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COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, Skip William
Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on mate
Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Mon
Classic Monsters Revisited. Copyright 2008, Paizo Publishing, LLC; Authors: Wolfgang Baur, Jason Bulmahn, Joshua J. Frost
A. Vaughan, Jeremy Walker.
Council of Thieves Player’s Guide. Copyright 2009, Paizo Publishing, LLC; Author: James Jacobs, F. Wesley Schneider, Ambe
Curse of the Crimson Throne Player’s Guide. Copyright 2008 Paizo Publishing LLC. Authors: James Jacobs and Mike McArtor
GameMastery Module J2: Guardians of Dragonfall, Copyright 2007, Paizo Publishing, LLC. Author: Anson Caralya.
Guide to Darkmoon Vale. Copyright 2008, Paizo Publishing, LLC; Author: Mike McArtor.
Guide to Korvosa. Copyright 2008, Paizo Publishing, LLC; Author: Mike McArtor.
Guide to Pathfinder Society Organized Play v2.0. Copyright 2009, Paizo Publishing, LLC; Author: Joshua J. Frost.
Into the Darklands. Copyright 2008, Paizo Publishing, LLC; Authors: James Jacobs and Greg A. Vaughan.
Kingmaker Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Authors: James Jacobs, Mark Moreland, and F. Wesley Sc
Pathfinder 5: Sins of the Saviors, Copyright 2007, Paizo Publishing, LLC; Author: Stephen S. Greer.
Pathfinder 7: Edge of Anarchy. Copyright 2008, Paizo Publishing, LLC; Author: Nicolas Logue.
Pathfinder 10: A History of Ashes. Copyright 2008, Paizo Publishing, LLC; Author: Michael Kortes.
Pathfinder Adventure Path volume #22: The End of Eternity. Copyright 2009, Paizo Publishing, LLC; Author: Jason Nelson.
Pathfinder Adventure Path volume #25: Bastards of Erebus © 2009, Paizo Publishing, LLC; Author: Sean K Reynolds.
Pathfinder Adventure Path volume #26: The Sixfold Trial. © 2009, Paizo Publishing, LLC; Author: Richard Pett.
Pathfinder Adventure Path volume #28: The Infernal Syndrome. © 2009, Paizo Publishing, LLC; Authors: Clinton Boomer and
Pathfinder Adventure Path volume #29: Mother of Flies. © 2009, Paizo Publishing, LLC; Authors: Greg A. Vaughan.
Pathfinder Adventure Path volume #30: The Twice-Damned Prince. © 2010, Paizo Publishing, LLC; Author: Brian Cortijo and J
Pathfinder Character Traits Web Enhancement, Copyright 2009, Paizo Publishing, LLC. Author: James Jacobs and F. Wesley

Pathfinder Chronicles Campaign Setting. Copyright 2008, Paizo Publishing, LLC; Authors: Keith Baker, Wolfgang Baur, Clinton
Stephen S. Greer, Jeff Grubb, James Jacobs, Michael Kortes, Tito Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason Eric
Christine Schneider, David Schwartz, Amber E. Scott, Stan!, Owen K.C. Stephens, Todd Stewart, James L. Sutter, Greg A. Vau

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 McCre
Pathfinder Chronicles: Classic Treasures Revisited. Copyright 2010, Paizo Publishing, LLC; Authors: Jacob Burgess, Brian Co
Todd Stewart, and Russ Taylor.
Pathfinder Chronicles: Dark Markets, A Guide to Katapesh. Copyright 2009, Paizo Publishing, LLC; Authors: Stephen S. Greer
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 Carte
Frost, Steve Kenson, Rob Manning, Alison McKenzie, Colin Moulder-McComb, China Miéville, Brock Mitchel-Slentz, Jason Ne
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, Je
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, Colin M
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, Stephen
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.
In the Company of Giants. Copyright 2010 Steven D. Russell. All rights reserved.
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
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 into

*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 n
I regularly post on the Paizo forums--you can find me as the angel-faced fellow named erian_7. In particular for this sheet, I ma
below). I strongly encourage folks to join in the conversation there, as many of the great features, efficient formulas and innova
ideas! While I maintain a "baseline" copy of the sheet at the Pathfinder Database, you will also find I release iterations almost w
beta, after all...
erian_7's Excel-based Character Sheet

You've done some great work here, is there any way I can pay/donate fmoney or your work?
I actually don't take any payment, both because I enjoy giving back to the community and because the Paizo Community Use P
sheet--see the Legal tab) prohibits accepting payment for the work.

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

So...short story long I encourage anyone that likes this work to go support 3rd Party Publishers by purchasing their products--th
publishers a note and tell them you think they've done a fine job. If you want to mention my work in the process, and if they are
where they can jump in and ask questions or let me know their thoughts.
Open Call To 3rd Party Publishers - I'll Support Your PRPG OGC

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

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

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


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

How do I set the Qualified field for custom feats?


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

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

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

How do I set Weapon Focus/Exotic Weapon Proficienct/Martial Weapon Proficiency/etc.? The feats just say [select wea
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 t
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
Sheet Version 0.9
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.

Active Sheet? Landscape This is a very important setting--it specifies whether you will use the landscape ("L") or portrait ("P) tabs as your data entry source. All game mechanics tie to these sheets.
L
↙ Click the + symbol to expand the class option section(s) relevant to your character.
GENERAL DETAILS AND GAME SETTINGS

ABILITIES, RACE, CLASSES, & FEATS

SKILLS & LANGUAGES

RACE / RACIAL CLASS OPTIONS

BASE CLASS OPTIONS—PRPG CORE RULES

BASE CLASS OPTIONS—ADVANCED PLAYER'S GUIDE BETA

BASE CLASS OPTIONS—3rd PARTY

PRESTIGE CLASS OPTIONS—PRPG CORE RULES


GENERAL COMBAT . CHARACTER RECORD SHEET SENSES
.
TOTAL MODS MISC MISC NOTES . MOD PASSIVE SPECIAL

INIT +0 = 0 + .
. Perception +0 +10
. CHARACTER NAME PLAYER NAME
. | Neutral
CONDITIONAL MODIFIERS / OTHER

AC 10 = 10 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 .
. RACE (TYPE/SUBTYPE) ALIGNMENT
TOTAL ARMR SHLD DEX SIZE NAT DDG DEF OTH . | 0
10 10 No
APPLIES TO? APPLIES TO? APPLIES TO? .
. CLASSES CHAR LVL
TOUCH FLAT-
FOOTE
SHIELD MISC 1 MISC 2 MISC 3 .
D
READY
.
TOTAL BAB ABILITY SIZE OTHER MISC . DEITY/RELIGION REGION
SKILLS ARMOR CHECK
0

CLASS?
MELEE +0 = 0 + Str + 0 + 0 + . Medium ' " lb.
PENALTY

. SKILL NAME
KEY SKILL
RANK
CALC MISC
COND MODS
. SIZE AGE GENDER HEIGHT WEIGHT (lb.) ABILITY MOD MODS MOD

RANGED +0 = 0 + Dex + 0 + 0 + . £ Acrobatics Dex* 0 = 0 + 0 +


.
. DESCRIPTION
£ Appraise Int 0 = 0 + 0 +
COMBAT MANEUVERS TOTAL BAB ABILITY SIZE OTHER MISC .
CMB +0 = 0 + 0 + 0 + 0 + . TEMP TEMP PERM TEMP
£ Bluff Cha 0 = 0 + 0 +
. ABILITY SCORE MOD SCORE MOD MOD ENH

. STR 10### +0### £ Climb Str* 0 = 0 + 0 +


CMD 10 = 10 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + . ### MOD: TOTAL
. HP 0 £ Craft (untrained) Int 0 = 0 + 0 +
TOTAL BAB STR DEX SIZE DDG DEF OTH MISC . DEX 10### +0###
. ### £ Diplomacy Cha 0 = 0 + 0 +
.
WEAPONS AND ATTACKS . CON 10### +0### £ Disguise Cha 0 = 0 + 0 +
. ### LETHAL NONLETHAL
. £ Escape Artist Dex* 0 = 0 + 0 +
WEAPON / ATTACK VALUE: - ENH MATERIAL SIZE QTY . INT 10### +0###
DAMAGE REDUCTION

None Medium 1 . ### £ Fly Dex* 0 = 0 + 0 +


.
M/R/T WIELDED AS? COMBAT OPTION COMBAT OPTION COMBAT OPTION . WIS 10### +0### £ Heal Wis 0 = 0 + 0 +
. ###
. SPELL RESISTANCE
£ Intimidate Cha 0 = 0 + 0 +
+ATK ATTACKS +DMG DAMAGE KEEN? CRITICAL . CHA 10### +0###
+1 0 N / x . ### £ Perception Wis 0 = 0 + 0 +
.
RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES . SPEED MOD: OTHER SPEEDS ENCUMBRANCE
£ Perform (untrained) Cha 0 = 0 + 0 +
— .
. ft. / x4 Light £ Ride Dex* 0 = 0 + 0 +
SPECIAL PROPERTIES ###
###
###
###
###
###### ###
###
###
### ###
###
###
###
###
###
###
### .
. £ Sense Motive Wis 0 = 0 + 0 +
. CHANNEL ENERGY
TOTAL BASE ABILITY RACE OTHER MISC
. FORT +0 = 0 + 0 + 0 + 0 + £ Stealth Dex* 0 = 0 + 0 +
WEAPON / ATTACK VALUE: - ENH MATERIAL SIZE QTY .
None Medium 1 . Not Available Notes: £ Survival Wis 0 = 0 + 0 +
.
M/R/T WIELDED AS? COMBAT OPTION COMBAT OPTION COMBAT OPTION . REF +0 = 0 + 0 + 0 + 0 + £ Swim Str* 0 = 0 + 0 +
. 0
. Notes: £ Track Wis 0 = 0 + 0 +
+ATK ATTACKS +DMG DAMAGE KEEN? CRITICAL . LEVEL OTHER DC MODS

0 0 N / x . WILL +0 = 0 + 0 + 0 + 0 + = + +
.
RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES . Notes: £ Disable Device Dex* NA = 0 + 0 +
— . TIMES/DAY USED
. £ Handle Animal Cha NA = 0 + 0 +
SPECIAL PROPERTIES ###
###
###
###
###
###### ###
###
###
### ###
###
###
###
###
###
###
### . CONDITIONS
ENERG
Y SPELLS & EFFECTS
. DRAIN
£ Knowledge (arcana) Int NA = 0 + 0 +
.
. £ Knowledge (dungeoneering) Int NA = 0 + 0 +
WEAPON / ATTACK VALUE: - ENH MATERIAL SIZE QTY .
None Medium 1 . £ Knowledge (engineering) Int NA = 0 + 0 +
.
M/R/T WIELDED AS? COMBAT OPTION COMBAT OPTION COMBAT OPTION . £ Knowledge (geography) Int NA = 0 + 0 +
.
. £ Knowledge (history) Int NA = 0 + 0 +
+ATK ATTACKS +DMG DAMAGE KEEN? CRITICAL .
0 0 N / x . £ Knowledge (local) Int NA = 0 + 0 +
.
RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES . ARMOR, SHIELD, & OTHER PROTECTION £ Knowledge (nature) Int NA = 0 + 0 +
— .
. £ Knowledge (nobility) Int NA = 0 + 0 +
SPECIAL PROPERTIES ###
###
###
###
###
###### ###
###
###
### ###
###
###
###
###
###
###
### . ARMOR VALUE: - ENH MATERIAL MODIFICATIONS
. None £ Knowledge (planes) Int NA = 0 + 0 +
.
. CATEGORY ### ARMOR MAX DEX ACP ARCANE FAIL SPD RED WGT (lb.)
£ Knowledge (religion) Int NA = 0 + 0 +
WEAPON / ATTACK VALUE: - ENH MATERIAL SIZE QTY . ― +0 +50 0 0% No —
None Medium 1 . £ Knowledge (spirits) Int NA = 0 + 0 +
. SPECIAL PROPERTIES
M/R/T WIELDED AS? COMBAT OPTION COMBAT OPTION COMBAT OPTION . £ Linguistics Int NA = 0 + 0 +
.
. 0 £ Profession (untrained) Wis NA = 0 + 0 +
+ATK ATTACKS +DMG DAMAGE KEEN? CRITICAL . SHIELD VALUE: - ENH MATERIAL

N / x . None £ Sleight of Hand Dex* NA = 0 + 0 +


.
RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES . SHIELD BONUS MAX DEX ARMOR CHECK ARCANE FAIL WGT (lb.)
£ Spellcraft Int NA = 0 + 0 +
— . +0 +50 0 0% 0.0
. £ Use Magic Device Cha NA = 0 + 0 +
SPECIAL PROPERTIES ###
###
###
###
###
###### ###
###
###
### ###
###
###
###
###
###
###
### . SPECIAL PROPERTIES
.
. * Armor Check Penalty applies. NA skills cannot be used
. untrained.
MAGIC ITEMS CAMPAIGN GEAR / OTHER POSSESSIONS
.
BELT (BELT OR GIRDLE) VALUE WEIGHT ITEM QTY GP WGT CARRIED

0 - ### ###
DESCRIPTION ### ###

EXPERIENCE ### ###


BODY (ROBE OR VESTMENT) VALUE WEIGHT ### ###
0 - 0 0 Medium ### ###
DESCRIPTION CURRENT TOTAL NEXT LEVEL PROGRESSION

### ###

LANGUAGES ### ###


CHEST (MANTLE, VEST, OR SHIRT) VALUE WEIGHT

0 -
STARTING/BONUS LANGUAGES ### ###
DESCRIPTION ### ###
LANGUAGES LEARNED

### ###
EYES (PAIR OF LENSES OR GOGGLES) VALUE WEIGHT ### ###
0 - ### ###
DESCRIPTION

### ###
### ###
FEET (PAIR OF BOOTS, SHOES, OR SLIPPERS) VALUE WEIGHT

0 - COIN ### ###


DESCRIPTION ### ###
0 0 0 0 - 0 0.00 ### ###
PLATINUM GOLD SILVER COPPER WEIGHT STANDRD WBL VARIANCE
HAND (ONE GLOVE OR GAUNTLET) VALUE WEIGHT ### ###
0 - CARRYING INFO ### ###
DESCRIPTION

### ###
33 66 100 100 200 500
### ###
HAND (ONE GLOVE OR GAUNTLET) VALUE WEIGHT HEAVY LIFT OVER LIFT OFF
LIGHT LOAD MED LOAD PUSH DRAG

0 -
LOAD HEAD GROUND
### ###
DESCRIPTION ### ###
OTHER MAGIC ITEMS ### ###
HEAD (CIRCLET, CROWN, HAT, HELM, OR MASK) VALUE WEIGHT MAGIC ITEM VALUE WEIGHT ### ###
0 - 0 - ### ###
DESCRIPTION DESCRIPTION

### ###
### ###
HEADBAND (HEADBAND OR PHYLACTERY) VALUE WEIGHT MAGIC ITEM VALUE WEIGHT

0 - 0 - ### ###
DESCRIPTION DESCRIPTION ### ###
### ###
NECK (AMULET, BROOCH, MEDALLION, NECKLACE, PERIAPT, SCARAB) VALUE WEIGHT MAGIC ITEM VALUE WEIGHT ### ###
0 - 0 - ### ###
DESCRIPTION DESCRIPTION

### ###
### ###
RING VALUE WEIGHT MAGIC ITEM VALUE WEIGHT

0 - 0 - ### ###
DESCRIPTION DESCRIPTION ### ###
### ###
RING VALUE WEIGHT MAGIC ITEM VALUE WEIGHT ### ###
0 - 0 - ### ###
DESCRIPTION DESCRIPTION

### ###
### ###
SHOULDERS (CLOAK OR CAPE) VALUE WEIGHT MAGIC ITEM VALUE WEIGHT

0 - 0 - ### ###
DESCRIPTION DESCRIPTION ### ###
### ###
WRISTS (PAIR OF BRACERS OR BRACELETS) VALUE WEIGHT MAGIC ITEM VALUE WEIGHT ### ###
0 - 0 -
DESCRIPTION DESCRIPTION ### ###
0.00 0.00 0.00 0.00
ADVENTURE EXPENSES TOTAL GP VALUE ARMOR/WEAPON WGT TOTAL WEIGHT
RACIAL ABILITIES CLASS ABILITIES

TRAITS

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


BACKGROUND / DEVELOPMENTS PORTRAIT / SYMBOL

PEOPLE / ORGANIZATIONS CREATURES

REGIONS / PLACES OTHER NOTES


SPELLS & ABILITIES GENERAL INFO
QTY NAME AND PAGE QTY NAME AND PAGE
CASTER LEVEL 0 KEY ABILITY Int / 0 Arcane Spell Failure 0%
SHORT MEDIUM LONG

RANGE 25 100 400

1st SAVE TOTAL PER SPELLS PER BONUS


SAVE DC MOD LEVEL DAY DAY SPELLS TOTAL KNOWN

10 0 0 NA

11 0 1st 0 0
QTY NAME AND PAGE QTY NAME AND PAGE
12 0 2nd 0 0

13 0 3rd 0 0

2nd 14 0 4th 0 0

15 0 5th 0 0

16 0 6th 0 0
QTY NAME AND PAGE QTY NAME AND PAGE

17 0 7th 0 0

18 0 8th 0 0
3rd
19 0 9th 0 0

DOMAIN / SCHOOL / BLOODLINE


QTY NAME AND PAGE QTY NAME AND PAGE
BLOODLINE

SPECIALTY SCHOOL
4th
PROHIBITED SCHOOL

PROHIBITED SCHOOL
QTY NAME AND PAGE QTY NAME AND PAGE
DOMAIN DOMAIN

5th CANTRIPS / ORISONS / POWERS / BONUS SPELLS

QTY NAME AND PAGE QTY NAME AND PAGE

6th

QTY NAME AND PAGE QTY NAME AND PAGE

7th

QTY NAME AND PAGE QTY NAME AND PAGE

8th

QTY NAME AND PAGE QTY NAME AND PAGE

9th
CHARACTER RECORD SHEET SPEED
Mod:

CHARACTER NAME PLAYER NAME DEITY/RELIGION REGION ft. / x4


| Neutral Medium ' " lb.
RACE (TYPE/SUBTYPE) ALIGNMENT SIZE AGE GENDER HEIGHT WEIGHT (lb.) OTHER SPEEDS

| 0
CLASSES CHAR LVL DESCRIPTION

TEM PER ENCUMBRANCE


TEMP OTHER
P M
ABILITY SCORE MOD SCORE MOD Mod: Energy
10 10
MOD MOD
HIT POINTS CONDITIONS Drain SPELLS & EFFECTS Light
STR 10 +0 0
10 10
TOTAL 0
DEX 10 +0 0
10 10
SPELL RESISTANCE
CON 10 +0 0 LETHAL

10 10
INT 10 +0 0
NONLETHAL
10 10 TOTAL BASE ABILITY RACE OTHER MISC GENERAL NOTES
WIS 10 +0 0
FORTITUDE SAVE +0 = 0 + 0 + 0 + 0 +
10 10 DAMAGE REDUCTION
CHA 10 +0 0 Notes:
REFLEX SAVE +0 = 0 + 0 + 0 + 0 +

CHANNEL ENERGY (Not Available) Notes:


WILL SAVE +0 = 0 + 0 + 0 + 0 +
Effective Level 0 Other DC Mods Times/Day Used
Notes:

GENERAL COMBAT SENSES


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

INITIATIVE +0 = 0 +
Perception +0 +10
CONDITIONAL MODIFIERS / OTHER

AC 10 = 10 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0
TOTAL ARMR SHLD DEX SIZE NAT DDG DEF OTH
APPLIES TO? APPLIES TO? APPLIES TO?
10 10 No
TOUCH FLAT- SHIELD MISC 1 MISC 2 MISC 3
FOOTED READY TOTAL BAB ABILITY SIZE OTHER MISC COMBAT NOTES

MELEE +0 0 Str 0 0 SKILLS SKIL CAL MIS 0

CLASS?
= + + + + Armor Check Penalty
KEY
L RAN C C COND
SKILL NAME ABIL
RANGED +0 = 0 + Dex + 0 + 0 + MO K MO MO MODS
£ Acrobatics ITY
Dex* D0 = 0 + 0 +
DS D
COMBAT MANEUVERS TOTAL BAB ABILITY SIZE OTHER MISC COMBAT MANEUVER NOTES
£ Appraise Int 0 = 0 + 0 +
CMB +0 = 0 + 0 + 0 + 0 +
£ Bluff Cha 0 = 0 + 0 +

CMD 10 = 10 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + £ Climb Str* 0 = 0 + 0 +


TOTAL BAB STR DEX SIZE DDG DEF OTH MISC
£ Craft (untrained) Int 0 = 0 + 0 +
. £ Diplomacy Cha 0 = 0 + 0 +
WEAPONS AND ATTACKS
£ Disguise Cha 0 = 0 + 0 +
WEAPON / ATTACK - M/R/T ENH MATERIAL SIZE QTY WIELDED AS?
£ Escape Artist Dex* 0 = 0 + 0 +
None Medium 1
+ATK ATTACKS +DMG DAMAGE KEEN? CRITICAL COMBAT OPTION £ Fly Dex* 0 = 0 + 0 +

N / x £ Heal Wis 0 = 0 + 0 +
RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES COMBAT OPTION
£ Intimidate Cha 0 = 0 + 0 +

SPECIAL PROPERTIES 0 0 0 0 0 0 0 +0 0 0 0 -1 0 0 0 0 0 0 -1 COMBAT OPTION £ Perception Wis 0 = 0 + 0 +

£ Perform (untrained) Cha 0 = 0 + 0 +


. £ Ride Dex* 0 = 0 + 0 +
WEAPON / ATTACK - M/R/T ENH MATERIAL SIZE QTY WIELDED AS?

None Medium 1 £ Sense Motive Wis 0 = 0 + 0 +


+ATK ATTACKS +DMG DAMAGE KEEN? CRITICAL COMBAT OPTION
£ Stealth Dex* 0 = 0 + 0 +
N / x
RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES COMBAT OPTION £ Survival Wis 0 = 0 + 0 +

— £ Swim Str* 0 = 0 + 0 +
SPECIAL PROPERTIES 0 0 0 0 0 0 0 +0 0 0 0 -1 0 0 0 0 0 0 -1 COMBAT OPTION = + +

= + +
WEAPON / ATTACK - M/R/T ENH MATERIAL SIZE QTY WIELDED AS?
£ Disable Device Dex* NA = 0 + 0 +
None Medium 1
+ATK ATTACKS +DMG DAMAGE KEEN? CRITICAL COMBAT OPTION £ Handle Animal Cha NA = 0 + 0 +

0 0 N / x £ Knowledge (arcana) Int NA 0 + 0 +


RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES COMBAT OPTION
£ Knowledge (dungeoneering) Int NA 0 + 0 +

SPECIAL PROPERTIES 0 0 0 0 0 0 0 +0 0 0 0 -1 0 0 0 0 0 0 -1 COMBAT OPTION £ Knowledge (engineering) Int NA 0 + 0 +

£ Knowledge (geography) Int NA 0 + 0 +

WEAPON / ATTACK - M/R/T ENH MATERIAL SIZE QTY WIELDED AS? £ Knowledge (history) Int NA 0 + 0 +

None Medium 1 £ Knowledge (local) Int NA 0 + 0 +


+ATK ATTACKS +DMG DAMAGE KEEN? CRITICAL COMBAT OPTION
£ Knowledge (nature) Int NA 0 + 0 +
0 0 N / x
RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES COMBAT OPTION £ Knowledge (nobility) Int NA 0 + 0 +

— £ Knowledge (planes) Int NA 0 + 0 +


SPECIAL PROPERTIES 0 0 0 0 0 0 0 +0 0 0 0 -1 0 0 0 0 0 0 -1 COMBAT OPTION £ Knowledge (religion) Int NA 0 + 0 +

£ Knowledge (spirits) Int NA 0 + 0 +


WEAPON / ATTACK - M/R/T ENH MATERIAL SIZE QTY WIELDED AS?
£ Linguistics Int NA = 0 + 0 +
None Medium 1
+ATK ATTACKS +DMG DAMAGE KEEN? CRITICAL COMBAT OPTION £ Profession (untrained) Wis NA = 0 + 0 +

0 0 N / x £ Sleight of Hand Dex* NA = 0 + 0 +


RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES COMBAT OPTION
£ Spellcraft Int NA = 0 + 0 +

SPECIAL PROPERTIES 0 0 0 0 0 0 0 +0 0 0 0 -1 0 0 0 0 0 0 -1 COMBAT OPTION £ Use Magic Device Cha NA = 0 + 0 +

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


CAMPAIGN LANGUAGES ARMOR, SHIELD, & OTHER PROTECTION
ARMOR Value: - ENH SPECIAL MATERIAL MODIFICATIONS

None
CATEGORY #N/A
ARMOR MAX DEX ARMOR CHECK ARCANE FAILURE SPD RED WGT (lb.)

― +0 +50 0 0% No —
SPECIAL PROPERTIES
EXPERIENCE

0 Medium 0
SHIELD Value: - ENH SPECIAL MATERIAL
CURRENT TOTAL NEXT LEVEL PROGRESSION
None
SHIELD BONUS MAX DEX ARMOR CHECK ARCANE FAILURE WGT (lb.)

+0 +50 0 0% 0.0
LANGUAGES SPECIAL PROPERTIES
STARTING/BONUS LANGUAGES

GEAR / OTHER POSSESSIONS


MAGIC ITEMS ITEM QTY GP WGT CARRIED

. ### ###
BELT (BELT OR GIRDLE) VALUE WEIGHT

0 - ### ###
DESCRIPTION ### ###
### ###
BODY (ROBE OR VESTMENT) VALUE WEIGHT ### ###
0 - ### ###
DESCRIPTION

### ###
### ###
CHEST (MANTLE, VEST, OR SHIRT) VALUE WEIGHT

0 - ### ###
DESCRIPTION ### ###
### ###
EYES (PAIR OF LENSES OR GOGGLES) VALUE WEIGHT COIN ### ###
0 - ### ###
DESCRIPTION
PLATINUM ### ###
### ###
FEET (PAIR OF BOOTS, SHOES, OR SLIPPERS) VALUE WEIGHT GOLD

0 - ### ###
DESCRIPTION SILVER ### ###
### ###
COPPER
HAND (ONE GLOVE OR GAUNTLET) VALUE WEIGHT
0.00 ### ###
0 - WEIGHT ### ###
DESCRIPTION

WEALTH ### ###


### ###
HAND (ONE GLOVE OR GAUNTLET) VALUE WEIGHT
0 ### ###
0 - WEALTH BY LEVEL
DESCRIPTION
0.00 ### ###
WEALTH VARIANCE ### ###
HEAD (CIRCLET, CROWN, HAT, HELM, OR MASK) VALUE WEIGHT
ENCUMBRANCE ### ###
0 - ### ###
DESCRIPTION

33 100 ### ###


LIGHT
LIFT
OVER ### ###
HEADBAND (HEADBAND OR PHYLACTERY) VALUE WEIGHT LOAD
HEAD

0 - ### ###
66 200
DESCRIPTION
LIFT OFF
### ###
MED
GROUN
LOAD
D ### ###
NECK (AMULET, BROOCH, MEDALLION, NECKLACE, PERIAPT, SCARAB) VALUE WEIGHT 100 500
0 - ### ###
DESCRIPTION
HEAVY
LOAD
PUSH
DRAG 0.00 0.00 0.00 0.00
ADVENTURE EXPENSES TOTAL GP VALUE ARMOR/WEAPON WGT TOTAL WEIGHT

OTHER MAGIC ITEMS


RING VALUE WEIGHT
MAGIC ITEM VALUE WEIGHT MAGIC ITEM VALUE WEIGHT
0 -
DESCRIPTION 0 - 0 -
DESCRIPTION DESCRIPTION

RING VALUE WEIGHT

0 -
DESCRIPTION MAGIC ITEM VALUE WEIGHT MAGIC ITEM VALUE WEIGHT

0 - 0 -
DESCRIPTION DESCRIPTION
SHOULDERS (CLOAK OR CAPE) VALUE WEIGHT

0 -
DESCRIPTION

MAGIC ITEM VALUE WEIGHT MAGIC ITEM VALUE WEIGHT

WRISTS (PAIR OF BRACERS OR BRACELETS) VALUE WEIGHT 0 - 0 -


DESCRIPTION DESCRIPTION
0 -
DESCRIPTION
RACIAL ABILITIES CLASS ABILITIES

TRAITS

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


BACKGROUND / DEVELOPMENTS PORTRAIT / SYMBOL

PEOPLE / ORGANIZATIONS CREATURES

REGIONS / PLACES OTHER NOTES


SPELLS & ABILITIES GENERAL INFO
QTY NAME AND PAGE
CASTER LEVEL KEY ABILITY Int / 0 Arcane Spell Failure 0%
SHORT MEDIUM LONG

RANGE 25 100 400

SAVE TOTAL PER SPELLS PER BONUS


SAVE DC MOD LEVEL DAY DAY SPELLS TOTAL KNOWN

1st 10 0 0 NA

11 0 1st 0 0

12 0 2nd 0 0

QTY NAME AND PAGE 13 0 3rd 0 0

14 0 4th 0 0

15 0 5th 0 0

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

18 0 8th 0 0

19 0 9th 0 0
QTY NAME AND PAGE

DOMAIN / SCHOOL / BLOODLINE

BLOODLINE

3rd SPECIALTY SCHOOL

PROHIBITED SCHOOL

PROHIBITED SCHOOL

DOMAIN DOMAIN
QTY NAME AND PAGE

CANTRIPS / ORISONS / POWERS / BONUS SPELLS

4th

QTY NAME AND PAGE

5th

QTY NAME AND PAGE

6th

QTY NAME AND PAGE


OTHER NOTES

7th

QTY NAME AND PAGE

8th

QTY NAME AND PAGE

9th
None 0 0 3 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
0 DEX OTHER FORT REF WILL SR
STR 0 -5 -5 —
SPECIAL
0 AC #N/A = 10 + -5 + 0 + 0 + #N/A +
DEX 0 -5 -5 Dex NA DODGE SIZE ARMOR 4th: 9th: 14th: 20th:
ABILITY BOOSTS
0
CON 0 -5 -5
CMD #N/A = 10 + 0 + -5 + -5 + #N/A + 0
BAB STR DEX SIZE DODGE
0
INT 0 -5 -5
CMB #N/A = 0 + -5 + #N/A
0 BAB ABILITY SIZE
WIS 0 -5 -5 None

0 ATK #N/A = 0 + -5 + #N/A ATTACKS NOTES


CHA 0 -5 -5 BAB STR SIZE

ANIMAL COMPANION SENSES


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

SP Mod:

CLASS?
SKILLS Skill Points 0 of 0 Armor Check 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 = + #N/A +

£ Survival Wis -5 = + -5 +

Q Swim Str* -5 = + -5 +

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

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


FAMILIAR LVL HD HP SR SIZE SPEED OTHER MOVE
#N/A
ABILITY ABILITY TEMP TEMP
SCORE MOD SCORE MOD
SPECIAL QUALITIES
STR #N/A #N/A INIT #N/A #N/A 0 #N/A #N/A #N/A
#N/A

#N/A
= +
DEX OTHER FORT REF WILL

DEX #N/A #N/A


#N/A

AC #N/A 10 #N/A #N/A 0 #N/A #N/A


#N/A

= + + + +
DEX NA DODGE SIZE
CON #N/A 0
#N/A

0
CMD #N/A = 10 + 0 + #N/A + #N/A + #N/A + 0 SPECIAL ATTACKS
INT #N/A #N/A
#N/A

#N/A BAB STR DEX SIZE DODGE

WIS #N/A #N/A CMB #N/A 0 #N/A #N/A —


#N/A

= + +
#N/A
#N/A

BAB #N/A SIZE

CHA #N/A #N/A


#N/A

ATTACKS FAMILIAR ABILITIES


ATK #N/A 0 #N/A #N/A
#N/A

= + +
BAB #N/A SIZE
FAMILIAR SENSES
MOD PASSIVE SPECIAL

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


. C O N D IT IO N A L
M O D IF IE R S /O T H E R

#N/A
SKILLS
CLASS?

KEY SKILL CALC MISC CONDITIONAL


SKILL NAME RANK
ABILITY MOD MODS MOD MODS

£ Acrobatics #N/A #N/A = #N/A + #N/A +

OTHER NOTES £ Bluff #N/A #N/A = #N/A + #N/A +

£ Fly #N/A #N/A = #N/A + #N/A +

£ Intimidate #N/A #N/A = #N/A + #N/A +

£ Knowledge (planes) #N/A #N/A = #N/A + #N/A +

£ Perception #N/A #N/A = #N/A + #N/A +

£ Spellcraft #N/A #N/A = #N/A + #N/A +

£ Sense Motive #N/A #N/A = #N/A + #N/A +

£ Stealth #N/A #N/A = #N/A + #N/A +

£ Swim #N/A #N/A = #N/A + #N/A +

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


Quadruped 0 0 4 0 0 / 0 Medium bite, limbs (legs) (2)
EIDOLON BASE FORM LVL HD HP STR/DEX COST AVAIL SIZE | Base Move 40' | FREE EVOLUTIONS
BONUS EVOLUTION POOL
### —
MOVEMENT SPECIAL
ABILITY ABILITY TEMP TEMP
SCORE MOD SCORE MOD INIT +2 = 2 + 0 +1 +2 0 0 3rd: 8th: 13th: 18th:
+2###
DEX OTHER FORT REF WILL SR ABILITY BOOSTS
STR 14 ### ###
bi
AC 14 = 10 + 0 + 2 + 0 + 0 + 2 ###
###
DEX 14 +2###
### ARMOR DEX DODGE SIZE NA ###
###

CON 13 +1###
### CMD 14 = 10 + 0 + 2 + +2 + 0 + 0 ###
###
BAB STR DEX SIZE DODGE ###
###
INT 7 -2###
### ###
###
CMB +2 = 0 + 2 + 0
0### ###
###
BAB ABILITY SIZE
WIS 10 ### Bite (1d6+2)
ATK +2 = 0 + 2 + 0
0###
ATTACKS EVOLUTIONS
CHA 11 ### BAB STR SIZE

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

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

CLASS?
Penalty

KEY CALC MISC CONDITIONAL


SKILL NAME MOD RANK
ABILITY 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* +2 = + 2 +
Q Swim Str* +2 = + 2 +
£ = + 0 +
£ = + 0 +
£ = + 0 +
£ = + 0 +
£ = + 0 +
* Armor Check Penalty applies. NA skills cannot be used untrained.
0
0 |
Neutral Medium
Init +0 Senses
DEFENSE
AC 10 touch 10 flat-footed 10
hp 0 ()
Fort +0 Ref +0 Will +0
Other
OFFENSE
Speed ft.
Melee
Ranged
Other
STATISTICS
Str 10 Dex 10 Con 10 Int 10 Wis 10 Cha 10
Base ATK +0 CMB +0 CMD 10
Feats
Skills
Languages
SQ
Feat Name

3 *** PRPG - General ***


4 ACROBATIC
Acrobatic Steps
6 Agile Maneuvers
7 Alertness
Alignment Channel [Chaotic]
Alignment Channel [Evil]
Alignment Channel [Good]
Alignment Channel [Lawful]
12 Animal Affinity
Arcane Armor Mastery
Arcane Armor Training
Arcane Strike
Armor Proficiency, Heavy
17 Armor Proficiency, Light
Armor Proficiency, Medium
19 Athletic
Augment Summoning
Bleeding Critical
22 Blind-Fight
Blinding Critical
24 Catch Off-Guard
Channel Smite
Cleave
27 Combat Casting
Combat Expertise
29 Combat Reflexes
Command Undead
Critical Focus
Critical Mastery
Dazzling Display
Deadly Aim
Deadly Stroke
Deafening Critical
37 Deceitful
38 Defensive Combat Training
Deflect Arrows
40 Deft Hands
Diehard
Disruptive
DODGE
Double Slice
Elemental Channel [Air]
Elemental Channel [Earth]
Elemental Channel [Fire]
Elemental Channel [Water]
49 Endurance
50 Eschew Materials
Exhausting Critical
Exotic Weapon Proficiency [select weapon]
Exotic Weapon Proficiency [select weapon]
Exotic Weapon Proficiency [select weapon]
Extra Channel
Extra Ki I
Extra Ki II
Extra Ki III
Extra Lay On Hands I
Extra Lay On Hands II
Extra Lay On Hands III
Extra Mercy [Blinded]
Extra Mercy [Cursed]
Extra Mercy [Dazed]
Extra Mercy [Deafened]
Extra Mercy [Diseased]
Extra Mercy [Exhausted]
Extra Mercy [Fatigued]
Extra Mercy [Frightened]
Extra Mercy [Nauseated]
Extra Mercy [Paralyzed]
Extra Mercy [Poisoned]
Extra Mercy [Shaken]
Extra Mercy [Sickened]
Extra Mercy [Staggered]
Extra Mercy [Stunned]
Extra Performance I
Extra Performance II
Extra Performance III
Extra Rage I
Extra Rage II
Extra Rage III
Far Shot
84 Fleet I
Fleet II
Fleet III
Gorgon's Fist
Great Cleave
89 Great Fortitude
Great Fortitude, Improved
Greater Bull Rush
Greater Disarm
Greater Feint
Greater Grapple
Greater Overrun
Greater Sunder
Greater Trip
Improved Bull Rush
Improved Channel
100 Improved Counterspell
Improved Critical [select weapon]
Improved Critical [select weapon]
Improved Critical [select weapon]
Improved Disarm
Improved Familiar
Improved Feint
Improved Grapple
108 Improved Initiative
Improved Overrun
Improved Shield Bash
Improved Sunder
Improved Trip
113 Improved Unarmed Strike
Improvised Weapon Mastery
115 Intimidating Prowess
116 Iron Will
Iron Will, Improved
Leadership
119 Lightning Reflexes
Lightning Reflexes, Improved
Lightning Stance
Lunge
123 Magical Aptitude
Manyshot
125 Martial Weapon Proficiency [select weapon]
126 Martial Weapon Proficiency [select weapon]
127 Martial Weapon Proficiency [select weapon]
128 Master Craftsman
Medusa's Wrath
Mobility
Mounted Archery
Mounted Combat
Natural Spell
Nimble Moves
Penetrating Strike []
Penetrating Strike []
Penetrating Strike []
Penetrating Strike, Greater []
Penetrating Strike, Greater []
Penetrating Strike, Greater []
141 Persuasive
Pinpoint Targeting
143 Point-Blank Shot
Power Attack
Precise Shot
Precise Shot, Improved
Quick Draw
Rapid Reload [hand]
Rapid Reload [light]
Rapid Reload [heavy]
Rapid Shot
Ride-By Attack
153 RUN
Scorpion Style
Selective Channeling
156 Self-Sufficient
Shatter Defenses
Shield Focus
Shield Focus, Greater
Shield Master
161 Shield Proficiency
Shield Slam
Shot on the Run
Sickening Critical
165 Simple Weapon Proficiency
166 Skill Focus [Acrobatics]
167 Skill Focus [Appraise]
168 Skill Focus [Bluff]
169 Skill Focus [Climb]
170 Skill Focus [Craft (untrained)]
171 Skill Focus [Craft ()]
172 Skill Focus [Craft ()]
173 Skill Focus [Diplomacy]
174 Skill Focus [Disable Device]
175 Skill Focus [Disguise]
176 Skill Focus [Escape Artist]
177 Skill Focus [Fly]
178 Skill Focus [Handle Animal]
179 Skill Focus [Heal]
180 Skill Focus [Intimidate]
181 Skill Focus [Knowledge (arcana)]
182 Skill Focus [Knowledge (dungeoneering)]
183 Skill Focus [Knowledge (engineering)]
184 Skill Focus [Knowledge (geography)]
185 Skill Focus [Knowledge (history)]
186 Skill Focus [Knowledge (local)]
187 Skill Focus [Knowledge (nature)]
188 Skill Focus [Knowledge (nobility)]
189 Skill Focus [Knowledge (planes)]
190 Skill Focus [Knowledge (religion)]
191 Skill Focus [Knowledge (spirits)]
192 Skill Focus [Linguistics]
193 Skill Focus [Perception]
194 Skill Focus [Perform (act)]
195 Skill Focus [Perform (comedy)]
196 Skill Focus [Perform (dance)]
197 Skill Focus [Perform (keyboard)]
198 Skill Focus [Perform (oratory)]
199 Skill Focus [Perform (percussion)]
200 Skill Focus [Perform (string)]
201 Skill Focus [Perform (wind)]
202 Skill Focus [Perform (sing)]
203 Skill Focus [Perform (untrained)]
204 Skill Focus [Profession (untrained)]
205 Skill Focus [Profession ()]
206 Skill Focus [Profession ()]
207 Skill Focus [Ride]
208 Skill Focus [Sense Motive]
209 Skill Focus [Sleight of Hand]
210 Skill Focus [Spellcraft]
211 Skill Focus [Stealth]
212 Skill Focus [Survival]
213 Skill Focus [Swim]
214 Skill Focus [Use Magic Device]
215 Skill Focus []
216 Skill Focus []
Snatch Arrows
218 Spell Focus [Abjuration]
219 Spell Focus [Conjuration]
220 Spell Focus [Divination]
221 Spell Focus [Enchantment]
222 Spell Focus [Evocation]
223 Spell Focus [Illusion]
224 Spell Focus [Necromancy]
225 Spell Focus [Transmutation]
Spell Focus, Greater [Abjuration]
Spell Focus, Greater [Conjuration]
Spell Focus, Greater [Divination]
Spell Focus, Greater [Enchantment]
Spell Focus, Greater [Evocation]
Spell Focus, Greater [Illusion]
Spell Focus, Greater [Necromancy]
Spell Focus, Greater [Transmutation]
Spell Mastery I
Spell Mastery III
Spell Mastery III
237 Spell Penetration
Spell Penetration, Greater
Spellbreaker
Spirited Charge
Spring Attack
Staggering Critical
Stand Still
244 Stealthy
Step Up
Strike Back
Stunning Critical
Stunning Fist
249 Throw Anything
Tiring Critical
251 Toughness
Tower Shield Proficiency
Trample
Turn Undead
Two-Weapon Fighting
Two-Weapon Defense
Two-Weapon Fighting, Improved
Two-Weapon Fighting, Greater
Two-Weapon Rend
Unseat
Vital Strike
Vital Strike, Improved
Vital Strike, Greater
264 Weapon Finesse
Weapon Focus [select weapon]
Weapon Focus [select weapon]
Weapon Focus [select weapon]
Weapon Focus, Greater []
Weapon Focus, Greater []
Weapon Focus, Greater []
Weapon Specialization []
Weapon Specialization []
Weapon Specialization []
Weapon Specialization, Greater []
Weapon Specialization, Greater []
Weapon Specialization, Greater []
Whirlwind Attack
Wind Stance
279 *** PRPG - Item Creation ***
Brew Potion
Craft Construct
Craft Magic Arms and Armor
Craft Rod
Craft Staff
Craft Wand
Craft Wondrous Item
Forge Ring
Scribe Scroll
289 *** PRPG - Metamagic ***
290 Empower Spell
291 Enlarge Spell
292 Extend Spell
293 Heighten Spell
294 Maximize Spell
295 Quicken Spell
296 Silent Spell
297 Still Spell
298 Widen Spell
299 *** PRPG - Monster ***
Ability Focus []
Ability Focus []
Ability Focus []
Awesome Blow (Combat)
Empower Spell-Like Ability
Flyby Attack
Hover
Improved Natural Armor I
Improved Natural Armor II
Improved Natural Armor III
Improved Natural Attack
311 Multiattack
Multiweapon Fighting
Quicken Spell-Like Ability
Snatch
Wingover
*** Custom ***
0
0
0
0
0
322 *****APG Beta*****
Allied Spellcaster
324 Coordinated Defense
325 Coordinated Maneuvers
326 Duck and Cover
327 Lookout
Outflank
329 Paired Opportunists
Precise Strike
Shield Wall
332 Shielded Caster
333 Swap Places
334 *****Golarion Campaign*****
335 Additional Traits
Advance Warning
Advanced Defensive Combat Training
Aldori Dueling Mastery
339 All Gnolls Must Die
Altitude Affinity
Andoren Falconry
Arcane Vendetta
Belier’s Bite
Berserker’s Cry I
Berserker’s Cry II
Berserker’s Cry III
347 Big Game Hunter
Black Marketeer
Blade Binder
Bloatmage Initiate
Boon Companion
Bounding Hammer
Brain Eater
Burn Rider
Careful Speaker
356 Chainbreaker
357 City Born [Korvosa]
358 City Born [Magnimar]
359 City Born [Riddleport]
Civilized Ghoulishness
Companion Figurine
Conceal Scent
Cornugon Shield
Cornugon Smash
Cornugon Stun
Cornugon Trip
367 Corsair of Taldor
368 Cosmopolitan
369 Country Born
Crossbow Mastery
Darting Viper
Demon Hunter I
Demon Hunter II
Demon Hunter III
Dervish Dance
Desert Dweller
377 Desperate Battler
378 Devil’s Foe
Dilettante
Dorn-Dergar Master
Draconic Defender
Draconic Discipline
Eagle Knight Candidate [Golden Legion]
Eagle Knight Candidate [Steel Falcons]
Eagle Knight Candidate [Twilight Talons]
386 Endure Pain (Zon-Kuthon’s Kiss)
Enforcer
Equipment Trick [boots]
Equipment Trick [cloak]
Equipment Trick [rope]
Equipment Trick [shield]
Equipment Trick [heavy blade scabbard]
Experienced Vagabond
Eye Of The Arclord
395 Fey Foundling
Fiendish Façade
Fiendish Heritage
Flagbearer
399 Flame-Tested Survivor
Focused Shot
401 Fortune Teller
Free Spirit
Friendly Switch
Frightful Suggestion
Fury’s Fall
Fury’s Snare
Galley Slave
Gift of Sight
409 Gifted Mesmerist
410 Godless Healing I
411 Godless Healing II
412 Godless Healing III
413 Graverisen
Green Faith Acolyte
Gunslinger
Hamatula Grasp
Hamatula Strike
Hamatulatsu
Harmonic Spell
Harrowed
421 Healer’s Touch
Heightened Trap Sense
Hellcat Pounce
Hellcat Stealth
425 Hermean Blood (Charisma)
426 Hermean Blood (Constitution)
427 Hermean Blood (Dexterity)
428 Hermean Blood (Intelligence)
429 Hermean Blood (Strength)
430 Hermean Blood (Wisdom)
431 History of Scars
Impaling Charge
Indigestible
Indomitable Mount
Inscribe Rune
Instrumental
437 Invested Magic
Iomedaean Sword Oath
Irrisen Icemage
440 Jackal Blood
Katheer Scholar
Lamashtu's Mark
443 Lone Wolf
444 Lost in the Crowd
Lucky Halfling
Massed Charge
447 Master Delver
Master of Disguise
Master of the Ledger
Minotaur’s Charge
451 Molthuni Discipline
Monstrous Mask
Mounted Onslaught
Necromantic Resistance
Night Stalker
456 Noble Scion (Charthagnion)
457 Noble Scion (Henderthane)
458 Noble Scion (Jeggare)
459 Noble Scion (Leroung)
460 Noble Scion (Narikopolus)
461 Noble Scion (Sarini)
462 Noble Scion (Thrune)
Noxious Bite
One Finger
Ooze Companion
Ooze Whisperer
Osiriontologist
Osyluth Guile
Parting Shot
Possess Creature
Possess Location
Possess Object
Profits of Kalistrade
Quick At Hand
475 Relentless Butcher
Religious Pilgrim
Rugged
Ruincaster
Sable Company Marine
Sandwalker
Scent of Fear
Secret of Steel-Shattering Spirit [Adamantine]
Secret of Steel-Shattering Spirit [Cold Iron]
Secret of Steel-Shattering Spirit [Silver]
Secret of Steel-Shattering Spirit [Magic]
Secret of Steel-Shattering Spirit [Lawful]
Secret of Steel-Shattering Spirit [Epic]
Secret Signs
Serpent Lash
Shade of the Uskwood
Shambling Monolith
Shingle Runner
493 Shrewd Liason
Silent as Stone
Sliding Axe Throw
Slow Exhalation
Sly Draw
498 Sneaky Vagabond
Sniper Shot
Sow Terror
Spirit of the River
Spirit Strike
503 Splash Weapon Mastery
Stance of the Xorn
Stoic
Stone Clinger
Storm-Lashed
Stormstruck Shambler
Strength of the Diamond
Suffocating Strangulation
Survivor
Swarm Dodger
513 Taldan Conscript
Taldan Knight
Taldan Squire
Taldorian Duelist
517 Talmandor’s Lifting
Teleport Sense
Thanatopic Spell
Threnodic Spell
Thunder and Fang
522 Totem Spirit (Axe Clan)
523 Totem Spirit (Hawk Clan)
524 Totem Spirit (Moon Clan)
525 Totem Spirit (Skull Clan)
526 Totem Spirit (Spire Clan)
527 Totem Spirit (Sun Clan)
528 Totem Spirit (Wind Clan)
529 Touvette Defender
Twisted Flesh
Urban Forager
Varisian Tattoo [Abjuration]
Varisian Tattoo [Conjuration]
Varisian Tattoo [Enchantment]
Varisian Tattoo [Evocation]
Varisian Tattoo [Illusion]
Varisian Tattoo [Necromancy]
Varisian Tattoo [Transmutation]
Veiled Vileness
Vermin Companion
Vermin Heart
Wand Dancer
Warped Mind
Warren Digger I
Warren Digger II
Warren Digger III
Wheeling Charge
548 *** Remarkable Races ***
Arcane Aptitude
Arcane Craft
Arcane Ruin
Booby Trapped
Jury-Rig
Monkey Wrench
Spring Loaded
Big Spinner
Coleophite Metamorphosis
Eulite Metamorphosis
Farfalite Metamorphosis
Glowworm
Larvite Lifer
Mantis Grab
Matron Metamorphosis
Moscanite Metamorphosis
Poisonous
Prepare for Metamorphosis
Twinspike
Bite Me
Corrosive Ichor
Dodgy
Into the Rough
See More Evil
Tricky Target
Vile Vendetta
Archaic Ferocity
Bestial Defense
Brute Strength
Club and Spear
Primeval Brutality
Savage Beating
Fantastic Tongue
Indomitable Will
Leaping Strike
Tongue Lash
Uncanny Will
Waterjot
Luck of the Beast
Manifest Claws
Manifest Form
Natural Instinct
Servitor's Diplomacy [Bluff]
Servitor's Diplomacy [Sense Motive]
Taste of Blood
Vicious Bite
Heavenly Presence
Inspire Courage
Extra Inspirational I
Extra Inspirational II
Extra Inspirational III
Song of the Muse
Waking Dream
Wings of a Dream
Bargain
Gamble Fate
Golden Destiny
Golden Eye
Money is Power
Penny Saved
Deep Roots
Fearless
Mighty Oak
One with Wood
Shielding Sap
Sun Loving I
Sun Loving II
Sun Loving III
Thorns
Wicked Thorns
Boon of Bones I
Boon of Bones II
Boon of Bones III
Deathbane Touch
Death Drain
Death Spawn
Plague Born
Triple Jointed
Boiling Steam
Crystal Gore
Flaming Gore
Mismatched Gem
Resilient Spirit
Rising Steam
Steamed I
Steamed II
Steamed III
636 *** Rite Publishing ***
Awaken Elemental Power
Aspect of Air (cloud giant)
Aspect of Air (storm giant)
Aspect of Earth (ettin)
Aspect of Earth (hill giant)
Aspect of Earth (ogre)
Aspect of Earth (stone giant)
Aspect of Earth (taiga giant)
Aspect of Fire
Aspect of Water (frost giant)
Aspect of Water (troll)
Bank Shot
Crushing Volley
Extra Use
Gift of Sight (RP)
Bank Shot, Improved
Night Stalker (RP)
Pinning Throw
Power Throw
Quickened Growth
Quick at Hand (RP)
Skipping Stone
Stomp
Stone Magix (Sp)
661 *** LSJ Feats ***
Additional Domain
663 Additional Favored Class
Alternate Identity
Antipsionic Magic
Armor Specialization
Back-to-Back
Battlefield Triage
Blindsight, 5' radius
Bloodburn
Break the Breath
Cast on the Run
Channel Heal
Channel Inflict
Chaotic Mind
Cleave Asunder
677 Closed Mind
Combat Awareness
Combat Tutor
Culinary Infusion
Deadly Precision
Descant
683 Descriptor Focus
684 Diligent
Disguise Spell
Divine Might
Divine Vengeance
Domain Focus
Elemental Affinity
Energy Substitution
Eyes in the Back of your Head
Field Medic
Fish Out of Water
Fleet of Foot
695 Fool's Fortune
Force of Will
Furious Charge
698 Ghost Spell
Ghostspeaker
Greater Domain Focus
Greater Manyshot
702 Grow Spell
Higher Education
Hold the Line
Hostile Mind
LSJ Hover
Improved Deflect Arrows
Improved Mounted Combat
Increased Empathy
Intercepting Voice
Knock-Down
Larger Familiar
LSJ Leadership
Lingering Melody
Mental Resistance
Mighty Throw
Mind Over Body
Negotiator
Opportunity Knocks
Paramour
Parry
Pass For Human
Persistent Spell
Pied Piper
Pierce
Political Intrigue
727 Prone Combat
Psionic Hole
Quick Sheathe
730 LSJ Quicken Spell-Like Ability
Rapid Metabolism
732 Reach Spell
Reckless Offense
734 Repeat Spell
Retain
736 Sacred Spell
Scholar
Sculpt Runic Item
Shapechange Channel
Sharp Shooting
741 Showstopper
Sorcerous Bond
743 Spell Theatrics
Step Into Harm's Way
Subdual Substitution
Subduing Strike
Superior Expertise
Superior Leadership
Superior Tracker
Urban Survival
LSJ Vermin Companion
Vermin Wild Shape
Wary
LSJ Wingover
755 *** BoAM ***
Bartek’s School Graduate (College of Magic)
Bartek’s Post Graduate (College of Magic)
Ceilidh Conservatory Graduate (Bardic School)
Ceilidh Post Graduate (Bardic School)
College of the All-Seeing Eye Graduate (College of
Magic)
College of the All-Seeing Eye Post Graduate (College
of Magic)
College Trained Bard
College Trained Spellcaster
Giacomo’s Jester School Graduate (Bardic School)
Giacomo’s Post Graduate (Bardic School)
High Halls Graduate (Bardic School)
High Halls Post Graduate (Bardic School)
Himar Academy Graduate (College of Magic)
Himar Post Graduate (College of Magic)
Moonarrow University Graduate (College of Magic)
Moonarrow Post Graduate (College of Magic)
Nightwatcher’s Tower Graduate (College of Magic)
Nightwatcher’s Tower Post Graduate (College of Magic)
Vanguard Academy Graduate (College of Magic)
Vanguard Academy Post Graduate (College of Magic)
Wagner’s College Graduate (College of Magic)
Wagner’s College Post Graduate (College of Magic)
Wolestone Institute Graduate (College of Magic)
Wolestone Institute Post Graduate (College of Magic)
Improved Clockwork Familiar
Advanced Clockwork Familiar
Superior Clockwork Familiar
Mithral Clockwork Familiar
Adamantine Clockwork Familiar
785 *** BoDM ***
786 Blessing of the Elf-mother
787 Cat-like Reflexes
788 Déjà vu
Divine Charisma
790 Dwarfather’s Boon
Favored Critical
792 Fireshaper
793 The Gift of Healing
794 Grace and Joy
795 Grandfather’s Gift
Horse Whisperer
797 In Tune with Nature
Lay Priest
799 Master Craftsman
Maximize Channeling
Maximize Lay on Hands
802 Nightmarish Mind
803 Nose of the Bear
804 Random Acts of Violence
805 A Sailor’s Life for Me
Shaman
807 Swords Master
808 Temple Trained Priest
809 Too Darn Cute
810 Tricksy
811 Uncanny Luck
812 Warlord
813 Warmachine
814 Well-read
Wild Speech
816 *** PRPG Beta ***
Backswing
Devastating Blow
819 Overhand Chop

