above.”
You gain a +1 trait bonus on your CMD. In addition, you gain a +1 Trait bonus on Stealth checks. Your
family motto is “High Above.”
You deal +2 damage when attacking a flat-footed opponent while wielding a light or one-handed weapon.
Your family motto is “Ours is the Right.”
You begin play with a horse. In addition, you gain a +1 Trait bonus on Climb checks.
You begin play with a horse. In addition, you gain a +1 Trait bonus on Handle Animal checks.
You begin play with a horse. In addition, you gain a +1 Trait bonus on Knowledge (nature) checks.
You begin play with a horse. In addition, you gain a +1 Trait bonus on Perception checks.
You begin play with a horse. In addition, you gain a +1 Trait bonus on Ride checks.
You begin play with a horse. In addition, you gain a +1 Trait bonus on Survival checks.
You begin play with a horse. In addition, you gain a +1 Trait bonus on Swim checks.
You gain a +1 trait bonus on Fortitude saving throws.
You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat
maneuvers made with such weapons.
You gain a +1 trait bonus on Fortitude saving throws.
You gain a +1 trait bonus on Reflex saving throws.
You gain a +1 trait bonus on Will saving throws.
You gain a +1 trait bonus on Bluff checks and Bluff is always a class skill for you.
You gain a +1 trait bonus on Craft checks and Craft is always a class skill for you.
You gain a +1 trait bonus on Diplomacy checks and Diplomacy is always a class skill for you.
You gain a +1 trait bonus on Intimidate checks and Intimidate is always a class skill for you.
You gain a +1 trait bonus on Perception checks and Perception is always a class skill for you.
You gain a +1 trait bonus on Perform checks and Perform is always a class skill for you.
You gain a +1 trait bonus on Profession (gambler) checks and it is always a class skill for you.
Effects that grant you morale bonuses persist 1d4 rounds longer than normal.
You can use Spellcraft to identify magic items in the same way you can use Spellcraft to identify a potion.
The DC to identify a magic item is equal to 20 + the item’s caster level.
You gain a +1 trait bonus on all attack rolls made against foes you know to be evil outsiders.

gain +2 Trait bonus on Disguise checks when wearing wig, false beard, or similar large prop, or if wearing
special costume or eye-catching bauble that reinforces disguise
1/week, when looking for item w/ price greater than community’s base value, Diplomacy check (DC 10 + 10
per community size category difference) allows sell or purchase as if community were of sufficient size;
additional attempts (successful or otherwise) in same community increase DC by +10
if wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other
things that mar overall look), gain +1 Trait bonus on Bluff, Diplomacy, and Intimidate checks. Bluff is a class
skill for you.
if wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other
things that mar overall look), gain +1 Trait bonus on Bluff, Diplomacy, and Intimidate checks. Diplomacy is a
class skill for you.
if wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other
things that mar overall look), gain +1 Trait bonus on Bluff, Diplomacy, and Intimidate checks. Intimidate is a
class skill for you.
gain heirloom weapon of masterwork quality but pay only standard cost at character creation; gain a +1
Trait bonus on attack rolls w/ this heirloom and always considered proficient w/ heirloom
when using item for anything other than intended purpose, reduce improvisation penalty by 2 (does not
apply to improvised weapon penalties)
gain +2 Trait bonus on Fort saves vs. poison and drugs and +4 Trait bonus on Fort saves to avoid effects of
alcohol
Bluff check (DC 20 for similar items, +5 for each dissimilarity in shape, size, or color) makes observers
believe that object in your possession is actually different object entirely; deception lasts 1 min and
observers may recognize error unless you make another bluff check if item is still in view
may use whip as if it were a rope w/ grappling hook; attaching is Standard Action, detaching is Full-Round
Action
after 1st attack w/ weapon in which you are not proficient, non-proficiency penalty decreases by 2 while you
have weapon in hand (must “relearn” each time you pick it up)
do not take improvised weapon penalty and instead gain +1 Trait bonus on attacks when using tool of trade
(must have 1+ rank in appropriate Craft or Profession skill)
use of attention-getting alchemical item as part of performance grants +2 Trait bonus on Perform checks;
item is expended w/out normal effects

may make Sleight of Hand check to escape manacles, rope, or other similar restraints (but not grapples or
similar attacks); if successful, gain +2 Trait bonus on Bluff checks to pretend that you are still bound

may make Disguise check (DC 10 + gp difference between costs of outfits) to change one outfit into another
using basic sewing/disguise kit; alteration takes 10 min per 1-gp difference in cost of outfits

While on board any vessel afloat on water, you gain a +1 trait bonus on Acrobatics and Climb checks.
Acrobatics is always a class skill for you.
While on board any vessel afloat on water, you gain a +1 trait bonus on Acrobatics and Climb checks. Climb
is always a class skill for you.
You gain a +1 trait bonus on Survival checks and Survival is always a class skill for you.
You gain a +1 trait bonus on Stealth checks and a +1 trait bonus on attack rolls made during the surprise
round.
You do not suffer a penalty for the second range increment when using a longbow or shortbow and you are
always considered proficient with one of these weapons (your choice).
You gain a +1 trait bonus on saving throws versus enchantment spells and effects.
You gain a +2 trait bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with
outsiders of the evil subtype.
You gain a +1 trait bonus on Diplomacy and Sense Motive checks. Diplomacy is always a class skill for you.
You gain a +1 trait bonus on Diplomacy and Sense Motive checks. Sense Motive is always a class skill for
you.
Swift Action (Su); 1/day, you can summon fire, imbuing a single weapon you hold with a nimbus of fire that
deals an extra 1 point of fire damage for 1 rnds. This fire gives off light equivalent to a torch.
Once per day, when casting a spell of the Conjuration school, you are at +2 caster level when determining
the duration of the spell.
Swift Action (Su); 1/day, you may gain a number of temporary hit points equal to the Hit Dice of your most
recent enemy slain. These temporary hit points last for 1 minute.
Standard Action (Su); 1/day, you can surround yourself with an aura of unlife. Unintelligent undead ignore
you unless you take action against them, per hide from undead. The protection lasts for 5 rnds. If you take
any offensive action against any undead, this effect immediately ends.
You gain a +4 trait bonus on Fortitude checks to resist nonlethal damage from hot conditions and can
always move through non-magical sand as if it were normal terrain.
You gain a +2 trait bonus on saving throws versus diseases and curses.
Once per day, you may gain a +2 trait bonus on any single Knowledge skill check. Additionally, Knowledge
(arcana) is always a class skill for you.
Once per day, you may gain a +2 trait bonus on any single Knowledge skill check. Additionally, Knowledge
(dungeoneering) is always a class skill for you.
Once per day, you may gain a +2 trait bonus on any single Knowledge skill check. Additionally, Knowledge
(engineering) is always a class skill for you.
Once per day, you may gain a +2 trait bonus on any single Knowledge skill check. Additionally, Knowledge
(geography) is always a class skill for you.
Once per day, you may gain a +2 trait bonus on any single Knowledge skill check. Additionally, Knowledge
(history) is always a class skill for you.
Once per day, you may gain a +2 trait bonus on any single Knowledge skill check. Additionally, Knowledge
(local) is always a class skill for you.
Once per day, you may gain a +2 trait bonus on any single Knowledge skill check. Additionally, Knowledge
(nature) is always a class skill for you.
Once per day, you may gain a +2 trait bonus on any single Knowledge skill check. Additionally, Knowledge
(nobility) is always a class skill for you.
Once per day, you may gain a +2 trait bonus on any single Knowledge skill check. Additionally, Knowledge
(planes) is always a class skill for you.
Once per day, you may gain a +2 trait bonus on any single Knowledge skill check. Additionally, Knowledge
(religion) is always a class skill for you.
Once per day, you may gain a +2 trait bonus on any single Knowledge skill check. Additionally, Knowledge
(spirits) is always a class skill for you.
You gain a +1 trait bonus on Knowledge (dungeoneering) and Perception checks. Knowledge
(dungeoneering) is always a class skill for you.
You gain a +1 trait bonus on Knowledge (dungeoneering) and Perception checks. Perception is always a
class skill for you.

You gain a +1 dodge bonus on Armor Class against attacks of opportunity caused when you move out of or
within a threatened area. Dodge bonuses stack with each other, unlike most types of bonuses.

When using the Stealth skill to move at full speed you no longer suffer a –5 penalty on your Stealth skill
check.
Once per day you may select one single spell that you are casting that allows for a saving throw. You may
increase the DC of that spell by +2.
You gain a +1 trait bonus on Disable Device and Sleight of Hand checks. Disable Device is always a class
skill for you.
You gain a +1 trait bonus on Disable Device and Sleight of Hand checks. Sleight of Hand is always a class
skill for you.
You gain a +2 trait bonus on Ride checks and Ride is always a class skill for you.
You gain a +1 trait bonus on your Armor Class so long as you are adjacent to a single foe. This trait bonus
is not applied to your Armor Class for touch attacks or when denied your Dex bonus.
So long as you are wearing clothing and jewelry worth more than 80 gp, you gain a +1 trait bonus on Bluff,
Diplomacy, and Sense Motive checks. Bluff is always a class skill for you.
So long as you are wearing clothing and jewelry worth more than 80 gp, you gain a +1 trait bonus on Bluff,
Diplomacy, and Sense Motive checks. Diplomacy is always a class skill for you.
So long as you are wearing clothing and jewelry worth more than 80 gp, you gain a +1 trait bonus on Bluff,
Diplomacy, and Sense Motive checks. Sense Motive is always a class skill for you.
Full-Round Action; 1/day you may attempt to distract adjacent foes with a lengthy display of your martial
prowess. All adjacent foes must succeed on a Will save (DC 16) or gain the Shaken condition. This
condition persists for 1 round.
You gain a +1 trait bonus on Perform (act) checks. This bonus increases to +5 when using the skill to make
money.
You gain a +1 trait bonus on Perform (comedy) skill checks. This bonus increases to +5 when using the skill
to make money.
You gain a +1 trait bonus on Perform (dance) skill checks. This bonus increases to +5 when using the skill
to make money.
You gain a +1 trait bonus on Perform (keyboard) skill checks. This bonus increases to +5 when using the
skill to make money.
You gain a +1 trait bonus on Perform (oratory) skill checks. This bonus increases to +5 when using the skill
to make money.
You gain a +1 trait bonus on Perform (percussion) skill checks. This bonus increases to +5 when using the
skill to make money.
You gain a +1 trait bonus on Perform (sing) skill checks. This bonus increases to +5 when using the skill to
make money.
You gain a +1 trait bonus on Perform (string) skill checks. This bonus increases to +5 when using the skill to
make money.
You gain a +1 trait bonus on Perform (wind) skill checks. This bonus increases to +5 when using the skill to
make money.
You receive a +1 trait bonus on damage rolls against a single adjacent opponent who damaged you in the
previous round of combat.

You gain a +1 trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least
indifferent toward you) is within 30 feet, and Handle Animal is always a class skill for you.

Choose a 0-level arcane spell. You may cast that spell once per day as a spell-like ability. Your caster level
is equal to your highest class level in a spellcasting class; if you have no caster level, it functions at CL 1st.
The spell-like ability’s save DC is Intelligence- or Charisma-based (chosen when you select this trait).

You gain a +1 trait bonus on Perform (act) checks and a +2 trait bonus on any Knowledge (local) checks
that deal with the Oppara music scene.
You gain a +1 trait bonus on Perform (comedy) checks and a +2 trait bonus on any Knowledge (local)
checks that deal with the Oppara music scene.
You gain a +1 trait bonus on Perform (dance) checks and a +2 trait bonus on any Knowledge (local) checks
that deal with the Oppara music scene.
You gain a +1 trait bonus on Perform (keyboard) checks and a +2 trait bonus on any Knowledge (local)
checks that deal with the Oppara music scene.
You gain a +1 trait bonus on Perform (oratory) checks and a +2 trait bonus on any Knowledge (local)
checks that deal with the Oppara music scene.
You gain a +1 trait bonus on Perform (percussion) checks and a +2 trait bonus on any Knowledge (local)
checks that deal with the Oppara music scene.
You gain a +1 trait bonus on Perform (sing) checks and a +2 trait bonus on any Knowledge (local) checks
that deal with the Oppara music scene.
You gain a +1 trait bonus on Perform (string) checks and a +2 trait bonus on any Knowledge (local) checks
that deal with the Oppara music scene.
You gain a +1 trait bonus on Perform (wind) checks and a +2 trait bonus on any Knowledge (local) checks
that deal with the Oppara music scene.
You gain a +1 trait bonus on Perform (ritual) checks and a +2 trait bonus on any Knowledge (local) checks
that deal with the Oppara music scene.
You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks. Knowledge (arcana) is
always a class skill for you.
You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks. Knowledge (history) is
always a class skill for you.

You gain a +2 trait bonus on all Craft (alchemy) checks.

You gain a +2 trait bonus on Intimidate checks.


You gain a +1 trait bonus on Will saving throws and a +2 trait bonus on saving throws versus divination
effects.
You gain a +1 trait bonus on weapon damage against undead.
You gain a +1 trait bonus on opposed checks against the Bluff and Disguise skills and a +1 trait bonus on
saving throws against illusion effects.
Any creature you conjure with a summon spell that has the earth subtype or a burrow speed gains a +1
morale bonus on attack rolls and a +1 enhancement bonus on Armor Class for the duration of the spell that
summoned it.

You gain a +1 trait bonus on Survival checks and a +1 trait bonus on saving throws against fear effects.

You gain a +1 trait bonus on Diplomacy and Perform checks. Diplomacy is always a class skill for you.
You gain a +1 trait bonus on Diplomacy and Perform checks. Perform is always a class skill for you.
While you are touching the ground, you add a +2 trait bonus on saving throw DCs and on caster level
checks to overcome spell resistance for all spells you cast against creatures with the air subtype.
You gain a +2 trait bonus on Initiative checks.

Whenever you use the Craft skill or a crafting feat to make a stone or metal item, you reduce the cost of
making the item by 5%. This includes metal-headed weapons with nonmetal parts, such as axes and
spears.

You gain a +1 trait bonus on saves against arcane spells.

You gain a +1 trait bonus on Fortitude saving throws.

You gain a +1 trait bonus on any skill check or attack roll made during the process of escaping capture or in
helping a slave escape bondage, and Escape Artist is always a class skill for you.

You gain a +1 trait bonus on saving throws against attacks that utilize cold and gain a +1 trait bonus on
Bluff, Diplomacy, Intimidate, and Sense Motive checks made against creatures of the air subtype.

You gain a +1 trait bonus on saving throws against attacks that utilize acid and gain a +1 trait bonus on
Bluff, Diplomacy, Intimidate, and Sense Motive checks made against creatures of the earth subtype.
You gain a +1 trait bonus on saving throws against attacks that utilize fire and gain a +1 trait bonus on Bluff,
Diplomacy, Intimidate, and Sense Motive checks made against creatures of the fire subtype.

You gain a +1 trait bonus on saving throws against attacks that utilize electricity and gain a +1 trait bonus
on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against creatures of the water subtype.
You gain a +2 trait bonus on Perception checks related to metals, jewels, and gemstones.
You gain a +2 trait bonus on balance-related Acrobatics checks and a +1 trait bonus on Reflex saving
throws.
You gain a +2 trait bonus on Knowledge (history) checks and Knowledge (history) is always a class skill for
you.

You gain fire resistance 1 and a +1 trait bonus on Fortitude saves against poison.

Once per day you may cast stabilize as a spell-like ability at caster level 1. The save DC is Wisdom-based.

You gain a +2 trait bonus on saves against mind-affecting effects.


You gain a +1 trait bonus on Will saving throws.

You gain a +3 trait bonus on Intimidate checks against members of non-human humanoid races.

You gain a +1 trait bonus on Perception checks made to determine surprise, and Perception is always a
class skill for you.
You gain a +1 trait bonus on Escape Artist checks and a +1 trait bonus on Initiative checks.
You gain a +1 trait bonus on attack rolls to confirm critical hits.
You gain a +1 trait bonus on Knowledge (dungeoneering) and Knowledge (geography) checks. Knowledge
(dungeoneering) is always a class skill for you.
You gain a +1 trait bonus on Knowledge (dungeoneering) and Knowledge (geography) checks. Knowledge
(geography) is always a class skill for you.
You gain a +1 trait bonus on Knowledge (arcana) checks and on Perception checks to search for concealed
items.
You gain a +1 trait bonus on Knowledge (dungeoneering) checks and on Perception checks to search for
concealed items.
You gain a +1 trait bonus on Knowledge (engineering) checks and on Perception checks to search for
concealed items.
You gain a +1 trait bonus on Knowledge (geography) checks and on Perception checks to search for
concealed items.
You gain a +1 trait bonus on Knowledge (history) checks and on Perception checks to search for concealed
items.
You gain a +1 trait bonus on Knowledge (local) checks and on Perception checks to search for concealed
items.
You gain a +1 trait bonus on Knowledge (nature) checks and on Perception checks to search for concealed
items.
You gain a +1 trait bonus on Knowledge (nobility) checks and on Perception checks to search for concealed
items.
You gain a +1 trait bonus on Knowledge (planes) checks and on Perception checks to search for concealed
items.
You gain a +1 trait bonus on Knowledge (religion) checks and on Perception checks to search for concealed
items.
You gain a +1 trait bonus on Knowledge (spirits) checks and on Perception checks to search for concealed
items.
Whenever you’re in ruins, you gain a +2 trait bonus on Initiative checks and a +1 trait bonus on saving
throws against traps and natural hazards.
You gain a +1 trait bonus on caster level checks while touching the ground or unworked stone. This
includes dispel checks and checks to overcome spell resistance.
You gain a +1 trait bonus on Stealth checks and a +3 trait bonus on Bluff and Diplomacy checks to avoid
punishment by lawful authority.
While underground, you receive a +2 trait bonus on initiative checks and a +1 trait bonus on weapon
damage rolls for critical hits (this damage is multiplied on a critical hit).
You gain a +2 trait bonus on Initiative checks.
You gain a +1 trait bonus on damage rolls against creatures and objects made primarily of clay, crystal,
earth, metal, or stone. Knowledge (engineering) is a class skill for you.
You gain a +1 trait bonus on Diplomacy and Knowledge (local) checks. Diplomacy is always a class skill for
you.
You gain a +1 trait bonus on Diplomacy and Knowledge (local) checks. Knowledge (local) is always a class
skill for you.
You gain a +1 trait bonus on Diplomacy checks and Diplomacy is always a class skill for you.

You gain a +1 trait bonus on Knowledge (local) checks and Knowledge (local) is always a class skill for you.

You gain a +1 trait bonus on Sense Motive checks and Sense Motive is always a class skill for you.
You gain a +1 trait bonus on Reflex saving throws.
Whenever you have a morale bonus on weapon attack rolls, you also receive a +1 trait bonus on weapon
damage rolls.

Choose one 1st-level spell from the bard, cleric, druid, or sorcerer/wizard spell list. If you have the Brew
Potion feat, you may create potions of this spell as if it were on your spell list.
You receive a +1 trait bonus on weapon damage rolls against giants, goblins, and orcs.
You gain a +1 trait bonus on Diplomacy and Knowledge (history) checks.
You gain a +1 trait bonus on Acrobatics and Climb checks and on Reflex saves to avoid falling.

Your starting cash increases to 500 gp.


You gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions, and a
+1 trait bonus on all saving throws against fire effects.
You gain a +3 trait bonus on Perception checks to search for concealed items.
You start with twice the normal amount of starting gold. In addition, your reputation remains strong in the
Nightstalls, and any transactions you make there are always beneficial to you; items you sell net you an
additional 10% profit, and items you purchase there are 10% cheaper than normal. This discount also
applies to your starting gear.
You gain a +3 trait bonus on Knowledge (engineering) checks and a +2 trait bonus on Perception checks to
find secret doors or traps in buildings built in the Egorian School style.
When casting a spell of 1st level or higher that deals acid damage, the spell deals 1 extra point of acid
damage.
When casting a spell of 1st level or higher that deals cold damage, the spell deals 1 extra point of cold
damage.
When casting a spell of 1st level or higher that deals electricity damage, the spell deals 1 extra point of
electricity damage.
When casting a spell of 1st level or higher that deals fire damage, the spell deals 1 extra point of fire
damage.
You gain a +1 trait bonus on Fortitude saving throws.
You gain a +1 trait bonus on Fortitude saving throws.
You gain a +4 trait bonus on any savings throws made to resist the effects of cold environments, as well as
a +1 trait bonus on all saving throws against cold effects.
Once per day, you may cast one conjuration (summoning) spell as if your caster level were 2 higher than
normal.
You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
You gain a +1 trait bonus on caster level checks with illusion spells and a +1 trait bonus on Will saves to
disbelieve illusions.
You gain a +1 trait bonus on Bluff and Disguise checks. Bluff is always a class skill for you.
You gain a +1 trait bonus on Bluff and Disguise checks. Disguise is always a class skill for you.
You gain a +2 trait bonus on Perception checks to discover traps (select the Trapd Finding skill in the skills
section on the Front tab) and a +1 trait bonus on Disable Device checks.
You gain a +1 trait bonus on Spellcraft checks to identify teleportation magic and a +1 trait bonus on caster
level checks when casting teleportation spells. You know the proper commands to operate a particular elf
gate (most likely an often used elf gate, but at the GM’s discretion it may be a less popular or out-of-the-way
elf gate).

You gain a +1 trait bonus on Diplomacy checks when interacting with Forlorn elves and non-elf races.
You gain a +1 trait bonus on Appraise checks and Appraise is always a class skill for you.
You gain a +1 trait bonus on Appraise checks and Appraise is always a class skill for you.
You gain a +2 trait bonus on Profession (soldier) checks and it is always a class skill for you.
You gain a +2 trait bonus on Ride checks and Ride is always a class skill for you.
You gain a +2 trait bonus on Survival checks and it is always a class skill for you.
You gain a +1 trait bonus on Swim checks and a +1 trait bonus on saving throws against enchantment
effects.
You gain a +1 trait bonus on Initiative and Sense Motive checks. Sense Motive is always a class skill for
you.
You gain a +2 trait bonus on saves against fear effects, and when you do make a successful save against a
fear effect, the resulting rush of bravado grants you a +1 trait bonus on attack rolls and all skill checks for
the next minute.
When you have more than 1 Will saving throw to overcome an effect (such as greater command, hold
person, or by using the good fortune ability of the Luck domain), you receive a +3 trait bonus on the extra
Will saves against that effect.
You start with only half of the normal starting cash, but your knowledge of the pesh addict lifestyle grants
you a +1 trait bonus on Bluff, Knowledge (local), and Sense Motive checks. Bluff is always a class skill for
you.
You start with only half of the normal starting cash, but your knowledge of the pesh addict lifestyle grants
you a +1 trait bonus on Bluff, Knowledge (local), and Sense Motive checks. Knowledge (local) is always a
class skill for you.
You start with only half of the normal starting cash, but your knowledge of the pesh addict lifestyle grants
you a +1 trait bonus on Bluff, Knowledge (local), and Sense Motive checks. Sense Motive is always a class
skill for you.

You gain a +1 trait bonus on Sleight of Hand checks and Sleight of Hand is always a class skill for you.
Select one cantrip and one 1st-level spell; when you cast these spells, they function at one caster level
higher than your actual caster level.
You gain a +1 trait bonus on attack rolls with fist-sized rocks or similarly shaped objects, and a +1 trait
bonus on concentration checks.
When mounted and making a charge, your mount’s speed is increased by 10 feet You must have the
Mounted Combat feat to take this trait.
You gain a +1 trait bonus on damage dealt with a dagger and a +1 trait bonus on Swim checks. Swim is
always a class skill for you.
You gain a +1 trait bonus on Handle Animal checks and Handle Animal is always a class skill for you.
You gain a +1 trait bonus on Knowledge (nature) checks and Knowledge (nature) is always a class skill for
you.
You gain a +1 trait bonus on Ride checks and Ride is always a class skill for you.
You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted
by evil.
You gain a +1 trait bonus on Stealth checks. This trait bonus increases to +2 in hilly or rocky areas.
You gain a +1 trait bonus on Disable Device checks and Disable Device is always a class skill for you.

You gain a +1 trait bonus on Sleight of Hand checks and Sleight of Hand is always a class skill for you.
You gain a +2 trait bonus on Heal checks to treat diseases or poisons, and Heal is always a class skill for
you.
You gain a +1 bonus on saving throws against spells that deal acid damage or have the acid subtype.
You gain a +1 bonus on saving throws against spells that deal cold damage or have the cold subtype.
You gain a +1 bonus on saving throws against spells that deal electricity damage or have the electricity
subtype.
You gain a +1 bonus on saving throws against spells that deal fire damage or have the fire subtype.
You gain a +1 trait bonus on Knowledge checks related to dwarves (dwarven history, dwarven construction,
and so on) and a +1 trait bonus on Fortitude saves in any round in which you use a bardic performance
ability.

You gain a +1 trait bonus on Initiative checks and if you are able to act during the surprise round of an
encounter, you can draw a weapon (but not a potion or magic item) as a free action during that round.

Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level
1st). If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to
that class level.
You gain a +2 trait bonus on Climb checks as well as other skill checks involving rope use, and a +4 trait
bonus on Appraise checks to determine the value of large quantities of bulk goods without opening their
containers.
You gain a +2 trait bonus on Survival checks to track evil outsiders and a +2 trait bonus on initiative checks
when you know your opponent is an evil outsider.

You receive a +2 trait bonus on Diplomacy checks with those who find you attractive. You can use daze
once per day as a spell-like ability, with a caster level equal to your character level.
You gain a +2 trait bonus on Diplomacy checks.
You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves
against mind-affecting spells and effects from demons.

You receive a +1 trait bonus on concentration checks to cast defensively and a +1 trait bonus on AC against
attacks provoked by or readied against spellcasting.

When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty
on your attack roll, and gain a +1 trait bonus on any nonlethal damage you inflict with a slashing weapon.
You gain a +1 trait bonus on Diplomacy and Sense Motive checks.
You gain a +1 trait bonus on slashing weapon damage against all aberrations.
You gain a +1 trait bonus on Diplomacy and Knowledge (religion) checks. Diplomacy is always a class skill
for you.
You gain a +1 trait bonus on Diplomacy and Knowledge (religion) checks. Knowledge (religion) is always a
class skill for you.
Your divine spells gain a +1 trait bonus on melee weapon damage.
You gain a +2 trait bonus on Perception checks.
Whenever you score a critical hit with a scimitar, you deal an additional two points of fire damage to your
target.
You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. Knowledge
(engineering) is a class skill for you.
You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. Knowledge
(history) is a class skill for you.
You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus on the DC of
any charm or compulsion that does not provide ongoing control and results in peaceful acts, such as calm
emotions, sleep, or a suggestion to lay down arms.
As long as you are under the effects of any spell, you gain a +2 trait bonus on saving throws against death
effects. If you are reduced to negative hit points while you are under the effects of any spell, you
automatically confirm stabilization checks to stop bleeding.
You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at
such an attempt you may retry it once.
You receive a +1 trait bonus when retrying a previously failed skill check or ability check, as well as when
taking 20 on skill checks and ability checks.
When a creature damages you with a weapon, on your next turn you gain a +1 trait bonus on weapon
damage against that creature. If this creature is your ilduliel (see Elves of Golarion page 8), this bonus
increases to +2.
You gain a +1 trait bonus on Knowledge (history) checks to recognize or evaluate art, Knowledge
(engineering) checks, Survival checks to hunt game, Constitution checks to run, and Spellcraft checks
involving crystals or gems.
You can automatically determine where true north is. You gain a +4 trait bonus on Survival checks to avoid
becoming lost.
During the day, you gain a +1 trait bonus on all Charisma-based checks.
In any settlement, you gain a +2 trait bonus against fear effects. If you fail a save against a fear effect, you
may make a new save each round you remain in the city to overcome the fear effect as long as the fear
effect persists. If you are a paladin, this ability to make additional saves to overcome fear extends to all
allies within your aura of courage.

Choose one Craft or Profession skill in which you have at least 1 rank. Ranks in your chosen skill count as
your caster level for the purpose of qualifying for the Craft Magic Arms and Armor feat. You may craft +1
armor, weapons, or shields (with no special qualities), substituting your rank in the chosen skill for your
caster level. You must use the chosen skill for the check to create the item. Crafting in this fashion takes
twice as long as normal. These items cannot be upgraded with new abilities.

You gain a +1 trait bonus on Bluff and Sense Motive checks. Bluff is always a class skill for you.
You gain a +1 trait bonus on Bluff and Sense Motive checks. Sense Motive is always a class skill for you.

You gain a +1 trait bonus on Fortitude saving throws against poison. You may make Diplomacy checks (or
wild empathy checks if you are a druid or ranger) to improve a Hostile or Unfriendly insectile vermin’s
attitude toward Indifferent.
You make Acrobatics checks using your Wisdom modifier instead of Dexterity. Acrobatics is always a class
skill for you.
You make Climb checks using your Wisdom modifier instead of Strength. Climb is always a class skill for
you.
You make Disable Device checks using your Wisdom modifier instead of Dexterity. Disable Device is always
a class skill for you.
You make Escape Artist checks using your Wisdom modifier instead of Dexterity. Escape Artist is always a
class skill for you.
You make Fly checks using your Wisdom modifier instead of Dexterity. Fly is always a class skill for you.

You make Ride checks using your Wisdom modifier instead of Dexterity. Ride is always a class skill for you.
You make Sleight of Hand checks using your Wisdom modifier instead of Dexterity. Sleight of Hand is
always a class skill for you.
You make Stealth checks using your Wisdom modifier instead of Dexterity. Stealth is always a class skill for
you.
You make Swim checks using your Wisdom modifier instead of Strength. Swim is always a class skill for
you.

0
0
0
0
0
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Conditional

CTWE
CTWE
CTWE
CTWE
CTWE
CTWE
CTWE
CTWE
CTWE
CTWE
CTWE
CTWE
CTWE
CTWE
CTWE
CTWE
CTWE
CTWE
CTWE
CTWE
CTWE
CTWE
CTWE
CTWE
CTWE

C-EoD
C-EoD
C-EoD

Q-GttE
Source

Initiative

0
0

Fort

0
0

Ref

0
0
Saves

Will

0
0

Acrobatics
0

Appraise
0

Bluff
0

Climb
0

Craft
0

Diplomacy

0
0

Disable Device
0

Disguise
0

Escape Artist
0

Fly
0

Handle Animal
0

Heal
0
0

Intimidate
0

Knowledge (arcana)
0

Knowledge (dungeoneering)
0

Knowledge (engineering)
0

0 Knowledge (geography)
0
0
Yes C-EoD
Yes CTWE
Yes CTWE
Yes CTWE
Yes CTWE

Yes CTWE

Yes CTWE

CTWE 0 0

CTWE 0 0
Yes CTWE
C-EoD

Yes CTWE
CTWE 0

Yes CTWE

Yes CTWE

CTWE
CTWE 0
Yes C-EoD

Q-GttE 0 0

Q-GttE 0 0

Yes C-EoD

Yes CTWE

Yes C-EoD
CTWE
Yes CTWE
CTWE

CoTPG
CoTPG 0
CoTPG 0
CoTPG
CoTPG
CoTPG
CoTPG

Yes CoTPG

Yes CoTPG

Yes CoTPG

Yes CoTPG

Yes CoTPG 0
CotCTPG
CotCTPG 0
CotCTPG 0
CotCTPG
CotCTPG 0
CotCTPG
CotCTPG
CotCTPG 0
CotCTPG
CotCTPG 0
CotCTPG 0
Yes CotCTPG
LoFpG 0
LoFpG 0
LoFpG 0
Yes LoFpG

Yes LoFpG

LoFpG 0
LoFpG 0
LoFpG 0
LoFpG
LoFpG
LoFpG

Yes LoFpG
Yes LoFpG

Yes SDPG

Yes KMPG

Yes KMPG

Yes KMPG

Yes KMPG

Yes KMPG

KMPG

Yes KMPG

KMPG 0

KMPG 0

KMPG

Yes KMPG
Yes KMPG 0
Yes KMPG 0
Yes KMPG
Yes KMPG
Yes KMPG
Yes KMPG
Yes KMPG
KMPG 0
KMPG 0
SDPG 0
SDPG 0
SDPG 0
SDPG 0
SDPG 0
SDPG 0
SDPG 0
SDPG
SDPG
SDPG
Yes SDPG
Yes SDPG
Yes SDPG

Yes AA

Yes AA

Yes AA

Yes AA

Yes AA

Yes AA

Yes AA

Yes AA

Yes AA

Yes AA

Yes AA

Yes AA

Yes AA

Yes AA

Yes AA

Yes GtPSOP

Yes GtPSOP
GtPSOP
Yes GtPSOP

Yes GtPSOP
Yes GtPSOP
Yes GtPSOP

GtPSOP 0

GtPSOP

Yes GtPSOP

Yes GtPSOP

Yes GtPSOP

Yes GtPSOP

Yes GtPSOP
Yes GtPSOP
Yes GtPSOP

Yes GtPSOP

Yes GtPSOP

Yes GtPSOP

Yes GtPSOP

Yes GtPSOP

Yes GtPSOP

Yes GtPSOP

Yes GtPSOP

Yes GtPSOP

Yes GtPSOP

GtPSOP 0

GtPSOP 0

Yes GtPSOP

Yes GtPSOP

Yes GtPSOP

GtPSOP 0
GtPSOP 0
GtPSOP
Yes GtPSOP

Yes GtPSOP

Yes GtPSOP

Yes GtPSOP

Yes GtPSOP

Yes GtPSOP

Yes GtPSOP

Yes GtPSOP

Yes GtPSOP

Yes GtPSOP

Yes GtPSOP

Yes GtPSOP

Yes GtPSOP

Yes GtPSOP

Yes GtPSOP

Yes LoFPG

Yes EoG

Yes T-EoG

Yes T-EoG

Yes T-EoG

Yes T-EoG

Yes T-EoG
Yes T-EoG

Yes T-EoG

Yes T-EoG

Yes T-EoG

Yes T-EoG

T-EoG 0

T-EoG 0

C-EoD

T-EoG 0

Yes T-EoG 0

Yes LoFPG

Yes DoG

Yes DoG

Yes DoG

T-EoG 0
T-EoG 0
Yes DoG

LoFPG 0

Yes DoG

Yes T-EoG

LoFPG 0

Yes LoFPG

Yes LoFPG

Yes LoFPG
Yes LoFPG

Yes LoFPG

Yes DoG
Yes DoG 0

LoFPG

Yes C-EoD

Yes EoG

Yes LoFPG
LoFPG 0

Yes C-EoD

Yes T-EoG

T-EoG 0 0
Yes DoG
T-EoG 0 0

T-EoG 0 0

EoG 0

EoG 0

0
Yes LoFPG

Yes DoG

Yes C-EoD

Yes DoG
EoG 0
Yes DoG

T-EoG 0

T-EoG 0

LoFPG 0

LoFPG

LoFPG
EoG 0
Yes DoG

Yes Q-GttE

Yes DoG
T-EoG 0
C-EoD 0 0

Yes DoG

Yes LoFpG
Yes C-EoD

Yes LoFpG

Yes C-EoD 0

Yes Q-GttE

Yes Q-GttE

Yes Q-GttE

Yes Q-GttE

EoG 0
LoFpG 0
Yes DoG

Yes Q-GttE

Yes DoG

Yes EoG
Q-GttE 0 0
Q-GttE 0 0
A-SoL 0

Yes EoG

Yes EoG
Q-GttE 0
LoFpG 0
T-EoG
T-EoG
T-EoG
EoG

T-EoG 0

Yes LoFpG

Yes DoG

LoFpG 0

LoFpG 0

LoFpG 0

LoFpG

Yes T-EoG

Yes CA-SoL

Yes Q-GttE

T-EoG
LoFpG 0

LoFpG
LoFpG
Yes EoG
Yes LoFpG
T-EoG 0

T-EoG

Yes Q-GttE
Yes Q-GttE
Yes Q-GttE
Yes Q-GttE
Yes Q-GttE

Yes DoG

Yes Q-GttE 0

Yes T-EoG

Yes C-EoD 0

Yes C-EoD

Yes DoG
T-EoG 0
Yes C-EoD

Yes DoG

Yes LoFPG

EoG 0
Yes LoFPG
T-EoG 0

T-EoG 0
Yes T-EoG
LoFPG
Yes Q-GttE

DoG 0

DoG 0

Yes DoG 0

Yes LoFPG

Yes C-EoD

Yes DoG

Yes EoG

Yes EoG 0

Yes EoG
Yes LoFPG

Yes LoFPG

Yes DoG

0
0

Yes EoG

LoFPG

LoFPG

LoFPG

LoFPG

LoFPG

LoFPG
LoFPG

LoFPG

LoFPG
Knowledge (history)

0
0
0
Knowledge (local)

0
Knowledge (nature)

0
0
0
Knowledge (nobility)

0
0
0
Knowledge (planes)

0
0
0
Knowledge (religion)

0
0
0
Knowledge (spirits)
Skill Bonus

Linguistics
0

Perception
0

Perform (act)
0

Perform (comedy)
0

Perform (dance)
0

Perform (keyboard)
0

Perform (oratory)
0

Perform (percussion)
0

Perform (sing)
0

Perform (string)
0

Perform (wind)
0

Perform (ritual)
0

Profession
0

Ride
0

Sense Motive
0

Sleight of Hand
0

Spellcraft

0
0

Stealth
0

Survival
0

Swim
0

Use Magic Device

0
0
0

0
0
0
0
0

0 0 0 0 0 0 0 0 0 0
0

0
0 0 0 0 0 0 0 0 0 0
0
0

0
0
0
0
0
0
0

0
0 0 0 0 0 0 0 0 0 0
0
0
0

0
0
0

0
0

0 0 0 0 0 0 0 0 0 0
0

0
0

0
0
0
0

0 0

0 0

0 0

0
0
0

0
0

0
0
Acrobatics

Appraise
Bluff
Climb
Craft
Diplomacy

0
Disable Device
Disguise
Escape Artist
Fly
Handle Animal
Heal

0
Intimidate
Knowledge (arcana)
Knowledge (dungeoneering)
Knowledge (engineering)
Knowledge (geography)

0
Knowledge (history)

0
Knowledge (local)
Knowledge (nature)

0
Knowledge (nobility)
0 Knowledge (planes)

0
Knowledge (religion)
0
Knowledge (spirits)
ClassSkill

Linguistics
Perception
FA FA FA FA FA FA FA FA FA FA FA FA FA FA FA FA FA FA FA FA FA FA FA FA FA

E E E E E E E E E E E E E E E E E E E E E E E E E
FALSE LS LS LS LS LS LS LS LS LS LS LS LS LS LS LS LS LS LS LS LS LS LS LS LS LS
0

0
0
0
0

0
0
0
0
0
0
0
0
0
0

0
0

0
0

0
0

0
0

0
0

0
0
0

0
0

0
0

0
0

0
sSkill

Perform (percussion)
Perform (keyboard)

Use Magic Device


Perform (comedy)

Perform (oratory)
Perform (dance)

Perform (string)

Sleight of Hand
Perform (ritual)
Perform (wind)
Perform (sing)

Sense Motive
Perform (act)

Profession

Spellcraft

Survival
Stealth

Swim
Ride
FA FA FA FA FA FA FA FA FA FA FA FA FA FA FA FA FA
LS LS LS LS LS LS LS LS LS LS LS LS LS LS LS LS LS FALSE FALSE 3
E E E E E E E E E E E E E E E E E *** PRPG
4 - Combat ***
Accelerated
5 Drinker
Anatomist
6
Armor
7 Expert
B
8 ullied
Courageous
9
Deft
###Dodger
Dirty
###Fighter

###
Fencer

###
Killer
Reactionary
###
###
Resilient
Strong Arm,
### Supple Wrist
Threatening
### Defender
*** PRPG
### - Faith ***
Birthmark
###
Caretaker
###
Child of the Temple
### [Knowledge (nobility)]

Child of the Temple


###[Knowledge (religion)]

Devotee of the Green


###[Knowledge (geography)]

Devotee of the Green


### [Knowledge (nature)]
Ease
###of Faith
History
###of Heresy
Indomitable
### Faith
Sacred
### Conduit
Sacred
### Touch
Scholar of the Great ###
Beyond [Knowledge (history)]

Scholar of the Great ###


Beyond [Knowledge (planes)]
*** PRPG
### - Magic ***
0 Classically
### Schooled
Dangerously
0 ### Curious
Desperate
### Focus
Diabolical
### Dabbler
Focused
### Mind
Gifted
### Adept
Hedge
###Magician
Magical
### Knack

Magical
### Lineage

Magical
### Talent

Mathematical Prodigy
### [Knowledge (arcana)]

Mathematical Prodigy
###[Knowledge (engineering)]
###
Skeptic
Theoretical
### Magician
*** PRPG
### - Social ***
###
Adopted
###
Bully

###
Canter

Charming
###

0 Child###
of the Streets
Fast-Talker
###
Hellknight
### Ancestry

Keleshite Princess
### [Diplomacy]

Keleshite Princess
### [Intimidate]

Lost
###Nobility

Natural-Born
### Leader

Nonchalant
### Thuggery
0 Poverty-Stricken
###
Rich
###Parents
0 Suspicious
###
*** PRPG###
- Campaign ***
0 Child
###of Infamy
Conspiracy
### Hunter [Bluff]
Conspiracy###
Hunter [Diplomacy]
Conspiracy Hunter
### [Knowledge (local)]
Conspiracy###
Hunter [Perception]
0 Conspiracy Hunter
### [Sense Motive]
0 Conspiracy
###Hunter [Stealth]

Diabolist
### Raised

Infernal
### Bastard

Shadow
### Child

The Pathfinder’s
### Exile

Westcrown
### Firebrand
Drug Addict
###(addicted friend)
Drug Addict###
(personal addiction)
Framed###(Family Honor)
Framed
### (Dropout)
Love Lost###
(Orphaned) [Craft]
Love Lost (Orphaned)
### [Perform]
Love Lost (Orphaned)
### [Profession]
Love Lost
### (Widowed)
0 Missing###
Child (Sibling)
Missing Child
###
(Son or Daughter)
Unhappy Childhood
### (Tortured)
Unhappy Childhood
### (Religious)
Earning Your###
Freedom [Fortitude]
Earning Your
###Freedom [Reflex]
Earning Your
### Freedom [Will]
Finding
### Haleen

Gnoll
### Killer

Missionary
### [Bluff]
Missionary
### [Diplomacy]
Missionary
### [Intimidate]
Missionary [Knowledge
### (religion)]
0 0 0 0 0 0 0 0 0 0 Missionary
### [Perform]
0 Missionary
###[Sense Motive]

Reclaiming
### your Roots
Seeking
###Adventure

Fools
###for Friends

###
Bastard

###
Brigand

###
Issian

Noble###
Born [Garess]

Noble###
Born [Lebeda]

0 Noble ###
Born [Lodovka]

Noble Born
### [Medvyed]

Noble Born [Orlovsky,


### Acrobatics]

Noble Born [Orlovsky,


### Diplomacy]

Noble Born###
[Orlovsky, Stealth]

Noble###
Born [Surtova]
Pioneer
### [Climb]
Pioneer###
[Handle Animal]
Pioneer [Knowledge
### (nature)]
Pioneer
###[Perception]
Pioneer
### [Ride]
Pioneer
### [Survival]
Pioneer
### [Swim]
Rostlander
###
Sword
### Scion
Into Enemy###Territory [Fortitude]
Into Enemy###
Territory [Reflex]
Into Enemy
###Territory [Will]
Looking###
for Work [Bluff]
Looking###
for Work [Craft]
Looking for###
Work [Diplomacy]
Looking for###
Work [Intimidate]
Looking for###
Work [Perception]
0 0 0 0 0 0 0 0 0 0 Looking for
###Work [Perform]
Looking for
###Work [gambler]
Optimistic
### Gambler
Researching
### the Blot
Scouting
### for Fiends
*** PRPG###- Equipment ***
Augmented
### Disguise

Dealmaker
###

Extremely ###
Fashionable [Bluff]

Extremely Fashionable
### [Diplomacy]

Extremely Fashionable
### [Intimidate]

Heirloom
### Weapon

Improvisational
### Equipment

Iron
### Liver

Power###
of Suggestion

Prehensile
### Whip

Quick
### Learner

Rough
###and Ready

Stage
### Magic

Stealthy
### Escape

Thrown-Together
### Fashion
*** PRPG
###- Faction ***
Captain’s ###
Blade [Acrobatics]

Captain’s
###Blade [Climb]
0 ###
Explorer
Freedom###
Fighter (Andoran)

Hunter’s
### Eye
Indomitable
###
Devil’s
### Mark

Fiendish Presence
### [Diplomacy]

0 Fiendish Presence
### [Sense Motive]

Fires
### of Hell

Master
###of Pentacles

Soul-Drinker
###

Attuned###
to the Ancestors

Dunewalker
###
Mummy-Touched
###
Secrets of ###
the Sphinx [arcana]

Secrets of the Sphinx


### [dungeoneering]

Secrets of the###
Sphinx [engineering]

Secrets of the
###
Sphinx [geography]

Secrets of ###
the Sphinx [history]

Secrets of###
the Sphinx [local]

Secrets of ###
the Sphinx [nature]

Secrets of ###
the Sphinx [nobility]

Secrets of ###
the Sphinx [planes]

Secrets of ###
the Sphinx [religion]

Secrets of###
the Sphinx [spirits]

Tomb Raider [Knowledge


### (dungeoneering)]

Tomb Raider
### [Perception]

###
Dervish

Desert
### Shadow

Eastern
### Mysteries

Gold Finger
###[Disable Device]
0 Gold Finger
###[Sleight of Hand]
0 Horse
### Lord
Expert
### Duelist

Fashionable
### [Bluff]

Fashionable
### [Diplomacy]

0 Fashionable
###[Sense Motive]

Impressive
### Presence

Performance
### Artist [act]

Performance
### Artist [comedy]

Performance
### Artist [dance]

Performance
###Artist [keyboard]

Performance
### Artist [oratory]

Performance
###
Artist [percussion]

Performance
### Artist [sing]

Performance
### Artist [string]

Performance
### Artist [wind]

Vindictive
###
*** PRPG
### - Race ***

Animal
### Friend

Arcane
### Dabbler

Aspiring
### Bard [act]

Aspiring###
Bard [comedy]

Aspiring
###Bard [dance]

Aspiring###
Bard [keyboard]

Aspiring
###
Bard [oratory]
Aspiring ###
Bard [percussion]

Aspiring
###Bard [sing]

Aspiring
###Bard [string]

Aspiring
###Bard [wind]

Aspiring
###Bard [ritual]

Azlant Fanatic###
[Knowledge (arcana)]

Azlant Fanatic###
[Knowledge (history)]

Brastlewark
### Businessman

###
Brute

Carefully
### Hidden

Child
###
of Zolurket

Clear-headed
###

Deep
###Guardian

Deep
### Marker

Dilettante###
Artist [Diplomacy]
0 0 0 0 0 0 0 0 0 0 Dilettante
###
Artist [Perform]
Earthbound
###

Ekujae
### Reflexes

Eldritch
### Smith

Failed
###Apprentice

Forlorn
### (Racial)

Freedom###
Fighter (Halfling)

Genie
###Blood [air]

Genie###
Blood [earth]
Genie
###Blood [fire]

Genie###
Blood [water]

Goldsniffer
###
Grounded
###

###
Historian

Infernal
### Influence

Lapsed
### Faith

Latent
### Psion
Legacy
### of Sand

Masterful
### Demeanor

Militant
###Merchant

Rapscallion
###
###
Ruthless
Scholar of Ruins [Knowledge
### (dungeoneering)]

Scholar of Ruins ###


[Knowledge (geography)]

Seeker of Brightness
### [arcana]

Seeker of Brightness
### [dungeoneering]

Seeker of Brightness
### [engineering]

Seeker of Brightness
### [geography]

Seeker of ###
Brightness [history]

Seeker of###
Brightness [local]

Seeker of ###
Brightness [nature]

Seeker of Brightness
### [nobility]

Seeker of ###
Brightness [planes]

Seeker of Brightness
### [religion]

Seeker of ###
Brightness [spirits]
Spirits
###
in the Stone

Strength
###of the Land

Successful
### Shirker

Tunnel
### Fighter
Warrior
### of Old
Warsmith
###

Well-Informed
### [Diplomacy]

Well-Informed
###
[Knowledge (local)]

World Traveler
### [Diplomacy]

World Traveler
###[Knowledge (local)]

0 World Traveler
### [Sense Motive]
Youthful
### Mischief
Zest
###for Battle
*** PRPG
###- Region ***
Alchemical
### Prodigy

###
Blooded
Chivalrous
###
Cliff
###Jumper

Coin
###Hoarder

Desert
### Child
Dump
###Salvager

Duskwalker
### Agent

Egorian School
### Apprentice

Elemental
### Pupil [acid]

Elemental
### Pupil [cold]

Elemental
###Pupil [electricity]

Elemental
### Pupil [fire]

Forlorn
###(Regional)
Freed
### Slave
Frostborn
###

Genie-Caller
###

Glory
### of Old

Iadaran
### Illusionist
Keeper ###
of the Veil [Bluff]
Keeper of###
the Veil [Disguise]
Kobold’s
### Neighbor

Kyonin
###Gatekeeper

Left
###Behind
Merchant### of Katheer
Merchant’s
### Child
Militia Veteran
### [soldier]
0 Militia ###
Veteran [Ride]
0 Militia Veteran
### [Survival]
Mordant
### Heritage

0 Narrows
### Survivor

Nightstall
### Urchin

Perseverance
###

Pesh###
Addict [Bluff]

Pesh Addict###
[Knowledge (local)]

0 Pesh Addict
###[Sense Motive]

0 Pesh
### Dealer

Precocious
### Spellcaster

Prismati
### Player

Rider
###of Paresh

0 River
### Rat
Savannah Child
### [Handle Animal]

Savannah Child
###[Knowledge (nature)]
0 Savannah
### Child [Ride]
Treerazer’s
### Bane
Uwaga
###Highlander
Vagabond Child
### [Disable Device]

0 Vagabond Child
### [Sleight of Hand]

Venicaan
### Medic
Walking
###Ward [acid]
Walking
###Ward [cold]
Walking ###
Ward [electricity]
Walking
###Ward [fire]

Warrior
### Poet

Watching
### Taldor

Wealthy
### Dabbler

Wharf
### Rat

Whisper
###
Woods Hunter
*** PRPG
###- Religion ***
###
Alluring
Ambassador
###
Asmodean
###Demon Hunter

Battlefield
### Caster

Blade
###of Mercy

Calistrian
### Prostitute
Cleansing
### the Twisted
Devotee of a Dead
### God [Diplomacy]

Devotee of a Dead###
God [Knowledge (religion)]
Divine
### Warrior
Eyes and
###Ears of the City
Flame of###
the Dawnflower

Guardian of the Forge


###[Knowledge (engineering)]

Guardian of the Forge


### [Knowledge (history)]

Honeyed
### Words

Magic
### is Life

Patient
### Optimist

Resigned
###

Sacred
### Avenger

Sovyrian
### Pantheist

###
Starchild
Strength
### of the Sun

The ###
City Protects

Toilcrafter
###

Under
###
Siege [Bluff]
0 Under Siege
###[Sense Motive]

Wasp
###Whisperer

Wisdom in the
###Flesh [Acrobatics]

Wisdom in###
the Flesh [Climb]

Wisdom in the###
Flesh [Disable Device]

Wisdom in the###
Flesh [Escape Artist]

Wisdom###
in the Flesh [Fly]

0 Wisdom in
###the Flesh [Ride]
0 Wisdom in the###
Flesh [Sleight of Hand]

0 Wisdom in###
the Flesh [Stealth]

0 Wisdom in
###
the Flesh [Swim]
###
NULL
###
NULL
###
NULL
###
NULL
###
NULL
###
NULL
ge (nobility)]

ge (religion)]

ge (geography)]

dge (nature)]

wledge (history)]

wledge (planes)]
dge (arcana)]

e (engineering)]
ngeoneering)]
ungeoneering)]

(geography)]
edge (religion)]
ge (engineering)]

edge (history)]
Description

A creature that is taking bleed damage takes the listed amount of damage at the beginning
of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of
any spell that cures hit point damage (even if the bleed is ability damage). Some bleed
effects cause ability damage or even ability drain. Bleed effects do not stack with each
other unless they deal different kinds of damage. When two or more bleed effects deal the
same kind of damage, take the worse effect. In this case, ability drain is worse than ability
Bleed damage.

The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to
AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and
on opposed Perception skill checks. All checks and activities that rely on vision (such as
reading and Perception checks based on sight) automatically fail. All opponents are
considered to have total concealment (50% miss chance) against the blinded character.
Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed.
Creatures that fail this check fall prone. Characters who remain blinded for a long time grow
Blinded accustomed to these drawbacks and can overcome some of them.
* If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack
and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2
damage on a confirmed critical hit.
* If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding
down. Broken armor doubles its armor check penalty on skills.
* If the item is a tool needed for a skill, any skill check made with the item takes a –2
penalty.
* If the item is a wand or staff, it uses up twice as many charges when used.
* If the item does not fit into any of these categories, the broken condition has no effect
on its use. Items with the broken condition, regardless of type, are worth 75% of their
normal value. If the item is magical, it can only be repaired with a mending or make whole
spell cast by a character with a caster level equal to or higher than the item's. Items lose
the broken condition if the spell restores the object to half its original hit points or higher.
Non-magical items can be repaired in a similar fashion, or through the Craft skill used to
create it. Generally speaking, this requires a DC 20 Craft check and 1 hour of work per
point of damage to be repaired. Most craftsmen charge one-tenth the item's total cost to
Broken repair such damage (more if the item is badly damaged or ruined).
A confused creature is mentally befuddled and cannot act normally. A confused creature
cannot tell the difference between ally and foe, treating all creatures as enemies. Allies
wishing to cast a beneficial spell that requires a touch on a confused creature must
succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature
that last attacked it until that creature is dead or out of sight.

Roll on the following table at the beginning of each confused subject's turn each round to
see what the subject does in that round.
d% Behavior
01–25 Act normally.
26–50 Do nothing but babble incoherently.
51–75 Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject's
self).

A confused creature who can't carry out the indicated action does nothing but babble
incoherently. Attackers are not at any special advantage when attacking a confused
creature. Any confused creature who is attacked automatically attacks its attackers on its
next turn, as long as it is still confused when its turn comes. Note that a confused creature
will not make attacks of opportunity against anything that it is not already devoted to
Confused attacking (either because of its most recent action or because it has just been attacked).
The character is frozen in fear and can take no actions. A cowering character takes a –2
Cowering penalty to Armor Class and loses his Dexterity bonus (if any).
The creature is unable to act normally. A dazed creature can take no actions, but has no
penalty to AC.

Dazed A dazed condition typically lasts 1 round.


The creature is unable to see well because of overstimulation of the eyes. A dazzled
Dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks.

The character's hit points are reduced to a negative amount equal to his Constitution score,
his Constitution drops to 0, or he is killed outright by a spell or effect. The character's soul
leaves his body. Dead characters cannot benefit from normal or magical healing, but they
can be restored to life via magic. A dead body decays normally unless magically preserved,
but magic that restores a dead character to life also restores the body either to full health or
to its condition at the time of death (depending on the spell or device). Either way,
resurrected characters need not worry about rigor mortis, decomposition, and other
Dead conditions that affect dead bodies.
A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically
fails Perception checks based on sound, takes a –4 penalty on opposed Perception
checks, and has a 20% chance of spell failure when casting spells with verbal components.
Characters who remain deafened for a long time grow accustomed to these drawbacks and
Deafened can overcome some of them.
A character with 0 hit points, or one who has negative hit points but has become stable and
conscious, is disabled. A disabled character may take a single move action or standard
action each round (but not both, nor can he take full-round actions, but he can still take
swift, immediate, and free actions). He moves at half speed. Taking move actions doesn't
risk further injury, but performing any standard action (or any other action the GM deems
strenuous, including some free actions such as casting a quickened spell) deals 1 point of
damage after the completion of the act. Unless the action increased the disabled
character's hit points, he is now in negative hit points and dying.

A disabled character with negative hit points recovers hit points naturally if he is being
helped. Otherwise, each day he can attempt a DC 10 Constitution check after resting for 8
hours, to begin recovering hit points naturally. The character takes a penalty on this roll
equal to his negative hit point total. Failing this check causes the character to lose 1 hit
point, but this does not cause the character to become unconscious. Once a character
makes this check, he continues to heal naturally and is no longer in danger of losing hit
Disabled points naturally.
A dying creature is unconscious and near death. Creatures that have negative hit points
and have not stabilized are dying. A dying creature can take no actions. On the character's
next turn, after being reduced to negative hit points (but not dead), and on all subsequent
turns, the character must make a DC 10 Constitution check to become stable. The
character takes a penalty on this roll equal to his negative hit point total. A character that is
stable does not need to make this check. A natural 20 on this check is an automatic
success. If the character fails this check, he loses 1 hit point. If a dying creature has an
Dying amount of negative hit points equal to its Constitution score, it dies.
The character gains one or more negative levels, which might become permanent. If the
subject has at least as many negative levels as Hit Dice, he dies. See Energy Drain and
Energy Drained Negative levels for more information.

The character is ensnared. Being entangled impedes movement, but does not entirely
prevent it unless the bonds are anchored to an immobile object or tethered by an opposing
force. An entangled creature moves at half speed, cannot run or charge, and takes a –2
penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who
attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the
Entangled spell.
An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty
to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes
fatigued. A fatigued character becomes exhausted by doing something else that would
Exhausted normally cause fatigue.

A fascinated creature is entranced by a supernatural or spell effect. The creature stands or


sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long
as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as
Perception checks. Any potential threat, such as a hostile creature approaching, allows the
fascinated creature a new saving throw against the fascinating effect. Any obvious threat,
such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the
fascinated creature, automatically breaks the effect. A fascinated creature's ally may shake
Fascinated it free of the spell as a standard action.
A fatigued character can neither run nor charge and takes a –2 penalty to Strength and
Dexterity. Doing anything that would normally cause fatigue causes the fatigued character
to become exhausted. After 8 hours of complete rest, fatigued characters are no longer
Fatigued fatigued.

A character who has not yet acted during a combat is flat-footed, unable to react normally
to the situation. A flat-footed character loses his Dexterity bonus to AC and Combat
Manuever Defense (CMD) (if any) and cannot make attacks of opportunity, unless he has
the Combat Reflexes feat or Uncanny Dodge class ability.

Characters with Uncanny Dodge retain their Dexterity bonus to their AC and can make
Flat-Footed attacks of opportunity before they have acted in the first round of combat.

A frightened creature flees from the source of its fear as best it can. If unable to flee, it may
fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks,
and ability checks. A frightened creature can use special abilities, including spells, to flee;
indeed, the creature must use such means if they are the only way to escape.

Frightened is like shaken, except that the creature must flee if possible. Panicked is a more
Frightened extreme state of fear.
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot
move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all
attack rolls and combat maneuver checks, except those made to grapple or escape a
grapple. In addition, grappled creatures can take no action that requires two hands to
perform. A grappled character who attempts to cast a spell must make a concentration
check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot
make attacks of opportunity.

A grappled creature cannot use Stealth to hide from the creature grappling it, even if a
special ability, such as hide in plain sight, would normally allow it to do so. If a grappled
creature becomes invisible, through a spell or other ability, it gains a +2 circumstance
Grappled bonus on its CMD to avoid being grappled, but receives no other benefit.

A pinned creature is tightly bound and can take few actions. A pinned creature cannot
move and is flat-footed. A pinned character also takes an additional –4 penalty to his Armor
Class. A pinned creature is limited in the actions that it can take. A pinned creature can
always attempt to free itself, usually through a combat maneuver check or Escape Artist
check. A pinned creature can take verbal and mental actions, but cannot cast any spells
that require a somatic or material component. A pinned character who attempts to cast a
spell must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the
Pinned spell. Pinned is a more severe version of grappled, and their effects do not stack.

The character is lying on the ground. A prone attacker has a –4 penalty on melee attack
rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a
+4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against
melee attacks.

Prone Standing up is a move-equivalent action that provokes an attack of opportunity.


A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and
Shaken ability checks. Shaken is a less severe state of fear than frightened or panicked.
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws,
Sickened skill checks, and ability checks.

A character who was dying but who has stopped losing hit points each round and still has
negative hit points is stable. The character is no longer dying, but is still unconscious. If the
character has become stable because of aid from another character (such as a Heal check
or magical healing), then the character no longer loses hit points. The character can make
a DC 10 Constitution check each hour to become conscious and disabled (even though his
hit points are still negative). The character takes a penalty on this roll equal to his negative
hit point total.

