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Pathfinder: Wrath of the Righteous
Reference Document
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Common Terms Description ............................................................................................................ 5
Strength (STR) ........................................................................................................................... 5
Dexterity (DEX) .......................................................................................................................... 6
Constitution (CON) ..................................................................................................................... 6
Intelligence (INT) ........................................................................................................................ 6
Wisdom (WIS)............................................................................................................................ 7
Charisma (CHA) .......................................................................................................................... 7
Alignment ................................................................................................................................. 7
Armor Class (AC) ........................................................................................................................ 7
Touch AC .................................................................................................................................. 8
Flat Footed AC ........................................................................................................................... 8
Base Attack Bonus (BAB) ............................................................................................................. 8
Caster Level ............................................................................................................................... 8
Character Class .......................................................................................................................... 8
Combat Maneuver Bonus ............................................................................................................ 8
Combat Maneuver Defense ......................................................................................................... 9
Concentration ........................................................................................................................... 9
Damage Reduction ................................................................................................................... 10
Fast Healing ............................................................................................................................ 10
Regeneration ........................................................................................................................... 11
Experience Points (XP) .............................................................................................................. 11
Feat........................................................................................................................................ 11
Hit Points (HP) ......................................................................................................................... 11
Initiative ................................................................................................................................. 11
Character Level ........................................................................................................................ 12
Class Level ............................................................................................................................... 12
Skill ........................................................................................................................................ 12
Saving Throws ......................................................................................................................... 14
Trait ....................................................................................................................................... 15
Special ability .......................................................................................................................... 15
Size ........................................................................................................................................ 15
Speed ..................................................................................................................................... 15
Senses .................................................................................................................................... 16
Deity ...................................................................................................................................... 16
Races ......................................................................................................................................... 17
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Dwarf ..................................................................................................................................... 17
Elves ....................................................................................................................................... 18
Gnomes .................................................................................................................................. 18
Goblins ................................................................................................................................... 19
Halflings .................................................................................................................................. 20
Half-elves ................................................................................................................................ 21
Half-Orc .................................................................................................................................. 21
Humans .................................................................................................................................. 22
Aasimars ................................................................................................................................. 23
Tiefling ................................................................................................................................... 24
Classes ....................................................................................................................................... 27
Alchemist ................................................................................................................................ 27
Arcanist .................................................................................................................................. 35
Barbarian ................................................................................................................................ 42
Bard ....................................................................................................................................... 50
Bloodrager .............................................................................................................................. 58
Cavalier .................................................................................................................................. 73
Druid ...................................................................................................................................... 81
Cleric ...................................................................................................................................... 84
Fighter .................................................................................................................................. 106
Inquisitor .............................................................................................................................. 115
Kineticist ............................................................................................................................... 177
Magus .................................................................................................................................. 199
Monk.................................................................................................................................... 235
Oracle................................................................................................................................... 251
Paladin ................................................................................................................................. 261
Ranger .................................................................................................................................. 273
Rogue ................................................................................................................................... 284
Shaman ................................................................................................................................ 308
Slayer ................................................................................................................................... 322
Sorcerer ................................................................................................................................ 334
Witch ................................................................................................................................... 367
Wizard .................................................................................................................................. 377
Feats ........................................................................................................................................ 391
General Feats ........................................................................................................................ 391
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Combat Feats ........................................................................................................................ 426
Equipment ................................................................................................................................ 447
Weapons .............................................................................................................................. 447
Armor & Shields ..................................................................................................................... 465
Belts ..................................................................................................................................... 472
Gloves .................................................................................................................................. 473
Headbands/Helmets ............................................................................................................... 473
Amulets ................................................................................................................................ 473
Rings .................................................................................................................................... 474
Cloaks ................................................................................................................................... 474
Bracers ................................................................................................................................. 474
How Combat Works ................................................................................................................... 476
The Combat Round ................................................................................................................ 476
Initiative Checks ..................................................................................................................... 476
Surprise ................................................................................................................................ 477
Combat Statistics ................................................................................................................... 477
Actions In Combat .................................................................................................................. 482
Injury and Death .................................................................................................................... 490
Tactical Movement ................................................................................................................. 492
Combat Modifiers .................................................................................................................. 493
Special Attacks ....................................................................................................................... 495
Magic ....................................................................................................................................... 498
Casting Spells ........................................................................................................................ 498
Caster Level ........................................................................................................................... 499
Spell Failure ........................................................................................................................... 499
The Spell’s Result ................................................................................................................... 499
Special Spell Effects ................................................................................................................ 499
Attacks ................................................................................................................................. 499
Bonus Types .......................................................................................................................... 500
Bringing Back the Dead ........................................................................................................... 500
Combining Magic Effects ......................................................................................................... 500
Stacking Effects ...................................................................................................................... 500
Spell Descriptions ................................................................................................................... 501
Arcane Spells ......................................................................................................................... 512
Divine Spells .......................................................................................................................... 514
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Special Abilities ...................................................................................................................... 515
Antimagic .............................................................................................................................. 516
Spells ....................................................................................................................................... 516
Prestige classes ......................................................................................................................... 689
Arcane trickster ..................................................................................................................... 689
Assassin ................................................................................................................................ 693
Stalwart Defender .................................................................................................................. 696
Eldritch Knight ....................................................................................................................... 698
Dragon Disciple ...................................................................................................................... 721
Hell Knight ............................................................................................................................ 743
Mystic Theurge ...................................................................................................................... 747
Duelist .................................................................................................................................. 754
Aldori Swordlord .................................................................................................................... 756
Mythic Pass .............................................................................................................................. 758
Mythic Hero .......................................................................................................................... 758
Aeon .................................................................................................................................... 765
Angel .................................................................................................................................... 766
Azata .................................................................................................................................... 766
Demon ................................................................................................................................. 766
Lich ...................................................................................................................................... 767
Trickster ............................................................................................................................... 767
Monsters .................................................................................................................................. 768
Common Terms Description
Strength (STR)
Strength measures muscle and physical power. This ability is important for those who engage in hand-to-
hand (or “melee”) combat, such as fighters and some rangers. Strength also sets the maximum amount of
weight your character can carry.
A character with a Strength score of 0 is too weak to move in any way and is unconscious. Some creatures
(such as incorporeal creatures) do not possess a Strength score and have no modifier at all to Strength-
based skills or checks.
You apply your character’s Strength modifier to:
Melee attack rolls.
Damage rolls when using a melee weapon or a thrown weapon, including a sling. (Exceptions:
Off-hand attacks receive only half the character’s Strength bonus, while two-handed attacks
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receive 11/2 times the Strength bonus. A Strength penalty, but not a bonus, applies to attacks
made with a bow that is not a composite bow.)
Athletics checks.
Strength checks (for breaking down doors and the like).
Dexterity (DEX)
Dexterity measures agility, reflexes, and balance. This ability is the most important one for rogues, but it’s
also useful for characters who wear light or medium armor or no armor at all. This ability is vital for
characters seeking to excel with ranged weapons, such as the bow or sling.
A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not
unconscious).
You apply your character’s Dexterity modifier to:
Ranged attack rolls, including those for attacks made with bows, crossbows, throwing axes, and
many ranged spell attacks like scorching ray or searing light.
Armor Class (AC), provided that the character can react to the attack.
Reflex saving throws, for avoiding fireballs and other attacks that you can escape by moving
quickly.
Trickery and Stealth checks.
Constitution (CON)
Constitution represents your character’s health and stamina. A Constitution bonus increases a character’s
hit points, so the ability is important for all classes. Some creatures, such as undead and constructs, do
not have a Constitution score. Their modifier is +0 for any Constitution-based checks. A character with a
Constitution score of 0 is dead.
You apply your character’s Constitution modifier to:
Each roll of a Hit Die (though a penalty can never drop a result below 1that is, a character
always gains at least 1 hit point each time he advances in level).
Fortitude saving throws, for resisting poison, disease, and similar threats.
If a character’s Constitution score changes enough to alter his or her Constitution modifier, the
character’s hit points also increase or decrease accordingly.
Intelligence (INT)
Intelligence determines how well your character learns and reasons. This ability is important for wizards
because it affects their spellcasting ability in many ways.
A character with an Intelligence score of 0 is comatose. Some creatures do not possess an Intelligence
score. Their modifier is +0 for any Intelligence-based skills or checks. Creatures of animal-level instinct
have Intelligence scores of 1 or 2. Any creature capable of understanding speech has a score of at least 3.
You apply your character’s Intelligence modifier to:
The number of skill points gained each level, though your character always gets at least 1 skill
point per level.
Knowledge checks.
Wizards and Alchemists gains bonus spells based on his Intelligence score. The minimum
Intelligence score needed to cast a wizard spell is 10 + the spell’s level.
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Wisdom (WIS)
Wisdom describes a character’s willpower, common sense, awareness, and intuition. Wisdom is the most
important ability for clerics, and it is also important for rangers. If you want your character to have acute
senses, put a high score in Wisdom.
Every creature has a Wisdom score. A character with a Wisdom score of 0 is incapable of rational thought
and is unconscious.
You apply your character’s Wisdom modifier to:
Will saving throws (for negating the effects of charm person and other spells).
Perception and Lore checks.
Clerics, druids, and rangers get bonus spells based on their Wisdom scores. The minimum
Wisdom score needed to cast a cleric, druid, or ranger spell is 10 + the spell’s level.
Charisma (CHA)
Charisma measures a character’s personality, personal magnetism, ability to lead, and appearance. It is
the most important ability for bards. It is also important for clerics, since it affects their ability to channel
energy. For undead creatures, Charisma is a measure of their unnatural “lifeforce.” Every creature has a
Charisma score. A character with a Charisma score of 0 is not able to exert himself in any way and is
unconscious.
You apply your character’s Charisma modifier to:
Persuasion and Use Magic Device checks.
Checks that represent attempts to influence others.
Channel energy DCs for clerics and paladins attempting to harm undead foes.
Bards, paladins, and sorcerers gain a number of bonus spells based on their Charisma scores. The
minimum Charisma score needed to cast a bard, paladin, or sorcerer spell is 10 + the spell’s level.
Alignment
Alignment represents a creature’s basic moral and ethical attitude. Alignment has two components: one
describing whether a creature is lawful, neutral, or chaotic, followed by another that describes whether a
character is good, neutral, or evil. Alignments are usually abbreviated using the first letter of each
alignment component, such as LN for lawful neutral or CE for chaotic evil. Creatures that are neutral in
both components are denoted by a single “N.”
Armor Class (AC)
Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you. It’s
the attack roll result that an opponent needs to achieve to hit you.
Your AC is equal to the following:
10 + armor bonus + shield bonus + Dexterity modifier + other modifiers
Note that armor limits your Dexterity bonus, so if you’re wearing armor, you might not be able to apply
your whole Dexterity bonus to your AC (see Table: Armor and Shields).
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Touch AC
Some attacks completely disregard armor, including shields and natural armorthe aggressor need only
touch a foe for such an attack to take full effect. In these cases, the attacker makes a touch attack roll
(either ranged or melee). When you are the target of a touch attack, your AC doesn’t include any armor
bonus, shield bonus, or natural armor bonus. All other modifiers, such as your size modifier, Dexterity
modifier, and deflection bonus (if any) apply normally. Some creatures have the ability to make
incorporeal touch attacks. These attacks bypass solid objects, such as armor and shields, by passing
through them. Incorporeal touch attacks work similarly to normal touch attacks except that they also
ignore cover bonuses. Incorporeal touch attacks do not ignore armor bonuses granted by force effects,
such as mage armor and bracers of armor.
Flat Footed AC
Sometimes you can’t use your Dexterity bonus (if you have one). If you can’t react to a blow, you can’t
use your Dexterity bonus to AC. If you don’t have a Dexterity bonus, your AC does not change.
Base Attack Bonus (BAB)
Each creature has a base attack bonus and it represents its skill in combat. As a character gains levels or
Hit Dice, his base attack bonus improves. When a creature’s base attack bonus reaches +6, +11, or +16,
he receives an additional attack in combat when he takes a full-attack action (which is one type of full-
round actionsee Combat).
Caster Level
A spell’s power often depends on its caster level, which for most spellcasting characters is equal to her
class level in the class she’s using to cast the spell.
In the event that a class feature or other special ability provides an adjustment to your caster level, that
adjustment applies not only to effects based on caster level (such as range, duration, and damage dealt),
but also to your caster level check to overcome your target’s spell resistance and to the caster level used
in dispel checks (both the dispel check and the DC of the check).
Character Class
A character’s class is one of his most defining features. It’s the source of most of his abilities and gives
him a specific role in any adventuring party.
Combat Maneuver Bonus
Each character and creature has a Combat Maneuver Bonus (or CMB) that represents its skill at
performing combat maneuvers (see more in chapter “How Combat Works”). A creature’s CMB is
determined using the following formula:
CMB = Base attack bonus + Strength modifier + special size modifier
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Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to
determine their CMB. The special size modifier for a creature’s Combat Maneuver Bonus is as follows:
Fine 8
Diminutive 4
Tiny 2
Small 1
Medium +0
Large +1
Huge +2
Gargantuan +4
Colossal +8
Some feats and abilities grant a bonus to your CMB when performing specific maneuvers.
Combat Maneuver Defense
Each character and creature has a Combat Maneuver Defense (or CMD) that represents its ability to resist
combat maneuvers. A creature’s CMD is determined using the following formula:
CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier +
miscellaneous modifiers
The special size modifier for a creature’s Combat Maneuver Bonus is as follows:
Fine 8
Diminutive 4
Tiny 2
Small 1
Medium +0
Large +1
Huge +2
Gargantuan +4
Colossal +8
Some feats and abilities grant a bonus to your CMD when resisting specific maneuvers.
A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred
bonuses to AC to its CMD. Any penalties to a creature’s AC also apply to its CMD. A flat-footed creature
does not add its Dexterity bonus to its CMD.
Concentration
To cast a spell, you must concentrate. If something interrupts your concentration while you’re casting,
you must make a concentration check or lose the spell. When you make a concentration check, you roll
d20 and add your caster level and the ability score modifier used to determine bonus spells of the same
type. Clerics, druids, and rangers add their Wisdom modifier. Bards, paladins, and sorcerers add their
Charisma modifier. Finally, wizards add their Intelligence modifier. The more distracting the interruption
and the higher the level of the spell you are trying to cast, the higher the DC. If you fail the check, you
lose the spell just as if you had cast it to no effect.
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Damage Reduction
Some magic creatures have the supernatural ability to instantly heal damage from weapons or ignore
blows altogether as though they were invulnerable.
The numerical part of a creature’s damage reduction (or DR) is the amount of damage the creature
ignores from normal attacks. Usually, a certain type of weapon can overcome this reduction. This
information is separated from the damage reduction number by a slash. For example, DR 5/magic means
that a creature takes 5 less points of damage from all weapons that are not magic. If a dash follows the
slash, then the damage reduction is effective against any attack that does not ignore damage reduction.
Whenever damage reduction completely negates the damage from an attack, it also negates most special
effects that accompany the attack, such as injury poison, a monk’s stunning, and injury-based disease.
Damage Reduction does not negate touch attacks, energy damage dealt along with an attack, or energy
drains.
Attacks that deal no damage because of the target’s damage reduction do not disrupt spells.
Spells, spell-like abilities, and energy attacks (even non-magical fire) ignore damage reduction.
Sometimes damage reduction represents instant healing. Sometimes it represents the creature’s tough
hide or body. In either case, other characters can see that conventional attacks won’t work.
If a creature has damage reduction from more than one source, the two forms of damage reduction do
not stack. Instead, the creature gets the benefit of the best damage reduction in a given situation.
Overcoming DR
DR Type
Weapon Enhancement
Bonus Equivalent
Cold iron / silver
+3
Adamantine
+4
Alignment-based
+5
Damage Reduction may be overcome by special materials, magic weapons (any weapon with a +1 or
higher enhancement bonus, not counting the enhancement from masterwork quality), certain types of
weapons (such as slashing or bludgeoning), and weapons imbued with an alignment.
Weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction,
regardless of their actual material or alignment.
Fast Healing
A creature with the fast healing special quality regains hit points at an exceptional rate, usually 1 or more
hit points per round, as given in the creature’s entry. Except where noted here, fast healing is just like
natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor
does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body
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parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature
dies, at which point the effects of fast healing end immediately.
Regeneration
A creature with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as
with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures
with regeneration still fall unconscious when their hit points are below 0). Certain attack forms, typically
fire and acid, cause a creature’s regeneration to stop functioning on the round following the attack.
During this round, the creature does not heal any damage and can die normally. The creature’s
descriptive text describes the types of damage that cause the regeneration to cease functioning.
Attack forms that don’t deal hit point damage are not healed by regeneration. Regeneration also does not
restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost
portions of their bodies and can reattach severed limbs or body parts if they are brought together within
1 hour of severing. Severed parts that are not reattached wither and die normally.
A creature must have a Constitution score to have the regeneration ability.
Experience Points (XP)
As a character overcomes challenges, defeats monsters, and completes quests, he gains experience
points. These points accumulate over time, and when they reach or surpass a specific value, the character
gains a level.
Feat
A feat is an ability a creature has mastered. Feats often allow creatures to circumvent rules or
restrictions. Creatures receive a number of feats based off their Hit Dice, but some classes and other
abilities grant bonus feats.
Hit Points (HP)
Hit points are an abstraction signifying how robust and healthy a creature is at the current moment. To
determine a creature’s hit points, roll the dice indicated by its Hit Dice. A creature gains maximum hit
points if its first Hit Die roll is for a character class level. Creatures whose first Hit Die comes from an NPC
class or from his race roll their first Hit Die normally. Wounds subtract hit points, while healing (both
natural and magical) restores hit points. Some abilities and spells grant temporary hit points that
disappear after a specific duration. When a creature’s hit points drop below 0, it becomes unconscious.
When a creature’s hit points reach a negative total equal to its Constitution score, it dies.
Initiative
Whenever combat begins, all creatures involved in the battle must make an initiative check to determine
the order in which creatures act during combat. The higher the result of the check, the earlier a creature
gets to act. Initiative is a d20 roll + Dexterity modifier + any bonus modifiers. The higher the result, the
earlier you can act.
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Character Level
The total level of the character, which is the sum of all class levels held by that character.
Class Level
The level of a character in a particular class. For a character with levels in only one class, class level and
character level are the same.
Skill
A skill represents a creature’s ability to perform an ordinary task, such as climb a wall, sneak down a
hallway, or spot an intruder. The number of ranks possessed by a creature in a given skill represents its
proficiency in that skill. As a creature gains Hit Dice, it also gains additional skill ranks that can be added to
its skills.
Athletics (STR; Armor Check Penalty)
This skill represents character's talent at deeds of physical prowess such as leaping, scaling walls, and
swimming.
You apply your character's Physique skill to checks required for:
Catch an object
Climb an obstacle.
Jump.
Swim.
Knowledge - Arcana (INT; Trained Only)
This skill represents character's knowledge about spells, magic items and numerous bits of magical lore.
You apply your character's Knowledge (Arcana) skill to checks required for:
Craft magic items.
Identify magic.
Identify monsters (constructs, dragons, and magical beasts)
Learn or borrow spells (from spellbooks and scrolls)
Recall knowledge (about arcana).
Knowledge - World (Int; Trained Only)
This skill represents character's knowledge about people, systems that make civilization run, historical
events that made societies what they are today. Part of this expertise includes a greater understanding of
languages and geography.
You apply your character's Knowledge (world) skill to checks required for:
Create or detect forgeries.
Decipher writing.
Identify monsters (humanoids).
Learn languages.
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Recall knowledge (about geography, history, locales, or nobility).
Lore - Nature (INT; Trained Only)
This skill represents character's knowledge about the natural world, and ability to command and train
wild creatures.
You apply your character's Lore (Nature) skill to checks required for:
Handle animals
Identify monsters (aberrations, animals, fey, monstrous humanoids, oozes, plants, vermin)
Recall knowledge (about dungeons or nature).
Stabilize a wounded comrade.
Hunt.
Help in curing a disease.
Lore - Religion (INT; Trained Only)
This skill represents character's knowledge about the secrets of deities, holy lore, and extraplanar realms.
You apply your character's Lore (Religion) skill to checks required for:
Identify monsters (outsiders and undead).
Recall knowledge (about the planes or religions).
Mobility (DEX; Armor Check Penalty)
This skill represents character's talent for balance and coordination, including aerial maneuvers,
gymnastics, and tumbling.
You apply your character's Acrobatics skill to checks required for:
Move near opponents without provoking attacks of opportunity.
Keep your balance.
Escape from restraints.
Execute flying maneuvers.
Ride mounts.
Soften falls.
Squeeze through a tight spot.
Perception (WIS)
This skill represents character's acuity of your senses allows you to notice fine details, see danger coming,
and tell when people are lying or otherwise behaving suspiciously.
You apply your character's Perception skill to checks required for:
Discern secret messages.
Get hunches.
Notice creatures and details.
Search locations.
Sense enchantments.
Sense motives.
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Persuasion (CHA)
This skill represents character's talent to manipulate other people through negotiation, deceit, or
intimidation.
You apply your character's Coercion skill to checks required for:
Change others’ attitudes.
Create diversions.
Gather information.
Intimidate.
Lie.
Make requests.
Pass secret messages.
Stealth (DEX; Armor Check Penalty)
This skill represents character's talent at avoiding detection, allowing the character to slip past foes or
strike from an unseen position. This skill covers hiding and moving silently.
You apply your character's Stealth skill to checks required for:
Avoid being noticed.
Trickery (DEX; Armor Check Penalty; Trained Only)
This skill represents character's talent to perform tasks that require fine manipulation.
You apply your character's Thievery skill to checks required for:
Conceal objects on your body.
Disarm traps or devices.
Open locks.
Use Magic Device (CHA; Trained Only)
This skill represents character's talent at activating magic items, even if you are not otherwise trained in
their use.
You apply your character's Use Magic Device skill to checks required for:
Activate wands and scrolls that you would normally be unable to use
Equip magic items that you would normally be prohibited from equipping.
Avoid negative consequences of using dangerous magic items and cursed items.
Saving Throws
Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or
reduce the effect. Like an attack roll, a saving throw is a d20 roll plus a bonus based on your class and
level, and an associated ability score.
Your saving throw modifier is:
Base save bonus + ability modifier
Fortitude
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Fortitude saves measure your ability to stand up to physical punishment or attacks against your vitality and health.
Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the
effect. Like an attack roll, a saving throw is a d20 roll plus a bonus based on your class and level, and an associated
ability score. Apply your Constitution modifier to your Fortitude saving throws.
Reflex
Reflex saves test your ability to dodge area attacks and unexpected situations.
Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the
effect. Like an attack roll, a saving throw is a d20 roll plus a bonus based on your class and level, and an associated
ability score. Apply your Dexterity modifier to your Reflex saving throws.
Will
Will saves reflect your resistance to mental influence as well as many magical effects.
Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the
effect. Like an attack roll, a saving throw is a d20 roll plus a bonus based on your class and level, and an associated
ability score. Apply your Wisdom modifier to your Will saving throws.
Trait
Character traits are abilities that are not tied to your character’s race or class. They can enhance your character’s
skills, racial abilities, class abilities, or other statistics, enabling you to further customize him.
Special ability
All abilities that cannot be classified into other broad categories are considered special abilities. Characters can get
them from race, class, feats and other sources.
Size
All characters and creatures, depending on how large they are, are separated into different size categories - Fine,
Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan and Collosal. For example, humans are of Medium size,
while halflings and gnomes are Small.
Speed
Speed measures how fast can character move in combat. It is measured in the amount of feet that character can
move in 3 seconds.
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Senses
Some creatures and character may have additional or alternative means of perceiving world around them, allowing
them to see in complete darkness, locate objects by ultrasound, and so on.
Deity
Greater than the wars of armies and empires, beyond the ambitions of revolutionaries and tyrants, more
devastating than the fury of magic or monsters, is the power of faith. Apart but not aloof from the races of Golarion
stand a legion of deities: merciful guardians, impassive observers, vile destroyers, entities and more inscrutable, all
with designs they seek to make manifest upon the mortal world. Awesome beings of unfathomable power, these
divinities sow their influence across the planes, whether in direct displays of miraculous might or through the acts
of their countless servants. Every deity and demigod knows the power of faith to change lives, shape nations, and
alter the destiny of whole worlds. To such ends, the gods seek followers among mortalkind-champions to take up
their banners, give voice to their doctrines, and thwart their foes. The gods seek worshipers, and they offer the
ability to work great miracles to those who please them. All they ask for in return is faith and allegiance.
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Races
Dwarf
Dwarves are a stoic but stern race, ensconced in cities carved from the hearts of mountains and fiercely
determined to repel the depredations of savage races like orcs and goblins. More than any other race, the
dwarves have acquired a reputation as dour and humorless craftsmen of the earth. It could be said that
dwarven history shapes the dark disposition of many dwarves, for they reside in high mountains and
dangerous realms below the earth, constantly at war with giants, goblins, and other such horrors.
Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide,
compact bodies that account for their burly appearance. Male and female dwarves pride themselves on
the length of their hair, and men often decorate their beards with a variety of clasps and intricate braids.
A cleanshaven male dwarf is a sure sign of madness, or worse no one familiar with their race trusts a
beardless dwarf.
Standard Racial Traits
Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2
Constitution, +2 Wisdom, and 2 Charisma.
Defense Racial Traits
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or
trip attempt while standing on the ground.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Defensive Training Giants: Dwarves and gnomes gain a +4 dodge bonus to AC against monsters of the
giant subtype.
Hatred Orcs and Goblinoids: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures
of the orc and goblinoid subtypes because of their special training against these hated foes.
Dwarven Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and
treat any weapon with the word "dwarven" in its name as a martial weapon.
Feat and Skill Racial Traits
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or
encumbrance.
Keen Senses: Dwarves, elves, gnomes, half-elves, half-orcs and halflings receive a +2 racial bonus on
Perception checks.
Offense Racial Traits
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and
goblinoid subtypes because of their special training against these hated foes.
18
Elves
The long-lived elves are children of the natural world, similar in many superficial ways to fey creatures,
yet different as well. Elves value their privacy and traditions, and while they are often slow to make
friends, at both the personal and national levels, once an outsider is accepted as a comrade, such
alliances can last for generations. Elves have a curious attachment to their surroundings, perhaps as a
result of their incredibly long lifespans or some deeper, more mystical reason. Elves who dwell in a region
for long find themselves physically adapting to match their surroundings, most noticeably taking on
coloration reflecting the local environment. Those elves that spend their lives among the short-lived
races, on the other hand, often develop a skewed perception of mortality and become morose Forlorn,
the result of watching wave after wave of companions age and die before their eyes.
Although generally taller than humans, elves possess a graceful, fragile physique that is accentuated by
their long, pointed ears. Their eyes are wide and almond-shaped, and filled with large, vibrantly colored
pupils. While elven clothing often plays off the beauty of the natural world, those elves that live in cities
tend to bedeck themselves in the latest fashion.
Standard Racial Traits
Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2
Dexterity, +2 Intelligence, and 2 Constitution.
Defense Racial Traits
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus
against enchantment spells and effects.
Elven Weapon Familiarity: Elves are proficient with longbows (including composite longbows),
longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the
word "elven" in its name as a martial weapon.
Feat and Skill Racial Traits
Keen Senses: Dwarves, elves, gnomes, half-elves, half-orcs and halflings receive a +2 racial bonus on
Perception checks.
Magical Racial Traits
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In
addition, elves receive a +2 racial bonus on Knowledge (Arcana) skill checks made to identify the
properties of magic items.
Gnomes
Gnomes trace their lineage back to the mysterious realm of the fey, a place where colors are brighter, the
wildlands wilder, and emotions more primal. Unknown forces drove the ancient gnomes from that realm
long ago, forcing them to seek refuge in this world; despite this, the gnomes have never completely
19
abandoned their fey roots or adapted to mortal culture. As a result, gnomes are widely regarded by the
other races as alien and strange.
Gnomes are one of the smallest of the common races, generally standing just over 3 feet in height. Their
hair tends toward vibrant colors such as the fiery orange of autumn leaves, the verdant green of forests
at springtime, or the deep reds and purples of wild flowers in bloom. Similarly, their flesh tones range
from earthy browns to floral pinks, frequently with little regard for heredity. Gnomes possess highly
mutable facial characteristics, and many have overly large mouths and eyes, an effect which can be both
disturbing and stunning, depending on the individual.
Standart Racial Traits
+2 Constitution, +2 Charisma, 2 Strength: Gnomes are physically weak but surprisingly hardy, and their
attitude makes them naturally agreeable.
Slow Speed: Gnomes have a base speed of 20 feet.
Defense & Offense Racial Traits
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a
1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on
Stealth checks.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Hatred Reptilian Humanoids: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of
the reptilian and goblinoid subtypes because of their special training against these hated foes.
Defensive Training Giants: Dwarves and gnomes gain a +4 dodge bonus to AC against monsters of the
giant subtype.
Feat and Skill Racial Traits
Keen Senses: Dwarves, elves, gnomes, half-elves, half-orcs and halflings receive a +2 racial bonus on
Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Knowledge (World) checks.
Goblins
Goblins are a race of ugly creatures with a destructive and voracious nature that makes them almost
universally despised. Weak and cowardly, goblins are frequently manipulated or enslaved by stronger
creatures that need destructive, disposable foot soldiers. Those goblins that rely on their own wits to
survive live on the fringes of society and feed on refuse and the weaker members of more civilized races.
Most other races view them as virulent parasites that have proved impossible to exterminate.
These creatures stand barely three feet tall, their scrawny, humanoid body dwarfed by their wide,
ungainly head. Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or
in structures built and then abandoned by others.
20
Standard Racial Traits
Ability Score Racial Traits: Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity,
2 Strength, and 2 Charisma.
Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls,
a 1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: Goblins are fast for their size and have a base speed of 30 feet.
Feat and Skill Racial Traits
Stealthy: Goblins gain a +4 racial bonus Stealth checks.
Keen Senses: Dwarves, elves, gnomes, half-elves, half-orcs and halflings receive a +2 racial bonus on
Perception checks.
Halflings
Optimistic and cheerful by nature, blessed with uncanny luck and driven by a powerful wanderlust,
halflings make up for their short stature with an abundance of bravado and curiosity. At once excitable
and easy-going, halflings like to keep an even temper and a steady eye on opportunity and are not as
prone as some of the more volatile races to violent or emotional outbursts. Even in the jaws of
catastrophe, a halfling almost never loses his sense of humor. Halflings are inveterate opportunists.
Unable to physically defend themselves from the rigors of the world, they know when to bend with the
wind and when to hide away. Yet a halfling's curiosity often overwhelms his good sense, leading to poor
decisions and narrow escapes. Though their curiosity drives them to travel and seek new places and
experiences, halflings possess a strong sense of house and home, often spending above their means to
enhance the comforts of home life.
Halflings rise to a humble height of 3 feet. They prefer to walk barefoot, leading to the bottoms of their
feet being roughly calloused. Tufts of thick, curly hair warm the tops of their broad, tanned feet. Their
skin tends toward a rich almond color and their hair toward light shades of brown. A halfling's ears are
pointed, but proportionately not much larger than those of a human.
Standard Racial Traits
Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them
weaker than other races. They gain +2 Dexterity, +2 Charisma, and 2 Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a
1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Slow Movement: Halflings have a base speed of 20 feet.
Defense & Offense Racial Traits
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the
bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Feat and Skill Racial Traits
21
Sure-Footed: Halflings receive a +2 racial bonus on Athletics and Mobility checks.
Keen Senses: Dwarves, elves, gnomes, half-elves, half-orcs and halflings receive a +2 racial bonus on
Perception checks.
Half-elves
Elves have long drawn the covetous gazes of other races. Their generous life spans, magical affinity, and
inherent grace each contribute to the admiration or bitter envy of their neighbors. Of all their traits,
however, none so entrance their human associates as their beauty. Since the two races first came into
contact with each other, the humans have held up elves as models of physical perfection, seeing in the
fair folk idealized versions of themselves. For their part, many elves find humans attractive despite their
comparatively barbaric ways, drawn to the passion and impetuosity with which members of the younger
race play out their brief lives. Sometimes this mutual infatuation leads to romantic relationships. Though
usually short-lived, even by human standards, these trysts commonly lead to the birth of half-elves, a race
descended of two cultures yet inheritor of neither. Half-elves can breed with one another, but even these
"pureblood" half-elves tend to be viewed as bastards by humans and elves alike.
Half-elves stand taller than humans but shorter than elves. They inherit the lean build and comely
features of their elven lineage, but their skin color is dictated by their human side. While half-elves retain
the pointed ears of elves, theirs are more rounded and less pronounced. A half-elf 's human-like eyes
tend to range a spectrum of exotic colors running from amber or violet to emerald green and deep blue.
Standard Racial Traits
Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at
creation to represent their varied nature.
Defense Racial Traits
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus
against enchantment spells and effects.
Feat and Skill Racial Traits
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses: Dwarves, elves, gnomes, half-elves, half-orcs and halflings receive a +2 racial bonus on
Perception checks.
Half-Orc
Half-orcs get the worst of both worlds. Still, while not exactly accepted, half-orcs in civilized societies tend
to be valued for their martial prowess. They are usually forced to grow up hard and fast, constantly
fighting for protection or to make names for themselves. Feared, distrusted, and spat upon, half-orcs still
consistently manage to surprise their detractors with great deeds and unexpected wisdom though
sometimes it's easier just to crack a few skulls.
22
Both genders of half-orc stand between 6 and 7 feet tall, with powerful builds and greenish or grayish
skin. Their canines often grow long enough to protrude from their mouths, and these "tusks," combined
with heavy brows and slightly pointed ears, give them their notoriously bestial appearance. While half-
orcs may be impressive, few ever describe them as beautiful.
Standard Racial Traits
Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at
creation to represent their varied nature.
Defense Racial Traits
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus
against enchantment spells and effects.
Orc Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with
the word "orc" in its name as a martial weapon.
Orc Ferocity: When a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more
round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls
unconscious.
Feat and Skill Racial Traits
Skilled: Half-orcs gain an additional skill rank at first level and one additional rank whenever they gain a
level.
Intimidating: Half-orcs receive a +2 racial bonus on Persuasion checks when used to intimidate due to
their fearsome nature.
Humans
Humans possess exceptional drive and a great capacity to endure and expand, and as such are currently
the dominant race in the world. Their empires and nations are vast, sprawling things, and the citizens of
these societies carve names for themselves with the strength of their sword arms and the power of their
spells. Humanity is best characterized by its tumultuousness and diversity, and human cultures run the
gamut from savage but honorable tribes to decadent, devil-worshiping noble families in the most
cosmopolitan cities. Human curiosity and ambition often triumph over their predilection for a sedentary
lifestyle, and many leave their homes to explore the innumerable forgotten corners of the world or lead
mighty armies to conquer their neighbors, simply because they can.
The physical characteristics of humans are as varied as the world's climes. From the dark-skinned
tribesmen of the southern continents to the pale and barbaric raiders of the northern lands, humans
possess a wide variety of skin colors, body types, and facial features. Generally speaking, humans' skin
color assumes a darker hue the closer to the equator they live.
Standard Racial Traits
23
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at
creation to represent their varied nature.
Base Speed: Humans have a base speed of 30 feet.
Feat and Skill Racial Traits
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a
level.
Aasimars
Aasimars are humans with a significant amount of celestial or other good outsider blood in their ancestry.
While not always benevolent, aasimars are more inclined toward acts of kindness rather than evil.
Aasimar heritage can lie dormant for generations, only to appear suddenly in the child of two apparently
human parents. Most societies interpret aasimar births as good omens, though it must be acknowledged
that some aasimars take advantage of the reputation of their kind, brutally subverting the expectations of
others with acts of terrifying cruelty or abject venality.
Aasimars look mostly human except for some minor physical trait that reveals their unusual heritage.
Typical aasimar features are hair that shines like metal, unusual eye or skin color, or others.
Defense Racial Traits
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Variant Aasimar Heritages
Most aasimars do not know exactly where their celestial powers came from, and the similar qualities of
many such celestially touched beings hint at a relatively indistinct or all-encompassing heavenly force in
their lineage. Some, however, possess more unique traits and abilities inherited from their supernal
forebears, attributes that hint at the precise type of celestial being that affected their ancestors.
Aasimar: Most aasimars do not know exactly where their celestial powers came from, and the
similar qualities of many such celestially touched beings hint at a relatively indistinct or all-
encompassing heavenly force in their lineage. Aasimars of uncertain heritage have a +2 racial
bonus to Wisdom and Charisma, and a +2 racial bonus on Persuasion (when used for diplomacy)
and Perception checks and can use the Searing Light spell once per day.
Idyllkin (Agathion-Blooded: Idyllkin possess bestial aspects and calm dispositions, and often act as
peaceful intermediaries between lawful and chaotic agents of good.
Agathion-blooded aasimars have a +2 racial bonus to Constitution and Charisma, and a +2 racial
bonus on Lore (Nature) and Perception checks and can use the Summon Nature's Ally III spell
once per day.
24
Angelkin (Angel-Blooded): Angelkin are mortal paragons of exceptional beauty, and they serve as
exemplars of good and light regardless of the myriad forms they may take.
Angel-blooded aasimars have a +2 racial bonus to Strength and Charisma, and a +2 racial bonus
on Lore (Religion) and Use Magic Device checks and can use the Lesser Restoration spell once per
day.
Lawbringer (Archon-Blooded): Lawbringers are champions of justice and of doling out
punishment to the wicked, and often believe chaos is the cause of all mortal suffering.
Archon-blooded aasimars have a +2 racial bonus to Constitution and Wisdom, and a +2 racial
bonus on Persuasion and Perception checks and can use the Hold Person spell once per day.
Musetouched (Azata-Blooded): The musetouched epitomize freedom and joy, and travel the
world to liberate less fortunate individuals.
Azata-blooded aasimars have a +2 racial bonus to Dexterity and Charisma, and a +2 racial bonus
on Persuasion and Mobility checks and can use the Glitterdust spell once per day.
Plumekith (Garuda-Blooded): Their shimmering avian features make plumekith instantly
recognizable. Though they can act rashly, plumekith never shirk their duty after making a
commitment.
Garuda-blooded aasimars have a +2 racial bonus to Dexterity and Wisdom, and a +2 racial bonus
on Mobility and Athletics checks and can use the Invisibility spell once per day.
Emberkin (Peri-Blooded): Masters of fire magic, emberkin feel the dual pull of their peri forebear
as well as that of a fallen angel further down their ancestry, and wrestle with their urges to do
both good and evil.
Peri-blooded aasimars have a +2 racial bonus to Intelligence and Charisma, and a +2 racial bonus
on Lore (Religion) and Knowledge (Arcana) checks and can use the Burning Arc spell once per day.
Tiefling
Simultaneously more and less than mortal, tieflings are the offspring of humans and fiends. With
otherworldly blood and traits to match, tieflings are often shunned and despised out of reactionary fear.
Most tieflings never know their fiendish sire, as the coupling that produced their curse occurred
generations earlier. The taint is long-lasting and persistent, often manifesting at birth or sometimes later
in life, as a powerful, though often unwanted, boon. Despite their fiendish appearance and netherworld
origins, tieflings have a human's capacity of choosing their fate, and while many embrace their dark
heritage and side with fiendish powers, others reject their darker predilections. Though the power of
their blood calls nearly every tiefling to fury, destruction, and wrath, even the spawn of a succubus can
become a saint and the grandchild of a pit fiend an unsuspecting hero.
Defense Racial Traits
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Variant Tiefling Heritages
25
Although many tieflings follow the general model of the tiefling, many more do not. Those of different
lineages may evince dramatically different manifestations of their heritage, both in appearance and in
ability. When using tieflings as player characters, keep in mind that while some tieflings have muddled
and unidentifiable mixes of fiendish blood, others have particularly strong heritages tied to specific
fiendish races.
Tiefling: Although many tieflings follow the general model of the tiefling, many more do not.
Those of different lineages may evince dramatically different manifestations of their heritage,
both in appearance and in ability.Tieflings of uncertain heritage have a +2 racial bonus to
Dexterity and Intelligence, a -2 penalty to Charisma, and a +2 racial bonus on Persuasion (when
used for bluff) and Stealth checks. They can use the resist energy spell once per day. They do not
suffer a penalty to their Charisma if they have levels in sorcerer or eldritch scion of an Abyssal of
Infernal bloodline.
Faultspawn (Asura-Spawn): Lacking any sense of empathy or pity, faultspawn often abhor all ways
of life but their own. They inflict severe emotional and physical pain on others, and never stop
picking at the resulting psychological scars.
Faultspawn have a +2 racial bonus to Dexterity and Wisdom, a -2 penalty to Intelligence, and a +2
racial bonus on Knowledge (Arcana) and Knowledge (World) checks. They can use the hideous
laughter spell once per day. They gain a +2 racial saving throw bonus against enchantment spells
and effects.
Grimspawn (Daemon-Spawn): Dreary and pessimistic, grimspawn are so enthralled by death,
disease, and dilapidation that they often dedicate themselves to ending lives from behind the
scenes as macabre saboteurs.
Grimspawn have a +2 racial bonus to Dexterity and Intelligence, a -2 penalty to Wisdom, and a +2
racial bonus on Trickery and Persuasion (when used for bluff) checks. They can use the frigid
touch spell once per day. They have acid resistance 5.
Foulspawn (Demodand-Spawn): Crude and boorish, foulspawn take a particular delight in giving
offense and scandalizing polite society. They enjoy violating taboos even more than breaking
laws, especially if it means degrading or repulsing an innocent.
Foulspawn have a +2 racial bonus to Constitution and Wisdom, a -2 penalty to Intelligence, and a
+2 racial bonus on Lore (Religion) and Persuasion (when used for intimidate) checks. They can use
the cacophonous call spell once per day. They gain a +1 racial bonus on attack rolls against
Clerics, Inquisitors and Paladins.
Pitborn (Demon-Spawn): Pitborn delight in destruction, especially while unleashing their havoc
on what others consider valuable or precious. Perhaps because of this volatility, others tend to
simply defer to pitborn, an act that often grants them the dominance they crave.
Pitborn have a +2 racial bonus to Strength and Charisma, a -2 penalty to Intelligence, and a +2
racial bonus on Trickery and Perception checks. They can use the stone call spell once per day.
They gain a +2 racial bonus on all rolls to confirm critical hits.
Hellspawn (Devil-Spawn): While often rigid, stubborn, and highly focused on sticking to plans and
schedules, hellspawn also have a rare talent for penetrating others' facades. They know a lie
when they hear one, and can often determine what hidden vice or secret shame motivates
another.
26
Hellspawn have a +2 racial bonus to Constitution and Wisdom, a -2 penalty to Charisma, and a +2
racial bonus on Persuasion (when used for diplomacy) and Perception checks. They can use the
scorching ray spell once per day. They do not suffer a penalty to their Charisma if they have levels
in sorcerer or eldritch scion of an Infernal bloodline.
Spitespawn (Div-Spawn): An innate sense of jealousy and pure malice drives spitespawn to spread
misery and despair. Unable to experience joy themselves, they devote their lives to promoting
gloom, all the while hiding the hatefulness that lurks at their core.
Spitespawn have a +2 racial bonus to Dexterity and Charisma, a -2 penalty to Intelligence, and a
+2 racial bonus on Persuasion (when used for diplomacy) and Knowledge (World) checks. They
can use the sound burst spell once per day. They add +1 to the DC of any saving throws against
enchantment spells that they cast.
Shackleborn (Kyton-Spawn): Shackleborn are fascinated by mutilation and torture. Though they
prefer to practice their cruel art on others, they accept that sometimes the wheel must turn and
greet their own moments of anguish and confinement with an odd serenity.
Shackleborn have a +2 racial bonus to Constitution and Charisma, a -2 penalty to Wisdom, and a
+2 racial bonus on Mobility and Persuasion (when used for intimidate) checks. They can use the
web spell once per day. They gain a +1 natural armor bonus to AC.
Hungerseed (Oni-Spawn): Endowed with brawny muscles and thick bones, hungerseed always
seem poised to explode into some larger, more powerful form, and have a voracious appetite for
sensory pleasures and carnal delights.
Hungerseed have a +2 racial bonus to Strength and Wisdom, a -2 penalty to Charisma, and a +2
racial bonus on Persuasion checks. They can use the invisibility spell once per day. They gain a +2
racial bonus to combat maneuver checks and combat maneuver defense.
Motherless (Qlippoth-Spawn): No woman survives the birth of a babe whose qlippoth ancestry
has emerged. At best, qlippoth-spawn rip their mothers apart during labor. At worst, they tear
themselves out even earlier.
Motherless have a +2 racial bonus to Strength and Wisdom, a -2 penalty to Intelligence, and a +2
racial bonus on Mobility and Lore (Nature) checks. They can use the blur spell once per day. They
gain a secondary Bite attack that deals 1d6 damage.
Beastbrood (Rakshasa-Spawn): Beastbrood regard themselves as deserving of appreciation and
opulence. Through deceit and sheer willpower, they often achieve privileged stations in society.
Beastbrood have a +2 racial bonus to Dexterity and Charisma, a -2 penalty to Wisdom, and a +2
racial bonus on Perception and Persuasion (when used for bluff) checks. They can use the
blindness spell once per day. They gain a damage reduction 2/piercing.
27
Classes
Alchemist
Alchemist
The alchemist's reputation is not softened by his exuberance (some would say dangerous recklessness) in
perfecting his magical extracts and potion-like creations, infusing these substances with magic siphoned
from his aura and using his own body as experimental stock. Nor is it mollified by the alchemist's almost
gleeful passion for building explosive bombs and discovering strange new poisons and methods for their
use. These traits, while making him a liability and risk for most civilized organizations and institutions of
higher learning, seem to fit quite well with most adventuring groups.
HitDice: D8
Skill Ranks per Level: 3 plus half Int bonus
Level
Base Attack
Bonus
Fort Save
Ref Save
Will Save
1
0
2
2
0
2
1
3
3
0
3
2
3
3
1
4
3
4
4
1
5
3
4
4
1
6
4
5
5
2
7
5
5
5
2
8
6
6
6
2
9
6
6
6
3
10
7
7
7
3
11
8
7
7
3
12
9
8
8
4
13
9
8
8
4
14
10
9
9
4
15
11
9
9
5
16
12
10
10
5
28
17
12
10
10
5
18
13
11
11
6
19
14
11
11
6
20
15
12
12
6
Class Features
The following are class features of the alchemist.
Alchemist Proficiencies
Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor,
but not with shields.
Bomb
In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and
infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies.
An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier.
Thrown bombs have a range of 30 feet and use the Throw Splash Weapon special attack. Bombs are
considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a
direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the
alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every
odd-numbered alchemist level. Splash damage from an alchemist bomb is always equal to the bomb's
minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash
damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save
for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's
Intelligence modifier.
Mutagen
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his
physical prowess at the cost of his personality.
It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow
bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the
selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the
alchemist takes a 2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it
applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it
enhances his Constitution, it applies a penalty to his Charisma.
Throw Anything
You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Discovery
29
At 2nd level, and then again, every 2 levels thereafter (up to 18th level), an alchemist makes an incredible
alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more
than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as
uncovering other discoveries. Only one such discovery can be applied to an individual bomb. The DC of
any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist's level + the alchemist's
Intelligence modifier.
Acid Bomb
Prerequisites: Bomb
When the alchemist creates a bomb, he can choose to have it inflict acid damage. Creatures that take a
direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.
Blinding Bombs
Prerequisites: Alchemist 8, and Bomb
When the alchemist creates a bomb, he can choose for it to detonate very brightly. Creatures that take a
direct hit from a blinding bomb are blinded for 1 minute unless they succeed at a Fortitude save.
Creatures in the splash area that fail their saves against the bomb are dazzled for 1 minute.
Breath Weapon Bomb
Prerequisites: Alchemist 6, and Bomb
Instead of drawing the components of, creating, and throwing a bomb, the alchemist can draw the
components, drink them, mix them within his body, and then expel them as a breath weapon as a
standard action. This breath weapon is a 15-foot cone and has the same DC as the bomb. Each creature
within the cone takes damage as if it had suffered a direct hit from the alchemist's bomb but succeeding
at a Reflex save (DC = 10 + 1/2 the alchemist's level + the alchemist's Intelligent modifier) halves the
damage. Unlike throwing normal bombs, drawing, drinking, and expelling breath weapon bombs does not
provoke attacks of opportunity.
Choking Bomb
Instead of dealing damage, this bomb exposes creatures around it to choking gas. Creatures that take a
direct hit or are in the splash area must succeed at a Fortitude save or become nauseated for 1 round per
1d6 damage the alchemist bomb would usually inflict. Creatures nauseated by this bomb can attempt
another save each round.
Cognatogen
The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental
ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it
applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it
enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the
mutagen ability (including the natural armor bonus). Anytime the alchemist would prepare a mutagen, he
may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the
same substance an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen
that is not in an alchemist's possession becomes inert, drinking a cognatogen makes a non-alchemist sick,
and so on. When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the
ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen
class ability apply to cognatogens.
Cursed Bomb
Prerequisites: Alchemist 12, and Bomb
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When an alchemist creates a bomb, he can choose to have it deliver one of the four powerful curses. A
creature that takes a direct hit from a cursed bomb must succeed at a Will save or be affected by one of
the following curses:
Curse of Feeble Body the subject suffers a -6 penalty to Constitution score.
Curse of Weakness the subject suffers a -6 penalty to Strength and Dexterity scores.
Curse of Idiocy the subject suffers a -6 penalty to Intelligence, Wisdom, and Charisma scores.
Curse of Deterioration the subject suffers a -4 penalty on attack rolls, saves, ability checks, and skill
checks.
Dispelling Bombs
When the alchemist creates a bomb, he can choose to have it dispel magic effects instead of deal
damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted dispel magic
spell, using the alchemist's level as the caster level. This cannot be used to target a specific spell effect.
Enhance Potion
Any potion that alchemist drinks functions at a caster level equal to his class level.
Explosive Bombs
The alchemist's bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct
hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is
extinguished.
Extend Potion
Any potion that alchemist drinks functions at twice its normal duration, as if affected by an Extend Spell
metamagic feat.
Fast Bombs
Prerequisites: Alchemist 8
An alchemist with this discovery can quickly create enough bombs to throw more than one in a single
round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack
bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged
weapon.
Feral Mutagen
Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are
primary attacks and are made using the alchemist's full base attack bonus. The claw attacks deal 1d6
points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the
alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on
Persuasion skill checks when used to intimidate.
Feral Wings
Prerequisites: Alchemist 6, and Feral Mutagen
Under the effects of feral mutagen, the alchemist gains bat-like wings that give him a +3 dodge bonus to
AC against melee attacks and immunity to the effects of difficult terrain.
Force Bombs
When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4
points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6.
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Creatures that take a direct hit from a force bomb are knocked prone unless they succeed at a Reflex
save.
Grand Cognatogen
Prerequisites: Alchemist 16, and Greater Cognatogen
The alchemist's cognatogen now grants a +6 natural armor bonus, a +8 alchemical bonus to one mental
ability score (Intelligence, Wisdom, or Charisma), a +6 alchemical bonus to a second mental ability score,
and a +4 alchemical bonus to a third mental ability score. The alchemist takes a 2 penalty to his
Strength, Dexterity, and Constitution as long as the cognatogen persists, and takes 2 points of ability
damage to each physical ability score when the cognatogen ends.
Grand Mutagen
Prerequisites: Alchemist 16, and Greater Mutagen
The alchemist's mutagen now grants a +6 natural armor bonus, a +8 alchemical bonus to one ability score
(Strength, Dexterity, or Constitution), a +6 alchemical bonus to a second physical ability score, and a +4
alchemical bonus to a third physical ability score. The alchemist takes a 2 penalty to Intelligence,
Wisdom, and Charisma as long as the mutagen persists.
Greater Cognatogen
Prerequisites: Alchemist 12, and Cognatogen
The alchemist's cognatogen now grants a +4 natural armor bonus, a +6 alchemical bonus to one mental
ability score (Intelligence, Wisdom, or Charisma), and a +4 alchemical bonus to a second mental ability
score. The alchemist takes a 2 penalty on both associated physical ability scores as long as the
cognatogen persists and takes 2 points of ability damage to both associated physical ability scores when
the cognatogen ends.
Greater Mutagen
Prerequisites: Alchemist 12
The alchemist's mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical
ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability
score. The alchemist takes a 2 penalty on both associated mental ability scores as long as the mutagen
persists.
Holy Bombs
When the alchemist creates a bomb, he can choose to have it deal good divine damage. Evil creatures
that take a direct hit from a holy bomb must succeed at a Fortitude save or be staggered on their next
turn. Against neutral creatures, holy bombs deal half damage, and such targets are not affected by their
staggering effect. Holy bombs have no effect on good-aligned creatures.
Infusion
The infusion discovery allows an alchemist to use his extracts not only on himself but on other people as
well. With this discovery, all alchemist extracts will behave exactly like spells of the same names when
considering targets and range.
Mummification
Prerequisites: Preserve Organs, and Alchemist 10
The alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself
into an undead-like creature. The alchemist's type does not change, but he becomes immune to cold,
paralysis, and sleep.
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Nauseating Flesh
The alchemist's body is suffused with poison. Any creature that bites the alchemist must make a Fortitude
saving throw or be nauseated for 1d4 rounds.
Precise bomb
When the alchemist throws a bomb, it doesn't affect allies.
Preserve Organs
The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal
wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the
critical hit or sneak attack is negated, and damage is instead rolled normally.
This does not stack with similar abilities that negate critical hits and sneak attacks (such as fortification
armor). An alchemist can take this discovery up to three times; the effects stack, increasing this chance to
50% and then 75%.
Spontaneous Healing
The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal
5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2
alchemist levels he possesses.
Tanglefoot Bombs
A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be
entangled and glued to the floor as if it had failed it save against a tanglefoot bag. Creatures in the splash
area that fail their saves are entangled but not glued to the floor; those who make this save are not
entangled at all.
Poison Resistance
At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4
at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to
poison.
Poison Immunity
At 10th level, an alchemist becomes completely immune to poison.
Persistent Mutagen
At 14th level, the effects of a mutagen last for 1 hour per level.
Grand Discovery
At 20th level, the alchemist makes a grand discovery. For many alchemists, the promise of one of these
grand discoveries is the primary goal of their experiments and hard work.
Awakened Intellect
The alchemist's constant exposure to strange chemicals has expanded his mind. His Intelligence score
permanently increases by 2 points.
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Fast Healing
The alchemist's flesh responds to damage with shocking speed he gains fast healing 5.
True Mutagen
The alchemist's mutagen now grants a +8 natural armor bonus and a +8 alchemical bonus to Strength,
Dexterity, and Constitution. The alchemist takes a 2 penalty to his Intelligence, Wisdom, and Charisma as
long as the mutagen persists.
Alchemist Archetypes
Grenadier
Grenadiers train to exercise their talents in the thick of battle, even when not under the influence of their
mutagens. They learn methods of combining weapon attacks with their alchemical magic, and sacrifice
skill with poisons in order to become more adept at using alchemical bombs or using alchemical items in
conjunction with their martial skills. As an unusual side effect of their skill at handling bombs and
alchemical items with increased speed, grenadiers master the ability to drink potions, elixirs, and
mutagens quickly and safely, without exposing themselves to peril while doing so.
Martial Weapons Proficiency
You become proficient with all Martial Weapons.
Alchemical Weapon
At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical
liquid or powder, such as an acid flask or alchemist's fire. This action consumes the alchemical item but
transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature
struck by the weapon, but does not splash, spread, affect additional targets, or benefit from any other
effects that specifically affect splash weapons. Any extra damage added is not doubled on a critical hit.
The alchemical treatment causes no harm to the weapon treated and wears off 1 minute after being
applied if no blow is struck. Infusing a new alchemical item also removes the effect of any alchemical
liquid or powder previously applied with this ability. At 6th level, a grenadier can use her alchemical
weapon ability as a swift action. At 15th level, this ability becomes a free action.
Directed Blast
At 6th level, a grenadier can detonate a bomb so that it splashes in a 30-foot cone rather than affecting a
radius. The cone starts at the alchemist and extends away from her in the direction she chooses. Each
creature within the cone takes damage as if it had suffered a direct hit from the alchemist's bomb but
succeeding at a Reflex save (DC = 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier)
halves the damage.
Staggering Blast
At 10th level, a grenadier's bombs become particularly overwhelming when they explode. Whenever a
grenadier scores a successful critical hit with a bomb, the creature directly struck by that bomb is
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staggered for 1d4+1 rounds. A successful Fortitude save (DC equals the bomb's Reflex save DC to avoid
splash damage) reduces the duration to 1 round.
Alchemist replaces following features: Poison Resistance, Poison Immunity
Vivisectionist
A vivisectionist studies bodies to better understand their function. Unlike a chirurgeon, a vivisectionist's
goals are not related to healing, but rather to experimentation and knowledge that most people would
consider evil.
Sneak Attack
If a character can catch an opponent when he is unable to defend himself effectively from her attack, she
can strike a vital spot for extra damage.
The character's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC
(whether the target actually has a Dexterity bonus or not), or when the character flanks her target. This
extra damage is 1d6 and increases by 1d6 at later levels. This additional damage is precision damage and
is not multiplied on a critical hit.
The character must be able to see the target well enough to pick out a vital spot and must be able to
reach such a spot.
Advanced Talents
After 10th level, a character can choose one of the advanced rogue talents in place of a rogue talent.
Medical Discovery
At 2nd level, and then again, every 2 levels thereafter (up to 18th level), a vivestctionist makes an
incredible medical discovery. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the
vivisectionist's level + the vivisectionist's Intelligence modifier.
Combat Trick
A character that selects this talent gains a bonus combat feat.
Alchemist replaces following features: Bomb, Bomb, Bomb, Bomb, Bomb, Bomb, Bomb, Bomb, Bomb,
Bomb, Discovery, Discovery, Discovery, Discovery, Discovery, Discovery, Discovery, Discovery, Discovery,
Discovery
Chirurgeon
An alchemist who studies anatomy and uses this knowledge to heal is a chirurgeon.
Infused Curative
At 2nd level, a chirurgeon's extracts of remove disease, remove blindness, neutralize poison, and cure
spells automatically act as infusions and can be used not only on himself but on other people as well.
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Skill Focus Lore (Religion)
You get a +3 bonus on all checks involving Lore (Religion). If you have 10 or more ranks in Lore (Religion),
this bonus increases to +6.
Power Over Death
At 10th level, a chirurgeon adds breath of life to his formula book as a 4th-level extract. His infused
curative ability applies to this extract.
Alchemist replaces following features: Poison Resistance, Poison Resistance, Poison Resistance, Poison
Immunity
Arcanist
Some spellcasters seek the secrets of magic, pursuing the power to make the impossible possible. Others
are born with magic in their blood, commanding unbelievable forces as effortlessly as they breathe. Yet
still others seek to meld the science of arcane scholars with the natural might of innate casters. These
arcanists seek to discover the mysterious laws of magic and through will and expertise bend those forces
to their whims. Arcanists are the shapers and tinkers of the arcane world, and no magic can resist their
control.
HitDice: D6
Skill Ranks per Level: 2 plus half Int bonus
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1
0
0
0
2
Cantrips, Arcanist Weapon and Armor Proficiencies, Arcane
Reservoir, Consume Spells, Arcanist Exploits
2
1
0
0
3
3
1
1
1
3
Arcanist Exploits
4
2
1
1
4
5
2
1
1
4
Arcanist Exploits
6
3
2
2
5
7
3
2
2
5
Arcanist Exploits
8
4
2
2
6
9
4
3
3
6
Arcanist Exploits
10
5
3
3
7
11
5
3
3
7
Greater Exploits, Arcanist Exploits
12
6
4
4
8
13
6
4
4
8
Arcanist Exploits
14
7
4
4
9
15
7
5
5
9
Arcanist Exploits
16
8
5
5
10
17
8
5
5
10
Arcanist Exploits
18
9
6
6
11
19
9
6
6
11
Arcanist Exploits
20
10
6
6
12
36
Class Features
Cantrips
Arcanists can cast number of cantrips, or 0-level spells. These spells are cast like any other spell, but they
do not consume spell slots.
Arcanist Weapon and Armor Proficiencies
Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield.
Armor interferes with an arcanist's gestures, which can cause her spells with somatic components to fail.
Arcane Reservoir
An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and
enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal
to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw
magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from
the previous day are lost. She can also regain these points through the consume spells class feature and
some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount
noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist
can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she
does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no
more than 1 point from her reservoir on a given spell in this way.
Consume Spells
At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable
for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times
per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane
reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this
way. Points gained in excess of the reservoir's maximum are lost.
Arcanist Exploits
By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and
exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic,
adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns
a new arcane exploit. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has
been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from
her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is
equal to 10 + 1/2 the arcanist's level + the arcanist's Charisma modifier.
Acid Jet
The arcanist can unleash a jet of acid by expending 1 point from her arcane reservoir and making a
ranged touch attack against any one target in close range. If the attack hits, it deals 1d6 points of acid
damage + the arcanist's Charisma modifier, plus an additional 1d6 points of acid damage for every 2
levels beyond 1st (to a maximum of 10d6 at 19th level). The target is also sickened for 1d4 rounds. It can
attempt a Fortitude saving throw to negate the sickened condition.
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Arcane Barrier
As a swift action, the arcanist can expend 1 point from her arcane reservoir to create a barrier of magic
that protects her from harm. This barrier grants the arcanist a number of temporary hit points equal to
her arcanist level + her Charisma modifier and lasts for 1 minute per arcanist level or until all the
temporary hit points have been lost. Each additional time per day the arcanist uses this ability, the
number of arcane reservoir points she must spend to activate it increases by 1 (so the second time it is
used, the arcanist must expend 2 points from her arcane reservoir, 3 points for the third time, and so on).
The temporary hit points from this ability do not stack with themselves, but additional uses do cause the
total number of temporary hit points and the duration to reset.
Armored Mask
By expending 1 point from her arcane reservoir as a standard action, the arcanist grants herself an
effective illusion of armor.
She gains the benefits of mage armor with a caster level that's equal to her arcanist level. If the arcanist
already has mage armor active, she instead gains the benefits of shield of faith with a caster level equal to
her arcanist level.
Dimensional Slide
The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step
through to reach another location. This ability is used as a move action, allowing her to move to any
location in close range she can see.
Energy Shield
The arcanist can protect herself from energy damage as a standard action by expending 1 point from her
arcane reservoir. She must pick one energy type and gains resistance 10 against that energy type for 1
minute per arcanist level. This protection increases by 5 for every 5 levels the arcanist possesses (up to a
maximum of 30 at 20th level).
Flame Arc
The arcanist can unleash an arc of flame by expending 1 point from her arcane reservoir. This creates a
30-foot line of flame that deals 1d6 points of fire damage + the arcanist's Charisma modifier, plus an
additional 1d6 points of fire damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level) to
each target in the line. Creatures in the area of effect may attempt a Reflex saving throw to halve the
damage.
Force Strike
The arcanist can unleash a blast of force by expending 1 point from her arcane reservoir. This attack
automatically strikes one target within 30 feet (as magic missile) and deals 1d4 points of force damage,
plus 1 point of damage per arcanist level. Spells and effects that negate magic missile also negate this
effect.
Holy Water Jet
Prerequisites: Angel 1, or Azata 1
The arcanist can unleash a jet of holy water by expending 1 point from her arcane reservoir. This creates
a 30-foot line of water that deals damage equal to 1d8 points of damage plus the arcanist's Charisma
modifier, plus an additional 1d8 points of damage for every 2 levels beyond 1st (to a maximum of 10d8 at
19th level) to each target in the line that would normally take damage from holy water. Creatures in the
area of effect can attempt a Reflex saving throw to halve the damage.
Ice Missile
The arcanist can unleash a freezing projectile by expending 1 point from her arcane reservoir and making
a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d6 points of cold
damage + the arcanist's Charisma modifier, plus an additional 1d6 points of cold damage for every 2
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levels beyond 1st (to a maximum of 10d6 at 19th level). In addition, the target is staggered for 1 round. It
can attempt a Fortitude saving throw to negate the staggered condition.
Lightning Lance
The arcanist can unleash a lance of lightning by expending 1 point from her arcane reservoir and making a
ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d6 points of
electricity damage + the arcanist's Charisma modifier, plus 1d6 points of electricity damage for every 2
levels beyond 1st (to a maximum of 10d6 at 19th level). The target's vision is also impaired, causing the
target to treat all creatures as if they had concealment (20%) for 1 round. It can attempt a Fortitude
saving throw to negate the impaired vision.
Shadow Veil
By expending 1 point from her arcane reservoir, an arcanist can pull a veil of shadows around her, making
her more difficult to spot and strike. The arcanist gains concealment (20% miss chance) and a +5 bonus
on Stealth checks. This effect lasts a number of rounds equal to 1 + the arcanist's Charisma bonus.
Sonic Blast
The arcanist can loose a deafening blast of sonic energy by expending 1 point from her arcane reservoir
and succeeding at a ranged touch attack against any one target within 30 feet. The blast deals an amount
of sonic damage equal to 1d6 + the arcanist's Charisma modifier, plus an additional 1d6 points of sonic
damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level). The target can attempt a
Fortitude save to halve the damage.
Spell Resistance
The arcanist can grant herself spell resistance for a number of rounds equal to her Charisma modifier
(minimum 1) as a standard action by expending 1 point from her arcane reservoir. This spell resistance is
equal to 6 + her arcanist level.
Swift Consume
The arcanist can use the consume spells class feature or the consume magic items exploit as swift actions
instead of as move actions.
Wooden Flesh
The arcanist infuses herself with the toughness of the plant life that she studies. The arcanist can spend 1
point from her arcane reservoir to gain a +2 natural armor bonus and DR/slashing equal to her Charisma
modifier (minimum 1) for 1 minute per arcanist level. While this ability is in effect, she counts as both her
original creature type and a plant creature for the purpose of abilities and spells.
Burning Flame
Prerequisites: Greater Exploits, and Flame Arc
This exploit works as the flame arc exploit, but the arcanist needs to expend 2 points from her arcane
reservoir instead of one. If she does, each target catches on fire if it fails its saving throw. Until the fire is
extinguished, the target takes 3d6 points of fire damage at the start of each of its turns. The target can
attempt a Reflex every round to extinguish the flames.
Dancing Electricity
Prerequisites: Lightning Lance, and Greater Exploits
This exploit works as the lightning lance exploit, but the arcanist needs to expend 2 points from her
arcane reservoir instead of one. If she does, all creatures adjacent to the target take an amount of
damage equal to half the amount of electricity damage rolled. Adjacent creatures can attempt a Reflex
saving throw to halve this damage. Whether or not the target makes its saving throw has no effect on
adjacent targets. The arcanist must have the lightning lance exploit to select this exploit.
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Greater Spell Resistance
Prerequisites: Greater Exploits, and Spell Resistance
Whenever the arcanist uses the spell resistance exploit, the spell resistance is equal to 11 + the arcanist's
level. The arcanist must have the spell resistance exploit to select this exploit.
Hellfire Ray
This exploit works as the flame arc exploit, but the arcanist needs to expend 2 points from her arcane
reservoir instead of one. If she does so, half of the damage she deals is fire, and the other half results
directly from unholy power that is not subject to fire resistance. Good creatures that take damage from a
hellfire ray must succeed at a Will saving throw or be sickened for 1d4 rounds.
Icy Tomb
Prerequisites: Greater Exploits, and Ice Missile
This exploit works as the ice missile exploit, but the arcanist needs to expend 2 points from her arcane
reservoir instead of one. If she does, the target is coated in rime if it fails its saving throw. As long as the
ice remains (1 minute per level), the target is entangled and takes 1 point of Dexterity damage at the start
of each of its turns. The target tries to break free from the ice every round by making a Strength check
with a DC equal to 10 + the arcanist's Charisma modifier. If the target takes fire damage, the ice melts and
the effect ends. The arcanist must have the ice missile arcanist exploit to select this exploit.
Lingering Acid
Prerequisites: Greater Exploits, and Acid Jet
This exploit works as the acid jet exploit, but the arcanist needs to expend 2 points from her arcane
reservoir instead of one. If she does, the target takes additional damage on the following rounds if it fails
its saving throw. The target takes 1d6 points of acid damage on the following round for every 2d6 points
of acid damage dealt by the initial attack. On subsequent rounds, the target continues to take 1d6 points
of acid damage for every 2d6 points of acid damage dealt on the previous round. The damage continues
until the amount of acid damage dealt on the previous round by this effect is 1d6. For example, a 9th
level arcanist would deal 5d6 points of acid damage + the arcanist's Charisma modifier, 2d6 points of acid
damage on the following round, and 1d6 points of acid damage on the third and final round. The arcanist
must have the acid jet exploit to select this exploit.
Greater Exploits
At 11th level and every 2 levels thereafter, an arcanist can choose one of the greater exploits in place of
an arcanist exploit.
Arcanist Archetypes
Brown-Fur Transmuter
Frequently called "brown-furs," these transmutation-focused arcanists are known for transforming
themselves into animals. What few realize is that these specialized arcanists excel at turning
themselvesand othersinto all kinds of creatures.
Powerful Change
At 3rd level, the brown-fur transmuter learns to harness the power of her magic to empower her
transmutations. Whenever the brown-fur transmuter casts a transmutation spell using one of her arcanist
spell slots, she can expend 1 point from her arcane reservoir as a free action to bolster the spell. If the
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spell grants a bonus to an ability score, the bonus then increases by 2. The brown-fur transmuter cannot
expend more than 1 point from her arcane reservoir in this way.
Share Transmutation
At 9th level, the brown-fur transmuter can target others with her transmutation spells. A brown-fur
transmuter can expend 1 point from her arcane reservoir to change any transmutation spell with a range
of personal to a range of touch.
Transmutation Supremacy
At 20th level, the brown-fur transmuter learns to fully master the power of transmutation. Whenever she
casts a transmutation spell, it is treated as it were affected by the Extend Spell feat without altering the
casting time or slot used. Whenever she uses her powerful change ability, the bonus increases by 4
instead of 2. Her share transmutation ability can now target a willing creature within close range.
Arcanist replaces following features: Arcanist Exploits, Arcanist Exploits,
Eldritch Font
For some arcanists, the power bubbling up from within is nearly too much to contain. They become adept
at shaping this magical energy without needing to bind it up in spells.
Font of Power
An eldritch font gains one additional spell slot for each level of arcanist spell she can cast. However, the
number of spells of each level that she can prepare reduces by 1. If this reduces her spells prepared for a
level to 0, she still gains spell slots of that level, which can be used to cast spells using metamagic feats.
Eldritch Surge
At 3rd level, an eldritch font can, as a swift action, pour more power into her spells and abilities. She can
add 2 to the caster level and DC of a spell, or increase her effective arcanist level by 2 when using an
arcanist exploit. She becomes fatigued upon using this ability. If she is already fatigued, she becomes
exhausted. If she's already exhausted, she cannot use this ability. This ability does not stack with spending
points from her arcane reservoir to increase the spell's caster level or DC (as the arcane reservoir class
feature).
Improved Surge
At 7th level, an eldritch font can use her eldritch surge ability to make two attack rolls associated with a
spell and take the better result.
Greater Surge
At 13th level, an eldritch font can use her eldritch surge ability to force a creature to reroll a saving throw
against one spell or arcanist exploit and take the lower value. The eldritch font must declare the use of
this ability before the result of that creature's saving throw is revealed. If the spell or arcanist exploit
affects more than one target, only one target is affected by this ability.
Bottomless Well
41
At 20th level, once per day an eldritch font can spend a full-round action to refuel herself. Doing so allows
her to prepare new spells and regain points of arcane reservoir equal to 1/2 her level.
Arcanist replaces following features: Arcanist Exploits, Arcanist Exploits, Arcanist Exploits,
Unlettered Arcanist
Some arcanists store their spells as whispered secrets within familiars instead of on paper.
Witch Spells
An unlettered arcanist follows a different arcane tradition. She uses the witch spell list instead of the
wizard/sorcerer spell list.
Familiar
An unlettered arcanist does not keep a spellbook. Instead, she gains a familiar in which she stores her
spells as a witch does, though she does not gain a witch's patron. Treat her arcanist level as her witch
level for determining the abilities and benefits granted by the familiar. Anything that would allow an
unlettered arcanist to add spells to her spellbook allows her to add spells to her familiar instead.
Cat Familiar
A familiar is a magical pet that enhances the charater's skills and senses. A cat's master gains a +3 bonus
on Stealth checks and a +2 bonus on Perception checks.
Centipede Familiar
A familiar is a magical pet that enhances the character's skills and senses. A centipede's master gains a +2
bonus on Will saves and a +2 bonus on Perception checks.
Chicken Familiar
A familiar is a magical pet that enhances the character's skills and senses. A chicken's master gains +3 hit
points and a +2 bonus on Perception checks.
Dog Familiar
A familiar is a magical pet that enhances the character's skills and senses. A dog's master gains a +3 bonus
on Lore (Nature) checks and a +2 bonus on Perception checks.
Duck Familiar
A familiar is a magical pet that enhances the character's skills and senses. A duck's master gains a +3
bonus on Knowledge (World) checks and a +2 bonus on Perception checks.
Hare Familiar
A familiar is a magical pet that enhances the character's skills and senses. A hare's master gains a +4
bonus on Initiative checks and a +2 bonus on Perception checks.
Jerboa Familiar
A familiar is a magical pet that enhances the character's skills and senses. A jerboa's master gains a +3
bonus on Athletics checks and a +2 bonus on Perception checks.
Lizard Familiar
A familiar is a magical pet that enhances the character's skills and senses. A lizard's master gains a +1
natural armor bonus to AC and a +2 bonus on Perception checks.
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Monkey Familiar
A familiar is a magical pet that enhances the character's skills and senses. A monkey's master gains a +3
bonus on Mobility checks and a +2 bonus on Perception checks.
Rabbit Familiar
A familiar is a magical pet that enhances the character's skills and senses. A rabbit's master gains a +2
bonus on Reflex saves and a +2 bonus on Perception checks.
Rat Familiar
A familiar is a magical pet that enhances the character's skills and senses. A rat's master gains a +2 bonus
on Fortitude saves and a +2 bonus on Perception checks.
Raven Familiar
A familiar is a magical pet that enhances the character's skills and senses. A raven's master gains a +3
bonus on Persuasion checks and a +2 bonus on Perception checks.
Tarantula Familiar
A familiar is a magical pet that enhances the character's skills and senses. A tarantula's master gains a a
+3 bonus on Athletics checks and a +2 bonus on Perception checks.
Viper Familiar
A familiar is a magical pet that enhances the character's skills and senses. A viper's master gains a a +3
bonus on Persuasion checks and a +2 bonus on Perception checks.
White Mage
A white mage is an arcanist touched by a divine power and gifted with the ability to heal others.
Spontaneous Healing
At 1st level, a white mage can expend 1 point from her arcane reservoir to use one of her spell slots to
cast a cure spell (any spell with "cure" in its name) from the cleric spell list as if it were on her spell list
and prepared. The spell must be of a level the arcanist can cast. At 10th level, the white mage can expend
5 points from her arcane reservoir and a spell slot of at least 5th level to cast breath of life.
Arcanist replaces following features: Arcanist Exploits, Arcanist Exploits
Barbarian
Barbarians excel in combat, possessing the martial prowess and fortitude to take on foes seemingly far
superior to themselves. With rage granting them boldness and daring beyond that of most other warriors,
barbarians charge furiously into battle and ruin all who would stand in their way.
HitDice: D12
Skill Ranks per Level: 3 plus half Int bonus
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1
1
2
0
0
Fast Movement, Rage, Barbarian
Proficiencies
2
2
3
0
0
Rage Power, Uncanny Dodge
3
3
3
1
1
Danger Sense
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4
4
4
1
1
Rage Power
5
5
4
1
1
Improved Uncanny Dodge
6
6
5
2
2
Rage Power, Danger Sense
7
7
5
2
2
Damage Reduction
8
8
6
2
2
Rage Power
9
9
6
3
3
Danger Sense
10
10
7
3
3
Rage Power, Damage Reduction
11
11
7
3
3
Greater Rage
12
12
8
4
4
Rage Power, Danger Sense
13
13
8
4
4
Damage Reduction
14
14
9
4
4
Rage Power, Indomitable Will
15
15
9
5
5
Danger Sense
16
16
10
5
5
Rage Power, Damage Reduction
17
17
10
5
5
Tireless Rage
18
18
11
6
6
Rage Power, Danger Sense
19
19
11
6
6
Damage Reduction
20
20
12
6
6
Rage Power, Mighty Rage
Class Features
Fast Movement
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when
she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus
before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks
with any other bonuses to the barbarian's land speed.
Rage
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat
prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution
modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day.
Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the
total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action.
The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours
need not be consecutive.
While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon
damage rolls, and Will saving throws. In addition, she takes a 2 penalty to Armor Class. She also gains 2
temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage,
disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1
minute of her previous rage. While in a rage, a barbarian cannot cast spells.
A barbarian can end her rage as a free action and is fatigued for 1 minute after a rage ends. A barbarian
can't enter a new rage while fatigued or exhausted but can otherwise enter a rage multiple times per day.
If a barbarian falls unconscious, her rage immediately ends.
Barbarian Proficiencies
A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields
(except tower shields).
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Rage Power
As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains
a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A
barbarian gains the benefits of rage powers only while raging, and some of these powers require the
barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power
more than once.
Animal Fury
While raging, the barbarian gains a bite attack. If used as part of a full attack, the bite attack is made at
the barbarian's full base attack bonus 5. If the bite hits, it deals 1d4 points of damage (assuming the
barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian's Strength modifier.
Beast Totem
Prerequisites: Beast Totem, Lesser, and Barbarian 6
While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four
levels the barbarian has attained. Note: Totem rage powers grant powers related to a theme. A barbarian
cannot select from more than one group of totem rage powers; for example, a barbarian who selects a
beast totem rage power cannot later choose to gain any of the dragon totem rage powers (any rage
power with "dragon totem" in its title).
Beast Totem, Greater
Prerequisites: Barbarian 10, and Beast Totem
While raging, the barbarian gains the pounce special ability, allowing her to make a full attack at the end
of a charge. In addition, the damage from her claws increases to 1d8 (1d6 if Small) and the claws deal ×3
damage on a critical hit. Note: Totem rage powers grant powers related to a theme. A barbarian cannot
select from more than one group of totem rage powers; for example, a barbarian who selects a beast
totem rage power cannot later choose to gain any of the dragon totem rage powers (any rage power with
"dragon totem" in its title).
Beast Totem, Lesser
While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are
made at the barbarian's full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if
Small) plus the barbarian's Strength modifier. Note: Totem rage powers grant powers related to a theme.
A barbarian cannot select from more than one group of totem rage powers; for example, a barbarian who
selects a beast totem rage power cannot later choose to gain any of the dragon totem rage powers (any
rage power with "dragon totem" in its title).
Fearless Rage
Prerequisites: Barbarian 12
The barbarian is immune to the shaken and frightened conditions. A barbarian must be at least 12th level
to select this rage power.
Guarded Stance
The barbarian can take on a more defensive posture. This grants her a +1 dodge bonus to her Armor Class
for the duration of her current rage. This bonus increases by 1 for every 4 levels the barbarian has. This is
a stance rage power. A barbarian can't have more than one stance rage power active at a time. If she
activates a stance rage power while another one is active, the current stance immediately ends.
Protect Vitals
Prerequisites: Guarded Stance, and Barbarian 8
45
While in the guarded stance, the barbarian gains an additional +4 dodge bonus to AC against attack rolls
made to confirm critical hits. A barbarian must have the guarded stance rage power and be at least 8th
level to select this rage power.
Reflexive Dodge
Prerequisites: Barbarian 6, and Guarded Stance
While in the guarded stance, the barbarian can apply her dodge bonus to AC as a bonus on Reflex saving
throws. A barbarian must have the guarded stance rage power and be at least 6th level to select this rage
power.
Increased Damage Reduction
Prerequisites: Barbarian 8
The barbarian's damage reduction increases by 2/. A barbarian can select this rage power up to three
times. Its effects stack. A barbarian must be at least 8th level to select this rage power.
Internal Fortitude
The barbarian is immune to the sickened and nauseated conditions. A barbarian must be at least 8th level
to select this rage power.
Deadly Accuracy
Prerequisites: Barbarian 4, and Lethal Stance
If the barbarian scores a critical threat while in the lethal stance, she applies double the lethal stance's
bonus when rolling to confirm the critical. A barbarian must have the lethal stance rage power and be at
least 4th level to select this rage power.
Lethal Accuracy
Prerequisites: Deadly Accuracy, and Barbarian 16
While in the lethal stance, the barbarian's critical multiplier for damage increases by 1 (a ×2 multiplier
becomes ×3, a ×3 multiplier becomes ×4, and a ×4 multiplier becomes ×5). A barbarian must have the
lethal stance and deadly accuracy rage powers and be at least 16th level to select this rage power.
Lethal Stance
The barbarian can focus her strikes. She gains a +1 competence bonus on melee attack rolls and thrown
weapon attack rolls. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage
power. A barbarian can't have more than one stance rage power active at a time. If she activates a stance
rage power while another one is active, the current stance immediately ends.
Inspire Ferocity
Prerequisites: Reckless Stance
While in the reckless stance, the barbarian imparts the stance's bonus and penalty to all willing allies
within 30 feet of her. A barbarian must have the reckless stance rage power to select this rage power.
Reckless Stance
The barbarian can attack with abandon at the expense of her defense. She gains a +1 bonus on attack
rolls, but takes a 1 penalty to AC. This bonus and penalty increase by 1 at 4th level and every 4 levels
thereafter.
This is a stance rage power. A barbarian can't have more than one stance rage power active at a time. If
she activates a stance rage power while another one is active, the current stance immediately ends.
Renewed Vigor
Prerequisites: Barbarian 4
As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every 4
levels the barbarian has beyond 4th, the amount healed increases by 1d8 (to a maximum of 5d8 at 20th
46
level). This ability can be used only once per day. The barbarian must be at least 4th level to select this
rage power.
Swift Foot
The barbarian gains a 10-foot enhancement bonus to her base speed. A barbarian can select this rage
power up to three times; its effects stack.
Uncanny Dodge
The character can react to danger before her senses would normally allow her to do so. She cannot be
caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses
her Dexterity bonus to AC if immobilized. A character with this ability can still lose her Dexterity bonus to
AC if an opponent successfully uses the feint action against her.
If a character already has uncanny dodge from a different class, she automatically gains improved
uncanny dodge instead.
Danger Sense
At 3rd level, a barbarian gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC
against attacks by traps. These bonuses increase by 1 every 3 levels thereafter (to a maximum of +6 at
18th level).
Improved Uncanny Dodge
The character can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the
attacker has at least four more rogue levels than the target does.
Damage Reduction
At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each
time she is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian
levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction
can reduce damage to 0 but not below 0.
Greater Rage
At 11th level, a barbarian's bonus on melee attack rolls, melee damage rolls, thrown weapon damage
rolls, and Will saves while raging increases to +3. In addition, the amount of temporary hit points gained
when entering a rage increases to 3 per Hit Die.
Indomitable Will
While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment
spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also
receives during her rage.
Tireless Rage
Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.
47
Mighty Rage
At 20th level, a barbarian's bonus on melee attack rolls, melee damage rolls, thrown weapon damage
rolls, and Will saves while raging increases to +4. In addition, the amount of temporary hit points gained
when entering a rage increases to 4 per Hit Die.
Barbarian Archetypes
Armored Hulk
Some barbarians disdain the hides and leather used as armor by most of their kin. Instead they master
the heaviest of armors, even those created by more civilized people, to gain greater protection and
stability in battle.
Indomitable Stance
An armored hulk gains a +1 bonus on combat maneuver checks and to CMD, and on Reflex saves against
trample attacks. She also gains a +1 bonus to her AC against charge attacks and on attack and damage
rolls against charging creatures.
Armor Proficiency (Heavy Armor)
Prerequisites: Armor Proficiency (Medium Armor)
You become proficient with Heavy Armor.
Armored Swiftness
At 2nd level, an armored hulk moves 5 feet faster than normal in medium and heavy armor.
Improved Armored Swiftness
At 5th level, an armored hulk moves faster in medium and heavy armor. When wearing medium or heavy
armor, an armored hulk can move 10 feet faster than normal, to a maximum of her speed.
Resilience of Steel
At 3rd level, an armored hulk is able to use her armor to help avoid deadly hits. While wearing heavy
armor, she gains a +1 bonus to AC that applies only on critical hit confirmation rolls. This bonus increases
by +1 every 3 levels beyond 3rd (maximum +6 at 18th level).
Barbarian replaces following features: Fast Movement, Uncanny Dodge, Improved Uncanny Dodge,
Danger Sense, Danger Sense, Danger Sense, Danger Sense, Danger Sense, Danger Sense
Mad Dog
Though named for the wild savages who fight alongside rabid dogs, mad dogs employ all manner of
beasts as their battle brethren.
Animal Companion
48
Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the
druid advances in level. If a character receives an animal companion from more than one source, her
effective druid levels stack for the purposes of determining the statistics and abilities of the companion.
Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the
companion.
Animal Companion Continue
You can continue advancing your current existing companion.
Animal Companion Bear
Size Medium
Speed 40 ft.
AC +6 natural armor
Attack bite (1d6), 2 claws (1d4)
Ability Scores Str 17, Dex 13, Con 13, Int 2, Wis 13, Cha 6
At 7th level size becomes Large, Str +4, Dex -2, Con +4, +4 natural armor, gains rend.
Animal Companion Boar
Size Medium
Speed 40 ft.
AC +9 natural armor
Attack gore (1d6)
Ability Scores Str 13, Dex 12, Con 15, Int 2, Wis 13, Cha 4
At 7th level size becomes Large, Str +8, Dex -2, Con +4, +2 natural armor, gains ferocity.
Animal Companion Giant Centipede
Size Medium
Speed 40 ft.
AC +6 natural armor
Attack bite (1d6 plus poison)
Ability Scores Str 9, Dex 13, Con 13, Int , Wis 10, Cha 2
Special Attacks poison (frequency 1 round (4); effect 1d2 Dex damage; cure 1 save; Con-based DC)
CMD can't be tripped.
At 7th level size becomes Large, Str +8, Dex -2, Con +4, +2 natural armor.
Animal Companion Dog
Size Medium
Speed 40 ft.
AC +6 natural armor
Attack bite (1d6 plus trip)
Ability Scores Str 15, Dex 13, Con 15, Int 2, Wis 12, Cha 6
At 7th level size becomes Large, Str +8, Dex -2, Con +4, +2 natural armor, gains ferocity.
Animal Companion Wolf
Size Medium
Speed 50 ft.
AC +5 natural armor
Attack bite (1d6 plus trip)
Ability Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Animal Companion Elk
Size Medium
Speed 50 ft.
49
AC +6 natural armor
Attack gore (1d8), 2 hooves 1d4
Ability Scores Str 12, Dex 17, Con 14, Int 2, Wis 15, Cha 5
At 7th level size becomes Large, Str +8, Dex -2, Con +4, +2 natural armor, gains powerful charge (2d6).
Animal Companion Leopard
Size Small
Speed 50 ft.
AC +4 natural armor
Attack bite (1d4 plus trip), 2 claws (1d2)
Ability Scores Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6
At 4th level size becomes Medium, Dex +2, Con +2, gains pounce and adds Dexterity instead of Strength
modifier to damage rolls with natural attacks.
Animal Companion Mastodon
Size Medium
Speed 40 ft.
AC +7 natural armor
Attack gore (1d8), slam (1d6)
Ability Scores Str 14, Dex 14, Con 13, Int 2, Wis 13, Cha 7
At 7th level size becomes Large, Str +8, Dex -2, Con +4, +3 natural armor, gains trample (2d6).
Animal Companion Monitor Lizard
Size Small
Speed 30 ft.
AC +4 natural armor
Attack bite (1d6 plus trip)
Ability Scores Str 13, Dex 17, Con 12, Int 2, Wis 12, Cha 6
At 7th level size becomes Medium, Str +4, Dex -2, Con +4, +2 natural armor, gains poison (frequency 1
round (6); effect 1 Dex damage; cure 1 save; Con-based DC).
Animal Companion Smilodon
Size Medium
Speed 40 ft.
AC +4 natural armor
Attack bite (1d6), 4 claws (1d4)
Ability Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
At 7th level size becomes Large, Str +8, Dex -2, Con +4, +2 natural armor, gains pounce.
Size Medium
Speed 50 ft.
AC +5 natural armor
Attack bite (1d6 plus trip)
Ability Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
At 7th level size becomes Large, Str +8, Dex -2, Con +4, +2 natural armor, gains ferocity.
Pack Tactics
At 2nd level, a mad dog and her war beast gain a +4 bonus on attack rolls while flanking the same
opponent (instead of the normal +2 bonus).
Ferocious Fetch
At 5th level, a mad dog's war beast gains Improved Trip as a bonus feat.
50
Improved Trip: You can attempt to trip your opponent in place of a melee attack. You can only trip an
opponent who is no more than one size category larger than you.
If your attack exceeds the target's CMD, the target is knocked prone. If the target has more than two legs,
add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures
such as oozes, creatures without legs, and flying creatures cannot be tripped.
In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your
Combat Maneuver Defense whenever an opponent tries to trip you.
Throat Cutter
At 14th level, whenever her war beast succeeds at a bull rush, overrun, or trip combat maneuver against
an opponent threatened by the mad dog, a mad dog can take an attack of opportunity against that
opponent.
Damage Reduction
At 10th level, a mad dog gains damage reduction. At 13th level and every 3 barbarian levels thereafter,
this damage reduction rises by 1, to a maximum of DR 4/ at 19th level. A mad dog's war beast gains the
same damage reduction as the mad dog.
Barbarian replaces following features: Rage, Uncanny Dodge, Improved Uncanny Dodge, Damage
Reduction, Damage Reduction, Damage Reduction, Damage Reduction, Damage Reduction, Indomitable
Will, Rage Power, Rage Power, Rage Power, Rage Power, Rage Power
Invulnerable Rager
Some barbarians learn to take whatever comes their way, shrugging off mortal wounds with ease. These
barbarians invite their enemies to attack them and use pain to fuel their rage.
At 2nd level, the invulnerable rager gains DR/ equal to half her barbarian level. Damage reduction can
reduce damage to 0 but not below 0.
Extreme Endurance
At 3rd level, the invulnerable rager gains 1 point of fire resistance and 1 point of cold resistance. At 6th
level and every 3 levels thereafter, these resistances increase by 1 point (up to 6 points at 18th level).
Barbarian replaces following features: Uncanny Dodge, Improved Uncanny Dodge, Danger Sense, Danger
Sense, Danger Sense, Danger Sense, Danger Sense, Danger Sense, Damage Reduction, Damage
Reduction, Damage Reduction, Damage Reduction, Damage Reduction
Bard
Bards capably confuse and confound their foes while inspiring their allies to ever-greater daring. While
accomplished with both weapons and magic, the true strength of bards lies outside melee, where they
can support their companions and undermine their foes without fear of interruptions to their
performances.
HitDice: D8
Skill Ranks per Level: 4 plus half Int bonus
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1
0
0
2
2
Bard Proficiencies, Cantrips, Bardic Performance, Inspire Courage,
Bardic Knowledge, Detect Magic
51
2
1
0
3
3
Bard Talent, Well-Versed
3
2
1
3
3
Inspire Competence
4
3
1
4
4
5
3
1
4
4
Inspire Courage
6
4
2
5
5
Bard Talent, Fascinate
7
5
2
5
5
Inspire Competence, Bardic Performance (Move Action)
8
6
2
6
6
Dirge of Doom
9
6
3
6
6
Inspire Greatness
10
7
3
7
7
Jack of All Trades, Bard Talent
11
8
3
7
7
Inspire Courage, Inspire Competence
12
9
4
8
8
Soothing Performance
13
9
4
8
8
Bardic Performance (Swift Action)
14
10
4
9
9
Frightening Tune, Bard Talent
15
11
5
9
9
Inspire Competence, Inspire Heroics
16
12
5
10
10
17
12
5
10
10
Inspire Courage
18
13
6
11
11
Bard Talent
19
14
6
11
11
Inspire Competence
20
15
6
12
12
Deadly Performance
Class Features
Bard Proficiencies
A bard is proficient with all simple weapons, plus the longsword, rapier, short sword and shortbow. Bards
are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while
wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any
other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure. A
multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other
classes.
Cantrips
Bards can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they
are not expended when cast and may be used again.
Inspire Courage
A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering
them against fear and improving their combat abilities. To be affected, an ally must be able to perceive
the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and
fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six
bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level.
Bardic Knowledge
A bard adds half his class level (minimum 1) to all Knowledge and Lore skill checks and may make all
Knowledge and Lore skill checks untrained.
52
Detect Magic
Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the
school of magic to which the spell belongs. Used in dialogues.
Bard Talent
As a bard gains experience, she learns a number of talents that aid her and confound her foes. At 2nd
level, a bard gains a rogue talent, as the rogue class feature of the same name. At 6th level and every 4
levels thereafter, the bard gains an additional rogue talent. A bard cannot select a rogue talent that
modifies the sneak attack ability.
Canny Observer
When a character with this talent makes a Perception check, they gain a +4 bonus.
Combat Trick
A character that selects this talent gains a bonus combat feat.
Fast Stealth
This ability allows a character to move at full speed using the Stealth skill without penalty.
Focusing Attack Confused
When the character is confused and hits a creature with a melee attack that deals sneak attack damage,
the character is no longer confused.
Focusing Attack Shaken
When the character is shaken and hits a creature with a melee attack that deals sneak attack damage, the
character is no longer shaken.
Focusing Attack Sickened
When the character is sickened and hits a creature with a melee attack that deals sneak attack damage,
the character is no longer sickened.
Iron Guts
A character with this talent has a cast-iron stomach or has trained themselves to withstand poisons,
especially ingested ones. They gain a +1 bonus on all saves against poisons as well as a +4 bonus on saves
against all spells and effects that cause the character to be nauseated or sickened.
Slow Reactions
Opponents damaged by the character‘s sneak attack can't make attacks of opportunity for 1 round.
Terrain Mastery
A rogue with this talent gains a favored terrain, as the ranger class feature of the same name, but the
bonus does not increase with her level.
Favored Terrain First World
At 3rd level, a ranger may select a type of terrain. The ranger gains a +2 bonus on initiative checks and
Lore (Nature), Perception, and Stealth skill checks when he is in this terrain.
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In
addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including
the one just selected, if so desired) increases by +2.
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Favored Terrain Forest
Favored Terrain Highlands
Favored Terrain Plains
Favored Terrain Underground
Favored Terrain Urban
Uncanny Dodge
The character can react to danger before her senses would normally allow her to do so. She cannot be
caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses
her Dexterity bonus to AC if immobilized. A character with this ability can still lose her Dexterity bonus to
AC if an opponent successfully uses the feint action against her.
If a character already has uncanny dodge from a different class, she automatically gains improved
uncanny dodge instead.
Blinding Strike
Prerequisites: Advanced Talents, and Level 15
A character who selects this talent gains Blinding Critical as a bonus feat, even if she doesn't meet the
prerequisites.
Confounding Blades
Prerequisites: Advanced Talents, and Slow Reactions
When a character with this talent hits a creature with a melee weapon that deals sneak attack damage,
the target cannot make attacks of opportunity for 1d4+1 rounds.
Crippling Strike
Prerequisites: Advanced Talents
A character with this ability can sneak attack opponents with such precision that the blows weaken and
hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.
Dispelling Attack
An opponent that is dealt sneak attack damage by a character with this ability is affected by a targeted
dispel magic affecting one of the spell effects active on the target. The caster level for this ability is equal
to the character's level.
Double Debilitation
Prerequisites: Advanced Talents, and Debilitating Injury
Whenever the character inflicts a penalty against a target using the debilitating injury class feature, they
can select two penalties to inflict. The target can never be subject to more than two penalties in this way
at one time. If any additional penalties are inflicted, any previous penalties immediately end. Any effect
that heals damage to the target negates both of the penalties.
Familiar
A rogue with this talent gains a familiar as the familiar option of the wizard's arcane bond class feature.
Improved Evasion
Prerequisites: Advanced Talents, and Evasion
This works like evasion, except while the character still takes no damage on a successful Reflex saving
throw against an attack, they also take only half damage on a failed save. A helpless character does not
gain the benefit of improved evasion.
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Improved Uncanny Dodge
The character can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the
attacker has at least four more rogue levels than the target does.
Opportunist
The character can make an attack of opportunity against an opponent who has just been struck for
damage in melee by another character. This attack counts as an attack of opportunity for that round and
can't be used more than once per round.
Skill Focus
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that
skill, this bonus increases to +6.
Special: You can gain this feat multiple tim
Well-Versed
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in
general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and
language-dependent effects.
Inspire Competence
A bard of 3rd level or higher can use his performance to help allies succeed at a task. They must be within
30 feet and able to see and hear the bard. They get a +2 competence bonus on all skill checks as long as
they continue to hear the bard's performance. This bonus increases by +1 for every four levels the bard
has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Fascinate
At 6th level, a bard can use his performance to cause one or more creatures to become fascinated with
him. Each creature to be fascinated must be within 30 feet.
Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to
negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that
creature again for 24 hours. If its saving throw fails, the creature stands quietly and observes the
performance for as long as the bard continues to maintain it. Any damage to the target automatically
breaks the effect.
Bardic Performance (Move Action)
At 7th level, a bard can start a bardic performance as a move action instead of a standard action.
Dirge of Doom
A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies,
causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and
hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard
continues the performance.
Inspire Greatness
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A bard of 9th level or higher can use his performance to inspire greatness in all allies within 30 feet,
granting extra fighting capability. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the
commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these
bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves.
Jack of All Trades
The bard gains a +1 bonus on all skill checks.
Soothing Performance
Prerequisites: Bard 1
A bard of 12th level or higher can use his performance to create an effect equivalent to a mass cure
serious wounds, using the bard's level as the caster level. In addition, this performance removes the
fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 rounds of
continuous performance.
Bardic Performance (Swift Action)
At 13th level, a bard can start a bardic performance as a swift action.
Frightening Tune
A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an
enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a
Will save (DC 10 + 1/2 the bard's level + the bard's Charisma modifier) to negate the effect. If the save
succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes
frightened and flees for as long as the target can hear the bard's performance.
Inspire Heroics
A bard of 15th level or higher can inspire tremendous heroism in all allies within 30 feet. Inspired
creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as
long as the targets are able to witness the performance.
Deadly Performance
A bard of 20th level can use his performance to cause one enemy to die from joy or sorrow. To be
affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet.
The target receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the
effect. If a creature's saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot
use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies.
Bard Archetypes
Archaeologist
No stodgy researcher, this archaeologist meets his research head-on in the field. Archaeologists sacrifice
the bard's inspirational performance for a smattering of rogue talents.
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Archaeologist's Luck
Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune's favor, giving him
a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this
ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st, an
archaelogist can use archaeologist's luck for 2 additional rounds per day. Maintaining this bonus is a free
action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or
otherwise prevented from taking a free action to maintain it each round. Archaeologist's luck is treated as
bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic
performance. Like bardic performance, it cannot be maintained at the same time as other performance
abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.
Clever Explorer
At 2nd level, an archaeologist gains a bonus equal to half his class level on Trickery and Perception
checks.
Confident Explorer
At 6th level, an archaeologist can always take 10 on Trickery checks. A bard can choose not to take 10 and
can instead roll normally.
Uncanny Dodge
The character can react to danger before her senses would normally allow her to do so. She cannot be
caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses
her Dexterity bonus to AC if immobilized. A character with this ability can still lose her Dexterity bonus to
AC if an opponent successfully uses the feint action against her.
If a character already has uncanny dodge from a different class, she automatically gains improved
uncanny dodge instead.
Evasion
A character can avoid even magical and unusual attacks with great agility. If a character makes a
successful Reflex saving throw against an attack that normally deals half damage on a successful save, he
instead takes no damage. A helpless character does not gain the benefit of evasion.
Danger Sense
At 3rd level, an archaeologist gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC
against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being
surprised by a foe. These bonuses increase by 1 every 3 bard levels thereafter (to a maximum of +6 at
18th level).
Advanced Talents
After 10th level, a character can choose one of the advanced rogue talents in place of a rogue talent.
Bard replaces following features: Inspire Courage, Well-Versed, Inspire Competence, Inspire Courage,
Fascinate, Inspire CompetenceBardic Performance (Move Action), Dirge of Doom, Inspire Greatness,
Inspire Courage, Soothing Performance, Bardic Performance (Swift Action), Frightening Tune, Inspire
CompetenceInspire Heroics, Inspire Courage, Inspire Competence, Deadly Performance
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Thundercaller
Among mystical leaders are those who speak for the spirits of the land, who bear the knowledge of the
ancients, and whose voices ring like thunder, calling the sky's wrath down upon their enemies.
Bound to the Land
A thundercaller gains a bonus equal to 1/2 her level on Lore (Nature) checks.
Thunder Call
At 3rd level, the thundercaller can use her performance to unleash a deafening peal of thunder, blasting
an area in a 10-foot range with a tremendous cacophony. Every creature in the area takes 1d8 points of
sonic damage and must succeed at a Fortitude save to avoid being stunned for 1 round. Creatures that
cannot hear are not stunned but are still damaged. At 7th level, the sonic damage that is dealt by this
blast of sound increases to 3d8. This damage further increases to 5d8 at 11th level, 7d8 at 15th level, and
9d8 at 19th level.
Incite Rage Enemies
At 6th level, the thundercaller can induce a furious rage in all enemies within 30 feet. This effect functions
as the rage spell and lasts as long as the target can hear the thundercaller's performance. Unwilling
creatures can be affected if they fail a Will save (DC 10 + 1/2 the thundercaller's level + the
thundercaller's Charisma modifier).
Success renders the target immune to this power for 24 hours. The thundercaller cannot target herself
with this ability.
Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will
saves, a 2 penalty to AC, and cannot cast spells.
Storm Call
At 8th level, the thundercaller can use her performance to summon bolts of lightning that deal 3d6 points
of electricity damage. The lightning storm lasts for as long as she continues her performance, calling
down one bolt of lightning per round on a random enemy within 50 feet of the thundercaller.
If in a stormy area (including a whirlwind formed by an air elemental of at least Large size), each bolt
deals 3d10 points of electricity damage instead of 3d6.
Storm Call, Greater
At 14th level, whenever a thundercaller uses her Storm Call ability, the amount of damage dealt by bolts
of lightning increases to 5d6 (or 5d10 when outdoors in stormy weather).
Bard replaces following features: Bardic Knowledge, Inspire Competence, Inspire Competence, Dirge of
Doom, Inspire Competence, Frightening Tune, Inspire Competence, Inspire Competence
Flame Dancer
A flame dancer studies the movements of fire, adding its grace to his repertoire. He seeks truth in fire's
burning essence and uses his performance to unleash the power of fire against those who dare oppose
him.
Fire Dance
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At 3rd level, a fire dancer's performance can bend flames away from others. Any ally within 30 feet of the
bard who can hear or see the bardic performance gains resist fire 10 as long as the performance is
maintained. At 6th level, this resistance increases to 20. At 11th level, this resistance increases to 30.
Fan the Flames
At 8th level, a fire dancer adds burning hands, burning arc, and fireball to his list of bard spells known (as
1st-, 2nd-, and 3rd-level spells, respectively).
Bard replaces following features: Inspire Competence, Inspire Competence, Dirge of Doom, Inspire
Competence, Frightening Tune, Inspire Competence, Inspire Competence
Bloodrager
While many ferocious combatants can tap into a deep reservoir of buried rage, bloodragers have an
intrinsic power that seethes within. Like sorcerers, bloodragers' veins surge with arcane power. While
sorcerers use this power for spellcasting, bloodragers enter an altered state in which their bloodline
becomes manifest, where the echoes of their strange ancestry lash out with devastating power. In these
states, bloodragers can cast some arcane spells instinctively. The bloodrager's magic is as fast, violent,
and seemingly unstoppable as their physical prowess.
HitDice: D10
Skill Ranks per Level: 3 plus half Int bonus
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1
1
2
0
0
Fast Movement, Bloodline, Bloodrage, Bloodrager
Proficiencies
2
2
3
0
0
Uncanny Dodge
3
3
3
1
1
Blood Sanctuary
4
4
4
1
1
5
5
4
1
1
Improved Uncanny Dodge
6
6
5
2
2
7
7
5
2
2
Damage Reduction
8
8
6
2
2
9
9
6
3
3
10
10
7
3
3
Damage Reduction
11
11
7
3
3
Greater Bloodrage
12
12
8
4
4
13
13
8
4
4
Damage Reduction
14
14
9
4
4
Indomitable Will
15
15
9
5
5
16
16
10
5
5
Damage Reduction
17
17
10
5
5
Tireless Bloodrage
18
18
11
6
6
19
19
11
6
6
Damage Reduction
20
20
12
6
6
Mighty Bloodrage
Class Features
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Fast Movement
A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when
he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus
before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with
any other bonuses to the bloodrager's land speed.
Bloodline
Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus
feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being or
is due to an extreme event involving such a creature somewhere in his family's past. Regardless of the
source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking
his first level of bloodrager. Once made, this choice cannot be changed.
The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline
powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat
the character's bloodrager level as the caster level.
At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific
to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th,
and 16th levels, a bloodrager learns an additional spell derived from his bloodline.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same
type.
Abyssal
Prerequisites: Abyssal Bloodline
Generations ago, a demon spread its filth into the essence of your bloodline. While it doesn't manifest in
all of your kin, in those moments when you're bloodraging, you embody its terrifying presence.
The power of the Abyss courses through your veins, causing horrific transformations during your
bloodrage.
Bonus Feats: Cleave, Great Fortitude, Improved Bull Rush, Improved Sunder, Intimidating Prowess, Power
Attack, Toughness.
Bonus Spells: Ray of enfeeblement (7th), bull's strength (10th), rage (13th), stoneskin (16th).
Claws
At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you
to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points
of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are
considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage
increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which
deal an additional 1d6 points of fire damage on a hit.
Demonic Bulk
At 4th level, when entering a bloodrage, you can choose to grow one size category larger than your base
size (as enlarge person) even if you aren't humanoid.
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Bonus Feats
Bonus Feats: Cleave, Great Fortitude, Bull Rush, Sunder, Intimidating Prowess, Power Attack, Toughness.
Cleave
Prerequisites: Power Attack, and Strength 13
As a standard action, you can make a single attack at your full base attack bonus against a foe within
reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack
bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional
attack per round with this feat. When you use this feat, you take a 2 penalty to your Armor Class until
your next turn.
Great Fortitude
You get a +2 bonus on all Fortitude saving throws.
Bull Rush
This feat gives the character an ability to perform the bull rush combat maneuver. It also grants a +2
bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
A bull rush attempts to push an opponent straight back without doing any harm. If your combat
maneuver is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your
opponent's CMD you can push the target back an additional 5 feet.
An enemy being moved by a bull rush does not provoke an attack of opportunity because of the
movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square
that is occupied by a solid object or obstacle.
Sunder Armor
This feat gives the character an ability to perform the sunder armor combat maneuver. It also grants a +2
bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
You can attempt to dislodge an armor worn by your opponent. If your combat maneuver is successful, the
target loses its bonuses from armor for 1 round.
For every 5 by which your attack exceeds your opponent's CMD, the penalty lasts 1 additional round.
Intimidating Prowess
Your physical might is intimidating to others.
Benefit: Add your Strength modifier to Persuasion skill (when used to intimidate) checks in addition to
your Charisma modifier.
Power Attack
Prerequisites: Strength 13
You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks to gain a +2
bonus on all melee damage rolls.
This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon,
a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength
modifier on damage rolls. This bonus to damage is halved (50%) if you are making an attack with an off-
hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and
the bonus to damage increases by +2.
The effects of this feat last until your next turn. The bonus damage does not apply to touch attacks or
effects that do not deal hit point damage.
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Toughness
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you
have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a
level).
Bonus Spell Ray of enfeeblement
At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline.
Demon Resistances
At 8th level, you gain resistance 5 to acid, cold, and fire. At 16th level, these resistances increase to 10.
Bonus Spell Bull's strength
Abyssal Bloodrage
At 12th level, the morale bonus to attack and damage rools granted by your bloodrage increases by 1, but
the penalty to AC becomes 4 instead of 2. At 16th level, this bonus increases by 2 instead. At 20th level,
it increases by 3 instead.
Bonus Spell Rage
Bonus Spell Stoneskin
Demonic Aura
At 16th level, when entering a bloodrage you can choose to exude an aura of fire. The aura is a 5-foot
burst centered on you, and deals 2d6 + your Constitution modifier points of fire damage to creatures that
end their turns within it.
Demonic Immunities
At 20th level, you're immune to electricity and poison. You have this benefit constantly, even while not
bloodraging.
Arcane
Prerequisites: Arcane Bloodline, or Sage Sorcerer
While others of your kin may be powerful wizards and sorcerers, the eldritch nature of the blood coursing
through your veins transforms you into a spell-breaking terror.
When you bloodrage, arcane power transforms you into an arcane juggernaut who can cut down even
the most careful caster.
Bonus Feats: Combat Reflexes, Disruptive, Improved Initiative, Iron Will, Power Attack, Combat Casting,
Arcane Strike.
Bonus Spells: Magic missile (7th), invisibility (10th), lightning bolt (13th), dimension door (16th).
Disruptive Bloodrage
At 1st level, enemies within 10 feet of you have -2 penalty on concetration checks. This increase stacks
with that granted by the Disruptive feat.
Arcane Bloodrage
At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to
yourself: blur, protection from arrows, or resist energy (choose one energy type).
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Bonus feats
Bonus Feats: Combat Reflexes, Disruptive, Improved Initiative, Iron Will, Power Attack, Combat Casting,
Arcane Strike.
Combat Reflexes
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus.
With this feat, you may also make attacks of opportunity while flat-footed.
Improved Initiative
Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.
Iron Will
You get a +2 bonus on all Will saving throws.
Combat Casting
You are adept at spellcasting when threatened or distracted.
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability.
Disruptive
Prerequisites: Fighter 6, or Arcane
The DC to cast spells defensively increases by +4 for all enemies that are within 10 feet of you.
Arcane Strike
Spending a swift action each round, you can imbue your weapons with a fraction of your power. For 1
round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage
reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at
20th level.
Bonus spell Magic Missile
Greater Arcane Bloodrage
At 8th level, when entering a bloodrage, you can choose to apply the effects of either displacement or
haste to yourself. This is in addition to arcane bloodrage, and otherwise works as that ability.
Bonus spell Invisibility
Caster's Scourge
At 12th level, you gain an ability to disrupt enemy casting around you. All enemy casters in 10 feet of you
have to make a concentration check to cast a spell with a difficulty 15 + double spell level. You have this
ability constantly, even while not bloodraging.
Bonus spell Lightning bolt
Bonus spell Dimension Door
True Arcane Bloodrage
At 16th level, when entering a bloodrage you can choose one of the following spells and apply its effects
to yourself: beast shape IV, form of the dragon I, or transformation. This is in addition to arcane
bloodrage and greater arcane bloodrage, and otherwise works as those abilities.
Celestial
Prerequisites: Celestial Bloodline, or Empyreal Bloodline
By way of a celestial ancestor or divine intervention, the blood of angels fills your body with a holy
potency, granting you a majestic visage and angelic powers when you enter your bloodrage.
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Your bloodline grants a number of resistances and changes your form to something angelic and terrible to
behold when you bloodrage.
Bonus Feats: Dodge, Improved Initiative, Iron Will, Mobility, Toughness, Weapon Focus.
Bonus Spells: Bless (7th), resist energy (10th), heroism (13th), crusader's edge (16th).
Angelic Attacks
At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing
damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal
an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and
those granted by a weapon with the holy weapon special ability.
Celestial Resistances
At 4th level, you gain resistance 5 to acid and cold. At 12th level, these resistances increase to 10.
Bonus Feats: Dodge, Improved Initiative, Iron Will, Mobility, Toughness, Weapon Focus.
Dodge
Prerequisites: Dexterity 13
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes
you lose the benefits of this feat.
Combat Mobility
Prerequisites: Dexterity 13, and Dodge
You can easily move through a dangerous melee.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move
out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class
(if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Weapon Focus
Prerequisites: BaseAttackBonus 1
Choose one type of weapon. You can also choose unarmed strike (or, if you are a spellcaster, melee or
ranged touch attack) as your weapon for the purposes of this feat.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it
applies to a new type of weapon.
Bonus spell Bless
Conviction
At 8th level, once per bloodrage you reroll the first failed skill check or saving throw you just made.
Bonus spell Resist Energy
Wings of Heaven
At 12th level, you sprout feathery wings during bloodrage.
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Bonus spell Heroism
Bonus spell Crusader's Edge
Angelic Protection
At 16th level, you gain a +4 deflection bonus to AC and a +4 resistance bonus on saving throws against
attacks made or effects created by evil creatures.
Ascension
At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and
petrification. You also gain resistance 10 to electricity and fire, as well as a +4 racial bonus on saving
throws against poison. You have these benefits constantly, even while not bloodraging.
Draconic Black
Prerequisites: Draconic Bloodline Black
At some point in your family's history, a dragon interbred with your bloodline. Now, the sublime
monster's ancient power fuels your bloodrage. The power of dragons flows through you and manifests in
a number of ways.
Bonus Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Intimidating Prowess,
Toughness.
Bonus Spells: Shield (7th), resist energy (10th), heroism (13th), fear (16th).
At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw
attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each
(1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic
weapons for the purpose of overcoming damage reduction. At 8th level, the damage increases to 1d8
points (1d6 if you are Small). At 12th level, these claws deal an additional 1d6 points of damage of your
energy type on a hit.
Draconic Resistance
At 4th level, you gain resistance 5 against your energy type and a +1 natural armor bonus to AC. At 8th
level, your energy resistance increases to 10 and your natural armor bonus increases to +2. At 16th level,
your natural armor bonus increases to +4.
Bonus Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Intimidating Prowess,
Toughness.
Blind Fight
In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll
one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your
Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The
invisible attacker's bonuses do still apply for ranged attacks, however. You also gain immunity to gaze
attacks.
Bonus Spell Shield
Breath Weapon
At 8th level, you gain a breath weapon that you can use once per day. This breath weapon deals 1d6
points of damage of your energy type per bloodrager level. Those caught in the area of the breath can
attempt a Reflex saving throw for half damage. The DC of this save is equal to 10 + 1/2 your bloodrager
level + your Constitution modifier. The shape of the breath weapon depends on your dragon type (as
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indicated on the above table). At 16th level, you can use this ability twice per day. At 20th level, you can
use this ability three times per day.
Bonus Spell Resist Energy
Dragon Wings
At 12th level, when entering a bloodrage, you grow leathery wings from your back.
Bonus Spell Heroism
Bonus Spell Fear
Dragon Form
At 16th level, when entering a bloodrage, you can choose to take the form of your chosen dragon type
(as form of the dragon II).
Power of Wyrms
At 20th level, you gain immunity to paralysis, sleep, and damage from your energy type. You also gain
blindsense with a range of 60 feet. You have these benefits constantly, even while not bloodraging.
Draconic Blue
Prerequisites: Draconic Bloodline Blue
Draconic Brass
Prerequisites: Draconic Bloodline Brass
Draconic Bronze
Prerequisites: Draconic Bloodline Bronze
Draconic Copper
Prerequisites: Draconic Bloodline Copper
Draconic Gold
Prerequisites: Draconic Bloodline Gold
Draconic- Green
Prerequisites: Draconic Bloodline Green
Draconic Red
Prerequisites: Draconic Bloodline Red
Draconic Silver
Prerequisites: Draconic Bloodline Silver
Draconic White
Prerequisites: Draconic Bloodline White
Elemental Earth
Prerequisites: Elemental Bloodline Earth
The power of the elements resides in you, and at times you can hardly control its fury. This influence
comes either from an elemental outsider in your family history or from a moment when you or your
ancestors were exposed to a powerful elemental force or cataclysm.
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One of the four elements infuses your being, and you can draw upon its power while bloodraging. A
number of your abilities deal damage and grant resistances based on your element.
Bonus Feats: Cleave, Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack,
Weapon Focus.
Bonus Spells: Burning hands* (7th), scorching ray* (10th), protection from energy (13th), elemental body
I (16th). (Spells marked with an asterisk [*] always deal a type of energy damage determined by your
element, regardless of the spell's normal effects. In addition, the subtype of these spells changes to
match the energy type of your element.)
Elemental Strikes Earth
At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy.
For 1 round, your melee attacks deal 1d6 points of additional damage of your energy type. At 8th level,
you can use this ability up to five times per day. At 20th level, all your melee attacks deal this damage,
and this ability no longer requires a swift action to activate.
Elemental Resistance
At 4th level, you gain energy resistance 10 against your energy type.
Bonus Feats: Cleave, Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack,
Weapon Focus.
Lightning Reflexes
You get a +2 bonus on all Reflex saving throws.
Bonus Spell Burning Hands (Acid)
Elemental Movement
At 8th level, your base speed increases by 10 feet, and you gain +2 bonus on saving throws against spells
and abilities with your elemental descriptor.
Bonus Spell Scorching ray (Acid)
Power of the Elements
At 12th level, damage of your elemental strikes increases to 2d6, and DC of spells with your elemental
descriptor increases by 2.
Bonus Spell Protection from Energy
Bonus Spell Elemental Body I (Earth)
Elemental Form Earth
At 16th level, once per day when entering a bloodrage you can take an elemental form as elemental body
IV.
Elemental Body Earth
At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical
hits, and damage from your energy type. You have this benefit constantly, even while not bloodraging.
Elemental Water
Prerequisites: Elemental Bloodline Water
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Elemental Strikes Cold
Bonus Spell Burning Hands (Cold)
Bonus Spell Scorching Ray (Cold)
Bonus Spell Protection From Energy
Bonus Spell Elemental Body I (Water)
Elemental Form Water
Elemental Body Water
Elemental Air
Prerequisites: Elemental Bloodline Air
Elemental Strikes Electricity
Bonus Spell Burning Hands (Electricity)
Bonus Spell Scorching ray (Electricity)
Bonus Spell Elemental Body I (Air)
Elemental From Air
Elemental Body Air
Elemental Fire
Prerequisites: Elemental Bloodline Fire
Elemental Strikes Fire
Bonus Spell Burning Hands
Bonus Spell Scorching Ray
Bonus Spell Elemental Body I (Fire)
Elemental Form Fire
Elemental Body Fire
Fey
Prerequisites: Fey Bloodline, or Sylvan Bloodline
One of your ancestors was fey, or the fey realm somehow intermixed with your bloodline. It affects your
bloodrage in tricky and surprising ways.
The power of the natural world saturates your being, and manifests itself when you bloodrage.
Bonus Feats: Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Improved
Lightning Reflexes, Intimidating Prowess.
Bonus Spells: Entangle (7th), hideous laughter (10th), haste (13th), confusion (16th).
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Confusing Critical
At 1st level, fey power courses through your attacks. Each time you confirm a critical hit, the target must
succeed at a Will saving throw or be confused for 1 round. The DC of this save is equal to 10 + 1/2 your
bloodrager level + your Constitution modifier. This is a mind-affecting compulsion effect.
Leaping Charger
At 4th level, you ignore difficult terrain. You can move through it at normal speed, and it does not impede
your charge.
Bonus Feats: Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Improved
Lightning Reflexes, Intimidating Prowess.
Improved Lightning Reflexes
Prerequisites: Lightning Reflexes
Bonus Spell Entangle
Bonus Spell Hideous Laughter
Quickling Bloodrage Toggle
At 12th level, while bloodraging you're treated as if you are under the effects of haste.
Bonus Spell Haste
Bonus Spell Confusion
One with Nature
At 16th level, creatures of the animal or plant types who come in 15 feet area around you have to make a
Will saving throw (DC 10 + half bloodrager level + Charisma modifier) or become fascinated. You gain
these abilitiy even while not bloodraging.
Fury of the Fey
At 20th level, when entering a bloodrage all of your melee attacks are considered to have bane
enchantment. This ability doesn't stack with other forms of bane.
Infernal
Prerequisites: Infernal Bloodline
The Pit lives in your blood. Maybe one of your ancestors was seduced by the powers of Hell or made a
deal with a devil. Either way, its corruption seethes within your lineage.
When you bloodrage, hellfire infuses your blood with terrifying effects.
Bonus Feats: Blind-Fight, Combat Reflexes, Deceitful, Improved Disarm, Improved Sunder, Intimidating
Prowess, Iron Will.
Bonus Spells: Protection from good (7th), scorching ray (10th), fireball (13th), shout (16th).
Hellfire Strike
At 1st level, as a swift action up to three times a day you can infuse your attacks with hellfire. When you
do, your melee attacks gain the flaming weapon special ability for 1 round. At 12th level, you can use this
ability five times per day, and the effect is treated as flaming burst.
Infernal Resistance
At 4th level, you gain fire resistance 5, as well as a +2 bonus on saving throws against poison. At 8th level,
your fire resistance increases to 10, and the bonus on saving throws against poison increases to +4.
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Bonus Feats: Blind-Fight, Combat Reflexes, Deceitful, Improved Disarm, Improved Sunder, Intimidating
Prowess, Iron Will.
Deceitful
You get a +2 bonus on all Persuasion and Trickery skill checks. If you have 10 or more ranks in one of
these skills, the bonus increases to +4 for that skill.
Disarm
Prerequisites: Intelligence 13; Combat Expertise, or Kinetic Warrior
This feat gives the character an ability to perform the disarm combat maneuver. It also grants a +2 bonus
to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
You can attempt to disarm a foe in melee as a standard action. If your combat maneuver is successful, the
target cannot use his weapons for 1 round.
For every 5 by which your attack exceeds your opponent's CMD, the disarmed condition lasts 1 additional
round.
Bonus Spell Protection from Good
Diabolical Arrogance
At 8th level, you gain a +4 bonus on saving throws against enchantment and fear effects.
Dark Wings
At 12th level, when entering a bloodrage you sprout bat-like wings from your back.
Bonus Spell Fireball
Bonus Spell Shout
Hellfire Charge
At 16th level, when you charge the attack you make at the end of the charge deals additional fire damage
equal 1d6 per four bloodrager levels you have.
Fiend of the Pit
At 20th level, you gain immunity to fire and poison. You also gain resistance 10 to acid and cold. You have
these benefits constantly, even while not bloodraging.
Serpentine Bloodline
Prerequisites: Serpentine Bloodline
When you bloodrage, serpentine nature infuses you with vicious grace.
Bonus Feats: Combat Casting, Combat Reflexes, Deceitful, Lightning Reflexes, Improved Trip, Combat
Expertise, Toughness.
Bonus Spells: expeditious retreat (7th), cat's grace (10th), hold person (13th), touch of slime (16th).
Serpentine Fang
At 1st level, you gain a bite attack dealing 1d8 damage (1d6 for small creatures). Additionally, it can apply
a poison, dealing 1 Constitution damage per round for 4 rounds. The DC is equal to 10 + half your
bloodrager level + Consitution modifier. At 8th level, the damage increases to 1d2 Constitution damage
and the duration increases to 5 rounds. At 16th level, the damage increases to 1d4 Constitution damage
and the duration increases to 6 rounds. Additionally, the number of saves needed to cure from the poison
increases to 2.
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Serpentine Resistances
At 4th, you gain +1 bonus to natural armor and +1 bonus to saving throws against poison. At 8th level and
every 4 levels after, those bonuses increase by 1.
Bonus Feats: Combat Casting, Combat Reflexes, Deceitful, Lightning Reflexes, Trip, Combat Expertise,
Toughness.
Trip
This feat gives the character an ability to perform the trip combat maneuver. It also grants a +2 bonus to
CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
You can attempt to trip your opponent in place of a melee attack. If your combat maneuver is successful,
the target is knocked prone.
If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each
additional leg it has. Some creaturessuch as oozes, creatures without legs, and flying creaturescannot
be tripped.
Combat Expertise
Prerequisites: Intelligence 13
You can choose to take a 1 penalty on melee attack rolls and combat maneuver checks to gain a +1
dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the
penalty increases by 1 and the dodge bonus increases by +1. You can only choose to use this feat when
you declare that you are making an attack or a full attack with a melee weapon. The effects of this feat
last until your next turn.
Bonus Spell Expeditious Retreat
Dazing Glare
At 8th level, three times per day you can try to daze an opponent in close range with a hypnotic glare as a
swift action. The target gets a Will save to resist the effect (DC 10 + half bloodrager level + Charisma
modifier). This is a mind-affecting gaze effect.
Bonus Spell Cat's Grace
Serpentine Elasticity
At 12th level, your reach increases by 5 feet during bloodrage.
Bonus Spell Hold Person
Bonus Spell Touch of Slime
Serpentine Form
At 16th level, once per bloodrage, you can turn into a Hydra as a free action. You gain a +4 size bonus to
Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, immunity to trip, and five bite attacks
(1d8). The poison from serpentine fangs applies to bite attacks in hydra form.
Serpentine Body
At 20th level, you gain immunity to poison. Additionally, you can't be caught flat-footed and don't
provoke attacks of opportunity. You have these benefits constantly, even while not bloodraging.
Undead
Prerequisites: Undead Bloodline
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The foul corruption of undeath is a part of you. Somewhere in the past, death became infused with your
lineage. Your connection to the attributes of the undead bestows frightening power when your
bloodrage.
When you enter a bloodrage, the powers of undeath manifest, empowering your attacks with fear and
your body with foul resistances.
Bonus Feats: Diehard, Dodge, Endurance, Intimidating Prowess, Iron Will, Mobility, Toughness.
Bonus Spells: snowball (7th), false life (10th), vampiric touch (13th), enervation (16th).
Frightful Charger
At 1st level, when you hit a creature with a charge attack, that creature becomes shaken for a number of
rounds equal to 1/2 your bloodrager level (minimum 1). This effect does not cause an existing shaken or
frightened condition (from this ability or another source) to turn into frightened or panicked. This is a
mind-affecting fear effect.
Ghost Strike
At 4th level, your melee attacks are treated as if they have the ghost touch weapon special ability.
Bonus Feats: Diehard, Dodge, Endurance, Intimidating Prowess, Iron Will, Mobility, Toughness.
Diehard
You are especially hard to kill. When your hit point total is below 0 but you are not killed, you can fight on
for 1 more round as if disabled. At the end of your next turn, unless brought to above 0 hit points, you
immediately fall unconscious.
Endurance
Harsh conditions or long exertions do not easily tire you.
Benefit: You gain +2 bonus on Athletics checks and +4 bonus on Fortitude saves against fatigue and
exhaustion.
You may sleep in light or medium armor without becoming fatigued.
Bonus Spell Snowball
Death's Gift
At 8th level, you gain cold resistance and negative energy resistance 10.
Bonus Spell False Life
Frightful Strikes
At 12th level, as a swift action once per bloodrage you can empower your melee attacks with fear. For 1
round, creatures you hit with your melee attacks become shaken. Creatures who are already shaken
become frightened. This is a mind-affecting fear effect.
Bonus Spell Vampiric Touch
Bonus Spell Enervation
Incorporeal Bloodrager
At 16th level, once per day you can choose to become incorporeal. You take only half damage from magic
corporeal sources, and you take no damage from non-magic weapons and objects.
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One Foot in the Grave
At 20th level, you gain immunity to cold, paralysis, and sleep. The DR from your damage reduction ability
increases to 8. You gain a +4 morale bonus on saving throws made against spells and spell-like abilities
cast by undead. You have these benefits constantly, even while not bloodraging.
Bloodrage
The bloodrager's source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution
modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases
to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the
total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of
bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a bloodrage, a bloodrager gains a +2 bonus on melee attack rolls, melee damage rolls, thrown
weapon damage rolls, and Will saving throws. In addition, she takes a -2 penalty to Armor Class. She also
gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes
damage, disappear when the bloodrage ends, and are not replenished if the bloodrager enters a
bloodrage again within 1 minute of her previous bloodrage.
If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities,
magic item abilities, and spell effects.
Bloodrager Proficiencies
Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields
(except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium
armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell
failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager
wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has
somatic components.
Uncanny Dodge
The character can react to danger before her senses would normally allow her to do so. She cannot be
caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses
her Dexterity bonus to AC if immobilized. A character with this ability can still lose her Dexterity bonus to
AC if an opponent successfully uses the feint action against her.
If a character already has uncanny dodge from a different class, she automatically gains improved
uncanny dodge instead.
Blood Sanctuary
At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells
cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.
Improved Uncanny Dodge
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The character can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the
attacker has at least four more rogue levels than the target does.
Damage Reduction
At 7th level, a bloodrager gains damage reduction. Subtract 1 from the damage the bloodrager takes each
time he is dealt damage from a weapon or a natural attack. At 10th level, and every 3 levels thereafter,
this damage reduction increases by 1 point. Damage Reduction can reduce damage to 0, but not below 0.
Greater Bloodrage
At 11th level, when a bloodrager enters a bloodrage, the bonus to his attack and damage rolls increases
to +3 and the morale bonus on his Will saves increases to +3. In addition, upon entering a bloodrage, the
bloodrager can cast a bloodrager spell he knows of 2nd level or lower on himself as a free action. The
spell must have a range of touch or personal. This use consumes a bloodrager spell slot, as if he had cast
the spell; he must have the spell slot available to take advantage of this effect.
Greater bloodrage counts as the barbarian's greater rage ability for the purposes of feat prerequisites,
feat abilities, magic item abilities, and spell effects.
Indomitable Will
At 14th level, a bloodrager gains a +4 bonus on Will saves to resist enchantment spells while bloodraging.
This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives
during his bloodrage.
Tireless Bloodrage
At 17th level, a bloodrager no longer becomes fatigued at the end of his bloodrage.
Mighty Bloodrage
At 20th level, when a bloodrager enters a bloodrage, the morale bonus to his attack and damage rolls
increases to +4, and the morale bonus on his Will saves increases to +4. Furthermore, the spell he can
apply to himself at the beginning of a bloodrage due to the greater bloodrage class feature is not limited
to only spells of 2nd level or lower.
Cavalier
While many warriors strive to perfect their art, spending all of their time honing their skill at martial arms,
others spend as much effort dedicating themselves to a cause. These warriors, known as cavaliers, swear
themselves to a purpose, serving it above all else. Cavaliers are skilled at fighting from horseback, and are
often found charging across a battlefield, with the symbol of their order trailing on a long, fluttering
banner. The cavalier's true power comes from the conviction of his ideals, the oaths that he swears, and
the challenges he makes.
HitDice: D10
Skill Ranks per Level: 3 plus half Int bonus
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Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1
1
2
0
0
Challenge, Order, Tactician, Tactician Bonus Feat, Mount,
Weapon and Armor Proficiency
2
2
3
0
0
3
3
3
1
1
Cavalier's Charge
4
4
4
1
1
5
5
4
1
1
Banner
6
6
5
2
2
Bonus Feat
7
7
5
2
2
8
8
6
2
2
9
9
6
3
3
Tactician Bonus Feat, Greater Tactician
10
10
7
3
3
11
11
7
3
3
Mighty Charge
12
12
8
4
4
Bonus Feat, Demanding Challenge
13
13
8
4
4
14
14
9
4
4
Greater Banner
15
15
9
5
5
16
16
10
5
5
17
17
10
5
5
Tactician Bonus Feat
18
18
11
6
6
Bonus Feat
19
19
11
6
6
20
20
12
6
6
Supreme Charge
Class Features
Challenge
Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target
within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made
against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use
this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to
a maximum of seven times per day at 19th level.
Challenging a foe requires much of the cavalier's concentration. The cavalier takes a 2 penalty to his
Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each
cavalier's challenge also includes another effect which is listed in the section describing the cavalier's
order.
Order
At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of
bonuses, class skills, and special abilities.
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Order of the Cockatrice
A cavalier who belongs to this order serves only himself, working to further his own aims and increase his
own prestige. Cavaliers of this order tend to be selfish and concerned only with personal goals and
objectives.
Challenge
Whenever an order of the cockatrice cavalier issues a challenge, he receives a +1 morale bonus on all
melee damage rolls made against the target of his challenge as long as he is the only creature threatening
the target. This bonus increases by +1 for every four levels the cavalier possesses.
Dazzling Display
Prerequisites: Weapon Focus
You can quickly deter others with your martial mastery.
Benefit: While wielding the weapon with which you have Weapon Focus, you can use Dazzling Display as
a standard action with a 5 penalty on your Intimidate check, as a move action with a 10 penalty, or as a
swift action with a 20 penalty.
Braggart
At 2nd level, the cavalier receives Dazzling Display as a bonus feat. The cavalier receives a +2 morale
bonus on melee attack rolls made against targets under fear effects.
Steal Glory
At 8th level, the cavalier can steal the glory from another creature's successful strike. Whenever a
creature other than the cavalier scores a critical hit against a target that the cavalier is threatening, he
can make an attack of opportunity against the same target.
Moment of Triumph
At 15th level, the cavalier can, as a free action, declare a moment of triumph. For 1 round, the cavalier
receives a competence bonus equal to his Charisma modifier on all ability checks, attack rolls, damage
rolls, saving throws, and skill checks. This bonus is also added to his AC. In addition, any critical threats he
makes are automatically confirmed. The cavalier can use this ability once per day.
Order of the Lion
A cavalier who belongs to this order has pledged himself to a sovereign; be it a king, queen, or even the
local warlord. Cavaliers of this order are stalwart and dedicated to their cause, willing to go any length to
ensure the safety of their lord and his domain.
Challenge
Whenever an order of the lion cavalier issues a challenge, he receives a +1 dodge bonus to his AC against
attacks made by the target of his challenge. This bonus increases by +1 for every four levels the cavalier
possesses.
Skills
An order of the lion cavalier adds Knowledge (World) to his list of class skills.
Lion's Call
At 2nd level, an order of the lion cavalier gains the ability to rally his allies. As a standard action, he can
give an encouraging speech which grants all allies within 60 feet a competence bonus on their saving
throws against fear equal to his Charisma modifier and a +1 competence bonus on attack rolls for a
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number of rounds equal to his cavalier level. If an ally within range is under the effect of a spell or ability
that causes him to be frightened or panicked, he can immediately make another saving throw to resist
the effect (if allowed).
For the King
At 8th level, an order of the lion cavalier can call out to his allies, inspiring them to greatness. As a swift
action, the cavalier can grant a competence bonus equal to his Charisma modifier on all attack
anddamage rolls to all allies within 30 feet. This bonus lasts for 1 round. This ability can be used once per
combat.
Shield of the Liege
At 15th level, an order of the lion cavalier can protect those around him. Allies that are adjacent to the
cavalier receive a +3 shield bonus to their AC.
Order of the Shroud
Cavaliers of this order seek out and destroy undead and those who harbor or create them. They scour old
crypts, graveyards, and battlefields to bring eternal rest.
Order of the Star
Cavaliers who join the order of the star dedicate themselves to the protection and service of a faith and
its members. Cavaliers belonging to this order tend to follow many of the tenets and guides of the
religion that they serve.
Skills
An order of the star cavalier adds Lore (religion) to his list of class skills.
Challenge
Whenever an order of the star cavalier issues a challenge, he receives a +1 morale bonus on all his saving
throws as long as he is threatening the target of his challenge. This bonus increases by +1 for every four
levels the cavalier possesses.
Deity Selection
A deity, also known as a god or goddess, is a being or force of incredible power capable of granting its
power to mortal beings through divine magic. A deity is strongly associated with a specific alignment,
several domains, and a plane.
Calling
At 2nd level, the cavalier can make a short prayer as a free action, filling him with confidence in his
abilities. At any point in the next minute, he can receive a competence bonus on his next ability check,
attack roll, saving throw, or skill check equal to his Charisma modifier. He can use this ability up to four
times per day. In addition, the cavalier adds 1/2 his cavalier level to any levels of paladin or cleric he
might possess for the purposes of determining the effects of channel energy or lay on hands.
For the Faith
At 8th level, the cavalier can call upon his faith to bolster himself in combat. As a free action, the cavalier
can call out the name of his deity, granting him a morale bonus on attack rolls equal to his Charisma
modifier for 1 round. In addition, any allies within 30 feet that share his faith also receive half this bonus
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(minimum +1). The cavalier can use this ability once per day, plus one additional time per day at 12th
level and every four levels thereafter.
Retribution
At 15th level, the cavalier can take retribution on those who dare to strike an agent of his faith. Whenever
an enemy makes a successful melee attack against the cavalier or an adjacent ally devoted to the same
faith as the cavalier, the enemy provokes an attack of opportunity from the cavalier. The cavalier receives
a +2 morale bonus on the attack of opportunity. If the attack made by the enemy was a critical hit, the
cavalier may treat the enemy as the target of his challenge for the attack of opportunity. The cavalier can
use this ability once per round.
Order of the Sword
Cavaliers who join the order of the sword dedicate their lives to the code of chivalry, living a life of honor,
valor, and fairness. Cavaliers of this order tend to swear service to a lord or a lady. Of all the orders, the
order of the sword is perhaps the broadest in terms of its focus and ideals.
Challenge
Whenever an order of the sword cavalier issues a challenge, he receives a +1 morale bonus on attack rolls
against the target of his challenge so long as he is astride his mount. The bonus increases by +1 for every
four levels the cavalier possesses.
Skills
An order of the sword cavalier adds Lore (religion) to his list of class skills.
By My Honor
At 2nd level, the cavalier must select one alignment. As long as he maintains the selected alignment, he
receives a +2 morale bonus to one saving throw of his choice.
Mounted Mastery
At 8th level, whenever the cavalier makes a charge attack while mounted, he adds his mount's Strength
modifier to the damage roll, in addition to his own. He also receives a bonus feat, chosen from the
following list: Mounted Combat, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Trample, or Unseat.
He must qualify for the feat selected.
Mounted Mastery
Knight's Challenge
At 15th level, the cavalier can make a knight's challenge once per day. This functions like a normal
challenge, but the cavalier adds his Charisma bonus on all attack rolls and damage roles made against the
target of his challenge. In addition, he receives a +4 circumstance bonus on attack rolls made to confirm
critical hits against the target of his knight's challenge.
Tactician
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At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this
feat. As a standard action, the cavalier can grant his teamwork feat to all allies within 30 feet who can see
and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the
cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use
this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels
thereafter.
Tactician Bonus Feat
Allied Spellcaster
With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 bonus on
concentration checks and level checks made to overcome spell resistance.
Back to Back
Prerequisites: Perception 3 ranks
Your ally's eyes are your own, and yours are his.
Benefit: While you are flanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus
to AC against attacks from opponents flanking you.
Coordinated Defense
Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your
Combat Maneuver Defense. This bonus increases to +4 if the creature attempting the maneuver is larger
than both you and your ally.
Coordinated Maneuvers
You are skilled at working with your allies to perform dangerous combat maneuvers.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus
on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a
grapple.
Outflank
Prerequisites: BaseAttackBonus 4
Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on
attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it
provokes an attack of opportunity from your ally.
Precise Strike
Prerequisites: Dexterity 13, and BaseAttackBonus 1
Whenever you and an ally who also has this feat are flanking the same creature, you deal an additional
1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other
sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Shake It Off
When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving
throws per such ally (maximum +4).
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Shielded Caster
Your allies cover you while you cast complicated spells.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus
on concentration checks.
If your ally is wielding a buckler or a light shield, this bonus increases by +1.
If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2.
Shield Wall
Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this feat,
the AC bonus from your shield increases, depending on the shield wielded by your ally.
If your ally is wielding a buckler or a light shield, your shield bonus increases by +1.
If your ally is wielding a heavy shield or a tower shield, your shield bonus increases by +2.
Seize the Moment
Prerequisites: Combat Reflexes
When an ally who also has this feat confirms a critical hit against an opponent that you also threaten, you
can make an attack of opportunity against that opponent.
Tandem Trip
Prerequisites: Trip
You know how to work together to trip your foes.
Benefit: Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this
feat, you roll twice and take the better result.
Mount
A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a
druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one
that he is capable of riding and is suitable as a mount.
Animal Companion Continue
You can continue advancing your current existing companion.
Animal Companion Smilodon
Size Medium
Speed 40 ft.
AC +4 natural armor
Attack bite (1d6), 4 claws (1d4)
Ability Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
At 7th level size becomes Large, Str +8, Dex -2, Con +4, +2 natural armor, gains pounce.
Weapon and Armor Proficiency
Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and
medium) and with shields (except tower shields).
Cavalier's Charge
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At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives
a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the
cavalier does not suffer any penalty to his AC after making a charge attack while mounted.
Banner
At 5th level, a cavalier's banner becomes a symbol of inspiration to his allies and companions. As long as
the cavalier's banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws
against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five
levels thereafter, these bonuses increase by +1.
Bonus Feat
At 6th level, and at every six levels thereafter, a cavalier gains a bonus feat in addition to those gained
from normal advancement. These bonus feats must be selected from those listed as combat feats. The
cavalier must meet the prerequisites of these bonus feats.
Indomitable Mount
Prerequisites: Mobility 5 ranks
Once per round when your mount fails a saving throw, you can make a Mobility check. Your mount makes
its save if your Mobility check result is greater than the DC of the opponent's attack.
Mounted Combat
Prerequisites: Mobility 1 ranks
Once per round when your mount is hit in combat, you attempt a Mobility check to negate the hit. The
hit is negated if your Mobility check result is greater than the opponent's attack roll.
Mounted Shield
Prerequisites: Mounted Combat, and Shield Focus
You may add your base shield bonus (including the bonus from Shield Focus but not including
enhancement bonuses) to your mount's AC.
Spirited Charge
Prerequisites: Mounted Combat
When mounted and using the charge action, you deal double damage with a melee weapon.
Greater Tactician
At 9th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the
prerequisites for this feat. Using the tactician ability is a swift action.
Mighty Charge
At 11th level, a cavalier learns to make devastating charge attacks while mounted. Double the threat
range of any weapons wielded during a charge while mounted. This increase does not stack with other
effects that increase the threat range of the weapon. In addition, the cavalier can make a free bull rush
and trip combat maneuver if his charge attack is successful. These free combat maneuvers do not
provoke an attack of opportunity.
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Demanding Challenge
At 12th level, whenever a cavalier declares a challenge, his target must pay attention to the threat he
poses. As long as the target is within the threatened area of the cavalier, it takes a 2 penalty to its AC
from attacks made by anyone other than the cavalier.
Greater Banner
At 14th level, the cavalier's banner becomes a rallying call to his allies. All allies within 60 feet receive a +2
morale bonus on saving throws against charm and compulsion spells and effects.
Supreme Charge
At 20th level, whenever the cavalier makes a charge attack while mounted, he deals double the normal
amount of damage (or triple if using a lance). In addition, if the cavalier confirms a critical hit on a charge
attack while mounted, the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4
rounds. The DC is equal to 10 + the cavalier's base attack bonus.
Druid
While some druids might keep to the fringe of battle, allowing companions and summoned creatures to
fight while they confound foes with the powers of nature, others transform into deadly beasts and
savagely wade into combat. Druids worship personifications of elemental forces, natural powers, or
nature itself. Typically this means devotion to a nature deity, though druids are just as likely to revere
vague spirits, animalistic demigods, or even specific awe-inspiring natural wonders.
HitDice: D8
Skill Ranks per Level: 3 plus half Int bonus
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1
0
2
0
2
Nature Sense, Druid Proficiencies, Nature Bond, Orisons, Full Caster,
Alignment Restriction, Spontaneous Summoning, Detect Magic
2
1
3
0
3
3
2
3
1
3
4
3
4
1
4
Resist Nature's Lure, Wild Shape (Wolf)
5
3
4
1
4
6
4
5
2
5
Wild Shape (Leopard), Wild Shape (Small Elemental)
7
5
5
2
5
8
6
6
2
6
Wild Shape (Bear), Wild Shape (Medium Elemental)
9
6
6
3
6
Venom Immunity
10
7
7
3
7
Wild Shape (Smilodon), Wild Shape (Large Elemental), Wild Shape
(Shambling Mound)
11
8
7
3
7
12
9
8
4
8
Wild Shape (Huge Elemental)
13
9
8
4
8
14
10
9
4
9
15
11
9
5
9
16
12
10
5
10
82
17
12
10
5
10
18
13
11
6
11
19
14
11
6
11
20
15
12
6
12
Class Features
Nature Sense
A druid gains a +2 bonus on Lore (Nature) checks.
Druid Proficiencies
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle,
shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of
any form they assume with wild shape.
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus,
they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been
altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with
shields (except tower shields) but must use only wooden ones.
Nature Bond
At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie
to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant,
Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's
effective cleric level is equal to her druid level. A druid that selects this option also receives additional
domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell
cannot be used to cast a spell spontaneously.
The second option is to form a close bond with an animal companion. Unlike normal animals of its kind,
an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a
character receives an animal companion from more than one source, her effective druid levels stack for
the purposes of determining the statistics and abilities of the companion. Most animal companions
increase in size when their druid reaches 4th or 7th level, depending on the companion.
Domain
Their close tie to the natural world grants the druid one of the following cleric domains: Air, Animal,
Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this
domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also
receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this
slot and this spell cannot be used to cast a spell spontaneously.
Air Domain
Prerequisites: Druid 1
You can manipulate lightning, mist, and wind, and are resistant to electricity damage.
Lightning Arc: As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet
as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every
two levels you possess in the class that gave you access to this domain. You can use this ability a number
of times per day equal to 3 + your Wisdom modifier.
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Electricity Resistance: At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th
level. At 20th level, you gain immunity to electricity.
Domain Spells: Shocking Grasp, Protection from Arrows, Lightning Bolt, Shout, Cloudkill, Chain Lightning,
Elemental Body IV (Air), Shout, Greater, Elemental Swarm (Air).
Air Domain
You can manipulate lightning, mist, and wind, and are resistant to electricity damage.
Lightning Arc: As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet
as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every
two levels you possess in the class that gave you access to this domain. You can use this ability a number
of times per day equal to 3 + your Wisdom modifier.
Electricity Resistance: At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th
level. At 20th level, you gain immunity to electricity.
Domain Spells: Shocking Grasp, Protection from Arrows, Lightning Bolt, Shout, Cloudkill, Chain Lightning,
Elemental Body IV (Air), Shout, Greater, Elemental Swarm (Air).
Electricity Resistance
At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you
gain immunity to electricity.
Electricity Immunity
Animal Domain
You can speak with and befriend animals with ease. In addition, you treat Lore (Nature) as a class skill.
Animal Companion: At 4th level, you gain the service of an animal companion. Your effective druid level
for this animal companion is equal to your level in the class that gave you access to this domain 3.
(Druids who take this ability through their nature bond class feature use their druid level 3 to determine
the abilities of their animal companions.)
Domain Spells: Magic Fang, Hold Animal, Dominate Animal, Summon Nature's Ally IV, Beast Shape III,
Summon Nature's Ally VI, Summon Nature's Ally VII, Summon Nature's Ally VIII, Summon Nature's Ally IX.
Animal Domain
You can speak with and befriend animals with ease. In addition, you treat Lore (Nature) as a class skill.
Animal Companion: At 4th level, you gain the service of an animal companion. Your effective druid level
for this animal companion is equal to your level in the class that gave you access to this domain 3.
(Druids who take this ability through their nature bond class feature use their druid level 3 to determine
the abilities of their animal companions.)
Domain Spells: Magic Fang, Hold Animal, Dominate Animal, Summon Nature's Ally IV, Beast Shape III,
Summon Nature's Ally VI, Summon Nature's Ally VII, Summon Nature's Ally VIII, Summon Nature's Ally IX.
Animal Companion
Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the
druid advances in level. If a character receives an animal companion from more than one source, her
effective druid levels stack for the purposes of determining the statistics and abilities of the companion.
Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the
companion.
Earth Domain
You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Acid Dart: As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged
touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two levels you possess in
the class that gave you access to this domain. You can use this ability a number of times per day equal to
3 + your Wisdom modifier.
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Acid Resistance: At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th
level, you gain immunity to acid.
Cleric
More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and
capable combatants. Their true strength lies in their capability to draw upon the power of their deities,
whether to increase their own and their allies' prowess in battle, to vex their foes with divine magic, or to
lend healing to companions in need. As their powers are influenced by their faith, all clerics must focus
their worship upon a divine source.
HitDice: D8
Skill Ranks per Level: 2 plus half Int bonus
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1
0
2
0
2
Cleric Proficiencies, Deity Selection, Channel Energy, Domain Selection,
Domain Selection, Orisons, Full Caster, Detect Magic
2
1
3
0
3
3
2
3
1
3
Channel energy 2d6
4
3
4
1
4
5
3
4
1
4
Channel energy 3d6
6
4
5
2
5
7
5
5
2
5
Channel energy 4d6
8
6
6
2
6
9
6
6
3
6
Channel energy 5d6
10
7
7
3
7
11
8
7
3
7
Channel energy 6d6
12
9
8
4
8
13
9
8
4
8
Channel energy 7d6
14
10
9
4
9
15
11
9
5
9
Channel energy 8d6
16
12
10
5
10
17
12
10
5
10
Channel energy 9d6
18
13
11
6
11
19
14
11
6
11
Channel energy 10d6
20
15
12
6
12
Class Features
Cleric Proficiencies
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower
shields). Clerics are also proficient with the favored weapon of their deities.
Deity Selection
85
A deity, also known as a god or goddess, is a being or force of incredible power capable of granting its
power to mortal beings through divine magic. A deity is strongly associated with a specific alignment,
several domains, and a plane.
Abadar
Abadar, the god of cities, law, merchants, and wealth, also called "The God of Walls and Ditches" in the
eastern Dragon Empires, is known to be a patient deity. Maintaining a strong neutral stance in his actions,
he sets forth to expand civilization and order among the peoples of Golarion.
Domains: Earth, Law, Nobility, Protection, Travel.
Favored Weapon: Light Crossbow
Asmodeus
Asmodeus, also known as "King of Hell", "Master of Witches" and "Prince of Law", is the most powerful of
the nine archdevils that inhabit Hell, and the only one of Hell's rulers to claim full divinity. It was he who is
credited with the penning the contract of creation, within which his followers believe is hidden the means
for their patron's eventual rise to supremacy.
Domains: Evil, Fire, Law, Magic, Trickery.
Favored Weapon: Mace
Calistria
Calistria, also known as "The Savored Sting" and "The Unquenchable Fire," is the goddess of lust and
revenge who takes on many faces and guises. She is held in especially high regard by elves, who often
identify with her mercurial moods and changeable nature. A fondness for wasps has earned this vengeful
deity the title of "the Savored Sting"; such creatures live on after harming their enemies, a trait Calistria's
followers hope to emulate when pursuing their goals.
Domains: Chaos, Charm, Knowledge, Luck, Trickery.
Favored Weapon: Rapier
Cayden Cailean
Cayden Cailean, the god of alcohol, bravery, and freedom, is one of the Ascended: those mortals who
achieved godhood by passing the Test of the Starstone. Because legend tells that he passed the test while
intoxicated, he is also known as "The Lucky Drunk," "The Drunken Hero," or "The Accidental God."
Domains: Chaos, Charm, Good, Strength, Travel.
Favored Weapon: Rapier
Desna
Desna, also known as "The Great Dreamer," "Lady Luck," and "Mother Moon," the goddess of dreams,
luck, stars, and travelers, is among the most ancient of deities. While her peers burdened themselves
with the task of creating Golarion, she spent her time building the heavens. She knew that there would be
plenty of time for her and her followers to explore the many wonders of the world later. She's changed
little since those earlier days, and she and her followers delight in exploring the world.
Domains: Chaos, Good, Liberation, Luck, Travel.
Favored Weapon: Starknife
Erastil
Erastil, also known as "Old Deadeye" and "The Stag God," is one of the oldest human gods still worshiped
in the Inner Sea region, and is concerned with family, farming, hunting, and trade. During the Age of
Creation, Erastil was among the gods who battled Rovagug when he sought to destroy Golarion. They
were eventually able to contain him in the Dead Vault at the planet's core. His religion dates back to
86
before the Age of Darkness, when small farming communities and hunter-gatherers prayed to him for
bountiful harvests and successful hunts. Legends claim that it was Old Deadeye himself who crafted the
first bow and gifted it to humans to overcome the challenges of the world. Even as the accomplishments
of civilization mount, Erastil continues to embrace and represent the simpler pleasures life has to offer.
Domains: Animal, Community, Good, Law, Plant.
Favored Weapon: Longbow
Gorum
Gorum, also known as "Our Lord in Iron," is a god of battle above all other pursuits; it is said that he
would rust away into nothingness if there was ever a time with no more conflicts to be fought. His faithful
believe he is present in every iron weapon of war that is forged.
Domains: Chaos, Destruction, Glory, Strength, War.
Favored Weapon: Greatsword
Gozreh
Gozreh is a dualistic deity of nature, a god of the storm and sky and also a goddess of the wave and surf.
Born of the ocean's fury and the wind's wrath, Gozreh is a fickle deity.
Domains: Air, Animal, Plant, Water, Weather.
Favored Weapon: Trident
Gyronna
The goddess Gyronna is also known as "The Angry Hag," and for good reason. She is not a popular deity,
as many fear her and her clergy, which is entirely female. These are usually the victims of the unforgiving
and closed-minded, the outcasts of society: disfigured prostitutes, wives caught in adultery, or pregnant
teenagers disowned by their parents. Priestesses are renowned for their ability to foster hatred and turn
friend against friend. Her priestesses are also known to swap young babies for hideous monstrous
creatures birthed from their own womb.
Domains: Chaos, Destruction, Evil, Madness.
Favored Weapon: Dagger
Iomedae
Iomedae, also known as "The Inheritor," "Light of the Sword," and "Lady of Valor," is the goddess of
righteous valor, justice, and honor. Having served as Aroden's herald, she inherited many of the Last
Azlanti's followers upon his death, and continues to espouse the ideas of honor and righteousness in the
defense of good and the battle against evil.
Domains: Glory, Good, Law, Sun, War.
Favored Weapon: Longsword
Irori
Irori, also known as "Master of Masters", "The Enlightened One" and "The Perfect Human," is the god of
enlightenment, self-perfection, knowledge, healing, and inner strength. His followers claim that he was
once a mortal who achieved absolute physical and mental perfection and thus attained divinity of his own
volition. He is one of the core gods, if not the most powerful deity, of the Vudrani pantheon, but has an
increasing following in the Inner Sea region as well.
Domains: Healing, Knowledge, Law, Rune, Strength.
Favored Weapon: Unarmed strike
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Lamashtu
Lamashtu is the mother and patroness of many misshapen and malformed creatures that crawl, slither,
or flap on, above, or below the surface of Golarion. Her unholy symbol is a three-eyed jackal head, which
may be represented in many ways, and her sacred animal is the jackal.
Domains: Chaos, Evil, Madness, Strength, Trickery.
Favored Weapons: Falchion, kukri.
Nethys
Nethys, also known as "The All-Seeing Eye", is a Garundi god who holds knowledge and magic above all
things. He gained enough power to witness all things, and this both fueled his divinity and shattered his
mind. He is a god of magic, torn between destroying the world with one hand and saving it with the
other.
Domains: Destruction, Knowledge, Magic, Protection, Rune.
Favored Weapon: Quarterstaff
Norgorber
Norgorber is known as the once-mortal god of thievery and assassination, as well as a keeper of secrets.
He is called the "Reaper of the Reputation" by some, but he has more insidious titles among worshipers
who venerate his other three aspects: "Blackfingers", "Father Skinsaw", and the "Gray Master". He
remains an enigma to most, and his true motives are unknown. Many of his own followers remain
ignorant of his plans and designs. Norgorber is the only evil god amongst the Ascended.
Domains: Charm, Death, Evil, Knowledge, Trickery.
Favored Weapon: Short sword
Pharasma
"The Lady of Graves", "Mother of Souls", "Gray Lady", Pharasma is the goddess of birth, death, and
prophecy. She shepherds Golarion's recently departed souls to their final reward. Upon death, souls
migrate via the River of Souls to Pharasma's Boneyard in the Outer Sphere, which sits atop an impossibly
tall spire that pierces the Astral Plane. She is among the most ancient deities in the multiverse, but keeps
her knowledge of the fate of all souls closely guarded.
Domains: Death, Healing, Knowledge, Repose, Water.
Favored Weapon: Dagger
Rovagug
Imprisoned since the Age of Creation, the god Rovagug, also known as "The Rough Beast", "The Great
Destroyer" and "The Worldbreaker", seeks only to destroy creation and the other gods. Believed to be
imprisoned in a state of torpor somewhere deep within Golarion, his increasingly restless stirrings are
taken by many to be the cause of volcanic activity and earthquakes. His worshipers are known for
embodying the god's dominion over destruction, disaster, and wrath.
Domains: Chaos, Destruction, Evil, War, Weather.
Favored Weapon: Greataxe
Sarenrae
Known to her faithful as the "Dawnflower", "The Healing Light", and "The Everlight", Sarenrae is a
goddess who teaches temperance and patience in all things. Compassion and peace are her greatest
virtues, and if enemies of the faith can be redeemed, they should be. Worship of this goddess of healing,
honesty, redemption, and the sun began far to the east of the Inner Sea, in the vast Padishah Empire of
Kelesh, but her worshipers can now be found throughout the world.
88
Domains: Fire, Glory, Good, Healing, Sun.
Favored Weapon: Scimitar
Shelyn
Shelyn, also known as "The Eternal Rose", "The Eternal Maiden" and "The Incorruptible", is the goddess of
art, beauty, love, and music, and the half-sister of Zon-Kuthon. Shelyn focuses just as much attention on
internal beauty as external. As aspects of her role as goddess of beauty, Shelyn also promotes the
creation of art and the composing and performance of music. Clerics of Shelyn frequently are artists
themselves. As the goddess of love, Shelyn encourages the proliferation of that feeling in all its forms. She
is not the goddess of sexuality, lust, or fertility, and makes a very clear distinction between love and
sexuality, although she does not in any way discourage erotic love. The few paladins who worship her
practice courtly love.
Domains: Air, Charm, Good, Luck, Protection.
Favored Weapon: Glaive
Torag
Torag, also known as the "Father of Creation," is a stoic and serious dwarven god of the forge, protection,
and strategy who values honor, planning, and well-made steel. He is an often distant deity, lending
magical power to his clerics, but leaving his followers to make their own way through life, knowing that
this will make them strong and determined.
Domains: Artifice, Earth, Good, Law, Protection.
Favored Weapon: Warhammer
Urgathoa
Urgathoa, also known as "The Pallid Princess" and "Lady Despair," is the goddess of physical excess,
disease, and the undead. She is mostly worshiped by dark necromancers, the undead, and those wishing
to become undead. Sometimes those who live gluttonous lifestyles make supplication to her, as do those
suffering from a serious illness. Her faithful believe she was the first creature to defy Pharasma and
return, unnaturally, from the Boneyard and break free from the cycle of souls.
Domains: Death, Evil, Magic, Strength, War.
Favored Weapon: Scythe
Zon-Kuthon
The deity Zon-Kuthon, also known as "The Midnight Lord", "The Dark Prince" and "The Prince of Pain",
god of darkness, envy, loss, and pain, possesses one of the most twisted and evil minds in the Great
Beyond. His position as god of pain is well earned, and he has been the root of countless tortures,
murders, and worse throughout time. He was once a benevolent demigod named Dou-Bral, but was
corrupted when he traveled to the far, dark places between the planes and returned in his current form.
His half-sister, Shelyn, still holds out hope that she can redeem him, though the lord of shadows shows no
sign of remorse or compassion.
Domains: Darkness, Death, Destruction, Evil, Law.
Favored Weapon: Flail
Channel Energy
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Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith
through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the
type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to
deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who
worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to
heal undead creatures. A neutral cleric of a neutral deity must choose whether she channels positive or
negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether
the cleric can cast spontaneous cure or inflict spells.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-
foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of
damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so
on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC
of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by
channel energy cannot exceed their maximum hit point totalall excess healing is lost. A cleric may
channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action
that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in
this effect.
Channel Positive Energy
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to
deal damage to undead creatures or to heal living creatures.
Channeling energy causes a burst that either heals all living creatures or damages all undead creatures in
a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of
damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so
on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC
of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by
channel energy cannot exceed their maximum hit point totalall excess healing is lost. A cleric may
channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action
that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in
this effect.
A good cleric (or a neutral cleric of a good deity) can also channel stored spell energy into healing spells
that she did not prepare ahead of time. The cleric can "lose" any prepared spell that is not an orison or
domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with
"cure" in its name).
Channel Negative Energy
An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to
deal damage to living creatures or to heal undead creatures.
Channeling energy causes a burst that either heals all undead creatures or damages all living creatures in
a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of
damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so
on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC
of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by
channel energy cannot exceed their maximum hit point totalall excess healing is lost. A cleric may
channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action
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that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in
this effect.
An evil cleric (or a neutral cleric of an evil deity) can also channel stored spell energy into wounding spells
that she did not prepare ahead of time. The cleric can "lose" any prepared spell that is not an orison or
domain spell in order to cast any inflict spell of the same spell level (an inlict spell is any spell with "inflict"
in its name).
Domain Selection
A divine caster's deity influences their alignment, what magic they can perform, their values, and how
others see them. The character chooses domains (in quantity depending on their class) from among
those belonging to their deity. A character can select an alignment domain (Chaos, Evil, Good, or Law)
only if their own alignment matches that domain.
Each domain grants a number of domain powers, dependent upon the level of the divine caster.
Clerics also gain a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell
they can cast, from 1st on up. Each day, a cleric can prepare one of the spells from their two domains in
that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in a domain spell slot.
Domain spells cannot be used to cast spells spontaneously.
Air Domain
You can manipulate lightning, mist, and wind, and are resistant to electricity damage.
Lightning Arc: As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet
as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every
two levels you possess in the class that gave you access to this domain. You can use this ability a number
of times per day equal to 3 + your Wisdom modifier.
Electricity Resistance: At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th
level. At 20th level, you gain immunity to electricity.
Domain Spells: Shocking Grasp, Protection from Arrows, Lightning Bolt, Shout, Cloudkill, Chain Lightning,
Elemental Body IV (Air), Shout, Greater, Elemental Swarm (Air).
Air Domain
You can manipulate lightning, mist, and wind, and are resistant to electricity damage.
Lightning Arc: As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet
as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every
two levels you possess in the class that gave you access to this domain. You can use this ability a number
of times per day equal to 3 + your Wisdom modifier.
Electricity Resistance: At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th
level. At 20th level, you gain immunity to electricity.
Domain Spells: Shocking Grasp, Protection from Arrows, Lightning Bolt, Shout, Cloudkill, Chain Lightning,
Elemental Body IV (Air), Shout, Greater, Elemental Swarm (Air).
Electricity Resistance
At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you
gain immunity to electricity.
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Electricity Immunity
At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you
gain immunity to electricity.
Animal Domain
You can speak with and befriend animals with ease. In addition, you treat Lore (Nature) as a class skill.
