Beruflich Dokumente
Kultur Dokumente
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Co
use or access this content. This character sheet is not published, endorsed, or specifically approved by Paizo Publishing. For
paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
Proper names from The Book of Arcane Magic used with expression written permission from 4 Winds Fantasy Gaming. This
Game License version 1.0a, Definition 1 (e) and is specifically excluded as Open Game Content. 4 Winds Fantasy Gaming re
may not be used in other products without express written permission from 4 Winds Fantasy Gaming.
Well, this field looks as good as any to talk about Customization…So, I've tried to build in two levels of customization for folks, a
the Customization tab (right next to this tab unless you've moved things around) and fill out the various fields. Now, even thoug
how it works, but once you get the hang of it this tab should be a quick way to add some personal bits to your character. Now, f
how Excel works. For this path, you go directly to the various tabs that hold the data for the sheet (I don't hide them; they're all
then flows into the various selections and forumlas used to complete the character sheet. You can generally add data directly to
*** fields. Your data should then appear in the relevant lists, lookups, etc. If you want to get fancy and automate things, you can
also edit things on the various "print" sheets--cells with a little red flag are not locked but may contain formulas for you to add to
You can unlock these sheets and fiddle as much as you like, as there is no set password. Now, at times this advanced approac
the next version. One note, the addition of Class Abilities is a bit tougher at this time as I'm still working on a good solution for th
Now, I mentioned 3rd-party publishers earlier and I wanted to say a bit more about that. At this time, Super Genius Games, Allu
running The Legend of the Shining Jewel have all provided material for inclusion. I am pleased to support these great companie
while this character sheet has some of the "crunch" you can get from these fine products, you are only seeing a small portion o
contributing 3rd-party publishers. If you like their material, I strongly encourage you to buy their product(s). You're not only supp
movement as a whole.
4 Winds Fantasy Gaming
Alluria Publishing
Legends of the Shining Jewel
Super Genius Games
Rite Publishing
and of course none of this would be possible without…
Paizo Publishing
So, head on over to the Getting Started tab to kick things off. Once you've entered the information there, you can go to the Fron
weapons and armor, and such are all handled dynamically on these pages. This means you can change then information there
Conditions, Magical Effects, and Magic Items are either already in place or being added, so you can chagne these variables as
+
+
For all those questions that keep coming up…
I've got some thoughts on changes for the sheet/I found a bug that needs attention/I'd like to hang out and chat with ni
I regularly post on the Paizo forums--you can find me as the angel-faced fellow named erian_7. In particular for this sheet, I ma
below). I strongly encourage folks to join in the conversation there, as many of the great features, efficient formulas and innova
ideas! While I maintain a "baseline" copy of the sheet at the Pathfinder Database, you will also find I release iterations almost w
beta, after all...
erian_7's Excel-based Character Sheet
You've done some 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
the 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.
=AND(Dex>14,ISNUMBER(FIND("Nimble Moves",Feats_Known)))
The logic should result in an answer of TRUE when the requirements are met.
How do I set Weapon Focus/Exotic Weapon Proficienct/Martial Weapon Proficiency/etc.? The feats just have a [] and I
The Feat Settings section directly below Step 3 on the Getting Started tab has a series of selectors for these feats. If you want
entries next to the Weapon Focus Selections box to Halberd. Feats that depend on these (such as Weapon Specialization) will
Why aren't the skills straight alphabetical? I can never find anything...
The skills are sorted into two lists and are alphabetical within that list. The two lists are 'skills that can be used without putting a
untrained' (Trained Only). I do this because in my use I often don't need a good chunk of the Trained Only skills, and so I end u
goal stated on What Is This Thing--the modular nature of the sheet lets me change things around easily). To help folks that wan
on the Front tab that has the feats alphabetical. You can simply copy-and-paste this list over the skills and be good to go.
Is there any way I can export my character from a previous version of the sheet and then import that into a new versio
Since I don't use macros/VBA in the sheet in order to maintain cross-platform compatibility, there is unfortunately no easy way
manual entry is the only option…
↙ Click the + symbol to expand the customization section(s) you want to use.
CUSTOM RACE
Languages
Lang Age Categories
Adulthood Bbn/Rog/Sor Brd/Ftr/Pal/Rgr Clr/Drd/Mnk/Wiz Mid Old Ven Max
CUSTOM SKILLS
CUSTOM FEATS
FEAT NAME COMBAT CRITICAL TEAMWORK ITEM CREATION METAMAGIC QUALIFIED SUMMARY
CUSTOM TRAITS
4 4 2 1 1 FALSE FALSE
5 5 3 2 2 FALSE FALSE
7 7 4 2 2 FALSE FALSE
FALSE Diplomacy FALSE Knowledge (history) FALSE Sense Motive 13 13 7 4 4 FALSE FALSE
FALSE Disable Device FALSE Knowledge (local) FALSE Sleight of Hand 14 14 7 5 5 FALSE FALSE
CUSTOM DOMAINS
BONUS SPELLS
DOMAIN NAME DEITIES SUMMARY 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH
CUSTOM BLOODLINE
BLOODLINE NAME BONUS SPELLS ARCANA ABILITY 1 ABILITY 2 ABILITY 3 ABILITY 4 ABILITY 5 BONUS FEATS
CLASS SKILL
CUSTOM SCHOOL
EQUIPMENT
CUSTOM WEAPON
WEAPON NAME COST PROFICIENCY CATEGORY HANDS FINE DIMINUTIVE TINY SMALL MEDIUM LARGE HUGE GARGANTUAN COLOSSAL THREAT ENH. THRT CRIT X RANGE WEIGHT TYPE
Martial Light
SPECIAL FINESSE GROUP
FALSE
CUSTOM ARMOR
ARMOR NAME COST PROFICIENCY BONUS MAX DEX ACP SPELL FAIL MOVE RUN WEIGHT SPECIAL
CUSTOM SHIELD
SHIELD NAME COST PROFICIENCY BONUS MAX DEX ACP SPELL FAIL MOVE RUN WEIGHT SPECIAL
Shield
Step 1—Determine Ability Scores Step 2—Pick Your Race Step 3—Pick Your Class, Select Feats, and Select Ability Increases
untrained
Professions Ability Focus
SurvivalPerceptionStealth
Perception
Manual Class
Stealth Save Conditional Modifiers
Skill Override
Survival
Used to display modifiers that apply to specific types—e.g. fear, spells, etc.—gained from traits, feats, etc.
Fortitude 3
Manual
Trait Options Reflex 2
Bonus Feats
Magical Knack Applies to: Will 0
↙ Click the + symbol to expand the class option section(s) relevant to your character.
Base Class Options - PRPG Core Rules
Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Precise Shot Humanoids (orc) +0 +0
Use PCCS Alt. Class Ability LVL Combat Style Feat LVL Favored Enemies + Level Favored Terrain +
No
(Enhanced Bond) 2 Precise Shot 1 Humanoids (orc) 3
6 5 8
Hunter's Bond Animal 10 10 13
14 15 18
Combat Style Archery 18 20
Rogue
Sorcerer
Wizard
| Ranger 2 | 2
CLASSES CHAR LVL DESCRIPTION
TOTAL 14
16### +3
16
DEX 3
SPELL RESISTANCE
12### +1
12
CON 1 LETHAL
16### +3
16
INT 3
NONLETHAL
INITIATIVE +3 = 3 +
Perception +4 +14 Low-Light Vision
CONDITIONAL MODIFIERS / OTHER
AC 16 = 10 + 3 + 0 + 3 + 0 + 0 + 0 + 0 + 0
TOTAL ARMOR SHIELD DEX SIZE NAT DODGE DEFLECT OTHER
APPLIES TO? APPLIES TO? APPLIES TO?
13 13 Both Both Both
TOUCH FLAT-FOOTED MISC 1 MISC 2 MISC 3
ATTACK TYPE TOTAL BAB ABILITY SIZE OTHER MISC COMBAT NOTES SP Mod:
Armor Check
MELEE +2 = 2 + Str + 0 + 0 + SKILLS Skill Points 0 of 18 0
CLASS?
Penalty
KEY SKILL CALC MISC CONDITIONAL
SKILL NAME RANK
ABILITY MOD MODS MOD MODS
RANGED +5 = 2 + Dex + 0 + 0 +
£ Acrobatics Dex* 3 = + 3 +
£ Appraise
COMBAT MANEUVERS TOTAL BAB ABILITY SIZE OTHER MISC COMBAT MANEUVER NOTES
Int 3 = + 3 +
CMB +2 = 2 + 0 + 0 + 0 +
£ Bluff Cha 1 = + 1 +
CMD 15 = 10 + 2 + 0 + 3 + 0 + 0 + 0 + 0 + Q Climb Str* 0 = + 0 +
Q Craft (untrained)
TOTAL BAB STR DEX SIZE DODGE DEFLECT OTHER MISC
Int 3 = + 3 +
. £ Diplomacy Cha 1 = + 1 +
WEAPONS AND ATTACKS
Primary NaturalPoint-Blank Shot2-Wpn Off-HandPoint-Blank Shot1-Handed2-Handed £ Disguise Cha 1 = + 1 +
WEAPON / ATTACK 4,455 M/R/T ENH MATERIAL SIZE QTY WIELDED AS?
£ Escape Artist Dex* 3 = + 3 +
Composite Shortbow – STR 20 Ranged Darkwood Medium 1 Primary Natural
+ATK ATTACKS +DMG DAMAGE KEEN? CRITICAL COMBAT OPTION £ Fly Dex* 3 = + 3 +
Must Wield 2-Handed 1d6 +1 N 20 / x3 Point-Blank Shot Q Heal Wis 2 = + 2 +
RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES COMBAT OPTION
Q Intimidate Cha 1 = + 1 +
70' 1.0 P Ranged
SPECIAL PROPERTIES Must
Must
Wield
Must
Wield
Must
Wield
2-Handed
Must
Wield
2-Handed
0 Wield
2-Handed
0 2-Handed
###
2-Handed
Primary
###NaturalPoint-Blank
0 1 0 +1 +1 -1 Shot
0 -2 0 0 1 0 . COMBAT OPTION Q Perception Wis 4 = + 4 +
— £ Perform (dance) Cha 1 = + 1 +
. Q Ride Dex* 3 = + 3 +
WEAPON / ATTACK 35,802 M/R/T ENH MATERIAL SIZE QTY WIELDED AS?
Elven Curve Blade Melee Mithral Medium 1 2-Wpn Off-Hand £ Sense Motive Wis 2 = + 2 +
+ATK ATTACKS +DMG DAMAGE KEEN? CRITICAL COMBAT OPTION
Q Stealth Dex* 3 = + 3 +
Must Wield 2-Handed 1d10 N 18-20 / x2 Point-Blank Shot
RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES COMBAT OPTION Q Survival Wis 2 = + 2 +
— 3.5 S 2-handed Q Swim Str* 0 = + 0 +
SPECIAL PROPERTIES Must
Must
Wield
Must
Wield
Must
Wield
2-Handed
Must
Wield
2-Handed
0 Wield
2-Handed
0 2-Handed
2-Handed
0 2-Wpn
###
Off-HandPoint-Blank
0 0 0 +2 +2 0 Shot
0 0 0 0 0 0. COMBAT OPTION
### = + +
—
### = + +
WEAPON / ATTACK 20 M/R/T ENH MATERIAL SIZE QTY WIELDED AS?
£ Disable Device Dex* NA = + 3 +
Dagger Thrown Silver Medium 1 1-Handed
+ATK ATTACKS +DMG DAMAGE KEEN? CRITICAL COMBAT OPTION Q Handle Animal Cha NA = + 1 +
0 +5 0 1d4 –1 N 19-20 / x2 £ Knowledge (arcana) Int NA + 3 +
RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES COMBAT OPTION
Q Knowledge (dungeoneering) Int NA + 3 +
10' 1.0 P or S Light
SPECIAL PROPERTIES 0 0 0 0 0 0 0 ### 1-Handed
### 0 0 0 +5 0 0 0 0 0 0 0. COMBAT OPTION £ Knowledge (engineering) Int NA + 3 +
— Q Knowledge (geography) Int NA + 3 +
WEAPON / ATTACK 2,430 M/R/T ENH MATERIAL SIZE QTY WIELDED AS? £ Knowledge (history) Int NA + 3 +
Quarterstaff Melee Adamantine Medium 1 2-Handed £ Knowledge (local) Int NA + 3 +
+ATK ATTACKS +DMG DAMAGE KEEN? CRITICAL COMBAT OPTION
Q Knowledge (nature) Int NA + 3 +
0 +2 0 1d6 N 20 / x2
RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES COMBAT OPTION £ Knowledge (nobility) Int NA + 3 +
— 4.0 B 2-handed £ Knowledge (planes) Int NA + 3 +
SPECIAL PROPERTIES 0 0 0 0 0 0 0 ### 2-Handed
### 0 0 0 +2 0 0 0 0 0 0 0 COMBAT OPTION
£ Knowledge (religion) Int NA + 3 +
double, monk
£ Knowledge (spirits) Int NA + 3 +
WEAPON / ATTACK - M/R/T ENH MATERIAL SIZE QTY WIELDED AS?
£ Linguistics Int NA = + 3 +
None Melee Cold Iron Medium 1 1-Handed
+ATK ATTACKS +DMG DAMAGE KEEN? CRITICAL COMBAT OPTION Q Profession (untrained) Wis NA = + 2 +
0 0 N / £ Sleight of Hand Dex* NA = + 3 +
RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES COMBAT OPTION
Q Spellcraft Int NA = + 3 +
—
SPECIAL PROPERTIES 0 0 0 0 0 0 ### 1-Handed
### 0 0 0 0 0 0 0 0 0 0 COMBAT OPTION £ Use Magic Device Cha NA = + 1 +
Light +3 +7 0 5% No 10.0
SPECIAL PROPERTIES
EXPERIENCE
+0 +50 0 0% 0.0
LANGUAGES 3 of 5 Common: Common SPECIAL PROPERTIES
STARTING/BONUS LANGUAGES
DESCRIPTION
OTHER NOTES
RING VALUE WEIGHT
DELETE THIS TEXT BOX IF YOU'D RATHER USE ROWS (for
DESCRIPTION instance if you want to add calculating cells)
DESCRIPTION
DESCRIPTION
RACIAL ABILITIES CLASS ABILITIES
Low-Light Vision: Elves can see twice as far as humans in conditions of dim RANGER
light | Elven Immunities: Elves are immune to magic sleep effects and get a - Favored Enemy (Ex): Gain bonus on Bluff/Knowledge/Perception/Sense
+2 racial saving throw bonus against enchantment spells and effects | Elven Motive/Survival checks, weapon attacks and dmg rolls; may make
Magic: Elves receive a +2 racial bonus on caster level checks made to Knowledge skill checks untrained when attempting to identify these
overcome spell resistance; in addition, elves receive a +2 racial bonus on creatures; + vs. Humanoids (orc)
Spellcraft skill checks made to identify the properties of magic items | Keen - Track (Ex): Gain +1 on Survival checks to follow/identify tracks
Senses: Elves receive a +2 racial bonus on Perception skill checks | - Wild Empathy (Ex): Spend 1 min and roll 1d20+3 to improve attitude
Weapon Familiarity: Elves are proficient with longbows (including composite animal w/in 30' as if using Diplomacy; influence magical beast w/ Int of 1 or
longbows), longswords, rapiers, and shortbows (including composite 2 at –4 penalty
shortbows), and treat any weapon with the word “elven” in its name as a - Combat Style Feat (Ex): Gain bonus feats related to Archery combat:
martial weapon
TRAITS
- Point-Blank Shot: +1 bonus on attack and dmg rolls w/ ranged wpn if foe is
w/in 30'
- Precise Shot: No penalty for shooting into melee
BACKGROUND / DEVELOPMENTS PORTRAIT / SYMBOL
DELETE THIS TEXT BOX IF YOU'D RATHER USE ROWS (for DELETE THIS TEXT BOX IF YOU'D RATHER USE ROWS (for
instance if you want to add calculating cells) instance if you want to add calculating cells)
DELETE THIS TEXT BOX IF YOU'D RATHER USE ROWS (for DELETE THIS TEXT BOX IF YOU'D RATHER USE ROWS (for
instance if you want to add calculating cells) instance if you want to add calculating cells)
SPELLS & ABILITIES GENERAL INFO
QTY NAME AND PAGE KEY Arcane Spell
CASTER LEVEL 5 ABILITY Wis / +2 Failure 5%
SHORT MEDIUM LONG
1st 12 0 0 At Will
13 0 1st 1 1
14 0 2nd 1 1
16 0 4th 0 0
17 0 5th 0 0
18 0 6th 0 0
2nd
19 0 7th 0 0
20 0 8th 0 0
21 0 9th 0 0
QTY NAME AND PAGE
BLOODLINE
PROHIBITED SCHOOL
PROHIBITED SCHOOL
DOMAIN DOMAIN
QTY NAME AND PAGE
4th
5th
6th
7th
8th
9th
None 0 0 ### 0 0 None 0 — None
ANIMAL COMPANION LVL HD HP STR/DEX TRICKS SIZE SPEED OTHER MOVE SPECIAL QUALITIES
BONUS
PALADIN'S MOUNT? No CAVALIER'S MOUNT? No None
SPECIAL ATTACKS
ABILITY
SCORE
ABILITY
MOD
TEMP
SCORE
TEMP
MOD INIT -5 = -5 + 0 -5 -5 -5 0
-5 ###0
DEX OTHER FORT REF WILL SR
STR 0 —
SPECIAL
AC #N/A = 10 + -5 + 0 + 0 + #N/A +
DEX 0 -5 ###0 Dex NA DODGE SIZE ARMOR
4th: 9th: 14th: 20th:
ABILITY BOOSTS
INT 0 -5 ###0
CMB #N/A = 0 + -5 + #N/A
-5 ###0
BAB ABILITY SIZE
WIS 0 None
ATK #N/A = 0 + -5 + #N/A
-5 ###0
ATTACKS NOTES
CHA 0 BAB STR SIZE
SP Mod:
Armor Check
SKILLS Skill Points 0 of 0
CLASS?
Penalty
KEY SKILL CALC MISC CONDITIONAL
SKILL NAME RANK
ABILITY MOD MODS MOD MODS
Q Acrobatics Dex* -5 = + -5 +
ANIMAL COMPANION FEAT DESCRIPTIONS
Q Climb Str* -5 = + -5 +
£ Escape Artist Dex* -5 = + -5 +
Q Fly Dex* -5 = + -5 +
£ Intimidate Cha -5 = + -5 +
Q Perception Wis -5 = + -5 +
Q Stealth Dex* #N/A = + ### +
£ Survival Wis -5 = + -5 +
Q Swim Str* -5 = + -5 +
#N/A###
SPECIAL QUALITIES
STR #N/A ### INIT #N/A = #N/A + 0 #N/A #N/A #N/A
DEX OTHER FORT REF WILL
#N/A
SKILLS
CLASS?
+2 ###2
DEX OTHER FORT REF WILL SR ABILITY BOOSTS
STR 14 ###
bite, limbs (legs) (2)
AC 13 = 10 + 0 + 2 + 0 + -1 + 2 ###
###
DEX 14 +2 ###2 ARMOR Dex DODGE SIZE NA ###
###
EIDOLON SENSES
MOD PASSIVE SPECIAL
EIDOLON FEATS (NOT FULLY AUTOMATED) 0 of 0
. Perception +0 +10 | darkvision 60' |
CONDITIONAL MODIFIERS / OTHER
SP Mod:
Armor Check
SKILLS (NOT FULLY AUTOMATED) Skill Points 0 of 0
CLASS?
Penalty
KEY SKILL CALC MISC CONDITIONAL
SKILL NAME RANK
ABILITY MOD MODS MOD MODS
Q Bluff Cha 0 = + 0 +
EIDOLON EVOLUTION DESCRIPTIONS
Q Craft (untrained) Int -2 = + -2 +
0
Q Knowledge (planes) Int -2 = + -2 +
Q Perception Wis 0 = + 0 +
Q Sense Motive Wis 0 = + 0 +
Q Stealth Dex* -2 = + -2 +
Q Acrobatics Dex* +2 = + 2 +
Q Climb Str* +2 = + 2 +
Q Fly Dex* 0 = + 0 +
Q Swim Str* +2 = + 2 +
£ = + 0 +
£ = + 0 +
£ = + 0 +
£ = + 0 +
£ = + 0 +
* Armor Check Penalty applies. NA skills cannot be used untrained.
Item Creation
Metamagic
Teamwork
Combat
Critical
Feat Name Prerequisite Qualified
TRUE
3 *** PRPG - General *** TRUE
4 ACROBATIC — TRUE
Acrobatic Steps Dex 15, Nimble Moves FALSE
6 Agile Maneuvers 1 — TRUE
7 Alertness — TRUE
Alignment Channel [Chaotic] Channel energy class feature FALSE
Alignment Channel [Evil] Channel energy class feature FALSE
Alignment Channel [Good] Channel energy class feature FALSE
Alignment Channel [Lawful] Channel energy class feature FALSE
12 Animal Affinity — TRUE
Arcane Armor Training,
Err:508 Arcane Armor Mastery 1 Armor Proficiency, Medium, Err:508
caster level 7th
Armor Proficiency, Light,
Err:508 Arcane Armor Training 1 Err:508
caster level 3rd
Err:508 Arcane Strike 1 Ability to cast arcane spells Err:508
22 Blind-Fight 1 — TRUE
84 Fleet I — TRUE
Fleet II — FALSE
Weapon proficiency
148 Rapid Reload [hand] 1 TRUE
(crossbow)
Weapon proficiency
149 Rapid Reload [light] 1 TRUE
(crossbow)
Weapon proficiency
150 Rapid Reload [heavy] 1 TRUE
(crossbow)
151 Rapid Shot 1 Dex 13, Point-Blank Shot TRUE
Knocked unconscious or
398 Flame-Tested Survivor killed by fire damage at least TRUE
10 times.
Int 13, Point Blank Shot,
Focused Shot FALSE
Precise Shot, Kyonin affinity.
Successfully affect 25
408 Gifted Mesmerist different targets with charm or TRUE
compulsion spells.
Proficient in longsword,
Weapon Focus (longsword),
Iomedaean Sword Oath FALSE
base attack bonus +4,
worshiper of Iomedae.
Knowledge (geography) 1
Religious Pilgrim rank, Knowledge (religion) 1 FALSE
rank. (originally 2 and 4)
Endurance, member of a
Rugged FALSE
Mammoth Lord’s following.
Sandwalker FALSE
Dex 13, Con 13
Varisian Tattoo
Spell Focus (transmutation) FALSE
[Transmutation]
Craft (stonemasonry
woodworking, or
Err:508 Sculpt Runic Item Err:508
metalworking) 5 ranks, caster
level 1st
Moonarrow University
Err:508 Arcane caster level 1st. Err:508
Graduate (College of Magic)
Nightwatcher’s Tower
Err:508 Arcane caster level 1st. Err:508
Graduate (College of Magic)
List_Feats_Monk List_Feats_Ranger_Archery
Catch Off-Guard Far Shot
Combat Reflexes Point Blank Shot
Deflect Arrows Precise Shot
DODGE Rapid Shot
Hamatulatsu Crossbow Mastery
Improved Grapple Improved Precise Shot
Scorpion Style Manyshot
Throw Anything Parting Shot
Blade Binder Pinpoint Targeting
Gorgon’s Fist Shot on the Run
Improved Bull Rush List_Feats_Ranger_2Weapon
Improved Disarm Double Slice
Improved Feint Improved Shield Bash
Improved Trip Quick Draw
Mobility Two-Weapon Fighting
Improved Critical Improved Two-Weapon Fighting
Medusa’s Wrath Two-Weapon Defense
Snatch Arrows Greater Two-Weapon Fighting
Spring Attack Two-Weapon Rend
List_Feats_AltMonk
Catch Off-Guard
Combat Reflexes
Deflect Arrows
DODGE
Improved Grapple
Rapid Shot
Throw Anything
Blade Binder
Improved Bull Rush
Improved Disarm
Improved Feint
Improved Trip
Mobility
Shot on the Run
Improved Critical
Improved Precise Shot
Snatch Arrows
Spring Attack
Summary Taken Benefit Normal Special Source
Foe hit by shield bash also suffers bull rush attack (substituting
FALSE attack roll for combat maneuver
PFRPG
check, does not provoke AoO);
Err:508 FALSE
Err:508 FALSE
Free Action (no AoO); start grapple after hitting 0
or smaller foe with claw/bite attack; successful
grapple check allows hold (–20 penalty on CMB
check to make/maintain grapple, but not
considered grappled) or squeeze (vs. 0 or smaller
each rnd for automatic bite/claw dmg); snatched FALSE
opponent held in mouth is not allowed Ref save
vs. breath weapon (if applicable); Free Action to
drop a creature; Standard Action to fling creature
1d6 × 10', inflicting 1d6 dmg per 10' feet (or
falling damage if applicable/greater)
Free Action; 1/rnd, turn up to 180° w/out making
Fly skill check or consuming any additional FALSE
movement
0 FALSE #REF! #REF! #REF! #REF!
0 FALSE #REF! #REF! #REF! #REF!
0 FALSE #REF! #REF! #REF! #REF!
0 FALSE #REF! #REF! #REF! #REF!
0 FALSE #REF! #REF! #REF! #REF!
You may
take this
feat
more
than
once.
Each
time you
You add a +1 competence bonus to your armor
take it, it
class in melee combat while wearing this type of FALSE LSJ
applies
armor. †
to a
different
type of
armor
(light,
medium,
or
heavy).
When you are adjacent to an ally who also has
the Back-to-Back feat, you cannot be flanked
FALSE LSJ
except by a rogue who is 4 levels higher than
your character level. †
As a move-equivalent action, you can make a
quick assessment of the status of every creature
within a radius of 15 feet. Make a Heal cheek for
every creature you inspect, with a DC of 10. If
this check is successful, you can determine if the
creature is dead, dying, disabled, seriously FALSE LSJ
wounded (less than half its hit points left),
moderately wounded (more than half its hit points
left), or in good condition. A failed check gives
you no information or false information, at the
GM's discretion. †
Using senses such as acute hearing and
sensitivity to vibrations, you detect the location of
opponents who are no more than 5 feet away
FALSE LSJ
from you. Invisibility and darkness are irrelevant,
though it does not allow you to discern
incorporeal beings. †
Using this feat, a spontaneous caster can
increase his effective casting level when casting
a spell, adding up to his Charisma bonus in
levels. When he does so, however, he takes 1d6
points of damage per effective caster level
increase. This damage cannot be prevented by
any means, though it can be healed normally. This feat
Use of this feat does not increase the casting is usable
FALSE LSJ
time of the spell. For example: Eric, a 6th -level once per
sorcerer, is facing down a white dragon. His day.
comrades are badly wounded and he knows he
has to kill it now or die. He begins to unleash his
fireball spell but uses the Bloodburn feat to
increase his caster level by 3. The fireball is cast
as if he was a 9th - level sorcerer and he takes
3d6 points of damage. †
You add 2 to the save DC for your stunning fist
FALSE LSJ
attack. †
When casting a spell with a casting time of 1
standard action or less, you may move both
before and after you cast the spell, provided that
the total distance moved is no greater than your
FALSE LSJ
speed. When you cast the spell, you must
succeed at a Spellcraft check (DC 15 + spell
level). On a failure, the spell does not take effect
and is wasted. †
Only
undead
By channeling negative energy you may are
selectively heal living creatures in a 30' radius, healed
restoring 1d4 points of damage plus 1d4 points when
per two cleric levels that you have attained you
beyond 1st. Due to the effort of focusing the channel
channeled energy in this manner, you sustain negative
damage equal to 1d4 points plus 1 point per energy
character level. By channeling positive energy FALSE and you LSJ
you may selectively heal living creatures (ie. cannot
allies) as opposed to every living creature in a 30' choose
radius, restoring 1d6 points of damage plus 1d6 who you
points per two cleric levels that you have attained heal
beyond 1st. Due to the effort of focusing the when
channeled energy in this manner, you sustain you
damage equal to 1 point per character level. † channel
positive
energy.
By channeling positive energy you may
selectively harm living creatures in a 30' radius,
You
causing 1d4 points of damage plus 1d4 points
cannot
per two cleric levels that you have attained
choose
beyond 1st. Due to the effort of focusing the
who is
channeled energy in this manner, you sustain
harmed
damage equal to 1d4 points plus 1 point per
when
character level. Target creatures in the radius of
you
the effect are allowed a Will save that results in
channel
half damage. The DC of this save is equal to 10 +
negative
½ your cleric level + your charisma modifier. By
FALSE energy LSJ
channeling negative energy you may selectively
and only
harm living creatures (ie. enemies) as opposed to
undead
every living creature in a 30' radius, causing 1d6
are
points of damage plus 1d6 points per two cleric
harmed
levels that you have attained beyond 1st. Due to
when
the effort of focusing the channeled energy in this
you
manner, you sustain damage equal to 1 point per
channel
character level. Target creatures in the radius of
positive
the effect are allowed a Will save that results in
energy.
half damage. The DC of this save is equal to 10 +
½ your cleric level + your charisma modifier. †
You
cannot
take or
use this
feat if
Creatures and characters who have an insight
you have
bonus on their attack rolls, an insight bonus to
the
their Armor Class, or an insight bonus on skill
ability to
checks or ability checks do not gain those
use
bonuses against you. The benefit of this feat FALSE LSJ
powers
applies only to insight bonuses gained from
(if you
psionic powers and psi-like abilities. This is an
have a
exception to the psionics- magic transparency
power
rule. †
point
reserve
or psi-
like
abilities).
You may
take this
feat
more
than
once.
Each
time it
applies
to a
Chose a descriptor from the following list: acid, different
air, chaotic, cold, darkness, death, earth, descripto
electricity, evil, fear, fire, force, good, language- r. Note:
dependent, lawful, light, mind- affecting, sonic, Player
and water. Add +2 to the DC for all saving throws FALSE characte LSJ
against spells you cast with that descriptor. This rs in the
feat overlaps with the bonus from Spell Focus Legends
and improved versions of that feat; the bonuses of the
do not stack. † Shining
Jewel
campaig
n may
not learn
or use
spells
with the
"evil"
descripto
r.
You can
gain this
feat
multiple
times. Its
effects
do not
stack.
Each
time you
take the
feat, it
Select one of your domains at the time you gain applies
this feat. You add +1 to the DC for all saving to a new
FALSE LSJ
throws against domain powers and domain spells domain.
you cast from the domain you select. † The
effects of
this feat
stack
with
those
from
Spell
Focus
and
Greater
Spell
Focus.
You may alter spells with an energy descriptor to
instead deal damage of an elemental type that
matches your own elemental nature. The spell
remains unchanged in all other ways, and use of
this feat does not increase the spell's level.
Spontaneous casters using this metamagic feat FALSE LSJ
do not increase the casting time of the spell. For
example, a Fire Elem sorcerer may alter a cone
of cold to do fire damage; in essence creating a
cone of fire, without changing the spell's casting
time or other characteristics. †
You can
gain this
feat
You choose one type of energy: acid, cold,
multiple
electricity, fire, or sonic. When employing a spell
times.
with the acid, cold, electricity, fire, or sonic
Each
designator, you can modify the spell to use your
FALSE time the LSJ
chosen type of energy instead. The altered spell
feat
uses a spell slot of the spell's normal level. The
applies
altered spell works normally in all respects except
to a
the type of damage dealt. †
different
type of
energy.
Attackers do not gain the usual +2 attack bonus
when flanking you. This feat grants no benefit
whenever you are attacked without benefit of
FALSE LSJ
your Dexterity modifier to AC, such as when you
are flat-footed or when you are the target of a
rogue's sneak attack. †
Administ
ering a
potion
to an
unconsc
ious
person
is a full-
round
action.
Use of
the Heal
You may administer a potion or use the Heal skill skill in
to stabilize an unconscious person on the combat
battlefield without provoking an attack of FALSE or LSJ
opportunity. You may administer a potion to an administ
unconscious person as a standard action. † ering a
potion
to an
unconsc
ious
characte
r
provoke
s
attacks
of
opportu
nity.
Sea
elves
can
normally
spend
only 2
hours
per
Constitu
You can remain out of water with no ill effect for tion
one day per point of Constitution. After this time point
you must make Fortitude saves (DC 15) to avoid out of
temporary Strength and Constitution loss for FALSE water LSJ
each 12 hours you spend out of water. You before
spend the normal amount of Time Units on all making
activities that take place mostly out of water. † Fortitud
e saves
to avoid
tempora
ry
Strength
and
Constitu
tion
loss.
Without
When running or charging, you can make a
this feat,
single direction change of 90 degrees or less.
you can
You can't use this feat while wearing medium or
run or
heavy armor, or when carrying a medium or FALSE LSJ
charge
heavy load. If you are charging, you must move
only in a
in a straight line for 10 feet after the turn to
straight
maintain the charge. †
line.
You may
only take
Once per day, reroll one attack roll, saving throw, this feat
skill check, or ability check and choose the better FALSE as a 1st- LSJ
result. † level
characte
r.
You
cannot
take or
use this
feat if
you have
Once per round, when targeted by a psionic the
effect that allows a Reflex save or a Fortitude ability to
save, you can instead make a Will saving throw use
to avoid the effect. The benefit of this feat applies FALSE psionic LSJ
only to psionic powers and psi-like abilities. This powers
is an exception to the psionics-magic (if you
transparency rule. † have a
power
point
reserve
or psi-
like
abilities).
When
performi
ng a
charge
action,
add
your
Strength
modifier,
When performing a charge action, add 1.5 x your
or 1.5 x
Strength modifier, or 2 x your Strength modifier if
your
you are using a two-handed weapon, to the
Strength
damage of a successful melee attack. Due to the
modifier
reckless nature of this attack the defender gains FALSE LSJ
if you
an attack of opportunity upon a character
are
performing a furious charge; this is in addition to
using a
any attacks of opportunity provoked through
two-
moving through a threatened area. †
handed
weapon,
to the
damage
of a
success
ful
melee
attack
You
may use
the
When using the Deflect Arrows feat, you may Deflect
deflect a number of ranged attacks per round FALSE Arrows LSJ
equal to 1 + your Dexterity bonus. † feat only
once
per
round.
You
may
only use
the
Mounte
d
Combat
In addition to the one attempt per round allowed feat
by Mounted Combat, you may attempt to negate once
attacks made against your mount a number of per
additional times per round equal to your Dexterity FALSE round LSJ
bonus. With this feat, you may also attempt to and may
negate attacks against your mount while flat- not use
footed. † the
Mounte
d
Combat
feat
while
flatfoote
d.
The
empathi
c link
The empathic link between you and your between
companion extends for a number of extra miles creature
equal to the creature's Wisdom modifier plus your FALSE and LSJ
Wisdom, Intelligence or Charisma modifier, master
whichever is greater. † extends
for only
one
mile.
You
cannot
take or
use this
feat if
Against psionic attacks that do not employ an
you have
energy type to deal damage you gain damage
the
reduction 3/-. In addition, when you are hit with
ability to
ability damage (but not ability drain or ability burn
use
damage) from a psionic attack, you take 3 points FALSE LSJ
powers
less than you would normally take. The benefit of
(if you
this feat applies only to psionic powers and psi-
have a
like abilities. This is an exception to the psionics-
power
magic transparency rule. †
point
reserve
or psi-
like
abilities).
On your action, before making attack rolls for a
round, you may choose to subtract a number
from a ranged attack roll with a thrown weapon
and add the same number to the damage roll
FALSE LSJ
with the weapon. This number may not exceed
your base attack bonus. This ability has no effect
on projectile weapons (such as bows and
crossbows). †
You
heal
ability
damage
You heal ability damage and ability burn damage and
more quickly than normal. You heal a number of ability
FALSE LSJ
ability points per day equal to 1 + your burn
Constitution bonus. † damage
at a rate
of 1
point
per day.
You get a +2 bonus on all Diplomacy checks and
Sense Motive checks. If you have 10 or more
FALSE LSJ
ranks in one of these skills, the bonus increases
to +4 for that skill. †
You may make an attack of opportunity when an
opponent moves through your threatened area,
even when the opponent has a feat, skill, or
extraordinary ability that normally prevents this
(e.g. a character with the Spring Attack feat
moves through your threatened area). This does FALSE LSJ
not provide you with an additional attack of
opportunity in a round beyond those allowed by
the Combat Reflexes feat, nor in situations that
do not normally allow attacks of opportunity (such
as being charged by a foe). †
Notable
named
NPCs of
While openly wearing a token (a scarf, flower, the
minor piece of jewelry, or something of the sort) Legends
of a worthy aristocrat or noble whose romantic of the
favor you've won, you gain a bonus to your ability Shining
to resist the enchantments of others. You may Jewel
add a morale bonus equal to your Charisma campaig
FALSE LSJ
bonus to any saving throw vs. enchantment n cannot
spells or enchantment effects. You must spend at accept a
least one month (30 Time units) per year (spread PC's
out as you desire) courting your paramour or lose affection
those benefits. This paramour may be a PC or an s without
NPC. † approval
from the
campaig
n staff.
On your action, you may choose to hold one or
more of your normal attacks until an opponent
attacks. The opponent rolls his attack normally to
determine if he hits. If he succeeds, you may
then make an opposed attack roll against a DC
equal to your opponent's final attack result. If you
FALSE LSJ
succeed, you have parried the blow and struck
your opponent's weapon (PHB). Using parry does
not provoke an attack of opportunity. If, at the
start of your next turn, you have any unused
parry actions, they are lost and may not be
transferred to the next round. †
You gain a + 10 racial bonus on Disguise checks
FALSE LSJ
made to appear human. †
A persistent spell has a duration of 24 hours. The
persistent spell must have a personal range or a
fixed range. Spells of instantaneous duration
cannot be affected by this feat, nor can spells
whose effects are discharged. You need not
concentrate on spells such as detect magic or
detect thoughts to be aware of the mere
FALSE LSJ
presence of absence of the things detected, but
you must still concentrate to gain additional
information as normal. Concentration on such a
spell is a standard action that does not provoke
an attack of opportunity. A persistent spell uses
up a spell slot six levels higher than the spell's
actual level. †
You gain the ability to summon a familiar. This
functions in all respects as the wizard ability,
Summon Familiar, with the exception of the
familiar's special abilities. Instead of receiving a
special ability based on the creature type of the
familiar, all Bardic familiars grant a +3 bonus to FALSE LSJ
Perform checks. The familiar's abilities advance
with your levels in the bard class. Levels in bard
now stack with wizard and any applicable
prestige class levels for the purpose of
determining the familiar's abilities. †
If you deal enough damage to an opponent with
a ranged weapon attack to make it drop (by
damaging it to below 0 hit points), the attack can
pass through that opponent, possibly striking
another creature behind it. The second creature
must be directly behind the foe you downed
along a straight line between you and the original FALSE LSJ
target, within the weapon's range. Make a normal
ranged attack roll at the same bonus as the
attack that downed the previous creature, taking
into account any new range penalty, cover (the
downed foe does not count), and concealment. If
you hit, you deal damage as normal. †
Nobles
and
aristocrat
s may
select
this feat
a
number
of times
equal to
1 + their
natural
You gain a +1 bonus to all Bluff, Diplomacy and
(unmodifi
Sense Motive skill checks due to your ability to
FALSE ed) LSJ
recognize and reciprocate gossip, rumors and
Charism
political dealings. †
a bonus
(if
positive).
Non-
nobles
and non-
aristocrat
s may
only
select
this feat
once.
A prone
characte
r has a
-4
penalty
on
melee
attack
rolls and
cannot
use a
ranged
weapon A fighter
(except may
for a select
Your penalty to attack rolls and AC when fighting
crossbo this feat
in melee while prone is reduced to -2. While you
FALSE w). He as one LSJ
are prone, your melee attacks ignore any shield
gains a of his
bonuses to the AC of your target. †
+4 fighter
bonus bonus
to Armor feats.
Class
against
ranged
attacks,
but
takes a
-4
penalty
to AC
against
melee
attacks.
You
cannot
take or
use this
feat if
When a foe strikes you in melee combat, the foe
you have
immediately loses its psionic focus, if any. Also, if
the
you are the target of a power, the manifester of
ability to
the power must spend an additional number of
use
power points equal to your Wisdom bonus, or the FALSE LSJ
powers
power fails (all the power points spent on the
(if you
power are still lost). This extra cost does not
have a
count toward the maximum power points a
power
manifester can spend on a single power. †
point
reserve
or psi-
like
abilities).
Putting
away a
Once per round on your turn, you can sheathe or weapon
holster your weapon, or put away a held item, as or object
a free action that does not provoke attacks of is
opportunity. Once per round on your turn, you normally
may attempt a Reflex save (DC 15) to retrieve a a move-
weapon or item from the ground without equivale
FALSE LSJ
provoking an attack of opportunity, as long as the nt action
item to be retrieved is in your square. If you fail and
the save, you still retrieve the item, but you suffer provoke
attacks of opportunity as normal. Picking an s
object up with this feat still requires a move attacks
action. † of
opportu
nity.
You can
gain this
feat
multiple
times. Its
You can choose to have your ability to channel effects
energy affect shapechangers of your chosen do not
shapechanger subtype as if they were undead. stack.
You must make this choice each time you use FALSE Each LSJ
your ability to channel energy. This ability does time you
not cause shapechangers to flee or fall under take the
your command. † feat, it
applies
to a new
shapech
anger
subtype.
A fighter
may
Cover
select
normally
Your targets only receive a +2 bonus to Armor Sharp-
gives a
class due to cover. This feat has no effect against FALSE Shooting LSJ
+4
foes with no cover or total cover. † as one
bonus
of his
to AC.
bonus
feats.
You get a +2 bonus on all Acrobatics checks and
a +2 bonus to one Perform skill specialty. The
Perform skill specialty must be chosen at the time
this feat is chosen and may not be changed. If FALSE LSJ
you have 10 or more ranks in Acrobatics or the
chosen Perform skill specialty, the bonus
increases to +4 for that skill. †
You gain the ability to summon a familiar. This
functions in all respects as the wizard ability,
Summon Familiar, with the exception of the
familiar's special abilities. Instead of receiving a
special ability based on the creature type of the
familiar, all Sorcerer familiars grant a +3 bonus to FALSE LSJ
Spellcraft checks. The familiar's abilities advance
with your levels in the sorcerer class. Levels in
sorcerer now stack with wizard and any
applicable prestige class levels for the purpose of
determining the familiar's abilities. †
You cast spells in such a way that the visual and
auditory effects appear very different from the
standard. For example, a wizard who has the
Spell Theatrics feat could choose to cast his
spells to include the effect of "whispering
shadows." This does not allow you to use this FALSE LSJ
feat to duplicate the effects of any existing spell,
or to cause any in-game rules effect; this is
merely for show. Those attempting to use a
Spellcraft check to identify the spell being cast
suffer a -5 penalty on the check. †
When you are adjacent to a character (PC or
NPC) to whom you have sworn allegiance, or to a
character or creature who's HD are equal to 75%
or less of your own, you may take a swift action
to effectively shield them with your own body until
your next turn, taking damage meant for them.
You are denied your Dexterity bonus when using A fighter
this feat, as if you were flat-footed. The attacker's may
blow is against your own AC, rather than that of select
the original target. If the attack is a ranged attack, this feat
FALSE LSJ
from a distance of less than 30 feet, you must as one
first succeed at a Perception check DC 15 + any of his
conditional modifiers (lighting, concealment), to bonus
notice the impending attack. At 30 feet the DC feats.
increases by + 5, with an additional +5 for each
additional 30 feet (DC20 at 30 ft, DC25 at 60 ft,
DC30 at 90 ft, etc). You may not use this feat if
you are already flat-footed, or if you are reduced
to half movement or less. This feat has no effect
against spell attacks. †
When employing a spell with the acid, cold,
electricity, fire, or sonic designator, you can
modify the spell to deal subdual damage instead
of the indicated type of energy damage. The FALSE LSJ
altered spell uses a spell slot of the spell's normal
level. The altered spell works normally in all
respects except the type of damage dealt. †
This feat
may be
taken
twice to
reduce
the
modifier
for
When using a normal weapon to inflict only
subdual
subdual damage, the normal -4 attack penalty is FALSE LSJ
attacks
reduced to -2. †
to -0.
You
cannot
take this
feat
more
than
twice.