If a character has become stable on his own and hasn't had help, he is still at risk of losing
hit points. Each hour he can make a Constitution check to become stable (as a character
Stable that has received aid), but each failed check causes him to lose 1 hit point.
A staggered creature may take a single move action or standard action each round (but not
both, nor can he take full-round actions). A staggered creature can still take swift and
immediate actions. A creature with nonlethal damage exactly equal to its current hit points
Staggered gains the staggered condition.
A stunned creature drops everything held, can't take actions, takes a –2 penalty to AC, and
Stunned loses its Dexterity bonus to AC (if any).
Unconscious creatures are knocked out and helpless. Unconsciousness can result from
having negative hit points (but not more than the creature's Constitution score), or from
Unconscious nonlethal damage in excess of current hit points.
0 0 FALSE 0 0 FALSE
Abilities 5 0
Str Dex Movement Armor Class
0 0

D ex
lier
pe d

pe d

pe d
e

e
u

Multip
Fatig

Fatig

Lose
Zero

Zero
Unty

Unty

Unty
In Effect

FALSE

FALSE 0

FALSE
FALSE

FALSE 0

FALSE

FALSE

FALSE

FALSE

FALSE 1
FALSE 0

FALSE

FALSE 0 1

FALSE 0 0 1

FALSE

FALSE 0 0

FALSE

FALSE
FALSE 0 1

FALSE 1 0

FALSE

FALSE

FALSE

FALSE

FALSE

FALSE 0 0

FALSE
0 0 0 0 0 0 0 0 0 0
FALSE Saving Throws 0 0 0 FALSE 0 Skill Checks
Armor Class All Attacks CMB CMD Initiative All Str Dex Con Int Wis Cha
0
D ex

D ex
pe d

pe d

pe d

pe d

pe d

pe d
Los e

Los e
Fear

Fear

Fear
Unty

Unty

Unty

Unty

Unty

Unty

0 0 0
0

0
0

0 0

0 0 0
0

0 0

0 0 0

0 0 0

0
0

Perception
2 Acid Bomb
Combine Extracts

Concussive Bomb

Delayed Bomb
Dilution

Elixir of Life
8 Enhance Potion
Eternal Potion

10 Explosive Bomb
11 Extend Potion
Fast Bombs
13 Feral Mutagen
Force Bomb
15 Frost Bomb

Grand Mutagen

17 Greater Mutagen
18 Infuse Mutagen
Inferno Bomb
20 Infusion
Madness Bomb
Poison Bomb
23 Potent Bombs
24 Potent Bombs II
25 Potent Bombs III
26 Precise Bomb
27 Shock Bomb
28 Smoke Bomb

Sticky Bomb
Stink Bomb

Grand Discovery

Awakened Intellect
Eternal Youth
Fast Healing
Philosopher’s
Stone
Poison Touch
True Mutagen
bomb may deal acid dmg; direct hit deals additional 1d6 acid dmg 1 rnd later
may place 2 formulae into 1 extract; extract is 2 levels higher than highest level formulae

bomb may deal sonic dmg, but dmg die is d4 rather than d6; direct hit Deafens target for 1 min (Fort neg)
bomb explodes up to 0 rnds after release; may end timer by retrieving bomb; dispel magic or Disable Device check (DC 12) can
immediately if any other creature attempts to touch/move/alter it; deals dmg as direct hit to creature in same square and splash
delayed bomb at a time
1/day, spend gp equal to 1/4 of potion’s market value to create 2 doses of same potion from 1 (cannot be used on extracts or m
1/day, spend 25,000 gp and 1 hr of work to create elixir that functions as true resurrection spell; you may drink to be immediate
w/in 2 days
2/day, cause any potion you drink to function at caster level 0
drink potion affected by Extend Potion discovery to make effects permanent until another such potion is made permanent
bomb splash radius increases to 10' feet rather than 5 feet; direct hit sets taerget on fire, dealing 1d6 fire dmg/rnd until extinguis
rolling on ground provides +2 bonus to save; dousing w/ 2 gal of water automatically extinguishes)
2/day, cause any potion you drink that does not have instantaneous duration to function at x2 normal duration
Full-Round Action; create and throw bombs as full-attack w/ ranged weapon
mutagen grants 2 claws (1d6 dmg) and bite (1d8 dmg) as primary attacks and +2 Competence bonus on Intimidate checks
bomb may deal force dmg, but dmg die is d4 rather than d6; direct hit knocks target Prone (Ref neg)
bomb may deal cold dmg; direct hit Staggers target on next turn (Fort neg)
mutagen grants +6 Natural Armor bonus, +8 Enhancement bonus to 1 physical ability, +6 Enhancement bonus to 2nd physical
physical ability but inflicts –2 penalty to all mental abilities
mutagen grants +4 Natural Armor bonus, +6 Alchemical bonus to 1 physical ability and +4 Alchemical bonus to 2nd physical ab
assicoated mental abilities
take 2 points of Int dmg and spend 1,000 gp to create mutagen that is not rendered inert if another mutagen is created
smoke bomb duplicates incendiary cloud instead of fog cloud
extract may persist out of your possession (continues to occupy daily extract slot) and may affect non-alchemist
direct hit deals normal dmg - 2d6 but also deals 1d4 Wisdom dmg (reduced by 1 for each madness bomb that hit target in past
smoke bomb duplicates cloudkill instead of fog cloud
bomb dmg increases +1d6
bomb dmg increases +1d6
bomb dmg increases +1d6
may select 2 squares that are not affected by splash damage from bomb
bomb may deal electricity dmg; direct hit Dazzles target for 1d4 rnds
bomb functions as fog cloud, filling area equal to twice bomb’s splash radius for 0 rnds
bomb effects continue to dmg splash targets for 1 rnd after initial dmg and direct hit for 2 rnds later (bombs effects normally occ
effects 2 rnds later)
smoke bomb duplicates stinking cloud instead of fog cloud

Description

Intelligence permanently increases by 2


suffer no penalty to physical ability scores from advanced age
gain Fast Healing 5

1/month, create philosopher’s stone w/ 1 day of work and at no cost


Free Action; suppress or activate poisonous touch, as poison spell
mutagen grants a +8 bonus to Natural Armor score and +6 Enhancement bonus to physical attributes
TRUE 2 Acid Bomb
FALSE 8 Enhance Potion

FALSE 10 Explosive Bomb

FALSE 11 Extend Potion


FALSE 13 Feral Mutagen

FALSE 15 Frost Bomb


TRUE 17 Greater Mutagen
FALSE 18 Infuse Mutagen

TRUE 20 Infusion
TRUE 23 Potent Bombs
FALSE 24 Potent Bombs II
TRUE 25 Potent Bombs III
FALSE 26 Precise Bomb
TRUE 27 Shock Bomb

FALSE 28 Smoke Bomb

TRUE #VALUE! NULL


TRUE #VALUE! NULL
FALSE #VALUE! NULL
TRUE #VALUE! NULL
FALSE #VALUE! NULL
FALSE #VALUE! NULL
TRUE #VALUE! NULL
TRUE #VALUE! NULL
TRUE #VALUE! NULL
TRUE #VALUE! NULL
TRUE #VALUE! NULL
TRUE #VALUE! NULL

FALSE #VALUE! NULL


FALSE #VALUE! NULL
Resistance: gain resist energy 2 vs. one energy type (acid, cold, electricity, fire, or sonic), increasing
Smiting: no effect on 1st rnd, but weapons count as magic vs. DR on 2nd; on 3rd and following rnds
Destruction
Healing
Justice
Piercing
Protection
Purity
Resiliency
Resistance
Smiting
sistance: gain resist energy 2 vs. one energy type (acid, cold, electricity, fire, or sonic), increasing by +2 each r
iting: no effect on 1st rnd, but weapons count as magic vs. DR on 2nd; on 3rd and following rnds also counts as
gain +1 Sacred bonus on all weapon dmg rolls, increasing by +1 each rnd to max of +3
gain Fast Healing 1, increasing by 1 each rnd to max of Fast Healing 3
gain +1 Sacred bonus on all attacks, increasing by +1 each rnd to max of +3
gain +1 Sacred bonus on concentration checks and caster level checks to overcome SR, increasing by
gain +1 Sacred bonus to AC, increasing by +1 each rnd to max of +3
gain +1 Sacred bonus on all saves, increasing by +1 each rnd to max of +3
gain DR 1/magic, increasing by 1 each rnd to max of 3
gain resist energy 2 vs. one energy type (acid, cold, electricity, fire, or sonic), increasing by +2 each r
no effect on 1st rnd, but weapons count as magic vs. DR on 2nd; on 3rd and following rnds also count
+6
type (chaotic, evil, good, or lawful) that matches your alignment for overcoming DR

d to max of +3

ment type (chaotic, evil, good, or lawful) that matches your alignment for overcoming DR
#N/A #N/A #N/A #N/A

Order Summary Edicts Challenge Skills

must keep your own


interests/aims above
those of all others;
must always accept
payment when it is gain +1 Morale bonus Appraise (Int) and Perform
due, rewards when on melee dmg vs. (Cha) are class skills; add
Cockatrice earned, and an even challenge target +1 to DC on attempts to
share of loot; must when no one else is demoralize you w/
take every threatening target Intimidate
opportunity to
increase you own
stature, prestige, and
power

must remain loyal to


allies and must Perception (Wis) and
allies gain +1
always work to Survival (Wis) are class
Circumstance bonus
further aims of the skills; gain +1 when using
on melee dmg vs.
Dragon group; must protect Survival to provide food
challenge target
allies from harm and and water for allies or to
when you are
defend their honor protect allies from harsh
threatening target
when called into weather
doubt

must protect life and


lands of sovereign at
Knowledge (local) (Int)
all costs; must obey gain +1 Dodge bonus
and Knowledge (nobility)
commands of to AC vs. attacks
Lion (Int) are class skills; may
sovereign w/out made by challenge
make Knowledge (nobility)
question; must strive target
skill checks untrained
to expand power and
prestige of your realm
must protect
lives/prosperity of
common folk,
shielding them from
deprivations of those
gain +1 Morale bonus
who would seek to Heal (Wis) and Knowledge
to attacks vs.
harm/exploit them; (local) (Int) are class skills;
challenge target for 1
Shield must give charity gain +1 bonus when using
min if target attacks
when warranted and Heal skill on creature
someone other than
aid when needed; other than you
you
must take no action
that would cause
harm/hardship to
those who cannot
defend themselves

must strive to protect


the faith and all those
who follow its
teachings, from priest Heal (Wis) and Knowledge
gain +1 Morale bonus
to common man; (religion) (Int) are class
on saves as long as
Star must adhere to skills; may make
you threaten
strictures of the faith, Knowledge (religion) skill
challenge target
promote its cause checks untrained
whenever possible,
and serve the agents
of the divine

must show courage


in the face of danger,
mercy to those who
have wronged you,
Knowledge (nobility) (Int)
and charity to the
gain +1 Morale bonus and Knowledge (religion)
poor and the meek;
on attacks vs. (Int) are class skills; gain
Sword must be just and
challenge target while +1 Competence bonus on
honorable at all times
astride your mount Sense Motive checks to
and in all things; must
oppose a Bluff
defend your honor
and, above all else,
the honor of those
you serve
Order Abilities
2nd 8th 15th

Braggart (Ex):
Standard Action;
successful Intimidate
check (DC 10 + HD +
Wis mod) while
wielding weapon of Moment of Triumph (Ex): Free Action;
Steal Glory (Ex): whenever another
choice causes 1/day for 1 rnd gain +1 Competence
creature scores crit vs. target you
opponents w/in 30' that bonus to AC and on all ability checks,
threaten, you may make AoO vs.
can see you to become attacks, dmg, saves, and skill checks,
same target
Shaken for 1 rnd, plus any crit threats automatically confirm
1 rnd per 5 points you
beat the DC; gain +2
Morale bonus on melee
attacks vs. Shaken
targets

Act as One (Ex): Standard Action;


Strategy (Ex): Standard Action; grant 1/combat, move up to your speed and
all allies w/in 30' (including self) that make melee attack; allies w/in 30' can
Aid Allies (Ex): when
can see or hear you a +2 Dodge also move up to their speed and make
using Aid Another
bonus to AC for 1 rnd, a +2 Morale melee attack as Immediate Action;
action to assist ally, the
bonus on attacks for 1 rnd, or an movement and attack can be made as
ally gains +3 bonus to
Immediate Action to move up to their a charge if movement qualifies, all
AC, attack, save, or
speed; each ally w/in range can gain attacks are made at +2 bonus (stacks
skill check
a different bonus, but allies can only with bonus from charge) and all
benefit from this ability 1/combat participants gain +2 Dodge bonus to
AC for 1 rnd

Lion’s Call (Ex):


Standard Action; allies
w/in 60' gain +1 Shield of the Liege (Ex): adjacent
Competence bonus on allies gain +2 Shield bonus to AC; as
saves vs. fear & +1 For the King (Ex): Swift Action; long as attacker is w/in reach, may
Competence bonus on 1/combat, allies w/in 30' gain +1 redirect attack vs. adjacent target as
attacks for 0 rnds; Competence bonus on attack & dmg Immediate Action declared before
allies already under rolls for 1 rnd attack roll (attack is made vs. your
effect of fear AC/defenses but w/no cover or
spell/ability can concealment)
immediately make
another save
Stem the Tide (Ex): gain Stand Still Protect the Meek (Ex): Immediate
as bonus feat; may make a normal Action (AoO); move up to your (or
attack instead of making check to mount’s) speed, end adjacent to foe,
Err:502
stop creature from moving, and hit and make single melee attack; you
that deals dmg forces target to stop are Staggered next turn and cannot
moving use ability again for 1 rnd

Calling (Ex): Standard


Action, w/in next
minute, add +1 Retribution (Ex): 1/rnd, successful
Competence bonus on melee attack vs. you or adjacent ally
1 ability check, attack, devoted to same faith provokes AoO
save, or skill check Err:502 from you and you gain +2 Morale
(must declare use bonus on this AoO; if enemy attack
before roll is made); was crit, you may treat foe as target of
may use this ability your Challenge for the AoA
4/day, once per type of
check/roll

Mounted Mastery (Ex): only suffer 1/2


By My Honor (Ex): At
normal armor check penalty to Ride
2nd level, the cavalier
mounts (still suffer none on his Knight’s Challenge (Ex): 1/day, vs.
may swear an
special mount); when charging while Knight's Challenge target, gain +1
additional oath and any
mounted, gain +4 Dodge bonus to AC bonus on attacks and dice added to
bonuses gained from
to avoid attacks set vs. charge and the dmg roll increase from d6 to d8
his oaths are increased
add mount’s Str mod to dmg; gain
by +1.
bonus feat
Curse
Clouded Vision Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30', but you can se
Deaf You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they w
Haunted Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unex
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet (5 feet if you are Small).
Wasting Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Intimidate
Tongues In times of stress, you speak in tongues. Whenever you are in combat, you can only speak and understand . T

#N/A #N/A #N/A #N/A #N/A #N/A


Mystery Deities Class Skills Bonus SpellsRevelations

enlarge
person
(3rd), fog
cloud (5th),
magic
vestment
(7th), wall of
fire (9th),
righteous
might
(11th),
mass bull’s
strength
(13th),
control
weather
(15th),
Cayden Intimidate, earthquake
Cailean, Knowledge (17th),
Gorum, (engineering), storm of
Iomedae, Perception, vengeance Battlefield
Battle Rovagug Ride (19th) Battlecry (Ex) Clarity (Ex)

cause fear
(3rd), false
life (5th),
animate
dead (7th),
fear (9th),
slay living
(11th), circle
of death
(13th),
control
undead
(15th),
horrid
wilting
Bluff, (17th), wail
Norgorber, Disguise, of the
Pharasma, Intimidate, banshee Armor of Bleeding Death’s Near Death
Bones Urgathoa Stealth (19th) Bones (Su) Wounds (Su) Touch (Su) (Su)
produce
flame (3rd),
resist
energy
(5th),
fireball
(7th), wall of
fire (9th),
summon
monster V
(fire
elementals
only, 11th),
fire seeds
(13th), fire
storm
(15th),
incendiary
cloud
Acrobatics, (17th),
Climb, elemental
Asmodeus Intimidate, swarm (fire Burning Cinder Fire Breath
Flame , Sarenrae Perform only, 19th) Magic (Su) Dance (Ex) (Su)

color spray
(3rd),
hypnotic
pattern
(5th),
daylight
(7th),
rainbow
pattern
(9th),
overland
flight (11th),
chain
lightning
(13th),
prismatic
spray
(15th),
Fly, sunburst
Desna, Knowledge (17th),
Gozreh, (arcana), meteor
Pharasma, Perception, swarm Awesome Coat of Many Guiding Star
Heavens Sarenrae Survival (19th) Display (Su) Stars (Su) (Su)
identify
(3rd),
tongues
(5th), locate
object (7th),
legend lore
(9th),
contact
other plane
(11th),
mass owl’s
wisdom
(13th),
vision
(15th),
Appraise, moment of
Abadar, Spellcraft, prescience
Irori, Knowledge (17th), time Automatic Brain Drain Focused
Lore Nethys (all) stop (19th) Writing (Su) (Su) Trance (Ex)

charm
animal
(3rd),
barkskin
(5th), speak
with plants
(7th), ice
storm (9th),
awaken
(11th),
stone tell
(13th),
creeping
doom
(15th),
animal
Climb, Fly, shapes
Knowledge (17th),
(nature), Ride, storm of
Erastil, Survival, vengeance Bonded Erosion Friend to the
Nature Gozreh Swim (19th) Mount (Su) Touch (Su) Animals (Ex)
magic stone
(3rd), acid
arrow (5th),
meld into
stone (7th),
wall of
stone (9th),
stoneskin
(11th),
stone tell
(13th),
statue
(15th), repel
metal or
stone
(17th),
Appraise, elemental
Abadar, Climb, swarm
Gorum, Intimidate, (earth only) Acid Skin Clobbering Crystal Sight
Stone Torag Survival (19th) (Ex) Strike (Ex) (Ex)

obscuring
mist (3rd),
chill metal
(5th), water
breathing
(7th), wall of
ice (9th),
baleful
polymorph
(11th),
transmute
rock to mud
(13th),
freezing
sphere
(15th), polar
Acrobatics, ray (17th),
Escape Artist, shapechang
Knowledge e (water
Gozreh, (nature), subtype Fluid Nature Fluid Travel Freezing
Waves Pharasma Swim only) (19th) (Ex) (Su) Spells (Su)
shield (3rd),
gust of wind
(5th),
levitate
(7th),
freedom of
movement
(9th),
control
winds
(11th),
overland f
light (13th),
control
weather
(15th),
whirlwind
(17th),
Acrobatics, storm of
Gozreh, Escape Artist, vengeance Air Barrier Lightning
Wind Shelyn Fly, Stealth (19th) (Ex) Breath (Su)

Acid Skin (Ex) gain resist acid 5


Air Barrier (Ex) Err:502
Arcane Archivist 1/day
(Su) cast a sorcerer/wizard spell as if it were on list of spells known (spell consumes slot 1 level higher than l
Armor of Bones (Su)Err:502
Automatic Writing1/day,
(Su) spend full hour in uninterrupted meditation to produce mysterious writing that manifests as an augury sp
Awesome Displaytargets(Su) affected by your Illusion (pattern) spells are treated as if their total number of Hit Dice were equal to the
Battlecry (Ex) Standard Action; 1/day, allies w/in 100' that hear battle cry gain +1 Morale bonus on attacks, skill checks, and
Battlefield ClarityImmediate
(Ex) Action; 1/day, after failing save that makes you blind, deaf, frightened, panicked, paralyzed, shaken
Bleeding Woundsafter (Su)foe takes negative energy dmg from spell/effects, it begins to Bleed, taking 1 point of dmg/rnd; bleeding c
Blizzard (Su) Standard Action; 1/day, create 0' cube of blizzard in any pattern you desire (must be adjacent to another and 1
Bonded Mount (Su) gain service of unusually intelligent, strong, and loyal mount (as druid’s animal companion, using oracle’s leve
Brain Drain (Su) Standard Action [mind-affecting]; 1/day, target w/in 100' takes 0d4 dmg (Will save negs and target knows sour
Burning Magic (Su) failed save vs. your spells that deal fire dmg sets targets on fire, dealing 1 HP fire dmg/spell level at beginning
Cinder Dance (Ex) base speed increases by 10'
Clobbering StrikeSwift
(Ex) Action; after crit vs. foe from attack spell, may attempt to trip your target (no AoO, cannot trip you in retur
Coat of Many Stars (Su) Err:502
Combat Healer (Su) Err:502
Crystal Sight (Ex)may see through 0' of stone, earth, or sand and 0' of metal as if transparent for up to 0 rnds/day (rnds need no
Death’s Touch (Su) 4/day Melee Touch deals 1d6+0 negative energy dmg (undead heal dmg instead and gain +2 channel resistan
Dweller in Darknesscast(Sp)
phantasmal killer 1/day
Earth Glide (Su) Free Action; 0 min/day, pass through stone, dirt, or almost any other sort of earth except worked stone and me
Erosion Touch (Su) 1/day, Melee Touch deals 0d6 dmg to objects/constructs; treat as sunder if used vs. object in another creature
Fire Breath (Su) Standard Action; 1/day, 15' cone deals 0d4 fire dmg (Ref half)
Firestorm (Su) Standard Action; 1/day, create 0' cube of fire in any pattern you desire (must be adjacent to another and 1 mu
Fluid Nature (Ex)gain +4 bonus on CMD to avoid being disarmed, grappled, or overrun; foes trying to confirm a crit suffer vs. yo
Fluid Travel (Su)0 hr/day, walk on liquid (even lava, but this ability does not protect from fire dmg) at normal land speed; duratio
Focused Trance 1/day,
(Ex) enter trance lasting 1d6 rnds (may only take Move Actions, gain +0 bonus on saves vs. sonic effects/ga
Form of Flame (Su) Standard Action; 1/day, assume alternate form for 0 hrs: Small fire elemental (as elemental body I)
Freezing Spells (Su)
failed save vs. your spells that deal cold dmg Slow targets for 1 rnd
Friend to the Animals
all summon
(Ex) nature’s ally spells are added to your spell list (must still select these spells using allotment of spe
Gaseous Form (Su) Standard Action; 0 min/day, assume gaseous form; duration need not be consecutive, but must be spent in 1-
Gaze of Flames (Su)may see through see through fire, fog, and smoke w/out penalty as long as light is sufficient
Guiding Star (Su)when specific star is visible: may determine precise location, may add +1 on all Wisdom-based checks, and 1/
Handy Book (Ex)may use Charisma modifier instead of Intelligence modifier on all Knowledge checks so long as designated ite
Heat Aura (Su) Swift Action; 1/day, all w/in 10' take 0d4 fire dmg (Ref half) and you gain 20% concealment until your next turn
Ice Armor (Su) Err:502
Icy Skin (Ex) gain resist cold 5
Interstellar Void (Su)
Standard Action; 1/day, target w/in 30' takes 0d6 cold dmg (Fort half and neg)
Invisibility (Su) Standard Action; become invisible for 0 min/day; duration need not be consecutive, but must be spent in 1-min
Iron Skin (Su) 1/day, gain DR 10/adamantine; this protection expires after absorbing 0 HP of dmg
Life Leach (Su) Err:502
Lightning Breath Standard
(Su) Action; 1/day, 30' line deals 0d4 electricity dmg (Ref half)
Lure of the Heavensno longer
(Su) leave tracks
Maneuver Mastery: treat
Bulloracle
Rushlevel
(Ex)as oracle base attack bonus when determining CMB for bull rush
Maneuver Mastery: treat
Disarm
oracle(Ex)
level as oracle base attack bonus when determining CMB for disarm
Maneuver Mastery: treat
Grapple
oracle (Ex)
level as oracle base attack bonus when determining CMB for grapple
Maneuver Mastery: treat
Overrun
oracle (Ex)
level as oracle base attack bonus when determining CMB for overrun
Maneuver Mastery: treat
Sunder
oracle(Ex)
level as oracle base attack bonus when determining CMB for sunder
Maneuver Mastery: treat
Triporacle
(Ex) level as oracle base attack bonus when determining CMB for trip
Mantle of Moonlightgain(Su)
immunity to lycanthropy; 1/day, touch attack forces lycanthrope into humanoid form for 0 rnds
Mental Acuity (Ex) gain +1 Inherent bonus to Intelligence upon taking this revelation and another at every third oracle level gained
Mighty Pebble (Su) Standard Action; 1/day, ranged attack (20' range increment, +0 Enhancement bonus to attack) deals 1d6+0 bl
Molten Skin (Ex) gain resist fire 5
Moonlight Bridge1/day,
(Su) summon 10' wide span touching ground at point adjacent to you and and extending in any direction for
Natural Divination1/day,
(Ex) may spend 10 min to gain: +1 Insight bonus on 1 save, +10 Competence bonus on 1 skill check, or +4
Nature’s Whispers may(Ex)add Charisma modifier (instead of Dexterity) to AC (subject to same rules for losing bonus as per Dexterit
Near Death (Su) gain +2 Insight bonus on saves vs. diseases, mind-affecting effects, and poisons
Punitive Transformation
1/day, transform
(Su) target into harmless animal for 0 rnds; transforming another causes first to immediately revert
Raise the Dead (Su)Standard Action; 1/day, summon single 0 HD skeleton or zombie to serve you for 1 rnds
Resiliency (Ex) never disabled and do not gain Staggered condition if reduced to exactly 0 HP
Resist Life (Su) treated as Undead when targeted by positive or negative energy, but not subject to Turn Undead or Command
Rock Throwing (Ex) gain +1 Racial bonus on attack rolls w/ thrown rocks; may hurl Tiny rocks, range increment 20' (100' max rang
Shard Explosion Swift
(Su) Action; 1/day, 10' burst centered on you deals 1d6 piercing dmg (Ref half) and broken shards make area
Sidestep Secret (Su)
may add Charisma modifier (instead of Dexterity) to AC (subject to same rules for losing bonus as per Dexterit
Skill at Arms (Ex)gain proficiency in all martial weapons and heavy armor
Soul Siphon (Su) Err:502
Spark Skin (Ex) gain resist electricity 5
Speak with Animals converse
(Ex) with 1 specific type of animal (animals are no more friendly than normal)
Spirit of Nature (Su)
automatically stabilize when reduce to negative HP in a natural setting
Spirit Walk (Su) Standard Action; 1/day, become incorporeal and invisible for 0 rnds (may end early as Standard Action); may
Spontaneous Symbology
may “lose” (Sp)
a prepared spell to cast any symbol spell of the same level or lower
Spray of ShootingStandard
Stars (Ex) Action; star flies up to 60' and then 5' burst deals 0d4 fire dmg (Ref half); may fire 1 star/day
Star Chart (Ex) 1/day, spend 10 min. to gain benefit of commune spell
Steelbreaker SkinStandard
(Su) Action; 1/day for 0 min, melee or ranged weapons that strike you take 0 dmg ; if this destroys weapo
Stone Stability (Ex)
gain +4 bonus to CMD when resisting bull rush or trip attempt while standing on ground
Surprising Charge Immediate
(Ex) Action; 1/day, move up to your speed
Think on It (Ex) 1/day, reattempt any previously failed Knowledge check w/ +10 Competence bonus
Thunderburst (Ex) Err:502
Touch of Acid (Su) Standard Action; 4/day, melee touch attack deals 1d60 acid dmg
Touch of Electricity
Standard
(Su) Action; 4/day, melee touch attack deals 1d60 electricity dmg
Touch of Flame (Su)Standard Action; 4/day, melee touch attack deals 1d60 fire dmg
Transcendental BondStandard(Su) Action; touch designates ally (may designate up to 1 allies); may telepathically communicate w/ thes
Undead Servitude gain
(Su) Command Undead as bonus feat and may channel negative energy 4/day to use Command Undead; ma
may use undo artifice a number of times per day equal to
Undo Artifice (Sp)your Charisma modifier.
Voice of the Grave
may (Su)
speak with dead, as per the spell, for 0 rnds/day (rounds need not be consecutive) penalty on Will save to
Vortex Spells (Ex)
after scoring crit w/ attack spell, target is Staggered for 1 rnd
War Sight (Su) may roll initiative twice and take any result
Water Form (Su)Standard Action; 1/day, assume alternate form for 0 hrs: Small water elemental (as elemental body I)
Water Sight (Su)may see through see through fog and mist w/out penalty as long as light is sufficient
Weapon Masterygain (Ex)Weapon Focus with 1 weapon w/ which you are proficient--Add these as Manual Bonus Feats on the Cha
Whirlwind Lessonpermanently
(Ex) gain benefits of magical tome or manual w/ single 8-hr study session (vs. usual 48 hrs over 6 day
Wind Sight (Ex) ignore penalties to Perception based on wind and first 100' of distance
Wings of Air (Su)Swift Action; gain fly speed of 60' (good); may fly for 0 min/day (duration need not be consecutive, but must be
Wings of Fire (Su)
Swift Action; gain fly speed of 60' (average); may fly for 0 min/day (duration need not be consecutive, but mus
Wintry Touch (Su)Standard Action; 4/day, melee touch attack deals 1d60 cold dmg
eyond 30', but you can see as if you had darkvision 30' (this replaces any darkvision you might gain from your race)
l of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time.
ccurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear r
(5 feet if you are Small). Your speed is never reduced due to encumbrance.
cks, except for Intimidate. You gain a +4 competence bonus on saves made against disease.
speak and understand . This does not interfere with spellcasting, but it does apply to spells that are language dependent.

#N/A #N/A #N/A #N/A #N/A #N/A #N/A


Final Revelation
Bonus Feats

Maneuver Resiliency Skill at Arms Surprising War Sight Weapon


Mastery (Ex) (Ex) (Ex) Charge (Ex) (Su) Mastery (Ex)

Undead
Raise the Resist Life Servitude Voice of the
Dead (Su) (Su) (Su) Grave (Su)
Gaze of Heat Aura Molten Skin Touch of
Flames (Su) (Su) (Ex) Flame (Su)

Lure of the Mantle of Spray of


Interstellar Heavens Moonlight Moonlight Shooting
Void (Su) (Su) (Su) Bridge (Su) Stars (Ex)
Spontaneous
Handy Book Sidestep Symbology Think on It Whirlwind
(Ex) Secret (Su) (Sp) (Ex) Lesson (Ex)

Natural Nature’s
Divination Whispers Speak with Spirit of Transcenden
(Ex) (Ex) Animals (Ex) Nature (Su) tal Bond (Su)
Rock Shard
Mighty Throwing Explosion Stone Touch of
Pebble (Su) (Ex) (Ex) Stability (Ex) Acid (Su)

Ice Armor Water Sight Wintry Touch


(Su) Icy Skin (Ex) (Su) (Su)
Touch of
Spark Skin Electricity Vortex Spells Wind Sight
(Ex) (Su) (Ex) (Ex)

s slot 1 level higher than level of spell); must have spellbook containing spell to cast it in this way and spell is erased when casting is compl

manifests as an augury spell with 90% effectiveness


Hit Dice were equal to their number of Hit Dice -1 (min 1)
attacks, skill checks, and saves for 1 (rnds)
nicked, paralyzed, shaken, or stunned, attempt save again w/ +4 Insight bonus (must take 2nd result)
oint of dmg/rnd; bleeding can be stopped by DC 15 Heal check or any effect that heals dmg
adjacent to another and 1 must be adjacent to you) that lasts 1 rnds; creatures in blizzard take 0d4 cold dmg (Reflex half); sight obscured b
anion, using oracle’s level as effective druid level and creature must be suitable as a mount); bonded mounts have an Intelligence score of
gs and target knows source); after success, may take Full-Round Action w/in 1 rnds to make a single Knowledge check using victim’s skill
mg/spell level at beginning of target’s turn; fire lasts 1d4 rnds but can be extinguished as Move Action and successful Ref save (using spell’s

O, cannot trip you in return)

0 rnds/day (rnds need not be consecutive)


d gain +2 channel resistance for 1 min)

cept worked stone and metal (even lava, but this ability does not protect from fire dmg) at base land speed; may breath stone as if it were a
object in another creature’s possession

cent to another and 1 must be adjacent to you) that lasts 1 rnds; creatures in fire take 0d6 fire dmg (Reflex half)

normal land speed; duration need not be consecutive, but must be spent in 1-hr increments
saves vs. sonic effects/gaze attacks); after trance, may make single Intelligence-based skill check w/ +20 Circumstance bonus
mental body I)

ells using allotment of spells known); animals w/in 30' gain +1 on all saves
e, but must be spent in 1-min increments; may bring other creatures, but each passenger costs an additional min per min of travel

om-based checks, and 1/night may cast 1 spell as if modified by Empower Spell, Extend Spell, Silent Spell, or Still Spell w/out increasing s
so long as designated item is at hand
alment until your next turn

but must be spent in 1-min increments

orm for 0 rnds


ry third oracle level gained thereafter
to attack) deals 1d6+0 bludgeoning dmg and adjacent creatures take 1/2 dmg (Ref neg); on missed attack, treat pebble as thrown splash w

nding in any direction for 0'; path persists until you cross over or for 24 hrs, whichever is shorter
us on 1 skill check, or +4 Insight bonus on 1 initiative check; bonuses must be used during next 24 hrs and use must be declared before rol
sing bonus as per Dexterity)

first to immediately revert to normal

Turn Undead or Command Undead (or any other effect that specifically targets undead) unless you are actually an undead creature
ement 20' (100' max range), for 2d44.5 dmg
broken shards make area difficult terrain until your next turn
sing bonus as per Dexterity) and all Ref saves

as Standard Action); may move in any direction and through any object except for those made of force but can take no action other than mo

may fire 1 star/day

mg ; if this destroys weapon then you take no dmg

ally communicate w/ these allies over any distance (but not from one plane to another) for 0 rnds/day
ve) penalty on Will save to resist this effect

elemental body I)

al Bonus Feats on the Character Options tab


s. usual 48 hrs over 6 days)

consecutive, but must be spent in 1 min. increments)


be consecutive, but must be spent in 1 min. increments)
stored item from your gear requires a Standard Action, unless it would normally take longer. Any item you drop lands 10' away from you in a

Bonus Feats
ased when casting is complete

Reflex half); sight obscured beyond 5', providing total concealment (creature w/in 5' has concealment); ground remains icy (+5 to Acrobatics
ave an Intelligence score of at least 6
ge check using victim’s skill bonus
ssful Ref save (using spell’s DC, Standard Action to douse target in water grants +2 bonus on save); immersing target in automatically extin

breath stone as if it were air and create no sign of presence; move earth flings you back 30' and Stuns for 1 rnd (Fort DC 15 negs); duratio

mstance bonus
n per min of travel

Still Spell w/out increasing spell’s casting time or level

at pebble as thrown splash weapon to determine where it lands

must be declared before roll is made

an undead creature

ake no action other than movement


ds 10' away from you in a random direction. Add the following to your list of spells known: mage hand, ghost sound
ains icy (+5 to Acrobatics DCs) as long as local conditions permit.

rget in automatically extinguishes fire

Fort DC 15 negs); duration need not be consecutive, but must be spent in 1-min increments; may bring other creatures, but each passenge
ures, but each passenger costs an additional min per min of travel
Hex

Agony (Su)

3 Blight (Su)

4 Cackle (Su)
5 Cauldron (Ex)
6 Charm (Su)

7 Coven (Ex)

Death Curse (Su)

9 Disguise (Su)

Eternal Slumber
(Su)

11 Evil Eye (Su)

12 Flight (Su)

Forced
Reincarnation
(Su)

14 Fortune (Su)

Hag’s Eye (Su)

16 Healing (Su)

Life Giver (Su)


Major Healing
(Su)

19 Misfortune (Su)

Natural Disaster
(Su)
Nightmares (Su)

Retribution (Su)

23 Slumber (Su)

24 Tongues (Su)

25 Ward (Su)

Waxen Image
(Su)

Weather Control
(Su)
Description
With a quick incantation, a witch can place this hex on one creature within 60 feet, causing them to suffer intense pain. The targ
equal to the witch’s level. A Fortitude save negates this effect. If the saving throw is failed, the target can attempt a new save e
not the save is successful, a creature cannot be the target of this hex again for 1 day.
Full Round; maintain touch with Animal, Plant creature, or plot of land; land begins to wither following day, over 1 week all plant
there so long as curse persists; Animal and Plant targets gain Blight Hex—type (curse); save (Will negates); frequency (1/day);
similar magic must overcome DC 12; may only have 1 blight in effect at a time

Move Action; for targets w/in 30', duration of agony hex, charm hex, evil eye hex, fortune hex, misfortune hex, or ward hex caus
Gain Brew Potion as a bonus feat and +4 Insight bonus on Craft (alchemy) checks.
Standard Action [mind-affecting charm] (no AoO); charm Animal or Humanoid w/in 30', improving attitude by 1 step for 2 rnds (W
creature w/ this hex again for 1 day
If w/in 30' of another witch w/ this hex, may use Aid Another action to grant +1 bonus to other witch’s caster level for 1 rnd (bon
a hag for purpose of joining coven
This powerful hex seizes a creature’s heart, causing death within just a few moments. This hex has a range of 30 feet. The hex
the effect. If this save is failed, the creature becomes fatigued the first round of the hex. On the second round of the hex, the cr
round, the creature dies unless it succeeds at Fort save. Creatures that fail the first save but succeed at the second remain exh
1 point of damage per level of the witch. Slaying the witch that hexed the creature ends the effect, but any fatigue or exhaustion
successful, a creature cannot be the target of this hex again for 1 day.
Standard Action (no AoO); change appearance for 0 hrs as if using disguise self; hours need not be consecutive, but must be s

The witch can touch a creature, causing it to drift off into a permanent slumber. The creature receives a Will save to negate this
asleep and cannot be woken. The effect can only be removed with a wish or similar magic, although slaying the witch ends the
poison food or drink, causing those who ingest it to make a save or fall into an eternal slumber. She can only have one such do
its potency after 1 minute if not consumed. Whether or not the save is successful, a creature cannot be the target of this hex ag

Standard Action (no AoO); target you can see w/in 30' takes –2 penalty to AC, ability checks, attack rolls, saving throws, or skil
reduces to 1 rnd)
The witch grows lighter as she gains power, eventually gaining the ability to f ly. At 1st level, the witch can use feather fall at wil
checks. At 3rd level, she can cast levitate once per day. At 5th level, she can f ly, as per the spell, for a number of minutes per
not need to be consecutive, but they must be spent in 1-minute increments.
The witch cause a creature within 30 feet to die and be immediately reincarnated into a new body. A Will save negates this effe
immediately brought back to life with the spell reincarnate. This process takes 1 full round, during which time the creature is in c
is successful, a creature cannot be the target of this hex again for 1 day.
The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per rou
check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is m
duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again f
A witch with this hex can create a magic sensor that she can see through. This functions as per the spell arcane eye. If the witc
within 10 feet who also have the coven hex can see through this sensor as well, although the witch that created it still controls i
number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minut
A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Onc
healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
Once per day the witch can, as a full round action, touch one part of a dead creature and bring it back to life. This functions as
material component.
The witch’s touch can mend even the most terrible wounds of those she touches. This acts as cure serious wounds, using the w
benefited from the major healing hex, it cannot benefit from it again for 24 hours. At 15th level, this hex acts like cure critical wo

The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability che
it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is e
rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again

A witch using this hex calls down the forces of nature to wreak havoc on an area. This functions as a storm of vengeance comb
the second round of the effect (while acid is raining from the sky). A witch can only use this ability once per day.
Calling upon fell powers, a witch can place a hex on a creature within 60 feet that causes its sleep to be tormented by terrible n
nightmare each time the affected creature attempts to rest. A Will save negates this effect. If the save is failed, the target must
to rest.
A witch with the vision hex can grant a glimpse of the future to a creature touched. Granting a vision takes 1 minute, during whi
remain in contact with one another. At the end of this time, the subject receives a brief image of the future, usually no more tha
only one possible version of the future, making such visions unreliable at best. Most visions are slanted toward the alignment o
example, the visions granted by a Chaotic Evil witch often show scenes of death and destruction, while those of a Neutral Good
occasions. A creature cannot be subject to another vision until the current vision has either come to pass or been prevented. A
Unwilling creatures receive a Will save to negate the vision.
A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a W
fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The c
but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the sav
target of this hex again for 1 day.
A witch with this hex can understand any spoken language for a minutes per day equal to her level, as comprehend languages
consecutive, but it must be spent in Activating this ability is a free action. At 5th level, a witch can use this ability to speak any la
A witch can use this hex to place a protective ward over one creature. The warded creature receives a +2 def lection bonus to A
throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no long
ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on
bonuses provided by this ward increase by +1.
The witch can spend a full-round action to create a wax duplicate of a creature she can see within 30 feet. Once the image is c
save. If the subject fails, the witch gains a small measure of control over the creature. Whenever she exercises this control, the
the effect. This effect occurs on the witch’s turn and does not impede the creature’s actions on its turn. The witch can use the w
her Intelligence modif ier before it melts. As a standard action, the witch can cause the subject to do any one of the following th
any direction, attack itself once with any weapon in hand (this attack automatically hits), lay down on the ground, or drop anythi
of her uses to simply torture the image, causing the creature to be both sickened and staggered on its turn. As soon as the crea
against this effect, it is immune to it for 24 hours. The is an enchantment (compulsion) effect.

A witch with this hex can use control weather once per day, but creating the weather takes 1 full hour of chanting, dancing, and
Type Qualified LIST_HEXES

Major FALSE 3 Blight (Su)

TRUE 4 Cackle (Su)

TRUE 5 Cauldron (Ex)


TRUE 6 Charm (Su)
TRUE 7 Coven (Ex)

TRUE 9 Disguise (Su)

Grand FALSE 11 Evil Eye (Su)

TRUE 12 Flight (Su)

Grand FALSE 14 Fortune (Su)

TRUE 16 Healing (Su)

TRUE 19 Misfortune (Su)

Grand FALSE 23 Slumber (Su)

TRUE 24 Tongues (Su)

Major FALSE 25 Ward (Su)

TRUE ### NULL

Grand FALSE ### NULL

Major FALSE ### NULL

TRUE ### NULL

Grand FALSE ### NULL


Major FALSE ### NULL

Major FALSE ### NULL

TRUE ### NULL

TRUE ### NULL

TRUE ### NULL

Major FALSE ### NULL

Major FALSE ### NULL


Class Ability Qualified Taken Full Description

4 *** PRPG ***

Animal Fury FALSE FALSE

Clear Mind FALSE FALSE


Fearless Rage FALSE FALSE
Guarded Stance FALSE FALSE
Increased Damage Reduction I FALSE FALSE
Increased Damage Reduction II FALSE FALSE
Increased Damage Reduction III FALSE FALSE
Internal Fortitude FALSE FALSE
Intimidating Glare FALSE FALSE

Knockback FALSE FALSE

Low-Light Vision FALSE FALSE


Mighty Swing FALSE FALSE
Moment of Clarity FALSE FALSE
Night Vision FALSE FALSE

No Escape FALSE FALSE

Powerful Blow FALSE FALSE


Quick Reflexes FALSE FALSE
Raging Climber FALSE FALSE
Raging Leaper FALSE FALSE
Raging Swimmer FALSE FALSE
Renewed Vigor FALSE FALSE
Rolling Dodge FALSE FALSE

Roused Anger FALSE FALSE


Scent FALSE FALSE
Strength Surge FALSE FALSE

Superstition FALSE FALSE

Surprise Accuracy FALSE FALSE


Swift Foot I FALSE FALSE
Swift Foot II FALSE FALSE
Swift Foot III FALSE FALSE
Terrifying Howl FALSE FALSE

Unexpected Strike FALSE FALSE


*** Custom ***

Table_Rage_Powers 2 3 4
Summary

Gain bite attack (1d4+3 dmg); may use as single attack, as part of full attack at
–5, as part of action to maintain/break grapple (attack resolved before grapple
check, if bite hits, +2 on grapple checks that rnd)
Immediate Action; once per rage, reroll failed Will save after first save is rolled
but before results are revealed; must take second result
Immune to Shaken and Frightened conditions
Move Action (no AoO); gain +1 Dodge bonus to AC vs. melee attacks for 1 rnd
DR increases by 1/— while raging
DR increases by 1/— while raging
DR increases by 1/— while raging
Immune to Sickened and Nauseated conditions
Move Action; make Intimidate check to demoralize 1 adjacent foe; if successful,
foe is Shaken 1d4 rnds + 1 rnd per 5 points exceeding DC
Once per round, make bull rush attempt (no AoO) vs. 1 target in place melee
attack; if successful, target takes 3 dmg and is moved back as normal; you do
not need to move with the target if successful
Gain low-light vision
Immediate Action; once per rage, automatically confirm a critical hit
Once per rage, forgo all benefits and penalties from rage for 1 rnd (the rnd still
counts against total rnds of rage per day)
Gain darkvision 60'
Immediate Action; once per rage when adjacent foe uses withdraw action to
move away, move up to double normal speed, provoking AoO as normal for
movement; must end movement adjacent to enemy that used the withdraw
action
Swift Action; once per rage, before attack roll is made, gain +1 bonus on a
single damage roll
Make one additional attack of opportunity per rnd
Gain +0 enhancement bonus on all Climb checks
Gain +0 enhancement bonus on all Acrobatic checks made to jump (always
considered to have a running start
Gain +0 enhancement bonus on all Swim checks
Standard Action; Once per day, heal 0d8 points of dmg
Move Action (no AoO); gain +1 Dodge bonus to AC vs. ranged attacks for 1
May enter rage even if fatigued, immune to fatigued condition while using this
ability; exhausted for 10 min per rnd spent raging once this rage ends
Gain scent ability, can use this ability to locate unseen foes
Immediate Action; once per rage, gain +0 on 1 Str or combat maneuver check,
or to CMD
Gain +2 Morale bonus on saves vs. spells, supernatural abilities, & spell-like
abilities; cannot be willing target of any spell
Swift Action; once per rage, before attack roll is made gain +1 Morale bonus to
hit
Gain +5' Enhancement bonus to speed
Gain +5' Enhancement bonus to speed
Gain +5' Enhancement bonus to speed
Standard Action; all shaken enemies w/in 30' must make Will save (DC 13) or
be panicked for 1d4+1 rounds; once enemy has made a save (successful or
not), it is immune for 24 hours
Once per rage, make attack of opportunity vs. foe that moves into any square
you threaten by the barbarian

5
Rage_Powers_Summary

*** PRPG *** 4

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List_Rage_Powers_Available
Rogue Talent Qualified Taken Full Description Basic Summary

4 *** PRPG ***


Sneak attack also deals 6 bleed dmg (this dmg
Bleeding Attack*
TRUE FALSE bypasses DR); stop w/ DC 15 Heal check or any
(Ex)
5 effect that heals hp dmg

Gain Two-Weapon Fighting, Improved as bonus


Combat Trick FALSE TRUE
feat

Crippling Strike*
TRUE FALSE Sneak attack also deals 2 Str dmg
7 (Ex)
1/day when reduced to 0 or fewer HP and if aware
Defensive Roll
TRUE FALSE of attack and able to react, make Ref save (DC =
(Ex)
8 dmg dealt) to take 1/2 dmg
Dispelling Sneak attack also affects foe w/ targeted dispel
TRUE FALSE
9 Attack* (Su) magic vs. lowest-level spell effect; caster level 11

Fast Stealth (Ex) FALSE TRUE Move at full speed using Stealth w/out penalty

Feat FALSE TRUE Gain Skill Focus [Perception] as bonus feat

Finesse Rogue FALSE TRUE Gain Weapon Finesse as bonus feat

Successful Ref save vs. attack that normally deals


Improved
TRUE FALSE half dmg instead deals no dmg and failed save only
Evasion (Ex)
deals half dmg; not available when helpless
###
Move at full speed along narrow surfaces using
Ledge Walker
TRUE FALSE Acrobatics w/out penalty and w/out becoming flat-
(Ex)
### footed
Major Magic
FALSE FALSE Cast 2/day at caster level 11; save DC 13
(Sp)
Minor Magic
TRUE FALSE Cast 3/day at caster level 11; save DC 12
### (Sp)

1/rnd make AoO vs. foe taking dmg in melee from


Opportunist (Ex) FALSE TRUE
another cahracter

Quick Disable Reduce time to disable trap using Disable Device by


TRUE FALSE
### (Ex) 50% (min 1 rnd)
Immediate Action; 1/day gain 11 temp HP; lasts for
Resiliency (Ex) TRUE FALSE
### 1 min
Rogue Crawl Move at half speed while prone (provokes AoO as
TRUE FALSE
### (Ex) normal); may take 5' step while crawling
Select 5 skills; may take 10 on these even when
Skill Mastery TRUE FALSE
### stressed/distracted
Slippery Mind 1 rnd after failing save vs. Enchantment spell/effect,
TRUE FALSE
### (Ex) attempt again at same DC
Slow Reactions* Sneak attack also prevents foe from making any
TRUE FALSE
### (Ex) AoO for 1 rnd
Stand up from prone as Free Action (provokes AoO
Stand Up (Ex) TRUE FALSE
### as normal)
Surprise Attack Opponents always considered flat-footed during
TRUE FALSE
### (Ex) surprise rnd, even after acting
Trap Spotter GM makes immediate Perception check to notice
TRUE FALSE
### (Ex) any trap w/in 10'

Weapon
FALSE TRUE Gain Weapon Focus as bonus feat
Training

*** Custom ***


Opportunist (Ex) - 1/rnd make AoO vs. foe taking dmg in melee from another cahracter
Rogue_Talents_Summary Weapon Training - Gain Weapon Focus as bonus feat

*** PRPG *** 4

Bleeding Attack*
(Ex)
5

Combat Trick - Gain Two- Crippling Strike*


Weapon Fighting, Improved (Ex)
as bonus feat 7
Defensive Roll
(Ex) 8

Dispelling
Attack* (Su)
9
Improved
Evasion (Ex) 13

Fast Stealth (Ex) - Move Ledge Walker


at full speed using Stealth (Ex)
w/out penalty 14

Minor Magic
Feat - Gain Skill Focus
(Sp)
[Perception] as bonus feat
16

Finesse Rogue - Gain Quick Disable


Weapon Finesse as bonus (Ex)
feat 18

Resiliency (Ex)
19

Rogue Crawl
(Ex)
20
Skill Mastery
21
Slippery Mind
(Ex) 22

Opportunist (Ex) - 1/rnd


Slow Reactions*
make AoO vs. foe taking
(Ex)
dmg in melee from another
cahracter 23
Stand Up (Ex)
24
Surprise Attack
(Ex) 25
Trap Spotter
(Ex) 26
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Weapon Training - Gain


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nts
melee from another cahracter
Mercy Qualified Taken Full Description Basic Summary

4 *** PRPG ***


Fatigued FALSE FALSE Target no longer Fatigued
Shaken FALSE FALSE Target no longer Shaken
Sickened FALSE FALSE Target no longer Sickened
Dazed FALSE FALSE Target no longer Dazed
Remove disease at caster
Diseased FALSE FALSE
level 0
Staggered FALSE FALSE Target no longer Staggered
Remove curse at caster
Cursed FALSE FALSE
level 0
Exhausted FALSE FALSE Target no longer exhausted
Frightened FALSE FALSE Target no longer frightened
Nauseated FALSE FALSE Target no longer nauseated
Neutralize poison at caster
Poisoned FALSE FALSE
level 0
Blinded FALSE FALSE Target no longer Blinded
Deafened FALSE FALSE Target no longer Deafened
Paralyzed FALSE FALSE Target no longer Paralyzed
Stunned FALSE FALSE Target no longer Stunned
*** Custom ***
Mercies_Known_Summary

*** PRPG *** 4


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0 Bardic_Performance
Class Ability Qualified Taken Full Description Basic Summary

*** PRPG ***

Standard Action to start, Free


Action to maintain; 3 rnds/day;
cannot be disrupted but ends
immediately if unable to
maintain; cannot have more
Bardic Performance FALSE FALSE
than 1 performance in effect
at one time; Audible
Component: 20% chance to
fail if Deaf, Visual Component:
50% chance to fail if Blind

Audible; make Perform


[keyboard, percussion, wind,
string, or sing], any w/in 30'
affected by sonic or language-
dependent magical attack
may use Perform check result
Countersong (Su) FALSE FALSE in place of save if higher;
creatures already under effect
gain another saving throw
each rnd of countersong but
must use Perform check
result; does not work on
effects that don’t allow saves

Visual; make Perform [act,


comedy, dance, or oratory],
any w/in 30' affected by
illusion (pattern) or illusion
(figment) magical attack may
use Perform check result in
Distraction (Su) FALSE FALSE place of save if higher;
creatures already under effect
gain another saving throw
each rnd of countersong but
must use Perform check
result; does not work on
effects that don’t allow saves

Fascinate (Su) FALSE FALSE Err:502

Audible or Visual (choose


when starting), mind-affecting;
allies get +1 Morale bonus on
Inspire Courage (Su) FALSE FALSE
save vs. charm and fear
effects, +1 Competence
bonus on attack and damage
Inspire Competence (Su) FALSE FALSE Err:502
Audible, enchantment
(compulsion), mind affecting,
language-dependent;
Standard Action in addition to
Suggestion (Sp) FALSE FALSE Free Action to maintain
Fascination; use suggestion
(as per spell) on single
fascinated target; Will save
negs (DC 11)

Audible and Visual, mind-


affecting, fear; enemies w/in
Dirge of Doom (Su) FALSE FALSE 30' becomes Shaken (no
save) as long as w/in rng and
Dirge of Doom is maintained

Inspire Greatness (Su) FALSE FALSE Err:502

Audible and Visual; after 4


rnds of continuous
performance all allies w/in 30'
Soothing Performance (Su) FALSE FALSE
heal 3d8+0, also removes
Fatigued, Sickened, and
Shaken conditions

Audible; enemies w/in 30'


become Frightened and flee
as long as they hear
Frightening Tune (Sp) FALSE FALSE performance; Will save negs
(DC 11); targets succedding
on save cannot be targeted
again for 24 hrs
Inspire Heroics (Su) FALSE FALSE Err:502
Audible, enchantment
(compulsion), mind affecting,
language-dependent;
Standard Action in addition to
Mass Suggestion (Sp) FALSE FALSE Free Action to maintain
Fascination; use suggestion
(as per spell) on all fascinated
targets; Will save negs (DC
11)

Audible and Visual, mind-


affecting; Full Round Action; 1
enemy w/in 30' dies; Will save
Deadly Performance (Su) FALSE FALSE partial (DC 11), Staggered for
1d4 rnds; target succedding
on save cannot be targeted
again for 24 hrs

*** Custom ***


Bardic_Performance_Summary
Group Qualified Taken Full Description Weapons

*** PRPG ***


battleaxe, dwarven waraxe,
greataxe, handaxe, heavy pick,
Axes FALSE FALSE
light pick, orc double axe, and
throwing axe.
bastard sword, elven curve
blade, falchion, greatsword,
Blades [Heavy] FALSE FALSE
longsword, scimitar, scythe,
and two-bladed sword.
dagger, kama, kukri, rapier,
Blades [Light] FALSE FALSE sickle, starknife, and short
sword.
composite longbow, composite
Bows FALSE FALSE shortbow, longbow, and
shortbow.
gauntlet, heavy shield, light
shield, punching dagger, sap,
Close FALSE FALSE spiked armor, spiked gauntlet,
spiked shield, and unarmed
strike.
hand crossbow, heavy
crossbow, light crossbow,
Crossbows FALSE FALSE
heavy repeating crossbow, and
light repeating crossbow.
dire flail, dwarven urgrosh,
gnome hooked hammer, orc
Double FALSE FALSE
double axe, quarterstaff, and
two-bladed sword.
dire flail, flail, heavy flail,
Flails FALSE FALSE morningstar, nunchaku, spiked
chain, and whip.
club, greatclub, heavy mace,
Hammers FALSE FALSE light hammer, light mace, and
warhammer.
kama, nunchaku, quarterstaff,
Monk FALSE FALSE sai, shuriken, siangham, and
unarmed strike.
unarmed strike and all natural
Natural FALSE FALSE weapons, such as bite, claw,
gore, tail, and wing.
glaive, guisarme, halberd, and
Pole Arms FALSE FALSE
ranseur.

javelin, lance, longspear,


Spears FALSE FALSE
shortspear, spear, and trident.

blowgun, bolas, club, dagger,


dart, halfling sling staff, javelin,
Thrown FALSE FALSE light hammer, net, shortspear,
shuriken, sling, spear, starknife,
throwing axe, and trident.
*** Custom ***
None
0
Domain Deities Granted Powers
3
4 *** PRPG - Core ***

LSJ: Aurelian
Air
PFS: Gozreh, Shelyn
5
LSJ: Brianna
Animal
6 PFS: Erastil, Gozreh

LSJ: Kalek
Artifice
PSF: Torag
7
LSJ: Belatrix, Illudra,
Kohr, Zara
Chaos
PFS: Calistria, Cayden
Cailean, Desna, Gorum,
8 Lamashtu, Rovagug

LSJ: Dymora, Elianna,


Glissande
Charm
PFS: Calistria, Cayden
Cailean, Norgorber,
9 Shelyn
LSJ: Destine, Elianna,
Glissande, Peliron,
Community Pietos

10 PFS: Erastil

LSJ: Krayve, Oblivion


Darkness
PFS: Zon-Kuthon

11
LSJ: Karios, Krayve,
Mordana
Death
PFS: Norgorber,
Pharasma, Urgathoa,
12 Zon-Kuthon
LSJ: Belatrix, Karios,
Kohr, Zara
Destruction
PFS: Gorum, Nethys,
13 Rovagug, Zon-Kuthon
LSJ: Lohm
Earth
14 PFS: Abadar, Torag
LSJ: Dymora, Karios,
Kohr, Krayve, Mordana,
Oblivion, Suulthah
Evil
PFS: Asmodeus,
Lamashtu, Norgorber,
Rovagug, Urgathoa, Zon-
15 Kuthon

LSJ: Zara
Fire
PFS: Asmodeus,
16 Sarenrae

LSJ: Meneon, Sorena


Glory
PFS: Gorum, Iomedae,
Sarenrae
17

LSJ: Cerion, Elianna,


Galvandt, Meneon,
Peliron, Pietos, Sorena
Good
PFS: Cayden Cailean,
Desna, Erastil, Iomedae,
Sarenrae, Shelyn, Torag
18

LSJ: Ardra, Cerion,


Cyrene, Meneon, Pietos
Healing
PFS: Irori, Pharasma,
Sarenrae
19
LSJ: Destine, Emerys,
Hyperion, Peliron
Knowledge
PFS: Calistria, Irori,
Nethys, Norgorger,
20 Pharasma

LSJ: Galvandt, Hyperion,


Lohm, Peliron
Law
PFS: Abadar, Asmodeus,
Erastil, Iomedae, Irori,
Torag, Zon-Kuthon
21
LSJ: Aurelian, Brianna
Liberation
22 PFS: Desna
LSJ: Cyrene, Elianna,
Illudra, Lucor
Luck
PFS: Calistria, Desna,
23 Shelyn
LSJ: Graala
Madness
PFS: Lamashtu
24
LSJ: Emerys
Magic
PFS: Asmodeus, Nethys,
25 Urgathoa

LSJ: Hyperion
Nobility
PFS: Abadar
26

LSJ: Ayla, Cerion


Plant
PFS: Erastil, Gozreh
27
LSJ: Ardra, Ayla,
Brianna, Galvandt, Lohm,
Pietos
Protection
PFS: Abadar, Nethys,
28 Shelyn, Torag

LSJ: Meneon, Pietos


Repose
PFS: Pharasma
29

LSJ: Destine, Emerys


Rune
PFS: Irori, Nethys

30
LSJ: Ardra, Belatrix,
Kalek, Lohm
Strength
PFS: Cayden Cailean,
Gorum, Irori, Lamashtu,
31 Urgathoa

LSJ: Sorena
Sun
PFS: Iomedae, Sarenrae
32
LSJ: Aurelian, Brianna,
Cyrene, Lucor
Travel
PFS: Abadar, Cayden
33 Cailean, Desna
LSJ: Illudra, Lucor,
Oblivion
Trickery
PFS: Asmodeus,
Calistria, Lamashtu,
34 Norgorber
LSJ: Belatrix, Galvandt
War
PFS: Gorum, Iomedae,
35 Rovagug, Urgathoa

LSJ: Ayla, Cyrene


Water
PFS: Gozreh, Pharasma
36

LSJ: Aurelian, Ayla, Kohr


Weather
PFS: Gozreh, Rovagug
37
38 *** LSJ - Domains ***

Master of Elements (Su): At 1st level,


you are permanently protected from
environmental heat or cold as if by an
endure elements spell (select which
one when this domain is chosen).

Aura of Adaptability (Su): At 6th level


as a standard action, you surround
yourself and one ally per two cleric
levels in an aura which extends out
from you in a 30 ft. diameter sphere.
The aura moves with you, and while
LSJ: Ardra, Aurelian, within it you do not need to breathe or
Adaptation
Cyrene, Lohm, Zara eat, nor are you affected by external
effects such as water pressure. The
aura does not block physical attacks
from creatures or weapons, nor does it
prevent topical exposure to poisonous
gases, though it would guard against
any effect resulting from breathing in
the vapors. This effect lasts for one
minute per cleric level. You may use
this ability once per day at 8th level,
and an additional time per day for
every four levels beyond 8th.

39
Master of Appraisal (Su): At 1st level
you can touch an item to learn about
its precise value and its properties (if
the object is a magic item) as a melee
touch attack. If successful, you gain
information as if you had cast detect
magic and had made a trained
Appraise skill check with a result equal
to 10 + your cleric level + your
Intelligence modifier. At 6th level, and
every four levels thereafter, add a +3
bonus to your check (+3 at 6th, +6 at
10th, +9 at 14th, and +12 at 18th).
You may use this ability a number of
times per day equal to 3 + your
Wisdom modifier.

Master of Negotiation (Su): At 8th level


Commerce LSJ: Cerion, Lucor
as a swift action, you can convince
other people of the truth of your words,
giving you a +20 bonus on Bluff checks
for a number of rounds equal to your
Wisdom modifier. If a magical effect is
used against you that would detect
your lies or force you to speak the
truth, the user of the effect must
succeed on a caster level check (1d20
+ caster level) against a DC of 15 +
your Charisma modifier + your caster
level to succeed. Failure means the
effect does not detect your lies or force
you to speak only the truth. This ability
otherwise functions as glibness. You
may use this ability once per day at 8th
40 level, and an additional time per day
for every four levels beyond 8th.
Acid Dart (Su): At 1st level as a
standard action, you can unleash an
acid dart targeting any foe within 30
feet as a ranged touch attack. The acid
dart deals 1d6 points of acid damage
+1 point for every two cleric levels you
possess. This effect stacks with true
strike. You may use this ability a
number of times per day equal to 3 +
your Wisdom modifier.

Dimensional Step (Su): At 8th level you


Creation LSJ: Ardra, Kalek
can teleport up to 30 feet per cleric
level as a standard action. This
teleportation must be used in 5-foot
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 distance for each
creature brought with you. You may
use this ability once per day at 8th
level, and an additional time per day
for every four levels beyond 8th.

41
Touch of Decay (Su): At 1st level as a
standard action you can make a melee
touch attack that deals 1d6 points of
damage + 1 point for every two cleric
levels you possess. You may use this
ability a number of times per day equal
to 3 + your Wisdom modifier.

Aura of Decay (Su): At 8th level you


can emit a 30-ft. aura of decay. This
aura lasts for a number of rounds
equal to your Wisdom modifier.
Enemies within this aura are affected
Disease LSJ: Karios, Krayve
by blight unless they make a Fortitude
save when they enter the area (or
when the aura is created). The blight
effect deals 1d6 points of damage per
round that the subject is within the area
of effect. The effect ends immediately
when the creature leaves the area or
the aura expires. This effect targets all
living things within the target area,
rather than just plants. You may use
this ability once per day at 8th level,
and an additional time per day for
every four levels beyond 8th.

42

Aura of Insight (Su): At 1st level you


gain a +1 resistance bonus on saving
throws. This bonus increases by +1 for
every 5 cleric levels you possess. As a
standard action, you can touch an ally
and grant them your resistance bonus
for 1 minute. When you use this ability,
you lose your resistance bonus for 1
minute. You may only transfer your
bonus a number of times per day equal
to 3 + your Wisdom modifier.
LSJ: Destine, Emerys,
Divination
Peliron, Sorena
Aura of True Strike (Su): At 8th level
you are able to imbue yourself with the
benefit of a true strike spell for a
number of rounds equal to your
Wisdom modifier. For every four cleric
levels you possess, you may affect one
ally within a 30 ft. radius (1 ally at 4th,
2 at 8th, 3 at 12th, etc). You may use
this ability once per day at 8th level,
and an additional time per day for
every four levels beyond 8th.

43
Commanding Touch (Su): At 1st level
you can cause a living creature to obey
a single command (as if under a
command spell) 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 commanding touch, it
is immune to its effects for 1 day. You
may use this ability a number of times
per day equal to 3 + your Wisdom
Domination LSJ: Dymora, Suulthah modifier.

Dominating Touch (Su): At 8th level


you can use dominate person as a
melee touch attack. You can only have
one person dominated in this way at a
time. This effect lasts a number of
minutes equal to your Wisdom
modifier. You may use this ability once
per day at 8th level, and an additional
time per day for every four levels
beyond 8th.

44

Hand of Fate (Su): At 1st level 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
cleric level. This bonus lasts 3 rounds
or until used. Once a creature has
benefitted from hand of fate, it can gain
no further benefit from this ability for 1
day. You may use this ability a
number of times per day equal to 3 +
your Wisdom modifier.
LSJ: Destine, Elianna,
Fate [LSJ]
Hyperion Aura of Fate (Su): At 8th level you can
emit a 40 ft. radius aura of fate for a
number of rounds equal to your
Wisdom modifier. You and all of your
allies in the area gain a +1 luck bonus
on attack rolls, weapon damage rolls,
saves, and skill checks, while each of
your foes takes a –1 penalty on such
rolls. These rounds do not need to be
consecutive. You may use this ability
once per day at 8th level, and an
additional time per day for every four
levels beyond 8th.

45
Dread Touch (Su): At 1st level you can
touch a creature as a touch attack,
giving it an enhancement penalty to a
single attack roll, skill check, ability
check, or saving throw equal to your
cleric level. This bonus last 3 rounds
or until used. Once a creature has
been affected by dread touch, it is
immune to its effects for 1 day. You
may use this ability a number of times
per day equal to 3 + your Wisdom
Fear LSJ: Graala, Oblivion modifier.

Aura of Dread (Su): At 8th level you


can emit a 30-ft. aura of dread for a
number of rounds equal to your
Wisdom modifier. Enemies within this
aura take a -2 penalty on ability
checks, attack rolls, damage rolls,
saving throws, and skill checks. You
may use this ability once per day at 8th
level, and an additional time per day
for every four levels beyond 8th.

46

Blinding Ray (Su): At 1st level as a


standard action, you can fire a 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
cleric level are dazzled for 1 round
instead. Blind creatures are immune to
this effect. You may use this ability a
number of times per day equal to 3 +
Illusion LSJ: Illudra
your Wisdom modifier.

Invisibility Field (Su): At 8th level, you


can make yourself invisible as a swift
action for a number of rounds equal to
your Wisdom modifier. This otherwise
functions as greater invisibility. You
may use this ability once per day at 8th
level, and an additional time per day
for every four levels beyond 8th.

47
Inspiring Touch (Su): At 1st level as a
standard action, you can touch an ally
as a touch attack, bolstering them
against fear and improving their
combat abilities. Your ally gains a +1
morale bonus to attack and weapon
damage rolls. The effect lasts for a
number or rounds equal to your cleric
level. These rounds do not need to be
consecutive. This bonus increases by
+1 for every 4 cleric levels (5th, 9th,
13th and 17th). Once a creature has
been affected by inspiring touch, it is
LSJ: Glissande,
immune to its effects for 1 day. You
Inspiration Hyperion, Kalek, Sorena,
may use this ability a number of times
Zara
per day equal to 3 + your wisdom
modifier.

Aura of Hope (Su): At 8th level you can


emit a 30-ft. aura of hope for a number
of rounds per day equal to your
Wisdom modifier. You and all of your
allies within this aura gain a +2 bonus
on ability checks, attack rolls, damage
rolls, saving throws, and skill checks.
You may use this ability once per day
at 8th level, and an additional time per
day for every four levels beyond 8th.

48
Moon Touch (Su): At 1st level you can
smite a lycanthrope creature as a
melee touch attack, dealing 1d8 points
of energy damage +1 for every 2 cleric
levels you possess. This touch has no
effect on non-lycanthropes. You may
use this ability a number of times per
day equal to 3 plus your Wisdom
modifier.

Nimbus of Moonlight (Su): At 8th level


you can emit a 30-ft. nimbus of
Moon LSJ: Graala, Meneon moonlight for a number of rounds per
day equal to your Wisdom modifier.
Lycanthropes within this radius suffer
1d8 points of energy damage +1 per 2
cleric levels you possess. Spells and
spell-like abilities with the darkness
descriptor are automatically dispelled if
brought inside this nimbus. This
nimbus has no effect on non-
lycanthropes. You may use this ability
once per day at 8th level, and an
additional time per day for every four
levels beyond 8th.

49

Poison Touch (Su): At 1st level, as a


standard action, you may make a
melee touch attack, causing a living
creature to take 1d6 points of damage
per round. This effect persists for one
round per cleric level or until stopped
with a DC 15 Heal check or any spell,
spell-like ability or other effect that
heals damage. Touching a creature
already affected by this ability resets
the duration, but does not stack. You
may use this ability a number of times
Poison LSJ: Mordana, Suulthah per day equal to 3 + your Wisdom
modifier.

Sword of Venom (Su): At 8th level, as


a swift action, you can cause one
melee weapon you possess to gain the
wounding property for a number of
rounds equal to your Wisdom modifier.
If the weapon leaves your possession
it immediately loses this ability. You
may use this ability once per day at 8th
level, and an additional time per day
for every four levels beyond 8th.

50
Rage Surge (Su): At 1st level, as a
standard action, you can touch a
creature, giving it great rage. For the
next 3 rounds, the target may add an
enhancement bonus equal to 1/2 your
cleric level on one melee attack roll or
Strength check (minimum +1). The
target must decide to use this ability
before rolling the dice. This effect
fades after 3 rounds or when the reroll
is used. Once a target has been
affected by rage surge, he can gain no
further benefit from it for 1 day. You
may use this ability a number of times
per day equal to 3 + your Wisdom
LSJ: Graala, Kohr,
Rage modifier.
Mordana, Zara
Aura of Rage (Su): At 8th level you can
emit a 30-ft. aura of rage for a number
of rounds equal to your Wisdom
modifier. Enemies within this aura are
affected by rage unless they make a
Will save when they enter the area (or
when the aura is created). The rage
gives both a -2 penalty to hit and
damage, which ends immediately
when the creature leaves the area or
the aura expires. You may use this
ability once per day at 8th level, and an
additional time per day for every four
levels beyond 8th.

51
Serpentstrike (Su): At 1st level you
can cause a single creature to suffer
the effects of a snake's bite with a
melee touch attack. A translucent
serpent of greenish-gold force
automatically bites any target you hit
with this touch attack, inflicting 1d4
points damage + poison (1d6 Con/1d6
Con, Fort DC 10 + ½ cleric level). You
may use this ability a number of times
per day equal to 3 + your Wisdom
modifier.

Master of Scale (Su): At 8th level, any


summon monster spell that you cast
Scalykind LSJ: Suulthah
can be used to summon dinosaurs,
fish, reptilian animals or snakes as if a
spell of the next higher level. A
summon monster III would therefore
summon 1 fiendish huge viper or large
fiendish shark, 1d3 fiendish
constrictors, crocodiles or large vipers
or 1d4+1 fiendish medium sharks or
fiendish medium vipers, while a
summon monster V could summon 1
fiendish elasmosaurus or giant
constrictor, 1d3 fiendish deinonychus,
fiendish huge sharks or fiendish giant
crocodiles, or 1d4+1 fiendish huge
vipers or fiendish large sharks.

52
Secret Taker (Su): At 1st level add all
Knowledge skills to your list of class
skills. Furthermore, as a standard
action, 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 cleric level + your
Intelligence modifier. You may use this
Secrets LSJ: Dymora, Illudra ability a number of times per day equal
to 3 + your Wisdom modifier.

Secret Viewing (Su): At 8th level you


can hear and see at a distance for a
number of rounds equal to your
Wisdom modifier. This ability works
like a combination of both clairvoyance
and clairaudience. You may use this
ability once per day at 8th level, and an
additional time per day for every four
levels beyond 8th.

53

Shocking Touch (Su): At 1st level, as a


standard action, you can make a
melee touch attack that deals 1d6
points of electrical damage + 1 for
every two cleric levels you possess.
You may use this ability a number of
times equal to 3 + your Wisdom
modifier.

Aura of Despair (Su): At 8th level, as a


Sensation LSJ: Dymora
standard action, you can emit a 30-ft.
aura of despair for a number of rounds
equal to your Wisdom modifier.
Enemies within this aura take a –2
penalty on ability checks, attack rolls,
damage rolls, saving throws, and skill
checks. You may use this ability once
per day at 8th level, and an additional
time per day for every four levels
beyond 8th.
54
Smite of Suffering (Su): At 1st level, as
a standard action, you can touch your
deity’s favored weapon and give it the
ability to deal a smite of suffering. For
the next 3 rounds, anyone wielding the
weapon may add an enhancement
bonus on one damage roll equal to 1/2
your cleric level for one attack roll. The
target must decide to use this ability
before rolling to attack. This effect
fades after 3 rounds or when the smite
of suffering is used. Once a wielder
has used a smite of suffering, he can
gain no further benefit from it for 1 day.
Suffering LSJ: Krayve You may use this ability a number of
times per day equal to 3 + your
Wisdom modifier.

Aura of Suffering (Su): At 8th level, as


a standard action, you can emit a 30-ft.
aura of suffering for a number of
rounds equal to your Wisdom modifier.
Enemies within this aura take a –2
penalty on ability checks, attack rolls,
damage rolls, saving throws, and skill
checks. You may use this ability once
per day at 8th level, and an additional
time per day for every four levels
beyond 8th.

55
Hand of Time (Su): At 1st level you
gain a +1 bonus to your initiative. This
bonus increases by +1 for every 5
cleric levels you possess. As a
standard action, you can touch an ally
and grant them your initiative bonus for
1 minute, or make a melee touch
attack against an opponent and apply
your bonus as a penalty to his initiative
for 1 minute. When you use this
ability, you lose your initiative bonus for
1 minute. You may only transfer your
bonus a number of times per day equal
to 3 + your Wisdom modifier.
Time [LSJ] LSJ: Emerys
Aura of Impediment (Su): At 8th level,
as a standard action, you can emit a
30-ft. aura of that will slow your
enemies for a number of rounds equal
to your Wisdom modifier. Enemies
within this aura take a penalty to
initiative equal to the caster's level, can
either move or do a single standard
action, moves at half speed, and has a
-2 penalty on ability checks, attack
rolls, damage rolls, saving throws, and
skill checks. You may use this ability
once per day at 8th level, and an
additional time per day for every four
levels beyond 8th.

56
Vengeful Blow (Su): At 1st level, as an
immediate action, you may turn aside
damage intended for you, delivering it
back upon the opponent who struck
you. When a blow is successfully
struck against you, your attacker must
succeed at a Will save DC 10 + your
Wisdom modifier + your cleric level / 2.
If the attacker fails this saving throw,
the damage that you would normally
receive is reflected back upon your
attacker. You must declare the use of
this ability after the attack is
determined to be successful, but
before damage is rolled. You may use
this ability a number of times per day
equal to 3 + your Wisdom modifier.
Vengeance LSJ: Mordana, Oblivion
Aura of Vengeance (Su): At 8th level
you can emit a 30-ft. aura of that will
reflect a spell back to its caster. The
spell must be of a level that you can
cast, and you must succeed on a
Spellcraft Check (DC 14+ spell level).
If you successfully identify the spell,
then the spell can be reflected back to
the caster. If you fail to identify the
spell, you may try and reflect the spell
anyway. Should the spell level be
above the level that you can cast, then
the ability is spent and it has no effect.
You may use this ability once per day
at 8th level, and an additional time per
day for every four levels beyond 8th.
57
*** Remarkable Races
58 ***

Preservation Goddess of the Mahrogs

59
60 *** BoDM ***
Your dreams provide you with visions
of future events, giving you and your
companions an advantage in avoiding
danger and allowing you to
communicate with others.