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Combat Critical Teamwork Item Creation Metamagic

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List_Feats_Monk
Catch Off-Guard
Combat Reflexes
Deflect Arrows
DODGE
Hamatulatsu
Improved Grapple
Scorpion Style
Throw Anything
Blade Binder
Gorgon’s Fist
Improved Bull Rush
Improved Disarm
Improved Feint
Improved Trip
Mobility
Improved Critical
Medusa’s Wrath
Snatch Arrows
Spring Attack
List_Feats_AltMonk
Catch Off-Guard
Combat Reflexes
Deflect Arrows
DODGE
Improved Grapple
Rapid Shot
Throw Anything
Blade Binder
Improved Bull Rush
Improved Disarm
Improved Feint
Improved Trip
Mobility
Shot on the Run
Improved Critical
Precise Shot, Improved
Snatch Arrows
Spring Attack
Prerequisite


Dex 15, Nimble Moves


Channel energy class feature
Channel energy class feature
Channel energy class feature
Channel energy class feature

Arcane Armor Training, Armor Proficiency, Medium, caster level 7th
Armor Proficiency, Light, caster level 3rd
Ability to cast arcane spells
Armor Proficiency, Medium

Armor Proficiency, Light

Spell Focus (conjuration)
Critical Focus, base attack bonus +11

Critical Focus, base attack bonus +15

Power Attack

Int 13

Channel negative energy class feature
Base attack bonus +9
Any two critical feats, 14th-level fighter
Weapon Focus
Dex 13, base attack bonus +1
Greater Weapon Focus, Shatter Defenses, base attack bonus +11
Critical Focus, base attack bonus +13


Dex 13, Improved Unarmed Strike

Endurance
6th-level fighter
Dex 13
Two-Weapon Fighting
Channel energy class feature
Channel energy class feature
Channel energy class feature
Channel energy class feature


Tiring Critical, base attack bonus +15
Base attack bonus +1
Base attack bonus +1
Base attack bonus +1
Channel energy class feature
Ki pool class feature
Ki pool class feature

Lay on hands class feature

Mercy class feature


Mercy class feature
Mercy class feature
Mercy class feature
Mercy class feature
Mercy class feature
Mercy class feature
Bardic performance class feature
Bardic performance class feature
Bardic performance class feature
Rage class feature
Rage class feature
Rage class feature
Point-Blank Shot



Scorpion Style, base attack bonus +6
Cleave, base attack bonus +4

Great Fortitude
Improved Bull Rush, base attack bonus +6
Improved Disarm, base attack bonus +6
Improved Feint, base attack bonus +6
Improved Grapple, base attack bonus +6
Improved Overrun, base attack bonus +6
Improved Sunder, base attack bonus +6
Improved Trip, base attack bonus +6
Power Attack
Channel energy class feature

Proficiency with weapon, base attack bonus +8
Proficiency with weapon, base attack bonus +8
Proficiency with weapon, base attack bonus +8
Combat Expertise
Ability to acquire a familiar, see feat
Combat Expertise
Dex 13, Improved Unarmed Strike

Power Attack
Shield Proficiency
Power Attack
Combat Expertise

Catch Off-Guard or Throw Anything, base attack bonus +8


Iron Will
Character level 7th

Lightning Reflexes
Dex 17, Wind Stance, base attack bonus +11
Base attack bonus +6

Dex 17, Rapid Shot, base attack bonus +6



5 ranks in any Craft or Profession skill
Improved Unarmed Strike, Gorgon's Fist, Scorpion Style, base attack bonus +11
Dex 13, Dodge
Mounted Combat
Ride 1 rank
Wis 13, wild shape class feature
Dex 13
Weapon Focus, 12th-level fighter
Weapon Focus, 12th-level fighter
Weapon Focus, 12th-level fighter
Penetrating Strike, 16th-level fighter
Penetrating Strike, 16th-level fighter
Penetrating Strike, 16th-level fighter
— +2
Improved Precise Shot, base attack bonus +16

Str 13, base attack bonus +1
Point-Blank Shot
Dex 19, Precise Shot, base attack bonus +11
Base attack bonus +1
Weapon proficiency (crossbow)
Weapon proficiency (crossbow)
Weapon proficiency (crossbow)
Dex 13, Point-Blank Shot
Mounted Combat

Improved Unarmed Strike
Cha 13, channel energy class feature

Dazzling Display, base attack bonus +6
Shield Proficiency, base attack bonus +1
Shield Focus, 8th-level fighter
Shield Slam, base attack bonus +11

Improved Shield Bash, Two-Weapon Fighting, base attack bonus +6
Dex 13, Mobility, Point-Blank Shot, base attack bonus +4
Critical Focus, base attack bonus +11




















































Dex 15, Deflect Arrows, Improved Unarmed Strike








Spell Focus [Abjuration]
Spell Focus [Conjuration]
Spell Focus [Divination]
Spell Focus [Enchantment]
Spell Focus [Evocation]
Spell Focus [Illusion]
Spell Focus [Necromancy]
Spell Focus [Transmutation]
1st-level Wizard
1st-level Wizard
1st-level Wizard

Spell Penetration
Disruptive, 10th-level fighter
Ride-By Attack
Mobility, base attack bonus +4
Critical Focus, base attack bonus +13
Combat Reflexes

Base attack bonus +1
Base attack bonus +11
Critical Focus, Staggering Critical, base attack bonus +17.
Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8

Critical Focus, base attack bonus +13

Shield Proficiency
Mounted Combat
Channel positive energy class feature
Dex 15
Two-Weapon Fighting
Dex 17, Two-Weapon Fighting, base attack bonus +6
Dex 19, Improved Two-Weapon Fighting, base attack bonus +11
Double Slice, Improved Two-Weapon Fighting, base attack bonus +11
Improved Bull Rush, Mounted Combat
Base attack bonus +6
Vital Strike, base attack bonus +11
Improved Vital Strike, base attack bonus +16

Proficiency with weapon, base attack bonus +1
Proficiency with weapon, base attack bonus +1
Proficiency with weapon, base attack bonus +1
Weapon Focus, 8th-level fighter
Weapon Focus, 8th-level fighter
Weapon Focus, 8th-level fighter
Weapon Focus, 4th-level fighter
Weapon Focus, 4th-level fighter
Weapon Focus, 4th-level fighter
Weapon Specialization, 12th-level fighter
Weapon Specialization, 12th-level fighter
Weapon Specialization, 12th-level fighter
Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.
Dex 15, Dodge, base attack bonus +6

Caster level 3rd


Caster level 5th, Craft Magic Arms and Armor, Craft Wondrous Item.
Caster level 5th
Caster level 9th
Caster level 11th
Caster level 5th
Caster level 3rd
Caster level 7th
Caster level 1st









Special attack.
Special attack.
Special attack.
Str 25, Power Attack, Improved Bull Rush, size Large or larger.
Spell-like ability at caster level 6th or higher.
Fly speed.
Fly speed.
Natural armor, Con 13.
Natural armor, Con 13.
Natural armor, Con 13.
Natural weapon, base attack bonus +4.
Three or more natural attacks.
Dex 13, three or more hands.
Spell-like ability at CL 10th or higher.
Size Huge or larger.
Fly speed.
Caster level 1st.

Base attack bonus +4

Dex 13, base attack bonus +1


Shield Proficiency

Cha 15.
Defensive Combat Training, Bellflower Network 10 TPA
Dex 17, Greater Weapon Focus (Aldori dueling sword), Weapon Finesse, Weapon Focus (Aldori dueling sword), Weapon Spec
Deliver the killing blow to 20 gnolls, hyenas, dire hyenas, werehyenas, jackalweres, or minions of Lamashtu.
Con 19, Endurance.
Cha 13, Animal Affinity, animal companion, Andoran affinity.
Spellcraft 1 rank, Numeria affinity.
Improved Unarmed Strike.
Cha 13, Linnorm Kings affinity.
Cha 13, Linnorm Kings affinity.
Cha 13, Linnorm Kings affinity.

Appraise 1 rank, Diplomacy 1 rank, Knowledge (local) 1 rank. (Originally Appraise 4 ranks, Gather Information 4 ranks, Knowle
Base attack bonus +4, proficiency with khopesh or temple sword.
Spell Focus (any school)
Animal companion or familiar class ability.
Proficiency with hammer, base attack bonus +6.
Ghoul, Intelligence 17.
Mounted Combat, Ride 3 ranks, Handle Animal 3 ranks (was Ride 6 ranks, Handle Animal 6 ranks)
Wis 13, Galt affinity.
Over the course of at least five different occasions, free a cumulative total of 50+ sentient beings held in unjust captivity.
1st-level character, cannot have Country Born or Lone Wolf.
1st-level character, cannot have Country Born or Lone Wolf.
1st-level character, cannot have Country Born or Lone Wolf.
Ghoul, Charisma 18.
Animal Handling 1 rank, own a figurine of wondrous power
Stealth 1 rank, Survival 1 rank (Originally Hide 3 ranks, Survival 3 ranks)
Dex 15, Weapon Focus (spiked chain).
Power Attack, Intimidate 6 ranks.
Stunning Fist.
Dex 15, Improved Trip, Weapon Focus (spiked chain).
Spent at least 1 month working on a ship for Jean Coremont.
Katapesh affinity.
1st-level character, cannot have City Born or Lone Wolf.
Dex 15, Point Blank Shot, Rapid Reload, Rapid Shot.
Base attack bonus +4, proficiency with the dwarven dorn-dergar.
Base attack bonus +6, Mendev affinity.
Base attack bonus +6, Mendev affinity.
Base attack bonus +6, Mendev affinity.
Dexterity 13, Weapon Finesse, Perform (dance) 2 ranks, proficient with scimitar.
Con 13, Thuvia affinity.
Sargava affinity.
Face 10 different devils in combat and take damage or suffer some other sort of injury from five or more attacks made by each
2 ranks each in 5 different Knowledge skills.
Two-Weapon Fighting, base attack bonus +4, proficiency with the dwarven dorn-dergar.
Con 17, Toughness.
Wis 17, base Will save +10, any lawful alignment, dragon type.
Character level 5th, convince four different Eagle Knights and either a member of the People’s Council or an Andoran town ma
Character level 5th, convince four different Eagle Knights and either a member of the People’s Council or an Andoran town ma
Character level 5th, convince four different Eagle Knights and either a member of the People’s Council or an Andoran town ma
Survived being tortured 10 or more times.
Intimidate 1 rank, Razmiran affinity.
Base attack bonus +1
Base attack bonus +1
Base attack bonus +1
Base attack bonus +1
Base attack bonus +1
Bluff 1 rank, Knowledge (local) 1 rank, member of an underclass.
Spellcraft 4 ranks, ability to cast arcane spells, Nex affinity.
1st-level character, Irrisen affinity.
Tiefling, must be taken at 1st level.
Tiefling, must be taken at 1st level.
Cha 13, orc, member of a Belkzen clan.
Knocked unconscious or killed by fire damage at least 10 times.
Int 13, Point Blank Shot, Precise Shot, Kyonin affinity.
Ustalav affinity.
Chaotic alignment, River Kingdoms affinity.
Base Attack Bonus +1.
Frightful presence, true dragon.
Improved Trip.
Fury’s Fall, Improved Trip.
Profession (sailor) 1 rank, current or former galley slave
Troll, patron deity Urxehl.
Successfully affect 25 different targets with charm or compulsion spells.
Rahadoum affinity.
Rahadoum affinity.
Rahadoum affinity.
Die and be brought back at least twice.
Ability to cast 2nd level divine spells.
Base attack bonus +4, Weapon Focus (any firearm), proficiency with any firearm.
Hamatula Strike, Improved Grapple, Strength 13, base attack bonus +9.
Improved Grapple, Strength 13, Base Attack Bonus +7.
Intimidate 2 ranks (originally 5), Improved Unarmed Attack, female, raised by the Sisters of the Golden Erinyes.
Perform (any) 5 ranks (originally 8), bardic performance ability.
Cha 13.
Cure a cumulative total of 1,000 points of damage for other creatures using healing spells. Dealing damage slows progress tow
Perception 3 ranks (originally 6), trapfinding +1.
Hellcat Stealth, Skill Focus (Stealth), sneak attack +2d6.
Skill Focus (Stealth), Stealth 6 ranks.
Hermea affinity, 1st-level.
Hermea affinity, 1st-level.
Hermea affinity, 1st-level.
Hermea affinity, 1st-level.
Hermea affinity, 1st-level.
Hermea affinity, 1st-level.
Take a cumulative total of 1,000 points of damage. Magical healing offsets this running total; for every 5 points of magical healin
Gore attack, powerful charge.
Favored enemy (ooze) or survived engulfing by an ooze.
Mounted Combat, Handle Animal 5 ranks, Ride 5 ranks, Lastwall affinity.
Caster level 3rd.
Bardic Performance class feature, Perform (any instrument) 3 ranks

Proficient in longsword, Weapon Focus (longsword), base attack bonus +4, worshiper of Iomedae.
Sorcerer, Irrisen affinity, may only be taken at first level.

Int 15, Qadira affinity.


Con 13, Lamashtu as patron deity.
1st-level, cannot have City Born or Country Born.

Halfling
Mounted Combat, Handle Animal 1 ranks, Ride 6 ranks (originally 4 and 9), Lastwall affinity.
Explored part of Cassomir’s locker.
Cha 12, Skill Focus (Disguise) 5 ranks.
Appraise 3 ranks, Profession (any one) 3 ranks (originally 6 and 6)
Str 13, Improved Bull Rush, powerful charge.
1st-level, Molthune affinity.
Tiefling, must be taken at 1st level.
Mounted Combat, Trample, Ride 5 ranks, Lastwall affinity.
Con 13, Geb affinity.
Stealthy, darkvision, Large or larger.
1st-level, Cheliax affinity, member of Chelish noble house.
1st-level, Cheliax affinity, member of Chelish noble house.
1st-level, Cheliax affinity, member of Chelish noble house.
1st-level, Cheliax affinity, member of Chelish noble house.
1st-level, Cheliax affinity, member of Chelish noble house.
1st-level, Cheliax affinity, member of Chelish noble house.
1st-level, Cheliax affinity, member of Chelish noble house.
Acidic breath weapon, bite attack.
Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, Weapon Finesse, base attack bonus +8, ki pool class ability.
Ooze Whisperer, animal companion, wild empathy.
Wild empathy class feature.
Knowledge (history) 1 rank, Knowledge (local) 1 rank (originally 4 and 4), must know Osiriani, Ancient Osiriani.
Bluff 8 ranks, Dodge.
Dex 13, Dodge, Mobility, Point Blank Shot, Shot on the Run, base attack bonus +6, Nirmathas affinity.
Cha 20, any evil outsider with 10 or more Hit Dice.
Cha 16, any evil outsider with 8 or more Hit Dice.
Cha 18, any evil outsider with 9 or more Hit Dice.
Diplomacy 1 rank, Druma affinity.
Ogre
Confirm at least 50 critical hits.
Knowledge (geography) 1 rank, Knowledge (religion) 1 rank. (originally 2 and 4)
Endurance, member of a Mammoth Lord’s following.
Wis 15, ability to cast spells, Mwangi Expanse affinity.
Ride 3 ranks, ranger level 4th.
Dex 13, Con 13
Possess the scent ability, any evil.
Improved Unarmed Strike, base attack bonus +6, must be lawful.
Improved Unarmed Strike, base attack bonus +6, must be lawful.
Improved Unarmed Strike, base attack bonus +6, must be lawful.
Improved Unarmed Strike, base attack bonus +6, must be lawful.
Improved Unarmed Strike, base attack bonus +6, must be lawful.
Improved Unarmed Strike, base attack bonus +6, must be lawful.
Int 13, Absalom affinity.
Weapon Finesse, proficient in whip.
Druid level 1st, neutral evil, Zon-Kuthon worshiper.
Shambling mound.
Dex 13, Acrobatic
Mediogalti affinity.
Roper, Stealthy.
Dex 13, base attack bonus +1.
Breath weapon, true dragon.
Quick Draw

Int 13, Wis 13, Far Shot, Focused Shot, Point Blank Shot, Precise Shot, Kyonin affinity.
Stealthy.
Aquatic subtype, Knowledge (nature) 1 rank.
Knowledge (religion) 2 ranks (originally 5), ability to channel energy, at least one favored enemy.

Wis 15, base attack bonus +3.


Cha 15, Sodden Lands affinity.
Roper.
Profession (sailor) 1 rank, Shackles affinity.
Shambling mound, must have been struck by lightning.
Con 13, Wis 13, character level 3rd, member of the Diamond Regiment.
Improved grab, constrict.
Con 13, Diehard, Endurance, River Kingdoms affinity.
Dex 15, evasion.
Taldan serf in service to a lord
Base attack bonus +6, heavy armor proficiency, proficient in a martial weapon
Base attack bonus +1, proficient in a martial weapon
Dex 13, Exotic Weapon Proficiency (falcata), Weapon Focus (falcata), proficient with a buckler, Taldor affinity.
Take at least 10d6 falling damage on three different occasions and survive.
Wis 13, Mendev affinity.
Spell Focus (necromancy), Knowledge (religion) 7 ranks (originally 10)
Spell Focus (necromancy), Knowledge (religion) 2 ranks (originally 5)
Str 15, Two-Weapon Fighting, Weapon Focus (earth breaker), Weapon Focus (klar).
Member of a Shoanti tribe.
Member of a Shoanti tribe.
Member of a Shoanti tribe.
Member of a Shoanti tribe.
Member of a Shoanti tribe.
Member of a Shoanti tribe.
Member of a Shoanti tribe.
Touvette affinity
Con 15, Worldwound affinity.
Knowledge (local) 1 rank, Survival 1 rank.
Spell Focus (abjuration)
Spell Focus (conjuration)
Spell Focus (enchantment)
Spell Focus (evocation)
Spell Focus (illusion)
Spell Focus (necromancy)
Spell Focus (transmutation)
Half-orc.
Vermin Heart, animal companion class feature, wild empathy class feature.
Wild empathy class feature.
Dex 13, Dodge, Mobility, Acrobatics 1 rank, Perform (dance) 1 rank, caster level 5th.
Wis 15, Worldwound affinity.
Ghoul, Strength 17.
Ghoul, Strength 17.
Ghoul, Strength 17.
Mounted Combat, Ride-By Attack, Ride 5 ranks, Lastwall affinity.

Boggle.
Boggle, Int 15.
Boggle, 6th level.
Boggle, Spring Loaded, at least 3 ranks in Knowledge (engineering).
Boggle, Item Creation feat related to the item in question.
Boggle, 3 ranks in Disable Device.
Boggle, at least one rank in Knowledge (engineering).
Larvite.
Larvite, Prepare for Metamorphosis, Character level 7.
Larvite, Prepare for Metamorphosis, Character level 9.
Larvite, Prepare for Metamorphosis, Character level 8
Larvite.
Larvite, Character level 6.
Entobian, Str 15.
Larvite, Prepare for Metamorphosis, Character level 15.
Larvite, Prepare for Metamorphosis, Character level 7.
Entobian.
Larvite.
Entobian, Two-weapon fighting.
Kval.
Kval, Character level 6.
Kval, Dex 15.
Kval.
Kval, Wis 15.
Kval.
Kval.
Mahrog, base attack bonus +10.
Mahrog.
Mahrog, Str 15.
Mahrog, Proficient with weapon, Str 15
Mahrog, base attack bonus +5, Str 15.
Mahrog, base attack bonus +8, Primeval Brutality, Str 17.
Mogogol.
Mogogol, Wis 15, Uncanny Will.
Mogogol, base attack bonus +3.
Mogogol, Fantastic Tongue.
Mogogol.
Mogogol.
Anumus, 6th level, and either the Bestial Fortitude racial trait or the Bestial Reflexes racial trait.
Anumus, species with claws.
Anumus, 12th level, Wis 13.
Anumus.
Anumus.
Anumus.
Anumus, Vicious Bite feat, base attack bonus +6.
Anumus.
Muse, Character Level 7.
Muse, Cha 15.
Muse.
Muse.
Muse.
Muse, 3 ranks in Perform skill.
Muse, Int 15.
Muse, Character Level 5.
Numistian, Wis 15.
Numistian.
Numistian, Wis 15, Character Level 7.
Numistian.
Numistian.
Numistian.
Oakling.
Oakling, Wis 15.
Oakling, Base attack bonus +6.
Oakling.
Oakling, Character level 5.
Oakling, Character level 6.
Oakling, Character level 12.
Oakling, Character level 18.
Oakling.
Oakling, Thorns.
Obitu, Character level 5.
Obitu, Character level 5.
Obitu, Character level 5.
Obitu.
Obitu, Deathbane Touch.
Obitu.
Obitu.
Obitu.
Relluk, Con 13.
Relluk, base attack bonus +1.
Relluk, Crystal Gore.
Relluk.
Relluk, character level 10.
Relluk, character level 6.
Relluk.
Relluk.
Relluk.
Elemental Power, natural weapon
Elemental Power (Air)
Elemental Power (Air)
Elemental Power (Earth)
Elemental Power (Earth)
Elemental Power (Earth)
Elemental Power (Earth)
Elemental Power (Earth)
Elemental Power (Fire)
Elemental Power (Water)
Elemental Power (Water)
Rock Throwing
Power Throw, Rock throwing
Elemental Power
Troll or Aspect of Water (troll), patron deity (demon)
Bank Shot, Rock Throwing
Stealthy, darkvision, Size Large
Power Throw, Rock Throwing
Rock Throwing
Jotun paragon 3rd level
Ogre or Aspect of Earth (ogre)
Power Throw, Rock Throwing
Size Large, Strength 19
Stone giant elder (700 years or older); or 12th level jotun paragon, Aspect of Earth (stone giant) Stone Tell, Stone Touch, and T

Ability to cast divine spells



Disguise 6+ ranks
Spellcraft 5 ranks
Proficient with armor type, base attack bonus +2.
Base attack bonus +1.
Heal 6 ranks
Base attack bonus +4, Blind- Fight, Wisdom 19
Must be able to cast arcane spells without preparation.
Stunning Fist, Wis 15.
Dex 13, Con 13, Spellcraft 5 ranks, Dodge, Mobility.
Ability to channel positive or negative energy; Selective Channeling.
Ability to channel positive or negative energy, Selective Channeling.
Chaotic alignment, Cha 15.
Cleave, Improved Sunder.

Alertness, Sense Motive 3 ranks.
Base attack bonus +1.
Ability to cast divine spells, caster level 3rd.
Dex 15, base attack bonus +5.
Bardic music ability, countersong ability.


Bardic music ability, Perform 12 ranks.
Str 13, ability to channel energy, Power Attack.
Ability to channel energy, Extra Channel.
Divine spellcaster with access to Domain spells and powers granted by your deity.
Elem, or any other creature that has an elemental subtype.
Any other metamagic feat, Knowledge (arcana) 5 ranks.
Base attack bonus +3, Wis 19.
Heal 4 ranks.
Sea elf.
Dex 15, Run.

Iron Will.
Power Attack

Cha 13, Wis 13.
Domain Focus (any domain).
Dex 17, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +6.

Intelligence 15.
Combat Reflexes, base attack bonus +2.
Cha 15.
Fly speed.
Dex 13, Deflect Arrows, Combat Reflexes, Improved Unarmed Strike.
Combat Reflexes, Mounted Combat, Ride 7 ranks.
Cha 13, empathic link with another creature such as a paladin's mount or a wizard's familiar.
Cha 15, Perform 3 ranks, bardic music ability.
Improved Trip, base attack bonus +9, Str 15.
Familiar, spellcaster level 5th.
Character level 7th.
Bardic song ability.
Base Will save bonus +2.
Power Attack.
Con 13.
Aristocrat or Noble.
Combat Reflexes.
Cha 17.
Dex 13, base attack bonus +3, Expertise.
Half-elf, Half-ogre or Half-orc.
Extend Spell.
Handle Animal 2 ranks, bardic music ability.
Dex 13, Point Blank Shot, Precise Shot.
Cha 13

Con 15
Dex 13, Quick Draw
Spell-like ability at caster level 10th or higher.
Con 13

Base attack bonus +1.
Any other metamagic feat.
Int 13, Combat Expertise

Int 13.
Craft (stonemasonry woodworking, or metalworking) 5 ranks, caster level 1st
Ability to channel energy.
Point Blank Shot, Precise Shot, base attack bonus +3.

Handle Animal 2 ranks, any sorcerous bloodline.

Base attack bonus +4, Dexterity 13, Improved Initiative
Any other metamagic feat, Knowledge (arcana) 5 ranks.
Base attack bonus +2, Dex 13
Int 13, Combat Expertise, base attack bonus +6
Cha 16+, Leadership, 10th level
Survival 5 ranks
Must possess minimum 8 total ranks divided among at least four of the following skills: Diplomacy, Knowledge (Local), Percepti
Animal Companion class ability.
Wild shape ability.
Wis 13
Fly speed

Arcane caster level 1st.


Arcane caster level 5th, any one other College of Magic or Bardic School feat.
Bardic Performance class feature.
Arcane caster level 3rd, any one other College of Magic or Bardic School feat.
Arcane caster level 1st.
Arcane caster level 5th, any one other College of Magic or Bardic School feat.
Bardic Performance class feature.
Arcane caster level 1st.
Bardic Performance class feature.
Arcane caster level 3rd, any one other College of Magic or Bardic School feat.
Bardic Performance class feature.
Arcane caster level 5th, any one other College of Magic or Bardic School feat.
Arcane caster level 1st.
Arcane caster level 5th, any one other College of Magic or Bardic School feat.
Arcane caster level 1st.
Arcane caster level 5th, any one other College of Magic or Bardic School feat.
Arcane caster level 1st.
Arcane caster level 5th, any one other College of Magic or Bardic School feat.
Arcane caster level 1st.
Arcane caster level 5th, any one other College of Magic or Bardic School feat.
Arcane caster level 1st.
Arcane caster level 5th, any one other College of Magic or Bardic School feat.
Arcane caster level 1st.
Arcane caster level 5th, any one other College of Magic or Bardic School feat.
Caster level 5th; must already have a clockwork familiar.
Caster level 9th; Improved Clockwork Familiar.
Caster level 13th; Advanced Clockwork Familiar.
Improved Clockwork Familiar; 500 gp worth of mithral.
Improved Clockwork Familiar; 1500 gp worth of adamantine.

Patron deity grants the Elf domain


Patron deity grants the Liberation domain
Patron deity grants the Dream domain
Ability to cast divine spells; Charisma 16
Patron deity grants the Dwarf domain
Favored enemy class feature, Critical Focus
Patron deity grants the Fire domain
Patron deity grants the Healing domain
Patron deity grants the Pleasure domain
Patron deity grants the Gnome domain
5 ranks in Handle Animal
Patron deity grants the Animal or Plant domain
Wisdom 12; cannot belong to a class with divine spells as a class feature
Patron deity grants the Artifice domain
Channel energy class feature
Extra Lay on Hands
Patron deity grants the Madness domain
Patron deity grants the Animal domain
Patron deity grants the Destruction domain
Patron deity grants the Ocean domain
Ability to cast divine spells
Patron deity grants the War domain
1st character level in a class with divine spells as a class feature
Patron deity grants the Halfling domain
Patron deity grants the Trickery domain
Patron deity grants the Luck domain
Patron deity grants the War domain
Patron deity grants the Artifice and War domains
Patron deity grants the Knowledge domain
6th-level druid

Overhand Chop, base attack bonus +6


Backswing, Overhand Chop, base attack bonus +11.

List_Feats_Ranger_Archery
Far Shot
Point Blank Shot
Precise Shot
Rapid Shot
Crossbow Mastery
Manyshot
Parting Shot
Precise Shot, Improved
Pinpoint Targeting
Shot on the Run
List_Feats_Ranger_2Weapon
Double Slice
Improved Shield Bash
Quick Draw
Two-Weapon Fighting
Two-Weapon Fighting, Improved
Two-Weapon Defense
Two-Weapon Fighting, Greater
Two-Weapon Rend
Qualified

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Summary

+2 bonus on Acrobatics and +2 bonus on Fly


Ignore 20' of difficult terrain when you move
Use Dex bonus (instead of Str) when calculating your CMB
+2 bonus on Perception and +2 bonus on Sense Motive
Channel energy can heal or harm Chaotic Outsiders
Channel energy can heal or harm Evil Outsiders
Channel energy can heal or harm Good Outsiders
Channel energy can heal or harm Lawful Outsiders
+2 bonus on Handle Animal and +2 bonus on Ride
Swift Action, reduce arcane spell failure chance by 20%
Swift Action, reduce arcane spell failure chance by 10%
Swift Action, weapons deal +0 dmg and are considered magic vs. DR
No penalties on attack rolls while wearing heavy armor
No penalties on attack rolls while wearing light armor
No penalties on attack rolls while wearing medium armor
+2 bonus on Climb and +2 bonus on Swim
Summoned creatures gain +4 Enhancementy bonus to Str and Con
Crit w/ Slashing/Piercing weapon may also deal 2d6 Bleed/rnd (stacks)
Reroll miss due to concealment during melee; vs. invisible attacker, keep Dex bonus to AC and attacker doesn't get +2 bonus in
Crit may permanently Blind foe (Fort save, DC 10, Dazzles for 1d4 rnds instead)
No penalties for improvised melee weapons; unarmed opponents are flat-footed vs. these attacks
Swift Action; expend 1 channel energy before melee attack to deal +0d6 to Undead target (Will DC 10 for half)
Standard Action; make single melee attack, if successful, make additional attack (at highest BAB) vs. adjacent foe; suffer -2 AC
+4 bonus on concentration checks for casting defensively or while grappled
As part of an Attack or Full-Attack action, take a 0 penalty on melee attacks/combat maneuvers to gain a +0 Dodge bonus to AC
You may make attacks of opportunity while flat-footed
Standard Action; expend channel energy to enslave Undead w/in 30' (Will DC 10 negs) instead of healing/harming nearby crea
+4 Circumstance bonus on attack rolls made to confirm critical hits
Apply two critical feat effects to your critical hits
Full-round Action; successful Intimidate check (DC 10 + HD + Wis mod) while wielding weapon of choice causes opponents w/i
Take a 0 penalty on all ranged attacks to gain a +0 bonus on all ranged dmg (excluding touch attacks/effects that don't deal HP
Standard Action; single attack vs. a stunned/flat-footed foe w/ weapon of choice deals x2 dmg and foe takes 1 point of Con Ble
Crit may permanently Deafen foe (Fort save, DC 10, reduces duration to 1 rnd)
+2 bonus on Bluff and +2 bonus on Disguise
Use 0 instead of 0 for Combat Maneuver Defense
1/rnd, deflect ranged attack (must have at least 1 hand free, be aware of the attack, and not flat-footed); cannot deflect massive
+2 bonus on Disable Device and +2 bonus on Sleight of Hand
When reduced to negative HP, may choose to be Disabled or Unconscious rather than Dying; automatically stabilize & do not n
When aware of foe's location and capable of taking an AoO, DC to cast spells defensively increases by +4 for all enemies w/in
+1 Dodge bonus to AC
Add +0 to off-hand damage rolls rather than +0
Channel energy can harm or heal Outsiders that possess the Air subtype
Channel energy can harm or heal Outsiders that possess the Earth subtype
Channel energy can harm or heal Outsiders that possess the Fire subtype
Channel energy can harm or heal Outsiders that possess the Water subtype
+4 bonus on Swim checks to resist nonlethal dmg from exhaustion; Con checks to (1) continue running, (2) avoid nonlethal dm
Cast any spell w/ material component costing 1 gp or less w/out needing component (casting still provokes AoO as normal)
Crit immediately Exhausts foe
No penalty on attacks made w/
No penalty on attacks made w/
No penalty on attacks made w/
Channel energy two additional times per day
Increase your ki pool by 2 points
Increase your ki pool by 4 points

Use lay on hands 2 additional times per day

Using Lay On Hands to heal dmg to 1 target also grants effects of the Nauseated mercy
Using Lay On Hands to heal dmg to 1 target also grants effects of the Paralyzed mercy
Using Lay On Hands to heal dmg to 1 target also grants effects of the Poisoned mercy
Using Lay On Hands to heal dmg to 1 target also grants effects of the Shaken mercy
Using Lay On Hands to heal dmg to 1 target also grants effects of the Sickened mercy
Using Lay On Hands to heal dmg to 1 target also grants effects of the Staggered mercy
Using Lay On Hands to heal dmg to 1 target also grants effects of the Stunned mercy
Use bardic performance for 6 additional rounds per day
Use bardic performance for 6 additional rounds per day
Use bardic performance for 6 additional rounds per day
Use rage for 6 additional rounds per day
Use rage for 12 additional rounds per day
Use rage for 18 additional rounds per day
Only suffer –1 penalty per full range increment between you & target
Base speed increases by 5' while wearing light/no armor and carrying a light load
Base speed increases by 10' while wearing light/no armor and carrying a light load
Base speed increases by 15' while wearing light/no armor and carrying a light load
Standard Action; make single unarmed melee attack vs. foe whose speed is reduced to deal normal dmg and Stagger foe until
Standard Action; make single melee attack, if successful, make additional attacks (at highest BAB) vs. adjacent foes until you m
+2 on Fortitude saves
1/day, may reroll a Fort save before results are known (must take 2nd roll)
+4 to bull rush a foe (replaces bonus granted by Improved Bull Rush); whenever you bull rush, foe's movement provokes AoO f
+4 to disarm a foe (replaces bonus granted by Improved Disarm); whenever you disarm a foe, weapon lands 15' away in rando
Successful feint in combat causes foe to lose Dex bonus until the beginning of your next turn as well as against your next attac
+4 to grapple a foe (replaces bonus granted by Improved Grapple); Move Action to maintain grapple and may make 2 grapple c
+4 to overrun a foe (replaces bonus granted by Improved Overrun); whenever you overrun, foes knocked prone provoke AoO
+4 to sunder items (replaces bonus granted by Improved Sunder); whenever you sunder to destroy a weapon/shield/armor, exc
+4 to trip foes (replaces bonus granted by Improved Trip); tripped foes provoke AoO
+2 to bull rush a foe or resist a bull rush; whenever you bull rush, you do not provoke any AoO
+2 bonus on channel energy DC
Counterspell with spell of the same school that is 1+ spell levels higher than the target spell
Double the threat range of a
Double the threat range of a
Double the threat range of a
+2 to disarm a foe or resist a disarm; whenever you disarm, you do not provoke any AoO
Gain a more powerful familiar
Move Action; make a Bluff check to feint in combat
+2 to grapple a foe or resist a grapple; whenever you grapple, you do not provoke any AoO
+4 bonus on initiative checks
+2 to overrun a foe or resist an overrun; whenever you overrun, you do not provoke any AoO and targets may not avoid you
Keep Shield bonus to AC when shield bashing
+2 to sunder an item or resist a sunder; whenever you sunder, you do not provoke any AoO
+2 to trip foes or resist a trip; whenever you trip, you do not provoke any AoO
Always considered armed; unarmed attacks do not provoke AoO and can deal lethal or nonlethal dmg
No attack penalties for using improvised weapons; increase dmg dealt by 1 step (1d4 to 1d6 to 1d8, or 2d6 if 2-handed); critica
Add Str mod to Intimidate in addition to Cha mod
+2 bonus on Will saves
Once per day, you may reroll a Will save
Gain cohort and followers
+2 bonus on Reflex saves
1/day, may reroll a Ref save before results are known (must take 2nd roll)
Double Move or Withdraw Action; gain 50% concealment for 1 rnd
Before attacking, increase reach of melee attacks by 5' until end of your turn by taking –2 penalty to AC until your next turn
+2 bonus on Spellcraft and +2 bonus on Use Magic Device
Full-attack Action; fire two arrows w/ one attack roll applying dmg (except precision-based) and DR to both
No penalty on attacks made with a
No penalty on attacks made with a
No penalty on attacks made with a
You can craft magic items without being a spellcaster
Full-attack Action; after making at least 1 unarmed strike, you can make 2 bonus unarmed strikes at max BAB vs. a Dazed, Fla
+4 AC vs. AoO from movement (unless you lose your Dex mod to AC)
Suffer only –2 w/ ranged attackes when mount takes Double Move, or –4 if mount is running
Immediate Action; 1/rnd, negate hit to mount if Ride check is greater than foe's attack roll
Complete verbal and somatic components of spell and use any material components/foci possessed while using wild shape
Ignore 5' of difficult terrain when you move; may take 5' step into difficult terrain
Attacks w/ ignore 5 points of DR (unless untyped)
Attacks w/ ignore 5 points of DR (unless untyped)
Attacks w/ ignore 5 points of DR (unless untyped)
Attacks w/ ignore 10 points of DR (5 if untyped)
Attacks w/ ignore 10 points of DR (5 if untyped)
Attacks w/ ignore 10 points of DR (5 if untyped)
+2 bonus on Diplomacy and +2 bonus on Intimidate
Standard Action; target of single ranged attack gains no Armor, Natural Armor, or Shield bonuses to AC;may not move this roun
+1 bonus on attack and dmg rolls w/ ranged wpn if foe is w/in 30'
Take a 0 penalty on all melee attacks/combat maneuvers to gain a +0 bonus on all melee dmg (excluding touch attacks/effects
No penalty for shooting into melee
Ranged attacks ignore anything but total concealment and cover
Free Action (to draw any weapon) or Move Action (to draw a hidden weapon); may throw weapons at full normal rate of attacks
Free Action; reload a hand crossbow (still provokes AoO); may fire at full normal rate of attacks
Free Action; reload a light crossbow (still provokes AoO); may fire at full normal rate of attacks
Move Action; reload a heavy crossbow (still provokes AoO)
Full-attack Action; fire 1 additional time in a round but all attack rolls take a –2 penalty
Charge Action; move and attack when mounted as if with a standard charge and then move again (continuing the straight line o
Run at 5x (if wearing medium or lighter armor and carrying no more than 66 lbs.) or 4x (if wearing heavy armor or carrying more
Standard Action; make single unarmed melee attack to dmg as normal and also reduce foe's base land speed by 5' for 0 rnds (
May choose up to 0 targets in area that are not affected by your channeled energy
+2 bonus on Heal and +2 bonus on Survival
Shaken, Frightened, or Panicked foes hit are flat-footed to your attacks (including additional attacks this round) until end of you
Gain +1 bonus to AC when using a shield
+2 bonus to AC when using shield (replaces Shield Focus bonus)
No penalty on attacks made w/ shield while wielding another weapon; add shield's Enhancement bonus to attacks and dmg ma
No penalties on attack rolls when using a shield
Foe hit by shield bash also suffers bull rush attack (substituting attack roll for combat maneuver check, does not provoke AoO);
Full-round Action; move up to your speed and make single ranged attack at any point during movement
Crit Sickens foe for 1 min; effects do not stack, additional hits instead add to effect's duration
No penalty on attacks made with Simple Weapons
+3 bonus on Acrobatics checks
+3 bonus on Appraise checks
+3 bonus on Bluff checks
+3 bonus on Climb checks
+3 bonus on Craft (untrained) checks
+3 bonus on Craft () checks
+3 bonus on Craft () checks
+3 bonus on Diplomacy checks
+3 bonus on Disable Device checks
+3 bonus on Disguise checks
+3 bonus on Escape Artist checks
+3 bonus on Fly checks
+3 bonus on Handle Animal checks
+3 bonus on Heal checks
+3 bonus on Intimidate checks
+3 bonus on Knowledge (arcana) checks
+3 bonus on Knowledge (dungeoneering) checks
+3 bonus on Knowledge (engineering) checks
+3 bonus on Knowledge (geography) checks
+3 bonus on Knowledge (history) checks
+3 bonus on Knowledge (local) checks
+3 bonus on Knowledge (nature) checks
+3 bonus on Knowledge (nobility) checks
+3 bonus on Knowledge (planes) checks
+3 bonus on Knowledge (religion) checks
+3 bonus on Knowledge (spirits) checks
+3 bonus on Linguistics checks
+3 bonus on Perception checks
+3 bonus on Perform (act) checks
+3 bonus on Perform (comedy) checks
+3 bonus on Perform (dance) checks
+3 bonus on Perform (keyboard) checks
+3 bonus on Perform (oratory) checks
+3 bonus on Perform (percussion) checks
+3 bonus on Perform (string) checks
+3 bonus on Perform (wind) checks
+3 bonus on Perform (sing) checks
+3 bonus on Perform (untrained) checks
+3 bonus on Profession (untrained) checks
+3 bonus on Profession () checks
+3 bonus on Profession () checks
+3 bonus on Ride checks
+3 bonus on Sense Motive checks
+3 bonus on Sleight of Hand checks
+3 bonus on Spellcraft checks
+3 bonus on Stealth checks
+3 bonus on Survival checks
+3 bonus on Swim checks
+3 bonus on Use Magic Device checks
+6 bonus on checks
+6 bonus on checks
1/rnd, may catch or deflect ranged attack (must have at least 1 hand free, be aware of the attack, and not flat-footed); thrown w
+1 bonus on save DCs for Abjuration spells
+1 bonus on save DCs for Conjuration spells
+1 bonus on save DCs for Divination spells
+1 bonus on save DCs for Enchantment spells
+1 bonus on save DCs for Evocation spells
+1 bonus on save DCs for Illusion spells
+1 bonus on save DCs for Necromancy spells
+1 bonus on save DCs for Transmutation spells
+2 bonus on save DCs for Abjuration spells (replaces Spell Focus bonus)
+2 bonus on save DCs for Conjuration spells (replaces Spell Focus bonus)
+2 bonus on save DCs for Divination spells (replaces Spell Focus bonus)
+2 bonus on save DCs for Enchantment spells (replaces Spell Focus bonus)
+2 bonus on save DCs for Evocation spells (replaces Spell Focus bonus)
+2 bonus on save DCs for Illusion spells (replaces Spell Focus bonus)
+2 bonus on save DCs for Necromancy spells (replaces Spell Focus bonus)
+2 bonus on save DCs for Transmutation spells (replaces Spell Focus bonus)
Choose a number of spells that you already know equal to your Intelligence modifier; you can prepare these spells without refe
Choose a number of spells that you already know equal to your Intelligence modifier; you can prepare these spells without refe
Choose a number of spells that you already know equal to your Intelligence modifier; you can prepare these spells without refe
+2 bonus on level checks to beat SR
+4 bonus on level checks to beat SR (replaces Spell Penetration bonus)
Enemies in threatened area that fail their checks to cast spells defensively provoke AoO from you
Charge Action; when mounted deal 2x dmg w/ melee weapon (or 3x w/ lance)
After moving at least 10', make single melee attack w/out provoking AoO from target, then move again (total distance moved ca
Crit Staggers foe for 1d4+1 rnds (Fort save, DC 10, reduces duration to 1 rnd); effects do not stack but add to duration
If foe provokes AoO due to moving from or through your adjacent squares, may make a combat maneuver check as your AoO t
+2 bonus on Escape Artist and +2 bonus on Stealth
Immediate Action; if adjacent foe takes 5' step away from you, make 5' step to move adjacent to foe that triggered this ability; c
Ready Action; make melee attack against any foe that attacks you in melee, even if foe is outside reach
Crit Stuns foe for 1d4 rnds (Fort save, DC 10, reduces to Staggered for 1d4 rnds); effects do not stack but add to duration
0/day and 1/rnd, if declared attack hits foe takes normal dmg and is Stunned for 1 rnd (Fort save, DC 10, negs); constructs, ooz
No penalty for using improvised ranged weapons; +1 Circumstance bonus on attacks w/ thrown splash weapons
Crit Fatigues foe; effects do not stack or affect Fatigued/Exhausted foes
Gain +0 hit points
No penalties on attack rolls when using a tower shield
Foe may not choose to avoid you if you overrun while mounted; mount may make 1 hoof attack vs. any target you knock down,
Standard Action; expend channel energy to Panick Undead w/in 30' (Will DC 10 negs) instead of healing/harming nearby creatu
When fighting with two weapons, penalty for primary hand lessens by 2 and off hand lessens by 6
Gain +1 Shield bonus to AC (+2 if fighting defensively or using Total Defense action) when wielding double weapon or two wea
May make a 2nd off-hand attack at –5
May make a 3rd off-hand attack at –10
1/rnd, foe hit by both primary and off-hand weapon takes additional 1d10 dmg
When charging while mounted and wielding lance, struck foe suffers free bull rush attempt in addition to normal damage; succe
Make a single attack at highest BAB using an Attack action, rolling x2 weapon dmg dice (not multiplied on a crit) before adding
Make a single attack at highest BAB using an Attack action, rolling x3 weapon dmg dice (not multiplied on a crit) before adding
Make a single attack at highest BAB using an Attack action, rolling x4 weapon dmg dice (not multiplied on a crit) before adding
Use Dex instead of Str on attack rolls w/ any Medium light weapon, Aldori dueling sword, elven curve blade, rapier, whip, or spi
+1 bonus on attack rolls with
+1 bonus on attack rolls with
+1 bonus on attack rolls with
+2 bonus on attack rolls with (replaces Weapon Focus bonus)
+2 bonus on attack rolls with (replaces Weapon Focus bonus)
+2 bonus on attack rolls with (replaces Weapon Focus bonus)
+2 bonus on dmg rolls with
+2 bonus on dmg rolls with
+2 bonus on dmg rolls with
+4 bonus on damage rolls with (replaces Weapon Specialization bonus)
+4 bonus on damage rolls with (replaces Weapon Specialization bonus)
+4 bonus on damage rolls with (replaces Weapon Specialization bonus)
Full-attack Action; make 1 melee attack at highest BAB vs. each foe w/in reach (make separate attack roll vs. each); must forfe
After moving more than 5' in a turn, gain 20% concealment for 1 rnd vs. ranged attacks

Create magic potions


Create magic constructs
Create magic armors, shields, and weapons
Create magic rods
Create magic staves
Create magic wands
Create magic wondrous items
Create magic rings
Create magic scrolls

2 spell levels higher; all variable, numeric effects of spell are increased by 50%; saves and opposed rolls are not affected, nor a
1 spell level higher; increase range of spell by 100% (close rng becomes 50'+5'/lvl, medium rng becomes 200'+ 20'/lvl, and long
1 spell level higher; spell lasts 2x as long as normal (spells w/ duration of concentration, instantaneous, or permanent are not a
X spell level(s) higher; spell has a higher spell level than normal and all effects dependent on spell level (including save DCs an
3 spell levels higher; all variable, numeric effects of spell are maximized. saves and opposed rolls are not affected, nor are spel
4 spell levels higher; casting spell is Swift Action that does not provoke AoO; spell w/ casting time of more than 1 full-rnd action
1 spell level higher; spell can be cast w/ no verbal components
1 spell level higher; spell can be cast w/ no somatic components
3 spell levels higher; alter burst, emanation, line, or spread-shaped spell to increase any numeric measurements of spell's area

Add +2 to the DC for all saving throws against the special attack
Add +2 to the DC for all saving throws against the special attack
Add +2 to the DC for all saving throws against the special attack
Standard Action; combat manuever vs. corporeal opponent smaller than self knocks foe in straight line 10' away from you in dir
3/day (unless ability is normally usable less frequently); all variable, numeric effects of single spell-like ability with caster level -2
When flying, may take Move Action and Standard Action at any point during the move; may not take 2nd Move Action during ro
May halt movement while flying and hover w/out making a Fly check
Natural Armor bonus increases by +1
Natural Armor bonus increases by +1
Natural Armor bonus increases by +1
Choose one of the creature’s natural attack forms. The damage for this natural attack increases by one step on the following lis
The creature’s secondary attacks with natural weapons take only a –2 penalty.
Penalties for fighting w/ multiple weapons are reduced by –2 with primary hand and –6 with off hands.
Swift Action; 3/day (unless ability is normally usable less frequently); us single spell-like ability with caster level -4 or lower and
Free Action (no AoO); start grapple after hitting 0 or smaller foe with claw/bite attack; successful grapple check allows hold (–20
Free Action; 1/rnd, turn up to 180° w/out making Fly skill check or consuming any additional movement
When adjacent to ally w/ this feat, gain +2 bonus on level checks made to overcome SR; if ally has same spell prepared or kno
When adjacent to ally w/ this feat, gain +2 Competence bonus to CMD; bonus increases to +4 if creature attempting maneuver
When adjacent to ally w/ this feat, gain +2 Competence bonus on all combat maneuver checks; bonus increases to +4 when at
When adjacent to ally w/ this feat and you are both required to make Ref save vs. spell/effect, take result of your die roll or that
When adjacent to ally w/ this feat, may act in surprise rnd as long as ally would normally be able to act; if you would normally b
When flanking same creature by ally w/ this feat, flanking bonus on attacks increases to +4 and crit vs. flanked creature provok
When adjacent to ally w/ this feat, gain +4 Circumstance bonus on AoO vs. creatures you both threaten; foes that provoke AoO
When flanking same creature by ally w/ this feat, deal +1d6 precision dmg w/ each successful melee attack
When wielding a shield & adjacent to ally w/ this feat, Shield bonus to AC increases depending on shield wielded by ally (+1 if b
When adjacent to ally w/ this feat, gain +4 bonus on concentration checks (+4 if ally wields buckler or light shield, +5 if heavy sh
When adjacent to ally w/ this feat that is the same size as you, may move into willing ally’s square as part of normal movement