List_Feats_Wizard_All List_Feats_Shaman
Empower Spell Alertness
Enlarge Spell Animal Affinity
Extend Spell Deceitful
Heighten Spell Endurance
Maximize Spell Diehard
Quicken Spell Fleet
Silent Spell Great Fortitude
Still Spell Improved Great Fortitude
Thanatopic Spell Intimidating Prowess
Threnodic Spell Iron Will
Widen Spell Improved Iron Will
Brew Potion Leadership
Craft Magic Arms and Armor Lightning Reflexes
Craft Rod Improved Lightning Reflexes
Craft Staff Persuasive
Craft Wand Self-Sufficient
Craft Wondrous Item Spell Penetration
Forge Ring Greater Spell Penetration
Inscribe Rune
Scribe Scroll
Spell Mastery
List_Feats_Wizard_Core
Empower Spell
Enlarge Spell
Extend Spell
Heighten Spell
Maximize Spell
Quicken Spell
Silent Spell
Still Spell
Widen Spell
Brew Potion
Craft Magic Arms and Armor
Craft Rod
Craft Staff
Craft Wand
Craft Wondrous Item
Forge Ring
Scribe Scroll
Spell Mastery
Manual Row
Number Feat Logic
(used to Text Point-Blank-ShotPrecise
Point-Blank Shot:
Shot +1 bonus
- Point-Blank
on attack
Shot:
and+1dmg
bonus
rollson
w/attack
rangedand
wpn
dmg
if foe
rolls
is w/
w/in
ranged
30' wpn i
rebuild sorts) - Precise Shot: No penalty
- Precise
for shooting
Shot: No
into
penalty
meleefor shooting into melee
1 ↓ Feats_Known
Feats_Summary
Concatenate
Concatenate
- 100 Concatenate
- 200 Concatenate
- 300 Concatenate
- 400 Concatenate
- 500 - 600
2
Additional
3 Feat Data
4 ↓
5
6
7 Chaotic
8 Evil
9 Good
10 Lawful
11
12
13
14 Arcane_Strike_Dmg 0
15
16
17
18
19
20
21
22
23
24
25
26
27 Combat_Expertise_Penalty
0 Combat_Expertise_Bonus
0
28
29
30
31
32
33 Deadly_Aim_Penalty0 Deadly_Aim_Dmg 0 0
34
35
36
37
38
39
40
41
42
43
44 Air
45 Earth
46 Fire
47 Water
48
49
50
51
52
53
54
55
56
57
58
59
60
61 Blinded
62 Cursed
63 Dazed
64 Deafened
65 Diseased
66 Exhausted
67 Fatigued
68 Frightened
69 Nauseated
70 Paralyzed
71 Poisoned
72 Shaken
73 Sickened
74 Staggered
75 Stunned
76
77
78
79
80
81
82
83
84
85
86
87
88
127
89
90
91
92
93
107
108
117
118
119
120
121
122
123
124
125
126
128
131
133
134
135
137
139
140
141
129
142
143
130
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
94
95
96
161
162
163
- Point-Blank Shot: +1 bonus on attack and dmg rolls w/ ranged wpn if foe is w/in 30'
164 Power_Attack_Penalty
0 Power_Attack_Dmg_Std
0 Power_Attack_Dmg_Max
0 Power_Attack_Dmg_Min
0
165
- Precise Shot: No penalty for shooting into melee
132
166
167
168
169
170
171
172
173
174
175
176
177
97
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
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236 Abjuration
Conjuratio
237
n
238 Divination
Enchantm
239
ent
240 Evocation
241 Illusion
Necroman
242
cy
Transmuta
243
tion
98 Abjuration
Conjuratio
99
n
100 Divination
Enchantm
101
ent
102 Evocation
103 Illusion
Necroman
104
cy
Transmuta
105
tion
244
245
246
247
106
248
249
250
251
252
253
254
255
256
257
258
259
260 HP_Toughness 0
261
262
263
265
264
136
109
266
267
268
138
110
269
270
271
272
111
112
113
273
274
275
114
115
116
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306 Improved_NA 0
307
308
309
310
311
312
313 Feat_Snatch_Size
FALSE Feat_Snatch_Squeeze
FALSE
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336 0
337
338
339
340
341
342
343
344
345
347
348
349
350
351
352
353
354
355
356
357
358
358
359
360 0
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
384
384
384
384
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417 Charisma
418 Constitution
419 Dexterity
420 Intelligence
421 Strength
422 Wisdom
423
424
425
426
427
427
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
464
465
466
467
468
469
470
471
472 AdamantineErr:508
474 Silver
475 Magic
476 Lawful
477 Epic
478
479
480
481
482
483
484
485
486
486
487
488
489
490
491
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509 0
510
511
512
513
514
515
516
516
517
518
519 Abjuration
520 Conjuration
521 Enchantment
522 Evocation
523 Illusion
524 Necromancy
525 Transmutation
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
Combat Critical
Concatenate
Concatenate
- 700 Concatenate
- 800 Concatenate
- 900 - 1000
Err:508 NULL 3 3*** PRPG - General *** 21 Bleeding Critical
Err:508 NULL 6 Agile Maneuvers 23 Blinding Critical
Err:508 NULL 13Arcane Armor Mastery 36 Deafening Critical
Err:508 NULL 6 14
Arcane Armor Training 164 Sickening Critical
eeding Critical 323 Allied Spellcaster 280 Brew Potion 290 Empower Spell
324
Coordinated Defense 281 Craft Construct 291 Enlarge Spell
325
Coordinated Maneuvers Craft
282 Magic Arms and Armor 292 Extend Spell
326 Duck and Cover 283 Craft Rod 293 Heighten Spell
Select Weapon
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
Trait Type
3
4 *** PRPG - Combat ***
5 Accelerated Drinker Basic (Combat)
6 Anatomist Basic (Combat)
7 Armor Expert Basic (Combat)
8 Bullied Basic (Combat)
9 Courageous Basic (Combat)
1
Deft Dodger Basic (Combat)
0
1
Dirty Fighter Basic (Combat)
1
1
Fencer Basic (Combat)
2
1
Killer Basic (Combat)
3
1
Reactionary Basic (Combat)
4
1
Resilient Basic (Combat)
5
1
Strong Arm, Supple Wrist Basic (Combat)
6
1
Threatening Defender Basic (Combat)
7
1
*** PRPG - Faith ***
8
1
Birthmark Basic (Faith)
9
2
Caretaker Basic (Faith)
0
2 Child of the Temple [Knowledge
Basic (Faith)
1 (nobility)]
2 Child of the Temple [Knowledge
Basic (Faith)
2 (religion)]
2 Devotee of the Green [Knowledge
Basic (Faith)
3 (geography)]
2 Devotee of the Green [Knowledge
Basic (Faith)
4 (nature)]
2
Ease of Faith Basic (Faith)
5
2
History of Heresy Basic (Faith)
6
2
Indomitable Faith Basic (Faith)
7
2
Sacred Conduit Basic (Faith)
8
2
Sacred Touch Basic (Faith)
9
3 Scholar of the Great Beyond
Basic (Faith)
0 [Knowledge (history)]
3 Scholar of the Great Beyond
Basic (Faith)
1 [Knowledge (planes)]
3
*** PRPG - Magic ***
2
3
Classically Schooled Basic (Magic)
3
Dangerously Curious Basic (Magic)
4
3
Desperate Focus Basic (Magic)
5
3
Diabolical Dabbler Basic (Magic)
6
3
Focused Mind Basic (Magic)
7
3
Gifted Adept Basic (Magic)
8
3
Hedge Magician Basic (Magic)
9
4
Magical Knack Basic (Magic)
0
4
Magical Lineage Basic (Magic)
1
4
Magical Talent Basic (Magic)
2
4 Mathematical Prodigy [Knowledge
Basic (Magic)
3 (arcana)]
4 Mathematical Prodigy [Knowledge
Basic (Magic)
4 (engineering)]
4
Skeptic Basic (Magic)
5
4
Theoretical Magician Basic (Magic)
6
4
*** PRPG - Social ***
7
4
Adopted Basic (Social)
8
4
Bully Basic (Social)
9
5
Canter Basic (Social)
0
5
Charming Basic (Social)
1
5
Child of the Streets Basic (Social)
2
5
Fast-Talker Basic (Social)
3
5
Hellknight Ancestry Basic (Social)
4
5
Keleshite Princess [Diplomacy] Basic (Social)
5
Keleshite Princess [Intimidate] Basic (Social)
6
5
Lost Nobility Basic (Social)
7
5
Natural-Born Leader Basic (Social)
8
5
Nonchalant Thuggery Basic (Social)
9
6
Poverty-Stricken Basic (Social)
0
6
Rich Parents Basic (Social)
1
6
Suspicious Basic (Social)
2
6
*** PRPG - Campaign ***
3
6
Child of Infamy Campaign (CoT)
4
6
Conspiracy Hunter [Bluff] Campaign (CoT)
5
6
Conspiracy Hunter [Diplomacy] Campaign (CoT)
6
6 Conspiracy Hunter [Knowledge
Campaign (CoT)
7 (local)]
6
Conspiracy Hunter [Perception] Campaign (CoT)
8
6
Conspiracy Hunter [Sense Motive] Campaign (CoT)
9
7
Conspiracy Hunter [Stealth] Campaign (CoT)
0
7
Diabolist Raised Campaign (CoT)
1
7
Infernal Bastard Campaign (CoT)
2
7
Shadow Child Campaign (CoT)
3
7
The Pathfinder’s Exile Campaign (CoT)
4
7
Westcrown Firebrand Campaign (CoT)
5
7
Drug Addict (addicted friend) Campaign (CotCT)
6
7
Drug Addict (personal addiction) Campaign (CotCT)
7
Framed (Family Honor) Campaign (CotCT)
8
7
Framed (Dropout) Campaign (CotCT)
9
8
Love Lost (Orphaned) [Craft] Campaign (CotCT)
0
8
Love Lost (Orphaned) [Perform] Campaign (CotCT)
1
8 Love Lost (Orphaned)
Campaign (CotCT)
2 [Profession]
8
Love Lost (Widowed) Campaign (CotCT)
3
8
Missing Child (Sibling) Campaign (CotCT)
4
8
Missing Child (Son or Daughter) Campaign (CotCT)
5
8
Unhappy Childhood (Tortured) Campaign (CotCT)
6
8
Unhappy Childhood (Religious) Campaign (CotCT)
7
8
Earning Your Freedom [Fortitude] Campaign (LoF)
8
Earning Your Freedom [Reflex] Campaign (LoF)
9
Earning Your Freedom [Will] Campaign (LoF)
0
9
Finding Haleen Campaign (LoF)
1
9
Gnoll Killer Campaign (LoF)
2
9
Missionary [Bluff] Campaign (LoF)
3
9
Missionary [Diplomacy] Campaign (LoF)
4
9
Missionary [Intimidate] Campaign (LoF)
5
9
Missionary [Knowledge (religion)] Campaign (LoF)
6
9
Missionary [Perform] Campaign (LoF)
7
9
Missionary [Sense Motive] Campaign (LoF)
8
9
Reclaiming your Roots Campaign (LoF)
9
1
0 Seeking Adventure Campaign (LoF)
0
1
0 Fools for Friends Campaign (SD)
1
1
Campaign (KM,
0 Bastard
Human)
2
1
0 Brigand Campaign (KM)
1
3
0 Issian Campaign (KM)
4
1
0 Noble Born [Garess] Campaign (KM)
5
1
0 Noble Born [Lebeda] Campaign (KM)
6
1
0 Noble Born [Lodovka] Campaign (KM)
7
1
0 Noble Born [Medvyed] Campaign (KM)
8
1
0 Noble Born [Orlovsky, Acrobatics] Campaign (KM)
9
1
1 Noble Born [Orlovsky, Diplomacy] Campaign (KM)
0
1
1 Noble Born [Orlovsky, Stealth] Campaign (KM)
1
1
1 Noble Born [Surtova] Campaign (KM)
1
2
1 Pioneer [Climb] Campaign (KM)
3 Pioneer [Handle Animal]
1 Campaign (KM)
4 Pioneer [Knowledge (nature)]
1 Campaign (KM)
5 Pioneer [Perception]
1 Campaign (KM)
6 Pioneer [Ride]
1 Campaign (KM)
7 Pioneer [Survival]
1 Campaign (KM)
8 Pioneer [Swim]
1 Campaign (KM)
9 Rostlander
2 Campaign (KM)
1
0
2 Sword Scion Campaign (KM)
1
1
2 Into Enemy Territory [Fortitude]
1 Campaign (SD)
2 Into Enemy Territory [Reflex]
1 Campaign (SD)
3 Into Enemy Territory [Will]
2
1 Campaign (SD)
4 Looking for Work [Bluff]
2
1 Campaign (SD)
5 Looking for Work [Craft]
2
1 Campaign (SD)
6 Looking for Work [Diplomacy]
2
1 Campaign (SD)
7 Looking for Work [Intimidate]
2
1 Campaign (SD)
8 Looking for Work [Perception]
2
1 Campaign (SD)
9 Looking for Work [Perform]
3
1 Campaign (SD)
0 Looking for Work [gambler]
3
1 Campaign (SD)
1 Optimistic Gambler
3 Campaign (SD)
1
2
3 Researching the Blot Campaign (SD)
1
3
3 Scouting for Fiends
1 Campaign (SD)
4 *** PRPG - Equipment ***
3
1
5
3 Augmented Disguise Equipment
6
1
3 Dealmaker Equipment
7
1
3 Extremely Fashionable [Bluff] Equipment
8
1
Extremely Fashionable
3 Equipment
[Diplomacy]
9
1
Extremely Fashionable
4 Equipment
[Intimidate]
0
1
4 Heirloom Weapon Equipment
1
4 Improvisational Equipment Equipment
1
2
4 Iron Liver Equipment
3
1
4 Power of Suggestion Equipment
4
1
4 Prehensile Whip Equipment
1
5
4 Quick Learner Equipment
6
1
4 Rough and Ready Equipment
7
1
4 Stage Magic Equipment
8
1
4 Stealthy Escape Equipment
9
1
5 Thrown-Together Fashion Equipment
1
0
5 *** PRPG - Faction ***
1
1
5 Captain’s Blade [Acrobatics] Faction (Andoran)
2
1
5 Captain’s Blade [Climb] Faction (Andoran)
1
3
5 Explorer
1 Faction (Andoran)
4 Freedom Fighter (Andoran)
5 Faction (Andoran)
1
5
5 Hunter’s Eye Faction (Andoran)
1
6
5 Indomitable Faction (Andoran)
1
7
5 Devil’s Mark Faction (Cheliax)
1
8
5 Fiendish Presence [Diplomacy]
1 Faction (Cheliax)
9 Fiendish Presence [Sense Motive] Faction (Cheliax)
6
1
0
6 Fires of Hell Faction (Cheliax)
1
6 Master of Pentacles Faction (Cheliax)
2
1
6 Soul-Drinker Faction (Cheliax)
3
1
6 Attuned to the Ancestors Faction (Osirion)
4
1
6 Dunewalker Faction (Osirion)
1
5
6 Mummy-Touched Faction (Osirion)
1
6
6 Secrets of the Sphinx [arcana] Faction (Osirion)
7
1
Secrets of the Sphinx
6 Faction (Osirion)
[dungeoneering]
8
1
Secrets of the Sphinx
6 Faction (Osirion)
[engineering]
9
1
7 Secrets of the Sphinx [geography] Faction (Osirion)
0
1
7 Secrets of the Sphinx [history] Faction (Osirion)
1
7 Secrets of the Sphinx [local] Faction (Osirion)
2
1
7 Secrets of the Sphinx [nature] Faction (Osirion)
3
1
7 Secrets of the Sphinx [nobility] Faction (Osirion)
4
1
7 Secrets of the Sphinx [planes] Faction (Osirion)
5
1
7 Secrets of the Sphinx [religion] Faction (Osirion)
6
1
7 Secrets of the Sphinx [spirits] Faction (Osirion)
7
1
Tomb Raider [Knowledge
7 Faction (Osirion)
(dungeoneering)]
8
1
7 Tomb Raider [Perception] Faction (Osirion)
9
1
8 Dervish Faction (Qadira)
1
0
8 Desert Shadow Faction (Qadira)
1
1
8 Eastern Mysteries Faction (Qadira)
2
1
8 Gold Finger [Disable Device] Faction (Qadira)
3
1
8 Gold Finger [Sleight of Hand] Faction (Qadira)
1
4
8 Horse Lord Faction (Qadira)
1
5
8 Expert Duelist Faction (Taldor)
6
1
8 Fashionable [Bluff] Faction (Taldor)
7
1
8 Fashionable [Diplomacy] Faction (Taldor)
8
1
8 Fashionable [Sense Motive] Faction (Taldor)
9
1
9 Impressive Presence Faction (Taldor)
0
1
9 Performance Artist [act] Faction (Taldor)
1
1
9 Performance Artist [comedy] Faction (Taldor)
2
1
9 Performance Artist [dance] Faction (Taldor)
3
1
9 Performance Artist [keyboard] Faction (Taldor)
4
1
9 Performance Artist [oratory] Faction (Taldor)
5
1
9 Performance Artist [percussion] Faction (Taldor)
6
1
9 Performance Artist [sing] Faction (Taldor)
7
1
9 Performance Artist [string] Faction (Taldor)
8
1
9 Performance Artist [wind] Faction (Taldor)
9
2
0 Vindictive Faction (Taldor)
2
0
0 *** PRPG - Race ***
2
1 Race (Gnome—
0 Animal Friend
Katapeshi)
2
2
0 Arcane Dabbler Race (Elf)
3
2
Race (Human—
0 Aspiring Bard [act]
Taldan)
4
2
Race (Human—
0 Aspiring Bard [comedy]
Taldan)
5
2
Race (Human—
0 Aspiring Bard [dance]
Taldan)
6
2
Race (Human—
0 Aspiring Bard [keyboard]
Taldan)
7
2
Race (Human—
0 Aspiring Bard [oratory]
Taldan)
8
2
Race (Human—
0 Aspiring Bard [percussion]
Taldan)
9
2
Race (Human—
1 Aspiring Bard [sing]
Taldan)
0
2
Race (Human—
1 Aspiring Bard [string]
Taldan)
1
2
Race (Human—
1 Aspiring Bard [wind]
Taldan)
2
Race (Human—
1 Aspiring Bard [ritual]
Taldan)
3
2
Azlant Fanatic [Knowledge Race (Human—
1
(arcana)] Azlanti)
4
2
Azlant Fanatic [Knowledge Race (Human—
1
(history)] Azlanti)
5
2
Race (Gnome—
1 Brastlewark Businessman
Chelaxian)
6
2
Race (Half-Orc—
1 Brute
Taldan)
7
2
Race (Human—
1 Carefully Hidden
Keleshite)
8
2
Race (Dwarf—
1 Child of Zolurket
Katapeshi)
9
2
2 Clear-headed Race (Dwarf)
0
2
2 Deep Guardian Race (Dwarf)
2
1
2 Deep Marker Race (Dwarf)
2 Dilettante Artist [Diplomacy] Race (Elf—Taldan)
3 Dilettante Artist [Perform]
2 Race (Elf—Taldan)
2
4
2 Earthbound Race (Dwarf)
5
2
Race (Half-Elf—
2 Ekujae Reflexes
Katapeshi)
6
2
2 Eldritch Smith Race (Dwarf)
7
2
Race (Half-Elf—
2 Failed Apprentice
2 Taldan)
8 Race (Elf—
2 Forlorn (Racial)
2 Katapeshi)
9 Race (Halfling—
3 Freedom Fighter (Halfling)
Katapeshi)
0
2
Race (Human—
3 Genie Blood [air]
Keleshite)
1
2
Race (Human—
3 Genie Blood [earth]
Keleshite)
2
Race (Human—
3 Genie Blood [fire]
Keleshite)
3
2
Race (Human—
3 Genie Blood [water]
2 Keleshite)
4
3 Goldsniffer
2 Race (Dwarf)
5 Grounded
3 Race (Dwarf)
2
6 Race (Human—
3 Historian
Garundi)
7
2
Race (Human—
3 Infernal Influence
2 Chelaxian)
8
3 Lapsed Faith Race (Elf)
2
9 Race (Human—
4 Latent Psion
2 Vudrani)
0
4 Legacy of Sand Race (Half-Orc)
2
1 Race (Human—
4 Masterful Demeanor
Chelaxian)
2
2
Race (Dwarf—
4 Militant Merchant
Taldan)
3
2
Race (Gnome—
4 Rapscallion
2 Taldan)
4
4 Ruthless Race (Dwarf)
2
5 Scholar of Ruins [Knowledge Race (Human—
4
(dungeoneering)] Taldan)
6
2
Scholar of Ruins [Knowledge Race (Human—
4
2 (geography)] Taldan)
7
4 Seeker of Brightness [arcana] Race (Elf)
2
8 Seeker of Brightness
4 Race (Elf)
[dungeoneering]
9
2
Seeker of Brightness
5 Race (Elf)
[engineering]
0
2
5 Seeker of Brightness [geography] Race (Elf)
2
1
5 Seeker of Brightness [history]
2 Race (Elf)
5 Seeker of Brightness [local]
2 Race (Elf)
3 Seeker of Brightness [nature]
5
2 Race (Elf)
4 Seeker of Brightness [nobility]
5
2 Race (Elf)
5 Seeker of Brightness [planes]
2 Race (Elf)
6 Seeker of Brightness [religion]
5
2 Race (Elf)
7 Seeker of Brightness [spirits]
5 Race (Elf)
2
8 Race (Human—
5 Spirits in the Stone
Mwangi)
9
2
6 Strength of the Land Race (Dwarf)
0
2
6 Successful Shirker Race (Halfling)
1
2
6 Tunnel Fighter Race (Dwarf)
2
2
6 Warrior of Old Race (Elf)
2
3
6 Warsmith Race (Dwarf)
4
2
Race (Halfling—
6 Well-Informed [Diplomacy]
Taldan)
5
2
Race (Halfling—
6 Well-Informed [Knowledge (local)]
Taldan)
6
2
Race (Human—
6 World Traveler [Diplomacy]
Varisian)
7
2
World Traveler [Knowledge Race (Human—
6
(local)] Varisian)
8
2
Race (Human—
6 World Traveler [Sense Motive]
2 Varisian)
9
7 Youthful Mischief Race (Elf)
2
0
7 Zest for Battle Race (Dwarf)
2
1
7 *** PRPG - Region ***
2
2
7 Alchemical Prodigy Region (Qadira)
3
2
Region (Mindspin
7 Blooded
2 Mountains)
4
7 Chivalrous
2 Region (Taldor)
5
7 Cliff Jumper Region (Cliffs of Fury)
2
6 Region (Mindspin
7 Coin Hoarder
Mountains)
7
2
7 Desert Child Region (Katapesh)
2
8
7 Dump Salvager Region (Westcrown)
9
2
8 Duskwalker Agent Region (Katapesh)
0
2
8 Egorian School Apprentice Region (Egorian)
2
1
8 Elemental Pupil [acid]
2 Region (Qadira)
2 Elemental Pupil [cold]
8 Region (Qadira)
2
3
8 Elemental Pupil [electricity] Region (Qadira)
2
4
8 Elemental Pupil [fire] Region (Qadira)
2
5 Region (Any non-
8 Forlorn (Regional)
2 elven land)
6
8 Freed Slave Region (Katapesh)
2
7 Region (Lands of the
8 Frostborn
2 Linnorm Kings)
8
8 Genie-Caller Region (Qadira)
2
9 Region (Five Kings
9 Glory of Old
Mountains)
0
2
9 Iadaran Illusionist Region (Kyonin)
2
1
9 Keeper of the Veil [Bluff]
2 Region (Qadira)
2 Keeper of the Veil [Disguise]
9 Region (Qadira)
2
3
9 Kobold’s Neighbor Region (Andoran)
4
2
9 Kyonin Gatekeeper Region (Kyonin)
5
2
Region (Mwangi
9 Left Behind
2 Expanse or Varisia)
6
9 Merchant of Katheer
2 Region (Qadira)
7 Merchant’s Child
9
2 Region (Katapesh)
8 Militia Veteran [soldier]
9
3 Region (Taldor)
9 Militia Veteran [Ride]
0
3 Region (Taldor)
0 Militia Veteran [Survival] Region (Taldor)
3
1 Region (Mordant
0 Mordant Heritage
3 Spire)
2
0 Narrows Survivor Region (Taldor)
3
0 Nightstall Urchin Region (Katapesh)
4
3
Region (Five Kings
0 Perseverance
Mountains)
5
3
0 Pesh Addict [Bluff] Region (Katapesh)
6
3
0 Pesh Addict [Knowledge (local)] Region (Katapesh)
7
3
0 Pesh Addict [Sense Motive] Region (Katapesh)
3
8
0 Pesh Dealer Region (Katapesh)
3
9
1 Precocious Spellcaster Region (Taldor)
0
3
1 Prismati Player Region (Andoran)
1
3
1 Rider of Paresh Region (Qadira)
2
3
1 River Rat Region (Taldor)
3
3
1 Savannah Child [Handle Animal] Region (Katapesh)
3
4 Savannah Child [Knowledge
1 Region (Katapesh)
3 (nature)]
5
1 Savannah Child [Ride]
3 Region (Katapesh)
6 Treerazer’s Bane
1
3 Region (Kyonin)
7 Uwaga Highlander
1
3 Region (Katapesh)
8 Vagabond Child [Disable Device]
1
3 Region (Taldor)
9 Vagabond Child [Sleight of Hand]
2
3 Region (Taldor)
0 Venicaan Medic
2
3 Region (Qadira)
1 Walking Ward [acid]
2
3 Region (Qadira)
2 Walking Ward [cold]
3 Region (Qadira)
2 Walking Ward [electricity]
3 Region (Qadira)
4 Walking Ward [fire]
2 Region (Qadira)
3
5 Region (Lands of the
2 Warrior Poet
Linnorm Kings)
6
3
2 Watching Taldor Region (Qadira)
7
3
2 Wealthy Dabbler Region (Taldor)
8
3
2 Wharf Rat Region (Ostenso)
9
3
Region (Whisper
3 Whisper Woods Hunter
3 Woods)
0
3 *** PRPG - Religion ***
3
1
3 Alluring Religion (Bolka)
3
2
3 Ambassador Religion (Sarenrae)
3
3
3 Asmodean Demon Hunter Religion (Asmodeus)
4
3 Religion (Angradd,
3 Battlefield Caster Gorum, Torag,
5
3 Trudd)
3 Blade of Mercy Religion (Sarenrae)
3
6
3 Calistrian Prostitute Religion (Calistria)
7 Cleansing the Twisted
3 Religion (Sarenrae)
3
8 Devotee of a Dead God
3 Religion (Aroden)
[Diplomacy]
9
3
Devotee of a Dead God
4 Religion (Aroden)
3 [Knowledge (religion)]
0
4 Divine Warrior
3 Religion (Iomedae)
1 Eyes and Ears of the City
4
3 Religion (Abadar)
2 Flame of the Dawnflower
4 Religion (Sarenrae)
3
3 Guardian of the Forge
4 Religion (Torag)
[Knowledge (engineering)]
4
3
Guardian of the Forge
4 Religion (Torag)
[Knowledge (history)]
5
3
4 Honeyed Words Religion (Grundinnar)
6
3
4 Magic is Life Religion (Nethys)
7
3
Religion (Desna,
4 Patient Optimist
Erastil)
8
3
4 Resigned Religion (Droksar)
9
3
5 Sacred Avenger Religion (Calistria)
0
3
Religion (Any Elven
5 Sovyrian Pantheist
Deity)
1
3
5 Starchild Religion (Desna)
3
2
5 Strength of the Sun Religion (Sarenrae)
3
3
5 The City Protects Religion (Abadar)
4
3
5 Toilcrafter Religion (Droskar)
5
3
5 Under Siege [Bluff]
3 Religion (Sarenrae)
6 Under Siege [Sense Motive]
5 Religion (Sarenrae)
7
3
5 Wasp Whisperer Religion (Calistria)
8
3
5 Wisdom in the Flesh [Acrobatics] Religion (Irori)
3
9
6 Wisdom in the Flesh [Climb] Religion (Irori)
3
0 Wisdom in the Flesh [Disable
6 Religion (Irori)
Device]
1
3
Wisdom in the Flesh [Escape
6 Religion (Irori)
3 Artist]
2
6 Wisdom in the Flesh [Fly]
3 Religion (Irori)
3 Wisdom in the Flesh [Ride]
6 Religion (Irori)
3
4 Wisdom in the Flesh [Sleight of
6 Religion (Irori)
3 Hand]
5
6 Wisdom in the Flesh [Stealth]
3 Religion (Irori)
6 Wisdom in the Flesh [Swim] Religion (Irori)
7 *** Custom ***
0 0
0 0
0 0
0 0
0 0
Summary
You may drink a potion as a move action instead of a standard as long as you start your turn with the potion
in your hand.
You gain a +1 trait bonus on all rolls made to confirm critical hits.
When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty
of 0.
You gain a +1 trait bonus on attacks of opportunity attack rolls made with unarmed strikes.
You gain a +2 trait bonus on saving throws against fear effects.
You gain a +1 trait bonus on Reflex saving throws.
When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your
base damage, and is multiplied on a critical hit).
You gain a +1 trait bonus on attacks of opportunity made with daggers, swords, and similar bladed
weapons.
You deal additional damage equal to your weapon’s critical hit modifier when you score a successful critical
hit with a weapon.
You gain a +2 trait bonus on Initiative checks.
You gain a +1 trait bonus on Fortitude saving throws.
Whenever you move at least 10 feet before making an attack with a thrown weapon, you add 10 feet to the
range increment of the weapon thrown.
When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.
You gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result.
You gain a +1 trait bonus on Heal checks and Heal is always a class skill for you.
You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks. Knowledge (nobility) is
always a class skill for you.
You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks. Knowledge (religion) is
always a class skill for you.
You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks. Knowledge
(geography) is always a class skill for you.
You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks. Knowledge (nature)
is always a class skill for you.
You gain a +1 trait bonus on Diplomacy checks and Diplomacy is always a class skill for you.
You gain a +1 trait bonus on all saving throws made against divine spells.
You gain a +1 trait bonus on Will saving throws.
Whenever you channel energy, you gain a +1 trait bonus on the save DC of your channeled energy.
As a standard action, you may automatically stabilize a dying creature merely by touching it.
You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks. Knowledge (history) is
always a class skill for you.
You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks. Knowledge (planes) is
always a class skill for you.
You gain a +1 trait bonus on Spellcraft checks and Spellcraft is always a class skill for you.
You gain a +1 bonus on Use Magic Device checks and Use Magic Device is always a class skill for you.
You gain a +2 trait bonus on concentration checks.
Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the
spell that summoned it.
You gain a +2 trait bonus on concentration checks.
Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects
manifest at +1 caster level.
Whenever you craft a magic item, you reduce the cost of gp required to make the item by 5%.
Your caster level gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than
your current Hit Dice.
Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level
as 1 lower for determining the spell’s final adjusted level.
Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is
cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like
ability’s save DC is Charisma-based.
You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (engineering) checks. Knowledge
(arcana) is always a class skill for you.
You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (engineering) checks. Knowledge
(engineering) is always a class skill for you.
You gain a +2 trait bonus on all saving throws against illusions.
You gain a +2 trait bonus on Spellcraft checks, or a +3 bonus if you aren’t a spellcaster.
You picked up a race trait from your adoptive parents and society, and may immediately select a race trait
from your adoptive parents’ race.
You gain a +1 trait bonus on Intimidate checks and Intimidate is always a class skill for you.
Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check.
When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the
attempt.
You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually
attracted to you, and a +1 trait bonus on the save DC of any language-dependent spell you cast on such
characters or creatures.
You gain a +1 trait bonus on Sleight of Hand checks and Sleight of Hand is always a class skill for you.
You gain a +1 trait bonus on Bluff checks and Bluff is always a class skill for you.
You gain a +2 trait bonus on Diplomacy checks to influence Hellknights and a +2 trait bonus on Intimidate
checks to influence enemies of the Hellknights.
You gain a +1 trait bonus on Diplomacy and Intimidate checks. Diplomacy is always a class skill for you.
You gain a +1 trait bonus on Diplomacy and Intimidate checks. Intimidate is always a class skill for you.
You gain a +1 trait bonus on attack and damage rolls against Chelish government officials (including
Hellknights).
All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves
to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus on your
Leadership score.
You gain a +4 trait bonus on Bluff checks to keep others from noticing your aggressive actions.
You gain a +1 trait bonus on Survival checks and Survival is always a class skill for you.
Your starting cash increases to 900 gp.
You gain a +1 trait bonus on Sense Motive checks and Sense Motive is always a class skill for you.
You gain a +1 trait bonus on Perform (act) checks and Perform (act) is always a class skill for you.
Furthermore, you begin play with 300 gp that you can spend however you wish.
You gain a +1 trait bonus on Bluff checks and Bluff is always a class skill for you.
You gain a +1 trait bonus on Diplomacy checks and Diplomacy is always a class skill for you.
You gain a +1 trait bonus on Knowledge (local) checks and Knowledge (local) is always a class skill for you.
You gain a +1 trait bonus on Perception checks and Perception is always a class skill for you.
You gain a +1 trait bonus on Sense Motive checks and Sense Motive is always a class skill for you.
You gain a +1 trait bonus on Stealth checks and Stealth is always a class skill for you.
Your knowledge of diabolism grants you a +1 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive
checks made against Westcrown’s nobility, and a +1 bonus on all saving throws made against mind-
affecting attacks from devils.
You have a +2 bonus on all saving throws made against cold, electricity, and fire effects. You may choose
any one 0-level spell that you can instead use at will as a spell-like ability.
When attacking targets in areas of dim light, you do not suffer the standard 20% miss chance on attack rolls
for being in the poorly lit area.
You have a wayfinder, a magical compass that grants you a +2 circumstance bonus on Survival checks to
avoid becoming lost, and can be commanded to emit light as the spell (CL 5th) as a standard action.
You gain a +1 trait bonus on Initiative checks and if you act in a surprise round, you gain a +1 trait bonus on
all attack rolls.
You gain a +2 bonus on Knowledge (local) checks.
You gain a +1 trait bonus on Fortitude saving throws.
You gain a +2 trait bonus on Bluff checks.
You gain a +2 bonus on Spellcraft checks.
You gain a +2 trait bonus on Craft checks.
You gain a +2 trait bonus on Perform checks.
You gain a +2 trait bonus on Profession checks.
You gain a +2 bonus on Intimidate checks.
Diplomacy and Sense Motive are always class skills for you.
You gain a +1 trait bonus on Will saving throws.
You gain a +1 trait bonus on Reflex saving throws.
You gain a +2 bonus on concentration checks.
You gain a +1 trait bonus on Fortitude saving throws.
You gain a +1 trait bonus on Reflex saving throws.
You gain a +1 trait bonus on Will saving throws.
Your 1st level class is always a favored class to you, and every time you take a level in the class, you gain
+1 hit point and 1 additional skill point over and above what you would normally gain.
You gain a +1 trait bonus on attack rolls and weapon damage rolls made against gnolls. If you are a
barbarian and you’re fighting gnolls, your rage lasts 1 round longer than normal. If you’re a ranger and you
select humanoid (gnoll) as a favored enemy, your trait bonus on attack rolls and weapon damage rolls
against gnolls increases to +2. If you’re a spellcaster, you gain a +1 trait bonus on spell save DCs for
damaging spells against gnolls.
You gain a +1 trait bonus on Bluff checks and Bluff is always a class skill for you.
You gain a +1 trait bonus on Diplomacy checks and Diplomacy is always a class skill for you.
You gain a +1 trait bonus on Intimidate checks and Intimidate is always a class skill for you.
You gain a +1 trait bonus on Knowledge (religion) checks and Knowledge (religion) is always a class skill for
you.
You gain a +1 trait bonus on Perform checks and Perform is always a class skill for you.
You gain a +1 trait bonus on Sense Motive checks and Sense Motive is always a class skill for you.
You gain a valued possession—a piece of jewelry worth 350 gp, any masterwork weapon or armor worth no
more than 350 gp, or a wand containing any 1st-level spell (CL 1st) with only 20 charges remaining. If you
ever lose this item, your resulting depression imposes a –1 penalty on Will saves for 1 year.
You have a wayfinder, a magical compass that grants you a +2 circumstance bonus on Survival checks to
avoid becoming lost, and can be commanded to emit light as the spell (CL 5th) as a standard action.
Whenever you take the Aid Another action to help an ally, or whenever an ally aids you in this manner, a
successful check grants an additional +1 trait bonus on the check for which aid was being rendered.
Additionally, as long as one of your friends is within 30 feet, you gain a +1 trait bonus on all saving throws
against charm and compulsion effects.
You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic
nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The
penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)
You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff,
Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.
Your agile mind grants you a +1 trait bonus on all Will saves made to resist mind-affecting effects.
You ignore the movement penalty for the first 5 feet of rocky difficult terrain you move through per round.
This applies only to terrain made difficult by rocks or ruins. In addition, you gain a +2 trait bonus on Appraise
checks to assess the value of natural stones or metals. Your family motto is “Strong as the Mountains.”
As a deft merchant of the region, you gain a bonus language: Dwarven, Elven, Hallit, Gnome, Giant,
Halfling, Skald, or Sylvan. Your family motto is “Success through Grace.”
You gain a +1 trait bonus on Swim checks, and Swim is always treated as a class skill for you. Your family
motto is “The Waters, Our Fields.”
You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on
Will saves made against their spells and supernatural abilities. Your family motto is “Endurance Overcomes
All.”
You gain a +1 trait bonus on your CMD. In addition, you gain a +1 Trait bonus on Acrobatics checks. Your
family motto is “High Above.”
You gain a +1 trait bonus on your CMD. In addition, you gain a +1 Trait bonus on Diplomacy checks. Your
family motto is “High Above.”
You gain a +1 trait bonus on your CMD. In addition, you gain a +1 Trait bonus on Stealth checks. Your
family motto is “High Above.”
You deal +2 damage when attacking a flat-footed opponent while wielding a light or one-handed weapon.
Your family motto is “Ours is the Right.”
You begin play with a horse. In addition, you gain a +1 Trait bonus on Climb checks.
You begin play with a horse. In addition, you gain a +1 Trait bonus on Handle Animal checks.
You begin play with a horse. In addition, you gain a +1 Trait bonus on Knowledge (nature) checks.
You begin play with a horse. In addition, you gain a +1 Trait bonus on Perception checks.
You begin play with a horse. In addition, you gain a +1 Trait bonus on Ride checks.
You begin play with a horse. In addition, you gain a +1 Trait bonus on Survival checks.
You begin play with a horse. In addition, you gain a +1 Trait bonus on Swim checks.
You gain a +1 trait bonus on Fortitude saving throws.
You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat
maneuvers made with such weapons.
You gain a +1 trait bonus on Fortitude saving throws.
You gain a +1 trait bonus on Reflex saving throws.
You gain a +1 trait bonus on Will saving throws.
You gain a +1 trait bonus on Bluff checks and Bluff is always a class skill for you.
You gain a +1 trait bonus on Craft checks and Craft is always a class skill for you.
You gain a +1 trait bonus on Diplomacy checks and Diplomacy is always a class skill for you.
You gain a +1 trait bonus on Intimidate checks and Intimidate is always a class skill for you.
You gain a +1 trait bonus on Perception checks and Perception is always a class skill for you.
You gain a +1 trait bonus on Perform checks and Perform is always a class skill for you.
You gain a +1 trait bonus on Profession (gambler) checks and it is always a class skill for you.
Effects that grant you morale bonuses persist 1d4 rounds longer than normal.
You can use Spellcraft to identify magic items in the same way you can use Spellcraft to identify a potion.
The DC to identify a magic item is equal to 20 + the item’s caster level.
You gain a +1 trait bonus on all attack rolls made against foes you know to be evil outsiders.
gain +2 Trait bonus on Disguise checks when wearing wig, false beard, or similar large prop, or if wearing
special costume or eye-catching bauble that reinforces disguise
1/week, when looking for item w/ price greater than community’s base value, Diplomacy check (DC 10 + 10
per community size category difference) allows sell or purchase as if community were of sufficient size;
additional attempts (successful or otherwise) in same community increase DC by +10
if wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other
things that mar overall look), gain +1 Trait bonus on Bluff, Diplomacy, and Intimidate checks. Bluff is a class
skill for you.
if wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other
things that mar overall look), gain +1 Trait bonus on Bluff, Diplomacy, and Intimidate checks. Diplomacy is a
class skill for you.
if wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other
things that mar overall look), gain +1 Trait bonus on Bluff, Diplomacy, and Intimidate checks. Intimidate is a
class skill for you.
gain heirloom weapon of masterwork quality but pay only standard cost at character creation; gain a +1
Trait bonus on attack rolls w/ this heirloom and always considered proficient w/ heirloom
when using item for anything other than intended purpose, reduce improvisation penalty by 2 (does not
apply to improvised weapon penalties)
gain +2 Trait bonus on Fort saves vs. poison and drugs and +4 Trait bonus on Fort saves to avoid effects of
alcohol
Bluff check (DC 20 for similar items, +5 for each dissimilarity in shape, size, or color) makes observers
believe that object in your possession is actually different object entirely; deception lasts 1 min and
observers may recognize error unless you make another bluff check if item is still in view
may use whip as if it were a rope w/ grappling hook; attaching is Standard Action, detaching is Full-Round
Action
after 1st attack w/ weapon in which you are not proficient, non-proficiency penalty decreases by 2 while you
have weapon in hand (must “relearn” each time you pick it up)
do not take improvised weapon penalty and instead gain +1 Trait bonus on attacks when using tool of trade
(must have 1+ rank in appropriate Craft or Profession skill)
use of attention-getting alchemical item as part of performance grants +2 Trait bonus on Perform checks;
item is expended w/out normal effects
may make Sleight of Hand check to escape manacles, rope, or other similar restraints (but not grapples or
similar attacks); if successful, gain +2 Trait bonus on Bluff checks to pretend that you are still bound
may make Disguise check (DC 10 + gp difference between costs of outfits) to change one outfit into another
using basic sewing/disguise kit; alteration takes 10 min per 1-gp difference in cost of outfits
While on board any vessel afloat on water, you gain a +1 trait bonus on Acrobatics and Climb checks.
Acrobatics is always a class skill for you.
While on board any vessel afloat on water, you gain a +1 trait bonus on Acrobatics and Climb checks. Climb
is always a class skill for you.
You gain a +1 trait bonus on Survival checks and Survival is always a class skill for you.
You gain a +1 trait bonus on Stealth checks and a +1 trait bonus on attack rolls made during the surprise
round.
You do not suffer a penalty for the second range increment when using a longbow or shortbow and you are
always considered proficient with one of these weapons (your choice).
You gain a +1 trait bonus on saving throws versus enchantment spells and effects.
You gain a +2 trait bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with
outsiders of the evil subtype.
You gain a +1 trait bonus on Diplomacy and Sense Motive checks. Diplomacy is always a class skill for you.
You gain a +1 trait bonus on Diplomacy and Sense Motive checks. Sense Motive is always a class skill for
you.
Swift Action (Su); 1/day, you can summon fire, imbuing a single weapon you hold with a nimbus of fire that
deals an extra 1 point of fire damage for 1 rnds. This fire gives off light equivalent to a torch.
Once per day, when casting a spell of the Conjuration school, you are at +2 caster level when determining
the duration of the spell.
Swift Action (Su); 1/day, you may gain a number of temporary hit points equal to the Hit Dice of your most
recent enemy slain. These temporary hit points last for 1 minute.
Standard Action (Su); 1/day, you can surround yourself with an aura of unlife. Unintelligent undead ignore
you unless you take action against them, per hide from undead. The protection lasts for 1 rnds. If you take
any offensive action against any undead, this effect immediately ends.
You gain a +4 trait bonus on Fortitude checks to resist nonlethal damage from hot conditions and can
always move through non-magical sand as if it were normal terrain.
You gain a +2 trait bonus on saving throws versus diseases and curses.
Once per day, you may gain a +2 trait bonus on any single Knowledge skill check. Additionally, Knowledge
(arcana) is always a class skill for you.
Once per day, you may gain a +2 trait bonus on any single Knowledge skill check. Additionally, Knowledge
(dungeoneering) is always a class skill for you.
Once per day, you may gain a +2 trait bonus on any single Knowledge skill check. Additionally, Knowledge
(engineering) is always a class skill for you.
Once per day, you may gain a +2 trait bonus on any single Knowledge skill check. Additionally, Knowledge
(geography) is always a class skill for you.
Once per day, you may gain a +2 trait bonus on any single Knowledge skill check. Additionally, Knowledge
(history) is always a class skill for you.
Once per day, you may gain a +2 trait bonus on any single Knowledge skill check. Additionally, Knowledge
(local) is always a class skill for you.
Once per day, you may gain a +2 trait bonus on any single Knowledge skill check. Additionally, Knowledge
(nature) is always a class skill for you.
Once per day, you may gain a +2 trait bonus on any single Knowledge skill check. Additionally, Knowledge
(nobility) is always a class skill for you.
Once per day, you may gain a +2 trait bonus on any single Knowledge skill check. Additionally, Knowledge
(planes) is always a class skill for you.
Once per day, you may gain a +2 trait bonus on any single Knowledge skill check. Additionally, Knowledge
(religion) is always a class skill for you.
Once per day, you may gain a +2 trait bonus on any single Knowledge skill check. Additionally, Knowledge
(spirits) is always a class skill for you.
You gain a +1 trait bonus on Knowledge (dungeoneering) and Perception checks. Knowledge
(dungeoneering) is always a class skill for you.
You gain a +1 trait bonus on Knowledge (dungeoneering) and Perception checks. Perception is always a
class skill for you.
You gain a +1 dodge bonus on Armor Class against attacks of opportunity caused when you move out of or
within a threatened area. Dodge bonuses stack with each other, unlike most types of bonuses.
When using the Stealth skill to move at full speed you no longer suffer a –5 penalty on your Stealth skill
check.
Once per day you may select one single spell that you are casting that allows for a saving throw. You may
increase the DC of that spell by +2.
You gain a +1 trait bonus on Disable Device and Sleight of Hand checks. Disable Device is always a class
skill for you.
You gain a +1 trait bonus on Disable Device and Sleight of Hand checks. Sleight of Hand is always a class
skill for you.
You gain a +2 trait bonus on Ride checks and Ride is always a class skill for you.
You gain a +1 trait bonus on your Armor Class so long as you are adjacent to a single foe. This trait bonus
is not applied to your Armor Class for touch attacks or when denied your Dex bonus.
So long as you are wearing clothing and jewelry worth more than 80 gp, you gain a +1 trait bonus on Bluff,
Diplomacy, and Sense Motive checks. Bluff is always a class skill for you.
So long as you are wearing clothing and jewelry worth more than 80 gp, you gain a +1 trait bonus on Bluff,
Diplomacy, and Sense Motive checks. Diplomacy is always a class skill for you.
So long as you are wearing clothing and jewelry worth more than 80 gp, you gain a +1 trait bonus on Bluff,
Diplomacy, and Sense Motive checks. Sense Motive is always a class skill for you.
Full-Round Action; 1/day you may attempt to distract adjacent foes with a lengthy display of your martial
prowess. All adjacent foes must succeed on a Will save (DC 12) or gain the Shaken condition. This
condition persists for 1 round.
You gain a +1 trait bonus on Perform (act) checks. This bonus increases to +5 when using the skill to make
money.
You gain a +1 trait bonus on Perform (comedy) skill checks. This bonus increases to +5 when using the skill
to make money.
You gain a +1 trait bonus on Perform (dance) skill checks. This bonus increases to +5 when using the skill
to make money.
You gain a +1 trait bonus on Perform (keyboard) skill checks. This bonus increases to +5 when using the
skill to make money.
You gain a +1 trait bonus on Perform (oratory) skill checks. This bonus increases to +5 when using the skill
to make money.
You gain a +1 trait bonus on Perform (percussion) skill checks. This bonus increases to +5 when using the
skill to make money.
You gain a +1 trait bonus on Perform (sing) skill checks. This bonus increases to +5 when using the skill to
make money.
You gain a +1 trait bonus on Perform (string) skill checks. This bonus increases to +5 when using the skill to
make money.
You gain a +1 trait bonus on Perform (wind) skill checks. This bonus increases to +5 when using the skill to
make money.
You receive a +1 trait bonus on damage rolls against a single adjacent opponent who damaged you in the
previous round of combat.
You gain a +1 trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least
indifferent toward you) is within 30 feet, and Handle Animal is always a class skill for you.
Choose a 0-level arcane spell. You may cast that spell once per day as a spell-like ability. Your caster level
is equal to your highest class level in a spellcasting class; if you have no caster level, it functions at CL 1st.
The spell-like ability’s save DC is Intelligence- or Charisma-based (chosen when you select this trait).
You gain a +1 trait bonus on Perform (act) checks and a +2 trait bonus on any Knowledge (local) checks
that deal with the Oppara music scene.
You gain a +1 trait bonus on Perform (comedy) checks and a +2 trait bonus on any Knowledge (local)
checks that deal with the Oppara music scene.
You gain a +1 trait bonus on Perform (dance) checks and a +2 trait bonus on any Knowledge (local) checks
that deal with the Oppara music scene.
You gain a +1 trait bonus on Perform (keyboard) checks and a +2 trait bonus on any Knowledge (local)
checks that deal with the Oppara music scene.
You gain a +1 trait bonus on Perform (oratory) checks and a +2 trait bonus on any Knowledge (local)
checks that deal with the Oppara music scene.
You gain a +1 trait bonus on Perform (percussion) checks and a +2 trait bonus on any Knowledge (local)
checks that deal with the Oppara music scene.
You gain a +1 trait bonus on Perform (sing) checks and a +2 trait bonus on any Knowledge (local) checks
that deal with the Oppara music scene.
You gain a +1 trait bonus on Perform (string) checks and a +2 trait bonus on any Knowledge (local) checks
that deal with the Oppara music scene.
You gain a +1 trait bonus on Perform (wind) checks and a +2 trait bonus on any Knowledge (local) checks
that deal with the Oppara music scene.
You gain a +1 trait bonus on Perform (ritual) checks and a +2 trait bonus on any Knowledge (local) checks
that deal with the Oppara music scene.
You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks. Knowledge (arcana) is
always a class skill for you.
You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks. Knowledge (history) is
always a class skill for you.
You gain a +2 trait bonus on all Craft (alchemy) checks.
You gain a +1 trait bonus on Knowledge (local) checks and Knowledge (local) is always a class skill for you.
You gain a +1 trait bonus on Sense Motive checks and Sense Motive is always a class skill for you.
You gain a +1 trait bonus on Reflex saving throws.
Whenever you have a morale bonus on weapon attack rolls, you also receive a +1 trait bonus on weapon
damage rolls.
Choose one 1st-level spell from the bard, cleric, druid, or sorcerer/wizard spell list. If you have the Brew
Potion feat, you may create potions of this spell as if it were on your spell list.
You receive a +1 trait bonus on weapon damage rolls against giants, goblins, and orcs.
You gain a +1 trait bonus on Diplomacy and Knowledge (history) checks.
You gain a +1 trait bonus on Acrobatics and Climb checks and on Reflex saves to avoid falling.
Your starting cash increases to 500 gp.
You gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions, and a
+1 trait bonus on all saving throws against fire effects.
You gain a +3 trait bonus on Perception checks to search for concealed items.
You start with twice the normal amount of starting gold. In addition, your reputation remains strong in the
Nightstalls, and any transactions you make there are always beneficial to you; items you sell net you an
additional 10% profit, and items you purchase there are 10% cheaper than normal. This discount also
applies to your starting gear.
You gain a +3 trait bonus on Knowledge (engineering) checks and a +2 trait bonus on Perception checks to
find secret doors or traps in buildings built in the Egorian School style.
When casting a spell of 1st level or higher that deals acid damage, the spell deals 1 extra point of acid
damage.
When casting a spell of 1st level or higher that deals cold damage, the spell deals 1 extra point of cold
damage.
When casting a spell of 1st level or higher that deals electricity damage, the spell deals 1 extra point of
electricity damage.