Dodging Danger (Su): Your sense of


future events allows you and your
companions to dodge attacks, spells
and breath weapons. Twice per day
you or a companion you designate
gains a +5 bonus to AC or to Reflex
saves for 1 round. The bonus can be
Dream
applied to two different individuals
once or to one individual twice.

Dream State (Su): Beginning at 8th


level you may enter a dream state
once per night. In this dream state you
can visit the dreams of any other
creature on the same plane of
existence with the same chances of
success as if you had cast the spell
scrying. If you are successful, you can
communicate with the person whose
dreams you are visiting.

61

You can grant others dwarf-like


fortitude and increase your own
fortitude.

Dwarven Hardiness (Su): You can


touch a creature as a standard action,
temporarily granting them a +2 bonus
Dwarf on saving throws against poison, spells
and spell-like abilities (this bonus
stacks with a dwarf’s racial hardiness).
The bonus lasts for 1 round.

Dwarven Fortitude (Ex): At 8th level,


you gain a permanent +2 bonus to all
Fortitude saves.
62
You can grant others elf-like
immunities and increase your own
immunities.

Elven Immunities (Su): You can touch


a creature as a standard action,
temporarily granting them a +2 bonus
on saving throws against enchantment
spells and effects (this bonus stacks
Elf with an elf’s racial immunities). The
bonus lasts for 1 round.

Enchantment Resistance (Su): At 8th


level, you develop immunity to
enchantment spells and effects of 3rd
caster level or lower. Your racial saving
throw bonus against enchantment
spells and effects still applies to 4th
caster level and higher spells.

63

Your deity’s touch has given you the


ability to affect the fate of others, and
to even change your own fate.

Fateful Touch (Su): You can touch a


creature as a standard action, granting
them the ability to automatically
succeed or fail (at their option) on one
saving throw, skill check, or ability
Fate [BoDM]
check. The automatic success must be
used within one minute of being
touched.

Amor Fati (Su): Beginning at 8th level,


your acceptance of your deity’s grand
plans leaves you mentally calm,
granting you a +3 bonus to your Will
saves.
64
You can grant others gnome-like
resistances and increase your own
racial abilities.

Gnomish Resistances (Su): You can


touch a creature as a standard action,
temporarily granting them a +2 bonus
to saving throws against illusion spells
Gnome and effects (this bonus stacks with a
gnome’s racial resistance). The bonus
lasts for 1 round.

Gnomish Senses (Ex): Beginning at


8th level, you gain a +4 bonus to
Perception checks. This bonus stacks
with a gnome’s racial bonus to
Perception.
65

You can grant others halfling-like luck


and boost your own resistance to fear.

Halfling Luck (Su): You can touch a


creature as a standard action,
temporarily granting them a +2 bonus
on all saving throws (this bonus stacks
with a halfling’s racial bonus). The
Halfling
bonus lasts for 1 round.

Truly Fearless (Su): Beginning at 8th


level, you become immune to all non-
magical fear effects, and you gain a +2
bonus to saving throws against
magical fear effects (this bonus stacks
with a halfling’s racial bonus).

66
The power of your deity fills you,
allowing you to soothe others with a
touch, and preventing you from
becoming sickened when traveling
aboard a ship.

Comforting Touch (Su): You can touch


a creature as a standard action,
granting them a +2 bonus to all saving
Ocean throws against effects that would leave
them with the nauseated or sickened
condition.

Iron Guts (Ex): Beginning at 8th level,


you become immune to the sickened
condition and receive a +4 bonus to
saving throws against effects that
would leave you with the nauseated
condition.
67

You can grant others orc-like abilities


and boost your own ability to keep
fighting even as you are dying.

Intimidating Touch (Su): You can touch


a creature as a standard action,
granting them a +2 bonus to intimidate
others (this bonus stacks with a half-
orc’s racial bonus to Intimidate). This
Orc bonus lasts for 1 round.

Terrible Ferocity (Ex): Beginning at 8th


level, once per day, when you are
brought below 0 hit points but not
killed, you can fight on for two more
rounds as if disabled (one more round
if you are not an orc or half-orc). This
ability is otherwise identical to the orc
ferocity half-orc racial trait.

68
You can grant others the glory of your
deity’s rapture with just a touch, and
the deity's joy fills your heart to
overflowing.

Rapturous Touch (Su): You can touch


a creature as a standard action,
granting them a +2 bonus to any one
Pleasure
Perform check for one round.

Joyful Heart (Su): Beginning at 8th


level, your heart is so full of joy that
you are immune to nonmagical fear
effects and receive a +2 bonus to
saving throws against magical fear
effects.
69

You can grant others renewed strength


with but a touch and restore life to
yourself when you most need it.

Renewed Strength (Su): You can touch


a creature as a standard action to
remove the exhausted, fatigued,
nauseated or sickened conditions. You
can use this ability a number of times
Renewal per day equal to 3 + your Wisdom
modifier.

Renewed Life (Su): At 8th level, once


per day, if you fall below 0 hit points
you regain a number of hit points equal
to 8 + your Wisdom modifier. If an
attack brings you to -10 hp or lower,
you die before this power can take
effect.
70
Your touch can fill enemies with your
deity’s retribution, and you can smite
foes with a retributive strike.

Retributive Touch (Su): You can touch


a creature as a melee touch attack. If
your touch attack is successful, you fill
your foe’s mind with visions of
retribution, leaving them with the
shaken condition for 1 round.

Retributive Strike (Su): At 8th level,


Retribution
once per day you can strike the ground
with your fist or with a melee weapon.
From the point of your strike, you
release a 30 ft. burst of powerful force
energy, dealing 8d4 points of damage
to all foes within the burst. Those
affected may make a Reflex save for
half damage. The DC to resist the
damage is 10 + ½ your cleric level +
your Charisma bonus. Anyone you
normally consider a friend or ally is not
affected by the retributive strike.

71

Your voice carries the power of your


deity, inspiring allies and charming
foes.

Song of Courage (Su): Your singing


grants your allies a +1 bonus to saving
throws against charm and fear effects
and on attack and damage rolls. You
can sing the song of courage a number
of times per day equal to 1 + your
Charisma bonus. This power is
Song otherwise similar to a bard’s inspire
courage ability.

Song of Suggestion (Sp): At 8th level,


once per day you can sing a powerful
song and make a suggestion (as per
the spell) to a number of creatures
equal to your Charisma bonus. A Will
save (DC 10 + ½ your cleric level +
your Charisma modifier) negates the
effects. This power is otherwise similar
to a bard’s suggestion ability.

72
Your deity has given you the power to
stop time briefly, and to shift
backwards in time briefly as well.

Moment of Pause (Sp): As a melee


touch attack, you can stop time for one
creature briefly, freezing them in place.
For one round, the creature can take
no action and experiences time as if
that round never took place.
Time [BoDM]
Time Shift (Sp): Beginning at 8th level,
once per week you can briefly shift
time backwards. You can shift back no
further than 4 combat rounds, or 1
minute outside of combat. Any actions
that took place during the time you shift
back before are considered to have not
taken place, and all actions pick up
from the point you shift back to.

73
*** Custom ***
0 0
0 0
1 2 3
Table_Domains
Domain Spells
Summary 1st 2nd

Lightning Arc (Sp) - Standard Action,


3/day, make ranged touch attack vs. obscuring mist wind wall
foe w/in 30' deals 1d6 [electricity]

Knowledge (nature) is a class skill;


May Speak with Animals (Sp) as the calm animals hold animal
spell for 3 rnds/day

Artificer's Touch (Sp) - cast mending


at will (caster level 0); 3/day, make
animate rope wood shape
melee touch attack vs. object/construct
to deal 1d6 (bypasses DR/hardness 0)

Touch of Chaos (Sp) - 3/day, melee


touch attack causes foe to roll twice
protection from law align weapon
and take lesser result on any d20 rollls
for 1 rnd

Dazing Touch (Sp) - 3/day, melee


touch attack dazes foe with less then 1 charm person calm emotions
HD for 1 rnd

Calming Touch (Sp) - Standard


Action, 3/day, touch heals 1d6
nonlethal damage and removes bless shield other
Fatigued, Shaken, and Sickened
conditions

Gain Blind-Fight as bonus feat; Touch


of Darkness (Sp) - 3/day, melee touch
attack causes foe to treat all others as obscuring mist blindness/deafness
having concealment (20% miss
chance) for 0 rnds

Bleeding Touch (Sp) - 3/day, melee


touch attack causes foe to take 1d6
dmg/rnd for 1 rnds unless stopped w/ cause fear death knell
DC 15 Heal check or any spell/effect
that heals dmg

Destructive Smite (Su) - 3/day, make


single melee attack with +1 Morale true strike shatter
bonus to dmg

Acid Dart (Sp) - Standard Action,


3/day, make ranged touch attack vs. magic stone soften earth and stone
foe w/in 30' deals 1d6 [acid]
Touch of Evil (Sp) - 3/day, melee
touch attack causes foe to become
protection from good align weapon (evil only)
Sickened and treated as Good for
purposes of [Evil] spells for 1 rnds

Fire Bolt (Sp) - Standard Action,


3/day, make ranged touch attack vs. burning hands produce flame
foe w/in 30' deals 1d6 [fire]

+2 DC when channelling positive


energy to harm Undead; Touch of
Glory (Sp) - Standard Action, 3/day,
shield of faith bless weapon
touch grants +0 bonus to single
Charisma-based skill check or ability
check chosen w/in 1 hr

Touch of Good (Sp) - Standard


Action, 3/day, touch grants +1 Sacred align weapon (good
protection from evil
bonus to attack rolls, skill checks, only)
ability checks, and saves for 1 rnd

Rebuke Death (Sp) - Standard Action,


3/day, touch heals living creature that cure light wounds cure moderate wounds
is below 0 HP for 1d4

All Knowledge skills are class skills;


Lore Keeper (Sp) - Touch attack grants
knowledge of foes
comprehend languages detect thoughts
abilities/weaknesses as if making a
Knowledge skill check with a result of
15

Touch of Law (Sp) - Standard Action,


3/day, touch causes willing target to
treat all attack rolls, skill checks, ability protection from chaos align weapon (law only)
checks, and saves for 1 rnd as if rolling
an 11

Liberation (Su) - automatically move


normally regardless of magical effects remove fear remove paralysis
for 0 rnds/day

Bit of Luck (Sp) - Standard Action,


3/day, touch allows willing creature to
true strike air
roll d20 twice and take best roll for 1
rnd
Vision of Madness (Sp) - 3/day,
melee touch attack grants target +1 to
either attack rolls, saves, or skill lesser confusion touch of idiocy
checks and -1 to the other two types
for 3 rnds
Hand of the Acolyte (Su) - Standard
Action, 3/day, make single attack
identify magic mouth
w/melee weapon up to 30' away, using
+0 rather than Dex mod
Inspiring Word (Sp) - Standard
Action, 3/day, creature w/in 30' gains
+2 Morale bonus on attack rolls, skill divine favor enthrall
checks, ability checks, and saves for 1
rnds
Wooden Fist (Su) - Free Action, 3
rnds/day, unarmed strikes do not
entangle barkskin
provoke AoO, deal lethal damage, and
deal +1 dmg

Gain +1 Resistance bonus on saves;


Resistant Touch (Sp) - Standard
sanctuary shield other
Action, 3/day, touch transfers your
Resistance bonus to target for 1 min

Gentle Rest (Sp) - 3/day, melee touch


attack Staggers living creature for 1
rnd (targets already Staggered fall deathwatch gentle repose
asleep for 1 rnd), Undead are
Staggered for 0 rnds

Blast Rune (Sp) - Standard Action,


3/day, create invisible acid, cold,
electricity, or fire rune in adjacent
square that deals 1d6 to creature erase secret page
entering square, lasts 0 rnds-level
spell, Perception/Disable Device DC
26, dispels as 1st

Strength Surge (Sp) - Standard


Action, 3/day, touch grants +1
Enhancement bonus to melee attacks, enlarge person bull's strength
Str-based combat maneuvers, Str-
based skills, and Str checks for 1 rnd

Sun's Blessing (Su) - when


channeling positive energy to harm
undead, gain +0 to dmg and Undead endure elements heat metal
cannot add channel resistance to
saves

Base speed increases by 10'; Agile


Feet (Su) - Free Action, 3/day, ignore longstrider locate object
difficult terrain for 1 rnd
Gain Bluff, Disguise, and Stealth as
class skills; Copycat (Sp) - Move
Action, 3/day, create illusory double disguise self invisibility
that lasts 0 rnd(s) or until
dispelled/destroyed

Battle Rage (Sp) - Standard Action,


magic weapon spiritual weapon
3/day, touch grants +1 to dmg for 1 rnd

Icicle (Sp) - Standard Action, 3/day,


make ranged touch attack vs. foe w/in obscuring mist fog cloud
30' deals 1d6 [cold]

Storm Burst (Sp) - Standard Action,


3/day, ranged touch attack vs. foe w/in
30' deals 1d6 nonlethal dmg and obscuring mist fog cloud
causes -2 penalty on attack rolls for 1
rnd

Master of Elements (Su): At 1st level,


you are permanently protected from
environmental heat or cold as if by an
endure elements spell (select which
one when this domain is chosen).

Aura of Adaptability (Su): At 6th level


as a standard action, you surround
yourself and one ally per two cleric
levels in an aura which extends out
from you in a 30 ft. diameter sphere.
The aura moves with you, and while
within it you do not need to breathe or
feather fall alter self
eat, nor are you affected by external
effects such as water pressure. The
aura does not block physical attacks
from creatures or weapons, nor does it
prevent topical exposure to poisonous
gases, though it would guard against
any effect resulting from breathing in
the vapors. This effect lasts for one
minute per cleric level. You may use
this ability once per day at 8th level,
and an additional time per day for
every four levels beyond 8th.
Master of Appraisal (Su): At 1st level
you can touch an item to learn about
its precise value and its properties (if
the object is a magic item) as a melee
touch attack. If successful, you gain
information as if you had cast detect
magic and had made a trained
Appraise skill check with a result equal
to 10 + your cleric level + your
Intelligence modifier. At 6th level, and
every four levels thereafter, add a +3
bonus to your check (+3 at 6th, +6 at
10th, +9 at 14th, and +12 at 18th).
You may use this ability a number of
times per day equal to 3 + your
Wisdom modifier.

Master of Negotiation (Su): At 8th level


comprehend languages detect thoughts
as a swift action, you can convince
other people of the truth of your words,
giving you a +20 bonus on Bluff checks
for a number of rounds equal to your
Wisdom modifier. If a magical effect is
used against you that would detect
your lies or force you to speak the
truth, the user of the effect must
succeed on a caster level check (1d20
+ caster level) against a DC of 15 +
your Charisma modifier + your caster
level to succeed. Failure means the
effect does not detect your lies or force
you to speak only the truth. This ability
otherwise functions as glibness. You
may use this ability once per day at 8th
level, and an additional time per day
for every four levels beyond 8th.
Acid Dart (Su): At 1st level as a
standard action, you can unleash an
acid dart targeting any foe within 30
feet as a ranged touch attack. The acid
dart deals 1d6 points of acid damage
+1 point for every two cleric levels you
possess. This effect stacks with true
strike. You may use this ability a
number of times per day equal to 3 +
your Wisdom modifier.

Dimensional Step (Su): At 8th level you


create water mirror image
can teleport up to 30 feet per cleric
level as a standard action. This
teleportation must be used in 5-foot
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 distance for each
creature brought with you. You may
use this ability once per day at 8th
level, and an additional time per day
for every four levels beyond 8th.
Touch of Decay (Su): At 1st level as a
standard action you can make a melee
touch attack that deals 1d6 points of
damage + 1 point for every two cleric
levels you possess. You may use this
ability a number of times per day equal
to 3 + your Wisdom modifier.

Aura of Decay (Su): At 8th level you


can emit a 30-ft. aura of decay. This
aura lasts for a number of rounds
equal to your Wisdom modifier.
Enemies within this aura are affected
ray of enfeeblement warp wood
by blight unless they make a Fortitude
save when they enter the area (or
when the aura is created). The blight
effect deals 1d6 points of damage per
round that the subject is within the area
of effect. The effect ends immediately
when the creature leaves the area or
the aura expires. This effect targets all
living things within the target area,
rather than just plants. You may use
this ability once per day at 8th level,
and an additional time per day for
every four levels beyond 8th.

Aura of Insight (Su): At 1st level you


gain a +1 resistance bonus on saving
throws. This bonus increases by +1 for
every 5 cleric levels you possess. As a
standard action, you can touch an ally
and grant them your resistance bonus
for 1 minute. When you use this ability,
you lose your resistance bonus for 1
minute. You may only transfer your
bonus a number of times per day equal
to 3 + your Wisdom modifier.
identify detect thoughts
Aura of True Strike (Su): At 8th level
you are able to imbue yourself with the
benefit of a true strike spell for a
number of rounds equal to your
Wisdom modifier. For every four cleric
levels you possess, you may affect one
ally within a 30 ft. radius (1 ally at 4th,
2 at 8th, 3 at 12th, etc). You may use
this ability once per day at 8th level,
and an additional time per day for
every four levels beyond 8th.
Commanding Touch (Su): At 1st level
you can cause a living creature to obey
a single command (as if under a
command spell) 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 commanding touch, it
is immune to its effects for 1 day. You
may use this ability a number of times
per day equal to 3 + your Wisdom
modifier. hypnotism enthrall

Dominating Touch (Su): At 8th level


you can use dominate person as a
melee touch attack. You can only have
one person dominated in this way at a
time. This effect lasts a number of
minutes equal to your Wisdom
modifier. You may use this ability once
per day at 8th level, and an additional
time per day for every four levels
beyond 8th.

Hand of Fate (Su): At 1st level 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
cleric level. This bonus lasts 3 rounds
or until used. Once a creature has
benefitted from hand of fate, it can gain
no further benefit from this ability for 1
day. You may use this ability a
number of times per day equal to 3 +
your Wisdom modifier.
true strike augury
Aura of Fate (Su): At 8th level you can
emit a 40 ft. radius aura of fate for a
number of rounds equal to your
Wisdom modifier. You and all of your
allies in the area gain a +1 luck bonus
on attack rolls, weapon damage rolls,
saves, and skill checks, while each of
your foes takes a –1 penalty on such
rolls. These rounds do not need to be
consecutive. You may use this ability
once per day at 8th level, and an
additional time per day for every four
levels beyond 8th.
Dread Touch (Su): At 1st level you can
touch a creature as a touch attack,
giving it an enhancement penalty to a
single attack roll, skill check, ability
check, or saving throw equal to your
cleric level. This bonus last 3 rounds
or until used. Once a creature has
been affected by dread touch, it is
immune to its effects for 1 day. You
may use this ability a number of times
per day equal to 3 + your Wisdom
modifier. cause fear scare

Aura of Dread (Su): At 8th level you


can emit a 30-ft. aura of dread for a
number of rounds equal to your
Wisdom modifier. Enemies within this
aura take a -2 penalty on ability
checks, attack rolls, damage rolls,
saving throws, and skill checks. You
may use this ability once per day at 8th
level, and an additional time per day
for every four levels beyond 8th.

Blinding Ray (Su): At 1st level as a


standard action, you can fire a 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
cleric level are dazzled for 1 round
instead. Blind creatures are immune to
this effect. You may use this ability a
number of times per day equal to 3 +
silent image invisibility
your Wisdom modifier.

Invisibility Field (Su): At 8th level, you


can make yourself invisible as a swift
action for a number of rounds equal to
your Wisdom modifier. This otherwise
functions as greater invisibility. You
may use this ability once per day at 8th
level, and an additional time per day
for every four levels beyond 8th.
Inspiring Touch (Su): At 1st level as a
standard action, you can touch an ally
as a touch attack, bolstering them
against fear and improving their
combat abilities. Your ally gains a +1
morale bonus to attack and weapon
damage rolls. The effect lasts for a
number or rounds equal to your cleric
level. These rounds do not need to be
consecutive. This bonus increases by
+1 for every 4 cleric levels (5th, 9th,
13th and 17th). Once a creature has
been affected by inspiring touch, it is
immune to its effects for 1 day. You
bless weapon heroism
may use this ability a number of times
per day equal to 3 + your wisdom
modifier.

Aura of Hope (Su): At 8th level you can


emit a 30-ft. aura of hope for a number
of rounds per day equal to your
Wisdom modifier. You and all of your
allies within this aura gain a +2 bonus
on ability checks, attack rolls, damage
rolls, saving throws, and skill checks.
You may use this ability once per day
at 8th level, and an additional time per
day for every four levels beyond 8th.
Moon Touch (Su): At 1st level you can
smite a lycanthrope creature as a
melee touch attack, dealing 1d8 points
of energy damage +1 for every 2 cleric
levels you possess. This touch has no
effect on non-lycanthropes. You may
use this ability a number of times per
day equal to 3 plus your Wisdom
modifier.

Nimbus of Moonlight (Su): At 8th level


you can emit a 30-ft. nimbus of
moonlight for a number of rounds per detect lycanthropes remove curse
day equal to your Wisdom modifier.
Lycanthropes within this radius suffer
1d8 points of energy damage +1 per 2
cleric levels you possess. Spells and
spell-like abilities with the darkness
descriptor are automatically dispelled if
brought inside this nimbus. This
nimbus has no effect on non-
lycanthropes. You may use this ability
once per day at 8th level, and an
additional time per day for every four
levels beyond 8th.

Poison Touch (Su): At 1st level, as a


standard action, you may make a
melee touch attack, causing a living
creature to take 1d6 points of damage
per round. This effect persists for one
round per cleric level or until stopped
with a DC 15 Heal check or any spell,
spell-like ability or other effect that
heals damage. Touching a creature
already affected by this ability resets
the duration, but does not stack. You
may use this ability a number of times
per day equal to 3 + your Wisdom augment poison stinking cloud
modifier.

Sword of Venom (Su): At 8th level, as


a swift action, you can cause one
melee weapon you possess to gain the
wounding property for a number of
rounds equal to your Wisdom modifier.
If the weapon leaves your possession
it immediately loses this ability. You
may use this ability once per day at 8th
level, and an additional time per day
for every four levels beyond 8th.
Rage Surge (Su): At 1st level, as a
standard action, you can touch a
creature, giving it great rage. For the
next 3 rounds, the target may add an
enhancement bonus equal to 1/2 your
cleric level on one melee attack roll or
Strength check (minimum +1). The
target must decide to use this ability
before rolling the dice. This effect
fades after 3 rounds or when the reroll
is used. Once a target has been
affected by rage surge, he can gain no
further benefit from it for 1 day. You
may use this ability a number of times
per day equal to 3 + your Wisdom
modifier. enlarge person rage

Aura of Rage (Su): At 8th level you can


emit a 30-ft. aura of rage for a number
of rounds equal to your Wisdom
modifier. Enemies within this aura are
affected by rage unless they make a
Will save when they enter the area (or
when the aura is created). The rage
gives both a -2 penalty to hit and
damage, which ends immediately
when the creature leaves the area or
the aura expires. You may use this
ability once per day at 8th level, and an
additional time per day for every four
levels beyond 8th.
Serpentstrike (Su): At 1st level you
can cause a single creature to suffer
the effects of a snake's bite with a
melee touch attack. A translucent
serpent of greenish-gold force
automatically bites any target you hit
with this touch attack, inflicting 1d4
points damage + poison (1d6 Con/1d6
Con, Fort DC 10 + ½ cleric level). You
may use this ability a number of times
per day equal to 3 + your Wisdom
modifier.

Master of Scale (Su): At 8th level, any


summon monster spell that you cast
chill touch scaleskin
can be used to summon dinosaurs,
fish, reptilian animals or snakes as if a
spell of the next higher level. A
summon monster III would therefore
summon 1 fiendish huge viper or large
fiendish shark, 1d3 fiendish
constrictors, crocodiles or large vipers
or 1d4+1 fiendish medium sharks or
fiendish medium vipers, while a
summon monster V could summon 1
fiendish elasmosaurus or giant
constrictor, 1d3 fiendish deinonychus,
fiendish huge sharks or fiendish giant
crocodiles, or 1d4+1 fiendish huge
vipers or fiendish large sharks.
Secret Taker (Su): At 1st level add all
Knowledge skills to your list of class
skills. Furthermore, as a standard
action, 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 cleric level + your
Intelligence modifier. You may use this
ability a number of times per day equal alarm undetectable alignment
to 3 + your Wisdom modifier.

Secret Viewing (Su): At 8th level you


can hear and see at a distance for a
number of rounds equal to your
Wisdom modifier. This ability works
like a combination of both clairvoyance
and clairaudience. You may use this
ability once per day at 8th level, and an
additional time per day for every four
levels beyond 8th.

Shocking Touch (Su): At 1st level, as a


standard action, you can make a
melee touch attack that deals 1d6
points of electrical damage + 1 for
every two cleric levels you possess.
You may use this ability a number of
times equal to 3 + your Wisdom
modifier.

Aura of Despair (Su): At 8th level, as a


shocking grasp hideous laughter
standard action, you can emit a 30-ft.
aura of despair for a number of rounds
equal to your Wisdom modifier.
Enemies within this aura take a –2
penalty on ability checks, attack rolls,
damage rolls, saving throws, and skill
checks. You may use this ability once
per day at 8th level, and an additional
time per day for every four levels
beyond 8th.
Smite of Suffering (Su): At 1st level, as
a standard action, you can touch your
deity’s favored weapon and give it the
ability to deal a smite of suffering. For
the next 3 rounds, anyone wielding the
weapon may add an enhancement
bonus on one damage roll equal to 1/2
your cleric level for one attack roll. The
target must decide to use this ability
before rolling to attack. This effect
fades after 3 rounds or when the smite
of suffering is used. Once a wielder
has used a smite of suffering, he can
gain no further benefit from it for 1 day.
You may use this ability a number of bane death knell
times per day equal to 3 + your
Wisdom modifier.

Aura of Suffering (Su): At 8th level, as


a standard action, you can emit a 30-ft.
aura of suffering for a number of
rounds equal to your Wisdom modifier.
Enemies within this aura take a –2
penalty on ability checks, attack rolls,
damage rolls, saving throws, and skill
checks. You may use this ability once
per day at 8th level, and an additional
time per day for every four levels
beyond 8th.
Hand of Time (Su): At 1st level you
gain a +1 bonus to your initiative. This
bonus increases by +1 for every 5
cleric levels you possess. As a
standard action, you can touch an ally
and grant them your initiative bonus for
1 minute, or make a melee touch
attack against an opponent and apply
your bonus as a penalty to his initiative
for 1 minute. When you use this
ability, you lose your initiative bonus for
1 minute. You may only transfer your
bonus a number of times per day equal
to 3 + your Wisdom modifier.
expeditious retreat mirror image
Aura of Impediment (Su): At 8th level,
as a standard action, you can emit a
30-ft. aura of that will slow your
enemies for a number of rounds equal
to your Wisdom modifier. Enemies
within this aura take a penalty to
initiative equal to the caster's level, can
either move or do a single standard
action, moves at half speed, and has a
-2 penalty on ability checks, attack
rolls, damage rolls, saving throws, and
skill checks. You may use this ability
once per day at 8th level, and an
additional time per day for every four
levels beyond 8th.
Vengeful Blow (Su): At 1st level, as an
immediate action, you may turn aside
damage intended for you, delivering it
back upon the opponent who struck
you. When a blow is successfully
struck against you, your attacker must
succeed at a Will save DC 10 + your
Wisdom modifier + your cleric level / 2.
If the attacker fails this saving throw,
the damage that you would normally
receive is reflected back upon your
attacker. You must declare the use of
this ability after the attack is
determined to be successful, but
before damage is rolled. You may use
this ability a number of times per day
equal to 3 + your Wisdom modifier.
silent image touch of idiocy
Aura of Vengeance (Su): At 8th level
you can emit a 30-ft. aura of that will
reflect a spell back to its caster. The
spell must be of a level that you can
cast, and you must succeed on a
Spellcraft Check (DC 14+ spell level).
If you successfully identify the spell,
then the spell can be reflected back to
the caster. If you fail to identify the
spell, you may try and reflect the spell
anyway. Should the spell level be
above the level that you can cast, then
the ability is spent and it has no effect.
You may use this ability once per day
at 8th level, and an additional time per
day for every four levels beyond 8th.

Earthly Perseverance (Su) -


Immediate Action, 3/day, reroll failed
Fort or Will save with + 0 Resistance endure elements restoration, lesser
bonus before results are revealed
(must take the new result)
Your dreams provide you with visions
of future events, giving you and your
companions an advantage in avoiding
danger and allowing you to
communicate with others.

Dodging Danger (Su): Your sense of


future events allows you and your
companions to dodge attacks, spells
and breath weapons. Twice per day
you or a companion you designate
gains a +5 bonus to AC or to Reflex
saves for 1 round. The bonus can be
obscuring mist pleasant dreams
applied to two different individuals
once or to one individual twice.

Dream State (Su): Beginning at 8th


level you may enter a dream state
once per night. In this dream state you
can visit the dreams of any other
creature on the same plane of
existence with the same chances of
success as if you had cast the spell
scrying. If you are successful, you can
communicate with the person whose
dreams you are visiting.

You can grant others dwarf-like


fortitude and increase your own
fortitude.

Dwarven Hardiness (Su): You can


touch a creature as a standard action,
temporarily granting them a +2 bonus
on saving throws against poison, spells bane flame of the forge
and spell-like abilities (this bonus
stacks with a dwarf’s racial hardiness).
The bonus lasts for 1 round.

Dwarven Fortitude (Ex): At 8th level,


you gain a permanent +2 bonus to all
Fortitude saves.
You can grant others elf-like
immunities and increase your own
immunities.

Elven Immunities (Su): You can touch


a creature as a standard action,
temporarily granting them a +2 bonus
on saving throws against enchantment
spells and effects (this bonus stacks
with an elf’s racial immunities). The magic weapon eagle’s splendor
bonus lasts for 1 round.

Enchantment Resistance (Su): At 8th


level, you develop immunity to
enchantment spells and effects of 3rd
caster level or lower. Your racial saving
throw bonus against enchantment
spells and effects still applies to 4th
caster level and higher spells.

Your deity’s touch has given you the


ability to affect the fate of others, and
to even change your own fate.

Fateful Touch (Su): You can touch a


creature as a standard action, granting
them the ability to automatically
succeed or fail (at their option) on one
saving throw, skill check, or ability
serenity augury
check. The automatic success must be
used within one minute of being
touched.

Amor Fati (Su): Beginning at 8th level,


your acceptance of your deity’s grand
plans leaves you mentally calm,
granting you a +3 bonus to your Will
saves.
You can grant others gnome-like
resistances and increase your own
racial abilities.

Gnomish Resistances (Su): You can


touch a creature as a standard action,
temporarily granting them a +2 bonus
to saving throws against illusion spells
and effects (this bonus stacks with a silver tongue eagle’s splendor
gnome’s racial resistance). The bonus
lasts for 1 round.

Gnomish Senses (Ex): Beginning at


8th level, you gain a +4 bonus to
Perception checks. This bonus stacks
with a gnome’s racial bonus to
Perception.

You can grant others halfling-like luck


and boost your own resistance to fear.

Halfling Luck (Su): You can touch a


creature as a standard action,
temporarily granting them a +2 bonus
on all saving throws (this bonus stacks
with a halfling’s racial bonus). The
even odds find traps
bonus lasts for 1 round.

Truly Fearless (Su): Beginning at 8th


level, you become immune to all non-
magical fear effects, and you gain a +2
bonus to saving throws against
magical fear effects (this bonus stacks
with a halfling’s racial bonus).
The power of your deity fills you,
allowing you to soothe others with a
touch, and preventing you from
becoming sickened when traveling
aboard a ship.

Comforting Touch (Su): You can touch


a creature as a standard action,
granting them a +2 bonus to all saving
throws against effects that would leave endure elements sea legs
them with the nauseated or sickened
condition.

Iron Guts (Ex): Beginning at 8th level,


you become immune to the sickened
condition and receive a +4 bonus to
saving throws against effects that
would leave you with the nauseated
condition.

You can grant others orc-like abilities


and boost your own ability to keep
fighting even as you are dying.

Intimidating Touch (Su): You can touch


a creature as a standard action,
granting them a +2 bonus to intimidate
others (this bonus stacks with a half-
orc’s racial bonus to Intimidate). This
bonus lasts for 1 round. war paint bull’s strength

Terrible Ferocity (Ex): Beginning at 8th


level, once per day, when you are
brought below 0 hit points but not
killed, you can fight on for two more
rounds as if disabled (one more round
if you are not an orc or half-orc). This
ability is otherwise identical to the orc
ferocity half-orc racial trait.
You can grant others the glory of your
deity’s rapture with just a touch, and
the deity's joy fills your heart to
overflowing.

Rapturous Touch (Su): You can touch


a creature as a standard action,
granting them a +2 bonus to any one
charm person mantle of love
Perform check for one round.

Joyful Heart (Su): Beginning at 8th


level, your heart is so full of joy that
you are immune to nonmagical fear
effects and receive a +2 bonus to
saving throws against magical fear
effects.

You can grant others renewed strength


with but a touch and restore life to
yourself when you most need it.

Renewed Strength (Su): You can touch


a creature as a standard action to
remove the exhausted, fatigued,
nauseated or sickened conditions. You
can use this ability a number of times
per day equal to 3 + your Wisdom healing stones restoration, lesser
modifier.

Renewed Life (Su): At 8th level, once


per day, if you fall below 0 hit points
you regain a number of hit points equal
to 8 + your Wisdom modifier. If an
attack brings you to -10 hp or lower,
you die before this power can take
effect.
Your touch can fill enemies with your
deity’s retribution, and you can smite
foes with a retributive strike.

Retributive Touch (Su): You can touch


a creature as a melee touch attack. If
your touch attack is successful, you fill
your foe’s mind with visions of
retribution, leaving them with the
shaken condition for 1 round.

Retributive Strike (Su): At 8th level,


divine strike retribution
once per day you can strike the ground
with your fist or with a melee weapon.
From the point of your strike, you
release a 30 ft. burst of powerful force
energy, dealing 8d4 points of damage
to all foes within the burst. Those
affected may make a Reflex save for
half damage. The DC to resist the
damage is 10 + ½ your cleric level +
your Charisma bonus. Anyone you
normally consider a friend or ally is not
affected by the retributive strike.

Your voice carries the power of your


deity, inspiring allies and charming
foes.

Song of Courage (Su): Your singing


grants your allies a +1 bonus to saving
throws against charm and fear effects
and on attack and damage rolls. You
can sing the song of courage a number
of times per day equal to 1 + your
Charisma bonus. This power is
otherwise similar to a bard’s inspire silver tongue song of rapture
courage ability.

Song of Suggestion (Sp): At 8th level,


once per day you can sing a powerful
song and make a suggestion (as per
the spell) to a number of creatures
equal to your Charisma bonus. A Will
save (DC 10 + ½ your cleric level +
your Charisma modifier) negates the
effects. This power is otherwise similar
to a bard’s suggestion ability.
Your deity has given you the power to
stop time briefly, and to shift
backwards in time briefly as well.

Moment of Pause (Sp): As a melee


touch attack, you can stop time for one
creature briefly, freezing them in place.
For one round, the creature can take
no action and experiences time as if
that round never took place.
deathwatch one track mind
Time Shift (Sp): Beginning at 8th level,
once per week you can briefly shift
time backwards. You can shift back no
further than 4 combat rounds, or 1
minute outside of combat. Any actions
that took place during the time you shift
back before are considered to have not
taken place, and all actions pick up
from the point you shift back to.

0 0 0
0 0 0
4 5 6
3rd 4th 5th 6th

gaseous form air walk control winds chain lightning

summon nature’s ally IV


beast shape III (animals
dominate animal (animals antilife shell
only)
only)

stone shape minor creation fabricate major creation

magic circle against law chaos hammer dispel law animate objects

suggestion heroism charm monster geas/quest

prayer status telepathic bond heroes' feast

summon monster V
deeper darkness shadow conjuration shadow walk
(summons 1d3 shadows)

animate dead death ward slay living create undead

rage inflict critical woulds shout harm

stone shape spike stones wall of stone stoneskin


magic circle against good unholy blight dispel good create undead

fireball wall of fire fire shield fire seeds

searing light holy smite righteous might undeath to death

magic circle against evil holy smite dispel evil blade barrier

cure serious wounds cure critical wounds breath of life heal

speak with dead divination true seeing find the path

magic circle against


order's wrath dispel chaos hold monster
chaos

remoce curse freedom of movement break enchantment greater dispel magic

protection from energy freedom of movement break enchantment mislead


rage confusion nightmare phantasmal killer

dispel magic imbue with spell ability spell resistance antimagic field

magic vestment discern lie greater command geas/quest

plant growth command plants wall of thorns repel wood

protection from energy spell immunity spell resistance antimagic field

speak with dead death ward slay living undeath to death

glyph of warding explosive runes lesser planar binding greater glyph of warding

magic vestment spell immunity righteous might stoneskin

searing light fire shield flame strike fire seeds

fly dimension door teleport find the path


nondetection confusion false vision mislead

magic vestment divine power flame strike blade barrier

water breathing control weather ice storm cone of cold

call lightning sleet storm ice storm control winds

water breathing stoneskin passwall antimagic field


tongues sending secret chest true seeing
tiny hut minor creation major creation heroes' feast
contagion enervation insect plague eyebite

clairaudience/clairvoyanc
divine eye prying eyes legend lore
e
suggestion modify memory suggestion, mass hold person, mass

clairaudience/clairvoyanc
nondetection lesser geas true seeing
e
crushing despair bestow curse nightmare symbol of fear

displacement greater invisibility false vision shadow walk


prayer good hope break enchantment heroes' feast
repel lycanthropes restoration break enchantment antilife shell

poison giant vermin cloudkill eyebite


blood frenzy beast shape II animal growth transformation
sepia snake sigil summon swarm (lizards) cone of cold form of the dragon I
secret page scrying prying eyes true seeing

stinking cloud fear nightmare freezing sphere


bestow curse black tentacles waves of fatigue eyebite
haste mnemonic enhancer teleport contingency
bestow curse poison mark of justice disintegrate

dispel magic restoration break enchantment heal


premonition sending commune wind walk

stoneshape earth storm righteous might hammer and anvil


sword of Niniane freedom of movement life shell find the path

bestow curse saving grace opportunity geas/quest


silent and unseen imbue with spell ability true seeing heroes’ feast

halfling’s bravery discern lies opportunity heal


sea god’s blessing freedom of movement summon monster v sea legs, mass

bestow curse bleeding wound warmonger bull’s strength, mass


suggestion beauty of youth break enchantment symbol of persuasion

healing stones, greater saving grace atonement bear’s endurance, mass


bestow curse retribution, greater mark of justice geas/quest

sculpt sound song of discord music of the spheres sympathetic vibration


delayed reaction haste hold monster contingency

0 0 0 0
0 0 0
7 8 9 10
7th 8th 9th

elemental body IV (air elemental swarm (air


whirlwind
only) spell only)

summon nature’s ally


animal shapes VIII (animals shapechange
only)

wall of iron instant summons prismatic sphere

summon monster IX
word of chaos cloak of chaos
(chaos spell only).

insanity demand dominate monster

mass cure critical


refuge miracle
wounds

greater shadow
power word blind shades
evocation

destruction create greater undead wail of the banshee

disintegrate earthquake implosion

elemental body IV elemental swarm (earth


earthquake
(earth only) spell only)
summon monster IX (evil
blasphemy unholy aura
spell only)

elemental body IV (fire elemental swarm (fire


incendiary cloud
only) spell only)

holy sword holy aura gate

summon monster IX
holy word holy aura
(good spell only)

mass cure critical


regenerate mass heal
wounds

legend lore discern location foresight

summon monster IX (law


dictum shield of law
spell only)

refuge mind blank freedom

spell turning moment of prescience miracle


insanity scintillating pattern weird

spell turning protection from spells mage's disjunction

repulsion demand storm of vengeance

animate plants control plants shambler

repulsion mind blank prismatic sphere

destruction waves of exhaustion wail of the banshee

instant summons symbol of death teleportation circle

grasping hand clenched fist crushing hand

sunbeam sunburst prismatic sphere

greater teleport phase door astral projection


screen mass invisibility time stop

power word blind power word stun power word kill

elemental body IV elemental swarm (water


horrid wilting
(water only) spell only)

control weather whirlwind storm of vengeance

control weather iron body shapechange


instant summons refuge polymorph any object
regenerate true creation genesis
waves of exhaustion horrid wilting storm of vengeance

vision discern location foresight


giant form i demand dominate monster

project image moment of prescience time stop


creeping doom antipathy wail of the banshee

simulacrum scintillating pattern weird


greater heroism holy aura freedom
repulsion moonburst mass hold monster

summon nature's ally IX


suulthah's kiss horrid wilting
(venomous creatures)
giant form i symbol of insanity summon monster IX
creeping doom (swarm
regenerate shapechange
of tiny snakes)
greater scrying mind blank foresight

insanity irresistible dance energy drain


power word blind trap the soul crushing hand
delayed blast fireball temporal stasis time stop
spell turning binding soul bind

restoration, greater antimagic field true resurrection


ethereal jaunt\ dreamwalker astral projection

dictum earthquake implosion


repulsion peace aura etherealness

resurrection spell immunity, greater miracle


refuge peace aura etherealness

repulsion discern location heal, mass


control weather summon monster viii storm of vengeance

destruction fire storm storm of vengeance


repulsion peace aura true resurrection

restoration, greater holy aura true resurrection


destruction holy aura storm of vengeance

irresistible dance holy aura wail of the banshee


time stop, lesser temporal stasis time stop

0 0 0
0 0 0
11 12 13
3
4 *** PRPG - Core ***

5 Air

6 Animal

7 Artifice

8 Chaos

9 Charm

10 Community

11 Darkness

12 Death

13 Destruction

14 Earth
15 Evil

16 Fire

17 Glory

18 Good

19 Healing

20 Knowledge

21 Law

22 Liberation

23 Luck
24 Madness

25 Magic

26 Nobility

27 Plant

28 Protection

29 Repose

30 Rune

31 Strength

32 Sun

33 Travel
34 Trickery

35 War

36 Water

37 Weather

38 *** LSJ - Domains ***

39 Adaptation
40 Commerce
41 Creation
42 Disease

43 Divination
44 Domination

45 Fate [LSJ]
46 Fear

47 Illusion
48 Inspiration
49 Moon

50 Poison
51 Rage
52 Scalykind
53 Secrets

54 Sensation
55 Suffering
56 Time [LSJ]
57 Vengeance

58 *** Remarkable Races ***

59 Preservation

60 *** BoDM ***


61 Dream

62 Dwarf
63 Elf

64 Fate [BoDM]
65 Gnome

66 Halfling
67 Ocean

68 Orc
69 Pleasure

70 Renewal
71 Retribution

72 Song
73 Time [BoDM]

#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
0 Bloodline Powers
Descriptio Bonus Bloodline Descriptio
Bloodline Class Skill Ability 1 Ability 2 Ability 3
n Spells Arcana n
3
*** PRPG
4 ***

Whenever
enlarge you cast a
person spell of
(3rd), see the
invisibility polymorph
(5th), subschool,
tongues increase
Acidic Ray
(7th), the
(Sp) -
black duration of
Standard
Knowledg tentacles the spell
Action,
e (9th), by 50%
Aberrant 4/day, 30'
(dungeon feeblemin (minimum
ranged
eering) d (11th), 1 round,
touch
veil (13th), bonus
attack
plane shift does not
deals 1d6
(15th), stack with
[acid]
mind the
blank increase
(17th), granted by
shapecha the
nge (19th) Extend
Spell feat)

5
cause fear
(3rd), Whenever
bull's you cast a
strength spell of
Claws
(5th), rage the
(Su) -
(7th), summonin
Free
stoneskin g
Action,
(9th), subschool,
gain 2
dismissal the
claw
(11th), creatures
Knowledg attacks for
Abyssal transforma summone
e (planes) up to 4
tion (13th), d gain DR
rnds/day,
greater 1/good
may Full
teleport (does not
Attack w/
(15th), stack with
both using
unholy any DR
Full BAB
aura the
for 1d4 +3
(17th), creature
each
summon might
monster have)
IX (19th)

Whenever
identify you apply
(3rd), a
invisibility metamagi
Arcane
(5th), c feat to a
Bond (Su):
dispel spell that
masterwor
magic increases
k must be
(7th), the slot
worn/wield
dimension used by at
ed while
door (9th), least one
casting or
overland level,
make
flight increase
concentrat
Arcane 0 (11th), the spell's
ion check
true DC by +1
(DC 20 +
seeing (bonus
the spell's
(13th), does not
level);
greater stack with
may be
teleport itself and
used
(15th), does not
1/day to
power apply to
cast any
word stun spells
one spell
(17th), modified
you know
wish by the
(19th) Heighten
Spell feat)

7
bless
(3rd),
resist
energy Whenever
Heavenly
(5th), you cast a
Fire (Sp) -
magic spell of
Standard
circle the
Action,
against summonin
4/day, 30'
evil (7th), g
ranged
remove subschool,
touch
curse the
attack
(9th), creatures
deals 1d4
Celestial Heal flame summone
[divine] to
strike d gain DR
Evil or
(11th), 1/evil
heals
greater (does not
same
dispel stack with
amount for
magic any DR
Good
(13th), the
(may only
banishme creature
heal
nt (15th), might
creature
sunburst have)
1/day)
(17th),
gate
(19th)
8

alarm
(3rd), blur
(5th),
protection
Touch of
from
Whenever Destiny
energy
you cast a (Sp) -
(7th),
spell with Standard
freedom of
a range of Action,
movement
“personal,” 4/day,
(9th),
you gain a touch
break
Knowledg luck bonus grants +1
Destined enchantm
e (history) equal to Insight
ent (11th),
the spell's bonus on
mislead
level on all attack
(13th),
your rolls, skill
spell
saving checks,
turning
throws for ability
(15th),
1 round checks,
moment of
and saves
prescienc
for 1 rnd
e (17th),
foresight
(19th)

9
mage
armor
(3rd),
resist
Claws
energy
(Su) -
(5th), fly Whenever
Free
(7th), fear you cast a
Action,
(9th), spell spell with
gain 2
resistance the
claw
(11th), descriptor,
attacks for
Draconic Perception form of the that spell
up to 4
dragon I deals +1
rnds/day,
(13th), point of
may Full
form of the damage
Attack w/
dragon II per die
both using
(15th), rolled
Full BAB
form of the
for 1d4 +3
dragon III
each
(17th),
wish
(19th)

10
energy
(7th),
elemental
body I
(9th),
elemental
body II
(11th),
elemental
body III
(13th),
elemental Whenever
body IV you cast a
(15th), spell that
summon deals
Elemental
monster energy
Ray (Sp) -
VIII damage,
Standard
(elemental you can
Action,
Knowledg s only) change
Elemental 4/day, 30'
e (planes) (17th), the type of
ranged
elemental damage to
touch
swarm 0;the
attack
(19th). spell's
deals 1d6
descriptor
[0]
*These also
spells changes
always to 0
deal a
type of
damage
determine
d by your
element.
In
addition,
the
11 subtype of
these
entangle Laughing
(3rd), Touch
hideous (Sp) -
laughter Standard
(5th), Action,
deep 4/day,
slumber Whenever melee
(7th), you cast a touch
poison spell of attack
(9th), tree the forces
Knowledg stride compulsio laughter
Fey
e (nature) (11th), n for 1 rnd,
mislead subschool, foe can
(13th), increase only take
phase the spell's Move
door DC by +2 Action but
(15th), can
irresistible defend
dance itself and
(17th), is then
shapecha immune to
nge (19th) effects for
24 hrs
12
protection
from good
(3rd),
scorching
Corrupting
ray (5th),
Touch
suggestio
(Sp) -
n (7th),
Standard
charm
Action,
monster
4/day,
(9th),
melee
dominate
touch
person
attack
(11th), Whenever
causes
planar you cast a
foe to be
binding spell of
Shaken
(devils the charm
Infernal Diplomacy and
and subschool,
radiate
creatures increase
aura of
with the the spell's
evil (as if
fiendish DC by +2
an Evil
template
Outsider)
only)
for 1 rnds,
(13th),
multiple
greater
touches
teleport
do not
(15th),
stack
power
effects but
word stun
do add to
(17th),
duration
meteor
swarm
(19th)

13
touch being
Accustom
attack as harmed by
ed to
a standard them at
Awfulness
action that all, and by
(Ex): At
causes a taking a
3rd level,
living standard
you
charm creature’s action to
become
animal flesh to mentally
immune to
(3rd), break out command
Vermin the
summon into a swarm
are sickened
swarm rancid- in which
susceptibl condition
(5th), smelling you stand,
e to your and gain a
contagion pustules you can
mind- +4 bonus
(7th), and sores direct that
affecting on all
repel for a swarm’s
spells. saving
vermin number of attacks
They are throws
(9th), rounds and
treated as against
insect equal to movement
animals effects
Pestilence Heal plague 1/2 your s as long
for the that cause
(11th), sorcerer as you
purposes nausea or
eyebite level have more
of disease.
(13th), (minimum Hit Dice
determinin At 9th
creeping 1 round). than the
g which level, you
doom These swarm.
mind- become
(15th), sores Even
affecting immune to
horrid cause the when you
spells the
wilting victim to aren’t
affect nauseated
(17th), become standing
them. condition
power sickened amid a
and to the
word kill for the swarm,
debilitating
(19th) duration of your body
effects of
the effect; crawls
disease
this is a with
(but you
disease vermin,
can still be
effect. and their
a carrier of
You can chitinous
14 diseases).
use this bodies
chill touch
(3rd), false
Grave
life (5th),
Touch
vampiric
(Sp) -
touch Corporeal
Standard
(7th), undead
Action,
animate that were
4/day,
dead once
melee
(9th), humanoid
touch
waves of s are
attack
fatigue treated as
causes
Knowledg (11th), humanoid
Undead living foe
e (religion) undeath to s for the
to be
death purposes
Shaken
(13th), of
for 1 rnds,
finger of determinin
foes
death g which
already
(15th), spells
Shaken
horrid affect
and are -1
wilting them
HD or less
(17th),
become
energy
Frightened
drain
for 1 rnd
(19th)

15
*** LSJ ***
16
cause fear
(3rd),
Whenever
bull's
you cast a
strength
spell of
(5th), rage Claws
the
(7th), (Ex): gain
polymorph
charm two claws
subschool,
monster as natural
increase
(9th), weapons
the
animal (1d6+3
duration of
growth dmg,
the spell
(11th), make two
by 50%
Lycanthro Knowledg summon attacks
(minimum
pe e (nature) nature's full-attack
1 round).
ally VI action,
This
(13th), always
bonus
summon considere
does not
nature's d armed,
stack with
ally VII do not
the
(15th), gain
increase
animal additional
gained by
shapes attacks for
the
(17th), high BAB)
Extended
shapecha
Spell feat.
nge
(19th).

17
*** BoAM
18 ***
gain
additional
attacks for
a high
base
attack
bonus.
These
attacks
enlarge
deal 1d6
person Bestial
Magical points of
(3rd), call Reflexes
beasts are damage Tremendo
of the (Ex): At
potentially plus your us
wild* (5th), 3rd level,
susceptibl Strength- Fortitude
rage (7th), you gain a
e to your modifier (Ex): At
shout +2
spells. For (1d4 if you 9th level,
(9th), inherent
the are you gain a
beast bonus to
purpose of Small). At +2
shape III your
determinin 5th level, inherent
Bestial Survival (11th), Dexterity.
g which of these bonus to
heroism, At 11th
your spells claws are your
greater level this
affect considere Fortitude
(13th), bonus
them, d magic save. At
giant form increases
magical weapons 13th level
I (15th), to +4, and
beasts are for the this bonus
form of the at 17th
treated as purpose of increases
dragon III level it
humaniod overcomin to +4.
(17th), increases
s. g DR. At
shapecha to +6.
7th level,
nge (19th)
the
damage
increases
by one
step to
1d8 points
of damage
19 (1d6 if you
are
ranged
Resistant
touch
Touch
attack.
(Ex): At
The ray
1st level
that
you gain
shoots
the ability
from your
to grant a Ethereal
finger is
awe* +2 Jaunt
blue in
(3rd), inherent (Su): At
color if
resist bonus to 3rd level,
you are
energy an ally’s you gain
good
(5th), saving the ability
Whenever aligned,
heroism throw. An to become
you cast a and deals
(7th), ally ethereal
spell from 2d6 points
dimension granted for up to 3
the of holy
door (9th), the rounds per
school of damage
contact resistance day. At
divination, +1 for
other must use 7th level,
Knowledg the every
Divine plane the bonus the
e (planes) duration of three
(11th), within a duration
the spell caster
repulsion number of increases
increases levels.
(13th), rounds to 7
by one The ray is
plane shift equal to rounds per
round per black in
(15th), half your day. At
caster color if
planar sorcerer 11th level,
level. you are
binding, level the
evil, and
greater (minimum duration
deals 2d6
(17th), 1). You increases
points of
gate can use to 11
unholy
(19th) this ability rounds per
damage
a number day.
+1 for
of times
every
per day
three
equal to 3
caster
plus your
levels.
Charisma
20 Neutral
modifier.
sorcerers
are always
considere
d armed
and you
do not Cat’s Eyes
perfect
gain (Ex): At
balance*
Any target additional 3rd level
(3rd), cat’s
that attacks for your eyes
grace
suffers a high become
(5th), Climb like
damage base cat-like in
clairaudie a Cat (Ex):
from a attack appearanc
nce/clairvo At 9th
ranged bonus. e, granting
yance level, your
touch or These you low-
(7th), claws
melee attacks light
locate harden
touch spell deal 1d6 vision. If
creature and you
you cast points of you
(9th), gain a +2
also damage already
telepathic inherent
suffers a plus your have low-
bond bonus to
Feline Stealth bad luck Strength- light
(11th), Climb skill
penalty modifier vision, you
cat’s checks. At
equal to (1d4 if you gain
grace, 11th level
half the are darkvision
mass this bonus
spell’s Small). At 60 feet. If
(13th), increases
level 5th level, you
phase to +4, and
(minimum these already
door at 17th
1) on all claws are have
(15th), level it
their considere darkvision
protection increases
saving d magic 60 feet,
from to +6.
throws for weapons the range
spells
the next for the is
(17th),
round. purpose of extended
foresight
overcomin to 120
(19th)
g damage feet.
reduction.
At 7th
level, the
21 damage
Smite
Good
(Su):
protection Starting at
from good 1st level,
(3rd), you can
Darkvision
darkness make a
(Ex):
(5th), normal
Starting at Fiendish
magic melee
Whenever 3rd level, Resistanc
circle attack and
you cast a you have es (Ex): At
against deal extra
damage- darkvision 9th level,
good damage
dealing to a you gain
(7th), fear equal to
spell with distance resist fire
(9th), half your
the evil of 60 feet. 5 and
black ice* sorcerer
Fiendish Perception descriptor, If you resist cold
(11th), level
that spell already 5. At 17th
mislead (minimum
deals +1 have level this
(13th), 1) against
point of darkvision, becomes
waves of a good-
damage the range resist fire
exhaustio aligned
per die is 10 and
n (15th), foe. You
rolled. extended resist cold
shadow can use
by an 10.
evocation, this ability
additional
greater a number
30 feet.
(17th), of times
weird per day
(19th) equal to 3
plus your
Charisma
modifier.

22
Energy
Telepathy
Resistanc
(Su): At
e (Ex): At
1st level,
9th level,
you gain
you gain
telepathy
resistance
100 feet.
to a type
fire shape* You can
of energy.
(3rd), communic
The type
invisibility ate with
of energy
(5th), anyone Darkvision
Whenever depends
gaseous within 100 (Ex):
you cast a on the
form (7th), feet of Starting at
spell that type of
wall of fire your 3rd level,
deals genie you
(9th), location you gain
energy are
major with darkvision
damage, descende
creation telepathy. 60 feet. If
you can d from. If
Sense (11th), You you
Genie change you are
Motive permanent cannot already
the type of descende
image cast spells have
damage to d from a
(13th), or directly darkvision,
match the djinni, you
project influence the range
type gain resist
image anyone is
associated acid 5. If
(15th), through extended
with your you are
discern telepathy. another
bloodline. descende
location You can 30 feet.
d from an
(17th), use this
efreeti or a
wish ability a
janni, you
(19th) number of
gain resist
rounds per
fire 5. At
day equal
15th level,
to 3 plus
the power
your
increases
Charisma
to resist
modifier.
energy 10.
23
that you empathy an attack
are always grants you of
considere a +4 racial opportunit
d armed bonus on y if you hit
and you Charisma- with a
do not based skill claw
bird’s eye gain checks attack
view* additional against Wereboar
Whenever
(3rd), attacks for those Ferocity –
you cast a
bull’s a high types of You
spell of
strength base animals, continue
the
(5th), attack and allows to act
polymorph
beast bonus. you to without
subschool,
shape I These communic penalty
increase
(7th), attacks ate with even while
the
beast deal 1d6 them as disabled
duration of
shape II points of well. The or dying
the spell
(9th), damage animal Wererat
by half
Lycanthro Handle beast plus your empathy Disease –
your
pic Animal shape III Strength- works only Your claw
sorcerer
(11th), modifier for the attack can
level
beast (1d4 if you type of spread
(minimum
shape IV are animal Filth
1 round).
(13th), Small). At akin to Fever;
This does
polymorph 5th level, your claw,
not stack
, greater these lycanthrop Fortitude
with
(15th), claws are ic DC 12,
increase
moment of considere ancestor Frequency
from the
prescienc d magic and no 1d3
Extend
e (17th), weapons other type. days/1
Spell feat.
shapecha for the If you are day, Effect
nge (19th) purpose of descende 1d3 Dex
overcomin d from a damage
g DR. At werewolf, and 1d3
7th level, you have Con
the wolf damage,
24 damage empathy, Cure 2
increases and consecutiv
1st level, weapon
you can deals 1d6
cause a points of
creature to acid
burst out damage
laughing per caster
enlarge for 1 Infernal level in a
person round as a Resistanc 30 foot
(3rd), melee es (Ex): At cone.
bull’s touch 3rd level, Those
strength attack. A you gain caught in
(5th), laughing resist fire the area
Whenever
dispel creature 5 and a +2 of effect
you cast a
magic can only bonus on receive a
spell with
(7th), take a saving Reflex
the range
remove move throws save for
of
curse action and made half
personal,
(9th), spirit can against damage.
you gain a
sight* defend poison. At The DC of
Mixed 0 luck bonus
(11th), itself 9th level, this save
equal to
form of the normally. your is equal to
the spell’s
dragon I Once a resistance 10 + 1/2
level on all
(13th), creature to fire your
your
phase has been increases sorcerer
saving
door affected to 10 and level +
throws for
(15th), by your your
1 round.
power laughing bonus on Constitutio
word stun touch, it is poison n modifier.
(17th), immune to saving At 9th
energy its effects throws level, you
drain for 1 day. increases can use
(19th) You can to +4. this ability
use this once per
ability a day. At
number of 17th level,
times per you can
25 day equal use this
to 3 plus ability
Cunning
you gain must
(Su): At
the ability succeed
3rd level,
to sneak on a Will
you gain a
attack save or be
sense of
opponents dazed for
monstrous
. Anytime three
cunning.
that an days,
This
opponent although
jump prevents
is denied remove
(3rd), you from
Whenever a Dexterity curse or
bull’s ever
you cast a bonus to dispel evil
strength becoming
spell with AC, or can
(5th), fly lost and
the range anytime remove
(7th), enables
of you flank the effect.
staggering you to
personal, an The save
blow* track
you gain a opponent, DC is
(9th), cone enemies
luck bonus you deal equal to
of cold as if you
equal to an extra 10 + ½
(11th), were
Monstrous Perception the spell’s 1d6 points your
flesh to trained in
level on all of damage sorcerer
stone the
your per three level +
(13th), Survival
Strength sorcerer your
teleport, skill. At
checks levels. Charisma
greater 7th level,
and You can modifier.
(15th), your
Strength- use this At 15th
giant form monstrous
based skill ability a level, an
II (17th), cunning
checks for number of affected
crushing also
1 round. times per creature
hand means
day equal must
(19th) you
to 3 plus succeed
cannot be
your on a
caught
Charisma Fortitude
flat-footed.
modifier. save or
At 11th
In all other die from
level, you
aspects, fright. The
become
this power save DC
26 immune to
is like a is equal to
the maze
is equal to attack can
10 + 1/2 be made
your even if
sorcerer you make
level + a full
your attack with
Charisma handheld
modifier. weapons
Those that or cast a
cause fear
fail the spell in the
(3rd), Nightmaris
save are round.
darkness h
frightened The
(5th), Resistanc
by the tongue
nondetecti es (Su): At
visions of tentacle
on (7th), Whenever 9th level,
unknowabl can also
phobia* you cast a you gain
e evil grasp
(9th), spell that spell
appearing objects of
nightmare deals resistance
in their up to
Nightmaris Knowledg (11th), damage, equal to
mind’s Small-size
h e (planes) shadow you can your
eye. The and move
walk change sorcerer
fear lasts them
(13th), the type of level +10
for 1 about.
insanity damage to and a +5
round + 1 You can
(15th), evil. bonus to
round per hold a key
symbol of saves
sorcerer ring to
insanity versus
level. open a
(17th), cold and
Creatures locked
shapecha fear.
that door, pick
nge (19th)
succeed up a
on their potion vial,
saving or even
throw are attempt to
still grapple a
shaken for size Small
one creature
round. or smaller
27 Once a (using
Whenever
chill touch
you cast a
(3rd), false
spell of
life (5th),
the Knowing
arcane
divination Touch
sight (7th),
school, (Ex):
shadow
increase 4/day,
conjuratio
the melee
n (9th),
duration of touch
spirit
the spell attack
sight*
by 50% imparts -1
Reborn Knowledg (11th),
(minimum penalty to
Soul e (nature) legend
1 round). all saves
lore
This versus
(13th),
bonus your spells
finger of
does not and -1
death
stack with penalty to
(15th),
the AC versus
moment of
increase your
prescienc
granted by attacks for
e (17th),
the 1 rnd(s)
foresight
Extend
(19th).
Spell feat.