Animal Companion: At 4th level, you gain the service of an animal companion. Your effective druid level
for this animal companion is equal to your level in the class that gave you access to this domain 3.
(Druids who take this ability through their nature bond class feature use their druid level 3 to determine
the abilities of their animal companions.)
Domain Spells: Magic Fang, Hold Animal, Dominate Animal, Summon Nature's Ally IV, Beast Shape III,
Summon Nature's Ally VI, Summon Nature's Ally VII, Summon Nature's Ally VIII, Summon Nature's Ally IX.
Animal Companion
Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as
the druid advances in level. If a character receives an animal companion from more than one source, her
effective druid levels stack for the purposes of determining the statistics and abilities of the companion.
Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the
companion.
Artifice Domain
You can repair damage to objects, animate objects with life, and create objects from nothing.
Aura of Efficiency
You can emit a 30-foot-radius aura that grants your allies a +4 bonus on all saving throws against effects
that inflict the fatigued or exhausted condition. You can use this aura for a number of rounds per day
equal to your level in the class that gave you access to this domain. These rounds do not need to be
consecutive.
Aura of Efficiency: Damage Resistance
At 8th level, your Aura of Efficiency grants your allies DR 1/. This DR increases by +1/ for every three
levels you possess in the class that gave you access to this domain beyond 8th.
Domain Spells: Lead Blades, Effortless Armor, Magical Vestment, Restoration, Waves of Fatigue,
Disintegrate, Waves of Exhaustion, Protection from Spells, Clashing Rocks.
Aura of Efficiency: Damage Resistance
At 8th level, your Aura of Efficiency grants your allies DR 1/. This DR increases by +1/ for every three
levels you possess in the class that gave you access to this domain beyond 8th.
Chaos Domain
Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Touch of Chaos: You can imbue a target with chaos as a melee touch attack. For the next round, anytime
the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a
number of times per day equal to 3 + your Wisdom modifier.
Chaos Blade: At 8th level, you can give a weapon you touch the anarchic special weapon quality for a
number of rounds equal to 1/2 your level in the class that gave you access to this domain. You can use
this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
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Domain Spells: Protection from Law, Protection from Law Communal, Dispel Magic, Freedom of
Movement, Acidic Spray, Banshee Blast, Word of Chaos, Cloak of Chaos, Summon Monster IX.
Chaos Blade
At 8th level, you can give a weapon touched the anarchic special weapon quality for a number of rounds
equal to 1/2 your level in the class that gave you access to this domain. You can use this ability once per
day at 8th level, and an additional time per day for every four levels beyond 8th.
Charm Domain
You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Dazing Touch: You can cause a living creature to become dazed for 1 round as a melee touch attack.
Creatures with more Hit Dice than your level in the class that gave you access to this domain are
unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Charming Smile: At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your level
in the class that gave you access to this domain + your Wisdom modifier. The effect of charm person lasts
for 1 round. You can use this ability a number of times per day equal to your caster level.
Domain Spells: Hypnotism, Hideous Laughter, Deep Slumber, Rainbow Pattern, Dominate Person, Eagle's
Splendor, Mass, Insanity, Euphoric Tranquility, Dominate Monster.
Charming Smile
At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your level in the class that
gave you access to this domain + your Wisdom modifier. Effect of charm person lasts for 1 round. You can
use this ability a number of times per day equal to your caster level.
Community Domain
Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Calming Touch: You can touch a creature as a standard action to heal it of 1d6 points of damage + 1 point
per level in the class that gave you access to this domain. This touch also removes the fatigued, shaken,
and sickened conditions (but has no effect on more severe conditions). You can use this ability a number
of times per day equal to 3 + your Wisdom modifier.
Guarded Hearth: At 8th level, you can create a ward that protects a specified area. Creating this ward is a
full-round action. All friendly creatures in the area receive a sacred bonus equal to your Wisdom modifier
on all saving throws and attack rolls while inside the warded area. The ward lasts for 1 hour per level in
the class that gave you access to this domain. You can use this ability once per day.
Domain Spells: Bless, Protection from Alignment, Communal, Prayer, Protection from Energy, Communal,
Burst of Glory, Stoneskin, Communal, Restoration, Greater, Legendary Proportions, Heal, Mass.
Guarded Hearth
At 8th level, you can create a ward that protects a specified area. Creating this ward is a full-round action.
All friendly creatures in the area receive a sacred bonus equal to your Wisdom modifier on all saving
throws and attack rolls while inside the warded area. This ward immediately ends if you leave the area.
The ward lasts for 1 hour per level in the class that gave you access to this domain. You can use this ability
once per day.
Darkness Domain
You manipulate shadows and darkness.
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Touch of Darkness: As a melee touch attack, you can cause a creature's vision to be fraught with shadows
and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20%
miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your level in the class
that gave you access to this domain (minimum 1). You can use this ability a number of times per day
equal to 3 + your Wisdom modifier.
Moonfire: At 8th level, as a standard action you can shoot a blast of divine moonlight from your eyes, as a
ranged touch attack against a single target within 30 feet. Moonfire deals 1d8 points of damage per 2
levels in the class that gave you access to this domain, and the target is dazzled for 1 round per level in
the class that gave you access to this domain. Moonfire deals 1d10 points of damage per level in the class
that gave you access to this domain against lycanthropes. You can use this ability once per day at 8th
level, and one additional time per day for every 4 levels beyond 8th.
Domain Spells: Sleep, Blindness, Vampiric Touch, Enervation, Mind Fog, Umbral Strike, Power Word Blind,
Shadow Evocation, Greater, Polar Midnight.
Moonfire
At 8th level, as a standard action you can shoot a blast of divine moonlight from your eyes, as a ranged
touch attack against a single target within 30 feet. Moonfire deals 1d8 points of damage per 2 levels in
the class that gave you access to this domain, and the target is dazzled for 1 round per level in the class
that gave you access to this domain. Moonfire deals 1d10 points of damage per level in the class that
gave you access to this domain against lycanthropes.[LONGSTART] You can use this ability once per day at
8th level, and one additional time per day for every 4 levels beyond 8th.[LONGEND]
Death Domain
You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Bleeding Touch: As a melee touch attack, you can cause a living creature to take 1d6 points of damage
per round. This effect persists for a number of rounds equal to 1/2 your level in the class that gave you
access to this domain (minimum 1). You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.
Death's Embrace: At 8th level, you heal damage instead of taking damage from channeled negative
energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.
If you are undead, then you instead do not take damage from positive energy.
Domain Spells: Cause Fear, Boneshaker, Bestow Curse, Enervation, Slay Living, Circle of Death,
Destruction, Horrid Wilting, Wail of the Banshee.
Death's Embrace
At 8th level, you heal damage instead of taking damage from channeled negative energy. If the
channeled negative energy targets undead, you heal hit points just like undead in the area.
If you are undead, then you instead do not take damage from positive energy.
Destruction Domain
You revel in ruin and devastation, and can deliver particularly destructive attacks.
Destructive Smite: You gain the the supernatural ability to make a melee attack with a morale bonus on
damage rolls equal to 1/2 your level in the class that gave you access to this domain (minimum 1).
Destructive Aura: At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day
equal to your level in the class that gave you access to this domain. All attacks made against targets in this
aura (including you) gain a morale bonus on damage equal to 1/2 your level in the class that gave you
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access to this domain and all critical threats are automatically confirmed. These rounds do not need to be
consecutive.
Domain Spells: True Strike, Boneshaker, Rage, Fear, Boneshatter, Harm, Disintegrate, Horrid Wilting,
Tsunami.
Destructive Aura
At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your
level in the class that gave you access to this domain. All attacks made against targets in this aura
(including you) gain a morale bonus on damage equal to 1/2 your level in the class that gave you access to
this domain and all critical threats are automatically confirmed. These rounds do not need to be
consecutive.
Earth Domain
You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Acid Dart: As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged
touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two levels you possess in
the class that gave you access to this domain. You can use this ability a number of times per day equal to
3 + your Wisdom modifier.
Acid Resistance: At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th
level, you gain immunity to acid.
Domain Spells: Stone Fist, Acid Arrow, Soothing Mud, Spike Stones, Acidic Spray, Stoneskin, Elemental
Body IV (Earth), Horrid Wilting, Elemental Swarm (Earth).
Acid Resistance
At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain
immunity to acid.
Acid Immunity
At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain
immunity to acid.
Evil Domain
You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Touch of Evil: You can cause a creature to become sickened as a melee touch attack. Creatures sickened
by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a
number of rounds equal to 1/2 your level in the class that gave you access to this domain (minimum 1).
You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Scythe of Evil: At 8th level, you can give a weapon touched the unholy special weapon quality for a
number of rounds equal to 1/2 your level in the class that gave you access to this domain. You can use
this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: Ray of Sickening, Boneshaker, Contagion, Fear, Slay Living, Create Undead, Blasphemy,
Unholy Aura, Summon Monster IX.
Scythe of Evil
At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds
equal to 1/2 your level in the class that gave you access to this domain.[LONGSTART] You can use this
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ability once per day at 8th level, and an additional time per day for every four levels beyond
8th.[LONGEND]
Fire Domain
You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Fire Bolt: As a standard action, you can unleash a scorching bolt of divine fire from your outstretched
hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit
the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two levels you possess in the class
that gave you access to this domain. You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.
Fire Resistance: At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th
level, you gain immunity to fire.
Domain Spells: Burning Hands, Scorching Ray, Fireball, Controlled Fireball, Flame Strike, Summon Huge
Fire Elemental, Elemental Body IV (Fire), Summon Elder Fire Elemental, Fiery Body.
Fire Resistance
At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain
immunity to fire.
Fire Immunity
At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain
immunity to fire.
Glory Domain
You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you
channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Touch of Glory: You can cause your hand to shimmer with divine radiance, allowing you to touch a
creature as a standard action and give it a bonus equal to your level in the class that gave you access to
this domain on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or
until the creature touched applies the bonus to a roll. You can use this ability to grant the bonus a
number of times per day equal to 3 + your Wisdom modifier.
Aura of Heroism: At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day
equal to your level in the class that gave you access to this domain. Using this ability is a swift action.
Allies in the area are treated as if they were under the effects of heroism spell.
Domain Spells: Shield of Faith, Bless Weapon, Searing Light, Divine Power, Burst of Glory, Inspiring
Recovery, Holy Sword, Holy Aura, Overwhelming Presence.
Aura of Heroism
At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your level in
the class that gave you access to this domain. Using this ability is a swift action. Allies in the area are
treated as if they were under the effects of heroism spell.
Good Domain
You have pledged your life and soul to goodness and purity.
Touch of Good: You can touch a creature as a standard action, granting a sacred bonus on attack rolls,
skill checks, ability checks, and saving throws equal to half your level in the class that gave you access to
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this domain (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.
Holy Lance: At 8th level, you can give a weapon you touch the holy special weapon quality for a number
of rounds equal to 1/2 your level in the class that gave you access to this domain. You can use this ability
once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: Protection from Evil, Protection from Evil Communal, Prayer, Forced Repentance, Burst of
Glory, Summon Monster VI, Holy Word, Holy Aura, Summon Monster IX.
Holy Lance
At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds
equal to 1/2 your level in the class that gave you access to this domain.
Healing Domain
Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Rebuke Death: You can touch a living creature as a standard action, healing it for 1d4 points of damage
plus 1 for every two levels you possess in the class that gave you access to this domain. You can only use
this ability on a creature that is below 0 hit points. You can use this ability a number of times per day
equal to 3 + your Wisdom modifier.
Healer's Blessing: At 6th level, all of your cure spells are treated as if they were empowered, increasing
the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure
spell. This does not stack with the Empower Spell metamagic feat.
Domain Spells: Remove Sickness, Restoration, Lesser, Cure Serious Wounds, Neutralize Poison, Breath of
Life, Heal, Restoration, Greater, Protection from Spells, Heal, Mass.
Healer's Blessing
At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of
damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does
not stack with the Empower Spell metamagic feat.
Knowledge Domain
You are a scholar and a sage of legends. In addition, you treat all Knowledge and Lore skills as class skills.
Void Form: You can become semi-tangible as a standard action. While in this form, you are immune to
critical hits and gain a +1 deflection bonus to AC. This bonus increases by 1 at 8th level and every 4 levels
thereafter. You can use this power a number of rounds per day equal to your level in the class that gave
you access to this domain.
Teaching Moment: At 8th level as a swift action you can grant all allies within 30 feet special insights.
Once during the next minute, each affected creature can choose to roll twice and take the better result
before attempting an attack roll, ability check, skill check, or saving throw. You can use this ability once
per day at 8th level, and one additional time per day for every 4 levels in the class that gave you access to
this domain beyond 8th.
Domain Spells: True Strike, Fox's Cunning, See Invisibility, Communal, Death Ward, True Seeing, Fox's
Cunning, Mass, Power Word Blind, Power Word Stun, Power Word Kill.
Teaching Moment
At 8th level as a swift action you can grant all allies within 30 feet special insights. Once during the next
minute, each affected creature can choose to roll twice and take the better result before attempting an
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attack roll, ability check, skill check, or saving throw.[LONGSTART] You can use this ability once per day at
8th level, and one additional time per day for every 4 levels in the class that gave you access to this
domain beyond 8th.[LONGEND]
Law Domain
You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Touch of Law: You can touch a willing creature as a standard action, infusing it with the power of divine
order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if
the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.
Staff of Order: At 8th level, you can give a weapon you touch the axiomatic special weapon quality for a
number of rounds equal to 1/2 your level in the class that gave you access to this domain. You can use
this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: Protection from Chaos, Protection from Chaos, Communal, Prayer, Protection from
Energy, Communal, Dominate Person, Blade Barrier, Dictum, Shield of Law, Dominate Monster.
Staff of Order
At 8th level, you can give a weapon you touch the axiomatic special weapon quality for a number of
rounds equal to 1/2 your level in the class that gave you access to this domain.[LONGSTART] You can use
this ability once per day at 8th level, and an additional time per day for every four levels beyond
8th.[LONGEND]
Liberation Domain
You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to
your level in the class that gave you access to this domain, you can move normally regardless of magical
effects that impede movement, as if you were affected by freedom of movement. This effect occurs
automatically as soon as it applies. These rounds do not need to be consecutive.
Freedom's Call: At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day
equal to your level in the class that gave you access to this domain. Allies within this aura are not affected
by difficult terrain or the confused, frightened, panicked, paralyzed, slowed, shaken, or staggered
conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or
when the aura ends, if applicable. These rounds do not need to be consecutive.
Domain Spells: Remove Fear, Remove Paralysis, Remove Curse, Freedom of Movement, Break
Enchantment, Dispel Magic, Greater, Elemental Body IV, Mind Blank, Mind Blank, Communal.
Freedom's Call
At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your level in
the class that gave you access to this domain. Allies within this aura are not affected by difficult terrain or
the confused, frightened, panicked, paralyzed, slowed, shaken, or staggered conditions. This aura only
suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if
applicable. These rounds do not need to be consecutive.
Luck Domain
You are infused with luck, and your mere presence can spread good fortune.
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Bit of Luck: You can touch a willing creature as a standard action, giving it a bit of luck. For the next round,
any time the target rolls a d20, she may roll twice and take the more favorable result. You can use this
ability a number of times per day equal to 3 + your Wisdom modifier.
Divine Fortune: At 6th level, as a standard action, you can bless yourself with divine luck. For the next half
your level in the class that gave you access to this domain rounds you roll two times on every d20 roll and
take the best result. You can use this ability once per day at 6th level, and one additional time per day for
every 6 levels in the class that gave you access to this domain beyond 6th.
Domain Spells: True Strike, Aid, Protection From Energy, Protection from Energy, Communal, Break
Enchantment, Cat's Grace, Mass, Restoration, Greater, Euphoric Tranquility, Heal, Mass.
Divine Fortune
At 8th level, you can call on your deity to give you unnatural luck. This ability functions like Bit of Luck, but
it affects you and lasts for a number of rounds equal to 1/2 your level in the class that gave you access to
this domain.
Madness Domain
You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to
sacrifice certain abilities to hone others.
Vision of Madness: You can give a creature a vision of madness as a melee touch attack. Choose one of
the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls
equal to 1/2 your level in the class that gave you access to this domain (minimum +1) and a penalty to the
other two types of rolls equal to 1/2 your level in the class that gave you access to this domain (minimum
1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.
Aura of Madness: At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day
equal to your level in the class that gave you access to this domain. Enemies within this aura are affected
by confusion unless they make a Will save with a DC equal to 10 + 1/2 your level in the class that gave you
access to this domain + your Wisdom modifier. The confusion effect ends immediately when the creature
leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura
for 24 hours.
Domain Spells: Cause Fear, Cacophonous Call, Rage, Confusion, Feeblemind, Phantasmal Killer, Insanity,
Frightful Aspect, Weird.
Aura of Madness
At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your level in
the class that gave you access to this domain. Enemies within this aura are affected by confusion unless
they succeed at a Will save with a DC equal to 10 + 1/2 your level in the class that gave you access to this
domain + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the
area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24
hours.
Magic Domain
You are a true student of all things mystical, and see divinity in the purity of magic.
Hand of the Acolyte: You can cause your melee weapon to fly from your grasp and strike a foe before
instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of
30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your
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Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength).
This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per
day equal to 3 + your Wisdom modifier.
Dispelling Touch: At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can
use this ability once per day at 8th level and one additional time per day for every four levels in the class
that gave you access to this domain beyond 8th.
Domain Spells: Color Spray, Resist Energy, Dispel Magic, Protection from Energy, Communal, Spell
Resistance, Dispel Magic, Greater, Power Word Blind, Protection from Spells, Clashing Rocks.
Dispelling Touch
At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability
once per day at 8th level and one additional time per day for every four levels in the class that gave you
access to this domain beyond 8th.
Nobility Domain
You are a great leader, an inspiration to all who follow the teachings of your faith.
Inspiring Word: As a standard action, you can speak an inspiring word to a creature within 30 feet. That
creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a
number of rounds equal to 1/2 your level in the class that gave you access to this domain (minimum 1).
You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Inspiring Command: At 8th level, you can issue an inspiring command to your allies, who must all be
within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, Combat Maneuver
Defense, and skill checks for a number of rounds equal to 1/2 your level in the class that gave you access
to this domain (minimum 1). This is a language-dependent mind-affecting effect. You can use this power a
number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: Divine Favor, Grace, Magical Vestment, Heroism, Dominate Person, Brilliant Inspiration,
Heroism, Greater, Frightful Aspect, Overwhelming Presence.
Inspiring Command
At 8th level, you can issue an inspiring command to your allies, who must all be within 30 feet of you.
Affected allies gain a +2 insight bonus on attack rolls, AC, Combat Maneuver Defense, and skill checks for
a number of rounds equal to 1/2 your level in the class that gave you access to this domain (minimum 1).
This is a language-dependent mind-affecting effect.[LONGSTART] You can use this power a number of
times per day equal to 3 + your Wisdom modifier.[LONGEND]
Plant Domain
You find solace in the green, can grow defensive thorns, and can communicate with plants.
Enlarge: As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge
person spell. You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Bramble Armor: At 6th level, you can cause a host of wooden thorns to burst from your skin as a free
action. While bramble armor is in effect, any foe striking you with a melee weapon without reach takes
1d6 points of piercing damage + 1 point per two levels you possess in the class that gave you access to
this domain. You can use this ability for a number of rounds per day equal to your level in the class that
gave you access to this domain. These rounds do not need to be consecutive.
Domain Spells: Entangle, Barkskin, Contagion, Thorn Body, Vinetrap, Beast Shape IV (Shambling Mound),
Changestaff, Mind Blank, Mind Blank, Communal.
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Bramble Armor
At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While
bramble armor is in effect, any foe striking you with a melee weapon without reach takes 1d6 points of
piercing damage + 1 point per two levels you possess in the class that gave you access to this
domain.[LONGSTART] You can use this ability for a number of rounds per day equal to your level in the
class that gave you access to this domain. These rounds do not need to be consecutive.[LONGEND]
Protection Domain
Your faith is your greatest source of protection, and you can use that faith to defend others. In addition,
you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you
possess in the class that gave you access to this domain.
Resistant Touch: As a standard action, you can touch an ally to grant them your resistance bonus for 1
minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1
minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Protection: At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day
equal to your level in the class that gave you access to this domain. You and your allies within this aura
gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and
sonic). The deflection bonus increases by +1 for every four levels you possess in the class that gave you
access to this domain beyond 8th. At 14th level, the resistance against all elements increases to 10. These
rounds do not need to be consecutive.
Domain Spells: Protection from Alignment, Barkskin, Protection From Energy, Protection from Energy,
Communal, Spell Resistance, Stoneskin, Communal, Restoration, Greater, Protection from Spells,
Seamantle.
Aura of Protection
At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your level
in the class that gave you access to this domain. You and your allies within this aura gain a +1 deflection
bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection
bonus increases by +1 for every four levels you possess in the class that gave you access to this domain
beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need
to be consecutive.
Repose Domain
You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint
of undeath is a mockery of what you hold dear.
Gentle Rest: Your touch can fill a creature with lethargy, causing a living creature to become staggered for
1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1
round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom
modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Ward Against Death: At 8th level, you can emit a 30-foot aura that wards against death for a number of
rounds per day equal to your level in the class that gave you access to this domain. Living creatures in this
area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does
not remove negative levels that a creature has already gained, but the negative levels have no effect
while the creature is inside the warded area. These rounds do not need to be consecutive.
Domain Spells: Doom, Scare, Vampiric Touch, Death Ward, Slay Living, Undeath to Death, Destruction,
Waves of Exhaustion, Wail of the Banshee.
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Ward Against Death
At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal
to your level in the class that gave you access to this domain. Living creatures in this area are immune to
all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative
levels that a creature has already gained, but the negative levels have no effect while the creature is
inside the warded area. These rounds do not need to be consecutive.
Rune Domain
In strange and eldritch runes you find potent magic.
Blast Rune: As a standard action, you can create a blast rune in a desired location. Any creature entering a
5-foot area around the rune takes 1d6 points of damage + 1 point for every two levels you possess in the
class that gave you access to this domain. This rune deals either acid, cold, electricity, or fire damage,
decided when you create the rune. The rune lasts a number of rounds equal to your level in the class that
gave you access to this domain. You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.
Warding Rune: At 8th level, you can create a warding rune in a desired location. Any creature entering a
5-foot area around the rune must make a Will save or they will not be able to attack for a number of
rounds equal to 1/2 your level in the class that gave you access to this domain. The rune lasts a number of
rounds equal to your level in the class that gave you access to this domain. You can use this ability once
per day at 8th level and one additional time per day for every four levels in the class that gave you access
to this domain beyond 8th.
Domain Spells: Protection from Alignment, Protection from Arrows, Protection from Arrows, Communal,
Protection from Energy, Communal, Spell Resistance, Dispel Magic, Greater, Power Word Blind, Power
Word Stun, Power Word Kill.
Warding Rune
At 8th level, you can create a warding rune in a desired location. Any creature entering a 5-foot area
around the rune must make a Will save or they will not be able to attack for a number of rounds equal to
1/2 your level in the class that gave you access to this domain. The rune lasts a number of rounds equal to
your level in the class that gave you access to this domain.[LONGSTART] You can use this ability once per
day at 8th level and one additional time per day for every four levels in the class that gave you access to
this domain beyond 8th.[LONGEND]
Strength Domain
In strength and brawn there is truth your faith gives you incredible might and power.
Strength Surge: As a standard action, you can touch a creature to give it great strength. For 1 round, the
target gains an enhancement bonus equal to 1/2 your level in the class that gave you access to this
domain (minimum +1) to melee attacks and Athletics checks. You can use this ability a number of times
per day equal to 3 + your Wisdom modifier.
Might of the Gods: At 8th level, you add 1/2 of your level in the class that gave you access to this domain
as an enhancement bonus to your Athletics checks.
Domain Spells: Enlarge Person, Bull's Strength, Magical Vestment, Enlarge Person, Mass, Righteous Might,
Stoneskin, Legendary Proportions, Frightful Aspect, Transformation.
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Might of the Gods
At 8th level, you add 1/2 of your level in the class that gave you access to this domain as an enhancement
bonus to your Athletics checks.
Sun Domain
You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work
great deeds.
Sun's Blessing: Whenever you channel positive energy to harm undead creatures, add your level in the
class that gave you access to this domain to the damage dealt. Undead do not add their channel
resistance to their saves when you channel positive energy.
Nimbus of Light: At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal
to your level in the class that gave you access to this domain. Any hostile creature within this radius must
succeed at a Fortitude save to resist the effects of this aura. If the creature fails, it is blinded until it leaves
the area of the spell. A creature that has resisted the effect cannot be affected again by this particular
aura. In addition, undead within this radius take an amount of damage equal to your level in the class that
gave you access to this domain each round that they remain inside the nimbus. These rounds do not need
to be consecutive.
Domain Spells: Faerie Fire, See Invisibility, Searing Light, Shield of Dawn, Flame Strike, Chains of Light,
Sunbeam, Sunburst, Elemental Swarm (Fire).
Nimbus of Light
At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your level in
the class that gave you access to this domain. Any hostile creature within this radius must succeed at a
Fortitude save to resist the effects of this aura. If the creature fails, it is blinded until it leaves the area of
the spell. A creature that has resisted the effect cannot be affected again by this particular aura. In
addition, undead within this radius take an amount of damage equal to your level in the class that gave
you access to this domain each round that they remain inside the nimbus. These rounds do not need to
be consecutive.
Travel Domain
You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or
magic. Increase your base speed by 10 feet.
Agile Feet: As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all
difficult terrain and do not take any penalties for moving through it. You can use this ability a number of
times per day equal to 3 + your Wisdom modifier.
Dimensional Hop: At 8th level, you can teleport up to 10 feet per level in the class that gave you access to
this domain per day as a move action. This teleportation must be used in 5-foot increments and such
movement does not provoke attacks of opportunity.
Domain Spells: Longstrider, Grace, Feather Step, Mass, Dimension Door, Mass, Break Enchantment,
Elemental Body III (Air), Summon Greater Air Elemental, Protection from Spells, Elemental Swarm (Air).
Dimensional Hop
At 8th level, you can teleport up to 10 feet per level in the class that gave you access to this domain per
day as a move action. This teleportation must be used in 5-foot increments and such movement does not
provoke attacks of opportunity.
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Trickery Domain
You are a master of illusions and deceptions. Trickery and Stealth are class skills.
Copycat: You can create an illusory double of yourself as a move action. This double functions as a single
mirror image, and lasts for a number of rounds equal to your level in the class that gave you access to this
domain, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat
at a time. This ability does not stack with the mirror image spell. You can use this ability a number of
times per day equal to 3 + your Wisdom modifier.
Master's Illusion: At 8th level, you can make yourself and any number of allies within 30 feet invisible for
1 round per level in the class that gave you access to this domain. The rounds do not need to be
consecutive.
Domain Spells: Sleep, Invisibility, Dispel Magic, Confusion, Mind Fog, Cloak of Dreams, Insanity, Invisibility,
Mass, Weird.
Master's Illusion
At 8th level, you can make yourself and any number of allies within 30 feet invisible for 1 round per level
in the class that gave you access to this domain. The rounds do not need to be consecutive.
War Domain
You are a crusader for your god, always ready and willing to fight to defend your faith.
Battle Rage: You can touch a creature as a standard action to give it a bonus on melee damage rolls equal
to 1/2 your level in the class that gave you access to this domain for 1 round (minimum +1). You can do so
a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: Bless, Aid, Magical Vestment, Divine Power, Flame Strike, Blade Barrier, Power Word
Blind, Power Word Stun, Power Word Kill.
Water Domain
You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Icicle: As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a
ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two levels you possess
in the class that gave you access to this domain. You can use this ability a number of times per day equal
to 3 + your Wisdom modifier.
Cold Resistance: At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th
level, you gain immunity to cold.
Domain Spells: Ray of Sickening, Acid Arrow, Stinking Cloud, Freedom of Movement, Ice Storm, Cone of
Cold, Elemental Body IV (Water), Horrid Wilting, Tsunami.
Cold Resistance
At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain
immunity to cold.
Cold Immunity
At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain
immunity to cold.
Weather Domain
With power over storm and sky, you can call down the wrath of the gods upon the world below.
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Storm Burst: As a standard action, you can create a storm burst targeting any foe within 30 feet as a
ranged touch attack. The storm burst deals 1d6 points of damage + 1 point for every two levels you
possess in the class that gave you access to this domain. In addition, the target is buffeted by winds and
rain, causing it to take a 2 penalty on attack rolls for 1 round. You can use this ability a number of times
per day equal to 3 + your Wisdom modifier.
Lightning Lord: At 8th level, as a swift action, you can call down a bolt of lightning. You can call down a
bolt of lightning a number of times per day equal to your level in the class that gave you access to this
domain. This ability otherwise functions as call lightning.
Domain Spells: Snowball, Summon Small Elemental, Call Lightning, Slowing Mud, Ice Storm, Sirocco, Fire
Storm, Sunburst, Tsunami.
Lightning Lord
At 8th level, as a swift action, you can call down a bolt of lightning. You can call down a bolt of lightning a
number of times per day equal to your level in the class that gave you access to this domain. This ability
otherwise functions as call lightning.
Detect Magic
Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the
school of magic to which the spell belongs. Used in dialogues.
Cleric Archetypes
Crusader
Crusaders serve the militant arm of a church, ready to stand guard over the religion's holy places and to
be its swift, avenging arm against those who resist its truth.
Crusader Bonus Feat
A crusader gains a bonus feat at 1st level, then again at 5th level and every five levels thereafter (to a
maximum of five at 20th level). These bonus feats must be chosen from the following list: Heavy Armor
Proficiency, Shield Bash, Martial Weapon Proficiency, Saving Shield, Shield Focus, Tower Shield
Proficiency, and Weapon Focus.
At 10th level, a crusader may also choose from the following feats: Greater Weapon Focus, Improved
Critical, and Weapon Specialization.
At 20th level, a crusader may also choose Greater Weapon Specialization. A crusader need not meet the
normal class- or level-based prerequisites for these bonus feats.
Crusader Bonus Feat
A crusader gains a bonus feat at 1st level, then again at 5th level and every five levels thereafter (to a
maximum of five at 20th level). These bonus feats must be chosen from the following list: Heavy Armor
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Proficiency, Shield Bash, Martial Weapon Proficiency, Saving Shield, Shield Focus, Tower Shield
Proficiency, and Weapon Focus.
At 10th level, a crusader may also choose from the following feats: Greater Weapon Focus, Improved
Critical, and Weapon Specialization.
At 20th level, a crusader may also choose Greater Weapon Specialization. A crusader need not meet the
normal class- or level-based prerequisites for these bonus feats.
Crusader Bonus Feat
A crusader gains a bonus feat at 1st level, then again at 5th level and every five levels thereafter (to a
maximum of five at 20th level). These bonus feats must be chosen from the following list: Heavy Armor
Proficiency, Shield Bash, Martial Weapon Proficiency, Saving Shield, Shield Focus, Tower Shield
Proficiency, and Weapon Focus.
At 10th level, a crusader may also choose from the following feats: Greater Weapon Focus, Improved
Critical, and Weapon Specialization.
At 20th level, a crusader may also choose Greater Weapon Specialization. A crusader need not meet the
normal class- or level-based prerequisites for these bonus feats.
Cleric replaces following features: Domain Selection
Herald Caller
Unlike crusaders or paladins, who charge headlong into battle in the name of their patron deities, herald
callers are adept at calling powerful outsiders to aid their brethren in battle.
Dedicated Summoner
A herald caller depends on summoned allies to overcome her foes, which affords her little experience
with the martial pursuits typical of other clerics and a narrower spiritual focus. A herald caller can choose
only one domain from her deity's list of domains, rather than the normal two domains, and she doesn't
gain proficiency with medium armor or shields.
Call Heralds
A herald caller can channel stored spell energy into summoning spells that she hasn't prepared ahead of
time. She can lose a prepared spell in order to cast any summon monster spell of the same level.
Mighty Heralds
At 4th level, a herald caller receives Augment Summoning as a bonus feat.
Augment Summoning: Your summoned creatures are more powerful and robust.
Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and
Constitution for the duration of the spell that summoned it.
Numerous Heralds
At 8th level, a herald caller receives Superior Summoning as a bonus feat.
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Superior Summoning: You can summon more creatures. Each time you cast a summoning spell that
conjures more than one creature, add one to the total number of creatures summoned.
Cleric replaces following features: Domain SelectionCleric Proficiencies
Ecclesitheurge
Eschewing physical armor for protection via the strength of his faith, an ecclesitheurge focuses on the
miracles his deity bestows and the breadth of that deity's dominion.
Blessing of the Faithful
As a standard action, the ecclesitheurge can bless one ally within close range (30 ft). A blessed ally gains
a +2 sacred bonus on attack rolls, skill checks, ability checks, saving throws, and to AC until the
ecclesitheurge's next turn. The ecclesitheurge can expend 1 use of channel energy when activating this
ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.
Ecclesitheurge's Proficiencies
An ecclesitheurge is proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and
the favored weapon of his deity, but he's not proficient with any type of armor or shield.
Domain Mastery
At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain
and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare
spells from his primary domain's spell list. Each day when he prepares spells, an ecclesitheurge can select
a different domain granted by his deity to gain access to that domain's spell list instead of his secondary
domain spell list. He does not lose access to his actual secondary domain's granted powers or gain access
to the other domain's granted powers.
Bonded Holy Symbol
A bonded object can be used once per day to restore any one spell that the ecclesitheurge had prepared
for that day.
Cleric replaces following features: Cleric Proficiencies
Fighter
Fighters excel at combatdefeating their enemies, controlling the flow of battle, and surviving such
sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few
can match fighters for sheer battle prowess.
HitDice: D10
Skill Ranks per Level: 2 plus half Int bonus
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
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1
1
2
0
0
Bonus Combat Feat, Fighter
Proficiencies
2
2
3
0
0
Bonus Combat Feat, Bravery
3
3
3
1
1
Armor Training
4
4
4
1
1
Bonus Combat Feat
5
5
4
1
1
Weapon Training
6
6
5
2
2
Bonus Combat Feat, Bravery
7
7
5
2
2
Armor Training
8
8
6
2
2
Bonus Combat Feat
9
9
6
3
3
Weapon Training, Weapon Training
10
10
7
3
3
Bonus Combat Feat, Bravery
11
11
7
3
3
Armor Training
12
12
8
4
4
Bonus Combat Feat
13
13
8
4
4
Weapon Training, Weapon Training
14
14
9
4
4
Bonus Combat Feat, Bravery
15
15
9
5
5
Armor Training
16
16
10
5
5
Bonus Combat Feat
17
17
10
5
5
Weapon Training, Weapon Training
18
18
11
6
6
Bonus Combat Feat, Bravery
19
19
11
6
6
Armor Mastery
20
20
12
6
6
Weapon Mastery, Bonus Combat Feat
Class Features
Bonus Combat Feat
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained
from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must
be selected from those listed as Combat Feats, sometimes also called "fighter bonus feats."
Fighter Proficiencies
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium)
and shields (including tower shields).
Bravery
Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for
every four levels beyond 2nd.
Armor Training
Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is
wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum
Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these
bonuses increase by +1 each time, to a maximum 4 reduction of the armor check penalty and a +4
increase of the maximum Dexterity bonus allowed.
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In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a
fighter can move at his normal speed while wearing heavy armor.
Weapon Training
Starting at 5th level, a fighter can select one group of weapons. Whenever he attacks with a weapon from
this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of
weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In
addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a
fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and
a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted
from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or
more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This
bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm attempts
made against weapons from this group.
Two-Handed Weapon Training
Whenever two-handed fighter attacks with a weapon from this group, he gains a +1 bonus on attack and
damage rolls.
Armed Bravery
Prerequisites: Fighter 9, and Bravery
The fighter applies his bonus from bravery to all Will saving throws.
Combat Maneuver Defense
Prerequisites: Fighter 9
When the fighter is wielding weapons from the trained weapon group, his weapon training bonus applies
to his CMD against all combat maneuvers attempted against him.
Effortless Dual-Wielding
The fighter treats all one-handed weapons that belong to the trained weapon group as though they were
light weapons when determining his penalties on attack rolls for fighting with two weapons.
Fighter's Finesse
Prerequisites: Fighter 9, and Weapon Finesse
The fighter gains the benefits of the Weapon Finesse feat with all melee weapons that belong to the
associated fighter weapon group. The fighter must have the Weapon Finesse feat before choosing this
option.
Fighter's Reflexes
As long as he is wielding a weapon from the trained weapon, the fighter applies his weapon training
bonus to Reflex saving throws.
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Fighter's Tactics
All of the fighter's allies are treated as if they had the same teamwork feats as the fighter for the purpose
of determining whether the fighter receives a bonus from his teamwork feats. His allies do not receive
any bonuses from these feats unless they actually have the feats themselves. The allies' positioning and
actions must still meet the prerequisites listed in the teamwork feat for the fighter to receive the listed
bonus..
Teamwork feats include Allied Spellcaster, Back to Back, Coordinated Defense, Coordinated Maneuvers,
Outflank, Precise Strike, Seize the Moment, Shake It Off, Shield Wall, Shielded Caster and Tandem Trip.
Trained Initiative
As long as he is wielding a weapon from the trained weapon group, the fighter applies his weapon
training bonus to initiative checks.
Weapon Training (Axes)
Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage
rolls.
This group includes bardiche, battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc
double axe, and throwing axe.
Weapon Training (Bows)
Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage
rolls.
This group includes bows and longbows.
Weapon Training (Close)
Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage
rolls.
This group includes gauntlet, heavy shield, light shield, punching dagger, spiked shield, and unarmed
strike.
Weapon Training (Crossbows)
Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage
rolls.
This group includes all crossbows.
Weapon Training (Double Weapons)
Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage
rolls.
This group includes orc double axe, dwarven urgrosh, quarterstaff, two-bladed sword, and gnome hooked
hammer.
Weapon Training (Hammers, Maces, and Flails)
Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage
rolls.
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This group includes club, earth breaker, greatclub, heavy mace, light hammer, light mace, flail, heavy flail,
and warhammer.
Weapon Training (Heavy Blades)
Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage
rolls.
This group includes chakram, dueling sword, bastard sword, elven curve blade, estoc, falcata, falchion,
greatsword, longsword, scimitar, scythe, and two-bladed sword.
Weapon Training (Light Blades)
Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage
rolls.
This group includes chakram, dagger, kukri, rapier, short sword, sickle, and starknife.
Weapon Training (Natural)
Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage
rolls.
This group includes unarmed strike and all natural weapons.
Weapon Training (Polearms)
Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage
rolls.
This group includes bardiche, fauchard, and glaive.
Weapon Training (Spears)
Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage
rolls.
This group includes javelin, longspear, shortspear, spear, and trident.
Armor Mastery
At 19th level, a fighter gains damage reduction 5/ whenever he is wearing armor or using a shield.
Weapon Mastery
At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks
made with that weapon automatically confirm all critical threats and have their damage multiplier
increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a
weapon of this type.
Fighter Archetypes
Dragonheir Scion
ragonheir scions are the martially inclined humanoid descendants of those influenced by draconic power.
Unlike their sorcerous brethren, dragonheir scions manifest their heritage in ways more suited to
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strength of arms and skill with steel than arcane energies. Those who follow this path are often the
children of mighty dragon-blooded sorcerers and others who drew energy from their dragon blood,
though they themselves might not exhibit spellcasting ability.
Draconic Bloodline
Each dragonheir scion can draw her lineage back to the influence of a great draconic progenitor. At 1st
level, a dragonheir scion must select one of the chromatic or metallic dragon types. Once chosen, this
cannot be changed. A number of dragonheir scion's abilities deal damage and grant resistances based on
her dragon type, as noted below. If a dragonheir scion takes a level in another class that grants a
bloodline, the bloodlines must be of the same type, even if that means that the bloodline of one of the
classes must change.
Fighter replaces following features: Bonus Combat Feat, Bravery, BraveryBonus Combat Feat, Bravery,
Bravery, Bravery, Bonus Combat Feat, Armor Training, Armor Training, Armor Training, Armor Training,
Armor TrainingArmor Mastery, Weapon Mastery
Aldori Defender
The Aldori Swordlords of Brevoy are among the deadliest and most feared fighters of the Inner Sea. They
have spent long years mastering the Aldori dueling sword, pitting themselves against other dueling
swords and all manner of weaponry besides. Their speed and reflexes weave a net of impenetrable steel
around them, from which they strike and harry their unfortunate opponents. The most common form of
Aldori dueling (and arguably the easiest of the techniques to master) focuses on avoiding damage and
disarming foes; these swordlords prefer to wear light or no armor, trusting their skill for protection.
Defensive Parry
At 3rd level, when a swordlord makes a full attack with a dueling sword, he gains a +1 bonus to AC against
melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd.
Disarming Strike
At 6th level, when a swordlord successfully disarms an opponent using a dueling sword, the swordlord
also deals normal damage to the target, but without the normal Strength bonus to damage.
Steel Net
At 8th level, a swordlord can throw up a blazing wall of steel to defend himself. When fighting defensively
with a dueling sword, the swordlord's penalties on all attacks in a round are reduced by 2, and the dodge
bonus to AC is increased by 2 for the same round.
Counterattack
At 10th level, a swordlord can make an attack of opportunity as an immediate action against an opponent
who hits the swordlord with a melee attack, so long as the attacking creature is within the swordlord's
reach.
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Fighter replaces following features: Armor Training, Armor Training, Armor Training, Armor Training,
Bonus Combat Feat, Bonus Combat Feat, Bonus Combat Feat
Tower Shield Specialist
Many fighters believe the tower shield is a tool suitable only for troops on the battlefield, claiming it is
too large and bulky to use in skirmishes or within dungeon corridors. Tower shield specialists defy those
notions, using their massive shields with startling skill and incredible effect. They use these seemingly
clumsy shields to perform deft maneuvers that confound their enemies.
Burst Barrier
At 2nd level, a tower shield specialist can use his shield to screen himself from burst spells and effects,
gaining a +1 bonus on Reflex saves against them while employing a tower shield. This bonus increases by
+1 for every four levels after 2nd (to a maximum of +5 at 18th level).
Tower Shield Training
At 3rd level, a tower shield specialist gains armor training as normal, but while he employs a tower shield,
the armor penalty is reduced by 3 and the maximum Dexterity bonus allowed by his tower shield
increases by 2. The benefit increases every four levels thereafter as per standard armor training; if the
tower shield specialist is not employing a tower shield, the benefits to armor training revert to the normal
bonuses.
Tower Shield Specialist
At 5th level, when a tower shield specialist employs a tower shield in combat, he does not take the 2
penalty on attack rolls because of the shield's encumbrance.
Tower Shield Defense
At 9th level, while using a tower shield, a tower shield specialist gains his shield bonus against touch
attacks.
Total Cover
At 13th level, while using a tower shield, a tower shield specialist cannot be flanked.
Tower Shield Evasion
At 16th level, while using a tower shield, the tower shield specialist gains evasion, as the rogue class
ability. If he makes a successful Reflex saving throw against an attack that normally deals half damage on
a successful save, he instead takes no damage.
Tower Shield Improved Evasion
At 20th level, the shield specialist gains improved evasion, as the rogue advanced talent, while using a
tower shield. This works like evasion, except that while the tower shield specialist still takes no damage
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on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed
save.
Fighter replaces following features: Bravery, Bravery, Bravery, Bravery, Bravery, Weapon Training,
Weapon TrainingWeapon Training, Weapon TrainingWeapon Training, Weapon TrainingWeapon Training,
Weapon Mastery
Two-Handed Fighter
Some fighters focus their efforts on finding the biggest, heaviest, most imposing weapon they can find
and training to manage and harness the weight of their massive weapons for maximum impact. These
fighting school benefits only apply when using two-handed weapons.
Strong Grip
At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on disarm
attempts. These bonuses increase by +1 for every four levels beyond 2nd.
Overhand Chop
At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a
two-handed weapon, he adds double his Strength bonus on damage rolls.
Backswing
At 7th level, when a two-handed fighter makes a full attack with a two-handed weapon, he adds double
his Strength bonus on damage rolls for all attacks after the first.
Piledriver
At 11th level, as a standard action, a two-handed fighter can make a single melee attack with a two-
handed weapon. If the attack hits, he may make a bull rush or trip combat maneuver against the target of
his attack as a free action that does not provoke an attack of opportunity.
Greater Power Attack
At 15th level, when using Power Attack with a two-handed melee weapon, the bonus damage from
Power Attack is doubled (+100%) instead of increased by half (+50%).
Devastating Blow
At 19th level, as a standard action, a two-handed fighter may make a single melee attack with a two-
handed weapon at a 5 penalty. If the attack hits, it is treated as a critical threat. Special weapon abilities
that activate only on a critical hit do not activate if this critical hit is confirmed.
Fighter replaces following features: Bravery, Bravery, Bravery, Bravery, Bravery, Armor Training, Armor
Training, Armor Training, Armor Training, Armor Mastery, Weapon Training, Weapon TrainingWeapon
Training, Weapon TrainingWeapon Training, Weapon TrainingWeapon Training
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Armiger
Until would-be Hell Knights take the trial referred to simply as the Test in which they enter single
combat with a conjured devil and either emerge victorious or die they are known as armigers. While
this is a blanket term for all Hell Knights-in-training (including those training to become signifers), it also
applies specifically to fighters who focus their training to become Hell Knights. Despite their lack of
recognized rank, armigers are skilled and deadly warriors.
Most armigers live and train at their order's citadel, working toward the day when they become full-
fledged Hell Knights. These armigers follow a brutally strict routine; they spend hours honing their
combat skills against other trainees, obsessively studying in the citadel's libraries, or memorizing passages
of the Hell Knight philosophy known as the Measure and the Chain. At regular intervals, squads of
armigers emerge from their citadels to patrol nearby cities or frontier lands, working to enforce Hell
Knight law and their order's edicts.
Order
A character must choose one Hell Knight order to join at 1st level. The choice of order determines what
disciplines the character gains later access to.
Order of the Chain
Hell Knights of the Chain value social order and responsibility, seeking to root out anarchists and fugitives.
They have reputations as relentless hunters who drag lawbreakers away in chains. These Hell Knights
keep meticulous count of the number of criminals they've brought to justice; they never abandon the
pursuit of a fugitive, and they believe everyone has a specific, crucial role to play in society.
Order of the Gate
Order of the Gate Hell Knights seek to curb and prevent lawlessness through magic and manipulation.
They have reputations as mysterious, emotionless, and sometimes cruel magic-users. Many are
convinced that the Order of the Gate's Hell Knights are spying on them or already know their secrets.
Sometimes this fear is true, as the order's members prefer preventing crime to punishing it and often use
manipulation, information-gathering, and spying to further their agenda.
Order of the Godclaw
Order of the Godclaw Hell Knights enforce law with a crusader's zeal, going where they're needed most in
the fight against the forces of chaos. They know no bounds or borders in the quest for absolute order. To
Hell Knights of the Godclaw, the cause of order is a holy mandate for which they will travel far to battle
chaos in lands that know little of civilization. To others, these Hell Knights' faith is likely inexplicable
some believe the members of the order are experts in all five individual faiths or even that they are
heretics.
Order of the Nail
Order of the Nail Hell Knights idealize civilized societies and seek to unite all people in advancing that
cultural baseline. In fact, the Order of the Nail's members preach that anyone who doesn't embrace their
own culture is a criminal and heathen who must be destroyed. The order's members idealize the lifestyles
and challenges of frontier settlers, no matter the displacement, indignation, or cruelty they might visit on
those who were there before.
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Order of the Pyre
Hell Knights of the Order of the Pyre seek to combat outlandish faiths and beliefs, preventing them from
gaining purchase in the Inner Sea region. They are cult hunters first and foremost, but also fight to
repress other philosophies they deem dangerous. These Hell Knights hate and vocally condemn cultists,
priests of rare religions, and followers of mystical orders.
Order of the Rack
Order of the Rack Hell Knights hate wastefulness of both thought and deed. They crush pointless dreams,
end rebellions, and trample frivolous or dangerous inventions. They also closely observe individuals,
seeking hints of destructive ambitions and wasteful vices, and are skilled at destroying seditious writing
and strange inventions.
Order of the Scourge
Hell Knights of the Scourge seek out corruption within order and laws not fit for the lawful. They question
and seek to determine the difference between what is legal and what is for the greater good owing
allegiance to no one nation or ruler. Their quests for order often take them places that other Hell Knights
cannot tread, both physically and philosophically. As a result, their commitment to the Measure and the
Chain must be beyond reproach.
Studious Squire
An armiger gains 1 additional skill rank at each level.
In addition, the armiger treats Knowledge (World) as class skill.
This alters the fighter's class skills and skill points per level, and replaces the fighter's bonus feats gained
at 1st and 10th levels.
Ardent
Armigers are difficult to sway from their beliefs. At 2nd level, an armiger gains a +1 bonus on Will saves
against charm and compulsion effects. This bonus increases by 1 for every 4 fighter levels beyond 2nd.
Additionally, the first time per day armiger fails a saving throw against a charm or compulsion effect, he
rerolls the saving throw with the same DC.
This replaces bravery.
Fighter replaces following features: Bravery, Bravery, BraveryBonus Combat Feat, Bravery, Bravery, Bonus
Combat Feat
Inquisitor
Inquisitors tend to move from place to place, chasing down enemies and researching emerging threats.
As a result, they often travel with others, if for no other reason than to mask their presence. Inquisitors
work with members of their faith whenever possible, but even such allies are not above suspicion.
HitDice: D8
Skill Ranks per Level: 4 plus half Int
Level
Base
Fort
Ref
Will
Special
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Attack
Bonus
Save
Save
Save
1
0
2
0
2
Inquisitor Proficiencies, Deity Selection, Orisons, Stern Gaze,
Domain Selection, Judgment, Detect Magic
2
1
3
0
3
Cunning Initiative
3
2
3
1
3
Solo Tactics, Teamwork Feat
4
3
4
1
4
Judgment
5
3
4
1
4
Bane
6
4
5
2
5
Teamwork Feat
7
5
5
2
5
Judgment
8
6
6
2
6
Second Judgment
9
6
6
3
6
Teamwork Feat
10
7
7
3
7
Judgment
11
8
7
3
7
Stalwart
12
9
8
4
8
Greater Bane, Teamwork Feat
13
9
8
4
8
Judgment
14
10
9
4
9
Exploit Weakness
15
11
9
5
9
Teamwork Feat
16
12
10
5
10
Judgment, Third Judgment
17
12
10
5
10
18
13
11
6
11
Teamwork Feat
19
14
11
6
11
Judgment
20
15
12
6
12
True Judgment
Class Features
Inquisitor Proficiencies
An inquisitor is proficient with all simple weapons, plus the longbow, shortbow, and the favored weapon
of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
Deity Selection
A deity, also known as a god or goddess, is a being or force of incredible power capable of granting its
power to mortal beings through divine magic. A deity is strongly associated with a specific alignment,
several domains, and a plane.
Abadar
Abadar, the god of cities, law, merchants, and wealth, also called "The God of Walls and Ditches" in the
eastern Dragon Empires, is known to be a patient deity. Maintaining a strong neutral stance in his actions,
he sets forth to expand civilization and order among the peoples of Golarion.
Domains: Earth, Law, Nobility, Protection, Travel.
Favored Weapon: Light Crossbow
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Asmodeus
Asmodeus, also known as "King of Hell", "Master of Witches" and "Prince of Law", is the most powerful of
the nine archdevils that inhabit Hell, and the only one of Hell's rulers to claim full divinity. It was he who is
credited with the penning the contract of creation, within which his followers believe is hidden the means
for their patron's eventual rise to supremacy.
Domains: Evil, Fire, Law, Magic, Trickery.
Favored Weapon: Mace
Calistria
Calistria, also known as "The Savored Sting" and "The Unquenchable Fire," is the goddess of lust and
revenge who takes on many faces and guises. She is held in especially high regard by elves, who often
identify with her mercurial moods and changeable nature. A fondness for wasps has earned this vengeful
deity the title of "the Savored Sting"; such creatures live on after harming their enemies, a trait Calistria's
followers hope to emulate when pursuing their goals.
Domains: Chaos, Charm, Knowledge, Luck, Trickery.
Favored Weapon: Rapier
Cayden Cailean
Cayden Cailean, the god of alcohol, bravery, and freedom, is one of the Ascended: those mortals who
achieved godhood by passing the Test of the Starstone. Because legend tells that he passed the test while
intoxicated, he is also known as "The Lucky Drunk," "The Drunken Hero," or "The Accidental God."
Domains: Chaos, Charm, Good, Strength, Travel.
Favored Weapon: Rapier
Desna
Desna, also known as "The Great Dreamer," "Lady Luck," and "Mother Moon," the goddess of dreams,
luck, stars, and travelers, is among the most ancient of deities. While her peers burdened themselves
with the task of creating Golarion, she spent her time building the heavens. She knew that there would be
plenty of time for her and her followers to explore the many wonders of the world later. She's changed
little since those earlier days, and she and her followers delight in exploring the world.
Domains: Chaos, Good, Liberation, Luck, Travel.
Favored Weapon: Starknife
Erastil
Erastil, also known as "Old Deadeye" and "The Stag God," is one of the oldest human gods still worshiped
in the Inner Sea region, and is concerned with family, farming, hunting, and trade. During the Age of
Creation, Erastil was among the gods who battled Rovagug when he sought to destroy Golarion. They
were eventually able to contain him in the Dead Vault at the planet's core. His religion dates back to
before the Age of Darkness, when small farming communities and hunter-gatherers prayed to him for
bountiful harvests and successful hunts. Legends claim that it was Old Deadeye himself who crafted the
first bow and gifted it to humans to overcome the challenges of the world. Even as the accomplishments
of civilization mount, Erastil continues to embrace and represent the simpler pleasures life has to offer.
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Domains: Animal, Community, Good, Law, Plant.
Favored Weapon: Longbow
Gorum
Gorum, also known as "Our Lord in Iron," is a god of battle above all other pursuits; it is said that he
would rust away into nothingness if there was ever a time with no more conflicts to be fought. His faithful
believe he is present in every iron weapon of war that is forged.
Domains: Chaos, Destruction, Glory, Strength, War.
Favored Weapon: Greatsword
Gozreh
Gozreh is a dualistic deity of nature, a god of the storm and sky and also a goddess of the wave and surf.
Born of the ocean's fury and the wind's wrath, Gozreh is a fickle deity.
Domains: Air, Animal, Plant, Water, Weather.
Favored Weapon: Trident
Gyronna
The goddess Gyronna is also known as "The Angry Hag," and for good reason. She is not a popular deity,
as many fear her and her clergy, which is entirely female. These are usually the victims of the unforgiving
and closed-minded, the outcasts of society: disfigured prostitutes, wives caught in adultery, or pregnant
teenagers disowned by their parents. Priestesses are renowned for their ability to foster hatred and turn
friend against friend. Her priestesses are also known to swap young babies for hideous monstrous
creatures birthed from their own womb.
Domains: Chaos, Destruction, Evil, Madness.
Favored Weapon: Dagger
Iomedae
Iomedae, also known as "The Inheritor," "Light of the Sword," and "Lady of Valor," is the goddess of
righteous valor, justice, and honor. Having served as Aroden's herald, she inherited many of the Last
Azlanti's followers upon his death, and continues to espouse the ideas of honor and righteousness in the
defense of good and the battle against evil.
Domains: Glory, Good, Law, Sun, War.
Favored Weapon: Longsword
Irori
Irori, also known as "Master of Masters", "The Enlightened One" and "The Perfect Human," is the god of
enlightenment, self-perfection, knowledge, healing, and inner strength. His followers claim that he was
once a mortal who achieved absolute physical and mental perfection and thus attained divinity of his own
volition. He is one of the core gods, if not the most powerful deity, of the Vudrani pantheon, but has an
increasing following in the Inner Sea region as well.
Domains: Healing, Knowledge, Law, Rune, Strength.
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Favored Weapon: Unarmed strike
Lamashtu
Lamashtu is the mother and patroness of many misshapen and malformed creatures that crawl, slither,
or flap on, above, or below the surface of Golarion. Her unholy symbol is a three-eyed jackal head, which
may be represented in many ways, and her sacred animal is the jackal.
Domains: Chaos, Evil, Madness, Strength, Trickery.
Favored Weapons: Falchion, kukri.
Nethys
Nethys, also known as "The All-Seeing Eye", is a Garundi god who holds knowledge and magic above all
things. He gained enough power to witness all things, and this both fueled his divinity and shattered his
mind. He is a god of magic, torn between destroying the world with one hand and saving it with the
other.
Domains: Destruction, Knowledge, Magic, Protection, Rune.
Favored Weapon: Quarterstaff
Norgorber
Norgorber is known as the once-mortal god of thievery and assassination, as well as a keeper of secrets.
He is called the "Reaper of the Reputation" by some, but he has more insidious titles among worshipers
who venerate his other three aspects: "Blackfingers", "Father Skinsaw", and the "Gray Master". He
remains an enigma to most, and his true motives are unknown. Many of his own followers remain
ignorant of his plans and designs. Norgorber is the only evil god amongst the Ascended.
Domains: Charm, Death, Evil, Knowledge, Trickery.
Favored Weapon: Short sword
Pharasma
"The Lady of Graves", "Mother of Souls", "Gray Lady", Pharasma is the goddess of birth, death, and
prophecy. She shepherds Golarion's recently departed souls to their final reward. Upon death, souls
migrate via the River of Souls to Pharasma's Boneyard in the Outer Sphere, which sits atop an impossibly
tall spire that pierces the Astral Plane. She is among the most ancient deities in the multiverse, but keeps
her knowledge of the fate of all souls closely guarded.
Domains: Death, Healing, Knowledge, Repose, Water.
Favored Weapon: Dagger
Rovagug
Imprisoned since the Age of Creation, the god Rovagug, also known as "The Rough Beast", "The Great
Destroyer" and "The Worldbreaker", seeks only to destroy creation and the other gods. Believed to be
imprisoned in a state of torpor somewhere deep within Golarion, his increasingly restless stirrings are
taken by many to be the cause of volcanic activity and earthquakes. His worshipers are known for
embodying the god's dominion over destruction, disaster, and wrath.
Domains: Chaos, Destruction, Evil, War, Weather.
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Favored Weapon: Greataxe
Sarenrae
Known to her faithful as the "Dawnflower", "The Healing Light", and "The Everlight", Sarenrae is a
goddess who teaches temperance and patience in all things. Compassion and peace are her greatest
virtues, and if enemies of the faith can be redeemed, they should be. Worship of this goddess of healing,
honesty, redemption, and the sun began far to the east of the Inner Sea, in the vast Padishah Empire of
Kelesh, but her worshipers can now be found throughout the world.
Domains: Fire, Glory, Good, Healing, Sun.
Favored Weapon: Scimitar
Shelyn
Shelyn, also known as "The Eternal Rose", "The Eternal Maiden" and "The Incorruptible", is the goddess of
art, beauty, love, and music, and the half-sister of Zon-Kuthon. Shelyn focuses just as much attention on
internal beauty as external. As aspects of her role as goddess of beauty, Shelyn also promotes the
creation of art and the composing and performance of music. Clerics of Shelyn frequently are artists
themselves. As the goddess of love, Shelyn encourages the proliferation of that feeling in all its forms. She
is not the goddess of sexuality, lust, or fertility, and makes a very clear distinction between love and
sexuality, although she does not in any way discourage erotic love. The few paladins who worship her
practice courtly love.
Domains: Air, Charm, Good, Luck, Protection.
Favored Weapon: Glaive
Torag
Torag, also known as the "Father of Creation," is a stoic and serious dwarven god of the forge, protection,
and strategy who values honor, planning, and well-made steel. He is an often distant deity, lending
magical power to his clerics, but leaving his followers to make their own way through life, knowing that
this will make them strong and determined.
Domains: Artifice, Earth, Good, Law, Protection.
Favored Weapon: Warhammer
Urgathoa
Urgathoa, also known as "The Pallid Princess" and "Lady Despair," is the goddess of physical excess,
disease, and the undead. She is mostly worshiped by dark necromancers, the undead, and those wishing
to become undead. Sometimes those who live gluttonous lifestyles make supplication to her, as do those
suffering from a serious illness. Her faithful believe she was the first creature to defy Pharasma and
return, unnaturally, from the Boneyard and break free from the cycle of souls.
Domains: Death, Evil, Magic, Strength, War.
Favored Weapon: Scythe
Zon-Kuthon
The deity Zon-Kuthon, also known as "The Midnight Lord", "The Dark Prince" and "The Prince of Pain",
god of darkness, envy, loss, and pain, possesses one of the most twisted and evil minds in the Great
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Beyond. His position as god of pain is well earned, and he has been the root of countless tortures,
murders, and worse throughout time. He was once a benevolent demigod named Dou-Bral, but was
corrupted when he traveled to the far, dark places between the planes and returned in his current form.
His half-sister, Shelyn, still holds out hope that she can redeem him, though the lord of shadows shows no
sign of remorse or compassion.
Domains: Darkness, Death, Destruction, Evil, Law.
Favored Weapon: Flail
Orisons
Inquisitors can cast a number of orisons, or 0-level spells. These spells are cast like any other spell, but
they are not expended when cast and may be used again.
Stern Gaze
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale
bonus on all Persuasion skill checks made for intimidation and Perception checks equal to 1/2 her
inquisitor level (minimum +1).
Domain Selection
A divine caster's deity influences their alignment, what magic they can perform, their values, and how
others see them. The character chooses domains (in quantity depending on their class) from among
those belonging to their deity. A character can select an alignment domain (Chaos, Evil, Good, or Law)
only if their own alignment matches that domain.
Each domain grants a number of domain powers, dependent upon the level of the divine caster.
Clerics also gain a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell
they can cast, from 1st on up. Each day, a cleric can prepare one of the spells from their two domains in
that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in a domain spell slot.
Domain spells cannot be used to cast spells spontaneously.
Air Domain
You can manipulate lightning, mist, and wind, and are resistant to electricity damage.
Lightning Arc: As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet
as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every
two levels you possess in the class that gave you access to this domain. You can use this ability a number
of times per day equal to 3 + your Wisdom modifier.
Electricity Resistance: At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th
level. At 20th level, you gain immunity to electricity.
Domain Spells: Shocking Grasp, Protection from Arrows, Lightning Bolt, Shout, Cloudkill, Chain Lightning,
Elemental Body IV (Air), Shout, Greater, Elemental Swarm (Air).
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Air Domain
You can manipulate lightning, mist, and wind, and are resistant to electricity damage.
Lightning Arc: As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet
as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every
two levels you possess in the class that gave you access to this domain. You can use this ability a number
of times per day equal to 3 + your Wisdom modifier.
Electricity Resistance: At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th
level. At 20th level, you gain immunity to electricity.
Domain Spells: Shocking Grasp, Protection from Arrows, Lightning Bolt, Shout, Cloudkill, Chain Lightning,
Elemental Body IV (Air), Shout, Greater, Elemental Swarm (Air).
Electricity Resistance
At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you
gain immunity to electricity.
Electricity Immunity
At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you
gain immunity to electricity.
Animal Domain
You can speak with and befriend animals with ease. In addition, you treat Lore (Nature) as a class skill.
Animal Companion: At 4th level, you gain the service of an animal companion. Your effective druid level
for this animal companion is equal to your level in the class that gave you access to this domain 3.
(Druids who take this ability through their nature bond class feature use their druid level 3 to determine
the abilities of their animal companions.)
Domain Spells: Magic Fang, Hold Animal, Dominate Animal, Summon Nature's Ally IV, Beast Shape III,
Summon Nature's Ally VI, Summon Nature's Ally VII, Summon Nature's Ally VIII, Summon Nature's Ally IX.
Animal Domain
You can speak with and befriend animals with ease. In addition, you treat Lore (Nature) as a class skill.
Animal Companion: At 4th level, you gain the service of an animal companion. Your effective druid level
for this animal companion is equal to your level in the class that gave you access to this domain 3.
(Druids who take this ability through their nature bond class feature use their druid level 3 to determine
the abilities of their animal companions.)
Domain Spells: Magic Fang, Hold Animal, Dominate Animal, Summon Nature's Ally IV, Beast Shape III,
Summon Nature's Ally VI, Summon Nature's Ally VII, Summon Nature's Ally VIII, Summon Nature's Ally IX.
Animal Companion
Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the
druid advances in level. If a character receives an animal companion from more than one source, her
effective druid levels stack for the purposes of determining the statistics and abilities of the companion.
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Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the
companion.
Animal Companion Continue
You can continue advancing your current existing companion.
Animal Companion Bear
Size Medium
Speed 40 ft.
AC +6 natural armor
Attack bite (1d6), 2 claws (1d4)
Ability Scores Str 17, Dex 13, Con 13, Int 2, Wis 13, Cha 6
At 7th level size becomes Large, Str +4, Dex -2, Con +4, +4 natural armor, gains rend.
Animal Companion Boar
Size Medium
Speed 40 ft.
AC +9 natural armor
Attack gore (1d6)
Ability Scores Str 13, Dex 12, Con 15, Int 2, Wis 13, Cha 4
At 7th level size becomes Large, Str +8, Dex -2, Con +4, +2 natural armor, gains ferocity.
Animal Companion Giant Centipede
Size Medium
Speed 40 ft.
AC +6 natural armor
Attack bite (1d6 plus poison)
Ability Scores Str 9, Dex 13, Con 13, Int , Wis 10, Cha 2
Special Attacks poison (frequency 1 round (4); effect 1d2 Dex damage; cure 1 save; Con-based DC)
CMD can't be tripped.
At 7th level size becomes Large, Str +8, Dex -2, Con +4, +2 natural armor.
Animal Companion Dog
Size Medium
Speed 40 ft.
AC +6 natural armor
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Attack bite (1d6 plus trip)
Ability Scores Str 15, Dex 13, Con 15, Int 2, Wis 12, Cha 6
At 7th level size becomes Large, Str +8, Dex -2, Con +4, +2 natural armor, gains ferocity.
Animal Companion Wolf
Size Medium
Speed 50 ft.
AC +5 natural armor
Attack bite (1d6 plus trip)
Ability Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Animal Companion Elk
Size Medium
Speed 50 ft.
AC +6 natural armor
Attack gore (1d8), 2 hooves 1d4
Ability Scores Str 12, Dex 17, Con 14, Int 2, Wis 15, Cha 5
At 7th level size becomes Large, Str +8, Dex -2, Con +4, +2 natural armor, gains powerful charge (2d6).
Animal Companion Leopard
Size Small
Speed 50 ft.
AC +4 natural armor
Attack bite (1d4 plus trip), 2 claws (1d2)
Ability Scores Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6
At 4th level size becomes Medium, Dex +2, Con +2, gains pounce and adds Dexterity instead of Strength
modifier to damage rolls with natural attacks.
Animal Companion Mastodon
Size Medium
Speed 40 ft.
AC +7 natural armor
Attack gore (1d8), slam (1d6)
Ability Scores Str 14, Dex 14, Con 13, Int 2, Wis 13, Cha 7
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At 7th level size becomes Large, Str +8, Dex -2, Con +4, +3 natural armor, gains trample (2d6).
Animal Companion Monitor Lizard
Size Small
Speed 30 ft.
AC +4 natural armor
Attack bite (1d6 plus trip)
Ability Scores Str 13, Dex 17, Con 12, Int 2, Wis 12, Cha 6
At 7th level size becomes Medium, Str +4, Dex -2, Con +4, +2 natural armor, gains poison (frequency 1
round (6); effect 1 Dex damage; cure 1 save; Con-based DC).
Animal Companion Smilodon
Size Medium
Speed 40 ft.
AC +4 natural armor
Attack bite (1d6), 4 claws (1d4)
Ability Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
At 7th level size becomes Large, Str +8, Dex -2, Con +4, +2 natural armor, gains pounce.
Animal Companion Wolf
Size Medium
Speed 50 ft.
AC +5 natural armor
Attack bite (1d6 plus trip)
Ability Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
At 7th level size becomes Large, Str +8, Dex -2, Con +4, +2 natural armor, gains ferocity.
Artifice Domain
You can repair damage to objects, animate objects with life, and create objects from nothing.
Aura of Efficiency
You can emit a 30-foot-radius aura that grants your allies a +4 bonus on all saving throws against effects
that inflict the fatigued or exhausted condition. You can use this aura for a number of rounds per day
equal to your level in the class that gave you access to this domain. These rounds do not need to be
consecutive.
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Aura of Efficiency: Damage Resistance
At 8th level, your Aura of Efficiency grants your allies DR 1/. This DR increases by +1/ for every three
levels you possess in the class that gave you access to this domain beyond 8th.
Domain Spells: Lead Blades, Effortless Armor, Magical Vestment, Restoration, Waves of Fatigue,
Disintegrate, Waves of Exhaustion, Protection from Spells, Clashing Rocks.
Artifice Domain
You can repair damage to objects, animate objects with life, and create objects from nothing.
Aura of Efficiency
You can emit a 30-foot-radius aura that grants your allies a +4 bonus on all saving throws against effects
that inflict the fatigued or exhausted condition. You can use this aura for a number of rounds per day
equal to your level in the class that gave you access to this domain. These rounds do not need to be
consecutive.
Aura of Efficiency: Damage Resistance
At 8th level, your Aura of Efficiency grants your allies DR 1/. This DR increases by +1/ for every three
levels you possess in the class that gave you access to this domain beyond 8th.
Aura of Efficiency: Damage Resistance
At 8th level, your Aura of Efficiency grants your allies DR 1/. This DR increases by +1/ for every three
levels you possess in the class that gave you access to this domain beyond 8th.
Chaos Domain
Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Touch of Chaos: You can imbue a target with chaos as a melee touch attack. For the next round, anytime
the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a
number of times per day equal to 3 + your Wisdom modifier.
Chaos Blade: At 8th level, you can give a weapon you touch the anarchic special weapon quality for a
number of rounds equal to 1/2 your level in the class that gave you access to this domain. You can use
this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: Protection from Law, Protection from Law Communal, Dispel Magic, Freedom of
Movement, Acidic Spray, Banshee Blast, Word of Chaos, Cloak of Chaos, Summon Monster IX.
Chaos Domain
Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Touch of Chaos: You can imbue a target with chaos as a melee touch attack. For the next round, anytime
the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a
number of times per day equal to 3 + your Wisdom modifier.
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Chaos Blade: At 8th level, you can give a weapon you touch the anarchic special weapon quality for a
number of rounds equal to 1/2 your level in the class that gave you access to this domain. You can use
this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: Protection from Law, Protection from Law Communal, Dispel Magic, Freedom of
Movement, Acidic Spray, Banshee Blast, Word of Chaos, Cloak of Chaos, Summon Monster IX.
Chaos Blade
At 8th level, you can give a weapon touched the anarchic special weapon quality for a number of rounds
equal to 1/2 your level in the class that gave you access to this domain. You can use this ability once per
day at 8th level, and an additional time per day for every four levels beyond 8th.
Charm Domain
You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Dazing Touch: You can cause a living creature to become dazed for 1 round as a melee touch attack.
Creatures with more Hit Dice than your level in the class that gave you access to this domain are
unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Charming Smile: At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your level
in the class that gave you access to this domain + your Wisdom modifier. The effect of charm person lasts
for 1 round. You can use this ability a number of times per day equal to your caster level.
Domain Spells: Hypnotism, Hideous Laughter, Deep Slumber, Rainbow Pattern, Dominate Person, Eagle's
Splendor, Mass, Insanity, Euphoric Tranquility, Dominate Monster.
Charm Domain
You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Dazing Touch: You can cause a living creature to become dazed for 1 round as a melee touch attack.
Creatures with more Hit Dice than your level in the class that gave you access to this domain are
unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Charming Smile: At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your level
in the class that gave you access to this domain + your Wisdom modifier. The effect of charm person lasts
for 1 round. You can use this ability a number of times per day equal to your caster level.
Charming Smile
At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your level in the class that
gave you access to this domain + your Wisdom modifier. Effect of charm person lasts for 1 round. You can
use this ability a number of times per day equal to your caster level.
Community Domain
Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Calming Touch: You can touch a creature as a standard action to heal it of 1d6 points of damage + 1 point
per level in the class that gave you access to this domain. This touch also removes the fatigued, shaken,
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and sickened conditions (but has no effect on more severe conditions). You can use this ability a number
of times per day equal to 3 + your Wisdom modifier.
Guarded Hearth: At 8th level, you can create a ward that protects a specified area. Creating this ward is a
full-round action. All friendly creatures in the area receive a sacred bonus equal to your Wisdom modifier
on all saving throws and attack rolls while inside the warded area. The ward lasts for 1 hour per level in
the class that gave you access to this domain. You can use this ability once per day.
Domain Spells: Bless, Protection from Alignment, Communal, Prayer, Protection from Energy, Communal,
Burst of Glory, Stoneskin, Communal, Restoration, Greater, Legendary Proportions, Heal, Mass.
Community Domain
Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Calming Touch: You can touch a creature as a standard action to heal it of 1d6 points of damage + 1 point
per level in the class that gave you access to this domain. This touch also removes the fatigued, shaken,
and sickened conditions (but has no effect on more severe conditions). You can use this ability a number
of times per day equal to 3 + your Wisdom modifier.
Guarded Hearth: At 8th level, you can create a ward that protects a specified area. Creating this ward is a
full-round action. All friendly creatures in the area receive a sacred bonus equal to your Wisdom modifier
on all saving throws and attack rolls while inside the warded area. The ward lasts for 1 hour per level in
the class that gave you access to this domain. You can use this ability once per day.
Guarded Hearth
At 8th level, you can create a ward that protects a specified area. Creating this ward is a full-round action.
All friendly creatures in the area receive a sacred bonus equal to your Wisdom modifier on all saving
throws and attack rolls while inside the warded area. This ward immediately ends if you leave the area.
The ward lasts for 1 hour per level in the class that gave you access to this domain. You can use this ability
once per day.
Darkness Domain
You manipulate shadows and darkness.
Touch of Darkness: As a melee touch attack, you can cause a creature's vision to be fraught with shadows
and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20%
miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your level in the class
that gave you access to this domain (minimum 1). You can use this ability a number of times per day
equal to 3 + your Wisdom modifier.
Moonfire: At 8th level, as a standard action you can shoot a blast of divine moonlight from your eyes, as a
ranged touch attack against a single target within 30 feet. Moonfire deals 1d8 points of damage per 2
levels in the class that gave you access to this domain, and the target is dazzled for 1 round per level in
the class that gave you access to this domain. Moonfire deals 1d10 points of damage per level in the class
that gave you access to this domain against lycanthropes. You can use this ability once per day at 8th
level, and one additional time per day for every 4 levels beyond 8th.
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Domain Spells: Sleep, Blindness, Vampiric Touch, Enervation, Mind Fog, Umbral Strike, Power Word Blind,
Shadow Evocation, Greater, Polar Midnight.
Darkness Domain
You manipulate shadows and darkness.
Touch of Darkness: As a melee touch attack, you can cause a creature's vision to be fraught with shadows
and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20%
miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your level in the class
that gave you access to this domain (minimum 1). You can use this ability a number of times per day
equal to 3 + your Wisdom modifier.
Moonfire: At 8th level, as a standard action you can shoot a blast of divine moonlight from your eyes, as a
ranged touch attack against a single target within 30 feet. Moonfire deals 1d8 points of damage per 2
levels in the class that gave you access to this domain, and the target is dazzled for 1 round per level in
the class that gave you access to this domain. Moonfire deals 1d10 points of damage per level in the class
that gave you access to this domain against lycanthropes. You can use this ability once per day at 8th
level, and one additional time per day for every 4 levels beyond 8th.
Moonfire
At 8th level, as a standard action you can shoot a blast of divine moonlight from your eyes, as a ranged
touch attack against a single target within 30 feet. Moonfire deals 1d8 points of damage per 2 levels in
the class that gave you access to this domain, and the target is dazzled for 1 round per level in the class
that gave you access to this domain. Moonfire deals 1d10 points of damage per level in the class that
gave you access to this domain against lycanthropes.[LONGSTART] You can use this ability once per day at
8th level, and one additional time per day for every 4 levels beyond 8th.[LONGEND]
Death Domain
You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Bleeding Touch: As a melee touch attack, you can cause a living creature to take 1d6 points of damage
per round. This effect persists for a number of rounds equal to 1/2 your level in the class that gave you
access to this domain (minimum 1). You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.
Death's Embrace: At 8th level, you heal damage instead of taking damage from channeled negative
energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.
If you are undead, then you instead do not take damage from positive energy.
Domain Spells: Cause Fear, Boneshaker, Bestow Curse, Enervation, Slay Living, Circle of Death,
Destruction, Horrid Wilting, Wail of the Banshee.
Death Domain
You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Bleeding Touch: As a melee touch attack, you can cause a living creature to take 1d6 points of damage
per round. This effect persists for a number of rounds equal to 1/2 your level in the class that gave you
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access to this domain (minimum 1). You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.
Death's Embrace: At 8th level, you heal damage instead of taking damage from channeled negative
energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.
If you are undead, then you instead do not take damage from positive energy.
Domain Spells: Cause Fear, Boneshaker, Bestow Curse, Enervation, Slay Living, Circle of Death,
Destruction, Horrid Wilting, Wail of the Banshee.
Death's Embrace
At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled
negative energy targets undead, you heal hit points just like undead in the area.
If you are undead, then you instead do not take damage from positive energy.
Destruction Domain
You revel in ruin and devastation, and can deliver particularly destructive attacks.
Destructive Smite: You gain the the supernatural ability to make a melee attack with a morale bonus on
damage rolls equal to 1/2 your level in the class that gave you access to this domain (minimum 1).
Destructive Aura: At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day
equal to your level in the class that gave you access to this domain. All attacks made against targets in this
aura (including you) gain a morale bonus on damage equal to 1/2 your level in the class that gave you
access to this domain and all critical threats are automatically confirmed. These rounds do not need to be
consecutive.
Domain Spells: True Strike, Boneshaker, Rage, Fear, Boneshatter, Harm, Disintegrate, Horrid Wilting,
Tsunami.
Destruction Domain
You revel in ruin and devastation, and can deliver particularly destructive attacks.
Destructive Smite: You gain the the supernatural ability to make a melee attack with a morale bonus on
damage rolls equal to 1/2 your level in the class that gave you access to this domain (minimum 1).
Destructive Aura: At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day
equal to your level in the class that gave you access to this domain. All attacks made against targets in this
aura (including you) gain a morale bonus on damage equal to 1/2 your level in the class that gave you
access to this domain and all critical threats are automatically confirmed. These rounds do not need to be
consecutive.
Domain Spells: True Strike, Boneshaker, Rage, Fear, Boneshatter, Harm, Disintegrate, Horrid Wilting,
Tsunami.
Destructive Aura
At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your
level in the class that gave you access to this domain. All attacks made against targets in this aura
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(including you) gain a morale bonus on damage equal to 1/2 your level in the class that gave you access to
this domain and all critical threats are automatically confirmed. These rounds do not need to be
consecutive.
Earth Domain
You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Acid Dart: As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged
touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two levels you possess in
the class that gave you access to this domain. You can use this ability a number of times per day equal to
3 + your Wisdom modifier.
Acid Resistance: At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th
level, you gain immunity to acid.
Domain Spells: Stone Fist, Acid Arrow, Soothing Mud, Spike Stones, Acidic Spray, Stoneskin, Elemental
Body IV (Earth), Horrid Wilting, Elemental Swarm (Earth).
Earth Domain
You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Acid Dart: As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged
touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two levels you possess in
the class that gave you access to this domain. You can use this ability a number of times per day equal to
3 + your Wisdom modifier.
Acid Resistance: At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th
level, you gain immunity to acid.
Domain Spells: Stone Fist, Acid Arrow, Soothing Mud, Spike Stones, Acidic Spray, Stoneskin, Elemental
Body IV (Earth), Horrid Wilting, Elemental Swarm (Earth).
Acid Resistance
At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain
immunity to acid.
Acid Immunity
At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain
immunity to acid.
Evil Domain
You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Touch of Evil: You can cause a creature to become sickened as a melee touch attack. Creatures sickened
by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a
number of rounds equal to 1/2 your level in the class that gave you access to this domain (minimum 1).
You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
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Scythe of Evil: At 8th level, you can give a weapon touched the unholy special weapon quality for a
number of rounds equal to 1/2 your level in the class that gave you access to this domain. You can use
this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: Ray of Sickening, Boneshaker, Contagion, Fear, Slay Living, Create Undead, Blasphemy,
Unholy Aura, Summon Monster IX.
Evil Domain
You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Touch of Evil: You can cause a creature to become sickened as a melee touch attack. Creatures sickened
by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a
number of rounds equal to 1/2 your level in the class that gave you access to this domain (minimum 1).
You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Scythe of Evil: At 8th level, you can give a weapon touched the unholy special weapon quality for a
number of rounds equal to 1/2 your level in the class that gave you access to this domain. You can use
this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Scythe of Evil
At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds
equal to 1/2 your level in the class that gave you access to this domain.[LONGSTART] You can use this
ability once per day at 8th level, and an additional time per day for every four levels beyond
8th.[LONGEND]
Fire Domain
You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Fire Bolt: As a standard action, you can unleash a scorching bolt of divine fire from your outstretched
hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit
the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two levels you possess in the class
that gave you access to this domain. You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.
Fire Resistance: At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th
level, you gain immunity to fire.
Domain Spells: Burning Hands, Scorching Ray, Fireball, Controlled Fireball, Flame Strike, Summon Huge
Fire Elemental, Elemental Body IV (Fire), Summon Elder Fire Elemental, Fiery Body.
Fire Domain
You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Fire Bolt: As a standard action, you can unleash a scorching bolt of divine fire from your outstretched
hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit
the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two levels you possess in the class
that gave you access to this domain. You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.
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Fire Resistance: At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th
level, you gain immunity to fire.
Domain Spells: Burning Hands, Scorching Ray, Fireball, Controlled Fireball, Flame Strike, Summon Huge
Fire Elemental, Elemental Body IV (Fire), Summon Elder Fire Elemental, Fiery Body.
Fire Resistance
At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain
immunity to fire.
Fire Immunity
At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain
immunity to fire.
Glory Domain
You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you
channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Touch of Glory: You can cause your hand to shimmer with divine radiance, allowing you to touch a
creature as a standard action and give it a bonus equal to your level in the class that gave you access to
this domain on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or
until the creature touched applies the bonus to a roll. You can use this ability to grant the bonus a
number of times per day equal to 3 + your Wisdom modifier.
Aura of Heroism: At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day
equal to your level in the class that gave you access to this domain. Using this ability is a swift action.
Allies in the area are treated as if they were under the effects of heroism spell.
Domain Spells: Shield of Faith, Bless Weapon, Searing Light, Divine Power, Burst of Glory, Inspiring
Recovery, Holy Sword, Holy Aura, Overwhelming Presence.
Glory Domain
You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you
channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Touch of Glory: You can cause your hand to shimmer with divine radiance, allowing you to touch a
creature as a standard action and give it a bonus equal to your level in the class that gave you access to
this domain on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or
until the creature touched applies the bonus to a roll. You can use this ability to grant the bonus a
number of times per day equal to 3 + your Wisdom modifier.
Aura of Heroism: At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day
equal to your level in the class that gave you access to this domain. Using this ability is a swift action.
Allies in the area are treated as if they were under the effects of heroism spell.
Aura of Heroism
At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your level in
the class that gave you access to this domain. Using this ability is a swift action. Allies in the area are
treated as if they were under the effects of heroism spell.
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Good Domain
You have pledged your life and soul to goodness and purity.
Touch of Good: You can touch a creature as a standard action, granting a sacred bonus on attack rolls,
skill checks, ability checks, and saving throws equal to half your level in the class that gave you access to
this domain (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.
Holy Lance: At 8th level, you can give a weapon you touch the holy special weapon quality for a number
of rounds equal to 1/2 your level in the class that gave you access to this domain. You can use this ability
once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: Protection from Evil, Protection from Evil Communal, Prayer, Forced Repentance, Burst of
Glory, Summon Monster VI, Holy Word, Holy Aura, Summon Monster IX.
Good Domain
You have pledged your life and soul to goodness and purity.
Touch of Good: You can touch a creature as a standard action, granting a sacred bonus on attack rolls,
skill checks, ability checks, and saving throws equal to half your level in the class that gave you access to
this domain (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.
Holy Lance: At 8th level, you can give a weapon you touch the holy special weapon quality for a number
of rounds equal to 1/2 your level in the class that gave you access to this domain. You can use this ability
once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: Protection from Evil, Protection from Evil Communal, Prayer, Forced Repentance, Burst of
Glory, Summon Monster VI, Holy Word, Holy Aura, Summon Monster IX.
Holy Lance
At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds
equal to 1/2 your level in the class that gave you access to this domain.
Healing Domain
Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Rebuke Death: You can touch a living creature as a standard action, healing it for 1d4 points of damage
plus 1 for every two levels you possess in the class that gave you access to this domain. You can only use
this ability on a creature that is below 0 hit points. You can use this ability a number of times per day
equal to 3 + your Wisdom modifier.
Healer's Blessing: At 6th level, all of your cure spells are treated as if they were empowered, increasing
the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure
spell. This does not stack with the Empower Spell metamagic feat.
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Domain Spells: Remove Sickness, Restoration, Lesser, Cure Serious Wounds, Neutralize Poison, Breath of
Life, Heal, Restoration, Greater, Protection from Spells, Heal, Mass.
Healing Domain
Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Rebuke Death: You can touch a living creature as a standard action, healing it for 1d4 points of damage
plus 1 for every two levels you possess in the class that gave you access to this domain. You can only use
this ability on a creature that is below 0 hit points. You can use this ability a number of times per day
equal to 3 + your Wisdom modifier.
Healer's Blessing: At 6th level, all of your cure spells are treated as if they were empowered, increasing
the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure
spell. This does not stack with the Empower Spell metamagic feat.
Domain Spells: Remove Sickness, Restoration, Lesser, Cure Serious Wounds, Neutralize Poison, Breath of
Life, Heal, Restoration, Greater, Protection from Spells, Heal, Mass.
Healer's Blessing
At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of
damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does
not stack with the Empower Spell metamagic feat.
Knowledge Domain
You are a scholar and a sage of legends. In addition, you treat all Knowledge and Lore skills as class skills.
Void Form: You can become semi-tangible as a standard action. While in this form, you are immune to
critical hits and gain a +1 deflection bonus to AC. This bonus increases by 1 at 8th level and every 4 levels
thereafter. You can use this power a number of rounds per day equal to your level in the class that gave
you access to this domain.
Teaching Moment: At 8th level as a swift action you can grant all allies within 30 feet special insights.
Once during the next minute, each affected creature can choose to roll twice and take the better result
before attempting an attack roll, ability check, skill check, or saving throw. You can use this ability once
per day at 8th level, and one additional time per day for every 4 levels in the class that gave you access to
this domain beyond 8th.
Domain Spells: True Strike, Fox's Cunning, See Invisibility, Communal, Death Ward, True Seeing, Fox's
Cunning, Mass, Power Word Blind, Power Word Stun, Power Word Kill.
Knowledge Domain
You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Void Form: You can become semi-tangible as a standard action. While in this form, you are immune to
critical hits and gain a +1 deflection bonus to AC. This bonus increases by 1 at 8th level and every 4 levels
thereafter. You can use this power a number of rounds per day equal to your level in the class that gave
you access to this domain.
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Teaching Moment: At 8th level as a swift action you can grant all allies within 30 feet special insights.
Once during the next minute, each affected creature can choose to roll twice and take the better result
before attempting an attack roll, ability check, skill check, or saving throw. You can use this ability once
per day at 8th level, and one additional time per day for every 4 levels in the class that gave you access to
this domain beyond 8th.
Teaching Moment
At 8th level as a swift action you can grant all allies within 30 feet special insights. Once during the next
minute, each affected creature can choose to roll twice and take the better result before attempting an
attack roll, ability check, skill check, or saving throw.[LONGSTART] You can use this ability once per day at
8th level, and one additional time per day for every 4 levels in the class that gave you access to this
domain beyond 8th.[LONGEND]
Law Domain
You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Touch of Law: You can touch a willing creature as a standard action, infusing it with the power of divine
order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if
the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.
Staff of Order: At 8th level, you can give a weapon you touch the axiomatic special weapon quality for a
number of rounds equal to 1/2 your level in the class that gave you access to this domain. You can use
this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: Protection from Chaos, Protection from Chaos, Communal, Prayer, Protection from
Energy, Communal, Dominate Person, Blade Barrier, Dictum, Shield of Law, Dominate Monster.
Law Domain
You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Touch of Law: You can touch a willing creature as a standard action, infusing it with the power of divine
order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if
the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.
Staff of Order: At 8th level, you can give a weapon you touch the axiomatic special weapon quality for a
number of rounds equal to 1/2 your level in the class that gave you access to this domain. You can use
this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: Protection from Chaos, Protection from Chaos, Communal, Prayer, Protection from
Energy, Communal, Dominate Person, Blade Barrier, Dictum, Shield of Law, Dominate Monster.
Staff of Order
At 8th level, you can give a weapon you touch the axiomatic special weapon quality for a number of
rounds equal to 1/2 your level in the class that gave you access to this domain.[LONGSTART] You can use
this ability once per day at 8th level, and an additional time per day for every four levels beyond
8th.[LONGEND]
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Liberation Domain
You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to
your level in the class that gave you access to this domain, you can move normally regardless of magical
effects that impede movement, as if you were affected by freedom of movement. This effect occurs
automatically as soon as it applies. These rounds do not need to be consecutive.
Freedom's Call: At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day
equal to your level in the class that gave you access to this domain. Allies within this aura are not affected
by difficult terrain or the confused, frightened, panicked, paralyzed, slowed, shaken, or staggered
conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or
when the aura ends, if applicable. These rounds do not need to be consecutive.
Domain Spells: Remove Fear, Remove Paralysis, Remove Curse, Freedom of Movement, Break
Enchantment, Dispel Magic, Greater, Elemental Body IV, Mind Blank, Mind Blank, Communal.
Liberation Domain
You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to
your level in the class that gave you access to this domain, you can move normally regardless of magical
effects that impede movement, as if you were affected by freedom of movement. This effect occurs
automatically as soon as it applies. These rounds do not need to be consecutive.
Freedom's Call: At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day
equal to your level in the class that gave you access to this domain. Allies within this aura are not affected
by difficult terrain or the confused, frightened, panicked, paralyzed, slowed, shaken, or staggered
conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or
when the aura ends, if applicable. These rounds do not need to be consecutive.
Domain Spells: Remove Fear, Remove Paralysis, Remove Curse, Freedom of Movement, Break
Enchantment, Dispel Magic, Greater, Elemental Body IV, Mind Blank, Mind Blank, Communal.
Freedom's Call
At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your level in
the class that gave you access to this domain. Allies within this aura are not affected by difficult terrain or
the confused, frightened, panicked, paralyzed, slowed, shaken, or staggered conditions. This aura only
suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if
applicable. These rounds do not need to be consecutive.
Luck Domain
You are infused with luck, and your mere presence can spread good fortune.
Bit of Luck: You can touch a willing creature as a standard action, giving it a bit of luck. For the next round,
any time the target rolls a d20, she may roll twice and take the more favorable result. You can use this
ability a number of times per day equal to 3 + your Wisdom modifier.
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Divine Fortune: At 6th level, as a standard action, you can bless yourself with divine luck. For the next half
your level in the class that gave you access to this domain rounds you roll two times on every d20 roll and
take the best result. You can use this ability once per day at 6th level, and one additional time per day for
every 6 levels in the class that gave you access to this domain beyond 6th.
Domain Spells: True Strike, Aid, Protection From Energy, Protection from Energy, Communal, Break
Enchantment, Cat's Grace, Mass, Restoration, Greater, Euphoric Tranquility, Heal, Mass.
Luck Domain
You are infused with luck, and your mere presence can spread good fortune.
Bit of Luck: You can touch a willing creature as a standard action, giving it a bit of luck. For the next round,
any time the target rolls a d20, she may roll twice and take the more favorable result. You can use this
ability a number of times per day equal to 3 + your Wisdom modifier.
Divine Fortune: At 6th level, as a standard action, you can bless yourself with divine luck. For the next half
your level in the class that gave you access to this domain rounds you roll two times on every d20 roll and
take the best result. You can use this ability once per day at 6th level, and one additional time per day for
every 6 levels in the class that gave you access to this domain beyond 6th.
Domain Spells: True Strike, Aid, Protection From Energy, Protection from Energy, Communal, Break
Enchantment, Cat's Grace, Mass, Restoration, Greater, Euphoric Tranquility, Heal, Mass.
Divine Fortune
At 8th level, you can call on your deity to give you unnatural luck. This ability functions like Bit of Luck, but
it affects you and lasts for a number of rounds equal to 1/2 your level in the class that gave you access to
this domain.
Madness Domain
You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to
sacrifice certain abilities to hone others.
Vision of Madness: You can give a creature a vision of madness as a melee touch attack. Choose one of
the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls
equal to 1/2 your level in the class that gave you access to this domain (minimum +1) and a penalty to the
other two types of rolls equal to 1/2 your level in the class that gave you access to this domain (minimum
1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.
Aura of Madness: At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day
equal to your level in the class that gave you access to this domain. Enemies within this aura are affected
by confusion unless they make a Will save with a DC equal to 10 + 1/2 your level in the class that gave you
access to this domain + your Wisdom modifier. The confusion effect ends immediately when the creature
leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura
for 24 hours.
Domain Spells: Cause Fear, Cacophonous Call, Rage, Confusion, Feeblemind, Phantasmal Killer, Insanity,
Frightful Aspect, Weird.
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Madness Domain
You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to
sacrifice certain abilities to hone others.
Vision of Madness: You can give a creature a vision of madness as a melee touch attack. Choose one of
the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls
equal to 1/2 your level in the class that gave you access to this domain (minimum +1) and a penalty to the
other two types of rolls equal to 1/2 your level in the class that gave you access to this domain (minimum
1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.
Aura of Madness: At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day
equal to your level in the class that gave you access to this domain. Enemies within this aura are affected
by confusion unless they make a Will save with a DC equal to 10 + 1/2 your level in the class that gave you
access to this domain + your Wisdom modifier. The confusion effect ends immediately when the creature
leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura
for 24 hours.
Domain Spells: Cause Fear, Cacophonous Call, Rage, Confusion, Feeblemind, Phantasmal Killer, Insanity,
Frightful Aspect, Weird.
Aura of Madness
At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your level in
the class that gave you access to this domain. Enemies within this aura are affected by confusion unless
they succeed at a Will save with a DC equal to 10 + 1/2 your level in the class that gave you access to this
domain + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the
area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24
hours.
Magic Domain
You are a true student of all things mystical, and see divinity in the purity of magic.
Hand of the Acolyte: You can cause your melee weapon to fly from your grasp and strike a foe before
instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of
30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your
Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength).
This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per
day equal to 3 + your Wisdom modifier.
Dispelling Touch: At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can
use this ability once per day at 8th level and one additional time per day for every four levels in the class
that gave you access to this domain beyond 8th.
Domain Spells: Color Spray, Resist Energy, Dispel Magic, Protection from Energy, Communal, Spell
Resistance, Dispel Magic, Greater, Power Word Blind, Protection from Spells, Clashing Rocks.
Magic Domain
You are a true student of all things mystical, and see divinity in the purity of magic.
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Hand of the Acolyte: You can cause your melee weapon to fly from your grasp and strike a foe before
instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of
30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your
Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength).
This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per
day equal to 3 + your Wisdom modifier.
Dispelling Touch: At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can
use this ability once per day at 8th level and one additional time per day for every four levels in the class
that gave you access to this domain beyond 8th.
Domain Spells: Color Spray, Resist Energy, Dispel Magic, Protection from Energy, Communal, Spell
Resistance, Dispel Magic, Greater, Power Word Blind, Protection from Spells, Clashing Rocks.
Dispelling Touch
At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability
once per day at 8th level and one additional time per day for every four levels in the class that gave you
access to this domain beyond 8th.
Nobility Domain
You are a great leader, an inspiration to all who follow the teachings of your faith.
Inspiring Word: As a standard action, you can speak an inspiring word to a creature within 30 feet. That
creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a
number of rounds equal to 1/2 your level in the class that gave you access to this domain (minimum 1).
You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Inspiring Command: At 8th level, you can issue an inspiring command to your allies, who must all be
within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, Combat Maneuver
Defense, and skill checks for a number of rounds equal to 1/2 your level in the class that gave you access
to this domain (minimum 1). This is a language-dependent mind-affecting effect. You can use this power a
number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: Divine Favor, Grace, Magical Vestment, Heroism, Dominate Person, Brilliant Inspiration,
Heroism, Greater, Frightful Aspect, Overwhelming Presence.
Nobility Domain
You are a great leader, an inspiration to all who follow the teachings of your faith.
Inspiring Word: As a standard action, you can speak an inspiring word to a creature within 30 feet. That
creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a
number of rounds equal to 1/2 your level in the class that gave you access to this domain (minimum 1).
You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Inspiring Command: At 8th level, you can issue an inspiring command to your allies, who must all be
within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, CMD, and skill checks for a
number of rounds equal to 1/2 your level in the class that gave you access to this domain (minimum 1).
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This is a language-dependent mind-affecting effect. You can use this power a number of times per day
equal to 3 + your Wisdom modifier.
Inspiring Command
At 8th level, you can issue an inspiring command to your allies, who must all be within 30 feet of you.
Affected allies gain a +2 insight bonus on attack rolls, AC, Combat Maneuver Defense, and skill checks for
a number of rounds equal to 1/2 your level in the class that gave you access to this domain (minimum 1).
This is a language-dependent mind-affecting effect.[LONGSTART] You can use this power a number of
times per day equal to 3 + your Wisdom modifier.[LONGEND]
Plant Domain
You find solace in the green, can grow defensive thorns, and can communicate with plants.
Enlarge: As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge
person spell. You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Bramble Armor: At 6th level, you can cause a host of wooden thorns to burst from your skin as a free
action. While bramble armor is in effect, any foe striking you with a melee weapon without reach takes
1d6 points of piercing damage + 1 point per two levels you possess in the class that gave you access to
this domain. You can use this ability for a number of rounds per day equal to your level in the class that
gave you access to this domain. These rounds do not need to be consecutive.
Domain Spells: Entangle, Barkskin, Contagion, Thorn Body, Vinetrap, Beast Shape IV (Shambling Mound),
Changestaff, Mind Blank, Mind Blank, Communal.
Plant Domain
You find solace in the green, can grow defensive thorns, and can communicate with plants.
Enlarge: As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge
person spell. You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Bramble Armor: At 6th level, you can cause a host of wooden thorns to burst from your skin as a free
action. While bramble armor is in effect, any foe striking you with a melee weapon without reach takes
1d6 points of piercing damage + 1 point per two levels you possess in the class that gave you access to
this domain. You can use this ability for a number of rounds per day equal to your level in the class that
gave you access to this domain. These rounds do not need to be consecutive.
Bramble Armor
At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While
bramble armor is in effect, any foe striking you with a melee weapon without reach takes 1d6 points of
piercing damage + 1 point per two levels you possess in the class that gave you access to this
domain.[LONGSTART] You can use this ability for a number of rounds per day equal to your level in the
class that gave you access to this domain. These rounds do not need to be consecutive.[LONGEND]
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Protection Domain
Your faith is your greatest source of protection, and you can use that faith to defend others. In addition,
you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you
possess in the class that gave you access to this domain.
Resistant Touch: As a standard action, you can touch an ally to grant them your resistance bonus for 1
minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1
minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Protection: At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day
equal to your level in the class that gave you access to this domain. You and your allies within this aura
gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and
sonic). The deflection bonus increases by +1 for every four levels you possess in the class that gave you
access to this domain beyond 8th. At 14th level, the resistance against all elements increases to 10. These
rounds do not need to be consecutive.
Domain Spells: Protection from Alignment, Barkskin, Protection From Energy, Protection from Energy,
Communal, Spell Resistance, Stoneskin, Communal, Restoration, Greater, Protection from Spells,
Seamantle.
Protection Domain
Your faith is your greatest source of protection, and you can use that faith to defend others. In addition,
you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you
possess.
Resistant Touch: As a standard action, you can touch an ally to grant them your resistance bonus for 1
minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1
minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Protection: At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day
equal to your level in the class that gave you access to this domain. You and your allies within this aura
gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and
sonic). The deflection bonus increases by +1 for every four levels you possess in the class that gave you
access to this domain beyond 8th. At 14th level, the resistance against all elements increases to 10. These
rounds do not need to be consecutive.
Aura of Protection
At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your level
in the class that gave you access to this domain. You and your allies within this aura gain a +1 deflection
bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection
bonus increases by +1 for every four levels you possess in the class that gave you access to this domain
beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need
to be consecutive.
Repose Domain
You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint
of undeath is a mockery of what you hold dear.
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Gentle Rest: Your touch can fill a creature with lethargy, causing a living creature to become staggered for
1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1
round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom
modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Ward Against Death: At 8th level, you can emit a 30-foot aura that wards against death for a number of
rounds per day equal to your level in the class that gave you access to this domain. Living creatures in this
area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does
not remove negative levels that a creature has already gained, but the negative levels have no effect
while the creature is inside the warded area. These rounds do not need to be consecutive.
Domain Spells: Doom, Scare, Vampiric Touch, Death Ward, Slay Living, Undeath to Death, Destruction,
Waves of Exhaustion, Wail of the Banshee.
Repose Domain
You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint
of undeath is a mockery of what you hold dear.
Gentle Rest: Your touch can fill a creature with lethargy, causing a living creature to become staggered for
1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1
round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom
modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Ward Against Death: At 8th level, you can emit a 30-foot aura that wards against death for a number of
rounds per day equal to your level in the class that gave you access to this domain. Living creatures in this
area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does
not remove negative levels that a creature has already gained, but the negative levels have no effect
while the creature is inside the warded area. These rounds do not need to be consecutive.
Ward Against Death
At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal
to your level in the class that gave you access to this domain. Living creatures in this area are immune to
all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative
levels that a creature has already gained, but the negative levels have no effect while the creature is
inside the warded area. These rounds do not need to be consecutive.
Rune Domain
In strange and eldritch runes you find potent magic.
Blast Rune: As a standard action, you can create a blast rune in a desired location. Any creature entering a
5-foot area around the rune takes 1d6 points of damage + 1 point for every two levels you possess in the
class that gave you access to this domain. This rune deals either acid, cold, electricity, or fire damage,
decided when you create the rune. The rune lasts a number of rounds equal to your level in the class that
gave you access to this domain. You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.
Warding Rune: At 8th level, you can create a warding rune in a desired location. Any creature entering a
5-foot area around the rune must make a Will save or they will not be able to attack for a number of
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rounds equal to 1/2 your level in the class that gave you access to this domain. The rune lasts a number of
rounds equal to your level in the class that gave you access to this domain. You can use this ability once
per day at 8th level and one additional time per day for every four levels in the class that gave you access
to this domain beyond 8th.
Domain Spells: Protection from Alignment, Protection from Arrows, Protection from Arrows, Communal,
Protection from Energy, Communal, Spell Resistance, Dispel Magic, Greater, Power Word Blind, Power
Word Stun, Power Word Kill.
Rune Domain
In strange and eldritch runes you find potent magic.
Blast Rune: As a standard action, you can create a blast rune in a desired location. Any creature entering a
5-foot area around the rune takes 1d6 points of damage + 1 point for every two levels you possess in the
class that gave you access to this domain. This rune deals either acid, cold, electricity, or fire damage,
decided when you create the rune. The rune lasts a number of rounds equal to your level in the class that
gave you access to this domain. You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.
Warding Rune: At 8th level, you can create a warding rune in a desired location. Any creature entering a
5-foot area around the rune must make a Will save or they will not be able to attack for a number of
rounds equal to 1/2 your level in the class that gave you access to this domain. The rune lasts a number of
rounds equal to your level in the class that gave you access to this domain. You can use this ability once
per day at 8th level and one additional time per day for every four levels in the class that gave you access
to this domain beyond 8th.
Domain Spells: Protection from Alignment, Protection from Arrows, Protection from Arrows, Communal,
Protection from Energy, Communal, Spell Resistance, Dispel Magic, Greater, Power Word Blind, Power
Word Stun, Power Word Kill.
Warding Rune
At 8th level, you can create a warding rune in a desired location. Any creature entering a 5-foot area
around the rune must make a Will save or they will not be able to attack for a number of rounds equal to
1/2 your level in the class that gave you access to this domain. The rune lasts a number of rounds equal to
your level in the class that gave you access to this domain.[LONGSTART] You can use this ability once per
day at 8th level and one additional time per day for every four levels in the class that gave you access to
this domain beyond 8th.[LONGEND]
Strength Domain
In strength and brawn there is truth your faith gives you incredible might and power.
Strength Surge: As a standard action, you can touch a creature to give it great strength. For 1 round, the
target gains an enhancement bonus equal to 1/2 your level in the class that gave you access to this
domain (minimum +1) to melee attacks and Athletics checks. You can use this ability a number of times
per day equal to 3 + your Wisdom modifier.
Might of the Gods: At 8th level, you add 1/2 of your level in the class that gave you access to this domain
as an enhancement bonus to your Athletics checks.
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Domain Spells: Enlarge Person, Bull's Strength, Magical Vestment, Enlarge Person, Mass, Righteous Might,
Stoneskin, Legendary Proportions, Frightful Aspect, Transformation.
Strength Domain
In strength and brawn there is truth your faith gives you incredible might and power.
Strength Surge: As a standard action, you can touch a creature to give it great strength. For 1 round, the
target gains an enhancement bonus equal to 1/2 your level in the class that gave you access to this
domain (minimum +1) to melee attacks and Athletics checks. You can use this ability a number of times
per day equal to 3 + your Wisdom modifier.
Might of the Gods: At 8th level, you add 1/2 of your level in the class that gave you access to this domain
as an enhancement bonus to your Athletics checks.
Might of the Gods
At 8th level, you add 1/2 of your level in the class that gave you access to this domain as an enhancement
bonus to your Athletics checks.
Sun Domain
You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work
great deeds.
Sun's Blessing: Whenever you channel positive energy to harm undead creatures, add your level in the
class that gave you access to this domain to the damage dealt. Undead do not add their channel
resistance to their saves when you channel positive energy.
Nimbus of Light: At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal
to your level in the class that gave you access to this domain. Any hostile creature within this radius must
succeed at a Fortitude save to resist the effects of this aura. If the creature fails, it is blinded until it leaves
the area of the spell. A creature that has resisted the effect cannot be affected again by this particular
aura. In addition, undead within this radius take an amount of damage equal to your level in the class that
gave you access to this domain each round that they remain inside the nimbus. These rounds do not need
to be consecutive.
Domain Spells: Faerie Fire, See Invisibility, Searing Light, Shield of Dawn, Flame Strike, Chains of Light,
Sunbeam, Sunburst, Elemental Swarm (Fire).
Sun Domain
You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work
great deeds.
Sun's Blessing: Whenever you channel positive energy to harm undead creatures, add your level in the
class that gave you access to this domain to the damage dealt. Undead do not add their channel
resistance to their saves when you channel positive energy.
Nimbus of Light: At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal
to your level in the class that gave you access to this domain. Any hostile creature within this radius must
succeed at a Fortitude save to resist the effects of this aura. If the creature fails, it is blinded until it leaves
the area of the spell. A creature that has resisted the effect cannot be affected again by this particular
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aura. In addition, undead within this radius take an amount of damage equal to your level in the class that
gave you access to this domain each round that they remain inside the nimbus. These rounds do not need
to be consecutive.
Nimbus of Light
At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your level in
the class that gave you access to this domain. Any hostile creature within this radius must succeed at a
Fortitude save to resist the effects of this aura. If the creature fails, it is blinded until it leaves the area of
the spell. A creature that has resisted the effect cannot be affected again by this particular aura. In
addition, undead within this radius take an amount of damage equal to your level in the class that gave
you access to this domain each round that they remain inside the nimbus. These rounds do not need to
be consecutive.
Travel Domain
You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or
magic. Increase your base speed by 10 feet.
Agile Feet: As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all
difficult terrain and do not take any penalties for moving through it. You can use this ability a number of
times per day equal to 3 + your Wisdom modifier.
Dimensional Hop: At 8th level, you can teleport up to 10 feet per level in the class that gave you access to
this domain per day as a move action. This teleportation must be used in 5-foot increments and such
movement does not provoke attacks of opportunity.
Domain Spells: Longstrider, Grace, Feather Step, Mass, Dimension Door, Mass, Break Enchantment,
Elemental Body III (Air), Summon Greater Air Elemental, Protection from Spells, Elemental Swarm (Air).
Travel Domain
You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or
magic. Increase your base speed by 10 feet.
Agile Feet: As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all
difficult terrain and do not take any penalties for moving through it. You can use this ability a number of
times per day equal to 3 + your Wisdom modifier.
Dimensional Hop: At 8th level, you can teleport up to 10 feet per level in the class that gave you access to
this domain per day as a move action. This teleportation must be used in 5-foot increments and such
movement does not provoke attacks of opportunity.
Dimensional Hop
At 8th level, you can teleport up to 10 feet per level in the class that gave you access to this domain per
day as a move action. This teleportation must be used in 5-foot increments and such movement does not
provoke attacks of opportunity.
Trickery Domain
You are a master of illusions and deceptions. Trickery and Stealth are class skills.
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Copycat: You can create an illusory double of yourself as a move action. This double functions as a single
mirror image, and lasts for a number of rounds equal to your level in the class that gave you access to this
domain, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat
at a time. This ability does not stack with the mirror image spell. You can use this ability a number of
times per day equal to 3 + your Wisdom modifier.
Master's Illusion: At 8th level, you can make yourself and any number of allies within 30 feet invisible for
1 round per level in the class that gave you access to this domain. The rounds do not need to be
consecutive.
Domain Spells: Sleep, Invisibility, Dispel Magic, Confusion, Mind Fog, Cloak of Dreams, Insanity, Invisibility,
Mass, Weird.
Trickery Domain
You are a master of illusions and deceptions. Trickery and Stealth are class skills.
Copycat: You can create an illusory double of yourself as a move action. This double functions as a single
mirror image and lasts for a number of rounds equal to your level in the class that gave you access to this
domain, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat
at a time. This ability does not stack with the mirror image spell. You can use this ability a number of
times per day equal to 3 + your Wisdom modifier.
Master's Illusion: At 8th level, you can make yourself and any number of allies within 30 feet invisible for
1 round per level in the class that gave you access to this domain. The rounds do not need to be
consecutive.
Master's Illusion
At 8th level, you can make yourself and any number of allies within 30 feet invisible for 1 round per level
in the class that gave you access to this domain. The rounds do not need to be consecutive.
War Domain
You are a crusader for your god, always ready and willing to fight to defend your faith.
Battle Rage: You can touch a creature as a standard action to give it a bonus on melee damage rolls equal
to 1/2 your level in the class that gave you access to this domain for 1 round (minimum +1). You can do so
a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: Bless, Aid, Magical Vestment, Divine Power, Flame Strike, Blade Barrier, Power Word
Blind, Power Word Stun, Power Word Kill.
War Domain
You are a crusader for your god, always ready and willing to fight to defend your faith.
Battle Rage: You can touch a creature as a standard action to give it a bonus on melee damage rolls equal
to 1/2 your level in the class that gave you access to this domain for 1 round (minimum +1). You can do so
a number of times per day equal to 3 + your Wisdom modifier.
Bonus Combat Feat
You gain a bonus combat feat.
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Armor Proficiency (Heavy Armor)
Prerequisites: Armor Proficiency (Medium Armor)
You become proficient with Heavy Armor.
Armor Proficiency (Light Armor)
You become proficient with Light Armor.
Martial Weapons Proficiency
You become proficient with all Martial Weapons.
Armor Proficiency (Medium Armor)
Prerequisites: Armor Proficiency (Light Armor)
You become proficient with Medium Armor.
Shield Proficiency
You become proficient with Bucklers, Light Shields, and Heavy Shields.
Simple Weapon Proficiency
You become proficient with all Simple Weapons.
Tower Shield Proficiency
Prerequisites: Shield Proficiency
You become proficient with Tower Shields.
Dazzling Display
Prerequisites: Weapon Focus
You can quickly deter others with your martial mastery.
Benefit: While wielding the weapon with which you have Weapon Focus, you can use Dazzling Display as
a standard action with a 5 penalty on your Intimidate check, as a move action with a 10 penalty, or as a
swift action with a 20 penalty.
Agile Maneuvers
Prerequisites: Bull Rush, or Dirty Trick, or Disarm, or Sunder Armor, or Trip
You've learned to use your quickness in place of brute force when performing combat maneuvers.
Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your
Combat Maneuver Bonus instead of your Strength bonus.
Normal: You add your Strength bonus to your base attack bonus and size bonus when determining your
Combat Maneuver Bonus.
Arcane Armor Mastery
Prerequisites: Arcane Armor Training
You have mastered the ability to cast spells while wearing armor.
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Benefit: Reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells
you cast. This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training.
Arcane Armor Training
You have learned how to cast spells while wearing armor.
Benefit: Reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells
you cast.
Arcane Strike
Spending a swift action each round, you can imbue your weapons with a fraction of your power. For 1
round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage
reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at
20th level.
Armor Focus
Prerequisites: BaseAttackBonus 1
Your familiarity with a specific type of armor increases the amount of protection you receive from it.
Benefit(s): Select one type of armor. The AC bonus granted by the selected armor increases by 1.
Light Armor Focus
Prerequisites: BaseAttackBonus 1
The AC bonus granted by any light armor that you equip increases by 1.
Medium Armor Focus
Prerequisites: BaseAttackBonus 1
The AC bonus granted by any medium armor that you equip increases by 1.
Heavy Armor Focus
Prerequisites: BaseAttackBonus 1
The AC bonus granted by any heavy armor that you equip increases by 1.
Bashing Finish
Prerequisites: Shield Bash, and Two-Weapon Fighting, and BaseAttackBonus 11, and Shield Master
You follow a powerful blow from your weapon with an opportunistic bash from your shield.
Benefit: Whenever you score a critical hit with a melee weapon, you can make a shield bash attack
against the same target using the same bonus as a free action.
Blind Fight
In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll
one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your
Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The
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invisible attacker's bonuses do still apply for ranged attacks, however. You also gain immunity to gaze
attacks.
Greater Blind Fight
Prerequisites: Perception 15 ranks, and Improved Blind Fight
Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with
total concealment as if they had normal concealment (20% miss chance instead of 50%). You may still
reroll a miss chance percentile roll as normal.
If you successfully pinpoint an invisible or hidden attacker, that attacker gets no advantages related to
hitting you with ranged attacks, regardless of the range. That is, you don't lose your Dexterity bonus to
Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible.
Improved Blind Fight
Prerequisites: Perception 10 ranks, and Blind Fight
Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss
chance percentile roll for total concealment. If you successfully pinpoint an invisible or hidden attacker
within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks. That is, you
don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being
invisible.
Cleave
Prerequisites: Power Attack, and Strength 13
As a standard action, you can make a single attack at your full base attack bonus against a foe within
reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack
bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional
attack per round with this feat. When you use this feat, you take a 2 penalty to your Armor Class until
your next turn.
Cleaving Finish
Prerequisites: Cleave, and Strength 13, and Power Attack
If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you
can make another melee attack using your highest base attack bonus against another opponent within
reach. You can make only one extra attack per round with this feat.
Great Cleave
Prerequisites: Cleave, and Strength 13
As a standard action, you can make a single attack at your full base attack bonus against a foe within
reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack
bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue
to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You
cannot attack an individual foe more than once during this attack action. When you use this feat, you take
a 2 penalty to your Armor Class until your next turn.
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Improved Cleaving Finish
Prerequisites: Cleave, and Strength 13, and Power Attack, and Great Cleave, and Cleaving Finish, and
BaseAttackBonus 6
You can use Cleaving Finish any number of times per round.
Clustered Shots
Prerequisites: Point-Blank Shot, and Precise Shot, and BaseAttackBonus 6
You take a moment to carefully aim your shots, causing them all to strike nearly the same spot.
Benefit: When you use a full attack to make multiple ranged weapon attacks against the same opponent,
total the damage from all hits before applying that opponent's damage reduction.
Combat Expertise
Prerequisites: Intelligence 13
You can choose to take a 1 penalty on melee attack rolls and combat maneuver checks to gain a +1
dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the
penalty increases by 1 and the dodge bonus increases by +1. You can only choose to use this feat when
you declare that you are making an attack or a full attack with a melee weapon. The effects of this feat
last until your next turn.
Combat Reflexes
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus.
With this feat, you may also make attacks of opportunity while flat-footed.
Cornugon Smash
Prerequisites: Persuasion 6 ranks, and Power Attack
When you damage an opponent with a Power Attack, you may make an immediate Persuasion
(intimidate) check as a free action to attempt to demoralize your opponent.
Crane Style
Prerequisites: Dodge, and Improved Unarmed Strike; Monk 1, or BaseAttackBonus 2
You take only a 2 penalty on attack rolls for fighting defensively. While using this style and fighting
defensively, you gain an additional +1 dodge bonus to your Armor Class.
Crane Riposte
Prerequisites: Dodge, and Improved Unarmed Strike, and Crane Style, and Crane Wing; Monk 7, or
BaseAttackBonus 8
You take only a 1 penalty on attack rolls for fighting defensively.
Whenever you lose the dodge bonus from Crane Wing because an attack missed you by 4 or less, the
enemy provokes an attack of opportunity.
Crane Wing
Prerequisites: Dodge, and Improved Unarmed Strike, and Crane Style; Monk 5, or BaseAttackBonus 5
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When fighting defensively with at least one hand free, you gain a +4 dodge bonus to AC against melee
attacks. If a melee attack misses you by 4 or less, you lose this dodge bonus until the beginning of your
next turn.
Blinding Critical
Prerequisites: Critical Focus, and BaseAttackBonus 15
Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save
reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack
bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than
two eyes. Blindness can be cured by heal, regenerate, remove blindness, or similar abilities.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical
Mastery.
Critical Mastery
Prerequisites: Fighter 14, and Critical Focus
When you score a critical hit, you can apply the effects of two critical feats in addition to the damage
dealt.
Normal: You can only apply the effects of one critical feat to a given critical hit in addition to the damage
dealt.
Exhausting Critical
Prerequisites: Critical Focus, and BaseAttackBonus 15, and Tiring Critical
When you score a critical hit on a foe, your target immediately becomes exhausted. This feat has no
effect on exhausted creatures.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess the
Critical Mastery feat.
Sickening Critical
Prerequisites: Critical Focus, and BaseAttackBonus 11
Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat
do not stack. Additional hits instead add to the effect's duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical
Mastery.
Staggering Critical
Prerequisites: Critical Focus, and BaseAttackBonus 13
Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful
Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base
attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical
Mastery.
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Tiring Critical
Prerequisites: Critical Focus, and BaseAttackBonus 13
Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on
a fatigued or exhausted creature.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical
Mastery.
Critical Focus
Prerequisites: BaseAttackBonus 9
You are trained in the art of causing pain. You receive a +4 circumstance bonus on attack rolls made to
confirm critical hits.
Deadly Aim
Prerequisites: Dexterity 13, and BaseAttackBonus 1
You can choose to take a 1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage
rolls.
When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its
effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not
deal hit point damage.
Defensive Combat Training
You excel at defending yourself from all manner of combat maneuvers.
Benefit: You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver
Defense.
Deflect Arrows
Prerequisites: Improved Unarmed Strike, and Dexterity 13
You must have at least one hand free (holding nothing) to use this feat. Once per round when you would
normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage
from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack
doesn't count as an action.
Dodge
Prerequisites: Dexterity 13
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes
you lose the benefits of this feat.
Double Slice
Prerequisites: Dexterity 15, and Two-Weapon Fighting
Your off-hand weapon while dual-wielding strikes with greater power.
Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon.
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Normal: You normally add only half of your Strength modifier to damage rolls made with a weapon
wielded in your off-hand.
Dragon Ferocity
Prerequisites: Improved Unarmed Strike, and Mobility 5 ranks, and Strength 15, and Dragon Style, and
Stunning Fist
You attack with the strength of a dragon, your telling blows striking fear into your enemies.
While using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional
one-half your Strength bonus, to a total of double your Strength bonus on the first attack and 1.5 times
your Strength bonus on the other attacks.
When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this
style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.
Dragon Style
Prerequisites: Improved Unarmed Strike, and Mobility 3 ranks, and Strength 15
You call upon the spirit of dragonkind, gaining greater resilience, mobility, and fierceness from the
blessing of these great beings.
While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and
stunning effects. Further, you can add 1.5 times your Strength bonus on the damage roll for your first
unarmed strike on a given round.
Dreadful Carnage
Prerequisites: Strength 15, and Dazzling Display, and Power Attack, and BaseAttackBonus 11
Slaying an enemy demoralizes your other nearby foes.
Benefit: Whenever you reduce an enemy to 0 or fewer hit points, you can make a Persuasion (to
intimidate) check to demoralize all enemies within 30 feet as a free action. Enemies that cannot see both
you and the enemy you reduced to 0 or fewer hit points are unaffected.
Aldori Dueling Mastery
Prerequisites: Dexterity 13, and Weapon Finesse
You gain a +2 bonus on initiative checks as long as you start combat with a dueling sword. As long as you
wield only a single dueling sword in one hand (not using a shield or an off-hand weapon), you gain a +2
shield bonus to your AC. Although the dueling sword deals slashing damage, you treat it as if it were also
a piercing weapon when determining the effects of weapons used by a duelist.
Endurance
Harsh conditions or long exertions do not easily tire you.
Benefit: You gain +2 bonus on Athletics checks and +4 bonus on Fortitude saves against fatigue and
exhaustion.
You may sleep in light or medium armor without becoming fatigued.
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Fencing Grace
Prerequisites: Dexterity 13, and Weapon Finesse
Your dashing style and fluid fencing forms allow you to use agility rather than brute force to fell your foes.
Benefits: Choose one kind of light or one-handed piercing weapon (such as the rapier). When wielding
your chosen weapon one-handed, you can add your Dexterity modifier instead of your Strength modifier
to that weapon's damage. You do not gain this benefit while fighting with two weapons or using flurry of
blows, or anytime another hand is otherwise occupied.
Greater Penetrating Strike
Prerequisites: Fighter 16, and Weapon Focus, and Penetrating Strike
Your attacks made with weapons selected with Weapon Focus ignore up to 10 points of damage
reduction.
Hammer the Gap
Prerequisites: BaseAttackBonus 6
You repeatedly strike the same location, causing increasing amounts of damage.
Benefit: When you make a full attack, each consecutive hit against the same opponent deals extra
damage equal to the number of previous consecutive hits you have made against that opponent this turn.
This damage is multiplied on a critical hit.
Improved Initiative
Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.
Improved Critical
Prerequisites: BaseAttackBonus 8
Choose one type of weapon. When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the
feat, it applies to a new type of weapon.
This effect doesn't stack with any other effect that expands the threat range of a weapon.
Improved Precise Shot
Prerequisites: Dexterity 19, and BaseAttackBonus 11, and Point-Blank Shot, and Precise Shot
Your ranged attacks ignore anything but total concealment and cover.
Benefit: Your ranged attacks ignore the miss chance granted to targets by anything less than total
concealment. Total concealment provides their normal benefits against your ranged attacks.
Improved Unarmed Strike
You are considered to be armed even when unarmed you can make unarmed attacks that deal 1d3
bludgeoning damage (if Medium; 1d2 if Small).
Intimidating Prowess
Your physical might is intimidating to others.
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Benefit: Add your Strength modifier to Persuasion skill (when used to intimidate) checks in addition to
your Charisma modifier.
Greater Bull Rush
Prerequisites: Bull Rush, and Strength 13, and Power Attack, and BaseAttackBonus 6
You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by
Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from you
and all of your allies.
Bull Rush
Prerequisites: Power Attack, and Strength 13
This feat gives the character an ability to perform the bull rush combat maneuver. It also grants a +2
bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
A bull rush attempts to push an opponent straight back without doing any harm. If your combat
maneuver is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your
opponent's CMD you can push the target back an additional 5 feet.
An enemy being moved by a bull rush does not provoke an attack of opportunity because of the
movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square
that is occupied by a solid object or obstacle.
Greater Dirty Trick
Prerequisites: Dirty Trick, and Intelligence 13, and BaseAttackBonus 6; Combat Expertise, or Kinetic
Warrior
You receive a +2 bonus on checks made to attempt a dirty trick. This bonus stacks with the bonus granted
by Dirty Trick. Whenever you successfully perform a dirty trick, the penalty lasts for 1d4 rounds, plus 1
round for every 5 by which your attack exceeds the target's CMD.
Dirty Trick
Prerequisites: Intelligence 13; Combat Expertise, or Kinetic Warrior
This feat gives the character an ability to perform the dirty trick combat maneuver. It also grants a +2
bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
You can attempt to hinder a foe in melee as a standard action. If your attack is successful, the target takes
a penalty. The penalty is limited to one of the following conditions: blinded, entangled, or sickened.
This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent's CMD, the
penalty lasts 1 additional round.
Greater Disarm
Prerequisites: Disarm, and Intelligence 13, and BaseAttackBonus 6; Combat Expertise, or Kinetic Warrior
You receive a +2 bonus on checks made to attempt a disarm. This bonus stacks with the bonus granted by
Disarm. Whenever you successfully perform a disarm, the penalty lasts for 1d4 rounds, plus 1 round for
every 5 by which your attack exceeds the target's CMD.
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Disarm
Prerequisites: Intelligence 13; Combat Expertise, or Kinetic Warrior
This feat gives the character an ability to perform the disarm combat maneuver. It also grants a +2 bonus
to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
You can attempt to disarm a foe in melee as a standard action. If your combat maneuver is successful, the
target cannot use his weapons for 1 round.
For every 5 by which your attack exceeds your opponent's CMD, the disarmed condition lasts 1 additional
round.
Greater Sunder Armor
Prerequisites: Sunder Armor, and Strength 13, and Power Attack, and BaseAttackBonus 6
You receive a +2 bonus on checks made to attempt a sunder. This bonus stacks with the bonus granted by
Sunder Armor. Whenever you successfully perform a sunder, the penalty lasts for 1d4 rounds, plus 1
round for every 5 by which your attack exceeds the target's CMD.
Sunder Armor
Prerequisites: Power Attack, and Strength 13
This feat gives the character an ability to perform the sunder armor combat maneuver. It also grants a +2
bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
You can attempt to dislodge an armor worn by your opponent. If your combat maneuver is successful, the
target loses its bonuses from armor for 1 round.
For every 5 by which your attack exceeds your opponent's CMD, the penalty lasts 1 additional round.
Fury's Fall
Prerequisites: Trip
You can use strength and agility to send foes crashing to the ground.
Benefit: When making a trip attack, add your Dexterity bonus to your CMB.
Greater Trip
Prerequisites: Intelligence 13, and Trip, and BaseAttackBonus 6; Combat Expertise, or Kinetic Warrior
You can make free attacks on foes that you knock down.
Benefit: You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted
by Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.
Normal: Creatures do not provoke attacks of opportunity from being tripped.
Trip
Prerequisites: Intelligence 13; Combat Expertise, or Kinetic Warrior
This feat gives the character an ability to perform the trip combat maneuver. It also grants a +2 bonus to
CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
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You can attempt to trip your opponent in place of a melee attack. If your combat maneuver is successful,
the target is knocked prone.
If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each
additional leg it has. Some creaturessuch as oozes, creatures without legs, and flying creaturescannot
be tripped.
Manyshot
Prerequisites: Rapid Shot, and BaseAttackBonus 6
When making a full attack with a bow, your first attack fires two arrows. If the attack hits, both arrows hit.
Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack.
Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do
other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply
separately to each arrow.
Missile Shield
Prerequisites: Shield Focus, and Dexterity 13
You must be using a shield to use this feat. Once per round when you would normally be hit with an
attack from a ranged weapon (not including spell effects, natural attacks, or massive ranged weapons),
you may deflect it so that you take no damage, as if you had the Deflect Arrows feat. You must be aware
of the attack and not flat-footed.
Combat Mobility
Prerequisites: Dexterity 13, and Dodge
You can easily move through a dangerous melee.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move
out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class
(if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Natural Spell
Prerequisites: Wild Shape (Wolf), and Wisdom 13
You can cast spells while using wild shape. You substitute various noises and gestures for the normal
verbal and somatic components of a spell.
Penetrating Strike
Prerequisites: Fighter 12, and Weapon Focus
Your attacks made with weapons selected with Weapon Focus ignore up to 5 points of damage reduction.
Piranha Strike
Prerequisites: Dexterity 13, and Weapon Finesse
When wielding a light weapon or any other weapon that can be used with Weapon Finesse, you can
choose to take a 1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on
all melee damage rolls.
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This bonus to damage is halved (50%) if you are making an attack with an off-hand weapon or secondary
natural weapon.
When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by 1
and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll,
and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that
do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.
Point-Blank Shot
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Point-Blank Master
Prerequisites: Fighter 4
Benefit: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the
selected weapon while threatened.
Normal: Using a ranged weapon while you are threatened provokes attacks of opportunity.
Power Attack
Prerequisites: Strength 13
You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks to gain a +2
bonus on all melee damage rolls.
This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon,
a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength
modifier on damage rolls. This bonus to damage is halved (50%) if you are making an attack with an off-
hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and
the bonus to damage increases by +2.
The effects of this feat last until your next turn. The bonus damage does not apply to touch attacks or
effects that do not deal hit point damage.
Precise Shot
Prerequisites: Point-Blank Shot
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard
4 penalty on your attack roll.
Exotic Weapon Proficiency
Prerequisites: BaseAttackBonus 1
Choose one type of exotic weapon, such as the dueling sword or sai. You understand how to use that type
of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Weapon Proficiency (Bastard Sword)
You become proficient with bastard swords and can use them as a weapon.
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Weapon Proficiency (Orc Double Axe)
You become proficient with orc double axes and can use them as a weapon.
Weapon Proficiency (Two-bladed Sword)
You become proficient with two-bladed swords and can use them as a weapon.
Weapon Proficiency (Dueling Sword)
You become proficient with dueling swords and can use them as a weapon.
Weapon Proficiency (Dwarven Waraxe)
You become proficient with dwarven waraxes and can use them as a weapon.
Weapon Proficiency (Elven Curve Blade)
You become proficient with elven curve blade and can use it as a weapon.
Weapon Proficiency (Estoc)
You become proficient with estocs and can use them as a weapon.
Weapon Proficiency (Falcata)
You become proficient with falcatas and can use them as a weapon.
Weapon Proficiency (Fauchard)
You become proficient with fauchards and can use them as a weapon.
Weapon Proficiency (Gnome Hooked Hammer)
You become proficient with gnome hooked hammers and can use them as a weapon.
Weapon Proficiency (Kama)
You become proficient with kama and can use them as a weapon.
Weapon Proficiency (Sai)
You become proficient with sai and can use them as a weapon.
Weapon Proficiency (Sling Staff)
You become proficient with sling staffs and can use them as a weapon.
Weapon Proficiency (Tongi)
You become proficient with tongi and can use them as a weapon.
Weapon Proficiency (Dwarven Urgrosh)
You become proficient with dwarven urgoshes and can use them as a weapon.
Weapon Proficiency (Nunchaku)
You become proficient with nunchaku and can use them as a weapon.
Pummeling Bully
Prerequisites: Pummeling Style, and Trip, and Improved Unarmed Strike; BaseAttackBonus 9, or Monk 5
When you use Pummeling Style to make an entire full attack or flurry of blows against a single target, if
you hit with any of your attacks, you attempt a trip combat maneuver check as a free action.
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Pummeling Charge
Prerequisites: Pummeling Style; BaseAttackBonus 12, or Monk 8
Your charge ends with a mighty haymaker.
Benefit: You can charge and make a full attack or flurry of blows at the end of your charge as part of the
charge action. You can use Pummeling Charge in this way only if all of your attacks qualify for using
Pummeling Style against a single target.
Pummeling Style
Prerequisites: Improved Unarmed Strike; Flurry of Blows, or BaseAttackBonus 6
Your unarmed strikes weave together in an effortless combo, focusing on the spots you've weakened
with the last hit.
Benefit: Whenever you use a full attack or flurry of blows to make multiple attacks against a single
opponent with unarmed strikes, total the damage from all hits before applying damage reduction. This
ability works only with unarmed strikes, no matter what other abilities you might possess.
Rapid Shot
When making a full attack with a ranged weapon, you can fire one additional time this round at your
highest bonus. All of your attack rolls take a 2 penalty when using Rapid Shot.
Shield Bash
You may attack with light and heavy shields. This incurs standard penalties for two-weapon fighting if you
have a weapon in your other hand.
A light shield deals 1d3 damage and is considered a light weapon. A heavy shield deals 1d4 damage and is
considered a one-handed weapon.
Shield Focus
Increase the AC bonus granted by any shield you are using by 1.
Greater Shield Focus
Prerequisites: Fighter 8, and Shield Focus
You are skilled at deflecting blows with your shield.
Benefit: Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus
granted by Shield Focus.
Shield Master
Prerequisites: Shield Bash, and Two-Weapon Fighting, and BaseAttackBonus 11
Your mastery of the shield allows you to fight with it without hindrance.
Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another
weapon. Add your shield's enhancement bonus to attack and damage rolls made with the shield as if it
were a weapon enhancement bonus.
Slashing Grace
Prerequisites: Dexterity 13, and Weapon Finesse
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You can stab your enemies with your sword or another slashing weapon.
Benefit: Choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding
your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats
and class abilities that require such a weapon (such as a duelist's precise strike) and you can add your
Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one
appropriate for your size.
Crushing Blow
Prerequisites: Improved Unarmed Strike, and Stunning Fist
You can make a Stunning Fist attempt as a full-round action. If successful, instead of stunning your target,
you reduce the target's AC by an amount equal to your Wisdom modifier for 1 minute. This penalty does
not stack with other penalties applied due to Crushing Blow.
Stunning Fist
Prerequisites: Improved Unarmed Strike
You know just where to strike to temporarily stun a foe.
You must use this feat before you make your attack (thus, a failed attack roll ruins the attempt). Stunning
Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your
character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this
saving throw is stunned for 1 round (until just before your next turn). A stunned character drops
everything held, can't take actions, loses any Dexterity bonus to AC, and takes a 2 penalty to AC. You
may attempt a stunning attack once per day for every four levels you have attained, and no more than
once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to
critical hits cannot be stunned.
Allied Spellcaster
With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 bonus on
concentration checks and level checks made to overcome spell resistance.
Back to Back
Prerequisites: Perception 3 ranks
Your ally's eyes are your own, and yours are his.
Benefit: While you are flanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus
to AC against attacks from opponents flanking you.
Coordinated Defense
Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your
Combat Maneuver Defense. This bonus increases to +4 if the creature attempting the maneuver is larger
than both you and your ally.
Coordinated Maneuvers
You are skilled at working with your allies to perform dangerous combat maneuvers.
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Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus
on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a
grapple.
Outflank
Prerequisites: BaseAttackBonus 4
Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on
attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it
provokes an attack of opportunity from your ally.
Precise Strike
Prerequisites: Dexterity 13, and BaseAttackBonus 1
Whenever you and an ally who also has this feat are flanking the same creature, you deal an additional
1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other
sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Shatter Defenses
Prerequisites: Weapon Focus, and Dazzling Display, and BaseAttackBonus 6
Your skill with your chosen weapon leaves opponents unable to defend themselves if you strike them
when their defenses are already compromised.
Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks
until the end of your next turn. This includes any additional attacks you make this round.
Shielded Caster
Your allies cover you while you cast complicated spells.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus
on concentration checks.
If your ally is wielding a buckler or a light shield, this bonus increases by +1.
If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2.
Shield Wall
Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this feat,
the AC bonus from your shield increases, depending on the shield wielded by your ally.
If your ally is wielding a buckler or a light shield, your shield bonus increases by +1.
If your ally is wielding a heavy shield or a tower shield, your shield bonus increases by +2.
Seize the Moment
Prerequisites: Combat Reflexes
When an ally who also has this feat confirms a critical hit against an opponent that you also threaten, you
can make an attack of opportunity against that opponent.
Tandem Trip
Prerequisites: Trip
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You know how to work together to trip your foes.
Benefit: Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this
feat, you roll twice and take the better result.
Two-Weapon Fighting
Prerequisites: Dexterity 15
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your
primary hand lessens by 2 and the one for your off hand lessens by 6.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that
weapon. When fighting in this way you suffer a 6 penalty with your regular attack or attacks with your
primary hand and a 10 penalty to the attack with your off hand. If your off-hand weapon is light, the
penalties are reduced by 2 each. An unarmed strike is always considered light.
Greater Two-Weapon Fighting
Prerequisites: Dexterity 19, and Improved Two-Weapon Fighting, and BaseAttackBonus 11
You get a third attack with your off-hand weapon, albeit at a 10 penalty.
Improved Two-Weapon Fighting
Prerequisites: Dexterity 17, and Two-Weapon Fighting, and BaseAttackBonus 6
You get a second attack with your off-hand weapon, albeit at a 5 penalty.
Vital Strike
Prerequisites: BaseAttackBonus 6
You make a single attack that deals significantly more damage than normal.
Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals
additional damage. Roll the weapon's damage dice for the attack twice and add the results together
before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and
other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are
added to the total.
Greater Vital Strike
Prerequisites: BaseAttackBonus 16, and Improved Vital Strike
You can make a single attack that deals incredible damage.
Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals
additional damage. Roll the weapon's damage dice for the attack four times and add the results together
before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and
other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are
added to the total.
Improved Vital Strike
Prerequisites: BaseAttackBonus 11, and Vital Strike
You can make a single attack that deals a large amount of damage.
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Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals
additional damage. Roll the weapon's damage dice for the attack three times and add the results
together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based
damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit,
but are added to the total.
Weapon Finesse
With a light weapon, elven curve blade, estoc or rapier made for a creature of your size category, you
may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Weapon Focus
Prerequisites: BaseAttackBonus 1
Choose one type of weapon. You can also choose unarmed strike (or, if you are a spellcaster, melee or
ranged touch attack) as your weapon for the purposes of this feat.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it
applies to a new type of weapon.
Greater Weapon Focus
Prerequisites: Fighter 8, and Weapon Focus
Choose one type of weapon (including unarmed strike) for which you have already selected Weapon
Focus. You are a master at your chosen weapon.
Benefit: You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with
other bonuses on attack rolls, including those from Weapon Focus.
Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take
the feat, it applies to a new type of weapon.
Weapon Specialization
Prerequisites: Fighter 4, and Weapon Focus
You are skilled at dealing damage with one weapon. Choose one type of weapon (including unarmed
strike) for which you have already selected the Weapon Focus feat. You deal extra damage when using
this weapon.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it
applies to a new type of weapon.
Greater Weapon Specialization
Prerequisites: Fighter 12, and Weapon Specialization
Choose one type of weapon (including unarmed strike) for which you possess the Weapon Specialization
feat. Your attacks with the chosen weapon are more devastating than normal.
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Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus to
damage stacks with other damage roll bonuses, including any you gain from Weapon Specialization.
Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time
you take the feat, it applies to a new type of weapon.
Water Domain
You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Icicle: As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a
ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two levels you possess
in the class that gave you access to this domain. You can use this ability a number of times per day equal
to 3 + your Wisdom modifier.
Cold Resistance: At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th
level, you gain immunity to cold.
Domain Spells: Ray of Sickening, Acid Arrow, Stinking Cloud, Freedom of Movement, Ice Storm, Cone of
Cold, Elemental Body IV (Water), Horrid Wilting, Tsunami.
Water Domain
You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Icicle: As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a
ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two levels you possess
in the class that gave you access to this domain. You can use this ability a number of times per day equal
to 3 + your Wisdom modifier.
Cold Resistance: At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th
level, you gain immunity to cold.
Domain Spells: Ray of Sickening, Acid Arrow, Stinking Cloud, Freedom of Movement, Ice Storm, Cone of
Cold, Elemental Body IV (Water), Horrid Wilting, Tsunami.
Cold Resistance
At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain
immunity to cold.
Cold Immunity
At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain
immunity to cold.
Weather Domain
With power over storm and sky, you can call down the wrath of the gods upon the world below.
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Storm Burst: As a standard action, you can create a storm burst targeting any foe within 30 feet as a
ranged touch attack. The storm burst deals 1d6 points of damage + 1 point for every two levels you
possess in the class that gave you access to this domain. In addition, the target is buffeted by winds and
rain, causing it to take a 2 penalty on attack rolls for 1 round. You can use this ability a number of times
per day equal to 3 + your Wisdom modifier.
Lightning Lord: At 8th level, as a swift action, you can call down a bolt of lightning. You can call down a
bolt of lightning a number of times per day equal to your level in the class that gave you access to this
domain. This ability otherwise functions as call lightning.
Domain Spells: Snowball, Summon Small Elemental, Call Lightning, Slowing Mud, Ice Storm, Sirocco, Fire
Storm, Sunburst, Tsunami.
Weather Domain
With power over storm and sky, you can call down the wrath of the gods upon the world below.
Storm Burst: As a standard action, you can create a storm burst targeting any foe within 30 feet as a
ranged touch attack. The storm burst deals 1d6 points of damage + 1 point for every two levels you
possess in the class that gave you access to this domain. In addition, the target is buffeted by winds and
rain, causing it to take a 2 penalty on attack rolls for 1 round. You can use this ability a number of times
per day equal to 3 + your Wisdom modifier.
Lightning Lord: At 8th level, as a swift action, you can call down a bolt of lightning. You can call down a
bolt of lightning a number of times per day equal to your level in the class that gave you access to this
domain. This ability otherwise functions as call lightning.
Lightning Lord
At 8th level, as a swift action, you can call down a bolt of lightning. You can call down a bolt of lightning a
number of times per day equal to your level in the class that gave you access to this domain. This ability
otherwise functions as call lightning.
Judgment
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when
the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment
made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter,
the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the
combat ends, at which point all of the bonuses immediately end.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she
can change this judgment to another type.
Detect Magic
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Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the
school of magic to which the spell belongs. Used in dialogues.
Cunning Initiative
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity
modifier.
Solo Tactics
At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the
inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork
feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats
themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork
feat for the inquisitor to receive the listed bonus.
Teamwork Feat
At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those
gained from normal advancement. These bonus feats must be selected from those listed as teamwork
feats. The inquisitor must meet the prerequisites of the selected bonus feat.
Shake It Off
When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving
throws per such ally (maximum +4).
Judgment
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when
the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment
made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter,
the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the
combat ends, at which point all of the bonuses immediately end.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she
can change this judgment to another type.
Bane
At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift
action.
A bane weapon excels against certain foes. Against a designated foe, the weapon's enhancement bonus is
+2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes.
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This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon
resumes granting this ability if it is returned to the inquisitor before the duration expires.
This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need
to be consecutive.
Second Judgment
At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments,
instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one
of these judgments to another type.
Stalwart
At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a
Fortitude or Will saving throw against an attack that has a halved damage on a successful save, she
instead avoids the damage entirely. This ability can only be used if the inquisitor is wearing light armor,
medium armor, or no armor.
Exploit Weakness
At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever
the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if
the target has regeneration, the creature loses regeneration on the round following the critical hit and
can die normally during that round. Creatures whose regeneration always functions are immune to this
ability.
Third Judgment
At 16th level, whenever an inquisitor uses her judgment ability, she selects three different judgments,
instead of just two. This only consumes one use of her judgment ability. As a swift action, the inquisitor
can change one of these judgments to another type.
True Judgment
Prerequisites: Judgment
At 20th level, an inquisitor can call true judgment down upon a foe during combat. Whenever an
inquisitor uses her judgment ability, the inquisitor can invoke true judgment on a foe as a swift action.
Once declared, the inquisitor can make a single attack. If the attack hits, it deals damage normally and the
target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the inquisitor's level +
the inquisitor's Wisdom modifier. Regardless of whether or not the save is made, the target creature is
immune to the inquisitor's true judgment ability for 24 hours.
Inquisitor Archetypes
Monster Tactician
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While most inquisitors have learned to take advantage of the movements of their opponents and allies in
combat, some instead summon creatures as a means of claiming strategic advantage, exploiting the
mystic connection between themselves and their summoned creatures to impart a bit of their own
tactical knowledge.
Summon Monster
Starting at 1st level, a monster tactician can cast summon monster I as a spell-like ability a number of
times per day equal to 3 + her Wisdom modifier. She can cast this spell as a standard action, and the
creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level and every 2 inquisitor
levels thereafter, the power of this ability increases by 1 spell level, allowing her to summon more
powerful creatures (to a maximum of summon monster IX at 17th level). A monster tactician cannot have
more than one summon monster spell active in this way at a time; if she uses another, any existing
summon monster immediately ends.
Summon Monster I
This spell summons an extraplanar dog. It appears where you designate and acts according to its initiative
check results. It attacks your opponents to the best of its ability.
Summon Monster II
This spell summons an extraplanar wolf or 1d3 extraplanar dogs. The summoned monsters appear where
you designate and act according to their initiative check results. They attack your opponents to the best
of their ability.
Summon Monster III
This spell summons an extraplanar monitor lizard, 1d3 extraplanar wolves, or 1d4+1 extraplanar dogs.
Summoned monsters appear where you designate and act according to their initiative check results. They
attack your opponents to the best of their ability.
Summon Monster IV
This spell summons an extraplanar dire wolf, 1d3 extraplanar monitor lizards, or 1d4+1 extraplanar
wolves. Summoned monsters appear where you designate and act according to their initiative check
results. They attack your opponents to the best of their ability.
Summon Monster V
This spell summons 1d3 extraplanar dire wolves, 1d4+1 extraplanar monitor lizards, or one extraplanar
redcap if you are evil or one extraplanar bralani azata if you are not. Summoned monsters appear where
you designate and act according to their initiative check results. They attack your opponents to the best
of their ability.
Summon Monster VI
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This spell summons 1d3 extraplanar redcaps if you are evil or 1d3 extraplanar bralani azatas if you are
not, 1d4+1 extraplanar dire wolves, or one extraplanar soul eater if you are evil or one extraplanar
axiomite if you are not. Summoned monsters appear where you designate and act according to their
initiative check results. They attack your opponents to the best of their ability.
Summon Monster VII
This spell summons 1d3 extraplanar soul eaters if you are evil and 1d3 extraplanar axiomites if you are
not, 1d4+1 extraplanar redcaps if you are evil and 1d4+1 extraplanar bralani azatas if you are not, or one
bogeyman. Summoned monsters appear where you designate and act according to their initiative check
results. They attack your opponents to the best of their ability.
Summon Monster VIII
This spell summons 1d3 extraplanar bogeymen, 1d4+1 extraplanar soul eaters if you are evil and 1d4+1
extraplanar axiomites if you are not, or one frost giant if you are evil and one movanic deva if you are not.
Summoned monsters appear where you designate and act according to their initiative check results. They
attack your opponents to the best of their ability.
Summon Monster IX
This spell summons 1d3 extraplanar frost giants if you are evil and 1d3 extraplanar movanic devas if you
are not, 1d4+1 bogeymen, or one thanadaemon if you are evil and one ghaele azata if you are not.
Summoned monsters appear where you designate and act according to their initiative check results. They
attack your opponents to the best of their ability.
Summon Tactics
At 5th level, every time a monster tactician casts a summoning spell, all creatures summoned by the spell
are treated as if they knew all of the monster tactician's teamwork feats.
Inquisitor replaces following features: Judgment, Judgment, Judgment, Judgment, Judgment, Judgment,
Second Judgment, Third Judgment, True Judgment
Tactical Leader
Rather than pursuing their holy missions alone, some inquisitors see the inherent value of working with
like-minded allies to accomplish mutual goals.
Leader's Words
Tactical leaders are skilled at speaking soothing words that keep the peace and bolster allies' resolve. A
tactical leader receives a morale bonus on all Persuasion skill checks (when used for diplomacy) equal to
half his inquisitor level (minimum +1).
Swift Tactician
At 3rd level, 9th level, and 18th level, a tactical leader gains a teamwork feat as a bonus feat. He must
meet the prerequisites for this feat. As a standard action, the tactical leader can grant these feats to all
172
allies within 30 feet who can see and hear him. Allies retain the use of these bonus feats for 3 rounds plus
1 round for every 2 inquisitor levels the tactical leader has. Allies do not need to meet the prerequisites of
these bonus feats.
The tactical leader can use this ability once per day at 3rd level, plus one additional time per day at 6th,
9th, 15th, and 18th level.
At 12th level, a tactical leader can use the tactician ability as a swift action.
Swift Tactician
At 12th level, a tactical leader can use the tactician ability as a swift action.
Battle Acumen
At 14th level, a tactical leader can grant his judgment benefits to a single other ally within 30 feet who
can see and hear the tactical leader as a standard action. These benefits last for 1 minute. A tactical
leader can use this ability a number of times per day equal to his Wisdom modifier (minimum 1).
Inquisitor replaces following features: Stern Gaze, Solo Tactics, Teamwork Feat, Teamwork Feat,
Teamwork Feat
Sacred Huntsmaster
Some inquisitors create a strong bond with an animal companion, and they hunt and punish threats to
the faith as an awe-inspiring duo. When they work together as one, there are few that dare to stand in
their way.
Animal Companion
Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the
druid advances in level. If a character receives an animal companion from more than one source, her
effective druid levels stack for the purposes of determining the statistics and abilities of the companion.
Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the
companion.
Hunter Tactics
At 3rd level, a sacred huntsmaster automatically grants her teamwork feats to her animal companion. The
companion doesn't need to meet the prerequisites of these teamwork feats.
Favored Enemy
At 1st level, a ranger selects a creature type from the ranger favored enemies list. He gets a +2 bonus on
weapon attack and damage rolls against them.
173
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an
additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy
(including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated
subtype, as indicated on the table below. If a specific creature falls into more than one category of
favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemy Aberrations
At 1st level, a ranger selects a creature type from the ranger favored enemies list. He gets a +2 bonus on
weapon attack and damage rolls against them.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an
additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy
(including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated
subtype, as indicated on the table below. If a specific creature falls into more than one category of
favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemy Animals
At 1st level, a ranger selects a creature type from the ranger favored enemies list. He gets a +2 bonus on
weapon attack and damage rolls against them.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an
additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy
(including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated
subtype, as indicated on the table below. If a specific creature falls into more than one category of
favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemy Constructs
At 1st level, a ranger selects a creature type from the ranger favored enemies list. He gets a +2 bonus on
weapon attack and damage rolls against them.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an
additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy
(including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated
subtype, as indicated on the table below. If a specific creature falls into more than one category of
favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemy Dragons
At 1st level, a ranger selects a creature type from the ranger favored enemies list. He gets a +2 bonus on
weapon attack and damage rolls against them.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an
additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy
(including the one just selected, if so desired) increases by +2.
174
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated
subtype, as indicated on the table below. If a specific creature falls into more than one category of
favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemy Dwarves
At 1st level, a ranger selects a creature type from the ranger favored enemies list. He gets a +2 bonus on
weapon attack and damage rolls against them.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an
additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy
(including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated
subtype, as indicated on the table below. If a specific creature falls into more than one category of
favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemy Elves
At 1st level, a ranger selects a creature type from the ranger favored enemies list. He gets a +2 bonus on
weapon attack and damage rolls against them.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an
additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy
(including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated
subtype, as indicated on the table below. If a specific creature falls into more than one category of
favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemy Fey
At 1st level, a ranger selects a creature type from the ranger favored enemies list. He gets a +2 bonus on
weapon attack and damage rolls against them.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an
additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy
(including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated
subtype, as indicated on the table below. If a specific creature falls into more than one category of
favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemy Giant Humanoids
At 1st level, a ranger selects a creature type from the ranger favored enemies list. He gets a +2 bonus on
weapon attack and damage rolls against them.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an
additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy
(including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated
subtype, as indicated on the table below. If a specific creature falls into more than one category of
favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
175
Favored Enemy Gnomes
At 1st level, a ranger selects a creature type from the ranger favored enemies list. He gets a +2 bonus on
weapon attack and damage rolls against them.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an
additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy
(including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated
subtype, as indicated on the table below. If a specific creature falls into more than one category of
favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemy Goblins
At 1st level, a ranger selects a creature type from the ranger favored enemies list. He gets a +2 bonus on
weapon attack and damage rolls against them.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an
additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy
(including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated
subtype, as indicated on the table below. If a specific creature falls into more than one category of
favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemy Halflings
At 1st level, a ranger selects a creature type from the ranger favored enemies list. He gets a +2 bonus on
weapon attack and damage rolls against them.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an
additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy
(including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated
subtype, as indicated on the table below. If a specific creature falls into more than one category of
favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemy Humans
At 1st level, a ranger selects a creature type from the ranger favored enemies list. He gets a +2 bonus on
weapon attack and damage rolls against them.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an
additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy
(including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated
subtype, as indicated on the table below. If a specific creature falls into more than one category of
favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemy Magical Beasts
At 1st level, a ranger selects a creature type from the ranger favored enemies list. He gets a +2 bonus on
weapon attack and damage rolls against them.
176
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an
additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy
(including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated
subtype, as indicated on the table below. If a specific creature falls into more than one category of
favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemy Monstrous Humanoids
At 1st level, a ranger selects a creature type from the ranger favored enemies list. He gets a +2 bonus on
weapon attack and damage rolls against them.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an
additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy
(including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated
subtype, as indicated on the table below. If a specific creature falls into more than one category of
favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemy Outsiders
At 1st level, a ranger selects a creature type from the ranger favored enemies list. He gets a +2 bonus on
weapon attack and damage rolls against them.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an
additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy
(including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated
subtype, as indicated on the table below. If a specific creature falls into more than one category of
favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemy Plants
At 1st level, a ranger selects a creature type from the ranger favored enemies list. He gets a +2 bonus on
weapon attack and damage rolls against them.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an
additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy
(including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated
subtype, as indicated on the table below. If a specific creature falls into more than one category of
favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemy Reptilian Humanoids
At 1st level, a ranger selects a creature type from the ranger favored enemies list. He gets a +2 bonus on
weapon attack and damage rolls against them.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an
additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy
(including the one just selected, if so desired) increases by +2.
177
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated
subtype, as indicated on the table below. If a specific creature falls into more than one category of
favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemy Undead
At 1st level, a ranger selects a creature type from the ranger favored enemies list. He gets a +2 bonus on
weapon attack and damage rolls against them.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an
additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy
(including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated
subtype, as indicated on the table below. If a specific creature falls into more than one category of
favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemy Vermin
At 1st level, a ranger selects a creature type from the ranger favored enemies list. He gets a +2 bonus on
weapon attack and damage rolls against them.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an
additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy
(including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated
subtype, as indicated on the table below. If a specific creature falls into more than one category of
favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemy
At 1st level, a ranger selects a creature type from the ranger favored enemies list. He gets a +2 bonus on
weapon attack and damage rolls against them.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an
additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy
(including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated
subtype, as indicated on the table below. If a specific creature falls into more than one category of
favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Inquisitor replaces following features: Judgment, Judgment, Judgment, Judgment, Judgment, Judgment,
Judgment, Second Judgment, Third Judgment, True Judgment
Kineticist
178
Kineticists are living channels for elemental matter and energy, manipulating the world around them by
drawing upon inner reserves from their own bodies. Kineticists often awaken to their kinetic abilities
during a violent or traumatic experience, releasing their power involuntarily. As kinetic power is seldom
inherited, kineticists are rarely able to find mentors to guide them, so they must delve into these
mysteries on their own to learn to control their gifts.
Kineticists generally use their powers to assail their foes from range, but based on the way their talents
develop, they can channel their kinetic abilities for a variety of situations. Kineticists are usually quite
different from their families and friends, so they often strike out on their own or alongside others with
extraordinary talents.
HitDice: D8
Skill Ranks per Level: 2 plus half Int bonusSkill Ranks per Level: 4 + Int modifier.
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1
0
2
2
0
Burn, Kinetic Blast, Gather Power, Elemental Focus, Infusion, Kinetic
Blast, Elemental Overflow, Infusion Specialization
2
1
3
3
0
Wild Talents
3
2
3
3
1
Infusion
4
3
4
4
1
Wild Talents
5
3
4
4
1
Metakinesis Empowered, Infusion
6
4
5
5
2
Wild Talents
7
5
5
5
2
Expanded Element
8
6
6
6
2
Wild Talents
9
6
6
6
3
Infusion, Metakinesis Maximized
10
7
7
7
3
Wild Talents
11
8
7
7
3
Infusion, Supercharge
12
9
8
8
4
Wild Talents
13
9
8
8
4
Infusion, Metakinesis Quicken
14
10
9
9
4
Wild Talents
15
11
9
9
5
Expanded Element
16
12
10
10
5
Wild Talents, Composite Specialization
17
12
10
10
5
Infusion
18
13
11
11
6
Wild Talents
19
14
11
11
6
Infusion, Metakinetic Master
20
15
12
12
6
Wild Talents
Class Features
Burn
At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit
of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in
exchange for a greater effect, while others require her to accept a certain amount of burn to use that
talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per
character level. This damage can't be healed by any means other than getting a full night's rest, which
removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or
redirected, and a kineticist incapable of taking nonlethal damage can't accept burn. A kineticist can
179
accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1
additional point every 3 levels thereafter. A kineticist can't choose to accept burn if it would put her total
number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept
more burn from a source outside her control). A kineticist who has accepted burn never benefits from
abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
Elemental Focus
At 1st level, a kineticist chooses one primary element on which to focus. This element determines how
she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents and
additional class skills. She gains her selected element's basic utility wild talent (basic aerokinesis, etc.) as a
bonus wild talent.
Air
Kineticists who focus on the element of air are called aerokineticists. Aerokineticists often control air flow
or electricity, specializing in mobility and ranged combat.
Air Blast
Element: air
Type: simple blast
Level:
Burn: 0
Blast Type: physical
Damage: bludgeoning
You batter a single foe with a gust of air.
Air Blast
Element: air
Type: simple blast
Level:
Burn: 0
Blast Type: physical
Damage: bludgeoning
You batter a single foe with a gust of air.
Electric Blast
Element: air
Type: simple blast
Level:
Burn: 0
Blast Type: energy
Damage: electricity
You shoot an arc of electricity to shock a single foe.
Air Class Skills
An aerokineticist adds Lore (nature) to her list of class skills.
Enveloping Winds
Prerequisites: Air Blast, or Electric Blast
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You constantly surround yourself with a whirling torrent of air, crackling arcs of lightning, or both to
protect yourself from ranged attacks. All ranged attacks made with physical weapons suffer a 20% miss
chance against you. This ability has no effect on ray attacks. The miss chance increases by 5% for every 5
kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the miss chance
by 5% until the next time your burn is removed. You can continue to accept points of burn to increase the
miss chance further, up to a maximum of 75%.
Earth
Kineticists who focus on the element of earth are called geokineticists. Geokineticists manipulate the
earth itself, and they are masters of defensive techniques.
Earth Blast
Element: earth
Type: simple blast
Level:
Burn: 0
Blast Type: physical
Damage: bludgeoning, piercing, and slashing
You shape earth into clumps or shards and send them flying at a foe.
Earth Class Skills
A geokineticist adds Athletics and Knowledge (World) to her list of class skills.
Flesh of Stone
Prerequisites: Earth Blast
Element: earth
Type: defense
Level:
Burn: 0
Your skin hardens like stone, dampening the impact of most attacks. You gain DR 1/adamantine.
This DR increases by 1 for every 2 kineticist levels you possess beyond 2nd. By accepting 1 point of burn,
you can increase the DR by 1 until the next time your burn is removed, to a maximum DR equal to your
kineticist level.
Fire
Kineticists who focus on the element of fire are called pyrokineticists. Pyrokineticists wield elemental fire
as a potent weapon, and they possess a powerful offense.
Fire Blast
Element: fire
Type: simple blast
Level:
Burn: 0
Blast Type: energy
Damage: fire
You unleash a gout of flickering fire to burn a single foe.
Class Skills
A pyrokineticist adds Lore (nature) to her list of class skills.
Searing Flesh
Prerequisites: Fire Blast
181
Element: fire
Type: defense
Level:
Burn: 0
Your body becomes painfully hot. Whenever a creature hits you with a natural attack or an unarmed
strike, that creature takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 point of
fire damage). A creature in a grapple with you takes double this amount of damage at the end of each of
its turns.
By accepting 1 point of burn, you can increase this damage by 1 point per 4 kineticist levels you possess
until the next time your burn is removed. You can increase the damage in this way up to seven times.
Water
Kineticists who focus on the element of water are called hydrokineticists. Hydrokineticists master the flow
of water or the numbing chill of cold, and they are known for their versatility and flowing forms, like the
ever-changing currents.
Water Blast
A hydrokineticist can select either cold blast or water blast as her simple blast. She gains one of them
when she first selects water, and must select water again with expanded element to gain the other.
Cold Blast
Element: water
Type: simple blast
Level:
Burn: 0
Blast Type: energy
Damage: cold
You emit a beam of utter cold to freeze a single foe.
Water Blast
Element: water
Type: simple blast
Level:
Burn: 0
Blast Type: physical
Damage: bludgeoning
You slam a single foe with a stream of water.
A hydrokineticist adds Lore (nature) and Athletics to her list of class skills.
Shroud of Water
Prerequisites: Cold Blast, or Water Blast
Element: water
Type: defense
Level:
Burn: 0
You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can
either cover your body, functioning as armor, or float around you and block attacks, functioning as a
shield. It grants either a +4 armor bonus to AC or a +2 shield bonus to AC, and you can change the type of
bonus as a standard action. This bonus increases by 1 for every 4 kineticist levels you possess beyond
2nd. By accepting 1 point of burn, You can increase the bonus by 1 until the next time your burn is
removed. You can increase the bonus multiple times in this way, but it can't be increased by more than
50% of its starting value.
When you change the shroud to grant a shield bonus, any bonus in excess of this limit doesn't apply, but
it remains if you change the shroud's bonus type again.
182
Infusion
At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her
elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using
infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions
come in two types, each of which changes a kinetic blast differently: a substance infusion causes an
additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each
infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each
time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form
infusion and up to one associated substance infusion.
Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic
blast's normal effects.
The burn cost listed in each infusion's Burn entry is added to the burn cost of the kinetic blast the infusion
modifies.
The DC for a save against an infusion is based on the associated kinetic blast's effective spell level, not the
level of the infusion. The DCs for form infusions are calculated using the kineticist's Dexterity modifier
instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a
substance infusion that both require saving throws, each target first attempts a saving throw against the
form infusion. If a target succeeds and a successful save negates the infusion's effects, the entire kinetic
blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a
kineticist's form and substance infusions both alter the kinetic blast's damage, apply the substance
infusion's alteration first.