When casting a spell of 1st level or higher that deals fire damage, the spell deals 1 extra point of fire
damage.
You gain a +1 trait bonus on Fortitude saving throws.
You gain a +1 trait bonus on Fortitude saving throws.
You gain a +4 trait bonus on any savings throws made to resist the effects of cold environments, as well as
a +1 trait bonus on all saving throws against cold effects.
Once per day, you may cast one conjuration (summoning) spell as if your caster level were 2 higher than
normal.
You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
You gain a +1 trait bonus on caster level checks with illusion spells and a +1 trait bonus on Will saves to
disbelieve illusions.
You gain a +1 trait bonus on Bluff and Disguise checks. Bluff is always a class skill for you.
You gain a +1 trait bonus on Bluff and Disguise checks. Disguise is always a class skill for you.
You gain a +2 trait bonus on Perception checks to discover traps (select the Trapd Finding skill in the skills
section on the Front tab) and a +1 trait bonus on Disable Device checks.
You gain a +1 trait bonus on Spellcraft checks to identify teleportation magic and a +1 trait bonus on caster
level checks when casting teleportation spells. You know the proper commands to operate a particular elf
gate (most likely an often used elf gate, but at the GM’s discretion it may be a less popular or out-of-the-way
elf gate).
You gain a +1 trait bonus on Diplomacy checks when interacting with Forlorn elves and non-elf races.
You gain a +1 trait bonus on Appraise checks and Appraise is always a class skill for you.
You gain a +1 trait bonus on Appraise checks and Appraise is always a class skill for you.
You gain a +2 trait bonus on Profession (soldier) checks and it is always a class skill for you.
You gain a +2 trait bonus on Ride checks and Ride is always a class skill for you.
You gain a +2 trait bonus on Survival checks and it is always a class skill for you.
You gain a +1 trait bonus on Swim checks and a +1 trait bonus on saving throws against enchantment
effects.
You gain a +1 trait bonus on Initiative and Sense Motive checks. Sense Motive is always a class skill for
you.
You gain a +2 trait bonus on saves against fear effects, and when you do make a successful save against a
fear effect, the resulting rush of bravado grants you a +1 trait bonus on attack rolls and all skill checks for
the next minute.
When you have more than 1 Will saving throw to overcome an effect (such as greater command, hold
person, or by using the good fortune ability of the Luck domain), you receive a +3 trait bonus on the extra
Will saves against that effect.
You start with only half of the normal starting cash, but your knowledge of the pesh addict lifestyle grants
you a +1 trait bonus on Bluff, Knowledge (local), and Sense Motive checks. Bluff is always a class skill for
you.
You start with only half of the normal starting cash, but your knowledge of the pesh addict lifestyle grants
you a +1 trait bonus on Bluff, Knowledge (local), and Sense Motive checks. Knowledge (local) is always a
classstart
You skill with
for you.
only half of the normal starting cash, but your knowledge of the pesh addict lifestyle grants
you a +1 trait bonus on Bluff, Knowledge (local), and Sense Motive checks. Sense Motive is always a class
skill for you.
You gain a +1 trait bonus on Sleight of Hand checks and Sleight of Hand is always a class skill for you.
Select one cantrip and one 1st-level spell; when you cast these spells, they function at one caster level
higher than your actual caster level.
You gain a +1 trait bonus on attack rolls with fist-sized rocks or similarly shaped objects, and a +1 trait
bonus on concentration checks.
When mounted and making a charge, your mount’s speed is increased by 10 feet You must have the
Mounted Combat feat to take this trait.
You gain a +1 trait bonus on damage dealt with a dagger and a +1 trait bonus on Swim checks. Swim is
always a class skill for you.
You gain a +1 trait bonus on Handle Animal checks and Handle Animal is always a class skill for you.
You gain a +1 trait bonus on Knowledge (nature) checks and Knowledge (nature) is always a class skill for
you.
You gain a +1 trait bonus on Ride checks and Ride is always a class skill for you.
You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted
by evil.
You gain a +1 trait bonus on Stealth checks. This trait bonus increases to +2 in hilly or rocky areas.
You gain a +1 trait bonus on Disable Device checks and Disable Device is always a class skill for you.
You gain a +1 trait bonus on Sleight of Hand checks and Sleight of Hand is always a class skill for you.
You gain a +2 trait bonus on Heal checks to treat diseases or poisons, and Heal is always a class skill for
you.
You gain a +1 bonus on saving throws against spells that deal acid damage or have the acid subtype.
You gain a +1 bonus on saving throws against spells that deal cold damage or have the cold subtype.
You gain a +1 bonus on saving throws against spells that deal electricity damage or have the electricity
subtype.
You gain a +1 bonus on saving throws against spells that deal fire damage or have the fire subtype.
You gain a +1 trait bonus on Knowledge checks related to dwarves (dwarven history, dwarven construction,
and so on) and a +1 trait bonus on Fortitude saves in any round in which you use a bardic performance
ability.
You gain a +1 trait bonus on Initiative checks and if you are able to act during the surprise round of an
encounter, you can draw a weapon (but not a potion or magic item) as a free action during that round.
Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level
1st). If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to
that
You class
gain alevel.
+2 trait bonus on Climb checks as well as other skill checks involving rope use, and a +4 trait
bonus on Appraise checks to determine the value of large quantities of bulk goods without opening their
containers.
You gain a +2 trait bonus on Survival checks to track evil outsiders and a +2 trait bonus on initiative checks
when you know your opponent is an evil outsider.
You receive a +2 trait bonus on Diplomacy checks with those who find you attractive. You can use daze
once per day as a spell-like ability, with a caster level equal to your character level.
You gain a +2 trait bonus on Diplomacy checks.
You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves
against mind-affecting spells and effects from demons.
You receive a +1 trait bonus on concentration checks to cast defensively and a +1 trait bonus on AC against
attacks provoked by or readied against spellcasting.
When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty
on your attack roll, and gain a +1 trait bonus on any nonlethal damage you inflict with a slashing weapon.
You gain a +1 trait bonus on Diplomacy and Sense Motive checks.
You gain a +1 trait bonus on slashing weapon damage against all aberrations.
You gain a +1 trait bonus on Diplomacy and Knowledge (religion) checks. Diplomacy is always a class skill
for you.
You gain a +1 trait bonus on Diplomacy and Knowledge (religion) checks. Knowledge (religion) is always a
class skill for you.
Your divine spells gain a +1 trait bonus on melee weapon damage.
You gain a +2 trait bonus on Perception checks.
Whenever you score a critical hit with a scimitar, you deal an additional two points of fire damage to your
target.
You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. Knowledge
(engineering) is a class skill for you.
You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. Knowledge
(history) is a class skill for you.
You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus on the DC of
any charm or compulsion that does not provide ongoing control and results in peaceful acts, such as calm
emotions, sleep, or a suggestion to lay down arms.
As long as you are under the effects of any spell, you gain a +2 trait bonus on saving throws against death
effects. If you are reduced to negative hit points while you are under the effects of any spell, you
automatically confirm stabilization checks to stop bleeding.
You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at
such an attempt you may retry it once.
You receive a +1 trait bonus when retrying a previously failed skill check or ability check, as well as when
taking 20 on skill checks and ability checks.
When a creature damages you with a weapon, on your next turn you gain a +1 trait bonus on weapon
damage against that creature. If this creature is your ilduliel (see Elves of Golarion page 8), this bonus
increases
You gain ato+1
+2.
trait bonus on Knowledge (history) checks to recognize or evaluate art, Knowledge
(engineering) checks, Survival checks to hunt game, Constitution checks to run, and Spellcraft checks
involving crystals or gems.
You can automatically determine where true north is. You gain a +4 trait bonus on Survival checks to avoid
becoming lost.
During the day, you gain a +1 trait bonus on all Charisma-based checks.
In any settlement, you gain a +2 trait bonus against fear effects. If you fail a save against a fear effect, you
may make a new save each round you remain in the city to overcome the fear effect as long as the fear
effect persists. If you are a paladin, this ability to make additional saves to overcome fear extends to all
allies within your aura of courage.
Choose one Craft or Profession skill in which you have at least 1 rank. Ranks in your chosen skill count as
your caster level for the purpose of qualifying for the Craft Magic Arms and Armor feat. You may craft +1
armor, weapons, or shields (with no special qualities), substituting your rank in the chosen skill for your
caster level. You must use the chosen skill for the check to create the item. Crafting in this fashion takes
twice as long as normal. These items cannot be upgraded with new abilities.
You gain a +1 trait bonus on Bluff and Sense Motive checks. Bluff is always a class skill for you.
You gain a +1 trait bonus on Bluff and Sense Motive checks. Sense Motive is always a class skill for you.
You gain a +1 trait bonus on Fortitude saving throws against poison. You may make Diplomacy checks (or
wild empathy checks if you are a druid or ranger) to improve a Hostile or Unfriendly insectile vermin’s
attitude toward Indifferent.
You make Acrobatics checks using your Wisdom modifier instead of Dexterity. Acrobatics is always a class
skill for you.
You make Climb checks using your Wisdom modifier instead of Strength. Climb is always a class skill for
you.
You make Disable Device checks using your Wisdom modifier instead of Dexterity. Disable Device is always
a class skill for you.
You make Escape Artist checks using your Wisdom modifier instead of Dexterity. Escape Artist is always a
class skill for you.
You make Fly checks using your Wisdom modifier instead of Dexterity. Fly is always a class skill for you.
You make Ride checks using your Wisdom modifier instead of Dexterity. Ride is always a class skill for you.
You make Sleight of Hand checks using your Wisdom modifier instead of Dexterity. Sleight of Hand is
always a class skill for you.
You make Stealth checks using your Wisdom modifier instead of Dexterity. Stealth is always a class skill for
you.
You make Swim checks using your Wisdom modifier instead of Strength. Swim is always a class skill for
you.
0
0
0
0
0
Knowledge (dungeoneering)
Knowledge (engineering)
Knowledge (geography)
Saves
Knowledge (arcana)
Disable Device
Handle Animal
Escape Artist
Acrobatics
Diplomacy
Intimidate
Appraise
Disguise
Initiative
Climb
Craft
Heal
Bluff
Fort
Will
Ref
Fly
Conditional Source
0 0 0 0 0 0 0 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 0
CTWE
CTWE
CTWE 0
CTWE 0
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 0 0
CTWE 0 0
Yes CTWE
C-EoD
Yes CTWE
CTWE 0
Yes CTWE
Yes CTWE
CTWE
CTWE 0
Yes C-EoD
Q-GttE 0 0
Q-GttE 0 0
Yes C-EoD
Yes CTWE
Yes C-EoD
CTWE
Yes CTWE
CTWE
CoTPG
CoTPG 0
CoTPG 0
CoTPG
CoTPG
CoTPG
CoTPG
Yes CoTPG
Yes CoTPG
Yes CoTPG
Yes CoTPG
Yes CoTPG 0
CotCTPG
CotCTPG 0
CotCTPG 0
CotCTPG
CotCTPG 0
CotCTPG
CotCTPG
CotCTPG 0
CotCTPG
CotCTPG 0
CotCTPG 0
Yes CotCTPG
LoFpG 0
LoFpG 0
LoFpG 0
Yes LoFpG
Yes LoFpG
LoFpG 0
LoFpG 0
LoFpG 0
LoFpG
LoFpG
LoFpG
Yes LoFpG
Yes LoFpG
Yes SDPG
Yes KMPG
Yes KMPG
Yes KMPG
Yes KMPG
Yes KMPG
KMPG
Yes KMPG
KMPG 0
KMPG 0
KMPG
Yes KMPG
Yes KMPG 0
Yes KMPG 0
Yes KMPG
Yes KMPG
Yes KMPG
Yes KMPG
Yes KMPG
KMPG 0
KMPG 0
SDPG 0
SDPG 0
SDPG 0
SDPG 0
SDPG 0
SDPG 0
SDPG 0
SDPG
SDPG
SDPG
Yes SDPG
Yes SDPG
Yes SDPG
Yes AA
Yes AA
Yes AA
Yes AA
Yes AA
Yes AA
Yes AA
Yes AA
Yes AA
Yes AA
Yes AA
Yes AA
Yes AA
Yes AA
Yes AA
Yes GtPSOP
Yes GtPSOP
GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
GtPSOP 0
GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
GtPSOP 0
GtPSOP 0
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
GtPSOP 0
GtPSOP 0
GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes LoFPG
Yes EoG
Yes T-EoG
Yes T-EoG
Yes T-EoG
Yes T-EoG
Yes T-EoG
Yes T-EoG
Yes T-EoG
Yes T-EoG
Yes T-EoG
Yes T-EoG
T-EoG 0
T-EoG 0
C-EoD
T-EoG 0
Yes T-EoG 0
Yes LoFPG
Yes DoG
Yes DoG
Yes DoG
T-EoG 0
T-EoG 0
Yes DoG
LoFPG 0
Yes DoG
Yes T-EoG
LoFPG 0
Yes LoFPG
Yes LoFPG
Yes LoFPG
Yes LoFPG
Yes LoFPG
Yes DoG
Yes DoG 0
LoFPG
Yes C-EoD
Yes EoG
Yes LoFPG
LoFPG 0
Yes C-EoD
Yes T-EoG
T-EoG 0 0
Yes DoG
T-EoG 0 0
T-EoG 0 0
EoG 0
EoG 0
Yes LoFPG
Yes DoG
Yes C-EoD
Yes DoG
EoG 0
Yes DoG
T-EoG 0
T-EoG 0
LoFPG 0
LoFPG
LoFPG
EoG 0
Yes DoG
Yes Q-GttE
Yes DoG
T-EoG 0
C-EoD 0 0
Yes DoG
Yes LoFpG
Yes C-EoD
Yes LoFpG
Yes C-EoD 0
Yes Q-GttE
Yes Q-GttE
Yes Q-GttE
Yes Q-GttE
EoG 0
LoFpG 0
Yes DoG
Yes Q-GttE
Yes DoG
Yes EoG
Q-GttE 0 0
Q-GttE 0 0
A-SoL 0
Yes EoG
Yes EoG
Q-GttE 0
LoFpG 0
T-EoG
T-EoG
T-EoG
EoG
T-EoG 0
Yes LoFpG
Yes DoG
LoFpG 0
LoFpG 0
LoFpG 0
LoFpG
Yes T-EoG
Yes CA-SoL
Yes Q-GttE
T-EoG
LoFpG 0
LoFpG
LoFpG
Yes EoG
Yes LoFpG
T-EoG 0
T-EoG
Yes Q-GttE
Yes Q-GttE
Yes Q-GttE
Yes Q-GttE
Yes Q-GttE
Yes DoG
Yes Q-GttE 0
Yes T-EoG
Yes C-EoD 0
Yes C-EoD
Yes DoG
T-EoG 0
Yes C-EoD
Yes DoG
Yes LoFPG
EoG 0
Yes LoFPG
T-EoG 0
T-EoG 0
Yes T-EoG
LoFPG
Yes Q-GttE
DoG 0
DoG 0
Yes DoG 0
Yes LoFPG
Yes C-EoD
Yes DoG
Yes EoG
Yes EoG 0
Yes EoG
Yes LoFPG
Yes LoFPG
Yes DoG
0
0
Yes EoG
LoFPG
LoFPG
LoFPG
LoFPG
LoFPG
LoFPG
LoFPG
LoFPG
LoFPG
Knowledge (history)
0
0
0
Knowledge (local)
0
Knowledge (nature)
0
0
0
Knowledge (nobility)
0
0
0
Knowledge (planes)
0
0
0
Knowledge (religion)
0
0
0
Knowledge (spirits)
Skill Bonus
Linguistics
0
Perception
0
Perform (act)
0
Perform (comedy)
0
Perform (dance)
0
Perform (keyboard)
0
Perform (oratory)
0
Perform (percussion)
0
Perform (sing)
0
Perform (string)
0
Perform (wind)
0
Perform (ritual)
0
Profession
0
Ride
0
Sense Motive
0
Sleight of Hand
0
Spellcraft
0
0
Stealth
0
Survival
0
Swim
0
0
0
0
0
0
0
0
0 0 0 0 0 0 0 0 0 0
0
0
0 0 0 0 0 0 0 0 0 0
0
0
0
0
0
0
0
0
0
0
0 0 0 0 0 0 0 0 0 0
0
0
0
0
0
0
0
0
0
0
0
0
0
0 0 0 0 0 0 0 0 0 0
0
0
0
0
0
0
0
0
0
0
0
0
0
0 0
0 0
0 0
0
0
0
0
0
0
0
Use Magic Device
0
Acrobatics
Appraise
Bluff
Climb
Craft
Diplomacy
0
Disable Device
Disguise
Escape Artist
Fly
Handle Animal
Heal
0
Intimidate
Knowledge (arcana)
Knowledge (dungeoneering)
Knowledge (engineering)
Knowledge (geography)
0
Knowledge (history)
0
Knowledge (local)
Knowledge (nature)
0
Knowledge (nobility)
0
Knowledge (planes)
0
Knowledge (religion)
0
Knowledge (spirits)
ClassSkill
Linguistics
E E E E E E E E E E E E E E E E E E E E E E E E
0 FALSE LS LS LS LS LS LS LS LS LS LS LS LS LS LS LS LS LS LS LS LS LS LS LS LS
FA FA FA FA FA FA FA FA FA FA FA FA FA FA FA FA FA FA FA FA FA FA FA FA
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
lassSkill
Perform (percussion)
Perform (keyboard)
Perform (oratory)
Perform (dance)
Perform (string)
Sleight of Hand
Perform (ritual)
Perform (wind)
Perform (sing)
Sense Motive
Perform (act)
Perception
Profession
Spellcraft
Survival
Stealth
Swim
Ride
FA FA FA FA FA FA FA FA FA FA FA FA FA FA FA FA FA FA
LS LS LS LS LS LS LS LS LS LS LS LS LS LS LS LS LS LS FALSE FALSE 3
E E E E E E E E E E E E E E E E E E *** PRPG
4 - Combat ***
Accelerated
5 Drinker
Anatomist
6
Armor
7 Expert
B
8 ullied
Courageous
9
Deft
###Dodger
Dirty
###Fighter
###
Fencer
###
Killer
Reactionary
###
###
Resilient
Strong Arm,
### Supple Wrist
Threatening
### Defender
*** PRPG
### - Faith ***
Birthmark
###
Caretaker
###
Child of the Temple
### [Knowledge (nobility)]
Magical
### Lineage
Magical
### Talent
Mathematical Prodigy
### [Knowledge (arcana)]
Mathematical Prodigy
###[Knowledge (engineering)]
###
Skeptic
Theoretical
### Magician
*** PRPG
### - Social ***
###
Adopted
###
Bully
###
Canter
Charming
###
0 Child###
of the Streets
Fast-Talker
###
Hellknight
### Ancestry
Keleshite Princess
### [Diplomacy]
Keleshite Princess
### [Intimidate]
Lost
###Nobility
Natural-Born
### Leader
Nonchalant
### Thuggery
0 Poverty-Stricken
###
Rich
###Parents
0 Suspicious
###
*** PRPG###
- Campaign ***
0 Child
###of Infamy
Conspiracy
### Hunter [Bluff]
Conspiracy###
Hunter [Diplomacy]
Conspiracy Hunter
### [Knowledge (local)]
0 Conspiracy###
Hunter [Perception]
0 Conspiracy Hunter
### [Sense Motive]
0 Conspiracy
###Hunter [Stealth]
Diabolist
### Raised
Infernal
### Bastard
Shadow
### Child
The Pathfinder’s
### Exile
Westcrown
### Firebrand
Drug Addict
### (addicted friend)
Drug Addict###
(personal addiction)
Framed### (Family Honor)
Framed
### (Dropout)
Love Lost###
(Orphaned) [Craft]
Love Lost (Orphaned)
### [Perform]
Love Lost (Orphaned)
### [Profession]
Love Lost
### (Widowed)
0 Missing###
Child (Sibling)
Missing Child
###(Son or Daughter)
Unhappy Childhood
### (Tortured)
Unhappy Childhood
### (Religious)
Earning Your###Freedom [Fortitude]
Earning Your###Freedom [Reflex]
Earning Your
### Freedom [Will]
Finding
### Haleen
Gnoll
### Killer
Missionary
### [Bluff]
Missionary
### [Diplomacy]
Missionary
### [Intimidate]
Missionary [Knowledge
### (religion)]
0 0 0 0 0 0 0 0 0 0 Missionary
### [Perform]
0 Missionary
###[Sense Motive]
Reclaiming
### your Roots
Seeking
###Adventure
Fools
###for Friends
###
Bastard
###
Brigand
###
Issian
Noble###
Born [Garess]
Noble###
Born [Lebeda]
0 Noble ###
Born [Lodovka]
Noble Born
### [Medvyed]
Noble Born###
[Orlovsky, Stealth]
Noble###
Born [Surtova]
Pioneer
### [Climb]
Pioneer###
[Handle Animal]
Pioneer [Knowledge
### (nature)]
Pioneer
###[Perception]
Pioneer
### [Ride]
Pioneer
### [Survival]
Pioneer
### [Swim]
Rostlander
###
Sword
### Scion
Into Enemy###Territory [Fortitude]
Into Enemy###Territory [Reflex]
Into Enemy
###Territory [Will]
Looking###
for Work [Bluff]
Looking###
for Work [Craft]
Looking for###
Work [Diplomacy]
Looking for###Work [Intimidate]
0 Looking for###
Work [Perception]
0 0 0 0 0 0 0 0 0 0 Looking for
###Work [Perform]
Looking for
###Work [gambler]
Optimistic
### Gambler
Researching
### the Blot
Scouting
### for Fiends
*** PRPG###- Equipment ***
Augmented
### Disguise
Dealmaker
###
Extremely ###
Fashionable [Bluff]
Extremely Fashionable
### [Diplomacy]
Extremely Fashionable
### [Intimidate]
Heirloom
### Weapon
Improvisational
### Equipment
Iron
### Liver
Power###
of Suggestion
Prehensile
### Whip
Quick
### Learner
Rough
###and Ready
Stage
### Magic
Stealthy
### Escape
Thrown-Together
### Fashion
*** PRPG
###- Faction ***
Captain’s ###
Blade [Acrobatics]
Captain’s
###Blade [Climb]
0 ###
Explorer
Freedom###
Fighter (Andoran)
Hunter’s
### Eye
Indomitable
###
Devil’s
### Mark
Fiendish Presence
### [Diplomacy]
0 Fiendish Presence
### [Sense Motive]
Fires
### of Hell
Master
###of Pentacles
Soul-Drinker
###
Attuned###
to the Ancestors
Dunewalker
###
Mummy-Touched
###
Secrets of ###
the Sphinx [arcana]
Secrets of the###
Sphinx [engineering]
Secrets of the
###
Sphinx [geography]
Secrets of ###
the Sphinx [history]
Secrets of###
the Sphinx [local]
Secrets of ###
the Sphinx [nature]
Secrets of ###
the Sphinx [nobility]
Secrets of ###
the Sphinx [planes]
Secrets of ###
the Sphinx [religion]
Secrets of###
the Sphinx [spirits]
0 Tomb Raider
### [Perception]
###
Dervish
Desert
### Shadow
Eastern
### Mysteries
Gold Finger
###[Disable Device]
0 Gold Finger
###[Sleight of Hand]
0 Horse
### Lord
Expert
### Duelist
Fashionable
### [Bluff]
Fashionable
### [Diplomacy]
0 Fashionable
###[Sense Motive]
Impressive
### Presence
Performance
### Artist [act]
Performance
### Artist [comedy]
Performance
### Artist [dance]
Performance
###Artist [keyboard]
Performance
### Artist [oratory]
Performance
###
Artist [percussion]
Performance
### Artist [sing]
Performance
### Artist [string]
Performance
### Artist [wind]
Vindictive
###
*** PRPG
### - Race ***
Animal
### Friend
Arcane
### Dabbler
Aspiring
### Bard [act]
Aspiring###
Bard [comedy]
Aspiring
###Bard [dance]
Aspiring###
Bard [keyboard]
Aspiring
###
Bard [oratory]
Aspiring ###
Bard [percussion]
Aspiring
###Bard [sing]
Aspiring
###Bard [string]
Aspiring
###Bard [wind]
Aspiring
###Bard [ritual]
Azlant Fanatic###
[Knowledge (arcana)]
Azlant Fanatic###
[Knowledge (history)]
Brastlewark
### Businessman
###
Brute
Carefully
### Hidden
Child
###of Zolurket
Clear-headed
###
Deep
###Guardian
Deep
### Marker
Dilettante###
Artist [Diplomacy]
0 0 0 0 0 0 0 0 0 0 Dilettante
###
Artist [Perform]
Earthbound
###
Ekujae
### Reflexes
Eldritch
### Smith
Failed
###Apprentice
Forlorn
### (Racial)
Freedom###
Fighter (Halfling)
Genie
###Blood [air]
Genie###
Blood [earth]
Genie
###Blood [fire]
Genie###
Blood [water]
Goldsniffer
###
Grounded
###
###
Historian
Infernal
### Influence
Lapsed
### Faith
Latent
### Psion
Legacy
### of Sand
Masterful
### Demeanor
0 Militant
###Merchant
Rapscallion
###
###
Ruthless
Scholar of Ruins [Knowledge
### (dungeoneering)]
Scholar of Ruins###
[Knowledge (geography)]
Seeker of Brightness
### [arcana]
Seeker of Brightness
### [dungeoneering]
Seeker of Brightness
### [engineering]
Seeker of Brightness
### [geography]
Seeker of ###
Brightness [history]
Seeker of###
Brightness [local]
Seeker of ###
Brightness [nature]
Seeker of Brightness
### [nobility]
Seeker of ###
Brightness [planes]
Seeker of Brightness
### [religion]
Seeker of ###
Brightness [spirits]
Spirits
###
in the Stone
Strength
###of the Land
Successful
### Shirker
Tunnel
### Fighter
Warrior
### of Old
Warsmith
###
Well-Informed
### [Diplomacy]
Well-Informed
###
[Knowledge (local)]
World Traveler
### [Diplomacy]
World Traveler
###[Knowledge (local)]
0 World Traveler
### [Sense Motive]
Youthful
### Mischief
Zest
###for Battle
*** PRPG
###- Region ***
Alchemical
### Prodigy
###
Blooded
Chivalrous
###
Cliff
###Jumper
Coin
###Hoarder
Desert
### Child
Dump
###Salvager
Duskwalker
### Agent
Egorian School
### Apprentice
Elemental
### Pupil [acid]
Elemental
### Pupil [cold]
Elemental
###Pupil [electricity]
Elemental
### Pupil [fire]
Forlorn
###(Regional)
Freed
### Slave
Frostborn
###
Genie-Caller
###
Glory
### of Old
Iadaran
### Illusionist
Keeper ###
of the Veil [Bluff]
Keeper of###
the Veil [Disguise]
Kobold’s
### Neighbor
Kyonin
###Gatekeeper
Left
###Behind
Merchant### of Katheer
Merchant’s
### Child
Militia Veteran
### [soldier]
0 Militia ###
Veteran [Ride]
0 Militia Veteran
### [Survival]
Mordant
### Heritage
0 Narrows
### Survivor
Nightstall
### Urchin
Perseverance
###
Pesh###
Addict [Bluff]
Pesh Addict###
[Knowledge (local)]
0 Pesh Addict
###[Sense Motive]
0 Pesh
### Dealer
Precocious
### Spellcaster
Prismati
### Player
Rider
###of Paresh
0 River
### Rat
Savannah Child
### [Handle Animal]
Savannah Child
###[Knowledge (nature)]
0 Savannah
### Child [Ride]
Treerazer’s
### Bane
Uwaga
###Highlander
Vagabond Child
### [Disable Device]
0 Vagabond Child
### [Sleight of Hand]
Venicaan
### Medic
Walking
###Ward [acid]
Walking
###Ward [cold]
Walking###
Ward [electricity]
Walking
###Ward [fire]
Warrior
### Poet
Watching
### Taldor
Wealthy
### Dabbler
Wharf
### Rat
Whisper
###
Woods Hunter
*** PRPG
###- Religion ***
###
Alluring
Ambassador
###
Asmodean
###Demon Hunter
Battlefield
### Caster
Blade
###of Mercy
Calistrian
### Prostitute
Cleansing
### the Twisted
Devotee of a Dead
### God [Diplomacy]
Devotee of a Dead###
God [Knowledge (religion)]
Divine
### Warrior
Eyes and
###Ears of the City
Flame of###
the Dawnflower
Guardian of the Forge
###[Knowledge (engineering)]
Honeyed
### Words
Magic
### is Life
Patient
### Optimist
Resigned
###
Sacred
### Avenger
Sovyrian
### Pantheist
###
Starchild
Strength
### of the Sun
The ###
City Protects
Toilcrafter
###
Under ###
Siege [Bluff]
0 Under Siege
###[Sense Motive]
Wasp
###Whisperer
Wisdom in the
###Flesh [Acrobatics]
Wisdom in###
the Flesh [Climb]
Wisdom in the###
Flesh [Disable Device]
Wisdom in the###
Flesh [Escape Artist]
Wisdom###
in the Flesh [Fly]
0 Wisdom in
###the Flesh [Ride]
0 Wisdom in the###
Flesh [Sleight of Hand]
0 Wisdom in###
the Flesh [Stealth]
0 Wisdom in###
the Flesh [Swim]
###
NULL
###
NULL
###
NULL
###
NULL
###
NULL
###
NULL
owledge (nobility)]
owledge (religion)]
wledge (geography)]
nowledge (nature)]
[Knowledge (history)]
[Knowledge (planes)]
nowledge (arcana)]
wledge (engineering)]
[Diplomacy]
[Intimidate]
[Diplomacy]
owledge (local)]
[Perception]
Sense Motive]
nal addiction)
ed) [Perform]
d) [Profession]
or Daughter)
d (Tortured)
d (Religious)
om [Fortitude]
dom [Reflex]
dge (religion)]
y, Acrobatics]
y, Diplomacy]
sky, Stealth]
ge (nature)]
ry [Fortitude]
[Diplomacy]
Perception]
nable [Bluff]
ble [Diplomacy]
ble [Intimidate]
[Diplomacy]
Sense Motive]
inx [arcana]
[dungeoneering]
x [engineering]
x [geography]
hinx [history]
hinx [nature]
inx [nobility]
hinx [planes]
inx [religion]
hinx [spirits]
e (dungeoneering)]
ght of Hand]
t [keyboard]
[percussion]
ledge (arcana)]
ledge (history)]
ge (dungeoneering)]
edge (geography)]
ess [arcana]
dungeoneering]
s [engineering]
s [geography]
ess [history]
ess [nature]
ess [nobility]
ess [planes]
ess [religion]
wledge (local)]
wledge (local)]
ense Motive]
ledge (local)]
andle Animal]
wledge (nature)]
sable Device]
eight of Hand]
od [Diplomacy]
nowledge (religion)]
wledge (engineering)]
nowledge (history)]
h [Acrobatics]
Disable Device]
[Escape Artist]
Sleight of Hand]
sh [Stealth]
Description
A creature that is taking bleed damage takes the listed amount of damage at the beginning
of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of
any spell that cures hit point damage (even if the bleed is ability damage). Some bleed
effects cause ability damage or even ability drain. Bleed effects do not stack with each
other unless they deal different kinds of damage. When two or more bleed effects deal the
same kind of damage, take the worse effect. In this case, ability drain is worse than ability
Bleed damage.
The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to
AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and
on opposed Perception skill checks. All checks and activities that rely on vision (such as
reading and Perception checks based on sight) automatically fail. All opponents are
considered to have total concealment (50% miss chance) against the blinded character.
Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed.
Creatures that fail this check fall prone. Characters who remain blinded for a long time grow
Blinded accustomed to these drawbacks and can overcome some of them.
Items that have taken damage in excess of half their total hit points gain the broken
condition, meaning they are less effective at their designated task. The broken condition
has the following effects, depending upon the item.
* If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack
and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2
damage on a confirmed critical hit.
* If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding
down. Broken armor doubles its armor check penalty on skills.
* If the item is a tool needed for a skill, any skill check made with the item takes a –2
penalty.
* If the item is a wand or staff, it uses up twice as many charges when used.
* If the item does not fit into any of these categories, the broken condition has no effect
on its use. Items with the broken condition, regardless of type, are worth 75% of their
normal value. If the item is magical, it can only be repaired with a mending or make whole
spell cast by a character with a caster level equal to or higher than the item's. Items lose
the broken condition if the spell restores the object to half its original hit points or higher.
Non-magical items can be repaired in a similar fashion, or through the Craft skill used to
create it. Generally speaking, this requires a DC 20 Craft check and 1 hour of work per
point of damage to be repaired. Most craftsmen charge one-tenth the item's total cost to
Broken repair such damage (more if the item is badly damaged or ruined).
A confused creature is mentally befuddled and cannot act normally. A confused creature
cannot tell the difference between ally and foe, treating all creatures as enemies. Allies
wishing to cast a beneficial spell that requires a touch on a confused creature must
succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature
that last attacked it until that creature is dead or out of sight.
Roll on the following table at the beginning of each confused subject's turn each round to
see what the subject does in that round.
d% Behavior
01–25 Act normally.
26–50 Do nothing but babble incoherently.
51–75 Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject's
self).
A confused creature who can't carry out the indicated action does nothing but babble
incoherently. Attackers are not at any special advantage when attacking a confused
creature. Any confused creature who is attacked automatically attacks its attackers on its
next turn, as long as it is still confused when its turn comes. Note that a confused creature
will not make attacks of opportunity against anything that it is not already devoted to
Confused attacking (either because of its most recent action or because it has just been attacked).
The character is frozen in fear and can take no actions. A cowering character takes a –2
Cowering penalty to Armor Class and loses his Dexterity bonus (if any).
The creature is unable to act normally. A dazed creature can take no actions, but has no
penalty to AC.
A disabled character with negative hit points recovers hit points naturally if he is being
helped. Otherwise, each day he can attempt a DC 10 Constitution check after resting for 8
hours, to begin recovering hit points naturally. The character takes a penalty on this roll
equal to his negative hit point total. Failing this check causes the character to lose 1 hit
point, but this does not cause the character to become unconscious. Once a character
makes this check, he continues to heal naturally and is no longer in danger of losing hit
Disabled points naturally.
A dying creature is unconscious and near death. Creatures that have negative hit points
and have not stabilized are dying. A dying creature can take no actions. On the character's
next turn, after being reduced to negative hit points (but not dead), and on all subsequent
turns, the character must make a DC 10 Constitution check to become stable. The
character takes a penalty on this roll equal to his negative hit point total. A character that is
stable does not need to make this check. A natural 20 on this check is an automatic
success. If the character fails this check, he loses 1 hit point. If a dying creature has an
Dying amount of negative hit points equal to its Constitution score, it dies.
The character gains one or more negative levels, which might become permanent. If the
subject has at least as many negative levels as Hit Dice, he dies. See Energy Drain and
Energy Drained Negative
The characterlevelsisfor more information.
ensnared. Being entangled impedes movement, but does not entirely
prevent it unless the bonds are anchored to an immobile object or tethered by an opposing
force. An entangled creature moves at half speed, cannot run or charge, and takes a –2
penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who
attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the
Entangled spell.
An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty
to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes
fatigued. A fatigued character becomes exhausted by doing something else that would
Exhausted normally cause fatigue.
A fascinated creature is entranced by a supernatural or spell effect. The creature stands or
sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long
as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as
Perception checks. Any potential threat, such as a hostile creature approaching, allows the
fascinated creature a new saving throw against the fascinating effect. Any obvious threat,
such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the
fascinated creature, automatically breaks the effect. A fascinated creature's ally may shake
Fascinated it free
A of thecharacter
fatigued spell as can
a standard
neither action.
run nor charge and takes a –2 penalty to Strength and
Dexterity. Doing anything that would normally cause fatigue causes the fatigued character
to become exhausted. After 8 hours of complete rest, fatigued characters are no longer
Fatigued fatigued.
A character who has not yet acted during a combat is flat-footed, unable to react normally
to the situation. A flat-footed character loses his Dexterity bonus to AC and Combat
Manuever Defense (CMD) (if any) and cannot make attacks of opportunity, unless he has
the Combat Reflexes feat or Uncanny Dodge class ability.
Characters with Uncanny Dodge retain their Dexterity bonus to their AC and can make
Flat-Footed attacks of opportunity before they have acted in the first round of combat.
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may
fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks,
and ability checks. A frightened creature can use special abilities, including spells, to flee;
indeed, the creature must use such means if they are the only way to escape.
Frightened is like shaken, except that the creature must flee if possible. Panicked is a more
Frightened extreme state of fear.
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot
move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all
attack rolls and combat maneuver checks, except those made to grapple or escape a
grapple. In addition, grappled creatures can take no action that requires two hands to
perform. A grappled character who attempts to cast a spell must make a concentration
check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot
make attacks of opportunity.
A grappled creature cannot use Stealth to hide from the creature grappling it, even if a
special ability, such as hide in plain sight, would normally allow it to do so. If a grappled
creature becomes invisible, through a spell or other ability, it gains a +2 circumstance
Grappled bonus on its CMD to avoid being grappled, but receives no other benefit.
A pinned creature is tightly bound and can take few actions. A pinned creature cannot
move and is flat-footed. A pinned character also takes an additional –4 penalty to his Armor
Class. A pinned creature is limited in the actions that it can take. A pinned creature can
always attempt to free itself, usually through a combat maneuver check or Escape Artist
check. A pinned creature can take verbal and mental actions, but cannot cast any spells
that require a somatic or material component. A pinned character who attempts to cast a
spell must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the
Pinned spell. Pinned isisalying
The character moreon
severe versionAof
the ground. grappled,
prone andhas
attacker their effects
a –4 do not
penalty stack. attack
on melee
rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a
+4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against
melee attacks.
If a character has become stable on his own and hasn't had help, he is still at risk of losing
hit points. Each hour he can make a Constitution check to become stable (as a character
Stable that has received aid), but each failed check causes him to lose 1 hit point.
A staggered creature may take a single move action or standard action each round (but not
both, nor can he take full-round actions). A staggered creature can still take swift and
immediate actions. A creature with nonlethal damage exactly equal to its current hit points
Staggered gains the staggered condition.
A stunned creature drops everything held, can't take actions, takes a –2 penalty to AC, and
Stunned loses its Dexterity bonus to AC (if any).
Unconscious creatures are knocked out and helpless. Unconsciousness can result from
having negative hit points (but not more than the creature's Constitution score), or from
Unconscious nonlethal damage in excess of current hit points.
0 0 FALSE 0 0 FALSE
Abilities 5 0
Str Dex Movement Armor Class
0 0
D ex
lier
pe d
pe d
pe d
e
e
u
Multip
Fatig
Fatig
Los e
Zero
Zero
Unty
Unty
Unty
In Effect
FALSE
FALSE 0
FALSE
FALSE
FALSE 0
FALSE
FALSE
FALSE
FALSE
FALSE 1
FALSE 0
FALSE
FALSE 0 1
FALSE 0 0 1
FALSE
FALSE 0 0
FALSE
FALSE
FALSE 0 1
FALSE 1 0
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE 0 0
FALSE
0 0 0 0 0 0 0 0 0 0
FALSE Saving Throws 0 0 0 FALSE 0 Skill Checks
Armor Class All Attacks CMB CMD Initiative All Str Dex Con Int Wis Cha
0
D ex
D ex
pe d
pe d
pe d
pe d
pe d
pe d
Los e
Los e
Fear
Fear
Fear
Unty
Unty
Unty
Unty
Unty
Unty
0 0 0
0
0
0
0 0
0 0 0
0
0 0
0 0 0
0 0 0
0
0
Perception
2 Acid Bomb
Combine Extracts
Concussive Bomb
Delayed Bomb
Dilution
Elixir of Life
8 Enhance Potion
Eternal Potion
10 Explosive Bomb
11 Extend Potion
Fast Bombs
13 Feral Mutagen
Force Bomb
15 Frost Bomb
Grand Mutagen
17 Greater Mutagen
18 Infuse Mutagen
Inferno Bomb
20 Infusion
Madness Bomb
Poison Bomb
23 Potent Bombs
24 Potent Bombs II
25 Potent Bombs III
26 Precise Bomb
27 Shock Bomb
28 Smoke Bomb
Sticky Bomb
Stink Bomb
Grand Discovery
Awakened Intellect
Eternal Youth
Fast Healing
Philosopher’s
Stone
Poison Touch
True Mutagen
bomb may deal acid dmg; direct hit deals additional 1d6 acid dmg 1 rnd later
may place 2 formulae into 1 extract; extract is 2 levels higher than highest level formulae
may deal up
bomb explodes sonic
to 0dmg,
rndsbut dmg
after die is d4
release; mayrather than d6;
end timer direct hit Deafens
by retrieving target
bomb; dispel for 1 or
magic min (Fort neg)
Disable Device check (DC 13) can
immediately if any other creature attempts to touch/move/alter it; deals dmg as direct hit to creature in same square and splash
delayed bomb at a time
1/day, spend gp equal to 1/4 of potion’s market value to create 2 doses of same potion from 1 (cannot be used on extracts or m
w/in 3 days
3/day, cause any potion you drink to function at caster level 0
drink potion affected by Extend Potion discovery to make effects permanent until another such potion is made permanent
bomb splash radius increases to 10' feet rather than 5 feet; direct hit sets taerget on fire, dealing 1d6 fire dmg/rnd until extinguis
rolling on ground provides +2 bonus to save; dousing w/ 2 gal of water automatically extinguishes)
3/day, cause any potion you drink that does not have instantaneous duration to function at x2 normal duration
Full-Round Action; create and throw bombs as full-attack w/ ranged weapon
mutagen grants 2 claws (1d6 dmg) and bite (1d8 dmg) as primary attacks and +2 Competence bonus on Intimidate checks
bomb may deal force dmg, but dmg die is d4 rather than d6; direct hit knocks target Prone (Ref neg)
bomb may deal cold dmg; direct hit Staggers target on next turn (Fort neg)
mutagen grants +6 Natural Armor bonus, +8 Enhancement bonus to 1 physical ability, +6 Enhancement bonus to 2nd physical
physical ability but inflicts –2 penalty to all mental abilities
mutagen grants +4 Natural Armor bonus, +6 Alchemical bonus to 1 physical ability and +4 Alchemical bonus to 2nd physical ab
assicoated mental abilities
take 2 points of Int dmg and spend 1,000 gp to create mutagen that is not rendered inert if another mutagen is created
smoke bomb duplicates incendiary cloud instead of fog cloud
extract may persist out of your possession (continues to occupy daily extract slot) and may affect non-alchemist
direct hit deals normal dmg - 2d6 but also deals 1d4 Wisdom dmg (reduced by 1 for each madness bomb that hit target in past
smoke bomb duplicates cloudkill instead of fog cloud
bomb dmg increases +1d6
bomb dmg increases +1d6
bomb dmg increases +1d6
may select 3 squares that are not affected by splash damage from bomb
bomb may deal electricity dmg; direct hit Dazzles target for 1d4 rnds
bomb functions as fog cloud, filling area equal to twice bomb’s splash radius for 0 rnds
bomb effects continue to dmg splash targets for 1 rnd after initial dmg and direct hit for 2 rnds later (bombs effects normally occ
effects 2 rnds later)
smoke bomb duplicates stinking cloud instead of fog cloud
Description
Intelligence permanently increases by 2
suffer no penalty to physical ability scores from advanced age
gain Fast Healing 5
TRUE 20 Infusion
TRUE 23 Potent Bombs
FALSE 24 Potent Bombs II
TRUE 25 Potent Bombs III
FALSE 26 Precise Bomb
TRUE 27 Shock Bomb
d to max of +3
ment type (chaotic, evil, good, or lawful) that matches your alignment for overcoming DR
#N/A #N/A #N/A #N/A
must protect
lives/prosperity of
common folk,
shielding them from
deprivations of those
gain +1 Morale bonus
who would seek to Heal (Wis) and
to attacks vs.
harm/exploit them; Knowledge (local) (Int) are
challenge target for 1
Shield must give charity class skills; gain +1 bonus
min if target attacks
when warranted and when using Heal skill on
someone other than
aid when needed; creature other than you
you
must take no action
that would cause
harm/hardship to
those who cannot
defend themselves
must strive to protect
the faith and all those
who follow its
teachings, from priest Heal (Wis) and
gain +1 Morale bonus
to common man; Knowledge (religion) (Int)
on saves as long as
Star must adhere to are class skills; may make
you threaten
strictures of the faith, Knowledge (religion) skill
challenge target
promote its cause checks untrained
whenever possible,
and serve the agents
of the divine
must show courage
in the face of danger,
mercy to those who
have wronged you,
Knowledge (nobility) (Int)
and charity to the
gain +1 Morale bonus and Knowledge (religion)
poor and the meek;
on attacks vs. (Int) are class skills; gain
Sword must be just and
challenge target while +1 Competence bonus on
honorable at all times
astride your mount Sense Motive checks to
and in all things; must
oppose a Bluff
defend your honor
and, above all else,
the honor of those
you serve
Order Abilities
2nd 8th 15th
Braggart (Ex):
Standard Action;
successful Intimidate
check (DC 10 + HD +
Wis mod) while
wielding weapon of Moment of Triumph (Ex): Free Action;
Steal Glory (Ex): whenever another
choice causes 1/day for 1 rnd gain +1 Competence
creature scores crit vs. target you
opponents w/in 30' that bonus to AC and on all ability checks,
threaten, you may make AoO vs.
can see you to become attacks, dmg, saves, and skill checks,
same target
Shaken for 1 rnd, plus any crit threats automatically confirm
1 rnd per 5 points you
beat the DC; gain +2
Morale bonus on melee
attacks vs. Shaken
targets
Act as One (Ex): Standard Action;
Strategy (Ex): Standard Action; grant 1/combat, move up to your speed and
all allies w/in 30' (including self) that make melee attack; allies w/in 30' can
Aid Allies (Ex): when
can see or hear you a +2 Dodge also move up to their speed and make
using Aid Another
bonus to AC for 1 rnd, a +2 Morale melee attack as Immediate Action;
action to assist ally, the
bonus on attacks for 1 rnd, or an movement and attack can be made as
ally gains +3 bonus to
Immediate Action to move up to their a charge if movement qualifies, all
AC, attack, save, or
speed; each ally w/in range can gain attacks are made at +2 bonus (stacks
skill check
a different bonus, but allies can only with bonus from charge) and all
benefit from this ability 1/combat participants gain +2 Dodge bonus to
AC for 1 rnd
Lion’s Call (Ex):
Standard Action; allies
Shield of the Liege (Ex): adjacent
w/in 60' gain +1
allies gain +2 Shield bonus to AC; as
Competence bonus on
For the King (Ex): Swift Action; long as attacker is w/in reach, may
saves vs. fear & +1
1/combat, allies w/in 30' gain +1 redirect attack vs. adjacent target as
Competence bonus on
Competence bonus on attack & dmg Immediate Action declared before
attacks for 0 rnds; allies
rolls for 1 rnd attack roll (attack is made vs. your
already under effect of
AC/defenses but w/no cover or
fear spell/ability can
concealment)
immediately make
another save
Stem the Tide (Ex): gain Stand Still Protect the Meek (Ex): Immediate
as bonus feat; may make a normal Action (AoO); move up to your (or
attack instead of making check to mount’s) speed, end adjacent to foe,
Err:502
stop creature from moving, and hit and make single melee attack; you
that deals dmg forces target to stop are Staggered next turn and cannot
moving use ability again for 1 rnd
Calling (Ex): Standard
Action, w/in next
minute, add +1 Retribution (Ex): 1/rnd, successful
Competence bonus on melee attack vs. you or adjacent ally
1 ability check, attack, devoted to same faith provokes AoO
save, or skill check Err:502 from you and you gain +2 Morale
(must declare use bonus on this AoO; if enemy attack
before roll is made); was crit, you may treat foe as target of
may use this ability your Challenge for the AoA
4/day, once per type of
check/roll
cause fear
(3rd), false
life (5th),
animate
dead (7th),
fear (9th),
slay living
(11th), circle
of death
(13th),
control
undead
(15th),
horrid
wilting
Bluff, (17th), wail
Norgorber, Disguise, of the
Pharasma, Intimidate, banshee Armor of Bleeding Death’s Near Death
Bones Urgathoa Stealth (19th) Bones (Su) Wounds (Su) Touch (Su) (Su)
produce
flame (3rd),
resist
energy
(5th), fireball
(7th), wall of
fire (9th),
summon
monster V
(fire
elementals
only, 11th),
fire seeds
(13th), fire
storm
(15th),
incendiary
Acrobatics, cloud (17th),
Climb, elemental
Asmodeus Intimidate, swarm (fire Burning Cinder Dance Fire Breath
Flame , Sarenrae Perform only, 19th) Magic (Su) (Ex) (Su)
color spray
(3rd),
hypnotic
pattern
(5th),
daylight
(7th),
rainbow
pattern
(9th),
overland
flight (11th),
chain
lightning
(13th),
prismatic
spray
(15th),
Fly, sunburst
Desna, Knowledge (17th),
Gozreh, (arcana), meteor
Pharasma, Perception, swarm Awesome Coat of Many Guiding Star
Heavens Sarenrae Survival (19th) Display (Su) Stars (Su) (Su)
identify
(3rd),
tongues
(5th), locate
object (7th),
legend lore
(9th),
contact
other plane
(11th), mass
owl’s
wisdom
(13th),
vision
(15th),
Appraise, moment of
Abadar, Spellcraft, prescience
Irori, Knowledge (17th), time Automatic Brain Drain Focused
Lore Nethys (all) stop (19th) Writing (Su) (Su) Trance (Ex)
charm
animal
(3rd),
barkskin
(5th), speak
with plants
(7th), ice
storm (9th),
awaken
(11th),
stone tell
(13th),
creeping
doom
(15th),
animal
Climb, Fly, shapes
Knowledge (17th),
(nature), Ride, storm of
Erastil, Survival, vengeance Bonded Erosion Friend to the
Nature Gozreh Swim (19th) Mount (Su) Touch (Su) Animals (Ex)
magic stone
(3rd), acid
arrow (5th),
meld into
stone (7th),
wall of stone
(9th),
stoneskin
(11th),
stone tell
(13th),
statue
(15th), repel
metal or
stone
(17th),
Appraise, elemental
Abadar, Climb, swarm
Gorum, Intimidate, (earth only) Acid Skin Clobbering Crystal Sight
Stone Torag Survival (19th) (Ex) Strike (Ex) (Ex)
obscuring
mist (3rd),
chill metal
(5th), water
breathing
(7th), wall of
ice (9th),
baleful
polymorph
(11th),
transmute
rock to mud
(13th),
freezing
sphere
(15th), polar
Acrobatics, ray (17th),
Escape Artist, shapechang
Knowledge e (water
Gozreh, (nature), subtype Fluid Nature Fluid Travel Freezing
Waves Pharasma Swim only) (19th) (Ex) (Su) Spells (Su)
shield (3rd),
gust of wind
(5th),
levitate
(7th),
freedom of
movement
(9th),
control
winds
(11th),
overland f
light (13th),
control
weather
(15th),
whirlwind
(17th),
Acrobatics, storm of
Gozreh, Escape Artist, vengeance Air Barrier Lightning
Wind Shelyn Fly, Stealth (19th) (Ex) Breath (Su)
Undead
Raise the Resist Life Servitude Voice of the
Dead (Su) (Su) (Su) Grave (Su)
Gaze of Heat Aura Molten Skin Touch of
Flames (Su) (Su) (Ex) Flame (Su)
Mantle of Spray of
Interstellar Lure of the Moonlight Moonlight Shooting
Void (Su) Heavens (Su) (Su) Bridge (Su) Stars (Ex)
Spontaneous
Handy Book Sidestep Symbology Think on It Whirlwind
(Ex) Secret (Su) (Sp) (Ex) Lesson (Ex)
Natural Nature’s
Divination Whispers Speak with Spirit of Transcendent
(Ex) (Ex) Animals (Ex) Nature (Su) al Bond (Su)
Rock Shard
Mighty Throwing Explosion Stone Touch of Acid
Pebble (Su) (Ex) (Ex) Stability (Ex) (Su)
slot 1 level higher than level of spell); must have spellbook containing spell to cast it in this way and spell is erased when casting is comple
ept worked stone and metal (even lava, but this ability does not protect from fire dmg) at base land speed; may breath stone as if it were ai
object in another creature’s possession
cent to another and 1 must be adjacent to you) that lasts 1 rnds; creatures in fire take 0d6 fire dmg (Reflex half)
ormal land speed; duration need not be consecutive, but must be spent in 1-hr increments
saves vs. sonic effects/gaze attacks); after trance, may make single Intelligence-based skill check w/ +20 Circumstance bonus
mental body I)
lls using allotment of spells known); animals w/in 30' gain +1 on all saves
e, but must be spent in 1-min increments; may bring other creatures, but each passenger costs an additional min per min of travel
om-based checks, and 1/night may cast 1 spell as if modified by Empower Spell, Extend Spell, Silent Spell, or Still Spell w/out increasing sp
so long as designated item is at hand
lment until your next turn
ut must be spent in 1-min increments
nding in any direction for 0'; path persists until you cross over or for 24 hrs, whichever is shorter
us on 1 skill check, or +4 Insight bonus on 1 initiative check; bonuses must be used during next 24 hrs and use must be declared before roll
ing bonus as per Dexterity)
urn Undead or Command Undead (or any other effect that specifically targets undead) unless you are actually an undead creature
ement 20' (100' max range), for 2d4 dmg
broken shards make area difficult terrain until your next turn
ing bonus as per Dexterity) and all Ref saves
s Standard Action); may move in any direction and through any object except for those made of force but can take no action other than mo
ay fire 1 star/day
ally communicate w/ these allies over any distance (but not from one plane to another) for 0 rnds/day
emental body I)
Bonus Feats
sed when casting is complete
eflex half); sight obscured beyond 5', providing total concealment (creature w/in 5' has concealment); ground remains icy (+5 to Acrobatics D
ve an Intelligence score of at least 6
e check using victim’s skill bonus
sful Ref save (using spell’s DC, Standard Action to douse target in water grants +2 bonus on save); immersing target in automatically exting
breath stone as if it were air and create no sign of presence; move earth flings you back 30' and Stuns for 1 rnd (Fort DC 15 negs); duration
stance bonus
n undead creature
ort DC 15 negs); duration need not be consecutive, but must be spent in 1-min increments; may bring other creatures, but each passenger
es, but each passenger costs an additional min per min of travel
Hex
Agony (Su)
3 Blight (Su)
4 Cackle (Su)
5 Cauldron (Ex)
6 Charm (Su)
7 Coven (Ex)
9 Disguise (Su)
Eternal Slumber
(Su)
12 Flight (Su)
Forced
Reincarnation (Su)
14 Fortune (Su)
16 Healing (Su)
19 Misfortune (Su)
Natural Disaster
(Su)
Nightmares (Su)
Retribution (Su)
23 Slumber (Su)
24 Tongues (Su)
25 Ward (Su)
Weather Control
(Su)
Description
With a quick incantation, a witch can place this hex on one creature within 60 feet, causing them to suffer intense pain. The targ
equal to the witch’s level. A Fortitude save negates this effect. If the saving throw is failed, the target can attempt a new save e
not the save is successful, a creature cannot be the target of this hex again for 1 day.