Gain two character traits of your choice; must be chosen from different lists and cannot be chosen from lists from which you ha
Allies w/in 15' tha can hear & understand you are only flat-footed during 1st rnd of combat until your first turn and gain +1 Dodg
Gain +4 bonus to CMD
Full-attack Action; Make 1 additional attack/rnd w/ Aldori dueling sword at highest BAB, but each attack is at –2; wielding Aldori
Gain +2 Morale bonus on Will saves and +2 Competence bonus on attacks/dmg vs. gnolls, hyenas, dire hyenas, werehyenas,
Unaffected by altitude fatigue, altitude sickness, lack of oxygen, & accompanying complications while at high altitudes (includin
Gain +4 bonus on Handle Animal checks to train/control normal size (Small or smaller) birds of prey; if you have class levels on
Deal +2 dmg w/ weapon attacks vs. anyone you’ve seen cast an arcane spell in past 5 rnds; precision-based, must be w/in 30'
Deal +1d4 Bleed dmg when you hit foe w/ unarmed strike; does not stack w/ other special abilities, attacks, or items that allow y
Move Action; 1/day, allies w/in 60' who can hear you (including self) gain +1 Morale bonus on melee dmg rolls for 0 rnds
May use berserker's cry 1 additional time per day
May use berserker's cry 1 additional time per day
Gain +1 on attack & +2 on weapon dmg vs. Large or larger creatures
Gain 0 gp resource pool (may add to pool w/ your gold, but once put in it remains a part of the pool; may utilize pool in any com
Attack Action; gain +2 bonus (+4 w/ khopesh/temple sword) on CMB to bind opponent’s weapon and to maintain bind; foe beco
You cast spells from one school of magic in which you possess Spell Focus feat at +1 caster level; your increased girth leaves
One animal companion/familiar is calculated as though 4 levels higher (to max of your character level)
Standard Action; thrown hammer that hits foe w/in 20' rebounds and lands in your square (may catch, but not rethrow, the ham
Full-Round Action; eat portion of brain of a Dead or Helpless (requires coup de grace that kills victim) creature w/ Intelligence 3
In any round your mount travels at least 40', gain fire resistance 3, +4 bonus on Ref saves vs. catching on fire, and +4 bonus o
Automatically aware of scrying attempts targeting you; gain +2 bonus on Perception checks to locate scrying sensor (if any) or
1/rnd, add +0 bonus to dmg of attack or targeted spell vs. foe you know owns or trades in slaves
Gain +1 bonus on Reflex saves and +2 bonus on Intimidate checks
Gain +1 bonus on Reflex saves and +2 bonus on Diplomacy checks
Gain +1 bonus on Reflex saves and +2 bonus on Bluff checks
Gain +10 Racial bonus on Disguise checks made to appear human; channel resistance increases by +2; ghasts can activate/su
may select creature summoned by figurine of wondrous power as animal companion or familiar; figurine has standard abilities o
Creatures cannot use scent track you, creatures with scent can detect your presence by smell at ½ normal distance, but canno
Gain +1 Shield bonus to AC when wielding spiked chain; bonus increases to +2 when Fighting Defensively or using Total Defen
Free Action; After damaging foe w/ Power Attack, make an immediate Intimidate check to attempt to demoralize that foe
May use Stunning Fist when making melee attacks w/ special monk weapons as well as when making unarmed attacks
May throw spiked chain (10' rng increment) and may make trip attacks when throwing it (failing at this attack does not knock yo
Gain +2 bonus on Initiative while on a ship; deal +1 dmg when using Light or 1-handed weapons on a ship
Gain two languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills (on the Character
Gain +1 bonus on Will saves; the 1st time each day when an effect would normally leave you Fatigued or Exhausted, you may
Reload any type of crossbow as Free Action; may fire a crossbow at full normal rate of attacks; reloading a crossbow of a type
Swift Action; change dorn-dergar from normal or reach weapon
Gain +2 bonus on Knowledge (planes) checks to know powers/abilities of demons; whenever you deal +1 dmg to demons w/ a
Gain +4 bonus on Knowledge (planes) checks to know powers/abilities of demons; whenever you deal +2 dmg to demons w/ a
Gain +6 bonus on Knowledge (planes) checks to know powers/abilities of demons; whenever you deal +3 dmg to demons w/ a
Use Dex modifier instead of Str on melee attack and dmg rolls when wielding a Medium scimitar 1-handed and not carrying a w
Gain fire resistance 5 vs. sources of fire dmg that deal 5 points or less; gain +2 bonus on Constitution checks to avoid taking no
Gain +1 bonus on melee attack and dmg rolls whenever no ally is w/in 10' in combat
Attacks count as Good-aligned for purposes of bypassing damage reduction of devils
Gain +2 bonus on Knowledge checks if you have 1–5 ranks in that skill (does not stack with Skill Focus); may make untrained K
May wield dorn-dergar 1-handed, but changing from normal or reach weapon becomes Full-Round Action (or Move Action w/ D
Designate ally w/in your reach during your action that gains Natural Armor bonus to AC equal to Dodge bonus you gain from Fi
May attempt another save (at the same DC) vs. any mind-affecting enchantment or necromancy effect 1 rnd after failing save (o
Move Action; issue commands to all allies w/in 30' feet who can see and hear you; those that obey gain +1 bonus on attack roll
Deal +1 dmg w/ weapon attacks vs. foe against which you have concealment (+2 dmg w/ total concealment)
During surprise round, threat range of your weapons doubles for any attack vs. unaware foes (does not stack w/ any other effec
May attempt Fort save (DC 10 + nonlethal dmg dealt) to reduce nonlethal dmg by half; Endurance feat grants +4 bonus on this
Free Action; whenever you deal nonlethal dmg, successful Intimidate check to demoralize foe leaves foe Shaken for a number
may use any equipment tricks relating to boots if appropriate trick requirements are met; if item would normally be considered im
may use any equipment tricks relating to cloaks if appropriate trick requirements are met; if item would normally be considered
may use any equipment tricks relating to ropes if appropriate trick requirements are met; if item would normally be considered i
may use any equipment tricks relating to shields if appropriate trick requirements are met; if item would normally be considered
may use any equipment tricks relating to heavy blade scabbards if appropriate trick requirements are met; if item would normal
Gain +1 bonus on Bluff, Diplomacy, Knowledge (local), & Sense Motive checks when dealing w/ criminals, vagabonds, unsavor
Standard Action; 1/day open incandescent 3rd eye on forehead that you can then open/close at will for 0 min; while open you c
Gain DR 1/cold iron and +2 bonus on wild empathy checks; cold iron deals +1 dmg to you
Gain +5 Racial bonus on Disguise checks to impersonate particular race (must select race you are able to impersonate when y
Choose 1 tiefling heritage modifier (see page 64 of Pathfinder Adventure Path volume #25: Bastards of Erebus) in place of tiefl
While holding clan’s standard (requiring 1 hand), members of your clan w/in 60' who can see the banner (including you) gain +1
Gain fire resistance 5 and +2 bonus on all saves vs. fire effects
Standard Action; make attack w/ a bow or crossbow vs. foe w/in 30' and add 0 dmg; creatures immune to critical hits/sneak atta
When casting a divination spell, may use your focus item (crystal ball, runes, Harrow deck, etc.) instead of spell’s material comp
Gain a +2 bonus on saves vs. enchantment spells/effects and mind-affecting effects and on Escape Artist and grapple checks m
As part of movement/5'-step, move into space occupied by Medium or smaller willing ally that is able to move and able to occup
Free Action; 1/rnd make a suggestion to any 1 foe affected by your frightful presence; Will save DC is same as that for your nor
When making a trip attack, add your Dex bonus to your CMB
After tripping foe w/ whip, drop your whip to Entangle foe (if whip has magical quality such as Flaming, apply quality’s damage
When fighting on a ship, first hit each battle deals +2 dmg; gain +2 Circumstance bonus on Profession (sailor) checks made wh
Full-Round Action; 1/day, deal 6d6 points of dmg to yourself by removing entrails to tell the future as if casting divination (caste
1/day use one chosen charm or compulsion spell as spell-like ability (determine caster lvl & DC as if casting spell normally); ma
Move Action; 1/day, when you have 0 HP or less, make DC 10 Concentration check to heal yourself of 1d4+0 dmg (non-casters
May use Godless Healing 1 additional time/day
May use Godless Healing 1 additional time/day
No Action, Supernatural, Single Use; if attack/effect (even one w/ no save) would kill you, may use this ability (even if helpless/
Spells cast that deal dmg, channel negative nergy, or otherwise harm life do not hurt normal/magical plants (still harm Plant cre
You do not provok AoO when attacking w/ firearms
Only suffer –2 penalty to grapple check when attacking impaled opponent w/ weapon that impales them; deal +1d6 dmg if chec
Free Action; make grapple check after damaging foe w/ piercing weapon to impale foe on; you both gain grappled condition an
1/rnd, decide if unarmed attacks deal bludgeoning, piercing, or slashing dmg; for each consecutive rnd that you change type, th
Free Action; activate 1 bardic performance as spell is cast; performance effect lasts for spell’s casting time +5 rnds; consumes
Gain +2 bonus on Will saves vs. charm/compulsion effects; 1/day, draw Harrow card to determine suit or randomly determine s
When casting healing spell on target other than yourself, spell is maximized if used to heal or DC increases by +4 if used to dm
Gain automatic Perception check (at –10 penalty, or –5 if moving 1/2 speed and taking no actions other than moving) when pas
When carrying Light load, after attack deals dmg in surprise round, make 2nd attack against same foe using same attack bonus
May make Stealth checks (at –10 penalty) in normal or bright light even when observed
Gain +1 bonus on all Charisma-related skills
Gain +1 bonus on all Constitution-related skills
Gain +1 bonus on all Dexterity-related skills
Gain +1 bonus on all Intelligence-related skills
Gain +1 bonus on all Strength-related skills
Gain +1 bonus on all Wisdom-related skills
Gain +2 Natural Armor bonus, but –2 penalty on all Charisma-based skill checks
Free Action (no AoO); start grapple after hitting foe w/ gore attack as part of a charge; do not add your size mod (if positive) to i
Gain acid resistance 5
Immediate Action; 1/rnd when mount must make save, make Ride check vs. DC of opponent’s attack instead
You can create runes. Inscribing a rune takes 1 day for each 1,000 gp in its price. To inscribe a rune, you must use up raw mate
Full-Round or Standard Action; when activating magical instrument, may begin bardic performance as Free Action (must use P
may satisfy material requirement of any spell cast w/ valuables (coins, gems, jewelry, etc.): spells w/ components but no listed
May select longsword-related feats as if you were a 4th-level fighter; lose benefits of this feat after using a melee or ranged wea
Spells w/ Cold descriptor are cast at +1 caster level, ,but spells w/ any other energy descriptor are cast at –1 caster level; 3/day
Gain +4 bonus on saves vs. spells/effects that would cause you to fall asleep; gain +2 bonus on hearing-related Perception che
Standard Action; 1/encounter provide detailed information to allies after successful Knowledge check to identify creature you fa
Free Action; 1/day when striking non-evil foe w/ melee attack, foe must make Fort save (DC 10) or become deformed (-1d4 Cha
Gain +1 bonus on Fort Saves; make DC 5 Constitution check to become stable whenever you are dying, w/ penalty on this roll
Gain +2 Circumstance bonus to Stealth checks in urban areas (+4 in crowds); gain +1 Dodge bonus to AC when threatened by
1/day, after ally has rolled save but before results are known, you may roll same save as if you were subject to the effect requir
You and your mount gain +2 on opposed bull rush, overrun, and trip checks; when mounted on a horse, you and mount suffer n
Gain +2 bonus on all Knowledge (dungeoneering) checks and Perception checks made to notice traps. Knowledge (dungeonee
Gain +4 on Disguise checks made to impersonate 1 specific individual
Gain +2 on Appraise checks and on any 1 Profession skill; gain +4 on Sense Motive checks when using the hunch task dealing
Free Action (no AoO); initiate bull rush after hitting foe w/ attack as part of a charge to push foe 15' (or more) knock him Prone;
Gain +2 bonus on saves vs. fear effects; any effect that would normally make you Panicked instead makes you Frightened, any
Gain +5 Racial bonus on Intimidate checks vs. Humanoids
May overrun more than 1 creature on your turn, w/ cumulative –5 penalty on each overrun check beyond 1st (mount may only m
Gain +2 bonus on saves vs. necromancy spells/effects and +2 bonus on Fort saves made to prevent negative levels from beco
In areas of shadowy illumination or natural darkness, ignore all size penalties to Stealth checks for hiding and gain a +2 to Stea
When taking 10 on Wisdom-based skills, treat result as if you rolled 13 instead
When purchasing a weapon anywhere in Avistan, pay 10% less than normal cost
Begin play with additional 200 gp; gain 1-time 10,000 gp stipend at 10th level
Gain +1 bonus on every Knowledge skill in which you have at least 5 ranks
Deal +2 dmg w/ composite Strength bow rated for Strength 10 or lower
Gain +2 bonus on Bluff and Perform (comedy) skill checks; Perform (comedy) is always a class skill for you
Gain Infernal as a bonus language; at 9th level, may bind to yourself an imp servitor (grants and possesses all the benefits and
Bite attack deals +1 acid dmg; living creatures you bite must make a Fort save (DC = your breath weapon’s DC) or be Nauseat
May use Stunning Fist as melee touch attack (may not use Power Attack in combination with this feat)
May gain in place of standard animal companion; due to non-intelligence, ooze companion starts with 0 tricks (only your bonus
May target oozes w/ spells/special abilities that normally only affect animals as if the oozes were magical beasts w/ Int 1, thoug
In Osirion, gain +1 Circumstance bonus to Bluff, Diplomacy, Disguise, Intimidate, and Perform checks; gain +5 when using App
Fighting Defensively or using Total Defense Action; gain +0 Dodge to AC vs. melee attacks of 1 foe you can see until your next
1/encounter, make single ranged attack at any point during your movement when using a Withdraw Action
Full-Round Action; 1/day creature w/in 15' must succeed at Will save (DC 10 or be possessed (see Council of Thieves #4); prot
Full-Round Action; 1/day possess 0' spherical area (see Council of Thieves #4)
Full-Round Action; 1/day possess Large or smaller object (see Council of Thieves #4)
Gain 0 gp resource pool (may add to pool w/ your gold, but once put in it remains a part of the pool; may utilize pool in any com
May use any item as an improvised melee or ranged weapon w/out penalty.
On confirmed crit, foe must make a Fort save (DC 10) or be Stunned for 1 rnd
Gain +1 Sacred or Profane (chosen when feat is selected) bonus to Will saves, Diplomacy checks, and Survival checks; bonus
Gain +2 bonus on saves vs. magical and natural effects that deal cold dmg; may move across ice w/out movement penalty.
Move Action; when in a Mwangi ruin covering 500 sq. ft. or more, make concentration check (DC 10 + 5 for each ruin power lev
Gain hippogriff animal companion; gain +2 bonus on Ride checks made while riding your hippogriff; hippogriff gains +2 bonus o
May move at 3/4 normal speed when desert terrain would reduce overland speed to 1/2; gain +2 bonus on Survival checks to f
May track by smell and automatically pinpoint location of foes w/in 30' by scent alone; gain +2 Morale bonus on attack rolls vs.

Secret of Steel-Shattering Spirit is now considered Cold Iron for overcoming DR


Secret of Steel-Shattering Spirit is now considered Silver for overcoming DR
Secret of Steel-Shattering Spirit is now considered Magic for overcoming DR
Secret of Steel-Shattering Spirit is now considered Lawful for overcoming DR
Secret of Steel-Shattering Spirit is now considered Epic for overcoming DR
Gain +5 bonus on Bluff checks made to pass secret messages to allies that can see you; use Aid Another combat option even
1/rnd; after tripping foe w/ whip, attack another foe w/ whip at same bonus as attack that tripped previous foe (cannot take 5' st
Add the following spells to Druid spell list: 0—disrupt undead, ray of frost; 1st—ghost sound, touch of fatigue; 2nd—chill touch,
Full-Round Action; when in forest, jungle, swamp, or underground and not fatigued or exhausted; may increase size, strength, a
Gain +2 bonus on Climb checks and Acrobatics checks made to jump, may take 10 on Climb checks even when distracted; fall
Foes do not gain +2 bonus on attack rolls for flanking (but may still Sneak Attack); gain +2 bonus on Sense Motive checks to re
Gain +4 bonus on Stealth checks in rocky environments, may use Stealth at no penalty while climbing; when attacking w/ stran
Take –2 penalty on ranged attack w/ axe, to make Trip attempt vs. foe as Free Action (foe may not attept to trip you in return); f
Expend breath weapon for number of rnds equal to Constitution bonus (breath weapon is cone-shaped) or half that (if line-shap
may make Sleight of Hand check instead of Bluff check to feint in combat when drawing light weapon
Gain +2 bonus on Stealth checks when others are actively trying to find you (+4 in crowds); gain +2 Circumstance bonus on Dip
Full-Round Action; make single attack with bow or crossbow that deals precision-based extra damage (including sneak attacks
Standard Action; after winning opposed Stealth check by 5 or more, foe must roll Will save (DC 10) or become Shaken for 1d4
May breathe air or water interchangeably, becoming Fatigued if out of water for 0 days (only goes away after 8 hrs of immersion
Swift Action; expend Channel Energy to imbue touched weapon w/ Bane property vs. a favored enemy until beginning of your n
act as if you had Far Shot feat when throwing splash weapon (counts as Far Shot for purpose of qualifying for other feats, but o
Flanking creatures do not gain a +2 bonus to attack you (does not prevent you from being sneak attacked or denied Dex bonus
May use Charisma bonus for Fort saves; gain +2 on saves vs. fear effects
Gain Climb speed of 10' and all benefits of having a climb speed (bonus to Climb checks, always able to take 10 on Climb chec
Rain only reduces visibility by 1/4 and you only take –2 penalty on Perception checks; may ignore concealment granted to crea
Free Action; 0/day, take 1 point of temporary Constitution damage to charge 1 limb w/ electricity, dealing 5d6 electricity dmg w t
Become Frightened instead of Panicked, Shaken instead of Frightened, and ignore effects that make you Shaken; may still bec
After grappling, foe cannot hold breath and must immediately begin making Constitution checks at the end of his turn each rnd
1/day, if you have at least 1 HP and crit would otherwise kill you (even with reduced dmg from this feat) you are instead reduce
May attempt Ref save (DC equal to swarm’s distraction save DC + 10) to avoid dmg when swarm attacks by ending its turn in y
Gain +1 bonus on dmg when wielding farm implement (e.g. hand axe, pick, pitchfork, scythe); gain +1 bonus on Initiative check
Gain cohort (human or halfling commoner, expert, or warrior w/ Taldan Squire feat) as w/ Leadership feat; gain +2 bonus on Init
Gain +2 bonus on initiative when w/in 50' of mounted ally w/ Mounted Combat feat; if this ally is injured, gain +1 Dodge bonus o
When fighting w/ falcata and buckler, Shield bonus to AC increases by +1 and you gain +2 Circumstance bonus on Acrobatics c
Duration of healing spell cast on unharmed creature becomes “1 hour or until discharged” and triggers automatically (Swift Acti
May make Sense Motive check (DC 10 + caster level of effect; +5 bonus on check if creature teleporting in is a demon) to dete
2 spell levels higher; spell pierces defenses that protect against death effects, negative levels, and energy drain, affecting the ta
1 spell level higher; mind-affecting spell affects undead creatures (even mindless undead) as if they weren’t immune to mind-af
While two-weapon fighting w/ earth breaker and a klar, you may fight w/ both weapons as if wielding a double weapon (klar trea
Shadde-Quah: gain +2 bonus on Intimidate checks
Shriikirri-Quah: gain +2 bonus on Initiative checks and +2 bonus on Ride checks
Lyrune-Quah: gain +1 bonus on Will saves and +2 bonus on sound-based Perception checks
Skoan-Quah: gain +2 bonus on weapon dmg vs. undead and +2 bonus on Heal checks
Shundar-Quah: gain +1 bonus on Fort saves and +2 bonus on sight-based Perception checks
Sklar-Quah: gain +1 bonus on Ref saves and +2 bonus on Acrobatics checks made to tumble
Tamiir-Quah: base land speed increases by 5'; gain +2 bonus on Acrobatics checks made to jump
1/day, if w/in borders of Touvette, may smite any person/creature that is not a citizen w/ 1 normal melee attack, gain +4 Morale
Gain +1 Natural Armor bonus to AC, cold/electricity/fire resistance 2, and +1 bonus on Intimidate checks; suffer –1 penalty on a
May use Survival skill to forage/track in urban locations: (DC 10) find food/supplies to survive for 24 hrs (may support 1 other p
Abjuration spells cast at +1 caster level. may use resistance (avidais) as spell-like ability 1/day, caster level 0, save DC is Chari
Conjuration spells cast at +1 caster level. may use acid splash (idolis) as spell-like ability 1/day, caster level 0, save DC is Char
Enchantment spells cast at +1 caster level. may use daze (carnasia) as spell-like ability 1/day, caster level 0, save DC is Charis
Evocation spells cast at +1 caster level. may use dancing lights (ragario) as spell-like ability 1/day, caster level 0, save DC is Ch
Illusion spells cast at +1 caster level. may use ghost sound (vangloris) as spell-like ability 1/day, caster level 0, save DC is Char
Necromancy spells cast at +1 caster level. may use touch of fatigue (voratalo) as spell-like ability 1/day, caster level 0, save DC
Transmutation spells cast at +1 caster level. may use mage hand (avaria) as spell-like ability 1/day, caster level 0, save DC is C
Gain +1 bonus on Diplomacy and Intimidate checks and Will saves; you appear outwardly human (no Disguise check required)
Add various vermin to your list of possible animal companions; vermin companions can only learn bonus tricks
May target vermin w/ spells and special abilities that normally only affect animals; may use wild empathy to influence vermin as
When using spell trigger item, may move both before and after triggering the item (must move at least 5' before and after using
Anyone attempting to read your thoughts/communicate w/ you via telepathy/otherwise contact your mind is Dazed for 1d4 rnds
Gain Burrow speed of 10' through earth, sand, or soil
Gain Burrow speed of 20' through earth, sand, or soil
Gain Burrow speed of 30' through earth, sand, or soil
When mounted and using charge action, mount may turn up to 90 degrees once as part of move as long as each part move is

Add +1 to DC of any spell/spell-like effect originating from a magic item you activate
May create magic items w/out requisite item creation feat by increasing the DC by +5
Successful hit against magic item that causes damage to that item also causes that item to obtain Broken condition; restoring it
If Spring Loaded feat has not yet been activated, first successful melee attack against you triggers AoO (does not count for you
May wear one item from belt, feet, hands, headband, neck, ring, or wrist categories in entirely different slot and still gain effect a
Immediate Action; reroll Disable Device check to disable trap/open lock after 1st check is attempted but before results are reve
Make single melee attack before initiative begins vs. foe w/in melee reach; must prepare spring device ahead of time w/ Knowle
May use Spin Silk racial ability +2 times/day, creating 50' length of rope w/ each use; after metamorphis, you partially retain Spi
Gain coleophite racial traits (change race on the Character Options tab)
Gain eulite racial traits (change race on the Character Options tab)
Gain farfalite racial traits (change race on the Character Options tab)
Free Action; special abdomenal glands may shed light as a torch
Gain larvite lifer racial traits (change race on the Character Options tab)
May grapple as normal by using both mid-legs even w/both hands occupied; when using all 4 appendages to grapple, gain +2 C
Gain racial traits of two different entobian breeds (customize race on DataRaces tab and change race on the Character Options
Gain moscanite racial traits
Free Action; successful unarmed/natural attack vs. you deals 1 point of Constitution dmg to non-entobian attacker; dmg is cumu
Gain +3 HP until you take a metamorphosis feat
May combine 2 mid-leg natural attacks into 1 natural attack, effectively increasing number of dice of mid-leg natural attack to 2
Successful bite attack vs. you deals 1d3 Strength dmg to attacker (cumulative per successful bite attack)
Weapon used in successful armed melee attack vs. you takes 1 point of dmg (bypasses hardness of non-magical weapons); su
Gain +1 Dodge bonus to AC vs. melee attacks of Medium or larger foes
Ignore effects of difficult terrain when making 5' step
Detect Evil racial trait can be activated 1/day
Gain +1 Dodge bonus to AC vs. ranged attacks
Free Action; 1/hr, gain +2 Enhancement bonus to attack and dmge for up to 1 hr vs. 1 foe that successfully attacked you w/in la
Critical threat range w/ improvised weapon is 19-20 x3
Gain +1 Resistance bonus to Reflex and Fortitude saves when wearing leather or hide armor and not wearing, wielding, or hold
Gain +4 Competence bonus to Strength checks made to break/burst items and objects w/ sudden force
Damage dealt by club, greatclub, shortspear, longspear, and spear increases by one die step
Gain +2 Competence bonus to dmg using improvised weapons
Gain +2 Competence bonus to attacks using improvised weapons
Range of Grasping Tongue improves by 10' and you gain +2 bonus to grapple a foe in this way
You are immune to enchantment effects
May make both a bull rush and a basic melee attack, in that order, when charging
May use your tongue as a whip, either as a primary or a secondary attack
Gain +3 Resistance bonus on saves vs. enchantment effects
May run over surface of water w/out sinking
Immediate Action; after first save is attempted but before results are revealed by the GM; must take 2nd result, even if it is wors
Gain claws as a natural attack
Standard Action (no AoO); ain beast shape I as spell-like racial ability usable 1/day; effect lasts for 1 hr or until you change bac
Gain +2 Racial bonus on Knowledge (nature) checks and +2 Racial bonus on Survival checks
Gain +2 Racial bonus on Diplomacy checks and +2 Racial bonus on Bluff checks
Gain +2 Racial bonus on Diplomacy checks and +2 Racial bonus on Sense Motive checks
Gain +2 Racial bonus to Vicious Bite during round after you score a hit w/ Vicious Bite
Gain bite as a natural attack
Gain benefit of Unearthly Presence racial trait regardless of HP total
Allies w/in 50' gain +2 Morale bonus to saves vs. fear
Use Touch of the Muse racial trait 1 additional time/day.
Use Touch of the Muse racial trait 1 additional time/day.
Use Touch of the Muse racial trait 1 additional time/day.
May use Touch of the Muse racial trait at a range of up to 50'
May use dream 1/day as a spell-like ability (caster level 0); cannot designate a different messenger than yourself and recipient
You do not take damage from falling if able to make Standard Actions
Gain +0 Competency bonus to Appraise and Diplomacy checks
May use Bribe Fate racial trait w/out losing HP. If you succeed at 2nd saving throw, immediately lose your level in HP
Gain +0 Racial bonus to 2nd save after activating Bribe Fate racial trait; gain additional use of Bribe Fate per day
Sense Coins racial trait applies to all things made of gold
Standard Action; 1/day, consume 100 gp to add +4 Enhancement bonus to Strength, Constitution, or Dexterity for 0 min
After using Money is Life racial trait, the next time an attack damages you 3 gp per HP of dmg (max 48 gp) from this attack drop
Move Action (no AoO); gain +5 Circumstance bonus to CMD when resisting a bull rush or trip attempt; moving/being moved fro
Spell/spell-like effect causing you to be Panicked or Frightened instead makes you Shaken; cannot be Shaken otherwise by sp
Grow 1' taller (still considered Medium) and melee reach increases by 5'
Gain +2 Competence bonus to dmg rolls when using weapon made of mostly wood
Natural Armor conveyed by Protective Sap trait increases by +2 when you are at 0 HP or less
May use Sun Heal 1 additional time/day
May use Sun Heal 1 additional time/day
May use Sun Heal 1 additional time/day
All unarmed attacks deal +1 piercing dmg; creatures involved in grapple w/ you automatically take 1 point of piercing damage 1
Foe striking you w/ body or natural weapon deals normal dmg but takes 1d3 piercing damage. creatures involved in grapple w/
Gain DR 1/bludgeoning
Gain DR 2/bludgeoning
Gain DR 3/bludgeoning
1/day, successful Touch Attack vs. undead foe restores 1d8 HP to you and foe must save versus vivification virus (DC 13) or be
Enlist effects of Deathbane Touch in addition to dmg dealt as part of a melee attack (counts toward number of Deathbane Touc
Racial negative energy resistance increases by +5; gain +4 bonus on saves vs. death spells/magical death effects and you are
Immune to all mundane diseases
Gain +4 Racial bonus on CMD when foe tries to grapple you; gain additional +2 Racial bonus on Escape Artist checks (bringing
Breath of Steam racial trait deals +0 dmg
Gain a natural gore attack
Swift Action; 1/day, deal +1d8 fire dmg to foe after dealing dmg w/ gore attack
3 Full-Round Actions; replace 1 armor gem w/ another armor gem of a different type to keep armor emulation of the majority bu
If slain and your soul crystal is implanted in another suitable relluk body w/in 7 days, you are restored to life w/ 1 permanent ne
Breath of Steam racial trait range increases to 10'
May use Breath of Steam an additional time/day.
May use Breath of Steam an additional time/day.
May use Breath of Steam an additional time/day.
Natural can be magically enhanced using Craft Magic Arms and Armor feat (each natural attack must be enhanced separately)
Take on physical appearance of cloud giant (giants consider you to be part of the cloud giant tribes); jotun elemental powers ar
Take on physical appearance of storm giant (giants consider you to be part of the storm giant tribes); jotun elemental powers ar
Take on physical appearance of ettin (giants consider you to be part of the ettin tribes); jotun elemental powers are calculated a
Take on physical appearance of hill giant (giants consider you to be part of the hill giant tribes); jotun elemental powers are calc
Take on physical appearance of ogre (giants consider you to be part of the ogre tribes); jotun elemental powers are calculated a
Take on physical appearance of stone giant (giants consider you to be part of the stone giant tribes); jotun elemental powers ar
Take on physical appearance of taiga giant (giants consider you to be part of the taiga giant tribes); jotun elemental powers are
Take on physical appearance of fire giant (giants consider you to be part of the fire giant tribes); jotun elemental powers are cal
Take on physical appearance of frost giant (giants consider you to be part of the frost giant tribes); jotun elemental powers are c
Take on physical appearance of troll (giants consider you to be part of the troll tribes); jotun elemental powers are calculated as
Take -4 on attack to hit 1 foe then -4 on attack to hit another w/in 10'
3/day, make bull rush or trip after hitting w/ thrown rock
Gain additional use per day of single elemental power
Full-Round Action; 1/day, deal 6d6 points of dmg to yourself by removing entrails to tell the future as if casting divination (caste
Take -4 on attack to hit 1 foe then -4 on attack to hit another w/in 10'; continue until you miss or no foe is w/in 10' of last target (
Ignore size penalties to Stealth checks and gain +2 to Stealth checks in areas of shadowy illumination or natural darkness
Make combat maneuver to throw rock 1/2 normal distance, success deals normal Slam dmg and Pins foe (Ref DC 10 negs)
may use Strength modifier rather than Dexterity modifier when using thrown weapons
Swift Action (no AoO); increase size multiple categories; if used as part attack, deal +2 dmg per size category increase
May use any item as an improvised melee or ranged weapon w/out penalty.
Full-Attack Action; foes in 10' x 10' line take 1/2 dmg normally dealt by Rock Throwing (Ref DC 10 negs)
Standard Action; Small or smaller creaures w/in 0' must make Acrobatics check (DC 10) or fall Prone
1/day--passwall, statue, spike stones, stone skin, wall of stone (caster level 0, saves are Charisma-based)

May invoke domain power and cast domain spells from domain to which you do not already have access as if you were a cleric
Choose a character class, such as ranger, (or its approved variant, though not a prestige or racial paragon class). The chosen
You gain an established identity with a legitimate history and reputation that allows you to slip away from your normal life. As a
You get a get a +2 bonus on caster level checks made to overcome a psionic creature's power resistance. This bonus stacks w
You add a +1 competence bonus to your armor class in melee combat while wearing this type of armor. †
When you are adjacent to an ally who also has the Back-to-Back feat, you cannot be flanked except by a rogue who is 4 levels
As a move-equivalent action, you can make a quick assessment of the status of every creature within a radius of 15 feet. Make
Using senses such as acute hearing and sensitivity to vibrations, you detect the location of opponents who are no more than 5
Using this feat, a spontaneous caster can increase his effective casting level when casting a spell, adding up to his Charisma b
You add 2 to the save DC for your stunning fist attack. †
When casting a spell with a casting time of 1 standard action or less, you may move both before and after you cast the spell, pr
By channeling negative energy you may selectively heal living creatures in a 30' radius, restoring 1d4 points of damage plus 1d
By channeling positive energy you may selectively harm living creatures in a 30' radius, causing 1d4 points of damage plus 1d4
Creatures and characters who have an insight bonus on their attack rolls, an insight bonus to their Armor Class, or an insight bo
If you use your Sunder feat to deal a weapon or object enough damage to destroy it, you get an immediate, extra attack agains
You get a +2 bonus on all saving throws to resist powers. The benefit of this feat applies only to psionic powers and psi-like abi
After spending four combat rounds observing a single opponent you may, as a move-equivalent action, add your Intelligence m
When you take the aid another action to help a friend in combat, you can add a +4 circumstance bonus to either your friend's A
Functions exactly as Brew Potion, except caster can make the "potion" in the form of any sort of food desired. The food must b
You have deadly accuracy with your sneak attacks. You can reroll any result of 1 on your sneak attack's extra damage dice. Yo
Rather than negating a song, a bard with the Descant feat can attempt to `overlay' his own song over another bard's. The two b
Chose a descriptor from the following list: acid, air, chaotic, cold, darkness, death, earth, electricity, evil, fear, fire, force, good, la
You get a +2 bonus on all Appraise checks and Linguistics checks. If you have 10 or more ranks in one of these skills, the bonu
You have mastered the art of casting spells unobtrusively, mingling verbal and somatic components into its music and performa
As a free action, spend one of your channel energy attempts to add your Charisma bonus to your weapon damage for 1 full rou
As a free action, you can spend one of your channel energy attempts to add 2d6 points of sacred or profane energy damage to
Select one of your domains at the time you gain this feat. You add +1 to the DC for all saving throws against domain powers an
You may alter spells with an energy descriptor to instead deal damage of an elemental type that matches your own elemental n
You choose one type of energy: acid, cold, electricity, fire, or sonic. When employing a spell with the acid, cold, electricity, fire, o
Attackers do not gain the usual +2 attack bonus when flanking you. This feat grants no benefit whenever you are attacked with
You may administer a potion or use the Heal skill to stabilize an unconscious person on the battlefield without provoking an atta
You can remain out of water with no ill effect for one day per point of Constitution. After this time you must make Fortitude save
When running or charging, you can make a single direction change of 90 degrees or less. You can't use this feat while wearing
Once per day, reroll one attack roll, saving throw, skill check, or ability check and choose the better result. †
Once per round, when targeted by a psionic effect that allows a Reflex save or a Fortitude save, you can instead make a Will s
When performing a charge action, add 1.5 x your Strength modifier, or 2 x your Strength modifier if you are using a two-handed
Casting a spell augmented with the Ghost Spell feat causes the spell to manifest in both the material plane and the ethereal pla
You receive a +2 competence bonus to Diplomacy checks when dealing with intelligent, incorporeal undead. In addition, you ca
Choose one domain for which you have already chosen the Domain Focus feat. Add an additional + 1 to the spell save DC of th
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. Yo
A grown spell has its area or number of targets affected increased by one-half. Spells with a personal effect or that target only
Select one Knowledge skill. You gain 1 bonus skill point to place in that Knowledge skill and an additional skill point every time
You may make an attack of opportunity against a charging opponent who enters an area you threaten. Your attack of opportu
Whenever you are subject to a power from the telepathy discipline (regardless o whether the power is harmful or beneficial to y
Move Action; may halt movement while flying and hover; once hovering, may fly in any direction (including straight down/up) at
When using the Deflect Arrows feat, you may deflect a number of ranged attacks per round equal to 1 + your Dexterity bonus. †
In addition to the one attempt per round allowed by Mounted Combat, you may attempt to negate attacks made against your m
The empathic link between you and your companion extends for a number of extra miles equal to the creature's Wisdom modifi
While using your bardic music to countersong, you gain a +4 circumstance bonus to your Perform check †
Whenever you deal 10 or more points of damage to your opponent in melee, you make a trip combat maneuver as a free action
Rather than being a small creature, your familiar is a medium-sized creature - either a medium-sized version of a small creature
Information on the Leadership feat and the use of Cohorts and Followers in the Legends of the Shining Jewel Campaign may b
This feat allows some bardic song powers to continue after you stop performing them. Each round during which the power cont
Against psionic attacks that do not employ an energy type to deal damage you gain damage reduction 3/. In addition, when you
On your action, before making attack rolls for a round, you may choose to subtract a number from a ranged attack roll with a th
You heal ability damage and ability burn damage more quickly than normal. You heal a number of ability points per day equal to
You get a +2 bonus on all Diplomacy checks and Sense Motive checks. If you have 10 or more ranks in one of these skills, the
You may make an attack of opportunity when an opponent moves through your threatened area, even when the opponent has
While openly wearing a token (a scarf, flower, minor piece of jewelry, or something of the sort) of a worthy aristocrat or noble wh
On your action, you may choose to hold one or more of your normal attacks until an opponent attacks. The opponent rolls his a
You gain a + 10 racial bonus on Disguise checks made to appear human. †
A persistent spell has a duration of 24 hours. The persistent spell must have a personal range or a fixed range. Spells of instan
You gain the ability to summon a familiar. This functions in all respects as the wizard ability, Summon Familiar, with the exceptio
If you deal enough damage to an opponent with a ranged weapon attack to make it drop (by damaging it to below 0 hit points)
You gain a +1 bonus to all Bluff, Diplomacy and Sense Motive skill checks due to your ability to recognize and reciprocate goss
Your penalty to attack rolls and AC when fighting in melee while prone is reduced to -2. While you are prone, your melee attack
When a foe strikes you in melee combat, the foe immediately loses its psionic focus, if any. Also, if you are the target of a powe
Once per round on your turn, you can sheathe or holster your weapon, or put away a held item, as a free action that does not p
Free Action (no AoO); 3/day (unless ability is normally usable less frequently); use single spell-like ability with caster level -4 or
You naturally heal a number of hit points per day equal to the standard healing rate + double your Constitution bonus. You heal
You may cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so y
When you use the attack action or full attack action in melee, you can take a penalty of 4 to your Armor Class and add a +2 bon
A repeated spell is automatically cast again at the beginning of your next round of actions. No matter where you are, the secon
When an opponent attempts to disarm you or sunder your weapon, you get a +2 bonus to your opposed attack roll. This bonus
Half of the damage dealt by a sacred spell results directly from divine power and is therefore not subject to being reduced by pr
All Knowledge skills are class skills for you. †
You may sculpt a runic item of any spell you know. Runic items are small pieces of wood, metal, or stone, onto which you are a
You can choose to have your ability to channel energy affect shapechangers of your chosen shapechanger subtype as if they w
Your targets only receive a +2 bonus to Armor class due to cover. This feat has no effect against foes with no cover or total cov
You get a +2 bonus on all Acrobatics checks and a +2 bonus to one Perform skill specialty. The Perform skill specialty must be
You gain the ability to summon a familiar. This functions in all respects as the wizard ability, Summon Familiar, with the exceptio
You cast spells in such a way that the visual and auditory effects appear very different from the standard. For example, a wizard
When you are adjacent to a character (PC or NPC) to whom you have sworn allegiance, or to a character or creature who's HD
When employing a spell with the acid, cold, electricity, fire, or sonic designator, you can modify the spell to deal subdual damag
When using a normal weapon to inflict only subdual damage, the normal -4 attack penalty is reduced to -2. †
When you use the Combat Expertise feat to improve your Armor Class, the number you subtract from your attack and add to yo
Benefit: The level differential between you and your Cohort is reduced by 1. Even with this feat the level differential may not be
You can follow tracks at your normal speed without suffering the usual -5 penalty to your Survival check. If you are willing to acc
Your intimate knowledge of the city landscape and inhabitants allows you to take the path of least resistance, granting you a 20
May choose vermin of any size you could normally take as your animal companion †
When you wild shape, you may take the form of a vermin. This vermin can be of any size that you could normally take as an an
gain +2 bonus on Perception checks and Initiative checks. If you have 10 or more ranks in Perception, the bonus increases to +
Free Action; 1/rnd, turn up to 180° regardless of maneuverability in addition to any other turns you are normally allowed, but co

Know extra 1st level Conjuration spell; may cast 1 extra Conjuration spell per spell level per day (wizards must prepare in adva
casting time for summoning spells improves to Standard Action †
gain +2 bonus to Perform (act, dance, oratory or sing); may use bardic performance class 2 extra rnds/day †
gain a +1 bonus to Perform (act, dance, oratory or sing); DC to resist bardic performance abilities increases by +1 †
Know extra 1st level Divination spell; may cast 1 extra Divination spell per spell level per day (wizards must prepare in advance
gain Uncanny Dodge ability; DC to resist Divination spells increases by +1 †
gain a +2 bonus to any 1 Knowledge skill and any 1 Perform skill †
gain +2 bonus to Knowledge (Arcana) and Spellcraft checks †
gain +2 bonus to Perform (act, comedy, or oratory); may use bardic performance class 2 extra rnds/day †
gain a +1 bonus to Perform (act, comedy, or oratory); DC to resist bardic performance abilities increases by +1 †
gain +2 bonus to Perform (keyboard, percussion, string, or wind)); may use bardic performance class 2 extra rnds/day †
gain a +1 bonus to Perform (keyboard, percussion, string, or wind); DC to resist bardic performance abilities increases by +1 †
Know extra 1st level Illusion spell; may cast 1 extra Illusion spell per spell level per day (wizards must prepare in advance; stac
DC to resist Illusion spells increases by +2; may use minor image as spell-like ability 1/day †
Know extra 1st level Enchantment spell; may cast 1 extra Enchantment spell per spell level per day (wizards must prepare in a
DC to resist Enchantment spells and spell-like abilities increases by +2; may use charm person as spell-like ability 1/day †
Know extra 1st level Necromancy spell; may cast 1 extra Necromancy spell per spell level per day (wizards must prepare in ad
DC to resist Necromancy spells increases by +2; gain +2 bonus to saves vs. Necromancy spells †
Know extra 1st level Evocation spell; may cast 1 extra Evocation spell per spell level per day (wizards must prepare in advance
DC to resist Evocation spells increases by +2; add primary ability bonus to Evocation spell dmg done by your Evocation spells
Know extra 1st level Abjuration spell; may cast 1 extra Abjuration spell per spell level per day (wizards must prepare in advance
Armor, Shield or Deflection bonus provided by Abjuration spells increases by +1; duration of Abjuration spells increase by 1 rnd
Know extra 1st level Transmutation spell; may cast 1 extra Transmutation spell per spell level per day (wizards must prepare in
DC to resist Transmutation spells increases by +1; duration extends by a number of rounds equal to half your caster level for Tr
Clockwork familiar’s HD improve to 2d10 (reroll for new HP total); clockwork familiar’s Hardness increases to 10 †
Clockwork familiar’s HD improve to 4d10 (roll 2d10 and add to HP total); clockwork familiar’s land speed increases by 10' †
Clockwork familiar’s HD improve to 6d10 (roll 2d10 and add to HP total); clockwork familiar gains 2 skill points to be placed in s
clockwork familiar’s Hardness increases to 15; all speeds increase by 5' †
clockwork familiar’s Hardness increases to 20; speed decreases by 10' (min 5') †

gain +2 Divine bonus to saves vs. enchantment spells/effects †


gain +2 Divine bonus to Acrobatics and Initiative †
1/day, gain +5 Divine bonus on any 1 skill check, ability check, or save (may use after rolling but must announce intent before G
use Cha mod instead of Wis mod to determine saves DC †
gain +2 Divine bonus to any 2 Craft or Profession skills associated with working stone, gems or metal †
select specific type of favored enemy; critical threats vs. this type automatically confirm †
may use fireshape as spell-like ability 1/day (caster level is 1/2 character level, min 1). †
gain +2 Divine bonus on Heal checks; never suffer penalty to Heal checks w/out healer’s kit †
gain +2 Divine bonus to any 2 Perform skills †
gain +2 Divine bonus to Handle Animal and Perform (Oratory) †
gain +5 bonus to Handle Animal and Ride checks concerning horses, ponies, mules and donkeys; animals of these types that y
gain +2 Divine bonus to Handle Animal and Knowledge (Nature); Knowledge (Nature) is a class skill †
Knowledge (Religion) is a class skill; may prepare 2 orisons/day from the cleric spell list (or druid spell list for nature deity) and
gain +2 Divine bonus to any 2 Craft skills or Profession skills that involve crafting or creating †
3/day, Channel Energy heals/deals max HP dmg (save DC to halve dmg is unmodified) †
2/day, Lay on Hands heals/deals max HP dmg †
gain immunity to all non-magical fear effects and +2 Divine bonus to saves vs. magical fear effects or spells that cause madnes
gain Scent (Ex) ability
gain +2 Divine bonus to Bluff, Diplomacy, Disable Device, or Stealth while committing or fleeing from violent crime †
gain +2 Divine bonus to any 2 of the following: Craft (Sails), Craft (Rope), Knowledge (Nature), Perception, Profession (Sailor),
1/week, enter dream-state that allows communication w/ your deity and his/her servants as commune with nature spell †
gain proficiency w/ bastard sword, falchion, greatsword, longsword, or short sword; when using chosen sword type, gain +1 Div
Knowledge (Religion) is a class skill; gain +2 bonus to Knowledge (Religion) checks (clerics and paladins receive +3) †
3/day, gain +2 Divine bonus to any Charisma-based skill check †
3/day, gain +2 Divine bonus to Bluff, Disable Device, Disguise, Escape Artist, Sleight of Hand or Stealth
1/day, reroll any 1 failed save, skill check, ability check, or attack roll (must accept results of 2nd roll, even if worse)
gain +2 Divine bonus to CMB and to any Knowledge skill checks made while planning for battle or war †
gain +3 Divine bonus to 1 Craft skill that involves weapons, armor or other implements of war †
gain +2 Divine bonus to any 2 Knowledge skills †
retain ability to speak while in animal form and may still communicate w/ animals of the appropriate type †

Full-attack action w/ 2-handed melee weapon adds x3 Strength bonus to dmg of 1st attack
Standard Action; single melee attack (at –5 penalty) w/ 2-handed weapon crits if it hits; special weapon abilities that activate on
Standard Action; single melee attack w/ 2-handed weapon adds x2 Strength bonus to damage roll (instead of x1.5)

List_Feats_Wizard_All
Empower Spell
Enlarge Spell
Extend Spell
Heighten Spell
Maximize Spell
Quicken Spell
Silent Spell
Still Spell
Thanatopic Spell
Threnodic Spell
Widen Spell
Brew Potion
Craft Magic Arms and Armor
Craft Rod
Craft Staff
Craft Wand
Craft Wondrous Item
Forge Ring
Inscribe Rune
Scribe Scroll
Spell Mastery I
Spell Mastery II
Spell Mastery III
List_Feats_Wizard_Core
Empower Spell
Enlarge Spell
Extend Spell
Heighten Spell
Maximize Spell
Quicken Spell
Silent Spell
Still Spell
Widen Spell
Brew Potion
Craft Magic Arms and Armor
Craft Rod
Craft Staff
Craft Wand
Craft Wondrous Item
Forge Ring
Scribe Scroll
Spell Mastery I
Spell Mastery II
Spell Mastery III
Taken Benefit

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List_Feats_Shaman
Alertness
Animal Affinity
Deceitful
Endurance
Diehard
Fleet
Great Fortitude
Great Fortitude, Improved
Intimidating Prowess
Iron Will
Iron Will, Improved
Leadership
Lightning Reflexes
Lightning Reflexes, Improved
Persuasive
Self-Sufficient
Spell Penetration
Spell Penetration, Greater
Normal
You select only a single favored class, from those for which your race normally has an affinity.

Only undead are healed when you channel negative energy and you cannot choose who you heal when you channel positive e
You cannot choose who is harmed when you channel negative energy and only undead are harmed when you channel positive

You add a +2 circumstance bonus to your friend's AC or attack roll.

Everyone within 30 ft. of the bard may use the bard's Perform skill check in place of their saving throw against sonic or languag
Administering a potion to an unconscious person is a full-round action. Use of the Heal skill in combat or administering a potion
Sea elves can normally spend only 2 hours per Constitution point out of water before making Fortitude saves to avoid temporar
Without this feat, you can run or charge only in a straight line.

When performing a charge action, add your Strength modifier, or 1.5 x your Strength modifier if you are using a two-handed we

You only get an attack of opportunity against a character that exits a square you threaten.

You may use the Deflect Arrows feat only once per round.
You may only use the Mounted Combat feat once per round and may not use the Mounted Combat feat while flatfooted.
The empathic link between creature and master extends for only one mile.

If the trip maneuver fails by 10 or more, you are knocked prone instead.

You heal ability damage and ability burn damage at a rate of 1 point per day.

A prone character has a -4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). He gains a

Putting away a weapon or object is normally a move-equivalent action and provokes attacks of opportunity.

Cover normally gives a +4 bonus to AC.


The level differential between a Leader and Cohort is determined solely by the Leader's unmodified Charisma ability. A Leader

A character without this feat can use Diplomacy to gather information about a particular individual, but each check takes 1d4+1
Special
You may only gain this feat at 1st level.
You can gain this feat multiple times. Each time you take the feat, it applies to a new class.
You may not use abilities or class features which rely on your true identity, such as a noble's sphere of influence ability, while as
You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).
You may take this feat more than once. Each time you take it, it applies to a different type of armor (light, medium, or heavy).

This feat is usable once per day.

You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

You may take this feat more than once. Each time it applies to a different descriptor. Note: Player characters in the Legends

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new domain. The effec
You can gain this feat multiple times. Each time the feat applies to a different type of energy.

You may only take this feat as a 1st-level character.


You cannot take or use this feat if you have the ability to use psionic powers (if you have a power point reserve or psi-like abiliti

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new domain for which y

If the PC also possesses the Bardic Knowledge class ability, this feat applies to a different Knowledge skill. You may take this fe

You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

Notable named NPCs of the Legends of the Shining Jewel campaign cannot accept a PC's affections without approval from the

Nobles and aristocrats may select this feat a number of times equal to 1 + their natural (unmodified) Charisma bonus (if positive
A fighter may select this feat as one of his fighter bonus feats.
You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new shapechanger sub
A fighter may select Sharp-Shooting as one of his bonus feats.
A fighter may select this feat as one of his bonus feats.

This feat may be taken twice to reduce the modifier for subdual attacks to -0. You cannot take this feat more than twice.