28
Acid
hour are considere
Touch
decreased darmed
(Su): At
to a and you
3rd level,
casting do not Hold
you gain
time of 10 gain Breath
the ability
minutes. additional (Ex): At
todamage
true strike Spells with attacks for 9th level,
others
(3rd), a casting ahigh you gain
with an
lizardskin* time of 10 base the ability
acidic
(5th), minutes attack to
touch. If
water are bonus. holdyour
you
breathing decreased These breath for
succeed
(7th), to a attacks a number
ona
charm casting deal 1d6 of rounds
standard
monster time of 1 points equal to
touch
(9th), minute. ofdamage four
attack, the
dominate Spells with plus your timesyour
creature
person a casting Strength- Constitutio
touched
Scaly Survival (11th), time of 1 modifier n score
takes
form of the minute are (1d4 if you before you
1d6points
dragon I decreased are risk
of acid
(13th), to a Small).At drowning.
damage.
form of the casting 5th level, Thispower
You can
dragon II time of 1 these is useful
deliver this
(15th), round. claws are not only
acid touch
scintillatin Spells with considere underwate
witha
g pattern a casting d magic r, but also
successful
(17th), time of 1 weapons in
attack with
dominate round are forthe passingthr
your
monster decreased purpose of ough
claws. At
(19th) to a overcomin magical,
7th level,
casting g damage alchemical
the
time of 1 reduction. or poison
damagefro
standard At 7th gases.
m your
action. level,the
acid touch
This damage
29 increases
power increases
*** to 1d8.
Custom
***
0 0 0 0 0 0 0
1 2 3 4 5 6 7 8 9
Table_Sor
cerer_Blo
odlines
Ability 4 Ability 5 Bonus Feats

Combat
Casting,
Improved
Disarm,
Improved
Grapple,
Improved
Initiative,
Improved Improved
Combat Improved Improved Improved Silent
Unarmed Unarmed Iron Will
Casting Disarm Grapple Initiative Spell
Strike, Strike
Iron Will,
Silent
Spell, Skill
Focus
(Knowledg
e
[dungeone
ering]).
Augment
Summonin
g, Cleave,
Empower
Spell,
Great
Fortitude,
Improved Augment
Empower Great Improved Improved Power
Bull Rush, Summonin Cleave
Spell Fortitude Bull Rush Sunder Attack
Improved g
Sunder,
Power
Attack,
Skill
Focus
(Knowledg
e [planes])

Combat
Casting,
Improved
Countersp
ell,
Improved
Initiative,
Iron Will, Skill
Improved
Scribe Combat Improved Scribe Focus Spell
Countersp Iron Will
Scroll, Casting Initiative Scroll (Knowledg Focus
ell
Skill e [arcana])
Focus
(Knowledg
e
[arcana]),
Spell
Focus,
Still Spell
Dodge,
Extend
Spell, Iron
Will,
Mobility,
Mounted
Skill
Combat,
Focus
Ride-By Extend Mounted Ride-By
Dodge Iron Will Mobility (Knowledg
Attack, Spell Combat Attack
e
Skill
[religion])
Focus
(Knowledg
e
[religion]),
Weapon
Finesse

Arcane
Strike,
Diehard,
Enduranc
e,
Leadershi
p,
Skill
Lightning
Arcane Enduranc Leadershi Lightning Maximize Focus
Reflexes, Diehard
Strike e p Reflexes Spell (Knowledg
Maximize
e [history])
Spell, Skill
Focus
(Knowledg
e
[history]),
Weapon
Focus
Blind-
Fight,
Great
Fortitude,
Improved
Initiative,
Power
Attack, Skill
Skill
Quicken Great Improved Power Quicken Focus
Blind-Fight Focus
Spell, Skill Fortitude Initiative Attack Spell (Knowledg
(Fly)
Focus e [arcana])
(Fly), Skill
Focus
(Knowledg
e
[arcana]),
Toughnes
s
Dodge,
Empower
Spell,
Great
Fortitude,
Improved
Initiative,
Lightning Skill
Reflexes, Empower Great Improved Lightning Power Focus
Dodge
Power Spell Fortitude Initiative Reflexes Attack (Knowledg
Attack, e [planes])
Skill
Focus
(Knowledg
e
[planes]),
Weapon
Finesse
Dodge,
Improved
Initiative,
Lightning
Reflexes,
Mobility,
Point
Point
Blank Improved Lightning Precise Quicken
Dodge Mobility Blank
Shot, Initiative Reflexes Shot Spell
Shot
Precise
Shot,
Quicken
Spell, Skill
Focus
(Knowledg
e [nature])
Blind-
Fight,
Combat
Expertise,
Deceitful,
Extend
Spell,
Improved Skill
Disarm, Combat Extend Improved Focus
Blind-Fight Deceitful Iron Will
Iron Will, Expertise Spell Disarm (Knowledg
Skill e [planes])
Focus
(Knowledg
e
[planes]),
Spell
Penetratio
n
this save those you
is equal to strike. You
10 + 1/2 can
your choose to
sorcerer suppress
level + this ability
your for 1
Charisma round as a
modifier. swift
You can action.
choose You can Brew
what two make a Potion,
diseases touch Diehard,
you inflict attack to Enduranc
on each inflict this e, Great
target that disease Fortitude,
succumbs on a Self
Skill
to your target, or Sufficient,
Brew Enduranc Great Self Focus Silent
plague transfer it Skill Diehard
Potion e Fortitude Sufficient (Knowledg Spell
breath, as part of Focus
e [nature])
but they an attack (Knowledg
must be with any e
two melee [nature]),
different weapon or Silent
diseases touch- Spell,
chosen based Toughnes
from the spell. The s
following creature
list: touched
blinding can resist
sickness, contractin
bubonic g mummy
plague, rot by
cackle making a
fever, filth Fortitude
fever, save—the
leprosy, DC is
Combat
Casting,
Diehard,
Enduranc
e, Iron
Will, Skill Skill
Focus Focus
Combat Enduranc Spell
(Knowledg Diehard Iron Will (Knowledg Still Spell
Casting e Focus
e e
[religion]), [religion])
Spell
Focus,
Still Spell,
Toughnes
s
Blind-fight,
Combat
Reflexes,
Diehard,
Enduranc
e,
Lightning
Combat Enduranc Lightning Self-
Reflexes, Blind-Fight Diehard Mobility
Reflexes e Reflexes sufficient
Mobility,
Self-
sufficient,
Skill
Focus
(Knowledg
e [nature])
howl.
Everyone
within a
20-ft.
radius of
you who
hears your
howl is
Paralyzed
with fear
for 2d6
rounds
unless
Acrobatic,
they Tough
Alertness,
succeed Hide (Ex):
Arcane
on a Will At 20th
Strike,
save. The level, your
Blind-fight,
DC of this skin
Dodge, Improved
save is hardens Arcane Great
Great Acrobatic Alertness Blind-fight Dodge Unarmed
equal to like thick, Strike Fortitude
Fortitude, Strike
10 + 1/2 leathery
Improved
your animal
Unarmed
sorcerer hide,
Strike,
level + giving you
Toughnes
your DR 10/-.
s
Charisma
modifier.
Those that
succeed
on the
save are
still
Shaken
for 1d4
rounds. At
15th level
you can
use this
presence
is clearly
unearthly.
You can
radiate
divine
power in a
15 foot
radius that
leaves any
creature
less than
Divine Arcane
6 HD
Protection Strike,
Stunned
(Ex): At Augment
as long as
15th level Summonin
you
you gain a g,
remain in
+6 natural Empower
range.
armor Spell, Augment
Creatures Arcane Empower Enduranc Magical Maximize Persuasiv
bonus to Enduranc Summonin
of 7 HD or Strike Spell e Aptitude Spell e
your e, Magical g
greater
armor Aptitude,
can make
class. At Maximize
a Will
19th level Spell,
save vs. a
this bonus Persuasiv
DC of 10
increases e, Spell
+ 1/2 your
to +8. Focus
sorcerer
level +
your
Charisma
modifier to
resist your
divine
power.
Those that
fail are
Shaken as
long as
to
shapecha
Cat’s nge into
Meow the form of
(Su): At a
15th level, humanoid
you gain cat at will.
the ability You can
to make a change
sound forms up
much like to a total
that of a of five
cat. This times per
sound can day, Acrobatic,
have an though Agile
effect on there is no Maneuver
some maximum s, Animal
people, duration to Affinity,
Agile
leaving how long Combat Animal Combat Lightning Persuasiv
Acrobatic Maneuver Dodge
them you can Reflexes, Affinity Reflexes Reflexes e
s
Fascinate stay in cat Dodge,
d for 1d4 form. Lightning
rounds When you Reflexes,
unless are in the Persuasiv
they form of a e, Stealthy
succeed humanoid
on a Will cat you
save. The gain a +8
DC of this inherent
save is 10 bonus to
+ 1/2 your Acrobatics
sorcerer , +4
level + inherent
your bonus to
Charisma Stealth,
modifier. and a +4
inherent
bonus to
Damage
Reduction
Alertness,
(Su): At
Spell Deceitful,
15th level,
Resistanc Improved
you gain
e (Ex): At Initiative,
damage
20th level, Iron Will, Skill
reduction
you gain Persuasiv Improved Persuasiv Silent Focus
5/magic. Alertness Deceitful Iron Will
spell e, Silent Initiative e Spell (Perceptio
At 19th
resistance Spell, Skill n)
level, the
equal to Focus
damage
sorcerer (Perceptio
reduction
level + 5. n),
increases
Stealthy
to
10/magic.
attack
At 20th
usable
level, you
one time
gain the
per day.
ability to
The type
plane shift
of attack
once per
depends
day. You
on the
can shift
type of
to any of
genie you
the
are
elemental
descende
planes,
d from. If Arcane
the Astral
you are Strike,
Plane, or
descende Combat
the
d from a Casting,
Material
djinni, you Combat
Plane.
gain a Reflexes,
You can
whirlwind Dodge, Arcane Combat Combat Improved Quicken
shift Dodge Mobility
attack, as Improved Strike Casting Reflexes Initiative Spell
yourself
a 15th- Initiative,
and up to
level Mobility,
eight other
druid. If Quicken
individuals
you are Spell,
, as long
descende Wind
as
d from an Stance
everyone
efreeti,
links
you gain a
hands.
fireball
This ability
attack, as
is
a 10th-
otherwise
level
similar to
sorcerer. If
the spell
you are
of the
descende
same
d from a
name, as
janni, you
a 13th-
gain a
At 20th
level, you
gain the
ability to
shapecha
nge into
the animal
form or
hybrid
form of the
type of
lycanthrop
e you are
Damage
descende
Reduction
d from, Alertness,
(Ex): At
and only Dodge,
15th level,
that form. Enduranc
damage
If you e,
reduction
have Improved Enduranc Improved Toughnes
5/silver. At Alertness Dodge Iron Will Run
werewolf Initiative, e Initiative s
19th level
blood, you Iron Will,
the
can Run,
damage
shapecha Toughnes
reduction
nge into s, Track
becomes
wolf form
10/silver.
or a hybrid
wolf/huma
noid form
and no
other. In
all other
respects
this power
functions
as the
shapecha
nge spell
at 20th
add any
metamagi
Conviction
c feats
(Su): At
that you
15th level,
know to
you can
your spells
reroll any
without
one ability
increasing
check,
their
attack roll,
casting
skill
time,
check, or
although
saving
you must Blind-
throw you
still Fight,
just made.
expend Combat
You must
higher- Casting,
decide to
level spell Diehard,
use this
slots. Dodge,
ability Combat Empower Lightning
Whenever Empower Blind-Fight Diehard Dodge Iron Will
after the Casting Spell Reflexes
you are Spell, Iron
die is
using Will,
rolled, but
magic Lightning
before the
items that Reflexes,
results are
require Power
revealed.
charges, Attack
You must
you can
take the
instead
second
expend
result,
spell slots
even if it is
to power
worse.
the items.
You can
For every
use this
three
ability
levels of
once per
spell slots
day.
that you
expend,
blindfolds,
because
Weakenin
of
g Touch
darkness
(Su): At
or
20th level,
because
you gain
of spells –
the ability
your
to weaken
blindsight
opponents
kicks in.
with but a
With
touch. If
blindsight,
you touch
you can Alertness,
someone
sense all Blind-
as a
foes within Fight,
standard
40 feet Combat
action,
just as if Reflexes,
your
you were Dodge,
opponent Improved
not Enduranc Combat Enduranc Great
must Alertness Blind-Fight Dodge Unarmed
blinded. e, Great Reflexes e Fortitude
make a Strike
Any Fortitude,
Fortitude
creatures Improved
save or
beyond 40 Unarmed
take 2d4
feet are Strike,
points of
treated as Intimidatin
Strength
having g Prowess
damage.
total
The save
concealm
DC is
ent. At
equal to
19th level,
10 + ½
the range
your
of your
sorcerer
blindsight
level +
doubles to
your
80 feet.
Charisma
You
modifier.
cannot
use your
any
blindsight.
creatures
You can
within
sense
reach, just
creatures
as in the
around
descriptio
you as if
n of the
you had
black
low-light
tentacles
vision.
spell. The
Any
CMB of
opponents
the
who could
tentacles
not be
is your Alertness,
seen by
sorcerer Blind-fight,
you with
level +6. Deceitful,
low-light
Any Enlarge
vision are
tentacle Spell,
treated as
that Extend Enlarge Extend Maximize
having Alertness Blind-fight Deceitful Iron Will
successful Spell, Iron Spell Spell Spell
total
ly Will,
concealm
grapples Maximize
ent. At
an Spell,
19th level,
opponent Silent
you gain
deals Spell
tremorsen
1d6+5
se to a
points of
range of
damage
120 feet.
each
You can
round the
sense and
grapple is
automatic
maintaine
ally
d and the
pinpoint
creature
the
attacked
location of
gains the
any
grappled
creature in
condition.
Arcane
Strike,
Augment
Summonin
g,
Enduranc
e, Extend Augment
Arcane Enduranc Extend Great Magical Silent
Spell, Summonin
Strike e Spell Fortitude Aptitude Spell
Great g
Fortitude,
Magical
Aptitude,
Silent
Spell, Still
Spell
n Power
(Su): At
20th level,
you gain
the
abilityto
magically
change
the
coloration
Scaly Skin
and
(Ex): At
pattern or
15th level,
yourselfan Acrobatic,
your skin
d your Agile
becomes
equipment Maneuver
scaly
to match s,
like that of
your Alertness,
a lizard,
surroundin Blind-fight,
snake or Agile
gs. Combat Combat Deadly Quicken
other Acrobatic Maneuver Alertness Blind-fight
Thisgrants Reflexes, Reflexes Aim Spell
reptilian s
you a +40 Deadly
creature.
bonus to Aim,
Yougain a
Stealth Quicken
+10
checks Spell,
natural
when Silent
armor
attempting Spell
bonus and
to hide.
DR
You can
5/magic.
activate
this power
even as
others
arelooking
at you,
effectively
vanishing
right
before

0 0 00000000 0 0 0 0 0 0 0
10 11 12 13 14 15 16 17 18 19
Source
3
4 *** PRPG ***

Skill
Focus
(Knowledg
PRPG 5 Aberrant
e
[dungeone
ering])
Skill
Focus
PRPG 6 Abyssal
(Knowledg
e [planes])

Still Spell PRPG 7 Arcane


Weapon
PRPG 8 Celestial
Finesse

Weapon
PRPG 9 Destined
Focus
Toughnes
PRPG 10 Draconic
s
Weapon
PRPG 11 Elemental
Finesse
Skill
Focus
PRPG 12 Fey
(Knowledg
e [nature])
Spell
Penetratio PRPG 13 Infernal
n
Toughnes
CoT 5 14 Pestilence
s
Toughnes
PRPG 15 Undead
s

16 *** LSJ ***


Skill
Focus
LSJ 17 Lycanthrope
(Knowledg
e [nature])

18 *** BoAM ***


Toughnes
BoAM 19 Bestial
s
Spell
BoAM 20 Divine
Focus
Stealthy BoAM 21 Feline
Stealthy BoAM 22 Fiendish
Wind
BoAM 23 Genie
Stance
Track BoAM 24 Lycanthropic
Power
BoAM 25 Mixed
Attack
Intimidatin
BoAM 26 Monstrous
g Prowess
Silent
BoAM 27 Nightmarish
Spell
Still Spell BoAM 28 Reborn Soul
Silent
BoAM 29 Scaly
Spell

#VALUE! NULL

0 #VALUE! NULL
20
0
School Description Ability Summary
3
*** PRPG
4 ***

Resistance (Ex) - gain resistance 5 to energy type chosen when


you prepare spells
Abjuration Protective Ward (Su) - Standard Action, 5/day, create 10'-radius
field centered on you that lasts 2 rnds, you and all allies w/in
receive +1 Deflection bonus to AC for 1 rnd
5
Summoner's Charm (Su) - increase duration of conjuration
Conjuratio (summoning) spells by 1 rnds
n Acid Dart (Sp) - Standard Action, 5/day, make ranged touch
6 attack vs. foe w/in 30' deals 1d6+0 [acid] that ignores SR

Forewarned (Su) - gain a +1 bonus on Initiative check; may


always act in surprise round even if you fail Perception roll to
notice foe, still considered flat-footed until you take an action
Divination
Diviner's Fortune (Sp) - Standard Action, 5/day, touch grants +1
Insight bonus on all of its attack rolls, skill checks, ability
checks, and saves
7
Enchanting Smile (Su) - gain a +2 Enhancement bonus on
Enchantm Bluff, Diplomacy, and Intimidate checks
ent Dazing Touch (Sp) - 5/day, melee touch attack dazes living foe
8 with less then 1 HD for 1 rnd

Intense Spells (Su) - evocation spells that deal HP dmg add +1


of same type dmg as the spell (only applies once to spell, not
once per missile/ray, and cannot be split between multiple
Evocation
missiles/rays)
Force Missile (Sp) - Standard Action, 5/day, force missile
automatically deals 1d4+1 [force]
9
Extended Illusions (Su) - illusion spells you cast with a duration
of “concentration” last 1 rnds after you stop maintaining
concentration
Illusion
Blinding Ray (Sp) - Standard Action, 5/day, make ranged touch
attack vs. foe w/in 30' that Blinds for 1 rnd (foes w/ 1+ HD are
10 Dazzled for 1 rnd instead)

Power over Undead (Su) - gain as bonus feat and may channel
energy 5/day to use the feat (DC 11; may take other feats to
add to this ability, such as Extra Channel and Improved
Necroman Channel, but not feats that alter this ability, such as Elemental
cy Channel and Alignment Channel)
Grave Touch (Sp) - Standard Action, 5/day, melee touch attack
causes living foe to be Shaken for 1 rnds, foes already Shaken
and are -1 HD or less become Frightened for 1 rnd
11

Physical Enhancement (Su) - gain +1 Enhancement bonus to


Transmut either Str, Dex, or Con, chosen when you prepare spells
ation Telekinetic Fist (Sp) - Standard Action, 5/day, ranged touch
attack targeting any foe w/in 30' deals 1d4+0 [bludgeoning] dmg
12
Hand of the Apprentice (Su) - Standard Action, 5/day, make
Universali
single attack w/melee weapon up to 30' away, using +2 rather
st
than Dex mod
13
***
Custom
***
0 0
1 2 3
Table_Arc
ane_Scho
ols
Ability 1 Ability 2 Ability 3

Protective Ward (Su) - Standard


Resistance (Ex) - gain resistance 5 Action, 5/day, create 10'-radius
to energy type chosen when you field centered on you that lasts 2
prepare spells rnds, you and all allies w/in receive
+1 Deflection bonus to AC for 1 rnd

Acid Dart (Sp) - Standard Action,


Summoner's Charm (Su) - increase
5/day, make ranged touch attack
duration of conjuration
vs. foe w/in 30' deals 1d6+0 [acid]
(summoning) spells by 1 rnds
that ignores SR

Forewarned (Su) - gain a +1 bonus


Diviner's Fortune (Sp) - Standard
on Initiative check; may always act
Action, 5/day, touch grants +1
in surprise round even if you fail
Insight bonus on all of its attack
Perception roll to notice foe, still
rolls, skill checks, ability checks,
considered flat-footed until you
and saves
take an action

Enchanting Smile (Su) - gain a +2 Dazing Touch (Sp) - 5/day, melee


Enhancement bonus on Bluff, touch attack dazes living foe with
Diplomacy, and Intimidate checks less then 1 HD for 1 rnd

Intense Spells (Su) - evocation


spells that deal HP dmg add +1 of
Force Missile (Sp) - Standard
same type dmg as the spell (only
Action, 5/day, force missile
applies once to spell, not once per
automatically deals 1d4+1 [force]
missile/ray, and cannot be split
between multiple missiles/rays)

Blinding Ray (Sp) - Standard


Extended Illusions (Su) - illusion
Action, 5/day, make ranged touch
spells you cast with a duration of
attack vs. foe w/in 30' that Blinds
“concentration” last 1 rnds after you
for 1 rnd (foes w/ 1+ HD are
stop maintaining concentration
Dazzled for 1 rnd instead)

Power over Undead (Su) - gain as


bonus feat and may channel
Grave Touch (Sp) - Standard
energy 5/day to use the feat (DC
Action, 5/day, melee touch attack
11; may take other feats to add to
causes living foe to be Shaken for
this ability, such as Extra Channel
1 rnds, foes already Shaken and
and Improved Channel, but not
are -1 HD or less become
feats that alter this ability, such as
Frightened for 1 rnd
Elemental Channel and Alignment
Channel)

Physical Enhancement (Su) - gain Telekinetic Fist (Sp) - Standard


+1 Enhancement bonus to either Action, 5/day, ranged touch attack
Str, Dex, or Con, chosen when you targeting any foe w/in 30' deals
prepare spells 1d4+0 [bludgeoning] dmg
Hand of the Apprentice (Su) -
Standard Action, 5/day, make
single attack w/melee weapon up
to 30' away, using +2 rather than
Dex mod

0 0 0
4 5 6
3
4 *** PRPG ***

5 Abjuration

6 Conjuration

7 Divination

8 Enchantment

9 Evocation

10 Illusion

11 Necromancy

12 Transmutation
13 Universalist

#VALUE! NULL

#VALUE! NULL
All material on this worksheet is owned by Paizo Publishing,LLC and is used under terms of their Community Use Policy. See t

MODERN HUMAN LANGUAGES


Common
Chelaxian
Hallit
Kelish
Osiriani
Polyglot
Shoanti
Skald
Taldane
Tien
Varisian
Vudrani
DEAD LANGUAGES
Ancient Osiriani
Azlanti
Jistka
Tekritanin
Thassilonian
NONHUMAN LANGUAGES
Abyssal
Aquan
Auran
Boggard
Celestial
Draconic
Druidic
Dwarven
Elven
Giant
Gnome
Goblin
Gnoll
Halfling
Ignan
Infernal
Orc
Sylvan
Terran
DARKLANDS LANGUAGES
Aklo
Canto
Gug
Orvian
Necril
Sakvroth
Undercommon
Vegepygmy
heir Community Use Policy. See the Legal Statement tab for compliance language and links.
Humanoid (human) 0 2 0 0 0 0

Type (subtype)

Con

Cha
Dex

Wis
Str

Int
Race

0 0 0 0 0 0
*** Core Races ***
Dwarf Humanoid (dwarf) 0 0 2 0 2 -2
Elf Humanoid (elf) 0 2 -2 2 0 0
Gnome Humanoid (gnome) -2 0 2 0 0 2
Half-Elf Humanoid (elf, human) 0 2 0 0 0 0
Half-Orc Humanoid (human, orc) 0 2 0 0 0 0
Halfling Humanoid (halfling) -2 2 0 0 0 2
Human Humanoid (human) 0 2 0 0 0 0
*** PRPG Bestiary ***
Aasimar Outsider (native) 0 0 0 0 2 2
Drow Humanoid (elf) 0 2 -2 0 0 2
Drow Noble Humanoid (elf) 0 4 -2 2 2 2
Duergar Humanoid (dwarf) 0 0 2 0 2 -4
Goblin Humanoid (goblinoid) -2 4 0 0 0 -2
Gnoll Humanoid (gnoll) 4 0 2 -2 0 -2
Hobgoblin Humanoid (goblinoid) 0 2 2 0 0 0
Kobold Humanoid (reptilian) -4 2 -2 0 0 0
Merfolk Humanoid (aquatic) 0 2 2 0 0 2
Minotaur Monstrous Humanoid 8 0 4 -4 0 -2
Orc Humanoid (orc) 4 0 0 -2 -2 -2
Svirfneblin Humanoid (gnome) -2 2 0 0 2 -4
Tengu Humanoid (goblinoid) 0 2 -2 0 2 0
Tiefling Outsider (native) 0 2 0 2 0 -2
*** Legacy of Fire ***
Pugwampi Fey -8 2 0 0 4 -4
*** LSJ Races ***
Elan Aberration 0 0 2 2 0 -2
Elem, Air Outsider (air, native) 0 2 0 2 -2 0
Elem, Earth Outsider (earth, native) 2 -2 2 0 0 0
Elem, Fire Outsider (fire, native) 0 2 -2 0 0 2
Elem, Water Outsider (water, native) -2 0 0 2 2 2
Elf, Dark Humanoid (elf) 0 2 -2 0 0 2
Elf, Desert Humanoid (elf) -2 2 0 2 0 0
Elf, Gray Humanoid (elf) 0 2 -2 0 2 0
Elf, High Humanoid (elf) 0 2 -2 2 0 2
Elf, Sea Humanoid (aquatic, elf) 0 2 0 -2 2 0
Elf, Sky Humanoid (elf) -2 2 0 2 2 0
Half-Ogre Humanoid (human, ogre) 4 0 2 -2 0 -2
Lupaari Humanoid (lupaari) 2 0 0 0 2 -2
Sathoni Plant (humanoid) 0 -4 2 2 2 0
Tabreen Humanoid (tabreen) -2 2 0 2 0 0
*** Remarkable Races ***
Boggle Humanoid (goblinoid) 0 2 0 2 0 -2
Entobian Larvite Humanoid (entobian) 0 2 0 0 -2 2
Entobian Larvite Lifer Humanoid (entobian) 0 2 0 0 -2 2
Entobian Coleophite Humanoid (entobian) 2 -2 2 0 0 0
Entobian Eulite Humanoid (entobian) 2 0 -2 0 2 0
Entobian Farfalite Humanoid (entobian) 0 2 -2 2 0 0
Entobian Masconite Humanoid (entobian) 0 2 2 0 0 -2
Entobian Matron Humanoid (entobian)
Kval Outsider (native) 0 2 0 0 2 -2
Mahrog Humanoid (human) 2 0 0 -2 0 0
Mogogol (small) Humanoid (amphibian) 0 0 2 -2 0 2
Mogogol (medium) Humanoid (amphibian) 0 0 2 -2 0 2
Amphibian Anumus Humanoid (anumus) 2 0 0 0 2 -2
Arachnid Anumus Humanoid (anumus) 2 0 0 2 0 -2
Avian Anumus Humanoid (anumus) 2 0 0 -2 0 2
Canine Anumus Humanoid (anumus) 2 0 0 0 -2 2
Equine Anumus Humanoid (anumus) 2 0 0 2 -2 0
Feline Anumus Humanoid (anumus) 2 0 0 0 -2 2
Ophidian Anumus Humanoid (anumus) 2 0 0 0 2 -2
Porcine Anumus Humanoid (anumus) 2 0 0 2 0 -2
Reptilian Anumus Humanoid (anumus) 2 0 0 -2 2 0
Rodent Anumus Humanoid (anumus) 2 0 0 2 0 -2
Ursine Anumus Humanoid (anumus) 2 0 0 -2 2 0
Muse Outsider (native) 0 0 -2 2 0 2
Numistian (small) Outsider (native) -2 0 0 0 2 2
Numistian (medium) Outsider (native) -2 0 0 0 2 2
Oakling Plant (humanoid) 2 0 0 0 2 -2
Obitu Humanoid (obitu) 2 2 0 0 0 -2
Relluk Construct (relluk) 0 -2 2 0 0 2
*** Custom Race ***
0 2 0 0 0 0
Table_Races 2 3 4 5 6 7 8
List_Races
1 0 0 0 3 0 0
1 Equipment
Size Carry Stealth Fly CMB CMB MOD
Attack AC
1 Fine 0.13 16 8 -8 8 8 8
2 Diminutive 0.25 12 6 -4 8 4 4
3 Tiny 0.5 8 4 -2 8 2 2
4 Small 0.75 4 2 -1 3 1 1
5 Medium 1 0 0 0 3 0 0
6 Large 2 -4 -2 1 3 -1 -1
7 Huge 4 -8 -4 2 3 -2 -2
8 Gargantuan 8 -12 -6 4 3 -4 -4
9 Colossal 16 -16 -8 8 3 -8 -8
Table_Size 2 3 4 5 6 7 8

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Any Medium 0 0 0 0 30
S

Ability Bonus Selection

Other Move Rate


Natural Armor
Dodge
Speed

Sound

Touch
Smell

Taste
Sight
Size

HD
CR
0 Medium 0 0 0 0 0

None Medium 0 0 0 0 20
None Medium 0 0 0 0 30
None Small 0 0 0 0 20
Any Medium 0 0 0 0 30
Any Medium 0 0 0 0 30
None Small 0 0 0 0 20
Any Medium 0 0 0 0 30

None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 1 0 0 30
None Medium 0 0 0 0 20
None Small 0 0 0 0 30
None Medium 2 1 1 0 30
None Medium 0 0 0 0 30
None Small 0 0 1 0 30
None Medium 0 0 2 0 5 Swim 50'
None Large 6 4 5 0 30
None Medium 0 0 0 0 30
None Small 0 1 0 2 20
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30

None Tiny 1 0 0 0 30

None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 20
None Medium 0 0 0 0 35
None Medium 0 0 0 0 20
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30 Swim 30'
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 1 0 30
None Medium 0 0 2 0 30
None Medium 0 0 1 0 40
None Medium 0 0 0 0 30
None Small 0 0 0 0 30
None Medium 0 0 0 0 30
None Small 0 0 2 0 30 Fly 25' (poor)
None Small 0 0 0 0 30 Fly 30' (good)
None Small 0 0 0 0 30 Fly 40' (good)
None Small 0 0 0 0 30 Fly 30' (average)
None Medium 0 0 0 0 30 Fly X' (Y)
None Tiny 0 0 0 0 20
| Con | Wis | Medium 0 0 0 0 30
None Small 0 0 0 0 20 Swim 30'
None Medium 0 0 0 0 30 Swim 30'
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 40
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Small 0 0 0 0 20
None Medium 0 0 0 0 20
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30

None Medium 0 0 0 0 0
9 10 11 12 13 14 15 16 17 18

1 1
Equipment
Cost Wgt Medium
0.5 0.1
0.5 0.1
0.5 0.1
1 0.5 5 Weapon Size
1 1 Small
Race Size
2 2
4 5
8 8
16 12
9 10
0 Any one
Senses

Bonus Feat
Perception

Other
0 Not Available

0 Darkvision 60', notice unusual stonework Not Available


2 Low-Light Vision Not Available
2 Low-Light Vision Not Available
2 Low-Light Vision Any Skill Focus
0 Darkvision 60' Not Available
2 Not Available
0 Any one

2 Darkvision 60' Not Available


2 Darkvision 120' Not Available
2 Darkvision 120' Not Available
0 Darkvision 120' Not Available
0 Darkvision 60' Not Available
0 Darkvision 60' Not Available
0 Darkvision 60' Not Available
2 Darkvision 60' Not Available
0 Low-Light Vision Not Available
4 Darkvision 60' Not Available
0 Darkvision 60' Not Available
2 Darkvision 120' and Low-Light Vision, notice unusual stonework Not Available
2 Low-Light Vision Not Available
0 Darkvision 60' Not Available

-4 Darkvision 60' and Low-Light Vision Not Available

0 Not Available
0 Not Available
0 Not Available
0 Not Available
2 Not Available
2 Darkvision 120' Not Available
2 Low-Light Vision Not Available
2 Superior Low-Light Vision, notice concealed/secret doors Not Available
2 Superior Low-Light Vision, notice concealed/secret doors Not Available
2 Low-Light Vision Not Available
2 Low-Light Vision Not Available
0 Darkvision 60' Not Available
2 Low-Light Vision Not Available
0 Not Available
2 Darkvision 60' Not Available
0 Darkvision 60' Not Available
0 Not Available
0 Not Available
0 Not Available
0 Darkvision 60' Not Available
0 Not Available
0 Not Available
0 Not Available
0 Low-Light Vision Not Available
0 Not Available
0 Not Available
0 Not Available
2 Not Available
2 Darkvision 60' Not Available
2 Not Available
2 Not Available
2 Not Available
2 Low-Light Vision Not Available
2 Darkvision 60' Not Available
2 Not Available
2 Not Available
2 Not Available
2 Not Available
0 Low-Light Vision Not Available
0 Low-Light Vision Not Available
0 Low-Light Vision Not Available
Not Available
Darkvision 60' Not Available
Not Available

0 Not Available
19 20 21
None 0
Skills

Racial Bonus
Select From

None 0

None 0
None 0
Craft/Profession 2
None 0
None 0
None 0
None 0

None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0

None 0

None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
Multiple 2
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0

None 0
22 23
0 1
Skills

Points At Creation

Points Per Level


0 0

0 0
0 0
0 0
0 0
0 0
0 0
0 1

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

0 0

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
1 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

0 0
24 25
0
Saves

Conditional Fort
Global Bonus

0 +2 racial bonus vs. poison/spells/spell-like abilities


0
0
0
0
1
0

0
0
0
0 Immune to paralysis/poison; +2 racial bonus vs. spells/spell-like abilities
0
0
0
0
0
0
0
2
0
0

0
0 +2 racial bonus vs. air spells and effects
0 +2 racial bonus vs. earth spells and effects
0 +2 racial bonus vs. fire spells and effects
0 +2 racial bonus vs. water spells and effects
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0 +2 racial bonus on saves vs. disease and poison
0
0
0
0 +2 racial bonus on saves vs. disease and poison
0 reroll failed save as Immediate Action
0 +2 racial bonus on saves vs. disease and poison
0 +2 racial bonus on saves vs. disease and poison
0 +2 racial bonus on saves vs. disease and poison
0 reroll failed save as Immediate Action
0 +2 racial bonus on saves vs. disease and poison
0
0 +2 racial bonus on saves vs. poison
0 +2 racial bonus on saves vs. poison
0
0 +4 racial bonus on saves vs. disease and poison
0

0
26 27
Saves

Conditional Will
Conditional Ref

+2 racial bonus vs. spells/spell-like abilities +2 racial bonus vs. spells/spell-like abilities
Immune to sleep; +2 racial bonus vs. enchantments
+2 racial bonus vs. illusions
Immune to sleep; +2 racial bonus vs. enchantments

+2 racial bonus vs. fear

Immune to sleep; +2 racial bonus vs. enchantments


Immune to sleep; +2 racial bonus vs. enchantments
+2 racial bonus vs. spells/spell-like abilities
Immune to phantasms; +2 racial bonus vs. spells/spell-like abilities

+2 racial bonus vs. air spells and effects +2 racial bonus vs. air spells and effects
+2 racial bonus vs. earth spells and effects +2 racial bonus vs. earth spells and effects
+2 racial bonus vs. fire spells and effects +2 racial bonus vs. fire spells and effects
+2 racial bonus vs. water spells and effects +2 racial bonus vs. water spells and effects
Immune to sleep; +2 racial bonus vs. enchantments
Immune to sleep; +2 racial bonus vs. enchantments
Immune to sleep; +2 racial bonus vs. enchantments
Immune to sleep; +2 racial bonus vs. enchantments
Immune to sleep; +2 racial bonus vs. enchantments
Immune to sleep; +2 racial bonus vs. enchantments
+1 racial bonus vs. electricity, fire, or acid area attacks
+2 racial bonus vs. enchantment (charm)
+2 racial bonus vs. enchantment (charm)
+2 racial bonus vs. enchantment (charm)
+2 racial bonus vs. enchantment (charm)
+2 racial bonus vs. enchantment (charm)
+2 racial bonus vs. enchantment (charm)
+2 racial bonus vs. enchantment (charm)

+2 racial bonus on saves vs. electricity, fire, or light area attacks


+2 racial bonus on saves vs. electricity, fire, or light area attacks

+2 racial bonus on saves vs. electricity, fire, or light area attacks

reroll any failed save


+2 racial bonus on saves vs. electricity, fire, or light area attacks

Immune to sleep

Immune to sleep

28 29
Weapon Familiarity
Battleaxes, Heavy Picks, and Warhammers, plus all "Dwarven" weapons are Martial
Longbows, Longswords, Rapiers, and Shortbows, plus all "Elven" weapons are Martial
All "Gnome" weapons are Martial

Greataxe and Falchion, plus all "Orc" weapons are Martial


Sling, plus all "Halfling" weapons are Martial

Hand Crossbow, Rapier, and Shortsword


Hand Crossbow, Rapier, and Shortsword

Greataxe
Greataxe and Falchion, plus all "Orc" weapons are Martial

All sword-like weapons

Shortbow

Hand Crossbows, Rapiers, and Shortswords, plus all "Drow" weapons are Martial
Scimitar, Rapier, Shortbow, plus all "Elven" weapons are Martial
Longbows, Longswords, Rapiers, and Shortbows, plus all "Elven" weapons are Martial
Longbows, Longswords, Rapiers, and Shortbows, plus all "Elven" weapons are Martial
Spears, Tridents, and Nets, plus all "Elven" weapons are Martial
Longsword, Rapier and Javelin
All "Boggle" weapons are Martial

30
Common Any except secret languages (such as Druidic) Any One
Lang

Racial Abilities (Breakout)


Ability Summary
Favored Class
Starting

Bonus
None

Common and Dwarven Giant, Gnome, Goblin, Orc, Terran, and Undercommon Any One Slow
Darkvision
and Steady:60' spee
Common and Elven Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan Any One Low-Light
Elven Immunities:
Vision: Elves E
Common, Gnome, and Sylvan
Draconic, Dwarven, Elven, Giant, Goblin, and Orc Any One Low-Light
Defensive
Vision:
Training:
Gnom
Common and Elven Any except secret languages (such as Druidic) Any Two Low-Light
Adaptability:
Vision:Half-el
Half-e
Common and Orc Abyssal, Draconic, Giant, Gnoll, and Goblin Any One Darkvision:
Intimidating:
Half-orcs
Half-or
ca
Common and Halfling Dwarven, Elven, Gnome, and Goblin Any One Fearless:
Halfling
Halflings
Luck: Halfli
rece
Common Any except secret languages (such as Druidic) Any One Bonus
Skilled:
Feat:Humans
Humansga s

Common and Celestial Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan Any One Darkvision:
Skilled: Aasimars hc
Elven and UndercommonAbyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language,Any Gnome,
One or Goblin
Darkvision:
Drow Immunities:
Drow can D s
Elven and UndercommonAbyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language,Any Gnome,
One or Goblin
Darkvision:
Drow Immunities:
Drow can D s
Common, Dwarven, and Undercommon
Aklo, Draconic, Giant, Goblin, Orc, Terran Any One Slow
Darkvision:
and Steady: Duerga
Duer
Goblin Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc Any One Fast:
Darkvision:
Goblins are Goblins
fast fo
Gnoll Any One Armor: Gnolls have a +
Common and Goblin Draconic, Dwarven, Infernal, Giant, Orc Any One Darkvision:
Sneaky:Goblins
Hobgoblins
can
Draconic Common, Dwarven, Gnome, and Undercommon Any One Normal
Darkvision:
Speed: Kobolds
Common and Aquan Aboleth, Aklo, Draconic, Elven, Sahuagin, and Sylvan Any One Aquatic:
Low-Light
MerfolkVision:
are aq
A
Giant Any One Armor:
Natural
Minotaurs
Cunninghave
(E
Common and Orc Dwarven, Giant, Gnoll, Goblin, Undercommon Any One Darkvision:
FerocityOrcs
(Ex):can
A cre
se
Gnome and UndercommonAklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc, orAny Terran
One ; Spell-like
Defensive
Senses:
abilities
Training:
Svirfneblin
(Caster
Svi
Common and Tengu Any except secret languages (such as Druidic) Any One Senses:
Sneaky:
Tengus
Tengus
havegal
Common and Abyssal or Abyssal,
Infernal Draconic, Dwarven, Elven, Gnome, Goblin, Half ling, Infernal,
Any One and OrcDarkvision:
Skilled: Tieflings ha
se

Gnoll and Terran Any One Unluck


Spell-Like
(Su): AAbilities
pugwam(

Common and Elan Any except secret languages (such as Druidic) Any One Aberrant
NormalNature:
Vision:Elan
Unlia
Common and Auran Any except secret languages (such as Druidic) Any One Feather
Electricity
Fall (Su):
Resistan
Air e
Common and Terran Any except secret languages (such as Druidic) Any One Slow Damage
Movement:Reduction
Earth
Common and Ignan Any except secret languages (such as Druidic) Any One FastSmoke
Movement:
Immunity
Fire (E
el
Common and Aquan Any except secret languages (such as Druidic) Any One Slow Water
Movement:
BreathingWater
(E
Common, Elven, and Undercommon
Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, and GoblinAny One Darkvision
Keen Senses:
120 feet: Dark
Da
Common and Elven Draconic, Gnoll, Gnome, Goblin,Low-Light
Orc,Keen
and Sylvan
Vision:
Senses:Desert
Desertelves
elvescan
Any
receive
see
Onetwice
a +2 as
bonus
far as
onhumans
sight- andin con
sou
Common and Elven Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan Any One Low-Light
Keen Senses:
Vision: Gray
Gray
Keen Senses: High
Common and Elven Any except secret languages (such as Druidic) Any One Low Light Vision: High
concealed door if th
Aquan and Elven Any except secret languages (such as Druidic) Any One Normal
LowSpeed:
Light Vision:
Sea elvS
Common and Elven Any except secret languages (such as Druidic) Any One Flight:
LowSky
Light
elves
Vision:
haveSa
Common and Giant Dwarven, Gnoll, Goblin, Ogre, Orc, and Giant Any One Darkvision:
ImposingHalf-ogres
Figure: H
Common and Lupaari Any except secret languages (such as Druidic) Any One Natural
LowArmor:
Light Vision:
LupaariLu
Common and Sylvan Common, Elven, Gnome, and Terran Any One Natural
Limited
Armor:
Regeneratio
A satho
Common and Tabreen Any except secret languages (such as Druidic) Any One FastNatural
Movement:
Armor:Tabree
Tab
Common and Goblin Draconic, Dwarven, Giant, Gnome, Halfling, and Orc Any One FastDarkvision:
Speed: LikeBoggles
goblin
Common Draconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or SylvanAny One FastFamiliar
Speed: Foe:
Because
Entob o
Common Draconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or SylvanAny One FastFamiliar
Speed: Foe:
Because
Entob o
Common Draconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or SylvanAny One FastFamiliar
Speed: Foe:
Because
Entob o
Common Draconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or SylvanAny One FastFamiliar
Speed: Foe:
Because
Entob o
Common Draconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or SylvanAny One FastFamiliar
Speed: Foe:
Because
Entob o
Common Draconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or SylvanAny One FastFamiliar
Speed: Foe:
Because
Entob o
Common Draconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or SylvanAny One FastFamiliar
Speed: Foe:
Because
Entob o
Common and Abyssal or Abyssal,
Infernal Draconic, Dwarven, Elven, Gnome, Goblin, Half ling, Infernal,
Any One and OrcSenses:
Detect
Kvals
Evil:have
1/day,
lowa
Common and Ancient Dwarven, Elven, Gnome, Goblin, Halfling, and Orc Any One Almost
Bonus
Human:
Feats:Mahrog
Mahr
Common and Boggard Draconic, Dwarven, Elven, Gnome, Halfling, and Orc Any One HoldInborn
Breath:
Alignment:
A mogogo M
Common and Boggard Draconic, Dwarven, Elven, Gnome, Halfling, and Orc Any One HoldInborn
Breath:
Alignment:
A mogogo M
Common Any except secret languages (such as Druidic) Any One KeenAcid
Senses:
Resistance:
AnumiAm re
Common Any except secret languages (such as Druidic) Any One KeenDarkvision:
Senses: Anumi
Arachni re
Common Any except secret languages (such as Druidic) Any One KeenBestial
Senses:
Reflexes:
AnumiAv re
Common Any except secret languages (such as Druidic) Any One KeenImproved
Senses:Trip:
AnumiCan re
Common Any except secret languages (such as Druidic) Any One KeenEnhanced
Senses: Speed:
Anumi re E
Common Any except secret languages (such as Druidic) Any One KeenLow-Light
Senses: Vision:
Anumi F re
Common Any except secret languages (such as Druidic) Any One KeenDarkvision:
Senses: Anumi
Ophidia re
Common Any except secret languages (such as Druidic) Any One KeenBestial
Senses:
Fortitude:
Anumi Pre
Common Any except secret languages (such as Druidic) Any One KeenBestial
Senses:
Fortitude:
Anumi R re
Common Any except secret languages (such as Druidic) Any One KeenBestial
Senses:
Reflexes:
AnumiRre
Common Any except secret languages (such as Druidic) Any One KeenBear’s
Senses:
Might:
Anumi
Ursinre
Common and Celestial orAbyssal,
Infernal Auran, Celestial, Dwarven, Draconic, Elven, Gnome, Halfling,
Any One InfernalLow-Light
andMuse
Orc Immunities:
Vision: Muse M
Common Any except secret languages (such as Druidic) Any One Adjustable
Slow andSize:
Steady:
As a Lm
Common Any except secret languages (such as Druidic) Any One Adjustable
Slow andSize:
Steady:
As a Lm
Common and Plant Dwarven, Elven, Halfling, Gnome, Goblin, Orc or Sylvan Any One Humanoid
Protective
Plant:
Sap:
While
An
Common Dwarven, Elven, Halfling, Gnome, Goblin, or Orc Any One Darkvision:
Fossil Fortitude:
Obitu canOb s
Common Dwarven, Elven, Halfling, Gnome, or Orc. Any One Armor
Relluks doGems: A rell
have immun

Common Any One


31 32 33 34 35 36
Racial Abilities (Breakout)

Custom

Defensive
Greed:
Hatred:
Training:
Hardy:
gainStability:
gain
+2gain
Stonecunning:
Racial
gain
+1Weapon
+2
bonus
gain
+4
bonus
Racial
Dodge
+4on
Familiarity:
Racial
on
bonus
attack
gain
bonus
Appraise
+2
bonus
rolls
onbonus
to
proficient
saves
AC
vs.
checks
to CMD
Orcs
vs.
onvs.Perception
Giants
with
to
poison,
and
when
determine
battleaxes,
Goblins
resisting
spells,
checks
price
and
heavy
bull
toofspell-like
rush
potentially
nonmagical
picks,
or trip
and
abilities
notice
attempts
warhammers;
goods unusual
that
whilecontain
stonework,
standing
treat any
precious
on
Dwarven
such
themetals
ground
as traps
weapo
or g
a
Elven
Keen
Magic:
Weapon
Senses:
Elves
Familiarity:
Elves
receive
receive
aElves
+2 aracial
are
+2 racial
proficient
bonus bonus
onwith
caster
onlongbows
Perception
level checks
(including
skillmade
checkscomposite
to overcome longbows),
spell resistance;
longswords,
in addition,
rapiers, elves
and shortb
rece
Gnome
Hatred:
Illusion
Magic:
Keen
Gnomes
Obsessive:
Resistance:
Gnomes
Senses:
Weapon
receive
add
Gnomes
Gnomes
Gnomes
Familiarity:
a
+1+1tobonus
the
receive
receive
getDC
Gnomes
aonof
+2
aa
attack
any
+2
racial
+2racial
treat
racial
saving
rolls
saving
any
bonus
bonus
against
throws
weapon
throw
on
onhumanoid
against
Perception
a
bonus
with
Craftthe
illusion
against
orcreatures
word
Profession
skillspells
illusion
checks
“gnome”
ofthat
skill
the
spells
in
they
reptilian
ofitstheir
orname
cast.;
effects
choice
and
Spell-like
asgoblinoid
a martialabilities
subtypes
weapon (Caster
due
Elf Blood:
Elven
KeenImmunities:
Half-elves
Multitalented:
Senses:count
Half-elves
Half-elves
as both are
receive
elves
choose
immuneaand
+2
two
to
humans
racial
magic
favored
bonus
for
sleep
classes
any
oneffects
effect
Perception
at first
and
related
level
get
skill
to
aand
checks
race
+2 gain
racial+1saving
hit point throw
or +1
bonus
skill against
point whenever
enchantme the
Orc Orc
Blood:
Weapon
Ferocity:
Half-orcs
Familiarity:
Once count
per as
day,
Half-orcs
both
when humans
are
a half-orc
proficient
and isorcs
brought
with
for greataxes
anybelow
effect0and
related
hit points
falchions
to but
raceand
not killed,
treat anyhe can weapon
fight with
on fortheone
word
more“orc”
round
in itsa
KeenSure-Footed:
Senses:
Weapon Halflings
Familiarity:
Halflings
receive
receive
Halflings
a +2 a +2racial
areracial
proficient
bonus
bonusonwith
on
Perception
slings
Acrobatics
andskill
treat
and
checks
Climb
any weapon
skill checks
with the word “halfling” in its name as a ma
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level

Spell-like
Celestial
Ability
Resistance:
(caster level
Aasimars
11): Aasimars
have acid can resistance
use daylight 5, cold
onceresistance
per day as 5, and
a spell-like
electricity
ability
resistance 5
KeenSpell
Senses:
Spell-Like
Resistance:
Light
Drow
Poison
Blindness:
Abilities
Weapon
receive
Drow
Use:(caster
possess
Familiarity:
Drow
Abrupt
a +2 racial
are
level
exposure
Spell
skilled
11):
Drow
bonus
Resistance
Ain
to
are
drow
on
the
bright
proficient
Perception
use
canlight
17
ofcast
poison
blinds
with
dancing
checks
the
and
drow
hand
lights,
never
forcrossbow,
1 risk
darkness,
round;
accidentally
on
rapier,
and
subsequent
faerie
and
poisoning
short
fire
rounds,
each
sword
themselves.
once
they are
per Drow
dazzled
day favor as
KeenSpell
Senses:
Spell-Like
Resistance:
Light
Drow
Poison
Blindness:
Abilities
Weapon
receive
Drow
Use:(caster
possess
Familiarity:
Drow
Abrupt
a +2 racial
are
level
exposure
Spell
skilled
11):
Drow
bonus
Resistance
Drow
in
to
are
on
the
bright
proficient
Perception
nobles
uselight
22
of can
poison
blinds
with
checks
cast
the
and
drow
dancing
hand
never
forcrossbow,
1lights,
risk
round;
accidentally
deeper
on
rapier,
subsequent
darkness,
and
poisoning
shortrounds,
faerie
sword
themselves.
fire,
theyfeather
are Drow
dazzled
fall,favor
andasl
Duergar
Stability:
Spell-Like
Immunities:
Light
Duergar
Sensitivity:
Abilities
Duergar
receive
(caster
Duergar
aare
+4immune
level
racial
are11):
bonus
dazzled
toDuergar
paralysis,
toastheir
long
canphantasms,
CMD cast
as they
against
enlarge
remain
and
bull
person
poison.
in
rush
anand
or
area
They
trip
invisibility
ofattempts
also
brightgain
each
light
while
a +2
once
on
racial
solid
perbonus
day;
ground
both
on saving
of these thro
s
Skilled: +4 racial bonus on Ride and Stealth checks
Armor: Gnolls have a +1 natural armor bonus
Sneaky: Hobgoblins gain a +4 racial bonus on Stealth checks.
Armor:
Crafty:
Kobolds
Light
Kobolds
Sensitivity
havegain
a +1
(Ex):
a +2
natural
Creatures
racialarmor
bonuswith
bonus
onlight
Craft
sensitivity
(trapmaking),are dazzled
Perception,
in areas andofProfession
bright sunlight(miner)
or within
checks. theCraft
radius
(trapmaking
of a dayli
Low-Light Vision: All merfolk have low-light vision.
Reach:
Powerful
10 ft. Charge (Ex): When a minotaur makes a charge, its attack deals 2d6+4.5 extra damage in addition to the normal b
Light
Weapon
Sensitivity
Familiarity:
(Ex): Creatures
Orcs arewithalways
light proficient
sensitivitywith are greataxes
dazzled inand areasfalchions,
of brightand sunlight
treat any
or within
weaponthe with
radiustheofword
a daylight
“orc” inspeits
Fortunate:
Skilled:
Hatred:
Svirfneblin
Stonecunning:
Svirfneblin
Spell
Svirfneblin
Svirfneblin
Resistance:
gain
gainSvirfneblin
receive
aa+2
+2
Magic
racial
racial
Svirfneblin
a (caster
+1
receive
bonus
bonus
bonus level
have
on
aon
on
+2
all
Stealth
11):
attack
SRbonus
saving
22
Svirfneblin
rolls
checks;
onthrows
Perception
against
this
add improves
humanoid
+1checks
to the to DC
to
creatures
apotentially
of
+4anybonus
illusion
of the
notice
underground.
reptilian
spells
unusual
they
andThey
stonework,
cast.
dwarven
gain
Svirfneblin
asubtypes
+2
such raci
al
as
Gifted
Swordtrained:
Linguist:
Natural Weapon:
Tengus
Tengus gain
Tengus
area trained
+4possess
racialfrom
bonus
abirth
biteon in
natural
Linguistics
swordplay,
attackchecks,
and
thatasinflicts
and
a result
learn
1d3are points
2 automatically
languages
of damage each
proficient
ontime
a hit.
theywith
This
gain
sword-like
is aa primary
rank inweapo
Lingu
attac
Spell-Like
Fiendish
Fiendish
Ability
Resistance:
Sorcery
(caster level
(Ex):
Tieflings
11):
Tiefling
have
Tieflings
sorcerers
coldcanresistance
use
withdarkness
the5,Abyssal
electricity
once or per
Infernal
resistance
day as bloodline
a5,spell-like
and treat
fire resistance
ability
their Charisma
5 score as 2 points hig

DR Spell
2/coldResistance
Iron 7

Naturally
Resilience
Resistance
Psionic:
Repletion:
(Su):Elan
(Su):
When
An
gain
Elans
elan
an2 elan
bonus
can
cansustain
takes
usepower
psionic
damage,
her
points
body
energy
at
she
without
1st can
tolevel.
increase
spend
need This for
power
their
benefit
food resistance
points
ordoes
water.
tonot
reduce
to
Ifgrant
she
variousspends
its
themseverity.
forms
the1 power
of
ability
As
attack.
an
to
point,
immediate
manifest
As anan elan
immediate
powers,
action,
does nus
SpellSaving
Casting:
Throws:
Air elems
Air elems
receive receive
a +1 bonus
a +2 racialto caster
bonus level
to allwhen saves casting
against spells
air spells
with the and [Air]
effects
descriptor or from the Air domain
AcidSpell
Resistance:
Saving
Casting:
Throws:
Earth
Earthelems
Earth
elemselems
receive
receive receive
Acid
a +1Resistance
bonus
a +2 racial
to caster
2bonus level
to all
when
saves casting
against spells
earthwithspells
the [Earth]
and effectsdescriptor or from the Ear
FireSpell
Resistance:
Saving
Casting:
Throws:
Fire
Fireelems
elems
Fire receive
elems
receive receive
Fire
a +1 Resistance
bonus
a +2 racial
to caster
2 bonus level
to allwhen
saves casting
against spells
fire with
spells the and[Fire]
effects
descriptor or from the Fire do
ColdSpell
Resistance:
Saving
Casting:
Throws:
Water
WaterWater
elems
elemselemreceive
receivereceive
Cold
a +1aResistance
bonus
+2 racial
to caster
bonus
2 level
to allwhen
savescasting
againstspellswaterwithspellsthe and
[Water]
effectsdescriptor or from the W
Drow Spell
Immunities:
Spell-like
Resistance:
LightWeapon
Blindness:
Abilities:
Dark
Alignment:
Dark
elves
Familiarity:
Dark
elves
Abrupt
are
Any
elves
possess
immune
non-good
exposure
Darkcanelves
use
to
Spell
magic
(although
tothe
are
bright
Resistance
following
proficient
sleeplight
players
effects
(such
spell-like
17withinand
as
the
handsunlight
abilities
have
LSJcrossbows,
Campaign
a or
+2
once
aracial
daylight
per
rapiers,
must
saving
day:spell)
abide
and
dancing
throw
blinds
shortswords,
by bonus
Character
lights,
the dark
against
darkness,
and
Generation
elf treat
enchantment
for and
1 any
round.
faerie
Guide
weaO
lain
shortbow
effects
nus
resistance.
aon
+4and
Handle
racial
(including
have
In bonus
addition,
Animal
a +2composite
on
racial
and
desert
Fortitude
Ride
saving
shortbow),
elves
checks.
saves
throw
receive
made
Desert
bonus
anda treat
+2
toelves
against
resist
racial
any spend
the
bonus
weapon
enchantment
effects
most
onwithAppraise
of
of their
hot
the
spellsweather
word
lives
skill
or“elven”
riding
effects
checks and
inmade
its
working
nameto identify
aswitha martial
animals.
the properties
weapon of magic items
ElvenElven
Immunities:
Weapon
Magic:Familiarity:
Gray
Grayelves
elves Gray
receive
are elves
immune
a +2areracial
toproficient
magic
bonus sleep
with
on effects
caster
longbows level
and(including
have
checks a +2made
composite
racialto saving
overcome
longbows),
throwspellbonus
longswords,
resistance.
againstrapiers,
In
enchantmen
addition,
andgs
ElvenWeapon
Immunities:
RankFamiliarity:
and Station:
High elves
High
When elves
aredealing
immune
are proficient
with
to magical
elves with
thatsleep
longbows
are effects
not of(including
high
and elven
get composite
a +2blood,
racialhigh
longbows),
saving
elvesthrowgain
longswords,
bonus
a +2 bonus against
rapiers,
on enchantment
Diplomacy
and shorc
Aquatic:
Amphibious:
Keen
SeaElven
Senses:
elves
Weapon
Sea
Immunities:
gain
elves
Sea
Familiarity:
theelves
can
aquatic
Seabreathe
haveelves
Sea
subtype.
a in
elves
+2
areeither
racial
immune
They
areair
bonus
proficient
can
ortowater.
breathe
magical
on sight-
withThey
underwater
sleep
spears,
and
do effects
sound-based
nottridents,
have
freely.
and gills.
and
get
They
Perception
anets,
+2
can racial
and
breathe
checks.
treat
saving air
anyA throw
for
weapon
sea
2 hours
bonus
elf can
with
per
against
make
the
point
word
aen
of
P
ElvenWeapon
Immunities:
ColdKeen
Endurance:
Proficiency:
Senses:
Sky elvesSky
Skyare
elves
elves
immune
gain
are
haveproficient
atoa+4+2
magical
racial
racial
with
bonus
sleep
bonus
the longsword,
on
effects
toFortitude
sight-andand
rapier
get
saves
sound-
a and
+2made
racial
javelin
basedtosaving
resist
Perception
throw
the effects
bonus
checks ofagainst
cold weather
enchantment
Ogre Blood: Half-ogres count as both humans and ogres for any effect related to race
Keen Natural
Senses:
Sound
Tracker:
Sensitivity:
Lupaari Lupaari
receive
Lupaari
area born
+2are bonus
trackers,
particularly
to scent-,
and sensitive
receive
sight- and to
a +4 loud
sound-
bonus
sounds,based
to Survival
and Perception
suffer
checks
an increased
checks
made when vulnerability
tracking atocreature
sonic attack
by sc
Spell-like
Nature
Darkness
Ability
Affinity:
LightNourishment:
(Sp):
Dependency:
Sensitivity:
Lack
+4 Sathoni
racial
of Sustanence:
bonus
A
Due
can
Sathoni
sathoni
to
speak
totheir
Knowledge
produce
character
Sathoni
with
dependency
plants
their
characters
can
(Nature)
once
energy
goupon
without
per
checks.
that
on
through
day
sunlight,
have
soilas
Sathoni
for
photosynthesis
the
taken
3sathoni
spell
days,
have
subdual
cast
growing
suffer
anby innate
damage
andaa 5th
in
-2
are
discomfort.
affinity
penalty
level
dependent
fromdruid
for
lack
to nature’s
attack
After
ofupon
water,
this
rolls
processes
sunlight,
time,
sufficient
whenthein chara
additi
comp
light,
Darkvision
Keen Sound
Senses:
60 feet:
Sensitivity:
Tabreen
Tabreen Tabreen
receive
can see are
a in
+2particularly
the
bonusdarktoupsight-,
sensitive
to 60 sound-
feetto loud andsounds,
touch-based and suffer
Perception
an increased
checks vulnerability to sonic attack
DodgeGoblin
Catastrophes:
Mechanical
Blood:
Weapon Boggles
Genius:
Familiarity:
Boggles count
At first
receive
Boggles
aslevel,
creatures
a treat
+1
Boggles
racial
any
withgain
bonus
weapon
the goblinoid
anon additional
with
Reflexthe
subtypesaving
word
skill rank
“boggle”
for
throws
any
andeffect
against
in
a +2it as related
racial
aarea
martial
bonus
to
attacks
race.
weapon.
to with
skill rolls
the electricity,
which theyfire, mus o
Insect
Natural
Mind:
Skilled:
Spin
Weapons:
Entobians
Larvites
Silk: AEntobians
larvite
gain
haveaacan +2+2possess
racial
use
racial silk
saving
bonus
two
glandsslashing
throw
to in
Acrobatics
its
bonus
abdomen
natural against
andweaponto
Climbenchantment
createattacks
skilla checks.
30'withlength
(charm)
their
These
ofmid-legs
silk
spells
skill
rope.bonuses
and that
Theeffects.
inflict
larvite
are1d4 lost
maypoints
after
do metamo
this
of dama
5 pe
Insect
Natural
Mind:
Skilled:
Spin
Weapons:
Entobians
Larvites
Silk: AEntobians
larvite
gain
haveaacan +2+2possess
racial
use
racial silk
saving
bonus
two
glandsslashing
throw
to in
Acrobatics
its
bonus
abdomen
natural against
andweaponto
Climbenchantment
createattacks
skilla checks.
30'withlength
(charm)
their
These
ofmid-legs
silk
spells
skill
rope.bonuses
and that
Theeffects.
inflict
larvite
are1d4 lost
maypoints
after
do metamo
this
of dama
5 pe
Insect
Natural
Mind:
Chitinous
Natural
Weapons:
Entobians
Flying:
Defense:
Armor:
A
Entobians
gain
coleophite
Coleophites
When
a +2 possess
racial
fighting
can havesaving
usedefensively
twothe
a slashing
+2
throw
wings
racial
bonus
as
underneath
natural
bonus
a full-round
against
to
weaponnatural
itsenchantment
action,
sheathed
attacks
armor.a coleophite
carapace
with (charm)
their mid-legs
gains
tospells
fly for DR
and athat
0/piercing.
number
effects.
inflict of1d4 This
minutes
points
is in per
of
addition
dama
day
Insect
Natural
Mind:
Darkvision:
Innate
Weapons:
Entobians
Spell-Like
Resistance:
Flying:
Eulites
Entobians
gainAbility:
Acaneulite
a +2Eulites
seeEulites
possess
racial
can
in the
have
use
saving
can
dark
two
its
electricity
use
moth-like
slashing
up
throw
shocking
to 60bonus
resistance
natural
feet.
wingsgrasp
against
toweapon
fly
5.
once for
enchantment
per
aattacks
number
day as with
ofa
(charm)
minutes
spell-like
their mid-legs
spells
perability.
day
and that
The
equal
effects.
inflict
caster
to 1d4
its level
character
points
for of
thislevel,
dama
abi
Insect
Natural
Mind:
Spell-Like
Flying:
Weapons:
Entobians
Ability:
A farfalite
Entobians
gain
Farfalites
acan+2usepossess
racial
can itsuse
saving
butterfly-like
twodisplacement
slashing
throw bonuswingsnatural
once
to
against
fly
weapon
per forday enchantment
a number
attacks
as a spell-like
ofwith
minutes
(charm)
theirability.
mid-legs
per
spellsThe
dayand caster
equal
thateffects.
inflict
to
level
its1d4
character
for points
this ability
level,
of damais we
Insect
Natural
Mind:
Senses:
Innate
Weapons:
Entobians
Spell-Like
Moscanites
Resistance:
Flying:
Entobians
gainAbility:
A moscanite
have
a +2Moscanites
Moscanites
possess
racial
low-light can
saving
two
have
vision.
usecan
slashing
throw
its
acid
use
fly-like
bonus
resistance
acid
natural
wings
arrow
against
weapon
to
5.
onceflyenchantment
for
per
attacks
aday
number as
witha(charm)
of
spell-like
their
minutes
mid-legs
spells
ability.
perand day
that
The
effects.
equal
inflict
caster 1d4
to its
level
points
character
for of
thisdama
abi
lev
Insect
Natural
Mind:
Flying:Weapons:
Entobians
A matron Entobians
gain
can ause +2 its
possess
racial
fly-like
saving
two
wingsslashing
throwto flybonus
for
natural
a against
number
weapon enchantment
of minutes
attacks with per (charm)
day
theirequalmid-legs
spells to and
itsthatcharacter
effects.
inflict 1d4 level,
points
with ofa spee
dama
FastBig
Speed:
Flank
Hands:
Lost
Despite
From
Natural
Due
Under
Toxic:
Below:
toitsvery
Acrobat:
Foot:
little
AnyWhen
large
feet,
Acreature
kval
Kvals
hands,
sharing
a does
kval’s
receive
that
anot
alegs
dense
swallows
square
provoke
aand+4internal
with
racial
tailaanaid
kval
an
attack
bonus
structure,
in
enemy,
whole
striding
ofonopportunity
takes
aAcrobatic
and
and
kvala 1springing.
counts
knack
point skill
whenoffor
aschecks.
Strength
The
acrobatic
ifentering
it were
resultdamage
ainmaneuvers,
is
larger
any
thatone per
itenemy’s
can
square
round
amove
kvalspace
until
adjacent
can
asthe
fast
from
wield
body
as
toan
wea
that
aisad
S
Skilled:
SkinMahrogs
of the Beast:
gain You
an additional
gain a +2skill natural
rankarmorat firstbonus
level whichto Armor theyClass mustwhen use inwearing
Acrobatics, leather Climb,or hide Handle armor. Animal,
You do Knowledge
not gain
MarshGrasping
Move:
Skilled
Skilled
Tongue:
AJumper:
mogogol
Climber:
The
Mogogols
suffers
mogogol
Smallno mogogols
gain
movement
cana choose
+4 racial
gainpenalties
to
abonus
+4
make racial
for
to
a grapple
Acrobatics
moving
bonus to maneuver
through
Climb
checks skill
marshes
when
withchecks.
itsjumping,
or
tongue
mud. and on targets
are always up toconsidered
10 feet away. to hav
Yo
MarshGrasping
Move:
SkilledTongue:
AJumper:
mogogol The
Mogogols
suffers
mogogol nogain
movement
cana choose
+4 racial penalties
tobonus
makefor to
a grapple
Acrobatics
moving maneuver through
checks marshes
when
with its jumping,
or
tongue
mud. and on targets
are always up toconsidered
10 feet away. to hav
Yo
HoldBestial
Breath:
GreatFortitude:
An
Swimmers:
amphibious
Amphibian
Amphibian
anumus anumi anumi
canreceive
holdgainits
aa+2breath
+4racial
racial
forbonus
bonus
a number on to all
allofsaving
Swim
rounds skill
throws
equalchecks. against
to four times disease its andConstitution
poison. score before
Bestial
Great
Reflexes:
Web Climbers:
Caster:
Arachnid
Arachnid
Arachnid anumianumi
anumi receive
gain
can cast
aa +4+2web
racial
racial once
bonus
bonus pertoonday
all
allasClimb
saving
a spell-like
skill
throws
checks.
ability.
against The area radiusattacks for thiswitheffect
the electricity,
is a 10-foot fire,
radior
EagleFeather
Eyes: Magic:
Avian anumi
Avian anumireceivecan a +1 castracial
feather
bonus fallononcerangedper day attack on rolls.
themselves as a spell-like ability. This effect cannot be us
Scent: Canine anumi gain the scent extraordinary ability. See the Appendices in the Pathfinder Roleplaying Game for more info
Bestial
Rushing
Fortitude:
Charge:
Equine
When anumimaking receivea charge
a +2 racial
attack,bonus an equineon allanumussaving throws may make against bothdiseasea bull rush and and poison. a basic melee attack (in
Cat-like
Sure-footed:
Grace: AFeline
feline anumi
anumus receive
may rerolla +2 aracialfailedbonus
Reflex onsave.
Acrobatics
This trait andisClimb
used as skillanchecks.
immediate action after the first save is a
Bestial
Bestial
Fortitude:
Contortionist:
Reflexes:Ophidian
Ophidian
Ophidian anumi anumi
anumireceivereceive
receive a +2aaracial
+2
+2 racial
racial
bonus bonus
bonuson allon
onsaving
all
Escape
saving throws
Artist
throws against
skillagainst
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and
attacks poison.
with
theythe canelectricity,
move throug fire
Scent: Porcine anumi gain the scent extraordinary ability. See the Appendices in the Pathfinder Roleplaying Game for more
Boarish Ferocity: Once per day, when a porcine anumus is brought below 0 hit points but is not killed, he can fight for one more
ability.
Ferocious
ReptilianHunger:
Mind: Reptile
If a reptile anumianumusrecieve failsa a+1Will
bonussaving on throw,
attack he rollsmay against
roll again
Tiny or and smaller
take the sized secondcreatures. result.
Jittery:
Rodent
Rodent Resilience:
anumi receive
A rodent a +2 anumus
racial bonus
may reroll on Initiative
a failed Fortitude
checks. save. This trait is used as an immediate action after the fir
Bestial
Improved
Fortitude:
Grapple:
UrsineUrsine
anumianumi receive receive
a +2 racial
Improved bonus Grapple
on all saving
as a bonus throws featagainst
at 1st diseaselevel, even andif poison.
they do not meet the prereq
Source
Touch
Unearthly
of Inspiration:
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YouImmediate
grant
When allies
Action
your within
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50
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44, you to allally
gain
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+1 morale that
to reroll
bonus
involveanytoskills
one
armor
saving
that class
you th
Low-Light
Bribe
Sense
Fate:
Vision:
Money
Coins:
Silver
Immediate
Numistians
is Life:
Stomach:
Metallic
AsAction;
acan
moneyshines
standard
Numistians
see
1day, twice
when
action,
receive
like
asafaranumistian
numistian
candle
as
a +2 humans
racial
tofails
amaynumistian’s
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halfa +4his
to
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racial
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level1d8+ bonus
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Perception
(minimunsW
Low-Light
Bribe
Sense
Fate:
Vision:
Money
Coins:
Silver
Immediate
Numistians
is Life:
Stomach:
Metallic
AsAction;
acan
moneyshines
standard
Numistians
see
1day, twice
when
action,
receive
like
asafaranumistian
numistian
candle
as
a +2 humans
racial
tofails
amaynumistian’s
in
bonus
aconditions
consume
saving on allthrow,
eyesight.
up
saving
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tohe200 light.
may
throws
They goldlose
gain
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pieces
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to
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racial
cure
level1d8+ bonus
in hit thepoints
to numistian’s
Perception
(minimunsW
Rooted
Sun Foot:
Heal:Oaklings
Standardcan Action;
stand 1/day
up from oaklingsbeingcan pronehealasthemselves
a swift action when instead
exposed of a to move-equivalent
sunlight. In sunlit action.
conditions (magical or t
Improved
Nimble
Negative
Initiative:
Sleep
Form:Energy
Immunity:
Due
Obitu to Resistance:
again
preternaturally
Rather
the Improved
than
Obitu sleep,
thin
have
Initiative
and
obitu
negative
agile
enter
featbody,
at
energy
a first
meditative
obitu
level
resistance
gainasstate
a racial
+2equal
known
racialbonus
tobonus
as
10. trance.
feat.
Thison resistance
Acrobatics,
They are fully applies
Escape
aware toArtist,
damage
of theirandsurr
fro
Sl
Breath
Light
of and
Steam:
Heat:1/day,
A relluk’s
a relluk crystal
can emitheadaconstantly
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a torch and can Thislight cloud flammable
has the same objects effect
on fire.
as obscuring m

37 38 39 40 41 42 43 44
Bonus Feat: Humans select one extra feat at 1st level | Skilled: Humans gain an additional skill rank at first level and one additi
Racial Abilities (Long)

Slow and Steady: speed is never modified by armor or encumbrance | Darkvision 60' | Defensive Training: gain +4 Dodge bonu
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light | Elven Immunities: Elves are immune to magi
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light | Defensive Training: Gnomes get a +4 dod
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light | Adaptability: Half-elves receive Skill Foc
Darkvision: Half-orcs can see in the dark up to 60 feet | Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill chec
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by ha
Bonus Feat: Humans select one extra feat at 1st level | Skilled: Humans gain an additional skill rank at first level and one additi

Darkvision: Aasimars can see in the dark up to 60 feet | Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception
Darkvision: Drow can see in the dark up to 120 feet | Drow Immunities: Drow are immune to magic sleep effects and get a +2 ra
Darkvision: Drow can see in the dark up to 120 feet | Drow Immunities: Drow are immune to magic sleep effects and get a +2 ra
Slow and Steady: Duergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance | Darkvisi
Fast: Goblins are fast for their size, and have a base speed of 30 feet | Darkvision: Goblins can see in the dark up to 60 feet | S
Armor: Gnolls have a +1 natural armor bonus
Darkvision: Goblins can see in the dark up to 60 feet | Sneaky: Hobgoblins gain a +4 racial bonus on Stealth checks.
Normal Speed: Kobolds have a base speed of 30 feet | Darkvision: Kobolds can see in the dark up to 60 feet | Armor: Kobolds
Aquatic: Merfolk are aquatic and can breathe water. Their land speed is 5 feet, but their swim speed is 50 feet. They are amphi
Armor: Minotaurs have a +5 natural armor bonus | Natural Cunning (Ex): Although minotaurs are not especially intelligent, they
Darkvision: Orcs can see in the dark up to 60 feet | Ferocity (Ex): A creature with ferocity remains conscious and can continue f
Defensive Training: Svirfneblin gain a +2 dodge bonus to Armor Class | Senses: Svirfneblin have darkvision 120 ft. and lowlight
Senses: Tengus have low-light vision | Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth | Gifted Linguist: Ten
Darkvision: Tieflings see in the dark up to 60 feet | Skilled: Tieflings have a +2 racial bonus on Bluff and Stealth checks | Spell-L

