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Proper names from The Book of Arcane Magic used with expression written permission from 4 Winds Fantasy Gaming. This
Game License version 1.0a, Definition 1 (e) and is specifically excluded as Open Game Content. 4 Winds Fantasy Gaming re
may not be used in other products without express written permission from 4 Winds Fantasy Gaming.
Pathfinder Chronicles Campaign Setting. Copyright 2008, Paizo Publishing, LLC; Authors: Keith Baker, Wolfgang Baur, Cl
Stephen S. Greer, Jeff Grubb, James Jacobs, Michael Kortes, Tito Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason
Leandra Christine Schneider, David Schwartz, Amber E. Scott, Stan!, Owen K.C. Stephens, Todd Stewart, James L. Sutter, G
Pathfinder Chronicles: Cities of Golarion. Copyright 2009, Paizo Publishing, LLC; Authors: Joshua J. Frost, Tim Hitchcock, Jon
Pathfinder Chronicles: Classic Horrors Revisited. Copyright 2009, Paizo Publishing, LLC; Authors: James Jacobs, Rob McCrea
Pathfinder Chronicles: Classic Treasures Revisited. Copyright 2010, Paizo Publishing, LLC; Authors: Jacob Burgess, Brian C
Todd Stewart, and Russ Taylor.
Pathfinder Chronicles: Dark Markets, A Guide to Katapesh. Copyright 2009, Paizo Publishing, LLC; Authors: Stephen S. Gree
Pathfinder Chronicles: Dragons Revisited. Copyright 2009, Paizo Publishing, LLC; Author: Mike McArtor.
Pathfinder Chronicles: Dungeon Denizens Revisited. Copyright 2009, Paizo Publishing, LLC; Authors: Clinton Boomer, Jason
Nelson, Richard Pett, Sean K Reynolds, James L. Sutter, and Greg A. Vaughan.
Pathfinder Chronicles: Guide to the River Kingdoms. Copyright 2010, Paizo Publishing, LLC; Authors: Eric Bailey, Kevin C
Frost, Steve Kenson, Rob Manning, Alison McKenzie, Colin Moulder-McComb, China Miéville, Brock Mitchel-Slentz, Jason N
Wesley Schneider, Lisa Stevens, Neil Spicer, Matthew Stinson, and John Wick.
Pathfinder Chronicles: Seekers of Secrets. Copyright 2009, Paizo Publishing, LLC; Authors: Tim Hitchcock, Erik Mona, Sean K
Pathfinder Companion: Adventurer’s Armory. Copyright 2010, Paizo Publishing, LLC; Authors: Jonathan Keith, Hal Maclean, J
Pathfinder Companion: Andoran, Spirit of Liberty. Copyright 2010, Paizo Publishing, LLC; Authors: Jonathan Keith, Hal Maclea
Pathfinder Companion: Cheliax, Empire of Devils. Copyright 2009, Paizo Publishing, LLC; Authors: Jonathan H. Keith, Co
Amber E. Scott.
Pathfinder Companion: Dwarves of Golarion. Copyright 2009, Paizo Publishing, LLC; Authors: David A. Eitelbach, Russ Taylor
Pathfinder Companion: Elves of Golarion, Copyright 2008, Paizo Publishing, LLC; Authors Jeff Quick and Hal Maclean.
Pathfinder Companion: Legacy of Fire Player’s Guide, Copyright 2009, Paizo Publishing, LLC; Authors: Brian Cortijo, Stephe
Amber E. Scott, and James L. Sutter.
Pathfinder Companion: Osirion, Land of Pharaohs, Copyright 2008, Paizo Publishing, LLC; Authors: Jason Nelson and Todd S
Pathfinder Companion: Qadira, Gateway to the East. Copyright 2009, Paizo Publishing, LLC; Author: Brian Cortijo.
Pathfinder Companion: Second Darkness Player’s Guide, Copyright 2008, Paizo Publishing, LLC; Authors: James Jacobs, F. W
Pathfinder Companion: Taldor, Echoes of Glory. Copyright 2009, Paizo Publishing, LLC; Author: Joshua J. Frost.