In the Legends of the Shining Jewel Campaign you must spend ten (10) TUs attuning yourself to the community that you are in
Source Manual Row Number (used to rebuild sorts) Feat Logic Text
Feats_Known
2
PFRPG 3 Additional Feat Data
PFRPG 4 ↓
PFRPG 5
PFRPG 6
PFRPG 7 Chaotic
PFRPG 8 Evil
PFRPG 9 Good
PFRPG 10 Lawful
PFRPG 11
PFRPG 12
PFRPG 13
PFRPG 14 Arcane_Strike_Dmg
PFRPG 15
PFRPG 16
PFRPG 17
PFRPG 18
PFRPG 19
PFRPG 20
PFRPG 21
PFRPG 22
PFRPG 23
PFRPG 24
PFRPG 25
PFRPG 26
PFRPG 27 Combat_Expertise_Penalty
PFRPG 28
PFRPG 29
PFRPG 30
PFRPG 31
PFRPG 32
PFRPG 33 Deadly_Aim_Penalty
PFRPG 34
PFRPG 35
PFRPG 36
PFRPG 37
PFRPG 38
PFRPG 39
PFRPG 40
PFRPG 41
PFRPG 42
PFRPG 43
PFRPG 44 Air
PFRPG 45 Earth
PFRPG 46 Fire
PFRPG 47 Water
PFRPG 48
PFRPG 49
PFRPG 50
PFRPG 51
PFRPG 52
PFRPG 53
PFRPG 54
PFRPG 55
PFRPG 56
PFRPG 57
PFRPG 58
PFRPG 59
PFRPG 60
PFRPG 61 Blinded
PFRPG 62 Cursed
PFRPG 63 Dazed
PFRPG 64 Deafened
PFRPG 65 Diseased
PFRPG 66 Exhausted
PFRPG 67 Fatigued
PFRPG 68 Frightened
PFRPG 69 Nauseated
PFRPG 70 Paralyzed
PFRPG 71 Poisoned
PFRPG 72 Shaken
PFRPG 73 Sickened
PFRPG 74 Staggered
PFRPG 75 Stunned
PFRPG 76
PFRPG 77
PFRPG 78
PFRPG 79
PFRPG 80
PFRPG 81
PFRPG 82
PFRPG 83
PFRPG 84
PFRPG 85
PFRPG 86
PFRPG 87
PFRPG 88
PFRPG 89
PFRPG 90
PFRPG 91
PFRPG 92
PFRPG 93
PFRPG 94
PFRPG 95
PFRPG 96
PFRPG 97
PFRPG 98
PFRPG 99
PFRPG 100
PFRPG 101
PFRPG 102
PFRPG 103
PFRPG 104
PFRPG 105
PFRPG 106
PFRPG 107
PFRPG 108
PFRPG 109
PFRPG 110
PFRPG 111
PFRPG 112
PFRPG 113
PFRPG 114
PFRPG 115
PFRPG 116
PFRPG 117
PFRPG 118
PFRPG 119
PFRPG 120
PFRPG 121
PFRPG 122
PFRPG 123
PFRPG 124
PFRPG 125
PFRPG 126
PFRPG 127
PFRPG 128
PFRPG 129
PFRPG 130
PFRPG 131
PFRPG 132
PFRPG 133
PFRPG 134
PFRPG 135
PFRPG 136
PFRPG 137
PFRPG 138
PFRPG 139
PFRPG 140
PFRPG 141
PFRPG 142
PFRPG 143 Power_Attack_Penalty
PFRPG 144
PFRPG 145
PFRPG 146
PFRPG 147
PFRPG 148
PFRPG 149
PFRPG 150
PFRPG 151
PFRPG 152
PFRPG 153
PFRPG 154
PFRPG 155
PFRPG 156
PFRPG 157
PFRPG 158
PFRPG 159
PFRPG 160
PFRPG 161
PFRPG 162
PFRPG 163
PFRPG 164
PFRPG 165
PFRPG 166
PFRPG 167
PFRPG 168
PFRPG 169
PFRPG 170
PFRPG 171
PFRPG 172
PFRPG 173
PFRPG 174
PFRPG 175
PFRPG 176
PFRPG 177
PFRPG 178
PFRPG 179
PFRPG 180
PFRPG 181
PFRPG 182
PFRPG 183
PFRPG 184
PFRPG 185
PFRPG 186
PFRPG 187
PFRPG 188
PFRPG 189
PFRPG 190
PFRPG 191
PFRPG 192
PFRPG 193
PFRPG 194
PFRPG 195
PFRPG 196
PFRPG 197
PFRPG 198
PFRPG 199
PFRPG 200
PFRPG 201
PFRPG 202
PFRPG 203
PFRPG 204
PFRPG 205
PFRPG 206
PFRPG 207
PFRPG 208
PFRPG 209
PFRPG 210
PFRPG 211
PFRPG 212
PFRPG 213
PFRPG 214
PFRPG 215
PFRPG 216
PFRPG 217 Abjuration
PFRPG 218 Conjuration
PFRPG 219 Divination
PFRPG 220 Enchantment
PFRPG 221 Evocation
PFRPG 222 Illusion
PFRPG 223 Necromancy
PFRPG 224 Transmutation
PFRPG 225 Abjuration
PFRPG 226 Conjuration
PFRPG 227 Divination
PFRPG 228 Enchantment
PFRPG 229 Evocation
PFRPG 230 Illusion
PFRPG 231 Necromancy
PFRPG 232 Transmutation
PFRPG 233
PFRPG 234
PFRPG 235
PFRPG 236
PFRPG 237
PFRPG 238
PFRPG 239
PFRPG 240
PFRPG 241
PFRPG 242
PFRPG 243
PFRPG 244
PFRPG 245
PFRPG 246
PFRPG 247
PFRPG 248
PFRPG 249
PFRPG 250 HP_Toughness
PFRPG 251
PFRPG 252
PFRPG 253
PFRPG 254
PFRPG 255
PFRPG 256
PFRPG 257
PFRPG 258
PFRPG 259
PFRPG 260
PFRPG 261
PFRPG 262
PFRPG 263
PFRPG 264
PFRPG 265
PFRPG 266
PFRPG 267
PFRPG 268
PFRPG 269
PFRPG 270
PFRPG 271
PFRPG 272
PFRPG 273
274
275
PFRPG 276
PFRPG 277
278
PFRPG 279
280
PFRPG 281
PFRPG 282
PFRPG 283
PFRPG 284
PFRPG 285
PFRPG 286
PFRPG 287
288
PFRPG 289
PFRPG 290
PFRPG 291
PFRPG 292
PFRPG 293
PFRPG 294
PFRPG 295
PFRPG 296
PFRPG 297
298
299
300
301
302
303
304
305
306 Improved_NA
307
308
309
310
311
312
313 Feat_Snatch_Size
314
315
316
317
318
319
320
321
APG-B 322
APG-B 323
APG-B 324
APG-B 325
APG-B 326
APG-B 327
APG-B 328
APG-B 329
APG-B 330
APG-B 331
APG-B 332
333
SDPG 334
LoF4 335
LoF4 335
PCCS 336
LoFPG 337
PCCS 338
PCCS 339
PCCS 340
C-EoD 341
PCCS 342
PCCS 343
PCCS 344
RotRLPG 345
OLoP 346
PCCS 347
PCCS 348
SoS 349
DoG 350
CHR 351
CotCT1 352
PCCS 353
A-SoL 354
RotRLPG 355
RotRLPG 356
RotRLPG 357
CHR 358
CTR 359
OLoP 360
C-EoD 361
C-EoD 362
C-EoD 363
C-EoD 364
CoG 365
PCCS 366
RotRLPG 367
PCCS 368
DoG 369
PCCS 370
PCCS 371
PCCS 372
QGttE 373
PCCS 374
PCCS 375
A-SoL 376
SoS 377
DoG 378
DR 379
DR 380
A-SoL 381
A-SoL 382
A-SoL 383
CoG 384
PCCS 385
AA 386
AA 387
AA 388
AA 389
AA 390
T-EoG 391
PCCS 392
PCCS 393
CoT 1 394
CoT 1 395
PCCS 396
LoFPG 397
PCCS 398
PCCS 399
PCCS 400
SoS 401
GoD 402
C-EoD 403
C-EoD 404
T-EoG 405
CMR 406
LoFPG 407
PCCS 408
PCCS 409
PCCS 410
LoFPG 411
PCCS 412
PCCS 413
C-EoD 414
C-EoD 415
PCCS 416
PCCS 417
PCCS 418
LoFPG 419
OLoP 420
C-EoD 421
C-EoD 422
PCCS 423 Charisma
PCCS 424 Constitution
PCCS 425 Dexterity
PCCS 426 Intelligence
PCCS 427 Strength
PCCS 428 Wisdom
LoFPG 429
CMR 430
DDR 431
CoG 432
RotRL5 433
CTR 434
CoT 6 435
CoT 2 436
CoG 437
DM-AGtK 438
PCCS 439
RotRL1 440
RotRLPG 441
OLoP 442
DM-AGtK 443
PCCS 444
CoG 445
446
T-EoG 447
CMR 448
PCCS 449
CoT 1 450
CoG 451
PCCS 452
CMR 453
PCCS 454
PCCS 455
PCCS 456
PCCS 457
PCCS 458
PCCS 459
PCCS 460
DR 461
PCCS 462
DDR 463
DDR 464
OLoP 465
C-EoD 466
PCCS 467
CoT 4 468
CoT 4 469
CoT 4 470
PCCS 471
CMR 472
LoFPG 473
OLoP 474
PCCS 475
PCCS 476
GtK 477
LoFPG 478
CMR 479
PCCS 480
PCCS 481
PCCS 482
PCCS 483
PCCS 484
PCCS 485
PCCS 486
OLoP 487
PCCS 488
DDR 489
CotCTPG 490
PCCS 491
DDR 492
DoG 493
GoD 494
AA 495
T-EoG 496
PCCS 497
CMR 498
PCCS 499
PCCS 500
AA 501
DoG 502
PCCS 503
DDR 504
PCCS 505
DDR 506
GtDV 507
DDR 508
PCCS 509
OLoP 510
T-EoG 511
T-EoG 512
T-EoG 513
PCCS 514
A-SoL 515
PCCS 516
OLoP 517
OLoP 518
CotCT4 519
PCCS 520
PCCS 521
PCCS 522
PCCS 523
PCCS 524
PCCS 525
PCCS 526
GttRK 527
PCCS 528
T-EoG 529
PCCS 530
PCCS 531
PCCS 532
PCCS 533
PCCS 534
PCCS 535
PCCS 536
PCCS 537
PCCS 538
PCCS 539
PCCS 540
PCCS 541
CHR 542
CHR 543
CHR 544
CoG 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
LSJ 660
LSJ 661
LSJ 662
LSJ 663
LSJ 664
LSJ 665
LSJ 666
LSJ 667
LSJ 668
LSJ 669
LSJ 670
LSJ 671
LSJ 672
LSJ 673
LSJ 674
LSJ 675
LSJ 676
LSJ 677
LSJ 678
LSJ 679
LSJ 680
LSJ 681
LSJ 682
LSJ 683
LSJ 684
LSJ 685
LSJ 686
LSJ 687
LSJ 688
LSJ 689
LSJ 690
LSJ 691
LSJ 692
LSJ 693
LSJ 694
LSJ 695
LSJ 696
LSJ 697
LSJ 698
LSJ 699
LSJ 700
LSJ 701
LSJ 702
LSJ 703
LSJ 704
LSJ 705
LSJ 706
LSJ 707
LSJ 708
LSJ 709
LSJ 710
LSJ 711
LSJ 712
LSJ 713
LSJ 714
LSJ 715
LSJ 716
LSJ 717
LSJ 718
LSJ 719
LSJ 720
LSJ 721
LSJ 722
LSJ 723
LSJ 724
LSJ 725
LSJ 726
LSJ 727
LSJ 728
LSJ 729
LSJ 730
LSJ 731
LSJ 732
LSJ 733
LSJ 734
LSJ 735
LSJ 736
LSJ 737
LSJ 738
LSJ 739
LSJ 740
LSJ 741
LSJ 742
LSJ 743
LSJ 744
LSJ 745
LSJ 746
LSJ 747
LSJ 748
LSJ 749
LSJ 750
LSJ 751
LSJ 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
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
Feats_Summary Concatenate - 100 Concatenate - 200

0 Combat_Expertise_Bonus 0

0 Deadly_Aim_Dmg 0
0 Power_Attack_Dmg_Std 0 Power_Attack_Dmg_Max
0
0

0 Feat_Snatch_Squeeze 0
0 0 0
AC_Aldori_Dueling_Mastery

0 -2500 -10000 -75000

0 0 0
AC_Cornugon_Shield
0 -2500 -10000 -75000
Adamantine #NAME?
Cold Iron
Silver
Magic
Lawful
Epic

0 0 0
Abjuration
Conjuration
Enchantment
Evocation
Illusion
Necromancy
Transmutation
Concatenate - 300 Concatenate - 400 Concatenate - 500 Concatenate - 600 Concatenate - 700
3
4
6
7
12
17
19
22
24
27
29
37
38
40
49
50
84
89
100
108
113
115
116
119
123
125
126
127
128
141
143
0 153
156
161
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
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
212
213
214
215
216
218
219
220
221
222
223
224
225
237
244
249
251
264
279
289
290
291
292
293
294
295
296
297
298
299
311
322
324
325
326
327
329
332
333
334
335
339
347
356
357
358
359
367
368
369
377
378
386
395
399
401
409
410
411
412
0 Power_Attack_Dmg_Min 0 413
421
425
426
427
428
429
430
431
437
440
443
444
447
451
456
457
458
459
460
461
462
475
493
498
503
513
517
522
523
524
525
526
527
528
529
548
636
661
663
677
683
684
695
698
702
727
730
732
734
736
741
743
755
785
786
787
788
790
792
793
794
795
797
799
802
803
804
805
807
808
809
810
811
812
813
814
816
819
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Combat
Concatenate - 800 Concatenate - 900
*** PRPG - General ***
6
Agile Maneuvers 13
Alertness 6 14
Animal Affinity 15
Armor Proficiency, Light 16
Athletic 17
Blind-Fight 18
Catch Off-Guard 21
Combat Casting 22
Combat Reflexes 13 23
Deceitful 14 24
Defensive Combat Training 15 25
Deft Hands 16 26
Endurance 17 28
Eschew Materials 18 29
Fleet I 31
Great Fortitude 32
Improved Counterspell 21 33
Improved Initiative 22 34
Improved Unarmed Strike 23 35
Intimidating Prowess 24 36
Iron Will 25 38
Lightning Reflexes 26 39
Magical Aptitude 42
Martial Weapon Proficiency [select weapon] 28 43
Martial Weapon Proficiency [select weapon] 29 44
Martial Weapon Proficiency [select weapon] 51
Master Craftsman 31 52
Persuasive 32 53
Point-Blank Shot 33 54
RUN 34 83
Self-Sufficient 35 87
Shield Proficiency 36 88
Simple Weapon Proficiency 91
Skill Focus [Acrobatics] 38 92
Skill Focus [Appraise] 39 93
Skill Focus [Bluff] 94
Skill Focus [Climb] 95
Skill Focus [Craft (untrained)] 42 96
Skill Focus [Craft ()] 43 97
Skill Focus [Craft ()] 44 98
Skill Focus [Diplomacy] 101
Skill Focus [Disable Device] 102
Skill Focus [Disguise] 103
Skill Focus [Escape Artist] 104
Skill Focus [Fly] 106
Skill Focus [Handle Animal] 107
Skill Focus [Heal] 51 108
Skill Focus [Intimidate] 52 109
Skill Focus [Knowledge (arcana)] 53 110
Skill Focus [Knowledge (dungeoneering)] 54 111
Skill Focus [Knowledge (engineering)] 112
Skill Focus [Knowledge (geography)] 113
Skill Focus [Knowledge (history)] 114
Skill Focus [Knowledge (local)] 115
Skill Focus [Knowledge (nature)] 121
Skill Focus [Knowledge (nobility)] 122
Skill Focus [Knowledge (planes)] 124
Skill Focus [Knowledge (religion)] 125
Skill Focus [Knowledge (spirits)] 126
Skill Focus [Linguistics] 127
Skill Focus [Perception] 129
Skill Focus [Perform (act)] 130
Skill Focus [Perform (comedy)] 131
Skill Focus [Perform (dance)] 132
Skill Focus [Perform (keyboard)] 135
Skill Focus [Perform (oratory)] 136
Skill Focus [Perform (percussion)] 137
Skill Focus [Perform (string)] 138
Skill Focus [Perform (wind)] 139
Skill Focus [Perform (sing)] 140
Skill Focus [Perform (untrained)] 142
Skill Focus [Profession (untrained)] 143
Skill Focus [Profession ()] 144
Skill Focus [Profession ()] 145
Skill Focus [Ride] 146
Skill Focus [Sense Motive] 147
Skill Focus [Sleight of Hand] 148
Skill Focus [Spellcraft] 149
Skill Focus [Stealth] 83 150
Skill Focus [Survival] 151
Skill Focus [Swim] 152
Skill Focus [Use Magic Device] 154
Skill Focus [] 87 157
Skill Focus [] 88 158
Spell Focus [Abjuration] 159
Spell Focus [Conjuration] 160
Spell Focus [Divination] 91 161
Spell Focus [Enchantment] 92 162
Spell Focus [Evocation] 93 163
Spell Focus [Illusion] 94 164
Spell Focus [Necromancy] 95 165
Spell Focus [Transmutation] 96 217
Spell Penetration 97 239
Stealthy 98 240
Throw Anything 241
Toughness 242
Weapon Finesse 101 243
*** PRPG - Item Creation *** 102 245
*** PRPG - Metamagic *** 103 246
Empower Spell 104 247
Enlarge Spell 248
Extend Spell 106 249
Heighten Spell 107 250
Maximize Spell 108 252
Quicken Spell 109 253
Silent Spell 110 255
Still Spell 111 256
Widen Spell 112 257
*** PRPG - Monster *** 113 258
Multiattack 114 259
*****APG Beta***** 115 260
Coordinated Defense 261
Coordinated Maneuvers 262
Duck and Cover 263
Lookout 264
Paired Opportunists 265
Shielded Caster 121 266
Swap Places 122 267
*****Golarion Campaign***** 268
Additional Traits 124 269
All Gnolls Must Die 125 270
Big Game Hunter 126 271
Chainbreaker 127 272
City Born [Korvosa] 273
City Born [Magnimar] 129 274
City Born [Riddleport] 130 275
Corsair of Taldor 131 276
Cosmopolitan 132 277
Country Born 278
Desperate Battler 299
Devil’s Foe 135 311
Endure Pain (Zon-Kuthon’s Kiss) 136 312
Fey Foundling 137 322
Flame-Tested Survivor 138 324
Fortune Teller 139 325
Gifted Mesmerist 140 327
Godless Healing I 328
Godless Healing II 142 329
Godless Healing III 143 330
Graverisen 144 331
Healer’s Touch 145 333
Hermean Blood (Charisma) 146 334
Hermean Blood (Constitution) 147 337
Hermean Blood (Dexterity) 148 343
Hermean Blood (Intelligence) 149 349
Hermean Blood (Strength) 150 352
Hermean Blood (Wisdom) 151 363
History of Scars 152 364
Invested Magic 365
Jackal Blood 154 366
Lone Wolf 370
Lost in the Crowd 371
Master Delver 157 375
Molthuni Discipline 158 380
Noble Scion (Charthagnion) 159 387
Noble Scion (Henderthane) 160 388
Noble Scion (Jeggare) 161 389
Noble Scion (Leroung) 162 390
Noble Scion (Narikopolus) 163 391
Noble Scion (Sarini) 164 392
Noble Scion (Thrune) 165 405
Relentless Butcher 406
Shrewd Liason 416
Sneaky Vagabond 417
Splash Weapon Mastery 423
Taldan Conscript 434
Talmandor’s Lifting 446
Totem Spirit (Axe Clan) 453
Totem Spirit (Hawk Clan) 468
Totem Spirit (Moon Clan) 489
Totem Spirit (Skull Clan) 495
Totem Spirit (Spire Clan) 504
Totem Spirit (Sun Clan) 516
Totem Spirit (Wind Clan) 521
Touvette Defender 547
*** Remarkable Races *** 636
*** Rite Publishing *** 637
*** LSJ Feats *** 638
Additional Favored Class 639
Closed Mind 640
Descriptor Focus 641
Diligent 642
Fool's Fortune 643
Ghost Spell 644
Grow Spell 645
Prone Combat 646
LSJ Quicken Spell-Like Ability 647
Reach Spell 648
Repeat Spell 649
Sacred Spell 650
Showstopper 651
Spell Theatrics 652
*** BoAM *** 653
*** BoDM *** 654
Blessing of the Elf-mother 655
Cat-like Reflexes 656
Déjà vu 657
Dwarfather’s Boon 658
Fireshaper 659
The Gift of Healing 660
Grace and Joy 661
Grandfather’s Gift 662
In Tune with Nature 663
Master Craftsman 664
Nightmarish Mind 665
Nose of the Bear 666
Random Acts of Violence 667
A Sailor’s Life for Me 668
Swords Master 669
Temple Trained Priest 670
Too Darn Cute 671
Tricksy 672
Uncanny Luck 217 673
Warlord 674
Warmachine 675
Well-read 676
*** PRPG Beta *** 677
Overhand Chop 678
NULL 679
NULL 680
NULL 681
NULL 682
NULL 683
NULL 684
NULL 685
NULL 686
NULL 687
NULL 688
NULL 689
NULL 690
NULL 691
NULL 692
NULL 693
NULL 694
NULL 239 695
NULL 240 696
NULL 241 697
NULL 242 698
NULL 243 699
NULL 700
NULL 245 701
NULL 246 702
NULL 247 703
NULL 248 704
NULL 249 705
NULL 250 706
NULL 707
NULL 252 708
NULL 253 709
NULL 710
NULL 255 711
NULL 256 712
NULL 257 713
NULL 258 714
NULL 259 715
NULL 260 716
NULL 261 717
NULL 262 718
NULL 263 719
NULL 264 720
NULL 265 721
NULL 266 722
NULL 267 723
NULL 268 724
NULL 269 725
NULL 270 726
NULL 271 727
NULL 272 728
NULL 273 729
NULL 274 730
NULL 275 731
NULL 276 732
NULL 277 733
NULL 278 734
NULL 735
NULL 736
NULL 737
NULL 738
NULL 739
NULL 740
NULL 741
NULL 742
NULL 743
NULL 744
NULL 745
NULL 746
NULL 747
NULL 748
NULL 749
NULL 750
NULL 751
NULL 752
NULL 753
NULL 754
NULL 299 755
NULL 756
NULL 757
NULL 758
NULL 759
NULL 760
NULL 761
NULL 762
NULL 763
NULL 764
NULL 765
NULL 766
NULL 311 767
NULL 312 768
NULL 769
NULL 770
NULL 771
NULL 772
NULL 773
NULL 774
NULL 775
NULL 776
NULL 777
NULL 322 778
NULL 779
NULL 324 780
NULL 325 781
NULL 782
NULL 327 783
NULL 328 784
NULL 329 785
NULL 330 786
NULL 331 787
NULL 788
NULL 333 789
NULL 334 790
NULL 791
NULL 792
NULL 337 793
NULL 794
NULL 795
NULL 796
NULL 797
NULL 798
NULL 343 799
NULL 800
NULL 801
NULL 802
NULL 803
NULL 804
NULL 349 805
NULL 806
NULL 807
NULL 352 808
NULL 809
NULL 810
NULL 811
NULL 812
NULL 813
NULL 814
NULL 815
NULL 816
NULL 817
NULL 818
NULL 363 819
NULL 364 820
NULL 365 821
NULL 366 ###
NULL ###
NULL ###
NULL ###
NULL 370 ###
NULL 371 ###
NULL ###
NULL ###
NULL ###
NULL 375 ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL 380 ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL 387 ###
NULL 388 ###
NULL 389 ###
NULL 390 ###
NULL 391 ###
NULL 392 ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL 405 ###
NULL 406 ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL 416 ###
NULL 417 ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL 423 ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL 434 ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL 446 ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL 453 ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL 468 ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL 489 ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL 495 ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL 504 ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL 516 ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL 521 ###
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 547 ###
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 ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL 636 ###
NULL 637 ###
NULL 638 ###
NULL 639 ###
NULL 640 ###
NULL 641 ###
NULL 642 ###
NULL 643 ###
NULL 644 ###
NULL 645 ###
NULL 646 ###
NULL 647 ###
NULL 648 ###
NULL 649 ###
NULL 650 ###
NULL 651 ###
NULL 652 ###
NULL 653 ###
NULL 654 ###
NULL 655 ###
NULL 656 ###
NULL 657 ###
NULL 658 ###
NULL 659 ###
NULL 660 ###
NULL 661 ###
NULL 662 ###
NULL 663 ###
NULL 664 ###
NULL 665 ###
NULL 666 ###
NULL 667 ###
NULL 668 ###
NULL 669 ###
NULL 670 ###
NULL 671 ###
NULL 672 ###
NULL 673 ###
NULL 674 ###
NULL 675 ###
NULL 676 ###
NULL 677 ###
NULL 678 ###
NULL 679 ###
NULL 680 ###
NULL 681 ###
NULL 682 ###
NULL 683 ###
NULL 684 ###
NULL 685 ###
NULL 686 ###
NULL 687 ###
NULL 688 ###
NULL 689 ###
NULL 690 ###
NULL 691 ###
NULL 692 ###
NULL 693 ###
NULL 694 ###
NULL 695 ###
NULL 696 ###
NULL 697 ###
NULL 698 ###
NULL 699 ###
NULL 700 ###
NULL 701 ###
NULL 702 ###
NULL 703 ###
NULL 704 ###
NULL 705 ###
NULL 706 ###
NULL 707 ###
NULL 708 ###
NULL 709 ###
NULL 710 ###
NULL 711 ###
NULL 712 ###
NULL 713 ###
NULL 714 ###
NULL 715 ###
NULL 716 ###
NULL 717 ###
NULL 718 ###
NULL 719 ###
NULL 720 ###
NULL 721 ###
NULL 722 ###
NULL 723 ###
NULL 724 ###
NULL 725 ###
NULL 726 ###
NULL 727 ###
NULL 728 ###
NULL 729 ###
NULL 730 ###
NULL 731 ###
NULL 732 ###
NULL 733 ###
NULL 734 ###
NULL 735 ###
NULL 736 ###
NULL 737 ###
NULL 738 ###
NULL 739 ###
NULL 740 ###
NULL 741 ###
NULL 742 ###
NULL 743 ###
NULL 744 ###
NULL 745 ###
NULL 746 ###
NULL 747 ###
NULL 748 ###
NULL 749 ###
NULL 750 ###
NULL 751 ###
NULL 752 ###
NULL 753 ###
NULL 754 ###
NULL 755 ###
NULL 756 ###
NULL 757 ###
NULL 758 ###
NULL 759 ###
NULL 760 ###
NULL 761 ###
NULL 762 ###
NULL 763 ###
NULL 764 ###
NULL 765 ###
NULL 766 ###
NULL 767 ###
NULL 768 ###
NULL 769 ###
NULL 770 ###
NULL 771 ###
NULL 772 ###
NULL 773 ###
NULL 774 ###
NULL 775 ###
NULL 776 ###
NULL 777 ###
NULL 778 ###
NULL 779 ###
NULL 780 ###
NULL 781 ###
NULL 782 ###
NULL 783 ###
NULL 784 ###
NULL 785 ###
NULL 786 ###
NULL 787 ###
NULL 788 ###
NULL 789 ###
NULL 790 ###
NULL 791 ###
NULL 792 ###
NULL 793 ###
NULL 794 ###
NULL 795 ###
NULL 796 ###
NULL 797 ###
NULL 798 ###
NULL 799 ###
NULL 800 ###
NULL 801 ###
NULL 802 ###
NULL 803 ###
NULL 804 ###
NULL 805 ###
NULL 806 ###
NULL 807 ###
NULL 808 ###
NULL 809 ###
NULL 810 ###
NULL 811 ###
NULL 812 ###
NULL 813 ###
NULL 814 ###
NULL 815 ###
NULL 816 ###
NULL 817 ###
NULL 818 ###
NULL 819 ###
NULL 820 ###
NULL 821 ###
List_Feats_Qualified
Critical
nate - 900
*** PRPG - General *** 21 Bleeding Critical
Agile Maneuvers 23 Blinding Critical
Arcane Armor Mastery 36 Deafening Critical
Arcane Armor Training 164 Sickening Critical
Arcane Strike 242 Staggering Critical
Armor Proficiency, Heavy 247 Stunning Critical
Armor Proficiency, Light 250 Tiring Critical
Armor Proficiency, Medium ### NULL
Bleeding Critical ### NULL
Blind-Fight ### NULL
Blinding Critical ### NULL
Catch Off-Guard ### NULL
Channel Smite ### NULL
Cleave ### NULL
Combat Expertise ### NULL
Combat Reflexes ### NULL
Critical Focus ### NULL
Critical Mastery ### NULL
Dazzling Display 21 ### NULL
Deadly Aim ### NULL
Deadly Stroke 23 ### NULL
Deafening Critical ### NULL
Defensive Combat Training ### NULL
Deflect Arrows ### NULL
Disruptive ### NULL
DODGE ### NULL
Double Slice ### NULL
Exhausting Critical ### NULL
Exotic Weapon Proficiency [select weapon] ### NULL
Exotic Weapon Proficiency [select weapon] ### NULL
Exotic Weapon Proficiency [select weapon] ### NULL
Far Shot ### NULL
Gorgon's Fist ### NULL
Great Cleave 36 ### NULL
Greater Bull Rush ### NULL
Greater Disarm ### NULL
Greater Feint ### NULL
Greater Grapple ### NULL
Greater Overrun ### NULL
Greater Sunder ### NULL
Greater Trip ### NULL
Improved Bull Rush ### NULL
Improved Critical [select weapon] ### NULL
Improved Critical [select weapon] ### NULL
Improved Critical [select weapon] ### NULL
Improved Disarm ### NULL
Improved Feint ### NULL
Improved Grapple ### NULL
Improved Initiative ### NULL
Improved Overrun ### NULL
Improved Shield Bash ### NULL
Improved Sunder ### NULL
Improved Trip ### NULL
Improved Unarmed Strike ### NULL
Improvised Weapon Mastery ### NULL
Intimidating Prowess ### NULL
Lightning Stance ### NULL
Lunge ### NULL
Manyshot ### NULL
Martial Weapon Proficiency [select weapon] ### NULL
Martial Weapon Proficiency [select weapon] ### NULL
Martial Weapon Proficiency [select weapon] ### NULL
Medusa's Wrath ### NULL
Mobility ### NULL
Mounted Archery ### NULL
Mounted Combat ### NULL
Penetrating Strike [] ### NULL
Penetrating Strike [] ### NULL
Penetrating Strike [] ### NULL
Penetrating Strike, Greater [] ### NULL
Penetrating Strike, Greater [] ### NULL
Penetrating Strike, Greater [] ### NULL
Pinpoint Targeting ### NULL
Point-Blank Shot ### NULL
Power Attack ### NULL
Precise Shot ### NULL
Precise Shot, Improved ### NULL
Quick Draw ### NULL
Rapid Reload [hand] ### NULL
Rapid Reload [light] ### NULL
Rapid Reload [heavy] ### NULL
Rapid Shot ### NULL
Ride-By Attack ### NULL
Scorpion Style ### NULL
Shatter Defenses ### NULL
Shield Focus ### NULL
Shield Focus, Greater ### NULL
Shield Master ### NULL
Shield Proficiency ### NULL
Shield Slam ### NULL
Shot on the Run ### NULL
Sickening Critical ### NULL
Simple Weapon Proficiency ### NULL
Snatch Arrows ### NULL
Spellbreaker ### NULL
Spirited Charge ### NULL
Spring Attack ### NULL
Staggering Critical ### NULL
Stand Still ### NULL
Step Up ### NULL
Strike Back ### NULL
Stunning Critical ### NULL
Stunning Fist ### NULL
Throw Anything ### NULL
Tiring Critical ### NULL
Tower Shield Proficiency ### NULL
Trample ### NULL
Two-Weapon Fighting ### NULL
Two-Weapon Defense ### NULL
Two-Weapon Fighting, Improved ### NULL
Two-Weapon Fighting, Greater ### NULL
Two-Weapon Rend ### NULL
Unseat ### NULL
Vital Strike ### NULL
Vital Strike, Improved ### NULL
Vital Strike, Greater ### NULL
Weapon Finesse ### NULL
Weapon Focus [select weapon] ### NULL
Weapon Focus [select weapon] ### NULL
Weapon Focus [select weapon] ### NULL
Weapon Focus, Greater [] ### NULL
Weapon Focus, Greater [] ### NULL
Weapon Focus, Greater [] ### NULL
Weapon Specialization [] ### NULL
Weapon Specialization [] ### NULL
Weapon Specialization [] ### NULL
Weapon Specialization, Greater [] ### NULL
Weapon Specialization, Greater [] ### NULL
Weapon Specialization, Greater [] ### NULL
Whirlwind Attack ### NULL
Wind Stance ### NULL
*** PRPG - Monster *** ### NULL
Multiattack ### NULL
Multiweapon Fighting ### NULL
*****APG Beta***** ### NULL
Coordinated Defense ### NULL
Coordinated Maneuvers ### NULL
Lookout ### NULL
Outflank ### NULL
Paired Opportunists ### NULL
Precise Strike ### NULL
Shield Wall ### NULL
Swap Places ### NULL
*****Golarion Campaign***** ### NULL
Advanced Defensive Combat Training ### NULL
Belier’s Bite ### NULL
Blade Binder ### NULL
Bounding Hammer ### NULL
Cornugon Shield ### NULL
Cornugon Smash ### NULL
Cornugon Stun ### NULL
Cornugon Trip ### NULL
Crossbow Mastery ### NULL
Darting Viper ### NULL
Dervish Dance ### NULL
Dorn-Dergar Master ### NULL
Enforcer ### NULL
Equipment Trick [boots] ### NULL
Equipment Trick [cloak] ### NULL
Equipment Trick [rope] ### NULL
Equipment Trick [shield] ### NULL
Equipment Trick [heavy blade scabbard] 164 ### NULL
Fury’s Fall ### NULL
Fury’s Snare ### NULL
Hamatula Grasp ### NULL
Hamatula Strike ### NULL
Hellcat Pounce ### NULL
Indomitable Mount ### NULL
Massed Charge ### NULL
Mounted Onslaught ### NULL
Osyluth Guile ### NULL
Serpent Lash ### NULL
Sliding Axe Throw ### NULL
Stance of the Xorn ### NULL
Taldorian Duelist ### NULL
Thunder and Fang ### NULL
Wheeling Charge ### NULL
*** Rite Publishing *** ### NULL
Awaken Elemental Power ### NULL
Aspect of Air (cloud giant) ### NULL
Aspect of Air (storm giant) ### NULL
Aspect of Earth (ettin) ### NULL
Aspect of Earth (hill giant) ### NULL
Aspect of Earth (ogre) ### NULL
Aspect of Earth (stone giant) ### NULL
Aspect of Earth (taiga giant) ### NULL
Aspect of Fire ### NULL
Aspect of Water (frost giant) ### NULL
Aspect of Water (troll) ### NULL
Bank Shot ### NULL
Crushing Volley ### NULL
Extra Use ### NULL
Gift of Sight (RP) ### NULL
Bank Shot, Improved ### NULL
Night Stalker (RP) ### NULL
Pinning Throw ### NULL
Power Throw ### NULL
Quickened Growth ### NULL
Quick at Hand (RP) ### NULL
Skipping Stone ### NULL
Stomp ### NULL
Stone Magix (Sp) ### NULL
*** LSJ Feats *** ### NULL
Additional Domain ### NULL
Additional Favored Class ### NULL
Alternate Identity ### NULL
Antipsionic Magic ### NULL
Armor Specialization ### NULL
Back-to-Back ### NULL
Battlefield Triage ### NULL
Blindsight, 5' radius ### NULL
Bloodburn ### NULL
Break the Breath ### NULL
Cast on the Run ### NULL
Channel Heal ### NULL
Channel Inflict ### NULL
Chaotic Mind ### NULL
Cleave Asunder ### NULL
Closed Mind ### NULL
Combat Awareness ### NULL
Combat Tutor ### NULL
Culinary Infusion ### NULL
Deadly Precision ### NULL
Descant ### NULL
Descriptor Focus ### NULL
Diligent ### NULL
Disguise Spell ### NULL
Divine Might ### NULL
Divine Vengeance ### NULL
Domain Focus ### NULL
Elemental Affinity ### NULL
Energy Substitution ### NULL
Eyes in the Back of your Head ### NULL
Field Medic ### NULL
Fish Out of Water ### NULL
Fleet of Foot ### NULL
Fool's Fortune ### NULL
Force of Will ### NULL
Furious Charge ### NULL
Ghost Spell 242 ### NULL
Ghostspeaker ### NULL
Greater Domain Focus ### NULL
Greater Manyshot ### NULL
Grow Spell ### NULL
Higher Education 247 ### NULL
Hold the Line ### NULL
Hostile Mind ### NULL
LSJ Hover 250 ### NULL
Improved Deflect Arrows ### NULL
Improved Mounted Combat ### NULL
Increased Empathy ### NULL
Intercepting Voice ### NULL
Knock-Down ### NULL
Larger Familiar ### NULL
LSJ Leadership ### NULL
Lingering Melody ### NULL
Mental Resistance ### NULL
Mighty Throw ### NULL
Mind Over Body ### NULL
Negotiator ### NULL
Opportunity Knocks ### NULL
Paramour ### NULL
Parry ### NULL
Pass For Human ### NULL
Persistent Spell ### NULL
Pied Piper ### NULL
Pierce ### NULL
Political Intrigue ### NULL
Prone Combat ### NULL
Psionic Hole ### NULL
Quick Sheathe ### NULL
LSJ Quicken Spell-Like Ability ### NULL
Rapid Metabolism ### NULL
Reach Spell ### NULL
Reckless Offense ### NULL
Repeat Spell ### NULL
Retain ### NULL
Sacred Spell ### NULL
Scholar ### NULL
Sculpt Runic Item ### NULL
Shapechange Channel ### NULL
Sharp Shooting ### NULL
Showstopper ### NULL
Sorcerous Bond ### NULL
Spell Theatrics ### NULL
Step Into Harm's Way ### NULL
Subdual Substitution ### NULL
Subduing Strike ### NULL
Superior Expertise ### NULL
Superior Leadership ### NULL
Superior Tracker ### NULL
Urban Survival ### NULL
LSJ Vermin Companion ### NULL
Vermin Wild Shape ### NULL
Wary ### NULL
LSJ Wingover ### NULL
*** BoAM *** ### NULL
Bartek’s School Graduate (College of Magic) ### NULL
Bartek’s Post Graduate (College of Magic) ### NULL
Ceilidh Conservatory Graduate (Bardic School) ### NULL
Ceilidh Post Graduate (Bardic School) ### NULL
College of the All-Seeing Eye Graduate (College of
### NULL
Magic)
College of the All-Seeing Eye Post Graduate (College
### NULL
of Magic)
College Trained Bard ### NULL
College Trained Spellcaster ### NULL
Giacomo’s Jester School Graduate (Bardic School) ### NULL
Giacomo’s Post Graduate (Bardic School) ### NULL
High Halls Graduate (Bardic School) ### NULL
High Halls Post Graduate (Bardic School) ### NULL
Himar Academy Graduate (College of Magic) ### NULL
Himar Post Graduate (College of Magic) ### NULL
Moonarrow University Graduate (College of Magic) ### NULL
Moonarrow Post Graduate (College of Magic) ### NULL
Nightwatcher’s Tower Graduate (College of Magic) ### NULL
Nightwatcher’s Tower Post Graduate (College of Magic) ### NULL
Vanguard Academy Graduate (College of Magic) ### NULL
Vanguard Academy Post Graduate (College of Magic) ### NULL
Wagner’s College Graduate (College of Magic) ### NULL
Wagner’s College Post Graduate (College of Magic) ### NULL
Wolestone Institute Graduate (College of Magic) ### NULL
Wolestone Institute Post Graduate (College of Magic) ### NULL
Improved Clockwork Familiar ### NULL
Advanced Clockwork Familiar ### NULL
Superior Clockwork Familiar ### NULL
Mithral Clockwork Familiar ### NULL
Adamantine Clockwork Familiar ### NULL
*** BoDM *** ### NULL
Blessing of the Elf-mother ### NULL
Cat-like Reflexes ### NULL
Déjà vu ### NULL
Divine Charisma ### NULL
Dwarfather’s Boon ### NULL
Favored Critical ### NULL
Fireshaper ### NULL
The Gift of Healing ### NULL
Grace and Joy ### NULL
Grandfather’s Gift ### NULL
Horse Whisperer ### NULL
In Tune with Nature ### NULL
Lay Priest ### NULL
Master Craftsman ### NULL
Maximize Channeling ### NULL
Maximize Lay on Hands ### NULL
Nightmarish Mind ### NULL
Nose of the Bear ### NULL
Random Acts of Violence ### NULL
A Sailor’s Life for Me ### NULL
Shaman ### NULL
Swords Master ### NULL
Temple Trained Priest ### NULL
Too Darn Cute ### NULL
Tricksy ### NULL
Uncanny Luck ### NULL
Warlord ### NULL
Warmachine ### NULL
Well-read ### NULL
Wild Speech ### NULL
*** PRPG Beta *** ### NULL
Backswing ### NULL
Devastating Blow ### NULL
Overhand Chop ### NULL
0 ### NULL
0 ### 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
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 ### 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
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 ### 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
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 ### 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
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
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List_Feats_Combat_All
Teamwork Item Creation Metamagic

323 Allied Spellcaster 280 Brew Potion


324 Coordinated Defense 281 Craft Construct
325 Coordinated Maneuvers 282 Craft Magic Arms and Armor
326 Duck and Cover 283 Craft Rod
327 Lookout 284 Craft Staff
328 Outflank 285 Craft Wand
329 Paired Opportunists 286 Craft Wondrous Item
330 Precise Strike 287 Forge Ring
331 Shield Wall 288 Scribe Scroll
332 Shielded Caster 435 Inscribe Rune
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List_Feats_Teamwork
Weapon Focus

290 Empower Spell Select Weapon


291 Enlarge Spell ### NULL
292 Extend Spell ### NULL
293 Heighten Spell ### NULL
294 Maximize Spell List_Weapon_Focus
295 Quicken Spell
296 Silent Spell
297 Still Spell
298 Widen Spell
519 Thanatopic Spell
520 Threnodic Spell
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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)
10 Deft Dodger Basic (Combat)
11 Dirty Fighter Basic (Combat)
12 Fencer Basic (Combat)
13 Killer Basic (Combat)
14 Reactionary Basic (Combat)
15 Resilient Basic (Combat)
16 Strong Arm, Supple Wrist Basic (Combat)
17 Threatening Defender Basic (Combat)
18 *** PRPG - Faith ***
19 Birthmark Basic (Faith)
20 Caretaker Basic (Faith)
21 Child of the Temple [Knowledge (nobility)] Basic (Faith)
22 Child of the Temple [Knowledge (religion)] Basic (Faith)
23 Devotee of the Green [Knowledge (geography)] Basic (Faith)
24 Devotee of the Green [Knowledge (nature)] Basic (Faith)
25 Ease of Faith Basic (Faith)
26 History of Heresy Basic (Faith)
27 Indomitable Faith Basic (Faith)
28 Sacred Conduit Basic (Faith)
29 Sacred Touch Basic (Faith)
30 Scholar of the Great Beyond [Knowledge (history)] Basic (Faith)
31 Scholar of the Great Beyond [Knowledge (planes)] Basic (Faith)
32 *** PRPG - Magic ***
33 Classically Schooled Basic (Magic)
34 Dangerously Curious Basic (Magic)
35 Desperate Focus Basic (Magic)
36 Diabolical Dabbler Basic (Magic)
37 Focused Mind Basic (Magic)
38 Gifted Adept Basic (Magic)
39 Hedge Magician Basic (Magic)
40 Magical Knack Basic (Magic)
41 Magical Lineage Basic (Magic)
42 Magical Talent Basic (Magic)
43 Mathematical Prodigy [Knowledge (arcana)] Basic (Magic)
44 Mathematical Prodigy [Knowledge (engineering)] Basic (Magic)
45 Skeptic Basic (Magic)
46 Theoretical Magician Basic (Magic)
47 *** PRPG - Social ***
48 Adopted Basic (Social)
49 Bully Basic (Social)
50 Canter Basic (Social)
51 Charming Basic (Social)
52 Child of the Streets Basic (Social)
53 Fast-Talker Basic (Social)
54 Hellknight Ancestry Basic (Social)
55 Keleshite Princess [Diplomacy] Basic (Social)
56 Keleshite Princess [Intimidate] Basic (Social)
57 Lost Nobility Basic (Social)
58 Natural-Born Leader Basic (Social)
59 Nonchalant Thuggery Basic (Social)
60 Poverty-Stricken Basic (Social)
61 Rich Parents Basic (Social)
62 Suspicious Basic (Social)
63 *** PRPG - Campaign ***
64 Child of Infamy Campaign (CoT)
65 Conspiracy Hunter [Bluff] Campaign (CoT)
66 Conspiracy Hunter [Diplomacy] Campaign (CoT)
67 Conspiracy Hunter [Knowledge (local)] Campaign (CoT)
68 Conspiracy Hunter [Perception] Campaign (CoT)
69 Conspiracy Hunter [Sense Motive] Campaign (CoT)
70 Conspiracy Hunter [Stealth] Campaign (CoT)
71 Diabolist Raised Campaign (CoT)
72 Infernal Bastard Campaign (CoT)
73 Shadow Child Campaign (CoT)
74 The Pathfinder’s Exile Campaign (CoT)
75 Westcrown Firebrand Campaign (CoT)
76 Drug Addict (addicted friend) Campaign (CotCT)
77 Drug Addict (personal addiction) Campaign (CotCT)
78 Framed (Family Honor) Campaign (CotCT)
79 Framed (Dropout) Campaign (CotCT)
80 Love Lost (Orphaned) [Craft] Campaign (CotCT)
81 Love Lost (Orphaned) [Perform] Campaign (CotCT)
82 Love Lost (Orphaned) [Profession] Campaign (CotCT)
83 Love Lost (Widowed) Campaign (CotCT)
84 Missing Child (Sibling) Campaign (CotCT)
85 Missing Child (Son or Daughter) Campaign (CotCT)
86 Unhappy Childhood (Tortured) Campaign (CotCT)
87 Unhappy Childhood (Religious) Campaign (CotCT)
88 Earning Your Freedom [Fortitude] Campaign (LoF)
89 Earning Your Freedom [Reflex] Campaign (LoF)
90 Earning Your Freedom [Will] Campaign (LoF)
91 Finding Haleen Campaign (LoF)
92 Gnoll Killer Campaign (LoF)
93 Missionary [Bluff] Campaign (LoF)
94 Missionary [Diplomacy] Campaign (LoF)
95 Missionary [Intimidate] Campaign (LoF)
96 Missionary [Knowledge (religion)] Campaign (LoF)
97 Missionary [Perform] Campaign (LoF)
98 Missionary [Sense Motive] Campaign (LoF)
99 Reclaiming your Roots Campaign (LoF)
100 Seeking Adventure Campaign (LoF)
101 Fools for Friends Campaign (SD)
102 Bastard Campaign (KM, Human)
103 Brigand Campaign (KM)
104 Issian Campaign (KM)
105 Noble Born [Garess] Campaign (KM)
106 Noble Born [Lebeda] Campaign (KM)
107 Noble Born [Lodovka] Campaign (KM)
108 Noble Born [Medvyed] Campaign (KM)
109 Noble Born [Orlovsky, Acrobatics] Campaign (KM)
110 Noble Born [Orlovsky, Diplomacy] Campaign (KM)
111 Noble Born [Orlovsky, Stealth] Campaign (KM)
112 Noble Born [Surtova] Campaign (KM)
113 Pioneer [Climb] Campaign (KM)
114 Pioneer [Handle Animal] Campaign (KM)
115 Pioneer [Knowledge (nature)] Campaign (KM)
116 Pioneer [Perception] Campaign (KM)
117 Pioneer [Ride] Campaign (KM)
118 Pioneer [Survival] Campaign (KM)
119 Pioneer [Swim] Campaign (KM)
120 Rostlander Campaign (KM)
121 Sword Scion Campaign (KM)
122 Into Enemy Territory [Fortitude] Campaign (SD)
123 Into Enemy Territory [Reflex] Campaign (SD)
124 Into Enemy Territory [Will] Campaign (SD)
125 Looking for Work [Bluff] Campaign (SD)
126 Looking for Work [Craft] Campaign (SD)
127 Looking for Work [Diplomacy] Campaign (SD)
128 Looking for Work [Intimidate] Campaign (SD)
129 Looking for Work [Perception] Campaign (SD)
130 Looking for Work [Perform] Campaign (SD)
131 Looking for Work [gambler] Campaign (SD)
132 Optimistic Gambler Campaign (SD)
133 Researching the Blot Campaign (SD)
134 Scouting for Fiends Campaign (SD)
135 *** PRPG - Equipment ***
136 Augmented Disguise Equipment
137 Dealmaker Equipment
138 Extremely Fashionable [Bluff] Equipment
139 Extremely Fashionable [Diplomacy] Equipment
140 Extremely Fashionable [Intimidate] Equipment
141 Heirloom Weapon Equipment
142 Improvisational Equipment Equipment
143 Iron Liver Equipment
144 Power of Suggestion Equipment
145 Prehensile Whip Equipment
146 Quick Learner Equipment
147 Rough and Ready Equipment
148 Stage Magic Equipment
149 Stealthy Escape Equipment
150 Thrown-Together Fashion Equipment
151 *** PRPG - Faction ***
152 Captain’s Blade [Acrobatics] Faction (Andoran)
153 Captain’s Blade [Climb] Faction (Andoran)
154 Explorer Faction (Andoran)
155 Freedom Fighter (Andoran) Faction (Andoran)
156 Hunter’s Eye Faction (Andoran)
157 Indomitable Faction (Andoran)
158 Devil’s Mark Faction (Cheliax)
159 Fiendish Presence [Diplomacy] Faction (Cheliax)
160 Fiendish Presence [Sense Motive] Faction (Cheliax)
161 Fires of Hell Faction (Cheliax)
162 Master of Pentacles Faction (Cheliax)
163 Soul-Drinker Faction (Cheliax)
164 Attuned to the Ancestors Faction (Osirion)
165 Dunewalker Faction (Osirion)
166 Mummy-Touched Faction (Osirion)
167 Secrets of the Sphinx [arcana] Faction (Osirion)
168 Secrets of the Sphinx [dungeoneering] Faction (Osirion)
169 Secrets of the Sphinx [engineering] Faction (Osirion)
170 Secrets of the Sphinx [geography] Faction (Osirion)
171 Secrets of the Sphinx [history] Faction (Osirion)
172 Secrets of the Sphinx [local] Faction (Osirion)
173 Secrets of the Sphinx [nature] Faction (Osirion)
174 Secrets of the Sphinx [nobility] Faction (Osirion)
175 Secrets of the Sphinx [planes] Faction (Osirion)
176 Secrets of the Sphinx [religion] Faction (Osirion)
177 Secrets of the Sphinx [spirits] Faction (Osirion)
178 Tomb Raider [Knowledge (dungeoneering)] Faction (Osirion)
179 Tomb Raider [Perception] Faction (Osirion)
180 Dervish Faction (Qadira)
181 Desert Shadow Faction (Qadira)
182 Eastern Mysteries Faction (Qadira)
183 Gold Finger [Disable Device] Faction (Qadira)
184 Gold Finger [Sleight of Hand] Faction (Qadira)
185 Horse Lord Faction (Qadira)
186 Expert Duelist Faction (Taldor)
187 Fashionable [Bluff] Faction (Taldor)
188 Fashionable [Diplomacy] Faction (Taldor)
189 Fashionable [Sense Motive] Faction (Taldor)
190 Impressive Presence Faction (Taldor)
191 Performance Artist [act] Faction (Taldor)
192 Performance Artist [comedy] Faction (Taldor)
193 Performance Artist [dance] Faction (Taldor)
194 Performance Artist [keyboard] Faction (Taldor)
195 Performance Artist [oratory] Faction (Taldor)
196 Performance Artist [percussion] Faction (Taldor)
197 Performance Artist [sing] Faction (Taldor)
198 Performance Artist [string] Faction (Taldor)
199 Performance Artist [wind] Faction (Taldor)
200 Vindictive Faction (Taldor)
201 *** PRPG - Race ***
202 Animal Friend Race (Gnome—Katapeshi)
203 Arcane Dabbler Race (Elf)
204 Aspiring Bard [act] Race (Human—Taldan)
205 Aspiring Bard [comedy] Race (Human—Taldan)
206 Aspiring Bard [dance] Race (Human—Taldan)
207 Aspiring Bard [keyboard] Race (Human—Taldan)
208 Aspiring Bard [oratory] Race (Human—Taldan)
209 Aspiring Bard [percussion] Race (Human—Taldan)
210 Aspiring Bard [sing] Race (Human—Taldan)
211 Aspiring Bard [string] Race (Human—Taldan)
212 Aspiring Bard [wind] Race (Human—Taldan)
213 Aspiring Bard [ritual] Race (Human—Taldan)
214 Azlant Fanatic [Knowledge (arcana)] Race (Human—Azlanti)
215 Azlant Fanatic [Knowledge (history)] Race (Human—Azlanti)
216 Brastlewark Businessman Race (Gnome—Chelaxian)
217 Brute Race (Half-Orc—Taldan)
218 Carefully Hidden Race (Human—Keleshite)
219 Child of Zolurket Race (Dwarf—Katapeshi)
220 Clear-headed Race (Dwarf)
221 Deep Guardian Race (Dwarf)
222 Deep Marker Race (Dwarf)
223 Dilettante Artist [Diplomacy] Race (Elf—Taldan)
224 Dilettante Artist [Perform] Race (Elf—Taldan)
225 Earthbound Race (Dwarf)
226 Ekujae Reflexes Race (Half-Elf—Katapeshi)
227 Eldritch Smith Race (Dwarf)
228 Failed Apprentice Race (Half-Elf—Taldan)
229 Forlorn (Racial) Race (Elf—Katapeshi)
230 Freedom Fighter (Halfling) Race (Halfling—Katapeshi)
231 Genie Blood [air] Race (Human—Keleshite)
232 Genie Blood [earth] Race (Human—Keleshite)
233 Genie Blood [fire] Race (Human—Keleshite)
234 Genie Blood [water] Race (Human—Keleshite)
235 Goldsniffer Race (Dwarf)
236 Grounded Race (Dwarf)
237 Historian Race (Human—Garundi)
238 Infernal Influence Race (Human—Chelaxian)
239 Lapsed Faith Race (Elf)
240 Latent Psion Race (Human—Vudrani)
241 Legacy of Sand Race (Half-Orc)
242 Masterful Demeanor Race (Human—Chelaxian)
243 Militant Merchant Race (Dwarf—Taldan)
244 Rapscallion Race (Gnome—Taldan)
245 Ruthless Race (Dwarf)
246 Scholar of Ruins [Knowledge (dungeoneering)] Race (Human—Taldan)
247 Scholar of Ruins [Knowledge (geography)] Race (Human—Taldan)
248 Seeker of Brightness [arcana] Race (Elf)
249 Seeker of Brightness [dungeoneering] Race (Elf)
250 Seeker of Brightness [engineering] Race (Elf)
251 Seeker of Brightness [geography] Race (Elf)
252 Seeker of Brightness [history] Race (Elf)
253 Seeker of Brightness [local] Race (Elf)
254 Seeker of Brightness [nature] Race (Elf)
255 Seeker of Brightness [nobility] Race (Elf)
256 Seeker of Brightness [planes] Race (Elf)
257 Seeker of Brightness [religion] Race (Elf)
258 Seeker of Brightness [spirits] Race (Elf)
259 Spirits in the Stone Race (Human—Mwangi)
260 Strength of the Land Race (Dwarf)
261 Successful Shirker Race (Halfling)
262 Tunnel Fighter Race (Dwarf)
263 Warrior of Old Race (Elf)
264 Warsmith Race (Dwarf)
265 Well-Informed [Diplomacy] Race (Halfling—Taldan)
266 Well-Informed [Knowledge (local)] Race (Halfling—Taldan)
267 World Traveler [Diplomacy] Race (Human—Varisian)
268 World Traveler [Knowledge (local)] Race (Human—Varisian)
269 World Traveler [Sense Motive] Race (Human—Varisian)
270 Youthful Mischief Race (Elf)
271 Zest for Battle Race (Dwarf)
272 *** PRPG - Region ***
273 Alchemical Prodigy Region (Qadira)
274 Blooded Region (Mindspin Mountains)
275 Chivalrous Region (Taldor)
276 Cliff Jumper Region (Cliffs of Fury)
277 Coin Hoarder Region (Mindspin Mountains)
278 Desert Child Region (Katapesh)
279 Dump Salvager Region (Westcrown)
280 Duskwalker Agent Region (Katapesh)
281 Egorian School Apprentice Region (Egorian)
282 Elemental Pupil [acid] Region (Qadira)
283 Elemental Pupil [cold] Region (Qadira)
284 Elemental Pupil [electricity] Region (Qadira)
285 Elemental Pupil [fire] Region (Qadira)
286 Forlorn (Regional) Region (Any non-elven land)
287 Freed Slave Region (Katapesh)
288 Frostborn Region (Lands of the Linnorm Kings)
289 Genie-Caller Region (Qadira)
290 Glory of Old Region (Five Kings Mountains)
291 Iadaran Illusionist Region (Kyonin)
292 Keeper of the Veil [Bluff] Region (Qadira)
293 Keeper of the Veil [Disguise] Region (Qadira)
294 Kobold’s Neighbor Region (Andoran)
295 Kyonin Gatekeeper Region (Kyonin)
296 Left Behind Region (Mwangi Expanse or Varisia)
297 Merchant of Katheer Region (Qadira)
298 Merchant’s Child Region (Katapesh)
299 Militia Veteran [soldier] Region (Taldor)
300 Militia Veteran [Ride] Region (Taldor)
301 Militia Veteran [Survival] Region (Taldor)
302 Mordant Heritage Region (Mordant Spire)
303 Narrows Survivor Region (Taldor)
304 Nightstall Urchin Region (Katapesh)
305 Perseverance Region (Five Kings Mountains)
306 Pesh Addict [Bluff] Region (Katapesh)
307 Pesh Addict [Knowledge (local)] Region (Katapesh)
308 Pesh Addict [Sense Motive] Region (Katapesh)
309 Pesh Dealer Region (Katapesh)
310 Precocious Spellcaster Region (Taldor)
311 Prismati Player Region (Andoran)
312 Rider of Paresh Region (Qadira)
313 River Rat Region (Taldor)
314 Savannah Child [Handle Animal] Region (Katapesh)
315 Savannah Child [Knowledge (nature)] Region (Katapesh)
316 Savannah Child [Ride] Region (Katapesh)
317 Treerazer’s Bane Region (Kyonin)
318 Uwaga Highlander Region (Katapesh)
319 Vagabond Child [Disable Device] Region (Taldor)
320 Vagabond Child [Sleight of Hand] Region (Taldor)
321 Venicaan Medic Region (Qadira)
322 Walking Ward [acid] Region (Qadira)
323 Walking Ward [cold] Region (Qadira)
324 Walking Ward [electricity] Region (Qadira)
325 Walking Ward [fire] Region (Qadira)
326 Warrior Poet Region (Lands of the Linnorm Kings)
327 Watching Taldor Region (Qadira)
328 Wealthy Dabbler Region (Taldor)
329 Wharf Rat Region (Ostenso)
330 Whisper Woods Hunter Region (Whisper Woods)
331 *** PRPG - Religion ***
332 Alluring Religion (Bolka)
333 Ambassador Religion (Sarenrae)
334 Asmodean Demon Hunter Religion (Asmodeus)
335 Battlefield Caster Religion (Angradd, Gorum, Torag, Trudd)
336 Blade of Mercy Religion (Sarenrae)
337 Calistrian Prostitute Religion (Calistria)
338 Cleansing the Twisted Religion (Sarenrae)
339 Devotee of a Dead God [Diplomacy] Religion (Aroden)
340 Devotee of a Dead God [Knowledge (religion)] Religion (Aroden)
341 Divine Warrior Religion (Iomedae)
342 Eyes and Ears of the City Religion (Abadar)
343 Flame of the Dawnflower Religion (Sarenrae)
344 Guardian of the Forge [Knowledge (engineering)] Religion (Torag)
345 Guardian of the Forge [Knowledge (history)] Religion (Torag)
346 Honeyed Words Religion (Grundinnar)
347 Magic is Life Religion (Nethys)
348 Patient Optimist Religion (Desna, Erastil)
349 Resigned Religion (Droksar)
350 Sacred Avenger Religion (Calistria)
351 Sovyrian Pantheist Religion (Any Elven Deity)
352 Starchild Religion (Desna)
353 Strength of the Sun Religion (Sarenrae)
354 The City Protects Religion (Abadar)
355 Toilcrafter Religion (Droskar)
356 Under Siege [Bluff] Religion (Sarenrae)
357 Under Siege [Sense Motive] Religion (Sarenrae)
358 Wasp Whisperer Religion (Calistria)
359 Wisdom in the Flesh [Acrobatics] Religion (Irori)
360 Wisdom in the Flesh [Climb] Religion (Irori)
361 Wisdom in the Flesh [Disable Device] Religion (Irori)
362 Wisdom in the Flesh [Escape Artist] Religion (Irori)
363 Wisdom in the Flesh [Fly] Religion (Irori)
364 Wisdom in the Flesh [Ride] Religion (Irori)
365 Wisdom in the Flesh [Sleight of Hand] Religion (Irori)
366 Wisdom in the Flesh [Stealth] Religion (Irori)
367 Wisdom in the Flesh [Swim] Religion (Irori)
*** Custom ***
0 0
0 0
0 0
0 0
0 0
Move Action; drink potion already in hand
+1 Trait bonus on all rolls made to confirm critical hits
Reduce armor check penalty by 1, to minimum of 0
+1 Trait bonus on attacks of opportunity w/ unarmed strikes
+2 Trait bonus on saves vs. fear effects
+1 Trait bonus on Reflex saves
+1 dmg vs. Flanked foe (added to base dmg and multiplied w/ crit)
+1 Trait bonus on attacks of opportunity w/ daggers, swords, and similar bladed weapons
Crit deals additional damage equal to weapon’s critical hit multiplier
+2 Trait bonus on Initiative checks
+1 Trait bonus on Fortitude saves
Add +10' to range increment of thrown weapon if moving 10' or more before attack
Number subtracted from melee attacks when using Combat Expertise is reduced by 1