Full Round; maintain touch with Animal, Plant creature, or plot of land; land begins to wither following day, over 1 week all plant
there so long as curse persists; Animal and Plant targets gain Blight Hex—type (curse); save (Will negates); frequency (1/day);
similar magic must overcome DC 13; may only have 1 blight in effect at a time
Move Action; for targets w/in 30', duration of agony hex, charm hex, evil eye hex, fortune hex, misfortune hex, or ward hex caus
Gain Brew Potion as a bonus feat and +4 Insight bonus on Craft (alchemy) checks.
Standard Action [mind-affecting charm] (no AoO); charm Animal or Humanoid w/in 30', improving attitude by 1 step for 3 rnds (W
creature w/ this hex again for 1 day
If w/in 30' of another witch w/ this hex, may use Aid Another action to grant +1 bonus to other witch’s caster level for 1 rnd (bon
a hag for purpose of joining coven
This powerful hex seizes a creature’s heart, causing death within just a few moments. This hex has a range of 30 feet. The hex
the effect. If this save is failed, the creature becomes fatigued the first round of the hex. On the second round of the hex, the cr
round, the creature dies unless it succeeds at Fort save. Creatures that fail the first save but succeed at the second remain exh
1 point of damage per level of the witch. Slaying the witch that hexed the creature ends the effect, but any fatigue or exhaustion
successful, a creature cannot be the target of this hex again for 1 day.
Standard Action (no AoO); change appearance for 0 hrs as if using disguise self; hours need not be consecutive, but must be s
The witch can touch a creature, causing it to drift off into a permanent slumber. The creature receives a Will save to negate this
asleep and cannot be woken. The effect can only be removed with a wish or similar magic, although slaying the witch ends the
poison food or drink, causing those who ingest it to make a save or fall into an eternal slumber. She can only have one such do
its potency after 1 minute if not consumed. Whether or not the save is successful, a creature cannot be the target of this hex ag
Standard Action (no AoO); target you can see w/in 30' takes –2 penalty to AC, ability checks, attack rolls, saving throws, or skil
reduces to 1 rnd)
The witch grows lighter as she gains power, eventually gaining the ability to f ly. At 1st level, the witch can use feather fall at wil
checks. At 3rd level, she can cast levitate once per day. At 5th level, she can f ly, as per the spell, for a number of minutes per
not need to be consecutive, but they must be spent in 1-minute increments.
The witch cause a creature within 30 feet to die and be immediately reincarnated into a new body. A Will save negates this effe
immediately brought back to life with the spell reincarnate. This process takes 1 full round, during which time the creature is in c
is successful, a creature cannot be the target of this hex again for 1 day.
The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per rou
check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is m
duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again f
A witch with this hex can create a magic sensor that she can see through. This functions as per the spell arcane eye. If the witc
within 10 feet who also have the coven hex can see through this sensor as well, although the witch that created it still controls i
number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minut
A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Onc
healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
Once per day the witch can, as a full round action, touch one part of a dead creature and bring it back to life. This functions as
material component.
The witch’s touch can mend even the most terrible wounds of those she touches. This acts as cure serious wounds, using the w
benefited from the major healing hex, it cannot benefit from it again for 24 hours. At 15th level, this hex acts like cure critical wo
The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability che
it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is e
rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again
A witch using this hex calls down the forces of nature to wreak havoc on an area. This functions as a storm of vengeance comb
the second round of the effect (while acid is raining from the sky). A witch can only use this ability once per day.
Calling upon fell powers, a witch can place a hex on a creature within 60 feet that causes its sleep to be tormented by terrible n
nightmare each time the affected creature attempts to rest. A Will save negates this effect. If the save is failed, the target must
to rest. 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
remain in contact with one another. At the end of this time, the subject receives a brief image of the future, usually no more tha
only one possible version of the future, making such visions unreliable at best. Most visions are slanted toward the alignment o
example, the visions granted by a Chaotic Evil witch often show scenes of death and destruction, while those of a Neutral Good
occasions. A creature cannot be subject to another vision until the current vision has either come to pass or been prevented. A
Unwilling
A witch cancreatures
cause areceive
creaturea Will save
within 30 to negate
feet to fall the
intovision.
a deep, magical sleep, as per the spell sleep. The creature receives a W
fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The c
but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the sav
target of this hex again for 1 day.
A witch with this hex can understand any spoken language for a minutes per day equal to her level, as comprehend languages
consecutive, but it must be spent in Activating this ability is a free action. At 5th level, a witch can use this ability to speak any la
A witch can use this hex to place a protective ward over one creature. The warded creature receives a +2 def lection bonus to A
throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no long
ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on
bonuses provided by this ward increase by +1.
The witch can spend a full-round action to create a wax duplicate of a creature she can see within 30 feet. Once the image is c
save. If the subject fails, the witch gains a small measure of control over the creature. Whenever she exercises this control, the
the effect. This effect occurs on the witch’s turn and does not impede the creature’s actions on its turn. The witch can use the w
her Intelligence modif ier before it melts. As a standard action, the witch can cause the subject to do any one of the following th
any direction, attack itself once with any weapon in hand (this attack automatically hits), lay down on the ground, or drop anythi
of her uses to simply torture the image, causing the creature to be both sickened and staggered on its turn. As soon as the crea
against this effect, it is immune to it for 24 hours. The is an enchantment (compulsion) effect.
A witch with this hex can use control weather once per day, but creating the weather takes 1 full hour of chanting, dancing, and
Type Qualified LIST_HEXES
Table_Rage_Powers 2 3 4
Summary
Gain bite attack (1d4 dmg); may use as single attack, as part of full attack at –
5, as part of action to maintain/break grapple (attack resolved before grapple
check, if bite hits, +2 on grapple checks that rnd)
Immediate Action; once per rage, reroll failed Will save after first save is rolled
but before results are revealed; must take second result
Immune to Shaken and Frightened conditions
Move Action (no AoO); gain +1 Dodge bonus to AC vs. melee attacks for 1 rnd
DR increases by 1/— while raging
DR increases by 1/— while raging
DR increases by 1/— while raging
Immune to Sickened and Nauseated conditions
Move Action; make Intimidate check to demoralize 1 adjacent foe; if successful,
foe is Shaken 1d4 rnds + 1 rnd per 5 points exceeding DC
Once per round, make bull rush attempt (no AoO) vs. 1 target in place melee
attack; if successful, target is moved back as normal; you do not need to move
with the target if successful
Gain low-light vision
Immediate Action; once per rage, automatically confirm a critical hit
Once per rage, forgo all benefits and penalties from rage for 1 rnd (the rnd still
counts against total rnds of rage per day)
Gain darkvision 60'
Immediate Action; once per rage when adjacent foe uses withdraw action to
move away, move up to double normal speed, provoking AoO as normal for
movement; must end movement adjacent to enemy that used the withdraw
action
Swift Action; once per rage, before attack roll is made, gain +1 bonus on a
single damage roll
Make one additional attack of opportunity per rnd
Gain +0 enhancement bonus on all Climb checks
Gain +0 enhancement bonus on all Acrobatic checks made to jump (always
considered to have a running start
Gain +0 enhancement bonus on all Swim checks
Standard Action; Once per day, heal 0d8+1 points of dmg
Move Action (no AoO); gain +1 Dodge bonus to AC vs. ranged attacks for 1
May enter rage even if fatigued, immune to fatigued condition while using this
ability; exhausted for 10 min per rnd spent raging once this rage ends
Gain scent ability, can use this ability to locate unseen foes
Immediate Action; once per rage, gain +0 on 1 Str or combat maneuver check,
or to CMD
Gain +2 Morale bonus on saves vs. spells, supernatural abilities, & spell-like
abilities; cannot be willing target of any spell
Swift Action; once per rage, before attack roll is made gain +1 Morale bonus to
hit
Gain +5' Enhancement bonus to speed
Gain +5' Enhancement bonus to speed
Gain +5' Enhancement bonus to speed
Standard Action; all shaken enemies w/in 30' must make Will save (DC 10) or
be panicked for 1d4+1 rounds; once enemy has made a save (successful or
not), it is immune for 24 hours
Once per rage, make attack of opportunity vs. foe that moves into any square
you threaten by the barbarian
5
Rage_Powers_Summary
NULL
###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL
###
NULL ###
NULL ###
NULL
###
NULL ###
NULL
###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL
###
NULL ###
NULL ###
NULL ###
List_Rage_Powers_Available
Rogue Talent Qualified Taken Full Description Basic Summary
NULL
#VALUE!
NULL #VALUE!
NULL
#VALUE!
NULL
#VALUE!
NULL #VALUE!
NULL #VALUE!
NULL #VALUE!
NULL #VALUE!
NULL
#VALUE!
NULL
#VALUE!
NULL #VALUE!
NULL #VALUE!
NULL #VALUE!
NULL #VALUE!
NULL #VALUE!
NULL #VALUE!
NULL #VALUE!
NULL #VALUE!
NULL #VALUE!
NULL #VALUE!
NULL #VALUE!
NULL #VALUE!
NULL #VALUE!
NULL #VALUE!
NULL #VALUE!
List_Rogue_Tale
nts
Mercy Qualified Taken Full Description Basic Summary
LSJ: Graala
Madness
PFS: Lamashtu
24
LSJ: Emerys
Magic
PFS: Asmodeus, Nethys,
25 Urgathoa
LSJ: Hyperion
Nobility
PFS: Abadar
26
LSJ: Ayla, Cerion
Plant
PFS: Erastil, Gozreh
27
LSJ: Ardra, Ayla,
Brianna, Galvandt, Lohm,
Pietos
Protection
PFS: Abadar, Nethys,
28
Shelyn, Torag
LSJ: Meneon, Pietos
Repose
PFS: Pharasma
29
30
LSJ: Ardra, Belatrix,
Kalek, Lohm
Strength
PFS: Cayden Cailean,
Gorum, Irori, Lamashtu,
31 Urgathoa
LSJ: Sorena
Sun
PFS: Iomedae, Sarenrae
32
LSJ: Aurelian, Brianna,
Cyrene, Lucor
Travel
PFS: Abadar, Cayden
33 Cailean, Desna
LSJ: Illudra, Lucor,
Oblivion
Trickery
PFS: Asmodeus,
Calistria, Lamashtu,
34
Norgorber
LSJ: Belatrix, Galvandt
War
PFS: Gorum, Iomedae,
35 Rovagug, Urgathoa
LSJ: Ayla, Cyrene
Water
36 PFS: Gozreh, Pharasma
LSJ: Aurelian, Ayla, Kohr
Weather
PFS: Gozreh, Rovagug
37
38 *** LSJ - Domains ***
Master of Elements (Su): At 1st level,
you are permanently protected from
environmental heat or cold as if by an
endure elements spell (select which
one when this domain is chosen).
59
60 *** BoDM ***
Your dreams provide you with visions
of future events, giving you and your
companions an advantage in avoiding
danger and allowing you to
communicate with others.
0 0 0
0 0 0
4 5 6
3rd 4th 5th 6th
magic circle against law chaos hammer dispel law animate objects
summon monster V
deeper darkness shadow conjuration shadow walk
(summons 1d3 shadows)
magic circle against good unholy blight dispel good create undead
fireball wall of fire fire shield fire seeds
magic circle against evil holy smite dispel evil blade barrier
dispel magic imbue with spell ability spell resistance antimagic field
glyph of warding explosive runes lesser planar binding greater glyph of warding
clairaudience/clairvoyanc
divine eye prying eyes legend lore
e
suggestion modify memory suggestion, mass hold person, mass
clairaudience/clairvoyanc
nondetection lesser geas true seeing
e
crushing despair bestow curse nightmare symbol of fear
silent and unseen imbue with spell ability true seeing heroes’ feast
0 0 0 0
0 0 0
7 8 9 10
7th 8th 9th
summon monster IX
word of chaos cloak of chaos
(chaos spell only).
greater shadow
power word blind shades
evocation
summon monster IX
holy word holy aura
(good spell only)
0 0 0
0 0 0
11 12 13
3
4 *** PRPG - Core ***
5 Air
6 Animal
7 Artifice
8 Chaos
9 Charm
10 Community
11 Darkness
12 Death
13 Destruction
14 Earth
15 Evil
16 Fire
17 Glory
18 Good
19 Healing
20 Knowledge
21 Law
22 Liberation
23 Luck
24 Madness
25 Magic
26 Nobility
27 Plant
28 Protection
29 Repose
30 Rune
31 Strength
32 Sun
33 Travel
34 Trickery
35 War
36 Water
37 Weather
41 Creation
42 Disease
43 Divination
44 Domination
45 Fate [LSJ]
46 Fear
47 Illusion
48 Inspiration
49 Moon
50 Poison
51 Rage
52 Scalykind
53 Secrets
54 Sensation
55 Suffering
56 Time [LSJ]
57 Vengeance
59 Preservation
62 Dwarf
63 Elf
64 Fate [BoDM]
65 Gnome
66 Halfling
67 Ocean
68 Orc
69 Pleasure
70 Renewal
71 Retribution
72 Song
73 Time [BoDM]
#VALUE! NULL
#VALUE! NULL
#VALUE! NULL
0 Bloodline Powers
Descriptio Bonus Bloodline Descriptio
Bloodline Class Skill Ability 1 Ability 2 Ability 3
n Spells Arcana n
3
*** PRPG
4 ***
Whenever
you cast a
enlarge
spell of
person
the
(3rd), see
polymorp
invisibility
h
(5th),
subschool
tongues
, increase
(7th), Acidic
the
black Ray (Sp) -
duration
tentacles Standard
Knowledg of the
(9th), Action,
e spell by
Aberrant feeblemin 4/day, 30'
(dungeon 50%
d (11th), ranged
eering) (minimum
veil touch
1 round,
(13th), attack
bonus
plane shift deals 1d6
does not
(15th), [acid]
stack with
mind
the
blank
increase
(17th),
granted
shapecha
by the
nge (19th)
Extend
Spell feat)
5
cause
fear (3rd),
Whenever
bull's
you cast a
strength
spell of
(5th), rage Claws
the
(7th), (Su) -
summonin
stoneskin Free
g
(9th), Action,
subschool
dismissal gain 2
, the
(11th), claw
creatures
Knowledg transform attacks for
Abyssal summone
e (planes) ation up to 4
d gain DR
(13th), rnds/day,
1/good
greater may Full
(does not
teleport Attack w/
stack with
(15th), both using
any DR
unholy Full BAB
the
aura for 1d4
creature
(17th), each
might
summon
have)
monster
IX (19th)
6
Whenever
identify you apply
(3rd), a
invisibility metamagi Arcane
(5th), c feat to a Bond
dispel spell that (Su):
magic increases masterwor
(7th), the slot k must be
dimension used by at worn/wiel
door (9th), least one ded while
overland level, casting or
flight increase make
Arcane 0 (11th), the spell's concentra
true DC by +1 tion check
seeing (bonus (DC 20 +
(13th), does not the spell's
greater stack with level);
teleport itself and may be
(15th), does not used
power apply to 1/day to
word stun spells cast any
(17th), modified one spell
wish by the you know
(19th) Heighten
Spell feat)
7
bless
(3rd),
resist
energy Whenever
Heavenly
(5th), you cast a
Fire (Sp) -
magic spell of
Standard
circle the
Action,
against summonin
4/day, 30'
evil (7th), g
ranged
remove subschool
touch
curse , the
attack
(9th), creatures
deals 1d4
Celestial Heal flame summone
[divine] to
strike d gain DR
Evil or
(11th), 1/evil
heals
greater (does not
same
dispel stack with
amount
magic any DR
for Good
(13th), the
(may only
banishme creature
heal
nt (15th), might
creature
sunburst have)
1/day)
(17th),
gate
(19th)
8
alarm
(3rd), blur
(5th),
protection
from
Touch of
energy Whenever
Destiny
(7th), you cast a
(Sp) -
freedom spell with
Standard
of a range of
Action,
movemen “personal,
4/day,
t (9th), ” you gain
touch
break a luck
Knowledg grants +1
Destined enchantm bonus
e (history) Insight
ent (11th), equal to
bonus on
mislead the spell's
attack
(13th), level on
rolls, skill
spell all your
checks,
turning saving
ability
(15th), throws for
checks,
moment 1 round
and saves
of
for 1 rnd
prescienc
e (17th),
foresight
(19th)
9
mage
armor
(3rd),
resist
energy
(5th), fly
Claws
(7th), fear
(Su) -
(9th), Whenever
Free
spell you cast a
Action,
resistance spell with
gain 2
(11th), the
claw
form of descriptor
Perceptio attacks for
Draconic the , that spell
n up to 4
dragon I deals +1
rnds/day,
(13th), point of
may Full
form of damage
Attack w/
the per die
both using
dragon II rolled
Full BAB
(15th),
for 1d4
form of
each
the
dragon III
(17th),
wish
(19th)
10
(7th),
elemental
body I
(9th),
elemental
body II
(11th),
elemental
body III
(13th),
elemental Whenever
body IV you cast a
(15th), spell that
summon deals
monster energy Elemental
VIII damage, Ray (Sp) -
(elementa you can Standard
ls only) change Action,
Knowledg
Elemental (17th), the type 4/day, 30'
e (planes)
elemental of ranged
swarm damage touch
(19th). to 0;the attack
spell's deals 1d6
*These descriptor [0]
spells also
always changes
deal a to 0
type of
damage
determine
d by your
element.
In
addition,
the
subtype of
11 these
entangle Laughing
(3rd), Touch
hideous (Sp) -
laughter Standard
(5th), Action,
deep 4/day,
slumber Whenever melee
(7th), you cast a touch
poison spell of attack
(9th), tree the forces
Knowledg stride compulsio laughter
Fey
e (nature) (11th), n for 1 rnd,
mislead subschool foe can
(13th), , increase only take
phase the spell's Move
door DC by +2 Action but
(15th), can
irresistible defend
dance itself and
(17th), is then
shapecha immune
nge (19th) to effects
for 24 hrs
12
protection
from good
(3rd),
scorching
Corruptin
ray (5th),
g Touch
suggestio
(Sp) -
n (7th),
Standard
charm
Action,
monster
4/day,
(9th),
melee
dominate
touch
person
attack
(11th), Whenever
causes
planar you cast a
foe to be
binding spell of
Shaken
(devils the charm
Infernal Diplomacy and
and subschool
radiate
creatures , increase
aura of
with the the spell's
evil (as if
fiendish DC by +2
an Evil
template
Outsider)
only)
for 1 rnds,
(13th),
multiple
greater
touches
teleport
do not
(15th),
stack
power
effects but
word stun
do add to
(17th),
duration
meteor
swarm
(19th)
13
attack as Accustom
harmed
a ed to
by them
standard Awfulness
at all, and
action that (Ex): At
by taking
causes a 3rd level,
a
living you
standard
creature’s become
charm action to
flesh to immune
animal mentally
break out to the
(3rd), command
Vermin into sickened
summon a swarm
are rancid- condition
swarm in which
susceptibl smelling and gain
(5th), you stand,
e to your pustules a +4
contagion you can
mind- and sores bonus on
(7th), direct that
affecting for a all saving
repel swarm’s
spells. number of throws
vermin attacks
They are rounds against
(9th), and
treated as equal to effects
insect movemen
animals 1/2 your that cause
Pestilence Heal plague ts as long
for the sorcerer nausea or
(11th), as you
purposes level disease.
eyebite have
of (minimum At 9th
(13th), more Hit
determini 1 round). level, you
creeping Dice than
ng which These become
doom the
mind- sores immune
(15th), swarm.
affecting cause the to the
horrid Even
spells victim to nauseate
wilting when you
affect become d
(17th), aren’t
them. sickened condition
power standing
for the and to the
word kill amid a
duration debilitatin
(19th) swarm,
of the g effects
your body
effect; this of disease
crawls
is a (but you
with
disease can still
vermin,
effect. be a
and their
14 You can carrier of
chitinous
use this diseases).
chill touch
(3rd),
false life Grave
(5th), Touch
vampiric (Sp) -
Corporeal
touch Standard
undead
(7th), Action,
that were
animate 4/day,
once
dead melee
humanoid
(9th), touch
s are
waves of attack
treated as
Knowledg fatigue causes
humanoid
Undead e (11th), living foe
s for the
(religion) undeath to be
purposes
to death Shaken
of
(13th), for 1 rnds,
determini
finger of foes
ng which
death already
spells
(15th), Shaken
affect
horrid and are -1
them
wilting HD or less
(17th), become
energy Frightene
drain d for 1 rnd
(19th)
15
cause
Whenever
fear (3rd),
you cast a
bull's
spell of
strength
the
(5th), rage
polymorp Claws
(7th),
h (Ex): gain
charm
subschool two claws
monster
, increase as natural
(9th),
the weapons
animal
duration (1d6 dmg,
growth
of the make two
(11th),
spell by attacks
Lycanthro Knowledg summon
50% full-attack
pe e (nature) nature's
(minimum action,
ally VI
1 round). always
(13th),
This considere
summon
bonus d armed,
nature's
does not do not
ally VII
stack with gain
(15th),
the additional
animal
increase attacks for
shapes
gained by high BAB)
(17th),
the
shapecha
Extended
nge
Spell feat.
(19th).
17
*** BoAM
18 ***
additional
attacks for
a high
base
attack
bonus.
These
enlarge attacks
Magical
person deal 1d6
beasts
(3rd), call points of Bestial
are
of the damage Reflexes
potentially Tremendo
wild* plus your (Ex): At
susceptibl us
(5th), rage Strength- 3rd level,
e to your Fortitude
(7th), modifier you gain a
spells. For (Ex): At
shout (1d4 if +2
the 9th level,
(9th), you are inherent
purpose you gain a
beast Small). At bonus to
of +2
shape III 5th level, your
determini inherent
Bestial Survival (11th), these Dexterity.
ng which bonus to
heroism, claws are At 11th
of your your
greater considere level this
spells Fortitude
(13th), d magic bonus
affect save. At
giant form weapons increases
them, 13th level
I (15th), for the to +4, and
magical this bonus
form of purpose at 17th
beasts increases
the of level it
are to +4.
dragon III overcomin increases
treated as
(17th), g DR. At to +6.
humaniod
shapecha 7th level,
s.
nge (19th) the
damage
increases
by one
step to
1d8 points
of
19 damage
Resistant touch
Touch attack.
(Ex): At The ray
1st level that
you gain shoots
the ability from your
Ethereal
to grant a finger is
Jaunt
awe* +2 blue in
(Su): At
(3rd), inherent color if
3rd level,
resist bonus to you are
you gain
energy an ally’s good
the ability
(5th), Whenever saving aligned,
to
heroism you cast a throw. An and deals
become
(7th), spell from ally 2d6 points
ethereal
dimension the granted of holy
for up to 3
door (9th), school of the damage
rounds
contact divination, resistance +1 for
per day.
other the must use every
Knowledg At 7th
Divine plane duration the bonus three
e (planes) level, the
(11th), of the within a caster
duration
repulsion spell number of levels.
increases
(13th), increases rounds The ray is
to 7
plane shift by one equal to black in
rounds
(15th), round per half your color if
per day.
planar caster sorcerer you are
At 11th
binding, level. level evil, and
level, the
greater (minimum deals 2d6
duration
(17th), 1). You points of
increases
gate can use unholy
to 11
(19th) this ability damage
rounds
a number +1 for
per day.
of times every
per day three
equal to 3 caster
plus your levels.
Charisma Neutral
20 modifier. sorcerers
always
considere
d armed
and you
Cat’s
do not
perfect Eyes (Ex):
gain
balance* At 3rd
additional
(3rd), Any target level your
attacks for
cat’s that eyes
a high
grace suffers become Climb like
base
(5th), damage cat-like in a Cat
attack
clairaudie from a appearan (Ex): At
bonus.
nce/clairv ranged ce, 9th level,
These
oyance touch or granting your
attacks
(7th), melee you low- claws
deal 1d6
locate touch light harden
points of
creature spell you vision. If and you
damage
(9th), cast also you gain a +2
plus your
telepathic suffers a already inherent
Strength-
Feline Stealth bond bad luck have low- bonus to
modifier
(11th), penalty light Climb skill
(1d4 if
cat’s equal to vision, checks. At
you are
grace, half the you gain 11th level
Small). At
mass spell’s darkvision this bonus
5th level,
(13th), level 60 feet. If increases
these
phase (minimum you to +4, and
claws are
door 1) on all already at 17th
considere
(15th), their have level it
d magic
protection saving darkvision increases
weapons
from throws for 60 feet, to +6.
for the
spells the next the range
purpose
(17th), round. is
of
foresight extended
overcomin
(19th) to 120
g damage
feet.
reduction.
At 7th
21 level, the
damage
Smite
Good
(Su):
protection Starting at
from good 1st level,
(3rd), you can
Darkvision
darkness make a
(Ex):
(5th), normal
Starting at Fiendish
magic melee
Whenever 3rd level, Resistanc
circle attack and
you cast a you have es (Ex):
against deal extra
damage- darkvision At 9th
good damage
dealing to a level, you
(7th), fear equal to
spell with distance gain resist
(9th), half your
the evil of 60 feet. fire 5 and
Perceptio black ice* sorcerer
Fiendish descriptor If you resist cold
n (11th), level
, that spell already 5. At 17th
mislead (minimum
deals +1 have level this
(13th), 1) against
point of darkvision becomes
waves of a good-
damage , the resist fire
exhaustio aligned
per die range is 10 and
n (15th), foe. You
rolled. extended resist cold
shadow can use
by an 10.
evocation, this ability
additional
greater a number
30 feet.
(17th), of times
weird per day
(19th) equal to 3
plus your
Charisma
modifier.
22
Energy
Telepathy Resistanc
(Su): At e (Ex): At
1st level, 9th level,
you gain you gain
telepathy resistance
100 feet. to a type
fire You can of energy.
shape* communic The type
(3rd), ate with of energy
invisibility Whenever anyone depends
Darkvision
(5th), you cast a within 100 on the
(Ex):
gaseous spell that feet of type of
Starting at
form (7th), deals your genie you
3rd level,
wall of fire energy location are
you gain
(9th), damage, with descende
darkvision
major you can telepathy. d from. If
60 feet. If
creation change You you are
Sense you
Genie (11th), the type cannot descende
Motive already
permanen of cast d from a
have
t image damage spells or djinni, you
darkvision
(13th), to match directly gain resist
, the
project the type influence acid 5. If
range is
image associate anyone you are
extended
(15th), d with through descende
another
discern your telepathy. d from an
30 feet.
location bloodline. You can efreeti or
(17th), use this a janni,
wish ability a you gain
(19th) number of resist fire
rounds 5. At 15th
per day level, the
equal to 3 power
plus your increases
Charisma to resist
modifier. energy
23 10.
always racial of
considere bonus on opportunit
d armed Charisma- y if you hit
and you based with a
do not skill claw
bird’s eye gain checks attack
view* additional against Wereboar
Whenever
(3rd), attacks for those Ferocity –
you cast a
bull’s a high types of You
spell of
strength base animals, continue
the
(5th), attack and to act
polymorp
beast bonus. allows without
h
shape I These you to penalty
subschool
(7th), attacks communic even
, increase
beast deal 1d6 ate with while
the
shape II points of them as disabled
duration
(9th), damage well. The or dying
of the
beast plus your animal Wererat
Lycanthro Handle spell by
shape III Strength- empathy Disease –
pic Animal half your
(11th), modifier works Your claw
sorcerer
beast (1d4 if only for attack can
level
shape IV you are the type spread
(minimum
(13th), Small). At of animal Filth
1 round).
polymorp 5th level, akin to Fever;
This does
h, greater these your claw,
not stack
(15th), claws are lycanthrop Fortitude
with
moment considere ic DC 12,
increase
of d magic ancestor Frequenc
from the
prescienc weapons and no y 1d3
Extend
e (17th), for the other days/1
Spell feat.
shapecha purpose type. If day,
nge (19th) of you are Effect 1d3
overcomin descende Dex
g DR. At d from a damage
7th level, werewolf, and 1d3
the you have Con
24 damage wolf damage,
you can
deals 1d6
cause a
points of
creature
acid
to burst
damage
out
per caster
enlarge laughing
Infernal level in a
person for 1
Resistanc 30 foot
(3rd), round as
es (Ex): cone.
bull’s a melee
At 3rd Those
strength touch
level, you caught in
(5th), attack. A
gain resist the area
dispel Whenever laughing
fire 5 and of effect
magic you cast a creature
a +2 receive a
(7th), spell with can only
bonus on Reflex
remove the range take a
saving save for
curse of move
throws half
(9th), personal, action and
made damage.
spirit you gain a can
against The DC of
sight* luck defend
Mixed 0 poison. At this save
(11th), bonus itself
9th level, is equal to
form of equal to normally.
your 10 + 1/2
the the spell’s Once a
resistance your
dragon I level on creature
to fire sorcerer
(13th), all your has been
increases level +
phase saving affected
to 10 and your
door throws for by
your Constituti
(15th), 1 round. laughing
bonus on on
power touch, it is
poison modifier.
word stun immune
saving At 9th
(17th), to its
throws level, you
energy effects for
increases can use
drain 1 day.
to +4. this ability
(19th) You can
once per
use this
day. At
ability a
17th level,
number of
you can
25 times per
use this
day equal
(Su): At
to sneak must
3rd level,
attack succeed
you gain a
opponent on a Will
sense of
s. save or
monstrou
Anytime be dazed
s cunning.
that an for three
This
opponent days,
prevents
jump is denied although
you from
(3rd), Whenever a remove
ever
bull’s you cast a Dexterity curse or
becoming
strength spell with bonus to dispel evil
lost and
(5th), fly the range AC, or can
enables
(7th), of anytime remove
you to
staggerin personal, you flank the effect.
track
g blow* you gain a an The save
enemies
(9th), luck opponent, DC is
as if you
cone of bonus you deal equal to
were
cold equal to an extra 10 + ½
Perceptio trained in
Monstrous (11th), the spell’s 1d6 points your
n the
flesh to level on of sorcerer
Survival
stone all your damage level +
skill. At
(13th), Strength per three your
7th level,
teleport, checks sorcerer Charisma
your
greater and levels. modifier.
monstrou
(15th), Strength- You can At 15th
s cunning
giant form based use this level, an
also
II (17th), skill ability a affected
means
crushing checks for number of creature
you
hand 1 round. times per must
cannot be
(19th) day equal succeed
caught
to 3 plus on a
flat-
your Fortitude
footed. At
Charisma save or
11th level,
modifier. die from
you
In all fright. The
become
other save DC
26 immune
aspects, is equal to
to the
even if
10 + 1/2
you make
your
a full
sorcerer
attack
level +
with
your
handheld
Charisma
weapons
modifier.
or cast a
Those
spell in
that fail
cause the round.
the save
fear (3rd), The Nightmari
are
darkness tongue sh
frightened
(5th), tentacle Resistanc
by the
nondetecti can also es (Su):
Whenever visions of
on (7th), grasp At 9th
you cast a unknowab
phobia* objects of level, you
spell that le evil
(9th), up to gain spell
deals appearing
nightmare Small-size resistance
damage, in their
Nightmari Knowledg (11th), and move equal to
you can mind’s
sh e (planes) shadow them your
change eye. The
walk about. sorcerer
the type fear lasts
(13th), You can level +10
of for 1
insanity hold a key and a +5
damage round + 1
(15th), ring to bonus to
to evil. round per
symbol of open a saves
sorcerer
insanity locked versus
level.
(17th), door, pick cold and
Creatures
shapecha up a fear.
that
nge (19th) potion
succeed
vial, or
on their
even
saving
attempt to
throw are
grapple a
still
size Small
shaken
creature
for one
or smaller
round.
27 (using
Once a
your
chill touch
Whenever
(3rd),
you cast a
false life
spell of
(5th),
the Knowing
arcane
divination Touch
sight
school, (Ex):
(7th),
increase 4/day,
shadow
the melee
conjuratio
duration touch
n (9th),
of the attack
spirit
spell by imparts -1
sight*
Reborn Knowledg 50% penalty to
(11th),
Soul e (nature) (minimum all saves
legend
1 round). versus
lore
This your
(13th),
bonus spells and
finger of
does not -1 penalty
death
stack with to AC
(15th),
the versus
moment
increase your
of
granted attacks for
prescienc
by the 1 rnd(s)
e (17th),
Extend
foresight
Spell feat.
(19th).
28
decrease
considere Touch
d to a
darmed (Su): At
casting
and you 3rd level,
time of 10
do not you gain Hold
minutes.
gain the ability Breath
Spells
true strike additional todamage (Ex): At
with a
(3rd), attacks for others 9th level,
casting
lizardskin* ahigh with an you gain
time of 10
(5th), base acidic the ability
minutes
water attack touch. If to
are
breathing bonus. you holdyour
decrease
(7th), These succeed breath for
d to a
charm attacks ona a number
casting
monster deal 1d6 standard of rounds
time of 1
(9th), points touch equal to
minute.
dominate ofdamage attack, the four
Spells
person plus your creature timesyour
with a
(11th), Strength- touched Constituti
casting
Scaly Survival form of modifier takes on score
time of 1
the (1d4 if 1d6points before
minute
dragon I you are of acid you risk
are
(13th), Small).At damage. drowning.
decrease
form of 5th level, You can Thispower
d to a
the these deliver is useful
casting
dragon II claws are this acid not only
time of 1
(15th), considere touch underwat
round.
scintillatin d magic witha er, but
Spells
g pattern weapons successfu also in
with a
(17th), forthe l attack passingthr
casting
dominate purpose with your ough
time of 1
monster of claws. At magical,
round are
(19th) overcomin 7th level, alchemica
decrease
g damage the l or poison
d to a
reduction. damagefr gases.
casting
At 7th om your
time of 1
level,the acid touch
29 standard
damage increases
*** action.
Custom
***
0 0 0 0 0 0 0
1 2 3 4 5 6 7 8 9
Table_Sor
cerer_Blo
odlines
Ability 4 Ability 5 Bonus Feats
Combat
Casting,
Improved
Disarm,
Improved
Grapple,
Improved
Initiative,
Improved Improved
Combat Improved Improved Improved Silent
Unarmed Unarmed Iron Will
Casting Disarm Grapple Initiative Spell
Strike, Strike
Iron Will,
Silent
Spell, Skill
Focus
(Knowled
ge
[dungeon
eering]).
Augment
Summoni
ng,
Cleave,
Empower
Spell,
Great
Fortitude,
Improved Augment
Empower Great Improved Improved Power
Bull Rush, Summoni Cleave
Spell Fortitude Bull Rush Sunder Attack
Improved ng
Sunder,
Power
Attack,
Skill
Focus
(Knowled
ge
[planes])
Combat
Casting,
Improved
Countersp
ell,
Improved
Initiative,
Skill
Iron Will,
Improved Focus
Scribe Combat Improved Scribe Spell
Countersp Iron Will (Knowled
Scroll, Casting Initiative Scroll Focus
ell ge
Skill
[arcana])
Focus
(Knowled
ge
[arcana]),
Spell
Focus,
Still Spell
Dodge,
Extend
Spell, Iron
Will,
Mobility,
Mounted
Skill
Combat,
Focus
Ride-By Extend Mounted Ride-By
Dodge Iron Will Mobility (Knowled
Attack, Spell Combat Attack
ge
Skill
[religion])
Focus
(Knowled
ge
[religion]),
Weapon
Finesse
Arcane
Strike,
Diehard,
Enduranc
e,
Leadershi
p, Skill
Lightning Focus
Arcane Enduranc Leadershi Lightning Maximize
Reflexes, Diehard (Knowled
Strike e p Reflexes Spell
Maximize ge
Spell, Skill [history])
Focus
(Knowled
ge
[history]),
Weapon
Focus
Blind-
Fight,
Great
Fortitude,
Improved
Initiative,
Power
Skill
Attack,
Skill Focus
Quicken Blind- Great Improved Power Quicken
Focus (Knowled
Spell, Skill Fight Fortitude Initiative Attack Spell
(Fly) ge
Focus
[arcana])
(Fly), Skill
Focus
(Knowled
ge
[arcana]),
Toughnes
s
Dodge,
Empower
Spell,
Great
Fortitude,
Improved
Initiative,
Skill
Lightning
Focus
Reflexes, Empower Great Improved Lightning Power
Dodge (Knowled
Power Spell Fortitude Initiative Reflexes Attack
ge
Attack,
[planes])
Skill
Focus
(Knowled
ge
[planes]),
Weapon
Finesse
Dodge,
Improved
Initiative,
Lightning
Reflexes,
Mobility,
Point
Blank Point
Improved Lightning Precise Quicken
Shot, Dodge Mobility Blank
Initiative Reflexes Shot Spell
Precise Shot
Shot,
Quicken
Spell, Skill
Focus
(Knowled
ge
[nature])
Blind-
Fight,
Combat
Expertise,
Deceitful,
Extend
Spell,
Skill
Improved
Focus
Disarm, Blind- Combat Extend Improved
Deceitful Iron Will (Knowled
Iron Will, Fight Expertise Spell Disarm
ge
Skill
[planes])
Focus
(Knowled
ge
[planes]),
Spell
Penetratio
n
rot on
this save
those you
is equal to
strike.
10 + 1/2
You can
your
choose to
sorcerer
suppress
level +
this ability
your
for 1
Charisma
round as
modifier.
a swift
You can
action.
choose Brew
You can
what two Potion,
make a
diseases Diehard,
touch
you inflict Enduranc
attack to
on each e, Great
inflict this
target that Fortitude,
disease
succumbs Self Skill
on a
to your Sufficient, Focus
target, or Brew Enduranc Great Self Silent
plague Skill Diehard (Knowled
transfer it Potion e Fortitude Sufficient Spell
breath, Focus ge
as part of
but they (Knowled [nature])
an attack
must be ge
with any
two [nature]),
melee
different Silent
weapon
diseases Spell,
or touch-
chosen Toughnes
based
from the s
spell. The
following
creature
list:
touched
blinding
can resist
sickness,
contractin
bubonic
g mummy
plague,
rot by
cackle
making a
fever, filth
Fortitude
fever,
save—the
leprosy,
DC is
Combat
Casting,
Diehard,
Enduranc
e, Iron
Will, Skill Skill
Focus Focus
Combat Enduranc Spell
(Knowled Diehard Iron Will (Knowled Still Spell
Casting e Focus
ge ge
[religion]), [religion])
Spell
Focus,
Still Spell,
Toughnes
s
Blind-
fight,
Combat
Reflexes,
Diehard,
Enduranc
e,
Lightning
Blind- Combat Enduranc Lightning Self-
Reflexes, Diehard Mobility
Fight Reflexes e Reflexes sufficient
Mobility,
Self-
sufficient,
Skill
Focus
(Knowled
ge
[nature])
Everyone
within a
20-ft.
radius of
you who
hears
your howl
is
Paralyzed
with fear
for 2d6
rounds
unless Acrobatic,
they Tough Alertness,
succeed Hide (Ex): Arcane
on a Will At 20th Strike,
save. The level, your Blind-
DC of this skin fight,
Improved
save is hardens Dodge, Arcane Great
Acrobatic Alertness Blind-fight Dodge Unarmed
equal to like thick, Great Strike Fortitude
Strike
10 + 1/2 leathery Fortitude,
your animal Improved
sorcerer hide, Unarmed
level + giving you Strike,
your DR 10/-. Toughnes
Charisma s
modifier.
Those
that
succeed
on the
save are
still
Shaken
for 1d4
rounds. At
15th level
you can
unearthly.
You can
radiate
divine
power in a
15 foot
radius
that
leaves
any
creature
less than
Divine Arcane
6 HD
Protection Strike,
Stunned
(Ex): At Augment
as long as
15th level Summoni
you
you gain a ng,
remain in
+6 natural Empower
range.
armor Spell, Augment
Creatures Arcane Empower Enduranc Magical Maximize Persuasiv
bonus to Enduranc Summoni
of 7 HD or Strike Spell e Aptitude Spell e
your e, Magical ng
greater
armor Aptitude,
can make
class. At Maximize
a Will
19th level Spell,
save vs. a
this bonus Persuasiv
DC of 10
increases e, Spell
+ 1/2 your
to +8. Focus
sorcerer
level +
your
Charisma
modifier
to resist
your
divine
power.
Those
that fail
are
shapecha
nge into
Cat’s the form
Meow of a
(Su): At humanoid
15th level, cat at will.
you gain You can
the ability change
to make a forms up
sound to a total
much like of five
that of a times per
cat. This day,
Acrobatic,
sound can though
Agile
have an there is
Maneuver
effect on no
s, Animal
some maximum
Affinity,
people, duration
Combat Agile
leaving to how Animal Combat Lightning Persuasiv
Reflexes, Acrobatic Maneuver Dodge
them long you Affinity Reflexes Reflexes e
Dodge, s
Fascinate can stay
Lightning
d for 1d4 in cat
Reflexes,
rounds form.