Rise of the Runelords Player’s Guide. Copyright 2007 Paizo Publishing LLC. Authors: James Jacobs and Mike McArtor.
Rise of the Runelords: Burnt Offerings. Copyright 2007 Paizo Publishing LLC. Authors: Wolfgang Baur, James Jacobs, Erik Mo
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
Remarkable Races. Copyright 2009, Alluria Publishing; Author: J. Matthew Kubisz
The Book of Arcane Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors: Connie J. Thomson and Robert W. Thomson.
The Book of Arcane Magic Web Enhancement. Copyright 2009, 4 Winds Fantasy Gaming; Authors Sean O’Connor and Rober
The Book of Divine Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors Connie J. Thomson and Robert W. Thomson, w
The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.
The Shaman Pathfinder Edition Copyright 2009, Super Genius Games; Authors: R. Hyrum Savage.
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
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.
=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
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
| Rogue 11 | 11
CLASSES CHAR LVL DESCRIPTION
TOTAL 88
26### +8
26
DEX 8 +6
SPELL RESISTANCE
10### +0
10
CON 0 LETHAL
14### +2
14
INT 2
NONLETHAL
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?
+0 +50 0 0% 0.0
LANGUAGES 8 of 8 Common: Common SPECIAL PROPERTIES
STARTING/BONUS LANGUAGES
Common
CommonDwarvenElvenHalflingShoantiOrcGiantGnome
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
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)
DESCRIPTION
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):
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)
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)
SPELLS & ABILITIES GENERAL INFO
QTY NAME AND PAGE KEY Arcane Spell
CASTER LEVEL 5 ABILITY Wis / 0 Failure 5%
SHORT MEDIUM LONG
1st 10 0 0 At Will
11 0 1st 0 0
12 0 2nd 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
BLOODLINE
PROHIBITED SCHOOL
PROHIBITED SCHOOL
DOMAIN DOMAIN
QTY NAME AND PAGE
4th
5th
6th
7th
8th
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
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 +
#N/A###
SPECIAL QUALITIES
STR #N/A ### INIT #N/A = #N/A + 0 #N/A #N/A #N/A
DEX OTHER FORT REF WILL
#N/A
SKILLS
CLASS?
+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 ###
###
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
22 Blind-Fight 1 — TRUE
49 Endurance — TRUE
84 Fleet I — TRUE
Fleet II — FALSE
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
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 ***
Knocked unconscious or
Flame-Tested Survivor killed by fire damage at least FALSE
10 times.
Successfully affect 25
Gifted Mesmerist different targets with charm or FALSE
compulsion spells.
Proficient in longsword,
Weapon Focus (longsword),
Iomedaean Sword Oath FALSE
base attack bonus +4,
worshiper of Iomedae.
Endurance, member of a
Rugged FALSE
Mammoth Lord’s following.
Sandwalker FALSE
Dex 13, Con 13
Entobian, Two-weapon
Twinspike FALSE
fighting.
Diligent — 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
Showstopper — FALSE
Moonarrow University
Err:508 Arcane caster level 1st. Err:508
Graduate (College of Magic)
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.
Foe hit by shield bash also suffers bull rush attack (substituting
FALSE attack roll for combat maneuver
PFRPG
check, does not provoke AoO);
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
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
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).
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.
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.
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 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. †
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).
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.
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.
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.
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.
All Knowledge skills are class skills for you. † FALSE LSJ
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.
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
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
464
465
466
467
468
469
470
471
472 AdamantineErr:508
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
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
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
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 +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 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 +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.
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
0
0
0
0
0
0
0
0
0 0 0 0 0 0 0 0 0 0
0
0
0 0 0 0 0 0 0 0 0 0
0
0
0
0
0
0
0
0
0
0
0 0 0 0 0 0 0 0 0 0
0
0
0
0
0
0
0
0
0 0 0 0 0 0 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)
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)]
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, 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 [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
### [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)]
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
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.
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 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.