+2 Trait bonus on saves vs. charm and compulsion effects


+1 Trait bonus on Heal checks; Heal is always a class skill
+1 Trait bonus on Knowledge (nobility) and Knowledge (religion) checks; Knowledge (nobility) is always a class skill
+1 Trait bonus on Knowledge (nobility) and Knowledge (religion) checks; Knowledge (religion) is always a class skill
+1 Trait bonus on Knowledge (geography) and Knowledge (nature) checks; Knowledge (geography) is always a class skill
+1 Trait bonus on Knowledge (geography) and Knowledge (nature) checks; Knowledge (nature) is always a class skill
+1 Trait bonus on Diplomacy checks; Diplomacy is always a class skill
+1 Trait bonus on saves vs. divine spells
+1 Trait bonus on Will saves
+1 Trait bonus on save DC of channeled energy
Standard Action; automatically stabilize dying creature w/ touch
+1 Trait bonus on Knowledge (history) and Knowledge (planes) checks; Knowledge (history) is always a class skill
+1 Trait bonus on Knowledge (history) and Knowledge (planes) checks; Knowledge (planes) is always a class skill

+1 Trait bonus on Spellcraft checks; Spellcraft is always a class skill


+1 bonus on Use Magic Device checks; Use Magic Device is always a class skill
+2 Trait bonus on concentration checks
Fiendish animals conjured w/ summon spell gain +1 HP per HD for duration of summoning spell
+2 Trait bonus on concentration checks
Cast 1 selected spell at +1 caster level
Reduce cost of gp required to craft magic item by 5%

Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for dete
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 c
+1 Trait bonus on Knowledge (arcana) and Knowledge (engineering) checks; Knowledge (arcana) is always a class skill
+1 Trait bonus on Knowledge (arcana) and Knowledge (engineering) checks; Knowledge (engineering) is always a class skill
+2 Trait bonus on all saving throws against illusions.
+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 p
+1 Trait bonus on Intimidate checks; Intimidate is always a class skill
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
+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 bo
+1 Trait bonus on Sleight of Hand checks; Sleight of Hand is always a class skill
+1 Trait bonus on Bluff checks; Bluff is always a class skill
+2 Trait bonus on Diplomacy checks to influence Hellknights and a +2 Trait bonus on Intimidate checks to influence enemies of
+1 Trait bonus on Diplomacy and Intimidate checks. Diplomacy is always a class skill
+1 Trait bonus on Diplomacy and Intimidate checks. Intimidate is always a class skill
+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-affec
+4 trait bonus on Bluff checks to keep others from noticing your aggressive actions.
+1 Trait bonus on Survival checks; Survival is always a class skill
Your starting cash increases to 900 gp.
+1 Trait bonus on Sense Motive checks; Sense Motive is always a class skill

+1 Trait bonus on Perform (act) checks; Perform (act) is always a class skill Furthermore, you begin play with 300 gp that you c
+1 Trait bonus on Bluff checks; Bluff is always a class skill
+1 Trait bonus on Diplomacy checks; Diplomacy is always a class skill
+1 Trait bonus on Knowledge (local) checks; Knowledge (local) is always a class skill
+1 Trait bonus on Perception checks; Perception is always a class skill
+1 Trait bonus on Sense Motive checks; Sense Motive is always a class skill
+1 Trait bonus on Stealth checks; Stealth is always a class skill
Your knowledge of diabolism grants you a +1 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against W
You have a +2 bonus on all saving throws made against cold, electricity, and fire effects. You may choose any one 0-level spell
When attacking targets in areas of dim light, you do not suffer the standard 20% miss chance on attack rolls for being in the po
You have a wayfinder, a magical compass that grants you a +2 circumstance bonus on Survival checks to avoid becoming lost,
+1 Trait bonus on Initiative checks; if you act in a surprise round, +1 Trait bonus on all attack rolls.
+2 bonus on Knowledge (local) checks.
+1 Trait bonus on Fortitude saving throws.
+2 Trait bonus on Bluff checks.
+2 bonus on Spellcraft checks.
+2 Trait bonus on Craft checks.
+2 Trait bonus on Perform checks.
+2 Trait bonus on Profession checks.
+2 bonus on Intimidate checks.
Diplomacy and Sense Motive are always class skills for you.
+1 Trait bonus on Will saving throws.
+1 Trait bonus on Reflex saving throws.
+2 bonus on concentration checks.
+1 Trait bonus on Fortitude saving throws.
+1 Trait bonus on Reflex saving throws.
+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 ad
+1 Trait bonus (+2 if Favored Enemy) on attack rolls/weapon dmg vs. gnolls; rage lasts +1 rnd when fighting gnolls; +1 Trait bon
+1 Trait bonus on Bluff checks; Bluff is always a class skill
+1 Trait bonus on Diplomacy checks; Diplomacy is always a class skill
+1 Trait bonus on Intimidate checks; Intimidate is always a class skill
+1 Trait bonus on Knowledge (religion) checks; Knowledge (religion) is always a class skill
+1 Trait bonus on Perform checks; Perform is always a class skill
+1 Trait bonus on Sense Motive checks; Sense Motive is always a class skill
Valued possession—jewelry, masterwork weapon/armor worth 350 gp or 1st-level (CL 1st) wand w/ 20 chgs; –1 penalty on Will
You have a wayfinder, a magical compass that grants you a +2 circumstance bonus on Survival checks to avoid becoming lost,
Aid Another action grants additional +1 Trait bonus to you or ally; if any ally is w/in 30, +1 Trait bonus on saves vs. charm/comp
–1 penalty on Charisma-based skill checks when dealing w/ Brevic nobility (penalty is removed if established as true noble); +1
You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 Trait bonus on Bluff, Diplomacy, Intimidate,
Your agile mind grants you a +1 Trait bonus on all Will saves made to resist mind-affecting effects.
Ignore movement penalty for first 5'/rnd of rocky difficult terrain; +2 Trait bonus on Appraise checks to assess value of natural s
As a deft merchant of the region, bonus language: Dwarven, Elven, Hallit, Gnome, Giant, Halfling, Skald, or Sylvan. Your family
+1 Trait bonus on Swim checks; Swim is always a class skill; family motto is “The Waters, Our Fields”
+2 Trait bonus on Diplomacy checks dealing w/ Fey; +1 Trait bonus on Will saves vs. Fey spells/supernatural abilities; family m
+1 Trait bonus on your CMD. In addition, +1 Trait bonus on Acrobatics checks. Your family motto is “High Above.”
+1 Trait bonus on your CMD. In addition, +1 Trait bonus on Diplomacy checks. Your family motto is “High Above.”
+1 Trait bonus on your CMD. In addition, +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 “
Begin play w/ horse; +1 Trait bonus on Climb checks
Begin play w/ horse; +1 Trait bonus on Handle Animal checks
Begin play w/ horse; +1 Trait bonus on Knowledge (nature) checks
Begin play w/ horse; +1 Trait bonus on Perception checks
Begin play w/ horse; +1 Trait bonus on Ride checks
Begin play w/ horse; +1 Trait bonus on Survival checks
Begin play w/ horse; +1 Trait bonus on Swim checks
+1 Trait bonus on Fort saves
Begin play w/ longsword or Aldori dueling sword; +1 Trait bonus on all attacks/combat maneuvers w longswords or Aldori duelin
+1 Trait bonus on Fort saves
+1 Trait bonus on Ref saves
+1 Trait bonus on Will saves
+1 Trait bonus on Bluff checks; Bluff is always a class skill
+1 Trait bonus on Craft checks; Craft is always a class skill
+1 Trait bonus on Diplomacy checks; Diplomacy is always a class skill
+1 Trait bonus on Intimidate checks; Intimidate is always a class skill
+1 Trait bonus on Perception checks; Perception is always a class skill
+1 Trait bonus on Perform checks; Perform is always a class skill
+1 Trait bonus on Profession (gambler) checks; it is always a class skill
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 m
+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 e
1/week, when looking for item w/ price greater than community’s base value, Diplomacy check (DC 10 + 10 per community size
if wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar ov
if wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar ov
if wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar ov
gain heirloom weapon of masterwork quality but pay only standard cost at character creation; gain a +1 Trait bonus on attack ro
when using item for anything other than intended purpose, reduce improvisation penalty by 2 (does not apply to improvised we
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 you
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 ha
do not take improvised weapon penalty and instead gain +1 Trait bonus on attacks when using tool of trade (must have 1+ rank
use of attention-getting alchemical item as part of performance grants +2 Trait bonus on Perform checks; item is expended w/o
may make Sleight of Hand check to escape manacles, rope, or other similar restraints (but not grapples or similar attacks); if su
may make Disguise check (DC 10 + gp difference between costs of outfits) to change one outfit into another using basic sewing

While on board any vessel afloat on water, +1 Trait bonus on Acrobatics and Climb checks. Acrobatics is always a class skill
While on board any vessel afloat on water, +1 Trait bonus on Acrobatics and Climb checks. Climb is always a class skill
+1 Trait bonus on Survival checks; Survival is always a class skill
+1 Trait bonus on Stealth checks; 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
+1 Trait bonus on saving throws versus enchantment spells and effects.
+2 Trait bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with outsiders of the evil subtype.
+1 Trait bonus on Diplomacy and Sense Motive checks. Diplomacy is always a class skill
+1 Trait bonus on Diplomacy and Sense Motive checks. Sense Motive is always a class skill
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 poi
Once per day, when casting a spell of the Conjuration school, you are at +2 caster level when determining the duration of the s
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. T
Standard Action (Su); 1/day, you can surround yourself with an aura of unlife. Unintelligent undead ignore you unless you take
+4 trait bonus on Fortitude checks to resist nonlethal damage from hot conditions and can always move through non-magical s
+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
Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (dungeoneering) is
Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (engineering) is alw
Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (geography) is alwa
Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (history) is always a
Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (local) is always a c
Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (nature) is always a
Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (nobility) is always a
Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (planes) is always a
Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (religion) is always
Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (spirits) is always a
+1 Trait bonus on Knowledge (dungeoneering) and Perception checks; Knowledge (dungeoneering) is always a class skill
+1 Trait bonus on Knowledge (dungeoneering) and Perception checks. Perception is always a class skill
+1 dodge bonus on Armor Class against attacks of opportunity caused when you move out of or within a threatened area. Dodg
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 th
+1 Trait bonus on Disable Device and Sleight of Hand checks. Disable Device is always a class skill
+1 Trait bonus on Disable Device and Sleight of Hand checks. Sleight of Hand is always a class skill
+2 Trait bonus on Ride checks; Ride is always a class skill
+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 Cla
So long as you are wearing clothing and jewelry worth more than 80 gp, +1 Trait bonus on Bluff, Diplomacy, and Sense Motive
So long as you are wearing clothing and jewelry worth more than 80 gp, +1 Trait bonus on Bluff, Diplomacy, and Sense Motive
So long as you are wearing clothing and jewelry worth more than 80 gp, +1 Trait bonus on Bluff, Diplomacy, and Sense Motive
Full-Round Action; 1/day you may attempt to distract adjacent foes with a lengthy display of your martial prowess. All adjacent f
+1 Trait bonus on Perform (act) checks. This bonus increases to +5 when using the skill to make money.
+1 Trait bonus on Perform (comedy) skill checks. This bonus increases to +5 when using the skill to make money.
+1 Trait bonus on Perform (dance) skill checks. This bonus increases to +5 when using the skill to make money.
+1 Trait bonus on Perform (keyboard) skill checks. This bonus increases to +5 when using the skill to make money.
+1 Trait bonus on Perform (oratory) skill checks. This bonus increases to +5 when using the skill to make money.
+1 Trait bonus on Perform (percussion) skill checks. This bonus increases to +5 when using the skill to make money.
+1 Trait bonus on Perform (sing) skill checks. This bonus increases to +5 when using the skill to make money.
+1 Trait bonus on Perform (string) skill checks. This bonus increases to +5 when using the skill to make money.
+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 co

+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 fe
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 high
+1 Trait bonus on Perform (act) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music sce
+1 Trait bonus on Perform (comedy) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara musi
+1 Trait bonus on Perform (dance) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music
+1 Trait bonus on Perform (keyboard) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara mus
+1 Trait bonus on Perform (oratory) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music
+1 Trait bonus on Perform (percussion) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara m
+1 Trait bonus on Perform (sing) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music sc
+1 Trait bonus on Perform (string) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music s
+1 Trait bonus on Perform (wind) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music sc
+1 Trait bonus on Perform (ritual) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music sc
+1 Trait bonus on Knowledge (arcana) and Knowledge (history) checks; Knowledge (arcana) is always a class skill
+1 Trait bonus on Knowledge (arcana) and Knowledge (history) checks; Knowledge (history) is always a class skill
+2 Trait bonus on all Craft (alchemy) checks.
+2 Trait bonus on Intimidate checks.
+1 Trait bonus on Will saving throws and a +2 Trait bonus on saving throws versus divination effects.
+1 Trait bonus on weapon damage against undead.
+1 Trait bonus on opposed checks against the Bluff and Disguise skills and a +1 Trait bonus on saving throws against illusion e
Any creature you conjure with a summon spell that has the earth subtype or a burrow speed gains a +1 morale bonus on attack
+1 Trait bonus on Survival checks; a +1 Trait bonus on saving throws against fear effects.
+1 Trait bonus on Diplomacy and Perform checks. Diplomacy is always a class skill
+1 Trait bonus on Diplomacy and Perform checks. Perform is always a class skill
While you are touching the ground, you add a +2 Trait bonus on saving throw DCs and on caster level checks to overcome spe
+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%
+1 Trait bonus on saves against arcane spells.
+1 Trait bonus on Fortitude saving throws.
+1 Trait bonus on any skill check or attack roll made during the process of escaping capture or in helping a slave escape bonda
+1 Trait bonus on saving throws against attacks that utilize cold and gain a +1 Trait bonus on Bluff, Diplomacy, Intimidate, and S
+1 Trait bonus on saving throws against attacks that utilize acid and gain a +1 Trait bonus on Bluff, Diplomacy, Intimidate, and S
+1 Trait bonus on saving throws against attacks that utilize fire and gain a +1 Trait bonus on Bluff, Diplomacy, Intimidate, and S
+1 Trait bonus on saving throws against attacks that utilize electricity and gain a +1 Trait bonus on Bluff, Diplomacy, Intimidate,
+2 Trait bonus on Perception checks related to metals, jewels, and gemstones.
+2 Trait bonus on balance-related Acrobatics checks; a +1 Trait bonus on Reflex saving throws.
+2 Trait bonus on Knowledge (history) checks; Knowledge (history) is always a class skill
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.
+2 Trait bonus on saves against mind-affecting effects.
+1 Trait bonus on Will saving throws.
+3 Trait bonus on Intimidate checks against members of non-human humanoid races.
+1 Trait bonus on Perception checks made to determine surprise, and Perception is always a class skill
+1 Trait bonus on Escape Artist checks; a +1 Trait bonus on Initiative checks.
+1 Trait bonus on attack rolls to confirm critical hits.
+1 Trait bonus on Knowledge (dungeoneering) and Knowledge (geography) checks; Knowledge (dungeoneering) is always a c
+1 Trait bonus on Knowledge (dungeoneering) and Knowledge (geography) checks; Knowledge (geography) is always a class
+1 Trait bonus on Knowledge (arcana) and Perception checks
+1 Trait bonus on Knowledge (dungeoneering) checks and on Perception checks to search for concealed items.
+1 Trait bonus on Knowledge (engineering) checks; on Perception checks to search for concealed items.
+1 Trait bonus on Knowledge (geography) checks; on Perception checks to search for concealed items.
+1 Trait bonus on Knowledge (history) checks; on Perception checks to search for concealed items.
+1 Trait bonus on Knowledge (local) checks; on Perception checks to search for concealed items.
+1 Trait bonus on Knowledge (nature) checks; on Perception checks to search for concealed items.
+1 Trait bonus on Knowledge (nobility) checks; on Perception checks to search for concealed items.
+1 Trait bonus on Knowledge (planes) checks; on Perception checks to search for concealed items.
+1 Trait bonus on Knowledge (religion) checks; on Perception checks to search for concealed items.
+1 Trait bonus on Knowledge (spirits) checks; on Perception checks to search for concealed items.
Whenever you’re in ruins, +2 Trait bonus on Initiative checks; a +1 Trait bonus on saving throws against traps and natural haza
+1 Trait bonus on caster level checks while touching the ground or unworked stone. This includes dispel checks; checks to ove
+1 Trait bonus on Stealth checks; 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; a +1 Trait bonus on weapon damage rolls for critical hits
+2 Trait bonus on Initiative checks.
+1 Trait bonus on damage rolls against creatures and objects made primarily of clay, crystal, earth, metal, or stone. Knowledge
+1 Trait bonus on Diplomacy and Knowledge (local) checks. Diplomacy is always a class skill
+1 Trait bonus on Diplomacy and Knowledge (local) checks; Knowledge (local) is always a class skill
+1 Trait bonus on Diplomacy checks; Diplomacy is always a class skill
+1 Trait bonus on Knowledge (local) checks; Knowledge (local) is always a class skill
+1 Trait bonus on Sense Motive checks; Sense Motive is always a class skill
+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 c
You receive a +1 Trait bonus on weapon damage rolls against giants, goblins, and orcs.
+1 Trait bonus on Diplomacy and Knowledge (history) checks.
+1 Trait bonus on Acrobatics and Climb checks; on Reflex saves to avoid falling.
Your starting cash increases to 500 gp.
+4 trait bonus on any saving throws made to resist the effects of being in hot conditions, and a +1 Trait bonus on all saving thro
+3 Trait bonus on Perception checks to search for concealed items.
You start with twice the normal amount of starting gold. In addition, your reputation remains strong in the Nightstalls, and any tr
+3 Trait bonus on Knowledge (engineering) checks; a +2 Trait bonus on Perception checks to find secret doors or traps in build
When casting a spell of 1st level or higher that deals acid damage, the spell deals 1 extra point of acid damage.
When casting a spell of 1st level or higher that deals cold damage, the spell deals 1 extra point of cold damage.
When casting a spell of 1st level or higher that deals electricity damage, the spell deals 1 extra point of electricity damage.
When casting a spell of 1st level or higher that deals fire damage, the spell deals 1 extra point of fire damage.
+1 Trait bonus on Fortitude saving throws.
+1 Trait bonus on Fortitude saving throws.
+4 trait bonus on any savings throws made to resist the effects of cold environments, as well as a +1 Trait bonus on all saving t
Once per day, you may cast one conjuration (summoning) spell as if your caster level were 2 higher than normal.
You receive a +1 Trait bonus on saving throws against spells, spell-like abilities, and poison.
+1 Trait bonus on caster level checks with illusion spells and a +1 Trait bonus on Will saves to disbelieve illusions.
+1 Trait bonus on Bluff and Disguise checks. Bluff is always a class skill
+1 Trait bonus on Bluff and Disguise checks. Disguise is always a class skill
+2 Trait bonus on Perception checks to discover traps (select the Trap Finding skill in the Skills section) and a +1 Trait bonus o
+1 Trait bonus on Spellcraft checks to identify teleportation magic and a +1 Trait bonus on caster level checks when casting tel
+1 Trait bonus on Diplomacy checks when interacting with Forlorn elves and non-elf races.
+1 Trait bonus on Appraise checks; Appraise is always a class skill
+1 Trait bonus on Appraise checks; Appraise is always a class skill
+2 Trait bonus on Profession (soldier) checks; it is always a class skill
+2 Trait bonus on Ride checks; Ride is always a class skill
+2 Trait bonus on Survival checks; it is always a class skill
+1 Trait bonus on Swim checks; a +1 Trait bonus on saving throws against enchantment effects.
+1 Trait bonus on Initiative and Sense Motive checks. Sense Motive is always a class skill
+2 Trait bonus on saves against fear effects, and when you do make a successful save against a fear effect, the resulting rush
When you have more than 1 Will saving throw to overcome an effect (such as greater command, hold person, or by using the g
You start with only half of the normal starting cash, but your knowledge of the pesh addict lifestyle grants you a +1 Trait bonus o
You start with only half of the normal starting cash, but your knowledge of the pesh addict lifestyle grants you a +1 Trait bonus o
You start with only half of the normal starting cash, but your knowledge of the pesh addict lifestyle grants you a +1 Trait bonus o
+1 Trait bonus on Sleight of Hand checks; Sleight of Hand is always a class skill
Select one cantrip and one 1st-level spell; when you cast these spells, they function at one caster level higher than your actual
+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 t
+1 Trait bonus on damage dealt with a dagger and a +1 Trait bonus on Swim checks. Swim is always a class skill
+1 Trait bonus on Handle Animal checks; Handle Animal is always a class skill
+1 Trait bonus on Knowledge (nature) checks; Knowledge (nature) is always a class skill
+1 Trait bonus on Ride checks; Ride is always a class skill
+2 Trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.
+1 Trait bonus on Stealth checks. This trait bonus increases to +2 in hilly or rocky areas.
+1 Trait bonus on Disable Device checks; Disable Device is always a class skill
+1 Trait bonus on Sleight of Hand checks; Sleight of Hand is always a class skill
+2 Trait bonus on Heal checks to treat diseases or poisons, and Heal is always a class skill
+1 bonus on saving throws against spells that deal acid damage or have the acid subtype.
+1 bonus on saving throws against spells that deal cold damage or have the cold subtype.
+1 bonus on saving throws against spells that deal electricity damage or have the electricity subtype.
+1 bonus on saving throws against spells that deal fire damage or have the fire subtype.
+1 Trait bonus on Knowledge checks related to dwarves (dwarven history, dwarven construction, and so on) and a +1 Trait bon
+1 Trait bonus on Initiative checks; if you are able to act during the surprise round of an encounter, you can draw a weapon (bu
Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st). If you have levels
+2 Trait bonus on Climb checks as well as other skill checks involving rope use, and a +4 trait bonus on Appraise checks to det
+2 Trait bonus on Survival checks to track evil outsiders and a +2 Trait bonus on initiative checks when you know your opponen

You receive a +2 Trait bonus on Diplomacy checks with those who find you attractive. You can use daze once per day as a spe
+2 Trait bonus on Diplomacy checks.
+3 Trait bonus on Knowledge (planes) checks about demons and a +2 Trait bonus on Will saves against mind-affecting spells a
You receive a +1 Trait bonus on concentration checks to cast defensively and a +1 Trait bonus on AC against attacks provoked
When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, a
+1 Trait bonus on Diplomacy and Sense Motive checks.
+1 Trait bonus on slashing weapon damage against all aberrations.
+1 Trait bonus on Diplomacy and Knowledge (religion) checks. Diplomacy is always a class skill
+1 Trait bonus on Diplomacy and Knowledge (religion) checks; Knowledge (religion) is always a class skill
Your divine spells gain a +1 Trait bonus on melee weapon damage.
+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
You receive a +1 Trait bonus on Knowledge (engineering) and Knowledge (history) checks; Knowledge (history) is a class skill
You receive a +1 Trait bonus on Diplomacy checks. In addition, you receive a +1 Trait bonus on the DC of any charm or compu
As long as you are under the effects of any spell, +2 Trait bonus on saving throws against death effects. If you are reduced to n
+2 Trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt you may retry
You receive a +1 Trait bonus when retrying a previously failed skill check or ability check, as well as when taking 20 on skill che
When a creature damages you with a weapon, on your next turn +1 Trait bonus on weapon damage against that creature. If thi
+1 Trait bonus on Knowledge (history) checks to recognize or evaluate art, Knowledge (engineering) checks, Survival checks to
You can automatically determine where true north is. +4 trait bonus on Survival checks to avoid becoming lost.
During the day, +1 Trait bonus on all Charisma-based checks.
In any settlement, +2 Trait bonus against fear effects. If you fail a save against a fear effect, you may make a new save each ro
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
+1 Trait bonus on Bluff and Sense Motive checks. Bluff is always a class skill
+1 Trait bonus on Bluff and Sense Motive checks. Sense Motive is always a class skill
+1 Trait bonus on Fortitude saving throws against poison. You may make Diplomacy checks (or wild empathy checks if you are
You make Acrobatics checks using your Wisdom modifier instead of Dexterity. Acrobatics is always a class skill
You make Climb checks using your Wisdom modifier instead of Strength. Climb is always a class skill
You make Disable Device checks using your Wisdom modifier instead of Dexterity. Disable Device is always a class skill
You make Escape Artist checks using your Wisdom modifier instead of Dexterity. Escape Artist is always a class skill
You make Fly checks using your Wisdom modifier instead of Dexterity. Fly is always a class skill
You make Ride checks using your Wisdom modifier instead of Dexterity. Ride is always a class skill
You make Sleight of Hand checks using your Wisdom modifier instead of Dexterity. Sleight of Hand is always a class skill
You make Stealth checks using your Wisdom modifier instead of Dexterity. Stealth is always a class skill
You make Swim checks using your Wisdom modifier instead of Strength. Swim is always a class skill
Saves Skill Bonus
Source Fort Will Climb Disguise Escape Artist Fly
0 0 0 0 0 0 0 0 0 0 0 0 0 0

Yes C-EoD
Yes CTWE
CTWE
Yes CTWE
Yes CTWE
CTWE 0
Yes CTWE
Yes CTWE
Yes CTWE
CTWE 0
CTWE 0
Yes Q-GttE
C-EoD

Yes CTWE
CTWE
CTWE
CTWE
CTWE
CTWE
0
Yes CTWE
CTWE 0
Yes CTWE
Yes CTWE
CTWE
CTWE

CTWE
CTWE
Yes C-EoD
Yes C-EoD
Yes CTWE
Yes CTWE
Yes CTWE
Yes CTWE
Yes CTWE
Yes CTWE
CTWE
CTWE
Yes CTWE
C-EoD

Yes CTWE
CTWE
Yes CTWE
Yes CTWE
CTWE
CTWE 0
Yes C-EoD
Q-GttE 0
Q-GttE 0
Yes C-EoD
Yes
Yes C-EoD

CoTPG
Yes CoTPG
Yes CoTPG
Yes CoTPG
Yes CoTPG
Yes CoTPG 0
CotCTPG
CotCTPG 0
CotCTPG 0
CotCTPG
CotCTPG 0
CotCTPG
CotCTPG
CotCTPG
CotCTPG
CotCTPG 0
CotCTPG 0
Yes CotCTPG
LoFpG 0
LoFpG 0
LoFpG 0
Yes LoFpG
Yes LoFpG
LoFpG 0
LoFpG 0
LoFpG
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
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
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
GtPSOP
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
T-EoG
C-EoD
T-EoG
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
T-EoG
EoG
EoG

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
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
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
DoG
Yes DoG 0
Yes LoFPG
Yes C-EoD
Yes DoG
Yes EoG
Yes EoG
Yes EoG
Yes LoFPG
Yes LoFPG
Yes DoG
0
0
Yes EoG
LoFPG
LoFPG
LoFPG
LoFPG
LoFPG
LoFPG
LoFPG
LoFPG
LoFPG
Handle Animal Heal Intimidate Knowledge (arcana) Knowledge (dungeoneering)
0 0 0 0 0

0
0

0
0
0

0
0

0
0
0
0
0

0
0
0
0
0
Knowledge (engineering) Knowledge (geography) Knowledge (history) Knowledge (
0 0 0 0
0

0 0
0 0
0 0
0 0

0 0
0 0

0
0
0

0
0
0
0

0
0

0
0
0
0
0
0
0
0

0
0

0
0
0

0
0
0

0 0
0 0

0
Knowledge (spirits) Linguistics Perception Perform (act) Perform (comedy)
0 0 0 0 0
0

0 0

0 0
0

0
0 0
0
0

0
0

0
0
0 0

0
0
Perform (dance) Perform (keyboard) Perform (oratory) Perform (percussion) Perform (sing)
0 0 0 0 0
0 0 0 0 0

0 0 0 0 0
0 0 0 0 0
0
0
0
0
0

0
0
0
0
0
0 0 0 0 0
Perform (string) Perform (wind) Perform (ritual) Profession Ride Sense Motive
0 0 0 0 0 0
0

0 0 0
0

0 0 0
0
0

0 0 0

0
0

0
0

0
0
0

0 0 0
0

0
0
0

0
0

0
0
ClassSkill
Sleight of Hand Spellcraft Stealth Survival Swim Use Magic Device Acrobatics
0 0 0 0 0 0 0

0
0

0
0

0
0

0
0
0
0

0
0
0
0
0

0
0
0

0
0

0
Appraise Bluff Climb Craft Diplomacy Disable Device Disguise Escape Artist
0 0 0 0 0 0 0 0

0
0

0
0

0
0
0
0
0

0
0

0
0

0
0
0

0
0

0
0

0
0

0
0

0
0
0
Fly Handle Animal Heal Intimidate Knowledge (arcana) Knowledge (dungeoneering)
0 0 0 0 0 0

0
0

0
0

0
0
0

0
0

0
0
0

0
Knowledge (engineering) Knowledge (geography) Knowledge (history) Knowledge (local)
0 0 0 0

0
0
0
0
0
0
0

0
0

0
0
0
Knowledge (nature) Knowledge (nobility) Knowledge (planes) Knowledge (religion)
0 0 0 0

0
0

0
0
0
0
0
0
0
0
Knowledge (spirits) Linguistics Perception Perform (act) Perform (comedy)
0 0 0 0 0
0

0 0
0
0 0
0

0
0 0

0
Perform (dance) Perform (keyboard) Perform (oratory) Perform (percussion) Perform (sing)
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
Perform (string) Perform (wind) Perform (ritual) Profession Ride Sense Motive
0 0 0 0 0 0
0

0 0 0
0
0 0 0
0

0
0 0 0
0

0
0

0
Sleight of Hand Spellcraft Stealth Survival Swim Use Magic Device
0 0 0 0 0 0 3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
0 33
0 34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
0 52
53
54
55
56
57
58
59
0 60
61
62
63
64
65
66
67
68
69
0 70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
0 107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
0 154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
0 184
185
186
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
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
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
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
0 301
302
303
304
305
306
307
308
0 309
310
311
312
0 313
314
315
316
317
318
319
0 320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
0 365
0 366
0 367
###
###
###
###
###
###
*** PRPG - Combat ***
Accelerated Drinker
Anatomist
Armor Expert
Bullied
Courageous
Deft Dodger
Dirty Fighter
Fencer
Killer
Reactionary
Resilient
Strong Arm, Supple Wrist
Threatening Defender
*** PRPG - Faith ***
Birthmark
Caretaker
Child of the Temple [Knowledge (nobility)]
Child of the Temple [Knowledge (religion)]
Devotee of the Green [Knowledge (geography)]
Devotee of the Green [Knowledge (nature)]
Ease of Faith
History of Heresy
Indomitable Faith
Sacred Conduit
Sacred Touch
Scholar of the Great Beyond [Knowledge (history)]
Scholar of the Great Beyond [Knowledge (planes)]
*** PRPG - Magic ***
Classically Schooled
Dangerously Curious
Desperate Focus
Diabolical Dabbler
Focused Mind
Gifted Adept
Hedge Magician
Magical Knack
Magical Lineage
Magical Talent
Mathematical Prodigy [Knowledge (arcana)]
Mathematical Prodigy [Knowledge (engineering)]
Skeptic
Theoretical Magician
*** PRPG - Social ***
Adopted
Bully
Canter
Charming
Child of the Streets
Fast-Talker
Hellknight Ancestry
Keleshite Princess [Diplomacy]
Keleshite Princess [Intimidate]
Lost Nobility
Natural-Born Leader
Nonchalant Thuggery
Poverty-Stricken
Rich Parents
Suspicious
*** PRPG - Campaign ***
Child of Infamy
Conspiracy Hunter [Bluff]
Conspiracy Hunter [Diplomacy]
Conspiracy Hunter [Knowledge (local)]
Conspiracy Hunter [Perception]
Conspiracy Hunter [Sense Motive]
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)
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)]
Missionary [Perform]
Missionary [Sense Motive]
Reclaiming your Roots
Seeking Adventure
Fools for Friends
Bastard
Brigand
Issian
Noble Born [Garess]
Noble Born [Lebeda]
Noble Born [Lodovka]
Noble Born [Medvyed]
Noble Born [Orlovsky, Acrobatics]
Noble Born [Orlovsky, Diplomacy]
Noble Born [Orlovsky, Stealth]
Noble Born [Surtova]
Pioneer [Climb]
Pioneer [Handle Animal]
Pioneer [Knowledge (nature)]
Pioneer [Perception]
Pioneer [Ride]
Pioneer [Survival]
Pioneer [Swim]
Rostlander
Sword Scion
Into Enemy Territory [Fortitude]
Into Enemy Territory [Reflex]
Into Enemy Territory [Will]
Looking for Work [Bluff]
Looking for Work [Craft]
Looking for Work [Diplomacy]
Looking for Work [Intimidate]
Looking for Work [Perception]
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]
Explorer
Freedom Fighter (Andoran)
Hunter’s Eye
Indomitable
Devil’s Mark
Fiendish Presence [Diplomacy]
Fiendish Presence [Sense Motive]
Fires of Hell
Master of Pentacles
Soul-Drinker
Attuned to the Ancestors
Dunewalker
Mummy-Touched
Secrets of the Sphinx [arcana]
Secrets of the Sphinx [dungeoneering]
Secrets of the Sphinx [engineering]
Secrets of the Sphinx [geography]
Secrets of the Sphinx [history]
Secrets of the Sphinx [local]
Secrets of the Sphinx [nature]
Secrets of the Sphinx [nobility]
Secrets of the Sphinx [planes]
Secrets of the Sphinx [religion]
Secrets of the Sphinx [spirits]
Tomb Raider [Knowledge (dungeoneering)]
Tomb Raider [Perception]
Dervish
Desert Shadow
Eastern Mysteries
Gold Finger [Disable Device]
Gold Finger [Sleight of Hand]
Horse Lord
Expert Duelist
Fashionable [Bluff]
Fashionable [Diplomacy]
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]
Dilettante Artist [Perform]
Earthbound
Ekujae Reflexes
Eldritch Smith
Failed Apprentice
Forlorn (Racial)
Freedom Fighter (Halfling)
Genie Blood [air]
Genie Blood [earth]
Genie Blood [fire]
Genie Blood [water]
Goldsniffer
Grounded
Historian
Infernal Influence
Lapsed Faith
Latent Psion
Legacy of Sand
Masterful Demeanor
Militant Merchant
Rapscallion
Ruthless
Scholar of Ruins [Knowledge (dungeoneering)]
Scholar of Ruins [Knowledge (geography)]
Seeker of Brightness [arcana]
Seeker of Brightness [dungeoneering]
Seeker of Brightness [engineering]
Seeker of Brightness [geography]
Seeker of Brightness [history]
Seeker of Brightness [local]
Seeker of Brightness [nature]
Seeker of Brightness [nobility]
Seeker of Brightness [planes]
Seeker of Brightness [religion]
Seeker of Brightness [spirits]
Spirits in the Stone
Strength of the Land
Successful Shirker
Tunnel Fighter
Warrior of Old
Warsmith
Well-Informed [Diplomacy]
Well-Informed [Knowledge (local)]
World Traveler [Diplomacy]
World Traveler [Knowledge (local)]
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]
Militia Veteran [Ride]
Militia Veteran [Survival]
Mordant Heritage
Narrows Survivor
Nightstall Urchin
Perseverance
Pesh Addict [Bluff]
Pesh Addict [Knowledge (local)]
Pesh Addict [Sense Motive]
Pesh Dealer
Precocious Spellcaster
Prismati Player
Rider of Paresh
River Rat
Savannah Child [Handle Animal]
Savannah Child [Knowledge (nature)]
Savannah Child [Ride]
Treerazer’s Bane
Uwaga Highlander
Vagabond Child [Disable Device]
Vagabond Child [Sleight of Hand]
Venicaan Medic
Walking Ward [acid]
Walking Ward [cold]
Walking Ward [electricity]
Walking Ward [fire]
Warrior Poet
Watching Taldor
Wealthy Dabbler
Wharf Rat
Whisper Woods Hunter
*** PRPG - Religion ***
Alluring
Ambassador
Asmodean Demon Hunter
Battlefield Caster
Blade of Mercy
Calistrian Prostitute
Cleansing the Twisted
Devotee of a Dead God [Diplomacy]
Devotee of a Dead God [Knowledge (religion)]
Divine Warrior
Eyes and Ears of the City
Flame of the Dawnflower
Guardian of the Forge [Knowledge (engineering)]
Guardian of the Forge [Knowledge (history)]
Honeyed Words
Magic is Life
Patient Optimist
Resigned
Sacred Avenger
Sovyrian Pantheist
Starchild
Strength of the Sun
The City Protects
Toilcrafter
Under Siege [Bluff]
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]
Wisdom in the Flesh [Ride]
Wisdom in the Flesh [Sleight of Hand]
Wisdom in the Flesh [Stealth]
Wisdom in the Flesh [Swim]
NULL
NULL
NULL
NULL
NULL
NULL
Bleed
Blinded
Broken
Confused
Cowering
Dazed
Dazzled
Dead
Deafened
Disabled
Dying
Energy Drained
Entangled
Exhausted
Fascinated
Fatigued
Flat-Footed
Frightened
Grappled
Helpless
Incorporeal
Invisible
Nauseated
Panicked
Paralyzed
Petrified
Pinned
Prone
Shaken
Sickened
Stable
Staggered
Stunned
Unconscious
List_Conditions; Table_Conditions

Barbarian Rage
Description
A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped
The
* Ifcreature
the itemcannot see. It takes
is a weapon, a –2 penalty
any attacks to Armor
made with Class,
the item loses
suffer itspenalty
a –2 Dexterity
onbonus
attacktoand
ACdamage
(if any), rolls.
and takes
Such aweapons
–4 penalty
onlyo
* 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
01–25 Actitem
* If the normally.
is a tool needed for a skill, any skill check made with the item takes a –2 penalty.
26–50 Do nothing but babble incoherently.
The character is frozento
creature is unable in act
fearnormally.
and canAtake no actions.
dazed creatureAcan cowering
take nocharacter takes
actions, but a no
has –2 penalty to AC.
Armor Class and loses his D

A dazed
The condition
creature typically
is unable lasts
to see 1 round.
well because of overstimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls
The character's hit points are reduced to a negative amount equal to his Constitution score, his Constitution drops to 0, or he is
deafened with
A character character cannotor
0 hit points, hear.
oneHe takes
who has anegative
–4 penalty on initiative
hit points but haschecks,
becomeautomatically fails Perception
stable and conscious, checksAbased
is disabled. on sc
disabled

A disabled character
dying creature with negative
is unconscious andhitnear
points recovers
death. hit points
Creatures that naturally if he ishitbeing
have negative points helped.
and haveOtherwise, each day
not stabilized arehe can A
dying. atte
dy
The character gains one or more negative levels, which might become permanent. If the subject has at least as many negative
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchore
An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 ho
A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other t
A fatigued
charactercharacter
who has can neither
not yet runduring
acted nor charge andistakes
a combat a –2 penalty
flat-footed, unabletotoStrength and Dexterity.
react normally Doing anything
to the situation. that would
A flat-footed no
characte
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 –
Characters with Uncanny
A grappled creature Dodge retain
is restrained their Dexterity
by a creature, trap, orbonus
effect.toGrappled
their AC and can make
creatures cannot attacks
moveofandopportunity
take a –4before
penaltythey have
to Dexte
Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.
A
Asgrappled creature
a full-round cannot
action, use Stealth
an enemy can usetoahide from
melee the creature
weapon grappling
to deliver a coupit,de
even
grace if atospecial ability,
a helpless such
foe. An as hide can
enemy in plain
alsosigh
use
Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures are immune to all nonmagical attac
Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, a
Creatures
A panickedwith the nauseated
creature must dropcondition
anythingexperience
it holds andstomach
flee at top distress.
speed Nauseated
from the sourcecreatures
of its are
fear,unable
as welltoas
attack, cast spells,
any other dangers coi

Panicked
A paralyzedis acharacter
more extreme state
is frozen of fearand
in place than shaken
unable to or frightened.
move or act. A paralyzed character has effective Dexterity and Strength
A petrified character has been turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the
A pinned
The creature
character is tightly
is lying on the bound andAcan
ground. take
prone few actions.
attacker has a A–4pinned
penaltycreature cannot
on melee move
attack rollsand
andiscannot
flat-footed.
use aAranged
pinnedweapon
charact

Standing
A shaken up is a move-equivalent
character actiononthat
takes a –2 penalty provokes
attack an attack
rolls, saving of opportunity.
throws, skill checks, and ability checks. Shaken is a less severe s
The
A character
character takes
who wasadying
–2 penalty
but whoonhas
all attack rolls,
stopped weapon
losing damage
hit points eachrolls,
round saving
and throws,
still has skill checks,
negative and ability
hit points checks.
is stable. The cha

If
Aa charactercreature
staggered has become stable
may take on his move
a single own and hasn't
action had help,action
or standard he is still
each atround
risk of(but
losing
nothit points.
both, nor Each
can hehour
takehefull-round
can make acta
A stunned creature drops everything held, can't take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if a
Unconscious creatures are knocked out and helpless. Unconsciousness can result from having negative hit points (but not mor

+4 Morale bonus to Str & Con, +2 Morale bonus Will saves; –2 penalty to AC, cannot use any Charisma-, Dexterity-, or Intellige
0 0 0 0 0 0 0 0 0 0 5

Str Dex Con Movement


0 0 0
In Effect Untyped Morale Fatigue Zero Untyped Fatigue Zero Untyped Morale Zero Multiplier
0
0
0
0
0
0
0
0
0
0 1
0 0
0
0 0 1
0 0 0 1
0
0 0 0
0
0
0 0 1
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
Skill Checks
Armor Class All Will Attacks CMB CMD Initiative All
- 0
Untyped Lose Dex Untyped Fear Morale Untyped Fear Untyped Lose Dex Untyped Untyped

- -

- -

- 0
0 0
0

0 0 0

0 0
0 0 0

0 0

0 0
0 0 0 0 0 0 0 0

Str Con Cha


Dex
Fear

0 0

0
Discovery
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
Table_Discoveries
Grand Discovery
Awakened Intellect
Eternal Youth
Fast Healing
Philosopher’s Stone
Poison Touch
True Mutagen
Table_Grand_Discoveries
Summary
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 10) can
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
0/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 extingui
0/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
mutagen grants +4 Natural Armor bonus, +6 Alchemical bonus to 1 physical ability and +4 Alchemical bonus to 2nd physical ab
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 0 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
smoke bomb duplicates stinking cloud instead of fog cloud