Torrent
Prerequisites: Kineticist 6, and Elemental Focus
Elements: air, fire, or water
Type: form infusion
Level: 3
Burn: 2
Associated Blasts: air, blizzard, blue flame, charged water, fire, lightning, magma, mud, plasma,
sandstorm, steam, thunderstorm, water
Saving Throw: Reflex half
A torrent of energy buffets or burns all foes in a 30-foot line, dealing half your normal amount of blast
damage (or full damage for energy blasts). The saving throw DC is Dexterity-based.
Cloud
Prerequisites: Kineticist 14, and Elemental Focus
Elements: air or water
Type: form infusion
Level: 7
Burn: 4
Prerequisites: extended range
Associated Blasts: blizzard, sandstorm, steam, thunderstorm
Saving Throw: none
You release your power in a diffuse cloud. You can center this 20-foot-radius spread anywhere within 50
feet of you.
Any time a creature enters the cloud, it takes half the normal amount of damage from your blast, as do
creatures that end their turns in the cloud. It lasts for a number of rounds equal to your Constitution
modifier or until you use the cloud infusion again.
Cyclone
Prerequisites: Kineticist 8, and Elemental Focus
Element: air
Type: form infusion
183
Level: 4
Burn: 3
Associated Blasts: air, blizzard, sandstorm, thunderstorm
Saving Throw: Reflex half
You create a circular rush of wind. All creatures within a 20-foot-radius burst centered on you take half
your blast's normal amount of damage. The saving throw DC is Dexterity-based.
Deadly Earth
Prerequisites: Kineticist 12, and Elemental Focus
Element: earth
Type: form infusion
Level: 6
Burn: 4
Prerequisites: extended range
Associated Blasts: earth, magma, metal, mud
Saving Throw: none
You infuse the ground in a 20-foot radius anywhere within 50 feet of you. The ground roils and buckles
beneath the affected area. Any time a creature enters the area, it takes half the normal damage from
your blast, as do creatures that end their turns in the area. The entire area counts as difficult terrain. This
infusion lasts for a number of rounds equal to your Constitution modifier or until you use it again.
Detonation
Element: fire
Type: form infusion
Level: 4
Burn: 3
Associated Blasts: blue flame, fire
Saving Throw: Reflex half
Flames explode outward from your body, dealing your blast damage to all creatures within a 20 foot
radius.
Eruption
Element: fire
Type: form infusion
Level: 3
Burn: 2
Prerequisites: extended range
Associated Blasts: blue flame, fire, magma, steam
Saving Throw: Reflex half
Your kinetic blast erupts from the ground in a pillar centered anywhere within 50 feet of you. The pillar
affects all creatures in a 10-foot-radius cylinder. An energy blast infused with eruption deals its normal
damage to each target, while a physical blast deals half its normal amount of damage. The saving throw
DC is Dexterity-based.
Extended Range
Prerequisites: Elemental Focus
Element: universal
Type: form infusion
Level: 1
Burn: 1
Associated Blasts: any
Saving Throw: none
Your kinetic blast can strike any target within 50 feet.
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Fan of Flames
Element: fire
Type: form infusion
Level: 1
Burn: 1
Associated Blasts: blue flame, fire
Saving Throw: Reflex half
Your kinetic blast extends in a fan of flames, damaging all creatures in a 15-foot cone. The saving throw
DC is Dexterity-based.
Fragmentation
Elements: earth or water
Type: form infusion
Level: 7
Burn: 4
Prerequisites: extended range
Associated Blasts: earth, ice, metal
Saving Throw: none or Reflex half; see text
You throw a volatile sphere of solid matter that shatters into countless shards. Attempt a ranged attack
roll against a target within 50 feet. If you hit, the target takes your kinetic blast damage with no saving
throw. All other creatures within a 20-foot burst take half the normal amount of damage and can attempt
a Reflex save to reduce that damage by half again. If the attack misses its target, the blast has no effect.
The saving throw DC is Dexterity-based.
Kinetic Blade
Element: universal
Type: form infusion
Level: 1
Burn: 1
Associated Blasts: any
Saving Throw: none
You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in
your hand formed of pure energy or elemental matter. The kinetic blade's shape is purely cosmetic and
doesn't affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it
grant the kinetic blade any weapon special features.
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in
order to make melee attacks with your kinetic blade. Since it's part of another action (and isn't an action
itself), using this wild talent doesn't provoke any additional attacks of opportunity. The kinetic blade deals
your kinetic blast damage on each hit (applying any modifiers to your kinetic blast's damage as normal,
but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the
same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as
normal for a blast of its type. The kinetic blade doesn't add the damage bonus from elemental overflow.
Spindle
Prerequisites: Kineticist 4, and Elemental Focus
Element: universal
Type: form infusion
Level: 2
Burn: 2
Associated Blasts: any
Saving Throw: Reflex negates (see text)
You throw a long, roughly 5-foot-by-10-foot spindle of elemental matter or energy up to 30 feet away,
damaging all creatures within any two adjacent 5-foot squares unless they succeed at a Reflex save. An
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energy blast infused with spindle deals its normal damage to each target, while a physical blast infused
with spindle deals half its normal damage to each target.
The saving throw DC is Dexterity-based.
Spray
Element: water
Type: form infusion
Level: 4
Burn: 3
Associated Blasts: charged water, water
Saving Throw: Reflex half
You diffuse your kinetic blast to spray out wildly. All creatures in a 30-foot cone take half your normal
amount of blast damage. The saving throw DC is Dexterity-based.
Wall
Prerequisites: Kineticist 10, and Elemental Focus
Element: universal
Type: form infusion
Level: 5
Burn: 3
Associated Blasts: any
Saving Throw: none
You create a wall of churning elements, flensing debris, or roiling energy.
Anytime a creature crosses the wall, it takes half the normal damage from your blast (or full damage for
an energy blast). The wall lasts for a number of rounds equal to your Constitution modifier or until you
use a wall infusion again.
Bowling Infusion
Prerequisites: Kineticist 4
Element: earth
Type: substance infusion
Level: 2
Burn: 2
Associated Blasts: earth, magma, metal, mud
You bowl your foes over with the sheer mass of your kinetic blast.
Attempt a trip combat maneuver check against each target damaged by your infused blast, using your
Constitution modifier instead of your Strength modifier to determine your Combat Maneuver Bonus.
Dazzling Infusion
Element: fire
Type: substance infusion
Level: 1
Burn: 1
Associated Blasts: blue flame, fire, plasma
Saving Throw: Will negates
Your kinetic blast shines brightly, making it harder for your foes to see. If your blast hits a foe (and
penetrates SR if applicable), that foe must succeed at a Will save or be dazzled for 1 minute, whether or
not it takes damage from the blast.
Flash Infusion
Prerequisites: Kineticist 8
Element: fire
Type: substance infusion
Level: 4
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Burn: 3
Associated Blasts: blue flame, fire, plasma
Saving Throw: Will negates
Your kinetic blast is so bright that it blinds your foes. Whenever an infused blast hits a foe and penetrates
its spell resistance, that foe must succeed at a Will save or be blinded for 1 round, regardless of whether
it takes damage from the blast.
Foxfire Infusion
Prerequisites: Kineticist 6, and Foxfire
Element: fire
Type: substance infusion
Level: 3
Burn: 2
Prerequisites: foxfire
Associated Blasts: blue flame, fire
Saving Throw: Will partial
Your blast leaves behind flickering flames that reveal the target's location as per faerie fire for 1 minute
(or until your next turn if the target succeeds at its save). This effect occurs even if the foe doesn't take
damage, as long as the attack overcomes spell resistance (if any).
Grappling Infusion
Prerequisites: Kineticist 10
Element: universal
Type: substance infusion
Level: 5
Burn: 3
Associated Blasts: any
Saving Throw: Reflex negates
Anyone affected by your cloud, deadly earth, or wall blast must make a Reflex save. If the save fails, the
creature gains the grappled condition, but can break free by making a combat maneuver check, Athletics
check, or Mobility check as a standard action against the DC of this spell.
Magnetic Infusion
Elements: air or earth
Type: substance infusion
Level: 2
Burn: 2
Associated Blasts: charged water, electric, metal, plasma, thunderstorm
Saving Throw: none
Your kinetic blast causes your foes to become mildly magnetic.
Whenever an infused blast deals damage to a foe, attacks made with metal weapons (including metal
kinetic blasts) against that foe receive a +4 bonus until the end of your next turn, and the foe takes a 4
penalty on Reflex saving throws to avoid metallic objects.
Pure-Flame Infusion
Prerequisites: Kineticist 14
Element: fire
Type: substance infusion
Level: 7
Burn: 4
Associated Blast: blue flame
Saving Throw: none
You open a direct conduit to the purest elemental fire and send it surging forth. Your infused blast
ignores spell resistance.
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Pushing Infusion
Elements: air, earth or water
Type: substance infusion
Level: 1
Burn: 1
Associated Blasts: air, blizzard, charged water, earth, magma, metal, mud, sandstorm, steam, water
Saving Throw: none
The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check
against each target damaged by your infused blast, using your Constitution modifier instead of your
Strength modifier to determine your Combat Maneuver Bonus.
Rare-Metal Infusion
Prerequisites: Kineticist 6
Element: earth
Type: substance infusion
Level: 3
Burn: 2
Associated Blast: metal
Saving Throw: none
You can control the properties of metal, allowing your metal blast to bypass damage reduction as if it
were adamantine, cold iron, or silver (your choice). The metal you create with this infusion crumbles
away shortly thereafter and has no gp value.
Unraveling Infusion
Element: fire
Type: substance infusion
Level: 5
Burn: 3
Associated Blasts: blue flame, fire
Saving Throw: none
Your kinetic blast burns so hot that it melts away your foe's magical effects. Whenever your infused blast
hits a foe and penetrates its spell resistance, you can attempt a caster level check as if using a
targeted dispel magic before determining whether the foe takes damage from the blast.
Kinetic Blast
At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple
blast that matches her element.
As a standard action, the kineticist can unleash a kinetic blast at a single target in close range. She must
have at least one hand free to aim the blast. All damage from a kinetic blast is treated as magic for the
purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats
such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast, and
she can't use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of
elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only
area blasts deal extra damage to swarms).
Each simple blast is either a physical blast or an energy blast.
Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the
kineticist's Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell
resistance doesn't apply against physical blasts.
Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the
kineticist's Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.
Composite blasts combine elements to form a new blast. When a kineticist gains a new element
through expanded element, she gains access to all composite blasts for which she qualifies.
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Most composite blasts are either physical or energy blasts, like simple blasts.
Physical composite blasts deal an amount of damage equal to 2d6+2 + the
kineticist's Constitution modifier, increasing by 2d6+2 for every 2 kineticist levels beyond 1st.
Energy composite blasts deal an amount of damage equal to 2d6 + 1/2 the
kineticist's Constitution modifier, increasing by 2d6 for every 2 kineticist levels beyond 1st.
Kinetic Blast
At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple
blast that matches her element.
As a standard action, the kineticist can unleash a kinetic blast at a single target in close range. She must
have at least one hand free to aim the blast. All damage from a kinetic blast is treated as magic for the
purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats
such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast, and
she can't use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of
elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only
area blasts deal extra damage to swarms).
Each simple blast is either a physical blast or an energy blast.
Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the
kineticist's Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell
resistance doesn't apply against physical blasts.
Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the
kineticist's Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.
Composite blasts combine elements to form a new blast. When a kineticist gains a new element
through expanded element, she gains access to all composite blasts for which she qualifies.
Most composite blasts are either physical or energy blasts, like simple blasts.
Physical composite blasts deal an amount of damage equal to 2d6+2 + the
kineticist's Constitution modifier, increasing by 2d6+2 for every 2 kineticist levels beyond 1st.
Energy composite blasts deal an amount of damage equal to 2d6 + 1/2 the
kineticist's Constitution modifier, increasing by 2d6 for every 2 kineticist levels beyond 1st.
Elemental Overflow
At 3rd level, a kineticist's body surges with energy from her chosen element whenever she accepts burn.
In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points
of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also
receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls.
As a kineticist's body becomes more and more suffused with her element, she begins to gain more
powerful benefits.
Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two
physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak
attack equal to 5% × her current number of points of burn. At 11th level, whenever the kineticist has at
least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her
choice and a +2 size bonus to each of her other two physical ability scores.
At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size
bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her
choice, and a +2 size bonus to the remaining physical ability score.
Elemental Overflow
At 3rd level, a kineticist's body surges with energy from her chosen element whenever she accepts burn.
In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points
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of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also
receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls.
As a kineticist's body becomes more and more suffused with her element, she begins to gain more
powerful benefits.
Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two
physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak
attack equal to 5% × her current number of points of burn. At 11th level, whenever the kineticist has at
least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her
choice and a +2 size bonus to each of her other two physical ability scores.
At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size
bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her
choice, and a +2 size bonus to the remaining physical ability score.
Infusion Specialization
At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined
burn cost of the infusions by 1. This can't reduce the total cost of the infusions used below 0.
She reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels.
Infusion Specialization
At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined
burn cost of the infusions by 1. This can't reduce the total cost of the infusions used below 0.
She reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels.
Wild Talents
A kineticist can use wild talents magical abilities similar to spells but drawn from the kineticist's innate
psychic talent and usable at will. Wild talents are typically spell-like abilities (though some
are supernatural abilities), and take a standard action to use unless otherwise noted. Every wild talent has
an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent
of a higher level only if her kineticist level is at least double the wild talent's effective spell level. Kinetic
blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the
kineticist's class level (to a maximum effective spell level of 9th at kineticist level 18th). Unless otherwise
noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent's effective spell level
+ the kineticist's Constitution modifier. The kineticist uses her Constitution modifier on
all concentration checks for wild talents. In addition to the wild talents she gains from her other class
features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the
list of options available to her. A kineticist can select only universal wild talents or those that match her
element.
Aerial Adaptation
Element: air
Type: utility
Burn: 0
You gain an amount of electricity resistance equal to twice your current amount of burn.
Aerial Evasion
Element: air
Type: utility
Burn: 1
Prerequisites: enveloping winds
You use wind to buffet yourself away from area attacks. Until the next time your burn is removed, you
gain evasion ability.
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Evasion: Whenever you make a Reflex saving throw to determine whether you take half damage, a
successful save results in no damage.
Celerity
Element: air
Type: utility
Burn: 0
You can galvanize the flow of electricity within your allies to enhance their speed. This acts
as haste except it lasts for 1 round. You can accept 1 point of burn to increase the duration to 1 round per
kineticist level you possess.
Cold Adaptation
Elements: fire or water
Type: utility
Burn: 0
You gain cold resistance equal to twice your current amount of burn.
Elemental Whispers
Element: universal
Type: utility
Burn: 0
You form a friendship with a fragment of your element. The element speaks back to you empathically, like
a familiar. Pick a type of creature usually allowed as a familiar when you gain this wild talent.
The familiar gains abilities as usual for a familiar of its type.
Enduring Earth
Element: earth
Type: utility
Burn:
When using earth blasts, earth wild talents, or composite blasts that include earth, double the duration if
it's longer than 1 round.
Expanded Defense
Element: universal
Type: utility
Burn:
Choose an element you selected with expanded element. You gain that element's defense wild talent.
You can take this wild talent multiple times, choosing a different element each time.
Fire's Fury
Prerequisites: Fire Blast
Element: fire
Type: utility
Burn:
When using fire blasts or composite blasts that include fire, add your elemental overflow bonus to the
damage dealt. If the kinetic blast normally adds double your elemental overflow bonus to damage, these
effects stack.
Flame Shield
Prerequisites: Searing Flesh, and Kineticist 10
Element: fire
Type: utility
Burn: 1
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Prerequisites: searing flesh
Flickering flames surround you until the next time your burn is removed. While your searing flesh infusion
is active, any creature that strikes you with a melee attack takes an amount of fire damage equal to 1/2
your kineticist level unless it is using a reach weapon.
Foxfire
Element: fire
Type: utility
Burn: 0
Prerequisites: fire blast
Saving Throw: none
Spell Resistance: yes
You surround a creature with glowing flames that outline it, as per faerie fire.
Healing Burst
Element: water
Type: utility
Burn: 1
Prerequisites: kinetic healer
Saving Throw: none
Spell Resistance: yes
You use kinetic healer to heal all creatures in a 30-foot radius around you. Healing burst heals half as
much damage as normal.
Heat Adaptation
Elements: fire or water
Type: utility
Burn: 0
You gain an amount of fire resistance equal to twice your current amount of burn.
Jagged Flesh
Prerequisites: Flesh of Stone, and Kineticist 6
Element: earth
Type: utility
Burn: 1
Prerequisites: flesh of stone
You painfully push forth jagged chunks of rock from your flesh. Until the next time your burn is removed,
while your flesh of stone is active, any creature that strikes you with an unarmed strike or natural
weapon or that grapples you takes 1d6 points of piercing damage.
Kinetic Healer
Element: water
Type: utility
Burn: 1
With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast‘s
damage.
Kinetic Restoration
Element: universal
Type: utility
Burn: 1
You recover from 1d4 points of ability score damage to one of your physical ability scores
(Strength, Dexterity, or Constitution).
This also eliminates any fatigue that you suffer.
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Kinetic Revivification
Prerequisites: Kineticist 12
Element: water
Type: utility
Burn:
Prerequisites: kinetic healer
You can bring an ally who died within 2 round back from the dead with your kinetic healer wild talent
similarly to the breath of life spell, except the ally regains the normal number of hit points from
the kinetic healer utility wild talent instead of the amount healed by breath of life.
Skilled Kineticist
Element: universal
Type: utility
Burn:
You gain a bonus equal to 1/2 your kineticist level on skill checks with the skills your primary element
added to your class skill list.
Slick
Element: water
Type: utility
Burn: 0
Saving Throw: Reflex negates
Spell Resistance: no
As a standard action, you call forth slippery water or ice, creating any of the effects of the grease spell for
1 round. You can accept 1 point of burn at the start of your next turn to extend the duration to 1 minute
per kineticist level you possess.
Tidal Wave
Prerequisites: Kineticist 18
Element: water
Type: utility
Burn: 1
You call forth a powerful tidal wave, as tsunami.
Tremorsense
Prerequisites: Kineticist 12; Earth, or Earth, or Earth, or Earth
You can perceive the world by creating high-pitched noises and listening to their echoes. This gives you
blindsight to a range of 30 feet.
Kineticist Bonus Feat Air
Prerequisites: Air, or Air, or Air, or Air
A character that selects this talent gains a bonus feat. These feats must be taken from the following list:
Deflect Arrows, Lightning Reflexes, Improved Lightning Reflexes, Dodge, Combat Mobility.
Deflect Arrows
Prerequisites: Improved Unarmed Strike, and Dexterity 13
You must have at least one hand free (holding nothing) to use this feat. Once per round when you would
normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage
from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack
doesn't count as an action.
Lightning Reflexes
You get a +2 bonus on all Reflex saving throws.
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Dodge
Prerequisites: Dexterity 13
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes
you lose the benefits of this feat.
Prerequisites: Lightning Reflexes; Air, or Air, or Air, or Air
Improved Lightning Reflexes
Prerequisites: Lightning Reflexes
Prerequisites: Dodge; Air, or Air, or Air, or Air
Combat Mobility
Prerequisites: Dexterity 13, and Dodge
You can easily move through a dangerous melee.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move
out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class
(if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Prerequisites: Dodge, and Lightning Reflexes; Air, or Air, or Air, or Air
Kineticist Bonus Feat Earth
Prerequisites: Earth, or Earth, or Earth, or Earth
A character that selects this talent gains a bonus feat. These feats must be taken from the following list:
Great Fortitude, Improved Great Fortitude, Endurance, Trip, Greater Trip
Great Fortitude
You get a +2 bonus on all Fortitude saving throws.
Endurance
Harsh conditions or long exertions do not easily tire you.
Benefit: You gain +2 bonus on Athletics checks and +4 bonus on Fortitude saves against fatigue and
exhaustion.
You may sleep in light or medium armor without becoming fatigued.
Trip
Prerequisites: Intelligence 13; Combat Expertise, or Kinetic Warrior
This feat gives the character an ability to perform the trip combat maneuver. It also grants a +2 bonus to
CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
You can attempt to trip your opponent in place of a melee attack. If your combat maneuver is successful,
the target is knocked prone.
If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each
additional leg it has. Some creaturessuch as oozes, creatures without legs, and flying creaturescannot
be tripped.
Prerequisites: Trip; Earth, or Earth, or Earth, or Earth
Greater Trip
Prerequisites: Intelligence 13, and Trip, and BaseAttackBonus 6; Combat Expertise, or Kinetic Warrior
You can make free attacks on foes that you knock down.
Benefit: You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted
by Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.
Normal: Creatures do not provoke attacks of opportunity from being tripped.
Prerequisites: Great Fortitude; Earth, or Earth, or Earth, or Earth
Improved Great Fortitude
Prerequisites: Great Fortitude
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Prerequisites: Great Fortitude, and Trip; Earth, or Earth, or Earth, or Earth
Kineticist Bonus Feat Fire
Prerequisites: Fire, or Fire, or Fire, or Fire
A character that selects this talent gains a bonus feat. These feats must be taken from the following list:
Iron Will, Improved Iron Will, Persuasive, Dazzling Display, Dreadful Carnage.
Iron Will
You get a +2 bonus on all Will saving throws.
Persuasive
You get a +2 bonus on all Persuasion and Perception skill checks. If you have 10 or more ranks in one of
these skills, the bonus increases to +4 for that skill.
Dazzling Display
Prerequisites: Weapon Focus
You can quickly deter others with your martial mastery.
Benefit: While wielding the weapon with which you have Weapon Focus, you can use Dazzling Display as
a standard action with a 5 penalty on your Intimidate check, as a move action with a 10 penalty, or as a
swift action with a 20 penalty.
Prerequisites: Dazzling Display; Fire, or Fire, or Fire, or Fire
Dreadful Carnage
Prerequisites: Strength 15, and Dazzling Display, and Power Attack, and BaseAttackBonus 11
Slaying an enemy demoralizes your other nearby foes.
Benefit: Whenever you reduce an enemy to 0 or fewer hit points, you can make a Persuasion (to
intimidate) check to demoralize all enemies within 30 feet as a free action. Enemies that cannot see both
you and the enemy you reduced to 0 or fewer hit points are unaffected.
Prerequisites: Iron Will; Fire, or Fire, or Fire, or Fire
Improved Iron Will
Prerequisites: Iron Will
Prerequisites: Iron Will, and Dazzling Display; Fire, or Fire, or Fire, or Fire
Kineticist Bonus Feat Water
Prerequisites: Water, or Water, or Water, or Water
A character that selects this talent gains a bonus feat. These feats must be taken from the following list:
Bull Rush, Greater Bull Rush, Improved Blind Fight, Blind Fight, Greater Blind Fight.
Bull Rush
Prerequisites: Power Attack, and Strength 13
This feat gives the character an ability to perform the bull rush combat maneuver. It also grants a +2
bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
A bull rush attempts to push an opponent straight back without doing any harm. If your combat
maneuver is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your
opponent's CMD you can push the target back an additional 5 feet.
An enemy being moved by a bull rush does not provoke an attack of opportunity because of the
movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square
that is occupied by a solid object or obstacle.
Blind Fight
In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll
one time to see if you actually hit.
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An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your
Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The
invisible attacker's bonuses do still apply for ranged attacks, however. You also gain immunity to gaze
attacks.
Prerequisites: Bull Rush; Water, or Water, or Water, or Water
Greater Bull Rush
Prerequisites: Bull Rush, and Strength 13, and Power Attack, and BaseAttackBonus 6
You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by
Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from you
and all of your allies.
Prerequisites: Blind Fight; Water, or Water, or Water, or Water
Improved Blind Fight
Prerequisites: Perception 10 ranks, and Blind Fight
Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss
chance percentile roll for total concealment. If you successfully pinpoint an invisible or hidden attacker
within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks. That is, you
don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being
invisible.
Prerequisites: Improved Blind Fight; Water, or Water, or Water, or Water
Greater Blind Fight
Prerequisites: Perception 15 ranks, and Improved Blind Fight
Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with
total concealment as if they had normal concealment (20% miss chance instead of 50%). You may still
reroll a miss chance percentile roll as normal.
If you successfully pinpoint an invisible or hidden attacker, that attacker gets no advantages related to
hitting you with ranged attacks, regardless of the range. That is, you don't lose your Dexterity bonus to
Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible.
Prerequisites: Blind Fight, and Bull Rush; Water, or Water, or Water, or Water
Prerequisites: Bull Rush, and Blind Fight, and Improved Blind Fight; Water, or Water, or Water, or Water
Skill Focus
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that
skill, this bonus increases to +6.
Special: You can gain this feat multiple tim
Metakinesis Empowered
At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting
burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell). At 9th
level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell. At 13th
level, by accepting 3 points of burn, she can quicken her kinetic blast as if using Quicken Spell.
Expanded Element
At 7th level, a kineticist learns to use another element or expands her understanding of her own element.
She can choose any element, including her primary element. She gains one of that element's simple blast
wild talents that she does not already possess, if any. She also gains all composite blast wild talents whose
prerequisites she meets. She doesn't gain the defensive wild talent of the expanded element unless she
later selects it with the expanded defense utility wild talent.
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At 15th level, the kineticist can either select a new element or expand her understanding of her original
element. She can't select the same element she selected at 7th level. She gains all the benefits from her
new expanded element as listed above.
Metakinesis Maximized
Supercharge
At 11th level, when using gather power as a move action, a kineticist can reduce the total burn cost of a
single wild talent by 2 points instead of 1. When using gather power for 1 full round, she can reduce the
burn cost of a single wild talent by 3 points instead of 2.
Metakinesis Quicken
Composite Specialization
At 16th level, a kineticist becomes more adept at creating composite blasts. She reduces the burn cost of
all composite blasts by 1 point.
This can't reduce the cost of a composite blast below 0 points.
Metakinetic Master
At 19th level, a kineticist chooses one type of metakinesis, such as empower or quicken. She reduces the
burn cost of that metakinesis by 1 point (to a minimum of 0 points).
Metakinesis Empowered
At 19th level, a kineticist chooses one type of metakinesis, such as empower or quicken. She reduces the
burn cost of that metakinesis by 1 point (to a minimum of 0 points).
Metakinesis Maximized
Metakinesis Quicken
Kineticist Archetypes
Dark Elementalist
Some kineticists who are loathe to suffer the consequences of channeling their power study the darkest
esoteric energies of the planes and use souls to fuel their occult might. The spiritual tortures these dark
elementalists inflict upon their victims' souls are horrifically selfish acts on par with the actions of
daemons.
Dark Studies
A dark elementalist's base Will save bonus from the kineticist class is equal to 2 + 1/2 her kineticist level,
and her base Reflex and Fortitude save bonuses are equal to 1/3 her kineticist level. She gains all
Knowledge and Lore skills as class skills.
A dark elementalist uses her Intelligence modifier instead of her Constitution modifier to determine her
damage with wild talents, the DCs of Constitution-based wild talents, the durations of wild talents with
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Constitution-based durations, her bonus on concentration checks for wild talents, and any other
Constitution-based effects of all her wild talents.
This alters the kineticist's class skills and base saving throws and the key ability score of wild talents.
Soul Power
A dark elementalist uses the souls of others to protect herself from the dangers of burn. She can't choose
to accept burn if doing so would raise her total number of points of burn above 3. However, a number of
times per day equal to her Intelligence modifier, as a full-round action she can gather up the souls of
dead creatures with HD sum equal to or higher than her character level. When she does, some of her
existing burn is unloaded into the departing souls, racking it with unspeakable torment, but reducing her
current burn total by 1 point.
A dark elementalist gains attack and damage bonuses from elemental overflow based on how many times
that day she has successfully used soul power to rack souls, rather than based on her current burn total.
For instance, a 9th-level dark elementalist who had used soul power three or more times during the
course of the day would add a +3 bonus on attack rolls and a +6 bonus on damage rolls. A dark
elementalist does not gain size bonuses to physical ability scores or a chance to ignore critical hits and
sneak attacks from elemental overflow.
This ability alters burn and elemental overflow and replaces internal buffer.
Elemental Overflow
At 3rd level, a kineticist's body surges with energy from her chosen element whenever she accepts burn.
In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points
of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also
receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls.
As a kineticist's body becomes more and more suffused with her element, she begins to gain more
powerful benefits.
Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two
physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak
attack equal to 5% × her current number of points of burn. At 11th level, whenever the kineticist has at
least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her
choice and a +2 size bonus to each of her other two physical ability scores.
At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size
bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her
choice, and a +2 size bonus to the remaining physical ability score.
Kineticist replaces following features: BurnElemental Overflow
Psychokineticist
While most kineticists channel elemental power through their bodies, rare kineticists channel such power
through their minds. Psychokineticists lack strong spirit, and so this energy ravages their minds but
unleashes power locked in their ruptured emotions. Sometimes a psychokineticist inadvertently
unleashes his power when he experiences an outburst of strong emotion, potentially making a
psychokineticist an outcast or even an accidental killer.
Burn
At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit
of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in
exchange for a greater effect, while others require her to accept a certain amount of burn to use that
talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per
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character level. This damage can't be healed by any means other than getting a full night's rest, which
removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or
redirected, and a kineticist incapable of taking nonlethal damage can't accept burn. A kineticist can
accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1
additional point every 3 levels thereafter. A kineticist can't choose to accept burn if it would put her total
number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept
more burn from a source outside her control). A kineticist who has accepted burn never benefits from
abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
Mental Overflow
A psychokineticist's elemental energy sends strange elemental humors and planar echoes through his
brain instead of reshaping his body with matter from his element. Instead of gaining size bonuses to
physical ability scores from elemental overflow, he gains alchemical bonuses to his mental ability scores
in equal amounts (a +2 alchemical bonus to two mental ability scores at 6th level if he has at least 3
points of burn; a +4 alchemical bonus to one mental ability score and a +2 alchemical bonus to the other
two at 11th level if he has at least 5 points of burn; and a +6 alchemical bonus to one mental ability score,
a +4 alchemical bonus to another, and a +2 alchemical bonus to the last at 16th level if he has at least 7
points of burn). A psychokineticist doesn't gain a chance to negate critical hits and sneak attacks based on
his burn. Otherwise, his elemental overflow works just like a normal kineticist's.
Emotional Intensity
A psychokineticist uses his Wisdom modifier instead of his Constitution modifier to determine his damage
with wild talents, the DCs of Constitution-based wild talents, the durations of wild talents with
Constitution-based durations, his bonus on concentration checks for wild talents, and other Constitution-
based effects of all his wild talents.
Mind Burn
A psychokineticist's mind strains when he overtaxes himself. He takes a 2 penalty on Will saves, Wisdom
checks, and Wisdom-based skill checks for each point of burn he has accepted, rather than taking
nonlethal damage from burn. He can accept an amount of burn equal to his Wisdom modifier (rather
than 3 + his Wisdom modifier). Otherwise, his burn works just like a normal kineticist's.
This ability alters burn.
Kineticist replaces following features: BurnElemental Overflow,
Kinetic Knight
A kinetic knight dons armor and wields a blade of elemental energy. Kinetic knights are rare in the Inner
Sea region, but not unknown; many realize their elemental powers while training for battle.
Elemental Focus
At 1st level, a kineticist chooses one primary element on which to focus. This element determines how
she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents and
additional class skills. She gains her selected element's basic utility wild talent (basic aerokinesis, etc.) as a
bonus wild talent.
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Air
Kineticists who focus on the element of air are called aerokineticists. Aerokineticists often control air flow
or electricity, specializing in mobility and ranged combat.
Earth
Kineticists who focus on the element of earth are called geokineticists. Geokineticists manipulate the
earth itself, and they are masters of defensive techniques.
Fire
Kineticists who focus on the element of fire are called pyrokineticists. Pyrokineticists wield elemental fire
as a potent weapon, and they possess a powerful offense.
Water
Kineticists who focus on the element of water are called hydrokineticists. Hydrokineticists master the flow
of water or the numbing chill of cold, and they are known for their versatility and flowing forms, like the
ever-changing currents.
Elemental Blade
At 1st level, a kinetic knight gains the kinetic blade form infusion, and it costs 0 points of burn instead of 1
point. She can't use her kinetic blast without the kinetic blade form infusion or an infusion that lists
kinetic blade as a prerequisite.
Kinetic Warrior
The kinetic knight can use her Constitution score in place of her Intelligence score when qualifying for
combat feats. This ability counts as having Combat Expertise for the purpose of feat prerequisites.
Elemental Bastion
At 1st level, the kinetic knight becomes proficient with medium and heavy armor and shields (except
tower shields).
A kinetic knight gains the elemental defense ability at 4th level, rather than 2nd.
This ability alters elemental defense.
Knight's Resolve
Starting at 3rd level, the kinetic knight gains resolve that he can call upon to endure even the most
devastating wounds and afflictions. He can use this ability once per day at 3rd level, plus one additional
time per day for every two kinetic knight levels beyond 3rd.
Determined: As a standard action, the kinetic knight can spend one use of his resolve to remove the
fatigued, shaken, or sickened condition. If the kinetic knight is at least 11th level, he can alternatively
remove the exhausted, frightened, nauseated, or staggered condition.
Resolute: Whenever the kinetic knight is required to make a Fortitude or Will save, he can spend one use
of his resolve as an immediate action to roll twice and take the better result.
This ability replaces the kineticist infusion gained at 3rd level and supercharge.
Kineticist replaces following features: Supercharge, InfusionElemental Focus, Infusion, Infusion,
Metakinesis Empowered, Metakinesis Maximized, Metakinesis Quicken, Metakinetic Master
Magus
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Magi spend much of their time traveling the world, learning whatever martial or arcane secrets they can
find. They might spend months learning a new sword-fighting style from a master warrior, while
simultaneously moonlighting in the local library, poring through tomes of ancient lore. Most who take this
path dabble in all sorts of lore, picking up anything that might aid them in their search for perfection.
HitDice: D8
Skill Ranks per Level: 2 plus half Int bonus
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1
0
2
0
2
Arcane Pool, Spell Combat, Magus Proficiencies, Cantrips,
Detect Magic
2
1
3
0
3
Spellstrike
3
2
3
1
3
Magus Arcana
4
3
4
1
4
Spell Recall
5
3
4
1
4
Bonus Magus Feat, Arcane Weapon (+2)
6
4
5
2
5
Magus Arcana
7
5
5
2
5
Arcane Medium Armor
8
6
6
2
6
Improved Spell Combat
9
6
6
3
6
Arcane Weapon (+3), Magus Arcana
10
7
7
3
7
Fighter Training
11
8
7
3
7
Bonus Magus Feat, Improved Spell Recall
12
9
8
4
8
Magus Arcana
13
9
8
4
8
Arcane Weapon (+4), Arcane Heavy Armor
14
10
9
4
9
Greater Spell Combat
15
11
9
5
9
Magus Arcana
16
12
10
5
10
Counterstrike
17
12
10
5
10
Bonus Magus Feat, Arcane Weapon (+5)
18
13
11
6
11
Magus Arcana
19
14
11
6
11
Greater Spell Access
20
15
12
6
12
True Magus
Class Features
Arcane Pool
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his
powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level
(minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his
spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is
holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains
another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the
weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do
not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming
burst, frost, icy burst, keen, shock, shocking burst, or speed.
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Adding these properties consumes an amount of bonus equal to the property's base price modifier. These
properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not
magical, at least a +1 enhancement bonus must be added before any other properties can be added.
These bonuses and properties are decided when the arcane pool point is spent and cannot be changed
until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by
anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use
immediately ends.
Spell Combat
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much
like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the
magus must have one hand free, while wielding a light or one-handed melee weapon in the other hand.
As a full-round action, he can make all of his attacks with his melee weapon at a 2 penalty and can also
cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as
part of this spell also takes this penalty).
Magus Proficiencies
A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He
can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance.
Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a
chance of arcane spell failure. A multiclass magus still incurs the normal arcane spell failure chance for
arcane spells received from other classes.
Cantrips
Magi can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they
are not expended when cast and may be used again.
Detect Magic
Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the
school of magic to which the spell belongs. Used in dialogues.
Spellstrike
At 2nd level, whenever a magus casts a spell with a range of "touch" from the magus spell list, he can
deliver the spell through any weapon he is wielding as part of a melee attack.
Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free
melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful,
this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this
attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat
melee attacks.
This attack uses the weapon's critical range (20, 1920, or 1820 and modified by the keen weapon
property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the
weapon damage uses its own critical modifier.
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Magus Arcana
As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance
and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus
arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus
arcana's description, a magus cannot select a particular magus arcana more than once.
Arcane Accuracy
The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight
bonus equal to his Intelligence bonus on all attack rolls until the end of his turn.
Bane Blade
Prerequisites: Magus 15
Whenever the magus enhances his weapon using his arcane pool, he may spend 1 additional point from
his arcane pool to add the bane special ability to the weapon.
Devoted Blade
Prerequisites: Magus 12
Whenever the magus enhances his weapon using his arcane pool, he adds the anarchic, axiomatic, holy,
or unholy special abilities to the list of available options. A magus may only add one of these abilities if it
matches his own alignment.
Dimension Strike
Prerequisites: Magus 9
The magus can expend 2 points from his arcane pool as a swift action to resolve all of his melee weapon
attacks until the end of his turn as melee touch attacks.
Empowered Magic
Prerequisites: Magus 6
The magus can cast three spell per day as if those spells were modified by the Empower Spell feat.
Enduring Blade
Whenever the magus enchants his weapon using his arcane pool, he may spend 1 additional point from
his arcane pool to increase the duration of the enchantment to 1 minute per magus level.
Extended Magic
The magus can cast three spell per day as if those spells were modified by the Extend Spell feat.
Ghost Blade
Whenever the magus enhances his weapon using his arcane pool, he adds the brilliant energy and ghost
touch special abilities to the list of available options.
Hasted Assault
The magus can expend 1 point from his arcane pool as a swift action to move more quickly. This functions
as haste, but only targets the magus and lasts for a number of rounds equal to the
magus's Intelligence bonus.
Maximized Magic
The magus can cast three spell per day as if those spells were modified by the Maximize Spell feat.
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Prescient Attack
The magus can expend 1 point from his arcane pool as a swift action, allowing him to anticipate his
opponent's defenses. Enemies are denied their Dexterity bonus against the magus's attacks until the end
of the magus's next turn.
Quickened Magic
The magus can cast three spell per day as if those spells were modified by the Quicken Spell feat.
Reach Magic
The magus can cast three spell per day as if those spells were modified by the Reach Spell feat.
Wand Mastery
Whenever the magus uses a wand, he calculates the DC for any spell it contains using
his Intelligence modifier, instead of the minimum modifier needed to cast a spell of that level.
Wand Wielder
The magus can activate a wand or staff in place of casting a spell when using spell combat.
Spell Recall
At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift
action he can recall any single magus spell that he has already prepared and cast that day by expending a
number of points from his arcane pool equal to the spell's level (minimum 1). The spell is prepared again,
just as if it had not been cast.
Bonus Magus Feat
At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from
normal advancement. These bonus feats must be selected from those listed as combat or magic feats. He
must meet the prerequisites for these feats as normal.
Arcane Weapon (+2)
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is
holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains
another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the
weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do
not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming
burst, frost, icy burst, keen, shock, shocking burst, or speed.
Adding these properties consumes an amount of bonus equal to the property's base price modifier. These
properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not
magical, at least a +1 enhancement bonus must be added before any other properties can be added.
These bonuses and properties are decided when the arcane pool point is spent and cannot be changed
until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by
anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use
immediately ends.
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Arcane Medium Armor
At 7th level, a magus gains proficiency with medium armor. A magus can cast magus spells while wearing
medium armor without incurring the normal arcane spell failure chance. Like any other arcane
spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure.
Improved Spell Combat
At 8th level, the magus's ability to cast spells and make melee attacks improves. When using the spell
combat ability, the magus receives a +2 circumstance bonus on concentration checks.
Arcane Weapon (+3)
Fighter Training
Starting at 10th level, a magus counts 1/2 his total magus level as his fighter level for the purpose of
qualifying for feats. If he has levels in fighter, these levels stack.
Improved Spell Recall
At 11th level, the magus's ability to recall spells using his arcane pool becomes more efficient. Whenever
he recalls a spell with spell recall, he expends a number of points from his arcane pool equal to 1/2 the
spell's level (minimum 1).
Arcane Weapon (+4)
Arcane Heavy Armor
At 13th level, a magus gains proficiency with heavy armor. A magus can cast magus spells while wearing
heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a
magus using a shield incurs a chance of arcane spell failure.
Greater Spell Combat
At 14th level, the magus gains the ability to seamlessly cast spells and make melee attacks. Whenever he
uses the spell combat ability, his concentration check bonus from Improved Spell Combat increases to +4.
Counterstrike
At 16th level, whenever an enemy within reach of the magus successfully casts a spell defensively, that
enemy provokes an attack of opportunity from the magus after the spell is complete.
Arcane Weapon (+5)
Greater Spell Access
At 19th level, the magus gains access to an expanded spell list. He learns 6 spells of any levels from 1st to
6th from the wizard's spell list and places them into his spellbook as magus spells of their wizard level.
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True Magus
At 20th level, the magus becomes a master of spells and combat. Whenever he uses his spell combat
ability, he does not need to make a concentration check to cast the spell defensively.
Whenever the magus uses spell combat, he can choose to either increase the DC to resist his spells by 2,
grant himself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant himself
a +2 circumstance bonus on all attack rolls.
Magus Archetypes
Eldritch Scion
Unlike typical magi, eldritch scions do not study tomes of magic or spend time learning to combine
martial and magical skills. Rather, eldritch scions find that their spells and abilities come to them
instinctively.
Bloodline
Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an
additional class skill, and other special abilities. This source can represent a blood relation or an extreme
event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon
as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of
the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick
one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
Filled with magical power that screams for release, sorcery is not so much a calling as a blessing or a
curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways,
assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and
unpredictable, the primal and explosive lashing out of a power greater than themselves.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels. These spells cannot be
exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific
to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Abyssal Bloodline
Prerequisites: Abyssal
Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin,
for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and
alignment) is up to you. While some would say that you are possessed, you know better. The demonic
influence in your blood grows as you gain power.
Bonus Feats of the Abyssal Bloodline: Augment Summoning, Bull Rush, Cleave, Empower Spell, Great
Fortitude, Power Attack, Skill Focus (Lore: Religion), Sunder Armor.
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Grow Claws
At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing
you to make two claw attacks as a full attack using your full base attack bonus. These attacks deal 1d4
points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are
considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one
step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons,
each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a
number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be
consecutive.
Abyssal Bloodline Arcana
Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to
1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
Class Skill Athletics
Additional class skill from the Abyssal bloodline.
Demon Resistances
At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th
level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to
+4.
Cause Fear
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Cause Fear: The affected creature becomes frightened. If the subject succeeds at a Will save, it is instead
shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear dispels remove
fear.
Bull's Strength
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Bull's Strength: The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength for 5
minutes, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the
Strength modifier. Enhancement bonuses do not stack with other enhancement bonuses, for example
with bonuses from belts.
Rage
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Rage: Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on
Will saves, and a -2 penalty to AC. The effect is otherwise identical with a barbarian's rage except that the
subjects aren't fatigued at the end of the rage.
Strength of the Abyss
At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and
to +6 at 17th level.
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Stoneskin
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Stoneskin: The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains DR
10/adamantine. It ignores the first 10 points of damage each time it takes damage from a weapon,
though an adamantine weapon overcomes the damage reduction. Once the spell has prevented a total of
10 points of damage per caster level (maximum 150 points), it is discharged.
Dismissal
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Dismissal: This spell forces an extraplanar creature back to its proper plane if it fails a Will save.
Transformation
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Transformation: You become a fighting machine stronger, tougher, faster, and more skilled in combat.
Your mindset changes so that you relish combat and you can't cast spells, even from magic items.
You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to
AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your
base attack bonus equals your character level (which may give you multiple attacks).
Summon Monster VII
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Summon Monster VII: This spell summons 1d3 extraplanar axiomites if you are good or neutral and 1d3
extraplanar soul eaters if you are evil, 1d4+1 extraplanar bralani azatas if you are good or neutral and
1d4+1 extraplanar redcaps if you are evil, or one roc. Summoned monsters appear where you designate
and act according to their initiative check results. They attack your opponents to the best of their ability.
Added Summonings
At 15th level, whenever you cast a summoning spell that conjures more than one creature, add one to
the total number of creatures summoned.
Wings
You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to
ground based effects, such as difficult terrain.
Unholy Aura
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Unholy Aura: A malevolent darkness surrounds the subjects, protecting them from attacks, granting them
resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects.
This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike
the effect of protection from good, this benefit applies against all attacks, not just against attacks by good
creatures.
Second, each warded creature gains spell resistance 25 against good spells and spells cast by good
creatures.
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Third, the abjuration protects the recipient from possession and mental influence, just as protection from
good does.
Finally, if a good creature succeeds on a melee attack against a warded creature, the offending attacker
takes 1d6 points of Strength damage (Fortitude negates).
Summon Monster IX
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Summon Monster IX: This spell summons 1d3 extraplanar movanic devas if you are good or neutral and
1d3 extraplanar frost giants if you are evil, 1d4+1 rocs, or one ghaele azata if you are good or neutral and
one thanadaemon if you are evil. Summoned monsters appear where you designate and act according to
their initiative check results. They attack your opponents to the best of their ability.
Demonic Might
Prerequisites: Abyssal Bloodline
At 20th level, the power of the Abyss flows through you. You gain immunity to electricity and poison. You
also gain resistance to acid 10, cold 10, and fire 10.
Arcane Bloodline
Prerequisites: Arcane
Your family has always been skilled in the eldritch art of magic. While many of your relatives were
accomplished wizards, your powers developed without the need for study and practice. Magic comes
naturally to you, but as you gain levels, you must take care to prevent the power from overwhelming you.
Bonus Feats of the Arcane Bloodline: Combat Casting, Improved Initiative, Iron Will, Reach Spell, Skill
Focus (Knowledge: Arcana), Spell Focus, Greater Spell Focus, Spell Penetration.
Arcane Bond
At 1st level, you can form a powerful bond with an object or a creature. This bond can take one of two
forms: a familiar or a bonded object. A familiar is a magical pet that enhances your skills and senses, while
a bonded object is an item you can use to cast additional spells.
Arcane Bloodline Arcana
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 +1. This bonus does not stack with itself and does not apply to spells modified
by the Heighten Spell feat.
Bloodline Class Skill Selection
You can choose any knowlege skill to add to your class skills.
Class Skill Lore (Religion)
Additional class skill from the arcane bloodline.
Class Skill Knowledge (World)
Class Skill Lore (Nature)
Combat Casting Adept
Combat Casting Adept: At 3rd level, you get a +2 bonus on concentration checks made to cast a spell or
use a spell-like ability. At 9th level, your concentration check bonus increases to +3, and at 15th level, it
increases to +4. At 20th level, this ability is replaced by arcane apotheosis.
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Magic Missile
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Magic Missile: A missile of magical energy darts forth from your fingertip and strikes its target, dealing
1d4+1 points of force damage.
The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover
or total concealment.
For every two caster levels beyond 1st, you gain an additional missile two at 3rd level, three at 5th,
four at 7th, and the maximum of five missiles at 9th level or higher.
Invisibility
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Invisibility: The touched creature becomes invisible.
If a check is required, an invisible creature has a +20 bonus on its Stealth checks. The spell ends if the
subject attacks any creature. For the purposes of this spell, an attack includes any spell targeting a foe or
whose area or effect includes a foe. Actions directed at unattended objects do not break the spell.
Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs,
summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the
bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks
directly, however, it immediately becomes visible along with all its gear. Spells such as bless that
specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their
area.
Dispel Magic
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Dispel Magic: You can use dispel magic to end one ongoing spell that has been cast on a creature.
You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster
level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to
the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting
the target, or you have failed to dispel every spell.
Dimension Door
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Dimension Door: You instantly transfer yourself from your current location to any other spot within
range.
New Arcana
At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This
spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level
and 17th level.
New Arcana
At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This
spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level
and 17th level.
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Break Enchantment
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Break Enchantment: This spell frees victims from enchantments, transmutations, and curses. Break
enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level
check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means
that the creature is free of the spell, curse, or effect.
True Seeing
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
True Seeing: You confer on the subject the ability to see all things as they actually are. The subject sees
through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of
creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees
through illusions, and sees the true form of polymorphed, changed, or transmuted things.
Banishment
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Banishment: This spell is a more powerful version of the dismissal spell. It enables you to force
extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be
banished in a 30-foot radius; creatures who are closest to the burst's point of origin are affected first.
Dismissal: This spell forces an extraplanar creature back to its proper plane if it fails a Will save. If the spell
is successful, the creature is instantly whisked away.
School Power
At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2.
This bonus stacks with the bonus granted by Spell Focus.
School Power
At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2.
This bonus stacks with the bonus granted by Spell Focus.
Power Word Stun
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Power Word Stun: You utter a single word of power that instantly causes one creature of your choice to
become stunned, whether the creature can hear the word or not. The duration of the spell depends on
the target's current hit point total. Any creature that currently has 151 or more hit points is unaffected by
power word stun.
Clashing Rocks
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Clashing Rocks: You create two Colossal-sized masses of rock, dirt, and stone and slam them together
against a single creature between them. The clashing rocks appear up to 30 feet away from the target on
opposite sides and rush toward it with a mighty grinding crash. You must make a ranged touch attack to
hit the target with the rocks. The clashing rocks ignore concealment and cover. A creature struck by the
clashing rocks takes 20d6 points of bludgeoning damage and is knocked prone.
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If the clashing rocks miss the target, the target still takes 10d6 points of bludgeoning damage from falling
rocks and is knocked prone. A successful Reflex save reduces this damage to half and the target remains
standing. Creatures other than the target that occupy the spaces where the clashing rocks appear or
within their path must also make Reflex saves or take 10d6 points of bludgeoning damage and be
knocked prone (save for half and remain standing).
Arcane Apotheosis
Prerequisites: Arcane Bloodline, or Sage Sorcerer
At 20th level, your body surges with arcane power. All your concentration checks made to cast a spell or
use a spell-like ability are automatic successes.
Celestial Bloodline
Prerequisites: Celestial
Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine
intervention. Although this power drives you along the path of good, your fate (and alignment) is your
own to determine. Your celestial heritage grants you a great many powers, but they come at a price. The
lords of the higher planes are watching you and your actions closely.
Bonus Feats of the Celestial Bloodline: Dodge, Extend Spell, Iron Will, Agile Maneuvers, Augment
Summoning, Superior Summoning, Skill Focus (Lore: Religion), Weapon Finesse.
Heavenly Fire
Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within
30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every
two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity.
This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A
good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are
neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 +
your Charisma modifier.
Celestial Bloodline Arcana
Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to
1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
Class Skill Lore (Religion)
Additional class skill from the celestial bloodline.
Celestial Resistances
At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.
Bless
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Bless: This spell fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on
saving throws against fear effects.
Bless dispels bane.
Resist Energy
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
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Resist Energy: This abjuration grants a creature limited protection from damage of whichever one of five
energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the
energy type chosen, meaning that each time the creature is subjected to such damage (whether from a
natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit
points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum
of 30 points at 11th level. The spell protects the recipient's equipment as well.
Protection from Energy
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Protection from Energy: This spell grants temporary immunity to the type of energy you specify when you
cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy
damage (to a maximum of 120 points at 10th level), it is discharged.
Aura of Heaven
At 9th level, you can apply an aura of heaven on yourself for a minute. This aura provides a +4 deflection
bonus to AC and a +4 resistance bonus on saving throws against attacks made or effects created by evil
creatures to all allies within 20 feet. You can use this ability a number of times per day equal to your
sorcerer level.
Remove Curse
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Remove Curse: This spell can remove all curses on an object or a creature. If the target is a creature, you
must make a caster level check (1d20 + caster level) against the DC of each curse affecting the target.
Success means that the curse is removed.
Flame Strike
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Flame Strike: A flame strike evokes a vertical column of divine fire. The spell deals 1d6 points of damage
per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from
divine power and is therefore not subject to being reduced by resistance to fire-based attacks.
Dispel Magic, Greater
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Dispel Magic, Greater: This functions as a targeted dispel magic, but it can dispel multiple spells, starting
with the highest level spells and proceeding to lower level spells.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Banishment: This spell is a more powerful version of the dismissal spell. It enables you to force
extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be
banished in a 30-foot radius; creatures who are closest to the burst's point of origin are affected first.
Conviction
At 15th level, you gain spell resistance against evil spells and spells cast by evil creatures equal to 11 +
your sorcerer level.
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Sunburst
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Sunburst: This spell causes a globe of searing radiance to explode silently from a point you select. All
creatures in the globe are blinded and take 6d6 points of damage. A successful Reflex save negates the
blindness and reduces the damage by half.
An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum
25d6), or half damage with a successful Reflex save.
Ascension
Prerequisites: Celestial Bloodline, or Empyreal Bloodline
At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and
petrification, resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison.
Draconic Bloodline Black
Prerequisites: Draconic Black
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power
flows through your veins.
Lording over the darkest swamps and marshes, black dragons are the undisputed masters of their
domain, ruling through cruelty and intimidation. Those who dwell within a black dragon's reach live in
fear.
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack,
Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons,
allowing you to make two claw attacks as a full attack using your full base attack bonus. Each of these
attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these
claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage
increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an
additional 1d6 points of acid damage on a successful hit. You can use your claws for a number of rounds
per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Draconic Bloodline Arcana Black
Whenever you cast a spell with acid damage, that spell deals +1 point of damage per die rolled.
Class Skill Perception
Additional class skill from the draconic bloodline.
Dragon Resistances
At 3rd level, you gain resist 5 against acid and a +1 natural armor bonus. At 9th level, your acid resistance
increases to 10 and your natural armor bonus increases to +2. At 15th level, your natural armor bonus
increases to +4.
Mage Armor
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Mage Armor: An invisible but tangible field of force surrounds the subject of a mage armor spell,
providing a +4 armor bonus to AC.
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Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed
reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do
normal armor.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Dispel Magic: One object, creature, or spell is the target of the dispel magic spell. You make one dispel
check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the
spell's caster level). If successful, that spell ends.
If not, compare the same result to the spell with the next highest caster level. Repeat this process until
you have dispelled one spell affecting the target, or you have failed to dispel every spell.
Fear
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Fear: An invisible cone of terror causes each living creature in the area to become panicked unless it
succeeds at a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the
creature is instead shaken for 1 round.
Spell Resistance
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Spell Resistance: The target gains spell resistance equal to 12 + your caster level.
Dragonkind I
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Dragonkind I: You become a Medium dragon-like creature. You gain a +4 size bonus to Strength, a +2 size
bonus to Constitution, a +4 natural armor bonus, immunity to difficult terrain, a breath weapon, and
resistance to one element. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4).
Your breath weapon and resistance depend on the type of your dragon prototype. You can only use the
breath weapon once per casting of this spell. All breath weapons deal 6d8 points of damage and allow a
Reflex save for half damage.
Dragonkind II
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Dragonkind II: This spell functions as dragonkind I except that it also allows you to assume the form of a
Large dragon-like creature. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to
Constitution, a +6 natural armor bonus, immunity to difficult terrain, a breath weapon, damage reduction
5/magic, and resistance to one element. You also gain one bite (2d6), two claws (1d8), two wing attacks
(1d6), and one tail slap attack (1d8). You can only use the breath weapon twice per casting of this spell
(when you use it, the duration of your breath weapon ability is reduced by 1/2 your caster level in
minutes). All breath weapons deal 8d8 points of damage and allow a Reflex save for half damage. Line
breath weapons increase to 80-foot lines and cones increase to 40-foot cones.
Dragonkind III
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
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Dragonkind III: This spell functions as dragonkind II save that it also allows you to take the form of a Huge
dragon-like creature. You gain the following abilities: a +10 size bonus to Strength, a +8 size bonus to
Constitution, a +8 natural armor bonus, immunity to difficult terrain, blindsight with a range of 30 feet, a
breath weapon, damage reduction 10/magic, frightful presence (DC equal to the DC for this spell) and
immunity to one element. You also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one
tail slap attack (2d6). You can use the breath weapon as often as you like, but you must wait 1d4 rounds
between uses. All breath weapons deal 12d8 points of damage and allow a Reflex save for half damage.
Line breath weapons increase to 100-foot lines and cones increase to 50-foot cones.
Overwhelming Presence
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Overwhelming Presence: Your presence inspires incredible awe in those nearby. A creature that fails a
save against this spell falls to the ground and prostrates itself before you, believing it bows before a
divine presence. These creatures are considered to be helpless for the duration of the spell. Each round
on its turn, a target of this spell may attempt a new saving throw to end the effect; this is a full-round
action that does not provoke attacks of opportunity. A creature that recovers from this spell early after
being affected by it for at least 1 round takes 1d6 points of Wisdom drain and is staggered for 1d4
rounds. A creature that makes the initial save to resist this spell is merely staggered for 1 round.
Power of Wyrms (Black)
Prerequisites: Draconic Bloodline Black
At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and acid
damage. You also gain blindsense with a range of 60 feet.
Draconic Bloodline Blue
Prerequisites: Draconic Blue
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power
flows through your veins.
Blue dragons are consummate schemers and obsessively orderly. In combat, blue dragons prefer to
surprise foes if possible, and are not above retreating if the odds turn against them.
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack,
Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons,
allowing you to make two claw attacks as a full attack using your full base attack bonus. Each of these
attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these
claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage
increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an
additional 1d6 points of electricity damage on a successful hit. You can use your claws for a number of
rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Draconic Bloodline Arcana Blue
Whenever you cast a spell with electricity damage, that spell deals +1 point of damage per die rolled.
At 3rd level, you gain resist 5 against electricity and a +1 natural armor bonus. At 9th level, your electricity
resistance increases to 10 and your natural armor bonus increases to +2. At 15th level, your natural
armor bonus increases to +4.
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Power of Wyrms (Blue)
Prerequisites: Draconic Bloodline Blue
At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and
electricity damage. You also gain blindsense with a range of 60 feet.
Draconic Bloodline Brass
Prerequisites: Draconic Brass
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power
flows through your veins.
Consummate conversationalists, brass dragons prefer to talk instead of fight.
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack,
Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons,
allowing you to make two claw attacks as a full attack using your full base attack bonus. Each of these
attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these
claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage
increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an
additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds
per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Draconic Bloodline Arcana Brass
Whenever you cast a spell with fire damage, that spell deals +1 point of damage per die rolled.
At 3rd level, you gain resist 5 against fire and a +1 natural armor bonus. At 9th level, your fire resistance
increases to 10 and your natural armor bonus increases to +2. At 15th level, your natural armor bonus
increases to +4.
Power of Wyrms (Brass)
Prerequisites: Draconic Bloodline Brass
At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and fire
damage. You also gain blindsense with a range of 60 feet.
Draconic Bloodline Bronze
Prerequisites: Draconic Bronze
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power
flows through your veins.
Bronze dragons have been known to ally with travelers and adventurers if the cause and reward is right
and just.
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack,
Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
Draconic Bloodline Arcana Bronze
Power of Wyrms (Bronze)
Prerequisites: Draconic Bloodline Bronze
Draconic Bloodline Copper
Prerequisites: Draconic Copper
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power
flows through your veins.
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Copper dragons are whimsical and spend most of their time in combat trying to annoy and frustrate their
enemies.
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack,
Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
Draconic Bloodline Arcana Copper
Power of Wyrms (Copper)
Prerequisites: Draconic Bloodline Copper
Draconic Bloodline Gold
Prerequisites: Draconic Gold
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power
flows through your veins.
Gold dragons are the epitome of virtue. Other metallic dragons revere their gold cousins as the agents of
divine forces and the paragons of dragonkind, and often seek them for advice or aid.
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack,
Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
Draconic Bloodline Arcana Gold
Power of Wyrms (Gold)
Prerequisites: Draconic Bloodline Gold
Draconic Bloodline Green
Prerequisites: Draconic- Green
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power
flows through your veins.
Green dragons dwell in the ancient forests of the world, prowling under towering canopies in search of
prey. Of all the chromatic dragons, green dragons are perhaps the easiest to deal with diplomatically.
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack,
Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
Draconic Bloodline Arcana Green
Power of Wyrms (Green)
Prerequisites: Draconic Bloodline Green
Draconic Bloodline Red
Prerequisites: Draconic Red
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power
flows through your veins.
Few creatures are more cruel and fearsome than the mighty red dragon. King of the chromatics, this
terrible beast brings ruin and death to the lands that fall under its shadow.
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack,
Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
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Draconic Bloodline Arcana Red
Power of Wyrms (Red)
Prerequisites: Draconic Bloodline Red
Draconic Bloodline Silver
Prerequisites: Draconic Silver
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power
flows through your veins.
Of all the dragons, silvers are the most courageous, holding themselves to a chivalrous code to help the
weak, defeat evil, and behave in an honorable manner.
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack,
Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons,
allowing you to make two claw attacks as a full attack using your full base attack bonus. Each of these
attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these
claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage
increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an
additional 1d6 points of cold damage on a successful hit. You can use your claws for a number of rounds
per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Draconic Bloodline Arcana Silver
Whenever you cast a spell with cold damage, that spell deals +1 point of damage per die rolled.
At 3rd level, you gain resist 5 against cold and a +1 natural armor bonus. At 9th level, your cold resistance
increases to 10 and your natural armor bonus increases to +2. At 15th level, your natural armor bonus
increases to +4.
Power of Wyrms (Silver)
Prerequisites: Draconic Bloodline Silver
At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and cold
damage. You also gain blindsense with a range of 60 feet.
Draconic Bloodline White
Prerequisites: Draconic White
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power
flows through your veins.
Although most consider it to be the weakest and most feral of the chromatic dragons, the white dragon
makes up for its lack of cunning with sheer ferocity.
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack,
Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
Dragon Claws
Draconic Bloodline Arcana White
Power of Wyrms (White)
Prerequisites: Draconic Bloodline White
Elemental Bloodline Air
Prerequisites: Elemental Air
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The power of the elements resides in you, and at times you can hardly control its fury. This influence
comes from an elemental outsider in your family history or a time when you or your relatives were
exposed to a powerful elemental force. Air infuses your being, and you can draw upon its power in times
of need.
Bonus Feats of the Elemental Bloodline: Dodge, Empower Spell, Great Fortitude, Improved Initiative,
Lightning Reflexes, Power Attack, Skill Focus (Knowledge: Arcana), Weapon Finesse.
Elemental Ray
Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30
feet as a ranged touch attack. This ray deals 1d6 points of electricity damage + 1 for every two sorcerer
levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma
modifier.
Class Skill Mobility
Additional class skill from the elemental bloodline.
Elemental Resistance
At 3rd level, you gain electricity resistance 10. At 9th level, your electricity resistance increases to 20.
Burning Hands (Electricity)
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Burning Hands (Electricity): This spell always deals a type of damage determined by your element (air). In
addition, the subtype of this spell changes to match the energy type of your element.
Any creature in the area takes 1d4 points of electricity damage per caster level (maximum 5d4).
Scorching Ray (Electricity)
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Scorching Ray (Electricity): This spell always deals a type of damage determined by your element (air). In
addition, the subtype of this spell changes to match the energy type of your element.
You blast your enemies with a beam of electricity. You may fire one ray, plus one additional ray for every
four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack
to hit and deals 4d6 points of electricity damage.
Elemental Blast
At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6
points of electricity damage per sorcerer level. Those caught in the area of your blast receive a Reflex
save for half damage. Creatures that fail their saves gain vulnerability to electricity until the end of your
next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th
level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th
level, you can use this ability three times per day. This power has a range of 60 feet.
Elemental Body I
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Elemental Body I: When you cast this spell, you can assume the form of a small air elemental, small earth
elemental, small fire elemental, or small water elemental. The abilities you gain depend upon the type of
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elemental into which you change. Elemental abilities based on size use the size of the elemental you
transform into to determine their effect.
Elemental Body II
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Elemental Body II: When you cast this spell, you can assume the form of a medium air elemental, medium
earth elemental, medium fire elemental, or medium water elemental. The abilities you gain depend upon
the type of elemental into which you change. Elemental abilities based on size use the size of the
elemental you transform into to determine their effect.
Elemental Body III
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Elemental Body III: When you cast this spell, you can assume the form of a large air elemental, large earth
elemental, large fire elemental, or large water elemental. The abilities you gain depend upon the type of
elemental into which you change. Elemental abilities based on size use the size of the elemental you
transform into to determine their effect.
Elemental Body IV
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Elemental Body IV: When you cast this spell, you can assume the form of a Huge air elemental, huge
earth elemental, huge fire elemental, or huge water elemental. The abilities you gain depend upon the
type of elemental into which you change. Elemental abilities based on size use the size of the elemental
you transform into to determine their effect. You are also immune to critical hits and sneak attacks while
in elemental form and gain DR 5/.
Elemental Movement
At 15th level, you become immune to to grapple, entangle, slow, and difficult terrain.
Summon Monster VIII
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Summon Monster VIII: This spell summons 1d3 extraplanar rocs, 1d4+1 extraplanar axiomites if you are
good or neutral and 1d4+1 extraplanar soul eaters if you are evil, or one movanic deva if you are good or
neutral and one frost giant if you are evil. Summoned monsters appear where you designate and act
according to their initiative check results. They attack your opponents to the best of their ability.
Elemental Swarm
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Elemental Swarm: This spell opens a portal to an Elemental Plane and summons elementals from it.
When the spell is complete, 2d4 large elementals appear. Five rounds later, 1d4 huge elementals appear.
Five rounds after that, one greater elemental appears. The summoned elementals appear where you
designate and act according to their initiative check results. They attack your opponents to the best of its
ability.
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Elemental Body
Prerequisites: Elemental Bloodline Air
At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical
hits, and electricity damage.
Elemental Bloodline Earth
Prerequisites: Elemental Earth
The power of the elements resides in you, and at times you can hardly control its fury. This influence
comes from an elemental outsider in your family history or a time when you or your relatives were
exposed to a powerful elemental force. Earth infuses your being, and you can draw upon its power in
times of need.
Bonus Feats of the Elemental Bloodline: Dodge, Empower Spell, Great Fortitude, Improved Initiative,
Lightning Reflexes, Power Attack, Skill Focus (Knowledge: Arcana), Weapon Finesse.
Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30
feet as a ranged touch attack. This ray deals 1d6 points of acid damage + 1 for every two sorcerer levels
you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
At 3rd level, you gain acid resistance 10. At 9th level, your acid resistance increases to 20.
Burning Hands (Acid)
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Burning Hands (Acid): This spell always deals a type of damage determined by your element (earth). In
addition, the subtype of this spell changes to match the energy type of your element.
Any creature in the area takes 1d4 points of acid damage per caster level (maximum 5d4).
Scorching Ray (Acid)
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Scorching Ray (Acid): This spell always deals a type of damage determined by your element (earth). In
addition, the subtype of this spell changes to match the energy type of your element.
You blast your enemies with a beam of acid. You may fire one ray, plus one additional ray for every four
levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to
hit and deals 4d6 points of acid damage.
At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6
points of acid damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for
half damage. Creatures that fail their saves gain vulnerability to acid until the end of your next turn. The
DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use
this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use
this ability three times per day. This power has a range of 60 feet.
Prerequisites: Elemental Bloodline Earth
At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical
hits, and acid damage.
Elemental Bloodline Fire
Prerequisites: Elemental Fire
The power of the elements resides in you, and at times you can hardly control its fury. This influence
comes from an elemental outsider in your family history or a time when you or your relatives were
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exposed to a powerful elemental force. Fire infuses your being, and you can draw upon its power in times
of need.
Bonus Feats of the Elemental Bloodline: Dodge, Empower Spell, Great Fortitude, Improved Initiative,
Lightning Reflexes, Power Attack, Skill Focus (Knowledge: Arcana), Weapon Finesse.
Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30
feet as a ranged touch attack. This ray deals 1d6 points of fire damage + 1 for every two sorcerer levels
you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
At 3rd level, you gain fire resistance 10. At 9th level, your fire resistance increases to 20.
Burning Hands
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Burning Hands: Any creature in the area of the flames takes 1d4 points of fire damage per caster level
(maximum 5d4).
Scorching Ray
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Scorching Ray: You blast your enemies with a searing beam of fire. You may fire one ray, plus one
additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray
requires a ranged touch attack to hit and deals 4d6 points of fire damage.
At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6
points of fire damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for
half damage. Creatures that fail their saves gain vulnerability to fire until the end of your next turn. The
DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use
this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use
this ability three times per day. This power has a range of 60 feet.
At 15th level, you gain +30 feet to your base speed.
Prerequisites: Elemental Bloodline Fire
At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical
hits, and fire damage.
Elemental Bloodline Water
Prerequisites: Elemental Water
The power of the elements resides in you, and at times you can hardly control its fury. This influence
comes from an elemental outsider in your family history or a time when you or your relatives were
exposed to a powerful elemental force. Water infuses your being, and you can draw upon its power in
times of need.
Bonus Feats of the Elemental Bloodline: Dodge, Empower Spell, Great Fortitude, Improved Initiative,
Lightning Reflexes, Power Attack, Skill Focus (Knowledge: Arcana), Weapon Finesse.
Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30
feet as a ranged touch attack. This ray deals 1d6 points of cold damage + 1 for every two sorcerer levels
you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
At 3rd level, you gain cold resistance 10. At 9th level, your cold resistance increases to 20.
Burning Hands (Cold)
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
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Burning Hands (Cold): This spell always deals a type of damage determined by your element (water). In
addition, the subtype of this spell changes to match the energy type of your element.
Any creature in the area takes 1d4 points of cold damage per caster level (maximum 5d4).
Scorching Ray (Cold)
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Scorching Ray (Cold): This spell always deals a type of damage determined by your element (water). In
addition, the subtype of this spell changes to match the energy type of your element.
You blast your enemies with a beam of cold. You may fire one ray, plus one additional ray for every four
levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to
hit and deals 4d6 points of cold damage.
At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6
points of cold damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for
half damage. Creatures that fail their saves gain vulnerability to cold until the end of your next turn. The
DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use
this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use
this ability three times per day. This power has a range of 60 feet.
At 15th level, you gain immunity to combat maneuvers.
Prerequisites: Elemental Bloodline Water
At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical
hits, and cold damage.
Fey Bloodline
Prerequisites: Fey
The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You
are more emotional than most, prone to bouts of joy and rage. You have always had a tie to the natural
world, and as your power increases, so does the influence of the fey over your magic.
Bonus Feats of the Fey Bloodline: Dodge, Improved Initiative, Lightning Reflexes, Agile Maneuvers, Point-
Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Lore: Nature).
Laughing Touch
At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A
laughing creature can only take a move action but can defend itself normally. Once a creature has been
affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of
times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.
Fey Bloodline Arcana
Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.
Class Skill Lore (Nature)
Additional class skill from the fey bloodline.
Woodland Stride
At 3rd level, you can move through any sort difficult terrain at your normal speed and without taking
damage or suffering any other impairment.
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Entangle
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Entangle: This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of
effect or those that enter the area. Creatures that fail their save gain the entangled condition for 1 round.
The entire area of effect is considered difficult terrain while the effect lasts.
Hideous Laughter
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Hideous Laughter: This spell afflicts the subject with uncontrollable laughter. It collapses into gales of
manic laughter, falling prone. The subject can take no actions while laughing, but is not considered
helpless. After the spell ends, it can act normally. On the creature's next turn, it may attempt a new
saving throw to end the effect. A creature with an Intelligence score of 2 or lower is not affected.
Deep Slumber
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Deep Slumber: This spell causes a magical slumber to come upon 10 HD of creatures; those who are
closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are
wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal
noise does not. Sleep does not target unconscious creatures, constructs, or undead creatures.
Fleeting Glance
At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability
functions as greater invisibility. These rounds need not be consecutive.
Greater Invisibility: This spell functions like invisibility, except that it doesn't end if the subject attacks.
Invisibility: The creature becomes invisible. If a check is required, an invisible creature has a +20 bonus on
its Stealth checks. The spell ends if the subject attacks any creature. For purposes of this spell, an attack
includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on
the invisible character's perceptions. Actions directed at unattended objects do not break the spell.
Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs,
summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the
bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks
directly, however, it immediately becomes visible along with all its gear. Spells such as bless that
specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their
area.
Poison
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Poison: Calling upon the venomous powers of natural predators, you infect the subject with a horrible
poison by making a successful melee touch attack. This poison deals 1d3 Constitution damage per round
for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage and end
the affliction.
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Vinetrap
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Vinetrap: Vines choked with thorns, blossoms, leaflets, and other floral debris burst to life on and around
the subject of this spell. When this spell is cast, the subject becomes paralyzed and entangled, though a
successful Reflex save negates the paralysis. Each round on its turn, the subject may attempt a new
saving throw to end both the paralysis and entangle effects.
The subject takes 2d4 points of piercing damage each turn from the sharp thorns. This damage is
considered to be cold iron for the purposes of overcoming damage reduction.
Changestaff
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Changestaff: This spell changes an ordinary quarterstaff into a treant creature. It appears where you
designate and acts according to its initiative check results. It attacks your opponents to the best of its
ability.
Fey Magic
At 15th level, you get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a
creature's spell resistance. This bonus stacks with the one from the Spell Penetration and Greater Spell
Penetration feats.
Summon Nereid
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Summon Nereid: This spell summons to your side a natural nereid. The summoned ally appears where
you designate and acts according to its initiative check results. It attacks your opponents to the best of its
ability.
Summon Hamadryad
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Summon Hamadryad: This spell summons to your side a natural hamadryad. The summoned ally appears
where you designate and acts according to its initiative check results. It attacks your opponents to the
best of its ability.
Soul of the Fey
Prerequisites: Fey Bloodline, or Sylvan Bloodline
At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR
10/cold iron. Once per day, you can cast cloak of dreams as a spell-like ability using your sorcerer level as
your caster level.
Infernal Bloodline
Prerequisites: Infernal
Somewhere in your family's history, a relative made a deal with a devil, and that pact has influenced your
family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities.
While your fate is still your own, you can't help but wonder if your ultimate reward is bound to the Pit.
You can draw upon the power of Hell, although you must be wary of its corrupting influence. Such power
does not come without a price.
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Bonus Feats of the Infernal Bloodline: Blind-Fight, Combat Expertise, Deceitful, Disarm, Extend Spell, Iron
Will, Skill Focus (Knowledge: Arcana), Spell Penetration.
Corrupting Touch
At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a
number of rounds equal to 1/2 your sorcerer level (minimum 1). Multiple touches do not stack, but they
do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma
modifier.
Infernal Bloodline Arcana
Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.
Class Skill Knowledge (World)
Additional class skill from the infernal bloodline.
Infernal Resistances
At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your
resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.
Protection from Good
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Protection from Good: The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves.
Both these bonuses apply against attacks made or effects created by good creatures.
Hold Person
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Hold Person: The subject becomes paralyzed and freezes in place. It is aware and breathes normally but
cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving
throw to end the effect. This is a full-round action that does not provoke attacks of opportunity.
Hellfire
At 9th level, you can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of fire
damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage.
Good creatures that fail their saves are shaken for a number of rounds equal to your sorcerer level. The
DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use
this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use
this ability three times per day. This power has a range of 60 feet.
Crushing Despair
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Crushing Despair: An invisible cone of despair causes great sadness in the subjects. Each affected creature
takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.
Crushing despair dispels good hope.
Mind Fog
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
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Mind Fog: This spell produces a bank of thin mist that weakens the mental resistance of those caught in
it. Creatures in the mind fog take a 10 penalty on Wisdom checks and Will saves. Affected creatures take
the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts
for 30 minutes.
Hellfire Ray
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Hellfire Ray: A blast of hellfire blazes from your hands. You can fire one ray, plus one additional ray for
every 4 caster levels beyond 11th (to a maximum of three rays at 19th level). Each ray requires a ranged
touch attack to hit and deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is
fire damage, but the other half results directly from unholy power and is therefore not subject to being
reduced by fire resistance.
Firebrand
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Firebrand: You mark several allies with a flaming rune. This rune does not cause damage, and sheds light
as if it were a torch. While the firebrand burns, any creature it marks is immune to damage from any fire
spell you cast. All of the target's weapons (both natural and manufactured) inflict +1d6 points of fire
damage on a hit (this bonus fire damage stacks with any amount of fire damage a creature's weapons
might already inflict). At any point during the spell's duration, a creature bearing a firebrand can launch a
beam of fire at any target within 30 feet as a swift action. This ray requires a ranged touch attack to hit
and deals 6d6 points of fire damage. Once a creature uses its firebrand to fire a ray in this manner, the
effects of the spell end for that creature.
Polar Midnight
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Polar Midnight: You plunge an area into the brutal chill of the arctic night. All creatures in the area take
5d6 points of cold damage and 1d6 points of Dexterity damage per round. A successful Fortitude save
each round negates the Dexterity damage but not the cold damage.
Power of the Pit
Prerequisites: Infernal Bloodline
At 20th level, your form becomes infused with vile power. You gain immunity to fire and poison. You also
gain resistance to acid 10 and cold 10.
Serpentine Bloodline
Prerequisites: Serpentine Bloodline
Your bloodline carries the lingering stain of ancient serpent races that ruled when the world was young;
your forebears were likely favored slaves anointed by their reptilian masters and gifted with their cold
cunning and subtle manipulation. While deception and a mesmeric charm are your birthright, you may
struggle for truth in spite of your heritage. The treacherous and yet hypnotic serpent's blood that flows
through you taints your magic with a sinuous and seductive grace.
Bonus Feats of the Serpentine Bloodline: Combat Casting, Combat Reflexes, Deceitful, Deft Hands,
Persuasive, Reach Spell, Skill Focus (Persuasion), Stealthy.
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Serpent's Fang
At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting
1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite injury;
Fortitude save (DC 10 + 1/2 your sorcerer level + your Constitution modifier); frequency: 1/round for 6
rounds; effect: 1 Con damage; cure: 1 save). At 5th level, these fangs are considered magical for the
purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison
requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use
your fangs for a number of rounds per day equal to 3 + your Charisma modifier.
Serpentine Bloodline Arcana
Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or
language-dependent spell, it affects animals, magical beasts, monstrous humanoids, and vermin as if they
were humanoids who understood your language.
Class Skill Stealth
Additional class skill from the serpentine bloodline.
Hypnotism
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Hypnotism: Your gestures and droning incantation fascinate nearby creatures, causing them to stop and
stare blankly at you. Roll 2d4 to see how many total HD of creatures you affect.
Delay Poison
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Delay Poison: The subject becomes temporarily immune to poison. Any poison in its system or any poison
to which it is exposed during the spell's duration does not affect the subject until the spell's duration has
expired. Delay poison does not cure any damage that poison may have already done.
Summon Monster III
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Summon Monster III: This spell summons an extraplanar monitor lizard, 1d3 extraplanar wolves, or 1d4+1
extraplanar dogs. Summoned monsters appear where you designate and act according to their initiative
check results. They attack your opponents to the best of their ability.
Snakeskin
At 9th level, you gain a +1 bonus to natural armor, a +2 racial bonus on saves against poison, and a +2
bonus on Mobility checks. At 13th level and 17th level, these bonuses increase by +1.
Hold Monster
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Hold Monster: This spell functions like hold person, except that it affects any living creature that fails its
Will save.
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Den of Vermin
At 15th level, you may summon a host of insects. This power acts as creeping doom, but the swarms'
poison inflicts Con damage and any creature other than you sharing a space with a swarm is entangled.
You may use this ability once per day.
Creeping Doom: This spell summons to your side 4 spider swarms. The summoned swarms appear where
you designate and act according to their initiative check results. They attack your opponents to the best
of their ability.
The swarms have 60 hit points each and deal 4d6 points of damage with their swarm attack plus poison
and distraction. The save to resist their poison and distraction effects is equal to the save DC of this spell.
Creatures caught in multiple swarms only take damage and make saves once.
Distraction: A creature with this ability can nauseate the creatures that it damages. Any living creature
that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save
negates the effect.
Poison: Swarm injury; Fortitude save; frequency: 1/round for 6 rounds; effect: 1d4 Dex; cure: 1 save.
Frightful Aspect
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Frightful Aspect: You become a larger, awful version of yourself. You gain the following abilities: a +6 size
bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, DR 10/magic, and spell
resistance equal to 10 + half your caster level. You also emit an aura that emanates 30 feet from you.
Enemy creatures within the aura are shaken. Each time a creature shaken by this aura hits you with a
melee attack, that creature becomes frightened for 1d4 rounds.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
You plunge an area into the brutal chill of the arctic night.
All creatures in the area take 5d6 points of cold damage and 1d6 points of Dexterity damage per round. A
successful Fortitude save each round negates the Dexterity damage but not the cold damage.
Scaled Soul
Prerequisites: Serpentine Bloodline
At 20th level, you gain ability to turn yourself into a Large spirit Naga (as beast shape III) and back again at
will. You also become immune to poison and paralysis. You may use serpent's fang as often as desired,
and you may choose to inflict damage to any ability score.
Undead Bloodline
Prerequisites: Undead
The taint of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or
vampire, or maybe you were born dead before suddenly returning to life. Either way, the forces of death
move through you and touch your every action. You can call upon the foul powers of the afterlife.
Unfortunately, the more you draw upon them, the closer you come to joining them.
Bonus Feats of the Undead Bloodline: Combat Casting, Great Fortitude, Iron Will, Skill Focus (Lore:
Religion), Spell Focus, Greater Spell Focus, Toughness, Diehard.
Grave Touch
Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature
to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a
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shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your
sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Undead Bloodline Arcana
Some undead are susceptible to your mind-affecting spells. Undead creatures are treated as humanoids
for the purposes of determining which spells affect them.
Additional class skill from the undead bloodline.
Death's Gift
At 3rd level, you gain resist cold 5 and DR 5/magic. At 9th level, your resistance to cold increases to 10
and your DR increases to 10/magic.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Cause Fear: The affected creature becomes frightened. If the subject succeeds at a Will save, it is instead
shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and
dispels remove fear.
False Life
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
False Life: You harness the power of unlife to grant yourself a limited ability to avoid death. While this
spell is in effect, you gain temporary hit points equal to 1d10 + 1 per caster level (maximum +10).
Vampiric Touch
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Vampiric Touch: You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per
two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. You
can't gain more than the subject's current hit points + the subject's Constitution score (which is enough to
kill the subject). The temporary hit points disappear 1 hour later.
Grasp of the Dead
At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes.
The skeletal arms erupt from the ground in a 20-foot-radius burst.
Anyone in this area takes 1d6 points of slashing damage per sorcerer level. Those caught in the area
receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of
this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier.
At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At
20th level, you can use this ability three times per day.
Animate Dead
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Animate Dead: This spell raises 1d4+2 skeletons. Summoned monsters appear where you designate and
act according to their initiative check results. They attack your opponents to the best of their ability.
Waves of Fatigue
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
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Waves of Fatigue: Waves of negative energy render all living creatures in the spell's area fatigued. This
spell has no effect on a creature that is already fatigued.
Undeath to Death
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Undeath to Death: This spell snuffs out the life force of undead creatures, killing them instantly. The spell
slays 1d4 HD worth of undead creatures per caster level (maximum 20d4). Creatures with the fewest HD
are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are
affected first. No creature of 9 or more HD can be affected, and HD that are not sufficient to affect a
creature are wasted.
Finger of Death
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Finger of Death: This spell instantly delivers 10 points of damage per caster level. If the target's Fortitude
saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster level.
Incorporeal Form
At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the
incorporeal subtype. You take no damage from non-magic weapons. You also take only half damage from
any source not dealing ghost, holy, divine, or force damage. You can use this ability once per day.
Horrid Wilting
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Horrid Wilting: This spell evaporates moisture from the body of each subject living creature, causing flesh
to wither and crack and crumble to dust. This deals 1d6 points of damage per caster level (maximum
20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8
points of damage per caster level (maximum 20d8).
Energy Drain
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Energy Drain: You point your finger and fire a black ray of negative energy that suppresses the life force
of any living creature it strikes. You must make a ranged touch attack to hit. If you hit, the subject gains
1d4 temporary negative levels. Negative levels stack.
Twenty-four hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain
spell's save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, that
negative level becomes permanent.
An undead creature struck by the ray gains 10d4 temporary hit points for 1 hour.
One of Us
Prerequisites: Undead Bloodline
At 20th level, your form begins to rot and undead see you as one of them. You gain immunity to cold,
paralysis, and sleep. You also gain DR 5/. You receive a +4 morale bonus on saving throws made against
spells and spell-like abilities cast by undead.
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Eldritch Pool
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his
powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level
(minimum 1) + his Charisma modifier. The pool refreshes once per day when the magus prepares his
spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is
holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains
another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the
weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do
not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming
burst, frost, icy burst, keen, shock, shocking burst, or speed.
Adding these properties consumes an amount of bonus equal to the property's base price modifier. These
properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not
magical, at least a +1 enhancement bonus must be added before any other properties can be added.
These bonuses and properties are decided when the arcane pool point is spent and cannot be changed
until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by
anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use
immediately ends.
Cantrips
Magi can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they
are not expended when cast and may be used again.
Magus Arcana
As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance
and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus
arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus
arcana's description, a magus cannot select a particular magus arcana more than once.
Arcane Accuracy
The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight
bonus equal to his Charisma bonus on all attack rolls until the end of his turn.
Bane Blade
Prerequisites: Magus 15
Whenever the magus enhances his weapon using his arcane pool, he may spend 1 additional point from
his arcane pool to add the bane special ability to the weapon.
Devoted Blade
Prerequisites: Magus 12
Whenever the magus enhances his weapon using his arcane pool, he adds the anarchic, axiomatic, holy,
or unholy special abilities to the list of available options. A magus may only add one of these abilities if it
matches his own alignment.
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Dimension Strike
Prerequisites: Magus 9
The magus can expend 2 points from his arcane pool as a swift action to resolve all of his melee weapon
attacks until the end of his turn as melee touch attacks.
Enduring Blade
Prerequisites: Magus 6
Whenever the magus enchants his weapon using his arcane pool, he may spend 1 additional point from
his arcane pool to increase the duration of the enchantment to 1 minute per magus level.
Ghost Blade
Whenever the magus enhances his weapon using his arcane pool, he adds the brilliant energy and ghost
touch special abilities to the list of available options.
Hasted Assault
The magus can expend 1 point from his arcane pool as a swift action to move more quickly. This functions
as haste, but only targets the magus and lasts for a number of rounds equal to the
magus's Charisma bonus.
Prescient Attack
The magus can expend 1 point from his arcane pool as a swift action, allowing him to anticipate his
opponent's defenses. Enemies are denied their Dexterity bonus against the magus's attacks until the end
of the magus's next turn.
Wand Mastery
Whenever the magus uses a wand, he calculates the DC for any spell it contains using
his Charisma modifier, instead of the minimum modifier needed to cast a spell of that level.
Wand Wielder
The magus can activate a wand or staff in place of casting a spell when using spell combat.
Magus replaces following features: Improved Spell Combat, Greater Spell Combat, Spell Recall, Improved
Spell Recall, Magus Arcana, Magus Arcana, Magus Arcana, Magus Arcana, Magus Arcana, Magus Arcana,
CantripsArcane Pool, Arcane Weapon (+2), Arcane Weapon (+3), Arcane Weapon (+4), Arcane Weapon
(+5)
Sword Saint
A sword saint spends his life focusing his training and meditation into a rapturous perfection of the use of
a single weapon, which is usually but not always a sword, channeling his arcane might through it in a
dizzying and deadly dance beyond the abilities of even the greatest of mundane warriors.
Chosen Weapon
A sword saint is proficient in simple weapons and in a single martial or exotic melee weapon of his choice.
A sword saint is not proficient with armor or shields and suffers normal arcane spell failure chance when
casting magus spells while armored.
At 1st level, a sword saint gains Weapon Focus with his chosen weapon as a bonus feat.
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Chosen Weapon
A sword saint is proficient in simple weapons and in a single martial or exotic melee weapon of his choice.
A sword saint is not proficient with armor or shields and suffers normal arcane spell failure chance when
casting magus spells while armored.
At 1st level, a sword saint gains Weapon Focus with his chosen weapon as a bonus feat.
Canny Defense
When wearing light or no armor, wielding his chosen weapon, and not using a shield, a sword saint adds 1
point of Intelligence bonus (if any) per magus class level as a dodge bonus to her Armor Class. If a sword
saint is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
Perfect Strike
At 4th level, when a sword saint hits with his chosen weapon, he can spend 1 point from his arcane pool
in order to maximize his weapon damage. Don't roll for damage the weapon deals maximum damage.
This affects only the weapon's base damage dice, not additional damage from sneak attack, magical
weapon properties, spellstrike, or critical hits. If the sword saint confirms a critical hit, he can instead
spend 2 points from his arcane pool to increase his weapon's critical multiplier by 1.
Fighter Training
Starting at 7th level, a magus counts his magus level 3 as his fighter level for the purpose of qualifying
for feats. If he has levels in fighter, these levels stack.
Lightning Draw
At 7th level, a sword saint applies his Intelligence modifier as well as his Dexterity modifier on initiative
rolls (minimum 0).
Critical Perfection
At 9th level, a sword saint adds his Intelligence bonus (minimum 0) on critical hit confirmation rolls with
his favored weapon.
In addition, the sword saint may use his magus levels in place of his base attack bonuses to qualify for any
feat for which it is a prerequisite.
Superior Reflexes
At 11th level, a sword saint can make a number of attacks of opportunity in a round equal to his
Intelligence modifier (minimum 1). This effect stacks with the Combat Reflexes feat.
Lethal Focus
At 13th level, when a sword saint is attacking a flat-footed opponent, he adds his Intelligence modifier on
damage with his chosen weapon (minimum 0).
Perfect Reflexes
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At 19th level, a sword saint's initiative roll is automatically a natural 20.
Weapon Mastery
At 20th level, any attacks a sword saint makes with his chosen weapon automatically confirm all critical
threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example).
Magus replaces following features: Magus Proficiencies, Spell Recall, Arcane Medium Armor, Magus
Arcana, Fighter Training, Improved Spell Recall, Arcane Heavy Armor, Greater Spell Access, True Magus
Eldritch Archer
The eldritch archer rains magical attacks down on her foes.
Ranged Spell Combat
Instead of a melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn't
need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a
bonus on concentration checks to cast a spell defensively.
Ranged Spellstrike
At 2nd level, whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the
spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack
normally allowed to deliver the spell, an eldritch archer can make one free ranged attack with a ranged
weapon (at her highest base attack bonus) as part of casting this spell. The attack does not increase the
spell's range.
Magus replaces following features: Spell Combat, Spellstrike, Counterstrike
Monk
Monks excel at overcoming even the most daunting perils, striking where it's least expected, and taking
advantage of enemy vulnerabilities. Fleet of foot and skilled in combat, monks can navigate any
battlefield with ease, aiding allies wherever they are needed most.
HitDice: D10
Skill Ranks per Level: 3 plus half Int bonus
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1
1
2
2
0
Flurry of Blows, Improved Unarmed Strike, AC Bonus, Stunning Fist,
Unarmed Strike, Monk Bonus Feat, Monk Proficiencies
2
2
3
3
0
Evasion, Monk Bonus Feat
3
3
3
3
1
Ki Pool, Fast Movement, Ki Strike Magic
4
4
4
4
1
Still Mind, Ki Power, Stunning Fist: Fatigue
5
5
4
4
1
Purity of Body, Style Strike
6
6
5
5
2
Monk Bonus Feat, Ki Power
7
7
5
5
2
Ki Strike Cold Iron and Silver
8
8
6
6
2
Ki Power, Stunning Fist: Sicken
9
9
6
6
3
Improved Evasion, Style Strike
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10
10
7
7
3
Ki Strike Lawful, Monk Bonus Feat, Ki Power
11
11
7
7
3
12
12
8
8
4
Ki Power
13
13
8
8
4
Style Strike
14
14
9
9
4
Ki Power, Monk Bonus Feat
15
15
9
9
5
16
16
10
10
5
Ki Strike Adamantine, Ki Power
17
17
10
10
5
Style Strike
18
18
11
11
6
Ki Power, Monk Bonus Feat
19
19
11
11
6
20
20
12
12
6
Ki Power, Ki Power: Perfect Self
Class Features
Flurry of Blows
At 1st level, a monk can make a flurry of blows as a full attack. When making a flurry of blows, the monk
can make one additional attack at his highest base attack bonus. This additional attack stacks with the
bonus attacks from haste and other similar effects. When using this ability, the monk can make these
attacks with any combination of his unarmed strikes and weapons that have the monk special weapon
quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not
gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain
additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes
a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and
similar effects.
Improved Unarmed Strike
You are considered to be armed even when unarmed you can make unarmed attacks that deal 1d3
bludgeoning damage (if Medium; 1d2 if Small).
AC Bonus
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In
addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four
monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these
bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when
he carries a medium or heavy load.
Stunning Fist
Prerequisites: Improved Unarmed Strike
You know just where to strike to temporarily stun a foe.
You must use this feat before you make your attack (thus, a failed attack roll ruins the attempt). Stunning
Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your
character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this
saving throw is stunned for 1 round (until just before your next turn). A stunned character drops
everything held, can't take actions, loses any Dexterity bonus to AC, and takes a 2 penalty to AC. You
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may attempt a stunning attack once per day for every four levels you have attained, and no more than
once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to
critical hits cannot be stunned.
Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. The damage dealt by a Medium
monk's unarmed strike increases with level: 1d6 at levels 13, 1d8 at levels 47, 1d10 at levels 811, 2d6
at levels 1215, 2d8 at levels 1619, and 2d10 at level 20.
If the monk is Small, his unarmed strike damage increases as follows: 1d4 at levels 13, 1d6 at levels 47,
1d8 at levels 811, 1d10 at levels 1215, 2d6 at levels 1619, and 2d8 at level 20.
If the monk is Large, his unarmed strike damage increases as follows: 1d8 at levels 13, 2d6 at levels 47,
2d8 at levels 811, 3d6 at levels 1215, 3d8 at levels 1619, and 4d8 at level 20.
Monk Bonus Feat
At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be
taken from the following list: Combat Reflexes, Dodge, Crane Style, Blind Fight, Improved Initiative
At 6th level, the following feats are added to the list: Improved Trip, Improved Disarm
At 10th level, the following feats are added to the list: Improved Critical, Improved Blind Fight.
A monk need not have any of the prerequisites normally required for these feats to select them.
Combat Reflexes
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus.
With this feat, you may also make attacks of opportunity while flat-footed.
Dodge
Prerequisites: Dexterity 13
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes
you lose the benefits of this feat.
Crane Style
Prerequisites: Dodge, and Improved Unarmed Strike; Monk 1, or BaseAttackBonus 2
You take only a 2 penalty on attack rolls for fighting defensively. While using this style and fighting
defensively, you gain an additional +1 dodge bonus to your Armor Class.
Blind Fight
In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll
one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your
Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The
invisible attacker's bonuses do still apply for ranged attacks, however. You also gain immunity to gaze
attacks.
Improved Initiative
Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.
Deflect Arrows
Prerequisites: Improved Unarmed Strike, and Dexterity 13
You must have at least one hand free (holding nothing) to use this feat. Once per round when you would
normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage
from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack
doesn't count as an action.
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Monk Proficiencies
Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku,
quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the
monk special weapon quality.
Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as
well as his fast movement and flurry of blows abilities.
Evasion
A character can avoid even magical and unusual attacks with great agility. If a character makes a
successful Reflex saving throw against an attack that normally deals half damage on a successful save, he
instead takes no damage. A helpless character does not gain the benefit of evasion.
Ki Pool
At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing
feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As
long as he has at least 1 point in his ki pool, he can make a ki strike.
At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of
overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming
damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming
damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming
damage reduction and bypassing hardness.
By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at
his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus
attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains
additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to
be consecutive.
Fast Movement
At 3rd level, a monk gains a +10 enhancement bonus to his base speed. A monk in armor or carrying a
medium or heavy load loses this extra speed.
For every 3 levels above 3rd, the bonus improves by 10 feet.
Ki Strike Magic
At 3rd level, ki strike allows the monk's unarmed attacks to be treated as magic weapons for the purpose
of overcoming damage reduction.
Still Mind
At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.
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Ki Power
At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk
to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool.
Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific
level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki
power more than once.
Ki Power: Abundant Step
Prerequisites: Monk 8
At 8th level or higher, a monk can slip magically between spaces, as if using the spell dimension door.
Using this ability is a move action that consumes 2 points from his ki pool. He cannot take other creatures
with him when he uses this ability.
Ki Power: Barkskin
Prerequisites: Monk 4
A monk with this ki power can spend 1 point from his ki pool as a standard action to grant himself a tough
skin. The effect grants a +2 enhancement bonus to the monk's existing natural armor bonus. This
enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th
level.
Ki Power: Cold Ice Strike
Prerequisites: Monk 14
A monk with this ki power can spend 3 point from his ki pool as a swift action to create a shredding flurry
of ice slivers, which blast from his hand in a line. The line deals 1d6 points of cold damage per caster level
(maximum 15d6).
Ki Power: Diamond body
Prerequisites: Monk 12
A monk gains immunity to poisons of all kinds.
Ki Power: Diamond Soul
A monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a
spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds
the monk's spell resistance.
Ki Power: Poison
A monk with this ki power can spend 2 point from his ki pool as a standard action to infect the subject
with a horrible poison by making a successful melee touch attack. This poison deals 1d3 Constitution
damage per round for 6 rounds.
Ki Power: Quivering Palm
Prerequisites: Monk 16
A monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk
so desires. The target must make a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis
modifier) or die. Using this ability is a standard action that costs 4 ki points.
Ki Power: Restoration
A monk with this ki power can spend 2 point from his ki pool as a standard action to dispel temporary
negative levels or one permanent negative level.
Restoration cures all temporary ability damage, and it restores all points permanently drained from a
single ability score. It also eliminates any fatigue or exhaustion suffered by the target.
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Ki Power: Scorching Ray
A monk with this ki power can spend 2 point from his ki pool as a standard action to blast his enemies
with a searing beam of fire. The monk may fire one ray, plus one additional ray for every four levels
beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and
deals 4d6 points of fire damage.
Ki Power: Shout
A monk with this ki power can spend 3 point from his ki pool as a standard action to unleash a sudden
blast of sonic energy that strikes his opponent. The target takes 1d6 points of sonic damage per level
(maximum 20d6) and is stunned for 1 round; a successful Fortitude save reduces the damage by half and
negates the stun.
Ki Power: Spit Venom
Prerequisites: Monk 10
A monk with this ki power can spend 2 point from his ki pool as a standard action to spit a stream of
venom at a target using a ranged touch attack. If the venom hits, it causes blindness for 1 round. The
target must also save or be poisoned by black adder venom; the DC in successive rounds of the poison is
equal to the spell's DC.
Ki Power: Sudden Speed
A monk with this ki power can spend 1 point from his ki pool as a swift action to grant himself a sudden
burst of speed. This increases the monk's base land speed by 30 feet for 1 minute.
Ki Power: True Strike
A monk with this ki power can spend 1 point from his ki pool as a standard action to gain temporary,
intuitive insight into the immediate future during his next attack. The monk's next single attack roll (if it is
made before the end of the next round) gains a +20 insight bonus. Additionally, he is not affected by the
miss chance that applies to attackers trying to strike a concealed target.
Ki Power: Wholeness of Body
By spending 2 point from his ki pool as a standard action, the monk can heal a number of hit points of
damage equal to his monk level.
Stunning Fist: Fatigue
This ability works as Stunning Fist, but it makes the target fatigued for 1 minute on a failed save instead of
stunning for 1 round.
Purity of Body
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Style Strike
At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can
designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an
additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a
monk learns an additional style strike. He must choose which style strike to apply before the attack roll is
made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and
each one can be a different type.
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Defensive Spin
The monk spins about, confounding his foe. If the attack hits, the monk gains a +4 dodge bonus to AC
against any attacks made by the target of the style strike until the start of his next turn. This bonus does
not stack with itself.
Hammerblow
The monk links his hands together, swinging both arms like a club and dealing tremendous damage. If the
attack hits, the monk rolls his unarmed strike damage twice, adding both rolls together before applying
Strength and other modifiers to the damage. This bonus damage is not multiplied on a critical hit.
Leg Sweep
The monk attempts to sweep his foe's leg, knocking the opponent down. If the attack hits, the monk can
make a free trip attempt against the target of this strike (using the base attack bonus of the attack used
to hit the foe). This trip attempt does not provoke an attack of opportunity.
Shattering Punch
The monk delivers a brutal punch that can penetrate defenses. If the attack hits, it bypasses any damage
reduction or hardness possessed by the target of that attack.
Trip
Prerequisites: Intelligence 13; Combat Expertise, or Kinetic Warrior
This feat gives the character an ability to perform the trip combat maneuver. It also grants a +2 bonus to
CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
You can attempt to trip your opponent in place of a melee attack. If your combat maneuver is successful,
the target is knocked prone.
If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each
additional leg it has. Some creaturessuch as oozes, creatures without legs, and flying creaturescannot
be tripped.
Disarm
This feat gives the character an ability to perform the disarm combat maneuver. It also grants a +2 bonus
to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
You can attempt to disarm a foe in melee as a standard action. If your combat maneuver is successful, the
target cannot use his weapons for 1 round.
For every 5 by which your attack exceeds your opponent's CMD, the disarmed condition lasts 1 additional
round.
Ki Strike Cold Iron and Silver
At 7th level, the monk's unarmed attacks are treated as cold iron and silver for the purpose of
overcoming damage reduction.
Stunning Fist: Sicken
This ability works as Stunning Fist, but it makes the target sickened for 1 minute on a failed save instead
of stunning for 1 round.
Improved Evasion
This ability works like evasion, except that while the character still takes no damage on a successful Reflex
saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless character
does not gain the benefit of improved evasion.
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Ki Strike Lawful
At 10th level, the monk's unarmed attacks are treated as lawful weapons for the purpose of overcoming
damage reduction.
Improved Critical
Prerequisites: BaseAttackBonus 8
Choose one type of weapon. When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the
feat, it applies to a new type of weapon.
This effect doesn't stack with any other effect that expands the threat range of a weapon.
Improved Blind Fight
Prerequisites: Perception 10 ranks, and Blind Fight
Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss
chance percentile roll for total concealment. If you successfully pinpoint an invisible or hidden attacker
within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks. That is, you
don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being
invisible.
Ki Strike Adamantine
At 16th level, the monk's unarmed attacks are treated as adamantine weapons for the purpose of
overcoming damage reduction and bypassing hardness.
Ki Power: Perfect Self
Prerequisites: Monk 20
At 20th level, a monk becomes a magical creature. The monk gains damage reduction 10/chaotic, which
allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by
any natural attack made by a creature that doesn't have similar damage reduction.
Monk Archetypes
Scaled Fist
Steeped in traditions that trace their origins to the warrior-monks who trained under the tutelage of
draconic masters, scaled fists eschew passive introspection in favor of unshakable confidence. Scaled fists
learn to combine brutal intimidation with the brazen ferocity of an ancient wyrm to devastate their foes.
AC Bonus
When unarmored and unencumbered, the monk adds his Charisma bonus (if any) to his AC and CMD. In
addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four
monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these
bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when
he carries a medium or heavy load.
Scaled Fist Bonus Feat
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At 1st level, 2nd level, and every 4 levels thereafter, a scaled fist can select a bonus feat. These feats must
be taken from the following list: Combat Reflexes, Dodge, Crane Style, Blind Fight, Improved Initiative,
Dragon Style, Intimidating Prowess.
At 6th level, the following feats are added to the list: Improved Trip, Improved Disarm, Dazzling Display,
Dragon Ferocity.
At 10th level, the following feats are added to the list: Improved Critical, Dragon Roar.
A scaled fist need not have any of the prerequisites normally required for these feats to select them.
Dragon Style
Prerequisites: Improved Unarmed Strike, and Mobility 3 ranks, and Strength 15
You call upon the spirit of dragonkind, gaining greater resilience, mobility, and fierceness from the
blessing of these great beings.
While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and
stunning effects. Further, you can add 1.5 times your Strength bonus on the damage roll for your first
unarmed strike on a given round.
Intimidating Prowess
Your physical might is intimidating to others.
Benefit: Add your Strength modifier to Persuasion skill (when used to intimidate) checks in addition to
your Charisma modifier.
Dragon Ferocity
Prerequisites: Improved Unarmed Strike, and Mobility 5 ranks, and Strength 15, and Dragon Style, and
Stunning Fist
You attack with the strength of a dragon, your telling blows striking fear into your enemies.
While using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional
one-half your Strength bonus, to a total of double your Strength bonus on the first attack and 1.5 times
your Strength bonus on the other attacks.
When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this
style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.
Dazzling Display
Prerequisites: Weapon Focus
You can quickly deter others with your martial mastery.
Benefit: While wielding the weapon with which you have Weapon Focus, you can use Dazzling Display as
a standard action with a 5 penalty on your Intimidate check, as a move action with a 10 penalty, or as a
swift action with a 20 penalty.
Dragon Roar
Prerequisites: Improved Unarmed Strike, and Dragon Style, and Stunning Fist, and Strength 15, and
Mobility 8 ranks
The spirit of the dragon wells up inside you and bursts forth in a mighty roar.
You gain one additional Stunning Fist attempt per day. While using Dragon Style, as a standard action you
can expend two Stunning Fist attempts to unleash a concussive roar in a 15-foot cone. Creatures caught
in the cone take your unarmed strike damage and become shaken for 1d4 rounds. A successful Will save
(DC 10 + 1/2 your character level + your Wis modifier) prevents a target from being shaken.
Draconic Heritage
At 3rd level, the scaled fist has gained some control over the draconic energies she studies. She must
select one type of dragon.
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Once this choice is made, it cannot be changed. The scaled fist can expend 1 point from her ki pool as a
swift action to imbue her natural attacks with the energy specific to this dragon, causing them to deal an
extra 1d6 points of damage of the chosen energy type for a number of rounds equal to 1/2 her monk
level.
At 12th level, a scaled fist can spend 3 points from her ki pool to make a breath weapon attack as a
standard action. This breath weapon deals 1d6 points of damage of her energy type per monk level in a
30-foot cone or 60-foot line. Those caught in the area of the breath can attempt a Reflex save (DC = 10 +
1/2 the scaled fist's monk level + her Charisma modifier) to halve the normal damage.
Black Dragon Acid
Lording over the darkest swamps and marshes, black dragons are the undisputed masters of their
domain, ruling through cruelty and intimidation. Those who dwell within a black dragon's reach live in
fear.
Draconic Breath
At 15th level, a scaled fist can spend 3 points from her ki pool to make a breath weapon attack as a
standard action. This breath weapon deals 1d6 points of acid damage per monk level in a 60-foot line.
Those caught in the area of the breath can attempt a Reflex save (DC = 10 + 1/2 the scaled fist's monk
level + her Charisma modifier) to halve the normal damage.
Blue Dragon Electricity
Blue dragons are consummate schemers and obsessively orderly. In combat, blue dragons prefer to
surprise foes if possible, and they are not above retreating if the odds turn against them.
At 15th level, a scaled fist can spend 3 points from her ki pool to make a breath weapon attack as a
standard action. This breath weapon deals 1d6 points of electricity damage per monk level in a 60-foot
line. Those caught in the area of the breath can attempt a Reflex save (DC = 10 + 1/2 the scaled fist's
monk level + her Charisma modifier) to halve the normal damage.
Brass Dragon Fire
Consummate conversationalists, brass dragons prefer to talk instead of fight.
At 15th level, a scaled fist can spend 3 points from her ki pool to make a breath weapon attack as a
standard action. This breath weapon deals 1d6 points of fire damage per monk level in a 60-foot line.
Those caught in the area of the breath can attempt a Reflex save (DC = 10 + 1/2 the scaled fist's monk
level + her Charisma modifier) to halve the normal damage.
Bronze Dragon Electricity
Bronze dragons have been known to ally with travelers and adventurers if the cause and reward is right
and just.
Copper Dragon Acid
Copper dragons are whimsical and spend most of their time in combat trying to annoy and frustrate their
enemies.
Gold Dragon Fire
Gold dragons are the epitome of virtue. Other metallic dragons revere their gold cousins as the agents of
divine forces and the paragons of dragonkind, and often seek them for advice or aid.
At 15th level, a scaled fist can spend 3 points from her ki pool to make a breath weapon attack as a
standard action. This breath weapon deals 1d6 points of fire damage per monk level in a 30-foot cone.
Those caught in the area of the breath can attempt a Reflex save (DC = 10 + 1/2 the scaled fist's monk
level + her Charisma modifier) to halve the normal damage.
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Green Dragon Acid
Green dragons dwell in the ancient forests of the world, prowling under towering canopies in search of
prey. Of all the chromatic dragons, green dragons are perhaps the easiest to deal with diplomatically.
At 15th level, a scaled fist can spend 3 points from her ki pool to make a breath weapon attack as a
standard action. This breath weapon deals 1d6 points of acid damage per monk level in a 30-foot cone.
Those caught in the area of the breath can attempt a Reflex save (DC = 10 + 1/2 the scaled fist's monk
level + her Charisma modifier) to halve the normal damage.
Red Dragon Fire
Few creatures are more cruel and fearsome than the mighty red dragon. King of the chromatics, this
terrible beast brings ruin and death to the lands that fall under its shadow.
Silver Dragon Cold
Of all the dragons, silvers are the most courageous, holding themselves to a chivalrous code to help the
weak, defeat evil, and behave in an honorable manner.
At 15th level, a scaled fist can spend 3 points from her ki pool to make a breath weapon attack as a
standard action. This breath weapon deals 1d6 points of cold damage per monk level in a 30-foot cone.
Those caught in the area of the breath can attempt a Reflex save (DC = 10 + 1/2 the scaled fist's monk
level + her Charisma modifier) to halve the normal damage.
White Dragon Cold
Although most consider it to be the weakest and most feral of the chromatic dragons, the white dragon
makes up for its lack of cunning with sheer ferocity.
Draconic Mettle
At 3rd level, a scaled fist gains a +2 bonus on saving throws attempted against all fear, paralysis, and sleep
effects.
Ki Pool
At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing
feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As
long as he has at least 1 point in his ki pool, he can make a ki strike.
At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of
overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming
damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming
damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming
damage reduction and bypassing hardness.
By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at
his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus
attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains
additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to
be consecutive.
Ki Power
At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk
to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool.
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Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific
level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki
power more than once.
Ki Power: Abundant Step
Prerequisites: Monk 8
At 8th level or higher, a monk can slip magically between spaces, as if using the spell dimension door.
Using this ability is a move action that consumes 2 points from his ki pool. He cannot take other creatures
with him when he uses this ability.
Ki Power: Barkskin
Prerequisites: Monk 4
A monk with this ki power can spend 1 point from his ki pool as a standard action to grant himself a tough
skin. The effect grants a +2 enhancement bonus to the monk's existing natural armor bonus. This
enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th
level.
Ki Power: Cold Ice Strike
Prerequisites: Monk 14
A monk with this ki power can spend 3 point from his ki pool as a swift action to create a shredding flurry
of ice slivers, which blast from his hand in a line. The line deals 1d6 points of cold damage per caster level
(maximum 15d6).
Ki Power: Poison
A monk with this ki power can spend 2 point from his ki pool as a standard action to infect the subject
with a horrible poison by making a successful melee touch attack. This poison deals 1d3 Constitution
damage per round for 6 rounds.
Ki Power: Quivering Palm
Prerequisites: Monk 16
A monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk
so desires. The target must make a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis
modifier) or die. Using this ability is a standard action that costs 4 ki points.
Ki Power: Restoration
A monk with this ki power can spend 2 point from his ki pool as a standard action to dispel temporary
negative levels or one permanent negative level.
Restoration cures all temporary ability damage, and it restores all points permanently drained from a
single ability score. It also eliminates any fatigue or exhaustion suffered by the target.
Ki Power: Scorching Ray
A monk with this ki power can spend 2 point from his ki pool as a standard action to blast his enemies
with a searing beam of fire. The monk may fire one ray, plus one additional ray for every four levels
beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and
deals 4d6 points of fire damage.
Ki Power: Shout
A monk with this ki power can spend 3 point from his ki pool as a standard action to unleash a sudden
blast of sonic energy that strikes his opponent. The target takes 1d6 points of sonic damage per level
(maximum 20d6) and is stunned for 1 round; a successful Fortitude save reduces the damage by half and
negates the stun.
Ki Power: Spit Venom
Prerequisites: Monk 10
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A monk with this ki power can spend 2 point from his ki pool as a standard action to spit a stream of
venom at a target using a ranged touch attack. If the venom hits, it causes blindness for 1 round. The
target must also save or be poisoned by black adder venom; the DC in successive rounds of the poison is
equal to the spell's DC.
Ki Power: Sudden Speed
A monk with this ki power can spend 1 point from his ki pool as a swift action to grant himself a sudden
burst of speed. This increases the monk's base land speed by 30 feet for 1 minute.
Ki Power: True Strike
A monk with this ki power can spend 1 point from his ki pool as a standard action to gain temporary,
intuitive insight into the immediate future during his next attack. The monk's next single attack roll (if it is
made before the end of the next round) gains a +20 insight bonus. Additionally, he is not affected by the
miss chance that applies to attackers trying to strike a concealed target.
Ki Power: Wholeness of Body
By spending 2 point from his ki pool as a standard action, the monk can heal a number of hit points of
damage equal to his monk level.
Stunning Fist: Fatigue
This ability works as Stunning Fist, but it makes the target fatigued for 1 minute on a failed save instead of
stunning for 1 round.
Monk replaces following features: AC BonusMonk Bonus Feat, Monk Bonus Feat, Monk Bonus Feat, Monk
Bonus Feat, Monk Bonus Feat, Monk Bonus Feat, Ki Pool, Still MindKi PowerStunning Fist: Fatigue, Ki
Power, Ki PowerStunning Fist: Sicken, Ki Power, Ki Power, Ki Power, Ki Power, Ki Power, Ki Power
Sensei
The sensei is a revered teacher who imparts lessons on the oneness of mind, body, and spirit, along with
occasional correction that is subtle and swift. Rather than using wisdom for his own benefit alone, he
uses it to better those around him.
Advice
A sensei's advice is identical to bardic performance, allowing him to inspire courage at 1st level, inspire
competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei's level, usable a total
number of rounds per day equal to his level + his Wisdom modifier (minimum 1).
Starting a bardic performance is a standard action, but it can be maintained each round as a free action.
Changing a bardic performance from one effect to another requires the sensei to stop the previous
performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it
ends immediately if the sensei is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented
from taking a free action to maintain it each round. A sensei cannot have more than one bardic
performance in effect at one time.
Inspire Courage
A 1st level sensei can use his performance to inspire courage in his allies (including himself), bolstering
them against fear and improving their combat abilities. To be affected, an ally must be able to perceive
the sensei's performance. An affected ally receives a +1 morale bonus on saving throws against charm
and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every
six sensei levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level.
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Insightful Strike
At 2nd level, a sensei may use his Wisdom bonus in lieu of his Strength or Dexterity on attack rolls and
combat maneuver checks with unarmed strikes or monk weapons.
Inspire Competence
A sensei of 3rd level or higher can use his performance to help allies succeed at a task. They must be
within 30 feet and able to see and hear the sensei. They get a +2 competence bonus on all skill checks as
long as they continue to hear the sensei's performance. This bonus increases by +1 for every four levels
the sensei has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Mystic Powers
At 6th level, a sensei may use his advice ability when spending points from his ki pool to activate a class
ability (using the normal actions required for each) in order to have that ability affect one ally within 30
feet rather than the sensei himself.
At 10th level, a sensei may affect all allies within 30 feet rather than himself (spending points from his ki
pool only once, not once for each target).
Inspire Greatness
A sensei of 9th level or higher can use his performance to inspire greatness in all allies within 30 feet,
granting extra fighting capability. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the
commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these
bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves.
Mystic Wisdom
At 10th level, a sensei may spend 1 point from his ki pool (as a swift action) while using advice to provide
a single ally within 30 feet with evasion, fast movement, high jump, purity of body, or slow fall.
At 14th level, a sensei may spend 2 points to grant one of the abilities listed above to all allies within 30
feet, or provide improved evasion to a single ally within 30 feet. These abilities function at the sensei's
level and last 1 minute.
Monk replaces following features: Flurry of Blows, Monk Bonus FeatEvasion, Fast Movement, Monk
Bonus Feat, Improved Evasion, Monk Bonus Feat, Monk Bonus Feat
Traditional Monk
Traditional monks walk the strict path of discipline which thousands of predecessors trod before them.
They sacrifice the freedom to choose their power in exchange for steeled willpower and the trusted set of
traditional abilities.
Monk replaces following features: Ki Power, Ki Power, Ki Power, Ki Power, Ki Power, Ki Power, Ki Power,
Ki Power, Ki Power
Zen Archer
Some monks seek to become one with another weapon entirely the bow. The zen archer takes a
weapon most other monks eschew and seeks perfection in the pull of a taut bowstring, the flex of a bow's
limbs, and the flight of an arrow fired true.
Perfect Strike
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Prerequisites: Improved Unarmed Strike, and Dexterity 13, and Wisdom 13, and BaseAttackBonus 8
You must declare that you are using this feat before you make your attack roll (thus a failed attack roll
ruins the attempt). You can roll your attack roll twice and take the higher result. You may attempt a
perfect attack once per day for every four levels you have attained (but see Special).
Special: A zen archer monk receives Perfect Strike as a bonus feat at 1st level, even if he does not meet
the prerequisites. A monk may attempt an perfect strike attack a number of times per day equal to his
monk level, plus one more time per day for every four levels he has in classes other than monk.
Zen Archer Weapon Proficiency
Zen archers are proficient with longbows, shortbows, composite longbows, and composite shortbows in
addition to their normal weapon proficiencies.
Zen Archer Bonus Feat
A zen archer's bonus feats must be taken from the following list:
Combat Reflexes, Deflect Arrows, Dodge, Point-Blank Shot, Precise Shot, and Rapid Shot.
At 6th level, the following feats are added to the list:
Improved Precise Shot, Manyshot and Mobility.
At 10th level, the following feats are added to the list:
Improved Critical and Clustered Shot.
A monk need not have any of the prerequisites normally required for these feats to select them.
Point-Blank Shot
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot
Prerequisites: Point-Blank Shot
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard
4 penalty on your attack roll.
Rapid Shot
When making a full attack with a ranged weapon, you can fire one additional time this round at your
highest bonus. All of your attack rolls take a 2 penalty when using Rapid Shot.
Flurry of Blows
Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a
bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or
any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of
blows unless he is using a composite bow with a Strength rating.
A zen archer's flurry of blows otherwise functions as normal for a monk of his level.
Way of the Bow
At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow.
At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he
does not meet the prerequisites.
Way of the Bow Longbow
At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow.
At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he
does not meet the prerequisites.
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Way of the Bow Shortbow
Point Blank Master
At 3rd level, a zen archer gains Point Blank Master as a bonus feat, even if he does not meet the
prerequisites.
Point-Blank Master
Prerequisites: Fighter 4
Benefit: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the
selected weapon while threatened.
Normal: Using a ranged weapon while you are threatened provokes attacks of opportunity.
Zen Archery
At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack
rolls when using a bow.
Ki Arrows
At 5th level, a zen archer always deal his unarmed damage with the arrows from his bows. For example, a
Medium zen archer's short bow normally deals 1d6 damage; using this ability, his arrows deal 1d8
damage.
Improved Precise Shot
Prerequisites: Dexterity 19, and BaseAttackBonus 11, and Point-Blank Shot, and Precise Shot
Your ranged attacks ignore anything but total concealment and cover.
Benefit: Your ranged attacks ignore the miss chance granted to targets by anything less than total
concealment. Total concealment provides their normal benefits against your ranged attacks.
Manyshot
Prerequisites: Rapid Shot, and BaseAttackBonus 6
When making a full attack with a bow, your first attack fires two arrows. If the attack hits, both arrows hit.
Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack.
Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do
other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply
separately to each arrow.
Combat Mobility
Prerequisites: Dexterity 13, and Dodge
You can easily move through a dangerous melee.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move
out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class
(if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Clustered Shots
Prerequisites: Point-Blank Shot, and Precise Shot, and BaseAttackBonus 6
You take a moment to carefully aim your shots, causing them all to strike nearly the same spot.
Benefit: When you use a full attack to make multiple ranged weapon attacks against the same opponent,
total the damage from all hits before applying that opponent's damage reduction.
Monk replaces following features: Monk Bonus FeatStunning FistFlurry of Blows, Monk Bonus
FeatEvasion, Still MindStunning Fist: Fatigue, Purity of BodyStyle Strike, Monk Bonus Feat, Improved
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EvasionStyle Strike, Monk Bonus FeatKi Power, , Monk Bonus Feat, Monk Bonus Feat, Style Strike, Style
Strike, Stunning Fist: Sicken
Oracle
Although the gods work through many agents, perhaps none is more mysterious than the oracle. These
divine vessels are granted power without their choice, selected by providence to wield powers that even
they do not fully understand. Unlike a cleric, who draws her magic through devotion to a deity, oracles
garner strength and power from many sources, namely those patron deities who support their ideals.
Instead of worshiping a single source, oracles tend to venerate all of the gods that share their beliefs.
While some see the powers of the oracle as a gift, others view them as a curse, changing the life of the
chosen in unforeseen ways.
HitDice: D8
Skill Ranks per Level: 3 plus half Int bonusTable: Oracle
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1
0
0
0
2
Oracle's Curse, Orisons, Oracle Proficiencies, Mystery,
Revelation, Additional Spells
2
1
0
0
3
3
2
1
1
3
Revelation
4
3
1
1
4
5
3
1
1
4
6
4
2
2
5
7
5
2
2
5
Revelation
8
6
2
2
6
9
6
3
3
6
10
7
3
3
7
11
8
3
3
7
Revelation
12
9
4
4
8
13
9
4
4
8
14
10
4
4
9
15
11
5
5
9
Revelation
16
12
5
5
10
17
12
5
5
10
18
13
6
6
11
19
14
6
6
11
Revelation
20
15
6
6
12
Final Revelation
Class Features
Oracle's Curse
Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at
1st level, and once made, it cannot be changed. The oracle's curse cannot be removed or dispelled
without the aid of a deity. An oracle's curse is based on her oracle level plus one for every two levels or
Hit Dice other than oracle.
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Blackened
Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire,
and your thin, papery skin is sensitive to the touch.
You take a 4 penalty on weapon attack rolls, but you add burning hands to your list of spells known.
At 5th level, add scorching ray and burning arc to your list of spells known.
At 10th level, add fire snake to your list of spells known and your penalty on weapon attack rolls is
reduced to 2.
At 15th level, add hellfire ray to your list of spells known.
Demonic
Your heart is cursed with the pull of the Abyss.
Creatures instinctively distrust you, and you take a 3 penalty on Persuasion skill checks when used for
diplomacy.
You gain a +2 bonus on Persuasion skill checks when used to intimidate or bluff. Persuasion becomes a
class skill for you.
At 5th level, you gain a +4 bonus to all saving throws against fear effects.
At 10th level, you gain immunity to poison.
At 15th level, any weapon you wield is treated as chaotic and evil for the purposes of overcoming damage
reduction.
Hellbound
Infernal influence grants you profane insight and weighs on your soul.
Creatures instinctively distrust you, and you take a 3 penalty on Persuasion skill checks when used for
diplomacy.
You gain a +2 bonus on Persuasion skill checks when used to intimidate or bluff. Persuasion becomes a
class skill for you.
At 5th level, you gain a +4 bonus to all saving throws against charm effects.
At 10th level, you gain immunity to fire.
At 15th level, any weapon you wield is treated as lawful and evil for the purposes of overcoming damage
reduction.
Lame
One of your legs is permanently wounded, reducing your base land speed by 10 feet. Your speed is never
reduced due to encumbrance.
At 5th level, you are immune to the fatigued condition (but not exhaustion).
At 10th level, your speed is never reduced by armor.
At 15th level, you are immune to the exhausted condition.
Plagued
You suffer from minor ailments and sicknesses. While you struggle to resist new diseases, you have grown
accustomed to the many inconveniences of sickness.
You take a 1 penalty on all saving throws against disease effects, but you are immune to the sickened
condition.
At 5th level, add pox pustules to your list of 2nd-level oracle spells known.
At 10th level, increase the save DC of any disease effect you create by +2.
At 15th level, you are immune to the effects of disease.
Powerless Prophecy
You are forewarned of danger but can't act to prevent it. You gain uncanny dodge, as the rogue class
feature, but you are staggered for the entire first round of combat.
At 5th level, you gain a +4 insight bonus on initiative checks.
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At 10th level, you gain improved uncanny dodge as the rogue ability, using your oracle level as your rogue
level.
At 15th level, you gain a +4 insight bonus on all your saving throws and to your AC during the first round
of combat.
Pranked
Capricious fey constantly bedevil you, playing pranks on you such as tying your shoelaces together, hiding
your gear, making inappropriate noises or smells at formal events, and mimicking your voice to tell
embarrassing lies.
In addition to any social consequences of such mischief, you take a 4 penalty on initiative checks. Add
faerie fire to your list of spells known.
At 5th level, add glitterdust and mirror image to your list of spells known.
At 10th level, add confusion to your list of spells known as a 5th-level spell.
At 15th level, add insanity to your list of spells known.
Wasting
Your body is slowly rotting away.
You take a 4 penalty on Charisma-based skill checks, except for Persuasion skill checks when used to
intimidate. You gain a +4 competence bonus on saves made against disease.
At 5th level, you are immune to the sickened condition (but not nauseated).
At 10th level, you gain immunity to disease.
At 15th level, you are immune to the nauseated condition.
Wolf-scarred Face
Your face is deformed, as though you were born with a wolf's muzzle instead of an ordinary nose and jaw.
Many mistake you for a werewolf, and in areas plagued by lycanthropes, you must take pains to hide your
face.
You gain a natural bite attack that deals 1d4 points of damage if you are a Medium creature or 1d3 points
of damage if you are Small.
At 5th level, you add magic fang to your list of known spells and your bite damage increases to 1d6 if you
are Medium or 1d4 if you are Small.
At 10th level, the damage dealt by your bite attack increases to 1d8 if you are Medium or 1d6 if you are
Small.
At 15th level, you add greater magic fang to your list of known spells and the damage dealt by your bite
attack increases to 2d6 if you are Medium or 1d8 if you are Small.
Oracle Proficiencies
Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower
shields).
Mystery
Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants
additional class skills and other special abilities. This mystery can represent a devotion to one ideal,
prayers to deities that support the concept, or a natural calling to champion a cause. Regardless of its
source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one
mystery upon taking her first level of oracle. Once made, this choice cannot be changed.
At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her
mystery.
Revelation
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At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new
secret about her mystery that grants her powers and abilities. The oracle must select a revelation from
the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all
of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise
noted, activating the power of a revelation is a standard action.
Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle's level +
the oracle's Charisma modifier.
Acid Skin
Prerequisites: Stone
You gain resist acid 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you
gain immunity to acid.
Air Barrier
Prerequisites: Wind
You can create an invisible shell of air that grants you a +4 armor bonus. At 7th level, and every four levels
thereafter, this bonus increases by +2. At 13th level, this barrier causes incoming arrows, rays, and other
ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this shield for
1 hour number of times per day equal to oracle level.
Armor of Bones
Prerequisites: Bones
You can conjure armor made of bones that grants you a +4 armor bonus. At 7th level, and every four
levels thereafter, this bonus increases by +2. At 13th level, this armor grants you Damage Reduction
5/bludgeoning. You can use this shield for 1 hour number of times per day equal to oracle level.
Battlecry
Prerequisites: Battle
As a standard action, you can unleash an inspiring battlecry. All allies within 100 feet who hear your cry
gain a +1 morale bonus on attack rolls, skill checks, and saving throws for a number of rounds equal to
your Charisma modifier. At 10th level, this bonus increases to +2. You can use this ability once per day,
plus one additional time per day at 5th level and for every five levels thereafter.
Battlefield Clarity
Once per day, as a swift action, you can use this ability to gain a re-roll on the next failed saving throw
that causes you to become blinded, deafened, frightened, panicked, paralyzed, shaken, or stunned, with
a +4 insight bonus on the roll. At 7th and 15th level, you can use this ability one additional time per day.
Blizzard
Prerequisites: Waves, and Oracle 11
As a standard action, you can create a blizzard of snow and ice. You can create a 20-foot radius storm.
Any enemy caught in the blizzard takes 1d4 points of cold damage per oracle level, with a Reflex save
resulting in half damage. The storm lasts for a number of rounds equal to your Charisma modifier; the
ground remains icy (+5 to Acrobatics DCs) as long as local conditions permit. You can use this ability once
per day. You must be 11th level to select this revelation.
Blood of Heroes
Prerequisites: Ancestor
As a move action, you can call upon your ancestors to grant you extra bravery in battle. You gain a +1
morale bonus on attack rolls, damage rolls, and Will saves against fear for a number of rounds equal to
your Charisma bonus. At 7th level, this bonus increases to +2, and at 14th level this bonus increases to +3.
You can use this ability once per day, plus one additional time per day at 5th level, and every five levels
thereafter.
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Bounded Mount
Prerequisites: Nature
You gain the service of an unusually intelligent, strong, and loyal mount. The creature must be one that
you are capable of riding and is suitable as a mount. This mount functions as a druid's animal companion,
using your oracle level as your effective druid level.
Animal Companion Continue
You can continue advancing your current existing companion.
Animal Companion Horse
Size Large;
Speed 50 ft.;
AC +4 natural armor;
Attack bite (1d4), 2 hooves (1d6);
Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
At 4th level gainst Str +2, Con +2.
Animal Companion Wolf
Size Medium
Speed 50 ft.
AC +5 natural armor
Attack bite (1d6 plus trip)
Ability Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
At 7th level size becomes Large, Str +8, Dex -2, Con +4, +2 natural armor, gains ferocity.
Burning Magic
Prerequisites: Flame, and Burning Magic
Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire.
This fire deals 1 point of fire damage per spell level at the beginning of the burning creature's turn. The
fire lasts for 1d4 rounds, but it can be extinguished if the creature succeeds at a Reflex save (using the
spell's DC). Spells that do not grant a save do not cause a creature to catch on fire.
Channel
Prerequisites: Life
You can channel positive energy like a cleric, using your oracle level as your effective cleric level when
determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a
number of times per day equal to 1 + your Charisma modifier.
Cinder Dance
Prerequisites: Flame
Your base speed increases by 10 feet. At 10th level, you ignore difficult terrain. Oracles with the lame
oracle curse cannot select this revelation.
Clobbering Strike
Whenever you score a critical hit against an opponent with a spell that requires an attack roll, you may
immediately attempt to trip your opponent as a swift action. You do not provoke an attack of opportunity
as normal for this trip attempt. You cannot be tripped in return when using this ability.
Combat Healer
Prerequisites: Life, or Battle
Whenever you cast a cure spell (a spell with "cure" in its name), you can cast it as a swift action, as if
using the Quicken Spell feat, by expending two spell slots. This does not increase the level of the spell.
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You can use this ability once per day at 7th level and one additional time per day for every four levels
beyond 7th. You must be at least 7th level to select this revelation (as the battle mystery revelation.)
Death's Touch
You can cause terrible wounds to appear on a creature with a melee touch attack. This attack deals 1d6
points of negative energy damage +1 point for every two oracle levels you possess. If used against an
undead creature, it heals damage and grants a +2 channel resistance for 1 minute. You can use this ability
a number of times per day equal to 3 + your Charisma modifier.
Enhanced Cures
Whenever you cast a cure spell, the maximum number of hit points healed is based on your oracle level,
not the limit based on the spell. For example, an 11th-level oracle of life with this revelation may cast
cure light wounds to heal 1d8+11 hit points instead of the normal 1d8+5 maximum.
Erosion Touch
As a melee touch attack, you can deal 1d6 points of damage per level to objects or constructs. You can
use this ability once per day, plus one time per day for every three levels you possess.
Fire Breath
As a standard action, you can unleash a 15-foot cone of flame from your mouth. This flame deals 1d4
points of fire damage per level. A Reflex save halves this damage. You can use this ability once per day,
plus one additional time per day at 5th level and every five levels thereafter. The save DC is Charisma-
based.
Firestorm
Prerequisites: Flame, and Oracle 11
As a standard action, you can cause fire to erupt around you. You can create one 20-foot radius area of
fire. Any enemy caught in these flames takes 1d6 points of fire damage per oracle level, with a Reflex save
resulting in half damage. This fire lasts for a number of rounds equal to your Charisma modifier. You can
use this ability once per day. You must be at least 11th level to select this revelation.
Fluid Nature
Prerequisites: Waves
You receive a +4 bonus to your Combat Maneuver Defense against bull rush, grapple, and trip attempts.
You gain +4 bonus to AC against critical confirmation rolls. At 5th level, you gain Dodge as a bonus feat.
You do not need to meet the prerequisite to gain this feat.
Form of Flame
Prerequisites: Flame, and Oracle 7
As a standard action, you can assume the form of a Small fire elemental, as elemental body I. At 9th level,
you can assume the form of a Medium fire elemental, as elemental body II. At 11th level, you can assume
the form of a Large fire elemental, as elemental body III. At 13th level, you can assume the form of a
Huge fire elemental, as elemental body IV. You can use this ability once per day, but the duration is 1
hour/level. You must be at least 7th level to select this revelation.
Freezing Spells
Whenever a creature fails a saving throw and takes cold damage from one of your spells, it is slowed (as
the slow spell) for 1 round. Spells that do not allow a save do not slow creatures. At 11th level, the
duration increases to 1d4 rounds.
Friend to Animals
Add all summon nature's ally spells to your spell list. You must still select these spells using your allotment
of spells known. Animals within 30 feet of you receive a bonus on all saving throws equal to your
Charisma modifier.
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Heat Aura
As a swift action, you can cause waves of heat to radiate from your body. This heat deals 1d4 points of
fire damage per two oracle levels (minimum 1d4) to all creatures within 10 feet. A Reflex save halves the
damage. In addition, your form wavers and blurs, granting you 20% concealment until your next turn. You
can use this ability once per day, plus one additional time per day at 5th level and every five levels
thereafter.
Ice Armor
You can conjure armor of ice that grants you a +4 armor bonus. At 7th level, and every four levels
thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/piercing. You can use this
shield for 1 hour number of times per day equal to oracle level.
Icy Skin
You gain resist cold 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you
gain immunity to cold.
Iron Skin
Prerequisites: Battle, and Oracle 11
Once per day, your skin hardens and takes on the appearance of iron, granting you DR 10/adamantine.
This functions as stoneskin, using your oracle level as the caster level. At 15th level, you can use this
ability twice per day. You must be at least 11th level to select this revelation.
Life Leach
Prerequisites: Nature, and Oracle 7
You can draw life force from the bodies of enemies and channel it into yourself. As a standard action, you
can drain the life essence from one living target within 30 feet. The target takes 1d6 points of damage per
two levels you possess (maximum 10d6). You gain temporary hit points equal to the damage you deal.
The temporary hit points last a number of hours equal to your Charisma modifier. The target receives a
Fortitude save to halve the damage (and the temporary hit points you gain). You may use this ability once
per day at 7th level, plus one additional time per day for every 4 levels you possess beyond 7th. You must
be at least 7th level before selecting this revelation.
Lifesense
Prerequisites: Life, and Oracle 11
You notice and locate living creatures within 30 feet, just as if you possessed the blindsight ability. You
must be at least 11th level to select this revelation.
Lightning Breath
As a standard action, you can breathe a 30-foot line of electricity. This line deals 1d4 points of electricity
damage per oracle level. A Reflex save halves this damage. You can use this ability once per day, plus one
additional time per day at 5th level and every five levels thereafter.
Maneuver Mastery
Select one type of combat maneuver. When performing the selected maneuver, you treat your oracle
level as your base attack bonus when determining your CMB. At 7th level, you gain the Improved feat
(such as Improved Trip) that grants you a bonus when performing that maneuver. At 11th level, you gain
the Greater feat (such as Greater Trip) that grants you a bonus when performing that maneuver. You do
not need to meet the prerequisites to receive these feats.
Mighty Pebble
s a standard action, you charge and throw a pebble that detonates when it strikes a target as a ranged
touch attack. The pebble has a range increment of 20 feet. Any creature struck by the pebble takes 1d6
points of bludgeoning damage per two oracle levels you possess (minimum 1d6). Creatures in squares
adjacent to the target take half damage, or no damage if they make a Reflex saving throw. If the attack
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roll misses, treat the pebble as a thrown splash weapon to determine where it lands. You can use this
ability once per day, plus one additional time per day at 5th level and every five levels thereafter.
Molten Skin
You gain resist fire 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you
gain immunity to fire.
Near Death
You gain a +2 insight bonus on saves against diseases, mind-affecting effects, and poisons. At 7th level,
this bonus also applies on saves against death effects, sleep effects, and stunning. At 11th level, the
bonus increases to +4
Phantom Touch
As a standard action, you can perform a melee touch attack that causes a living creature to become
shaken. This ability lasts for a number of rounds equal to 1/2 your oracle level (minimum 1 round). You
can use this ability a number of times per day equal to 3 + your Charisma modifier.
Punitive Transformation
Prerequisites: Waves, and Oracle 7
You can transform an opponent into a harmless animal as if using baleful polymorph. This transformation
lasts 1 round per oracle level. You may use this ability a number of times per day equal to your Charisma
modifier. You must be at least 7th level before selecting this revelation.
Resist Life
You are treated as an undead creature when you are targeted by positive or negative energy. At 7th level,
you receive channel resistance +2. This bonus increases by +2 at 11th and 15th level.
Sacred Council
As a move action, you can call upon your ancestors to provide council. This advice grants you a +2 bonus
on your next d20 roll in the next round. You can use this ability a number of times per day equal to your
Charisma bonus.
Safe Curing
Prerequisites: Life, and Safe Curing
Whenever you cast a spell that cures the target of hit point damage, you do not provoke attacks of
opportunity for spellcasting.
Shard Explosion
As a swift action, you can cause jagged pieces of stone to explode outward from your body. These shards
deal 1d6 points of piercing damage per two oracle levels (minimum 1d6) to all creatures within a 10-foot
burst. A Reflex save halves this damage. You can use this ability once per day, plus one additional time per
day at 5th level and every five levels thereafter.
Skill at Arms
You gain proficiency in all martial weapons and heavy armor.
Soul Siphon
Prerequisites: Bones, and Oracle 7
As a ranged touch attack, you can unleash a ray that causes a target to gain one negative level. The ray
has a range of 30 feet. This negative level lasts for a number of minutes equal to your Charisma modifier.
Whenever this ability gives a target a negative level, you heal a number of hit points equal to your oracle
level. You can use this ability once per day, plus one additional time at 11th level and every four levels
thereafter. You must be at least 7th level to select this revelation.
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Spark Skin
You gain resist electricity 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level,
you gain immunity to electricity.
Spirit Boost
Prerequisites: Life, and Spirit Boost
Whenever your healing spells heal a target up to its maximum hit points, any excess points persist for 1
round per level as temporary hit points (up to a maximum number of temporary hit points equal to your
oracle level).
Spirit of Nature
Whenever you are reduced to negative hit points, you automatically start healing. You gain fast healing 1
for every 5 oracle levels (min 1) for 1d4 rounds whenever you are reduced to negative hit points.
Spirit of the Warrior
Prerequisites: Ancestor, and Oracle 11
You can summon the spirit of a great warrior ancestor and allow it to possess you, becoming a mighty
warrior yourself. You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, and a +4
natural armor bonus to AC. Your base attack bonus while possessed equals your oracle level (which may
give you additional attacks), and you any weapon you are wielding gains Keen enchantment. You can use
this ability for 1 round for every 2 oracle levels you possess. This duration does not need to be
consecutive, but it must be spent in 1-round increments. You must be at least 11th level to select this
revelation.
Spirit Shield
You can call upon the spirits of your ancestors to form a shield around you that blocks incoming attacks
and grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by
+2. At 13th level, this shield causes arrows, rays, and other ranged attacks requiring an attack roll against
you to have a 50% miss chance. You can use this shield for 1 hour number of times per day equal to
oracle level.
Spirit Walk
Prerequisites: Bones, and Oracle 11
As a standard action, you can become incorporeal and invisible. While in this form, you can move in any
direction and through any object (except for those made of force). You remain in this form for a number
of rounds equal to your oracle level. You can use this ability once per day at 11th level, and twice per day
at 15th level. You must be at least 11th level to select this revelation.
Stone Stability
You receive a +4 bonus to your Combat Maneuver Defense when resisting a bull rush or trip attempt
while standing on the ground. At 5th level, you gain Improved Trip as a bonus feat. At 10th level, you gain
Greater Trip as a bonus feat. You do not need to meet the prerequisites to gain these feats.
Storm of Souls
Prerequisites: Ancestor, and Oracle 7
You can summon the spirits of your ancestors to attack in a ghostly barragetheir fury creates physical
wounds on creatures in the area. The storm has a range of 100 feet and is a 20-foot-radius burst. Objects
and creatures in the area take 1d8 hit points of damage for every two oracle levels you possess. Undead
creatures in the area take 1d8 points of damage for every oracle level you possess. A successful Fortitude
save reduces the damage to half. You must be at least 7th level to select this revelation. You can use this
ability once per day, plus one additional time per day at 11th level and every four levels thereafter.
Thunderburst
Prerequisites: Wind, and Oracle 7
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As a standard action, you can create a blast of air accompanied by a loud peal of thunder. The blast has
long range and has a 20-foot radius. Creatures in the area take 1d6 points of bludgeoning damage per
oracle level, with a Fortitude save resulting in half damage. You must be at least 7th level to select this
revelation. You can use this ability once per day, plus one additional time per day at 11th level and every
four levels thereafter.
Touch of Acid
As a standard action, you can perform a melee touch attack that deals 1d6 points of acid damage +1 point
for every two oracle levels you possess. You can use this ability a number of times per day equal to 3 +
your Charisma modifier. At 11th level, any weapon that you wield gains corrosive enchantment.
Touch of Electricity
As a standard action, you can perform a melee touch attack that deals 1d6 points of electricity damage +1
point for every two oracle levels you possess. You can use this ability a number of times per day equal to
3 + your Charisma modifier. At 11th level, any weapon that you wield is treated as a shock weapon.
Touch of Flame
As a standard action, you can perform a melee touch attack that deals 1d6 points of fire damage +1 point
for every two oracle levels you possess. You can use this ability a number of times per day equal to 3 +
your Charisma modifier. At 11th level, any weapon that you wield is treated as a flaming weapon.
Vortex Spells
Whenever you score a critical hit against an opponent with an attack spell, the target is staggered for 1
round. At 11th level, the duration increases to 1d4 rounds.
War Sight
Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you gain Uncanny
Dodge. At 11th level, you can roll for initiative three times and take any one of the results.
Weapon Mastery
You gain Weapon Focus. At 8th level, you gain Improved Critical. At 12th level, you gain Greater Weapon
Focus. You do not need to meet the prerequisites to receive these feats.
Weapon Focus
Prerequisites: BaseAttackBonus 1
Choose one type of weapon. You can also choose unarmed strike (or, if you are a spellcaster, melee or
ranged touch attack) as your weapon for the purposes of this feat.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it
applies to a new type of weapon.
Improved Critical
Prerequisites: BaseAttackBonus 8
Choose one type of weapon. When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the
feat, it applies to a new type of weapon.
This effect doesn't stack with any other effect that expands the threat range of a weapon.
Greater Weapon Focus
Prerequisites: Fighter 8, and Weapon Focus
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Choose one type of weapon (including unarmed strike) for which you have already selected Weapon
Focus. You are a master at your chosen weapon.
Benefit: You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with
other bonuses on attack rolls, including those from Weapon Focus.
Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take
the feat, it applies to a new type of weapon.
Wintry Touch
As a standard action, you can perform a melee touch attack that deals 1d6 points of cold damage + 1
point for every two oracle levels you possess. You can use the wintry touch ability a number of times per
day equal to 3 + your Charisma modifier. At 11th level, any weapon that you wield is treated as a frost
weapon.
Additional Spells
In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure
spells or the inflict spells to her list of spells known (cure spells include all spells with "cure" in the name,
inflict spells include all spells with "inflict" in the name). These spells are added as soon as the oracle is
capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.
Final Revelation
At 20th level, an oracle learns the final revelation about her mystery, granting her amazing powers and
abilities. The nature of these bonuses depends upon the oracle's mystery.
Paladin
Paladins serve as beacons for their allies within the chaos of battle. While deadly opponents of evil, they
can also empower goodly souls to aid in their crusades. Their magic and martial skills also make them well
suited to defending others and blessing the fallen with the strength to continue fighting.
HitDice: D10
Skill Ranks per Level: 2 plus half Int bonus
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1
1
2
0
2
Paladin Proficiencies, Deity Selection, Smite Evil, Alignment Restriction
2
2
3
0
3
Divine Grace, Lay On Hands
3
3
3
1
3
Aura of Courage, Divine Health, Mercy
4
4
4
1
4
Smite Evil Additional Use, Channel Positive Energy
5
5
4
1
4
Divine Bond
6
6
5
2
5
Mercy
7
7
5
2
5
Smite Evil Additional Use
8
8
6
2
6
Aura of Resolve, Divine Weapon Bond (+2)
9
9
6
3
6
Divine Weapon Bond Additional Use, Mercy
10
10
7
3
7
Smite Evil Additional Use
11
11
7
3
7
Mark of Justice, Divine Weapon Bond (+3)
12
12
8
4
8
Mercy
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13
13
8
4
8
Smite Evil Additional Use, Divine Weapon Bond Additional Use
14
14
9
4
9
Aura of Faith, Divine Weapon Bond (+4)
15
15
9
5
9
Mercy
16
16
10
5
10
Smite Evil Additional Use
17
17
10
5
10
Aura of Righteousness, Divine Weapon Bond (+5), Divine Weapon Bond Additional
Use
18
18
11
6
11
Mercy
19
19
11
6
11
Smite Evil Additional Use
20
20
12
6
12
Holy Champion, Divine Weapon Bond (+6)
Class features
Paladin Proficiencies
Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and
light), and with shields (except tower shields).
Deity Selection
A deity, also known as a god or goddess, is a being or force of incredible power capable of granting its
power to mortal beings through divine magic. A deity is strongly associated with a specific alignment,
several domains, and a plane.
Smite Evil
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift
action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha
bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of
her smite, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma
modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a
creature that is not evil, the smite is wasted with no effect.
The smite evil lasts until the target dies or the paladin selects a new target. At 4th level, and at every
three levels thereafter, the paladin may smite evil one additional time per day.
Alignment Restriction
A paladin who ceases to be lawful good loses all paladin spells and class features. She cannot thereafter
gain levels as a paladin until she changes the alignment back.
Divine Grace
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay On Hands
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Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she
can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one
use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses.
Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6
points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a
successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a
saving throw against this damage.
Aura of Courage
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4
morale bonus on saving throws against fear effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including
mummy rot.
Mercy
At 3rd level, and every three levels thereafter, a paladin can select one mercy.
Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands
to heal damage to one target, the target also receives the additional effects from all of the mercies
possessed by the paladin.
Mercy Blinded
Prerequisites: Paladin 12
Whenever the paladin uses lay on hands to heal damage to one target, the target is no longer blinded.
Mercy Confused
Prerequisites: Paladin 9
Whenever the paladin uses lay on hands to heal damage to one target, the target is no longer confused.
Mercy Cursed
Prerequisites: Paladin 9
Whenever the paladin uses lay on hands to heal damage to one target, the paladin's lay on hands ability
also acts as remove curse, using the paladin's level as the caster level.
Mercy Dazed
Prerequisites: Paladin 6
Whenever the paladin uses lay on hands to heal damage to one target, the target is no longer dazed.
Mercy Diseased
Prerequisites: Paladin 6
Whenever the paladin uses lay on hands to heal damage to one target, the paladin's lay on hands ability
also acts as remove disease, using the paladin's level as the caster level.
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Mercy Exhausted
Prerequisites: Mercy Fatigued, and Paladin 9
Whenever the paladin uses lay on hands to heal damage to one target, the target is no longer exhausted.
The paladin must have the fatigue mercy before selecting this mercy.
Mercy Fatigued
Whenever the paladin uses lay on hands to heal damage to one target, the target is no longer fatigued.
Mercy Frightened
Prerequisites: Mercy Shaken, and Paladin 9
Whenever the paladin uses lay on hands to heal damage to one target, the target is no longer frightened.
The paladin must have the shaken mercy before selecting this mercy.
Mercy Nauseated
Prerequisites: Mercy Sickened, and Paladin 9
Whenever the paladin uses lay on hands to heal damage to one target, the target is no longer nauseated.
The paladin must have the sickened mercy before selecting this mercy.
Mercy Paralyzed
Prerequisites: Paladin 12
Whenever the paladin uses lay on hands to heal damage to one target, the target is no longer paralyzed.
Mercy Poisoned
Prerequisites: Paladin 9
Whenever the paladin uses lay on hands to heal damage to one target, the paladin's lay on hands ability
also acts as neutralize poison, using the paladin's level as the caster level.
Mercy Shaken
Whenever the paladin uses lay on hands to heal damage to one target, the target is no longer shaken.
Mercy Sickened
Whenever the paladin uses lay on hands to heal damage to one target, the target is no longer sickened.
Mercy Staggered
Prerequisites: Paladin 6
Whenever the paladin uses lay on hands to heal damage to one target, the target is no longer staggered.
Mercy Stunned
Prerequisites: Paladin 12
Whenever the paladin uses lay on hands to heal damage to one target, the target is no longer stunned.
Smite Evil Additional Use
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift
action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha
bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of
her smite, smite evil attacks automatically bypass any DR the creature might possess.
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In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma
modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a
creature that is not evil, the smite is wasted with no effect.
The smite evil lasts until the target dies or the paladin selects a new target. At 4th level, and at every
three levels thereafter, the paladin may smite evil one additional time per day.
Channel Positive Energy
When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a
cleric. Using this ability consumes two uses of her lay on hands ability. This energy can be used to cause
or heal damage, depending on the creatures targeted.
A paladin channels positive energy and can choose to deal damage to undead creatures or to heal living
creatures.
Channeling positive energy causes a burst that affects all creatures of one type (either undead or living) in
a 30-foot radius centered on the paladin. The amount of damage dealt or healed is equal to 1d6 points of
damage plus 1d6 points of damage for every two paladin levels beyond 1st (2d6 at 4th, 3d6 at 5th, and so
on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC
of this save is equal to 10 + 1/2 the paladin's level + the paladin's Charisma modifier. Creatures healed by
channel energy cannot exceed their maximum hit point totalall excess healing is lost.
This is a standard action that does not provoke an attack of opportunity.
Divine Bond
Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two
forms. Once the form is chosen, it cannot be changed.
The first type of bond allows a paladin to form a divine bond with her weapon. As a standard action, she
can call upon the aid of a celestial spirit for 1 minute per paladin level.
At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th,
the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can
be added to the weapon, stacking with existing weapon bonuses to a maximum of +5.
Alternatively, they can be used to add any of the following weapon properties: axiomatic, brilliant energy,
defending, disruption, flaming, flaming burst, holy, keen, and speed. Adding these properties consumes
an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon
already has, but duplicate abilities do not stack.
A paladin can use this ability once per day at 5th level, and one additional time per day for every four
levels beyond 5th, to a total of four times per day at 17th level.
The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal
steed to serve her in her crusade against evil. This mount is a heavy horse (for a Medium paladin) or a
pony (for a Small paladin). This mount functions as a druid's animal companion, using the paladin's level
as her effective druid level.
At 11th level, the mount gains the celestial creature simple template.
At 15th level, a paladin's mount gains spell resistance equal to the paladin's level + 11.
Divine Weapon Bond
Upon reaching 5th level, a paladin forms a divine bond with her weapon. As a standard action, she can
call upon the aid of a celestial spirit for 1 minute per paladin level.
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At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th,
the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can
be added to the weapon, stacking with existing weapon bonuses to a maximum of +5.
Alternatively, they can be used to add any of the following weapon properties: axiomatic, brilliant energy,
defending, disruption, flaming, flaming burst, holy, keen, and speed. Adding these properties consumes
an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon
already has, but duplicate abilities do not stack.
A paladin can use this ability once per day at 5th level, and one additional time per day for every four
levels beyond 5th, to a total of four times per day at 17th level.
Divine Weapon Bond (+1)
Upon reaching 5th level, a paladin forms a divine bond with her weapon. As a standard action, she can
call upon the aid of a celestial spirit for 1 minute per paladin level.
At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th,
the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can
be added to the weapon, stacking with existing weapon bonuses to a maximum of +5.
Alternatively, they can be used to add any of the following weapon properties: axiomatic, brilliant energy,
defending, disruption, flaming, flaming burst, holy, keen, and speed. Adding these properties consumes
an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon
already has, but duplicate abilities do not stack.
A paladin can use this ability once per day at 5th level, and one additional time per day for every four
levels beyond 5th, to a total of four times per day at 17th level.
Divine Weapon Bond (+2)
Upon reaching 5th level, a paladin forms a divine bond with her weapon. As a standard action, she can
call upon the aid of a celestial spirit for 1 minute per paladin level.
At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th,
the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can
be added to the weapon, stacking with existing weapon bonuses to a maximum of +5.
Alternatively, they can be used to add any of the following weapon properties: axiomatic, brilliant energy,
defending, disruption, flaming, flaming burst, holy, keen, and speed. Adding these properties consumes
an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon
already has, but duplicate abilities do not stack.
A paladin can use this ability once per day at 5th level, and one additional time per day for every four
levels beyond 5th, to a total of four times per day at 17th level.
Divine Weapon Bond (+3)
Upon reaching 5th level, a paladin forms a divine bond with her weapon. As a standard action, she can
call upon the aid of a celestial spirit for 1 minute per paladin level.
At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th,
the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can
be added to the weapon, stacking with existing weapon bonuses to a maximum of +5.
Alternatively, they can be used to add any of the following weapon properties: axiomatic, brilliant energy,
defending, disruption, flaming, flaming burst, holy, keen, and speed. Adding these properties consumes
an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These
bonuses are added to any properties the weapon already has, but duplicate abilities do not stack.
A paladin can use this ability once per day at 5th level, and one additional time per day for every four
levels beyond 5th, to a total of four times per day at 17th level.
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Divine Weapon Bond (+4)
Upon reaching 5th level, a paladin forms a divine bond with her weapon. As a standard action, she can
call upon the aid of a celestial spirit for 1 minute per paladin level.
At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th,
the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can
be added to the weapon, stacking with existing weapon bonuses to a maximum of +5.
Alternatively, they can be used to add any of the following weapon properties: axiomatic, brilliant energy,
defending, disruption, flaming, flaming burst, holy, keen, and speed. Adding these properties consumes
an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon
already has, but duplicate abilities do not stack.
A paladin can use this ability once per day at 5th level, and one additional time per day for every four
levels beyond 5th, to a total of four times per day at 17th level.
Divine Weapon Bond (+5)
Upon reaching 5th level, a paladin forms a divine bond with her weapon. As a standard action, she can
call upon the aid of a celestial spirit for 1 minute per paladin level.
At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th,
the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can
be added to the weapon, stacking with existing weapon bonuses to a maximum of +5.
Alternatively, they can be used to add any of the following weapon properties: axiomatic, brilliant energy,
defending, disruption, flaming, flaming burst, holy, keen, and speed. Adding these properties consumes
an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon
already has, but duplicate abilities do not stack.
A paladin can use this ability once per day at 5th level, and one additional time per day for every four
levels beyond 5th, to a total of four times per day at 17th level.
Divine Weapon Bond (+6)
Upon reaching 5th level, a paladin forms a divine bond with her weapon. As a standard action, she can
call upon the aid of a celestial spirit for 1 minute per paladin level.
At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th,
the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can
be added to the weapon, stacking with existing weapon bonuses to a maximum of +5.
Alternatively, they can be used to add any of the following weapon properties: axiomatic, brilliant energy,
defending, disruption, flaming, flaming burst, holy, keen, and speed. Adding these properties consumes
an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon
already has, but duplicate abilities do not stack.
A paladin can use this ability once per day at 5th level, and one additional time per day for every four
levels beyond 5th, to a total of four times per day at 17th level.
Divine Weapon Bond Additional Use
Upon reaching 5th level, a paladin forms a divine bond with her weapon. As a standard action, she can
call upon the aid of a celestial spirit for 1 minute per paladin level.
At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th,
the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can
be added to the weapon, stacking with existing weapon bonuses to a maximum of +5.
Alternatively, they can be used to add any of the following weapon properties: axiomatic, brilliant energy,
defending, disruption, flaming, flaming burst, holy, keen, and speed. Adding these properties consumes
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an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon
already has, but duplicate abilities do not stack.
A paladin can use this ability once per day at 5th level, and one additional time per day for every four
levels beyond 5th, to a total of four times per day at 17th level.
Divine Mount Bond
A paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade
against evil. This mount is a heavy horse. This mount functions as a druid's animal companion, using the
paladin's level as her effective druid level.
At 11th level, the mount gains the celestial creature simple template.
At 15th level, a paladin's mount gains spell resistance equal to the paladin's level + 11.
Animal Companion Continue
You can continue advancing your current existing companion.
Animal Companion Smilodon
Size Medium
Speed 40 ft.
AC +4 natural armor
Attack bite (1d6), 4 claws (1d4)
Ability Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
At 7th level size becomes Large, Str +8, Dex -2, Con +4, +2 natural armor, gains pounce.
Aura of Resolve
At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her
gains a +4 morale bonus on saving throws against charm effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Mark of Justice
At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all
allies for 1 minute, using her bonuses. As a swift action, the paladin chooses one target within sight to
smite. If this target is evil, the paladin's allies add her Charisma bonus (if any) to their attack rolls and add
her paladin level to all damage rolls made against the target of her smite. Smite evil attacks automatically
bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin's allies gain a deflection bonus equal to her Charisma
bonus (if any) to their AC against attacks made by the target of this smite. If the paladin targets a creature
that is not evil, this smite is wasted with no effect.
Aura of Faith
At 14th level, a paladin's weapons are treated as good-aligned for the purposes of overcoming damage
reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the
purposes of overcoming damage reduction.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
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Aura of Righteousness
At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally
within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Holy Champion
At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/evil and
whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum
possible amount.
Paladin Archetypes
Divine Hunter
Most paladins rush into battle, meeting evil toe to toe. The divine hunter prefers to engage evil from afar,
striking down her foes before they can threaten her allies.
Divine Hunter Proficiencies
Divine hunters are proficient with all simple and martial weapons, with light and medium armor, and with
shields (except tower shields).
Precise Shot
Prerequisites: Point-Blank Shot
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard
4 penalty on your attack roll.
Shared Precision
At 3rd level, when a divine hunter hits a creature with a ranged attack, she grants her allies within 10 feet
of her the benefit of the Precise Shot feat against that target for 1 round. Her allies must remain within 10
feet of her, and must be able both to see and hear the divine hunter to gain this benefit.
Divine Hunter Bond
Upon reaching 5th level, a divine hunter forms a divine bond with her ranged weapon. As a standard
action, she can call upon the aid of a celestial spirit for 1 minute per paladin level.
At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th,
the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can
be added to the weapon, stacking with existing weapon bonuses to a maximum of +5.
Alternatively, they can be used to add any of the following weapon properties: axiomatic, brilliant energy,
flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of
bonus equal to the property's cost. These bonuses are added to any properties the weapon already has,
but duplicate abilities do not stack.
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A paladin can use this ability once per day at 5th level, and one additional time per day for every four
levels beyond 5th, to a total of four times per day at 17th level.
Distant Mercy
At 6th level, a divine hunter can expend two uses of her lay on hands ability to use her lay on hands ability
on a target within 5 feet per paladin level.
A paladin can heal the wounds of others by touch. With one use of this ability, a paladin can heal 1d6 hit
points of damage for every two paladin levels she possesses. Using this ability is a standard action.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6
points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a
successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a
saving throw against this damage.
Aura of Clear Sight
At 8th level, a paladin is immune to blindness (magical or otherwise). Each ally within 10 feet of her gains
a +4 morale bonus on saving throws against blindness effects.
Divine Hunter Bond
Upon reaching 5th level, a divine hunter forms a divine bond with her ranged weapon. As a standard
action, she can call upon the aid of a celestial spirit for 1 minute per paladin level.
At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th,
the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can
be added to the weapon, stacking with existing weapon bonuses to a maximum of +5.
Alternatively, they can be used to add any of the following weapon properties: axiomatic, brilliant energy,
flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of
bonus equal to the property's cost. These bonuses are added to any properties the weapon already has,
but duplicate abilities do not stack.
A paladin can use this ability once per day at 5th level, and one additional time per day for every four
levels beyond 5th, to a total of four times per day at 17th level.
Hunter's Blessing
At 11th level, a divine hunter can expend a use of her smite evil ability as a swift action to grant herself
and all allies within 10 feet the Deadly Aim, Precise Shot, and Improved Precise Shot feats, even if they
lack the prerequisites. The effects last for 1 minute. Evil creatures gain no benefit from this ability.
Righteous Hunter
At 14th level, a divine hunter's ranged weapons are treated as good-aligned for the purposes of
overcoming damage reduction. Any ranged attacks made by an ally within 10 feet of her are likewise
treated as good-aligned for the purposes of overcoming damage reduction. This ability functions only
while the divine hunter is conscious.
Paladin replaces following features: Paladin Proficiencies, Aura of Courage, Divine Bond, Mercy, Aura of
Resolve, Mark of Justice, Aura of Faith
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Hospitaler
Paladins are known for their charity and for tending to the sick. The hospitaler takes to this calling above
all others, spending much of her time healing the poor, and giving aid and succor to those in need.
Channel Positive Energy
When a hospitaler reaches 4th level, she gains the supernatural ability to channel positive energy like a
cleric. She can use this ability a number of times per day equal to 3 + her Charisma modifier. Using this
ability does not expend uses of lay on hands, as it does with other paladins. This energy can be used to
cause or heal damage, depending on the creatures targeted.
A hospitaler channels positive energy and can choose to deal damage to undead creatures or to heal
living creatures.
Channeling positive energy causes a burst that affects all creatures of one type (either undead or living) in
a 30-foot radius centered on the hospitaler. The amount of damage dealt or healed is equal to 1d6 points
of damage at 4th level plus 1d6 points of damage for every two hospitaler levels beyond 4th (2d6 at 6th,
3d6 at 8th, and so on). Creatures that take damage from channeled energy receive a Will save to halve
the damage. The DC of this save is equal to 10 + 1/2 the hospitaler's level + the hospitaler's Charisma
modifier. Creatures healed by channel energy cannot exceed their maximum hit point totalall excess
healing is lost.