Unluck (Su): A pugwampi radiates an aura of unluck to a radius of 20 feet. A creature in this area must roll 2d20 whenever a sit

Aberrant Nature: Elan are Aberrations, and are not subject to spells or effects that affect humanoids only, such as charm perso
Feather Fall (Su): Air elems act as if affected by a permanent personal feather fall spell | Electricity Resistance: Air elems receiv
Slow Movement: Earth elems have a base speed of 20 feet, reflecting their stiff and cumbersome physique | Damage Reductio
Fast Movement: Fire elems have a base speed of 35 feet, due to their slightly less than solid nature | Smoke Immunity (Ex): Fir
Slow Movement: Water elems have a base speed of 20 feet. In addition, water elems have a swim speed of 20 feet. Water elem
Darkvision 120 feet: Dark elves can see in the dark up to 120 feet | Keen Senses: Dark elves receive a +2 bonus on sight- and
Low-Light Vision: Desert elves can see twice as far as humans in conditions of poor illumination | Keen Senses: Desert elves re
Low-Light Vision: Gray elves can see three-times as far as a human in conditions of poor illumination. This is due to the change
Low Light Vision: High Elves can see twice as far as humans in conditions of poor illumination | Keen Senses: High elves have
concealed door if they pass within 10 feet, regardless of whether or not they are actively looking | Elven Immunities: High elves
Normal Speed: Sea elves have a base land speed of 30 feet. Sea elves have a base swim speed of 30 feet. A sea elf can mov
Flight: Sky elves have a natural ability to fly. Fly is a class skill. Sky elves have a fly speed of 60 feet, with average maneuverab
Darkvision: Half-ogres can see in the dark out to 60 feet | Imposing Figure: Half-ogres are intimidating without trying. They get a
Natural Armor: Lupaari receive a +1 Natural Armor bonus | Low Light Vision: Lupaari can see twice as far as humans in conditio
Natural Armor: A sathoni has +2 natural armor. Sathoni skin is extremely durable | Limited Regeneration (Ex): The sathoni’s na
Fast Movement: Tabreen have a base speed of 40 feet when wearing Light or no armor. When wearing Medium or Heavy armo
Fast Speed: Like goblins, boggles are fast for their size, and have a base speed of 30 feet. | Darkvision: Boggles can see in the
Fast Speed: Because of their extra limbs and insectoid muscles, entobians are fast for their size, and have a base speed of 30
Fast Speed: Because of their extra limbs and insectoid muscles, entobians are fast for their size, and have a base speed of 30
Fast Speed: Because of their extra limbs and insectoid muscles, entobians are fast for their size, and have a base speed of 30
Fast Speed: Because of their extra limbs and insectoid muscles, entobians are fast for their size, and have a base speed of 30
Fast Speed: Because of their extra limbs and insectoid muscles, entobians are fast for their size, and have a base speed of 30
Fast Speed: Because of their extra limbs and insectoid muscles, entobians are fast for their size, and have a base speed of 30

Senses: Kvals have low-light vision. | Detect Evil: 1/day, a kval can cast detect evil as a spell-like ability, caster level 11. | Fast S
Almost Human: Mahrogs count as human for any effect related to race. | Bonus Feats: Mahrogs gain the Improved Unarmed S
Hold Breath: A mogogol may hold its breath for a number of rounds equal to four times its Constitution score before it risks drow
Hold Breath: A mogogol may hold its breath for a number of rounds equal to four times its Constitution score before it risks drow
Keen Senses: Anumi receive a +2 racial bonus on Perception skill checks. | Acid Resistance: Amphibian anumi gain resist acid
Keen Senses: Anumi receive a +2 racial bonus on Perception skill checks. | Darkvision: Arachnid anumi can see in the dark up
Keen Senses: Anumi receive a +2 racial bonus on Perception skill checks. | Bestial Reflexes: Avian anumi receive a +2 racial b
Keen Senses: Anumi receive a +2 racial bonus on Perception skill checks. | Improved Trip: Canine anumi receive Improved Tri
Keen Senses: Anumi receive a +2 racial bonus on Perception skill checks. | Enhanced Speed: Equine anumi have a base spee
Keen Senses: Anumi receive a +2 racial bonus on Perception skill checks. | Low-Light Vision: Feline anumi can see twice as fa
Keen Senses: Anumi receive a +2 racial bonus on Perception skill checks. | Darkvision: Ophidian anumi can see in the dark up
Keen Senses: Anumi receive a +2 racial bonus on Perception skill checks. | Bestial Fortitude: Porcine anumi receive a +2 racia
ability.
Keen Senses: Anumi receive a +2 racial bonus on Perception skill checks. | Bestial Fortitude: Reptile anumi receive a +2 racial
Keen Senses: Anumi receive a +2 racial bonus on Perception skill checks. | Bestial Reflexes: Rodent anumi receive a +2 racial
Keen Senses: Anumi receive a +2 racial bonus on Perception skill checks. | Bear’s Might: Ursine anumi receive a +1 racial bon
Low-Light Vision: Muses can see twice as far as humans in conditions of dim light. | Muse Immunities: Muses are immune to m
Adjustable Size: As a move action, a numistian can become Small if Medium-sized, or Medium if Small-sized. They can be any
Adjustable Size: As a move action, a numistian can become Small if Medium-sized, or Medium if Small-sized. They can be any
Humanoid Plant: While technically a plant, an oakling has more in common with most humanoids. This commonality precludes
Darkvision: Obitu can see in the dark up to 60 feet. | Fossil Fortitude: Obitu gain a +4 racial bonus on saving throws against dis
Relluks do have immunity to poison, sleep effects, paralysis, petrification, disease, nausea, effects that cause the sickened con
15 35 53 70

Clr/Drd/Mnk/Wiz
Brd/Ftr/Pal/Rgr
Bbn/Rog/Sor

Venerable
Adulthood

Maximum
Middle

Old
0 0 0 0
Table 7–3: Random Height and Weight
40 125 188 250 Base Base Weight
110 175 263 350 Race Height Weight Modifier Multiplier
40 100 150 200 Human, male 4 ft. 10 in. 120 lbs. 2d10 × 5 lbs.
20 62 93 125 Human, female 4 ft. 5 in. 85 lbs. 2d10 × 5 lbs.
14 30 45 60 Dwarf, male 3 ft. 9 in. 150 lbs. 2d4 × 7 lbs.
20 50 75 100 Dwarf, female 3 ft. 7 in. 120 lbs. 2d4 × 7 lbs.
15 35 53 70 Elf, male 5 ft. 4 in. 100 lbs. 2d8 × 3 lbs.
Table 7–3: Random Height and Weight
and electricity resistance 5 1000 1000 1000 1000
Like Abilities (caster level 11): A drow
1000 can1000
cast 1000
dancing 1000
lights, darkness, and faerie fire each once per day | Light Blindness: Abrupt exposu
Like Abilities (caster level 11): Drow1000
nobles
1000 can1000
cast dancing
1000 lights, deeper darkness, faerie fire, feather fall, and levitate each at will, and h
gainst spells and spell-like abilities 1000
| Stability:
1000Duergar
1000 receive
1000 a +4 racial bonus to their CMD against bull rush or trip attempts while on solid
1000 1000 1000 1000
1000 1000 1000 1000
1000 1000 1000 1000
class skills for a kobold | Light Sensitivity
1000 1000(Ex): Creatures
1000 1000 with light sensitivity are dazzled in areas of bright sunlight or within the radius of a
1000 1000 1000 1000
10 ft. | Powerful Charge (Ex): When 1000
a minotaur
1000 1000 makes1000a charge, its attack deals 2d6+4.5 extra damage in addition to the normal benefits a
e amount equal to its Constitution score.
1000 1000
| Light 1000
Sensitivity
1000(Ex): Creatures with light sensitivity are dazzled in areas of bright sunlight or with
hey gain a +2 racial bonus on Craft1000 (alchemy)
1000 checks
1000 1000
and PerceptionHuman, checksmale | Hatred:
4 ft. 10
Svirfneblin
in. 120 lbs.
receive
2d10a×+1 5 bonus
lbs. on attack rolls agains
h in swordplay, and as a result are1000automatically
1000 1000 proficient
1000with sword-like weapons (including bastard swords, daggers, elven curve blades
sistance 5 | Fiendish Sorcery (Ex): Tiefling
1000 1000 sorcerers
1000 with
1000 the AbyssalMogogol
or Infernal (small) 2 ft. 5treat
bloodline in. 25 lbs.Charisma
their 2d4 1 lb.score as 2 points higher for a
Elf, female 5 ft. 4 in. 90 lbs. 2d6 × 3 lbs.
ork on animals, other gremlins, and1000 gnolls.
1000 Any1000
character
1000that gains Gnome,
any sort female
of luck bonus
2 ft. 10(such
in. 30aslbs.
that2d4granted
× 1 lb.by a luckstone or divine fa
Elf, female 5 ft. 4 in. 90 lbs. 2d6 × 3 lbs.
the ability to manifest powers, unless1000 they
1000 gain1000
that ability
1000through anotherGnome,source,
femalesuch 2 ft. 10
as in.
levels
30 lbs.
in a 2d4
psionic
× 1 class.
lb. | Resilience (Su): Whe
s receive a +2 racial bonus to all saves1000against
1000 air 1000
spells
1000and effects Half-elf, male 5 ft. 2 in. 110 lbs. 2d8 × 5 lbs.
nus to caster level when casting spells 1000 with
1000the [Earth]
1000 descriptor
1000 or from
Half-elf,
the Earth
female domain
5 ft. 0 |in.
Saving
90 lbs. Throws:
2d8 × 5Earth
lbs. elems receive a +2 racial
sting: Fire elems receive a +1 bonus 1000
to caster
1000level 1000when1000 casting spellsHalf-orc,
with themale[Fire]
4 ft.
descriptor
10 in. 150 orlbs.
from 2d12
the Fire
× 7 lbs.
domain | Saving Throws: F
Water elems can always take 10 on1000 a Swim1000 check,
1000even1000if rushed or Half-orc,
threatened. female
Water 4 ft.
elems
5 in. can
110 use
lbs. the
2d12run× action
7 lbs. while swimming, provi
Spell Resistance: Dark elves possess 1000Spell
1000Resistance
1000 100017 | Spell-likeHalfling,
Abilities:male
Dark2elves
ft. 8 in.
can30uselbs.the
2d4 following
× 1 lb. spell-like abilities once per d
st enchantment spells or effects | Elven1000Magic:
1000 Desert
1000 1000
elves receive aHalfling,
+2 racial female
bonus2 on ft. 6
caster
in. 25level
lbs. checks
2d4 × 1made lb. to overcome spell resist
they pass within 10 feet, regardless 1000of whether
1000 1000 or not1000
they are actively Boggle,
looking
male | Elven
3 ft. 2Immunities:
in. 40 lbs. 1d6Gray× elves
1 lb. are immune to magic sleep
1000 1000 1000 1000 Boggle, female 3 ft. 0 in. 35 lbs. 1d8 × 1 lb.
luding composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elv
s choose to take 10 on a Swim check, 1000even1000 if distracted
1000 1000 or endangered. Entobian
He can 2’6”use
25the
lbs.run1d12 1 lb.while swimming, provided he swims in a
action
light load. With a medium load can1000 take a1000
move1000 action1000
only at half speedEntobianwhileMatron
flying. orWithLifer 4’ 5” 95
a heavy lbs a
load, 1d12 5 lbs.
sky elf cannot fly at all. | Low Lig
1000 1000 1000 1000 Kval 10” 90 lbs. 1d6 2 lb.
+4 bonus to Survival checks made1000 when1000tracking1000a creature
1000 by scent. Mahrog,
| Sound male 4 ft. 5 in.Lupaari
Sensitivity: 90 lbs. are
1d12 5 lbs.
particularly sensitive to loud sounds
Nature) checks. Sathoni have an innate1000 affinity
1000 1000 for nature’s
1000 processes Mahrog, female
| Darkness 4 ft. 80 lbs.
Sensitivity: Due1d12 5 lbs.
to their dependency upon on sunlight, sa
see in the dark up to 60 feet | Keen 1000Senses:1000 Tabreen
1000 receive
1000 a +2 bonus Mogogol (medium)
to sight-, sound- 4 ft.
and5 in. 110 lbs. 2d12
touch-based 7 lbs. checks | Sound Sen
Perception
Muse, male 6 ft. 160 lbs. 2d6 5 lbs.
10 1d4 1d6 1d8 20 25 30 1d6 Muse, female 5.ft. 10 in 155 lbs. 1d12 5 lbs.
14 1d4 1d6 2d6 45 65 75 3d20 Anumus, male 4’ 10” 120 lbs. 2d4 3 lbs.
14 1d4 1d6 2d6 45 65 75 3d20 Anumus, female 4’ 5” 85 lbs 2d4 3 lbs.
14 1d4 1d6 2d6 45 65 75 3d20 Numistian, male 3-6 ft.* 55 lbs. 1d8 2 lbs.
14 1d4 1d6 2d6 45 65 75 3d20 Numistian, female 3-6 ft.* 65 lbs. 1d8 2 lbs.
14 1d4 1d6 2d6 45 65 75 3d20 Oakling, male 6 ft. 6 in. 250 lbs. 2d8 7 lbs.
14 1d4 1d6 2d6 45 65 75 3d20 Oakling, female 6ft. 200 lbs. 2d6 7 lbs.
14 1d4 1d6 2d6 45 65 75 3d20 Obitu, male 4 ft. 10 in. 20 lbs. 2d10 1 lb.
1 1d4 1d6 2d6 1000 1000 1000 0 Obitu, female 4 ft. 5 in. 15 lbs. 2d10 1 lb.
10 1d4 1d6 2d6 25 40 50 3d10 Relluk 5 ft. 8 in. 320 lbs. 2d12 12 lbs.
12 1d4 1d6 2d6 30 45 55 2d10
12 1d4 1d6 2d6 30 45 55 2d10
1 1d4 1d6 2d6 20 37 55 2d20
1 1d4 1d6 2d6 20 37 55 2d20
1 1d4 1d6 2d6 20 37 55 2d20
1 1d4 1d6 2d6 20 37 55 2d20
1 1d4 1d6 2d6 20 37 55 2d20
1 1d4 1d6 2d6 20 37 55 2d20
1 1d4 1d6 2d6 20 37 55 2d20
1 1d4 1d6 2d6 20 37 55 2d20
1 1d4 1d6 2d6 20 37 55 2d20
1 1d4 1d6 2d6 20 37 55 2d20
1 1d4 1d6 2d6 20 37 55 2d20
7 4d6 6d6 10d6 200 300 400 5d100
15 1d4 1d6 2d6 65 70 75 1d100
15 1d4 1d6 2d6 65 70 75 1d100
25 4d6 6d6 8d6 150 225 300 3d100
5 4d6 6d6 8d6 155 227 310 4d100
1 4d6 6d6 1d0d6 1000 1000 1000 1000

0 0 0 0
46 47 48 49 50 51 52 53
Saving Throws

HP Class HD SP BAB Fort Ref Will

0 0 0 0 0 0
*** PRPG - Base ***
0 Barbarian 12 0 0 0 0 0
0 Bard 8 0 0 0 0 0
0 Cleric 8 0 0 0 0 0
0 Druid 8 0 0 0 0 0
0 Fighter 10 0 0 0 0 0
0 Monk 8 0 0 0 0 0
0 Paladin 10 0 0 0 0 0
0 Ranger 10 0 0 0 0 0
88 Rogue 8 88 8 3 7 3
0 Sorcerer 6 0 0 0 0 0
0 Wizard 6 0 0 0 0 0
0 BETA Alchemist 8 0 0 0 0 0
0 BETA Cavalier 10 0 0 0 0 0
0 BETA Inquisitor 8 0 0 0 0 0
0 BETA Oracle 8 0 0 0 0 0
0 BETA Summoner 8 0 0 0 0 0
0 BETA Witch 6 0 0 0 0 0
*** LSJ - Base ***
0 Aristocrat 8 0 0 0 0 0
0 Noble 8 0 0 0 0 0
*** SGG - Base ***
0 Shaman 8 0 0 0 0 0
*** Custom ***
0 0 4 0 0 0 0 0
*** PRPG - PrC ***
0 Arcane Archer 10 0 0 0 0 0
0 Arcane Trickster 6 0 0 0 0 0
0 Assassin 8 0 0 0 0 0
0 Dragon Disciple 12 0 0 0 0 0
0 Duelist 10 0 0 0 0 0
0 Eldritch Knight 10 0 0 0 0 0
0 Loremaster 6 0 0 0 0 0
0 Mystic Theurge 6 0 0 0 0 0
0 Pathfinder Chronicler 8 0 0 0 0 0
0 Shadowdancer 8 0 0 0 0 0
0 Diabolist 6 0 0 0 0 0
*** LSJ - PrC ***
0 Temptress 8 0 0 0 0 0
*** Custom ***
0 0 4 0 0 0 0 0
*** Racial ***
0 Aberration 8 0 0 0 0 0
0 Animal 8 0 0 0 0 0
0 Construct 10 0 0 0 0 0
0 Dragon 12 0 0 0 0 0
0 Fey 6 0 0 0 0 0
0 Humanoid 8 0 0 0 0 0
0 Magical Beast 10 0 0 0 0 0
0 Monstrous Humanoid 10 0 0 0 0 0
0 Ooze 8 0 0 0 0 0
0 Outsider 10 0 0
0 Plant 8 0 0 0 0 0
0 Undead 8 0 0 0 0 0
0 Vermin 8 0 0 0 0 0

Table_Class
List_Classes, List_Classes_Base

Total 88 88 8 3 7 3
HP_Base Skill_Points_Base BAB Fort_Base Ref_Base Will_Base

Table_Monk_Unarmed_Damage
Fine Diminutive Tiny Small Medium
1 1d4 1d6
2 1d4 1d6
3 1d4 1d6
4 1d6 1d8
5 1d6 1d8
6 1d6 1d8
7 1d6 1d8
8 1d8 1d10
9 1d8 1d10
10 1d8 1d10
11 1d8 1d10
12 1d10 2d6
13 1d10 2d6
14 1d10 2d6
15 1d10 2d6
16 2d6 2d8
17 2d6 2d8
18 2d6 2d8
19 2d6 2d8
20 2d8 2d10
2 3 4

List_Favored_Enemies
Aberrations
Animals
Constructs
Dragons
Fey
Humanoids (aquatic)
Humanoids (dwarf)
Humanoids (elf)
Humanoids (giant)
Humanoids (goblinoid)
Humanoids (gnoll)
Humanoids (gnome)
Humanoids (halfling)
Humanoids (human)
Humanoids (orc)
Humanoids (reptilian)
Humanoids (other subtype)
Magical Beasts
Monstrous Humanoids
Oozes
Outsiders (air)
Outsiders (chaotic)
Outsiders (earth)
Outsiders (evil)
Outsiders (fire)
Outsiders (good)
Outsiders (lawful)
Outsiders (native)
Outsiders (water)
Plants
Undead
Vermin

List_Favored_Terrain
Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Planes (pick one, other than Material Plane)
Swamp
Underground (caves and dungeons)
Urban (buildings, streets, and sewers)
Water (above and below the surface)
Weapon Proficiency Armor Proficiency

Spell Points Simple Martial Other Light Medium

0 0 0 0 0 0

0 0 0 0 0
8 0 0 0 0
9 0 0 0 0
9 0 0 0 0
0 0 0 0 0
0 0 0 0 0
7 0 0 Rogue: Hand 0 0
7 0 0 Crossbow | , 0 0
0 1 0 Rapier, Sap, 1 0
10 0 0 Shortbow, Short 0 0
9 0 0 Sword | 0 0
0 0 0 0 0
0 0 0 0 0
8 0 0 0 0
10 0 0 0 0
8 0 0 0 0
9 0 0 0 0

0 0 0 0 0
0 0 0 0 0

0 0 0 0 0

0 0 0 0

9 0 0 0 0
11 0 0 0 0
0 0 0 0 0
11 0 0 0 0
0 0 0 0 0
10 0 0 0 0
11 0 0 0 0
11 0 0 0 0
0 0 0 0 0
0 0 0 0 0
11 0 0 0 0

0 0 0 0 0
0 0 0 0

0
0 0 0 0 0

TRUE FALSE Rogue: Hand CrossbowTRUE


| , Rapier, Sap, Shortbow,
FALSE Short Sword |
Spell_Point_Base Weapon_Prof_Simple Weapon_Prof_Martial Weapon_Prof_Other Armor_Prof_Light Armor_Prof_Medium

Large Huge Gargantua Collosal


1d8
1d8
1d8
2d6
2d6
2d6
2d6
2d8
2d8
2d8
2d8
3d6
3d6
3d6
3d6
3d8
3d8
3d8
3d8
4d8
Proficiency Shield Proficiency

Heavy Most Tower Lvl Starting Wealth Class Lvl Qualified

0 0 0 0 0 0 0
| Rogue 11
0 0 0 0 3d6 x 10 TRUE
0 0 0 0 3d6 x 10 TRUE
0 0 0 0 4d6 x 10 TRUE
0 0 0 0 2d6 x 10 TRUE
0 0 0 0 5d6 x 10 TRUE
0 0 0 0 1d6 x 10 FALSE
0 0 0 0 5d6 x 10 FALSE
0 0 0 0 5d6 x 10 TRUE
0 0 0 11 4d6 x 10 | Rogue 11 TRUE
0 0 0 0 2d6 x 10 TRUE
0 0 0 0 2d6 x 10 TRUE
0 0 0 0 3d6 x 10 TRUE
0 0 0 0 5d6 x 10 TRUE
0 0 0 0 3d6 x 10 TRUE
0 0 0 0 3d6 x 10 TRUE
0 0 0 0 2d6 x 10 TRUE
0 0 0 0 2d6 x 10 TRUE
0
0 0 0 0 6d6x10 TRUE
0 0 0 0 8d6x10 TRUE

0 0 0 0 2d6x10 TRUE

0 0 0 0 TRUE

0 0 0 0 Err:508
0 0 0 0 FALSE
0 0 0 0 FALSE
0 0 0 0 FALSE
0 0 0 0 FALSE
0 0 0 0 FALSE
0 0 0 0 FALSE
0 0 0 0 FALSE
0 0 0 0 FALSE
0 0 0 0 FALSE
0 0 0 0 Err:508

0 0 0 0
0 0 0 0 TRUE

0
0 0 0 0 TRUE

0 TRUE

FALSE FALSE FALSE 11


Armor_Prof_Heavy Shield_Prof Shield_Prof_Tower Character_Level
Craft (untrained)

Disable Device
Acrobatics

Diplomacy
Appraise

Disguise
Craft ()

Craft ()
Climb
Bluff
Arcane Caster Level Divine Caster Level

0 0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0 0
0 0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 1 1 1 1 1 1 1 1 1 1
0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0
0 0 0 0 0

0 0 0 0 0 0 0 0 0
0 0 0 0

0 0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0 0

0 0
0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0
0 0 0 0
0 0 0
0 0 0 0
0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0

0
Err:508 Err:508 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0
0 0 0 0

0 0 0 0

Err:508 Err:508 TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE

Caster_Level_Arcane_Max Caster_Level_Divine_Max
Knowledge (dungeoneering)

Knowledge (engineering)

Knowledge (geography)

Knowledge (religion)
Knowledge (nobility)
Knowledge (history)
Knowledge (arcana)

Knowledge (planes)
Knowledge (nature)

Knowledge (spirits)
Knowledge (local)
Handle Animal
Escape Artist

Intimidate
Heal
Fly

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0
0 0 0 0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0 0 0
1 1 1 1
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0

0 0 0 0
0 0 0 0 0

0 0 0 0

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0 0
0 0
0 0 0 0 0 0 0 0 0 0 0 0 0
0
0 0
0 0 0 0 0 0 0 0 0 0 0 0 0
0 0
0 0 0 0 0 0 0 0 0 0 0 0 0
0
0 0 0 0

0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0
0 0

0 0

TRUE FALSE FALSE FALSE TRUE FALSE TRUE FALSE FALSE FALSE TRUE FALSE FALSE FALSE FALSE FALSE
Profession (untrained)
Perform (percussion)

Perform (untrained)
Perform (keyboard)
Perform (comedy)

Perform (oratory)
Perform (dance)

Perform (string)

Perform (ritual)
Perform (wind)

Perform (sing)

Sense Motive
Perform (act)

Profession ()

Profession ()
Linguistics

Perception

Ride
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0
0 0 0

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0

0 0 0

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 0
0 0
0 0 0
0
0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0
0 0 0 0 0 0 0 0 0 0 0 0
0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0
0

0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0

0 0

TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE FALSE TRUE
Use Magic Device
Sleight of Hand

Spellcraft

Survival
Stealth

Swim

0
0 0 0 0 0 0 3 3
4 4 *** PRPG - Base ***
0 0 0 0 5 5 Barbarian
0 0 0 0 0 0 6 6 Bard
0 0 0 0 7 7 Cleric
0 0 0 0 0 8 8 Druid
0 0 0 0 9 9 Fighter
0 0 0 0 10 10 Monk
0 0 0 11 11 Paladin
0 0 0 0 0 0 12 12 Ranger
1 1 1 1 0 0 13 13 Rogue
0 0 0 0 0 0 0 0 14 14 Sorcerer
0 0 0 15 15 Wizard
0 0 0 0 0 0 16 16 BETA Alchemist
0 0 0 0 0 0 0 0 17 17 BETA Cavalier
0 0 0 0 0 0 18 18 BETA Inquisitor
0 0 0 0 0 0 0 0 19 19 BETA Oracle
0 0 0 0 20 20 BETA Summoner
0 0 0 0 21 21 BETA Witch
22 22 *** LSJ - Base ***
0 0 0 0 23 23 Aristocrat
0 0 24 24 Noble
25 25 *** SGG - Base ***
0 0 0 26 26 Shaman
29 *** PRPG - PrC ***
0 0 0 0 0 0 0 0 30 Arcane Archer
29 31 Arcane Trickster
0 0 0 0 30 32 Assassin
0 0 0 0 0 0 31 33 Dragon Disciple
0 0 0 0 0 0 32 34 Duelist
0 0 0 33 35 Eldritch Knight
0 0 34 36 Loremaster
0 0 0 0 35 37 Mystic Theurge
0 0 0 0 36 38 Pathfinder Chronicler
0 0 0 37 39 Shadowdancer
0 0 0 0 0 38 40 Diabolist
0 0 0 0 39 41 *** LSJ - PrC ***
0 0 0 40 42 Temptress
41 45 *** Racial ***
0 0 0 0 42 46 Aberration
47 Animal
0 0 0 0 0 0 0 0 48 Construct
45 49 Dragon
0 0 46 50 Fey
0 0 47 51 Humanoid
0 0 48 52 Magical Beast
0 0 49 53 Monstrous Humanoid
0 0 0 0 0 0 50 54 Ooze
0 0 0 51 55 Outsider
0 0 52 56 Plant
0 0 0 0 0 53 57 Undead
0 0 54 58 Vermin
0 0 55 #VALUE! NULL
0 0 56 #VALUE! NULL
0 0 57 #VALUE! NULL
0 0 58 #VALUE! NULL

TRUE FALSE TRUE FALSE TRUE TRUE FALSE FALSE


3 3
4 4 *** PRPG - Base ***
5 5 Barbarian
6 6 Bard
7 7 Cleric
8 8 Druid
9 9 Fighter
10 10 Monk
11 11 Paladin
12 12 Ranger
13 13 Rogue
14 14 Sorcerer
15 15 Wizard
16 16 BETA Alchemist
17 17 BETA Cavalier
18 18 BETA Inquisitor
19 19 BETA Oracle
20 20 BETA Summoner
21 21 BETA Witch
22 22 *** LSJ - Base ***
23 23 Aristocrat
24 24 Noble
25 25 *** SGG - Base ***
26 26 Shaman
#VALUE! NULL
#VALUE! NULL
29 29 *** PRPG - PrC ***
30 30 Arcane Archer
31 31 Arcane Trickster
32 32 Assassin
33 33 Dragon Disciple
34 34 Duelist
35 35 Eldritch Knight
36 36 Loremaster
37 37 Mystic Theurge
38 38 Pathfinder Chronicler
39 39 Shadowdancer
40 40 Diabolist
41 41 *** LSJ - PrC ***
42 42 Temptress
#VALUE! NULL
#VALUE! NULL
45 45 *** Racial ***
46 46 Aberration
47 47 Animal
48 48 Construct
49 49 Dragon
50 50 Fey
51 51 Humanoid
52 52 Magical Beast
53 53 Monstrous Humanoid
54 54 Ooze
55 55 Outsider
56 56 Plant
57 57 Undead
58 58 Vermin
Class Ability Qualified Taken Full Description
Fast Movement (Ex) FALSE FALSE
Rage (Ex) FALSE FALSE
Rage Powers (Ex) FALSE FALSE
Uncanny Dodge (Ex) FALSE FALSE
Trap Sense (Ex) FALSE FALSE
Cold Resistance (Ex) FALSE FALSE
Improved Uncanny Dodge (Ex) FALSE FALSE
Damage Reduction (Ex) FALSE FALSE
Greater Rage (Ex) FALSE FALSE
Indomitable Will (Ex) FALSE FALSE
Tireless Rage (Ex) FALSE FALSE
Mighty Rage (Ex) FALSE FALSE
Bard Spells FALSE FALSE
1st level FALSE FALSE
2nd level FALSE FALSE
3rd level FALSE FALSE
4th level FALSE FALSE
5th level FALSE FALSE
6th level FALSE FALSE
Bardic Knowledge (Ex) FALSE FALSE
Specialized Training (Ex) FALSE FALSE
Bardic Performance FALSE FALSE
Cantrips FALSE FALSE
Versatile Performance (Ex) FALSE FALSE
[Act] FALSE FALSE
[Comedy] FALSE FALSE
[Dance] FALSE FALSE
[Keyboard] FALSE FALSE
[Oratory] FALSE FALSE
[Percussion] FALSE FALSE
[Sing] FALSE FALSE
[String] FALSE FALSE
[Wind] FALSE FALSE
Well-Versed (Ex) FALSE FALSE
Lore Master (Ex) FALSE FALSE
Jack-of-All-Trades (Ex) FALSE FALSE
Aura (Ex) FALSE FALSE
Cleric spells FALSE FALSE
1st level FALSE FALSE
2nd level FALSE FALSE
3rd level FALSE FALSE
4th level FALSE FALSE
5th level FALSE FALSE
6th level FALSE FALSE
7th level FALSE FALSE
8th level FALSE FALSE
9th level FALSE FALSE
Channel Energy (Su) FALSE FALSE
Domains FALSE FALSE
Holy Warrior (Ex) FALSE FALSE
Orisons FALSE FALSE
Spontaneous Casting [Clerical] FALSE FALSE
Chaotic, Evil, Good, and Lawful Spells FALSE FALSE
Bonus Languages FALSE FALSE
Druid spells FALSE FALSE
1st level FALSE FALSE
2nd level FALSE FALSE
3rd level FALSE FALSE
4th level FALSE FALSE
5th level FALSE FALSE
6th level FALSE FALSE
7th level FALSE FALSE
8th level FALSE FALSE
9th level FALSE FALSE
Orisons FALSE FALSE
Spontaneous Casting [Druidic] FALSE FALSE
Chaotic, Evil, Good, and Lawful Spells FALSE FALSE
Bonus Languages FALSE FALSE
Nature Bond (Ex) FALSE FALSE
Nature Sense (Ex) FALSE FALSE
Wild Empathy (Ex) FALSE FALSE
Woodland Stride (Ex) FALSE FALSE
Mountain Stride (Ex) FALSE FALSE
Trackless Step (Ex) FALSE FALSE
Resist Nature’s Lure (Ex) FALSE FALSE
Wild Shape (Su) FALSE FALSE
Venom Immunity (Ex) FALSE FALSE
A Thousand Faces (Su) FALSE FALSE
Timeless Body (Ex) FALSE FALSE
Bonus Combat Feats FALSE FALSE
Bonus Combat Feats FALSE FALSE
Well Trained (Ex) FALSE FALSE
Bravery (Ex) FALSE FALSE
Armor Training (Ex) FALSE FALSE
Weapon Training (Ex) FALSE FALSE
Armor Mastery (Ex) FALSE FALSE
Weapon Mastery (Ex) FALSE FALSE
AC Bonus (Ex) FALSE FALSE
Flurry of Blows (Ex) FALSE FALSE
Unarmed Strike FALSE FALSE
Bonus Monk Feats FALSE FALSE
Monk of Jalmeray FALSE FALSE
Stunning Fist (Ex) FALSE FALSE
Evasion (Ex) FALSE FALSE
Fast Movement (Ex) FALSE FALSE
Maneuver Training (Ex) FALSE FALSE
Still Mind (Ex) FALSE FALSE
Ki Pool (Su) FALSE FALSE
Slow Fall (Ex) FALSE FALSE
High Jump (Ex) FALSE FALSE
Purity of Body (Ex) FALSE FALSE
Wholeness of Body (Su) FALSE FALSE
Improved Evasion (Ex) FALSE FALSE
Diamond Body (Su) FALSE FALSE
Abundant Step (Su) FALSE FALSE
Diamond Soul (Ex) FALSE FALSE
Quivering Palm (Su) FALSE FALSE
Timeless Body (Ex) FALSE FALSE
Tongue of the Sun and Moon (Ex) FALSE FALSE
Empty Body (Su) FALSE FALSE
Perfect Self FALSE FALSE
Aura of Good (Ex) FALSE FALSE
Detect Evil (Sp) FALSE FALSE
Smite Evil (Su) FALSE FALSE
Divine Grace (Su) FALSE FALSE
Lay On Hands (Su) FALSE FALSE
Aura of Courage (Su) FALSE FALSE
Divine Health (Ex) FALSE FALSE
Mercy (Su) FALSE FALSE
Light of Purity (Su) FALSE FALSE
Channel Positive Energy (Su) FALSE FALSE
Paladin Spells FALSE FALSE
1st level FALSE FALSE
2nd level FALSE FALSE
3rd level FALSE FALSE
4th level FALSE FALSE
Divine Bond (Sp) FALSE FALSE
Aura of Resolve (Su) FALSE FALSE
Aura of Justice (Su) FALSE FALSE
Aura of Faith (Su) FALSE FALSE
Aura of Righteousness (Su) FALSE FALSE
Holy Champion (Su) FALSE FALSE
Favored Enemy (Ex) FALSE FALSE
Track (Ex) FALSE FALSE
Wild Empathy (Ex) FALSE FALSE
Combat Style Feat (Ex) FALSE FALSE
Endurance FALSE FALSE
Favored Terrain (Ex) FALSE FALSE
Hunter’s Bond (Ex) FALSE FALSE
Enhanced Bond (Ex) FALSE FALSE
Ranger Spells FALSE FALSE
1st level FALSE FALSE
2nd level FALSE FALSE
3rd level FALSE FALSE
4th level FALSE FALSE
Survival Skills FALSE FALSE
Woodland Stride (Ex) FALSE FALSE
Swift Tracker (Ex) FALSE FALSE
Evasion (Ex) FALSE FALSE
Quarry (Ex) FALSE FALSE
Camouflage (Ex) FALSE FALSE
Improved Evasion (Ex) FALSE FALSE
Hide in Plain Sight (Ex) FALSE FALSE
Improved Quarry (Ex) FALSE FALSE
Master Hunter (Ex) FALSE FALSE
Sneak Attack TRUE TRUE
Trapfinding TRUE TRUE
Evasion (Ex) TRUE TRUE
Rogue Talents TRUE TRUE
Trap Sense (Ex) TRUE TRUE
Poison Master (Ex) FALSE FALSE
Uncanny Dodge (Ex) TRUE TRUE
Improved Uncanny Dodge (Ex) TRUE TRUE
Advanced Talents TRUE TRUE
Master Strike (Ex) FALSE FALSE
Sorcerer Spells FALSE FALSE
1st level FALSE FALSE
2nd level FALSE FALSE
3rd level FALSE FALSE
4th level FALSE FALSE
5th level FALSE FALSE
6th level FALSE FALSE
7th level FALSE FALSE
8th level FALSE FALSE
9th level FALSE FALSE
Bloodline FALSE FALSE
Hidden Reserve (Su) FALSE FALSE
Cantrips FALSE FALSE
Eschew Materials FALSE FALSE
Spells FALSE FALSE
1st level FALSE FALSE
2nd level FALSE FALSE
3rd level FALSE FALSE
4th level FALSE FALSE
5th level FALSE FALSE
6th level FALSE FALSE
7th level FALSE FALSE
8th level FALSE FALSE
9th level FALSE FALSE
Bonus Languages FALSE FALSE
Arcane Bond (Sp) FALSE FALSE
Arcane School FALSE FALSE
Cantrips FALSE FALSE
Scribe Scroll FALSE FALSE
Arcane Duelist (Su) FALSE FALSE
Spell Focus FALSE FALSE
Bonus Feats FALSE FALSE
Spellbooks FALSE FALSE
Spells per Day FALSE FALSE
Enhance Arrows (Su) FALSE FALSE
Imbue Arrow (Sp) FALSE FALSE
Seeker Arrow (Sp) FALSE FALSE
Phase Arrow (Sp) FALSE FALSE
Hail of Arrows (Sp) FALSE FALSE
Arrow of Death (Sp) FALSE FALSE
Spells per Day FALSE FALSE
Ranged Legerdemain (Su) FALSE FALSE
Sneak Attack FALSE FALSE
Impromptu Sneak Attack (Ex) FALSE FALSE
Tricky Spells (Su) FALSE FALSE
Invisible Thief (Su) FALSE FALSE
Surprise Spells FALSE FALSE
Sneak Attack FALSE FALSE
Death Attack (Ex) FALSE FALSE
Poison Use FALSE FALSE
Save Bonus against Poison FALSE FALSE
Uncanny Dodge (Ex) FALSE FALSE
Hidden Weapons (Ex) FALSE FALSE
True Death (Su) FALSE FALSE
Improved Uncanny Dodge (Ex) FALSE FALSE
Quiet Death (Ex) FALSE FALSE
Hide in Plain Sight (Su) FALSE FALSE
Swift Death (Ex) FALSE FALSE
Angel of Death (Su) FALSE FALSE
Spells per Day FALSE FALSE
Blood of Dragons FALSE FALSE
Natural Armor Increase (Ex) FALSE FALSE
Ability Boost (Ex) FALSE FALSE
Bloodline Feats FALSE FALSE
Dragon Bite (Ex) FALSE FALSE
Breath Weapon (Su) FALSE FALSE
Blindsense (Ex) FALSE FALSE
Dragon Form (Sp) FALSE FALSE
Wings (Su) FALSE FALSE
Canny Defense (Ex) FALSE FALSE
Precise Strike (Ex) FALSE FALSE
Improved Reaction (Ex) FALSE FALSE
Parry (Ex) FALSE FALSE
Enhanced Mobility (Ex) FALSE FALSE
Combat Reflexes FALSE FALSE
Grace (Ex) FALSE FALSE
Riposte (Ex) FALSE FALSE
Acrobatic Charge (Ex) FALSE FALSE
Elaborate Defense (Ex) FALSE FALSE
Deflect Arrows FALSE FALSE
No Retreat (Ex) FALSE FALSE
Crippling Critical (Ex) FALSE FALSE
Bonus Combat Feats FALSE FALSE
Diverse Training FALSE FALSE
Spells per Day FALSE FALSE
Spell Critical (Su) FALSE FALSE
Spells per Day/Spells Known FALSE FALSE
Secret FALSE FALSE
Instant Master TRUE FALSE
Secret Health TRUE FALSE
Secrets of Inner Strength FALSE FALSE
The Lore of True Stamina FALSE FALSE
Secret Knowledge of Avoidance FALSE FALSE
Weapon Trick FALSE FALSE
Dodge Trick FALSE FALSE
Applicable Knowledge FALSE FALSE
Newfound Arcana FALSE FALSE
More Newfound Arcana FALSE FALSE
Lore FALSE FALSE
Bonus Languages FALSE FALSE
Greater Lore (Ex) FALSE FALSE
True Lore (Ex) FALSE FALSE
Spells per Day FALSE FALSE
High Lifestyle
(40 gp):
Aristocrats
A noble is stay
at the most
expected to
expensive
maintain a
hotels
certainin town,
Combined Spells (Su) FALSE FALSE
eat out atof
standard the
Spell Synthesis (Su) FALSE FALSE fanciest
living, and must
Bardic Knowledge (Ex) FALSE FALSE At 3rd level and
restaurants,
support either a
at
and every fourth
Deep Pockets (Ex) FALSE FALSE Highbuy or Elite only
level
the
At 5th thereafter
finest level, the
Lifestyle or else
Master Scribe (Ex) FALSE FALSE (7th,
clothes
aristocrat 11th, and 15th
gains
face social (and
Live to Tell the Tale (Ex) FALSE FALSE and 19th),
accoutrements.
the Skill Focus the
other)
aristocrat
You
feat may
for one gains
enjoy skill
Pathfinding (Ex) FALSE FALSE repercussions.
a bonus
luxuries
from the feat
such
list
High Lifestyle
Bardic Music (Su) FALSE FALSE from
as
The the lists
(40exotic
associatedaristocrat
gp): foods,
Nobles with
Improved Aid (Ex) FALSE FALSE available
fresh
is
his favored flowers
chosen tobyalla
stay
At 4th atlevelthe the
patrons
delivered
patron,
patron. ortoto
who
The
Epic Tales (Su) FALSE FALSE At
most 6th
aristocrat level,
expensive
his
your
guides chosen
aristocrat home and gains
some
hotels
retains ofinthe the
town,
Whispering Campaign (Ex) FALSE FALSE patron.
every
encourages
this day,
ability Theand
patron’s
eat out atofthe
services a
Inspire Action (Su) FALSE FALSE aristocrat
expensive
him
again in at his9th, must
and
influence
fanciest
trusted has
meet
lengthy
endeavors.
14th any 17th
and and At
Call Down the Legends (Su) FALSE FALSE rubbed
restaurants,
companion. off on An
all
2nd prerequisites
vacations
levels, level
the
and buy onlythe
each
aristocrat,
aristocrat’s
the
to
Greater Epic Tales (Su) FALSE FALSE for the
countryside.
aristocrat
time feat
selecting
granting
the
right finest
hand him man aa
Lay of the Exalted Dead (Su) FALSE FALSE selected.
PCs
chooses
new skill
who the
from
take
+1
clothes
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o
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Hide in Plain Sight (Su) FALSE FALSE Cha
accoutrements.
form based
or a valetskill
Alertness,
enjoy
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Once he chosen,
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checks
You
or may
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Evasion (Ex) FALSE FALSE Combat
circumstance
drawn
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At 8th skillsto,
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dealing
luxuries
minor with
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Darkvision (Ex) FALSE FALSE Expertise,
bonus
based
may
aristocratnot to
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those
as exotic foods,
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Defensive
Charisma-
own
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Uncanny Dodge (Ex) FALSE FALSE possessing
fresh
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Combat
based
abilities:
o Artistic
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Rogue Talent FALSE FALSE In
Training,
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ally
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expensive
right hand This
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Proficiency
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Political,
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bonus
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Shadow Call (Sp) FALSE FALSE receives
o Artistic
finest
Religious
Perform,
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character bythe
to
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Patron:
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for
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receives and a +2
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Transformation (Ex) FALSE FALSE
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Alchemy (Su) FALSE FALSE
Extracts FALSE FALSE
1st level FALSE FALSE
2nd level FALSE FALSE
3rd level FALSE FALSE
4th level FALSE FALSE
5th level FALSE FALSE
6th level FALSE FALSE
Bomb (Su) FALSE FALSE
Brew Potion (Ex) FALSE FALSE
Mutagen (Su) FALSE FALSE
Throw Anything (Ex) FALSE FALSE
Discovery (Su) FALSE FALSE
Poison Resistance (Ex) FALSE FALSE
Poison Use FALSE FALSE
Swift Alchemy (Ex) FALSE FALSE
Swift Poisoning FALSE FALSE
Persistent Mutagen (Su) FALSE FALSE
Instant Alchemy (Ex) FALSE FALSE
Grand Discovery (Su) FALSE FALSE
Challenge (Ex) FALSE FALSE
Mount (Ex) FALSE FALSE
Order (Ex) FALSE FALSE
Tactician (Ex) FALSE FALSE
Cavalier’s Charge (Ex) FALSE FALSE
Expert Trainer (Ex) FALSE FALSE
Banner (Ex) FALSE FALSE
Bonus Feats FALSE FALSE
Greater Tactician (Ex) FALSE FALSE
Mighty Charge (Ex) FALSE FALSE
Demanding Challenge (Ex) FALSE FALSE
Greater Banner (Ex) FALSE FALSE
Master Tactician (Ex) FALSE FALSE
Supreme Charge (Ex) FALSE FALSE
Inquisitor Spells FALSE FALSE
1st level FALSE FALSE
2nd level FALSE FALSE
3rd level FALSE FALSE
4th level FALSE FALSE
5th level FALSE FALSE
6th level FALSE FALSE
Domains FALSE FALSE
Judgment (Su) FALSE FALSE
Monster Lore (Ex) FALSE FALSE
Orisons FALSE FALSE
Stern Gaze (Ex) FALSE FALSE
Cunning Initiative (Ex) FALSE FALSE
Detect Alignment (Sp) FALSE FALSE
Track (Ex) FALSE FALSE
Solo Tactics (Ex) FALSE FALSE
Teamwork Feat FALSE FALSE
Bane (Su) FALSE FALSE
Discern Lies (Sp) FALSE FALSE
Second Judgment (Ex) FALSE FALSE
Stalwart (Ex) FALSE FALSE
Greater Bane (Su) FALSE FALSE
Exploit Weakness (Ex) FALSE FALSE
Third Judgment (Ex) FALSE FALSE
Slayer (Ex) FALSE FALSE
True Judgment (Su) FALSE FALSE
Oracle Spells FALSE FALSE
1st level FALSE FALSE
2nd level FALSE FALSE
3rd level FALSE FALSE
4th level FALSE FALSE
5th level FALSE FALSE
6th level FALSE FALSE
7th level FALSE FALSE
8th level FALSE FALSE
9th level FALSE FALSE
Mystery FALSE FALSE
Oracle's Curse (Ex) FALSE FALSE
Orisons FALSE FALSE
Revelations FALSE FALSE
Final Revelation FALSE FALSE
Summoner Spells FALSE FALSE
1st level FALSE FALSE
2nd level FALSE FALSE
3rd level FALSE FALSE
4th level FALSE FALSE
5th level FALSE FALSE
6th level FALSE FALSE
Cantrips FALSE FALSE
Eidolon FALSE FALSE
Life Link (Su) FALSE FALSE
Summon Monster I (Sp) FALSE FALSE
Bond Senses (Su) FALSE FALSE
Shield Ally (Ex) FALSE FALSE
Maker’s Call (Su) FALSE FALSE
Transposition (Su) FALSE FALSE
Aspect (Su) FALSE FALSE
Greater Shield Ally (Su) FALSE FALSE
Life Bond (Su) FALSE FALSE
Merge Forms (Su) FALSE FALSE
Greater Aspect (Su) FALSE FALSE
Twin Eidolon (Su) FALSE FALSE
Witch Spells FALSE FALSE
1st level FALSE FALSE
2nd level FALSE FALSE
3rd level FALSE FALSE
4th level FALSE FALSE
5th level FALSE FALSE
6th level FALSE FALSE
7th level FALSE FALSE
8th level FALSE FALSE
9th level FALSE FALSE
Cantrips FALSE FALSE
Hex FALSE FALSE
Familiar FALSE FALSE
Major Hex FALSE FALSE
Grand Hex FALSE FALSE
Spells per Day/Spells Known FALSE FALSE
Damned FALSE FALSE
Imp Companion FALSE FALSE
Infernal Charisma FALSE FALSE
Channel Hellfire FALSE FALSE
Infernal Bargain FALSE FALSE
Augment Summoning FALSE FALSE
Heresy FALSE FALSE
Hellish Soul FALSE FALSE
Infernal Transport (Sp) FALSE FALSE
Hellfire Ray (Sp) FALSE FALSE
Master Conjurer FALSE FALSE
Class_Ability_Summary
Basic Summary
Base land speed +10' bonus when medium armor or less and
not
Freecarrying
Action; heavy load gain +4 Morale bonus to Str & Con,
2 rnds/day;
+2
Gain benefits of rageWill
Morale bonus to saves,
powers –2 while
only penalty to ACsome require
raging,
Cannot
an action befirst
caught flat-footed, even if attacker is invisible; still
lose Dex bonus to AC if immobilized or if opponent
Gain +3 bonus
successfully on feint
uses Ref saves
action vs. traps and +3 Dodge bonus
to AC vs. traps
Gain Cold Resistance 0
Can no longer be flanked, denying rogue sneak attack by
flanking unless attacker is at least a Rogue 15
Err:502
Morale bonus to Str and Con increases to +6, morale bonus
on Willinsaves
While rage, increases to +3on Will saves to vs.
gain +4 bonus
enchantment spells
You noarcane
Casts longerspells
become fatigued
from at the
bard spell list;end
mayof cast
yourany
ragespell
Morale bonus to
known without Str and Con
preparation; increases
every to +8,
bard spell morale
has bonus
a verbal
on Will saves increases to +4
component (song, recitation, or music); Charisma is primary
ability for bonus spells and DC; at 5th level, and every third
bard level thereafter may learn new spell in place of one #N/A
already known #N/A
#N/A
#N/A
#N/A
#N/A
Add +1 to all Knowledge; may make all Knowledge
Treated as 2 levels higher when determining effect and save checks
untrained
DC of bardic music if using Perform []; make use of bardic
performance for +6 rnds per day, assuming additional usage
uses Perform []
#N/A
Err:502
May use Perform [Act] in place of bonus in Bluff and Disguise
May use Perform [Comedy] in place of bonus in Bluff and
Intimidate
May use Perform [Dance] in place of bonus in Acrobatics and
Fly
May use Perform [Keyboard] in place of bonus in Diplomacy
and
May Intimidate
use Perform [Oratory] in place of bonus in Diplomacy
and Sense
May use PerformMotive[Percussion] in place of bonus in Handle
Animal
May useand Intimidate
Perform [Sing] in place of bonus in Bluff and Sense
Motive
May use Perform [String] in place of bonus in Bluff and
Diplomacy
May use Perform [Wind] in place of bonus in Diplomacy and
Handle
+4 bonus Animal
on saves vs. bardic performance, sonic, and
language-dependent effects
Err:502
May use any skill, even those that require training
Casts divine spells from cleric spell list (alignment may restrict
Powerful
selection);aura
must corresponds
choose andtoprepare
deity’s alignment
spells in advance;
Wisdom is primary ability for bonus spells and DC; must
choose specific time to spend 1 hour each day to regain daily #N/A
allotment of spells
#N/A
#N/A
#N/A
#N/A
#N/A
#N/A
#N/A
Standard Action (no AoO); 4/day, may present holy symbol to
#N/A
cause 30' radius 0 energy burst that affects all undead or
living creatures (may exclude self), dealing/healing 0d6 dmg;
Treated
Gain as Fighter
2 domains:
Will save half w/ respect to deity’s favored weapon and
(DC 11)
so may select feats normally restricted to Fighter class when
applied to that weapon; base attack bonus equals her class
level and Hit Die becomes d10. #N/A
May 'lose' any prepared spell that is not an orison/domain
spell to cast 0 spell without preparation
Cannot cast spells with these descriptor(s): 'lawful'
May
Castsselect
divineCelestial, Abyssal,
spells from and Infernal
druid spell as bonus
list (alignment may restrict
languages in addition
selection); must choose to and
those available
prepare because
spells of race
in advance;
Wisdom is primary ability for bonus spells and DC; must
spend 1 hour each day to regain daily allotment of spells #N/A
#N/A
#N/A
#N/A
#N/A
#N/A
#N/A
#N/A
#N/A
#N/A
May 'lose' any prepared spell to cast any summon nature's
ally spell of the same level or lower spell without preparation
Cannot cast spells with these descriptor(s): 'lawful'
May select Sylvan as bonus languages in addition to those
available because of race; knows Druidic as free language
Gain , including powers and bonus spells
+2 on Knowledge
Spend 1 min and roll(nature)
1d20+1andtoSurvival
improvechecks
attitude animal w/in
30' as if using Diplomacy; influence magical beast w/ Int of 1
May move
or 2 at through any non-magical undergrowth at normal
–4 penalty
speed & w/out
May move through taking
anydmg/suffering
non-magicalany rockyother impairment
terrain at normal
speed
May leave no trail in natural surroundings and impairment
& w/out taking dmg/suffering any other cannot be
tracked
+4 bonus unless so desired
on saves vs. spell-like/supernatural abilities of fey
and vs. spells/effects that utilize or target plants
Err:502
Immune to all poisons
Change appearance at well, as per alter self spell, while in
normal
No longerformtake ability score penalties for aging, cannot be
Gains
magicallybonus
1 aged Combat feat(s); at 4th level, and every fourth
fighter
Gains 0level
bonus thereafter
Combatmay learnatnew
feat(s); Combat
4th level, andfeat in place
every fourthof
one already
fighter known
level thereafter
Gain Diplomacy (Cha),may learn new
Knowledge Combat feat
(geography) in place of
(Int),
one already known
Knowledge (history) (Int), Knowledge (nobility) (Int), Sense
Motive (Wis) as class skills; skill points: 4 + Int mod perErr:502 level
Err:502
Err:502
Gain DR 5/— whenever wearing armor or using shield
When using a , automatically confirm all crit threats, dmg
multiplier increases by 1; cannot be disarmed
Full-Attack Action; make 1 additional attack using unarmed
strike or monk weapon; for all attacks, BAB equals monk level
but are at -2, applies full Str bonus; may substitute disarm,
sunder, and trip as part of flurry of blows #N/A

Gain Stunning
Successful RefFist
save asvs.bonus
attackfeat
that normally deals half
damage instead deals no damage; not available when
While
wearing wearing
medium noor armor
heavy and carrying
armor no more
or when than a light
helpless
load, gain 0' Enhancement bonus to land speed
BAB treated as 0 higher when calculating CMB
Ki
Gainpool:
+2 0; ki strike
bonus treatedvs.
on saves asenchantment
weapon for overcoming
spells/effectsDR;
Swift Action, spend 1 ki point to gain additional attack at
highest attack bonus during flurry of blows, increase speed
Treat
by 20'
Add +0fall
toas
for 0' shorter
1Acrobatics
rnd, or gain if +4
w/in
checks reach
Dodge of wallto
bonus
for jumping, AC forcount
always 1 rndas
having running start; Swift Action, spend 1 ki point to gain
+20
Immunebonus to to
all jump for 1 including
diseases, rnd supernatural and magical
Standard
Successful Ref save vs. attack thatto
Action, spend 2 ki points regain 0deals
normally hp half dmg
instead deals no dmg and failed save only deals half dmg;
not available
Immune to allwhen
poisonshelpless
Move Action, spend 2 ki points to move up to 400' (as
dimension door)
Gain
1/day;SR 10 melee strike damages creature not immune to
after
critical hit, may slay target up to 0 days later as Free Action;
Fort
TakeDC no 10 negs from aging, cannot be magically aged
penalties
Speak with any living creature
Move Action; spend 3 ki points to become ethereal for 1
minute
Type changes to Outsider, gain DR 10/chaotic; may still be
brought back from the dead
Aura of Good equals level 0
Move Action; at will, may concentrate on single
item/individual w/in 60' and determine strength of evil aura
Err:502
Gain +1 to all saves
Standard Action (Swift for self); 1/day, heal 0d6 dmg or make
melee
Immune touch attack
to fear; while to dmg Undead
conscious, allies w/in 10' gain +4
Morale bonus on saves vs. fear
Immune to all diseases, including supernatural and magical
Lays on hands removes additional condition(s):
Standard Action (no AoO); spend 2 lay on hands uses Err:502 and
present holy symbol to cause 30' radius positive
Casts divine spells from paladin spell list; must choose and energy burst
that affects all undead or living creatures
prepare spells in advance; Charisma is primary ability for(may exclude self),
dealing/healing
bonus spells and0d6 DC; dmg;
mustWill save1half
spend hour(DC 11)day to regain
each
(DC 12):
daily 1 spells
allotment per day
of spells
(DC 13): 0 spells per day
(DC 14): 0 spells per day
(DC 15): 0 spells per day
Immune to charm spells/spell-like abilities; while conscious, Err:502
allies w/in 10' gain +4 Morale bonus on saves vs. charm
Free Action, spend to lay on hands to grant smite evil
effects
Weapons
bonuses totreated as good-aligned
all non-evil allies w/in 10' forfor
overcoming
1 min DR; while
conscious, any attack vs. enemy w/in
Gain DR 5/evil; immune to compulsion spells/spell-like10' is also treated
good-aligned
abilities; while conscious, allies w/in 10' gain +4 Morale bonus
Gain DR 10/evil;
on saves smite evil
vs. compulsion strike vs. Outsiders causes
effects
banishment and ends smite
SELECT 1st FAVORED ENEMY
Gain
Spend +01 on
minSurvival
and rollchecks1d20+1totofollow/identify
improve attitude tracks animal w/in
30' as if using Diplomacy; influence magical beast w/ Int of 1
or 2 atbonus
Gain –4 penalty
feats related to combat:
Gain Endurance as bonus feat
SELECT 1st FAVORED TERRAIN
SELECT 1st FAVORED ENEMY
Casts
SELECT divine spells from
HUNTER'S ranger
BOND TYPE spell list; must choose and
prepare spells in advance; Wisdom is primary ability for
bonus spells and DC; must spend 1 hour each day to regain
(DC 11):
daily 0 spells
allotment per day
of spells
(DC 12): 0 spells per day
(DC 13): 0 spells per day
(DC 14): 0 spells per day
Gain bonus feats related to wilderness survival
May move through any non-magical undergrowth at normal
Move
speedat & normal
w/out takingspeeddmg/suffering
while trackingany w/outothertaking –5 penalty,
impairment
takes
Standardonly –10
Action; penalty
designatewhen 1 moving
target at
of
Successful Ref save vs. attack that normally deals half up to
favored twice
enemy normal
type
speed
w/in while
sight; tracking
when tracking quarry, may
damage instead deals no damage; not available when take 10 on Survival
checks
wearingwhile
medium moving at normal
or heavy armorspeed
or when w/out penalty; gain +2
helpless
Insight
May hide in any favored terrain, even if terrain threats
bonus on attacks vs. quarry, all critical doesn’t grant
automatically
Successful Ref confirmed;
cover or concealment dismiss
save vs. attack as normally
that Free Action dealsbuthalf
cannot
dmg
select
insteadnewdealsquary for 24
no dmg andhrs (1 hrsave
failed if killed)
only deals half dmg; - Rogue Talents: Gain 5
not available - Sneak Attack: Deal
talent(s):
In any favoredwhen helpless
terrain, may use Stealth while being observed
Standard Action; successful attack vs. favored enemy at full +6d6 CombatdmgTrickvs. foe - Gain
w/in
attack bonus inflicts normal dmg and foe must make Fort 30' denied DexFighting,
Two-Weapon bonus to
Deal
save +6d6
(DC 10)dmg or vs.
diefoe(may w/in 30' denied
choose to deal Dex bonus to
nonlethal dmg equal Improved
AC/flanked; asmaybonus onlyfeat
AC/flanked; - Fast
Evasion
Trapfinding:(Ex): Gain
(Ex) -+5 to
to current HPmay only deal
instead); extra
usable vs.nonlethal
each favored dmg w/ nonlethal
enemy type deal extra
Stealth nonlethal dmg
weapon; must be able to see/reach vital spot, so Successful
Disable
w/
Move Device
nonlethal
at full Ref
speed save
checks
weapon; vs.
using
1/day+5 to Disable Device checks and to Perception checks
Gain
concealment prohibits sneak attack attack
and
musttobe
Stealth that
w/out
ablenormally
Perception to
penalty
Successful Ref
to locate traps; saveuse
may vs. attack
Disable that normally
Device dealstraps
on magic half
deals
checks
see/reach half
to
Feat - Gain damage
locate
vital
Skill traps;
spot,Focus
so
damage instead deals no damage; not available when
instead
may use
concealmentas
[Perception] deals
Disable no Device
prohibits
bonus
wearing medium
Gain 5 talent(s) or heavy armor or when helpless
-damage;
on Trap
magic not
Sensetraps available
(Ex): Gain
Gain +3 bonus on Ref saves vs. traps and +3 Dodge bonus feat sneak
-when
Uncanny
attack
wearing Dodge medium(Ex): or
Use +3 bonus
Finesse on
Rogue Ref -saves
Gain
to ACpoison w/out any chance of poisoning self; DC for any
vs. traps Cannot
heavy be
armor caught
or whenflat-
poison coated on weapon increases vs. traps
Weapon and
Finesse +3 Dodge
as
Cannot be caught flat-footed, even if by +2 if foe
attacker is poisoned
is invisible; still -footed,
Improved
helpless
bonus even
to AC
Uncanny
if attacker
vs. traps is
w/ sneak attack to AC if immobilized or if opponent Dodge feat
(Ex):
lose Dex bonus invisible; still Can
lose no Dex
Can no longer be flanked, denying rogue sneak attack by Opportunist
longer beAC (Ex) - 1/rnd
flanked,
successfully uses feint action bonus to if
flanking unless attacker is at least a Rogue 15 make
denying AoO roguevs. foe taking
-immobilized
Advanced or sneak
if
Talents: May
Sneak attack may also:
May gain 1 advanced talent(s) put foe to sleep for 1d4 hrs, paralyze dmg
attackin melee
by flanking from unless
Casts opponent
gain 1 successfully
advanced
foe forarcane
2d6 rnds, spells fromfoe;
or slay sorcerer/wizard
Fort save (DC spell
17)list;
negs;may cast another cahracter
attacker
any spelltargetted
known without preparation; uses feintisaction
talent(s): at least a
creature by master strike is Charisma
immune toisanother primary Weapon
Rogue 15 Training - Gain
ability
masterfor bonus
strike for spells
24 hrsand DC; at 4th level, and every even- Weapon Focus as bonus
numbered level thereafter may learn new spell in place of#N/A one feat
already known
#N/A
#N/A
#N/A
#N/A
#N/A
#N/A
#N/A
#N/A
1/day, cast any spell known, after spell is completed become
Fatigued (Exhausted if spell is 1st level); cannot be used
while Fatigued or Exhausted. #N/A
Casts arcane spells from sorcerer/wizard spell list; must
Gain
choose Eschew Materials
and prepare as bonus
spells in advancefeat by getting 8 hrs of
sleep and spending 1 hr studying spellbook; Intelligence is
primary ability for bonus spells and DC; must spend 1 hour #N/A
each day to regain daily allotment of spells
#N/A
#N/A
#N/A
#N/A
#N/A
#N/A
#N/A
#N/A
Substitute
MasterworkDraconic must befor 1 bonus language
worn/wielded availabledue
while casting or make to
race
concentration check (DC 20 + the spell's level); may be used
1/day to cast any one spell in your spellbook (except those
from opposed school) w/out preparation
#N/A
Gain
Swift Scribe
Action,Scroll
2/day,as bonus
may feat spell’s DC by +1, add +2 to
increase
level check to overcome SR, or add +2 Morale bonus on
attack
Gain Spell rolls Focus
made w/ spell
[] as bonus feat
Begins play with spellbook containing all 0-level wizard spells
Gain
(except bonus
those feats
fromrelated to wizardry:
prohibited schools, if any) plus 5 1st-level
spells; gains 2 new spells per class level; must study
spellbook each day to prepare spells, cannot prepare any#N/A
spell not recorded in spellbook except for read magic
Every
Standard arrow gainsTime;
Casting +1 Enhancement
place an area bonus
spell upon arrow and
fire it as part of casting; spell's area centers where arrow
lands and uses bow's range rather than the spell's range Err:502
Err:502
1/day, fire single arrow at up to 0 targets
Take 1 day to create arrow that forces target, if damaged w/in rng using fullby
attack
arrow'sbonus attack, to make Fort save (DC 21) or die; arrow lasts
no longer than 1 year and you may only have 1 such arrow in
By increasing
existence at a normal
time skill check DC by 5, may use Disable #N/A
Device
Deal +6d6 dmg vs. of
and Sleight foeHand
w/in 30' at rng of 30';
denied Dex cannot
bonus take
to 10 on
this check, any
AC/flanked; may object manipulated
only deal extra must weigh
nonlethal 5w/lbs. or less,
1/day,
and mustdeclare
havebe 1atmelee
leastto orrank
1 30' ranged attackdmg
in skillvital
being as sneak
used
nonlethal
attack,
weapon; must able see/reach
target loses any Dex bonus to AC vs. this attack attack; spot, so
concealment
creatures not prohibits
subject tosneak critical attack
hits take no extra damage but
still lose
Free any become
Action; Dex bonus to AC as if under the effects ofErr:502
invisible,
May
greater addinvisibility,
sneak attack for updamage to any spells
to 0 rnds/day (need that not be deal hit
point
Deal dmg ifdmg
consecutive),
+6d6 the targets
caster
vs. are0 flat-footed
level
foe w/in 30' denied (additional
Dex bonus dmg is of
to Action
After
same studying
type asmay victim
the undetected
spell; if save for 3 rndsto(Standard
isnonlethal
allowed negate/halve
AC/flanked;
each rnd), successful only deal extra
sneaksneak attackattack
w/ a melee dmg w/ nonlethal
weapon deals
dmg,
weapon; it also
must negates/halves
bemayablealsoto see/reach dmg so
vital spot,
normal dmg and paralyze (helpless and unable to
concealment
act for 1d6+0 prohibits
rnds) or sneak
kill targetattack
(assassin's choice); Fort
Cannot accidentally poison self when applying poison to asave
(DC
blade 12) negs paralysis/death but not dmg; after study, must
make
Gain
True death
Death
+0 to attackStarting
saves
(Su): w/in
vs. next
poisonsat 3 rnds
4th level, anyone slain by an
Cannot be caught flat-footed, even if attacker is invisible; still
assassin's
Hidden
lose DexWeapons deathtoattack
bonus (Ex):
AC ifAtbecomes
4th level,
immobilized more
an ifdifficult
or assassin
opponent tobecomes
bring back a
from
master theatdead.
successfully hiding
usesSpellcasters
weapons
feint action onattempting
his body. He to bring
addsahis creature
assassin
back
level tofrom all the dead
Sleight ofusing
Handraise dead ormade
skill checks similar tomagic
prevent must
make a caster level
others from noticing them. check with a DC equal to 15 + the
Can
Wheneverno longer
assassin's levelbe
foes orflanked,
is the spell
killed using denying
fails
deathand rogue sneak
duringattack
the material
attack by
component
surprise
flanking
is wasted.
rnd, unless
avoid detection attacker
Casting remove is
by making at least
curse a Rogue
the round
Stealth check 15
before
opposed attempting
by
to bring the checks
Perception creature ofback
those from
in the dead
vicinity to negates
notice that this chance.
target is
May use Stealth skill even while being observed as long as
The
dead DC of the remove curse is 10 + the assassin's level.
some sort of shadow (other than your own) is w/in 10' feet"
1/day, make death attack vs. foe w/out studying beforehand
1/day, declare use of this ability before attack to cause
target's body to crumble to dust after successful death attack;
prevents raise dead and resurrection (but not true
Gain bloodline powers of draconic bloodline:
resurrection) #N/A
Claws (Su) - Free Action, gain 2 claw attacks for up to 4
rnds/day, may Full Attack w/ both using Full BAB for 1d4 +3
Gain +0 increase to Natural Armor
each
Gain +2 Str
Gain bonus draconic bloodline feats:
While using bloodline to grow claws, also gain bite attack,
may Full Attack using Full BAB for 1d6+3

gain blindsense 30'