Description
Intelligence permanently increases by 2
suffer no penalty to physical ability scores from advanced age
gain Fast Healing 5
1/month, create philosopher’s stone w/ 1 day of work and at no cost
Free Action; suppress or activate poisonous touch, as poison spell
mutagen grants a +8 bonus to Natural Armor score and +6 Enhancement bonus to physical attributes
Acid Bomb
0 8 Enhance Potion
0 10 Explosive Bomb
0 11 Extend Potion
0 13 Feral Mutagen
0 15 Frost Bomb
1 17 Greater Mutagen
0 18 Infuse Mutagen
1 20 Infusion
1 23 Potent Bombs
0 24 Potent Bombs II
1 25 Potent Bombs III
0 26 Precise Bomb
1 27 Shock Bomb
0 28 Smoke Bomb
1 ### NULL
1 ### NULL
0 ### NULL
1 ### NULL
0 ### NULL
0 ### NULL
1 ### NULL
1 ### NULL
1 #VALUE!
1 ### NULL
1 ### NULL
1 ### NULL
0 ### NULL
0 ### NULL
List_Discoveries
Piercing: gain +1 Sacred bonus on concentration checks and caster level checks to overcome SR, increasing by +1 each rnd
Protection: gain +1 Sacred bonus to AC, increasing by +1 each rnd to max of +3
Purity: gain +1 Sacred bonus on all saves, increasing by +1 each rnd to max of +3
Destruction
Healing
Justice
Piercing
Protection
Purity
Resiliency
Resistance
Smiting
Inquisitor_Judgments
gain +1 Sacred bonus on all weapon dmg rolls, increasing by +1 each rnd to max of +3
gain Fast Healing 1, increasing by 1 each rnd to max of Fast Healing 3
gain +1 Sacred bonus on all attacks, increasing by +1 each rnd to max of +3
gain +1 Sacred bonus on concentration checks and caster level checks to overcome SR, increasing by +1 each rnd to max of +
gain +1 Sacred bonus to AC, increasing by +1 each rnd to max of +3
gain +1 Sacred bonus on all saves, increasing by +1 each rnd to max of +3
gain DR 1/magic, increasing by 1 each rnd to max of 3
gain resist energy 2 vs. one energy type (acid, cold, electricity, fire, or sonic), increasing by +2 each rnd to max of +6
no effect on 1st rnd, but weapons count as magic vs. DR on 2nd
Curse
Clouded Vision
Deaf
Haunted
Lame
Wasting
Tongues

Mystery
Battle
Bones
Flame
Heavens
Lore
Nature
Stone
Waves
Wind

Acid Skin (Ex)


Air Barrier (Ex)
Arcane Archivist (Su)
Armor of Bones (Su)
Automatic Writing (Su)
Awesome Display (Su)
Battlecry (Ex)
Battlefield Clarity (Ex)
Bleeding Wounds (Su)
Blizzard (Su)
Bonded Mount (Su)
Brain Drain (Su)
Burning Magic (Su)
Cinder Dance (Ex)
Clobbering Strike (Ex)
Coat of Many Stars (Su)
Combat Healer (Su)
Crystal Sight (Ex)
Death’s Touch (Su)
Dweller in Darkness (Sp)
Earth Glide (Su)
Erosion Touch (Su)
Fire Breath (Su)
Firestorm (Su)
Fluid Nature (Ex)
Fluid Travel (Su)
Focused Trance (Ex)
Form of Flame (Su)
Freezing Spells (Su)
Friend to the Animals (Ex)
Gaseous Form (Su)
Gaze of Flames (Su)
Guiding Star (Su)
Handy Book (Ex)
Heat Aura (Su)
Ice Armor (Su)
Icy Skin (Ex)
Interstellar Void (Su)
Invisibility (Su)
Iron Skin (Su)
Life Leach (Su)
Lightning Breath (Su)
Lure of the Heavens (Su)
Maneuver Mastery: Bull Rush (Ex)
Maneuver Mastery: Disarm (Ex)
Maneuver Mastery: Grapple (Ex)
Maneuver Mastery: Overrun (Ex)
Maneuver Mastery: Sunder (Ex)
Maneuver Mastery: Trip (Ex)
Mantle of Moonlight (Su)
Mental Acuity (Ex)
Mighty Pebble (Su)
Molten Skin (Ex)
Moonlight Bridge (Su)
Natural Divination (Ex)
Nature’s Whispers (Ex)
Near Death (Su)
Punitive Transformation (Su)
Raise the Dead (Su)
Resiliency (Ex)
Resist Life (Su)
Rock Throwing (Ex)
Shard Explosion (Su)
Sidestep Secret (Su)
Skill at Arms (Ex)
Soul Siphon (Su)
Spark Skin (Ex)
Speak with Animals (Ex)
Spirit of Nature (Su)
Spirit Walk (Su)
Spontaneous Symbology (Sp)
Spray of Shooting Stars (Ex)
Star Chart (Ex)
Steelbreaker Skin (Su)
Stone Stability (Ex)
Surprising Charge (Ex)
Think on It (Ex)
Thunderburst (Ex)
Touch of Acid (Su)
Touch of Electricity (Su)
Touch of Flame (Su)
Transcendental Bond (Su)
Undead Servitude (Su)
Undo Artifice (Sp)
Voice of the Grave (Su)
Vortex Spells (Ex)
War Sight (Su)
Water Form (Su)
Water Sight (Su)
Weapon Mastery (Ex)
Whirlwind Lesson (Ex)
Wind Sight (Ex)
Wings of Air (Su)
Wings of Fire (Su)
Wintry Touch (Su)
Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30', but you can see as if you had da
You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by t
Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes,
One of your legs is permanently wounded, reducing your base land speed by 10 feet (5 feet if you are Small). Your speed is ne
Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 co
In times of stress, you speak in tongues. Whenever you are in combat, you can only speak and understand . This does not inte

Deities
Cayden Cailean, Gorum, Iomedae, Rovagug
Norgorber, Pharasma, Urgathoa
Asmodeus, Sarenrae
Desna, Gozreh, Pharasma, Sarenrae
Abadar, Irori, Nethys
Erastil, Gozreh
Abadar, Gorum, Torag
Gozreh, Pharasma
Gozreh, Shelyn

gain resist acid 5


create invisible shell of air for 0 min/day that grants +2 Armor bonus to AC; duration need not be consecutive, but must be spen
1/day cast a sorcerer/wizard spell as if it were on list of spells known (spell consumes slot 1 level higher than level of spell); mu
conjure armor made of bones for 0 min/day that grants +2 Armor bonus to AC; duration need not be consecutive, but must be s
1/day, spend full hour in uninterrupted meditation to produce mysterious writing that manifests as an augury spell with 90% effe
targets affected by your Illusion (pattern) spells are treated as if their total number of Hit Dice were equal to their number of Hit
Standard Action; 1/day, allies w/in 100' that hear battle cry gain +1 Morale bonus on attacks, skill checks, and saves for 0 (rnds
Immediate Action; 1/day, after failing save that makes you blind, deaf, frightened, panicked, paralyzed, shaken, or stunned, atte
after foe takes negative energy dmg from spell/effects, it begins to Bleed, taking 1 point of dmg/rnd; bleeding can be stopped b
Standard Action; 1/day, create 0' cube of blizzard in any pattern you desire (must be adjacent to another and 1 must be adjacen
gain service of unusually intelligent, strong, and loyal mount (as druid’s animal companion, using oracle’s level as effective drui
Standard Action [mind-affecting]; 1/day, target w/in 100' takes 0d4 dmg (Will save negs and target knows source); after success
failed save vs. your spells that deal fire dmg sets targets on fire, dealing 1 HP fire dmg/spell level at beginning of target’s turn; f
base speed increases by 10'
Swift Action; after crit vs. foe from attack spell, may attempt to trip your target (no AoO, cannot trip you in return)
conjure coat of starry radiance for 0 min/day that grants +2 Armor bonus to AC; duration need not be consecutive, but must be
Swift Action; -1/day, expend 2 spell slots to cast any 'cure' spell as if using Quicken Spell (does not increase level of spell)
may see through 0' of stone, earth, or sand and 0' of metal as if transparent for up to 0 rnds/day (rnds need not be consecutive
3/day Melee Touch deals 1d6+0 negative energy dmg (undead heal dmg instead and gain +2 channel resistance for 1 min)
cast phantasmal killer 1/day
Free Action; 0 min/day, pass through stone, dirt, or almost any other sort of earth except worked stone and metal (even lava, bu
1/day, Melee Touch deals 0d6 dmg to objects/constructs; treat as sunder if used vs. object in another creature’s possession
Standard Action; 1/day, 15' cone deals 0d4 fire dmg (Ref half)
Standard Action; 1/day, create 0' cube of fire in any pattern you desire (must be adjacent to another and 1 must be adjacent to
gain +4 bonus on CMD to avoid being disarmed, grappled, or overrun; foes trying to confirm a crit suffer vs. you suffer –4 pena
0 hr/day, walk on liquid (even lava, but this ability does not protect from fire dmg) at normal land speed; duration need not be co
0/day, enter trance lasting 1d6 rnds (may only take Move Actions, gain +0 bonus on saves vs. sonic effects/gaze attacks); after
Standard Action; 1/day, assume alternate form for 0 hrs: Small fire elemental (as elemental body I)
failed save vs. your spells that deal cold dmg Slow targets for 1 rnd
all summon nature’s ally spells are added to your spell list (must still select these spells using allotment of spells known); anima
Standard Action; 0 min/day, assume gaseous form; duration need not be consecutive, but must be spent in 1-min increments; m
may see through see through fire, fog, and smoke w/out penalty as long as light is sufficient
when specific star is visible: may determine precise location, may add +0 on all Wisdom-based checks, and 1/night may cast 1
may use Charisma modifier instead of Intelligence modifier on all Knowledge checks so long as designated item is at hand
Swift Action; 1/day, all w/in 10' take 0d4 fire dmg (Ref half) and you gain 20% concealment until your next turn
conjure armor of ice for 0 min/day that grants +2 Armor bonus to AC; Armor bonus increases by 2 in cold conditions and decrea
gain resist cold 5
Standard Action; 1/day, target w/in 30' takes 0d6 cold dmg (Fort half and neg)
Standard Action; become invisible for 0 min/day; duration need not be consecutive, but must be spent in 1-min increments
1/day, gain DR 10/adamantine; this protection expires after absorbing 0 HP of dmg
Standard Action; -1/day, living target w/in 30' loses 0d6 HP (Fort half) that you gain as temporary HP lasting 0 hrs (can’t gain m
Standard Action; 1/day, 30' line deals 0d4 electricity dmg (Ref half)
no longer leave tracks
treat oracle level as oracle base attack bonus when determining CMB for bull rush
treat oracle level as oracle base attack bonus when determining CMB for disarm
treat oracle level as oracle base attack bonus when determining CMB for grapple
treat oracle level as oracle base attack bonus when determining CMB for overrun
treat oracle level as oracle base attack bonus when determining CMB for sunder
treat oracle level as oracle base attack bonus when determining CMB for trip
gain immunity to lycanthropy; 1/day, touch attack forces lycanthrope into humanoid form for 0 rnds
gain +1 Inherent bonus to Intelligence upon taking this revelation and another at every third oracle level gained thereafter
Standard Action; 1/day, ranged attack (20' range increment, +0 Enhancement bonus to attack) deals 1d6+0 bludgeoning dmg a
gain resist fire 5
0/day, summon 10' wide span touching ground at point adjacent to you and and extending in any direction for 0'; path persists u
1/day, may spend 10 min to gain: +0 Insight bonus on 1 save, +10 Competence bonus on 1 skill check, or +4 Insight bonus on
may add Charisma modifier (instead of Dexterity) to AC (subject to same rules for losing bonus as per Dexterity)
gain +2 Insight bonus on saves vs. diseases, mind-affecting effects, and poisons
0/day, transform target into harmless animal for 0 rnds; transforming another causes first to immediately revert to normal
Standard Action; 1/day, summon single 0 HD skeleton or zombie to serve you for 0 rnds
never disabled and do not gain Staggered condition if reduced to exactly 0 HP
treated as Undead when targeted by positive or negative energy, but not subject to Turn Undead or Command Undead (or any
gain +1 Racial bonus on attack rolls w/ thrown rocks; may hurl Tiny rocks, range increment 20' (100' max range), for 2d4 dmg
Swift Action; 1/day, 10' burst centered on you deals 1d6 piercing dmg (Ref half) and broken shards make area difficult terrain un
may add Charisma modifier (instead of Dexterity) to AC (subject to same rules for losing bonus as per Dexterity) and all Ref sav
gain proficiency in all martial weapons and heavy armor
-1/day, Ranged Touch (30' rng) deals 1 negative level that lasts 0 rnds and heals you for 0 HP
gain resist electricity 5
converse with 1 specific type of animal (animals are no more friendly than normal)
automatically stabilize when reduce to negative HP in a natural setting
Standard Action; 1/day, become incorporeal and invisible for 0 rnds (may end early as Standard Action); may move in any direc
may “lose” a prepared spell to cast any symbol spell of the same level or lower
Standard Action; star flies up to 60' and then 5' burst deals 0d4 fire dmg (Ref half); may fire 1 star/day
1/day, spend 10 min. to gain benefit of commune spell
Standard Action; 1/day for 0 min, melee or ranged weapons that strike you take 0 dmg ; if this destroys weapon then you take n
gain +4 bonus to CMD when resisting bull rush or trip attempt while standing on ground
Immediate Action; 1/day, move up to your speed
1/day, reattempt any previously failed Knowledge check w/ +10 Competence bonus
Standard Action; -1/day, 10' burst w/in 100' deals 0d6 bludgeoning dmg and Deafens targets for 1 hr (Fort half and neg)
Standard Action; 3/day, melee touch attack deals 1d60 acid dmg
Standard Action; 3/day, melee touch attack deals 1d60 electricity dmg
Standard Action; 3/day, melee touch attack deals 1d60 fire dmg
Standard Action; touch designates ally (may designate up to 0 allies); may telepathically communicate w/ these allies over any
gain Command
nonmagical Undead
nonliving as bonus
objects. The feat and may
duration channel negative energy 3/day to use Command Undead; may take other feats
is always
permanent. Unlike polymorph any object, it cannot be used
to
maymimic thewith
speak effects of as
dead, other
perspells. Items
the spell, forsubject to (rounds need not be consecutive) penalty on Will save to resist this effect
0 rnds/day
after scoring crit w/ attack spell, target is Staggered for 1 rnd
may roll initiative twice and take any result
Standard Action; 1/day, assume alternate form for 0 hrs: Small water elemental (as elemental body I)
may see through see through fog and mist w/out penalty as long as light is sufficient
gain Weapon Focus with 1 weapon w/ which you are proficient--Add these as Manual Bonus Feats on the Character Options ta
permanently gain benefits of magical tome or manual w/ single 8-hr study session (vs. usual 48 hrs over 6 days)
ignore penalties to Perception based on wind and first 100' of distance
Swift Action; gain fly speed of 60' (good); may fly for 0 min/day (duration need not be consecutive, but must be spent in 1 min. i
Swift Action; gain fly speed of 60' (average); may fly for 0 min/day (duration need not be consecutive, but must be spent in 1 mi
Standard Action; 3/day, melee touch attack deals 1d60 cold dmg
nds 10' away from you in a random direction. Add the following to your list of spells known: mage hand, ghost sound

#N/A
Class Skills
Intimidate, Knowledge (engineering), Perception, Ride
Bluff, Disguise, Intimidate, Stealth
Acrobatics, Climb, Intimidate, Perform
Fly, Knowledge (arcana), Perception, Survival
Appraise, Spellcraft, Knowledge (all)
Climb, Fly, Knowledge (nature), Ride, Survival, Swim
Appraise, Climb, Intimidate, Survival
Acrobatics, Escape Artist, Knowledge (nature), Swim
Acrobatics, Escape Artist, Fly, Stealth

mains icy (+5 to Acrobatics DCs) as long as local conditions permit.

arget in automatically extinguishes fire

(Fort DC 15 negs); duration need not be consecutive, but must be spent in 1-min increments; may bring other creatures, but each passenge
wing to your list of spells known: mage hand, ghost sound

Bonus Spells
enlarge person (3rd), fog cloud (5th), magic vestment (7th), wall of fire (9th), righteous might (11th), mass bull’s strength (13th),
cause fear (3rd), false life (5th), animate dead (7th), fear (9th), slay living (11th), circle of death (13th), control undead (15th), ho
produce flame (3rd), resist energy (5th), fireball (7th), wall of fire (9th), summon monster V (fire elementals only, 11th), fire seed
color spray (3rd), hypnotic pattern (5th), daylight (7th), rainbow pattern (9th), overland flight (11th), chain lightning (13th), prisma
identify (3rd), tongues (5th), locate object (7th), legend lore (9th), contact other plane (11th), mass owl’s wisdom (13th), vision (
charm animal (3rd), barkskin (5th), speak with plants (7th), ice storm (9th), awaken (11th), stone tell (13th), creeping doom (15t
magic stone (3rd), acid arrow (5th), meld into stone (7th), wall of stone (9th), stoneskin (11th), stone tell (13th), statue (15th), re
obscuring mist (3rd), chill metal (5th), water breathing (7th), wall of ice (9th), baleful polymorph (11th), transmute rock to mud (1
shield (3rd), gust of wind (5th), levitate (7th), freedom of movement (9th), control winds (11th), overland f light (13th), control we

must be spent in 1-min increments; may bring other creatures, but each passenger costs an additional min per min of travel
#N/A #N/A #N/A #N/A
Revelations
Battlecry (Ex) Battlefield Clarity (Ex)
Armor of Bones (Su) Bleeding Wounds (Su) Death’s Touch (Su) Near Death (Su)
Burning Magic (Su) Cinder Dance (Ex) Fire Breath (Su)
Awesome Display (Su) Coat of Many Stars (Su) Guiding Star (Su)
Automatic Writing (Su) Brain Drain (Su) Focused Trance (Ex)
Bonded Mount (Su) Erosion Touch (Su) Friend to the Animals (Ex)
Acid Skin (Ex) Clobbering Strike (Ex) Crystal Sight (Ex)
Fluid Nature (Ex) Fluid Travel (Su) Freezing Spells (Su)
Air Barrier (Ex) Lightning Breath (Su)
#N/A #N/A #N/A #N/A

Maneuver Mastery (Ex) Resiliency (Ex) Skill at Arms (Ex) Surprising Charge (Ex)
Raise the Dead (Su) Resist Life (Su)
Gaze of Flames (Su) Heat Aura (Su) Molten Skin (Ex)
Interstellar Void (Su) Lure of the Heavens (Su) Mantle of Moonlight (Su) Moonlight Bridge (Su)
Handy Book (Ex) Sidestep Secret (Su) Spontaneous Symbology (Sp)
Natural Divination (Ex) Nature’s Whispers (Ex) Speak with Animals (Ex) Spirit of Nature (Su)
Mighty Pebble (Su) Rock Throwing (Ex) Shard Explosion (Ex)
Ice Armor (Su) Icy Skin (Ex)
Spark Skin (Ex) Touch of Electricity (Su) Vortex Spells (Ex)
#N/A #N/A #N/A
Final Revelation Bonus Feats
War Sight (Su) Weapon Mastery (Ex)
Undead Servitude (Su) Voice of the Grave (Su)
Touch of Flame (Su)
Spray of Shooting Stars (Ex)
Think on It (Ex) Whirlwind Lesson (Ex)
Transcendental Bond (Su)
Stone Stability (Ex) Touch of Acid (Su)
Water Sight (Su) Wintry Touch (Su)
Wind Sight (Ex)
#N/A

Order Summary
Cockatrice
Dragon
Lion
Shield
Star
Sword
Edicts
must keep your own interests/aims above those of all others; must always accept payment when it is due, rewards when earne
must remain loyal to allies and must always work to further aims of the group; must protect allies from harm and defend their ho
must protect life and lands of sovereign at all costs; must obey commands of sovereign w/out question; must strive to expand p
must protect lives/prosperity of common folk, shielding them from deprivations of those who would seek to harm/exploit them; m
must strive to protect the faith and all those who follow its teachings, from priest to common man; must adhere to strictures of th
must show courage in the face of danger, mercy to those who have wronged you, and charity to the poor and the meek; must b
#N/A

Challenge
gain +1 Morale bonus on melee dmg vs. challenge target when no one else is threatening target
allies gain +1 Circumstance bonus on melee dmg vs. challenge target when you are threatening target
gain +1 Dodge bonus to AC vs. attacks made by challenge target
gain +1 Morale bonus to attacks vs. challenge target for 1 min if target attacks someone other than you
gain +1 Morale bonus on saves as long as you threaten challenge target
gain +1 Morale bonus on attacks vs. challenge target while astride your mount
Skills
Appraise (Int) and Perform (Cha) are class skills; add +0 to DC on attempts to demoralize you w/ Intimidate
Perception (Wis) and Survival (Wis) are class skills; gain +1 when using Survival to provide food and water for allies or to prote
Knowledge (local) (Int) and Knowledge (nobility) (Int) are class skills; may make Knowledge (nobility) skill checks untrained
Heal (Wis) and Knowledge (local) (Int) are class skills; gain +1 bonus when using Heal skill on creature other than you
Heal (Wis) and Knowledge (religion) (Int) are class skills; may make Knowledge (religion) skill checks untrained
Knowledge (nobility) (Int) and Knowledge (religion) (Int) are class skills; gain +1 Competence bonus on Sense Motive checks to
Order Abilities
2nd
Braggart (Ex): Standard Action; successful Intimidate check (DC 10 + HD + Wis mod) while wielding weapon of choice causes
Aid Allies (Ex): when using Aid Another action to assist ally, the ally gains +3 bonus to AC, attack, save, or skill check
Lion’s Call (Ex): Standard Action; allies w/in 60' gain +0 Competence bonus on saves vs. fear & +1 Competence bonus on attac
Resolute (Ex): once per melee or ranged attack while wearing heavy armor, may convert 0 HP of lethal dmg to 0 HP of nonleth
Calling (Ex): Standard Action, w/in next minute, add +0 Competence bonus on 1 ability check, attack, save, or skill check (must
By My Honor (Ex): At 2nd level, the cavalier may swear an additional oath and any bonuses gained from his oaths are increase
8th
Steal Glory (Ex): whenever another creature scores crit vs. target you threaten, you may make AoO vs. same target
Strategy (Ex): Standard Action; grant all allies w/in 30' (including self) that can see or hear you a +2 Dodge bonus to AC for 1 rn
For the King (Ex): Swift Action; 1/combat, allies w/in 30' gain +0 Competence bonus on attack & dmg rolls for 1 rnd
Stem the Tide (Ex): gain Stand Still as bonus feat; may make a normal attack instead of making check to stop creature from mo
For the Faith (Ex): Free Action; -1/day gain +0 Morale bonus on attacks for 1 rnd; allies win 30' that share faith gain +1 Morale b
Mounted Mastery (Ex): only suffer 1/2 normal armor check penalty to Ride mounts (still suffer none on his special mount); when
15th
Moment of Triumph (Ex): Free Action; 1/day for 1 rnd gain +0 Competence bonus to AC and on all ability checks, attacks, dmg,
Act as One (Ex): Standard Action; 1/combat, move up to your speed and make melee attack; allies w/in 30' can also move up t
Shield of the Liege (Ex): adjacent allies gain +2 Shield bonus to AC; as long as attacker is w/in reach, may redirect attack vs. a
Protect the Meek (Ex): Immediate Action (AoO); move up to your (or mount’s) speed, end adjacent to foe, and make single mel
Retribution (Ex): 1/rnd, successful melee attack vs. you or adjacent ally devoted to same faith provokes AoO from you and you
Knight’s Challenge (Ex): 1/day, vs. Knight's Challenge target, gain +0 bonus on attacks and dice added to the dmg roll increase
s from charge) and all participants gain +2 Dodge bonus to AC for 1 rnd
Hex
Agony (Su)
3 Blight (Su)
4 Cackle (Su)
5 Cauldron (Ex)
6 Charm (Su)
7 Coven (Ex)
Death Curse (Su)
9 Disguise (Su)
Eternal Slumber (Su)
11 Evil Eye (Su)
12 Flight (Su)
Forced Reincarnation (Su)
14 Fortune (Su)
Hag’s Eye (Su)
16 Healing (Su)
Life Giver (Su)
Major Healing (Su)
19 Misfortune (Su)
Natural Disaster (Su)
Nightmares (Su)
Retribution (Su)
23 Slumber (Su)
24 Tongues (Su)
25 Ward (Su)
Waxen Image (Su)
Weather Control (Su)
Description
With a quick incantation, a witch can place this hex on one creature within 60 feet, causing them to suffer intense pain. The targ
Full Round; maintain touch with Animal, Plant creature, or plot of land; land begins to wither following day, over 1 week all plant
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 0 rnds (W
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
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
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
Standard Action (no AoO); target you can see w/in 30' takes –2 penalty to AC, ability checks, attack rolls, saving throws, or skill
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
The witch cause a creature within 30 feet to die and be immediately reincarnated into a new body. A Will save negates this effe
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
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
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
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
The witch’s touch can mend even the most terrible wounds of those she touches. This acts as cure serious wounds, using the w
The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability che
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
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
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
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 Wi
A witch with this hex can understand any spoken language for a minutes per day equal to her level, as comprehend languages
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
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
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
nd the effect. Whether or not t 3
amage); remove 1 4 Cackle (Su)
1 5 Cauldron (Ex)
1 6 Charm (Su)
1 7 Coven (Ex)
1 9 Disguise (Su)
Grand 0 11 Evil Eye (Su)
1 12 Flight (Su)
Grand 0 14 Fortune (Su)
1 16 Healing (Su)
evel. These mi 1 19 Misfortune (Su)
Grand 0 23 Slumber (Su)
d 16th level, th 1 24 Tongues (Su)
Major 0 25 Ward (Su)
1 #VALUE! NULL
Grand 0 #VALUE! NULL
Major 0 #VALUE! NULL
round. This hex aff 1 #VALUE! NULL
Grand 0 #VALUE! NULL
Major 0 #VALUE! NULL
Major 0 #VALUE! NULL
wake due to noise 1 #VALUE! NULL
1 #VALUE! NULL
A witch can have only o 1
Major 0 #VALUE! NULL
Major 0 #VALUE! NULL
Class Ability Qualified

4 *** PRPG ***


Animal Fury 0 0
Clear Mind 0 0
Fearless Rage 0 0
Guarded Stance 0 0
Increased Damage Reduction I 0 0
Increased Damage Reduction II 0 0
Increased Damage Reduction III 0 0
Internal Fortitude 0 0
Intimidating Glare 0 0
Knockback 0 0
Low-Light Vision 0 0
Mighty Swing 0 0
Moment of Clarity 0 0
Night Vision 0 0
No Escape 0 0
Powerful Blow 0 0
Quick Reflexes 0 0
Raging Climber 0 0
Raging Leaper 0 0
Raging Swimmer 0 0
Renewed Vigor 0 0
Rolling Dodge 0 0
Roused Anger 0 0
Scent 0 0
Strength Surge 0 0
Superstition 0 0
Surprise Accuracy 0 0
Swift Foot I 0 0
Swift Foot II 0 0
Swift Foot III 0 0
Terrifying Howl 0 0
Unexpected Strike 0 0
*** Custom ***

Table_Rage_Powers 2 3
fied

Gain bite attack (1d4 dmg); may use as single attack, as part of full attack at –5, as part of action to maintain/break grapple (att
Immediate Action; once per rage, reroll failed Will save after first save is rolled but before results are revealed; must take secon
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 ex
Once per round, make bull rush attempt (no AoO) vs. 1 target in place melee attack; if successful, target is moved back as norm
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, pro
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
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 10) or be panicked for 1d4+1 rounds; once enemy has
Once per rage, make attack of opportunity vs. foe that moves into any square you threaten by the barbarian
*** PRPG *** 4
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List_Rage_Powers_Available
Rogue Talent Qualified

4 *** PRPG ***


Bleeding Attack* (Ex) 0 0
Combat Trick 0 0
Crippling Strike* (Ex) 0 0
Defensive Roll (Ex) 0 0
Dispelling Attack* (Su) 0 0
Fast Stealth (Ex) 0 0
Feat 0 0
Finesse Rogue 0 0
Improved Evasion (Ex) 0 0
Ledge Walker (Ex) 0 0
Major Magic (Sp) 0 0
Minor Magic (Sp) 0 0
Opportunist (Ex) 0 0
Quick Disable (Ex) 0 0
Resiliency (Ex) 0 0
Rogue Crawl (Ex) 0 0
Skill Mastery 0 0
Slippery Mind (Ex) 0 0
Slow Reactions* (Ex) 0 0
Stand Up (Ex) 0 0
Surprise Attack (Ex) 0 0
Trap Spotter (Ex) 0 0
Weapon Training 0 0
*** Custom ***
fied

Sneak attack also deals 0 bleed dmg (this dmg bypasses DR); stop w/ DC 15 Heal check or any effect that heals hp dmg
Gain as bonus feat
Sneak attack also deals 2 Str dmg
1/day when reduced to 0 or fewer HP and if aware of attack and able to react, make Ref save (DC = dmg dealt) to take 1/2 dmg
Sneak attack also affects foe w/ targeted dispel magic vs. lowest-level spell effect; caster level 0
Move at full speed using Stealth w/out penalty
Gain as bonus feat
Gain Weapon Finesse as bonus feat
Successful Ref save vs. attack that normally deals half dmg instead deals no dmg and failed save only deals half dmg; not ava
Move at full speed along narrow surfaces using Acrobatics w/out penalty and w/out becoming flat-footed
Cast 2/day at caster level 0; save DC 11
Cast 3/day at caster level 0; save DC 10
1/rnd make AoO vs. foe taking dmg in melee from another cahracter
Reduce time to disable trap using Disable Device by 50% (min 1 rnd)
Immediate Action; 1/day gain 0 temp HP; lasts for 1 min
Move at half speed while prone (provokes AoO as normal); may take 5' step while crawling
Select 3 skills; may take 10 on these even when stressed/distracted
1 rnd after failing save vs. Enchantment spell/effect, attempt again at same DC
Sneak attack also prevents foe from making any AoO for 1 rnd
Stand up from prone as Free Action (provokes AoO as normal)
Opponents always considered flat-footed during surprise rnd, even after acting
GM makes immediate Perception check to notice any trap w/in 10'
Gain Weapon Focus as bonus feat
Rogue_Talents_Summary

*** PRPG *** 4


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List_Rogue_Talents
Mercies_Known_Summary
Mercy Qualified

4 *** PRPG ***


Fatigued 0 0 Target no longer Fatigued
Shaken 0 0 Target no longer Shaken
Sickened 0 0 Target no longer Sickened
Dazed 0 0 Target no longer Dazed
Diseased 0 0 Remove disease at caster level 0
Staggered 0 0 Target no longer Staggered
Cursed 0 0 Remove curse at caster level 0
Exhausted 0 0 Target no longer exhausted
Frightened 0 0 Target no longer frightened
Nauseated 0 0 Target no longer nauseated
Poisoned 0 0 Neutralize poison at caster level 0
Blinded 0 0 Target no longer Blinded
Deafened 0 0 Target no longer Deafened
Paralyzed 0 0 Target no longer Paralyzed
Stunned 0 0 Target no longer Stunned
*** Custom ***
*** PRPG *** 4
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List_Mercies_Available
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
1
Table_Level_Dependent

Campaign
Custom
Low
Standard
High
Epic
Table_Point_Buy_Cost

BAB
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Ability Score
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
4 19
5 20
5 21
6 22
6 23
7 24
7 25
8 26
8 27
9 28
9 29
10 30
10 31
11 32
11 33
12 34
12 35
13 36
13 37
14 38
14 39
15 40
15 41
16 42
16 43
17 44
17 45
18 46
18 47
19 48
19 49
20 50
Table_Ability_Mod; Table_Ability_Cost; Table_Bonus_Spells

Light
Medium
Heavy
Overloaded

Base Speed
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
95
100
105
110
115
120
Table_Speed_Reduction

Dog, Badgerhound
Eagle, Golden
Fluttermouse
Fox, Red
Hedgehog
Parrot
Rabbit
Robin
Woodrat
Clockwork Bat
Clockwork Cat
Clockwork Owl
Clockwork Rat
BAB
Low
0
1
1
2
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10
2

Points
0
10
15
20
25

Attack 2
0
0
0
0
0
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15

Modifier
-5
-5
-4
-4
-3
-3
-2
-2
-1
-1
0
0
1
1
2
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10
10
11
11
12
12
13
13
14
14
15
15
16
16
17
17
18
18
19
19
20

Max Dex
0
3
1
0

Reduced Speed
5
10
10
15
20
20
25
30
30
35
40
40
45
50
50
55
60
60
65
70
70
75
80
80

+3 bonus on scent-based and opposed Perception checks


+2 bonus on Intimidate and sight-based and opposed Perception check in bright or low light
+2 bonus on Fly and Stealth checks
+3 bonus on Survival checks
+1 natural armor bonus
+3 bonus on Linguistics checks
+2 bonus on sight-based, sound-based and opposed Perception checks
+2 bonus on Fly and sound-based and opposed Perception checks in bright light
+2 bonus on Acrobatics and Appraise checks
Saving Throw Prestige Saves
Mid High Bad Good PrC Bad PrC Good
0 1 0 2 0 1
1 2 0 3 1 1
2 3 1 3 1 2
3 4 1 4 1 2
3 5 1 4 2 3
4 6 2 5 2 3
5 7 2 5 2 4
6 8 2 6 3 4
6 9 3 6 3 5
7 10 3 7 3 5
8 11 3 7 4 6
9 12 4 8 4 6
9 13 4 8 4 7
10 14 4 9 5 7
11 15 5 9 5 8
12 16 5 10 5 8
12 17 5 10 6 9
13 18 6 11 6 9
14 19 6 11 6 10
15 20 6 12 7 11
3 4 5 6 7 8

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

Bonus Spells (by Spell Level)


Cost 1st 2nd 3rd 4th 5th
-12 Can't cast spells tied to this ability
-11
-10
-9
-8
-7
-5
-4
-2
-1
0 0 0 0 0 0
1 0 0 0 0 0
2 1 0 0 0 0
3 1 0 0 0 0
5 1 1 0 0 0
7 1 1 0 0 0
10 1 1 1 0 0
13 1 1 1 0 0
17 1 1 1 1 0
21 1 1 1 1 0
26 2 1 1 1 1
31 2 1 1 1 1
37 2 2 1 1 1
43 2 2 1 1 1
50 2 2 2 1 1
57 2 2 2 1 1
65 2 2 2 2 1
73 2 2 2 2 1
82 3 2 2 2 2
91 3 2 2 2 2
101 3 3 2 2 2
111 3 3 2 2 2
122 3 3 3 2 2
133 3 3 3 2 2
145 3 3 3 3 2
157 3 3 3 3 2
170 4 3 3 3 3
183 4 3 3 3 3
197 4 4 3 3 3
211 4 4 3 3 3
226 4 4 4 3 3
241 4 4 4 3 3
257 4 4 4 4 3
273 4 4 4 4 3
290 5 4 4 4 4
307 5 4 4 4 4
325 5 5 4 4 4
343 5 5 4 4 4
362 5 5 5 4 4
381 5 5 5 4 4
401 5 5 5 5 4

Armor Check Penalty Spd Red Run


0 No 4
-3 Yes 4
-6 Yes 3
Yes 0
Spell Points per Day XP Needed
Spell Points Low Spell Points Med Spell Points High Spell Points Ult Slow Medium
0 0 2 3 0 0
0 0 4 5 3000 2000
0 1 7 8 7500 5000
0 5 11 14 14000 9000
0 6 16 19 23000 15000
1 9 24 29 35000 23000
1 14 33 37 53000 35000
1 17 44 51 77000 51000
1 22 56 63 115000 75000
4 29 72 81 160000 105000
4 34 88 97 235000 155000
9 41 104 115 330000 220000
9 50 120 131 475000 315000
10 57 136 149 665000 445000
17 67 152 165 955000 635000
20 81 168 183 1350000 890000
25 95 184 199 1900000 1300000
26 113 200 217 2700000 1800000
41 133 216 233 3850000 2550000
48 144 232 249 5350000 3600000
9 10 11 12 13 14

Yes
No
List_YesNo

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
List_Abilities
6th 7th 8th 9th

0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
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
1 0 0 0
1 1 0 0
1 1 0 0
1 1 1 0
1 1 1 0
1 1 1 1
1 1 1 1
2 1 1 1
2 1 1 1
2 2 1 1
2 2 1 1
2 2 2 1
2 2 2 1
2 2 2 2
2 2 2 2
3 2 2 2
3 2 2 2
3 3 2 2
3 3 2 2
3 3 3 2
3 3 3 2
3 3 3 3
3 3 3 3
4 3 3 3
4 3 3 3
4 4 3 3
4 4 3 3
4 4 4 3
Fast Pathfinder Society Feats Ability Score Wealth
0 0 1 0
1300 3 1000
3300 6 1 3000
6000 9 1 6000
10000 12 1 10500
15000 15 16000
23000 18 1 23500
34000 21 1 33000
50000 24 1 46000
71000 27 62000
105000 30 1 82000
145000 33 1 108000
210000 36 1 140000
295000 39 185000
425000 42 1 240000
600000 45 1 315000
850000 48 1 410000
1200000 51 530000
1700000 54 1 685000
2400000 57 1 880000
15 16 17 18 19

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0
0

Skill Race Class Skill


Perception (sight) 0 0
Perception (sound) 0 0
Perception (smell) 0 0
Perception (taste) 0 0
Perception (touch) 0 0
Fractional
Level BAB Saving Throw
Low Medium High High Low
1 0.5 0.75 1 2.5 0.34
2 1 1.5 2 3 0.68
3 1.5 2.25 3 3.5 1.02
4 2 3 4 4 1.36
5 2.5 3.75 5 4.5 1.7
6 3 4.5 6 5 2.04
7 3.5 5.25 7 5.5 2.38
8 4 6 8 6 2.72
9 4.5 6.75 9 6.5 3.06
10 5 7.5 10 7 3.4
11 5.5 8.25 11 7.5 3.74
12 6 9 12 8 4.08
13 6.5 9.75 13 8.5 4.42
14 7 10.5 14 9 4.76
15 7.5 11.25 15 9.5 5.1
16 8 12 16 10 5.44
17 8.5 12.75 17 10.5 5.78
18 9 13.5 18 11 6.12
19 9.5 14.25 19 11.5 6.46
20 10 15 20 12 6.8
Group Qualified Taken

*** PRPG ***


Axes 0 0
Blades [Heavy] 0 0
Blades [Light] 0 0
Bows 0 0
Close 0 0
Crossbows 0 0
Double 0 0
Flails 0 0
Hammers 0 0
Monk 0 0
Natural 0 0
Pole Arms 0 0
Spears 0 0
Thrown 0 0
*** Custom ***
None
List_Weapon_Groups
Weapons

battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.
bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.
dagger, kama, kukri, rapier, sickle, starknife, and short sword.
composite longbow, composite shortbow, longbow, and shortbow.
gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.
hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.
dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.
dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, and whip.
club, greatclub, heavy mace, light hammer, light mace, and warhammer.
kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike.
unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.
glaive, guisarme, halberd, and ranseur.
javelin, lance, longspear, shortspear, spear, and trident.
blowgun, bolas, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, thr
0
Domain
3
4 *** PRPG - Core ***
5 Air
6 Animal
7 Artifice
8 Chaos
9 Charm
10 Community
11 Darkness
12 Death
13 Destruction
14 Earth
15 Evil
16 Fire
17 Glory
18 Good
19 Healing
20 Knowledge
21 Law
22 Liberation
23 Luck
24 Madness
25 Magic
26 Nobility
27 Plant
28 Protection
29 Repose
30 Rune
31 Strength
32 Sun
33 Travel
34 Trickery
35 War
36 Water
37 Weather
38 *** LSJ - Domains ***
39 Adaptation
40 Commerce
41 Creation
42 Disease
43 Divination
44 Domination
45 Fate [LSJ]
46 Fear
47 Illusion
48 Inspiration
49 Moon
50 Poison
51 Rage
52 Scalykind
53 Secrets
54 Sensation
55 Suffering
56 Time [LSJ]
57 Vengeance
58 *** Remarkable Races ***
59 Preservation
60 *** BoDM ***
61 Dream
62 Dwarf
63 Elf
64 Fate [BoDM]
65 Gnome
66 Halfling
67 Ocean
68 Orc
69 Pleasure
70 Renewal
71 Retribution
72 Song
73 Time [BoDM]
*** Custom ***
0
0
1
Table_Domains
Deities

LSJ: Aurelian
LSJ: Brianna
PFS: Gozreh, Shelyn
LSJ: Kalek
PFS: Erastil, Gozreh
PSF:
LSJ: Torag Elianna, Glissande
PFS: Dymora,
Calistria, Cayden Cailean, Desna, Gorum,
LSJ: Destine, Elianna, Glissande, Peliron, Pietos
PFS: Calistria,Oblivion
LSJ: Krayve, Cayden Cailean, Norgorber, Shelyn
PFS: Erastil
LSJ: Karios, Krayve, Mordana
PFS: Zon-Kuthon
LSJ: Belatrix, Karios, Kohr, Zara
PFS: Norgorber, Pharasma, Urgathoa, Zon-Kuthon
LSJ: Lohm
PFS: Gorum, Nethys,
LSJ: Dymora, Rovagug,
Karios, Kohr, Zon-Kuthon
Krayve, Mordana, Oblivion, Suulthah
PFS: Zara
LSJ: Abadar, Torag
PFS: Asmodeus,
LSJ: Meneon, Lamashtu, Norgorber, Rovagug, Urgathoa, Zon-Kuthon
Sorena
PFS: Asmodeus, Sarenrae
LSJ: Cerion, Elianna, Galvandt, Meneon, Peliron, Pietos, Sorena
PFS: Gorum, Iomedae,
LSJ: Ardra, Cerion, Cyrene,Sarenrae
Meneon, Pietos
PFS: Cayden Cailean, Desna,
LSJ: Destine, Emerys, Hyperion, Erastil, Iomedae, Sarenrae, Shelyn, Torag
Peliron
PFS: Galvandt,
LSJ: Irori, Pharasma, Sarenrae
Hyperion, Lohm, Peliron
PFS: Calistria, Irori,
LSJ: Aurelian, Brianna Nethys, Norgorger, Pharasma
PFS: Abadar, Asmodeus, Erastil,
LSJ: Cyrene, Elianna, Illudra, Lucor Iomedae, Irori, Torag, Zon-Kuthon
PFS: Desna
LSJ: Graala
PFS: Calistria, Desna, Shelyn
LSJ: Emerys
PFS: Lamashtu
LSJ: Hyperion
PFS:Ayla,
LSJ: Asmodeus,
Cerion Nethys, Urgathoa
PFS: Abadar
LSJ: Ardra, Ayla, Brianna, Galvandt, Lohm, Pietos
PFS: Erastil, Gozreh
LSJ: Meneon, Pietos
PFS:
LSJ: Destine, Nethys,
Abadar, Emerys Shelyn, Torag
PFS: Pharasma
LSJ: Ardra, Belatrix, Kalek, Lohm
PFS: Sorena
LSJ: Irori, Nethys
PFS: Cayden Cailean,
LSJ: Aurelian, Brianna,Gorum,
Cyrene,Irori,
LucorLamashtu, Urgathoa
PFS: Iomedae, Sarenrae
LSJ: Illudra, Lucor, Oblivion
PFS: Abadar, Galvandt
LSJ: Belatrix, Cayden Cailean, Desna
PFS:
LSJ: Ayla, CyreneCalistria, Lamashtu, Norgorber
Asmodeus,
PFS: Gorum, Iomedae,
LSJ: Aurelian, Ayla, KohrRovagug, Urgathoa
PFS: Gozreh, Pharasma
PFS: Gozreh, Rovagug
LSJ: Ardra, Aurelian, Cyrene, Lohm, Zara
LSJ: Cerion, Lucor
LSJ: Ardra, Kalek
LSJ: Karios, Krayve
LSJ: Destine, Emerys, Peliron, Sorena
LSJ: Dymora, Suulthah
LSJ: Destine, Elianna, Hyperion
LSJ: Graala, Oblivion
LSJ: Illudra
LSJ: Glissande, Hyperion, Kalek, Sorena, Zara
LSJ: Graala, Meneon
LSJ: Mordana, Suulthah
LSJ: Graala, Kohr, Mordana, Zara
LSJ: Suulthah
LSJ: Dymora, Illudra
LSJ: Dymora
LSJ: Krayve
LSJ: Emerys
LSJ: Mordana, Oblivion

Goddess of the Mahrogs


Lightning Arc (Sp) - Standard Action, 3/day, make ranged touch attack vs. foe w/in 30' deals 1d6 [electricity]
Knowledge (nature) is a class skill; May Speak with Animals (Sp) as the spell for 3 rnds/day
Artificer's Touch (Sp) - cast mending at will (caster level 0); 3/day, make melee touch attack vs. object/construct to deal 1d6 (b
Touch of Chaos (Sp) - 3/day, melee touch attack causes foe to roll twice and take lesser result on any d20 rollls for 1 rnd
Dazing Touch (Sp) - 3/day, melee touch attack dazes foe with less then 1 HD for 1 rnd
Calming Touch (Sp) - Standard Action, 3/day, touch heals 1d6 nonlethal damage and removes Fatigued, Shaken, and Sickene
Gain Blind-Fight as bonus feat; Touch of Darkness (Sp) - 3/day, melee touch attack causes foe to treat all others as having co
Bleeding Touch (Sp) - 3/day, melee touch attack causes foe to take 1d6 dmg/rnd for 1 rnds unless stopped w/ DC 15 Heal che
Destructive Smite (Su) - 3/day, make single melee attack with +1 Morale bonus to dmg
Acid Dart (Sp) - Standard Action, 3/day, make ranged touch attack vs. foe w/in 30' deals 1d6 [acid]
Touch of Evil (Sp) - 3/day, melee touch attack causes foe to become Sickened and treated as Good for purposes of [Evil] spel
Fire Bolt (Sp) - Standard Action, 3/day, make ranged touch attack vs. foe w/in 30' deals 1d6 [fire]
+2 DC when channelling positive energy to harm Undead; Touch of Glory (Sp) - Standard Action, 3/day, touch grants +0 bonu
Touch of Good (Sp) - Standard Action, 3/day, touch grants +1 Sacred bonus to attack rolls, skill checks, ability checks, and sa
Rebuke Death (Sp) - Standard Action, 3/day, touch heals living creature that is below 0 HP for 1d4
All Knowledge skills are class skills; Lore Keeper (Sp) - Touch attack grants knowledge of foes abilities/weaknesses as if maki
Touch of Law (Sp) - Standard Action, 3/day, touch causes willing target to treat all attack rolls, skill checks, ability checks, and
Liberation (Su) - automatically move normally regardless of magical effects for 0 rnds/day
Bit of Luck (Sp) - Standard Action, 3/day, touch allows willing creature to roll d20 twice and take best roll for 1 rnd
Vision of Madness (Sp) - 3/day, melee touch attack grants target +1 to either attack rolls, saves, or skill checks and -1 to the o
Hand of the Acolyte (Su) - Standard Action, 3/day, make single attack w/melee weapon up to 30' away, using +0 rather than D
Inspiring Word (Sp) - Standard Action, 3/day, creature w/in 30' gains +2 Morale bonus on attack rolls, skill checks, ability chec
Wooden Fist (Su) - Free Action, 3 rnds/day, unarmed strikes do not provoke AoO, deal lethal damage, and deal +1 dmg
Gain +1 Resistance bonus on saves; Resistant Touch (Sp) - Standard Action, 3/day, touch transfers your Resistance bonus to
Gentle Rest (Sp) - 3/day, melee touch attack Staggers living creature for 1 rnd (targets already Staggered fall asleep for 1 rnd
Blast Rune (Sp) - Standard Action, 3/day, create invisible acid, cold, electricity, or fire rune in adjacent square that deals 1d6 to
Strength Surge (Sp) - Standard Action, 3/day, touch grants +1 Enhancement bonus to melee attacks, Str-based combat mane
Sun's Blessing (Su) - when channeling positive energy to harm undead, gain +0 to dmg and Undead cannot add channel resis
Base speed increases by 10'; Agile Feet (Su) - Free Action, 3/day, ignore difficult terrain for 1 rnd
Gain Bluff, Disguise, and Stealth as class skills; Copycat (Sp) - Move Action, 3/day, create illusory double that lasts 0 rnd(s) or
Battle Rage (Sp) - Standard Action, 3/day, touch grants +1 to dmg for 1 rnd
Icicle (Sp) - Standard Action, 3/day, make ranged touch attack vs. foe w/in 30' deals 1d6 [cold]
Storm Burst (Sp) - Standard Action, 3/day, ranged touch attack vs. foe w/in 30' deals 1d6 nonlethal dmg and causes -2 penalt

Master
Aura of of Appraisal (Su):
Adaptability (Su): AtAt 1st6th level
level you
as acan touch action,
standard an itemyou
to learn aboutyourself
surround its precise
andvalue andper
one ally its two
properties (if theinobject
cleric levels is awm
an aura
Acid Dart (Su): At 1st level as a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touc
Master
Touch ofofDecay
Negotiation (Su):
(Su): At 1st At 8thas
level level as a swiftaction
a standard action,
youyou
can can convince
make a melee other people
touch attackof that
the truth
dealsof1d6 yourpoints
words, of giving
damage you+ a1
Dimensional
Aura of InsightStep (Su):
(Su): At 8th
At 1st level level
youyougaincan teleport
a +1 up to bonus
resistance 30 feeton per clericthrows.
saving level asThisa standard action. This
bonus increases by teleportation
+1 for every 5 must b
cleric
Aura of Decay (Su): At 8th level you can emit a 30-ft. aura of decay. This aura lasts for a
Commanding Touch (Su): At 1st level you can cause a living creature to obey a single command (as if under a command spell)number of rounds equal to your Wisdo
Aura
Handof ofTrue
FateStrike (Su):
(Su): At 1stAt 8thyou
level levelcan
youtouch
are able to imbue
a creature as yourself
a standard withaction,
the benefit
givingofit aantrue strike spell for
enhancement a number
bonus of rounds
to a single attac
Dominating Touch (Su): At 8th level you can use dominate person as a melee touch attack. You
Dread Touch (Su): At 1st level you can touch a creature as a touch attack, giving it an enhancement penalty to a single attack can only have one person domr
Aura of Fate (Su): At 8th level you can emit a 40 ft. radius aura of fate for a number of rounds equal
Blinding Ray (Su): At 1st level as a standard action, you can fire a blinding ray targeting any foe within 30 feet as a ranged touc to your Wisdom modifier. Y
Aura of Dread (Su): At 8th level you can emit a 30-ft. aura of dread for a number of rounds equal
Inspiring Touch (Su): At 1st level as a standard action, you can touch an ally as a touch attack, bolstering them against fear and to your Wisdom modifier. Ene
Invisibility
Moon Touch Field
(Su):(Su): At 8th
At 1st level level,
youyou cancan
smite make yourself invisible
a lycanthrope creature asasa swift
a meleeaction
touchfor a number
attack, of rounds
dealing equal of
1d8 points to energy
your Wisdom
dam
Aura of Hope (Su): At 8th level you can emit a 30-ft. aura of hope for a number of rounds per
Poison Touch (Su): At 1st level, as a standard action, you may make a melee touch attack, causing a living creature to take 1d6day equal to your Wisdom modifie
Nimbus
Rage Surge of Moonlight (Su):
(Su): At 1st At 8th
level, as level you can
a standard emit ayou
action, 30-ft.
cannimbus
touch aofcreature,
moonlight for aitnumber
giving of rounds
great rage. For the per day3equal
next to your
rounds, the taW
Sword of Venom (Su): At 8th level, as a swift action, you can cause one melee weapon you possess
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 to gain the wounding prop
Aura of Rage (Su): At 8th level you can emit a 30-ft. aura of rage for a number of rounds equal to
Secret Taker (Su): At 1st level add all Knowledge skills to your list of class skills. Furthermore, as a standard action, you can touyour Wisdom modifier. Enemi
Master of Scale (Su): At 8th level, any summon monster spell that you cast can be used to summon dinosaurs, fish, reptilian an
Secret Viewing (Su): At 8th level you can hear and see at a distance for a number of rounds equal to your Wisdom modifier. Th
Shocking Touch (Su): At 1st level, as a standard action, you can make a melee touch attack that deals 1d6 points of electrical d
Smite of Suffering (Su): At 1st level, as a standard action, you can touch your deity’s favored weapon and give it the ability to d
Aura
HandofofDespair (Su):
Time (Su): At At
1st8th level,
level youas a standard
gain action,
a +1 bonus you initiative.
to your can emit aThis
30-ft. auraincreases
bonus of despairbyfor+1
a number
for everyof5rounds equalyou
cleric levels to yo
p
Aura
Vengeful Blow (Su): At 1st level, as an immediate action, you may turn aside damage intended for you, delivering it back uponto
of Suffering (Su): At 8th level, as a standard action, you can emit a 30-ft. aura of suffering for a number of rounds equal
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 numb
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 o
Earthly Perseverance (Su) - Immediate Action, 3/day, reroll failed Fort or Will save with + 0 Resistance bonus before results ar