This is a standard action that does not provoke an attack of opportunity.
Aura of Life
At 11th level, a hospitaler is immune to death effects. Each ally within 10 feet of her gains a +4 morale
bonus on saving throws against death effects. This ability functions only while the paladin is conscious,
not if she is unconscious or dead.
Paladin replaces following features: Smite Evil Additional Use, Smite Evil Additional Use, Smite Evil
Additional Use, Channel Positive Energy, Mark of Justice
Divine Guardian
The divine guardian devotes herself to the protection and guardianship of one creature at a time, be that
her liege lord, an allied cleric, or an innocent facing overwhelming danger at the hands of evil.
The divine guardian devotes herself to the concerns of the material world, eschewing some divine
studies. She does not gain access to divine spellcasting.
Guarding Hands
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she
can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one
use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses.
Using this ability is a standard action, unless the paladin targets herself or her divine troth, in which case
it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6
points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a
successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a
saving throw against this damage.
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Divine Troth
Once per day the divine guardian pledges her protection to a willing creature for the day.
Courageous Defense
At 3rd level a divine guardian can intercept attacks directed at the target of her divine troth as if she had
the Bodyguard and In Harm's Way feats. The divine guardian's aura of courage does not grant a bonus to
allies within 10 feet, but still grants her immunity to fear effects.
Divine Guardian Bonus Feat
A divine guardian gains a bonus feat at 7th level, and additional bonus feats at 10th and 13th level. These
bonus feats must be chosen from the following list: Combat Reflexes, Diehard, Dodge, Endurance, Great
Fortitude, Improved Great Fortitude, Iron Will, Improved Iron Will, Lightning Reflexes, Improved Lightning
Reflexes, Missile Shield, Shield Focus, Toughness, or Tower Shield Proficiency.
Combat Reflexes
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus.
With this feat, you may also make attacks of opportunity while flat-footed.
Diehard
You are especially hard to kill. When your hit point total is below 0 but you are not killed, you can fight on
for 1 more round as if disabled. At the end of your next turn, unless brought to above 0 hit points, you
immediately fall unconscious.
Dodge
Prerequisites: Dexterity 13
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes
you lose the benefits of this feat.
Endurance
Harsh conditions or long exertions do not easily tire you.
Benefit: You gain +2 bonus on Athletics checks and +4 bonus on Fortitude saves against fatigue and
exhaustion.
You may sleep in light or medium armor without becoming fatigued.
Great Fortitude
You get a +2 bonus on all Fortitude saving throws.
Improved Great Fortitude
Prerequisites: Great Fortitude
You get a +2 bonus on all Fortitude saving throws.
Iron Will
You get a +2 bonus on all Will saving throws.
Improved Iron Will
Prerequisites: Iron Will
You get a +2 bonus on all Will saving throws.
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Lightning Reflexes
You get a +2 bonus on all Reflex saving throws.
Improved Lightning Reflexes
Prerequisites: Lightning Reflexes
You get a +2 bonus on all Reflex saving throws.
Missile Shield
Prerequisites: Shield Focus, and Dexterity 13
You must be using a shield to use this feat. Once per round when you would normally be hit with an
attack from a ranged weapon (not including spell effects, natural attacks, or massive ranged weapons),
you may deflect it so that you take no damage, as if you had the Deflect Arrows feat. You must be aware
of the attack and not flat-footed.
Shield Focus
Increase the AC bonus granted by any shield you are using by 1.
Toughness
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you
have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a
level).
Tower Shield Proficiency
Prerequisites: Shield Proficiency
You become proficient with Tower Shields.
Paladin replaces following features: Lay On Hands, Aura of Courage
Ranger
Rangers are deft skirmishers, either in melee or at range, capable of skillfully dancing in and out of battle.
Their abilities allow them to deal significant harm to specific types of foes, but their skills are valuable
against all manner of enemies.
HitDice: D10
Skill Ranks per Level: 4 plus half Int bonus
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1
1
2
2
0
Ranger Proficiencies, Favored Enemy
2
2
3
3
0
Combat Style Feat
3
3
3
3
1
Favored Terrain, Endurance
4
4
4
4
1
Hunter's Bond
5
5
4
4
1
Favored Enemy, Favored Enemy
6
6
5
5
2
Combat Style Feat
7
7
5
5
2
8
8
6
6
2
Favored Terrain
9
9
6
6
3
Evasion
10
10
7
7
3
Combat Style Feat, Favored Enemy, Favored
Enemy
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11
11
7
7
3
Quarry
12
12
8
8
4
Camouflage
13
13
8
8
4
Favored Terrain
14
14
9
9
4
Combat Style Feat
15
15
9
9
5
Favored Enemy, Favored Enemy
16
16
10
10
5
Improved Evasion
17
17
10
10
5
18
18
11
11
6
Favored Terrain, Combat Style Feat
19
19
11
11
6
Improved Quarry
20
20
12
12
6
Master Hunter, Favored Enemy, Favored Enemy
Class features
Ranger Proficiencies
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and
shields (except tower shields).
Favored Enemy
At 1st level, a ranger selects a creature type from the ranger favored enemies list. He gets a +2 bonus on
weapon attack and damage rolls against them.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an
additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy
(including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated
subtype, as indicated on the table below. If a specific creature falls into more than one category of
favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemy Aberrations
At 1st level, a ranger selects a creature type from the ranger favored enemies list. He gets a +2 bonus on
weapon attack and damage rolls against them.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an
additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy
(including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated
subtype, as indicated on the table below. If a specific creature falls into more than one category of
favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
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Favored Enemy Animals
Favored Enemy Constructs
Favored Enemy Dragons
Favored Enemy Dwarves
Favored Enemy Elves
Favored Enemy Fey
Favored Enemy Giant Humanoids
Favored Enemy Gnomes
Favored Enemy Goblins
Favored Enemy Halflings
Favored Enemy Humans
Favored Enemy Magical Beasts
Favored Enemy Monstrous Humanoids
Favored Enemy Outsiders
Favored Enemy Plants
Favored Enemy Reptilian Humanoids
Favored Enemy Undead
Favored Enemy Vermin
Combat Style Feat
At 2nd level, a ranger must select one combat style to pursue.
The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can
choose feats from his selected combat style, even if he does not have the normal prerequisites.
Archery
At 2nd level, the ranger can select from Point Blank Shot, Precise Shot, and Rapid Shot.
At 6th level, he adds Improved Precise Shot, Point Blank Master, and Manyshot to the list.
At 10th level, he adds Pinpoint Targeting to the list.
Point-Blank Shot
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot
Prerequisites: Point-Blank Shot
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You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard
4 penalty on your attack roll.
Rapid Shot
When making a full attack with a ranged weapon, you can fire one additional time this round at your
highest bonus. All of your attack rolls take a 2 penalty when using Rapid Shot.
Menacing
At 2nd level, the ranger can select from Dazzling Display, Power Attack, and Intimidating Prowess.
At 6th level, he adds Cornugon Smash and Shatter Defenses to the list.
At 10th level, he adds Dreadful Carnage and Improved Critical to the list.
Dazzling Display
Prerequisites: Weapon Focus
You can quickly deter others with your martial mastery.
Benefit: While wielding the weapon with which you have Weapon Focus, you can use Dazzling Display as
a standard action with a 5 penalty on your Intimidate check, as a move action with a 10 penalty, or as a
swift action with a 20 penalty.
Intimidating Prowess
Your physical might is intimidating to others.
Benefit: Add your Strength modifier to Persuasion skill (when used to intimidate) checks in addition to
your Charisma modifier.
Power Attack
Prerequisites: Strength 13
You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks to gain a +2
bonus on all melee damage rolls.
This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon,
a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength
modifier on damage rolls. This bonus to damage is halved (50%) if you are making an attack with an off-
hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and
the bonus to damage increases by +2.
The effects of this feat last until your next turn. The bonus damage does not apply to touch attacks or
effects that do not deal hit point damage.
Weapon and Shield
At 2nd level, the ranger can select from Shield Bash, Shield Focus, and Two-Weapon Fighting.
At 6th level, he adds Improved Two-Weapon Fighting and Shield Master to the list.
At 10th level, he adds Bashing Finish and Greater Two-Weapon Fighting to the list.
Shield Bash
You may attack with light and heavy shields. This incurs standard penalties for two-weapon fighting if you
have a weapon in your other hand.
A light shield deals 1d3 damage and is considered a light weapon. A heavy shield deals 1d4 damage and is
considered a one-handed weapon.
Shield Focus
Increase the AC bonus granted by any shield you are using by 1.
Two-Weapon Fighting
Prerequisites: Dexterity 15
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Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your
primary hand lessens by 2 and the one for your off hand lessens by 6.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that
weapon. When fighting in this way you suffer a 6 penalty with your regular attack or attacks with your
primary hand and a 10 penalty to the attack with your off hand. If your off-hand weapon is light, the
penalties are reduced by 2 each. An unarmed strike is always considered light.
Two-Handed Weapon
At 2nd level, the ranger can select from Cleave, Power Attack, and Intimidating Prowess.
At 6th level, he adds Cleaving Finish and Great Cleave to the list.
At 10th level, he adds Dreadful Carnage and Critical Focus to the list.
Cleave
Prerequisites: Power Attack, and Strength 13
As a standard action, you can make a single attack at your full base attack bonus against a foe within
reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack
bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional
attack per round with this feat. When you use this feat, you take a 2 penalty to your Armor Class until
your next turn.
Two-Weapon Combat
At 2nd level, the ranger can select from Double Slice, Shield Bash, and Two-Weapon Fighting.
At 6th level, he adds Improved Two-Weapon Fighting to the list.
At 10th level, he adds Greater Two-Weapon Fighting to the list.
Double Slice
Prerequisites: Dexterity 15, and Two-Weapon Fighting
Your off-hand weapon while dual-wielding strikes with greater power.
Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon.
Normal: You normally add only half of your Strength modifier to damage rolls made with a weapon
wielded in your off-hand.
Favored Terrain
At 3rd level, a ranger may select a type of terrain. The ranger gains a +2 bonus on initiative checks and
Lore (Nature), Perception, and Stealth skill checks when he is in this terrain.
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In
addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including
the one just selected, if so desired) increases by +2.
Favored Terrain First World
At 3rd level, a ranger may select a type of terrain. The ranger gains a +2 bonus on initiative checks and
Lore (Nature), Perception, and Stealth skill checks when he is in this terrain.
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In
addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including
the one just selected, if so desired) increases by +2.
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Favored Terrain Forest
Favored Terrain Highlands
Favored Terrain Plains
Favored Terrain Underground
Favored Terrain Urban
Endurance
Harsh conditions or long exertions do not easily tire you.
Benefit: You gain +2 bonus on Athletics checks and +4 bonus on Fortitude saves against fatigue and
exhaustion.
You may sleep in light or medium armor without becoming fatigued.
Hunter's Bond
At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms.
Once the form is chosen, it cannot be changed.
The first is a bond to his companions. This bond allows him to spend a move action to grant half his
favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can
see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier
(minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use
whichever bonus is higher.
The second option is to form a close bond with an animal companion. A ranger who selects an animal
companion can choose from the following list: bear, boar, giant centipede, dog, elk, leopard, mastodon,
monitor lizard, smilodon, wolf. This animal is a loyal companion that accompanies the ranger on his
adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and
favored terrain bonuses.
This ability functions like the druid animal companion ability, except that the ranger's effective druid level
is equal to his ranger level 3.
Animal Companion
Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the
druid advances in level. If a character receives an animal companion from more than one source, her
effective druid levels stack for the purposes of determining the statistics and abilities of the companion.
Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the
companion.
Hunter's Bond
A ranger forms a bond with his companions. This bond allows him to spend a move action to grant half his
favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can
see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier
(minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use
whichever bonus is higher.
Prerequisites: Combat Style Feat
Prerequisites: Archery
Point-Blank Master
Prerequisites: Fighter 4
Benefit: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the
selected weapon while threatened.
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Normal: Using a ranged weapon while you are threatened provokes attacks of opportunity.
Manyshot
Prerequisites: Rapid Shot, and BaseAttackBonus 6
When making a full attack with a bow, your first attack fires two arrows. If the attack hits, both arrows hit.
Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack.
Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do
other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply
separately to each arrow.
Improved Precise Shot
Prerequisites: Dexterity 19, and BaseAttackBonus 11, and Point-Blank Shot, and Precise Shot
Your ranged attacks ignore anything but total concealment and cover.
Benefit: Your ranged attacks ignore the miss chance granted to targets by anything less than total
concealment. Total concealment provides their normal benefits against your ranged attacks.
Prerequisites: Menacing
Cornugon Smash
Prerequisites: Persuasion 6 ranks, and Power Attack
When you damage an opponent with a Power Attack, you may make an immediate Persuasion
(intimidate) check as a free action to attempt to demoralize your opponent.
Shatter Defenses
Prerequisites: Weapon Focus, and Dazzling Display, and BaseAttackBonus 6
Your skill with your chosen weapon leaves opponents unable to defend themselves if you strike them
when their defenses are already compromised.
Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks
until the end of your next turn. This includes any additional attacks you make this round.
Prerequisites: Weapon and Shield
Improved Two-Weapon Fighting
Prerequisites: Dexterity 17, and Two-Weapon Fighting, and BaseAttackBonus 6
You get a second attack with your off-hand weapon, albeit at a 5 penalty.
Shield Master
Prerequisites: Shield Bash, and Two-Weapon Fighting, and BaseAttackBonus 11
Your mastery of the shield allows you to fight with it without hindrance.
Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another
weapon. Add your shield's enhancement bonus to attack and damage rolls made with the shield as if it
were a weapon enhancement bonus.
Prerequisites: Two-Handed Weapon
Cleaving Finish
Prerequisites: Cleave, and Strength 13, and Power Attack
If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you
can make another melee attack using your highest base attack bonus against another opponent within
reach. You can make only one extra attack per round with this feat.
Great Cleave
Prerequisites: Cleave, and Strength 13
As a standard action, you can make a single attack at your full base attack bonus against a foe within
reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack
bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue
to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You
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cannot attack an individual foe more than once during this attack action. When you use this feat, you take
a 2 penalty to your Armor Class until your next turn.
Prerequisites: Two-Weapon Combat
Evasion
A character can avoid even magical and unusual attacks with great agility. If a character makes a
successful Reflex saving throw against an attack that normally deals half damage on a successful save, he
instead takes no damage. A helpless character does not gain the benefit of evasion.
Improved Critical
Prerequisites: BaseAttackBonus 8
Choose one type of weapon. When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the
feat, it applies to a new type of weapon.
This effect doesn't stack with any other effect that expands the threat range of a weapon.
Dreadful Carnage
Prerequisites: Strength 15, and Dazzling Display, and Power Attack, and BaseAttackBonus 11
Slaying an enemy demoralizes your other nearby foes.
Benefit: Whenever you reduce an enemy to 0 or fewer hit points, you can make a Persuasion (to
intimidate) check to demoralize all enemies within 30 feet as a free action. Enemies that cannot see both
you and the enemy you reduced to 0 or fewer hit points are unaffected.
Greater Two-Weapon Fighting
Prerequisites: Dexterity 19, and Improved Two-Weapon Fighting, and BaseAttackBonus 11
You get a third attack with your off-hand weapon, albeit at a 10 penalty.
Bashing Finish
Prerequisites: Shield Bash, and Two-Weapon Fighting, and BaseAttackBonus 11, and Shield Master
You follow a powerful blow from your weapon with an opportunistic bash from your shield.
Benefit: Whenever you score a critical hit with a melee weapon, you can make a shield bash attack
against the same target using the same bonus as a free action.
Critical Focus
Prerequisites: BaseAttackBonus 9
You are trained in the art of causing pain. You receive a +4 circumstance bonus on attack rolls made to
confirm critical hits.
Skill Focus
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that
skill, this bonus increases to +6.
Special: You can gain this feat multiple tim
Quarry
A character can, as a standard action, denote one target within his line of sight as his quarry. He receives
a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically
confirmed. A character can have no more than one quarry at a time.
Camouflage
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A ranger of 12th level or higher can, as a move action, use the Stealth skill to hide in any of his favored
terrains, even in combat.
Improved Evasion
This ability works like evasion, except that while the character still takes no damage on a successful Reflex
saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless character
does not gain the benefit of improved evasion.
Improved Quarry
At 19th level, the character's ability to hunt his quarry improves. He can now select a quarry as a free
action and his insight bonus to attack his quarry increases to +4.
Master Hunter
A ranger of 20th level becomes a master hunter. He can, as a standard action, make a single attack
against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and
must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the ranger's level + the
ranger's Wisdom modifier. A ranger can use this ability five times per day, but not against the same
creature more than once in a 24-hour period.
Ranger Archetypes
Freebooter
A freebooter is a natural leader, a pirate who works well with a variety of people and in a variety of roles.
Her specialized combat tactics help organize and direct a crew, and freebooters' talents are in high
demand. Most freebooters work as independent agents. A freebooter signs on with a crew when she
feels the urge to travel, and often moves to a new ship when her contract ends.
Freebooter's Bane
At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to
focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls
against the target. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus
increases by 1. The freebooter's bane lasts until the target dies or the freebooter selects a new target.
Freebooter's Bond
At 4th level, a freebooter forms a bond with her crewmates. This bond allows her to spend a move action
to grant her allies extra combat prowess when they work as a team. All allies within 30 feet who can see
or hear the freebooter gain an additional +2 bonus on attack rolls when flanking for 1 minute.
Ranger replaces following features: Favored Enemy, Hunter's Bond, Favored EnemyFavored Enemy, , , , ,
Favored EnemyFavored Enemy, , , , , Favored EnemyFavored Enemy, , , , , Favored EnemyFavored Enemy
Flamewarden
Emulating the blazing phoenix, flamewardens sweep through the world like a selective forest fire, burning
away corruption, evil, and those who cling to decay.
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Touch of Flame
At 4th level, a flamewarden can cause his weapons to burst into flame. As a standard action, the ranger
can grant a single weapon he holds the flaming special ability for 1 minute; while under this effect, the
weapon counts as magic for the purpose of overcoming damage reduction. A flamewarden can use this
ability a number of times per day equal to 3 + his Wisdom modifier. At 12th level, weapons affected by
this ability gain the flaming burst special ability instead.
Spellcasting
At 4th level, a flamewarden adds firebelly and summon small fire elemental to his ranger spell list as 1st-
level spells.
At 7th level, a flamewarden adds scorching ray to his list ranger spell list as a 2nd-level spell.
Stoking the Embers
At 9th level, a flamewarden can fan the last spark of a recently slain creature's life force back into a full
flame. Once per day as a standard action, a flamewarden can touch the corpse of a creature to grant it
the effects of breath of life.
Breath of Life: This spell cures 5d8 points of damage + 1 point per caster level (maximum +25).
Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast
upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the
healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to
life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to
or greater than its Constitution score, the creature remains dead. Creatures brought back to life through
breath of life gain a temporary negative level that lasts for 1 day.
Creatures slain by death effects cannot be saved by breath of life.
Like cure spells, breath of life deals damage to undead creatures rather than curing them, and cannot
bring them back to life.
At 10th level, a flamewarden adds summon medium fire elemental to his ranger spell list as a 3rd-level
spell.
Burning Renewal
At 12th level, a flamewarden can use the cleansing power of fire to remove afflictions from his body,
mind, and soul. When the flamewarden takes 10 or more points of fire damage, he removes the following
conditions: fatigued, shaken, sickened, exhausted, frightened, and nauseated. Additionaly, he removes
1d6 points of ability damage and 1d6 points of ability drain from the most damaged ability scores of his
choice.
The ranger can use this ability only once each time he takes fire damage, regardless of how much damage
it deals over the required amount. He can use this ability a number of times per day equal to 3 + his
Wisdom modifier.
If the flamewarden has fire resistance or immunity to fire, fire damage he would have otherwise taken
still counts toward activating burning renewal.
At 13th level, a flamewarden adds flamestrike, volcanic storm, and summon large fire elemental to his
ranger spell list as 4th-level spells.
Phoenix Blast
At 16th level, if a flamewarden dies, his body explodes in a conflagration in a 20-foot spread. Each hostile
creature in the area takes 10d6 points of fire damage unless it succeeds at a Reflex save (DC = 10 + half
the ranger's level + his Constitution modifier) for half damage. The flames don't harm the flamewarden's
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allies, who instead are healed 5d6 points of damage, and any poisons they are currently suffering are
neutralized.
Phoenix Rising
At 20th level, the flamewarden gains immunity to fire, and once per week, the flamewarden rises from
the ashes of his own destruction 1 round after dying. The flamewarden's body re-forms with all his
equipment, and he returns to life with half his maximum hit points.
Ranger replaces following features: Hunter's Bond, , , , , Evasion, , , Camouflage, , , , Improved Evasion, , , ,
Master Hunter
Stormwalker
Rangers who walk in the tempest unafraid draw the power of the storm into themselves and become
stormwalkers.
Wind Treader
At 4th level, a stormwalker can wreathe his weapon in lightning. As a standard action, he can grant a
single weapon he holds the shock special ability for 1 minute; while under this effect, the weapon counts
as magic for the purpose of overcoming damage reduction. A stormwalker can use this ability a number
of times per day equal to 3 + his Wisdom modifier. At 12th level, weapons affected by this ability gain the
shocking burst special ability.
Flash Step
At 11th level, a stormwalker can move across the battlefield like a bolt of lightning. As a full-round action,
he can transform into lightning and move to any unoccupied square within 50 feet without provoking
attacks of opportunity. He makes a single ranged attack against closest opponent after this movement.
One with the Storm
At 16th level, a stormwalker gains immunity to electricity.
Flash Shot
At 19th level, when a stormwalker uses flash step, he can make two ranged attacks after his movement.
Both of these attacks are made at his highest base attack bonus.
Ranger replaces following features: Combat Style Feat, Combat Style Feat, Combat Style Feat, Combat
Style Feat, Combat Style Feat, Hunter's Bond, Quarry, Improved Evasion, Improved Quarry
Espionage Expert
These rangers' favorite hunting grounds aren't woods or mountains, but city streets and enemy
headquarters. These masterful spies hunt for secrets, rather than meat, using lies and stealthiness as
effectively as blades and arrows.
Trapfinding
An espionage expert gets a bonus equal to 1/2 her level on Perception checks.
Undercover
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An espionage expert gets a bonus equal to 1/2 her level on Persuasion (when used to bluff) and Stealth
checks.
Espionage Master
An espionage expert of 20th level becomes an espionage master. She can, as a standard action, make a
single attack against a favored enemy at her full attack bonus. If the attack hits, the target takes damage
normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the espionage
expert's level + the espionage expert's Charisma modifier. An espionage expert can use this ability five
times per day, but not against the same creature more than once in a 24-hour period.
Ranger replaces following features: EnduranceFavored Terrain, Hunter's Bond, Favored Terrain,
Camouflage, Favored Terrain, Master Hunter
Rogue
Rogues excel at moving about unseen and catching foes unaware, and tend to avoid head-to-head
combat. Their varied skills and abilities allow them to be highly versatile, with great variations in expertise
existing between different rogues. Most, however, excel in overcoming hindrances of all types, from
unlocking doors and disarming traps to outwitting magical hazards and conning dull-witted opponents.
HitDice: D8
Skill Ranks per Level: 5 plus half Int bonus
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1
0
0
2
0
Sneak Attack, Rogue Proficiencies, Weapon Finesse,
Trapfinding
2
1
0
3
0
Evasion, Rogue Talent
3
2
1
3
1
Sneak Attack, Finesse Training, Danger Sense
4
3
1
4
1
Rogue Talent, Debilitating Injury, Uncanny Dodge
5
3
1
4
1
Sneak Attack
6
4
2
5
2
Rogue Talent, Danger Sense
7
5
2
5
2
Sneak Attack
8
6
2
6
2
Rogue Talent, Improved Uncanny Dodge
9
6
3
6
3
Sneak Attack, Danger Sense
10
7
3
7
3
Rogue Talent, Advanced Talents
11
8
3
7
3
Sneak Attack, Finesse Training
12
9
4
8
4
Rogue Talent, Danger Sense
13
9
4
8
4
Sneak Attack
14
10
4
9
4
Rogue Talent
15
11
5
9
5
Sneak Attack, Danger Sense
16
12
5
10
5
Rogue Talent
17
12
5
10
5
Sneak Attack
18
13
6
11
6
Rogue Talent, Danger Sense
19
14
6
11
6
Sneak Attack, Finesse Training
20
15
6
12
6
Rogue Talent, Master Strike
Class Features
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Sneak Attack
If a character can catch an opponent when he is unable to defend himself effectively from her attack, she
can strike a vital spot for extra damage.
The character's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC
(whether the target actually has a Dexterity bonus or not), or when the character flanks her target. This
extra damage is 1d6 and increases by 1d6 at later levels. This additional damage is precision damage and
is not multiplied on a critical hit.
The character must be able to see the target well enough to pick out a vital spot and must be able to
reach such a spot.
Rogue Proficiencies
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and
shortbow. They are proficient with light armor, but not with shields.
Weapon Finesse
With a light weapon, elven curve blade, estoc or rapier made for a creature of your size category, you
may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Trapfinding
A rogue adds 1/2 her level on Perception checks.
Evasion
A character can avoid even magical and unusual attacks with great agility. If a character makes a
successful Reflex saving throw against an attack that normally deals half damage on a successful save, he
instead takes no damage. A helpless character does not gain the benefit of evasion.
Rogue Talent
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting
at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of
rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Canny Observer
When a character with this talent makes a Perception check, they gain a +4 bonus.
Combat Trick
A character that selects this talent gains a bonus combat feat.
Armor Proficiency (Heavy Armor)
Prerequisites: Armor Proficiency (Medium Armor)
You become proficient with Heavy Armor.
Armor Proficiency (Light Armor)
You become proficient with Light Armor.
Martial Weapons Proficiency
You become proficient with all Martial Weapons.
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Armor Proficiency (Medium Armor)
Prerequisites: Armor Proficiency (Light Armor)
You become proficient with Medium Armor.
Shield Proficiency
You become proficient with Bucklers, Light Shields, and Heavy Shields.
Simple Weapon Proficiency
You become proficient with all Simple Weapons.
Tower Shield Proficiency
Prerequisites: Shield Proficiency
You become proficient with Tower Shields.
Dazzling Display
Prerequisites: Weapon Focus
You can quickly deter others with your martial mastery.
Benefit: While wielding the weapon with which you have Weapon Focus, you can use Dazzling Display as
a standard action with a 5 penalty on your Intimidate check, as a move action with a 10 penalty, or as a
swift action with a 20 penalty.
Agile Maneuvers
Prerequisites: Bull Rush, or Dirty Trick, or Disarm, or Sunder Armor, or Trip
You've learned to use your quickness in place of brute force when performing combat maneuvers.
Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your
Combat Maneuver Bonus instead of your Strength bonus.
Normal: You add your Strength bonus to your base attack bonus and size bonus when determining your
Combat Maneuver Bonus.
Arcane Armor Mastery
Prerequisites: Arcane Armor Training
You have mastered the ability to cast spells while wearing armor.
Benefit: Reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells
you cast. This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training.
Arcane Armor Training
You have learned how to cast spells while wearing armor.
Benefit: Reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells
you cast.
Arcane Strike
Spending a swift action each round, you can imbue your weapons with a fraction of your power. For 1
round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage
reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at
20th level.
Armor Focus
Prerequisites: BaseAttackBonus 1
Your familiarity with a specific type of armor increases the amount of protection you receive from it.
Benefit(s): Select one type of armor. The AC bonus granted by the selected armor increases by 1.
Light Armor Focus
Prerequisites: BaseAttackBonus 1
The AC bonus granted by any light armor that you equip increases by 1.
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Medium Armor Focus
Prerequisites: BaseAttackBonus 1
The AC bonus granted by any medium armor that you equip increases by 1.
Heavy Armor Focus
Prerequisites: BaseAttackBonus 1
The AC bonus granted by any heavy armor that you equip increases by 1.
Bashing Finish
Prerequisites: Shield Bash, and Two-Weapon Fighting, and BaseAttackBonus 11, and Shield Master
You follow a powerful blow from your weapon with an opportunistic bash from your shield.
Benefit: Whenever you score a critical hit with a melee weapon, you can make a shield bash attack
against the same target using the same bonus as a free action.
Blind Fight
In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll
one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your
Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The
invisible attacker's bonuses do still apply for ranged attacks, however. You also gain immunity to gaze
attacks.
Greater Blind Fight
Prerequisites: Perception 15 ranks, and Improved Blind Fight
Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with
total concealment as if they had normal concealment (20% miss chance instead of 50%). You may still
reroll a miss chance percentile roll as normal.
If you successfully pinpoint an invisible or hidden attacker, that attacker gets no advantages related to
hitting you with ranged attacks, regardless of the range. That is, you don't lose your Dexterity bonus to
Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible.
Improved Blind Fight
Prerequisites: Perception 10 ranks, and Blind Fight
Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss
chance percentile roll for total concealment. If you successfully pinpoint an invisible or hidden attacker
within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks. That is, you
don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being
invisible.
Cleave
Prerequisites: Power Attack, and Strength 13
As a standard action, you can make a single attack at your full base attack bonus against a foe within
reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack
bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional
attack per round with this feat. When you use this feat, you take a 2 penalty to your Armor Class until
your next turn.
Cleaving Finish
Prerequisites: Cleave, and Strength 13, and Power Attack
If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you
can make another melee attack using your highest base attack bonus against another opponent within
reach. You can make only one extra attack per round with this feat.
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Great Cleave
Prerequisites: Cleave, and Strength 13
As a standard action, you can make a single attack at your full base attack bonus against a foe within
reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack
bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue
to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You
cannot attack an individual foe more than once during this attack action. When you use this feat, you take
a 2 penalty to your Armor Class until your next turn.
Improved Cleaving Finish
Prerequisites: Cleave, and Strength 13, and Power Attack, and Great Cleave, and Cleaving Finish, and
BaseAttackBonus 6
You can use Cleaving Finish any number of times per round.
Clustered Shots
Prerequisites: Point-Blank Shot, and Precise Shot, and BaseAttackBonus 6
You take a moment to carefully aim your shots, causing them all to strike nearly the same spot.
Benefit: When you use a full attack to make multiple ranged weapon attacks against the same opponent,
total the damage from all hits before applying that opponent's damage reduction.
Combat Expertise
Prerequisites: Intelligence 13
You can choose to take a 1 penalty on melee attack rolls and combat maneuver checks to gain a +1
dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the
penalty increases by 1 and the dodge bonus increases by +1. You can only choose to use this feat when
you declare that you are making an attack or a full attack with a melee weapon. The effects of this feat
last until your next turn.
Combat Reflexes
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus.
With this feat, you may also make attacks of opportunity while flat-footed.
Cornugon Smash
Prerequisites: Persuasion 6 ranks, and Power Attack
When you damage an opponent with a Power Attack, you may make an immediate Persuasion
(intimidate) check as a free action to attempt to demoralize your opponent.
Crane Style
Prerequisites: Dodge, and Improved Unarmed Strike; Monk 1, or BaseAttackBonus 2
You take only a 2 penalty on attack rolls for fighting defensively. While using this style and fighting
defensively, you gain an additional +1 dodge bonus to your Armor Class.
Crane Riposte
Prerequisites: Dodge, and Improved Unarmed Strike, and Crane Style, and Crane Wing; Monk 7, or
BaseAttackBonus 8
You take only a 1 penalty on attack rolls for fighting defensively.
Whenever you lose the dodge bonus from Crane Wing because an attack missed you by 4 or less, the
enemy provokes an attack of opportunity.
Crane Wing
Prerequisites: Dodge, and Improved Unarmed Strike, and Crane Style; Monk 5, or BaseAttackBonus 5
When fighting defensively with at least one hand free, you gain a +4 dodge bonus to AC against melee
attacks. If a melee attack misses you by 4 or less, you lose this dodge bonus until the beginning of your
next turn.
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Blinding Critical
Prerequisites: Critical Focus, and BaseAttackBonus 15
Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save
reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack
bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than
two eyes. Blindness can be cured by heal, regenerate, remove blindness, or similar abilities.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical
Mastery.
Critical Mastery
Prerequisites: Fighter 14, and Critical Focus
When you score a critical hit, you can apply the effects of two critical feats in addition to the damage
dealt.
Normal: You can only apply the effects of one critical feat to a given critical hit in addition to the damage
dealt.
Exhausting Critical
Prerequisites: Critical Focus, and BaseAttackBonus 15, and Tiring Critical
When you score a critical hit on a foe, your target immediately becomes exhausted. This feat has no
effect on exhausted creatures.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess the
Critical Mastery feat.
Sickening Critical
Prerequisites: Critical Focus, and BaseAttackBonus 11
Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat
do not stack. Additional hits instead add to the effect's duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical
Mastery.
Staggering Critical
Prerequisites: Critical Focus, and BaseAttackBonus 13
Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful
Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base
attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical
Mastery.
Tiring Critical
Prerequisites: Critical Focus, and BaseAttackBonus 13
Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on
a fatigued or exhausted creature.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical
Mastery.
Critical Focus
Prerequisites: BaseAttackBonus 9
You are trained in the art of causing pain. You receive a +4 circumstance bonus on attack rolls made to
confirm critical hits.
Deadly Aim
Prerequisites: Dexterity 13, and BaseAttackBonus 1
You can choose to take a 1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage
rolls.
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When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its
effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not
deal hit point damage.
Defensive Combat Training
You excel at defending yourself from all manner of combat maneuvers.
Benefit: You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver
Defense.
Deflect Arrows
Prerequisites: Improved Unarmed Strike, and Dexterity 13
You must have at least one hand free (holding nothing) to use this feat. Once per round when you would
normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage
from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack
doesn't count as an action.
Dodge
Prerequisites: Dexterity 13
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes
you lose the benefits of this feat.
Double Slice
Prerequisites: Dexterity 15, and Two-Weapon Fighting
Your off-hand weapon while dual-wielding strikes with greater power.
Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon.
Normal: You normally add only half of your Strength modifier to damage rolls made with a weapon
wielded in your off-hand.
Dragon Ferocity
Prerequisites: Improved Unarmed Strike, and Mobility 5 ranks, and Strength 15, and Dragon Style, and
Stunning Fist
You attack with the strength of a dragon, your telling blows striking fear into your enemies.
While using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional
one-half your Strength bonus, to a total of double your Strength bonus on the first attack and 1.5 times
your Strength bonus on the other attacks.
When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this
style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.
Dragon Style
Prerequisites: Improved Unarmed Strike, and Mobility 3 ranks, and Strength 15
You call upon the spirit of dragonkind, gaining greater resilience, mobility, and fierceness from the
blessing of these great beings.
While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and
stunning effects. Further, you can add 1.5 times your Strength bonus on the damage roll for your first
unarmed strike on a given round.
Dreadful Carnage
Prerequisites: Strength 15, and Dazzling Display, and Power Attack, and BaseAttackBonus 11
Slaying an enemy demoralizes your other nearby foes.
Benefit: Whenever you reduce an enemy to 0 or fewer hit points, you can make a Persuasion (to
intimidate) check to demoralize all enemies within 30 feet as a free action. Enemies that cannot see both
you and the enemy you reduced to 0 or fewer hit points are unaffected.
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Aldori Dueling Mastery
Prerequisites: Dexterity 13, and Weapon Finesse
You gain a +2 bonus on initiative checks as long as you start combat with a dueling sword. As long as you
wield only a single dueling sword in one hand (not using a shield or an off-hand weapon), you gain a +2
shield bonus to your AC. Although the dueling sword deals slashing damage, you treat it as if it were also
a piercing weapon when determining the effects of weapons used by a duelist.
Endurance
Harsh conditions or long exertions do not easily tire you.
Benefit: You gain +2 bonus on Athletics checks and +4 bonus on Fortitude saves against fatigue and
exhaustion.
You may sleep in light or medium armor without becoming fatigued.
Fencing Grace
Prerequisites: Dexterity 13, and Weapon Finesse
Your dashing style and fluid fencing forms allow you to use agility rather than brute force to fell your foes.
Benefits: Choose one kind of light or one-handed piercing weapon (such as the rapier). When wielding
your chosen weapon one-handed, you can add your Dexterity modifier instead of your Strength modifier
to that weapon's damage. You do not gain this benefit while fighting with two weapons or using flurry of
blows, or anytime another hand is otherwise occupied.
Greater Penetrating Strike
Prerequisites: Fighter 16, and Weapon Focus, and Penetrating Strike
Your attacks made with weapons selected with Weapon Focus ignore up to 10 points of damage
reduction.
Hammer the Gap
Prerequisites: BaseAttackBonus 6
You repeatedly strike the same location, causing increasing amounts of damage.
Benefit: When you make a full attack, each consecutive hit against the same opponent deals extra
damage equal to the number of previous consecutive hits you have made against that opponent this turn.
This damage is multiplied on a critical hit.
Improved Initiative
Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.
Improved Critical
Prerequisites: BaseAttackBonus 8
Choose one type of weapon. When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the
feat, it applies to a new type of weapon.
This effect doesn't stack with any other effect that expands the threat range of a weapon.
Improved Precise Shot
Prerequisites: Dexterity 19, and BaseAttackBonus 11, and Point-Blank Shot, and Precise Shot
Your ranged attacks ignore anything but total concealment and cover.
Benefit: Your ranged attacks ignore the miss chance granted to targets by anything less than total
concealment. Total concealment provides their normal benefits against your ranged attacks.
Improved Unarmed Strike
You are considered to be armed even when unarmed you can make unarmed attacks that deal 1d3
bludgeoning damage (if Medium; 1d2 if Small).
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Intimidating Prowess
Your physical might is intimidating to others.
Benefit: Add your Strength modifier to Persuasion skill (when used to intimidate) checks in addition to
your Charisma modifier.
Greater Bull Rush
Prerequisites: Bull Rush, and Strength 13, and Power Attack, and BaseAttackBonus 6
You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by
Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from you
and all of your allies.
Bull Rush
Prerequisites: Power Attack, and Strength 13
This feat gives the character an ability to perform the bull rush combat maneuver. It also grants a +2
bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
A bull rush attempts to push an opponent straight back without doing any harm. If your combat
maneuver is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your
opponent's CMD you can push the target back an additional 5 feet.
An enemy being moved by a bull rush does not provoke an attack of opportunity because of the
movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square
that is occupied by a solid object or obstacle.
Greater Dirty Trick
Prerequisites: Dirty Trick, and Intelligence 13, and BaseAttackBonus 6; Combat Expertise, or Kinetic
Warrior
You receive a +2 bonus on checks made to attempt a dirty trick. This bonus stacks with the bonus granted
by Dirty Trick. Whenever you successfully perform a dirty trick, the penalty lasts for 1d4 rounds, plus 1
round for every 5 by which your attack exceeds the target's CMD.
Dirty Trick
Prerequisites: Intelligence 13; Combat Expertise, or Kinetic Warrior
This feat gives the character an ability to perform the dirty trick combat maneuver. It also grants a +2
bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
You can attempt to hinder a foe in melee as a standard action. If your attack is successful, the target takes
a penalty. The penalty is limited to one of the following conditions: blinded, entangled, or sickened.
This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent's CMD, the
penalty lasts 1 additional round.
Greater Disarm
Prerequisites: Disarm, and Intelligence 13, and BaseAttackBonus 6; Combat Expertise, or Kinetic Warrior
You receive a +2 bonus on checks made to attempt a disarm. This bonus stacks with the bonus granted by
Disarm. Whenever you successfully perform a disarm, the penalty lasts for 1d4 rounds, plus 1 round for
every 5 by which your attack exceeds the target's CMD.
Disarm
Prerequisites: Intelligence 13; Combat Expertise, or Kinetic Warrior
This feat gives the character an ability to perform the disarm combat maneuver. It also grants a +2 bonus
to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
You can attempt to disarm a foe in melee as a standard action. If your combat maneuver is successful, the
target cannot use his weapons for 1 round.
For every 5 by which your attack exceeds your opponent's CMD, the disarmed condition lasts 1 additional
round.
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Greater Sunder Armor
Prerequisites: Sunder Armor, and Strength 13, and Power Attack, and BaseAttackBonus 6
You receive a +2 bonus on checks made to attempt a sunder. This bonus stacks with the bonus granted by
Sunder Armor. Whenever you successfully perform a sunder, the penalty lasts for 1d4 rounds, plus 1
round for every 5 by which your attack exceeds the target's CMD.
Sunder Armor
Prerequisites: Power Attack, and Strength 13
This feat gives the character an ability to perform the sunder armor combat maneuver. It also grants a +2
bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
You can attempt to dislodge an armor worn by your opponent. If your combat maneuver is successful, the
target loses its bonuses from armor for 1 round.
For every 5 by which your attack exceeds your opponent's CMD, the penalty lasts 1 additional round.
Fury's Fall
Prerequisites: Trip
You can use strength and agility to send foes crashing to the ground.
Benefit: When making a trip attack, add your Dexterity bonus to your CMB.
Greater Trip
Prerequisites: Intelligence 13, and Trip, and BaseAttackBonus 6; Combat Expertise, or Kinetic Warrior
You can make free attacks on foes that you knock down.
Benefit: You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted
by Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.
Normal: Creatures do not provoke attacks of opportunity from being tripped.
Trip
Prerequisites: Intelligence 13; Combat Expertise, or Kinetic Warrior
This feat gives the character an ability to perform the trip combat maneuver. It also grants a +2 bonus to
CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
You can attempt to trip your opponent in place of a melee attack. If your combat maneuver is successful,
the target is knocked prone.
If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each
additional leg it has. Some creaturessuch as oozes, creatures without legs, and flying creaturescannot
be tripped.
Manyshot
Prerequisites: Rapid Shot, and BaseAttackBonus 6
When making a full attack with a bow, your first attack fires two arrows. If the attack hits, both arrows hit.
Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack.
Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do
other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply
separately to each arrow.
Missile Shield
Prerequisites: Shield Focus, and Dexterity 13
You must be using a shield to use this feat. Once per round when you would normally be hit with an
attack from a ranged weapon (not including spell effects, natural attacks, or massive ranged weapons),
you may deflect it so that you take no damage, as if you had the Deflect Arrows feat. You must be aware
of the attack and not flat-footed.
Combat Mobility
Prerequisites: Dexterity 13, and Dodge
You can easily move through a dangerous melee.
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Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move
out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class
(if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Natural Spell
Prerequisites: Wild Shape (Wolf), and Wisdom 13
You can cast spells while using wild shape. You substitute various noises and gestures for the normal
verbal and somatic components of a spell.
Penetrating Strike
Prerequisites: Fighter 12, and Weapon Focus
Your attacks made with weapons selected with Weapon Focus ignore up to 5 points of damage reduction.
Piranha Strike
Prerequisites: Dexterity 13, and Weapon Finesse
When wielding a light weapon or any other weapon that can be used with Weapon Finesse, you can
choose to take a 1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on
all melee damage rolls.
This bonus to damage is halved (50%) if you are making an attack with an off-hand weapon or secondary
natural weapon.
When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by 1
and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll,
and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that
do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.
Point-Blank Shot
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Point-Blank Master
Prerequisites: Fighter 4
Benefit: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the
selected weapon while threatened.
Normal: Using a ranged weapon while you are threatened provokes attacks of opportunity.
Power Attack
Prerequisites: Strength 13
You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks to gain a +2
bonus on all melee damage rolls.
This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon,
a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength
modifier on damage rolls. This bonus to damage is halved (50%) if you are making an attack with an off-
hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and
the bonus to damage increases by +2.
The effects of this feat last until your next turn. The bonus damage does not apply to touch attacks or
effects that do not deal hit point damage.
Precise Shot
Prerequisites: Point-Blank Shot
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard
4 penalty on your attack roll.
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Exotic Weapon Proficiency
Prerequisites: BaseAttackBonus 1
Choose one type of exotic weapon, such as the dueling sword or sai. You understand how to use that type
of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Weapon Proficiency (Bastard Sword)
You become proficient with bastard swords and can use them as a weapon.
Weapon Proficiency (Orc Double Axe)
You become proficient with orc double axes and can use them as a weapon.
Weapon Proficiency (Two-bladed Sword)
You become proficient with two-bladed swords and can use them as a weapon.
Weapon Proficiency (Dueling Sword)
You become proficient with dueling swords and can use them as a weapon.
Weapon Proficiency (Dwarven Waraxe)
You become proficient with dwarven waraxes and can use them as a weapon.
Weapon Proficiency (Elven Curve Blade)
You become proficient with elven curve blade and can use it as a weapon.
Weapon Proficiency (Estoc)
You become proficient with estocs and can use them as a weapon.
Weapon Proficiency (Falcata)
You become proficient with falcatas and can use them as a weapon.
Weapon Proficiency (Fauchard)
You become proficient with fauchards and can use them as a weapon.
Weapon Proficiency (Gnome Hooked Hammer)
You become proficient with gnome hooked hammers and can use them as a weapon.
Weapon Proficiency (Kama)
You become proficient with kama and can use them as a weapon.
Weapon Proficiency (Sai)
You become proficient with sai and can use them as a weapon.
Weapon Proficiency (Sling Staff)
You become proficient with sling staffs and can use them as a weapon.
Weapon Proficiency (Tongi)
You become proficient with tongi and can use them as a weapon.
Weapon Proficiency (Dwarven Urgrosh)
You become proficient with dwarven urgoshes and can use them as a weapon.
Weapon Proficiency (Nunchaku)
You become proficient with nunchaku and can use them as a weapon.
Pummeling Bully
Prerequisites: Pummeling Style, and Trip, and Improved Unarmed Strike; BaseAttackBonus 9, or Monk 5
When you use Pummeling Style to make an entire full attack or flurry of blows against a single target, if
you hit with any of your attacks, you attempt a trip combat maneuver check as a free action.
Pummeling Charge
Prerequisites: Pummeling Style; BaseAttackBonus 12, or Monk 8
Your charge ends with a mighty haymaker.
Benefit: You can charge and make a full attack or flurry of blows at the end of your charge as part of the
charge action. You can use Pummeling Charge in this way only if all of your attacks qualify for using
Pummeling Style against a single target.
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Pummeling Style
Prerequisites: Improved Unarmed Strike; Flurry of Blows, or BaseAttackBonus 6
Your unarmed strikes weave together in an effortless combo, focusing on the spots you've weakened
with the last hit.
Benefit: Whenever you use a full attack or flurry of blows to make multiple attacks against a single
opponent with unarmed strikes, total the damage from all hits before applying damage reduction. This
ability works only with unarmed strikes, no matter what other abilities you might possess.
Rapid Shot
When making a full attack with a ranged weapon, you can fire one additional time this round at your
highest bonus. All of your attack rolls take a 2 penalty when using Rapid Shot.
Shield Bash
You may attack with light and heavy shields. This incurs standard penalties for two-weapon fighting if you
have a weapon in your other hand.
A light shield deals 1d3 damage and is considered a light weapon. A heavy shield deals 1d4 damage and is
considered a one-handed weapon.
Shield Focus
Increase the AC bonus granted by any shield you are using by 1.
Greater Shield Focus
Prerequisites: Fighter 8, and Shield Focus
You are skilled at deflecting blows with your shield.
Benefit: Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus
granted by Shield Focus.
Shield Master
Prerequisites: Shield Bash, and Two-Weapon Fighting, and BaseAttackBonus 11
Your mastery of the shield allows you to fight with it without hindrance.
Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another
weapon. Add your shield's enhancement bonus to attack and damage rolls made with the shield as if it
were a weapon enhancement bonus.
Slashing Grace
Prerequisites: Dexterity 13, and Weapon Finesse
You can stab your enemies with your sword or another slashing weapon.
Benefit: Choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding
your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats
and class abilities that require such a weapon (such as a duelist's precise strike) and you can add your
Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one
appropriate for your size.
Crushing Blow
Prerequisites: Improved Unarmed Strike, and Stunning Fist
You can make a Stunning Fist attempt as a full-round action. If successful, instead of stunning your target,
you reduce the target's AC by an amount equal to your Wisdom modifier for 1 minute. This penalty does
not stack with other penalties applied due to Crushing Blow.
Stunning Fist
Prerequisites: Improved Unarmed Strike
You know just where to strike to temporarily stun a foe.
You must use this feat before you make your attack (thus, a failed attack roll ruins the attempt). Stunning
Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your
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character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this
saving throw is stunned for 1 round (until just before your next turn). A stunned character drops
everything held, can't take actions, loses any Dexterity bonus to AC, and takes a 2 penalty to AC. You
may attempt a stunning attack once per day for every four levels you have attained, and no more than
once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to
critical hits cannot be stunned.
Allied Spellcaster
With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 bonus on
concentration checks and level checks made to overcome spell resistance.
Back to Back
Prerequisites: Perception 3 ranks
Your ally's eyes are your own, and yours are his.
Benefit: While you are flanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus
to AC against attacks from opponents flanking you.
Coordinated Defense
Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your
Combat Maneuver Defense. This bonus increases to +4 if the creature attempting the maneuver is larger
than both you and your ally.
Coordinated Maneuvers
You are skilled at working with your allies to perform dangerous combat maneuvers.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus
on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a
grapple.
Outflank
Prerequisites: BaseAttackBonus 4
Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on
attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it
provokes an attack of opportunity from your ally.
Precise Strike
Prerequisites: Dexterity 13, and BaseAttackBonus 1
Whenever you and an ally who also has this feat are flanking the same creature, you deal an additional
1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other
sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Shatter Defenses
Prerequisites: Weapon Focus, and Dazzling Display, and BaseAttackBonus 6
Your skill with your chosen weapon leaves opponents unable to defend themselves if you strike them
when their defenses are already compromised.
Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks
until the end of your next turn. This includes any additional attacks you make this round.
Shielded Caster
Your allies cover you while you cast complicated spells.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus
on concentration checks.
If your ally is wielding a buckler or a light shield, this bonus increases by +1.
If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2.
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Shield Wall
Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this feat,
the AC bonus from your shield increases, depending on the shield wielded by your ally.
If your ally is wielding a buckler or a light shield, your shield bonus increases by +1.
If your ally is wielding a heavy shield or a tower shield, your shield bonus increases by +2.
Seize the Moment
Prerequisites: Combat Reflexes
When an ally who also has this feat confirms a critical hit against an opponent that you also threaten, you
can make an attack of opportunity against that opponent.
Tandem Trip
Prerequisites: Trip
You know how to work together to trip your foes.
Benefit: Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this
feat, you roll twice and take the better result.
Two-Weapon Fighting
Prerequisites: Dexterity 15
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your
primary hand lessens by 2 and the one for your off hand lessens by 6.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that
weapon. When fighting in this way you suffer a 6 penalty with your regular attack or attacks with your
primary hand and a 10 penalty to the attack with your off hand. If your off-hand weapon is light, the
penalties are reduced by 2 each. An unarmed strike is always considered light.
Greater Two-Weapon Fighting
Prerequisites: Dexterity 19, and Improved Two-Weapon Fighting, and BaseAttackBonus 11
You get a third attack with your off-hand weapon, albeit at a 10 penalty.
Improved Two-Weapon Fighting
Prerequisites: Dexterity 17, and Two-Weapon Fighting, and BaseAttackBonus 6
You get a second attack with your off-hand weapon, albeit at a 5 penalty.
Vital Strike
Prerequisites: BaseAttackBonus 6
You make a single attack that deals significantly more damage than normal.
Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals
additional damage. Roll the weapon's damage dice for the attack twice and add the results together
before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and
other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are
added to the total.
Greater Vital Strike
Prerequisites: BaseAttackBonus 16, and Improved Vital Strike
You can make a single attack that deals incredible damage.
Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals
additional damage. Roll the weapon's damage dice for the attack four times and add the results together
before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and
other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are
added to the total.
Improved Vital Strike
Prerequisites: BaseAttackBonus 11, and Vital Strike
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You can make a single attack that deals a large amount of damage.
Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals
additional damage. Roll the weapon's damage dice for the attack three times and add the results
together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based
damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit,
but are added to the total.
Weapon Focus
Prerequisites: BaseAttackBonus 1
Choose one type of weapon. You can also choose unarmed strike (or, if you are a spellcaster, melee or
ranged touch attack) as your weapon for the purposes of this feat.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it
applies to a new type of weapon.
Greater Weapon Focus
Prerequisites: Fighter 8, and Weapon Focus
Choose one type of weapon (including unarmed strike) for which you have already selected Weapon
Focus. You are a master at your chosen weapon.
Benefit: You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with
other bonuses on attack rolls, including those from Weapon Focus.
Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take
the feat, it applies to a new type of weapon.
Weapon Specialization
Prerequisites: Fighter 4, and Weapon Focus
You are skilled at dealing damage with one weapon. Choose one type of weapon (including unarmed
strike) for which you have already selected the Weapon Focus feat. You deal extra damage when using
this weapon.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it
applies to a new type of weapon.
Greater Weapon Specialization
Prerequisites: Fighter 12, and Weapon Specialization
Choose one type of weapon (including unarmed strike) for which you possess the Weapon Specialization
feat. Your attacks with the chosen weapon are more devastating than normal.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus to
damage stacks with other damage roll bonuses, including any you gain from Weapon Specialization.
Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time
you take the feat, it applies to a new type of weapon.
Fast Stealth
This ability allows a character to move at full speed using the Stealth skill without penalty.
Focusing Attack Confused
Prerequisites: Sneak Attack
When the character is confused and hits a creature with a melee attack that deals sneak attack damage,
the character is no longer confused.
Focusing Attack Shaken
Prerequisites: Sneak Attack
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When the character is shaken and hits a creature with a melee attack that deals sneak attack damage, the
character is no longer shaken.
Focusing Attack Sickened
Prerequisites: Sneak Attack
When the character is sickened and hits a creature with a melee attack that deals sneak attack damage,
the character is no longer sickened.
Iron Guts
A character with this talent has a cast-iron stomach or has trained themselves to withstand poisons,
especially ingested ones. They gain a +1 bonus on all saves against poisons as well as a +4 bonus on saves
against all spells and effects that cause the character to be nauseated or sickened.
Slow Reactions
Prerequisites: Sneak Attack
Opponents damaged by the character‘s sneak attack can't make attacks of opportunity for 1 round.
Terrain Mastery
A rogue with this talent gains a favored terrain, as the ranger class feature of the same name, but the
bonus does not increase with her level.
Favored Terrain First World
At 3rd level, a ranger may select a type of terrain. The ranger gains a +2 bonus on initiative checks and
Lore (Nature), Perception, and Stealth skill checks when he is in this terrain.
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In
addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including
the one just selected, if so desired) increases by +2.
Favored Terrain Forest
At 3rd level, a ranger may select a type of terrain. The ranger gains a +2 bonus on initiative checks and
Lore (Nature), Perception, and Stealth skill checks when he is in this terrain.
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In
addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including
the one just selected, if so desired) increases by +2.
Favored Terrain Highlands
At 3rd level, a ranger may select a type of terrain. The ranger gains a +2 bonus on initiative checks and
Lore (Nature), Perception, and Stealth skill checks when he is in this terrain.
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In
addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including
the one just selected, if so desired) increases by +2.
Favored Terrain Plains
At 3rd level, a ranger may select a type of terrain. The ranger gains a +2 bonus on initiative checks and
Lore (Nature), Perception, and Stealth skill checks when he is in this terrain.
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In
addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including
the one just selected, if so desired) increases by +2.
Favored Terrain Underground
At 3rd level, a ranger may select a type of terrain. The ranger gains a +2 bonus on initiative checks and
Lore (Nature), Perception, and Stealth skill checks when he is in this terrain.
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At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In
addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including
the one just selected, if so desired) increases by +2.
Favored Terrain Urban
At 3rd level, a ranger may select a type of terrain. The ranger gains a +2 bonus on initiative checks and
Lore (Nature), Perception, and Stealth skill checks when he is in this terrain.
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In
addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including
the one just selected, if so desired) increases by +2.
Uncanny Dodge
The character can react to danger before her senses would normally allow her to do so. She cannot be
caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses
her Dexterity bonus to AC if immobilized. A character with this ability can still lose her Dexterity bonus to
AC if an opponent successfully uses the feint action against her.
If a character already has uncanny dodge from a different class, she automatically gains improved
uncanny dodge instead.
Blinding Strike
Prerequisites: Advanced Talents, and Level 15
A character who selects this talent gains Blinding Critical as a bonus feat, even if she doesn't meet the
prerequisites.
Confounding Blades
Prerequisites: Advanced Talents, and Slow Reactions
When a character with this talent hits a creature with a melee weapon that deals sneak attack damage,
the target cannot make attacks of opportunity for 1d4+1 rounds.
Crippling Strike
Prerequisites: Advanced Talents, and Sneak Attack
A character with this ability can sneak attack opponents with such precision that the blows weaken and
hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.
Dispelling Attack
Prerequisites: Advanced Talents
An opponent that is dealt sneak attack damage by a character with this ability is affected by a targeted
dispel magic affecting one of the spell effects active on the target. The caster level for this ability is equal
to the character's level.
Double Debilitation
Prerequisites: Advanced Talents, and Debilitating Injury
Whenever the character inflicts a penalty against a target using the debilitating injury class feature, they
can select two penalties to inflict. The target can never be subject to more than two penalties in this way
at one time. If any additional penalties are inflicted, any previous penalties immediately end. Any effect
that heals damage to the target negates both of the penalties.
Familiar
Prerequisites: Advanced Talents
A rogue with this talent gains a familiar as the familiar option of the wizard's arcane bond class feature.
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Cat Familiar
A familiar is a magical pet that enhances the charater's skills and senses. A cat's master gains a +3 bonus
on Stealth checks and a +2 bonus on Perception checks.
Centipede Familiar
A familiar is a magical pet that enhances the character's skills and senses. A centipede's master gains a +2
bonus on Will saves and a +2 bonus on Perception checks.
Chicken Familiar
A familiar is a magical pet that enhances the character's skills and senses. A chicken's master gains +3 hit
points and a +2 bonus on Perception checks.
Dog Familiar
A familiar is a magical pet that enhances the character's skills and senses. A dog's master gains a +3 bonus
on Lore (Nature) checks and a +2 bonus on Perception checks.
Duck Familiar
A familiar is a magical pet that enhances the character's skills and senses. A duck's master gains a +3
bonus on Knowledge (World) checks and a +2 bonus on Perception checks.
Hare Familiar
A familiar is a magical pet that enhances the character's skills and senses. A hare's master gains a +4
bonus on Initiative checks and a +2 bonus on Perception checks.
Jerboa Familiar
A familiar is a magical pet that enhances the character's skills and senses. A jerboa's master gains a +3
bonus on Athletics checks and a +2 bonus on Perception checks.
Lizard Familiar
A familiar is a magical pet that enhances the character's skills and senses. A lizard's master gains a +1
natural armor bonus to AC and a +2 bonus on Perception checks.
Monkey Familiar
A familiar is a magical pet that enhances the character's skills and senses. A monkey's master gains a +3
bonus on Mobility checks and a +2 bonus on Perception checks.
Rabbit Familiar
A familiar is a magical pet that enhances the character's skills and senses. A rabbit's master gains a +2
bonus on Reflex saves and a +2 bonus on Perception checks.
Rat Familiar
A familiar is a magical pet that enhances the character's skills and senses. A rat's master gains a +2 bonus
on Fortitude saves and a +2 bonus on Perception checks.
Tarantula Familiar
A familiar is a magical pet that enhances the character's skills and senses. A tarantula's master gains a a
+3 bonus on Athletics checks and a +2 bonus on Perception checks.
Viper Familiar
A familiar is a magical pet that enhances the character's skills and senses. A viper's master gains a a +3
bonus on Persuasion checks and a +2 bonus on Perception checks.
Improved Evasion
Prerequisites: Advanced Talents, and Evasion
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This works like evasion, except while the character still takes no damage on a successful Reflex saving
throw against an attack, they also take only half damage on a failed save. A helpless character does not
gain the benefit of improved evasion.
Improved Uncanny Dodge
The character can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the
attacker has at least four more rogue levels than the target does.
Opportunist
Prerequisites: Advanced Talents
The character can make an attack of opportunity against an opponent who has just been struck for
damage in melee by another character. This attack counts as an attack of opportunity for that round and
can't be used more than once per round.
Skill Focus
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that
skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it
applies to a new skill.
Skill Focus Mobility
You get a +3 bonus on all checks involving Mobility. If you have 10 or more ranks in Mobility, this bonus
increases to +6.
Skill Focus Persuasion
You get a +3 bonus on all checks involving Persuasion. If you have 10 or more ranks in Persuasion, this
bonus increases to +6.
Skill Focus Knowledge (Arcana)
You get a +3 bonus on all checks involving Knowledge (Arcana). If you have 10 or more ranks in
Knowledge (Arcana), this bonus increases to +6.
Skill Focus Knowledge (World)
You get a +3 bonus on all checks involving Knowledge (World). If you have 10 or more ranks in Knowledge
(World), this bonus increases to +6.
Skill Focus Lore (Nature)
You get a +3 bonus on all checks involving Lore (Nature). If you have 10 or more ranks in Lore (Nature),
this bonus increases to +6.
Skill Focus Lore (Religion)
You get a +3 bonus on all checks involving Lore (Religion). If you have 10 or more ranks in Lore (Religion),
this bonus increases to +6.
Skill Focus Perception
You get a +3 bonus on all checks involving Perception. If you have 10 or more ranks in Perception, this
bonus increases to +6.
Skill Focus Athletics
You get a +3 bonus on all checks involving Athletics. If you have 10 or more ranks in Athletics, this bonus
increases to +6.
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Skill Focus Stealth
You get a +3 bonus on all checks involving Stealth. If you have 10 or more ranks in Stealth, this bonus
increases to +6.
Skill Focus Trickery
You get a +3 bonus on all checks involving Trickery. If you have 10 or more ranks in Trickery, this bonus
increases to +6.
Skill Focus Use Magic Device
You get a +3 bonus on all checks involving Use Magic Device. If you have 10 or more ranks in Use Magic
Device, this bonus increases to +6.
Finesse Training
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select
any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this
choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected
weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect
would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her
Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Finesse Training (Bite)
Whenever the rogue makes a successful melee attack with a bite natural attack, she adds her Dexterity
modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from
adding her Strength modifier to the damage roll, she does not add her Dexterity modifier.
Finesse Training (Claw)
Whenever the rogue makes a successful melee attack with a claw natural attack, she adds her Dexterity
modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from
adding her Strength modifier to the damage roll, she does not add her Dexterity modifier.
Finesse Training (Dagger)
Whenever the rogue makes a successful melee attack with a dagger, she adds her Dexterity modifier
instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding
her Strength modifier to the damage roll, she does not add her Dexterity modifier.
Finesse Training (Dueling Sword)
Whenever the rogue makes a successful melee attack with a dueling sword, she adds her Dexterity
modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from
adding her Strength modifier to the damage roll, she does not add her Dexterity modifier.
Finesse Training (Elven Curve Blade)
Whenever the rogue makes a successful melee attack with an elven curve blade, she adds her Dexterity
modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from
adding her Strength modifier to the damage roll, she does not add her Dexterity modifier.
Finesse Training (Estoc)
Whenever the rogue makes a successful melee attack with an estoc, she adds her Dexterity modifier
instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding
her Strength modifier to the damage roll, she does not add her Dexterity modifier.
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Finesse Training (Handaxe)
Whenever the rogue makes a successful melee attack with a handaxe, she adds her Dexterity modifier
instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding
her Strength modifier to the damage roll, she does not add her Dexterity modifier.
Finesse Training (Kama)
Whenever the rogue makes a successful melee attack with a kama, she adds her Dexterity modifier
instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding
her Strength modifier to the damage roll, she does not add her Dexterity modifier.
Finesse Training (Kukri)
Whenever the rogue makes a successful melee attack with a kukri, she adds her Dexterity modifier
instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding
her Strength modifier to the damage roll, she does not add her Dexterity modifier.
Finesse Training (Light Hammer)
Whenever the rogue makes a successful melee attack with a light hammer, she adds her Dexterity
modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from
adding her Strength modifier to the damage roll, she does not add her Dexterity modifier.
Finesse Training (Light Mace)
Whenever the rogue makes a successful melee attack with a light mace, she adds her Dexterity modifier
instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding
her Strength modifier to the damage roll, she does not add her Dexterity modifier.
Finesse Training (Light Pick)
Whenever the rogue makes a successful melee attack with a light pick, she adds her Dexterity modifier
instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding
her Strength modifier to the damage roll, she does not add her Dexterity modifier.
Finesse Training (Light Shield)
Whenever the rogue makes a successful melee attack with a light shield, she adds her Dexterity modifier
instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding
her Strength modifier to the damage roll, she does not add her Dexterity modifier.
Finesse Training (Punching Dagger)
Whenever the rogue makes a successful melee attack with a punching dagger, she adds her Dexterity
modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from
adding her Strength modifier to the damage roll, she does not add her Dexterity modifier.
Finesse Training (Rapier)
Whenever the rogue makes a successful melee attack with a rapier, she adds her Dexterity modifier
instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding
her Strength modifier to the damage roll, she does not add her Dexterity modifier.
Finesse Training (Sai)
Whenever the rogue makes a successful melee attack with a sai, she adds her Dexterity modifier instead
of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her
Strength modifier to the damage roll, she does not add her Dexterity modifier.
Finesse Training (Short Sword)
Whenever the rogue makes a successful melee attack with a short sword, she adds her Dexterity modifier
instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding
her Strength modifier to the damage roll, she does not add her Dexterity modifier.
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Finesse Training (Sickle)
Whenever the rogue makes a successful melee attack with a sickle, she adds her Dexterity modifier
instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding
her Strength modifier to the damage roll, she does not add her Dexterity modifier.
Finesse Training (Unarmed)
Whenever the rogue makes a successful melee attack with an unarmed attack, she adds her Dexterity
modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from
adding her Strength modifier to the damage roll, she does not add her Dexterity modifier.
Danger Sense
At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against
attacks made by traps. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6
at 18th level).
Debilitating Injury
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of
her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue
talent or other special ability). The rogue can choose to apply any one of the following penalties when the
damage is dealt.
Bewildered: The target becomes bewildered, taking a 2 penalty to AC. The target takes an additional 2
penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC
against attacks made by the rogue increases by 2 (to a total maximum of 8).
Disoriented: The target takes a 2 penalty on attack rolls. In addition, the target takes an additional 2
penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack
rolls made against the rogue increases by 2 (to a total maximum of 8).
Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet).
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage
extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at
a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a
target suffering from one of these penalties also removes the penalty.
Uncanny Dodge
The character can react to danger before her senses would normally allow her to do so. She cannot be
caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses
her Dexterity bonus to AC if immobilized. A character with this ability can still lose her Dexterity bonus to
AC if an opponent successfully uses the feint action against her.
If a character already has uncanny dodge from a different class, she automatically gains improved
uncanny dodge instead.
Improved Uncanny Dodge
The character can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the
attacker has at least four more rogue levels than the target does.
Advanced Talents
After 10th level, a character can choose one of the advanced rogue talents in place of a rogue talent.
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Master Strike
Prerequisites: Sneak Attack
Upon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each
time the rogue deals sneak attack damage, she can slay the target. The target receives a Fortitude save to
negate the death effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's Dexterity
modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is
made, that creature is immune to that rogue's master strike for 24 hours.
Rogue Archetypes
Eldritch Scoundrel
Students of arcane magic, legerdemain, and stealth, eldritch scoundrels are a rare breed of adventurer
most commonly found seeking lost and valuable arcane writings in the ruins of fallen empires.
Cantrips
Eldritch scoundrels can cast a number of cantrips, or 0-level spells. These spells are cast like any other
spell, but they are not expended when cast and may be used again.
Eldritch Scoundrel
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, short sword, and
shortbow.
An eldritch scoundrel is not proficient with any armor or shields. Armor sometimes interferes with an
eldritch scoundrel's gestures, which can cause her spells with somatic components to fail.
Detect Magic
Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the
school of magic to which the spell belongs. Used in dialogues.
Rogue replaces following features: Sneak AttackRogue Proficiencies, Rogue Talent, Rogue Talent, Rogue
Talent, Rogue Talent, Rogue Talent, Sneak Attack, Sneak Attack, Sneak Attack, Sneak Attack, Uncanny
Dodge, Improved Uncanny Dodge
Knife Master
The knife master is a trained killer who specializes in close-up combat and the wave and weave of knife
fighting. In her hands, daggers and other similar light blades become truly deadly instruments.
Sneak Stab
A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such
a degree that she can deal more sneak attack damage with those weapons at the expense of sneak
attacks with other weapons. When she makes a sneak attack with a dagger, kukri, punching dagger,
starknife, or sai, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other
weapons, she uses d4s instead of d6s.
Blade Sense
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At 3rd level, a knife master is so skilled in combat involving light blades that she gains a +1 dodge bonus
to AC against attacks made against her with light blades. This bonus increases by +1 for every three levels,
to a maximum of +6 at 18th level.
Rogue replaces following features: Trapfinding, Danger Sense, Danger Sense, Danger Sense, Danger
Sense, Danger Sense, Danger Sense
Thug
Some criminals steal with finesse, their victims only discovering the crime when the rogue is long gone
and the coin already spent. A thug, on the other hand, cares nothing for finesse. Through both threat and
violence, the thug gets what she wants by the promise of force, and has no problem making good on that
promise as needed.
Frightening
Whenever a thug successfully uses Persuasion to demoralize a creature, the duration of the shaken
condition is increased by 1 round.
In addition, if the target is shaken for 4 or more rounds, the thug makes the target frightened for 1 round.
Brutal Beating
At 3rd level, whenever a thug deals sneak attack damage, she can choose to forgo 1d6 points of sneak
attack damage to make the target sickened for a number of rounds equal to 1/2 her rogue level. This
ability does not stack with itself only the most recent duration applies.
Rogue replaces following features: Trapfinding, Danger Sense, Danger Sense, Danger Sense, Danger
Sense, Danger Sense, Danger Sense
Shaman
While some heroes speak to gods or consort with otherworldly muses, shamans commune with the
spirits of the world and the energies that exist in every living thing. These divine adventurers draw upon
their power to shape the world and expand the influence of their spiritual patrons. Shamans have strong
ties to natural spirits. They form powerful bonds with particular spirits, and as their power grows they
learn to call upon other spirits in times of need.
HitDice: D8
Skill Ranks per Level: 2 plus half Int bonus
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1
0
0
0
2
Spirit, Spirit Animal, Simple Weapon Proficiency, Armor Proficiency
(Light Armor), Armor Proficiency (Medium Armor)
2
1
0
0
3
Hex
3
2
1
1
3
4
3
1
1
4
Hex, Wandering Spirit
5
3
1
1
4
6
4
2
2
5
Wandering Hex
7
5
2
2
5
8
6
2
2
6
Hex
9
6
3
3
6
309
10
7
3
3
7
Hex
11
8
3
3
7
12
9
4
4
8
Hex
13
9
4
4
8
14
10
4
4
9
Wandering Hex
15
11
5
5
9
16
12
5
5
10
Hex
17
12
5
5
10
18
13
6
6
11
Hex
19
14
6
6
11
20
15
6
6
12
Hex
Class Features
Spirit
A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit,
which grants a number of abilities and defines many of her other class features.
At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by
that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by
that spirit to the list of hexes that she can use with the hex and wandering hex class features.
At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level,
the shaman gains the abilities listed for the true version of her selected spirit.
Battle
A shaman who selects the battle spirit gains scars from every wound she takes, and the grit of battle
always seems to cling on her body. When she calls upon one of this spirit's abilities, she grows in stature
becoming taller and more muscular, with a grimace of rage stretching across her face.
Bones
A shaman who selects the bones spirit is cadaverously thin, with sunken eye sockets and dead eyes that
stare off into the distance. Her body has a faint smell of the grave. When she calls upon one of this spirit's
abilities, a ghostly wind whips her hair and clothes about, and the unpleasant stench becomes more
prominent.
Touch of the Grave
As a standard action, the shaman can make a melee touch attack infused with negative energy that deals
1d4 points of damage + 1 point of damage for every 2 shaman levels she possesses. She can instead
touch an undead creature to heal it of the same amount of damage. A shaman can use this ability a
number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon that the shaman
wields is treated as an unholy weapon.
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Shard Soul
The shaman gains DR 3/magic. This DR increases by 1 for every 4 shaman levels she possesses beyond
8th. In addition, as a standard action she can cause jagged pieces of bone to explode from her body in a
10-foot-radius burst. This deals 1d6 points of piercing damage for every 2 shaman levels she possesses. A
successful Reflex saving throw halves this damage. The shaman can use this ability three times per day.
Shedding Form
As a standard action, the shaman sheds her body and becomes incorporeal. While in this form, all of her
weapon attacks are considered to have the ghost touch weapon special ability. The shaman can use this
ability for a number of rounds equal to her shaman level, though those rounds do not need to be
consecutive.
Flame
A shaman who selects the flame spirit has a radiant light behind her eyes and the faint smell of smoke
about her. When she calls upon one of this spirit's abilities, a hungry spectral flame dances around her
body.
Touch of Flames
As a standard action, the shaman can make a melee touch attack that deals 1d6 points of fire damage + 1
point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day
equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a flaming weapon.
Fiery Soul
The shaman gains fire resistance 10. In addition, as a standard action she can unleash a 15-foot cone of
flame from her mouth, dealing 1d4 points of fire damage per shaman level she possesses. A successful
Reflex saving throw halves this damage. The shaman can use this ability three times per day.
Elemental Form
As a standard action, the shaman assumes the form of a Huge (or smaller) fire elemental, as if using
elemental body IV with a duration of 1 hour per level. The shaman can use this ability once per day.
Frost
Far to the north, some tribes have adapted to life in the bitter cold of arctic regions. The frost spirit is
seen by some as a protector of their way of life, and shamans who commune with the spirit are shown
great respect in their communities. A shaman who selects the frost spirit has coarse white hair and
always feels cold to the touch.
Ice Splinter
As a standard action, the shaman can shoot razor-sharp icicles at an enemy within 30 feet as a ranged
touch attack. This barrage deals 1d6 points of piercing damage + 1 point for every 2 shaman levels she
has.
Frigid Blast
The shaman gains cold resistance 10. In addition, as a standard action, she can summon an icy blast in a
20-foot-radius burst originating from a point she can see within 30 feet. This blast deals cold damage
equal to 1d6 per shaman level she has to each creature caught in the burst. Each target can attempt a
Reflex saving throw to halve this damage. The shaman can use this ability three times per day.
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Guardian of the North
As a standard action, the shaman assumes the form of a smilodon, as beast shape IV. The duration of this
transformation is 1 hour per level. The shaman can use this ability once per day.
Life
A shaman who selects the life spirit appears more vibrant than most mortals. Her skin seems to glow, and
her teeth are a pearly white. When she calls upon one of this spirit's abilities, her eyes and hair shimmer
in the light.
Channel
The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level
when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use
this ability a number of times per day equal to 1 + her Charisma modifier.
Healer's Touch
The shaman gains a +4 bonus on all Lore: Religion skill checks. As a standard action, the shaman can heal
all allies with negative HP in 30 feet radius for 1d6.
Quick Healing
The shaman calls upon her spirit to enhance the speed of her healing abilities. This ability allows her to
channel positive energy or cast a cure spell as a swift action. The shaman can use this ability a number of
times per day equal to her Charisma modifier.
Nature
A shaman who selects the nature spirit takes on an appearance that reflects the aspect of the natural
world she has the closest connection to. A nature shaman from the forest has a green tinge to her skin
and hair, with eyes of sparkling emerald and the scent of green leaves and flowers about her. A nature
shaman from the tundra is typically alabaster pale, with platinum hair and crystal blue eyes, and her skin
always seems strangely cold.
Storm Burst
As a standard action, the shaman causes a small storm of swirling wind and rain to form around one
creature within 30 feet. This storm causes the target to treat all foes as if they had concealment, suffering
a 20% miss chance for 1 round plus 1 round for every 4 shaman levels she possesses. The shaman can use
this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she
wields is treated as a thundering weapon.
Spirit of Nature
Whenever the shaman is reduced to below 0 hit points, she automatically stabilizes and gains fast healing
1 for 1d4 rounds. At 15th level, this increases to fast healing 3.
Companion Animal
The shaman's spirit animal takes the form of an animal companion of her choice, using her shaman level
as her effective druid level.
Stone
The skin of a shaman who selects the stone spirit takes on a rough, stony appearance. When the shaman
calls upon one of this spirit's abilities, tiny gemstones underneath her flesh pulse with a bright glow, like
phosphorescent geodes glittering in a dark cave.
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Touch of Acid
As a standard action, the shaman can make a melee touch attack that deals 1d6 points of acid damage +
1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day
equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a corrosive
weapon.
Body of Earth
The shaman gains DR 2/adamantine. This DR increases by 1 for every 4 levels beyond 8th the shaman
possesses. In addition, as a standard action, she can cause jagged pieces of stone to explode from her
body in a 10-foot-radius burst. This deals 1d6 points of piercing damage per 2 shaman levels she
possesses. A successful Reflex saving throw halves this damage. The shaman can use this ability three
times per day.
As a standard action, the shaman assumes the form of a Huge earth elemental, as elemental body IV with
a duration of 1 hour per level. The shaman can use this ability once per day.
Waves
A shaman who selects the waves spirit has a fluid grace that exhibits itself whenever she moves. When
she calls upon one of this spirit's abilities, floating orbs dance about her, sublimating between icy crystals,
misty vapors, and globules of water.
Wave Strike
As a standard action, the shaman can perform a melee touch attack that drenches a creature and pushes
it away. The opponent takes 1d6 points of damage + 1 point for every 2 shaman levels they possess, and
the shaman initiates bull rush maneuver against the target, using her Charisma modifier for the roll. A
shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
Fluid Mastery
The shaman can unleash a torrent of ice and water from her hands in a 15-foot cone as a standard action.
This torrent deals 1d4 points of cold damage per 2 shaman level she possesses, and bull rushes every
enemy, using Charisma modifier for the roll. A successful Reflex saving throw halves the damage and
negates the bull rush. The shaman can use this ability three times per day.
As a standard action, the shaman assumes the form of a Huge water elemental, as elemental body IV with
a duration of 1 hour per level. The shaman can use this ability once per day.
Wind
A shaman who selects the wind spirit appears windswept, and her movements seem lithe and carefree.
Shocking Touch
As a standard action, the shaman can make a melee touch attack that deals 1d6 points of electricity
damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of
times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a
shocking weapon.
Spark Soul
The shaman gains electricity resistance 10. In addition, as a standard action she can unleash a 20-foot line
of sparks from her fingertips, dealing 1d4 points of electricity damage per shaman level she possesses. A
successful Reflex saving throw halves this damage. The shaman can use this ability three times per day.
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As a standard action, the shaman assumes the form of a Huge (or smaller) lightning elemental, as if using
elemental body IV with a duration of 1 hour per level. The shaman can use this ability once per day.
Spirit Animal
At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her
conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman
by granting her a special ability. A shaman must commune with her spirit animal each day to prepare her
spells.
Simple Weapon Proficiency
You become proficient with all Simple Weapons.
Armor Proficiency (Light Armor)
You become proficient with Light Armor.
Armor Proficiency (Medium Armor)
Prerequisites: Armor Proficiency (Light Armor)
You become proficient with Medium Armor.
Hex
A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. At 2nd
level, a shaman learns one hex. At 4th, 8th, 10th, 12th, 16th, 18th, and 20th level, the shaman learns new
hexes. A shaman can select from any of the hexes available to her chosen spirit. A shaman cannot select a
hex more than once unless noted otherwise.
Using a hex is a standard action that doesn't provoke an attack of opportunity unless otherwise noted.
The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman's level + the shaman's Wisdom
modifier.
Ameliorating
The witch can touch a creature to suppress and protect it from negative conditions. The witch chooses
one of the following conditions each time she uses this hex: dazzled, fatigued, shaken, or sickened. If the
target is afflicted with the chosen condition, that condition is suppressed for a number of minutes equal
to the witch's level. Additionally, the witch grants her target a +4 circumstance bonus on saving throws
against effects that cause the chosen conditions for 24 hours. A creature can benefit from the hex twice
in 24 hours, once for each of two different conditions.
Aura of Purity
Diseases, inhaled poisons, and noxious gaseous effects (such as stinking cloud) are negated in a 10-foot
aura around the witch for a number of minutes equal to her level. This duration does not need to be
consecutive, but it must be spent in 1-minute increments. Effects caused by spells whose level is more
than half the witch's class level are unaffected.
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Chant
A shaman can chant as a move action. Any creature that is within 30 feet that is under the effects of the
shaman's evil eye, fortune, fury, or misfortune hex has that effect's duration extended by 1 round.
Draconic Resilience
The shaman grants a creature she touches some of the magically resilient nature of dragons, causing the
creature to be immune to magical sleep effects for a number of rounds equal to the shaman's level. At
7th level, the creature is also immune to paralysis for this duration. Once a creature has benefited from
the draconic resilience hex, it cannot benefit from this hex again for 24 hours.
Evil Eye
The target takes a 2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls,
saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence
modifier. A Will save reduces this to just 1 round.
This is a mind-affecting effect. At 8th level the penalty increases to 4.
Fortune
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, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the
better result. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature
has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
Fury
A shaman incites a creature within 30 feet into a primal fury. The target receives a +2 morale bonus on
attack rolls and a +2 resistance bonus on saving throws against fear for a number of rounds equal to the
shaman's Wisdom modifier. At 8th and 16th levels, these bonuses increase by 1. Once a creature has
benefited from the fury hex, it cannot benefit from it again for 24 hours.
Healing
This acts as a cure light wounds spell, using the witch's caster level. Once a creature has benefited from
the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate
wounds.
Iceplant
This hex grants the shaman a +2 natural armor bonus.
The effect leaves the shaman's skin thick and stiff to the touch.
Intimidating Display
The shaman can call upon some of the majesty and power of dragons to cow her enemies. The shaman
gains Dazzling Display as a bonus feat, even if she does not meet the prerequisites, and she can use it
even when not wielding a weapon.
Misfortune
The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the
creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the
worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended
by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is
successful, a creature cannot be the target of this hex again for 1 day.
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Nails
The shaman's nails are long and sharp, and count as natural weapons that deal 1d3 points of damage
(1d2 for a Small shaman).
Protective Luck
The witch can cause fate to twist so that it benefits a creature within 30 feet for 1 round. Whenever that
creature is targeted by an effect that requires an attack roll, including weapon attacks, the attacker must
roll twice and take the worse result.
At 8th level and 16th level, the duration of this hex is extended by 1 round. A witch cannot use this ability
on herself. Hexes that affect the fortune hex, such as cackle, also affect protective luck.
Secret
The shaman receives one metamagic feat as a bonus feat. The shaman must meet the prerequisites for
the feat.
Slumber
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 Will save to negate the effect. If the save fails, the creature falls asleep for a number
of rounds equal to the witch's level.
This hex can affect a creature of any HD. This hex ends immediately if the creature takes damage.
Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Ward
The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws.
This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded
creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this
ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level
and 16th level, the bonuses provided by this ward increase by +1.
Battle Master
Prerequisites: Battle
The shaman makes an extra attack of opportunity each round. This ability stacks with the attacks of
opportunity granted by the Combat Reflexes feat. At 8th level, the shaman gains the Weapon
Specialization feat in a weapon of her choice as a bonus feat. At 16th level, the shaman gains the Greater
Weapon Focus feat as a bonus feat, for the same weapon chosen for Weapon Specialization. The shaman
doesn't need to meet the prerequisites of these feats.
Battle Master
Prerequisites: Battle, or Battle
The shaman makes an extra attack of opportunity each round. This ability stacks with the attacks of
opportunity granted by the Combat Reflexes feat. At 8th level, the shaman gains the Weapon
Specialization feat in a weapon of her choice as a bonus feat. At 16th level, the shaman gains the Greater
Weapon Focus feat as a bonus feat, for the same weapon chosen for Weapon Specialization. The shaman
doesn't need to meet the prerequisites of these feats.
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Weapon Specialization
Prerequisites: Fighter 4, and Weapon Focus
You are skilled at dealing damage with one weapon. Choose one type of weapon (including unarmed
strike) for which you have already selected the Weapon Focus feat. You deal extra damage when using
this weapon.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it
applies to a new type of weapon.
Greater Weapon Focus
Prerequisites: Fighter 8, and Weapon Focus
Choose one type of weapon (including unarmed strike) for which you have already selected Weapon
Focus. You are a master at your chosen weapon.
Benefit: You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with
other bonuses on attack rolls, including those from Weapon Focus.
Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take
the feat, it applies to a new type of weapon.
Battle Ward
Prerequisites: Battle, or Battle
The shaman touches a willing creature (including herself) and grants a battle ward. The next time a foe
makes an attack roll against the target, the ward activates and grants a +3 deflection bonus to the warded
creature's AC. Each subsequent time she's attacked, the defection bonus reduces by 1 (to +2 for the
second time she's attacked and +1 for the third). The ward fades when the bonus is reduced to +0 or
after 24 hours, whichever comes first. At 8th level, the ward's starting bonus increases to +4. At 16th
level, it increases to +5. A creature affected by this hex cannot be affected by it again for 24 hours.
Hampering Hex
The shaman causes a creature within 30 feet to take a 2 penalty to AC and CMD for a number of rounds
equal to the shaman's level. A successful Will saving throw reduces this to just 1 round. At 8th level, the
penalty becomes 4. Whether or not the save is successful, a creature affected by a hampering hex
cannot be the target of this hex again for 24 hours.
Bone Lock
Prerequisites: Bones, or Bones
With a quick incantation, the shaman causes a creature within 30 feet to suffer stiffness in the joints and
bones, causing the target to be staggered 1 round. A successful Fortitude saving throw negates this
effect. At 8th level, the duration is increased to a number of rounds equal to her shaman level, though
the target can attempt a save each round to end the effect if its initial saving throw fails. At 16th level, the
target can no longer attempt a saving throw each round to end the effect, although it still attempts the
initial Fortitude saving throw to negate the effect entirely.
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Bone Ward
A shaman touches a willing creature (including herself) and grants a bone ward. The warded creature
becomes encircled by a group of flying bones that grant it a +2 deflection bonus to AC for a number of
rounds equal to the shaman's level. At 8th level, the ward increases to +3 and lasts for 1 minute. At 16th
level, the bonus increases to +4 and lasts for 1 hour. A creature affected by this hex cannot be affected by
it again for 24 hours.
Fearful Gaze
With a single shout, the shaman causes one target creature within 30 feet to become shaken for 1 round.
A successful Will saving throw negates this effect. At 8th level, she makes the target frightened instead.
At 16th level, she makes it panicked instead. This is a mind-affecting fear effect. A creature affected by
this hex cannot be affected by it again for 24 hours.
Fire Nimbus
Prerequisites: Flame, or Flame
The shaman causes a creature within 30 feet to gain a nimbus of fire. Though this doesn't harm the
creature, it does cause the creature to emit light like a torch, preventing it from gaining any benefit from
concealment or invisibility. The target also takes a 2 penalty on saving throws against spells or effects
with fire descriptor. The fire nimbus lasts for a number of rounds equal to the shaman's level. A
successful Will saving throw negates this effect. Whether or not the save is successful, the creature
cannot be the target of this hex again for 24 hours.
Flame Curse
The shaman causes a creature within 30 feet to become vulnerable to fire until the end of the shaman's
next turn. If the creature is already vulnerable to fire, this hex has no effect. Fire immunity and
resistances apply as normal, and any saving throw allowed by the effect that caused the damage reduces
it as normal. At 8th and 16th levels, the duration of this hex is extended by 1 round. A creature affected
by this hex cannot be affected by it again for 24 hours.
Ward of Flames
The shaman touches a willing creature (including herself) and grants a ward of flames. The next time the
warded creature is struck with a melee attack, the creature making the attack takes 1d6 points of fire
damage + 1 point of fire damage for every 2 shaman levels she possesses. This ward lasts for 1 minute,
after which it fades away if not already expended. At 8th and 16th levels, the ward lasts for one additional
attack. A creature affected by this hex cannot be affected by it again for 24 hours.
Hypothermia
Prerequisites: Frost, or Frost
The shaman afflicts a creature within 30 feet with hypothermia. The target must attempt a Fortitude
saving throw. On a failed save, the target is fatigued for 2 rounds. At 8th and 16th levels, the duration of
this hex is extended by 1 round. Whether or not the save is successful, the creature cannot be the target
of this hex again for 24 hours.
Entangling Curse
Prerequisites: Nature, or Nature
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The shaman entangles a creature within 30 feet for a number of rounds equal to the shaman's Charisma
modifier (minimum 1). A successful Reflex saving throw negates this effect. Whether or not the save is
successful, the creature cannot be the target of this hex again for 24 hours.
Friend to Animals
The shaman can spontaneously cast summon nature's ally spells as a druid. In addition, all animals within
30 feet of the shaman receive a sacred bonus on all saving throws equal to the shaman's Charisma
modifier.
Metal Curse
Prerequisites: Stone, or Stone
The shaman causes a creature within 30 feet to become slightly magnetic until the end of the shaman's
next turn. Whenever the creature is attacked with a melee or ranged weapon constructed primarily of
metal, it takes a 2 penalty to AC. At 8th and 16th levels, the penalty increases by 2 and the duration
extends by 1 round. Once affected, the creature cannot be the target of this hex again for 24 hours.
Stone Stability
The shaman receives a +4 bonus to her CMD when resisting bull rush or trip attempts as long as she is
standing on the ground. At 5th level, the shaman receives Improved Trip as a bonus feat. At 10th level,
the shaman receives Greater Trip as a bonus feat. The shaman does not need to meet the prerequisites
of these feats.
Beckoning Chill
Prerequisites: Waves, or Waves
The shaman causes one creature within 30 feet to become more susceptible to the sapping powers of
cold for 1 minute. When a creature takes cold damage while under this effect, it is entangled for 1 round.
If the creature takes cold damage while already entangled by beckoning chill, the duration of the
entangled condition increases by 1 round. Once affected, the creature cannot be the target of this hex
again for 24 hours.
Air Barrier
Prerequisites: Wind, or Wind
The shaman creates an invisible shell of air that grants her a +4 armor bonus to AC. At 7th level and every
4 levels thereafter, this bonus increases by 2. At 13th level, this barrier causes incoming arrows, rays, and
other ranged attacks requiring an attack roll against her to suffer a 50% miss chance. The shaman can use
this barrier for 1 hour per day per shaman level.
Vortex Spells
Whenever the shaman confirms a critical hit against an opponent with a spell, the target is staggered for
1 round. At 11th level, the duration increases to 1d4 rounds.
Wind Ward
The shaman can touch a willing creature (including herself) and grants a ward of wind. This ward lasts for
a number of rounds equal to the shaman's level. When a warded creature is attacked with an arrow, ray,
or other ranged attack that requires an attack roll, that attack suffers a 20% miss chance. At 8th level, the
ward lasts for 1 minute for every level the shaman possesses. At 16th level, the miss chance increases to
50%. Once affected, the creature cannot be the target of this hex again for 24 hours.
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Wandering Spirit
At 4th level, a shaman can form a temporary bond with a spirit other than the one selected using her
spirit class feature. She must make this selection each day when preparing her spells. While this feature is
active, she gains the spirit ability granted by the spirit. She also adds the spells granted by that spirit to
her list of spells that she can cast using spirit magic. She does not add the hexes from her wandering spirit
to her list of hexes that she can choose from with the hex class feature. At 12th level, she gains the
abilities listed in the greater version of her wandering spirit. At 20th level, she gains the ability listed in
the true version of her wandering spirit.
Wandering Hex
At 6th level, a shaman can temporarily gain the use of one of the hexes possessed by either one of her
spirits. She must make this selection each day when she prepares her spells. For the purposes of this
ability, she can select any hex possessed by her spirit or wandering spirit. If she selects it from her
wandering spirit, she loses the hex immediately if she bonds with another spirit, although she can then
select a different hex to gain using this ability, from either her spirit or her new wandering spirit. At 14th
level, a shaman can select two wandering hexes each day instead of one. This ability otherwise functions
as the hex class feature.
Shaman Archetypes
Possessed Shaman
For a possessed shaman, merely communing with the spirit world is insufficient. Instead, she invites the
spirits to share her body, granting them the chance to experience corporeal existence. In return, they
grant her their skills and protect her from otherworldly influence.
Shared Skill
At 1st level, a possessed shaman selects two skills. Both of these skills must use the same ability score.
The possessed shaman treats these skills as if she had a number of ranks in them equal to her shaman
level, and uses her Wisdom modifier in place of the ability modifier the skills would normally use. These
ranks do not stack with her other skill ranks (only the higher number of ranks applies).
Crowded Vessel
At 2nd level, whenever a possessed shaman fails a saving throw against a charm or compulsion spell or
effect, she can attempt a new saving throw (using the original DC) as the spirits inside her attempt to
regain control. If the saving throw is successful, the charm or compulsion effect ends. If the saving throw
fails, she is affected as normal for the remainder of the duration.
Wandering Skills
At 6th level, a possessed shaman is able to make room for another spirit. Once per day, the possessed
shaman chooses one skill. The possessed shaman treats this skill as if she had a number of ranks in it
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equal to her shaman level, and uses her Wisdom modifier in place of the ability modifier the skill would
normally use. These ranks do not stack with her other skill ranks (only the higher number of ranks
applies).
Shaman replaces following features: Hex, Wandering Hex
Spirit Hunter
Most shamans seek spirits to learn from them. Spirit hunters pursue them to eliminate. Some of these
loners are on a quest to rid the world of evil spirits and restless ghosts, others fight spirits to gain more
power, and some join the wars spirits wage among themselves, no matter how mysterious and
inscrutable for a mortal's mind these could be. Spirit hunters learn to enchant their weapons, so it could
harm the incorporeal enemies as easily as mortal flesh.
Object Bond
A bonded object can be used once per day to restore any one spell that the shaman had prepared for this
day.
Spirit Weapon Enchantment
At 1st level, a spirit hunter can as a swift action to grant any weapon she is holding a +1 enhancement
bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus,
to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing
weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 1st level, the bonus can be used to add ghost touch special ability to the weapon.
At 5th level, these bonuses can be used to add any of the following weapon special abilities: flaming,
frost, keen, shock, or speed.
Adding these properties consumes an amount of bonus equal to the property's base price modifier. These
special abilities are added to any the weapon already has, but duplicates do not stack. If the weapon is
not magical, at least a +1 enhancement bonus must be added before any other special abilities can be
added. These bonuses and special abilities are decided when the ability is used and cannot be changed
until the next time the spirit hunter uses this ability. These bonuses do not function if the weapon is
wielded by anyone other than the spirit hunter.
A spirit hunter can only enhance one weapon in this way at one time. If she uses this ability again, the
first use immediately ends.
This ability can be used a number of times per day equal to half the spirit hunter level plus her Wisdom
modifier.
Spirit Enchantment (+2)
Spirit Enchantment (+3)
Spirit Enchantment (+4)
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Spirit Enchantment (+5)
Shaman replaces following features: Spirit Animal, Wandering Spirit, Wandering Hex, Wandering Hex
Spirit Warden
Not all spirits deserve reverence and respect. Some are twisted and despicable. It's a spirit warden's duty
to end these spirits' existence.
Unnatural Mien
At 1st level, the spirit warden's dealings with the spirit world give her an unsettling demeanor. She gains a
+2 bonus on Intimidate checks.
Rebuke Spirits
At 2nd level, the spirit warden gains the ability to channel positive energy as a cleric of her level.
Regardless of her alignment, she can only use this ability to harm undead creatures. The spirit warden can
use this ability a number of times per day equal to 3 + her Charisma modifier.
Laugh at Death
At 10th level, the spirit warden's familiarity with the dead has filled her with contempt for death itself.
She gains a +4 insight bonus on saving throws against death effects.
Shaman replaces following features: Hex, Hex
Unsworn Shaman
An unsworn shaman never binds herself to one specific spirit, always making new deals as she deems
necessary for the circumstances that she finds herself in. While this weakens the powers she can access
from any one spirit, it gives her access to a broader overall range of abilities.
Wandering Spirit
At 2nd level, the unsworn shaman gains access to the wandering spirit class feature. At 10th level, she
gains the abilities listed in the greater version of her wandering spirit. At 18th level, she gains the abilities
listed in the true version of her wandering spirit.
Additionally, at 6th level, she also gains a second wandering spirit, gaining the abilities listed in the
greater version of that spirit at 14th level, and the abilities listed in the true version at 20th level.
Shaman replaces following features: HexWandering Spirit, Hex, Hex, Hex, Hex, Hex, Hex, Hex, Wandering
Hex, Wandering Hex, Spirit
Witch Doctor
The witch doctor is a healer who specializes in afflictions of the soul. Often misunderstood, she protects
her tribe with healing powers, powerful defensive magic, and her own divine "witchcraft."
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Channel Energy
At 4th level, the witch doctor can draw transcendental energies to her location, flooding it with positive
energy as the cleric class feature. The witch doctor uses her shaman level 3 as her effective cleric level,
and can channel energy a number of times per day equal to 3 + her Charisma modifier. This is a separate
pool of channel energy that does not stack with the life spirit's channel spirit ability.
Counter Curse
At 8th level, the witch doctor can choose to lose any prepared magic spell that is 3rd level or higher in
order to spontaneously cast dispel magic or remove curse. This ability can only target a spell effect that is
on an ally (including herself ). If she forfeits a magic spell higher than 3rd level, she gains a +2 sacred
bonus on her caster level check to dispel the spell or to remove the curse for every spell level higher than
3rd that she sacrifices.
Shaman replaces following features: Hex, Hex, Hex
Slayer
Skilled at tracking down targets, slayers are consummate hunters, living for the chase and the deadly
stroke that brings it to a close. Slayers spend most of their time honing their weapon skills, studying the
habits and anatomy of foes, and practicing combat maneuvers.
HitDice: D10
Skill Ranks per Level: 3 plus half Int bonus
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1
1
2
2
0
Slayer Proficiencies, Studied Target
2
2
3
3
0
Slayer Talents
3
3
3
3
1
Sneak Attack
4
4
4
4
1
Slayer Talents
5
5
4
4
1
Studied Target
6
6
5
5
2
Sneak Attack, Slayer Talents
7
7
5
5
2
Studied Target (Swift)
8
8
6
6
2
Slayer Talents
9
9
6
6
3
Sneak Attack
10
10
7
7
3
Slayer Talents, Studied Target, Advanced Talents
11
11
7
7
3
12
12
8
8
4
Sneak Attack, Slayer Talents
13
13
8
8
4
Slayer's Advance
14
14
9
9
4
Slayer Talents, Quarry
15
15
9
9
5
Sneak Attack, Studied Target
16
16
10
10
5
Slayer Talents
17
17
10
10
5
Slayer's Advance
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18
18
11
11
6
Sneak Attack, Slayer Talents
19
19
11
11
6
Improved Quarry
20
20
12
12
6
Slayer Talents, Studied Target, Master Slayer
Class Features
Slayer Proficiencies
A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and
shields (except tower shields).
Studied Target
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on weapon
attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1.
If a slayer deals sneak attack damage to a target, he studies that target, allowing him to apply his studied
target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls and to slayer DCs
against a studied target increase by 1.
At 7th level, a slayer can study an opponent as a move or swift action.
Slayer Talents
As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at
2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer
cannot select an individual talent more than once.
Slayer can take rogue talents as slayer talents, counting his slayer level as rogue level.
After 2nd level, the slayer can select a ranger combat style (such as archery or two-weapon combat) and
gains a combat feat from the first feat list of that style. He can choose feats from his selected combat
style, even if he does not have the normal prerequisites. After 6th level, he may select this talent again
and add the 6th-level ranger combat feats from his chosen style to the list. After 10th level, he may select
this talent again and add the 10th-level ranger combat feats from his chosen style to the list.
Canny Observer
When a character with this talent makes a Perception check, they gain a +4 bonus.
Combat Trick
A character that selects this talent gains a bonus combat feat.
Fast Stealth
This ability allows a character to move at full speed using the Stealth skill without penalty.
Focusing Attack Confused
Prerequisites: Sneak Attack
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When the character is confused and hits a creature with a melee attack that deals sneak attack damage,
the character is no longer confused.
Focusing Attack Shaken
Prerequisites: Sneak Attack
When the character is shaken and hits a creature with a melee attack that deals sneak attack damage, the
character is no longer shaken.
Focusing Attack Sickened
Prerequisites: Sneak Attack
When the character is sickened and hits a creature with a melee attack that deals sneak attack damage,
the character is no longer sickened.
Iron Guts
A character with this talent has a cast-iron stomach or has trained themselves to withstand poisons,
especially ingested ones. They gain a +1 bonus on all saves against poisons as well as a +4 bonus on saves
against all spells and effects that cause the character to be nauseated or sickened.
Slow Reactions
Prerequisites: Sneak Attack
Opponents damaged by the character‘s sneak attack can't make attacks of opportunity for 1 round.
Terrain Mastery
A rogue with this talent gains a favored terrain, as the ranger class feature of the same name, but the
bonus does not increase with her level.
Favored Terrain First World
At 3rd level, a ranger may select a type of terrain. The ranger gains a +2 bonus on initiative checks and
Lore (Nature), Perception, and Stealth skill checks when he is in this terrain.
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In
addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including
the one just selected, if so desired) increases by +2.
Favored Terrain Forest
At 3rd level, a ranger may select a type of terrain. The ranger gains a +2 bonus on initiative checks and
Lore (Nature), Perception, and Stealth skill checks when he is in this terrain.
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In
addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including
the one just selected, if so desired) increases by +2.
Favored Terrain Highlands
At 3rd level, a ranger may select a type of terrain. The ranger gains a +2 bonus on initiative checks and
Lore (Nature), Perception, and Stealth skill checks when he is in this terrain.
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At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In
addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including
the one just selected, if so desired) increases by +2.
Favored Terrain Plains
At 3rd level, a ranger may select a type of terrain. The ranger gains a +2 bonus on initiative checks and
Lore (Nature), Perception, and Stealth skill checks when he is in this terrain.
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In
addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including
the one just selected, if so desired) increases by +2.
Favored Terrain Underground
At 3rd level, a ranger may select a type of terrain. The ranger gains a +2 bonus on initiative checks and
Lore (Nature), Perception, and Stealth skill checks when he is in this terrain.
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In
addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including
the one just selected, if so desired) increases by +2.
Favored Terrain Urban
At 3rd level, a ranger may select a type of terrain. The ranger gains a +2 bonus on initiative checks and
Lore (Nature), Perception, and Stealth skill checks when he is in this terrain.
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In
addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including
the one just selected, if so desired) increases by +2.
Uncanny Dodge
The character can react to danger before her senses would normally allow her to do so. She cannot be
caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses
her Dexterity bonus to AC if immobilized. A character with this ability can still lose her Dexterity bonus to
AC if an opponent successfully uses the feint action against her.
If a character already has uncanny dodge from a different class, she automatically gains improved
uncanny dodge instead.
Blinding Strike
Prerequisites: Advanced Talents, and Level 15
A character who selects this talent gains Blinding Critical as a bonus feat, even if she doesn't meet the
prerequisites.
Confounding Blades
Prerequisites: Advanced Talents, and Slow Reactions
When a character with this talent hits a creature with a melee weapon that deals sneak attack damage,
the target cannot make attacks of opportunity for 1d4+1 rounds.
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Crippling Strike
Prerequisites: Advanced Talents, and Sneak Attack
A character with this ability can sneak attack opponents with such precision that the blows weaken and
hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.
Dispelling Attack
Prerequisites: Advanced Talents
An opponent that is dealt sneak attack damage by a character with this ability is affected by a targeted
dispel magic affecting one of the spell effects active on the target. The caster level for this ability is equal
to the character's level.
Double Debilitation
Prerequisites: Advanced Talents, and Debilitating Injury
Whenever the character inflicts a penalty against a target using the debilitating injury class feature, they
can select two penalties to inflict. The target can never be subject to more than two penalties in this way
at one time. If any additional penalties are inflicted, any previous penalties immediately end. Any effect
that heals damage to the target negates both of the penalties.
Familiar
Prerequisites: Advanced Talents
A rogue with this talent gains a familiar as the familiar option of the wizard's arcane bond class feature.
Improved Evasion
Prerequisites: Advanced Talents, and Evasion
This works like evasion, except while the character still takes no damage on a successful Reflex saving
throw against an attack, they also take only half damage on a failed save. A helpless character does not
gain the benefit of improved evasion.
Improved Uncanny Dodge
The character can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the
attacker has at least four more rogue levels than the target does.
Opportunist
Prerequisites: Advanced Talents
The character can make an attack of opportunity against an opponent who has just been struck for
damage in melee by another character. This attack counts as an attack of opportunity for that round and
can't be used more than once per round.
Skill Focus
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that
skill, this bonus increases to +6.
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Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it
applies to a new skill.
Combat Style Feat
At 2nd level, a ranger must select one combat style to pursue.
The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can
choose feats from his selected combat style, even if he does not have the normal prerequisites.
Archery
At 2nd level, the ranger can select from Point Blank Shot, Precise Shot, and Rapid Shot.
At 6th level, he adds Improved Precise Shot, Point Blank Master, and Manyshot to the list.
At 10th level, he adds Pinpoint Targeting to the list.
Menacing
At 2nd level, the ranger can select from Dazzling Display, Power Attack, and Intimidating Prowess.
At 6th level, he adds Cornugon Smash and Shatter Defenses to the list.
At 10th level, he adds Dreadful Carnage and Improved Critical to the list.
Weapon and Shield
At 2nd level, the ranger can select from Shield Bash, Shield Focus, and Two-Weapon Fighting.
At 6th level, he adds Improved Two-Weapon Fighting and Shield Master to the list.
At 10th level, he adds Bashing Finish and Greater Two-Weapon Fighting to the list.
Two-Handed Weapon
At 2nd level, the ranger can select from Cleave, Power Attack, and Intimidating Prowess.
At 6th level, he adds Cleaving Finish and Great Cleave to the list.
At 10th level, he adds Dreadful Carnage and Critical Focus to the list.
Two-Weapon Combat
At 2nd level, the ranger can select from Double Slice, Shield Bash, and Two-Weapon Fighting.
At 6th level, he adds Improved Two-Weapon Fighting to the list.
At 10th level, he adds Greater Two-Weapon Fighting to the list.
Trapfinding
The slayer gains Trickery as a class skill. The slayer also gains the trapfinding rogue ability, using his slayer
level as his effective rogue level.
Slayer Camouflage
Prerequisites: Advanced Talents, and Terrain Mastery
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A slayer can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant
cover or concealment.
Vanguard Tactician Extra Use
Prerequisites: Vanguard Tactician
Vanguard gets an additional use per day of the Vanguard Tactician ability.
Sneak Attack
If a character can catch an opponent when he is unable to defend himself effectively from her attack, she
can strike a vital spot for extra damage.
The character's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC
(whether the target actually has a Dexterity bonus or not), or when the character flanks her target. This
extra damage is 1d6 and increases by 1d6 at later levels. This additional damage is precision damage and
is not multiplied on a critical hit.
The character must be able to see the target well enough to pick out a vital spot and must be able to
reach such a spot.
Slayer Talents
As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at
2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer
cannot select an individual talent more than once.
Slayer can take rogue talents as slayer talents, counting his slayer level as rogue level.
After 2nd level, the slayer can select a ranger combat style (such as archery or two-weapon combat) and
gains a combat feat from the first feat list of that style. He can choose feats from his selected combat
style, even if he does not have the normal prerequisites. After 6th level, he may select this talent again
and add the 6th-level ranger combat feats from his chosen style to the list. After 10th level, he may select
this talent again and add the 10th-level ranger combat feats from his chosen style to the list.
Combat Style Feat
Prerequisites: Combat Style Feat
At 2nd level, a ranger must select one combat style to pursue.
The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can
choose feats from his selected combat style, even if he does not have the normal prerequisites.
Archery
Prerequisites: Archery
At 2nd level, the ranger can select from Point Blank Shot, Precise Shot, and Rapid Shot.
At 6th level, he adds Improved Precise Shot, Point Blank Master, and Manyshot to the list.
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At 10th level, he adds Pinpoint Targeting to the list.
Menacing
Prerequisites: Menacing
At 2nd level, the ranger can select from Dazzling Display, Power Attack, and Intimidating Prowess.
At 6th level, he adds Cornugon Smash and Shatter Defenses to the list.
At 10th level, he adds Dreadful Carnage and Improved Critical to the list.
Weapon and Shield
Prerequisites: Weapon and Shield
At 2nd level, the ranger can select from Shield Bash, Shield Focus, and Two-Weapon Fighting.
At 6th level, he adds Improved Two-Weapon Fighting and Shield Master to the list.
At 10th level, he adds Bashing Finish and Greater Two-Weapon Fighting to the list.
Two-Handed Weapon
Prerequisites: Two-Handed Weapon
At 2nd level, the ranger can select from Cleave, Power Attack, and Intimidating Prowess.
At 6th level, he adds Cleaving Finish and Great Cleave to the list.
At 10th level, he adds Dreadful Carnage and Critical Focus to the list.
Two-Weapon Combat
Prerequisites: Two-Weapon Combat
At 2nd level, the ranger can select from Double Slice, Shield Bash, and Two-Weapon Fighting.
At 6th level, he adds Improved Two-Weapon Fighting to the list.
At 10th level, he adds Greater Two-Weapon Fighting to the list.
Studied Target (Swift)
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A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on weapon
attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1.
If a slayer deals sneak attack damage to a target, he studies that target, allowing him to apply his studied
target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls and to slayer DCs
against a studied target increase by 1.
At 7th level, a slayer can study an opponent as a move or swift action.
Advanced Talents
After 10th level, a character can choose one of the advanced rogue talents in place of a rogue talent.
Slayer's Advance
At 13th level, a slayer can once per day increase his movement speed by 30 ft, and his movement doesn't
provoke attacks of opportunity. At 17th level, he can do this twice per day.
Quarry
A character can, as a standard action, denote one target within his line of sight as his quarry. He receives
a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically
confirmed. A character can have no more than one quarry at a time.
Slayer's Advance
At 13th level, a slayer can once per day increase his movement speed by 30 ft, and his movement doesn't
provoke attacks of opportunity. At 17th level, he can do this twice per day.
Improved Quarry
At 19th level, the character's ability to hunt his quarry improves. He can now select a quarry as a free
action and his insight bonus to attack his quarry increases to +4.
Master Slayer
At 20th level, the slayer becomes a master at capturing or killing his studied targets. As a standard action,
he can make a single attack against a studied target at his full attack bonus. If the attack succeeds, the
target takes damage normally and must succeed at a Fortitude saving throw or die. The DC for this save is
10 + 1/2 the slayer's level + the slayer's Intelligence modifier. Whether or not the target succeeds, it
cannot be targeted by this ability again (by any slayer) for 24 hours.
Slayer Archetypes
Vanguard
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Vanguards are battlefield commanders who focus on the brutality of combat and lead their allies to
bloody victory. Quick to react to danger, a vanguard is a valuable scout, capable officer, and skilled
tactician.
Vanguard Tactician
At 2nd level, a vanguard receives a teamwork feat as a bonus feat. He must meet the prerequisites for
this feat. Once per day as a standard action, the vanguard can grant one of his teamwork feats to all allies
within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round
for every 2 levels the vanguard possesses. Allies do not need to meet the prerequisites of this bonus feat.
Whenever the vanguard is able to select a new slayer talent, he can instead choose to gain an additional
use per day of this ability.
This ability replaces the slayer talent gained at 2nd level.
Teamwork Feat
At 2nd level, a vanguard receives a teamwork feat as a bonus feat. He must meet the prerequisites for
this feat. Once per day as a standard action, the vanguard can grant one of his teamwork feats to all allies
within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round
for every 2 levels the vanguard possesses. Allies do not need to meet the prerequisites of this bonus feat.
Whenever the vanguard is able to select a new slayer talent, he can instead choose to gain an additional
use per day of this ability.
This ability replaces the slayer talent gained at 2nd level.
Shake It Off
When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving
throws per such ally (maximum +4).
Vanguard's Bond
At 4th level, a vanguard forms a bond with his fighting companions. As a move action, he can choose one
of his current studied targets and grant half his studied target bonus against that target to all allies. This
bonus lasts for a number of rounds equal to the slayer's Intelligence modifier (minimum 1).
This ability replaces the slayer talent gained at 4th level.
Uncanny Dodge
The character can react to danger before her senses would normally allow her to do so. She cannot be
caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses
her Dexterity bonus to AC if immobilized. A character with this ability can still lose her Dexterity bonus to
AC if an opponent successfully uses the feint action against her.
If a character already has uncanny dodge from a different class, she automatically gains improved
uncanny dodge instead.
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Slayer replaces following features: Slayer Talents, Slayer Talents
Deliverer
Also known as a divine assassin, god's blade, or wrath-bringer, a deliverer is a weapon chosen by a god to
punish those who have committed an affront to that deity. Evil deities are more likely to use assassins
than deliverers, but some good deities use deliverers to deal with problems of a subtler nature than a
cleric, inquisitor, paladin, or warpriest can typically handle.
Deity Selection
A deity, also known as a god or goddess, is a being or force of incredible power capable of granting its
power to mortal beings through divine magic. A deity is strongly associated with a specific alignment,
several domains, and a plane.
Determined Zeal
At 2nd level, a deliverer shrugs off attempts by his moral opposite to control or kill him. On any round in
which deliverer attacks an opponent whose alignment is at least two steps away from his own (such as a
lawful good deliverer fighting a chaotic good or lawful evil foe, or a neutral foe with no other alignment
components), he gains a +2 bonus on Will saving throws against that opponent's abilities, as well as the
benefit of the Diehard feat until the end of his next turn.
This ability replaces the slayer talent gained at 2nd level.
Divine Anathema
At 10th level, if the studied target's alignment is at least two steps away from that of the deliverer, the
deliverer's attacks deal an additional 2d6 points of damage; this damage is directly from divine power.
This ability replaces the advanced slayer talent gained at 10th level.
Slayer replaces following features: Slayer Talents, Slayer Talents
Spawn Slayer
Generations of warriors hold the line against impossible odds. Some of their ancient techniques persist to
this day.
Studied Spawn Large
A spawn slayer specializes in fighting against larger, single targets. At 5th, 10th, 15th, and 20th levels, the
bonuses on weapon attack rolls, and damage rolls, as do the DCs of slayer abilities against a studied
target. At 5th level, if the target is Large or larger, these bonuses increase by an additional 1. At 10th
level, if the target is Huge or larger, the bonuses increase by an additional 2. At 15th level, if the target is
Gargantuan or larger, the bonuses increase by an additional 3. At 20th level, if the target is Colossal in
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size, the bonuses increase by an additional 4. He does not gain the ability to study an opponent as a swift
action at 7th level.
This alters studied target.
Studied Spawn Huge
A spawn slayer specializes in fighting against larger, single targets. At 5th, 10th, 15th, and 20th levels, the
bonuses on weapon attack rolls, and damage rolls, as do the DCs of slayer abilities against a studied
target. At 5th level, if the target is Large or larger, these bonuses increase by an additional 1. At 10th
level, if the target is Huge or larger, the bonuses increase by an additional 2. At 15th level, if the target is
Gargantuan or larger, the bonuses increase by an additional 3. At 20th level, if the target is Colossal in
size, the bonuses increase by an additional 4. He does not gain the ability to study an opponent as a swift
action at 7th level.
This alters studied target.
Studied Spawn Gargantuan
A spawn slayer specializes in fighting against larger, single targets. At 5th, 10th, 15th, and 20th levels, the
bonuses on weapon attack rolls, and damage rolls, as do the DCs of slayer abilities against a studied
target. At 5th level, if the target is Large or larger, these bonuses increase by an additional 1. At 10th
level, if the target is Huge or larger, the bonuses increase by an additional 2. At 15th level, if the target is
Gargantuan or larger, the bonuses increase by an additional 3. At 20th level, if the target is Colossal in
size, the bonuses increase by an additional 4. He does not gain the ability to study an opponent as a swift
action at 7th level.
This alters studied target.
Studied Spawn Colossal
A spawn slayer specializes in fighting against larger, single targets. At 5th, 10th, 15th, and 20th levels, the
bonuses on weapon attack rolls, and damage rolls, as do the DCs of slayer abilities against a studied
target. At 5th level, if the target is Large or larger, these bonuses increase by an additional 1. At 10th
level, if the target is Huge or larger, the bonuses increase by an additional 2. At 15th level, if the target is
Gargantuan or larger, the bonuses increase by an additional 3. At 20th level, if the target is Colossal in
size, the bonuses increase by an additional 4. He does not gain the ability to study an opponent as a swift
action at 7th level.
This alters studied target.
Gain Leverage
At 7th level, a spawn slayer learns techniques to counteract a foe's size advantage. When performing a
combat maneuver against a studied target of Large or larger size, the spawn slayer gains a bonus on the
check equal to the creature's size modifier to CMB (Large +1, Huge +2, Gargantuan +4, and Colossal +8).
The spawn slayer adds this same bonus to his CMD when defending against combat maneuvers from a
Large or larger studied target.
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Slayer replaces following features: Studied Target (Swift)
Sorcerer
Sorcerers excel at casting a selection of favored spells frequently, making them powerful battle mages. As
they become familiar with a specific and ever-widening set of spells, sorcerers often discover new and
versatile ways of making use of magics other spellcasters might overlook. Their bloodlines also grant
them additional abilities, assuring that no two sorcerers are ever quite alike.
HitDice: D6
Skill Ranks per Level: 2 plus half Int bonus
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1
0
0
0
2
Sorcerer Proficiencies, Cantrips, Bloodline, Sorcerer Bonus Feat,
Full Caster, Detect Magic
2
1
0
0
3
3
1
1
1
3
4
2
1
1
4
5
2
1
1
4
6
3
2
2
5
7
3
2
2
5
Bloodline Feat Selection
8
4
2
2
6
9
4
3
3
6
10
5
3
3
7
11
5
3
3
7
12
6
4
4
8
13
6
4
4
8
Bloodline Feat Selection
14
7
4
4
9
15
7
5
5
9
16
8
5
5
10
17
8
5
5
10
18
9
6
6
11
19
9
6
6
11
Bloodline Feat Selection
20
10
6
6
12
Class Features
Sorcerer Proficiencies
Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield.
Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.
Cantrips
Sorcerers can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but
they are not expended when cast and may be used again.
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Bloodline
Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an
additional class skill, and other special abilities. This source can represent a blood relation or an extreme
event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon
as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of
the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick
one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
Filled with magical power that screams for release, sorcery is not so much a calling as a blessing or a
curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways,
assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and
unpredictable, the primal and explosive lashing out of a power greater than themselves.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels. These spells cannot be
exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific
to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Abyssal Bloodline
Prerequisites: Abyssal
Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin,
for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and
alignment) is up to you. While some would say that you are possessed, you know better. The demonic
influence in your blood grows as you gain power.
Bonus Feats of the Abyssal Bloodline: Augment Summoning, Bull Rush, Cleave, Empower Spell, Great
Fortitude, Power Attack, Skill Focus (Lore: Religion), Sunder Armor.
Grow Claws
At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing
you to make two claw attacks as a full attack using your full base attack bonus. These attacks deal 1d4
points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are
considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one
step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons,
each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a
number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be
consecutive.
Abyssal Bloodline Arcana
Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to
1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
Class Skill Athletics
Additional class skill from the Abyssal bloodline.
Demon Resistances
At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th
level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to
+4.
Cause Fear
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
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Cause Fear: The affected creature becomes frightened. If the subject succeeds at a Will save, it is instead
shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear dispels remove
fear.
Bull's Strength
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Bull's Strength: The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength for 5
minutes, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the
Strength modifier. Enhancement bonuses do not stack with other enhancement bonuses, for example
with bonuses from belts.
Rage
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Rage: Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on
Will saves, and a -2 penalty to AC. The effect is otherwise identical with a barbarian's rage except that the
subjects aren't fatigued at the end of the rage.
Strength of the Abyss
At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and
to +6 at 17th level.
Stoneskin
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Stoneskin: The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains DR
10/adamantine. It ignores the first 10 points of damage each time it takes damage from a weapon,
though an adamantine weapon overcomes the damage reduction. Once the spell has prevented a total of
10 points of damage per caster level (maximum 150 points), it is discharged.
Dismissal
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Dismissal: This spell forces an extraplanar creature back to its proper plane if it fails a Will save.
Transformation
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Transformation: You become a fighting machine stronger, tougher, faster, and more skilled in combat.
Your mindset changes so that you relish combat and you can't cast spells, even from magic items.
You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to
AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your
base attack bonus equals your character level (which may give you multiple attacks).
Summon Monster VII
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Summon Monster VII: This spell summons 1d3 extraplanar axiomites if you are good or neutral and 1d3
extraplanar soul eaters if you are evil, 1d4+1 extraplanar bralani azatas if you are good or neutral and
1d4+1 extraplanar redcaps if you are evil, or one roc. Summoned monsters appear where you designate
and act according to their initiative check results. They attack your opponents to the best of their ability.
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Added Summonings
At 15th level, whenever you cast a summoning spell that conjures more than one creature, add one to
the total number of creatures summoned.
Wings
You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to
ground based effects, such as difficult terrain.
Unholy Aura
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Unholy Aura: A malevolent darkness surrounds the subjects, protecting them from attacks, granting them
resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects.
This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike
the effect of protection from good, this benefit applies against all attacks, not just against attacks by good
creatures.
Second, each warded creature gains spell resistance 25 against good spells and spells cast by good
creatures.
Third, the abjuration protects the recipient from possession and mental influence, just as protection from
good does.
Finally, if a good creature succeeds on a melee attack against a warded creature, the offending attacker
takes 1d6 points of Strength damage (Fortitude negates).
Summon Monster IX
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Summon Monster IX: This spell summons 1d3 extraplanar movanic devas if you are good or neutral and
1d3 extraplanar frost giants if you are evil, 1d4+1 rocs, or one ghaele azata if you are good or neutral and
one thanadaemon if you are evil. Summoned monsters appear where you designate and act according to
their initiative check results. They attack your opponents to the best of their ability.
Demonic Might
Prerequisites: Abyssal Bloodline
At 20th level, the power of the Abyss flows through you. You gain immunity to electricity and poison. You
also gain resistance to acid 10, cold 10, and fire 10.
Arcane Bloodline
Prerequisites: Arcane
Your family has always been skilled in the eldritch art of magic. While many of your relatives were
accomplished wizards, your powers developed without the need for study and practice. Magic comes
naturally to you, but as you gain levels, you must take care to prevent the power from overwhelming you.
Bonus Feats of the Arcane Bloodline: Combat Casting, Improved Initiative, Iron Will, Reach Spell, Skill
Focus (Knowledge: Arcana), Spell Focus, Greater Spell Focus, Spell Penetration.
Arcane Bond
At 1st level, you can form a powerful bond with an object or a creature. This bond can take one of two
forms: a familiar or a bonded object. A familiar is a magical pet that enhances your skills and senses, while
a bonded object is an item you can use to cast additional spells.
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Arcane Bloodline Arcana
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 +1. This bonus does not stack with itself and does not apply to spells modified
by the Heighten Spell feat.
Bloodline Class Skill Selection
You can choose any knowlege skill to add to your class skills.
Class Skill Lore (Religion)
Additional class skill from the arcane bloodline.
Class Skill Knowledge (World)
Class Skill Lore (Nature)
Combat Casting Adept
Combat Casting Adept: At 3rd level, you get a +2 bonus on concentration checks made to cast a spell or
use a spell-like ability. At 9th level, your concentration check bonus increases to +3, and at 15th level, it
increases to +4. At 20th level, this ability is replaced by arcane apotheosis.
Magic Missile
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Magic Missile: A missile of magical energy darts forth from your fingertip and strikes its target, dealing
1d4+1 points of force damage.
The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover
or total concealment.
For every two caster levels beyond 1st, you gain an additional missile two at 3rd level, three at 5th,
four at 7th, and the maximum of five missiles at 9th level or higher.
Invisibility
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Invisibility: The touched creature becomes invisible.
If a check is required, an invisible creature has a +20 bonus on its Stealth checks. The spell ends if the
subject attacks any creature. For the purposes of this spell, an attack includes any spell targeting a foe or
whose area or effect includes a foe. Actions directed at unattended objects do not break the spell.
Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs,
summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the
bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks
directly, however, it immediately becomes visible along with all its gear. Spells such as bless that
specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their
area.
Dispel Magic
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Dispel Magic: You can use dispel magic to end one ongoing spell that has been cast on a creature.
You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster
level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to
the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting
the target, or you have failed to dispel every spell.
Dimension Door
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
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Dimension Door: You instantly transfer yourself from your current location to any other spot within
range.
New Arcana
At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This
spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level
and 17th level.
New Arcana
At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This
spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level
and 17th level.
Break Enchantment
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Break Enchantment: This spell frees victims from enchantments, transmutations, and curses. Break
enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level
check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means
that the creature is free of the spell, curse, or effect.
True Seeing
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
True Seeing: You confer on the subject the ability to see all things as they actually are. The subject sees
through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of
creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees
through illusions, and sees the true form of polymorphed, changed, or transmuted things.
Banishment
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Banishment: This spell is a more powerful version of the dismissal spell. It enables you to force
extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be
banished in a 30-foot radius; creatures who are closest to the burst's point of origin are affected first.
Dismissal: This spell forces an extraplanar creature back to its proper plane if it fails a Will save. If the spell
is successful, the creature is instantly whisked away.
School Power
At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2.
This bonus stacks with the bonus granted by Spell Focus.
School Power
At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2.
This bonus stacks with the bonus granted by Spell Focus.
Power Word Stun
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Power Word Stun: You utter a single word of power that instantly causes one creature of your choice to
become stunned, whether the creature can hear the word or not. The duration of the spell depends on
the target's current hit point total. Any creature that currently has 151 or more hit points is unaffected by
power word stun.
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Clashing Rocks
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Clashing Rocks: You create two Colossal-sized masses of rock, dirt, and stone and slam them together
against a single creature between them. The clashing rocks appear up to 30 feet away from the target on
opposite sides and rush toward it with a mighty grinding crash. You must make a ranged touch attack to
hit the target with the rocks. The clashing rocks ignore concealment and cover. A creature struck by the
clashing rocks takes 20d6 points of bludgeoning damage and is knocked prone.
If the clashing rocks miss the target, the target still takes 10d6 points of bludgeoning damage from falling
rocks and is knocked prone. A successful Reflex save reduces this damage to half and the target remains
standing. Creatures other than the target that occupy the spaces where the clashing rocks appear or
within their path must also make Reflex saves or take 10d6 points of bludgeoning damage and be
knocked prone (save for half and remain standing).
Arcane Apotheosis
Prerequisites: Arcane Bloodline, or Sage Sorcerer
At 20th level, your body surges with arcane power. All your concentration checks made to cast a spell or
use a spell-like ability are automatic successes.
Celestial Bloodline
Prerequisites: Celestial
Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine
intervention. Although this power drives you along the path of good, your fate (and alignment) is your
own to determine. Your celestial heritage grants you a great many powers, but they come at a price. The
lords of the higher planes are watching you and your actions closely.
Bonus Feats of the Celestial Bloodline: Dodge, Extend Spell, Iron Will, Agile Maneuvers, Augment
Summoning, Superior Summoning, Skill Focus (Lore: Religion), Weapon Finesse.
Heavenly Fire
Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within
30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every
two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity.
This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A
good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are
neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 +
your Charisma modifier.
Celestial Bloodline Arcana
Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to
1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
Class Skill Lore (Religion)
Additional class skill from the celestial bloodline.
Celestial Resistances
At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.
Bless
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Bless: This spell fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on
saving throws against fear effects.
Bless dispels bane.
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Resist Energy
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Resist Energy: This abjuration grants a creature limited protection from damage of whichever one of five
energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the
energy type chosen, meaning that each time the creature is subjected to such damage (whether from a
natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit
points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum
of 30 points at 11th level. The spell protects the recipient's equipment as well.
Protection from Energy
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Protection from Energy: This spell grants temporary immunity to the type of energy you specify when you
cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy
damage (to a maximum of 120 points at 10th level), it is discharged.
Aura of Heaven
At 9th level, you can apply an aura of heaven on yourself for a minute. This aura provides a +4 deflection
bonus to AC and a +4 resistance bonus on saving throws against attacks made or effects created by evil
creatures to all allies within 20 feet. You can use this ability a number of times per day equal to your
sorcerer level.
Remove Curse
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Remove Curse: This spell can remove all curses on an object or a creature. If the target is a creature, you
must make a caster level check (1d20 + caster level) against the DC of each curse affecting the target.
Success means that the curse is removed.
Flame Strike
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Flame Strike: A flame strike evokes a vertical column of divine fire. The spell deals 1d6 points of damage
per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from
divine power and is therefore not subject to being reduced by resistance to fire-based attacks.
Dispel Magic, Greater
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Dispel Magic, Greater: This functions as a targeted dispel magic, but it can dispel multiple spells, starting
with the highest level spells and proceeding to lower level spells.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Banishment: This spell is a more powerful version of the dismissal spell. It enables you to force
extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be
banished in a 30-foot radius; creatures who are closest to the burst's point of origin are affected first.
Conviction
At 15th level, you gain spell resistance against evil spells and spells cast by evil creatures equal to 11 +
your sorcerer level.
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Sunburst
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Sunburst: This spell causes a globe of searing radiance to explode silently from a point you select. All
creatures in the globe are blinded and take 6d6 points of damage. A successful Reflex save negates the
blindness and reduces the damage by half.
An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum
25d6), or half damage with a successful Reflex save.
Ascension
Prerequisites: Celestial Bloodline, or Empyreal Bloodline
At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and
petrification, resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison.
Draconic Bloodline Black
Prerequisites: Draconic Black
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power
flows through your veins.
Lording over the darkest swamps and marshes, black dragons are the undisputed masters of their
domain, ruling through cruelty and intimidation. Those who dwell within a black dragon's reach live in
fear.
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack,
Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons,
allowing you to make two claw attacks as a full attack using your full base attack bonus. Each of these
attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these
claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage
increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an
additional 1d6 points of acid damage on a successful hit. You can use your claws for a number of rounds
per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Draconic Bloodline Arcana Black
Whenever you cast a spell with acid damage, that spell deals +1 point of damage per die rolled.
Class Skill Perception
Additional class skill from the draconic bloodline.
Dragon Resistances
At 3rd level, you gain resist 5 against acid and a +1 natural armor bonus. At 9th level, your acid resistance
increases to 10 and your natural armor bonus increases to +2. At 15th level, your natural armor bonus
increases to +4.
Mage Armor
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Mage Armor: An invisible but tangible field of force surrounds the subject of a mage armor spell,
providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed
reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do
normal armor.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
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Dispel Magic: One object, creature, or spell is the target of the dispel magic spell. You make one dispel
check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the
spell's caster level). If successful, that spell ends.
If not, compare the same result to the spell with the next highest caster level. Repeat this process until
you have dispelled one spell affecting the target, or you have failed to dispel every spell.
Fear
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Fear: An invisible cone of terror causes each living creature in the area to become panicked unless it
succeeds at a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the
creature is instead shaken for 1 round.
Spell Resistance
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Spell Resistance: The target gains spell resistance equal to 12 + your caster level.
Dragonkind I
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Dragonkind I: You become a Medium dragon-like creature. You gain a +4 size bonus to Strength, a +2 size
bonus to Constitution, a +4 natural armor bonus, immunity to difficult terrain, a breath weapon, and
resistance to one element. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4).
Your breath weapon and resistance depend on the type of your dragon prototype. You can only use the
breath weapon once per casting of this spell. All breath weapons deal 6d8 points of damage and allow a
Reflex save for half damage.
Dragonkind II
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Dragonkind II: This spell functions as dragonkind I except that it also allows you to assume the form of a
Large dragon-like creature. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to
Constitution, a +6 natural armor bonus, immunity to difficult terrain, a breath weapon, damage reduction
5/magic, and resistance to one element. You also gain one bite (2d6), two claws (1d8), two wing attacks
(1d6), and one tail slap attack (1d8). You can only use the breath weapon twice per casting of this spell
(when you use it, the duration of your breath weapon ability is reduced by 1/2 your caster level in
minutes). All breath weapons deal 8d8 points of damage and allow a Reflex save for half damage. Line
breath weapons increase to 80-foot lines and cones increase to 40-foot cones.
Dragonkind III
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Dragonkind III: This spell functions as dragonkind II save that it also allows you to take the form of a Huge
dragon-like creature. You gain the following abilities: a +10 size bonus to Strength, a +8 size bonus to
Constitution, a +8 natural armor bonus, immunity to difficult terrain, blindsight with a range of 30 feet, a
breath weapon, damage reduction 10/magic, frightful presence (DC equal to the DC for this spell) and
immunity to one element. You also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one
tail slap attack (2d6). You can use the breath weapon as often as you like, but you must wait 1d4 rounds
between uses. All breath weapons deal 12d8 points of damage and allow a Reflex save for half damage.
Line breath weapons increase to 100-foot lines and cones increase to 50-foot cones.
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Overwhelming Presence
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Overwhelming Presence: Your presence inspires incredible awe in those nearby. A creature that fails a
save against this spell falls to the ground and prostrates itself before you, believing it bows before a
divine presence. These creatures are considered to be helpless for the duration of the spell. Each round
on its turn, a target of this spell may attempt a new saving throw to end the effect; this is a full-round
action that does not provoke attacks of opportunity. A creature that recovers from this spell early after
being affected by it for at least 1 round takes 1d6 points of Wisdom drain and is staggered for 1d4
rounds. A creature that makes the initial save to resist this spell is merely staggered for 1 round.
Power of Wyrms (Black)
Prerequisites: Draconic Bloodline Black
At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and acid
damage. You also gain blindsense with a range of 60 feet.
Draconic Bloodline Blue
Prerequisites: Draconic Blue
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power
flows through your veins.
Blue dragons are consummate schemers and obsessively orderly. In combat, blue dragons prefer to
surprise foes if possible, and are not above retreating if the odds turn against them.
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack,
Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons,
allowing you to make two claw attacks as a full attack using your full base attack bonus. Each of these
attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these
claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage
increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an
additional 1d6 points of electricity damage on a successful hit. You can use your claws for a number of
rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Draconic Bloodline Arcana Blue
Whenever you cast a spell with electricity damage, that spell deals +1 point of damage per die rolled.
At 3rd level, you gain resist 5 against electricity and a +1 natural armor bonus. At 9th level, your electricity
resistance increases to 10 and your natural armor bonus increases to +2. At 15th level, your natural
armor bonus increases to +4.
Power of Wyrms (Blue)
Prerequisites: Draconic Bloodline Blue
At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and
electricity damage. You also gain blindsense with a range of 60 feet.
Draconic Bloodline Brass
Prerequisites: Draconic Brass
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power
flows through your veins.
Consummate conversationalists, brass dragons prefer to talk instead of fight.
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack,
Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons,
allowing you to make two claw attacks as a full attack using your full base attack bonus. Each of these
attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these
claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage
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increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an
additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds
per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Draconic Bloodline Arcana Brass
Whenever you cast a spell with fire damage, that spell deals +1 point of damage per die rolled.
At 3rd level, you gain resist 5 against fire and a +1 natural armor bonus. At 9th level, your fire resistance
increases to 10 and your natural armor bonus increases to +2. At 15th level, your natural armor bonus
increases to +4.
Power of Wyrms (Brass)
Prerequisites: Draconic Bloodline Brass
At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and fire
damage. You also gain blindsense with a range of 60 feet.
Draconic Bloodline Bronze
Prerequisites: Draconic Bronze
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power
flows through your veins.
Bronze dragons have been known to ally with travelers and adventurers if the cause and reward is right
and just.
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack,
Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
Draconic Bloodline Arcana Bronze
Power of Wyrms (Bronze)
Prerequisites: Draconic Bloodline Bronze
Draconic Bloodline Copper
Prerequisites: Draconic Copper
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power
flows through your veins.
Copper dragons are whimsical and spend most of their time in combat trying to annoy and frustrate their
enemies.
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack,
Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
Draconic Bloodline Arcana Copper
Power of Wyrms (Copper)
Prerequisites: Draconic Bloodline Copper
Draconic Bloodline Gold
Prerequisites: Draconic Gold
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power
flows through your veins.
Gold dragons are the epitome of virtue. Other metallic dragons revere their gold cousins as the agents of
divine forces and the paragons of dragonkind, and often seek them for advice or aid.
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack,
Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
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Draconic Bloodline Arcana Gold
Power of Wyrms (Gold)
Prerequisites: Draconic Bloodline Gold
Draconic Bloodline Green
Prerequisites: Draconic- Green
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power
flows through your veins.
Green dragons dwell in the ancient forests of the world, prowling under towering canopies in search of
prey. Of all the chromatic dragons, green dragons are perhaps the easiest to deal with diplomatically.
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack,
Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
Draconic Bloodline Arcana Green
Power of Wyrms (Green)
Prerequisites: Draconic Bloodline Green
Draconic Bloodline Red
Prerequisites: Draconic Red
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power
flows through your veins.
Few creatures are more cruel and fearsome than the mighty red dragon. King of the chromatics, this
terrible beast brings ruin and death to the lands that fall under its shadow.
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack,
Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
Draconic Bloodline Arcana Red
Power of Wyrms (Red)
Prerequisites: Draconic Bloodline Red
Draconic Bloodline Silver
Prerequisites: Draconic Silver
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power
flows through your veins.
Of all the dragons, silvers are the most courageous, holding themselves to a chivalrous code to help the
weak, defeat evil, and behave in an honorable manner.
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack,
Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons,
allowing you to make two claw attacks as a full attack using your full base attack bonus. Each of these
attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these
claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage
increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an
additional 1d6 points of cold damage on a successful hit. You can use your claws for a number of rounds
per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Draconic Bloodline Arcana Silver
Whenever you cast a spell with cold damage, that spell deals +1 point of damage per die rolled.
At 3rd level, you gain resist 5 against cold and a +1 natural armor bonus. At 9th level, your cold resistance
increases to 10 and your natural armor bonus increases to +2. At 15th level, your natural armor bonus
increases to +4.
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Power of Wyrms (Silver)
Prerequisites: Draconic Bloodline Silver
At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and cold
damage. You also gain blindsense with a range of 60 feet.
Draconic Bloodline White
Prerequisites: Draconic White
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power
flows through your veins.
Although most consider it to be the weakest and most feral of the chromatic dragons, the white dragon
makes up for its lack of cunning with sheer ferocity.
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack,
Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
Dragon Claws
Draconic Bloodline Arcana White
Power of Wyrms (White)
Prerequisites: Draconic Bloodline White
Elemental Bloodline Air
Prerequisites: Elemental Air
The power of the elements resides in you, and at times you can hardly control its fury. This influence
comes from an elemental outsider in your family history or a time when you or your relatives were
exposed to a powerful elemental force. Air infuses your being, and you can draw upon its power in times
of need.
Bonus Feats of the Elemental Bloodline: Dodge, Empower Spell, Great Fortitude, Improved Initiative,
Lightning Reflexes, Power Attack, Skill Focus (Knowledge: Arcana), Weapon Finesse.
Elemental Ray
Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30
feet as a ranged touch attack. This ray deals 1d6 points of electricity damage + 1 for every two sorcerer
levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma
modifier.
Class Skill Mobility
Additional class skill from the elemental bloodline.
Elemental Resistance
At 3rd level, you gain electricity resistance 10. At 9th level, your electricity resistance increases to 20.
Burning Hands (Electricity)
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Burning Hands (Electricity): This spell always deals a type of damage determined by your element (air). In
addition, the subtype of this spell changes to match the energy type of your element.
Any creature in the area takes 1d4 points of electricity damage per caster level (maximum 5d4).
Scorching Ray (Electricity)
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Scorching Ray (Electricity): This spell always deals a type of damage determined by your element (air). In
addition, the subtype of this spell changes to match the energy type of your element.
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You blast your enemies with a beam of electricity. You may fire one ray, plus one additional ray for every
four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack
to hit and deals 4d6 points of electricity damage.
Elemental Blast
At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6
points of electricity damage per sorcerer level. Those caught in the area of your blast receive a Reflex
save for half damage. Creatures that fail their saves gain vulnerability to electricity until the end of your
next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th
level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th
level, you can use this ability three times per day. This power has a range of 60 feet.
Elemental Body I
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Elemental Body I: When you cast this spell, you can assume the form of a small air elemental, small earth
elemental, small fire elemental, or small water elemental. The abilities you gain depend upon the type of
elemental into which you change. Elemental abilities based on size use the size of the elemental you
transform into to determine their effect.
Elemental Body II
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Elemental Body II: When you cast this spell, you can assume the form of a medium air elemental, medium
earth elemental, medium fire elemental, or medium water elemental. The abilities you gain depend upon
the type of elemental into which you change. Elemental abilities based on size use the size of the
elemental you transform into to determine their effect.
Elemental Body III
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Elemental Body III: When you cast this spell, you can assume the form of a large air elemental, large earth
elemental, large fire elemental, or large water elemental. The abilities you gain depend upon the type of
elemental into which you change. Elemental abilities based on size use the size of the elemental you
transform into to determine their effect.
Elemental Body IV
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Elemental Body IV: When you cast this spell, you can assume the form of a Huge air elemental, huge
earth elemental, huge fire elemental, or huge water elemental. The abilities you gain depend upon the
type of elemental into which you change. Elemental abilities based on size use the size of the elemental
you transform into to determine their effect. You are also immune to critical hits and sneak attacks while
in elemental form and gain DR 5/.
Elemental Movement
At 15th level, you become immune to to grapple, entangle, slow, and difficult terrain.
Summon Monster VIII
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Summon Monster VIII: This spell summons 1d3 extraplanar rocs, 1d4+1 extraplanar axiomites if you are
good or neutral and 1d4+1 extraplanar soul eaters if you are evil, or one movanic deva if you are good or
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neutral and one frost giant if you are evil. Summoned monsters appear where you designate and act
according to their initiative check results. They attack your opponents to the best of their ability.
Elemental Swarm
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Elemental Swarm: This spell opens a portal to an Elemental Plane and summons elementals from it.
When the spell is complete, 2d4 large elementals appear. Five rounds later, 1d4 huge elementals appear.
Five rounds after that, one greater elemental appears. The summoned elementals appear where you
designate and act according to their initiative check results. They attack your opponents to the best of its
ability.
Elemental Body
Prerequisites: Elemental Bloodline Air
At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical
hits, and electricity damage.
Elemental Bloodline Earth
Prerequisites: Elemental Earth
The power of the elements resides in you, and at times you can hardly control its fury. This influence
comes from an elemental outsider in your family history or a time when you or your relatives were
exposed to a powerful elemental force. Earth infuses your being, and you can draw upon its power in
times of need.
Bonus Feats of the Elemental Bloodline: Dodge, Empower Spell, Great Fortitude, Improved Initiative,
Lightning Reflexes, Power Attack, Skill Focus (Knowledge: Arcana), Weapon Finesse.
Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30
feet as a ranged touch attack. This ray deals 1d6 points of acid damage + 1 for every two sorcerer levels
you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
At 3rd level, you gain acid resistance 10. At 9th level, your acid resistance increases to 20.
Burning Hands (Acid)
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Burning Hands (Acid): This spell always deals a type of damage determined by your element (earth). In
addition, the subtype of this spell changes to match the energy type of your element.
Any creature in the area takes 1d4 points of acid damage per caster level (maximum 5d4).
Scorching Ray (Acid)
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Scorching Ray (Acid): This spell always deals a type of damage determined by your element (earth). In
addition, the subtype of this spell changes to match the energy type of your element.
You blast your enemies with a beam of acid. You may fire one ray, plus one additional ray for every four
levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to
hit and deals 4d6 points of acid damage.
At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6
points of acid damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for
half damage. Creatures that fail their saves gain vulnerability to acid until the end of your next turn. The
DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use
this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use
this ability three times per day. This power has a range of 60 feet.
Prerequisites: Elemental Bloodline Earth
At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical
hits, and acid damage.
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Elemental Bloodline Fire
Prerequisites: Elemental Fire
The power of the elements resides in you, and at times you can hardly control its fury. This influence
comes from an elemental outsider in your family history or a time when you or your relatives were
exposed to a powerful elemental force. Fire infuses your being, and you can draw upon its power in times
of need.
Bonus Feats of the Elemental Bloodline: Dodge, Empower Spell, Great Fortitude, Improved Initiative,
Lightning Reflexes, Power Attack, Skill Focus (Knowledge: Arcana), Weapon Finesse.
Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30
feet as a ranged touch attack. This ray deals 1d6 points of fire damage + 1 for every two sorcerer levels
you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
At 3rd level, you gain fire resistance 10. At 9th level, your fire resistance increases to 20.
Burning Hands
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Burning Hands: Any creature in the area of the flames takes 1d4 points of fire damage per caster level
(maximum 5d4).
Scorching Ray
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Scorching Ray: You blast your enemies with a searing beam of fire. You may fire one ray, plus one
additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray
requires a ranged touch attack to hit and deals 4d6 points of fire damage.
At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6
points of fire damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for
half damage. Creatures that fail their saves gain vulnerability to fire until the end of your next turn. The
DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use
this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use
this ability three times per day. This power has a range of 60 feet.
At 15th level, you gain +30 feet to your base speed.
Prerequisites: Elemental Bloodline Fire
At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical
hits, and fire damage.
Elemental Bloodline Water
Prerequisites: Elemental Water
The power of the elements resides in you, and at times you can hardly control its fury. This influence
comes from an elemental outsider in your family history or a time when you or your relatives were
exposed to a powerful elemental force. Water infuses your being, and you can draw upon its power in
times of need.
Bonus Feats of the Elemental Bloodline: Dodge, Empower Spell, Great Fortitude, Improved Initiative,
Lightning Reflexes, Power Attack, Skill Focus (Knowledge: Arcana), Weapon Finesse.
Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30
feet as a ranged touch attack. This ray deals 1d6 points of cold damage + 1 for every two sorcerer levels
you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
At 3rd level, you gain cold resistance 10. At 9th level, your cold resistance increases to 20.
Burning Hands (Cold)
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Burning Hands (Cold): This spell always deals a type of damage determined by your element (water). In
addition, the subtype of this spell changes to match the energy type of your element.
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Any creature in the area takes 1d4 points of cold damage per caster level (maximum 5d4).
Scorching Ray (Cold)
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Scorching Ray (Cold): This spell always deals a type of damage determined by your element (water). In
addition, the subtype of this spell changes to match the energy type of your element.
You blast your enemies with a beam of cold. You may fire one ray, plus one additional ray for every four
levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to
hit and deals 4d6 points of cold damage.
At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6
points of cold damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for
half damage. Creatures that fail their saves gain vulnerability to cold until the end of your next turn. The
DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use
this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use
this ability three times per day. This power has a range of 60 feet.
At 15th level, you gain immunity to combat maneuvers.
Prerequisites: Elemental Bloodline Water
At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical
hits, and cold damage.
Fey Bloodline
Prerequisites: Fey
The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You
are more emotional than most, prone to bouts of joy and rage. You have always had a tie to the natural
world, and as your power increases, so does the influence of the fey over your magic.
Bonus Feats of the Fey Bloodline: Dodge, Improved Initiative, Lightning Reflexes, Agile Maneuvers, Point-
Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Lore: Nature).
Laughing Touch
At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A
laughing creature can only take a move action but can defend itself normally. Once a creature has been
affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of
times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.
Fey Bloodline Arcana
Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.
Class Skill Lore (Nature)
Additional class skill from the fey bloodline.
Woodland Stride
At 3rd level, you can move through any sort difficult terrain at your normal speed and without taking
damage or suffering any other impairment.
Entangle
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Entangle: This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of
effect or those that enter the area. Creatures that fail their save gain the entangled condition for 1 round.
The entire area of effect is considered difficult terrain while the effect lasts.
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Hideous Laughter
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Hideous Laughter: This spell afflicts the subject with uncontrollable laughter. It collapses into gales of
manic laughter, falling prone. The subject can take no actions while laughing, but is not considered
helpless. After the spell ends, it can act normally. On the creature's next turn, it may attempt a new
saving throw to end the effect. A creature with an Intelligence score of 2 or lower is not affected.
Deep Slumber
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Deep Slumber: This spell causes a magical slumber to come upon 10 HD of creatures; those who are
closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are
wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal
noise does not. Sleep does not target unconscious creatures, constructs, or undead creatures.
Fleeting Glance
At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability
functions as greater invisibility. These rounds need not be consecutive.
Greater Invisibility: This spell functions like invisibility, except that it doesn't end if the subject attacks.
Invisibility: The creature becomes invisible. If a check is required, an invisible creature has a +20 bonus on
its Stealth checks. The spell ends if the subject attacks any creature. For purposes of this spell, an attack
includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on
the invisible character's perceptions. Actions directed at unattended objects do not break the spell.
Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs,
summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the
bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks
directly, however, it immediately becomes visible along with all its gear. Spells such as bless that
specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their
area.
Poison
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Poison: Calling upon the venomous powers of natural predators, you infect the subject with a horrible
poison by making a successful melee touch attack. This poison deals 1d3 Constitution damage per round
for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage and end
the affliction.
Vinetrap
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Vinetrap: Vines choked with thorns, blossoms, leaflets, and other floral debris burst to life on and around
the subject of this spell. When this spell is cast, the subject becomes paralyzed and entangled, though a
successful Reflex save negates the paralysis. Each round on its turn, the subject may attempt a new
saving throw to end both the paralysis and entangle effects.
The subject takes 2d4 points of piercing damage each turn from the sharp thorns. This damage is
considered to be cold iron for the purposes of overcoming damage reduction.
Changestaff
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
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Changestaff: This spell changes an ordinary quarterstaff into a treant creature. It appears where you
designate and acts according to its initiative check results. It attacks your opponents to the best of its
ability.
Fey Magic
At 15th level, you get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a
creature's spell resistance. This bonus stacks with the one from the Spell Penetration and Greater Spell
Penetration feats.
Summon Nereid
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Summon Nereid: This spell summons to your side a natural nereid. The summoned ally appears where
you designate and acts according to its initiative check results. It attacks your opponents to the best of its
ability.
Summon Hamadryad
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Summon Hamadryad: This spell summons to your side a natural hamadryad. The summoned ally appears
where you designate and acts according to its initiative check results. It attacks your opponents to the
best of its ability.
Soul of the Fey
Prerequisites: Fey Bloodline, or Sylvan Bloodline
At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR
10/cold iron. Once per day, you can cast cloak of dreams as a spell-like ability using your sorcerer level as
your caster level.
Infernal Bloodline
Prerequisites: Infernal
Somewhere in your family's history, a relative made a deal with a devil, and that pact has influenced your
family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities.
While your fate is still your own, you can't help but wonder if your ultimate reward is bound to the Pit.
You can draw upon the power of Hell, although you must be wary of its corrupting influence. Such power
does not come without a price.
Bonus Feats of the Infernal Bloodline: Blind-Fight, Combat Expertise, Deceitful, Disarm, Extend Spell, Iron
Will, Skill Focus (Knowledge: Arcana), Spell Penetration.
Corrupting Touch
At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a
number of rounds equal to 1/2 your sorcerer level (minimum 1). Multiple touches do not stack, but they
do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma
modifier.
Infernal Bloodline Arcana
Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.
Class Skill Knowledge (World)
Additional class skill from the infernal bloodline.
Infernal Resistances
At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your
resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.
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Protection from Good
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Protection from Good: The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves.
Both these bonuses apply against attacks made or effects created by good creatures.
Hold Person
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Hold Person: The subject becomes paralyzed and freezes in place. It is aware and breathes normally but
cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving
throw to end the effect. This is a full-round action that does not provoke attacks of opportunity.
Hellfire
At 9th level, you can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of fire
damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage.
Good creatures that fail their saves are shaken for a number of rounds equal to your sorcerer level. The
DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use
this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use
this ability three times per day. This power has a range of 60 feet.
Crushing Despair
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Crushing Despair: An invisible cone of despair causes great sadness in the subjects. Each affected creature
takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.
Crushing despair dispels good hope.
Mind Fog
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Mind Fog: This spell produces a bank of thin mist that weakens the mental resistance of those caught in
it. Creatures in the mind fog take a 10 penalty on Wisdom checks and Will saves. Affected creatures take
the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts
for 30 minutes.
Hellfire Ray
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Hellfire Ray: A blast of hellfire blazes from your hands. You can fire one ray, plus one additional ray for
every 4 caster levels beyond 11th (to a maximum of three rays at 19th level). Each ray requires a ranged
touch attack to hit and deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is
fire damage, but the other half results directly from unholy power and is therefore not subject to being
reduced by fire resistance.
Firebrand
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Firebrand: You mark several allies with a flaming rune. This rune does not cause damage, and sheds light
as if it were a torch. While the firebrand burns, any creature it marks is immune to damage from any fire
spell you cast. All of the target's weapons (both natural and manufactured) inflict +1d6 points of fire
damage on a hit (this bonus fire damage stacks with any amount of fire damage a creature's weapons
might already inflict). At any point during the spell's duration, a creature bearing a firebrand can launch a
beam of fire at any target within 30 feet as a swift action. This ray requires a ranged touch attack to hit
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and deals 6d6 points of fire damage. Once a creature uses its firebrand to fire a ray in this manner, the
effects of the spell end for that creature.
Polar Midnight
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Polar Midnight: You plunge an area into the brutal chill of the arctic night. All creatures in the area take
5d6 points of cold damage and 1d6 points of Dexterity damage per round. A successful Fortitude save
each round negates the Dexterity damage but not the cold damage.
Power of the Pit
Prerequisites: Infernal Bloodline
At 20th level, your form becomes infused with vile power. You gain immunity to fire and poison. You also
gain resistance to acid 10 and cold 10.
Serpentine Bloodline
Prerequisites: Serpentine Bloodline
Your bloodline carries the lingering stain of ancient serpent races that ruled when the world was young;
your forebears were likely favored slaves anointed by their reptilian masters and gifted with their cold
cunning and subtle manipulation. While deception and a mesmeric charm are your birthright, you may
struggle for truth in spite of your heritage. The treacherous and yet hypnotic serpent's blood that flows
through you taints your magic with a sinuous and seductive grace.
Bonus Feats of the Serpentine Bloodline: Combat Casting, Combat Reflexes, Deceitful, Deft Hands,
Persuasive, Reach Spell, Skill Focus (Persuasion), Stealthy.
Serpent's Fang
At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting
1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite injury;
Fortitude save (DC 10 + 1/2 your sorcerer level + your Constitution modifier); frequency: 1/round for 6
rounds; effect: 1 Con damage; cure: 1 save). At 5th level, these fangs are considered magical for the
purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison
requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use
your fangs for a number of rounds per day equal to 3 + your Charisma modifier.
Serpentine Bloodline Arcana
Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or
language-dependent spell, it affects animals, magical beasts, monstrous humanoids, and vermin as if they
were humanoids who understood your language.
Class Skill Stealth
Additional class skill from the serpentine bloodline.
Hypnotism
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Hypnotism: Your gestures and droning incantation fascinate nearby creatures, causing them to stop and
stare blankly at you. Roll 2d4 to see how many total HD of creatures you affect.
Delay Poison
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Delay Poison: The subject becomes temporarily immune to poison. Any poison in its system or any poison
to which it is exposed during the spell's duration does not affect the subject until the spell's duration has
expired. Delay poison does not cure any damage that poison may have already done.
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Summon Monster III
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Summon Monster III: This spell summons an extraplanar monitor lizard, 1d3 extraplanar wolves, or 1d4+1
extraplanar dogs. Summoned monsters appear where you designate and act according to their initiative
check results. They attack your opponents to the best of their ability.
Snakeskin
At 9th level, you gain a +1 bonus to natural armor, a +2 racial bonus on saves against poison, and a +2
bonus on Mobility checks. At 13th level and 17th level, these bonuses increase by +1.
Hold Monster
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Hold Monster: This spell functions like hold person, except that it affects any living creature that fails its
Will save.
Den of Vermin
At 15th level, you may summon a host of insects. This power acts as creeping doom, but the swarms'
poison inflicts Con damage and any creature other than you sharing a space with a swarm is entangled.
You may use this ability once per day.
Creeping Doom: This spell summons to your side 4 spider swarms. The summoned swarms appear where
you designate and act according to their initiative check results. They attack your opponents to the best
of their ability.
The swarms have 60 hit points each and deal 4d6 points of damage with their swarm attack plus poison
and distraction. The save to resist their poison and distraction effects is equal to the save DC of this spell.
Creatures caught in multiple swarms only take damage and make saves once.
Distraction: A creature with this ability can nauseate the creatures that it damages. Any living creature
that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save
negates the effect.
Poison: Swarm injury; Fortitude save; frequency: 1/round for 6 rounds; effect: 1d4 Dex; cure: 1 save.
Frightful Aspect
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Frightful Aspect: You become a larger, awful version of yourself. You gain the following abilities: a +6 size
bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, DR 10/magic, and spell
resistance equal to 10 + half your caster level. You also emit an aura that emanates 30 feet from you.
Enemy creatures within the aura are shaken. Each time a creature shaken by this aura hits you with a
melee attack, that creature becomes frightened for 1d4 rounds.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
You plunge an area into the brutal chill of the arctic night.
All creatures in the area take 5d6 points of cold damage and 1d6 points of Dexterity damage per round. A
successful Fortitude save each round negates the Dexterity damage but not the cold damage.
Scaled Soul
Prerequisites: Serpentine Bloodline
At 20th level, you gain ability to turn yourself into a Large spirit Naga (as beast shape III) and back again at
will. You also become immune to poison and paralysis. You may use serpent's fang as often as desired,
and you may choose to inflict damage to any ability score.
Undead Bloodline
Prerequisites: Undead
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The taint of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or
vampire, or maybe you were born dead before suddenly returning to life. Either way, the forces of death
move through you and touch your every action. You can call upon the foul powers of the afterlife.
Unfortunately, the more you draw upon them, the closer you come to joining them.
Bonus Feats of the Undead Bloodline: Combat Casting, Great Fortitude, Iron Will, Skill Focus (Lore:
Religion), Spell Focus, Greater Spell Focus, Toughness, Diehard.
Grave Touch
Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature
to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a
shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your
sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Undead Bloodline Arcana
Some undead are susceptible to your mind-affecting spells. Undead creatures are treated as humanoids
for the purposes of determining which spells affect them.
Additional class skill from the undead bloodline.
Death's Gift
At 3rd level, you gain resist cold 5 and DR 5/magic. At 9th level, your resistance to cold increases to 10
and your DR increases to 10/magic.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Cause Fear: The affected creature becomes frightened. If the subject succeeds at a Will save, it is instead
shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and
dispels remove fear.
False Life
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
False Life: You harness the power of unlife to grant yourself a limited ability to avoid death. While this
spell is in effect, you gain temporary hit points equal to 1d10 + 1 per caster level (maximum +10).
Vampiric Touch
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Vampiric Touch: You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per
two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. You
can't gain more than the subject's current hit points + the subject's Constitution score (which is enough to
kill the subject). The temporary hit points disappear 1 hour later.
Grasp of the Dead
At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes.
The skeletal arms erupt from the ground in a 20-foot-radius burst.
Anyone in this area takes 1d6 points of slashing damage per sorcerer level. Those caught in the area
receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of
this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier.
At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At
20th level, you can use this ability three times per day.
Animate Dead
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
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Animate Dead: This spell raises 1d4+2 skeletons. Summoned monsters appear where you designate and
act according to their initiative check results. They attack your opponents to the best of their ability.
Waves of Fatigue
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Waves of Fatigue: Waves of negative energy render all living creatures in the spell's area fatigued. This
spell has no effect on a creature that is already fatigued.
Undeath to Death
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Undeath to Death: This spell snuffs out the life force of undead creatures, killing them instantly. The spell
slays 1d4 HD worth of undead creatures per caster level (maximum 20d4). Creatures with the fewest HD
are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are
affected first. No creature of 9 or more HD can be affected, and HD that are not sufficient to affect a
creature are wasted.
Finger of Death
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Finger of Death: This spell instantly delivers 10 points of damage per caster level. If the target's Fortitude
saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster level.
Incorporeal Form
At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the
incorporeal subtype. You take no damage from non-magic weapons. You also take only half damage from
any source not dealing ghost, holy, divine, or force damage. You can use this ability once per day.
Horrid Wilting
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Horrid Wilting: This spell evaporates moisture from the body of each subject living creature, causing flesh
to wither and crack and crumble to dust. This deals 1d6 points of damage per caster level (maximum
20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8
points of damage per caster level (maximum 20d8).
Energy Drain
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her
bloodline. These spells are in addition to the number of spells given at new levels.
Energy Drain: You point your finger and fire a black ray of negative energy that suppresses the life force
of any living creature it strikes. You must make a ranged touch attack to hit. If you hit, the subject gains
1d4 temporary negative levels. Negative levels stack.
Twenty-four hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain
spell's save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, that
negative level becomes permanent.
An undead creature struck by the ray gains 10d4 temporary hit points for 1 hour.
One of Us
Prerequisites: Undead Bloodline
At 20th level, your form begins to rot and undead see you as one of them. You gain immunity to cold,
paralysis, and sleep. You also gain DR 5/. You receive a +4 morale bonus on saving throws made against
spells and spell-like abilities cast by undead.
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Sorcerer Bonus Feat
At 1st level, a sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat,
spell focus feat, or any other spellcaster feat. The sorcerer must still meet all prerequisites for a bonus
feat, including caster level minimums.
Augment Summoning
Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and
Constitution for the duration of the spell that summoned it.
Superior Summoning
Prerequisites: Augment Summoning
Each time you cast a summoning spell that conjures more than one creature, add one to the total
number of creatures summoned.
Combat Casting
You are adept at spellcasting when threatened or distracted.
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability.
Greater Elemental Focus
Prerequisites: Elemental Focus Acid, or Elemental Focus Cold, or Elemental Focus Electricity, or
Elemental Focus Fire
Choose an energy type to which you have already applied the Elemental Focus feat. Any spells you cast of
this energy type are very hard to resist.
Prerequisite: Elemental Focus.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy
type you select. This bonus stacks with the bonus from Elemental Focus.
Greater Elemental Focus Acid
Prerequisites: Elemental Focus Acid
Add +1 to the Difficulty Class for all saving throws against spells that deal acid damage. This bonus stacks
with the bonus from Elemental Focus.
Greater Elemental Focus Cold
Prerequisites: Elemental Focus Cold
Add +1 to the Difficulty Class for all saving throws against spells that deal cold damage. This bonus stacks
with the bonus from Elemental Focus.
Greater Elemental Focus Electricity
Prerequisites: Elemental Focus Electricity
Add +1 to the Difficulty Class for all saving throws against spells that deal electricity damage. This bonus
stacks with the bonus from Elemental Focus.
