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COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, Skip William
Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on mate
Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Mon
Classic Monsters Revisited. Copyright 2008, Paizo Publishing, LLC; Authors: Wolfgang Baur, Jason Bulmahn, Joshua J. Frost
A. Vaughan, Jeremy Walker.
Council of Thieves Player’s Guide. Copyright 2009, Paizo Publishing, LLC; Author: James Jacobs, F. Wesley Schneider, Ambe
Curse of the Crimson Throne Player’s Guide. Copyright 2008 Paizo Publishing LLC. Authors: James Jacobs and Mike McArtor
GameMastery Module J2: Guardians of Dragonfall, Copyright 2007, Paizo Publishing, LLC. Author: Anson Caralya.
Guide to Darkmoon Vale. Copyright 2008, Paizo Publishing, LLC; Author: Mike McArtor.
Guide to Korvosa. Copyright 2008, Paizo Publishing, LLC; Author: Mike McArtor.
Guide to Pathfinder Society Organized Play v2.0. Copyright 2009, Paizo Publishing, LLC; Author: Joshua J. Frost.
Into the Darklands. Copyright 2008, Paizo Publishing, LLC; Authors: James Jacobs and Greg A. Vaughan.
Kingmaker Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Authors: James Jacobs, Mark Moreland, and F. Wesley Sc
Pathfinder 5: Sins of the Saviors, Copyright 2007, Paizo Publishing, LLC; Author: Stephen S. Greer.
Pathfinder 7: Edge of Anarchy. Copyright 2008, Paizo Publishing, LLC; Author: Nicolas Logue.
Pathfinder 10: A History of Ashes. Copyright 2008, Paizo Publishing, LLC; Author: Michael Kortes.
Pathfinder Adventure Path volume #22: The End of Eternity. Copyright 2009, Paizo Publishing, LLC; Author: Jason Nelson.
Pathfinder Adventure Path volume #25: Bastards of Erebus © 2009, Paizo Publishing, LLC; Author: Sean K Reynolds.
Pathfinder Adventure Path volume #26: The Sixfold Trial. © 2009, Paizo Publishing, LLC; Author: Richard Pett.
Pathfinder Adventure Path volume #28: The Infernal Syndrome. © 2009, Paizo Publishing, LLC; Authors: Clinton Boomer and
Pathfinder Adventure Path volume #29: Mother of Flies. © 2009, Paizo Publishing, LLC; Authors: Greg A. Vaughan.
Pathfinder Adventure Path volume #30: The Twice-Damned Prince. © 2010, Paizo Publishing, LLC; Author: Brian Cortijo and J
Pathfinder Character Traits Web Enhancement, Copyright 2009, Paizo Publishing, LLC. Author: James Jacobs and F. Wesley
Pathfinder Chronicles Campaign Setting. Copyright 2008, Paizo Publishing, LLC; Authors: Keith Baker, Wolfgang Baur, Clinton
Stephen S. Greer, Jeff Grubb, James Jacobs, Michael Kortes, Tito Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason Eric
Christine Schneider, David Schwartz, Amber E. Scott, Stan!, Owen K.C. Stephens, Todd Stewart, James L. Sutter, Greg A. Vau
Pathfinder Chronicles: Cities of Golarion. Copyright 2009, Paizo Publishing, LLC; Authors: Joshua J. Frost, Tim Hitchcock, Jon
Pathfinder Chronicles: Classic Horrors Revisited. Copyright 2009, Paizo Publishing, LLC; Authors: James Jacobs, Rob McCre
Pathfinder Chronicles: Classic Treasures Revisited. Copyright 2010, Paizo Publishing, LLC; Authors: Jacob Burgess, Brian Co
Todd Stewart, and Russ Taylor.
Pathfinder Chronicles: Dark Markets, A Guide to Katapesh. Copyright 2009, Paizo Publishing, LLC; Authors: Stephen S. Greer
Pathfinder Chronicles: Dragons Revisited. Copyright 2009, Paizo Publishing, LLC; Author: Mike McArtor.
Pathfinder Chronicles: Dungeon Denizens Revisited. Copyright 2009, Paizo Publishing, LLC; Authors: Clinton Boomer, Jason
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Pathfinder Chronicles: Guide to the River Kingdoms. Copyright 2010, Paizo Publishing, LLC; Authors: Eric Bailey, Kevin Carte
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Wesley Schneider, Lisa Stevens, Neil Spicer, Matthew Stinson, and John Wick.
Pathfinder Chronicles: Seekers of Secrets. Copyright 2009, Paizo Publishing, LLC; Authors: Tim Hitchcock, Erik Mona, Sean K
Pathfinder Companion: Adventurer’s Armory. Copyright 2010, Paizo Publishing, LLC; Authors: Jonathan Keith, Hal Maclean, Je
Pathfinder Companion: Andoran, Spirit of Liberty. Copyright 2010, Paizo Publishing, LLC; Authors: Jonathan Keith, Hal Maclea
Pathfinder Companion: Cheliax, Empire of Devils. Copyright 2009, Paizo Publishing, LLC; Authors: Jonathan H. Keith, Colin M
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Pathfinder Companion: Dwarves of Golarion. Copyright 2009, Paizo Publishing, LLC; Authors: David A. Eitelbach, Russ Taylor
Pathfinder Companion: Elves of Golarion, Copyright 2008, Paizo Publishing, LLC; Authors Jeff Quick and Hal Maclean.
Pathfinder Companion: Legacy of Fire Player’s Guide, Copyright 2009, Paizo Publishing, LLC; Authors: Brian Cortijo, Stephen
Amber E. Scott, and James L. Sutter.
Pathfinder Companion: Osirion, Land of Pharaohs, Copyright 2008, Paizo Publishing, LLC; Authors: Jason Nelson and Todd S
Pathfinder Companion: Qadira, Gateway to the East. Copyright 2009, Paizo Publishing, LLC; Author: Brian Cortijo.
Pathfinder Companion: Second Darkness Player’s Guide, Copyright 2008, Paizo Publishing, LLC; Authors: James Jacobs, F. W
Pathfinder Companion: Taldor, Echoes of Glory. Copyright 2009, Paizo Publishing, LLC; Author: Joshua J. Frost.
Rise of the Runelords Player’s Guide. Copyright 2007 Paizo Publishing LLC. Authors: James Jacobs and Mike McArtor.
Rise of the Runelords: Burnt Offerings. Copyright 2007 Paizo Publishing LLC. Authors: Wolfgang Baur, James Jacobs, Erik Mo
Advanced Player’s Guide Final Playtest. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn.
In the Company of Giants. Copyright 2010 Steven D. Russell. All rights reserved.
Legends of the Shining Jewel Campaign Guide, Copyright 2009, The Shining Jewel, LLC.; Author: Jay Fisher and Catie Straito
Remarkable Races. Copyright 2009, Alluria Publishing; Author: J. Matthew Kubisz
The Book of Arcane Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors: Connie J. Thomson and Robert W. Thomson.
The Book of Arcane Magic Web Enhancement. Copyright 2009, 4 Winds Fantasy Gaming; Authors Sean O’Connor and Rober
The Book of Divine Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors Connie J. Thomson and Robert W. Thomson, w
The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.
The Shaman Pathfinder Edition Copyright 2009, Super Genius Games; Authors: R. Hyrum Savage.
Howdy, and welcome to the Pathfinder Character Excelerator (Yep, it's a cheesy name. I like cheese. And cake). This spreadsh
characters for the Pathfinder Roleplaying Game (PRPG). The information in this sheet is either 100% Open Game Content, or
Paizo as well as material from 3rd-party publishers (see below for some thoughts on these nice folks). This sheet is not a chara
character generation process with information about the races, classes, and such that you select. In that regard, I assume you
a lot of things for you, filling out information based on the race you select, automatically updating feats and class abilities as you
more and more content automated. In addition to helping out in this way, I'm also trying to build the sheet as compatible and mo
Linux box as a PC, and in OpenOffice or an older version of Excel. It can also be "chopped up" and rebuilt once you figure out
stat blocks on his front page if you want to remove them and put in, say, frequently used spell summaries instead. This gets into
Well, this field looks as good as any to talk about Customization…So, I've tried to build in two levels of customization for folks, a
the Customization tab (right next to this tab unless you've moved things around) and fill out the various fields. Now, even thoug
how it works, but once you get the hang of it this tab should be a quick way to add some personal bits to your character. Now, f
how Excel works. For this path, you go directly to the various tabs that hold the data for the sheet (I don't hide them; they're all
then flows into the various selections and forumlas used to complete the character sheet. You can generally add data directly to
*** fields. Your data should then appear in the relevant lists, lookups, etc. If you want to get fancy and automate things, you can
also edit things on the various "print" sheets--cells with a little red flag are not locked but may contain formulas for you to add to
You can unlock these sheets and fiddle as much as you like, as there is no set password. Now, at times this advanced approac
the next version. One note, the addition of Class Abilities is a bit tougher at this time as I'm still working on a good solution for th
Now, I mentioned 3rd-party publishers earlier and I wanted to say a bit more about that. At this time, Super Genius Games, Allu
running The Legend of the Shining Jewel have all provided material for inclusion. I am pleased to support these great companie
while this character sheet has some of the "crunch" you can get from these fine products, you are only seeing a small portion o
contributing 3rd-party publishers. If you like their material, I strongly encourage you to buy their product(s). You're not only supp
movement as a whole.
4 Winds Fantasy Gaming
Alluria Publishing
Legends of the Shining Jewel
Super Genius Games
Rite Publishing
and of course none of this would be possible without…
Paizo Publishing
So, head on over to the Getting Started tab to kick things off. Once you've entered the information there, you can go to the Fron
weapons and armor, and such are all handled dynamically on these pages. This means you can change then information there
Conditions, Magical Effects, and Magic Items are either already in place or being added, so you can chagne these variables as
*
*
*
For all those questions that keep coming up…
I've got some thoughts on changes for the sheet/I found a bug that needs attention/I'd like to hang out and chat with n
I regularly post on the Paizo forums--you can find me as the angel-faced fellow named erian_7. In particular for this sheet, I ma
below). I strongly encourage folks to join in the conversation there, as many of the great features, efficient formulas and innova
ideas! While I maintain a "baseline" copy of the sheet at the Pathfinder Database, you will also find I release iterations almost w
beta, after all...
erian_7's Excel-based Character Sheet
You've done some great work here, is there any way I can pay/donate fmoney or your work?
I actually don't take any payment, both because I enjoy giving back to the community and because the Paizo Community Use P
sheet--see the Legal tab) prohibits accepting payment for the work.
Now, with that said there is actually one way anyone can support the sheet--I very much believe in the Open Game License (O
fine material from publishers like 4 Winds Fantasy Gaming, Alluria Publishing, Otherworldy Creations/Super Genius Games, an
in the past provided me with content for the sheet free-of-charge. Open Gaming is a big deal to me. I believe if "done right" it ca
publishers. To that end, I am focused on (1) promoting Open Gaming and the publishers that actively support it, (2) educating p
encouraging people to move beyond just snagging the mechanics and actually buying the product (if someone wants to use an
want more good stuff, those companies need money!
So...short story long I encourage anyone that likes this work to go support 3rd Party Publishers by purchasing their products--th
publishers a note and tell them you think they've done a fine job. If you want to mention my work in the process, and if they are
where they can jump in and ask questions or let me know their thoughts.
Open Call To 3rd Party Publishers - I'll Support Your PRPG OGC
Can you add class X or feat Y from one of the old D&D 3.5 (or 3.0) books?
In general, no. Wizards of the Coast released most of their content as "closed" despite the general PHB material being "open" a
cannot legally add any of that material, nor can I add material from other publishers that does not have a clear statement that th
for your own personal use, but if you do so you definitely should not redistribute the material.
The monk's Flurry of Blows is not showing all of the iterative attacks.
Flurry of blows works exactly like two-weapon fighting in PRPG. As such, you need to use two weapon blocks for a flurry of blo
As: 2-Wpn Off-Hand. In the Combat Options for each weapon block, set one of the options to Flurry of Blows and you're ready
unarmed strikes and weapon attacks.
=AND(Dex>14,ISNUMBER(FIND("Nimble Moves",Feats_Known)))
The logic should result in an answer of TRUE when the requirements are met.
How do I set Weapon Focus/Exotic Weapon Proficienct/Martial Weapon Proficiency/etc.? The feats just say [select wea
The Feat Settings section directly below Step 3 on the Getting Started tab has a series of selectors for these feats. If you want
entries next to the Weapon Focus Selections box to Halberd. Feats that depend on these (such as Weapon Specialization) will
Why aren't the skills straight alphabetical? I can never find anything...
The skills are sorted into two lists and are alphabetical within that list. The two lists are 'skills that can be used without putting a
untrained' (Trained Only). I do this because in my use I often don't need a good chunk of the Trained Only skills, and so I end u
goal stated on What Is This Thing--the modular nature of the sheet lets me change things around easily). To help folks that wan
on the Front tab that has the feats alphabetical. You can simply copy-and-paste this list over the skills and be good to go.
Is there any way I can export my character from a previous version of the sheet and then import that into a new versio
Since I don't use macros/VBA in the sheet in order to maintain cross-platform compatibility, there is unfortunately no easy way t
manual entry is the only option…
↙ Click the + symbol to expand the customization section(s) you want to use.
CUSTOM RACE
CUSTOM SKILLS
CUSTOM FEATS
CUSTOM TRAITS
CLASS
EQUIPMENT
Sheet Version 0.9
Follow the Steps to create a character. Cells with a show areas where you can input data. After selecting class levels, be sure to check the Class Options section below for more settings.
Active Sheet? Landscape This is a very important setting--it specifies whether you will use the landscape ("L") or portrait ("P) tabs as your data entry source. All game mechanics tie to these sheets.
L
↙ Click the + symbol to expand the class option section(s) relevant to your character.
GENERAL DETAILS AND GAME SETTINGS
INIT +0 = 0 + .
. Perception +0 +10
. CHARACTER NAME PLAYER NAME
. | Neutral
CONDITIONAL MODIFIERS / OTHER
AC 10 = 10 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 .
. RACE (TYPE/SUBTYPE) ALIGNMENT
TOTAL ARMR SHLD DEX SIZE NAT DDG DEF OTH . | 0
10 10 No
APPLIES TO? APPLIES TO? APPLIES TO? .
. CLASSES CHAR LVL
TOUCH FLAT-
FOOTE
SHIELD MISC 1 MISC 2 MISC 3 .
D
READY
.
TOTAL BAB ABILITY SIZE OTHER MISC . DEITY/RELIGION REGION
SKILLS ARMOR CHECK
0
CLASS?
MELEE +0 = 0 + Str + 0 + 0 + . Medium ' " lb.
PENALTY
. SKILL NAME
KEY SKILL
RANK
CALC MISC
COND MODS
. SIZE AGE GENDER HEIGHT WEIGHT (lb.) ABILITY MOD MODS MOD
0 0 N / x . WILL +0 = 0 + 0 + 0 + 0 + = + +
.
RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES . Notes: £ Disable Device Dex* NA = 0 + 0 +
— . TIMES/DAY USED
. £ Handle Animal Cha NA = 0 + 0 +
SPECIAL PROPERTIES ###
###
###
###
###
###### ###
###
###
### ###
###
###
###
###
###
###
### . CONDITIONS
ENERG
Y SPELLS & EFFECTS
. DRAIN
£ Knowledge (arcana) Int NA = 0 + 0 +
.
. £ Knowledge (dungeoneering) Int NA = 0 + 0 +
WEAPON / ATTACK VALUE: - ENH MATERIAL SIZE QTY .
None Medium 1 . £ Knowledge (engineering) Int NA = 0 + 0 +
.
M/R/T WIELDED AS? COMBAT OPTION COMBAT OPTION COMBAT OPTION . £ Knowledge (geography) Int NA = 0 + 0 +
.
. £ Knowledge (history) Int NA = 0 + 0 +
+ATK ATTACKS +DMG DAMAGE KEEN? CRITICAL .
0 0 N / x . £ Knowledge (local) Int NA = 0 + 0 +
.
RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES . ARMOR, SHIELD, & OTHER PROTECTION £ Knowledge (nature) Int NA = 0 + 0 +
— .
. £ Knowledge (nobility) Int NA = 0 + 0 +
SPECIAL PROPERTIES ###
###
###
###
###
###### ###
###
###
### ###
###
###
###
###
###
###
### . ARMOR VALUE: - ENH MATERIAL MODIFICATIONS
. None £ Knowledge (planes) Int NA = 0 + 0 +
.
. CATEGORY ### ARMOR MAX DEX ACP ARCANE FAIL SPD RED WGT (lb.)
£ Knowledge (religion) Int NA = 0 + 0 +
WEAPON / ATTACK VALUE: - ENH MATERIAL SIZE QTY . ― +0 +50 0 0% No —
None Medium 1 . £ Knowledge (spirits) Int NA = 0 + 0 +
. SPECIAL PROPERTIES
M/R/T WIELDED AS? COMBAT OPTION COMBAT OPTION COMBAT OPTION . £ Linguistics Int NA = 0 + 0 +
.
. 0 £ Profession (untrained) Wis NA = 0 + 0 +
+ATK ATTACKS +DMG DAMAGE KEEN? CRITICAL . SHIELD VALUE: - ENH MATERIAL
0 - ### ###
DESCRIPTION ### ###
### ###
0 -
STARTING/BONUS LANGUAGES ### ###
DESCRIPTION ### ###
LANGUAGES LEARNED
### ###
EYES (PAIR OF LENSES OR GOGGLES) VALUE WEIGHT ### ###
0 - ### ###
DESCRIPTION
### ###
### ###
FEET (PAIR OF BOOTS, SHOES, OR SLIPPERS) VALUE WEIGHT
### ###
33 66 100 100 200 500
### ###
HAND (ONE GLOVE OR GAUNTLET) VALUE WEIGHT HEAVY LIFT OVER LIFT OFF
LIGHT LOAD MED LOAD PUSH DRAG
0 -
LOAD HEAD GROUND
### ###
DESCRIPTION ### ###
OTHER MAGIC ITEMS ### ###
HEAD (CIRCLET, CROWN, HAT, HELM, OR MASK) VALUE WEIGHT MAGIC ITEM VALUE WEIGHT ### ###
0 - 0 - ### ###
DESCRIPTION DESCRIPTION
### ###
### ###
HEADBAND (HEADBAND OR PHYLACTERY) VALUE WEIGHT MAGIC ITEM VALUE WEIGHT
0 - 0 - ### ###
DESCRIPTION DESCRIPTION ### ###
### ###
NECK (AMULET, BROOCH, MEDALLION, NECKLACE, PERIAPT, SCARAB) VALUE WEIGHT MAGIC ITEM VALUE WEIGHT ### ###
0 - 0 - ### ###
DESCRIPTION DESCRIPTION
### ###
### ###
RING VALUE WEIGHT MAGIC ITEM VALUE WEIGHT
0 - 0 - ### ###
DESCRIPTION DESCRIPTION ### ###
### ###
RING VALUE WEIGHT MAGIC ITEM VALUE WEIGHT ### ###
0 - 0 - ### ###
DESCRIPTION DESCRIPTION
### ###
### ###
SHOULDERS (CLOAK OR CAPE) VALUE WEIGHT MAGIC ITEM VALUE WEIGHT
0 - 0 - ### ###
DESCRIPTION DESCRIPTION ### ###
### ###
WRISTS (PAIR OF BRACERS OR BRACELETS) VALUE WEIGHT MAGIC ITEM VALUE WEIGHT ### ###
0 - 0 -
DESCRIPTION DESCRIPTION ### ###
0.00 0.00 0.00 0.00
ADVENTURE EXPENSES TOTAL GP VALUE ARMOR/WEAPON WGT TOTAL WEIGHT
RACIAL ABILITIES CLASS ABILITIES
TRAITS
10 0 0 NA
11 0 1st 0 0
QTY NAME AND PAGE QTY NAME AND PAGE
12 0 2nd 0 0
13 0 3rd 0 0
2nd 14 0 4th 0 0
15 0 5th 0 0
16 0 6th 0 0
QTY NAME AND PAGE QTY NAME AND PAGE
17 0 7th 0 0
18 0 8th 0 0
3rd
19 0 9th 0 0
SPECIALTY SCHOOL
4th
PROHIBITED SCHOOL
PROHIBITED SCHOOL
QTY NAME AND PAGE QTY NAME AND PAGE
DOMAIN DOMAIN
6th
7th
8th
9th
CHARACTER RECORD SHEET SPEED
Mod:
| 0
CLASSES CHAR LVL DESCRIPTION
10 10
INT 10 +0 0
NONLETHAL
10 10 TOTAL BASE ABILITY RACE OTHER MISC GENERAL NOTES
WIS 10 +0 0
FORTITUDE SAVE +0 = 0 + 0 + 0 + 0 +
10 10 DAMAGE REDUCTION
CHA 10 +0 0 Notes:
REFLEX SAVE +0 = 0 + 0 + 0 + 0 +
INITIATIVE +0 = 0 +
Perception +0 +10
CONDITIONAL MODIFIERS / OTHER
AC 10 = 10 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0
TOTAL ARMR SHLD DEX SIZE NAT DDG DEF OTH
APPLIES TO? APPLIES TO? APPLIES TO?
10 10 No
TOUCH FLAT- SHIELD MISC 1 MISC 2 MISC 3
FOOTED READY TOTAL BAB ABILITY SIZE OTHER MISC COMBAT NOTES
CLASS?
= + + + + Armor Check Penalty
KEY
L RAN C C COND
SKILL NAME ABIL
RANGED +0 = 0 + Dex + 0 + 0 + MO K MO MO MODS
£ Acrobatics ITY
Dex* D0 = 0 + 0 +
DS D
COMBAT MANEUVERS TOTAL BAB ABILITY SIZE OTHER MISC COMBAT MANEUVER NOTES
£ Appraise Int 0 = 0 + 0 +
CMB +0 = 0 + 0 + 0 + 0 +
£ Bluff Cha 0 = 0 + 0 +
N / x £ Heal Wis 0 = 0 + 0 +
RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES COMBAT OPTION
£ Intimidate Cha 0 = 0 + 0 +
—
SPECIAL PROPERTIES 0 0 0 0 0 0 0 +0 0 0 0 -1 0 0 0 0 0 0 -1 COMBAT OPTION £ Perception Wis 0 = 0 + 0 +
— £ Swim Str* 0 = 0 + 0 +
SPECIAL PROPERTIES 0 0 0 0 0 0 0 +0 0 0 0 -1 0 0 0 0 0 0 -1 COMBAT OPTION = + +
= + +
WEAPON / ATTACK - M/R/T ENH MATERIAL SIZE QTY WIELDED AS?
£ Disable Device Dex* NA = 0 + 0 +
None Medium 1
+ATK ATTACKS +DMG DAMAGE KEEN? CRITICAL COMBAT OPTION £ Handle Animal Cha NA = 0 + 0 +
WEAPON / ATTACK - M/R/T ENH MATERIAL SIZE QTY WIELDED AS? £ Knowledge (history) Int NA 0 + 0 +
None
CATEGORY #N/A
ARMOR MAX DEX ARMOR CHECK ARCANE FAILURE SPD RED WGT (lb.)
― +0 +50 0 0% No —
SPECIAL PROPERTIES
EXPERIENCE
0 Medium 0
SHIELD Value: - ENH SPECIAL MATERIAL
CURRENT TOTAL NEXT LEVEL PROGRESSION
None
SHIELD BONUS MAX DEX ARMOR CHECK ARCANE FAILURE WGT (lb.)
+0 +50 0 0% 0.0
LANGUAGES SPECIAL PROPERTIES
STARTING/BONUS LANGUAGES
. ### ###
BELT (BELT OR GIRDLE) VALUE WEIGHT
0 - ### ###
DESCRIPTION ### ###
### ###
BODY (ROBE OR VESTMENT) VALUE WEIGHT ### ###
0 - ### ###
DESCRIPTION
### ###
### ###
CHEST (MANTLE, VEST, OR SHIRT) VALUE WEIGHT
0 - ### ###
DESCRIPTION ### ###
### ###
EYES (PAIR OF LENSES OR GOGGLES) VALUE WEIGHT COIN ### ###
0 - ### ###
DESCRIPTION
PLATINUM ### ###
### ###
FEET (PAIR OF BOOTS, SHOES, OR SLIPPERS) VALUE WEIGHT GOLD
0 - ### ###
DESCRIPTION SILVER ### ###
### ###
COPPER
HAND (ONE GLOVE OR GAUNTLET) VALUE WEIGHT
0.00 ### ###
0 - WEIGHT ### ###
DESCRIPTION
0 - ### ###
66 200
DESCRIPTION
LIFT OFF
### ###
MED
GROUN
LOAD
D ### ###
NECK (AMULET, BROOCH, MEDALLION, NECKLACE, PERIAPT, SCARAB) VALUE WEIGHT 100 500
0 - ### ###
DESCRIPTION
HEAVY
LOAD
PUSH
DRAG 0.00 0.00 0.00 0.00
ADVENTURE EXPENSES TOTAL GP VALUE ARMOR/WEAPON WGT TOTAL WEIGHT
0 -
DESCRIPTION MAGIC ITEM VALUE WEIGHT MAGIC ITEM VALUE WEIGHT
0 - 0 -
DESCRIPTION DESCRIPTION
SHOULDERS (CLOAK OR CAPE) VALUE WEIGHT
0 -
DESCRIPTION
TRAITS
1st 10 0 0 NA
11 0 1st 0 0
12 0 2nd 0 0
14 0 4th 0 0
15 0 5th 0 0
16 0 6th 0 0
2nd
17 0 7th 0 0
18 0 8th 0 0
19 0 9th 0 0
QTY NAME AND PAGE
BLOODLINE
PROHIBITED SCHOOL
PROHIBITED SCHOOL
DOMAIN DOMAIN
QTY NAME AND PAGE
4th
5th
6th
7th
8th
9th
None 0 0 3 0 0 None 0 — None
ANIMAL COMPANION LVL HD HP STR/DEX TRICKS SIZE SPEED OTHER MOVE SPECIAL QUALITIES
BONUS
PALADIN'S MOUNT? No CAVALIER'S MOUNT? No None
SPECIAL ATTACKS
ABILITY
SCORE
ABILITY
MOD
TEMP
SCORE
TEMP
MOD INIT -5 = -5 + 0 -5 -5 -5 0
0 DEX OTHER FORT REF WILL SR
STR 0 -5 -5 —
SPECIAL
0 AC #N/A = 10 + -5 + 0 + 0 + #N/A +
DEX 0 -5 -5 Dex NA DODGE SIZE ARMOR 4th: 9th: 14th: 20th:
ABILITY BOOSTS
0
CON 0 -5 -5
CMD #N/A = 10 + 0 + -5 + -5 + #N/A + 0
BAB STR DEX SIZE DODGE
0
INT 0 -5 -5
CMB #N/A = 0 + -5 + #N/A
0 BAB ABILITY SIZE
WIS 0 -5 -5 None
SP Mod:
CLASS?
SKILLS Skill Points 0 of 0 Armor Check Penalty
Q Acrobatics Dex* -5 = + -5 +
ANIMAL COMPANION FEAT DESCRIPTIONS
Q Climb Str* -5 = + -5 +
Q Fly Dex* -5 = + -5 +
£ Intimidate Cha -5 = + -5 +
Q Perception Wis -5 = + -5 +
£ Survival Wis -5 = + -5 +
Q Swim Str* -5 = + -5 +
#N/A
= +
DEX OTHER FORT REF WILL
= + + + +
DEX NA DODGE SIZE
CON #N/A 0
#N/A
0
CMD #N/A = 10 + 0 + #N/A + #N/A + #N/A + 0 SPECIAL ATTACKS
INT #N/A #N/A
#N/A
= + +
#N/A
#N/A
= + +
BAB #N/A SIZE
FAMILIAR SENSES
MOD PASSIVE SPECIAL
#N/A
SKILLS
CLASS?
CON 13 +1###
### CMD 14 = 10 + 0 + 2 + +2 + 0 + 0 ###
###
BAB STR DEX SIZE DODGE ###
###
INT 7 -2###
### ###
###
CMB +2 = 0 + 2 + 0
0### ###
###
BAB ABILITY SIZE
WIS 10 ### Bite (1d6+2)
ATK +2 = 0 + 2 + 0
0###
ATTACKS EVOLUTIONS
CHA 11 ### BAB STR SIZE
EIDOLON SENSES
MOD PASSIVE SPECIAL
EIDOLON FEATS (NOT FULLY AUTOMATED) 0 of 0
. Perception +0 +10 | darkvision 60' |
CONDITIONAL MODIFIERS / OTHER
SP Mod:
Armor Check
SKILLS (NOT FULLY AUTOMATED) Skill Points 0 of 0
CLASS?
Penalty
Q Bluff Cha 0 = + 0 +
EIDOLON EVOLUTION DESCRIPTIONS
Q Craft (untrained) Int -2 = + -2 +
0
Q Knowledge (planes) Int -2 = + -2 +
Q Perception Wis 0 = + 0 +
Q Sense Motive Wis 0 = + 0 +
Q Stealth Dex* +2 = + 2 +
Q Acrobatics Dex* +2 = + 2 +
Q Climb Str* +2 = + 2 +
Q Fly Dex* +2 = + 2 +
Q Swim Str* +2 = + 2 +
£ = + 0 +
£ = + 0 +
£ = + 0 +
£ = + 0 +
£ = + 0 +
* Armor Check Penalty applies. NA skills cannot be used untrained.
0
0 |
Neutral Medium
Init +0 Senses
DEFENSE
AC 10 touch 10 flat-footed 10
hp 0 ()
Fort +0 Ref +0 Will +0
Other
OFFENSE
Speed ft.
Melee
Ranged
Other
STATISTICS
Str 10 Dex 10 Con 10 Int 10 Wis 10 Cha 10
Base ATK +0 CMB +0 CMD 10
Feats
Skills
Languages
SQ
Feat Name
INSERT NEW FEATS ABOVE THIS LINE & MANUALLY ADJUST ROW NUMBERS
Combat Critical Teamwork Item Creation Metamagic
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List_Feats_Monk
Catch Off-Guard
Combat Reflexes
Deflect Arrows
DODGE
Hamatulatsu
Improved Grapple
Scorpion Style
Throw Anything
Blade Binder
Gorgon’s Fist
Improved Bull Rush
Improved Disarm
Improved Feint
Improved Trip
Mobility
Improved Critical
Medusa’s Wrath
Snatch Arrows
Spring Attack
List_Feats_AltMonk
Catch Off-Guard
Combat Reflexes
Deflect Arrows
DODGE
Improved Grapple
Rapid Shot
Throw Anything
Blade Binder
Improved Bull Rush
Improved Disarm
Improved Feint
Improved Trip
Mobility
Shot on the Run
Improved Critical
Precise Shot, Improved
Snatch Arrows
Spring Attack
Prerequisite
—
Dex 15, Nimble Moves
—
—
Channel energy class feature
Channel energy class feature
Channel energy class feature
Channel energy class feature
—
Arcane Armor Training, Armor Proficiency, Medium, caster level 7th
Armor Proficiency, Light, caster level 3rd
Ability to cast arcane spells
Armor Proficiency, Medium
—
Armor Proficiency, Light
—
Spell Focus (conjuration)
Critical Focus, base attack bonus +11
—
Critical Focus, base attack bonus +15
—
Power Attack
—
Int 13
—
Channel negative energy class feature
Base attack bonus +9
Any two critical feats, 14th-level fighter
Weapon Focus
Dex 13, base attack bonus +1
Greater Weapon Focus, Shatter Defenses, base attack bonus +11
Critical Focus, base attack bonus +13
—
—
Dex 13, Improved Unarmed Strike
—
Endurance
6th-level fighter
Dex 13
Two-Weapon Fighting
Channel energy class feature
Channel energy class feature
Channel energy class feature
Channel energy class feature
—
—
Tiring Critical, base attack bonus +15
Base attack bonus +1
Base attack bonus +1
Base attack bonus +1
Channel energy class feature
Ki pool class feature
Ki pool class feature
—
—
—
—
—
—
—
—
—
Special attack.
Special attack.
Special attack.
Str 25, Power Attack, Improved Bull Rush, size Large or larger.
Spell-like ability at caster level 6th or higher.
Fly speed.
Fly speed.
Natural armor, Con 13.
Natural armor, Con 13.
Natural armor, Con 13.
Natural weapon, base attack bonus +4.
Three or more natural attacks.
Dex 13, three or more hands.
Spell-like ability at CL 10th or higher.
Size Huge or larger.
Fly speed.
Caster level 1st.
Cha 15.
Defensive Combat Training, Bellflower Network 10 TPA
Dex 17, Greater Weapon Focus (Aldori dueling sword), Weapon Finesse, Weapon Focus (Aldori dueling sword), Weapon Spec
Deliver the killing blow to 20 gnolls, hyenas, dire hyenas, werehyenas, jackalweres, or minions of Lamashtu.
Con 19, Endurance.
Cha 13, Animal Affinity, animal companion, Andoran affinity.
Spellcraft 1 rank, Numeria affinity.
Improved Unarmed Strike.
Cha 13, Linnorm Kings affinity.
Cha 13, Linnorm Kings affinity.
Cha 13, Linnorm Kings affinity.
Appraise 1 rank, Diplomacy 1 rank, Knowledge (local) 1 rank. (Originally Appraise 4 ranks, Gather Information 4 ranks, Knowle
Base attack bonus +4, proficiency with khopesh or temple sword.
Spell Focus (any school)
Animal companion or familiar class ability.
Proficiency with hammer, base attack bonus +6.
Ghoul, Intelligence 17.
Mounted Combat, Ride 3 ranks, Handle Animal 3 ranks (was Ride 6 ranks, Handle Animal 6 ranks)
Wis 13, Galt affinity.
Over the course of at least five different occasions, free a cumulative total of 50+ sentient beings held in unjust captivity.
1st-level character, cannot have Country Born or Lone Wolf.
1st-level character, cannot have Country Born or Lone Wolf.
1st-level character, cannot have Country Born or Lone Wolf.
Ghoul, Charisma 18.
Animal Handling 1 rank, own a figurine of wondrous power
Stealth 1 rank, Survival 1 rank (Originally Hide 3 ranks, Survival 3 ranks)
Dex 15, Weapon Focus (spiked chain).
Power Attack, Intimidate 6 ranks.
Stunning Fist.
Dex 15, Improved Trip, Weapon Focus (spiked chain).
Spent at least 1 month working on a ship for Jean Coremont.
Katapesh affinity.
1st-level character, cannot have City Born or Lone Wolf.
Dex 15, Point Blank Shot, Rapid Reload, Rapid Shot.
Base attack bonus +4, proficiency with the dwarven dorn-dergar.
Base attack bonus +6, Mendev affinity.
Base attack bonus +6, Mendev affinity.
Base attack bonus +6, Mendev affinity.
Dexterity 13, Weapon Finesse, Perform (dance) 2 ranks, proficient with scimitar.
Con 13, Thuvia affinity.
Sargava affinity.
Face 10 different devils in combat and take damage or suffer some other sort of injury from five or more attacks made by each
2 ranks each in 5 different Knowledge skills.
Two-Weapon Fighting, base attack bonus +4, proficiency with the dwarven dorn-dergar.
Con 17, Toughness.
Wis 17, base Will save +10, any lawful alignment, dragon type.
Character level 5th, convince four different Eagle Knights and either a member of the People’s Council or an Andoran town ma
Character level 5th, convince four different Eagle Knights and either a member of the People’s Council or an Andoran town ma
Character level 5th, convince four different Eagle Knights and either a member of the People’s Council or an Andoran town ma
Survived being tortured 10 or more times.
Intimidate 1 rank, Razmiran affinity.
Base attack bonus +1
Base attack bonus +1
Base attack bonus +1
Base attack bonus +1
Base attack bonus +1
Bluff 1 rank, Knowledge (local) 1 rank, member of an underclass.
Spellcraft 4 ranks, ability to cast arcane spells, Nex affinity.
1st-level character, Irrisen affinity.
Tiefling, must be taken at 1st level.
Tiefling, must be taken at 1st level.
Cha 13, orc, member of a Belkzen clan.
Knocked unconscious or killed by fire damage at least 10 times.
Int 13, Point Blank Shot, Precise Shot, Kyonin affinity.
Ustalav affinity.
Chaotic alignment, River Kingdoms affinity.
Base Attack Bonus +1.
Frightful presence, true dragon.
Improved Trip.
Fury’s Fall, Improved Trip.
Profession (sailor) 1 rank, current or former galley slave
Troll, patron deity Urxehl.
Successfully affect 25 different targets with charm or compulsion spells.
Rahadoum affinity.
Rahadoum affinity.
Rahadoum affinity.
Die and be brought back at least twice.
Ability to cast 2nd level divine spells.
Base attack bonus +4, Weapon Focus (any firearm), proficiency with any firearm.
Hamatula Strike, Improved Grapple, Strength 13, base attack bonus +9.
Improved Grapple, Strength 13, Base Attack Bonus +7.
Intimidate 2 ranks (originally 5), Improved Unarmed Attack, female, raised by the Sisters of the Golden Erinyes.
Perform (any) 5 ranks (originally 8), bardic performance ability.
Cha 13.
Cure a cumulative total of 1,000 points of damage for other creatures using healing spells. Dealing damage slows progress tow
Perception 3 ranks (originally 6), trapfinding +1.
Hellcat Stealth, Skill Focus (Stealth), sneak attack +2d6.
Skill Focus (Stealth), Stealth 6 ranks.
Hermea affinity, 1st-level.
Hermea affinity, 1st-level.
Hermea affinity, 1st-level.
Hermea affinity, 1st-level.
Hermea affinity, 1st-level.
Hermea affinity, 1st-level.
Take a cumulative total of 1,000 points of damage. Magical healing offsets this running total; for every 5 points of magical healin
Gore attack, powerful charge.
Favored enemy (ooze) or survived engulfing by an ooze.
Mounted Combat, Handle Animal 5 ranks, Ride 5 ranks, Lastwall affinity.
Caster level 3rd.
Bardic Performance class feature, Perform (any instrument) 3 ranks
Proficient in longsword, Weapon Focus (longsword), base attack bonus +4, worshiper of Iomedae.
Sorcerer, Irrisen affinity, may only be taken at first level.
Halfling
Mounted Combat, Handle Animal 1 ranks, Ride 6 ranks (originally 4 and 9), Lastwall affinity.
Explored part of Cassomir’s locker.
Cha 12, Skill Focus (Disguise) 5 ranks.
Appraise 3 ranks, Profession (any one) 3 ranks (originally 6 and 6)
Str 13, Improved Bull Rush, powerful charge.
1st-level, Molthune affinity.
Tiefling, must be taken at 1st level.
Mounted Combat, Trample, Ride 5 ranks, Lastwall affinity.
Con 13, Geb affinity.
Stealthy, darkvision, Large or larger.
1st-level, Cheliax affinity, member of Chelish noble house.
1st-level, Cheliax affinity, member of Chelish noble house.
1st-level, Cheliax affinity, member of Chelish noble house.
1st-level, Cheliax affinity, member of Chelish noble house.
1st-level, Cheliax affinity, member of Chelish noble house.
1st-level, Cheliax affinity, member of Chelish noble house.
1st-level, Cheliax affinity, member of Chelish noble house.
Acidic breath weapon, bite attack.
Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, Weapon Finesse, base attack bonus +8, ki pool class ability.
Ooze Whisperer, animal companion, wild empathy.
Wild empathy class feature.
Knowledge (history) 1 rank, Knowledge (local) 1 rank (originally 4 and 4), must know Osiriani, Ancient Osiriani.
Bluff 8 ranks, Dodge.
Dex 13, Dodge, Mobility, Point Blank Shot, Shot on the Run, base attack bonus +6, Nirmathas affinity.
Cha 20, any evil outsider with 10 or more Hit Dice.
Cha 16, any evil outsider with 8 or more Hit Dice.
Cha 18, any evil outsider with 9 or more Hit Dice.
Diplomacy 1 rank, Druma affinity.
Ogre
Confirm at least 50 critical hits.
Knowledge (geography) 1 rank, Knowledge (religion) 1 rank. (originally 2 and 4)
Endurance, member of a Mammoth Lord’s following.
Wis 15, ability to cast spells, Mwangi Expanse affinity.
Ride 3 ranks, ranger level 4th.
Dex 13, Con 13
Possess the scent ability, any evil.
Improved Unarmed Strike, base attack bonus +6, must be lawful.
Improved Unarmed Strike, base attack bonus +6, must be lawful.
Improved Unarmed Strike, base attack bonus +6, must be lawful.
Improved Unarmed Strike, base attack bonus +6, must be lawful.
Improved Unarmed Strike, base attack bonus +6, must be lawful.
Improved Unarmed Strike, base attack bonus +6, must be lawful.
Int 13, Absalom affinity.
Weapon Finesse, proficient in whip.
Druid level 1st, neutral evil, Zon-Kuthon worshiper.
Shambling mound.
Dex 13, Acrobatic
Mediogalti affinity.
Roper, Stealthy.
Dex 13, base attack bonus +1.
Breath weapon, true dragon.
Quick Draw
Int 13, Wis 13, Far Shot, Focused Shot, Point Blank Shot, Precise Shot, Kyonin affinity.
Stealthy.
Aquatic subtype, Knowledge (nature) 1 rank.
Knowledge (religion) 2 ranks (originally 5), ability to channel energy, at least one favored enemy.
Boggle.
Boggle, Int 15.
Boggle, 6th level.
Boggle, Spring Loaded, at least 3 ranks in Knowledge (engineering).
Boggle, Item Creation feat related to the item in question.
Boggle, 3 ranks in Disable Device.
Boggle, at least one rank in Knowledge (engineering).
Larvite.
Larvite, Prepare for Metamorphosis, Character level 7.
Larvite, Prepare for Metamorphosis, Character level 9.
Larvite, Prepare for Metamorphosis, Character level 8
Larvite.
Larvite, Character level 6.
Entobian, Str 15.
Larvite, Prepare for Metamorphosis, Character level 15.
Larvite, Prepare for Metamorphosis, Character level 7.
Entobian.
Larvite.
Entobian, Two-weapon fighting.
Kval.
Kval, Character level 6.
Kval, Dex 15.
Kval.
Kval, Wis 15.
Kval.
Kval.
Mahrog, base attack bonus +10.
Mahrog.
Mahrog, Str 15.
Mahrog, Proficient with weapon, Str 15
Mahrog, base attack bonus +5, Str 15.
Mahrog, base attack bonus +8, Primeval Brutality, Str 17.
Mogogol.
Mogogol, Wis 15, Uncanny Will.
Mogogol, base attack bonus +3.
Mogogol, Fantastic Tongue.
Mogogol.
Mogogol.
Anumus, 6th level, and either the Bestial Fortitude racial trait or the Bestial Reflexes racial trait.
Anumus, species with claws.
Anumus, 12th level, Wis 13.
Anumus.
Anumus.
Anumus.
Anumus, Vicious Bite feat, base attack bonus +6.
Anumus.
Muse, Character Level 7.
Muse, Cha 15.
Muse.
Muse.
Muse.
Muse, 3 ranks in Perform skill.
Muse, Int 15.
Muse, Character Level 5.
Numistian, Wis 15.
Numistian.
Numistian, Wis 15, Character Level 7.
Numistian.
Numistian.
Numistian.
Oakling.
Oakling, Wis 15.
Oakling, Base attack bonus +6.
Oakling.
Oakling, Character level 5.
Oakling, Character level 6.
Oakling, Character level 12.
Oakling, Character level 18.
Oakling.
Oakling, Thorns.
Obitu, Character level 5.
Obitu, Character level 5.
Obitu, Character level 5.
Obitu.
Obitu, Deathbane Touch.
Obitu.
Obitu.
Obitu.
Relluk, Con 13.
Relluk, base attack bonus +1.
Relluk, Crystal Gore.
Relluk.
Relluk, character level 10.
Relluk, character level 6.
Relluk.
Relluk.
Relluk.
Elemental Power, natural weapon
Elemental Power (Air)
Elemental Power (Air)
Elemental Power (Earth)
Elemental Power (Earth)
Elemental Power (Earth)
Elemental Power (Earth)
Elemental Power (Earth)
Elemental Power (Fire)
Elemental Power (Water)
Elemental Power (Water)
Rock Throwing
Power Throw, Rock throwing
Elemental Power
Troll or Aspect of Water (troll), patron deity (demon)
Bank Shot, Rock Throwing
Stealthy, darkvision, Size Large
Power Throw, Rock Throwing
Rock Throwing
Jotun paragon 3rd level
Ogre or Aspect of Earth (ogre)
Power Throw, Rock Throwing
Size Large, Strength 19
Stone giant elder (700 years or older); or 12th level jotun paragon, Aspect of Earth (stone giant) Stone Tell, Stone Touch, and T
List_Feats_Ranger_Archery
Far Shot
Point Blank Shot
Precise Shot
Rapid Shot
Crossbow Mastery
Manyshot
Parting Shot
Precise Shot, Improved
Pinpoint Targeting
Shot on the Run
List_Feats_Ranger_2Weapon
Double Slice
Improved Shield Bash
Quick Draw
Two-Weapon Fighting
Two-Weapon Fighting, Improved
Two-Weapon Defense
Two-Weapon Fighting, Greater
Two-Weapon Rend
Qualified
1
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1
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0
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1
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1
1
1
0
1
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0
1
1
1
1
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0
0
1
0
0
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1
0
0
0
0
0
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1
1
1
1
0
0
0
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0
0
0
1
1
1
0
0
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1
1
0
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1
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1
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1
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1
1
1
1
0
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1
Summary
Using Lay On Hands to heal dmg to 1 target also grants effects of the Nauseated mercy
Using Lay On Hands to heal dmg to 1 target also grants effects of the Paralyzed mercy
Using Lay On Hands to heal dmg to 1 target also grants effects of the Poisoned mercy
Using Lay On Hands to heal dmg to 1 target also grants effects of the Shaken mercy
Using Lay On Hands to heal dmg to 1 target also grants effects of the Sickened mercy
Using Lay On Hands to heal dmg to 1 target also grants effects of the Staggered mercy
Using Lay On Hands to heal dmg to 1 target also grants effects of the Stunned mercy
Use bardic performance for 6 additional rounds per day
Use bardic performance for 6 additional rounds per day
Use bardic performance for 6 additional rounds per day
Use rage for 6 additional rounds per day
Use rage for 12 additional rounds per day
Use rage for 18 additional rounds per day
Only suffer –1 penalty per full range increment between you & target
Base speed increases by 5' while wearing light/no armor and carrying a light load
Base speed increases by 10' while wearing light/no armor and carrying a light load
Base speed increases by 15' while wearing light/no armor and carrying a light load
Standard Action; make single unarmed melee attack vs. foe whose speed is reduced to deal normal dmg and Stagger foe until
Standard Action; make single melee attack, if successful, make additional attacks (at highest BAB) vs. adjacent foes until you m
+2 on Fortitude saves
1/day, may reroll a Fort save before results are known (must take 2nd roll)
+4 to bull rush a foe (replaces bonus granted by Improved Bull Rush); whenever you bull rush, foe's movement provokes AoO f
+4 to disarm a foe (replaces bonus granted by Improved Disarm); whenever you disarm a foe, weapon lands 15' away in rando
Successful feint in combat causes foe to lose Dex bonus until the beginning of your next turn as well as against your next attac
+4 to grapple a foe (replaces bonus granted by Improved Grapple); Move Action to maintain grapple and may make 2 grapple c
+4 to overrun a foe (replaces bonus granted by Improved Overrun); whenever you overrun, foes knocked prone provoke AoO
+4 to sunder items (replaces bonus granted by Improved Sunder); whenever you sunder to destroy a weapon/shield/armor, exc
+4 to trip foes (replaces bonus granted by Improved Trip); tripped foes provoke AoO
+2 to bull rush a foe or resist a bull rush; whenever you bull rush, you do not provoke any AoO
+2 bonus on channel energy DC
Counterspell with spell of the same school that is 1+ spell levels higher than the target spell
Double the threat range of a
Double the threat range of a
Double the threat range of a
+2 to disarm a foe or resist a disarm; whenever you disarm, you do not provoke any AoO
Gain a more powerful familiar
Move Action; make a Bluff check to feint in combat
+2 to grapple a foe or resist a grapple; whenever you grapple, you do not provoke any AoO
+4 bonus on initiative checks
+2 to overrun a foe or resist an overrun; whenever you overrun, you do not provoke any AoO and targets may not avoid you
Keep Shield bonus to AC when shield bashing
+2 to sunder an item or resist a sunder; whenever you sunder, you do not provoke any AoO
+2 to trip foes or resist a trip; whenever you trip, you do not provoke any AoO
Always considered armed; unarmed attacks do not provoke AoO and can deal lethal or nonlethal dmg
No attack penalties for using improvised weapons; increase dmg dealt by 1 step (1d4 to 1d6 to 1d8, or 2d6 if 2-handed); critica
Add Str mod to Intimidate in addition to Cha mod
+2 bonus on Will saves
Once per day, you may reroll a Will save
Gain cohort and followers
+2 bonus on Reflex saves
1/day, may reroll a Ref save before results are known (must take 2nd roll)
Double Move or Withdraw Action; gain 50% concealment for 1 rnd
Before attacking, increase reach of melee attacks by 5' until end of your turn by taking –2 penalty to AC until your next turn
+2 bonus on Spellcraft and +2 bonus on Use Magic Device
Full-attack Action; fire two arrows w/ one attack roll applying dmg (except precision-based) and DR to both
No penalty on attacks made with a
No penalty on attacks made with a
No penalty on attacks made with a
You can craft magic items without being a spellcaster
Full-attack Action; after making at least 1 unarmed strike, you can make 2 bonus unarmed strikes at max BAB vs. a Dazed, Fla
+4 AC vs. AoO from movement (unless you lose your Dex mod to AC)
Suffer only –2 w/ ranged attackes when mount takes Double Move, or –4 if mount is running
Immediate Action; 1/rnd, negate hit to mount if Ride check is greater than foe's attack roll
Complete verbal and somatic components of spell and use any material components/foci possessed while using wild shape
Ignore 5' of difficult terrain when you move; may take 5' step into difficult terrain
Attacks w/ ignore 5 points of DR (unless untyped)
Attacks w/ ignore 5 points of DR (unless untyped)
Attacks w/ ignore 5 points of DR (unless untyped)
Attacks w/ ignore 10 points of DR (5 if untyped)
Attacks w/ ignore 10 points of DR (5 if untyped)
Attacks w/ ignore 10 points of DR (5 if untyped)
+2 bonus on Diplomacy and +2 bonus on Intimidate
Standard Action; target of single ranged attack gains no Armor, Natural Armor, or Shield bonuses to AC;may not move this roun
+1 bonus on attack and dmg rolls w/ ranged wpn if foe is w/in 30'
Take a 0 penalty on all melee attacks/combat maneuvers to gain a +0 bonus on all melee dmg (excluding touch attacks/effects
No penalty for shooting into melee
Ranged attacks ignore anything but total concealment and cover
Free Action (to draw any weapon) or Move Action (to draw a hidden weapon); may throw weapons at full normal rate of attacks
Free Action; reload a hand crossbow (still provokes AoO); may fire at full normal rate of attacks
Free Action; reload a light crossbow (still provokes AoO); may fire at full normal rate of attacks
Move Action; reload a heavy crossbow (still provokes AoO)
Full-attack Action; fire 1 additional time in a round but all attack rolls take a –2 penalty
Charge Action; move and attack when mounted as if with a standard charge and then move again (continuing the straight line o
Run at 5x (if wearing medium or lighter armor and carrying no more than 66 lbs.) or 4x (if wearing heavy armor or carrying more
Standard Action; make single unarmed melee attack to dmg as normal and also reduce foe's base land speed by 5' for 0 rnds (
May choose up to 0 targets in area that are not affected by your channeled energy
+2 bonus on Heal and +2 bonus on Survival
Shaken, Frightened, or Panicked foes hit are flat-footed to your attacks (including additional attacks this round) until end of you
Gain +1 bonus to AC when using a shield
+2 bonus to AC when using shield (replaces Shield Focus bonus)
No penalty on attacks made w/ shield while wielding another weapon; add shield's Enhancement bonus to attacks and dmg ma
No penalties on attack rolls when using a shield
Foe hit by shield bash also suffers bull rush attack (substituting attack roll for combat maneuver check, does not provoke AoO);
Full-round Action; move up to your speed and make single ranged attack at any point during movement
Crit Sickens foe for 1 min; effects do not stack, additional hits instead add to effect's duration
No penalty on attacks made with Simple Weapons
+3 bonus on Acrobatics checks
+3 bonus on Appraise checks
+3 bonus on Bluff checks
+3 bonus on Climb checks
+3 bonus on Craft (untrained) checks
+3 bonus on Craft () checks
+3 bonus on Craft () checks
+3 bonus on Diplomacy checks
+3 bonus on Disable Device checks
+3 bonus on Disguise checks
+3 bonus on Escape Artist checks
+3 bonus on Fly checks
+3 bonus on Handle Animal checks
+3 bonus on Heal checks
+3 bonus on Intimidate checks
+3 bonus on Knowledge (arcana) checks
+3 bonus on Knowledge (dungeoneering) checks
+3 bonus on Knowledge (engineering) checks
+3 bonus on Knowledge (geography) checks
+3 bonus on Knowledge (history) checks
+3 bonus on Knowledge (local) checks
+3 bonus on Knowledge (nature) checks
+3 bonus on Knowledge (nobility) checks
+3 bonus on Knowledge (planes) checks
+3 bonus on Knowledge (religion) checks
+3 bonus on Knowledge (spirits) checks
+3 bonus on Linguistics checks
+3 bonus on Perception checks
+3 bonus on Perform (act) checks
+3 bonus on Perform (comedy) checks
+3 bonus on Perform (dance) checks
+3 bonus on Perform (keyboard) checks
+3 bonus on Perform (oratory) checks
+3 bonus on Perform (percussion) checks
+3 bonus on Perform (string) checks
+3 bonus on Perform (wind) checks
+3 bonus on Perform (sing) checks
+3 bonus on Perform (untrained) checks
+3 bonus on Profession (untrained) checks
+3 bonus on Profession () checks
+3 bonus on Profession () checks
+3 bonus on Ride checks
+3 bonus on Sense Motive checks
+3 bonus on Sleight of Hand checks
+3 bonus on Spellcraft checks
+3 bonus on Stealth checks
+3 bonus on Survival checks
+3 bonus on Swim checks
+3 bonus on Use Magic Device checks
+6 bonus on checks
+6 bonus on checks
1/rnd, may catch or deflect ranged attack (must have at least 1 hand free, be aware of the attack, and not flat-footed); thrown w
+1 bonus on save DCs for Abjuration spells
+1 bonus on save DCs for Conjuration spells
+1 bonus on save DCs for Divination spells
+1 bonus on save DCs for Enchantment spells
+1 bonus on save DCs for Evocation spells
+1 bonus on save DCs for Illusion spells
+1 bonus on save DCs for Necromancy spells
+1 bonus on save DCs for Transmutation spells
+2 bonus on save DCs for Abjuration spells (replaces Spell Focus bonus)
+2 bonus on save DCs for Conjuration spells (replaces Spell Focus bonus)
+2 bonus on save DCs for Divination spells (replaces Spell Focus bonus)
+2 bonus on save DCs for Enchantment spells (replaces Spell Focus bonus)
+2 bonus on save DCs for Evocation spells (replaces Spell Focus bonus)
+2 bonus on save DCs for Illusion spells (replaces Spell Focus bonus)
+2 bonus on save DCs for Necromancy spells (replaces Spell Focus bonus)
+2 bonus on save DCs for Transmutation spells (replaces Spell Focus bonus)
Choose a number of spells that you already know equal to your Intelligence modifier; you can prepare these spells without refe
Choose a number of spells that you already know equal to your Intelligence modifier; you can prepare these spells without refe
Choose a number of spells that you already know equal to your Intelligence modifier; you can prepare these spells without refe
+2 bonus on level checks to beat SR
+4 bonus on level checks to beat SR (replaces Spell Penetration bonus)
Enemies in threatened area that fail their checks to cast spells defensively provoke AoO from you
Charge Action; when mounted deal 2x dmg w/ melee weapon (or 3x w/ lance)
After moving at least 10', make single melee attack w/out provoking AoO from target, then move again (total distance moved ca
Crit Staggers foe for 1d4+1 rnds (Fort save, DC 10, reduces duration to 1 rnd); effects do not stack but add to duration
If foe provokes AoO due to moving from or through your adjacent squares, may make a combat maneuver check as your AoO t
+2 bonus on Escape Artist and +2 bonus on Stealth
Immediate Action; if adjacent foe takes 5' step away from you, make 5' step to move adjacent to foe that triggered this ability; c
Ready Action; make melee attack against any foe that attacks you in melee, even if foe is outside reach
Crit Stuns foe for 1d4 rnds (Fort save, DC 10, reduces to Staggered for 1d4 rnds); effects do not stack but add to duration
0/day and 1/rnd, if declared attack hits foe takes normal dmg and is Stunned for 1 rnd (Fort save, DC 10, negs); constructs, ooz
No penalty for using improvised ranged weapons; +1 Circumstance bonus on attacks w/ thrown splash weapons
Crit Fatigues foe; effects do not stack or affect Fatigued/Exhausted foes
Gain +0 hit points
No penalties on attack rolls when using a tower shield
Foe may not choose to avoid you if you overrun while mounted; mount may make 1 hoof attack vs. any target you knock down,
Standard Action; expend channel energy to Panick Undead w/in 30' (Will DC 10 negs) instead of healing/harming nearby creatu
When fighting with two weapons, penalty for primary hand lessens by 2 and off hand lessens by 6
Gain +1 Shield bonus to AC (+2 if fighting defensively or using Total Defense action) when wielding double weapon or two wea
May make a 2nd off-hand attack at –5
May make a 3rd off-hand attack at –10
1/rnd, foe hit by both primary and off-hand weapon takes additional 1d10 dmg
When charging while mounted and wielding lance, struck foe suffers free bull rush attempt in addition to normal damage; succe
Make a single attack at highest BAB using an Attack action, rolling x2 weapon dmg dice (not multiplied on a crit) before adding
Make a single attack at highest BAB using an Attack action, rolling x3 weapon dmg dice (not multiplied on a crit) before adding
Make a single attack at highest BAB using an Attack action, rolling x4 weapon dmg dice (not multiplied on a crit) before adding
Use Dex instead of Str on attack rolls w/ any Medium light weapon, Aldori dueling sword, elven curve blade, rapier, whip, or spi
+1 bonus on attack rolls with
+1 bonus on attack rolls with
+1 bonus on attack rolls with
+2 bonus on attack rolls with (replaces Weapon Focus bonus)
+2 bonus on attack rolls with (replaces Weapon Focus bonus)
+2 bonus on attack rolls with (replaces Weapon Focus bonus)
+2 bonus on dmg rolls with
+2 bonus on dmg rolls with
+2 bonus on dmg rolls with
+4 bonus on damage rolls with (replaces Weapon Specialization bonus)
+4 bonus on damage rolls with (replaces Weapon Specialization bonus)
+4 bonus on damage rolls with (replaces Weapon Specialization bonus)
Full-attack Action; make 1 melee attack at highest BAB vs. each foe w/in reach (make separate attack roll vs. each); must forfe
After moving more than 5' in a turn, gain 20% concealment for 1 rnd vs. ranged attacks
2 spell levels higher; all variable, numeric effects of spell are increased by 50%; saves and opposed rolls are not affected, nor a
1 spell level higher; increase range of spell by 100% (close rng becomes 50'+5'/lvl, medium rng becomes 200'+ 20'/lvl, and long
1 spell level higher; spell lasts 2x as long as normal (spells w/ duration of concentration, instantaneous, or permanent are not a
X spell level(s) higher; spell has a higher spell level than normal and all effects dependent on spell level (including save DCs an
3 spell levels higher; all variable, numeric effects of spell are maximized. saves and opposed rolls are not affected, nor are spel
4 spell levels higher; casting spell is Swift Action that does not provoke AoO; spell w/ casting time of more than 1 full-rnd action
1 spell level higher; spell can be cast w/ no verbal components
1 spell level higher; spell can be cast w/ no somatic components
3 spell levels higher; alter burst, emanation, line, or spread-shaped spell to increase any numeric measurements of spell's area
Add +2 to the DC for all saving throws against the special attack
Add +2 to the DC for all saving throws against the special attack
Add +2 to the DC for all saving throws against the special attack
Standard Action; combat manuever vs. corporeal opponent smaller than self knocks foe in straight line 10' away from you in dir
3/day (unless ability is normally usable less frequently); all variable, numeric effects of single spell-like ability with caster level -2
When flying, may take Move Action and Standard Action at any point during the move; may not take 2nd Move Action during ro
May halt movement while flying and hover w/out making a Fly check
Natural Armor bonus increases by +1
Natural Armor bonus increases by +1
Natural Armor bonus increases by +1
Choose one of the creature’s natural attack forms. The damage for this natural attack increases by one step on the following lis
The creature’s secondary attacks with natural weapons take only a –2 penalty.