1/day, assume the form of dragon as if using form of the
dragon
Standard I atAction
caster(dismiss
level 0 as Free Action), leathery dragon
While
wings wielding
grow from melee
your weapon, add 0 Fly
back, granting to Dex bonus to AC;
60' (average)
Add
must0not
Immediate to dmg w/ light
beAction; or taking
1-handed
flat-footed/otherwise
after piercing
fulldenied
attack weapon;
action
Dex bonus, cannot
w/ a light
wearing
or 1-
attack w/
armor heavier
handed weapon
piercing than in
weaponother hand
Light, and
or using or use
electing a
a shield shield, does
not to take 1 attack,not
affect attack
make creatures roll immune
using same to critical
bonuses hits,asany item/ability
foregone attackthat
(–4
Gain
protects
penalty +0foron
from initiative
each sizechecks
critical hits also protects
category from precise
the attacking creaturestrike
is larger,
–4
Gain penalty when+4
additional attempting
bonus to AC to parry attack vs.
vs. attacks adjacent ally),
of opportunity
ifcaused
greaterwhenthanmoving
roll of attacking creature the attack
out of threatened square; must be
automatically
Gain
wearing benefit
light ofmisses;
or Combat
no armor may usenot
Reflexes
and any time
feat
using abefore
when usingnext
shield lightturn,
or 1-
must
handed declare
piercinguseweapon
after attack is announced, but before roll is
Gain +2 Competence bonus on all Ref saves; must be
made
wearing
Make attack light oforopportunity
no armor and vs.not
anyusing a shield
creature w/in reach whose
May
attack charge over difficult
is successfully terrain that normally slows
parried
movement (may still need to make appropriate checks to
If fighting defensively
successfully move over or terrain)
using total defense in melee combat,
Gain
gain +0 benefit
Dodge of Deflect
bonus toArrows
AC feat when using light or 1-
handed piercing weapon,
Confirmed crit using light or does not need
1-handed a free weapon
piercing hand to may use
Adjacent
this feat
also: reduce enemies thattarget's
all of the take withdraw
speedsactionby 10' provoke
(minimum attack of
5') for
opportunity
1 min, deal 1d4 Str or Dex dmg (must be healed normally),
force –4 penalty on all saves for 1 min, force –4 penalty to AC
Add
for 1 0min,
Gain to levels
bonus or bonus
deal of 2d6
fighter
Combat (if no
Bleed fighter
feat(s):
dmg levels, until
(continues treat target
eldritch
knight
receives magic healing or DC 15 Heal skill check) in arcane
levels as levels of fighter) and to any levels
spellcasting class for purpose of meeting prerequisites for
Swift Action, cast a spell (no AoO) after confirming crit hit;#N/A
feats
spell must include target of attack as one of its targets or in
its area of effect #N/A
Gain loremaster secrets (may not choose same secret twice)
Gain 4 ranks of skill in which you have no ranks
Gain Toughness bonus feat
Gain +2 bonus on Will saves
Gain +2 bonus on Fortitude saves
Gain +2 bonus on Reflex saves
Gain +1 bonus on attack rolls
Gain +1 dodge bonus to AC
Gain any one feat
Gain 1 bonus 1st-level spell
Gain
Add +0 1 bonus 2nd-level spell
to all Knowledge checks (stacks with bonus gained
from Bardic Knowledge); may make all Knowledge checks
untrained
Knows 1 new language(s)
Gains +10 Circumstance bonus on Spellcraft checks when
examining
1/day, gainmagic effect item to determine
of legend properties
lore (casting time 1 min) or
analyze dweomer
#N/A
May prepare/cast up to 0 lvl spells from 1 spellcasting class
using
1/day,availablecast two slots spells1(one lvl higherfrom each than normal spellcasting from other class) w/
spellcasting
May carry up classes
to 0 gp (cannot
same casting time using one action, target affectedin unspecified be used equipment
to cast a spell
(including at aboth
by lower
level
potions
spells if spell
and exists
scrolls onbut bothnot spell
any other
lists) sort of magic item) that
Add
can +1takes
reasonablyto all–2 penalty onmay
Knowledge;
fit into amade
saves
backpack make andall you
and weighs
receive +2checks
Knowledge no more than
bonus
on caster
untrained level checks to overcome SR
Gain
10 lbs.; +0Full-round
bonus on Linguistics Action, retrieve & Professionan item and (scribe) deduct checks value
plus
from Use allocated Magicamount Deviceof checks
cost; spend involving 1 hrscrolls/written
to pack gear and
magical
gain
0/day, +4attempt items; to
bonus Full-round
new Strsave Action
to determine
vs. ongoing toLightdecipher encumbrance;
condition, text; evenmayifalways gain
effect
Gain 10
take +5 on bonus on Survival
Linguistics checks to(scribe)
avoid becoming lost if&
+4normally
is bonus on Sleight of&(no
permanent Profession
Hand effect checks on made tochecks,
conditions conceal
that doeven small
not
Intelligence
distracted or checks
endangered to escape maze; always use “road or trail”
objects
allow saves or against instantaneous effects)
overland movement mod even in trackless terrain (on foot
and/or mounted); DC 15 Survival check extends this benefit
1 hr to create, Full-round Action to activate; inscribed tale
to up to
Grant +40effects companions
bonus, rather than the normalon +2,readerwhen for using aid
conveys of bardic performance 1 min;
another
use Profession action (scribe) rather than Perform (oratory) fordoom
Special use of bardic performance; create effect of the
effect, may apply effects
spell (as cast by a sorcerer 0, language-dependent effect) of any feats that affect bardic music, or
consumes
Special
of the enthrall use6 of rnds bardic
spell of(allbardic
performance;
creaturesperformance who allow failuses1saveallyper w/in
shift day until
hearing
attitude
read,
to remains
immediately potent
take forfor
extra 0Move
days Action
toward
Full-round target Action;by 1 1/week,
step 0 days
summon 2d4that
1d4+1
does not
4th-level
5th-level human count
human
against ally's numberConstructs) of actions with normal starting
barbarians (actually Constructs with Incorporeal subtype,
Read
takingepic
equipment 50%tale dmgaloud,
that serve
from loyallywith
corporeal effects targeted
sources and byno readerdmg and from
using reader's Cha score
nonmagical sources) with +2 studded leather and wielding +1 where applicable
ghost
May use touch Stealth greataxes skill even (allowingwhile them beingto deal full as
observed dmg long to as
corporeal
Successful
some sort ofRef creatures)
shadow save vs. that
(other serve
attack than loyally;
that your normallyenemies
own) isdeals must
w/in 10' halffeet"
succeed instead
damage Will save dealsor benoShaken damage; fornot 1 rnd per summoned
available when
barbarian
Gain
wearing darkvision (DC 15)
medium 60'or or heavy increase armorrng or of when existing helpless darkvision by
Cannot
30' be caught flat-footed, even if attacker is invisible; still
lose Dex bonus to AC if immobilized or if opponent
successfully
Gain 0 talent(s) uses feint action
Chaotic Neutral shadow can communicate intelligibly w/
An
0/day,aristocrat
use silent is expected
image create astocastermaintain level a 0, certain
DC isstandard Cha-based of
shadowdancer; cannot spawn; receives +4 bonus on
living, and must support either a High or Elite Lifestyle or else
Will saves to halve dmg from positive channeled energy,
face social (and other) repercussions.
cannot be turned/commanded, 44 HP, BAB +8, base Fort Err:502 +3,
High Lifestyle (40 gp): Aristocrats stay at the most expensive
base Ref
Move from +7, 1 baseof
area Willdim +3light to another, up to 40'/day w/
hotels in town, eat out at the fanciest restaurants, and buy
each
Select
only increment
the 5 finest
skills; clothesmaycounting take and asaccoutrements.
10 10'these even when
on You may enjoy
stressed/distracted
luxuries such as exotic
Can no longer be flanked, denying rogue sneak foods, fresh flowers delivered attacktoby your
home
flanking every unless day,attackerand expensive is at least and a lengthy15
Rogue vacations to the
GM makes immediate
countryside. PCs who take Perception this option check enjoyto notice a +1 any trap
w/in
1/day,
The 10'
circumstance use shadow
aristocrat bonus
is atfavoredevocation
to allby Charisma-based
aslevel
a patron, caster who level ability
guides0, (7th,
DC and is11th,
Cha-
skill
At 3rd level and every fourth thereafter
Successful
based
checks.
encourages Ref
him save
in his vs. attack thatAtnormally
endeavors. 2nd level deals the half dmg
aristocrat
15th and 19th), the aristocrat gains a bonus feat from the lists
instead
Elite
In 5thLifestyle
chooses
At area deals
level,
of thedim the no
(100
typelight,dmg
ofgp):
aristocrat and
patron
gain The
DR failed
gains finest
that10/— hesave
the isSkill
and only
accommodations,
drawn +2 Focusdeals
Luckto, based halffor
feat
bonus dmg;
elegant
upon
onone all
available to all patrons or to his chosen patron. The aristocrat
not
In
skilladdition
saves, available
clothing,
his own
from beliefs
the
successful to
elaborate when
his and
listand normalhelpless
meals
abilities:
associated
crit blindsstarting
and Artistic,
with
foeother funds,
inhisarea luxuries
Covert,
chosen the
of dim aristocrat
are
Martial,
patron. yours.
light The
for receives
Only
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must
At 4th meet any all prerequisites for the feat selected.
a
the 6th level
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Mercantile, level, incomethe
some aristocrat
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stipend
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o Allwealthiest
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royalty
9th,
Expertise,
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may
and
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take
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business
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each aristocrat,
comfort.
Once chosen,
time venture,
You selecting granting
have
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a allowance
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bonus
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An
or aaristocrat’s
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rather
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50
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gained
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talk, x [aristocrat
dealing
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increase Charisma
take interests
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aristocrat
your (if
o Artistic Patron:
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address.
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these titles
The varyVoice,
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positive)])
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o theup
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levels
Patron: Astrid, patron.
appearance.
in the a 10th
Acrobatics, This
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PCs levelbonus
Bluff,who aristocrat
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take
Craft, this with
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A noble
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At 2nd additional
circumstance is
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bonus 120
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a aristocrat
certain
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standard
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class scenario,
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o
it(masculine)
At does
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Alternate
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alteration bonus.home
is permanent, plane rather
though
plane
as of
a humanoid. existence, For as per
instance, the spell,
charm once
person per day.
does not This spell-
affect
disguise
like ability orfunctions
spells made as thehide spellthe wings
cast isa possible
bydamage of aif level
cleric reduction the
her. Additionally,
Temptress the Temptress gains
equal
20/+1.toThis thewishes Temptress’s
damage
it.
reduction total character
does not stack level. with other
forms of damage reduction.
Despite this outsider status, a Temptress may still be brought
back from the dead if slain.
slower for a cleric’s animal companion. When first
summoned, the divine animal companion has the same stats
as per a normal creature of its type, detailed in the Pathfinder
At 10th level,Game
Roleplaying a TemptressBestiary.earns the right to undergo the
transformation
If a Temptress is in not
to an theErinyes. This transformation
same alignment as her deity, canthen
only
take
Link place
her alignment during
(Ex): At 1st shifts the
cleric Winter
to level,
matchthe Celebration.
it as soon
cleric Erinyes
as the
forms created
Temptress
a mental in
link with
such
reaches a manor
10th keep
level. all their mortal
her divine animal companion. This power is similar to a memories and abilities.
The Temptress,
wizard’s empathic at link
this withpointhis in familiar.
her career, will nothe
Through longer
link, be
the
able
Gain to
+0 be brought
Competence back from
bonus the
on
cleric can sense her divine animal companion up to a range dead
Craft if slain,
(alchemy) but does
checks gain
to
all
Creates
of 1the
create abilities
extracts
alchemical
mile. and
The cleric from hindrances
item;
and alchemist
may use offormulae
the companion an Erinyes
Craft listable
(alchemy)
are (and
(may tobecomes
utilize
identify
an
spell-trigger
NPC
potions
communicate from items
as if usingthis point
if
basicdetectspell forward
informationappears as
magic through on
well).
formuale
after holdingthe link list);
(thebegins
potion for 1 rnd
amount
play with 4 forumlae;
of information and detail Intelligence is primarydetermined
of the information ability for bonusby the
extracts #N/A
animal’s and DC; mixing extract takes 1 min
intelligence).
#N/A
Natural Armor Bonus (Ex): At 4th cleric level, the divine #N/A
animal companion gains a +1 natural armor bonus. The
#N/A
bonus increases to +2 at 12th cleric level and +3 at 20th
cleric level. #N/A
#N/A
Devotion (Ex): At 6th cleric level,
Select Strength/Intelligence, the divine animal
Dexterity/Wisdom, or Err:502
companion
Gain Brew Potion gains aas+4bonus
Constitution/Charisma morale
and spendfeat;bonus1 hron
may toWill
brew brew saves
mutagen;
potions against
of anydrink
enchantment
as Standard
formulae known spells
Action(upto and
togain effects.
3rd +2 Natural
level) Armor
at caster bonus and +4
level0
Alchemical bonus to physical ability but suffer –2 penalty to
AbilityThrow
Gain
mental Score Increase
abilityAnything
score foras (Ex):
0 bonus
min; Atnon-alchemist
10th
feat;cleric
add +2 level,
to the divine
splash
drinking
animal
weapon
mutagen companion
dmg
must(bonusmake gains
already
Fort asave
+1included
bonus
(DC 12) toinany beone
orbomb ability score.
dmg)
Nauseated for 1
hr Err:502
Totem
Gain +2AnimalbonusApotheosis
on all saves(Su): At 15th cleric level, the divine
vs. poison
animal companion’s
Cannot accidentally poison bond with selfthewhencleric and their
applying deitytoisaso
poison
strong
weapon that the companion becomes
Create alchemical items in 1/2 normal time; may apply poison a totem animal,
acquiring
to weaponthe as Totem Animal simple
Move-Equivalent template (see below).
Action
May apply poison to weapon as Swift Action
If a cleric’s animal companion dies the cleric can acquire a
effects
Create of mutagen item
alchemical last for Full-Round
0 hrs
new one, but must wait as 30 days or untilAction advancingw/ successful
one class
Craft (alchemy) check and appropriate
level, whichever comes first. If the cleric’s deity has resources at more
hand;
may
Gain
than apply
service
one poison
favoredof a loyal
to
animal,weapon
and thetrusty
as
new Immediate
Immediately gain 2 normal discoveries and 1 grand discoverysteed
companion(as druid’s
Action
may animal
be of a
companion,
different typeusing than cavalier
the one level whichasperished.
effective druid level and
creature must be suitable as a mount; does not gain the Err:502
share spells special ability); no armor check penalty on Ride
checks while riding this mount; mount is always considered
Gain
combat bonus
trained teamwork
& begins feat;
play Standard
w/ LightAction, 1/day may grant
Armor Proficiency
this
bonus bonus
feat feat to all allies w/in 30' who can see/hear you for
Gain
3 rnds+0
While bonus on
mounted andHandle
charging, Animal gainchecks
+4 bonus for mounts;
(instead may of +2)
increase
on meleeDC by +5
attack rolls to and
reduce do nottimesuffer
needed anytopenalty
teach mount
to AC a
new trick or train mount for general purpose to 1 day per 1
week required; may train more than 1 mount at once, w/ each
Err:502
mount after 1st adding +2 to DC
Gains bonus combat feats
While mounted
Gain another and charging,
bonus teamworkdouble feat; may threat range
grant bonus of
weapons
teamworkwielded feats to (does allies as notSwift
stackAction
w/ other effects that
increase
As long as threat range target
challenge of weapons);
is w/in maythreatened
your make a freearea, bull it
While
rush, banner
disarm, is clearly
sunder, or visible,
trip allies
combat w/in 60' gain
maneuver (no +2
AoO)Morale
if
takes
bonus –2
on penalty
saves to AC
vs. charms from and attacks made by anyone
compulsions; Standard other
charge
you attack is successful
Action, grant allies w/in 60' additional save vs. any 1
Gain another
spell/effect bonus teamwork
targeting them (no ally feat;canmay grant from
benefit any 2this ability
While
teamwork
more thanmounted feats
1/day) and charging,
to allies as Swift deal x2 dmg (x3 if using a
Action
Casts
lance) divine
and crit spells
Stuns fromfoe inquisitor
for 1d4 rnds spell(Will
list;save,
may castDC 18, any
spell
reduces known without preparation;
to Staggered for 1d4 rnds) Wisdom is primary ability for
bonus spells and DC; at 5th level, and every third level
thereafter may learn new spell in place of one already known #N/A
#N/A
#N/A
#N/A
#N/A
#N/A
Gain 1 domain:
Err:502
Gain +0 on Knowledge checks made to identify abilities and
weaknesses of creatures
#N/A
Gain +1 Morale bonus on Intimidate and Sense Motive
checks
Add Wisdom modifier on initiative checks, in addition to
Dexterity
Standard Action; may use detect chaos, detect evil, detect
good, or detect law at will
Allies
Gain +0 areontreated
Survival as checks
if possessing same teamwork
to follow/identify tracksfeats as
you
Gainfor purpose
0 bonus of determining
Teamwork feat (must bonuses
meetreceived (positioning
prerequisites of the
and actions
selected bonusmust still
feat); meet
Standardprerequisites;
Action, allies
0/day, do
learn not
new receive
Swift
any Action; 0unless
bonuses rnds/day (need notpossess
be consecutive),
the feats)imbue 1
bonus
weaponteamwork featthey
w/ bane weapon
actually
in place
specialof most
abilityrecent
vs. 1 teamwork
creature type feat
gained
Immediate
(and subtype Action; 0 rnds/day
if Humanoid (need not may
or Outsider); be consecutive),
change type may as
concentrate
Swiftselect
May on target w/in 25' to know
Action2 different judgments when using judgment if target deliberately
ability
and knowingly
instead speaks a liechange
of 1; Swift (Will DC of 14thesenegs)judgments and
While wearing lightAction,
armor, medium1armor, or no armor and
only cause bonuses
not Helpless, successful fromFortthator judgment
Will savetovs. reset
attack that has
reduced
After
Dmg from effect
scoringbane instead
a crit, ignore
ability avoids effect
any DRtotarget
increases entirely
4d6 might have and
target loses regeneration (if any) on following rnd (can die
May selectwhen
normally); 3 different
dealing judgments
energy dmg when to using
foe w/judgment ability
vulnerability to
Swift
instead Action;
of 2; whenAction,
Swift using judgment
change 1ability
of these andjudgments
all judgments and
that
When energy type,
using judgment deal +1 dmg per
ability, select die rolled
1 judgment
are
onlygranting
cause max, invoke
bonuses fromoftrue
that judgment
judgment on singlethat
to reset foe;grants
once
max bonus
declared, fromsingle
make 1st rnd melee combat
attackonward
(or ranged (resets asisnormal
if foe w/in
ifCasts
changed
30') divine
that during
deals spells combat)
normal from dmgcleric spell list;
normally andmay foe cast
mustany makespell
Fort
known
save (DC without
10) orpreparation; Charisma
die; after attack, is primary
all judgment ability for
bonuses
bonus
(exceptspells
slayer) and DC;and
reset at 4th
targetlevel, and every
is immune to even level for 24
this ability
thereafter
hrs may learn new spell in place of one already #N/A
known
#N/A
#N/A
#N/A
#N/A
#N/A
#N/A
#N/A
#N/A
SELECT A MYSTERY

#N/A
SELECT 1st REVELATION
Casts arcane spells from summoner spell list; may cast any
spell known without preparation; Charisma is primary ability #N/A
for bonus spells and DC; at 5th level, and every third bard
level thereafter may learn new spell in place of one already #N/A
known
#N/A
#N/A
#N/A
#N/A
#N/A
Free Action; give up HP to prevent eidolon from being sent #N/A
back
Summon to home plane;
eidolon eidolon
1/day mustritual;
w/ 1 min remain w/in 100'
dismiss to remain
as Standard
at full strength--between 100' and 1,000', current/max HP
Action
reduced by 50%--between 1,000' and 10,000', current/max
HP reduced by 75%--immediately returned to home plane if
Err:508
more
StandardthanAction;
10,000'; current HPshare
0 rnds/day, lost are not restored
senses when
of eidolon at any
eidolon
rng gets closer
on same plane; may end as Free Action
Gain +2 Shield bonus to AC and +2 Circumstance bonus on
saves while w/in eidolon's reach (does not apply if eidolon is
grappled,
May helpless, paralyzed, stunned, or unconscious)
May use divert Maker’s
up to 2Call pointsability
from toeidolon’s
swap locations evolution withpool eidolon
Err:502
to add
(may appear in any square occupied
evolutions to yourself; cannot select any evolution that by eidolon if it is larger
than
eidolon youcould
and eidolon
not possess,must occupy
and you square
must bethat was
able to occupied
meet
Ally
by gains
you +2 Shield
if able, or well; bonusas
astouch
close to AC and
possible +2
if it Circumstance
isincrease
not able) bonus
requirements
Full-Round
Cannot
on savesbewhile Action;
as
killedw/in
as long cannot
eidolon'seidolonselect
as eidolon to
reach has merge
ability
(does 1 or forms,
notmore apply including
HPevolution;
and all
if eidolon
may
of your
excess
is change
grappled,gear, evolutions
for 0 rnds/day
dmg helpless,
transfers toany (end
time you
eidolon;
paralyzed, as Swift
canthat
effects
stunned, change
Action);
or cause eidolon’s
you death
unconscious); are but
Standard
evolutions
protected Action;
from assume
harm, cannot eidolon's
be shape,
target of copying
spells/effects, all ofand
not
bonusesdmg are unaffected,
areform,doubled as are
if this ally spells like baleful polymorph,
evolutions,
all spells/effects and abilities
currently foris20
targeting
you min/day
you are (need not be
suspended
flesh to stone, imprisonment, and other spells that do not
consecutive
(although but
durations must be spent
continue toand in 1-min
expire); increments);
mayonly take control of
cause
May actual
divert moredamage
of evolutions, eidolon loses
Strength,
eidolon toDexterity,
cast pool
spells;and Constitution
if 2eidolon is scorestochange
returned home)plane to1match
point
from
base evolution per points (or fraction thereof diverted
while scores
Casts arcaneofspells
merged, eidolon;
you are
from may have
immediately
witch spell any gear
ejected,
list; must carried
take
choose
4d6 absorbed
dmg,
and
by new form
and are Stunned
prepare and items
for 1 rnd by getting 8 hrs of sleep andto
spells in advance w/ continuous effects continue
function
spendingwhile 1 hr absorbed;
communinglose all natural
w/ familiar; attacks and
Intelligence racial
is primary
traits (except bonus
ability for bonus spells and DC feats, skills, and languages) in favor of
#N/A
abilities granted by eidolon’s evolutions but retain all of class
#N/A
features
#N/A
#N/A
#N/A
#N/A
#N/A
#N/A
#N/A
#N/A
Creature teaches you magic and also grants skill bonuses,
Gain 1 hex
additional spells, and help w/ some types of magic; stores all
of spells known and must commune w/ familiar each day to
prepare
May select spells;
major begins
hexesstoring all of 0-level witch spells plus 5
1st-level spells
May select grand hexes
#N/A
Resurrection attempts require caster level check (DC 10);
may reattempt next day
Gain loyal imp companion
gain +2 bonus on all Charisma checks made when interacting
Free
w/ devilsAction; 1/day, may alter spells that deal energy dmg to
instead
when using dealplanar
hellfireally
dmg; spells altered
or similar become Cha
spell, opposed Lawful and
check
Evil
vs. Called (but not Summoned) devil reduces price it
demands
gain Augment to serve by half as bonus feat
Summoning
gain +2 bonus on all checks made to research specific devils’
iftrue
killed
namesby any means outside the will of Asmodeus, the
or sigils
2/day,
archdevils, may transport
or
2/day, may use hellfire another as per(ranged
influential
ray dimension
force
touchindoor
Hell,
(rng (but
may
25')travels
be
deals 0d6
through (noHell
resurrected
dmg save, in but
as a burst
normal of brimstone);
SR applies); 1/2 dmg mayisexpendfire but both the rest uses
is
to
not travel
subject as to if using
fire teleport; cannot usefoe
resistance/immunity; thiskilled
abilitymustto make a
when
enter/leaveCallingareas devilwarded
whose name Eviliscreatures
known, may cast Calling
Will
spellsave (DC 11) Action
as Standard or soul and isvs.
damned
bargaintoasHell Move andAction;
resurrection add
attempts
half of total Bluff, Diplomacy, or Intimidate mod (ifcheck
by non-evil casters require caster level any) on (DC
10 + slain creature’s
bargaining Charisma check HD, may reattempt next day)
Weapon Fighting, Improved as
bonus feat
Fast Stealth (Ex) - Move at full
speed using Stealth w/out
penalty
Feat - Gain Skill Focus
[Perception] as bonus feat
Finesse Rogue - Gain Weapon
Class_Ability_Summary_Bbn
Finesse as bonus feat
Opportunist (Ex) - 1/rnd make 2
AoO vs. foe taking dmg in melee Rage_Rounds
from another cahracter
Weapon Training - Gain
Weapon Focus as bonus feat
- Trap Sense (Ex): Gain +3
bonus on Ref saves vs. traps
and +3 Dodge bonus to AC vs. 15
traps Imp_Uncanny_Dodge_Lvl
- Uncanny Dodge (Ex): Cannot
be caught flat-footed, even if
attacker is invisible; still lose Dex
bonus to AC if immobilized or if
opponent successfully uses feint
action
Class_Ability_Summary_Brd
- Improved Uncanny Dodge
(Ex): Can no longer be flanked,
denying rogue sneak attack by
flanking unless attacker is at
least a Rogue 15
- Advanced Talents: May gain 1
advanced talent(s):

Class_Ability_Summary_Clr
Class_Ability_Summary_Drd

0
Animal_Companion_Level

Small or Medium animal


(as Beast Shape I)
Wild_Shape_Options

Class_Ability_Summary_Ftr

Class_Ability_Summary_Mnk
0
Monk_AC_Mod

Monk_Ki_Strike_Type

Class_Ability_Summary_Pal

Err:502
Divine_Bond_Bonus
Class_Ability_Summary_Rgr

- Sneak Attack: Deal +6d6 dmg


vs. foe w/in 30' denied Dex
bonus to AC/flanked; may only
deal extra nonlethal dmg w/
nonlethal weapon; must be able
to see/reach vital spot, so
concealment prohibits sneak
attack
- Trapfinding: Gain +5 to Disable
Device checks and to Perception
checks to locate traps; may use
Disable Device on magic traps
- Evasion (Ex): Successful Ref
save vs. attack that normally
deals half damage instead deals
no damage; not available when
wearing medium or heavy armor
or when helpless
- Rogue Talents: Gain 5
talent(s):
Combat Trick - Gain Two-
Weapon Fighting, Improved as
bonus feat
Fast Stealth (Ex) - Move at full
speed using Stealth w/out
Class_Ability_Summary_Rog
penalty
Feat - Gain Skill Focus
[Perception] as bonus feat
Finesse Rogue - Gain Weapon 6
Finesse as bonus feat
Sneak_Attack_Dmg
Opportunist (Ex) - 1/rnd make
AoO vs. foe taking dmg in melee
from another cahracter
Weapon Training - Gain
Weapon Focus as bonus feat
- Trap Sense (Ex): Gain +3
bonus on Ref saves vs. traps
and +3 Dodge bonus to AC vs.
Class_Ability_Summary_Sor
traps
- Uncanny Dodge (Ex): Cannot
be caught flat-footed, even if
attacker is invisible; still lose Dex
bonus to AC if immobilized or if
opponent successfully uses feint
action
- Improved Uncanny Dodge
(Ex): Can no longer be flanked,
denying rogue sneak attack by
flanking unless attacker is at
least a Rogue 15
- Advanced Talents: May gain 1
advanced talent(s):
Class_Ability_Summary_Wiz

0
Familiar_Level

Class_Ability_Summary_ArcArc
h

Class_Ability_Summary_ArcTric
k

Class_Ability_Summary_Ass
Class_Ability_Summary_DragDi
s

Class_Ability_Summary_Duel

Class_Ability_Summary_EldKni

Class_Ability_Summary_Lore

Instant Master
Secret Health

List_Loremaster_Secrets

Class_Ability_Summary_MystTh
e
Class_Ability_Summary_PathCh
ro

Class_Ability_Summary_ShadD
ance

Class_Ability_Summary_Ari

Class_Ability_Summary_Nob
Class_Ability_Summary_Sha

Class_Ability_Summary_Tempt
Class_Ability_Summary_Alchem
ist

Class_Ability_Summary_Cavalie
r

Class_Ability_Summary_Inquisit
or
Class_Ability_Summary_Oracle

Class_Ability_Summary_Sum
Class_Ability_Summary_Witch

Class_Ability_Summary_Diaboli
st
| Rogue 11

Skill AbilityCalc Mods Mod Untrained Race ClassFeat/TraitCondition Armor

Acrobatics Dex* 11 8 1 0 0 0 0 0
Appraise Int 5 2 1 0 0 0 0
Bluff Cha 10 1 1 0 0 6 0
Climb Str* 6 3 1 0 0 0 0 0
Craft (untrained) Int 2 2 1 0 0 0 0
Craft () Int 2 2 1 0 0 0 0
Craft () Int 2 2 1 0 0 0 0
Diplomacy Cha 4 1 1 0 0 0 0
Disable Device Dex* 16 8 0 0 5 0 0 0
Disguise Cha 4 1 1 0 0 0
Escape Artist Dex* 11 8 1 0 0 0 0
Fly Dex* 8 8 1 0 0 0 0 0
Handle Animal Cha 1 1 0 0 0 0
Heal Wis 0 0 1 0 0 0
Intimidate Cha 4 1 1 0 0 0 0
Knowledge (arcana) Int 2 2 0 0 0 0 0
Knowledge (dungeoneering) Int 2 2 0 0 0 0 0
Knowledge (engineering) Int 2 2 0 0 0 0 0
Knowledge (geography) Int 2 2 0 0 0 0 0
Knowledge (history) Int 2 2 0 0 0 0 0
Knowledge (local) Int 5 2 0 0 0 0 0
Knowledge (nature) Int 2 2 0 0 0 0 0
Knowledge (nobility) Int 2 2 0 0 0 0 0
Knowledge (planes) Int 2 2 0 0 0 0 0
Knowledge (religion) Int 2 2 0 0 0 0 0
Knowledge (spirits) Int 2 2 0 0 0 0 0
Linguistics Int 5 2 0 0 0 0 0
Perception Wis 6 0 1 0 3 0
Perform (act) Cha 1 1 1 0 0 0
Perform (comedy) Cha 1 1 1 0 0 0
Perform (dance) Cha 1 1 1 0 0 0
Perform (keyboard) Cha 1 1 1 0 0 0
Perform (oratory) Cha 1 1 1 0 0 0
Perform (percussion) Cha 1 1 1 0 0 0
Perform (string) Cha 1 1 1 0 0 0
Perform (wind) Cha 1 1 1 0 0 0
Perform (sing) Cha 1 1 1 0 0 0
Perform (ritual) Cha 1 1 1 0 0 0
Perform (untrained) Cha 1 1 1 0 0 0
Profession (untrained) Wis 0 0 0 0 0 0 0
Profession () Wis 0 0 0 0 0 0 0
Profession () Wis 0 0 0 0 0 0 0
Ride Dex* 8 8 1 0 0 0 0
Sense Motive Wis 3 0 1 0 0 0 0
Sleight of Hand Dex* 11 8 0 0 0 0 0
Spellcraft Int 2 2 0 0 0 0
Stealth Dex* 11 8 1 0 0 0 0 0
Survival Wis 0 0 1 0 0 0 0
Swim Str* 6 3 1 0 0 0 0 0
Track Wis 0 0 1 0 0 0 0 0
Trap Finding Wis 6 0 1 0 5 3 0 0
Use Magic Device Cha 4 1 0 0 0 0
Err:508 Err:502 0 0 Err:508 0 0
Err:502 Err:502 0 0 0 0 0
Table_Skills

alchemy Craft (untrained)


armor Craft ()
baskets Craft ()
books Disable Device
bows Use Magical Device
calligraphy Knowledge (engineering)
carpentry Profession (engineering)
cloth List_Boggle_Skills
clothing
glass Craft (untrained)
jewelry Craft ()
leather Craft ()
locks Profession (untrained)
paintings Profession ()
pottery Profession ()
sculptures List_Gnome_Skills
ships
shoes
stonemasonry
traps
weapons
List_Craft_Skills

architect
baker
barrister
brewer
butcher
clerk
cook
courtesan
driver
engineer
farmer
fisherman
gambler
gardener
herbalist
innkeeper
librarian
merchant
midwife
miller
miner
porter
sailor
scribe
shepherd
stable master
soldier
tanner
trapper
woodcutter
List_Profession_Skills
Universal Mod

Total Ranks

Con

Cha
Dex

Wis
Str

Int
Class Skill

3 11 0 0 0 0 0 0
3 1
3 11
3 11
3 0
3 0
3 0
3 1
3 11
3 1
3 10
0
0
0
3 11
0
3
0
0
0
3 1
0
0
0
0
0
3 5
3 11
3 0 0
3 0
3
3 0
3 0
3 0
3 0
3 0
3 0
3 0
3 0
3 0
3 0
3 0
0
3 11
3 1
0
3 11
0 1
3 1
0 1
3 0
3 11
0 0 Insert New Skills Above This Line
0 0
ANIMAL SIZE SPEED OTHER MOVE NA ATTACKS STR DEX CON
2 None None 0— 0 None 0 0 0
### Ankylosaurus Medium 30' — 9 tail (1d6) 10 14 9
### Alligator Small 20' Swim 30' 4 bite (1d8) or tail slap15
(1d12) 14 15
### Ape Medium 30' Climb 30' 1 bite (1d4), 2 claws (1d4)
13 17 10
### Auroch Medium 40' — 1 gore (1d6) 14 12 12
### Badger Small 30' Burrow 10' 2 bite (1d4), 2 claws (1d3)
10 17 15
### Bear Small 40' — 2 bite (1d4), 2 claws (1d3)
15 15 13
### Bison Medium 40' — 1 gore (1d6) 14 12 12
### Boar Small 40' — 6 gore (1d6) 13 12 15
### Brachiosaurus Medium 30' — 3 tail (2d4) 13 14 11
### Camel Large 50' — 1 bite (1d4) 18 16 14
### Cheetah Small 50' — 1 bite (1d4 plus trip), 212claws (1d2)
21 13
### Crocodile Small 20' Swim 30' 4 bite (1d6) 15 14 15
### Deinonychus Small 60' — 1 2 talons (1d6), bite (1d4)
11 17 17
### Dire rat
### Dog Small 40' — 2 bite (1d4) 13 17 15
### Dolphin
### Eagle Small 10' Fly 80' (average) 1 bite (1d4), 2 talons (1d4)
10 15 12
### Elasmosaurus Medium 30' Swim 50' 2 bite (1d8) 10 18 12
### Elk Medium 50' — 1 gore (1d6) 12 17 14
### Electric Eel
### Elephant
### Giant Frog
### Giant Moray Eel
### Goblin Dog
### Hawk Small 10' Fly 80' (average) 1 bite (1d4), 2 talons (1d4)
10 15 12
### Horse Large 50' — 4 bite (1d4), 2 hooves16 (1d6, secondary)
13 15
### Hyena
### Leopard Small 50' — 1 bite (1d4 plus trip), 212claws (1d2)
21 13
### Lion Medium 40' — 1 bite (1d6), 2 claws (1d4)
13 17 13
### Monitor Lizard
### Octopus
### Orca
### Owl Small 10' Fly 80' (average) 1 bite (1d4), 2 talons (1d4)
10 15 12
### Pony Medium 40' — 2 2 hooves (1d3) 13 13 12
### Pteranodon Medium 10' Fly 50' (clumsy) 0 bite (1d8) 8 21 10
### Rhinoceros
### Roc
### Shark Small — Swim 60' 4 bite (1d4) 13 15 15
### Snake, Constrictor
Medium 20' Climb 20', Swim 20' 2 bite (1d3) 15 17 13
### Snake, Viper Small 20' Climb 20', Swim 20' 2 bite (1d3 plus poison)8 17 11
### Squid
### Stegosaurus Medium 30' — 6 tail (2d6) 10 18 10
### Thylacine Small 30' — 0 bite (1d4) 12 15 16
### Tiger Medium 40' — 1 bite (1d6), 2 claws (1d4)
13 17 13
### Triceratops Medium 30' — 6 gore (1d8) 10 13 11
### TyrannosaurusMedium 30' — 4 bite (1d8) 14 16 10
### Velociraptor Small 60' — 1 2 talons (1d6), bite (1d4)
11 17 17
### Wolf Medium 50' — 2 bite (1d6 plus trip) 13 15 15
### Wolverine Small 30' Burrow 10' 2 bite (1d4), 2 claws (1d3)
10 17 15
Table_Animal_Companion
Each animal companion has different starting sizes, speed, attacks, ability scores, and special qualities. All animal attacks

Level HD BAB Fort Ref Will Skills Feats NA Str/Dex


0 0 0 0 0 0 0 0 0 0
1 2 1 3 3 0 2 1 0 0
2 3 2 3 3 1 3 2 0 0
3 3 2 3 3 1 3 2 2 1
4 4 3 4 4 1 4 2 2 1
5 5 3 4 4 1 5 3 2 1
6 6 4 5 5 2 6 3 4 2
7 6 4 5 5 2 6 3 4 2
8 7 5 5 5 2 7 4 4 2
9 8 6 6 6 2 8 4 6 3
10 9 6 6 6 3 9 5 6 3
11 9 6 6 6 3 9 5 6 3
12 10 7 7 7 3 10 5 8 4
13 11 8 7 7 3 11 6 8 4
14 12 9 8 8 4 12 6 8 4
15 12 9 8 8 4 12 6 10 5
16 13 9 8 8 4 13 7 10 5
17 14 10 9 9 4 14 7 10 5
18 15 11 9 9 5 15 8 12 6
19 15 11 9 9 5 15 8 12 6
20 16 12 10 10 5 16 8 12 6
Table_Animal_Companion_Advancement

SkillClass Skill
Acrobatics 1
Climb 1
Escape Artist 0
Fly 1
Intimidate 0
Perception 1
Stealth 1
Survival 0
Swim 1
Table_Animal_Companion_Skills, List_Animal_Companion_Skills

BASE
FAMILIAR SIZE HD SPEEDOTHER MOVE NA FORT REF WILL
95 None None 0 0 — 0 0 0 0
### Air Elemental Small 2 0' fly 100' (perfect) 3 3 3 0
### Air Mephit Small 3 30' fly 60' (perfect) 3 0 3 3
### Bat Diminutive 1 5' fly 40' (good) 0 2 2 0
### Cat Tiny 1 30' — 0 2 2 0
### Celestial Bat Diminutive 1 5' fly 40' (good) 0 2 2 0
### Celestial Cat Tiny 1 30' — 0 2 2 0
###Celestial Hawk Tiny 1 10' fly 60' (average) 0 2 2 0
###Celestial Hawk Tiny 1 10' fly 60' (average) 0 2 2 0
###Celestial Lizard Tiny 1 20' climb 20' 0 2 2 0
###Celestial Monkey Tiny 1 30' climb 30' 0 2 2 0
### Celestial Owl Tiny 1 10' fly 60' (average) 0 2 2 0
### Celestial Rat Tiny 1 15' climb 15', swim 15' 0 2 2 0
###Celestial Raven Tiny 1 10' fly 60' (average) 0 2 2 0
### Celestial Toad Diminutive 1 5' — 0 2 2 0
### Celestial Viper Tiny 1 20' climb 20', swim 20' 1 2 2 0
###Celestial Weasel Tiny 1 20' climb 20' 1 2 2 0
### Dire Rat Small 1 40' climb 20', swim 20' 0 2 2 0
### Dust Mephit Small 3 30' fly 50' (perfect) 3 0 3 3
###Earth Elemental Small 2 20'burrow 20', earth glide7 3 0 3
### Earth Mephit Small 3 30' fly 40' (average) 3 0 3 3
### Fiendish Bat Diminutive 1 5' fly 40' (good) 0 2 2 0
### Fiendish Cat Tiny 1 30' — 0 2 2 0
###Fiendish Hawk Tiny 1 10' fly 60' (average) 0 2 2 0
###Fiendish Hawk Tiny 1 10' fly 60' (average) 0 2 2 0
###Fiendish Lizard Tiny 1 20' climb 20' 0 2 2 0
###Fiendish Monkey Tiny 1 30' climb 30' 0 2 2 0
### Fiendish Owl Tiny 1 10' fly 60' (average) 0 2 2 0
### Fiendish Rat Tiny 1 15' climb 15', swim 15' 0 2 2 0
###Fiendish Raven Tiny 1 10' fly 60' (average) 0 2 2 0
### Fiendish Toad Diminutive 1 5' — 0 2 2 0
### Fiendish Viper Tiny 1 20' climb 20', swim 20' 1 2 2 0
###Fiendish Weasel Tiny 1 20' climb 20' 1 2 2 0
### Fire Elemental Small 2 50' — 3 3 3 0
### Fire Mephit Small 3 30' fly 40' (average) 3 0 3 3
### Fox Tiny 1 30' — 0 2 2 0
### Goat Tiny 1 30' — 0 2 2 0
### Hawk Tiny 1 10' fly 60' (average) 0 2 2 0
### Homunculus Tiny 2 20' fly 50' (good) 0 0 3 0
### Ice Mephit Small 3 30' fly 40' (average) 3 0 3 3
### Imp Tiny 3 20 fly 50' (perfect) 1 0 3 3
### Lizard Tiny 1 20' climb 20' 0 2 2 0
###Magma Mephit Small 3 30' fly 40' (average) 3 0 3 3
### Monkey Tiny 1 30' climb 30' 0 2 2 0
### Ooze Mephit Small 3 fly
30'40' (average), swim 30'3 0 3 3
### Octopus Diminutive 1 5' — 0 2 2 0
### Owl Tiny 1 10' fly 60' (average) 0 2 2 0
### Pig Tiny 1 30' — 0 2 2 0
###Pseudodragon Tiny 2 15' fly 60' (good) 2 3 3 3
### Quasit Tiny 3 20 fly 50' (perfect) 2 0 3 3
### Rat Tiny 1 15' climb 15', swim 15' 0 2 2 0
### Raven Tiny 1 10' fly 60' (average) 0 2 2 0
### Salt Mephit Small 3 30' fly 40' (average) 3 0 3 3
### Steam Mephit Small 3 30' fly 40' (average) 3 0 3 3
### Stirge Tiny 1 10' fly 40' (average) 0 2 2 0
### Toad Diminutive 1 5' — 0 2 2 0
### Viper Tiny 1 20' climb 20', swim 20' 1 2 2 0
###Water Elemental Small 2 20' swim 90' 6 3 3 0
### Water Mephit Small 3 fly
30'40' (average), swim 30'3 0 3 3
### Weasel Tiny 1 20' climb 20' 1 2 2 0
TABLE_FAMILIARS

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

Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.


Small animals like these use Dexterity to modify Climb and Swim checks.

Level NA Int Special


0 0 0 —
1 1 6 Alertness, improved evasion, share spells, empathic link
2 1 6 Alertness, improved evasion, share spells, empathic link
3 2 7 Alertness, improved evasion, share spells, empathic link, deliver touch spells
4 2 7 Alertness, improved evasion, share spells, empathic link, deliver touch spells
5 3 8 Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak w
6 3 8 Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak w
7 4 9 Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak w
8 4 9 Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak w
9 5 10 Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak w
10 5 10 Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak w
11 6 11 Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak w
12 6 11 Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak w
13 7 12 Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak w
14 7 12 Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak w
15 8 13 Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak w
16 8 13 Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak w
17 9 14 Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak w
18 9 14 Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak w
19 10 15 Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak w
20 10 15 Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak w
Table_Familiar_Advancement

Level HD BAB Good Bad Skills Feats Armor Str/Dex


0 0 0 0 0 0 0 0 0
1 1 1 2 0 4 1 0 0
2 2 2 3 0 8 1 2 1
3 3 3 3 1 12 2 2 1
4 3 3 3 1 12 2 2 1
5 4 4 4 1 16 2 4 2
6 5 5 4 1 20 3 4 2
7 6 6 5 2 24 3 6 3
8 6 6 5 2 24 3 6 3
9 7 7 5 2 28 4 6 3
10 8 8 6 2 32 4 8 4
11 9 9 6 3 36 5 8 4
12 9 9 6 3 36 5 10 5
13 10 10 7 3 40 5 10 5
14 11 11 7 3 44 6 10 5
15 12 12 8 4 48 6 12 6
16 12 12 8 4 48 6 12 6
17 13 13 8 4 52 7 14 7
18 14 14 9 4 56 7 14 7
19 15 15 9 5 60 8 14 7
20 15 15 9 5 60 8 16 8
Table_Eidolon

BASE SIZE SPEED OTHER MOVE NA ATTACKS STR DEX CON


### None None 0— 0 None 0 0 0
### Quadruped Medium 40 2 Bite (1d8+2) 14 14 13
### Biped Medium 30 2 16 12 13
### Serpentine Medium 20 Climb 0' | 2 Bite (1d8+2), Tail Slap
12 (1d8+2) 16 13

EVOLUTION DESC COST QUALIFIEDTaken


### 0 TRUE
Acid Attacks (Su)
all natural attacks deal
2 +1d6FALSE
acid dmgFALSE
Acid Breath I (Su)
1/day, 30' line or 60' cone
4 deals
FALSE 0d6 acid
FALSE
dmg (Ref DC 11 half)
Acid Breath II (Su)
2/day, 30' line or 60' cone
5 deals
FALSE 0d6 acid
FALSE
dmg (Ref DC 11 half)
Acid Breath III 3/day,
(Su) 30' line or 60' cone
6 deals
FALSE 0d6 acid
FALSE
dmg (Ref DC 11 half)
Acid Immunity gain
(Su) immunity to acid2dmg FALSE FALSE
Acid Resistance gain
(Ex)
resist acid 5 1 FALSE FALSE
Bite (Ex) deal 1-1/2 times Str mod
1 on FALSE
bite dmg FALSE 1d8 Eidolon_Bite_Dmg
Blindsense (Ex) gain blindsense 30' 3 FALSE FALSE
Blindsight (Ex)gain blindsight 30' 4 FALSE FALSE
Burrow (Ex) gain burrow speed and 3 may FALSE
move through
FALSEdirt, clay, sand, and earth w/out leaving a hole behind or marking
Charisma Increase
Charisma
+2 (Ex)
increases by
2 +2 FALSE FALSE
Charisma Increase
Charisma
+4 (Ex)
increases by
4 +4 FALSE FALSE
Charisma Increase
Charisma
+6 (Ex)
increases by
6 +6 FALSE FALSE
Charisma Increase
Charisma
+8 (Ex)
increases by
8 +8 FALSE FALSE
Claws I (Ex) gain 2 additional claw1attacks FALSE FALSE 1d6 Eidolon_Claw_Dmg
Claws II (Ex) gain 4 claw attacks 2 FALSE FALSE 0 Eidolon_Claw_Atks
Claws III (Ex) gain 6 claw attacks 3 FALSE FALSE
Climb I (Ex) gain climb speed20' 1 FALSE FALSE 0 Eidolon_Spd_Climb
Climb II (Ex) gain climb speed40' 2 FALSE FALSE
Climb III (Ex) gain climb speed60' 3 FALSE FALSE
Cold Attacks (Su)
all natural attacks deal
2 +1d6FALSE
cold dmgFALSE
Cold Breath I (Su)
1/day, 30' line or 60' cone
4 deals
FALSE 0d6 cold
FALSE
dmg (Ref DC 11 half)
Cold Breath II (Su)
2/day, 30' line or 60' cone
5 deals
FALSE 0d6 cold
FALSE
dmg (Ref DC 11 half)
Cold Breath III 3/day,
(Su) 30' line or 60' cone
6 deals
FALSE 0d6 cold
FALSE
dmg (Ref DC 11 half)
Cold Immunity gain
(Su) immunity to cold2dmg FALSE FALSE
Cold Resistance gain
(Ex)
resist cold 5 1 FALSE FALSE
Constitution Increase
Constitution
+2 (Ex)
increases
2 by +2
FALSE FALSE
Constitution Increase
Constitution
+4 (Ex)
increases
4 by +4
FALSE FALSE
Constitution Increase
Constitution
+6 (Ex)
increases
6 by +6
FALSE FALSE
Constitution Increase
Constitution
+8 (Ex)
increases
8 by +8
FALSE FALSE
Constrict (Ex) after successfully grapple
2 using
FALSE grab evolution,
FALSE deal additional dmg equal to dmg dealt by attack used by gra
Damage Reductiongain DR(Su)5/chaotic 3 FALSE FALSE
Damage Reductiongain DR(Su)10/chaotic 5 FALSE FALSE
Damage Reductiongain DR(Su)5/evil 3 FALSE FALSE
Damage Reductiongain DR(Su)10/evil 5 FALSE FALSE
Damage Reductiongain DR(Su)5/good 3 FALSE FALSE
Damage Reductiongain DR(Su)10/good 5 FALSE FALSE
Damage Reductiongain DR (Su)5/lawful 3 FALSE FALSE
Damage Reductiongain DR (Su)10/lawful 5 FALSE FALSE
Dexterity Increase
Dexterity
+2 (Ex)increases by 2 +2 FALSE FALSE
Dexterity Increase
Dexterity
+4 (Ex)increases by 4 +4 FALSE FALSE
Dexterity Increase
Dexterity
+6 (Ex)increases by 6 +6 FALSE FALSE
Dexterity Increase
Dexterity
+8 (Ex)increases by 8 +8 FALSE FALSE
Electricity Attacks
all natural
(Su) attacks deal 2 +1d6 FALSE
electricityFALSE
dmg
Electricity Breath
1/day,
I (Su)
30' line or 60' cone
4 deals
FALSE 0d6 electricity
FALSE dmg (Ref DC 11 half)
Electricity Breath
2/day,
II (Su)
30' line or 60' cone
5 deals
FALSE 0d6 electricity
FALSE dmg (Ref DC 11 half)
Electricity Breath
3/day,
III (Su)
30' line or 60' cone
6 deals
FALSE 0d6 electricity
FALSE dmg (Ref DC 11 half)
Electricity Immunity
gain immunity
(Su) to electricity
2 FALSE
dmg FALSE
Electricity Resistance
gain resist
(Ex)electricity 51 FALSE FALSE
Fast Healing 1gain
(Su)Fast Healing 1 4 FALSE FALSE
Fast Healing 2gain
(Su)Fast Healing 2 6 FALSE FALSE
Fast Healing 3gain
(Su)Fast Healing 3 8 FALSE FALSE
Fast Healing 4gain
(Su)Fast Healing 4 10 FALSE FALSE
Fast Healing 5gain
(Su)Fast Healing 5 12 FALSE FALSE
Fire Attacks (Su)
all natural attacks deal 2 +1d6 FALSE
fire dmg FALSE
Fire Breath I (Su)
1/day, 30' line or 60' cone4 deals
FALSE 0d6 fire
FALSE
dmg (Ref DC 11 half)
Fire Breath II (Su)
2/day, 30' line or 60' cone5 deals
FALSE 0d6 fire
FALSE
dmg (Ref DC 11 half)
Fire Breath III (Su)
3/day, 30' line or 60' cone6 deals
FALSE 0d6 fire
FALSE
dmg (Ref DC 11 half)
Fire Immunity (Su)
gain immunity to fire dmg 2 FALSE FALSE
Fire Resistancegain
(Ex)resist fire 5 1 FALSE FALSE
Flight I (Ex) gain fly 40' (average)2 FALSE FALSE 40 Eidolon_Spd_Fly
Flight I (Su) gain fly 40' (perfect) 4 FALSE FALSE
Flight II (Ex) gain fly 60' (average)3 FALSE FALSE average Eidolon_Spd_Fly_Man
Flight II (Su) gain fly 60' (perfect) 5 FALSE FALSE
Flight III (Ex) gain fly 80' (average)4 FALSE FALSE
Flight III (Su) gain fly 80' (perfect) 6 FALSE FALSE
Flight IV (Ex) gain fly 100' (average) 5 FALSE FALSE
Flight IV (Su) gain fly 100' (perfect)7 FALSE FALSE
Flight V (Ex) gain fly 120' (average) 6 FALSE FALSE
Flight V (Su) gain fly 120' (perfect)8 FALSE FALSE
Frightful Presence
as part
(Ex)of offensive action
3 (e.g.
FALSE chargeFALSE
or attack) foes w/ 0 HD or less w/in 30' become Shaken (or Frightene
Gills (Ex) may breathe underwater 1 FALSE FALSE
Gore (Ex) gain gore attack 2 FALSE FALSE 1d8 Eidolon_Gore_Dmg
Grab - Bite (Ex)after successful bite attack
2 FALSE
vs. MediumFALSEor smaller foe, attempt free combat maneuver to grapple; gain +4 bo
Grab - Claw (Ex)after successful claw 2attackFALSE vs. Medium FALSE
or smaller foe, attempt free combat maneuver to grapple; gain +4 bo
Grab - Pincer (Ex)
after successful claw 2attackFALSE vs. Medium FALSE
or smaller foe, attempt free combat maneuver to grapple; gain +6 bo
Grab - Slam (Ex)after successful slam2attack FALSE
vs. Medium FALSE
or smaller foe, attempt free combat maneuver to grapple; gain +4 bo
Grab - Tail Slapafter
(Ex)successful tail slap 2 attackFALSE vs. Medium
FALSE or smaller foe, attempt free combat maneuver to grapple; gain +4
Grab - Tentacleafter
(Ex)successful tentacle 2 attackFALSE vs. Medium
FALSE or smaller foe, attempt free combat maneuver to grapple; gain +4
Huge (Ex) may increase size to 8HugeFALSE FALSE
Improved Bite bite
Damagedamage(Ex)die increases
1 FALSE
one step FALSE
Improved Clawclaw Damage
damage (Ex)die increases
1 FALSE
one step FALSE
Improved Goregore Damage
damage (Ex)die increases
1 FALSE
one step FALSE
Improved Pincer pincer
Damagedamage (Ex)die increases
1 FALSEone stepFALSE
Improved Slamslam Damagedamage(Ex)die increases
1 FALSE
one step FALSE
Improved Stingsting
Damagedamage(Ex)die increases
1 FALSE
one step FALSE
Improved Tail Slap
tail slap
Damage
damage (Ex)die 1increases
FALSE one step
FALSE
Improved Tentacle
tentacle
Damage
damage (Ex)die 1increases
FALSE one step
FALSE
Improved NaturalgainArmor
+2 Natural
I (Ex) Armor1 FALSE FALSE
Improved NaturalgainArmor
+4 Natural
II (Ex)Armor2 FALSE FALSE
Improved Natural gainArmor
+6 Natural
III (Ex)Armor3 FALSE FALSE
Improved Natural gainArmor
+8 Natural
IV (Ex)Armor4 FALSE FALSE
Intelligence Increase
Intelligence
+2 (Ex)increases2by +2 FALSE FALSE
Intelligence Increase
Intelligence
+4 (Ex)increases4by +4 FALSE FALSE
Intelligence Increase
Intelligence
+6 (Ex)increases6by +6 FALSE FALSE
Intelligence Increase
Intelligence
+8 (Ex)increases8by +8 FALSE FALSE
Large (Ex) may increase size to 4LargeFALSE FALSE Small Medium NULL NULL
Limbs - Arms Igain(Ex) additional pair of2arms, FALSE
complete FALSE
w/ hands that can wield weapons (if proficient)
Limbs - Arms IIgain(Ex)2 additional pair 4of arms,
FALSEcompleteFALSE
w/ hands that can wield weapons (if proficient)
Limbs - Arms III gain
(Ex)3 additional pair 6of arms,
FALSEcompleteFALSE
w/ hands that can wield weapons (if proficient)
Limbs - Legs I gain
(Ex) additional pair of2legs,FALSE
complete w/ FALSE
feet, that increase
0 Eidolon_Spd_Increase
base speed by 10'
Limbs - Legs IIgain(Ex)additional pair of4legs,FALSE
complete w/ FALSE
feet, that increase base speed by 10'
Limbs - Legs IIIgain(Ex)additional pair of6legs,FALSE
complete w/ FALSE
feet, that increase base speed by 10'
Magic Attacks for(Su)purpose of overcoming 1 FALSE
DR, treat allFALSE
natural, Chaotic
attacks as: Magic
Pincers I (Ex) gain 2 secondary pincer 1 attacks
FALSE FALSE 1d8 Eidolon_Pincer_Dmg
Pincers II (Ex) gain 4 secondary pincer 2 attacks
FALSE FALSE 0 Eidolon_Pincer_Atks
Pincers III (Ex)gain 6 secondary pincer 3 attacks
FALSE FALSE
Poison Bite I (Ex)
bite is poisoned; Eidolon 2 poison—type
FALSE FALSE
poison (injury); save Fort (DC 11) negs; freq 1/rnd for 4 rnds; effect 1
Poison Bite II (Ex)
bite is poisoned; Eidolon 4 poison—type
FALSE FALSE
poison (injury); save Fort (DC 11) negs; freq 1/rnd for 4 rnds; effect 1
Poison Sting I sting
(Ex) is poisoned; Eidolon 2 poison—type
FALSE FALSE
poison (injury); save Fort (DC 11) negs; freq 1/rnd for 4 rnds; effect 1
Poison Sting IIsting
(Ex) is poisoned; Eidolon4 poison—type
FALSE FALSE
poison (injury); save Fort (DC 11) negs; freq 1/rnd for 4 rnds; effect 1
Pounce (Ex) may make Full Attack1afterFALSE Charge FALSE
Pull - Bite (Ex)after successful bite attack
1 FALSE
vs. Large orFALSE
smaller foe, attempt free combat maneuver to pull foe 5' closer
Pull - Claw (Ex)after successful claw 1attackFALSE vs. Large FALSE
or smaller foe, attempt free combat maneuver to pull foe 5' closer
Pull - Gore (Ex)after successful gore 1attackFALSE vs. Large FALSE
or smaller foe, attempt free combat maneuver to pull foe 5' closer
Pull - Pincer (Ex)
after successful pincer 1 attack
FALSE
vs. Large FALSE
or smaller foe, attempt free combat maneuver to pull foe 5' closer
Pull - Slam (Ex)after successful slam1attack FALSE
vs. Large FALSE
or smaller foe, attempt free combat maneuver to pull foe 5' closer
Pull - Sting (Ex)after successful sting1attack FALSE
vs. Large FALSE
or smaller foe, attempt free combat maneuver to pull foe 5' closer
Pull - Tail Slapafter
(Ex) successful tail slap1 attack
FALSE vs. Large
FALSEor smaller foe, attempt free combat maneuver to pull foe 5' closer
Pull - Tentacle after
(Ex) successful tentacle 1 attack
FALSE vs. Large
FALSEor smaller foe, attempt free combat maneuver to pull foe 5' closer
Push - Bite (Ex) after successful bite attack
1 FALSE
vs. Large orFALSE
smaller foe, attempt free combat maneuver to push foe 5' away
Push - Claw (Ex) after successful claw 1attackFALSEvs. Large FALSE
or smaller foe, attempt free combat maneuver to push foe 5' away
Push - Gore (Ex) after successful gore 1attackFALSEvs. Large FALSE
or smaller foe, attempt free combat maneuver to push foe 5' away
Push - Pincer (Ex)
after successful pincer 1 attack
FALSE
vs. Large FALSE
or smaller foe, attempt free combat maneuver to push foe 5' away
Push - Slam (Ex) after successful slam1attack FALSE
vs. Large FALSE
or smaller foe, attempt free combat maneuver to push foe 5' away
Push - Sting (Ex)after successful sting1attack FALSE
vs. Large FALSE
or smaller foe, attempt free combat maneuver to push foe 5' away
Push - Tail Slap after
(Ex)successful tail slap
1 attack
FALSE vs. Large
FALSEor smaller foe, attempt free combat maneuver to push foe 5' away
Push - Tentacle after
(Ex)successful tentacle
1 attack
FALSE vs. Large
FALSEor smaller foe, attempt free combat maneuver to push foe 5' away
Rake (Ex) gain 2 rake attacks (1d6) 2 useable
FALSE eachFALSEtime it1d6
succeeds on Eidolon_Rake_Dmg
a grapple check
Reach - Bite(Ex) reach with bite increases 1 by FALSE
5' FALSE
Reach - Claw (Ex)reach with claw increases 1 by
FALSE
5' FALSE
Reach - Gore (Ex)reach with gore increases 1 by
FALSE
5' FALSE
Reach - Pincerreach(Ex) with pincer increases
1 FALSE
by 5' FALSE
Reach - Slam (Ex)reach with slam increases 1 FALSE
by 5' FALSE
Reach - Sting (Ex)
reach with sting increases1 FALSE
by 5' FALSE
Reach - Tail Slapreach(Ex)with tail slap increases
1 FALSE
by 5' FALSE
Reach - Tentacle reach(Ex)with tentacle increases
1 FALSE
by 5' FALSE
Rend (Ex) after 2 successful claw 2 attacks
FALSE vs. same
FALSE
foe in 1 rnd, dealing 1d6+3)
Scent (Ex) gain the scent special1 quality FALSE FALSE
gain(Ex)
Skilled - Appraise +8 Racial bonus1on Appraise
FALSE checks FALSE Appraise
gain +8 Racial bonus1on Bluff
Skilled - Bluff (Ex) FALSE
checks FALSE Bluff
Skilled - Climb gain
(Ex) +8 Racial bonus1on Climb FALSE checksFALSE Climb
gain +8 Racial
Skilled - Craft (untrained) (Ex) bonus 1on Craft
FALSE(untrained)
FALSE checks
Craft (untrained)
Skilled - Craft ()gain
(Ex)+8 Racial bonus1on Craft FALSE() checks FALSE Craft ()
gain
Skilled - Craft () (Ex) +8 Racial bonus 1on Craft
FALSE() checks FALSE Craft ()
gain +8
Skilled - Diplomacy (Ex)Racial bonus1on Diplomacy
FALSE checks FALSE Diplomacy
Skilled - Disablegain +8 Racial
Device (Ex) bonus1on Disable
FALSEDevice FALSE
checksDisable Device
gain(Ex)
Skilled - Disguise +8 Racial bonus1on Disguise
FALSE checks FALSE Disguise
Skilled - Escape gain +8 (Ex)
Artist Racial bonus1on Escape
FALSEArtistFALSEchecksEscape Artist
gain +8 Racial bonus1on Fly
Skilled - Fly (Ex) FALSE
checks FALSE Fly
Skilled - Handle gain +8 Racial
Animal (Ex) bonus1on Handle
FALSEAnimal FALSE
checks Handle Animal
gain +8 Racial bonus1on Heal
Skilled - Heal (Ex) FALSEchecks FALSE Heal
gain (Ex)
Skilled - Intimidate +8 Racial bonus1on Intimidate
FALSE checks FALSE Intimidate
gain +8
Skilled - Knowledge Racial (Ex)
(arcana) bonus1on Knowledge
FALSE (arcana) FALSE Knowledge
checks (arcana)
gain +8
Skilled - Knowledge Racial bonus1on
(dungeoneering) Knowledge
FALSE (dungeoneering)
(Ex) FALSE Knowledge checks
(dungeoneering)
gain +8 Racial bonus
Skilled - Knowledge (engineering) (Ex) 1on Knowledge
FALSE (engineering)
FALSE checks
Knowledge (engineering)
gain +8
Skilled - Knowledge Racial bonus
(geography) 1on Knowledge
(Ex) FALSE (geography)
FALSE Knowledge
checks (geography)
gain +8
Skilled - Knowledge Racial (Ex)
(history) bonus1on Knowledge
FALSE (history)FALSE Knowledge
checks (history)
gain +8
Skilled - Knowledge Racial
(local) bonus1on Knowledge
(Ex) FALSE (local) FALSE checks
Knowledge (local)
gain +8
Skilled - Knowledge Racial(Ex)
(nature) bonus1on Knowledge
FALSE (nature) FALSE checks
Knowledge (nature)
gain +8
Skilled - Knowledge Racial bonus
(nobility) (Ex) 1on Knowledge
FALSE (nobility)
FALSE Knowledge
checks (nobility)
gain +8 Racial
Skilled - Knowledge (planes) (Ex) bonus 1on Knowledge
FALSE (planes)
FALSE checks
Knowledge (planes)
gain +8
Skilled - Knowledge Racial bonus
(religion) (Ex) 1on Knowledge
FALSE (religion)
FALSE Knowledge
checks (religion)
gain +8
Skilled - Knowledge Racial(Ex)
(spirits) bonus1on Knowledge
FALSE (spirits)FALSEchecks
Knowledge (spirits)
gain +8
Skilled - Linguistics (Ex)Racial bonus1on Linguistics
FALSE checks FALSE Linguistics
gain +8
Skilled - Perception (Ex)Racial bonus1on Perception
FALSE checks FALSE Perception
Skilled - Performgain +8 (Ex)
(act) Racial bonus1on Perform
FALSE(act)FALSE checksPerform (act)
gain +8 Racial
Skilled - Perform (comedy) (Ex) bonus 1on Perform
FALSE (comedy)
FALSE checks
Perform (comedy)
Skilled - Performgain +8 Racial
(dance) (Ex)bonus1on Perform
FALSE(dance) FALSEchecks
Perform (dance)
Skilled - Performgain +8 Racial(Ex)
(keyboard) bonus1on Perform
FALSE(keyboard)FALSEchecks
Perform (keyboard)
Skilled - Performgain +8 Racial
(oratory) (Ex)bonus1on Perform
FALSE(oratory) FALSE checks
Perform (oratory)
Skilled - Performgain +8 Racial bonus
(percussion) (Ex) 1on Perform
FALSE(percussion)
FALSE Perform
checks (percussion)
Skilled - Performgain +8 Racial
(string) (Ex) bonus1on Perform
FALSE(string) FALSE
checks
Perform (string)
Skilled - Performgain +8 Racial
(wind) (Ex) bonus1on Perform
FALSE(wind) FALSE
checks Perform (wind)
Skilled - Performgain +8 Racial
(sing) (Ex) bonus1on Perform
FALSE(sing) FALSE
checks Perform (sing)
Skilled - Performgain +8 Racial
(ritual) (Ex) bonus1on Perform
FALSE(ritual) FALSE
checksPerform (ritual)
Skilled - Performgain +8 Racial(Ex)
(untrained) bonus1on Perform
FALSE(untrained)
FALSE checks
Perform (untrained)
gain +8
Skilled - Profession Racial bonus
(untrained) (Ex)1on Profession
FALSE (untrained)
FALSE Profession
checks (untrained)
gain +8
Skilled - Profession () (Ex) Racial bonus 1on Profession
FALSE () FALSE
checks Profession ()
gain +8
Skilled - Profession Racial bonus1on Profession
() (Ex) FALSE () FALSE checks Profession ()
gain +8 Racial bonus1on Ride
Skilled - Ride (Ex) FALSEchecks FALSE Ride
Skilled - Sensegain +8 Racial
Motive (Ex) bonus1on Sense FALSE MotiveFALSE
checksSense Motive
Skilled - Sleightgain +8 Racial
of Hand (Ex) bonus1on Sleight
FALSE of HandFALSE
checksSleight of Hand
gain(Ex)
Skilled - Spellcraft +8 Racial bonus1on Spellcraft
FALSE checks FALSE Spellcraft
Skilled - Stealthgain
(Ex)+8 Racial bonus1on StealthFALSEchecks FALSE Stealth
gain
Skilled - Survival +8 Racial bonus1on Survival
(Ex) FALSEchecks FALSE Survival
Skilled - Swim gain
(Ex) +8 Racial bonus1on Swim FALSE checksFALSE Swim
gain +8(Ex)
Skilled - Trap Finding Racial bonus1on Trap FALSEFinding FALSE
checks Trap Finding
gain +8
Skilled - Use Magic Racial
Device bonus1on Use
(Ex) FALSE
Magic Device
FALSE checks
Use Magic Device
Skilled - CUSTOM gain SKILL
+8 Racial bonus1on CUSTOM
1 (Ex) FALSE SKILL FALSE1 checks
CUSTOM SKILL 1
gain +8
Skilled - CUSTOM SKILL 2 (Ex)Racial bonus 1on CUSTOM
FALSE SKILL
FALSE2 checks
CUSTOM SKILL 2
Slam I (Ex) gain slam attack 1 FALSE FALSE 2d6 Eidolon_Slam_Dmg
Slam II (Ex) gain 2 slam attacks 2 FALSE FALSE 0 Eidolon_Slam_Atks
Slam III (Ex) gain 3 slam attacks 3 FALSE FALSE
Sonic Immunitygain (Su)immunity to sonic 2 dmgFALSE FALSE
Sonic Resistance gain(Ex)
resist sonic 5 1 FALSE FALSE
0-level Spell-Like
gainAbility
1 wizard/sorcerer
(Sp) 1 spellFALSE
of as a spell-like
FALSEability useable 3/day, DC 10
0-level Spell-Like
gainAbility
1 wizard/sorcerer
(Sp) 2 spellFALSE
of as a spell-like
FALSEability useable at will, DC 10
1st level Spell-Like
gain Ability
1 wizard/sorcerer
(Sp) 1 spellFALSE
of as a spell-like
FALSEability useable 1/day, DC 11
1st level Spell-Like
gain Ability
1 wizard/sorcerer
(Sp) 2 spellFALSE
of as a spell-like
FALSEability useable 3/day, DC 11
2nd level Spell-Like
gain 1Ability
wizard/sorcerer
(Sp) 2 spellFALSE
of as a spell-like
FALSEability useable 1/day, DC 12
2nd level Spell-Like
gain 1Ability
wizard/sorcerer
(Sp) 3 spellFALSE
of as a spell-like
FALSEability useable 3/day, DC 12
3rd level Spell-Like
gain 1Ability
wizard/sorcerer
(Sp) 3 spellFALSE
of as a spell-like
FALSEability useable 1/day, DC 13
3rd level Spell-Like
gain 1Ability
wizard/sorcerer
(Sp) 4 spellFALSE
of as a spell-like
FALSEability useable 3/day, DC 13
4th level Spell-Like
gain 1Ability
wizard/sorcerer
(Sp) 4 spellFALSE
of as a spell-like
FALSEability useable 1/day, DC 14
4th level Spell-Like
gain 1Ability
wizard/sorcerer
(Sp) 5 spellFALSE
of as a spell-like
FALSEability useable 3/day, DC 14
5th level Spell-Like
gain 1Ability
wizard/sorcerer
(Sp) 5 spellFALSE
of as a spell-like
FALSEability useable 1/day, DC 15
5th level Spell-Like
gain 1Ability
wizard/sorcerer
(Sp) 6 spellFALSE
of as a spell-like
FALSEability useable 3/day, DC 15
6th level Spell-Like
gain 1Ability
wizard/sorcerer
(Sp) 6 spellFALSE
of as a spell-like
FALSEability useable 1/day, DC 16
6th level Spell-Like
gain 1Ability
wizard/sorcerer
(Sp) 7 spellFALSE
of as a spell-like
FALSEability useable 3/day, DC 16
7th level Spell-Like
gain 1Ability
wizard/sorcerer
(Sp) 7 spellFALSE
of as a spell-like
FALSEability useable 1/day, DC 17
7th level Spell-Like
gain 1Ability
wizard/sorcerer
(Sp) 8 spellFALSE
of as a spell-like
FALSEability useable 3/day, DC 17
8th level Spell-Like
gain 1Ability
wizard/sorcerer
(Sp) 8 spellFALSE
of as a spell-like
FALSEability useable 1/day, DC 18
8th level Spell-Like
gain 1Ability
wizard/sorcerer
(Sp) 9 spellFALSE
of as a spell-like
FALSEability useable 3/day, DC 18
9th level Spell-Like
gain 1Ability
wizard/sorcerer
(Sp) 9 spellFALSE
of as a spell-like
FALSEability useable 1/day, DC 19
9th level Spell-Like
gain 1Ability
wizard/sorcerer
(Sp) 10 spellFALSE
of as a spell-like
FALSEability useable 3/day, DC 19
Spell Resistancegain(Ex)
SR 11 4 FALSE FALSE
Sting I (Ex) gain sting attack 1 FALSE FALSE 1d6 Eidolon_Sting_Dmg
Sting II (Ex) gain 2 sting attacks 2 FALSE FALSE 0 Eidolon_Sting_Atks
Sting III (Ex) gain 3 sting attacks 3 FALSE FALSE
Strength Increase
Strength
+2 (Ex)increases by2 +2 FALSE FALSE
Strength Increase
Strength
+4 (Ex)increases by4 +4 FALSE FALSE
Strength Increase
Strength
+6 (Ex)increases by6 +6 FALSE FALSE
Strength Increase
Strength
+8 (Ex)increases by8 +8 FALSE FALSE
Swallow Whole (Ex) Err:502 3 FALSE FALSE
Swim I (Ex) gain swim speed0' 1 FALSE FALSE 0 Eidolon_Spd_Swim
Swim II (Ex) gain climb speed20' 2 FALSE FALSE
Swim III (Ex) gain climb speed40' 3 FALSE FALSE
Tail I (Ex) gain tail that grants +21 Racial
FALSEbonus onFALSE
Acrobatics checks made to balance on a surface
Tail II (Ex) gain 2 tails that grant2+4 Racial
FALSE bonusFALSE
on Acrobatics checks made to balance on a surface
Tail III (Ex) gain 3 tails that grant3+6 Racial
FALSE bonusFALSE
on Acrobatics checks made to balance on a surface
Tail Slap I (Ex)gain secondary tail slap1 attack
FALSE FALSE 1d8 Eidolon_TailSlap_Dmg
Tail Slap II (Ex)gain 2 secondary tail 2slap attacks
FALSE FALSE 0 Eidolon_TailSlap_Atks
Tail Slap III (Ex)
gain 3 secondary tail 3slap attacks
FALSE FALSE
Tentacle I (Ex)gain secondary tentacle 1 attack
FALSE FALSE 1d6 Eidolon_Tentacle_Dmg
Tentacle II (Ex)gain 2 secondary tentacle
2 attacks
FALSE FALSE 0 Eidolon_Tentacle_Atks
Tentacle III (Ex)
gain 3 secondary tentacle
3 attacks
FALSE FALSE
### Trample (Ex) Full-Round Action; overrun 2 Medium
TRUE orFALSE
smaller1d8foe (w/out Eidolon_Trample
requiring combat maneuver check) to deal 1d8+3 d
Tremorsense (Ex)gain tremorsense 30'2 FALSE FALSE
### Trip (Ex) after successful bite vs.
2 Large TRUE
or smaller
FALSE
foe, attempt free combat maneuver check to knock foe Prone
Weapon Training gain- Simple
Simple (Ex)
Weapon 2Proficiency
FALSEas bonusFALSE feat
Weapon Training gain- Martial(Ex)
Simple Weapon 4Proficiency
FALSEand Martial
FALSEWeapon Proficiency as bonus feats
Web (Ex) web can to support self 3 plus
FALSE
another up
FALSE
to 1 Large or smaller; 8/day, may throw webbing as ranged touch at
Wing Buffet (Ex)gain 2 secondary wing 1 buffet
FALSEattacks FALSE 1d6 Eidolon_WingBuffet_Dmg
Wisdom Increase Wisdom
+2 (Ex)
increases by2+2 FALSE FALSE
Wisdom Increase Wisdom
+4 (Ex)
increases by4+4 FALSE FALSE
Wisdom Increase Wisdom
+6 (Ex)
increases by6+6 FALSE FALSE
Wisdom Increase Wisdom
+8 (Ex)
increases by8+8 FALSE FALSE
INT WIS CHA SA SQ SENSES QUALIFIED
0 0 0 None None None TRUE 0
2 12 8 low-light vision, scent FALSE 0
1 12 2 hold breathlow-light vision FALSE 0
2 12 7 low-light vision, scent FALSE 0
2 11 4 low-light vision, scent FALSE 0
2 12 10 rage (as a barbarian forlow-light
6 rnds/day
vision, scent FALSE 0
2 12 6 low-light vision, scent FALSE 0
2 11 4 low-light vision, scent FALSE 0
2 13 4 low-light vision, scent FALSE 0
2 13 10 low-light vision, scent FALSE 0
2 11 4 spit (ranged touch attack,
low-light
targetvision,
is Sickened
scent for 1d4
FALSE
rnds, range
0 10')
2 12 6 trip low-light vision, scent FALSE 0
1 12 2 hold breathlow-light vision FALSE 0
2 12 14 low-light vision, scent FALSE 0
0
2 12 6 low-light vision, scent FALSE 0
0
2 14 6 low-light vision FALSE 0
2 13 9 low-light vision, scent FALSE 0
2 15 5 low-light vision FALSE 0
0
0
0
0
0
2 14 6 low-light vision FALSE 0
2 12 6 low-light vision, scent FALSE 0
0
2 12 6 trip low-light vision, scent FALSE 0
2 15 10 rake (1d4) low-light vision, scent FALSE 0
0
0
0
2 14 6 low-light vision FALSE 0
2 11 4 low-light vision, scent FALSE 0
2 14 12 low-light vision, scent FALSE 0
0
0
1 12 2 scent FALSE 0
1 12 2 grab scent FALSE 0
1 12 2 poison (Frequency 1 rndscent
(6), Effect 1 Con dmg, CureFALSE
1 save, Con-based
0 DC)
0
2 12 10 low-light vision, scent FALSE 0
2 13 7 powerful jaws (threat range
low-light
19-20).
vision FALSE 0
2 15 10 rake (1d4) low-light vision, scent FALSE 0
2 12 7 low-light vision, scent FALSE 0
2 15 10 low-light vision, scent FALSE 0
2 12 14 low-light vision, scent FALSE 0
2 12 6 trip scent FALSE 0
2 12 10 rage (as a barbarian forlow-light
6 rnds/day)
vision, scent FALSE 2
qualities. All animal attacks are made using the creature's full base attack bonus unless otherwise noted. Animal attacks add the animal's