Greater Elemental Focus Fire
Prerequisites: Elemental Focus Fire
Add +1 to the Difficulty Class for all saving throws against spells that deal fire damage. This bonus stacks
with the bonus from Elemental Focus.
Greater Spell Focus
Prerequisites: Spell Focus
Choose a school of magic to which you have already applied the Spell Focus feat. Any spells you cast of
this school are very hard to resist.
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Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you
select. This bonus stacks with the bonus from Spell Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it
applies to a new school to which you already have applied the Spell Focus feat.
Greater Spell Penetration
Prerequisites: Spell Penetration
Your spells break through spell resistance much more easily than most.
You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell
resistance. This bonus stacks with the one from Spell Penetration.
Metamagic (Empower Spell)
You can increase the power of your spells, causing them to deal more damage.
Benefit: All variable, numeric effects of an empowered spell are increased by half including bonuses to
those rolls.
Saving throws and opposed rolls are not affected, nor are spells without random variables.
Level Increase: +2 (An empowered spell uses up a spell slot two levels higher than the spell's actual level.)
Metamagic (Extend Spell)
You can make your spells last twice as long.
Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration,
instantaneous, or permanent is not affected by this feat.
Level Increase: +1 (An extended spell uses up a spell slot one level higher than the spell's actual level.)
Metamagic (Heighten Spell)
You can cast spells as if they were a higher level.
Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike
other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies.
All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of
invulnerability) are calculated according to the heightened level.
Level Increase: The heightened spell is as difficult to prepare and cast as a spell of its effective level.
Metamagic (Maximize Spell)
Your spells have the maximum possible effect.
Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and
opposed rolls are not affected, nor are spells without random variables.
Level Increase: +3 (A maximized spell uses up a spell slot three levels higher than the spell's actual level.)
An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half
the normally rolled result.
Metamagic (Quicken Spell)
You can cast spells in a fraction of the normal time.
Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another
spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or
1 full-round action cannot be quickened.
Level Increase: +4 (A quickened spell uses up a spell slot four levels higher than the spell's actual level.)
Casting a quickened spell doesn't provoke an attack of opportunity.
Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time
that is not more than 1 full-round action, without increasing the spell's casting time.
Metamagic (Reach Spell)
Your spells go farther than normal.
Benefit: You can alter a spell with a range of touch, close, or medium to increase its range by one range
category, using the following order: touch, close, medium, and long.
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Level Increase: +1 (A reach spell uses up a spell slot one level higher than the spell's actual level.)
Spells modified by this feat that require melee touch attacks instead require ranged touch attacks.
Spells that do not have a range of touch, close, or medium do not benefit from this feat.
Elemental Focus
Your spells of a certain element are more difficult to resist.
Benefit: Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving
throws against spells that deal damage of the energy type you select.
Elemental Focus Acid
Add +1 to the Difficulty Class for all saving throws against spells that deal acid damage.
Elemental Focus Cold
Add +1 to the Difficulty Class for all saving throws against spells that deal cold damage.
Elemental Focus Electricity
Add +1 to the Difficulty Class for all saving throws against spells that deal electricity damage.
Elemental Focus Fire
Add +1 to the Difficulty Class for all saving throws against spells that deal fire damage.
Spell Focus
Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you
select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it
applies to a new school of magic.
Spell Penetration
Your spells break through spell resistance more easily than most.
You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell
resistance.
Spell Specialization
Select one spell. You cast that spell with greater than normal power.
Benefit: Select one spell. Treat your caster level as being two higher for all level-variable effects of the
spell.
Every time you gain a level in a spellcasting class, you can choose a new spell to replace the spell selected
with this feat, and that spell becomes your specialized spell.
Detect Magic
Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the
school of magic to which the spell belongs. Used in dialogues.
Bloodline Feat Selection
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific
to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Bloodline Feat Selection
Prerequisites: Abyssal Bloodline
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific
to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
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Bonus Feats of the Abyssal Bloodline: Augment Summoning, Cleave, Empower Spell, Great Fortitude,
Power Attack, Skill Focus (Lore: Religion).
Cleave
Prerequisites: Power Attack, and Strength 13
As a standard action, you can make a single attack at your full base attack bonus against a foe within
reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack
bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional
attack per round with this feat. When you use this feat, you take a 2 penalty to your Armor Class until
your next turn.
Great Fortitude
You get a +2 bonus on all Fortitude saving throws.
Power Attack
Prerequisites: Strength 13
You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks to gain a +2
bonus on all melee damage rolls.
This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon,
a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength
modifier on damage rolls. This bonus to damage is halved (50%) if you are making an attack with an off-
hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and
the bonus to damage increases by +2.
The effects of this feat last until your next turn. The bonus damage does not apply to touch attacks or
effects that do not deal hit point damage.
Skill Focus Lore (Religion)
You get a +3 bonus on all checks involving Lore (Religion). If you have 10 or more ranks in Lore (Religion),
this bonus increases to +6.
Bull Rush
This feat gives the character an ability to perform the bull rush combat maneuver. It also grants a +2
bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
A bull rush attempts to push an opponent straight back without doing any harm. If your combat
maneuver is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your
opponent's CMD you can push the target back an additional 5 feet.
An enemy being moved by a bull rush does not provoke an attack of opportunity because of the
movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square
that is occupied by a solid object or obstacle.
Sunder Armor
This feat gives the character an ability to perform the sunder armor combat maneuver. It also grants a +2
bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
You can attempt to dislodge an armor worn by your opponent. If your combat maneuver is successful, the
target loses its bonuses from armor for 1 round.
For every 5 by which your attack exceeds your opponent's CMD, the penalty lasts 1 additional round.
Prerequisites: Arcane Bloodline, or Sage Sorcerer
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific
to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Bonus Feats of the Arcane Bloodline: Combat Casting, Improved Initiative, Iron Will, Reach Spell, Skill
Focus (Knowledge: Arcana), Spell Focus, Greater Spell Focus, Spell Penetration.
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Improved Initiative
Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.
Iron Will
You get a +2 bonus on all Will saving throws.
Skill Focus Knowledge (Arcana)
You get a +3 bonus on all checks involving Knowledge (Arcana). If you have 10 or more ranks in
Knowledge (Arcana), this bonus increases to +6.
Prerequisites: Celestial Bloodline, or Empyreal Bloodline
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific
to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Bonus Feats of the Celestial Bloodline: Dodge, Extend Spell, Iron Will, Agile Maneuvers, Augment
Summoning, Superior Summoning, Skill Focus (Lore: Religion), Weapon Finesse.
Dodge
Prerequisites: Dexterity 13
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes
you lose the benefits of this feat.
Agile Maneuvers
Prerequisites: Bull Rush, or Dirty Trick, or Disarm, or Sunder Armor, or Trip
You've learned to use your quickness in place of brute force when performing combat maneuvers.
Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your
Combat Maneuver Bonus instead of your Strength bonus.
Normal: You add your Strength bonus to your base attack bonus and size bonus when determining your
Combat Maneuver Bonus.
Weapon Finesse
With a light weapon, elven curve blade, estoc or rapier made for a creature of your size category, you
may use your Dexterity modifier instead of your Strength modifier on attack rolls.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific
to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack,
Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
Blind Fight
In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll
one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your
Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The
invisible attacker's bonuses do still apply for ranged attacks, however. You also gain immunity to gaze
attacks.
Skill Focus Mobility
You get a +3 bonus on all checks involving Mobility. If you have 10 or more ranks in Mobility, this bonus
increases to +6.
Toughness
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you
have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a
level).
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific
to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
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Bonus Feats of the Elemental Bloodline: Dodge, Empower Spell, Great Fortitude, Improved Initiative,
Lightning Reflexes, Power Attack, Skill Focus (Knowledge: Arcana), Weapon Finesse.
Lightning Reflexes
You get a +2 bonus on all Reflex saving throws.
Prerequisites: Fey Bloodline, or Sylvan Bloodline
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific
to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Bonus Feats of the Fey Bloodline: Dodge, Improved Initiative, Lightning Reflexes, Agile Maneuvers, Point-
Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Lore: Nature).
Point-Blank Shot
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot
Prerequisites: Point-Blank Shot
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard
4 penalty on your attack roll.
Skill Focus Lore (Nature)
You get a +3 bonus on all checks involving Lore (Nature). If you have 10 or more ranks in Lore (Nature),
this bonus increases to +6.
Prerequisites: Infernal Bloodline
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific
to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Bonus Feats of the Infernal Bloodline: Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Disarm, Iron
Will, Skill Focus (Knowledge: Arcana), Spell Penetration.
Combat Expertise
Prerequisites: Intelligence 13
You can choose to take a 1 penalty on melee attack rolls and combat maneuver checks to gain a +1
dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the
penalty increases by 1 and the dodge bonus increases by +1. You can only choose to use this feat when
you declare that you are making an attack or a full attack with a melee weapon. The effects of this feat
last until your next turn.
Disarm
Prerequisites: Intelligence 13; Combat Expertise, or Kinetic Warrior
This feat gives the character an ability to perform the disarm combat maneuver. It also grants a +2 bonus
to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
You can attempt to disarm a foe in melee as a standard action. If your combat maneuver is successful, the
target cannot use his weapons for 1 round.
For every 5 by which your attack exceeds your opponent's CMD, the disarmed condition lasts 1 additional
round.
Deceitful
You get a +2 bonus on all Persuasion and Trickery skill checks. If you have 10 or more ranks in one of
these skills, the bonus increases to +4 for that skill.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific
to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Bonus Feats of the Serpentine Bloodline: Combat Casting, Combat Reflexes, Deceitful, Deft Hands,
Persuasive, Reach Spell, Skill Focus (Persuasion), Stealthy.
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Combat Reflexes
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus.
With this feat, you may also make attacks of opportunity while flat-footed.
Deft Hands
You get a +2 bonus on all Trickery and Use Magic Device skill checks. If you have 10 or more ranks in one
of these skills, the bonus increases to +4 for that skill.
Persuasive
You get a +2 bonus on all Persuasion and Perception skill checks. If you have 10 or more ranks in one of
these skills, the bonus increases to +4 for that skill.
Skill Focus Persuasion
You get a +3 bonus on all checks involving Persuasion. If you have 10 or more ranks in Persuasion, this
bonus increases to +6.
Stealthy
You get a +2 bonus on all Mobility and Stealth skill checks. If you have 10 or more ranks in one of these
skills, the bonus increases to +4 for that skill.
Prerequisites: Undead Bloodline
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific
to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Bonus Feats of the Undead Bloodline: Combat Casting, Great Fortitude, Iron Will, Skill Focus (Lore:
Religion), Spell Focus, Greater Spell Focus, Toughness, Diehard.
Diehard
You are especially hard to kill. When your hit point total is below 0 but you are not killed, you can fight on
for 1 more round as if disabled. At the end of your next turn, unless brought to above 0 hit points, you
immediately fall unconscious.
Sorcerer Archetypes
Empyreal Sorcerer
Your heavenly power derives from insight rather than force of personality.
Empyreal Bloodline
Prerequisites: Celestial
Your heavenly power derives from insight rather than force of personality.
Bloodline Arcana
Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to
master and fuel your magic. You use your Wisdom, rather than your Charisma, to determine all class
features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you
can cast, and the save DCs of your spells. You gain a +2 bonus on Lore (Religion) checks.
Channel Positive Energy
At 9th level, your bloodline makes you a natural receptacle of divine energy. You can channel energy once
per day. This energy can be used to cause or heal damage, depending on the creatures targeted.
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A sorcerer channels positive energy and can choose to deal damage to undead creatures or to heal living
creatures.
Channeling positive energy causes a burst that affects all creatures of one type (either undead or living) in
a 30-foot radius centered on the sorcerer. The amount of damage dealt or healed is equal to 3d6 points
of damage at 9th level plus 1d6 points of damage for every two sorcerer levels beyond 9th (4d6 at 11th,
5d6 at 13th, and so on). Creatures that take damage from channeled energy receive a Will save to halve
the damage. The DC of this save is equal to 10 + 1/2 the sorcerer's level + the sorcerer's Wisdom
modifier. Creatures healed by channel energy cannot exceed their maximum hit point totalall excess
healing is lost.
This is a standard action that does not provoke an attack of opportunity.
Cantrips
Sorcerers can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but
they are not expended when cast and may be used again.
Sorcerer replaces following features: BloodlineCantrips
Sylvan Sorcerer
Your ties to nature have more to do with creatures than with capriciousness.
Sylvan Bloodline
Prerequisites: Fey
Your ties to nature have more to do with creatures than with capriciousness.
Animal Companion
Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the
druid advances in level. If a character receives an animal companion from more than one source, her
effective druid levels stack for the purposes of determining the statistics and abilities of the companion.
Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the
companion.
Sorcerer replaces following features: Bloodline
Sage Sorcerer
Your magic comes from the knowledge and traditions that your bloodline accumulated through the
generations, not just from force of personality. You use your Intelligence, rather than your Charisma, to
determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the
maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your
bloodline powers.
Sage Sorcerer
Prerequisites: Arcane
Arcane Bolt
Starting at 1st level, you can unleash a bolt of magic force as a standard action, targeting any foe within
30 feet as a ranged touch attack. This bolt deals 1d4 points of damage + 1 for every two sorcerer levels
you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
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Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to
understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to
determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the
maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your
bloodline powers. You gain a +2 bonus on all Knowledge (Arcana).
Witch
Some gain power through study, some through devotion, others through blood, but the witch gains
power from her communion with the unknown. Generally feared and misunderstood, the witch draws
her magic from a pact made with an otherworldly power. Communing with that source, using her familiar
as a conduit, the witch gains not only a host of spells, but a number of strange abilities known as hexes.
As a witch grows in power, she might learn about the source of her magic, but some remain blissfully
unaware. Some are even afraid of that source, fearful of what it might be or where its true purposes lie.
While many witches are recluses, living on the edge of civilization, some live within society, openly or in
hiding. The blend of witches' spells makes them adept at filling a number of different roles, from seer to
healer, and their hexes grant them a number of abilities that are useful in a fight. Some witches travel
about, seeking greater knowledge and better understanding of the mysterious powers that guide them.
HitDice: D6
Skill Ranks per Level: 2 plus half Int bonus
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1
0
0
0
2
Witch's Familiar, Patron, Hex, Simple Weapon
Proficiency
2
1
0
0
3
Hex
3
1
1
1
3
4
2
1
1
4
Hex
5
2
1
1
4
6
3
2
2
5
Hex
7
3
2
2
5
8
4
2
2
6
Hex
9
4
3
3
6
10
5
3
3
7
Major Hexes, Hex
11
5
3
3
7
12
6
4
4
8
Hex
13
6
4
4
8
14
7
4
4
9
Hex
15
7
5
5
9
16
8
5
5
10
Hex
17
8
5
5
10
18
9
6
6
11
Grand Hex, Hex
19
9
6
6
11
20
10
6
6
12
Hex
Witch's Familiar
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At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and
helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses,
additional spells, and help with some types of magic.
A witch must commune with her familiar each day to prepare her spells. Familiars store all of the
spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A
witch's familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the
witch's choice. The witch also selects a number of additional 1st-level spells equal to her
Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of
any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch
can also add additional spells to her familiar through a special ritual.
Patron
At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague
and mysterious force, granting the witch power for reasons that she might not entirely
understand. While these forces need not be named, they typically hold influence over one of the
following forces.
At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of
spells known. These spells are also automatically added to the list of spells stored by the familiar.
The spells gained depend upon the patron chosen.
Agility
Patron Spells
At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of
spells known. These spells are also automatically added to the list of spells stored by the familiar.
The spells gained depend upon the patron chosen. Each patron is listed by its theme. The witch
might never know its actual name.
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Ancestors
Deception
Devotion
Elements
Endurance
Healing
Insanity
Mercy
Shadow
Strength
Transformation
Hex
Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At
1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for
every 2 levels attained after 2nd level. A witch cannot select an individual hex more than once.
Hex Channeler Channel Energy
Instead of getting a new hex, you can instead increase your channel energy amount of Hex
Channeler Channel energy ability by 1d6.
Animal Servant
Prerequisites: Grand Hex
The witch can use this hex to turn a humanoid enemy into an animal and rob it of its free will.
The transformation works as beast shape II and is negated by a successful Will save. The
transformed creature retains its Intelligence score and known languages, if any, but the witch
controls its mind. This effect functions as dominate monster, except the creature does not
receive further saving throws to resist the hex. Whether or not the save is successful, a creature
cannot be the target of this hex again for 1 day.
Death Curse
This hex has a range of 30 feet. The hexed creature receives a Will save to negate the effect. If
this save is failed, the creature becomes fatigued the first round of the hex. On the second round
of the hex, the creature becomes exhausted. On the third round, the creature dies unless it
succeeds at a Fort save. Creatures that fail the first save but succeed at the second remain
exhausted and take 4d6 points of damage + 1 point of damage per level of the witch. Slaying the
witch that hexed the creature ends the effect, but any fatigue or exhaustion remains. Whether
or not the saves are successful, a creature cannot be the target of this hex again for 1 day.
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Lay to Rest
The witch may target a single undead creature with this hex as if with an undeath to death spell.
A Will save negates this effect. Whether or not the save is successful, a creature cannot be the
target of this hex again for 1 day.
Life Giver
Once per day the witch can, as a full round action, touch a dead creature and bring it back to life.
This functions as resurrection, but it does not require a material component.
Ameliorating
The witch can touch a creature to suppress and protect it from negative conditions. The witch
chooses one of the following conditions each time she uses this hex: dazzled, fatigued, shaken,
or sickened. If the target is afflicted with the chosen condition, that condition is suppressed for a
number of minutes equal to the witch's level. Additionally, the witch grants her target a +4
circumstance bonus on saving throws against effects that cause the chosen conditions for 24
hours. A creature can benefit from the hex twice in 24 hours, once for each of two different
conditions.
Aura of Purity
Diseases, inhaled poisons, and noxious gaseous effects (such as stinking cloud) are negated in a
10-foot aura around the witch for a number of minutes equal to her level. This duration does not
need to be consecutive, but it must be spent in 1-minute increments. Effects caused by spells
whose level is more than half the witch's class level are unaffected.
Cackle
A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the
effects of an evil eye hex, fortune hex, protective luck, or misfortune hex caused by the witch has
the duration of that hex extended by 1 round.
Evil Eye
The target takes a 2 penalty on one of the following (witch's choice): AC, ability checks, attack
rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's
Intelligence modifier. A Will save reduces this to just 1 round.
This is a mind-affecting effect. At 8th level the penalty increases to 4.
Fortune
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, allowing him to reroll any ability check, attack roll, saving throw, or skill
check, taking the better result. At 8th level and 16th level, the duration of this hex is extended by
1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for
24 hours.
This acts as a cure light wounds spell, using the witch's caster level. Once a creature has
benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex
acts like cure moderate wounds.
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Iceplant
This hex grants the witch a +2 natural armor bonus.
The effect leaves the witch's skin thick and stiff to the touch.
Misfortune
The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime
the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and
take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of
this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts.
Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Nails
The witch's nails are long and sharp, and count as natural weapons that deal 1d3 points of
damage (1d2 for a Small witch).
Protective Luck
The witch can cause fate to twist so that it benefits a creature within 30 feet for 1 round.
Whenever that creature is targeted by an effect that requires an attack roll, including weapon
attacks, the attacker must roll twice and take the worse result.
At 8th level and 16th level, the duration of this hex is extended by 1 round. A witch cannot use
this ability on herself. Hexes that affect the fortune hex, such as cackle, also affect protective
luck.
Slumber
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 Will save to negate the effect. If the save fails, the creature falls
asleep for a number of rounds equal to the witch's level.
This hex can affect a creature of any HD. This hex ends immediately if the creature takes
damage. Whether or not the save is successful, a creature cannot be the target of this hex again
for 1 day.
Ward
The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving
throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows
when a warded creature is no longer protected. A witch can have only one ward active at a time.
If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this
ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1.
Agony
Prerequisites: Major Hexes
With a quick incantation, a witch can place this hex on one creature within 60 feet, causing them
to suffer intense pain. The target is nauseated for a number of rounds equal to the witch's level.
A Fortitude save negates this effect. If the saving throw is failed, the target can attempt a new
save each round to end the effect. Whether or not the save is successful, a creature cannot be
the target of this hex again for 1 day.
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Animal Skin
The witch can become an animal. This ability is similar to beast shape II, polymorphing the witch
into a leopard.
Beast's Gift
The witch can use her magic to grant her allies ferocious animal abilities. The witch can partially
transform a willing ally, granting him natural attacks for a number of minutes equal to the witch's
level. Choose one: the creature gains one bite attack that deals 1d8 points of damage, or the
creature gains two claw attacks that deal 1d4 points of damage each. These attacks follow the
standard rules for natural attacks.
Delicious Fright
The target of this hex becomes shaken for a number of rounds equal to 3 + the witch's
Intelligence modifier. As long as the witch remains within 30 feet of her target, she gains a +1
morale bonus on attack rolls and a +1 morale bonus on saving throws as long as this effect
persists. A successful Will save reduces the duration of this hex to 1 round. This is a mind-
affecting fear effect.
Hoarfrost
The target is rimed with a shell of frost needles that slowly work their way into its flesh
(Fortitude negates). The target turns pale and blue, and takes 1 point of Constitution damage per
minute until it dies, saves (once per minute), or is cured. Break enchantment, dispel magic,
remove curse, and similar spells end the effect. If the target saves, it is immune to this hex for 1
day. This is a cold effect.
Major Ameliorating
The witch can touch a creature to suppress and protect it from negative conditions. The witch
chooses one of the following conditions each time she uses this hex: blinded, cursed, diseased,
or poisoned. If the target is afflicted with the chosen condition, that condition is suppressed for a
number of minutes equal to the witch's level. Additionally, the witch grants her target a +4
circumstance bonus on saving throws against effects that cause the chosen conditions for 24
hours. A creature can benefit from the hex twice in 24 hours, once for each of two different
conditions.
Major Healing
This hex acts as cure serious wounds, using the witch's caster level. Once a creature has
benefited from the major healing hex, it cannot benefit from it again for 24 hours. At 15th level,
this hex acts like cure critical wounds.
Regenerative Sinew
The witch can cause the debilitating wounds of a creature she touches to quickly close, helping it
heal rapidly.
The target gains fast healing 5 for a number of rounds equal to 1/2 the witch's class level or it
heals up to 4 points of ability score damage from two ability scores.
Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.
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Restless Slumber
Prerequisites: Slumber, and Major Hexes
The witch causes a creature within 30 feet to fall into a sleep riddled with nightmares. This
functions as the slumber hex. Additionally, the restless nature of the sleep causes the creature to
violently toss and turn, dealing 1d10 points of damage to itself each turn.
This damage does not wake the creature. When it wakes, the creature's addled state causes it to
be confused for a number of rounds equal to half the witch's level. The witch must have the
slumber hex to select this hex.
Simple Weapon Proficiency
You become proficient with all Simple Weapons.
Major Hexes
Starting at 10th level, and every two levels thereafter, a witch can choose a major hex whenever
she could select a new hex.
Grand Hex
Starting at 18th level, and every two levels thereafter, a witch can choose a grand hex whenever
she could select a new hex.
Witch Archetypes
Stigmatized Witch
Some witches think of their magic not as a gift, but as a curse. Her body is tarnished with a mark
of her ill fate. Maybe the patron of such a witch was cruel and decided that power mustn't come
cheap, or, maybe, they mercifully helped the witch to turn the adversities that befell her into a
source of new strength. An accursed witch relies on intuition, her magic is based not on the
sharpness of her wit, but on the strength of her character. Instead of the regular powers granted
by a patron, such witch gets a curse like an oracle, and she casts her spells spontaneously like
a sorcerer, rather than a wizard.
Oracle's Curse
Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is
made at 1st level, and once made, it cannot be changed. The oracle's curse cannot be removed
or dispelled without the aid of a deity. An oracle's curse is based on her oracle level plus one for
every two levels or Hit Dice other than oracle.
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Blackened
Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a
blazing fire, and your thin, papery skin is sensitive to the touch.
You take a 4 penalty on weapon attack rolls, but you add burning hands to your list of spells
known.
At 5th level, add scorching ray and burning arc to your list of spells known.
At 10th level, add fire snake to your list of spells known and your penalty on weapon attack rolls
is reduced to 2.
At 15th level, add hellfire ray to your list of spells known.
Demonic
Your heart is cursed with the pull of the Abyss.
Creatures instinctively distrust you, and you take a 3 penalty on Persuasion skill checks when
used for diplomacy.
You gain a +2 bonus on Persuasion skill checks when used to intimidate or bluff. Persuasion
becomes a class skill for you.
At 5th level, you gain a +4 bonus to all saving throws against fear effects.
At 10th level, you gain immunity to poison.
At 15th level, any weapon you wield is treated as chaotic and evil for the purposes of
overcoming damage reduction.
Hellbound
Infernal influence grants you profane insight and weighs on your soul.
Creatures instinctively distrust you, and you take a 3 penalty on Persuasion skill checks when
used for diplomacy.
You gain a +2 bonus on Persuasion skill checks when used to intimidate or bluff. Persuasion
becomes a class skill for you.
At 5th level, you gain a +4 bonus to all saving throws against charm effects.
At 10th level, you gain immunity to fire.
At 15th level, any weapon you wield is treated as lawful and evil for the purposes of overcoming
damage reduction.
Lame
One of your legs is permanently wounded, reducing your base land speed by 10 feet. Your speed
is never reduced due to encumbrance.
At 5th level, you are immune to the fatigued condition (but not exhaustion).
At 10th level, your speed is never reduced by armor.
At 15th level, you are immune to the exhausted condition.
Plagued
You suffer from minor ailments and sicknesses. While you struggle to resist new diseases, you
have grown accustomed to the many inconveniences of sickness.
You take a 1 penalty on all saving throws against disease effects, but you are immune to the
sickened condition.
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At 5th level, add pox pustules to your list of 2nd-level oracle spells known.
At 10th level, increase the save DC of any disease effect you create by +2.
At 15th level, you are immune to the effects of disease.
Powerless Prophecy
You are forewarned of danger but can't act to prevent it. You gain uncanny dodge, as the rogue
class feature, but you are staggered for the entire first round of combat.
At 5th level, you gain a +4 insight bonus on initiative checks.
At 10th level, you gain improved uncanny dodge as the rogue ability, using your oracle level as
your rogue level.
At 15th level, you gain a +4 insight bonus on all your saving throws and to your AC during the
first round of combat.
Pranked
Capricious fey constantly bedevil you, playing pranks on you such as tying your shoelaces
together, hiding your gear, making inappropriate noises or smells at formal events, and
mimicking your voice to tell embarrassing lies.
In addition to any social consequences of such mischief, you take a 4 penalty on initiative
checks. Add faerie fire to your list of spells known.
At 5th level, add glitterdust and mirror image to your list of spells known.
At 10th level, add confusion to your list of spells known as a 5th-level spell.
At 15th level, add insanity to your list of spells known.
Wasting
Your body is slowly rotting away.
You take a 4 penalty on Charisma-based skill checks, except for Persuasion skill checks when
used to intimidate. You gain a +4 competence bonus on saves made against disease.
At 5th level, you are immune to the sickened condition (but not nauseated).
At 10th level, you gain immunity to disease.
At 15th level, you are immune to the nauseated condition.
.
Wolf-scarred Face
Your face is deformed, as though you were born with a wolf's muzzle instead of an ordinary nose
and jaw. Many mistake you for a werewolf, and in areas plagued by lycanthropes, you must take
pains to hide your face.
You gain a natural bite attack that deals 1d4 points of damage if you are a Medium creature or
1d3 points of damage if you are Small.
At 5th level, you add magic fang to your list of known spells and your bite damage increases to
1d6 if you are Medium or 1d4 if you are Small.
At 10th level, the damage dealt by your bite attack increases to 1d8 if you are Medium or 1d6 if
you are Small.
At 15th level, you add greater magic fang to your list of known spells and the damage dealt by
your bite attack increases to 2d6 if you are Medium or 1d8 if you are Small.
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Witch replaces following features: Patron
Hagbound
Whether a changeling in the process of succumbing to her mother's call, a witch cursed by a hag
to become her instrument of torment, a vain and petty witch overeager for power, or some
other unfortunate soul, a hagbound witch finds its soul has been infected by a hag's spite and
powerful, corrupt arcane magic. Her mind and body begin to transform to reflect her new being.
Hagbound witches suffer a slow transformative taint that is similar to the accursed corruption
and make ideal candidates for this additional powerand tragedy.
Hag's Claws
A hagbound's hands grow into a pair of hideous claws that deal 1d4 points of damage for a
Medium hagbound (1d3 for a Small creature).
Hagbound Patron
A hagbound must select one of the following patrons: Deception, Endurance, Shadow, Strength.
Hunched Muscle
At 2nd level, warty growths and knobby muscles twist the hagbound's body. She gains a +2 size
bonus to her Strength score. This bonus increases by 2 at 8th level and 14th level, to a maximum
of +6.
Vile Curse
At 10th level, the hagbound becomes exceptionally skilled at cursing others. She can cast bestow
curse at will, but its duration becomes 24 hours. Once a creature has been affected by this
ability, it is immune to the witch's vile curse ability for 24 hours.
Hag Transformation
At 20th level, the hagbound transforms into a true hag, purging all goodness and light from her
in exchange for dark power. Her type changes to monstrous humanoid; she gains immunity to
charm and fear effects
She gains spell resistance 31.
Witch replaces following features: HexPatron, Hex, Hex, Hex, Hex, Hex
Hex Channeler
A hex channeler is a witch who devotes herself to either lifehealing the wounded and
destroying the undeador death, slaying the living and aiding undead.
Channel Energy
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At 2nd level, a hex channeler can call upon her patron to release a wave of energy from herself.
A good witch channels positive energy (like a good cleric), and an evil witch channels negative
energy (like an evil cleric). A witch who is neither good nor evil must choose whether she
channels positive or negative energy; once this choice is made, it cannot be reversed.
Channeling energy causes a burst that affects all creatures of one type (either undead or living)
in a 30-foot radius centered on the witch. The witch can channel energy a number of times per
day equal to 3 + her Charisma modifier (minimum 1). The hex channeler uses her witch level as
her cleric level for all other effects dependent upon channel energy (except increasing the
amount of damage healed or dealt). The hex channeler can choose whether or not to include
herself or her familiar in this effect.
This burst heals or deals 1d6 points of damage. Every time the hex channeler is able to learn a
new hex (including major or grand hexes), she can instead increase her channel energy amount
by 1d6.
Witch replaces following features: Hex
Ley Line Guardian
Some witches tap into the power of their patrons not through a special connection with a
familiar, but rather directly through the vast network of ley lines that crosses the planes. These
witches can harness the latent powers of ley lines without even needing to be near one of the
points where ley lines' powers are accessible to mortal spellcasters.
Conduit Surge
At 1st level, a ley line guardian is adept at channeling energy from ley lines to enhance her own
spells. As a swift action, she can increase her effective caster level for the next spell she casts in
that round by 1d41 levels. After performing a conduit surge, the ley line guardian must succeed
at a Fortitude save (DC = 10 + level of spell cast + number of additional caster levels granted) or
become staggered for a number of minutes equal to the level of the spell cast. At 8th level, the
caster level increase becomes 1d4. She can use this ability a number of times per day equal to 3
+ her Charisma modifier.
Ley Line Powered
Instead of preparing her spells, a ley line guardian draws the power casting spells directly from
ley lines. A ley line guardian is a spontaneous spellcaster. She knows the same number of spells
and receives the same number of spell slots per day as a sorcerer of her witch level. Bonus spells
granted by a ley line guardian's patron are added to the ley line guardian's total spells known at
the appropriate levels.
Witch replaces following features: Witch's FamiliarHex, Hex
Wizard
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While universalist wizards might study to prepare themselves for any manner of danger, specialist
wizards research schools of magic that make them exceptionally skilled within a specific focus. Yet no
matter their specialty, all wizards are masters of the impossible and can aid their allies in overcoming any
danger.
HitDice: D6
Skill Ranks per Level: 2 plus half Int bonus
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1
0
0
0
2
Wizard Bonus Feat, Cantrips, Specialist School, Wizard Proficiencies,
Full Caster, Arcane Bond, Detect Magic
2
1
0
0
3
3
1
1
1
3
4
2
1
1
4
5
2
1
1
4
Wizard Bonus Feat
6
3
2
2
5
7
3
2
2
5
8
4
2
2
6
9
4
3
3
6
10
5
3
3
7
Wizard Bonus Feat
11
5
3
3
7
12
6
4
4
8
13
6
4
4
8
14
7
4
4
9
15
7
5
5
9
Wizard Bonus Feat
16
8
5
5
10
17
8
5
5
10
18
9
6
6
11
19
9
6
6
11
20
10
6
6
12
Wizard Bonus Feat
Class Features
Wizard Bonus Feat
At 1st, 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can
choose a metamagic feat, spell focus feat, or any other spellcaster feat. The wizard must still meet all
prerequisites for a bonus feat, including caster level minimums.
Augment Summoning
Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and
Constitution for the duration of the spell that summoned it.
Superior Summoning
Prerequisites: Augment Summoning
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Each time you cast a summoning spell that conjures more than one creature, add one to the total
number of creatures summoned.
Combat Casting
You are adept at spellcasting when threatened or distracted.
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability.
Greater Elemental Focus
Prerequisites: Elemental Focus Acid, or Elemental Focus Cold, or Elemental Focus Electricity, or
Elemental Focus Fire
Choose an energy type to which you have already applied the Elemental Focus feat. Any spells you cast of
this energy type are very hard to resist.
Prerequisite: Elemental Focus.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy
type you select. This bonus stacks with the bonus from Elemental Focus.
Greater Elemental Focus Acid
Prerequisites: Elemental Focus Acid
Add +1 to the Difficulty Class for all saving throws against spells that deal acid damage. This bonus stacks
with the bonus from Elemental Focus.
Greater Elemental Focus Cold
Prerequisites: Elemental Focus Cold
Add +1 to the Difficulty Class for all saving throws against spells that deal cold damage. This bonus stacks
with the bonus from Elemental Focus.
Greater Elemental Focus Electricity
Prerequisites: Elemental Focus Electricity
Add +1 to the Difficulty Class for all saving throws against spells that deal electricity damage. This bonus
stacks with the bonus from Elemental Focus.
Greater Elemental Focus Fire
Prerequisites: Elemental Focus Fire
Add +1 to the Difficulty Class for all saving throws against spells that deal fire damage. This bonus stacks
with the bonus from Elemental Focus.
Greater Spell Focus
Prerequisites: Spell Focus
Choose a school of magic to which you have already applied the Spell Focus feat. Any spells you cast of
this school are very hard to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you
select. This bonus stacks with the bonus from Spell Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it
applies to a new school to which you already have applied the Spell Focus feat.
Greater Spell Penetration
Prerequisites: Spell Penetration
Your spells break through spell resistance much more easily than most.
You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell
resistance. This bonus stacks with the one from Spell Penetration.
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Metamagic (Empower Spell)
You can increase the power of your spells, causing them to deal more damage.
Benefit: All variable, numeric effects of an empowered spell are increased by half including bonuses to
those rolls.
Saving throws and opposed rolls are not affected, nor are spells without random variables.
Level Increase: +2 (An empowered spell uses up a spell slot two levels higher than the spell's actual level.)
Metamagic (Extend Spell)
You can make your spells last twice as long.
Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration,
instantaneous, or permanent is not affected by this feat.
Level Increase: +1 (An extended spell uses up a spell slot one level higher than the spell's actual level.)
Metamagic (Heighten Spell)
You can cast spells as if they were a higher level.
Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike
other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies.
All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of
invulnerability) are calculated according to the heightened level.
Level Increase: The heightened spell is as difficult to prepare and cast as a spell of its effective level.
Metamagic (Maximize Spell)
Your spells have the maximum possible effect.
Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and
opposed rolls are not affected, nor are spells without random variables.
Level Increase: +3 (A maximized spell uses up a spell slot three levels higher than the spell's actual level.)
An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half
the normally rolled result.
Metamagic (Quicken Spell)
You can cast spells in a fraction of the normal time.
Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another
spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or
1 full-round action cannot be quickened.
Level Increase: +4 (A quickened spell uses up a spell slot four levels higher than the spell's actual level.)
Casting a quickened spell doesn't provoke an attack of opportunity.
Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time
that is not more than 1 full-round action, without increasing the spell's casting time.
Metamagic (Reach Spell)
Your spells go farther than normal.
Benefit: You can alter a spell with a range of touch, close, or medium to increase its range by one range
category, using the following order: touch, close, medium, and long.
Level Increase: +1 (A reach spell uses up a spell slot one level higher than the spell's actual level.)
Spells modified by this feat that require melee touch attacks instead require ranged touch attacks.
Spells that do not have a range of touch, close, or medium do not benefit from this feat.
Elemental Focus
Your spells of a certain element are more difficult to resist.
Benefit: Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving
throws against spells that deal damage of the energy type you select.
Elemental Focus Acid
Add +1 to the Difficulty Class for all saving throws against spells that deal acid damage.
381
Elemental Focus Cold
Add +1 to the Difficulty Class for all saving throws against spells that deal cold damage.
Elemental Focus Electricity
Add +1 to the Difficulty Class for all saving throws against spells that deal electricity damage.
Elemental Focus Fire
Add +1 to the Difficulty Class for all saving throws against spells that deal fire damage.
Spell Focus
Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you
select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it
applies to a new school of magic.
Spell Penetration
Your spells break through spell resistance more easily than most.
You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell
resistance.
Spell Specialization
Select one spell. You cast that spell with greater than normal power.
Benefit: Select one spell. Treat your caster level as being two higher for all level-variable effects of the
spell.
Every time you gain a level in a spellcasting class, you can choose a new spell to replace the spell selected
with this feat, and that spell becomes your specialized spell.
Cantrips
Wizards can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they
are not expended when cast and may be used again.
Specialist School
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on
that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that
does not select a school receives the universalist school instead.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an
additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell
from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a
spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot.
Wizards with the universalist school do not receive a school slot.
Specialist School Abjuration
The abjurer uses magic against itself, and masters the art of defensive and warding magics.
Resistance: You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This
resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this
resistance changes to immunity to the chosen energy type.
Protective Ward: As a standard action, you can create a 10-foot-radius field of protective magic centered
on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area
(including you) receive a +1 deflection bonus to their Armor Class. This bonus increases by +1 for every
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five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your
Intelligence modifier.
Energy Absorption: At 6th level, you gain an amount of energy absorption equal to 3 times your wizard
level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance
first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess
of your absorption is applied to you normally.
Specialist School Abjuration
The abjurer uses magic against itself, and masters the art of defensive and warding magics.
Resistance: You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This
resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this
resistance changes to immunity to the chosen energy type.
Protective Ward: As a standard action, you can create a 10-foot-radius field of protective magic centered
on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area
(including you) receive a +1 deflection bonus to their Armor Class. This bonus increases by +1 for every
five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your
Intelligence modifier.
Energy Absorption: At 6th level, you gain an amount of energy absorption equal to 3 times your wizard
level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance
first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess
of your absorption is applied to you normally.
Opposition School
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition
schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A
wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare
the spell.
Opposition School Necromancy
Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead
creatures make up a large part of this school.
Opposition School Abjuration
Abjurations are protective spells. They create physical or magical barriers, negate magical or physical
abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.
Opposition School Conjuration
Conjurations transport creatures from another plane of existence to your plane (calling); create objects or
effects on the spot (creation); heal (healing); bring manifestations of objects, creatures, or forms of
energy to you (summoning); or transport creatures or objects over great distances (teleportation).
Creatures you conjure usually but not always obey your commands.
Opposition School Divination
Divination spells enable you to learn secrets long forgotten, predict the future, find hidden things, and foil
deceptive spells.
Opposition School Enchantment
Enchantment spells affect the minds of others, influencing or controlling their behavior.
Opposition School Evocation
Evocation spells manipulate magical energy or tap an unseen source of power to produce a desired end.
In effect, an evocation draws upon magic to create something out of nothing. Many of these spells
produce spectacular effects, and evocation spells can deal large amounts of damage.
Opposition School Illusion
Illusion spells deceive the senses or minds of others. They cause people to see things that are not there,
not see things that are there, hear phantom noises, or remember things that never happened.
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Opposition School Transmutation
Transmutation spells change the properties of some creature, thing, or condition.
Energy Absorption
At 6th level, you gain an amount of energy absorption equal to 3 times your wizard level per day.
Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply
the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your
absorption is applied to you normally.
Specialist School Conjuration
The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Summoner's Charm: Whenever you cast a conjuration (summoning) spell, increase the duration by a
number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend
Spell.
Acid Dart: As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged
touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess.
You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack
ignores spell resistance.
Dimensional Steps: At 8th level, you can use this ability to teleport up to 30 feet as a move action. You
can use this ability a total number of times per day equal to your wizard level.
Specialist School Conjuration
The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Summoner's Charm: Whenever you cast a conjuration (summoning) spell, increase the duration by a
number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend
Spell.
Acid Dart: As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged
touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess.
You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack
ignores spell resistance.
Dimensional Steps: At 8th level, you can use this ability to teleport up to 30 feet as a move action. You
can use this ability a total number of times per day equal to your wizard level.
Dimensional Steps
At 8th level, you can use this ability to teleport up to 30 feet as a move action. You can use this ability a
total number of times per day equal to your wizard level.
Specialist School Divination
Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Forewarned: You receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At
20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Diviner's Fortune: When you activate this school power, you can touch any creature as a standard action
to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to
1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal
to 3 + your Intelligence modifier.
Foretell: At 8th level, you can utter a prediction of the immediate future. While your foretelling is in
effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you
at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks,
attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies
take a 2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to
your wizard level. These rounds do not need to be consecutive.
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Forewarned and Diviner's Fortune
Forewarned: You receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At
20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Diviner's Fortune: When you activate this school power, you can touch any creature as a standard action
to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to
1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal
to 3 + your Intelligence modifier.
Foretell
At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you
emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time
of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls,
caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a 2
penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your
wizard level. These rounds do not need to be consecutive.
Forewarned Initiative Rolls
At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Specialist School Enchantment
The enchanter uses magic to control and manipulate the minds of his victims.
Enchanting Smile: You gain a +2 enhancement bonus on Persuasion checks and saving throws against
enchantment spells. This bonus increases by +1 for every five wizard levels you possess, up to a maximum
of +6 at 20th level.
Dazing Touch: You can cause a living creature to become dazed for 1 round as a melee touch attack.
Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of
times per day equal to 3 + your Intelligence modifier.
Aura of Despair: At 8th level, you can emit a 30-foot aura of despair for a number of rounds per day equal
to your wizard level. Enemies within this aura take a 2 penalty on ability checks, attack rolls, damage
rolls, saving throws, and skill checks. These rounds do not need to be consecutive. This is a mind-affecting
effect.
Enchanting Smile and Dazing Touch
Enchanting Smile: You gain a +2 enhancement bonus on Persuasion checks and saving throws against
enchantment spells. This bonus increases by +1 for every five wizard levels you possess, up to a maximum
of +6 at 20th level.
Dazing Touch: You can cause a living creature to become dazed for 1 round as a melee touch attack.
Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of
times per day equal to 3 + your Intelligence modifier.
Aura of Despair
At 8th level, you can emit a 30-foot aura of despair for a number of rounds per day equal to your wizard
level. Enemies within this aura take a 2 penalty on ability checks, attack rolls, damage rolls, saving
throws, and skill checks. These rounds do not need to be consecutive. This is a mind-affecting effect.
Specialist School Evocation
Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Intense Spells: Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard
level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray,
and cannot be split between multiple missiles or rays. This damage is of the same type as the spell. At
20th level, whenever you cast an evocation spell, you can roll twice to penetrate a creature's spell
resistance and take the better result.
Force Missile: As a standard action, you can unleash a force missile that automatically strikes a foe, as
magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells
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evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 +
your Intelligence modifier.
Elemental Wall: At 8th level, one per day you can create a wall of energy. You can choose fire, cold, acid
or electricity damage. The elemental wall otherwise functions like wall of fire. At 12th level and every 4
levels thereafter, you can use this ability one additional time per day, to a maximum of 4 times at level
20.
Specialist School Evocation
Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Intense Spells: Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard
level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray,
and cannot be split between multiple missiles or rays. This damage is of the same type as the spell. At
20th level, whenever you cast an evocation spell, you can roll twice to penetrate a creature's spell
resistance and take the better result.
Force Missile: As a standard action, you can unleash a force missile that automatically strikes a foe, as
magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells
evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 +
your Intelligence modifier.
Elemental Wall: At 8th level, one per day you can create a wall of energy. You can choose fire, cold, acid
or electricity damage. The elemental wall otherwise functions like wall of fire. At 12th level and every 4
levels thereafter, you can use this ability one additional time per day, to a maximum of 4 times at level
20.
Elemental Wall
At 8th level, once per day you can create a wall of energy. You can choose fire, cold, acid, or electricity
damage.
An immobile, blazing curtain of the chosen energy springs into existence. The wall deals damage of the
chosen energy type when it appears, and to all creatures in the area on your turn each round. The wall
also deals 2d6 points of damage of the chosen energy type + 1 point of that type per caster level
(maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.
At 12th level and every 4 levels thereafter, you can use this ability one additional time per day, to a
maximun of 4 times at level 20.
Intense Spells Spell Penetration
At 20th level, whenever you cast an evocation spell, you can roll twice to penetrate a creature's spell
resistance and take the better result.
Specialist School Illusion
Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Blinding Ray : As a standard action, you can fire a shimmering ray at any foe within 30 feet as a ranged
touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your
wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3
+ your Intelligence modifier.
Invisibility Field : At 8th level, you can make yourself Invisible as a swift action for a number of rounds per
day equal to your wizard level. These rounds do not need to be consecutive. This otherwise functions as
greater invisibility.
Blinding Ray
As a standard action, you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack.
The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level
are dazzled for 1 round/level instead. You can use this ability a number of times per day equal to 3 + your
Intelligence modifier.
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Invisibility Field
At 8th level, you can make yourself invisible as a swift action for a number of rounds per day equal to
your wizard level. These rounds do not need to be consecutive. This otherwise functions as greater
invisibility.
Specialist School Necromancy
The dread and feared necromancer commands undead and uses the foul power of unlife against his
enemies.
Power over Undead: You receive Turn Undead as a bonus feat. You can channel energy a number of times
per day equal to 3 + your Intelligence modifier, but only to use this feat. The DC to save against these
feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add
their channel resistance to the save against this ability.
Grave Touch: As a standard action, you can make a melee touch attack that causes a living creature to
become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken
creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level.
You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Life Sight: At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to
your wizard level. This ability only allows you to detect living creatures and undead creatures. This sight
also tells you whether a creature is living or undead. Constructs and other creatures that are neither living
nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level,
and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be
consecutive.
Specialist School Necromancy
The dread and feared necromancer commands undead and uses the foul power of unlife against his
enemies.
Power over Undead: You receive Turn Undead as a bonus feat. You can channel energy a number of times
per day equal to 3 + your Intelligence modifier, but only to use this feat. The DC to save against these
feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add
their channel resistance to the save against this ability.
Grave Touch: As a standard action, you can make a melee touch attack that causes a living creature to
become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken
creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level.
You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Life Sight: At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to
your wizard level. This ability only allows you to detect living creatures and undead creatures. This sight
also tells you whether a creature is living or undead. Constructs and other creatures that are neither living
nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level,
and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be
consecutive.
Life Sight
At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to your wizard
level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you
whether a creature is living or undead. Constructs and other creatures that are neither living nor undead
cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an
additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive.
Specialist School Transmutation
Transmuters use magic to change the world around them.
Physical Enhancement: You gain a +1 enhancement bonus to one physical ability score (Strength,
Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a
maximum of +5 at 20th level. At 20th level, this bonus applies to two physical ability scores of your
choice.
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Telekinetic Fist: As a standard action, you can strike with a telekinetic fist, targeting any foe within 30 feet
as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two
wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence
modifier.
Change Shape: At 8th level, you can change your shape for a number of rounds per day equal to your
wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast
shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II.
Specialist School Universalist
Wizards who do not specialize (known as as universalists) have the most diversity of all arcane
spellcasters.
Hand of the Apprentice: You cause your melee weapon to fly from your grasp and strike a foe before
instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a
range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add
your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on
Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of
times per day equal to 3 + your Intelligence modifier.
Metamagic Mastery: At 8th level, you can extend or alter the range of your next spell as though using the
Extend or Reach spell feat accordingly. You can use this ability once per day at 8th level and one
additional time per day for every two wizard levels you possess beyond 8th.
Extend spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration,
instantaneous, or permanent is not affected by this feat.
Reach spell: You can alter a spell with a range of touch, close, or medium to increase its range by one
range category, using the following order: touch, close, medium, and long. Spells modified by this feat
that require melee touch attacks instead require ranged touch attacks.
At 12th level, you can empower your next spell as though using the Empower Spell feat. Empowering
costs 2 daily usages of metamagic mastery.
Empowered spell: All variable, numeric effects of an empowered spell are increased by half including
bonuses to those dice rolls. Saving throws and opposed rolls are not affected, nor are spells without
random variables.
At 16th level, you can maximize your next spell as though using the Maximize Spell feat. Maximizing costs
3 daily usages of metamagic mastery.
Maximized spell: All variable, numeric effects of a spell modified by this feat are maximized. Saving
throws and opposed rolls are not affected, nor are spells without random variables.
At 20th level, you can quicken your next spell as though using the Quicken Spell feat. Quickening costs 4
daily usages of metamagic mastery.
Quicken Spell: Casting a quickened spell is a swift action. You can perform another action, even casting
another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1
round or 1 full-round action cannot be quickened.
Hand of the Apprentice
You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As
a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is
treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the
attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used
to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your
Intelligence modifier.
Metamagic Mastery Extend and Reach Spell
At 8th level, you can extend or alter the range of your next spell as though using the Extend Spell or
Reach Spell feats accordingly. You can use this ability once per day at 8th level and one additional time
per day for every two wizard levels you possess beyond 8th.
Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration,
instantaneous, or permanent is not affected by this feat.
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Reach Spell: You can alter a spell with a range of touch, close, or medium to increase its range by one
range category, using the following order: touch, close, medium, and long. Spells modified by this feat
that require melee touch attacks instead require ranged touch attacks.
Metamagic Mastery Empower
At 12th level, you can empower your next spell as though using the Empower Spell feat. Empowering
costs 2 daily usages of metamagic mastery.
Empower Spell: All variable, numeric effects of an empowered spell are increased by half, including
bonuses to those dice rolls.
Saving throws and opposed rolls are not affected, nor are spells without random variables.
Metamagic Mastery Maximize
At 16th level, you can maximize your next spell as though using the Maximize Spell feat. Maximizing costs
3 daily usages of metamagic mastery.
Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws
and opposed rolls are not affected, nor are spells without random variables.
Metamagic Mastery Quicken
At 20th level, you can quicken your next spell as though using the Quicken Spell feat. Quickening costs 4
daily usages of metamagic mastery.
Quicken Spell: Casting a quickened spell is a swift action. You can perform another action, even casting
another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1
round or 1 full-round action cannot be quickened.
Wizard Proficiencies
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not
with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells
with somatic components to fail.
Arcane Bond
At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two
forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and
senses, while a bonded object is an item a wizard can use to cast additional spells.
Detect Magic
Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the
school of magic to which the spell belongs. Used in dialogues.
Wizard Archetypes
Arcane Bomber
To many wizards, the experimentation of the alchemist seems quaint, if not dangerous or frightening. A
few wizards take up the secrets of the bomb, however, fusing alchemy with their already considerable
magical power.
Arcane Bombs
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At 1st level, the arcane bomber gains an ability nearly identical to the alchemist's bomb ability. Unlike the
alchemist, at 1st level, the arcane bomber chooses one type of energy from the following list: acid, cold,
fire, and electricity. He can throw bombs of that type, but cannot modify them with discoveries. An
arcane bomber can use a number of bombs each day equal to his class level + his Intelligence modifier.
Thrown bombs have a range of 30 feet and use the Throw Splash Weapon special attack. Bombs are
considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a
direct hit, an arcane bomber's bomb inflicts 1d6 points of damage of the chosen energy type + additional
damage equal to the arcane bomber's Intelligence modifier. The damage of an arcane bomber's bomb
increases by 1d6 points at every odd-numbered arcane bomber level. Splash damage from an arcane
bomber's bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points
of damage of the chosen energy type on a direct hit, its splash damage would be 6 points of damage of
chosen energy type). Those caught in the splash damage can attempt a Reflex save for half damage. The
DC of this save is equal to 10 + 1/2 the arcane bomber's level + the arcane bomber's Intelligence modifier.
Acid Bomb
At 1st level, the arcane bomber gains an ability nearly identical to the alchemist's bomb ability. Unlike the
alchemist, at 1st level, the arcane bomber chooses one type of energy from the following list: acid, cold,
fire, and electricity. He can throw bombs of that type, but cannot modify them with discoveries. An
arcane bomber can use a number of bombs each day equal to his class level + his Intelligence modifier.
Thrown bombs have a range of 30 feet and use the Throw Splash Weapon special attack. Bombs are
considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a
direct hit, an arcane bomber's bomb inflicts 1d6 points of damage of the chosen energy type + additional
damage equal to the arcane bomber's Intelligence modifier. The damage of an arcane bomber's bomb
increases by 1d6 points at every odd-numbered arcane bomber level. Splash damage from an arcane
bomber's bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points
of damage of the chosen energy type on a direct hit, its splash damage would be 6 points of damage of
chosen energy type). Those caught in the splash damage can attempt a Reflex save for half damage. The
DC of this save is equal to 10 + 1/2 the arcane bomber's level + the arcane bomber's Intelligence modifier.
Cold Bomb
Electrical Bomb
Fire Bomb
Spellblast Bombs
At 1st level, as a swift action, an arcane bomber can sacrifice one of his spells to empower the next bomb
he throws during his turn. When he does, he gains a bonus to hit with the next bomb he throws before
the end of his turn equal to the level of the spell he sacrificed, and a bonus to damage equal to twice the
level of the spell.
Wizard replaces following features: CantripsSpecialist SchoolArcane Bond
Thassilonian Specialist
While the concept of wizard specializations along the classically recognized schools of magic certainly
dates back to the time of Azlant, and perhaps beyond into the dim recesses of time before humanity rose
to prominence, it was the runelords of Thassilon who explored school specialization to its full extreme.
Focusing their research on the discovery that each school of magic was opposed by two specific
opposition schools, the runelords developed methods of further enhancing their mastery over their
chosen arcane specialties. Essentially, they defined these seven schools as much by what they couldn't do
as by what they could. By excising "impurities" introduced by fixed oppositional schools, they traded
arcane versatility for greater strength in their chosen fields.
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Thassilonian Specialist
Benefits: A Thassilonian specialist wizard receives two additional spell slots of each spell level he can cast.
These bonus spell slots must both be used to prepare the same spell from the wizard's school of
specialization, allowing the wizard to cast that spell twice. The wizard cannot use these slots to prepare
two different spells, even if they are of the school he is specialized in.
Restrictions: A Thassilonian specialist does not get to customize his choice for opposition schools that
choice is selected for him when he chooses his specialization. These restrictions are more significant than
those most wizards follow, and are known as prohibited schools. A Thassilonian wizard can never prepare
a spell that is in one of his prohibited schools he treats these spells as if they were not on the wizard
spell list. If using a spell trigger or spell completion item to cast a spell from one of his prohibited schools,
he must use the Use Magic Device skill to do so.
Envy (Abjuration)
Thassilonian specialists who follow the path of Envy focus on suppressing magic other than their own.
Prohibited Schools: Evocation, Necromancy.
Sloth (Conjuration)
Thassilonian specialists who follow the path of Sloth enlist agents and minions to perform their tasks, or
create what is needed as it is needed.
Prohibited Schools: Evocation, Illusion.
Lust (Enchantment)
Thassilonian specialists who follow the path of Lust gain great personal satisfaction at manipulating
others' minds, emotions, and wills.
Prohibited Schools: Necromancy, Transmutation.
Wrath (Evocation)
Thassilonian specialists who follow the path of Wrath focus on complete mastery of the raw destructive
power of magic, and delight in channeling those destructive forces in awesome displays.
Prohibited Schools: Abjuration, Conjuration.
Pride (Illusion)
Thassilonian specialists who follow the path of Pride seek to perfect their own appearance and domain
through trickery and illusions.
Prohibited Schools: Conjuration, Transmutation.
Gluttony (Necromancy)
Thassilonian specialists who follow the path of Gluttony seek to manipulate their bodies in their unending
hunger for life.
Prohibited Schools: Abjuration, Enchantment.
Greed (Transmutation)
Thassilonian specialists who follow the path of Greed delight in transforming things into other things, as
well as enhancing themselves.
Prohibited Schools: Enchantment, Illusion.
Wizard replaces following features: CantripsSpecialist School
Scroll Savant
Some wizards consider scrolls a natural extension of their magical abilities.
Scroll Focus
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A scroll savant adds half his class level (minimum 1) as a bonus on Use Magic Device checks. He will
always take 10 on Use Magic Device checks to cast a spell from a scroll if 10 on a roll is enough for a
successful skill check.
Scroll Specialization
At 5th level, whenever the scroll savant uses a scroll, he calculates the DC for any spell it contains using
his Intelligence modifier, instead of the minimum modifier needed to cast a spell of that level.
Scroll Mastery
At 10th level, a scroll savant can use his own caster level instead of the item's caster level when using a
scroll.
Wizard replaces following features: Wizard Bonus Feat, Wizard Bonus Feat, Wizard Bonus Feat
Feats
General Feats
A feat is an ability a character has mastered. Feats often allow characters to circumvent rules or
restrictions.
Characters gain one feat at the 1st level and every two levels thereafter. Humans receive a bonus feat at
1st level.
Extra Rage Power
Prerequisites: Rage Power
The barbarian unlocks a new ability to use while raging. She gains one additional rage power. She must
meet all of the prerequisites for this rage power. This feat can be taken multiple times.
Animal Fury
While raging, the barbarian gains a bite attack. If used as part of a full attack, the bite attack is made at
the barbarian's full base attack bonus 5. If the bite hits, it deals 1d4 points of damage (assuming the
barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian's Strength modifier.
Beast Totem
Prerequisites: Beast Totem, Lesser, and Barbarian 6
While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four
levels the barbarian has attained. Note: Totem rage powers grant powers related to a theme. A barbarian
cannot select from more than one group of totem rage powers; for example, a barbarian who selects a
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beast totem rage power cannot later choose to gain any of the dragon totem rage powers (any rage
power with "dragon totem" in its title).
Beast Totem, Greater
Prerequisites: Barbarian 10, and Beast Totem
While raging, the barbarian gains the pounce special ability, allowing her to make a full attack at the end
of a charge. In addition, the damage from her claws increases to 1d8 (1d6 if Small) and the claws deal ×3
damage on a critical hit. Note: Totem rage powers grant powers related to a theme. A barbarian cannot
select from more than one group of totem rage powers; for example, a barbarian who selects a beast
totem rage power cannot later choose to gain any of the dragon totem rage powers (any rage power with
"dragon totem" in its title).
Beast Totem, Lesser
While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are
made at the barbarian's full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if
Small) plus the barbarian's Strength modifier. Note: Totem rage powers grant powers related to a theme.
A barbarian cannot select from more than one group of totem rage powers; for example, a barbarian who
selects a beast totem rage power cannot later choose to gain any of the dragon totem rage powers (any
rage power with "dragon totem" in its title).
Fearless Rage
Prerequisites: Barbarian 12
The barbarian is immune to the shaken and frightened conditions. A barbarian must be at least 12th level
to select this rage power.
Guarded Stance
The barbarian can take on a more defensive posture. This grants her a +1 dodge bonus to her Armor Class
for the duration of her current rage. This bonus increases by 1 for every 4 levels the barbarian has. This is
a stance rage power. A barbarian can't have more than one stance rage power active at a time. If she
activates a stance rage power while another one is active, the current stance immediately ends.
Protect Vitals
Prerequisites: Guarded Stance, and Barbarian 8
While in the guarded stance, the barbarian gains an additional +4 dodge bonus to AC against attack rolls
made to confirm critical hits. A barbarian must have the guarded stance rage power and be at least 8th
level to select this rage power.
Reflexive Dodge
Prerequisites: Barbarian 6, and Guarded Stance
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While in the guarded stance, the barbarian can apply her dodge bonus to AC as a bonus on Reflex saving
throws. A barbarian must have the guarded stance rage power and be at least 6th level to select this rage
power.
Increased Damage Reduction
Prerequisites: Barbarian 8
The barbarian's damage reduction increases by 2/. A barbarian can select this rage power up to three
times. Its effects stack. A barbarian must be at least 8th level to select this rage power.
Internal Fortitude
The barbarian is immune to the sickened and nauseated conditions. A barbarian must be at least 8th level
to select this rage power.
Deadly Accuracy
Prerequisites: Barbarian 4, and Lethal Stance
If the barbarian scores a critical threat while in the lethal stance, she applies double the lethal stance's
bonus when rolling to confirm the critical. A barbarian must have the lethal stance rage power and be at
least 4th level to select this rage power.
Lethal Accuracy
Prerequisites: Deadly Accuracy, and Barbarian 16
While in the lethal stance, the barbarian's critical multiplier for damage increases by 1 (a ×2 multiplier
becomes ×3, a ×3 multiplier becomes ×4, and a ×4 multiplier becomes ×5). A barbarian must have the
lethal stance and deadly accuracy rage powers and be at least 16th level to select this rage power.
Lethal Stance
The barbarian can focus her strikes. She gains a +1 competence bonus on melee attack rolls and thrown
weapon attack rolls. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage
power. A barbarian can't have more than one stance rage power active at a time. If she activates a stance
rage power while another one is active, the current stance immediately ends.
Inspire Ferocity
Prerequisites: Reckless Stance
While in the reckless stance, the barbarian imparts the stance's bonus and penalty to all willing allies
within 30 feet of her. A barbarian must have the reckless stance rage power to select this rage power.
Reckless Stance
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The barbarian can attack with abandon at the expense of her defense. She gains a +1 bonus on attack
rolls, but takes a 1 penalty to AC. This bonus and penalty increase by 1 at 4th level and every 4 levels
thereafter.
This is a stance rage power. A barbarian can't have more than one stance rage power active at a time. If
she activates a stance rage power while another one is active, the current stance immediately ends.
Renewed Vigor
Prerequisites: Barbarian 4
As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every 4
levels the barbarian has beyond 4th, the amount healed increases by 1d8 (to a maximum of 5d8 at 20th
level). This ability can be used only once per day. The barbarian must be at least 4th level to select this
rage power.
Swift Foot
The barbarian gains a 10-foot enhancement bonus to her base speed. A barbarian can select this rage
power up to three times; its effects stack.
Armor Proficiency (Heavy Armor)
Prerequisites: Armor Proficiency (Medium Armor)
You become proficient with Heavy Armor.
Armor Proficiency (Light Armor)
You become proficient with Light Armor.
Martial Weapons Proficiency
You become proficient with all Martial Weapons.
Armor Proficiency (Medium Armor)
Prerequisites: Armor Proficiency (Light Armor)
You become proficient with Medium Armor.
Shield Proficiency
You become proficient with Bucklers, Light Shields, and Heavy Shields.
Simple Weapon Proficiency
You become proficient with all Simple Weapons.
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Tower Shield Proficiency
Prerequisites: Shield Proficiency
You become proficient with Tower Shields.
Wings
Prerequisites: Aasimar, and Level 10
You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to
ground based effects, such as difficult terrain.
Accomplished Sneak Attacker
Prerequisites: SneakAttack 1
Your sneak attack damage increases by 1d6.
Your number of sneak attack dice cannot exceed half your character level (rounded up).
Dazzling Display
Prerequisites: Weapon Focus
You can quickly deter others with your martial mastery.
Benefit: While wielding the weapon with which you have Weapon Focus, you can use Dazzling Display as
a standard action with a 5 penalty on your Intimidate check, as a move action with a 10 penalty, or as a
swift action with a 20 penalty.
Advanced Weapon Training
Prerequisites: Weapon Training, and Fighter 5
Select one advanced weapon training option, applying it to your fighter weapon groups you have selected
with the weapon training class feature.
Armed Bravery
Prerequisites: Fighter 9, and Bravery
The fighter applies his bonus from bravery to all Will saving throws.
Combat Maneuver Defense
Prerequisites: Fighter 9
When the fighter is wielding weapons from the trained weapon group, his weapon training bonus applies
to his CMD against all combat maneuvers attempted against him.
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Effortless Dual-Wielding
The fighter treats all one-handed weapons that belong to the trained weapon group as though they were
light weapons when determining his penalties on attack rolls for fighting with two weapons.
Fighter's Finesse
Prerequisites: Fighter 9, and Weapon Finesse
The fighter gains the benefits of the Weapon Finesse feat with all melee weapons that belong to the
associated fighter weapon group. The fighter must have the Weapon Finesse feat before choosing this
option.
Fighter's Reflexes
As long as he is wielding a weapon from the trained weapon, the fighter applies his weapon training
bonus to Reflex saving throws.
Fighter's Tactics
All of the fighter's allies are treated as if they had the same teamwork feats as the fighter for the purpose
of determining whether the fighter receives a bonus from his teamwork feats. His allies do not receive
any bonuses from these feats unless they actually have the feats themselves. The allies' positioning and
actions must still meet the prerequisites listed in the teamwork feat for the fighter to receive the listed
bonus..
Teamwork feats include Allied Spellcaster, Back to Back, Coordinated Defense, Coordinated Maneuvers,
Outflank, Precise Strike, Seize the Moment, Shake It Off, Shield Wall, Shielded Caster and Tandem Trip.
Trained Initiative
As long as he is wielding a weapon from the trained weapon group, the fighter applies his weapon
training bonus to initiative checks.
Prerequisites: Advanced Weapon Training, and Fighter 10
Prerequisites: Advanced Weapon Training, and Fighter 15
Prerequisites: Advanced Weapon Training, and Fighter 20
Agile Maneuvers
Prerequisites: Bull Rush, or Dirty Trick, or Disarm, or Sunder Armor, or Trip
You've learned to use your quickness in place of brute force when performing combat maneuvers.
Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your
Combat Maneuver Bonus instead of your Strength bonus.
Normal: You add your Strength bonus to your base attack bonus and size bonus when determining your
Combat Maneuver Bonus.
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Alertness
You get a +2 bonus on Perception skill checks. If you have 10 or more ranks in that skill, the bonus
increases to +4.
Arcane Armor Mastery
Prerequisites: Arcane Armor Training
You have mastered the ability to cast spells while wearing armor.
Benefit: Reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells
you cast. This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training.
Arcane Armor Training
You have learned how to cast spells while wearing armor.
Benefit: Reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells
you cast.
Arcane Strike
Spending a swift action each round, you can imbue your weapons with a fraction of your power. For 1
round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage
reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at
20th level.
Armor Focus
Prerequisites: BaseAttackBonus 1
Your familiarity with a specific type of armor increases the amount of protection you receive from it.
Benefit(s): Select one type of armor. The AC bonus granted by the selected armor increases by 1.
Light Armor Focus
Prerequisites: BaseAttackBonus 1
The AC bonus granted by any light armor that you equip increases by 1.
Medium Armor Focus
The AC bonus granted by any medium armor that you equip increases by 1.
Heavy Armor Focus
The AC bonus granted by any heavy armor that you equip increases by 1.
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Augment Summoning
Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and
Constitution for the duration of the spell that summoned it.
Superior Summoning
Prerequisites: Augment Summoning
Each time you cast a summoning spell that conjures more than one creature, add one to the total
number of creatures summoned.
Bashing Finish
Prerequisites: Shield Bash, and Two-Weapon Fighting, and BaseAttackBonus 11, and Shield Master
You follow a powerful blow from your weapon with an opportunistic bash from your shield.
Benefit: Whenever you score a critical hit with a melee weapon, you can make a shield bash attack
against the same target using the same bonus as a free action.
Blind Fight
In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll
one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your
Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The
invisible attacker's bonuses do still apply for ranged attacks, however. You also gain immunity to gaze
attacks.
Greater Blind Fight
Prerequisites: Perception 15 ranks, and Improved Blind Fight
Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with
total concealment as if they had normal concealment (20% miss chance instead of 50%). You may still
reroll a miss chance percentile roll as normal.
If you successfully pinpoint an invisible or hidden attacker, that attacker gets no advantages related to
hitting you with ranged attacks, regardless of the range. That is, you don't lose your Dexterity bonus to
Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible.
Improved Blind Fight
Prerequisites: Perception 10 ranks, and Blind Fight
Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss
chance percentile roll for total concealment. If you successfully pinpoint an invisible or hidden attacker
within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks. That is, you
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don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being
invisible.
Ability Focus Bombs
Prerequisites: Bomb, or Arcane Bombs
Add +2 to the DC for all saving throws against your bombs.
Cautious Fighter
Prerequisites: Halfling
When fighting defensively, your dodge bonus to AC increases by 2.
Cleave
Prerequisites: Power Attack, and Strength 13
As a standard action, you can make a single attack at your full base attack bonus against a foe within
reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack
bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional
attack per round with this feat. When you use this feat, you take a 2 penalty to your Armor Class until
your next turn.
Cleaving Finish
Prerequisites: Cleave, and Strength 13, and Power Attack
If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you
can make another melee attack using your highest base attack bonus against another opponent within
reach. You can make only one extra attack per round with this feat.
Great Cleave
Prerequisites: Cleave, and Strength 13
As a standard action, you can make a single attack at your full base attack bonus against a foe within
reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack
bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue
to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You
cannot attack an individual foe more than once during this attack action. When you use this feat, you take
a 2 penalty to your Armor Class until your next turn.
Improved Cleaving Finish
Prerequisites: Cleave, and Strength 13, and Power Attack, and Great Cleave, and Cleaving Finish, and
BaseAttackBonus 6
You can use Cleaving Finish any number of times per round.
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Clustered Shots
Prerequisites: Point-Blank Shot, and Precise Shot, and BaseAttackBonus 6
You take a moment to carefully aim your shots, causing them all to strike nearly the same spot.
Benefit: When you use a full attack to make multiple ranged weapon attacks against the same opponent,
total the damage from all hits before applying that opponent's damage reduction.
Combat Casting
You are adept at spellcasting when threatened or distracted.
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability.
Combat Expertise
Prerequisites: Intelligence 13
You can choose to take a 1 penalty on melee attack rolls and combat maneuver checks to gain a +1
dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the
penalty increases by 1 and the dodge bonus increases by +1. You can only choose to use this feat when
you declare that you are making an attack or a full attack with a melee weapon. The effects of this feat
last until your next turn.
Combat Reflexes
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus.
With this feat, you may also make attacks of opportunity while flat-footed.
Boon Companion
Prerequisites: Animal Companion
Your bond with your animal companion is unusually close.
The abilities of your animal companion are calculated as though your class were 4 levels higher, to a
maximum effective level equal to your character level.
Cornugon Smash
Prerequisites: Persuasion 6 ranks, and Power Attack
When you damage an opponent with a Power Attack, you may make an immediate Persuasion
(intimidate) check as a free action to attempt to demoralize your opponent.
Crane Style
Prerequisites: Dodge, and Improved Unarmed Strike; Monk 1, or BaseAttackBonus 2
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You take only a 2 penalty on attack rolls for fighting defensively. While using this style and fighting
defensively, you gain an additional +1 dodge bonus to your Armor Class.
Crane Riposte
Prerequisites: Dodge, and Improved Unarmed Strike, and Crane Style, and Crane Wing; Monk 7, or
BaseAttackBonus 8
You take only a 1 penalty on attack rolls for fighting defensively.
Whenever you lose the dodge bonus from Crane Wing because an attack missed you by 4 or less, the
enemy provokes an attack of opportunity.
Crane Wing
Prerequisites: Dodge, and Improved Unarmed Strike, and Crane Style; Monk 5, or BaseAttackBonus 5
When fighting defensively with at least one hand free, you gain a +4 dodge bonus to AC against melee
attacks. If a melee attack misses you by 4 or less, you lose this dodge bonus until the beginning of your
next turn.
Blinding Critical
Prerequisites: Critical Focus, and BaseAttackBonus 15
Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save
reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack
bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than
two eyes. Blindness can be cured by heal, regenerate, remove blindness, or similar abilities.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical
Mastery.
Critical Mastery
Prerequisites: Fighter 14, and Critical Focus
When you score a critical hit, you can apply the effects of two critical feats in addition to the damage
dealt.
Normal: You can only apply the effects of one critical feat to a given critical hit in addition to the damage
dealt.
Exhausting Critical
Prerequisites: Critical Focus, and BaseAttackBonus 15, and Tiring Critical
When you score a critical hit on a foe, your target immediately becomes exhausted. This feat has no
effect on exhausted creatures.
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Special: You can only apply the effects of one critical feat to a given critical hit unless you possess the
Critical Mastery feat.
Sickening Critical
Prerequisites: Critical Focus, and BaseAttackBonus 11
Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat
do not stack. Additional hits instead add to the effect's duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical
Mastery.
Staggering Critical
Prerequisites: Critical Focus, and BaseAttackBonus 13
Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful
Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base
attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical
Mastery.
Tiring Critical
Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on
a fatigued or exhausted creature.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical
Mastery.
Critical Focus
Prerequisites: BaseAttackBonus 9
You are trained in the art of causing pain. You receive a +4 circumstance bonus on attack rolls made to
confirm critical hits.
Deadly Aim
Prerequisites: Dexterity 13, and BaseAttackBonus 1
You can choose to take a 1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage
rolls.
When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its
effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not
deal hit point damage.
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Deceitful
You get a +2 bonus on all Persuasion and Trickery skill checks. If you have 10 or more ranks in one of
these skills, the bonus increases to +4 for that skill.
Defensive Combat Training
You excel at defending yourself from all manner of combat maneuvers.
Benefit: You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver
Defense.
Deflect Arrows
Prerequisites: Improved Unarmed Strike, and Dexterity 13
You must have at least one hand free (holding nothing) to use this feat. Once per round when you would
normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage
from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack
doesn't count as an action.
Deft Hands
You get a +2 bonus on all Trickery and Use Magic Device skill checks. If you have 10 or more ranks in one
of these skills, the bonus increases to +4 for that skill.
Diehard
You are especially hard to kill. When your hit point total is below 0 but you are not killed, you can fight on
for 1 more round as if disabled. At the end of your next turn, unless brought to above 0 hit points, you
immediately fall unconscious.
Disruptive
Prerequisites: Fighter 6, or Arcane
The DC to cast spells defensively increases by +4 for all enemies that are within 10 feet of you.
Dodge
Prerequisites: Dexterity 13
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes
you lose the benefits of this feat.
Double Slice
Prerequisites: Dexterity 15, and Two-Weapon Fighting
Your off-hand weapon while dual-wielding strikes with greater power.
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Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon.
Normal: You normally add only half of your Strength modifier to damage rolls made with a weapon
wielded in your off-hand.
Dragon Ferocity
Prerequisites: Improved Unarmed Strike, and Mobility 5 ranks, and Strength 15, and Dragon Style, and
Stunning Fist
You attack with the strength of a dragon, your telling blows striking fear into your enemies.
While using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional
one-half your Strength bonus, to a total of double your Strength bonus on the first attack and 1.5 times
your Strength bonus on the other attacks.
When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this
style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.
Dragon Roar
Prerequisites: Improved Unarmed Strike, and Dragon Style, and Stunning Fist, and Strength 15, and
Mobility 8 ranks
The spirit of the dragon wells up inside you and bursts forth in a mighty roar.
You gain one additional Stunning Fist attempt per day. While using Dragon Style, as a standard action you
can expend two Stunning Fist attempts to unleash a concussive roar in a 15-foot cone. Creatures caught
in the cone take your unarmed strike damage and become shaken for 1d4 rounds. A successful Will save
(DC 10 + 1/2 your character level + your Wis modifier) prevents a target from being shaken.
Dragon Style
Prerequisites: Improved Unarmed Strike, and Mobility 3 ranks, and Strength 15
You call upon the spirit of dragonkind, gaining greater resilience, mobility, and fierceness from the
blessing of these great beings.
While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and
stunning effects. Further, you can add 1.5 times your Strength bonus on the damage roll for your first
unarmed strike on a given round.
Dreadful Carnage
Prerequisites: Strength 15, and Dazzling Display, and Power Attack, and BaseAttackBonus 11
Slaying an enemy demoralizes your other nearby foes.
Benefit: Whenever you reduce an enemy to 0 or fewer hit points, you can make a Persuasion (to
intimidate) check to demoralize all enemies within 30 feet as a free action. Enemies that cannot see both
you and the enemy you reduced to 0 or fewer hit points are unaffected.
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Aldori Dueling Mastery
Prerequisites: Dexterity 13, and Weapon Finesse
You gain a +2 bonus on initiative checks as long as you start combat with a dueling sword. As long as you
wield only a single dueling sword in one hand (not using a shield or an off-hand weapon), you gain a +2
shield bonus to your AC. Although the dueling sword deals slashing damage, you treat it as if it were also
a piercing weapon when determining the effects of weapons used by a duelist.
Endurance
Harsh conditions or long exertions do not easily tire you.
Benefit: You gain +2 bonus on Athletics checks and +4 bonus on Fortitude saves against fatigue and
exhaustion.
You may sleep in light or medium armor without becoming fatigued.
Extra Arcane Pool
Prerequisites: Arcane Pool, or Eldritch Pool
Your arcane pool increases by 2.
You can gain this feat multiple times. Its effects stack, granting you an increase to your arcane pool each
time you take this feat.
Extra Bane Weapon
Prerequisites: Bane
You can use inquisitor's bane weapon ability for 3 additional rounds per day.
Extra Bloodrage
Prerequisites: Bloodrage
Benefit: You can bloodrage for 6 additional rounds per day.
Special: You can gain Extra Bloodrage multiple times. Its effects stack.
Extra Bombs
Prerequisites: Bomb
You can throw four additional bombs per day.
Extra Channel (Cleric)
Prerequisites: Channel Energy
You can channel energy two additional times per day.
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Extra Channel (Empyreal Sorcerer)
Prerequisites: Channel Positive Energy
Extra Channel (Hospitaler)
Extra Channel (Oracle)
Prerequisites: Channel
Extra Channel (Shaman)
Extra Lay On Hands
Prerequisites: Lay On Hands
Benefit: You can use your lay on hands ability two additional times per day.
Special: You can gain Extra Lay On Hands multiple times. Its effects stack.
Extra Performance
Prerequisites: Bardic Performance
You can use bardic performance for 6 additional rounds per day.
Extra Rage
Prerequisites: Rage
Benefit: You can rage for 6 additional rounds per day.
Special: You can gain Extra Rage multiple times. Its effects stack.
Fencing Grace
Your dashing style and fluid fencing forms allow you to use agility rather than brute force to fell your foes.
Benefits: Choose one kind of light or one-handed piercing weapon (such as the rapier). When wielding
your chosen weapon one-handed, you can add your Dexterity modifier instead of your Strength modifier
to that weapon's damage. You do not gain this benefit while fighting with two weapons or using flurry of
blows, or anytime another hand is otherwise occupied.
Greater Penetrating Strike
Prerequisites: Fighter 16, and Weapon Focus, and Penetrating Strike
Your attacks made with weapons selected with Weapon Focus ignore up to 10 points of damage
reduction.
Greater Elemental Focus
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Prerequisites: Elemental Focus Acid, or Elemental Focus Cold, or Elemental Focus Electricity, or
Elemental Focus Fire
Choose an energy type to which you have already applied the Elemental Focus feat. Any spells you cast of
this energy type are very hard to resist.
Prerequisite: Elemental Focus.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy
type you select. This bonus stacks with the bonus from Elemental Focus.
Greater Elemental Focus Acid
Prerequisites: Elemental Focus Acid
Add +1 to the Difficulty Class for all saving throws against spells that deal acid damage. This bonus stacks
with the bonus from Elemental Focus.
Greater Elemental Focus Cold
Prerequisites: Elemental Focus Cold
Add +1 to the Difficulty Class for all saving throws against spells that deal cold damage. This bonus stacks
with the bonus from Elemental Focus.
Greater Elemental Focus Electricity
Prerequisites: Elemental Focus Electricity
Add +1 to the Difficulty Class for all saving throws against spells that deal electricity damage. This bonus
stacks with the bonus from Elemental Focus.
Greater Elemental Focus Fire
Prerequisites: Elemental Focus Fire
Add +1 to the Difficulty Class for all saving throws against spells that deal fire damage. This bonus stacks
with the bonus from Elemental Focus.
Greater Spell Focus
Prerequisites: Spell Focus
Choose a school of magic to which you have already applied the Spell Focus feat. Any spells you cast of
this school are very hard to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you
select. This bonus stacks with the bonus from Spell Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it
applies to a new school to which you already have applied the Spell Focus feat.
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Greater Spell Penetration
Prerequisites: Spell Penetration
Your spells break through spell resistance much more easily than most.
You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell
resistance. This bonus stacks with the one from Spell Penetration.
Great Fortitude
You get a +2 bonus on all Fortitude saving throws.
Improved Great Fortitude
Prerequisites: Great Fortitude
Hammer the Gap
Prerequisites: BaseAttackBonus 6
You repeatedly strike the same location, causing increasing amounts of damage.
Benefit: When you make a full attack, each consecutive hit against the same opponent deals extra
damage equal to the number of previous consecutive hits you have made against that opponent this turn.
This damage is multiplied on a critical hit.
Improved Initiative
Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.
Improved Critical
Prerequisites: BaseAttackBonus 8
Choose one type of weapon. When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the
feat, it applies to a new type of weapon.
This effect doesn't stack with any other effect that expands the threat range of a weapon.
Improved Precise Shot
Prerequisites: Dexterity 19, and BaseAttackBonus 11, and Point-Blank Shot, and Precise Shot
Your ranged attacks ignore anything but total concealment and cover.
Benefit: Your ranged attacks ignore the miss chance granted to targets by anything less than total
concealment. Total concealment provides their normal benefits against your ranged attacks.
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Improved Unarmed Strike
You are considered to be armed even when unarmed you can make unarmed attacks that deal 1d3
bludgeoning damage (if Medium; 1d2 if Small).
Intimidating Prowess
Your physical might is intimidating to others.
Benefit: Add your Strength modifier to Persuasion skill (when used to intimidate) checks in addition to
your Charisma modifier.
Iron Will
You get a +2 bonus on all Will saving throws.
Improved Iron Will
Prerequisites: Iron Will
Lightning Reflexes
You get a +2 bonus on all Reflex saving throws.
Improved Lightning Reflexes
Prerequisites: Lightning Reflexes
Lingering Performance
The effects of your bardic performance carry on, even after you have stopped performing.
Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease
performing. Any other requirement, such as range or specific conditions, must still be met for the effect
to continue. If you begin a new bardic performance during this time, the effects of the previous
performance immediately cease.
Greater Bull Rush
Prerequisites: Bull Rush, and Strength 13, and Power Attack, and BaseAttackBonus 6
You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by
Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from you
and all of your allies.
Bull Rush
This feat gives the character an ability to perform the bull rush combat maneuver. It also grants a +2
bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
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A bull rush attempts to push an opponent straight back without doing any harm. If your combat
maneuver is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your
opponent's CMD you can push the target back an additional 5 feet.
An enemy being moved by a bull rush does not provoke an attack of opportunity because of the
movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square
that is occupied by a solid object or obstacle.
Greater Dirty Trick
Prerequisites: Dirty Trick, and Intelligence 13, and BaseAttackBonus 6; Combat Expertise, or Kinetic
Warrior
You receive a +2 bonus on checks made to attempt a dirty trick. This bonus stacks with the bonus granted
by Dirty Trick. Whenever you successfully perform a dirty trick, the penalty lasts for 1d4 rounds, plus 1
round for every 5 by which your attack exceeds the target's CMD.
Dirty Trick
Prerequisites: Intelligence 13; Combat Expertise, or Kinetic Warrior
This feat gives the character an ability to perform the dirty trick combat maneuver. It also grants a +2
bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
You can attempt to hinder a foe in melee as a standard action. If your attack is successful, the target takes
a penalty. The penalty is limited to one of the following conditions: blinded, entangled, or sickened.
This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent's CMD, the
penalty lasts 1 additional round.
Greater Disarm
Prerequisites: Disarm, and Intelligence 13, and BaseAttackBonus 6; Combat Expertise, or Kinetic Warrior
You receive a +2 bonus on checks made to attempt a disarm. This bonus stacks with the bonus granted by
Disarm. Whenever you successfully perform a disarm, the penalty lasts for 1d4 rounds, plus 1 round for
every 5 by which your attack exceeds the target's CMD.
Disarm
This feat gives the character an ability to perform the disarm combat maneuver. It also grants a +2 bonus
to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
You can attempt to disarm a foe in melee as a standard action. If your combat maneuver is successful, the
target cannot use his weapons for 1 round.
For every 5 by which your attack exceeds your opponent's CMD, the disarmed condition lasts 1 additional
round.
Greater Sunder Armor
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Prerequisites: Sunder Armor, and Strength 13, and Power Attack, and BaseAttackBonus 6
You receive a +2 bonus on checks made to attempt a sunder. This bonus stacks with the bonus granted by
Sunder Armor. Whenever you successfully perform a sunder, the penalty lasts for 1d4 rounds, plus 1
round for every 5 by which your attack exceeds the target's CMD.
Sunder Armor
This feat gives the character an ability to perform the sunder armor combat maneuver. It also grants a +2
bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
You can attempt to dislodge an armor worn by your opponent. If your combat maneuver is successful, the
target loses its bonuses from armor for 1 round.
For every 5 by which your attack exceeds your opponent's CMD, the penalty lasts 1 additional round.
Fury's Fall
Prerequisites: Trip
You can use strength and agility to send foes crashing to the ground.
Benefit: When making a trip attack, add your Dexterity bonus to your CMB.
Greater Trip
Prerequisites: Intelligence 13, and Trip, and BaseAttackBonus 6; Combat Expertise, or Kinetic Warrior
You can make free attacks on foes that you knock down.
Benefit: You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted
by Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.
Normal: Creatures do not provoke attacks of opportunity from being tripped.
Trip
This feat gives the character an ability to perform the trip combat maneuver. It also grants a +2 bonus to
CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
You can attempt to trip your opponent in place of a melee attack. If your combat maneuver is successful,
the target is knocked prone.
If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each
additional leg it has. Some creaturessuch as oozes, creatures without legs, and flying creaturescannot
be tripped.
Manyshot
Prerequisites: Rapid Shot, and BaseAttackBonus 6
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When making a full attack with a bow, your first attack fires two arrows. If the attack hits, both arrows hit.
Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack.
Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do
other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply
separately to each arrow.
Metamagic (Empower Spell)
You can increase the power of your spells, causing them to deal more damage.
Benefit: All variable, numeric effects of an empowered spell are increased by half including bonuses to
those rolls.
Saving throws and opposed rolls are not affected, nor are spells without random variables.
Level Increase: +2 (An empowered spell uses up a spell slot two levels higher than the spell's actual level.)
Metamagic (Extend Spell)
You can make your spells last twice as long.
Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration,
instantaneous, or permanent is not affected by this feat.
Level Increase: +1 (An extended spell uses up a spell slot one level higher than the spell's actual level.)
Metamagic (Heighten Spell)
You can cast spells as if they were a higher level.
Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike
other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies.
All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of
invulnerability) are calculated according to the heightened level.
Level Increase: The heightened spell is as difficult to prepare and cast as a spell of its effective level.
Metamagic (Maximize Spell)
Your spells have the maximum possible effect.
Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and
opposed rolls are not affected, nor are spells without random variables.
Level Increase: +3 (A maximized spell uses up a spell slot three levels higher than the spell's actual level.)
An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half
the normally rolled result.
Metamagic (Quicken Spell)
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You can cast spells in a fraction of the normal time.
Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another
spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or
1 full-round action cannot be quickened.
Level Increase: +4 (A quickened spell uses up a spell slot four levels higher than the spell's actual level.)
Casting a quickened spell doesn't provoke an attack of opportunity.
Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time
that is not more than 1 full-round action, without increasing the spell's casting time.
Metamagic (Reach Spell)
Your spells go farther than normal.
Benefit: You can alter a spell with a range of touch, close, or medium to increase its range by one range
category, using the following order: touch, close, medium, and long.
Level Increase: +1 (A reach spell uses up a spell slot one level higher than the spell's actual level.)
Spells modified by this feat that require melee touch attacks instead require ranged touch attacks.
Spells that do not have a range of touch, close, or medium do not benefit from this feat.
Missile Shield
Prerequisites: Shield Focus, and Dexterity 13
You must be using a shield to use this feat. Once per round when you would normally be hit with an
attack from a ranged weapon (not including spell effects, natural attacks, or massive ranged weapons),
you may deflect it so that you take no damage, as if you had the Deflect Arrows feat. You must be aware
of the attack and not flat-footed.
Combat Mobility
Prerequisites: Dexterity 13, and Dodge
You can easily move through a dangerous melee.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move
out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class
(if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Natural Spell
Prerequisites: Wild Shape (Wolf), and Wisdom 13
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You can cast spells while using wild shape. You substitute various noises and gestures for the normal
verbal and somatic components of a spell.
Penetrating Strike
Prerequisites: Fighter 12, and Weapon Focus
Your attacks made with weapons selected with Weapon Focus ignore up to 5 points of damage reduction.
Perfect Strike
Prerequisites: Improved Unarmed Strike, and Dexterity 13, and Wisdom 13, and BaseAttackBonus 8
You must declare that you are using this feat before you make your attack roll (thus a failed attack roll
ruins the attempt). You can roll your attack roll twice and take the higher result. You may attempt a
perfect attack once per day for every four levels you have attained (but see Special).
Special: A zen archer monk receives Perfect Strike as a bonus feat at 1st level, even if he does not meet
the prerequisites. A monk may attempt an perfect strike attack a number of times per day equal to his
monk level, plus one more time per day for every four levels he has in classes other than monk.
Persuasive
You get a +2 bonus on all Persuasion and Perception skill checks. If you have 10 or more ranks in one of
these skills, the bonus increases to +4 for that skill.
Piranha Strike
When wielding a light weapon or any other weapon that can be used with Weapon Finesse, you can
choose to take a 1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on
all melee damage rolls.
This bonus to damage is halved (50%) if you are making an attack with an off-hand weapon or secondary
natural weapon.
When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by 1
and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll,
and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that
do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.
Point-Blank Shot
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Point-Blank Master
Prerequisites: Fighter 4
Benefit: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the
selected weapon while threatened.
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Normal: Using a ranged weapon while you are threatened provokes attacks of opportunity.
Power Attack
Prerequisites: Strength 13
You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks to gain a +2
bonus on all melee damage rolls.
This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon,
a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength
modifier on damage rolls. This bonus to damage is halved (50%) if you are making an attack with an off-
hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and
the bonus to damage increases by +2.
The effects of this feat last until your next turn. The bonus damage does not apply to touch attacks or
effects that do not deal hit point damage.
Precise Shot
Prerequisites: Point-Blank Shot
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard
4 penalty on your attack roll.
Exotic Weapon Proficiency
Choose one type of exotic weapon, such as the dueling sword or sai. You understand how to use that type
of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Weapon Proficiency (Bastard Sword)
You become proficient with bastard swords and can use them as a weapon.
Weapon Proficiency (Orc Double Axe)
You become proficient with orc double axes and can use them as a weapon.
Weapon Proficiency (Two-bladed Sword)
You become proficient with two-bladed swords and can use them as a weapon.
Weapon Proficiency (Dueling Sword)
You become proficient with dueling swords and can use them as a weapon.
Weapon Proficiency (Dwarven Waraxe)
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You become proficient with dwarven waraxes and can use them as a weapon.
Weapon Proficiency (Elven Curve Blade)
You become proficient with elven curve blade and can use it as a weapon.
Weapon Proficiency (Estoc)
You become proficient with estocs and can use them as a weapon.
Weapon Proficiency (Falcata)
You become proficient with falcatas and can use them as a weapon.
Weapon Proficiency (Fauchard)
You become proficient with fauchards and can use them as a weapon.
Weapon Proficiency (Gnome Hooked Hammer)
You become proficient with gnome hooked hammers and can use them as a weapon.
Weapon Proficiency (Kama)
You become proficient with kama and can use them as a weapon.
Weapon Proficiency (Sai)
You become proficient with sai and can use them as a weapon.
Weapon Proficiency (Sling Staff)
You become proficient with sling staffs and can use them as a weapon.
Weapon Proficiency (Tongi)
You become proficient with tongi and can use them as a weapon.
Weapon Proficiency (Dwarven Urgrosh)
You become proficient with dwarven urgoshes and can use them as a weapon.
Weapon Proficiency (Nunchaku)
You become proficient with nunchaku and can use them as a weapon.
Pummeling Bully
Prerequisites: Pummeling Style, and Trip, and Improved Unarmed Strike; BaseAttackBonus 9, or Monk 5
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When you use Pummeling Style to make an entire full attack or flurry of blows against a single target, if
you hit with any of your attacks, you attempt a trip combat maneuver check as a free action.
Pummeling Charge
Prerequisites: Pummeling Style; BaseAttackBonus 12, or Monk 8
Your charge ends with a mighty haymaker.
Benefit: You can charge and make a full attack or flurry of blows at the end of your charge as part of the
charge action. You can use Pummeling Charge in this way only if all of your attacks qualify for using
Pummeling Style against a single target.
Pummeling Style
Prerequisites: Improved Unarmed Strike; Flurry of Blows, or BaseAttackBonus 6
Your unarmed strikes weave together in an effortless combo, focusing on the spots you've weakened
with the last hit.
Benefit: Whenever you use a full attack or flurry of blows to make multiple attacks against a single
opponent with unarmed strikes, total the damage from all hits before applying damage reduction. This
ability works only with unarmed strikes, no matter what other abilities you might possess.
Rapid Shot
When making a full attack with a ranged weapon, you can fire one additional time this round at your
highest bonus. All of your attack rolls take a 2 penalty when using Rapid Shot.
Selective Channel
Prerequisites: Charisma 13; Channel Energy, or Channel Positive Energy, or Channel Positive Energy, or
Channel Positive Energy, or Channel Positive Energy
Whenever you channel positive energy to heal the living or channel negative energy to heal the undead,
you do not affect enemies. When you channel positive energy to damage undead or channel negative
energy to damage living, you do not affect allies.
Shield Bash
You may attack with light and heavy shields. This incurs standard penalties for two-weapon fighting if you
have a weapon in your other hand.
A light shield deals 1d3 damage and is considered a light weapon. A heavy shield deals 1d4 damage and is
considered a one-handed weapon.
Shield Focus
Increase the AC bonus granted by any shield you are using by 1.
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Greater Shield Focus
Prerequisites: Fighter 8, and Shield Focus
You are skilled at deflecting blows with your shield.
Benefit: Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus
granted by Shield Focus.
Shield Master
Prerequisites: Shield Bash, and Two-Weapon Fighting, and BaseAttackBonus 11
Your mastery of the shield allows you to fight with it without hindrance.
Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another
weapon. Add your shield's enhancement bonus to attack and damage rolls made with the shield as if it
were a weapon enhancement bonus.
Skill Focus
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that
skill, this bonus increases to +6.
Special: You can gain this feat multiple tim
Skill Focus Mobility
You get a +3 bonus on all checks involving Mobility. If you have 10 or more ranks in Mobility, this bonus
increases to +6.
Skill Focus Persuasion
You get a +3 bonus on all checks involving Persuasion. If you have 10 or more ranks in Persuasion, this
bonus increases to +6.
Skill Focus Knowledge (Arcana)
You get a +3 bonus on all checks involving Knowledge (Arcana). If you have 10 or more ranks in
Knowledge (Arcana), this bonus increases to +6.
Skill Focus Knowledge (World)
You get a +3 bonus on all checks involving Knowledge (World). If you have 10 or more ranks in Knowledge
(World), this bonus increases to +6.
Skill Focus Lore (Nature)
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You get a +3 bonus on all checks involving Lore (Nature). If you have 10 or more ranks in Lore (Nature),
this bonus increases to +6.
Skill Focus Lore (Religion)
You get a +3 bonus on all checks involving Lore (Religion). If you have 10 or more ranks in Lore (Religion),
this bonus increases to +6.
Skill Focus Perception
You get a +3 bonus on all checks involving Perception. If you have 10 or more ranks in Perception, this
bonus increases to +6.
Skill Focus Athletics
You get a +3 bonus on all checks involving Athletics. If you have 10 or more ranks in Athletics, this bonus
increases to +6.
Skill Focus Stealth
You get a +3 bonus on all checks involving Stealth. If you have 10 or more ranks in Stealth, this bonus
increases to +6.
Skill Focus Trickery
You get a +3 bonus on all checks involving Trickery. If you have 10 or more ranks in Trickery, this bonus
increases to +6.
Skill Focus Use Magic Device
You get a +3 bonus on all checks involving Use Magic Device. If you have 10 or more ranks in Use Magic
Device, this bonus increases to +6.
Slashing Grace
You can stab your enemies with your sword or another slashing weapon.
Benefit: Choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding
your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats
and class abilities that require such a weapon (such as a duelist's precise strike) and you can add your
Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one
appropriate for your size.
Snap Shot
While wielding a ranged weapon, you threaten squares within your melee reach. You can make attacks of
opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged
attack as an attack of opportunity.
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Greater Snap Shot
Prerequisites: Point-Blank Shot, and Improved Snap Shot, and BaseAttackBonus 12, and Dexterity 17
You threaten an additional 5 feet with Snap Shot. Additionally, whenever you make an attack of
opportunity using a ranged weapon and hit, you gain a +2 bonus on the damage roll and a +2 bonus on
rolls to confirm a critical hit with that attack. These bonuses increase to +4 when you have base attack
bonus +16, and to +6 when you have base attack bonus +20.
Improved Snap Shot
Prerequisites: Point-Blank Shot, and Snap Shot, and BaseAttackBonus 9, and Rapid Shot
You threaten an additional 5 feet with Snap Shot.
Elemental Focus
Your spells of a certain element are more difficult to resist.
Benefit: Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving
throws against spells that deal damage of the energy type you select.
Elemental Focus Acid
Add +1 to the Difficulty Class for all saving throws against spells that deal acid damage.
Elemental Focus Cold
Add +1 to the Difficulty Class for all saving throws against spells that deal cold damage.
Elemental Focus Electricity
Add +1 to the Difficulty Class for all saving throws against spells that deal electricity damage.
Elemental Focus Fire
Add +1 to the Difficulty Class for all saving throws against spells that deal fire damage.
Spell Focus
Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you
select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it
applies to a new school of magic.
Spell Penetration
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Your spells break through spell resistance more easily than most.
You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell
resistance.
Spell Specialization
Select one spell. You cast that spell with greater than normal power.
Benefit: Select one spell. Treat your caster level as being two higher for all level-variable effects of the
spell.
Every time you gain a level in a spellcasting class, you can choose a new spell to replace the spell selected
with this feat, and that spell becomes your specialized spell.
Stealthy
You get a +2 bonus on all Mobility and Stealth skill checks. If you have 10 or more ranks in one of these
skills, the bonus increases to +4 for that skill.
Steel Soul
Prerequisites: Dwarf, and Hardy
You are especially resistant to magic.
Benefit: You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces
the normal bonus from the dwarf's Hardy racial trait.
Normal: Dwarves normally receive a +2 racial bonus on saving throws against spells and spell-like abilities.
Crushing Blow
Prerequisites: Improved Unarmed Strike, and Stunning Fist
You can make a Stunning Fist attempt as a full-round action. If successful, instead of stunning your target,
you reduce the target's AC by an amount equal to your Wisdom modifier for 1 minute. This penalty does
not stack with other penalties applied due to Crushing Blow.
Stunning Fist
Prerequisites: Improved Unarmed Strike
You know just where to strike to temporarily stun a foe.
You must use this feat before you make your attack (thus, a failed attack roll ruins the attempt). Stunning
Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your
character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this
saving throw is stunned for 1 round (until just before your next turn). A stunned character drops
everything held, can't take actions, loses any Dexterity bonus to AC, and takes a 2 penalty to AC. You
may attempt a stunning attack once per day for every four levels you have attained, and no more than
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once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to
critical hits cannot be stunned.
Allied Spellcaster
With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 bonus on
concentration checks and level checks made to overcome spell resistance.
Back to Back
Prerequisites: Perception 3 ranks
Your ally's eyes are your own, and yours are his.
Benefit: While you are flanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus
to AC against attacks from opponents flanking you.
Coordinated Defense
Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your
Combat Maneuver Defense. This bonus increases to +4 if the creature attempting the maneuver is larger
than both you and your ally.
Coordinated Maneuvers
You are skilled at working with your allies to perform dangerous combat maneuvers.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus
on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a
grapple.
Outflank
Prerequisites: BaseAttackBonus 4
Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on
attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it
provokes an attack of opportunity from your ally.
Precise Strike
Whenever you and an ally who also has this feat are flanking the same creature, you deal an additional
1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other
sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Shake It Off
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When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving
throws per such ally (maximum +4).
Shatter Defenses
Prerequisites: Weapon Focus, and Dazzling Display, and BaseAttackBonus 6
Your skill with your chosen weapon leaves opponents unable to defend themselves if you strike them
when their defenses are already compromised.
Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks
until the end of your next turn. This includes any additional attacks you make this round.
Shielded Caster
Your allies cover you while you cast complicated spells.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus
on concentration checks.
If your ally is wielding a buckler or a light shield, this bonus increases by +1.
If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2.
Shield Wall
Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this feat,
the AC bonus from your shield increases, depending on the shield wielded by your ally.
If your ally is wielding a buckler or a light shield, your shield bonus increases by +1.
If your ally is wielding a heavy shield or a tower shield, your shield bonus increases by +2.
Seize the Moment
Prerequisites: Combat Reflexes
When an ally who also has this feat confirms a critical hit against an opponent that you also threaten, you
can make an attack of opportunity against that opponent.
Tandem Trip
You know how to work together to trip your foes.
Benefit: Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this
feat, you roll twice and take the better result.
Throw Anything
You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
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Toughness
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you
have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a
level).
Two-Weapon Fighting
Prerequisites: Dexterity 15
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your
primary hand lessens by 2 and the one for your off hand lessens by 6.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that
weapon. When fighting in this way you suffer a 6 penalty with your regular attack or attacks with your
primary hand and a 10 penalty to the attack with your off hand. If your off-hand weapon is light, the
penalties are reduced by 2 each. An unarmed strike is always considered light.
Greater Two-Weapon Fighting
Prerequisites: Dexterity 19, and Improved Two-Weapon Fighting, and BaseAttackBonus 11
You get a third attack with your off-hand weapon, albeit at a 10 penalty.
Improved Two-Weapon Fighting
Prerequisites: Dexterity 17, and Two-Weapon Fighting, and BaseAttackBonus 6
You get a second attack with your off-hand weapon, albeit at a 5 penalty.
Vital Strike
You make a single attack that deals significantly more damage than normal.
Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals
additional damage. Roll the weapon's damage dice for the attack twice and add the results together
before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and
other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are
added to the total.
Greater Vital Strike
Prerequisites: BaseAttackBonus 16, and Improved Vital Strike
You can make a single attack that deals incredible damage.
Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals
additional damage. Roll the weapon's damage dice for the attack four times and add the results together
before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and
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other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are
added to the total.
Improved Vital Strike
Prerequisites: BaseAttackBonus 11, and Vital Strike
You can make a single attack that deals a large amount of damage.
Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals
additional damage. Roll the weapon's damage dice for the attack three times and add the results
together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based
damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit,
but are added to the total.
Weapon Finesse
With a light weapon, elven curve blade, estoc or rapier made for a creature of your size category, you
may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Weapon Focus
Choose one type of weapon. You can also choose unarmed strike (or, if you are a spellcaster, melee or
ranged touch attack) as your weapon for the purposes of this feat.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it
applies to a new type of weapon.
Greater Weapon Focus
Prerequisites: Fighter 8, and Weapon Focus
Choose one type of weapon (including unarmed strike) for which you have already selected Weapon
Focus. You are a master at your chosen weapon.
Benefit: You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with
other bonuses on attack rolls, including those from Weapon Focus.
Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take
the feat, it applies to a new type of weapon.
Weapon Specialization
Prerequisites: Fighter 4, and Weapon Focus
You are skilled at dealing damage with one weapon. Choose one type of weapon (including unarmed
strike) for which you have already selected the Weapon Focus feat. You deal extra damage when using
this weapon.
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Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it
applies to a new type of weapon.
Greater Weapon Specialization
Prerequisites: Fighter 12, and Weapon Specialization
Choose one type of weapon (including unarmed strike) for which you possess the Weapon Specialization
feat. Your attacks with the chosen weapon are more devastating than normal.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus to
damage stacks with other damage roll bonuses, including any you gain from Weapon Specialization.
Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time
you take the feat, it applies to a new type of weapon.
Combat Feats
Armor Proficiency (Heavy Armor)
Prerequisites: Armor Proficiency (Medium Armor)
You become proficient with Heavy Armor.
Armor Proficiency (Light Armor)
You become proficient with Light Armor.
Martial Weapons Proficiency
You become proficient with all Martial Weapons.
Armor Proficiency (Medium Armor)
Prerequisites: Armor Proficiency (Light Armor)
You become proficient with Medium Armor.
Shield Proficiency
You become proficient with Bucklers, Light Shields, and Heavy Shields.
Simple Weapon Proficiency
You become proficient with all Simple Weapons.
Tower Shield Proficiency
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Prerequisites: Shield Proficiency
You become proficient with Tower Shields.
Dazzling Display
Prerequisites: Weapon Focus
You can quickly deter others with your martial mastery.
Benefit: While wielding the weapon with which you have Weapon Focus, you can use Dazzling Display as
a standard action with a 5 penalty on your Intimidate check, as a move action with a 10 penalty, or as a
swift action with a 20 penalty.
Agile Maneuvers
Prerequisites: Bull Rush, or Dirty Trick, or Disarm, or Sunder Armor, or Trip
You've learned to use your quickness in place of brute force when performing combat maneuvers.
Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your
Combat Maneuver Bonus instead of your Strength bonus.
Normal: You add your Strength bonus to your base attack bonus and size bonus when determining your
Combat Maneuver Bonus.
Arcane Armor Mastery
Prerequisites: Arcane Armor Training
You have mastered the ability to cast spells while wearing armor.
Benefit: Reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells
you cast. This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training.
Arcane Armor Training
You have learned how to cast spells while wearing armor.
Benefit: Reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells
you cast.
Arcane Strike
Spending a swift action each round, you can imbue your weapons with a fraction of your power. For 1
round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage
reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at
20th level.
Armor Focus
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Prerequisites: BaseAttackBonus 1
Your familiarity with a specific type of armor increases the amount of protection you receive from it.
Benefit(s): Select one type of armor. The AC bonus granted by the selected armor increases by 1.
Light Armor Focus
Prerequisites: BaseAttackBonus 1
The AC bonus granted by any light armor that you equip increases by 1.
Medium Armor Focus
The AC bonus granted by any medium armor that you equip increases by 1.
Heavy Armor Focus
The AC bonus granted by any heavy armor that you equip increases by 1.
Bashing Finish
Prerequisites: Shield Bash, and Two-Weapon Fighting, and BaseAttackBonus 11, and Shield Master
You follow a powerful blow from your weapon with an opportunistic bash from your shield.
Benefit: Whenever you score a critical hit with a melee weapon, you can make a shield bash attack
against the same target using the same bonus as a free action.
Blind Fight
In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll
one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your
Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The
invisible attacker's bonuses do still apply for ranged attacks, however. You also gain immunity to gaze
attacks.
Greater Blind Fight
Prerequisites: Perception 15 ranks, and Improved Blind Fight
Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with
total concealment as if they had normal concealment (20% miss chance instead of 50%). You may still
reroll a miss chance percentile roll as normal.
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If you successfully pinpoint an invisible or hidden attacker, that attacker gets no advantages related to
hitting you with ranged attacks, regardless of the range. That is, you don't lose your Dexterity bonus to
Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible.
Improved Blind Fight
Prerequisites: Perception 10 ranks, and Blind Fight
Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss
chance percentile roll for total concealment. If you successfully pinpoint an invisible or hidden attacker
within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks. That is, you
don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being
invisible.
Cleave
Prerequisites: Power Attack, and Strength 13
As a standard action, you can make a single attack at your full base attack bonus against a foe within
reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack
bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional
attack per round with this feat. When you use this feat, you take a 2 penalty to your Armor Class until
your next turn.
Cleaving Finish
Prerequisites: Cleave, and Strength 13, and Power Attack
If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you
can make another melee attack using your highest base attack bonus against another opponent within
reach. You can make only one extra attack per round with this feat.
Great Cleave
Prerequisites: Cleave, and Strength 13
As a standard action, you can make a single attack at your full base attack bonus against a foe within
reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack
bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue
to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You
cannot attack an individual foe more than once during this attack action. When you use this feat, you take
a 2 penalty to your Armor Class until your next turn.
Improved Cleaving Finish
Prerequisites: Cleave, and Strength 13, and Power Attack, and Great Cleave, and Cleaving Finish, and
BaseAttackBonus 6
You can use Cleaving Finish any number of times per round.
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Clustered Shots
Prerequisites: Point-Blank Shot, and Precise Shot, and BaseAttackBonus 6
You take a moment to carefully aim your shots, causing them all to strike nearly the same spot.
Benefit: When you use a full attack to make multiple ranged weapon attacks against the same opponent,
total the damage from all hits before applying that opponent's damage reduction.
Combat Expertise
Prerequisites: Intelligence 13
You can choose to take a 1 penalty on melee attack rolls and combat maneuver checks to gain a +1
dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the
penalty increases by 1 and the dodge bonus increases by +1. You can only choose to use this feat when
you declare that you are making an attack or a full attack with a melee weapon. The effects of this feat
last until your next turn.
Combat Reflexes
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus.
With this feat, you may also make attacks of opportunity while flat-footed.
Cornugon Smash
Prerequisites: Persuasion 6 ranks, and Power Attack
When you damage an opponent with a Power Attack, you may make an immediate Persuasion
(intimidate) check as a free action to attempt to demoralize your opponent.
Crane Style
Prerequisites: Dodge, and Improved Unarmed Strike; Monk 1, or BaseAttackBonus 2
You take only a 2 penalty on attack rolls for fighting defensively. While using this style and fighting
defensively, you gain an additional +1 dodge bonus to your Armor Class.
Crane Riposte
Prerequisites: Dodge, and Improved Unarmed Strike, and Crane Style, and Crane Wing; Monk 7, or
BaseAttackBonus 8
You take only a 1 penalty on attack rolls for fighting defensively.
Whenever you lose the dodge bonus from Crane Wing because an attack missed you by 4 or less, the
enemy provokes an attack of opportunity.
Crane Wing
Prerequisites: Dodge, and Improved Unarmed Strike, and Crane Style; Monk 5, or BaseAttackBonus 5
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When fighting defensively with at least one hand free, you gain a +4 dodge bonus to AC against melee
attacks. If a melee attack misses you by 4 or less, you lose this dodge bonus until the beginning of your
next turn.
Blinding Critical
Prerequisites: Critical Focus, and BaseAttackBonus 15
Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save
reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack
bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than
two eyes. Blindness can be cured by heal, regenerate, remove blindness, or similar abilities.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical
Mastery.
Critical Mastery
Prerequisites: Fighter 14, and Critical Focus
When you score a critical hit, you can apply the effects of two critical feats in addition to the damage
dealt.
Normal: You can only apply the effects of one critical feat to a given critical hit in addition to the damage
dealt.
Exhausting Critical
Prerequisites: Critical Focus, and BaseAttackBonus 15, and Tiring Critical
When you score a critical hit on a foe, your target immediately becomes exhausted. This feat has no
effect on exhausted creatures.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess the
Critical Mastery feat.
Sickening Critical
Prerequisites: Critical Focus, and BaseAttackBonus 11
Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat
do not stack. Additional hits instead add to the effect's duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical
Mastery.
Staggering Critical
Prerequisites: Critical Focus, and BaseAttackBonus 13
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Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful
Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base
attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical
Mastery.
Tiring Critical
Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on
a fatigued or exhausted creature.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical
Mastery.
Critical Focus
Prerequisites: BaseAttackBonus 9
You are trained in the art of causing pain. You receive a +4 circumstance bonus on attack rolls made to
confirm critical hits.
Deadly Aim
Prerequisites: Dexterity 13, and BaseAttackBonus 1
You can choose to take a 1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage
rolls.
When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its
effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not
deal hit point damage.
Defensive Combat Training
You excel at defending yourself from all manner of combat maneuvers.
Benefit: You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver
Defense.
Deflect Arrows
Prerequisites: Improved Unarmed Strike, and Dexterity 13
You must have at least one hand free (holding nothing) to use this feat. Once per round when you would
normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage
from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack
doesn't count as an action.
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Dodge
Prerequisites: Dexterity 13
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes
you lose the benefits of this feat.
Double Slice
Prerequisites: Dexterity 15, and Two-Weapon Fighting
Your off-hand weapon while dual-wielding strikes with greater power.
Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon.
Normal: You normally add only half of your Strength modifier to damage rolls made with a weapon
wielded in your off-hand.
Dragon Ferocity
Prerequisites: Improved Unarmed Strike, and Mobility 5 ranks, and Strength 15, and Dragon Style, and
Stunning Fist
You attack with the strength of a dragon, your telling blows striking fear into your enemies.
While using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional
one-half your Strength bonus, to a total of double your Strength bonus on the first attack and 1.5 times
your Strength bonus on the other attacks.
When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this
style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.
Dragon Style
Prerequisites: Improved Unarmed Strike, and Mobility 3 ranks, and Strength 15
You call upon the spirit of dragonkind, gaining greater resilience, mobility, and fierceness from the
blessing of these great beings.
While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and
stunning effects. Further, you can add 1.5 times your Strength bonus on the damage roll for your first
unarmed strike on a given round.
Dreadful Carnage
Prerequisites: Strength 15, and Dazzling Display, and Power Attack, and BaseAttackBonus 11
Slaying an enemy demoralizes your other nearby foes.
Benefit: Whenever you reduce an enemy to 0 or fewer hit points, you can make a Persuasion (to
intimidate) check to demoralize all enemies within 30 feet as a free action. Enemies that cannot see both
you and the enemy you reduced to 0 or fewer hit points are unaffected.
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Aldori Dueling Mastery
Prerequisites: Dexterity 13, and Weapon Finesse
You gain a +2 bonus on initiative checks as long as you start combat with a dueling sword. As long as you
wield only a single dueling sword in one hand (not using a shield or an off-hand weapon), you gain a +2
shield bonus to your AC. Although the dueling sword deals slashing damage, you treat it as if it were also
a piercing weapon when determining the effects of weapons used by a duelist.
Endurance
Harsh conditions or long exertions do not easily tire you.
Benefit: You gain +2 bonus on Athletics checks and +4 bonus on Fortitude saves against fatigue and
exhaustion.
You may sleep in light or medium armor without becoming fatigued.
Fencing Grace
Your dashing style and fluid fencing forms allow you to use agility rather than brute force to fell your foes.
Benefits: Choose one kind of light or one-handed piercing weapon (such as the rapier). When wielding
your chosen weapon one-handed, you can add your Dexterity modifier instead of your Strength modifier
to that weapon's damage. You do not gain this benefit while fighting with two weapons or using flurry of
blows, or anytime another hand is otherwise occupied.
Greater Penetrating Strike
Prerequisites: Fighter 16, and Weapon Focus, and Penetrating Strike
Your attacks made with weapons selected with Weapon Focus ignore up to 10 points of damage
reduction.
Hammer the Gap
Prerequisites: BaseAttackBonus 6
You repeatedly strike the same location, causing increasing amounts of damage.
Benefit: When you make a full attack, each consecutive hit against the same opponent deals extra
damage equal to the number of previous consecutive hits you have made against that opponent this turn.
This damage is multiplied on a critical hit.
Improved Initiative
Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.
Improved Critical
Prerequisites: BaseAttackBonus 8
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Choose one type of weapon. When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the
feat, it applies to a new type of weapon.
This effect doesn't stack with any other effect that expands the threat range of a weapon.
Improved Precise Shot
Prerequisites: Dexterity 19, and BaseAttackBonus 11, and Point-Blank Shot, and Precise Shot
Your ranged attacks ignore anything but total concealment and cover.
Benefit: Your ranged attacks ignore the miss chance granted to targets by anything less than total
concealment. Total concealment provides their normal benefits against your ranged attacks.
Improved Unarmed Strike
You are considered to be armed even when unarmed you can make unarmed attacks that deal 1d3
bludgeoning damage (if Medium; 1d2 if Small).
Intimidating Prowess
Your physical might is intimidating to others.
Benefit: Add your Strength modifier to Persuasion skill (when used to intimidate) checks in addition to
your Charisma modifier.
Greater Bull Rush
Prerequisites: Bull Rush, and Strength 13, and Power Attack, and BaseAttackBonus 6
You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by
Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from you
and all of your allies.
Bull Rush
This feat gives the character an ability to perform the bull rush combat maneuver. It also grants a +2
bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
A bull rush attempts to push an opponent straight back without doing any harm. If your combat
maneuver is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your
opponent's CMD you can push the target back an additional 5 feet.
An enemy being moved by a bull rush does not provoke an attack of opportunity because of the
movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square
that is occupied by a solid object or obstacle.
Greater Dirty Trick
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Prerequisites: Dirty Trick, and Intelligence 13, and BaseAttackBonus 6; Combat Expertise, or Kinetic
Warrior
You receive a +2 bonus on checks made to attempt a dirty trick. This bonus stacks with the bonus granted
by Dirty Trick. Whenever you successfully perform a dirty trick, the penalty lasts for 1d4 rounds, plus 1
round for every 5 by which your attack exceeds the target's CMD.
Dirty Trick
Prerequisites: Intelligence 13; Combat Expertise, or Kinetic Warrior
This feat gives the character an ability to perform the dirty trick combat maneuver. It also grants a +2
bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
You can attempt to hinder a foe in melee as a standard action. If your attack is successful, the target takes
a penalty. The penalty is limited to one of the following conditions: blinded, entangled, or sickened.
This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent's CMD, the
penalty lasts 1 additional round.
Greater Disarm
Prerequisites: Disarm, and Intelligence 13, and BaseAttackBonus 6; Combat Expertise, or Kinetic Warrior
You receive a +2 bonus on checks made to attempt a disarm. This bonus stacks with the bonus granted by
Disarm. Whenever you successfully perform a disarm, the penalty lasts for 1d4 rounds, plus 1 round for
every 5 by which your attack exceeds the target's CMD.
Disarm
This feat gives the character an ability to perform the disarm combat maneuver. It also grants a +2 bonus
to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
You can attempt to disarm a foe in melee as a standard action. If your combat maneuver is successful, the
target cannot use his weapons for 1 round.
For every 5 by which your attack exceeds your opponent's CMD, the disarmed condition lasts 1 additional
round.
Greater Sunder Armor
Prerequisites: Sunder Armor, and Strength 13, and Power Attack, and BaseAttackBonus 6
You receive a +2 bonus on checks made to attempt a sunder. This bonus stacks with the bonus granted by
Sunder Armor. Whenever you successfully perform a sunder, the penalty lasts for 1d4 rounds, plus 1
round for every 5 by which your attack exceeds the target's CMD.
Sunder Armor
This feat gives the character an ability to perform the sunder armor combat maneuver. It also grants a +2
bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
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You can attempt to dislodge an armor worn by your opponent. If your combat maneuver is successful, the
target loses its bonuses from armor for 1 round.
For every 5 by which your attack exceeds your opponent's CMD, the penalty lasts 1 additional round.
Fury's Fall
Prerequisites: Trip
You can use strength and agility to send foes crashing to the ground.
Benefit: When making a trip attack, add your Dexterity bonus to your CMB.
Greater Trip
Prerequisites: Intelligence 13, and Trip, and BaseAttackBonus 6; Combat Expertise, or Kinetic Warrior
You can make free attacks on foes that you knock down.
Benefit: You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted
by Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.
Normal: Creatures do not provoke attacks of opportunity from being tripped.
Trip
This feat gives the character an ability to perform the trip combat maneuver. It also grants a +2 bonus to
CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
You can attempt to trip your opponent in place of a melee attack. If your combat maneuver is successful,
the target is knocked prone.
If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each
additional leg it has. Some creaturessuch as oozes, creatures without legs, and flying creaturescannot
be tripped.
Manyshot
Prerequisites: Rapid Shot, and BaseAttackBonus 6
When making a full attack with a bow, your first attack fires two arrows. If the attack hits, both arrows hit.
Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack.
Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do
other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply
separately to each arrow.
Missile Shield
Prerequisites: Shield Focus, and Dexterity 13
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You must be using a shield to use this feat. Once per round when you would normally be hit with an
attack from a ranged weapon (not including spell effects, natural attacks, or massive ranged weapons),
you may deflect it so that you take no damage, as if you had the Deflect Arrows feat. You must be aware
of the attack and not flat-footed.
Combat Mobility
Prerequisites: Dexterity 13, and Dodge
You can easily move through a dangerous melee.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move
out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class
(if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Natural Spell
Prerequisites: Wild Shape (Wolf), and Wisdom 13
You can cast spells while using wild shape. You substitute various noises and gestures for the normal
verbal and somatic components of a spell.
Penetrating Strike
Prerequisites: Fighter 12, and Weapon Focus
Your attacks made with weapons selected with Weapon Focus ignore up to 5 points of damage reduction.
Perfect Strike
Prerequisites: Improved Unarmed Strike, and Dexterity 13, and Wisdom 13, and BaseAttackBonus 8
You must declare that you are using this feat before you make your attack roll (thus a failed attack roll
ruins the attempt). You can roll your attack roll twice and take the higher result. You may attempt a
perfect attack once per day for every four levels you have attained (but see Special).
Special: A zen archer monk receives Perfect Strike as a bonus feat at 1st level, even if he does not meet
the prerequisites. A monk may attempt an perfect strike attack a number of times per day equal to his
monk level, plus one more time per day for every four levels he has in classes other than monk.
Piranha Strike
When wielding a light weapon or any other weapon that can be used with Weapon Finesse, you can
choose to take a 1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on
all melee damage rolls.
This bonus to damage is halved (50%) if you are making an attack with an off-hand weapon or secondary
natural weapon.
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When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by 1
and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll,
and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that
do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.
Point-Blank Shot
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Point-Blank Master
Prerequisites: Fighter 4
Benefit: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the
selected weapon while threatened.
Normal: Using a ranged weapon while you are threatened provokes attacks of opportunity.
Power Attack
Prerequisites: Strength 13
You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks to gain a +2
bonus on all melee damage rolls.
This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon,
a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength
modifier on damage rolls. This bonus to damage is halved (50%) if you are making an attack with an off-
hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and
the bonus to damage increases by +2.
The effects of this feat last until your next turn. The bonus damage does not apply to touch attacks or
effects that do not deal hit point damage.
Precise Shot
Prerequisites: Point-Blank Shot
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard
4 penalty on your attack roll.
Exotic Weapon Proficiency
Choose one type of exotic weapon, such as the dueling sword or sai. You understand how to use that type
of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Weapon Proficiency (Bastard Sword)
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You become proficient with bastard swords and can use them as a weapon.
Weapon Proficiency (Orc Double Axe)
You become proficient with orc double axes and can use them as a weapon.
Weapon Proficiency (Two-bladed Sword)
You become proficient with two-bladed swords and can use them as a weapon.
Weapon Proficiency (Dueling Sword)
You become proficient with dueling swords and can use them as a weapon.
Weapon Proficiency (Dwarven Waraxe)
You become proficient with dwarven waraxes and can use them as a weapon.
Weapon Proficiency (Elven Curve Blade)
You become proficient with elven curve blade and can use it as a weapon.
Weapon Proficiency (Estoc)
You become proficient with estocs and can use them as a weapon.
Weapon Proficiency (Falcata)
You become proficient with falcatas and can use them as a weapon.
Weapon Proficiency (Fauchard)
You become proficient with fauchards and can use them as a weapon.
Weapon Proficiency (Gnome Hooked Hammer)
You become proficient with gnome hooked hammers and can use them as a weapon.
Weapon Proficiency (Kama)
You become proficient with kama and can use them as a weapon.
Weapon Proficiency (Sai)
You become proficient with sai and can use them as a weapon.
Weapon Proficiency (Sling Staff)
You become proficient with sling staffs and can use them as a weapon.
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Weapon Proficiency (Tongi)
You become proficient with tongi and can use them as a weapon.
Weapon Proficiency (Dwarven Urgrosh)
You become proficient with dwarven urgoshes and can use them as a weapon.
Weapon Proficiency (Nunchaku)
You become proficient with nunchaku and can use them as a weapon.
Pummeling Bully
Prerequisites: Pummeling Style, and Trip, and Improved Unarmed Strike; BaseAttackBonus 9, or Monk 5
When you use Pummeling Style to make an entire full attack or flurry of blows against a single target, if
you hit with any of your attacks, you attempt a trip combat maneuver check as a free action.
Pummeling Charge
Prerequisites: Pummeling Style; BaseAttackBonus 12, or Monk 8
Your charge ends with a mighty haymaker.
Benefit: You can charge and make a full attack or flurry of blows at the end of your charge as part of the
charge action. You can use Pummeling Charge in this way only if all of your attacks qualify for using
Pummeling Style against a single target.
Pummeling Style
Prerequisites: Improved Unarmed Strike; Flurry of Blows, or BaseAttackBonus 6
Your unarmed strikes weave together in an effortless combo, focusing on the spots you've weakened
with the last hit.
Benefit: Whenever you use a full attack or flurry of blows to make multiple attacks against a single
opponent with unarmed strikes, total the damage from all hits before applying damage reduction. This
ability works only with unarmed strikes, no matter what other abilities you might possess.
Rapid Shot
When making a full attack with a ranged weapon, you can fire one additional time this round at your
highest bonus. All of your attack rolls take a 2 penalty when using Rapid Shot.
Shield Bash
You may attack with light and heavy shields. This incurs standard penalties for two-weapon fighting if you
have a weapon in your other hand.
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A light shield deals 1d3 damage and is considered a light weapon. A heavy shield deals 1d4 damage and is
considered a one-handed weapon.
Shield Focus
Increase the AC bonus granted by any shield you are using by 1.
Greater Shield Focus
Prerequisites: Fighter 8, and Shield Focus
You are skilled at deflecting blows with your shield.
Benefit: Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus
granted by Shield Focus.
Shield Master
Prerequisites: Shield Bash, and Two-Weapon Fighting, and BaseAttackBonus 11
Your mastery of the shield allows you to fight with it without hindrance.
Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another
weapon. Add your shield's enhancement bonus to attack and damage rolls made with the shield as if it
were a weapon enhancement bonus.
Slashing Grace
You can stab your enemies with your sword or another slashing weapon.
Benefit: Choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding
your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats
and class abilities that require such a weapon (such as a duelist's precise strike) and you can add your
Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one
appropriate for your size.
Snap Shot
While wielding a ranged weapon, you threaten squares within your melee reach. You can make attacks of
opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged
attack as an attack of opportunity.
Greater Snap Shot
Prerequisites: Point-Blank Shot, and Improved Snap Shot, and BaseAttackBonus 12, and Dexterity 17
You threaten an additional 5 feet with Snap Shot. Additionally, whenever you make an attack of
opportunity using a ranged weapon and hit, you gain a +2 bonus on the damage roll and a +2 bonus on
rolls to confirm a critical hit with that attack. These bonuses increase to +4 when you have base attack
bonus +16, and to +6 when you have base attack bonus +20.
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Improved Snap Shot
Prerequisites: Point-Blank Shot, and Snap Shot, and BaseAttackBonus 9, and Rapid Shot
You threaten an additional 5 feet with Snap Shot.
Crushing Blow
Prerequisites: Improved Unarmed Strike, and Stunning Fist
You can make a Stunning Fist attempt as a full-round action. If successful, instead of stunning your target,
you reduce the target's AC by an amount equal to your Wisdom modifier for 1 minute. This penalty does
not stack with other penalties applied due to Crushing Blow.
Stunning Fist
Prerequisites: Improved Unarmed Strike
You know just where to strike to temporarily stun a foe.
You must use this feat before you make your attack (thus, a failed attack roll ruins the attempt). Stunning
Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your
character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this
saving throw is stunned for 1 round (until just before your next turn). A stunned character drops
everything held, can't take actions, loses any Dexterity bonus to AC, and takes a 2 penalty to AC. You
may attempt a stunning attack once per day for every four levels you have attained, and no more than
once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to
critical hits cannot be stunned.
Allied Spellcaster
With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 bonus on
concentration checks and level checks made to overcome spell resistance.
Back to Back
Prerequisites: Perception 3 ranks
Your ally's eyes are your own, and yours are his.
Benefit: While you are flanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus
to AC against attacks from opponents flanking you.
Coordinated Defense
Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your
Combat Maneuver Defense. This bonus increases to +4 if the creature attempting the maneuver is larger
than both you and your ally.
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Coordinated Maneuvers
You are skilled at working with your allies to perform dangerous combat maneuvers.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus
on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a
grapple.
Outflank
Prerequisites: BaseAttackBonus 4
Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on
attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it
provokes an attack of opportunity from your ally.
Precise Strike
Whenever you and an ally who also has this feat are flanking the same creature, you deal an additional
1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other
sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Shatter Defenses
Prerequisites: Weapon Focus, and Dazzling Display, and BaseAttackBonus 6
Your skill with your chosen weapon leaves opponents unable to defend themselves if you strike them
when their defenses are already compromised.
Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks
until the end of your next turn. This includes any additional attacks you make this round.
Shielded Caster
Your allies cover you while you cast complicated spells.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus
on concentration checks.
If your ally is wielding a buckler or a light shield, this bonus increases by +1.
If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2.
Shield Wall
Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this feat,
the AC bonus from your shield increases, depending on the shield wielded by your ally.
If your ally is wielding a buckler or a light shield, your shield bonus increases by +1.
If your ally is wielding a heavy shield or a tower shield, your shield bonus increases by +2.
445
Seize the Moment
Prerequisites: Combat Reflexes
When an ally who also has this feat confirms a critical hit against an opponent that you also threaten, you
can make an attack of opportunity against that opponent.
Tandem Trip
You know how to work together to trip your foes.
Benefit: Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this
feat, you roll twice and take the better result.
Two-Weapon Fighting
Prerequisites: Dexterity 15
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your
primary hand lessens by 2 and the one for your off hand lessens by 6.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that
weapon. When fighting in this way you suffer a 6 penalty with your regular attack or attacks with your
primary hand and a 10 penalty to the attack with your off hand. If your off-hand weapon is light, the
penalties are reduced by 2 each. An unarmed strike is always considered light.
Greater Two-Weapon Fighting
Prerequisites: Dexterity 19, and Improved Two-Weapon Fighting, and BaseAttackBonus 11
You get a third attack with your off-hand weapon, albeit at a 10 penalty.
Improved Two-Weapon Fighting
Prerequisites: Dexterity 17, and Two-Weapon Fighting, and BaseAttackBonus 6
You get a second attack with your off-hand weapon, albeit at a 5 penalty.
Vital Strike
You make a single attack that deals significantly more damage than normal.
Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals
additional damage. Roll the weapon's damage dice for the attack twice and add the results together
before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and
other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are
added to the total.
Greater Vital Strike
Prerequisites: BaseAttackBonus 16, and Improved Vital Strike
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You can make a single attack that deals incredible damage.
Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals
additional damage. Roll the weapon's damage dice for the attack four times and add the results together
before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and
other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are
added to the total.
Improved Vital Strike
Prerequisites: BaseAttackBonus 11, and Vital Strike
You can make a single attack that deals a large amount of damage.
Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals
additional damage. Roll the weapon's damage dice for the attack three times and add the results
together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based
damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit,
but are added to the total.
Weapon Finesse
With a light weapon, elven curve blade, estoc or rapier made for a creature of your size category, you
may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Weapon Focus
Choose one type of weapon. You can also choose unarmed strike (or, if you are a spellcaster, melee or
ranged touch attack) as your weapon for the purposes of this feat.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it
applies to a new type of weapon.
Greater Weapon Focus
Prerequisites: Fighter 8, and Weapon Focus
Choose one type of weapon (including unarmed strike) for which you have already selected Weapon
Focus. You are a master at your chosen weapon.
Benefit: You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with
other bonuses on attack rolls, including those from Weapon Focus.
Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take
the feat, it applies to a new type of weapon.
Weapon Specialization
Prerequisites: Fighter 4, and Weapon Focus
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You are skilled at dealing damage with one weapon. Choose one type of weapon (including unarmed
strike) for which you have already selected the Weapon Focus feat. You deal extra damage when using
this weapon.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it
applies to a new type of weapon.
Greater Weapon Specialization
Prerequisites: Fighter 12, and Weapon Specialization
Choose one type of weapon (including unarmed strike) for which you possess the Weapon Specialization
feat. Your attacks with the chosen weapon are more devastating than normal.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus to
damage stacks with other damage roll bonuses, including any you gain from Weapon Specialization.
Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time
you take the feat, it applies to a new type of weapon.
Equipment
Weapons
Cold Iron Masterwork Bardiche
Melee (two-handed) 6 ft. ; 1d10 (19-20x2) [Slashing damage]
Cold Iron Masterwork Bastard Sword
Melee 1d10 (19-20x2) [Slashing damage]
Cold Iron Masterwork Battleaxe
Melee 1d8 (20x3) [Slashing damage]
Cold Iron Masterwork Club
Melee 1d6 (20x2) [Bludgeoning damage]
Cold Iron Masterwork Composite Longbow
Ranged (two-handed) 50 ft. 1d8 (20x3) [Slashing damage]
Cold Iron Masterwork Composite Shortbow
Ranged (two-handed) 40 ft. 1d6 (20x3) [Piercing damage]
Cold Iron Masterwork Dagger
Melee 1d4 (19-20x2) [Piercing damage]
Cold Iron Masterwork Dart
Ranged 20 ft. 1d4 (20x2) [Piercing damage]
Cold Iron Dwarven Waraxe
Melee 1d10 (20x3) [Slashing damage]
Cold Iron Masterwork Earthbreaker
Melee (two-handed) 2d6 (20x3) [Bludgeoning damage]
Cold Iron Masterwork Falchion
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Melee (two-handed) 2d4 (18-20x2) [Slashing damage]
Cold Iron Masterwork Flail
Melee 1d8 (20x2) [Bludgeoning damage]
Cold Iron Masterwork Glaive
Melee (two-handed) 6 ft. 1d10 (20x3) [Slashing damage]
Cold Iron Masterwork Greataxe
Melee (two-handed) 1d12 (20x3) [Slashing damage]
Cold Iron Masterwork Greatclub
Melee (two-handed) 1d10 (20x2) [Bludgeoning damage]
Cold Iron Masterwork Greatsword Melee (two-handed) 2d6 (19-20x2)
[Slashing damage]
Cold Iron Masterwork Handaxe
Melee 1d6 (20x3) [Slashing damage]
Cold Iron Masterwork Heavy Crossbow
Ranged (two-handed) 50 ft. 1d10 (19-20x2) [Piercing damage]
Cold Iron Masterwork Heavy Flail
Melee (two-handed) 1d10 (19-20x2) [Bludgeoning, Slashing damage]
Cold Iron Masterwork Heavy Mace
Melee 1d8 (20x2) [Bludgeoning damage]
Cold Iron Masterwork Heavy Pick
Melee 1d6 (20x4) [Piercing damage]
Cold Iron Masterwork Javelin
Ranged 30 ft. 1d6 (20x2) [Piercing damage]
Cold Iron Masterwork Kukri
Melee 1d4 (18-20x2) [Slashing damage]
Cold Iron Masterwork Light Crossbow
Ranged (two-handed) 50 ft. 1d8 (19-20x2) [Piercing damage]
Cold Iron Masterwork Light Hammer
Melee 1d4 (20x2) [Bludgeoning damage]
Cold Iron Masterwork Light Mace
Melee 1d6 (20x2) [Bludgeoning damage]
Cold Iron Masterwork Light Pick
Melee 1d4 (20x4) [Piercing, Slashing damage]
Cold Iron Masterwork Longspear
Melee (two-handed) 6 ft. 1d8 (20x3) [Piercing damage]
Cold Iron Masterwork Longsword
Melee 1d8 (19-20x2) [Slashing damage]
Cold Iron Masterwork Punching Dagger
Melee 1d4 (20x3) [Piercing damage]
Cold Iron Masterwork Rapier
Melee 1d6 (18-20x2) [Piercing damage]
Cold Iron Masterwork Scimitar
Melee 1d6 (18-20x2) [Slashing damage]
Cold Iron Masterwork Scythe
Melee (two-handed) 2d4 (20x4) [Slashing damage]
449
Cold Iron Masterwork Shortspear
Melee 1d6 (20x2) [Piercing damage]
Cold Iron Masterwork Shortsword
Melee 1d6 (19-20x2) [Slashing damage]
Cold Iron Masterwork Sickle
Melee 1d6 (20x2) [Slashing damage]
Cold Iron Masterwork Spear
Melee (two-handed) 1d8 (20x3) [Piercing damage]
Cold Iron Masterwork Starknife
Melee 1d4 (20x3) [Piercing damage]
Cold Iron Masterwork Trident
Melee 1d8 (20x2) [Piercing damage]
Cold Iron Masterwork Warhammer
Melee 1d8 (20x3) [Bludgeoning damage]
Masterwork Bardiche
Melee (two-handed) 6 ft. 1d10 (19-20x2) [Slashing damage]
Masterwork Bastard Sword
Melee 1d10 (19-20x2) [Slashing damage]
Masterwork Battleaxe
Melee 1d8 (20x3) [Slashing damage]
Masterwork Club
Melee 1d6 (20x2) [Bludgeoning damage]
Cold Iron Masterwork Longsword
Melee 1d8 (19-20x2) [Slashing damage]
Masterwork Composite Longbow
Ranged (two-handed) 50 ft. 1d8 (20x3) [Piercing damage]
Masterwork Dagger
Melee 1d4 (19-20x2) [Piercing damage]
Masterwork Dart
Ranged 20 ft. 1d4 (20x2) [Piercing damage]
Masterwork Two-Bladed Sword
Melee 1d8 (19-20x2) [Slashing damage]
Masterwork Dueling Sword
Melee 1d8 (19-20x2) [Slashing damage]
Masterwork Dwarven Urgrosh
Melee 1d8 (20x3) [Piercing damage]
Masterwork Dwarven Waraxe
Melee 1d10 (20x3) [Slashing damage]
Masterwork Earth Breaker
Melee (two-handed) 2d6 (20x3) [Bludgeoning damage]
Masterwork Elven Curve Blade
Melee (two-handed) 1d10 (18-20x2) [Slashing damage]
Masterwork Estoc
Melee 2d4 (18-20x2) [Piercing damage]
Masterwork Falcata
Melee 1d8 (19-20x3) [Slashing damage]
450
Masterwork Falchion
Melee (two-handed) 2d4 (18-20x2) [Slashing damage]
Masterwork Fauchard
Melee (two-handed) 6 ft. 1d10 (18-20x2) [Slashing damage]
Masterwork Flail
Melee 1d8 (20x2) [Bludgeoning damage]
Masterwork Glaive
Melee (two-handed) 6 ft. 1d10 (20x3) [Slashing damage]
Masterwork Gnome Hooked Hammer
Melee 1d8 (20x3) [Bludgeoning damage]
Masterwork Greataxe
Melee (two-handed) 1d12 (20x3) [Slashing damage]
Masterwork Greatclub
Melee (two-handed) 1d10 (20x2) [Bludgeoning damage]
Masterwork Greatsword
Melee (two-handed) 2d6 (19-20x2) [Slashing damage]
Masterwork Handaxe
Melee 1d6 (20x3) [Slashing damage]
Masterwork Heavy Crossbow
Ranged (two-handed) 50 ft. 1d10 (19-20x2) [Piercing damage]
Masterwork Heavy Flail
Melee (two-handed) 1d10 (19-20x2) [Bludgeoning damage]
Masterwork Heavy Mace
Melee 1d8 (20x2) [Bludgeoning damage]
Masterwork Heavy Pick
Melee 1d6 (20x4) [Piercing damage]
Masterwork Javelin Ranged 30 ft. 1d6 (20x2) [Piercing damage]
Masterwork Kama
Melee 1d6 (20x2) [Slashing damage]
Masterwork Kukri
Melee 1d4 (18-20x2) [Slashing damage]
Masterwork Light Crossbow
Ranged (two-handed) 50 ft. 1d8 (19-20x2) [Piercing damage]
Masterwork Light Hammer
Melee 1d4 (20x2) [Bludgeoning damage]
Masterwork Light Mace
Melee 1d6 (20x2) [Bludgeoning damage]
Masterwork Light Pick
Melee 1d4 (20x4) [Piercing damage]
Masterwork Longbow
Ranged (two-handed) 50 ft. 1d8 (20x3) [Piercing damage]
Masterwork Longspear
Melee (two-handed) 6 ft. 1d8 (20x3) [Piercing damage]
Masterwork Longsword
Melee 1d8 (19-20x2) [Slashing damage]
Masterwork Nunchaku
451
Melee 1d6 (20x2) [Bludgeoning damage]
Masterwork Punching Dagger
Melee 1d4 (20x3) [Piercing damage]
Masterwork Quarterstaff
Melee (two-handed) 1d6 (20x2) [Bludgeoning damage]
Masterwork Rapier
Melee 1d6 (18-20x2) [Piercing damage]
Masterwork Sai
Melee 1d4 (20x2) [Piercing damage]
Masterwork Scimitar
Melee 1d6 (18-20x2) [Slashing damage]
Masterwork Scythe
Melee (two-handed) 2d4 (20x4) [Slashing damage]
Masterwork Shortbow
Ranged (two-handed) 40 ft. 1d6 (20x3) [Piercing damage]
Masterwork Shortspear
Melee 1d6 (20x2) [Piercing damage]
Masterwork Shortsword
Melee 1d6 (19-20x2) [Piercing damage]
Masterwork Sickle
Melee 1d6 (20x2) [Slashing damage]
Masterwork Sling Staff
Ranged (two-handed) 50 ft. 1d8 (20x3) [Bludgeoning damage]
Masterwork Spear
Melee (two-handed) 1d8 (20x3) [Piercing damage]
Masterwork Orc Double Axe
Melee 1d8 (20x3) [Slashing damage]
Masterwork Starknife
Melee 1d4 (20x3) [Piercing damage]
Masterwork Throwing Axe
Ranged 30 ft. 1d6 (20x2) [Slashing damage]
Masterwork Tongi
Melee 1d6 (19-20x3) [Piercing damage]
Masterwork Trident
Melee 1d8 (20x2) [Piercing damage]
Masterwork Warhammer
Melee 1d8 (20x3) [Bludgeoning damage]
Kama
Melee 1d6 (20x2) [Slashing damage]
Nunchaku
Melee 1d6 (20x2) [Bludgeoning damage]
Sai
Melee 1d4 (20x2) [Piercing damage]
Bastard Sword
Melee 1d10 (19-20x2) [Slashing damage]
Dueling Sword
452
Melee 1d8 (19-20x2) [Slashing damage]
Dwarven Waraxe
Melee 1d10 (20x3) [Slashing damage]
Estoc
Melee 2d4 (18-20x2) [Piercing damage]
Falcata
Melee 1d8 (19-20x3) [Slashing damage]
Tongi
Melee 1d6 (19-20x3) [Piercing damage]
Sling Staff
Ranged (two-handed) 50 ft. 1d8 (20x3) [Bludgeoning damage]
Orc Double Axe
Melee 1d8 (20x3) [Slashing damage]
Two-Bladed Sword
Melee 1d8 (19-20x2) [Slashing damage]
Dwarven Urgrosh
Melee 1d8 (20x3) [Piercing damage]
Elven Curve Blade
Melee (two-handed) 1d10 (18-20x2) [Slashing damage]
Fauchard
Melee (two-handed) 6 ft. 1d10 (18-20x2) [Slashing damage]
Gnome Hooked Hammer
Melee 1d8 (20x3) [Bludgeoning damage]
Handaxe
Melee 1d6 (20x3) [Slashing damage]
Kukri
Melee 1d4 (18-20x2) [Slashing damage]
Light Hammer
Melee 1d4 (20x2) [Bludgeoning damage]
Light Pick
Melee 1d4 (20x4) [Piercing damage]
Shortsword
Melee 1d6 (19-20x2) [Piercing damage]
Starknife
Melee 1d4 (20x3) [Piercing damage]
Throwing Axe
Ranged 30 ft. 1d6 (20x2) [Slashing damage]
Battleaxe
Melee 1d8 (20x3) [Slashing damage]
Flail
Melee 1d8 (20x2) [Bludgeoning damage]
Heavy Pick
Melee 1d6 (20x4) [Piercing damage]
Longsword
Melee 1d8 (19-20x2) [Slashing damage]
Rapier
453
Melee 1d6 (18-20x2) [Piercing damage]
Scimitar
Melee 1d6 (18-20x2) [Slashing damage]
Trident
Melee 1d8 (20x2) [Piercing damage]
Warhammer
Melee 1d8 (20x3) [Bludgeoning damage]
Composite Longbow
Ranged (two-handed) 50 ft. 1d8 (20x3) [Piercing damage]
Composite Shortbow
Ranged (two-handed) 40 ft. 1d6 (20x3) [Piercing damage]
Longbow
Ranged (two-handed) 50 ft. 1d8 (20x3) [Piercing damage]
Shortbow
Ranged (two-handed) 40 ft. 1d6 (20x3) [Piercing damage]
Bardiche
Melee (two-handed) 6 ft. 1d10 (19-20x2) [Slashing damage]
Earth Breaker
Melee (two-handed) 2d6 (20x3) [Bludgeoning damage]
Falchion
Melee (two-handed) 2d4 (18-20x2) [Slashing damage]
Glaive
Melee (two-handed) 6 ft. 1d10 (20x3) [Slashing damage]
Greataxe
Melee (two-handed) 1d12 (20x3) [Slashing damage]
Greatsword
Melee (two-handed) 2d6 (19-20x2) [Slashing damage]
Heavy Flail
Melee (two-handed) 1d10 (19-20x2) [Bludgeoning damage]
Scythe
Melee (two-handed) 2d4 (20x4) [Slashing damage]
Bite
Melee 1d4 (20x2) [Bludgeoning, Piercing, Slashing damage]
Bite
Melee 1d6 (20x2) [Bludgeoning, Piercing, Slashing damage]
Bite
Melee 1d8 (20x2) [Bludgeoning, Piercing, Slashing damage]
Claw
Melee 1d4 (20x2) [Bludgeoning, Slashing damage]
Claw
Melee 1d6 (20x2) [Bludgeoning, Slashing damage]
Dagger
Melee 1d4 (19-20x2) [Piercing damage]
Light mace
Melee 1d6 (20x2) [Bludgeoning damage]
Punching Dagger
454
Melee 1d4 (20x3) [Piercing damage]
Sickle
Melee 1d6 (20x2) [Slashing damage]
Club
Melee 1d6 (20x2) [Bludgeoning damage]
Heavy Mace
Melee 1d8 (20x2) [Bludgeoning damage]
Shortspear
Melee 1d6 (20x2) [Piercing damage]
Dart
Ranged 20 ft. 1d4 (20x2) [Piercing damage]
Heavy Crossbow Ranged (two-handed) 50 ft. 1d10 (19-20x2) [Piercing
damage]
Javelin
Ranged 30 ft. 1d6 (20x2) [Piercing damage]
Light Crossbow
Ranged (two-handed) 50 ft. 1d8 (19-20x2) [Piercing damage]
Greatclub
Melee (two-handed) 1d10 (20x2) [Bludgeoning damage]
Longspear
Melee (two-handed) 6 ft. 1d8 (20x3) [Piercing damage]
Quarterstaff
Melee (two-handed) 1d6 (20x2) [Bludgeoning damage]
Spear
Melee (two-handed) 1d8 (20x3) [Piercing damage]
Longsword
Melee 1d8 (19-20x2) [Slashing damage]
Everburning Torch
Melee 1d3 (20x2) [Bludgeoning damage]
Bardiche +1
Melee (two-handed) 6 ft. 1d10 (19-20x2) [Slashing damage]
Bastard Sword +1
Melee 1d10 (19-20x2) [Slashing damage]
Battleaxe +1
Melee 1d8 (20x3) [Slashing damage]
Club +1
Melee 1d6 (20x2) [Bludgeoning damage]
Composite Longbow +1
Ranged (two-handed) 50 ft. 1d8 (20x3) [Piercing damage]
Composite Shortbow +1 R
anged (two-handed) 40 ft. 1d6 (20x3) [Piercing damage]
Dagger +1
Melee 1d4 (19-20x2) [Piercing damage]
Dart +1
Ranged 20 ft. 1d4 (20x2) [Piercing damage]
Earth Breaker +1
455
Melee (two-handed) 2d6 (20x3) [Bludgeoning damage]
Falchion +1
Melee (two-handed) 2d4 (18-20x2) [Slashing damage]
Flail +1
Melee 1d8 (20x2) [Bludgeoning damage]
Glaive +1
Melee (two-handed) 6 ft. 1d10 (20x3) [Slashing damage]
Greataxe +1
Melee (two-handed) 1d12 (20x3) [Slashing damage]
Greatclub +1
Melee (two-handed) 1d10 (20x2) [Bludgeoning damage]
Greatsword +1
Melee (two-handed) 2d6 (19-20x2) [Slashing damage]
Handaxe +1
Melee 1d6 (20x3) [Slashing damage]
Heavy Crossbow +1
Ranged (two-handed) 50 ft. 1d10 (19-20x2) [Piercing damage]
Heavy Flail +1
Melee (two-handed) 1d10 (19-20x2) [Bludgeoning damage]
Heavy Mace +1
Melee 1d8 (20x2) [Bludgeoning damage]
Heavy Pick +1
Melee 1d6 (20x4) [Piercing damage]
Javelin +1
Ranged 30 ft. 1d6 (20x2) [Piercing damage]
Kukri +1
Melee 1d4 (18-20x2) [Slashing damage]
Light Crossbow +1
Ranged (two-handed) 50 ft. 1d8 (19-20x2) [Piercing damage]
Light Hammer +1
Melee 1d4 (20x2) [Bludgeoning damage]
Light mace +1
Melee 1d6 (20x2) [Bludgeoning damage]
Light Pick +1
Melee 1d4 (20x4) [Piercing damage]
Longspear +1
Melee (two-handed) 6 ft. 1d8 (20x3) [Piercing damage]
Longsword +1
Melee 1d8 (19-20x2) [Slashing damage]
Punching Dagger +1
Melee 1d4 (20x3) [Piercing damage]
Quarterstaff +1
Melee (two-handed) 1d6 (20x2) [Bludgeoning damage]
Rapier +1
Melee 1d6 (18-20x2) [Piercing damage]
Scimitar +1
456
Melee 1d6 (18-20x2) [Slashing damage]
Scythe +1
Melee (two-handed) 2d4 (20x4) [Slashing damage]
Shortspear +1
Melee 1d6 (20x2) [Piercing damage]
Shortsword +1
Melee 1d6 (19-20x2) [Piercing damage]
Sickle +1
Melee 1d6 (20x2) [Slashing damage]
Spear +1
Melee (two-handed) 1d8 (20x3) [Piercing damage]
Starknife +1
Melee 1d4 (20x3) [Piercing damage]
Throwing Axe +1
Ranged 30 ft. 1d6 (20x2) [Slashing damage]
Trident +1
Melee 1d8 (20x2) [Piercing damage]
Warhammer +1
Melee 1d8 (20x3) [Bludgeoning damage]
Agile Dagger +1
Melee 1d4 (19-20x2) [Piercing damage]
Corrosive Light Hammer +1
Melee 1d4 (20x2) [Bludgeoning damage]
Composite Longbow +2
Ranged (two-handed) 50 ft. 1d8 (20x3) [Piercing damage]
Falcata +2
Melee 1d8 (19-20x3) [Slashing damage]
Falchion +2
Melee (two-handed) 2d4 (18-20x2) [Slashing damage]
Greatsword +2
Melee (two-handed) 2d6 (19-20x2) [Slashing damage]
Light mace +2
Melee 1d6 (20x2) [Bludgeoning damage]
Longsword +2
Melee 1d8 (19-20x2) [Slashing damage]
Shortsword +2
Melee 1d6 (19-20x2) [Piercing damage]
Axiomatic Quarterstaff +1
Melee (two-handed) 1d6 (20x2) [Bludgeoning damage]
Dagger +3
Melee 1d4 (19-20x2) [Piercing damage]
Evil Outsider Bane Spear +2
Melee (two-handed) 1d8 (20x3) [Piercing damage]
Holy Light Crossbow +1
Ranged (two-handed) 50 ft. 1d8 (19-20x2) [Piercing damage]
Keen Composite Longbow +2
457
Ranged (two-handed) 50 ft. 1d8 (20x3) [Piercing damage]
Keen Shortspear +2
Melee 1d6 (20x2) [Piercing damage]
Vicious Longsword +2
Melee 1d8 (19-20x2) [Slashing damage]
Necrotic Rapier +1
Melee 1d6 (18-20x2) [Piercing damage]
Radiant Kukri +1
Melee 1d4 (18-20x2) [Slashing damage]
Shock Mithral Fauchard +2
Melee (two-handed) 6 ft. 1d10 (18-20x2) [Slashing damage]
Vermin Bane Elven Curved Blade+2
Melee (two-handed) 1d10 (18-20x2) [Slashing damage]
Vicious Handaxe +2
Melee 1d6 (20x3) [Slashing damage]
Holy Evil Outsider Bane Longsword +2
Melee 1d8 (19-20x2) [Slashing damage]
Cold Iron Longsword +1
Melee 1d8 (19-20x2) [Slashing damage]
Retriver's Claw
Melee 1d4 (19-20x2) [Piercing damage]
This +2 cold iron dagger has an increased critical multiplier of ×3.
Bastard Sword of Hope
Melee 1d10 (19-20x2) [Bludgeoning damage]
Whenever the wielder of this +2 mithral bastard sword confirms a critical hit with
it, it restores 1d8+5 hp to the wielder. It can be wielded only by lawful good,
lawful neutral or neutral good characters.
Fracturing Battleaxe
Melee 1d8 (20x3) [Slashing damage]
This +1 battleaxe when it lands a hit, the enemy should pass Fortitude saving
throw (DC 17) or get -1d3 ability damage to the Constitution.
Blade of Order
Melee 1d6 (18-20x2) [Slashing damage]
Whenever the wielder of this +2 scimitar lands a hit with it on a chaotic evil
creature, it applies a -1 penalty to that creature's damage rolls until the end of
combat. This penalty stacks up to -5.
Abrupt Force
Melee 1d6 (18-20x2) [Slashing damage]
Once per round whenever this +1 cold iron scimitar lands a hit on an enemy, the
target must pass Fortitude saving throw (DC10) or become stunned for 1 round.
Blocker
Melee (two-handed) 1d12 (20x3) [Slashing damage]
Whenever this +1 cold iron greataxe lands a hit on an enemy, the enemy must
pass a Fortitude saving throw (DC 10) or become prone for 1 round.
Bulky Pick
Melee 1d6 (20x4) [Piercing damage]
458
Whenever this +1 heavy pick confirms a critical hit on an enemy, the enemy
becomes fatigued for 1d3 rounds.
Butcher of Undead
Melee (two-handed) 1d10 (20x2) [Bludgeoning damage]
This +1 greatclub grants its wielder a +1 bonus on attack rolls against undead
creatures.
Club with nails
Melee 1d6 (20x2) [Bludgeoning damage]
This +1 club has nails that deal additional 1d3 piercing damage per hit.
Cold Iron Falchion +1
Melee (two-handed) 2d4 (18-20x2) [Slashing damage]
Cold Iron Shortspear +1
Melee 1d6 (20x2) [Piercing damage]
Decimation
Melee (two-handed) 6 ft. 1d10 (19-20x2) [Slashing damage]
Whenever this +1 cold iron bardiche confirms a critical hit, it deals an additional
1 damage to Constitution.
Entrapring Longbow
Ranged (two-handed) 50 ft. 1d8 (20x3) [Piercing damage]
Whenever this +1 longbow confirms a critical hit, all enemies in a 10 feet area
must pass a Reflex saving throws (DC 13) or become entangled for 1 round.
Kukri +1
Melee 1d4 (18-20x2) [Slashing damage]
Flail of Lightburst
Melee 1d8 (20x2) [Bludgeoning damage]
Whenever this +1 flail confirms a critical hit, it deals additional 1d6 positive
energy damage.
Glaive +1
Melee (two-handed) 6 ft. 1d10 (20x3) [Slashing damage]
Dark Glowing Scythe
Melee (two-handed) 2d4 (20x4) [Slashing damage]
Whenever this +2 scythe lands a hit on the enemy, it deals an additional 1d3
negative energy damage, and the target must pass a Reflex saving throw (DC 15)
or suffer an additional 1 negative energy damage each round for 1d4 rounds.
Heavy Mace of Fire
Melee 1d8 (20x2) [Bludgeoning damage]
This +1 heavy mace deals an additional 1d3 fire damage on a hit.
Ice Breaker
Melee 1d8 (20x3) [Slashing damage]
Whenever this +1 cold iron battle axe confirms a critical hit, all creatures in 10
feet area have to make a successful Reflex saving throw or suffer 3d6 cold
damage.
Light Crossbow of Force
Ranged (two-handed) 50 ft. 1d8 (19-20x2) [Piercing damage]
Whenever this +1 light crossbow confirms a critical hit, it deals 2d4 force damage
to all enemies in a 10 feet radius.
459
Light Hammer of Righteousness
Melee 1d4 (20x2) [Bludgeoning damage]
This +1 light hammer deals an additional +1 holy damage on a hit.
Light Mace of Severe Strike
Melee 1d6 (20x2) [Bludgeoning damage]
Whenever this +1 light mace confirms a critical hit, it deals additional 1d8
damage.
Longspear of Oracle's Misery
Melee (two-handed) 6 ft. 1d8 (20x3) [Piercing damage]
Whenever this +2 longspear confirms a critical hit, if wielded by an oracle, the
target must pass a Will saving throw (DC 22) or suffer from the same effect as
the oracle's curse gave on level 1, without any of its benefits. This effect can be
removed with the remove curse spell.
Longsword of Right
Melee 1d8 (19-20x2) [Slashing damage]
This +1 cold iron longsword deals an additional 1d3 damage to chaotic creatures.
Mordant Waraxe
Melee 1d10 (20x3) [Slashing damage]
This +1 dwarven waraxe deals additional 1d3 acid damage on a hit.
Quarterstaff of Coercion
Melee (two-handed) 1d6 (20x2) [Bludgeoning damage]
This +1 quarterstaff adds +1 to the DC for all Will saving throws against spells the
wielder casts.
Roaring Handaxe
Melee 1d6 (20x3) [Slashing damage]
This +1 handaxe deals an additional +1 sonic damage on a hit.
Shiny Dagger
Melee 1d4 (19-20x2) [Piercing damage]
Whenever this +1 cold iron dagger confirms a critical hit, the target becomes
blind for 1 round.
Shortbow of Code
Ranged (two-handed) 40 ft. 1d6 (20x3) [Piercing damage]
This +1 shortbow grants its wearer a +1 bonus on attack rolls against chaotic
creatures.
Acrid Sickle
Melee 1d6 (20x2) [Slashing damage]
This +1 sickle deals an additional 1d3 acid damage on a hit.
Sickle of Falter
Melee 1d6 (20x2) [Slashing damage]
Whenever this +1 sickle lands a hit on an enemy, the target must pass a Reflex
saving throw (DC11) or become staggered for 1 round.
Virtuous Starknife
Melee 1d4 (20x3) [Piercing damage]
This +1 cold iron starknife deals an additional 1d3 damage to evil creatures.
Tempest
Melee 1d8 (20x3) [Slashing damage]
460
This +1 cold iron orc double axe deals additional 1 cold damage with one end and
1 sonic damage with another.
The Collapse
Melee 1d8 (20x3) [Bludgeoning damage]
Whenever this +1 cold iron warhammer confirms a critical hit, all enemies in 15
feet area must pass a Fortitude saving throw (DC 16) or become prone.
The Malady
Melee 1d6 (19-20x2) [Slashing damage]
Whenever this +1 cold iron shortsword lands a hit on an enemy, the target must
pass a Fortitude saving throw (DC 12) or become sickened for 1 round.
Wicked Kukri
Melee 1d4 (18-20x2) [Slashing damage]
Whenever this +2 kukri confirms a critical hit on an enemy, the target must pass
Will saving throw (DC 20) or suffer a curse. This cursed creature suffers -1
penalty to Will, -2 to Fortitude and -3 to Reflex saving throws. It can be removed
with the remove curse spell.
Defense by Offence
Melee 1d6 (20x2) [Slashing damage]
This +2 mitral kama grants the wielder +1 dodge bonus to AC.
Demonic Hunger
Melee (two-handed) 6 ft. 1d10 (20x3) [Slashing damage]
Whenever the wielder of this +3 adamantine glaive kills the target with it, it
summons a demon till the end of the fight. Only one demon can be summoned
per fight. If the demon was already summoned, every subsequent kill heals it for
1d8+5 HP and gives it a stacking +1 bonus on attack rolls. Depending on the HD
of the killed enemy, the summoned demon could be a Babau, a Marilith or a
Balor. This weapon cannot be wielded by lawful good characters.
Flail of Hope
Melee 1d8 (20x2) [Bludgeoning damage]
Whenever the wielder of this +2 mithral flail confirms a critical hit with it, it
restores 1d6 hp to the wielder. It can be wielded only by lawful good, lawful
neutral or neutral good characters.
Ghost Sting
Melee 1d4 (20x2) [Piercing damage]
Whenever the wielder of this +2 keen sai lands a critical hit with it, they are
affected by the equivalent of the greater invisibility spell for 1d3 rounds.
Herald of Pain
Melee 1d8 (19-20x2) [Slashing damage]
Whenever the wielder of this +2 cold iron dueling sword confirms a critical hit
with it, the target become sickened for 1d4 rounds.
Hunter's Assurance
Ranged (two-handed) 40 ft. 1d6 (20x3) [Piercing damage]
Whenever the wielder of this +3 bleed composite shortbow confirms a critical hit
with it, the enemy suffers a stacking -1 penalty to AC until the end of combat.
Quick Death
Ranged 30 ft. 1d6 (20x2) [Piercing damage]
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This +2 javelin deals an additional 5 damage on a first hit against a new target.
Headcracker
Melee 1d6 (20x2) [Bludgeoning damage]
Whenever the wielder of this +2 mithral light mace lands the first hit against a
new target with it, the enemy has to pass a Fortitude saving throw (DC 15) or
become stunned for 1d3 rounds.