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
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
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
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
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)
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)
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)
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
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
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)
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
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)
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
an undead creature
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)
9 Disguise (Su)
Eternal Slumber
(Su)
12 Flight (Su)
Forced
Reincarnation
(Su)
14 Fortune (Su)
16 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
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
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List_Rage_Powers_Available
Rogue Talent Qualified Taken Full Description Basic Summary
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
Weapon
FALSE TRUE Gain Weapon Focus as bonus feat
Training
Bleeding Attack*
(Ex)
5
Dispelling
Attack* (Su)
9
Improved
Evasion (Ex) 13
Minor Magic
Feat - Gain Skill Focus
(Sp)
[Perception] as bonus feat
16
Resiliency (Ex)
19
Rogue Crawl
(Ex)
20
Skill Mastery
21
Slippery Mind
(Ex) 22
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0 Bardic_Performance
Class Ability Qualified Taken Full Description Basic Summary
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
10 PFS: Erastil
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: Hyperion
Nobility
PFS: Abadar
26
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
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.
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.
42
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.
44
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.
46
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.
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.
49
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.
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.
53
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 ***
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.
61
63
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.
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.
71
72
Your deity has given you the power to
stop time briefly, and to shift
backwards in time briefly as well.
73
*** Custom ***
0 0
0 0
1 2 3
Table_Domains
Domain Spells
Summary 1st 2nd
0 0 0
0 0 0
4 5 6
3rd 4th 5th 6th
magic circle against law chaos hammer dispel law animate objects
summon monster V
deeper darkness shadow conjuration shadow walk
(summons 1d3 shadows)
magic circle against evil holy smite dispel evil blade barrier
dispel magic imbue with spell ability spell resistance antimagic field
glyph of warding explosive runes lesser planar binding greater glyph of warding
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
0 0 0 0
0 0 0
7 8 9 10
7th 8th 9th
summon monster IX
word of chaos cloak of chaos
(chaos spell only).
greater shadow
power word blind shades
evocation
summon monster IX
holy word holy aura
(good spell only)
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
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
59 Preservation
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])
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
#VALUE! NULL
0 #VALUE! NULL
20
0
School Description Ability Summary
3
*** PRPG
4 ***
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
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
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
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 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
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
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. 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)
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
Greataxe and Falchion, plus all "Orc" weapons are Martial
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
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
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
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
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Insect
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Entobians
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When
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a +2Eulites
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Entobians
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this ability
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Spell-Like
Moscanites
Resistance:
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Entobians
gainAbility:
A moscanite
have
a +2Moscanites
Moscanites
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vision.
usecan
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A matron Entobians
gain
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saving
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of minutes
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theirequalmid-legs
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FastBig
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Acrobat:
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aisad
S
Skilled:
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gain You
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gain a +2skill natural
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MarshGrasping
Move:
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Skilled
Tongue:
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mogogol
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mogogol
Smallno mogogols
gain
movement
cana choose
+4 racial
gainpenalties
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abonus
+4
make racial
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to
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Acrobatics
moving
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Yo
MarshGrasping
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mogogol The
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mogogol nogain
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Acrobatics
moving maneuver through
checks marshes
when
with its jumping,
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are always up toconsidered
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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:
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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
checks.diseaseareaIn addition,
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:
of the Muse:
Presence:
YouImmediate
grant
When allies
Action
your within
hit(nopoint
50
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feet
totalof
1/day,
isyou
equala
you +1tomay
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grant one thanbonus
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44, you to allally
gain
skill
a achance
checks
+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
in
bonus
aconditions
consume
saving on allthrow,
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up
saving
of dim
tohe200 light.
may
throws
They goldlose
gain
against
pieces
halfa +4his
to
poison.
racial
cure
level1d8+ bonus
in hit thepoints
to numistian’s
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
of dim
tohe200 light.
may
throws
They goldlose
gain
against
pieces
halfa +4his
to
poison.
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
cloud of steam shedsfrom lightits astorso-mouth.
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
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
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
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
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
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
#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
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
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
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
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
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 —
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
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
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
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
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
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 ***
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
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
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
### — 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
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
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
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
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
- 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
1
1
1
1
1
1
1
Damage Other Construction Requirements