Penalties for fighting w/ multiple weapons are reduced by –2 with primary hand and –6 with off hands.
Swift Action; 3/day (unless ability is normally usable less frequently); us single spell-like ability with caster level -4 or lower and
Free Action (no AoO); start grapple after hitting 0 or smaller foe with claw/bite attack; successful grapple check allows hold (–20
Free Action; 1/rnd, turn up to 180° w/out making Fly skill check or consuming any additional movement
When adjacent to ally w/ this feat, gain +2 bonus on level checks made to overcome SR; if ally has same spell prepared or kno
When adjacent to ally w/ this feat, gain +2 Competence bonus to CMD; bonus increases to +4 if creature attempting maneuver
When adjacent to ally w/ this feat, gain +2 Competence bonus on all combat maneuver checks; bonus increases to +4 when at
When adjacent to ally w/ this feat and you are both required to make Ref save vs. spell/effect, take result of your die roll or that
When adjacent to ally w/ this feat, may act in surprise rnd as long as ally would normally be able to act; if you would normally b
When flanking same creature by ally w/ this feat, flanking bonus on attacks increases to +4 and crit vs. flanked creature provok
When adjacent to ally w/ this feat, gain +4 Circumstance bonus on AoO vs. creatures you both threaten; foes that provoke AoO
When flanking same creature by ally w/ this feat, deal +1d6 precision dmg w/ each successful melee attack
When wielding a shield & adjacent to ally w/ this feat, Shield bonus to AC increases depending on shield wielded by ally (+1 if b
When adjacent to ally w/ this feat, gain +4 bonus on concentration checks (+4 if ally wields buckler or light shield, +5 if heavy sh
When adjacent to ally w/ this feat that is the same size as you, may move into willing ally’s square as part of normal movement
Gain two character traits of your choice; must be chosen from different lists and cannot be chosen from lists from which you ha
Allies w/in 15' tha can hear & understand you are only flat-footed during 1st rnd of combat until your first turn and gain +1 Dodg
Gain +4 bonus to CMD
Full-attack Action; Make 1 additional attack/rnd w/ Aldori dueling sword at highest BAB, but each attack is at –2; wielding Aldori
Gain +2 Morale bonus on Will saves and +2 Competence bonus on attacks/dmg vs. gnolls, hyenas, dire hyenas, werehyenas,
Unaffected by altitude fatigue, altitude sickness, lack of oxygen, & accompanying complications while at high altitudes (includin
Gain +4 bonus on Handle Animal checks to train/control normal size (Small or smaller) birds of prey; if you have class levels on
Deal +2 dmg w/ weapon attacks vs. anyone you’ve seen cast an arcane spell in past 5 rnds; precision-based, must be w/in 30'
Deal +1d4 Bleed dmg when you hit foe w/ unarmed strike; does not stack w/ other special abilities, attacks, or items that allow y
Move Action; 1/day, allies w/in 60' who can hear you (including self) gain +1 Morale bonus on melee dmg rolls for 0 rnds
May use berserker's cry 1 additional time per day
May use berserker's cry 1 additional time per day
Gain +1 on attack & +2 on weapon dmg vs. Large or larger creatures
Gain 0 gp resource pool (may add to pool w/ your gold, but once put in it remains a part of the pool; may utilize pool in any com
Attack Action; gain +2 bonus (+4 w/ khopesh/temple sword) on CMB to bind opponent’s weapon and to maintain bind; foe beco
You cast spells from one school of magic in which you possess Spell Focus feat at +1 caster level; your increased girth leaves
One animal companion/familiar is calculated as though 4 levels higher (to max of your character level)
Standard Action; thrown hammer that hits foe w/in 20' rebounds and lands in your square (may catch, but not rethrow, the ham
Full-Round Action; eat portion of brain of a Dead or Helpless (requires coup de grace that kills victim) creature w/ Intelligence 3
In any round your mount travels at least 40', gain fire resistance 3, +4 bonus on Ref saves vs. catching on fire, and +4 bonus o
Automatically aware of scrying attempts targeting you; gain +2 bonus on Perception checks to locate scrying sensor (if any) or
1/rnd, add +0 bonus to dmg of attack or targeted spell vs. foe you know owns or trades in slaves
Gain +1 bonus on Reflex saves and +2 bonus on Intimidate checks
Gain +1 bonus on Reflex saves and +2 bonus on Diplomacy checks
Gain +1 bonus on Reflex saves and +2 bonus on Bluff checks
Gain +10 Racial bonus on Disguise checks made to appear human; channel resistance increases by +2; ghasts can activate/su
may select creature summoned by figurine of wondrous power as animal companion or familiar; figurine has standard abilities o
Creatures cannot use scent track you, creatures with scent can detect your presence by smell at ½ normal distance, but canno
Gain +1 Shield bonus to AC when wielding spiked chain; bonus increases to +2 when Fighting Defensively or using Total Defen
Free Action; After damaging foe w/ Power Attack, make an immediate Intimidate check to attempt to demoralize that foe
May use Stunning Fist when making melee attacks w/ special monk weapons as well as when making unarmed attacks
May throw spiked chain (10' rng increment) and may make trip attacks when throwing it (failing at this attack does not knock yo
Gain +2 bonus on Initiative while on a ship; deal +1 dmg when using Light or 1-handed weapons on a ship
Gain two languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills (on the Character
Gain +1 bonus on Will saves; the 1st time each day when an effect would normally leave you Fatigued or Exhausted, you may
Reload any type of crossbow as Free Action; may fire a crossbow at full normal rate of attacks; reloading a crossbow of a type
Swift Action; change dorn-dergar from normal or reach weapon
Gain +2 bonus on Knowledge (planes) checks to know powers/abilities of demons; whenever you deal +1 dmg to demons w/ a
Gain +4 bonus on Knowledge (planes) checks to know powers/abilities of demons; whenever you deal +2 dmg to demons w/ a
Gain +6 bonus on Knowledge (planes) checks to know powers/abilities of demons; whenever you deal +3 dmg to demons w/ a
Use Dex modifier instead of Str on melee attack and dmg rolls when wielding a Medium scimitar 1-handed and not carrying a w
Gain fire resistance 5 vs. sources of fire dmg that deal 5 points or less; gain +2 bonus on Constitution checks to avoid taking no
Gain +1 bonus on melee attack and dmg rolls whenever no ally is w/in 10' in combat
Attacks count as Good-aligned for purposes of bypassing damage reduction of devils
Gain +2 bonus on Knowledge checks if you have 1–5 ranks in that skill (does not stack with Skill Focus); may make untrained K
May wield dorn-dergar 1-handed, but changing from normal or reach weapon becomes Full-Round Action (or Move Action w/ D
Designate ally w/in your reach during your action that gains Natural Armor bonus to AC equal to Dodge bonus you gain from Fi
May attempt another save (at the same DC) vs. any mind-affecting enchantment or necromancy effect 1 rnd after failing save (o
Move Action; issue commands to all allies w/in 30' feet who can see and hear you; those that obey gain +1 bonus on attack roll
Deal +1 dmg w/ weapon attacks vs. foe against which you have concealment (+2 dmg w/ total concealment)
During surprise round, threat range of your weapons doubles for any attack vs. unaware foes (does not stack w/ any other effec
May attempt Fort save (DC 10 + nonlethal dmg dealt) to reduce nonlethal dmg by half; Endurance feat grants +4 bonus on this
Free Action; whenever you deal nonlethal dmg, successful Intimidate check to demoralize foe leaves foe Shaken for a number
may use any equipment tricks relating to boots if appropriate trick requirements are met; if item would normally be considered im
may use any equipment tricks relating to cloaks if appropriate trick requirements are met; if item would normally be considered
may use any equipment tricks relating to ropes if appropriate trick requirements are met; if item would normally be considered i
may use any equipment tricks relating to shields if appropriate trick requirements are met; if item would normally be considered
may use any equipment tricks relating to heavy blade scabbards if appropriate trick requirements are met; if item would normal
Gain +1 bonus on Bluff, Diplomacy, Knowledge (local), & Sense Motive checks when dealing w/ criminals, vagabonds, unsavor
Standard Action; 1/day open incandescent 3rd eye on forehead that you can then open/close at will for 0 min; while open you c
Gain DR 1/cold iron and +2 bonus on wild empathy checks; cold iron deals +1 dmg to you
Gain +5 Racial bonus on Disguise checks to impersonate particular race (must select race you are able to impersonate when y
Choose 1 tiefling heritage modifier (see page 64 of Pathfinder Adventure Path volume #25: Bastards of Erebus) in place of tiefl
While holding clan’s standard (requiring 1 hand), members of your clan w/in 60' who can see the banner (including you) gain +1
Gain fire resistance 5 and +2 bonus on all saves vs. fire effects
Standard Action; make attack w/ a bow or crossbow vs. foe w/in 30' and add 0 dmg; creatures immune to critical hits/sneak atta
When casting a divination spell, may use your focus item (crystal ball, runes, Harrow deck, etc.) instead of spell’s material comp
Gain a +2 bonus on saves vs. enchantment spells/effects and mind-affecting effects and on Escape Artist and grapple checks m
As part of movement/5'-step, move into space occupied by Medium or smaller willing ally that is able to move and able to occup
Free Action; 1/rnd make a suggestion to any 1 foe affected by your frightful presence; Will save DC is same as that for your nor
When making a trip attack, add your Dex bonus to your CMB
After tripping foe w/ whip, drop your whip to Entangle foe (if whip has magical quality such as Flaming, apply quality’s damage
When fighting on a ship, first hit each battle deals +2 dmg; gain +2 Circumstance bonus on Profession (sailor) checks made wh
Full-Round Action; 1/day, deal 6d6 points of dmg to yourself by removing entrails to tell the future as if casting divination (caste
1/day use one chosen charm or compulsion spell as spell-like ability (determine caster lvl & DC as if casting spell normally); ma
Move Action; 1/day, when you have 0 HP or less, make DC 10 Concentration check to heal yourself of 1d4+0 dmg (non-casters
May use Godless Healing 1 additional time/day
May use Godless Healing 1 additional time/day
No Action, Supernatural, Single Use; if attack/effect (even one w/ no save) would kill you, may use this ability (even if helpless/
Spells cast that deal dmg, channel negative nergy, or otherwise harm life do not hurt normal/magical plants (still harm Plant cre
You do not provok AoO when attacking w/ firearms
Only suffer –2 penalty to grapple check when attacking impaled opponent w/ weapon that impales them; deal +1d6 dmg if chec
Free Action; make grapple check after damaging foe w/ piercing weapon to impale foe on; you both gain grappled condition an
1/rnd, decide if unarmed attacks deal bludgeoning, piercing, or slashing dmg; for each consecutive rnd that you change type, th
Free Action; activate 1 bardic performance as spell is cast; performance effect lasts for spell’s casting time +5 rnds; consumes
Gain +2 bonus on Will saves vs. charm/compulsion effects; 1/day, draw Harrow card to determine suit or randomly determine s
When casting healing spell on target other than yourself, spell is maximized if used to heal or DC increases by +4 if used to dm
Gain automatic Perception check (at –10 penalty, or –5 if moving 1/2 speed and taking no actions other than moving) when pas
When carrying Light load, after attack deals dmg in surprise round, make 2nd attack against same foe using same attack bonus
May make Stealth checks (at –10 penalty) in normal or bright light even when observed
Gain +1 bonus on all Charisma-related skills
Gain +1 bonus on all Constitution-related skills
Gain +1 bonus on all Dexterity-related skills
Gain +1 bonus on all Intelligence-related skills
Gain +1 bonus on all Strength-related skills
Gain +1 bonus on all Wisdom-related skills
Gain +2 Natural Armor bonus, but –2 penalty on all Charisma-based skill checks
Free Action (no AoO); start grapple after hitting foe w/ gore attack as part of a charge; do not add your size mod (if positive) to i
Gain acid resistance 5
Immediate Action; 1/rnd when mount must make save, make Ride check vs. DC of opponent’s attack instead
You can create runes. Inscribing a rune takes 1 day for each 1,000 gp in its price. To inscribe a rune, you must use up raw mate
Full-Round or Standard Action; when activating magical instrument, may begin bardic performance as Free Action (must use P
may satisfy material requirement of any spell cast w/ valuables (coins, gems, jewelry, etc.): spells w/ components but no listed
May select longsword-related feats as if you were a 4th-level fighter; lose benefits of this feat after using a melee or ranged wea
Spells w/ Cold descriptor are cast at +1 caster level, ,but spells w/ any other energy descriptor are cast at –1 caster level; 3/day
Gain +4 bonus on saves vs. spells/effects that would cause you to fall asleep; gain +2 bonus on hearing-related Perception che
Standard Action; 1/encounter provide detailed information to allies after successful Knowledge check to identify creature you fa
Free Action; 1/day when striking non-evil foe w/ melee attack, foe must make Fort save (DC 10) or become deformed (-1d4 Cha
Gain +1 bonus on Fort Saves; make DC 5 Constitution check to become stable whenever you are dying, w/ penalty on this roll
Gain +2 Circumstance bonus to Stealth checks in urban areas (+4 in crowds); gain +1 Dodge bonus to AC when threatened by
1/day, after ally has rolled save but before results are known, you may roll same save as if you were subject to the effect requir
You and your mount gain +2 on opposed bull rush, overrun, and trip checks; when mounted on a horse, you and mount suffer n
Gain +2 bonus on all Knowledge (dungeoneering) checks and Perception checks made to notice traps. Knowledge (dungeonee
Gain +4 on Disguise checks made to impersonate 1 specific individual
Gain +2 on Appraise checks and on any 1 Profession skill; gain +4 on Sense Motive checks when using the hunch task dealing
Free Action (no AoO); initiate bull rush after hitting foe w/ attack as part of a charge to push foe 15' (or more) knock him Prone;
Gain +2 bonus on saves vs. fear effects; any effect that would normally make you Panicked instead makes you Frightened, any
Gain +5 Racial bonus on Intimidate checks vs. Humanoids
May overrun more than 1 creature on your turn, w/ cumulative –5 penalty on each overrun check beyond 1st (mount may only m
Gain +2 bonus on saves vs. necromancy spells/effects and +2 bonus on Fort saves made to prevent negative levels from beco
In areas of shadowy illumination or natural darkness, ignore all size penalties to Stealth checks for hiding and gain a +2 to Stea
When taking 10 on Wisdom-based skills, treat result as if you rolled 13 instead
When purchasing a weapon anywhere in Avistan, pay 10% less than normal cost
Begin play with additional 200 gp; gain 1-time 10,000 gp stipend at 10th level
Gain +1 bonus on every Knowledge skill in which you have at least 5 ranks
Deal +2 dmg w/ composite Strength bow rated for Strength 10 or lower
Gain +2 bonus on Bluff and Perform (comedy) skill checks; Perform (comedy) is always a class skill for you
Gain Infernal as a bonus language; at 9th level, may bind to yourself an imp servitor (grants and possesses all the benefits and
Bite attack deals +1 acid dmg; living creatures you bite must make a Fort save (DC = your breath weapon’s DC) or be Nauseat
May use Stunning Fist as melee touch attack (may not use Power Attack in combination with this feat)
May gain in place of standard animal companion; due to non-intelligence, ooze companion starts with 0 tricks (only your bonus
May target oozes w/ spells/special abilities that normally only affect animals as if the oozes were magical beasts w/ Int 1, thoug
In Osirion, gain +1 Circumstance bonus to Bluff, Diplomacy, Disguise, Intimidate, and Perform checks; gain +5 when using App
Fighting Defensively or using Total Defense Action; gain +0 Dodge to AC vs. melee attacks of 1 foe you can see until your next
1/encounter, make single ranged attack at any point during your movement when using a Withdraw Action
Full-Round Action; 1/day creature w/in 15' must succeed at Will save (DC 10 or be possessed (see Council of Thieves #4); prot
Full-Round Action; 1/day possess 0' spherical area (see Council of Thieves #4)
Full-Round Action; 1/day possess Large or smaller object (see Council of Thieves #4)
Gain 0 gp resource pool (may add to pool w/ your gold, but once put in it remains a part of the pool; may utilize pool in any com
May use any item as an improvised melee or ranged weapon w/out penalty.
On confirmed crit, foe must make a Fort save (DC 10) or be Stunned for 1 rnd
Gain +1 Sacred or Profane (chosen when feat is selected) bonus to Will saves, Diplomacy checks, and Survival checks; bonus
Gain +2 bonus on saves vs. magical and natural effects that deal cold dmg; may move across ice w/out movement penalty.
Move Action; when in a Mwangi ruin covering 500 sq. ft. or more, make concentration check (DC 10 + 5 for each ruin power lev
Gain hippogriff animal companion; gain +2 bonus on Ride checks made while riding your hippogriff; hippogriff gains +2 bonus o
May move at 3/4 normal speed when desert terrain would reduce overland speed to 1/2; gain +2 bonus on Survival checks to f
May track by smell and automatically pinpoint location of foes w/in 30' by scent alone; gain +2 Morale bonus on attack rolls vs.
Add +1 to DC of any spell/spell-like effect originating from a magic item you activate
May create magic items w/out requisite item creation feat by increasing the DC by +5
Successful hit against magic item that causes damage to that item also causes that item to obtain Broken condition; restoring it
If Spring Loaded feat has not yet been activated, first successful melee attack against you triggers AoO (does not count for you
May wear one item from belt, feet, hands, headband, neck, ring, or wrist categories in entirely different slot and still gain effect a
Immediate Action; reroll Disable Device check to disable trap/open lock after 1st check is attempted but before results are reve
Make single melee attack before initiative begins vs. foe w/in melee reach; must prepare spring device ahead of time w/ Knowle
May use Spin Silk racial ability +2 times/day, creating 50' length of rope w/ each use; after metamorphis, you partially retain Spi
Gain coleophite racial traits (change race on the Character Options tab)
Gain eulite racial traits (change race on the Character Options tab)
Gain farfalite racial traits (change race on the Character Options tab)
Free Action; special abdomenal glands may shed light as a torch
Gain larvite lifer racial traits (change race on the Character Options tab)
May grapple as normal by using both mid-legs even w/both hands occupied; when using all 4 appendages to grapple, gain +2 C
Gain racial traits of two different entobian breeds (customize race on DataRaces tab and change race on the Character Options
Gain moscanite racial traits
Free Action; successful unarmed/natural attack vs. you deals 1 point of Constitution dmg to non-entobian attacker; dmg is cumu
Gain +3 HP until you take a metamorphosis feat
May combine 2 mid-leg natural attacks into 1 natural attack, effectively increasing number of dice of mid-leg natural attack to 2
Successful bite attack vs. you deals 1d3 Strength dmg to attacker (cumulative per successful bite attack)
Weapon used in successful armed melee attack vs. you takes 1 point of dmg (bypasses hardness of non-magical weapons); su
Gain +1 Dodge bonus to AC vs. melee attacks of Medium or larger foes
Ignore effects of difficult terrain when making 5' step
Detect Evil racial trait can be activated 1/day
Gain +1 Dodge bonus to AC vs. ranged attacks
Free Action; 1/hr, gain +2 Enhancement bonus to attack and dmge for up to 1 hr vs. 1 foe that successfully attacked you w/in la
Critical threat range w/ improvised weapon is 19-20 x3
Gain +1 Resistance bonus to Reflex and Fortitude saves when wearing leather or hide armor and not wearing, wielding, or hold
Gain +4 Competence bonus to Strength checks made to break/burst items and objects w/ sudden force
Damage dealt by club, greatclub, shortspear, longspear, and spear increases by one die step
Gain +2 Competence bonus to dmg using improvised weapons
Gain +2 Competence bonus to attacks using improvised weapons
Range of Grasping Tongue improves by 10' and you gain +2 bonus to grapple a foe in this way
You are immune to enchantment effects
May make both a bull rush and a basic melee attack, in that order, when charging
May use your tongue as a whip, either as a primary or a secondary attack
Gain +3 Resistance bonus on saves vs. enchantment effects
May run over surface of water w/out sinking
Immediate Action; after first save is attempted but before results are revealed by the GM; must take 2nd result, even if it is wors
Gain claws as a natural attack
Standard Action (no AoO); ain beast shape I as spell-like racial ability usable 1/day; effect lasts for 1 hr or until you change bac
Gain +2 Racial bonus on Knowledge (nature) checks and +2 Racial bonus on Survival checks
Gain +2 Racial bonus on Diplomacy checks and +2 Racial bonus on Bluff checks
Gain +2 Racial bonus on Diplomacy checks and +2 Racial bonus on Sense Motive checks
Gain +2 Racial bonus to Vicious Bite during round after you score a hit w/ Vicious Bite
Gain bite as a natural attack
Gain benefit of Unearthly Presence racial trait regardless of HP total
Allies w/in 50' gain +2 Morale bonus to saves vs. fear
Use Touch of the Muse racial trait 1 additional time/day.
Use Touch of the Muse racial trait 1 additional time/day.
Use Touch of the Muse racial trait 1 additional time/day.
May use Touch of the Muse racial trait at a range of up to 50'
May use dream 1/day as a spell-like ability (caster level 0); cannot designate a different messenger than yourself and recipient
You do not take damage from falling if able to make Standard Actions
Gain +0 Competency bonus to Appraise and Diplomacy checks
May use Bribe Fate racial trait w/out losing HP. If you succeed at 2nd saving throw, immediately lose your level in HP
Gain +0 Racial bonus to 2nd save after activating Bribe Fate racial trait; gain additional use of Bribe Fate per day
Sense Coins racial trait applies to all things made of gold
Standard Action; 1/day, consume 100 gp to add +4 Enhancement bonus to Strength, Constitution, or Dexterity for 0 min
After using Money is Life racial trait, the next time an attack damages you 3 gp per HP of dmg (max 48 gp) from this attack drop
Move Action (no AoO); gain +5 Circumstance bonus to CMD when resisting a bull rush or trip attempt; moving/being moved fro
Spell/spell-like effect causing you to be Panicked or Frightened instead makes you Shaken; cannot be Shaken otherwise by sp
Grow 1' taller (still considered Medium) and melee reach increases by 5'
Gain +2 Competence bonus to dmg rolls when using weapon made of mostly wood
Natural Armor conveyed by Protective Sap trait increases by +2 when you are at 0 HP or less
May use Sun Heal 1 additional time/day
May use Sun Heal 1 additional time/day
May use Sun Heal 1 additional time/day
All unarmed attacks deal +1 piercing dmg; creatures involved in grapple w/ you automatically take 1 point of piercing damage 1
Foe striking you w/ body or natural weapon deals normal dmg but takes 1d3 piercing damage. creatures involved in grapple w/
Gain DR 1/bludgeoning
Gain DR 2/bludgeoning
Gain DR 3/bludgeoning
1/day, successful Touch Attack vs. undead foe restores 1d8 HP to you and foe must save versus vivification virus (DC 13) or be
Enlist effects of Deathbane Touch in addition to dmg dealt as part of a melee attack (counts toward number of Deathbane Touc
Racial negative energy resistance increases by +5; gain +4 bonus on saves vs. death spells/magical death effects and you are
Immune to all mundane diseases
Gain +4 Racial bonus on CMD when foe tries to grapple you; gain additional +2 Racial bonus on Escape Artist checks (bringing
Breath of Steam racial trait deals +0 dmg
Gain a natural gore attack
Swift Action; 1/day, deal +1d8 fire dmg to foe after dealing dmg w/ gore attack
3 Full-Round Actions; replace 1 armor gem w/ another armor gem of a different type to keep armor emulation of the majority bu
If slain and your soul crystal is implanted in another suitable relluk body w/in 7 days, you are restored to life w/ 1 permanent ne
Breath of Steam racial trait range increases to 10'
May use Breath of Steam an additional time/day.
May use Breath of Steam an additional time/day.
May use Breath of Steam an additional time/day.
Natural can be magically enhanced using Craft Magic Arms and Armor feat (each natural attack must be enhanced separately)
Take on physical appearance of cloud giant (giants consider you to be part of the cloud giant tribes); jotun elemental powers ar
Take on physical appearance of storm giant (giants consider you to be part of the storm giant tribes); jotun elemental powers ar
Take on physical appearance of ettin (giants consider you to be part of the ettin tribes); jotun elemental powers are calculated a
Take on physical appearance of hill giant (giants consider you to be part of the hill giant tribes); jotun elemental powers are calc
Take on physical appearance of ogre (giants consider you to be part of the ogre tribes); jotun elemental powers are calculated a
Take on physical appearance of stone giant (giants consider you to be part of the stone giant tribes); jotun elemental powers ar
Take on physical appearance of taiga giant (giants consider you to be part of the taiga giant tribes); jotun elemental powers are
Take on physical appearance of fire giant (giants consider you to be part of the fire giant tribes); jotun elemental powers are cal
Take on physical appearance of frost giant (giants consider you to be part of the frost giant tribes); jotun elemental powers are c
Take on physical appearance of troll (giants consider you to be part of the troll tribes); jotun elemental powers are calculated as
Take -4 on attack to hit 1 foe then -4 on attack to hit another w/in 10'
3/day, make bull rush or trip after hitting w/ thrown rock
Gain additional use per day of single elemental power
Full-Round Action; 1/day, deal 6d6 points of dmg to yourself by removing entrails to tell the future as if casting divination (caste
Take -4 on attack to hit 1 foe then -4 on attack to hit another w/in 10'; continue until you miss or no foe is w/in 10' of last target (
Ignore size penalties to Stealth checks and gain +2 to Stealth checks in areas of shadowy illumination or natural darkness
Make combat maneuver to throw rock 1/2 normal distance, success deals normal Slam dmg and Pins foe (Ref DC 10 negs)
may use Strength modifier rather than Dexterity modifier when using thrown weapons
Swift Action (no AoO); increase size multiple categories; if used as part attack, deal +2 dmg per size category increase
May use any item as an improvised melee or ranged weapon w/out penalty.
Full-Attack Action; foes in 10' x 10' line take 1/2 dmg normally dealt by Rock Throwing (Ref DC 10 negs)
Standard Action; Small or smaller creaures w/in 0' must make Acrobatics check (DC 10) or fall Prone
1/day--passwall, statue, spike stones, stone skin, wall of stone (caster level 0, saves are Charisma-based)
May invoke domain power and cast domain spells from domain to which you do not already have access as if you were a cleric
Choose a character class, such as ranger, (or its approved variant, though not a prestige or racial paragon class). The chosen
You gain an established identity with a legitimate history and reputation that allows you to slip away from your normal life. As a
You get a get a +2 bonus on caster level checks made to overcome a psionic creature's power resistance. This bonus stacks w
You add a +1 competence bonus to your armor class in melee combat while wearing this type of armor. †
When you are adjacent to an ally who also has the Back-to-Back feat, you cannot be flanked except by a rogue who is 4 levels
As a move-equivalent action, you can make a quick assessment of the status of every creature within a radius of 15 feet. Make
Using senses such as acute hearing and sensitivity to vibrations, you detect the location of opponents who are no more than 5
Using this feat, a spontaneous caster can increase his effective casting level when casting a spell, adding up to his Charisma b
You add 2 to the save DC for your stunning fist attack. †
When casting a spell with a casting time of 1 standard action or less, you may move both before and after you cast the spell, pr
By channeling negative energy you may selectively heal living creatures in a 30' radius, restoring 1d4 points of damage plus 1d
By channeling positive energy you may selectively harm living creatures in a 30' radius, causing 1d4 points of damage plus 1d4
Creatures and characters who have an insight bonus on their attack rolls, an insight bonus to their Armor Class, or an insight bo
If you use your Sunder feat to deal a weapon or object enough damage to destroy it, you get an immediate, extra attack agains
You get a +2 bonus on all saving throws to resist powers. The benefit of this feat applies only to psionic powers and psi-like abi
After spending four combat rounds observing a single opponent you may, as a move-equivalent action, add your Intelligence m
When you take the aid another action to help a friend in combat, you can add a +4 circumstance bonus to either your friend's A
Functions exactly as Brew Potion, except caster can make the "potion" in the form of any sort of food desired. The food must b
You have deadly accuracy with your sneak attacks. You can reroll any result of 1 on your sneak attack's extra damage dice. Yo
Rather than negating a song, a bard with the Descant feat can attempt to `overlay' his own song over another bard's. The two b
Chose a descriptor from the following list: acid, air, chaotic, cold, darkness, death, earth, electricity, evil, fear, fire, force, good, la
You get a +2 bonus on all Appraise checks and Linguistics checks. If you have 10 or more ranks in one of these skills, the bonu
You have mastered the art of casting spells unobtrusively, mingling verbal and somatic components into its music and performa
As a free action, spend one of your channel energy attempts to add your Charisma bonus to your weapon damage for 1 full rou
As a free action, you can spend one of your channel energy attempts to add 2d6 points of sacred or profane energy damage to
Select one of your domains at the time you gain this feat. You add +1 to the DC for all saving throws against domain powers an
You may alter spells with an energy descriptor to instead deal damage of an elemental type that matches your own elemental n
You choose one type of energy: acid, cold, electricity, fire, or sonic. When employing a spell with the acid, cold, electricity, fire, o
Attackers do not gain the usual +2 attack bonus when flanking you. This feat grants no benefit whenever you are attacked with
You may administer a potion or use the Heal skill to stabilize an unconscious person on the battlefield without provoking an atta
You can remain out of water with no ill effect for one day per point of Constitution. After this time you must make Fortitude save
When running or charging, you can make a single direction change of 90 degrees or less. You can't use this feat while wearing
Once per day, reroll one attack roll, saving throw, skill check, or ability check and choose the better result. †
Once per round, when targeted by a psionic effect that allows a Reflex save or a Fortitude save, you can instead make a Will s
When performing a charge action, add 1.5 x your Strength modifier, or 2 x your Strength modifier if you are using a two-handed
Casting a spell augmented with the Ghost Spell feat causes the spell to manifest in both the material plane and the ethereal pla
You receive a +2 competence bonus to Diplomacy checks when dealing with intelligent, incorporeal undead. In addition, you ca
Choose one domain for which you have already chosen the Domain Focus feat. Add an additional + 1 to the spell save DC of th
When you use the Manyshot feat, you can fire each arrow at a different target instead of firing all of them at the same target. Yo
A grown spell has its area or number of targets affected increased by one-half. Spells with a personal effect or that target only
Select one Knowledge skill. You gain 1 bonus skill point to place in that Knowledge skill and an additional skill point every time
You may make an attack of opportunity against a charging opponent who enters an area you threaten. Your attack of opportu
Whenever you are subject to a power from the telepathy discipline (regardless o whether the power is harmful or beneficial to y
Move Action; may halt movement while flying and hover; once hovering, may fly in any direction (including straight down/up) at
When using the Deflect Arrows feat, you may deflect a number of ranged attacks per round equal to 1 + your Dexterity bonus. †
In addition to the one attempt per round allowed by Mounted Combat, you may attempt to negate attacks made against your m
The empathic link between you and your companion extends for a number of extra miles equal to the creature's Wisdom modifi
While using your bardic music to countersong, you gain a +4 circumstance bonus to your Perform check †
Whenever you deal 10 or more points of damage to your opponent in melee, you make a trip combat maneuver as a free action
Rather than being a small creature, your familiar is a medium-sized creature - either a medium-sized version of a small creature
Information on the Leadership feat and the use of Cohorts and Followers in the Legends of the Shining Jewel Campaign may b
This feat allows some bardic song powers to continue after you stop performing them. Each round during which the power cont
Against psionic attacks that do not employ an energy type to deal damage you gain damage reduction 3/. In addition, when you
On your action, before making attack rolls for a round, you may choose to subtract a number from a ranged attack roll with a th
You heal ability damage and ability burn damage more quickly than normal. You heal a number of ability points per day equal to
You get a +2 bonus on all Diplomacy checks and Sense Motive checks. If you have 10 or more ranks in one of these skills, the
You may make an attack of opportunity when an opponent moves through your threatened area, even when the opponent has
While openly wearing a token (a scarf, flower, minor piece of jewelry, or something of the sort) of a worthy aristocrat or noble wh
On your action, you may choose to hold one or more of your normal attacks until an opponent attacks. The opponent rolls his a
You gain a + 10 racial bonus on Disguise checks made to appear human. †
A persistent spell has a duration of 24 hours. The persistent spell must have a personal range or a fixed range. Spells of instan
You gain the ability to summon a familiar. This functions in all respects as the wizard ability, Summon Familiar, with the exceptio
If you deal enough damage to an opponent with a ranged weapon attack to make it drop (by damaging it to below 0 hit points)
You gain a +1 bonus to all Bluff, Diplomacy and Sense Motive skill checks due to your ability to recognize and reciprocate goss
Your penalty to attack rolls and AC when fighting in melee while prone is reduced to -2. While you are prone, your melee attack
When a foe strikes you in melee combat, the foe immediately loses its psionic focus, if any. Also, if you are the target of a powe
Once per round on your turn, you can sheathe or holster your weapon, or put away a held item, as a free action that does not p
Free Action (no AoO); 3/day (unless ability is normally usable less frequently); use single spell-like ability with caster level -4 or
You naturally heal a number of hit points per day equal to the standard healing rate + double your Constitution bonus. You heal
You may cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so y
When you use the attack action or full attack action in melee, you can take a penalty of 4 to your Armor Class and add a +2 bon
A repeated spell is automatically cast again at the beginning of your next round of actions. No matter where you are, the secon
When an opponent attempts to disarm you or sunder your weapon, you get a +2 bonus to your opposed attack roll. This bonus
Half of the damage dealt by a sacred spell results directly from divine power and is therefore not subject to being reduced by pr
All Knowledge skills are class skills for you. †
You may sculpt a runic item of any spell you know. Runic items are small pieces of wood, metal, or stone, onto which you are a
You can choose to have your ability to channel energy affect shapechangers of your chosen shapechanger subtype as if they w
Your targets only receive a +2 bonus to Armor class due to cover. This feat has no effect against foes with no cover or total cov
You get a +2 bonus on all Acrobatics checks and a +2 bonus to one Perform skill specialty. The Perform skill specialty must be
You gain the ability to summon a familiar. This functions in all respects as the wizard ability, Summon Familiar, with the exceptio
You cast spells in such a way that the visual and auditory effects appear very different from the standard. For example, a wizard
When you are adjacent to a character (PC or NPC) to whom you have sworn allegiance, or to a character or creature who's HD
When employing a spell with the acid, cold, electricity, fire, or sonic designator, you can modify the spell to deal subdual damag
When using a normal weapon to inflict only subdual damage, the normal -4 attack penalty is reduced to -2. †
When you use the Combat Expertise feat to improve your Armor Class, the number you subtract from your attack and add to yo
Benefit: The level differential between you and your Cohort is reduced by 1. Even with this feat the level differential may not be
You can follow tracks at your normal speed without suffering the usual -5 penalty to your Survival check. If you are willing to acc
Your intimate knowledge of the city landscape and inhabitants allows you to take the path of least resistance, granting you a 20
May choose vermin of any size you could normally take as your animal companion †
When you wild shape, you may take the form of a vermin. This vermin can be of any size that you could normally take as an an
gain +2 bonus on Perception checks and Initiative checks. If you have 10 or more ranks in Perception, the bonus increases to +
Free Action; 1/rnd, turn up to 180° regardless of maneuverability in addition to any other turns you are normally allowed, but co
Know extra 1st level Conjuration spell; may cast 1 extra Conjuration spell per spell level per day (wizards must prepare in adva
casting time for summoning spells improves to Standard Action †
gain +2 bonus to Perform (act, dance, oratory or sing); may use bardic performance class 2 extra rnds/day †
gain a +1 bonus to Perform (act, dance, oratory or sing); DC to resist bardic performance abilities increases by +1 †
Know extra 1st level Divination spell; may cast 1 extra Divination spell per spell level per day (wizards must prepare in advance
gain Uncanny Dodge ability; DC to resist Divination spells increases by +1 †
gain a +2 bonus to any 1 Knowledge skill and any 1 Perform skill †
gain +2 bonus to Knowledge (Arcana) and Spellcraft checks †
gain +2 bonus to Perform (act, comedy, or oratory); may use bardic performance class 2 extra rnds/day †
gain a +1 bonus to Perform (act, comedy, or oratory); DC to resist bardic performance abilities increases by +1 †
gain +2 bonus to Perform (keyboard, percussion, string, or wind)); may use bardic performance class 2 extra rnds/day †
gain a +1 bonus to Perform (keyboard, percussion, string, or wind); DC to resist bardic performance abilities increases by +1 †
Know extra 1st level Illusion spell; may cast 1 extra Illusion spell per spell level per day (wizards must prepare in advance; stac
DC to resist Illusion spells increases by +2; may use minor image as spell-like ability 1/day †
Know extra 1st level Enchantment spell; may cast 1 extra Enchantment spell per spell level per day (wizards must prepare in a
DC to resist Enchantment spells and spell-like abilities increases by +2; may use charm person as spell-like ability 1/day †
Know extra 1st level Necromancy spell; may cast 1 extra Necromancy spell per spell level per day (wizards must prepare in ad
DC to resist Necromancy spells increases by +2; gain +2 bonus to saves vs. Necromancy spells †
Know extra 1st level Evocation spell; may cast 1 extra Evocation spell per spell level per day (wizards must prepare in advance
DC to resist Evocation spells increases by +2; add primary ability bonus to Evocation spell dmg done by your Evocation spells
Know extra 1st level Abjuration spell; may cast 1 extra Abjuration spell per spell level per day (wizards must prepare in advance
Armor, Shield or Deflection bonus provided by Abjuration spells increases by +1; duration of Abjuration spells increase by 1 rnd
Know extra 1st level Transmutation spell; may cast 1 extra Transmutation spell per spell level per day (wizards must prepare in
DC to resist Transmutation spells increases by +1; duration extends by a number of rounds equal to half your caster level for Tr
Clockwork familiar’s HD improve to 2d10 (reroll for new HP total); clockwork familiar’s Hardness increases to 10 †
Clockwork familiar’s HD improve to 4d10 (roll 2d10 and add to HP total); clockwork familiar’s land speed increases by 10' †
Clockwork familiar’s HD improve to 6d10 (roll 2d10 and add to HP total); clockwork familiar gains 2 skill points to be placed in s
clockwork familiar’s Hardness increases to 15; all speeds increase by 5' †
clockwork familiar’s Hardness increases to 20; speed decreases by 10' (min 5') †
Full-attack action w/ 2-handed melee weapon adds x3 Strength bonus to dmg of 1st attack
Standard Action; single melee attack (at –5 penalty) w/ 2-handed weapon crits if it hits; special weapon abilities that activate on
Standard Action; single melee attack w/ 2-handed weapon adds x2 Strength bonus to damage roll (instead of x1.5)
List_Feats_Wizard_All
Empower Spell
Enlarge Spell
Extend Spell
Heighten Spell
Maximize Spell
Quicken Spell
Silent Spell
Still Spell
Thanatopic Spell
Threnodic Spell
Widen Spell
Brew Potion
Craft Magic Arms and Armor
Craft Rod
Craft Staff
Craft Wand
Craft Wondrous Item
Forge Ring
Inscribe Rune
Scribe Scroll
Spell Mastery I
Spell Mastery II
Spell Mastery III
List_Feats_Wizard_Core
Empower Spell
Enlarge Spell
Extend Spell
Heighten Spell
Maximize Spell
Quicken Spell
Silent Spell
Still Spell
Widen Spell
Brew Potion
Craft Magic Arms and Armor
Craft Rod
Craft Staff
Craft Wand
Craft Wondrous Item
Forge Ring
Scribe Scroll
Spell Mastery I
Spell Mastery II
Spell Mastery III
Taken Benefit
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0
0
0
0
0
0
0
0
0
0
0
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List_Feats_Shaman
Alertness
Animal Affinity
Deceitful
Endurance
Diehard
Fleet
Great Fortitude
Great Fortitude, Improved
Intimidating Prowess
Iron Will
Iron Will, Improved
Leadership
Lightning Reflexes
Lightning Reflexes, Improved
Persuasive
Self-Sufficient
Spell Penetration
Spell Penetration, Greater
Normal
You select only a single favored class, from those for which your race normally has an affinity.
Only undead are healed when you channel negative energy and you cannot choose who you heal when you channel positive e
You cannot choose who is harmed when you channel negative energy and only undead are harmed when you channel positive
Everyone within 30 ft. of the bard may use the bard's Perform skill check in place of their saving throw against sonic or languag
Administering a potion to an unconscious person is a full-round action. Use of the Heal skill in combat or administering a potion
Sea elves can normally spend only 2 hours per Constitution point out of water before making Fortitude saves to avoid temporar
Without this feat, you can run or charge only in a straight line.
When performing a charge action, add your Strength modifier, or 1.5 x your Strength modifier if you are using a two-handed we
You only get an attack of opportunity against a character that exits a square you threaten.
You may use the Deflect Arrows feat only once per round.
You may only use the Mounted Combat feat once per round and may not use the Mounted Combat feat while flatfooted.
The empathic link between creature and master extends for only one mile.
If the trip maneuver fails by 10 or more, you are knocked prone instead.
You heal ability damage and ability burn damage at a rate of 1 point per day.
A prone character has a -4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). He gains a
Putting away a weapon or object is normally a move-equivalent action and provokes attacks of opportunity.
A character without this feat can use Diplomacy to gather information about a particular individual, but each check takes 1d4+1
Special
You may only gain this feat at 1st level.
You can gain this feat multiple times. Each time you take the feat, it applies to a new class.
You may not use abilities or class features which rely on your true identity, such as a noble's sphere of influence ability, while as
You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).
You may take this feat more than once. Each time you take it, it applies to a different type of armor (light, medium, or heavy).
You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).
You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).
You may take this feat more than once. Each time it applies to a different descriptor. Note: Player characters in the Legends
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new domain. The effec
You can gain this feat multiple times. Each time the feat applies to a different type of energy.
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new domain for which y
If the PC also possesses the Bardic Knowledge class ability, this feat applies to a different Knowledge skill. You may take this fe
You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).
You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).
Notable named NPCs of the Legends of the Shining Jewel campaign cannot accept a PC's affections without approval from the
Nobles and aristocrats may select this feat a number of times equal to 1 + their natural (unmodified) Charisma bonus (if positive
A fighter may select this feat as one of his fighter bonus feats.
You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new shapechanger sub
A fighter may select Sharp-Shooting as one of his bonus feats.
A fighter may select this feat as one of his bonus feats.
This feat may be taken twice to reduce the modifier for subdual attacks to -0. You cannot take this feat more than twice.
In the Legends of the Shining Jewel Campaign you must spend ten (10) TUs attuning yourself to the community that you are in
Source Manual Row Number (used to rebuild sorts) Feat Logic Text
Feats_Known
2
PFRPG 3 Additional Feat Data
PFRPG 4 ↓
PFRPG 5
PFRPG 6
PFRPG 7 Chaotic
PFRPG 8 Evil
PFRPG 9 Good
PFRPG 10 Lawful
PFRPG 11
PFRPG 12
PFRPG 13
PFRPG 14 Arcane_Strike_Dmg
PFRPG 15
PFRPG 16
PFRPG 17
PFRPG 18
PFRPG 19
PFRPG 20
PFRPG 21
PFRPG 22
PFRPG 23
PFRPG 24
PFRPG 25
PFRPG 26
PFRPG 27 Combat_Expertise_Penalty
PFRPG 28
PFRPG 29
PFRPG 30
PFRPG 31
PFRPG 32
PFRPG 33 Deadly_Aim_Penalty
PFRPG 34
PFRPG 35
PFRPG 36
PFRPG 37
PFRPG 38
PFRPG 39
PFRPG 40
PFRPG 41
PFRPG 42
PFRPG 43
PFRPG 44 Air
PFRPG 45 Earth
PFRPG 46 Fire
PFRPG 47 Water
PFRPG 48
PFRPG 49
PFRPG 50
PFRPG 51
PFRPG 52
PFRPG 53
PFRPG 54
PFRPG 55
PFRPG 56
PFRPG 57
PFRPG 58
PFRPG 59
PFRPG 60
PFRPG 61 Blinded
PFRPG 62 Cursed
PFRPG 63 Dazed
PFRPG 64 Deafened
PFRPG 65 Diseased
PFRPG 66 Exhausted
PFRPG 67 Fatigued
PFRPG 68 Frightened
PFRPG 69 Nauseated
PFRPG 70 Paralyzed
PFRPG 71 Poisoned
PFRPG 72 Shaken
PFRPG 73 Sickened
PFRPG 74 Staggered
PFRPG 75 Stunned
PFRPG 76
PFRPG 77
PFRPG 78
PFRPG 79
PFRPG 80
PFRPG 81
PFRPG 82
PFRPG 83
PFRPG 84
PFRPG 85
PFRPG 86
PFRPG 87
PFRPG 88
PFRPG 89
PFRPG 90
PFRPG 91
PFRPG 92
PFRPG 93
PFRPG 94
PFRPG 95
PFRPG 96
PFRPG 97
PFRPG 98
PFRPG 99
PFRPG 100
PFRPG 101
PFRPG 102
PFRPG 103
PFRPG 104
PFRPG 105
PFRPG 106
PFRPG 107
PFRPG 108
PFRPG 109
PFRPG 110
PFRPG 111
PFRPG 112
PFRPG 113
PFRPG 114
PFRPG 115
PFRPG 116
PFRPG 117
PFRPG 118
PFRPG 119
PFRPG 120
PFRPG 121
PFRPG 122
PFRPG 123
PFRPG 124
PFRPG 125
PFRPG 126
PFRPG 127
PFRPG 128
PFRPG 129
PFRPG 130
PFRPG 131
PFRPG 132
PFRPG 133
PFRPG 134
PFRPG 135
PFRPG 136
PFRPG 137
PFRPG 138
PFRPG 139
PFRPG 140
PFRPG 141
PFRPG 142
PFRPG 143 Power_Attack_Penalty
PFRPG 144
PFRPG 145
PFRPG 146
PFRPG 147
PFRPG 148
PFRPG 149
PFRPG 150
PFRPG 151
PFRPG 152
PFRPG 153
PFRPG 154
PFRPG 155
PFRPG 156
PFRPG 157
PFRPG 158
PFRPG 159
PFRPG 160
PFRPG 161
PFRPG 162
PFRPG 163
PFRPG 164
PFRPG 165
PFRPG 166
PFRPG 167
PFRPG 168
PFRPG 169
PFRPG 170
PFRPG 171
PFRPG 172
PFRPG 173
PFRPG 174
PFRPG 175
PFRPG 176
PFRPG 177
PFRPG 178
PFRPG 179
PFRPG 180
PFRPG 181
PFRPG 182
PFRPG 183
PFRPG 184
PFRPG 185
PFRPG 186
PFRPG 187
PFRPG 188
PFRPG 189
PFRPG 190
PFRPG 191
PFRPG 192
PFRPG 193
PFRPG 194
PFRPG 195
PFRPG 196
PFRPG 197
PFRPG 198
PFRPG 199
PFRPG 200
PFRPG 201
PFRPG 202
PFRPG 203
PFRPG 204
PFRPG 205
PFRPG 206
PFRPG 207
PFRPG 208
PFRPG 209
PFRPG 210
PFRPG 211
PFRPG 212
PFRPG 213
PFRPG 214
PFRPG 215
PFRPG 216
PFRPG 217 Abjuration
PFRPG 218 Conjuration
PFRPG 219 Divination
PFRPG 220 Enchantment
PFRPG 221 Evocation
PFRPG 222 Illusion
PFRPG 223 Necromancy
PFRPG 224 Transmutation
PFRPG 225 Abjuration
PFRPG 226 Conjuration
PFRPG 227 Divination
PFRPG 228 Enchantment
PFRPG 229 Evocation
PFRPG 230 Illusion
PFRPG 231 Necromancy
PFRPG 232 Transmutation
PFRPG 233
PFRPG 234
PFRPG 235
PFRPG 236
PFRPG 237
PFRPG 238
PFRPG 239
PFRPG 240
PFRPG 241
PFRPG 242
PFRPG 243
PFRPG 244
PFRPG 245
PFRPG 246
PFRPG 247
PFRPG 248
PFRPG 249
PFRPG 250 HP_Toughness
PFRPG 251
PFRPG 252
PFRPG 253
PFRPG 254
PFRPG 255
PFRPG 256
PFRPG 257
PFRPG 258
PFRPG 259
PFRPG 260
PFRPG 261
PFRPG 262
PFRPG 263
PFRPG 264
PFRPG 265
PFRPG 266
PFRPG 267
PFRPG 268
PFRPG 269
PFRPG 270
PFRPG 271
PFRPG 272
PFRPG 273
274
275
PFRPG 276
PFRPG 277
278
PFRPG 279
280
PFRPG 281
PFRPG 282
PFRPG 283
PFRPG 284
PFRPG 285
PFRPG 286
PFRPG 287
288
PFRPG 289
PFRPG 290
PFRPG 291
PFRPG 292
PFRPG 293
PFRPG 294
PFRPG 295
PFRPG 296
PFRPG 297
298
299
300
301
302
303
304
305
306 Improved_NA
307
308
309
310
311
312
313 Feat_Snatch_Size
314
315
316
317
318
319
320
321
APG-B 322
APG-B 323
APG-B 324
APG-B 325
APG-B 326
APG-B 327
APG-B 328
APG-B 329
APG-B 330
APG-B 331
APG-B 332
333
SDPG 334
LoF4 335
LoF4 335
PCCS 336
LoFPG 337
PCCS 338
PCCS 339
PCCS 340
C-EoD 341
PCCS 342
PCCS 343
PCCS 344
RotRLPG 345
OLoP 346
PCCS 347
PCCS 348
SoS 349
DoG 350
CHR 351
CotCT1 352
PCCS 353
A-SoL 354
RotRLPG 355
RotRLPG 356
RotRLPG 357
CHR 358
CTR 359
OLoP 360
C-EoD 361
C-EoD 362
C-EoD 363
C-EoD 364
CoG 365
PCCS 366
RotRLPG 367
PCCS 368
DoG 369
PCCS 370
PCCS 371
PCCS 372
QGttE 373
PCCS 374
PCCS 375
A-SoL 376
SoS 377
DoG 378
DR 379
DR 380
A-SoL 381
A-SoL 382
A-SoL 383
CoG 384
PCCS 385
AA 386
AA 387
AA 388
AA 389
AA 390
T-EoG 391
PCCS 392
PCCS 393
CoT 1 394
CoT 1 395
PCCS 396
LoFPG 397
PCCS 398
PCCS 399
PCCS 400
SoS 401
GoD 402
C-EoD 403
C-EoD 404
T-EoG 405
CMR 406
LoFPG 407
PCCS 408
PCCS 409
PCCS 410
LoFPG 411
PCCS 412
PCCS 413
C-EoD 414
C-EoD 415
PCCS 416
PCCS 417
PCCS 418
LoFPG 419
OLoP 420
C-EoD 421
C-EoD 422
PCCS 423 Charisma
PCCS 424 Constitution
PCCS 425 Dexterity
PCCS 426 Intelligence
PCCS 427 Strength
PCCS 428 Wisdom
LoFPG 429
CMR 430
DDR 431
CoG 432
RotRL5 433
CTR 434
CoT 6 435
CoT 2 436
CoG 437
DM-AGtK 438
PCCS 439
RotRL1 440
RotRLPG 441
OLoP 442
DM-AGtK 443
PCCS 444
CoG 445
446
T-EoG 447
CMR 448
PCCS 449
CoT 1 450
CoG 451
PCCS 452
CMR 453
PCCS 454
PCCS 455
PCCS 456
PCCS 457
PCCS 458
PCCS 459
PCCS 460
DR 461
PCCS 462
DDR 463
DDR 464
OLoP 465
C-EoD 466
PCCS 467
CoT 4 468
CoT 4 469
CoT 4 470
PCCS 471
CMR 472
LoFPG 473
OLoP 474
PCCS 475
PCCS 476
GtK 477
LoFPG 478
CMR 479
PCCS 480
PCCS 481
PCCS 482
PCCS 483
PCCS 484
PCCS 485
PCCS 486
OLoP 487
PCCS 488
DDR 489
CotCTPG 490
PCCS 491
DDR 492
DoG 493
GoD 494
AA 495
T-EoG 496
PCCS 497
CMR 498
PCCS 499
PCCS 500
AA 501
DoG 502
PCCS 503
DDR 504
PCCS 505
DDR 506
GtDV 507
DDR 508
PCCS 509
OLoP 510
T-EoG 511
T-EoG 512
T-EoG 513
PCCS 514
A-SoL 515
PCCS 516
OLoP 517
OLoP 518
CotCT4 519
PCCS 520
PCCS 521
PCCS 522
PCCS 523
PCCS 524
PCCS 525
PCCS 526
GttRK 527
PCCS 528
T-EoG 529
PCCS 530
PCCS 531
PCCS 532
PCCS 533
PCCS 534
PCCS 535
PCCS 536
PCCS 537
PCCS 538
PCCS 539
PCCS 540
PCCS 541
CHR 542
CHR 543
CHR 544
CoG 545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
LSJ 660
LSJ 661
LSJ 662
LSJ 663
LSJ 664
LSJ 665
LSJ 666
LSJ 667
LSJ 668
LSJ 669
LSJ 670
LSJ 671
LSJ 672
LSJ 673
LSJ 674
LSJ 675
LSJ 676
LSJ 677
LSJ 678
LSJ 679
LSJ 680
LSJ 681
LSJ 682
LSJ 683
LSJ 684
LSJ 685
LSJ 686
LSJ 687
LSJ 688
LSJ 689
LSJ 690
LSJ 691
LSJ 692
LSJ 693
LSJ 694
LSJ 695
LSJ 696
LSJ 697
LSJ 698
LSJ 699
LSJ 700
LSJ 701
LSJ 702
LSJ 703
LSJ 704
LSJ 705
LSJ 706
LSJ 707
LSJ 708
LSJ 709
LSJ 710
LSJ 711
LSJ 712
LSJ 713
LSJ 714
LSJ 715
LSJ 716
LSJ 717
LSJ 718
LSJ 719
LSJ 720
LSJ 721
LSJ 722
LSJ 723
LSJ 724
LSJ 725
LSJ 726
LSJ 727
LSJ 728
LSJ 729
LSJ 730
LSJ 731
LSJ 732
LSJ 733
LSJ 734
LSJ 735
LSJ 736
LSJ 737
LSJ 738
LSJ 739
LSJ 740
LSJ 741
LSJ 742
LSJ 743
LSJ 744
LSJ 745
LSJ 746
LSJ 747
LSJ 748
LSJ 749
LSJ 750
LSJ 751
LSJ 752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
Feats_Summary Concatenate - 100 Concatenate - 200
0 Combat_Expertise_Bonus 0
0 Deadly_Aim_Dmg 0
0 Power_Attack_Dmg_Std 0 Power_Attack_Dmg_Max
0
0
0 Feat_Snatch_Squeeze 0
0 0 0
AC_Aldori_Dueling_Mastery
0 0 0
AC_Cornugon_Shield
0 -2500 -10000 -75000
Adamantine #NAME?