Blaze of Disaster
Melee (two-handed) 1d6 (20x2) [Bludgeoning damage]
This +1 flaming quarterstaff grants the wielder an ability to cast fireball spell 3
times per day as 8th level wizard.
Lustrous Blade
Melee (two-handed) 2d6 (19-20x2) [Slashing damage]
Whenever the wielder of this +2 mithral greatsword lands a hit with it, the
enemy should pass Fortitude saving throw (DC 15) or be blinded for one round.
Hazard
Ranged (two-handed) 50 ft. 1d8 (20x3) [Bludgeoning damage]
Whenever the wielder of this +2 slingstaff lands a hit with it, the enemy should
pass a Reflex (DC 14) saving throw or suffer a random penalty of -1 to Will, Reflex
or Fortitude saving throws until the end of combat. This effect stacks.
Momentum
Melee 1d4 (20x2) [Bludgeoning damage]
Whenever the wielder of this +2 light hammer confirms a critical hit with it, all
the members of their party are affected with the equivalent of the haste spell
effect for 1d3 rounds.
Double Jeopardy
Melee (two-handed) 1d10 (20x2) [Bludgeoning damage]
Whenever the wielder of this +2 greatclub lands a hit against a new target with it
for the first time, the next successful attack against the same target deals
additional 2d6 damage.
Ruse
Ranged 20 ft. 1d4 (20x2) [Piercing damage]
Whenever the wielder of this +2 dart confirms a critical hit with it, the enemy
becomes flat-footed for 1 round.
Dissolution
Melee 1d6 (19-20x3) [Piercing damage]
Whenever the wielder of this +2 corrosive tongi confirms a critical hit with it, the
weapon deals additionally 2 acid damage until the end of the combat. This effect
stacks.
Voice of Hollow
Melee 1d8 (20x2) [Slashing damage]
Whenever the wielder of this +2 mithral heavy mace confirms a critical hit with it,
a loud sound is produced. All enemies in a 30 feet cone, except the target, have
to pass a Will saving throw (DC 16) or be affected with the Voices of Hollow
effect for 1d4 rounds. Voices of Hollow: Every turn the target is randomly
affected with one of the following: 50% chance they behave normally, but suffer
2d6 sonic damage, 50% chance they attack the nearest creature.
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Warhammer of Obstinacy
Melee 1d8 (20x3) [Bludgeoning damage]
Each time this +2 warhammer lands a hit, the enemy should pass Reflex saving
throw (DC 15) or suffer additional 1d8 piercing damage.
Weapon enchantments
Aberration Bane
A bane weapon excels against certain foes. Against a designated foe, the weapon’s enhancement
bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such
foes.
Agile
Agile weapons are unusually well balanced and responsive. A wielder with the Weapon Finesse
feat can choose to apply her Dexterity modifier to damage rolls with an agile weapon in place of
her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is
still reduced for off-hand weapons.
Anarchic
An anarchic weapon is infused with the power of chaos. It makes the weapon chaotically aligned
and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage
against all creatures of lawful alignment.
Animal Bane
A bane weapon excels against certain foes. Against a designated foe, the weapon’s enhancement
bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such
foes.
Arcane inscriptions
Owner of this item gets +2 enhancement bonus to attack with touch spells.
Axiomatic
An axiomatic weapon is infused with lawful power. It makes the weapon law-aligned and thus
bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against
chaotic creatures.
Chaotic Outsider Bane
A bane weapon excels against certain foes. Against a designated foe, the weapon’s enhancement
bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such
foes.
Construct Bane
A bane weapon excels against certain foes. Against a designated foe, the weapon’s enhancement
bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such
foes.
Corrosive
Corrosive weapon becomes slick with acid that deals an extra 1d6 points of acid damage on a
successful hit. The acid does not harm the wielder. The effect remains until another command is
given.
Death Reservoir
Whenever you score a critical hit with this weapon, you emit a wave of negative energy that deals
4d6 damage to everyone around you. Creatures that take damage from negative energy receive a
Will save to halve the damage. The DC of this save is equal to 15.
463
Dragon Bane
A bane weapon excels against certain foes. Against a designated foe, the weapon’s enhancement
bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such
foes.
Enhancement +1
Attacks with this weapon get +1 enhancement bonus on both attack and damage rolls.
Enhancement +1
Attacks with this weapon get +1 enhancement bonus on both attack and damage rolls.
Enhancement +2
Attacks with this weapon get +2 enhancement bonus on both attack and damage rolls.
Enhancement +3
Attacks with this weapon get +3 enhancement bonus on both attack and damage rolls.
Enhancement +4
Attacks with this weapon get +4 enhancement bonus on both attack and damage rolls.
Enhancement +5
Attacks with this weapon get +5 enhancement bonus on both attack and damage rolls.
Evil Outsider Bane
A bane weapon excels against certain foes. Against a designated foe, the weapon’s enhancement
bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such
foes.
Eye Gouger
Whenever you score a critical hit with this weapon, your opponent becomes permanently
blinded. A successful Fortitude save reduces the duration for 1 round. The DC of this Fortitude
save is equal to 15.
Fey Bane
A bane weapon excels against certain foes. Against a designated foe, the weapon’s enhancement
bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such
foes.
Fire Gemstone
This staff contains six charges that are replenished each day. By spending three charges the
owner of it may cast Fireball, and by spending two charges, he may cast Scorching Ray.
Flaming
Flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful
hit. The fire does not harm the wielder. The effect remains until another command is given.
Frost
Frost weapon is sheathed in a terrible, icy cold that deals an extra 1d6 points of cold damage on a
successful hit. The cold does not harm the wielder. The effect remains until another command is
given.
Furious
A furious weapon serves as a focus for its wielder’s anger. When the wielder is raging or under
the effect of a rage spell, the weapon’s enhancement bonus is +2 better than normal.
Giant Bane
A bane weapon excels against certain foes. Against a designated foe, the weapon’s enhancement
bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such
foes.
464
Good Outsider Bane
A bane weapon excels against certain foes. Against a designated foe, the weapon’s enhancement
bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such
foes.
Heavy Blow
Whenever you score a critical hit with this weapon, your opponent becomes stunned for 1d4
rounds. A successful Fortitude save reduces this to staggered for 1 round. The DC of this
Fortitude save is equal to 17. The effects of this feat do not stack. Additional hits instead add to
the duration.
Holy
A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus
bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all
creatures of evil alignment.
Keen
This ability doubles the threat range of a weapon. Only piercing or slashing melee weapons can
be keen. If you roll this special ability randomly for an inappropriate weapon, reroll. This benefit
doesn’t stack with any other effects that expand the threat range of a weapon (such as the keen
edge spell or the Improved Critical feat).
Lawful Outsider Bane
A bane weapon excels against certain foes. Against a designated foe, the weapon’s enhancement
bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such
foes.
Longshank Bane
A bane weapon excels against certain foes. This weapon is designate against Humans, Elves, Orcs
and other humanoids goblins call Longshanks. Against a designated foe, the weapon’s
enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of
damage against such foes.
Magical Beast Bane
A bane weapon excels against certain foes. Against a designated foe, the weapon’s enhancement
bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such
foes.
Masterwork
A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1
enhancement bonus on attack rolls.
Necrotic
Necrotic weapons a bane to all living things and deal 1d6 points of negative energy damage on a
successful hit. This negative energy does not harm the wielder. Necrotic weapons neither harm
nor heal undead.
Neutral Outsider Bane
A bane weapon excels against certain foes. Against a designated foe, the weapon’s enhancement
bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such
foes.
Oversized
This weapon is exceptionally large and deals more damage, but attacks with it suffer a penalty of -
2 to attack rolls.
465
Plant Bane
A bane weapon excels against certain foes. Against a designated foe, the weapon’s enhancement
bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such
foes.
Reptilian Humanoid Bane
A bane weapon excels against certain foes. Against a designated foe, the weapon’s enhancement
bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such
foes.
Runic Mageblade
When you have a touch spell charged, the weapon’s enhancement bonus is +2 better than its
actual bonus.
Sacrificial
Against a helpless foe, the weapon’s enhancement bonus is +2 better than its actual bonus.
Shock
Shock weapon is sheathed in crackling electricity that deals an extra 1d6 points of electricity
damage on a successful hit. The electricity does not harm the wielder. The effect remains until
another command is given.
Speed
Frost weapon is sheathed in a terrible, icy cold that deals an extra 1d6 points of cold damage on a
successful hit. The cold does not harm the wielder. The effect remains until another command is
given.
The luck of the draw
Critical multiplier of this weapon is X4 instead of X3.
Undead Bane
A bane weapon excels against certain foes. Against a designated foe, the weapon’s enhancement
bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such
foes.
Unholy
An unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and
thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage
against all creatures of good alignment.
Vermin Bane
A bane weapon excels against certain foes. Against a designated foe, the weapon’s enhancement
bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such
foes.
Armor & Shields
For most, armor is the simplest way to protect oneself in a world of rampant threats and dangers. Many
characters can wear only the simplest of armors, and only some can use shields. To wear heavier armor
effectively, a character can select the Armor Proficiency feats, but most classes are automatically
proficient with the armors that work best for them.
Here is the format for armor entries (given as column headings on Table: Armor and Shields).
Armor/Shield Bonus
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Each type of armor grants an armor bonus to Armor Class, while shields grant a shield bonus to Armor
Class. The armor bonus from a suit of armor doesn’t stack with other effects or items that grant an armor
bonus. Similarly, the shield bonus from a shield doesn’t stack with other effects that grant a shield bonus.
Maximum Dex Bonus
This number is the maximum Dexterity bonus to Armor Class that this type of armor allows. Dexterity
bonuses in excess of this number are reduced to this number for the purposes of determining the
wearer’s Armor Class. Heavier armors limit mobility, reducing the wearer’s ability to dodge blows. This
restriction doesn’t affect any other Dexterity-related abilities.
Even if a character’s Dex bonus to Armor Class drops to 0 because of armor, this situation does not count
as losing his Dex bonus to Armor Class.
A character’s encumbrance (the amount of gear carried, including armor) may also restrict the maximum
Dex bonus that can be applied to his Armor Class.
Shields: Shields do not affect a character’s maximum Dex bonus, except for tower shields.
Armor Check Penalty
Any armor heavier than leather, as well as any shield, hurts a character’s ability to use Dex and Str-based
skills. An armor check penalty applies to all Dex and Strength-based skill checks. A character’s
encumbrance may also incur an armor check penalty.
Shields: If a character is wearing armor and using a shield, both armor check penalties apply.
Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which
he is not proficient takes the armor’s (and/or shield’s) armor check penalty on attack rolls as well as on all
Dex and Str-based ability and skill checks. The penalty for non-proficiency with armor stacks with the
penalty for shields.
Arcane Spell Failure Chance
Armor interferes with the gestures that a spellcaster must make to cast an arcane spell that has a somatic
component. Arcane spellcasters face the possibility of arcane spell failure if they’re wearing armor. Bards
can wear light armor and use shields without incurring any arcane spell failure chance for their bard
spells.
Casting an Arcane Spell in Armor: A character who casts an arcane spell while wearing armor
must usually make an arcane spell failure check. The number in the Arcane Spell Failure Chance column
on Table: Armor and Shields is the percentage chance that the spell fails and is ruined. If the spell lacks a
somatic component, however, it can be cast with no chance of arcane spell failure.
Shields: If a character is wearing armor and using a shield, add the two numbers together to get a
total arcane spell failure chance.
Banded Mail
Armor bonus: 7
Armor check penalty: -6
Maximum Dexterity Bonus: 1
Arcane Spell Failure:35%
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Breastplate
Armor bonus: 6
Armor check penalty: -4
Maximum Dexterity Bonus: 3
Arcane Spell Failure:25%
Chainmail
Armor bonus: 6
Armor check penalty: -5
Maximum Dexterity Bonus: 2
Arcane Spell Failure:30%
Chainshirt
Armor bonus: 4
Armor check penalty: -2
Maximum Dexterity Bonus: 4
Arcane Spell Failure:20%
Full Plate Mail
Armor bonus: 9
Armor check penalty: -6
Maximum Dexterity Bonus: 1
Arcane Spell Failure:35%
Half-plate
Armor bonus: 8
Armor check penalty: -7
Maximum Dexterity Bonus: 0
Arcane Spell Failure:40%
Hide Armor
Armor bonus: 4
Armor check penalty: -3
Maximum Dexterity Bonus: 4
Arcane Spell Failure:20%
Leather Armor
Armor bonus: 2
Armor check penalty: 0
Maximum Dexterity Bonus: 6
Arcane Spell Failure:10%
Padded Armor
Armor bonus: 8
Armor check penalty: 0
Maximum Dexterity Bonus: 1
Arcane Spell Failure:5%
Scalemail
Armor bonus: 5
Armor check penalty: -4
Maximum Dexterity Bonus: 3
Arcane Spell Failure:25%
468
Studded Leather
Armor bonus: 3
Armor check penalty: -1
Maximum Dexterity Bonus: 5
Arcane Spell Failure:15%
Blessed Path
This +2 Full Plate can only be equipped by good characters. Aside from bonuses it also gives its
wearer +2 enhancement bonus to Wisdom and Charisma, and +4 sacred bonus on saving throws
agains compulsion effects, poisons and diseases. If equipped by a paladin, it also gives the ability
to use Smite Evil two more times per day.
Armor bonus: 9
Armor check penalty: -6
Maximum Dexterity Bonus: 1
Arcane Spell Failure:35%
Adamantine Banded Mail +1
Armor bonus: 7
Armor check penalty: -6
Maximum Dexterity Bonus: 1
Arcane Spell Failure:35%
Adamantine Chainmail
Armor bonus: 6
Armor check penalty: -5
Maximum Dexterity Bonus: 2
Arcane Spell Failure:30%
Adamantine Full Plate +1
Armor bonus: 9
Armor check penalty: -6
Maximum Dexterity Bonus: 1
Arcane Spell Failure:35%
Mithral Breastplate +1
Armor bonus: 6
Armor check penalty: -4
Maximum Dexterity Bonus: 3
Arcane Spell Failure: 25%
Mithral Chainmail
Armor bonus: 6
Armor check penalty: -5
Maximum Dexterity Bonus: 2
Arcane Spell Failure: 30%
Mithral Chainmail +1
Armor bonus: 6
Armor check penalty: -5
Maximum Dexterity Bonus: 2
Arcane Spell Failure: 30%
Mithral Chainshirt +1
Armor bonus: 4
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Armor check penalty: -2
Maximum Dexterity Bonus: 4
Arcane Spell Failure: 20%
Mithral Chainshirt +2
Armor bonus: 4
Armor check penalty: -2
Maximum Dexterity Bonus: 4
Arcane Spell Failure: 20%
Armor of Dispersion
Each time an enemy confirms a critical hit against the wearer of this +2 hide armor, that enemy is
affected by the equivalent of the dispel magic spell.
Armor bonus: 4
Armor check penalty: -3
Maximum Dexterity Bonus: 4
Arcane Spell Failure: 20%
Bruisers Chainshirt
This +2 chainshirt grants the wearer 3 DR/piercing.
Armor bonus: 4
Armor check penalty: -2
Maximum Dexterity Bonus: 4
Arcane Spell Failure: 20%
Naturalist Armor
This +2 studded leather armor grants its wearer an +2 insight bonus to AC against the attacks of
plants and vermins.
Armor bonus: 3
Armor check penalty: -1
Maximum Dexterity Bonus: 5
Arcane Spell Failure: 15%
Apprentice Robe
This robe grants the wearer an additional +1 bonus to AC whenever the wearer is under the
effect of a mage armor spell.
Padded Armor of Focus
This padded armor grants its wearer a +2 bonus on concentration checks.
Armor bonus: 1
Armor check penalty: 0
Maximum Dexterity Bonus: 8
Arcane Spell Failure: 5%
Silver Robe
This robe grants the wearer a +1 bonus to all saving throws against fear effects.
Flowing Scales
This +2 scalemail gives the attacks against its wearer a 10% chance of miss due to concealment.
Armor bonus: 1
Armor check penalty: 0
Maximum Dexterity Bonus: 8
Arcane Spell Failure: 5%
Full Plate of Retribution
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Whenever an enemy lands a hit on the wearer of this +2 mithral full plate mail, the attacker has
to pass a Reflex saving throw (DC 18) or suffer 1d3 damage to Strength. If the attacker passes the
saving throw, they suffer 1d3 piercing damage instead.
Armor bonus: 9
Armor check penalty: -6
Maximum Dexterity Bonus: 1
Arcane Spell Failure: 35%
Half-plate of Vigor
This +2 half-plate grants its wearer a +2 enhancement bonus to Constitution.
Armor bonus: 8
Armor check penalty: -7
Maximum Dexterity Bonus: 0
Arcane Spell Failure: 40%
Robe of Inevitability
This robe grants the wearer a +2 bonus to spell penetration.
Silky Veil
This robe grants its wearer a +1 dodge bonus to AC, and a +2 enhancement bonus to attack and
damage rolls with unarmed attacks. Only a monk can wear it.
Veteran's Armor
Armor bonus: 1
Armor check penalty: 0
Maximum Dexterity Bonus: 8
Arcane Spell Failure: 5%
Buckler
Armor check penalty: -1
Arcane Spell Failure:5%
Sheild bonus: 1
Heavy Shield
Armor check penalty: -2
Arcane Spell Failure:15%
Sheild bonus: 2
Light Shield
Armor check penalty: -1
Arcane Spell Failure:5%
Sheild bonus: 1
Tower Shield
Armor check penalty: -10
Maximum Dexterity Bonus: 2
Arcane Spell Failure:50%
Sheild bonus: 4
Mithral Light Shield
Armor check penalty: -1
Arcane Spell Failure:5%
Sheild bonus: 1
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Mithral Light Shield +2
Armor check penalty: -1
Arcane Spell Failure:5%
Sheild bonus: 3
Bastion of Lion's Heart
This +2 tower shield grants its wielder negative energy resistance 10 and a +1 morale bonus on
saving throws against fear effects.
Armor check penalty: -10
Arcane Spell Failure:50%
Sheild bonus: 6
Divine Protector
This +2 mithral heavy shield grants its wielder DR 5/magic.
Armor check penalty: -1
Arcane Spell Failure:15%
Sheild bonus: 4
Shield of Magical Retribution
Whenever an enemy hits the wielder of this +2 light shield with any touch attack (melee or
ranged), that enemy suffers 2d6 force damage.
Armor check penalty: -1
Arcane Spell Failure:5%
Sheild bonus: 3
Painful Remorse
Whenever the wielder of this +2 spiked heavy shield uses it for a shield bash, it behaves like a
vicious weapon, dealing an extra 2d6 points of damage to the opponent and 1d6 points of
damage to the wielder.
Armor check penalty: -1
Arcane Spell Failure:15%
Sheild bonus: 4
Immaculate Petal
This is a +1 heavy shield.
Armor check penalty: -1
Arcane Spell Failure:15%
Sheild bonus: 3
Armor enchantments
Enhancement +1
This armor provides a +1 enhancement bonus to Armor Class.
Enhancement +2
This armor provides a +2 enhancement bonus to Armor Class.
Enhancement +3
This armor provides a +3 enhancement bonus to Armor Class.
Enhancement +4
This armor provides a +4 enhancement bonus to Armor Class.
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Enhancement +5
This armor provides a +5 enhancement bonus to Armor Class.
Adamantine
Adamantine is extremely strong and favored by weapon and armor smiths alike for its ability to
cut through solid barriers with ease and endure heavy blows. Armor made from adamantine
grants its wearer damage reduction of 1/ if it's light armor, 2/ if it's medium armor, and 3/
if it's heavy armor. Adamantine is so costly that weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given. Thus, adamantine
weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check
penalty of adamantine armor is lessened by 1 compared to ordinary armor of its type. Items
without metal parts cannot be made from adamantine. An arrow could be made of adamantine,
but a quarterstaff could not.
Mithral
Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard.When worked like
steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items
as well. Most mithral armors are one category lighter than normal for purposes of movement and other
limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors
are still treated as light. This decrease does not apply to proficiency in wearing the armor. Spell failure
chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonuses are
increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0). An item made from
mithral weighs half as much as the same item made from other metals.
Belts
Belt of Mighty Constitution +2
This belt grants its wearer a +2 enhancement bonus to Constitution. Bonuses of the same type
usually don't stack.
Belt of Mighty Constitution +4
This belt grants its wearer a +4 enhancement bonus to Constitution. Bonuses of the same type
usually don't stack.
Belt of Incredible Dexterity +2
This belt grants its wearer a +2 enhancement bonus to Dexterity. Bonuses of the same type
usually don't stack.
Belt of Incredible Dexterity +4
This belt grants its wearer a +4 enhancement bonus to Dexterity. Bonuses of the same type
usually don't stack.
Belt of Physical Perfection +2
This belt grants its wearer +2 enhancement bonuses to Strength, Dexterity, and Constitution.
Bonuses of the same type usually don't stack.
Belt of Giant Strength +2
This belt grants its wearer a +2 enhancement bonus to Strength. Bonuses of the same type
usually don't stack.
Belt of Physical Might +2
This belt grants its wearer +2 enhancement bonuses to Strength and Constitution. Bonuses of the
same type usually don't stack.
Belt of Physical Might +4
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This belt grants its wearer +4 enhancement bonuses to Strength and Constitution. Bonuses of the
same type usually don't stack
Gloves
Lesser Gloves of Dueling
These gloves grant their wearer a +1 bonus to CMD against disarm attempts. If the wearer has
the Weapon Training ability and is wielding a weapon it gives a bonus to, that bonus increases by
+1.
Headbands/Helmets
Headband of Alluring Charisma +2
This headband grants its wearer a +2 enhancement bonus to Charisma. Bonuses of the same type
usually don't stack.
Headband of Alluring Charisma +6
This headband grants its wearer a +6 enhancement bonus to Charisma. Bonuses of the same type
usually don't stack.
Headband of Vast Intelligence +2
This headband grants its wearer a +2 enhancement bonus to Intelligence. Bonuses of the same
type usually don't stack.
Headband of Inspired Wisdom +2
This headband grants its wearer a +2 enhancement bonus to Wisdom. Bonuses of the same type
usually don't stack.
Amulets
Amulet of Agile Fists +1
If the wearer has the Weapon Finesse feat, this amulet allows her to apply her Dexterity modifier
(in place of her Strength modifier) to damage rolls with all unarmed and natural weapon attacks.
It also grants a +1 enhancement bonus on attack and damage rolls with unarmed attacks and
natural weapons.
Amulet of Mighty Fists +1
This amulet grants its wearer a +1 enhancement bonus on attack and damage rolls with unarmed
attacks and natural weapons.
Amulet of Mighty Fists +2
This amulet grants its wearer a +2 enhancement bonus on attack and damage rolls with unarmed
attacks and natural weapons.
Amulet of Mighty Fists +3
This amulet grants its wearer a +3 enhancement bonus on attack and damage rolls with unarmed
attacks and natural weapons.
Amulet of Natural Armor +1
This amulet grants its wearer a +1 natural armor enhancement bonus to Armor Class. This bonus
does not stack with other natural armor enhancement bonuses.
Amulet of Natural Armor +2
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This amulet grants its wearer a +2 natural armor enhancement bonus to Armor Class. This bonus
does not stack with other natural armor enhancement bonuses.
Amulet of Natural Armor +3
This amulet grants its wearer a +3 natural armor enhancement bonus to Armor Class. This bonus
does not stack with other natural armor enhancement bonuses.
Amulet of Apothecary
This +1 natural amulet grants the wearer +4 morale bonus on saving throws against Poison.
Rings
Ring of Protection +1
This ring grants its wearer a +1 deflection bonus to AC. Bonuses of the same type usually don't
stack.
Ring of Protection +2
This ring grants its wearer a +2 deflection bonus to AC. Bonuses of the same type usually don't
stack.
Ring of Protection +3
This ring grants its wearer a +3 deflection bonus to AC. Bonuses of the same type usually don't
stack.
Conman's Ring
This ring grants its wearer a +5 competence bonus on all Perception and Trickery skill checks.
Ring of Stitches
This ring grants its wearer immunity to bleed.
Cloaks
Cloak of Resistance +1
This cloak grants its wearer a +1 resistance bonus on all saving throws. Bonuses of the same type
usually don't stack.
Cloak of Resistance +2
This cloak grants its wearer a +2 resistance bonus on all saving throws. Bonuses of the same type
usually don't stack.
Cloak of Resistance +3
This cloak grants its wearer a +3 resistance bonus on all saving throws. Bonuses of the same type
usually don't stack.
Bracers
Lesser Bracers of Archery
These bracers empower the wearer to use any bow with a +1 competence bonus on attack rolls.
Bracers of Armor +1
These bracers grant their wearer an armor bonus of +1, just as though they were wearing armor.
Like most bonuses, an armor bonus does not stack with armor bonuses from different sources,
such as bonuses from wearing armor or from Mage Armor spell.
Bracers of Armor +4
These bracers grant their wearer an armor bonus of +4, just as though they were wearing armor.
Like most bonuses, an armor bonus does not stack with armor bonuses from different sources,
such as bonuses from wearing armor or from Mage Armor spell.
Bracers of Wizard
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These bracers grant their wearer an armor bonus of +2, just as though they were wearing armor,
and a +3 competence bonus on all Knowledge: arcana checks.
Usable Items
Lesser Sonic Quiver
The owner of this quiver can use it to shoot 20 arrows or bolts. These arrows deal additional 2
sonic damage.
Dried Hand of Martyr
This dried hand grants the owner an ability to cast the death ward spell once per day as a 9th
level Cleric.
Lucky Dice
These dice randomly grant the owner a +1 luck bonus on an attack or damage roll, or to AC
during an enemy's attack, once per day. This effect lasts for the whole day.
Rod of Mysticism
This rod grants the wielder the ability to cast up to three Oracle class spells per day that are
maximized as though using the Maximize Spell feat.
Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. Saving
throws and opposed rolls are not affected, nor are spells without random variables.
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How Combat Works
Combat is cyclical; everybody acts in turn in a regular cycle of rounds. Combat follows this sequence:
1. When combat begins, all combatants roll initiative.
2. Determine which characters are aware of their opponents. These characters can act during a
surprise round. If all the characters are aware of their opponents, proceed with normal rounds.
See the surprise section for more information.
3. After the surprise round (if any), all combatants are ready to begin the first normal round of
combat.
4. Combatants start acting in initiative order (highest to lowest).
The Combat Round
Each round represents 6 seconds in the game world; there are 10 rounds in a minute of combat. A round
normally allows each character involved in a combat situation to act.
Each character has starting combat cooldown based on their initiative check, up to 6 seconds. They start
acting after the cooldown in rounds of 6 seconds.
When the rules refer to a “full round”, they usually mean a span of time from a particular initiative count
in one round to the same initiative count in the next round. Effects that last a certain number of rounds
end just before the same initiative count that they began on.
Initiative
Initiative Checks
At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check.
Each character applies his or her Dexterity modifier to the roll, as well as other modifiers from feats,
spells, and other effects. Characters act in order, counting down from the highest result to the lowest.
If two or more combatants have the same initiative check result, the combatants who are tied act in
order of total initiative modifier (highest first). If there is still a tie, the tied characters should roll to
determine which one of them goes before the other.
Flat-Footed
At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in
the initiative order), you are flat-footed. You can’t use your Dexterity bonus to AC (if any) while flat-
footed. Barbarians and rogues of high enough level have the uncanny dodge extraordinary ability, which
means that they cannot be caught flat-footed. Characters with uncanny dodge retain their Dexterity
bonus to their AC and can make attacks of opportunity before they have acted in the first round of
combat. A flat-footed character can’t make attacks of opportunity, unless he has the Combat Reflexes
feat.
Inaction
Even if you can’t take actions, you retain your initiative score for the duration of the encounter.
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Surprise
When a combat starts, if you are not aware of your opponents and they are aware of you, you’re
surprised.
Determining Awareness
Sometimes all the combatants on a side are aware of their opponents, sometimes none are, and
sometimes only some of them are. Sometimes a few combatants on each side are aware and the other
combatants on each side are unaware.
Determining awareness may call for Perception checks or other checks.
The Surprise Round
If some but not all of the combatants are aware of their opponents, a surprise round happens before
regular rounds begin. In initiative order (highest to lowest), combatants who started the battle aware of
their opponents each take a standard or move action during the surprise round. You can also take free
actions during the surprise round. If no one or everyone is surprised, no surprise round occurs.
Unaware Combatants
Combatants who are unaware at the start of battle don’t get to act in the surprise round. Unaware
combatants are flat-footed because they have not acted yet, so they lose any Dexterity bonus to AC.
Combat Statistics
This section summarizes the statistics that determine success in combat, then details how to use them.
Attack Roll
An attack roll represents your attempt to strike your opponent on your turn in a round. When you make
an attack roll, you roll a d20 and add your attack bonus. (Other modifiers may also apply to this roll.) If
your result equals or beats the target’s Armor Class, you hit and deal damage.
Automatic Misses and Hits
A natural 1 (the d20 comes up 1) on an attack roll is always a miss. A natural 20 (the d20 comes up 20) is
always a hit. A natural 20 is also a threata possible critical hit.
Adapted rules
Enemies don’t threaten critical hits.
Attack Bonus
Your attack bonus with a melee weapon is:
Base attack bonus + Strength modifier + size modifier
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Your attack bonus with a ranged weapon is:
Base attack bonus + Dexterity modifier + size modifier
A base attack bonus is an attack roll bonus derived from character class and level or creature type and Hit
Dice (or combination’s thereof). Base attack bonuses increase at different rates for different character
classes and creature types. A second attack is gained when a base attack bonus reaches +6, a third with a
base attack bonus of +11 or higher, and a fourth with a base attack bonus of +16 or higher.
Base attack bonuses gained from different sources, such as when a character is a multiclass character,
stack.
Armor Class
Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you. It’s
the attack roll result that an opponent needs to achieve to hit you.
Your AC is equal to the following:
10 + armor bonus + shield bonus + Dexterity modifier + other modifiers
Note that armor limits your Dexterity bonus, so if you’re wearing armor, you might not be able to apply
your whole Dexterity bonus to your AC .
Sometimes you can’t use your Dexterity bonus (if you have one). If you can’t react to a blow, you can’t
use your Dexterity bonus to AC. If you don’t have a Dexterity bonus, your AC does not change.
Other Modifiers
Many other factors modify your AC.
Enhancement Bonuses
Enhancement bonuses apply to your armor to increase the armor bonus it provides.
Deflection Bonus
Magical deflection effects ward off attacks and improve your AC.
Natural Armor
If your race has a tough hide, scales, or thick skin you receive a bonus to your AC.
Dodge Bonuses
Dodge bonuses represent actively avoiding blows. Any situation that denies you your Dexterity
bonus also denies you dodge bonuses. (Wearing armor, however, does not limit these bonuses the way it
limits a Dexterity bonus to AC.) Unlike most sorts of bonuses, dodge bonuses stack with each other.
Size Modifier
You receive a bonus or penalty to your AC based on your size.
Touch Attacks
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Some attacks completely disregard armor, including shields and natural armorthe aggressor need only
touch a foe for such an attack to take full effect. In these cases, the attacker makes a touch attack roll
(either ranged or melee). When you are the target of a touch attack, your AC doesn’t include any armor
bonus, shield bonus, or natural armor bonus. All other modifiers, such as your size modifier, Dexterity
modifier, and deflection bonus (if any) apply normally. Some creatures have the ability to make
incorporeal touch attacks. These attacks bypass solid objects, such as armor and shields, by passing
through them. Incorporeal touch attacks work similarly to normal touch attacks except that they also
ignore cover bonuses. Incorporeal touch attacks do not ignore armor bonuses granted by force effects,
such as mage armor and bracers of armor.
Damage
If your attack succeeds, you deal damage. The type of weapon used determines the amount of damage
you deal.
Damage reduces a target’s current hit points.
Adapted difficulty
The damage which party deals is multiplied by 1.25.
The damage dealt to party is multiplied by 0.8.
Strength Bonus
When you hit with a melee or thrown weapon, including a sling, add your Strength modifier to the
damage result. A Strength penalty, but not a bonus, applies on damage rolls made with a bow that is not
a composite bow.
Off-Hand Weapon
When you deal damage with a weapon in your off hand, you add only 1/2 your Strength bonus. If you
have a Strength penalty, the entire penalty applies.
Wielding a Weapon Two-Handed
When you deal damage with a weapon that you are wielding two-handed, you add 1-1/2 times your
Strength bonus (Strength penalties are not multiplied). You don’t get this higher Strength bonus,
however, when using a light weapons with two hands.
Multiplying Damage
Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all
modifiers) multiple times and total the results.
Note: When you multiply damage more than once, each multiplier works off the original, unmultiplied
damage. So if you are asked to double the damage twice, the end result is three times the normal
damage.
Exception: Extra damage dice over and above a weapon’s normal damage are never multiplied.
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Ability Damage
Certain creatures and magical effects can cause temporary or permanent ability damage (a reduction to
an ability score).
Hit Points
When your hit point total reaches 0, you’re disabled. When it reaches 1, you’re dying.
Core rules
When it gets to a negative amount equal to your Constitution score, you’re dead.
Adapted rules
When it gets to a negative amount equal to your Constitution score, you gain Death Door debuff. If you
already have Death door debuff, you’re dead.
Attacks of Opportunity
Sometimes a combatant in a melee lets her guard down or takes a reckless action. In this case,
combatants near her can take advantage of her lapse in defense to attack her for free. These free attacks
are called attacks of opportunity.
Threatened Squares
You threaten every enemy you can make a melee attack against, even when it is not your turn. An enemy
that takes certain actions while in threatened provokes an attack of opportunity from you. If you’re
unarmed, you don’t normally threaten any enemies and thus can’t make attacks of opportunity.
Reach Weapons
Most creatures of Medium or smaller size have a reach of only 5 feet. This means that they can make
melee attacks only against creatures up to 5 feet (1 square) away. However, Small and Medium creatures
wielding reach weapons threaten more area than a typical creature. In addition, most creatures larger
than Medium have a natural reach of 10 feet or more.
Provoking an Attack of Opportunity
Two kinds of actions can provoke attacks of opportunity: moving out of a threatened square and
performing certain actions within a threatened square.
Moving
Moving from enemies who threatens you usually provokes attacks of opportunity.
Performing a Distracting Act
Some actions, when performed while threatened, provoke attacks of opportunity as you divert your
attention from the battle.
Remember that even actions that normally provoke attacks of opportunity may have exceptions to this
rule.
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Making an Attack of Opportunity
An attack of opportunity is a single melee attack, and most characters can only make one per round. You
make your attack of opportunity at your normal attack bonus, even if you’ve already attacked in the
round.
An attack of opportunity “interrupts” the normal flow of actions in the round. If an attack of opportunity
is provoked, immediately resolve the attack of opportunity, then continue with the next character’s turn
(or complete the current turn, if the attack of opportunity was provoked in the midst of a character’s
turn).
Combat Reflexes and Additional Attacks of Opportunity
If you have the Combat Reflexes feat, you can add your Dexterity modifier to the number of attacks of
opportunity you can make in a round. This feat does not let you make more than one attack for a given
opportunity, but if the same opponent provokes two attacks of opportunity from you, you could make
two separate attacks of opportunity (since each one represents a different opportunity). All these attacks
are at your full normal attack bonus.
Speed
Your speed tells you how far you can move in a round and still do something, such as attack or cast a
spell. Your speed depends mostly on your size and your armor.
Dwarves, gnomes, and halflings have a speed of 20 feet, or 15 feet when wearing medium or heavy armor
(except for dwarves, who move 20 feet in any armor).
Humans, elves, half-elves, half-orcs, and most humanoid monsters have a speed of 30 feet, or 20 feet in
medium or heavy armor.
If you use two move actions in a round (sometimes called a “double move” action), you can move up to
double your speed.
Saving Throws
Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or
reduce the effect. Like an attack roll, a saving throw is a d20 roll plus a bonus based on your class and
level, and an associated ability score.
Your saving throw modifier is:
Base save bonus + ability modifier
Saving Throw Types
The three different kinds of saving throws are Fortitude, Reflex, and Will:
Fortitude
These saves measure your ability to stand up to physical punishment or attacks against your vitality and
health. Apply your Constitution modifier to your Fortitude saving throws.
Reflex
These saves test your ability to dodge area attacks and unexpected situations. Apply your Dexterity
modifier to your Reflex saving throws.
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Will
These saves reflect your resistance to mental influence as well as many magical effects. Apply your
Wisdom modifier to your Will saving throws.
Saving Throw Difficulty Class
The DC for a save is determined by the attack itself.
Automatic Failures and Successes
A natural 1 (the d20 comes up 1) on a saving throw is always a failure. A natural 20 (the d20 comes up 20)
is always a success.
Actions In Combat
During one turn, there are a wide variety of actions that your character can perform, from swinging a
sword to casting a spell.
Types of Combat Options
Many attacks are basic combat options or combat maneuvers any character can attempt, while others
are available only through attack-oriented feats. Different combat options require different types of
actions. The action type defines which options can be used together.
Basic: Anyone can use these combat options, including charging and fighting defensively.
Combat Maneuvers: Combat maneuvers are a specific set of basic options that use your Combat
Maneuver Bonus and Combat Maneuver Defense.
Feats: Numerous feats grant additional combat options, such as Cleave and Power Attack. Each feat
defines the circumstances in which it can be used. Characters without these feats can’t attempt the
special attacks detailed in those feats.
Action Types
An action’s type essentially tells you how long the action takes to perform (within the framework of the 6-
second combat round) and how movement is treated.
There are five types of actions:
Standard
Move
Full-round
Swift
Free
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In a normal round, you can perform a standard action and a move action, or you can perform a full-round
action. You can also perform one swift action and one or more free actions. You can always take a move
action in place of a standard action.
In some situations (such as in a surprise round), you may be limited to taking only a single move action or
standard action.
Standard Action
A standard action allows you to do something, most commonly to make an attack or cast a spell.
Some combat options (such as using the Cleave feat) are standard actions that allow you to make an
attack, but don’t count as the attack action. These options can’t be combined with other standard actions
or options that modify only attack actions.
Attack Action: An attack action is a type of standard action. Some combat options can modify only this
specific sort of action. When taking an attack action, you can apply all appropriate options that modify an
attack action. You can apply these to any combat option that takes the place of a melee attack made
using an attack action, though options that increase damage don’t cause attacks to deal damage if they
wouldn’t otherwise do so. You can’t combine options that modify attack actions with standard actions
that aren’t attack actions, such as Cleave.
Melee Attack: While a melee attack isn’t an action type itself, many options and other rules affect melee
attacks. Some combat options can be used anytime you make a melee attack, including attacks of
opportunity. These options can’t be combined with each other, but they can be combined with options
that modify an attack action or are standard or full-round actions.
Move Action
A move action allows you to move up to your speed or perform an action that takes a similar amount of
time.
You can take a move action in place of a standard action.
Full-Round Action
A full-round action consumes all your effort during a round. You can also perform free actions and swift
actions.
Some full-round actions can be taken as standard actions, but only in situations when you are limited to
performing only a standard action during your round. The descriptions of specific actions detail which
actions allow this option.
A few combat options are full-round actions or modify specific full-round actions. These options can’t be
combined with attack actions or other standard actions, but can be used with options that take the place
of a melee attack.
Free Action
Free actions consume a very small amount of time and effort. You can perform one or more free actions
while taking another action normally.
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Some combat options are free actions meant to be combined with an attack. Often, these are feats with
specific limitations defined within the feat.
Swift Action
A swift action consumes a very small amount of time, but represents a larger expenditure of effort and
energy than a free action. You can perform only a single swift action per turn.
Several combat options are swift actions that modify one or more attacks you take after that swift action.
Not an Action
Some activities are so minor that they are not even considered free actions. They literally don’t take any
time at all to do and are considered an inherent part of doing something else, such as nocking an arrow
as part of an attack with a bow.
Restricted Activity
In some situations, you may be unable to take a full round’s worth of actions. In such cases, you are
restricted to taking only a single standard action or a single move action (plus free and swift actions as
normal). You can’t take a full-round action.
Standard Actions
Most of the common actions characters take, aside from movement, fall into the realm of standard
actions.
Attack
Making an attack is a standard action.
Melee Attacks
With a normal melee weapon, you can strike any opponent within 5 feet. (Opponents within 5 feet are
considered adjacent to you.) Some melee weapons have reach, as indicated in their descriptions. With a
typical reach weapon, you can strike opponents 10 feet away.
Unarmed Attacks
Striking for damage with punches, kicks, and head butts is much like attacking with a melee weapon,
except for the following:
Attacks of Opportunity: Attacking unarmed provokes an attack of opportunity from the character you
attack, provided she is armed. The attack of opportunity comes before your attack. An unarmed attack
does not provoke attacks of opportunity from other foes, nor does it provoke an attack of opportunity
from an unarmed foe.
An unarmed character can’t take attacks of opportunity (but see “Armed” Unarmed Attacks, below).
“Armed” Unarmed Attacks: Sometimes a character’s or creature’s unarmed attack counts as an armed
attack. A monk, a character with the Improved Unarmed Strike feat, a spellcaster delivering a touch
attack spell, and a creature with natural physical weapons all count as being armed (see natural attacks).
Note that being armed counts for both offense and defense (the character can make attacks of
opportunity).
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Unarmed Strike Damage: An unarmed strike from a Medium character deals 1d3 points of bludgeoning
damage (plus your Strength modifier, as normal). A Small character’s unarmed strike deals 1d2 points of
bludgeoning damage, while a Large character’s unarmed strike deals 1d4 points of bludgeoning
damage.Unarmed strikes count as shed light (for purposes of two-weapon attack penalties and so on).
Ranged Attacks
With a ranged weapon, you can shoot or throw at any target that is in line of sight.
Shooting or Throwing into a Melee
If you shoot or throw a ranged weapon at a target engaged in melee with a friendly character, you take a
4 penalty on your attack roll. Two characters are engaged in melee if they are enemies of each other
and either threatens the other. (An unconscious or otherwise immobilized character is not considered
engaged unless he is actually being attacked.)
Natural Attacks
Attacks made with natural weapons, such as claws and bites, are melee attacks that can be made against
any creature within your reach (usually 5 feet). These attacks are made using your full attack bonus and
deal an amount of damage that depends on their type (plus your Strength modifier, as normal). You do
not receive additional natural attacks for a high base attack bonus. Instead, you receive additional attack
rolls for multiple limb and body parts capable of making the attack (as noted by the race or ability that
grants the attacks). If you possess only one natural attack (such as a bitetwo claw attacks do not
qualify), you add 11/2 times your Strength bonus on damage rolls made with that attack.
Some natural attacks are denoted as secondary natural attacks, such as tails and wings. Attacks with
secondary natural attacks are made using your base attack bonus minus 5. These attacks deal an amount
of damage depending on their type, but you only add half your Strength modifier on damage rolls.
Multiple Attacks
A character who can make more than one attack per round must use the full-attack action (see Full-
Round Actions) in order to get more than one attack.
Critical Hits
When you make an attack roll and get a natural 20 (the d20 shows 20), you hit regardless of your target’s
Armor Class, and you have scored a “threat,” meaning the hit might be a critical hit (or “crit”). To find out
if it’s a critical hit, you immediately make an attempt to “confirm” the critical hit—another attack roll with
all the same modifiers as the attack roll you just made. If the confirmation roll also results in a hit against
the target’s AC, your original hit is a critical hit. (The critical roll just needs to hit to give you a crit, it
doesn’t need to come up 20 again.) If the confirmation roll is a miss, then your hit is just a regular hit.
A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the
rolls together. Unless otherwise specified, the threat range for a critical hit on an attack roll is 20, and the
multiplier is ×2.
Exception: Precision damage (such as from a rogue’s sneak attack class feature) and additional
damage dice from special weapon qualities (such as flaming) are not multiplied when you score a
critical hit.
Increased Threat Range
Sometimes your threat range is greater than 20. That is, you can score a threat on a lower number. In
such cases, a roll of lower than 20 is not an automatic hit. For example:
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19–20/×2: The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals double
damage on a critical hit.
18–20/×2: The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals
double damage on a critical hit.
Any attack roll that doesn’t result in a hit is not a threat.
Increased Critical Multiplier
Some weapons deal better than double damage on a critical hit (see also, Equipment). For example:
×2: The weapon deals double damage on a critical hit.
×3: The weapon deals triple damage on a critical hit.
×4: The weapon deals quadruple damage on a critical hit.
Spells and Critical Hits
A spell that requires an attack roll can score a critical hit. A spell attack that requires no attack roll cannot
score a critical hit. If a spell causes ability damage or drain (see Special Abilities), the damage or drain is
doubled on a critical hit.
Adapted rules
Enemies don’t threaten critical hits.
Activate Magic Item
Many magic items don’t need to be activated. Certain magic items, however, do need to be activated,
especially potions, scrolls, wands, rods, and staves. Unless otherwise noted, activating a magic item is a
standard action.
Spell Completion Items
Activating a spell completion item is the equivalent of casting a spell. It requires concentration and
provokes attacks of opportunity. You lose the spell if your concentration is broken, and you can attempt
to activate the item while on the defensive, as with casting a spell.
Spell Trigger, Command Word, or Use-Activated Items
Activating any of these kinds of items does not require concentration and does not provoke attacks of
opportunity.
Cast a Spell
Most spells require 1 standard action to cast. You can cast such a spell either before or after you take a
move action.
Note: You retain your Dexterity bonus to AC while casting.
Spell Components
To cast a spell with a verbal (V) component, your character must speak in a firm voice. If you’re gagged or
in the area of a silence spell, you can’t cast such a spell. A spellcaster who has been deafened has a 20%
chance to spoil any spell he tries to cast if that spell has a verbal component.
To cast a spell with a somatic (S) component, you must gesture freely with at least one hand. You can’t
cast a spell of this type while bound, grappling, or with both your hands full or occupied.
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Concentration
You must concentrate to cast a spell. If you can’t concentrate, you can’t cast a spell. If you start casting a
spell but something interferes with your concentration, you must make a concentration check or lose the
spell. The check’s DC depends on what is threatening your concentration. If you fail, the spell fizzles with
no effect. If you prepare spells, it is lost from preparation. If you cast at will, it counts against your daily
limit of spells even though you did not cast it successfully.
Casting Time
Most spells have a casting time of 1 standard action. A spell cast in this manner immediately takes effect.
Attacks of Opportunity
Generally, if you cast a spell while threatened by one or more enemies, you make a concentration check
(DC 15 + double the spell’s level) to successfully cast the spell. If you fail the check, you provoke attacks of
opportunity from threatening enemies. If you take damage from an attack of opportunity, you must make
a concentration check (DC 10 + points of damage taken + the spell’s level) or lose the spell. Spells that
require only a free action to cast don’t provoke attacks of opportunity.
Touch Spells in Combat
Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject. In
the same round that you cast the spell, you may also touch (or attempt to touch) as a free action. You
may take your move before casting the spell, after touching the target, or between casting the spell and
touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an
opponent, you must succeed on an attack roll.
Touch Attacks: Touching an opponent with a touch spell is considered to be an armed attack and
therefore does not provoke attacks of opportunity. The act of casting a spell, however, does provoke an
attack of opportunity. Touch attacks come in two types: melee touch attacks and ranged touch attacks.
You can score critical hits with either type of attack as long as the spell deals damage. Your opponent’s AC
against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus. His size
modifier, Dexterity modifier, and deflection bonus (if any) all apply normally.
Holding the Charge: If you don’t discharge the spell in the round when you cast the spell, you can hold
the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything
or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the
touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round
action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while
holding a charge. In this case, you aren’t considered armed and you provoke attacks of opportunity as
normal for the attack. If your unarmed attack or natural weapon attack normally doesn’t provoke attacks
of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed
attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.
Ranged Touch Spells in Combat: Some spells allow you to make a ranged touch attack as part of the
casting of the spell. These attacks are made as part of the spell and do not require a separate action.
Ranged touch attacks provoke an attack of opportunity, even if the spell that causes the attacks was cast
defensively. Unless otherwise noted, ranged touch attacks cannot be held until a later turn.
Use Special Ability
Using a special ability is usually a standard action, but whether it is a standard action, a full-round action,
or not an action at all is defined by the ability.
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Spell-Like Abilities (Sp)
Using a spell-like ability works like casting a spell in that it requires concentration and provokes attacks of
opportunity. Spell-like abilities can be disrupted. If your concentration is broken, the attempt to use the
ability fails, but the attempt counts as if you had used the ability. The casting time of a spell-like ability is 1
standard action, unless the ability description notes otherwise.
Using a Spell-Like Ability on the Defensive: You may attempt to use a spell-like ability on the defensive,
just as with casting a spell. If the concentration check (DC 15 + double the spell’s level) fails, you can’t use
the ability, but the attempt counts as if you had used the ability.
Supernatural Abilities (Su)
Using a supernatural ability is usually a standard action (unless defined otherwise by the ability’s
description). Its use cannot be disrupted, does not require concentration, and does not provoke attacks
of opportunity.
Extraordinary Abilities (Ex)
Using an extraordinary ability is usually not an action because most extraordinary abilities automatically
happen in a reactive fashion. Those extraordinary abilities that are actions are usually standard actions
that cannot be disrupted, do not require concentration, and do not provoke attacks of opportunity.
Move Actions
With the exception of specific movement-related skills, most move actions don’t require a check.
Move
The simplest move action is moving your speed.
Draw or Sheathe a Weapon
Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand,
requires a move action.
If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a
regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons
in the time it would normally take you to draw one.
Drawing ammunition for use with a ranged weapon (such as arrows, bolts, sling bullets, or shuriken) is a
free action.
Stand Up
Standing up from a prone position requires a move action and provokes attacks of opportunity.
Full-Round Actions
A full-round action requires an entire round to complete. Thus, it can’t be coupled with a standard or a
move action.
Full Attack
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If you get more than one attack per round because your base attack bonus is high enough (see Base
Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special
reason, you must use a full-round action to get your additional attacks. You do not need to specify the
targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the
later ones.
If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in
order from highest bonus to lowest. If you are using two weapons, you can strike with either weapon
first. If you are using a double weapon, you can strike with either part of the weapon first.
Cast a Spell
A spell that takes one round to cast is a full-round action. It comes into effect just before the beginning of
your turn in the round after you began casting the spell. You then act normally after the spell is
completed.
While casting a spell, you don’t threaten any squares around you.
This action is otherwise identical to the cast a spell action described under Standard Actions.
Casting a Metamagic Spell
Sorcerers and bards must take more time to cast a metamagic spell (one enhanced by a metamagic feat)
than a regular spell. If a spell’s normal casting time is 1 standard action, casting a metamagic version of
the spell is a full-round action for a sorcerer or bard (except for spells modified by the Quicken Spell feat,
which take 1 swift action to cast). Note that this isn’t the same as a spell with a 1-round casting time.
Spells that take a full-round action to cast take effect in the same round that you begin casting, and you
are not required to continue the invocations, gestures, and concentration until your next turn. For spells
with a longer casting time, it takes an extra full-round action to cast the metamagic spell.
Clerics and druids must take more time to spontaneously cast a metamagic version of a cure, inflict, or
summon spell. Spontaneously casting a metamagic version of a spell with a casting time of 1 standard
actionis a full-round action, and spells with longer casting times take an extra full-round action to cast.
Use Special Ability
Using a special ability is usually a standard action, but some may be full-round actions, as defined by the
ability.
Swift Actions
A swift action consumes a very small amount of time, but represents a larger expenditure of effort than a
free action. You can perform one swift action per turn without affecting your ability to perform other
actions. In that regard, a swift action is like a free action. You can, however, perform only one single swift
action per turn, regardless of what other actions you take. You can take a swift action anytime you would
normally be allowed to take a free action. Swift actions usually involve spellcasting, activating a feat, or
the activation of magic items.
Cast a Quickened Spell
You can cast a quickened spell (see the Quicken Spell metamagic feat), or any spell whose casting time is
designated as a free or swift action, as a swift action. Only one such spell can be cast in any round, and
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such spells don’t count toward your normal limit of one spell per round. Casting a spell as a swift action
doesn’t incur an attack of opportunity.
Miscellaneous Actions
The following actions take a variable amount of time to accomplish or otherwise work differently than
other actions.
Use Feat
Certain feats let you take special actions in combat. Other feats do not require actions themselves, but
they give you a bonus when attempting something you can already do. Some feats are not meant to be
used within the framework of combat. The individual feat descriptions tell you what you need to know
about them.
Use Skill
Most skill uses are standard actions, but some might be move actions, full-round actions, free actions, or
something else entirely.
The individual skill descriptions in Using Skills tell you what sorts of actions are required to perform skills.
Fighting Defensively
You can choose to take a -4 penalty on melee attack rolls and combat maneuver checks to gain a +2
dodge bonus to your Armor Class.
Injury and Death
Your hit points measure how hard you are to kill. No matter how many hit points you lose, your character
isn’t hindered in any way until your hit points drop to 0 or lower.
Loss of Hit Points
The most common way that your character gets hurt is to take lethal damage and lose hit points.
What Hit Points Represent
Hit points mean two things in the game world: the ability to take physical punishment and keep going,
and the ability to turn a serious blow into a less serious one.
Effects of Hit Point Damage
Damage doesn’t slow you down until your current hit points reach 0 or lower. At 0 hit points, you’re
disabled.
If your hit point total is negative, but not equal to or greater than your Constitution score, you are
unconscious and dying.
When your negative hit point total is equal to your Constitution, you’re dead.
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Disabled (0 Hit Points)
When your current hit point total drops to exactly 0, you are disabled.
You gain the staggered condition and can only take a single move or standard action each turn (but not
both, nor can you take full-round actions). You can take move actions without further injuring yourself,
but if you perform any standard action (or any other strenuous action) you take 1 point of damage after
completing the act. Unless your activity increased your hit points, you are now at 1 hit points and dying.
Healing that raises your hit points above 0 makes you fully functional again, just as if you’d never been
reduced to 0 or fewer hit points.
Dying (Negative Hit Points)
If your hit point total is negative, but not equal to or greater than your Constitution score, you’re dying.
A dying character immediately falls unconscious and can take no actions.
Dead
Core rules
When your character’s current hit points drop to a negative amount equal to his Constitution score or
lower, he’s dead. A character can also die from taking ability damage or suffering an ability drain that
reduces his Constitution score to 0.
Certain types of powerful magic, such as raise dead and resurrection, can restore life to a dead character.
Adapted rules
When your character’s current hit points drop to a negative amount equal to his Constitution score or
lower, he gets Death Door Condition. If he already has Death Door Condition, he’s dead. A character can
also die from taking ability damage or suffering an ability drain that reduces his Constitution score to 0.
Certain types of powerful magic, such as raise dead and resurrection, can restore life to a dead character.
Healing
After taking damage, you can recover hit points through natural healing or through magical healing. In
any case, you can’t regain hit points past your full normal hit point total.
Natural Healing
With a full night’s rest (8 hours of sleep or more), you recover 1 hit point per character level. Any
significant interruption during your rest prevents you from healing that night.
If you undergo complete bed rest for an entire day and night, you recover twice your character level in hit
points.
Magical Healing
Various abilities and spells can restore hit points.
Healing Limits
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You can never recover more hit points than you lost. Magical healing won’t raise your current hit points
higher than your full normal hit point total.
Healing Ability Damage
Temporary ability damage returns at the rate of 1 point per night of rest (8 hours) for each affected ability
score.
Temporary Hit Points
Certain effects give a character temporary hit points. These hit points are in addition to the character’s
current hit point total and any damage taken by the character is subtracted from these hit points first.
Any damage in excess of a character’s temporary hit points is applied to his current hit points as normal.
If the effect that grants the temporary hit points ends or is dispelled, any remaining temporary hit points
go away. The damage they sustained is not transferred to the character’s current hit points.
When temporary hit points are lost, they cannot be restored as real hit points can be, even by magic.
Increases in Constitution Score and Current Hit Points
An increase in a character’s Constitution score, even a temporary one, can give her more hit points (an
effective hit point increase), but these are not temporary hit points. They can be restored, and they are
not lost first as temporary hit points are.
Tactical Movement
Your speed is determined by your race and your armor. Your speed while unarmored is your base land
speed.
Hampered Movement
Difficult terrain, obstacles, or poor visibility can hamper movement.
Movement in Combat
Generally, you can move your speed in a round and still do something (take a move action and a standard
action).
If you do nothing but move (that is, if you use both of your actions in a round to move your speed), you
can move double your speed.
Bonuses to Speed
A barbarian has a +10-foot bonus to his speed (unless she’s wearing heavy armor). Experienced monks
also have higher speed (unless they’re wearing armor of any sort). In addition, many spells and magic
items can affect a character’s speed. Always apply any modifiers to a character’s speed before adjusting
the character’s speed based on armor or encumbrance, and remember that multiple bonuses of the
same type to a character’s speed don’t stack.
Terrain and Obstacles
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From tangled plants to broken stone, there are a number of terrain features that can affect your
movement.
Difficult Terrain
Difficult terrain, such as heavy undergrowth, broken ground, or steep stairs, hampers movement. Each
square of difficult terrain counts as 2 squares of movement. Each diagonal move into a difficult terrain
square counts as 3 squares. You can’t run or charge across difficult terrain.
If you occupy squares with different kinds of terrain, you can move only as fast as the most difficult
terrain you occupy will allow.
Flying and incorporeal creatures are not hampered by difficult terrain.
Obstacles
Like difficult terrain, obstacles can hamper movement. If an obstacle hampers movement but doesn’t
completely block it, each obstructed square or obstacle between squares counts as 2 squares of
movement. You must pay this cost to cross the obstacle, in addition to the cost to move into the square
on the other side. If you don’t have sufficient movement to cross the obstacle and move into the square
on the other side, you can’t cross it. Some obstacles may also require a skill check to cross.
On the other hand, some obstacles block movement entirely. A character can’t move through a blocking
obstacle.
Flying and incorporeal creatures are able to avoid most obstacles.
Special Movement Rules
These rules cover special movement situations.
Double Movement Cost
When your movement is hampered in some way, your movement usually costs double.
Minimum Movement
Despite whatever penalties to movement you might have, you can take a full-round action to move 5 feet
in any direction. This rule doesn’t allow you to move through impassable terrain or to move when all
movement is prohibited. Such movement provokes attacks of opportunity as normal.
Combat Modifiers
A number of factors and conditions can influence an attack roll. Many of these situations grant a bonus or
penalty on attack rolls or to a defender’s Armor Class.
Concealment
When making a melee attack against an adjacent target, your target has concealment if his space is
entirely within an effect that grants concealment. When making a melee attack against a target that isn’t
adjacent to you, use the rules for determining concealment from ranged attacks.
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In addition, some magical effects provide concealment against all attacks, regardless of whether any
intervening concealment exists.
Concealment Miss Chance
Concealment gives the subject of a successful attack a 20% chance that the attacker missed because of
the concealment. Make the attack normallyif the attacker hits, the defender must make a miss chance
d% roll to avoid being struck. Multiple concealment conditions do not stack.
Total Concealment
If you have line of effect to a target but not line of sight, he is considered to have total concealment from
you. You can’t attack an opponent that has total concealment, though you can attack into a square that
you think he occupies. A successful attack into a square occupied by an enemy with total concealment
has a 50% miss chance (instead of the normal 20% miss chance for an opponent with concealment).
You can’t execute an attack of opportunity against an opponent with total concealment, even if you know
what square or squares the opponent occupies.
Ignoring Concealment
Concealment isn’t always effective. An area of dim lighting or darkness doesn’t provide any concealment
against an opponent with darkvision. Characters with low-light vision can see clearly for a greater
distance than other characters with the same light source. Although invisibility provides total
concealment, sighted opponents may still make Perception checks to notice the location of an invisible
character. An invisible character gains a +20 bonus on Stealth checks.
Varying Degrees of Concealment
Certain situations may provide more or less than typical concealment, and modify the miss chance
accordingly.
Flanking
When making an attack, you get a +2 flanking bonus if your opponent is threatened by at least two
enemies in melee.
Helpless Defenders
A helpless opponent is someone who is bound, sleeping, paralyzed, unconscious, or otherwise at your
mercy.
Regular Attack
A helpless character takes a 4 penalty to AC against melee attacks. In addition, a helpless character is
treated as having a Dexterity of 0, giving him a 5 penalty to AC against both melee and ranged attacks
(for a total of 9 against melee and 5 against ranged). A helpless character is also flat-footed.
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Special Attacks
This section discusses all of the various standard maneuvers you can perform during combat other than
normal attacks, casting spells, or using other class abilities. Some of these special attacks can be made as
part of another action (such as an attack) or as an attack of opportunity.
Charge
Charging is a special full-round action that allows you to move up to twice your speed and attack during
the action. Charging, however, carries tight restrictions on how you can move.
Movement During a Charge
You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move
up to double your speed directly toward the designated opponent. If you move a distance equal to your
speed or less, you can also draw a weapon during a charge attack if your base attack bonus is at least +1.
You must have a clear path toward the opponent, and nothing can hinder your movement (such as
difficult terrain or obstacles). You must move to the closest space from which you can attack the
opponent. If this space is occupied or otherwise blocked, you can’t charge. If any line from your starting
space to the ending space passes through a square that blocks movement, slows movement, or contains
a creature (even an ally), you can’t charge. Helpless creatures don’t stop a charge.
If you don’t have line of sight to the opponent at the start of your turn, you can’t charge that opponent.
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed
to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless
you possess the Quick Draw feat. You can’t use this option unless you are restricted to taking only a
standard action on your turn.
Attacking on a Charge
After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a 2
penalty to your AC until the start of your next turn.
A charging character gets a +2 bonus on combat maneuver attack rolls made to bull rush an opponent.
Even if you have extra attacks, such as from having a high enough base attack bonus or from using
multiple weapons, you only get to make one attack during a charge.
Lances and Charge Attacks: A lance deals double damage if employed by a mounted character in a
charge.
Weapons Readied against a Charge: Spears, tridents, and other weapons with the brace feature deal
double damage when readied (set) and used against a charging character.
Combat Maneuvers
During combat, you can attempt to perform a number of maneuvers that can hinder or even cripple your
foe, including grapple and trip. Although these maneuvers have vastly different results, they all use a
similar mechanic to determine success.
Combat Maneuver Bonus
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Each character and creature has a Combat Maneuver Bonus (or CMB) that represents its skill at
performing combat maneuvers. A creature’s CMB is determined using the following formula:
CMB = Base attack bonus + Strength modifier + special size modifier
Special Size Modifier
Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to
determine their CMB. The special size modifier for a creature’s Combat Maneuver Bonus is as follows:
Fine 8, Diminutive 4, Tiny 2, Small 1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8.
Some feats and abilities grant a bonus to your CMB when performing specific maneuvers.
Performing a Combat Maneuver
When performing a combat maneuver, you must use an action appropriate to the maneuver you are
attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-
attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless
otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of
the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a
penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or
otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the
attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat
maneuver against it.
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of
your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and
other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver.
The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls,
so you must roll for concealment and take any other penalties that would normally apply to an attack roll.
Combat Maneuver Defense
Each character and creature has a Combat Maneuver Defense (or CMD) that represents its ability to resist
combat maneuvers. A creature’s CMD is determined using the following formula:
CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier +
miscellaneous modifiers
Special Size Modifier
The special size modifier for a creature’s Combat Maneuver Defense is as follows:
Fine 8, Diminutive 4, Tiny 2, Small 1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8.
Some feats and abilities grant a bonus to your CMD when resisting specific maneuvers.
Miscellaneous Modifiers
A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred
bonuses to AC to its CMD. Any penalties to a creature’s AC also apply to its CMD. A flat-footed creature
does not add its Dexterity bonus to its CMD.
Determine Success
If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed
effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your
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attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always
a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure.
Trip
You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is
no more than one size category larger than you. If you do not have the Improved Trip feat, or a similar
ability, initiating a trip provokes an attack of opportunity from the target of your maneuver.
If your attack exceeds the target’s CMD, the target is knocked prone. If your attack fails by 10 or more,
you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat
maneuver attack roll for each additional leg it has. Some creaturessuch as oozes, creatures without
legs, and flying creaturescannot be tripped.
Throw Splash Weapon
A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its
target and nearby creatures or objects. To attack with a splash weapon, make a ranged touch attack
against the target. Thrown splash weapons require no weapon proficiency, so you don’t take the 4
nonproficiency penalty. A hit deals direct hit damage to the target, and splash damage to all creatures
within 5 feet of the target. Splash weapons cannot deal precision-based damage (such as the damage
from the rogue’s sneak attack class feature).
If you miss the target (whether aiming at a creature or a grid intersection), the attack hits a random place
in 5ft of the target
. Then, count a number of squares in the indicated direction equal to the range increment of the throw.
After you determine where the weapon landed, it deals splash damage to all creatures in that square and
in all adjacent squares.
Two-Weapon Fighting
If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon.
You suffer a 6 penalty with your regular attack or attacks with your primary hand and a 10 penalty to
the attack with your off hand when you fight this way. You can reduce these penalties in two ways. First,
if your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always
considered light. Second, the Two-Weapon Fighting feat lessens the primary hand penalty by 2, and the
off-hand penalty by 6.
Thrown Weapons
The same rules apply when you throw a weapon from each hand. Treat a dart or shuriken as a light
weapons when used in this manner, and treat a bolas, javelin, net, or sling as a one-handed weapon.
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Magic
A spell is a one-time magical effect. Spells come in two types:
Arcane (cast by bards, sorcerers, and wizards) and
Divine (cast by clerics, druids, and experienced paladins and rangers)
Some spellcasters select their spells from a limited list of spells known, while others have access to a wide
variety of options.
Most spellcasters prepare spells in advance-whether from a spellbook or through prayers-while some
cast spells spontaneously without preparation. Despite these different ways characters use to learn or
prepare their spells, when it comes to casting them, the spells are very much alike.
Casting Spells
Whether a spell is arcane or divine, and whether a character prepares spells in advance or chooses them
on the spot, casting a spell works the same way.
Choosing a Spell
First you must choose which spell to cast. If you’re a cleric, druid, experienced paladin, experienced
ranger, or wizard, you select from among spells prepared earlier in the day and not yet cast (see
Preparing Wizard Spells and Preparing Divine Spells).
If you’re a bard or sorcerer, you can select any spell you know, provided you are capable of casting spells
of that level or higher.
To cast a spell, you must be able to speak (if the spell has a verbal component), gesture (if it has a somatic
component). Additionally, you must concentrate to cast a spell.
If a spell has multiple versions, you choose which version to use when you cast it. You don’t have to
prepare (or learn, in the case of a bard or sorcerer) a specific version of the spell.
Once you’ve cast a prepared spell, you can’t cast it again until you prepare it again. (If you’ve prepared
multiple copies of a single spell, you can cast each copy once.) If you’re a bard or sorcerer, casting a spell
counts against your daily limit for spells of that spell level, but you can cast the same spell again if you
haven’t reached your limit.
Concentration Checks and Casting Spells
To cast a spell, you must concentrate. If something interrupts your concentration while you’re casting,
you must make a concentration check or lose the spell. When you make a concentration check, you roll
d20 and add your caster level and the ability score modifier used to determine bonus spells of the same
type. Clerics, druids, and rangers add their Wisdom modifier. Bards, paladins, and sorcerers add their
Charisma modifier. Finally, wizards add their Intelligence modifier. The more distracting the interruption
and the higher the level of the spell you are trying to cast, the higher the DC. If you fail the check, you
lose the spell just as if you had cast it to no effect.
Injury
If you take damage while trying to cast a spell, you must make a concentration check with a DC equal to
10 + the damage taken + the level of the spell you’re casting. If you fail the check, you lose the spell
without effect. The interrupting event strikes during spellcasting if it comes between the time you started
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and the time you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in
response to your casting the spell (such as an attack of opportunity provoked by the spell or a contingent
attack, such as a readied action).
If you are taking continuous damage, such as from an acid arrow or by standing in a lake of lava, half the
damage is considered to take place while you are casting a spell. You must make a concentration check
with a DC equal to 10 + 1/2 the damage that the continuous source last dealt + the level of the spell
you’re casting. If the last damage dealt was the last damage that the effect could deal, then the damage is
over and does not distract you.
Spell
If you are affected by a spell while attempting to cast a spell of your own, you must make a concentration
check or lose the spell you are casting. If the spell affecting you deals damage, the DC is 10 + the damage
taken + the level of the spell you’re casting.
If the spell interferes with you or distracts you in some other way, the DC is the spell’s saving throw DC +
the level of the spell you’re casting. For a spell with no saving throw, it’s the DC that the spell’s saving
throw would have if a save were allowed (10 + spell level + caster’s ability score).
Caster Level
A spell’s power often depends on its caster level, which for most spellcasting characters is equal to her
class level in the class she’s using to cast the spell.
In the event that a class feature or other special ability provides an adjustment to your caster level, that
adjustment applies not only to effects based on caster level (such as range, duration, and damage dealt),
but also to your caster level check to overcome your target’s spell resistance and to the caster level used
in dispel checks (both the dispel check and the DC of the check).
Spell Failure
If you ever try to cast a spell in conditions where the characteristics of the spell cannot be made to
conform, the casting fails and the spell is wasted.
Spells also fail if your concentration is broken and might fail if you’re wearing armor while casting a spell
with somatic components.
The Spell’s Result
Once you know which creatures (or objects or areas) are affected, and whether those creatures have
made successful saving throws (if any were allowed), you can apply whatever results a spell entails.
Special Spell Effects
Many special spell effects are handled according to the school of the spells in question. Certain other
special spell features are found across spell schools.
Attacks
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Some spell descriptions refer to attacking. All offensive combat actions, even those that don’t damage
opponents, are considered attacks. Attempts to channel energy count as attacks if it would harm any
creatures in the area. All spells that opponents resist with saving throws, that deal damage, or that
otherwise harm or hamper subjects are attacks. Spells that summon monsters or other allies are not
attacks because the spells themselves don’t harm anyone.
Bonus Types
Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus
types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses,
most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. The same
principle applies to penalties- a character taking two or more penalties of the same type applies only the
worst one, although most penalties have no type and thus always stack. Bonuses without a type always
stack, unless they are from the same source.
Bringing Back the Dead
Several spells have the power to restore slain characters to life.
When a living creature dies, its soul departs its body, leaves the Material Plane, travels through the Astral
Plane, and goes to abide on the plane where the creature’s deity resides. If the creature did not worship a
deity, its soul departs to the plane corresponding to its alignment. Bringing someone back from the dead
involves magically retrieving his soul and returning it to his body.
Combining Magic Effects
Spells or magical effects usually work as described, no matter how many other spells or magical effects
happen to be operating in the same area or on the same recipient. Except in special cases, a spell does
not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell
description explains that effect. Several other general rules apply when spells or magical effects operate
Stacking Effects
Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes
usually do not stack with themselves. More generally, two bonuses of the same type don’t stack even if
they come from different spells (or from effects other than spells; see Bonus Types, above).
Different Bonus Types
The bonuses or penalties from two different spells stack if the modifiers are of different types. A bonus
that doesn’t have a type stacks with any bonus.
Same Effect More than Once in Different Strengths
In cases when two or more identical spells are operating in the same area or on the same target, but at
different strengths, only the one with the highest strength applies.
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Same Effect with Differing Results
The same spell can sometimes produce varying effects if applied to the same recipient more than once.
Usually the last spell in the series trumps the others. None of the previous spells are actually removed or
dispelled, but their effects become irrelevant while the final spell in the series lasts.
One Effect Makes Another Irrelevant
Sometimes, one spell can render a later spell irrelevant. Both spells are still active, but one has rendered
the other useless in some fashion.
Spells with Opposite Effects
Spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order
that they apply. Some spells negate or counter each other. This is a special effect that is noted in a spell’s
description.
Instantaneous Effects
Two or more spells with instantaneous durations work cumulatively when they affect the same target.
Spell Descriptions
The description of each spell is presented in a standard format. Each category of information is explained
and defined below.
Name
The first line of every spell description gives the name by which the spell is generally known.
School (Subschool)
Beneath the spell name is a line giving the school of magic (and the subschool, if any) to which the spell
belongs.
Almost every spell belongs to one of eight schools of magic. A school of magic is a group of related spells
that work in similar ways. A small number of spells are universal, belonging to no school.
Abjuration
Abjurations are protective spells. They create physical or magical barriers, negate magical or physical
abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.
Conjuration
Each conjuration spell belongs to one of five subschools. Conjurations transport creatures from another
plane of existence to your plane (calling); create objects or effects on the spot (creation); heal (healing);
bring manifestations of objects, creatures, or forms of energy to you (summoning); or transport creatures
or objects over great distances (teleportation).
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A creature or object brought into being or transported to your location by a conjuration spell cannot
appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an
open location on a surface capable of supporting it.
The creature or object must appear within the spell’s range, but it does not have to remain within the
range.
Subschools
Calling: a calling spell transports a creature from another plane to the plane you are on. The spell grants
the creature the one-time ability to return to its plane of origin, although the spell may limit the
circumstances under which this is possible. Creatures who are called actually die when they are killed;
they do not disappear and reform, as do those brought by a summoning spell (see below). The duration
of a calling spell is instantaneous, which means that the called creature can’t be dispelled.
Creation: a creation spell manipulates matter to create an object or creature in the place the spellcaster
designates. If the spell has a duration other than instantaneous, magic holds the creation together, and
when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an
instantaneous duration, the created object or creature is merely assembled through magic. It lasts
indefinitely and does not depend on magic for its existence.
Healing: Certain divine conjurations heal creatures or even bring them back to life.
Summoning: a summoning spell instantly brings a creature or object to a place you designate. When the
spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a
summoned object is not sent back unless the spell description specifically indicates this. A summoned
creature also goes away if it is killed or if its hit points drop to 0 or lower, but it is not really dead. It takes
24 hours for the creature to reform, during which time it can’t be summoned again.
When the spell that summoned a creature ends and the creature disappears, all the spells it has cast
expire. A summoned creature cannot use any innate summoning abilities it may have.
Teleportation: a teleportation spell transports one or more creatures or objects a great distance. The
most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is
(unless otherwise noted) one-way and not dispellable.
Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also
blocks teleportation.
Divination
Divination spells enable you to learn secrets long forgotten, predict the future, find hidden things, and foil
deceptive spells.
Subschools
Scrying: a scrying spell creates an invisible magical sensor that sends you information. Unless noted
otherwise, the sensor has the same powers of sensory acuity that you possess. This level of acuity
includes any spells or effects that target you, but not spells or effects that emanate from you. The sensor,
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however, is treated as a separate, independent sensory organ of yours, and thus functions normally even
if you have been blinded or deafened, or otherwise suffered sensory impairment.
Enchantment
Enchantment spells affect the minds of others, influencing or controlling their behavior.
All enchantments are mind-affecting spells. Two subschools of enchantment spells grant you influence
over a subject creature.
Subschools
Charm: A charm spell changes how the subject views you, typically making it see you as a good friend.
Compulsion: a compulsion spell forces the subject to act in some manner or changes the way it’s mind
works. Some compulsion spells determine the subject’s actions or the effects on the subject, others allow
you to determine the subject’s actions when you cast the spell, and still others give you ongoing control
over the subject.
Evocation
Evocation spells manipulate magical energy or tap an unseen source of power to produce a desired end.
In effect, an evocation draws upon magic to create something out of nothing. Many of these spells
produce spectacular effects, and evocation spells can deal large amounts of damage.
Illusion
Illusion spells deceive the senses or minds of others. They cause people to see things that are not there,
not see things that are there, hear phantom noises, or remember things that never happened.
Subschools
Figment: A figment spell creates a false sensation. Those who perceive the figment perceive the same
thing, not their own slightly different versions of the figment. It is not a personalized mental impression.
Figments cannot make something seem to be something else. A figment that includes audible effects
cannot duplicate intelligible speech unless the spell description specifically says it can. If intelligible
speech is possible, it must be in a language you can speak. If you try to duplicate a language you cannot
speak, the figment produces gibberish. Likewise, you cannot make a visual copy of something unless you
know what it looks like (or copy another sense exactly unless you have experienced it).
Because figments and glamers are unreal, they cannot produce real effects the way that other types of
illusions can. Figments and glamers cannot cause damage to objects or creatures, support weight,
provide nutrition, or provide protection from the elements. Consequently, these spells are useful for
confounding foes, but useless for attacking them directly.
Glamer: A glamer spell changes a subject’s sensory qualities, making it look, feel, taste, smell, or sound
like something else, or even seem to disappear.
Pattern: Like a figment, a pattern spell creates an image that others can see, but a pattern also affects the
minds of those who see it or are caught in it. All patterns are mind-affecting spells.
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Phantasm: a phantasm spell creates a mental image that usually only the caster and the subject (or
subjects) of the spell can perceive. This impression is totally in the minds of the subjects. It is a
personalized mental impression, all in their heads and not a fake picture or something that they actually
see. Third parties viewing or studying the scene don’t notice the phantasm. All phantasms are mind-
affecting spells.
Shadow: A shadow spell creates something that is partially real from extradimensional energy. Such
illusions can have real effects. Damage dealt by a shadow illusion is real.
Necromancy
Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead
creatures make up a large part of this school.
Transmutation
Transmutation spells change the properties of some creature, thing, or condition.
Subschools
Polymorph: a polymorph spell transforms your physical body to take on the shape of another creature.
Each polymorph spell allows you to assume the form of a creature of a specific type, granting you a
number of bonuses to your ability scores and a bonus to your natural armor. In addition, each polymorph
spell can grant you a number of other benefits, including movement types, resistances, and senses. If the
form you choose grants these benefits, or a greater ability of the same type, you gain the listed benefit. If
the form grants a lesser ability of the same type, you gain the lesser ability instead. Your base speed
changes to match that of the form you assume. The DC for any of these abilities equals your DC for the
polymorph spell used to change you into that form.
In addition to these benefits, you gain any of the natural attacks of the base creature, including
proficiency in those attacks. These attacks are based on your base attack bonus, modified by your
Strength or Dexterity as appropriate, and use your Strength modifier for determining damage bonuses.
If a polymorph spell causes you to change size, apply the size modifiers appropriately, changing your
armor class, attack bonus, Combat Maneuver Bonus, and Stealth skill modifiers. Your ability scores are
not modified by this change unless noted by the spell.
Unless otherwise noted, polymorph spells cannot be used to change into specific individuals. Although
many of the fine details can be controlled, your appearance is always that of a generic member of that
creature’s type.
When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental,
magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant
bonuses and do not need to be activated continue to function while melded in this way (with the
exception of armor and shield bonuses, which cease to function). Items that require activation cannot be
used while you maintain that form. While in such a form, you cannot cast any spells that require material
components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with
somatic or verbal components if the form you choose has the capability to make such movements or
speak, such as a dragon. Other polymorph spells might be subject to this restriction as well, if they change
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you into a form that is unlike your original form (subject to GM discretion). If your new form does not
cause your equipment to meld into your form, the equipment resizes to match your new size.
While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that
depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks
and movement types possessed by your original form. You also lose any class features that depend upon
form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While
most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost
when a new form is assumed. Your new form might restore a number of these abilities if they are
possessed by the new form.
You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you
activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you,
taking the place of the old spell. In addition, other spells that change your size have no effect on you
while you are under the effects of a polymorph spell.
[Descriptor]
Appearing on the same line as the school and sub-school, when applicable, is a descriptor that further
categorizes the spell in some way. Some spells have more than one descriptor.
The descriptors are acid, air, chaotic, cold, curse, darkness, death, disease, draconic, earth, electricity,
emotion, evil, fear, fire, force, good, language-dependent, lawful, light, meditative, mind-affecting, pain,
poison, shadow, sonic, and water.
Most of these descriptors have no game effect by themselves, but they govern how the spell interacts
with other spells, with special abilities, with unusual creatures, with alignment, and so on.
Acid: Acid effects deal damage with chemical reactions rather than cold, electricity, heat, or
vibration. This descriptor includes both actual acids and their chemical opposites, called bases or
alkalines (such as ammonia and lye).
Air: Spells that create air, manipulate air, or conjure creatures from air-dominant planes or with
the air subtype should have the air descriptor.
Chaotic: Spells that draw upon the power of true chaos or conjure creatures from chaos-aligned
planes or with the chaotic subtype should have the chaos descriptor.
Cold: Cold effects deal damage by making the target colder, typically by blasting it with
supernaturally cooled matter or energy. Cold effects also include those that create ice, sleet, or
snow out of nothing. They can cause frostbite, numbness, coordination problems, slowed
movement and reactions, stupor, and death.
Curse: Curses are often permanent effects, and usually cannot be dispelled, but can be removed
with a break enchantment, limited wish, miracle, remove curse, or wish.
Darkness: Spells that create darkness or reduce the amount of light should have the darkness
descriptor. Giving a spell the darkness descriptor indicates whether a spell like daylight is high
enough level to counter or dispel it.
Death: Spells with the death descriptor directly attack a creature’s life force to cause immediate
death, or to draw on the power of a dead or dying creature. The death ward spell protects
against death effects, and some creature types are immune to death effects.
Disease: Disease effects give the target a disease, which may be an invading organism such as a
bacteria or virus, an abnormal internal condition (such as a cancer or mental disorder), or a
recurring magical effect that acts like one of the former. Creatures with resistance or immunity to
disease apply that resistance to their saving throw and the effects of disease spells.
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Earth: Spells that manipulate earth or conjure creatures from earth-dominant planes or with the
earth subtype should have the earth descriptor.
Electricity: Electricity effects involve the presence and flow of electrical charge, whether
expressed in amperes or volts. Electricity deals damage to creatures by disrupting their biological
systems. It deals damage to objects (as well as creatures) by heating the material it passes
through, and thus technically many electricity spells could also be treated as fire spells, but for
sake of game simplicity, it is better to just let electricity-based spells deal electricity damage.
Electricity effects may stun, paralyze, or even kill.
Emotion: Spells with this descriptor create emotions or manipulate the target’s existing emotions.
Most emotion spells are enchantments, except for fear spells, which are usually necromancy.
Source: PRG:UM.
Evil: Spells that draw upon evil powers or conjure creatures from evil-aligned planes or with the
evil subtype should have the evil descriptor.
Fear: Spells with the fear descriptor create, enhance, or manipulate fear. Most fear spells are
necromancy spells, though some are enchantment spells.
Fire: Fire effects make the target hotter by creating fire, directly heating the target with magic or
friction. Lava, steam, and boiling water all deal fire damage. Fire effects can also cause confusion,
dizziness, exhaustion, fatigue, nausea, unconsciousness, and death. Spells that manipulate fire or
conjure creatures from fire-dominant planes or with the fire subtype should have the fire
descriptor.
Force: Spells with the force descriptor create or manipulate magical force. Force spells affect
incorporeal creatures normally (as if they were corporeal creatures).
Good: Spells that draw upon the power of true goodness or conjure creatures from good-aligned
planes or with the good subtype should have the good descriptor.
Lawful: Spells that draw upon the power of true law or conjure creatures from law-aligned planes
or with the lawful subtype should have the law descriptor.
Light: Spells that create significant amounts of light or attack darkness effects should have the
light descriptor. Giving a spell the light descriptor indicates whether a spell like darkness is high
enough level counter or dispel it.
Mind-Affecting: Mindless creatures (those with an Intelligence score of “—”) and undead are
immune to mind-affecting effects.
Pain: Pain effects cause unpleasant sensations without any permanent physical damage (though a
sensitive target may suffer mental repercussions from lengthy exposure to pain). Creatures that
are immune to effects that require a Fort save (such as constructs and undead) are immune to
pain effects.
Poison: Poison effects use poison, venom, drugs, or similar toxic substances to disrupt and
damage living creatures through chemical reactions. Technically, acids and poisons are both
chemical reactions, but for the purpose of this game, they are categorized as different effects,
with acids dealing hit point damage and poisons causing ability damage, ability drain, bleeding,
confusion, convulsions, nausea, paralysis, reduced healing, suffocation, unconsciousness, or
death. Creatures with resistance to poison (such as dwarves) apply that resistance to their saving
throws and the effects of poison spells. Creatures with immunity are immune to poisonous
aspects of poison spells, but not necessarily all effects of the spell (for example, a spell that
creates a pit full of liquid poison could still trap or drown a poison-immune creature).
Shadow: Shadow spells manipulate matter or energy from the Shadow Plane, or allow transport
to or from that plane. Source: PRG:UM.
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Sonic: Sonic effects transmit energy to the target through frequent oscillations of pressure
through the air, water, or ground. Sounds that are too high or too low for the humanoid ear to
detect can still transmit enough energy to cause harm, which means that these effects can even
affect deafened creatures. Sound effects can cause hit point damage, deafness, dizziness, nausea,
pain, shortness of breath, and temporary blindness, and can detect creatures using batlike
echolocation.
Water: Spells that manipulate water or conjure creatures from water-dominant planes or with
the water subtype should have the water descriptor.
Level
The next line of a spell description gives the spell’s level, a number between 0 and 9 that defines the
spell’s relative power. This number is preceded by a list of classes whose members can cast the spell. A
spell’s level affects the DC for any save allowed against its effects.
Components
A spell’s components explain what you must do or possess to cast the spell. The components entry in a
spell description includes abbreviations that tell you what type of components it requires.
Verbal (V)
A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak
in a strong voice. A silence spell or a gag spoils the incantation (and thus the spell). a spellcaster who has
been deafened has a 20% chance of spoiling any spell with a verbal component that he tries to cast.
Somatic (S)
A somatic component is a measured and precise movement of the hand. You must have at least one hand
free to provide a somatic component.
Casting Time
Most spells have a casting time of 1 standard action. Others take 1 round or more, while a few require
only a swift action.
A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of
your turn in the round after you began casting the spell. You then act normally after the spell is
completed.
When you begin a spell that takes 1 round or longer to cast, you must continue the concentration from
the current round to just before your turn in the next round (at least). If you lose concentration before
the casting is complete, you lose the spell.
A spell with a casting time of 1 swift action doesn’t count against your normal limit of one spell per round.
However, you may cast such a spell only once per round. Casting a spell with a casting time of 1 swift
actiondoesn’t provoke attacks of opportunity.
Range
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A spell’s range indicates how far from you it can reach, as defined in the range entry of the spell
description. a spell’s range is the maximum distance from you that the spell’s effect can occur, as well as
the maximum distance at which you can designate the spell’s point of origin. If any portion of the spell’s
area would extend beyond this range, that area is wasted. Standard ranges include the following.
Personal
The spell affects only you.
Touch
You must touch a creature or object to affect it. A touch spell that deals damage can score a critical hit
just as a weapon can. A touch spell threatens a critical hit on a natural roll of 20 and deals double damage
on a successful critical hit.
Close
The spell reaches as far as 25 feet away from you. The maximum range increases by 5 feet for every two
full caster levels.
Medium
The spell reaches as far as 100 feet + 10 feet per caster level.
Long
The spell reaches as far as 400 feet + 40 feet per caster level.
Unlimited
The spell reaches anywhere on the same plane of existence.
Range Expressed in Feet
Some spells have no standard range category, just a range expressed in feet.
Aiming a Spell
You must make choices about whom a spell is to affect or where an effect is to originate, depending on a
spell’s type. The next entry in a spell description defines the spell’s target (or targets), its effect, or its
area, as appropriate.
Target or Targets
Some spells have a target or targets. You cast these spells on creatures or objects, as defined by the spell
itself. You must be able to see or touch the target, and you must specifically choose that target. You do
not have to select your target until you finish casting the spell.
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If the target of a spell is yourself (the Target line of the spell description includes “You”), you do not
receive a saving throw, and spell resistance does not apply. The saving throw and spell resistance lines are
omitted from such spells.
Effect
Some spells create or summon things rather than affecting things that are already present.
You must designate the location where these things are to appear, either by seeing it or defining it. Range
determines how far away an effect can appear, but if the effect is mobile, after it appears it can move
regardless of the spell’s range.
Ray
Some effects are rays. You aim a ray as if using a ranged weapon, though typically you make a ranged
touch attack rather than a normal ranged attack. As with a ranged weapon, you can fire into the dark or
at an invisible creature and hope you hit something. You don’t have to see the creature you’re trying to
hit, as you do with a targeted spell. Intervening creatures and obstacles, however, can block your line of
sight or provide cover for the creature at which you’re aiming.
If a ray spell has a duration, it’s the duration of the effect that the ray causes, not the length of time the
ray itself persists.
If a ray spell deals damage, you can score a critical hit just as if it were a weapon. A ray spell threatens a
critical hit on a natural roll of 20 and deals double damage on a successful critical hit.
Spread
Some effects, notably clouds and fogs, spread out from a point of origin, which must be a grid
intersection. The effect can extend around corners and into areas that you can’t see. Figure distance by
actual distance traveled, taking into account turns the spell effect takes. You must designate the point of
origin for such an effect, but you need not have line of effect (see below) to all portions of the effect.
Area
Some spells affect an area. Sometimes a spell description specifies a specially defined area, but usually an
area falls into one of the categories defined below.
Regardless of the shape of the area, you select the point where the spell originates, but otherwise you
don’t control which creatures or objects the spell affects.
Burst, Emanation, or Spread
Most spells that affect an area function as a burst, an emanation, or a spread. In each case, you select the
spell’s point of origin and measure its effect from that point.
A burst spell affects whatever it catches in its area, including creatures that you can’t see. It can’t affect
creatures with total cover from its point of origin (in other words, its effects don’t extend around
corners). The default shape for a burst effect is a sphere, but some burst spells are specifically described
as cone-shaped. a burst’s area defines how far from the point of origin the spell’s effect extends.
An emanation spell functions like a burst spell, except that the effect continues to radiate from the point
of origin for the duration of the spell. Most emanations are cones or spheres.
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A spread spell extends out like a burst but can turn corners. You select the point of origin, and the spell
spreads out a given distance in all directions. Figure the area the spell effect fills by taking into account
any turns the spell effect takes.
Cone, Cylinder, Line, or Sphere
Most spells that affect an area have a particular shape.
A cone-shaped spell shoots away from you in a quarter-circle in the direction you designate.
When casting a cylinder-shaped spell, you select the spell’s point of origin. This point is the center of a
horizontal circle, and the spell shoots down from the circle, filling a cylinder. A cylinder-shaped spell
ignores any obstructions within its area.
A line-shaped spell shoots away from you in a line in the direction you designate. A line-shaped spell
affects all creatures ithrough which the line passes.
A sphere-shaped spell expands from its point of origin to fill a spherical area. Spheres may be bursts,
emanations, or spreads.
Creatures
A spell with this kind of area affects creatures directly (like a targeted spell), but it affects all creatures in
an area of some kind rather than individual creatures you select. The area might be a spherical burst, a
cone-shaped burst, or some other shape.
Many spells affect “living creatures,” which means all creatures other than constructs and undead.
Creatures in the spell’s area that are not of the appropriate type do not count against the creatures
affected.
Objects
A spell with this kind of area affects objects within an area you select (as Creatures, but affecting objects
instead).
Other
A spell can have a unique area, as defined in its description.
Line of Effect
A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is
canceled by a solid barrier. It’s like line of sight for ranged weapons, except that it’s not blocked by fog,
darkness, and other factors that limit normal sight.
You must have a clear line of effect to any target that you cast a spell on or to any space in which you
wish to create an effect. You must have a clear line of effect to the point of origin of any spell you cast.
A burst, cone, cylinder, or emanation spell affects only an area, creature, or object to which it has line of
effect from its origin (a spherical burst’s center point, a cone-shaped burst’s starting point, a cylinder’s
circle, or an emanation’s point of origin).
An otherwise solid barrier with a hole of at least 1 square foot through it does not block a spell’s line of
effect. Such an opening means that the 5-foot length of wall containing the hole is no longer considered a
barrier for purposes of a spell’s line of effect.
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Duration
A spell’s duration entry tells you how long the magical energy of the spell lasts.
Timed Durations
Many durations are measured in rounds, minutes, hours, or other increments. When the time is up, the
magic goes away and the spell ends. If a spell’s duration is variable, the duration is rolled secretly so the
caster doesn’t know how long the spell will last.
Instantaneous
The spell energy comes and goes the instant the spell is cast, though the consequences might be long-
lasting.
Permanent
The energy remains as long as the effect does. This means the spell is vulnerable to dispel magic.
Subjects, Effects, and Areas
If the spell affects creatures directly, the result travels with the subjects for the spell’s duration. If the
spell creates an effect, the effect lasts for the duration. The effect might move or remain still. Such an
effect can be destroyed prior to when its duration ends. If the spell affects an area, then the spell stays
with that area for its duration.
Creatures become subject to the spell when they enter the area and are no longer subject to it when they
leave.
Touch Spells and Holding the Charge
In most cases, if you don’t discharge a touch spell on the round you cast it, you can hold the
charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after
round until the spell is discharged. If you cast another spell, the touch spell dissipates.
Discharge
Occasionally a spells lasts for a set duration or until triggered or discharged.
Saving Throws
Usually a harmful spell allows a target to make a saving throw to avoid some or all of the effect. The
saving throw entry in a spell description defines which type of saving throw the spell allows and describes
how saving throws against the spell work.
Negates
The spell has no effect on a subject that makes a successful saving throw.
Partial
The spell has an effect on its subject. A successful saving throw means that some lesser effect occurs.
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Half
The spell deals damage, and a successful saving throw halves the damage taken (round down).
None
No saving throw is allowed.
(harmless)
The spell is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it
desires.
Saving Throw Difficulty Class
A saving throw against your spell has a DC of 10 + the level of the spell + your bonus for the relevant
ability (Intelligence for a wizard, Charisma for a bard, paladin, or sorcerer, or Wisdom for a cleric, druid,
or ranger). A spell’s level can vary depending on your class. Always use the spell level applicable to your
class.
Succeeding on a Saving Throw
A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force
or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature’s saving throw
succeeds against a targeted spell, you sense that the spell has failed. You do not sense when creatures
succeed on saves against effect and area spells.
Automatic Failures and Successes
A natural 1 (the d20 comes up 1) on a saving throw is always a failure, and the spell may cause damage to
exposed items (see Items Surviving after a Saving Throw, below). a natural 20 (the d20 comes up 20) is
always a success.
Spell Resistance
Spell resistance is a special defensive ability. If your spell is being resisted by a creature with spell
resistance, you must make a caster level check (1d20 + caster level) at least equal to the creature’s spell
resistance for the spell to affect that creature. The defender’s spell resistance is like an Armor Class
against magical attacks. Include any adjustments to your caster level to this caster level check.
The spell resistance entry and the descriptive text of a spell description tell you whether spell resistance
protects creatures from the spell. In many cases, spell resistance applies only when a resistant creature is
targeted by the spell, not when a resistant creature encounters a spell that is already in place.
The terms “object” and “harmless” mean the same thing for spell resistance as they do for saving throws.
A creature with spell resistance must voluntarily lower the resistance (a standard action) in order to be
affected by such spells without forcing the caster to make a caster level check.
Descriptive Text
This portion of a spell description details what the spell does and how it works. If one of the previous
entries in the description includes “see text,” this is where the explanation is found.
Arcane Spells
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Wizards, sorcerers, and bards cast arcane spells. Compared to divine spells, arcane spells are more likely
to produce dramatic results.
Preparing Wizard Spells
A wizard’s level limits the number of spells he can prepare and cast. His high Intelligence score might
allow him to prepare a few extra spells. He can prepare the same spell more than once, but each
preparation counts as one spell toward his daily limit. To prepare a spell, the wizard must have an
Intelligence score of at least 10 + the spell’s level.
Rest
To prepare his daily spells, a wizard must first sleep for 8 hours. The wizard does not have to slumber for
every minute of the time, but he must refrain from movement, combat, spellcasting, skill use,
conversation, or any other fairly demanding physical or mental task during the rest period. If his rest is
interrupted, each interruption adds 1 hour to the total amount of time he has to rest in order to clear his
mind, and he must have at least 1 hour of uninterrupted rest immediately prior to preparing his spells. If
the character does not need to sleep for some reason, he still must have 8 hours of restful calm before
preparing any spells.
Spell Selection and Preparation
Until he prepares spells from his spellbook, the only spells a wizard has available to cast are the ones that
he already had prepared from the previous day and has not yet used. During the study period, he chooses
which spells to prepare. If a wizard already has spells prepared (from the previous day) that he has not
cast, she can abandon some or all of them to make room for new spells.
Spell Slots
The various character class tables show how many spells of each level a character can cast per day. These
openings for daily spells are called spell slots. a spellcaster always has the option to fill a higher-level spell
slot with a lower-level spell. A spellcaster who lacks a high enough ability score to cast spells that would
otherwise be his due still gets the slots but must fill them with spells of lower levels.
Prepared Spell Retention
Once a wizard prepares a spell, it remains in his mind as a nearly cast spell until he uses the prescribed
components to complete and trigger it or until he abandons it. Certain other events, such as the effects of
magic items or special attacks from monsters, can wipe a prepared spell from a character’s mind.
Death and Prepared Spell Retention
If a spellcaster dies, all prepared spells stored in his mind are wiped away. Potent magic (such as raise
dead, resurrection, or true resurrection) can recover the lost energy when it recovers the character.
Sorcerers and Bards
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Sorcerers and bards cast arcane spells, but they do not use spellbooks or prepare spells. Their class level
limits the number of spells she can cast (see these class descriptions). Her high Charisma score might
allow her to cast a few extra spells. A member of either class must have a Charisma score of at least 10 +
the spell’s level to cast the spell.
Daily Readying of Spells
Each day, sorcerers and bards must focus their minds on the task of casting their spells. A sorcerer or
bard needs 8 hours of rest (just like a wizard), after which she spends 15 minutes concentrating. (A bard
must sing, recite, or play an instrument of some kind while concentrating.) During this period, the
sorcerer or bard readies her mind to cast her daily allotment of spells. Without such a period to refresh
herself, the character does not regain the spell slots she used up the day before.
Adding Spells to a Sorcerer’s or Bard’s Repertoire
A sorcerer or bard gains spells each time she attains a new level in her class and never gains spells any
other way. With permission from the GM, sorcerers and bards can also select the spells they gain from
new and unusual spells that they come across while adventuring.
Divine Spells
Clerics, druids, experienced paladins and rangers, inquisitors. Unlike arcane spells, divine spells draw
power from a divine source. Clerics gain spell power from deities or from divine forces. The divine force
of nature powers druid and ranger spells, and the divine forces of law and good power paladin spells.
Divine spells tend to focus on healing and protection and are less flashy, destructive, and disruptive than
arcane spells.
Preparing Divine Spells
Divine spellcasters prepare their spells in largely the same manner as wizards do, but with a few
differences. The relevant ability for most divine spells is Wisdom (Charisma for paladins). To prepare a
divine spell, a character must have a Wisdom score (or Charisma score for paladins) of 10 + the spell’s
level. Likewise, bonus spells are based on Wisdom.
Spell Selection and Preparation
A divine spellcaster selects and prepares spells ahead of time through prayer and meditation at a
particular time of day. The time required to prepare spells is the same as it is for a wizard (1 hour), as is
the requirement for a relatively peaceful environment. When preparing spells for the day, a divine
spellcaster can leave some of her spell slots open. Later during that day, she can repeat the preparation
process as often as she likes. During these extra sessions of preparation, she can fill these unused spell
slots.
Divine spellcasters do not require spellbooks. However, a divine spellcaster’s spell selection is limited to
the spells on the list for her class. clerics, druids, paladins, and rangers have separate spell lists. A cleric
also has access to two domains determined during character creation. Each domain gives her access to a
number of special abilities and bonus spells.
Spell Slots
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The character class tables show how many spells of each level each can cast per day. These openings for
daily spells are called spell slots. A spellcaster always has the option to fill a higher-level spell slot with a
lower-level spell. A spellcaster who lacks a high enough ability score to cast spells that would otherwise
be her due still gets the slots but must fill them with spells of lower levels.
Spontaneous Casting of Cure and Inflict Spells
A good cleric (or a cleric of a good deity) can spontaneously cast a cure spell in place of a prepared spell
of the same level or higher, but not in place of a bonus domain spell. An evil cleric (or a cleric of an evil
deity) can spontaneously cast an inflict spell in place of a prepared spell (that is not a domain spell) of the
same level or higher. Each neutral cleric of a neutral deity spontaneously casts either cure spells like a
good cleric or inflict spells like an evil one, depending on which option the player chooses when creating
the character. The divine energy of the spell that the cure or inflict spell substitutes for is converted into
the cure or inflict spell as if that spell had been prepared all along.
Special Abilities
A number of classes and creatures gain the use of special abilities, many of which function like spells.
Spell-Like Abilities (Sp)
Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic,
or material component, nor does it require a focus. The user activates it mentally. Armor never affects a
spell-like ability’s use, even if the ability resembles an arcane spell with a somatic component.
A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell
description. In all other ways, a spell-like ability functions just like a spell.
Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where
magic is suppressed or negated. Spell-like abilities cannot be used to counterspell, nor can they be
counterspelled.
If a character class grants a spell-like ability that is not based on an actual spell, the ability’s effective spell
level is equal to the highest-level class spell the character can cast, and is cast at the class level the ability
is gained.
Supernatural Abilities (Su)
These can’t be disrupted in combat and generally don’t provoke attacks of opportunity. They aren’t
subject to spell resistance, counterspells, or dispel magic, and don’t function in antimagic areas.
Extraordinary Abilities (Ex)
These abilities cannot be disrupted in combat, as spells can, and they generally do not provoke attacks of
opportunity. Effects or areas that negate or disrupt magic have no effect on extraordinary abilities. They
are not subject to dispelling, and they function normally in an antimagic field. Indeed, extraordinary
abilities do not qualify as magical, though they may break the laws of physics.
Natural Abilities
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This category includes abilities a creature has because of its physical nature. Natural abilities are those
not otherwise designated as extraordinary, supernatural, or spell-like.
Antimagic
An antimagic effect has the following powers and characteristics.
No supernatural ability, spell-like ability, or spell works in an area of antimagic (but extraordinary abilities
still work).
Antimagic does not dispel magic; it suppresses it. Once a magical effect is no longer affected by the
antimagic (the antimagic fades, the center of the effect moves away, and so on), the magic returns. Spells
that still have part of their duration left begin functioning again, magic items are once again useful, and so
forth.
Spell areas that include both an antimagic area and a normal area, but are not centered in the antimagic
area, still function in the normal area. If the spell’s center is in the antimagic area, then the spell is
suppressed.
Golems and other constructs, elementals, outsiders, and undead, still function in an antimagic area
(though the antimagic area suppresses their spellcasting and their supernatural and spell-like abilities
normally). If such creatures are summoned or conjured, however, see below.
Summoned or conjured creatures of any type, as well as incorporeal creatures, wink out if they enter the
area of an antimagic effect. They reappear in the same spot once the field goes away.
Magic items with continuous effects do not function in the area of an antimagic effect, but their effects
are not canceled (so the contents of a bag of holding are unavailable, but neither spill out nor disappear
forever).
Two antimagic areas in the same place do not cancel each other out, nor do they stack.
Wall of force, prismatic wall, and prismatic sphere are not affected by antimagic. Break enchantment,
dispel magic, and greater dispel magic spells do not dispel antimagic. Mage’s disjunction has a 1% chance
per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items
within it are disjoined.
Spells
Fireball
School: Evocation
Spell Lists: Bloodrager 3, FlamesSpirit 3
Range: Long (50 ft.)
Duration: instantaneous
SavingThrow: Reflex half
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Spell Resistance: yes
Description: A fireball spell generates a searing explosion of flame that detonates with a low roar and
deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. A
successful Reflex save halves this damage.
Acid Splash
School: Conjuration
Spell Lists: Wizard 0, Magus 0, Inquisitor 0
Range: Close (30 ft.)
Duration: instantaneous
Spell Resistance: no
Description: You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit
your target. The orb deals 13 (1d3) points of acid damage.
Daze
School: Enchantment
Spell Lists: Wizard 0, Bard 0, Magus 0, Inquisitor 0, Witch 0, Shaman 0
Range: Close (30 ft.)
Duration: 1 round
SavingThrow: Will negates
Spell Resistance: yes
Description: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no
actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no
special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of
this spell for 1 minute.
Dazed Condition: The creature is unable to act normally. A dazed creature can take no actions, but has no
penalty to AC.
Disrupt Undead
School: Necromancy
Spell Lists: Wizard 0, Magus 0, Inquisitor 0
Range: Close (30 ft.)
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Duration: instantaneous
Spell Resistance: yes
Description: You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray
hits an undead creature, it deals 1d6 points of damage to it.
Flare
School: Evocation
Spell Lists: Druid 0, Magus 0, Wizard 0, Bard 0
Range: Close (30 ft.)
Duration: 1 minute
SavingThrow: Fortitude negates
Spell Resistance: yes
Description: This cantrip creates a burst of light. If you cause the light to burst in front of a single
creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless
creatures, as well as creatures already dazzled, are not affected by flare.
Guidance
School: Divination
Spell Lists: Druid 0, Inquisitor 0, Cleric 0, Witch 0, Shaman 0
Range: Touch
Duration: 1 minute or until discharged
Spell Resistance: yes
Description: This spell imbues the subject with a touch of divine guidance.
The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check.
Jolt
School: Transmutation
Spell Lists: Wizard 0
Range: Close (30 ft.)
Duration: instantaneous
Spell Resistance: yes
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Description: You cause a spark of electricity to strike the target with a successful ranged touch attack. The
spell deals 1d3 points of electricity damage.
Light
School: Evocation
Spell Lists: Wizard 0, Bard 0, Magus 0, Inquisitor 0, Cleric 0, Druid 0, Witch 0, Shaman 0
Range: Touch
Duration: 10 minutes/level
Spell Resistance: no
Description: This spell causes a touched party member to glow like a torch, shedding normal light in a 20-
foot radius from the point touched.
You can only have one light spell active at any one time. If you cast this spell while another casting is still
in effect, the previous casting is dispelled.
Ray of Frost
School: Evocation
Spell Lists: Wizard 0, Magus 0
Range: Close (30 ft.)
Duration: instantaneous
Spell Resistance: yes
Description: A ray of freezing air and ice projects from your pointing finger. You must succeed on a
ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.
Resistance
School: Abjuration
Spell Lists: Wizard 0, Bard 0, Cleric 0, Paladin 1, Druid 0, Inquisitor 0, Witch 0, Shaman 0
Range: Touch
Duration: 1 minute
Spell Resistance: no
Description: You imbue the subject with magical energy that protects it from harm, granting it a +1
resistance bonus on saves.
Stabilize
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School: Conjuration
Spell Lists: Shaman 0
Range: Touch
Duration: instantaneous
Spell Resistance: no
Description: Upon casting this spell, you target a living creature that has 1 or fewer hit points. That
creature is automatically stabilized and does not lose any further hit points. If the creature later takes
damage, it continues dying normally.
Touch of Fatigue
School: Necromancy
Spell Lists: Wizard 0, Magus 0, Witch 0, Shaman 0
Range: Touch
Duration: 1 round/level
SavingThrow: Fortitude negates
Spell Resistance: yes
Description: You channel negative energy through your touch, fatiguing the target. You must succeed on
a touch attack to strike a target. The subject is immediately fatigued for the spell's duration.
This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends
as soon as the spell's duration expires.
Virtue
School: Transmutation
Spell Lists: Druid 0, Inquisitor 0, Cleric 0, Paladin 1, Shaman 0
Range: Touch
Duration: 1 minute
Spell Resistance: no
Description: With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary
hit point.
Acid Maw
School: Transmutation
Spell Lists: Ranger 1, Druid 1
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Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: Your animal companion's bite attack deals an additional 1d4 points of acid damage, and the
acid deals another 1d4 points of acid damage to the target on the next round. The acid continues to deal
damage for 1 additional round per 4 caster levels (to a maximum of 6 total rounds at caster level 20th).
This ongoing acid damage doesn't stack from multiple attacks, but the duration resets if a newer bite
would cause the ongoing damage to last longer than the duration remaining from a previous one. The
acid does not harm the animal companion.
Arrow of Law
School: Evocation
Spell Lists: Paladin 2, Cleric 2, AngelCleric 2
Range: Close (30 ft.)
Duration: instantaneous
SavingThrow: Will partial
Spell Resistance: yes
Description: You fire a shimmering arrow of pure order from your holy symbol at any one target in range
as a ranged touch attack. A chaotic creature struck by an arrow of law takes 1d8 points of damage per
two caster levels (maximum 5d8). A chaotic outsider instead takes 1d6 points of damage per caster level
(maximum 10d6) and is dazed for 1 round. A successful Will save reduces the damage to half and negates
the daze effect. This spell deals only half damage to creatures that are neither chaotic nor lawful, and
they are not dazed. The arrow has no effect on lawful creatures.
Aspect of the Falcon
School: Transmutation
Spell Lists: Ranger 1, Druid 1
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: You take on an aspect of a falcon. Your eyes become wide and raptor-like, and you grow
feathers on the sides of your head. You gain a +3 competence bonus on Perception checks, a +1
competence bonus on ranged attacks, and the critical multiplier for your bows and crossbows becomes
19–20/×3.
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This effect does not stack with any other effect that expands the threat range of a weapon, such as the
Improved Critical feat or a keen weapon.
Bane
School: Enchantment
Spell Lists: Cleric 1, Inquisitor 1, Shaman 1, LichWizard 1
Range: 30 ft. ft.
<Area>30 ft.-ft.-radius sphere, centered on caster</Area>
Duration: 1 minute/level
SavingThrow: Will negates
Spell Resistance: yes
Description: Bane fills your enemies with fear and doubt. Each affected creature takes a 1 penalty on
attack rolls and a 1 penalty on saving throws against fear effects. Bane counters and dispels bless.
Bless
School: Enchantment
Spell Lists: Cleric 1, Paladin 1, Inquisitor 1, CommunityDomain 1, WarDomain 1, Shaman 1, AngelCleric 1
Range: 30 ft. ft.
<Area>30 ft.-ft.-radius sphere, centered on caster</Area>
Duration: 1 minute/level
Spell Resistance: no
Description: Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on
saving throws against fear effects.
Bless counters and dispels bane.
Bless Weapon
School: Transmutation
Spell Lists: Paladin 1, GloryDomain 2
Range: Touch
Duration: 1 minute/level
Spell Resistance: no
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Description: This transmutation makes a weapon strike true against evil foes. The weapon in your primary
hand is treated as a magic weapon for the purpose of overcoming DR. The weapon also becomes good-
aligned, which means it can overcome the DR of certain evil creatures. In addition, all critical threats
against evil foes automatically confirm, so every threat is a critical hit.
Bomber's Eye
School: Transmutation
Spell Lists: Alchemist 1
Range: Personal
Duration: 1 round/level
Spell Resistance: no
Description: This extract allows you to throw weapons farther and more accurately. While this extract is
in effect, increase the range of alchemist's bombs and alchemical weapons by 10 feet. In addition, you
receive a +1 insight bonus on attack rolls made with thrown weapons.
Burning Hands
School: Evocation
Spell Lists: Wizard 1, FireDomain 1, Magus 1, Witch 1, Shaman 1, Bloodrager 1, FlamesSpirit 1
Range: 15 ft. ft.
<Area>cone-shaped burst</Area>
Duration: instantaneous
SavingThrow: Reflex half
Spell Resistance: yes
Description: Any creature in the area of the flames takes 1d4 points of fire damage per caster level
(maximum 5d4).
Cause Fear
School: Necromancy
Spell Lists: Wizard 1, Bard 1, Cleric 1, Inquisitor 1, DeathDomain 1, MadnessDomain 1, Witch 1, Shaman 1,
Bloodrager 1, BonesSpirit 1, LichWizard 1
Range: Close (30 ft.)
Duration: 1d4 rounds or 1 round
SavingThrow: Will partial
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Spell Resistance: yes
Description: The affected creature becomes frightened. If the subject succeeds at a Will save, it is shaken
for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear dispels remove fear.
Challenge Evil
School: Enchantment
Spell Lists: Paladin 1
Range: Close (30 ft.)
Duration: 1 minute/level
SavingThrow: Will negates
Spell Resistance: yes
Description: You challenge an evil creature to bring the fight to you, or suffer the consequences. You gain
a +2 sacred bonus on all melee attacks against the subject of the spell. Every round if the target has not
made at least one attack on you, it becomes sickened. If you move away from the target, the spell ends.
Color Spray
School: Illusion
Spell Lists: Wizard 1, Magus 1, MagicDomain 1, Bloodrager 1, Trickster 1
Range: 15 ft. ft.
<Area>cone-shaped burst</Area>
Duration: Based on targets' HD
SavingThrow: Will negates
Spell Resistance: yes
Description: A vivid cone of clashing colors springs forth from your hand, causing creatures to become
stunned, perhaps also blinded, and possibly knocking them prone. Each creature within the cone is
affected according to its HD.
2 HD or less: The creature is blinded, stunned, and knocked prone for 2d4 rounds, then blinded and
stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked prone.)
3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more HD: The creature is stunned for 1 round.
Sightless creatures are not affected by color spray.
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Command
School: Enchantment
Spell Lists: Cleric 1, Inquisitor 1, Witch 1, NatureSpirit 1
Range: Close (30 ft.)
Duration: 1 round
SavingThrow: Will negates
Spell Resistance: yes
Description: You give the subject a single command, which it obeys to the best of its ability at its earliest
opportunity. You may select from the following options.
Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The
creature may do nothing but move during its turn, and it provokes attacks of opportunity for this
movement as normal.
Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while
prone but takes any appropriate penalties.
Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing
but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
If the subject can't carry out your command on its next turn, the spell automatically fails.
Corrosive Touch
School: Conjuration
Spell Lists: Wizard 1, Magus 1, Bloodrager 1
Range: Touch
Duration: instantaneous
Spell Resistance: yes
Description: Your successful melee touch attack deals 1d4 points of acid damage per caster level
(maximum 5d4).
Cure Light Wounds
School: Conjuration
Spell Lists: Cleric 1, Ranger 1, Alchemist 1, Paladin 1, Bard 1, Druid 1, Inquisitor 1, Witch 1, Shaman 1,
Aeon 1, AngelCleric 1
Range: Touch
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Duration: instantaneous
SavingThrow: Will half if used to damage
Spell Resistance: no
Description: When laying your hand upon a living creature, you channel positive energy that cures 1d8
points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy,
this spell deals damage to them instead of curing their wounds. An undead creature can apply spell
resistance, and can attempt a Will save to take half damage.
Divine Favor
School: Evocation
Spell Lists: Cleric 1, Paladin 1, Inquisitor 1, NobilityDomain 1, Aeon 1, AngelCleric 1
Range: Personal
Duration: 1 minute
Spell Resistance: no
Description: Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and
weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The damage
bonus doesn't apply to spell damage.
Doom
School: Necromancy
Spell Lists: Cleric 1, Inquisitor 1, ReposeDomain 1, Shaman 1, SpiritWarden 1, Trickster 1, LichWizard 1
Range: Medium (40 ft.)
Duration: 1 minute/level
SavingThrow: Will negates
Spell Resistance: yes
Description: This spell fills a single subject with a feeling of horrible dread that causes it to become
shaken.
Ear-Piercing Scream
School: Evocation
Spell Lists: Wizard 1, Bard 1, Inquisitor 1, Witch 1, Bloodrager 1
Range: Close (30 ft.)
Duration: 1 round (dazed condition)
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SavingThrow: Fortitude partial
Spell Resistance: yes
Description: You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1
round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save
negates the daze effect and halves the damage.
Enlarge Person
School: Transmutation
Spell Lists: Wizard 1, Alchemist 1, Magus 1, StrengthDomain 1, Witch 1, Bloodrager 1, BattleSpirit 1
Range: Close (30 ft.)
Duration: 1 minute/level
Spell Resistance: yes
Description: This spell causes instant growth of a humanoid creature, doubling its height and multiplying
its weight by 8. This increase changes the creature's size category to the next larger one. The target gains
a +2 size bonus to Strength, a 2 size penalty to Dexterity (to a minimum of 1), and a 1 penalty on attack
rolls and AC due to its increased size. Melee and ranged weapons used by this creature deal more
damage.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet.
This spell does not change the target's speed.
Enlarge person dispels reduce person.
Entangle
School: Transmutation
Spell Lists: Druid 1, Ranger 1, PlantDomain 1, Shaman 1
Range: Long (50 ft.)
<Area>40 ft.-ft.-radius sphere</Area>
Duration: 1 minute/level
SavingThrow: Reflex partial
Spell Resistance: no
Description: This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of
effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures
that succeed at their save can move as normal, but those that remain in the area must save again each
round. Creatures that move into the area must save immediately.
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Entangled creatures can break free by making a combat maneuver check, Athletics check, or Mobility
check against the DC of this spell every round.
The entire area of effect is considered difficult terrain while the effect lasts.
Expeditious Retreat
School: Transmutation
Spell Lists: Alchemist 1, Wizard 1, Bard 1, Magus 1, Inquisitor 1, Trickster 1
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: This spell increases your base speed by 30 feet. This adjustment is treated as an
enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or
swim.
Faerie Fire
School: Evocation
Spell Lists: Druid 1, SunDomain 1
Range: Long (50 ft.)
<Area>5 ft.-ft.-radius sphere</Area>
Duration: 1 minute/level
Spell Resistance: yes
Description: A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles.
Creatures outlined by faerie fire take a 20 penalty on all Stealth checks. Outlined creatures do not
benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical
darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim
to have any special effect on undead or dark-dwelling creatures vulnerable to light.
Feather Step
School: Transmutation
Spell Lists: Druid 1, Bard 1, Ranger 1, WindSpirit 1, Trickster 1
Range: Close (30 ft.)
Duration: 10 minutes/level
Spell Resistance: yes
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Description: For the duration of this spell, the subject ignores the adverse movement effects of difficult
terrain.
Firebelly
School: Abjuration
Spell Lists: Druid 1, Cleric 1, Alchemist 1, Paladin 1, Bloodrager 1
Range: Personal
Duration: 1 minute/level
SavingThrow: Reflex half
Spell Resistance: no
Description: A magical fire warms your belly, granting you fire resistance 5 and making your gut hot to the
touch (but not enough to damage you or anything else). As a standard action, you can breathe a 15-foot
cone of flame that deals 1d4 points of fire damage (Reflex half, SR applies). Each time you use this breath
weapon, the remaining duration of the spell is reduced by 1 minute.
Flare Burst
School: Evocation
Spell Lists: Druid 1, Bard 1, Wizard 1, Magus 1, Bloodrager 1
Range: Close (30 ft.)
<Area>10 ft.-ft.-radius sphere</Area>
Duration: instantaneous
SavingThrow: Fortitude negates
Spell Resistance: yes
Description: This spell functions as flare, except it affects all creatures in a 10-foot-radius burst from the
target point.
Flare: This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that
creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as
creatures already dazzled, are not affected by flare.
Grease
School: Conjuration
Spell Lists: Wizard 1, Magus 1, Bard 1, WavesSpirit 1, Trickster 1, LichWizard 1
Range: Close (30 ft.)
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<Area>10 ft.-ft.-radius sphere</Area>
Duration: 1 minute/level
SavingThrow: Reflex negates
Spell Resistance: no
Description: A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area
when the spell is cast and every round after that must make a successful Reflex save or fall prone.
Hurricane Bow
School: Transmutation
Spell Lists: Ranger 1, Wizard 1
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: Hurricane bow significantly increases the weight and density of arrows or bolts fired from
your bow or crossbow the instant before they strike their target and then return them to normal a few
moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals
damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow
normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a
hurricane bow.
Inflict Light Wounds
School: Necromancy
Spell Lists: Cleric 1, Inquisitor 1, Witch 1, Shaman 1, Aeon 1, LichWizard 1
Range: Touch
Duration: instantaneous
SavingThrow: Will half if used to damage
Spell Resistance: no
Description: When laying your hand upon a creature, you channel negative energy that deals 1d8 points
of damage + 1 point per caster level (maximum +5).
Since undead are powered by negative energy, this spell cures such a creature of a like amount of
damage, rather than harming it.
Lead Blades
School: Transmutation
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Spell Lists: Ranger 1, ArtificeDomain 1
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: Lead blades increases the momentum and density of your melee weapons just as they strike
a foe. All melee weapons you are carrying when the spell is cast deal damage as if one size category larger
than they actually are. For instance, a Medium longsword normally deals 1d8 points of damage, but it
would instead deal 2d6 points of damage if benefiting from lead blades. Only you can benefit from this
spell. If anyone else uses one of your weapons to make an attack, it deals damage as normal for its size.
Longstrider
School: Transmutation
Spell Lists: Ranger 1, Druid 1, TravelDomain 1
Range: Personal
Duration: 1 hour/level
Spell Resistance: no
Description: This spell gives you a +10-foot enhancement bonus to your base speed. It has no effect on
other modes of movement, such as burrow, climb, fly, or swim.
Mage Armor
School: Conjuration
Spell Lists: Wizard 1, Witch 1, Bloodrager 1, LichWizard 1
Range: Touch
Duration: 1 hour/level
Spell Resistance: no
Description: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing
a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed
reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do
normal armor.
Shield
School: Abjuration
Spell Lists: Wizard 1, Alchemist 1, Magus 1, Bloodrager 1, LichWizard 1
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Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: Shield creates an invisible shield of force that hovers in front of you. It negates magic missile
attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against
incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell
failure chance.
Magic Fang
School: Transmutation
Spell Lists: Druid 1, Ranger 1, AnimalDomain 1
Range: Touch
Duration: 1 minute/level
Spell Resistance: no
Description: Magic fang gives all natural weapons or unarmed strikes of the subject a +1 enhancement
bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or any other natural
weapon.
Magic Missile
School: Evocation
Spell Lists: Wizard 1, Magus 1, Bloodrager 1
Range: Medium (40 ft.)
Duration: instantaneous
Spell Resistance: yes
Description: A missile of magical energy darts forth from your fingertip and strikes its target, dealing
1d4+1 points of force damage.
The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover
or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the
spell.
For every two caster levels beyond 1st, you gain an additional missile two at 3rd level, three at 5th, four
at 7th, and the maximum of five missiles at 9th level or higher.
Magic Weapon
School: Transmutation
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Spell Lists: Wizard 1, Inquisitor 1, Oracle 1, Cleric 1, Paladin 1, Magus 1, WarDomain 1, Bloodrager 1
Range: Touch
Duration: 1 minute/level
Spell Resistance: yes
Description: Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An
enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.
Protection from Alignment
School: Abjuration
Spell Lists: Cleric 1, Wizard 1, Inquisitor 1, ProtectionDomain 1, RuneDomain 1, Shaman 1, Bloodrager 1,
Aeon 1
Range: Touch
Duration: 1 minute/level
Spell Resistance: no
Description: The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these
bonuses apply against attacks made or effects created by creatures with the corresponding alignment.
Protection from Chaos
School: Abjuration
Spell Lists: LawDomain 1
Range: Touch
Duration: 1 minute/level
Spell Resistance: no
Description: The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these
bonuses apply against attacks made or effects created by chaotic creatures.
Protection from Chaos/Evil
School: Abjuration
Spell Lists: Paladin 1
Range: Touch
Duration: 1 minute/level
Spell Resistance: no
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Description: The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these
bonuses apply against attacks made or effects created by creatures with the corresponding alignment.
Protection from Evil
School: Abjuration
Spell Lists: GoodDomain 1
Range: Touch
Duration: 1 minute/level
Spell Resistance: no
Description: The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these
bonuses apply against attacks made or effects created by evil creatures.
Protection from Law
School: Abjuration
Spell Lists: ChaosDomain 1
Range: Touch
Duration: 1 minute/level
Spell Resistance: no
Description: The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these
bonuses apply against attacks made or effects created by lawful creatures.
Ray of Enfeeblement
School: Necromancy
Spell Lists: Wizard 1, Magus 1, Witch 1, Bloodrager 1, LichWizard 1
Range: Close (30 ft.)
Duration: 1 round/level
SavingThrow: Fortitude halves strength penalty
Spell Resistance: yes
Description: A coruscating ray springs from your hand. You must succeed on a ranged touch attack to
strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum
1d6+5). The subject's Strength score cannot drop below 1. A successful Fortitude save reduces this
penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.
Ray of Sickening
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School: Necromancy
Spell Lists: Wizard 1, Cleric 1, Druid 1, EvilDomain 1, WaterDomain 1, Witch 1, Bloodrager 1, LichWizard 1
Range: Close (30 ft.)
Duration: 1 minute/level
SavingThrow: Fortitude negates
Spell Resistance: yes
Description: The subject is immediately sickened for the spell's duration. A successful Fortitude save
negates the effect.
Reduce Person
School: Transmutation
Spell Lists: Wizard 1, Alchemist 1, Magus 1, Witch 1, Bloodrager 1, Trickster 1
Range: Close (30 ft.)
Duration: 1 minute/level
Spell Resistance: yes
Description: This spell causes instant diminution of a humanoid creature, halving its height, length, and
width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller
one. The target gains a +2 size bonus to Dexterity, a 2 size penalty to Strength (to a minimum of 1), and
a +1 bonus on attack rolls and AC due to its reduced size. Melee and ranged weapons used by this
creature deal less damage.
A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of
0 feet (meaning that it must enter an opponent's square to attack). A Large humanoid creature whose
size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change
the target's speed.
Reduce person dispels enlarge person.
Remove Fear
School: Abjuration
Spell Lists: Cleric 1, Bard 1, Inquisitor 1, LiberationDomain 1, Shaman 1, Aeon 1
Range: Close (30 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: 10 minutes
Spell Resistance: no
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Description: You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10
minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is
suppressed for the duration of the spell.
Remove Sickness
School: Conjuration
Spell Lists: Druid 1, Cleric 1, HealingDomain 1, Witch 1, AngelCleric 1, Aeon 1
Range: Close (30 ft.)
Duration: 10 minutes/level
Spell Resistance: no
Description: You quell feelings of illness and nausea in the target, giving it a +4 morale bonus on saving
throws against disease, nausea, and sickened effects.
If the subject is already under the influence of one of these effects when receiving the spell, that effect is
suppressed for the duration of the spell.
Shield of Faith
School: Abjuration
Spell Lists: Cleric 1, Inquisitor 1, GloryDomain 1, Aeon 1
Range: Touch
Duration: 1 minute/level
Spell Resistance: no
Description: This spell creates a shimmering, magical field around the target that averts and deflects
attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for
every six levels you have (maximum +5 deflection bonus at 18th level).
Shocking Grasp
School: Evocation
Spell Lists: Wizard 1, Magus 1, AirDomain 1, Bloodrager 1, Trickster 1
Range: Touch
Duration: instantaneous
Spell Resistance: yes
Description: Your successful melee touch attack deals 1d6 points of electricity damage per caster level
(maximum 5d6).
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Sleep
School: Enchantment
Spell Lists: Bard 1, Wizard 1, DarknessDomain 1, TrickeryDomain 1, Witch 1, Shaman 1, Trickster 1,
LichWizard 1
Range: Medium (40 ft.)
<Area>10 ft.-ft.-radius sphere</Area>
Duration: 1 minute/level
SavingThrow: Will negates
Spell Resistance: yes
Description: A sleep spell causes a magical slumber to come upon 4 HD of creatures, and those who are
closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are
wasted. Sleeping creatures are helpless. Wounding awakens an affected creature, but normal noise does
not. Sleep does not target unconscious creatures, constructs, or undead creatures.
Snowball
School: Conjuration
Spell Lists: Wizard 1, Magus 1, Druid 1, WeatherDomain 1, Witch 1, Bloodrager 1, FrostSpirit 1, Trickster 1
Range: Close (30 ft.)
Duration: 1 round (staggered condition)
SavingThrow: Fortitude negates staggered condition
Spell Resistance: no
Description: You conjure a ball of packed ice and snow that you can throw at a single target as a ranged
touch attack. The snowball deals 1d6 points of cold damage per caster level (maximum 5d6) on a
successful hit, and the target must succeed at a Fortitude saving throw or be staggered for 1 round.
Stone Fist
School: Transmutation
Spell Lists: Druid 1, Wizard 1, Magus 1, Alchemist 1, EarthDomain 1, StoneSpirit 1
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
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Description: This spell transforms your hands into living stone. While this spell is in effect, your unarmed
strikes do not provoke attacks of opportunity and deal 1d6 points of bludgeoning damage (1d4 if you are
Small).
Stunning Barrier
School: Abjuration
Spell Lists: Paladin 1, Cleric 1, Wizard 1, Inquisitor 1, Aeon 1
Range: Personal
Duration: 1 round/level or until discharged
SavingThrow: Will negates stun
Spell Resistance: no
Description: You are closely surrounded by a barely visible magical field. The field provides a +1 deflection
bonus to AC and a +1 resistance bonus on saves. Any creature that strikes you with a melee attack is
stunned for 1 round (Will negates). Once the field has stunned an opponent, the spell is discharged.
Summon Monster I
School: Conjuration
Spell Lists: Wizard 1, Cleric 1, Bard 1, Witch 1
Range: Close (30 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: This spell summons an extraplanar dog. It appears where you designate and acts according
to its initiative check results. It attacks your opponents to the best of its ability.
Summon Nature's Ally I
School: Conjuration
Spell Lists: Ranger 1, Druid 1, Shaman 1
Range: Close (30 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: This spell summons to your side a natural mite. The summoned ally appears where you
designate and acts according to its initiative check results. It attacks your opponents to the best of its
ability.
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Targeted Bomb Admixture
School: Transmutation
Spell Lists: Alchemist 1
Range: Personal
Duration: 1 round/level
Spell Resistance: no
Description: When you throw bombs, they can only hit a direct target; they do not splash. However, the
bomb deals its base damage plus double your Intelligence modifier instead of just its base damage plus
your Intelligence modifier.
Touch of Gracelessness
School: Transmutation
Spell Lists: Wizard 1, Bard 1, LichWizard 1
Range: Touch
Duration: 1 round/level
SavingThrow: Fortitude halves dexterity penalty and negates the movement speed penalty
Spell Resistance: yes
Description: With a single touch, you reduce a creature to a fumbling clown.
The target takes a penalty to its Dexterity equal to 1d6 + 1 per two caster levels (maximum 1d6+5). This
penalty cannot drop the target's Dexterity score below 1.
A successful Fortitude save halves the penalty to Dexterity.
True Strike
School: Divination
Spell Lists: Alchemist 1, Wizard 1, DestructionDomain 1, LuckDomain 1, Magus 1, Inquisitor 1,
KnowledgeDomain 1, Bloodrager 1, Aeon 1
Range: Personal
Duration: 1 round
Spell Resistance: no
Description: You gain temporary, intuitive insight into the immediate future during your next attack. Your
next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus.
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Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed
target.
Unbreakable Heart
School: Enchantment
Spell Lists: Bard 1, Cleric 1, Paladin 1, Ranger 1, Witch 1, Shaman 1, LifeSpirit 1, AngelCleric 1
Range: Close (30 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: The target creature gains a +4 morale bonus on saving throws against mind-affecting effects
that rely on negative emotions (such as crushing despair, rage, or fear effects) or that would force them
to harm an ally (such as confusion). If the target is already under such an effect when receiving this spell,
that effect is suppressed for the duration of this spell. It does not affect mind-affecting effects based on
positive emotions (such as good hope or the inspire courage bard ability).
Vanish
School: Illusion
Spell Lists: Wizard 1, Bard 1, Magus 1, Trickster 1
Range: Touch
Duration: 1 round/level (up to 5 rounds)
Spell Resistance: no
Description: The touched creature becomes invisible for a short time.
If a check is required, an invisible creature has a +20 bonus on its Stealth checks. The spell ends if the
subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or
whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions.
Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack.
Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack,
cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a
portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately
becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are
not attacks for this purpose, even when they include foes in their area.
Veil of Heaven
School: Abjuration
Spell Lists: Paladin 1
Range: Personal
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Duration: 10 minutes/level
SavingThrow: Will half
Spell Resistance: no
Description: For the duration of this spell, you gain a +2 sacred bonus to AC and on saves. Both of these
bonuses apply only against attacks or effects created by outsiders with the evil subtype. You can dismiss
this spell as a swift action to deal 1d8 points of damage + 1 point per paladin level to all such outsiders
within 5 feet. A Will save halves this damage.
Veil of Positive Energy
School: Abjuration
Spell Lists: Paladin 1
Range: Personal
Duration: 10 minutes/level
Spell Resistance: no
Description: When under the effect of this spell, you gain a +2 sacred bonus to AC and a+2 sacred bonus
on saves. Both of these bonuses apply only against attacks or effects created by undead creatures. You
can dismiss this spell before its normal duration as a swift action on your turn to deal a number of points
of positive energy damage equal to your level to all undead creatures within 5 feet of you.
Acid Arrow
School: Conjuration
Spell Lists: Wizard 2, EarthDomain 2, Magus 2, WaterDomain 2, Bloodrager 2
Range: Long (50 ft.)
Duration: 1 round + 1 round per three levels
Spell Resistance: no
Description: An arrow of acid springs from your hand and speeds to its target. You must succeed on a
ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash
damage. For every three caster levels you possess, the acid, unless neutralized, lasts for another round
(to a maximum of 6 additional rounds at 18th level), dealing another 2d4 points of damage in each round.
Aid
School: Enchantment
Spell Lists: Cleric 2, LuckDomain 2, Alchemist 2, Inquisitor 2, WarDomain 2, Shaman 2, AngelCleric 2
Range: Touch
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Duration: 1 minute/level
Spell Resistance: no
Description: Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus
temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster
level 10th).
Aspect of the Bear
School: Transmutation
Spell Lists: Druid 2, Ranger 2
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: You take on an aspect of a bear. You gain a +2 enhancement bonus to natural armor and a
+2 enhancement bonus on CMB rolls. You also gain the ability to perform a bull rush combat maneuver.
Aura of Greater Courage
School: Abjuration
Spell Lists: Paladin 2
Range: Personal
Duration: 10 minutes per level
Spell Resistance: no
Description: When you cast this spell you strengthen your paladin‘s aura of courage. Until the end of its
duration, all allies within that aura are immune to fear (magical or otherwise). If you do not have the aura
of courage class feature, aura of greater courage has no effect.
Barkskin
School: Transmutation
Spell Lists: Ranger 2, Alchemist 2, Druid 2, PlantDomain 2, ProtectionDomain 2, Shaman 2, NatureSpirit 2
Range: Touch
Duration: 10 minutes/level
Spell Resistance: no
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Description: Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the
creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster
levels above 3rd, to a maximum of +5 at 12th level.
The enhancement bonus provided by barkskin stacks with the target's natural armor bonus, but not with
other enhancement bonuses to natural armor. A creature without natural armor has an effective natural
armor bonus of +0.
Bear's Endurance
School: Transmutation
Spell Lists: Wizard 2, Cleric 2, Ranger 2, Alchemist 2, Magus 2, Druid 2, Shaman 2, Bloodrager 2
Range: Touch
Duration: 1 minute/level
Spell Resistance: no
Description: The affected creature gains greater vitality and stamina. The spell grants the subject a +4
enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves,
Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not
temporary hit points. They go away when the subject's Constitution drops back to normal. They are not
lost first as temporary hit points are.
Bestow Grace
School: Abjuration
Spell Lists: Paladin 2
Range: Touch
Duration: 1 minute/level
Spell Resistance: yes
Description: With this spell you can bestow your divine grace on another good creature for a short
amount of time, infusing that creature with a portion of your holy virtue. When you touch the subject,
you grant that creature a sacred bonus to its saving throws equal to its Charisma bonus (if any) on all
saving throws.
Blessing of Courage and Life
School: Conjuration
Spell Lists: Paladin 2, Cleric 2, AngelCleric 2, Aeon 2
Range: Close (30 ft.)
Duration: 1 minute/level
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Spell Resistance: no
Description: With this prayer you provide long-lasting succor to a wounded creature. For as long as the
effect lasts, the target receives a +2 morale bonus on saving throws against fear and death effects. At any
time while the spell is in effect, the target can choose to end the spell as a swift action for a burst of
healing energy. The target loses the saving throw bonus, but is healed of 1d8 points of damage + 1 point
per caster level (maximum +10).
Blessing Of Luck And Resolve
School: Enchantment
Spell Lists: Paladin 2, Cleric 2, Inquisitor 2, AngelCleric 2, Aeon 2
Range: Touch
Duration: 1 minute/level
Spell Resistance: no
Description: A favored blessing of halfling clerics, this spell grants its target a +2 morale bonus on saving
throws against fear effects. If the target fails a saving throw against fear, it rerolls the save with a +4
morale bonus and takes the new result, even if it is worse. After that the spell's effect ends.
Blindness
School: Necromancy
Spell Lists: Cleric 3, Wizard 2, Bard 2, DarknessDomain 2, Witch 2, Shaman 3, Bloodrager 2, LichWizard 2
Range: Medium (40 ft.)
Duration: Permanent
SavingThrow: Fortitude negates
Spell Resistance: yes
Description: You call upon the powers of unlife to render the subject blinded.
Blur
School: Illusion
Spell Lists: Wizard 2, Alchemist 2, Bard 2, Magus 2, WindSpirit 2, Trickster 2
Range: Touch
Duration: 1 minute/level
Spell Resistance: no
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Description: The subject's outline appears blurred, shifting, and wavering. This distortion grants the
subject concealment (20% miss chance).
A see invisibility spell does not counteract the blur effect, but a true seeing spell does.
Opponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent
carries penalties of its own).
Boneshaker
School: Necromancy
Spell Lists: Cleric 2, Wizard 2, Inquisitor 2, DeathDomain 2, DestructionDomain 2, EvilDomain 2, Witch 2,
LichWizard 2
Range: Medium (40 ft.)
Duration: instantaneous
SavingThrow: Fortitude half
Spell Resistance: yes
Description: You take control of a target living creature's skeleton. A creature has its skeleton rattle within
its flesh, causing it grievous harm. The target takes 3d6 points of damage, plus 1d6 additional points of
damage per 2 caster levels.
Bull's Strength
School: Transmutation
Spell Lists: Wizard 2, Cleric 2, Alchemist 2, Paladin 2, Magus 2, Druid 2, StrengthDomain 2, Shaman 2,
Bloodrager 2, BattleSpirit 2
Range: Touch
Duration: 1 minute/level
Spell Resistance: no
Description: The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding
the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
Enhancement bonuses do not stack with other enhancement bonuses, for example with bonuses from
belts.
Burning Arc
School: Evocation
Spell Lists: Wizard 2
Range: Close (30 ft.)
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Duration: instantaneous
SavingThrow: Reflex half
Spell Resistance: yes
Description: This spell causes an arc of flame to leap from your fingers, burning one enemy nearby plus
one additional enemy per 3 caster levels, each of which must be within 15 feet of the primary target.
It deals 1d6 points of fire damage per caster level (maximum 10d6) to the primary target. For every
additional target, reduce the number of damage dice by half (rounded down).
Each target can attempt a Reflex saving throw for half damage.
Cacophonous Call
School: Enchantment
Spell Lists: Bard 2, MadnessDomain 2
Range: Close (30 ft.)
Duration: 1 round/level
SavingThrow: Will negates
Spell Resistance: yes
Description: You fill your target's mind with a blaring cacophony of discordant sounds, making it hard for
the target to act and concentrate. The creature gains the nauseated condition for the duration of the
spell if it fails its Will save.
Castigate
School: Enchantment
Spell Lists: Inquisitor 2, Aeon 2
Range: Close (30 ft.)
Duration: 1 round/level or 1 round
SavingThrow: Will partial (save each round)
Spell Resistance: yes
Description: You compel the target to beg for forgiveness. On a failed save, the target cowers in fear. On a
successful will save, it is shaken for 1 round. Each round after, a cowering subject may attempt a new
save to end the effect.
Cat's Grace
School: Transmutation
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Spell Lists: Wizard 2, Ranger 2, Alchemist 2, Bard 2, Magus 2, Druid 2, Bloodrager 2, Trickster 2
Range: Touch
Duration: 1 minute/level
Spell Resistance: no
Description: The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a
+4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the
Dexterity modifier.
Chameleon Stride
School: Illusion
Spell Lists: Ranger 2, Trickster 2
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: You fade into the background, and while you are not truly invisible, you are hard to pinpoint
due to your translucent state. While under the effects of this spell, you gain a +4 bonus on Stealth checks
and have concealment from creatures more than 5 feet away (attacks have a 20% miss chance).
Command Undead
School: Enchantment
Spell Lists: Wizard 2, SpiritWarden 2, LichWizard 2
Range: Close (30 ft.)
Duration: 1 round/level
SavingThrow: Will negates (save each round)
Spell Resistance: yes
Description: You can make any undead creature fight on your side as if it was your ally. It will attack your
opponents to the best of its ability. However intelligent creatures will try to throw off the domination,
making a Will save each round.
Create Pit
School: Conjuration
Spell Lists: Wizard 2
Range: Medium (40 ft.)
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<Area>10 ft.-ft.-radius sphere</Area>
Duration: 1 round + 1 round/level
SavingThrow: Reflex negates
Spell Resistance: no
Description: You create an extra-dimensional hole with a depth of 10 feet per two caster levels (maximum
30 feet). Since the pit extends into another dimension, the pit has no weight and does not otherwise
displace the original underlying material. You can create the pit in the deck of a ship as easily as in a
dungeon floor or the ground of a forest.
Any large or smaller creature standing in the area where you first conjured the pit must make a Reflex
saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and
any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2
bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as
bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.
Creatures who fall into the pit take falling damage as normal (1d6 bludgeoning damage pet 10 feet). To
climb the pit's coarse stone walls, a creature need a successful Athletics or Mobility skill check with a DC
of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit
until they are standing on the surface over the course of a single round.
Cure Moderate Wounds
School: Conjuration
Spell Lists: Cleric 2, Bard 2, Paladin 3, Druid 3, Inquisitor 2, Alchemist 2, Ranger 3, Witch 2, Shaman 2,
AngelCleric 2, Aeon 2
Range: Touch
Duration: instantaneous
SavingThrow: Will half if used to damage
Spell Resistance: no
Description: When laying your hand upon a living creature, you channel positive energy that cures 2d8
points of damage + 1 point per caster level (maximum +10). Since undead are powered by negative
energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply
spell resistance, and can attempt a Will save to take half damage.
Delay Poison
School: Conjuration
Spell Lists: Druid 2, Inquisitor 2, Cleric 2, Bard 2, Paladin 2, Alchemist 2, Ranger 1, Witch 2, Shaman 2,
WavesSpirit 2, AngelCleric 2, Aeon 2
Range: Touch
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Duration: 1 hour/level
Spell Resistance: no
Description: The subject becomes temporarily immune to poison. Any poison in its system or any poison
to which it is exposed during the spell's duration does not affect the subject until the spell's duration has
expired. Delay poison does not cure any damage that poison may have already done.
Eagle's Splendor
School: Transmutation
Spell Lists: Wizard 2, Cleric 2, Alchemist 2, Bard 2, Paladin 2, Shaman 2, Bloodrager 2, Trickster 2
Range: Touch
Duration: 1 minute/level
Spell Resistance: no
Description: The transmuted creature becomes more poised, articulate, and personally forceful. The spell
grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks
and other uses of the Charisma modifier. Bards, paladins, and sorcerers (and other spellcasters who rely
on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but
the save DCs for spells they cast while under this spell's effect do increase.
Effortless Armor
School: Transmutation
Spell Lists: Ranger 2, Cleric 2, Inquisitor 2, Magus 2, Paladin 2, ArtificeDomain 2, Aeon 2
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: Armor you wear no longer reduces your speed. You also reduce the armor's armor check
penalty by 1 + 1 per five caster levels (maximum 5).
False Life
School: Necromancy
Spell Lists: Wizard 2, Alchemist 2, Witch 2, Shaman 2, Bloodrager 2, BonesSpirit 2, LichWizard 2
Range: Personal
Duration: 1 hour/level
Spell Resistance: no
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Description: You harness the power of unlife to grant yourself a limited ability to avoid death. While this
spell is in effect, you gain temporary hit points equal to 1d10 + 1 per caster level (maximum +10).
Find Traps
School: Divination
Spell Lists: Cleric 2, Inquisitor 2, Witch 2, Trickster 2, Aeon 2
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: You gain intuitive insight into the workings of traps. You gain an insight bonus equal to 1/2
your caster level (maximum +10) on Perception checks while the spell is in effect.
Fox's Cunning
School: Transmutation
Spell Lists: Wizard 2, Alchemist 2, Bard 2, KnowledgeDomain 2
Range: Touch
Duration: 1 minute/level
Spell Resistance: no
Description: The target becomes smarter. The spell grants a +4 enhancement bonus to Intelligence,
adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier.
Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional
bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell's
effect do increase. This spell doesn't grant extra skill ranks.
Frigid Touch
School: Evocation
Spell Lists: Wizard 2, Magus 2, Druid 2, Bloodrager 2, LichWizard 2
Range: Touch
Duration: instantaneous
SavingThrow: None
Spell Resistance: yes
Description: Your melee touch attack deals 4d6 points of cold damage and causes the target to be
staggered for 1 round. If the attack is a critical hit, the target is staggered for 1 minute instead.
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Glitterdust
School: Conjuration
Spell Lists: Wizard 2, Bard 2, Magus 2, Witch 2, LichWizard 2
Range: Medium (40 ft.)
<Area>10 ft.-ft.-radius sphere</Area>
Duration: 1 round/level
SavingThrow: Will negates (blinding only)
Spell Resistance: no
Description: A cloud of golden particles covers everyone and everything in the area, causing creatures to
become blinded and visibly outlining invisible things for the duration of the spell. All within the area are
covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the
end of their turn, blinded creatures may attempt new saving throws to end the blindness effect.
Any creature covered by the dust takes a 40 penalty on Stealth checks.
Grace
School: Abjuration
Spell Lists: Cleric 2, Paladin 1, NobilityDomain 2, TravelDomain 2
Range: Personal
Duration: 1 round
Spell Resistance: no
Description: Until the end of the round, your movement does not provoke attacks of opportunity.
Hideous Laughter
School: Enchantment
Spell Lists: Wizard 2, Bard 1, CharmDomain 2, Trickster 2
Range: Close (30 ft.)
Duration: 1 round/level, can save each round
SavingThrow: Will negates
Spell Resistance: yes
Description: This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic
laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless.
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After the spell ends, it can act normally. On the creature's next turn, it may attempt a new saving throw
to end the effect. A creature with an Intelligence score of 2 or lower is not affected.
Hold Animal
School: Enchantment
Spell Lists: Ranger 2, Druid 2, AnimalDomain 2, Aeon 2, LichWizard 2
Range: Medium (40 ft.)
Duration: 1 round/level, can save each round
SavingThrow: Will negates
Spell Resistance: yes
Description: This spell functions like hold person, except that it affects an animal instead of a humanoid.
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take
any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the
effect.
Hypnotism
School: Enchantment
Spell Lists: CharmDomain 1, Bard 1, Wizard 1, Witch 1, Trickster 1
Range: Close (30 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: 2d4 rounds
SavingThrow: Will negates
Spell Resistance: yes
Description: Your gestures and droning incantation fascinate nearby living creatures, causing them to
stop and stare blankly at you in a dazed condition. Roll 2d4 to see how many total HD of creatures you
affect.
Inflict Moderate Wounds
School: Necromancy
Spell Lists: Cleric 2, Inquisitor 2, Witch 2, Shaman 2, Aeon 2, LichWizard 2
Range: Touch
Duration: instantaneous
SavingThrow: Will half if used to damage
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Spell Resistance: yes
Description: When laying your hand upon a creature, you channel negative energy that deals 2d8 points
of damage + 1 point per caster level (maximum +10).
Since undead are powered by negative energy, this spell cures such a creature of a like amount of
damage, rather than harming it.
Invisibility
School: Illusion
Spell Lists: Wizard 2, Alchemist 2, Bard 2, Magus 2, Inquisitor 2, TrickeryDomain 2, Trickster 2, LichWizard
2
Range: Touch
Duration: 1 minute/level
Spell Resistance: no
Description: The touched creature becomes invisible.
If a check is required, an invisible creature has a +20 bonus on its Stealth checks. The spell ends if the
subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or
whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions.
Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack.
Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack,
cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a
portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately
becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are
not attacks for this purpose, even when they include foes in their area.
Litany of Eloquence
School: Enchantment
Spell Lists: Inquisitor 3, Paladin 2
Range: Close (30 ft.)
Duration: 1 round
Spell Resistance: yes
Description: Your litany is a fascinating diatribe of grace, causing your target to do nothing but listen. The
target is fascinated. Any damage to the target automatically breaks the effect.
Litany of Entanglement
School: Conjuration
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Spell Lists: Inquisitor 3, Paladin 2
Range: Close (30 ft.)
Duration: 1 round
SavingThrow: Will negates
Spell Resistance: yes
Description: Your litany conjures chains of energy that lash upward from the ground and hamper the
target's movement. The target is entangled.
Mirror Image
School: Illusion
Spell Lists: Wizard 2, Bard 2, Magus 2, Bloodrager 2, Trickster 2, LichWizard 2
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: This spell creates a number of illusory doubles of you that inhabit your square. These doubles
make it difficult for enemies to precisely locate and attack you.
When mirror image is cast, 1d4 images plus one image per three caster levels (maximum eight images
total) are created. These images remain in your space and move with you, mimicking your movements,
sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an
attack roll, there is a possibility that the attack targets one of your images instead. If the attack is a hit,
roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is
destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss. Area spells
affect you normally and do not destroy any of your figments. Spells and effects that do not require an
attack roll affect you normally and do not destroy any of your figments. Spells that require a touch attack
are harmlessly discharged if used to destroy a figment.
An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the
spell has no effect (although the normal miss chances still apply).
Molten Orb
School: Evocation
Spell Lists: Wizard 2, Magus 2, Witch 2, Bloodrager 2, StoneSpirit 2
Range: Close (30 ft.)
<Area>5 ft.-ft.-radius sphere</Area>
Duration: instantaneous
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SavingThrow: Reflex halves splash damage
Spell Resistance: yes
Description: You create a fist-sized, red-hot ball of molten metal that you immediately hurl as a splash
weapon. A direct hit deals 2d6 points of fire damage. Every creature within 5 feet of where the ball hits
takes 1d6 points of fire damage from the splash (Reflex half). Each of these creatures takes an additional
1d6 points of fire damage each round for the next 1d3 rounds.
Natural Rhythm
School: Transmutation
Spell Lists: Druid 2
Range: Touch
Duration: 1 round/level
Spell Resistance: no
Description: Each time the creature successfully strikes an opponent with a natural attack, each
consecutive hit against the same opponent deals extra damage equal to the number of previous
consecutive hits you have made against that opponent this turn. This damage is multiplied on a critical
hit.
Owl's Wisdom
School: Transmutation
Spell Lists: Wizard 2, Cleric 2, Ranger 2, Alchemist 2, Paladin 2, Druid 2, Shaman 2
Range: Touch
Duration: 1 minute/level
Spell Resistance: no
Description: The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to
Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, and rangers (and other
Wisdom-based spellcasters) who receive owl's wisdom do not gain any additional bonus spells for the
increased Wisdom, but the save DCs for their spells increase.
Pernicious Poison
School: Necromancy
Spell Lists: Druid 2, Wizard 2, Witch 2, LichWizard 2
Range: Touch
Duration: 10 minutes/level
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Spell Resistance: yes
Description: You weaken the target's defenses against poison. The target gains a 4 penalty on saves
against poison. Attempts to cure the poisoned target take a 4 penalty.
Pox Pustules
School: Necromancy
Spell Lists: Druid 2, Witch 2, LichWizard 2
Range: Close (30 ft.)
Duration: 1 minute/level
SavingThrow: Fortitude negates
Spell Resistance: yes
Description: You inflict a painful, itching rash on the target creature. The target is sickened and takes a 4
penalty to Dexterity (this penalty cannot lower Dexterity below 0).
Protection from Alignment, Communal
School: Abjuration
Spell Lists: Cleric 2, Wizard 2, Inquisitor 2, CommunityDomain 2, Aeon 2
Range: 30 ft. ft.
<Area>30 ft.-ft.-radius sphere, centered on caster</Area>
Duration: 1 minute
Spell Resistance: no
Description: All allies within 30 feet gain a +2 deflection bonus to AC and a +2 resistance bonus on saves.
Both these bonuses apply against attacks made or effects created by creatures with corresponding
alignments.
Protection from Arrows
School: Abjuration
Spell Lists: Wizard 2, Alchemist 2, AirDomain 2, RuneDomain 2, Bloodrager 2, Aeon 2
Range: Touch
Duration: 1 hour/level
Spell Resistance: no
Description: The warded creature gains resistance to ranged weapons. The subject gains damage
reduction 10/magic against ranged weapons. This spell doesn't grant you the ability to damage creatures
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with similar damage reduction. Once the spell has prevented a total of 10 points of damage per caster
level (maximum 100 points), it is discharged.
Protection from Chaos, Communal
School: Abjuration
Spell Lists: LawDomain 2
Range: 30 ft. ft.
<Area>30 ft.-ft.-radius sphere, centered on caster</Area>
Duration: 1 minute
Spell Resistance: no
Description: All allies within 30 feet gain a +2 deflection bonus to AC and a +2 resistance bonus on saves.
Both these bonuses apply against attacks made or effects created by chaotic creatures.
Protection from Chaos/Evil, Communal
School: Abjuration
Spell Lists: Paladin 2
Range: 30 ft. ft.
<Area>30 ft.-ft.-radius sphere, centered on caster</Area>
Duration: 1 minute
Spell Resistance: no
Description: All allies within 30 feet gain a +2 deflection bonus to AC and a +2 resistance bonus on saves.
Both these bonuses apply against attacks made or effects created by creatures with corresponding
alignments.
Protection from Evil, Communal
School: Abjuration
Spell Lists: GoodDomain 2
Range: 30 ft. ft.
<Area>30 ft.-ft.-radius sphere, centered on caster</Area>
Duration: 1 minute
Spell Resistance: no
Description: All allies within 30 feet gain a +2 deflection bonus to AC and a +2 resistance bonus on saves.
Both these bonuses apply against attacks made or effects created by evil creatures.
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Protection from Law, Communal
School: Abjuration
Spell Lists: ChaosDomain 2
Range: 30 ft. ft.
<Area>30 ft.-ft.-radius sphere, centered on caster</Area>
Duration: 1 minute
Spell Resistance: no
Description: All allies within 30 feet gain a +2 deflection bonus to AC and a +2 resistance bonus on saves.
Both these bonuses apply against attacks made or effects created by lawful creatures.
Remove Paralysis
School: Conjuration
Spell Lists: Cleric 2, Paladin 2, Inquisitor 2, LiberationDomain 2, Shaman 2, AngelCleric 2, Aeon 2
Range: Close (30 ft.)
Duration: instantaneous
Spell Resistance: no
Description: Removes paralysis from target creature.
Resist Energy
School: Abjuration
Spell Lists: Ranger 1, Wizard 2, Cleric 2, Alchemist 2, Paladin 2, Druid 2, Inquisitor 2, MagicDomain 2,
Shaman 2, Bloodrager 2, FlamesSpirit 2, FrostSpirit 2, Aeon 2
Range: Touch
Duration: 10 minutes/level
Spell Resistance: no
Description: This abjuration grants a creature limited protection from damage of whichever one of five
energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the
energy type chosen, meaning that each time the creature is subjected to such damage (whether from a
natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit
points. Resist energy absorbs only damage. The subject could still suffer unfortunate side effects. Resist
energy does not stack with protection from energy. If a character is warded by protection from energy
and resist energy, the protection spell absorbs damage until its power is exhausted. The value of the
energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level.
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Restoration, Lesser
School: Conjuration
Spell Lists: Cleric 2, Alchemist 2, Paladin 1, Druid 2, Inquisitor 2, HealingDomain 2, Shaman 2, LifeSpirit 2,
AngelCleric 2
Range: Touch
Duration: instantaneous
Spell Resistance: no
Description: Lesser restoration dispels any temporary magical effects reducing one of the subject's ability
scores (it does not remove permanent effects such as curses or diseases) or cures 1d4 points of
temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by
the character. It does not restore permanent ability drain.
Scare
School: Necromancy
Spell Lists: Wizard 2, Bard 2, ReposeDomain 2, Witch 2, Shaman 2, LichWizard 2
Range: Medium (40 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: 1 round/level or 1 round
SavingThrow: Will partial
Spell Resistance: yes
Description: All targeted living creatures of less than 6 HD become frightened. If a creature succeeds at a
Will save, it is instead shaken for 1 round. Creatures with 6 or more HD are immune to this effect.
Scare dispels remove fear.
Scorching Ray
School: Evocation
Spell Lists: Wizard 2, FireDomain 2, Magus 2, Bloodrager 2
Range: Close (30 ft.)
Duration: instantaneous
Spell Resistance: yes
Description: You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional
ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a
ranged touch attack to hit and deals 4d6 points of fire damage.
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See Invisibility
School: Divination
Spell Lists: Bard 3, Wizard 2, Alchemist 2, Inquisitor 2, SunDomain 2, Witch 2, Bloodrager 2, Aeon 2
Range: Personal
Duration: 10 minutes/level
Spell Resistance: no
Description: You can see any objects or beings that are invisible within your range of vision.
Sense Vitals
School: Divination
Spell Lists: Wizard 2, Bard 2, Ranger 2
Range: Personal
Duration: 1 round/level
Spell Resistance: no
Description: This spell makes your eyes shine blood red and allows you to see the vital areas and weak
points of creatures as a warm glow. This allows you to make sneak attacks, as the rogue ability of the
same name, dealing an additional 1d6 points of damage; this additional damage increases by 1d6 for
every 3 caster levels you possess beyond 3rd, to a maximum of +5d6 at 15th level. This additional damage
stacks with other sources of precision damage.
Sickening Entanglement
School: Transmutation
Spell Lists: Druid 2, Ranger 2, Shaman 2
Range: Long (50 ft.)
<Area>40 ft.-ft.-radius sphere</Area>
Duration: 1 minute/level
SavingThrow: Reflex partial and Fortitude negates
Spell Resistance: no
Description: This spell functions as entangle, except the plants are coated with an irritating sap that
creates a painful, itching rash on creatures that touch them. Any creature that enters the area must
succeed at a Fortitude save or be sickened as long as it remains in the area and for 1d4 rounds afterward.
Creatures that remain in the area must save each round. This is a poison effect.
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Entangle: This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of
effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures
that make their save can move as normal, but those that remain in the area must save again each round.
Creatures that move into the area must save immediately.
Entangled creatures can break free by making a combat maneuver check, Athletics check, or Mobility
check against the DC of this spell every round.
The entire area of effect is considered difficult terrain while the effect lasts.
Sound Burst
School: Evocation
Spell Lists: Cleric 2, Bard 2, AngelCleric 2
Range: Close (30 ft.)
<Area>10 ft.-ft.-radius sphere</Area>
Duration: instantaneous
SavingThrow: Fortitude negates stun
Spell Resistance: yes
Description: You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points
of sonic damage and must succeed at a Fortitude save to avoid being stunned for 1 round.
Stone Call
School: Conjuration
Spell Lists: Druid 2, Ranger 2, Magus 2, Wizard 2
Range: Medium (40 ft.)
<Area>40 ft.-ft.-radius sphere</Area>
Duration: 1 round/level
Spell Resistance: no
Description: A rain of dirt, gravel, and small pebbles fills the area, dealing 2d6 points of bludgeoning
damage to every creature in the area. This damage only occurs once, when the spell is cast.
For the remaining duration of the spell, this debris covers the ground, making the entire area difficult
terrain.
Summon Small Elemental
School: Conjuration
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Spell Lists: Druid 2, Wizard 2, Bard 2, Cleric 2, WeatherDomain 2
Range: Close (30 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: This spell summons to your side a small fire, water, air, or earth elemental. The summoned
elemental appears where you designate and acts according to its initiative check results. It attacks your
opponents to the best of its ability.
Summon Monster II
School: Conjuration
Spell Lists: Wizard 2, Bard 2, Cleric 2, Witch 2
Range: Close (30 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: This spell summons an extraplanar wolf or 1d3 extraplanar dogs. The summoned monsters
appear where you designate and act according to their initiative check results. They attack your
opponents to the best of their ability.
Summon Nature's Ally II
School: Conjuration
Spell Lists: Ranger 2, Druid 2, Shaman 2
Range: Close (30 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: This spell summons to your side a natural giant frog or 1d3 natural mites. The summoned
allies appear where you designate and act according to their initiative check results. They attack your
opponents to the best of their ability.
Web
School: Conjuration
Spell Lists: Magus 2, Wizard 2, Witch 2
Range: Long (50 ft.)
<Area>20 ft.-ft.-radius sphere</Area>
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Duration: 1 minute/level
SavingThrow: Reflex partial
Spell Resistance: no
Description: Web creates a many-layered mass of strong, sticky strands. These strands trap those caught
in them. The strands are similar to spiderwebs but far larger and tougher. Creatures caught within a web
become grappled by the sticky fibers.
Anyone in the effect's area when the spell is cast must make a Reflex save. If this save succeeds, the
creature is inside the web but is otherwise unaffected. If the save fails, the creature gains the grappled
condition, but can break free by making a combat maneuver check, Athletics check, or Mobility check as a
standard action against the DC of this spell. The entire area of the web is considered difficult terrain.
Anyone moving through the webs must make a Reflex save each round. Creatures that fail lose their
movement and become grappled in the first square of webbing that they enter.
Angelic Aspect
School: Transmutation
Spell Lists: Cleric 5, Wizard 5, Paladin 3
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: You take on an aspect of an angelic being, including some of its physical characteristics. You
gain resistance to acid and cold 10, and DR 5/evil. You also gain a +2 deflection bonus to AC and a +2
resistance bonus on saves against attacks made or effects created by evil creatures. In addition, your
natural weapons and any weapons you wield are considered good-aligned for the purpose of overcoming
damage reduction.
Archon's Aura
School: Evocation
Spell Lists: Paladin 3, Cleric 3, AngelCleric 3
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: You gain a powerful aura, similar to an archon's aura of menace. Any hostile creature within
a 20-foot radius of you must succeed at a Will save to resist the effects of this aura. If the creature fails, it
takes a 2 penalty on attack rolls and saving throws and to Armor Class for the duration of this spell, or
until it successfully hits you with an attack. A creature that has resisted or broken the effect cannot be
affected again by this particular casting of archon's aura.
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Battering Blast
School: Evocation
Spell Lists: Wizard 3
Range: Close (30 ft.)
Duration: instantaneous
SavingThrow: Reflex partial, see text
Spell Resistance: yes
Description: You hurl a fist-sized ball of force resembling a sphere of spikes to ram a designated creature.
You must succeed on a ranged touch attack to strike your target. On a successful hit, you deal 1d6 points
of force damage per two caster levels (maximum 5d6). For every 5 caster levels you possess beyond 5th,
you gain an additional ball of force.
A creature struck by any of these is subject to a bull rush attempt. The force has a Strength modifier equal
to your Intelligence, Wisdom, or Charisma modifier (whichever is highest). The CMB for the force's bull
rush uses your caster level as its base attack bonus, adding the force's Strength modifier and a +10 bonus
for each additional blast that hits. If the bull rush succeeds, the force pushes the creature away from you
in a straight line, and the creature must make a Reflex save or fall prone.