Tricks Special
0 —
1 Link, share spells
1 Link, share spells
2 Evasion, link, share spells
2 Evasion, link, share spells
2 Evasion, link, share spells
3 Devotion, evasion, link, share spells
3 Devotion, evasion, link, share spells
3 Devotion, evasion, link, share spells
4 Devotion, evasion, link, multiattack, share spells
4 Devotion, evasion, link, multiattack, share spells
4 Devotion, evasion, link, multiattack, share spells
5 Devotion, evasion, link, multiattack, share spells
5 Devotion, evasion, link, multiattack, share spells
5 Devotion, evasion, link, multiattack, share spells
6 Devotion, improved evasion, link, multiattack, share spells
6 Devotion, improved evasion, link, multiattack, share spells
6 Devotion, improved evasion, link, multiattack, share spells
7 Devotion, improved evasion, link, multiattack, share spells
7 Devotion, improved evasion, link, multiattack, share spells
7 Devotion, improved evasion, link, multiattack, share spells

SR ATTACKS BAB STR DEX CON INT WIS CHA


0 None 0 0 0 0 0 0 0
0 slam (1d4+1) 2 12 17 12 4 11 11
0 2 claws (1d3+1) 3 13 15 12 6 11 14
0 bite (1d3–4) 0 1 15 6 2 14 5
2 0claws (1d2–4), bite (1d3–4)
0 3 15 8 2 12 7
5 bite (1d3–4) 0 1 15 6 2 14 5
2 5claws (1d2–4), bite (1d3–4)
0 3 15 8 2 12 7
5 2 talons (1d4–2) 0 6 17 11 2 14 7
5 2 talons (1d4–2) 0 6 17 11 2 14 7
5 bite (1d4–4) 0 3 15 8 1 12 2
5 bite (1d3–4) 0 3 15 10 2 12 5
5 2 talons (1d4–2) 0 6 17 11 2 15 6
5 bite (1d3–4) 0 2 15 11 2 13 2
5 bite (1d3–4) 0 2 15 8 2 15 7
5 — 0 1 12 6 1 15 4
5bite (1d2–2 plus poison)0 4 17 8 1 13 2
5bite (1d3–4 plus attach)0 3 15 10 2 12 5
0 bite (1d4 plus disease)0 10 17 13 2 13 4
0 2 claws (1d3+1) 3 13 15 12 6 11 14
0 slam (1d6+4) 2 16 8 13 4 11 11
0 2 claws (1d3+1) 3 13 15 12 6 11 14
5 bite (1d3–4) 0 1 15 6 2 14 5
2 5claws (1d2–4), bite (1d3–4)
0 3 15 8 2 12 7
5 2 talons (1d4–2) 0 6 17 11 2 14 7
5 2 talons (1d4–2) 0 6 17 11 2 14 7
5 bite (1d4–4) 0 3 15 8 1 12 2
5 bite (1d3–4) 0 3 15 10 2 12 5
5 2 talons (1d4–2) 0 6 17 11 2 15 6
5 bite (1d3–4) 0 2 15 11 2 13 2
5 bite (1d3–4) 0 2 15 8 2 15 7
5 — 0 1 12 6 1 15 4
5bite (1d2–2 plus poison)0 4 17 8 1 13 2
5bite (1d3–4 plus attach)0 3 15 10 2 12 5
0 slam (1d4 plus burn) 2 10 13 10 4 11 11
0 2 claws (1d3+1) 3 13 15 12 6 11 14
2 0claws (1d2–4), bite (1d3–4)
0 3 15 8 2 12 7
2 0claws (1d2–4), bite (1d3–4)
0 3 15 8 2 12 7
0 2 talons (1d4–2) 0 6 17 11 2 14 7
01 bite (1d4–1 plus poison)
2 8 15 — 10 12 7
0 2 claws (1d3+1) 3 13 15 12 6 11 14
0 sting (1d4 plus poison)3 10 17 10 13 12 14
0 bite (1d4–4) 0 3 15 8 1 12 2
0 2 claws (1d3+1) 3 13 15 12 6 11 14
0 bite (1d3–4) 0 3 15 10 2 12 5
0 2 claws (1d3+1) 3 13 15 12 6 11 14
0 — 0 1 12 6 1 15 4
0 2 talons (1d4–2) 0 6 17 11 2 15 6
2 0claws (1d2–4), bite (1d3–4)
0 3 15 8 2 12 7
sting 12
(1d3–2 plus poison), bite 2(1d2–2) 7 15 13 10 12 10
0 slam (1d4+1) 3 8 14 11 11 12 11
0 bite (1d3–4) 0 2 15 11 2 13 2
0 bite (1d3–4) 0 2 15 8 2 15 7
0 2 claws (1d3+1) 3 13 15 12 6 11 14
0 2 claws (1d3+1) 3 13 15 12 6 11 14
0 touch (attach) 0 3 19 10 1 12 6
0 — 0 1 12 6 1 15 4
0bite (1d2–2 plus poison)0 4 17 8 1 13 2
0 slam (1d6+3) 2 14 10 13 4 11 11
0 2 claws (1d3+1) 3 13 15 12 6 11 14
0bite (1d3–4 plus attach)0 3 15 10 2 12 5
deliver touch spells
deliver touch spells
deliver touch spells, speak with master
deliver touch spells, speak with master
deliver touch spells, speak with master, speak with animals of its kind
deliver touch spells, speak with master, speak with animals of its kind
deliver touch spells, speak with master, speak with animals of its kind
deliver touch spells, speak with master, speak with animals of its kind
deliver touch spells, speak with master, speak with animals of its kind, spell resistance
deliver touch spells, speak with master, speak with animals of its kind, spell resistance
deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiar
deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiar
deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiar
deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiar
deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiar
deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiar
deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiar
deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiar

Pool Max Atk Special


0 0 —
3 3 Link, share spells
4 3 Evasion, link, share spells
5 3 Evasion, link, share spells
7 4 Evasion, link, share spells
8 4 Evasion, link, share spells
9 4 Devotion, evasion, link, share spells
10 4 Devotion, evasion, link, share spells
11 5 Devotion, evasion, link, share spells
13 5 Devotion, evasion, link, multiattack, share spells
14 5 Devotion, evasion, link, multiattack, share spells
15 5 Devotion, evasion, link, multiattack, share spells
16 6 Devotion, evasion, link, multiattack, share spells
17 6 Devotion, evasion, link, multiattack, share spells
19 6 Devotion, evasion, link, multiattack, share spells
20 6 Devotion, improved evasion, link, multiattack, share spells
21 7 Devotion, improved evasion, link, multiattack, share spells
22 7 Devotion, improved evasion, link, multiattack, share spells
23 7 Devotion, improved evasion, link, multiattack, share spells
25 7 Devotion, improved evasion, link, multiattack, share spells
26 8 Devotion, improved evasion, link, multiattack, share spells

INT WIS CHA EVO SENSES QUALIFIED


0 0 0 None None TRUE 0 Err:502
7 10 11 bite, limbs (legs)
| darkvision
(2) 60' FALSE 222 None
7 10 11 claws, limbs| (arms),
darkvisionlimbs
60'(legs) FALSE #VALUE! NULL
7 10 11 bite, climb, tail,
| darkvision
tail slap 60' FALSE #VALUE! NULL

468 Trip (Ex)


#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
None
List_Animal_Companions
Animal attacks add the animal's Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 its Strength mo

Acrobatics Appraise Bluff Climb


SA SQ FEATS Ranks Class Racial Ranks Class Racial Ranks Class Racial Ranks Class
None None None
whirlwind
Flyby(DC
Attack,
12)
Air Improved
Mastery (Ex):
Initiative,
airborne
11Weaponfoes
3 take
Finesse
0–1 penalty
1 on attack/dmg
0 rolls;
11 Immune: elemental
0 11 traits
apon: 15' cone, 1d8 slashing
DRDodge,
5/magic;
(RefImproved
DCFast
13 half)
Healing
Initiative
11 2 (gusty and 0 windy);
1 Spell-Like0Abilities
11 (CL 6th):
3 1/day—gust
0 11 of wind, summon (level 2, 1
— MasterWeapon
gains +3Finesse
bonus11 on Fly 3 checks
0 1 0 11 0 11 3
— MasterWeapon
gains +3Finesse
bonus11 on Stealth
3 checks
0 1 0 11 0 11 3
d Cha bonus to attacks Resist
and +1Weapon
Cold,
dmg Acid,
until
Finesse
target
and11Electricity
is dead
3 or5 familiar
0 rests
1 0 11 0 11 3
d Cha bonus to attacks Resist
and +1Weapon
Cold,
dmg Acid,
until
Finesse
target
and11Electricity
is dead
3 or5 familiar
0 rests
1 0 11 0 11 3
d Cha bonus to attacks Resist
and +1Weapon
Cold,
dmg Acid,
until
Finesse
target
and11Electricity
is dead
3 or5 familiar
0 rests
1 0 11 0 11 3
d Cha bonus to attacks Resist
and +1Weapon
Cold,
dmg Acid,
until
Finesse
target
and11Electricity
is dead
3 or5 familiar
0 rests
1 0 11 0 11 3
d Cha bonus to attacks Resist
and +1Weapon
Cold,
dmg Acid,
until
Finesse
target
and11Electricity
is dead
3 or5 familiar
8 rests
1 0 11 0 11 3
d Cha bonus to attacks Resist
and +1Weapon
Cold,
dmg Acid,
until
Finesse
target
and11Electricity
is dead
3 or5 familiar
8 rests
1 0 11 0 11 3
d Cha bonus to attacks Resist
and +1Weapon
Cold,
dmg Acid,
until
Finesse
target
and11Electricity
is dead
3 or5 familiar
0 rests
1 0 11 0 11 3
d Cha bonus to attacks Resist and +1Weapon
Cold,
dmg Acid,until
Finesse
target
and 11Electricity
is dead 3 or5 familiar
0 rests
1 0 11 0 11 3
d Cha bonus to attacksSkill Focus
Resist
and +1 [Perception],
Cold,
dmg Acid,until target
and
Weapon
11Electricity
is deadFinesse
3 or5 familiar
0 rests
1 0 11 0 11 3
ddCha
Chabonus
bonusto toattacks
attacksResist
and Skill
and +1
+1Cold,
Focus
dmg
dmgAcid,
until
[Perception]
until target
and 11Electricity
target isisdead3 or
dead 5 familiar
or 0
familiar rests
1rests 0 11 0 11 3
ort DC 9;
d Cha frequency
bonus Resist
1/round
to attacks andfor+1Weapon
Cold,
6dmg Acid,
rounds; Finesse
until and
effect11Electricity
target 1d2 3
Con;or
is dead 5cure
0 1 save
familiar 1rests 0 11 0 11 3
ResistWeapon
ack, it automatically grapples Cold,
its foe,Acid,Finesseand
inflicting 11automatic
Electricity
3 5 8 damage
bite 1 each round. 0 11 0 11 3
onset 1d3 days; frequencySkill —
1/day;
Focus effect
(Perception)
1d311 Dex and 3 1d3 Con;
0 cure
1 2 consecutive 0 saves 11 0 11 3
1d4 slashing and Sickened DR Dodge,
5/magic;
3 rnds Improved
(Ref
FastDC Healing
Initiative
13
11 half2 and (dusty);
negs)
0Spell-Like
1 Abilities (CL 0 6th):111/day—summon
3 0 (level
11 2, 1 mephit 25%), wind wall
ground; vs. airborne/waterborne,
Improved
Earth Glide Bull suffers
(Ex):
Rush,may –4Power
11
penalty
pass Attack
through
on attacks/dmg;
0almost1any also
earth,
3applies
leaving
0to any
behind
11
bull rush/overrun
no tunnel/hole;
0 maneuvers
11
move earth
3 spell cast on area f
on: 15' cone, 1d8 bludgeoningDR Dodge,
5/magic;
(RefImproved
DC
Fast13 Healing
Initiative
half)
11 2 (underground); 0 1Change Size:01/day,11enlarge 3 1 size0 category;
11 Spell-Like Abilities (CL 6th
dd Cha bonus to attacksResist and +1 Weapon
Cold
dmgand until
Finesse
Firetarget
11
5 is dead 3 or 0 familiar1rests 0 11 0 11 3
dd Cha bonus to attacksResist and +1 Weapon
Cold
dmgand until
Finesse
Firetarget
11
5 is dead 3 or 0 familiar1rests 0 11 0 11 3
dd Cha bonus to attacksResist and +1 Weapon
Cold
dmgand until
Finesse
Firetarget
11
5 is dead 3 or 0 familiar1rests 0 11 0 11 3
dd Cha bonus to attacksResist and +1 Weapon
Cold
dmgand until
Finesse
Firetarget
11
5 is dead 3 or 0 familiar1rests 0 11 0 11 3
dd Cha bonus to attacksResist and +1 Weapon
Cold
dmgand until
Finesse
Firetarget
11
5 is dead 3 or 8 familiar1rests 0 11 0 11 3
dd Cha bonus to attacksResist and +1 Weapon
Cold
dmgand until
Finesse
Firetarget
11
5 is dead 3 or 8 familiar1rests 0 11 0 11 3
dd Cha bonus to attacksResist and +1 Weapon
Cold
dmgand until
Finesse
Firetarget
11
5 is dead 3 or 0 familiar1rests 0 11 0 11 3
dd Cha bonus to attacksResist and +1 Weapon
Cold
dmgand until
Finesse
Firetarget
11
5 is dead 3 or 0 familiar1rests 0 11 0 11 3
dd Cha bonus to attacksSkill Focus
Resist
and [Perception],
+1Cold
dmgand untilFiretarget
Weapon
11
5 is dead Finesse
3 or 0 familiar1rests 0 11 0 11 3
dd Cha bonus to attacks Resist
and
Skill+1Cold
Focus
dmg and
until
[Perception]
Firetarget
ve Fort DC 9; freq 1/rnd for 6 rnds; effect 1d2 Con; cure 1 save11
5 is dead
3 or 0
familiar 1 rests 0 11 0 11 3
dd Cha bonus to attacks Resist
and +1 Weapon
Colddmg and Finesse
Fire
until 11
5 is dead
target 3 or0familiar1 rests 0 11 0 11 3
ResistWeapon
ack, it automatically grapples Cold
its foe,and Finesse
Fire 11
inflicting 5 automatic 3 8 damage
bite 1 each round. 0 11 0 11 3
Burn: (1d4,
Dodge,
DC Immune:
11)
Improvedelemental
Initiative, traits,
Weapon
11 fire3Finesse 0 1 0 11 0 11 3
Weapon: 15' cone, 1d8 fire DR Dodge,
(Ref
5/magic;
DC Improved
13
Fast
half) Healing
Initiative
11 2 (fire); Immune: 0 1Fire; Weaknesses:0 Vulnerability
11 3 to 0cold; Spell-Like
11 Abilities (CL 6th): 1/d
— MasterWeapongains +2Finessebonus 11 on Reflex 3 0
saves 1 0 11 0 11 3
— MasterWeapongains +3Finessebonus 11 on Survival
3 checks
0 1 0 11 0 11 3
— MasterWeapongains +3Finessebonus 11 on sight-based
3 0 and1opposed Perception 0 11
checks in bright 0 light11 3
ort DC 13; freq 1/min forTelepathic
60 min;
Lightning
effect
LinkReflexes
sleep
(Su):11 cannot
for 1 min; speak,
cure0but
1 save
knows1 what its master 0 knows
11 and can 0convey11to him or her everything it see
e, 1d4 cold and Sickened DR Dodge,
35/magic;
rnds Improved
(RefFast
DC Healing
13 Initiative
11half and2 (below
negs)0 freezing);1 Immune: Cold; 0 Weaknesses:
11 3 Vulnerability
0 11 to fire; Spell-Like Abilities (
Fort DC 13; frequency 1/rnd DRDodge,
5/good
for 6 Weapon
rnds;
or silver;
effectFinesse
11
Immune:
1d2 Dex; 3 fire,
cure
poison;
0 1 save Resist:
1 acid 10,0 cold 10;
11 Fast3Healing 0 2; Change
11 Shape: boar, giant spide
— MasterWeapongains +3Finessebonus 11 on Climb 3 8
checks 1 0 11 0 11 3
Weapon: 15' cone, 1d8 fire DR Dodge,
(Ref
5/magic;
DC Improved
13
Fast
half) Healing
Initiative
11 2 (magma0 or lava); 1 Immune: Fire; 0 Weaknesses:
11 3 Vulnerability
0 11 to cold; Magma Form (Su):
— MasterWeapongains +3Finessebonus 11 on Acrobatics
3 8 checks 1 0 11 0 11 3
e, 1d4 acid and Sickened DR Dodge,
35/magic;
rnds Improved
(RefFast
DC Healing
13 Initiative
11half and2 (wet
negs)
or 0muddy); 1 Spell-Like Abilities
0 11
(CL 6th):3 1/day—stinking
0 11 cloud (DC 15), summon (le
— Master
Skill gains
Focus+3 [Perception]
bonus 11 on Swim 3 checks 0 1 0 11 0 11 3
— MasterWeapongains +3Finessebonus 11 on sight-based
3 0 and1opposed Perception 0 11
checks in dim 0light or11 darkness
3
— MasterWeapongains +3Finessebonus 11 on Diplomacy
3 0 checks 1 0 11 0 11 3
14; frequency 1/minute for Languages:
10 minutes;
Weapon Draconic,
Finesse
effect11 sleep
telepathyfor 1 (60');
minute;
0 Immune
cure
1 1paralysis,
save
3 0sleep; 11
+4 Stealth
3 in forests
0 11 3
DC 13; freq 1/rnd for Improved
6 DR
rnds;5/cold
effect
Initiative,
iron
1d2orWeapon
Dex;
good; 11cure
Immune:
Finesse
2 consecutive
electricity,
0 saves
1 poison; Resist: 0 acid11 10, cold3 10, fire
0 10; Fast
11 Healing 2; Change Shape
— MasterWeapongains +2Finessebonus 11 on Fortitude
3 0saves 1 0 11 0 11 3
praise checks; familiar
—Skill Focus
may speak
[Perception],
1 language Weapon
11of master's
Finesse
3 choice
0 as1 supernatural0ability11 0 11 3
Su; caster level 6th): 1/day, DR Dodge,
5/magic;
20' square
Improved
Fastarea,Healing
Initiative
11
living 2creatures
(arid); Spell-Like
0 take 2d81 Abilities
dmg (Fort(CLDC
06th):
141/day—summon
11
half, plant
3 and 0aquatic
(level112,
creatures
1 mephittake
25%),
–2 1/hour—gl
penalty)
negs); Boiling Rain (Su; DRcaster
Dodge,
5/magic;
level
Improved
Immune:
6th): 1/day,
Initiative
11 Fire; 20'Weaknesses:
square 0area, Vulnerability
living
1
ce attached; can be struck or grappled—if foe manages to win grapple/Escape Artist, stirge is removed creatures
to 0cold;
take Fast
2d6
11 fire
Healing
3
(Fort 2
DC(boiling
0 14 half)
11water or steam); Spell-Like Ab
ceontarget
at endofofblood
turn ifdrain
it is attached
is exposedWeapon
to to
foefilth
Finesse
(drains
fever,
114 blinding
Con3 max) sickness,
0 1or similar disease
0 11 0 11 3
— Master
Skill gains
Focus+3 [Perception]
hit points
11 3 0 1 0 11 0 11 3
rtrge
DCsize
9; frequency
or smaller;1/round
mayMaster forWeapon
dispel 6gains
rounds;
magical +3Finesse
bonus
effect
fire 11 1d2
on Bluff
touched Con;
3(caster
checks
cure
0level
1 save 1
equals 0 HD)
elemental's 11 0 11 3
tion, at will; as whirlwindImmune:
specialPowerattack,
elementalAttack
but traits
only
11 forms 3 underwater
0 1and cannot leave 0 water 11 0 11
Weapon: 15' cone, 1d8 acid DR Dodge,
5/magic;
(Ref DC Improved
13
Fasthalf)Healing
Initiative
11 2 (underwater); 0 Spell-Like
1 Abilities
0 (CL 116th): 1/day—stinking
3 0 11cloud (DC 15), summon (leve
ack, it automatically grapples Masterits Weapon
gains
foe, inflicting
+2Finesse
bonus 11automatic
on Reflex
3 bite saves
8damage 1 each round.0 11 0 11 3
se it adds 1-1/2 its Strength modifier. Some have special abilities, such as scent. See Special Abilities for more information on these abilitie

SKILLS
Climb Diplomacy Escape Artist Fly Intimidate Knowledge (arcana)
Racial Ranks Class Racial Ranks Class Racial Ranks Class Racial Ranks Class Racial Ranks Class Racial

0 1 0 10 3 0 1 3 10 11 0 0 0
0 1 0 10 0 3 3 10 11 0 0 0
0 1 0 10 0 1 3 10 11 0 0 0
4 1 0 10 0 0 0 11 0 0 0
0 1 0 10 0 1 3 10 11 0 0 0
4 1 0 10 0 0 0 11 0 0 0
0 1 0 10 0 0 3 4 11 0 0 0
0 1 0 10 0 0 3 4 11 0 0 0
8 1 0 10 0 0 0 11 0 0 0
8 1 0 10 0 0 0 11 0 0 0
0 1 0 10 0 0 3 4 11 0 0 0
8 1 0 10 0 0 0 11 0 0 0
0 1 0 10 0 0 3 4 11 0 0 0
0 1 0 10 0 0 0 11 0 0 0
8 1 0 10 0 0 0 11 0 0 0
8 1 0 10 0 0 0 11 0 0 0
8 1 0 10 0 0 0 11 0 0 0
0 1 0 10 0 3 3 10 11 0 0 0
0 1 0 10 0 0 0 11 0 0 0
0 1 0 10 0 3 3 2 11 0 0 0
0 1 0 10 0 1 3 10 11 0 0 0
4 1 0 10 0 0 0 11 0 0 0
0 1 0 10 0 0 3 4 11 0 0 0
0 1 0 10 0 0 3 4 11 0 0 0
8 1 0 10 0 0 0 11 0 0 0
8 1 0 10 0 0 0 11 0 0 0
0 1 0 10 0 0 3 4 11 0 0 0
8 1 0 10 0 0 0 11 0 0 0
0 1 0 10 0 0 3 4 11 0 0 0
0 1 0 10 0 0 0 11 0 0 0
8 1 0 10 0 0 0 11 0 0 0
8 1 0 10 0 0 0 11 0 0 0
0 1 0 10 3 0 0 0 11 3 0 0 0
0 1 0 10 0 3 3 2 11 0 0 0
4 1 0 10 0 0 0 11 0 0 0
4 1 0 10 0 0 0 11 0 0 0
0 1 0 10 0 0 3 4 11 0 0 0
0 1 0 10 0 0 8 11 0 0 0
0 1 0 10 0 3 3 2 11 0 0 0
0 1 0 10 0 3 3 12 11 0 3 3 0
8 1 0 10 0 0 0 11 0 0 0
0 1 0 10 0 3 3 2 11 0 0 0
8 1 0 10 0 0 0 11 0 0 0
0 1 0 10 0 3 3 2 11 0 0 0
0 1 0 10 0 0 0 11 0 0 0
0 1 0 10 0 0 3 4 11 0 0 0
4 1 0 10 0 0 0 11 0 0 0
0 2 3 0 10 0 2 3 8 11 3 0 0 0
0 1 0 10 0 3 3 12 11 3 0 0 0
8 1 0 10 0 0 0 11 0 0 0
0 1 0 10 0 0 3 4 11 0 0 0
0 1 0 10 0 3 3 2 11 0 0 0
0 1 0 10 0 3 3 2 11 0 0 0
0 1 0 10 0 0 3 4 11 0 0 0
0 1 0 10 0 0 0 11 0 0 0
8 1 0 10 0 0 0 11 0 0 0
0 1 0 10 3 0 0 0 11 0 0 0
0 1 0 10 0 3 3 2 11 0 0 0
8 1 0 10 0 0 0 11 0 0 0
ormation on these abilities. As you gain levels, your animal companion improves as well, usually at 4th or 7th level, in addition to the standa

Knowledge (dungeoneering) Knowledge (planes) Perception Sense Motive


Ranks Class Racial Ranks Class Racial Ranks Class Racial Ranks

0 0 1 3 0 11 3 0 11
0 0 0 0 11 3 0 11
0 0 0 0 11 3 4 11
0 0 0 0 11 3 0 11
0 0 0 0 11 3 4 11
0 0 0 0 11 3 0 11
0 0 0 0 11 3 8 11
0 0 0 0 11 3 8 11
0 0 0 0 11 3 0 11
0 0 0 0 11 3 0 11
0 0 0 0 11 3 4 11
0 0 0 0 11 3 0 11
0 0 0 0 11 3 0 11
0 0 0 0 11 3 0 11
0 0 0 0 11 3 4 11
0 0 0 0 11 3 0 11
0 0 0 0 11 3 0 11
0 0 0 0 11 3 0 11
1 3 0 1 3 0 11 3 0 11
0 0 0 0 11 3 0 11
0 0 0 0 11 3 4 11
0 0 0 0 11 3 0 11
0 0 0 0 11 3 8 11
0 0 0 0 11 3 8 11
0 0 0 0 11 3 0 11
0 0 0 0 11 3 0 11
0 0 0 0 11 3 4 11
0 0 0 0 11 3 0 11
0 0 0 0 11 3 0 11
0 0 0 0 11 3 0 11
0 0 0 0 11 3 4 11
0 0 0 0 11 3 0 11
0 0 1 3 0 11 3 0 11
0 0 0 0 11 3 0 11
0 0 0 0 11 3 0 11
0 0 0 0 11 3 0 11
0 0 0 0 11 3 8 11
0 0 0 0 11 0 11
0 0 0 0 11 3 0 11
0 0 3 3 0 11 3 0 11
0 0 0 0 11 3 0 11
0 0 0 0 11 3 0 11
0 0 0 0 11 3 0 11
0 0 0 0 11 3 0 11
0 0 0 0 11 3 0 11
0 0 0 0 11 3 4 11
0 0 0 0 11 3 0 11
0 3 0 0 3 0 11 3 0 11
0 0 3 3 0 11 3 0 11
0 0 0 0 11 3 0 11
0 0 0 0 11 3 0 11
0 0 0 0 11 3 0 11
0 0 0 0 11 3 0 11
0 0 0 0 0 3 0 11
0 0 0 0 11 3 0 11
0 0 0 0 11 3 4 11
0 0 1 3 0 11 3 0 11
0 0 0 0 11 3 0 11
0 0 0 0 11 3 0 11
7th level, in addition to the standard bonuses noted on Table: Animal Companion Base Statistics. Instead of taking the listed benefit at 4th o

Sense Motive Spellcraft Stealth Survival


Class Racial Ranks Class Racial Ranks Class Racial Ranks Class

3 0 0 0 11 3 4 1
3 0 0 0 11 3 4 1
0 0 0 11 3 12 1
0 0 0 11 3 12 1
0 0 0 11 3 12 1
0 0 0 11 3 12 1
0 0 0 11 3 8 1
0 0 0 11 3 8 1
0 0 0 11 3 8 1
0 0 0 11 3 8 1
0 0 0 11 3 12 1
0 0 0 11 3 12 1
0 0 0 11 3 8 1
0 0 0 11 3 16 1
0 0 0 11 3 12 1
0 0 0 11 3 12 1
0 0 0 11 3 8 1
3 0 0 0 11 3 4 1
3 0 0 0 11 3 4 1
3 0 0 0 11 3 4 1
0 0 0 11 3 12 1
0 0 0 11 3 12 1
0 0 0 11 3 8 1
0 0 0 11 3 8 1
0 0 0 11 3 8 1
0 0 0 11 3 8 1
0 0 0 11 3 12 1
0 0 0 11 3 12 1
0 0 0 11 3 8 1
0 0 0 11 3 16 1
0 0 0 11 3 12 1
0 0 0 11 3 12 1
3 0 0 0 11 3 4 1
3 0 0 0 11 3 4 1
0 0 0 11 3 12 1
0 0 0 11 3 12 1
0 0 0 11 3 8 1
0 0 0 11 8 1
3 0 0 0 11 3 4 1
3 0 3 3 0 11 3 8 1
0 0 0 11 3 8 1
3 0 0 0 11 3 4 1
0 0 0 11 3 8 1
3 0 0 0 11 3 4 1
0 0 0 11 3 16 1
0 0 0 11 3 12 1
0 0 0 11 3 12 1
3 0 0 0 11 3 12 2 3
3 0 0 0 11 3 8 1
0 0 0 11 3 12 1
0 0 0 11 3 8 1
3 0 0 0 11 3 4 1
3 0 0 0 11 3 4 1
0 0 0 1 3 8 1
0 0 0 11 3 16 1
0 0 0 11 3 12 1
3 0 0 0 11 3 4 1
3 0 0 0 11 3 4 1
0 0 0 11 3 12 1
the listed benefit at 4th or 7th level, you can instead choose to increase the companion's Dexterity and Constitution by 2.

Survival Swim
Racial Ranks Class Racial SENSES QUALIFIED
None TRUE 0 Err:502
0 1 0 darkvision 60' FALSE 0 Err:502
0 1 0 darkvision 60' FALSE 0 Err:502
0 1 3 blindsense
0 20', low-light vision
FALSE 0 Err:502
0 1 3 0low-light vision, scentFALSE 0 Err:502
0 1 3 blindsense
0 20', low-light vision
FALSE 0 Err:502
0 1 3 0low-light vision, scentFALSE 0 Err:502
0 1 3 darkvision
0 60', low-light vision
FALSE 0 Err:502
0 1 3 0 low-light vision FALSE 0 Err:502
0 1 3 0 low-light vision FALSE 0 Err:502
0 1 3 0 low-light vision FALSE 0 Err:502
0 1 3 0 low-light vision FALSE 0 Err:502
0 1 3 8low-light vision, scentFALSE 0 Err:502
0 1 3 0 low-light vision FALSE 0 Err:502
0 1 3 0low-light vision, scentFALSE 0 Err:502
0 1 3 8low-light vision, scentFALSE 0 Err:502
0 1 3 0low-light vision, scentFALSE 0 Err:502
0 1 3 8low-light vision, scentFALSE 0 Err:502
0 1 0 darkvision 60' FALSE 0 Err:502
0 1 darkvision
0 60', tremorsense FALSE
60' 0 Err:502
0 1 0 darkvision 60' FALSE 0 Err:502
0 1 3 blindsense
0 20', low-light vision
FALSE 0 Err:502
0 1 3 0low-light vision, scentFALSE 0 Err:502
0 1 3 darkvision
0 60', low-light vision
FALSE 0 Err:502
0 1 3 0 low-light vision FALSE 0 Err:502
0 1 3 0 low-light vision FALSE 0 Err:502
0 1 3 0 low-light vision FALSE 0 Err:502
0 1 3 0 low-light vision FALSE 0 Err:502
0 1 3 8low-light vision, scentFALSE 0 Err:502
0 1 3 0 low-light vision FALSE 0 Err:502
0 1 3 0low-light vision, scentFALSE 0 Err:502
0 1 3 darkvision
8 60', low-light vision,
FALSE
scent 0 Err:502
0 1 3 0low-light vision, scentFALSE 0 Err:502
0 1 0 darkvision 60' FALSE 0 Err:502
0 1 0 darkvision 60' FALSE 0 Err:502
0 1 3 0low-light vision, scentFALSE 0 Err:502
0 1 3 0low-light vision, scentFALSE 0 Err:502
0 1 3 0 low-light vision FALSE 0 Err:502
0 1 darkvision
0 60', low-light vision
FALSE 0 Err:502
0 1 0 darkvision 60' FALSE 0 Err:502
0 1 darkvision 60', detect
0 good, detect magic, FALSE
see in darkness
0 Err:502
0 1 3 0 low-light vision FALSE 0 Err:502
0 1 0 darkvision 60' FALSE 0 Err:502
0 1 3 0 low-light vision FALSE 0 Err:502
0 1 8 darkvision 60' FALSE 0 Err:502
0 1 3 0low-light vision, scentFALSE 0 Err:502
0 1 3 0 low-light vision FALSE 0 Err:502
0 1 3 0low-light vision, scentFALSE 0 Err:502
0 1 3blindsense060', darkvision 60', low-light
FALSEvision0 Err:502
0 1 0 darkvision 60' FALSE 0 Err:502
0 1 3 8low-light vision, scentFALSE 0 Err:502
0 1 3 0 low-light vision FALSE 0 Err:502
0 1 0 darkvision 60' FALSE 0 Err:502
0 1 0 darkvision 60' FALSE 0 Err:502
0 1 3 darkvision
0 60', low-light vision,
FALSE
scent 0 Err:502
0 1 3 0low-light vision, scentFALSE 0 Err:502
0 1 3 8low-light vision, scentFALSE 0 Err:502
0 1 3 8 darkvision 60' FALSE 95 None
0 1 8 darkvision 60' FALSE #VALUE! NULL
0 1 3 0low-light vision, scentFALSE #VALUE! NULL
List_Familiars
Proficiency Damage

Gargantuan
Diminutive
Category

Medium
Simple
Martial

Hands
Exotic

Large
Small

Huge
Cost

Fine

Tiny
Weapon

3 None 0 1
*** Custom Weapon ***
50 0 0 1 0 Light 0 0 0 0 0 0 0 0 0
6 *** Unarmed Attacks ***
7 Brass Knuckles 1 1 Light 1 0 0 1 1d2 1d3 1d4 1d6 1d8
8 Gauntlet 2 1 Light 1 0 0 1 1d2 1d3 1d4 1d6 1d8
9 Unarmed Strike 0 1 Light 1 0 0 1 1d2 1d3 1d4 1d6 1d8
10 *** Simple Light ***
11 Cestus 5 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
12 Dagger 2 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
13 Hanbo 1 1 Light 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
14 Light Mace 5 1 Light 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
15 Punching Dagger 2 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
16 Sickle 6 1 Light 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
17 Spiked Gauntlet 5 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
18 Wooden Stake 0 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
19 *** Simple 1-Handed ***
20 Club 0 1 1-handed 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
21 Heavy Mace 12 1 1-handed 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
22 Mere Club 2 1 1-handed 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
23 Morningstar 8 1 1-handed 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
24 Shortspear 1 1 1-handed 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
25 *** Simple 2-Handed ***
26 Bayonet 5 1 2-handed 2 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
27 Longspear 5 1 2-handed 2 1d2 1d3 1d4 1d6 1d8 2d6 4d6
28 Quarterstaff 0 1 2-handed 1.5 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
29 Spear 2 1 2-handed 2 1d2 1d3 1d4 1d6 1d8 2d6 4d6
30 *** Simple Ranged ***
31 Blowgun 2 1 Ranged 1 0 0 0 1 1d2 1d3 1d4 1d6
32 Dart 0.5 1 Ranged 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
33 Heavy Crossbow 50 1 Ranged 1 1d3 1d4 1d6 1d8 1d10 2d8 4d6
34 Javelin 1 1 Ranged 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
35 Light Crossbow 35 1 Ranged 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
36 Sling 0 1 Ranged 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
37 Stingchuck 0 1 Ranged 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
*** Custom Simple ***
1
1
1
1
1

45 *** Martial Light ***


46 Blade Boot 25 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
47 Dogslicer 8 1 Light 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
48 Handaxe 6 1 Light 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
49 Kukri 8 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
50 Light Hammer 1 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
51 Light Pick 4 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
52 Light Shield 0 1 Light 1 0 0 1 1d2 1d3 1d4 1d6 1d8
53 Light Spiked Shield 10 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
54 Sap 1 1 Light 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
55 Short Sword 10 1 Light 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
56 Spiked Armor 50 1 Light 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
57 Starknife 24 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
58 Switchblade Knife 5 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
59 Throwing Axe 8 1 Light 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
60 War Razor 8 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
61 *** Martial 1-Handed ***
62 Battleaxe 10 1 1-handed 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
63 Combat Scabbard 10 1 1-handed 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
64 Flail 8 1 1-handed 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
65 Heavy Pick 8 1 1-handed 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
66 Heavy Shield 0 1 1-handed 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
67 Heavy Spiked Shield 10 1 1-handed 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
68 Klar 12 1 1-handed 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
69 Longsword 15 1 1-handed 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
70 Rapier 20 1 1-handed 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
71 Sawtooth Sabre [1-handed]35 1 1-handed 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
72 Scimitar 15 1 1-handed 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
73 Scizore 20 1 1-handed 1 1d3 1d4 1d6 1d8 1d10 2d8 4d6
74 Steel Terbutje 20 1 1-handed 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
75 Terbutje 5 1 1-handed 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
76 Trident 15 1 1-handed 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
77 Warhammer 12 1 1-handed 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
78 *** Martial 2-Handed ***
79 Bardiche 13 1 2-handed 2 1d3 1d4 1d6 1d8 1d10 2d8 4d6
80 Bastard Sword [2-handed] 35 1 2-handed 2 1d3 1d4 1d6 1d8 1d10 2d8 4d6
81 Bec De Corbin 15 1 2-handed 2 1d3 1d4 1d6 1d8 1d10 2d8 4d6
82 Bill 11 1 2-handed 2 1d2 1d3 1d4 1d6 1d8 2d6 4d6
83 Dwarven Waraxe [2-handed] 30 1 2-handed 2 1d3 1d4 1d6 1d8 1d10 2d8 4d6
84 Earth Breaker 40 1 2-handed 2 1d4 1d6 1d8 1d10 2d6 3d6 4d6
85 Falchion 75 1 2-handed 2 1d2 1d3 1d4 1d6 2d4 2d6 4d6
86 Glaive 8 1 2-handed 2 1d3 1d4 1d6 1d8 1d10 2d8 4d6
87 Glaive-Guisarme 12 1 2-handed 2 1d3 1d4 1d6 1d8 1d10 2d8 4d6
88 Greataxe 20 1 2-handed 2 1d4 1d6 1d8 1d10 1d12 3d6 4d6
89 Greatclub 5 1 2-handed 2 1d3 1d4 1d6 1d8 1d10 2d8 4d6
90 Greatsword 50 1 2-handed 2 1d4 1d6 1d8 1d10 2d6 3d6 4d6
91 Guisarme 9 1 2-handed 2 1d2 1d3 1d4 1d6 2d4 2d6 4d6
92 Halberd 10 1 2-handed 2 1d3 1d4 1d6 1d8 1d10 2d8 4d6
93 Heavy Flail 15 1 2-handed 2 1d3 1d4 1d6 1d8 1d10 2d8 4d6
94 Horsechopper 10 1 2-handed 2 1d3 1d4 1d6 1d8 1d10 2d8 4d6
95 Lance 10 1 2-handed 2 1d2 1d3 1d4 1d6 1d8 2d6 4d6
96 Lucern Hammer 15 1 2-handed 2 1d4 1d6 1d8 1d10 1d12 3d6 4d6
97 Ogre Hook 24 1 2-handed 2 1d3 1d4 1d6 1d8 1d10 2d8 4d6
98 Osirian Khopesh 20 1 2-handed 2 1d3 1d4 1d6 1d8 1d10 2d8 4d6
99 Ranseur 10 1 2-handed 2 1d2 1d3 1d4 1d6 2d4 2d6 4d6
100 Scythe 18 1 2-handed 2 1d2 1d3 1d4 1d6 2d4 2d6 4d6
101 Syringe Spear 100 1 2-handed 2 1d2 1d3 1d4 1d6 1d8 2d6 4d6
102 *** Martial Ranged ***
103 Chakram 1 1 Ranged 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
104 Hunga Munga 4 1 Ranged 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
105 Longbow 75 1 Ranged 2 1d2 1d3 1d4 1d6 1d8 2d6 4d6
106 Composite Longbow – STR10010 1 Ranged 2 1d2 1d3 1d4 1d6 1d8 2d6 4d6
107 Composite Longbow – STR20012 1 Ranged 2 1d2 1d3 1d4 1d6 1d8 2d6 4d6
108 Composite Longbow – STR30014 1 Ranged 2 1d2 1d3 1d4 1d6 1d8 2d6 4d6
109 Composite Longbow – STR40016 1 Ranged 2 1d2 1d3 1d4 1d6 1d8 2d6 4d6
110 Composite Longbow – STR50018 1 Ranged 2 1d2 1d3 1d4 1d6 1d8 2d6 4d6
111 Composite Longbow – STR60020 1 Ranged 2 1d2 1d3 1d4 1d6 1d8 2d6 4d6
112 Pilum 5 1 Ranged 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
113 Shortbow 30 1 Ranged 2 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
114 Composite Shortbow – STR7510 1 Ranged 2 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
115 Composite Shortbow – STR
15012 1 Ranged 2 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
116 Composite Shortbow – STR
22514 1 Ranged 2 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
117 Composite Shortbow – STR
30016 1 Ranged 2 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
118 Composite Shortbow – STR
37518 1 Ranged 2 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
119 Composite Shortbow – STR
45020 1 Ranged 2 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
*** Custom Martial ***
1
1
1
1

126 *** Exotic Light ***


127 Aklys 5 1 Light 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
128 Bich’hwa 5 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
129 Dwarven Maulaxe 25 1 Light 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
130 Kama 2 1 Light 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
131 Nunchaku 2 1 Light 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
132 Pata 14 1 Light 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
133 Rope Gauntlets 0.2 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
134 Sai 1 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
135 Sawtooth Sabre [Light] 35 1 Light 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
136 Siangham 3 1 Light 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
137 Sica 10 1 Light 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
138 Swordbreaker Dagger 10 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
139 Thorn Bracer 30 1 Light 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
140 Tri-Bladed Katar 6 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
141 *** Exotic 1-Handed ***
142 Aldori Dueling Sword 20 1 1-handed 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
143 Bastard Sword [1-handed] 35 1 1-handed 1 1d3 1d4 1d6 1d8 1d10 2d8 4d6
144 Battle Poi 5 1 1-handed 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
145 Boggle Buzzblade 80 0 1 1-handed 1 1d3 1d4 1d6 1d8 1d10 2d8 4d6
146 Boggle Wrench 25 0 1 1-handed 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
147 Butterfly Knife 5 1 1-handed 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
148 Dwarven Waraxe [1-handed]30 0 1 1-handed 1 1d3 1d4 1d6 1d8 1d10 2d8 4d6
149 Falcata 18 1 1-handed 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
150 Khopesh 20 1 1-handed 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
151 Leather Madu 40 1 1-handed 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
152 Rhoka 5 1 1-handed 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
153 Scorpion Whip 5 1 1-handed 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
154 Shotel 30 1 1-handed 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
155 Steel Madu 40 1 1-handed 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
156 Temple Sword 30 1 1-handed 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
157 Urumi 50 1 1-handed 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
158 Whip 1 1 1-handed 1 0 0 1 1d2 1d3 1d4 1d6 1d8
159 *** Exotic 2-Handed ***
160 Bladed Scarf 12 1 2-handed 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
161 Chain Spear 15 1 2-handed 1.5 0 1 1d2 1d3 1d4 1d6 1d8 2d6
162 Dire Flail 90 1 2-handed 1.5 1d2 1d3 1d4 1d6 1d8 2d6 4d6
163 Double Scimitar 100 1 2-handed 1.5 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
164 Dwarven Dorn-Dergar 50 1 2-handed 2 1d3 1d4 1d6 1d8 1d10 2d8 4d6
165 Dwarven Urgrosh [P] 50 0 1 2-handed 1.5 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
166 Dwarven Urgrosh [S] 50 0 1 2-handed 1.5 1d2 1d3 1d4 1d6 1d8 2d6 4d6
167 Elven Curve Blade 80 0 1 2-handed 2 1d3 1d4 1d6 1d8 1d10 2d8 4d6
168 Fauchard 14 1 2-handed 1.5 1d3 1d4 1d6 1d8 1d10 2d8 4d6
169 Flambard 50 1 2-handed 2 1d3 1d4 1d6 1d8 1d10 2d8 4d6
170 Flying Talon 15 1 2-handed 1.5 0 1 1d2 1d3 1d4 1d6 1d8 2d6
171 Garrote 3 1 2-handed 2 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
172 Gnome Hooked Hammer [B] 20 0 1 2-handed 1.5 1d2 1d3 1d4 1d6 1d8 2d6 4d6
173 Gnome Hooked Hammer [P] 20 0 1 2-handed 1.5 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
174 Injection Spear 60 1 2-handed 2 1d2 1d3 1d4 1d6 1d8 2d6 4d6
175 Mancatcher 15 1 2-handed 2 0 0 0 1 1d2 1d3 1d4 1d6
176 Meteor Hammer 10 1 2-handed 2 1d3 1d4 1d6 1d8 1d10 2d8 4d6
177 Orc Double Axe 60 0 1 2-handed 1.5 1d2 1d3 1d4 1d6 1d8 2d6 4d6
178 Spiked Chain 25 1 2-handed 2 1d2 1d3 1d4 1d6 2d4 2d6 4d6
179 Two-bladed Sword 100 1 2-handed 1.5 1d2 1d3 1d4 1d6 1d8 2d6 4d6
180 *** Exotic Ranged ***
181 Boggle Crossbow 200 0 1 Ranged 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
182 Bolas 5 1 Ranged 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
183 Boomerang 3 1 Ranged 1 0 1d2 1d3 1d4 1d6 1d8 2d6 4d6
184 Crystal Chakram 20 1 Ranged 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
185 Double Crossbow 300 1 Ranged 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
186 Halfling Sling Staff 20 0 1 Ranged 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
187 Hand Crossbow 100 1 Ranged 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
188 Lasso 0.1 1 Ranged 1 0 0 0 0 0 0 0 0
189 Launching Crossbow 75 1 Ranged 1 0 0 0 0 0 0 0 0
190 Net 20 1 Ranged 1 0 0 0 0 0 0 0 0
191 Repeating Heavy Crossbow400 1 Ranged 1 1d3 1d4 1d6 1d8 1d10 2d8 4d6
192 Repeating Light Crossbow250 1 Ranged 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
193 Shoanti Bola 15 1 Ranged 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
194 Shuriken 0.2 1 Ranged 1 0 0 0 1 1d2 1d3 1d4 1d6
195 Sling Glove 5 1 Ranged 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
196 Thorn Bow 50 1 Ranged 2 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
197 Throwing Shield 50 1 Ranged 2 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
198 *** Firearms ***
199 Blunderbuss ### 1 Ranged 1 2d6
200 Musket ### 1 Ranged 2 1d8
201 Pistol ### 1 Ranged 1 1d6
202 Revolver ### 1 Ranged 1 1d6
203 Rifle ### 1 Ranged 2 1d8
204 Scattergun ### 1 Ranged 2 3d6
*** Custom Exotic ***
1
1
1
1
210 *** Natural Attacks ***
211 Bite 0 1 Light 1 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8
212 Claw 0 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
213 Gore 0 1 Light 1 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8
214 Hoof 0 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
215 Pincer 0 1 Light 1 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8
216 Rake 0 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
217 Slam 0 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
218 Sting 0 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
219 Tail Slap 0 1 Light 1 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8
220 Talon 0 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
221 Tentacle 0 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
222 Trample 0 1 Light 1 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8
223 Wing 0 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
224 Bite, Barbarian Animal Fury0 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
225 Bite, tengu 0 1 Light 1 0 0 1 1d2 1d3 1d4 1d6 1d8
226 Crystal, relluk 0 1 Light 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 4d6
227 Midclaw, entobian 0 1 Light 1 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8
228 Tongue lash, mogogol 0 1 Light 1 0 0 1 1d2 1d3 1d4 1d6 1d8
229 *** Magical Attacks ***
230 Alchemist Bomb 0 1 Ranged 1 ### ### ### ### ### ### ### ###
231 Feral Mutagen Bite 0 1 Light 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 4d6
232 Feral Mutagen Claw 0 1 Light 1 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8
233 Ray 0 1 Ranged 1

235 *** Ammunition ***


236 Arrow ###
237 Arrow (Adamantine) ###
238 Arrow (Cold Iron) 0.1
239 Arrow (Mithral) ###
240 Arrow (Silver) ###
241 Bolt, crossbow 0.1
242 Bolt, crossbow (Adamantine)
###
243 Bolt, crossbow (Cold Iron)0.2
244 Bolt, crossbow (Mithral) ###
245 Bolt, crossbow (Silver) 2.1
246 Bolt, boggle crossbow ###
247 Bolt, boggle crossbow (Adamantine)
###
248 Bolt, boggle crossbow (Cold
###Iron)
249 Bolt, boggle crossbow (Mithral)
###
250 Bolt, boggle crossbow (Silver)
###
251 Bolt, repeating crossbow 0.2
252 Bolt, repeating crossbow (Adamantine)
###
253 Bolt, repeating crossbow (Cold
0.4 Iron)
254 Bolt, repeating crossbow (Mithral)
###
255 Bolt, repeating crossbow (Silver)
2.2
256 Bullet, groaning 0.2
257 Bullet, sling ###
258 Bullet, sling (Admanatine)###
259 Bullet, sling (Cold Iron) ###
260 Bullet, sling (Mithral) ###
261 Bullet, sling (Silver) ###
262 Dart, blowgun ###
263 Dart, blowgun (Admanatine)###
264 Dart, blowgun (Cold Iron) 0.1
265 Dart, blowgun (Mithral) ###
266 Dart, blowgun (Silver) ###
267 Thistle Arrow ###
*** Custom Ammunition ***

Table_Weapons 2 3 4 5 6 7 8 9 10 11 12 13 14
List_Weapons, List_Weapons_Martial, List_Weapons_Exotic

Spd Red

Arcane Spell Failure Chance


Maximum Dex Bonus

Armor Check Penalty


Armor/Shield Bonus

Weight (Medium)
Proficiency

Special
Normal

Source
Run
Cost

Armor

277 None 0 0 50 0 0 No No 0
*** Custom ***
279 0 0 0 0 0 0 0 No No 0 0
280 *** Light armor ***
281 Armored Kilt 20 Light1 6 0 0 No No 10 PCCS
282 Padded 5 Light1 8 0 5% No No 10 PRPG
283 Leather 10 Light2 6 0 10% No No 15 PRPG
284 Rosewood 50 Light2 6 0 10% No No 15 AA
285 Leaf 500 Light3 5 0 15% No No 10 AA
286 Parade 25 Light3 5 -1 15% No No 20 AA
287 Studded Leather 25 Light3 5 -1 15% No No 20 PRPG
288 Chain Shirt 100 Light4 4 -2 20% No No 25 PRPG
289 *** Medium armor ***
290 Hide 15 Medium
4 4 -3 20% Yes No 25 PRPG
291 Scale Mail 50 Medium
5 3 -4 25% Yes No 30 PRPG
292 Chainmail 150 Medium
6 2 -5 30% Yes No 40 PRPG
293 Breastplate 200 Medium
6 3 -4 25% Yes No 30 PRPG
294 *** Heavy armor ***
295 Splint Mail 200 Heavy
7 0 -7 40% Yes Yes 45 PRPG
296 Banded Mail 250 Heavy
7 1 -6 35% Yes Yes 35 PRPG
297 Half-plate 600 Heavy
8 0 -7 40% Yes Yes 50 PRPG
298 Field Plate ### Heavy
7 1 -5 35% Yes Yes 50 AA
299 Full Plate ### Heavy
9 1 -6 35% Yes Yes 50 PRPG
300 Stone Plate ### Heavy
9 1 -6 35% Yes Yes 75 AA
301 *** Relluk Armor Gems ***
302 *** Light Armor Gems ***
303 Agate ### Light1 8 0 +2 racial
5% bonus
No No on Knowledge
7 RR (arcana) and Spellcraft skill checks
304 Opal ### Light1 8 0 +4 racial
5% bonus
No No on Knowledge
7 RR (arcana) and Spellcraft skill checks
305 Milky Quartz ### Light2 6 0 10% +2Noracial
Nobonus
10 onRR
Heal and Survival skill checks
306 Carnelian ### Light2 6 0 10% +4Noracial
Nobonus
10 onRR
Heal and Survival skill checks
307 Rock Crystal ### Light3 5 -1 15%
+2 racial
No bonus
No 15 on Perception
RR and Stealth skill checks
308 Moonstone ### Light3 5 0 15%
+4 racial
No bonus
No 15 on Perception
RR and Stealth skill checks
309 Rose Quartz ### Light4 4 -2 +2
20%
racial
Nobonus
No on20
Sense
RRMotive and Diplomacy skill checks
310 Garnet ### Light4 4 -1 +4
20%
racial
Nobonus
No on20
Sense
RRMotive and Diplomacy skill checks
311 *** Medium Armor Gems ***
312 Smoky Quartz ### Medium
4 4 -3 +2
20%racial
Yesbonus
No on20Reflex
RR saves vs. fire or electricity effects
313 Obsidian ### Medium
4 4 -2 +4
20%racial
Yesbonus
No on20Reflex
RR saves vs. fire or electricity effects
314 Rutilated Quartz ### Medium
5 3 +2
-4 racial
25%bonus
Yeson No
saves25vs. RR
blindness, deafness, or dazzled condition
315 Tiger Eye ### Medium
5 3 +4
-3 racial
25%bonus
Yeson No
saves25vs. RR
blindness, deafness, or dazzled condition
316 Blue Quartz ### Medium
6 2 -5 +2 racial
30% bonus
Yes Noon Will
30saves
RR vs. mind-affecting spells and effects
317 Amethyst ### Medium
6 2 -4 +4 racial
30% bonus
Yes Noon Will
30saves
RR vs. mind-affecting spells and effects
318 Rainbow Quartz ### Medium
6 3 -4 +225%racialYes
bonusNoon saves
25 RR when examining illusion effect closely
319 Tourmaline ### Medium
6 3 -3 +425%racialYes
bonusNoon saves
25 RR when examining illusion effect closely
320 *** Heavy Armor Gems ***
321 Adventurine ### Heavy
7 0 -7 40% Yes Yes 35 acid RRresistance 5
322 Peridot ### Heavy
7 0 -6 40% Yes Yes 35 acid RRresistance 10
323 Citrine ### Heavy
7 1 -6 35% Yes Yes 30 fire RRresistance 5
324 Topaz ### Heavy
7 1 -5 35% Yes Yes 30 fire RR resistance 10
325 Onyx ### Heavy
8 0 -7 40% Yes Yes 40 electricity
RR resistance 5
326 Sapphire ### Heavy
8 0 -6 40% Yes Yes 40 electricity
RR resistance 10
327 Prasiolite ### Heavy
9 1 -6 35% Yescold
Yesresistance
40 RR5 and sonic resistance 5
328 Emerald ### Heavy
9 1 -5 35% Yes
coldYes
resistance
40 RR 10 and sonic resistance 10
*** Custom ***

333 None 0 0 0 50 0 0 No No 0
*** Custom ***
335 0 0 Shield
0 0 0 0 No No 0 0
336 *** Shields ***
337 Buckler 15 Shield
1 — -1 5% No No 5 PRPG
338 Klar 12 Shield
1 — -1 5% No No 6 AA
339 Light Wooden Shield 3 Shield
1 — -1 5% No No 5 PRPG
340 Light Steel Shield 9 Shield
1 — -1 5% No No 6 PRPG
341 Leather Madu 30 Shield
1 — -2 5% No No 5 AA
342 Steel Madu 40 Shield
1 — -2 5% No No 6 AA
343 Heavy Wooden Shield 7 Shield
2 — -2 15% No No 10 PRPG
344 Heavy Steel Shield 20 Shield
2 — -2 15% No No 15 PRPG
345 Tower Shield 30 Tower
4 Shield
2 -10 50% No No 45 PRPG
*** Custom ***

350 *** Extras ***


351 Armor spikes 50 — — — — 0 0 10 PRPG
352 Gauntlet, locked 8 — — special n/a4 0 0 5 PRPG
353 Shield spikes 10 — — — — 0 0 5 PRPG
354 Throwing Shield 50 — — — — 0 0 0 AA
Table_Armor 2 3 4 5 6 7 8 9 10 11 12
List_Armor
76 ###### Light 0
Str LightMed
HeavyEncumbrance 76
0 0 0 0
1 3 6 10
2 6 13 20
3 10 20 30
4 13 26 40
5 16 33 50
6 20 40 60
7 23 46 70
8 26 53 80
9 30 60 90
10 33 66 ###
11 38 76 ###
12 43 86 ###
13 50 ######
14 58 ######
15 66 ######
16 76 ######
17 86 ######
18 100 ######
19 116 ######
20 133 ######
21 153 ######
22 173 ######
23 200 ######
24 233 ######
25 266 ######
26 306 ######
27 346 ######
28 400 ######
29 466 ######
30 532 ######
31 612 ######
32 692 ######
33 800 ######
34 932 ######
35 ### ######
36 ### ######
37 ### ######
38 ### ######
39 ### ######
40 ### ######
41 ### ######
42 ### ######
43 ### ######
44 ### ######
45 ### ######
46 ### ######
47 ### ######
48 ### ######
49 ### ######
50 ### ######
Table_Encumbrance 2 3 4

Weapon Benefit Cost


MW 300
Adamantine ###
Darkwood
Cold Iron
Mithral
Silver
+1 ###
+2 ###
+3 ###
+4 ###
+5 ###
Table_Weapon_Benefit

Armor Benefit Cost


MW 150
Adamantine ###
Darkwood
Dragon Hide
Mithral
+1 ###
+2 ###
+3 ###
+4 ###
+5 ###
Table_Armor_Benefit

Shield Cost
MW 150
Adamantine ###
Darkwood
Dragon Hide
Mithral
+1 ###
+2 ###
+3 ###
+4 ###
+5 ###
Table_Shield_Benefit