Cold Iron
Silver
Magic
Lawful
Epic
0 0 0
Abjuration
Conjuration
Enchantment
Evocation
Illusion
Necromancy
Transmutation
Concatenate - 300 Concatenate - 400 Concatenate - 500 Concatenate - 600 Concatenate - 700
3
4
6
7
12
17
19
22
24
27
29
37
38
40
49
50
84
89
100
108
113
115
116
119
123
125
126
127
128
141
143
0 153
156
161
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
218
219
220
221
222
223
224
225
237
244
249
251
264
279
289
290
291
292
293
294
295
296
297
298
299
311
322
324
325
326
327
329
332
333
334
335
339
347
356
357
358
359
367
368
369
377
378
386
395
399
401
409
410
411
412
0 Power_Attack_Dmg_Min 0 413
421
425
426
427
428
429
430
431
437
440
443
444
447
451
456
457
458
459
460
461
462
475
493
498
503
513
517
522
523
524
525
526
527
528
529
548
636
661
663
677
683
684
695
698
702
727
730
732
734
736
741
743
755
785
786
787
788
790
792
793
794
795
797
799
802
803
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Combat
Concatenate - 800 Concatenate - 900
*** PRPG - General ***
6
Agile Maneuvers 13
Alertness 6 14
Animal Affinity 15
Armor Proficiency, Light 16
Athletic 17
Blind-Fight 18
Catch Off-Guard 21
Combat Casting 22
Combat Reflexes 13 23
Deceitful 14 24
Defensive Combat Training 15 25
Deft Hands 16 26
Endurance 17 28
Eschew Materials 18 29
Fleet I 31
Great Fortitude 32
Improved Counterspell 21 33
Improved Initiative 22 34
Improved Unarmed Strike 23 35
Intimidating Prowess 24 36
Iron Will 25 38
Lightning Reflexes 26 39
Magical Aptitude 42
Martial Weapon Proficiency [select weapon] 28 43
Martial Weapon Proficiency [select weapon] 29 44
Martial Weapon Proficiency [select weapon] 51
Master Craftsman 31 52
Persuasive 32 53
Point-Blank Shot 33 54
RUN 34 83
Self-Sufficient 35 87
Shield Proficiency 36 88
Simple Weapon Proficiency 91
Skill Focus [Acrobatics] 38 92
Skill Focus [Appraise] 39 93
Skill Focus [Bluff] 94
Skill Focus [Climb] 95
Skill Focus [Craft (untrained)] 42 96
Skill Focus [Craft ()] 43 97
Skill Focus [Craft ()] 44 98
Skill Focus [Diplomacy] 101
Skill Focus [Disable Device] 102
Skill Focus [Disguise] 103
Skill Focus [Escape Artist] 104
Skill Focus [Fly] 106
Skill Focus [Handle Animal] 107
Skill Focus [Heal] 51 108
Skill Focus [Intimidate] 52 109
Skill Focus [Knowledge (arcana)] 53 110
Skill Focus [Knowledge (dungeoneering)] 54 111
Skill Focus [Knowledge (engineering)] 112
Skill Focus [Knowledge (geography)] 113
Skill Focus [Knowledge (history)] 114
Skill Focus [Knowledge (local)] 115
Skill Focus [Knowledge (nature)] 121
Skill Focus [Knowledge (nobility)] 122
Skill Focus [Knowledge (planes)] 124
Skill Focus [Knowledge (religion)] 125
Skill Focus [Knowledge (spirits)] 126
Skill Focus [Linguistics] 127
Skill Focus [Perception] 129
Skill Focus [Perform (act)] 130
Skill Focus [Perform (comedy)] 131
Skill Focus [Perform (dance)] 132
Skill Focus [Perform (keyboard)] 135
Skill Focus [Perform (oratory)] 136
Skill Focus [Perform (percussion)] 137
Skill Focus [Perform (string)] 138
Skill Focus [Perform (wind)] 139
Skill Focus [Perform (sing)] 140
Skill Focus [Perform (untrained)] 142
Skill Focus [Profession (untrained)] 143
Skill Focus [Profession ()] 144
Skill Focus [Profession ()] 145
Skill Focus [Ride] 146
Skill Focus [Sense Motive] 147
Skill Focus [Sleight of Hand] 148
Skill Focus [Spellcraft] 149
Skill Focus [Stealth] 83 150
Skill Focus [Survival] 151
Skill Focus [Swim] 152
Skill Focus [Use Magic Device] 154
Skill Focus [] 87 157
Skill Focus [] 88 158
Spell Focus [Abjuration] 159
Spell Focus [Conjuration] 160
Spell Focus [Divination] 91 161
Spell Focus [Enchantment] 92 162
Spell Focus [Evocation] 93 163
Spell Focus [Illusion] 94 164
Spell Focus [Necromancy] 95 165
Spell Focus [Transmutation] 96 217
Spell Penetration 97 239
Stealthy 98 240
Throw Anything 241
Toughness 242
Weapon Finesse 101 243
*** PRPG - Item Creation *** 102 245
*** PRPG - Metamagic *** 103 246
Empower Spell 104 247
Enlarge Spell 248
Extend Spell 106 249
Heighten Spell 107 250
Maximize Spell 108 252
Quicken Spell 109 253
Silent Spell 110 255
Still Spell 111 256
Widen Spell 112 257
*** PRPG - Monster *** 113 258
Multiattack 114 259
*****APG Beta***** 115 260
Coordinated Defense 261
Coordinated Maneuvers 262
Duck and Cover 263
Lookout 264
Paired Opportunists 265
Shielded Caster 121 266
Swap Places 122 267
*****Golarion Campaign***** 268
Additional Traits 124 269
All Gnolls Must Die 125 270
Big Game Hunter 126 271
Chainbreaker 127 272
City Born [Korvosa] 273
City Born [Magnimar] 129 274
City Born [Riddleport] 130 275
Corsair of Taldor 131 276
Cosmopolitan 132 277
Country Born 278
Desperate Battler 299
Devil’s Foe 135 311
Endure Pain (Zon-Kuthon’s Kiss) 136 312
Fey Foundling 137 322
Flame-Tested Survivor 138 324
Fortune Teller 139 325
Gifted Mesmerist 140 327
Godless Healing I 328
Godless Healing II 142 329
Godless Healing III 143 330
Graverisen 144 331
Healer’s Touch 145 333
Hermean Blood (Charisma) 146 334
Hermean Blood (Constitution) 147 337
Hermean Blood (Dexterity) 148 343
Hermean Blood (Intelligence) 149 349
Hermean Blood (Strength) 150 352
Hermean Blood (Wisdom) 151 363
History of Scars 152 364
Invested Magic 365
Jackal Blood 154 366
Lone Wolf 370
Lost in the Crowd 371
Master Delver 157 375
Molthuni Discipline 158 380
Noble Scion (Charthagnion) 159 387
Noble Scion (Henderthane) 160 388
Noble Scion (Jeggare) 161 389
Noble Scion (Leroung) 162 390
Noble Scion (Narikopolus) 163 391
Noble Scion (Sarini) 164 392
Noble Scion (Thrune) 165 405
Relentless Butcher 406
Shrewd Liason 416
Sneaky Vagabond 417
Splash Weapon Mastery 423
Taldan Conscript 434
Talmandor’s Lifting 446
Totem Spirit (Axe Clan) 453
Totem Spirit (Hawk Clan) 468
Totem Spirit (Moon Clan) 489
Totem Spirit (Skull Clan) 495
Totem Spirit (Spire Clan) 504
Totem Spirit (Sun Clan) 516
Totem Spirit (Wind Clan) 521
Touvette Defender 547
*** Remarkable Races *** 636
*** Rite Publishing *** 637
*** LSJ Feats *** 638
Additional Favored Class 639
Closed Mind 640
Descriptor Focus 641
Diligent 642
Fool's Fortune 643
Ghost Spell 644
Grow Spell 645
Prone Combat 646
LSJ Quicken Spell-Like Ability 647
Reach Spell 648
Repeat Spell 649
Sacred Spell 650
Showstopper 651
Spell Theatrics 652
*** BoAM *** 653
*** BoDM *** 654
Blessing of the Elf-mother 655
Cat-like Reflexes 656
Déjà vu 657
Dwarfather’s Boon 658
Fireshaper 659
The Gift of Healing 660
Grace and Joy 661
Grandfather’s Gift 662
In Tune with Nature 663
Master Craftsman 664
Nightmarish Mind 665
Nose of the Bear 666
Random Acts of Violence 667
A Sailor’s Life for Me 668
Swords Master 669
Temple Trained Priest 670
Too Darn Cute 671
Tricksy 672
Uncanny Luck 217 673
Warlord 674
Warmachine 675
Well-read 676
*** PRPG Beta *** 677
Overhand Chop 678
NULL 679
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NULL 765 ###
NULL 766 ###
NULL 767 ###
NULL 768 ###
NULL 769 ###
NULL 770 ###
NULL 771 ###
NULL 772 ###
NULL 773 ###
NULL 774 ###
NULL 775 ###
NULL 776 ###
NULL 777 ###
NULL 778 ###
NULL 779 ###
NULL 780 ###
NULL 781 ###
NULL 782 ###
NULL 783 ###
NULL 784 ###
NULL 785 ###
NULL 786 ###
NULL 787 ###
NULL 788 ###
NULL 789 ###
NULL 790 ###
NULL 791 ###
NULL 792 ###
NULL 793 ###
NULL 794 ###
NULL 795 ###
NULL 796 ###
NULL 797 ###
NULL 798 ###
NULL 799 ###
NULL 800 ###
NULL 801 ###
NULL 802 ###
NULL 803 ###
NULL 804 ###
NULL 805 ###
NULL 806 ###
NULL 807 ###
NULL 808 ###
NULL 809 ###
NULL 810 ###
NULL 811 ###
NULL 812 ###
NULL 813 ###
NULL 814 ###
NULL 815 ###
NULL 816 ###
NULL 817 ###
NULL 818 ###
NULL 819 ###
NULL 820 ###
NULL 821 ###
List_Feats_Qualified
Critical
nate - 900
*** PRPG - General *** 21 Bleeding Critical
Agile Maneuvers 23 Blinding Critical
Arcane Armor Mastery 36 Deafening Critical
Arcane Armor Training 164 Sickening Critical
Arcane Strike 242 Staggering Critical
Armor Proficiency, Heavy 247 Stunning Critical
Armor Proficiency, Light 250 Tiring Critical
Armor Proficiency, Medium ### NULL
Bleeding Critical ### NULL
Blind-Fight ### NULL
Blinding Critical ### NULL
Catch Off-Guard ### NULL
Channel Smite ### NULL
Cleave ### NULL
Combat Expertise ### NULL
Combat Reflexes ### NULL
Critical Focus ### NULL
Critical Mastery ### NULL
Dazzling Display 21 ### NULL
Deadly Aim ### NULL
Deadly Stroke 23 ### NULL
Deafening Critical ### NULL
Defensive Combat Training ### NULL
Deflect Arrows ### NULL
Disruptive ### NULL
DODGE ### NULL
Double Slice ### NULL
Exhausting Critical ### NULL
Exotic Weapon Proficiency [select weapon] ### NULL
Exotic Weapon Proficiency [select weapon] ### NULL
Exotic Weapon Proficiency [select weapon] ### NULL
Far Shot ### NULL
Gorgon's Fist ### NULL
Great Cleave 36 ### NULL
Greater Bull Rush ### NULL
Greater Disarm ### NULL
Greater Feint ### NULL
Greater Grapple ### NULL
Greater Overrun ### NULL
Greater Sunder ### NULL
Greater Trip ### NULL
Improved Bull Rush ### NULL
Improved Critical [select weapon] ### NULL
Improved Critical [select weapon] ### NULL
Improved Critical [select weapon] ### NULL
Improved Disarm ### NULL
Improved Feint ### NULL
Improved Grapple ### NULL
Improved Initiative ### NULL
Improved Overrun ### NULL
Improved Shield Bash ### NULL
Improved Sunder ### NULL
Improved Trip ### NULL
Improved Unarmed Strike ### NULL
Improvised Weapon Mastery ### NULL
Intimidating Prowess ### NULL
Lightning Stance ### NULL
Lunge ### NULL
Manyshot ### NULL
Martial Weapon Proficiency [select weapon] ### NULL
Martial Weapon Proficiency [select weapon] ### NULL
Martial Weapon Proficiency [select weapon] ### NULL
Medusa's Wrath ### NULL
Mobility ### NULL
Mounted Archery ### NULL
Mounted Combat ### NULL
Penetrating Strike [] ### NULL
Penetrating Strike [] ### NULL
Penetrating Strike [] ### NULL
Penetrating Strike, Greater [] ### NULL
Penetrating Strike, Greater [] ### NULL
Penetrating Strike, Greater [] ### NULL
Pinpoint Targeting ### NULL
Point-Blank Shot ### NULL
Power Attack ### NULL
Precise Shot ### NULL
Precise Shot, Improved ### NULL
Quick Draw ### NULL
Rapid Reload [hand] ### NULL
Rapid Reload [light] ### NULL
Rapid Reload [heavy] ### NULL
Rapid Shot ### NULL
Ride-By Attack ### NULL
Scorpion Style ### NULL
Shatter Defenses ### NULL
Shield Focus ### NULL
Shield Focus, Greater ### NULL
Shield Master ### NULL
Shield Proficiency ### NULL
Shield Slam ### NULL
Shot on the Run ### NULL
Sickening Critical ### NULL
Simple Weapon Proficiency ### NULL
Snatch Arrows ### NULL
Spellbreaker ### NULL
Spirited Charge ### NULL
Spring Attack ### NULL
Staggering Critical ### NULL
Stand Still ### NULL
Step Up ### NULL
Strike Back ### NULL
Stunning Critical ### NULL
Stunning Fist ### NULL
Throw Anything ### NULL
Tiring Critical ### NULL
Tower Shield Proficiency ### NULL
Trample ### NULL
Two-Weapon Fighting ### NULL
Two-Weapon Defense ### NULL
Two-Weapon Fighting, Improved ### NULL
Two-Weapon Fighting, Greater ### NULL
Two-Weapon Rend ### NULL
Unseat ### NULL
Vital Strike ### NULL
Vital Strike, Improved ### NULL
Vital Strike, Greater ### NULL
Weapon Finesse ### NULL
Weapon Focus [select weapon] ### NULL
Weapon Focus [select weapon] ### NULL
Weapon Focus [select weapon] ### NULL
Weapon Focus, Greater [] ### NULL
Weapon Focus, Greater [] ### NULL
Weapon Focus, Greater [] ### NULL
Weapon Specialization [] ### NULL
Weapon Specialization [] ### NULL
Weapon Specialization [] ### NULL
Weapon Specialization, Greater [] ### NULL
Weapon Specialization, Greater [] ### NULL
Weapon Specialization, Greater [] ### NULL
Whirlwind Attack ### NULL
Wind Stance ### NULL
*** PRPG - Monster *** ### NULL
Multiattack ### NULL
Multiweapon Fighting ### NULL
*****APG Beta***** ### NULL
Coordinated Defense ### NULL
Coordinated Maneuvers ### NULL
Lookout ### NULL
Outflank ### NULL
Paired Opportunists ### NULL
Precise Strike ### NULL
Shield Wall ### NULL
Swap Places ### NULL
*****Golarion Campaign***** ### NULL
Advanced Defensive Combat Training ### NULL
Belier’s Bite ### NULL
Blade Binder ### NULL
Bounding Hammer ### NULL
Cornugon Shield ### NULL
Cornugon Smash ### NULL
Cornugon Stun ### NULL
Cornugon Trip ### NULL
Crossbow Mastery ### NULL
Darting Viper ### NULL
Dervish Dance ### NULL
Dorn-Dergar Master ### NULL
Enforcer ### NULL
Equipment Trick [boots] ### NULL
Equipment Trick [cloak] ### NULL
Equipment Trick [rope] ### NULL
Equipment Trick [shield] ### NULL
Equipment Trick [heavy blade scabbard] 164 ### NULL
Fury’s Fall ### NULL
Fury’s Snare ### NULL
Hamatula Grasp ### NULL
Hamatula Strike ### NULL
Hellcat Pounce ### NULL
Indomitable Mount ### NULL
Massed Charge ### NULL
Mounted Onslaught ### NULL
Osyluth Guile ### NULL
Serpent Lash ### NULL
Sliding Axe Throw ### NULL
Stance of the Xorn ### NULL
Taldorian Duelist ### NULL
Thunder and Fang ### NULL
Wheeling Charge ### NULL
*** Rite Publishing *** ### NULL
Awaken Elemental Power ### NULL
Aspect of Air (cloud giant) ### NULL
Aspect of Air (storm giant) ### NULL
Aspect of Earth (ettin) ### NULL
Aspect of Earth (hill giant) ### NULL
Aspect of Earth (ogre) ### NULL
Aspect of Earth (stone giant) ### NULL
Aspect of Earth (taiga giant) ### NULL
Aspect of Fire ### NULL
Aspect of Water (frost giant) ### NULL
Aspect of Water (troll) ### NULL
Bank Shot ### NULL
Crushing Volley ### NULL
Extra Use ### NULL
Gift of Sight (RP) ### NULL
Bank Shot, Improved ### NULL
Night Stalker (RP) ### NULL
Pinning Throw ### NULL
Power Throw ### NULL
Quickened Growth ### NULL
Quick at Hand (RP) ### NULL
Skipping Stone ### NULL
Stomp ### NULL
Stone Magix (Sp) ### NULL
*** LSJ Feats *** ### NULL
Additional Domain ### NULL
Additional Favored Class ### NULL
Alternate Identity ### NULL
Antipsionic Magic ### NULL
Armor Specialization ### NULL
Back-to-Back ### NULL
Battlefield Triage ### NULL
Blindsight, 5' radius ### NULL
Bloodburn ### NULL
Break the Breath ### NULL
Cast on the Run ### NULL
Channel Heal ### NULL
Channel Inflict ### NULL
Chaotic Mind ### NULL
Cleave Asunder ### NULL
Closed Mind ### NULL
Combat Awareness ### NULL
Combat Tutor ### NULL
Culinary Infusion ### NULL
Deadly Precision ### NULL
Descant ### NULL
Descriptor Focus ### NULL
Diligent ### NULL
Disguise Spell ### NULL
Divine Might ### NULL
Divine Vengeance ### NULL
Domain Focus ### NULL
Elemental Affinity ### NULL
Energy Substitution ### NULL
Eyes in the Back of your Head ### NULL
Field Medic ### NULL
Fish Out of Water ### NULL
Fleet of Foot ### NULL
Fool's Fortune ### NULL
Force of Will ### NULL
Furious Charge ### NULL
Ghost Spell 242 ### NULL
Ghostspeaker ### NULL
Greater Domain Focus ### NULL
Greater Manyshot ### NULL
Grow Spell ### NULL
Higher Education 247 ### NULL
Hold the Line ### NULL
Hostile Mind ### NULL
LSJ Hover 250 ### NULL
Improved Deflect Arrows ### NULL
Improved Mounted Combat ### NULL
Increased Empathy ### NULL
Intercepting Voice ### NULL
Knock-Down ### NULL
Larger Familiar ### NULL
LSJ Leadership ### NULL
Lingering Melody ### NULL
Mental Resistance ### NULL
Mighty Throw ### NULL
Mind Over Body ### NULL
Negotiator ### NULL
Opportunity Knocks ### NULL
Paramour ### NULL
Parry ### NULL
Pass For Human ### NULL
Persistent Spell ### NULL
Pied Piper ### NULL
Pierce ### NULL
Political Intrigue ### NULL
Prone Combat ### NULL
Psionic Hole ### NULL
Quick Sheathe ### NULL
LSJ Quicken Spell-Like Ability ### NULL
Rapid Metabolism ### NULL
Reach Spell ### NULL
Reckless Offense ### NULL
Repeat Spell ### NULL
Retain ### NULL
Sacred Spell ### NULL
Scholar ### NULL
Sculpt Runic Item ### NULL
Shapechange Channel ### NULL
Sharp Shooting ### NULL
Showstopper ### NULL
Sorcerous Bond ### NULL
Spell Theatrics ### NULL
Step Into Harm's Way ### NULL
Subdual Substitution ### NULL
Subduing Strike ### NULL
Superior Expertise ### NULL
Superior Leadership ### NULL
Superior Tracker ### NULL
Urban Survival ### NULL
LSJ Vermin Companion ### NULL
Vermin Wild Shape ### NULL
Wary ### NULL
LSJ Wingover ### NULL
*** BoAM *** ### NULL
Bartek’s School Graduate (College of Magic) ### NULL
Bartek’s Post Graduate (College of Magic) ### NULL
Ceilidh Conservatory Graduate (Bardic School) ### NULL
Ceilidh Post Graduate (Bardic School) ### NULL
College of the All-Seeing Eye Graduate (College of
### NULL
Magic)
College of the All-Seeing Eye Post Graduate (College
### NULL
of Magic)
College Trained Bard ### NULL
College Trained Spellcaster ### NULL
Giacomo’s Jester School Graduate (Bardic School) ### NULL
Giacomo’s Post Graduate (Bardic School) ### NULL
High Halls Graduate (Bardic School) ### NULL
High Halls Post Graduate (Bardic School) ### NULL
Himar Academy Graduate (College of Magic) ### NULL
Himar Post Graduate (College of Magic) ### NULL
Moonarrow University Graduate (College of Magic) ### NULL
Moonarrow Post Graduate (College of Magic) ### NULL
Nightwatcher’s Tower Graduate (College of Magic) ### NULL
Nightwatcher’s Tower Post Graduate (College of Magic) ### NULL
Vanguard Academy Graduate (College of Magic) ### NULL
Vanguard Academy Post Graduate (College of Magic) ### NULL
Wagner’s College Graduate (College of Magic) ### NULL
Wagner’s College Post Graduate (College of Magic) ### NULL
Wolestone Institute Graduate (College of Magic) ### NULL
Wolestone Institute Post Graduate (College of Magic) ### NULL
Improved Clockwork Familiar ### NULL
Advanced Clockwork Familiar ### NULL
Superior Clockwork Familiar ### NULL
Mithral Clockwork Familiar ### NULL
Adamantine Clockwork Familiar ### NULL
*** BoDM *** ### NULL
Blessing of the Elf-mother ### NULL
Cat-like Reflexes ### NULL
Déjà vu ### NULL
Divine Charisma ### NULL
Dwarfather’s Boon ### NULL
Favored Critical ### NULL
Fireshaper ### NULL
The Gift of Healing ### NULL
Grace and Joy ### NULL
Grandfather’s Gift ### NULL
Horse Whisperer ### NULL
In Tune with Nature ### NULL
Lay Priest ### NULL
Master Craftsman ### NULL
Maximize Channeling ### NULL
Maximize Lay on Hands ### NULL
Nightmarish Mind ### NULL
Nose of the Bear ### NULL
Random Acts of Violence ### NULL
A Sailor’s Life for Me ### NULL
Shaman ### NULL
Swords Master ### NULL
Temple Trained Priest ### NULL
Too Darn Cute ### NULL
Tricksy ### NULL
Uncanny Luck ### NULL
Warlord ### NULL
Warmachine ### NULL
Well-read ### NULL
Wild Speech ### NULL
*** PRPG Beta *** ### NULL
Backswing ### NULL
Devastating Blow ### NULL
Overhand Chop ### NULL
0 ### NULL
0 ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
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_Feats_Combat_All
Teamwork Item Creation Metamagic
Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for dete
Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest c
+1 Trait bonus on Knowledge (arcana) and Knowledge (engineering) checks; Knowledge (arcana) is always a class skill
+1 Trait bonus on Knowledge (arcana) and Knowledge (engineering) checks; Knowledge (engineering) is always a class skill
+2 Trait bonus on all saving throws against illusions.
+2 Trait bonus on Spellcraft checks, or a +3 bonus if you aren’t a spellcaster.
You picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive p
+1 Trait bonus on Intimidate checks; Intimidate is always a class skill
Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check. When you attempt to
+1 Trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 Trait bo
+1 Trait bonus on Sleight of Hand checks; Sleight of Hand is always a class skill
+1 Trait bonus on Bluff checks; Bluff is always a class skill
+2 Trait bonus on Diplomacy checks to influence Hellknights and a +2 Trait bonus on Intimidate checks to influence enemies of
+1 Trait bonus on Diplomacy and Intimidate checks. Diplomacy is always a class skill
+1 Trait bonus on Diplomacy and Intimidate checks. Intimidate is always a class skill
+1 Trait bonus on attack and damage rolls against Chelish government officials (including Hellknights).
All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affec
+4 trait bonus on Bluff checks to keep others from noticing your aggressive actions.
+1 Trait bonus on Survival checks; Survival is always a class skill
Your starting cash increases to 900 gp.
+1 Trait bonus on Sense Motive checks; Sense Motive is always a class skill
+1 Trait bonus on Perform (act) checks; Perform (act) is always a class skill Furthermore, you begin play with 300 gp that you c
+1 Trait bonus on Bluff checks; Bluff is always a class skill
+1 Trait bonus on Diplomacy checks; Diplomacy is always a class skill
+1 Trait bonus on Knowledge (local) checks; Knowledge (local) is always a class skill
+1 Trait bonus on Perception checks; Perception is always a class skill
+1 Trait bonus on Sense Motive checks; Sense Motive is always a class skill
+1 Trait bonus on Stealth checks; Stealth is always a class skill
Your knowledge of diabolism grants you a +1 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against W
You have a +2 bonus on all saving throws made against cold, electricity, and fire effects. You may choose any one 0-level spell
When attacking targets in areas of dim light, you do not suffer the standard 20% miss chance on attack rolls for being in the po
You have a wayfinder, a magical compass that grants you a +2 circumstance bonus on Survival checks to avoid becoming lost,
+1 Trait bonus on Initiative checks; if you act in a surprise round, +1 Trait bonus on all attack rolls.
+2 bonus on Knowledge (local) checks.
+1 Trait bonus on Fortitude saving throws.
+2 Trait bonus on Bluff checks.
+2 bonus on Spellcraft checks.
+2 Trait bonus on Craft checks.
+2 Trait bonus on Perform checks.
+2 Trait bonus on Profession checks.
+2 bonus on Intimidate checks.
Diplomacy and Sense Motive are always class skills for you.
+1 Trait bonus on Will saving throws.
+1 Trait bonus on Reflex saving throws.
+2 bonus on concentration checks.
+1 Trait bonus on Fortitude saving throws.
+1 Trait bonus on Reflex saving throws.
+1 Trait bonus on Will saving throws.
Your 1st level class is always a favored class to you, and every time you take a level in the class, you gain +1 hit point and 1 ad
+1 Trait bonus (+2 if Favored Enemy) on attack rolls/weapon dmg vs. gnolls; rage lasts +1 rnd when fighting gnolls; +1 Trait bon
+1 Trait bonus on Bluff checks; Bluff is always a class skill
+1 Trait bonus on Diplomacy checks; Diplomacy is always a class skill
+1 Trait bonus on Intimidate checks; Intimidate is always a class skill
+1 Trait bonus on Knowledge (religion) checks; Knowledge (religion) is always a class skill
+1 Trait bonus on Perform checks; Perform is always a class skill
+1 Trait bonus on Sense Motive checks; Sense Motive is always a class skill
Valued possession—jewelry, masterwork weapon/armor worth 350 gp or 1st-level (CL 1st) wand w/ 20 chgs; –1 penalty on Will
You have a wayfinder, a magical compass that grants you a +2 circumstance bonus on Survival checks to avoid becoming lost,
Aid Another action grants additional +1 Trait bonus to you or ally; if any ally is w/in 30, +1 Trait bonus on saves vs. charm/comp
–1 penalty on Charisma-based skill checks when dealing w/ Brevic nobility (penalty is removed if established as true noble); +1
You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 Trait bonus on Bluff, Diplomacy, Intimidate,
Your agile mind grants you a +1 Trait bonus on all Will saves made to resist mind-affecting effects.
Ignore movement penalty for first 5'/rnd of rocky difficult terrain; +2 Trait bonus on Appraise checks to assess value of natural s
As a deft merchant of the region, bonus language: Dwarven, Elven, Hallit, Gnome, Giant, Halfling, Skald, or Sylvan. Your family
+1 Trait bonus on Swim checks; Swim is always a class skill; family motto is “The Waters, Our Fields”
+2 Trait bonus on Diplomacy checks dealing w/ Fey; +1 Trait bonus on Will saves vs. Fey spells/supernatural abilities; family m
+1 Trait bonus on your CMD. In addition, +1 Trait bonus on Acrobatics checks. Your family motto is “High Above.”
+1 Trait bonus on your CMD. In addition, +1 Trait bonus on Diplomacy checks. Your family motto is “High Above.”
+1 Trait bonus on your CMD. In addition, +1 Trait bonus on Stealth checks. Your family motto is “High Above.”
You deal +2 damage when attacking a flat-footed opponent while wielding a light or one-handed weapon. Your family motto is “
Begin play w/ horse; +1 Trait bonus on Climb checks
Begin play w/ horse; +1 Trait bonus on Handle Animal checks
Begin play w/ horse; +1 Trait bonus on Knowledge (nature) checks
Begin play w/ horse; +1 Trait bonus on Perception checks
Begin play w/ horse; +1 Trait bonus on Ride checks
Begin play w/ horse; +1 Trait bonus on Survival checks
Begin play w/ horse; +1 Trait bonus on Swim checks
+1 Trait bonus on Fort saves
Begin play w/ longsword or Aldori dueling sword; +1 Trait bonus on all attacks/combat maneuvers w longswords or Aldori duelin
+1 Trait bonus on Fort saves
+1 Trait bonus on Ref saves
+1 Trait bonus on Will saves
+1 Trait bonus on Bluff checks; Bluff is always a class skill
+1 Trait bonus on Craft checks; Craft is always a class skill
+1 Trait bonus on Diplomacy checks; Diplomacy is always a class skill
+1 Trait bonus on Intimidate checks; Intimidate is always a class skill
+1 Trait bonus on Perception checks; Perception is always a class skill
+1 Trait bonus on Perform checks; Perform is always a class skill
+1 Trait bonus on Profession (gambler) checks; it is always a class skill
Effects that grant you morale bonuses persist 1d4 rounds longer than normal.
You can use Spellcraft to identify magic items in the same way you can use Spellcraft to identify a potion. The DC to identify a m
+1 Trait bonus on all attack rolls made against foes you know to be evil outsiders.
gain +2 Trait bonus on Disguise checks when wearing wig, false beard, or similar large prop, or if wearing special costume or e
1/week, when looking for item w/ price greater than community’s base value, Diplomacy check (DC 10 + 10 per community size
if wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar ov
if wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar ov
if wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar ov
gain heirloom weapon of masterwork quality but pay only standard cost at character creation; gain a +1 Trait bonus on attack ro
when using item for anything other than intended purpose, reduce improvisation penalty by 2 (does not apply to improvised we
gain +2 Trait bonus on Fort saves vs. poison and drugs and +4 Trait bonus on Fort saves to avoid effects of alcohol
Bluff check (DC 20 for similar items, +5 for each dissimilarity in shape, size, or color) makes observers believe that object in you
may use whip as if it were a rope w/ grappling hook; attaching is Standard Action, detaching is Full-Round Action
after 1st attack w/ weapon in which you are not proficient, non-proficiency penalty decreases by 2 while you have weapon in ha
do not take improvised weapon penalty and instead gain +1 Trait bonus on attacks when using tool of trade (must have 1+ rank
use of attention-getting alchemical item as part of performance grants +2 Trait bonus on Perform checks; item is expended w/o
may make Sleight of Hand check to escape manacles, rope, or other similar restraints (but not grapples or similar attacks); if su
may make Disguise check (DC 10 + gp difference between costs of outfits) to change one outfit into another using basic sewing
While on board any vessel afloat on water, +1 Trait bonus on Acrobatics and Climb checks. Acrobatics is always a class skill
While on board any vessel afloat on water, +1 Trait bonus on Acrobatics and Climb checks. Climb is always a class skill
+1 Trait bonus on Survival checks; Survival is always a class skill
+1 Trait bonus on Stealth checks; a +1 Trait bonus on attack rolls made during the surprise round.
You do not suffer a penalty for the second range increment when using a longbow or shortbow and you are always considered
+1 Trait bonus on saving throws versus enchantment spells and effects.
+2 Trait bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with outsiders of the evil subtype.
+1 Trait bonus on Diplomacy and Sense Motive checks. Diplomacy is always a class skill
+1 Trait bonus on Diplomacy and Sense Motive checks. Sense Motive is always a class skill
Swift Action (Su); 1/day, you can summon fire, imbuing a single weapon you hold with a nimbus of fire that deals an extra 1 poi
Once per day, when casting a spell of the Conjuration school, you are at +2 caster level when determining the duration of the s
Swift Action (Su); 1/day, you may gain a number of temporary hit points equal to the Hit Dice of your most recent enemy slain. T
Standard Action (Su); 1/day, you can surround yourself with an aura of unlife. Unintelligent undead ignore you unless you take
+4 trait bonus on Fortitude checks to resist nonlethal damage from hot conditions and can always move through non-magical s
+2 Trait bonus on saving throws versus diseases and curses.
Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (arcana) is always a
Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (dungeoneering) is
Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (engineering) is alw
Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (geography) is alwa
Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (history) is always a
Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (local) is always a c
Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (nature) is always a
Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (nobility) is always a
Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (planes) is always a
Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (religion) is always
Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (spirits) is always a
+1 Trait bonus on Knowledge (dungeoneering) and Perception checks; Knowledge (dungeoneering) is always a class skill
+1 Trait bonus on Knowledge (dungeoneering) and Perception checks. Perception is always a class skill
+1 dodge bonus on Armor Class against attacks of opportunity caused when you move out of or within a threatened area. Dodg
When using the Stealth skill to move at full speed you no longer suffer a –5 penalty on your Stealth skill check.
Once per day you may select one single spell that you are casting that allows for a saving throw. You may increase the DC of th
+1 Trait bonus on Disable Device and Sleight of Hand checks. Disable Device is always a class skill
+1 Trait bonus on Disable Device and Sleight of Hand checks. Sleight of Hand is always a class skill
+2 Trait bonus on Ride checks; Ride is always a class skill
+1 Trait bonus on your Armor Class so long as you are adjacent to a single foe. This trait bonus is not applied to your Armor Cla
So long as you are wearing clothing and jewelry worth more than 80 gp, +1 Trait bonus on Bluff, Diplomacy, and Sense Motive
So long as you are wearing clothing and jewelry worth more than 80 gp, +1 Trait bonus on Bluff, Diplomacy, and Sense Motive
So long as you are wearing clothing and jewelry worth more than 80 gp, +1 Trait bonus on Bluff, Diplomacy, and Sense Motive
Full-Round Action; 1/day you may attempt to distract adjacent foes with a lengthy display of your martial prowess. All adjacent f
+1 Trait bonus on Perform (act) checks. This bonus increases to +5 when using the skill to make money.
+1 Trait bonus on Perform (comedy) skill checks. This bonus increases to +5 when using the skill to make money.
+1 Trait bonus on Perform (dance) skill checks. This bonus increases to +5 when using the skill to make money.
+1 Trait bonus on Perform (keyboard) skill checks. This bonus increases to +5 when using the skill to make money.
+1 Trait bonus on Perform (oratory) skill checks. This bonus increases to +5 when using the skill to make money.
+1 Trait bonus on Perform (percussion) skill checks. This bonus increases to +5 when using the skill to make money.
+1 Trait bonus on Perform (sing) skill checks. This bonus increases to +5 when using the skill to make money.
+1 Trait bonus on Perform (string) skill checks. This bonus increases to +5 when using the skill to make money.
+1 Trait bonus on Perform (wind) skill checks. This bonus increases to +5 when using the skill to make money.
You receive a +1 Trait bonus on damage rolls against a single adjacent opponent who damaged you in the previous round of co
+1 Trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least indifferent toward you) is within 30 fe
Choose a 0-level arcane spell. You may cast that spell once per day as a spell-like ability. Your caster level is equal to your high
+1 Trait bonus on Perform (act) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music sce
+1 Trait bonus on Perform (comedy) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara musi
+1 Trait bonus on Perform (dance) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music
+1 Trait bonus on Perform (keyboard) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara mus
+1 Trait bonus on Perform (oratory) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music
+1 Trait bonus on Perform (percussion) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara m
+1 Trait bonus on Perform (sing) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music sc
+1 Trait bonus on Perform (string) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music s
+1 Trait bonus on Perform (wind) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music sc
+1 Trait bonus on Perform (ritual) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music sc
+1 Trait bonus on Knowledge (arcana) and Knowledge (history) checks; Knowledge (arcana) is always a class skill
+1 Trait bonus on Knowledge (arcana) and Knowledge (history) checks; Knowledge (history) is always a class skill
+2 Trait bonus on all Craft (alchemy) checks.
+2 Trait bonus on Intimidate checks.
+1 Trait bonus on Will saving throws and a +2 Trait bonus on saving throws versus divination effects.
+1 Trait bonus on weapon damage against undead.
+1 Trait bonus on opposed checks against the Bluff and Disguise skills and a +1 Trait bonus on saving throws against illusion e
Any creature you conjure with a summon spell that has the earth subtype or a burrow speed gains a +1 morale bonus on attack
+1 Trait bonus on Survival checks; a +1 Trait bonus on saving throws against fear effects.
+1 Trait bonus on Diplomacy and Perform checks. Diplomacy is always a class skill
+1 Trait bonus on Diplomacy and Perform checks. Perform is always a class skill
While you are touching the ground, you add a +2 Trait bonus on saving throw DCs and on caster level checks to overcome spe
+2 Trait bonus on Initiative checks.
Whenever you use the Craft skill or a crafting feat to make a stone or metal item, you reduce the cost of making the item by 5%
+1 Trait bonus on saves against arcane spells.
+1 Trait bonus on Fortitude saving throws.
+1 Trait bonus on any skill check or attack roll made during the process of escaping capture or in helping a slave escape bonda
+1 Trait bonus on saving throws against attacks that utilize cold and gain a +1 Trait bonus on Bluff, Diplomacy, Intimidate, and S
+1 Trait bonus on saving throws against attacks that utilize acid and gain a +1 Trait bonus on Bluff, Diplomacy, Intimidate, and S
+1 Trait bonus on saving throws against attacks that utilize fire and gain a +1 Trait bonus on Bluff, Diplomacy, Intimidate, and S
+1 Trait bonus on saving throws against attacks that utilize electricity and gain a +1 Trait bonus on Bluff, Diplomacy, Intimidate,
+2 Trait bonus on Perception checks related to metals, jewels, and gemstones.
+2 Trait bonus on balance-related Acrobatics checks; a +1 Trait bonus on Reflex saving throws.
+2 Trait bonus on Knowledge (history) checks; Knowledge (history) is always a class skill
You gain fire resistance 1 and a +1 Trait bonus on Fortitude saves against poison.
Once per day you may cast stabilize as a spell-like ability at caster level 1. The save DC is Wisdom-based.
+2 Trait bonus on saves against mind-affecting effects.
+1 Trait bonus on Will saving throws.
+3 Trait bonus on Intimidate checks against members of non-human humanoid races.
+1 Trait bonus on Perception checks made to determine surprise, and Perception is always a class skill
+1 Trait bonus on Escape Artist checks; a +1 Trait bonus on Initiative checks.
+1 Trait bonus on attack rolls to confirm critical hits.
+1 Trait bonus on Knowledge (dungeoneering) and Knowledge (geography) checks; Knowledge (dungeoneering) is always a c
+1 Trait bonus on Knowledge (dungeoneering) and Knowledge (geography) checks; Knowledge (geography) is always a class
+1 Trait bonus on Knowledge (arcana) and Perception checks
+1 Trait bonus on Knowledge (dungeoneering) checks and on Perception checks to search for concealed items.
+1 Trait bonus on Knowledge (engineering) checks; on Perception checks to search for concealed items.
+1 Trait bonus on Knowledge (geography) checks; on Perception checks to search for concealed items.
+1 Trait bonus on Knowledge (history) checks; on Perception checks to search for concealed items.
+1 Trait bonus on Knowledge (local) checks; on Perception checks to search for concealed items.
+1 Trait bonus on Knowledge (nature) checks; on Perception checks to search for concealed items.
+1 Trait bonus on Knowledge (nobility) checks; on Perception checks to search for concealed items.
+1 Trait bonus on Knowledge (planes) checks; on Perception checks to search for concealed items.
+1 Trait bonus on Knowledge (religion) checks; on Perception checks to search for concealed items.
+1 Trait bonus on Knowledge (spirits) checks; on Perception checks to search for concealed items.
Whenever you’re in ruins, +2 Trait bonus on Initiative checks; a +1 Trait bonus on saving throws against traps and natural haza
+1 Trait bonus on caster level checks while touching the ground or unworked stone. This includes dispel checks; checks to ove
+1 Trait bonus on Stealth checks; a +3 Trait bonus on Bluff and Diplomacy checks to avoid punishment by lawful authority.
While underground, you receive a +2 Trait bonus on initiative checks; a +1 Trait bonus on weapon damage rolls for critical hits
+2 Trait bonus on Initiative checks.
+1 Trait bonus on damage rolls against creatures and objects made primarily of clay, crystal, earth, metal, or stone. Knowledge
+1 Trait bonus on Diplomacy and Knowledge (local) checks. Diplomacy is always a class skill
+1 Trait bonus on Diplomacy and Knowledge (local) checks; Knowledge (local) is always a class skill
+1 Trait bonus on Diplomacy checks; Diplomacy is always a class skill
+1 Trait bonus on Knowledge (local) checks; Knowledge (local) is always a class skill
+1 Trait bonus on Sense Motive checks; Sense Motive is always a class skill
+1 Trait bonus on Reflex saving throws.
Whenever you have a morale bonus on weapon attack rolls, you also receive a +1 Trait bonus on weapon damage rolls.
Choose one 1st-level spell from the bard, cleric, druid, or sorcerer/wizard spell list. If you have the Brew Potion feat, you may c
You receive a +1 Trait bonus on weapon damage rolls against giants, goblins, and orcs.
+1 Trait bonus on Diplomacy and Knowledge (history) checks.
+1 Trait bonus on Acrobatics and Climb checks; on Reflex saves to avoid falling.
Your starting cash increases to 500 gp.
+4 trait bonus on any saving throws made to resist the effects of being in hot conditions, and a +1 Trait bonus on all saving thro
+3 Trait bonus on Perception checks to search for concealed items.
You start with twice the normal amount of starting gold. In addition, your reputation remains strong in the Nightstalls, and any tr
+3 Trait bonus on Knowledge (engineering) checks; a +2 Trait bonus on Perception checks to find secret doors or traps in build
When casting a spell of 1st level or higher that deals acid damage, the spell deals 1 extra point of acid damage.
When casting a spell of 1st level or higher that deals cold damage, the spell deals 1 extra point of cold damage.
When casting a spell of 1st level or higher that deals electricity damage, the spell deals 1 extra point of electricity damage.
When casting a spell of 1st level or higher that deals fire damage, the spell deals 1 extra point of fire damage.
+1 Trait bonus on Fortitude saving throws.
+1 Trait bonus on Fortitude saving throws.
+4 trait bonus on any savings throws made to resist the effects of cold environments, as well as a +1 Trait bonus on all saving t
Once per day, you may cast one conjuration (summoning) spell as if your caster level were 2 higher than normal.
You receive a +1 Trait bonus on saving throws against spells, spell-like abilities, and poison.
+1 Trait bonus on caster level checks with illusion spells and a +1 Trait bonus on Will saves to disbelieve illusions.
+1 Trait bonus on Bluff and Disguise checks. Bluff is always a class skill
+1 Trait bonus on Bluff and Disguise checks. Disguise is always a class skill
+2 Trait bonus on Perception checks to discover traps (select the Trap Finding skill in the Skills section) and a +1 Trait bonus o
+1 Trait bonus on Spellcraft checks to identify teleportation magic and a +1 Trait bonus on caster level checks when casting tel
+1 Trait bonus on Diplomacy checks when interacting with Forlorn elves and non-elf races.
+1 Trait bonus on Appraise checks; Appraise is always a class skill
+1 Trait bonus on Appraise checks; Appraise is always a class skill
+2 Trait bonus on Profession (soldier) checks; it is always a class skill
+2 Trait bonus on Ride checks; Ride is always a class skill
+2 Trait bonus on Survival checks; it is always a class skill
+1 Trait bonus on Swim checks; a +1 Trait bonus on saving throws against enchantment effects.
+1 Trait bonus on Initiative and Sense Motive checks. Sense Motive is always a class skill
+2 Trait bonus on saves against fear effects, and when you do make a successful save against a fear effect, the resulting rush
When you have more than 1 Will saving throw to overcome an effect (such as greater command, hold person, or by using the g
You start with only half of the normal starting cash, but your knowledge of the pesh addict lifestyle grants you a +1 Trait bonus o
You start with only half of the normal starting cash, but your knowledge of the pesh addict lifestyle grants you a +1 Trait bonus o
You start with only half of the normal starting cash, but your knowledge of the pesh addict lifestyle grants you a +1 Trait bonus o
+1 Trait bonus on Sleight of Hand checks; Sleight of Hand is always a class skill
Select one cantrip and one 1st-level spell; when you cast these spells, they function at one caster level higher than your actual
+1 Trait bonus on attack rolls with fist-sized rocks or similarly shaped objects, and a +1 Trait bonus on concentration checks.
When mounted and making a charge, your mount’s speed is increased by 10 feet You must have the Mounted Combat feat to t
+1 Trait bonus on damage dealt with a dagger and a +1 Trait bonus on Swim checks. Swim is always a class skill
+1 Trait bonus on Handle Animal checks; Handle Animal is always a class skill
+1 Trait bonus on Knowledge (nature) checks; Knowledge (nature) is always a class skill
+1 Trait bonus on Ride checks; Ride is always a class skill
+2 Trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.
+1 Trait bonus on Stealth checks. This trait bonus increases to +2 in hilly or rocky areas.
+1 Trait bonus on Disable Device checks; Disable Device is always a class skill
+1 Trait bonus on Sleight of Hand checks; Sleight of Hand is always a class skill
+2 Trait bonus on Heal checks to treat diseases or poisons, and Heal is always a class skill
+1 bonus on saving throws against spells that deal acid damage or have the acid subtype.
+1 bonus on saving throws against spells that deal cold damage or have the cold subtype.
+1 bonus on saving throws against spells that deal electricity damage or have the electricity subtype.
+1 bonus on saving throws against spells that deal fire damage or have the fire subtype.
+1 Trait bonus on Knowledge checks related to dwarves (dwarven history, dwarven construction, and so on) and a +1 Trait bon
+1 Trait bonus on Initiative checks; if you are able to act during the surprise round of an encounter, you can draw a weapon (bu
Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st). If you have levels
+2 Trait bonus on Climb checks as well as other skill checks involving rope use, and a +4 trait bonus on Appraise checks to det
+2 Trait bonus on Survival checks to track evil outsiders and a +2 Trait bonus on initiative checks when you know your opponen
You receive a +2 Trait bonus on Diplomacy checks with those who find you attractive. You can use daze once per day as a spe
+2 Trait bonus on Diplomacy checks.
+3 Trait bonus on Knowledge (planes) checks about demons and a +2 Trait bonus on Will saves against mind-affecting spells a
You receive a +1 Trait bonus on concentration checks to cast defensively and a +1 Trait bonus on AC against attacks provoked
When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, a
+1 Trait bonus on Diplomacy and Sense Motive checks.
+1 Trait bonus on slashing weapon damage against all aberrations.
+1 Trait bonus on Diplomacy and Knowledge (religion) checks. Diplomacy is always a class skill
+1 Trait bonus on Diplomacy and Knowledge (religion) checks; Knowledge (religion) is always a class skill
Your divine spells gain a +1 Trait bonus on melee weapon damage.
+2 Trait bonus on Perception checks.
Whenever you score a critical hit with a scimitar, you deal an additional two points of fire damage to your target.
You receive a +1 Trait bonus on Knowledge (engineering) and Knowledge (history) checks; Knowledge (engineering) is a class
You receive a +1 Trait bonus on Knowledge (engineering) and Knowledge (history) checks; Knowledge (history) is a class skill
You receive a +1 Trait bonus on Diplomacy checks. In addition, you receive a +1 Trait bonus on the DC of any charm or compu
As long as you are under the effects of any spell, +2 Trait bonus on saving throws against death effects. If you are reduced to n
+2 Trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt you may retry
You receive a +1 Trait bonus when retrying a previously failed skill check or ability check, as well as when taking 20 on skill che
When a creature damages you with a weapon, on your next turn +1 Trait bonus on weapon damage against that creature. If thi
+1 Trait bonus on Knowledge (history) checks to recognize or evaluate art, Knowledge (engineering) checks, Survival checks to
You can automatically determine where true north is. +4 trait bonus on Survival checks to avoid becoming lost.
During the day, +1 Trait bonus on all Charisma-based checks.