Persuasiv
unless When you
e,
they are in the
Stealthy
succeed form of a
on a Will humanoid
save. The cat you
DC of this gain a +8
save is 10 inherent
+ 1/2 your bonus to
sorcerer Acrobatic
level + s, +4
your inherent
Charisma bonus to
modifier. Stealth,
and a +4
inherent
Damage
Reduction
Alertness,
(Su): At
Spell Deceitful,
15th level,
Resistanc Improved
you gain
e (Ex): At Initiative,
damage
20th level, Iron Will, Skill
reduction
you gain Persuasiv Improved Persuasiv Silent Focus
5/magic. Alertness Deceitful Iron Will
spell e, Silent Initiative e Spell (Perceptio
At 19th
resistance Spell, Skill n)
level, the
equal to Focus
damage
sorcerer (Perceptio
reduction
level + 5. n),
increases
Stealthy
to
10/magic.
attack At 20th
usable level, you
one time gain the
per day. ability to
The type plane shift
of attack once per
depends day. You
on the can shift
type of to any of
genie you the
are elemental
descende planes,
d from. If the Astral Arcane
you are Plane, or Strike,
descende the Combat
d from a Material Casting,
djinni, you Plane. Combat
gain a You can Reflexes,
whirlwind shift Dodge, Arcane Combat Combat Improved Quicken
Dodge Mobility
attack, as yourself Improved Strike Casting Reflexes Initiative Spell
a 15th- and up to Initiative,
level eight Mobility,
druid. If other Quicken
you are individual Spell,
descende s, as long Wind
d from an as Stance
efreeti, everyone
you gain a links
fireball hands.
attack, as This
a 10th- ability is
level otherwise
sorcerer. similar to
If you are the spell
descende of the
d from a same
janni, you name, as
gain a a 13th-
you gain
the ability
to
shapecha
nge into
the animal
form or
hybrid
form of
the type
of
lycanthrop
Damage e you are
Reduction descende
Alertness,
(Ex): At d from,
Dodge,
15th level, and only
Enduranc
damage that form.
e,
reduction If you
Improved Enduranc Improved Toughnes
5/silver. have Alertness Dodge Iron Will Run
Initiative, e Initiative s
At 19th werewolf
Iron Will,
level the blood, you
Run,
damage can
Toughnes
reduction shapecha
s, Track
becomes nge into
10/silver. wolf form
or a
hybrid
wolf/huma
noid form
and no
other. In
all other
respects
this power
functions
as the
shapecha
add any
metamagi
Convictio
c feats
n (Su): At
that you
15th level,
know to
you can
your
reroll any
spells
one ability
without
check,
increasing
attack roll,
their
skill
casting
check, or
time,
saving
although
throw you Blind-
you must
just made. Fight,
still
You must Combat
expend
decide to Casting,
higher-
use this Diehard,
level spell
ability Dodge,
slots. Blind- Combat Empower Lightning
after the Empower Diehard Dodge Iron Will
Whenever Fight Casting Spell Reflexes
die is Spell, Iron
you are
rolled, but Will,
using
before the Lightning
magic
results Reflexes,
items that
are Power
require
revealed. Attack
charges,
You must
you can
take the
instead
second
expend
result,
spell slots
even if it
to power
is worse.
the items.
You can
For every
use this
three
ability
levels of
once per
spell slots
day.
that you
expend,
because
of Weakenin
darkness g Touch
or (Su): At
because 20th level,
of spells – you gain
your the ability
blindsight to weaken
kicks in. opponent
With s with but
blindsight, a touch. If
you can you touch Alertness,
sense all someone Blind-
foes as a Fight,
within 40 standard Combat
feet just action, Reflexes,
as if you your Dodge,
were not opponent Enduranc Improved
Blind- Combat Enduranc Great
blinded. must e, Great Alertness Dodge Unarmed
Fight Reflexes e Fortitude
Any make a Fortitude, Strike
creatures Fortitude Improved
beyond save or Unarmed
40 feet take 2d4 Strike,
are points of Intimidatin
treated as Strength g
having damage. Prowess
total The save
concealm DC is
ent. At equal to
19th level, 10 + ½
the range your
of your sorcerer
blindsight level +
doubles to your
80 feet. Charisma
You modifier.
cannot
blindsight.
creatures
You can
within
sense
reach, just
creatures
as in the
around
descriptio
you as if
n of the
you had
black
low-light
tentacles
vision.
spell. The
Any
CMB of
opponent
the
s who
tentacles
could not
is your Alertness,
be seen
sorcerer Blind-
by you
level +6. fight,
with low-
Any Deceitful,
light
tentacle Enlarge
vision are
that Spell,
treated as Enlarge Extend Maximize
successfu Extend Alertness Blind-fight Deceitful Iron Will
having Spell Spell Spell
lly Spell, Iron
total
grapples Will,
concealm
an Maximize
ent. At
opponent Spell,
19th level,
deals Silent
you gain
1d6+5 Spell
tremorsen
points of
se to a
damage
range of
each
120 feet.
round the
You can
grapple is
sense and
maintaine
automatic
d and the
ally
creature
pinpoint
attacked
the
gains the
location of
grappled
any
condition.
creature
Arcane
Strike,
Augment
Summoni
ng,
Enduranc
e, Extend Augment
Arcane Enduranc Extend Great Magical Silent
Spell, Summoni
Strike e Spell Fortitude Aptitude Spell
Great ng
Fortitude,
Magical
Aptitude,
Silent
Spell, Still
Spell
(Su): At
20th level,
you gain
the
abilityto
magically
change
the
coloration
Scaly
and
Skin (Ex):
pattern or
At 15th
yourselfan Acrobatic,
level, your
d your Agile
skin
equipmen Maneuver
becomes
t to match s,
scaly
your Alertness,
like that of
surroundi Blind-
a lizard,
ngs. fight, Agile
snake or Combat Deadly Quicken
Thisgrant Combat Acrobatic Maneuver Alertness Blind-fight
other Reflexes Aim Spell
s you a Reflexes, s
reptilian
+40 Deadly
creature.
bonus to Aim,
Yougain a
Stealth Quicken
+10
checks Spell,
natural
when Silent
armor
attemptin Spell
bonus
gto hide.
and DR
You can
5/magic.
activate
this power
even as
others
arelooking
at you,
effectively
vanishing
right
0 0 00000000 0 0 0 0 0 0 0
10 11 12 13 14 15 16 17 18 19
Source
3
4 *** PRPG ***
Skill
Focus
(Knowled
PRPG 5 Aberrant
ge
[dungeon
eering])
Skill
Focus
(Knowled PRPG 6 Abyssal
ge
[planes])
Still Spell PRPG 7 Arcane
Weapon
PRPG 8 Celestial
Finesse
Weapon
PRPG 9 Destined
Focus
Toughnes
PRPG 10 Draconic
s
Weapon
PRPG 11 Elemental
Finesse
Skill
Focus
(Knowled PRPG 12 Fey
ge
[nature])
Spell
Penetratio PRPG 13 Infernal
n
Toughnes
CoT 5 14 Pestilence
s
Toughnes
PRPG 15 Undead
s
Skill
Focus
(Knowled LSJ 17 Lycanthrope
ge
[nature])
#VALUE! NULL
0 #VALUE! NULL
20
0
School Description Ability Summary
3
*** PRPG
4 ***
Resistance (Ex) - gain resistance 5 to energy type chosen when
you prepare spells
Abjuration Protective Ward (Su) - Standard Action, 6/day, create 10'-radius
field centered on you that lasts 3 rnds, you and all allies w/in
5 receive +1 Deflection bonus to AC for 1 rnd
Summoner's Charm (Su) - increase duration of conjuration
Conjuratio (summoning) spells by 1 rnds
n Acid Dart (Sp) - Standard Action, 6/day, make ranged touch
6 attack vs. foe w/in 30' deals 1d6+0 [acid] that ignores SR
Forewarned (Su) - gain a +1 bonus on Initiative check; may
always act in surprise round even if you fail Perception roll to
notice foe, still considered flat-footed until you take an action
Divination
Diviner's Fortune (Sp) - Standard Action, 6/day, touch grants +1
Insight bonus on all of its attack rolls, skill checks, ability
7 checks, and saves
Enchanting Smile (Su) - gain a +2 Enhancement bonus on
Enchantm Bluff, Diplomacy, and Intimidate checks
ent Dazing Touch (Sp) - 6/day, melee touch attack dazes living foe
8 with less then 1 HD for 1 rnd
Intense Spells (Su) - evocation spells that deal HP dmg add +1
of same type dmg as the spell (only applies once to spell, not
once per missile/ray, and cannot be split between multiple
Evocation
missiles/rays)
Force Missile (Sp) - Standard Action, 6/day, force missile
9 automatically deals 1d4+1 [force]
Extended Illusions (Su) - illusion spells you cast with a duration
of “concentration” last 1 rnds after you stop maintaining
concentration
Illusion
Blinding Ray (Sp) - Standard Action, 6/day, make ranged touch
attack vs. foe w/in 30' that Blinds for 1 rnd (foes w/ 1+ HD are
10
Dazzled for 1 rnd instead)
Power over Undead (Su) - gain as bonus feat and may channel
energy 6/day to use the feat (DC 11; may take other feats to
add to this ability, such as Extra Channel and Improved
Necroman Channel, but not feats that alter this ability, such as Elemental
cy Channel and Alignment Channel)
Grave Touch (Sp) - Standard Action, 6/day, melee touch attack
causes living foe to be Shaken for 1 rnds, foes already Shaken
11 and are -1 HD or less become Frightened for 1 rnd
Physical Enhancement (Su) - gain +1 Enhancement bonus to
Transmut either Str, Dex, or Con, chosen when you prepare spells
ation Telekinetic Fist (Sp) - Standard Action, 6/day, ranged touch
12 attack targeting any foe w/in 30' deals 1d4+0 [bludgeoning] dmg
Hand of the Apprentice (Su) - Standard Action, 6/day, make
Universali
single attack w/melee weapon up to 30' away, using +3 rather
st
than Dex mod
13
***
Custom
***
0 0
1 2 3
Table_Arc
ane_Scho
ols
Ability 1 Ability 2 Ability 3
0 0 0
4 5 6
3
4 *** PRPG ***
5 Abjuration
6 Conjuration
7 Divination
8 Enchantment
9 Evocation
10 Illusion
11 Necromancy
12 Transmutation
13 Universalist
#VALUE! NULL
#VALUE! NULL
All material on this worksheet is owned by Paizo Publishing,LLC and is used under terms of their Community Use Policy. See t
Type (subtype)
Con
Cha
Dex
Wis
Str
Int
Race
0 0 0 0 0 0
*** Core Races ***
Dwarf Humanoid (dwarf) 0 0 2 0 2 -2
Elf Humanoid (elf) 0 2 -2 2 0 0
Gnome Humanoid (gnome) -2 0 2 0 0 2
Half-Elf Humanoid (elf, human) 0 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 0 0 2 -4
Tengu Humanoid (goblinoid) 0 2 -2 0 2 0
Tiefling Outsider (native) 0 2 0 2 0 -2
*** Legacy of Fire ***
Pugwampi Fey -8 2 0 0 4 -4
*** LSJ Races ***
Elan Aberration 0 0 2 2 0 -2
Elem, Air Outsider (air, native) 0 2 0 2 -2 0
Elem, Earth Outsider (earth, native) 2 -2 2 0 0 0
Elem, Fire Outsider (fire, native) 0 2 -2 0 0 2
Elem, Water Outsider (water, native) -2 0 0 2 2 2
Elf, Dark Humanoid (elf) 0 2 -2 0 0 2
Elf, Desert Humanoid (elf) -2 2 0 2 0 0
Elf, Gray Humanoid (elf) 0 2 -2 0 2 0
Elf, High Humanoid (elf) 0 2 -2 2 0 2
Elf, Sea Humanoid (aquatic, elf) 0 2 0 -2 2 0
Elf, Sky Humanoid (elf) -2 2 0 2 2 0
Half-Ogre Humanoid (human, ogre) 4 0 2 -2 0 -2
Lupaari Humanoid (lupaari) 2 0 0 0 2 -2
Sathoni Plant (humanoid) 0 -4 2 2 2 0
Tabreen Humanoid (tabreen) -2 2 0 2 0 0
*** Remarkable Races ***
Boggle Humanoid (goblinoid) 0 2 0 2 0 -2
Entobian Larvite Humanoid (entobian) 0 2 0 0 -2 2
Entobian Larvite Lifer Humanoid (entobian) 0 2 0 0 -2 2
Entobian Coleophite Humanoid (entobian) 2 -2 2 0 0 0
Entobian Eulite Humanoid (entobian) 2 0 -2 0 2 0
Entobian Farfalite Humanoid (entobian) 0 2 -2 2 0 0
Entobian Masconite Humanoid (entobian) 0 2 2 0 0 -2
Entobian Matron Humanoid (entobian)
Kval Outsider (native) 0 2 0 0 2 -2
Mahrog Humanoid (human) 2 0 0 -2 0 0
Mogogol (small) Humanoid (amphibian) 0 0 2 -2 0 2
Mogogol (medium) Humanoid (amphibian) 0 0 2 -2 0 2
Amphibian Anumus Humanoid (anumus) 2 0 0 0 2 -2
Arachnid Anumus Humanoid (anumus) 2 0 0 2 0 -2
Avian Anumus Humanoid (anumus) 2 0 0 -2 0 2
Canine Anumus Humanoid (anumus) 2 0 0 0 -2 2
Equine Anumus Humanoid (anumus) 2 0 0 2 -2 0
Feline Anumus Humanoid (anumus) 2 0 0 0 -2 2
Ophidian Anumus Humanoid (anumus) 2 0 0 0 2 -2
Porcine Anumus Humanoid (anumus) 2 0 0 2 0 -2
Reptilian Anumus Humanoid (anumus) 2 0 0 -2 2 0
Rodent Anumus Humanoid (anumus) 2 0 0 2 0 -2
Ursine Anumus Humanoid (anumus) 2 0 0 -2 2 0
Muse Outsider (native) 0 0 -2 2 0 2
Numistian (small) Outsider (native) -2 0 0 0 2 2
Numistian (medium) Outsider (native) -2 0 0 0 2 2
Oakling Plant (humanoid) 2 0 0 0 2 -2
Obitu Humanoid (obitu) 2 2 0 0 0 -2
Relluk Construct (relluk) 0 -2 2 0 0 2
*** Custom Race ***
0 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 0.13 16 8 -8 3 8 8
2 Diminutive 0.25 12 6 -4 3 4 4
3 Tiny 0.5 8 4 -2 3 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
None Medium 0 0 0 0 30
Sound
Touch
Smell
Taste
Sight
Size
HD
CR
0 Medium 0 0 0 0 0
None Medium 0 0 0 0 20
None Medium 0 0 0 0 30
None Small 0 0 0 0 20
Any Medium 0 0 0 0 30
Any Medium 0 0 0 0 30
None Small 0 0 0 0 20
Any Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 1 0 0 30
None Medium 0 0 0 0 20
None Small 0 0 0 0 30
None Medium 2 1 1 0 30
None Medium 0 0 0 0 30
None Small 0 0 1 0 30
None Medium 0 0 2 0 5 Swim 50'
None Large 6 4 5 0 30
None Medium 0 0 0 0 30
None Small 0 1 0 2 20
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Tiny 1 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 20
None Medium 0 0 0 0 35
None Medium 0 0 0 0 20
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30 Swim 30'
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 1 0 30
None Medium 0 0 2 0 30
None Medium 0 0 1 0 40
None Medium 0 0 0 0 30
None Small 0 0 0 0 30
None Medium 0 0 0 0 30
None Small 0 0 2 0 30 Fly 25' (poor)
None Small 0 0 0 0 30 Fly 30' (good)
None Small 0 0 0 0 30 Fly 40' (good)
None Small 0 0 0 0 30 Fly 30' (average)
None Medium 0 0 0 0 30 Fly X' (Y)
None Tiny 0 0 0 0 20
| Con | Wis | Medium 0 0 0 0 30
None Small 0 0 0 0 20 Swim 30'
None Medium 0 0 0 0 30 Swim 30'
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 40
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Small 0 0 0 0 20
None Medium 0 0 0 0 20
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 0
9 10 11 12 13 14 15 16 17 18
1 1
Equipment
Cost Wgt Medium
0.5 0.1
0.5 0.1
0.5 0.1
1 0.5 5 Weapon Size
1 1 Small
Race Size
2 2
4 5
8 8
16 12
9 10
2 Low-Light Vision Not Available
Senses
Bonus Feat
Perception
Other
0 Not Available
0 Not Available
0 Not Available
0 Not Available
0 Not Available
2 Not Available
2 Darkvision 120' Not Available
2 Low-Light Vision Not Available
2 Superior Low-Light Vision, notice concealed/secret doors Not Available
2 Superior Low-Light Vision, notice concealed/secret doors Not Available
2 Low-Light Vision Not Available
2 Low-Light Vision Not Available
0 Darkvision 60' Not Available
2 Low-Light Vision Not Available
0 Not Available
2 Darkvision 60' Not Available
0 Not Available
19 20 21
None 0
Skills
Racial Bonus
Select From
None 0
None 0
None 0
Craft/Profession 2
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
Multiple 2
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
None 0
22 23
0 0
Skills
Points At Creation
0 0
0 0
0 0
0 0
0 0
0 0
0 1
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
1 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
24 25
0
Saves
Conditional Fort
Global Bonus
0
0
0
0 Immune to paralysis/poison; +2 racial bonus vs. spells/spell-like abilities
0
0
0
0
0
0
0
2
0
0
0
0 +2 racial bonus vs. air spells and effects
0 +2 racial bonus vs. earth spells and effects
0 +2 racial bonus vs. fire spells and effects
0 +2 racial bonus vs. water spells and effects
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0 +2 racial bonus on saves vs. disease and poison
0
0
0
0 +2 racial bonus on saves vs. disease and poison
0 reroll failed save as Immediate Action
0 +2 racial bonus on saves vs. disease and poison
0 +2 racial bonus on saves vs. disease and poison
0 +2 racial bonus on saves vs. disease and poison
0 reroll failed save as Immediate Action
0 +2 racial bonus on saves vs. disease and poison
0
0 +2 racial bonus on saves vs. poison
0 +2 racial bonus on saves vs. poison
0
0 +4 racial bonus on saves vs. disease and poison
0
0
26 27
Immune to sleep; +2 racial bonus vs. enchantments
Saves
Conditional Will
Conditional Ref
+2 racial bonus vs. spells/spell-like abilities +2 racial bonus vs. spells/spell-like abilities
Immune to sleep; +2 racial bonus vs. enchantments
+2 racial bonus vs. illusions
Immune to sleep; +2 racial bonus vs. enchantments
+2 racial bonus vs. air spells and effects +2 racial bonus vs. air spells and effects
+2 racial bonus vs. earth spells and effects +2 racial bonus vs. earth spells and effects
+2 racial bonus vs. fire spells and effects +2 racial bonus vs. fire spells and effects
+2 racial bonus vs. water spells and effects +2 racial bonus vs. water spells and effects
Immune to sleep; +2 racial bonus vs. enchantments
Immune to sleep; +2 racial bonus vs. enchantments
Immune to sleep; +2 racial bonus vs. enchantments
Immune to sleep; +2 racial bonus vs. enchantments
Immune to sleep; +2 racial bonus vs. enchantments
Immune to sleep; +2 racial bonus vs. enchantments
Immune to sleep
Immune to sleep
28 29
Longbows, Longswords, Rapiers, and Shortbows, plus all "Elven" weapons are Martial
Weapon Familiarity
Battleaxes, Heavy Picks, and Warhammers, plus all "Dwarven" weapons are Martial
Longbows, Longswords, Rapiers, and Shortbows, plus all "Elven" weapons are Martial
All "Gnome" weapons are Martial
Greataxe
Greataxe and Falchion, plus all "Orc" weapons are Martial
Shortbow
Hand Crossbows, Rapiers, and Shortswords, plus all "Drow" weapons are Martial
Scimitar, Rapier, Shortbow, plus all "Elven" weapons are Martial
Longbows, Longswords, Rapiers, and Shortbows, plus all "Elven" weapons are Martial
Longbows, Longswords, Rapiers, and Shortbows, plus all "Elven" weapons are Martial
Spears, Tridents, and Nets, plus all "Elven" weapons are Martial
Longsword, Rapier and Javelin
Bonus
None
Common and Dwarven Giant, Gnome, Goblin, Orc, Terran, and Undercommon Any One Slow
Darkvision
and Steady:60' spee
Common and Elven Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan Any One Low-Light
Elven Immunities:
Vision: Elves E
Common, Gnome, and Sylvan
Draconic, Dwarven, Elven, Giant, Goblin, and Orc Any One Low-Light
Defensive
Vision:
Training
Gnom
Common and Elven Any except secret languages (such as Druidic) Any Two Low-Light
Adaptability:
Vision:Half-e
Half-
Common and Orc Abyssal, Draconic, Giant, Gnoll, and Goblin Any One Darkvision:
Intimidating:
Half-orcs
Half-oca
Common and Halfling Dwarven, Elven, Gnome, and Goblin Any One Fearless:
Halfling
Halflings
Luck: Halfli
rece
Common Any except secret languages (such as Druidic) Any One Bonus
Skilled:
Feat:Humans
Humansga s
Common and Celestial Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan Any One Darkvision:
Skilled: Aasimars hc
Elven and UndercommonAbyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language,Any Gnome,
One or Goblin
Darkvision:
Drow Immunities:
Drow can D s
Elven and UndercommonAbyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language,Any Gnome,
One or Goblin
Darkvision:
Drow Immunities:
Drow can D s
Common, Dwarven, and Undercommon
Aklo, Draconic, Giant, Goblin, Orc, Terran Any One Slow
Darkvision:
and Steady: Duerga
Duer
Goblin Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc Any One Fast:
Darkvision:
Goblins are Goblins
fast f
Gnoll Any One Armor: Gnolls have a +
Common and Goblin Draconic, Dwarven, Infernal, Giant, Orc Any One Darkvision:
Sneaky:Goblins
Hobgoblin
can
Draconic Common, Dwarven, Gnome, and Undercommon Any One Normal
Darkvision:
Speed: Kobold
Common and Aquan Aboleth, Aklo, Draconic, Elven, Sahuagin, and Sylvan Any One Aquatic:
Low-Light
MerfolkVision:
are aq
A
Giant Any One Armor:
Natural
Minotaurs
Cunninghave
(E
Common and Orc Dwarven, Giant, Gnoll, Goblin, Undercommon Any One Darkvision:
FerocityOrcs
(Ex):can
A cre
s
Gnome and UndercommonAklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc, orAny Terran
One ; Spell-like
Defensive
Senses:
abilities
Training:
Svirfneblin
(Caster
Sv
Common and Tengu Any except secret languages (such as Druidic) Any One Senses:
Sneaky:
Tengus
Tengus
havegal
Common and Abyssal or Abyssal,
Infernal Draconic, Dwarven, Elven, Gnome, Goblin, Half ling, Infernal,
Any One and OrcDarkvision:
Skilled: Tieflings ha
se
Common and Elan Any except secret languages (such as Druidic) Any One Aberrant
NormalNature:
Vision:Elan
Unlia
Common and Auran Any except secret languages (such as Druidic) Any One Feather
Electricity
Fall (Su):
Resistan
Air e
Common and Terran Any except secret languages (such as Druidic) Any One Slow Damage
Movement:Reduction
Earth
Common and Ignan Any except secret languages (such as Druidic) Any One FastSmoke
Movement:
Immunity
Fire (E
e
Common and Aquan Any except secret languages (such as Druidic) Any One Slow Water
Movement:
BreathingWate(E
Common, Elven, and Undercommon
Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, and GoblinAny One Darkvision
Keen Senses:
120 feet: Dark
Da
Common and Elven Draconic, Gnoll, Gnome, Goblin,Low-Light
Orc,Keen
and Sylvan
Vision:
Senses:Desert
Desertelves
elvescan
Any
receive
see
Onetwice
a +2 as
bonus
far as
onhumans
sight- andin con
sou
Common and Elven Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan Any One Low-Light
Keen Senses:
Vision: Gray
Gray
Keen Senses: High
Common and Elven Any except secret languages (such as Druidic) Any One Low Light Vision: High
concealed door if th
Aquan and Elven Any except secret languages (such as Druidic) Any One Normal
LowSpeed:
Light Vision:
Sea elvS
Common and Elven Any except secret languages (such as Druidic) Any One Flight:
LowSky
Light
elves
Vision:
haveS
Common and Giant Dwarven, Gnoll, Goblin, Ogre, Orc, and Giant Any One Darkvision:
ImposingHalf-ogres
Figure: H
Common and Lupaari Any except secret languages (such as Druidic) Any One Natural
LowArmor:
Light Vision:
LupaariL
Common and Sylvan Common, Elven, Gnome, and Terran Any One Natural
Limited
Armor:
Regenerati
A satho
Common and Tabreen Any except secret languages (such as Druidic) Any One FastNatural
Movement:
Armor:Tabre
Tab
Common and Goblin Draconic, Dwarven, Giant, Gnome, Halfling, and Orc Any One FastDarkvision:
Speed: LikeBoggle
goblin
Common Draconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or SylvanAny One FastFamiliar
Speed: Foe:
Because
Entobo
Common Draconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or SylvanAny One FastFamiliar
Speed: Foe:
Because
Entob o
Common Draconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or SylvanAny One FastFamiliar
Speed: Foe:
Because
Entob o
Common Draconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or SylvanAny One FastFamiliar
Speed: Foe:
Because
Entob o
Common Draconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or SylvanAny One FastFamiliar
Speed: Foe:
Because
Entob o
Common Draconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or SylvanAny One FastFamiliar
Speed: Foe:
Because
Entob o
Common Draconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or SylvanAny One FastFamiliar
Speed: Foe:
Because
Entob o
Common and Abyssal or Abyssal,
Infernal Draconic, Dwarven, Elven, Gnome, Goblin, Half ling, Infernal,
Any One and OrcSenses:
Detect
Kvals
Evil:have
1/day,
low
Common and Ancient Dwarven, Elven, Gnome, Goblin, Halfling, and Orc Any One Almost
Bonus
Human:
Feats:Mahrog
Mahr
Common and Boggard Draconic, Dwarven, Elven, Gnome, Halfling, and Orc Any One HoldInborn
Breath:
Alignment:
A mogogo M
Common and Boggard Draconic, Dwarven, Elven, Gnome, Halfling, and Orc Any One HoldInborn
Breath:
Alignment:
A mogogo M
Common Any except secret languages (such as Druidic) Any One KeenAcid
Senses:
Resistance:
AnumiAre
Common Any except secret languages (such as Druidic) Any One KeenDarkvision:
Senses: Anumi
Arachnre
Common Any except secret languages (such as Druidic) Any One KeenBestial
Senses:
Reflexes:
AnumiAre
Common Any except secret languages (such as Druidic) Any One KeenImproved
Senses:Trip:
AnumiCan re
Common Any except secret languages (such as Druidic) Any One KeenEnhanced
Senses: Speed:
Anumi re E
Common Any except secret languages (such as Druidic) Any One KeenLow-Light
Senses: Vision:
Anumi F re
Common Any except secret languages (such as Druidic) Any One KeenDarkvision:
Senses: Anumi
Ophidia re
Common Any except secret languages (such as Druidic) Any One KeenBestial
Senses:
Fortitude:
Anumi Pre
Common Any except secret languages (such as Druidic) Any One KeenBestial
Senses:
Fortitude:
Anumi R re
Common Any except secret languages (such as Druidic) Any One KeenBestial
Senses:
Reflexes:
AnumiRre
Common Any except secret languages (such as Druidic) Any One KeenBear’s
Senses:
Might:
Anumi
Ursinre
Common and Celestial orAbyssal,
Infernal Auran, Celestial, Dwarven, Draconic, Elven, Gnome, Halfling,
Any One InfernalLow-Light
andMuse
Orc Immunities:
Vision: Muse M
Common Any except secret languages (such as Druidic) Any One Adjustable
Slow andSize:
Steady:
As a Lm
Common Any except secret languages (such as Druidic) Any One Adjustable
Slow andSize:
Steady:
As a Lm
Common and Plant Dwarven, Elven, Halfling, Gnome, Goblin, Orc or Sylvan Any One Humanoid
Protective
Plant:
Sap:
While
An
Common Dwarven, Elven, Halfling, Gnome, Goblin, or Orc Any One Darkvision:
Fossil Fortitude:
Obitu canOb s
Common Dwarven, Elven, Halfling, Gnome, or Orc. Any One Armor
Relluks doGems: A rell
have immun
Custom
Defensive
Greed:
Hatred:
Training:
Hardy:
gainStability:
gain
+2gain
Stonecunning:
Racial
gain
+1Weapon
+2
bonus
gain
+4
bonus
Racial
Dodge
+4on
Familiarity:
Racial
on
bonus
attack
gain
bonus
Appraise
+2
bonus
rolls
onbonus
to
proficient
saves
AC
vs.
checks
to CMD
Orcs
vs.
onvs.Perception
Giants
with
to
poison,
and
when
determine
battleaxes,
Goblins
resisting
spells,
checks
price
and
heavy
bull
toofspell-like
rush
potentially
nonmagical
picks,
or trip
and
abilities
notice
attempts
warhammers;
goods unusual
that
whilecontain
stonework,
standing
treat any
precious
on
Dwarven
such
themetals
ground
as traps
weapo
or g
a
Elven
Keen
Magic:
Weapon
Senses:
Elves
Familiarity:
Elves
receive
receive
aElves
+2 aracial
are
+2 racial
proficient
bonus bonus
onwith
caster
onlongbows
Perception
level checks
(including
skillmade
checkscomposite
to overcome longbows),
spell resistance;
longswords,
in addition,
rapiers, elves
and shortb
rece
Gnome
Hatred:
Illusion
Magic:
Keen
Gnomes
Obsessive:
Resistance:
Gnomes
Senses:
Weapon
receive
add
Gnomes
Gnomes
Gnomes
Familiarity:
a
+1+1tobonus
the
receive
receive
getDC
Gnomes
aonof
+2
aa
attack
any
+2
racial
+2racial
treat
racial
saving
rolls
saving
any
bonus
bonus
against
throws
weapon
throw
on
onhumanoid
against
Perception
a
bonus
with
Craftthe
illusion
against
orcreatures
word
Profession
skillspells
illusion
checks
“gnome”
ofthat
skill
the
spells
in
they
reptilian
ofitstheir
orname
cast.;
effects
choice
and
Spell-like
asgoblinoid
a martialabilities
subtypes
weapon (Caster
due
Elf Blood:
Elven
KeenImmunities:
Half-elves
Multitalented:
Senses:count
Half-elves
Half-elves
as both are
receive
elves
choose
immuneaand
+2
two
to
humans
racial
magic
favored
bonus
for
sleep
classes
any
oneffects
effect
Perception
at first
and
related
level
get
skill
to
aand
checks
race
+2 gain
racial+1saving
hit point throw
or +1
bonus
skill against
point whenever
enchantme the
Orc Orc
Blood:
Weapon
Ferocity:
Half-orcs
Familiarity:
Once count
per as
day,
Half-orcs
both
when humans
are
a half-orc
proficient
and isorcs
brought
with
for greataxes
anybelow
effect0and
related
hit points
falchions
to but
raceand
not killed,
treat anyhe can weapon
fight with
on fortheone
word
more“orc”
round
in itsa
KeenSure-Footed:
Senses:
Weapon Halflings
Familiarity:
Halflings
receive
receive
Halflings
a +2 a +2racial
areracial
proficient
bonus
bonusonwith
on
Perception
slings
Acrobatics
andskill
treat
and
checks
Climb
any weapon
skill checks
with the word “halfling” in its name as a ma
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level
Spell-like
Celestial
Ability
Resistance:
(caster level
Aasimars
2): Aasimars
have acid canresistance
use daylight 5, cold
onceresistance
per day as5,aand spell-like
electricity
ability resistance 5
KeenSpell
Senses:
Spell-Like
Resistance:
Light
Drow
Poison
Blindness:
Abilities
Weapon
receive
Drow
Use:(caster
possess
Familiarity:
Drow
Abrupt
a +2 racial
are
level
exposure
Spell
skilled
2):
Drow
bonus
Resistance
A in
drow
to
are
on
the
bright
proficient
Perception
can
uselight
8cast
of poison
blinds
with
dancing
checks
the
and
drow
hand
lights,
never
forcrossbow,
1darkness,
risk
round;
accidentally
on
rapier,
and
subsequent
faerie
and
poisoning
short
firerounds,
each
sword
themselves.
once
theyperareday
Drow
dazzled favor
as
KeenSpell
Senses:
Spell-Like
Resistance:
Light
Drow
Poison
Blindness:
Abilities
Weapon
receive
Drow
Use:(caster
possess
Familiarity:
Drow
Abrupt
a +2 racial
are
level
exposure
Spell
skilled
2):
Drow
bonus
Resistance
Drow
in
to
are
on
the
bright
nobles
proficient
Perception
uselight
13
ofcan
poison
blinds
with
cast
checks
the
and
dancing
drow
hand
never
forcrossbow,
lights,
1 risk
round;
accidentally
deeper
on
rapier,
subsequent
darkness,
and
poisoning
shortfaerie
rounds,
sword
themselves.
fire,
they
feather
are Drow
dazzled
fall, and
favor
asle
Duergar
Stability:
Spell-Like
Immunities:
Light
Duergar
Sensitivity:
Abilities
Duergar
receive
(caster
Duergar
aare
+4immune
level
racial
are2):bonus
dazzled
to
Duergar
paralysis,
toastheir
can
longphantasms,
CMD
cast
as they
enlarge
against
remain
and
person
bullpoison.
in
rushan
and
or
area
They
invisibility
tripofattempts
also
bright gain
each
light
while
aonce
+2on racial
per
solidday;
bonus
ground
both
on of
saving
thesethrosp
Skilled: +4 racial bonus on Ride and Stealth checks
Armor: Gnolls have a +1 natural armor bonus
Sneaky: Hobgoblins gain a +4 racial bonus on Stealth checks.
Armor:
Crafty:
Kobolds
Light
Kobolds
Sensitivity
havegain
a +1
(Ex):
a +2
natural
Creatures
racialarmor
bonuswith
bonus
onlight
Craftsensitivity
(trapmaking),
are dazzled
Perception,
in areasandofProfession
bright sunlight (miner)
or within
checks. theCraft
radius
(trapmaking
of a dayli
Low-Light Vision: All merfolk have low-light vision.
Reach:
Powerful
10 ft. Charge (Ex): When a minotaur makes a charge, its attack deals 2d6+0 extra damage in addition to the normal ben
Light
Weapon
Sensitivity
Familiarity:
(Ex): Creatures
Orcs arewithalways
light proficient
sensitivitywith are greataxes
dazzled inand areasfalchions,
of brightandsunlight
treat anyor within
weapon the with
radiustheofword
a daylight
“orc” in
speits
Fortunate:
Skilled:
Hatred:
Svirfneblin
Stonecunning:
Svirfneblin
Spell
Svirfneblin
Svirfneblin
Resistance:
gain
gainSvirfneblin
receive
aa+2
+2
Magic
racial
racial
Svirfneblin
a (caster
+1
receive
bonus
bonus
bonus level
have
on
aon
on
+2
all
Stealth
2):
attack
SR
bonus
saving
Svirfneblin
13 rolls
checks;
on
throws
Perception
against
add
this+1improves
humanoid
to
checks
the DCtoto
creatures
aof
potentially
+4
any bonus
illusion
of the
notice
underground.
spells
reptilian
unusual
they
andcast.
They
stonework,
dwarven
Svirfneblin
gain asubtypes
+2
suchraci
als
as
Gifted
Swordtrained:
Linguist:
Natural Weapon:
Tengus
Tengus gain
Tengus
area trained
+4possess
racial from
bonus
abirth
biteon in
natural
Linguistics
swordplay,
attackchecks,
and
thatasinflicts
and
a result
learn
1d3arepoints
2 automatically
languages
of damage each
proficient
ontime
a hit.
they
with
Thisgain
sword-like
is aa primary
rank inweapo
Lingu
attac
Spell-Like
Fiendish
Fiendish
Ability
Resistance:
Sorcery
(caster level
(Ex):
Tieflings
2):
Tiefling
Tieflings
havesorcerers
cold
can resistance
usewith
darkness
the5,Abyssal
electricity
onceor perInfernal
resistance
day asbloodline
a 5,
spell-like
and treat
fireability
resistance
their Charisma5 score as 2 points hig
DR Spell
2/coldResistance
Iron 7
Naturally
Resilience
Resistance
Psionic:
Repletion:
(Su):Elan
(Su):
When
An
gain
Elans
elan
an2 elan
bonus
can
cansustain
takes
usepower
psionic
damage,
her
points
body
energy
at
she
without
1st can
tolevel.
increase
spend
need This for
power
their
benefit
food resistance
points
ordoes
water.
tonot
reduce
to
Ifgrant
she
variousspends
its
themseverity.
forms
the1 power
of
ability
As
attack.
an
to
point,
immediate
manifest
As anan elan
immediate
powers,
action,
does nus
SpellSaving
Casting:
Throws:
Air elems
Air elems
receive receive
a +1 bonus
a +2 racialto caster
bonus level
to allwhen saves casting
against spells
air spells
with the and [Air]
effects
descriptor or from the Air domain
AcidSpell
Resistance:
Saving
Casting:
Throws:
Earth
Earthelems
Earth
elemselems
receive
receive receive
Acid
a +1Resistance
bonus
a +2 racial
to caster
2bonus level
to all
when
saves casting
against spells
earthwithspells
the [Earth]
and effectsdescriptor or from the Ear
FireSpell
Resistance:
Saving
Casting:
Throws:
Fire
Fireelems
elems
Fire receive
elems
receive receive
Fire
a +1 Resistance
bonus
a +2 racial
to caster
2 bonus level
to allwhen
saves casting
against spells
fire with
spells the and[Fire]
effects
descriptor or from the Fire do
ColdSpell
Resistance:
Saving
Casting:
Throws:
Water
WaterWater
elems
elemselemreceive
receivereceive
Cold
a +1aResistance
bonus
+2 racial
to caster
bonus
2 level
to allwhen
savescasting
againstspellswaterwithspellsthe and
[Water]
effectsdescriptor or from the W
Drow Spell
Immunities:
Spell-like
Resistance:
LightWeapon
Blindness:
Abilities:
Dark
Alignment:
Dark
elves
Familiarity:
Dark
elves
Abrupt
are
Any
elves
possess
immune
non-good
exposure
Darkcanelves
use
to
Spell
magic
(although
tothe
are
bright
Resistance
following
proficient
sleeplight
players
effects
(such
spell-like
8with inand
as
the
handsunlight
abilities
have
LSJcrossbows,
Campaign
a or
+2
once
aracial
daylight
per
rapiers,
must
saving
day:spell)
abide
and
dancing
throw
blinds
shortswords,
by bonus
Character
lights,
the dark
against
darkness,
and
Generation
elf treat
enchantment
for and
1 any
round.
faerie
Guide
weaO
lain
shortbow
effects
nus
resistance.
aon
+4and
Handle
racial
(including
have
In bonus
addition,
Animal
a +2composite
on
racial
and
desert
Fortitude
Ride
saving
shortbow),
elves
checks.
saves
throw
receive
made
Desert
bonus
anda treat
+2
toelves
against
resist
racial
any spend
the
bonus
weapon
enchantment
effects
most
onwithAppraise
of
of their
hot
the
spellsweather
word
lives
skill
or“elven”
riding
effects
checks and
inmade
its
working
nameto identify
aswitha martial
animals.
the properties
weapon of magic items
ElvenElven
Immunities:
Weapon
Magic:Familiarity:
Gray
Grayelves
elves Gray
receive
are elves
immune
a +2areracial
toproficient
magic
bonus sleep
with
on effects
caster
longbows level
and(including
have
checks a +2made
composite
racialto saving
overcome
longbows),
throwspellbonus
longswords,
resistance.
againstrapiers,
In
enchantmen
addition,
andgs
ElvenWeapon
Immunities:
RankFamiliarity:
and Station:
High elves
High
When elves
aredealing
immune
are proficient
with
to magical
elves with
thatsleep
longbows
are effects
not of(including
high
and elven
get composite
a +2blood,
racialhigh
longbows),
saving
elvesthrowgain
longswords,
bonus
a +2 bonus against
rapiers,
on enchantment
Diplomacy
and shorc
Aquatic:
Amphibious:
Keen
SeaElven
Senses:
elves
Weapon
Sea
Immunities:
gain
elves
Sea
Familiarity:
theelves
can
aquatic
Seabreathe
haveelves
Sea
subtype.
a in
elves
+2
areeither
racial
immune
They
areair
bonus
proficient
can
ortowater.
breathe
magical
on sight-
withThey
underwater
sleep
spears,
and
do effects
sound-based
nottridents,
have
freely.
and gills.
and
get
They
Perception
anets,
+2
can racial
and
breathe
checks.
treat
saving air
anyA throw
for
weapon
sea
2 hours
bonus
elf can
with
per
against
make
the
point
word
aen
of
P
ElvenWeapon
Immunities:
ColdKeen
Endurance:
Proficiency:
Senses:
Sky elvesSky
Skyare
elves
elves
immune
gain
are
haveproficient
atoa+4+2
magical
racial
racial
with
bonus
sleep
bonus
the longsword,
on
effects
toFortitude
sight-andand
rapier
get
saves
sound-
a and
+2made
racial
javelin
basedtosaving
resist
Perception
throw
the effects
bonus
checks ofagainst
cold weather
enchantment
Ogre Blood: Half-ogres count as both humans and ogres for any effect related to race
Keen Natural
Senses:
Sound
Tracker:
Sensitivity:
Lupaari Lupaari
receive
Lupaari
area born
+2are bonus
trackers,
particularly
to scent-,
and sensitive
receive
sight- and to
a +4 loud
sound-
bonus
sounds,based
to Survival
and Perception
suffer
checks
an increased
checks
made when vulnerability
tracking atocreature
sonic attack
by sc
Spell-like
Nature
Darkness
Ability
Affinity:
LightNourishment:
(Sp):
Dependency:
Sensitivity:
Lack
+4 Sathoni
racial
of Sustanence:
bonus
A
Due
can
Sathoni
sathoni
to
speak
totheir
Knowledge
produce
character
Sathoni
with
dependency
plants
their
characters
can
(Nature)
once
energy
goupon
without
per
checks.
that
on
through
day
sunlight,
have
soilas
Sathoni
for
photosynthesis
the
taken
3sathoni
spell
days,
have
subdual
cast
growing
suffer
anby innate
damage
andaa 5th
in
-2
are
discomfort.
affinity
penalty
level
dependent
fromdruid
for
lack
to nature’s
attack
After
ofupon
water,
this
rolls
processes
sunlight,
time,
sufficient
whenthein chara
additi
comp
light,
Darkvision
Keen Sound
Senses:
60 feet:
Sensitivity:
Tabreen
Tabreen Tabreen
receive
can see are
a in
+2particularly
the
bonusdarktoupsight-,
sensitive
to 60 sound-
feetto loud andsounds,
touch-based and suffer
Perception
an increased
checks vulnerability to sonic attack
Dodge
Goblin
Catastrophes:
Mechanical
Blood:
WeaponBoggles
Genius:
Familiarity:
Boggles
count
At first
receive
Boggles
aslevel,
creatures
a treat
+1
Boggles
racial
any
withgain
bonus
weapon
the goblinoid
anon
additional
with
Reflex
the
subtype
saving
word
skill rank
“boggle”
for
throws
any
andeffect
against
in
a +2
it as
related
racial
aarea
martial
bonus
to
attacks
race.
weapon.
to with
skill rolls
the electricity,
which theyfire,
muso
Insect
Natural
Mind:
Skilled:
Spin
Weapons:
Entobians
Larvites
Silk: AEntobians
larvite
gain
haveaacan
+2+2possess
racial
use
racial
silk
saving
bonus
two
glands
slashing
throw
to in
Acrobatics
its
bonus
abdomen
natural
against
and
weapon
to
Climb
enchantment
create
attacks
skilla checks.
30'with
length
(charm)
their
These
ofmid-legs
silk
spells
skill
rope.
bonuses
andthat
The
effects.
inflict
larvite
are1d4
lost
maypoints
after
do metamo
this
of dama
1 pe
Insect
Natural
Mind:
Skilled:
Spin
Weapons:
Entobians
Larvites
Silk: AEntobians
larvite
gain
haveaacan +2
+2possess
racial
use
racial silk
saving
bonus
two
glandsslashing
throw
to in
Acrobatics
its
bonus
abdomen
natural against
andweapon
to
Climbenchantment
createattacks
skilla checks.
30'withlength
(charm)
their
These
ofmid-legs
silk
spells
skill
rope.bonuses
and that
Theeffects.
inflict
larvite
are1d4 lost
may points
after
do metamo
this
of dama
1 pe
Insect
Natural
Mind:
Chitinous
Natural
Weapons:
Entobians
Flying:
Defense:
Armor:
A
Entobians
gain
coleophite
Coleophites
When
a +2 possess
racial
fighting
can havesaving
usedefensively
twothe
a slashing
+2
throw
wings
racial
bonus
as
underneath
natural
bonus
a full-round
against
to
weapon
natural
itsenchantment
action,
sheathed
attacks
armor.a coleophite
carapace
with (charm)
their mid-legs
gains
tospells
fly for DR
and athat
1/piercing.
number
effects.
inflict of1d4 This
minutes
points
is in per
of
addition
dama
day
Insect
Natural
Mind:
Darkvision:
Innate
Weapons:
Entobians
Spell-Like
Resistance:
Flying:
Eulites
Entobians
gainAbility:
Acaneulite
a +2Eulites
seeEulites
possess
racial
can
in the
have
use
saving
can
dark
two
its
electricity
use
moth-like
slashing
up
throw
shocking
to 60bonus
resistance
natural
feet.
wingsgrasp
against
toweapon
fly
5.
once for
enchantment
per
aattacks
number
day as with
ofa
(charm)
minutes
spell-like
their mid-legs
spells
perability.
day
and that
The
equal
effects.
inflict
caster
to 1d4
its level
character
points
for of
thislevel,
damaabi
Insect
Natural
Mind:
Spell-Like
Flying:
Weapons:
Entobians
Ability:
A farfalite
Entobians
gain
Farfalites
acan+2usepossess
racial
can itsuse
saving
butterfly-like
twodisplacement
slashing
throw bonuswingsnatural
once
to
against
fly
weapon
perforday enchantment
a number
attacks
as a spell-like
ofwith
minutes
(charm)
theirability.
mid-legs
per
spellsThe
dayand caster
equal
thateffects.
inflict
to
level
its1d4
character
for points
this ability
level,
of dama is we
Insect
Natural
Mind:
Senses:
Innate
Weapons:
Entobians
Spell-Like
Moscanites
Resistance:
Flying:
Entobians
gainAbility:
A moscanite
have
a +2Moscanites
Moscanites
possess
racial
low-light can
saving
two
have
vision.
usecan
slashing
throw
its
acid
use
fly-like
bonus
resistance
acid
natural
wings
arrow
against
weapon
to
5.
onceflyenchantment
for
perattacks
aday
number as
witha(charm)
of
spell-like
their
minutes
mid-legs
spells
ability.
perand day
that
The
effects.
equal
inflict
caster 1d4
to its
level
points
character
for of
thisdamaabi
lev
Insect
Natural
Mind:
Flying:Weapons:
Entobians
A matron Entobians
gain
can ause +2 its
possess
racial
fly-like
saving
two
wingsslashing
throwto flybonus
for
natural
a against
number
weapon enchantment
of minutes
attacks with per (charm)
day
theirequalmid-legs
spells to and
itsthatcharacter
effects.
inflict 1d4 level,points
with ofa spee
dama
FastBig
Speed:
Flank
Hands:
Lost
Despite
From
Natural
Due
Under
Toxic:
Below:
toitsvery
Acrobat:
Foot:
little
AnyWhen
large
feet,
Acreature
kval
Kvals
hands,
sharing
a does
kval’s
receive
that
anot
alegs
dense
swallows
square
provoke
aand+4internal
with
racial
tailaanaid
kval
an
attack
bonus
structure,
in
enemy,
whole
striding
of
onopportunity
takes
aAcrobatic
and
and
kvala 1springing.
counts
knack
point skill
whenoffor
aschecks.