Light
1-handed
2-handed
Double
Ranged
List_Weapon_Types

461 *** Unarmed Attacks *** 461 *** Unarmed Attacks ***
500 *** Martial Light ***
0 462 Brass Knuckles 462 Brass Knuckles 501 Blade Boot
461 *** Unarmed Attacks *** 463 Gauntlet 461 463 Gauntlet 502 Dogslicer
462 Brass Knuckles 464 Unarmed Strike 462 464 Unarmed Strike 503 Handaxe
463 Gauntlet 465 *** Simple Light *** 463 465 *** Simple Light *** 504 Kukri
464 Unarmed Strike 466 Cestus 464 466 Cestus 505 Light Hammer
465 *** Simple Light *** 467 Dagger 465 467 Dagger 506 Light Pick
466 Cestus 468 Hanbo 466 468 Hanbo 507 Light Shield
467 Dagger 469 Light Mace 467 469 Light Mace 508 Light Spiked Shield
468 Hanbo 470 Punching Dagger 468 470 Punching Dagger 509 Sap
469 Light Mace 471 Sickle 469 471 Sickle 510 Short Sword
470 Punching Dagger 472 Spiked Gauntlet 470 472 Spiked Gauntlet 511 Spiked Armor
471 Sickle 473 Wooden Stake 471 473 Wooden Stake 512 Starknife
472 Spiked Gauntlet 474 *** Simple 1-Handed *** 472 474 *** Simple 1-Handed ***
513 Switchblade Knife
473 Wooden Stake 475 Club 473 475 Club 514 Throwing Axe
474 *** Simple 1-Handed *** 476 Heavy Mace 474 476 Heavy Mace 515 War Razor
475 Club 477 Mere Club 475 477 Mere Club 516 *** Martial 1-Handed
476 Heavy Mace 478 Morningstar 476 478 Morningstar 517 Battleaxe
477 Mere Club 479 Shortspear 477 479 Shortspear 518 Combat Scabbard
478 Morningstar 480 *** Simple 2-Handed *** 478 480 *** Simple 2-Handed ***
519 Flail
479 Shortspear 481 Bayonet 479 481 Bayonet 520 Heavy Pick
480 *** Simple 2-Handed *** 482 Longspear 480 482 Longspear 521 Heavy Shield
481 Bayonet 483 Quarterstaff 481 483 Quarterstaff 522 Heavy Spiked Shield
482 Longspear 484 Spear 482 484 Spear 523 Klar
483 Quarterstaff 485 *** Simple Ranged *** 483 485 *** Simple Ranged *** 524 Longsword
484 Spear 486 Blowgun 484 486 Blowgun 525 Rapier
485 *** Simple Ranged *** 487 Dart 485 487 Dart 526 Sawtooth Sabre [1-ha
486 Blowgun 488 Heavy Crossbow 486 488 Heavy Crossbow 527 Scimitar
487 Dart 489 Javelin 487 489 Javelin 528 Scizore
488 Heavy Crossbow 490 Light Crossbow 488 490 Light Crossbow 529 Steel Terbutje
489 Javelin 491 Sling 489 491 Sling 530 Terbutje
490 Light Crossbow 492 Stingchuck 490 492 Stingchuck 531 Trident
491 Sling 500 *** Martial Light *** 491 666 Feral Mutagen Bite 532 Warhammer
492 Stingchuck 501 Blade Boot 492 667 Feral Mutagen Claw 533 *** Martial 2-Handed
502 Dogslicer 668 Ray 534 Bardiche
0 503 Handaxe ### NULL 535 Bastard Sword [2-han
0 504 Kukri ### NULL 536 Bec De Corbin
0 505 Light Hammer ### NULL 537 Bill
0 506 Light Pick ### NULL 538 Dwarven Waraxe [2-h
0 507 Light Shield ### NULL 539 Earth Breaker
0 508 Light Spiked Shield ### NULL 540 Falchion
500 *** Martial Light *** 509 Sap ### NULL 500 541 Glaive
501 Blade Boot 510 Short Sword ### NULL 501 542 Glaive-Guisarme
502 Dogslicer 511 Spiked Armor ### NULL 502 543 Greataxe
503 Handaxe 512 Starknife ### NULL 503 544 Greatclub
504 Kukri 513 Switchblade Knife ### NULL 504 545 Greatsword
505 Light Hammer 514 Throwing Axe ### NULL 505 546 Guisarme
506 Light Pick 515 War Razor ### NULL 506 547 Halberd
507 Light Shield 516 *** Martial 1-Handed *** ### NULL 507 548 Heavy Flail
508 Light Spiked Shield 517 Battleaxe ### NULL 508 549 Horsechopper
509 Sap 518 Combat Scabbard ### NULL 509 550 Lance
510 Short Sword 519 Flail ### NULL 510 551 Lucern Hammer
511 Spiked Armor 520 Heavy Pick ### NULL 511 552 Ogre Hook
512 Starknife 521 Heavy Shield ### NULL 512 553 Osirian Khopesh
513 Switchblade Knife 522 Heavy Spiked Shield ### NULL 513 554 Ranseur
514 Throwing Axe 523 Klar ### NULL 514 555 Scythe
515 War Razor 524 Longsword ### NULL 515 556 Syringe Spear
516 *** Martial 1-Handed *** 525 Rapier ### NULL 516 557 *** Martial Ranged ***
517 Battleaxe 526 Sawtooth Sabre [1-handed] ### NULL 517 558 Chakram
518 Combat Scabbard 527 Scimitar ### NULL 518 559 Hunga Munga
519 Flail 528 Scizore ### NULL 519 560 Longbow
520 Heavy Pick 529 Steel Terbutje ### NULL 520 561 Pilum
521 Heavy Shield 530 Terbutje ### NULL 521 562 Shortbow
522 Heavy Spiked Shield 531 Trident ### NULL 522 ### NULL
523 Klar 532 Warhammer ### NULL 523 ### NULL
524 Longsword 533 *** Martial 2-Handed *** ### NULL 524 ### NULL
525 Rapier 534 Bardiche ### NULL 525 ### NULL
526 Sawtooth Sabre [1-handed]535 Bastard Sword [2-handed] ### NULL 526 ### NULL
527 Scimitar 536 Bec De Corbin ### NULL 527 ### NULL
528 Scizore 537 Bill ### NULL 528 ### NULL
529 Steel Terbutje 538 Dwarven Waraxe [2-handed] ### NULL 529 ### NULL
530 Terbutje 539 Earth Breaker ### NULL 530 ### NULL
531 Trident 540 Falchion ### NULL 531 ### NULL
532 Warhammer 541 Glaive ### NULL 532 ### NULL
533 *** Martial 2-Handed *** 542 Glaive-Guisarme ### NULL 533 ### NULL
534 Bardiche 543 Greataxe ### NULL 534 ### NULL
535 Bastard Sword [2-handed]544 Greatclub ### NULL 535 ### NULL
536 Bec De Corbin 545 Greatsword ### NULL 536 ### NULL
537 Bill 546 Guisarme ### NULL 537 ### NULL
538 Dwarven Waraxe [2-handed]547 Halberd ### NULL 538 ### NULL
539 Earth Breaker 548 Heavy Flail ### NULL 539 ### NULL
540 Falchion 549 Horsechopper ### NULL 540 ### NULL
541 Glaive 550 Lance ### NULL 541 ### NULL
542 Glaive-Guisarme 551 Lucern Hammer ### NULL 542 ### NULL
543 Greataxe 552 Ogre Hook ### NULL 543 ### NULL
544 Greatclub 553 Osirian Khopesh ### NULL 544 ### NULL
545 Greatsword 554 Ranseur ### NULL 545 ### NULL
546 Guisarme 555 Scythe ### NULL 546 ### NULL
547 Halberd 556 Syringe Spear ### NULL 547 ### NULL
548 Heavy Flail 557 *** Martial Ranged *** ### NULL 548 ### NULL
549 Horsechopper 558 Chakram ### NULL 549 ### NULL
550 Lance 559 Hunga Munga ### NULL 550 ### NULL
551 Lucern Hammer 560 Longbow ### NULL 551 ### NULL
552 Ogre Hook 561 Pilum ### NULL 552 ### NULL
553 Osirian Khopesh 562 Shortbow ### NULL 553 ### NULL
554 Ranseur 569 *** Exotic Light *** ### NULL 554 ### NULL
555 Scythe 570 Aklys ### NULL 555 ### NULL
556 Syringe Spear 571 Bich’hwa ### NULL 556 ### NULL
557 *** Martial Ranged *** 572 Dwarven Maulaxe ### NULL 557 ### NULL
558 Chakram 573 Kama ### NULL 558 ### NULL
559 Hunga Munga 574 Nunchaku ### NULL 559 ### NULL
560 Longbow 575 Pata ### NULL 560 ### NULL
561 Pilum 576 Rope Gauntlets ### NULL 561 ### NULL
562 Shortbow 577 Sai ### NULL 562 ### NULL
578 Sawtooth Sabre [Light] ### NULL ### NULL
0 579 Siangham ### NULL ### NULL
0 580 Sica ### NULL ### NULL
0 581 Swordbreaker Dagger ### NULL ### NULL
0 582 Thorn Bracer ### NULL ### NULL
0 583 Tri-Bladed Katar ### NULL ### NULL
569 *** Exotic Light *** 584 *** Exotic 1-Handed *** ### NULL ### NULL
570 Aklys 585 Aldori Dueling Sword ### NULL ### NULL
571 Bich’hwa 586 Bastard Sword [1-handed] ### NULL ### NULL
572 Dwarven Maulaxe 587 Battle Poi ### NULL ### NULL
573 Kama 588 Boggle Buzzblade ### NULL ### NULL
574 Nunchaku 589 Boggle Wrench ### NULL ### NULL
575 Pata 590 Butterfly Knife ### NULL ### NULL
576 Rope Gauntlets 591 Dwarven Waraxe [1-handed] ### NULL ### NULL
577 Sai 592 Falcata ### NULL ### NULL
578 Sawtooth Sabre [Light] 593 Khopesh ### NULL ### NULL
579 Siangham 594 Leather Madu ### NULL ### NULL
580 Sica 595 Rhoka ### NULL ### NULL
581 Swordbreaker Dagger 596 Scorpion Whip ### NULL ### NULL
582 Thorn Bracer 597 Shotel ### NULL ### NULL
583 Tri-Bladed Katar 598 Steel Madu ### NULL ### NULL
584 *** Exotic 1-Handed *** 599 Temple Sword ### NULL ### NULL
585 Aldori Dueling Sword 600 Urumi ### NULL ### NULL
586 Bastard Sword [1-handed]601 Whip ### NULL ### NULL
587 Battle Poi 602 *** Exotic 2-Handed *** ### NULL ### NULL
588 Boggle Buzzblade 603 Bladed Scarf ### NULL ### NULL
589 Boggle Wrench 604 Chain Spear ### NULL ### NULL
590 Butterfly Knife 605 Dire Flail ### NULL ### NULL
591 Dwarven Waraxe [1-handed]
606 Double Scimitar ### NULL ### NULL
592 Falcata 607 Dwarven Dorn-Dergar ### NULL ### NULL
593 Khopesh 608 Dwarven Urgrosh ### NULL ### NULL
594 Leather Madu 609 Elven Curve Blade ### NULL ### NULL
595 Rhoka 610 Fauchard ### NULL ### NULL
596 Scorpion Whip 611 Flambard ### NULL ### NULL
597 Shotel 612 Flying Talon ### NULL ### NULL
598 Steel Madu 613 Garrote ### NULL ### NULL
599 Temple Sword 614 Gnome Hooked Hammer ### NULL ### NULL
600 Urumi 615 Injection Spear ### NULL ### NULL
601 Whip 616 Mancatcher ### NULL ### NULL
602 *** Exotic 2-Handed *** 617 Meteor Hammer ### NULL ### NULL
603 Bladed Scarf 618 Orc Double Axe ### NULL ### NULL
604 Chain Spear 619 Spiked Chain ### NULL ### NULL
605 Dire Flail 620 Two-bladed Sword ### NULL ### NULL
606 Double Scimitar 621 *** Exotic Ranged *** ### NULL ### NULL
607 Dwarven Dorn-Dergar 622 Boggle Crossbow ### NULL ### NULL
608 Dwarven Urgrosh 623 Bolas ### NULL ### NULL
609 Elven Curve Blade 624 Boomerang ### NULL ### NULL
610 Fauchard 625 Crystal Chakram ### NULL ### NULL
611 Flambard 626 Double Crossbow ### NULL ### NULL
612 Flying Talon 627 Halfling Sling Staff ### NULL ### NULL
613 Garrote 628 Hand Crossbow ### NULL ### NULL
614 Gnome Hooked Hammer 629 Lasso ### NULL ### NULL
615 Injection Spear 630 Launching Crossbow ### NULL ### NULL
616 Mancatcher 631 Net ### NULL ### NULL
617 Meteor Hammer 632 Repeating Heavy Crossbow ### NULL ### NULL
618 Orc Double Axe 633 Repeating Light Crossbow ### NULL ### NULL
619 Spiked Chain 634 Shoanti Bola ### NULL ### NULL
620 Two-bladed Sword 635 Shuriken ### NULL ### NULL
621 *** Exotic Ranged *** 636 Sling Glove ### NULL ### NULL
622 Boggle Crossbow 637 Thorn Bow ### NULL ### NULL
623 Bolas 638 Throwing Shield ### NULL ### NULL
624 Boomerang 639 Firearms ### NULL ### NULL
625 Crystal Chakram 645 *** Natural Attacks *** ### NULL ### NULL
626 Double Crossbow 646 Bite ### NULL ### NULL
627 Halfling Sling Staff 647 Claw ### NULL ### NULL
628 Hand Crossbow 648 Gore ### NULL ### NULL
629 Lasso 649 Hoof ### NULL ### NULL
630 Launching Crossbow 650 Pincer ### NULL ### NULL
631 Net 651 Rake ### NULL ### NULL
632 Repeating Heavy Crossbow 652 Slam ### NULL ### NULL
633 Repeating Light Crossbow653 Sting ### NULL ### NULL
634 Shoanti Bola 654 Tail Slap ### NULL ### NULL
635 Shuriken 655 Talon ### NULL ### NULL
636 Sling Glove 656 Tentacle ### NULL ### NULL
637 Thorn Bow 657 Trample ### NULL ### NULL
638 Throwing Shield 658 Wing ### NULL ### NULL
639 Firearms 659 Bite, Barbarian Animal Fury ### NULL ### NULL
660 Bite, tengu ### NULL ### NULL
0 661 Crystal, relluk ### NULL ### NULL
0 662 Midclaw, entobian ### NULL ### NULL
0 663 Tongue lash, mogogol ### NULL ### NULL
0 664 *** Magical Attacks *** ### NULL ### NULL
645 *** Natural Attacks *** 665 Alchemist Bomb ### NULL ### NULL
646 Bite 666 Feral Mutagen Bite ### NULL ### NULL
647 Claw 667 Feral Mutagen Claw ### NULL ### NULL
648 Gore 668 Ray ### NULL ### NULL
649 Hoof ### NULL ### NULL ### NULL
650 Pincer ### NULL ### NULL ### NULL
651 Rake ### NULL ### NULL ### NULL
652 Slam ### NULL ### NULL ### NULL
653 Sting ### NULL ### NULL ### NULL
654 Tail Slap ### NULL ### NULL ### NULL
655 Talon ### NULL ### NULL ### NULL
656 Tentacle ### NULL ### NULL ### NULL
657 Trample ### NULL ### NULL ### NULL
658 Wing ### NULL ### NULL ### NULL
659 Bite, Barbarian Animal Fury
### NULL ### NULL ### NULL
660 Bite, tengu ### NULL ### NULL ### NULL
661 Crystal, relluk ### NULL ### NULL ### NULL
662 Midclaw, entobian ### NULL ### NULL ### NULL
663 Tongue lash, mogogol ### NULL ### NULL ### NULL
664 *** Magical Attacks *** ### NULL ### NULL ### NULL
665 Alchemist Bomb ### NULL ### NULL ### NULL
666 Feral Mutagen Bite ### NULL 666 ### NULL ### NULL
667 Feral Mutagen Claw ### NULL 667 ### NULL ### NULL
668 Ray ### NULL 668 ### NULL ### NULL
List_Weapon_Feats, List_Weapon_Prof_Exotic, List_Weapon_Prof_Martial
Critical

Enh. Threat

Proficient
Multiplier
Colossal

Damage
Finesse

Source
Weight
Range
Threat

Attack

Group
Type
Special

0 TRUE

0 0 0 0 0 0 0 0 FALSE FALSE Err:502 Err:502 0

2d6 20 19-20 2 — 1 B — TRUE TRUE 0 0 Close AA


2d6 20 19-20 2 — 1 B — TRUE TRUE 0 0 Close PRPG
2d6 20 19-20 2 — 0 B nonlethal, provokes AoOTRUE TRUE 0 Close,
0 Monk, Natural
PRPG

4d619-2017-20 2 — 1 B monk TRUE TRUE 0 0 Close, Monk AA


4d619-2017-20 2 10 1 P or S — TRUE TRUE 0 Blades
0 [Light], Thrown
PRPG
20 19-20 2 — 2 B monk, trip TRUE TRUE 0 0Hammers, Monk AA
20 19-20 2 — 4 B — TRUE TRUE 0 0 HammersPRPG
4d6 20 19-20 3 — 1 P — TRUE TRUE 0 0 Close PRPG
20 19-20 2 — 2 S trip TRUE TRUE 0 0 Blades [Light]
PRPG
4d6 20 19-20 2 — 1 P — TRUE TRUE 0 0 Close PRPG
4d6 20 19-20 2 10 1 P — TRUE TRUE 0 0 Thrown AA

20 19-20 2 10 3 B — TRUE FALSE 0 0


Hammers, Thrown
PRPG
20 19-20 2 — 8 B — TRUE FALSE 0 0 HammersPRPG
4d6 20 19-20 2 — 2 B or P — TRUE FALSE 0 0 Hammers AA
20 19-20 2 — 6 B and P — TRUE FALSE 0 0 Flails PRPG
20 19-20 2 20 3 P — TRUE FALSE 0 0Spears, Thrown
PRPG

20 19-20 3 — 1 P — TRUE FALSE 0 0 Spears AA


20 19-20 3 — 9 P brace, reach TRUE FALSE 0 0 Spears PRPG
20 19-20 2 — 4 B double, monk TRUE FALSE 0 0 Double, Monk
PRPG
20 19-20 3 20 6 P brace TRUE FALSE 0 0Spears, Thrown
PRPG

1d8 20 19-20 2 20 1 P — TRUE FALSE 0 0 None PRPG


4d6 20 19-20 2 20 0.5 P — TRUE FALSE 0 0 Thrown PRPG
19-2017-20 2 120 8 P — TRUE FALSE 0 0 CrossbowsPRPG
20 19-20 2 30 2 P — TRUE FALSE 0 0Spears, Thrown
PRPG
19-2017-20 2 80 4 P — TRUE FALSE 0 0 CrossbowsPRPG
4d6 20 19-20 2 50 0 B — TRUE FALSE 0 0 Thrown PRPG
4d6 20 19-20 2 10 9 splash,
B nauseate (Fort D 11 negs)
TRUE FALSE 0 0 Thrown AA

TRUE Err:502 Err:502


TRUE Err:502 Err:502
TRUE Err:502 Err:502
TRUE Err:502 Err:502
TRUE Err:502 Err:502

4d6 20 19-20 2 — 2 P — FALSE TRUE 0 0 Close AA


19-2017-20 2 — 1 S — FALSE TRUE 0 AA
0 Blades [Light]
20 19-20 3 — 3 S — FALSE TRUE 0 0 Axes PRPG
4d618-2015-20 2 — 2 S — FALSE TRUE 0 0 Blades [Light]
PRPG
4d6 20 19-20 2 20 2 B — FALSE TRUE 0 0
Hammers, Thrown
PRPG
4d6 20 19-20 4 — 3 P — FALSE TRUE 0 0 Axes PRPG
2d6 20 19-20 2 — 0 B — FALSE TRUE 0 0 Close PRPG
4d6 20 19-20 2 — 5 P — FALSE TRUE 0 0 Close PRPG
20 19-20 2 — 2 B nonlethal TRUE TRUE 0 0 Close PRPG
19-2017-20 2 — 2 P — TRUE TRUE 1 0 Blades [Light]
PRPG
20 19-20 2 — 10 P — FALSE TRUE 0 0 Close PRPG
4d6 20 19-20 3 20 3 P — FALSE TRUE 0 Blades
0 [Light], Thrown
PRPG
4d6 20 19-20 2 10 1 P — FALSE TRUE 0 0 Blades [Light]AA
20 19-20 2 10 2 S — FALSE TRUE 0 0 Axes, Thrown PRPG
4d619-2017-20 2 — 1 S — FALSE TRUE 0 AA
0 Blades [Light]

20 19-20 3 — 6 S — FALSE FALSE 0 0 Axes PRPG


18-2015-20 2 — 1 S — FALSE FALSE 0 0 Blades [Light]AA
20 19-20 2 — 5 B disarm, trip FALSE FALSE 0 0 Flails PRPG
20 19-20 4 — 6 P — FALSE FALSE 0 0 Axes PRPG
4d6 20 19-20 2 — 0 B — FALSE FALSE 0 0 Close PRPG
20 19-20 2 — 5 P — FALSE FALSE 0 0 Close PRPG
20 19-20 2 — 6 S — FALSE FALSE 0 0 Close AA
19-2017-20 2 — 4 S — FALSE FALSE 0 0 Blades [Heavy]
PRPG
18-2015-20 2 — 2 P — TRUE TRUE 0 0 Blades [Light]
PRPG
19-2017-20 2 — 2 S — FALSE FALSE 0 0 Blades [Light]AA
18-2015-20 2 — 4 S — FALSE FALSE 0 0 Blades [Heavy]
PRPG
20 19-20 2 — 3 PAttack at -1, +1 Shield bonus
FALSE FALSE 0 0 Blades [Heavy]AA
19-2017-20 2 — 4 S — FALSE FALSE 0 0 Blades [Heavy]AA
19-2017-20 2 — 2 S Broken on roll of 1 FALSE FALSE 0 0 Blades [Heavy]AA
20 19-20 2 10 4 P brace FALSE FALSE 0 0Spears, Thrown
PRPG
20 19-20 3 — 5 B — FALSE FALSE 0 0 HammersPRPG

19-2017-20 2 — 14 S brace, reach, +2 vs. sunder


FALSE FALSE 0 0 Pole Arms AA
19-2017-20 2 — 6 S — FALSE FALSE 0 0 Blades [Heavy]
PRPG
20 19-20 3 — brace,
12 Breach,
or P +2 to sunder Medium/Heavy
FALSEarmor
FALSE 0 0 Pole Arms AA
20brace,
19-20disarm,
3 — reach,
11 +1SFighting Defensively/Total FALSE
Defense, FALSE
+1 to unseat
0 rider 0 Pole Arms AA
20 19-20 3 — 8 S — FALSE FALSE 0 0 Axes PRPG
20 19-20 3 — 14 B — FALSE FALSE 0 0 Hammers AA
18-2015-20 2 — 8 S — FALSE FALSE 0 0 Blades [Heavy]
PRPG
20 19-20 3 — 10 S reach FALSE FALSE 0 0 Pole ArmsPRPG
20 19-20 3 — 10 S
brace, reach, +2 to unseat rider
FALSE FALSE 0 0 Pole Arms AA
20 19-20 3 — 12 S — FALSE FALSE 0 0 Axes PRPG
20 19-20 2 — 8 B — FALSE FALSE 0 0 HammersPRPG
19-2017-20 2 — 8 S — FALSE FALSE 0 0 Blades [Heavy]
PRPG
20 19-20 3 — 12 S reach, trip FALSE FALSE 0 0 Pole ArmsPRPG
20 19-20 3 — 12 P or S brace, trip FALSE FALSE 0 0 Pole ArmsPRPG
18-2015-20 2 — 10 B disarm, trip FALSE FALSE 0 0 Flails PRPG
20 19-20 3 — 12 P or S trip (vs. quadruped) FALSE FALSE 0 0 Pole ArmsPRPG
20 19-20 3 — 10 P reach FALSE FALSE 0 0 Spears PRPG
20 19-20 2 — brace,
12 Breach,
or P +2 to sunder Medium/Heavy
FALSEarmor
FALSE 0 0 Pole Arms AA
20 19-20 3 — 10 P trip FALSE FALSE 0 0 Close AA
20 19-20 2 — 8 S trip FALSE FALSE 0 0 Blades [Heavy]
PRPG
20 19-20 3 — 12 P disarm, reach FALSE FALSE 0 0 Pole ArmsPRPG
20 19-20 4 — 10 P or S trip FALSE FALSE 0 0 Blades [Heavy]
PRPG
20 19-20 3 20 6 S brace FALSE FALSE 0 0 Spears AA

20 19-20 2 30 melee
1 attack
S at -1 and DC 15 Ref toFALSE
avoid injury
FALSE 0 0 Thrown AA
20 19-20 2 15 1 P — FALSE FALSE 0 0 Thrown AA
20 19-20 3 100 3 P — FALSE FALSE 0 0 Bows PRPG
20 19-20 3 110 3 P — FALSE FALSE 0 0 Bows PRPG
20 19-20 3 110 3 P — FALSE FALSE 0 0 Bows PRPG
20 19-20 3 110 3 P — FALSE FALSE 0 0 Bows PRPG
20 19-20 3 110 3 P — FALSE FALSE 0 0 Bows PRPG
20 19-20 3 110 3 P — FALSE FALSE 0 0 Bows PRPG
20 19-20 3 110 3 P — FALSE FALSE 0 0 Bows PRPG
20 19-20 2 20 4 negate
P Shield bonus until removed
FALSE FALSE 0 0 Thrown AA
20 19-20 3 60 2 P — TRUE FALSE 0 0 Bows PRPG
20 19-20 3 70 2 P — TRUE FALSE 0 0 Bows PRPG
20 19-20 3 70 2 P — TRUE FALSE 0 0 Bows PRPG
20 19-20 3 70 2 P — TRUE FALSE 0 0 Bows PRPG
20 19-20 3 70 2 P — TRUE FALSE 0 0 Bows PRPG
20 19-20 3 70 2 P — TRUE FALSE 0 0 Bows PRPG
20 19-20 3 70 2 P — TRUE FALSE 0 0 Bows PRPG

FALSE Err:502 Err:502


FALSE Err:502 Err:502
FALSE Err:502 Err:502
FALSE Err:502 Err:502

20 19-20 2 20 2 B trip FALSE FALSE 0 0Hammer, Thrown AA


4d619-2017-20 2 — 2 P or S+2 CMD vs. disarm, monkFALSE TRUE 0 Blades
0 [Light], Monk
PCCS
20 19-20 3 10 5 B or S — FALSE TRUE 0 Axes,
0 Hammers, Thrown
AA
20 19-20 2 — 2 S monk, trip FALSE TRUE 0 Blades
0 [Light], Monk
PRPG
20 19-20 2 — 2 B disarm, monk FALSE TRUE 0 0 Flails, MonkPRPG
20 19-20 3 — 3 P +10 CMD vs. disarm FALSE TRUE 0 0 Blades [Light]
PCCS
4d6 20 19-20 2 — 2 B or S — FALSE FALSE 0 0 Close AA
4d6 20 19-20 2 — 1 B disarm, monk FALSE TRUE 0 0 Monk PRPG
19-2017-20 2 — 2 S — FALSE TRUE 0 0 Blades [Light]AA
20 19-20 2 — 1 P monk FALSE TRUE 0 0 Monk PRPG
20 19-20 2 — 3 Attack
S vs. buckler, light/heavy shield
FALSEat +1 TRUE 0 0 Blades [Light]AA
4d6 20 19-20 2 — 3 disarm,
S sunder (+4 vs. bladed weapons)
FALSE TRUE 0 0 Blades [Light]AA
20 19-20 2 — 3 P — FALSE TRUE 0 0 Close PCCS
4d6 20 19-20 4 — 2 P — FALSE TRUE 0 0 Blades [Light]
PCCS

19-2017-20 3 — 3 S — FALSE TRUE 0 0 Blades [Heavy]AA


19-2017-20 2 — 6 S — FALSE FALSE 0 0 Blades [Heavy]
PRPG
4d6 20 19-20 2 — 2 Fire — FALSE FALSE 0 0 Flails AA
20 19-20 4 — 4 S — FALSE FALSE 0 0 Blades [Heavy]RR
20 19-20 3 — 10 B disarm, trip FALSE FALSE 0 0 Hammers RR
4d619-2017-20 2 — 1 P or S open as free action FALSE FALSE 0 0 Blades [Light]AA
20 19-20 3 — 8 S — FALSE FALSE 0 0 Axes PRPG
19-2017-20 2 — 4 S — FALSE FALSE 0 0 Blades [Heavy]AA
19-2017-20 2 — 8 S trip FALSE FALSE 0 0 Blades [Heavy]AA
4d6 20 19-20 2 — Fight
5 Defensively
P at -2, Combat Expertise
FALSE +1FALSE 0 0 Close AA
18-2015-20 2 — 6 S — FALSE FALSE 0 0 Blades [Heavy]AA
4d6 20 19-20 2 — 3 S disarm, reach, trip FALSE FALSE 0 0 Flails AA
20 19-20 3 — 2 Attack
P vs. buckler, light/heavy shield
FALSEat +1 FALSE 0 0 Blades [Heavy]AA
4d6 20 19-20 2 — 6 P — FALSE FALSE 0 0 Close AA
19-2017-20 2 — 3 S monk, trip FALSE FALSE 0 Blades
0 [Heavy], Monk
AA
18-2015-20 2 — 6 S half dmg from sunder FALSE FALSE 0 0 Flails AA
2d6 20 19-20 2 — 2 Sdisarm, nonlethal, reach, trip
FALSE TRUE 0 0 Flails PRPG

20 19-20 2 — 2 disarm,
S trip, 1d4 dmg to grappler
FALSE TRUE 0 0 Flails AA
4d6 20 19-20 2 — 13 S trip FALSE TRUE 0 0 Flails AA
20 19-20 2 — 10 B disarm, double, trip FALSE FALSE 0 0 Double, Flails
PRPG
18-2015-20 2 — 10 S double FALSE FALSE 0 Blades
0 [Heavy], Custom
Double
20 19-20 2 — 15 B reach FALSE FALSE 0 0 Flails DoG
20 19-20 3 — 12 P brace, double FALSE FALSE 0 0 Double PRPG
20 19-20 3 — 12 S brace, double FALSE FALSE 0 0 Double PRPG
18-2015-20 2 — 7 S — FALSE TRUE 0 0 Blades [Heavy]
PRPG
18-2015-20 2 — 10 S reach, trip FALSE FALSE 0 0 Pole Arms CHR
19-2017-20 2 — 6 sunder
S (+4 vs. wooden weapons), FALSE
trip FALSE 0 0 Blades [Heavy]
CHR
4d6 20 19-20 2 — 13 S trip FALSE TRUE 0 0 Flails AA
20 19-20 2 — 1 S grapple (choke) FALSE TRUE 0 0 Close AA
20 19-20 3 — 6 B double, trip FALSE FALSE 0 0 Double PRPG
20 19-20 4 — 6 P double, trip FALSE FALSE 0 0 Double PRPG
20 19-20 3 — 8 P injection FALSE FALSE 0 0 Spears CHR
1d8 20 19-20 2 — 10 P reach, trip FALSE FALSE 0 0 Pole Arms AA
19-2017-20 2 — 10 disarm,
B double or +1 AC, trip (drag)
FALSE FALSE 0 0 Flails AA
20 19-20 3 — 15 S double FALSE FALSE 0 0 Axes, DoublePRPG
20 19-20 2 — 10 P disarm, trip FALSE TRUE 0 0 Flails PRPG
19-2017-20 2 — 10 S double FALSE FALSE 0 Blades
0 [Heavy], Double
PRPG

19-2017-20 2 120 3 P — FALSE FALSE 0 0 Crossbows RR


4d6 20 19-20 2 10 2 B nonlethal, trip FALSE FALSE 0 0 Thrown PRPG
20 19-20 2 30 3 B — FALSE FALSE 0 0 Thrown AA
18-2015-20 2 10 2 S — FALSE FALSE 0 0 Thrown CHR
19-2017-20 2 80 18 PFires 2 bolts, but attack at FALSE
-8 FALSE 0 0 Crossbows AA
20 19-20 3 80 2 B — FALSE FALSE 0 0 Thrown PRPG
4d619-2017-20 2 30 2 P — TRUE FALSE 0 0 CrossbowsPRPG
0 0 0 10 5 — — FALSE FALSE 0 0 Thrown AA
0 0 0 10 8 — — FALSE FALSE 0 0 Crossbows AA
0 0 0 10 6 — — FALSE FALSE 0 0 Thrown PRPG
19-2017-20 2 120 12 P — FALSE FALSE 0 0 CrossbowsPRPG
19-2017-20 2 80 6 P — FALSE FALSE 0 0 CrossbowsPRPG
4d6 20 19-20 2 10 2 B — FALSE FALSE 0 0 Thrown AA
1d8 20 19-20 2 10 0.5 P monk FALSE FALSE 0 0 Monk, Thrown
PRPG
4d6 20 19-20 2 50 2 B — FALSE FALSE 0 0 Thrown AA
20 19-20 3 40 2 P — FALSE FALSE 0 0 Bows PCCS
20 19-20 3 20 2 B trip FALSE FALSE 0 0 Thrown AA

20 19-20 2 20 5 B and P Shots: 1 FALSE FALSE 0 0 Firearms PCCS


20 19-20 3 90 9 B and P Shots: 1 FALSE FALSE 0 0 Firearms PCCS
20 19-20 2 60 4 B and P Shots: 1 FALSE FALSE 0 0 Firearms PCCS
20 19-20 2 60 5 B and P Shots: 5 FALSE FALSE 0 0 Firearms PCCS
19-2017-20 3 150 8 B and P Shots: 1 FALSE FALSE 0 0 Firearms PCCS
20 19-20 2 30 8 B and P Shots: 2 FALSE FALSE 0 0 Firearms PCCS

FALSE Err:502 Err:502


FALSE Err:502 Err:502
FALSE Err:502 Err:502
FALSE Err:502 Err:502
4d6 20 19-20 2 — 0 All natural TRUE TRUE 0 0 Natural PRPG
2d8 20 19-20 2 — 0 B and S natural TRUE TRUE 0 0 Natural PRPG
4d6 20 19-20 2 — 0 P natural TRUE TRUE 0 0 Natural PRPG
2d8 20 19-20 2 — 0 B natural TRUE TRUE 0 0 Natural PRPG
4d6 20 19-20 2 — 0 B natural TRUE TRUE 0 0 Natural PRPG
2d8 20 19-20 2 — 0 S natural TRUE TRUE 0 0 Natural PRPG
2d8 20 19-20 2 — 0 B natural TRUE TRUE 0 0 Natural PRPG
2d8 20 19-20 2 — 0 P natural TRUE TRUE 0 0 Natural PRPG
4d6 20 19-20 2 — 0 B natural TRUE TRUE 0 0 Natural PRPG
2d8 20 19-20 2 — 0 S natural TRUE TRUE 0 0 Natural PRPG
2d8 20 19-20 2 — 0 B natural TRUE TRUE 0 0 Natural PRPG
4d6 20 19-20 2 — 0 B natural TRUE TRUE 0 0 Natural PRPG
2d8 20 19-20 2 — 0 B natural TRUE TRUE 0 0 Natural PRPG
2d8 20 19-20 2 — 0 All natural FALSE TRUE 0 0 Natural PRPG
2d6 20 19-20 2 — 0 All natural FALSE TRUE 0 0 Natural PRPG
4d8 20 19-20 2 — 0 P natural FALSE TRUE 0 0 Natural RR
4d6 20 19-20 2 — 0 B and S natural FALSE TRUE 0 0 Natural RR
2d6 20 19-20 2 — 0 disarm,
S natural, nonlethal, reach,
FALSE
trip TRUE 0 0 Natural RR

### 20 19-20 2 20 0 fire alchemical FALSE FALSE 0 0 Thrown APG-B


4d8 20 19-20 2 — 0 All natural FALSE TRUE 0 0 Natural APG-B
4d6 20 19-20 2 — 0 B and S natural FALSE TRUE 0 0 Natural APG-B
0 Magical TRUE TRUE 0 0 None PRPG

### — PRPG
### — PRPG
### — PRPG
### — PRPG
### — PRPG
0.1 — PRPG
0.1 — PRPG
0.1 — PRPG
0.1 — PRPG
0.1 — PRPG
### — RR
### — RR
### — RR
### — RR
### — RR
0.2 — PRPG
0.2 — PRPG
0.2 — PRPG
0.2 — PRPG
0.2 — PRPG
0.5 — AA
0.5 — PRPG
0.5 — PRPG
0.5 — PRPG
0.5 — PRPG
0.5 — PRPG
0 — PRPG
0 — PRPG
0 — PRPG
0 — PRPG
0 — PRPG
0 Bleed 1d6 rnds AA

15 16 17

277 None
279 0
280 *** Light armor ***
281 Armored Kilt
282 Padded
283 Leather
284 Rosewood
285 Leaf
286 Parade
287 Studded Leather
288 Chain Shirt
289 *** Medium armor ***
290 Hide
291 Scale Mail
292 Chainmail
293 Breastplate
294 *** Heavy armor ***
295 Splint Mail
296 Banded Mail
297 Half-plate
298 Field Plate
299 Full Plate
300 Stone Plate
301 *** Relluk Armor Gems ***
302 *** Light Armor Gems ***
303 Agate
and Spellcraft skill checks 304 Opal
and Spellcraft skill checks 305 Milky Quartz
rvival skill checks 306 Carnelian
rvival skill checks 307 Rock Crystal
Stealth skill checks 308 Moonstone
Stealth skill checks 309 Rose Quartz
Diplomacy skill checks 310 Garnet
Diplomacy skill checks 311 *** Medium Armor Gems ***
312 Smoky Quartz
ire or electricity effects 313 Obsidian
ire or electricity effects 314 Rutilated Quartz
afness, or dazzled conditions 315 Tiger Eye
afness, or dazzled conditions 316 Blue Quartz
affecting spells and effects 317 Amethyst
affecting spells and effects 318 Rainbow Quartz
ning illusion effect closely 319 Tourmaline
ning illusion effect closely 320 *** Heavy Armor Gems ***
321 Adventurine
322 Peridot
323 Citrine
324 Topaz
325 Onyx
326 Sapphire
327 Prasiolite
resistance 5 328 Emerald
resistance 10 ### NULL
### NULL
### NULL
### NULL
### NULL
333 None
335 0
336 *** Shields ***
337 Buckler
338 Klar
339 Light Wooden Shield
340 Light Steel Shield
341 Leather Madu
342 Steel Madu
343 Heavy Wooden Shield
344 Heavy Steel Shield
345 Tower Shield
### NULL
### NULL
### NULL
### NULL
### NULL
350 *** Extras ***
351 Armor spikes
352 Gauntlet, locked
353 Shield spikes
354 Throwing Shield
*** Martial Light *** ### *** Exotic Light ***
Blade Boot ### Aklys
Dogslicer ### Bich’hwa
Handaxe ### Dwarven Maulaxe
Kukri ### Kama
Light Hammer ### Nunchaku
Light Pick ### Pata
Light Shield ### Rope Gauntlets
Light Spiked Shield ### Sai
### Sawtooth Sabre [Light]
Short Sword ### Siangham
Spiked Armor ### Sica
Starknife ### Swordbreaker Dagger
Switchblade Knife ### Thorn Bracer
Throwing Axe ### Tri-Bladed Katar
War Razor ### *** Exotic 1-Handed ***
*** Martial 1-Handed *** ### Aldori Dueling Sword
Battleaxe ### Bastard Sword [1-handed]
Combat Scabbard ### Battle Poi
### Boggle Buzzblade
Heavy Pick ### Boggle Wrench
Heavy Shield ### Butterfly Knife
Heavy Spiked Shield ### Dwarven Waraxe [1-handed]
### Falcata
Longsword ### Khopesh
Rapier ### Leather Madu
Sawtooth Sabre [1-handed] ### Rhoka
Scimitar ### Scorpion Whip
Scizore ### Shotel
Steel Terbutje ### Steel Madu
Terbutje ### Temple Sword
Trident ### Urumi
Warhammer ### Whip
*** Martial 2-Handed *** ### *** Exotic 2-Handed ***
Bardiche ### Bladed Scarf
Bastard Sword [2-handed] ### Chain Spear
Bec De Corbin ### Dire Flail
### Double Scimitar
Dwarven Waraxe [2-handed] ### Dwarven Dorn-Dergar
Earth Breaker ### Dwarven Urgrosh
Falchion ### Elven Curve Blade
Glaive ### Fauchard
Glaive-Guisarme ### Flambard
Greataxe ### Flying Talon
Greatclub ### Garrote
Greatsword ### Gnome Hooked Hammer
Guisarme ### Injection Spear
Halberd ### Mancatcher
Heavy Flail ### Meteor Hammer
Horsechopper ### Orc Double Axe
Lance ### Spiked Chain
Lucern Hammer ### Two-bladed Sword
Ogre Hook ### *** Exotic Ranged ***
Osirian Khopesh ### Boggle Crossbow
Ranseur ### Bolas
Scythe ### Boomerang
Syringe Spear ### Crystal Chakram
*** Martial Ranged *** ### Double Crossbow
Chakram ### Halfling Sling Staff
Hunga Munga ### Hand Crossbow
Longbow ### Lasso
Pilum ### Launching Crossbow
Shortbow ### Net
NULL ### Repeating Heavy Crossbow
NULL ### Repeating Light Crossbow
NULL ### Shoanti Bola
NULL ### Shuriken
NULL ### Sling Glove
NULL ### Thorn Bow
NULL ### Throwing Shield
NULL ### Firearms
NULL ### *** Magical Attacks ***
NULL ### Alchemist Bomb
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL 569### NULL
NULL 570### NULL
NULL 571### NULL
NULL 572### NULL
NULL 573### NULL
NULL 574### NULL
NULL 575### NULL
NULL 576### NULL
NULL 577### NULL
NULL 578### NULL
NULL 579### NULL
NULL 580### NULL
NULL 581### NULL
NULL 582### NULL
NULL 583### NULL
NULL 584### NULL
NULL 585### NULL
NULL 586### NULL
NULL 587### NULL
NULL 588### NULL
NULL 589### NULL
NULL 590### NULL
NULL 591### NULL
NULL 592### NULL
NULL 593### NULL
NULL 594### NULL
NULL 595### NULL
NULL 596### NULL
NULL 597### NULL
NULL 598### NULL
NULL 599### NULL
NULL 600### NULL
NULL 601### NULL
NULL 602### NULL
NULL 603### NULL
NULL 604### NULL
NULL 605### NULL
NULL 606### NULL
NULL 607### NULL
NULL 608### NULL
NULL 609### NULL
NULL 610### NULL
NULL 611### NULL
NULL 612### NULL
NULL 613### NULL
NULL 614### NULL
NULL 615### NULL
NULL 616### NULL
NULL 617### NULL
NULL 618### NULL
NULL 619### NULL
NULL 620### NULL
NULL 621### NULL
NULL 622### NULL
NULL 623### NULL
NULL 624### NULL
NULL 625### NULL
NULL 626### NULL
NULL 627### NULL
NULL 628### NULL
NULL 629### NULL
NULL 630### NULL
NULL 631### NULL
NULL 632### NULL
NULL 633### NULL
NULL 634### NULL
NULL 635### NULL
NULL 636### NULL
NULL 637### NULL
NULL 638### NULL
NULL 639### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL 664### NULL
NULL 665### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
Feat

3 None
NULL 5 0
NULL 6 *** Unarmed Attacks ***
*** Unarmed Attacks *** 7 Brass Knuckles
Brass Knuckles 8 Gauntlet
Gauntlet 9 Unarmed Strike
Unarmed Strike 10 *** Simple Light ***
*** Simple Light *** 11 Cestus
Cestus 12 Dagger
Dagger 13 Hanbo
Hanbo 14 Light Mace
Light Mace 15 Punching Dagger
Punching Dagger 16 Sickle
Sickle 17 Spiked Gauntlet
Spiked Gauntlet 18 Wooden Stake
Wooden Stake 19 *** Simple 1-Handed ***
*** Simple 1-Handed *** 20 Club
Club 21 Heavy Mace
Heavy Mace 22 Mere Club
Mere Club 23 Morningstar
Morningstar 24 Shortspear
Shortspear 25 *** Simple 2-Handed ***
*** Simple 2-Handed *** 26 Bayonet
Bayonet 27 Longspear
Longspear 28 Quarterstaff
Quarterstaff 29 Spear
Spear 30 *** Simple Ranged ***
*** Simple Ranged *** 31 Blowgun
Blowgun 32 Dart
Dart 33 Heavy Crossbow
Heavy Crossbow 34 Javelin
Javelin 35 Light Crossbow
Light Crossbow 36 Sling
Sling 37 Stingchuck
Stingchuck 45 *** Martial Light ***
NULL 46 Blade Boot
NULL 47 Dogslicer
NULL 48 Handaxe
NULL 49 Kukri
NULL 50 Light Hammer
NULL 51 Light Pick
NULL 52 Light Shield
*** Martial Light *** 53 Light Spiked Shield
Blade Boot 54 Sap
Dogslicer 55 Short Sword
Handaxe 56 Spiked Armor
Kukri 57 Starknife
Light Hammer 58 Switchblade Knife
Light Pick 59 Throwing Axe
Light Shield 60 War Razor
Light Spiked Shield 61 *** Martial 1-Handed ***
Sap 62 Battleaxe
Short Sword 63 Combat Scabbard
Spiked Armor 64 Flail
Starknife 65 Heavy Pick
Switchblade Knife 66 Heavy Shield
Throwing Axe 67 Heavy Spiked Shield
War Razor 68 Klar
*** Martial 1-Handed *** 69 Longsword
Battleaxe 70 Rapier
Combat Scabbard 71 Sawtooth Sabre [1-handed]
Flail 72 Scimitar
Heavy Pick 73 Scizore
Heavy Shield 74 Steel Terbutje
Heavy Spiked Shield 75 Terbutje
Klar 76 Trident
Longsword 77 Warhammer
Rapier 78 *** Martial 2-Handed ***
Sawtooth Sabre [1-handed] 79 Bardiche
Scimitar 80 Bastard Sword [2-handed]
Scizore 81 Bec De Corbin
Steel Terbutje 82 Bill
Terbutje 83 Dwarven Waraxe [2-handed]
Trident 84 Earth Breaker
Warhammer 85 Falchion
*** Martial 2-Handed *** 86 Glaive
Bardiche 87 Glaive-Guisarme
Bastard Sword [2-handed] 88 Greataxe
Bec De Corbin 89 Greatclub
Bill 90 Greatsword
Dwarven Waraxe [2-handed] 91 Guisarme
Earth Breaker 92 Halberd
Falchion 93 Heavy Flail
Glaive 94 Horsechopper
Glaive-Guisarme 95 Lance
Greataxe 96 Lucern Hammer
Greatclub 97 Ogre Hook
Greatsword 98 Osirian Khopesh
Guisarme 99 Ranseur
Halberd 100 Scythe
Heavy Flail 101 Syringe Spear
Horsechopper 102 *** Martial Ranged ***
Lance 103 Chakram
Lucern Hammer 104 Hunga Munga
Ogre Hook 105 Longbow
Osirian Khopesh 106 Composite Longbow – STR 10
Ranseur 107 Composite Longbow – STR 12
Scythe 108 Composite Longbow – STR 14
Syringe Spear 109 Composite Longbow – STR 16
*** Martial Ranged *** 110 Composite Longbow – STR 18
Chakram 111 Composite Longbow – STR 20
Hunga Munga 112 Pilum
Longbow 113 Shortbow
NULL 114 Composite Shortbow – STR 10
NULL 115 Composite Shortbow – STR 12
NULL 116 Composite Shortbow – STR 14
NULL 117 Composite Shortbow – STR 16
NULL 118 Composite Shortbow – STR 18
NULL 119 Composite Shortbow – STR 20
Pilum 126 *** Exotic Light ***
Shortbow 127 Aklys
NULL 128 Bich’hwa
NULL 129 Dwarven Maulaxe
NULL 130 Kama
NULL 131 Nunchaku
NULL 132 Pata
NULL 133 Rope Gauntlets
NULL 134 Sai
NULL 135 Sawtooth Sabre [Light]
NULL 136 Siangham
NULL 137 Sica
NULL 138 Swordbreaker Dagger
139 Thorn Bracer
*** Exotic Light *** 140 Tri-Bladed Katar
Aklys 141 *** Exotic 1-Handed ***
Bich’hwa 142 Aldori Dueling Sword
Dwarven Maulaxe 143 Bastard Sword [1-handed]
Kama 144 Battle Poi
Nunchaku 145 Boggle Buzzblade
Pata 146 Boggle Wrench
Rope Gauntlets 147 Butterfly Knife
Sai 148 Dwarven Waraxe [1-handed]
Sawtooth Sabre [Light] 149 Falcata
Siangham 150 Khopesh
Sica 151 Leather Madu
Swordbreaker Dagger 152 Rhoka
Thorn Bracer 153 Scorpion Whip
Tri-Bladed Katar 154 Shotel
*** Exotic 1-Handed *** 155 Steel Madu
Aldori Dueling Sword 156 Temple Sword
Bastard Sword [1-handed] 157 Urumi
Battle Poi 158 Whip
Boggle Buzzblade 159 *** Exotic 2-Handed ***
Boggle Wrench 160 Bladed Scarf
Butterfly Knife 161 Chain Spear
Dwarven Waraxe [1-handed] 162 Dire Flail
Falcata 163 Double Scimitar
Khopesh 164 Dwarven Dorn-Dergar
Leather Madu 165 Dwarven Urgrosh [P]
Rhoka 166 Dwarven Urgrosh [S]
Scorpion Whip 167 Elven Curve Blade
Shotel 168 Fauchard
Steel Madu 169 Flambard
Temple Sword 170 Flying Talon
Urumi 171 Garrote
Whip 172 Gnome Hooked Hammer [B]
*** Exotic 2-Handed *** 173 Gnome Hooked Hammer [P]
Bladed Scarf 174 Injection Spear
Chain Spear 175 Mancatcher
Dire Flail 176 Meteor Hammer
Double Scimitar 177 Orc Double Axe
Dwarven Dorn-Dergar 178 Spiked Chain
Dwarven Urgrosh 179 Two-bladed Sword
NULL 180 *** Exotic Ranged ***
Elven Curve Blade 181 Boggle Crossbow
Fauchard 182 Bolas
Flambard 183 Boomerang
Flying Talon 184 Crystal Chakram
Garrote 185 Double Crossbow
Gnome Hooked Hammer 186 Halfling Sling Staff
NULL 187 Hand Crossbow
Injection Spear 188 Lasso
Mancatcher 189 Launching Crossbow
Meteor Hammer 190 Net
Orc Double Axe 191 Repeating Heavy Crossbow
Spiked Chain 192 Repeating Light Crossbow
Two-bladed Sword 193 Shoanti Bola
*** Exotic Ranged *** 194 Shuriken
Boggle Crossbow 195 Sling Glove
Bolas 196 Thorn Bow
Boomerang 197 Throwing Shield
Crystal Chakram 198 *** Firearms ***
Double Crossbow 199 Blunderbuss
Halfling Sling Staff 200 Musket
Hand Crossbow 201 Pistol
Lasso 202 Revolver
Launching Crossbow 203 Rifle
Net 204 Scattergun
Repeating Heavy Crossbow 210 *** Natural Attacks ***
Repeating Light Crossbow 211 Bite
Shoanti Bola 212 Claw
Shuriken 213 Gore
Sling Glove 214 Hoof
Thorn Bow 215 Pincer
Throwing Shield 216 Rake
Firearms 217 Slam
NULL 218 Sting
NULL 219 Tail Slap
NULL 220 Talon
NULL 221 Tentacle
NULL 222 Trample
NULL 223 Wing
NULL 224 Bite, Barbarian Animal Fury
NULL 225 Bite, tengu
NULL 226 Crystal, relluk
NULL 227 Midclaw, entobian
NULL 228 Tongue lash, mogogol
*** Natural Attacks *** 229 *** Magical Attacks ***
Bite 230 Alchemist Bomb
Claw 231 Feral Mutagen Bite
Gore 232 Feral Mutagen Claw
Hoof 233 Ray
Pincer ### NULL
Rake ### NULL
Slam ### NULL
Sting ### NULL
Tail Slap ### NULL
Talon ### NULL
Tentacle ### NULL
Trample ### NULL
Wing ### NULL
Bite, Barbarian Animal Fury ### NULL
Bite, tengu ### NULL
Crystal, relluk ### NULL
Midclaw, entobian ### NULL
Tongue lash, mogogol ### NULL
*** Magical Attacks *** ### NULL
Alchemist Bomb ### NULL
Feral Mutagen Bite ### NULL
Feral Mutagen Claw ### NULL
Ray ### NULL
Spont Mid Spells Per Day Spont Mid Spells Per Known
Level 1st 2nd 3rd 4th 5th 6th Level 0 1st 2nd 3rd 4th 5th 6th
1 1 1 4 2
2 2 2 5 3
3 3 3 6 4
4 3 1 4 6 4 2
5 4 2 5 6 4 3
6 4 3 6 6 4 4
7 4 3 1 7 6 5 4 2
8 4 4 2 8 6 5 4 3
9 5 4 3 9 6 5 4 4
10 5 4 3 1 10 6 5 5 4 2
11 5 4 4 2 11 6 6 5 4 3
12 5 5 4 3 12 6 6 5 4 4
13 5 5 4 3 1 13 6 6 5 5 4 2
14 5 5 4 4 2 14 6 6 6 5 4 3
15 5 5 5 4 3 15 6 6 6 5 4 4
16 5 5 5 4 3 1 16 6 6 6 5 5 4 2
17 5 5 5 4 4 2 17 6 6 6 6 5 4 3
18 5 5 5 5 4 3 18 6 6 6 6 5 4 4
19 5 5 5 5 5 3 19 6 6 6 6 5 5 4
20 5 5 5 5 5 5 20 6 6 6 6 6 5 5

Max Spells Per Day


Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 3 1
2 4 2
3 4 2 1
4 4 3 2
5 4 3 2 1
6 4 3 3 2
7 4 4 3 2 1
8 4 4 3 3 2
9 4 4 4 3 2 1
10 4 4 4 3 3 2
11 4 4 4 4 3 2 1
12 4 4 4 4 3 3 2
13 4 4 4 4 4 3 2 1
14 4 4 4 4 4 3 3 2
15 4 4 4 4 4 4 3 2 1
16 4 4 4 4 4 4 3 3 2
17 4 4 4 4 4 4 4 3 2 1
18 4 4 4 4 4 4 4 3 3 2
19 4 4 4 4 4 4 4 4 3 3
20 4 4 4 4 4 4 4 4 4 4

Spont Max Spells Per Day Spont Max Spells Known


Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Level 0 1st 2nd 3rd 4th 5th 6th
1 3 1 4 2
2 4 2 5 2
3 5 3 5 3
4 6 3 4 6 3 1
5 6 4 5 6 4 2
6 6 5 3 6 7 4 2 1
7 6 6 4 7 7 5 3 2
8 6 6 5 3 8 8 5 3 2 1
9 6 6 6 4 9 8 5 4 3 2
10 6 6 6 5 3 10 9 5 4 3 2 1
11 6 6 6 6 4 11 9 5 5 4 3 2
12 6 6 6 6 5 3 12 9 5 5 4 3 2 1
13 6 6 6 6 6 4 13 9 5 5 4 4 3 2
14 6 6 6 6 6 5 3 14 9 5 5 4 4 3 2
15 6 6 6 6 6 6 4 15 9 5 5 4 4 4 3
16 6 6 6 6 6 6 5 3 16 9 5 5 4 4 4 3
17 6 6 6 6 6 6 6 4 17 9 5 5 4 4 4 3
18 6 6 6 6 6 6 6 5 3 18 9 5 5 4 4 4 3
19 6 6 6 6 6 6 6 6 4 19 9 5 5 4 4 4 3
20 6 6 6 6 6 6 6 6 6 20 9 5 5 4 4 4 3

Min Spells Per Day


LevelCaster Level
1st 2nd 3rd 4th
1 0
2 0
3 0
4 1 0
5 2 1
6 3 1
7 4 1 0
8 5 1 1
9 6 2 1
10 7 2 1 0
11 8 2 1 1
12 9 2 2 1
13 10 3 2 1 0
14 11 3 2 1 1
15 12 3 2 2 1
16 13 3 3 2 1
17 14 4 3 2 1
18 15 4 3 2 2
19 16 4 3 3 2
20 17 4 4 3 3

Prestige Class Caster Level Increase


Level -3 -1 Full
1 0 0 1
2 1 1 2
3 2 2 3
4 3 3 4
5 3 4 5
6 4 5 6
7 5 6 7
8 6 7 8
9 6 8 9
10 7 9 10
1 2 3 4
Table_PRC_Caster_Level

Prestige Class Increases

Arcane Trickster

Dragon Disciple

Eldritch Knight
Arcane Archer

Mystic Theurge
Loremaster

Diabolist

0
Bard 0 0 0 0 0 0 0 0 0
Cleric 0 0 0 0 0 0 0 0 0
Druid 0 0 0 0 0 0 0 0 0
Paladin 0 0 0 0 0 0 0 0 0
Ranger 0 0 0 0 0 0 0 0 0
Sorcerer 0 0 0 0 0 0 0 0 0
Wizard 0 0 0 0 0 0 0 0 0
BETA Inquisitor
0 0 0 0 0 0 0 0 0
BETA Oracle 0 0 0 0 0 0 0 0 0
BETA Summoner 0 0 0 0 0 0 0 0 0
BETA Witch 0 0 0 0 0 0 0 0 0

Bonus Spell Points (by Maximum Spell Level)


Score 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
12-13 0 1 1 1 1 1 1 1 1 1
14-15 0 1 4 4 4 4 4 4 4 4
16-17 0 1 4 9 9 9 9 9 9 9
18-19 0 1 4 9 16 16 16 16 16 16
20-21 0 2 5 10 17 26 26 26 26 26
22-23 0 2 8 13 20 29 40 40 40 40
24-25 0 2 8 18 25 34 45 58 58 58
26-27 0 2 8 18 32 41 52 65 80 80
28-29 0 3 9 19 33 51 62 75 90 107
30-31 0 3 12 22 36 54 76 89 104 121
32-33 0 3 12 24 38 56 78 104 119 136
34-35 0 3 12 27 48 66 88 114 144 161
36-37 0 4 13 28 49 76 98 124 154 188
38-39 0 4 16 31 52 77 110 136 166 200
40-41 0 4 16 36 57 84 117 156 186 220
42-43 0 4 16 36 64 91 124 163 208 242
44-45 0 5 17 37 65 101 134 173 218 269
46-47 0 5 20 40 68 104 148 187 232 283
48-49 0 5 20 45 73 109 156 205 250 301
50-51 0 5 20 45 80 116 160 212 272 323
Bard
Cleric
Druid
Paladin
Ranger
Sorcerer
Wizard
BETA Inquisitor
BETA Oracle
BETA Summoner
BETA Witch

List_Casters_All_Base

Bard
Sorcerer
Wizard
BETA Summoner
BETA Witch

List_Casters_Arcane_Base

Cleric
Druid
Paladin
Ranger
BETA Inquisitor
BETA Oracle

List_Casters_Divine_Base

ls Known
7th 8th 9th
1
2
2 1
3 2
3 2 1
3 3 2
3 3 3
BAB Saving Throw
Prestige Saves
Spell Points per Day XP Needed

Sp Sp Sp
Sp
ell ell ell
ell
Poi Poi Poi
Level Low Mid High BadGood
PrCPrC
BadGood PoiSlow Medium Fast
nts nts nts
nts
Lo Me Hig
Ult
w d h

1 0 0 1 0 2 0 1 0 0 2 3 ### - -
2 1 1 2 0 3 1 1 0 0 4 5 ### 2,000 1,300
3 1 2 3 1 3 1 2 0 1 7 8 ### 5,000 3,300
4 2 3 4 1 4 1 2 0 5 11 14### 9,000 6,000
5 2 3 5 1 4 2 3 0 6 16 19### 15,000 10,000
6 3 4 6 2 5 2 3 1 9 24 29### 23,000 15,000
7 3 5 7 2 5 2 4 1 14 33 37### 35,000 23,000
8 4 6 8 2 6 3 4 1 17 44 51### 51,000 34,000
9 4 6 9 3 6 3 5 1 22 56 63### 75,000 50,000
10 5 7 10 3 7 3 5 4 29 72 81### 105,000 71,000
11 5 8 11 3 7 4 6 4 34 88 97### 155,000 105,000
12 6 9 12 4 8 4 6 9 41 104 115### 220,000 145,000
13 6 9 13 4 8 4 7 9 50 120 131### 315,000 210,000
14 7 10 14 4 9 5 7 10 57 136 149### 445,000 295,000
15 7 11 15 5 9 5 8 17 67 152 165### 635,000 425,000
16 8 12 16 5 10 5 8 20 81 168 183### 890,000 600,000
17 8 12 17 5 10 6 9 25 95 184 199### 1,300,000 850,000
18 9 13 18 6 11 6 9 26 113 200 217### 1,800,000 1,200,000
19 9 14 19 6 11 6 10 41 133 216 233### 2,550,000 1,700,000
20 10 15 20 6 12 7 11 48 144 232 249### 3,600,000 2,400,000
1 2 3 4 5 6 7 8 9 10 11 12### 14 15
Table_Level_Dependent

Campaign Points Yes


Custom 0 No
Low 10 List_YesNo
Standard 15
High 20
Epic 25 ###Strength 32
Table_Point_Buy_Cost ###Dexterity 33
###Constitution 34
BAB Attack 2 Attack 3 Attack 4 ###Intelligence 35
0 0 0 0 ###Wisdom 36
1 0 0 0 ###Charisma 37
2 0 0 0 List_Abilities
3 0 0 0
4 0 0 0
5 0 0 0
6 1 0 0
7 2 0 0
8 3 0 0
9 4 0 0
10 5 0 0
11 6 1 0
12 7 2 0
13 8 3 0
14 9 4 0
15 10 5 0
16 11 6 1
17 12 7 2
18 13 8 3
19 14 9 4
20 15 10 5

Bonus Spells (by Spell Level)


Ability Score Modifier Cost 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
0 -5 -4
1 -5 -4
2 -4 -4
3 -4 -4
4 -3 -4
Can't cast spells tied to this ability
5 -3 -4
6 -2 -4
7 -2 -4
8 -1 -2
9 -1 -1
10 0 0 0 0 0 0 0 0 0 0 0
11 0 1 0 0 0 0 0 0 0 0 0
12 1 2 1 0 0 0 0 0 0 0 0
13 1 3 1 0 0 0 0 0 0 0 0
14 2 5 1 1 0 0 0 0 0 0 0
15 2 7 1 1 0 0 0 0 0 0 0
16 3 10 1 1 1 0 0 0 0 0 0
17 3 13 1 1 1 0 0 0 0 0 0
18 4 17 1 1 1 1 0 0 0 0 0
19 4 NA 1 1 1 1 0 0 0 0 0
20 5 NA 2 1 1 1 1 0 0 0 0
21 5 NA 2 1 1 1 1 0 0 0 0
22 6 NA 2 2 1 1 1 1 0 0 0
23 6 NA 2 2 1 1 1 1 0 0 0
24 7 NA 2 2 2 1 1 1 1 0 0
25 7 NA 2 2 2 1 1 1 1 0 0
26 8 NA 2 2 2 2 1 1 1 1 0
27 8 NA 2 2 2 2 1 1 1 1 0
28 9 NA 3 2 2 2 2 1 1 1 1
29 9 NA 3 2 2 2 2 1 1 1 1
30 10 NA 3 3 2 2 2 2 1 1 1
31 10 NA 3 3 2 2 2 2 1 1 1
32 11 NA 3 3 3 2 2 2 2 1 1
33 11 NA 3 3 3 2 2 2 2 1 1
34 12 NA 3 3 3 3 2 2 2 2 1
35 12 NA 3 3 3 3 2 2 2 2 1
36 13 NA 4 3 3 3 3 2 2 2 2
37 13 NA 4 3 3 3 3 2 2 2 2
38 14 NA 4 4 3 3 3 3 2 2 2
39 14 NA 4 4 3 3 3 3 2 2 2
40 15 NA 4 4 4 3 3 3 3 2 2
41 15 NA 4 4 4 3 3 3 3 2 2
42 16 NA 4 4 4 4 3 3 3 3 2
43 16 NA 4 4 4 4 3 3 3 3 2
44 17 NA 5 4 4 4 4 3 3 3 3
45 17 NA 5 4 4 4 4 3 3 3 3
46 18 NA 5 5 4 4 4 4 3 3 3
47 18 NA 5 5 4 4 4 4 3 3 3
48 19 NA 5 5 5 4 4 4 4 3 3
49 19 NA 5 5 5 4 4 4 4 3 3
50 20 NA 5 5 5 5 4 4 4 4 3
Table_Ability_Mod; Table_Ability_Cost; Table_Bonus_Spells

Max Armor
Dex Check Penalty
Spd Red Run
Light 8 0 No 4
Medium 3 -3 Yes 4
Heavy 1 -6 Yes 3
Overloaded 0 Yes 0

Base Speed Reduced Speed


5 5
10 10
15 10
20 15
25 20
30 20
35 25
40 30
45 30
50 35
55 40
60 40
65 45
70 50
75 50
80 55
85 60
90 60
95 65
100 70
105 70
110 75
115 80
120 80
Table_Speed_Reduction

Dog, Badgerhound
+3 bonus on scent-based and opposed Perception checks
Eagle, Golden
+2 bonus on Intimidate and sight-based and opposed Perception check in bright or low light
Fluttermouse
+2 bonus on Fly and Stealth checks
Fox, Red +3 bonus on Survival checks
Hedgehog +1 natural armor bonus
Parrot +3 bonus on Linguistics checks
Rabbit +2 bonus on sight-based, sound-based and opposed Perception checks
Robin +2 bonus on Fly and sound-based and opposed Perception checks in bright light
Woodrat +2 bonus on Acrobatics and Appraise checks
Clockwork Bat
Clockwork Cat
Clockwork Owl
Clockwork Rat
XP Needed Fractional

Pathfinder Society Feats Ability Score Wealth BAB


Saving Throw
Level

- 1 - Medium
LowHigh
High
Low
3 1,000 1###
###1###
###
6 1 3,000 2 1###2 3###
9 1 6,000 3###
###3###
###
12 1 10,500 4 2 3 4 4###
15 16,000 5###
###5###
###
18 1 23,500 6 3###6 5###
21 1 33,000 7###
###7###
###
24 1 46,000 8 4 6 8 6###
27 62,000 9###
###9###
###
30 1 82,000 ###5###
###7###
33 1 108,000 ###
###
###
###
###
###
36 1 140,000 ###6 9###8###
39 185,000 ###
###
###
###
###
###
42 1 240,000 ###7###
###9###
45 1 315,000 ###
###
###
###
###
###
48 1 410,000 ###8###
###
###
###
51 530,000 ###
###
###
###
###
###
54 1 685,000 ###9###
###
###
###
57 1 880,000 ###
###
###
###
###
###
16 17 18 19 Err:508 ###
###
###
###
###
###
Err:508

Skill Race Class Skill


Perception (sight) 0 3
Perception (sound) 0 3
Perception (smell) 30 3
Perception (taste) 3
Strength Perception (touch) 3
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Low
Item Aura Caster Level Slot Cost
Cloak of Resistance +1
Cloak of Resistance +2
Cloak of Resistance +3
Cloak of Resistance +4
Cloak of Resistance +5
Amulet of Natural Armor +1 faint transmutation 5 neck 2000
Amulet of Natural Armor +2 faint transmutation 5 neck 8000
Amulet of Natural Armor +3 faint transmutation 5 neck 18000
Amulet of Natural Armor +4 faint transmutation 5 neck 32000
Amulet of Natural Armor +5 faint transmutation 5 neck 50000
Amulet of the Planes strong conjuration 15 neck 120000
Amulet of Proof against Detection and Location moderate abjuration 8 neck 35000
Brooch of Shielding faint abjuration 1 neck 1500
Hand of Glory faint varied 5 neck 8000
Hand of the Mage faint transmutation 2 neck 900
Medallion of Thoughts faint divination 5 neck 12000
Necklace of Adaptation moderate transmutation 7 neck 9000
Periapt of Health faint conjuration 5 neck 7500
Periapt of Proof against Poison faint conjuration 5 neck 2700
Periapt of Wound Closure moderate conjuration 10 neck 15000
strong abjuration and
Scarab of Protection necromancy 18 neck 38000
Golembane Scarab moderate divination 8 neck 2500
Necklace of Fireballs Type I moderate evocation 10 1650
Necklace of Fireballs Type II moderate evocation 10 2700
Necklace of Fireballs Type III moderate evocation 10 4350
Necklace of Fireballs Type IV moderate evocation 10 5400
Necklace of Fireballs Type V moderate evocation 10 5850
Necklace of Fireballs Type VI moderate evocation 10 8100
Necklace of Fireballs Type VII moderate evocation 10 8700
0 0
Saving Throws - Resistance Armor Class Combat
Wgt Fort Ref Will All Armor Shield Natural Deflection Dodge Attack
0
0
0
0
0
0 0
0 0
0 0
0 0
0 0
0
0
0
2
2
0
1

1
1
1
1
1
1
1
Damage Other Construction Requirements

Craft Wondrous Item, barkskin, caster level 3rd


Craft Wondrous Item, barkskin, caster level 6th
Craft Wondrous Item, barkskin, caster level 9th
Craft Wondrous Item, barkskin, caster level 9th
Craft Wondrous Item, barkskin, caster level 9th
Craft Wondrous Item, plane shift
Craft Wondrous Item, nondetection
Craft Wondrous Item, shield
Craft Wondrous Item, animate dead, daylight, see invisibility
Craft Wondrous Item, mage hand
Craft Wondrous Item, detect thoughts
Craft Wondrous Item, alter self
Craft Wondrous Item, remove disease
Craft Wondrous Item, neutralize poison
Craft Wondrous Item, heal

Craft Wondrous Item, death ward, spell resistance


Craft Wondrous Item, detect magic, caster level 10th
Craft Wondrous Item, fireball
Craft Wondrous Item, fireball
Craft Wondrous Item, fireball
Craft Wondrous Item, fireball
Craft Wondrous Item, fireball
Craft Wondrous Item, fireball
Craft Wondrous Item, fireball

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