In any settlement, +2 Trait bonus against fear effects. If you fail a save against a fear effect, you may make a new save each ro
Choose one Craft or Profession skill in which you have at least 1 rank. Ranks in your chosen skill count as your caster level for
+1 Trait bonus on Bluff and Sense Motive checks. Bluff is always a class skill
+1 Trait bonus on Bluff and Sense Motive checks. Sense Motive is always a class skill
+1 Trait bonus on Fortitude saving throws against poison. You may make Diplomacy checks (or wild empathy checks if you are
You make Acrobatics checks using your Wisdom modifier instead of Dexterity. Acrobatics is always a class skill
You make Climb checks using your Wisdom modifier instead of Strength. Climb is always a class skill
You make Disable Device checks using your Wisdom modifier instead of Dexterity. Disable Device is always a class skill
You make Escape Artist checks using your Wisdom modifier instead of Dexterity. Escape Artist is always a class skill
You make Fly checks using your Wisdom modifier instead of Dexterity. Fly is always a class skill
You make Ride checks using your Wisdom modifier instead of Dexterity. Ride is always a class skill
You make Sleight of Hand checks using your Wisdom modifier instead of Dexterity. Sleight of Hand is always a class skill
You make Stealth checks using your Wisdom modifier instead of Dexterity. Stealth is always a class skill
You make Swim checks using your Wisdom modifier instead of Strength. Swim is always a class skill
Saves Skill Bonus
Source Fort Will Climb Disguise Escape Artist Fly
0 0 0 0 0 0 0 0 0 0 0 0 0 0
Yes C-EoD
Yes CTWE
CTWE
Yes CTWE
Yes CTWE
CTWE 0
Yes CTWE
Yes CTWE
Yes CTWE
CTWE 0
CTWE 0
Yes Q-GttE
C-EoD
Yes CTWE
CTWE
CTWE
CTWE
CTWE
CTWE
0
Yes CTWE
CTWE 0
Yes CTWE
Yes CTWE
CTWE
CTWE
CTWE
CTWE
Yes C-EoD
Yes C-EoD
Yes CTWE
Yes CTWE
Yes CTWE
Yes CTWE
Yes CTWE
Yes CTWE
CTWE
CTWE
Yes CTWE
C-EoD
Yes CTWE
CTWE
Yes CTWE
Yes CTWE
CTWE
CTWE 0
Yes C-EoD
Q-GttE 0
Q-GttE 0
Yes C-EoD
Yes
Yes C-EoD
CoTPG
Yes CoTPG
Yes CoTPG
Yes CoTPG
Yes CoTPG
Yes CoTPG 0
CotCTPG
CotCTPG 0
CotCTPG 0
CotCTPG
CotCTPG 0
CotCTPG
CotCTPG
CotCTPG
CotCTPG
CotCTPG 0
CotCTPG 0
Yes CotCTPG
LoFpG 0
LoFpG 0
LoFpG 0
Yes LoFpG
Yes LoFpG
LoFpG 0
LoFpG 0
LoFpG
LoFpG
LoFpG
LoFpG
Yes LoFpG
Yes LoFpG
Yes SDPG
Yes KMPG
Yes KMPG
Yes KMPG
Yes KMPG
Yes KMPG
KMPG
Yes KMPG
KMPG 0
KMPG 0
KMPG
Yes KMPG
Yes KMPG 0
Yes KMPG
Yes KMPG
Yes KMPG
Yes KMPG
Yes KMPG
Yes KMPG
KMPG 0
KMPG 0
SDPG 0
SDPG 0
SDPG 0
SDPG 0
SDPG 0
SDPG 0
SDPG
SDPG
SDPG
SDPG
Yes SDPG
Yes SDPG
Yes SDPG
Yes AA
Yes AA
Yes AA
Yes AA
Yes AA
Yes AA
Yes AA
Yes AA
Yes AA
Yes AA
Yes AA
Yes AA
Yes AA
Yes AA
Yes AA
Yes GtPSOP
Yes GtPSOP
GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
GtPSOP 0
GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
GtPSOP
GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
GtPSOP 0
GtPSOP 0
GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes GtPSOP
Yes LoFPG
Yes EoG
Yes T-EoG
Yes T-EoG
Yes T-EoG
Yes T-EoG
Yes T-EoG
Yes T-EoG
Yes T-EoG
Yes T-EoG
Yes T-EoG
Yes T-EoG
T-EoG
T-EoG
C-EoD
T-EoG
Yes T-EoG 0
Yes LoFPG
Yes DoG
Yes DoG
Yes DoG
T-EoG 0
T-EoG 0
Yes DoG
LoFPG 0
Yes DoG
Yes T-EoG
LoFPG 0
Yes LoFPG
Yes LoFPG
Yes LoFPG
Yes LoFPG
Yes LoFPG
Yes DoG
Yes DoG 0
LoFPG
Yes C-EoD
Yes EoG
Yes LoFPG
LoFPG 0
Yes C-EoD
Yes T-EoG
T-EoG 0 0
Yes DoG
T-EoG
T-EoG
EoG
EoG
Yes LoFPG
Yes DoG
Yes C-EoD
Yes DoG
EoG 0
Yes DoG
T-EoG 0
T-EoG 0
LoFPG 0
LoFPG
LoFPG
EoG 0
Yes DoG
Yes Q-GttE
Yes DoG
T-EoG 0
C-EoD 0 0
Yes DoG
Yes LoFpG
Yes C-EoD
Yes LoFpG
Yes C-EoD
Yes Q-GttE
Yes Q-GttE
Yes Q-GttE
Yes Q-GttE
EoG 0
LoFpG 0
Yes DoG
Yes Q-GttE
Yes DoG
Yes EoG
Q-GttE 0 0
Q-GttE 0 0
A-SoL 0
Yes EoG
Yes EoG
Q-GttE 0
LoFpG 0
T-EoG
T-EoG
T-EoG
EoG
T-EoG 0
Yes LoFpG
Yes DoG
LoFpG 0
LoFpG 0
LoFpG 0
LoFpG
Yes T-EoG
Yes CA-SoL
Yes Q-GttE
T-EoG
LoFpG
LoFpG
LoFpG
Yes EoG
Yes LoFpG
T-EoG 0
T-EoG
Yes Q-GttE
Yes Q-GttE
Yes Q-GttE
Yes Q-GttE
Yes Q-GttE
Yes DoG
Yes Q-GttE 0
Yes T-EoG
Yes C-EoD 0
Yes C-EoD
Yes DoG
T-EoG 0
Yes C-EoD
Yes DoG
Yes LoFPG
EoG 0
Yes LoFPG
T-EoG 0
T-EoG 0
Yes T-EoG
LoFPG
Yes Q-GttE
DoG
DoG
Yes DoG 0
Yes LoFPG
Yes C-EoD
Yes DoG
Yes EoG
Yes EoG
Yes EoG
Yes LoFPG
Yes LoFPG
Yes DoG
0
0
Yes EoG
LoFPG
LoFPG
LoFPG
LoFPG
LoFPG
LoFPG
LoFPG
LoFPG
LoFPG
Handle Animal Heal Intimidate Knowledge (arcana) Knowledge (dungeoneering)
0 0 0 0 0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
Knowledge (engineering) Knowledge (geography) Knowledge (history) Knowledge (
0 0 0 0
0
0 0
0 0
0 0
0 0
0 0
0 0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0 0
0 0
0
Knowledge (spirits) Linguistics Perception Perform (act) Perform (comedy)
0 0 0 0 0
0
0 0
0 0
0
0
0 0
0
0
0
0
0
0
0 0
0
0
Perform (dance) Perform (keyboard) Perform (oratory) Perform (percussion) Perform (sing)
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0
0
0
0
0
0
0
0
0
0
0 0 0 0 0
Perform (string) Perform (wind) Perform (ritual) Profession Ride Sense Motive
0 0 0 0 0 0
0
0 0 0
0
0 0 0
0
0
0 0 0
0
0
0
0
0
0
0
0 0 0
0
0
0
0
0
0
0
0
ClassSkill
Sleight of Hand Spellcraft Stealth Survival Swim Use Magic Device Acrobatics
0 0 0 0 0 0 0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
Appraise Bluff Climb Craft Diplomacy Disable Device Disguise Escape Artist
0 0 0 0 0 0 0 0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
Fly Handle Animal Heal Intimidate Knowledge (arcana) Knowledge (dungeoneering)
0 0 0 0 0 0
0
0
0
0
0
0
0
0
0
0
0
0
0
Knowledge (engineering) Knowledge (geography) Knowledge (history) Knowledge (local)
0 0 0 0
0
0
0
0
0
0
0
0
0
0
0
0
Knowledge (nature) Knowledge (nobility) Knowledge (planes) Knowledge (religion)
0 0 0 0
0
0
0
0
0
0
0
0
0
0
Knowledge (spirits) Linguistics Perception Perform (act) Perform (comedy)
0 0 0 0 0
0
0 0
0
0 0
0
0
0 0
0
Perform (dance) Perform (keyboard) Perform (oratory) Perform (percussion) Perform (sing)
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
Perform (string) Perform (wind) Perform (ritual) Profession Ride Sense Motive
0 0 0 0 0 0
0
0 0 0
0
0 0 0
0
0
0 0 0
0
0
0
0
Sleight of Hand Spellcraft Stealth Survival Swim Use Magic Device
0 0 0 0 0 0 3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
0 33
0 34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
0 52
53
54
55
56
57
58
59
0 60
61
62
63
64
65
66
67
68
69
0 70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
0 107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
0 154
155
156
157
158
159
160
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162
163
164
165
166
167
168
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170
171
172
173
174
175
176
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181
182
183
0 184
185
186
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280
281
282
283
284
285
286
287
288
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290
291
292
293
294
295
296
297
298
299
300
0 301
302
303
304
305
306
307
308
0 309
310
311
312
0 313
314
315
316
317
318
319
0 320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
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344
345
346
347
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351
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353
354
355
356
357
358
359
360
361
362
363
364
0 365
0 366
0 367
###
###
###
###
###
###
*** PRPG - Combat ***
Accelerated Drinker
Anatomist
Armor Expert
Bullied
Courageous
Deft Dodger
Dirty Fighter
Fencer
Killer
Reactionary
Resilient
Strong Arm, Supple Wrist
Threatening Defender
*** PRPG - Faith ***
Birthmark
Caretaker
Child of the Temple [Knowledge (nobility)]
Child of the Temple [Knowledge (religion)]
Devotee of the Green [Knowledge (geography)]
Devotee of the Green [Knowledge (nature)]
Ease of Faith
History of Heresy
Indomitable Faith
Sacred Conduit
Sacred Touch
Scholar of the Great Beyond [Knowledge (history)]
Scholar of the Great Beyond [Knowledge (planes)]
*** PRPG - Magic ***
Classically Schooled
Dangerously Curious
Desperate Focus
Diabolical Dabbler
Focused Mind
Gifted Adept
Hedge Magician
Magical Knack
Magical Lineage
Magical Talent
Mathematical Prodigy [Knowledge (arcana)]
Mathematical Prodigy [Knowledge (engineering)]
Skeptic
Theoretical Magician
*** PRPG - Social ***
Adopted
Bully
Canter
Charming
Child of the Streets
Fast-Talker
Hellknight Ancestry
Keleshite Princess [Diplomacy]
Keleshite Princess [Intimidate]
Lost Nobility
Natural-Born Leader
Nonchalant Thuggery
Poverty-Stricken
Rich Parents
Suspicious
*** PRPG - Campaign ***
Child of Infamy
Conspiracy Hunter [Bluff]
Conspiracy Hunter [Diplomacy]
Conspiracy Hunter [Knowledge (local)]
Conspiracy Hunter [Perception]
Conspiracy Hunter [Sense Motive]
Conspiracy Hunter [Stealth]
Diabolist Raised
Infernal Bastard
Shadow Child
The Pathfinder’s Exile
Westcrown Firebrand
Drug Addict (addicted friend)
Drug Addict (personal addiction)
Framed (Family Honor)
Framed (Dropout)
Love Lost (Orphaned) [Craft]
Love Lost (Orphaned) [Perform]
Love Lost (Orphaned) [Profession]
Love Lost (Widowed)
Missing Child (Sibling)
Missing Child (Son or Daughter)
Unhappy Childhood (Tortured)
Unhappy Childhood (Religious)
Earning Your Freedom [Fortitude]
Earning Your Freedom [Reflex]
Earning Your Freedom [Will]
Finding Haleen
Gnoll Killer
Missionary [Bluff]
Missionary [Diplomacy]
Missionary [Intimidate]
Missionary [Knowledge (religion)]
Missionary [Perform]
Missionary [Sense Motive]
Reclaiming your Roots
Seeking Adventure
Fools for Friends
Bastard
Brigand
Issian
Noble Born [Garess]
Noble Born [Lebeda]
Noble Born [Lodovka]
Noble Born [Medvyed]
Noble Born [Orlovsky, Acrobatics]
Noble Born [Orlovsky, Diplomacy]
Noble Born [Orlovsky, Stealth]
Noble Born [Surtova]
Pioneer [Climb]
Pioneer [Handle Animal]
Pioneer [Knowledge (nature)]
Pioneer [Perception]
Pioneer [Ride]
Pioneer [Survival]
Pioneer [Swim]
Rostlander
Sword Scion
Into Enemy Territory [Fortitude]
Into Enemy Territory [Reflex]
Into Enemy Territory [Will]
Looking for Work [Bluff]
Looking for Work [Craft]
Looking for Work [Diplomacy]
Looking for Work [Intimidate]
Looking for Work [Perception]
Looking for Work [Perform]
Looking for Work [gambler]
Optimistic Gambler
Researching the Blot
Scouting for Fiends
*** PRPG - Equipment ***
Augmented Disguise
Dealmaker
Extremely Fashionable [Bluff]
Extremely Fashionable [Diplomacy]
Extremely Fashionable [Intimidate]
Heirloom Weapon
Improvisational Equipment
Iron Liver
Power of Suggestion
Prehensile Whip
Quick Learner
Rough and Ready
Stage Magic
Stealthy Escape
Thrown-Together Fashion
*** PRPG - Faction ***
Captain’s Blade [Acrobatics]
Captain’s Blade [Climb]
Explorer
Freedom Fighter (Andoran)
Hunter’s Eye
Indomitable
Devil’s Mark
Fiendish Presence [Diplomacy]
Fiendish Presence [Sense Motive]
Fires of Hell
Master of Pentacles
Soul-Drinker
Attuned to the Ancestors
Dunewalker
Mummy-Touched
Secrets of the Sphinx [arcana]
Secrets of the Sphinx [dungeoneering]
Secrets of the Sphinx [engineering]
Secrets of the Sphinx [geography]
Secrets of the Sphinx [history]
Secrets of the Sphinx [local]
Secrets of the Sphinx [nature]
Secrets of the Sphinx [nobility]
Secrets of the Sphinx [planes]
Secrets of the Sphinx [religion]
Secrets of the Sphinx [spirits]
Tomb Raider [Knowledge (dungeoneering)]
Tomb Raider [Perception]
Dervish
Desert Shadow
Eastern Mysteries
Gold Finger [Disable Device]
Gold Finger [Sleight of Hand]
Horse Lord
Expert Duelist
Fashionable [Bluff]
Fashionable [Diplomacy]
Fashionable [Sense Motive]
Impressive Presence
Performance Artist [act]
Performance Artist [comedy]
Performance Artist [dance]
Performance Artist [keyboard]
Performance Artist [oratory]
Performance Artist [percussion]
Performance Artist [sing]
Performance Artist [string]
Performance Artist [wind]
Vindictive
*** PRPG - Race ***
Animal Friend
Arcane Dabbler
Aspiring Bard [act]
Aspiring Bard [comedy]
Aspiring Bard [dance]
Aspiring Bard [keyboard]
Aspiring Bard [oratory]
Aspiring Bard [percussion]
Aspiring Bard [sing]
Aspiring Bard [string]
Aspiring Bard [wind]
Aspiring Bard [ritual]
Azlant Fanatic [Knowledge (arcana)]
Azlant Fanatic [Knowledge (history)]
Brastlewark Businessman
Brute
Carefully Hidden
Child of Zolurket
Clear-headed
Deep Guardian
Deep Marker
Dilettante Artist [Diplomacy]
Dilettante Artist [Perform]
Earthbound
Ekujae Reflexes
Eldritch Smith
Failed Apprentice
Forlorn (Racial)
Freedom Fighter (Halfling)
Genie Blood [air]
Genie Blood [earth]
Genie Blood [fire]
Genie Blood [water]
Goldsniffer
Grounded
Historian
Infernal Influence
Lapsed Faith
Latent Psion
Legacy of Sand
Masterful Demeanor
Militant Merchant
Rapscallion
Ruthless
Scholar of Ruins [Knowledge (dungeoneering)]
Scholar of Ruins [Knowledge (geography)]
Seeker of Brightness [arcana]
Seeker of Brightness [dungeoneering]
Seeker of Brightness [engineering]
Seeker of Brightness [geography]
Seeker of Brightness [history]
Seeker of Brightness [local]
Seeker of Brightness [nature]
Seeker of Brightness [nobility]
Seeker of Brightness [planes]
Seeker of Brightness [religion]
Seeker of Brightness [spirits]
Spirits in the Stone
Strength of the Land
Successful Shirker
Tunnel Fighter
Warrior of Old
Warsmith
Well-Informed [Diplomacy]
Well-Informed [Knowledge (local)]
World Traveler [Diplomacy]
World Traveler [Knowledge (local)]
World Traveler [Sense Motive]
Youthful Mischief
Zest for Battle
*** PRPG - Region ***
Alchemical Prodigy
Blooded
Chivalrous
Cliff Jumper
Coin Hoarder
Desert Child
Dump Salvager
Duskwalker Agent
Egorian School Apprentice
Elemental Pupil [acid]
Elemental Pupil [cold]
Elemental Pupil [electricity]
Elemental Pupil [fire]
Forlorn (Regional)
Freed Slave
Frostborn
Genie-Caller
Glory of Old
Iadaran Illusionist
Keeper of the Veil [Bluff]
Keeper of the Veil [Disguise]
Kobold’s Neighbor
Kyonin Gatekeeper
Left Behind
Merchant of Katheer
Merchant’s Child
Militia Veteran [soldier]
Militia Veteran [Ride]
Militia Veteran [Survival]
Mordant Heritage
Narrows Survivor
Nightstall Urchin
Perseverance
Pesh Addict [Bluff]
Pesh Addict [Knowledge (local)]
Pesh Addict [Sense Motive]
Pesh Dealer
Precocious Spellcaster
Prismati Player
Rider of Paresh
River Rat
Savannah Child [Handle Animal]
Savannah Child [Knowledge (nature)]
Savannah Child [Ride]
Treerazer’s Bane
Uwaga Highlander
Vagabond Child [Disable Device]
Vagabond Child [Sleight of Hand]
Venicaan Medic
Walking Ward [acid]
Walking Ward [cold]
Walking Ward [electricity]
Walking Ward [fire]
Warrior Poet
Watching Taldor
Wealthy Dabbler
Wharf Rat
Whisper Woods Hunter
*** PRPG - Religion ***
Alluring
Ambassador
Asmodean Demon Hunter
Battlefield Caster
Blade of Mercy
Calistrian Prostitute
Cleansing the Twisted
Devotee of a Dead God [Diplomacy]
Devotee of a Dead God [Knowledge (religion)]
Divine Warrior
Eyes and Ears of the City
Flame of the Dawnflower
Guardian of the Forge [Knowledge (engineering)]
Guardian of the Forge [Knowledge (history)]
Honeyed Words
Magic is Life
Patient Optimist
Resigned
Sacred Avenger
Sovyrian Pantheist
Starchild
Strength of the Sun
The City Protects
Toilcrafter
Under Siege [Bluff]
Under Siege [Sense Motive]
Wasp Whisperer
Wisdom in the Flesh [Acrobatics]
Wisdom in the Flesh [Climb]
Wisdom in the Flesh [Disable Device]
Wisdom in the Flesh [Escape Artist]
Wisdom in the Flesh [Fly]
Wisdom in the Flesh [Ride]
Wisdom in the Flesh [Sleight of Hand]
Wisdom in the Flesh [Stealth]
Wisdom in the Flesh [Swim]
NULL
NULL
NULL
NULL
NULL
NULL
Bleed
Blinded
Broken
Confused
Cowering
Dazed
Dazzled
Dead
Deafened
Disabled
Dying
Energy Drained
Entangled
Exhausted
Fascinated
Fatigued
Flat-Footed
Frightened
Grappled
Helpless
Incorporeal
Invisible
Nauseated
Panicked
Paralyzed
Petrified
Pinned
Prone
Shaken
Sickened
Stable
Staggered
Stunned
Unconscious
List_Conditions; Table_Conditions
Barbarian Rage
Description
A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped
The
* Ifcreature
the itemcannot see. It takes
is a weapon, a –2 penalty
any attacks to Armor
made with Class,
the item loses
suffer itspenalty
a –2 Dexterity
onbonus
attacktoand
ACdamage
(if any), rolls.
and takes
Such aweapons
–4 penalty
onlyo
* If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding down. Broken armor doubles its armor
01–25 Actitem
* If the normally.
is a tool needed for a skill, any skill check made with the item takes a –2 penalty.
26–50 Do nothing but babble incoherently.
The character is frozento
creature is unable in act
fearnormally.
and canAtake no actions.
dazed creatureAcan cowering
take nocharacter takes
actions, but a no
has –2 penalty to AC.
Armor Class and loses his D
A dazed
The condition
creature typically
is unable lasts
to see 1 round.
well because of overstimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls
The character's hit points are reduced to a negative amount equal to his Constitution score, his Constitution drops to 0, or he is
deafened with
A character character cannotor
0 hit points, hear.
oneHe takes
who has anegative
–4 penalty on initiative
hit points but haschecks,
becomeautomatically fails Perception
stable and conscious, checksAbased
is disabled. on sc
disabled
A disabled character
dying creature with negative
is unconscious andhitnear
points recovers
death. hit points
Creatures that naturally if he ishitbeing
have negative points helped.
and haveOtherwise, each day
not stabilized arehe can A
dying. atte
dy
The character gains one or more negative levels, which might become permanent. If the subject has at least as many negative
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchore
An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 ho
A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other t
A fatigued
charactercharacter
who has can neither
not yet runduring
acted nor charge andistakes
a combat a –2 penalty
flat-footed, unabletotoStrength and Dexterity.
react normally Doing anything
to the situation. that would
A flat-footed no
characte
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –
Characters with Uncanny
A grappled creature Dodge retain
is restrained their Dexterity
by a creature, trap, orbonus
effect.toGrappled
their AC and can make
creatures cannot attacks
moveofandopportunity
take a –4before
penaltythey have
to Dexte
Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.
A
Asgrappled creature
a full-round cannot
action, use Stealth
an enemy can usetoahide from
melee the creature
weapon grappling
to deliver a coupit,de
even
grace if atospecial ability,
a helpless such
foe. An as hide can
enemy in plain
alsosigh
use
Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures are immune to all nonmagical attac
Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, a
Creatures
A panickedwith the nauseated
creature must dropcondition
anythingexperience
it holds andstomach
flee at top distress.
speed Nauseated
from the sourcecreatures
of its are
fear,unable
as welltoas
attack, cast spells,
any other dangers coi
Panicked
A paralyzedis acharacter
more extreme state
is frozen of fearand
in place than shaken
unable to or frightened.
move or act. A paralyzed character has effective Dexterity and Strength
A petrified character has been turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the
A pinned
The creature
character is tightly
is lying on the bound andAcan
ground. take
prone few actions.
attacker has a A–4pinned
penaltycreature cannot
on melee move
attack rollsand
andiscannot
flat-footed.
use aAranged
pinnedweapon
charact
Standing
A shaken up is a move-equivalent
character actiononthat
takes a –2 penalty provokes
attack an attack
rolls, saving of opportunity.
throws, skill checks, and ability checks. Shaken is a less severe s
The
A character
character takes
who wasadying
–2 penalty
but whoonhas
all attack rolls,
stopped weapon
losing damage
hit points eachrolls,
round saving
and throws,
still has skill checks,
negative and ability
hit points checks.
is stable. The cha
If
Aa charactercreature
staggered has become stable
may take on his move
a single own and hasn't
action had help,action
or standard he is still
each atround
risk of(but
losing
nothit points.
both, nor Each
can hehour
takehefull-round
can make acta
A stunned creature drops everything held, can't take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if a
Unconscious creatures are knocked out and helpless. Unconsciousness can result from having negative hit points (but not mor
+4 Morale bonus to Str & Con, +2 Morale bonus Will saves; –2 penalty to AC, cannot use any Charisma-, Dexterity-, or Intellige
0 0 0 0 0 0 0 0 0 0 5
0 0 0
0 0 0 0 0 0 0 0 0 0 0
Skill Checks
Armor Class All Will Attacks CMB CMD Initiative All
- 0
Untyped Lose Dex Untyped Fear Morale Untyped Fear Untyped Lose Dex Untyped Untyped
- -
- -
- 0
0 0
0
0 0 0
0 0
0 0 0
0 0
0 0
0 0 0 0 0 0 0 0
0 0
0
Discovery
2 Acid Bomb
Combine Extracts
Concussive Bomb
Delayed Bomb
Dilution
Elixir of Life
8 Enhance Potion
Eternal Potion
10 Explosive Bomb
11 Extend Potion
Fast Bombs
13 Feral Mutagen
Force Bomb
15 Frost Bomb
Grand Mutagen
17 Greater Mutagen
18 Infuse Mutagen
Inferno Bomb
20 Infusion
Madness Bomb
Poison Bomb
23 Potent Bombs
24 Potent Bombs II
25 Potent Bombs III
26 Precise Bomb
27 Shock Bomb
28 Smoke Bomb
Sticky Bomb
Stink Bomb
Table_Discoveries
Grand Discovery
Awakened Intellect
Eternal Youth
Fast Healing
Philosopher’s Stone
Poison Touch
True Mutagen
Table_Grand_Discoveries
Summary
bomb may deal acid dmg; direct hit deals additional 1d6 acid dmg 1 rnd later
may place 2 formulae into 1 extract; extract is 2 levels higher than highest level formulae
bomb may deal sonic dmg, but dmg die is d4 rather than d6; direct hit Deafens target for 1 min (Fort neg)
bomb explodes up to 0 rnds after release; may end timer by retrieving bomb; dispel magic or Disable Device check (DC 10) can
1/day, spend gp equal to 1/4 of potion’s market value to create 2 doses of same potion from 1 (cannot be used on extracts or m
1/day, spend 25,000 gp and 1 hr of work to create elixir that functions as true resurrection spell; you may drink to be immediate
0/day, cause any potion you drink to function at caster level 0
drink potion affected by Extend Potion discovery to make effects permanent until another such potion is made permanent
bomb splash radius increases to 10' feet rather than 5 feet; direct hit sets taerget on fire, dealing 1d6 fire dmg/rnd until extingui
0/day, cause any potion you drink that does not have instantaneous duration to function at x2 normal duration
Full-Round Action; create and throw bombs as full-attack w/ ranged weapon
mutagen grants 2 claws (1d6 dmg) and bite (1d8 dmg) as primary attacks and +2 Competence bonus on Intimidate checks
bomb may deal force dmg, but dmg die is d4 rather than d6; direct hit knocks target Prone (Ref neg)
bomb may deal cold dmg; direct hit Staggers target on next turn (Fort neg)
mutagen grants +6 Natural Armor bonus, +8 Enhancement bonus to 1 physical ability, +6 Enhancement bonus to 2nd physical
mutagen grants +4 Natural Armor bonus, +6 Alchemical bonus to 1 physical ability and +4 Alchemical bonus to 2nd physical ab
take 2 points of Int dmg and spend 1,000 gp to create mutagen that is not rendered inert if another mutagen is created
smoke bomb duplicates incendiary cloud instead of fog cloud
extract may persist out of your possession (continues to occupy daily extract slot) and may affect non-alchemist
direct hit deals normal dmg - 2d6 but also deals 1d4 Wisdom dmg (reduced by 1 for each madness bomb that hit target in past
smoke bomb duplicates cloudkill instead of fog cloud
bomb dmg increases +1d6
bomb dmg increases +1d6
bomb dmg increases +1d6
may select 0 squares that are not affected by splash damage from bomb
bomb may deal electricity dmg; direct hit Dazzles target for 1d4 rnds
bomb functions as fog cloud, filling area equal to twice bomb’s splash radius for 0 rnds
bomb effects continue to dmg splash targets for 1 rnd after initial dmg and direct hit for 2 rnds later (bombs effects normally occ
smoke bomb duplicates stinking cloud instead of fog cloud
Description
Intelligence permanently increases by 2
suffer no penalty to physical ability scores from advanced age
gain Fast Healing 5
1/month, create philosopher’s stone w/ 1 day of work and at no cost
Free Action; suppress or activate poisonous touch, as poison spell
mutagen grants a +8 bonus to Natural Armor score and +6 Enhancement bonus to physical attributes
Acid Bomb
0 8 Enhance Potion
0 10 Explosive Bomb
0 11 Extend Potion
0 13 Feral Mutagen
0 15 Frost Bomb
1 17 Greater Mutagen
0 18 Infuse Mutagen
1 20 Infusion
1 23 Potent Bombs
0 24 Potent Bombs II
1 25 Potent Bombs III
0 26 Precise Bomb
1 27 Shock Bomb
0 28 Smoke Bomb
1 ### NULL
1 ### NULL
0 ### NULL
1 ### NULL
0 ### NULL
0 ### NULL
1 ### NULL
1 ### NULL
1 #VALUE!
1 ### NULL
1 ### NULL
1 ### NULL
0 ### NULL
0 ### NULL
List_Discoveries
Piercing: gain +1 Sacred bonus on concentration checks and caster level checks to overcome SR, increasing by +1 each rnd
Protection: gain +1 Sacred bonus to AC, increasing by +1 each rnd to max of +3
Purity: gain +1 Sacred bonus on all saves, increasing by +1 each rnd to max of +3
Destruction
Healing
Justice
Piercing
Protection
Purity
Resiliency
Resistance
Smiting
Inquisitor_Judgments
gain +1 Sacred bonus on all weapon dmg rolls, increasing by +1 each rnd to max of +3
gain Fast Healing 1, increasing by 1 each rnd to max of Fast Healing 3
gain +1 Sacred bonus on all attacks, increasing by +1 each rnd to max of +3
gain +1 Sacred bonus on concentration checks and caster level checks to overcome SR, increasing by +1 each rnd to max of +
gain +1 Sacred bonus to AC, increasing by +1 each rnd to max of +3
gain +1 Sacred bonus on all saves, increasing by +1 each rnd to max of +3
gain DR 1/magic, increasing by 1 each rnd to max of 3
gain resist energy 2 vs. one energy type (acid, cold, electricity, fire, or sonic), increasing by +2 each rnd to max of +6
no effect on 1st rnd, but weapons count as magic vs. DR on 2nd
Curse
Clouded Vision
Deaf
Haunted
Lame
Wasting
Tongues
Mystery
Battle
Bones
Flame
Heavens
Lore
Nature
Stone
Waves
Wind
Deities
Cayden Cailean, Gorum, Iomedae, Rovagug
Norgorber, Pharasma, Urgathoa
Asmodeus, Sarenrae
Desna, Gozreh, Pharasma, Sarenrae
Abadar, Irori, Nethys
Erastil, Gozreh
Abadar, Gorum, Torag
Gozreh, Pharasma
Gozreh, Shelyn
#N/A
Class Skills
Intimidate, Knowledge (engineering), Perception, Ride
Bluff, Disguise, Intimidate, Stealth
Acrobatics, Climb, Intimidate, Perform
Fly, Knowledge (arcana), Perception, Survival
Appraise, Spellcraft, Knowledge (all)
Climb, Fly, Knowledge (nature), Ride, Survival, Swim
Appraise, Climb, Intimidate, Survival
Acrobatics, Escape Artist, Knowledge (nature), Swim
Acrobatics, Escape Artist, Fly, Stealth
(Fort DC 15 negs); duration need not be consecutive, but must be spent in 1-min increments; may bring other creatures, but each passenge
wing to your list of spells known: mage hand, ghost sound
Bonus Spells
enlarge person (3rd), fog cloud (5th), magic vestment (7th), wall of fire (9th), righteous might (11th), mass bull’s strength (13th),
cause fear (3rd), false life (5th), animate dead (7th), fear (9th), slay living (11th), circle of death (13th), control undead (15th), ho
produce flame (3rd), resist energy (5th), fireball (7th), wall of fire (9th), summon monster V (fire elementals only, 11th), fire seed
color spray (3rd), hypnotic pattern (5th), daylight (7th), rainbow pattern (9th), overland flight (11th), chain lightning (13th), prisma
identify (3rd), tongues (5th), locate object (7th), legend lore (9th), contact other plane (11th), mass owl’s wisdom (13th), vision (
charm animal (3rd), barkskin (5th), speak with plants (7th), ice storm (9th), awaken (11th), stone tell (13th), creeping doom (15t
magic stone (3rd), acid arrow (5th), meld into stone (7th), wall of stone (9th), stoneskin (11th), stone tell (13th), statue (15th), re
obscuring mist (3rd), chill metal (5th), water breathing (7th), wall of ice (9th), baleful polymorph (11th), transmute rock to mud (1
shield (3rd), gust of wind (5th), levitate (7th), freedom of movement (9th), control winds (11th), overland f light (13th), control we
must be spent in 1-min increments; may bring other creatures, but each passenger costs an additional min per min of travel
#N/A #N/A #N/A #N/A
Revelations
Battlecry (Ex) Battlefield Clarity (Ex)
Armor of Bones (Su) Bleeding Wounds (Su) Death’s Touch (Su) Near Death (Su)
Burning Magic (Su) Cinder Dance (Ex) Fire Breath (Su)
Awesome Display (Su) Coat of Many Stars (Su) Guiding Star (Su)
Automatic Writing (Su) Brain Drain (Su) Focused Trance (Ex)
Bonded Mount (Su) Erosion Touch (Su) Friend to the Animals (Ex)
Acid Skin (Ex) Clobbering Strike (Ex) Crystal Sight (Ex)
Fluid Nature (Ex) Fluid Travel (Su) Freezing Spells (Su)
Air Barrier (Ex) Lightning Breath (Su)
#N/A #N/A #N/A #N/A
Maneuver Mastery (Ex) Resiliency (Ex) Skill at Arms (Ex) Surprising Charge (Ex)
Raise the Dead (Su) Resist Life (Su)
Gaze of Flames (Su) Heat Aura (Su) Molten Skin (Ex)
Interstellar Void (Su) Lure of the Heavens (Su) Mantle of Moonlight (Su) Moonlight Bridge (Su)
Handy Book (Ex) Sidestep Secret (Su) Spontaneous Symbology (Sp)
Natural Divination (Ex) Nature’s Whispers (Ex) Speak with Animals (Ex) Spirit of Nature (Su)
Mighty Pebble (Su) Rock Throwing (Ex) Shard Explosion (Ex)
Ice Armor (Su) Icy Skin (Ex)
Spark Skin (Ex) Touch of Electricity (Su) Vortex Spells (Ex)
#N/A #N/A #N/A
Final Revelation Bonus Feats
War Sight (Su) Weapon Mastery (Ex)
Undead Servitude (Su) Voice of the Grave (Su)
Touch of Flame (Su)
Spray of Shooting Stars (Ex)
Think on It (Ex) Whirlwind Lesson (Ex)
Transcendental Bond (Su)
Stone Stability (Ex) Touch of Acid (Su)
Water Sight (Su) Wintry Touch (Su)
Wind Sight (Ex)
#N/A
Order Summary
Cockatrice
Dragon
Lion
Shield
Star
Sword
Edicts
must keep your own interests/aims above those of all others; must always accept payment when it is due, rewards when earne
must remain loyal to allies and must always work to further aims of the group; must protect allies from harm and defend their ho
must protect life and lands of sovereign at all costs; must obey commands of sovereign w/out question; must strive to expand p
must protect lives/prosperity of common folk, shielding them from deprivations of those who would seek to harm/exploit them; m
must strive to protect the faith and all those who follow its teachings, from priest to common man; must adhere to strictures of th
must show courage in the face of danger, mercy to those who have wronged you, and charity to the poor and the meek; must b
#N/A
Challenge
gain +1 Morale bonus on melee dmg vs. challenge target when no one else is threatening target
allies gain +1 Circumstance bonus on melee dmg vs. challenge target when you are threatening target
gain +1 Dodge bonus to AC vs. attacks made by challenge target
gain +1 Morale bonus to attacks vs. challenge target for 1 min if target attacks someone other than you
gain +1 Morale bonus on saves as long as you threaten challenge target
gain +1 Morale bonus on attacks vs. challenge target while astride your mount
Skills
Appraise (Int) and Perform (Cha) are class skills; add +0 to DC on attempts to demoralize you w/ Intimidate
Perception (Wis) and Survival (Wis) are class skills; gain +1 when using Survival to provide food and water for allies or to prote
Knowledge (local) (Int) and Knowledge (nobility) (Int) are class skills; may make Knowledge (nobility) skill checks untrained
Heal (Wis) and Knowledge (local) (Int) are class skills; gain +1 bonus when using Heal skill on creature other than you
Heal (Wis) and Knowledge (religion) (Int) are class skills; may make Knowledge (religion) skill checks untrained
Knowledge (nobility) (Int) and Knowledge (religion) (Int) are class skills; gain +1 Competence bonus on Sense Motive checks to
Order Abilities
2nd
Braggart (Ex): Standard Action; successful Intimidate check (DC 10 + HD + Wis mod) while wielding weapon of choice causes
Aid Allies (Ex): when using Aid Another action to assist ally, the ally gains +3 bonus to AC, attack, save, or skill check
Lion’s Call (Ex): Standard Action; allies w/in 60' gain +0 Competence bonus on saves vs. fear & +1 Competence bonus on attac
Resolute (Ex): once per melee or ranged attack while wearing heavy armor, may convert 0 HP of lethal dmg to 0 HP of nonleth
Calling (Ex): Standard Action, w/in next minute, add +0 Competence bonus on 1 ability check, attack, save, or skill check (must
By My Honor (Ex): At 2nd level, the cavalier may swear an additional oath and any bonuses gained from his oaths are increase
8th
Steal Glory (Ex): whenever another creature scores crit vs. target you threaten, you may make AoO vs. same target
Strategy (Ex): Standard Action; grant all allies w/in 30' (including self) that can see or hear you a +2 Dodge bonus to AC for 1 rn
For the King (Ex): Swift Action; 1/combat, allies w/in 30' gain +0 Competence bonus on attack & dmg rolls for 1 rnd
Stem the Tide (Ex): gain Stand Still as bonus feat; may make a normal attack instead of making check to stop creature from mo
For the Faith (Ex): Free Action; -1/day gain +0 Morale bonus on attacks for 1 rnd; allies win 30' that share faith gain +1 Morale b
Mounted Mastery (Ex): only suffer 1/2 normal armor check penalty to Ride mounts (still suffer none on his special mount); when
15th
Moment of Triumph (Ex): Free Action; 1/day for 1 rnd gain +0 Competence bonus to AC and on all ability checks, attacks, dmg,
Act as One (Ex): Standard Action; 1/combat, move up to your speed and make melee attack; allies w/in 30' can also move up t
Shield of the Liege (Ex): adjacent allies gain +2 Shield bonus to AC; as long as attacker is w/in reach, may redirect attack vs. a
Protect the Meek (Ex): Immediate Action (AoO); move up to your (or mount’s) speed, end adjacent to foe, and make single mel
Retribution (Ex): 1/rnd, successful melee attack vs. you or adjacent ally devoted to same faith provokes AoO from you and you
Knight’s Challenge (Ex): 1/day, vs. Knight's Challenge target, gain +0 bonus on attacks and dice added to the dmg roll increase
s from charge) and all participants gain +2 Dodge bonus to AC for 1 rnd
Hex
Agony (Su)
3 Blight (Su)
4 Cackle (Su)
5 Cauldron (Ex)
6 Charm (Su)
7 Coven (Ex)
Death Curse (Su)
9 Disguise (Su)
Eternal Slumber (Su)
11 Evil Eye (Su)
12 Flight (Su)
Forced Reincarnation (Su)
14 Fortune (Su)
Hag’s Eye (Su)
16 Healing (Su)
Life Giver (Su)
Major Healing (Su)
19 Misfortune (Su)
Natural Disaster (Su)
Nightmares (Su)
Retribution (Su)
23 Slumber (Su)
24 Tongues (Su)
25 Ward (Su)
Waxen Image (Su)
Weather Control (Su)
Description
With a quick incantation, a witch can place this hex on one creature within 60 feet, causing them to suffer intense pain. The targ
Full Round; maintain touch with Animal, Plant creature, or plot of land; land begins to wither following day, over 1 week all plant
Move Action; for targets w/in 30', duration of agony hex, charm hex, evil eye hex, fortune hex, misfortune hex, or ward hex caus
Gain Brew Potion as a bonus feat and +4 Insight bonus on Craft (alchemy) checks.
Standard Action [mind-affecting charm] (no AoO); charm Animal or Humanoid w/in 30', improving attitude by 1 step for 0 rnds (W
If w/in 30' of another witch w/ this hex, may use Aid Another action to grant +1 bonus to other witch’s caster level for 1 rnd (bon
This powerful hex seizes a creature’s heart, causing death within just a few moments. This hex has a range of 30 feet. The hex
Standard Action (no AoO); change appearance for 0 hrs as if using disguise self; hours need not be consecutive, but must be s
The witch can touch a creature, causing it to drift off into a permanent slumber. The creature receives a Will save to negate this
Standard Action (no AoO); target you can see w/in 30' takes –2 penalty to AC, ability checks, attack rolls, saving throws, or skill
The witch grows lighter as she gains power, eventually gaining the ability to f ly. At 1st level, the witch can use feather fall at wil
The witch cause a creature within 30 feet to die and be immediately reincarnated into a new body. A Will save negates this effe
The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per rou
A witch with this hex can create a magic sensor that she can see through. This functions as per the spell arcane eye. If the witc
A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Onc
Once per day the witch can, as a full round action, touch one part of a dead creature and bring it back to life. This functions as
The witch’s touch can mend even the most terrible wounds of those she touches. This acts as cure serious wounds, using the w
The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability che
A witch using this hex calls down the forces of nature to wreak havoc on an area. This functions as a storm of vengeance comb
Calling upon fell powers, a witch can place a hex on a creature within 60 feet that causes its sleep to be tormented by terrible n
A witch with the vision hex can grant a glimpse of the future to a creature touched. Granting a vision takes 1 minute, during whi
A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Wi
A witch with this hex can understand any spoken language for a minutes per day equal to her level, as comprehend languages
A witch can use this hex to place a protective ward over one creature. The warded creature receives a +2 def lection bonus to A
The witch can spend a full-round action to create a wax duplicate of a creature she can see within 30 feet. Once the image is c
A witch with this hex can use control weather once per day, but creating the weather takes 1 full hour of chanting, dancing, and
Type Qualified LIST_HEXES
nd the effect. Whether or not t 3
amage); remove 1 4 Cackle (Su)
1 5 Cauldron (Ex)
1 6 Charm (Su)
1 7 Coven (Ex)
1 9 Disguise (Su)
Grand 0 11 Evil Eye (Su)
1 12 Flight (Su)
Grand 0 14 Fortune (Su)
1 16 Healing (Su)
evel. These mi 1 19 Misfortune (Su)
Grand 0 23 Slumber (Su)
d 16th level, th 1 24 Tongues (Su)
Major 0 25 Ward (Su)
1 #VALUE! NULL
Grand 0 #VALUE! NULL
Major 0 #VALUE! NULL
round. This hex aff 1 #VALUE! NULL
Grand 0 #VALUE! NULL
Major 0 #VALUE! NULL
Major 0 #VALUE! NULL
wake due to noise 1 #VALUE! NULL
1 #VALUE! NULL
A witch can have only o 1
Major 0 #VALUE! NULL
Major 0 #VALUE! NULL
Class Ability Qualified
Table_Rage_Powers 2 3
fied
Gain bite attack (1d4 dmg); may use as single attack, as part of full attack at –5, as part of action to maintain/break grapple (att
Immediate Action; once per rage, reroll failed Will save after first save is rolled but before results are revealed; must take secon
Immune to Shaken and Frightened conditions
Move Action (no AoO); gain +1 Dodge bonus to AC vs. melee attacks for 1 rnd
DR increases by 1/— while raging
DR increases by 1/— while raging
DR increases by 1/— while raging
Immune to Sickened and Nauseated conditions
Move Action; make Intimidate check to demoralize 1 adjacent foe; if successful, foe is Shaken 1d4 rnds + 1 rnd per 5 points ex
Once per round, make bull rush attempt (no AoO) vs. 1 target in place melee attack; if successful, target is moved back as norm
Gain low-light vision
Immediate Action; once per rage, automatically confirm a critical hit
Once per rage, forgo all benefits and penalties from rage for 1 rnd (the rnd still counts against total rnds of rage per day)
Gain darkvision 60'
Immediate Action; once per rage when adjacent foe uses withdraw action to move away, move up to double normal speed, pro
Swift Action; once per rage, before attack roll is made, gain +1 bonus on a single damage roll
Make one additional attack of opportunity per rnd
Gain +0 enhancement bonus on all Climb checks
Gain +0 enhancement bonus on all Acrobatic checks made to jump (always considered to have a running start
Gain +0 enhancement bonus on all Swim checks
Standard Action; Once per day, heal 0d8 points of dmg
Move Action (no AoO); gain +1 Dodge bonus to AC vs. ranged attacks for 1
May enter rage even if fatigued, immune to fatigued condition while using this ability; exhausted for 10 min per rnd spent raging
Gain scent ability, can use this ability to locate unseen foes
Immediate Action; once per rage, gain +0 on 1 Str or combat maneuver check, or to CMD
Gain +2 Morale bonus on saves vs. spells, supernatural abilities, & spell-like abilities; cannot be willing target of any spell
Swift Action; once per rage, before attack roll is made gain +1 Morale bonus to hit
Gain +5' Enhancement bonus to speed
Gain +5' Enhancement bonus to speed
Gain +5' Enhancement bonus to speed
Standard Action; all shaken enemies w/in 30' must make Will save (DC 10) or be panicked for 1d4+1 rounds; once enemy has
Once per rage, make attack of opportunity vs. foe that moves into any square you threaten by the barbarian
*** PRPG *** 4
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List_Rage_Powers_Available
Rogue Talent Qualified
Sneak attack also deals 0 bleed dmg (this dmg bypasses DR); stop w/ DC 15 Heal check or any effect that heals hp dmg
Gain as bonus feat
Sneak attack also deals 2 Str dmg
1/day when reduced to 0 or fewer HP and if aware of attack and able to react, make Ref save (DC = dmg dealt) to take 1/2 dmg
Sneak attack also affects foe w/ targeted dispel magic vs. lowest-level spell effect; caster level 0
Move at full speed using Stealth w/out penalty
Gain as bonus feat
Gain Weapon Finesse as bonus feat
Successful Ref save vs. attack that normally deals half dmg instead deals no dmg and failed save only deals half dmg; not ava
Move at full speed along narrow surfaces using Acrobatics w/out penalty and w/out becoming flat-footed
Cast 2/day at caster level 0; save DC 11
Cast 3/day at caster level 0; save DC 10
1/rnd make AoO vs. foe taking dmg in melee from another cahracter
Reduce time to disable trap using Disable Device by 50% (min 1 rnd)
Immediate Action; 1/day gain 0 temp HP; lasts for 1 min
Move at half speed while prone (provokes AoO as normal); may take 5' step while crawling
Select 3 skills; may take 10 on these even when stressed/distracted
1 rnd after failing save vs. Enchantment spell/effect, attempt again at same DC
Sneak attack also prevents foe from making any AoO for 1 rnd
Stand up from prone as Free Action (provokes AoO as normal)
Opponents always considered flat-footed during surprise rnd, even after acting
GM makes immediate Perception check to notice any trap w/in 10'
Gain Weapon Focus as bonus feat
Rogue_Talents_Summary
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List_Rogue_Talents
Mercies_Known_Summary
Mercy Qualified
Campaign
Custom
Low
Standard
High
Epic
Table_Point_Buy_Cost
BAB
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Ability Score
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
4 19
5 20
5 21
6 22
6 23
7 24
7 25
8 26
8 27
9 28
9 29
10 30
10 31
11 32
11 33
12 34
12 35
13 36
13 37
14 38
14 39
15 40
15 41
16 42
16 43
17 44
17 45
18 46
18 47
19 48
19 49
20 50
Table_Ability_Mod; Table_Ability_Cost; Table_Bonus_Spells
Light
Medium
Heavy
Overloaded
Base Speed
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
95
100
105
110
115
120
Table_Speed_Reduction
Dog, Badgerhound
Eagle, Golden
Fluttermouse
Fox, Red
Hedgehog
Parrot
Rabbit
Robin
Woodrat
Clockwork Bat
Clockwork Cat
Clockwork Owl
Clockwork Rat
BAB
Low
0
1
1
2
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10
2
Points
0
10
15
20
25
Attack 2
0
0
0
0
0
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
Modifier
-5
-5
-4
-4
-3
-3
-2
-2
-1
-1
0
0
1
1
2
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10
10
11
11
12
12
13
13
14
14
15
15
16
16
17
17
18
18
19
19
20
Max Dex
0
3
1
0
Reduced Speed
5
10
10
15
20
20
25
30
30
35
40
40
45
50
50
55
60
60
65
70
70
75
80
80
Attack 3 Attack 4
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
1 0
2 0
3 0
4 0
5 0
6 1
7 2
8 3
9 4
10 5
Yes
No
List_YesNo
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
List_Abilities
6th 7th 8th 9th
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
1 0 0 0
1 0 0 0
1 1 0 0
1 1 0 0
1 1 1 0
1 1 1 0
1 1 1 1
1 1 1 1
2 1 1 1
2 1 1 1
2 2 1 1
2 2 1 1
2 2 2 1
2 2 2 1
2 2 2 2
2 2 2 2
3 2 2 2
3 2 2 2
3 3 2 2
3 3 2 2
3 3 3 2
3 3 3 2
3 3 3 3
3 3 3 3
4 3 3 3
4 3 3 3
4 4 3 3
4 4 3 3
4 4 4 3
Fast Pathfinder Society Feats Ability Score Wealth
0 0 1 0
1300 3 1000
3300 6 1 3000
6000 9 1 6000
10000 12 1 10500
15000 15 16000
23000 18 1 23500
34000 21 1 33000
50000 24 1 46000
71000 27 62000
105000 30 1 82000
145000 33 1 108000
210000 36 1 140000
295000 39 185000
425000 42 1 240000
600000 45 1 315000
850000 48 1 410000
1200000 51 530000
1700000 54 1 685000
2400000 57 1 880000
15 16 17 18 19
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
0
0
battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.
bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.
dagger, kama, kukri, rapier, sickle, starknife, and short sword.
composite longbow, composite shortbow, longbow, and shortbow.
gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.
hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.
dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.
dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, and whip.
club, greatclub, heavy mace, light hammer, light mace, and warhammer.
kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike.
unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.
glaive, guisarme, halberd, and ranseur.
javelin, lance, longspear, shortspear, spear, and trident.
blowgun, bolas, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, thr
0
Domain
3
4 *** PRPG - Core ***
5 Air
6 Animal
7 Artifice
8 Chaos
9 Charm
10 Community
11 Darkness
12 Death
13 Destruction
14 Earth
15 Evil
16 Fire
17 Glory
18 Good
19 Healing
20 Knowledge
21 Law
22 Liberation
23 Luck
24 Madness
25 Magic
26 Nobility
27 Plant
28 Protection
29 Repose
30 Rune
31 Strength
32 Sun
33 Travel
34 Trickery
35 War
36 Water
37 Weather
38 *** LSJ - Domains ***
39 Adaptation
40 Commerce
41 Creation
42 Disease
43 Divination
44 Domination
45 Fate [LSJ]
46 Fear
47 Illusion
48 Inspiration
49 Moon
50 Poison
51 Rage
52 Scalykind
53 Secrets
54 Sensation
55 Suffering
56 Time [LSJ]
57 Vengeance
58 *** Remarkable Races ***
59 Preservation
60 *** BoDM ***
61 Dream
62 Dwarf
63 Elf
64 Fate [BoDM]
65 Gnome
66 Halfling
67 Ocean
68 Orc
69 Pleasure
70 Renewal
71 Retribution
72 Song
73 Time [BoDM]
*** Custom ***
0
0
1
Table_Domains
Deities
LSJ: Aurelian
LSJ: Brianna
PFS: Gozreh, Shelyn
LSJ: Kalek
PFS: Erastil, Gozreh
PSF:
LSJ: Torag Elianna, Glissande
PFS: Dymora,
Calistria, Cayden Cailean, Desna, Gorum,
LSJ: Destine, Elianna, Glissande, Peliron, Pietos
PFS: Calistria,Oblivion
LSJ: Krayve, Cayden Cailean, Norgorber, Shelyn
PFS: Erastil
LSJ: Karios, Krayve, Mordana
PFS: Zon-Kuthon
LSJ: Belatrix, Karios, Kohr, Zara
PFS: Norgorber, Pharasma, Urgathoa, Zon-Kuthon
LSJ: Lohm
PFS: Gorum, Nethys,
LSJ: Dymora, Rovagug,
Karios, Kohr, Zon-Kuthon
Krayve, Mordana, Oblivion, Suulthah
PFS: Zara
LSJ: Abadar, Torag
PFS: Asmodeus,
LSJ: Meneon, Lamashtu, Norgorber, Rovagug, Urgathoa, Zon-Kuthon
Sorena
PFS: Asmodeus, Sarenrae
LSJ: Cerion, Elianna, Galvandt, Meneon, Peliron, Pietos, Sorena
PFS: Gorum, Iomedae,
LSJ: Ardra, Cerion, Cyrene,Sarenrae
Meneon, Pietos
PFS: Cayden Cailean, Desna,
LSJ: Destine, Emerys, Hyperion, Erastil, Iomedae, Sarenrae, Shelyn, Torag
Peliron
PFS: Galvandt,
LSJ: Irori, Pharasma, Sarenrae
Hyperion, Lohm, Peliron
PFS: Calistria, Irori,
LSJ: Aurelian, Brianna Nethys, Norgorger, Pharasma
PFS: Abadar, Asmodeus, Erastil,
LSJ: Cyrene, Elianna, Illudra, Lucor Iomedae, Irori, Torag, Zon-Kuthon
PFS: Desna
LSJ: Graala
PFS: Calistria, Desna, Shelyn
LSJ: Emerys
PFS: Lamashtu
LSJ: Hyperion
PFS:Ayla,
LSJ: Asmodeus,
Cerion Nethys, Urgathoa
PFS: Abadar
LSJ: Ardra, Ayla, Brianna, Galvandt, Lohm, Pietos
PFS: Erastil, Gozreh
LSJ: Meneon, Pietos
PFS:
LSJ: Destine, Nethys,
Abadar, Emerys Shelyn, Torag
PFS: Pharasma
LSJ: Ardra, Belatrix, Kalek, Lohm
PFS: Sorena
LSJ: Irori, Nethys
PFS: Cayden Cailean,
LSJ: Aurelian, Brianna,Gorum,
Cyrene,Irori,
LucorLamashtu, Urgathoa
PFS: Iomedae, Sarenrae
LSJ: Illudra, Lucor, Oblivion
PFS: Abadar, Galvandt
LSJ: Belatrix, Cayden Cailean, Desna
PFS:
LSJ: Ayla, CyreneCalistria, Lamashtu, Norgorber
Asmodeus,
PFS: Gorum, Iomedae,
LSJ: Aurelian, Ayla, KohrRovagug, Urgathoa
PFS: Gozreh, Pharasma
PFS: Gozreh, Rovagug
LSJ: Ardra, Aurelian, Cyrene, Lohm, Zara
LSJ: Cerion, Lucor
LSJ: Ardra, Kalek
LSJ: Karios, Krayve
LSJ: Destine, Emerys, Peliron, Sorena
LSJ: Dymora, Suulthah
LSJ: Destine, Elianna, Hyperion
LSJ: Graala, Oblivion
LSJ: Illudra
LSJ: Glissande, Hyperion, Kalek, Sorena, Zara
LSJ: Graala, Meneon
LSJ: Mordana, Suulthah
LSJ: Graala, Kohr, Mordana, Zara
LSJ: Suulthah
LSJ: Dymora, Illudra
LSJ: Dymora
LSJ: Krayve
LSJ: Emerys
LSJ: Mordana, Oblivion
Master
Aura of of Appraisal (Su):
Adaptability (Su): AtAt 1st6th level
level you
as acan touch action,
standard an itemyou
to learn aboutyourself
surround its precise
andvalue andper
one ally its two
properties (if theinobject
cleric levels is awm
an aura
Acid Dart (Su): At 1st level as a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touc
Master
Touch ofofDecay
Negotiation (Su):
(Su): At 1st At 8thas
level level as a swiftaction
a standard action,
youyou
can can convince
make a melee other people
touch attackof that
the truth
dealsof1d6 yourpoints
words, of giving
damage you+ a1
Dimensional
Aura of InsightStep (Su):
(Su): At 8th
At 1st level level
youyougaincan teleport
a +1 up to bonus
resistance 30 feeton per clericthrows.
saving level asThisa standard action. This
bonus increases by teleportation
+1 for every 5 must b
cleric
Aura of Decay (Su): At 8th level you can emit a 30-ft. aura of decay. This aura lasts for a
Commanding Touch (Su): At 1st level you can cause a living creature to obey a single command (as if under a command spell)number of rounds equal to your Wisdo
Aura
Handof ofTrue
FateStrike (Su):
(Su): At 1stAt 8thyou
level levelcan
youtouch
are able to imbue
a creature as yourself
a standard withaction,
the benefit
givingofit aantrue strike spell for
enhancement a number
bonus of rounds
to a single attac
Dominating Touch (Su): At 8th level you can use dominate person as a melee touch attack. You
Dread Touch (Su): At 1st level you can touch a creature as a touch attack, giving it an enhancement penalty to a single attack can only have one person domr
Aura of Fate (Su): At 8th level you can emit a 40 ft. radius aura of fate for a number of rounds equal
Blinding Ray (Su): At 1st level as a standard action, you can fire a blinding ray targeting any foe within 30 feet as a ranged touc to your Wisdom modifier. Y
Aura of Dread (Su): At 8th level you can emit a 30-ft. aura of dread for a number of rounds equal
Inspiring Touch (Su): At 1st level as a standard action, you can touch an ally as a touch attack, bolstering them against fear and to your Wisdom modifier. Ene
Invisibility
Moon Touch Field
(Su):(Su): At 8th
At 1st level level,
youyou cancan
smite make yourself invisible
a lycanthrope creature asasa swift
a meleeaction
touchfor a number
attack, of rounds
dealing equal of
1d8 points to energy
your Wisdom
dam
Aura of Hope (Su): At 8th level you can emit a 30-ft. aura of hope for a number of rounds per
Poison Touch (Su): At 1st level, as a standard action, you may make a melee touch attack, causing a living creature to take 1d6day equal to your Wisdom modifie
Nimbus
Rage Surge of Moonlight (Su):
(Su): At 1st At 8th
level, as level you can
a standard emit ayou
action, 30-ft.
cannimbus
touch aofcreature,
moonlight for aitnumber
giving of rounds
great rage. For the per day3equal
next to your
rounds, the taW
Sword of Venom (Su): At 8th level, as a swift action, you can cause one melee weapon you possess
Serpentstrike (Su): At 1st level you can cause a single creature to suffer the effects of a snake's bite with a melee touch attack to gain the wounding prop
Aura of Rage (Su): At 8th level you can emit a 30-ft. aura of rage for a number of rounds equal to
Secret Taker (Su): At 1st level add all Knowledge skills to your list of class skills. Furthermore, as a standard action, you can touyour Wisdom modifier. Enemi
Master of Scale (Su): At 8th level, any summon monster spell that you cast can be used to summon dinosaurs, fish, reptilian an
Secret Viewing (Su): At 8th level you can hear and see at a distance for a number of rounds equal to your Wisdom modifier. Th
Shocking Touch (Su): At 1st level, as a standard action, you can make a melee touch attack that deals 1d6 points of electrical d
Smite of Suffering (Su): At 1st level, as a standard action, you can touch your deity’s favored weapon and give it the ability to d
Aura
HandofofDespair (Su):
Time (Su): At At
1st8th level,
level youas a standard
gain action,
a +1 bonus you initiative.
to your can emit aThis
30-ft. auraincreases
bonus of despairbyfor+1
a number
for everyof5rounds equalyou
cleric levels to yo
p
Aura
Vengeful Blow (Su): At 1st level, as an immediate action, you may turn aside damage intended for you, delivering it back uponto
of Suffering (Su): At 8th level, as a standard action, you can emit a 30-ft. aura of suffering for a number of rounds equal
Aura of Impediment (Su): At 8th level, as a standard action, you can emit a 30-ft. aura of that will slow your enemies for a numb
Aura of Vengeance (Su): At 8th level you can emit a 30-ft. aura of that will reflect a spell back to its caster. The spell must be o
Earthly Perseverance (Su) - Immediate Action, 3/day, reroll failed Fort or Will save with + 0 Resistance bonus before results ar
Dodging Danger (Su): Your sense of future events allows you and your companions to dodge attacks, spells and breath weapo
Dwarven Hardiness (Su): You can touch a creature as a standard action, temporarily granting them a +2 bonus on saving throw
Elven Immunities (Su): You can touch a creature as a standard action, temporarily granting them a +2 bonus on saving throws
Fateful Touch (Su): You can touch a creature as a standard action, granting them the ability to automatically succeed or fail (at
Gnomish Resistances (Su): You can touch a creature as a standard action, temporarily granting them a +2 bonus to saving thro
Halfling Luck (Su): You can touch a creature as a standard action, temporarily granting them a +2 bonus on all saving throws (t
Comforting Touch (Su): You can touch a creature as a standard action, granting them a +2 bonus to all saving throws against e
Intimidating Touch (Su): You can touch a creature as a standard action, granting them a +2 bonus to intimidate others (this bon
Rapturous Touch (Su): You can touch a creature as a standard action, granting them a +2 bonus to any one Perform check for
Renewed Strength (Su): You can touch a creature as a standard action to remove the exhausted, fatigued, nauseated or sicken
Retributive Touch (Su): You can touch a creature as a melee touch attack. If your touch attack is successful, you fill your foe’s m
Song of Courage (Su): Your singing grants your allies a +1 bonus to saving throws against charm and fear effects and on attac
Moment of Pause (Sp): As a melee touch attack, you can stop time for one creature briefly, freezing them in place. For one rou
Domain Spells
2nd
0 0 0
0 0
5 6 7
4th
stoneskin passwall
sending secret chest
minor creation major creation
enervation insect plague
divine eye prying eyes
modify memory suggestion, mass
clairaudience/clairvoyance lesser geas
bestow curse nightmare
greater invisibility false vision
good hope break enchantment
restoration break enchantment
giant vermin cloudkill
beast shape II animal growth
summon swarm (lizards) cone of cold
scrying prying eyes
fear nightmare
black tentacles waves of fatigue
mnemonic enhancer teleport
poison mark of justice
0 0
0 0
8 9
6th
0 0 0
0 0 0
10 11 12
3
4 *** PRPG - Core ***
elemental swarm (air spell only) 5 Air
shapechange 6 Animal
prismatic sphere 7 Artifice
summon monster IX (chaos spell only). 8 Chaos
dominate monster 9 Charm
miracle 10 Community
shades 11 Darkness
wail of the banshee 12 Death
implosion 13 Destruction
elemental swarm (earth spell only) 14 Earth
summon monster IX (evil spell only) 15 Evil
elemental swarm (fire spell only) 16 Fire
gate 17 Glory
summon monster IX (good spell only) 18 Good
mass heal 19 Healing
foresight 20 Knowledge
summon monster IX (law spell only) 21 Law
freedom 22 Liberation
miracle 23 Luck
weird 24 Madness
mage's disjunction 25 Magic
storm of vengeance 26 Nobility
shambler 27 Plant
prismatic sphere 28 Protection
wail of the banshee 29 Repose
teleportation circle 30 Rune
crushing hand 31 Strength
prismatic sphere 32 Sun
astral projection 33 Travel
time stop 34 Trickery
power word kill 35 War
elemental swarm (water spell only) 36 Water
storm of vengeance 37 Weather
38 *** LSJ - Domains ***
shapechange 39 Adaptation
polymorph any object 40 Commerce
genesis 41 Creation
storm of vengeance 42 Disease
foresight 43 Divination
dominate monster 44 Domination
time stop 45 Fate [LSJ]
wail of the banshee 46 Fear
weird 47 Illusion
freedom 48 Inspiration
mass hold monster 49 Moon
summon nature's ally IX (venomous creatures) 50 Poison
summon monster IX 51 Rage
shapechange 52 Scalykind
foresight 53 Secrets
energy drain 54 Sensation
crushing hand 55 Suffering
time stop 56 Time [LSJ]
soul bind 57 Vengeance
58 *** Remarkable Races ***
true resurrection 59 Preservation
60 *** BoDM ***
61 Dream
62 Dwarf
63 Elf
64 Fate [BoDM]
65 Gnome
66 Halfling
67 Ocean
68 Orc
69 Pleasure
true resurrection 70 Renewal
storm of vengeance 71 Retribution
wail of the banshee 72 Song
time stop 73 Time [BoDM]
### NULL
0 ### NULL
0 ### NULL
13 List_Domains
0
Bloodline Class Skill
3
4 *** PRPG ***
5 Aberrant Knowledge (dungeoneering)
6 Abyssal Knowledge (planes)
7 Arcane 0
8 Celestial Heal
9 Destined Knowledge (history)
10 Draconic Perception
11 Elemental Knowledge (planes)
12 Fey Knowledge (nature)
13 Infernal Diplomacy
14 Pestilence Heal
15 Undead Knowledge (religion)
16 *** LSJ ***
17 Lycanthrope Knowledge (nature)
18 *** BoAM ***
19 Bestial Survival
20 Divine Knowledge (planes)
21 Feline Stealth
22 Fiendish Perception
23 Genie Sense Motive
24 Lycanthropic Handle Animal
25 Mixed 0
26 Monstrous Perception
27 Nightmarish Knowledge (planes)
28 Reborn Soul Knowledge (nature)
29 Scaly Survival
*** Custom ***
0 0
Table_Sorcerer_Bloodlines
enlarge person (3rd), see invisibility (5th), tongues (7th), black tentacles (9th), feeblemind (11th), veil (13th), plane shift (15th), m
cause fear (3rd), bull's strength (5th), rage (7th), stoneskin (9th), dismissal (11th), transformation (13th), greater teleport (15th),
identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater telepor
bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th
alarm (3rd), blur (5th), protection from energy (7th), freedom of movement (9th), break enchantment (11th), mislead (13th), spe
mage
burningarmor (3rd),
hands* resist
(3rd), energy ray*
scorching (5th),(5th),
fly (7th), fear (9th),
protection fromspell resistance
energy (11th), form
(7th), elemental of Ithe
body dragon
(9th), I (13th),
elemental bodyform of the dragon
II (11th), elemen
*These
entanglespells
(3rd),always
hideousdeal a type(5th),
laughter of damage determined
deep slumber bypoison
(7th), your element. In stride
(9th), tree addition, the subtype
(11th), mislead of thesephase
(13th), spellsdoor
changes to irr
(15th), m
protection from good (3rd), scorching ray (5th), suggestion (7th), charm monster (9th), dominate person (11th), planar binding (
charm animal (3rd), summon swarm (5th), contagion (7th), repel vermin (9th), insect plague (11th), eyebite (13th), creeping doo
chill touch (3rd), false life (5th), vampiric touch (7th), animate dead (9th), waves of fatigue (11th), undeath to death (13th), finge
cause fear (3rd), bull's strength (5th), rage (7th), charm monster (9th), animal growth (11th), summon nature's ally VI (13th), sum
enlarge person (3rd), call of the wild* (5th), rage (7th), shout (9th), beast shape III (11th), heroism, greater (13th), giant form I (1
awe* (3rd), resist energy (5th), heroism (7th), dimension door (9th), contact other plane (11th), repulsion (13th), plane shift (15t
perfect balance* (3rd), cat’s grace (5th), clairaudience/clairvoyance (7th), locate creature (9th), telepathic bond (11th), cat’s gra
protection from good (3rd), darkness (5th), magic circle against good (7th), fear (9th), black ice* (11th), mislead (13th), waves o
fire shape* (3rd), invisibility (5th), gaseous form (7th), wall of fire (9th), major creation (11th), permanent image (13th), project im
bird’s eye view* (3rd), bull’s strength (5th), beast shape I (7th), beast shape II (9th), beast shape III (11th), beast shape IV (13th
enlarge person (3rd), bull’s strength (5th), dispel magic (7th), remove curse (9th), spirit sight* (11th), form of the dragon I (13th)
jump (3rd), bull’s strength (5th), fly (7th), staggering blow* (9th), cone of cold (11th), flesh to stone (13th), teleport, greater (15th
cause fear (3rd), darkness (5th), nondetection (7th), phobia* (9th), nightmare (11th), shadow walk (13th), insanity (15th), symbo
chill touch (3rd), false life (5th), arcane sight (7th), shadow conjuration (9th), spirit sight* (11th), legend lore (13th), finger of dea
true strike (3rd), lizardskin* (5th), water breathing (7th), charm monster (9th), dominate person (11th), form of the dragon I (13th
Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round, bonus do
Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR 1/good (does not stack with any D
Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +
Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR 1/evil (does not stack with any DR
Whenever you cast a spell with a range of “personal,” you gain a luck bonus equal to the spell's level on all your saving throws
Whenever you cast a spell with the descriptor, that spell deals +1 point of damage per die rolled
Whenever you cast a spell that deals energy damage, you can change the type of damage to 0;the spell's descriptor also chan
Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2
Whenever you cast a spell of the charm subschool, increase the spell's DC by +2
Vermin are susceptible to your mind-affecting spells. They are treated as animals for the purposes of determining which mind-a
Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them
Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bon
Magical beasts are potentially susceptible to your spells. For the purpose of determining which of your spells affect them, magic
Whenever you cast a spell from the school of divination, the duration of the spell increases by one round per caster level.