Dodging Danger (Su): Your sense of future events allows you and your companions to dodge attacks, spells and breath weapo
Dwarven Hardiness (Su): You can touch a creature as a standard action, temporarily granting them a +2 bonus on saving throw
Elven Immunities (Su): You can touch a creature as a standard action, temporarily granting them a +2 bonus on saving throws
Fateful Touch (Su): You can touch a creature as a standard action, granting them the ability to automatically succeed or fail (at
Gnomish Resistances (Su): You can touch a creature as a standard action, temporarily granting them a +2 bonus to saving thro
Halfling Luck (Su): You can touch a creature as a standard action, temporarily granting them a +2 bonus on all saving throws (t
Comforting Touch (Su): You can touch a creature as a standard action, granting them a +2 bonus to all saving throws against e
Intimidating Touch (Su): You can touch a creature as a standard action, granting them a +2 bonus to intimidate others (this bon
Rapturous Touch (Su): You can touch a creature as a standard action, granting them a +2 bonus to any one Perform check for
Renewed Strength (Su): You can touch a creature as a standard action to remove the exhausted, fatigued, nauseated or sicken
Retributive Touch (Su): You can touch a creature as a melee touch attack. If your touch attack is successful, you fill your foe’s m
Song of Courage (Su): Your singing grants your allies a +1 bonus to saving throws against charm and fear effects and on attac
Moment of Pause (Sp): As a melee touch attack, you can stop time for one creature briefly, freezing them in place. For one rou
Domain Spells
2nd

obscuring mist wind wall gaseous form


calm animals hold animal dominate animal
animate rope wood shape stone shape
protection from law align weapon magic circle against law
charm person calm emotions suggestion
bless shield other prayer
obscuring mist blindness/deafness deeper darkness
cause fear death knell animate dead
true strike shatter rage
magic stone soften earth and stone stone shape
protection from good align weapon (evil only) magic circle against good
burning hands produce flame fireball
shield of faith bless weapon searing light
protection from evil align weapon (good only) magic circle against evil
cure light wounds cure moderate wounds cure serious wounds
comprehend languages detect thoughts speak with dead
protection from chaos align weapon (law only) magic circle against chaos
remove fear remove paralysis remoce curse
true strike air protection from energy
lesser confusion touch of idiocy rage
identify
divine favor enthrall magic vestment
entangle barkskin plant growth
sanctuary shield other protection from energy
deathwatch gentle repose speak with dead
erase secret page glyph of warding
enlarge person bull's strength magic vestment
endure elements heat metal searing light
longstrider locate object fly
disguise self invisibility nondetection
magic weapon spiritual weapon magic vestment
obscuring mist fog cloud water breathing
obscuring mist fog cloud call lightning

feather fall alter self water breathing


comprehend languages detect thoughts tongues
create water mirror image tiny hut
ray of enfeeblement warp wood contagion
identify detect thoughts clairaudience/clairvoyance
hypnotism enthrall suggestion
true strike augury nondetection
cause fear scare crushing despair
silent image invisibility displacement
bless weapon heroism prayer
detect lycanthropes remove curse repel lycanthropes
augment poison stinking cloud poison
enlarge person rage blood frenzy
chill touch scaleskin sepia snake sigil
alarm undetectable alignment secret page
shocking grasp hideous laughter stinking cloud
bane death knell bestow curse
expeditious retreat mirror image haste
silent image touch of idiocy bestow curse

endure elements restoration, lesser dispel magic

healing stones restoration, lesser healing stones, greater


divine strike retribution bestow curse
silver tongue song of rapture sculpt sound
deathwatch one track mind delayed reaction

0 0 0
0 0
5 6 7
4th

air walk control winds


summon nature’s ally IV (animals
beast shape III (animals only)
only)
minor creation fabricate
chaos hammer dispel law
heroism charm monster
status telepathic bond
shadow conjuration summon monster V (summons 1d3 shadows)
death ward slay living
inflict critical woulds shout
spike stones wall of stone
unholy blight dispel good
wall of fire fire shield
holy smite righteous might
holy smite dispel evil
cure critical wounds breath of life
divination true seeing
order's wrath dispel chaos
freedom of movement break enchantment
freedom of movement break enchantment
confusion nightmare

discern lie greater command


command plants wall of thorns
spell immunity spell resistance
death ward slay living
explosive runes lesser planar binding
spell immunity righteous might
fire shield flame strike
dimension door teleport
confusion false vision
divine power flame strike
control weather ice storm
sleet storm ice storm

stoneskin passwall
sending secret chest
minor creation major creation
enervation insect plague
divine eye prying eyes
modify memory suggestion, mass
clairaudience/clairvoyance lesser geas
bestow curse nightmare
greater invisibility false vision
good hope break enchantment
restoration break enchantment
giant vermin cloudkill
beast shape II animal growth
summon swarm (lizards) cone of cold
scrying prying eyes
fear nightmare
black tentacles waves of fatigue
mnemonic enhancer teleport
poison mark of justice

restoration break enchantment

saving grace atonement


retribution, greater mark of justice
song of discord music of the spheres
haste hold monster

0 0
0 0
8 9
6th

chain lightning elemental body IV (air only) whirlwind


summon nature’s ally VIII (animals
antilife shell animal shapes
only)
major creation wall of iron instant summons
animate objects word of chaos cloak of chaos
geas/quest insanity demand
heroes' feast refuge mass cure critical wounds
shadow walk power word blind greater shadow evocation
create undead destruction create greater undead
harm disintegrate earthquake
stoneskin elemental body IV (earth only) earthquake
create undead blasphemy unholy aura
fire seeds elemental body IV (fire only) incendiary cloud
undeath to death holy sword holy aura
blade barrier holy word holy aura
heal regenerate mass cure critical wounds
find the path legend lore discern location
hold monster dictum shield of law
greater dispel magic refuge mind blank
mislead spell turning moment of prescience
phantasmal killer insanity scintillating pattern
antimagic field spell turning protection from spells
geas/quest repulsion demand
repel wood animate plants control plants
antimagic field repulsion mind blank
undeath to death destruction waves of exhaustion
greater glyph of warding instant summons symbol of death
stoneskin grasping hand clenched fist
fire seeds sunbeam sunburst
find the path greater teleport phase door
mislead screen mass invisibility
blade barrier power word blind power word stun
cone of cold elemental body IV (water only) horrid wilting
control winds control weather whirlwind

antimagic field control weather iron body


true seeing instant summons refuge
heroes' feast regenerate true creation
eyebite waves of exhaustion horrid wilting
legend lore vision discern location
hold person, mass giant form i demand
true seeing project image moment of prescience
symbol of fear creeping doom antipathy
shadow walk simulacrum scintillating pattern
heroes' feast greater heroism holy aura
antilife shell repulsion moonburst
eyebite suulthah's kiss horrid wilting
transformation giant form i symbol of insanity
form of the dragon I regenerate creeping doom (swarm of tiny snakes)
true seeing greater scrying mind blank
freezing sphere insanity irresistible dance
eyebite power word blind trap the soul
contingency delayed blast fireball temporal stasis
disintegrate spell turning binding

heal restoration, greater antimagic field

bear’s endurance, mass restoration, greater holy aura


geas/quest destruction holy aura
sympathetic vibration irresistible dance holy aura
contingency time stop, lesser temporal stasis

0 0 0
0 0 0
10 11 12
3
4 *** PRPG - Core ***
elemental swarm (air spell only) 5 Air
shapechange 6 Animal
prismatic sphere 7 Artifice
summon monster IX (chaos spell only). 8 Chaos
dominate monster 9 Charm
miracle 10 Community
shades 11 Darkness
wail of the banshee 12 Death
implosion 13 Destruction
elemental swarm (earth spell only) 14 Earth
summon monster IX (evil spell only) 15 Evil
elemental swarm (fire spell only) 16 Fire
gate 17 Glory
summon monster IX (good spell only) 18 Good
mass heal 19 Healing
foresight 20 Knowledge
summon monster IX (law spell only) 21 Law
freedom 22 Liberation
miracle 23 Luck
weird 24 Madness
mage's disjunction 25 Magic
storm of vengeance 26 Nobility
shambler 27 Plant
prismatic sphere 28 Protection
wail of the banshee 29 Repose
teleportation circle 30 Rune
crushing hand 31 Strength
prismatic sphere 32 Sun
astral projection 33 Travel
time stop 34 Trickery
power word kill 35 War
elemental swarm (water spell only) 36 Water
storm of vengeance 37 Weather
38 *** LSJ - Domains ***
shapechange 39 Adaptation
polymorph any object 40 Commerce
genesis 41 Creation
storm of vengeance 42 Disease
foresight 43 Divination
dominate monster 44 Domination
time stop 45 Fate [LSJ]
wail of the banshee 46 Fear
weird 47 Illusion
freedom 48 Inspiration
mass hold monster 49 Moon
summon nature's ally IX (venomous creatures) 50 Poison
summon monster IX 51 Rage
shapechange 52 Scalykind
foresight 53 Secrets
energy drain 54 Sensation
crushing hand 55 Suffering
time stop 56 Time [LSJ]
soul bind 57 Vengeance
58 *** Remarkable Races ***
true resurrection 59 Preservation
60 *** BoDM ***
61 Dream
62 Dwarf
63 Elf
64 Fate [BoDM]
65 Gnome
66 Halfling
67 Ocean
68 Orc
69 Pleasure
true resurrection 70 Renewal
storm of vengeance 71 Retribution
wail of the banshee 72 Song
time stop 73 Time [BoDM]
### NULL
0 ### NULL
0 ### NULL
13 List_Domains
0
Bloodline Class Skill
3
4 *** PRPG ***
5 Aberrant Knowledge (dungeoneering)
6 Abyssal Knowledge (planes)
7 Arcane 0
8 Celestial Heal
9 Destined Knowledge (history)
10 Draconic Perception
11 Elemental Knowledge (planes)
12 Fey Knowledge (nature)
13 Infernal Diplomacy
14 Pestilence Heal
15 Undead Knowledge (religion)
16 *** LSJ ***
17 Lycanthrope Knowledge (nature)
18 *** BoAM ***
19 Bestial Survival
20 Divine Knowledge (planes)
21 Feline Stealth
22 Fiendish Perception
23 Genie Sense Motive
24 Lycanthropic Handle Animal
25 Mixed 0
26 Monstrous Perception
27 Nightmarish Knowledge (planes)
28 Reborn Soul Knowledge (nature)
29 Scaly Survival
*** Custom ***
0 0
Table_Sorcerer_Bloodlines
enlarge person (3rd), see invisibility (5th), tongues (7th), black tentacles (9th), feeblemind (11th), veil (13th), plane shift (15th), m
cause fear (3rd), bull's strength (5th), rage (7th), stoneskin (9th), dismissal (11th), transformation (13th), greater teleport (15th),
identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater telepor
bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th
alarm (3rd), blur (5th), protection from energy (7th), freedom of movement (9th), break enchantment (11th), mislead (13th), spe
mage
burningarmor (3rd),
hands* resist
(3rd), energy ray*
scorching (5th),(5th),
fly (7th), fear (9th),
protection fromspell resistance
energy (11th), form
(7th), elemental of Ithe
body dragon
(9th), I (13th),
elemental bodyform of the dragon
II (11th), elemen

*These
entanglespells
(3rd),always
hideousdeal a type(5th),
laughter of damage determined
deep slumber bypoison
(7th), your element. In stride
(9th), tree addition, the subtype
(11th), mislead of thesephase
(13th), spellsdoor
changes to irr
(15th), m
protection from good (3rd), scorching ray (5th), suggestion (7th), charm monster (9th), dominate person (11th), planar binding (
charm animal (3rd), summon swarm (5th), contagion (7th), repel vermin (9th), insect plague (11th), eyebite (13th), creeping doo
chill touch (3rd), false life (5th), vampiric touch (7th), animate dead (9th), waves of fatigue (11th), undeath to death (13th), finge

cause fear (3rd), bull's strength (5th), rage (7th), charm monster (9th), animal growth (11th), summon nature's ally VI (13th), sum

enlarge person (3rd), call of the wild* (5th), rage (7th), shout (9th), beast shape III (11th), heroism, greater (13th), giant form I (1
awe* (3rd), resist energy (5th), heroism (7th), dimension door (9th), contact other plane (11th), repulsion (13th), plane shift (15t
perfect balance* (3rd), cat’s grace (5th), clairaudience/clairvoyance (7th), locate creature (9th), telepathic bond (11th), cat’s gra
protection from good (3rd), darkness (5th), magic circle against good (7th), fear (9th), black ice* (11th), mislead (13th), waves o
fire shape* (3rd), invisibility (5th), gaseous form (7th), wall of fire (9th), major creation (11th), permanent image (13th), project im
bird’s eye view* (3rd), bull’s strength (5th), beast shape I (7th), beast shape II (9th), beast shape III (11th), beast shape IV (13th
enlarge person (3rd), bull’s strength (5th), dispel magic (7th), remove curse (9th), spirit sight* (11th), form of the dragon I (13th)
jump (3rd), bull’s strength (5th), fly (7th), staggering blow* (9th), cone of cold (11th), flesh to stone (13th), teleport, greater (15th
cause fear (3rd), darkness (5th), nondetection (7th), phobia* (9th), nightmare (11th), shadow walk (13th), insanity (15th), symbo
chill touch (3rd), false life (5th), arcane sight (7th), shadow conjuration (9th), spirit sight* (11th), legend lore (13th), finger of dea
true strike (3rd), lizardskin* (5th), water breathing (7th), charm monster (9th), dominate person (11th), form of the dragon I (13th
Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round, bonus do
Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR 1/good (does not stack with any D
Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +
Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR 1/evil (does not stack with any DR
Whenever you cast a spell with a range of “personal,” you gain a luck bonus equal to the spell's level on all your saving throws
Whenever you cast a spell with the descriptor, that spell deals +1 point of damage per die rolled
Whenever you cast a spell that deals energy damage, you can change the type of damage to 0;the spell's descriptor also chan
Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2
Whenever you cast a spell of the charm subschool, increase the spell's DC by +2
Vermin are susceptible to your mind-affecting spells. They are treated as animals for the purposes of determining which mind-a
Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them

Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bon

Magical beasts are potentially susceptible to your spells. For the purpose of determining which of your spells affect them, magic
Whenever you cast a spell from the school of divination, the duration of the spell increases by one round per caster level.
Any target that suffers damage from a ranged touch or melee touch spell you cast also suffers a bad luck penalty equal to half
Whenever you cast a damage-dealing spell with the evil descriptor, that spell deals +1 point of damage per die rolled.
Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type associated with y
Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by half your sorcerer level (minimum
Whenever you cast a spell with the range of personal, you gain a luck bonus equal to the spell’s level on all your saving throws
Whenever you cast a spell with the range of personal, you gain a luck bonus equal to the spell’s level on all your Strength chec
Whenever you cast a spell that deals damage, you can change the type of damage to evil.
Whenever you cast a spell of the divination school, increase the duration of the spell by 50% (minimum 1 round). This bonus do
You can decrease the casting time of some of the spells you cast. Spells with a casting time of 1 hour are decreased to a castin
Ability 1

Acidic Ray (Sp) - Standard Action, 3/day, 30' ranged touch attack deals 1d6 [acid]
Claws (Su) - Free Action, gain 2 claw attacks for up to 3 rnds/day, may Full Attack w/ both using Full BAB for 1d4 each
Arcane Bond (Su): masterwork must be worn/wielded while casting or make concentration check (DC 20 + the spell's level); m
Heavenly Fire (Sp) - Standard Action, 3/day, 30' ranged touch attack deals 1d4 [divine] to Evil or heals same amount for Good (
Touch of Destiny (Sp) - Standard Action, 3/day, touch grants +1 Insight bonus on attack rolls, skill checks, ability checks, and sa
Claws (Su) - Free Action, gain 2 claw attacks for up to 3 rnds/day, may Full Attack w/ both using Full BAB for 1d4 each
Elemental Ray (Sp) - Standard Action, 3/day, 30' ranged touch attack deals 1d6 [0]
Laughing Touch (Sp) - Standard Action, 3/day, melee touch attack forces laughter for 1 rnd, foe can only take Move Action but c
Corrupting Touch (Sp) - Standard Action, 3/day, melee touch attack causes foe to be Shaken and radiate aura of evil (as if an E
Plague’s Caress (Sp): At 1st level, you can make a melee touch attack as a standard action that causes a living creature’s flesh
Grave Touch (Sp) - Standard Action, 3/day, melee touch attack causes living foe to be Shaken for 1 rnds, foes already Shaken

Claws (Ex): gain two claws as natural weapons (1d6 dmg, make two attacks full-attack action, always considered armed, do no
Claws (Ex): Starting at 1st level, you can make two claw attacks as your full-attack action. These claws are treated as natural w
Resistant Touch (Ex): At 1st level you gain the ability to grant a +2 inherent bonus to an ally’s saving throw. An ally granted the
Claws (Ex): Starting at 1st level, you can make two claw attacks as your full-attack action. These claws are treated as natural w
Smite Good (Su): Starting at 1st level, you can make a normal melee attack and deal extra damage equal to half your sorcerer
Telepathy (Su): At 1st level, you gain telepathy 100 feet. You can communicate with anyone within 100 feet of your location with
Claws (Ex): Starting at 1st level, you can make two claw attacks as your full-attack action. These claws are treated as natural w

Sneak Attack (Ex): At 1st level, you gain the ability to sneak attack opponents. Anytime that an opponent is denied a Dexterity b
Nightmarish Touch (Su): At 1st level, you can touch a creature as a standard action and leave them with nightmarish visions in
Knowing Touch (Ex): 3/day, melee touch attack imparts -1 penalty to all saves versus your spells and -1 penalty to AC versus y
Claws (Ex): Starting at 1st level, you can make two clawattacks as your full-attack action. These claws are treatedas natural we
Accustomed to Awfulness (Ex): At 3rd level, you become immune to the sickened condition and gain a +4 bonus on all saving t

Bestial Reflexes (Ex): At 3rd level, you gain a +2 inherent bonus to your Dexterity. At 11th level this bonus increases to +4, and
Ethereal Jaunt (Su): At 3rd level, you gain the ability to become ethereal for up to 3 rounds per day. At 7th level, the duration inc
Cat’s Eyes (Ex): At 3rd level your eyes become cat-like in appearance, granting you low-light vision. If you already have low-ligh
Darkvision (Ex): Starting at 3rd level, you have darkvision to a distance of 60 feet. If you already have darkvision, the range is e
Darkvision (Ex): Starting at 3rd level, you gain darkvision 60 feet. If you already have darkvision, the range is extended another
Animal Empathy (Ex): At 3rd level, you gain an empathic connection to the type of animals similar to your lycanthropic ancestor

Monstrous Cunning (Su): At 3rd level, you gain a sense of monstrous cunning. This prevents you from ever becoming lost and
Prehensile Tongue (Su): At 3rd level, you gain the ability to use your tongue as a weapon or to hold small objects. Your tongue

Acid Touch (Su): At 3rd level, you gain the ability todamage others with an acidic touch. If you succeed ona standard touch atta
Ability 3

Shroud of Vermin (Su): At 9th level, swarms no longer see you as prey. You can walk among swarms without fear of being harm

Tremendous Fortitude (Ex): At 9th level, you gain a +2 inherent bonus to your Fortitude save. At 13th level this bonus increases
Divine Strike (Su): At 9th level, you can unleash a divine strike against your enemy. You can target any enemy within 30 feet as
Climb like a Cat (Ex): At 9th level, your claws harden and you gain a +2 inherent bonus to Climb skill checks. At 11th level this b
Fiendish Resistances (Ex): At 9th level, you gain resist fire 5 and resist cold 5. At 17th level this becomes resist fire 10 and resi
Energy
WerebearResistance
Improved(Ex):
GrabAt– 9th
Youlevel, you gain
can make resistance
a grapple to aas
attempt type of energy.
a free action The typeprovoking
without of energyandepends onopportunity
attack of the type ofifgenie
you h
Wereboar Ferocity – You continue to act without penalty even while disabled or dying
Wererat Disease – Your claw attack can spread Filth Fever; claw, Fortitude DC 12, Frequency 1d3 days/1 day, Effect 1d3 Dex d
Evil Eye (Su): At 9th level, you gain the ability once per day to gaze at a single creature within 30 feet, giving them the evil eye.
Nightmarish Resistances (Su): At 9th level, you gain spell resistance equal to your sorcerer level +10 and a +5 bonus to saves

Hold Breath (Ex): At 9th level, you gain the ability to holdyour breath for a number of rounds equal to four timesyour Constitutio
Pestilential Breath (Su): At 15th level, the sickness within your body finally becomes so potent that your very breath is deadly. O

Howl of the Beast (Su): At 15th level you gain the ability to emit a piercing, terrifying howl. Everyone within a 20-ft. radius of you
Divine Protection (Ex): At 15th level you gain a +6 natural armor bonus to your armor class. At 19th level this bonus increases t
Cat’s Meow (Su): At 15th level, you gain the ability to make a sound much like that of a cat. This sound can have an effect on s
Damage Reduction (Su): At 15th level, you gain damage reduction 5/magic. At 19th level, the damage reduction increases to 1
Energy Attack (Sp): At 15th level, you gain an energy attack usable one time per day. The type of attack depends on the type o
Damage Reduction (Ex): At 15th level, damage reduction 5/silver. At 19th level the damage reduction becomes 10/silver.

Blindsight (Ex): At 15th level, you gain the blindsight ability. Anytime you are blinded – either with blindfolds, because of darkne
Eyeless (Ex): At 15th level, your eyes vanish and flesh grows over your eye sockets. At the same time you are gifted with extra
Scaly Skin (Ex): At 15th level, your skin becomes scaly
like that of a lizard, snake or other reptilian creature. Yougain a +10 natural armor bonus and DR 5/magic.
Ability 5

Plague Carrier (Su): At 20th level, your touch inflicts mummy rot on those you strike. You can choose to suppress this ability for

Tough Hide (Ex): At 20th level, your skin hardens like thick, leathery animal hide, giving you DR 10/-.
Shock & Awe (Ex): At 20th level, your presence is clearly unearthly. You can radiate divine power in a 15 foot radius that leaves
Cat Form (Su): At 20th level, you gain the ability to shapechange into the form of a humanoid cat at will. You can change forms
Spell Resistance (Ex): At 20th level, you gain spell resistance equal to sorcerer level + 5.
Plane Shift (Su): At 20th level, you gain the ability to plane shift once per day. You can shift to any of the elemental planes, the A
Alternate Form (Su): At 20th level, you gain the ability to shapechange into the animal form or hybrid form of the type of lycanth
Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to
Weakening Touch (Su): At 20th level, you gain the ability to weaken opponents with but a touch. If you touch someone as a sta
Black Tentacles (Su): At 20th level, you gain the ability to cause up to six black, rubbery tentacles to sprout from your back, che

Chameleon Power (Su): At 20th level, you gain the abilityto magically change the coloration and pattern or yourselfand your eq
Combat Casting, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Silent Spell, Sk
Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Foc
Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Fo
Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse
Arcane Strike, Diehard, Endurance, Leadership, Lightning Reflexes, Maximize Spell, Skill Focus (Knowledge [history]), Weapon
Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana
Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]
Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge
Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus (Knowledge [planes]), Spell Pen
Brew Potion, Diehard, Endurance, Great Fortitude, Self Sufficient, Skill Focus (Knowledge [nature]), Silent Spell, Toughness
Combat Casting, Diehard, Endurance, Iron Will, Skill Focus (Knowledge [religion]), Spell Focus, Still Spell, Toughness

Blind-fight, Combat Reflexes, Diehard, Endurance, Lightning Reflexes, Mobility, Self-sufficient, Skill Focus (Knowledge [nature]

Acrobatic, Alertness, Arcane Strike, Blind-fight, Dodge, Great Fortitude, Improved Unarmed Strike, Toughness
Arcane Strike, Augment Summoning, Empower Spell, Endurance, Magical Aptitude, Maximize Spell, Persuasive, Spell Focus
Acrobatic, Agile Maneuvers, Animal Affinity, Combat Reflexes, Dodge, Lightning Reflexes, Persuasive, Stealthy
Alertness, Deceitful, Improved Initiative, Iron Will, Persuasive, Silent Spell, Skill Focus (Perception), Stealthy
Arcane Strike, Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Mobility, Quicken Spell, Wind Stance
Alertness, Dodge, Endurance, Improved Initiative, Iron Will, Run, Toughness, Track
Blind-Fight, Combat Casting, Diehard, Dodge, Empower Spell, Iron Will, Lightning Reflexes, Power Attack
Alertness, Blind-Fight, Combat Reflexes, Dodge, Endurance, Great Fortitude, Improved Unarmed Strike, Intimidating Prowess
Alertness, Blind-fight, Deceitful, Enlarge Spell, Extend Spell, Iron Will, Maximize Spell, Silent Spell
Arcane Strike, Augment Summoning, Endurance, Extend Spell, Great Fortitude, Magical Aptitude, Silent Spell, Still Spell
Acrobatic, Agile Maneuvers, Alertness, Blind-fight, Combat Reflexes, Deadly Aim, Quicken Spell, Silent Spell

00000000
Combat Casting Improved Disarm Improved Grapple Improved Initiative
Augment Summoning Cleave Empower Spell Great Fortitude
Combat Casting Improved Counterspell Improved Initiative Iron Will
Dodge Extend Spell Iron Will Mobility
Arcane Strike Diehard Endurance Leadership
Blind-Fight Great Fortitude Improved Initiative Power Attack
Dodge Empower Spell Great Fortitude Improved Initiative
Dodge Improved Initiative Lightning Reflexes Mobility
Blind-Fight Combat Expertise Deceitful Extend Spell
Brew Potion Diehard Endurance Great Fortitude
Combat Casting Diehard Endurance Iron Will

Blind-Fight Combat Reflexes Diehard Endurance

Acrobatic Alertness Arcane Strike Blind-fight


Arcane Strike Augment Summoning Empower Spell Endurance
Acrobatic Agile Maneuvers Animal Affinity Combat Reflexes
Alertness Deceitful Improved Initiative Iron Will
Arcane Strike Combat Casting Combat Reflexes Dodge
Alertness Dodge Endurance Improved Initiative
Blind-Fight Combat Casting Diehard Dodge
Alertness Blind-Fight Combat Reflexes Dodge
Alertness Blind-fight Deceitful Enlarge Spell
Arcane Strike Augment Summoning Endurance Extend Spell
Acrobatic Agile Maneuvers Alertness Blind-fight

0 0 0 0
Improved Unarmed Strike Iron Will Silent Spell
Improved Bull Rush Improved Sunder Power Attack
Scribe Scroll Skill Focus (Knowledge [arcana]) Spell Focus
Mounted Combat Ride-By Attack Skill Focus (Knowledge [religion])
Lightning Reflexes Maximize Spell Skill Focus (Knowledge [history])
Quicken Spell Skill Focus (Fly) Skill Focus (Knowledge [arcana])
Lightning Reflexes Power Attack Skill Focus (Knowledge [planes])
Point Blank Shot Precise Shot Quicken Spell
Improved Disarm Iron Will Skill Focus (Knowledge [planes])
Self Sufficient Skill Focus (Knowledge [nature]) Silent Spell
Skill Focus (Knowledge [religion]) Spell Focus Still Spell

Lightning Reflexes Mobility Self-sufficient

Dodge Great Fortitude Improved Unarmed Strike


Magical Aptitude Maximize Spell Persuasive
Dodge Lightning Reflexes Persuasive
Persuasive Silent Spell Skill Focus (Perception)
Improved Initiative Mobility Quicken Spell
Iron Will Run Toughness
Empower Spell Iron Will Lightning Reflexes
Endurance Great Fortitude Improved Unarmed Strike
Extend Spell Iron Will Maximize Spell
Great Fortitude Magical Aptitude Silent Spell
Combat Reflexes Deadly Aim Quicken Spell

0 0 0
List_Sorcerer_Bloodline_Feats
Source
3
4 *** PRPG ***
Skill Focus (Knowledge [dungeoneering]) PRPG 5 Aberrant
Skill Focus (Knowledge [planes]) PRPG 6 Abyssal
Still Spell PRPG 7 Arcane
Weapon Finesse PRPG 8 Celestial
Weapon Focus PRPG 9 Destined
Toughness PRPG 10 Draconic
Weapon Finesse PRPG 11 Elemental
Skill Focus (Knowledge [nature]) PRPG 12 Fey
Spell Penetration PRPG 13 Infernal
Toughness CoT 5 14 Pestilence
Toughness PRPG 15 Undead
16 *** LSJ ***
Skill Focus (Knowledge [nature]) LSJ 17 Lycanthrope
18 *** BoAM ***
Toughness BoAM 19 Bestial
Spell Focus BoAM 20 Divine
Stealthy BoAM 21 Feline
Stealthy BoAM 22 Fiendish
Wind Stance BoAM 23 Genie
Track BoAM 24 Lycanthropic
Power Attack BoAM 25 Mixed
Intimidating Prowess BoAM 26 Monstrous
Silent Spell BoAM 27 Nightmarish
Still Spell BoAM 28 Reborn Soul
Silent Spell BoAM 29 Scaly
### NULL
0 ### NULL
0
School
3
4 *** PRPG ***
5 Abjuration
6 Conjuration
7 Divination
8 Enchantment
9 Evocation
10 Illusion
11 Necromancy
12 Transmutation
13 Universalist
*** Custom ***
0
1
Table_Arcane_Schools
Ability Summary

Resistance (Ex) - gain resistance 5 to energy type chosen when you prepare spells
Protective Ward
Summoner's (Su)(Su)
Charm - Standard Action,
- increase 3/day,
duration ofcreate 10'-radius
conjuration field centered
(summoning) spellsonbyyou that lasts 0 rnds, you and all allies w/in re
1 rnds
Acid Dart (Sp)
Forewarned - Standard
(Su) Action,
- gain a +1 bonus3/day, make ranged
on Initiative check;touch attack vs.
may always actfoe w/in 30' round
in surprise deals 1d6+0
even if[acid] that
you fail ignores SR
Perception roll to notice
Diviner's Fortune
Enchanting Smile(Sp)
(Su)--Standard
gain a +2Action, 3/day, touch
Enhancement bonusgrants +1 Insight
on Bluff, Diplomacy,bonusandon Intimidate
all of its attack rolls, skill checks, ability check
checks
Dazing
Intense Touch
Spells(Sp)
(Su)--3/day, melee
evocation touch
spells attack
that deal dazes
HP dmg living
addfoe
+1 with less type
of same then dmg
1 HDas forthe
1 rnd
spell (only applies once to spell, not o
Force Missile (Sp) - Standard Action, 3/day, force missile automatically deals 1d4+1 [force]
Extended Illusions (Su) - illusion spells you cast with a duration of “concentration” last 1 rnds after you stop maintaining concen
Blindingover
Power RayUndead
(Sp) - Standard
(Su) - gainAction, 3/day,feat
as bonus makeandranged touch attack
may channel energy vs.3/day
foe w/in 30'the
to use thatfeat
Blinds
(DCfor
10;1 may
rnd (foes w/ 1+ feats
take other HD are D
to a
Grave Touch
Physical (Sp) - Standard
Enhancement (Su) -Action,
gain +13/day, melee touch
Enhancement bonusattack causes
to either Str,living
Dex,foe to bechosen
or Con, Shakenwhen
for 1 you
rnds,prepare
foes already
spells Shaken
Telekinetic Fist (Sp) - Standard Action, 3/day, ranged touch attack targeting any foe w/in 30' deals 1d4+0 [bludgeoning] dmg
Hand of the Apprentice (Su) - Standard Action, 3/day, make single attack w/melee weapon up to 30' away, using +0 rather than

0
Resistance (Ex) - gain resistance 5 to energy type chosen when you prepare spells
Summoner's Charm (Su) - increase duration of conjuration (summoning) spells by 1 rnds
Forewarned (Su) - gain a +1 bonus on Initiative check; may always act in surprise round even if you fail Perception roll to notice
Enchanting Smile (Su) - gain a +2 Enhancement bonus on Bluff, Diplomacy, and Intimidate checks
Intense Spells (Su) - evocation spells that deal HP dmg add +1 of same type dmg as the spell (only applies once to spell, not o
Extended Illusions (Su) - illusion spells you cast with a duration of “concentration” last 1 rnds after you stop maintaining concen
Power over Undead (Su) - gain as bonus feat and may channel energy 3/day to use the feat (DC 10; may take other feats to a
Physical Enhancement (Su) - gain +1 Enhancement bonus to either Str, Dex, or Con, chosen when you prepare spells
Hand of the Apprentice (Su) - Standard Action, 3/day, make single attack w/melee weapon up to 30' away, using +0 rather than
Protective Ward (Su) - Standard Action, 3/day, create 10'-radius field centered on you that lasts 0 rnds, you and all allies w/in re
Acid Dart (Sp) - Standard Action, 3/day, make ranged touch attack vs. foe w/in 30' deals 1d6+0 [acid] that ignores SR
Diviner's Fortune (Sp) - Standard Action, 3/day, touch grants +1 Insight bonus on all of its attack rolls, skill checks, ability check
Dazing Touch (Sp) - 3/day, melee touch attack dazes living foe with less then 1 HD for 1 rnd
Force Missile (Sp) - Standard Action, 3/day, force missile automatically deals 1d4+1 [force]
Blinding Ray (Sp) - Standard Action, 3/day, make ranged touch attack vs. foe w/in 30' that Blinds for 1 rnd (foes w/ 1+ HD are D
Grave Touch (Sp) - Standard Action, 3/day, melee touch attack causes living foe to be Shaken for 1 rnds, foes already Shaken
Telekinetic Fist (Sp) - Standard Action, 3/day, ranged touch attack targeting any foe w/in 30' deals 1d4+0 [bludgeoning] dmg
Ability
3
4 *** PRPG ***
5 Abjuration
6 Conjuration
7 Divination
8 Enchantment
9 Evocation
10 Illusion
11 Necromancy
12 Transmutation
13 Universalist
### NULL
0 ### NULL
6 List_Arcane_Schools
Elemental Power Qualified

4 Armtwist (Ex) 1 0
5 Backbreaker (Ex) 1 0
Call Lightning (Sp) 0 0
Chain Lightning (Sp) 0 0
Control Weather (Sp) 0 0
9 Crush (Ex) 1 0
Darkvision (Ex) 0 0
11 Elemental Arc (Sp) 1 0
12 Elemental Aura I (Su) 1 0
Elemental Aura II (Su) 0 0
Elemental Bellow (Sp) 0 0
15 Elemental Blast (Sp) 1 0
16 Elemental Blow (Su) 1 0
17 Elemental Burst (Su) 1 0
18 Elemental Empathy (Ex) 1 0
19 Elemental Laugh (Su) 1 0
20 Elemental Sheath I (Su) 1 0
Elemental Sheath II (Su) 0 0
22 Energy Resistance/Immunity (Ex) 1 0
Ettin of the Earth (Ex) 0 0
24 Fling (Ex) 1 0
Fiery Militant (Ex) 0 0
Freedom of Movement (Sp) 0 0
27 Grab (Ex) 1 0
28 Jotun’s Bag (Ex) 1 0
29 Great Hug (Ex) 1 0
30 Impale Your Opponent (Ex) 1 0
Levitate (Sp) 0 0
32 Pound (Ex) 1 0
Regeneration (Ex) 0 0
Rend (Ex) 0 0
Run and Throw (Ex) 0 0
Scent the Air (Ex) 0 0
Shift Sleeping (Ex) 0 0
Spirit Summoning (Sp) 0 0
Stone Calling (Su) 0 0
Stone Tell (Sp) 0 0
Stone Touch (Su) 0 0
42 Storytelling (Su) 1 0
Terrain Mastery - Aerial (Ex) 0 0
Terrain Mastery - Aquatic (Ex) 0 0
Terrain Mastery - Arctic (Ex) 0 0
Terrain Mastery - Desert (Ex) 0 0
Terrain Mastery - Hills (Ex) 0 0
Terrain Mastery - Marsh (Ex) 0 0
Terrain Mastery - Mountains (Ex) 0 0
Terrain Mastery - Underground (Ex) 0 0
51 Trample (Ex) 1 0
Transmute Rock and Mud (Sp) 0 0
Water Breathing (Ex) 0 0
*** Custom ***
0 0
fied

grapple check vs. Grappled foe between Small and Large size deals 1d6+0 dmg plus 1 Str dmg (DC 10 Fort save negs Str dmg
grapple check vs. Grappled foe between Small and Large size deals 1d6+0 dmg plus 1 Dex dmg (DC 10 Fort save negs Dex d
1/day, use call lightning as spell-like ability (caster level 0)
1/day, use chain lightning as spell-like ability (caster level 0)
1/day, use control weather as spell-like ability (caster level 0)
Standard Action; when Huge or larger, charge or jump to Pin Diminutive or smaller foes in your space (DC 10 Ref save negs); p
darkvision 60'
Standard Action; 3/day, 30' ranged touch deals 1d6 dmg
Free Action; 3/day, 5' radius aura deals 1d4 dmg to all non-allies for 0 rnds
Free Action; 3/day, 5' radius aura deals 2d4 dmg to all non-allies for 0 rnds
Standard Action; 3/day, 30' ranged cone-shaped burst functions as shout spell
Swift Action; 3/day, 30' spread centered on weapon deals 0d6 dmg (DC 10 Ref save half)
3/day, melee or ranged attack may also for 1 rnd (DC 10 Fort save negs)
successful crit deals extra dmg (+1d10 if for x2 crit, +2d10 for x3 crit, +3d10 for x4)
roll 1d20+0 to change attitude of creatures as if using Diplomacy
Standard Action; 3/day, non-allies w/in 0' are Panicked for 2d4 while w/in rng; Will save (DC 10) reduces effect to Shaken for 1
Free Action; 1/day, attacks deal +1d4 dmg for 0 rnds
Free Action; 1/day, attacks deal +1d4 dmg for 0 rnds
gain resistance 0
second head grants +2 bonus on Perception checks and Two-Weapon Fighting bonus feat
grapple check vs. Tiny or smaller foe that you Grab hurls foe as improvised weapon, dealing 1d6+0 dmg to foe and target
proficient w/ all marital weapons, armors and shields
constant, use freedom of movement as spell-like ability (caster level 0)
Free Action (no AoO); attempt grapple vs Small or smaller foe after hitting w/ Slam attack; may hold in 1 hand by taking -20 pen
grapple check vs. Tiny or smaller foe that you Grab deals 1d6+0 dmg to foe and puts him in magical jotun’s bag; bagged foe is
grapple check vs. Grappled foe between Small and Large size Pins foe and deals 2d6+0 dmg
You use the tactic of grabbing your enemy with one hand, then your great size to pull your opponent onto your blade, often imp
2/day, use levitate as spell-like ability (caster level 0)
3/day, grapple check vs. Tiny or smaller foe that you Grad deals 1d6+0 dmg to foe and Stuns foe for 1 rnd (DC 10 Fort negs St
only fire and acid deal normal dmg; regenerate 0 nonlethal dmg/rnd; lost limb/body part regrows in 3d6 min or may reattach sev
slam attacks become claw attacks; if both hit, deal +2d6+0 dmg; claw attacks gain no benefit from Grab as it requires slam atta
Full-Round Action, move up to and make single ranged attack w/ boulder at any point during movement
gain scent special quality
never taken unaware during sleep; regain HP and heal ability damage as though having bed rest even while remaining active; l
1/day, spend 10 min to grant +2 Deflection bonus to AC, immunity to enchantment and illusion spells, and either bless, endure
Standard Action; 3/day, throw unattended rock w/in 0' at foe as if standing near rock; may target unseen foes but must guess a
1/day, use stone tell as spell-like ability (caster level 0)
0 rnds/day, join and shape stone or mineral matter w/ bare hands as if using stone shape except that fine details are possible
1/day, spend 10 min to grant 0 targets (including self) that can hear story ability to recover HP or ability damage at 2x normal ra
+2 Competence bonus to Perception, Stealth, and Fly checks in aerial environment; +1 Insight bonus to attacks & dmg vs. nativ
+2 Competence bonus to Perception, Stealth, and Swim checks in aquatic environment; +1 Insight bonus to attacks & dmg vs.
+2 Competence bonus to Perception, Stealth, and Swim checks in aquatic environment; +1 Insight bonus to attacks & dmg vs.
+2 Competence bonus to Perception, Stealth, and Jump checks in desert environment; +1 Insight bonus to attacks & dmg vs. n
+2 Competence bonus to Perception, Stealth, and Climb checks in hill environment; +1 Insight bonus to attacks & dmg vs. nativ
+2 Competence bonus to Perception, Stealth, and Swim checks in marsh environment; +1 Insight bonus to attacks & dmg vs. n
+2 Competence bonus to Perception, Stealth, and 0 checks in mountain environment; +1 Insight bonus to attacks & dmg vs. na
+2 Competence bonus to Perception, Stealth, and 0 checks in underground environment; +1 Insight bonus to attacks & dmg vs
move over Tiny or smaller foes to deal 1d6+0 bludgeoning dmg
1/day, use either transmute rock to mud or transmute mud to rock as spell-like ability (caster level 0)
may breathe water as well as air
Jotun_Elemental_Powers_Summary

Armtwist (Ex) 4
Backbreaker (Ex) 5
Crush (Ex) 9
Elemental Arc (Sp) 11
Elemental Aura I (Su) 12
Elemental Blast (Sp) 15
Elemental Blow (Su) 16
Elemental Burst (Su) 17
Elemental Empathy (Ex) 18
Elemental Laugh (Su) 19
Elemental Sheath I (Su) 20
Energy Resistance/Immunity (Ex) 22
Fling (Ex) 24
Grab (Ex) 27
Jotun’s Bag (Ex) 28
Great Hug (Ex) 29
Impale Your Opponent (Ex) 30
Pound (Ex) 32
Storytelling (Su) 42
Trample (Ex) 51
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List_Jotun_Elemental_Powers
All material on this worksheet is owned by Paizo Publishing,LLC and is used under terms of their Community Use Policy. See th

MODERN HUMAN LANGUAGES


Common
Chelaxian
Hallit
Kelish
Osiriani
Polyglot
Shoanti
Skald
Taldane
Tien
Varisian
Vudrani
DEAD LANGUAGES
Ancient Osiriani
Azlanti
Jistka
Tekritanin
Thassilonian
NONHUMAN LANGUAGES
Abyssal
Aquan
Auran
Boggard
Celestial
Draconic
Druidic
Dwarven
Elven
Giant
Gnome
Goblin
Gnoll
Halfling
Ignan
Infernal
Orc
Sylvan
Terran
DARKLANDS LANGUAGES
Aklo
Canto
Gug
Orvian
Necril
Sakvroth
Undercommon
Vegepygmy
0 0 0 0 0 0

Race Type (subtype) Str Dex Con Int Wis Cha


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 0 0 0 0 0
Half-Orc Humanoid (human, orc) 0 0 0 0 0 0
Halfling Humanoid (halfling) -2 2 0 0 0 2
Human Humanoid (human) 0 0 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
Tengu Humanoid (goblinoid) 0 2 -2 0 2 0
Tiefling Outsider (native) 0 2 0 2 0 -2
Troglodyte Humanoid (reptilian) 2 -2 4 -2 0 0
*** PRPG Bonus Bestiary ***
Nixie Fey (aquatic) -4 6 2 2 2 8
Malevolent Nixie Fey (aquatic) -4 6 2 2 2 8
*** 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
Mogogol (small) Humanoid (amphibian) 0
Mogogol (medium) Humanoid (amphibian) 0
Amphibian Anumus Humanoid (anumus) 2
Arachnid Anumus Humanoid (anumus) 2
Avian Anumus Humanoid (anumus) 2
Canine Anumus Humanoid (anumus) 2
Equine Anumus Humanoid (anumus) 2
Feline Anumus Humanoid (anumus) 2
Ophidian Anumus Humanoid (anumus) 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
*** Rite Publishing ***
Jotunnar Humanoid (giant) 2 0 2 -2 2 0
*** Custom Race ***
0 0 0 0 0 0
Table_Races 2 3 4 5 6 7 8
List_Races
1 0 0 0 0 0 0
1 Equipment
Size Carry Stealth Fly CMB CMB MOD Attack AC
1 Fine 0.125 16 8 -8 0 8 8
2 Diminutive 0.25 12 6 -4 0 4 4
3 Tiny 0.5 8 4 -2 0 2 2
4 Small 0.75 4 2 -1 0 1 1
5 Medium 1 0 0 0 0 0 0
6 Large 2 -4 -2 1 0 -1 -1
7 Huge 4 -8 -4 2 0 -2 -2
8 Gargantuan 8 -12 -6 4 0 -4 -4
9 Colossal 16 -16 -8 8 0 -8 -8
Table_Size 2 3 4 5 6 7 8

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
0 Medium 0 0 0 0 0

Ability Bonus Selection Size HD CR Natural Armor Dodge Speed Other Move Rate
0 Medium 0 0 - - -

None Medium 0 0 - - 20
None Medium 0 0 - - 30
None Small 0 0 - - 20
Any Medium 0 0 - - 30
Any Medium 0 0 - - 30
None Small 0 0 - - 20
Any Medium 0 0 - - 30

None Medium 0 0 - - 30
None Medium 0 0 - - 30
None Medium 0 1 - - 30
None Medium 0 0 - - 20
None Small 0 0 - - 30
None Medium 2 1 1 - 30
None Medium 0 0 - - 30
None Small 0 0 1 - 30
None Medium 0 0 2 - 5 Swim 50'
None Large 6 4 5 - 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 Medium 2 1 6 0 30

None Small 2 0.5 0 0 30 Swim 30'


None Small 2 2 0 0 30 Swim 30'

None Tiny 1 0.5 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)
0 0 30 Fly X' (Y)
None Tiny 0 0 0 0 20
0 0 30
0 0 20 Swim 30'
0 0 30 Swim 30'
0 0 30
0 0 30
0
0 0 30
0 0 30
0 0 40
0 0 30
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

| Str | Con | Medium 0 0 3 0 30

None Medium 0 0 0 0 0
9 10 11 12 13

1 1

Cost Wgt
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
Senses
Sight Sound Smell Taste Touch Perception
0

0
2
2
2
0
2
0

2
2
2
0
0
0
0
2
0
4
0
2
2
0
2

0
0

-4

0
0
0
0
2
2
2
2
2
2
2
0
2
0
2

0
0
0
0
0
0
0
0
0
0
0
0
2
2
2
2
2
2
2
2
2
2
2
0
0
0

0
14 15 16 17 18 19
Not Available None
Skills
Other Bonus Feat Select From
Not Available None

Darkvision 60', notice unusual stonework Not Available None


Low-Light Vision Not Available None
Low-Light Vision Not Available Craft/Profession
Low-Light Vision Any Skill Focus None
Darkvision 60' Not Available None
Not Available None
Any one None

Darkvision 60' Not Available None


Darkvision 120' Not Available None
Darkvision 120' Not Available None
Darkvision 120' Not Available None
Darkvision 60' Not Available None
Darkvision 60' Not Available None
Darkvision 60' Not Available None
Darkvision 60' Not Available None
Low-Light Vision Not Available None
Darkvision 60' Not Available None
Darkvision 60' Not Available None
Darkvision 120' and Low-Light Vision, notice unusual stonework Not Available None
Low-Light Vision Not Available None
Darkvision 60' Not Available None
Darkvision 90' Not Available None

Low-Light Vision Not Available None


Low-Light Vision Not Available None

Darkvision 60' and Low-Light Vision Not Available None

Not Available None


Not Available None
Not Available None
Not Available None
Not Available None
Darkvision 120' Not Available None
Low-Light Vision Not Available None
Superior Low-Light Vision, notice concealed/secret doors Not Available None
Superior Low-Light Vision, notice concealed/secret doors Not Available None
Low-Light Vision Not Available None
Low-Light Vision Not Available None
Darkvision 60' Not Available None
Low-Light Vision Not Available None
Not Available None
Darkvision 60' Not Available None

Darkvision 60' Not Available Multiple


Not Available None
Not Available None
Not Available None
Darkvision 60' Not Available None
Not Available None
Not Available None
Not Available None
Low-Light Vision Not Available None
Not Available None
Not Available None
Not Available None
Not Available None
Darkvision 60' Not Available None
Not Available None
Not Available None
Not Available None
Low-Light Vision Not Available None
Darkvision 60' Not Available None
Not Available None
Not Available None
Not Available None
Not Available None
Low-Light Vision Not Available None
Low-Light Vision Not Available None
Low-Light Vision Not Available None
Not Available None
Darkvision 60' Not Available None
Not Available None

Low-Light Vision Not Available None

Not Available None


20 21 22
0 0 0 0

Racial Bonus Points Per Level


Points At Creation
0 0 0

0 0 0 0
0 0 0 0
2 0 0 0
0 0 0 0
0 0 0 0
0 0 0 1
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 2
0 0 0 0
0 0 0 0
0 0 0 0

0 0 0 0
0 0 0 0

0 0 0 0

0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0

2 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 0.5 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0

0 0 0 0

0 0 0 0
23 24 25 26
Points Per Level

+2 racial bonus vs. poison/spells/spell-like abilities

Immune to paralysis/poison; +2 racial bonus vs. spells/spell-like abilities

+2 racial bonus vs. air spells and effects


+2 racial bonus vs. earth spells and effects
+2 racial bonus vs. fire spells and effects
+2 racial bonus vs. water spells and effects
+2 racial bonus on saves vs. disease and poison

+2 racial bonus on saves vs. disease and poison


reroll failed save as Immediate Action
+2 racial bonus on saves vs. disease and poison
+2 racial bonus on saves vs. disease and poison
+2 racial bonus on saves vs. disease and poison
reroll failed save as Immediate Action
+2 racial bonus on saves vs. disease and poison

+2 racial bonus on saves vs. poison


+2 racial bonus on saves vs. poison

+4 racial bonus on saves vs. disease and poison

27
Conditional Ref

+2 racial bonus vs. spells/spell-like abilities

+2 racial bonus vs. spells/spell-like abilities

+2 racial bonus vs. air spells and effects


+2 racial bonus vs. earth spells and effects
+2 racial bonus vs. fire spells and effects
+2 racial bonus vs. water spells and effects

+1 racial bonus vs. electricity, fire, or acid area attacks


+2 racial bonus on saves vs. electricity, fire, or light area attacks
+2 racial bonus on saves vs. electricity, fire, or light area attacks

+2 racial bonus on saves vs. electricity, fire, or light area attacks

+2 racial bonus on saves vs. electricity, fire, or light area attacks

28
+2 racial bonus vs. spells/spell-like abilities
Immune to sleep; +2 racial bonus vs. enchantments
+2 racial bonus vs. illusions
Immune to sleep; +2 racial bonus vs. enchantments

+2 racial bonus vs. fear

Immune to sleep; +2 racial bonus vs. enchantments


Immune to sleep; +2 racial bonus vs. enchantments
Immune to phantasms; +2 racial bonus vs. spells/spell-like abilities

+2 racial bonus vs. air spells and effects


+2 racial bonus vs. earth spells and effects
+2 racial bonus vs. fire 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

+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)

reroll any failed save

Immune to sleep

Immune to sleep

29
Weapon Familiarity

Battleaxes, Heavy Picks, and Warhammers, plus all "Dwarven" weapons are Martial
Longbows, Longswords, Rapiers, and Shortbows, plus all "Elven" weapons are Martial
All "Gnome" weapons are Martial