Strength
The
acrobatic
ifentering
it were
result
damage
ainmaneuvers,
is
larger
any
thatone per
itenemy’s
can
square
round
amove
kvalspace
until
adjacent
can
asthefast
from
wield
body
as
toan
wea
that
aisad
S
Skilled:
SkinMahrogs
of the Beast:
gain You
an additional
gain a +2skill natural
rankarmorat firstbonus
level whichto Armor theyClass mustwhen use inwearing
Acrobatics, leather Climb,or hide Handle armor. Animal,
You do Knowledge
not gain
MarshGrasping
Move:
Skilled
Skilled
Tongue:
AJumper:
mogogol
Climber:
The
Mogogols
suffers
mogogol
Smallno mogogols
gain
movement
cana choose
+4 racial
gainpenalties
to
abonus
+4
make racial
for
to
a grapple
Acrobatics
moving
bonus to maneuver
through
Climb
checks skill
marshes
when
withchecks.
itsjumping,
or
tongue
mud. and on targets
are always up toconsidered
10 feet away. to havYo
MarshGrasping
Move:
SkilledTongue:
AJumper:
mogogol The
Mogogols
suffers
mogogol nogain
movement
cana choose
+4 racial penalties
tobonus
makefor to
a grapple
Acrobatics
moving maneuver through
checks marshes
when
with its jumping,
or
tongue
mud. and on targets
are always up toconsidered
10 feet away. to havYo
HoldBestial
Breath:
GreatFortitude:
An
Swimmers:
amphibious
Amphibian
Amphibian
anumus anumi anumi
canreceive
holdgainits
aa+2breath
+4racial
racial
forbonus
bonus
a number on to all
all
ofsaving
Swim
rounds skill
throws
equalchecks. against
to four times disease its andConstitution
poison. score before
Bestial
Great
Reflexes:
Web Climbers:
Caster:
Arachnid
Arachnid
Arachnid anumianumi
anumi receive
gain
can cast
aa +4+2web
racial
racial once
bonus
bonus pertoonday
all
allas
Climb
saving
a spell-like
skill
throws
checks.
ability.
against The arearadiusattacks for thiswitheffect
the electricity,
is a 10-foot fire,
radi or
EagleFeather
Eyes: Magic:
Avian anumi
Avian anumireceivecan a +1 castracial
feather
bonus fallononcerangedper day attack on rolls.
themselves as a spell-like ability. This effect cannot be us
Scent: Canine anumi gain the scent extraordinary ability. See the Appendices in the Pathfinder Roleplaying Game for more info
Bestial
Rushing
Fortitude:
Charge:
Equine
When anumimaking receivea charge
a +2 racial
attack,bonus an equineon allanumus
saving throws may make against bothdiseasea bull rush and and poison. a basic melee attack (in
Cat-like
Sure-footed:
Grace: AFeline
feline anumi
anumus receive
may rerolla +2 aracialfailedbonus
Reflex onsave.
Acrobatics
This trait andisClimb
used as skillanchecks.
immediate action after the first save is a
Bestial
Bestial
Fortitude:
Contortionist:
Reflexes:Ophidian
Ophidian
Ophidian anumi anumi
anumireceivereceive
receive a +2aaracial
+2
+2 racial
racial
bonus bonus
bonuson allon
onsaving
all
Escape
saving throws
Artist
throws against
skillagainst
checks.disease
areaIn addition,
and
attacks poison.
with
theythe canelectricity,
move throug fire
Scent: Porcine anumi gain the scent extraordinary ability. See the Appendices in the Pathfinder Roleplaying Game for more
Boarish Ferocity: Once per day, when a porcine anumus is brought below 0 hit points but is not killed, he can fight for one more
ability.
Ferocious
ReptilianHunger:
Mind: Reptile
If a reptile anumianumusrecieve failsa a+1Will
bonussaving on throw,
attack he rollsmay against
roll again
Tiny or and smaller
take the sized secondcreatures. result.
Jittery:
Rodent
Rodent Resilience:
anumi receive
A rodent a +2 anumus
racial bonus
may reroll on Initiative
a failed Fortitude
checks. save. This trait is used as an immediate action after the fir
Bestial
Improved
Fortitude:
Grapple:
UrsineUrsine
anumianumi receive receive
a +2 racial
Improved bonus Grapple
on all saving
as a bonus throws featagainst
at 1st diseaselevel, even andif poison.
they do not meet the prereq
Source
Touch
Unearthly
of Inspiration:
of the Muse:
Presence:
YouImmediate
grant
When allies
Action
your within
hit(nopoint
50
AoO);
feet
totalof
1/day,
isyou
equala
you +1tomay
competence
or greater
grant one thanbonus
adjacent
7, you to all gain
ally
skill
a chance
checks
+1 morale that
to reroll
bonus
involveanyto skills
armor
one saving
that
class you th
a
Low-Light
Bribe
Sense
Fate:
Vision:
Money
Coins:
Silver
Immediate
Numistians
is Life:
Stomach:
Metallic
AsAction;
acan
moneyshines
standard
Numistians
see
1day, twice
when
action,
receive
like
asafaranumistian
numistian
candle
as
a +2 humans
racial
tofails
amaynumistian’s
in
bonus
aconditions
consume
saving on all
throw,
eyesight.
up
saving
of dim
tohe200 light.
may
throws
They goldlose
gain
against
pieces
halfa +4his
to
poison.
racial
cure
level1d8+ bonus
in hit thepoints
to numistian’s
Perception
(minimunsW
Low-Light
Bribe
Sense
Fate:
Vision:
Money
Coins:
Silver
Immediate
Numistians
is Life:
Stomach:
Metallic
AsAction;
acan
moneyshines
standard
Numistians
see
1day, twice
when
action,
receive
like
asafaranumistian
numistian
candle
as
a +2 humans
racial
tofails
amaynumistian’s
in
bonus
aconditions
consume
saving on all
throw,
eyesight.
up
saving
of dim
tohe200 light.
may
throws
They goldlose
gain
against
pieces
halfa +4his
to
poison.
racial
cure
level1d8+ bonus
in hit thepoints
to numistian’s
Perception
(minimunsW
Rooted
Sun Foot:
Heal:Oaklings
Standardcan Action;
stand 1/day
up from oaklingsbeingcan pronehealasthemselves
a swift action when instead
exposed of a to move-equivalent
sunlight. In sunlit action.
conditions (magical or t
Improved
Nimble
Negative
Initiative:
Sleep
Form:Energy
Immunity:
Due
Obitu to Resistance:
again
preternaturally
Rather
the Improved
than
Obitu sleep,
thin
have
Initiative
and
obitu
negative
agile
enter
featbody,
at
energy
a first
meditative
obitu
level
resistance
gain
asstate
a racial
+2equal
known
racialbonus
tobonus
as
6.trance.
feat.
This onresistance
Acrobatics,
They areapplies fully
Escape
awareto damage
Artist,
of theirand from
surr
Sl
Breath
Light
of and
Steam:
Heat:1/day,
A relluk’s
a relluk crystal
can emitheadaconstantly
cloud of steam shedsfrom lightits astorso-mouth.
a torch and can Thislight cloud flammable
has the same objects effect
on fire.
as obscuring m
37 38 39 40 41 42 43 44
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light | Elven Immunities: Elves are immune to magi
Racial Abilities (Long)
Slow and Steady: speed is never modified by armor or encumbrance | Darkvision 60' | Defensive Training: gain +4 Dodge bonu
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light | Elven Immunities: Elves are immune to magi
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light | Defensive Training: Gnomes get a +4 dod
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light | Adaptability: Half-elves receive Skill Foc
Darkvision: Half-orcs can see in the dark up to 60 feet | Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill chec
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by ha
Bonus Feat: Humans select one extra feat at 1st level | Skilled: Humans gain an additional skill rank at first level and one additi
Darkvision: Aasimars can see in the dark up to 60 feet | Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception
Darkvision: Drow can see in the dark up to 120 feet | Drow Immunities: Drow are immune to magic sleep effects and get a +2 ra
Darkvision: Drow can see in the dark up to 120 feet | Drow Immunities: Drow are immune to magic sleep effects and get a +2 ra
Slow and Steady: Duergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance | Darkvisi
Fast: Goblins are fast for their size, and have a base speed of 30 feet | Darkvision: Goblins can see in the dark up to 60 feet | S
Armor: Gnolls have a +1 natural armor bonus
Darkvision: Goblins can see in the dark up to 60 feet | Sneaky: Hobgoblins gain a +4 racial bonus on Stealth checks.
Normal Speed: Kobolds have a base speed of 30 feet | Darkvision: Kobolds can see in the dark up to 60 feet | Armor: Kobolds
Aquatic: Merfolk are aquatic and can breathe water. Their land speed is 5 feet, but their swim speed is 50 feet. They are amphi
Armor: Minotaurs have a +5 natural armor bonus | Natural Cunning (Ex): Although minotaurs are not especially intelligent, they
Darkvision: Orcs can see in the dark up to 60 feet | Ferocity (Ex): A creature with ferocity remains conscious and can continue f
Defensive Training: Svirfneblin gain a +2 dodge bonus to Armor Class | Senses: Svirfneblin have darkvision 120 ft. and lowlight
Senses: Tengus have low-light vision | Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth | Gifted Linguist: Ten
Darkvision: Tieflings see in the dark up to 60 feet | Skilled: Tieflings have a +2 racial bonus on Bluff and Stealth checks | Spell-L
Unluck (Su): A pugwampi radiates an aura of unluck to a radius of 20 feet. A creature in this area must roll 2d20 whenever a sit
Aberrant Nature: Elan are Aberrations, and are not subject to spells or effects that affect humanoids only, such as charm perso
Feather Fall (Su): Air elems act as if affected by a permanent personal feather fall spell | Electricity Resistance: Air elems receiv
Slow Movement: Earth elems have a base speed of 20 feet, reflecting their stiff and cumbersome physique | Damage Reductio
Fast Movement: Fire elems have a base speed of 35 feet, due to their slightly less than solid nature | Smoke Immunity (Ex): Fir
Slow Movement: Water elems have a base speed of 20 feet. In addition, water elems have a swim speed of 20 feet. Water elem
Darkvision 120 feet: Dark elves can see in the dark up to 120 feet | Keen Senses: Dark elves receive a +2 bonus on sight- and
Low-Light Vision: Desert elves can see twice as far as humans in conditions of poor illumination | Keen Senses: Desert elves re
Low-Light Vision: Gray elves can see three-times as far as a human in conditions of poor illumination. This is due to the change
Low Light Vision: High Elves can see twice as far as humans in conditions of poor illumination | Keen Senses: High elves have
concealed door if they pass within 10 feet, regardless of whether or not they are actively looking | Elven Immunities: High elves
Normal Speed: Sea elves have a base land speed of 30 feet. Sea elves have a base swim speed of 30 feet. A sea elf can mov
Flight: Sky elves have a natural ability to fly. Fly is a class skill. Sky elves have a fly speed of 60 feet, with average maneuverab
Darkvision: Half-ogres can see in the dark out to 60 feet | Imposing Figure: Half-ogres are intimidating without trying. They get a
Natural Armor: Lupaari receive a +1 Natural Armor bonus | Low Light Vision: Lupaari can see twice as far as humans in conditio
Natural Armor: A sathoni has +2 natural armor. Sathoni skin is extremely durable | Limited Regeneration (Ex): The sathoni’s na
Fast Movement: Tabreen have a base speed of 40 feet when wearing Light or no armor. When wearing Medium or Heavy armo
Fast Speed: Like goblins, boggles are fast for their size, and have a base speed of 30 feet. | Darkvision: Boggles can see in the
Fast Speed: Because of their extra limbs and insectoid muscles, entobians are fast for their size, and have a base speed of 30
Fast Speed: Because of their extra limbs and insectoid muscles, entobians are fast for their size, and have a base speed of 30
Fast Speed: Because of their extra limbs and insectoid muscles, entobians are fast for their size, and have a base speed of 30
Fast Speed: Because of their extra limbs and insectoid muscles, entobians are fast for their size, and have a base speed of 30
Fast Speed: Because of their extra limbs and insectoid muscles, entobians are fast for their size, and have a base speed of 30
Fast Speed: Because of their extra limbs and insectoid muscles, entobians are fast for their size, and have a base speed of 30
Senses: Kvals have low-light vision. | Detect Evil: 1/day, a kval can cast detect evil as a spell-like ability, caster level 2. | Fast S
Almost Human: Mahrogs count as human for any effect related to race. | Bonus Feats: Mahrogs gain the Improved Unarmed S
Hold Breath: A mogogol may hold its breath for a number of rounds equal to four times its Constitution score before it risks drow
Hold Breath: A mogogol may hold its breath for a number of rounds equal to four times its Constitution score before it risks drow
Keen Senses: Anumi receive a +2 racial bonus on Perception skill checks. | Acid Resistance: Amphibian anumi gain resist acid
Keen Senses: Anumi receive a +2 racial bonus on Perception skill checks. | Darkvision: Arachnid anumi can see in the dark up
Keen Senses: Anumi receive a +2 racial bonus on Perception skill checks. | Bestial Reflexes: Avian anumi receive a +2 racial b
Keen Senses: Anumi receive a +2 racial bonus on Perception skill checks. | Improved Trip: Canine anumi receive Improved Tri
Keen Senses: Anumi receive a +2 racial bonus on Perception skill checks. | Enhanced Speed: Equine anumi have a base spee
Keen Senses: Anumi receive a +2 racial bonus on Perception skill checks. | Low-Light Vision: Feline anumi can see twice as fa
Keen Senses: Anumi receive a +2 racial bonus on Perception skill checks. | Darkvision: Ophidian anumi can see in the dark up
Keen Senses: Anumi receive a +2 racial bonus on Perception skill checks. | Bestial Fortitude: Porcine anumi receive a +2 racia
ability.
Keen Senses: Anumi receive a +2 racial bonus on Perception skill checks. | Bestial Fortitude: Reptile anumi receive a +2 racial
Keen Senses: Anumi receive a +2 racial bonus on Perception skill checks. | Bestial Reflexes: Rodent anumi receive a +2 racial
Keen Senses: Anumi receive a +2 racial bonus on Perception skill checks. | Bear’s Might: Ursine anumi receive a +1 racial bon
Low-Light Vision: Muses can see twice as far as humans in conditions of dim light. | Muse Immunities: Muses are immune to m
Adjustable Size: As a move action, a numistian can become Small if Medium-sized, or Medium if Small-sized. They can be any
Adjustable Size: As a move action, a numistian can become Small if Medium-sized, or Medium if Small-sized. They can be any
Humanoid Plant: While technically a plant, an oakling has more in common with most humanoids. This commonality precludes
Darkvision: Obitu can see in the dark up to 60 feet. | Fossil Fortitude: Obitu gain a +4 racial bonus on saving throws against dis
Relluks do have immunity to poison, sleep effects, paralysis, petrification, disease, nausea, effects that cause the sickened con
110 175 263 350
Clr/Drd/Mnk/Wiz
Brd/Ftr/Pal/Rgr
Bbn/Rog/Sor
Venerable
Adulthood
Maximum
Middle
Old
0 0 0 0
Table 7–3: Random Height and Weight
40 125 188 250 Base Base Weight
110 175 263 350 Race Height Weight Modifier Multiplier
40 100 150 200 Human, male 4 ft. 10 in. 120 lbs. 2d10 × 5 lbs.
20 62 93 125 Human, female 4 ft. 5 in. 85 lbs. 2d10 × 5 lbs.
14 30 45 60 Dwarf, male 3 ft. 9 in. 150 lbs. 2d4 × 7 lbs.
20 50 75 100 Dwarf, female 3 ft. 7 in. 120 lbs. 2d4 × 7 lbs.
15 35 53 70 Elf, male 5 ft. 4 in. 100 lbs. 2d8 × 3 lbs.
Table 7–3: Random Height and Weight
nd electricity resistance 5 1000 1000 1000 1000
Like Abilities (caster level 2): A drow1000
can cast
1000dancing
1000 lights,
1000 darkness, and faerie fire each once per day | Light Blindness: Abrupt exposure
-Like Abilities (caster level 2): Drow1000
nobles 1000can cast
1000dancing
1000 lights, deeper darkness, faerie fire, feather fall, and levitate each at will, and ha
gainst spells and spell-like abilities 1000
| Stability:
1000Duergar
1000 1000
receive a +4 racial bonus to their CMD against bull rush or trip attempts while on solid
1000 1000 1000 1000
1000 1000 1000 1000
1000 1000 1000 1000
class skills for a kobold | Light Sensitivity
1000 1000 (Ex): Creatures
1000 1000 with light sensitivity are dazzled in areas of bright sunlight or within the radius of a
1000 1000 1000 1000
10 ft. | Powerful Charge (Ex): When 1000
a minotaur
1000 1000 makes1000a charge, its attack deals 2d6+0 extra damage in addition to the normal benefits an
e amount equal to its Constitution score.
1000 1000
| Light1000
Sensitivity
1000(Ex): Creatures with light sensitivity are dazzled in areas of bright sunlight or with
hey gain a +2 racial bonus on Craft1000 (alchemy)
1000 checks
1000 1000
and Perception Human,
checksmale | Hatred:
4 ft. 10
Svirfneblin
in. 120 lbs. receive
2d10a×+1 5 lbs.
bonus on attack rolls agains
th in swordplay, and as a result are1000automatically
1000 1000 proficient
1000 with sword-like weapons (including bastard swords, daggers, elven curve blade
stance 5 | Fiendish Sorcery (Ex): Tiefling
1000 1000sorcerers1000with the Abyssal Mogogol
1000 or Infernal(small) 2 ft. treat
bloodline 5 in. their
25 lbs. 2d4 1 lb.score as 2 points higher for al
Charisma
Elf, female 5 ft. 4 in. 90 lbs. 2d6 × 3 lbs.
ork on animals, other gremlins, and1000 gnolls.
1000 Any1000
character
1000that gains Gnome,
any sort female
of luck 2bonus
ft. 10 (such
in. 30 as lbs.that
2d4granted
× 1 lb. by a luckstone or divine fa
Elf, female 5 ft. 4 in. 90 lbs. 2d6 × 3 lbs.
the ability to manifest powers, unless
1000 they
1000 gain1000
that ability
1000through another
Gnome,source,
female such 2 ft. 10 as in.
levels
30 lbs.in a2d4
psionic
× 1 lb.
class. | Resilience (Su): Whe
s receive a +2 racial bonus to all saves1000against
1000 air 1000
spells
1000
and effects Half-elf, male 5 ft. 2 in. 110 lbs. 2d8 × 5 lbs.
nus to caster level when casting spells 1000 with
1000the [Earth]
1000 1000
descriptor or from
Half-elf,
the Earth
femaledomain5 ft. 0 in.| Saving
90 lbs.Throws:
2d8 × 5Earth
lbs. elems receive a +2 racial
sting: Fire elems receive a +1 bonus 1000
to caster
1000level 1000when1000casting spells
Half-orc,
with themale [Fire]
4 ft.descriptor
10 in. 150orlbs. from2d12
the ×Fire
7 lbs.
domain | Saving Throws: F
Water elems can always take 10 on1000 a Swim1000 check,
1000even1000
if rushed orHalf-orc,
threatened. femaleWater4 ft.elems
5 in. 110
can uselbs. 2d12
the run× 7action
lbs. while swimming, prov
Spell Resistance: Dark elves possess 1000Spell
1000Resistance
1000 10008 | Spell-like Abilities:
Halfling, male
Dark elves
2 ft. 8 can
in. 30 uselbs.
the2d4following
× 1 lb. spell-like abilities once per da
st enchantment spells or effects | Elven1000Magic:
1000 Desert
1000 1000
elves receive Halfling,
a +2 racial female
bonus2 on ft. 6caster
in. 25level
lbs. 2d4
checks× 1 made
lb. to overcome spell resist
f they pass within 10 feet, regardless 1000of whether
1000 1000 or not1000
they are actively
Boggle,
looking
male | Elven
3 ft. 2Immunities:
in. 40 lbs. 1d6 Gray× elves
1 lb. are immune to magic sleep
1000 1000 1000 1000 Boggle, female 3 ft. 0 in. 35 lbs. 1d8 × 1 lb.
luding composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elv
ys choose to take 10 on a Swim check, 1000even1000 if distracted
1000 1000 or endangered.Entobian
He can 2’6”use
25 the
lbs.run1d12 1 lb.while swimming, provided he swims in a
action
light load. With a medium load can1000 take a1000move1000action1000 Entobian
only at half speed whileMatron
flying. or Lifer
With 4’ 5” 95load,
a heavy lbs 1d12 5 lbs.
a sky elf cannot fly at all. | Low Lig
1000 1000 1000 1000 Kval 10” 90 lbs. 1d6 2 lb.
+4 bonus to Survival checks made1000 when1000tracking1000a creature
1000 by scent. Mahrog,
| Sound male 4 ft. 5 in.Lupaari
Sensitivity: 90 lbs. 1d12 5 lbs.
are particularly sensitive to loud sounds
Nature) checks. Sathoni have an innate1000 affinity
1000 1000 for nature’s
1000 processes Mahrog, female
| Darkness 4 ft. 80 lbs.
Sensitivity: Due 1d12 5 lbs.
to their dependency upon on sunlight, sa
see in the dark up to 60 feet | Keen1000 Senses:1000 Tabreen
1000 receive
1000 a +2 bonus Mogogol (medium)
to sight-, sound- 4 ft.and5 in. 110 lbs. 2d12
touch-based 7 lbs. checks | Sound Sen
Perception
Muse, male 6 ft. 160 lbs. 2d6 5 lbs.
10 1d4 1d6 1d8 20 25 30 1d6 Muse, female 5.ft. 10 in 155 lbs. 1d12 5 lbs.
14 1d4 1d6 2d6 45 65 75 3d20 Anumus, male 4’ 10” 120 lbs. 2d4 3 lbs.
14 1d4 1d6 2d6 45 65 75 3d20 Anumus, female 4’ 5” 85 lbs 2d4 3 lbs.
14 1d4 1d6 2d6 45 65 75 3d20 Numistian, male 3-6 ft.* 55 lbs. 1d8 2 lbs.
14 1d4 1d6 2d6 45 65 75 3d20 Numistian, female 3-6 ft.* 65 lbs. 1d8 2 lbs.
14 1d4 1d6 2d6 45 65 75 3d20 Oakling, male 6 ft. 6 in. 250 lbs. 2d8 7 lbs.
14 1d4 1d6 2d6 45 65 75 3d20 Oakling, female 6ft. 200 lbs. 2d6 7 lbs.
14 1d4 1d6 2d6 45 65 75 3d20 Obitu, male 4 ft. 10 in. 20 lbs. 2d10 1 lb.
1 1d4 1d6 2d6 1000 1000 1000 0 Obitu, female 4 ft. 5 in. 15 lbs. 2d10 1 lb.
10 1d4 1d6 2d6 25 40 50 3d10 Relluk 5 ft. 8 in. 320 lbs. 2d12 12 lbs.
12 1d4 1d6 2d6 30 45 55 2d10
12 1d4 1d6 2d6 30 45 55 2d10
1 1d4 1d6 2d6 20 37 55 2d20
1 1d4 1d6 2d6 20 37 55 2d20
1 1d4 1d6 2d6 20 37 55 2d20
1 1d4 1d6 2d6 20 37 55 2d20
1 1d4 1d6 2d6 20 37 55 2d20
1 1d4 1d6 2d6 20 37 55 2d20
1 1d4 1d6 2d6 20 37 55 2d20
1 1d4 1d6 2d6 20 37 55 2d20
1 1d4 1d6 2d6 20 37 55 2d20
1 1d4 1d6 2d6 20 37 55 2d20
1 1d4 1d6 2d6 20 37 55 2d20
7 4d6 6d6 10d6 200 300 400 5d100
15 1d4 1d6 2d6 65 70 75 1d100
15 1d4 1d6 2d6 65 70 75 1d100
25 4d6 6d6 8d6 150 225 300 3d100
5 4d6 6d6 8d6 155 227 310 4d100
1 4d6 6d6 1d0d6 1000 1000 1000 1000
0 0 0 0
46 47 48 49 50 51 52 53
Saving Throws
0 0 0 0 0 0
*** PRPG - Base ***
0 Barbarian 12 0 0 0 0 0
0 Bard 8 0 0 0 0 0
0 Cleric 8 0 0 0 0 0
0 Druid 8 0 0 0 0 0
0 Fighter 10 0 0 0 0 0
0 Monk 8 0 0 0 0 0
0 Paladin 10 0 0 0 0 0
20 Ranger 10 12 2 3 3 0
0 Rogue 8 0 0 0 0 0
0 Sorcerer 6 0 0 0 0 0
0 Wizard 6 0 0 0 0 0
0 BETA Alchemist 8 0 0 0 0 0
0 BETA Cavalier 10 0 0 0 0 0
0 BETA Inquisitor 8 0 0 0 0 0
0 BETA Oracle 8 0 0 0 0 0
0 BETA Summoner 8 0 0 0 0 0
0 BETA Witch 6 0 0 0 0 0
*** LSJ - Base ***
0 Aristocrat 8 0 0 0 0 0
0 Noble 8 0 0 0 0 0
*** SGG - Base ***
0 Shaman 8 0 0 0 0 0
*** Custom ***
0 0 4 0 0 0 0 0
*** PRPG - PrC ***
0 Arcane Archer 10 0 0 0 0 0
0 Arcane Trickster 6 0 0 0 0 0
0 Assassin 8 0 0 0 0 0
0 Dragon Disciple 12 0 0 0 0 0
0 Duelist 10 0 0 0 0 0
0 Eldritch Knight 10 0 0 0 0 0
0 Loremaster 6 0 0 0 0 0
0 Mystic Theurge 6 0 0 0 0 0
0 Pathfinder Chronicler 8 0 0 0 0 0
0 Shadowdancer 8 0 0 0 0 0
0 Diabolist 6 0 0 0 0 0
*** LSJ - PrC ***
0 Temptress 8 0 0 0 0 0
*** Custom ***
0 0 4 0 0 0 0 0
*** Racial ***
0 Aberration 8 0 0 0 0 0
0 Animal 8 0 0 0 0 0
0 Construct 10 0 0 0 0 0
0 Dragon 12 0 0 0 0 0
0 Fey 6 0 0 0 0 0
0 Humanoid 8 0 0 0 0 0
0 Magical Beast 10 0 0 0 0 0
0 Monstrous Humanoid 10 0 0 0 0 0
0 Ooze 8 0 0 0 0 0
0 Outsider 10 0 0
0 Plant 8 0 0 0 0 0
0 Undead 8 0 0 0 0 0
0 Vermin 8 0 0 0 0 0
Table_Class
List_Classes, List_Classes_Base
Total 20 12 2 3 3 0
HP_Base Skill_Points_Base BAB Fort_Base Ref_Base Will_Base
Table_Monk_Unarmed_Damage
Fine Diminutive Tiny Small Medium
1 1d4 1d6
2 1d4 1d6
3 1d4 1d6
4 1d6 1d8
5 1d6 1d8
6 1d6 1d8
7 1d6 1d8
8 1d8 1d10
9 1d8 1d10
10 1d8 1d10
11 1d8 1d10
12 1d10 2d6
13 1d10 2d6
14 1d10 2d6
15 1d10 2d6
16 2d6 2d8
17 2d6 2d8
18 2d6 2d8
19 2d6 2d8
20 2d8 2d10
2 3 4
List_Favored_Enemies
Aberrations
Animals
Constructs
Dragons
Fey
Humanoids (aquatic)
Humanoids (dwarf)
Humanoids (elf)
Humanoids (giant)
Humanoids (goblinoid)
Humanoids (gnoll)
Humanoids (gnome)
Humanoids (halfling)
Humanoids (human)
Humanoids (orc)
Humanoids (reptilian)
Humanoids (other subtype)
Magical Beasts
Monstrous Humanoids
Oozes
Outsiders (air)
Outsiders (chaotic)
Outsiders (earth)
Outsiders (evil)
Outsiders (fire)
Outsiders (good)
Outsiders (lawful)
Outsiders (native)
Outsiders (water)
Plants
Undead
Vermin
List_Favored_Terrain
Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Planes (pick one, other than Material Plane)
Swamp
Underground (caves and dungeons)
Urban (buildings, streets, and sewers)
Water (above and below the surface)
Weapon Proficiency Armor Proficiency
0 0 0 0 0 0
0 0 0 0 0
8 0 0 0 0
9 0 0 0 0
9 0 0 0 0
0 0 0 0 0
0 0 0 0 0
7 0 0 0 0
7 1 1 1 1
0 0 0 0 0
10 0 0 0 0
9 0 0 0 0
0 0 0 0 0
0 0 0 0 0
8 0 0 0 0
10 0 0 0 0
8 0 0 0 0
9 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0
9 0 0 0 0
11 0 0 0 0
0 0 0 0 0
11 0 0 0 0
0 0 0 0 0
10 0 0 0 0
11 0 0 0 0
11 0 0 0 0
0 0 0 0 0
0 0 0 0 0
11 0 0 0 0
0 0 0 0 0
0 0 0 0
0
0 0 0 0 0
0 0 0 0 0 0 0
| Ranger 2
0 0 0 0 3d6 x 10 TRUE
0 0 0 0 3d6 x 10 TRUE
0 0 0 0 4d6 x 10 TRUE
0 0 0 0 2d6 x 10 FALSE
0 0 0 0 5d6 x 10 TRUE
0 0 0 0 1d6 x 10 FALSE
0 0 0 0 5d6 x 10 FALSE
0 1 0 2 5d6 x 10 | Ranger 2 TRUE
0 0 0 0 4d6 x 10 TRUE
0 0 0 0 2d6 x 10 TRUE
0 0 0 0 2d6 x 10 TRUE
0 0 0 0 3d6 x 10 TRUE
0 0 0 0 5d6 x 10 TRUE
0 0 0 0 3d6 x 10 TRUE
0 0 0 0 3d6 x 10 TRUE
0 0 0 0 2d6 x 10 TRUE
0 0 0 0 2d6 x 10 TRUE
0
0 0 0 0 6d6x10 TRUE
0 0 0 0 8d6x10 TRUE
0 0 0 0 2d6x10 TRUE
0 0 0 0 TRUE
0 0 0 0 Err:508
0 0 0 0 FALSE
0 0 0 0 FALSE
0 0 0 0 FALSE
0 0 0 0 FALSE
0 0 0 0 FALSE
0 0 0 0 FALSE
0 0 0 0 FALSE
0 0 0 0 FALSE
0 0 0 0 FALSE
0 0 0 0 Err:508
0 0 0 0
0 0 0 0 TRUE
0
0 0 0 0 TRUE
0 TRUE
Disable Device
Acrobatics
Diplomacy
Appraise
Disguise
Craft ()
Craft ()
Climb
Bluff
Arcane Caster Level Divine Caster Level
0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0 0
0 0 0 0 0 0 0
0 0 0 0 0 0
0 0 1 1 1 1
0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0 0 0 0 0
0 0 0 0
0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0
0 0
0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0
0 0 0 0
0 0 0
0 0 0 0
0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0
Err:508 Err:508 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0
0 0 0 0
Err:508 Err:508 FALSE FALSE FALSE TRUE TRUE TRUE TRUE FALSE FALSE FALSE
Caster_Level_Arcane_Max Caster_Level_Divine_Max
Knowledge (dungeoneering)
Knowledge (engineering)
Knowledge (geography)
Knowledge (religion)
Knowledge (nobility)
Knowledge (history)
Knowledge (arcana)
Knowledge (planes)
Knowledge (nature)
Knowledge (spirits)
Knowledge (local)
Handle Animal
Escape Artist
Intimidate
Heal
Fly
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0
0 0 0 0 0 0 0
0 0 0 0
0 0 0 0
1 1 1 1 1 1
0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0
0 0 0 0
0 0 0 0 0
0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0
0 0
0 0 0 0 0 0 0 0 0 0 0 0 0
0
0 0
0 0 0 0 0 0 0 0 0 0 0 0 0
0 0
0 0 0 0 0 0 0 0 0 0 0 0 0
0
0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0
0 0
0 0
FALSE FALSE TRUE TRUE TRUE FALSE TRUE FALSE TRUE FALSE FALSE TRUE FALSE FALSE FALSE FALSE
Profession (untrained)
Perform (percussion)
Perform (untrained)
Perform (keyboard)
Perform (comedy)
Perform (oratory)
Perform (dance)
Perform (string)
Perform (ritual)
Perform (wind)
Perform (sing)
Sense Motive
Perform (act)
Profession ()
Profession ()
Linguistics
Perception
Ride
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0
1 1 1 1 1
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0
0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0
0 0
0 0 0
0
0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0
0 0 0 0 0 0 0 0 0 0 0 0
0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0
0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0
0 0
FALSE TRUE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE TRUE TRUE TRUE TRUE FALSE
Use Magic Device
Sleight of Hand
Spellcraft
Survival
Stealth
Swim
0
0 0 0 0 0 0 3 3
4 4 *** PRPG - Base ***
0 0 0 0 5 5 Barbarian
0 0 0 0 0 0 6 6 Bard
0 0 0 0 7 7 Cleric
0 0 0 0 0 8 8 Druid
0 0 0 0 9 9 Fighter
0 0 0 0 10 10 Monk
0 0 0 11 11 Paladin
1 1 1 1 0 0 12 12 Ranger
0 0 0 0 0 0 13 13 Rogue
0 0 0 0 0 0 0 0 14 14 Sorcerer
0 0 0 15 15 Wizard
0 0 0 0 0 0 16 16 BETA Alchemist
0 0 0 0 0 0 0 0 17 17 BETA Cavalier
0 0 0 0 0 0 18 18 BETA Inquisitor
0 0 0 0 0 0 0 0 19 19 BETA Oracle
0 0 0 0 20 20 BETA Summoner
0 0 0 0 21 21 BETA Witch
22 22 *** LSJ - Base ***
0 0 0 0 23 23 Aristocrat
0 0 24 24 Noble
25 25 *** SGG - Base ***
0 0 0 26 26 Shaman
29 *** PRPG - PrC ***
0 0 0 0 0 0 0 0 30 Arcane Archer
29 31 Arcane Trickster
0 0 0 0 30 32 Assassin
0 0 0 0 0 0 31 33 Dragon Disciple
0 0 0 0 0 0 32 34 Duelist
0 0 0 33 35 Eldritch Knight
0 0 34 36 Loremaster
0 0 0 0 35 37 Mystic Theurge
0 0 0 0 36 38 Pathfinder Chronicler
0 0 0 37 39 Shadowdancer
0 0 0 0 0 38 40 Diabolist
0 0 0 0 39 41 *** LSJ - PrC ***
0 0 0 40 42 Temptress
41 45 *** Racial ***
0 0 0 0 42 46 Aberration
47 Animal
0 0 0 0 0 0 0 0 48 Construct
45 49 Dragon
0 0 46 50 Fey
0 0 47 51 Humanoid
0 0 48 52 Magical Beast
0 0 49 53 Monstrous Humanoid
0 0 0 0 0 0 50 54 Ooze
0 0 0 51 55 Outsider
0 0 52 56 Plant
0 0 0 0 0 53 57 Undead
0 0 54 58 Vermin
0 0 55 #VALUE! NULL
0 0 56 #VALUE! NULL
0 0 57 #VALUE! NULL
0 0 58 #VALUE! NULL
Gain Stunning
Successful RefFist
save asvs.bonus
attack feat
that normally deals half
damage instead deals no damage; not available when
While
wearing wearing
medium noor armor
heavy and carrying
armor no more
or when than a light
helpless
load, gain 0' Enhancement bonus to land speed
BAB treated as 0 higher when calculating CMB
Ki
Gainpool:
+2 2; ki strike
bonus treatedvs.
on saves asenchantment
weapon for overcoming
spells/effectsDR;
Swift Action, spend 1 ki point to gain additional attack at
highest attack bonus during flurry of blows, increase speed
Treat
by 20'
Add +0fall
toas
for 0' shorter
1Acrobatics
rnd, or gain if +4
w/in
checks reach
Dodge of wallto
bonus
for jumping, AC forcount
always 1 rndas
having running start; Swift Action, spend 1 ki point to gain
+20
Immunebonus to to
all jump for 1 including
diseases, rnd supernatural and magical
Standard
Successful Ref save vs. attack thatto
Action, spend 2 ki points regain 0deals
normally hp half dmg
instead deals no dmg and failed save only deals half dmg;
not available
Immune to allwhen
poisonshelpless
Move Action, spend 2 ki points to move up to 400' (as
dimension door)
Gain
1/day;SR 10 melee strike damages creature not immune to
after
critical hit, may slay target up to 0 days later as Free Action;
Fort
TakeDC no 12 negs from aging, cannot be magically aged
penalties
Speak with any living creature
Move Action; spend 3 ki points to become ethereal for 1
minute
Type changes to Outsider, gain DR 10/chaotic; may still be
brought back from the dead
Aura of Good equals level 0
Move Action; at will, may concentrate on single
item/individual w/in 60' and determine strength of evil aura
Err:502
Gain +1 to all saves
Standard Action (Swift for self); 1/day, heal 0d6 dmg or make
melee
Immune touch attack
to fear; whileto dmg Undead
conscious, allies w/in 10' gain +4
Morale bonus on saves vs. fear
Immune to all diseases, including supernatural and magical
Lays on hands removes additional condition(s):
Standard Action (no AoO); spend 2 lay on hands uses Err:502 and
present holy symbol to cause 30' radius positive
Casts divine spells from paladin spell list; must choose and energy burst
that affects all undead or living creatures
prepare spells in advance; Charisma is primary ability for(may exclude self),
dealing/healing
bonus spells and0d6 DC; dmg;
mustWill save1half
spend hour(DC 11)day to regain
each
(DC 12):
daily 1 spells
allotment per day
of spells
(DC 13): 0 spells per day
(DC 14): 0 spells per day
(DC 15): 0 spells per day
Immune to charm spells/spell-like abilities; while conscious, Err:502
allies w/in 10' gain +4 Morale bonus on saves vs. charm
Free Action, spend to lay on hands to grant smite evil
effects - Favored Enemy (Ex):
Weapons
bonuses totreated as good-aligned
all non-evil allies w/in 10' forfor
overcoming
1 min DR; while
Gain bonus on
conscious,
Gain DR 5/evil; any attack
immune vs.toenemy w/in 10'
compulsion is also treated
spells/spell-like Bluff/Knowledge/Percepti
good-aligned
abilities; while conscious, allies w/in 10' gain +4 Morale bonus on/Sense
Gain
on
Gain DR
saves
bonus 10/evil;
vs.on smite evil
compulsion strike vs. Outsiders causes
effects
Bluff/Knowledge/Perception/Sense Motive/Survival checks,
banishment and ends smite
Motive/Survival checks, weapon attacks and dmg rolls; may weapon attacks and dmg
make Knowledge skill checks untrained when attempting to rolls; may make
identify these creatures; + vs. Humanoids (orc) Knowledge skill checks
untrained when
attempting to identify
these creatures; + vs.
Humanoids (orc)
- Wild Empathy (Ex):
Spend
- Track 1(Ex):
min Gain
and roll+1 on
Gain
Spend +11 on
minSurvival
and rollchecks
1d20+3totofollow/identify
improve attitude tracksanimal w/in 1d20+3
Survival to improve
checks to
30' as if using Diplomacy; influence magical beast w/ Int of 1 attitude animal
-follow/identify
Combat w/in
Feat30'
Styletracks
or 2 at –4 penalty
Gain bonus feats related to Archery combat: as if using Diplomacy;
(Ex): Gain bonus feats
influence
related to magical
Archery beast
Gain Endurance as bonus feat w/
combat: or 2 at –4
Int of 1
SELECT
Gain Animal companion that grows with you; effective druid penalty
1st FAVORED TERRAIN
level 0; animal shares favored enemy and favored terrain
Animal
bonuses companion
Casts divine spells gains benefits
from ranger based
spell list; on
must fullchoose
Rangerand level
(rather than
prepare Ranger
spells level -3)
in advance; Wisdom is primary ability for
bonus spells and DC; must spend 1 hour each day to regain
(DC 13):
daily 1 spells
allotment per day
of spells
(DC 14): 1 spells per day
(DC 15): 0 spells per day
(DC 16): 0 spells per day
Gain bonus feats related to wilderness survival
May move through any non-magical undergrowth at normal
Move
speedat & normal speeddmg/suffering
w/out taking while trackingany w/out
othertaking –5 penalty,
impairment
takes
Standardonly –10
Action; penalty
designatewhen 1 moving
target ofat
Successful Ref save vs. attack that normally deals half up to
favored twice
enemy normal
type
speed
w/in while
sight; tracking
when tracking quarry, may
damage instead deals no damage; not available when take 10 on Survival
checks
wearingwhile
mediummoving at normal
or heavy armorspeed
or when w/out penalty; gain +2
helpless
Insight
May hide in any favored terrain, even if terrain threats
bonus on attacks vs. quarry, all critical doesn’t grant
automatically
Successful Ref confirmed;
cover or concealment dismiss
save vs. attack as normally
that Free Action buthalf
deals cannot
dmg
select
insteadnew quary
deals for 24
no dmg hrs
and (1 hrsave
failed if killed)
only deals half dmg;
not available
In any favoredwhen helpless
terrain, may use Stealth while being observed
Standard Action; successful attack vs. favored enemy at full
attack bonus inflicts normal dmg and foe must make Fort
Deal
save +0d6
(DC 13)dmg or vs.
diefoe(may w/in 30' denied
choose to deal Dex bonus to
nonlethal dmg equal
AC/flanked;
to current HPmay only deal
instead); extra
usable vs.nonlethal
each favored dmg w/ nonlethal
enemy type
weapon;
1/day+1 to
Gain must be able
Disable to see/reach
Device checks and vitaltospot, so
Perception checks
concealment
Successful Ref
to locate traps; prohibits
saveuse
may sneak
vs. attack
Disableattack
that
Devicenormally
on magicdealstraps
half
damage instead deals no damage; not available when
wearing medium or heavy armor or when helpless
Gain 0 talent(s)
Gain +0 bonus on Ref saves vs. traps and +0 Dodge bonus
to AC vs. traps
Use poison
Cannot w/out any
be caught chance even
flat-footed, of poisoning
if attacker selfis invisible; still
lose Dex bonus to AC if immobilized or if opponent
Can no longer
successfully be flanked,
uses feint actiondenying rogue sneak attack by
flanking unless attacker is at least a Rogue 4
Sneak attack may also: put foe to sleep for 1d4 hrs, paralyze Err:502
Casts
foe forarcane
2d6 rnds,spells fromfoe;
or slay sorcerer/wizard
Fort save (DC spell
13)list; may cast
negs;
any spelltargetted
creature known without
by masterpreparation;
strike is Charisma
immune toisanotherprimary
ability for bonus spells
master strike for 24 hrs and DC; at 4th level, and every even-
numbered level thereafter may learn new spell in place of#N/A one
already known
#N/A
#N/A
#N/A
#N/A
#N/A
#N/A
#N/A
#N/A
1/day, cast any spell known, after spell is completed become
Fatigued (Exhausted if spell is 1st level); cannot be used
while Fatigued or Exhausted. #N/A
Casts arcane spells from sorcerer/wizard spell list; must
Gain
choose Eschew Materials
and prepare as bonus
spells in advancefeat by getting 8 hrs of
sleep and spending 1 hr studying spellbook; Intelligence is
primary ability for bonus spells and DC; must spend 1 hour #N/A
each day to regain daily allotment of spells
#N/A
#N/A
#N/A
#N/A
#N/A
#N/A
#N/A
#N/A
Substitute
MasterworkDraconic must befor 1 bonus language
worn/wielded availabledue
while casting or make to
race
concentration check (DC 20 + the spell's level); may be used
1/day to cast any one spell in your spellbook (except those
from opposed school) w/out preparation
#N/A
Gain
Swift Scribe
Action,Scroll
3/day,as bonus
may feat spell’s DC by +1, add +2 to
increase
level check to overcome SR, or add +2 Morale bonus on
attack
Gain Spell rolls Focus
made w/ spell
[] as bonus feat
Begins play with spellbook containing all 0-level wizard spells
Gain
(except bonus
those feats
fromrelated to wizardry:
prohibited schools, if any) plus 4 1st-level
spells; gains 2 new spells per class level; must study
spellbook each day to prepare spells, cannot prepare any#N/A
spell not recorded in spellbook except for read magic
Every
Standard arrow gainsTime;
Casting +1 Enhancement
place an area bonus
spell upon arrow and
fire it as part of casting; spell's area centers where arrow
lands and uses bow's range rather than the spell's range Err:502
Err:502
1/day, fire single arrow at up to 0 targets
Take 1 day to create arrow that forces target, if damaged w/in rng using fullby
attack
arrow'sbonus attack, to make Fort save (DC 21) or die; arrow lasts
no longer than 1 year and you may only have 1 such arrow in
By increasing
existence at a normal
time skill check DC by 5, may use Disable #N/A
Device
Deal +0d6 dmg vs. of
and Sleight foeHand
w/in 30' at rng of 30';
denied Dex cannot
bonus take
to 10 on
this check, any
AC/flanked; may object manipulated
only deal extra must weigh
nonlethal 5w/lbs. or less,
1/day,
and mustdeclare
havebe 1atmelee
leastto orrank
1 30' ranged attackdmg
in skillvital
being as sneak
used
nonlethal
attack,
weapon; must able see/reach
target loses any Dex bonus to AC vs. this attack attack; spot, so
concealment
creatures not prohibits
subject tosneak critical attack
hits take no extra damage but
still lose
Free any become
Action; Dex bonus to AC as if under the effects ofErr:502
invisible,
May
greater addinvisibility,
sneak attack for updamage to any spells
to 0 rnds/day (need that not be deal hit
point
Deal dmg ifdmg
consecutive),
+0d6 the targets
caster
vs. are0 flat-footed
level
foe w/in 30' denied (additional
Dex bonus dmg is of
to Action
After
same studying
type asmay victim
the undetected
spell; if save for 3 rndsto(Standard
isnonlethal
allowed negate/halve
AC/flanked;
each rnd), successful only deal extra
sneaksneak attackattack
w/ a melee dmg w/ nonlethal
weapon deals
dmg,
weapon; it also
must negates/halves
bemayablealsoto see/reach dmg so
vital spot,
normal dmg and paralyze (helpless and unable to
concealment
act for 1d6+0 prohibits
rnds) or sneak
kill targetattack
(assassin's choice); Fort
Cannot accidentally poison self when applying poison to asave
(DC
blade 13) negs paralysis/death but not dmg; after study, must
make
Gain
True death
Death
+0 to attackStarting
saves
(Su): w/in
vs. next
poisonsat 3 rnds
4th level, anyone slain by an
Cannot be caught flat-footed, even if attacker is invisible; still
assassin's
Hidden
lose DexWeapons deathtoattack
bonus (Ex):
AC ifAtbecomes
4th level,
immobilized more
an ifdifficult
or assassin
opponent tobecomes
bring back a
from
master theatdead.
successfully hiding
usesSpellcasters
weapons
feint action onattempting
his body. He to bring
addsahis creature
assassin
back
level tofrom all the dead
Sleight ofusing
Handraise dead ormade
skill checks similar tomagic
prevent must
make a caster level
others from noticing them. check with a DC equal to 15 + the
Can
Wheneverno longer
assassin's levelbe
foes orflanked,
is the spell
killed using denying
fails
deathand rogue sneak
duringattack
the material
attack by
component
surprise
flanking
is wasted.
rnd, unless
avoid detection attacker
Casting remove is
by making at least
curse a Rogue
the round
Stealth check 4
before
opposed attempting
by
to bring the checks
Perception creature ofback
those from
in the dead
vicinity to negates
notice that this chance.
target is
May use Stealth skill even while being observed as long as
The
dead DC of the remove curse is 10 + the assassin's level.