Any target that suffers damage from a ranged touch or melee touch spell you cast also suffers a bad luck penalty equal to half
Whenever you cast a damage-dealing spell with the evil descriptor, that spell deals +1 point of damage per die rolled.
Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type associated with y
Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by half your sorcerer level (minimum
Whenever you cast a spell with the range of personal, you gain a luck bonus equal to the spell’s level on all your saving throws
Whenever you cast a spell with the range of personal, you gain a luck bonus equal to the spell’s level on all your Strength chec
Whenever you cast a spell that deals damage, you can change the type of damage to evil.
Whenever you cast a spell of the divination school, increase the duration of the spell by 50% (minimum 1 round). This bonus do
You can decrease the casting time of some of the spells you cast. Spells with a casting time of 1 hour are decreased to a castin
Ability 1
Acidic Ray (Sp) - Standard Action, 3/day, 30' ranged touch attack deals 1d6 [acid]
Claws (Su) - Free Action, gain 2 claw attacks for up to 3 rnds/day, may Full Attack w/ both using Full BAB for 1d4 each
Arcane Bond (Su): masterwork must be worn/wielded while casting or make concentration check (DC 20 + the spell's level); m
Heavenly Fire (Sp) - Standard Action, 3/day, 30' ranged touch attack deals 1d4 [divine] to Evil or heals same amount for Good (
Touch of Destiny (Sp) - Standard Action, 3/day, touch grants +1 Insight bonus on attack rolls, skill checks, ability checks, and sa
Claws (Su) - Free Action, gain 2 claw attacks for up to 3 rnds/day, may Full Attack w/ both using Full BAB for 1d4 each
Elemental Ray (Sp) - Standard Action, 3/day, 30' ranged touch attack deals 1d6 [0]
Laughing Touch (Sp) - Standard Action, 3/day, melee touch attack forces laughter for 1 rnd, foe can only take Move Action but c
Corrupting Touch (Sp) - Standard Action, 3/day, melee touch attack causes foe to be Shaken and radiate aura of evil (as if an E
Plague’s Caress (Sp): At 1st level, you can make a melee touch attack as a standard action that causes a living creature’s flesh
Grave Touch (Sp) - Standard Action, 3/day, melee touch attack causes living foe to be Shaken for 1 rnds, foes already Shaken
Claws (Ex): gain two claws as natural weapons (1d6 dmg, make two attacks full-attack action, always considered armed, do no
Claws (Ex): Starting at 1st level, you can make two claw attacks as your full-attack action. These claws are treated as natural w
Resistant Touch (Ex): At 1st level you gain the ability to grant a +2 inherent bonus to an ally’s saving throw. An ally granted the
Claws (Ex): Starting at 1st level, you can make two claw attacks as your full-attack action. These claws are treated as natural w
Smite Good (Su): Starting at 1st level, you can make a normal melee attack and deal extra damage equal to half your sorcerer
Telepathy (Su): At 1st level, you gain telepathy 100 feet. You can communicate with anyone within 100 feet of your location with
Claws (Ex): Starting at 1st level, you can make two claw attacks as your full-attack action. These claws are treated as natural w
Sneak Attack (Ex): At 1st level, you gain the ability to sneak attack opponents. Anytime that an opponent is denied a Dexterity b
Nightmarish Touch (Su): At 1st level, you can touch a creature as a standard action and leave them with nightmarish visions in
Knowing Touch (Ex): 3/day, melee touch attack imparts -1 penalty to all saves versus your spells and -1 penalty to AC versus y
Claws (Ex): Starting at 1st level, you can make two clawattacks as your full-attack action. These claws are treatedas natural we
Accustomed to Awfulness (Ex): At 3rd level, you become immune to the sickened condition and gain a +4 bonus on all saving t
Bestial Reflexes (Ex): At 3rd level, you gain a +2 inherent bonus to your Dexterity. At 11th level this bonus increases to +4, and
Ethereal Jaunt (Su): At 3rd level, you gain the ability to become ethereal for up to 3 rounds per day. At 7th level, the duration inc
Cat’s Eyes (Ex): At 3rd level your eyes become cat-like in appearance, granting you low-light vision. If you already have low-ligh
Darkvision (Ex): Starting at 3rd level, you have darkvision to a distance of 60 feet. If you already have darkvision, the range is e
Darkvision (Ex): Starting at 3rd level, you gain darkvision 60 feet. If you already have darkvision, the range is extended another
Animal Empathy (Ex): At 3rd level, you gain an empathic connection to the type of animals similar to your lycanthropic ancestor
Monstrous Cunning (Su): At 3rd level, you gain a sense of monstrous cunning. This prevents you from ever becoming lost and
Prehensile Tongue (Su): At 3rd level, you gain the ability to use your tongue as a weapon or to hold small objects. Your tongue
Acid Touch (Su): At 3rd level, you gain the ability todamage others with an acidic touch. If you succeed ona standard touch atta
Ability 3
Shroud of Vermin (Su): At 9th level, swarms no longer see you as prey. You can walk among swarms without fear of being harm
Tremendous Fortitude (Ex): At 9th level, you gain a +2 inherent bonus to your Fortitude save. At 13th level this bonus increases
Divine Strike (Su): At 9th level, you can unleash a divine strike against your enemy. You can target any enemy within 30 feet as
Climb like a Cat (Ex): At 9th level, your claws harden and you gain a +2 inherent bonus to Climb skill checks. At 11th level this b
Fiendish Resistances (Ex): At 9th level, you gain resist fire 5 and resist cold 5. At 17th level this becomes resist fire 10 and resi
Energy
WerebearResistance
Improved(Ex):
GrabAt– 9th
Youlevel, you gain
can make resistance
a grapple to aas
attempt type of energy.
a free action The typeprovoking
without of energyandepends onopportunity
attack of the type ofifgenie
you h
Wereboar Ferocity – You continue to act without penalty even while disabled or dying
Wererat Disease – Your claw attack can spread Filth Fever; claw, Fortitude DC 12, Frequency 1d3 days/1 day, Effect 1d3 Dex d
Evil Eye (Su): At 9th level, you gain the ability once per day to gaze at a single creature within 30 feet, giving them the evil eye.
Nightmarish Resistances (Su): At 9th level, you gain spell resistance equal to your sorcerer level +10 and a +5 bonus to saves
Hold Breath (Ex): At 9th level, you gain the ability to holdyour breath for a number of rounds equal to four timesyour Constitutio
Pestilential Breath (Su): At 15th level, the sickness within your body finally becomes so potent that your very breath is deadly. O
Howl of the Beast (Su): At 15th level you gain the ability to emit a piercing, terrifying howl. Everyone within a 20-ft. radius of you
Divine Protection (Ex): At 15th level you gain a +6 natural armor bonus to your armor class. At 19th level this bonus increases t
Cat’s Meow (Su): At 15th level, you gain the ability to make a sound much like that of a cat. This sound can have an effect on s
Damage Reduction (Su): At 15th level, you gain damage reduction 5/magic. At 19th level, the damage reduction increases to 1
Energy Attack (Sp): At 15th level, you gain an energy attack usable one time per day. The type of attack depends on the type o
Damage Reduction (Ex): At 15th level, damage reduction 5/silver. At 19th level the damage reduction becomes 10/silver.
Blindsight (Ex): At 15th level, you gain the blindsight ability. Anytime you are blinded – either with blindfolds, because of darkne
Eyeless (Ex): At 15th level, your eyes vanish and flesh grows over your eye sockets. At the same time you are gifted with extra
Scaly Skin (Ex): At 15th level, your skin becomes scaly
like that of a lizard, snake or other reptilian creature. Yougain a +10 natural armor bonus and DR 5/magic.
Ability 5
Plague Carrier (Su): At 20th level, your touch inflicts mummy rot on those you strike. You can choose to suppress this ability for
Tough Hide (Ex): At 20th level, your skin hardens like thick, leathery animal hide, giving you DR 10/-.
Shock & Awe (Ex): At 20th level, your presence is clearly unearthly. You can radiate divine power in a 15 foot radius that leaves
Cat Form (Su): At 20th level, you gain the ability to shapechange into the form of a humanoid cat at will. You can change forms
Spell Resistance (Ex): At 20th level, you gain spell resistance equal to sorcerer level + 5.
Plane Shift (Su): At 20th level, you gain the ability to plane shift once per day. You can shift to any of the elemental planes, the A
Alternate Form (Su): At 20th level, you gain the ability to shapechange into the animal form or hybrid form of the type of lycanth
Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to
Weakening Touch (Su): At 20th level, you gain the ability to weaken opponents with but a touch. If you touch someone as a sta
Black Tentacles (Su): At 20th level, you gain the ability to cause up to six black, rubbery tentacles to sprout from your back, che
Chameleon Power (Su): At 20th level, you gain the abilityto magically change the coloration and pattern or yourselfand your eq
Combat Casting, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Silent Spell, Sk
Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Foc
Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Fo
Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse
Arcane Strike, Diehard, Endurance, Leadership, Lightning Reflexes, Maximize Spell, Skill Focus (Knowledge [history]), Weapon
Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana
Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]
Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge
Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus (Knowledge [planes]), Spell Pen
Brew Potion, Diehard, Endurance, Great Fortitude, Self Sufficient, Skill Focus (Knowledge [nature]), Silent Spell, Toughness
Combat Casting, Diehard, Endurance, Iron Will, Skill Focus (Knowledge [religion]), Spell Focus, Still Spell, Toughness
Blind-fight, Combat Reflexes, Diehard, Endurance, Lightning Reflexes, Mobility, Self-sufficient, Skill Focus (Knowledge [nature]
Acrobatic, Alertness, Arcane Strike, Blind-fight, Dodge, Great Fortitude, Improved Unarmed Strike, Toughness
Arcane Strike, Augment Summoning, Empower Spell, Endurance, Magical Aptitude, Maximize Spell, Persuasive, Spell Focus
Acrobatic, Agile Maneuvers, Animal Affinity, Combat Reflexes, Dodge, Lightning Reflexes, Persuasive, Stealthy
Alertness, Deceitful, Improved Initiative, Iron Will, Persuasive, Silent Spell, Skill Focus (Perception), Stealthy
Arcane Strike, Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Mobility, Quicken Spell, Wind Stance
Alertness, Dodge, Endurance, Improved Initiative, Iron Will, Run, Toughness, Track
Blind-Fight, Combat Casting, Diehard, Dodge, Empower Spell, Iron Will, Lightning Reflexes, Power Attack
Alertness, Blind-Fight, Combat Reflexes, Dodge, Endurance, Great Fortitude, Improved Unarmed Strike, Intimidating Prowess
Alertness, Blind-fight, Deceitful, Enlarge Spell, Extend Spell, Iron Will, Maximize Spell, Silent Spell
Arcane Strike, Augment Summoning, Endurance, Extend Spell, Great Fortitude, Magical Aptitude, Silent Spell, Still Spell
Acrobatic, Agile Maneuvers, Alertness, Blind-fight, Combat Reflexes, Deadly Aim, Quicken Spell, Silent Spell
00000000
Combat Casting Improved Disarm Improved Grapple Improved Initiative
Augment Summoning Cleave Empower Spell Great Fortitude
Combat Casting Improved Counterspell Improved Initiative Iron Will
Dodge Extend Spell Iron Will Mobility
Arcane Strike Diehard Endurance Leadership
Blind-Fight Great Fortitude Improved Initiative Power Attack
Dodge Empower Spell Great Fortitude Improved Initiative
Dodge Improved Initiative Lightning Reflexes Mobility
Blind-Fight Combat Expertise Deceitful Extend Spell
Brew Potion Diehard Endurance Great Fortitude
Combat Casting Diehard Endurance Iron Will
0 0 0 0
Improved Unarmed Strike Iron Will Silent Spell
Improved Bull Rush Improved Sunder Power Attack
Scribe Scroll Skill Focus (Knowledge [arcana]) Spell Focus
Mounted Combat Ride-By Attack Skill Focus (Knowledge [religion])
Lightning Reflexes Maximize Spell Skill Focus (Knowledge [history])
Quicken Spell Skill Focus (Fly) Skill Focus (Knowledge [arcana])
Lightning Reflexes Power Attack Skill Focus (Knowledge [planes])
Point Blank Shot Precise Shot Quicken Spell
Improved Disarm Iron Will Skill Focus (Knowledge [planes])
Self Sufficient Skill Focus (Knowledge [nature]) Silent Spell
Skill Focus (Knowledge [religion]) Spell Focus Still Spell
0 0 0
List_Sorcerer_Bloodline_Feats
Source
3
4 *** PRPG ***
Skill Focus (Knowledge [dungeoneering]) PRPG 5 Aberrant
Skill Focus (Knowledge [planes]) PRPG 6 Abyssal
Still Spell PRPG 7 Arcane
Weapon Finesse PRPG 8 Celestial
Weapon Focus PRPG 9 Destined
Toughness PRPG 10 Draconic
Weapon Finesse PRPG 11 Elemental
Skill Focus (Knowledge [nature]) PRPG 12 Fey
Spell Penetration PRPG 13 Infernal
Toughness CoT 5 14 Pestilence
Toughness PRPG 15 Undead
16 *** LSJ ***
Skill Focus (Knowledge [nature]) LSJ 17 Lycanthrope
18 *** BoAM ***
Toughness BoAM 19 Bestial
Spell Focus BoAM 20 Divine
Stealthy BoAM 21 Feline
Stealthy BoAM 22 Fiendish
Wind Stance BoAM 23 Genie
Track BoAM 24 Lycanthropic
Power Attack BoAM 25 Mixed
Intimidating Prowess BoAM 26 Monstrous
Silent Spell BoAM 27 Nightmarish
Still Spell BoAM 28 Reborn Soul
Silent Spell BoAM 29 Scaly
### NULL
0 ### NULL
0
School
3
4 *** PRPG ***
5 Abjuration
6 Conjuration
7 Divination
8 Enchantment
9 Evocation
10 Illusion
11 Necromancy
12 Transmutation
13 Universalist
*** Custom ***
0
1
Table_Arcane_Schools
Ability Summary
Resistance (Ex) - gain resistance 5 to energy type chosen when you prepare spells
Protective Ward
Summoner's (Su)(Su)
Charm - Standard Action,
- increase 3/day,
duration ofcreate 10'-radius
conjuration field centered
(summoning) spellsonbyyou that lasts 0 rnds, you and all allies w/in re
1 rnds
Acid Dart (Sp)
Forewarned - Standard
(Su) Action,
- gain a +1 bonus3/day, make ranged
on Initiative check;touch attack vs.
may always actfoe w/in 30' round
in surprise deals 1d6+0
even if[acid] that
you fail ignores SR
Perception roll to notice
Diviner's Fortune
Enchanting Smile(Sp)
(Su)--Standard
gain a +2Action, 3/day, touch
Enhancement bonusgrants +1 Insight
on Bluff, Diplomacy,bonusandon Intimidate
all of its attack rolls, skill checks, ability check
checks
Dazing
Intense Touch
Spells(Sp)
(Su)--3/day, melee
evocation touch
spells attack
that deal dazes
HP dmg living
addfoe
+1 with less type
of same then dmg
1 HDas forthe
1 rnd
spell (only applies once to spell, not o
Force Missile (Sp) - Standard Action, 3/day, force missile automatically deals 1d4+1 [force]
Extended Illusions (Su) - illusion spells you cast with a duration of “concentration” last 1 rnds after you stop maintaining concen
Blindingover
Power RayUndead
(Sp) - Standard
(Su) - gainAction, 3/day,feat
as bonus makeandranged touch attack
may channel energy vs.3/day
foe w/in 30'the
to use thatfeat
Blinds
(DCfor
10;1 may
rnd (foes w/ 1+ feats
take other HD are D
to a
Grave Touch
Physical (Sp) - Standard
Enhancement (Su) -Action,
gain +13/day, melee touch
Enhancement bonusattack causes
to either Str,living
Dex,foe to bechosen
or Con, Shakenwhen
for 1 you
rnds,prepare
foes already
spells Shaken
Telekinetic Fist (Sp) - Standard Action, 3/day, ranged touch attack targeting any foe w/in 30' deals 1d4+0 [bludgeoning] dmg
Hand of the Apprentice (Su) - Standard Action, 3/day, make single attack w/melee weapon up to 30' away, using +0 rather than
0
Resistance (Ex) - gain resistance 5 to energy type chosen when you prepare spells
Summoner's Charm (Su) - increase duration of conjuration (summoning) spells by 1 rnds
Forewarned (Su) - gain a +1 bonus on Initiative check; may always act in surprise round even if you fail Perception roll to notice
Enchanting Smile (Su) - gain a +2 Enhancement bonus on Bluff, Diplomacy, and Intimidate checks
Intense Spells (Su) - evocation spells that deal HP dmg add +1 of same type dmg as the spell (only applies once to spell, not o
Extended Illusions (Su) - illusion spells you cast with a duration of “concentration” last 1 rnds after you stop maintaining concen
Power over Undead (Su) - gain as bonus feat and may channel energy 3/day to use the feat (DC 10; may take other feats to a
Physical Enhancement (Su) - gain +1 Enhancement bonus to either Str, Dex, or Con, chosen when you prepare spells
Hand of the Apprentice (Su) - Standard Action, 3/day, make single attack w/melee weapon up to 30' away, using +0 rather than
Protective Ward (Su) - Standard Action, 3/day, create 10'-radius field centered on you that lasts 0 rnds, you and all allies w/in re
Acid Dart (Sp) - Standard Action, 3/day, make ranged touch attack vs. foe w/in 30' deals 1d6+0 [acid] that ignores SR
Diviner's Fortune (Sp) - Standard Action, 3/day, touch grants +1 Insight bonus on all of its attack rolls, skill checks, ability check
Dazing Touch (Sp) - 3/day, melee touch attack dazes living foe with less then 1 HD for 1 rnd
Force Missile (Sp) - Standard Action, 3/day, force missile automatically deals 1d4+1 [force]
Blinding Ray (Sp) - Standard Action, 3/day, make ranged touch attack vs. foe w/in 30' that Blinds for 1 rnd (foes w/ 1+ HD are D
Grave Touch (Sp) - Standard Action, 3/day, melee touch attack causes living foe to be Shaken for 1 rnds, foes already Shaken
Telekinetic Fist (Sp) - Standard Action, 3/day, ranged touch attack targeting any foe w/in 30' deals 1d4+0 [bludgeoning] dmg
Ability
3
4 *** PRPG ***
5 Abjuration
6 Conjuration
7 Divination
8 Enchantment
9 Evocation
10 Illusion
11 Necromancy
12 Transmutation
13 Universalist
### NULL
0 ### NULL
6 List_Arcane_Schools
Elemental Power Qualified
4 Armtwist (Ex) 1 0
5 Backbreaker (Ex) 1 0
Call Lightning (Sp) 0 0
Chain Lightning (Sp) 0 0
Control Weather (Sp) 0 0
9 Crush (Ex) 1 0
Darkvision (Ex) 0 0
11 Elemental Arc (Sp) 1 0
12 Elemental Aura I (Su) 1 0
Elemental Aura II (Su) 0 0
Elemental Bellow (Sp) 0 0
15 Elemental Blast (Sp) 1 0
16 Elemental Blow (Su) 1 0
17 Elemental Burst (Su) 1 0
18 Elemental Empathy (Ex) 1 0
19 Elemental Laugh (Su) 1 0
20 Elemental Sheath I (Su) 1 0
Elemental Sheath II (Su) 0 0
22 Energy Resistance/Immunity (Ex) 1 0
Ettin of the Earth (Ex) 0 0
24 Fling (Ex) 1 0
Fiery Militant (Ex) 0 0
Freedom of Movement (Sp) 0 0
27 Grab (Ex) 1 0
28 Jotun’s Bag (Ex) 1 0
29 Great Hug (Ex) 1 0
30 Impale Your Opponent (Ex) 1 0
Levitate (Sp) 0 0
32 Pound (Ex) 1 0
Regeneration (Ex) 0 0
Rend (Ex) 0 0
Run and Throw (Ex) 0 0
Scent the Air (Ex) 0 0
Shift Sleeping (Ex) 0 0
Spirit Summoning (Sp) 0 0
Stone Calling (Su) 0 0
Stone Tell (Sp) 0 0
Stone Touch (Su) 0 0
42 Storytelling (Su) 1 0
Terrain Mastery - Aerial (Ex) 0 0
Terrain Mastery - Aquatic (Ex) 0 0
Terrain Mastery - Arctic (Ex) 0 0
Terrain Mastery - Desert (Ex) 0 0
Terrain Mastery - Hills (Ex) 0 0
Terrain Mastery - Marsh (Ex) 0 0
Terrain Mastery - Mountains (Ex) 0 0
Terrain Mastery - Underground (Ex) 0 0
51 Trample (Ex) 1 0
Transmute Rock and Mud (Sp) 0 0
Water Breathing (Ex) 0 0
*** Custom ***
0 0
fied
grapple check vs. Grappled foe between Small and Large size deals 1d6+0 dmg plus 1 Str dmg (DC 10 Fort save negs Str dmg
grapple check vs. Grappled foe between Small and Large size deals 1d6+0 dmg plus 1 Dex dmg (DC 10 Fort save negs Dex d
1/day, use call lightning as spell-like ability (caster level 0)
1/day, use chain lightning as spell-like ability (caster level 0)
1/day, use control weather as spell-like ability (caster level 0)
Standard Action; when Huge or larger, charge or jump to Pin Diminutive or smaller foes in your space (DC 10 Ref save negs); p
darkvision 60'
Standard Action; 3/day, 30' ranged touch deals 1d6 dmg
Free Action; 3/day, 5' radius aura deals 1d4 dmg to all non-allies for 0 rnds
Free Action; 3/day, 5' radius aura deals 2d4 dmg to all non-allies for 0 rnds
Standard Action; 3/day, 30' ranged cone-shaped burst functions as shout spell
Swift Action; 3/day, 30' spread centered on weapon deals 0d6 dmg (DC 10 Ref save half)
3/day, melee or ranged attack may also for 1 rnd (DC 10 Fort save negs)
successful crit deals extra dmg (+1d10 if for x2 crit, +2d10 for x3 crit, +3d10 for x4)
roll 1d20+0 to change attitude of creatures as if using Diplomacy
Standard Action; 3/day, non-allies w/in 0' are Panicked for 2d4 while w/in rng; Will save (DC 10) reduces effect to Shaken for 1
Free Action; 1/day, attacks deal +1d4 dmg for 0 rnds
Free Action; 1/day, attacks deal +1d4 dmg for 0 rnds
gain resistance 0
second head grants +2 bonus on Perception checks and Two-Weapon Fighting bonus feat
grapple check vs. Tiny or smaller foe that you Grab hurls foe as improvised weapon, dealing 1d6+0 dmg to foe and target
proficient w/ all marital weapons, armors and shields
constant, use freedom of movement as spell-like ability (caster level 0)
Free Action (no AoO); attempt grapple vs Small or smaller foe after hitting w/ Slam attack; may hold in 1 hand by taking -20 pen
grapple check vs. Tiny or smaller foe that you Grab deals 1d6+0 dmg to foe and puts him in magical jotun’s bag; bagged foe is
grapple check vs. Grappled foe between Small and Large size Pins foe and deals 2d6+0 dmg
You use the tactic of grabbing your enemy with one hand, then your great size to pull your opponent onto your blade, often imp
2/day, use levitate as spell-like ability (caster level 0)
3/day, grapple check vs. Tiny or smaller foe that you Grad deals 1d6+0 dmg to foe and Stuns foe for 1 rnd (DC 10 Fort negs St
only fire and acid deal normal dmg; regenerate 0 nonlethal dmg/rnd; lost limb/body part regrows in 3d6 min or may reattach sev
slam attacks become claw attacks; if both hit, deal +2d6+0 dmg; claw attacks gain no benefit from Grab as it requires slam atta
Full-Round Action, move up to and make single ranged attack w/ boulder at any point during movement
gain scent special quality
never taken unaware during sleep; regain HP and heal ability damage as though having bed rest even while remaining active; l
1/day, spend 10 min to grant +2 Deflection bonus to AC, immunity to enchantment and illusion spells, and either bless, endure
Standard Action; 3/day, throw unattended rock w/in 0' at foe as if standing near rock; may target unseen foes but must guess a
1/day, use stone tell as spell-like ability (caster level 0)
0 rnds/day, join and shape stone or mineral matter w/ bare hands as if using stone shape except that fine details are possible
1/day, spend 10 min to grant 0 targets (including self) that can hear story ability to recover HP or ability damage at 2x normal ra
+2 Competence bonus to Perception, Stealth, and Fly checks in aerial environment; +1 Insight bonus to attacks & dmg vs. nativ
+2 Competence bonus to Perception, Stealth, and Swim checks in aquatic environment; +1 Insight bonus to attacks & dmg vs.
+2 Competence bonus to Perception, Stealth, and Swim checks in aquatic environment; +1 Insight bonus to attacks & dmg vs.
+2 Competence bonus to Perception, Stealth, and Jump checks in desert environment; +1 Insight bonus to attacks & dmg vs. n
+2 Competence bonus to Perception, Stealth, and Climb checks in hill environment; +1 Insight bonus to attacks & dmg vs. nativ
+2 Competence bonus to Perception, Stealth, and Swim checks in marsh environment; +1 Insight bonus to attacks & dmg vs. n
+2 Competence bonus to Perception, Stealth, and 0 checks in mountain environment; +1 Insight bonus to attacks & dmg vs. na
+2 Competence bonus to Perception, Stealth, and 0 checks in underground environment; +1 Insight bonus to attacks & dmg vs
move over Tiny or smaller foes to deal 1d6+0 bludgeoning dmg
1/day, use either transmute rock to mud or transmute mud to rock as spell-like ability (caster level 0)
may breathe water as well as air
Jotun_Elemental_Powers_Summary
Armtwist (Ex) 4
Backbreaker (Ex) 5
Crush (Ex) 9
Elemental Arc (Sp) 11
Elemental Aura I (Su) 12
Elemental Blast (Sp) 15
Elemental Blow (Su) 16
Elemental Burst (Su) 17
Elemental Empathy (Ex) 18
Elemental Laugh (Su) 19
Elemental Sheath I (Su) 20
Energy Resistance/Immunity (Ex) 22
Fling (Ex) 24
Grab (Ex) 27
Jotun’s Bag (Ex) 28
Great Hug (Ex) 29
Impale Your Opponent (Ex) 30
Pound (Ex) 32
Storytelling (Su) 42
Trample (Ex) 51
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List_Jotun_Elemental_Powers
All material on this worksheet is owned by Paizo Publishing,LLC and is used under terms of their Community Use Policy. See th
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
0 Medium 0 0 0 0 0
Ability Bonus Selection Size HD CR Natural Armor Dodge Speed Other Move Rate
0 Medium 0 0 - - -
None Medium 0 0 - - 20
None Medium 0 0 - - 30
None Small 0 0 - - 20
Any Medium 0 0 - - 30
Any Medium 0 0 - - 30
None Small 0 0 - - 20
Any Medium 0 0 - - 30
None Medium 0 0 - - 30
None Medium 0 0 - - 30
None Medium 0 1 - - 30
None Medium 0 0 - - 20
None Small 0 0 - - 30
None Medium 2 1 1 - 30
None Medium 0 0 - - 30
None Small 0 0 1 - 30
None Medium 0 0 2 - 5 Swim 50'
None Large 6 4 5 - 30
None Medium 0 0 0 0 30
None Small 0 1 0 2 20
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 2 1 6 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 20
None Medium 0 0 0 0 35
None Medium 0 0 0 0 20
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30 Swim 30'
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 1 0 30
None Medium 0 0 2 0 30
None Medium 0 0 1 0 40
None Medium 0 0 0 0 30
None Small 0 0 0 0 30
None Medium 0 0 0 0 30
None Small 0 0 2 0 30 Fly 25' (poor)
None Small 0 0 0 0 30 Fly 30' (good)
None Small 0 0 0 0 30 Fly 40' (good)
None Small 0 0 0 0 30 Fly 30' (average)
0 0 30 Fly X' (Y)
None Tiny 0 0 0 0 20
0 0 30
0 0 20 Swim 30'
0 0 30 Swim 30'
0 0 30
0 0 30
0
0 0 30
0 0 30
0 0 40
0 0 30
0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Small 0 0 0 0 20
None Medium 0 0 0 0 20
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 30
None Medium 0 0 0 0 0
9 10 11 12 13
1 1
Cost Wgt
0.5 0.1
0.5 0.1
0.5 0.1
1 0.5 5 Weapon Size
1 1 Small Race Size
2 2
4 5
8 8
16 12
9 10
0
Senses
Sight Sound Smell Taste Touch Perception
0
0
2
2
2
0
2
0
2
2
2
0
0
0
0
2
0
4
0
2
2
0
2
0
0
-4
0
0
0
0
2
2
2
2
2
2
2
0
2
0
2
0
0
0
0
0
0
0
0
0
0
0
0
2
2
2
2
2
2
2
2
2
2
2
0
0
0
0
14 15 16 17 18 19
Not Available None
Skills
Other Bonus Feat Select From
Not Available None
0 0 0 0
0 0 0 0
2 0 0 0
0 0 0 0
0 0 0 0
0 0 0 1
0 0 1 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 2
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
2 1 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0.5 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
23 24 25 26
Points Per Level
27
Conditional Ref
28
+2 racial bonus vs. spells/spell-like abilities
Immune to sleep; +2 racial bonus vs. enchantments
+2 racial bonus vs. illusions
Immune to sleep; +2 racial bonus vs. enchantments
Immune to sleep
Immune to sleep
29
Weapon Familiarity
Battleaxes, Heavy Picks, and Warhammers, plus all "Dwarven" weapons are Martial
Longbows, Longswords, Rapiers, and Shortbows, plus all "Elven" weapons are Martial
All "Gnome" weapons are Martial
Greataxe
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
Common
31
None
Any One
Any One
Any One
Any One
32 33
Ability Summary
34
Racial Abilities (Breakout)
Darkvision 60'
Darkvision 120'
Darkvision 120'
Slow and Steady: speed is never modified by armor or encumbrance
Fast: fast for size, w/ base speed of 30'
Armor: +1 Natural Armor bonus
Darkvision 60'
Fast: fast for size, w/ base speed of 30'
Aquatic: amphibious, but prefer not to spend long periods out of water
Armor: +5 Natural Armor bonus
Darkvision 60'
Defensive Training: +2 Dodge bonus to AC
Low-Light Vision: may see twice as far as humans in conditions of dim light
Darkvision 60'
Darkvision 90'
Unluck [mind-affecting] (Su): anyone other than animals, gremlins, and gnolls in 20' rad. aura of unluck must roll 2d20 instead o
Low-Light Vision: may see twice as far as humans in conditions of dim light
Darkvision 60'
Elven Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effects
Defensive Training: +4 Dodge bonus to AC vs. Giants
Adaptability: gain Skill Focus as bonus feat
Intimidating: +2 Racial bonus on Intimidate checks
Halfling Luck: +1 Racial bonus on all saves
Skilled: gain 1 extra skill rank/level
Spell-Like Abilities (caster level 1st): At will—prestidigitation, speak with animals; 1/day—shatter (DC 10)
Darkvision 60'
Familiar Foe: +1 bonus on attacks vs. Vermin
Insect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effects
Familiar Foe: +1 bonus on attacks vs. Vermin
Familiar Foe: +1 bonus on attacks vs. Vermin
Familiar Foe: +1 bonus on attacks vs. Vermin
Familiar Foe: +1 bonus on attacks vs. Vermin
Familiar Foe: +1 bonus on attacks vs. Vermin
Spell-Like Ability: 1/day—detect evil, caster level (0)
Bonus Feats: gain Improved Unarmed Strike and Improvised Weapon Mastery as bonus feats
Inborn Alignment: must be Good
Inborn Alignment: must be Good
Acid Resistance: acid resistance 5
Darkvision 60'
Bestial Reflexes: +2 Racial bonus on saves vs. electricity, fire, or light area attacks
Improved Trip: gain Improved Trip as bonus feat
Enhanced Speed: base speed 40'; never modified by armor or encumbrance
Low-Light Vision: may see twice as far as humans in conditions of dim light
Darkvision 60'
Bestial Fortitude: +2 Racial bonus on saves vs. disease/poison
Bestial Fortitude: +2 Racial bonus on saves vs. disease/poison
Bestial Reflexes: +2 Racial bonus on saves vs. electricity, fire, or light area attacks
Bear’s Might: +1 Racial bonus on 1 unarmed melee attack/rnd; if attack hits, deal +1 dmg
Muse Immunities: immune to magic sleep effects
Slow and Steady: speed is never modified by armor or encumbrance
Slow and Steady: speed is never modified by armor or encumbrance
Protective Sap: gain +2 Natural Armor bonus when below 0 HP
Fossil Fortitude: +4 Racial bonus on saves vs. disease/poison
Armor Gems: use small quartz crystals/gemstones to emulate armor and access special racial powers; wearing any other armo
Reach 10'
Light Sensitivity: Dazzled in areas of bright light
Fortunate: +2 Racial bonus on all saves
Gifted Linguist: +4 Racial bonus on Linguistics checks; learn 2 languages per rank in Linguistics
Spell-Like Ability (caster level 0): 1/day—darkness
Stench (Ex): living creatures w/in 30' are sickened for 10 rnds (Fort DC 10 negs); successful save grants immunity for 24 hrs; d
Spell Resistance: SR 12
Lure (Su): This ability functions just like a harpy’s captivating song. A DC 10 Will save negates this effect. The save DC is Chari
Dodge Catastrophes: +1 Racial bonus on Reflex saves vs. electricity, fire, or acid area attacks
Insect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effects
Natural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmg
Insect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effects
Insect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effects
Insect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effects
Insect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effects
Insect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effects
Fast Speed: fast for size, w/ base speed of 20'
Skilled: gain additional skill rank at 1st level and every other level thereafter that must be used in Acrobatics, Climb, Handle Ani
Marsh Move: suffer no move penalties moving through marshes/mud
Marsh Move: suffer no move penalties moving through marshes/mud
Hold Breath: may hold breath for 40 rnds before risk of drowning; duration is not reduced by taking Standard Actions
Bestial Reflexes: +2 Racial bonus on saves vs. electricity, fire, or light area attacks
Eagle Eyes: +1 Racial bonus on ranged attacks
Scent: gain scent extraordinary ability
Bestial Fortitude: +2 Racial bonus on saves vs. disease/poison
Cat-like Grace: Immediate Action; reroll failed Reflex save after 1st save is attempted, but before results are revealed (must tak
Bestial Fortitude: +2 Racial bonus on saves vs. disease/poison
Boarish Ferocity: 1/day, if below 0 HP but not killed, may fight on for 1 rnd as if Disabled; at end of next turn (unless brought ab
Ferocious Hunger: +1 bonus on attacks vs. Tiny or smaller creatures
Jittery: +2 Racial bonus on Initiative
Bestial Fortitude: +2 Racial bonus on saves vs. disease/poison
Source of Inspiration: grant allies w/in 50' +1 Competence bonus to any skill checks in which you have ranks
Low-Light Vision: may see twice as far as humans in conditions of dim light
Low-Light Vision: may see twice as far as humans in conditions of dim light
Rooted Foot: stand up from Prone as Swift Action
Improved Initiative: gain Improved Initiative as bonus feat
Breath of Steam: 1/day, cloud of steam functions as obscuring mist w/ 5' radius lasting 0 rnds; creatures ending a turn w/in area
Crafty: +2 Racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks; Craft (trapmaking) and Stealth are a
Spell-Like Abilities (CL 12th): 3/day—charm person (DC 11); 1/day—water breathing
Shapeshift (Su): A nixie can change shape to become any Small or Medium aquatic creature as if using beast shape I. A nixie c
Spell Resistance: SR 7
Resilience (Su): Immediate Action, reduce dmg by 2 HP per power point spent
Saving Throws: +2 Racial bonus to saves vs. Air spells/effects
Spell Casting: +1 caster level when casting spells w/ [earth] descriptor or from Earth domain
Spell Casting: +1 caster level when casting spells w/ [fire] descriptor or from Fire domain
Spell Casting: +1 caster level when casting spells w/ [water] descriptor or from Water domain
Spell Resistance: SR 6
Elven Magic: +2 Racial bonus on caster level checks vs. SR; +2 Racial bonus on Spellcraft checks made to identify properties
Elven Magic: +2 Racial bonus on caster level checks vs. SR; +2 Racial bonus on Spellcraft checks made to identify properties
Weapon Familiarity: proficient w/ longbows, longswords, rapiers, and shortbows; treat any Elven weapon as Martial
Amphibious: can breathe in either air or water
Weapon Proficiency: proficient w/ longsword, rapier and javelin
Rushing Charge: may make both bull rush and basic melee attack (in that order) when making charge attack
Sure-footed: +2 Racial bonus on Acrobatics and Climb checks
Bestial Reflexes: +2 Racial bonus on saves vs. electricity, fire, or light area attacks
Scent: gain scent extraordinary ability
Reptilian Mind: Immediate Action; reroll failed Will save after 1st save is attempted, but before results are revealed (must take 2
Rodent Resilience: Immediate Action; reroll failed Fortitude save after 1st save is attempted, but before results are revealed (m
Improved Grapple: gain Improved Grapple as bonus feat
Touch of the Muse: Immediate Action (no AoO); 1/day, grant 1 adjacent ally reroll on 1 save, attack, or skill check after 1st roll, b
Bribe Fate: Immediate Action; 1day, may lose 1 HP to reroll failed save after 1st save is attempted, but before results are revea
Bribe Fate: Immediate Action; 1day, may lose 1 HP to reroll failed save after 1st save is attempted, but before results are revea
Sun Heal: Standard Action; 1/day in sunlit conditions (magical or true), may heal 0 HP and gain 1 meal’s worth of nourishment
Nimble Form: +2 Racial bonus on Acrobatics, Escape Artist, and Sleight of Hand checks
Light and Heat: head constantly sheds light (as a torch) and can light flammable objects
Hatred: +1 bonus on attack rolls vs. Orcs and Goblins
Weapon Familiarity: proficient w/ longbows, longswords, rapiers, and shortbows; treat any Elven weapon as Martial
Illusion Resistance: +2 Racial bonus on saves vs. Illusion spells/effects
Keen Senses: +2 Racial bonus on Perception checks
Weapon Familiarity: proficient w/ greataxes and falchions; treat any Orc weapon as Martial
Weapon Familiarity: proficient w/ slings; treat any Halfling weapon as Martial
Spell-Like Abilities (caster level 0): 1/day—dancing lights, darkness, faerie fire
Spell-Like Abilities (caster level 0): Constant—detect magic; At Will—dancing lights, deeper darkness, faerie fire, feather fall, lev
Spell-Like Abilities (caster level 0): 1/day (self only)—enlarge person, invisibility
Wild Empathy (Ex): This ability functions just like the druid ability of the same name. Nixies receive a +6 racial bonus on wild em
Spell-Like Abilities (CL 12th): 3/day—charm person (DC 11); 1/day—water breathing
Resistance (Su): Immediate Action, spend 1 power point to gain +4 Racial bonus on saves until beginning of next action
Mechanical Genius: gain additional skill rank and +2 Racial bonus to either Knowledge (engineering), Profession (engineering),
Skilled: +2 Racial bonus to Acrobatics and Climb checks
Spin Silk: create 30' length of silk rope 1/day; rope decomposes after 24 hrs
Chitinous Defense: Full-Round Action, gain DR 0/piercing if fighting defensively
Darkvision 60'
Spell-Like Ability: 1/day—displacement (caster level 0)
Low-Light Vision: may see twice as far as humans in conditions of dim light
Flying: fly X' (Y) for 0 min/day (need not be consecutive, but must be used in 1 min increments); Fly is a class skill
Flank From Below: if sharing square w/ enemy, counts as in any 1 square adjacent enemy for purposes of flanking
Skilled Jumper: +4 Racial bonus to Acrobatics checks when jumping; always considered to have running start
Skilled Jumper: +4 Racial bonus to Acrobatics checks when jumping; always considered to have running start
Great Swimmers: +4 Racial bonus on Swim skill checks
Spell-Like Ability: 1/day—web (10' radius, caster level 0, DC 10)
Contortionist: +2 Racial bonus on Escape Artist checks; may move through tight space w/out making Escape Artist check
Unearthly Presence: gain +1 Morale bonus to AC and saves vs. attacks made by adjacent foes if HP total is 0 or greater
Sense Coins: +4 Racial bonus on Perception checks to notice coins; may see coins in darkness & through any material less tha
Sense Coins: +4 Racial bonus on Perception checks to notice coins; may see coins in darkness & through any material less tha
Negative Energy Resistance: negative energy resistance 5; applies to dmg from channeled negative energy and spells that har
Hardy: +2 Racial bonus on saves vs. poison, spells, and spell-like abilities
Light Blindness: abrupt exposure to bright light Blinds for 1 rnd; Dazzled on subsequent rnds if still in affected area
Light Blindness: abrupt exposure to bright light Blinds for 1 rnd; Dazzled on subsequent rnds if still in affected area
Light Sensitivity: Dazzled in areas of bright light
Stonecunning: +2 bonus on Perception checks to notice unusual stonework; make check to notice such if passing w/in 10', eve
Spell Resistance: SR 12
Repletion: removce need to eat or drink for 24 hrs by spending 1 power point
Light Blindness: abrupt exposure to bright light Blinds for 1 rnd; Dazzled on subsequent rnds if still in affected area
Heat Endurance: +4 Racial bonus on Fort saves to resist effects of hot weather
Elven Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effects
Keen Senses: +2 bonus on sight- and sound-based Perception checks
Light Dependency: no need to eat, but require 1 gallon of fluids, 1 lb. of soil or similarly mineral-rich substance, and 8 hrs of sun
Lost Under Foot: does not provoke AoO when entering larger enemy’s space from adjacent square
Money is Life: Standard Action, consume up to 200 gp to heal 1d8 HP per 50 gp consumed (must be consumed in increments o
Money is Life: Standard Action, consume up to 200 gp to heal 1d8 HP per 50 gp consumed (must be consumed in increments o
Sleep Immunity: immune to magic sleep effects; trance rather than sleep (fully aware of surroundings while in this state)
Stability: +4 Racial bonus to CMD vs. bull rush/trip while on ground
Poison Use: never risk accidental poisoning; Drow Poison—injury; save Fort DC 13; freq 1/min for 2 min; initial effect, unconsci
Poison Use: never risk accidental poisoning; Drow Poison—injury; save Fort DC 13; freq 1/min for 2 min; initial effect, unconsci
Spell Resistance: SR 11
Wild Empathy (Ex): This ability functions just like the druid ability of the same name. Nixies receive a +6 racial bonus on wild em
Weapon Familiarity: proficient w/ hand crossbows, rapiers, and shortswords; treat any Drow weapon as Martial
Animal Knowledge: +2 Racial bonus on Handle Animal and Ride checks
Weapon Familiarity: proficient w/ spears, tridents, and nets; treat any Elven weapon as Martial
Nourishment: can go w/out soil for 3 days, then must make Con check each day (DC 10 + 1 for each previous check) or take 1d
Flying: fly 25' (poor) for 0 min/day (need not be consecutive, but must be used in 1 min increments); Fly is a class skill; lose Ra
Spell-Like Ability: 1/day—shocking grasp (caster level 0)
Svirfneblin Magic: +1 to DC of Illusion spells; Spell-like abilities (caster level 0): Constant—nondetection; 1/day—blindness/dea
Alignment: any non-good (LSJ Campaign players must abide by Character Generation Guidelines)
Lack of Sustanence: Fatigued after taking nonlethal dmg from lack of water, sufficient light, or soil; dmg cannot be recovered un
Flying: fly 30' (good) for 0 min/day (need not be consecutive, but must be used in 1 min increments); Fly is a class skill
Flying: fly 30' (average) for 0 min/day (need not be consecutive, but must be used in 1 min increments); Fly is a class skill
Toxic: foe that swallows whole takes 1 Str dmg/rnd until body is removed or destroyed
Weapon Familiarity: proficient w/ battleaxes, heavy picks, & warhammers; treat any Dwarven weapon as Martial
43
Custom
44
Racial Abilities (Long)
0 0 0 0
46 47 48 49 50 51 52 53
Table 7–3: Random Height and Weight
Base Base Weight
Race Height Weight Modifier Multiplier
Human, male 4 ft. 10 in. 120 lbs. 2d10 × 5 lbs.
Human, female 4 ft. 5 in. 85 lbs. 2d10 × 5 lbs.
Dwarf, male 3 ft. 9 in. 150 lbs. 2d4 × 7 lbs.
Dwarf, female 3 ft. 7 in. 120 lbs. 2d4 × 7 lbs.
Elf, male 5 ft. 4 in. 100 lbs. 2d8 × 3 lbs.