Beast Shape I
School: Transmutation
Spell Lists: Wizard 3, Magus 3, Alchemist 3, Bloodrager 3
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: You become a medium wolf. You gain a +2 size bonus to your Strength and a +2 natural
armor bonus. Your movement speed is increased by 20 feet. You also gain a 1d6 bite attack and the
tripping bite ability.
Tripping Bite: A wolf can attempt to trip its opponent as a free action if it hits with bite attack.
Bestow Curse
School: Necromancy
Spell Lists: Cleric 3, Wizard 4, DeathDomain 3, Witch 3, Shaman 3, Bloodrager 4, LichWizard 3
Range: Touch
Duration: Permanent
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SavingThrow: Will negates
Spell Resistance: yes
Description: You place a curse on the subject. Choose one of the following:
Curse of Feeble Body The subject suffers a 6 penalty to Constitution score.
Curse of Weakness The subject suffers a 6 penalty to Strength and Dexterity scores.
Curse of Idiocy The subject suffers a 6 penalty to Intelligence, Wisdom, and Charisma scores.
Curse of Deterioration The subject suffers a 4 penalty on attack rolls, saves, ability checks, and skill
checks.
Blink
School: Transmutation
Spell Lists: Wizard 3, Magus 3, Bard 3, Trickster 3
Range: Personal
Duration: 1 round/level
Spell Resistance: no
Description: Physical attacks against you have a 50% miss chance and the Blind Fight feat doesn't help
opponents, since you're ethereal and not merely invisible. If the attack is capable of striking ethereal
creatures, the miss chance is only 20% (for concealment). Any individually targeted spell has a 50%
chance to fail against you while you're blinking unless your attacker can target invisible, ethereal
creatures.
If the attacker can see invisible creatures, the miss chance is also only 20%. For an attacker who can both
see and strike ethereal creatures, there is no miss chance.
Likewise, your own attacks have a 20% miss chance. While blinking, you take only half damage from area
attacks (but full damage from those that extend onto the Ethereal Plane). Although you are only partially
visible, you are not considered invisible and targets retain their Dexterity bonus to AC against your
attacks. You do receive a +2 bonus on attack rolls made against enemies that cannot see invisible
creatures.
Call Lightning
School: Evocation
Spell Lists: Druid 3, WeatherDomain 3, Shaman 3
Range: Medium (40 ft.)
Duration: 1 minute/level
SavingThrow: Reflex half
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Spell Resistance: no
Description: Immediately upon completion of the spell, and once per round thereafter, you may call
down a 6-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage.
The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the
spell's range (measured from your position at the time). Any creature in the target square or in the path
of the bolt is affected. You need not call a bolt of lightning immediately; other actions, even spellcasting,
can be performed first. Each round after the first you may use a standard action (concentrating on the
spell) to call a bolt. Each time you cast a bolt, the spell's duration is reduced by one minute.
Chameleon Stride, Greater
School: Illusion
Spell Lists: Ranger 3, Trickster 4
Range: 10 ft. ft.
<Area>10 ft.-ft.-radius sphere, centered on caster</Area>
Duration: 1 minute/level
Spell Resistance: no
Description: This spell functions as chameleon stride, except it confers its bonuses upon all allies within
10 feet of you at the time the spell is cast. If an affected creature moves more than 10 feet away from
you, it loses the benefit of the spell. Creatures that move into the area after the spell is cast do not gain
its benefit.
Contagion
School: Necromancy
Spell Lists: Druid 3, Cleric 3, Wizard 4, EvilDomain 3, PlantDomain 3, Bloodrager 4, LichWizard 3
Range: Touch
Duration: instantaneous
SavingThrow: Fortitude negates
Spell Resistance: yes
Description: The subject contracts one of the following diseases: blinding sickness, bubonic plague, cackle
fever, mindfire, or shakes. The disease is contracted immediately (the onset period does not apply).
Blinding Sickness effect: 1d4 Str damage, target must make an additional Fort save or be permanently
blinded
Bubonic Plague effect: 1d4 Con damage and target is fatigued
Cackle Fever effect: 1d6 Wis damage
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Mindfire effect: 1d4 Int damage
Shakes effect: 1d8 Dex damage.
Crushing Despair
School: Enchantment
Spell Lists: Wizard 4, Bard 3, Witch 4, Bloodrager 4, LichWizard 3
Range: 30 ft. ft.
<Area>cone-shaped burst</Area>
Duration: 1 minute/level
SavingThrow: Will negates
Spell Resistance: yes
Description: An invisible cone of despair causes great sadness in the subjects. Each affected creature
takes a 2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.
Crushing despair dispels good hope.
Cure Serious Wounds
School: Conjuration
Spell Lists: Cleric 3, HealingDomain 3, Bard 3, Paladin 4, Inquisitor 3, Alchemist 3, Druid 4, Ranger 4, Witch
3, Shaman 3, AngelCleric 3
Range: Touch
Duration: instantaneous
SavingThrow: Will half if used to damage
Spell Resistance: no
Description: When laying your hand upon a living creature, you channel positive energy that cures 3d8
points of damage + 1 point per caster level (maximum +15). Since undead are powered by negative
energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply
spell resistance, and can attempt a Will save to take half damage.
Deep Slumber
School: Enchantment
Spell Lists: Bard 3, Wizard 3, CharmDomain 3, Witch 3, Trickster 3, LichWizard 3
Range: Close (30 ft.)
<Area>10 ft.-ft.-radius sphere</Area>
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Duration: 1 minute/level
SavingThrow: Will negates
Spell Resistance: yes
Description: This spell functions like sleep, except that it affects 10 HD of targets.
Sleep: A sleep spell causes a magical slumber to come upon 4 HD of creatures, and those who are closest
to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted.
Sleeping creatures are helpless. Wounding awakens an affected creature, but normal noise does not.
Sleep does not target unconscious creatures, constructs, or undead creatures.
Delay Poison, Communal
School: Conjuration
Spell Lists: Bard 3, Alchemist 3, Inquisitor 3, Druid 3, Cleric 3, Paladin 3, Ranger 3, AngelCleric 3
Range: Touch
<Area>30 ft.-ft.-radius sphere</Area>
Duration: 1 hour
Spell Resistance: no
Description: Any ally within 30 feet becomes temporarily immune to poison. Any poison in its system or
any poison to which it is exposed during the spell's duration does not affect the subject until the spell's
duration has expired. Delay poison does not cure any damage that poison may have already caused.
Dispel Magic
School: Abjuration
Spell Lists: Druid 4, Inquisitor 3, Wizard 3, Magus 3, Cleric 3, Paladin 3, Bard 3, ChaosDomain 3,
MagicDomain 3, TrickeryDomain 3, Witch 3, Shaman 3
Range: Medium (40 ft.)
Duration: instantaneous
Spell Resistance: no
Description: You can use dispel magic to end one ongoing spell that has been cast on a creature or one
area effect from a spell in the selected point.
Displacement
School: Illusion
Spell Lists: Wizard 3, Alchemist 3, Bard 3, Magus 3, WindSpirit 3, Trickster 3, LichWizard 3
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Range: Touch
Duration: 1 round/level
Spell Resistance: no
Description: The subject of this spell appears to be about 2 feet away from its true location. The creature
benefits from a 50% miss chance as if it had total concealment. Unlike actual total concealment,
displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true
location and negates the miss chance.
Dominate Animal
School: Enchantment
Spell Lists: Druid 3, AnimalDomain 3, Trickster 3
Range: Close (30 ft.)
Duration: 1 round/level
SavingThrow: Will negates (save each round)
Spell Resistance: yes
Description: This spell functions like dominate person, except that the spell is restricted by creature type:
animal.
Dominate Person: You can make any humanoid creature fight on your side as if it was your ally. It will
attack your opponents to the best of its ability. However, this creature will try to throw off the
domination, making a Will save each round.
Feather Step, Mass
School: Transmutation
Spell Lists: Druid 3, Bard 3, Ranger 3, TravelDomain 3
Range: Close (30 ft.)
<Area>15 ft.-ft.-radius sphere</Area>
Duration: 10 minutes/level
Spell Resistance: no
Description: As feather step, except this spell affects multiple creatures.
Feather Step: For the duration of this spell, the subject ignores the adverse movement effects of difficult
terrain.
Fester
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School: Necromancy
Spell Lists: Inquisitor 3, Witch 2, LichWizard 3
Range: Close (30 ft.)
Duration: 1 round/level or 1 round; see text
SavingThrow: Fortitude partial
Spell Resistance: yes
Description: Necrotic energy permeates the target, blocking healing abilities. The subject gains Spell
Resistance equal to 12 + your caster level against effects that restore hit points or grant temporary hit
points. If the target succeeds on a Fortitude saving throw, fester lasts only a single round.
Fireball
School: Evocation
Spell Lists: Wizard 3, FireDomain 3, Magus 3, Bloodrager 3, FlamesSpirit 3
Range: Long (50 ft.)
<Area>20 ft.-ft.-radius sphere</Area>
Duration: instantaneous
SavingThrow: Reflex half
Spell Resistance: yes
Description: A fireball spell generates a searing explosion of flame that detonates with a low roar and
deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. A
successful Reflex save halves this damage.
Good Hope
School: Enchantment
Spell Lists: Bard 3
Range: Medium (40 ft.)
<Area>15 ft.-ft.-radius sphere</Area>
Duration: 1 minute/level
Spell Resistance: no
Description: This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale
bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Good hope dispels crushing despair.
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Haste
School: Transmutation
Spell Lists: Wizard 3, Bard 3, Alchemist 3, Magus 3, Bloodrager 3, LichWizard 3
Range: Close (30 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: 1 round/level
Spell Resistance: no
Description: The transmuted creatures move and act more quickly than normal. This extra speed has
several effects.
When making a full attack, a hasted creature may make one extra attack with its main weapon. The
attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation.
(This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it
actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action
in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any
condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge
bonuses.
A hasted creature's speed increases by 30 feet, to a maximum of twice the subject's normal speed. This
increase counts as an enhancement bonus. Multiple haste effects don't stack. Haste dispels slow.
Haze of Dreams
School: Enchantment
Spell Lists: Bard 1, Cleric 1, Inquisitor 1, Paladin 1
Range: Close (30 ft.)
Duration: 1 round/level
SavingThrow: Will negates
Spell Resistance: yes
Description: You fill an enemy's head with waking dreams, a reminder of the pleasures, delights, and
terrors to be found in the dream world. While in this strange dream state, the target moves at half its
normal speed. Multiple haze of dreams effects do not stack, nor does this spell's effect stack with slow.
Heroism
School: Enchantment
Spell Lists: Wizard 3, Bard 2, Alchemist 3, Inquisitor 3, NobilityDomain 4, Witch 3, Bloodrager 3
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Range: Touch
Duration: 10 minutes/level
Spell Resistance: no
Description: This spell imbues a single creature with great bravery and morale in battle. The target gains a
+2 morale bonus on attack rolls, saves, and skill checks.
Hold Person
School: Enchantment
Spell Lists: Cleric 2, Wizard 3, Bard 2, Inquisitor 2, Witch 2, Shaman 2, Bloodrager 3, Trickster 3,
LichWizard 3
Range: Medium (40 ft.)
Duration: 1 round/level, can save each round
SavingThrow: Will negates (save each round)
Spell Resistance: yes
Description: The subject becomes paralyzed and freezes in place. It is aware and breathes normally but
cannot take any actions, even speech. Each round, the subject may attempt a new saving throw to end
the effect.
Holy Whisper
School: Evocation
Spell Lists: Paladin 3
Range: 30 ft. ft.
<Area>cone-shaped burst</Area>
Duration: instantaneous
SavingThrow: Fortitude negates; see text
Spell Resistance: yes
Description: You whisper a single word in the primordial language of good that is anathema to the
minions of evil and strengthens the resolve of good creatures. Evil creatures within the burst must make a
Fortitude saving throw or become sickened for 1 round/level. Evil outsiders with the evil subtype, evil-
aligned dragons, and undead in the burst also take 2d8 points of damage if they fail their saves. Good-
aligned creatures in the burst gain a +2 sacred bonus on attack and damage rolls for 1 round.
Inflict Serious Wounds
School: Necromancy
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Spell Lists: Cleric 3, Inquisitor 3, Witch 3, Shaman 3, LichWizard 3
Range: Touch
Duration: instantaneous
SavingThrow: Will half if used to damage
Spell Resistance: no
Description: When laying your hand upon a creature, you channel negative energy that deals 3d8 points
of damage + 1 point per caster level (maximum +15).
Since undead are powered by negative energy, this spell cures such a creature of a like amount of
damage, rather than harming it.
Instant Enemy
School: Enchantment
Spell Lists: Ranger 3
Range: Close (30 ft.)
Duration: 1 minute/level
Spell Resistance: no
Description: With this spell you designate the target as your favored enemy for the remainder of its
duration. For the duration of the spell, you treat the target as if it were a favored enemy for all purposes.
Life Blast
School: Necromancy
Spell Lists: Druid 4, Ranger 3, Shaman 4, SpiritWarden 3
Range: 50 ft. ft.
<Area>line</Area>
Duration: instantaneous
SavingThrow: Will half
Spell Resistance: yes
Description: When you cast this spell, you draw the life force from the surrounding land and hurl it at
your enemies, dealing 1d6 points of positive energy damage per caster level (to a maximum of 12d6 at
12th level) to any undead creatures in the spell's area.
Lightning Bolt
School: Evocation
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Spell Lists: Wizard 3, Magus 3, AirDomain 3, Witch 3, Bloodrager 3
Range: 120 ft. ft.
<Area>line</Area>
Duration: instantaneous
SavingThrow: Reflex half
Spell Resistance: yes
Description: You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage
per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.
Longstrider, Greater
School: Transmutation
Spell Lists: Ranger 3, Druid 3
Range: Personal
Duration: 1 hour/level
Spell Resistance: no
Description: This functions as longstrider, except it gives you a +20-foot enhancement bonus to your base
speed.
Magical Vestment
School: Transmutation
Spell Lists: Inquisitor 3, Cleric 3, StrengthDomain 3, NobilityDomain 3, WarDomain 3, ArtificeDomain 3,
BattleSpirit 3
Range: Touch
Duration: 1 hour/level
Spell Resistance: no
Description: You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels
(maximum +5 at 20th level).
An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.
Magic Fang, Greater
School: Transmutation
Spell Lists: Druid 3, Ranger 3
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Range: Close (30 ft.)
Duration: 1 hour/level
Spell Resistance: no
Description: Greater magic fang gives all natural weapons or unarmed strikes of the subject a +1
enhancement bonus on attack and damage rolls per four caster levels (maximum +5). The spell can affect
a slam attack, fist, bite, or any other natural weapon.
Greater Magic Weapon
School: Transmutation
Spell Lists: Wizard 3, Inquisitor 3, Oracle 4, Cleric 4, Paladin 3, Magus 3, Bloodrager 3
Range: Touch
Duration: 1 hour/level
Spell Resistance: yes
Description: This spell functions like magic weapon, except that it gives a weapon an enhancement bonus
on attack and damage rolls of +1 per four caster levels (maximum +5). This bonus does not allow a
weapon to bypass damage reduction aside from magic.
Nature's Exile
School: Transmutation
Spell Lists: Witch 3, NatureSpirit 3
Range: Touch
Duration: Permanent
SavingThrow: Will negates
Spell Resistance: yes
Description: This spell curses the creature touched, making it inimical to the natural world. All animals
have an initial attitude of hostile toward the target. If the target has an animal companion, it does not
become hostile, but as long as the target remains cursed, their animal companion takes a 2 penalty on
all attack rolls, skill checks, and saving throws. The target also takes a 10 penalty on Lore (Nature) skill
checks as the weather and environment themselves seem to conspire to cause trouble.
Nature's exile can be removed with break enchantment, limited wish, miracle, remove curse, or wish.
Neutralize Poison
School: Conjuration
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Spell Lists: Druid 3, Inquisitor 4, Cleric 4, Ranger 3, Bard 4, Paladin 4, Alchemist 4, HealingDomain 4,
Shaman 4, LifeSpirit 3, AngelCleric 4
Range: Touch
Duration: instantaneous
Spell Resistance: no
Description: You detoxify any sort of venom in the creature or object touched. If the target is a creature,
you must make a caster level check (1d20 + caster level) against the DC of each poison affecting the
target. Success means that the poison is neutralized. A cured creature suffers no additional effects from
the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects,
such as hit point damage, temporary ability damage, or effects that don't go away on their own.
Overwhelming Grief
School: Enchantment
Spell Lists: Bard 3, Wizard 4, LichWizard 3
Range: Close (30 ft.)
Duration: 1 round/level
SavingThrow: Will negates (save each round)
Spell Resistance: yes
Description: You cause a single opponent to become profoundly stricken with intense grief. They can take
no actions, take a 2 penalty to Armor Class, and lose their Dexterity bonus (if any). They can attempt a
new save each round to break the spell's effect.
Poison
School: Necromancy
Spell Lists: Shaman 4, LichWizard 3
Range: Touch
Duration: instantaneous
SavingThrow: Fortitude negates
Spell Resistance: yes
Description: Calling upon the venomous powers of natural predators, you infect the subject with a
horrible poison by making a successful melee touch attack. This poison deals 1d3 Constitution damage
per round for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage
and end the affliction.
Poison
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School: Necromancy
Spell Lists: Druid 3, Cleric 4
Range: Touch
Duration: instantaneous
SavingThrow: Fortitude negates
Spell Resistance: yes
Description: Calling upon the venomous powers of natural predators, you infect the subject with a
horrible poison by making a successful melee touch attack. This poison deals 1d3 Constitution damage
per round for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage
and end the affliction.
Prayer
School: Enchantment
Spell Lists: Cleric 3, GoodDomain 3, Inquisitor 3, Paladin 3, CommunityDomain 3, LawDomain 3,
AngelCleric 3
Range: 40 ft. ft.
<Area>40 ft.-ft.-radius sphere, centered on caster</Area>
Duration: 1 round/level
Spell Resistance: yes
Description: You bring special favor upon yourself and your allies while bringing disfavor to your enemies.
You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill
checks, while each of your foes takes a 1 penalty on such rolls.
Protection from Arrows, Communal
School: Abjuration
Spell Lists: Wizard 3, Alchemist 3, RuneDomain 3
Range: Touch
<Area>30 ft.-ft.-radius sphere</Area>
Duration: 1 hour
Spell Resistance: yes
Description: All allies within 30 feet gain resistance to ranged weapons. The subjects gain damage
reduction 10/magic against ranged weapons. This spell doesn't grant you the ability to damage creatures
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with similar damage reduction. Once the spell has prevented a total of 10 points of damage per caster
level (maximum 100 points), it is discharged.
Protection From Energy
School: Abjuration
Spell Lists: Cleric 3, Wizard 3, Ranger 2, LuckDomain 3, Alchemist 3, Druid 3, Inquisitor 3,
ProtectionDomain 3, Shaman 3, Bloodrager 3
Range: Touch
Duration: 10 minutes/level
Spell Resistance: no
Description: Protection from energy grants temporary immunity to the type of energy you specify when
you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of
energy damage (to a maximum of 120 points at 10th level), it is discharged.
Rage
School: Enchantment
Spell Lists: Bard 2, Alchemist 3, Wizard 3, DestructionDomain 3, MadnessDomain 3, Witch 3, Bloodrager 3
Range: Medium (40 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: 1 round/level
Spell Resistance: no
Description: Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale
bonus on Will saves, and a 2 penalty to AC. The effect is otherwise identical with a barbarian's rage
except that the subjects aren't fatigued at the end of the rage. While in rage, the subject cannot use
spells.
Ray of Exhaustion
School: Necromancy
Spell Lists: Magus 3, Wizard 3, Witch 3
Range: Close (30 ft.)
Duration: 1 minute/level
SavingThrow: Fortitude partial
Spell Resistance: yes
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Description: A black ray projects from your pointing finger. You must succeed on a ranged touch attack
with the ray to strike a target.
The subject is immediately exhausted for the spell's duration. A successful Fortitude save means the
creature is only fatigued.
A character that is already fatigued becomes as well exhausted.
This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the
effect ends as soon as the spell's duration expires.
Remove Blindness
School: Conjuration
Spell Lists: Cleric 3, Alchemist 3, Paladin 3, Witch 3, Shaman 3, AngelCleric 3
Range: Touch
Duration: instantaneous
Spell Resistance: no
Description: Remove blindness cures blindness, whether the effect is normal or magical in nature.
Remove Curse
School: Abjuration
Spell Lists: Bard 3, Cleric 3, Inquisitor 3, Paladin 3, Wizard 4, LiberationDomain 3, Witch 3, Shaman 3
Range: Touch
Duration: instantaneous
Spell Resistance: no
Description: Remove curse can remove all curses on an object or a creature. If the target is a creature,
you must make a caster level check (1d20 + caster level) against the DC of each curse affecting the target.
Success means that the curse is removed.
Remove Disease
School: Conjuration
Spell Lists: Druid 3, Inquisitor 3, Cleric 3, Ranger 3, Alchemist 3, Witch 3, Shaman 3, AngelCleric 3
Range: Touch
Duration: instantaneous
Spell Resistance: no
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Description: Remove disease can cure all diseases from which the subject is suffering. You must make a
caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means
that the disease is cured.
Resist Energy, Communal
School: Abjuration
Spell Lists: Ranger 3, Wizard 3, Cleric 3, Alchemist 3, Inquisitor 3, Druid 3, Paladin 3, FrostSpirit 3
Range: 25 ft. ft.
<Area>25 ft.-ft.-radius sphere, centered on caster</Area>
Duration: 10 minutes
Spell Resistance: no
Description: This abjuration grants all allies within a 25-foot radius limited protection from damage of
whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist
energy 10 against the energy type chosen, meaning that each time the creature is subjected to such
damage (whether from a natural or magical source), that damage is reduced by 10 points before being
applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at
7th level and to a maximum of 30 points at 11th level.
Searing Light
School: Evocation
Spell Lists: Cleric 3, Inquisitor 3, GloryDomain 3, SunDomain 3
Range: Medium (40 ft.)
Duration: instantaneous
Spell Resistance: yes
Description: Focusing divine power like a ray of the sun, you project a blast of light from your open palm.
You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light
takes 1d8 points of divine damage per two caster levels (maximum 5d8). An undead creature takes 1d6
points of divine damage per caster level (maximum 10d6). A construct creature takes only 1d6 points of
damage per two caster levels (maximum 5d6).
See Invisibility, Communal
School: Divination
Spell Lists: Bard 4, Wizard 3, Alchemist 3, Inquisitor 3, KnowledgeDomain 3
Range: 25 ft. ft.
<Area>25 ft.-ft.-radius sphere, centered on caster</Area>
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Duration: 10 minutes/level
Spell Resistance: no
Description: You and all your allies within 25 feet can see any objects or beings that are invisible within
your range of vision.
Slow
School: Transmutation
Spell Lists: Wizard 3, Bard 3, Magus 3, Trickster 3, LichWizard 3
Range: Close (30 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: 1 round/level
SavingThrow: Will negates
Spell Resistance: yes
Description: An affected creature moves and attacks at a drastically slowed rate. Creatures affected by
this spell are staggered. Additionally, it takes a 1 penalty on attack rolls, AC, and Reflex saves. A slowed
creature moves at half its normal speed.
Multiple slow effects don't stack. Slow dispels haste.
Soothing Mud
School: Conjuration
Spell Lists: Druid 3, Ranger 3, EarthDomain 3, Shaman 3
Range: Medium (40 ft.)
<Area>20 ft.-ft.-radius sphere</Area>
Duration: 1 round/level
Spell Resistance: no
Description: You create an area of healing mud. The mud functions as difficult terrain. When a creature
enters the mud, it is healed of 1d4 points of ability damage. A creature can be healed of ability damage
this way only once per day. Also, each round after, the mud restores 1 hit point to the creature; this
healing is unaffected by effects that increase a creature's healing.
Spiked Pit
School: Conjuration
Spell Lists: Wizard 3
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Range: Medium (40 ft.)
<Area>10 ft.-ft.-radius sphere</Area>
Duration: 1 round + 1 round/level
SavingThrow: Reflex negates
Spell Resistance: no
Description: You create an extra-dimensional hole with a depth of 10 feet per two caster levels (maximum
50 feet). The pit is lined with wickedly sharp spikes along its bottom and walls.
Any large or smaller creature standing in the area where you first conjured the pit must make a Reflex
saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and
any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2
bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as
bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.
Creatures who fall into the pit take falling damage as normal (1d6 bludgeoning damage pet 10 feet), plus
2d6 points of piercing damage from spikes. To climb the pit's coarse stone walls, a creature need a
successful Athletics or Mobility skill check with a DC of 25. When the duration of the spell ends, creatures
within the hole rise up with the bottom of the pit until they are standing on the surface over the course of
a single round.
Spike Growth
School: Transmutation
Spell Lists: Druid 3, Ranger 2, StoneSpirit 3
Range: Medium (40 ft.)
<Area>40 ft.-ft.-radius sphere</Area>
Duration: 1 minute/level
SavingThrow: Reflex partial
Spell Resistance: yes
Description: Any ground-covering vegetation in the spell's area becomes very hard and sharply pointed
without changing its appearance. In areas of bare earth, roots and rootlets act in the same way. Any
creature moving on foot into or through the spell's area takes 1d4 points of piercing damage for each 5
feet of movement through the spiked area.
Any creature that takes damage from this spell must also succeed at a Reflex save or suffer injuries to its
feet and legs that slow its base speed by half. This speed penalty lasts for 1 minute.
Spit Venom
School: Transmutation
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Spell Lists: Druid 3, Cleric 4, Witch 3, Shaman 4, WavesSpirit 3, LichWizard 3
Range: Close (30 ft.)
Duration: instantaneous
SavingThrow: Fortitude partial
Spell Resistance: no
Description: You spit a stream of venom at a target using a ranged touch attack. If the venom hits, it
causes blindness for 1 round. The target must also save or be poisoned by black adder venom; the DC in
successive rounds of the poison is equal to the spell's DC.
Stinking Cloud
School: Conjuration
Spell Lists: Wizard 3, Magus 3, WaterDomain 3, Witch 3, Shaman 3, Bloodrager 3, Trickster 3, LichWizard
3
Range: Medium (40 ft.)
<Area>20 ft.-ft.-radius sphere</Area>
Duration: 1 round/level
SavingThrow: Fortitude negates
Spell Resistance: no
Description: Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are
nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is
in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any
creature that succeeds on its save but remains in the cloud must continue to save each round. This is a
poison effect.
Summon Monster III
School: Conjuration
Spell Lists: Wizard 3, Bard 3, Cleric 3, Witch 3
Range: Close (30 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: This spell summons an extraplanar monitor lizard, 1d3 extraplanar wolves, or 1d4+1
extraplanar dogs. Summoned monsters appear where you designate and act according to their initiative
check results. They attack your opponents to the best of their ability.
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Summon Nature's Ally III
School: Conjuration
Spell Lists: Ranger 3, Druid 3, Shaman 3
Range: Close (30 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: This spell summons to your side a natural leopard, 1d3 natural giant frogs, or 1d4+1 natural
mites. The summoned allies appear where you designate and act according to their initiative check
results. They attack your opponents to the best of their ability.
Thundering Drums
School: Evocation
Spell Lists: Bard 3
Range: 15 ft. ft.
<Area>cone-shaped burst</Area>
Duration: instantaneous
SavingThrow: Fortitude partial
Spell Resistance: yes
Description: You strike the ground in front of you, filling the area in front of you with the thunder of
pounding drums. Any creature in the area takes 1d8 points of sonic damage per caster level (maximum
5d8) and is knocked prone. A successful Fortitude save halves the damage and negates being knocked
prone.
Vampiric Touch
School: Necromancy
Spell Lists: Wizard 3, Magus 3, DarknessDomain 3, ReposeDomain 3, Witch 3, Bloodrager 3, LichWizard 3
Range: Touch
Duration: Temporary Hit Points last 1 hour
Spell Resistance: yes
Description: You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two
caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. The
temporary hit points disappear 1 hour later.
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Acid Pit
School: Conjuration
Spell Lists: Wizard 4
Range: Medium (40 ft.)
<Area>10 ft.-ft.-radius sphere</Area>
Duration: 1 round + 1 round/level
SavingThrow: Reflex negates
Spell Resistance: no
Description: You create an extra-dimensional hole with a depth of 10 feet per two caster levels (maximum
100 feet). At the bottom of the pit is a pool of acid.
Any large or smaller creature standing in the area where you first conjured the pit must make a Reflex
saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and
any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2
bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as
bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.
Creatures who fall into the pit take falling damage as normal (1d6 bludgeoning damage pet 10 feet), plus
2d6 points of acid damage from per round spent in the pit. The walls of the pit are quite slippery: to climb
them, a creature need a successful Athletics or Mobility skill check with a DC of 30. When the duration of
the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the
surface over the course of a single round.
Angelic Aspect, Greater
School: Transmutation
Spell Lists: Cleric 8, Wizard 8, Paladin 4
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: This spell functions like angelic aspect, except you gain DR 10/evil; immunity to acid and cold;
resistance to electricity and fire 10; a +4 racial bonus on saves against poison; and protective aura as
supernatural ability for the duration of the spell.
Protective aura provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws against
attacks made or effects created by evil creatures to anyone within 20 feet. Otherwise, it functions as a
magic circle against evil and a lesser globe of invulnerability, both with a radius of 20 feet.
Angelic Aspect: You take on an aspect of an angelic being, including some of its physical characteristics.
You gain resistance to acid and cold 10, and DR 5/evil. You also gain a +2 deflection bonus to AC and a +2
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resistance bonus on saves against attacks made or effects created by evil creatures. In addition, your
natural weapons and any weapons you wield are considered good-aligned for the purpose of overcoming
damage reduction.
Animate Dead
School: Necromancy
Spell Lists: Cleric 3, Wizard 4, Shaman 3, BonesSpirit 3, LichWizard 4
Range: Close (30 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: This spell raises 1d4+2 undead skeletal champions. They appear where you designate and act
according to their initiative check results. They attack your opponents to the best of their ability.
Beast Shape II
School: Transmutation
Spell Lists: Wizard 4, Magus 4, Alchemist 4, Bloodrager 4
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: You become a Medium leopard. You gain a +2 size bonus to your Strength and a +2 natural
armor bonus. You also gain two 1d3 claw attacks and one 1d6 bite attack.
Bestow Grace of the Champion
School: Transmutation
Spell Lists: Paladin 4, Cleric 7
Range: Touch
Duration: 1 round/level
Spell Resistance: no
Description: You channel the power of good and law into the target, temporarily giving it powers similar
to those of a paladin. The target gains immunity to diseases and immunity to fear. It adds its Charisma
bonus to all its saving throws. This spell has no effect if cast on a paladin. Target has to be lawful good.
Blessing of Luck and Resolve, Mass
School: Enchantment
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Spell Lists: Paladin 4, Cleric 6, Inquisitor 6, AngelCleric 6
Range: Close (30 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: 1 minute/level
Spell Resistance: no
Description: This spell functions like blessing of luck and resolve, except that it affects multiple creatures.
Blessing of Luck and Resolve: A favored blessing of halfling clerics, this spell grants its target a +2 morale
bonus on saving throws against fear effects. If the target fails a saving throw against fear, it rerolls the
save with a +4 morale bonus and takes the new result, even if it is worse. After that, the spell's effect
ends. If the target has the fearless racial trait, it is immune to fear instead.
Boneshatter
School: Necromancy
Spell Lists: Cleric 5, Wizard 4, DestructionDomain 5, LichWizard 4
Range: Close (30 ft.)
Duration: instantaneous
SavingThrow: Fortitude partial
Spell Resistance: yes
Description: The target's bones (or exoskeleton) splinter, dealing 1d6 points of damage per caster level
(maximum 15d6) to the target, which is also exhausted for 1 minute per caster level from the pain and
exertion of the transformation.
If the target succeeds at its save, it takes half damage and is fatigued rather than exhausted.
Cape of Wasps
School: Conjuration
Spell Lists: Druid 4, Witch 4, NatureSpirit 4
Range: Personal
Duration: 1 round/level
Spell Resistance: no
Description: You summon a wasp swarm, which does not attack you. The dense cloud of vermin gives you
partial concealment against ranged attacks. Any creature that makes a successful melee attack against
you takes 2d6 points of swarm damage and poison from the wasp swarm, but is not affected by the
swarm's distraction ability.
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Chains of Light
School: Conjuration
Spell Lists: Paladin 4, Wizard 6, Inquisitor 5, Cleric 6, SunDomain 6, AngelCleric 6
Range: Close (30 ft.)
Duration: 1 round/level
SavingThrow: Reflex negates
Spell Resistance: no
Description: A creature targeted by this spell is held immobile by glowing golden chains composed of
pure light. The creature is paralyzed and held in place, but may attempt a new saving throw each round
to end the effect. While held by the golden chains, a creature cannot use any sort of extradimensional
travel, such as dimension door and similar spells and spell-like abilities.
Chaos Hammer
School: Evocation
Spell Lists: Cleric 4, Inquisitor 4, EvilDomain 4
Range: Medium (40 ft.)
<Area>20 ft.-ft.-radius sphere</Area>
Duration: instantaneous
SavingThrow: Will partial
Spell Resistance: yes
Description: You unleash chaotic power to smite your enemies. The power takes the form of a
multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are
harmed by the spell.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6
points of damage per caster level, maximum 10d6, to lawful outsiders) and slows them for 1d6 rounds
(see the slow spell). A successful Will save reduces the damage by half and negates the slow effect.
The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not
slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful
Will save.
Confusion
School: Enchantment
Spell Lists: Wizard 4, MadnessDomain 4, Bard 3, TrickeryDomain 4, Witch 4
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Range: Medium (40 ft.)
<Area>15 ft.-ft.-radius sphere</Area>
Duration: 1 round/level
SavingThrow: Will negates
Spell Resistance: yes
Description: This spell causes confusion in the targets, making them unable to determine their actions.
Roll d100 and consult the following table at the start of each subject's turn each round to see what it
does in that round.
0125: Acts normally
2650: Does nothing but babble incoherently
5175: Deals 1d8 points of damage + Str modifier to self with item in hand
76100: Attacks nearest creature (for this purpose, a familiar counts as part of the subject's self)
Controlled Fireball
School: Evocation
Spell Lists: Wizard 4, FireDomain 4, Magus 4, Bloodrager 4, FlamesSpirit 4
Range: Long (50 ft.)
<Area>20 ft.-ft.-radius sphere</Area>
Duration: instantaneous
SavingThrow: Reflex half
Spell Resistance: yes
Description: This spell functions as fireball except you can control the damage to your allies; a controlled
fireball deals minimum damage to them.
Crusader's Edge
School: Transmutation
Spell Lists: Cleric 4, Paladin 4, Inquisitor 4
Range: Touch
Duration: 1 minute/level
SavingThrow: Fort negates
Spell Resistance: no
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Description: When you cast this spell on a melee weapon in your primary hand, you imbue it with a
powerful holy energy, granting your primary weapon the bane weapon quality against evil outsiders.
Furthermore, whenever you score a successful critical hit against an outsider with the evil subtype, you
not only deal normal critical damage with the weapon but also nauseate the outsider for 1d3 rounds
the outsider can reduce this nauseated condition to sickened for 1 round with a successful Fortitude save.
Cure Critical Wounds
School: Conjuration
Spell Lists: Shaman 4
Range: Touch
Duration: instantaneous
SavingThrow: Will half if used to damage
Spell Resistance: no
Description: When laying your hand upon a living creature, you channel positive energy that cures 4d8
points of damage + 1 point per caster level (maximum +20). Since undead are powered by negative
energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply
spell resistance, and can attempt a Will save to take half damage.
Cure Critical Wounds
School: Conjuration
Spell Lists: Cleric 4, Bard 4, Druid 5, Inquisitor 4, Alchemist 4, Witch 4, AngelCleric 4
Range: Touch
Duration: instantaneous
SavingThrow: Will half if used to damage
Spell Resistance: no
Description: When laying your hand upon a living creature, you channel positive energy that cures 4d8
points of damage + 1 point per caster level (maximum +20). Since undead are powered by negative
energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply
spell resistance, and can attempt a Will save to take half damage.
Death Ward
School: Necromancy
Spell Lists: Paladin 4, Cleric 4, Alchemist 4, Druid 5, Inquisitor 4, ReposeDomain 4, KnowledgeDomain 4,
Witch 4, SpiritWarden 4, LichWizard 4
Range: Touch
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Duration: 1 minute/level
Spell Resistance: yes
Description: The subject gains a +4 morale bonus on saves against all death spells and magical death
effects. The subject is immune to energy drain and any negative energy effects, including channeled
negative energy. This spell does not remove negative levels that the subject has already gained and does
not protect against other sorts of attacks, even if those attacks might be lethal.
Dimension Door Mass
School: Conjuration
Spell Lists: TravelDomain 4, Witch 4
Range: Long (50 ft.)
Duration: instantaneous
Spell Resistance: no
Description: You instantly transfer yourself from your current location to any other spot within range. You
may also bring with you all friendly creatures within a 10-foot radius around you.
Dimension Door
School: Conjuration
Spell Lists: Wizard 4, Bard 4, Magus 4
Range: Long (50 ft.)
Duration: instantaneous
Spell Resistance: no
Description: You instantly transfer yourself from your current location to any other spot within range. You
may also bring with you all friendly creatures within a 10-foot radius around you.
Divine Power
School: Evocation
Spell Lists: Cleric 4, Inquisitor 4, WarDomain 4, GloryDomain 4, Shaman 4, AngelCleric 4
Range: Personal
Duration: 1 round/level
Spell Resistance: no
Description: Calling upon the divine power of your patron, you imbue yourself with strength and skill in
combat. You gain a +1 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-
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based skill checks for every three caster levels you have (maximum +6). You also gain 1 temporary hit
point per caster level. Whenever you make a full attack, you can make an additional attack at your full
base attack bonus, plus any appropriate modifiers. This additional attack is not cumulative with similar
effects, such as haste or weapons with the speed special ability.
Dragon's Breath
School: Evocation
Spell Lists: Magus 4, Wizard 4, Bloodrager 4
Range: Long (50 ft.)
Duration: instantaneous
SavingThrow: Reflex half
Spell Resistance: no
Description: You breathe out a blast of energy. Creatures in the affected area take 1d6 points of energy
damage per caster level (maximum of 12d6). A successful Reflex save results in half damage. The spell's
effect and energy type depend on the type of dragon.
Eaglesoul
School: Conjuration
Spell Lists: Cleric 6, Paladin 4, AngelCleric 6
Range: Personal
Duration: 1 round/level
Spell Resistance: no
Description: You call forth a surge of holy power, which grants you the following benefits: a +2 sacred
bonus to AC, a +4 sacred bonus to Strength, resistance 5 to acid and fire, a +5 sacred bonus on all
Persuasion (when used to intimidate) checks made against evil creatures, a +2 bonus on Initiative checks,
and fast healing 2. Any critical threat roll made against an evil creature with a weapon you wield is
automatically confirmed.
Nongood spellcasters can cast this spell, but doing so causes them to be sickened (for spellcasters who
are neither good nor evil) or staggered (for spellcasters who are evil) for the spell's duration.
Echolocation
School: Transmutation
Spell Lists: Wizard 5, Alchemist 4, Bard 4, Druid 4
Range: Personal
Duration: 10 minutes/level
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Spell Resistance: no
Description: You can perceive the world by creating high-pitched noises and listening to their echoes. This
gives you blindsight to a range of 40 feet.
Elemental Body I
School: Transmutation
Spell Lists: Wizard 4, Alchemist 4, Magus 4, Bloodrager 4
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: When you cast this spell, you can assume the form of a small air elemental, small earth
elemental, small fire elemental, or small water elemental. The abilities you gain depend upon the type of
elemental into which you change. Elemental abilities based on size use the size of the elemental you
transform into to determine their effect.
Enervation
School: Necromancy
Spell Lists: Wizard 4, DeathDomain 4, DarknessDomain 4, Witch 4, Bloodrager 4, LichWizard 4
Range: Close (30 ft.)
Duration: 1 hour/level
Spell Resistance: yes
Description: You point your finger and fire a black ray of negative energy that suppresses the life force of
any living creature it strikes. You must make a ranged touch attack to hit. If you hit, the subject gains 1d4
temporary negative levels.
Negative levels stack. Assuming the subject survives, it regains lost levels after a number of hours equal to
your caster level (maximum 15 hours). Usually, negative levels have a chance of becoming permanent,
but the negative levels from enervation don't last long enough to do so.
An undead creature struck by the ray gains 1d4 x 5 temporary hit points for 1 hour.
Enlarge Person, Mass
School: Transmutation
Spell Lists: Wizard 4, Magus 4, StrengthDomain 4, Bloodrager 4
Range: Close (30 ft.)
<Area>15 ft.-ft.-radius sphere</Area>
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Duration: 1 minute/level
Spell Resistance: yes
Description: This spell causes instant growth of all allied humanoid creatures in 15 feet, doubling their
height and multiplying their weight by 8. This increase changes the creature's size category to the next
larger one. The targets gains a +2 size bonus to Strength, a 2 size penalty to Dexterity (to a minimum of
1), and a 1 penalty on attack rolls and AC due to its increased size. Melee and ranged weapons used by
this creature deal more damage.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet.
This spell does not change the targets' speed.
Enlarge person dispels reduce person.
False Life, Greater
School: Necromancy
Spell Lists: Wizard 4, Alchemist 4, Witch 4, Shaman 4, Bloodrager 4, LichWizard 4
Range: Personal
Duration: 1 hour/level
Spell Resistance: no
Description: This spell functions as false life, except you gain temporary hit points equal to 2d10 + 1 point
per caster level (maximum +20).
Fear
School: Necromancy
Spell Lists: Wizard 4, Bard 3, DestructionDomain 4, Inquisitor 4, EvilDomain 4, Witch 4, Shaman 4,
Bloodrager 4, BonesSpirit 4, LichWizard 4
Range: 30 ft. ft.
<Area>cone-shaped burst</Area>
Duration: 1 round/level
SavingThrow: Will partial
Spell Resistance: yes
Description: An invisible cone of terror causes each living creature in the area to become frightened
unless it succeeds at a Will save. If the Will save succeeds, the creature is shaken for 1 round.
Forced Repentance
School: Enchantment
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Spell Lists: Paladin 4, Inquisitor 4, GoodDomain 4
Range: Close (30 ft.)
Duration: 1 round/level
SavingThrow: Will negates
Spell Resistance: yes
Description: You force an evil creature that does not have the evil subtype to momentarily reflect on its
past actions and be overcome by grief and conscience. The target immediately drops prone and begins to
loudly confess all of its sins and transgressions to the caster for the duration of the spell. The spell
immediately ends if the target is attacked.
Freedom of Movement
School: Abjuration
Spell Lists: Cleric 4, ChaosDomain 4, Bard 4, Druid 4, Inquisitor 4, Ranger 4, Alchemist 4, LiberationDomain
4, WaterDomain 4, WavesSpirit 4, WindSpirit 4
Range: Touch
Duration: 10 minutes/level
Spell Resistance: yes
Description: This spell enables you or a creature you touch to move and attack normally for the duration
of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid
fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail.
Holy Sword
School: Evocation
Spell Lists: Paladin 4, GloryDomain 7
Range: Touch
Duration: 1 round/level
Spell Resistance: no
Description: This spell allows you to channel holy power into the weapon in your primary hand. The
weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage
against evil opponents). It also emits a magic circle against evil effect (as the spell).
Ice Storm
School: Evocation
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Spell Lists: Druid 4, Magus 4, Wizard 4, WaterDomain 5, WeatherDomain 5, Witch 4, Shaman 4,
Bloodrager 4, FrostSpirit 4, LichWizard 4
Range: Long (50 ft.)
<Area>40 ft.-ft.-radius sphere</Area>
Duration: 1 round/level
Spell Resistance: yes
Description: Great magical hailstones pound down upon casting this spell, dealing 3d6 points of
bludgeoning damage and 2d6 points of cold damage to every creature in the area. This damage only
occurs once, when the spell is cast. For the remaining duration of the spell, heavy snow and sleet rains
down in the area. Creatures inside this area take a 4 penalty on Perception skill checks and the entire
area is treated as difficult terrain. At the end of the duration, the snow and hail disappear, leaving no
aftereffects (other than the damage dealt).
Inflict Critical Wounds
School: Necromancy
Spell Lists: Cleric 4, Inquisitor 4, Witch 4, Shaman 4, LichWizard 4
Range: Touch
Duration: instantaneous
SavingThrow: Will half if used to damage
Spell Resistance: no
Description: When laying your hand upon a creature, you channel negative energy that deals 4d8 points
of damage + 1 point per caster level (maximum +20).
Since undead are powered by negative energy, this spell cures such a creature of a like amount of
damage, rather than harming it.
Greater Invisibility
School: Illusion
Spell Lists: Wizard 4, Alchemist 4, Bard 4, Magus 4, Inquisitor 4, Trickster 4, LichWizard 4
Range: Touch
Duration: 1 round/level
Spell Resistance: no
Description: This spell functions like invisibility, except that it doesn't end if the subject attacks.
Invisibility: The touched creature becomes invisible.
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If a check is required, an invisible creature has a +20 bonus on its Stealth checks. The spell ends if the
subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or
whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions.
Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack.
Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack,
cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a
portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately
becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are
not attacks for this purpose, even when they include foes in their area.
Oath of Peace
School: Abjuration
Spell Lists: Paladin 4
Range: Personal
Duration: 1 round/level
Spell Resistance: no
Description: Entreating your deity for aid, you make a temporary oath of peace, granting you superior
defenses but meaning you can't attack for the duration of the oath. For as long as you are subject to this
spell, you gain a +5 sacred bonus to AC and on saving throws, as well as DR 10/evil. If you make a direct or
indirect attack or show any hostility toward any creature, the spell immediately ends.
Obsidian Flow
School: Transmutation
Spell Lists: Druid 4, Wizard 4, StoneSpirit 4
Range: Close (30 ft.)
<Area>20 ft.-ft.-radius sphere</Area>
Duration: 1 hour
SavingThrow: Reflex partial
Spell Resistance: no
Description: You convert a thin layer of the ground to molten glass that cools quickly. Creatures in the
area take 1d6 points of fire damage per two caster levels (maximum of 10d6) and become entangled until
they make a successful Strength, Athletics or Mobility check (the DC equals the spell's saving throw DC).
Any creature within the area that makes a successful Reflex save takes half damage and is not entangled.
The ground is covered with slippery expanses and sharp shards of obsidian. The area of effect is difficult
terrain and creatures inside this area take a 5 penalty on Mobility skill checks. A successful DC 15
Acrobatics check is required to charge across the area. A creature that falls prone in the area takes 1d6
points of damage from sharp obsidian.
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Phantasmal Killer
School: Illusion
Spell Lists: Wizard 4, Magus 4, MadnessDomain 6, Witch 4, Trickster 4, LichWizard 4
Range: Medium (40 ft.)
Duration: instantaneous
SavingThrow: Will partial
Spell Resistance: yes
Description: You create a phantasmal image of the most fearsome creature imaginable to the subject
simply by forming the fears of the subject's subconscious mind into something that its conscious mind
can visualize: this most horrible beast. Only the spell's subject can see the phantasmal killer. You see only
a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the
phantasm touches the subject, and the subject must succeed at a Fortitude save or die from fear. Even if
the Fortitude save is successful, the subject takes 3d6 points of damage.
Protection from Energy, Communal
School: Abjuration
Spell Lists: Cleric 4, Wizard 4, Ranger 3, LuckDomain 4, LawDomain 4, Inquisitor 4, Druid 4,
CommunityDomain 4, MagicDomain 4, ProtectionDomain 4, RuneDomain 4
Range: 25 ft. ft.
<Area>25 ft.-ft.-radius sphere, centered on caster</Area>
Duration: 10 minutes
Spell Resistance: no
Description: Protection from energy grants all allies within a 25-foot radius temporary immunity to the
type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs
12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.
Once the spell absorbs 12 points of energy damage per caster level (maximum 120 points) for a subject,
the spell's effects end for that subject.
Rainbow Pattern
School: Illusion
Spell Lists: Bard 4, Wizard 4, CharmDomain 4, Trickster 4
Range: Medium (40 ft.)
<Area>20 ft.-ft.-radius sphere</Area>
Duration: 1 round/level
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SavingThrow: Will negates
Spell Resistance: yes
Description: A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. The
rainbow pattern fascinates a maximum of 24 HD of creatures. An affected creature that fails its saves is
fascinated by the pattern and becomes dazed.
Reduce Person, Mass
School: Transmutation
Spell Lists: Wizard 4, Magus 4, Trickster 4
Range: Close (30 ft.)
<Area>15 ft.-ft.-radius sphere</Area>
Duration: 1 minute/level
Spell Resistance: yes
Description: This spell causes instant diminution of all allied humanoid creatures, halving their height,
length, and width and dividing their weight by 8. This decrease changes the creatures' size category to the
next smaller one. The targets gain a +2 size bonus to Dexterity, a 2 size penalty to Strength (to a
minimum of 1), and a +1 bonus on attack rolls and AC due to their reduced size. Melee and ranged
weapons used by this creature deal less damage.
A Small humanoid creature whose size decreases to Tiny has a space of 2.5 feet and a natural reach of 0
feet (meaning that it must enter an opponent's square to attack). A Large humanoid creature whose size
decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the
target's speed.
Reduce person dispels enlarge person.
Restoration
School: Conjuration
Spell Lists: Cleric 4, Alchemist 4, Inquisitor 4, Paladin 4, ArtificeDomain 4, Shaman 4, LifeSpirit 4,
AngelCleric 4
Range: Touch
Duration: instantaneous
Spell Resistance: no
Description: This spell functions like lesser restoration, except that it also dispels temporary negative
levels or one permanent negative level.
Restoration cures all temporary ability damage, and it restores all points permanently drained from a
single ability score. It also eliminates any fatigue or exhaustion suffered by the target.
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Lesser Restoration: This spell dispels any temporary magical effects reducing one of the subject's ability
scores (it does not remove permanent effects such as curses or diseases) or cures 1d4 points of
temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by
the character. It does not restore permanent ability drain.
Serenity
School: Enchantment
Spell Lists: Cleric 5, Bard 4, Wizard 6, AngelCleric 5
Range: Medium (40 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: 1 round/level
SavingThrow: Will negates
Spell Resistance: yes
Description: You fill the targets' minds with feelings of tranquility. Those attempting to commit violence
become stricken with wracking pain and take 3d6 points of damage each round they attempt to harm
another creature.
Shadow Conjuration
School: Illusion
Spell Lists: Bard 4, Wizard 4, Trickster 4, WizardIllusion 4
Range: Close (30 ft.)
Duration: instantaneous
Spell Resistance: no
Description: You use material from the Plane of Shadow to shape quasi-real illusions of one or more
creatures, objects, or forces. Shadow conjuration can mimic any sorcerer or wizard conjuration
(summoning) or conjuration (creation) spell of 3rd level or lower. Shadow conjurations are only one-fifth
(20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are
affected by them at full strength. Any creature that interacts with the spell can make a Will save to
recognize its true nature.
Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. Each
disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a
special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the
save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but
the save DC is set according to shadow conjuration‘s level (4th) rather than the spell's normal level. In
addition, any effect created by shadow conjuration allows Spell Resistance, even if the spell it is
simulating does not. Shadow objects or substances have normal effects except against those who
disbelieve them. Against disbelievers, they are 20% likely to work.
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A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it's
recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a
creature that recognizes it as a shadow creature, however, the shadow creature's damage is one-fifth
(20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for
each use and each affected character separately.) Furthermore, the shadow creature's AC bonuses are
just one-fifth as large. A creature that succeeds on its save sees the shadow conjurations as transparent
images superimposed on vague, shadowy forms. Objects automatically succeed on their Will saves
against this spell.
Shield of Dawn
School: Evocation
Spell Lists: Cleric 4, Paladin 4, Bard 4, Ranger 4, Magus 4, SunDomain 4
Range: Personal
Duration: 1 round/level
Spell Resistance: no
Description: Any creature that strikes you with a melee attack deals normal damage, but also takes 1d6
points of fire damage + 1 point per caster level (maximum +15). Creatures with reach weapons are not
subject to this damage if they attack you.
Shout
School: Evocation
Spell Lists: Wizard 4, Bard 4, Magus 4, AirDomain 4, Bloodrager 4
Range: 30 ft. ft.
<Area>cone-shaped burst</Area>
Duration: 1 round (stunned condition)
SavingThrow: Fortitude partial
Spell Resistance: no
Description: You emit an ear-splitting yell that stuns and damages creatures in its path. Any creature
within the area is stunned for 1 round and takes 5d6 points of sonic damage. A successful save negates
the stun and reduces the damage by half.
Slowing Mud
School: Conjuration
Spell Lists: Druid 4, WeatherDomain 4
Range: Close (30 ft.)
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<Area>30 ft.-ft.-radius sphere</Area>
Duration: 1 round/level
SavingThrow: Fortitude negates
Spell Resistance: yes
Description: You coat the targets in thick, sticky mud. The mud acts as a slow spell and also makes targets
dazed for one round as they clean their eyes. A haste effect cast on a creature slowed by the mud allows
it to act normally for the duration of the haste right after it cleans its eyes. Slow does not stack with the
effects of slowing mud. This spell cannot dispel haste.
Spike Stones
School: Transmutation
Spell Lists: Druid 4, EarthDomain 4, Shaman 4
Range: Medium (40 ft.)
<Area>40 ft.-ft.-radius sphere</Area>
Duration: 1 minute/level
SavingThrow: Reflex partial
Spell Resistance: yes
Description: Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points
that blend into the background.
Spike stones impede progress through an area and deal damage. Any creature moving on foot into or
through the spell's area moves at half speed. In addition, each creature moving through the area takes
1d8 points of piercing damage for each 5 feet of movement through the spiked area.
Any creature that takes damage from this spell must also succeed at a Reflex save to avoid injuries to its
feet and legs. A failed save causes the creature's speed to be reduced to half normal for 1 minute.
Stoneskin
School: Abjuration
Spell Lists: Wizard 4, Alchemist 4, EarthDomain 6, Magus 4, Druid 5, Inquisitor 4, StrengthDomain 6,
Shaman 4, Bloodrager 4, StoneSpirit 5
Range: Touch
Duration: 10 minutes/level
Spell Resistance: no
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Description: The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains DR
10/adamantine. It ignores the first 10 points of damage each time it takes damage from a weapon,
though an adamantine weapon overcomes the reduction. Once the spell has prevented a total of 10
points of damage per caster level (maximum 150 points), it is discharged.
Summon Medium Elemental
School: Conjuration
Spell Lists: Druid 4, Wizard 4, Bard 4, Cleric 4
Range: Close (30 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: This spell summons to your side medium fire, water, air, or earth elemental. The summoned
elemental appears where you designate and acts according to its initiative check results. It attacks your
opponents to the best of its ability.
Summon Monster IV
School: Conjuration
Spell Lists: Wizard 4, Bard 4, Cleric 4, Witch 4
Range: Close (30 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: This spell summons an extraplanar dire wolf, 1d3 extraplanar monitor lizards, or 1d4+1
extraplanar wolves. Summoned monsters appear where you designate and act according to their
initiative check results. They attack your opponents to the best of their ability.
Summon Nature's Ally IV
School: Conjuration
Spell Lists: Ranger 4, Druid 4, AnimalDomain 4, Shaman 4
Range: Close (30 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: This spell summons to your side a natural dire boar, 1d3 natural leopards, or 1d4+1 natural
giant frogs. The summoned allies appear where you designate and act according to their initiative check
results. They attack your opponents to the best of their ability.
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Symbol of Revelation
School: Divination
Spell Lists: Wizard 4, Witch 4, Cleric 4
Range: Long (50 ft.)
Duration: 10 minutes/level
Spell Resistance: no
Description: This rune is only activated by invisible creatures, creatures affected by an illusion effect,
creatures with the shapechanger subtype, or creatures that have magically changed their shape. These
creatures are under effect of Faerie Fire spell, this effect lasts for 10 minutes per caster level; the symbol
does not otherwise reveal their true form. Once triggered, a symbol of revelation remains active for 10
minutes per caster level.
Faerie Fire: A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles.
Creatures outlined by faerie fire take a -20 penalty on all Stealth checks. Outlined creatures do not
benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical
darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim
to have any special effect on undead or dark-dwelling creatures vulnerable to light.
Thorn Body
School: Transmutation
Spell Lists: Druid 4, Alchemist 3, PlantDomain 4, Shaman 4, BattleSpirit 4
Range: Personal
Duration: 1 round/level
Spell Resistance: no
Description: This spell causes spines to grow from your exposed skin, damaging creatures that strike you.
Any creature striking you with a melee weapon, an unarmed strike, or a natural weapon takes 1d6 points
of piercing damage + 1 point per caster level (maximum +15). Creatures using melee weapons with reach
are unaffected by this spell. Creatures that successfully grapple you take 2d6 points of piercing damage +
1 point per caster level (maximum +15).
In addition, your natural attacks and unarmed strikes deal an additional 1d6 points of piercing damage.
Touch of Slime
School: Conjuration
Spell Lists: Druid 4, Alchemist 4, Wizard 4, Witch 4, Bloodrager 4
Range: Touch
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Duration: instantaneous
SavingThrow: Fortitude negates
Spell Resistance: yes
Description: You create a coating of slime on your hand. When you make a successful melee touch attack
with the slime, it pulls free of you and sticks to the target, at which point it acts like green slime, dealing
1d3 points of Constitution damage per round. Freezing, burning, and remove disease destroys this slime.
It cannot transfer to a creature other than the original target, and it dies if separated from the original
target or if the target dies. Only a living creature can be the target of this spell.
Unholy Blight
School: Evocation
Spell Lists: Cleric 4, Inquisitor 4, EvilDomain 4, LichWizard 4
Range: Medium (40 ft.)
<Area>20 ft.-ft.-radius sphere</Area>
Duration: instantaneous
SavingThrow: Will partial
Spell Resistance: yes
Description: You call up unholy power to smite your enemies. The power takes the form of a cold, cloying
miasma of greasy darkness. Only good and neutral (not evil) creatures are harmed by the spell.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good creature (or 1d6 per
caster level, maximum 10d6, to a good outsider) and causes it to be sickened for 1d4 rounds. A successful
Will save reduces damage to half and negates the sickened effect. The effects cannot be negated by
remove disease or heal, but remove curse is effective.
The spell deals only half damage to creatures who are neither evil nor good, and they are not sickened.
Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.
Volcanic Storm
School: Evocation
Spell Lists: Druid 4, Wizard 4, Witch 4
Range: Long (50 ft.)
<Area>40 ft.-ft.-radius sphere</Area>
Duration: 1 round/level
Spell Resistance: yes
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Description: Chunks of hot volcanic rock and clumps of ash pound down when this spell is cast, dealing
3d6 points of bludgeoning damage and 2d6 points of fire damage to every creature in the area. This
damage only occurs once, when the spell is cast. For the remaining duration of the spell, heavy ash rains
down in the area. Creatures inside this area take a 4 penalty on Perception skill checks and the entire
area is treated as difficult terrain. At the end of the duration, the rock and ash disappear, leaving no
aftereffects (other than the damage dealt).
Acidic Spray
School: Conjuration
Spell Lists: Wizard 5, ChaosDomain 5, EarthDomain 5, Magus 5
Range: 50 ft. ft.
<Area>line</Area>
Duration: instantaneous
SavingThrow: Reflex partial, see text
Spell Resistance: yes
Description: A spray of acid erupts from your outstretched hand, dealing 1d6 points of acid damage per
caster level (maximum 15d6) to each creature within its area (Reflex half). This acid continues to burn for
1 round. At the end of this round every creatures that failed their saving throw against the spell must
succeed on another Reflex save or receive 1d6 points of acid damage per two caster levels (maximum
7d6).
Animal Growth
School: Transmutation
Spell Lists: Wizard 5, Ranger 4, Druid 5, Shaman 5
Range: Medium (40 ft.)
Duration: 1 minute/level
Spell Resistance: yes
Description: The target animal grows to twice its normal size and eight times its normal weight. This
alteration changes the animal's size category to the next largest, grants it a +8 size bonus to Strength and
a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a 2 size penalty to
Dexterity. The creature's existing natural armor bonus increases by 2.
The size change also affects the animal's modifier to AC, attack rolls, and its base damage. The animal's
space and reach change as appropriate to the new size, but its speed does not change. Multiple magical
effects that increase size do not stack.
Aspect of the Wolf
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School: Transmutation
Spell Lists: Druid 5, Ranger 4, NatureSpirit 5
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: When you cast this spell, you take on an aspect of a wolf, including some of its physical
characteristics. You become more rugged, your ears become elongated, and you sprout sharp fangs and
fur.
You gain a +4 enhancement bonus to Strength and Dexterity, a +2 enhancement bonus on trip attacks,
and can make a trip combat maneuver as a swift action. This trip attack does not provoke attacks of
opportunity.
Baleful Polymorph
School: Transmutation
Spell Lists: Druid 5, Magus 5, Wizard 5, Witch 5, Shaman 5, LichWizard 5
Range: Close (30 ft.)
Duration: Permanent
SavingThrow: Fortitude negates
Spell Resistance: yes
Description: You change the subject into a dog. It can't attack, its Intelligence, Wisdom, and Charisma
scores drop to 1, and it loses any ability it had to cast spells or use spell-like abilities. Its movement speed
is increased by 10 feet though.
Any polymorph effects on the target are automatically dispelled when a target fails to resist the effects of
baleful polymorph, and as long as baleful polymorph remains in effect, the target cannot use other
polymorph spells or effects to assume a new form. Baleful polymorph is a curse effect. Incorporeal
creatures are immune to baleful polymorph.
Beast Shape III
School: Transmutation
Spell Lists: Wizard 5, Magus 5, Alchemist 5, AnimalDomain 5
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
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Description: You become a Large bear. You gain a +4 size bonus to your Strength, a 2 penalty to your
Dexterity, and a +4 natural armor bonus. Your movement speed is increased by 10 feet. You also have
two 1d6 claw attacks, one 1d6 bite attack, and the rend ability.
Rend: When a bear hits an opponent with both its claws, it deals an additional 1d6 plus 11/2 times its
Strength modifier points of slashing damage. It can only deal this additional damage once each round.
Blessing of the Salamander
School: Transmutation
Spell Lists: Druid 5, Ranger 4
Range: Touch
Duration: 1 round/level
Spell Resistance: no
Description: When you cast this on a creature, its skin turns slick and clammy and it is able to regenerate
damage each round. While under the effects of the spell, the creature gains fast healing 5, fire resistance
20, and a +2 competence bonus to its Combat Maneuver Defense.
Break Enchantment
School: Abjuration
Spell Lists: Cleric 5, Bard 4, Paladin 4, Inquisitor 5, Wizard 5, LiberationDomain 5, LuckDomain 5,
TravelDomain 5, Witch 5, Shaman 5
Range: 30 ft. ft.
<Area>30 ft.-ft.-radius sphere, centered on caster</Area>
Duration: instantaneous
Spell Resistance: no
Description: This spell frees victims from enchantments, transmutations, and curses. Break enchantment
can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 +
caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the
creature is free of the spell, curse, or effect. Break enchantment only works on spells of 5th level or
lower.
Breath of Life
School: Conjuration
Spell Lists: Cleric 5, HealingDomain 5, Shaman 5, LifeSpirit 5, AngelCleric 5
Range: Touch
Duration: instantaneous
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SavingThrow: Will half if used to damage
Spell Resistance: yes
Description: This spell cures 5d8 points of damage + 1 point per caster level (maximum +25).
Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast
upon a creature that has died within 2 rounds, apply the healing from this spell to the creature. If the
healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to
life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to
or greater than its Constitution score, the creature remains dead. Creatures brought back to life through
breath of life gain a temporary negative level that lasts for 1 day.
Creatures slain by death effects cannot be saved by breath of life.
Like cure spells, breath of life deals damage to undead creatures rather than curing them, and cannot
bring them back to life.
Burst of Glory
School: Enchantment
Spell Lists: Cleric 5, Inquisitor 4, Paladin 4, GoodDomain 5, CommunityDomain 5, GloryDomain 5,
AngelCleric 5
Range: 10 ft. ft.
<Area>10 ft.-ft.-radius sphere, centered on caster</Area>
Duration: 1 round/level
Spell Resistance: no
Description: Allies in the area of this spell at the time of casting gain a +1 sacred bonus on attack rolls and
saves against fear effects, plus 1 temporary hit point per caster level (maximum 20).
Cacophonous Call, Mass
School: Enchantment
Spell Lists: Bard 5
Range: Close (30 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: 1 round/level
SavingThrow: Will negates
Spell Resistance: yes
Description: This spell functions as cacophonous call, except that is affects multiple creatures.
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Cacophonous Call: You fill your target's mind with a blaring cacophony of discordant sounds, making it
hard for the target to act and concentrate. The creature gains the nauseated condition for the duration of
the spell if it fails its Will save.
Call Lightning Storm
School: Evocation
Spell Lists: Druid 5, Shaman 5, WindSpirit 5
Range: Long (50 ft.)
Duration: 1 minute/level
SavingThrow: Reflex half
Spell Resistance: no
Description: This spell functions like call lightning, except that each bolt deals 5d6 points of electricity
damage at long range, and you may call a maximum of 15 bolts.
Call Lightning: Immediately upon completion of the spell, and once per round thereafter, you may call
down a bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in
a vertical stroke at whatever target point you choose within the spell's range (measured from your
position at the time). Any creature in the target square or in the path of the bolt is affected. You need not
call a bolt of lightning immediately; other actions, even spellcasting, can be performed first. Each round
after the first, you may use a standard action (concentrating on the spell) to call a bolt. Each time you cast
a bolt, the spell's duration is reduced by one minute.
Castigate, Mass
School: Enchantment
Spell Lists: Inquisitor 5
Range: Medium (40 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: 1 round/level or 1 round
SavingThrow: Will partial (save each round)
Spell Resistance: yes
Description: This spell functions as castigate, except it affects many creatures.
Castigate: You compel the target to beg for forgiveness. On a failed Will save, the target cowers in fear.
On a successful save, it is instead shaken for 1 round. Each round after, a cowering subject may attempt a
new save to end the effect.
Cave Fangs
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School: Conjuration
Spell Lists: Druid 5, Witch 5, Shaman 5
Range: Personal
Duration: 10 minutes/level
SavingThrow: Reflex half
Spell Resistance: no
Description: You create a magical trap in the area that causes deadly stalactites or stalagmites to "bite" an
intruder. The magical trap is triggered whenever an enemy creature moves through the affected area.
The effect of cave fangs depends on whether you create stalactites or stalagmites (see below). You can
place these traps anywhere within close range as free action for the duration of the spell; the trap's
radius is 5 feet. Each time you place a trap, the spell's duration is reduced by 10 minutes.
Stalactites: Shards of rock drop from above, dealing 3d8 points of bludgeoning and piercing damage
(Reflex half). A creature that fails its Reflex save is pinned to the ground under stalactites and rubble,
gaining the entangled condition until it can free itself with a successful DC 15 Strength check or DC 20
Mobility check.
Stalagmites: Piercing spires of rock erupt up from the ground, dealing 3d8 points of piercing damage and
knocking the creature prone (a successful Reflex saving throw halves this damage and avoids being
knocked prone). Once the stalagmites appear, they function thereafter as spike stones for 1 minute per
caster level and then crumble to dust.
Cleanse
School: Evocation
Spell Lists: Cleric 5, Inquisitor 6, AngelCleric 5
Range: Personal
Duration: instantaneous
Spell Resistance: no
Description: This spell cures 4d8 points of damage + 1 point per caster level (maximum +25) and ends any
and all of the following adverse conditions affecting you: ability damage, blinded, confused, dazzled,
diseased, exhausted, fatigued, nauseated, poisoned, and sickened.
Cloudkill
School: Conjuration
Spell Lists: Wizard 5, Magus 5, AirDomain 5, Witch 5, LichWizard 5
Range: Medium (40 ft.)
<Area>20 ft.-ft.-radius sphere</Area>
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Duration: 1 minute/level
SavingThrow: Fortitude partial
Spell Resistance: no
Description: This spell generates a bank of fog, its vapors yellowish green and poisonous. These vapors
automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain
unless it succeeds at a Fortitude save (in which case it takes 1d4 points of Constitution damage each
round while in the cloud).
A living creature with more than 6 HD takes 1d4 points of Constitution damage each round while in the
cloud (a successful Fortitude save halves this damage). Holding one's breath doesn't help, but creatures
immune to poison are unaffected by the spell.
The cloudkill moves away from you at 10 feet per round in the direction you are facing, rolling along the
surface of the ground.
Greater Command
School: Enchantment
Spell Lists: Cleric 1, Oracle 1, Inquisitor 1
Range: Close (30 ft.)
Duration: 1 round/level
SavingThrow: Will negates
Spell Resistance: yes
Description: This spell functions like command, except this spell affects multiple enemies in 30 feet
radius, and the activities continue beyond 1 round. At the start of each commanded creature's action
after the first, it gets another Will save to attempt to break free from the spell. Each creature must
receive the same command.
Cone of Cold
School: Evocation
Spell Lists: Wizard 5, WaterDomain 6, Magus 5, Shaman 6, WavesSpirit 5, LichWizard 5
Range: 50 ft. ft.
<Area>cone-shaped burst</Area>
Duration: instantaneous
SavingThrow: Reflex half
Spell Resistance: yes
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Description: Cone of cold creates an area of extreme cold, originating at your hand and extending
outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).
Constricting Coils
School: Enchantment
Spell Lists: Wizard 5, Cleric 5
Range: Medium (40 ft.)
Duration: 1 round/level, can save each round
SavingThrow: Will negates (save each round)
Spell Resistance: yes
Description: This spell functions like hold monster, except that the target is constricted as if by the coils of
a large snake, taking 1d6+6 points of bludgeoning damage each round that it fails its save. A successful
save ends both the paralyzing and constriction effects.
Hold Monster: The subject becomes paralyzed and freezes in place. It is aware and breathes normally but
cannot take any actions, even speech. Each round, the subject may attempt a new saving throw to end
the effect.
Cure Light Wounds, Mass
School: Conjuration
Spell Lists: Cleric 5, Bard 5, Inquisitor 5, Druid 6, Witch 6, Shaman 5, AngelCleric 5
Range: Close (30 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: instantaneous
SavingThrow: Will half if used to damage
Spell Resistance: no
Description: You channel positive energy to cure 1d8 points of damage + 1 point per caster level
(maximum +25) on each creature in the radius. Like other cure spells, mass cure light wounds deals
damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for
half damage.
Dismissal
School: Abjuration
Spell Lists: Wizard 5, Cleric 4, Inquisitor 4, Shaman 4
Range: Close (30 ft.)
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Duration: instantaneous
SavingThrow: Will negates
Spell Resistance: yes
Description: This spell forces an extraplanar creature back to its proper plane if it fails a Will save. If the
spell is successful, the creature is instantly whisked away.
Disrupting Weapon
School: Transmutation
Spell Lists: Inquisitor 5, Cleric 5
Range: Touch
Duration: 1 round/level
SavingThrow: Will negates (see text)
Spell Resistance: no
Description: This spell makes a main-hand melee weapon deadly to undead. Any undead creature with
HD equal to or less than your caster level must succeed at a Will save or be destroyed utterly if struck in
combat with this weapon. Spell resistance does not apply against the destruction effect.
Dominate Person
School: Enchantment
Spell Lists: Wizard 5, Bard 4, LawDomain 5, CharmDomain 5, NobilityDomain 5, Witch 5, Shaman 5,
Trickster 5
Range: Close (30 ft.)
Duration: 1 round/level
SavingThrow: Will negates (save each round)
Spell Resistance: yes
Description: You can make any humanoid creature fight on your side as if it was your ally. It will attack
your opponents to the best of its ability. However this creature will try to throw off the domination,
making a Will save each round.
Elemental Body II
School: Transmutation
Spell Lists: Wizard 5, Alchemist 5, Magus 5
Range: Personal
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Duration: 1 minute/level
Spell Resistance: no
Description: When you cast this spell, you can assume the form of a medium air elemental, medium earth
elemental, medium fire elemental, or medium water elemental. The abilities you gain depend upon the
type of elemental into which you change. Elemental abilities based on size use the size of the elemental
you transform into to determine their effect.
Feeblemind
School: Enchantment
Spell Lists: Wizard 5, MadnessDomain 5, Witch 5, Trickster 5, LichWizard 5
Range: Medium (40 ft.)
Duration: instantaneous
SavingThrow: Will negates
Spell Resistance: yes
Description: The target creature's Intelligence and Charisma scores each drop to 1. The affected creature
is unable to use Intelligence- or Charisma-based skills or cast spells. Still, it knows who its friends are and
can follow them and even protect them. The subject remains in this state until a heal or break
enchantment spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells,
such as a sorcerer or a wizard, takes a 4 penalty on its saving throw.
Fire Snake
School: Evocation
Spell Lists: Wizard 5, Druid 5, Magus 5
Range: 50 ft. ft.
<Area>line</Area>
Duration: instantaneous
SavingThrow: Reflex half
Spell Resistance: yes
Description: You create a 50-foot-long line of flames. The fire snake affects all enemies in the line,
avoiding allies. Creatures in the path of the fire snake take 1d6 points of fire damage per caster level
(maximum 15d6).
Flame Strike
School: Evocation
616
Spell Lists: Cleric 5, FireDomain 5, Druid 4, Inquisitor 5, SunDomain 5, WarDomain 5, Shaman 5,
FlamesSpirit 5, AngelCleric 5
Range: Medium (40 ft.)
<Area>10 ft.-ft.-radius sphere</Area>
Duration: instantaneous
SavingThrow: Reflex half
Spell Resistance: yes
Description: A flame strike evokes a vertical column of divine fire. The spell deals 1d6 points of damage
per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from
divine power and is therefore not subject to being reduced by resistance to fire-based attacks.
Geniekind
School: Transmutation
Spell Lists: Wizard 5, Cleric 5, Druid 5
Range: Personal
Duration: 1 round/level
Spell Resistance: no
Description: Upon casting this spell, you must choose one type of genie to transform into, selecting from
djinni, efreeti, marid, or shaitan. You retain your basic physical appearance but shift in some way to
become more akin to the genie type you chose. While under the effects of geniekind, you gain a +2 racial
bonus on all saving throws against paralysis, poison, sleep, and stunning effects, and a +4 enhancement
bonus to your natural armor bonus. You also gain a +2 enhancement bonus to Constitution. You are also
unaffected by difficult terrain. In addition, you gain other abilities depending upon the type of genie you
choose to assume the form of, as detailed below.
Djinni: Your unarmed strikes and any melee weapon you wield deal +1d6 points of electricity damage.
You gain resist electricity 10.
Efreeti: Your unarmed strikes and any melee weapon you wield deal +1d6 points of fire damage. You gain
resist fire 10.
Marid: Your unarmed strikes and any melee weapon you wield deal +1d6 points of cold damage. You gain
resist cold 10.
Shaitan: Your unarmed strikes and any melee weapon you wield deal +1d6 points of acid damage. You
gain resist acid 10.
Hold Monster
School: Enchantment
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Spell Lists: Wizard 5, Bard 4, Inquisitor 4, Witch 5, LichWizard 5
Range: Medium (40 ft.)
Duration: 1 round/level, can save each round
SavingThrow: Will negates (save each round)
Spell Resistance: yes
Description: This spell functions like hold person, except that it affects any living creature that fails its Will
save.
Hold Person: The subject becomes paralyzed and freezes in place. It is aware and breathes normally but
cannot take any actions, even speech. Each round, the subject may attempt a new saving throw to end
the effect.
Hungry Pit
School: Conjuration
Spell Lists: Wizard 5
Range: Medium (40 ft.)
<Area>10 ft.-ft.-radius sphere</Area>
Duration: 1 round + 1 round/level
SavingThrow: Reflex negates
Spell Resistance: no
Description: You create an extra-dimensional hole with a depth of 10 feet per two caster levels (maximum
100 feet). The pit has the ability to squeeze and crush any creature trapped within it.
Any large or smaller creature standing in the area where you first conjured the pit must make a Reflex
saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and
any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2
bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as
bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.
Creatures who fall into the pit take falling damage as normal (1d6 bludgeoning damage pet 10 feet). In
addition, anyone within the pit takes 4d6 points of bludgeoning damage each round as the pit contracts
and then returns to its normal size (a successful Reflex save halves this damage). The ever-shifting walls of
the pit are quite difficult to scale: to climb them, a creature need a successful Athletics or Mobility skill
check with a DC of 35. When the duration of the spell ends, creatures within the hole rise up with the
bottom of the pit until they are standing on the surface over the course of a single round.
Icy Prison
School: Evocation
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Spell Lists: Wizard 5, FrostSpirit 5, LichWizard 5
Range: Medium (40 ft.)
Duration: 1 minute/level
SavingThrow: Reflex partial
Spell Resistance: yes
Description: You trap the target in solid ice. If the creature fails its save, it is paralyzed, if the target makes
its save, it gains the entangled condition but can otherwise act normally. Whether or not the target saves,
it takes 1 point of cold damage per caster level each round it is paralyzed or entangled in the ice. A
creature can break the ice with a successful Strength check each round after receiving the effect (DC 15 +
your caster level).
Inflict Light Wounds, Mass
School: Necromancy
Spell Lists: Cleric 5, Inquisitor 5, Witch 6, Witch 5, Shaman 5, LichWizard 5
Range: Close (30 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: instantaneous
SavingThrow: Will half if used to damage
Spell Resistance: no
Description: Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of
damage + 1 point per caster level (maximum +25) to nearby living enemies.
Like other inflict spells, it cures undead in its area rather than damaging them. A cleric capable of
spontaneously casting inflict spells can also spontaneously cast mass inflict spells.
Mind Fog
School: Enchantment
Spell Lists: Wizard 5, Bard 5, DarknessDomain 5, TrickeryDomain 5, Witch 5, Trickster 5
Range: Medium (40 ft.)
<Area>20 ft.-ft.-radius sphere</Area>
Duration: 1 round/level
SavingThrow: Will negates
Spell Resistance: yes
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Description: Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in
it. Creatures in the mind fog take a 10 penalty on Wisdom checks and Will saves. A creature that
successfully saves against the fog is not affected and need not make further saves even if it remains in the
fog. Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter.
Phantasmal Web
School: Illusion
Spell Lists: Bard 5, Wizard 5, Trickster 5, LichWizard 5
Range: Medium (40 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: 1 round/level
SavingThrow: Will disbelief, then Fortitude partial
Spell Resistance: yes
Description: You implant within the minds of your targets the illusion that they are engulfed in tangled
webs teeming with swarms of tiny spiders. Those who fail to disbelieve the phantasmal web are treated
as if in a web spell, but must also make a Fortitude save each round after that or become nauseated for
that round by the phantasmal spiders. Freedom of movement allows unobstructed movement but does
not negate nausea effects.
Pillar of Life
School: Conjuration
Spell Lists: Cleric 5, SpiritWarden 5, AngelCleric 5
Range: Medium (40 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: You conjure a pillar of positive energy in a single 5-foot square within range that radiates
light as if it were a sunrod. Living creatures adjacent to the pillar can spend a standard action to touch the
pillar and heal 2d8 points of damage + 1 point per caster level (maximum +20). Creatures can move into
the square containing the pillar, but if an undead creature moves into the pillar it takes 1d6 points of
damage per caster level (maximum 10d6). Undead creatures vulnerable to bright light take 1d8 points of
damage per caster level (maximum 10d8). A creature cannot benefit or suffer more than once from a
single casting of this spell.
Polymorph
School: Transmutation
Spell Lists: Wizard 5, Alchemist 5
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Range: Touch
Duration: 1 minute/level
Spell Resistance: no
Description: This spell transforms an allied creature into a leopard or a small elemental. The subject may
choose to resume its normal form as a full-round action; doing so ends the spell for that subject.
Profane Nimbus
School: Evocation
Spell Lists: Cleric 5, Inquisitor 5, LichWizard 5
Range: Personal
Duration: 1 round/level
Spell Resistance: no
Description: You are surrounded by a nimbus of shadow. Any good creature striking you with unarmed
strikes, natural weapons, or a handheld weapon deals normal damage, but at the same time, the attacker
takes 1d6 points of damage + 1 point per caster level (maximum +15). Creatures wielding melee weapons
with reach are not subject to this damage if they attack you. Spell resistance applies against this damage.
You also take half damage from magical attacks with the good descriptor. If such an attack allows a saving
throw for half damage, you take no damage on a successful saving throw.
Raise Dead
School: Conjuration
Spell Lists: Cleric 5, Witch 6, Shaman 6, AngelCleric 5
Duration: instantaneous
Spell Resistance: no
Description: You restore life to a deceased party member. A raised creature has a number of hit points
equal to its current HD. Raise dead also removes the death's door condition.
Coming back from the dead is an ordeal. The subject of the spell gains two permanent negative levels
when it is raised, just as if it had been hit by an energy-draining creature, thought it can not gain a
number of negative levels equal to or greater than its total Hit Dice this way.
A creature whose permanent negative levels already equal its Hit Dice cannot be brought back to life
through raise dead.
Resounding Blow
School: Evocation
Spell Lists: Paladin 4, Inquisitor 5
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Range: Personal
Duration: 1 round/level
SavingThrow: Fortitude partial
Spell Resistance: no
Description: You must have a melee weapon in hand to cast this spell.
On a successful melee attack, your weapon resounds. The target takes 1d6 points of sonic damage. Your
weapon is not harmed by this attack.
If you are using your judgment ability or smite ability against the target, it is staggered for 1 round on a
successful attack. A successful Fortitude save negates the staggering effect.
On a successful critical hit, the target is stunned for 1 round and blinded for 1d6 rounds. A successful
Fortitude save negates the stunning and blindness effects. If you are also using judgment or smite, your
foe makes only a single save against all effects.
This spell immediately ends if your weapon leaves your hand.
Resounding blow stacks with the thundering weapon property.
Righteous Might
School: Transmutation
Spell Lists: Cleric 5, Inquisitor 5, StrengthDomain 5, BattleSpirit 5
Range: Personal
Duration: 1 round/level
Spell Resistance: no
Description: Your height immediately doubles, and your weight increases by a factor of eight. This
increase changes your size category to the next larger one. You gain a +4 size bonus to Strength and
Constitution and take a 2 penalty to your Dexterity. You gain a +2 enhancement bonus to your natural
armor. You gain DR 5/evil (if you are good or neutral) or DR 5/good (if you are evil). At 15th level, this
damage reduction becomes 10/evil or 10/good (the maximum).
Your size modifier for AC and attacks changes as appropriate to your new size category. This spell doesn't
change your speed. Determine space and reach as appropriate to your new size. All equipment you wear
or carry is similarly enlarged by the spell. Weapons deal more damage.
Magical effects that increase size do not stack.
Sacred Nimbus
School: Evocation
Spell Lists: Cleric 5, Inquisitor 5, AngelCleric 5
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Range: Personal
Duration: 1 round/level
Spell Resistance: no
Description: You are surrounded by a nimbus of golden light. Any evil creature striking you with unarmed
strikes, natural weapons, or a handheld weapon deals normal damage, but at the same time, the attacker
takes 1d6 points of damage + 1 point per caster level (maximum +15). Creatures wielding melee weapons
with reach are not subject to this damage if they attack you. Spell resistance applies against this damage.
You also take half damage from magical attacks with the evil descriptor. If such an attack allows a saving
throw for half damage, you take no damage on a successful saving throw.
Shadow Evocation
School: Illusion
Spell Lists: Wizard 5, Bard 5, Trickster 5
Duration: See text
SavingThrow: See text
Spell Resistance: no
Description: You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a fireball,
lightning bolt, shout, volcanic storm, or ice storm spell. Spells that deal damage have normal effects
unless an affected creature succeeds at a Will save. Each disbelieving creature takes only one-fifth
damage from the attack. Regardless of the result of the save to disbelieve, an affected creature is also
allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set
according to shadow evocation's level (5th) rather than the spell's normal level.
Slay Living
School: Necromancy
Spell Lists: Cleric 5, DeathDomain 5, ReposeDomain 5, EvilDomain 5, Witch 6, Shaman 6, BonesSpirit 5,
LichWizard 5
Range: Touch
Duration: instantaneous
SavingThrow: Fortitude partial
Spell Resistance: yes
Description: You can attempt to slay any one living creature. When you cast this spell, your hand seethes
with eerie dark fire. You must succeed on a melee touch attack to touch the target. The target takes 12d6
points of damage + 1 point per caster level. If the target's Fortitude saving throw succeeds, it instead
takes 3d6 points of damage + 1 point per caster level. The subject might die from damage even if it
succeeds at its saving throw.
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Song of Discord
School: Enchantment
Spell Lists: Bard 5
Range: Medium (40 ft.)
<Area>20 ft.-ft.-radius sphere</Area>
Duration: 1 round/level
SavingThrow: Will negates
Spell Resistance: yes
Description: This spell causes those within the area to turn on each other rather than attack their foes.
Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each
creature's behavior every round at the beginning of its turn.) A creature that does not attack its nearest
neighbor is free to act normally for that round.
Spell Resistance
School: Abjuration
Spell Lists: MagicDomain 5, ProtectionDomain 5, Alchemist 5, Cleric 5, Inquisitor 5, RuneDomain 5
Range: Touch
Duration: 1 minute/level
Spell Resistance: no
Description: The target gains spell resistance equal to 12 + your caster level.
Stoneskin, Communal
School: Abjuration
Spell Lists: Wizard 5, Alchemist 5, Inquisitor 5, Druid 6, CommunityDomain 6, ProtectionDomain 6,
StoneSpirit 6
Range: Touch
<Area>30 ft.-ft.-radius sphere</Area>
Duration: 10 minutes
Spell Resistance: no
Description: All allies within 30 feet gain resistance to blows, cuts, stabs, and slashes. They gain DR
10/adamantine. It ignores the first 10 points of damage each time it takes damage from a weapon,
though an adamantine weapon overcomes the reduction. Once the spell has prevented a total of 10
points of damage per caster level (maximum 150 points), it is discharged.
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Summon Large Elemental
School: Conjuration
Spell Lists: Druid 5, Wizard 5, Bard 5, Cleric 5
Range: Close (30 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: This spell summons to your side large fire, water, air, or earth elemental. The summoned
elemental appears where you designate and acts according to its initiative check results. It attacks your
opponents to the best of its ability.
Summon Monster V
School: Conjuration
Spell Lists: Wizard 5, Bard 5, Cleric 5, Witch 5
Range: Close (30 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: This spell summons 1d3 extraplanar dire wolves, 1d4+1 extraplanar monitor lizards, or one
extraplanar redcap if you are evil or one extraplanar bralani azata if you are not. Summoned monsters
appear where you designate and act according to their initiative check results. They attack your
opponents to the best of their ability.
Summon Nature's Ally V
School: Conjuration
Spell Lists: Druid 5, Shaman 5
Range: Close (30 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: This spell summons to your side a natural manticore, 1d3 natural dire boars, or 1d4+1
natural leopards. The summoned allies appear where you designate and act according to their initiative
check results. They attack your opponents to the best of their ability.
Thoughtsense
School: Divination
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Spell Lists: Wizard 5
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: You automatically detect and locate conscious creatures within 60 feet, as if you possessed
the blindsight ability.
True Seeing, Communal
School: Divination
Spell Lists: Cleric 6, Druid 7, Inquisitor 6, Oracle 6, Shaman 6, Wizard 7, Witch 7
Range: Touch
<Area>30 ft.-ft.-radius sphere</Area>
Duration: 1 minute/level
Spell Resistance: no
Description: You and all your allies within 30 feet are under True Seeing spell.
True Seeing: You confer on the subject the ability to see all things as they actually are. The subject sees
the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures
normally.
Vampiric Shadow Shield
School: Necromancy
Spell Lists: Wizard 5, Magus 5, LichWizard 5
Range: Personal
Duration: 1 round/level
Spell Resistance: no
Description: This spell wreathes you in shadowy energy and damages those that make melee attacks
against you. Any creature that strikes you with its body or a handheld weapon deals normal damage, but
at the same time the attacker takes 1d6 points of negative energy damage + 1 point per caster level
(maximum +15). If the attacker has spell resistance, it applies to this effect. When an attacker takes
damage from this spell, you heal a number of hit points equal to 25% of the damage the spell dealt.
Creatures with reach weapons are not subject to this damage if they attack you.
Waves of Fatigue
School: Necromancy
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Spell Lists: Wizard 5, ArtificeDomain 5, Witch 5, LichWizard 5
Range: 30 ft. ft.
<Area>cone-shaped burst</Area>
Duration: instantaneous
Spell Resistance: yes
Description: Waves of negative energy render all living creatures in the spell's area fatigued. This spell has
no effect on a creature that is already fatigued.
Wracking Ray
School: Necromancy
Spell Lists: Wizard 5, Witch 5, LichWizard 5
Range: Medium (40 ft.)
Duration: instantaneous
SavingThrow: Fortitude half
Spell Resistance: yes
Description: A ray of sickly greenish-gray negative energy issues forth from the palm of your hand.
Make a ranged touch attack against the target. A creature hit by this spell is wracked by painful spasms as
its muscles and sinews wither and twist.
The subject takes 1d4 points of Dexterity and Strength damage per 3 caster levels you possess (maximum
5d4 each). This spell cannot reduce an ability score below 1. A successful Fortitude save halves the
damage.
Acid Fog
School: Conjuration
Spell Lists: Wizard 6, Magus 6
Range: Medium (40 ft.)
<Area>20 ft.-ft.-radius sphere</Area>
Duration: 1 round/level
Spell Resistance: no
Description: Acid fog creates a billowing mass of highly acidic, misty vapors that slow down creatures.
Creatures moving through acid fog move at half their normal speed and take a 2 penalty on all melee
attack and melee damage rolls. The vapors prevent effective ranged weapon attacks, granting all
creatures inside the fog a +8 bonus to AC against normal ranged attacks. Each round on your turn,
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starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object
within it.
Arbitrament
School: Evocation
Spell Lists: Inquisitor 6, Cleric 7
Range: 40 ft. ft.
<Area>40 ft.-ft.-radius sphere, centered on caster</Area>
Duration: instantaneous
SavingThrow: Will partial
Spell Resistance: yes
Description: Any chaotic evil, chaotic good, lawful evil, or lawful good creatures within the area of this
spell suffer the following ill effects:
If the creature's HD is equal to your caster level, it is sickened.
If the creature's HD is up to your caster level 1, it is staggered and sickened.
If the creature's HD is up to your caster level 5, it is nauseated, staggered, and sickened.
If the creature's HD is up to your caster level 10, it is killed, nauseated, staggered, and sickened.
The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects.
Creatures affected by multiple effects make only one save and apply the result to all of the effects.
Creatures whose Hit Dice exceed your caster level are unaffected by arbitrament.
Banshee Blast
School: Necromancy
Spell Lists: Wizard 6, ChaosDomain 6, Witch 6, LichWizard 6
Range: 30 ft. ft.
<Area>cone-shaped burst</Area>
Duration: 1 round/level
SavingThrow: Reflex halves damage and Will negates fear
Spell Resistance: yes
Description: You create a cone of spectral energy resembling screaming elven ghosts that deals 1d4
points of damage per caster level (maximum 15d4); a successful Reflex save halves this damage. Any
creature that fails its Reflex save must succeed at a Will save or become panicked for 1 round/level.
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Bear's Endurance, Mass
School: Transmutation
Spell Lists: Wizard 6, Cleric 6, Magus 6, Druid 6, Shaman 6
Range: Close (30 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: 1 minute/level
Spell Resistance: no
Description: This spell functions like bear's endurance, except that it affects all allies in a 30-foot radius of
the caster.
Bear's Endurance: The affected creature gains greater vitality and stamina. The spell grants the subject a
+4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves,
Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not
temporary hit points. They go away when the subject's Constitution drops back to normal. They are not
lost first as temporary hit points are.
Beast Shape IV
School: Transmutation
Spell Lists: Wizard 6, Alchemist 6, Magus 6, NatureSpirit 6
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: You become a Large smilodon, a Large shambling mound or a Large wyvern.
Beast Shape IV (Shambling Mound)
School: Transmutation
Spell Lists: PlantDomain 6
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: You become a Large shambling mound. You gain a +4 size bonus to your Strength, a +2 size
bonus to your Constitution, +4 natural armor bonus, resist fire 20, and resist electricity 20. Your
movement speed is reduced by 10 feet. You also have two 2d6 slam attacks, the constricting vines ability,
and the poison ability.
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Constricting Vines: A shambling mound's vines coil around any creature it hits with a slam attack. The
shambling mound attempts a grapple maneuver check against its target, and on a successful check its
vines deal 2d6+5 damage and the foe is grappled.
Grappled characters cannot move, and take a -2 penalty on all attack rolls and a -4 penalty to Dexterity.
Grappled characters attempt to escape every round by making a successful combat maneuver, Strength,
Athletics, or Mobility check. The DC of this check is the shambling mound's CMD.
Each round, creatures grappled by a shambling mound suffer 4d6+Strength modifier × 2 damage.
A shambling mound receives a +4 bonus on grapple maneuver checks.
Poison:
Slam; Save: Fortitude
Frequency: 1/round for 2 rounds
Effect: 1d2 Strength and 1d2 Dexterity damage
Cure: 1 save
The save DC is Constitution-based.
Blade Barrier
School: Evocation
Spell Lists: WarDomain 6, LawDomain 6, Cleric 6, Inquisitor 6, AngelCleric 6
Range: Medium (40 ft.)
<Area>60 ft.-ft.-radius sphere</Area>
Duration: 1 minute/level
SavingThrow: Reflex half
Spell Resistance: yes
Description: An immobile, vertical curtain of whirling blades shaped of pure force springs into existence.
Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with
a Reflex save for half damage.
Blasphemy
School: Evocation
Spell Lists: Inquisitor 6, Cleric 7, EvilDomain 7, LichWizard 6
Range: 40 ft. ft.
<Area>40 ft.-ft.-radius sphere, centered on caster</Area>
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Duration: instantaneous
SavingThrow: Will partial
Spell Resistance: yes
Description: Any nonevil creature within the area of a blasphemy spell suffers the following ill effects:
If the creature's HD is equal to your caster level, it is dazed.
If the creature's HD is up to your caster level 1, it is weakened and dazed.
If the creature's HD is up to your caster level 5, it is paralyzed, weakened, and dazed.
If the creature's HD is up to your caster level 10, it is killed, paralyzed, weakened, and dazed.
The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects.
Creatures affected by multiple effects make only one save and apply the result to all of the effects.
Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy.
Brilliant Inspiration
School: Evocation
Spell Lists: Bard 6, NobilityDomain 6
Range: Close (30 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: You open a link between your mind and the subject's mind, giving advice and
encouragement for as long as the spell is in effect. Each time the subject of the spell makes an attack roll,
ability check, or skill check, it rolls two d20s and takes the better result. If any roll is a natural 20, the
spell's effect ends your brilliant advice is spent.
Bull's Strength, Mass
School: Transmutation
Spell Lists: Wizard 6, Magus 6, Druid 6, Cleric 6, BattleSpirit 6
Range: Close (30 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: 1 minute/level
Spell Resistance: no
Description: This spell functions like bull's strength, except that it affects all allies in a 30-foot radius of
the caster.
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Bull's Strength: The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength,
adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength
modifier. Enhancement bonuses do not stack with other enhancement bonuses, for example with
bonuses from belts.
Cat's Grace, Mass
School: Transmutation
Spell Lists: Wizard 6, Bard 6, LuckDomain 6, Magus 6, Druid 6, Trickster 6
Range: Close (30 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: 1 minute/level
Spell Resistance: no
Description: This spell functions like cat's grace, except that it affects all allies in a 30-foot radius of the
caster.
Cat's Grace: The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a
+4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the
Dexterity modifier. Enhancement bonuses do not stack with other enhancement bonuses, for example
with bonuses from belts.
Chain Lightning
School: Evocation
Spell Lists: Wizard 6, AirDomain 6, Magus 6, Witch 7
Range: Long (50 ft.)
Duration: instantaneous
SavingThrow: Reflex half
Spell Resistance: yes
Description: This spell creates an electrical discharge that begins as a single stroke commencing from your
fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other
targets.
The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target.
After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum
20). The secondary bolts each strike one target and deal as much damage as the primary bolt.
Each target can attempt a Reflex saving throw for half damage. Secondary targets must be within 30 feet
of the primary target, and no target can be struck more than once.
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Circle of Death
School: Necromancy
Spell Lists: Inquisitor 6, Wizard 6, DeathDomain 6, BonesSpirit 6, LichWizard 6
Range: Medium (40 ft.)
<Area>40 ft.-ft.-radius sphere</Area>
Duration: instantaneous
SavingThrow: Fortitude negates
Spell Resistance: yes
Description: Circle of death snuffs out the life force of living creatures. The spell slays 1d4 HD worth of
living creatures per caster level (maximum 20d4). Those who are closest to the burst's point of origin are
affected first. All creatures with 9 or less HD are slain outright, while creatures with more than 9 HD take
100 damage instead. HD that are not sufficient to affect a creature are wasted.
Cloak of Dreams
School: Enchantment
Spell Lists: Bard 5, Wizard 6, TrickeryDomain 6, Witch 6, Shaman 7
Range: Personal
Duration: 1 round/level
Spell Resistance: no
Description: You are surrounded by a soporific aroma that causes all living creatures within 5 feet of you
to make a successful Will save each round or fall asleep for 1 minute. Sleeping creatures are helpless but
wake up after being wounded.
Cold Ice Strike
School: Evocation
Spell Lists: Wizard 6, Cleric 6, FrostSpirit 6, LichWizard 6
Range: 30 ft. ft.
<Area>line</Area>
Duration: instantaneous
SavingThrow: Reflex half
Spell Resistance: yes
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Description: You create a shredding flurry of ice slivers, which blast from your hand in a line. The line
deals 1d6 points of cold damage per caster level (maximum 15d6).
Cure Moderate Wounds, Mass
School: Conjuration
Spell Lists: Cleric 6, Bard 6, Inquisitor 6, Druid 7, Witch 7, Shaman 6, AngelCleric 6
Range: Close (30 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: instantaneous
SavingThrow: Will half if used to damage
Spell Resistance: no
Description: You channel positive energy to cure 2d8 points of damage + 1 point per caster level
(maximum +30) on each creature in the radius. Like other cure spells, mass cure moderate wounds deals
damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for
half damage.
Dictum
School: Evocation
Spell Lists: Inquisitor 6, Cleric 7, LawDomain 7
Range: 40 ft. ft.
<Area>40 ft.-ft.-radius sphere, centered on caster</Area>
Duration: instantaneous
SavingThrow: Will partial
Spell Resistance: yes
Description: Any nonlawful creature within the area of a dictum spell suffers the following ill effects:
If the creature's HD is up to your caster level 1, it is staggered.
If the creature's HD is up to your caster level 5, it is paralyzed and staggered.
If the creature's HD is up to your caster level 10, it is killed, paralyzed, and staggered.
The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects.
Creatures affected by multiple effects make only one save and apply the result to all of the effects.
Creatures whose Hit Dice are equal to or exceed your caster level are unaffected by dictum.
Disintegrate
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School: Transmutation
Spell Lists: Wizard 6, DestructionDomain 7, Magus 6, ArtificeDomain 6, LichWizard 6
Range: Medium (40 ft.)
Duration: instantaneous
SavingThrow: Fortitude reduces damage
Spell Resistance: yes
Description: A thin, green ray springs from your pointing finger. You must make a successful ranged touch
attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of
40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind
only a trace of fine dust. A disintegrated creature's equipment is unaffected. The ray affects objects
constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a
globe of invulnerability or an antimagic field.
A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of
damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.
Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.
Dispel Magic, Greater
School: Abjuration
Spell Lists: Druid 6, Inquisitor 6, Wizard 6, Magus 6, Cleric 6, Bard 5, LiberationDomain 6, MagicDomain 6,
RuneDomain 6, Witch 6, Shaman 6
Range: Medium (40 ft.)
Duration: instantaneous
Spell Resistance: no
Description: This functions as dispel magic, except that it affects everything within a 20-foot-radius burst
or it can dispel multiple spells, starting with the highest level spells and proceeding to lower level spells.
Dispel Magic: You can use dispel magic to end one ongoing spell that has been cast on a creature or one
area effect from a spell in the selected point.
Eagle's Splendor, Mass
School: Transmutation
Spell Lists: Wizard 6, Bard 6, Cleric 6, CharmDomain 6, Shaman 6, Trickster 6
Range: Close (30 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
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Duration: 1 minute/level
Spell Resistance: no
Description: This spell functions like eagle's splendor, except that it affects all allies in a 30-foot radius of
the caster.
Eagle's Splendor: The transmuted creature becomes more poised, articulate, and personally forceful. The
spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill
checks and other uses of the Charisma modifier. Bards, paladins, and sorcerers (and other spellcasters
who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased
Charisma, but the save DCs for spells they cast while under this spell's effect do increase.
Elemental Assessor
School: Evocation
Spell Lists: Wizard 6, Cleric 6
Range: Close (30 ft.)
Duration: 1d4+1 rounds
Spell Resistance: yes
Description: Azata champions developed this spell to deal with fiends with unknown resistances. A ray of
spiraling colors springs from your hand and streaks to its target.
You must make a successful ranged touch attack to hit your target with the ray, which deals 2d6 points of
acid damage, 2d6 points of cold damage, 2d6 points of electricity damage, and 2d6 points of fire damage.
The type of energy that does the most damage to the target then persists, dealing another 4d6 points of
that damage type per round for 1d4 rounds.
Elemental Body III (Air)
School: Transmutation
Spell Lists: TravelDomain 6
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: You become a Large air elemental. You gain a +2 size bonus to your Strength, a +4 size bonus
to your Dexterity, a +4 natural armor bonus, resist electricity 20, and vulnerability to acid. You also gain
two 1d8 slam attacks and the whirlwind ability. You are immune to critical hits and sneak attacks while in
elemental form. Your movement speed is increased by 30 feet.
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Whirlwind: An air elemental can transform itself into a whirlwind and back again. The whirlwind is 20 feet
wide, and every creature that spends a round in the whirlwind must succeed at a Reflex save or take 1d8
bludgeoning damage. While in whirlwind form, it cannot attack, but it is able to use its abilities.
Elemental Body III
School: Transmutation
Spell Lists: Wizard 6, Alchemist 6, Magus 6, WavesSpirit 6
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: When you cast this spell, you can assume the form of a large air elemental, large earth
elemental, large fire elemental, or large water elemental. The abilities you gain depend upon the type of
elemental into which you change. Elemental abilities based on size use the size of the elemental you
transform into to determine their effect.
Eyebite
School: Necromancy
Spell Lists: Wizard 6, Bard 6, Alchemist 6, Witch 6, LichWizard 6
Range: Close (30 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: Each round, you can target a single living creature, striking it with waves of power.
Depending on the target's HD, this attack has as many as three effects:
If the target's HD is 10 or more, it is sickened for 10 minutes per caster level.
If the target's HD is 59, it is frightened and sickened for 10 minutes per caster level.
If the target's HD is 4 or less, it is paralyzed, frightened, and sickened
The effects are cumulative and concurrent for 10 minutes per caster level.
You must spend a swift action each round after the first to target a foe.
Fester, Mass
School: Necromancy
Spell Lists: Inquisitor 6, Witch 6, LichWizard 6
Range: Close (30 ft.)
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<Area>30 ft.-ft.-radius sphere</Area>
Duration: 1 round/level or 1 round; see text
SavingThrow: Fortitude partial
Spell Resistance: yes
Description: This spell functions as fester, except that it affects multiple foes.
Fester: Necrotic energy permeates the target, blocking healing abilities. The subject gains Spell Resistance
equal to 12 + your caster level against effects that restore hit points or grant temporary hit points. If the
target succeeds on a Fortitude saving throw, fester lasts only a single round.
Dragonkind I
School: Transmutation
Spell Lists: Alchemist 6, Wizard 6, Magus 6
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: You become a medium dragon-like creature. You gain a +4 size bonus to Strength, a +2 size
bonus to Constitution, a +4 natural armor bonus, immunity to difficult terrain, a breath weapon, and
resistance to one element. Your movement speed is increased by 10 feet. You also gain one bite (1d8),
two claws (1d6), and two wing attacks (1d4). Your breath weapon and resistance depend on the type of
your dragon prototype. You can only use the breath weapon once per casting of this spell. All breath
weapons deal 6d8 points of damage and allow a Reflex save for half damage.
Fox's Cunning, Mass
School: Transmutation
Spell Lists: Wizard 6, Bard 6, KnowledgeDomain 6
Range: Close (30 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: 1 minute/level
Spell Resistance: no
Description: This spell functions like fox's cunning, except that it affects all allies in a 30-foot radius of the
caster.
Fox's Cunning: The target becomes smarter. The spell grants a +4 enhancement bonus to Intelligence,
adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier.
Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional
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bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell's
effect do increase. This spell doesn't grant extra skill ranks.
Harm
School: Necromancy
Spell Lists: Shaman 7
Range: Touch
Duration: instantaneous
SavingThrow: Will half if used to damage
Spell Resistance: no
Description: Harm charges a subject with negative energy that deals 10 points of damage per caster level
(to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this
amount.
If used on an undead creature, harm acts like heal.
Harm
School: Necromancy
Spell Lists: Cleric 6, Inquisitor 6, DestructionDomain 6, Witch 7, LichWizard 6
Range: Touch
Duration: instantaneous
SavingThrow: Will half if used to damage
Spell Resistance: no
Description: Harm charges a subject with negative energy that deals 10 points of damage per caster level
(to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this
amount.
If used on an undead creature, harm acts like heal.
Heal
School: Conjuration
Spell Lists: AngelCleric 6
Range: Touch
Duration: instantaneous
SavingThrow: Will half if used to damage
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Spell Resistance: no
Description: Heal enables you to channel positive energy into a creature to wipe away injury and
afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability
damage, blinded, confused, dazed, dazzled, diseased, exhausted, fatigued, nauseated, poisoned,
sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150
points at 15th level.
Heal does not remove negative levels or restore permanently drained ability score points.
If used against an undead creature, heal instead acts like harm.
Heal
School: Conjuration
Spell Lists: Cleric 6, HealingDomain 6, Alchemist 6, Inquisitor 6, Druid 7, Witch 7, Shaman 7, LifeSpirit 6
Range: Touch
Duration: instantaneous
SavingThrow: Will half if used to damage
Spell Resistance: no
Description: Heal enables you to channel positive energy into a creature to wipe away injury and
afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability
damage, blinded, confused, dazed, dazzled, diseased, exhausted, fatigued, nauseated, poisoned,
sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150
points at 15th level.
Heal does not remove negative levels or restore permanently drained ability score points.
If used against an undead creature, heal instead acts like harm.
Hellfire Ray
School: Evocation
Spell Lists: Wizard 6, Magus 6, Cleric 6, Wizard 6, Witch 6
Range: Close (30 ft.)
Duration: instantaneous
Spell Resistance: yes
Description: A blast of hellfire blazes from your hands. You can fire one ray, plus one additional ray for
every 4 caster levels beyond 11th (to a maximum of three rays at 19th level). Each ray requires a ranged
touch attack to hit and deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is
fire damage, but the other half results directly from unholy power and is therefore not subject to being
reduced by fire resistance.
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Heroism, Greater
School: Enchantment
Spell Lists: Wizard 6, Bard 5, NobilityDomain 7, Witch 6
Range: Close (30 ft.)
Duration: 1 minute/level
Spell Resistance: no
Description: This spell functions like heroism, except the creature gains a +4 morale bonus on attack rolls,
saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level
(maximum 20).
Holy Word
School: Evocation
Spell Lists: Inquisitor 6, Cleric 7, GoodDomain 7, AngelCleric 7
Range: 40 ft. ft.
<Area>40 ft.-ft.-radius sphere, centered on caster</Area>
Duration: instantaneous
SavingThrow: Will partial
Spell Resistance: yes
Description: Any nongood creature within the area of a holy word spell suffers the following ill effects:
If the creature's HD is up to your caster level 1, it is blinded.
If the creature's HD is up to your caster level 5, it is paralyzed and blinded.
If the creature's HD is up to your caster level 10, it is killed, paralyzed, and blinded.
The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects.
Creatures affected by multiple effects make only one save and apply the result to all of the effects.
Creatures whose Hit Dice are equal to or exceed your caster level are unaffected by holy word.
Inflict Moderate Wounds, Mass
School: Necromancy
Spell Lists: Cleric 6, Inquisitor 6, Witch 7, Shaman 6
Range: Close (30 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
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Duration: instantaneous
SavingThrow: Will half if used to damage
Spell Resistance: no
Description: Negative energy spreads out in all directions from the point of origin, dealing 2d8 points of
damage + 1 point per caster level (maximum +30) to nearby living enemies.
Like other inflict spells, it cures undead in its area rather than damaging them. A cleric capable of
spontaneously casting inflict spells can also spontaneously cast mass inflict spells.
Inspiring Recovery
School: Conjuration
Spell Lists: Cleric 6, Inquisitor 6, Paladin 4, Ranger 4, GloryDomain 6, AngelCleric 6
Range: Medium (40 ft.)
Duration: instantaneous
SavingThrow: Will half if used to damage
Spell Resistance: yes
Description: You can heal a creature, harm an undead creature, or call upon a very recently dead creature
to fight beyond death's reach. The target creature regains 1d8 hit points per 2 caster levels (maximum
10d8).
This healing can even bring back to life party members that have died within 2 rounds. If you cast this
spell at a creature whose hit point total is at a negative amount less than its Constitution score, it comes
back to life and stabilizes at its new hit point total. If you awaken a dead creature in this way, all allies
within 60 feet who can see it regain consciousness gain a +2 morale bonus on attack rolls, damage rolls,
and saving throws for 1 minute thereafter, as the healing powers of your deity have imbued them with
renewed vigor.
Creatures killed by death effects cannot be revived this way. This spell deals damage to undead creatures
rather than curing them, and it cannot bring them back to life.
Litany of Madness
School: Enchantment
Spell Lists: Inquisitor 6
Range: Close (30 ft.)
Duration: 1 or more rounds
SavingThrow: See text
Spell Resistance: yes
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Description: This litany is a sermon of madness. The target is confused. It can make a Will saving throw
against the confused effect (DC of the spell) next round after receiving the effect and every round after
that. If the target fails the save, it continues to be confused. If it makes the save, the effect ends.
Overwhelming Presence
School: Enchantment
Spell Lists: Wizard 9, Bard 6, Cleric 9, Inquisitor 6, GloryDomain 9, NobilityDomain 9, AngelCleric 9
Range: Medium (40 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: 1 round/level
SavingThrow: Will negates
Spell Resistance: yes
Description: Your presence inspires incredible awe in those nearby. A creature that fails a save against
this spell falls to the ground and prostrates itself before you, believing it bows before a divine presence.
These creatures are cowering for the duration of the spell. Each round after that, a target of this spell
may attempt a new saving throw to end the effect. A creature that recovers from this spell early after
being affected by it takes 1d6 points of Wisdom drain and is staggered for 1d4 rounds. A creature that
succeeds at the initial save to resist this spell is merely staggered for 1 round.
Owl's Wisdom, Mass
School: Transmutation
Spell Lists: Wizard 6, Cleric 6, Druid 6, Shaman 6
Range: Close (30 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: 1 minute/level
Spell Resistance: no
Description: This spell functions like owl's wisdom, except that it affects all allies in a 30-foot radius of the
caster.
Owl's Wisdom: The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to
Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, and rangers (and other
Wisdom-based spellcasters) who receive owl's wisdom do not gain any additional bonus spells for the
increased Wisdom, but the save DCs for their spells increase.
Phantasmal Putrefaction
School: Illusion
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Spell Lists: Wizard 6, Witch 6, Trickster 6
Range: Medium (40 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: 1 round/level
SavingThrow: Will, then Fortitude partial (see text)
Spell Resistance: yes
Description: You implant within the minds of your targets the illusion that their skin is rotting away, large
rents are appearing all over their bodies, and their internal organs are spilling out into a putrid half-liquid
mass at their feet. Those who fail to disbelieve phantasmal putrefaction immediately take 1d4 points of
Wisdom damage. This damage occurs only once.
Each round after that, an affected target receives another Will save to disbelieve the effect, and targets
that fail must succeed at a Fortitude save or faint, falling asleep as per sleep (except that it isn't a magical
sleep effect). Waking up doesn't end the spell for a target; it must continue to attempt Will saves to
disbelieve and Fortitude saves to avoid fainting each round until the spell ends or the target successfully
disbelieves.
Plague Storm
School: Necromancy
Spell Lists: Wizard 7, Cleric 6, Druid 6, Witch 6, LichWizard 6
Range: Medium (40 ft.)
<Area>20 ft.-ft.-radius sphere</Area>
Duration: 1 minute/level
SavingThrow: Fortitude negates
Spell Resistance: no
Description: You create a hideous gray cloud, similar to fog cloud, that occasionally crackles with foul-
smelling bolts of sickly green lightning. Creatures in the area must save or contract one of the following
diseases: blinding sickness, bubonic plague, cackle fever, mindfire, or shakes (the disease is chosen by you
when you cast the spell and applies to all creatures that fail the save). The disease is contracted
immediately (the onset period does not apply) and is an instantaneous effect. The victim also takes a 2
penalty on saving throws against diseases.
Unlike a fog cloud, the plague storm moves away from you at 10 feet per round, rolling along the surface
of the ground.
Blinding Sickness effect: 1d4 Str damage, target must make an additional Fort save or be permanently
blinded
Bubonic Plague effect: 1d4 Con damage and target is fatigued
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Cackle Fever effect: 1d6 Wis damage
Mindfire effect: 1d4 Int damage
Shakes effect: 1d8 Dex damage
Primal Regression
School: Enchantment
Spell Lists: Druid 6, Witch 7, Shaman 6, LichWizard 6
Range: Close (30 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: 1 minute/level
SavingThrow: Will negates
Spell Resistance: yes
Description: This spell sequesters the targets' ability for higher reasoning, allowing their darker impulses
to come to the fore. An affected target becomes a ravening monster savage, bloodthirsty, and brutish.
Until the spell ends, the targets have all of the following benefits and drawbacks:
The targets' Intelligence and Charisma scores drop to 1, and they are unable to cast spells.
The targets take a 4 penalty on Will saves.
The targets gain a +6 enhancement bonus to Strength, a +2 natural armor bonus to AC, and 2d8
temporary hit points. These temporary hit points disappear at the end of the spell's duration.
When the spell ends, on the next round each affected creature must succeed at a Will saving throw or
take 1d4 points of Intelligence drain and 1d4 points of Charisma damage.
Shout, Greater
School: Evocation
Spell Lists: Wizard 8, Bard 6, AirDomain 8
Range: 60 ft. ft.
<Area>cone-shaped burst</Area>
Duration: 1 round
SavingThrow: Fortitude partial
Spell Resistance: no
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Description: This spell functions like shout, except that the cone deals 10d6 points of sonic damage. It
also causes creatures to be stunned for 1 round. A creature in the area of the cone can negate the
stunning and halve the damage with a successful Fortitude save.
Sirocco
School: Evocation
Spell Lists: Druid 6, Magus 6, Wizard 6, WeatherDomain 6, FlamesSpirit 6, WindSpirit 6
Range: Medium (40 ft.)
<Area>20 ft.-ft.-radius sphere</Area>
Duration: 1 round/level
SavingThrow: Fortitude partial
Spell Resistance: yes
Description: A blast of furnace-hot wind blasts downward, inflicting 4d6 fire damage + 1 point per caster
level to all creatures in the area and knocking them prone. A successful Fortitude save halves the fire
damage and negates being knocked prone.
Any creature that takes damage from a sirocco becomes fatigued (or exhausted, if already fatigued, such
as from a previous round of exposure to a sirocco spell). Creatures with the water subtype take a -4
penalty on all saving throws against this spell and take double normal damage.
Stone to Flesh
School: Transmutation
Spell Lists: Wizard 6, Magus 6, Witch 6, Shaman 6, StoneSpirit 7
Duration: instantaneous
Spell Resistance: no
Description: This spell restores a petrified creature to its normal state, restoring its life.
Summon Huge Elemental
School: Conjuration
Spell Lists: Druid 6, Wizard 6, Bard 6, Cleric 6
Range: Close (30 ft.)
Duration: 1 round/level
Spell Resistance: no
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Description: This spell summons to your side a huge fire, water, air, or earth elemental. The summoned
elemental appears where you designate and acts according to its initiative check results. It attacks your
opponents to the best of its ability.
Summon Huge Fire Elemental
School: Conjuration
Spell Lists: FireDomain 6
Range: Close (30 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: This spell summons to your side a huge fire elemental. The summoned elemental appears
where you designate and acts according to its initiative check results. It attacks your opponents to the
best of its ability.
Summon Monster VI
School: Conjuration
Spell Lists: Wizard 6, Bard 6, Cleric 6, GoodDomain 6, Witch 6
Range: Close (30 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: This spell summons 1d3 extraplanar redcaps if you are evil or 1d3 extraplanar bralani azatas
if you are not, 1d4+1 extraplanar dire wolves, or one extraplanar soul eater if you are evil or one
extraplanar axiomite if you are not. Summoned monsters appear where you designate and act according
to their initiative check results. They attack your opponents to the best of their ability.
Summon Nature's Ally VI
School: Conjuration
Spell Lists: Druid 6, AnimalDomain 6
Range: Close (30 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: This spell summons to your side a natural smilodon, 1d3 natural manticores, or 1d4+1
natural dire boars. The summoned allies appear where you designate and act according to their initiative
check results. They attack your opponents to the best of their ability.
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Tar Pool
School: Transmutation
Spell Lists: Druid 6, Wizard 6
Range: Close (30 ft.)
<Area>20 ft.-ft.-radius sphere</Area>
Duration: 1 round/level
SavingThrow: Reflex partial, see text
Spell Resistance: no
Description: You convert a layer of the ground into hot tar. Creatures in the area when the tar appears
take 1d6 points of fire damage per two caster levels (maximum of 10d6) and must succeed at a Reflex
save or become entangled until they make a successful Reflex saving throw, Strength check, or Mobility
check (DC = spell saving throw DC). They can make attempts each round after receiving the effect. The
area is difficult terrain and all creatures inside the area take a 5 penalty on Mobility skill checks. All
creatures inside the tar area take 2d6 points of fire damage each round and must reattempt a Reflex save
or become entangled. A creature that falls prone in the area takes a 4 penalty on its Reflex save against
the tar and on Strength and Mobility checks to escape the tar. After leaving the tar area, a creature can
take no actions for 1 round as it cleans itself from the tar.
Transformation
School: Transmutation
Spell Lists: Alchemist 6, Wizard 6, Magus 6, StrengthDomain 9, Witch 6
Range: Personal
Duration: 1 round/level
Spell Resistance: no
Description: You become a fighting machine stronger, tougher, faster, and more skilled in combat. Your
mindset changes so that you relish combat and you can't cast spells, even from magic items.
You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to
AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your
base attack bonus equals your character level (which may give you multiple attacks).
True Seeing
School: Divination
Spell Lists: Cleric 5, Alchemist 6, Druid 7, Inquisitor 5, Magus 6, Wizard 6, KnowledgeDomain 5, Witch 6,
Shaman 5
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Range: Touch
Duration: 1 minute/level
Spell Resistance: yes
Description: You confer on the subject the ability to see all things as they actually are. The subject sees
the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures
normally.
Umbral Strike
School: Necromancy
Spell Lists: Magus 6, Inquisitor 6, Cleric 7, Druid 7, Wizard 7, DarknessDomain 6, Witch 7, Shaman 7,
Trickster 6, LichWizard 6
Range: Medium (40 ft.)
Duration: 1 round/level
SavingThrow: Fortitude partial
Spell Resistance: yes
Description: You create a bolt of dark energy and use it to make a ranged touch attack that ignores
concealment (but not total concealment).
If you hit, the target takes 1d6 points of damage per caster level (maximum 20d6). Half of this damage is
cold damage and half of it is negative energy. The bolt's shadow expands and covers the target, rendering
them blind for the duration of the spell. A successful Fortitude save halves the damage and negates the
blind condition.
Undeath to Death
School: Necromancy
Spell Lists: Cleric 6, Inquisitor 6, Wizard 6, ReposeDomain 6, SpiritWarden 6, LichWizard 6
Range: Medium (40 ft.)
<Area>40 ft.-ft.-radius sphere</Area>
Duration: instantaneous
SavingThrow: Will negates
Spell Resistance: yes
Description: Undeath to Death destroys undead creatures. The spell slays 1d4 HD worth of undead
creatures per caster level (maximum 20d4). Those who are closest to the burst's point of origin are
affected first. All creatures with 9 or less HD are slain outright, while creatures with more than 9 HD take
100 damage instead. HD that are not sufficient to affect a creature are wasted.
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Word of Chaos
School: Evocation
Spell Lists: Inquisitor 6, Cleric 7, ChaosDomain 7, Trickster 7
Range: 40 ft. ft.
<Area>40 ft.-ft.-radius sphere, centered on caster</Area>
Duration: instantaneous
SavingThrow: Will partial
Spell Resistance: yes
Description: Any nonchaotic creature within the area of a word of chaos spell suffers the following ill
effects:
If the creature's HD is up to your caster level 1, it is stunned
If the creature's HD is up to your caster level 5, it is confused and stunned.
If the creature's HD is up to your caster level 10, it is killed, confused, and stunned.
The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects.
Creatures affected by multiple effects make only one save and apply the result to all of the effects.
Creatures whose Hit Dice are equal to or exceed your caster level are unaffected by word of chaos.
Banishment
School: Abjuration
Spell Lists: Inquisitor 5, Wizard 7, Cleric 6, Shaman 6
Range: Close (30 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: instantaneous
SavingThrow: Will negates
Spell Resistance: yes
Description: A banishment spell is a more powerful version of the dismissal spell. It enables you to force
extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be
banished in a 30-foot radius, and creatures who are closest to the burst's point of origin are affected first.
Dismissal: This spell forces an extraplanar creature back to its proper plane if it fails a Will save. If the spell
is successful, the creature is instantly whisked away.
Caustic Eruption
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School: Evocation
Spell Lists: Wizard 7
Range: 30 ft. ft.
<Area>30 ft.-ft.-radius sphere, centered on caster</Area>
Duration: 2 rounds
SavingThrow: Reflex half
Spell Resistance: no
Description: Acid erupts from your space in all directions, causing 1d6 points of damage per caster level
(maximum 20d6) to creatures and unattended objects in the area. Each of the next 2 rounds, creatures
and objects that failed their saves against the initial burst take an additional 1d6 points of acid damage
per 2 caster levels (maximum 10d6) unless the acid is dispelled.
Changestaff
School: Transmutation
Spell Lists: Druid 7, PlantDomain 7
Range: Close (30 ft.)
Duration: 1 hour/level
Spell Resistance: no
Description: This spell changes an ordinary quarterstaff into a treant creature. It appears where you
designate and acts according to its initiative check results. It attacks your opponents to the best of its
ability.
Circle of Clarity
School: Transmutation
Spell Lists: Cleric 7, Shaman 8, Wizard 7
Range: Medium (40 ft.)
Duration: 1 round/level
Spell Resistance: yes
Description: You create a magical emanation that interferes with all liiusions within it, giving creatures a
+4 bonus on saving throws to recognize them as illusions. The emanation negates concealment less than
total concealment within the area. Perception checks to notice creatures or objects within the area gain a
bonus equal to half your caster level (maximum +10). The spell is stationary if cast on a point in space. It is
mobile if centered on a creature or object, though creatures or attended objects can negate the spell
with a saving throw or spell resistance.
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Circle of Clarity Point
School: Transmutation
Spell Lists: Cleric 7, Shaman 8, Wizard 7
Range: Medium (40 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: You create a magical emanation that interferes with all liiusions within it, giving creatures a
+4 bonus on saving throws to recognize them as illusions. The emanation negates concealment less than
total concealment within the area. Perception checks to notice creatures or objects within the area gain a
bonus equal to half your caster level (maximum +10). The spell is stationary if cast on a point in space. It is
mobile if centered on a creature or object, though creatures or attended objects can negate the spell
with a saving throw or spell resistance.
Circle of Clarity Target
School: Transmutation
Spell Lists: Cleric 7, Shaman 8, Wizard 7
Range: Medium (40 ft.)
Duration: 1 round/level
Spell Resistance: yes
Description: You create a magical emanation that interferes with all liiusions within it, giving creatures a
+4 bonus on saving throws to recognize them as illusions. The emanation negates concealment less than
total concealment within the area. Perception checks to notice creatures or objects within the area gain a
bonus equal to half your caster level (maximum +10). The spell is stationary if cast on a point in space. It is
mobile if centered on a creature or object, though creatures or attended objects can negate the spell
with a saving throw or spell resistance.
Create Undead
School: Necromancy
Spell Lists: Wizard 7, Cleric 7, EvilDomain 6, Shaman 6, BonesSpirit 7, LichWizard 7
Range: Close (30 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: This spell summons a graveknight or a guardian armor. It appears where you designate and
acts according to its initiative check results. It attacks your opponents to the best of its ability.
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Creeping Doom
School: Conjuration
Spell Lists: Druid 7, Shaman 7
Range: Close (30 ft.)
Duration: 1 round/level
SavingThrow: Fortitude partial
Spell Resistance: no
Description: This spell summons to your side 4 centipede swarms. The summoned swarms appear where
you designate and act according to their initiative check results. They attack your opponents to the best
of their ability.
The swarms have 60 hit points each and deal 4d6 points of damage with their swarm attack plus poison
and distraction. The save to resist their poison and distraction effects is equal to the save DC of this spell.
Distraction: A creature with this ability can nauseate the creatures that it damages. Any living creature
that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save
negates the effect.
Poison: Swarm injury; Fortitude save; frequency: 1/round for 6 rounds; effect: 1d4 Dex; cure: 1 save.
Cure Serious Wounds, Mass
School: Conjuration
Spell Lists: Cleric 7, Druid 8, Witch 8, Shaman 7, AngelCleric 7
Range: Close (30 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: instantaneous
SavingThrow: Will half if used to damage
Spell Resistance: no
Description: You channel positive energy to cure 3d8 points of damage + 1 point per caster level
(maximum +35) on each creature in radius. Like other cure spells, mass cure serious wounds deals
damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for
half damage.
Destruction
School: Necromancy
Spell Lists: Cleric 7, DeathDomain 7, ReposeDomain 7, Shaman 8, LichWizard 7
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Range: Close (30 ft.)
Duration: instantaneous
SavingThrow: Fortitude partial
Spell Resistance: yes
Description: This spell instantly delivers 10 points of damage per caster level. If the target's Fortitude
saving throw succeeds, it instead takes 10d6 points of damage.
Elemental Body IV (Air)
School: Transmutation
Spell Lists: AirDomain 7
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: You become a huge air elemental. You gain a +4 size bonus to your Strength, a +6 size bonus
to your Dexterity, a +4 natural armor bonus, resist electricity 20, and vulnerability to acid. You also gain
two 2d6 slam attacks and the whirlwind ability. You are immune to critical hits and sneak attacks while in
elemental form and gain DR 5/. Your movement speed is increased by 30 feet.
Whirlwind: An air elemental can transform itself into a whirlwind and back again. The whirlwind is 20 feet
wide, and every creature that spends a round in the whirlwind must succeed at a Reflex save or take 2d6
bludgeoning damage. While in whirlwind form, the elemental cannot attack, but it is able to use its
abilities.
Elemental Body IV
School: Transmutation
Spell Lists: Wizard 7, LiberationDomain 7, WavesSpirit 7
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: When you cast this spell, you can assume the form of a huge air elemental, huge earth
elemental, huge fire elemental, or huge water elemental. The abilities you gain depend upon the type of
elemental into which you change. Elemental abilities based on size use the size of the elemental you
transform into to determine their effect. You are also immune to critical hits and sneak attacks while in
elemental form and gain DR 5/.
Elemental Body IV (Earth)
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School: Transmutation
Spell Lists: EarthDomain 7
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: You become a huge earth elemental. You gain a +8 size bonus to your Strength, a 2 penalty
to your Dexterity, a +4 size bonus to your Constitution, a +6 natural armor bonus, and a +1 bonus to your
attack, damage rolls, and combat maneuvers. You also gain two 2d8 slam attacks, resist acid 20, and
vulnerability to electricity. You are immune to critical hits and sneak attacks while in elemental form and
gain DR 5/. Your movement speed is reduced by 10 feet.
Elemental Body IV (Fire)
School: Transmutation
Spell Lists: FireDomain 7
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: You become a huge fire elemental. You gain a +6 size bonus to your Dexterity, a +4 size
bonus to your Constitution, a +4 natural armor bonus, resist fire 20, and vulnerability to cold. You also
gain two 2d6 slam attacks and the burn ability. You are immune to critical hits and sneak attacks while in
elemental form and gain DR 5/. Your movement speed is increased by 20 feet.
Burn: A fire elemental deals 2d6 fire damage in addition to damage dealt on a successful hit in melee.
Those affected by the burn ability must also succeed at a Reflex save or catch fire, taking 2d6 damage
each round for an additional 1d4 rounds. Creatures that hit a burning creature with natural weapons or
unarmed attacks take fire damage as though hit by the burning creature and must succeed at a Reflex
save to avoid catching fire.
Elemental Body IV (Water)
School: Transmutation
Spell Lists: WaterDomain 7
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: You become a huge water elemental. You gain a +4 size bonus to your Strength, a 2 penalty
to your Dexterity, a +8 size bonus to your Constitution, a +6 natural armor bonus, resist cold 20, and
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vulnerability to fire. You also gain two 2d6 slam attacks and the freeze ability. You are immune to critical
hits and sneak attacks while in elemental form and gain DR 5/. Your movement speed is reduced by 10
feet.
Freeze: A water elemental deals 2d6 cold damage in addition to damage dealt on a successful hit in
melee. Those affected by the freeze ability must also succeed at a Reflex save or start freezing, taking 2d6
damage each round for an additional 1d4 rounds. Creatures that hit a freezing creature with natural
weapons or unarmed attacks take cold damage as though hit by the freezing creature and must succeed
at a Reflex save to avoid freezing.
Finger of Death
School: Necromancy
Spell Lists: Wizard 7, Druid 8, SpiritWarden 7, LichWizard 7
Range: Close (30 ft.)
Duration: instantaneous
SavingThrow: Fortitude partial
Spell Resistance: yes
Description: This spell instantly delivers 10 points of damage per caster level. If the target's Fortitude
saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster level.
Firebrand
School: Transmutation
Spell Lists: Wizard 7
Range: Close (30 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: 1 round/level
Spell Resistance: no
Description: You mark several allies with a flaming rune. This rune does not cause damage, and sheds
light as if it were a torch. While the firebrand burns, any creature it marks is immune to damage from any
fire spell you cast. All of the target's weapons (both natural and manufactured) inflict +1d6 points of fire
damage on a hit (this bonus fire damage stacks with any amount of fire damage a creature's weapons
might already inflict). At any point during the spell's duration, a creature bearing a firebrand can launch a
beam of fire at any target within 30 feet as a swift action. This ray requires a ranged touch attack to hit
and deals 6d6 points of fire damage. Once a creature uses its firebrand to fire a ray in this manner, the
effects of the spell end for that creature.
Fire Storm
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School: Evocation
Spell Lists: Druid 7, Cleric 8, WeatherDomain 7, Shaman 8, BattleSpirit 7, FlamesSpirit 7, AngelCleric 8
Range: Medium (40 ft.)
<Area>40 ft.-ft.-radius sphere</Area>
Duration: 1 or more rounds
SavingThrow: Reflex half
Spell Resistance: yes
Description: When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame.
All enemy creatures within the area take 1d6 points of fire damage per caster level (maximum 20d6).
Creatures that fail their Reflex save catch on fire, taking 4d6 points of fire damage each round after that
until the flames are extinguished by making a successful Reflex save.
Dragonkind II
School: Transmutation
Spell Lists: Wizard 7
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: This spell functions as dragonkind I except that it also allows you to assume the form of a
large dragon-like creature. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to
Constitution, a +6 natural armor bonus, immunity to difficult terrain, a breath weapon, damage reduction
5/magic, and resistance to one element. Your movement speed is increased by 10 feet. You also gain one
bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack (1d8). You can only use the
breath weapon twice per casting of this spell (when you use it, the duration of your breath weapon ability
is reduced by 1/2 caster level minutes), and you must wait 1d4 rounds between uses. All breath weapons
deal 8d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 80-
foot lines and cones increase to 40-foot cones.
Hold Person, Mass
School: Enchantment
Spell Lists: Wizard 7, Witch 7
Range: Medium (40 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: 1 round/level, can save each round
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SavingThrow: Will negates (save each round)
Spell Resistance: yes
Description: This spell functions like hold person, except it targets all hostile creatures within a 30-foot
radius from the target.
Hold Person: The subject becomes paralyzed and freezes in place. It is aware and breathes normally but
cannot take any actions, even speech. Each round, the subject may attempt a new saving throw to end
the effect.
Ice Body
School: Transmutation
Spell Lists: Wizard 7, Witch 7, Shaman 7, FrostSpirit 7, LichWizard 7
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: Your form transmutes into living ice, granting you several abilities. You gain immunity to cold,
vulnerability to fire and damage reduction 5/magic. You are immune to ability score damage, blindness,
critical hits, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your
physiology or respiration, because you have no physiology or respiration while this spell is in effect. You
cannot drink (and thus can't use potions).
Your unarmed attack deals damage equal to a club sized for you (1d4 for Small characters or 1d6 for
Medium characters) plus 1 point of cold damage, and you are considered armed when making unarmed
attacks.
Inflict Serious Wounds, Mass
School: Necromancy
Spell Lists: Cleric 7, Witch 8, Shaman 7, LichWizard 7
Range: Close (30 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: instantaneous
SavingThrow: Will half if used to damage
Spell Resistance: no
Description: Negative energy spreads out in all directions from the point of origin, dealing 3d8 points of
damage + 1 point per caster level (maximum +35) to nearby living enemies.
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Like other inflict spells, it cures undead in its area rather than damaging them. A cleric capable of
spontaneously casting inflict spells can also spontaneously cast mass inflict spells.
Insanity
School: Enchantment
Spell Lists: Wizard 7, CharmDomain 7, MadnessDomain 7, TrickeryDomain 7, Witch 7, Trickster 7,
LichWizard 7
Range: Medium (40 ft.)
Duration: Permanent
SavingThrow: Will negates
Spell Resistance: yes
Description: The affected creature suffers from a continuous confusion effect, as the spell.
Remove curse does not remove insanity. Greater restoration or heal can restore the creature.
Confusion: This spell causes confusion in the targets, making them unable to determine their actions. Roll
d100 and consult the following table at the start of each subject's turn each round to see what it does in
that round.
0125: Acts normally
2650: Does nothing but babble incoherently
5175: Deals 1d8 points of damage + Str modifier to self with item in hand
76100: Attacks nearest creature (for this purpose, a familiar counts as part of the subject's self)
Invisibility, Mass
School: Illusion
Spell Lists: Wizard 7, TrickeryDomain 8, Trickster 7, Trickster 7
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: This spell functions like invisibility, except that it affects all party members and is broken
when anyone in the party attacks.
Invisibility: The touched creature becomes invisible. If a check is required, an invisible creature has a +20
bonus on its Stealth checks. The spell ends if the subject attacks any creature. For purposes of this spell,
an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe
depends on the invisible character's perceptions. Actions directed at unattended objects do not break the
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spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb
stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on
the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject
attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that
specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their
area.
Jolting Portent
School: Evocation
Spell Lists: Cleric 7, AngelCleric 7
Range: Medium (40 ft.)
Duration: 1 round/level
Spell Resistance: yes
Description: The creature you designate is surrounded by a glowing red aura of vengeful fate. Once per
round when the target makes an attack or casts a spell, it must succeed at a Fortitude saving throw with a
DC = 10 + 1/2 caster level + Wisdom. If the target fails the saving throw, it takes 4d6 + your Wisdom
modifier electricity damage. It takes no damage on a successful saving throw.
Joyful Rapture
School: Conjuration
Spell Lists: Bard 5, Cleric 6, Wizard 7, AngelCleric 6
Range: 60 ft. ft.
<Area>60 ft.-ft.-radius sphere, centered on caster</Area>
Duration: instantaneous
Spell Resistance: no
Description: Your inspired words overwhelm others with transcendental bliss. All allies within the area of
effect are freed from any emotion effects. The spell also cures 1d4 points of Intelligence, Wisdom, or
Charisma damage to all allies in the area.
Ki Shout
School: Evocation
Spell Lists: Wizard 7, Bard 5
Range: Close (30 ft.)
Duration: 1 round (Stunned condition)
SavingThrow: Fortitude partial
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Spell Resistance: yes
Description: With a guttural bark, you unleash a sudden blast of sonic energy that strikes your opponent.
The target takes 1d6 points of sonic damage per level (maximum 20d6) and is stunned for 1 round; a
successful Fortitude save reduces the damage by half and negates the stun.
Legendary Proportions
School: Transmutation
Spell Lists: Wizard 7, Alchemist 6, Druid 7, CommunityDomain 8, StrengthDomain 7, Witch 7, Shaman 7
Range: Close (30 ft.)
Duration: 1 minute/level
Spell Resistance: no
Description: You call upon the primordial power of ancient megafauna to boost the size of your target.
Because of its connection to living creatures of the distant past, the spell does not function on outsiders,
undead, and summoned creatures. Your target grows to legendary proportions, increasing in size by two
categories. The creature's height doubles and its weight increases by a factor of 12. The target gains a +6
size bonus to its Strength score and a +4 size bonus to its Constitution score. It gains a +6 bonus to its
natural armor, and DR 10/adamantine. Melee and ranged weapons used by this creature deal more
damage.
Poison Breath
School: Evocation
Spell Lists: Cleric 7, Witch 7, Druid 6, LichWizard 7
Range: 15 ft. ft.
<Area>cone-shaped burst</Area>
Duration: instantaneous
SavingThrow: Fortitude negates
Spell Resistance: yes
Description: You expel a cone-shaped burst of toxic mist from your mouth, subjecting everyone caught in
the area to a deadly poison, as per the poison spell.
Poison: Calling upon the venomous powers of natural predators, you infect the subject with a horrible
poison by making a successful melee touch attack. This poison deals 1d3 Constitution damage per round
for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage and end
the affliction.
Polymorph, Greater
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School: Transmutation
Spell Lists: Wizard 7
Range: Touch
Duration: 1 minute/level
Spell Resistance: no
Description: This spell transforms an allied creature into a large smilodon, shambling mound, elemental,
wyvern or medium dragon-like creature. The subject may choose to resume its normal form as a full-
round action; doing so ends the spell for that subject.
Power Word Blind
School: Enchantment
Spell Lists: Wizard 7, DarknessDomain 7, WarDomain 7, KnowledgeDomain 7, MagicDomain 7,
RuneDomain 7, Witch 7, LichWizard 7
Range: Close (30 ft.)
Duration: See text
Spell Resistance: yes
Description: You utter a single word of power that causes a creature to become blinded, whether the
creature can hear the word or not. The duration of the spell depends on the target's current hit point
total. Any creature that currently has 201 or more hit points is unaffected. For 50 or less HP, the effect is
permanent; for 51100 HP, the duration is 1d4+1 minutes; for 101200 HP, the duration is 1d4+1 rounds.
Prismatic Spray
School: Evocation
Spell Lists: Wizard 7, WindSpirit 7
Range: 60 ft. ft.
<Area>cone-shaped burst</Area>
Duration: Instantaneous
SavingThrow: See text
Spell Resistance: yes
Description: This spell causes seven shimmering, multicolored beams of light to spray from your hand.
Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically
blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have
additional effects:
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20 points fire damage (Reflex half)
40 points acid damage (Reflex half)
80 points electricity damage (Reflex half)
Poison (Frequency 1/rd. for 6 rds.; Init. effect death; Sec. effect 1 Con/rd.; Cure 2 consecutive Fort saves)
Baleful Polymorph (Fortitude negates)
Insane, as insanity spell (Will negates)
Sent to another plane forever (Will negates)
Creature struck by two rays receives both rays' effects at once.
Resonating Word
School: Transmutation
Spell Lists: Wizard 7, Bard 5
Range: Medium (40 ft.)
Duration: 3 rounds
SavingThrow: Fortitude partial
Spell Resistance: yes
Description: You speak a terrible word of power, setting up potentially lethal vibrations in the chosen
target. The target must make a Fortitude saving throw once each round, and the effects grow stronger
for each saving throw the creature fails.
On the first round, the target takes 5d6 points of sonic damage and is staggered for 1 round. A successful
save halves the damage and negates the staggered effect.
On the second round, the target takes 5d6 points of damage and is stunned for 1 round. A successful save
halves the damage and negates the stunning effect.
On the third round, the target takes 10d6 points of damage and is stunned for 1d4+1 rounds. A successful
save halves the damage and negates the stunning effect.
The resonating word has no power after the third round, even if the spell's duration is increased.
Restoration, Greater
School: Conjuration
Spell Lists: Cleric 7, HealingDomain 7, CommunityDomain 7, LuckDomain 7, ProtectionDomain 7, LifeSpirit
7, AngelCleric 7
Range: Touch
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Duration: instantaneous
Spell Resistance: no
Description: This spell functions like lesser restoration, except that it dispels all permanent and temporary
negative levels afflicting the healed creature. Greater restoration also dispels all magical effects penalizing
the creature's abilities, cures all temporary ability damage, and restores all points permanently drained
from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity,
confusion, and similar mental effects.
Lesser Restoration: This spell dispels any temporary magical effects reducing one of the subject's ability
scores (it does not remove permanent effects such as curses or diseases) or cures 1d4 points of
temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by
the character. It does not restore permanent ability drain.
Resurrection
School: Conjuration
Spell Lists: Cleric 7, AngelCleric 7
Duration: instantaneous
Spell Resistance: no
Description: This spell functions like raise dead, except that you are able to restore life and complete
strength to any deceased creature, even the ones killed by death effect or disintegration.
Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health,
with no loss of prepared spells.
Shadow Conjuration, Greater
School: Illusion
Spell Lists: Wizard 7, Trickster 7
Range: Close (30 ft.)
Duration: instantaneous
Spell Resistance: no
Description: This spell functions like shadow conjuration, except that it duplicates any sorcerer or wizard
conjuration (summoning) or conjuration (creation) spell of 6th level or lower. The illusory conjurations
created deal three-fifths (60%) damage to nonbelievers, and non-damaging effects are 60% likely to work
against nonbelievers.
Summon Greater Air Elemental
School: Conjuration
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Spell Lists: TravelDomain 7
Range: Close (30 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: This spell summons to your side a greater air elemental. The summoned elemental appears
where you designate and acts according to its initiative check results. It attacks your opponents to the
best of its ability.
Summon Greater Elemental
School: Conjuration
Spell Lists: Druid 7, Wizard 7, Cleric 7
Range: Close (30 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: This spell summons to your side greater fire, water, air, or earth elemental. The summoned
elemental appears where you designate and acts according to its initiative check results. It attacks your
opponents to the best of its ability.
Summon Monster VII
School: Conjuration
Spell Lists: Wizard 7, Cleric 7, Witch 7
Range: Close (30 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: This spell summons 1d3 extraplanar soul eaters if you are evil and 1d3 extraplanar axiomites
if you are not, 1d4+1 extraplanar redcaps if you are evil and 1d4+1 extraplanar bralani azatas if you are
not, or one bogeyman. Summoned monsters appear where you designate and act according to their
initiative check results. They attack your opponents to the best of their ability.
Summon Nature's Ally VII
School: Conjuration
Spell Lists: Druid 7, AnimalDomain 7, Shaman 7
Range: Close (30 ft.)
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Duration: 1 round/level
Spell Resistance: no
Description: This spell summons to your side a natural mastodon, 1d3 natural smilodons, or 1d4+1
natural manticores. The summoned allies appear where you designate and act according to their initiative
check results. They attack your opponents to the best of their ability.
Sunbeam
School: Evocation
Spell Lists: Druid 7, SunDomain 7, Shaman 7
Range: 60 ft. ft.
<Area>line</Area>
Duration: 1 round/level
Spell Resistance: yes
Description: For the duration of this spell, you can use a standard action to evoke a dazzling beam of
intense light each round. Each time you evoke a beam, the spell's duration is reduced by three rounds.
Each creature in the beam is blinded (permanently) and takes 4d6 points of damage. A successful Reflex
save negates the blindness and reduces the damage by half. An undead creature caught within the beam
takes 1d6 points of damage per caster level (maximum 20d6), or half damage with a successful Reflex
save.
Walk through Space
School: Conjuration
Spell Lists: TravelDomain 4, Witch 4, Trickster 4
Range: Close (30 ft.)
Duration: instantaneous
Spell Resistance: no
Description: When under the effects of this spell, you can teleport up to 30 feet as a move action. You
must end this movement in an unoccupied space that you can stand on within line of sight. Alternatively,
you can spend a move action to teleport to a standing position from lying prone. Teleporting does not
provoke attacks of opportunity.
Waves of Ecstasy
School: Enchantment
Spell Lists: Wizard 7, Bard 6, Cleric 7, Witch 7
Range: 30 ft. ft.
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<Area>cone-shaped burst</Area>
Duration: 1 round/level
SavingThrow: Will partial
Spell Resistance: yes
Description: You emanate waves of intense pleasure that cause all targets within range to falter. Affected
creatures are stunned for 1 round and are staggered for the remainder of the spell. A creature that
makes its will save is staggered for the first round and can act normally thereafter.
Waves of Exhaustion
School: Necromancy
Spell Lists: Wizard 7, ReposeDomain 8, ArtificeDomain 7, LichWizard 7
Range: 50 ft. ft.
<Area>cone-shaped burst</Area>
Duration: instantaneous
Spell Resistance: yes
Description: Waves of negative energy cause all living creatures in the spell's area to become exhausted.
This spell has no effect on a creature that is already exhausted.
Animal Shapes
School: Transmutation
Spell Lists: Druid 8, Shaman 8, AnimalDomain 7
Range: Close (30 ft.)
<Area>10 ft.-ft.-radius sphere</Area>
Duration: 1 hour/level
Spell Resistance: no
Description: This spell works as beast shape III, except you change the form of every ally in 10 ft. area into
a Large bear.
Best Shape III: You become a Large bear. You gain a +4 size bonus to your Strength, a -2 penalty to your
Dexterity, and a +4 natural armor bonus. Your movement speed is increased by 10 feet. You also have
two 1d6 claw attacks, one 1d6 bite attack, and the rend ability.
Rend: When a bear hits an opponent with both its claws, it deals an additional 1d6 plus 1.5 times its
Strength modifier points of slashing damage. It can only deal this additional damage once each round.
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Bestow Curse, Greater
School: Necromancy
Spell Lists: Cleric 7, Wizard 8, Witch 7, LichWizard 8
Range: Touch
Duration: Permanent
SavingThrow: Will negates
Spell Resistance: yes
Description: You place a curse on the subject. Choose one of the following:
Greater Curse of Feeble Body The subject suffers a -12 penalty to Constitution score.
Greater Curse of Weakness The subject suffers a -12 penalty to Strength and Dexterity scores.
Greater Curse of Idiocy The subject suffers a -12 penalty to Intelligence, Wisdom, and Charisma scores.
Greater Curse of Deterioration The subject suffers a -8 penalty on attack rolls, saves, ability checks, and
skill checks.
Cloak of Chaos
School: Abjuration
Spell Lists: Cleric 8, ChaosDomain 8
Range: 20 ft. ft.
<Area>20 ft.-ft.-radius sphere, centered on caster</Area>
Duration: 1 round/level
Spell Resistance: no
Description: A random pattern of color surrounds the subjects, protecting them from attacks, granting
them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to
become confused. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike
protection from law, the benefit of this spell applies against all attacks, not just against attacks by lawful
creatures.
Second, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful
creatures.
Third, the abjuration protects from all mind-affecting spells and effects.
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Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker
is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of
chaos).
Cure Critical Wounds, Mass
School: Conjuration
Spell Lists: Cleric 8, Druid 9, Witch 9, Shaman 8, AngelCleric 8
Range: Close (30 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: instantaneous
SavingThrow: Will half if used to damage
Spell Resistance: no
Description: You channel positive energy to cure 4d8 points of damage + 1 point per caster level
(maximum +40) on each creature in the radius. Like other cure spells, mass cure critical wounds deals
damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for
half damage.
Death Clutch
School: Necromancy
Spell Lists: Wizard 8, Cleric 8, Druid 9, Witch 8, LichWizard 8
Range: Close (30 ft.)
Duration: instantaneous
Spell Resistance: yes
Description: Chanting an unholy litany, you reach out with a grasping motion toward your target and
cause its heart to leap out of its chest and into your hand.
A target with 200 or fewer hit points remaining that fails its saving throw is instantly killed.
A target with 201 or more hit points that fails its saving throw manages to keep its heart from leaping out
of its chest, but it is still staggered for 1 minute and takes 1d4 points of Constitution drain and 1d4 points
of Constitution bleed.
Regardless of its current hit points, if the target succeeds at its Fortitude save, it is still staggered for 1
round as it feels its heart wrenching within its chest.
Euphoric Tranquility
School: Enchantment
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Spell Lists: Cleric 8, Wizard 8, Bard 6, Druid 8, CharmDomain 8, LuckDomain 8, AngelCleric 8
Range: Touch
Duration: 1 round/level
SavingThrow: Will partial
Spell Resistance: yes
Description: A creature under the effect of this enchantment enters a state of euphoria. Until the end of
the spell's duration, the creature's speed is halved, and it must succeed at a Will saving throw each next
round to avoid being nauseated for 1 round.
Dragonkind III
School: Transmutation
Spell Lists: Wizard 8
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: This spell functions as dragonkind II save that it also allows you to take the form of a huge
dragon-like creature. You gain the following abilities: a +10 size bonus to Strength, a +8 size bonus to
Constitution, a +8 natural armor bonus, immunity to difficult terrain, blindsense with a range of 60 feet, a
breath weapon, damage reduction 10/magic, frightful presence (DC equal to the DC for this spell), and
immunity to one element. Your movement speed is increased by 10 feet. You also gain one bite (2d8),
two claws (2d6), two wing attacks (1d8), and one tail slap attack (2d6). You can use the breath weapon as
often as you like, but you must wait 1d4 rounds between uses. All breath weapons deal 12d8 points of
damage and allow a Reflex save for half damage. Line breath weapons increase to 100-foot lines and
cones increase to 50-foot cones.
Frightful Aspect
School: Transmutation
Spell Lists: Cleric 8, Wizard 8, Druid 8, MadnessDomain 8, NobilityDomain 8, StrengthDomain 8, Witch 8,
BattleSpirit 8, LichWizard 8
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: You become a larger, awful version of yourself and take on features that horrify your
enemies. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6
natural armor bonus, DR 10/magic, and spell resistance equal to 10 + half your caster level. You also emit
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an aura that emanates 30 feet from you. Enemy creatures within the aura are shaken. Each time a
creature shaken by this aura hits you with a melee attack, that creature becomes frightened for 1d4
rounds, though at the end of that duration it is no longer affected by this aura. The aura's effect is a fear
and mind-affecting effect.
Holy Aura
School: Abjuration
Spell Lists: Cleric 8, GoodDomain 8, GloryDomain 8, LifeSpirit 8
Range: 20 ft. ft.
<Area>20 ft.-ft.-radius sphere, centered on caster</Area>
Duration: 1 round/level
Spell Resistance: no
Description: A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting
them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they
strike the subjects. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike
protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures.
Second, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures.
Third, the abjuration protects from all mind-affecting spells and effects.
Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the
offending attacker is blinded (Fortitude save negates, as blindness, but against holy aura's save DC).
Horrid Wilting
School: Necromancy
Spell Lists: Wizard 8, DeathDomain 8, EarthDomain 8, DestructionDomain 8, WaterDomain 8, Witch 8,
Shaman 8, BonesSpirit 8, LichWizard 8
Range: Long (50 ft.)
<Area>40 ft.-ft.-radius sphere</Area>
Duration: instantaneous
SavingThrow: Fortitude half
Spell Resistance: yes
Description: This spell evaporates moisture from the body of each subject living creature, causing flesh to
wither and crack and crumble to dust. This deals 1d6 points of damage per caster level (maximum 20d6).
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This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points
of damage per caster level (maximum 20d8).
Inflict Critical Wounds, Mass
School: Necromancy
Spell Lists: Cleric 8, Witch 9, Shaman 8, LichWizard 8
Range: Close (30 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: instantaneous
SavingThrow: Will half if used to damage
Spell Resistance: no
Description: Negative energy spreads out in all directions from the point of origin, dealing 4d8 points of
damage + 1 point per caster level (maximum +40) to nearby living enemies.
Like other inflict spells, it cures undead in its area rather than damaging them. A cleric capable of
spontaneously casting inflict spells can also spontaneously cast mass inflict spells.
Iron Body
School: Transmutation
Spell Lists: Wizard 8, EarthDomain 8
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: This spell transforms your body into living iron, which grants you several powerful
resistances and abilities. You gain damage reduction 15/adamantine. You are immune to blindness,
critical hits, ability score damage, disease, drowning, electricity, poison, stunning, and all spells or attacks
that affect your physiology or respiration, because you have no physiology or respiration while this spell is
in effect. You have acid and fire resistance 30.
You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well
(to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell
failure chance of 35% and a -6 armor check penalty, just as if you were clad in full plate armor.
Your unarmed attack deals damage equal to a club sized for you (1d4 for Small characters or 1d6 for
Medium characters), and you are considered armed when making unarmed attacks.
Mind Blank
School: Abjuration
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Spell Lists: Wizard 8, LiberationDomain 8, PlantDomain 8, Witch 8
Range: Close (30 ft.)
Duration: 24 hours
Spell Resistance: no
Description: This spell grants a +8 resistance bonus on saving throws against all mind-affecting spells and
effects.
Polar Ray
School: Evocation
Spell Lists: Wizard 8, FrostSpirit 8, LichWizard 8
Range: Medium (40 ft.)
Duration: instantaneous
Spell Resistance: yes
Description: A blue-white ray of freezing air and ice springs from your hand. You must succeed on a
ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per
caster level (maximum 25d6) and 1d4 points of Dexterity drain.
Power Word Stun
School: Enchantment
Spell Lists: Wizard 8, WarDomain 8, KnowledgeDomain 8, RuneDomain 8, Witch 8, LichWizard 8
Range: Close (30 ft.)
Duration: See text
Spell Resistance: yes
Description: You utter a single word of power that instantly causes one creature of your choice to
become stunned, whether the creature can hear the word or not. The duration of the spell depends on
the target's current hit point total. Any creature that currently has 151 or more hit points is unaffected by
power word stun. For 50 or less HP, the duration is 4d4 rounds; for 51100 HP, the duration is 2d4
rounds; for 101150 HP, the duration is 1d4 rounds.
Prediction of Failure
School: Divination
Spell Lists: Wizard 8, Witch 8
Range: Close (30 ft.)
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Duration: Permanent or 1 round/level (see text)
SavingThrow: Will partial
Spell Resistance: yes
Description: You wrack the target's body and mind with the anguish and suffering of every bitter failure it
will ever experience, rendering it permanently shaken and sickened. A successful Will save reduces the
duration to 1 round per level.
Protection from Spells
School: Abjuration
Spell Lists: Wizard 8, MagicDomain 8, ArtificeDomain 8, HealingDomain 8, ProtectionDomain 8,
TravelDomain 8, StoneSpirit 8
Range: Touch
Duration: 10 minutes/level
Spell Resistance: no
Description: The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities
(but not against supernatural and extraordinary abilities).
Rift of Ruin
School: Conjuration
Spell Lists: Wizard 8, Cleric 8, Witch 8
Range: Long (50 ft.)
<Area>10 ft.-ft.-radius sphere</Area>
Duration: 1 round + 1 round/level
SavingThrow: Reflex negates
Spell Resistance: no
Description: This spell tears a rift in reality, creating an extradimensional hole with a depth of 60 feet.
Since the rift extends into the Abyss, it does not displace the original underlying material or allow access
to areas below the surface you can create the rift on the deck of a ship as easily as in a dungeon floor
or the ground of a forest.
Any large or smaller creature standing in the area where you first conjured the rift must make a Reflex
saving throw to jump to safety in the nearest open space. In addition, the edges of the rift are sloped, and
any creature ending its turn on a square adjacent to the rift must make a Reflex saving throw with a +2
bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the rift (such as
bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.
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The walls of the rift are covered with razor-sharp blades, while the floor seethes with boiling pools of
acid, strange chewing vermin, writhing shards of ice, and all manner of other chaotic and deadly
manifestations of the Abyss. A creature that falls into the rift takes 6d6 points of falling damage. Any
creature in the rift (starting on the round it enters) takes an additional 6d6 points of damage from the
rift's environs, even if the creature is merely climbing or flying within the rift rather than standing at the
bottom. This additional damage changes from round to round and is randomly selected from acid,
bludgeoning, cold, electricity, fire, piercing, slashing, or sonic. Each round, a creature in the rift can
attempt a Reflex save to take half damage that round. To climb the rift's walls, a creature need a
successful Athletics or Mobility skill check with a DC of 35.
When this spell's duration ends, the rift snaps shut, violently expelling all creatures still within. These
creatures take double damage from the rift's environs in that round and are knocked prone as they are
returned to the surface above.
Scintillating Pattern
School: Illusion
Spell Lists: Wizard 8, MadnessDomain 8
Range: Close (30 ft.)
<Area>20 ft.-ft.-radius sphere</Area>
Duration: instantaneous
Spell Resistance: yes
Description: A twisting pattern of coruscating colors weaves through the air, affecting creatures within.
The spell affects a total number of HD of creatures equal to your caster level (maximum 20). Creatures
with the fewest HD are affected first, and among creatures with equal HD, those who are closest to the
spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. The
spell affects each subject according to its HD.
6 or less: Unconscious for 1d4 rounds, then stunned for the same amount of rounds, and then confused
for the same amount of rounds. (Treat an unconscious result as stunned for nonliving creatures.)
7 to 12: Stunned for 1d4 rounds, then confused for the same amount of rounds.
13 or more: Confused for 1d4 rounds.
Sightless creatures are not affected by scintillating pattern.
Seamantle
School: Conjuration
Spell Lists: Wizard 8, Druid 8, ProtectionDomain 9, NatureSpirit 8, WavesSpirit 8
Range: Personal
Duration: 1 minute/level
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Spell Resistance: no
Description: You sheathe yourself within a churning column of pure elemental water up to 30 feet high
that fills your space. You can see, hear, and breathe normally within the seamantle, but attacks against
you are treated as if you were under the surface of the water. You gain improved cover (+8 cover bonus
to AC, +4 bonus on Reflex saves) against foes that do not have freedom of movement effects. You also
gain immunity to fire. The cover granted by the seamantle does not enable you to make Stealth checks or
prevent attacks of opportunity. Magical attacks against you are unaffected unless they require attack
rolls.
Shadow Evocation, Greater
School: Illusion
Spell Lists: Wizard 8, DarknessDomain 8
Duration: See text
SavingThrow: See text
Spell Resistance: no
Description: This spell functions like shadow evocation, except that it enables you to create a partially
real, illusory version of a chain lightning, cold ice strike, ki shout, sirocco, caustic eruption, or elemental
assessor spell. If recognized as a greater shadow evocation, a damaging spell deals only three-fifths (60%)
damage.
Shadow Evocation: You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a
fireball, lightning bolt, shout, volcanic storm, or ice storm spell. Spells that deal damage have normal
effects unless an affected creature succeeds at a Will save. Each disbelieving creature takes only one-fifth
damage from the attack. Regardless of the result of the save to disbelieve, an affected creature is also
allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set
according to shadow evocation's level (5th) rather than the spell's normal level.
Shield of Law
School: Abjuration
Spell Lists: Cleric 8, LawDomain 8
Range: 20 ft. ft.
<Area>20 ft.-ft.-radius sphere, centered on caster</Area>
Duration: 1 round/level
Spell Resistance: yes
Description: A dim blue glow surrounds the subjects, protecting them from attacks, granting them
resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects.
This abjuration has four effects.
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First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike
protection from chaos, this benefit applies against all attacks, not just against attacks by chaotic
creatures.
Second, a warded creature gains spell resistance 25 against chaotic spells and spells cast by chaotic
creatures.
Third, the abjuration protects from all mind-affecting spells and effects.
Finally, if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is slowed
(Will save negates, as the slow spell, but against shield of law‘s save DC).
Soulreaver
School: Necromancy
Spell Lists: Wizard 8, Cleric 8, Witch 9, Witch 8, LichWizard 8
Range: Close (30 ft.)
<Area>25 ft.-ft.-radius sphere</Area>
Duration: instantaneous
SavingThrow: Fortitude half
Spell Resistance: yes
Description: This potent death spell deals 1d6 points of damage per caster level (maximum 20d6) to living
creatures in the area of effect.
Stormbolts
School: Evocation
Spell Lists: Druid 8, Cleric 8, Wizard 8, Witch 8, Shaman 8, WindSpirit 8, AngelCleric 8
Range: 30 ft. ft.
<Area>30 ft.-ft.-radius sphere, centered on caster</Area>
Duration: instantaneous
SavingThrow: Fortitude partial
Spell Resistance: yes
Description: When you cast this spell, lightning spills forth from your body in all directions. Enemy
creatures within the area take 1d8 points of electricity damage per caster level (maximum 20d8) and are
stunned for 1 round. A successful Fortitude saving throw halves the damage and negates the stun effect.
Summon Elder Elemental
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School: Conjuration
Spell Lists: Druid 8, Wizard 8, Cleric 8, FlamesSpirit 8
Range: Close (30 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: This spell summons to your side an elder fire, water, air, or earth elemental. The summoned
elemental appears where you designate and acts according to its initiative check results. It attacks your
opponents to the best of its ability.
Summon Elder Fire Elemental
School: Conjuration
Spell Lists: FireDomain 8
Range: Close (30 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: This spell summons to your side an elder fire elemental. The summoned elemental appears
where you designate and acts according to its initiative check results. It attacks your opponents to the
best of its ability.
Summon Monster VIII
School: Conjuration
Spell Lists: Wizard 8, Cleric 8, Witch 8
Range: Close (30 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: This spell summons 1d3 extraplanar bogeymen, 1d4+1 extraplanar soul eaters if you are evil
and 1d4+1 extraplanar axiomites if you are not, or one frost giant if you are evil and one movanic deva if
you are not. Summoned monsters appear where you designate and act according to their initiative check
results. They attack your opponents to the best of their ability.