some sort of shadow (other than your own) is w/in 10' feet"
1/day, make death attack vs. foe w/out studying beforehand
1/day, declare use of this ability before attack to cause
target's body to crumble to dust after successful death attack;
prevents raise dead and resurrection (but not true
Gain bloodline powers of draconic bloodline:
resurrection) #N/A
Claws (Su) - Free Action, gain 2 claw attacks for up to 4
rnds/day, may Full Attack w/ both using Full BAB for 1d4
Gain +0 increase to Natural Armor
each
Gain +2 Str
Gain bonus draconic bloodline feats:
While using bloodline to grow claws, also gain bite attack,
may Full Attack using Full BAB for 1d6
#N/A
SELECT 1st REVELATION
Casts arcane spells from summoner spell list; may cast any
spell known without preparation; Charisma is primary ability #N/A
for bonus spells and DC; at 5th level, and every third bard
level thereafter may learn new spell in place of one already #N/A
known
#N/A
#N/A
#N/A
#N/A
#N/A
Free Action; give up HP to prevent eidolon from being sent #N/A
back
Summon to home plane;
eidolon eidolon
1/day mustritual;
w/ 1 min remain w/in 100'
dismiss to remain
as Standard
at full strength--between 100' and 1,000', current/max HP
Action
reduced by 50%--between 1,000' and 10,000', current/max
HP reduced by 75%--immediately returned to home plane if
Err:508
more
StandardthanAction;
10,000'; current HPshare
0 rnds/day, lost are not restored
senses when
of eidolon at any
eidolon
rng gets closer
on same plane; may end as Free Action
Gain +2 Shield bonus to AC and +2 Circumstance bonus on
saves while w/in eidolon's reach (does not apply if eidolon is
grappled,
May helpless, paralyzed, stunned, or unconscious)
May use divert Maker’s
up to 2Call pointsability
from toeidolon’s
swap locations evolution withpool eidolon
Err:502
to add
(may appear in any square occupied
evolutions to yourself; cannot select any evolution that by eidolon if it is larger
than
eidolon youcould
and eidolon
not possess,must occupy
and you square
must bethat was
able to occupied
meet
Ally
by gains
you +2 Shield
if able, or well; bonusas
astouch
close to AC and
possible +2
if it Circumstance
isincrease
not able) bonus
requirements
Full-Round
Cannot
on savesbewhile Action;
as
killedw/in
as long cannot
eidolon'seidolonselect
as eidolon to
reach has merge
ability
(does 1 or forms,
notmore apply including
HPevolution;
and all
if eidolon
may
of your
excess
is change
grappled,gear, evolutions
for 0 rnds/day
dmg helpless,
transfers toany (end
time you
eidolon;
paralyzed, as Swift
canthat
effects
stunned, change
Action);
or cause eidolon’s
you death
unconscious); are but
Standard
evolutions
protected Action;
from assume
harm, cannot eidolon's
be shape,
target of copying
spells/effects, all ofand
not
bonusesdmg are unaffected,
areform,doubled as are
if this ally spells like baleful polymorph,
evolutions,
all spells/effects and abilities
currently foris20
targeting
you min/day
you are (need not be
suspended
flesh to stone, imprisonment, and other spells that do not
consecutive
(although but
durations must be spent
continue toand in 1-min
expire); increments);
mayonly take control of
cause
May actual
divert moredamage
of evolutions, eidolon loses
Strength,
eidolon toDexterity,
cast pool
spells;and Constitution
if 2eidolon is scorestochange
returned home)plane to1match
point
from
base evolution per points (or fraction thereof diverted
while scores
Casts arcaneofspells
merged, eidolon;
you are
from may have
immediately
witch spell any gear
ejected,
list; must carried
take
choose
4d6 absorbed
dmg,
and
by new form
and are Stunned
prepare and items
for 1 rnd by getting 8 hrs of sleep andto
spells in advance w/ continuous effects continue
function
spendingwhile 1 hr absorbed;
communinglose all natural
w/ familiar; attacks and
Intelligence racial
is primary
traits (except bonus
ability for bonus spells and DC feats, skills, and languages) in favor of
#N/A
abilities granted by eidolon’s evolutions but retain all of class
#N/A
features
#N/A
#N/A
#N/A
#N/A
#N/A
#N/A
#N/A
#N/A
Creature teaches you magic and also grants skill bonuses,
Gain 1 hex
additional spells, and help w/ some types of magic; stores all
of spells known and must commune w/ familiar each day to
prepare
May select spells;
major begins
hexesstoring all of 0-level witch spells plus 5
1st-level spells
May select grand hexes
#N/A
Resurrection attempts require caster level check (DC 10);
may reattempt next day
Gain loyal imp companion
gain +2 bonus on all Charisma checks made when interacting
Free
w/ devilsAction; 1/day, may alter spells that deal energy dmg to
instead
when using dealplanar
hellfireally
dmg; spells altered
or similar become Cha
spell, opposed Lawful and
check
Evil
vs. Called (but not Summoned) devil reduces price it
demands
gain Augment to serve by half as bonus feat
Summoning
gain +2 bonus on all checks made to research specific devils’
iftrue
killed
namesby any means outside the will of Asmodeus, the
or sigils
2/day,
archdevils, may transport
or
2/day, may use hellfire another as per(ranged
influential
ray dimension
force
touchindoor
Hell,
(rng (but
may
25')travels
be
deals 0d6
through (noHell
resurrected
dmg save, in but
as a burst
normal of brimstone);
SR applies); 1/2 dmg mayisexpendfire but both the rest uses
is
to
not travel
subject as to if using
fire teleport; cannot usefoe
resistance/immunity; thiskilled
abilitymustto make a
when
enter/leaveCallingareas devilwarded
whose name Eviliscreatures
known, may cast Calling
Will
spellsave (DC 11) Action
as Standard or soul and isvs.
damned
bargaintoasHell Move andAction;
resurrection add
attempts
half of total Bluff, Diplomacy, or Intimidate mod (ifcheck
by non-evil casters require caster level any) on (DC
10 + slain creature’s
bargaining Charisma check HD, may reattempt next day)
may make Knowledge skill
checks untrained when
attempting to identify these
creatures; + vs. Humanoids (orc)
- Track (Ex): Gain +1 on Survival
checks to follow/identify tracks
- Wild Empathy (Ex): Spend 1
min and roll 1d20+3 to improve
Class_Ability_Summary_Bbn
attitude animal w/in 30' as if
using Diplomacy; influence 3
magical beast w/ Int of 1 or 2 at Rage_Rounds
–4 penalty
- Combat Style Feat (Ex): Gain
bonus feats related to Archery
combat:
4
Imp_Uncanny_Dodge_Lvl
Class_Ability_Summary_Brd
Class_Ability_Summary_Clr
Class_Ability_Summary_Drd
0
Animal_Companion_Level
Class_Ability_Summary_Ftr
Class_Ability_Summary_Mnk
0
Monk_AC_Mod
Monk_Ki_Strike_Type
Class_Ability_Summary_Pal
Err:502
Divine_Bond_Bonus
se Motive/Survival checks,
weapon attacks and dmg rolls;
may make Knowledge skill
checks untrained when
attempting to identify these
creatures; + vs. Humanoids (orc)
Class_Ability_Summary_Rgr
- Track (Ex): Gain +1 on Survival
checks to follow/identify tracks
- Wild Empathy (Ex): Spend 1
min and roll 1d20+3 to improve
attitude animal w/in 30' as if
using Diplomacy; influence
magical beast w/ Int of 1 or 2 at
–4 penalty
- Combat Style Feat (Ex): Gain
bonus feats related to Archery
combat:
Class_Ability_Summary_Rog
0
Sneak_Attack_Dmg
Class_Ability_Summary_Sor
Class_Ability_Summary_Wiz
0
Familiar_Level
Class_Ability_Summary_ArcArc
h
Class_Ability_Summary_ArcTric
k
Class_Ability_Summary_Ass
Class_Ability_Summary_DragDi
s
Class_Ability_Summary_Duel
Class_Ability_Summary_EldKni
Class_Ability_Summary_Lore
Instant Master
Secret Health
Secrets of Inner Strength
List_Loremaster_Secrets
Class_Ability_Summary_MystTh
e
Class_Ability_Summary_PathCh
ro
Class_Ability_Summary_ShadD
ance
Class_Ability_Summary_Ari
Class_Ability_Summary_Nob
Class_Ability_Summary_Sha
Class_Ability_Summary_Tempt
Class_Ability_Summary_Alchem
ist
Class_Ability_Summary_Cavalie
r
Class_Ability_Summary_Inquisit
or
Class_Ability_Summary_Oracle
Class_Ability_Summary_Sum
Class_Ability_Summary_Witch
Class_Ability_Summary_Diaboli
st
| Ranger 2
Acrobatics Dex* 3 3 1 0 0 0 0 0
Appraise Int 3 3 1 0 0 0 0
Bluff Cha 1 1 1 0 0 0 0
Climb Str* 0 0 1 0 0 0 0 0
Craft (untrained) Int 3 3 1 0 0 0 0
Craft () Int 3 3 1 0 0 0 0
Craft () Int 3 3 1 0 0 0 0
Diplomacy Cha 1 1 1 0 0 0 0
Disable Device Dex* 3 3 0 0 0 0 0 0
Disguise Cha 1 1 1 0 0 0
Escape Artist Dex* 3 3 1 0 0 0 0
Fly Dex* 3 3 1 0 0 0 0 0
Handle Animal Cha 1 1 0 0 0 0
Heal Wis 2 2 1 0 0 0
Intimidate Cha 1 1 1 0 0 0 0
Knowledge (arcana) Int 3 3 0 0 0 0 0
Knowledge (dungeoneering) Int 3 3 0 0 0 0 0
Knowledge (engineering) Int 3 3 0 0 0 0 0
Knowledge (geography) Int 3 3 0 0 0 0 0
Knowledge (history) Int 3 3 0 0 0 0 0
Knowledge (local) Int 3 3 0 0 0 0 0
Knowledge (nature) Int 3 3 0 0 0 0 0
Knowledge (nobility) Int 3 3 0 0 0 0 0
Knowledge (planes) Int 3 3 0 0 0 0 0
Knowledge (religion) Int 3 3 0 0 0 0 0
Knowledge (spirits) Int 3 3 0 0 0 0 0
Linguistics Int 3 3 0 0 0 0 0
Perception Wis 4 2 1 2 0 0
Perform (act) Cha 1 1 1 0 0 0
Perform (comedy) Cha 1 1 1 0 0 0
Perform (dance) Cha 1 1 1 0 0 0
Perform (keyboard) Cha 1 1 1 0 0 0
Perform (oratory) Cha 1 1 1 0 0 0
Perform (percussion) Cha 1 1 1 0 0 0
Perform (string) Cha 1 1 1 0 0 0
Perform (wind) Cha 1 1 1 0 0 0
Perform (sing) Cha 1 1 1 0 0 0
Perform (ritual) Cha 1 1 1 0 0 0
Perform (untrained) Cha 1 1 1 0 0 0
Profession (untrained) Wis 2 2 0 0 0 0 0
Profession () Wis 2 2 0 0 0 0 0
Profession () Wis 2 2 0 0 0 0 0
Ride Dex* 3 3 1 0 0 0 0
Sense Motive Wis 2 2 1 0 0 0 0
Sleight of Hand Dex* 3 3 0 0 0 0 0
Spellcraft Int 3 3 0 0 0 0
Stealth Dex* 3 3 1 0 0 0 0 0
Survival Wis 2 2 1 0 0 0 0
Swim Str* 0 0 1 0 0 0 0 0
Track Wis 2 2 1 0 1 0 0 0
Trap Finding Wis 4 2 1 2 0 0 0 0
Use Magic Device Cha 1 1 0 0 0 0
Err:508 Err:502 0 0 Err:508 0 0
Err:502 Err:502 0 0 0 0 0
Table_Skills
architect
baker
barrister
brewer
butcher
clerk
cook
courtesan
driver
engineer
farmer
fisherman
gambler
gardener
herbalist
innkeeper
librarian
merchant
midwife
miller
miner
porter
sailor
scribe
shepherd
stable master
soldier
tanner
trapper
woodcutter
List_Profession_Skills
Universal Mod
Total Ranks
Con
Cha
Dex
Wis
Str
Int
Class Skill
0 0 0 0 0 0 0
0
0
3
3 0
3 0
3 0
0
0
0
0
0
3
3
3
0
3
0
3
0
0
3
0
0
0
0
0
3
0 0 0
0 0
0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
3 0
3 0
3 0
3
0
0
3
3
3
3
3 0
3 0
0
0 0 Insert New Skills Above This Line
0 0
ANIMAL SIZE SPEED OTHER MOVE NA ATTACKS STR DEX CON
2 None None 0— 0 None 0 0 0
### Ankylosaurus Medium 30' — 9 tail (1d6) 10 14 9
### Alligator Small 20' Swim 30' 4 bite (1d8) or tail slap15
(1d12) 14 15
### Ape Medium 30' Climb 30' 1 bite (1d4), 2 claws (1d4)
13 17 10
### Auroch Medium 40' — 1 gore (1d6) 14 12 12
### Badger Small 30' Burrow 10' 2 bite (1d4), 2 claws (1d3)
10 17 15
### Bear Small 40' — 2 bite (1d4), 2 claws (1d3)
15 15 13
### Bison Medium 40' — 1 gore (1d6) 14 12 12
### Boar Small 40' — 6 gore (1d6) 13 12 15
### Brachiosaurus Medium 30' — 3 tail (2d4) 13 14 11
### Camel Large 50' — 1 bite (1d4) 18 16 14
### Cheetah Small 50' — 1 bite (1d4 plus trip), 212claws (1d2)
21 13
### Crocodile Small 20' Swim 30' 4 bite (1d6) 15 14 15
### Deinonychus Small 60' — 1 2 talons (1d6), bite (1d4)
11 17 17
### Dire rat
### Dog Small 40' — 2 bite (1d4) 13 17 15
### Dolphin
### Eagle Small 10' Fly 80' (average) 1 bite (1d4), 2 talons (1d4)
10 15 12
### Elasmosaurus Medium 30' Swim 50' 2 bite (1d8) 10 18 12
### Elk Medium 50' — 1 gore (1d6) 12 17 14
### Electric Eel
### Elephant
### Giant Frog
### Giant Moray Eel
### Goblin Dog
### Hawk Small 10' Fly 80' (average) 1 bite (1d4), 2 talons (1d4)
10 15 12
### Horse Large 50' — 4 bite (1d4), 2 hooves16 (1d6, secondary)
13 15
### Hyena
### Leopard Small 50' — 1 bite (1d4 plus trip), 212claws (1d2)
21 13
### Lion Medium 40' — 1 bite (1d6), 2 claws (1d4)
13 17 13
### Monitor Lizard
### Octopus
### Orca
### Owl Small 10' Fly 80' (average) 1 bite (1d4), 2 talons (1d4)
10 15 12
### Pony Medium 40' — 2 2 hooves (1d3) 13 13 12
### Pteranodon Medium 10' Fly 50' (clumsy) 0 bite (1d8) 8 21 10
### Rhinoceros
### Roc
### Shark Small — Swim 60' 4 bite (1d4) 13 15 15
### Snake, Constrictor
Medium 20' Climb 20', Swim 20' 2 bite (1d3) 15 17 13
### Snake, Viper Small 20' Climb 20', Swim 20' 2 bite (1d3 plus poison)8 17 11
### Squid
### Stegosaurus Medium 30' — 6 tail (2d6) 10 18 10
### Thylacine Small 30' — 0 bite (1d4) 12 15 16
### Tiger Medium 40' — 1 bite (1d6), 2 claws (1d4)
13 17 13
### Triceratops Medium 30' — 6 gore (1d8) 10 13 11
### TyrannosaurusMedium 30' — 4 bite (1d8) 14 16 10
### Velociraptor Small 60' — 1 2 talons (1d6), bite (1d4)
11 17 17
### Wolf Medium 50' — 2 bite (1d6 plus trip) 13 15 15
### Wolverine Small 30' Burrow 10' 2 bite (1d4), 2 claws (1d3)
10 17 15
Table_Animal_Companion
Each animal companion has different starting sizes, speed, attacks, ability scores, and special qualities. All animal attacks
SkillClass Skill
Acrobatics 1
Climb 1
Escape Artist 0
Fly 1
Intimidate 0
Perception 1
Stealth 1
Survival 0
Swim 1
Table_Animal_Companion_Skills, List_Animal_Companion_Skills
BASE
FAMILIAR SIZE HD SPEEDOTHER MOVE NA FORT REF WILL
95 None None 0 0 — 0 0 0 0
### Air Elemental Small 2 0' fly 100' (perfect) 3 3 3 0
### Air Mephit Small 3 30' fly 60' (perfect) 3 0 3 3
### Bat Diminutive 1 5' fly 40' (good) 0 2 2 0
### Cat Tiny 1 30' — 0 2 2 0
### Celestial Bat Diminutive 1 5' fly 40' (good) 0 2 2 0
### Celestial Cat Tiny 1 30' — 0 2 2 0
###Celestial Hawk Tiny 1 10' fly 60' (average) 0 2 2 0
###Celestial Hawk Tiny 1 10' fly 60' (average) 0 2 2 0
###Celestial Lizard Tiny 1 20' climb 20' 0 2 2 0
###Celestial Monkey Tiny 1 30' climb 30' 0 2 2 0
### Celestial Owl Tiny 1 10' fly 60' (average) 0 2 2 0
### Celestial Rat Tiny 1 15' climb 15', swim 15' 0 2 2 0
###Celestial Raven Tiny 1 10' fly 60' (average) 0 2 2 0
### Celestial Toad Diminutive 1 5' — 0 2 2 0
### Celestial Viper Tiny 1 20' climb 20', swim 20' 1 2 2 0
###Celestial Weasel Tiny 1 20' climb 20' 1 2 2 0
### Dire Rat Small 1 40' climb 20', swim 20' 0 2 2 0
### Dust Mephit Small 3 30' fly 50' (perfect) 3 0 3 3
###Earth Elemental Small 2 20'
burrow 20', earth glide7 3 0 3
### Earth Mephit Small 3 30' fly 40' (average) 3 0 3 3
### Fiendish Bat Diminutive 1 5' fly 40' (good) 0 2 2 0
### Fiendish Cat Tiny 1 30' — 0 2 2 0
###Fiendish Hawk Tiny 1 10' fly 60' (average) 0 2 2 0
###Fiendish Hawk Tiny 1 10' fly 60' (average) 0 2 2 0
###Fiendish Lizard Tiny 1 20' climb 20' 0 2 2 0
###Fiendish Monkey Tiny 1 30' climb 30' 0 2 2 0
### Fiendish Owl Tiny 1 10' fly 60' (average) 0 2 2 0
### Fiendish Rat Tiny 1 15' climb 15', swim 15' 0 2 2 0
###Fiendish Raven Tiny 1 10' fly 60' (average) 0 2 2 0
### Fiendish Toad Diminutive 1 5' — 0 2 2 0
### Fiendish Viper Tiny 1 20' climb 20', swim 20' 1 2 2 0
###Fiendish Weasel Tiny 1 20' climb 20' 1 2 2 0
### Fire Elemental Small 2 50' — 3 3 3 0
### Fire Mephit Small 3 30' fly 40' (average) 3 0 3 3
### Fox Tiny 1 30' — 0 2 2 0
### Goat Tiny 1 30' — 0 2 2 0
### Hawk Tiny 1 10' fly 60' (average) 0 2 2 0
### Homunculus Tiny 2 20' fly 50' (good) 0 0 3 0
### Ice Mephit Small 3 30' fly 40' (average) 3 0 3 3
### Imp Tiny 3 20 fly 50' (perfect) 1 0 3 3
### Lizard Tiny 1 20' climb 20' 0 2 2 0
###Magma Mephit Small 3 30' fly 40' (average) 3 0 3 3
### Monkey Tiny 1 30' climb 30' 0 2 2 0
### Ooze Mephit Small 3 fly
30'40' (average), swim 30'
3 0 3 3
### Octopus Diminutive 1 5' — 0 2 2 0
### Owl Tiny 1 10' fly 60' (average) 0 2 2 0
### Pig Tiny 1 30' — 0 2 2 0
###Pseudodragon Tiny 2 15' fly 60' (good) 2 3 3 3
### Quasit Tiny 3 20 fly 50' (perfect) 2 0 3 3
### Rat Tiny 1 15' climb 15', swim 15' 0 2 2 0
### Raven Tiny 1 10' fly 60' (average) 0 2 2 0
### Salt Mephit Small 3 30' fly 40' (average) 3 0 3 3
### Steam Mephit Small 3 30' fly 40' (average) 3 0 3 3
### Stirge Tiny 1 10' fly 40' (average) 0 2 2 0
### Toad Diminutive 1 5' — 0 2 2 0
### Viper Tiny 1 20' climb 20', swim 20' 1 2 2 0
###Water Elemental Small 2 20' swim 90' 6 3 3 0
### Water Mephit Small 3 fly
30'40' (average), swim 30'
3 0 3 3
### Weasel Tiny 1 20' climb 20' 1 2 2 0
TABLE_FAMILIARS
1st–2nd 1 6
3rd–4th 2 7
5th–6th 3 8
7th–8th 4 9
9th–10th 5 10 —
11th–12th 6 11
13th–14th 7 12
15th–16th 8 13 —
17th–18th 9 14 —
19th–20th 10 15 —
qualities. All animal attacks are made using the creature's full base attack bonus unless otherwise noted. Animal attacks add the animal's S
Tricks Special
0 —
1 Link, share spells
1 Link, share spells
2 Evasion, link, share spells
2 Evasion, link, share spells
2 Evasion, link, share spells
3 Devotion, evasion, link, share spells
3 Devotion, evasion, link, share spells
3 Devotion, evasion, link, share spells
4 Devotion, evasion, link, multiattack, share spells
4 Devotion, evasion, link, multiattack, share spells
4 Devotion, evasion, link, multiattack, share spells
5 Devotion, evasion, link, multiattack, share spells
5 Devotion, evasion, link, multiattack, share spells
5 Devotion, evasion, link, multiattack, share spells
6 Devotion, improved evasion, link, multiattack, share spells
6 Devotion, improved evasion, link, multiattack, share spells
6 Devotion, improved evasion, link, multiattack, share spells
7 Devotion, improved evasion, link, multiattack, share spells
7 Devotion, improved evasion, link, multiattack, share spells
7 Devotion, improved evasion, link, multiattack, share spells
Animal attacks add the animal's Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 its Strength mo
Acrobatics Appraise Bluff Climb
SA SQ FEATS Ranks Class Racial Ranks Class Racial Ranks Class Racial Ranks Class Racial
None None None
whirlwind
Flyby(DC
Attack,
12)
Air Improved
Mastery (Ex): Initiative,
airborne
1 Weapon
foes
3 take
Finesse
0–1 penalty
0 on attack/dmg
0 rolls;
0 Immune: elemental
0 0 traits 0
apon: 15' cone, 1d8 slashing
DRDodge,
5/magic;
(RefImproved
DCFast13 half)
Healing
Initiative
0 2 (gusty and
0 windy);
0 Spell-Like0 Abilities
3 (CL 6th):
3 1/day—gust
0 0 of wind, summon
0 (level 2, 1
— MasterWeapon
gains +3Finesse
bonus 0 on Fly 3 checks0 0 0 0 0 0 3 0
— MasterWeapon
gains +3Finesse
bonus 0 on Stealth
3 checks
0 0 0 0 0 0 3 4
d Cha bonus to attacks Resist
and +1Weapon
Cold,
dmg Acid,
until
Finesse
target
and0 Electricity
is dead
3 or5 familiar
0 0rests 0 0 0 0 3 0
d Cha bonus to attacks Resist
and +1Weapon
Cold,
dmg Acid,
until
Finesse
target
and0 Electricity
is dead
3 or5 familiar
0 0rests 0 0 0 0 3 4
d Cha bonus to attacks Resist
and +1Weapon
Cold,
dmg Acid,
until
Finesse
target
and0 Electricity
is dead
3 or5 familiar
0 0rests 0 0 0 0 3 0
d Cha bonus to attacks Resist
and +1Weapon
Cold,
dmg Acid,
until
Finesse
target
and0 Electricity
is dead
3 or5 familiar
0 0rests 0 0 0 0 3 0
d Cha bonus to attacks Resist
and +1Weapon
Cold,
dmg Acid,
until
Finesse
target
and0 Electricity
is dead
3 or5 familiar
8 0rests 0 0 0 0 3 8
d Cha bonus to attacks Resist
and +1Weapon
Cold,
dmg Acid,
until
Finesse
target
and0 Electricity
is dead
3 or5 familiar
8 0rests 0 0 0 0 3 8
d Cha bonus to attacks Resist
and +1Weapon
Cold,
dmg Acid,
until
Finesse
target
and0 Electricity
is dead
3 or5 familiar
0 0rests 0 0 0 0 3 0
d Cha bonus to attacks Resist
and +1Weapon
Cold,
dmg Acid,
until
Finesse
target
and0 Electricity
is dead
3 or5 familiar
0 0rests 0 0 0 0 3 8
d Cha bonus to attacks
Skill Focus
Resist
and +1 [Perception],
Cold,
dmg Acid,
until target
and
Weapon
0 Electricity
is dead
Finesse
3 or5 familiar
0 0rests 0 0 0 0 3 0
d Cha bonus to attacks Resist
andSkill
+1Cold,
Focus
dmg Acid,
until
[Perception]
target
and0 Electricity
is dead
3 or5 familiar
0 0rests 0 0 0 0 3 0
ort DC 9; frequency 1/round
Resist
forWeapon
Cold,
6 rounds;
Acid,
Finesse
effect
and0 Electricity
1d2 3Con;5cure0 1 save
0 0 0 0 0 3 8
ack, it automatically grapples
ResistWeapon
its
Cold,
foe,Acid,
inflicting
Finesse
and0 automatic
Electricity
3 bite
5 8 damage0 each round. 0 0 0 0 3 8
onset 1d3 days; frequencySkill
—
1/day;Focus
effect
(Perception)
1d30Dex and 3 1d3 0 Con; cure
0 2 consecutive 0 saves 0 0 0 3 8
1d4 slashing and SickenedDRDodge,
5/magic;
3 rnds Improved
(Ref
FastDC Healing
Initiative
13
0 half2 and
(dusty);
negs)
0Spell-Like
0 Abilities (CL
0 6th):31/day—summon
3 0 (level0 2, 1 mephit025%), wind wall
ground; vs. airborne/waterborne,
Improved
Earth GlideBull
suffers
(Ex):
Rush,may
–4Power
penalty
0pass Attack
through
on attacks/dmg;
0almost1anyalso
earth,
3applies
leaving
0 to any
behind
0bull rush/overrun
no tunnel/hole;
0 maneuvers
move
1 earth
3 spell
0 cast on area f
on: 15' cone, 1d8 bludgeoningDRDodge,
5/magic;
(Ref
Improved
DC
Fast13 Healing
Initiative
half)
0 2 (underground);
0 0 Change Size:0 1/day,3 enlarge 3 1 size0 category;
0 Spell-Like0Abilities (CL 6th
dd Cha bonus to attacksResist and +1 Weapon
Cold
dmgand until
Finesse
Fire
target
5
0 is dead 3 or 0familiar0rests 0 0 0 0 3 0
dd Cha bonus to attacksResist and +1 Weapon
Cold
dmgand until
Finesse
Fire
target
5
0 is dead 3 or 0familiar0rests 0 0 0 0 3 4
dd Cha bonus to attacksResist and +1 Weapon
Cold
dmgand until
Finesse
Fire
target
5
0 is dead 3 or 0familiar0rests 0 0 0 0 3 0
dd Cha bonus to attacksResist and +1 Weapon
Cold
dmgand until
Finesse
Fire
target
5
0 is dead 3 or 0familiar0rests 0 0 0 0 3 0
dd Cha bonus to attacksResist and +1 Weapon
Cold
dmgand until
Finesse
Fire
target
5
0 is dead 3 or 8familiar0rests 0 0 0 0 3 8
dd Cha bonus to attacksResist and +1 Weapon
Cold
dmgand until
Finesse
Fire
target
5
0 is dead 3 or 8familiar0rests 0 0 0 0 3 8
dd Cha bonus to attacksResist and +1 Weapon
Cold
dmgand until
Finesse
Fire
target
5
0 is dead 3 or 0familiar0rests 0 0 0 0 3 0
dd Cha bonus to attacksResist and +1 Weapon
Cold
dmgand until
Finesse
Fire
target
5
0 is dead 3 or 0familiar0rests 0 0 0 0 3 8
dd Cha bonus to attacks
Skill Focus
Resist
and [Perception],
+1Cold
dmgand untilFire
target
Weapon
5
0 is deadFinesse
3 or 0familiar0rests 0 0 0 0 3 0
dd Cha bonus to attacksResist and
Skill+1Cold
Focus
dmgand until
[Perception]
Fire
target
5
0 is dead 3 or 0familiar0rests 0 0 0 0 3 0
dd Cha bonus to attacks Resist
and +1 Weapon
Colddmg anduntil
Finesse
Fire
target
5
0 is dead 3 or0familiar0 rests 0 0 0 0 3 8
ack, it automatically grapplesResistWeapon
its
Coldfoe,and
inflicting
Finesse
Fire 5 0 automatic
3 bite8 damage0 each round. 0 0 0 0 3 8
Burn: (1d4,
Dodge,DC Immune:
11)
Improvedelemental
Initiative, traits,
Weapon
1 fire3Finesse 0 0 0 0 0 1 3 0
Weapon: 15' cone, 1d8 fire DRDodge,
(Ref
5/magic;
DCImproved
13
Fast
half)
Healing
Initiative
0 2 (fire); Immune:
0 0Fire; Weaknesses:
0 Vulnerability
3 3 to0cold; Spell-Like
0 Abilities
0 (CL 6th): 1/d
— MasterWeapongains +2Finesse
bonus 0 on Reflex
3 saves
0 0 0 0 0 0 3 4
— MasterWeapongains +3Finesse
bonus 0 on Survival
3 0
checks0 0 0 0 0 3 4
— MasterWeapongains +3Finesse
bonus 0 on sight-based
3 0 and0opposed Perception0 0checks in bright0 light0 3 0
ort DC 13; freq 1/min forTelepathic
60 min;
Lightning
effect
LinkReflexes
sleep
(Su): 0cannot
for 1 min;speak,
cure0but
1 save
knows
0 what its master
0 knows
0 and can0convey0 to him or her0everything it see
e, 1d4 cold and Sickened DRDodge,
35/magic;
rnds Improved
(RefFast
DC Healing
13Initiative
0half and
2 (below
negs)0freezing);0 Immune: Cold; 0 Weaknesses:
3 3 Vulnerability
0 0 to fire; Spell-Like
0 Abilities (
Fort DC 13; frequency 1/rnd DRDodge,
5/good
for 6 Weapon
rnds;
or silver;
effect
Finesse
Immune:
31d2 Dex; 3 fire,
curepoison;
0 1 save0
Resist: acid 10,0 cold 10;
3 Fast3 Healing 0 2; Change
0 Shape: 0boar, giant spide
— MasterWeapongains +3Finesse
bonus 0 on Climb3 checks
8 0 0 0 0 0 3 8
Weapon: 15' cone, 1d8 fire DRDodge,
(Ref
5/magic;
DCImproved
13
Fast
half)
Healing
Initiative
0 2 (magma 0 or lava);
0 Immune: Fire; 0 Weaknesses:
3 3 Vulnerability
0 0 to cold; Magma0 Form (Su):
— MasterWeapongains +3Finesse
bonus 0 on Acrobatics
3 8 checks0 0 0 0 0 3 8
e, 1d4 acid and Sickened DRDodge,
35/magic;
rnds Improved
(RefFast
DC Healing
13Initiative
0half and
2 (wet
negs)
or 0muddy); 0 Spell-Like Abilities
0 3
(CL 6th):3 1/day—stinking
0 0 cloud (DC015), summon (le
— Master
Skill gains
Focus+3 [Perception]
bonus 0 on Swim 3 checks
0 0 0 0 0 0 3 0
— MasterWeapongains +3Finesse
bonus 0 on sight-based
3 0 and0opposed Perception0 0checks in dim0light or0darkness 3 0
— MasterWeapongains +3Finesse
bonus 0 on Diplomacy
3 0 checks0 0 0 0 0 3 4
14; frequency 1/minute for Languages:
10 minutes;
Weapon Draconic,
Finesse
effect 0sleep
telepathy
for 1 (60');
minute;
0 Immune
cure
0 1paralysis,
save
3 0sleep; 0+4 Stealth
3 in forests
0 0 3 0
DC 13; freq 1/rnd for Improved
6 DR
rnds;5/cold
effect
Initiative,
iron
1d2orWeapon
Dex;
good; 0cure
Immune:
Finesse
2 consecutive
electricity,
0 saves
0 poison; Resist:
0 acid310, cold 3 10, fire
0 10; Fast
0 Healing 2;0Change Shape
— MasterWeapongains +2Finesse
bonus 0 on Fortitude
3 0saves 0 0 0 0 0 3 8
praise checks; familiar
—Skill Focus
may speak
[Perception],
1 language Weapon
0 of master's
Finesse
3 choice
0 as
0 supernatural0 ability0 0 0 3 0
Su; caster level 6th): 1/day, DRDodge,
5/magic;
20' square
Improved
Fastarea,
Healing
Initiative
living
0 2creatures
(arid); Spell-Like
0 take 2d8
0 Abilities
dmg (Fort
(CL0DC
6th):
141/day—summon
3half, plant
3 and0aquatic
(level0 2,
creatures
1 mephittake
25%),
0 –2 1/hour—gl
penalty)
negs); Boiling Rain (Su;DR caster
Dodge,
5/magic;
level
Improved
Immune:
6th): 1/day,
Initiative
0Fire;
20'Weaknesses:
square0area, Vulnerability
living
0 creatures
to0cold;
take Fast
2d6
3 fireHealing
3(Fort2DC
0(boiling
14 half)
0water or steam);
0 Spell-Like Ab
ceontarget
at endofofblood
turn ifdrain
it is attached
is exposedWeapon
to to
foefilth
Finesse
(drains
fever,0 4 blinding
Con3 max) sickness,
0 0or similar disease
0 0 0 0 3 0
— Master
Skill gains
Focus+3 [Perception]
hit points
0 3 0 0 0 0 0 0 3 0
rt DC 9; frequency 1/round MasterforWeapon
6gains
rounds;+3Finesse
bonus
effect 0 1d2
on Bluff
Con;
3 checks
cure0 1 save0 0 0 0 0 3 8
tion, at will; as whirlwindImmune:
specialPowerattack,
elemental
Attack1
but traits
only forms 3 underwater
0 0and cannot leave
0 water 0 0 0 0
Weapon: 15' cone, 1d8 acid DRDodge,
5/magic;
(Ref DC Improved
13
Fasthalf)
Healing
Initiative
0 2 (underwater);
0 Spell-Like
0 Abilities
0 (CL
3 6th): 31/day—stinking
0 0 cloud (DC 15),0 summon (leve
ack, it automatically grapples Masterits Weapon
gains
foe, inflicting
+2Finesse
bonus 0automatic
on Reflex
3 bite saves
8 damage0 each round.0 0 0 0 3 8
ds 1-1/2 its Strength modifier. Some have special abilities, such as scent. See Special Abilities for more information on these abilities. As y
SKILLS
Diplomacy Escape Artist Fly Intimidate Knowledge (arcana)Knowledge (dungeone
Ranks Class Racial Ranks Class Racial Ranks Class Racial Ranks Class Racial Ranks Class Racial Ranks
0 0 1 3 0 1 3 10 0 0 0 0 0
0 0 0 0 3 3 10 0 0 0 0 0
0 0 0 0 1 3 10 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 1 3 10 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 3 4 0 0 0 0 0
0 0 0 0 0 3 4 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 3 4 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 3 4 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0
0 0 1 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 3 3 10 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 1
0 0 0 0 3 3 2 0 0 0 0 0
0 0 0 0 1 3 10 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 3 4 0 0 0 0 0
0 0 0 0 0 3 4 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 3 4 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 3 4 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0
0 0 1 0 0 0 0 0 0 0 0
0 0 1 3 0 0 0 1 3 0 0 0 0
0 0 0 0 3 3 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 3 4 0 0 0 0 0
0 0 0 0 0 8 0 0 0 0 0
0 0 0 0 3 3 2 0 0 0 0 0
0 0 0 0 3 3 12 0 0 3 3 0 0
0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 3 3 2 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 3 3 2 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 3 4 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0
2 3 0 0 0 2 3 8 0 3 0 0 0 0
0 0 0 0 3 3 12 3 3 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 3 4 0 0 0 0 0
0 0 0 0 3 3 2 0 0 0 0 0
0 0 0 0 3 3 2 0 0 0 0 0
0 0 0 0 0 3 4 0 0 0 0 0
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 3 0 0 0 0 0 0 0 0
0 0 0 0 3 3 2 0 0 0 0 0
0 0 1 0 0 0 0 0 0 0 0
on on these abilities. As you gain levels, your animal companion improves as well, usually at 4th or 7th level, in addition to the standard bon
Knowledge (dungeoneering) Knowledge (planes) Perception Sense Motive
Class Racial Ranks Class Racial Ranks Class Racial Ranks Class
0 1 3 0 1 3 0 0 3
0 0 0 3 3 0 0 3
0 0 0 0 3 4 0
0 0 0 1 3 0 0
0 0 0 0 3 4 0
0 0 0 1 3 0 0
0 0 0 1 3 8 0
0 0 0 1 3 8 0
0 0 0 0 3 0 0
0 0 0 1 3 0 0
0 0 0 1 3 4 0
0 0 0 0 3 0 0
0 0 0 1 3 0 0
0 0 0 0 3 0 0
0 0 0 1 3 4 0
0 0 0 0 3 0 0
0 0 0 1 3 0 0
0 0 0 3 3 0 0 3
3 0 1 3 0 1 3 0 0 3
0 0 0 3 3 0 0 3
0 0 0 0 3 4 0
0 0 0 1 3 0 0
0 0 0 1 3 8 0
0 0 0 1 3 8 0
0 0 0 0 3 0 0
0 0 0 1 3 0 0
0 0 0 1 3 4 0
0 0 0 0 3 0 0
0 0 0 1 3 0 0
0 0 0 0 3 0 0
0 0 0 1 3 4 0
0 0 0 0 3 0 0
0 1 3 0 1 3 0 0 3
0 0 0 3 3 0 0 3
0 0 0 1 3 0 0
0 0 0 1 3 0 0
0 0 0 1 3 8 0
0 0 0 2 0 0
0 0 0 3 3 0 0 3
0 3 3 0 3 3 0 0 3
0 0 0 0 3 0 0
0 0 0 3 3 0 0 3
0 0 0 1 3 0 0
0 0 0 3 3 0 0 3
0 0 0 0 3 0 0
0 0 0 1 3 4 0
0 0 0 1 3 0 0
3 0 0 3 0 2 3 0 2 3
0 3 3 0 3 3 0 0 3
0 0 0 0 3 0 0
0 0 0 1 3 0 0
0 0 0 3 3 0 0 3
0 0 0 3 3 0 0 3
0 0 0 0 3 0 0
0 0 0 0 3 0 0
0 0 0 1 3 4 0
0 1 3 0 1 3 0 0 3
0 0 0 3 3 0 0 3
0 0 0 0 3 0 0
n addition to the standard bonuses noted on Table: Animal Companion Base Statistics. Instead of taking the listed benefit at 4th or 7th leve
Sense Motive Spellcraft Stealth Survival
Racial Ranks Class Racial Ranks Class Racial Ranks Class Racial
0 0 0 1 3 4 0 0
0 0 0 3 3 4 0 0
0 0 0 0 3 12 0 0
0 0 0 0 3 12 0 0
0 0 0 0 3 12 0 0
0 0 0 0 3 12 0 0
0 0 0 0 3 8 0 0
0 0 0 0 3 8 0 0
0 0 0 1 3 8 0 0
0 0 0 0 3 8 0 0
0 0 0 0 3 12 0 0
0 0 0 1 3 12 0 0
0 0 0 0 3 8 0 0
0 0 0 1 3 16 0 0
0 0 0 0 3 12 0 0
0 0 0 0 3 12 0 0
0 0 0 0 3 8 0 0
0 0 0 3 3 4 0 0
0 0 0 1 3 4 0 0
0 0 0 3 3 4 0 0
0 0 0 0 3 12 0 0
0 0 0 0 3 12 0 0
0 0 0 0 3 8 0 0
0 0 0 0 3 8 0 0
0 0 0 1 3 8 0 0
0 0 0 0 3 8 0 0
0 0 0 0 3 12 0 0
0 0 0 1 3 12 0 0
0 0 0 0 3 8 0 0
0 0 0 1 3 16 0 0
0 0 0 0 3 12 0 0
0 0 0 0 3 12 0 0
0 0 0 0 3 4 0 0
0 0 0 3 3 4 0 0
0 0 0 0 3 12 0 0
0 0 0 0 3 12 0 0
0 0 0 0 3 8 0 0
0 0 0 2 8 0 0
0 0 0 3 3 4 0 0
0 3 3 0 0 3 8 0 0
0 0 0 1 3 8 0 0
0 0 0 3 3 4 0 0
0 0 0 0 3 8 0 0
0 0 0 3 3 4 0 0
0 0 0 1 3 16 0 0
0 0 0 0 3 12 0 0
0 0 0 0 3 12 0 0
0 0 0 2 3 12 2 3 0
0 0 0 3 3 8 0 0
0 0 0 1 3 12 0 0
0 0 0 0 3 8 0 0
0 0 0 3 3 4 0 0
0 0 0 3 3 4 0 0
0 0 0 1 3 8 0 0
0 0 0 1 3 16 0 0
0 0 0 0 3 12 0 0
0 0 0 1 3 4 0 0
0 0 0 3 3 4 0 0
0 0 0 0 3 12 0 0
benefit at 4th or 7th level, you can instead choose to increase the companion's Dexterity and Constitution by 2.