Table 7–3: Random Height and Weight
Table_Class
List_Classes, List_Classes_Base
Total -1
HP_Base Skill_Points_Base
Table_Monk_Unarmed_Damage
Fine
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
2 3
List_Favored_Enemies
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)
Saving Throws Weapon Proficiency Armor Proficiency
Fort Will Simple Medium
0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 -
0 0 0 8 0 0 0 -
0 0 0 9 0 0 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 7 0 0 0 -
0 0 0 7 0 0 0 -
0 0 0 0 0 0 0 -
0 0 0 10 0 0 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 8 0 0 0 -
0 0 0 10 0 0 0 -
0 0 0 8 0 0 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 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
0 0 0 11 0 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 10 0 0 0 0
0 0 0 11 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 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 0 0
0 0 0
0 0 0 0
0 0 0 0 0 0 0 0
0 0 0
0 0 0 0
0 0 0
0
0 0 0
0
0
Armor_Prof_Medium
- - - 0 3d6 x 10
- - - 0 3d6 x 10
- - - 0 4d6 x 10
- - - 0 2d6 x 10
- - - 0 5d6 x 10
- - - 0 1d6 x 10
- - - 0 5d6 x 10
- - - 0 5d6 x 10
- - - 0 4d6 x 10
- - - 0 2d6 x 10
- - - 0 2d6 x 10
- - - 0 3d6 x 10
- - - 0 5d6 x 10
- - - 0 3d6 x 10
- - - 0 3d6 x 10
- - - 0 2d6 x 10
- - - 0 2d6 x 10
0
- - - 0 6d6x10
0 0 0 0 8d6x10
0 0 0 0
0 0 0 0 2d6x10
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0
0 0 0 0
0
0 0 0 0
Armor_Prof_Heavy Shield_Prof Shield_Prof_Tower Character_Level
Qualified Arcane Caster Level Divine Caster Level Acrobatics Appraise Bluff Climb
0 0 0 0 0 0 0
1 0 0 0 0
1 0 0 0 0 0 0
1 0 0 0 0
1 0 0 0
1 0 0 0
0 0 0 0 0
0 0 0
1 0 0 0
1 0 0 0 0 0 0
1 0 0 0 0 0 0
1 0 0 0
1 0 0 0
1 0 0 0 0 0 0
1 0 0 0 0
1 0 0 0 0 0 0
1 0 0
1 0 0
1 0 0 0 0
1 0 0 0
0 0 0 0
1 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
1 0 0 0 0 0 0
0 0 0
1 0
1 0
0 0 0 0 0 0
Caster_Level_Arcane_Max Caster_Level_Divine_Max
Craft (untrained) Craft () Escape Artist Fly Handle Animal Heal
0 0 0 0 0 0
0
0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0
0 0 0 0
0 0 0 0 0 0
0 0 0 0 0
0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0 0
0 0
0 0 0
0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0
0 0 0 0
0 0 0
0
0 0 0
0 0 0
0 0 0
0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0
0 0 0 0 0
0 0 0 0
0 0 0 0 0 0 0 0 0 0
Intimidate Knowledge (arcana) Knowledge (dungeoneering) Knowledge (engineering)
0 0 0 0
0
0 0 0 0
0 0 0
0 0 0
0
0 0
0 0
0 0 0 0
0 0 0
0
0 0 0 0
0 0 0
0 0 0 0
0 0 0
0 0
0 0 0 0
0 0 0
0
0 0 0
0
0 0 0
0
0 0 0 0
0 0
0 0 0 0
0 0 0 0
0
0 0 0 0
Knowledge (geography) Knowledge (history) Knowledge (local) Knowledge (nature) Knowledge (nobility)
0 0 0 0 0
0
0 0 0 0 0
0 0 0 0 0
0 0
0 0 0
0
0
0 0
0
0 0 0 0 0
0 0 0 0 0
0
0 0 0 0 0
0
0 0 0 0 0
0 0 0 0 0
0 0
0 0
0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0
0 0 0 0 0
Knowledge (planes) Knowledge (religion) Knowledge (spirits) Linguistics Perception Perform (act)
0 0 0 0 0 0
0
0 0 0 0 0 0
0 0 0 0
0
0 0 0
0
0
0 0 0
0 0 0 0 0 0
0 0 0 0
0
0 0 0 0 0 0
0 0 0
0 0 0 0 0 0
0 0 0 0
0
0 0 0
0 0
0 0
0 0
0 0 0 0 0 0
0
0 0 0 0
0 0
0 0 0 0
0 0
0
0 0 0 0 0
0
0 0 0 0 0 0
0 0
0 0
0 0 0
0 0 0 0 0 0
0 0
0
0 0 0 0 0 0
Perform (comedy) Perform (dance) Perform (keyboard) Perform (oratory) Perform (percussion)
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
Perform (string) Perform (wind) Perform (sing) Perform (ritual) Perform (untrained) Profession (untrained)
0 0 0 0 0 0
0 0 0 0 0 0
0
0
0
0 0 0 0 0 0
0
0
0 0 0 0 0 0
0 0 0 0 0 0
0
0
0 0 0 0 0 0
0
0 0 0 0 0 0
0
0
0 0 0 0 0 0
0 0 0 0 0
0 0 0 0
0 0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0
0
0 0 0 0 0 0
Profession () Profession () Ride Sense Motive Sleight of Hand Spellcraft Stealth Survival 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 0 0 0
0 0 0 0
0 0 0
0 0 0 0 0 0
0
0 0 0
0 0
0 0 0 0 0 0 0 0 0
0 0 0
0 0 0 0 0
0 0 0 0
0
0
0 0 0 0
0
0 0
0 0 0 0
0 0
0 0
0 0
0 0 0 0 0 0 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 0
0 3 3 3 3
4 4 *** PRPG - Base *** 4 4 *** PRPG - Base ***
0 0 5 5 Barbarian 5 5 Barbarian
0 0 0 6 6 Bard 6 6 Bard
0 0 7 7 Cleric 7 7 Cleric
0 0 8 8 Druid 8 8 Druid
0 0 9 9 Fighter 9 9 Fighter
0 0 10 10 Monk 10 10 Monk
0 0 11 11 Paladin 11 11 Paladin
0 0 12 12 Ranger 12 12 Ranger
0 0 0 13 13 Rogue 13 13 Rogue
0 0 0 14 14 Sorcerer 14 14 Sorcerer
0 0 15 15 Wizard 15 15 Wizard
0 0 0 16 16 Alchemist 16 16 Alchemist
0 0 0 17 17 Cavalier 17 17 Cavalier
0 0 18 18 Inquisitor 18 18 Inquisitor
0 0 0 19 19 Oracle 19 19 Oracle
0 0 0 20 20 Summoner 20 20 Summoner
0 0 0 21 21 Witch 21 21 Witch
22 22 *** LSJ - Base *** 22 22 *** LSJ - Base ***
0 0 23 23 Aristocrat 23 23 Aristocrat
0 0 24 24 Noble 24 24 Noble
25 25 *** Rite - Base *** 25 25 *** Rite - Base ***
0 0 26 26 Jotun Paragon 26 26 Jotun Paragon
27 27 *** SGG - Base *** 27 27 *** SGG - Base ***
0 0 28 28 Shaman 28 28 Shaman
31 *** PRPG - PrC *** ### NULL
0 0 0 32 Arcane Archer ### NULL
31 33 Arcane Trickster 31 33 Arcane Trickster
0 0 32 34 Assassin 32 34 Assassin
0 0 33 35 Dragon Disciple 33 35 Dragon Disciple
0 0 0 34 36 Duelist 34 36 Duelist
0 0 35 37 Eldritch Knight 35 37 Eldritch Knight
0 0 36 38 Loremaster 36 38 Loremaster
0 0 37 39 Mystic Theurge 37 39 Mystic Theurge
0 0 0 38 40 Pathfinder Chronicler 38 40 Pathfinder Chronicler
0 0 39 41 Shadowdancer 39 41 Shadowdancer
0 0 0 40 42 Diabolist 40 42 Diabolist
0 0 41 43 *** LSJ - PrC *** 41 43 *** LSJ - PrC ***
0 0 42 44 Temptress 42 44 Temptress
43 47 *** Racial *** 43 ### NULL
0 0 44 48 Aberration 44 ### NULL
49 Animal ### NULL
0 0 0 50 Construct ### NULL
47 51 Dragon 47 49 Animal
0 0 48 52 Fey 48 50 Construct
0 0 49 53 Humanoid 49 51 Dragon
0 0 50 54 Magical Beast 50 52 Fey
0 0 51 55 Monstrous Humanoid 51 53 Humanoid
0 0 0 52 56 Ooze 52 54 Magical Beast
0 0 53 57 Outsider 53 55 Monstrous Humanoid
0 0 54 58 Plant 54 56 Ooze
0 0 55 59 Undead 55 57 Outsider
0 0 56 60 Vermin 56 58 Plant
0 0 57 ### NULL 57 59 Undead
0 0 58 ### NULL 58 60 Vermin
0 0 59 ### NULL 59 ### NULL
0 0 60 ### NULL 60 ### NULL
0 0 0
d12 d10 d8 d6
0 0 0 0
Class Ability Qualified Taken
Fast Movement (Ex) 0 0
Rage (Ex) 0 0
Rage Powers (Ex) 0 0
Uncanny Dodge (Ex) 0 0
Trap Sense (Ex) 0 0
Cold Resistance (Ex) 0 0
Improved Uncanny Dodge (Ex) 0 0
Damage Reduction (Ex) 0 0
Greater Rage (Ex) 0 0
Indomitable Will (Ex) 0 0
Tireless Rage (Ex) 0 0
Mighty Rage (Ex) 0 0
Bard Spells 0 0
1st level 0 0
2nd level 0 0
3rd level 0 0
4th level 0 0
5th level 0 0
6th level 0 0
Bardic Knowledge (Ex) 0 0
Specialized Training (Ex) 0 0
Bardic Performance 0 0
Cantrips 0 0
Versatile Performance (Ex) 0 0
[Act] 0 0
[Comedy] 0 0
[Dance] 0 0
[Keyboard] 0 0
[Oratory] 0 0
[Percussion] 0 0
[Sing] 0 0
[String] 0 0
[Wind] 0 0
Well-Versed (Ex) 0 0
Lore Master (Ex) 0 0
Jack-of-All-Trades (Ex) 0 0
Aura (Ex) 0 0
Cleric spells 0 0
1st level 0 0
2nd level 0 0
3rd level 0 0
4th level 0 0
5th level 0 0
6th level 0 0
7th level 0 0
8th level 0 0
9th level 0 0
Channel Energy (Su) 0 0
Domains 0 0
Holy Warrior (Ex) 0 0
Orisons 0 0
Spontaneous Casting [Clerical] 0 0
Chaotic, Evil, Good, and Lawful Spells 0 0
Bonus Languages 0 0
Druid spells 0 0
1st level 0 0
2nd level 0 0
3rd level 0 0
4th level 0 0
5th level 0 0
6th level 0 0
7th level 0 0
8th level 0 0
9th level 0 0
Orisons 0 0
Spontaneous Casting [Druidic] 0 0
Chaotic, Evil, Good, and Lawful Spells 0 0
Bonus Languages 0 0
Nature Bond (Ex) 0 0
Nature Sense (Ex) 0 0
Wild Empathy (Ex) 0 0
Woodland Stride (Ex) 0 0
Mountain Stride (Ex) 0 0
Trackless Step (Ex) 0 0
Resist Nature’s Lure (Ex) 0 0
Wild Shape (Su) 0 0
Venom Immunity (Ex) 0 0
A Thousand Faces (Su) 0 0
Timeless Body (Ex) 0 0
Bonus Combat Feats 0 0
Bonus Combat Feats 0 0
Well Trained (Ex) 0 0
Bravery (Ex) 0 0
Armor Training (Ex) 0 0
Weapon Training (Ex) 0 0
Armor Mastery (Ex) 0 0
Weapon Mastery (Ex) 0 0
AC Bonus (Ex) 0 0
Flurry of Blows (Ex) 0 0
Unarmed Strike 0 0
Bonus Monk Feats 0 0
Monk of Jalmeray 0 0
Stunning Fist (Ex) 0 0
Evasion (Ex) 0 0
Fast Movement (Ex) 0 0
Maneuver Training (Ex) 0 0
Still Mind (Ex) 0 0
Ki Pool (Su) 0 0
Slow Fall (Ex) 0 0
High Jump (Ex) 0 0
Purity of Body (Ex) 0 0
Wholeness of Body (Su) 0 0
Improved Evasion (Ex) 0 0
Diamond Body (Su) 0 0
Abundant Step (Su) 0 0
Diamond Soul (Ex) 0 0
Quivering Palm (Su) 0 0
Timeless Body (Ex) 0 0
Tongue of the Sun and Moon (Ex) 0 0
Empty Body (Su) 0 0
Perfect Self 0 0
Aura of Good (Ex) 0 0
Detect Evil (Sp) 0 0
Smite Evil (Su) 0 0
Divine Grace (Su) 0 0
Lay On Hands (Su) 0 0
Aura of Courage (Su) 0 0
Divine Health (Ex) 0 0
Mercy (Su) 0 0
Light of Purity (Su) 0 0
Channel Positive Energy (Su) 0 0
Paladin Spells 0 0
1st level 0 0
2nd level 0 0
3rd level 0 0
4th level 0 0
Divine Bond (Sp) 0 0
Aura of Resolve (Su) 0 0
Aura of Justice (Su) 0 0
Aura of Faith (Su) 0 0
Aura of Righteousness (Su) 0 0
Holy Champion (Su) 0 0
Favored Enemy (Ex) 0 0
Track (Ex) 0 0
Wild Empathy (Ex) 0 0
Combat Style Feat (Ex) 0 0
Endurance 0 0
Favored Terrain (Ex) 0 0
Hunter’s Bond (Ex) 0 0
Enhanced Bond (Ex) 0 0
Ranger Spells 0 0
1st level 0 0
2nd level 0 0
3rd level 0 0
4th level 0 0
Survival Skills 0 0
Woodland Stride (Ex) 0 0
Swift Tracker (Ex) 0 0
Evasion (Ex) 0 0
Quarry (Ex) 0 0
Camouflage (Ex) 0 0
Improved Evasion (Ex) 0 0
Hide in Plain Sight (Ex) 0 0
Improved Quarry (Ex) 0 0
Master Hunter (Ex) 0 0
Sneak Attack 0 0
Trapfinding 0 0
Evasion (Ex) 0 0
Rogue Talents 0 0
Trap Sense (Ex) 0 0
Poison Master (Ex) 0 0
Uncanny Dodge (Ex) 0 0
Improved Uncanny Dodge (Ex) 0 0
Advanced Talents 0 0
Master Strike (Ex) 0 0
Sorcerer Spells 0 0
1st level 0 0
2nd level 0 0
3rd level 0 0
4th level 0 0
5th level 0 0
6th level 0 0
7th level 0 0
8th level 0 0
9th level 0 0
Bloodline 0 0
Hidden Reserve (Su) 0 0
Cantrips 0 0
Eschew Materials 0 0
Spells 0 0
1st level 0 0
2nd level 0 0
3rd level 0 0
4th level 0 0
5th level 0 0
6th level 0 0
7th level 0 0
8th level 0 0
9th level 0 0
Bonus Languages 0 0
Arcane Bond (Sp) 0 0
Arcane School 0 0
Cantrips 0 0
Scribe Scroll 0 0
Arcane Duelist (Su) 0 0
Spell Focus 0 0
Bonus Feats 0 0
Spellbooks 0 0
Spells per Day 0 0
Enhance Arrows (Su) 0 0
Imbue Arrow (Sp) 0 0
Seeker Arrow (Sp) 0 0
Phase Arrow (Sp) 0 0
Hail of Arrows (Sp) 0 0
Arrow of Death (Sp) 0 0
Spells per Day 0 0
Ranged Legerdemain (Su) 0 0
Sneak Attack 0 0
Impromptu Sneak Attack (Ex) 0 0
Tricky Spells (Su) 0 0
Invisible Thief (Su) 0 0
Surprise Spells 0 0
Sneak Attack 0 0
Death Attack (Ex) 0 0
Poison Use 0 0
Save Bonus against Poison 0 0
Uncanny Dodge (Ex) 0 0
Hidden Weapons (Ex) 0 0
True Death (Su) 0 0
Improved Uncanny Dodge (Ex) 0 0
Quiet Death (Ex) 0 0
Hide in Plain Sight (Su) 0 0
Swift Death (Ex) 0 0
Angel of Death (Su) 0 0
Spells per Day 0 0
Blood of Dragons 0 0
Natural Armor Increase (Ex) 0 0
Ability Boost (Ex) 0 0
Bloodline Feats 0 0
Dragon Bite (Ex) 0 0
Breath Weapon (Su) 0 0
Blindsense (Ex) 0 0
Dragon Form (Sp) 0 0
Wings (Su) 0 0
Canny Defense (Ex) 0 0
Precise Strike (Ex) 0 0
Improved Reaction (Ex) 0 0
Parry (Ex) 0 0
Enhanced Mobility (Ex) 0 0
Combat Reflexes 0 0
Grace (Ex) 0 0
Riposte (Ex) 0 0
Acrobatic Charge (Ex) 0 0
Elaborate Defense (Ex) 0 0
Deflect Arrows 0 0
No Retreat (Ex) 0 0
Crippling Critical (Ex) 0 0
Bonus Combat Feats 0 0
Diverse Training 0 0
Spells per Day 0 0
Spell Critical (Su) 0 0
Spells per Day/Spells Known 0 0
Secret 0 0
Instant Master 0 0
Secret Health 0 0
Secrets of Inner Strength 0 0
The Lore of True Stamina 0 0
Secret Knowledge of Avoidance 0 0
Weapon Trick 0 0
Dodge Trick 0 0
Applicable Knowledge 0 0
Newfound Arcana 0 0
More Newfound Arcana 0 0
Lore 0 0
Bonus Languages 0 0
Greater Lore (Ex) 0 0
True Lore (Ex) 0 0
Spells per Day 0 0
Combined Spells (Su) 0 0
Spell Synthesis (Su) 0 0
Bardic Knowledge (Ex) 0 0
Deep Pockets (Ex) 0 0
Master Scribe (Ex) 0 0
Live to Tell the Tale (Ex) 0 0
Pathfinding (Ex) 0 0
Bardic Music (Su) 0 0
Improved Aid (Ex) 0 0
Epic Tales (Su) 0 0
Whispering Campaign (Ex) 0 0
Inspire Action (Su) 0 0
Call Down the Legends (Su) 0 0
Greater Epic Tales (Su) 0 0
Lay of the Exalted Dead (Su) 0 0
Hide in Plain Sight (Su) 0 0
Evasion (Ex) 0 0
Darkvision (Ex) 0 0
Uncanny Dodge (Ex) 0 0
Rogue Talent 0 0
Shadow Illusion (Sp) 0 0
Summon Shadow (Su) 0 0
Shadow Call (Sp) 0 0
Shadow Jump (Su) 0 0
Defensive Roll (Ex) 0 0
Improved Uncanny Dodge (Ex) 0 0
Slippery Mind (Ex) 0 0
Shadow Power (Sp) 0 0
Improved Evasion (Ex) 0 0
Shadow Master (Su) 0 0
Standard of Living 0 0
Income 0 0
Title 0 0
Patron 0 0
Bonus Aristocrat Feats 0 0
Right Hand Man 0 0
Focused 0 0
Patron's Influence 0 0
Lead by Example 0 0
Silver Tongue 0 0
Nest Egg 0 0
Title of Aristocracy 0 0
Title of Nobility 0 0
Standard of Living 0 0
Noble Archetype 0 0
Faithful Vassal 0 0
Reputation 0 0
Wealth 0 0
Sphere of Influence 0 0
Bonus Noble Feats 0 0
Entourage 0 0
Inspire 0 0
Inspire Confidence 0 0
Inspire Fear 0 0
Inspire Complacency 0 0
Inspire Valor 0 0
Inspire Zeal 0 0
Inspire Awa 0 0
Noble Command 0 0
Land Grant 0 0
Royal Comman 0 0
Ex-Nobles 0 0
Communicate with Spirit 0 0
See Spirit 0 0
Spirit Companion 0 0
Shaman Bonus Feats 0 0
Summon Spirit 0 0
Control Spirit 0 0
Spiritual Significance 0 0
Spirit Heal 0 0
Spirit Walk 0 0
Spirit Heal, Mass 0 0
Tether Spirit 0 0
Break Tether 0 0
Lasting Spiritual Significance 0 0
Granted Domain 0 0
Spells per Day 0 0
Focused Channel (Su) 0 0
See in Darkness (Su) 0 0
Lasting Impression (Ex) 0 0
Weapon Specialization 0 0
Empathy 0 0
Godly Gift 0 0
Charm Endowment (Su) 0 0
Entangle (Ex) 0 0
Superior Leadership feat 0 0
Learn Secret (Ex) 0 0
Altered Appearance (Ex) 0 0
Plane Shift to Any Plane (Sp) 0 0
Mystic Union 0 0
Alignment Shift 0 0
Transformation (Ex) 0 0
Divine Animal Companion (Ex) 0
Alchemy (Su) 0 0
Extracts 0 0
1st level 0 0
2nd level 0 0
3rd level 0 0
4th level 0 0
5th level 0 0
6th level 0 0
Bomb (Su) 0 0
Brew Potion (Ex) 0 0
Mutagen (Su) 0 0
Throw Anything (Ex) 0 0
Discovery (Su) 0 0
Poison Resistance (Ex) 0 0
Poison Use 0 0
Swift Alchemy (Ex) 0 0
Swift Poisoning 0 0
Persistent Mutagen (Su) 0 0
Instant Alchemy (Ex) 0 0
Grand Discovery (Su) 0 0
Challenge (Ex) 0 0
Mount (Ex) 0 0
Order (Ex) 0 0
Tactician (Ex) 0 0
Cavalier’s Charge (Ex) 0 0
Expert Trainer (Ex) 0 0
Banner (Ex) 0 0
Bonus Feats 0 0
Greater Tactician (Ex) 0 0
Mighty Charge (Ex) 0 0
Demanding Challenge (Ex) 0 0
Greater Banner (Ex) 0 0
Master Tactician (Ex) 0 0
Supreme Charge (Ex) 0 0
Inquisitor Spells 0 0
1st level 0 0
2nd level 0 0
3rd level 0 0
4th level 0 0
5th level 0 0
6th level 0 0
Domains 0 0
Judgment (Su) 0 0
Monster Lore (Ex) 0 0
Orisons 0 0
Stern Gaze (Ex) 0 0
Cunning Initiative (Ex) 0 0
Detect Alignment (Sp) 0 0
Track (Ex) 0 0
Solo Tactics (Ex) 0 0
Teamwork Feat 0 0
Bane (Su) 0 0
Discern Lies (Sp) 0 0
Second Judgment (Ex) 0 0
Stalwart (Ex) 0 0
Greater Bane (Su) 0 0
Exploit Weakness (Ex) 0 0
Third Judgment (Ex) 0 0
Slayer (Ex) 0 0
True Judgment (Su) 0 0
Oracle Spells 0 0
1st level 0 0
2nd level 0 0
3rd level 0 0
4th level 0 0
5th level 0 0
6th level 0 0
7th level 0 0
8th level 0 0
9th level 0 0
Mystery 0 0
Oracle's Curse (Ex) 0 0
Orisons 0 0
Revelations 0 0
Final Revelation 0 0
Summoner Spells 0 0
1st level 0 0
2nd level 0 0
3rd level 0 0
4th level 0 0
5th level 0 0
6th level 0 0
Cantrips 0 0
Eidolon 0 0
Life Link (Su) 0 0
Summon Monster I (Sp) 0 0
Bond Senses (Su) 0 0
Shield Ally (Ex) 0 0
Maker’s Call (Su) 0 0
Transposition (Su) 0 0
Aspect (Su) 0 0
Greater Shield Ally (Su) 0 0
Life Bond (Su) 0 0
Merge Forms (Su) 0 0
Greater Aspect (Su) 0 0
Twin Eidolon (Su) 0 0
Witch Spells 0 0
1st level 0 0
2nd level 0 0
3rd level 0 0
4th level 0 0
5th level 0 0
6th level 0 0
7th level 0 0
8th level 0 0
9th level 0 0
Cantrips 0 0
Hex 0 0
Familiar 0 0
Major Hex 0 0
Grand Hex 0 0
Spells per Day/Spells Known 0 0
Damned 0 0
Imp Companion 0 0
Infernal Charisma 0 0
Channel Hellfire 0 0
Infernal Bargain 0 0
Augment Summoning 0 0
Heresy 0 0
Hellish Soul 0 0
Infernal Transport (Sp) 0 0
Hellfire Ray (Sp) 0 0
Master Conjurer 0 0
Elemental Power 0 0
Natural Armor (Ex) 0 0
Slam Attacks (Ex) 0 0
Strength/Constitution Increase (Ex) 0 0
Size Increase (Ex) 0 0
Rock Throwing (Ex) 0 0
Rock Catching (Ex) 0 0
Improved Rock Catching (Ex) 0 0
Oversized Weapon (Ex) 0 0
Militant (Ex) 0 0
Taken
Base land speed +10' bonus when medium armor or less and not carrying heavy load
Free Action; 2 rnds/day; gain +4 Morale bonus to Str & Con, +2 Morale bonus to Will saves, –2 penalty to AC
Gain benefits of rage powers only while raging, some require an action first
Cannot be caught flat-footed, even if attacker is invisible; still lose Dex bonus to AC if immobilized or if opponent successfully u
Gain +0 bonus on Ref saves vs. traps and +0 Dodge bonus to AC vs. traps
Gain Cold Resistance 0
Can no longer be flanked, denying rogue sneak attack by flanking unless attacker is at least a Rogue 4
Gain damage reduction -2/—
Morale bonus to Str and Con increases to +6, morale bonus on Will saves increases to +3
While in rage, gain +4 bonus on Will saves to vs. enchantment spells
You no longer become fatigued at the end of your rage
Morale bonus to Str and Con increases to +8, morale bonus on Will saves increases to +4
Casts arcane spells from bard spell list; may cast any spell known without preparation; every bard spell has a verbal componen
May use Perform skill bonus from 0 performance type(s) in place of bonus w/ associated skills
May use Perform [Act] in place of bonus in Bluff and Disguise
May use Perform [Comedy] in place of bonus in Bluff and Intimidate
May use Perform [Dance] in place of bonus in Acrobatics and Fly
May use Perform [Keyboard] in place of bonus in Diplomacy and Intimidate
May use Perform [Oratory] in place of bonus in Diplomacy and Sense Motive
May use Perform [Percussion] in place of bonus in Handle Animal and Intimidate
May use Perform [Sing] in place of bonus in Bluff and Sense Motive
May use Perform [String] in place of bonus in Bluff and Diplomacy
May use Perform [Wind] in place of bonus in Diplomacy and Handle Animal
+4 bonus on saves vs. bardic performance, sonic, and language-dependent effects
May take 10 on any Knowledge check you have ranks in; 0/day, may take 20 on any Knowledge check as Standard Action
May use any skill, even those that require training
Powerful aura corresponds to deity’s alignment
Casts divine spells from cleric spell list (alignment may restrict selection); must choose and prepare spells in advance; Wisdom
Standard Action (no AoO); /day, may present holy symbol to cause 30' radius 0 energy burst that affects all undead or living cre
Gain 2 domains:
Treated as Fighter w/ respect to deity’s favored weapon and so may select feats normally restricted to Fighter class when appli
May 'lose' any prepared spell that is not an orison/domain spell to cast 0 spell without preparation
Cannot cast spells with these descriptor(s):
May select Celestial, Abyssal, and Infernal as bonus languages in addition to those available because of race
Casts divine spells from druid spell list (alignment may restrict selection); must choose and prepare spells in advance; Wisdom
May 'lose' any prepared spell to cast any summon nature's ally spell of the same level or lower spell without preparation
Cannot cast spells with these descriptor(s):
May select Sylvan as bonus languages in addition to those available because of race; knows Druidic as free language
Gain animal companion that grows with you; effective druid level 0
+2 on Knowledge (nature) and Survival checks
Spend 1 min and roll 1d20+0 to improve attitude animal w/in 30' as if using Diplomacy; influence magical beast w/ Int of 1 or 2 a
May move through any non-magical undergrowth at normal speed & w/out taking dmg/suffering any other impairment
May move through any non-magical rocky terrain at normal speed & w/out taking dmg/suffering any other impairment
May leave no trail in natural surroundings and cannot be tracked unless so desired
+4 bonus on saves vs. spell-like/supernatural abilities of fey and vs. spells/effects that utilize or target plants
Standard Action (no AoO); -1/day turn into Small or Medium animal (as Beast Shape I) size and back again; lasts 0 hour(s) or u
Immune to all poisons
Change appearance at well, as per alter self spell, while in normal form
No longer take ability score penalties for aging, cannot be magically aged
Gains 1 bonus Combat feat(s); at 4th level, and every fourth fighter level thereafter may learn new Combat feat in place of one
Gains 0 bonus Combat feat(s); at 4th level, and every fourth fighter level thereafter may learn new Combat feat in place of one
Gain Diplomacy (Cha), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Sense Motive (Wis) a
+0 bonus on Will saves vs. fear
While wearing armor, reduce armor check penalty by 0 (min 0), increase max Dex bonus by 0; may move at normal speed whil
Gain +-1 to attack and damage when using ; bonus also applies to combat maneuvers
Gain DR 5/— whenever wearing armor or using shield
When using a , automatically confirm all crit threats, dmg multiplier increases by 1; cannot be disarmed
Full-Attack Action; make 1 additional attack using unarmed strike or monk weapon; for all attacks, BAB equals monk level but a
Standard Action (Swift for self); 0/day, heal 0d6 dmg or make melee touch attack to dmg Undead
Immune to fear; while 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; 0/day, emit daylight as spell for 0 rnds; Undead w/in 30' take 0d6 dmg, Fort save (DC 10) halves
Standard Action (no AoO); spend 2 lay on hands uses and present holy symbol to cause 30' radius positive energy burst that a
Casts divine spells from paladin spell list; must choose and prepare spells in advance; Charisma is primary ability for bonus spe
(DC 11): 0 spells per day
(DC 12): 0 spells per day
(DC 13): 0 spells per day
(DC 14): 0 spells per day
Full-Round Action; -1/day, call mount to your side
Immune to charm spells/spell-like abilities; while conscious, allies w/in 10' gain +4 Morale bonus on saves vs. charm effects
Free Action, spend to lay on hands to grant smite evil bonuses to all non-evil allies w/in 10' for 1 min
Weapons treated as good-aligned for overcoming DR; while conscious, any attack vs. enemy w/in 10' is also treated good-align
Gain DR 5/evil; immune to compulsion spells/spell-like abilities; while conscious, allies w/in 10' gain +4 Morale bonus on saves
Gain DR 10/evil; smite evil strike vs. Outsiders causes banishment and ends smite
SELECT 1st FAVORED ENEMY
Gain +1 on Survival checks to follow/identify tracks
Spend 1 min and roll 1d20+0 to improve attitude animal w/in 30' as if using Diplomacy; influence magical beast w/ Int of 1 or 2 a
Gain bonus feats related to combat:
Gain Endurance as bonus feat
SELECT 1st FAVORED TERRAIN
SELECT 1st FAVORED ENEMY
SELECT HUNTER'S BOND TYPE
Casts divine spells from ranger spell list; must choose and prepare spells in advance; Wisdom is primary ability for bonus spells
(DC 11): 0 spells per day
(DC 12): 0 spells per day
(DC 13): 0 spells per day
(DC 14): 0 spells per day
Gain bonus feats related to wilderness survival
May move through any non-magical undergrowth at normal speed & w/out taking dmg/suffering any other impairment
Move at normal speed while tracking w/out taking –5 penalty, takes only –10 penalty when moving at up to twice normal speed
Successful Ref save vs. attack that normally deals half damage instead deals no damage; not available when wearing medium
Standard Action; designate 1 target of favored enemy type w/in sight; when tracking quarry, may take 10 on Survival checks wh
May hide in any favored terrain, even if terrain doesn’t grant cover or concealment
Successful Ref save vs. attack that normally deals half dmg instead deals no dmg and failed save only deals half dmg; not ava
In any favored 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 save (DC
Deal +0d6 dmg vs. foe w/in 30' denied Dex bonus to AC/flanked; may only deal extra nonlethal dmg w/ nonlethal weapon; mus
Gain +1 to Disable Device checks and to Perception checks to locate traps; may use Disable Device on magic traps
Successful Ref save vs. attack that normally deals half damage instead deals no damage; not available when wearing medium
Gain 0 talent(s)
Gain +0 bonus on Ref saves vs. traps and +0 Dodge bonus to AC vs. traps
Use poison w/out any chance of poisoning self
Cannot be caught flat-footed, even if attacker is invisible; still lose Dex bonus to AC if immobilized or if opponent successfully u
Can no longer be flanked, denying rogue sneak attack by flanking unless attacker is at least a Rogue 4
May gain -4 advanced talent(s)
Sneak attack may also: put foe to sleep for 1d4 hrs, paralyze foe for 2d6 rnds, or slay foe; Fort save (DC 10) negs; creature tar
Casts arcane spells from sorcerer/wizard spell list; may cast any spell known without preparation; Charisma is primary ability fo
0/day, cast any spell known, after spell is completed become Fatigued (Exhausted if spell is 1st level); cannot be used while Fa
By increasing normal skill check DC by 5, may use Disable Device and Sleight of Hand at rng of 30'; cannot take 10 on this che
Deal +0d6 dmg vs. foe w/in 30' denied Dex bonus to AC/flanked; may only deal extra nonlethal dmg w/ nonlethal weapon; mus
1/day, declare 1 melee or 30' ranged attack as sneak attack, target loses any Dex bonus to AC vs. this attack attack; creatures
0/day, cast spells w/out somatic or verbal components as if using Still Spell and Silent Spell (does not increase spell level or ca
Free Action; become invisible, as if under the effects of greater invisibility, for up to 0 rnds/day (need not be consecutive), caste
May add sneak attack damage to any spells that deal hit point dmg if the targets are flat-footed (additional dmg is of same type
Deal +0d6 dmg vs. foe w/in 30' denied Dex bonus to AC/flanked; may only deal extra nonlethal dmg w/ nonlethal weapon; mus
After studying victim undetected for 3 rnds (Standard Action each rnd), successful sneak attack w/ a melee weapon deals norm
Cannot accidentally poison self when applying poison to a blade
Gain +0 to saves vs. poisons
Cannot be caught flat-footed, even if attacker is invisible; still lose Dex bonus to AC if immobilized or if opponent successfully u
Hidden Weapons (Ex): At 4th level, an assassin becomes a master at hiding weapons on his body. He adds his assassin level t
True Death (Su): Starting at 4th level, anyone slain by an assassin's death attack becomes more difficult to bring back from the
Can no longer be flanked, denying rogue sneak attack by flanking unless attacker is at least a Rogue 4
Whenever foes is killed using death attack during surprise rnd, avoid detection by making Stealth check opposed by Perception
May use Stealth skill even while being observed as long as 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
Gain bloodline powers of draconic bloodline:
Claws (Su) - Free Action, gain 2 claw attacks for up to 3 rnds/day, may Full Attack w/ both using Full BAB for 1d4 each
Gain +0 increase to Natural Armor
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
Breath Weapon (Su) - 1/day, may breath that deals 0d6 [] dmg, Ref save (DC 10) for half dmg
gain blindsense 30'
1/day, assume the form of dragon as if using form of the dragon I at caster level 0
Standard Action (dismiss as Free Action), leathery dragon wings grow from your back, granting Fly 60' (average)
While wielding melee weapon, add 0 to Dex bonus to AC; must not be flat-footed/otherwise denied Dex bonus, wearing armor h
Add 0 to dmg w/ light or 1-handed piercing weapon; cannot attack w/ weapon in other hand or use a shield, does not affect cre
Gain +0 on initiative checks
Immediate Action; after taking full attack action w/ a light or 1-handed piercing weapon and electing not to take 1 attack, make a
Gain additional +4 bonus to AC vs. attacks of opportunity caused when moving out of threatened square; must be wearing light
Gain benefit of Combat Reflexes feat when using light or 1-handed piercing weapon
Gain +2 Competence bonus on all Ref saves; must be wearing light or no armor and not using a shield
Make attack of opportunity vs. any creature w/in reach whose attack is successfully parried
May charge over difficult terrain that normally slows movement (may still need to make appropriate checks to successfully mov
If fighting defensively or using total defense in melee combat, gain +0 Dodge bonus to AC
Gain benefit of Deflect Arrows feat when using light or 1-handed piercing weapon, does not need a free hand to use this feat
Adjacent enemies that take withdraw action provoke attack of opportunity
Confirmed crit using light or 1-handed piercing weapon may also: reduce all of the target's speeds by 10' (minimum 5') for 1 min
Gain bonus bonus Combat feat(s):
Add 0 to levels of fighter (if no fighter levels, treat eldritch knight levels as levels of fighter) and to any levels in arcane spellcast
Swift Action, cast a spell (no AoO) after confirming crit hit; spell must include target of attack as one of its targets or in its area o
May prepare/cast up to 0 lvl spells from 1 spellcasting class using available slots 1 lvl higher than normal from other spellcastin
1/day, cast two spells (one from each spellcasting class) w/ same casting time using one action, target affected by both spells t
Add +1 to all Knowledge; may make all Knowledge checks untrained
May carry up to 0 gp in unspecified equipment (including potions and scrolls but not any other sort of magic item) that can reas
Gain +0 bonus on Linguistics & Profession (scribe) checks plus Use Magic Device checks involving scrolls/written magical item
0/day, attempt new save vs. ongoing condition, even if effect is normally permanent (no effect on conditions that do not allow sa
Gain +5 bonus on Survival checks to avoid becoming lost & Intelligence checks to escape maze; always use “road or trail” over
Grant +4 bonus, rather than the normal +2, when using aid another action
1 hr to create, Full-round Action to activate; inscribed tale conveys effects of bardic performance on reader for 1 min; use Profe
Special use of bardic performance; create effect of the doom spell (as cast by a sorcerer 0, language-dependent effect) or of th
Special use of bardic performance; allow 1 ally w/in hearing to immediately take extra Move Action that does not count against
Full-round Action; 1/week, summon 2d4 4th-level human barbarians (actually Constructs) with normal starting equipment that s
Read epic tale aloud, with effects targeted by reader and using reader's Cha score where applicable
Full-round Action; 1/week, summon 1d4+1 5th-level human barbarians (actually Constructs with Incorporeal subtype, taking 50
May use Stealth skill even while being observed as long as some sort of shadow (other than your own) is w/in 10' feet"
Successful Ref save vs. attack that normally deals half damage instead deals no damage; not available when wearing medium
Gain darkvision 60' or increase rng of existing darkvision by 30'
Cannot be caught flat-footed, even if attacker is invisible; still lose Dex bonus to AC if immobilized or if opponent successfully u
Gain 0 talent(s)
0/day, use silent image as caster level 0, DC is Cha-based
Neutral shadow can communicate intelligibly w/ shadowdancer; cannot create spawn; receives +4 bonus on Will saves to halve
-1/day, use shadow conjuration as caster level 0, DC is Cha-based
Move from 1 area of dim light to another, up to 40'/day w/ each increment counting as 10'
Select 3 skills; may take 10 on these even when stressed/distracted
Can no longer be flanked, denying rogue sneak attack by flanking unless attacker is at least a Rogue 4
GM makes immediate Perception check to notice any trap w/in 10'
1/day, use shadow evocation as caster level 0, DC is Cha-based
Successful Ref save vs. attack that normally deals half dmg instead deals no dmg and failed save only deals half dmg; not ava
In area of dim light, gain DR 10/— and +2 Luck bonus on all saves, successful crit blinds foe in area of dim light for 1d6 rnds
High Lifestyle (40 gp): Aristocrats stay at the most expensive hotels in town, eat out at the fanciest restaurants, and buy only th
Elite Lifestyle (100 gp): The finest accommodations, elegant clothing, elaborate meals and other luxuries are yours. Only the w
In addition to his normal starting funds, the aristocrat receives a regular income (a stipend from a patron, income from a busine
An aristocrat’s title is not one of rank, but rather a form of respectful address. While these titles vary depending upon the countr
o Covert – Disguise (Cha), Stealth (Dex)
o
o Covert
Martial Patron: Alternate
– Knowledge Identity, Back-to-Back,
(Dungeoneering) Eyes in(Cha)
(Int), Intimidate the Back of Your Head, Urban Survival, Wary
o Martial Patron: Armor Specialization, Combat Tutor, Critical Focus, Step Into Harm’s Way, Vital Strike
o
AtMercantile Patron:
4th level the Animal
aristocrat Affinity,
retains theDeft Hands,
services of aDiligent,
trusted Iron Will, Master
companion. Craftsmanright hand man may take the form or a val
An aristocrat’s
o Martial Patron: Handle Animal, Intimidate, Knowledge (Dungeoneering), Knowledge (Engineering), Perception, Ride, Surviva
o Mercantile Patron:
Martial Patron: Appraise,
Military Bluff, Diplomacy,
and security Knowledge
forces (Diamond (Local),
Legion, NobleLinguistics,
Guards) Profession, Sleight of Hand
o Mercantile Patron: Merchant guilds, crafting guilds, local businesses, caravan operators
At 8th level, the aristocrat stands as an example to those around him. If an ally attempts to duplicate a task already performed b
At 12th level, the aristocrat has honed her skill at diplomacy and negotiation to a fine point. She may shift a creature’s attitude u
At 16th level the aristocrat has the means to establish an enterprise to further their goals. This may take the form of a manor ho
At 20th level the aristocrat is granted a title of nobility in her country or city-state, elevating her to the Peerage. She may multicl
The noble bears a title of nobility in his native country.
High Lifestyle (40 gp): Nobles stay at the most expensive hotels in town, eat out at the fanciest restaurants, and buy only the fin
Elite Lifestyle (100 gp): The finest accommodations, elegant clothing, elaborate meals and other luxuries are yours. Only the m
Not all nobles are cut from the same cloth. Some are born leaders, while others use their natural flair for business to strengthen
At 1st level the noble retains the services of a personal servant. The servant may accompany the noble on any travels or adven
The character possesses all benefits and privileges entitled to one of noble birth and title. Along with these benefits, however, c
In addition to his normal starting funds, the noble receives an allowance from his family equal to 1000 gp plus 50 gp x noble cla
20th level – At 20th level the noble is a leader among leaders, and his influence touches every corner of Raia. To be eligible for
DC Influence Request
10 Obtain
At 2nd theand
level, loanatofevery
a carriage
fourth and
levelhorses; expedite
thereafter the processing
(6th, 10th, of official
14th and 18th), documents,
the noble gains arequests withfrom
bonus feat a value up to
the list 50 gp t
available
At 3rd level the noble may attract an entourage. A PC noble’s entourage may contain a number of individuals equal to one half
At 4th level, the noble gains the ability to inspire those around them. Using the inspire ability requires a standard action. Additio
Each time the noble uses the inspire ability, he may select one of the following effects. All bonuses and penalties for the noble’s
Characters targeted by this ability gain a +1 bonus to all attack rolls and saving throws. This is a language-dependant ability. Th
This ability causes targets to suffer a -1 penalty to attack rolls and saving throws. This is a language-dependant ability. This bon
Characters targeted by this effect suffer a -2 penalty to Perception checks for the duration of this ability’s use. This is a languag
This ability causes targets to gain a +2 bonus to Will saves and an additional +1 to saves vs. fear effects. This is a language-de
Characters targeted by this ability gain a +2 bonus to all damage rolls for the duration of the effect. This is a language-dependa
Creatures targeted by this effect suffer a -4 penalty to all Reflex saves and a -2 penalty to all armor class. This is a language-de
Similar to the command spell, a noble may utter a noble command once per day beginning at 12th level. The command is issue
At 15th level the noble receives a grant of land. Players in the Legends of the Shining Jewel campaign should contact the LSJ
At 20th level the noble may issue a Royal Command once per day, as per Noble Command, but also may affect a number of pe
A noble who has his nobility revoked can no longer progress in levels as a noble. He loses Rank, Wealth, Inspire, Leadership, a
Automatically communicate with willing spirits, (verbally or telepathically); convince unwilling spirit to communicate w/ Perform (
Move Action; instantly know type, status, & nature of spirits seen; gain spirit guide w/ DC 15 Knowledge (Spirits), granting + 0 In
Gain spirit animal companion that grows with you; effective druid level 0
Gain bonus feats related to shamans:
After spending at least 10 min, make Perform (Ritual) check w/ +1 Circumstance bonus per 10 extra min (DC varies by circums
0/day, Perform (Ritual) check vs. spirit's Charisma check (if spirit wins, it may leave or attempt possession); may control spirits t
Self Only; impart spiritual spell effect (500 gp per spell lvl, max 4th)
2/day, heal 0d6 HP in 1 target
See physical world as though from a different location, up to 0 yds away, but details, facial features, texts, spoken words may b
2/day, heal all allies w/in 30' for 0d6 HP
Tethered spirit in item/location can grant effects up to 0/day
DC 20 Perform (Ritual) check breaks tether w/out harm to the spirit, item, or location to which it is tethered
Impart spiritual spell effect (500 gp per spell lvl, no max lvl) or bonus (bonus squared times 1,500 gp, max bonus +-4)
A Temptress has access to an additional domain from among those her deity has to offer. She essentially gain a third domain th
A Temptress continues training in magic as well as gaining power from her deity. At 1st, and every level thereafter, the Temptres
Temptress levels stack with cleric levels for the purpose of their granted channel energy ability.
A Temptress of 1st level or higher have been granted the ability to see perfectly in darkness of any kind (up to 60 feet), even tha
A Temptress is not easily forgotten or dismissed from the mind. Starting at 2nd level, the duration of all effects with the charm d
At 2nd level, a Temptress is granted the ability to specialize in her deity's preferred weapon. In this case, the Templtress must c
At 3rd level, Temptresses have ability to detect the surface emotions of any creature she can see in a 30’ radius for a duration o
At 4th and 8th levels, the deity bestows on the Temptress a gift. The Temptress may add a +1 to any one of the following abilitie
The Temptress may not select the same ability twice in a row.
The Temptress is less easily dismissed when making unusual demands or when attempting to influence emotions of others. Sta
A Temptress of 5th level may use a stout rope some 50 feet long that entangles opponents of any size as an animate rope spel
At 6th level, the Temptress gains the Superior Leadership feat as a bonus feat. Even though this is a bonus feat, the Temptress
Through trickery, deceit, and sometimes intimidation, a Temptress can learn secrets otherwise unattainable. The Temptress can
At 7th level, a Temptress begins to show prominent physical modification to match the desires of her deity. Temptresses will gro
Upon reaching 8th level, a Temptress may plane shift to any plane of existence, as per the spell, once per day. This spell-like a
At 9th level, a Temptress becomes a magical creature. She is treated as an outsider of the deity’s home plane rather than as a
Despite this outsider status, a Temptress may still be brought back from the dead if slain.
If a Temptress is not the same alignment as her deity, then her alignment shifts to match it as soon as the Temptress reaches 1
At 10th level, a Temptress earns the right to undergo the transformation in to an Erinyes. This transformation can only take plac
Natural Armor Bonus (Ex): At 4th cleric level, the divine animal companion gains a +1 natural armor bonus. The bonus increase
Gain +0 Competence bonus on Craft (alchemy) checks to create alchemical item; may use Craft (alchemy) to identify potions a
Creates extracts from alchemist formulae list (may utilize spell-trigger items if spell appears on formuale list); begins play with 2
Standard Action (AoO); 0/day, create and throw bomb (20' rng) as thrown splash weapon; direct hit deals 0d6+0 fire dmg (crit o
Gain Brew Potion as bonus feat; may brew potions of any formulae known (up to 3rd level) at caster level0
Select Strength/Intelligence, Dexterity/Wisdom, or Constitution/Charisma and spend 1 hr to brew mutagen; drink as Standard A
Gain Throw Anything as bonus feat; add +0 to splash weapon dmg (bonus already included in bomb dmg)
Gain 0 alchemical discovery; DC 10 for any save required
Gain +2 bonus on all saves vs. poison
Cannot accidentally poison self when applying poison to a weapon
Create alchemical items in 1/2 normal time; may apply poison to weapon as Move-Equivalent Action
May apply poison to weapon as Swift Action
effects of mutagen last for 0 hrs
Create alchemical item as Full-Round Action w/ successful Craft (alchemy) check and appropriate resources at hand; may appl
Immediately gain 2 normal discoveries and 1 grand discovery
Swift Action; 0/day, chose 1 target w/in sight, melee attacks deal +0 extra dmg; you take –2 penalty to AC
from attackers other than target; effect lasts until target is dead/unconscious or until combat ends
Gain service of a loyal and trusty steed (as druid’s animal companion, using cavalier level as effective druid level and creature m
Gain bonus teamwork feat; Standard Action, 1/day may grant this bonus feat to all allies w/in 30' who can see/hear you for 3 rn
While mounted and charging, gain +4 bonus (instead of +2) on melee attack rolls and do not suffer any penalty to AC
Gain +0 bonus on Handle Animal checks for mounts; may increase DC by +5 to reduce time needed to teach mount a new trick
While banner is clearly visible, allies w/in 60' gain +1 Morale bonus on saves vs. fear and +0 Morale bonus on attack rolls made
Gains bonus combat feats
Gain another bonus teamwork feat; may grant bonus teamwork feats to allies as Swift Action
While mounted and charging, double threat range of weapons wielded (does not stack w/ other effects that increase threat rang
As long as challenge target is w/in your threatened area, it takes –2 penalty to AC from attacks made by anyone other you
While banner is clearly visible, allies w/in 60' gain +2 Morale bonus on saves vs. charms and compulsions; Standard Action, gra
Gain another bonus teamwork feat; may grant any 2 teamwork feats to allies as Swift Action
While mounted and charging, deal x2 dmg (x3 if using a lance) and crit Stuns foe for 1d4 rnds (Will save, DC 10, reduces to Sta
Casts divine spells from inquisitor spell list; may cast any spell known without preparation; Wisdom is primary ability for bonus s
Gain 1 domain:
Piercing: gain +1 Sacred bonus on concentration checks and caster level checks to overcome SR, increasing by +1 each rnd
Protection: gain +1 Sacred bonus to AC, increasing by +1 each rnd to max of +3
Purity:
Gain +0 gain +1 Sacredchecks
on Knowledge bonus on all saves,
made increasing
to identify abilitiesby +1weaknesses
and each rnd to max of +3
of creatures
Casts arcane spells from summoner spell list; may cast any spell known without preparation; Charisma is primary ability for bon
Gain 1 hex
Creature teaches you magic and also grants skill bonuses, additional spells, and help w/ some types of magic; stores all of spe
May select major hexes
May select grand hexes
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 w/ devils
Free Action; 0/day, may alter spells that deal energy dmg to instead deal hellfire dmg; spells altered become Lawful and Evil
when using planar ally or similar spell, opposed Cha check vs. Called (but not Summoned) devil reduces price it demands to se
gain Augment Summoning as bonus feat
gain +2 bonus on all checks made to research specific devils’ true names or sigils
if killed by any means outside the will of Asmodeus, the archdevils, or another influential force in Hell, may be resurrected as no
2/day, may transport as per dimension door (but travels through Hell in a burst of brimstone); may expend both uses to travel a
2/day, may use hellfire ray (ranged touch (rng 25') deals 0d6 dmg (no save, but SR applies); 1/2 dmg is fire but the rest is not s
when Calling devil whose name is known, may cast Calling spell as Standard Action and bargain as Move Action; add half of to
gain abilities related to giants and
+3 Natural Armor bonus
2 primary slam attacks (1d6+0); secondary if used in conjunction w/ manufactured weapons
+2 Inherent bonus to Strength and +2 Inherent bonus to Constitution
Standard Action: increase size up 1 category (max Large); Full-Round Action: reduce size down 1 category (min. Medium)
+1 Racial bonus on attacks w/ thrown rocks; hurl Tiny or smaller rocks (any large, bulky, regularly shaped object w/ hardness 5
1/rnd, Ref save (DC 15 if Tiny, DC 20 if Small, or DC 25 if Medium; projectiles w/ magical attack bonus increase DC by bonus a
+4 Racial bonus on Ref save when attempting to catch thrown rock
wield Gargantuan weapons w/out size difference penalty
proficient w/ all Martial weapons
Class_Ability_Summary
Class_Ability_Summary_Bbn
Class_Ability_Summary_Brd
Class_Ability_Summary_Clr
Class_Ability_Summary_Drd
Class_Ability_Summary_Ftr
Class_Ability_Summary_Mnk
Class_Ability_Summary_Pal
0
Divine_Mount_Level
Class_Ability_Summary_Rgr
Class_Ability_Summary_Rog
Class_Ability_Summary_Sor
Class_Ability_Summary_Wiz
Class_Ability_Summary_ArcArch
Class_Ability_Summary_ArcTrick
Class_Ability_Summary_Ass
Class_Ability_Summary_DragDis
Class_Ability_Summary_Duel
Class_Ability_Summary_EldKni
Class_Ability_Summary_Lore
Class_Ability_Summary_MystThe
Class_Ability_Summary_PathChro
Class_Ability_Summary_ShadDance
Class_Ability_Summary_Ari
Class_Ability_Summary_Nob
Class_Ability_Summary_Sha
Class_Ability_Summary_Tempt
Class_Ability_Summary_Alchemist
Class_Ability_Summary_Cavalier
Class_Ability_Summary_Inquisitor
Class_Ability_Summary_Oracle
0
Class_Ability_Summary_Sum
Class_Ability_Summary_Witch
Class_Ability_Summary_Diabolist
Class_Ability_Summary_JotunParagon
2
Rage_Rounds
4
Imp_Uncanny_Dodge_Lvl
Not Available
Channel_Summary
0
Channel_Level
10
Channel_DC
Channel_Times
0
Animal_Companion_Level
0
Monk_AC_Mod
Monk_Ki_Strike_Type
-1
Divine_Bond_Bonus
0
Sneak_Attack_Dmg
0
Familiar_Level
List_Loremaster_Secrets
0
Cavalier_Mount_Level
Medium
List_Jotun_Size
10 Str_Calcs Medium Size 0 HP_Total
10 Dex_Calcs
10 Con_Calcs 0 Weight_Carried 0 Fort_Other
10 Int_Calcs Light Encumbrance 0 Ref_Other
10 Wis_Calcs 0 Will_Other
10 Cha_Calcs MV_Other
0 MV_Land_Mods Senses
10 Str_Permanent MV_Land
10 Dex_Permanent 4 MV_Run_Multiplier Languages_Starting
10 Con_Permanent
10 Int_Permanent Conditional_Fort
10 Wis_Permanent Conditional_Ref
10 Cha_Permanent Conditional_Will
0 Str_Mod_Current 0 Init_Mods
0 Dex_Mod_Current
0 Con_Mod_Current 0 AC_Armor
0 Int_Mod_Current 0 AC_Shield
0 Wis_Mod_Current 0 AC_Dex_Mod
0 Cha_Mod_Current 0 AC_Natural
0 AC_Dodge
10 Str_Current 0 AC_Deflection
10 Dex_Current 0 AC_Other
10 Con_Current
10 Int_Current 0 Atk_Melee_Other
10 Wis_Current 0 Atk_Ranged_Other
10 Cha_Current
0 CMD_Mod_Other
ANIMAL SIZE SPEED OTHER MOVE
2 None None
0 Ankylosaurus Medium 30' —
0 Alligator Small 20' Swim 30'
0 Ape Medium 30' Climb 30'
0 Auroch Medium 40' —
0 Badger Small 30' Burrow 10'
0 Bear Small 40' —
0 Bison Medium 40' —
0 Boar Small 40' —
0 Brachiosaurus Medium 30' —
0 Camel Large 50' —
0 Cheetah Small 50' —
0 Crocodile Small 20' Swim 30'
0 Deinonychus Small 60' —
0 Dire rat
0 Dog Small 40' —
0 Dolphin
0 Eagle Small 10' Fly 80' (average)
0 Elasmosaurus Medium 30' Swim 50'
0 Elk Medium 50' —
0 Electric Eel
0 Elephant
0 Giant Frog
0 Giant Moray Eel
0 Goblin Dog
0 Hawk Small 10' Fly 80' (average)
0 Horse Large 50' —
0 Hyena
0 Leopard Small 50' —
0 Lion Medium 40' —
0 Monitor Lizard
0 Octopus
0 Orca
0 Owl Small 10' Fly 80' (average)
0 Pony Medium 40' —
0 Pteranodon Medium 10' Fly 50' (clumsy)
0 Rhinoceros
0 Roc
0 Shark Small — Swim 60'
0 Snake, Constrictor Medium 20' Climb 20', Swim 20'
0 Snake, Viper Small 20' Climb 20', Swim 20'
0 Squid
0 Stegosaurus Medium 30' —
0 Thylacine Small 30' —
0 Tiger Medium 40' —
0 Triceratops Medium 30' —
0 Tyrannosaurus Medium 30' —
0 Velociraptor Small 60' —
0 Wolf Medium 50' —
0 Wolverine Small 30' Burrow 10'
Table_Animal_Companion
Ability Score Increase (Ex): The animal companion adds +1 to one of its ability scores.
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 —
2 bite (1d4) 13 17 15
4 bite (1d4) 13 15 15
2 bite (1d3) 15 17 13
2 bite (1d3 plus poison 8 17 11
6 tail (2d6) 10 18 10
0 bite (1d4) 12 15 16
1 bite (1d6), 2 claws (1 13 17 13
6 gore (1d8) 10 13 11
4 bite (1d8) 14 16 10
1 2 talons (1d6), bite ( 11 17 17
2 bite (1d6 plus trip) 13 15 15
2 bite (1d4), 2 claws (1 10 17 15
bility scores.