Greataxe and Falchion, plus all "Orc" weapons are Martial


Sling, plus all "Halfling" weapons are Martial

Hand Crossbow, Rapier, and Shortsword


Hand Crossbow, Rapier, and Shortsword

Greataxe
Greataxe and Falchion, plus all "Orc" weapons are Martial

All sword-like weapons

Shortbow

Hand Crossbows, Rapiers, and Shortswords, plus all "Drow" weapons are Martial
Scimitar, Rapier, Shortbow, plus all "Elven" weapons are Martial
Longbows, Longswords, Rapiers, and Shortbows, plus all "Elven" weapons are Martial
Longbows, Longswords, Rapiers, and Shortbows, plus all "Elven" weapons are Martial
Spears, Tridents, and Nets, plus all "Elven" weapons are Martial
Longsword, Rapier and Javelin

All "Boggle" weapons are Martial


30
Lang
Starting

Common and Dwarven


Common and Elven
Common, Gnome, and Sylvan
Common and Elven
Common and Orc
Common and Halfling
Common

Common and Celestial


Elven and Undercommon
Elven and Undercommon
Common, Dwarven, and Undercommon
Goblin
Gnoll
Common and Goblin
Draconic
Common and Aquan
Giant
Common and Orc
Gnome and Undercommon
Common and Tengu
Common and Abyssal or Infernal
Draconic

Aquan and Sylvan


Aquan and Sylvan

Gnoll and Terran

Common and Elan


Common and Auran
Common and Terran
Common and Ignan
Common and Aquan
Common, Elven, and Undercommon
Common and Elven
Common and Elven
Common and Elven
Aquan and Elven
Common and Elven
Common and Giant
Common and Lupaari
Common and Sylvan
Common and Tabreen

Common and Goblin


Common
Common
Common
Common
Common
Common
Common
Common and Abyssal or Infernal
Common and Ancient
Common and Boggard
Common and Boggard
Common
Common
Common
Common
Common
Common
Common
Common
Common
Common
Common
Common and Celestial or Infernal
Common
Common
Common and Plant
Common
Common

Common and Giant

Common
31
None

Bonus Favored Class


None

Giant, Gnome, Goblin, Orc, Terran, and Undercommon Any One


Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan Any One
Draconic, Dwarven, Elven, Giant, Goblin, and Orc Any One
Any except secret languages (such as Druidic) Any Two
Abyssal, Draconic, Giant, Gnoll, and Goblin Any One
Dwarven, Elven, Gnome, and Goblin Any One
Any except secret languages (such as Druidic) Any One

Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan Any One


Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin Any One
Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin Any One
Aklo, Draconic, Giant, Goblin, Orc, Terran Any One
Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc Any One
Any One
Draconic, Dwarven, Infernal, Giant, Orc Any One
Common, Dwarven, Gnome, and Undercommon Any One
Aboleth, Aklo, Draconic, Elven, Sahuagin, and Sylvan Any One
Any One
Dwarven, Giant, Gnoll, Goblin, Undercommon Any One
Aklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc, or Terran Any One
Any except secret languages (such as Druidic) Any One
Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Half ling, Infernal, and Orc Any One
Any One

Any One
Any One

Any One

Any except secret languages (such as Druidic) Any One


Any except secret languages (such as Druidic) Any One
Any except secret languages (such as Druidic) Any One
Any except secret languages (such as Druidic) Any One
Any except secret languages (such as Druidic) Any One
Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, and Goblin Any One
Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan Any One
Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan Any One
Any except secret languages (such as Druidic) Any One
Any except secret languages (such as Druidic) Any One
Any except secret languages (such as Druidic) Any One
Dwarven, Gnoll, Goblin, Ogre, Orc, and Giant Any One
Any except secret languages (such as Druidic) Any One
Common, Elven, Gnome, and Terran Any One
Any except secret languages (such as Druidic) Any One

Draconic, Dwarven, Giant, Gnome, Halfling, and Orc Any One


Draconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or Sylvan Any One
Draconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or Sylvan Any One
Draconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or Sylvan Any One
Draconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or Sylvan Any One
Draconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or Sylvan Any One
Draconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or Sylvan Any One
Draconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or Sylvan Any One
Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Half ling, Infernal, and Orc Any One
Dwarven, Elven, Gnome, Goblin, Halfling, and Orc Any One
Draconic, Dwarven, Elven, Gnome, Halfling, and Orc Any One
Draconic, Dwarven, Elven, Gnome, Halfling, and Orc Any One
Any except secret languages (such as Druidic) Any One
Any except secret languages (such as Druidic) Any One
Any except secret languages (such as Druidic) Any One
Any except secret languages (such as Druidic) Any One
Any except secret languages (such as Druidic) Any One
Any except secret languages (such as Druidic) Any One
Any except secret languages (such as Druidic) Any One
Any except secret languages (such as Druidic) Any One
Any except secret languages (such as Druidic) Any One
Any except secret languages (such as Druidic) Any One
Any except secret languages (such as Druidic) Any One
Abyssal, Auran, Celestial, Dwarven, Draconic, Elven, Gnome, Halfling, Infernal and Orc Any One
Any except secret languages (such as Druidic) Any One
Any except secret languages (such as Druidic) Any One
Dwarven, Elven, Halfling, Gnome, Goblin, Orc or Sylvan Any One
Dwarven, Elven, Halfling, Gnome, Goblin, or Orc Any One
Dwarven, Elven, Halfling, Gnome, or Orc. Any One

Any except secret languages (such as Druidic) Any One

Any One
32 33
Ability Summary
34
Racial Abilities (Breakout)

Slow and Steady: speed is never modified by armor or encumbrance


Low-Light Vision: may see twice as far as humans in conditions of dim light
Low-Light Vision: may see twice as far as humans in conditions of dim light
Low-Light Vision: may see twice as far as humans in conditions of dim light
Darkvision 60'
Fearless: +2 Racial bonus on saves vs. fear
Bonus Feat: gain 1 extra feat at 1st level

Darkvision 60'
Darkvision 120'
Darkvision 120'
Slow and Steady: speed is never modified by armor or encumbrance
Fast: fast for size, w/ base speed of 30'
Armor: +1 Natural Armor bonus
Darkvision 60'
Fast: fast for size, w/ base speed of 30'
Aquatic: amphibious, but prefer not to spend long periods out of water
Armor: +5 Natural Armor bonus
Darkvision 60'
Defensive Training: +2 Dodge bonus to AC
Low-Light Vision: may see twice as far as humans in conditions of dim light
Darkvision 60'
Darkvision 90'

Amphibious: can breathe in either air or water


Amphibious: can breathe in either air or water

Unluck [mind-affecting] (Su): anyone other than animals, gremlins, and gnolls in 20' rad. aura of unluck must roll 2d20 instead o

Aberrant Nature: not subject to spells/effects that affect humanoids only


Feather Fall (Su): affected by permanent personal feather fall spell
Slow Movement: base speed of 20'
Fast Movement: base speed 35'
Slow Movement: base speed 20'; swim 20', +8 Racial bonus on any Swim check to perform special action or avoid a hazard, ca
Darkvision 120'
Low-Light Vision: may see twice as far as humans in conditions of dim light
Superior Low-Light Vision: may see three times as far as humans in conditions of dim light
Low-Light Vision: may see twice as far as humans in conditions of dim light
Normal Speed: base speed 30'; swim 30', +8 Racial bonus on any Swim check to perform special action or avoid a hazard, can
Flight: fly 60' (average); Fly is always a class skill; can maintain flight if not wearing armor heavier than Light and may move an
Darkvision 60'
Natural Armor: +1 Natural Armor bonus
Natural Armor: +2 Natural Armor bonus
Fast Movement: base speed 40'

Fast: fast for size, w/ base speed of 30'


Fast: fast for size, w/ base speed of 30'
Familiar Foe: +1 bonus on attacks vs. Vermin
Fast: fast for size, w/ base speed of 30'
Fast: fast for size, w/ base speed of 30'
Fast: fast for size, w/ base speed of 30'
Fast: fast for size, w/ base speed of 30'
Fast: fast for size, w/ base speed of 30'
Low-Light Vision: may see twice as far as humans in conditions of dim light
Almost Human: count as human for any effect related to race
Hold Breath: may hold breath for 40 rnds before risk of drowning
Hold Breath: may hold breath for 40 rnds before risk of drowning
Keen Senses: +2 Racial bonus on Perception checks
Keen Senses: +2 Racial bonus on Perception checks
Keen Senses: +2 Racial bonus on Perception checks
Keen Senses: +2 Racial bonus on Perception checks
Keen Senses: +2 Racial bonus on Perception checks
Keen Senses: +2 Racial bonus on Perception checks
Keen Senses: +2 Racial bonus on Perception checks
Keen Senses: +2 Racial bonus on Perception checks
Keen Senses: +2 Racial bonus on Perception checks
Keen Senses: +2 Racial bonus on Perception checks
Keen Senses: +2 Racial bonus on Perception checks
Low-Light Vision: may see twice as far as humans in conditions of dim light
Adjustable Size: Move Action, change size between Small and Medium (any height between 3-6')
Adjustable Size: Move Action, change size between Small and Medium (any height between 3-6')
Humanoid Plant: +2 Racial bonus on saves vs. mind-affecting effects (charms, compulsions, phantasms, patterns, and morale
Darkvision 60'
Living Construct: has Con score, makes Fort saves, and is not immune to mind-affecting spells or abilities; subject to risk of dea

Low-Light Vision: may see twice as far as humans in conditions of dim light
Darkvision 60'
Elven Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effects
Defensive Training: +4 Dodge bonus to AC vs. Giants
Adaptability: gain Skill Focus as bonus feat
Intimidating: +2 Racial bonus on Intimidate checks
Halfling Luck: +1 Racial bonus on all saves
Skilled: gain 1 extra skill rank/level

Skilled: +2 Racial bonus on Diplomacy and Perception checks


Drow Immunities: immune to magic sleep effects; gain +2 Racial bonus on saves vs. enchantment spells/effects
Drow Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effects
Darkvision 120'
Darkvision 60'

Sneaky: +4 Racial bonus on Stealth checks


Darkvision 60'
Low-Light Vision: may see twice as far as humans in conditions of dim light
Natural Cunning (Ex): immune to maze spells and never become lost; never caught flat-footed
Ferocity (Ex): remain conscious and can continue fighting even if HP drops below 0 (still staggered and looses 1 HP/rnd, still di
Senses: darkvision 120' and low-light vision
Sneaky: +2 Racial bonus on Perception and Stealth checks
Skilled: +2 Racial bonus on Bluff and Stealth checks
Armor: +6 Natural Armor bonus

Damage Resistance: DR 5/cold Iron


Damage Resistance: DR 5/cold Iron

Spell-Like Abilities (caster level 1st): At will—prestidigitation, speak with animals; 1/day—shatter (DC 10)

Normal Vision: lack darkvision, unlike most aberrations


Electricity Resistance: electricity resistance 2
Damage Reduction: DR 5/— vs. nonlethal dmg
Smoke Immunity (Ex): suffer no penalties from smoke
Water Breathing (Ex): can breathe water
Keen Senses: +2 bonus on sight- and sound-based Perception checks
Keen Senses: +2 bonus on sight- and sound-based Perception checks
Keen Senses: +2 bonus on sight- and sound-based Perception checks; make Perception check to spot secret/concealed door
Keen Senses: +2 bonus on sight- and sound-based Perception checks; make Perception check to spot secret/concealed door
Low-Light Vision: may see twice as far as humans in conditions of dim light
Low-Light Vision: may see twice as far as humans in conditions of dim light
Imposing Figure: +2 Racial bonus on Intimidate checks
Low-Light Vision: may see twice as far as humans in conditions of dim light
Limited Regeneration (Ex): natural healing rate is doubled
Natural Armor: +1 Natural Armor bonus

Darkvision 60'
Familiar Foe: +1 bonus on attacks vs. Vermin
Insect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effects
Familiar Foe: +1 bonus on attacks vs. Vermin
Familiar Foe: +1 bonus on attacks vs. Vermin
Familiar Foe: +1 bonus on attacks vs. Vermin
Familiar Foe: +1 bonus on attacks vs. Vermin
Familiar Foe: +1 bonus on attacks vs. Vermin
Spell-Like Ability: 1/day—detect evil, caster level (0)
Bonus Feats: gain Improved Unarmed Strike and Improvised Weapon Mastery as bonus feats
Inborn Alignment: must be Good
Inborn Alignment: must be Good
Acid Resistance: acid resistance 5
Darkvision 60'
Bestial Reflexes: +2 Racial bonus on saves vs. electricity, fire, or light area attacks
Improved Trip: gain Improved Trip as bonus feat
Enhanced Speed: base speed 40'; never modified by armor or encumbrance
Low-Light Vision: may see twice as far as humans in conditions of dim light
Darkvision 60'
Bestial Fortitude: +2 Racial bonus on saves vs. disease/poison
Bestial Fortitude: +2 Racial bonus on saves vs. disease/poison
Bestial Reflexes: +2 Racial bonus on saves vs. electricity, fire, or light area attacks
Bear’s Might: +1 Racial bonus on 1 unarmed melee attack/rnd; if attack hits, deal +1 dmg
Muse Immunities: immune to magic sleep effects
Slow and Steady: speed is never modified by armor or encumbrance
Slow and Steady: speed is never modified by armor or encumbrance
Protective Sap: gain +2 Natural Armor bonus when below 0 HP
Fossil Fortitude: +4 Racial bonus on saves vs. disease/poison
Armor Gems: use small quartz crystals/gemstones to emulate armor and access special racial powers; wearing any other armo

Impressive Size: +2 Racial bonus on Intimidate and Sense Motive checks


Defensive Training: +4 Dodge bonus to AC vs. Giants
Elven Magic: +2 Racial bonus on caster level checks vs. SR; +2 Racial bonus on Spellcraft checks made to identify properties
Gnome Magic: +1 to DC of Illusion spells
Elf Blood: count as both elves and humans for any effect related to race
Orc Blood: count as both humans and orcs for any effect related to race
Keen Senses: +2 Racial bonus on Perception checks

Spell-like Ability (caster level 0): 1/day—daylight


Keen Senses: +2 Racial bonus on Perception checks
Keen Senses: +2 Racial bonus on Perception checks
Duergar Immunities: immune to paralysis, phantasms, & poison; +2 Racial bonus on saves v.s spells and spell-like abilities
Skilled: +4 Racial bonus on Ride and Stealth checks

Armor: +1 Natural Armor bonus

Reach 10'
Light Sensitivity: Dazzled in areas of bright light
Fortunate: +2 Racial bonus on all saves
Gifted Linguist: +4 Racial bonus on Linguistics checks; learn 2 languages per rank in Linguistics
Spell-Like Ability (caster level 0): 1/day—darkness
Stench (Ex): living creatures w/in 30' are sickened for 10 rnds (Fort DC 10 negs); successful save grants immunity for 24 hrs; d

Spell Resistance: SR 12
Lure (Su): This ability functions just like a harpy’s captivating song. A DC 10 Will save negates this effect. The save DC is Chari

Damage Resistance: DR 2/cold Iron

Naturally Psionic: gain 2 bonus power points at 1st level


Spell Casting: +1 caster level when casting spells w/ [air] descriptor or from Air domain
Acid Resistance: acid resistance 2
Fire Resistance: fire resistance 2
Cold Resistance: cold resistance 2
Drow Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effects
Elven Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effects
Elven Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effects
Elven Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effects
Aquatic: may breathe underwater freely; may breathe air for up to 20 hrs, then must spend equal amount of time totally submer
Elven Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effects
Ogre Blood: count as both humans and ogres for any effect related to race
Keen Senses: +2 bonus to scent-, sight- and sound-based Perception checks
Spell-like Ability (Sp): 1/day—speak with plants, caster level 5
Darkvision 60'

Dodge Catastrophes: +1 Racial bonus on Reflex saves vs. electricity, fire, or acid area attacks
Insect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effects
Natural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmg
Insect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effects
Insect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effects
Insect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effects
Insect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effects
Insect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effects
Fast Speed: fast for size, w/ base speed of 20'
Skilled: gain additional skill rank at 1st level and every other level thereafter that must be used in Acrobatics, Climb, Handle Ani
Marsh Move: suffer no move penalties moving through marshes/mud
Marsh Move: suffer no move penalties moving through marshes/mud
Hold Breath: may hold breath for 40 rnds before risk of drowning; duration is not reduced by taking Standard Actions
Bestial Reflexes: +2 Racial bonus on saves vs. electricity, fire, or light area attacks
Eagle Eyes: +1 Racial bonus on ranged attacks
Scent: gain scent extraordinary ability
Bestial Fortitude: +2 Racial bonus on saves vs. disease/poison
Cat-like Grace: Immediate Action; reroll failed Reflex save after 1st save is attempted, but before results are revealed (must tak
Bestial Fortitude: +2 Racial bonus on saves vs. disease/poison
Boarish Ferocity: 1/day, if below 0 HP but not killed, may fight on for 1 rnd as if Disabled; at end of next turn (unless brought ab
Ferocious Hunger: +1 bonus on attacks vs. Tiny or smaller creatures
Jittery: +2 Racial bonus on Initiative
Bestial Fortitude: +2 Racial bonus on saves vs. disease/poison
Source of Inspiration: grant allies w/in 50' +1 Competence bonus to any skill checks in which you have ranks
Low-Light Vision: may see twice as far as humans in conditions of dim light
Low-Light Vision: may see twice as far as humans in conditions of dim light
Rooted Foot: stand up from Prone as Swift Action
Improved Initiative: gain Improved Initiative as bonus feat
Breath of Steam: 1/day, cloud of steam functions as obscuring mist w/ 5' radius lasting 0 rnds; creatures ending a turn w/in area

Crafty: +2 Racial bonus on Craft checks


Greed: +2 Racial bonus to Appraise nonmagical goods w/ precious metals or gemstones
Keen Senses: +2 Racial bonus on Perception checks
Hatred: +1 bonus on attacks vs. Reptilians and Goblinoids
Elven Immunities: immune to magic sleep effects; gain +2 Racial bonus on saves vs. enchantment spells/effects
Orc Ferocity: 1/day, if below 0 HP but not killed, may fight on for 1 rnd as if Disabled; at end of next turn (unless brought above
Sure-Footed: +2 Racial bonus on Acrobatics and Climb checks

Celestial Resistance: acid resistance 5, cold resistance 5, & electricity resistance 5


Spell Resistance: SR 6
Spell Resistance: SR 11
Stability: +4 Racial bonus to CMD vs. bull rush/trip while on solid ground

Crafty: +2 Racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks; Craft (trapmaking) and Stealth are a

Powerful Charge (Ex): charge attack deals 2d6+0 extra dmg


Weapon Familiarity: proficient w/ greataxes and falchions; treat any Orc weapon as Martial
Skilled: +2 Racial bonus on Stealth checks (+4 underground); +2 Racial bonus on Craft (alchemy) and Perception checks
Swordtrained: proficient w/ all sword-like weapons
Fiendish Resistance: cold resistance 5, electricity resistance 5, and fire resistance 5

Spell-Like Abilities (CL 12th): 3/day—charm person (DC 11); 1/day—water breathing
Shapeshift (Su): A nixie can change shape to become any Small or Medium aquatic creature as if using beast shape I. A nixie c

Spell Resistance: SR 7

Resilience (Su): Immediate Action, reduce dmg by 2 HP per power point spent
Saving Throws: +2 Racial bonus to saves vs. Air spells/effects
Spell Casting: +1 caster level when casting spells w/ [earth] descriptor or from Earth domain
Spell Casting: +1 caster level when casting spells w/ [fire] descriptor or from Fire domain
Spell Casting: +1 caster level when casting spells w/ [water] descriptor or from Water domain
Spell Resistance: SR 6
Elven Magic: +2 Racial bonus on caster level checks vs. SR; +2 Racial bonus on Spellcraft checks made to identify properties
Elven Magic: +2 Racial bonus on caster level checks vs. SR; +2 Racial bonus on Spellcraft checks made to identify properties
Weapon Familiarity: proficient w/ longbows, longswords, rapiers, and shortbows; treat any Elven weapon as Martial
Amphibious: can breathe in either air or water
Weapon Proficiency: proficient w/ longsword, rapier and javelin

Natural Tracker: +4 bonus to Survival checks made when tracking by scent


Nature Affinity: +4 Racial bonus to Knowledge (nature) checks
Keen Senses: +2 bonus to sight-, sound- and touch-based Perception checks

Goblin Blood: count as Goblinoid for any effect related to race


Natural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmg
Skilled: +2 Racial bonus to Acrobatics and Climb checks
Natural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmg
Natural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmg
Natural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmg
Natural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmg
Natural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmg
Big Hands: may wield weapons as if Small-sized
Skin of the Beast: +2 Natural Armor bonus to AC when wearing leather or hide armor and not wearing, wielding, or holding any
Grasping Tongue: grapple using tongue (rng 10') w/ no AoO or penalties for not having both hands free when starting grapple
Grasping Tongue: grapple using tongue (rng 10') w/ no AoO or penalties for not having both hands free when starting grapple
Bestial Fortitude: +2 Racial bonus on saves vs. disease/poison
Great Climbers: +4 Racial bonus on Climb checks
Spell-Like Ability: 1/day—feather fall (self only)

Rushing Charge: may make both bull rush and basic melee attack (in that order) when making charge attack
Sure-footed: +2 Racial bonus on Acrobatics and Climb checks
Bestial Reflexes: +2 Racial bonus on saves vs. electricity, fire, or light area attacks
Scent: gain scent extraordinary ability
Reptilian Mind: Immediate Action; reroll failed Will save after 1st save is attempted, but before results are revealed (must take 2
Rodent Resilience: Immediate Action; reroll failed Fortitude save after 1st save is attempted, but before results are revealed (m
Improved Grapple: gain Improved Grapple as bonus feat
Touch of the Muse: Immediate Action (no AoO); 1/day, grant 1 adjacent ally reroll on 1 save, attack, or skill check after 1st roll, b
Bribe Fate: Immediate Action; 1day, may lose 1 HP to reroll failed save after 1st save is attempted, but before results are revea
Bribe Fate: Immediate Action; 1day, may lose 1 HP to reroll failed save after 1st save is attempted, but before results are revea
Sun Heal: Standard Action; 1/day in sunlit conditions (magical or true), may heal 0 HP and gain 1 meal’s worth of nourishment
Nimble Form: +2 Racial bonus on Acrobatics, Escape Artist, and Sleight of Hand checks
Light and Heat: head constantly sheds light (as a torch) and can light flammable objects
Hatred: +1 bonus on attack rolls vs. Orcs and Goblins
Weapon Familiarity: proficient w/ longbows, longswords, rapiers, and shortbows; treat any Elven weapon as Martial
Illusion Resistance: +2 Racial bonus on saves vs. Illusion spells/effects
Keen Senses: +2 Racial bonus on Perception checks
Weapon Familiarity: proficient w/ greataxes and falchions; treat any Orc weapon as Martial
Weapon Familiarity: proficient w/ slings; treat any Halfling weapon as Martial

Spell-Like Abilities (caster level 0): 1/day—dancing lights, darkness, faerie fire
Spell-Like Abilities (caster level 0): Constant—detect magic; At Will—dancing lights, deeper darkness, faerie fire, feather fall, lev
Spell-Like Abilities (caster level 0): 1/day (self only)—enlarge person, invisibility

Light Sensitivity: Dazzled in areas of bright light

Hatred: +1 bonus on attacks vs. Reptilians and Dwarves


Natural Weapon: primary bite attack (secondary if wielding a weapon) deals 1d3 dmg

Wild Empathy (Ex): This ability functions just like the druid ability of the same name. Nixies receive a +6 racial bonus on wild em
Spell-Like Abilities (CL 12th): 3/day—charm person (DC 11); 1/day—water breathing

Resistance (Su): Immediate Action, spend 1 power point to gain +4 Racial bonus on saves until beginning of next action

Saving Throws: +2 Racial bonus to saves vs. Earth spells/effects


Saving Throws: +2 Racial bonus to saves vs. Fire spells/effects
Saving Throws: +2 Racial bonus to saves vs. Water spells/effects
Spell-Like Abilities (caster level 0): 1/day—dancing lights, darkness, faerie fire; +2 Racial bonus on Spellcraft checks made to id
Weapon Familiarity: proficient w/ scimitar, rapier, and shortbow; treat any Elven weapon as Martial
Weapon Familiarity: proficient w/ longbows, longswords, rapiers, and shortbows; treat any Elven weapon as Martial
Rank and Station: +2 bonus on Diplomacy checks when dealing w/ elves that are not of high elven blood; w/ other high elves, m
Keen Senses: +2 bonus on sight- and sound-based Perception checks; make Perception check to spot secret/concealed door
Cold Endurance: +4 Racial bonus on Fort saves to resist effects of cold weather

Sound Sensitivity: increased vulnerability to sonic attacks (+50% damage)


Darkness Sensitivity: -2 penalty to attacks in complete darkness
Sound Sensitivity: increased vulnerability to sonic attacks (+50% damage)

Mechanical Genius: gain additional skill rank and +2 Racial bonus to either Knowledge (engineering), Profession (engineering),
Skilled: +2 Racial bonus to Acrobatics and Climb checks
Spin Silk: create 30' length of silk rope 1/day; rope decomposes after 24 hrs
Chitinous Defense: Full-Round Action, gain DR 0/piercing if fighting defensively
Darkvision 60'
Spell-Like Ability: 1/day—displacement (caster level 0)
Low-Light Vision: may see twice as far as humans in conditions of dim light
Flying: fly X' (Y) for 0 min/day (need not be consecutive, but must be used in 1 min increments); Fly is a class skill
Flank From Below: if sharing square w/ enemy, counts as in any 1 square adjacent enemy for purposes of flanking

Skilled Jumper: +4 Racial bonus to Acrobatics checks when jumping; always considered to have running start
Skilled Jumper: +4 Racial bonus to Acrobatics checks when jumping; always considered to have running start
Great Swimmers: +4 Racial bonus on Swim skill checks
Spell-Like Ability: 1/day—web (10' radius, caster level 0, DC 10)

Contortionist: +2 Racial bonus on Escape Artist checks; may move through tight space w/out making Escape Artist check

Unearthly Presence: gain +1 Morale bonus to AC and saves vs. attacks made by adjacent foes if HP total is 0 or greater
Sense Coins: +4 Racial bonus on Perception checks to notice coins; may see coins in darkness & through any material less tha
Sense Coins: +4 Racial bonus on Perception checks to notice coins; may see coins in darkness & through any material less tha

Negative Energy Resistance: negative energy resistance 5; applies to dmg from channeled negative energy and spells that har
Hardy: +2 Racial bonus on saves vs. poison, spells, and spell-like abilities

Keen Senses: +2 Racial bonus on Perception checks


Multitalented: choose 2 favored classes at 1st level instead of 1

Light Blindness: abrupt exposure to bright light Blinds for 1 rnd; Dazzled on subsequent rnds if still in affected area
Light Blindness: abrupt exposure to bright light Blinds for 1 rnd; Dazzled on subsequent rnds if still in affected area
Light Sensitivity: Dazzled in areas of bright light

Stonecunning: +2 bonus on Perception checks to notice unusual stonework; make check to notice such if passing w/in 10', eve

Spell Resistance: SR 12

Repletion: removce need to eat or drink for 24 hrs by spending 1 power point

Light Blindness: abrupt exposure to bright light Blinds for 1 rnd; Dazzled on subsequent rnds if still in affected area
Heat Endurance: +4 Racial bonus on Fort saves to resist effects of hot weather

Elven Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effects
Keen Senses: +2 bonus on sight- and sound-based Perception checks

Light Dependency: no need to eat, but require 1 gallon of fluids, 1 lb. of soil or similarly mineral-rich substance, and 8 hrs of sun

Weapon Familiarity: treat any Boggle weapon as Martial


Spin Silk: create 30' length of silk rope 1/day; rope decomposes after 24 hrs
Natural Armor: +2 Racial bonus to Natural Armor
Innate Resistance: electricity resistance 5
Flying: fly 40' (good) for 0 min/day (need not be consecutive, but must be used in 1 min increments); Fly is a class skill
Innate Resistance: acid resistance 5

Lost Under Foot: does not provoke AoO when entering larger enemy’s space from adjacent square

Skilled Climber: +4 Racial bonus to Climb checks

Money is Life: Standard Action, consume up to 200 gp to heal 1d8 HP per 50 gp consumed (must be consumed in increments o
Money is Life: Standard Action, consume up to 200 gp to heal 1d8 HP per 50 gp consumed (must be consumed in increments o

Sleep Immunity: immune to magic sleep effects; trance rather than sleep (fully aware of surroundings while in this state)
Stability: +4 Racial bonus to CMD vs. bull rush/trip while on ground

Obsessive: +2 racial bonus on 1 Craft or Profession skill

Poison Use: never risk accidental poisoning; Drow Poison—injury; save Fort DC 13; freq 1/min for 2 min; initial effect, unconsci
Poison Use: never risk accidental poisoning; Drow Poison—injury; save Fort DC 13; freq 1/min for 2 min; initial effect, unconsci

Spell Resistance: SR 11

Wild Empathy (Ex): This ability functions just like the druid ability of the same name. Nixies receive a +6 racial bonus on wild em

Weapon Familiarity: proficient w/ hand crossbows, rapiers, and shortswords; treat any Drow weapon as Martial
Animal Knowledge: +2 Racial bonus on Handle Animal and Ride checks

Weapon Familiarity: proficient w/ spears, tridents, and nets; treat any Elven weapon as Martial

Nourishment: can go w/out soil for 3 days, then must make Con check each day (DC 10 + 1 for each previous check) or take 1d
Flying: fly 25' (poor) for 0 min/day (need not be consecutive, but must be used in 1 min increments); Fly is a class skill; lose Ra
Spell-Like Ability: 1/day—shocking grasp (caster level 0)

Spell-Like Ability: 1/day—acid arrow (caster level 0)

Natural Acrobat: +4 Racial bonus on Acrobatic checks

Silver Stomach: +2 Racial bonus on saves vs. poison


Silver Stomach: +2 Racial bonus on saves vs. poison
Stonecunning: +2 bonus on Perception checks to notice unusual stonework; make check to notice such if passing w/in 10', eve

Weapon Familiarity: treat any Gnome weapon as Martial

Weapon Familiarity: proficient w/ hand crossbow, rapier, and short sword


Weapon Familiarity: proficient w/ hand crossbow, rapier, and short sword

Svirfneblin Magic: +1 to DC of Illusion spells; Spell-like abilities (caster level 0): Constant—nondetection; 1/day—blindness/dea

Alignment: any non-good (LSJ Campaign players must abide by Character Generation Guidelines)

Lack of Sustanence: Fatigued after taking nonlethal dmg from lack of water, sufficient light, or soil; dmg cannot be recovered un
Flying: fly 30' (good) for 0 min/day (need not be consecutive, but must be used in 1 min increments); Fly is a class skill

Flying: fly 30' (average) for 0 min/day (need not be consecutive, but must be used in 1 min increments); Fly is a class skill

Toxic: foe that swallows whole takes 1 Str dmg/rnd until body is removed or destroyed
Weapon Familiarity: proficient w/ battleaxes, heavy picks, & warhammers; treat any Dwarven weapon as Martial
43
Custom
44
Racial Abilities (Long)

- Greed: +2 Racial bonus to Appraise nonmagical goods w/ precious metals or gemstones


- Hatred: +1 bonus on
Elven Immunities: attackto
immune rolls
magicvs. Orcs
sleepand Goblins
effects; +2 Racial bonus on saves vs. enchantment spells/effects
- Hardy: Elven Magic: +2 Racial bonus on caster level checksand
+2 Racial bonus on saves vs. poison, spells, vs. spell-like
SR; +2 Racial abilities
bonus on Spellcraft checks made to identify properties
-- Hatred: +1 bonus
Keen Senses: on attacks
+2 Racial bonus vs.on Reptilians
Perception andchecks
Goblinoids
- Illusion Resistance:
Elf Blood: count as both +2 Racial
elves bonus
and humanson saves for vs.
anyIllusion spells/effects
effect related to race
-- Intimidating: +2 Racial
Elven Immunities: immune bonus on Intimidate
to magic checksgain +2 Racial bonus on saves vs. enchantment spells/effects
sleep effects;
- Orc Blood:
Halfling count
Luck: as bothbonus
+1 Racial humans on and orcs for any effect related to race
all saves
- Keen Orc Ferocity:
Senses:1/day, if below
+2 Racial bonus 0 HPonbut not killed,
Perception may fight on for 1 rnd as if Disabled; at end of next turn (unless brought above
checks
-- Bonus Feat: gain
Sure-Footed: 1 extrabonus
+2 Racial feat aton1st level
Acrobatics and Climb checks
- Skilled: gain 1 extra skill rank/level
- Skilled: +2 Racial bonus on Diplomacy and Perception checks
- Spell-like Ability (caster
Spell Resistance: SR 6 level 0): 1/day—daylight
- Spell-Like Abilities
Spell Resistance: SR (caster
11 level 0): 1/day—dancing lights, darkness, faerie fire
- Duergar Spell-LikeImmunities:
Abilities (caster
immune levelto 0): Constant—detect
paralysis, phantasms,magic; At Will—dancing
& poison; +2 Racial bonus lights,
ondeeper darkness,
saves v.s faerie
spells and fire, feather
spell-like fall, l
abilities
-- Fast: fast+4
Stability: forRacial
size, w/ basetospeed
bonus CMDof vs.30'
bull rush/trip while on solid ground
- Darkvision 60'
- Armor: Skilled:+1+4Natural
Racial bonus
Armor on bonusRide and Stealth checks
- Darkvision 60'
-- Darkvision Sneaky: +460' Racial bonus on Stealth checks
- Armor: +1 Natural Armor bonus
-- Aquatic: Crafty: +2 amphibious,
Racial bonus buton prefer
Craftnot to spend long
(trapmaking), periods out
Perception, andofProfession
water (miner) checks; Craft (trapmaking) and Stealth are
- Natural Low-Light Vision:(Ex):
Cunning may immune
see twicetoas far as
maze humans
spells in conditions
and never becomeoflost; dim never
light caught flat-footed
- Ferocity Reach 10' (Ex): remain conscious and can continue fighting even if HP drops below 0 (still staggered and looses 1 HP/rnd, still d
- Skilled: Light Sensitivity:
+2 RacialDazzled
bonus on in Stealth
areas ofchecks
bright light
(+4 underground); +2 Racial bonus on Craft (alchemy) and Perception checks
-- Sneaky: Hatred: +1 +2bonus
Racialon bonus
attackson Perception
vs. Reptilians andandStealth checks
Dwarves
- Gifted Linguist: +4 Racial bonus on Linguistics checks; learn 2 languages per rank in Linguistics
-- Skilled: +2 Racial bonus w/ onallBluff and Stealth checks
-- Swordtrained:
Darkvision 90' proficient
Spell-Like Ability
sword-like
(caster level 0): 1/day—darkness
weapons
- Armor: +6 Natural Armor bonus
-- Stench (Ex): living
Wild Empathy (Ex):creatures
This ability w/in 30' are just
functions sickened fordruid
like the 10 rnds (Fort
ability of DC 10 negs);
the same name.successful save grants
Nixies receive immunity
a +6 racial bonusforon
24wild
hrs;e
- Damage Resistance: DR 5/cold Iron
Spell-Like Abilities
- Shapeshift (CL 12th):
(Su): A nixie 3/day—charm
can change shape toperson
become (DC 11);
any 1/day—water
Small or Mediumbreathing
aquatic creature as if using beast shape I. A nixie
- Lure (Su): This ability functions just like a harpy’s captivating song. A DC 10 Will save negates this effect. The save DC is Cha
- Spell-Like Abilities (caster level 1st): At will—prestidigitation, speak with animals; 1/day—shatter (DC 10)
- Damage Resistance: DR 2/cold Iron
- Naturally Psionic: gain 2 bonus power points at 1st level
ResilienceResistance:
- Electricity (Su): Immediate Action,
electricity reduce dmg
resistance 2 by 2 HP per power point spent
-- Damage Reduction:
Spell Casting: +1 caster DR 5/—levelvs.when nonlethal
castingdmg spells w/ [air] descriptor or from Air domain
- Acid Smoke Resistance:
Immunity acid(Ex):resistance 2
suffer no penalties from smoke
- Fire Spell
Water Breathing (Ex): can breathe water spells w/ [earth] descriptor or from Earth domain
Casting:
Resistance: +1 caster
fire level
resistance when
2 casting
- Cold Spell Resistance:
Casting: +1 cold
caster level when
resistance 2 casting spells w/ [fire] descriptor or from Fire domain
-- Spell Spell Resistance:
Casting: +1 SR 6 level when casting spells w/ [water] descriptor or from Water domain
caster
-- Elven Immunities:
Spell-Like Abilities immune
(caster level to magic sleep effects; +2
0): 1/day—dancing Racial
lights, bonus on
darkness, saves
faerie vs.+2
fire; enchantment
Racial bonus spells/effects
on Spellcraft checks made to
- Keen Elven Senses:
Magic: +2 +2Racial
bonusbonus on sight-on caster level checksPerception
and sound-based vs. SR; +2checks;
Racial bonus on Spellcraft
make Perception checks
check made
to spot to identify properties
secret/concealed doo
-- Keen Weapon
Elven Familiarity:
Immunities:
Senses: +2 bonus proficient
immune w/ scimitar,
ontosight-
magic andsleep rapier,
effects;and
sound-based shortbow;
+2Perception
Racial bonus treatonany
checks; Elven
saves
make vs. weapon ascheck
enchantment
Perception Martial
spells/effects
to spot secret/concealed doo
- Aquatic: Magic:
Elven Immunities:+2 Racial
may breathe immune bonus
underwater on caster
to magic sleep
freely; level
may checks
effects; +2 vs.
breathe air SR;
Racial +2toRacial
bonus
for up 20 bonus
onhrs,
saves
thenvs. on Spellcraft
enchantment
must checks
spend equal made ofto time
spells/effects
amount identify properties
totally subme
Weapon Familiarity:
- Amphibious: can breathe proficient w/ longbows,
in either air or water longswords, rapiers, and shortbows; treat any Elven weapon as Martial
-- Elven Immunities: immune ontosight-
magic sleep effects; +2Perception
Racial bonus on saves
makevs. enchantment spells/effects
-- Keen Senses:
Darkvision 60' +2 bonus
Weapon Proficiency:
and sound-based
proficient w/ longsword, rapier and javelin
checks; Perception check to spot secret/concealed doo
Imposing Figure:
- Low-Light Vision: +2
may Racial
see twicebonusasonfarIntimidate
as humans checks
in conditions of dim light
- Ogre
Keen Blood:
Senses: count as both
+2 bonus to humans and ogres
scent-, sight- for any effectPerception
and sound-based related to racechecks
-- Nature Affinity:
Natural Armor: +4 Racial
Tracker:+1+4Natural bonus
bonus Armor to
to Survival Knowledge (nature) checks
checks made when tracking by scent
-- Natural bonus
Darkness Sensitivity: -2 penalty to attacks in complete darkness
- Darkvision 60'
- Keen Senses: +2 bonus to sight-, sound- and touch-based Perception checks
- Dodge Catastrophes: +1 Racial bonus on Reflex saves vs. electricity, fire, or acid area attacks
Goblin Mind:
- Insect Blood:+2count
Racial as bonus
Goblinoid for anyvs.
on saves effect related to (charm)
Enchantment race spells/effects
-- Insect
NaturalMind: +2 Racial
Weapons: bonusmid-leg
2 primary on saves vs. attacks
slash Enchantment (charm)
(secondary spells/effects
if wielding a weapon) deal 1d4 dmg
- Natural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmg
- Skilled: +2 Racial bonus to Acrobatics and Climb checks
- Insect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effects
- Natural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmg
-- Natural ChitinousWeapons:
Defense:2Full-Round
primary mid-legAction,slash
gainattacks (secondary
DR 0/piercing if wielding
if fighting a weapon) deal 1d4 dmg
defensively
- Insect Darkvision
Mind:60' +2 Racial bonus on saves vs. Enchantment (charm) spells/effects
- Natural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmg
-- Familiar Low-Light Foe: +1 bonus
Vision: may see on attacks
twice asvs. farVermin
as humans in conditions of dim light
- Insect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effects
-- Big Hands:
Natural may wield
Weapons: weapons
2 primary as if slash
mid-leg Small-sized
attacks (secondary if wielding a weapon) deal 1d4 dmg
- Bonus Flank From
Feats: Below: if sharing Unarmed
gain Improved square w/Strike
enemy, and counts as in any
Improvised 1 square
Weapon adjacent
Mastery enemyfeats
as bonus for purposes of flanking
- Marsh Skilled:Move:
gain additional skill rank
suffer no move at 1st level
penalties moving andthrough
every other level thereafter that must be used in Acrobatics, Climb, Handle An
marshes/mud
-- Inborn GraspingAlignment:
Tongue: must
grapple be Good
using tongue (rng 10') w/ no AoO or penalties for not having both hands free when starting grapple
- Acid Marsh Move: suffer
Resistance: acidnoresistance
move penalties5 moving through marshes/mud
- Hold Grasping Tongue:
Breath:
Darkvision 60' may grapple
hold breathusing
for tongue
40 rnds (rng 10')risk
before w/ of
nodrowning;
AoO or penalties
durationfor
is not
not having
reducedboth hands Standard
by taking free whenActions
starting grapple
Fortitude: +2 Racial bonus on saves vs. electricity,
- Bestial Reflexes: disease/poisonfire, or light area attacks
-- Bestial Reflexes:+4 +2Racial
Racialbonus
bonuson onClimb
saveschecks
vs. electricity, fire, or light area attacks
-- GreatKeen Climbers:
Eagle Senses:
Eyes: +1+2 Racial
Racial bonus
bonus onon Perception
ranged attacks checks
- Improved Trip: gain Improved Trip as bonus feat
-- Enhanced
Scent: gainSpeed: base speed 40';
scent extraordinary never modified by armor or encumbrance
ability
- Bestial
Low-Light Vision: may see twice as farsaves
Fortitude: +2 Racial bonus on vs. disease/poison
as humans in conditions of dim light
-- Darkvision 60' Immediate Action; reroll failed Reflex save after 1st save is attempted, but before results are revealed (must ta
Cat-like Grace:
- Bestial Fortitude: +2 Racial bonus on saves vs. disease/poison
-- Bestial
Bestial Fortitude:
Reflexes: +2 +2 Racial
Racial bonus
bonus on on saves
saves vs.vs. electricity,
disease/poisonfire, or light area attacks
BoarishFortitude:
- Bestial Ferocity: 1/day,
+2 Racialif below
bonus 0 HP but notvs.
on saves killed, may fight on for 1 rnd as if Disabled; at end of next turn (unless brought a
disease/poison
Ferocious
- Bestial Hunger:+2+1Racial
Reflexes: bonusbonuson attacks vs. Tiny
on saves or smallerfire,
vs. electricity, creatures
or light area attacks
- Jittery: +2 Racial bonus on Initiative
Bear’s Might: +1 Racial bonus on 1 unarmed melee attack/rnd; if attack hits, deal +1 dmg
-- Muse
BestialImmunities:
Fortitude: +2 immune
Racialto magiconsleep
bonus saves effects
vs. disease/poison
- Source of Inspiration: grant allies w/in
Low-Light Vision: may see twice as far as humans 50' +1 Competence bonusoftodim
in conditions anylight
skill checks in which you have ranks
- Touch
Low-Light Vision: may see twice as far as humans in conditions of dim light reroll
Bribe of the
Fate: Muse:
Immediate Immediate
Action; Action
1day, (no
may AoO);
lose 1 1/day,
HP to grant
reroll 1 adjacent
failed save ally
after on 1 is
1st save save, attack, or
attempted, butskill check
before after are
results 1st reve
roll,
SenseFate:
- Bribe Coins: +4 RacialAction;
Immediate bonus1day,on Perception
may lose checks
1 HP totoreroll
notice coins;
failed savemay see1st
after coins
savein is
darkness & through
attempted, anyresults
but before material less
are th
reve
-- Protective
Sense Coins: Sap:+4gain +2 Natural
Racial bonus on Armor bonus when
Perception checks below 0 HPcoins; may see coins in darkness & through any material less th
to notice
Rooted Foot:
- Improved stand gain
Initiative: up from Prone Initiative
Improved as Swift Action
as bonus feat
- Armor
NimbleGems:
Form: use+2 Racial bonus on Acrobatics,
small quartz crystals/gemstones Escape Artist, and
to emulate Sleight
armor andofaccess
Hand special
checks racial powers; wearing any other arm
- Breath of Steam: 1/day, cloud of steam functions as obscuring mist w/ 5' radius lasting 0 rnds; creatures ending a turn w/in are
- Low-Light Vision: may see twice as far as humans in conditions of dim light
- Impressive Size: +2 Racial bonus on Intimidate and Sense Motive checks
- Crafty: +2 Racial bonus on Craft checks
0 0 0 0

Adulthood Bbn/Rog/Sor Brd/Ftr/Pal/Rgr Clr/Drd/Mnk/Wiz Middle Old Venerable Maximum


0 0 0 0

40 125 188 250


110 175 263 350
40 100 150 200
20 62 93 125
14 30 45 60
20 50 75 100
15 35 53 70

1000 1000 1000 1000


1000 1000 1000 1000
1000 1000 1000 1000
1000 1000 1000 1000
1000 1000 1000 1000
1000 1000 1000 1000
1000 1000 1000 1000
1000 1000 1000 1000
1000 1000 1000 1000
1000 1000 1000 1000
1000 1000 1000 1000
1000 1000 1000 1000
1000 1000 1000 1000
1000 1000 1000 1000
1000 1000 1000 1000

1000 1000 1000 1000


1000 1000 1000 1000

1000 1000 1000 1000

1000 1000 1000 1000


1000 1000 1000 1000
1000 1000 1000 1000
1000 1000 1000 1000
1000 1000 1000 1000
1000 1000 1000 1000
1000 1000 1000 1000
1000 1000 1000 1000
1000
rarily lose 1 Str and Con, loss can be regained by spending full day submerged 1000
in water 1000 1000
1000 1000 1000 1000
1000 1000 1000 1000
1000 1000 1000 1000
1000 1000 1000 1000
1000 1000 1000 1000
1000 1000 1000 1000

10 1d4 1d6 1d8 20 25 30 1d6


14 1d4 1d6 2d6 45 65 75 3d20
14 1d4 1d6 2d6 45 65 75 3d20
14 1d4 1d6 2d6 45 65 75 3d20
14 1d4 1d6 2d6 45 65 75 3d20
14 1d4 1d6 2d6 45 65 75 3d20
14 1d4 1d6 2d6 45 65 75 3d20
14 1d4 1d6 2d6 45 65 75 3d20
1 1d4 1d6 2d6 1000 1000 1000 0
10 1d4 1d6 2d6 25 40 50 3d10
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

75 0 0 0 150 450 700 +3d100

0 0 0 0
46 47 48 49 50 51 52 53
Table 7–3: Random Height and Weight
Base Base Weight
Race Height Weight Modifier Multiplier
Human, male 4 ft. 10 in. 120 lbs. 2d10 × 5 lbs.
Human, female 4 ft. 5 in. 85 lbs. 2d10 × 5 lbs.
Dwarf, male 3 ft. 9 in. 150 lbs. 2d4 × 7 lbs.
Dwarf, female 3 ft. 7 in. 120 lbs. 2d4 × 7 lbs.
Elf, male 5 ft. 4 in. 100 lbs. 2d8 × 3 lbs.
Table 7–3: Random Height and Weight

Human, male 4 ft. 10 in. 120 lbs. 2d10 × 5 lbs.

Mogogol (small) 2 ft. 5 in. 25 lbs. 2d4 1 lb.

Table 7–3: Random Height and Weight


Gnome, female 2 ft. 10 in. 30 lbs. 2d4 × 1 lb.
Gnome, female 2 ft. 10 in. 30 lbs. 2d4 × 1 lb.
Elf, female 5 ft. 4 in. 90 lbs. 2d6 × 3 lbs.
Gnome, female 2 ft. 10 in. 30 lbs. 2d4 × 1 lb.
Elf, female 5 ft. 4 in. 90 lbs. 2d6 × 3 lbs.
Gnome, female 2 ft. 10 in. 30 lbs. 2d4 × 1 lb.
Half-elf, male 5 ft. 2 in. 110 lbs. 2d8 × 5 lbs.
Half-elf, female 5 ft. 0 in. 90 lbs. 2d8 × 5 lbs.
Half-orc, male 4 ft. 10 in. 150 lbs. 2d12 × 7 lbs.
Half-orc, female 4 ft. 5 in. 110 lbs. 2d12 × 7 lbs.
Halfling, male 2 ft. 8 in. 30 lbs. 2d4 × 1 lb.
Halfling, female 2 ft. 6 in. 25 lbs. 2d4 × 1 lb.
Boggle, male 3 ft. 2 in. 40 lbs. 1d6 × 1 lb.
Boggle, female 3 ft. 0 in. 35 lbs. 1d8 × 1 lb.
Entobian 2’6” 25 lbs. 1d12 1 lb.
Entobian Matron or Lifer 4’ 5” 95 lbs 1d12 5 lbs.
Kval 10” 90 lbs. 1d6 2 lb.
Mahrog, male 4 ft. 5 in. 90 lbs. 1d12 5 lbs.
Mahrog, female 4 ft. 80 lbs. 1d12 5 lbs.
Mogogol (medium) 4 ft. 5 in. 110 lbs. 2d12 7 lbs.
Muse, male 6 ft. 160 lbs. 2d6 5 lbs.
Muse, female 5.ft. 10 in 155 lbs. 1d12 5 lbs.
Anumus, male 4’ 10” 120 lbs. 2d4 3 lbs.
Anumus, female 4’ 5” 85 lbs 2d4 3 lbs.
Numistian, male 3-6 ft.* 55 lbs. 1d8 2 lbs.
Numistian, female 3-6 ft.* 65 lbs. 1d8 2 lbs.
Oakling, male 6 ft. 6 in. 250 lbs. 2d8 7 lbs.
Oakling, female 6ft. 200 lbs. 2d6 7 lbs.
Obitu, male 4 ft. 10 in. 20 lbs. 2d10 1 lb.
Obitu, female 4 ft. 5 in. 15 lbs. 2d10 1 lb.
Relluk 5 ft. 8 in. 320 lbs. 2d12 12 lbs.
HP Class HD
0 0 0
*** PRPG - Base ***
0 Barbarian 12 4 0
0 Bard 8 6 0
0 Cleric 8 2 0
0 Druid 8 4 0
0 Fighter 10 2 0
0 Monk 8 4 0
0 Paladin 10 2 0
0 Ranger 10 6 0
0 Rogue 8 8 0
0 Sorcerer 6 2 0
0 Wizard 6 2 0
0 Alchemist 8 4 0
0 Cavalier 10 4 0
0 Inquisitor 8 6 0
0 Oracle 8 4 0
0 Summoner 8 2 0
0 Witch 6 2 0
*** LSJ - Base ***
0 Aristocrat 8 6 0
0 Noble 8 6 0
*** Rite - Base ***
0 Jotun Paragon 8 4 0
*** SGG - Base ***
0 Shaman 8 4 0
*** Custom ***
0 0 0 0 0
*** PRPG - PrC ***
0 Arcane Archer 10 4 0
0 Arcane Trickster 6 4 0
0 Assassin 8 4 0
0 Dragon Disciple 12 2 0
0 Duelist 10 4 0
0 Eldritch Knight 10 2 0
0 Loremaster 6 4 0
0 Mystic Theurge 6 2 0
0 Pathfinder Chronicler 8 8 0
0 Shadowdancer 8 6 0
0 Diabolist 6 2 0
*** LSJ - PrC ***
0 Temptress 8 4 0
*** Custom ***
0 0 0 0 0
*** Racial ***
0 Aberration 8 4 0
0 Animal 8 2 0
0 Construct 10 2 0
0 Dragon 12 6 0
0 Fey 6 6 0
0 Humanoid 8 2 0
0 Magical Beast 10 2 0
0 Monstrous Humanoid 10 4 0
0 Ooze 8 2 0
0 Outsider 10 6 0
0 Plant 8 2
0 Undead 8 4 0
0 Vermin 8 2

Table_Class
List_Classes, List_Classes_Base

Total -1
HP_Base Skill_Points_Base

Table_Monk_Unarmed_Damage
Fine
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
2 3

List_Favored_Enemies