Swim
Ranks Class Racial SENSES QUALIFIED
None TRUE 0 Err:502
0 0 darkvision 60' FALSE 0 Err:502
0 0 darkvision 60' FALSE 0 Err:502
0 3 blindsense
0 20', low-light vision
FALSE 0 Err:502
0 3 0low-light vision, scentFALSE 0 Err:502
0 3 blindsense
0 20', low-light vision
FALSE 0 Err:502
0 3 0low-light vision, scentFALSE 0 Err:502
0 3 darkvision
0 60', low-light vision
FALSE 0 Err:502
0 3 0 low-light vision FALSE 0 Err:502
0 3 0 low-light vision FALSE 0 Err:502
0 3 0 low-light vision FALSE 0 Err:502
0 3 0 low-light vision FALSE 0 Err:502
0 3 8low-light vision, scentFALSE 0 Err:502
0 3 0 low-light vision FALSE 0 Err:502
0 3 0low-light vision, scentFALSE 0 Err:502
0 3 8low-light vision, scentFALSE 0 Err:502
0 3 0low-light vision, scentFALSE 0 Err:502
0 3 8low-light vision, scentFALSE 0 Err:502
0 0 darkvision 60' FALSE 0 Err:502
0 darkvision
0 60', tremorsense FALSE
60' 0 Err:502
0 0 darkvision 60' FALSE 0 Err:502
0 3 blindsense
0 20', low-light vision
FALSE 0 Err:502
0 3 0low-light vision, scentFALSE 0 Err:502
0 3 darkvision
0 60', low-light vision
FALSE 0 Err:502
0 3 0 low-light vision FALSE 0 Err:502
0 3 0 low-light vision FALSE 0 Err:502
0 3 0 low-light vision FALSE 0 Err:502
0 3 0 low-light vision FALSE 0 Err:502
0 3 8low-light vision, scentFALSE 0 Err:502
0 3 0 low-light vision FALSE 0 Err:502
0 3 0low-light vision, scentFALSE 0 Err:502
0 3 darkvision
8 60', low-light vision,
FALSE
scent 0 Err:502
0 3 0low-light vision, scentFALSE 0 Err:502
0 0 darkvision 60' FALSE 0 Err:502
0 0 darkvision 60' FALSE 0 Err:502
0 3 0low-light vision, scentFALSE 0 Err:502
0 3 0low-light vision, scentFALSE 0 Err:502
0 3 0 low-light vision FALSE 0 Err:502
0 darkvision
0 60', low-light vision
FALSE 0 Err:502
0 0 darkvision 60' FALSE 0 Err:502
0 darkvision 60', detect
0 good, detect magic, FALSE
see in darkness
0 Err:502
0 3 0 low-light vision FALSE 0 Err:502
0 0 darkvision 60' FALSE 0 Err:502
0 3 0 low-light vision FALSE 0 Err:502
0 8 darkvision 60' FALSE 0 Err:502
0 3 0low-light vision, scentFALSE 0 Err:502
0 3 0 low-light vision FALSE 0 Err:502
0 3 0low-light vision, scentFALSE 0 Err:502
0 3blindsense060', darkvision 60', low-light
FALSEvision0 Err:502
0 0 darkvision 60' FALSE 0 Err:502
0 3 8low-light vision, scentFALSE 0 Err:502
0 3 0 low-light vision FALSE 0 Err:502
0 0 darkvision 60' FALSE 0 Err:502
0 0 darkvision 60' FALSE 0 Err:502
0 3 darkvision
0 60', low-light vision,
FALSE
scent 0 Err:502
0 3 0low-light vision, scentFALSE 0 Err:502
0 3 8low-light vision, scentFALSE 0 Err:502
1 3 8 darkvision 60' FALSE 95 None
0 8 darkvision 60' FALSE #VALUE! NULL
0 3 0low-light vision, scentFALSE #VALUE! NULL
List_Familiars
Proficiency Damage
Gargantuan
Diminutive
Category
Medium
Simple
Martial
Hands
Exotic
Large
Small
Huge
Cost
Fine
Tiny
Weapon
3 None 0 1
*** Custom Weapon ***
50 0 0 1 0 Light 0 0 0 0 0 0 0 0 0
6 *** Unarmed Attacks ***
7 Brass Knuckles 1 1 Light 1 0 0 1 1d2 1d3 1d4 1d6 1d8
8 Gauntlet 2 1 Light 1 0 0 1 1d2 1d3 1d4 1d6 1d8
9 Unarmed Strike 0 1 Light 1 0 0 1 1d2 1d3 1d4 1d6 1d8
10 *** Simple Light ***
11 Cestus 5 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
12 Dagger 2 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
13 Hanbo 1 1 Light 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
14 Light Mace 5 1 Light 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
15 Punching Dagger 2 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
16 Sickle 6 1 Light 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
17 Spiked Gauntlet 5 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
18 Wooden Stake 0 1 Light 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
19 *** Simple 1-Handed ***
20 Club 0 1 1-handed 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
21 Heavy Mace 12 1 1-handed 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
22 Mere Club 2 1 1-handed 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
23 Morningstar 8 1 1-handed 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
24 Shortspear 1 1 1-handed 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
25 *** Simple 2-Handed ***
26 Bayonet 5 1 2-handed 2 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
27 Longspear 5 1 2-handed 2 1d2 1d3 1d4 1d6 1d8 2d6 4d6
28 Quarterstaff 0 1 2-handed 1.5 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
29 Spear 2 1 2-handed 2 1d2 1d3 1d4 1d6 1d8 2d6 4d6
30 *** Simple Ranged ***
31 Blowgun 2 1 Ranged 1 0 0 0 1 1d2 1d3 1d4 1d6
32 Dart 0.5 1 Ranged 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
33 Heavy Crossbow 50 1 Ranged 1 1d3 1d4 1d6 1d8 1d10 2d8 4d6
34 Javelin 1 1 Ranged 1 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
35 Light Crossbow 35 1 Ranged 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6
36 Sling 0 1 Ranged 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
37 Stingchuck 0 1 Ranged 1 0 1 1d2 1d3 1d4 1d6 1d8 2d6
*** Custom Simple ***
1
1
1
1
1
Table_Weapons 2 3 4 5 6 7 8 9 10 11 12 13 14
List_Weapons, List_Weapons_Martial, List_Weapons_Exotic
Spd Red
Arcane Spell Failure Chance
Maximum Dex Bonus
Weight (Medium)
Proficiency
Special
Normal
Source
Run
Cost
Armor
277 None 0 0 50 0 0 No No 0
*** Custom ***
279 0 0 0 0 0 0 0 No No 0 0
280 *** Light armor ***
281 Armored Kilt 20 Light1 6 0 0 No No 10 PCCS
282 Padded 5 Light1 8 0 5% No No 10 PRPG
283 Leather 10 Light2 6 0 10% No No 15 PRPG
284 Rosewood 50 Light2 6 0 10% No No 15 AA
285 Leaf 500 Light3 5 0 15% No No 10 AA
286 Parade 25 Light3 5 -1 15% No No 20 AA
287 Studded Leather 25 Light3 5 -1 15% No No 20 PRPG
288 Chain Shirt 100 Light4 4 -2 20% No No 25 PRPG
289 *** Medium armor ***
290 Hide 15 Medium
4 4 -3 20% Yes No 25 PRPG
291 Scale Mail 50 Medium
5 3 -4 25% Yes No 30 PRPG
292 Chainmail 150 Medium
6 2 -5 30% Yes No 40 PRPG
293 Breastplate 200 Medium
6 3 -4 25% Yes No 30 PRPG
294 *** Heavy armor ***
295 Splint Mail 200 Heavy
7 0 -7 40% Yes Yes 45 PRPG
296 Banded Mail 250 Heavy
7 1 -6 35% Yes Yes 35 PRPG
297 Half-plate 600 Heavy
8 0 -7 40% Yes Yes 50 PRPG
298 Field Plate ### Heavy
7 1 -5 35% Yes Yes 50 AA
299 Full Plate ### Heavy
9 1 -6 35% Yes Yes 50 PRPG
300 Stone Plate ### Heavy
9 1 -6 35% Yes Yes 75 AA
301 *** Relluk Armor Gems ***
302 *** Light Armor Gems ***
303 Agate ### Light1 8 0 +2 racial
5% bonus
No No on Knowledge
7 RR (arcana) and Spellcraft skill checks
304 Opal ### Light1 8 0 +4 racial
5% bonus
No No on Knowledge
7 RR (arcana) and Spellcraft skill checks
305 Milky Quartz ### Light2 6 0 10% +2 Noracial
Nobonus
10 onRR
Heal and Survival skill checks
306 Carnelian ### Light2 6 0 10% +4 Noracial
Nobonus
10 onRR
Heal and Survival skill checks
307 Rock Crystal ### Light3 5 -1 15%+2 racial
No bonus
No 15 on Perception
RR and Stealth skill checks
308 Moonstone ### Light3 5 0 15%+4 racial
No bonus
No 15 on Perception
RR and Stealth skill checks
309 Rose Quartz ### Light4 4 -2 +2
20%racial
Nobonus
No on20
Sense
RRMotive and Diplomacy skill checks
310 Garnet ### Light4 4 -1 +4
20%racial
Nobonus
No on20
Sense
RRMotive and Diplomacy skill checks
311 *** Medium Armor Gems ***
312 Smoky Quartz ### Medium
4 4 -3 20%
+2 racial
Yesbonus
No on20Reflex
RR saves vs. fire or electricity effects
313 Obsidian ### Medium
4 4 -2 20%
+4 racial
Yesbonus
No on20Reflex
RR saves vs. fire or electricity effects
314 Rutilated Quartz ### Medium
5 3 -4
+2 racial
25% bonus
YesonNo
saves25vs. RR
blindness, deafness, or dazzled condition
315 Tiger Eye ### Medium
5 3 -3
+4 racial
25% bonus
YesonNo
saves25vs. RR
blindness, deafness, or dazzled condition
316 Blue Quartz ### Medium
6 2 -5 +2 30%
racial bonus
Yes Noon Will
30 saves
RR vs. mind-affecting spells and effects
317 Amethyst ### Medium
6 2 -4 +4 30%
racial bonus
Yes Noon Will
30 saves
RR vs. mind-affecting spells and effects
318 Rainbow Quartz ### Medium
6 3 -4 +225%racialYes
bonus
Noon saves
25 RR when examining illusion effect closely
319 Tourmaline ### Medium
6 3 -3 +425%racialYes
bonus
Noon saves
25 RR when examining illusion effect closely
320 *** Heavy Armor Gems ***
321 Adventurine ### Heavy
7 0 -7 40% Yes Yes 35 acid
RRresistance 5
322 Peridot ### Heavy
7 0 -6 40% Yes Yes 35 acid RRresistance 10
323 Citrine ### Heavy
7 1 -6 35% Yes Yes 30 fire RRresistance 5
324 Topaz ### Heavy
7 1 -5 35% Yes Yes 30 fire RRresistance 10
325 Onyx ### Heavy
8 0 -7 40% Yes Yes 40 electricity
RR resistance 5
326 Sapphire ### Heavy
8 0 -6 40% Yes Yes 40 electricity
RR resistance 10
327 Prasiolite ### Heavy
9 1 -6 35% Yescold
Yesresistance
40 RR5 and sonic resistance 5
328 Emerald ### Heavy
9 1 -5 35% Yes
coldYes
resistance
40 RR 10 and sonic resistance 10
*** Custom ***
333 None 0 0 0 50 0 0 No No 0
*** Custom ***
335 0 0 Shield
0 0 0 0 No No 0 0
336 *** Shields ***
337 Buckler 15 Shield
1 — -1 5% No No 5 PRPG
338 Klar 12 Shield
1 — -1 5% No No 6 AA
339 Light Wooden Shield 3 Shield
1 — -1 5% No No 5 PRPG
340 Light Steel Shield 9 Shield
1 — -1 5% No No 6 PRPG
341 Leather Madu 30 Shield
1 — -2 5% No No 5 AA
342 Steel Madu 40 Shield
1 — -2 5% No No 6 AA
343 Heavy Wooden Shield 7 Shield
2 — -2 15% No No 10 PRPG
344 Heavy Steel Shield 20 Shield
2 — -2 15% No No 15 PRPG
345 Tower Shield 30 Tower
4 Shield
2 -10 50% No No 45 PRPG
*** Custom ***
Shield Cost
MW 150
Adamantine ###
Darkwood
Dragon Hide
Mithral
+1 ###
+2 ###
+3 ###
+4 ###
+5 ###
Table_Shield_Benefit
Light
1-handed
2-handed
Double
Ranged
List_Weapon_Types
461 *** Unarmed Attacks *** 461 *** Unarmed Attacks ***500 *** Martial Light ***
0 462 Brass Knuckles 462 Brass Knuckles 501 Blade Boot
461 *** Unarmed Attacks *** 463 Gauntlet 461 463 Gauntlet 502 Dogslicer
462 Brass Knuckles 464 Unarmed Strike 462 464 Unarmed Strike 503 Handaxe
463 Gauntlet 465 *** Simple Light *** 463 465 *** Simple Light *** 504 Kukri
464 Unarmed Strike 466 Cestus 464 466 Cestus 505 Light Hammer
465 *** Simple Light *** 467 Dagger 465 467 Dagger 506 Light Pick
466 Cestus 468 Hanbo 466 468 Hanbo 507 Light Shield
467 Dagger 469 Light Mace 467 469 Light Mace 508 Light Spiked Shield
468 Hanbo 470 Punching Dagger 468 470 Punching Dagger 509 Sap
469 Light Mace 471 Sickle 469 471 Sickle 510 Short Sword
470 Punching Dagger 472 Spiked Gauntlet 470 472 Spiked Gauntlet 511 Spiked Armor
471 Sickle 473 Wooden Stake 471 473 Wooden Stake 512 Starknife
472 Spiked Gauntlet 474 *** Simple 1-Handed *** 472 474 *** Simple 1-Handed ***
513 Switchblade Knife
473 Wooden Stake 475 Club 473 475 Club 514 Throwing Axe
474 *** Simple 1-Handed *** 476 Heavy Mace 474 476 Heavy Mace 515 War Razor
475 Club 477 Mere Club 475 477 Mere Club 516 *** Martial 1-Handed
476 Heavy Mace 478 Morningstar 476 478 Morningstar 517 Battleaxe
477 Mere Club 479 Shortspear 477 479 Shortspear 518 Combat Scabbard
478 Morningstar 480 *** Simple 2-Handed *** 478 480 *** Simple 2-Handed ***
519 Flail
479 Shortspear 481 Bayonet 479 481 Bayonet 520 Heavy Pick
480 *** Simple 2-Handed *** 482 Longspear 480 482 Longspear 521 Heavy Shield
481 Bayonet 483 Quarterstaff 481 483 Quarterstaff 522 Heavy Spiked Shield
482 Longspear 484 Spear 482 484 Spear 523 Klar
483 Quarterstaff 485 *** Simple Ranged *** 483 485 *** Simple Ranged *** 524 Longsword
484 Spear 486 Blowgun 484 486 Blowgun 525 Rapier
485 *** Simple Ranged *** 487 Dart 485 487 Dart 526 Sawtooth Sabre [1-ha
486 Blowgun 488 Heavy Crossbow 486 488 Heavy Crossbow 527 Scimitar
487 Dart 489 Javelin 487 489 Javelin 528 Scizore
488 Heavy Crossbow 490 Light Crossbow 488 490 Light Crossbow 529 Steel Terbutje
489 Javelin 491 Sling 489 491 Sling 530 Terbutje
490 Light Crossbow 492 Stingchuck 490 492 Stingchuck 531 Trident
491 Sling 500 *** Martial Light *** 491 666 Feral Mutagen Bite 532 Warhammer
492 Stingchuck 501 Blade Boot 492 667 Feral Mutagen Claw 533 *** Martial 2-Handed
502 Dogslicer 668 Ray 534 Bardiche
0 503 Handaxe ### NULL 535 Bastard Sword [2-han
0 504 Kukri ### NULL 536 Bec De Corbin
0 505 Light Hammer ### NULL 537 Bill
0 506 Light Pick ### NULL 538 Dwarven Waraxe [2-h
0 507 Light Shield ### NULL 539 Earth Breaker
0 508 Light Spiked Shield ### NULL 540 Falchion
500 *** Martial Light *** 509 Sap ### NULL 500 541 Glaive
501 Blade Boot 510 Short Sword ### NULL 501 542 Glaive-Guisarme
502 Dogslicer 511 Spiked Armor ### NULL 502 543 Greataxe
503 Handaxe 512 Starknife ### NULL 503 544 Greatclub
504 Kukri 513 Switchblade Knife ### NULL 504 545 Greatsword
505 Light Hammer 514 Throwing Axe ### NULL 505 546 Guisarme
506 Light Pick 515 War Razor ### NULL 506 547 Halberd
507 Light Shield 516 *** Martial 1-Handed *** ### NULL 507 548 Heavy Flail
508 Light Spiked Shield 517 Battleaxe ### NULL 508 549 Horsechopper
509 Sap 518 Combat Scabbard ### NULL 509 550 Lance
510 Short Sword 519 Flail ### NULL 510 551 Lucern Hammer
511 Spiked Armor 520 Heavy Pick ### NULL 511 552 Ogre Hook
512 Starknife 521 Heavy Shield ### NULL 512 553 Osirian Khopesh
513 Switchblade Knife 522 Heavy Spiked Shield ### NULL 513 554 Ranseur
514 Throwing Axe 523 Klar ### NULL 514 555 Scythe
515 War Razor 524 Longsword ### NULL 515 556 Syringe Spear
516 *** Martial 1-Handed *** 525 Rapier ### NULL 516 557 *** Martial Ranged **
517 Battleaxe 526 Sawtooth Sabre [1-handed] ### NULL 517 558 Chakram
518 Combat Scabbard 527 Scimitar ### NULL 518 559 Hunga Munga
519 Flail 528 Scizore ### NULL 519 560 Longbow
520 Heavy Pick 529 Steel Terbutje ### NULL 520 561 Pilum
521 Heavy Shield 530 Terbutje ### NULL 521 562 Shortbow
522 Heavy Spiked Shield 531 Trident ### NULL 522 609 Elven Curve Blade
523 Klar 532 Warhammer ### NULL 523 ### NULL
524 Longsword 533 *** Martial 2-Handed *** ### NULL 524 ### NULL
525 Rapier 534 Bardiche ### NULL 525 ### NULL
526 Sawtooth Sabre [1-handed]535 Bastard Sword [2-handed] ### NULL 526 ### NULL
527 Scimitar 536 Bec De Corbin ### NULL 527 ### NULL
528 Scizore 537 Bill ### NULL 528 ### NULL
529 Steel Terbutje 538 Dwarven Waraxe [2-handed] ### NULL 529 ### NULL
530 Terbutje 539 Earth Breaker ### NULL 530 ### NULL
531 Trident 540 Falchion ### NULL 531 ### NULL
532 Warhammer 541 Glaive ### NULL 532 ### NULL
533 *** Martial 2-Handed *** 542 Glaive-Guisarme ### NULL 533 ### NULL
534 Bardiche 543 Greataxe ### NULL 534 ### NULL
535 Bastard Sword [2-handed]544 Greatclub ### NULL 535 ### NULL
536 Bec De Corbin 545 Greatsword ### NULL 536 ### NULL
537 Bill 546 Guisarme ### NULL 537 ### NULL
538 Dwarven Waraxe [2-handed]547 Halberd ### NULL 538 ### NULL
539 Earth Breaker 548 Heavy Flail ### NULL 539 ### NULL
540 Falchion 549 Horsechopper ### NULL 540 ### NULL
541 Glaive 550 Lance ### NULL 541 ### NULL
542 Glaive-Guisarme 551 Lucern Hammer ### NULL 542 ### NULL
543 Greataxe 552 Ogre Hook ### NULL 543 ### NULL
544 Greatclub 553 Osirian Khopesh ### NULL 544 ### NULL
545 Greatsword 554 Ranseur ### NULL 545 ### NULL
546 Guisarme 555 Scythe ### NULL 546 ### NULL
547 Halberd 556 Syringe Spear ### NULL 547 ### NULL
548 Heavy Flail 557 *** Martial Ranged *** ### NULL 548 ### NULL
549 Horsechopper 558 Chakram ### NULL 549 ### NULL
550 Lance 559 Hunga Munga ### NULL 550 ### NULL
551 Lucern Hammer 560 Longbow ### NULL 551 ### NULL
552 Ogre Hook 561 Pilum ### NULL 552 ### NULL
553 Osirian Khopesh 562 Shortbow ### NULL 553 ### NULL
554 Ranseur 569 *** Exotic Light *** ### NULL 554 ### NULL
555 Scythe 570 Aklys ### NULL 555 ### NULL
556 Syringe Spear 571 Bich’hwa ### NULL 556 ### NULL
557 *** Martial Ranged *** 572 Dwarven Maulaxe ### NULL 557 ### NULL
558 Chakram 573 Kama ### NULL 558 ### NULL
559 Hunga Munga 574 Nunchaku ### NULL 559 ### NULL
560 Longbow 575 Pata ### NULL 560 ### NULL
561 Pilum 576 Rope Gauntlets ### NULL 561 ### NULL
562 Shortbow 577 Sai ### NULL 562 ### NULL
578 Sawtooth Sabre [Light] ### NULL ### NULL
0 579 Siangham ### NULL ### NULL
0 580 Sica ### NULL ### NULL
0 581 Swordbreaker Dagger ### NULL ### NULL
0 582 Thorn Bracer ### NULL ### NULL
0 583 Tri-Bladed Katar ### NULL ### NULL
569 *** Exotic Light *** 584 *** Exotic 1-Handed *** ### NULL ### NULL
570 Aklys 585 Aldori Dueling Sword ### NULL ### NULL
571 Bich’hwa 586 Bastard Sword [1-handed] ### NULL ### NULL
572 Dwarven Maulaxe 587 Battle Poi ### NULL ### NULL
573 Kama 588 Boggle Buzzblade ### NULL ### NULL
574 Nunchaku 589 Boggle Wrench ### NULL ### NULL
575 Pata 590 Butterfly Knife ### NULL ### NULL
576 Rope Gauntlets 591 Dwarven Waraxe [1-handed] ### NULL ### NULL
577 Sai 592 Falcata ### NULL ### NULL
578 Sawtooth Sabre [Light] 593 Khopesh ### NULL ### NULL
579 Siangham 594 Leather Madu ### NULL ### NULL
580 Sica 595 Rhoka ### NULL ### NULL
581 Swordbreaker Dagger 596 Scorpion Whip ### NULL ### NULL
582 Thorn Bracer 597 Shotel ### NULL ### NULL
583 Tri-Bladed Katar 598 Steel Madu ### NULL ### NULL
584 *** Exotic 1-Handed *** 599 Temple Sword ### NULL ### NULL
585 Aldori Dueling Sword 600 Urumi ### NULL ### NULL
586 Bastard Sword [1-handed]601 Whip ### NULL ### NULL
587 Battle Poi 602 *** Exotic 2-Handed *** ### NULL ### NULL
588 Boggle Buzzblade 603 Bladed Scarf ### NULL ### NULL
589 Boggle Wrench 604 Chain Spear ### NULL ### NULL
590 Butterfly Knife 605 Dire Flail ### NULL ### NULL
591 Dwarven Waraxe [1-handed]
606 Double Scimitar ### NULL ### NULL
592 Falcata 607 Dwarven Dorn-Dergar ### NULL ### NULL
593 Khopesh 608 Dwarven Urgrosh ### NULL ### NULL
594 Leather Madu 609 Elven Curve Blade ### NULL ### NULL
595 Rhoka 610 Fauchard ### NULL ### NULL
596 Scorpion Whip 611 Flambard ### NULL ### NULL
597 Shotel 612 Flying Talon ### NULL ### NULL
598 Steel Madu 613 Garrote ### NULL ### NULL
599 Temple Sword 614 Gnome Hooked Hammer ### NULL ### NULL
600 Urumi 615 Injection Spear ### NULL ### NULL
601 Whip 616 Mancatcher ### NULL ### NULL
602 *** Exotic 2-Handed *** 617 Meteor Hammer ### NULL ### NULL
603 Bladed Scarf 618 Orc Double Axe ### NULL ### NULL
604 Chain Spear 619 Spiked Chain ### NULL ### NULL
605 Dire Flail 620 Two-bladed Sword ### NULL ### NULL
606 Double Scimitar 621 *** Exotic Ranged *** ### NULL ### NULL
607 Dwarven Dorn-Dergar 622 Boggle Crossbow ### NULL ### NULL
608 Dwarven Urgrosh 623 Bolas ### NULL ### NULL
609 Elven Curve Blade 624 Boomerang ### NULL 609 ### NULL
610 Fauchard 625 Crystal Chakram ### NULL ### NULL
611 Flambard 626 Double Crossbow ### NULL ### NULL
612 Flying Talon 627 Halfling Sling Staff ### NULL ### NULL
613 Garrote 628 Hand Crossbow ### NULL ### NULL
614 Gnome Hooked Hammer 629 Lasso ### NULL ### NULL
615 Injection Spear 630 Launching Crossbow ### NULL ### NULL
616 Mancatcher 631 Net ### NULL ### NULL
617 Meteor Hammer 632 Repeating Heavy Crossbow ### NULL ### NULL
618 Orc Double Axe 633 Repeating Light Crossbow ### NULL ### NULL
619 Spiked Chain 634 Shoanti Bola ### NULL ### NULL
620 Two-bladed Sword 635 Shuriken ### NULL ### NULL
621 *** Exotic Ranged *** 636 Sling Glove ### NULL ### NULL
622 Boggle Crossbow 637 Thorn Bow ### NULL ### NULL
623 Bolas 638 Throwing Shield ### NULL ### NULL
624 Boomerang 639 Firearms ### NULL ### NULL
625 Crystal Chakram 645 *** Natural Attacks *** ### NULL ### NULL
626 Double Crossbow 646 Bite ### NULL ### NULL
627 Halfling Sling Staff 647 Claw ### NULL ### NULL
628 Hand Crossbow 648 Gore ### NULL ### NULL
629 Lasso 649 Hoof ### NULL ### NULL
630 Launching Crossbow 650 Pincer ### NULL ### NULL
631 Net 651 Rake ### NULL ### NULL
632 Repeating Heavy Crossbow 652 Slam ### NULL ### NULL
633 Repeating Light Crossbow653 Sting ### NULL ### NULL
634 Shoanti Bola 654 Tail Slap ### NULL ### NULL
635 Shuriken 655 Talon ### NULL ### NULL
636 Sling Glove 656 Tentacle ### NULL ### NULL
637 Thorn Bow 657 Trample ### NULL ### NULL
638 Throwing Shield 658 Wing ### NULL ### NULL
639 Firearms 659 Bite, Barbarian Animal Fury ### NULL ### NULL
660 Bite, tengu ### NULL ### NULL
0 661 Crystal, relluk ### NULL ### NULL
0 662 Midclaw, entobian ### NULL ### NULL
0 663 Tongue lash, mogogol ### NULL ### NULL
0 664 *** Magical Attacks *** ### NULL ### NULL
645 *** Natural Attacks *** 665 Alchemist Bomb ### NULL ### NULL
646 Bite 666 Feral Mutagen Bite ### NULL ### NULL
647 Claw 667 Feral Mutagen Claw ### NULL ### NULL
648 Gore 668 Ray ### NULL ### NULL
649 Hoof ### NULL ### NULL ### NULL
650 Pincer ### NULL ### NULL ### NULL
651 Rake ### NULL ### NULL ### NULL
652 Slam ### NULL ### NULL ### NULL
653 Sting ### NULL ### NULL ### NULL
654 Tail Slap ### NULL ### NULL ### NULL
655 Talon ### NULL ### NULL ### NULL
656 Tentacle ### NULL ### NULL ### NULL
657 Trample ### NULL ### NULL ### NULL
658 Wing ### NULL ### NULL ### NULL
659 Bite, Barbarian Animal Fury
### NULL ### NULL ### NULL
660 Bite, tengu ### NULL ### NULL ### NULL
661 Crystal, relluk ### NULL ### NULL ### NULL
662 Midclaw, entobian ### NULL ### NULL ### NULL
663 Tongue lash, mogogol ### NULL ### NULL ### NULL
664 *** Magical Attacks *** ### NULL ### NULL ### NULL
665 Alchemist Bomb ### NULL ### NULL ### NULL
666 Feral Mutagen Bite ### NULL 666 ### NULL ### NULL
667 Feral Mutagen Claw ### NULL 667 ### NULL ### NULL
668 Ray ### NULL 668 ### NULL ### NULL
List_Weapon_Feats, List_Weapon_Prof_Exotic, List_Weapon_Prof_Martial
Critical
Enh. Threat
Proficient
Multiplier
Colossal
Damage
Finesse
Source
Weight
Range
Threat
Attack
Group
Type
Special
0 TRUE
20 19-20 2 30 melee
1 attack
S at -1 and DC 15 Ref to TRUE
avoid injury
FALSE 0 0 Thrown AA
20 19-20 2 15 1 P — TRUE FALSE 0 0 Thrown AA
20 19-20 3 100 3 P — TRUE FALSE 0 0 Bows PRPG
20 19-20 3 110 3 P — TRUE FALSE 0 0 Bows PRPG
20 19-20 3 110 3 P — TRUE FALSE 0 0 Bows PRPG
20 19-20 3 110 3 P — TRUE FALSE 0 0 Bows PRPG
20 19-20 3 110 3 P — TRUE FALSE 0 0 Bows PRPG
20 19-20 3 110 3 P — TRUE FALSE 0 0 Bows PRPG
20 19-20 3 110 3 P — TRUE FALSE 0 0 Bows PRPG
20 19-20 2 20 4 negate
P Shield bonus until removed
TRUE FALSE 0 0 Thrown AA
20 19-20 3 60 2 P — TRUE FALSE 0 0 Bows PRPG
20 19-20 3 70 2 P — TRUE FALSE 0 0 Bows PRPG
20 19-20 3 70 2 P — TRUE FALSE 0 0 Bows PRPG
20 19-20 3 70 2 P — TRUE FALSE 0 0 Bows PRPG
20 19-20 3 70 2 P — TRUE FALSE 0 0 Bows PRPG
20 19-20 3 70 2 P — TRUE FALSE 0 0 Bows PRPG
20 19-20 3 70 2 P — TRUE FALSE 0 0 Bows PRPG
20 19-20 2 — 2 disarm,
S trip, 1d4 dmg to grappler
FALSE TRUE 0 0 Flails AA
4d6 20 19-20 2 — 13 S trip FALSE TRUE 0 0 Flails AA
20 19-20 2 — 10 B disarm, double, trip FALSE FALSE 0 0 Double, Flails
PRPG
18-2015-20 2 — 10 S double FALSE FALSE 0 Blades
0 [Heavy], Custom
Double
20 19-20 2 — 15 B reach FALSE FALSE 0 0 Flails DoG
20 19-20 3 — 12 P brace, double FALSE FALSE 0 0 Double PRPG
20 19-20 3 — 12 S brace, double FALSE FALSE 0 0 Double PRPG
18-2015-20 2 — 7 S — TRUE TRUE 0 0 Blades [Heavy]
PRPG
18-2015-20 2 — 10 S reach, trip FALSE FALSE 0 0 Pole Arms CHR
19-2017-20 2 — 6 sunder
S (+4 vs. wooden weapons), FALSE
trip FALSE 0 0 Blades [Heavy]
CHR
4d6 20 19-20 2 — 13 S trip FALSE TRUE 0 0 Flails AA
20 19-20 2 — 1 S grapple (choke) FALSE TRUE 0 0 Close AA
20 19-20 3 — 6 B double, trip FALSE FALSE 0 0 Double PRPG
20 19-20 4 — 6 P double, trip FALSE FALSE 0 0 Double PRPG
20 19-20 3 — 8 P injection FALSE FALSE 0 0 Spears CHR
1d8 20 19-20 2 — 10 P reach, trip FALSE FALSE 0 0 Pole Arms AA
19-2017-20 2 — 10 disarm,
B double or +1 AC, trip (drag)
FALSE FALSE 0 0 Flails AA
20 19-20 3 — 15 S double FALSE FALSE 0 0 Axes, DoublePRPG
20 19-20 2 — 10 P disarm, trip FALSE TRUE 0 0 Flails PRPG
19-2017-20 2 — 10 S double FALSE FALSE 0 Blades
0 [Heavy], Double
PRPG
### — PRPG
### — PRPG
### — PRPG
### — PRPG
### — PRPG
0.1 — PRPG
0.1 — PRPG
0.1 — PRPG
0.1 — PRPG
0.1 — PRPG
### — RR
### — RR
### — RR
### — RR
### — RR
0.2 — PRPG
0.2 — PRPG
0.2 — PRPG
0.2 — PRPG
0.2 — PRPG
0.5 — AA
0.5 — PRPG
0.5 — PRPG
0.5 — PRPG
0.5 — PRPG
0.5 — PRPG
0 — PRPG
0 — PRPG
0 — PRPG
0 — PRPG
0 — PRPG
0 Bleed 1d6 rnds AA
15 16 17
277 None
279 0
280 *** Light armor ***
281 Armored Kilt
282 Padded
283 Leather
284 Rosewood
285 Leaf
286 Parade
287 Studded Leather
288 Chain Shirt
289 *** Medium armor ***
290 Hide
291 Scale Mail
292 Chainmail
293 Breastplate
294 *** Heavy armor ***
295 Splint Mail
296 Banded Mail
297 Half-plate
298 Field Plate
299 Full Plate
300 Stone Plate
301 *** Relluk Armor Gems ***
302 *** Light Armor Gems ***
303 Agate
and Spellcraft skill checks 304 Opal
and Spellcraft skill checks 305 Milky Quartz
rvival skill checks 306 Carnelian
rvival skill checks 307 Rock Crystal
Stealth skill checks 308 Moonstone
Stealth skill checks 309 Rose Quartz
Diplomacy skill checks 310 Garnet
Diplomacy skill checks 311 *** Medium Armor Gems ***
312 Smoky Quartz
ire or electricity effects 313 Obsidian
ire or electricity effects 314 Rutilated Quartz
afness, or dazzled conditions 315 Tiger Eye
afness, or dazzled conditions 316 Blue Quartz
ffecting spells and effects 317 Amethyst
ffecting spells and effects 318 Rainbow Quartz
ing illusion effect closely 319 Tourmaline
ing illusion effect closely 320 *** Heavy Armor Gems ***
321 Adventurine
322 Peridot
323 Citrine
324 Topaz
325 Onyx
326 Sapphire
327 #VALUE!
resistance 5 328 Emerald
resistance 10 ### NULL
### NULL
### NULL
### NULL
### NULL
333 None
335 0
336 *** Shields ***
337 Buckler
338 Klar
339 Light Wooden Shield
340 Light Steel Shield
341 Leather Madu
342 Steel Madu
343 Heavy Wooden Shield
344 Heavy Steel Shield
345 Tower Shield
### NULL
### NULL
### NULL
### NULL
### NULL
350 *** Extras ***
351 Armor spikes
352 Gauntlet, locked
353 Shield spikes
354 Throwing Shield
*** Martial Light *** ### *** Exotic Light ***
Blade Boot ### Aklys
Dogslicer ### Bich’hwa
Handaxe ### Dwarven Maulaxe
Kukri ### Kama
Light Hammer ### Nunchaku
Light Pick ### Pata
Light Shield ### Rope Gauntlets
Light Spiked Shield ### Sai
### Sawtooth Sabre [Light]
Short Sword ### Siangham
Spiked Armor ### Sica
Starknife ### Swordbreaker Dagger
Switchblade Knife ### Thorn Bracer
Throwing Axe ### Tri-Bladed Katar
War Razor ### *** Exotic 1-Handed ***
*** Martial 1-Handed *** ### Aldori Dueling Sword
Battleaxe ### Bastard Sword [1-handed]
Combat Scabbard ### Battle Poi
### Boggle Buzzblade
Heavy Pick ### Boggle Wrench
Heavy Shield ### Butterfly Knife
Heavy Spiked Shield ### Dwarven Waraxe [1-handed]
### Falcata
Longsword ### Khopesh
Rapier ### Leather Madu
Sawtooth Sabre [1-handed] ### Rhoka
Scimitar ### Scorpion Whip
Scizore ### Shotel
Steel Terbutje ### Steel Madu
Terbutje ### Temple Sword
Trident ### Urumi
Warhammer ### Whip
*** Martial 2-Handed *** ### *** Exotic 2-Handed ***
Bardiche ### Bladed Scarf
Bastard Sword [2-handed] ### Chain Spear
Bec De Corbin ### Dire Flail
### Double Scimitar
Dwarven Waraxe [2-handed] ### Dwarven Dorn-Dergar
Earth Breaker ### Dwarven Urgrosh
Falchion ### Fauchard
Glaive ### Flambard
Glaive-Guisarme ### Flying Talon
Greataxe ### Garrote
Greatclub ### Gnome Hooked Hammer
Greatsword ### Injection Spear
Guisarme ### Mancatcher
Halberd ### Meteor Hammer
Heavy Flail ### Orc Double Axe
Horsechopper ### Spiked Chain
Lance ### Two-bladed Sword
Lucern Hammer ### *** Exotic Ranged ***
Ogre Hook ### Boggle Crossbow
Osirian Khopesh ### Bolas
Ranseur ### Boomerang
Scythe ### Crystal Chakram
Syringe Spear ### Double Crossbow
*** Martial Ranged *** ### Halfling Sling Staff
Chakram ### Hand Crossbow
Hunga Munga ### Lasso
Longbow ### Launching Crossbow
Pilum ### Net
Shortbow ### Repeating Heavy Crossbow
Elven Curve Blade ### Repeating Light Crossbow
NULL ### Shoanti Bola
NULL ### Shuriken
NULL ### Sling Glove
NULL ### Thorn Bow
NULL ### Throwing Shield
NULL ### Firearms
NULL ### *** Magical Attacks ***
NULL ### Alchemist Bomb
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL 569### NULL
NULL 570### NULL
NULL 571### NULL
NULL 572### NULL
NULL 573### NULL
NULL 574### NULL
NULL 575### NULL
NULL 576### NULL
NULL 577### NULL
NULL 578### NULL
NULL 579### NULL
NULL 580### NULL
NULL 581### NULL
NULL 582### NULL
NULL 583### NULL
NULL 584### NULL
NULL 585### NULL
NULL 586### NULL
NULL 587### NULL
NULL 588### NULL
NULL 589### NULL
NULL 590### NULL
NULL 591### NULL
NULL 592### NULL
NULL 593### NULL
NULL 594### NULL
NULL 595### NULL
NULL 596### NULL
NULL 597### NULL
NULL 598### NULL
NULL 599### NULL
NULL 600### NULL
NULL 601### NULL
NULL 602### NULL
NULL 603### NULL
NULL 604### NULL
NULL 605### NULL
NULL 606### NULL
NULL 607### NULL
NULL 608### NULL
NULL ### NULL
NULL 610### NULL
NULL 611### NULL
NULL 612### NULL
NULL 613### NULL
NULL 614### NULL
NULL 615### NULL
NULL 616### NULL
NULL 617### NULL
NULL 618### NULL
NULL 619### NULL
NULL 620### NULL
NULL 621### NULL
NULL 622### NULL
NULL 623### NULL
NULL 624### NULL
NULL 625### NULL
NULL 626### NULL
NULL 627### NULL
NULL 628### NULL
NULL 629### NULL
NULL 630### NULL
NULL 631### NULL
NULL 632### NULL
NULL 633### NULL
NULL 634### NULL
NULL 635### NULL
NULL 636### NULL
NULL 637### NULL
NULL 638### NULL
NULL 639### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL 664### NULL
NULL 665### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
Feat
3 None
NULL 5 0
NULL 6 *** Unarmed Attacks ***
*** Unarmed Attacks *** 7 Brass Knuckles
Brass Knuckles 8 Gauntlet
Gauntlet 9 Unarmed Strike
Unarmed Strike 10 *** Simple Light ***
*** Simple Light *** 11 Cestus
Cestus 12 Dagger
Dagger 13 Hanbo
Hanbo 14 Light Mace
Light Mace 15 Punching Dagger
Punching Dagger 16 Sickle
Sickle 17 Spiked Gauntlet
Spiked Gauntlet 18 Wooden Stake
Wooden Stake 19 *** Simple 1-Handed ***
*** Simple 1-Handed *** 20 Club
Club 21 Heavy Mace
Heavy Mace 22 Mere Club
Mere Club 23 Morningstar
Morningstar 24 Shortspear
Shortspear 25 *** Simple 2-Handed ***
*** Simple 2-Handed *** 26 Bayonet
Bayonet 27 Longspear
Longspear 28 Quarterstaff
Quarterstaff 29 Spear
Spear 30 *** Simple Ranged ***
*** Simple Ranged *** 31 Blowgun
Blowgun 32 Dart
Dart 33 Heavy Crossbow
Heavy Crossbow 34 Javelin
Javelin 35 Light Crossbow
Light Crossbow 36 Sling
Sling 37 Stingchuck
Stingchuck 45 *** Martial Light ***
NULL 46 Blade Boot
NULL 47 Dogslicer
NULL 48 Handaxe
NULL 49 Kukri
NULL 50 Light Hammer
NULL 51 Light Pick
NULL 52 Light Shield
*** Martial Light *** 53 Light Spiked Shield
Blade Boot 54 Sap
Dogslicer 55 Short Sword
Handaxe 56 Spiked Armor
Kukri 57 Starknife
Light Hammer 58 Switchblade Knife
Light Pick 59 Throwing Axe
Light Shield 60 War Razor
Light Spiked Shield 61 *** Martial 1-Handed ***
Sap 62 Battleaxe
Short Sword 63 Combat Scabbard
Spiked Armor 64 Flail
Starknife 65 Heavy Pick
Switchblade Knife 66 Heavy Shield
Throwing Axe 67 Heavy Spiked Shield
War Razor 68 Klar
*** Martial 1-Handed *** 69 Longsword
Battleaxe 70 Rapier
Combat Scabbard 71 Sawtooth Sabre [1-handed]
Flail 72 Scimitar
Heavy Pick 73 Scizore
Heavy Shield 74 Steel Terbutje
Heavy Spiked Shield 75 Terbutje
Klar 76 Trident
Longsword 77 Warhammer
Rapier 78 *** Martial 2-Handed ***
Sawtooth Sabre [1-handed] 79 Bardiche
Scimitar 80 Bastard Sword [2-handed]
Scizore 81 Bec De Corbin
Steel Terbutje 82 Bill
Terbutje 83 Dwarven Waraxe [2-handed]
Trident 84 Earth Breaker
Warhammer 85 Falchion
*** Martial 2-Handed *** 86 Glaive
Bardiche 87 Glaive-Guisarme
Bastard Sword [2-handed] 88 Greataxe
Bec De Corbin 89 Greatclub
Bill 90 Greatsword
Dwarven Waraxe [2-handed] 91 Guisarme
Earth Breaker 92 Halberd
Falchion 93 Heavy Flail
Glaive 94 Horsechopper
Glaive-Guisarme 95 Lance
Greataxe 96 Lucern Hammer
Greatclub 97 Ogre Hook
Greatsword 98 Osirian Khopesh
Guisarme 99 Ranseur
Halberd 100 Scythe
Heavy Flail 101 Syringe Spear
Horsechopper 102 *** Martial Ranged ***
Lance 103 Chakram
Lucern Hammer 104 Hunga Munga
Ogre Hook 105 Longbow
Osirian Khopesh 106 Composite Longbow – STR 10
Ranseur 107 Composite Longbow – STR 12
Scythe 108 Composite Longbow – STR 14
Syringe Spear 109 Composite Longbow – STR 16
*** Martial Ranged *** 110 Composite Longbow – STR 18
Chakram 111 Composite Longbow – STR 20
Hunga Munga 112 Pilum
Longbow 113 Shortbow
NULL 114 Composite Shortbow – STR 10
NULL 115 Composite Shortbow – STR 12
NULL 116 Composite Shortbow – STR 14
NULL 117 Composite Shortbow – STR 16
NULL 118 Composite Shortbow – STR 18
NULL 119 Composite Shortbow – STR 20
Pilum 126 *** Exotic Light ***
Shortbow 127 Aklys
NULL 128 Bich’hwa
NULL 129 Dwarven Maulaxe
NULL 130 Kama
NULL 131 Nunchaku
NULL 132 Pata
NULL 133 Rope Gauntlets
NULL 134 Sai
NULL 135 Sawtooth Sabre [Light]
NULL 136 Siangham
NULL 137 Sica
NULL 138 Swordbreaker Dagger
139 Thorn Bracer
*** Exotic Light *** 140 Tri-Bladed Katar
Aklys 141 *** Exotic 1-Handed ***
Bich’hwa 142 Aldori Dueling Sword
Dwarven Maulaxe 143 Bastard Sword [1-handed]
Kama 144 Battle Poi
Nunchaku 145 Boggle Buzzblade
Pata 146 Boggle Wrench
Rope Gauntlets 147 Butterfly Knife
Sai 148 Dwarven Waraxe [1-handed]
Sawtooth Sabre [Light] 149 Falcata
Siangham 150 Khopesh
Sica 151 Leather Madu
Swordbreaker Dagger 152 Rhoka
Thorn Bracer 153 Scorpion Whip
Tri-Bladed Katar 154 Shotel
*** Exotic 1-Handed *** 155 Steel Madu
Aldori Dueling Sword 156 Temple Sword
Bastard Sword [1-handed] 157 Urumi
Battle Poi 158 Whip
Boggle Buzzblade 159 *** Exotic 2-Handed ***
Boggle Wrench 160 Bladed Scarf
Butterfly Knife 161 Chain Spear
Dwarven Waraxe [1-handed] 162 Dire Flail
Falcata 163 Double Scimitar
Khopesh 164 Dwarven Dorn-Dergar
Leather Madu 165 Dwarven Urgrosh [P]
Rhoka 166 Dwarven Urgrosh [S]
Scorpion Whip 167 Elven Curve Blade
Shotel 168 Fauchard
Steel Madu 169 Flambard
Temple Sword 170 Flying Talon
Urumi 171 Garrote
Whip 172 Gnome Hooked Hammer [B]
*** Exotic 2-Handed *** 173 Gnome Hooked Hammer [P]
Bladed Scarf 174 Injection Spear
Chain Spear 175 Mancatcher
Dire Flail 176 Meteor Hammer
Double Scimitar 177 Orc Double Axe
Dwarven Dorn-Dergar 178 Spiked Chain
Dwarven Urgrosh 179 Two-bladed Sword
NULL 180 *** Exotic Ranged ***
Elven Curve Blade 181 Boggle Crossbow
Fauchard 182 Bolas
Flambard 183 Boomerang
Flying Talon 184 Crystal Chakram
Garrote 185 Double Crossbow
Gnome Hooked Hammer 186 Halfling Sling Staff
NULL 187 Hand Crossbow
Injection Spear 188 Lasso
Mancatcher 189 Launching Crossbow
Meteor Hammer 190 Net
Orc Double Axe 191 Repeating Heavy Crossbow
Spiked Chain 192 Repeating Light Crossbow
Two-bladed Sword 193 Shoanti Bola
*** Exotic Ranged *** 194 Shuriken
Boggle Crossbow 195 Sling Glove
Bolas 196 Thorn Bow
Boomerang 197 Throwing Shield
Crystal Chakram 198 *** Firearms ***
Double Crossbow 199 Blunderbuss
Halfling Sling Staff 200 Musket
Hand Crossbow 201 Pistol
Lasso 202 Revolver
Launching Crossbow 203 Rifle
Net 204 Scattergun
Repeating Heavy Crossbow 210 *** Natural Attacks ***
Repeating Light Crossbow 211 Bite
Shoanti Bola 212 Claw
Shuriken 213 Gore
Sling Glove 214 Hoof
Thorn Bow 215 Pincer
Throwing Shield 216 Rake
Firearms 217 Slam
NULL 218 Sting
NULL 219 Tail Slap
NULL 220 Talon
NULL 221 Tentacle
NULL 222 Trample
NULL 223 Wing
NULL 224 Bite, Barbarian Animal Fury
NULL 225 Bite, tengu
NULL 226 Crystal, relluk
NULL 227 Midclaw, entobian
NULL 228 Tongue lash, mogogol
*** Natural Attacks *** 229 *** Magical Attacks ***
Bite 230 Alchemist Bomb
Claw 231 Feral Mutagen Bite
Gore 232 Feral Mutagen Claw
Hoof 233 Ray
Pincer ### NULL
Rake ### NULL
Slam ### NULL
Sting ### NULL
Tail Slap ### NULL
Talon ### NULL
Tentacle ### NULL
Trample ### NULL
Wing ### NULL
Bite, Barbarian Animal Fury ### NULL
Bite, tengu ### NULL
Crystal, relluk ### NULL
Midclaw, entobian ### NULL
Tongue lash, mogogol ### NULL
*** Magical Attacks *** ### NULL
Alchemist Bomb ### NULL
Feral Mutagen Bite ### NULL
Feral Mutagen Claw ### NULL
Ray ### NULL
Spont Mid Spells Per Day Spont Mid Spells Per Known
Level 1st 2nd 3rd 4th 5th 6th Level 0 1st 2nd 3rd 4th 5th 6th
1 1 1 4 2
2 2 2 5 3
3 3 3 6 4
4 3 1 4 6 4 2
5 4 2 5 6 4 3
6 4 3 6 6 4 4
7 4 3 1 7 6 5 4 2
8 4 4 2 8 6 5 4 3
9 5 4 3 9 6 5 4 4
10 5 4 3 1 10 6 5 5 4 2
11 5 4 4 2 11 6 6 5 4 3
12 5 5 4 3 12 6 6 5 4 4
13 5 5 4 3 1 13 6 6 5 5 4 2
14 5 5 4 4 2 14 6 6 6 5 4 3
15 5 5 5 4 3 15 6 6 6 5 4 4
16 5 5 5 4 3 1 16 6 6 6 5 5 4 2
17 5 5 5 4 4 2 17 6 6 6 6 5 4 3
18 5 5 5 5 4 3 18 6 6 6 6 5 4 4
19 5 5 5 5 5 3 19 6 6 6 6 5 5 4
20 5 5 5 5 5 5 20 6 6 6 6 6 5 5
Eldritch Knight
Dragon Disciple
Arcane Archer
Mystic Theurge
Loremaster
Diabolist
0
Bard 0 0 0 0 0 0 0 0 0
Cleric 0 0 0 0 0 0 0 0 0
Druid 0 0 0 0 0 0 0 0 0
Paladin 0 0 0 0 0 0 0 0 0
Ranger 0 0 0 0 0 0 0 0 0
Sorcerer 0 0 0 0 0 0 0 0 0
Wizard 0 0 0 0 0 0 0 0 0
BETA Inquisitor
0 0 0 0 0 0 0 0 0
BETA Oracle 0 0 0 0 0 0 0 0 0
BETA Summoner 0 0 0 0 0 0 0 0 0
BETA Witch 0 0 0 0 0 0 0 0 0
List_Casters_All_Base
Bard
Sorcerer
Wizard
BETA Summoner
BETA Witch
List_Casters_Arcane_Base
Cleric
Druid
Paladin
Ranger
BETA Inquisitor
BETA Oracle
List_Casters_Divine_Base
ls Known
7th 8th 9th
1
2
2 1
3 2
3 2 1
3 3 2
3 3 3
BAB Saving Throw
Prestige Saves
Spell Points per Day XP Needed
Sp Sp Sp
Sp
ell ell ell
ell
Poi Poi Poi
Level Low Mid High BadGood
PrCPrC
BadGood PoiSlow Medium Fast
nts nts nts
nts
Lo Me Hig
Ult
w d h
1 0 0 1 0 2 0 1 0 0 2 3 ### - -
2 1 1 2 0 3 1 1 0 0 4 5 ### 2,000 1,300
3 1 2 3 1 3 1 2 0 1 7 8 ### 5,000 3,300
4 2 3 4 1 4 1 2 0 5 11 14### 9,000 6,000
5 2 3 5 1 4 2 3 0 6 16 19### 15,000 10,000
6 3 4 6 2 5 2 3 1 9 24 29### 23,000 15,000
7 3 5 7 2 5 2 4 1 14 33 37### 35,000 23,000
8 4 6 8 2 6 3 4 1 17 44 51### 51,000 34,000
9 4 6 9 3 6 3 5 1 22 56 63### 75,000 50,000
10 5 7 10 3 7 3 5 4 29 72 81### 105,000 71,000
11 5 8 11 3 7 4 6 4 34 88 97### 155,000 105,000
12 6 9 12 4 8 4 6 9 41 104 115### 220,000 145,000
13 6 9 13 4 8 4 7 9 50 120 131### 315,000 210,000
14 7 10 14 4 9 5 7 10 57 136 149### 445,000 295,000
15 7 11 15 5 9 5 8 17 67 152 165### 635,000 425,000
16 8 12 16 5 10 5 8 20 81 168 183### 890,000 600,000
17 8 12 17 5 10 6 9 25 95 184 199### 1,300,000 850,000
18 9 13 18 6 11 6 9 26 113 200 217### 1,800,000 1,200,000
19 9 14 19 6 11 6 10 41 133 216 233### 2,550,000 1,700,000
20 10 15 20 6 12 7 11 48 144 232 249### 3,600,000 2,400,000
1 2 3 4 5 6 7 8 9 10 11 12### 14 15
Table_Level_Dependent
Max Armor
Dex Check Penalty
Spd Red Run
Light 3 0 No 4
Medium 3 -3 Yes 4
Heavy 1 -6 Yes 3
Overloaded 0 Yes 0
Dog, Badgerhound
+3 bonus on scent-based and opposed Perception checks
Eagle, Golden
+2 bonus on Intimidate and sight-based and opposed Perception check in bright or low light
Fluttermouse
+2 bonus on Fly and Stealth checks
Fox, Red +3 bonus on Survival checks
Hedgehog+1 natural armor bonus
Parrot +3 bonus on Linguistics checks
Rabbit +2 bonus on sight-based, sound-based and opposed Perception checks
Robin +2 bonus on Fly and sound-based and opposed Perception checks in bright light
Woodrat +2 bonus on Acrobatics and Appraise checks
Clockwork Bat
Clockwork Cat
Clockwork Owl
Clockwork Rat
XP Needed Fractional
- 1 - Medium
LowHigh
High
Low
3 1,000 1###
###1###
###
6 1 3,000 2 1###2 3###
9 1 6,000 3###
###3###
###
12 1 10,500 4 2 3 4 4###
15 16,000 5###
###5###
###
18 1 23,500 6 3###6 5###
21 1 33,000 7###
###7###
###
24 1 46,000 8 4 6 8 6###
27 62,000 9###
###9###
###
30 1 82,000 ###5###
###7###
33 1 108,000 ###
###
###
###
###
###
36 1 140,000 ###6 9###8###
39 185,000 ###
###
###
###
###
###
42 1 240,000 ###7###
###9###
45 1 315,000 ###
###
###
###
###
###
48 1 410,000 ###8###
###
###
###
51 530,000 ###
###
###
###
###
###
54 1 685,000 ###9###
###
###
###
57 1 880,000 ###
###
###
###
###
###
16 17 18 19 Err:508 ###
###
###
###
###
###
Err:508
1
1
1
1
1
1
1
Damage Other Construction Requirements