1 3 2 0 0
3 11 6 8 4
4 12 6 8 4
4 12 6 10 5
4 13 7 10 5
4 14 7 10 5
5 15 8 12 6
5 15 8 12 6
5 16 8 12 6
BASE
OTHER MOVE NA FORT REF WILL
— 0 0 0 0
fly 100' (perfect) 3 3 3 0
fly 60' (perfect) 3 0 3 3
fly 40' (good) 0 2 2 0
— 0 2 2 0
fly 40' (good) 0 2 2 0
— 0 2 2 0
fly 60' (average) 0 2 2 0
fly 60' (average) 0 2 2 0
climb 20' 0 2 2 0
climb 30' 0 2 2 0
fly 60' (average) 0 2 2 0
climb 15', swim 15' 0 2 2 0
fly 60' (average) 0 2 2 0
— 0 2 2 0
climb 20', swim 20' 1 2 2 0
climb 20' 1 2 2 0
climb 20', swim 20' 0 2 2 0
fly 50' (perfect) 3 0 3 3
burrow 20', earth glid 7 3 0 3
fly 40' (average) 3 0 3 3
fly 40' (good) 0 2 2 0
— 0 2 2 0
fly 60' (average) 0 2 2 0
fly 60' (average) 0 2 2 0
climb 20' 0 2 2 0
climb 30' 0 2 2 0
fly 60' (average) 0 2 2 0
climb 15', swim 15' 0 2 2 0
fly 60' (average) 0 2 2 0
— 0 2 2 0
climb 20', swim 20' 1 2 2 0
climb 20' 1 2 2 0
— 3 3 3 0
fly 40' (average) 3 0 3 3
— 0 2 2 0
— 0 2 2 0
fly 60' (average) 0 2 2 0
fly 50' (good) 0 0 3 0
fly 40' (average) 3 0 3 3
fly 50' (perfect) 1 0 3 3
climb 20' 0 2 2 0
fly 40' (average) 3 0 3 3
climb 30' 0 2 2 0
fly 40' (average), swi 3 0 3 3
— 0 2 2 0
fly 60' (average) 0 2 2 0
— 0 2 2 0
fly 60' (good) 2 3 3 3
fly 50' (perfect) 2 0 3 3
climb 15', swim 15' 0 2 2 0
fly 60' (average) 0 2 2 0
fly 40' (average) 3 0 3 3
fly 40' (average) 3 0 3 3
fly 40' (average) 0 2 2 0
— 0 2 2 0
climb 20', swim 20' 1 2 2 0
swim 90' 6 3 3 0
fly 40' (average), swi 3 0 3 3
climb 20' 1 2 2 0
, improved evasion, share spells, empathic link
, improved evasion, share spells, empathic link
, improved evasion, share spells, empathic link, deliver touch spells
, improved evasion, share spells, empathic link, deliver touch spells
, improved evasion, share spells, empathic link, deliver touch spells, speak with master
, improved evasion, share spells, empathic link, deliver touch spells, speak with master
, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind
, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind
, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind
, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind
, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance
, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance
, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry
, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry
, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry
, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry
, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry
, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry
, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry
, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry
Taken
0
0
0
0
0
0
0 1d6 Eidolon_Bite_Dmg
0
0
0
0
0
0
0
0 1d4 Eidolon_Claw_Dmg
0 0 Eidolon_Claw_Atks
0
0 0 Eidolon_Spd_Climb
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0 40 Eidolon_Spd_Fly
0
0 good Eidolon_Spd_Fly_Man
0
0
0
0
0
0
0
0
0
0 1d6 Eidolon_Gore_Dmg
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0 Small Medium NULL NULL
0
0
0
0 0 Eidolon_Spd_Increase
0
0
0
0 1d6 Eidolon_Pincer_Dmg
0 0 Eidolon_Pincer_Atks
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0 1d4 Eidolon_Rake_Dmg
0
0
0
0
0
0
0
0
0
0
0 Appraise
0 Bluff
0 Climb
0 Craft (untrained)
0 Craft ()
0 Craft ()
0 Diplomacy
0 Disable Device
0 Disguise
0 Escape Artist
0 Fly
0 Handle Animal
0 Heal
0 Intimidate
0 Knowledge (arcana)
0 Knowledge (dungeoneering)
0 Knowledge (engineering)
0 Knowledge (geography)
0 Knowledge (history)
0 Knowledge (local)
0 Knowledge (nature)
0 Knowledge (nobility)
0 Knowledge (planes)
0 Knowledge (religion)
0 Knowledge (spirits)
0 Linguistics
0 Perception
0 Perform (act)
0 Perform (comedy)
0 Perform (dance)
0 Perform (keyboard)
0 Perform (oratory)
0 Perform (percussion)
0 Perform (string)
0 Perform (wind)
0 Perform (sing)
0 Perform (ritual)
0 Perform (untrained)
0 Profession (untrained)
0 Profession ()
0 Profession ()
0 Ride
0 Sense Motive
0 Sleight of Hand
0 Spellcraft
0 Stealth
0 Survival
0 Swim
0 Trap Finding
0 Use Magic Device
0 CUSTOM SKILL 1
0 CUSTOM SKILL 2
0 1d8 Eidolon_Slam_Dmg
0 0 Eidolon_Slam_Atks
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0 1d4 Eidolon_Sting_Dmg
0 0 Eidolon_Sting_Atks
0
0
0
0
0
0
0 0 Eidolon_Spd_Swim
0
0
0
0
0
0 1d6 Eidolon_TailSlap_Dmg
0 0 Eidolon_TailSlap_Atks
0
0 1d4 Eidolon_Tentacle_Dmg
0 0 Eidolon_Tentacle_Atks
0
0 1d6 Eidolon_Trample
0
0
0
0
0
0 1d4 Eidolon_WingBuffet_Dmg
0
0
0
0
INT WIS CHA SA SQ
0 None
2 12 8
1 12 2 hold breath
2 12 7
2 11 4
2 12 10 rage (as a barbarian
2 12 6
2 11 4
2 13 4
2 13 10
2 11 4 spit (ranged touch at
2 12 6 trip
1 12 2 hold breath
2 12 14
2 12 6
2 14 6
2 13 9
2 15 5
2 14 6
2 12 6
2 12 6 trip
2 15 10 rake (1d4)
2 14 6
2 11 4
2 14 12
1 12 2
1 12 2 grab
1 12 2 poison (Frequency 1
2 12 10
2 13 7 powerful jaws (threat
2 15 10 rake (1d4)
2 12 7
2 15 10
2 12 14
2 12 6 trip
2 12 10 rage (as a barbarian
Tricks Special
0 —
3
1 Link, share spells
0 0 0
0 0 3 3
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 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 3
1 3 0 0
0 0 3 3
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 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 3
0 0 0
0 0 0
0 0 0
0 0 0
0 0 3 3
0 0 3 3
0 0 0
0 0 3 3
0 0 0
0 0 3 3
0 0 0
0 0 0
0 0 0
0 3 0 0 3
0 0 3 3
0 0 0
0 0 0
0 0 3 3
0 0 3 3
0 0 0
0 0 0
0 0 0
0 0 0
0 0 3 3
0 0 0
Climb Diplomacy
Racial Ranks Class Racial Ranks
0 0 0 0
0 0 0 0
0 0 3 0 0
0 0 3 4 0
0 0 3 0 0
0 0 3 4 0
0 0 3 0 0
0 0 3 0 0
0 0 3 8 0
0 0 3 8 0
0 0 3 0 0
0 0 3 8 0
0 0 3 0 0
0 0 3 0 0
0 0 3 8 0
0 0 3 8 0
0 0 3 8 0
0 0 0 0
0 1 3 0 0
0 0 0 0
0 0 3 0 0
0 0 3 4 0
0 0 3 0 0
0 0 3 0 0
0 0 3 8 0
0 0 3 8 0
0 0 3 0 0
0 0 3 8 0
0 0 3 0 0
0 0 3 0 0
0 0 3 8 0
0 0 3 8 0
0 1 3 0 0
0 0 0 0
0 0 3 4 0
0 0 3 4 0
0 0 3 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 3 8 0
0 0 0 0
0 0 3 8 0
0 0 0 0
0 0 3 0 0
0 0 3 0 0
0 0 3 4 0
0 0 3 0 2
0 0 0 0
0 0 3 8 0
0 0 3 0 0
0 0 0 0
0 0 0 0
0 0 3 0 0
0 0 3 0 0
0 0 3 8 0
0 0 0 0
0 0 0 0
0 0 3 8 0
Escape Artist
Class Racial Ranks Class Racial
0 1 3 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 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 1 0
0 1 3 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
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 0 0 0
0 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 1 0
Fly Intimidate
Ranks Class Racial Ranks Class
1 3 10 0
3 3 10 0
1 3 10 0
0 0 0
1 3 10 0
0 0 0
0 3 4 0
0 3 4 0
0 0 0
0 0 0
0 3 4 0
0 0 0
0 3 4 0
0 0 0
0 0 0
0 0 0
0 0 0
3 3 10 0
0 0 0
3 3 2 0
1 3 10 0
0 0 0
0 3 4 0
0 3 4 0
0 0 0
0 0 0
0 3 4 0
0 0 0
0 3 4 0
0 0 0
0 0 0
0 0 0
0 0 1 3
3 3 2 0
0 0 0
0 0 0
0 3 4 0
0 8 0
3 3 2 0
3 3 12 0
0 0 0
3 3 2 0
0 0 0
3 3 2 0
0 0 0
0 3 4 0
0 0 0
2 3 8 0 3
3 3 12 3 3
0 0 0
0 3 4 0
3 3 2 0
3 3 2 0
0 3 4 0
0 0 0
0 0 0
0 0 0
3 3 2 0
0 0 0
Knowledge (arcana) Knowledge (dungeoneering)
Racial Ranks Class Racial Ranks
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 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 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 3 3 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
ge (dungeoneering) Knowledge (planes)
Class Racial Ranks Class Racial
0 1 3 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
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 0 1 3 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 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 0
0 0 0
0 0 0
0 3 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 0 3 0
0 3 3 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
Perception Sense Motive
Ranks Class Racial Ranks Class
1 3 0 0 3
3 3 0 0 3
0 3 4 0
1 3 0 0
0 3 4 0
1 3 0 0
1 3 8 0
1 3 8 0
0 3 0 0
1 3 0 0
1 3 4 0
0 3 0 0
1 3 0 0
0 3 0 0
1 3 4 0
0 3 0 0
1 3 0 0
3 3 0 0 3
1 3 0 0 3
3 3 0 0 3
0 3 4 0
1 3 0 0
1 3 8 0
1 3 8 0
0 3 0 0
1 3 0 0
1 3 4 0
0 3 0 0
1 3 0 0
0 3 0 0
1 3 4 0
0 3 0 0
1 3 0 0 3
3 3 0 0 3
1 3 0 0
1 3 0 0
1 3 8 0
2 0 0
3 3 0 0 3
3 3 0 0 3
0 3 0 0
3 3 0 0 3
1 3 0 0
3 3 0 0 3
0 3 0 0
1 3 4 0
1 3 0 0
2 3 0 2 3
3 3 0 0 3
0 3 0 0
1 3 0 0
3 3 0 0 3
3 3 0 0 3
0 3 0 0
0 3 0 0
1 3 4 0
1 3 0 0 3
3 3 0 0 3
0 3 0 0
Spellcraft Stealth
Racial Ranks Class Racial Ranks
0 0 0 1
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 0 0
0 0 0 1
0 0 0 0
0 0 0 0
0 0 0 1
0 0 0 0
0 0 0 1
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 3
0 0 0 1
0 0 0 3
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 1
0 0 0 0
0 0 0 1
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 3
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 2
0 0 0 3
0 3 3 0 0
0 0 0 1
0 0 0 3
0 0 0 0
0 0 0 3
0 0 0 1
0 0 0 0
0 0 0 0
0 0 0 2
0 0 0 3
0 0 0 1
0 0 0 0
0 0 0 3
0 0 0 3
0 0 0 1
0 0 0 1
0 0 0 0
0 0 0 1
0 0 0 3
0 0 0 0
Survival
Class Racial Ranks Class Racial
3 4 0 0
3 4 0 0
3 12 0 0
3 12 0 0
3 12 0 0
3 12 0 0
3 8 0 0
3 8 0 0
3 8 0 0
3 8 0 0
3 12 0 0
3 12 0 0
3 8 0 0
3 16 0 0
3 12 0 0
3 12 0 0
3 8 0 0
3 4 0 0
3 4 0 0
3 4 0 0
3 12 0 0
3 12 0 0
3 8 0 0
3 8 0 0
3 8 0 0
3 8 0 0
3 12 0 0
3 12 0 0
3 8 0 0
3 16 0 0
3 12 0 0
3 12 0 0
3 4 0 0
3 4 0 0
3 12 0 0
3 12 0 0
3 8 0 0
8 0 0
3 4 0 0
3 8 0 0
3 8 0 0
3 4 0 0
3 8 0 0
3 4 0 0
3 16 0 0
3 12 0 0
3 12 0 0
3 12 2 3 0
3 8 0 0
3 12 0 0
3 8 0 0
3 4 0 0
3 4 0 0
3 8 0 0
3 16 0 0
3 12 0 0
3 4 0 0
3 4 0 0
3 12 0 0
Swim
Ranks Class Racial SENSES QUALIFIED
None 1
0 0 darkvision 60' 0
0 0 darkvision 60' 0
0 3 0 blindsense 20', low-li 0
0 3 0 low-light vision, scent 0
0 3 0 blindsense 20', low-li 0
0 3 0 low-light vision, scent 0
0 3 0 darkvision 60', low-lig 0
0 3 0 low-light vision 0
0 3 0 low-light vision 0
0 3 0 low-light vision 0
0 3 0 low-light vision 0
0 3 8 low-light vision, scent 0
0 3 0 low-light vision 0
0 3 0 low-light vision, scent 0
0 3 8 low-light vision, scent 0
0 3 0 low-light vision, scent 0
0 3 8 low-light vision, scent 0
0 0 darkvision 60' 0
0 0 darkvision 60', tremo 0
0 0 darkvision 60' 0
0 3 0 blindsense 20', low-li 0
0 3 0 low-light vision, scent 0
0 3 0 darkvision 60', low-lig 0
0 3 0 low-light vision 0
0 3 0 low-light vision 0
0 3 0 low-light vision 0
0 3 0 low-light vision 0
0 3 8 low-light vision, scent 0
0 3 0 low-light vision 0
0 3 0 low-light vision, scent 0
0 3 8 darkvision 60', low-lig 0
0 3 0 low-light vision, scent 0
0 0 darkvision 60' 0
0 0 darkvision 60' 0
0 3 0 low-light vision, scent 0
0 3 0 low-light vision, scent 0
0 3 0 low-light vision 0
0 0 darkvision 60', low-lig 0
0 0 darkvision 60' 0
0 0 darkvision 60', detec 0
0 3 0 low-light vision 0
0 0 darkvision 60' 0
0 3 0 low-light vision 0
0 8 darkvision 60' 0
0 3 0 low-light vision, scent 0
0 3 0 low-light vision 0
0 3 0 low-light vision, scent 0
0 3 0 blindsense 60', darkvi 0
0 0 darkvision 60' 0
0 3 8 low-light vision, scent 0
0 3 0 low-light vision 0
0 0 darkvision 60' 0
0 0 darkvision 60' 0
0 3 0 darkvision 60', low-lig 0
0 3 0 low-light vision, scent 0
0 3 8 low-light vision, scent 0
1 3 8 darkvision 60' 0
0 8 darkvision 60' 0
0 3 0 low-light vision, scent 0
List_Familiars
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95 None
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#VALUE! NULL
Item Aura CL
5 Amulet of Mighty Fists +1 faint evocation 5
6 Amulet of Mighty Fists +2 faint evocation 5
7 Amulet of Mighty Fists +3 faint evocation 5
8 Amulet of Mighty Fists +4 faint evocation 5
9 Amulet of Mighty Fists +5 faint evocation 5
10 Amulet of Natural Armor +1 faint transmutation 5
11 Amulet of Natural Armor +2 faint transmutation 5
12 Amulet of Natural Armor +3 faint transmutation 5
13 Amulet of Natural Armor +4 faint transmutation 5
14 Amulet of Natural Armor +5 faint transmutation 5
15 Amulet of Proof against Detection and Location moderate abjuration 8
16 Amulet of the Planes strong conjuration 15
17 Apparatus of the Crab strong evocation and transmutation 19
18 Bag of Holding (Type I) moderate conjuration 9
19 Bag of Holding (Type II) moderate conjuration 9
20 Bag of Holding (Type III) moderate conjuration 9
21 Bag of Holding (Type IV) moderate conjuration 9
22 Bag of Tricks (Gray) faint conjuration 3
23 Bag of Tricks (Rust) faint conjuration 5
24 Bag of Tricks (Tan) moderate conjuration 9
25 Bead of Force moderate evocation 10
26 Belt of Dwarvenkind strong divination 12
27 Belt of Giant Strength +2 moderate transmutation 8
28 Belt of Giant Strength +4 moderate transmutation 8
29 Belt of Giant Strength +6 moderate transmutation 8
30 Belt of Incredible Dexterity +2 moderate transmutation 8
31 Belt of Incredible Dexterity +4 moderate transmutation 8
32 Belt of Incredible Dexterity +6 moderate transmutation 8
33 Belt of Mighty Constitution +2 moderate transmutation 8
34 Belt of Mighty Constitution +4 moderate transmutation 8
35 Belt of Mighty Constitution +6 moderate transmutation 8
36 Belt of Physical Might +2 [Str and Dex] strong transmutation 12
37 Belt of Physical Might +4 [Str and Dex] strong transmutation 12
38 Belt of Physical Might +6 [Str and Dex] strong transmutation 12
39 Belt of Physical Might +2 [Str and Con] strong transmutation 12
40 Belt of Physical Might +4 [Str and Con] strong transmutation 12
41 Belt of Physical Might +6 [Str and Con] strong transmutation 12
42 Belt of Physical Might +2 [Dex and Con] strong transmutation 12
43 Belt of Physical Might +4 [Dex and Con] strong transmutation 12
44 Belt of Physical Might +6 [Dex and Con] strong transmutation 12
45 Belt of Physical Perfection +2 strong transmutation 16
46 Belt of Physical Perfection +4 strong transmutation 16
47 Belt of Physical Perfection +6 strong transmutation 16
48 Blessed Book moderate transmutation 7
49 Boat, Folding moderate transmutation 6
50 Boots of Elvenkind faint transmutation 5
51 Boots of Levitation faint transmutation 3
52 Boots of Speed moderate transmutation 10
53 Boots of Striding and Springing faint transmutation 3
54 Boots of Teleportation moderate conjuration 9
55 Boots of the Winterlands faint abjuration and transmutation 5
56 Boots, Winged moderate transmutation 8
57 Bracelet of Friends strong conjuration 15
58 Bracers of Archery, Greater moderate transmutation 8
59 Bracers of Archery, Lesser faint transmutation 4
60 Bracers of Armor +1 moderate conjuration 7
61 Bracers of Armor +2 moderate conjuration 7
62 Bracers of Armor +3 moderate conjuration 7
63 Bracers of Armor +4 moderate conjuration 7
64 Bracers of Armor +5 moderate conjuration 7
65 Bracers of Armor +6 moderate conjuration 7
66 Bracers of Armor +7 moderate conjuration 7
67 Bracers of Armor +8 moderate conjuration 7
68 Brooch of Shielding faint abjuration 1
69 Broom of Flying moderate transmutation 9
70 Candle of Invocation (Lawful Good) strong conjuration 17
71 Candle of Invocation (Neutral Good) strong conjuration 17
72 Candle of Invocation (Chaotic Good) strong conjuration 17
73 Candle of Invocation (Lawful Neutral) strong conjuration 17
74 Candle of Invocation (Neutral) strong conjuration 17
75 Candle of Invocation (Chaotic Neutral) strong conjuration 17
76 Candle of Invocation (Lawful Evil) strong conjuration 17
77 Candle of Invocation (Neutral Evil) strong conjuration 17
78 Candle of Invocation (Chaotic Evil) strong conjuration 17
79 Candle of Truth faint enchantment 3
80 Cape of the Mountebank moderate conjuration 9
81 Carpet of Flying (5' x 5') moderate transmutation 10
82 Carpet of Flying (5' x 10') moderate transmutation 10
83 Carpet of Flying (10' x 10') moderate transmutation 10
84 Chime of Interruption moderate evocation 7
85 Chime of Opening moderate transmutation 11
86 Circlet of Persuasion faint transmutation 5
87 Cloak of Arachnida moderate conjuration and transmutation 6
88 Cloak of the Bat moderate transmutation 7
89 Cloak of Displacement, Major moderate illusion 7
90 Cloak of Displacement, Minor faint illusion 3
91 Cloak of Elvenkind faint illusion 3
92 Cloak of Etherealness strong transmutation 15
93 Cloak of the Manta Ray moderate transmutation 9
94 Cloak of Resistance +1 faint abjuration 5
95 Cloak of Resistance +2 faint abjuration 5
96 Cloak of Resistance +3 faint abjuration 5
97 Cloak of Resistance +4 faint abjuration 5
98 Cloak of Resistance +5 faint abjuration 5
99 Crown of Blasting, Minor moderate evocation 6
100 Crown of Blasting, Major strong evocation 17
101 Crystal Ball moderate divination 10
102 Crystal ball with detect thoughts moderate divination 10
103 Crystal ball with see invisibility moderate divination 10
104 Crystal ball with telepathy moderate divination 10
105 Crystal ball with true seeing moderate divination 10
106 Dimensional Shackles moderate abjuration 11
107 Eyes of Charming moderate enchantment 7
108 Eyes of Doom moderate necromancy 11
109 Eyes of the Eagle faint divination 3
110 Gauntlet of Rust moderate transmutation 7
111 Gloves of Arrow Snaring faint abjuration 3
112 Glove of Storing moderate transmutation 6
113 Gloves of Swimming and Climbing faint transmutation 5
114 Goggles of Minute Seeing faint divination 3
115 Goggles of Night faint transmutation 3
116 Golembane Scarab moderate divination 8
117 Hand of Glory faint varied 5
118 Hand of the Mage faint transmutation 2
119 Hat of Disguise faint illusion 1
120 Headband of Alluring Charisma +2 moderate transmutation 8
121 Headband of Alluring Charisma +4 moderate transmutation 8
122 Headband of Alluring Charisma +6 moderate transmutation 8
123 Headband of Inspired Wisdom +2 moderate transmutation 8
124 Headband of Inspired Wisdom +4 moderate transmutation 8
125 Headband of Inspired Wisdom +6 moderate transmutation 8
126 Headband of Mental Prowess +2 [Int and Wis] strong transmutation 12
127 Headband of Mental Prowess +4 [Int and Wis] strong transmutation 12
128 Headband of Mental Prowess +6 [Int and Wis] strong transmutation 12
129 Headband of Mental Prowess +2 [Int and Cha] strong transmutation 12
130 Headband of Mental Prowess +4 [Int and Cha] strong transmutation 12
131 Headband of Mental Prowess +6 [Int and Cha] strong transmutation 12
132 Headband of Mental Prowess +2 [Wis and Cha] strong transmutation 12
133 Headband of Mental Prowess +4 [Wis and Cha] strong transmutation 12
134 Headband of Mental Prowess +6 [Wis and Cha] strong transmutation 12
135 Headband of Mental Superiority +2 strong transmutation 16
136 Headband of Mental Superiority +4 strong transmutation 16
137 Headband of Mental Superiority +6 strong transmutation 16
138 Headband of Vast Intelligence +2 moderate transmutation 8
139 Headband of Vast Intelligence +4 moderate transmutation 8
140 Headband of Vast Intelligence +6 moderate transmutation 8
141 Helm of Brilliance strong varied 13
142 Helm of Comprehend Languages and Read Magic faint divination 4
143 Helm of Telepathy faint divination and enchantment 5
144 Helm of Teleportation moderate conjuration 9
145 Helm of Underwater Action faint transmutation 5
146 Mantle of Faith strong abjuration [good] 20
147 Mantle of Spell Resistance moderate abjuration 9
148 Mask of the Skull strong necromancy and transmutation 13
149 Medallion of Thoughts faint divination 5
150 Necklace of Adaptation moderate transmutation 7
151 Necklace of Fireballs Type I moderate evocation 10
152 Necklace of Fireballs Type II moderate evocation 10
153 Necklace of Fireballs Type III moderate evocation 10
154 Necklace of Fireballs Type IV moderate evocation 10
155 Necklace of Fireballs Type V moderate evocation 10
156 Necklace of Fireballs Type VI moderate evocation 10
157 Necklace of Fireballs Type VII moderate evocation 10
158 Periapt of Health faint conjuration 5
159 Periapt of Proof against Poison faint conjuration 5
160 Periapt of Wound Closure moderate conjuration 10
161 Phylactery of Faithfulness faint divination 1
162 Phylactery of Negative Channeling moderate necromancy [evil] 10
163 Phylactery of Positive Channeling moderate necromancy [good] 10
164 Ring of Acid Resistance, Greater moderate abjuration 11
165 Ring of Acid Resistance, Major moderate abjuration 7
166 Ring of Acid Resistance, Minor faint abjuration 3
167 Ring of Animal Friendship faint enchantment 3
168 Ring of Blinking moderate transmutation 7
169 Ring of Chameleon Power faint illusion 3
170 Ring of Climbing faint transmutation 5
171 Ring of Climbing, Improved faint transmutation 5
172 Ring of Cold Resistance, Greater moderate abjuration 11
173 Ring of Cold Resistance, Major moderate abjuration 7
174 Ring of Cold Resistance, Minor faint abjuration 3
175 Ring of Counterspells moderate evocation 11
176 Ring of Djinni Calling strong conjuration 17
177 Ring of Electricity Resistance, Greater moderate abjuration 11
178 Ring of Electricity Resistance, Major moderate abjuration 7
179 Ring of Electricity Resistance, Minor faint abjuration 3
180 Ring of Elemental Command (Air) strong conjuration 15
181 Ring of Elemental Command (Earth) strong conjuration 15
182 Ring of Elemental Command (Fire) strong conjuration 15
183 Ring of Elemental Command (Water) strong conjuration 15
184 Ring of Evasion moderate transmutation 7
185 Ring of Feather Falling faint transmutation 1
186 Ring of Fire Resistance, Greater moderate abjuration 11
187 Ring of Fire Resistance, Major moderate abjuration 7
188 Ring of Fire Resistance, Minor faint abjuration 3
189 Ring of Force Shield moderate evocation 9
190 Ring of Freedom of Movement moderate abjuration 7
191 Ring of Friend Shield moderate abjuration 10
192 Ring of Invisibility faint illusion 3
193 Ring of Jumping faint transmutation 2
194 Ring of Jumping, Improved moderate transmutation 7
195 Ring of Mind Shielding faint abjuration 3
196 Ring of Protection +1 faint abjuration 5
197 Ring of Protection +2 faint abjuration 5
198 Ring of Protection +3 faint abjuration 5
199 Ring of Protection +4 faint abjuration 5
200 Ring of Protection +5 faint abjuration 5
201 Ring of Regeneration strong conjuration 15
202 Ring of Shooting Stars strong evocation 12
203 Ring of Sonic Resistance, Greater moderate abjuration 11
204 Ring of Sonic Resistance, Major moderate abjuration 7
205 Ring of Sonic Resistance, Minor faint abjuration 3
206 Ring of Spell Storing, Minor faint evocation 5
207 Ring of Spell Storing moderate evocation 9
208 Ring of Spell Storing, Greater strong evocation 17
209 Ring of Spell Turning strong abjuration 13
210 Ring of Sustenance faint conjuration 5
211 Ring of Swimming faint transmutation 2
212 Ring of Swimming, Improved moderate transmutation 7
213 Ring of Telekinesis moderate transmutation 9
214 Ring of the Ram moderate transmutation 9
215 Ring of Three Wishes strong universal or evocation (if miracle is used) 20
216 Ring of Water Walking moderate transmutation 9
217 Ring of Wizardry I moderate 11
218 Ring of Wizardry II strong 14
219 Ring of Wizardry III strong 17
220 Ring of Wizardry IV strong 20
221 Ring of X-Ray Vision moderate divination 6
222 Robe of Scintillating Colors moderate illusion 11
223 Robe of Stars strong varied 15
224 Robe of Useful Items moderate transmutation 9
225 Scarab of Protection strong abjuration and necromancy 18
226 Slippers of Spider Climbing faint transmutation 4
227 Vest of Escape faint conjuration and transmutation 4
228 Vestment, Druid's moderate transmutation 10
229 Wings of Flying moderate transmutation 10
Slot Cost Wgt Bonus
Neck 5000 0 1
Neck 20000 0 2
Neck 45000 0 3
Neck 80000 0 4
Neck 125000 0 5
Neck 2000 0 1
Neck 8000 0 2
Neck 18000 0 3
Neck 32000 0 4
Neck 50000 0 5
Neck 35000 0
Neck 120000 0
None 90000 500
None 2500 15
None 5000 25
None 7400 35
None 10000 60
None 3400 0
None 8500 0
None 16000 0
None
Belts 14900 1
Belts 4000 1 2
Belts 16000 1 4
Belts 36000 1 6
Belts 4000 1 2
Belts 16000 1 4
Belts 36000 1 6
Belts 4000 1 2
Belts 16000 1 4
Belts 36000 1 6
Belts 10000 1 2
Belts 40000 1 4
Belts 90000 1 6
Belts 10000 1 2
Belts 40000 1 4
Belts 90000 1 6
Belts 10000 1 2
Belts 40000 1 4
Belts 90000 1 6
Belts 16000 1 2
Belts 64000 1 4
Belts 144000 1 6
None 12500 1
None 7200 4
Feet 2500 1 5
Feet 7500 1
Feet 12000 1
Feet 5500 1 10
Feet 49000 3
Feet 2500 1
Feet 16000 1
Wrists 19000 1
Wrists
Wrists 5000 1
Wrists
Those matching alignment w/in 30' gain +2 Morale bonus on attack rolls, saves, and skill checks
Those matching alignment w/in 30' gain +2 Morale bonus on attack rolls, saves, and skill checks
Those matching alignment w/in 30' gain +2 Morale bonus on attack rolls, saves, and skill checks
Those matching alignment w/in 30' gain +2 Morale bonus on attack rolls, saves, and skill checks
Those matching alignment w/in 30' gain +2 Morale bonus on attack rolls, saves, and skill checks
Those matching alignment w/in 30' gain +2 Morale bonus on attack rolls, saves, and skill checks
Those matching alignment w/in 30' gain +2 Morale bonus on attack rolls, saves, and skill checks
Those matching alignment w/in 30' gain +2 Morale bonus on attack rolls, saves, and skill checks
Those matching alignment w/in 30' gain +2 Morale bonus on attack rolls, saves, and skill checks
Zone of truth (Will DC 13 negs) in 5' rad centered on candle for 1 hr (while candle burns)
Use dimension door spell 1/day
Fly as w/ overland flight (+5 on Fly checks; hover w/out check) w/ up to 200 lb. at 40' or 400 lb. at 30'
Fly as w/ overland flight (+5 on Fly checks; hover w/out check) w/ up to 400 lb. at 40' or 800 lb. at 30'
Fly as w/ overland flight (+5 on Fly checks; hover w/out check) w/ up to 800 lb. at 40' or 1,600 lb. at 30'
For 3 min (every 10 min), verbal spells w/ cast w/in 30' require concentration check (DC 15 + spell level)
Cause locks, lids, doors, valves, portals to open, dispel hold portal or arcane lock; 10 chgs
+3 Competence to Charisma-based checks
climb as w/ spider climb spell; move in webs at 1/2 spd; cast web 1/day; +2 Luck bonus vs. spider poison
+5 Competence to Stealth; in darkness, fly 60' (good) w/ +7 bonus or polymorph into bat for 7/min
Use displacement as per spell (50% miss chance) for 15 rnds/day (need not be consecutive)
Continually affected by blur spell (20% miss chance)
+5 Competence to Stealth
Become ethereal as per ethereal jaunt spell for 10 min/day (useable in 1 min increments; dismissible)
Become manta ray as beast shape II: +3 Natural Armor, breathe underwater, swim 60', tail spine (1d6)
+1 Resistance bonus to Saving Throws
+2 Resistance bonus to Saving Throws
+3 Resistance bonus to Saving Throws
+4 Resistance bonus to Saving Throws
+5 Resistance bonus to Saving Throws
Use searing light (3d8 dmg) 1/day
Use searing light (5d8 maximized for 40 dmg) 1/day
Use scrying (Will DC 16 neg, -1 for each use after 1st)
Use scrying (Will DC 16 neg, -1 for each use after 1st); detect thoughts on target (Will DC 13 neg)
Use scrying (Will DC 16 neg, -1 for each use after 1st); see invisibility on target
Use scrying (Will DC 16 neg, -1 for each use after 1st); telepathy on target
Use scrying (Will DC 16 neg, -1 for each use after 1st); true seeing on target
Small to Large creature affected by dimensional anchor spell (no save); break/slip out DC 30
Use charm person (1 target/rnd; Will DC 16) by meeting target's gaze
Standard Action; doom (1 foe/rnd; Will DC 11); continual deathwatch; fear (Will DC 16) as gaze 1/wk
+5 Competence to Perception
1/day, affect object as w/ rusting grasp spell; completely protects wearer and gear from rusting
2/day, use Snatch Arrows feat; must wear both gloves to be effective, w/ 1 hand free
Item held and weighing 20 lb. or less disappears on command (Free Action); uses both hands slots
+5 Competence to Swim and Climb; must wear both gloves to be effective
+5 Competence to Disable Device
Gain darkvision 60'
Standard Action (concentration): detect golems w/in 60'; golems lose DR vs. attacks
Gain benefits from 1 ring outside Ring slot; may use daylight and see invisibility each 1/day
May utilize mage hand at will
Alter appearance as w/ disguise self spell
+2 Enhancement bonus to Charisma
+4 Enhancement bonus to Charisma
+6 Enhancement bonus to Charisma
+2 Enhancement bonus to Wisdom
+4 Enhancement bonus to Wisdom
+6 Enhancement bonus to Wisdom
+2 Enhancement bonus to Intelligence and Wisdom
+4 Enhancement bonus to Strength and Dexterity
+6 Enhancement bonus to Strength and Dexterity
+2 Enhancement bonus to Intelligence and Charisma
+4 Enhancement bonus to Strength and Constitution
+6 Enhancement bonus to Strength and Constitution
+2 Enhancement bonus to Wisdom and Charisma
+4 Enhancement bonus to Dexterity and Constitution
+6 Enhancement bonus to Dexterity and Constitution
+2 Enhancement bonus to Intelligence, Wisdom, and Charisma
+4 Enhancement bonus to Intelligence, Wisdom, and Charisma
+6 Enhancement bonus to Intelligence, Wisdom, and Charisma
+2 Enhancement bonus to Intelligence
+4 Enhancement bonus to Intelligence
+6 Enhancement bonus to Intelligence
Fire resistance 30; weapon may become flaming; emits light (30' rad.) that deals 1d6 to undead
Understand spoken/written languages; +5 Competence on Linguistics to understand some messages
Detect thoughts at will; 2-way telepathy after reading surface thoughts; 1/day, suggestion (Will DC 14)
Teleport 3/day
See underwater, up to 5x farther than normal; gain 30' Swim and globe of air around head
Grants DR 5/evil
Grants SR 21
1/day, touch attack (50' rng) deals 130 dmg (or 3d6+13 w/ Fort DC 20); mask AC 16, 10 HP, hard 6
May read thoughts, as with detect thoughts
Immune to all harmful vapors/gases; may always breathe (even underwater or in vacuum)
Two 3d6 one 5d6; rng 70'; failed save vs. magical fire attack may detonate
Two 2d6, two 4d6, one 6d6 (Ref DC 14 half); rng 70'; failed save vs. magical fire attack may detonate
Four 3d6, two 5d6, one 7d6 (Ref DC 14 half); rng 70'; failed save vs. magical fire attack may detonate
Four 2d6, two 4d6, two 6d6, one 8d6 (Ref DC 14 half); rng 70'; failed save vs. magical fire attack may detonate
Two 3d6, two 5d6, two 7d6, one 9d6 (Ref DC 14 half); rng 70'; failed save vs. magical fire attack may detonate
Four 4d6, two 6d6, two 8d6, one 10d6 (Ref DC 14 half); rng 70'; failed save vs. magical fire attack may detonate
Two 3d6, two 5d6, two 7d6, two 9d6, one 10d6 (Ref DC 14 half); rng 70'; failed save vs. magical fire attack may detonate
Immune to disease, including supernatural diseases
Immune to poison
Automatically stabilize; healing rate x2; heal abnormal wounds; immune to Bleed dmg
Aware of action/item that could adversely affect alignment and standing w/ deity
+2d6 to channel negative energy
+2d6 to channel positive energy
Grants acid resistance 30
Grants acid resistance 20
Grants acid resistance 10
Command Word: affects animal as if wearer had cast charm animal
Command Word: makes wearer blink (as the spell)
Free Action: +10 Competence to Stealth; Standard Action: use disguise self
+5 Competence to Climb
+10 Competence to Climb
Grants cold resistance 30
Grants cold resistance 20
Grants cold resistance 10
Counterspell single 1st-6th spell stored in ring again
Standard Action: call specific djinni to serve for up to 1 hr/day
Grants electricity resistance 30
Grants electricity resistance 20
Grants electricity resistance 10
Gain various immunities, benefits, and spell-like abilities related to air elementals
Gain various immunities, benefits, and spell-like abilities related to earth elementals
Gain various immunities, benefits, and spell-like abilities related to fire elementals
Gain various immunities, benefits, and spell-like abilities related to water elementals
Avoid damage as w/ evasion (successful Ref save for half dmg instead deals no dmg)
Feather fall spell activates immediately if wearer falls more than 5'
Grants fire resistance 30
Grants fire resistance 20
Grants fire resistance 10
Free Action: wall of force functions as heavy shield (+2 AC; no ACP or arcane spell failure)
Continually under effects of freedom of movement spell
Command Word: cast shield other w/ wearer of mated ring as recipient (no rng limitation)
Command Word: become Invisible, as per invisibility spell
+5 Competence to all Acrobatics made to make high or long jumps
+10 Competence to all Acrobatics made to make high or long jumps
Immune to detect thoughts, discern lies, and attempts to magically discern alignment
+1 Deflection bonus to AC
+2 Deflection bonus to AC
+3 Deflection bonus to AC
+4 Deflection bonus to AC
+5 Deflection bonus to AC
Heal 1 hp and 1 nonlethal dmg/rnd; immune to Bleed dmg; regrow lost organ/body part
Different powers when in dim light or outdoors at night vs. underground or indoors at night
Grants sonic resistance 30
Grants sonic resistance 20
Grants sonic resistance 10
Store up to 3 levels of spells (divine, arcane, or a mix) that wearer can cast
Store up to 5 levels of spells (divine, arcane, or a mix) that wearer can cast
Store up to 10 levels of spells (divine, arcane, or a mix) that wearer can cast
Command Word: 3/day reflect the next 9 levels of spells cast at wearer
No need to eat; require only 2 hrs sleep/day
+5 Competence to all Swim
+10 Competence to all Swim
Command Word: use telekinesis as per the spell
Foe w/in 50' takes dmg (1d6/chg, max 3); bull rush (CMB +16 +1/chg) if w/in 30'; ram as Str 25/27/29
Use 3 wishes before ring becomes nonmagical
May continually utilize effects of water walk spell
Doubles 1st-level spells granted by arcane class
Doubles 2nd-level spells granted by arcane class
Doubles 3rd-level spells granted by arcane class
Doubles 4th-level spells granted by arcane class
See 20' through 1" of metal, 1' of stone, 3' wood/dirt; take 1 Con dmg/min after 1st 10 min.
Illuminates 30' rad; for 10 rnds/day, grants concealment and may Daze foes
+1 Luck to saves; travel to Astral Plane; use 6 stars/month as +5 shuriken
Detach up to 1 patch/rnd to transform it into actual item
Grants SR 20; absorb 12 energy-drain/death/negative energy effects before being destroyed
Climb 20' (hands free), 10 min/day (in 1 min increments); does not work on severely slippery surfaces
+6 Competence to Escape Artist; +4 Competence to Disable Device
Use wild shape ability 1 additional time/day
Command Word: fly 60' (average) w/ +5 Competence to Fly
Const. Reqs
Craft Wondrous Item, greater magic fang, caster level 3rd plus any requirements of the melee weapon special abilities
Craft Wondrous Item, greater magic fang, caster level 6th plus any requirements of the melee weapon special abilities
Craft Wondrous Item, greater magic fang, caster level 9th plus any requirements of the melee weapon special abilities
Craft Wondrous Item, greater magic fang, caster level 12th plus any requirements of the melee weapon special abilities
Craft Wondrous Item, greater magic fang, caster level 15th plus any requirements of the melee weapon special abilities
Craft Wondrous Item, barkskin, caster level 3rd
Craft Wondrous Item, barkskin, caster level 6th
Craft Wondrous Item, barkskin, caster level 9th
Craft Wondrous Item, barkskin, caster level 12th
Craft Wondrous Item, barkskin, caster level 15th
Craft Wondrous Item, nondetection
Craft Wondrous Item, plane shift
Craft Wondrous Item, animate objects, continual flame, creator must have 8 ranks in Knowledge (engineering)
Craft Wondrous Item, secret chest
Craft Wondrous Item, secret chest
Craft Wondrous Item, secret chest
Craft Wondrous Item, secret chest
Craft Wondrous Item, summon nature's ally II
Craft Wondrous Item, summon nature's ally II
Craft Wondrous Item, summon nature's ally II
Craft Wondrous Item, resilient sphere
Craft Wondrous Item, tongues, creator must be a dwarf
Craft Wondrous Item, bull's strength
Craft Wondrous Item, bull's strength
Craft Wondrous Item, bull's strength
Craft Wondrous Item, cat's grace
Craft Wondrous Item, cat's grace
Craft Wondrous Item, cat's grace
Craft Wondrous Item, bear's endurance
Craft Wondrous Item, bear's endurance
Craft Wondrous Item, bear's endurance
Craft Wondrous Item, bull's strength, cat's grace
Craft Wondrous Item, bull's strength, cat's grace
Craft Wondrous Item, bull's strength, cat's grace
Craft Wondrous Item, bear's endurance, bull's strength
Craft Wondrous Item, bear's endurance, bull's strength
Craft Wondrous Item, bear's endurance, bull's strength
Craft Wondrous Item, bear's endurance, cat's grace
Craft Wondrous Item, bear's endurance, cat's grace
Craft Wondrous Item, bear's endurance, cat's grace
Craft Wondrous Item, bear's endurance, bull's strength, cat's grace
Craft Wondrous Item, bear's endurance, bull's strength, cat's grace
Craft Wondrous Item, bear's endurance, bull's strength, cat's grace
Craft Wondrous Item, secret page
Craft Wondrous Item, fabricate, creator must have 2 ranks in the Craft (ships) skill
Craft Wondrous Item, creator must be an elf
Craft Wondrous Item, levitate
Craft Wondrous Item, haste
Craft Wondrous Item, longstrider, creator must have 5 ranks in the Acrobatics skill
Craft Wondrous Item, teleport
Craft Wondrous Item, cat's grace, endure elements, pass without trace
Craft Wondrous Item, fly
Craft Wondrous Item, refuge
Craft Wondrous Item, Craft Magic Arms and Armor, crafter must be proficient with a longbow or shortbow
Craft Wondrous Item, gate, creator must be same alignment as candle created
Craft Wondrous Item, gate, creator must be same alignment as candle created
Craft Wondrous Item, gate, creator must be same alignment as candle created
Craft Wondrous Item, gate, creator must be same alignment as candle created
Craft Wondrous Item, gate, creator must be same alignment as candle created
Craft Wondrous Item, gate, creator must be same alignment as candle created
Craft Wondrous Item, gate, creator must be same alignment as candle created
Craft Wondrous Item, gate, creator must be same alignment as candle created
Craft Wondrous Item, gate, creator must be same alignment as candle created
Craft Wondrous Item, zone of truth
Craft Wondrous Item, dimension door
Craft Wondrous Item, overland flight
Craft Wondrous Item, overland flight
Craft Wondrous Item, overland flight
Craft Wondrous Item, shout
Craft Wondrous Item, knock
Craft Wondrous Item, eagle's splendor
Craft Wondrous Item, spider climb, web
Craft Wondrous Item, beast shape III, fly
Craft Wondrous Item, Extend Spell, displacement
Craft Wondrous Item, blur
Craft Wondrous Item, invisibility, creator must be an elf
Craft Wondrous Item, ethereal jaunt
Craft Wondrous Item, beast shape II, water breathing
Craft Wondrous Item, resistance, caster level 3rd
Craft Wondrous Item, resistance, caster level 6th
Craft Wondrous Item, resistance, caster level 9th
Craft Wondrous Item, resistance, caster level 12th
Craft Wondrous Item, resistance, caster level 15th
Craft Wondrous Item, searing light
Craft Wondrous Item, Maximize Spell, searing light
Craft Wondrous Item, scrying
Craft Wondrous Item, detect thoughts, scrying
Craft Wondrous Item, scrying, see invisibility
Craft Wondrous Item, scrying, telepathy
Craft Wondrous Item, scrying, true seeing
Craft Wondrous Item, dimensional anchor
Craft Wondrous Item, Heighten Spell, charm person
Craft Wondrous Item, doom, deathwatch, fear
Craft Wondrous Item, clairaudience/clairvoyance
Craft Wondrous Item, rusting grasp
Craft Wondrous Item, shield
Craft Wondrous Item, shrink item
Craft Wondrous Item, bull's strength, cat's grace
Craft Wondrous Item, true seeing
Craft Wondrous Item, darkvision
Craft Wondrous Item, detect magic, caster level 10th
Craft Wondrous Item, animate dead, daylight, see invisibility
Craft Wondrous Item, mage hand
Craft Wondrous Item, disguise self
Craft Wondrous Item, bull's strength
Craft Wondrous Item, bull's strength
Craft Wondrous Item, bull's strength
Craft Wondrous Item, cat's grace
Craft Wondrous Item, cat's grace
Craft Wondrous Item, cat's grace
Craft Wondrous Item, bull's strength, cat's grace
Craft Wondrous Item, bull's strength, cat's grace
Craft Wondrous Item, bull's strength, cat's grace
Craft Wondrous Item, bear's endurance, bull's strength
Craft Wondrous Item, bear's endurance, bull's strength
Craft Wondrous Item, bear's endurance, bull's strength
Craft Wondrous Item, bear's endurance, cat's grace
Craft Wondrous Item, bear's endurance, cat's grace
Craft Wondrous Item, bear's endurance, cat's grace
Craft Wondrous Item, bear's endurance, bull's strength, cat's grace
Craft Wondrous Item, bear's endurance, bull's strength, cat's grace
Craft Wondrous Item, bear's endurance, bull's strength, cat's grace
Craft Wondrous Item, bear's endurance
Craft Wondrous Item, bear's endurance
Craft Wondrous Item, bear's endurance
Craft Wondrous Item, detect undead, fireball, flame blade, daylight, prismatic spray, protection from energy, wall of fire
Craft Wondrous Item, comprehend languages, read magic
Craft Wondrous Item, detect thoughts, suggestion
Craft Wondrous Item, teleport
Craft Wondrous Item, water breathing
Craft Wondrous Item, stoneskin
Craft Wondrous Item, spell resistance
Craft Wondrous Item, animate objects, finger of death, fly
Craft Wondrous Item, detect thoughts
Craft Wondrous Item, alter self
Craft Wondrous Item, fireball
Craft Wondrous Item, fireball
Craft Wondrous Item, fireball
Craft Wondrous Item, fireball
Craft Wondrous Item, fireball
Craft Wondrous Item, fireball
Craft Wondrous Item, fireball
Craft Wondrous Item, remove disease
Craft Wondrous Item, neutralize poison
Craft Wondrous Item, heal
Craft Wondrous Item, detect chaos, detect evil, detect good, detect law
Craft Wondrous Item, creator must be a 10th-level cleric
Craft Wondrous Item, creator must be a 10th-level cleric
Forge Ring, resist energy
Forge Ring, resist energy
Forge Ring, resist energy
Forge Ring, charm animal
Forge Ring, blink
Forge Ring, disguise self, invisibility
Forge Ring, creator must have 5 ranks in the Climb skill
Forge Ring, creator must have 10 ranks in the Climb skill
Forge Ring, resist energy
Forge Ring, resist energy
Forge Ring, resist energy
Forge Ring, imbue with spell ability
Forge Ring, gate
Forge Ring, resist energy
Forge Ring, resist energy
Forge Ring, resist energy
Forge Ring, air walk, chain lightning, feather fall, gust of wind, resist energy (electricity), summon monster VI, wind wall
Forge Ring, meld into stone, passwall, soften earth and stone, stone shape, stoneskin, summon monster VI, wall of stone
Forge Ring, burning hands, flame strike, flaming sphere, pyrotechnics, resist energy (fire), summon monster VI, wall of fire
Forge Ring, control water, create water, ice storm, summon monster VI, wall of ice, water breathing, water walk
Forge Ring, jump
Forge Ring, feather fall
Forge Ring, resist energy
Forge Ring, resist energy
Forge Ring, resist energy
Forge Ring, wall of force
Forge Ring, freedom of movement
Forge Ring, shield other
Forge Ring, invisibility
Forge Ring, creator must have 5 ranks in the Acrobatics skill
Forge Ring, creator must have 10 ranks in the Acrobatics skill
Forge Ring, nondetection
Forge Ring, shield of faith, caster level 3rd
Forge Ring, shield of faith, caster level 6th
Forge Ring, shield of faith, caster level 9th
Forge Ring, shield of faith, caster level 12th
Forge Ring, shield of faith, caster level 15th
Forge Ring, regenerate
Forge Ring, faerie fire, fireball, light, lightning bolt
Forge Ring, resist energy
Forge Ring, resist energy
Forge Ring, resist energy
Forge Ring, imbue with spell ability
Forge Ring, imbue with spell ability
Forge Ring, imbue with spell ability
Forge Ring, spell turning
Forge Ring, create food and water
Forge Ring, creator must have 5 ranks in the Swim skill
Forge Ring, creator must have 10 ranks in the Swim skill
Forge Ring, telekinesis
Forge Ring, bull's strength, telekinesis
Forge Ring, wish or miracle
Forge Ring, water walk
Forge Ring, limited wish
Forge Ring, limited wish
Forge Ring, limited wish
Forge Ring, limited wish
Forge Ring, true seeing
Craft Wondrous Item, blur, rainbow pattern
Craft Wondrous Item, magic missile, astral projection or plane shift
Craft Wondrous Item, fabricate
Craft Wondrous Item, death ward, spell resistance
Craft Wondrous Item, spider climb
Craft Wondrous Item, knock, grease
Craft Wondrous Item, polymorph or wild shape ability
Craft Wondrous Item, fly
0 0 0 0 0 0
Enhancement Competence
Strength Dexterity Constitution Intelligence Wisdom Charisma Strength Dexterity
0
0
0
0
0
0
0
0
0
0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0 0
0 0 0
0 0 0
0
0
0
0
0
0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0 0
0 0 0
0 0 0
0
0
0
0 0 0 0 0 0 0 0 0
Save
Resistance Luck
Constitution Intelligence Wisdom Charisma Fort Ref Will All Fort Will All Fort Ref Will All
0
0
0
0
0
0
0
0 0 0 0 0
Move Senses AC Combat
Enhancement Enhancement Armo Shield Deflection All
Land Other Special Armor Shield Natural Armo Shield Deflection Attack Damage
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0 0 0 0 0 0 0 0 0 0
Combat Skills
Unarmed/Natural Competence
Attack Damage Acrobatics Climb Disable Device Escape Artist Fly Perception Stealth 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
Racial
Climb Armor Belts Body
### NULL 26 Belt of Dwarvenkind ### NULL
### NULL 27 Belt of Giant Strength +2 ### NULL
### NULL 28 Belt of Giant Strength +4 ### NULL
### NULL 29 Belt of Giant Strength +6 ### NULL
### NULL 30 Belt of Incredible Dexterity +2 ### NULL
### NULL 31 Belt of Incredible Dexterity +4 ### NULL
### NULL 32 Belt of Incredible Dexterity +6 ### NULL
### NULL 33 Belt of Mighty Constitution +2 ### NULL
### NULL 34 Belt of Mighty Constitution +4 ### NULL
### NULL 35 Belt of Mighty Constitution +6 ### NULL
### NULL 36 Belt of Physical Might +2 [Str and Dex] ### NULL
### NULL 37 Belt of Physical Might +4 [Str and Dex] ### NULL
### NULL 38 Belt of Physical Might +6 [Str and Dex] ### NULL
### NULL 39 Belt of Physical Might +2 [Str and Con] ### NULL
### NULL 40 Belt of Physical Might +4 [Str and Con] ### NULL
### NULL 41 Belt of Physical Might +6 [Str and Con] ### NULL
### NULL 42 Belt of Physical Might +2 [Dex and Con] ### NULL
### NULL 43 Belt of Physical Might +4 [Dex and Con] ### NULL
### NULL 44 Belt of Physical Might +6 [Dex and Con] ### NULL
### NULL 45 Belt of Physical Perfection +2 ### NULL
### NULL 46 Belt of Physical Perfection +4 ### NULL
### NULL 26 47 Belt of Physical Perfection +6 ### NULL
### NULL 27 ### NULL ### NULL
### NULL 28 ### NULL ### NULL
### NULL 29 ### NULL ### NULL
### NULL 30 ### NULL ### NULL
### NULL 31 ### NULL ### NULL
### NULL 32 ### NULL ### NULL
### NULL 33 ### NULL ### NULL
### NULL 34 ### NULL ### NULL
### NULL 35 ### NULL ### NULL
### NULL 36 ### NULL ### NULL
### NULL 37 ### NULL ### NULL
### NULL 38 ### NULL ### NULL
### NULL 39 ### NULL ### NULL
### NULL 40 ### NULL ### NULL
### NULL 41 ### NULL ### NULL
### NULL 42 ### NULL ### NULL
### NULL 43 ### NULL ### NULL
### NULL 44 ### NULL ### NULL
### NULL 45 ### NULL ### NULL
### NULL 46 ### NULL ### NULL
### NULL 47 ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
0 ### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
Chest Eyes Feet
146 Mantle of Faith 107 Eyes of Charming 50
147 Mantle of Spell Resistance 108 Eyes of Doom 51
### NULL 109 Eyes of the Eagle 52
### NULL 114 Goggles of Minute Seeing 53
### NULL 115 Goggles of Night 54
### NULL ### NULL 55
### NULL ### NULL 56
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL 50 ###
### NULL ### NULL 51 ###
### NULL ### NULL 52 ###
### NULL ### NULL 53 ###
### NULL ### NULL 54 ###
### NULL ### NULL 55 ###
### NULL ### NULL 56 ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL 107 ### NULL ###
### NULL 108 ### NULL ###
### NULL 109 ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL 114 ### NULL ###
### NULL 115 ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
146 ### NULL ### NULL ###
147 ### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
### NULL ### NULL ###
Hands Head
Boots of Elvenkind 110 Gauntlet of Rust 99
Boots of Levitation 111 Gloves of Arrow Snaring 100
Boots of Speed 112 Glove of Storing 119
Boots of Striding and Springing 113 Gloves of Swimming and Climbing 141
Boots of Teleportation ### NULL 142
Boots of the Winterlands ### NULL 143
Boots, Winged ### NULL 144
NULL ### NULL 145
NULL ### NULL 148
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL 99 ###
NULL ### NULL 100 ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL 110 ### NULL ###
NULL 111 ### NULL ###
NULL 112 ### NULL ###
NULL 113 ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL 119 ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL 141 ###
NULL ### NULL 142 ###
NULL ### NULL 143 ###
NULL ### NULL 144 ###
NULL ### NULL 145 ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL 148 ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
NULL ### NULL ###
Headband
Crown of Blasting, Minor 120
Crown of Blasting, Major 121
Hat of Disguise 122
Helm of Brilliance 123
Helm of Comprehend Languages and Read Magic 124
Helm of Telepathy 125
Helm of Teleportation 126
Helm of Underwater Action 127
Mask of the Skull 128
NULL 129
NULL 130
NULL 131
NULL 132
NULL 133
NULL 134
NULL 135
NULL 136
NULL 137
NULL 138
NULL 139
NULL 140
NULL 161
NULL 162
NULL 163
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL 120 ###
NULL 121 ###
NULL 122 ###
NULL 123 ###
NULL 124 ###
NULL 125 ###
NULL 126 ###
NULL 127 ###
NULL 128 ###
NULL 129 ###
NULL 130 ###
NULL 131 ###
NULL 132 ###
NULL 133 ###
NULL 134 ###
NULL 135 ###
NULL 136 ###
NULL 137 ###
NULL 138 ###
NULL 139 ###
NULL 140 ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL 161 ###
NULL 162 ###
NULL 163 ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
Neck
Headband of Alluring Charisma +2 5 5
Headband of Alluring Charisma +4 6 6
Headband of Alluring Charisma +6 7 7
Headband of Inspired Wisdom +2 8 8
Headband of Inspired Wisdom +4 9 9
Headband of Inspired Wisdom +6 10 10
Headband of Mental Prowess +2 [Int and Wis] 11 11
Headband of Mental Prowess +4 [Int and Wis] 12 12
Headband of Mental Prowess +6 [Int and Wis] 13 13
Headband of Mental Prowess +2 [Int and Cha] 14 14
Headband of Mental Prowess +4 [Int and Cha] 15 15
Headband of Mental Prowess +6 [Int and Cha] 16 16
Headband of Mental Prowess +2 [Wis and Cha] 68
Headband of Mental Prowess +4 [Wis and Cha] 116
Headband of Mental Prowess +6 [Wis and Cha] 117
Headband of Mental Superiority +2 118
Headband of Mental Superiority +4 149
Headband of Mental Superiority +6 150
Headband of Vast Intelligence +2 158
Headband of Vast Intelligence +4 159
Headband of Vast Intelligence +6 160
Phylactery of Faithfulness ###
Phylactery of Negative Channeling ###
Phylactery of Positive Channeling ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL 68 ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL 116 ###
NULL 117 ###
NULL 118 ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL 149 ###
NULL 150 ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL 158 ###
NULL 159 ###
NULL 160 ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
NULL ###
Ring Shield
Amulet of Mighty Fists +1 164 Ring of Acid Resistance, Greater
Amulet of Mighty Fists +2 165 Ring of Acid Resistance, Major
Amulet of Mighty Fists +3 166 Ring of Acid Resistance, Minor
Amulet of Mighty Fists +4 167 Ring of Animal Friendship
Amulet of Mighty Fists +5 168 Ring of Blinking
Amulet of Natural Armor +1 169 Ring of Chameleon Power
Amulet of Natural Armor +2 170 Ring of Climbing
Amulet of Natural Armor +3 171 Ring of Climbing, Improved
Amulet of Natural Armor +4 172 Ring of Cold Resistance, Greater
Amulet of Natural Armor +5 173 Ring of Cold Resistance, Major
Amulet of Proof against Detection and Location 174 Ring of Cold Resistance, Minor
Amulet of the Planes 175 Ring of Counterspells
Brooch of Shielding 176 Ring of Djinni Calling
Golembane Scarab 177 Ring of Electricity Resistance, Greater
Hand of Glory 178 Ring of Electricity Resistance, Major
Hand of the Mage 179 Ring of Electricity Resistance, Minor
Medallion of Thoughts 180 Ring of Elemental Command (Air)
Necklace of Adaptation 181 Ring of Elemental Command (Earth)
Periapt of Health 182 Ring of Elemental Command (Fire)
Periapt of Proof against Poison 183 Ring of Elemental Command (Water)
Periapt of Wound Closure 184 Ring of Evasion
NULL 185 Ring of Feather Falling
NULL 186 Ring of Fire Resistance, Greater
NULL 187 Ring of Fire Resistance, Major
NULL 188 Ring of Fire Resistance, Minor
NULL 189 Ring of Force Shield
NULL 190 Ring of Freedom of Movement
NULL 191 Ring of Friend Shield
NULL 192 Ring of Invisibility
NULL 193 Ring of Jumping
NULL 194 Ring of Jumping, Improved
NULL 195 Ring of Mind Shielding
NULL 196 Ring of Protection +1
NULL 197 Ring of Protection +2
NULL 198 Ring of Protection +3
NULL 199 Ring of Protection +4
NULL 200 Ring of Protection +5
NULL 201 Ring of Regeneration
NULL 202 Ring of Shooting Stars
NULL 203 Ring of Sonic Resistance, Greater
NULL 204 Ring of Sonic Resistance, Major
NULL 205 Ring of Sonic Resistance, Minor
NULL 206 Ring of Spell Storing, Minor
NULL 207 Ring of Spell Storing
NULL 208 Ring of Spell Storing, Greater
NULL 209 Ring of Spell Turning
NULL 210 Ring of Sustenance
NULL 211 Ring of Swimming
NULL 212 Ring of Swimming, Improved
NULL 213 Ring of Telekinesis
NULL 214 Ring of the Ram
NULL 215 Ring of Three Wishes
NULL 216 Ring of Water Walking
NULL 217 Ring of Wizardry I
NULL 218 Ring of Wizardry II
NULL 219 Ring of Wizardry III
NULL 220 Ring of Wizardry IV
NULL 221 Ring of X-Ray Vision
NULL 222 Robe of Scintillating Colors
NULL 223 Robe of Stars
NULL 224 Robe of Useful Items
NULL 225 Scarab of Protection
NULL 226 Slippers of Spider Climbing
NULL 227 Vest of Escape
NULL 228 Vestment, Druid's
NULL 229 Wings of Flying
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL ### NULL
NULL 164 ### NULL
NULL 165 ### NULL
NULL 166 ### NULL
NULL 167 ### NULL
NULL 168 ### NULL
NULL 169 ### NULL
NULL 170 ### NULL
NULL 171 ### NULL
NULL 172 ### NULL
NULL 173 ### NULL
NULL 174 ### NULL
NULL 175 ### NULL
NULL 176 ### NULL
NULL 177 ### NULL
NULL 178 ### NULL
NULL 179 ### NULL
NULL 180 ### NULL
NULL 181 ### NULL
NULL 182 ### NULL
NULL 183 ### NULL
NULL 184 ### NULL
NULL 185 ### NULL
NULL 186 ### NULL
NULL 187 ### NULL
NULL 188 ### NULL
NULL 189 ### NULL
NULL 190 ### NULL
NULL 191 ### NULL
NULL 192 ### NULL
NULL 193 ### NULL
NULL 194 ### NULL
NULL 195 ### NULL
NULL 196 ### NULL
NULL 197 ### NULL
NULL 198 ### NULL
NULL 199 ### NULL
NULL 200 ### NULL
NULL 201 ### NULL
NULL 202 ### NULL
NULL 203 ### NULL
NULL 204 ### NULL
NULL 205 ### NULL
NULL 206 ### NULL
NULL 207 ### NULL
NULL 208 ### NULL
NULL 209 ### NULL
NULL 210 ### NULL
NULL 211 ### NULL
NULL 212 ### NULL
NULL 213 ### NULL
NULL 214 ### NULL
NULL 215 ### NULL
NULL 216 ### NULL
NULL 217 ### NULL
NULL 218 ### NULL
NULL 219 ### NULL
NULL 220 ### NULL
NULL 221 ### NULL
NULL 222 ### NULL
NULL 223 ### NULL
NULL 224 ### NULL
NULL 225 ### NULL
NULL 226 ### NULL
NULL 227 ### NULL
NULL 228 ### NULL
NULL 229 ### NULL
Shoulders Wrists
### NULL 80 Cape of the Mountebank 57 Bracelet of Friends
### NULL 86 Circlet of Persuasion 58 Bracers of Archery, Greater
### NULL 87 Cloak of Arachnida 59 Bracers of Archery, Lesser
### NULL 88 Cloak of the Bat 60 Bracers of Armor +1
### NULL 89 Cloak of Displacement, Major 61 Bracers of Armor +2
### NULL 90 Cloak of Displacement, Minor 62 Bracers of Armor +3
### NULL 91 Cloak of Elvenkind 63 Bracers of Armor +4
### NULL 92 Cloak of Etherealness 64 Bracers of Armor +5
### NULL 93 Cloak of the Manta Ray 65 Bracers of Armor +6
### NULL 94 Cloak of Resistance +1 66 Bracers of Armor +7
### NULL 95 Cloak of Resistance +2 67 Bracers of Armor +8
### NULL 96 Cloak of Resistance +3 106 Dimensional Shackles
### NULL 97 Cloak of Resistance +4 ### NULL
### NULL 98 Cloak of Resistance +5 ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL 57 ### NULL
### NULL ### NULL 58 ### NULL
### NULL ### NULL 59 ### NULL
### NULL ### NULL 60 ### NULL
### NULL ### NULL 61 ### NULL
### NULL ### NULL 62 ### NULL
### NULL ### NULL 63 ### NULL
### NULL ### NULL 64 ### NULL
### NULL ### NULL 65 ### NULL
### NULL ### NULL 66 ### NULL
### NULL ### NULL 67 ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL 80 ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL 86 ### NULL ### NULL
### NULL 87 ### NULL ### NULL
### NULL 88 ### NULL ### NULL
### NULL 89 ### NULL ### NULL
### NULL 90 ### NULL ### NULL
### NULL 91 ### NULL ### NULL
### NULL 92 ### NULL ### NULL
### NULL 93 ### NULL ### NULL
### NULL 94 ### NULL ### NULL
### NULL 95 ### NULL ### NULL
### NULL 96 ### NULL ### NULL
### NULL 97 ### NULL ### NULL
### NULL 98 ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL 106 ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
### NULL ### NULL ### NULL
None
17 Apparatus of the Crab
18 Bag of Holding (Type I)
19 Bag of Holding (Type II)
20 Bag of Holding (Type III)
21 Bag of Holding (Type IV)
22 Bag of Tricks (Gray)
23 Bag of Tricks (Rust)
24 Bag of Tricks (Tan)
25 Bead of Force
48 Blessed Book
49 Boat, Folding
69 Broom of Flying
17 70 Candle of Invocation (Lawful Good)
18 71 Candle of Invocation (Neutral Good)
19 72 Candle of Invocation (Chaotic Good)
20 73 Candle of Invocation (Lawful Neutral)
21 74 Candle of Invocation (Neutral)
22 75 Candle of Invocation (Chaotic Neutral)
23 76 Candle of Invocation (Lawful Evil)
24 77 Candle of Invocation (Neutral Evil)
25 78 Candle of Invocation (Chaotic Evil)
79 Candle of Truth
81 Carpet of Flying (5' x 5')
82 Carpet of Flying (5' x 10')
83 Carpet of Flying (10' x 10')
84 Chime of Interruption
85 Chime of Opening
101 Crystal Ball
102 Crystal ball with detect thoughts
103 Crystal ball with see invisibility
104 Crystal ball with telepathy
105 Crystal ball with true seeing
151 Necklace of Fireballs Type I
152 Necklace of Fireballs Type II
153 Necklace of Fireballs Type III
154 Necklace of Fireballs Type IV
155 Necklace of Fireballs Type V
156 Necklace of Fireballs Type VI
157 Necklace of Fireballs Type VII
### NULL
### NULL
### NULL
### NULL
48 ### NULL
49 ### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
69 ### NULL
70 ### NULL
71 ### NULL
72 ### NULL
73 ### NULL
74 ### NULL
75 ### NULL
76 ### NULL
77 ### NULL
78 ### NULL
79 ### NULL
### NULL
81 ### NULL
82 ### NULL
83 ### NULL
84 ### NULL
85 ### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
101 ### NULL
102 ### NULL
103 ### NULL
104 ### NULL
105 ### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
151 ### NULL
152 ### NULL
153 ### NULL
154 ### NULL
155 ### NULL
156 ### NULL
157 ### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
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### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
Skill Ability Calc Mods RaceFeat/Magic
Acrobatics Dex* 0 0 1 0 0 0 0 0 0
Appraise Int 0 0 1 0 0 0 0 0
Bluff Cha 0 0 1 0 0 0 0 0 0
Climb Str* 0 0 1 0 0 0 0 0 0 0
Craft (untrained) Int 0 0 1 0 0 0 0 0
Craft () Int 0 0 1 0 0 0 0 0
Craft () Int 0 0 1 0 0 0 0 0
Diplomacy Cha 0 0 1 0 0 0 0 0 0
Disable Device Dex* 0 0 0 0 0 0 0 0 0 0
Disguise Cha 0 0 1 0 0 0 0 0
Escape Artist Dex* 0 0 1 0 0 0 0 0 0
Fly Dex* 0 0 1 0 0 0 0 0 0 0
Handle Animal Cha 0 0 0 0 0 0 0 0
Heal Wis 0 0 1 0 0 0 0
Intimidate Cha 0 0 1 0 0 0 0 0 0
Knowledge (arcana) Int 0 0 0 0 0 0 0 0
Knowledge (dungeoneering) Int 0 0 0 0 0 0 0 0
Knowledge (engineering) Int 0 0 0 0 0 0 0 0
Knowledge (geography) Int 0 0 0 0 0 0 0 0
Knowledge (history) Int 0 0 0 0 0 0 0 0
Knowledge (local) Int 0 0 0 0 0 0 0 0
Knowledge (nature) Int 0 0 0 0 0 0 0 0
Knowledge (nobility) Int 0 0 0 0
Knowledge (planes) Int 0 0 0 0 0 0 0 0
Knowledge (religion) Int 0 0 0 0 0 0 0 0
Knowledge (spirits) Int 0 0 0 0 0 0 0 0
Linguistics Int 0 0 0 0 0 0 0 0
Perception Wis 0 0 1 0 0 0 0 0
Perform (act) Cha 0 0 1 0 0 0 0 0
Perform (comedy) Cha 0 0 1 0 0 0 0 0
Perform (dance) Cha 0 0 1 0 0 0 0 0
Perform (keyboard) Cha 0 0 1 0 0 0 0 0
Perform (oratory) Cha 0 0 1 0 0 0 0 0
Perform (percussion) Cha 0 0 1 0 0 0 0 0
Perform (string) Cha 0 0 1 0 0 0 0 0
Perform (wind) Cha 0 0 1 0 0 0 0 0
Perform (sing) Cha 0 0 1 0 0 0 0 0
Perform (ritual) Cha 0 0 1 0 0 0 0 0
Perform (untrained) Cha 0 0 1 0 0 0 0 0
Profession (untrained) Wis 0 0 0 0 0 0 0 0
Profession () Wis 0 0 0 0 0 0 0 0
Profession () Wis 0 0 0 0 0 0 0 0
Ride Dex* 0 0 1 0 0 0 0 0
Sense Motive Wis 0 0 1 0 0 0 0 0
Sleight of Hand Dex* 0 0 0 0 0 0 0 0
Spellcraft Int 0 0 0 0 0 0 0
Stealth Dex* 0 0 1 0 0 0 0 0 0 0
Survival Wis 0 0 1 0 0 0 0 0
Swim Str* 0 0 1 0 0 0 0 0 0 0
Track Wis 0 0 1 0 0 0 0 0
Trap Finding Wis 0 0 1 0 0 0 0 0
Use Magic Device Cha 0 0 0 0 0 0 0 0
#REF! #REF! 0 0 0 0 0 0 0
#REF! #REF! 0 0 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
0 Universal Mod
Magic Dex Con Int Wis Cha
0 0 0 0 0 0
0
Insert New Skills Above This Line
Weapon Cost
3 None 0
*** Custom Weapon ***
5 0 0
6 *** Unarmed Attacks ***
7 Brass Knuckles 1
8 Gauntlet 2
9 Unarmed Strike 0
10 *** Simple Light ***
11 Cestus 5
12 Dagger 2
13 Hanbo 1
14 Light Mace 5
15 Punching Dagger 2
16 Sickle 6
17 Spiked Gauntlet 5
18 Wooden Stake 0
19 *** Simple 1-Handed ***
20 Club 0
21 Heavy Mace 12
22 Mere Club 2
23 Morningstar 8
24 Shortspear 1
25 *** Simple 2-Handed ***
26 Bayonet 5
27 Longspear 5
28 Quarterstaff 0
29 Spear 2
30 *** Simple Ranged ***
31 Blowgun 2
32 Dart 0.5
33 Heavy Crossbow 50
34 Javelin 1
35 Light Crossbow 35
36 Sling 0
37 Stingchuck 0
*** Custom Simple ***
Table_Weapons
List_Weapons, List_Weapons_Martial, List_Weapons_Exotic
Armor Cost
278 None 0
*** Custom ***
280 0 0
281 *** Light armor ***
282 Armored Kilt 20
283 Padded 5
284 Leather 10
285 Rosewood 50
286 Leaf 500
287 Parade 25
288 Studded Leather 25
289 Chain Shirt 100
290 *** Medium armor ***
291 Hide 15
292 Scale Mail 50
293 Chainmail 150
294 Breastplate 200
295 *** Heavy armor ***
296 Splint Mail 200
297 Banded Mail 250
298 Half-plate 600
299 Field Plate 1200
300 Full Plate 1500
301 Stone Plate 1800
302 *** Relluk Armor Gems ***
303 *** Light Armor Gems ***
304 Agate 5
305 Opal 25
306 Milky Quartz 10
307 Carnelian 50
308 Rock Crystal 25
309 Moonstone 125
310 Rose Quartz 75
311 Garnet 375
312 *** Medium Armor Gems ***
313 Smoky Quartz 10
314 Obsidian 50
315 Rutilated Quartz 50
316 Tiger Eye 250
317 Blue Quartz 100
318 Amethyst 500
319 Rainbow Quartz 200
320 Tourmaline 1000
321 *** Heavy Armor Gems ***
322 Adventurine 250
323 Peridot 1250
324 Citrine 300
325 Topaz 1500
326 Onyx 750
327 Sapphire 3750
328 Prasiolite 2000
329 Emerald 10000
*** Custom ***
334 None 0
*** Custom ***
336 0 0
337 *** Shields ***
338 Buckler 15
339 Klar 12
340 Light Wooden Shield 3
341 Light Steel Shield 9
342 Leather Madu 30
343 Steel Madu 40
344 Heavy Wooden Shield 7
345 Heavy Steel Shield 20
346 Tower Shield 30
*** Custom ***
Table_Armor
Armor Cost
353 0
354 Armor Spikes 50
355 Armored Kilt 20
356 Deflecting 1000
357 Jarring 1000
358 Vital Guard 500
359 Gauntlet, Locked 8
360 None 0
361 Shield Spikes 10
362 Throwing Shield 50
33
Str Light
0 0
1 3
2 6
3 10
4 13
5 16
6 20
7 23
8 26
9 30
10 33
11 38
12 43
13 50
14 58
15 66
16 76
17 86
18 100
19 116
20 133
21 153
22 173
23 200
24 233
25 266
26 306
27 346
28 400
29 466
30 532
31 612
32 692
33 800
34 932
35 1064
36 1224
37 1384
38 1600
39 1864
40 2128
41 2448
42 2768
43 3200
44 3728
45 4256
46 4896
47 5536
48 6400
49 7456
50 8512
Table_Encumbrance 2
Shield Cost
MW 150
Adamantine 3000
Darkwood
Dragon Hide
Mithral
1 1150
2 4150
3 9150
4 16150
5 25150
Table_Shield_Benefit
Light
1-handed
2-handed
Double
Ranged
List_Weapon_Types
466
469
0 470
469 *** Unarmed Attacks *** 471
470 Brass Knuckles 472
471 Gauntlet 473
472 Unarmed Strike 474
473 *** Simple Light *** 475
474 Cestus 476
475 Dagger 477
476 Hanbo 478
477 Light Mace 479
478 Punching Dagger 480
479 Sickle 481
480 Spiked Gauntlet 482
481 Wooden Stake 483
482 *** Simple 1-Handed *** 484
483 Club 485
484 Heavy Mace 486
485 Mere Club 487
486 Morningstar 488
487 Shortspear 489
488 *** Simple 2-Handed *** 490
489 Bayonet 491
490 Longspear 492
491 Quarterstaff 493
492 Spear 494
493 *** Simple Ranged *** 495
494 Blowgun 496
495 Dart 497
496 Heavy Crossbow 498
497 Javelin 499
498 Light Crossbow 500
499 Sling 508
500 Stingchuck 509
510
0 511
0 512
0 513
0 514
0 515
0 516
508 *** Martial Light *** 517
509 Blade Boot 518
510 Dogslicer 519
511 Handaxe 520
512 Kukri 521
513 Light Hammer 522
514 Light Pick 523
515 Light Shield 524
516 Light Spiked Shield 525
517 Sap 526
518 Short Sword 527
519 Spiked Armor 528
520 Starknife 529
521 Switchblade Knife 530
522 Throwing Axe 531
523 War Razor 532
524 *** Martial 1-Handed *** 533
525 Battleaxe 534
526 Combat Scabbard 535
527 Flail 536
528 Heavy Pick 537
529 Heavy Shield 538
530 Heavy Spiked Shield 539
531 Klar 540
532 Longsword 541
533 Rapier 542
534 Sawtooth Sabre [1-handed] 543
535 Scimitar 544
536 Scizore 545
537 Steel Terbutje 546
538 Terbutje 547
539 Trident 548
540 Warhammer 549
541 *** Martial 2-Handed *** 550
542 Bardiche 551
543 Bastard Sword [2-handed] 552
544 Bec De Corbin 553
545 Bill 554
546 Dwarven Waraxe [2-handed] 555
547 Earth Breaker 556
548 Falchion 557
549 Glaive 558
550 Glaive-Guisarme 559
551 Greataxe 560
552 Greatclub 561
553 Greatsword 562
554 Guisarme 563
555 Halberd 564
556 Heavy Flail 565
557 Horsechopper 566
558 Lance 567
559 Lucern Hammer 568
560 Ogre Hook 569
561 Osirian Khopesh 570
562 Ranseur 577
563 Scythe 578
564 Syringe Spear 579
565 *** Martial Ranged *** 580
566 Chakram 581
567 Hunga Munga 582
568 Longbow 583
569 Pilum 584
570 Shortbow 585
586
0 587
0 588
0 589
0 590
0 591
577 *** Exotic Light *** 592
578 Aklys 593
579 Bich’hwa 594
580 Dwarven Maulaxe 595
581 Kama 596
582 Nunchaku 597
583 Pata 598
584 Rope Gauntlets 599
585 Sai 600
586 Sawtooth Sabre [Light] 601
587 Siangham 602
588 Sica 603
589 Swordbreaker Dagger 604
590 Thorn Bracer 605
591 Tri-Bladed Katar 606
592 *** Exotic 1-Handed *** 607
593 Aldori Dueling Sword 608
594 Bastard Sword [1-handed] 609
595 Battle Poi 610
596 Boggle Buzzblade 611
597 Boggle Wrench 612
598 Butterfly Knife 613
599 Dwarven Waraxe [1-handed] 614
600 Falcata 615
601 Khopesh 616
602 Leather Madu 617
603 Rhoka 618
604 Scorpion Whip 619
605 Shotel 620
606 Steel Madu 621
607 Temple Sword 622
608 Urumi 623
609 Whip 624
610 *** Exotic 2-Handed *** 625
611 Bladed Scarf 626
612 Chain Spear 627
613 Dire Flail 628
614 Double Scimitar 629
615 Dwarven Dorn-Dergar 630
616 Dwarven Urgrosh 631
617 Elven Curve Blade 632
618 Fauchard 633
619 Flambard 634
620 Flying Talon 635
621 Garrote 636
622 Gnome Hooked Hammer 637
623 Injection Spear 638
624 Mancatcher 639
625 Meteor Hammer 640
626 Orc Double Axe 641
627 Spiked Chain 642
628 Two-bladed Sword 643
629 *** Exotic Ranged *** 644
630 Boggle Crossbow 645
631 Bolas 646
632 Boomerang 647
633 Crystal Chakram 653
634 Double Crossbow 654
635 Halfling Sling Staff 655
636 Hand Crossbow 656
637 Lasso 657
638 Launching Crossbow 658
639 Net 659
640 Repeating Heavy Crossbow 660
641 Repeating Light Crossbow 661
642 Shoanti Bola 662
643 Shuriken 663
644 Sling Glove 664
645 Thorn Bow 665
646 Throwing Shield 666
647 Firearms 667
668
0 669
0 670
0 671
0 672
653 *** Natural Attacks *** 673
654 Bite 674
655 Claw 675
656 Gore 676
657 Hoof ###
658 Pincer ###
659 Rake ###
660 Slam ###
661 Sting ###
662 Tail Slap ###
663 Talon ###
664 Tentacle ###
665 Trample ###
666 Wing ###
667 Bite, Barbarian Animal Fury ###
668 Bite, tengu ###
669 Crystal, relluk ###
670 Midclaw, entobian ###
671 Tongue lash, mogogol ###
672 *** Magical Attacks *** ###
673 Alchemist Bomb ###
674 Feral Mutagen Bite ###
675 Feral Mutagen Claw ###
676 Ray ###
List_Weapon_Feats, List_Weapon_Prof_Exotic, List_Weapon_Prof_Martial
Proficiency
Cost Exotic
1
0 0 0
0 0 0 0
1
1 Light
1 Light
1 Light
1
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1
1 1-handed
1 1-handed
1 1-handed
1 1-handed
1 1-handed
1
1 2-handed
1 2-handed
1 2-handed
1 2-handed
1
1 Ranged
1 Ranged
1 Ranged
1 Ranged
1 Ranged
1 Ranged
1 Ranged
1
1
1
1
1
1
1
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1 1-handed
1 1-handed
1 1-handed
1 1-handed
1 1-handed
1 1-handed
1 1-handed
1 1-handed
1
1 2-handed
1 2-handed
1 2-handed
1 2-handed
1 2-handed
1 2-handed
1 2-handed
1 2-handed
1 2-handed
1 2-handed
1 2-handed
1 2-handed
1 2-handed
1 2-handed
1 2-handed
1 2-handed
1 2-handed
1 2-handed
1 2-handed
1 2-handed
1 2-handed
1 2-handed
1 2-handed
1
1 Ranged
1 Ranged
1 Ranged
1 Ranged
1 Ranged
1 Ranged
1 Ranged
1 Ranged
1 Ranged
1 Ranged
1 Ranged
1 Ranged
1 Ranged
1 Ranged
1 Ranged
1 Ranged
1 Ranged
1
1
1
1
1
1
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1
1 1-handed
1 1-handed
1 1-handed
0 1 1-handed
0 1 1-handed
1 1-handed
0 1 1-handed
1 1-handed
1 1-handed
1 1-handed
1 1-handed
1 1-handed
1 1-handed
1 1-handed
1 1-handed
1 1-handed
1 1-handed
1
1 2-handed
1 2-handed
1 2-handed
1 2-handed
1 2-handed
0 1 2-handed
0 1 2-handed
0 1 2-handed
1 2-handed
1 2-handed
1 2-handed
1 2-handed
0 1 2-handed
0 1 2-handed
1 2-handed
1 2-handed
1 2-handed
0 1 2-handed
1 2-handed
1 2-handed
1
0 1 Ranged
1 Ranged
1 Ranged
1 Ranged
1 Ranged
0 1 Ranged
1 Ranged
1 Ranged
1 Ranged
1 Ranged
1 Ranged
1 Ranged
1 Ranged
1 Ranged
1 Ranged
1 Ranged
1 Ranged
1
1 Ranged
1 Ranged
1 Ranged
1 Ranged
1 Ranged
1 Ranged
1
1
1
1
1
1
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1 Light
1
1 Ranged
1 Light
1 Light
1 Ranged
Proficiency Armor/Shield Bonus Maximum Dex Bonus Armor Check Penalty
― 0 50 0
0 0 0 0
Light 1 6 0
Light 1 8 0
Light 2 6 0
Light 2 6 0
Light 3 5 0
Light 3 5 -1
Light 3 5 -1
Light 4 4 -2
Medium 4 4 -3
Medium 5 3 -4
Medium 6 2 -5
Medium 6 3 -4
Heavy 7 0 -7
Heavy 7 1 -6
Heavy 8 0 -7
Heavy 7 1 -5
Heavy 9 1 -6
Heavy 9 1 -6
Light 1 8 0
Light 1 8 0
Light 2 6 0
Light 2 6 0
Light 3 5 -1
Light 3 5 0
Light 4 4 -2
Light 4 4 -1
Medium 4 4 -3
Medium 4 4 -2
Medium 5 3 -4
Medium 5 3 -3
Medium 6 2 -5
Medium 6 2 -4
Medium 6 3 -4
Medium 6 3 -3
Heavy 7 0 -7
Heavy 7 0 -6
Heavy 7 1 -6
Heavy 7 1 -5
Heavy 8 0 -7
Heavy 8 0 -6
Heavy 9 1 -6
Heavy 9 1 -5
0 0 50 0
Shield 0 0 0
Shield 1 — -1
Shield 1 — -1
Shield 1 — -1
Shield 1 — -1
Shield 1 — -2
Shield 1 — -2
Shield 2 — -2
Shield 2 — -2
Tower Shield 4 2 -10
— — —
— — —
— — —
— — —
— — —
— — special
— — —
— — —
66 100
Med Heavy Encumbrance
0 0
6 10
13 20
20 30
26 40
33 50
40 60
46 70
53 80
60 90
66 100
76 115
86 130
100 150
116 175
133 200
153 230
173 260
200 300
233 350
266 400
306 460
346 520
400 600
466 700
533 800
613 920
693 1040
800 1200
933 1400
1064 1600
1224 1840
1384 2080
1600 2400
1864 2800
2132 3200
2452 3680
2772 4160
3200 4800
3732 5600
4256 6400
4896 7360
5536 8320
6400 9600
7456 11200
8528 12800
9808 14720
11088 16640
12800 19200
14928 22400
17024 25600
3 4
*** Unarmed Attacks ***
Brass Knuckles
Gauntlet
Unarmed Strike
*** Simple Light ***
Cestus
Dagger
Hanbo
Light Mace
Punching Dagger
Sickle
Spiked Gauntlet
Wooden Stake
*** Simple 1-Handed ***
Club
Heavy Mace
Mere Club
Morningstar
Shortspear
*** Simple 2-Handed ***
Bayonet
Longspear
Quarterstaff
Spear
*** Simple Ranged ***
Blowgun
Dart
Heavy Crossbow
Javelin
Light Crossbow
Sling
Stingchuck
*** Martial Light ***
Blade Boot
Dogslicer
Handaxe
Kukri
Light Hammer
Light Pick
Light Shield
Light Spiked Shield
Sap
Short Sword
Spiked Armor
Starknife
Switchblade Knife
Throwing Axe
War Razor
*** Martial 1-Handed ***
Battleaxe
Combat Scabbard
Flail
Heavy Pick
Heavy Shield
Heavy Spiked Shield
Klar
Longsword
Rapier
Sawtooth Sabre [1-handed]
Scimitar
Scizore
Steel Terbutje
Terbutje
Trident
Warhammer
*** Martial 2-Handed ***
Bardiche
Bastard Sword [2-handed]
Bec De Corbin
Bill
Dwarven Waraxe [2-handed]
Earth Breaker
Falchion
Glaive
Glaive-Guisarme
Greataxe
Greatclub
Greatsword
Guisarme
Halberd
Heavy Flail
Horsechopper
Lance
Lucern Hammer
Ogre Hook
Osirian Khopesh
Ranseur
Scythe
Syringe Spear
*** Martial Ranged ***
Chakram
Hunga Munga
Longbow
Pilum
Shortbow
*** Exotic Light ***
Aklys
Bich’hwa
Dwarven Maulaxe
Kama
Nunchaku
Pata
Rope Gauntlets
Sai
Sawtooth Sabre [Light]
Siangham
Sica
Swordbreaker Dagger
Thorn Bracer
Tri-Bladed Katar
*** Exotic 1-Handed ***
Aldori Dueling Sword
Bastard Sword [1-handed]
Battle Poi
Boggle Buzzblade
Boggle Wrench
Butterfly Knife
Dwarven Waraxe [1-handed]
Falcata
Khopesh
Leather Madu
Rhoka
Scorpion Whip
Shotel
Steel Madu
Temple Sword
Urumi
Whip
*** Exotic 2-Handed ***
Bladed Scarf
Chain Spear
Dire Flail
Double Scimitar
Dwarven Dorn-Dergar
Dwarven Urgrosh
Elven Curve Blade
Fauchard
Flambard
Flying Talon
Garrote
Gnome Hooked Hammer
Injection Spear
Mancatcher
Meteor Hammer
Orc Double Axe
Spiked Chain
Two-bladed Sword
*** Exotic Ranged ***
Boggle Crossbow
Bolas
Boomerang
Crystal Chakram
Double Crossbow
Halfling Sling Staff
Hand Crossbow
Lasso
Launching Crossbow
Net
Repeating Heavy Crossbow
Repeating Light Crossbow
Shoanti Bola
Shuriken
Sling Glove
Thorn Bow
Throwing Shield
Firearms
*** Natural Attacks ***
Bite
Claw
Gore
Hoof
Pincer
Rake
Slam
Sting
Tail Slap
Talon
Tentacle
Trample
Wing
Bite, Barbarian Animal Fury
Bite, tengu
Crystal, relluk
Midclaw, entobian
Tongue lash, mogogol
*** Magical Attacks ***
Alchemist Bomb
Feral Mutagen Bite
Feral Mutagen Claw
Ray
NULL
NULL
NULL
NULL
NULL
NULL
NULL
NULL
NULL
NULL
NULL
NULL
NULL
NULL
NULL
NULL
NULL
NULL
NULL
NULL
Damage
Hands Diminutive
0 0 0 0 0
1 0 0 1 1d2
1 0 0 1 1d2
1 0 0 1 1d2
1 0 1 1d2 1d3
1 0 1 1d2 1d3
1 1 1d2 1d3 1d4
1 1 1d2 1d3 1d4
1 0 1 1d2 1d3
1 1 1d2 1d3 1d4
1 0 1 1d2 1d3
1 0 1 1d2 1d3
1 0 0 0 1
1 0 1 1d2 1d3
1 1d3 1d4 1d6 1d8
1 1 1d2 1d3 1d4
1 1d2 1d3 1d4 1d6
1 0 1 1d2 1d3
1 0 1 1d2 1d3
1 0 1 1d2 1d3
1 1 1d2 1d3 1d4
1 1 1d2 1d3 1d4
1 0 1 1d2 1d3
1 0 1 1d2 1d3
1 0 1 1d2 1d3
1 0 0 1 1d2
1 0 1 1d2 1d3
1 1 1d2 1d3 1d4
1 1 1d2 1d3 1d4
1 1 1d2 1d3 1d4
1 0 1 1d2 1d3
1
2
1
1
2
2
0 No No 0
0 No No 10 PCCS
0.05 No No 10 PRPG
0.1 No No 15 PRPG
0.1 No No 15 AA
0.15 No No 10 AA
0.15 No No 20 AA
0.15 No No 20 PRPG
0.2 No No 25 PRPG
0.05 No No 7 RR
0.05 No No 7 RR
0.1 No No 10 RR
0.1 No No 10 RR
0.15 No No 15 RR
0.15 No No 15 RR
0.2 No No 20 RR
0.2 No No 20 RR
0.2 Yes No 20 RR
0.2 Yes No 20 RR
0.25 Yes No 25 RR
0.25 Yes No 25 RR
0.3 Yes No 30 RR
0.3 Yes No 30 RR
0.25 Yes No 25 RR
0.25 Yes No 25 RR
0 No No 0
0 No No 0
0.05 No No 5 PRPG
0.05 No No 6 AA
0.05 No No 5 PRPG
0.05 No No 6 PRPG
0.05 No No 5 AA
0.05 No No 6 AA
0.15 No No 10 PRPG
0.15 No No 15 PRPG
0.5 No No 45 PRPG
0
33
469 *** Unarmed Attacks ***
470 Brass Knuckles
469 471 Gauntlet
470 472 Unarmed Strike
471 473 *** Simple Light ***
472 474 Cestus
473 475 Dagger
474 476 Hanbo
475 477 Light Mace
476 478 Punching Dagger
477 479 Sickle
478 480 Spiked Gauntlet
479 481 Wooden Stake
480 482 *** Simple 1-Handed ***
481 483 Club
482 484 Heavy Mace
483 485 Mere Club
484 486 Morningstar
485 487 Shortspear
486 488 *** Simple 2-Handed ***
487 489 Bayonet
488 490 Longspear
489 491 Quarterstaff
490 492 Spear
491 493 *** Simple Ranged ***
492 494 Blowgun
493 495 Dart
494 496 Heavy Crossbow
495 497 Javelin
496 498 Light Crossbow
497 499 Sling
498 500 Stingchuck
499 501
500 673 Alchemist Bomb
501 674 Feral Mutagen Bite
675 Feral Mutagen Claw
676 Ray
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
### NULL
673 ### NULL
674 ### NULL
675 ### NULL
676 ### NULL
1d3
1d3
1d3
1d4
1d4
1d6
1d6
1d4
1d6
1d4
1d4
1d6
1d8
1d4
1d8
1d6
1d6
1d8
1d6
1d8
1d2
1d4
1d10
1d6
1d8
1d4
1d4
1d4
1d6
1d6
1d4
1d4
1d4
1d3
1d4
1d6
1d6
1d6
1d4
1d6
1d6
1d8
1d6
1d10
1d8
1d8
1d8
1d8
1d10
1d10
1d10
1d8
1d10
2d6
2d4
1d10
1d10
1d12
1d10
2d6
2d4
1d10
1d10
1d10
1d8
1d12
1d10
1d10
2d4
2d4
1d8
1d8
1d6
1d8
1d8
1d8
1d8
1d8
1d8
1d8
1d8
1d6
1d6
1d6
1d6
1d6
1d6
1d6
1d6
1d4
1d6
1d6
1d6
1d6
1d4
1d4
1d8
1d6
1d6
1d4
1d6
1d4
1d8
1d10
1d4
1d10
1d8
1d4
1d10
1d8
1d8
1d4
1d8
1d4
1d8
1d4
1d8
1d8
1d3
1d6
1d4
1d8
1d6
1d10
1d6
1d8
1d10
1d10
1d10
1d4
1d6
1d8
1d6
1d8
1d2
1d8
1d8
2d4
1d8
1d6
1d4
1d6
1d6
1d8
1d8
1d4
1d10
1d8
1d4
1d2
1d4
1d6
1d6
2d6
1d8
1d6
1d6
1d8
3d6
1d6
1d4
1d6
1d4
1d6
1d4
1d4
1d4
1d6
1d4
1d4
1d6
1d4
1d4
1d3
1d8
1d6
1d6
1d3
0d6+0
1d8
1d6
Special
acid resistance 5
acid resistance 10
fire resistance 5
fire resistance 10
electricity resistance 5
electricity resistance 10
cold resistance 5 and sonic resistance 5
cold resistance 10 and sonic resistance 10
Special
B/S melee attack that misses by 5 or less grants +1 Circumstance bonus on next melee attack vs. that foe if made w/in 1 rnd
foe that makes Power Attack and misses by 5 or less may be sickened until end of next turn (Fort DC 10+Power Attack bonus d
treat armor bonus as +2 higher for crit confirmation roll
Critical
Large Threat Enh. Threat Multiplier Range Weight
0 0
- - - - 0 0 2 0 0
20 19-20 2 20 5
20 19-20 3 90 9
20 19-20 2 60 4
20 19-20 2 60 5
19-20 17-20 3 150 8
20 19-20 2 30 8
0.15
0.15
0.15
0.15
0.15
0.1
0.1
0.1
0.1
0.1
0.08
0.08
0.08
0.08
0.08
0.2
0.2
0.2
0.2
0.2
0.5
0.5
0.5
0.5
0.5
0.5
0
0
0
0
0
0
Light 1
Medium 2
Heavy 3
Table_Armor_Cat
0
508 *** Martial Light *** 577
509 Blade Boot 578
510 Dogslicer 579
511 Handaxe 580
512 Kukri 581
513 Light Hammer 582
514 Light Pick 583
515 Light Shield 584
516 Light Spiked Shield 585
517 Sap 586
518 Short Sword 587
519 Spiked Armor 588
520 Starknife 589
521 Switchblade Knife 590
522 Throwing Axe 591
523 War Razor 592
524 *** Martial 1-Handed *** 593
525 Battleaxe 594
526 Combat Scabbard 595
527 Flail 596
528 Heavy Pick 597
529 Heavy Shield 598
530 Heavy Spiked Shield 599
531 Klar 600
532 Longsword 601
533 Rapier 602
534 Sawtooth Sabre [1-handed] 603
535 Scimitar 604
536 Scizore 605
537 Steel Terbutje 606
538 Terbutje 607
539 Trident 608
540 Warhammer 609
541 *** Martial 2-Handed *** 610
542 Bardiche 611
543 Bastard Sword [2-handed] 612
544 Bec De Corbin 613
545 Bill 614
546 Dwarven Waraxe [2-handed] 615
547 Earth Breaker 616
548 Falchion 617
508 549 Glaive 618
509 550 Glaive-Guisarme 619
510 551 Greataxe 620
511 552 Greatclub 621
512 553 Greatsword 622
513 554 Guisarme 623
514 555 Halberd 624
515 556 Heavy Flail 625
516 557 Horsechopper 626
517 558 Lance 627
518 559 Lucern Hammer 628
519 560 Ogre Hook 629
520 561 Osirian Khopesh 630
521 562 Ranseur 631
522 563 Scythe 632
523 564 Syringe Spear 633
524 565 *** Martial Ranged *** 634
525 566 Chakram 635
526 567 Hunga Munga 636
527 568 Longbow 637
528 569 Pilum 638
529 570 Shortbow 639
530 571 640
531 577 *** Exotic Light *** 641
532 578 Aklys 642
533 579 Bich’hwa 643
534 580 Dwarven Maulaxe 644
535 581 Kama 645
536 582 Nunchaku 646
537 583 Pata 647
538 584 Rope Gauntlets 648
539 585 Sai 653
540 586 Sawtooth Sabre [Light] 654
541 587 Siangham 655
542 ### NULL 656
543 ### NULL 657
544 ### NULL 658
545 ### NULL 659
546 ### NULL 660
547 ### NULL ###
548 ### NULL ###
549 ### NULL ###
550 ### NULL ###
551 ### NULL ###
552 ### NULL ###
553 ### NULL ###
554 ### NULL ###
555 ### NULL ###
556 ### NULL ###
557 ### NULL ###
558 ### NULL ###
559 ### NULL ###
560 ### NULL ###
561 ### NULL ###
562 ### NULL ###
563 ### NULL ###
564 ### NULL ###
565 ### NULL ###
566 ### NULL ###
567 ### NULL ###
568 ### NULL ###
569 ### NULL ###
570 ### NULL ###
571 ### NULL ###
### NULL ###
### NULL ###
### NULL ###
### NULL ###
### NULL ###
577 ### NULL 577 ###
578 ### NULL 578 ###
579 ### NULL 579 ###
580 ### NULL 580 ###
581 ### NULL 581 ###
582 ### NULL 582 ###
583 ### NULL 583 ###
584 ### NULL 584 ###
585 ### NULL 585 ###
586 ### NULL 586 ###
587 ### NULL 587 ###
### NULL 588 ###
### NULL 589 ###
### NULL 590 ###
### NULL 591 ###
### NULL 592 ###
### NULL 593 ###
### NULL 594 ###
### NULL 595 ###
### NULL 596 ###
### NULL 597 ###
### NULL 598 ###
### NULL 599 ###
### NULL 600 ###
### NULL 601 ###
### NULL 602 ###
### NULL 603 ###
### NULL 604 ###
### NULL 605 ###
### NULL 606 ###
### NULL 607 ###
### NULL 608 ###
### NULL 609 ###
### NULL 610 ###
### NULL 611 ###
### NULL 612 ###
### NULL 613 ###
### NULL 614 ###
### NULL 615 ###
### NULL 616 ###
### NULL 617 ###
### NULL 618 ###
### NULL 619 ###
### NULL 620 ###
### NULL 621 ###
### NULL 622 ###
### NULL 623 ###
### NULL 624 ###
### NULL 625 ###
### NULL 626 ###
### NULL 627 ###
### NULL 628 ###
### NULL 629 ###
### NULL 630 ###
### NULL 631 ###
### NULL 632 ###
### NULL 633 ###
### NULL 634 ###
### NULL 635 ###
### NULL 636 ###
### NULL 637 ###
### NULL 638 ###
### NULL 639 ###
### NULL 640 ###
### NULL 641 ###
### NULL 642 ###
### NULL 643 ###
### NULL 644 ###
### NULL 645 ###
### NULL 646 ###
### NULL 647 ###
### NULL 648 ###
### NULL ###
### NULL ###
### NULL ###
### NULL ###
### NULL 653 ###
### NULL 654 ###
### NULL 655 ###
### NULL 656 ###
### NULL 657 ###
### NULL 658 ###
### NULL 659 ###
### NULL 660 ###
### NULL ###
### NULL ###
### NULL ###
### NULL ###
### NULL ###
### NULL ###
### NULL ###
### NULL ###
### NULL ###
### NULL ###
### NULL ###
### NULL ###
### NULL ###
### NULL ###
### NULL ###
### NULL ###
Type
B
B
B
B
P or S
B
B
P
S
P
P
B
B
B or P
B and P
P
P
P
B
P
P
P
P
P
P
B
B
P
S
S
S
B
P
B
P
B
P
P
P
P
S
S
S
S
B
P
B
P
S
S
P
S
S
P
S
S
P
B
S
S
B or P
S
S
B
S
S
S
S
B
S
S
P or S
B
P or S
P
B or P
P
S
P
P or S
S
S
P
P
P
P
P
P
P
P
P
P
P
P
P
P
P
P
B
P or S
B or S
S
B
P
B or S
B
S
P
S
S
P
P
S
S
Fire
S
B
P or S
S
S
S
P
S
S
P
P
S
S
S
S
S
B
S
B
P
S
S
S
S
S
S
B
P
P
P
B
S
P
S
P
B
B
S
P
B
P
—
—
—
P
P
B
P
B
P
B
B and P
B and P
B and P
B and P
B and P
B and P
All
B and S
P
B
B
S
B
P
B
S
B
B
B
All
All
P
B and S
B
S
fire
All
B and S
Magical
278
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
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
#VALUE!
#VALUE!
#VALUE!
#VALUE!
#VALUE!
334
336
337
338
339
340
341
342
343
344
345
346
#VALUE!
#VALUE!
#VALUE!
#VALUE!
#VALUE!
354
355
356
357
358
359
361
362
*** Exotic Light ***
Aklys
Bich’hwa
Dwarven Maulaxe
Kama
Nunchaku
Pata
Rope Gauntlets
Sai
Sawtooth Sabre [Light]
Siangham
Sica
Swordbreaker Dagger
Thorn Bracer
Tri-Bladed Katar
*** Exotic 1-Handed ***
Aldori Dueling Sword
Bastard Sword [1-handed]
Battle Poi
Boggle Buzzblade
Boggle Wrench
Butterfly Knife
Dwarven Waraxe [1-handed]
Falcata
Khopesh
Leather Madu
Rhoka
Scorpion Whip
Shotel
Steel Madu
Temple Sword
Urumi
Whip
*** Exotic 2-Handed ***
Bladed Scarf
Chain Spear
Dire Flail
Double Scimitar
Dwarven Dorn-Dergar
Dwarven Urgrosh
Elven Curve Blade
Fauchard
Flambard
Flying Talon
Garrote
Gnome Hooked Hammer
Injection Spear
Mancatcher
Meteor Hammer
Orc Double Axe
Spiked Chain
Two-bladed Sword
*** Exotic Ranged ***
Boggle Crossbow
Bolas
Boomerang
Crystal Chakram
Double Crossbow
Halfling Sling Staff
Hand Crossbow
Lasso
Launching Crossbow
Net
Repeating Heavy Crossbow
Repeating Light Crossbow
Shoanti Bola
Shuriken
Sling Glove
Thorn Bow
Throwing Shield
Firearms
0 0 0
— 1 1
— 1 1
nonlethal, provokes AoO 1 1
monk 0 1
— 0 1
monk, trip 0 1
— 0 1
— 0 1
trip 0 1
— 0 1
— 0 1
— 0 0
— 0 0
— 0 0
— 0 0
— 0 0
— 0 0
brace, reach 0 0
double, monk 0 0
brace 0 0
— 0 0
— 0 0
— 0 0
— 0 0
— 0 0
— 0 0
splash, nauseate (Fort D 11 negs) 0 0
0
0
0
0
0
— 0 1
— 0 1
— 0 1
— 0 1
— 0 1
— 0 1
— 0 1
— 0 1
nonlethal 0 1
— 0 1
— 0 1
— 0 1
— 0 1
— 0 1
— 0 1
— 0 0
— 0 0
disarm, trip 0 0
— 0 0
— 0 0
— 0 0
— 0 0
— 0 0
— 0 1
— 0 0
— 0 0
Attack at -1, +1 Shield bonus 0 0
— 0 0
Broken on roll of 1 0 0
brace 0 0
— 0 0
0
0
0
0
trip 0 1
+2 CMD vs. disarm, monk 0 1
— 0 1
monk, trip 0 1
disarm, monk 0 1
+10 CMD vs. disarm 0 1
— 0 1
disarm, monk 0 1
— 0 1
monk 0 1
Attack vs. buckler, light/heavy shield at +1 0 1
disarm, sunder (+4 vs. bladed weapons) 0 1
— 0 1
— 0 1
— 0 1
— 0 0
— 0 0
— 0 0
disarm, trip 0 0
open as free action 0 0
— 0 0
— 0 0
trip 0 0
Fight Defensively at -2, Combat Expertise +1 0 0
— 0 0
disarm, reach, trip 0 0
Attack vs. buckler, light/heavy shield at +1 0 0
— 0 0
monk, trip 0 0
half dmg from sunder 0 0
disarm, nonlethal, reach, trip 0 1
disarm, trip, 1d4 dmg to grappler 0 1
trip 0 1
disarm, double, trip 0 0
double 0 0
reach 0 0
brace, double 0 0
brace, double 0 0
— 0 1
reach, trip 0 0
sunder (+4 vs. wooden weapons), trip 0 0
trip 0 1
grapple (choke) 0 1
double, trip 0 0
double, trip 0 0
injection 0 0
grapple, reach 0 0
double or reach and +1 AC, trip (drag) 0 0
double 0 0
disarm, trip 0 1
double 0 0
— 0 0
nonlethal, trip 0 0
— 0 0
— 0 0
Fires 2 bolts, but attack at -8 0 0
— 0 0
— 0 0
— 0 0
— 0 0
— 0 0
— 0 0
— 0 0
— 0 0
monk 0 0
— 0 0
— 0 0
trip 0 0
Shots: 1 0 0
Shots: 1 0 0
Shots: 1 0 0
Shots: 5 0 0
Shots: 1 0 0
Shots: 2 0 0
0
0
0
0
natural 1 1
natural 1 1
natural 1 1
natural 1 1
natural 1 1
natural 1 1
natural 1 1
natural 1 1
natural 1 1
natural 1 1
natural 1 1
natural 1 1
natural 1 1
natural 0 1
natural 0 1
natural 0 1
natural 0 1
natural 0 1
disarm, natural, nonlethal, reach, trip 0 1
alchemical 0 0
natural 0 1
natural 0 1
1 1
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
Bleed 1d6 rnds
None
0
*** Light armor ***
Armored Kilt
Padded
Leather
Rosewood
Leaf
Parade
Studded Leather
Chain Shirt
*** Medium armor ***
Hide
Scale Mail
Chainmail
Breastplate
*** Heavy armor ***
Splint Mail
Banded Mail
Half-plate
Field Plate
Full Plate
Stone Plate
*** Relluk Armor Gems ***
*** Light Armor Gems ***
Agate
Opal
Milky Quartz
Carnelian
Rock Crystal
Moonstone
Rose Quartz
Garnet
*** Medium Armor Gems ***
Smoky Quartz
Obsidian
Rutilated Quartz
Tiger Eye
Blue Quartz
Amethyst
Rainbow Quartz
Tourmaline
*** Heavy Armor Gems ***
Adventurine
Peridot
Citrine
Topaz
Onyx
Sapphire
Prasiolite
Emerald
NULL
NULL
NULL
NULL
NULL List_Armor
None
0
*** Shields ***
Buckler
Klar
Light Wooden Shield
Light Steel Shield
Leather Madu
Steel Madu
Heavy Wooden Shield
Heavy Steel Shield
Tower Shield
NULL
NULL
NULL
NULL
NULL List_Shields
Armor Spikes
Armored Kilt
Deflecting
Jarring
Vital Guard
Gauntlet, Locked
Shield Spikes
Throwing Shield
Attack Damage Group
3
NULL 5
0 NULL 6
*** Unarmed Attacks *** 7
Close AA Brass Knuckles 8
Close PRPG Gauntlet 9
Close, Monk, Natural PRPG Unarmed Strike 10
*** Simple Light *** 11
Close, Monk AA Cestus 12
Blades [Light], Thrown PRPG Dagger 13
Hammers, Monk AA Hanbo 14
Hammers PRPG Light Mace 15
Close PRPG Punching Dagger 16
Blades [Light] PRPG Sickle 17
Close PRPG Spiked Gauntlet 18
Thrown AA Wooden Stake 19
*** Simple 1-Handed *** 20
Hammers, Thrown PRPG Club 21
Hammers PRPG Heavy Mace 22
Hammers AA Mere Club 23
Flails PRPG Morningstar 24
Spears, Thrown PRPG Shortspear 25
*** Simple 2-Handed *** 26
Spears AA Bayonet 27
Spears PRPG Longspear 28
Double, Monk PRPG Quarterstaff 29
Spears, Thrown PRPG Spear 30
*** Simple Ranged *** 31
None PRPG Blowgun 32
Thrown PRPG Dart 33
Crossbows PRPG Heavy Crossbow 34
Spears, Thrown PRPG Javelin 35
Crossbows PRPG Light Crossbow 36
Thrown PRPG Sling 37
Thrown AA Stingchuck 45
NULL 46
NULL 47
NULL 48
NULL 49
NULL 50
NULL 51
NULL 52
*** Martial Light *** 53
Close AA Blade Boot 54
Blades [Light] AA Dogslicer 55
Axes PRPG Handaxe 56
Blades [Light] PRPG Kukri 57
Hammers, Thrown PRPG Light Hammer 58
Axes PRPG Light Pick 59
Close PRPG Light Shield 60
Close PRPG Light Spiked Shield 61
Close PRPG Sap 62
Blades [Light] PRPG Short Sword 63
Close PRPG Spiked Armor 64
Blades [Light], Thrown PRPG Starknife 65
Blades [Light] AA Switchblade Knife 66
Axes, Thrown PRPG Throwing Axe 67
Blades [Light] AA War Razor 68
*** Martial 1-Handed *** 69
Axes PRPG Battleaxe 70
Blades [Light] AA Combat Scabbard 71
Flails PRPG Flail 72
Axes PRPG Heavy Pick 73
Close PRPG Heavy Shield 74
Close PRPG Heavy Spiked Shield 75
Close AA Klar 76
Blades [Heavy] PRPG Longsword 77
Blades [Light] PRPG Rapier 78
Blades [Light] AA Sawtooth Sabre [1-handed] 79
Blades [Heavy] PRPG Scimitar 80
Blades [Heavy] AA Scizore 81
Blades [Heavy] AA Steel Terbutje 82
Blades [Heavy] AA Terbutje 83
Spears, Thrown PRPG Trident 84
Hammers PRPG Warhammer 85
*** Martial 2-Handed *** 86
Pole Arms AA Bardiche 87
Blades [Heavy] PRPG Bastard Sword [2-handed] 88
Pole Arms AA Bec De Corbin 89
Pole Arms AA Bill 90
Axes PRPG Dwarven Waraxe [2-handed] 91
Hammers AA Earth Breaker 92
Blades [Heavy] PRPG Falchion 93
Pole Arms PRPG Glaive 94
Pole Arms AA Glaive-Guisarme 95
Axes PRPG Greataxe 96
Hammers PRPG Greatclub 97
Blades [Heavy] PRPG Greatsword 98
Pole Arms PRPG Guisarme 99
Pole Arms PRPG Halberd 100
Flails PRPG Heavy Flail 101
Pole Arms PRPG Horsechopper 102
Spears PRPG Lance 103
Pole Arms AA Lucern Hammer 104
Close AA Ogre Hook 105
Blades [Heavy] PRPG Osirian Khopesh 106
Pole Arms PRPG Ranseur 107
Blades [Heavy] PRPG Scythe 108
Spears AA Syringe Spear 109
*** Martial Ranged *** 110
Thrown AA Chakram 111
Thrown AA Hunga Munga 112
0 0 Bows PRPG Longbow 113
Bows PRPG NULL 114
Bows PRPG NULL 115
Bows PRPG NULL 116
Bows PRPG NULL 117
Bows PRPG NULL 118
Bows PRPG NULL 119
Thrown AA Pilum 126
0 0 Bows PRPG Shortbow 127
Bows PRPG NULL 128
Bows PRPG NULL 129
Bows PRPG NULL 130
Bows PRPG NULL 131
Bows PRPG NULL 132
Bows PRPG NULL 133
NULL 134
NULL 135
NULL 136
NULL 137
NULL 138
139
*** Exotic Light *** 140
Hammer, Thrown AA Aklys 141
Blades [Light], Monk PCCS Bich’hwa 142
Axes, Hammers, Thrown AA Dwarven Maulaxe 143
Blades [Light], Monk PRPG Kama 144
Flails, Monk PRPG Nunchaku 145
Blades [Light] PCCS Pata 146
Close AA Rope Gauntlets 147
Monk PRPG Sai 148
Blades [Light] AA Sawtooth Sabre [Light] 149
Monk PRPG Siangham 150
Blades [Light] AA Sica 151
Blades [Light] AA Swordbreaker Dagger 152
Close PCCS Thorn Bracer 153
Blades [Light] PCCS Tri-Bladed Katar 154
*** Exotic 1-Handed *** 155
Blades [Heavy] AA Aldori Dueling Sword 156
Blades [Heavy] PRPG Bastard Sword [1-handed] 157
Flails AA Battle Poi 158
Blades [Heavy] RR Boggle Buzzblade 159
Hammers RR Boggle Wrench 160
Blades [Light] AA Butterfly Knife 161
Axes PRPG Dwarven Waraxe [1-handed] 162
Blades [Heavy] AA Falcata 163
Blades [Heavy] AA Khopesh 164
Close AA Leather Madu 165
Blades [Heavy] AA Rhoka 166
Flails AA Scorpion Whip 167
Blades [Heavy] AA Shotel 168
Close AA Steel Madu 169
Blades [Heavy], Monk AA Temple Sword 170
Flails AA Urumi 171
Flails PRPG Whip 172
*** Exotic 2-Handed *** 173
Flails AA Bladed Scarf 174
Flails AA Chain Spear 175
Double, Flails PRPG Dire Flail 176
Blades [Heavy], Double Custom Double Scimitar 177
Flails DoG Dwarven Dorn-Dergar 178
Double PRPG Dwarven Urgrosh 179
Double PRPG NULL 180
Blades [Heavy] PRPG Elven Curve Blade 181
Pole Arms CHR Fauchard 182
Blades [Heavy] CHR Flambard 183
Flails AA Flying Talon 184
Close AA Garrote 185
Double PRPG Gnome Hooked Hammer 186
Double PRPG NULL 187
Spears CHR Injection Spear 188
Pole Arms AA Mancatcher 189
Flails AA Meteor Hammer 190
Axes, Double PRPG Orc Double Axe 191
Flails PRPG Spiked Chain 192
Blades [Heavy], Double PRPG Two-bladed Sword 193
*** Exotic Ranged *** 194
Crossbows RR Boggle Crossbow 195
Thrown PRPG Bolas 196
Thrown AA Boomerang 197
Thrown CHR Crystal Chakram 198
Crossbows AA Double Crossbow 199
Thrown PRPG Halfling Sling Staff 200
Crossbows PRPG Hand Crossbow 201
Thrown AA Lasso 202
Crossbows AA Launching Crossbow 203
Thrown PRPG Net 204
Crossbows PRPG Repeating Heavy Crossbow 210
Crossbows PRPG Repeating Light Crossbow 211
Thrown AA Shoanti Bola 212
Monk, Thrown PRPG Shuriken 213
Thrown AA Sling Glove 214
Bows PCCS Thorn Bow 215
Thrown AA Throwing Shield 216
Firearms 217
Firearms PCCS NULL 218
Firearms PCCS NULL 219
Firearms PCCS NULL 220
Firearms PCCS NULL 221
Firearms PCCS NULL 222
Firearms PCCS NULL 223
NULL 224
NULL 225
NULL 226
NULL 227
NULL 228
*** Natural Attacks *** 229
Natural PRPG Bite 230
Natural PRPG Claw 231
Natural PRPG Gore 232
Natural PRPG Hoof 233
Natural PRPG Pincer 234
Natural PRPG Rake ###
Natural PRPG Slam ###
Natural PRPG Sting ###
Natural PRPG Tail Slap ###
Natural PRPG Talon ###
Natural PRPG Tentacle ###
Natural PRPG Trample ###
Natural PRPG Wing ###
Natural PRPG Bite, Barbarian Animal Fury ###
Natural PRPG Bite, tengu ###
Natural RR Crystal, relluk ###
Natural RR Midclaw, entobian ###
Natural ItCoG Slam, Jotunnar ###
Natural RR Tongue lash, mogogol ###
*** Magical Attacks *** ###
Thrown APG-B Alchemist Bomb ###
Natural APG-B Feral Mutagen Bite ###
Natural APG-B Feral Mutagen Claw ###
None PRPG Ray ###
PRPG
PRPG
PRPG
PRPG
PRPG
PRPG
PRPG
PRPG
PRPG
PRPG
RR
RR
RR
RR
RR
PRPG
PRPG
PRPG
PRPG
PRPG
AA
PRPG
PRPG
PRPG
PRPG
PRPG
PRPG
PRPG
PRPG
PRPG
PRPG
AA
None
0
*** Unarmed Attacks ***
Brass Knuckles
Gauntlet
Unarmed Strike
*** Simple Light ***
Cestus
Dagger
Hanbo
Light Mace
Punching Dagger
Sickle
Spiked Gauntlet
Wooden Stake
*** Simple 1-Handed ***
Club
Heavy Mace
Mere Club
Morningstar
Shortspear
*** Simple 2-Handed ***
Bayonet
Longspear
Quarterstaff
Spear
*** Simple Ranged ***
Blowgun
Dart
Heavy Crossbow
Javelin
Light Crossbow
Sling
Stingchuck
*** Martial Light ***
Blade Boot
Dogslicer
Handaxe
Kukri
Light Hammer
Light Pick
Light Shield
Light Spiked Shield
Sap
Short Sword
Spiked Armor
Starknife
Switchblade Knife
Throwing Axe
War Razor
*** Martial 1-Handed ***
Battleaxe
Combat Scabbard
Flail
Heavy Pick
Heavy Shield
Heavy Spiked Shield
Klar
Longsword
Rapier
Sawtooth Sabre [1-handed]
Scimitar
Scizore
Steel Terbutje
Terbutje
Trident
Warhammer
*** Martial 2-Handed ***
Bardiche
Bastard Sword [2-handed]
Bec De Corbin
Bill
Dwarven Waraxe [2-handed]
Earth Breaker
Falchion
Glaive
Glaive-Guisarme
Greataxe
Greatclub
Greatsword
Guisarme
Halberd
Heavy Flail
Horsechopper
Lance
Lucern Hammer
Ogre Hook
Osirian Khopesh
Ranseur
Scythe
Syringe Spear
*** Martial Ranged ***
Chakram
Hunga Munga
Longbow
Composite Longbow – STR 10
Composite Longbow – STR 12
Composite Longbow – STR 14
Composite Longbow – STR 16
Composite Longbow – STR 18
Composite Longbow – STR 20
Pilum
Shortbow
Composite Shortbow – STR 10
Composite Shortbow – STR 12
Composite Shortbow – STR 14
Composite Shortbow – STR 16
Composite Shortbow – STR 18
Composite Shortbow – STR 20
*** Exotic Light ***
Aklys
Bich’hwa
Dwarven Maulaxe
Kama
Nunchaku
Pata
Rope Gauntlets
Sai
Sawtooth Sabre [Light]
Siangham
Sica
Swordbreaker Dagger
Thorn Bracer
Tri-Bladed Katar
*** Exotic 1-Handed ***
Aldori Dueling Sword
Bastard Sword [1-handed]
Battle Poi
Boggle Buzzblade
Boggle Wrench
Butterfly Knife
Dwarven Waraxe [1-handed]
Falcata
Khopesh
Leather Madu
Rhoka
Scorpion Whip
Shotel
Steel Madu
Temple Sword
Urumi
Whip
*** Exotic 2-Handed ***
Bladed Scarf
Chain Spear
Dire Flail
Double Scimitar
Dwarven Dorn-Dergar
Dwarven Urgrosh [P]
Dwarven Urgrosh [S]
Elven Curve Blade
Fauchard
Flambard
Flying Talon
Garrote
Gnome Hooked Hammer [B]
Gnome Hooked Hammer [P]
Injection Spear
Mancatcher
Meteor Hammer
Orc Double Axe
Spiked Chain
Two-bladed Sword
*** Exotic Ranged ***
Boggle Crossbow
Bolas
Boomerang
Crystal Chakram
Double Crossbow
Halfling Sling Staff
Hand Crossbow
Lasso
Launching Crossbow
Net
Repeating Heavy Crossbow
Repeating Light Crossbow
Shoanti Bola
Shuriken
Sling Glove
Thorn Bow
Throwing Shield
*** Firearms ***
Blunderbuss
Musket
Pistol
Revolver
Rifle
Scattergun
*** Natural Attacks ***
Bite
Claw
Gore
Hoof
Pincer
Rake
Slam
Sting
Tail Slap
Talon
Tentacle
Trample
Wing
Bite, Barbarian Animal Fury
Bite, tengu
Crystal, relluk
Midclaw, entobian
Slam, Jotunnar
Tongue lash, mogogol
*** Magical Attacks ***
Alchemist Bomb
Feral Mutagen Bite
Feral Mutagen Claw
Ray
NULL
NULL
NULL
NULL
NULL
NULL
NULL
NULL
NULL
NULL
NULL
NULL
NULL
NULL
NULL
NULL
NULL
NULL
NULL
List_Weapons
Spont Mid Spells Per Day
Level 1st 2nd
1 1
2 2
3 3
4 3 1
5 4 2
6 4 3
7 4 3
8 4 4
9 5 4
10 5 4
11 5 4
12 5 5
13 5 5
14 5 5
15 5 5
16 5 5
17 5 5
18 5 5
19 5 5
20 5 5
Min
Level Caster Level 1st
1 0
2 0
3 0
4 1 0
5 2 1
6 3 1
7 4 1
8 5 1
9 6 2
10 7 2
11 8 2
12 9 2
13 10 3
14 11 3
15 12 3
16 13 3
17 14 4
18 15 4
19 16 4
20 17 4
1
2
2 1
3 2
3 2 1
3 3 2
4 3 2 1
4 3 3 2
4 4 3 2 1
4 4 3 3 2
4 4 4 3 2 1
4 4 4 3 3 2
4 4 4 4 3 2 1
4 4 4 4 3 3 2
4 4 4 4 4 3 2 1
4 4 4 4 4 3 3 2
4 4 4 4 4 4 3 3
4 4 4 4 4 4 4 4
0
1
1
1 0
1 1
2 1
2 1 0
2 1 1
2 2 1
3 2 1
3 2 1
3 2 2
3 3 2
4 3 3
Full
1
2
3
4
5
6
7
8
9
10
4
Dragon Disciple Eldritch Knight Loremaster Mystic Theurge Diabolist 0
0 0 0 0 0 0 0
0 0 0 0 0 0 0
0 0 0 0 0 0 0
0 0 0 0 0 0 0
0 0 0 0 0 0 0
0 0 0 0 0 0 0
0 0 0 0 0 0 0
0 0 0 0 0 0 0
0 0 0 0 0 0 0
0 0 0 0 0 0 0
0 0 0 0 0 0 0
Cleric
Druid
Paladin
Ranger
Inquisitor
Oracle
List_Casters_Divine_Base
Campaign
Custom
Low
Standard
High
Epic
Table_Point_Buy_Cost
BAB
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Ability Score
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
4 19
5 20
5 21
6 22
6 23
7 24
7 25
8 26
8 27
9 28
9 29
10 30
10 31
11 32
11 33
12 34
12 35
13 36
13 37
14 38
14 39
15 40
15 41
16 42
16 43
17 44
17 45
18 46
18 47
19 48
19 49
20 50
Table_Ability_Mod; Table_Ability_Cost; Table_Bonus_Spells
Light
Medium
Heavy
Overloaded
Base Speed
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
95
100
105
110
115
120
Table_Speed_Reduction
Dog, Badgerhound
Eagle, Golden
Fluttermouse
Fox, Red
Hedgehog
Parrot
Rabbit
Robin
Woodrat
Clockwork Bat
Clockwork Cat
Clockwork Owl
Clockwork Rat
BAB
Low
0
1
1
2
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10
2
Points
0
10
15
20
25
Attack 2
0
0
0
0
0
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
Modifier
-5
-5
-4
-4
-3
-3
-2
-2
-1
-1
0
0
1
1
2
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10
10
11
11
12
12
13
13
14
14
15
15
16
16
17
17
18
18
19
19
20
Max Dex
0
3
1
0
Reduced Speed
5
10
10
15
20
20
25
30
30
35
40
40
45
50
50
55
60
60
65
70
70
75
80
80
Attack 3 Attack 4
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
1 0
2 0
3 0
4 0
5 0
6 1
7 2
8 3
9 4
10 5
Yes
No
List_YesNo
0 0
0 0
0 0
0 0
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
1 0
1 1
1 1
1 1
1 1
1 1
1 1
2 1
2 1
2 2
2 2
2 2
2 2
2 2
2 2
3 2
3 2
3 3
3 3
3 3
3 3
3 3
3 3
4 3
Fractional
Ability Score Wealth BAB Saving Thro
Level
- Low Medium High High Low
1,000 1 0.5 0.75 1 2.5 0.34
3,000 2 1 1.5 2 3 0.68
1 6,000 3 1.5 2.25 3 3.5 1.02
10,500 4 2 3 4 4 1.36
16,000 5 2.5 3.75 5 4.5 1.7
23,500 6 3 4.5 6 5 2.04
1 33,000 7 3.5 5.25 7 5.5 2.38
46,000 8 4 6 8 6 2.72
62,000 9 4.5 6.75 9 6.5 3.06
82,000 10 5 7.5 10 7 3.4
1 108,000 11 5.5 8.25 11 7.5 3.74
140,000 12 6 9 12 8 4.08
185,000 13 6.5 9.75 13 8.5 4.42
240,000 14 7 10.5 14 9 4.76
1 315,000 15 7.5 11.25 15 9.5 5.1
410,000 16 8 12 16 10 5.44
530,000 17 8.5 12.75 17 10.5 5.78
685,000 18 9 13.5 18 11 6.12
1 880,000 19 9.5 14.25 19 11.5 6.46
18 19 0 20 10 15 20 12 6.8
0