Summon Nature's Ally VIII
School: Conjuration
Spell Lists: Druid 8, AnimalDomain 8, Shaman 8
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Range: Close (30 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: This spell summons to your side a natural nereid, 1d3 natural mastodons, or 1d4+1 natural
smilodons. The summoned allies appear where you designate and act according to their initiative check
results. They attack your opponents to the best of their ability.
Sunburst
School: Evocation
Spell Lists: Druid 8, Wizard 8, SunDomain 8, WeatherDomain 8, Shaman 8, SpiritWarden 8
Range: Long (50 ft.)
<Area>50 ft.-ft.-radius sphere</Area>
Duration: instantaneous
SavingThrow: Reflex partial
Spell Resistance: yes
Description: Sunburst causes a globe of searing radiance to explode silently from a point you select. All
creatures in the globe are blinded and take 6d6 points of damage. A successful Reflex save negates the
blindness and reduces the damage by half.
An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum
25d6), or half damage with a successful Reflex save.
Unholy Aura
School: Abjuration
Spell Lists: Cleric 8, EvilDomain 8, LichWizard 8
Range: 20 ft. ft.
<Area>20 ft.-ft.-radius sphere, centered on caster</Area>
Duration: 1 round/level
Spell Resistance: yes
Description: A malevolent darkness surrounds the subjects, protecting them from attacks, granting them
resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects.
This abjuration has four effects.
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First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike
the effect of protection from good, this benefit applies against all attacks, not just against attacks by good
creatures.
Second, warded creatures gain spell resistance 25 against good spells and spells cast by good creatures.
Third, the abjuration protects from all mind-affecting spells and effects.
Finally, if a good creature succeeds on a melee attack against a warded creature, the offending attacker
takes 1d6 points of Strength damage (Fortitude negates).
Vinetrap
School: Conjuration
Spell Lists: Cleric 5, Druid 5, PlantDomain 5, NatureSpirit 7, AngelCleric 5
Range: Long (50 ft.)
Duration: 1 round/level
SavingThrow: Reflex partial, see text
Spell Resistance: yes
Description: Vines choked with thorns, blossoms, leaflets, and other floral debris burst to life on and
around the subject of this spell.
When this spell is cast, the subject becomes paralyzed and entangled, though a successful Reflex save
negates the paralysis. Each following round, the subject may attempt a new saving throw to end both the
paralysis and the entangle effects.
The subject takes 2d4 points of piercing damage each turn from the sharp thorns. This damage is
considered to be cold iron for the purposes of overcoming damage reduction.
Clashing Rocks
School: Conjuration
Spell Lists: Wizard 9, Druid 9, ArtificeDomain 9, MagicDomain 9, StoneSpirit 9
Range: Long (50 ft.)
Duration: instantaneous
SavingThrow: Reflex partial, see text
Spell Resistance: no
Description: You create two Colossal-sized masses of rock, dirt, and stone and slam them together against
a single creature between them. The clashing rocks appear up to 30 feet away from the target on
opposite sides and rush toward it with a mighty grinding crash. You must make a ranged touch attack to
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hit the target with the rocks. The clashing rocks ignore concealment. A creature struck by the clashing
rocks takes 20d6 points of bludgeoning damage and is knocked prone.
If the clashing rocks miss the target, the target still takes 10d6 points of bludgeoning damage from falling
rocks and is knocked prone. A successful Reflex save reduces this damage to half and the target remains
standing. Creatures other than the target that occupy the spaces where the clashing rocks appear or
within their path must also make Reflex saves or take 10d6 points of bludgeoning damage and be
knocked prone (save for half and remain standing).
Dominate Monster
School: Enchantment
Spell Lists: Wizard 9, CharmDomain 9, LawDomain 9, Witch 9
Range: Close (30 ft.)
Duration: 1 round/level
SavingThrow: Will negates (save each round)
Spell Resistance: yes
Description: This spell functions like dominate person, except that the spell is not restricted by creature
type.
Dominate Person: You can make any humanoid creature fight on your side as if it was your ally. It will
attack your opponents to the best of its ability. However, this creature will try to throw off the
domination, making a Will save each round.
Elemental Swarm
School: Conjuration
Spell Lists: Druid 9, Shaman 9, WindSpirit 9
Range: Medium (40 ft.)
Duration: 10 minutes/level
Spell Resistance: no
Description: This spell opens a portal to an Elemental Plane and summons elementals from it. When the
spell is complete, 2d4 large elementals appear. Five rounds later, 1d4 huge elementals appear. Five
rounds after that, one greater elemental appears. The summoned elementals appear where you
designate and act according to their initiative check results. They attack your opponents to the best of
their ability.
Elemental Swarm: Air
School: Conjuration
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Spell Lists: AirDomain 9, TravelDomain 9
Range: Medium (40 ft.)
Duration: 10 minutes/level
Spell Resistance: no
Description: This spell opens a portal to an Elemental Plane and summons elementals from it. When the
spell is complete, 2d4 large elementals appear. Five rounds later, 1d4 huge elementals appear. Five
rounds after that, one greater elemental appears. The summoned elementals appear where you
designate and act according to their initiative check results. They attack your opponents to the best of
their ability.
Elemental Swarm: Earth
School: Conjuration
Spell Lists: EarthDomain 9
Range: Medium (40 ft.)
Duration: 10 minutes/level
Spell Resistance: no
Description: This spell opens a portal to an Elemental Plane and summons elementals from it. When the
spell is complete, 2d4 large elementals appear. Five rounds later, 1d4 huge elementals appear. Five
rounds after that, one greater elemental appears. The summoned elementals appear where you
designate and act according to their initiative check results. They attack your opponents to the best of
their ability.
Elemental Swarm: Fire
School: Conjuration
Spell Lists: SunDomain 9
Range: Medium (40 ft.)
Duration: 10 minutes/level
Spell Resistance: no
Description: This spell opens a portal to an Elemental Plane and summons elementals from it. When the
spell is complete, 2d4 large elementals appear. Five rounds later, 1d4 huge elementals appear. Five
rounds after that, one greater elemental appears. The summoned elementals appear where you
designate and act according to their initiative check results. They attack your opponents to the best of
their ability.
Energy Drain
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School: Necromancy
Spell Lists: Wizard 9, Cleric 9, Shaman 9, LichWizard 9
Range: Close (30 ft.)
Duration: 24 hours
SavingThrow: Fortitude partial
Spell Resistance: yes
Description: You point your finger and fire a black ray of negative energy that suppresses the life force of
any living creature it strikes. You must make a ranged touch attack to hit. If you hit, the subject gains 2d4
temporary negative levels. Negative levels stack.
Twenty-four hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain
spell's save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, that
negative level becomes permanent.
An undead creature struck by the ray gains 2d4 × 5 temporary hit points for 1 hour.
Fiery Body
School: Transmutation
Spell Lists: Wizard 9, FireDomain 9, FlamesSpirit 9
Range: Personal
Duration: 1 minute/level
Spell Resistance: no
Description: This spell transforms your body into living flame. You and your equipment are immune to fire
damage. In fact, every time you would normally take damage from fire, you are instead healed of damage
at a rate of 1 point per 3 points of damage the fire attack would have normally inflicted. You are immune
to blindness, critical hits, ability score damage, disease, electricity, poison, and stunning. You have acid
resistance 30. You take 150% as much damage from cold as normal.
You have a +6 enhancement bonus to your Dexterity score. Your unarmed attack deals an additional 3d6
points of fire damage, and you are considered armed when making unarmed attacks. Fire spells you cast
have their save DCs increased by +1.
Foresight
School: Divination
Spell Lists: Wizard 9, Druid 9, Witch 9, Shaman 9, SpiritWarden 9
Range: Touch
Duration: 10 minutes/level
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Spell Resistance: no
Description: This spell grants you a powerful sixth sense. Once foresight is cast, you receive instantaneous
warnings of impending danger or harm to the subject of the spell. You are never flat-footed. In addition,
the spell gives you a general idea of what action you might take to best protect yourself and gives you a
+2 insight bonus to AC and on Reflex saves.
Heal, Mass
School: Conjuration
Spell Lists: Cleric 9, HealingDomain 9, CommunityDomain 9, LuckDomain 9, Shaman 9, LifeSpirit 9,
AngelCleric 9
Range: Close (30 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: instantaneous
SavingThrow: Will half if used to damage
Spell Resistance: no
Description: This spell functions like heal, except it targets all creatures within a 30-foot radius. The
maximum number of hit points restored to each creature is 250.
Heal: Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It
immediately ends any and all of the following adverse conditions affecting the target: ability damage,
blinded, confused, dazed, dazzled, diseased, exhausted, fatigued, nauseated, poisoned, sickened, and
stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th
level.
Heal does not remove negative levels or restore permanently drained ability score points.
If used against an undead creature, heal instead acts like harm.
Heroic Invocation
School: Enchantment
Spell Lists: Wizard 9, Witch 9
Range: Close (30 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: 10 minutes/level
Spell Resistance: no
Description: Using words of ancient power, you bestow heroic powers on all creatures subject to this
spell. They gain a +4 morale bonus on attack and damage rolls, gain 2d8+4 temporary hit points, and
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become immune to both fear and charm effects for the spell's duration. At the end of the spell's duration,
the subjects become fatigued.
Hold Monster, Mass
School: Enchantment
Spell Lists: Wizard 9, Witch 9, LichWizard 9
Range: Medium (40 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: 1 round/level, can save each round
SavingThrow: Will negates (save each round)
Spell Resistance: yes
Description: This spell functions like hold person, except it targets all hostile creatures within a 30-foot
radius from the target and holds any living creature that fails its Will save.
Hold Person: The subject becomes paralyzed and freezes in place. It is aware and breathes normally but
cannot take any actions, even speech. Each round, the subject may attempt a new saving throw to end
the effect.
Icy Prison, Mass
School: Evocation
Spell Lists: Wizard 9, FrostSpirit 9, LichWizard 9
Range: Medium (40 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: 1 minute/level
SavingThrow: Reflex partial
Spell Resistance: yes
Description: You trap the target in solid ice. If the creature fails its save, it is paralyzed, if the target makes
its save, it gains the entangled condition but can otherwise act normally. Whether or not the target saves,
it takes 1 point of cold damage per caster level each round it is paralyzed or entangled in the ice. A
creature can break the ice with a successful Strength check each round after receiving the effect (DC 15 +
your caster level).
Mind Blank, Communal
School: Abjuration
Spell Lists: Wizard 9, LiberationDomain 9, PlantDomain 9, Witch 9
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Range: Personal
Duration: 4 hours
Spell Resistance: no
Description: This spell functions like mind blank, except it affects all party members and it lasts for 4
hours.
Mind Blank: This spell grants a +8 resistance bonus on saving throws against all mind-affecting spells and
effects.
Polar Midnight
School: Transmutation
Spell Lists: Cleric 9, Druid 9, DarknessDomain 9, Witch 9, Shaman 9, LichWizard 9
Range: Close (30 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: 1 round/level
SavingThrow: Fortitude partial
Spell Resistance: yes
Description: You plunge an area into the brutal chill of the arctic night.
All creatures in the area take 5d6 points of cold damage and 1d6 points of Dexterity damage per round. A
successful Fortitude save each round negates the Dexterity damage but not the cold damage.
Power Word Kill
School: Enchantment
Spell Lists: Wizard 9, WarDomain 9, KnowledgeDomain 9, RuneDomain 9, Witch 9, LichWizard 9
Range: Close (30 ft.)
Duration: Instantaneous
Spell Resistance: yes
Description: You utter a single word of power that instantly kills one creature of your choice, whether the
creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by
power word kill.
Shades
School: Illusion
Spell Lists: Wizard 9
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Range: Close (30 ft.)
Duration: instantaneous
Spell Resistance: no
Description: This spell functions like shadow conjuration, except that it mimics conjuration spells of 8th
level or lower. The illusory conjurations created deal four-fifths (80%) damage to nonbelievers, and non-
damaging effects are 80% likely to work against nonbelievers.
Shapechange
School: Transmutation
Spell Lists: Wizard 9, Druid 9, Shaman 9, AnimalDomain 9, BattleSpirit 9, NatureSpirit 9
Range: Personal
Duration: 10 minutes/level
Spell Resistance: no
Description: This spell allows you to take the form of a wide variety of creatures. This spell can function as
beast shape IV, elemental body IV and dragonkind III depending on what form you take. You can change
form once each round as a free action. The change takes place either immediately before your regular
action or immediately after it, but not during the action.
Summon Elder Worm
School: Conjuration
Spell Lists: Druid 9
Range: Close (30 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: This spell summons to your side a purple worm with the advanced creature template. The
summoned ally appears where you designate and acts according to its initiative check results. It attacks
your opponents to the best of its ability.
Summon Monster IX
School: Conjuration
Spell Lists: Wizard 9, Cleric 9, GoodDomain 9, ChaosDomain 9, EvilDomain 9, Witch 9
Range: Close (30 ft.)
Duration: 1 round/level
687
Spell Resistance: no
Description: This spell summons 1d3 extraplanar frost giants if you are evil and 1d3 extraplanar movanic
devas if you are not, 1d4+1 bogeymen, or one thanadaemon if you are evil and one ghaele azata if you
are not. Summoned monsters appear where you designate and act according to their initiative check
results. They attack your opponents to the best of their ability.
Summon Nature's Ally IX
School: Conjuration
Spell Lists: Druid 9, AnimalDomain 9, Shaman 9
Range: Close (30 ft.)
Duration: 1 round/level
Spell Resistance: no
Description: This spell summons to your side a natural hamadryad, 1d3 natural nereids, or 1d4+1 natural
mastodons. The summoned allies appear where you designate and act according to their initiative check
results. They attack your opponents to the best of their ability.
Tsunami
School: Conjuration
Spell Lists: Wizard 9, Druid 9, WaterDomain 9, WeatherDomain 9, DestructionDomain 9, Shaman 9,
WavesSpirit 9
Range: Long (50 ft.)
<Area>line</Area>
Duration: 1 round
SavingThrow: Fortitude partial
Spell Resistance: no
Description: You create a massive wave of water that then moves in a straight line across land at a speed
of 50 feet per round. Creatures struck by a tsunami take 24d6 points of bludgeoning damage (a Fortitude
save halves this damage).
In addition, every creature must succeed on a combat maneuver check, Athletics check, or Mobility check
against the DC of this spell or be knocked prone and carried along by the wave.
Freedom of movement prevents a creature from being carried along by a tsunami but does not prevent
damage caused by it hitting a creature.
Wail of the Banshee
School: Necromancy
688
Spell Lists: Wizard 9, DeathDomain 9, ReposeDomain 9, Witch 9, Shaman 9, BonesSpirit 9, LichWizard 9
Range: Close (30 ft.)
<Area>40 ft.-ft.-radius sphere</Area>
Duration: instantaneous
SavingThrow: Fortitude negates
Spell Resistance: yes
Description: When you cast this spell, you emit a terrible, soul-chilling scream that possibly kills creatures
that hear it (except for yourself), inflicting 10 points of damage per caster level.
Weird
School: Illusion
Spell Lists: Wizard 9, MadnessDomain 9, TrickeryDomain 9, LichWizard 9
Range: Medium (40 ft.)
<Area>30 ft.-ft.-radius sphere</Area>
Duration: instantaneous
SavingThrow: Will disbelief, then Fortitude partial
Spell Resistance: yes
Description: This spell functions like phantasmal killer, except it can affect more than one creature. Only
the affected creatures see the phantasmal creatures attacking them, though you see the attackers as
shadowy shapes.
If a subject's Fortitude save succeeds, it still takes 3d6 points of damage and is stunned for 1 round. The
subject also takes 1d4 points of Strength damage.
Phantasmal Killer: You create a phantasmal image of the most fearsome creature imaginable to the
subject simply by forming the fears of the subject's subconscious mind into something that its conscious
mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal killer. You see
only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the
phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if
the Fortitude save is successful, the subject takes 3d6 points of damage.
Winds of Vengeance
School: Evocation
Spell Lists: Druid 9, AirDomain 9, Cleric 9, Shaman 9
Range: Personal
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Duration: instantaneous
Spell Resistance: no
Description: You surround yourself with a buffeting shroud of supernatural, tornado-force winds. These
winds grant you a fly speed of 60 feet with perfect maneuverability. Neither your armor nor your load
affects this fly speed. The winds shield you from any other wind effects, and form a shell of breathable air
around you, allowing you to fly and breathe underwater or in outer space.
Ranged weapons (including giant-thrown boulders, siege weapon projectiles, and other massive ranged
weapons) passing through the winds are deflected by the winds and automatically miss you. Gases and
most gaseous breath weapons cannot pass though the winds.
In addition, when a creature hits you with a melee attack, you can shape your winds so they lash out at
that creature as an immediate action. The creature must make a Fortitude Saving Throw or take 5d8
points of bludgeoning damage and be knocked prone (if on the ground). On a failed save, Huge flying
creatures are checked and Large-sized or smaller flying creatures are blown away instead of knocked
prone.
On a successful save, the damage is halved and the creature is not knocked prone (or checked or blown
away).
Prestige classes
Arcane trickster
With their mastery of magic, arcane tricksters can make for even more subtle or confounding opponents
than standard rogues. Ranged legerdemain enhances their skill as thieves, and their ability to make sneak
attacks without flanking or as part of a spell can make arcane tricksters formidable damage-dealers.
HitDice: D6
Skill Ranks per Level: 3 plus half Int bonus
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1
0
0
1
1
Arcane Spellcasting, Ranged Legerdemain
2
1
1
1
1
Sneak Attack
3
1
1
2
2
Impromptu Sneak Attack
4
2
1
2
2
Sneak Attack
5
2
2
3
3
Impromptu Sneak Attack
6
3
2
3
3
Sneak Attack
7
3
2
4
4
Impromptu Sneak Attack
8
4
3
4
4
Sneak Attack
9
4
3
5
5
Impromptu Sneak Attack, Invisible Thief
10
5
3
5
5
Sneak Attack, Surprise Spells
690
Class Features
Arcane Spellcasting
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Arcanist
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Arcanist
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Arcanist
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Bard
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Bloodrager
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Eldritch Scion
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Eldritch Scoundrel
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Empyreal Sorcerer
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
691
Magus
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Sage Sorcerer
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Sorcerer
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Sword Saint
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Thassilonian Specialist Envy
Prerequisites: Envy (Abjuration)
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Thassilonian Specialist Sloth
Prerequisites: Sloth (Conjuration)
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Thassilonian Specialist Lust
Prerequisites: Lust (Enchantment)
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Thassilonian Specialist Wrath
Prerequisites: Wrath (Evocation)
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Thassilonian Specialist Pride
Prerequisites: Pride (Illusion)
692
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Thassilonian Specialist Gluttony
Prerequisites: Gluttony (Necromancy)
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Thassilonian Specialist Greed
Prerequisites: Greed (Transmutation)
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Witch
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Witch
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Witch
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Wizard
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Ranged Legerdemain
An arcane trickster can use Trickery at a range of 30 feet. Working at a distance increases the normal skill
check DC by 5.
Sneak Attack
If a character can catch an opponent when he is unable to defend himself effectively from her attack, she
can strike a vital spot for extra damage.
693
The character's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC
(whether the target actually has a Dexterity bonus or not), or when the character flanks her target. This
extra damage is 1d6 and increases by 1d6 at later levels. This additional damage is precision damage and
is not multiplied on a critical hit.
The character must be able to see the target well enough to pick out a vital spot and must be able to
reach such a spot.
Impromptu Sneak Attack
Beginning at 3rd level, an arcane trickster can enter a special stance that allows him to improvise a way to
sneak attack targets regardless of their awareness. An arcane trickster can maintain this stance for one
round per day. For every two levels beyond 3rd, an arcane trickster can maintain this stance for one
additional round, up to a maximum of 4 rounds at 9th level. The target of impromptu sneak attacks loses
any Dexterity bonus to AC, but only against those attacks. The power can be used against any target, but
creatures that are not subject to to sneak attacks take no extra damage (though they still lose any
Dexterity bonus to AC against the attack).
Impromptu Sneak Attack
Beginning at 3rd level, an arcane trickster can enter a special stance that allows him to improvise a way to
sneak attack targets regardless of their awareness. An arcane trickster can maintain this stance for one
round per day. For every two levels beyond 3rd, an arcane trickster can maintain this stance for one
additional round, up to a maximum of 4 rounds at 9th level. The target of impromptu sneak attacks loses
any Dexterity bonus to AC, but only against those attacks. This power can be used against any target, but
creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity
bonus to AC against the attack).
Invisible Thief
At 9th level, an arcane trickster can become invisible, as if under the effects of greater invisibility, as a
free action. She can remain invisible for a number of rounds per day equal to her arcane trickster level.
Her caster level for this effect is equal to her caster level. These rounds need not be consecutive.
Surprise Spells
At 10th level, an arcane trickster can add her sneak attack damage to any spell that deals damage, if the
targets are flat-footed. This additional damage only applies to spells that deal hit point damage, and the
additional damage is of the same type as the spell. If the spell allows a saving throw to negate or halve
the damage, it also negates or halves the sneak attack damage.
Assassin
A mercenary undertaking his task with cold, professional detachment, the assassin is equally adept at
espionage, bounty hunting, and terrorism. At his core, an assassin is an artisan, and his medium is death.
Trained in a variety of killing techniques, assassins are among the most feared classes.
HitDice: D8
694
Skill Ranks per Level: 3 plus half Int bonus
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1
0
0
1
0
Sneak Attack, Poison Use, Death Attack, Assassin proficiencies
2
1
1
1
1
Save Bonus Against Poison, Uncanny Dodge
3
2
1
2
1
Sneak Attack, Poison Use Increased Duration
4
3
1
2
1
Save Bonus Against Poison
5
3
2
3
2
Sneak Attack, Poison Use Constitution
6
4
2
3
2
Save Bonus Against Poison
7
5
2
4
2
Sneak Attack, Poison Use Increased Duration
8
6
3
4
3
Save Bonus Against Poison, Hide In Plain Sight
9
6
3
5
3
Sneak Attack, Poison Use Increased Successful Saves to Remove
10
7
3
5
3
Save Bonus Against Poison, Poison Use Swift, Death Attack
Standard
Class Features
Sneak Attack
If a character can catch an opponent when he is unable to defend himself effectively from her attack, she
can strike a vital spot for extra damage.
The character's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC
(whether the target actually has a Dexterity bonus or not), or when the character flanks her target. This
extra damage is 1d6 and increases by 1d6 at later levels. This additional damage is precision damage and
is not multiplied on a critical hit.
The character must be able to see the target well enough to pick out a vital spot and must be able to
reach such a spot.
Poison Use
Assassins specialize in poison use. Every day they create special combat poisons, the number of their
doses equal to 3 + assassin level, which they can use to envenom their melee weapons. As a move action,
an assassin can apply one of the poisons to their melee weapon, and the next successful attack applies it
to the target. Save DC of all poisons is 10 + assassin level + Int modifier. If the attack that applied the
poison was a sneak attack, the DC is increased by 2.
At 1st level, an assassin has access to poisons that deal 1d4 stat damage to Strength or Dexterity for 4
rounds.
At 3rd and 7th levels, the duration of the poisons increases by 1 round.
At 5th level, an assassin gains access to poison that deals Constitution damage.
At 9th level, the number of successful saving throws needed to remove the poison increases to 2.
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At 10th level, an assassin can apply the poisons as a move or a swift action.
Death Attack
An assassin can make a special attack with a melee weapon against a target that doesn't know about the
assassin. The attack has the additional effect of possibly either paralyzing or killing the target (assassin's
choice). Death attack is a full-round action. The death attack fails if the target detects the assassin or
recognizes the assassin as an enemy. If the victim of such a death attack fails a Fortitude save (DC 10 +
the assassin's class level + the assassin's Int modifier) against the kill effect, they dis. If the saving throw
fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1
round per level of the assassin. If the victim's saving throw succeeds, the attack is just a normal attack.
At 10th level, the death attack becomes a standard action.
Assassin proficiencies
Assassins are proficient with the crossbow, dagger, rapier, shortbow, and short sword. Assassins are
proficient with light armor but not with shields.
Save Bonus Against Poison
At 2nd level, the assassin gains a +1 bonus on saving throws against poisons. This bonus increases by +1
every two levels.
Uncanny Dodge
The character can react to danger before her senses would normally allow her to do so. She cannot be
caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses
her Dexterity bonus to AC if immobilized. A character with this ability can still lose her Dexterity bonus to
AC if an opponent successfully uses the feint action against her.
If a character already has uncanny dodge from a different class, she automatically gains improved
uncanny dodge instead.
Poison Use Increased Duration
At 3rd and 7th level, the duration of the poisons increases by 1 round.
Poison Use Constitution
At 5th level, an assassin gains access to poison that deals Constitution damage.
Hide In Plain Sight
At 8th level, an assassin can use the Stealth skill even while being observed. An assassin can hide himself
from view in the open without having anything to actually hide behind.
Poison Use Increased Successful Saves to Remove
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At 9th level, the number of successes needed to remove the poison increases to 2.
Poison Use Swift
At 10th level, an assassin can apply the poisons as a move or a swift action.
Death Attack Standard
At 10th level, the death attack becomes a standard action.
Stalwart Defender
Stalwart defenders are masters of melee combat, striving to prove that the best offense is a good
defense. Stalwart defenders are normally found on the front lines of battle, holding a position to cover
their allies, leaping into breaches of opposing formations and holding them open for others, and guarding
more vulnerable allies by acting as mobile fortifications, stable points in the ever-changing chaos of
battle.
HitDice: D12
Skill Ranks per Level: 2 plus half Int bonus
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1
1
1
0
1
AC Bonus, Defensive Stance
2
2
1
1
1
Defensive Powers
3
3
2
1
2
Uncanny Dodge
4
4
2
1
2
AC Bonus, Defensive Powers
5
5
3
2
3
Damage Reduction
6
6
3
2
3
Defensive Powers
7
7
4
2
4
Improved Uncanny Dodge, AC Bonus, Damage Reduction
8
8
4
3
4
Defensive Powers
9
9
5
3
5
Improved Uncanny Dodge
10
10
5
3
5
AC Bonus, Defensive Powers, Damage Reduction
Class Features
AC Bonus
A stalwart defender receives a dodge bonus to AC that starts at +1 on the 1st level. It improves to +2 at
4th level, to +3 at 7th level, and reaches the maximum of +4 at 10th level.
Defensive Stance
At 1st level, a stalwart defender can enter a defensive stance, a position of readiness and trance-like
determination. A stalwart defender can maintain this stance for a number of rounds per day equal to 4 +
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his Constitution modifier. At each level after 1st, he can maintain the stance for 2 additional rounds per
day. Temporary increases to Constitution, such as those gained from the defensive stance and spells like
bear's endurance, do not increase the total number of rounds that the stalwart defender can maintain a
defensive stance per day. The stalwart defender can enter a defensive stance as a free action. The total
number of rounds of defensive stance per day is renewed after resting for 8 hours, although these hours
do not need to be consecutive. While in a defensive stance, a stalwart defender gains a +2 bonus on
melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition,
he gains a +2 dodge bonus to Armor Class and 2 temporary hit points per Hit Die. While in a defensive
stance, a stalwart defender cannot willingly move from his current position through any means.
The stalwart defender can end his defensive stance as a free action; after ending the stance, he is
fatigued for a number of rounds equal to 2 times the number of rounds spent in the stance. A stalwart
defender cannot enter a new defensive stance while fatigued or exhausted but can otherwise enter a
stance multiple times during a single encounter or combat. If a stalwart defender falls unconscious, his
defensive stance immediately ends, placing him in peril of death. A defensive stance requires a level of
emotional calm, and it may not be maintained by a character in a rage (such as from the rage class
feature or the rage spell).
Defensive Powers
As a stalwart defender gains levels, he augments his defensive stance. Starting at 2nd level, the stalwart
defender gains a defensive power. He gains another defensive power for every two levels of stalwart
defender attained after 2nd level. The stalwart defender gains the benefits of defensive powers only
while in a defensive stance, and some of these powers require him to take an action first. Unless
otherwise noted, he cannot select an individual power more than once.
Fearless Defense
Prerequisites: Stalwart Defender 4
While in a defensive stance, the stalwart defender is immune to the shaken and frightened conditions.
He must be at least 4th level before selecting this power.
Increased Damage Reduction
Prerequisites: Stalwart Defender 6
The stalwart defender's damage reduction from this class increases by 1/. This increase is always active
while the stalwart defender is in a defensive stance. He can select this power up to two times. Its effects
stack. The stalwart defender must be at least 6th level before selecting this defensive power.
Internal Fortitude
The stalwart defender is immune to the sickened and nauseated conditions.
Renewed Defense
As a standard action, the stalwart defender heals 1d8 points of damage + his Constitution modifier. For
every two levels the stalwart defender has attained above 2nd, this healing increases by 1d8, to a
maximum of 5d8 at 10th level. This power can be used only once per day and only while in a defensive
stance.
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Roused Defense
The stalwart defender may enter a defensive stance even if fatigued. While maintaining a defensive
stance after using this ability, he is immune to the fatigued condition.
Smash
While in a defensive stance, the stalwart defender may make an extra slam attack per round (even if he
doesn't normally have a slam attack). If used as part of a full attack, the extra attack is made at the
stalwart defender's full base attack bonus 5. The smash deals 1d4 points of damage (if the stalwart
defender is Medium, or 1d3 if he is Small) plus half the character's Strength modifier.
Uncanny Dodge
The character can react to danger before her senses would normally allow her to do so. She cannot be
caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses
her Dexterity bonus to AC if immobilized. A character with this ability can still lose her Dexterity bonus to
AC if an opponent successfully uses the feint action against her.
If a character already has uncanny dodge from a different class, she automatically gains improved
uncanny dodge instead.
Damage Reduction
At 5th level, a stalwart defender gains DR 1/. At 7th level, this DR increases to 3/, and at 10th level it
increases to 5/.
Improved Uncanny Dodge
The character can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the
attacker has at least four more rogue levels than the target does.
Eldritch Knight
Eldritch knights blend the abilities of fighting classes and spellcasters, hurling magic at the enemy one
moment and hewing down their opponents with steel the next. They are just as comfortable fighting in
the thick of combat as they are casting spells at foes while remaining safely behind their compatriots.
Their versatility makes them valuable allies when the nature of an upcoming battle is unclear.
HitDice: D10
Skill Ranks per Level: 2 plus half Int bonus
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1
1
1
0
0
Diverse Training, Bonus Combat Feat
2
2
1
1
1
Arcane Spellcasting
699
3
3
2
1
1
4
4
2
1
1
5
5
3
2
2
Bonus Combat Feat
6
6
3
2
2
7
7
4
2
2
8
8
4
3
3
9
9
5
3
3
Bonus Combat Feat
10
10
5
3
3
Spell Critical
Class Features
Diverse Training
An eldritch knight adds his level to any levels of fighter he might have for the purpose of meeting the
prerequisites for feats (if he has no fighter levels, treat his eldritch knight levels as levels of fighter). He
also adds his level to any levels in an arcane spellcasting class for the purpose of meeting the
prerequisites for feats.
Bonus Combat Feat
At 1st level, an eldritch knight may choose a bonus combat feat. This is in addition to the feats that a
character of any class normally gets from advancing levels. The character must still meet any
prerequisites for these bonus feats. An eldritch knight gains an additional combat feat at 5th and 9th
level.
Armor Proficiency (Heavy Armor)
Prerequisites: Armor Proficiency (Medium Armor)
You become proficient with Heavy Armor.
Armor Proficiency (Light Armor)
You become proficient with Light Armor.
Martial Weapons Proficiency
You become proficient with all Martial Weapons.
Armor Proficiency (Medium Armor)
Prerequisites: Armor Proficiency (Light Armor)
You become proficient with Medium Armor.
Shield Proficiency
You become proficient with Bucklers, Light Shields, and Heavy Shields.
Simple Weapon Proficiency
You become proficient with all Simple Weapons.
Tower Shield Proficiency
Prerequisites: Shield Proficiency
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You become proficient with Tower Shields.
Dazzling Display
Prerequisites: Weapon Focus
You can quickly deter others with your martial mastery.
Benefit: While wielding the weapon with which you have Weapon Focus, you can use Dazzling Display as
a standard action with a 5 penalty on your Intimidate check, as a move action with a 10 penalty, or as a
swift action with a 20 penalty.
Agile Maneuvers
Prerequisites: Bull Rush, or Dirty Trick, or Disarm, or Sunder Armor, or Trip
You've learned to use your quickness in place of brute force when performing combat maneuvers.
Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your
Combat Maneuver Bonus instead of your Strength bonus.
Normal: You add your Strength bonus to your base attack bonus and size bonus when determining your
Combat Maneuver Bonus.
Arcane Armor Mastery
Prerequisites: Arcane Armor Training
You have mastered the ability to cast spells while wearing armor.
Benefit: Reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells
you cast. This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training.
Arcane Armor Training
You have learned how to cast spells while wearing armor.
Benefit: Reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells
you cast.
Arcane Strike
Spending a swift action each round, you can imbue your weapons with a fraction of your power. For 1
round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage
reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at
20th level.
Armor Focus
Prerequisites: BaseAttackBonus 1
Your familiarity with a specific type of armor increases the amount of protection you receive from it.
Benefit(s): Select one type of armor. The AC bonus granted by the selected armor increases by 1.
Light Armor Focus
Prerequisites: BaseAttackBonus 1
The AC bonus granted by any light armor that you equip increases by 1.
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Medium Armor Focus
Prerequisites: BaseAttackBonus 1
The AC bonus granted by any medium armor that you equip increases by 1.
Heavy Armor Focus
Prerequisites: BaseAttackBonus 1
The AC bonus granted by any heavy armor that you equip increases by 1.
Bashing Finish
Prerequisites: Shield Bash, and Two-Weapon Fighting, and BaseAttackBonus 11, and Shield Master
You follow a powerful blow from your weapon with an opportunistic bash from your shield.
Benefit: Whenever you score a critical hit with a melee weapon, you can make a shield bash attack
against the same target using the same bonus as a free action.
Blind Fight
In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll
one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your
Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The
invisible attacker's bonuses do still apply for ranged attacks, however. You also gain immunity to gaze
attacks.
Greater Blind Fight
Prerequisites: Perception 15 ranks, and Improved Blind Fight
Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with
total concealment as if they had normal concealment (20% miss chance instead of 50%). You may still
reroll a miss chance percentile roll as normal.
If you successfully pinpoint an invisible or hidden attacker, that attacker gets no advantages related to
hitting you with ranged attacks, regardless of the range. That is, you don't lose your Dexterity bonus to
Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible.
Improved Blind Fight
Prerequisites: Perception 10 ranks, and Blind Fight
Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss
chance percentile roll for total concealment. If you successfully pinpoint an invisible or hidden attacker
within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks. That is, you
don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being
invisible.
Cleave
Prerequisites: Power Attack, and Strength 13
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As a standard action, you can make a single attack at your full base attack bonus against a foe within
reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack
bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional
attack per round with this feat. When you use this feat, you take a 2 penalty to your Armor Class until
your next turn.
Cleaving Finish
Prerequisites: Cleave, and Strength 13, and Power Attack
If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you
can make another melee attack using your highest base attack bonus against another opponent within
reach. You can make only one extra attack per round with this feat.
Great Cleave
Prerequisites: Cleave, and Strength 13
As a standard action, you can make a single attack at your full base attack bonus against a foe within
reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack
bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue
to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You
cannot attack an individual foe more than once during this attack action. When you use this feat, you take
a 2 penalty to your Armor Class until your next turn.
Improved Cleaving Finish
Prerequisites: Cleave, and Strength 13, and Power Attack, and Great Cleave, and Cleaving Finish, and
BaseAttackBonus 6
You can use Cleaving Finish any number of times per round.
Clustered Shots
Prerequisites: Point-Blank Shot, and Precise Shot, and BaseAttackBonus 6
You take a moment to carefully aim your shots, causing them all to strike nearly the same spot.
Benefit: When you use a full attack to make multiple ranged weapon attacks against the same opponent,
total the damage from all hits before applying that opponent's damage reduction.
Combat Expertise
Prerequisites: Intelligence 13
You can choose to take a 1 penalty on melee attack rolls and combat maneuver checks to gain a +1
dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the
penalty increases by 1 and the dodge bonus increases by +1. You can only choose to use this feat when
you declare that you are making an attack or a full attack with a melee weapon. The effects of this feat
last until your next turn.
Combat Reflexes
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus.
With this feat, you may also make attacks of opportunity while flat-footed.
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Cornugon Smash
Prerequisites: Persuasion 6 ranks, and Power Attack
When you damage an opponent with a Power Attack, you may make an immediate Persuasion
(intimidate) check as a free action to attempt to demoralize your opponent.
Crane Style
Prerequisites: Dodge, and Improved Unarmed Strike; Monk 1, or BaseAttackBonus 2
You take only a 2 penalty on attack rolls for fighting defensively. While using this style and fighting
defensively, you gain an additional +1 dodge bonus to your Armor Class.
Crane Riposte
Prerequisites: Dodge, and Improved Unarmed Strike, and Crane Style, and Crane Wing; Monk 7, or
BaseAttackBonus 8
You take only a 1 penalty on attack rolls for fighting defensively.
Whenever you lose the dodge bonus from Crane Wing because an attack missed you by 4 or less, the
enemy provokes an attack of opportunity.
Crane Wing
Prerequisites: Dodge, and Improved Unarmed Strike, and Crane Style; Monk 5, or BaseAttackBonus 5
When fighting defensively with at least one hand free, you gain a +4 dodge bonus to AC against melee
attacks. If a melee attack misses you by 4 or less, you lose this dodge bonus until the beginning of your
next turn.
Blinding Critical
Prerequisites: Critical Focus, and BaseAttackBonus 15
Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save
reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack
bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than
two eyes. Blindness can be cured by heal, regenerate, remove blindness, or similar abilities.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical
Mastery.
Critical Mastery
Prerequisites: Fighter 14, and Critical Focus
When you score a critical hit, you can apply the effects of two critical feats in addition to the damage
dealt.
Normal: You can only apply the effects of one critical feat to a given critical hit in addition to the damage
dealt.
Exhausting Critical
Prerequisites: Critical Focus, and BaseAttackBonus 15, and Tiring Critical
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When you score a critical hit on a foe, your target immediately becomes exhausted. This feat has no
effect on exhausted creatures.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess the
Critical Mastery feat.
Sickening Critical
Prerequisites: Critical Focus, and BaseAttackBonus 11
Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat
do not stack. Additional hits instead add to the effect's duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical
Mastery.
Staggering Critical
Prerequisites: Critical Focus, and BaseAttackBonus 13
Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful
Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base
attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical
Mastery.
Tiring Critical
Prerequisites: Critical Focus, and BaseAttackBonus 13
Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on
a fatigued or exhausted creature.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical
Mastery.
Critical Focus
Prerequisites: BaseAttackBonus 9
You are trained in the art of causing pain. You receive a +4 circumstance bonus on attack rolls made to
confirm critical hits.
Deadly Aim
Prerequisites: Dexterity 13, and BaseAttackBonus 1
You can choose to take a 1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage
rolls.
When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its
effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not
deal hit point damage.
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Defensive Combat Training
You excel at defending yourself from all manner of combat maneuvers.
Benefit: You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver
Defense.
Deflect Arrows
Prerequisites: Improved Unarmed Strike, and Dexterity 13
You must have at least one hand free (holding nothing) to use this feat. Once per round when you would
normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage
from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack
doesn't count as an action.
Dodge
Prerequisites: Dexterity 13
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes
you lose the benefits of this feat.
Double Slice
Prerequisites: Dexterity 15, and Two-Weapon Fighting
Your off-hand weapon while dual-wielding strikes with greater power.
Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon.
Normal: You normally add only half of your Strength modifier to damage rolls made with a weapon
wielded in your off-hand.
Dragon Ferocity
Prerequisites: Improved Unarmed Strike, and Mobility 5 ranks, and Strength 15, and Dragon Style, and
Stunning Fist
You attack with the strength of a dragon, your telling blows striking fear into your enemies.
While using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional
one-half your Strength bonus, to a total of double your Strength bonus on the first attack and 1.5 times
your Strength bonus on the other attacks.
When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this
style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.
Dragon Style
Prerequisites: Improved Unarmed Strike, and Mobility 3 ranks, and Strength 15
You call upon the spirit of dragonkind, gaining greater resilience, mobility, and fierceness from the
blessing of these great beings.
While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and
stunning effects. Further, you can add 1.5 times your Strength bonus on the damage roll for your first
unarmed strike on a given round.
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Dreadful Carnage
Prerequisites: Strength 15, and Dazzling Display, and Power Attack, and BaseAttackBonus 11
Slaying an enemy demoralizes your other nearby foes.
Benefit: Whenever you reduce an enemy to 0 or fewer hit points, you can make a Persuasion (to
intimidate) check to demoralize all enemies within 30 feet as a free action. Enemies that cannot see both
you and the enemy you reduced to 0 or fewer hit points are unaffected.
Aldori Dueling Mastery
Prerequisites: Dexterity 13, and Weapon Finesse
You gain a +2 bonus on initiative checks as long as you start combat with a dueling sword. As long as you
wield only a single dueling sword in one hand (not using a shield or an off-hand weapon), you gain a +2
shield bonus to your AC. Although the dueling sword deals slashing damage, you treat it as if it were also
a piercing weapon when determining the effects of weapons used by a duelist.
Endurance
Harsh conditions or long exertions do not easily tire you.
Benefit: You gain +2 bonus on Athletics checks and +4 bonus on Fortitude saves against fatigue and
exhaustion.
You may sleep in light or medium armor without becoming fatigued.
Fencing Grace
Prerequisites: Dexterity 13, and Weapon Finesse
Your dashing style and fluid fencing forms allow you to use agility rather than brute force to fell your
foes.
Benefits: Choose one kind of light or one-handed piercing weapon (such as the rapier). When wielding
your chosen weapon one-handed, you can add your Dexterity modifier instead of your Strength modifier
to that weapon's damage. You do not gain this benefit while fighting with two weapons or using flurry of
blows, or anytime another hand is otherwise occupied.
Greater Penetrating Strike
Prerequisites: Fighter 16, and Weapon Focus, and Penetrating Strike
Your attacks made with weapons selected with Weapon Focus ignore up to 10 points of damage
reduction.
Hammer the Gap
Prerequisites: BaseAttackBonus 6
You repeatedly strike the same location, causing increasing amounts of damage.
Benefit: When you make a full attack, each consecutive hit against the same opponent deals extra
damage equal to the number of previous consecutive hits you have made against that opponent this turn.
This damage is multiplied on a critical hit.
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Improved Initiative
Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.
Improved Critical
Prerequisites: BaseAttackBonus 8
Choose one type of weapon. When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the
feat, it applies to a new type of weapon.
This effect doesn't stack with any other effect that expands the threat range of a weapon.
Improved Precise Shot
Prerequisites: Dexterity 19, and BaseAttackBonus 11, and Point-Blank Shot, and Precise Shot
Your ranged attacks ignore anything but total concealment and cover.
Benefit: Your ranged attacks ignore the miss chance granted to targets by anything less than total
concealment. Total concealment provides their normal benefits against your ranged attacks.
Improved Unarmed Strike
You are considered to be armed even when unarmed you can make unarmed attacks that deal 1d3
bludgeoning damage (if Medium; 1d2 if Small).
Intimidating Prowess
Your physical might is intimidating to others.
Benefit: Add your Strength modifier to Persuasion skill (when used to intimidate) checks in addition to
your Charisma modifier.
Greater Bull Rush
Prerequisites: Bull Rush, and Strength 13, and Power Attack, and BaseAttackBonus 6
You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by
Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from you
and all of your allies.
Bull Rush
Prerequisites: Power Attack, and Strength 13
This feat gives the character an ability to perform the bull rush combat maneuver. It also grants a +2
bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
A bull rush attempts to push an opponent straight back without doing any harm. If your combat
maneuver is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your
opponent's CMD you can push the target back an additional 5 feet.
An enemy being moved by a bull rush does not provoke an attack of opportunity because of the
movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square
that is occupied by a solid object or obstacle.
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Greater Dirty Trick
Prerequisites: Dirty Trick, and Intelligence 13, and BaseAttackBonus 6; Combat Expertise, or Kinetic
Warrior
You receive a +2 bonus on checks made to attempt a dirty trick. This bonus stacks with the bonus
granted by Dirty Trick. Whenever you successfully perform a dirty trick, the penalty lasts for 1d4 rounds,
plus 1 round for every 5 by which your attack exceeds the target's CMD.
Dirty Trick
Prerequisites: Intelligence 13; Combat Expertise, or Kinetic Warrior
This feat gives the character an ability to perform the dirty trick combat maneuver. It also grants a +2
bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
You can attempt to hinder a foe in melee as a standard action. If your attack is successful, the target takes
a penalty. The penalty is limited to one of the following conditions: blinded, entangled, or sickened.
This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent's CMD, the
penalty lasts 1 additional round.
Greater Disarm
Prerequisites: Disarm, and Intelligence 13, and BaseAttackBonus 6; Combat Expertise, or Kinetic Warrior
You receive a +2 bonus on checks made to attempt a disarm. This bonus stacks with the bonus granted
by Disarm. Whenever you successfully perform a disarm, the penalty lasts for 1d4 rounds, plus 1 round
for every 5 by which your attack exceeds the target's CMD.
Disarm
Prerequisites: Intelligence 13; Combat Expertise, or Kinetic Warrior
This feat gives the character an ability to perform the disarm combat maneuver. It also grants a +2 bonus
to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
You can attempt to disarm a foe in melee as a standard action. If your combat maneuver is successful, the
target cannot use his weapons for 1 round.
For every 5 by which your attack exceeds your opponent's CMD, the disarmed condition lasts 1 additional
round.
Greater Sunder Armor
Prerequisites: Sunder Armor, and Strength 13, and Power Attack, and BaseAttackBonus 6
You receive a +2 bonus on checks made to attempt a sunder. This bonus stacks with the bonus granted
by Sunder Armor. Whenever you successfully perform a sunder, the penalty lasts for 1d4 rounds, plus 1
round for every 5 by which your attack exceeds the target's CMD.
Sunder Armor
Prerequisites: Power Attack, and Strength 13
This feat gives the character an ability to perform the sunder armor combat maneuver. It also grants a +2
bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
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You can attempt to dislodge an armor worn by your opponent. If your combat maneuver is successful, the
target loses its bonuses from armor for 1 round.
For every 5 by which your attack exceeds your opponent's CMD, the penalty lasts 1 additional round.
Fury's Fall
Prerequisites: Trip
You can use strength and agility to send foes crashing to the ground.
Benefit: When making a trip attack, add your Dexterity bonus to your CMB.
Greater Trip
Prerequisites: Intelligence 13, and Trip, and BaseAttackBonus 6; Combat Expertise, or Kinetic Warrior
You can make free attacks on foes that you knock down.
Benefit: You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted
by Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.
Normal: Creatures do not provoke attacks of opportunity from being tripped.
Trip
Prerequisites: Intelligence 13; Combat Expertise, or Kinetic Warrior
This feat gives the character an ability to perform the trip combat maneuver. It also grants a +2 bonus to
CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
You can attempt to trip your opponent in place of a melee attack. If your combat maneuver is successful,
the target is knocked prone.
If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each
additional leg it has. Some creaturessuch as oozes, creatures without legs, and flying creaturescannot
be tripped.
Manyshot
Prerequisites: Rapid Shot, and BaseAttackBonus 6
When making a full attack with a bow, your first attack fires two arrows. If the attack hits, both arrows
hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack.
Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do
other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply
separately to each arrow.
Missile Shield
Prerequisites: Shield Focus, and Dexterity 13
You must be using a shield to use this feat. Once per round when you would normally be hit with an
attack from a ranged weapon (not including spell effects, natural attacks, or massive ranged weapons),
you may deflect it so that you take no damage, as if you had the Deflect Arrows feat. You must be aware
of the attack and not flat-footed.
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Combat Mobility
Prerequisites: Dexterity 13, and Dodge
You can easily move through a dangerous melee.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move
out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class
(if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Natural Spell
Prerequisites: Wild Shape (Wolf), and Wisdom 13
You can cast spells while using wild shape. You substitute various noises and gestures for the normal
verbal and somatic components of a spell.
Penetrating Strike
Prerequisites: Fighter 12, and Weapon Focus
Your attacks made with weapons selected with Weapon Focus ignore up to 5 points of damage
reduction.
Piranha Strike
Prerequisites: Dexterity 13, and Weapon Finesse
When wielding a light weapon or any other weapon that can be used with Weapon Finesse, you can
choose to take a 1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on
all melee damage rolls.
This bonus to damage is halved (50%) if you are making an attack with an off-hand weapon or secondary
natural weapon.
When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by 1
and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll,
and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that
do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.
Point-Blank Shot
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Point-Blank Master
Prerequisites: Fighter 4
Benefit: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the
selected weapon while threatened.
Normal: Using a ranged weapon while you are threatened provokes attacks of opportunity.
Power Attack
Prerequisites: Strength 13
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You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks to gain a +2
bonus on all melee damage rolls.
This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon,
a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength
modifier on damage rolls. This bonus to damage is halved (50%) if you are making an attack with an off-
hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and
the bonus to damage increases by +2.
The effects of this feat last until your next turn. The bonus damage does not apply to touch attacks or
effects that do not deal hit point damage.
Precise Shot
Prerequisites: Point-Blank Shot
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard
4 penalty on your attack roll.
Exotic Weapon Proficiency
Prerequisites: BaseAttackBonus 1
Choose one type of exotic weapon, such as the dueling sword or sai. You understand how to use that
type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might
allow.
Weapon Proficiency (Bastard Sword)
You become proficient with bastard swords and can use them as a weapon.
Weapon Proficiency (Orc Double Axe)
You become proficient with orc double axes and can use them as a weapon.
Weapon Proficiency (Two-bladed Sword)
You become proficient with two-bladed swords and can use them as a weapon.
Weapon Proficiency (Dueling Sword)
You become proficient with dueling swords and can use them as a weapon.
Weapon Proficiency (Dwarven Waraxe)
You become proficient with dwarven waraxes and can use them as a weapon.
Weapon Proficiency (Elven Curve Blade)
You become proficient with elven curve blade and can use it as a weapon.
Weapon Proficiency (Estoc)
You become proficient with estocs and can use them as a weapon.
Weapon Proficiency (Falcata)
You become proficient with falcatas and can use them as a weapon.
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Weapon Proficiency (Fauchard)
You become proficient with fauchards and can use them as a weapon.
Weapon Proficiency (Gnome Hooked Hammer)
You become proficient with gnome hooked hammers and can use them as a weapon.
Weapon Proficiency (Kama)
You become proficient with kama and can use them as a weapon.
Weapon Proficiency (Sai)
You become proficient with sai and can use them as a weapon.
Weapon Proficiency (Sling Staff)
You become proficient with sling staffs and can use them as a weapon.
Weapon Proficiency (Tongi)
You become proficient with tongi and can use them as a weapon.
Weapon Proficiency (Dwarven Urgrosh)
You become proficient with dwarven urgoshes and can use them as a weapon.
Weapon Proficiency (Nunchaku)
You become proficient with nunchaku and can use them as a weapon.
Pummeling Bully
Prerequisites: Pummeling Style, and Trip, and Improved Unarmed Strike; BaseAttackBonus 9, or Monk 5
When you use Pummeling Style to make an entire full attack or flurry of blows against a single target, if
you hit with any of your attacks, you attempt a trip combat maneuver check as a free action.
Pummeling Charge
Prerequisites: Pummeling Style; BaseAttackBonus 12, or Monk 8
Your charge ends with a mighty haymaker.
Benefit: You can charge and make a full attack or flurry of blows at the end of your charge as part of the
charge action. You can use Pummeling Charge in this way only if all of your attacks qualify for using
Pummeling Style against a single target.
Pummeling Style
Prerequisites: Improved Unarmed Strike; Flurry of Blows, or BaseAttackBonus 6
Your unarmed strikes weave together in an effortless combo, focusing on the spots you've weakened
with the last hit.
Benefit: Whenever you use a full attack or flurry of blows to make multiple attacks against a single
opponent with unarmed strikes, total the damage from all hits before applying damage reduction. This
ability works only with unarmed strikes, no matter what other abilities you might possess.
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Rapid Shot
When making a full attack with a ranged weapon, you can fire one additional time this round at your
highest bonus. All of your attack rolls take a 2 penalty when using Rapid Shot.
Shield Bash
You may attack with light and heavy shields. This incurs standard penalties for two-weapon fighting if you
have a weapon in your other hand.
A light shield deals 1d3 damage and is considered a light weapon. A heavy shield deals 1d4 damage and is
considered a one-handed weapon.
Shield Focus
Increase the AC bonus granted by any shield you are using by 1.
Greater Shield Focus
Prerequisites: Fighter 8, and Shield Focus
You are skilled at deflecting blows with your shield.
Benefit: Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus
granted by Shield Focus.
Shield Master
Prerequisites: Shield Bash, and Two-Weapon Fighting, and BaseAttackBonus 11
Your mastery of the shield allows you to fight with it without hindrance.
Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another
weapon. Add your shield's enhancement bonus to attack and damage rolls made with the shield as if it
were a weapon enhancement bonus.
Slashing Grace
Prerequisites: Dexterity 13, and Weapon Finesse
You can stab your enemies with your sword or another slashing weapon.
Benefit: Choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding
your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats
and class abilities that require such a weapon (such as a duelist's precise strike) and you can add your
Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one
appropriate for your size.
Crushing Blow
Prerequisites: Improved Unarmed Strike, and Stunning Fist
You can make a Stunning Fist attempt as a full-round action. If successful, instead of stunning your target,
you reduce the target's AC by an amount equal to your Wisdom modifier for 1 minute. This penalty does
not stack with other penalties applied due to Crushing Blow.
Stunning Fist
Prerequisites: Improved Unarmed Strike
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You know just where to strike to temporarily stun a foe.
You must use this feat before you make your attack (thus, a failed attack roll ruins the attempt). Stunning
Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your
character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this
saving throw is stunned for 1 round (until just before your next turn). A stunned character drops
everything held, can't take actions, loses any Dexterity bonus to AC, and takes a 2 penalty to AC. You
may attempt a stunning attack once per day for every four levels you have attained, and no more than
once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to
critical hits cannot be stunned.
Allied Spellcaster
With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 bonus on
concentration checks and level checks made to overcome spell resistance.
Back to Back
Prerequisites: Perception 3 ranks
Your ally's eyes are your own, and yours are his.
Benefit: While you are flanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus
to AC against attacks from opponents flanking you.
Coordinated Defense
Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your
Combat Maneuver Defense. This bonus increases to +4 if the creature attempting the maneuver is larger
than both you and your ally.
Coordinated Maneuvers
You are skilled at working with your allies to perform dangerous combat maneuvers.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus
on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a
grapple.
Outflank
Prerequisites: BaseAttackBonus 4
Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on
attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it
provokes an attack of opportunity from your ally.
Precise Strike
Prerequisites: Dexterity 13, and BaseAttackBonus 1
Whenever you and an ally who also has this feat are flanking the same creature, you deal an additional
1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other
sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
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Shatter Defenses
Prerequisites: Weapon Focus, and Dazzling Display, and BaseAttackBonus 6
Your skill with your chosen weapon leaves opponents unable to defend themselves if you strike them
when their defenses are already compromised.
Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks
until the end of your next turn. This includes any additional attacks you make this round.
Shielded Caster
Your allies cover you while you cast complicated spells.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus
on concentration checks.
If your ally is wielding a buckler or a light shield, this bonus increases by +1.
If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2.
Shield Wall
Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this feat,
the AC bonus from your shield increases, depending on the shield wielded by your ally.
If your ally is wielding a buckler or a light shield, your shield bonus increases by +1.
If your ally is wielding a heavy shield or a tower shield, your shield bonus increases by +2.
Seize the Moment
Prerequisites: Combat Reflexes
When an ally who also has this feat confirms a critical hit against an opponent that you also threaten, you
can make an attack of opportunity against that opponent.
Tandem Trip
Prerequisites: Trip
You know how to work together to trip your foes.
Benefit: Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this
feat, you roll twice and take the better result.
Two-Weapon Fighting
Prerequisites: Dexterity 15
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your
primary hand lessens by 2 and the one for your off hand lessens by 6.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that
weapon. When fighting in this way you suffer a 6 penalty with your regular attack or attacks with your
primary hand and a 10 penalty to the attack with your off hand. If your off-hand weapon is light, the
penalties are reduced by 2 each. An unarmed strike is always considered light.
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Greater Two-Weapon Fighting
Prerequisites: Dexterity 19, and Improved Two-Weapon Fighting, and BaseAttackBonus 11
You get a third attack with your off-hand weapon, albeit at a 10 penalty.
Improved Two-Weapon Fighting
Prerequisites: Dexterity 17, and Two-Weapon Fighting, and BaseAttackBonus 6
You get a second attack with your off-hand weapon, albeit at a 5 penalty.
Vital Strike
Prerequisites: BaseAttackBonus 6
You make a single attack that deals significantly more damage than normal.
Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals
additional damage. Roll the weapon's damage dice for the attack twice and add the results together
before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and
other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are
added to the total.
Greater Vital Strike
Prerequisites: BaseAttackBonus 16, and Improved Vital Strike
You can make a single attack that deals incredible damage.
Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals
additional damage. Roll the weapon's damage dice for the attack four times and add the results together
before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and
other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are
added to the total.
Improved Vital Strike
Prerequisites: BaseAttackBonus 11, and Vital Strike
You can make a single attack that deals a large amount of damage.
Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals
additional damage. Roll the weapon's damage dice for the attack three times and add the results
together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based
damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit,
but are added to the total.
Weapon Finesse
With a light weapon, elven curve blade, estoc or rapier made for a creature of your size category, you
may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Weapon Focus
Prerequisites: BaseAttackBonus 1
Choose one type of weapon. You can also choose unarmed strike (or, if you are a spellcaster, melee or
ranged touch attack) as your weapon for the purposes of this feat.
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Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it
applies to a new type of weapon.
Greater Weapon Focus
Prerequisites: Fighter 8, and Weapon Focus
Choose one type of weapon (including unarmed strike) for which you have already selected Weapon
Focus. You are a master at your chosen weapon.
Benefit: You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with
other bonuses on attack rolls, including those from Weapon Focus.
Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take
the feat, it applies to a new type of weapon.
Weapon Specialization
Prerequisites: Fighter 4, and Weapon Focus
You are skilled at dealing damage with one weapon. Choose one type of weapon (including unarmed
strike) for which you have already selected the Weapon Focus feat. You deal extra damage when using
this weapon.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it
applies to a new type of weapon.
Greater Weapon Specialization
Prerequisites: Fighter 12, and Weapon Specialization
Choose one type of weapon (including unarmed strike) for which you possess the Weapon Specialization
feat. Your attacks with the chosen weapon are more devastating than normal.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus to
damage stacks with other damage roll bonuses, including any you gain from Weapon Specialization.
Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time
you take the feat, it applies to a new type of weapon.
Arcane Spellcasting
At 2nd level, and at every level thereafter, an eldritch knight gains new spells per day as if he had also
gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not,
however, gain any other benefit a character of that class would have gained, except for additional spells
per day, spells known, and an increased effective level of spellcasting. If a character had more than one
arcane spellcasting class before becoming an eldritch knight, he must decide to which class he adds the
new level for purposes of determining spells per day.
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Arcanist
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Arcanist
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Arcanist
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Bard
At 2nd level, and at every level thereafter, an eldritch knight gains new spells per day as if he had also
gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not,
however, gain any other benefit a character of that class would have gained, except for additional spells
per day, spells known, and an increased effective level of spellcasting. If a character had more than one
arcane spellcasting class before becoming an eldritch knight, he must decide to which class he adds the
new level for purposes of determining spells per day.
Bloodrager
At 2nd level, and at every level thereafter, an eldritch knight gains new spells per day as if he had also
gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not,
however, gain any other benefit a character of that class would have gained, except for additional spells
per day, spells known, and an increased effective level of spellcasting. If a character had more than one
arcane spellcasting class before becoming an eldritch knight, he must decide to which class he adds the
new level for purposes of determining spells per day.
Eldritch Scion
At 2nd level, and at every level thereafter, an eldritch knight gains new spells per day as if he had also
gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not,
however, gain any other benefit a character of that class would have gained, except for additional spells
per day, spells known, and an increased effective level of spellcasting. If a character had more than one
arcane spellcasting class before becoming an eldritch knight, he must decide to which class he adds the
new level for purposes of determining spells per day.
Eldritch Scoundrel
At 2nd level, and at every level thereafter, an eldritch knight gains new spells per day as if he had also
gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not,
however, gain any other benefit a character of that class would have gained, except for additional spells
per day, spells known, and an increased effective level of spellcasting. If a character had more than one
arcane spellcasting class before becoming an eldritch knight, he must decide to which class he adds the
new level for purposes of determining spells per day.
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Empyreal Sorcerer
At 2nd level, and at every level thereafter, an eldritch knight gains new spells per day as if he had also
gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not,
however, gain any other benefit a character of that class would have gained, except for additional spells
per day, spells known, and an increased effective level of spellcasting. If a character had more than one
arcane spellcasting class before becoming an eldritch knight, he must decide to which class he adds the
new level for purposes of determining spells per day.
Magus
At 2nd level, and at every level thereafter, an eldritch knight gains new spells per day as if he had also
gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not,
however, gain any other benefit a character of that class would have gained, except for additional spells
per day, spells known, and an increased effective level of spellcasting. If a character had more than one
arcane spellcasting class before becoming an eldritch knight, he must decide to which class he adds the
new level for purposes of determining spells per day.
Sage Sorcerer
At 2nd level, and at every level thereafter, an eldritch knight gains new spells per day as if he had also
gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not,
however, gain any other benefit a character of that class would have gained, except for additional spells
per day, spells known, and an increased effective level of spellcasting. If a character had more than one
arcane spellcasting class before becoming an eldritch knight, he must decide to which class he adds the
new level for purposes of determining spells per day.
Sorcerer
At 2nd level, and at every level thereafter, an eldritch knight gains new spells per day as if he had also
gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not,
however, gain any other benefit a character of that class would have gained, except for additional spells
per day, spells known, and an increased effective level of spellcasting. If a character had more than one
arcane spellcasting class before becoming an eldritch knight, he must decide to which class he adds the
new level for purposes of determining spells per day.
Sword Saint
At 2nd level, and at every level thereafter, an eldritch knight gains new spells per day as if he had also
gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not,
however, gain any other benefit a character of that class would have gained, except for additional spells
per day, spells known, and an increased effective level of spellcasting. If a character had more than one
arcane spellcasting class before becoming an eldritch knight, he must decide to which class he adds the
new level for purposes of determining spells per day.
Thassilonian Specialist Envy
Prerequisites: Envy (Abjuration)
At 2nd level, and at every level thereafter, an eldritch knight gains new spells per day as if he had also
gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not,
however, gain any other benefit a character of that class would have gained, except for additional spells
per day, spells known, and an increased effective level of spellcasting. If a character had more than one
arcane spellcasting class before becoming an eldritch knight, he must decide to which class he adds the
new level for purposes of determining spells per day.
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Thassilonian Specialist Sloth
Prerequisites: Sloth (Conjuration)
At 2nd level, and at every level thereafter, an eldritch knight gains new spells per day as if he had also
gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not,
however, gain any other benefit a character of that class would have gained, except for additional spells
per day, spells known, and an increased effective level of spellcasting. If a character had more than one
arcane spellcasting class before becoming an eldritch knight, he must decide to which class he adds the
new level for purposes of determining spells per day.
Thassilonian Specialist Lust
Prerequisites: Lust (Enchantment)
At 2nd level, and at every level thereafter, an eldritch knight gains new spells per day as if he had also
gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not,
however, gain any other benefit a character of that class would have gained, except for additional spells
per day, spells known, and an increased effective level of spellcasting. If a character had more than one
arcane spellcasting class before becoming an eldritch knight, he must decide to which class he adds the
new level for purposes of determining spells per day.
Thassilonian Specialist Wrath
Prerequisites: Wrath (Evocation)
At 2nd level, and at every level thereafter, an eldritch knight gains new spells per day as if he had also
gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not,
however, gain any other benefit a character of that class would have gained, except for additional spells
per day, spells known, and an increased effective level of spellcasting. If a character had more than one
arcane spellcasting class before becoming an eldritch knight, he must decide to which class he adds the
new level for purposes of determining spells per day.
Thassilonian Specialist Pride
Prerequisites: Pride (Illusion)
At 2nd level, and at every level thereafter, an eldritch knight gains new spells per day as if he had also
gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not,
however, gain any other benefit a character of that class would have gained, except for additional spells
per day, spells known, and an increased effective level of spellcasting. If a character had more than one
arcane spellcasting class before becoming an eldritch knight, he must decide to which class he adds the
new level for purposes of determining spells per day.
Thassilonian Specialist Gluttony
Prerequisites: Gluttony (Necromancy)
At 2nd level, and at every level thereafter, an eldritch knight gains new spells per day as if he had also
gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not,
however, gain any other benefit a character of that class would have gained, except for additional spells
per day, spells known, and an increased effective level of spellcasting. If a character had more than one
arcane spellcasting class before becoming an eldritch knight, he must decide to which class he adds the
new level for purposes of determining spells per day.
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Thassilonian Specialist Greed
Prerequisites: Greed (Transmutation)
At 2nd level, and at every level thereafter, an eldritch knight gains new spells per day as if he had also
gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not,
however, gain any other benefit a character of that class would have gained, except for additional spells
per day, spells known, and an increased effective level of spellcasting. If a character had more than one
arcane spellcasting class before becoming an eldritch knight, he must decide to which class he adds the
new level for purposes of determining spells per day.
Witch
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Witch
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Witch
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Wizard
At 2nd level, and at every level thereafter, an eldritch knight gains new spells per day as if he had also
gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not,
however, gain any other benefit a character of that class would have gained, except for additional spells
per day, spells known, and an increased effective level of spellcasting. If a character had more than one
arcane spellcasting class before becoming an eldritch knight, he must decide to which class he adds the
new level for purposes of determining spells per day.
Spell Critical
At 10th level, whenever an eldritch knight successfully confirms a critical hit, the next spell he casts
within 2 rounds will be cast as swift action, as if quickened.
Dragon Disciple
With the magic of a spellcasting class at their disposal, dragon disciples can assume the typical role of a
magic-user, hampering the movement of the enemy and hurling damage-dealing spells at their
opponents. Dragon disciples' draconic abilities, however, make these versatile spellcasters even more
formidable, as they use their breath weapons and flight to destroy their foes directly.
HitDice: D12
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Skill Ranks per Level: 2 plus half Int bonus
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1
0
1
0
1
Blood of Dragons, Natural Armor Increase (+1)
2
1
1
1
1
Arcane Spellcasting, Bloodline Feat Selection, Ability Boost Strength (+2), Dragon
Bite
3
2
2
1
2
Breath Weapon
4
3
2
1
2
Ability Boost Strength (+2), Natural Armor Increase (+1)
5
3
3
2
3
Bloodline Feat Selection, Blindsense
6
4
3
2
3
Dragon Bite, Ability Boost Constitution (+2)
7
5
4
2
4
Natural Armor Increase (+1), Dragon Bite
8
6
4
3
4
Bloodline Feat Selection, Ability Boost Intelligence (+2)
9
6
5
3
5
Dragon Bite
10
7
5
3
5
Blindsense, Dragon Bite
Class Features
Blood of Dragons
A dragon disciple adds his level to his sorcerer levels when determining the powers gained from
his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline
powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to
determine the bonuses gained. He must choose a dragon type upon gaining his first level in this
class and that type must be the same as his sorcerer type. This ability does not grant bonus spells
to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are
automatically granted if the sorcerer gains spell slots of the spell's level.
Draconic Black
Prerequisites: Draconic Bloodline Black
At some point in your family's history, a dragon interbred with your bloodline. Now, the sublime
monster's ancient power fuels your bloodrage. The power of dragons flows through you and
manifests in a number of ways.
Bonus Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Intimidating
Prowess, Toughness.
Bonus Spells: Shield (7th), resist energy (10th), heroism (13th), fear (16th).
Claws
At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make
two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points
of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are
considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the
damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws deal an
additional 1d6 points of damage of your energy type on a hit.
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Claws
At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make
two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points
of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are
considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the
damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws deal an
additional 1d6 points of damage of your energy type on a hit.
Draconic Resistance
At 4th level, you gain resistance 5 against your energy type and a +1 natural armor bonus to AC.
At 8th level, your energy resistance increases to 10 and your natural armor bonus increases to
+2. At 16th level, your natural armor bonus increases to +4.
Bonus Feats
Bonus Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Intimidating
Prowess, Toughness.
Blind Fight
In melee, every time you miss because of concealment, you can reroll your miss chance
percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose
your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being
invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You also gain
immunity to gaze attacks.
Cleave
Prerequisites: Power Attack, and Strength 13
As a standard action, you can make a single attack at your full base attack bonus against a foe
within reach. If you hit, you deal damage normally and can make an additional attack (using your
full base attack bonus) against a foe that is adjacent to the first and also within reach. You can
only make one additional attack per round with this feat. When you use this feat, you take a 2
penalty to your Armor Class until your next turn.
Great Fortitude
You get a +2 bonus on all Fortitude saving throws.
Improved Initiative
Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.
Toughness
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such
as when you gain a level).
Power Attack
Prerequisites: Strength 13
You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks to
gain a +2 bonus on all melee damage rolls.
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This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed
weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2
times your Strength modifier on damage rolls. This bonus to damage is halved (50%) if you are
making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by
1 and the bonus to damage increases by +2.
The effects of this feat last until your next turn. The bonus damage does not apply to touch
attacks or effects that do not deal hit point damage.
Intimidating Prowess
Your physical might is intimidating to others.
Benefit: Add your Strength modifier to Persuasion skill (when used to intimidate) checks in
addition to your Charisma modifier.
Bonus Spell Shield
At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his
bloodline.
Breath Weapon
At 8th level, you gain a breath weapon that you can use once per day. This breath weapon deals
1d6 points of damage of your energy type per bloodrager level. Those caught in the area of the
breath can attempt a Reflex saving throw for half damage. The DC of this save is equal to 10 +
1/2 your bloodrager level + your Constitution modifier. The shape of the breath weapon
depends on your dragon type (as indicated on the above table). At 16th level, you can use this
ability twice per day. At 20th level, you can use this ability three times per day.
Bonus Spell Resist Energy
At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his
bloodline.
Dragon Wings
At 12th level, when entering a bloodrage, you grow leathery wings from your back.
Bonus Spell Heroism
At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his
bloodline.
Bonus Spell Fear
At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his
bloodline.
Dragon Form
At 16th level, when entering a bloodrage, you can choose to take the form of your chosen
dragon type (as form of the dragon II).
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Power of Wyrms
At 20th level, you gain immunity to paralysis, sleep, and damage from your energy type. You also
gain blindsense with a range of 60 feet. You have these benefits constantly, even while not
bloodraging.
Draconic Blue
Prerequisites: Draconic Bloodline Blue
At some point in your family's history, a dragon interbred with your bloodline. Now, the sublime
monster's ancient power fuels your bloodrage. The power of dragons flows through you and
manifests in a number of ways.
Bonus Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Intimidating
Prowess, Toughness.
Bonus Spells: Shield (7th), resist energy (10th), heroism (13th), fear (16th).
Breath Weapon
At 8th level, you gain a breath weapon that you can use once per day. This breath weapon deals
1d6 points of damage of your energy type per bloodrager level. Those caught in the area of the
breath can attempt a Reflex saving throw for half damage. The DC of this save is equal to 10 +
1/2 your bloodrager level + your Constitution modifier. The shape of the breath weapon
depends on your dragon type (as indicated on the above table). At 16th level, you can use this
ability twice per day. At 20th level, you can use this ability three times per day.
Dragon Form
At 16th level, when entering a bloodrage, you can choose to take the form of your chosen
dragon type (as form of the dragon II).
Draconic Brass
Prerequisites: Draconic Bloodline Brass
At some point in your family's history, a dragon interbred with your bloodline. Now, the sublime
monster's ancient power fuels your bloodrage. The power of dragons flows through you and
manifests in a number of ways.
Bonus Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Intimidating
Prowess, Toughness.
Bonus Spells: Shield (7th), resist energy (10th), heroism (13th), fear (16th).
Breath Weapon
At 8th level, you gain a breath weapon that you can use once per day. This breath weapon deals
1d6 points of damage of your energy type per bloodrager level. Those caught in the area of the
breath can attempt a Reflex saving throw for half damage. The DC of this save is equal to 10 +
1/2 your bloodrager level + your Constitution modifier. The shape of the breath weapon
depends on your dragon type (as indicated on the above table). At 16th level, you can use this
ability twice per day. At 20th level, you can use this ability three times per day.
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Dragon Form
At 16th level, when entering a bloodrage, you can choose to take the form of your chosen
dragon type (as form of the dragon II).
Draconic Bronze
Prerequisites: Draconic Bloodline Bronze
At some point in your family's history, a dragon interbred with your bloodline. Now, the sublime
monster's ancient power fuels your bloodrage. The power of dragons flows through you and
manifests in a number of ways.
Bonus Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Intimidating
Prowess, Toughness.
Bonus Spells: Shield (7th), resist energy (10th), heroism (13th), fear (16th).
Breath Weapon
At 8th level, you gain a breath weapon that you can use once per day. This breath weapon deals
1d6 points of damage of your energy type per bloodrager level. Those caught in the area of the
breath can attempt a Reflex saving throw for half damage. The DC of this save is equal to 10 +
1/2 your bloodrager level + your Constitution modifier. The shape of the breath weapon
depends on your dragon type (as indicated on the above table). At 16th level, you can use this
ability twice per day. At 20th level, you can use this ability three times per day.
Dragon Form
At 16th level, when entering a bloodrage, you can choose to take the form of your chosen
dragon type (as form of the dragon II).
Draconic Copper
Prerequisites: Draconic Bloodline Copper
At some point in your family's history, a dragon interbred with your bloodline. Now, the sublime
monster's ancient power fuels your bloodrage. The power of dragons flows through you and
manifests in a number of ways.
Bonus Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Intimidating
Prowess, Toughness.
Bonus Spells: Shield (7th), resist energy (10th), heroism (13th), fear (16th).
Breath Weapon
At 8th level, you gain a breath weapon that you can use once per day. This breath weapon deals
1d6 points of damage of your energy type per bloodrager level. Those caught in the area of the
breath can attempt a Reflex saving throw for half damage. The DC of this save is equal to 10 +
1/2 your bloodrager level + your Constitution modifier. The shape of the breath weapon
depends on your dragon type (as indicated on the above table). At 16th level, you can use this
ability twice per day. At 20th level, you can use this ability three times per day.
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Dragon Form
At 16th level, when entering a bloodrage, you can choose to take the form of your chosen
dragon type (as form of the dragon II).
Draconic Gold
Prerequisites: Draconic Bloodline Gold
At some point in your family's history, a dragon interbred with your bloodline. Now, the sublime
monster's ancient power fuels your bloodrage. The power of dragons flows through you and
manifests in a number of ways.
Bonus Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Intimidating
Prowess, Toughness.
Bonus Spells: Shield (7th), resist energy (10th), heroism (13th), fear (16th).
Breath Weapon
At 8th level, you gain a breath weapon that you can use once per day. This breath weapon deals
1d6 points of damage of your energy type per bloodrager level. Those caught in the area of the
breath can attempt a Reflex saving throw for half damage. The DC of this save is equal to 10 +
1/2 your bloodrager level + your Constitution modifier. The shape of the breath weapon
depends on your dragon type (as indicated on the above table). At 16th level, you can use this
ability twice per day. At 20th level, you can use this ability three times per day.
Dragon Form
At 16th level, when entering a bloodrage, you can choose to take the form of your chosen
dragon type (as form of the dragon II).
Draconic- Green
Prerequisites: Draconic Bloodline Green
At some point in your family's history, a dragon interbred with your bloodline. Now, the sublime
monster's ancient power fuels your bloodrage. The power of dragons flows through you and
manifests in a number of ways.
Bonus Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Intimidating
Prowess, Toughness.
Bonus Spells: Shield (7th), resist energy (10th), heroism (13th), fear (16th).
Breath Weapon
At 8th level, you gain a breath weapon that you can use once per day. This breath weapon deals
1d6 points of damage of your energy type per bloodrager level. Those caught in the area of the
breath can attempt a Reflex saving throw for half damage. The DC of this save is equal to 10 +
1/2 your bloodrager level + your Constitution modifier. The shape of the breath weapon
depends on your dragon type (as indicated on the above table). At 16th level, you can use this
ability twice per day. At 20th level, you can use this ability three times per day.
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Dragon Form
At 16th level, when entering a bloodrage, you can choose to take the form of your chosen
dragon type (as form of the dragon II).
Draconic Red
Prerequisites: Draconic Bloodline Red
At some point in your family's history, a dragon interbred with your bloodline. Now, the sublime
monster's ancient power fuels your bloodrage. The power of dragons flows through you and
manifests in a number of ways.
Bonus Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Intimidating
Prowess, Toughness.
Bonus Spells: Shield (7th), resist energy (10th), heroism (13th), fear (16th).
Breath Weapon
At 8th level, you gain a breath weapon that you can use once per day. This breath weapon deals
1d6 points of damage of your energy type per bloodrager level. Those caught in the area of the
breath can attempt a Reflex saving throw for half damage. The DC of this save is equal to 10 +
1/2 your bloodrager level + your Constitution modifier. The shape of the breath weapon
depends on your dragon type (as indicated on the above table). At 16th level, you can use this
ability twice per day. At 20th level, you can use this ability three times per day.
Dragon Form
At 16th level, when entering a bloodrage, you can choose to take the form of your chosen
dragon type (as form of the dragon II).
Draconic Silver
Prerequisites: Draconic Bloodline Silver
At some point in your family's history, a dragon interbred with your bloodline. Now, the sublime
monster's ancient power fuels your bloodrage. The power of dragons flows through you and
manifests in a number of ways.
Bonus Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Intimidating
Prowess, Toughness.
Bonus Spells: Shield (7th), resist energy (10th), heroism (13th), fear (16th).
Breath Weapon
At 8th level, you gain a breath weapon that you can use once per day. This breath weapon deals
1d6 points of damage of your energy type per bloodrager level. Those caught in the area of the
breath can attempt a Reflex saving throw for half damage. The DC of this save is equal to 10 +
1/2 your bloodrager level + your Constitution modifier. The shape of the breath weapon
depends on your dragon type (as indicated on the above table). At 16th level, you can use this
ability twice per day. At 20th level, you can use this ability three times per day.
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Dragon Form
At 16th level, when entering a bloodrage, you can choose to take the form of your chosen
dragon type (as form of the dragon II).
Draconic White
Prerequisites: Draconic Bloodline White
At some point in your family's history, a dragon interbred with your bloodline. Now, the sublime
monster's ancient power fuels your bloodrage. The power of dragons flows through you and
manifests in a number of ways.
Bonus Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Intimidating
Prowess, Toughness.
Bonus Spells: Shield (7th), resist energy (10th), heroism (13th), fear (16th).
Breath Weapon
At 8th level, you gain a breath weapon that you can use once per day. This breath weapon deals
1d6 points of damage of your energy type per bloodrager level. Those caught in the area of the
breath can attempt a Reflex saving throw for half damage. The DC of this save is equal to 10 +
1/2 your bloodrager level + your Constitution modifier. The shape of the breath weapon
depends on your dragon type (as indicated on the above table). At 16th level, you can use this
ability twice per day. At 20th level, you can use this ability three times per day.
Dragon Form
At 16th level, when entering a bloodrage, you can choose to take the form of your chosen
dragon type (as form of the dragon II).
Draconic Bloodline Black
Prerequisites: Draconic Black
At some point in your family's history, a dragon interbred with your bloodline, and now its
ancient power flows through your veins.
Lording over the darkest swamps and marshes, black dragons are the undisputed masters of
their domain, ruling through cruelty and intimidation. Those who dwell within a black dragon's
reach live in fear.
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power
Attack, Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
Grow Claws
Starting at 1st level, you can grow claws as a free action. These claws are treated as natural
weapons, allowing you to make two claw attacks as a full attack using your full base attack
bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you
are Small). At 5th level, these claws are considered magic weapons for the purpose of
overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if
you are Small). At 11th level, these claws deal an additional 1d6 points of acid damage on a
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successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma
modifier. These rounds do not need to be consecutive.
Draconic Bloodline Arcana Black
Whenever you cast a spell with acid damage, that spell deals +1 point of damage per die rolled.
Class Skill Perception
Additional class skill from the draconic bloodline.
Dragon Resistances
At 3rd level, you gain resist 5 against acid and a +1 natural armor bonus. At 9th level, your acid
resistance increases to 10 and your natural armor bonus increases to +2. At 15th level, your
natural armor bonus increases to +4.
Mage Armor
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from
her bloodline. These spells are in addition to the number of spells given at new levels.
Mage Armor: An invisible but tangible field of force surrounds the subject of a mage armor spell,
providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance,
or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the
way they do normal armor.
Resist Energy
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from
her bloodline. These spells are in addition to the number of spells given at new levels.
Resist Energy: This abjuration grants a creature limited protection from damage of whichever
one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist
energy 10 against the energy type chosen, meaning that each time the creature is subjected to
such damage (whether from a natural or magical source), that damage is reduced by 10 points
before being applied to the creature's hit points. The value of the energy resistance granted
increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell
protects the recipient's equipment as well.
Dispel Magic
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from
her bloodline. These spells are in addition to the number of spells given at new levels.
Dispel Magic: One object, creature, or spell is the target of the dispel magic spell. You make one
dispel check (1d20 + your caster level) and compare that to the spell with highest caster level
(DC = 11 + the spell's caster level). If successful, that spell ends.
If not, compare the same result to the spell with the next highest caster level. Repeat this
process until you have dispelled one spell affecting the target, or you have failed to dispel every
spell.
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Fear
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from
her bloodline. These spells are in addition to the number of spells given at new levels.
Fear: An invisible cone of terror causes each living creature in the area to become panicked
unless it succeeds at a Will save. If cornered, a panicked creature begins cowering. If the Will
save succeeds, the creature is instead shaken for 1 round.
Spell Resistance
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from
her bloodline. These spells are in addition to the number of spells given at new levels.
Spell Resistance: The target gains spell resistance equal to 12 + your caster level.
Dragonkind I
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from
her bloodline. These spells are in addition to the number of spells given at new levels.
Dragonkind I: You become a Medium dragon-like creature. You gain a +4 size bonus to Strength,
a +2 size bonus to Constitution, a +4 natural armor bonus, immunity to difficult terrain, a breath
weapon, and resistance to one element. You also gain one bite (1d8), two claws (1d6), and two
wing attacks (1d4). Your breath weapon and resistance depend on the type of your dragon
prototype. You can only use the breath weapon once per casting of this spell. All breath weapons
deal 6d8 points of damage and allow a Reflex save for half damage.
Dragonkind II
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from
her bloodline. These spells are in addition to the number of spells given at new levels.
Dragonkind II: This spell functions as dragonkind I except that it also allows you to assume the
form of a Large dragon-like creature. You gain the following abilities: a +6 size bonus to Strength,
a +4 size bonus to Constitution, a +6 natural armor bonus, immunity to difficult terrain, a breath
weapon, damage reduction 5/magic, and resistance to one element. You also gain one bite
(2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack (1d8). You can only use
the breath weapon twice per casting of this spell (when you use it, the duration of your breath
weapon ability is reduced by 1/2 your caster level in minutes). All breath weapons deal 8d8
points of damage and allow a Reflex save for half damage. Line breath weapons increase to 80-
foot lines and cones increase to 40-foot cones.
Wings
You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an
immunity to ground based effects, such as difficult terrain.
Dragonkind III
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from
her bloodline. These spells are in addition to the number of spells given at new levels.
Dragonkind III: This spell functions as dragonkind II save that it also allows you to take the form
of a Huge dragon-like creature. You gain the following abilities: a +10 size bonus to Strength, a +8
size bonus to Constitution, a +8 natural armor bonus, immunity to difficult terrain, blindsight
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with a range of 30 feet, a breath weapon, damage reduction 10/magic, frightful presence (DC
equal to the DC for this spell) and immunity to one element. You also gain one bite (2d8), two
claws (2d6), two wing attacks (1d8), and one tail slap attack (2d6). You can use the breath
weapon as often as you like, but you must wait 1d4 rounds between uses. All breath weapons
deal 12d8 points of damage and allow a Reflex save for half damage. Line breath weapons
increase to 100-foot lines and cones increase to 50-foot cones.
Overwhelming Presence
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from
her bloodline. These spells are in addition to the number of spells given at new levels.
Overwhelming Presence: Your presence inspires incredible awe in those nearby. A creature that
fails a save against this spell falls to the ground and prostrates itself before you, believing it bows
before a divine presence. These creatures are considered to be helpless for the duration of the
spell. Each round on its turn, a target of this spell may attempt a new saving throw to end the
effect; this is a full-round action that does not provoke attacks of opportunity. A creature that
recovers from this spell early after being affected by it for at least 1 round takes 1d6 points of
Wisdom drain and is staggered for 1d4 rounds. A creature that makes the initial save to resist
this spell is merely staggered for 1 round.
Power of Wyrms (Black)
Prerequisites: Draconic Bloodline Black
At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep,
and acid damage. You also gain blindsense with a range of 60 feet.
Draconic Bloodline Blue
Prerequisites: Draconic Blue
At some point in your family's history, a dragon interbred with your bloodline, and now its
ancient power flows through your veins.
Blue dragons are consummate schemers and obsessively orderly. In combat, blue dragons prefer
to surprise foes if possible, and are not above retreating if the odds turn against them.
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power
Attack, Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
Grow Claws
Starting at 1st level, you can grow claws as a free action. These claws are treated as natural
weapons, allowing you to make two claw attacks as a full attack using your full base attack
bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you
are Small). At 5th level, these claws are considered magic weapons for the purpose of
overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if
you are Small). At 11th level, these claws deal an additional 1d6 points of electricity damage on a
successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma
modifier. These rounds do not need to be consecutive.
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Draconic Bloodline Arcana Blue
Whenever you cast a spell with electricity damage, that spell deals +1 point of damage per die
rolled.
Dragon Resistances
At 3rd level, you gain resist 5 against electricity and a +1 natural armor bonus. At 9th level, your
electricity resistance increases to 10 and your natural armor bonus increases to +2. At 15th level,
your natural armor bonus increases to +4.
Wings
You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an
immunity to ground based effects, such as difficult terrain.
Power of Wyrms (Blue)
Prerequisites: Draconic Bloodline Blue
At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep,
and electricity damage. You also gain blindsense with a range of 60 feet.
Draconic Bloodline Brass
Prerequisites: Draconic Brass
At some point in your family's history, a dragon interbred with your bloodline, and now its
ancient power flows through your veins.
Consummate conversationalists, brass dragons prefer to talk instead of fight.
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power
Attack, Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
Grow Claws
Starting at 1st level, you can grow claws as a free action. These claws are treated as natural
weapons, allowing you to make two claw attacks as a full attack using your full base attack
bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you
are Small). At 5th level, these claws are considered magic weapons for the purpose of
overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if
you are Small). At 11th level, these claws deal an additional 1d6 points of fire damage on a
successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma
modifier. These rounds do not need to be consecutive.
Draconic Bloodline Arcana Brass
Whenever you cast a spell with fire damage, that spell deals +1 point of damage per die rolled.
Dragon Resistances
At 3rd level, you gain resist 5 against fire and a +1 natural armor bonus. At 9th level, your fire
resistance increases to 10 and your natural armor bonus increases to +2. At 15th level, your
natural armor bonus increases to +4.
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Wings
You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an
immunity to ground based effects, such as difficult terrain.
Power of Wyrms (Brass)
Prerequisites: Draconic Bloodline Brass
At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep,
and fire damage. You also gain blindsense with a range of 60 feet.
Draconic Bloodline Bronze
Prerequisites: Draconic Bronze
At some point in your family's history, a dragon interbred with your bloodline, and now its
ancient power flows through your veins.
Bronze dragons have been known to ally with travelers and adventurers if the cause and reward
is right and just.
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power
Attack, Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
Grow Claws
Starting at 1st level, you can grow claws as a free action. These claws are treated as natural
weapons, allowing you to make two claw attacks as a full attack using your full base attack
bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you
are Small). At 5th level, these claws are considered magic weapons for the purpose of
overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if
you are Small). At 11th level, these claws deal an additional 1d6 points of electricity damage on a
successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma
modifier. These rounds do not need to be consecutive.
Draconic Bloodline Arcana Bronze
Whenever you cast a spell with electricity damage, that spell deals +1 point of damage per die
rolled.
Dragon Resistances
At 3rd level, you gain resist 5 against electricity and a +1 natural armor bonus. At 9th level, your
electricity resistance increases to 10 and your natural armor bonus increases to +2. At 15th level,
your natural armor bonus increases to +4.
Wings
You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an
immunity to ground based effects, such as difficult terrain.
Power of Wyrms (Bronze)
Prerequisites: Draconic Bloodline Bronze
At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep,
and electricity damage. You also gain blindsense with a range of 60 feet.
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Draconic Bloodline Copper
Prerequisites: Draconic Copper
At some point in your family's history, a dragon interbred with your bloodline, and now its
ancient power flows through your veins.
Copper dragons are whimsical and spend most of their time in combat trying to annoy and
frustrate their enemies.
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power
Attack, Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
Grow Claws
Starting at 1st level, you can grow claws as a free action. These claws are treated as natural
weapons, allowing you to make two claw attacks as a full attack using your full base attack
bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you
are Small). At 5th level, these claws are considered magic weapons for the purpose of
overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if
you are Small). At 11th level, these claws deal an additional 1d6 points of acid damage on a
successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma
modifier. These rounds do not need to be consecutive.
Draconic Bloodline Arcana Copper
Whenever you cast a spell with acid damage, that spell deals +1 point of damage per die rolled.
Dragon Resistances
At 3rd level, you gain resist 5 against acid and a +1 natural armor bonus. At 9th level, your acid
resistance increases to 10 and your natural armor bonus increases to +2. At 15th level, your
natural armor bonus increases to +4.
Wings
You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an
immunity to ground based effects, such as difficult terrain.
Power of Wyrms (Copper)
Prerequisites: Draconic Bloodline Copper
At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep,
and acid damage. You also gain blindsense with a range of 60 feet.
Draconic Bloodline Gold
Prerequisites: Draconic Gold
At some point in your family's history, a dragon interbred with your bloodline, and now its
ancient power flows through your veins.
Gold dragons are the epitome of virtue. Other metallic dragons revere their gold cousins as the
agents of divine forces and the paragons of dragonkind, and often seek them for advice or aid.
736
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power
Attack, Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
Grow Claws
Starting at 1st level, you can grow claws as a free action. These claws are treated as natural
weapons, allowing you to make two claw attacks as a full attack using your full base attack
bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you
are Small). At 5th level, these claws are considered magic weapons for the purpose of
overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if
you are Small). At 11th level, these claws deal an additional 1d6 points of fire damage on a
successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma
modifier. These rounds do not need to be consecutive.
Draconic Bloodline Arcana Gold
Whenever you cast a spell with fire damage, that spell deals +1 point of damage per die rolled.
Dragon Resistances
At 3rd level, you gain resist 5 against fire and a +1 natural armor bonus. At 9th level, your fire
resistance increases to 10 and your natural armor bonus increases to +2. At 15th level, your
natural armor bonus increases to +4.
Wings
You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an
immunity to ground based effects, such as difficult terrain.
Power of Wyrms (Gold)
Prerequisites: Draconic Bloodline Gold
At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep,
and fire damage. You also gain blindsense with a range of 60 feet.
Draconic Bloodline Green
Prerequisites: Draconic- Green
At some point in your family's history, a dragon interbred with your bloodline, and now its
ancient power flows through your veins.
Green dragons dwell in the ancient forests of the world, prowling under towering canopies in
search of prey. Of all the chromatic dragons, green dragons are perhaps the easiest to deal with
diplomatically.
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power
Attack, Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
Grow Claws
Starting at 1st level, you can grow claws as a free action. These claws are treated as natural
weapons, allowing you to make two claw attacks as a full attack using your full base attack
bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you
are Small). At 5th level, these claws are considered magic weapons for the purpose of
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overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if
you are Small). At 11th level, these claws deal an additional 1d6 points of acid damage on a
successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma
modifier. These rounds do not need to be consecutive.
Draconic Bloodline Arcana Green
Whenever you cast a spell with acid damage, that spell deals +1 point of damage per die rolled.
Dragon Resistances
At 3rd level, you gain resist 5 against acid and a +1 natural armor bonus. At 9th level, your acid
resistance increases to 10 and your natural armor bonus increases to +2. At 15th level, your
natural armor bonus increases to +4.
Wings
You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an
immunity to ground based effects, such as difficult terrain.
Power of Wyrms (Green)
Prerequisites: Draconic Bloodline Green
At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep,
and acid damage. You also gain blindsense with a range of 60 feet.
Draconic Bloodline Red
Prerequisites: Draconic Red
At some point in your family's history, a dragon interbred with your bloodline, and now its
ancient power flows through your veins.
Few creatures are more cruel and fearsome than the mighty red dragon. King of the chromatics,
this terrible beast brings ruin and death to the lands that fall under its shadow.
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power
Attack, Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
Grow Claws
Starting at 1st level, you can grow claws as a free action. These claws are treated as natural
weapons, allowing you to make two claw attacks as a full attack using your full base attack
bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you
are Small). At 5th level, these claws are considered magic weapons for the purpose of
overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if
you are Small). At 11th level, these claws deal an additional 1d6 points of fire damage on a
successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma
modifier. These rounds do not need to be consecutive.
Draconic Bloodline Arcana Red
Whenever you cast a spell with fire damage, that spell deals +1 point of damage per die rolled.
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Dragon Resistances
At 3rd level, you gain resist 5 against fire and a +1 natural armor bonus. At 9th level, your fire
resistance increases to 10 and your natural armor bonus increases to +2. At 15th level, your
natural armor bonus increases to +4.
Wings
You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an
immunity to ground based effects, such as difficult terrain.
Power of Wyrms (Red)
Prerequisites: Draconic Bloodline Red
At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep,
and fire damage. You also gain blindsense with a range of 60 feet.
Draconic Bloodline Silver
Prerequisites: Draconic Silver
At some point in your family's history, a dragon interbred with your bloodline, and now its
ancient power flows through your veins.
Of all the dragons, silvers are the most courageous, holding themselves to a chivalrous code to
help the weak, defeat evil, and behave in an honorable manner.
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power
Attack, Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
Grow Claws
Starting at 1st level, you can grow claws as a free action. These claws are treated as natural
weapons, allowing you to make two claw attacks as a full attack using your full base attack
bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you
are Small). At 5th level, these claws are considered magic weapons for the purpose of
overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if
you are Small). At 11th level, these claws deal an additional 1d6 points of cold damage on a
successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma
modifier. These rounds do not need to be consecutive.
Draconic Bloodline Arcana Silver
Whenever you cast a spell with cold damage, that spell deals +1 point of damage per die rolled.
Dragon Resistances
At 3rd level, you gain resist 5 against cold and a +1 natural armor bonus. At 9th level, your cold
resistance increases to 10 and your natural armor bonus increases to +2. At 15th level, your
natural armor bonus increases to +4.
Wings
You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an
immunity to ground based effects, such as difficult terrain.
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Power of Wyrms (Silver)
Prerequisites: Draconic Bloodline Silver
At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep,
and cold damage. You also gain blindsense with a range of 60 feet.
Draconic Bloodline White
Prerequisites: Draconic White
At some point in your family's history, a dragon interbred with your bloodline, and now its
ancient power flows through your veins.
Although most consider it to be the weakest and most feral of the chromatic dragons, the white
dragon makes up for its lack of cunning with sheer ferocity.
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power
Attack, Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
Dragon Claws
Starting at 1st level, you can grow claws as a free action. These claws are treated as natural
weapons, allowing you to make two claw attacks as a full attack using your full base attack
bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you
are Small). At 5th level, these claws are considered magic weapons for the purpose of
overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if
you are Small). At 11th level, these claws deal an additional 1d6 points of cold damage on a
successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma
modifier. These rounds do not need to be consecutive.
Draconic Bloodline Arcana White
Whenever you cast a spell with cold damage, that spell deals +1 point of damage per die rolled.
Dragon Resistances
At 3rd level, you gain resist 5 against cold and a +1 natural armor bonus. At 9th level, your cold
resistance increases to 10 and your natural armor bonus increases to +2. At 15th level, your
natural armor bonus increases to +4.
Wings
You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an
immunity to ground based effects, such as difficult terrain.
Power of Wyrms (White)
Prerequisites: Draconic Bloodline White
At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep,
and cold damage. You also gain blindsense with a range of 60 feet.
Natural Armor Increase (+1)
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As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical
aspect. At 1st, 4th, and 7th level, a dragon disciple gains a +1 increase to the character's existing
natural armor (if any). These armor bonuses stack.
Arcane Spellcasting
At 2nd level, and at every level thereafter, with an exception for 5th and 9th levels, a Dragon
Disciple gains new spells per day as if he had also gained a level in an arcane spellcasting class he
belonged to before adding the prestige class. He does not, however, gain any other benefit a
character of that class would have gained, except for additional spells per day, spells known, and
an increased effective level of spellcasting. If a character had more than one arcane spellcasting
class before becoming an Dragon Disciple, he must decide to which class he adds the new level
for purposes of determining spells per day.
Bard
At 2nd level, and at every level thereafter, with an exception for 5th and 9th levels, a Dragon
Disciple gains new spells per day as if he had also gained a level in an arcane spellcasting class he
belonged to before adding the prestige class. He does not, however, gain any other benefit a
character of that class would have gained, except for additional spells per day, spells known, and
an increased effective level of spellcasting. If a character had more than one arcane spellcasting
class before becoming an Dragon Disciple, he must decide to which class he adds the new level
for purposes of determining spells per day.
Bloodrager
At 2nd level, and at every level thereafter, with an exception for 5th and 9th levels, a Dragon
Disciple gains new spells per day as if he had also gained a level in an arcane spellcasting class he
belonged to before adding the prestige class. He does not, however, gain any other benefit a
character of that class would have gained, except for additional spells per day, spells known, and
an increased effective level of spellcasting. If a character had more than one arcane spellcasting
class before becoming an Dragon Disciple, he must decide to which class he adds the new level
for purposes of determining spells per day.
Eldritch Scion
At 2nd level, and at every level thereafter, with an exception for 5th and 9th levels, a Dragon
Disciple gains new spells per day as if he had also gained a level in an arcane spellcasting class he
belonged to before adding the prestige class. He does not, however, gain any other benefit a
character of that class would have gained, except for additional spells per day, spells known, and
an increased effective level of spellcasting. If a character had more than one arcane spellcasting
class before becoming an Dragon Disciple, he must decide to which class he adds the new level
for purposes of determining spells per day.
Sorcerer
At 2nd level, and at every level thereafter, with an exception for 5th and 9th levels, a Dragon
Disciple gains new spells per day as if he had also gained a level in an arcane spellcasting class he
belonged to before adding the prestige class. He does not, however, gain any other benefit a
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character of that class would have gained, except for additional spells per day, spells known, and
an increased effective level of spellcasting. If a character had more than one arcane spellcasting
class before becoming an Dragon Disciple, he must decide to which class he adds the new level
for purposes of determining spells per day.
Bloodline Feat Selection
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a
list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power
Attack, Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.
Metamagic (Quicken Spell)
You can cast spells in a fraction of the normal time.
Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting
another spell, in the same round as you cast a quickened spell. A spell whose casting time is
more than 1 round or 1 full-round action cannot be quickened.
Level Increase: +4 (A quickened spell uses up a spell slot four levels higher than the spell's actual
level.)
Casting a quickened spell doesn't provoke an attack of opportunity.
Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a
casting time that is not more than 1 full-round action, without increasing the spell's casting time.
Skill Focus Mobility
You get a +3 bonus on all checks involving Mobility. If you have 10 or more ranks in Mobility, this
bonus increases to +6.
Skill Focus Knowledge (Arcana)
You get a +3 bonus on all checks involving Knowledge (Arcana). If you have 10 or more ranks in
Knowledge (Arcana), this bonus increases to +6.
Ability Boost Strength (+2)
As a dragon disciple gains levels in this prestige class, a dragon disciple takes on more and more
of his progenitor's physical aspect. At 2nd and 4th levels, a dragon disciple gains a +2 increase to
the character's Strength score. These bonuses stack.
Dragon Bite
At 2nd level dragon disciple gains a bite attack. This is a primary natural attack that deals 1d6
points of damage (1d4 if the dragon disciple is Small), plus 11/2 times the dragon disciple's
Strength modifier. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The
type of damage dealt is determined by the dragon disciple's bloodline.
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Breath Weapon
At 3rd level, a dragon disciple gains the breath weapon bloodline power, even if his level does
not yet grant that power. Once his level is high enough to grant this ability through the bloodline,
the dragon disciple gains an additional use of his breath weapon each day. The type and shape of
the breath weapon depends on the type of dragon selected by the dragon disciple.
Blindsense
At 5th level, the dragon disciple gains blindsense with a range of 25 feet. Using non-visual senses
the dragon disciple notices things he cannot see. He usually does not need to make Perception
checks to notice and pinpoint the location of creatures within range of his blindsense ability,
provided that he has line of effect to that creature.
Any opponent the dragon disciple cannot see still has total concealment against him, and the
dragon disciple still has the normal miss chance when attacking foes that have concealment. A
creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from
creatures it cannot see. At 10th level, the range of this ability increases to 50 feet.
Dragon Bite
At 2nd level dragon disciple gains a bite attack. This is a primary natural attack that deals 1d6
points of damage (1d4 if the dragon disciple is Small), plus 11/2 times the dragon disciple's
Strength modifier. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The
type of damage dealt is determined by the dragon disciple's bloodline.
Ability Boost Constitution (+2)
Upon reaching 6th level, a dragon disciple gains a +2 increase to the character's Constitution
score.
Dragon Bite
At 2nd level dragon disciple gains a bite attack. This is a primary natural attack that deals 1d6
points of damage (1d4 if the dragon disciple is Small), plus 11/2 times the dragon disciple's
Strength modifier. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The
type of damage dealt is determined by the dragon disciple's bloodline.
Ability Boost Intelligence (+2)
Upon reaching 8th level, a dragon disciple gains a +2 increase to the character's Intelligence
score.
Dragon Bite
At 2nd level dragon disciple gains a bite attack. This is a primary natural attack that deals 1d6
points of damage (1d4 if the dragon disciple is Small), plus 11/2 times the dragon disciple's
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Strength modifier. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The
type of damage dealt is determined by the dragon disciple's bloodline.
Dragon Bite
At 2nd level dragon disciple gains a bite attack. This is a primary natural attack that deals 1d6
points of damage (1d4 if the dragon disciple is Small), plus 11/2 times the dragon disciple's
Strength modifier. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The
type of damage dealt is determined by the dragon disciple's bloodline.
Hell Knight
Not all who start as novice armigers have what it takes to become a full-fledged Hell Knight, but those
who do receive a wide array of abilities as they grow more powerful. While the individual powers and
focus of a particular Hell Knight vary according to his order, all Hell Knights are universally feared and
respected in regions where they maintain a presence. Most Hell Knights are lawful neutral and proudly
avoid being "tainted" by distractions such as good or evil, but some who rise in power shift toward
tyrannical and cruel natures.
HitDice: D10
Skill Ranks per Level: 1 plus half Int bonus
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1
1
1
0
0
Smite Chaos, Order
2
2
1
1
1
Armor Training
3
3
2
1
1
Force of Will, Disciplines
4
4
2
1
1
5
5
3
2
2
Armor Training
6
6
3
2
2
Force of Will, Force of Will, Disciplines
7
7
4
2
2
Lawbringer
8
8
4
3
3
Armor Training
9
9
5
3
3
Force of Will, Force of Will, Force of Will, Infernal Armor,
Disciplines
10
10
5
3
3
Hell's Knight
Class Features
Smite Chaos
Once per day, a Hell Knight can call out to the powers of law to aid him in his struggle against
chaos. As a swift action, the Hell Knight chooses one target within sight to smite. If this target is
chaotic, the Hell Knight adds his Charisma bonus (if any) to his attack rolls and adds his Hell
Knight level to all damage rolls made against the target of his smite. Smite chaos attacks
automatically bypass any DR the creature might possess. In addition, while smite chaos is in
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effect, the Hell Knight gains a deflection bonus equal to his Charisma modifier (if any) to his AC
against attacks made by the target of the smite.
If the Hell Knight targets a creature that is not chaotic, the smite is wasted with no effect.
The smite chaos lasts until the target dies or the Hell Knight selects a new target. At 4th level,
and at every three levels thereafter, the Hell Knight may smite chaos one additional time per
day.
Order
A character must choose one Hell Knight order to join at 1st level. The choice of order
determines what disciplines the character gains later access to.
Order of the Chain
Hell Knights of the Chain value social order and responsibility, seeking to root out anarchists and
fugitives. They have reputations as relentless hunters who drag lawbreakers away in chains.
These Hell Knights keep meticulous count of the number of criminals they've brought to justice;
they never abandon the pursuit of a fugitive, and they believe everyone has a specific, crucial
role to play in society.
Order of the Gate
Order of the Gate Hell Knights seek to curb and prevent lawlessness through magic and
manipulation. They have reputations as mysterious, emotionless, and sometimes cruel magic-
users. Many are convinced that the Order of the Gate's Hell Knights are spying on them or
already know their secrets. Sometimes this fear is true, as the order's members prefer
preventing crime to punishing it and often use manipulation, information-gathering, and spying
to further their agenda.
Order of the Godclaw
Order of the Godclaw Hell Knights enforce law with a crusader's zeal, going where they're
needed most in the fight against the forces of chaos. They know no bounds or borders in the
quest for absolute order. To Hell Knights of the Godclaw, the cause of order is a holy mandate
for which they will travel far to battle chaos in lands that know little of civilization. To others,
these Hell Knights' faith is likely inexplicable some believe the members of the order are
experts in all five individual faiths or even that they are heretics.
Order of the Nail
Order of the Nail Hell Knights idealize civilized societies and seek to unite all people in advancing
that cultural baseline. In fact, the Order of the Nail's members preach that anyone who doesn't
embrace their own culture is a criminal and heathen who must be destroyed. The order's
members idealize the lifestyles and challenges of frontier settlers, no matter the displacement,
indignation, or cruelty they might visit on those who were there before.
Order of the Pyre
Hell Knights of the Order of the Pyre seek to combat outlandish faiths and beliefs, preventing
them from gaining purchase in the Inner Sea region. They are cult hunters first and foremost, but
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also fight to repress other philosophies they deem dangerous. These Hell Knights hate and
vocally condemn cultists, priests of rare religions, and followers of mystical orders.
Order of the Rack
Order of the Rack Hell Knights hate wastefulness of both thought and deed. They crush pointless
dreams, end rebellions, and trample frivolous or dangerous inventions. They also closely observe
individuals, seeking hints of destructive ambitions and wasteful vices, and are skilled at
destroying seditious writing and strange inventions.
Order of the Scourge
Hell Knights of the Scourge seek out corruption within order and laws not fit for the lawful. They
question and seek to determine the difference between what is legal and what is for the greater
good owing allegiance to no one nation or ruler. Their quests for order often take them places
that other Hell Knights cannot tread, both physically and philosophically. As a result, their
commitment to the Measure and the Chain must be beyond reproach.
Armor Training
Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever
he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases
the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th,
and 15th), these bonuses increase by +1 each time, to a maximum 4 reduction of the armor
check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th
level, a fighter can move at his normal speed while wearing heavy armor.
Force of Will
At 3rd level, a Hell Knight gains a +2 bonus on Will saves against spells with any one of the
following subschools or descriptors: charm, compulsion, fear. At 6th level, the Hell Knight
chooses another subschool or descriptor from the list and gains a +2 bonus on his Will save
against spells of that type, and the bonus provided by his first selection increases to +4. At 9th
level, he chooses from the list again, and both previous selections increase by +2, so that he has
a +6, a +4, and a +2 bonus, respectively, against spells of three different groups.
Disciplines
At 3rd level, a Hell Knight gains access to his first discipline, choosing one associated with his
specific order. At 6th level, the Hell Knight gains a second discipline, chosen from any listed as
being available to "any order." At 9th level, the Hell Knight gains his third discipline, choosing this
one from any of the disciplines listed below, even those from another order. When applicable,
the save DC to resist a discipline's effect is equal to DC 10 + the Hell Knight's level + his Charisma
modifier. The Hell Knight can use any one discipline a number of times per day equal to the total
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number of disciplines he has access to, so at 3rd level he can use his discipline once per day. At
6th level, he can use both disciplines twice per day each. At 9th level, he can use all three of his
disciplines three times per day.
Censor
Prerequisites: Order of the Rack
When the Hell Knight uses smite chaos on a creature, he can strike the creature mute for 1d4
rounds unless it succeeds at a Will save. A mute creature cannot speak or cast spells with verbal
components.
Command
The Hell Knight can use greater command as a spell-like ability, using her character level as her
caster level.
Fearsomeness
A Hell Knight who successfully uses the Persuasion skill to cause a creature within 10 feet to
become shaken can instead cause that creature to become frightened.
Onslaught
Prerequisites: Order of the Nail
As a free action, a Hell Knight increases his base speed by 10 feet and gains a +4 bonus to his
Strength for 1 round. If the Hell Knight is mounted, these bonuses also apply to his mount.
Shackle
Prerequisites: Order of the Chain
When the Hell Knight uses smite chaos on a creature, he can impede its mobility. The creature
can negate this effect with a successful Will save; otherwise, it is affected as if by slow for 1d4
rounds.
Tracker
The Hell Knight can summon a creature to aid him in battle, as if using a summon monster spell,
save that the summoned creature lingers for 1 hour before vanishing. A Hell Knight can summon
a wolf. A 9th-level Hell Knight can summon a hell hound.
Wrack
The Hell Knight can make a touch attack as a standard action to cause a creature to suffer
incredible pain. The creature touched takes damage equal to 1d6 + the Hell Knight's Charisma
modifier, and must succeed at a Will save or become staggered for 1d4 rounds.
Force of Will
At 3rd level, a Hell Knight gains a +2 bonus on Will saves against spells with any one of the
following subschools or descriptors: charm, compulsion, fear. At 6th level, the Hell Knight
chooses another subschool or descriptor from the list and gains a +2 bonus on his Will save
against spells of that type, and the bonus provided by his first selection increases to +4. At 9th
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level, he chooses from the list again, and both previous selections increase by +2, so that he has
a +6, a +4, and a +2 bonus, respectively, against spells of three different groups.
Lawbringer
At 7th level, a Hell Knight's attacks are treated as being lawful for the purpose of overcoming
damage reduction.
Infernal Armor
As long as he wears armor, a 9th-level Hell Knight gains a +2 bonus on all Persuasion checks. In
addition, while wearing the armor, he gains resistance to fire 30, resistance to acid 10, and
resistance to cold 10.
Hell's Knight
At 10th level, a Hell Knight can grant a weapon he wields one of the following special abilities:
axiomatic, flaming burst, or unholy. Additionally, Hell Knight becomes immune to fire while
wearing armor.
Mystic Theurge
Mystic theurges place no boundaries on their magical abilities and find no irreconcilable paradox in
devotion to the arcane as well as the divine. They seek magic in all of its forms, finding no reason or logic
in denying themselves instruction by limiting their knowledge to one stifling paradigm, though many are
simply hungry for limitless power. The mystic theurge is a powerful component for any party, supplying
magic for attack, defense, and healing. Mystic theurges travel the world in search of arcane and holy
artifacts, magical lore, or divine revelations, and most have no qualms about teaming up with groups of
adventurers so long as that group's goals do not directly conflict with their own.
HitDice: D6
Skill Ranks per Level: 2 plus half Int bonus
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1
0
0
0
1
Divine Spellcasting, Arcane Spellcasting, Combined Spells (1st
Level)
2
1
1
1
1
3
1
1
1
2
Combined Spells (2nd Level)
4
2
1
1
2
5
2
2
2
3
Combined Spells (3rd Level)
6
3
2
2
3
7
3
2
2
4
Combined Spells (4th Level)
8
4
3
3
4
9
4
3
3
5
Combined Spells (5th Level)
10
5
3
3
5
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Class Features
Divine Spellcasting
At 1st level, the mystic theurge selects a divine spellcasting class she belonged to before adding the
prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new
spells known as if she had also gained a level in that spellcasting class.
Cleric
At 1st level, the mystic theurge selects a divine spellcasting class she belonged to before adding the
prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new
spells known as if she had also gained a level in that spellcasting class.
Crusader
At 1st level, the mystic theurge selects a divine spellcasting class she belonged to before adding the
prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new
spells known as if she had also gained a level in that spellcasting class.
Druid
At 1st level, the mystic theurge selects a divine spellcasting class she belonged to before adding the
prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new
spells known as if she had also gained a level in that spellcasting class.
Feyspeaker
At 1st level, the mystic theurge selects a divine spellcasting class she belonged to before adding the
prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new
spells known as if she had also gained a level in that spellcasting class.
Inquisitor
At 1st level, the mystic theurge selects a divine spellcasting class she belonged to before adding the
prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new
spells known as if she had also gained a level in that spellcasting class.
Inquisitor Spell (2nd Level)
You can select new known inquisitor spells when you gain a new level in mystic theurge.
Inquisitor Spell (1st Level)
You can select new known inquisitor spells when you gain a new level in mystic theurge.
Inquisitor Spell (3rd Level)
You can select new known inquisitor spells when you gain a new level in mystic theurge.
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Inquisitor Spell (4th Level)
You can select new known inquisitor spells when you gain a new level in mystic theurge.
Inquisitor Spell (5th Level)
You can select new known inquisitor spells when you gain a new level in mystic theurge.
Inquisitor Spell (6th Level)
You can select new known inquisitor spells when you gain a new level in mystic theurge.
Oracle
At 1st level, the mystic theurge selects a divine spellcasting class she belonged to before adding the
prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new
spells known as if she had also gained a level in that spellcasting class.
Oracle Spell (1st Level)
You can select new known oracle spells when you gain a new level in mystic theurge.
Oracle Spell (2nd Level)
You can select new known oracle spells when you gain a new level in mystic theurge.
Oracle Spell (3rd Level)
You can select new known oracle spells when you gain a new level in mystic theurge.
Oracle Spell (4th Level)
You can select new known oracle spells when you gain a new level in mystic theurge.
Oracle Spell (5th Level)
You can select new known oracle spells when you gain a new level in mystic theurge.
Oracle Spell (6th Level)
You can select new known oracle spells when you gain a new level in mystic theurge.
Oracle Spell (7th Level)
You can select new known oracle spells when you gain a new level in mystic theurge.
Oracle Spell (8th Level)
You can select new known oracle spells when you gain a new level in mystic theurge.
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Oracle Spell (9th Level)
You can select new known oracle spells when you gain a new level in mystic theurge.
Paladin
At 1st level, the mystic theurge selects a divine spellcasting class she belonged to before adding the
prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new
spells known as if she had also gained a level in that spellcasting class.
Ranger
At 1st level, the mystic theurge selects a divine spellcasting class she belonged to before adding the
prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new
spells known as if she had also gained a level in that spellcasting class.
Shaman
At 1st level, the mystic theurge selects a divine spellcasting class she belonged to before adding the
prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new
spells known as if she had also gained a level in that spellcasting class.
Arcane Spellcasting
At 1st level, the mystic theurge selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new
spells known as if she had also gained a level in that spellcasting class.
Arcanist
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Arcanist
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Arcanist
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Bard
At 1st level, the mystic theurge selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new
spells known as if she had also gained a level in that spellcasting class.
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Bloodrager
At 1st level, the mystic theurge selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new
spells known as if she had also gained a level in that spellcasting class.
Eldritch Scion
At 1st level, the mystic theurge selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new
spells known as if she had also gained a level in that spellcasting class.
Eldritch Scoundrel
At 1st level, the mystic theurge selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new
spells known as if she had also gained a level in that spellcasting class.
Empyreal Sorcerer
At 1st level, the mystic theurge selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new
spells known as if she had also gained a level in that spellcasting class.
Magus
At 1st level, the mystic theurge selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new
spells known as if she had also gained a level in that spellcasting class.
Sage Sorcerer
At 1st level, the mystic theurge selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new
spells known as if she had also gained a level in that spellcasting class.
Sorcerer
At 1st level, the mystic theurge selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new
spells known as if she had also gained a level in that spellcasting class.
Sword Saint
At 1st level, the mystic theurge selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new
spells known as if she had also gained a level in that spellcasting class.
Thassilonian Specialist Envy
Prerequisites: Envy (Abjuration)
At 1st level, the mystic theurge selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new
spells known as if she had also gained a level in that spellcasting class.
Thassilonian Specialist Sloth
Prerequisites: Sloth (Conjuration)
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At 1st level, the mystic theurge selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new
spells known as if she had also gained a level in that spellcasting class.
Thassilonian Specialist Lust
Prerequisites: Lust (Enchantment)
At 1st level, the mystic theurge selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new
spells known as if she had also gained a level in that spellcasting class.
Thassilonian Specialist Wrath
Prerequisites: Wrath (Evocation)
At 1st level, the mystic theurge selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new
spells known as if she had also gained a level in that spellcasting class.
Thassilonian Specialist Pride
Prerequisites: Pride (Illusion)
At 1st level, the mystic theurge selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new
spells known as if she had also gained a level in that spellcasting class.
Thassilonian Specialist Gluttony
Prerequisites: Gluttony (Necromancy)
At 1st level, the mystic theurge selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new
spells known as if she had also gained a level in that spellcasting class.
Thassilonian Specialist Greed
Prerequisites: Greed (Transmutation)
At 1st level, the mystic theurge selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new
spells known as if she had also gained a level in that spellcasting class.
Witch
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Witch
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
Witch
At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains new spells per day and
new spells known as if she had also gained a level in that spellcasting class.
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Wizard
At 1st level, the mystic theurge selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new
spells known as if she had also gained a level in that spellcasting class.
Combined Spells (1st Level)
A mystic theurge can prepare and cast spells from one of his spellcasting classes using the available slots
from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level
higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell
exists on both spell lists. At 1st level, a mystic theurge can prepare 1st-level spells from one of his
spellcasting classes using the 2nd-level slots of the other spellcasting class. Every two levels thereafter,
the level of spells that can be cast in this way increases by one, to a maximum of 5th-level spells at 9th
level (these spells would take up 6th-level spell slots). The components of these spells do not change, but
they otherwise follow the rules for the spellcasting class used to cast the spell.
Combined Spells (2nd Level)
A mystic theurge can prepare and cast spells from one of his spellcasting classes using the available slots
from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level
higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell
exists on both spell lists. At 1st level, a mystic theurge can prepare 1st-level spells from one of his
spellcasting classes using the 2nd-level slots of the other spellcasting class. Every two levels thereafter,
the level of spells that can be cast in this way increases by one, to a maximum of 5th-level spells at 9th
level (these spells would take up 6th-level spell slots). The components of these spells do not change, but
they otherwise follow the rules for the spellcasting class used to cast the spell.
Combined Spells (3rd Level)
A mystic theurge can prepare and cast spells from one of his spellcasting classes using the available slots
from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level
higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell
exists on both spell lists. At 1st level, a mystic theurge can prepare 1st-level spells from one of his
spellcasting classes using the 2nd-level slots of the other spellcasting class. Every two levels thereafter,
the level of spells that can be cast in this way increases by one, to a maximum of 5th-level spells at 9th
level (these spells would take up 6th-level spell slots). The components of these spells do not change, but
they otherwise follow the rules for the spellcasting class used to cast the spell.
Combined Spells (4th Level)
A mystic theurge can prepare and cast spells from one of his spellcasting classes using the available slots
from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level
higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell
exists on both spell lists. At 1st level, a mystic theurge can prepare 1st-level spells from one of his
spellcasting classes using the 2nd-level slots of the other spellcasting class. Every two levels thereafter,
the level of spells that can be cast in this way increases by one, to a maximum of 5th-level spells at 9th
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level (these spells would take up 6th-level spell slots). The components of these spells do not change, but
they otherwise follow the rules for the spellcasting class used to cast the spell.
Combined Spells (5th Level)
A mystic theurge can prepare and cast spells from one of his spellcasting classes using the available slots
from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level
higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell
exists on both spell lists. At 1st level, a mystic theurge can prepare 1st-level spells from one of his
spellcasting classes using the 2nd-level slots of the other spellcasting class. Every two levels thereafter,
the level of spells that can be cast in this way increases by one, to a maximum of 5th-level spells at 9th
level (these spells would take up 6th-level spell slots). The components of these spells do not change, but
they otherwise follow the rules for the spellcasting class used to cast the spell.
Duelist
The abilities of duelists complement those rogues or bards who wish to accentuate their fighting prowess
but, because of their lack of heavy armor, are afraid to leap into combat. Duelists fight in the forefront
alongside fighters, barbarians, and other melee combatants, deftly avoiding the blades of their opponents
while expertly targeting their vulnerabilities.
HitDice: D10
Skill Ranks per Level: 3 plus half Int bonus
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1
1
0
1
0
Canny Defense, Precise Strike
2
2
1
1
1
Improved Reaction, Parry
3
3
1
2
1
Enhanced Mobility
4
4
1
2
1
Combat Reflexes, Grace
5
5
2
3
2
Riposte
6
6
2
3
2
Acrobatic Movement
7
7
2
4
2
Elaborate Defense
8
8
3
4
3
Improved Reaction
9
9
3
5
3
Deflect Arrows, No Retreat
10
10
3
5
3
Crippling Critical
Class Features
Canny Defense
When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any)
per duelist class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a duelist is
caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
Precise Strike
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A duelist gains the ability to strike precisely with a light or one-handed piercing weapon, adding her
duelist level to her damage roll.
To make a precise strike, a duelist cannot have a weapon in her other hand or use a shield. A duelist's
precise strike only works against creatures with discernible anatomies. Any creature that is immune to
critical hits is also immune to a precise strike, and any item or ability that protects a creature from critical
hits also protects a creature from a precise strike.
Improved Reaction
At 2nd level, a duelist gains a +2 bonus on initiative checks. At 8th level, the bonus increases to +4. This
bonus stacks with the benefit provided by the Improved Initiative feat.
Parry
At 2nd level, a duelist learns to parry melee attacks of other creatures, causing them to miss. Whenever
the duelist makes a full attack with a light or one-handed piercing weapon, she can elect to make one
attack less. Before her next turn, she can attempt to parry the first attack against her or the first attack
against adjacent ally as an immediate action. To parry the attack, the duelist makes an attack roll, using
the same bonuses as the attack she chose to forego during her previous action. If her attack roll is greater
than the roll of the attacking creature, the attack automatically misses. For each size category that the
attacking creature is larger than the duelist, the duelist takes a 4 penalty on her attack roll. The duelist
also takes a 4 penalty when attempting to parry an attack made against an adjacent ally.
Enhanced Mobility
Starting at 3rd level, when wearing light or no armor and not using a shield, a duelist gains an additional
+4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square.
Combat Reflexes
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus.
With this feat, you may also make attacks of opportunity while flat-footed.
Grace
At 4th level, a duelist gains an additional +2 competence bonus on all Reflex saving throws.
Riposte
Starting at 5th level, a duelist can make an attack of opportunity against any creature whose attack she
successfully parries, so long as the creature she is attacking is within reach.
Acrobatic Movement
At 6th level, a duelist movement speed is no longer reduced on difficult terrain. Depending on the
circumstance, she may still need to make appropriate checks to successfully move over the terrain.
Elaborate Defense
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At 7th level and higher, if a duelist chooses to fight defensively in melee combat, she gains an additional
+1 dodge bonus to AC for every 3 levels of duelist she has attained.
Deflect Arrows
At 9th level, a duelist gains the benefit of the Deflect Arrows feat when using a light or one-handed
piercing weapon. The duelist does not need a free hand to use this feat.
No Retreat
At 9th level, enemies adjacent to the duelist that take a withdraw action provoke an attack of opportunity
from the duelist.
Crippling Critical
When you confirm a critical hit using a light or one-handed piercing weapon, you can apply one of the
following penalties in addition to the damage dealt: reduce the target's movement speed by a half, 1d4
points of Strength or Dexterity damage, 4 penalty on all saving throws, 4 penalty to Armor Class, or 2d6
points of bleed damage. These penalties last for 1 minute, except for ability damage, which must be
healed normally, and bleed damage, which continues until the target receives magic healing or leaves
combat.
Aldori Swordlord
The swordlords follow no singular path to dueling mastery some of those who take up the blade only
dabble in its use, while others explore swordplay with the dueling weapon in unconventional ways.
HitDice: D10
Skill Ranks per Level: 2 plus half Int bonus
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1
1
0
1
0
Deft Strike
2
2
1
1
1
Display Weapon Prowess
3
3
1
2
1
Defensive Parry
4
4
1
2
1
Adaptive Tactics
5
5
2
3
2
Shatter Confidence
6
6
2
3
2
Saving Slash
7
7
2
4
2
Defensive Parry, Dexterous Duelist
8
8
3
4
3
Adaptive Tactics
9
9
3
5
3
Greater Saving Slash
10
10
3
5
3
Confounding Duelist
Class Features
Deft Strike
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An swordlord can add his Dexterity bonus (if any) to damage rolls made with a dueling sword instead of
his Strength bonus. This bonus on damage rolls applies whether the swordlord is wielding a dueling sword
one-handed or two-handed. An swordlord cannot use this ability if he is wielding a shield or using an off-
hand weapon (including armor spikes, unarmed strikes, or natural weapons).
Display Weapon Prowess
At 2nd level, an Aldori swordlord adds a bonus equal to half his class level on Persuasion skill checks made
to intimidate. He also gains an additional +1 bonus on Persuasion skill checks made to intimidate while
using Dazzling Display with a dueling sword for each of the following feats he has with the dueling sword:
Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, or Weapon
Specialization.
Defensive Parry
At 3rd level, an Aldori swordlord gains a +1 bonus to his AC against melee attacks when making a full
attack with a dueling sword. This AC bonus increases to +2 at 7th level. If an Aldori swordlord is also a
fighter with the Aldori defender fighter archetype, levels in this class stack with his fighter levels when
determining the AC bonus from this ability.
Adaptive Tactics
At 4th level, an Aldori swordlord learns to adapt his fighting style to counter his enemy's strengths. An
Aldori swordlord reduces the attack roll penalty for fighting defensively or using Combat Expertise by 1 at
4th level and by 2 at 8th level.
In addition, after a creature attacks an Aldori swordlord for the first time, he attempts a Perception check
(DC = 10 + the opponent's base attack bonus). If successful, the Aldori swordlord gains a +2 circumstance
bonus on attack rolls and to his AC against that creature until the end of combat.
Shatter Confidence
At 5th level, an Aldori swordlord attempts a Persuasion skill check to intimidate and demoralize his target
as a free action after he confirms a critical hit or succeeds at a disarm, or sunder combat maneuver with a
dueling sword. If his target is already shaken, the Aldori swordlord can once per round attempt a
Persuasion check to Intimidate and demoralize the target further after any successful melee attack or
combat maneuver. If he succeeds at this check, the target suffers an additional -1 penalty on attack rolls
and saving throws, and loses all morale bonuses to these checks.
Saving Slash
At 6th level, when wielding a dueling sword, an Aldori swordlord can try deflecting a critical hit targeting
him, reducing its damage to that of a normal hit, with a 25% chance of success. This does not stack with
the fortification special ability of magical armor or similar effects.
Dexterous Duelist
At 7th level, an Aldori swordlord does not provoke attacks of opportunity when standing up from prone.
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Greater Saving Slash
At 9th level, an Aldori swordlord's saving slash has a 50% chance of reducing a critical hit to a normal hit.
Confounding Duelist
At 10th level, the penalty from Aldori swordlord's shatter confidence increases to -2. The target also loses
all insight and competence bonuses to these checks.
Mythic Pass
Mythic Hero
Mythic heroes are set apart from their contemporaries, capable of amazing feats of courage in the face of
overwhelming odds. In spite of this, they're still similar in many ways to other adventurers. They have hit
points, an armor class, and saving throws in fact, most of their statistics are comparable to non-mythic
characters of an equal level. Where mythic characters differ is in the special mythic abilities. These
abilities enhance mythic characters both in and out of battle, allowing them to take part in extraordinary,
larger-than-life adventures.
Class Features
First Ascension
At first rank of the characters mythic progression, they need to select their first ascension ability. This
ability is usually closely tied to the source of the characters mythic powers. It does not determine the
character's choice of an actual mythic path later, but the source of the powers and the mythic path are
closely linked. The character must be aware of their connection to the source to select the ability linked
to it.
Force Reality: Mythic characters that draw their power from Law gain an ability to force reality upon the
enemies around. Every enemy in 30ft radius around the Mythic character is a target of Greater Dispell
effect, affecting only abilities of Illusion school.
On the 2nd mythic rank, the Mythic character gains the ability to fix hindering abnormalities in his allies.
One ally in close range is target to Greater Dispell affecting all negative effects.
The caster level for these abilities is equal to your character level plus mythic level. You can use them 3
plus Mythic level times per day.
Close to the Heavens: Mythic characters that draw their power from Good gain an ability to unleash a ray
of heavenly light, targeting an ally or a foe within 50 feet as a ranged touch attack. This ray heals allies for
4d6 plus 2d6 per mythic rank points of damage or deals the same amount of damage to enemies. Those
characters can use this ability 3 times per day plus one extra time for each mythic rank beyond the first.
On the 2nd mythic rank, those characters become closer to angels, gaining resist acid 20, resist cold 20,
and an immunity to pertification.
Instrument of Freedom: Mythic characters that draw their power from Freedom gain an ability to unleash
a bolt of energy from Elysium itself, targeting an ally or a foe within 50 feet as a ranged touch attack. This
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bolt deals 4d6 plus 2d6 per mythic rank points of damage to enemies. If used on allies, the bolt instead
charges their weapon for 2 + mythic rank rounds. Weapons charged with it deal an additional 2d6 points
of holy damage on hit and count as good for the purposes of bypassing damage reduction. Those
characters can use this ability 3 times per day plus one extra time for each mythic rank beyond the first.
On the 2nd mythic rank, those characters become closer to the azatas that live in Elysium, gaining resist
electricity 20 and +4 bonus to their saving throws against mind-affecting effects.
Close to the Abyss: Mythic characters that draw their power from the Abyss grow a pair of horns, gaining
a gore attack. This attack is made with a -5 penalty and deals 1d8 plus 1-1/2 times their strength modifier
points of piercing damage. It counts as cold iron and magic for the purposes of overcoming damage
reduction.
On the 2nd mythic rank, those characters become closer to demons, gaining resist electricity 20 and an
immunity to poisons.
Dance Macabre: Mythic characters that draw their power from death can channel negative energy to
deal damage to living creatures or to heal undead creatures.
Channeling energy causes a burst that either heals all undead creatures or damages all living creatures in
a 30-foot radius centered on the mythic character. The amount of damage dealt or healed is equal to 2d6
plus 1d6 per mythic rank. Creatures that take damage from channeled energy receive a Will save to halve
the damage. The DC of this save is equal to 10 + mythic rank + the character's Charisma, Wisdom or
Intelligence modifier (whichever is higher). Creatures healed by channel energy cannot exceed their
maximum hit point total: all excess healing is lost. A character may channel energy a number of times per
day equal to 3 + mythic rank. This is a standard action that does not provoke an attack of opportunity.
On the 2nd mythic rank, those characters gain an even greater mastery of negative energy. Their insight
into the flows of negative energy also gives them an advantage in combat against enemies that have an
affinity to negative energy, such as Undead or Nabasu demons.
These characters become immune to negative levels and gain a +4 bonus on saving throws against death
effects. They gain a +2 bonus on AC, saving throws, weapon attack and damage rolls against creatures
with negative energy affinity. The DCs of their class abilities against these opponents increase by 2.
Bit of Fun: Mythic characters that draw their power from Chaos gain an ability to unleash a create 3
illusionary copies of themselves. Those copies last for 1 minute per mythic rank and act like mirror image
spell, protecting from the character from attacks. Those characters can use this ability 3 times per day.
On the 2nd mythic rank, those characters become more creative, gaining a +3 circumstance bonus to all
skill checks.
Mythic Feat
Mythic characters gain mythic feats every even mythic rank. These feats can be selected only as part of
mythic advancement, not as part of a character's normal advancement or in place of any other bonus
feat.
Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of
their prerequisite feats, making them truly awe-inspiring. If a character doesn't possess any of the
necessary prerequisite feats when she gains a mythic feat, they can wait to select a mythic feat until the
next time she gains a mythic rank or level.
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Deadly Aim (Mythic): When your shots hit the target, they do truly devastating damage. Benefit: When
you use Deadly Aim, you gain a +3 bonus on ranged damage rolls instead of +2. When your base attack
bonus reaches +4, and every +4 thereafter, the bonus on ranged damage rolls increases by +3 rather than
+2.
Defensive Combat Training (Mythic): Your defensive capabilities in combat are unmatched. Benefit: Add
half your mythic rank to your CMD.
Dodge (Mythic): When focused, you become nearly impossible to strike. Benefit: The bonus to AC from
Dodge increases by 1.
Great Fortitude (Mythic): Your fortitude is unmatched. Benefit: Whenever you roll a Fortitude saving
throw, roll twice and take the higher result.
Improved Critical (Mythic): Your critical strikes with your chosen weapon are deadlier than most. Benefit:
Your critical multiplier with your chosen weapon is increased by 1.
Improved Initiative (Mythic): You leap into the fray with speed and confidence. Benefit: The bonus on
initiative checks granted by Improved Initiative increases by an amount equal to your mythic rank.
Improved Unarmed Strike (Mythic): Your unarmed strikes are more powerful than others. Benefit: You
can add half your mythic rank to your damage with unarmed strikes.
Iron Will (Mythic): Your will is incorruptible. Benefit: Whenever you roll a Will saving throw, roll twice and
take the higher result.
Lightning Reflexes (Mythic): Your reflexes are superhuman. Benefit: Whenever you roll a Reflex saving
throw, roll twice and take the higher result.
Bull Rush (Mythic): You push foes around with amazing ease. Benefit: You gain a bonus equal to half your
mythic rank on checks to bull rush, and to your CMD when an opponent bull rushes you. These bonuses
stack with those granted by non-mythic Greater Bull Rush. Furthermore, you can make an attack of
opportunity against any creature that attempts to bull rush you, unless it also has this feat.
Dirty Trick (Mythic): You're a master of down-and-dirty fighting. Benefit: You gain a bonus equal to half
your mythic rank on checks to attempt a dirty trick, and to your CMD when an opponent attempts to
perform a dirty trick on you. These bonuses stack with those granted by Greater Dirty Trick. Furthermore,
you can make an attack of opportunity against any creature that attempts a dirty trick maneuver against
you, unless it also has this feat.
Disarm (Mythic): You're expert at knocking your enemies' weapons away. Benefit: You gain a bonus equal
to half your mythic rank on checks to disarm, and to your CMD when an opponent tries to disarm you.
These bonuses stack with those granted by Greater Disarm. Furthermore, you can make an attack of
opportunity against any creature that attempts to disarm you, unless it also has this feat.
Sunder Armor (Mythic): Your mighty smashing blows demolish armor. Benefit: You gain a bonus equal to
half your mythic rank on checks to sunder, and to your CMD when an opponent tries to sunder an object
used by you. These bonuses stack with those granted by Greater Sunder Armor. Furthermore, you can
make an attack of opportunity against any creature that attempts to sunder an armor used by you, unless
it also has this feat.
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Trip (Mythic): You're expert at knocking your foes down. Benefit: You gain a bonus equal to half your
mythic rank on checks to trip, and to your CMD when an opponent tries to trip you. These bonuses stack
with those granted by Improved Trip. Furthermore, you can make an attack of opportunity against any
creature that attempts to trip you, unless it also has this feat.
Mythic Channeling: Whether you channel energy to heal or kill, it's especially potent. Benefit: When you
channel energy, the damage you heal or deal increases by a number of points equal to twice your
Charisma bonus.
Piranha Strike (Mythic): Your attacks are truly vicious. Benefit: When you use Piranha Strike, you gain a
+3 bonus on damage rolls instead of +2. When your base attack bonus reaches +4, and every +4
thereafter, the bonus on damage rolls increases by +3 rather than +2.
Point-Blank Shot (Mythic): Your accuracy with ranged attacks is unmatched at point-blank range. Benefit:
The bonus on attack and damage rolls granted by Point-Blank Shot increases to +2.
Power Attack (Mythic) : Your attacks are truly devastating. Benefit: When you use Power Attack, you
gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every
4 points thereafter, the amount of bonus damage increases by +3 instead of +2. This bonus to damage is
increased to +5 if you are making an attack with a two-handed weapon, a one-handed weapon using two
hands, or a primary natural weapon that adds 1.5 times your Strength modifier on damage rolls.
Rapid Shot (Mythic): You can fire many times each round with amazing precision. Benefit: When using
Rapid Shot you ignore the feat's 2 penalty on attack rolls.
Shield Focus (Mythic): You're a master of using your shield for protection. Benefit: Add your shield bonus
and your shield's enhancement bonus to your touch AC.
Skill Focus (Mythic): You mastery with this skill is unmatched, even in difficult situations. Benefit: You can
always take 10 on checks with your choice of skill for Skill Focus if 10 on a roll is enough for a successful
skill check.
Mythic Sneak Attacker: Your sneak attacks deal an additional 1d6 damage.
Spell Focus (Mythic): Your magical specialties are particularly effective. Benefit: Choose a school of magic
you already have Spell Focus in. The bonus to save DCs provided by Spell Focus and Greater Spell Focus
for that school increases by 1.
Spell Penetration (Mythic): Your mythic magical power breaches your enemies' defenses. Benefit: Add
half your mythic rank to caster level checks to overcome spell resistance. If you have Greater Spell
Penetration, add your full mythic rank instead.
Stunning Fist (Mythic): With greater potency and frequency, your fists stun those who stand against you.
Benefit: The DC of your Stunning Fist increases by half your mythic rank.
Toughness (Mythic): You have legendary resilience and durability. Benefit: Toughness provides you twice
as many hit points. In addition, when you're below 0 hit points, you gain DR 10/epic.
Improved Improved Critical: When using the weapon you selected, your threat range is increased by one.
Stat Focus: You gain a +1 Mythic bonus to the selected stat.
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Two-Weapon Fighting (Mythic): With weapons in both hands, your deft strikes make you twice as deadly.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced by 2.
Vital Strike (Mythic): You can strike your foes with incredible force. Benefit: Whenever you use Vital
Strike, Improved Vital Strike, or Greater Vital Strike to multiply the number of dice you roll for damage,
you also multiply your Strength bonus, weapon's enhancement bonus and other bonuses that would
normally be multiplied on a critical hit by the same number. Extra damage from sources that wouldn't
normally be multiplied on a critical hit isn't multiplied by this feat.
Weapon Finesse (Mythic): You're an expert with weapons that rely on your agility. Benefit: When using
Weapon Finesse, you may also use your Dexterity modifier instead of your Strength modifier on your
damage rolls.
Weapon Focus (Mythic): You're a legendary master of one type of weapon. Benefit: Double the bonuses
on your attack rolls from Weapon Focus and Greater Weapon Focus.
Weapon Specialization (Mythic): The damage you deal with your chosen weapon is truly awesome to
behold. Benefit: When using your chosen weapon, you gain a bonus equal to half your mythic rank on
damage rolls. This stacks with the bonus from Weapon Specialization and Greater Weapon Specialization.
Mythic Ability
At 1st tier and every odd mythic rank thereafter, select one new mythic ability.
Abundant Arcane Pool: You've learned a way to increase your Arcane Pool. Benefit: Your Arcane Pool
increases by a number of points equal to your mythic rank.
Abundant Bane: You've learned a way to increase the number of rounds per day you can use your Bane
ability. Benefit: The number of rounds per day you can use your Bane ability increases by a number of
rounds equal to your mythic rank.
Greater Abundant Casting: You have mastered a way to increase the number of spells you can cast per
day. Benefit: You can cast four more spells per day of 7th, 8th, and 9th levels each.
Improved Abundant Casting: You have studied a way to increase the number of spells you can cast per
day. Benefit: You can cast four more spells per day of 4th, 5th, and 6th levels each.
Abundant Casting: You have learned of a way to increase the number of spells you can cast per day.
Benefit: You can cast four more spells per day of 1st, 2nd, and 3rd levels each.
Abundant Ki: You've learned a way to increase your ki pool. Benefit: Your ki pool increases by a number
of points equal to your mythic rank.
Abundant Smite: You've learned a way to increase the number of uses of Smite Evil ability. Benefit: You
can use Smite Evil a number of additional times per day equal to half your mythic rank.
Always a Chance: Your attacks are now less affected by luck. Benefit: You don't automatically miss when
you roll a 1 on an attack roll.
Archmage Armor: You are a master of the mage armor spell. Benefit: Whenever you cast mage armor on
yourself, it gives an additional armor bonus equal to your mythic rank.
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Ascendant Element: You mastered a certain element to a spectacular level. Benefit: Choose one energy
type (acid, cold, electricity, fire, sonic, or negative). The damage of that energy type you deal can no
longer be prevented or reduced by resistances or immunities.
Ascendant Summons: The creatures you summon gain a piece of your mythic power. Benefit: Creatures
summoned by you gain a bonus to its Strength, Dexterity, Constitution, Wisdom, and Charisma equal to
half your mythic rank plus 1. Their attacks now ignore damage reduction except N/-.
Beneficial Curse: You have found out that curses can be a blessing, and now you know how to use them.
Benefit: You gain an additional Oracle Curse, but it gives you no penalties.
Best Jokes: You are a master of the hideous laughter spell Benefit: When a creature fails a saving throw
against your hideous laughter spell, another random enemy within 30 feet of the target is affected by the
same spell. This chain continues as long as targets continue to fail their saving throws.
Bloodline Ascendance: You are a paragon of your sorcerous bloodline. Benefit: You immediately gain an
ability from the 20th level of your bloodline.
Boundless Healing: Your healing is no longer affected by common limitations. Benefit: Whenever you
cast a cure wounds spell or another healing spell, it becomes reach as though using the Reach Spell feat.
Also, the amount of hit points healed by this spell no longer has a limit on a maximum caster level. Reach
Spell: You can alter a spell with a range of touch, close, or medium to increase its range by one range
category, using the following order: touch, close, medium, and long.
Rupture Restraints: You can create a surge of mythic powers that frees you from all magical restraints.
Benefit: Three times per day you can use this ability as a free action to automatically dispel any effects
that make you Frightened, Dazed, Sickened, Shaken, Staggered, Nauseated, Stunned, Paralyzed or
Confused.
Defensive Study: Your found a way to use your perception and knowledge to better defend yourself.
Benefit: Your Study Target ability gives you a bonus to AC against the target of our Study Target ability.
Dimensional Retribution: You leave a mystical link with enemy spellcasters that lets you instantly move to
them. Benefit: Every time you are targeted by an enemy spell, you gain the ability to teleport to the
spellcaster as a move action for the next two rounds.
Luminary Performer: Your performances are unforgettable. Benefit: Your bardic performance ability now
works as if you were a bard of 6 levels higher.
Domain Zealot : You moved closer to your deity and to the power it has over its divine domains. Benefit:
You can use the abilities of your domains as a swift action.
Over-Infused Blasts: You can use your Mythic powers to change your kinetic blasts ever further. Benefit:
You can simultaneously apply two substance infusions to your kinetic blasts.
Elemental Barrage: You mastered the art of raining elemental spells on your foes, and found a way to
empower them by combining different elements. Benefit: Every time you deal energy damage to a
creature, you apply an elemental mark to it. If during the next three rounds you deal energy damage to a
marked target with a different type of energy, the target is dealt additional Divine damage. The damage is
1d6 per mythic rank of your character.
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Throw Elixir: You have mastered the art of applying elixirs at a distance. Benefit: You can now apply your
elixirs from a distance of 30 feet.
Greater Enduring Spells: You have mastered a way to prolong your beneficial spells. Benefit: Effects of
your spells on your allies that should last longer than 5 minutes but shorter than 24 hours now last 24
hours.
Enduring Spells: You have learned of a way to prolong the effects of your beneficial spells. Benefit:
Effects of your spells on your allies that should last longer than an hour but shorter than 24 hours now
last 24 hours.
Enforced Vigor: Some people motivate their companions by their mere presence, while you learnt that
pain is a much more potent motivator. Benefit: Every time you damage an ally, they gain a +2 Mythic
bonus on attack and damage rolls, and a +1 Mythic bonus on all saving throws. The bonuses last for a
number rounds equal to half your mythic rank.
Everlasting Judgment: You use your Mythic powers to power your Judgements. Benefit: You can now use
Judgements any number of times per day.
Ever Ready: You are always ready to unleash some extra attacks. Benefit: Whenever you make an attack
of opportunity, you gain a bonus on the attack roll and damage roll equal to your mythic rank. The
number of attacks of opportunity you can make each round is increased by two.
Impossible Domain: You feel a closer connection to your deity. Benefit: You gain one more domain,
ignoring all domain prerequisites.
Favorite Metamagic: You can now use your Mythic powers to fuel your metamagic abilities. Benefit:
Select one kind of metamagic. The spell level cost for its use decreases by one (to a minimum of 0).
Full Reservoire: You learned a way to fill your arcane reservoire to the maximum. Benefit: You no longer
gain only 3 + 1/2 arcanist level arcane points in the arcane reservoire after a rest. Instead, you gain 3 +
arcanist level points.
Inspirational Leader: You are a beacon of hope for your comrades, and they perform better near you.
Benefit: Your allies with 50 feet of you gain a bonus equal to half your mythic rank plus 1 to their
Initiative, their saving throws against mind-affecting effects, and their concentration checks.
Kinetic Overcharge:You use your Mythic powers to fuel kineticist abilities. Benefit: Gather power ability
now reduces the burn cost of the kineticist blasts by one additional burn point.
Last Stand: Your mission is too important to fall in battle: and your mythic powers let you endure
unbelievable things. Benefit: Once per day, when your HP drop low, you become unkillable. For two
rounds, you become immune to damage that would make you unconscious.
Leading Strike: Your strikes make cracks in the enemy existence, leaving weak points for your allies to
strike. Benefit: Every time you hit a target in melee combat, you leave a mark on it. Any ally attacking the
marked target deals additional Divine damage equal to 1d6 per mythic rank to the target, consuming the
mark.
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Limitless Rage: Your rage knows neither limits nor bounds. Benefit: You no longer have a limited amount
of Rage rounds per day. Instead, whenever you enter rage, you get a temporary hit point for every 2
rounds of rage you would be limited to without this ability.
Magic Nullification: Your mythic powers can negate any magic around you. Benefit: Activiating this ability
grants you magic immunity and dispels any spell effects on you.
Master Shapeshifter: You learned to use any shapes to the utmost. Benefit: Any time you are become
target of a polymorph effect, all the physical ability scores adjustments are modified by +4. Additionally, if
you have the Wild Shape ability, you can use it any number of times per day.
Mythical Beast : Your animal companion is just as mythic as you. Benefit: Your animal companion gains a
bonus to its Strength, Dexterity, and Constitution equal to half your mythic rank plus 1. Its attacks now
ignore damage reduction except N/-.
Mythic Charge : Your charge carries the weight of your Mythic powers. Benefit: Your charge attacks deal
additional Divine damage equal to 1d6 per mythic rank.
Brutality Incarnate: The wounds you inflict with your natural attacks are anything but natural. Benefit:
Your natural attacks now ignore all damage reduction except N/-.
Powerful Shadows: You learned to utilise the real power of the Shadows. Benefit: Your Shadow spells are
20% more real.
Second Bloodline: You found a way to infuse your blood with even more power. Benefit: You select a
second bloodline, getting all its benefits.
Second Mystery: You opened your mind and soul to learn the secrets of a second mystery. Benefit: You
gain a second Oracle Mystery.
Second Spirit: Your growing powers let you speak to one more spirit. Benefit: You gain one more Shaman
Spirit.
Unstoppable: Your inner fortitude is so strong that it lets you overcome most debilitating conditions.
Benefit: At any time you would become paralyzed, you become staggered instead. If you would become
nauseated, you become sickened, and you become shaken instead of frightened.
Witch Wandering Hex: You can make your patron give you additional powers. Benefit: This ability lets
you select any Witch Hex, and grants you the ability to use the selected Hex. You lose the ability to use
the Hex after choosing another Hex with this ability.
Aeon
Enforcing Gaze
At 3rd level, Aeon gains the ability to enforce rules on everything around him, giivng various benefits to
allies and hindering his enemies. Once activated, this ability lasts until the combat ends, at which point all
of the bonuses immediately end. Enemies can try to make a Will saving throw to resist this effect,
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receiving a -2 penalty on the throw if they are Chaotic.
Thid ability can be used 1 plus Mythic level times per day.
Enforcing Gaze Damage reduction: You grant your allies DR/Chaotic equal to double your mythic level.
Your enemies who failed their saving throw reduce their DR by an amount equal yo your Mythic level.
Enforcing Gaze DC: You grant your allies a bonus on all spell DC equal to 1 plus one per three mythic
levels. Your enemies who failed their saving throw reduce the DC of all the spells and spell-like abilities by
the same amount.
Enforcing Gaze Caster Level: You grant your allies a bonus on all spell CL equal to 1 plus one per three
mythic levels. Your enemies who failed their saving throw reduce the CL of all the spells and spell-like
abilities by the same amount.
Angel
Angelic Halo
Mythic Angel gains a celestial halo. Each ally within 50 feet of the Angel gains a bonus equal to half
Angel's mythic rank plus 1 to AC and saving throws against attacks made or effects created by evil
creatures.
Sword of Heaven
Angels can imbue their weapons with holy power. Weapons imbued with holy power deal an additional
2d6 holy damage on attacks, while spells and abilities used while holding imbued weapons deal an
additional 2 dice of damage or heal an additional 2 dice of damage.
Azata
Song of Heroic Resolve
Azata starts a performance that grants all allies within 50 feet a luck bonus on all saving throws equal to
half her mythic rank. Whenever an ally under this effect makes a successful saving throw, that ally is
healed for a number of hit points equal to 2d6 + Azata's mythic rank.
Dragon Companion
At 3rd level, Azata get a Dragon as a animal companion .Unlike normal animals of its kind, an animal
companion's Hit Dice, abilities, skills, and feats advance as the Azata advances in Mythic levels.
Demon
Demon Rage
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The power of the Abyss courses through the Demon waiting to be unleashed. The Demon can enter a
demonic rage as a free action. The demonic rage lasts until the end of combat. While in demonic rage,
the Demon gains +2 bonus on attack rolls, damage rolls, caster level checks and reflex checks. The DC for
all saving throws against Demon's spells and abilities are increased by 2. These benefits increase by 1 at
6th and 9th mythic ranks.
Demonic Claws
The demon can grow claws at will, gaining two claw attacks. These attacks are considered primary attacks
and are made at the demon's full base attack bonus. The claws deal 1d8 points of slashing damage (1d6 if
Small) plus the demon's Strength modifier. If one of the claws is used in concert with a weapon held in
the other hand, the claw attack is made at the demon's full base attack bonus 5 and deals 1d8 damage
plus half the demon's Strength modifier.
Lich
Skeletal Champion
You get a powerful undead minion a skeletal champion. It will become more powerful as you gain new
mythic ranks. Just like your companions, this skeletal champion can use any items and also has all the
weapon proficiencies. Being undead, it is also subject to all the bonuses undead get being under the
command of the Mythic Lich.
Trickster
Mythic Trick
Mythic Tricksters can find creative uses for their skills.
Athletics 1 Rank: Any character can break free from entangling effects by succeeding on Athletics check.
But if you are strong enough there is no actual difference between being entangled and suffering from
any other debilitating condition. Every round you attempt an Athletics check to remove one negative
condition affecting you. The DC of this check is equal to the effect's original save DC + 15.
Knowledge (Arcana) 1 rank: You can now identify how to better use magical items. Every item with an
enhancement bonus that you identify has this enhancement bonus increased by 1.
Lore (World) 1 rank: You know so much trivia that you know how to do almost anything better, and can
give helpful advice to others. Whenever you, or anyone within 50 feet from you, make a skill check other
than Knowledge: world, you attempt a Knowledge: world check to add half your mythic tier to the original
check. The DC of this check is equal to the check's original save DC.
Lore (Religion) 1 rank: You learned how to heal not only the body, but the soul as well. Your Treat
Affliction removes not only poisons and diseases, but any negative conditions affecting the target.
Mobility 1 Rank: Acrobatic movement to avoid attack of opportunity reduces you movement speed
despite the fact that the skill is called mobility. With this unlock this confusing problem is removed
acrobatic movement now instead increases you movement speed by half.
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Perception 1 rank: You see more than other people. You are under a constant effect of See Invisibility and
can now find hidden items in unexpected places.
Persuasion 1 rank: You are so good at demoralizing enemies that just entering combat against you is
enough to demoralize them. Any enemy that begins combat against you is immediately affected by your
demoralize ability.
Stealth 1 rank: You can easily slip into shadow at any time. You can enter stealth during combat as a move
action. This stealth is not broken by a single enemy detecting you instead it acts similar to Invisibility,
giving you total concealment against all creatures that did not succeed on a perception check against you.
Trickery 1 Rank: Magical effects do not differ much from magical traps, and can be disabled just like any
device. You can, as a standard action, attempt a trickery check to dispel any effects on target or on the
ground. Treat this as a Dispel Magic, only with a caster level check replaced by a Trickery skill check with a
-10 penalty.
Infuse Magic Device: You have learned of a way to improve the efficiency of used magical items. Caster
level of all abilities from magical items you use is increased by your mythic rank.
Monsters
Ash Giant CR11 (180 xp)
Class: Humanoid 14
Size: Large
Alignment: Chaotic Evil
HD: 14 (160 HP)
Initiative: +2
AC: 21 (touch: 7, flat-footed: 19)
Fortitude: 15 Reflex: 6 Will: 7
Speed: 20 ft.
Reach: 4 ft.
Attacks: Greatclub+17 / +12 (3d8+25 Slashing / 20 x2)
Strength: 33
Dexterity: 14
Constitution: 23
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Intelligence: 9
Wisdom: 12
Charisma: 10
BAB: +10 CMB: +22 CMD: 30
Athletics: 25
Equipment: Greatclub, Hide Armor
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Cleave: As a standard action, you can make a single attack at your full base attack bonus against a foe
within reach. If you hit, you deal damage normally and can make an additional attack (using your full base
attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one
additional attack per round with this feat. When you use this feat, you take a 2 penalty to your Armor
Class until your next turn.
Great Cleave: As a standard action, you can make a single attack at your full base attack bonus against a
foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full
base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you
can continue to make attacks against foes adjacent to the previous foe, so long as they are within your
reach. You cannot attack an individual foe more than once during this attack action. When you use this
feat, you take a 2 penalty to your Armor Class until your next turn.
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to
30 feet.
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Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking
the standard 4 penalty on your attack roll.
Iron Will: You get a +2 bonus on all Will saving throws.
Disease: While ash giants are immune to disease, they carry a contagious form of leprosy. Any creature
struck by an ash giant's attacks is exposed to this virulent sickness.
Oversized Weapon: An ash giant weapons deal damage as if it were one size category larger.
Ash Giant Wrecker CR12 (240 xp)
Class: Humanoid 14
Size: Large
Alignment: Chaotic Evil
HD: 14 (188 HP)
Initiative: +4
AC: 25 (touch: 9, flat-footed: 21)
Fortitude: 17 Reflex: 8 Will: 9
Speed: 20 ft.
Reach: 4 ft.
Attacks: Masterwork Greatclub+20 / +15 (3d8+28 Slashing / 20 x2)
Strength: 37
Dexterity: 18
Constitution: 27
Intelligence: 13
Wisdom: 16
Charisma: 14
BAB: +10 CMB: +24 CMD: 34
Athletics: 27
Perception: 20
Equipment: Masterwork Greatclub, Hide Armor
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Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Cleave: As a standard action, you can make a single attack at your full base attack bonus against a foe
within reach. If you hit, you deal damage normally and can make an additional attack (using your full base
attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one
additional attack per round with this feat. When you use this feat, you take a 2 penalty to your Armor
Class until your next turn.
Great Cleave: As a standard action, you can make a single attack at your full base attack bonus against a
foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full
base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you
can continue to make attacks against foes adjacent to the previous foe, so long as they are within your
reach. You cannot attack an individual foe more than once during this attack action. When you use this
feat, you take a 2 penalty to your Armor Class until your next turn.
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to
30 feet.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking
the standard 4 penalty on your attack roll.
Iron Will: You get a +2 bonus on all Will saving throws.
Disease: While ash giants are immune to disease, they carry a contagious form of leprosy. Any creature
struck by an ash giant's attacks is exposed to this virulent sickness.
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Oversized Weapon: An ash giant weapons deal damage as if it were one size category larger.
Dire Bear CR7 (67 xp)
Class: Animal 10
Size: Large
Alignment: True Neutral
HD: 10 (104 HP)
Initiative: +5
AC: 15 (touch: 7, flat-footed: 14)
Fortitude: 14 Reflex: 8 Will: 6
Speed: 40 ft.
Reach: 0 ft.
Attacks: Bite+13 (1d8+7 Slashing / 20 x2); Claw+13 / +13 (1d6+7 Slashing / 20 x2)
Strength: 25
Dexterity: 13
Constitution: 21
Intelligence: 2
Wisdom: 12
Charisma: 6
BAB: +7 CMB: +15 CMD: 23
Athletics: 20
Perception: 17
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
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Great Fortitude: You get a +2 bonus on all Fortitude saving throws.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Skill Focus Perception: You get a +3 bonus on all checks involving Perception. If you have 10 or more
ranks in Perception, this bonus increases to +6.
Iron Will: You get a +2 bonus on all Will saving throws.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Greater Dire Bear CR8 (90 xp)
Class: Animal 10
Size: Large
Alignment: True Neutral
HD: 10 (124 HP)
Initiative: +7
AC: 19 (touch: 9, flat-footed: 16)
Fortitude: 16 Reflex: 10 Will: 8
Speed: 40 ft.
Reach: 0 ft.
Attacks: Bite+15 (1d8+9 Slashing / 20 x2); Claw+15 / +15 (1d6+9 Slashing / 20 x2)
Strength: 29
Dexterity: 17
Constitution: 25
Intelligence: 2
Wisdom: 16
Charisma: 14
BAB: +7 CMB: +17 CMD: 27
Athletics: 22
Perception: 19
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Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Great Fortitude: You get a +2 bonus on all Fortitude saving throws.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Skill Focus Perception: You get a +3 bonus on all checks involving Perception. If you have 10 or more
ranks in Perception, this bonus increases to +6.
Iron Will: You get a +2 bonus on all Will saving throws.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Bodak CR8 (90 xp)
Class: Undead 10
Size: Medium
Alignment: Chaotic Evil
HD: 10 (84 HP)
Initiative: +6
AC: 18 (touch: 10, flat-footed: 15)
Fortitude: 6 Reflex: 5 Will: 8
Speed: 20 ft.
Reach: 0 ft.
Attacks: Slam+9 / +9 (1d8+1 Slashing / 20 x2)
Strength: 13
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Dexterity: 15
Constitution: 10
Intelligence: 6
Wisdom: 13
Charisma: 16
BAB: +7 CMB: +8 CMD: 18
Perception: 16
Stealth: 24
Mobility: 20
Persuasion: 19
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Undead Creature: An undead creature possesses the following traits (unless otherwise noted in a
creature's entry).No Constitution score. Undead use their Charisma score in place of their Constitution
score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such
as when calculating a breath weapon's DC).Immunity to bleed, death effects, disease, paralysis, poison,
sleep effects, and stunning.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
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Combat Mobility: You can easily move through a dangerous melee. Benefit: You get a +4 dodge bonus to
Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A
condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge
bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Unhallowed Bodak CR9 (112 xp)
Class: Undead 10
Size: Medium
Alignment: Chaotic Evil
HD: 10 (104 HP)
Initiative: +8
AC: 19 (touch: 11, flat-footed: 14)
Fortitude: 8 Reflex: 7 Will: 10
Speed: 20 ft.
Reach: 0 ft.
Attacks: Slam+11 / +11 (1d8+3 Slashing / 20 x2)
Strength: 17
Dexterity: 19
Constitution: 10
Intelligence: 10
Wisdom: 17
Charisma: 20
BAB: +7 CMB: +10 CMD: 21
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Perception: 18
Stealth: 26
Mobility: 22
Persuasion: 21
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Undead Creature: An undead creature possesses the following traits (unless otherwise noted in a
creature's entry).No Constitution score. Undead use their Charisma score in place of their Constitution
score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such
as when calculating a breath weapon's DC).Immunity to bleed, death effects, disease, paralysis, poison,
sleep effects, and stunning.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Combat Mobility: You can easily move through a dangerous melee. Benefit: You get a +4 dodge bonus to
Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A
condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge
bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
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creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Carnivorous Crystal CR12 (240 xp)
Class: Aberration 16
Size: Medium
Alignment: True Neutral
HD: 16 (167 HP)
Initiative: -5
AC: 15 (touch: 1, flat-footed: 15)
Fortitude: 11 Reflex: 0 Will: 5
Speed: 10 ft.
Reach: 0 ft.
Attacks: Slam+20 (7d8+12 Slashing / 19-20 x2)
Strength: 26
Dexterity: 1
Constitution: 22
Intelligence: 14
Wisdom: 1
Charisma: 16
BAB: +12 CMB: +20 CMD: 21
Stealth: 14
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
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must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Earth Subtype: This subtype is usually used for outsiders with a connection to the Elemental Planes of
Earth.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Razor Sharp: A carnivorous crystal's slam attack deals devastating piercing and slashing damage, and
threatens a critical hit on a roll of 18, 19, or 20.
Immunity (Cold): A creature with energy immunity never takes damage from that energy type.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Fire Resistance 20: Creature ignores 20 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Vulnerability to Sonic: Creature takes half again as much (+50%) damage as normal from Sonic, regardless
of whether a saving throw is allowed or if the save is a success or failure.
Crystallize: A creature entrapped by a carnivorous crystal's attack must succeed at a DC 22 Fortitude save
each round or become helpless. If a helpless creature fails this save, it becomes petrified as its body
crystallizes. The save DC is Constitution-based.
Poison Immunity: At 10th level, an alchemist becomes completely immune to poison.
Greater Carnivorous Crystal CR13 (360 xp)
Class: Aberration 16
Size: Medium
Alignment: True Neutral
HD: 16 (199 HP)
Initiative: -5
AC: 17 (touch: 1, flat-footed: 17)
Fortitude: 13 Reflex: 0 Will: 5
Speed: 10 ft.
Reach: 0 ft.
Attacks: Slam+22 (7d8+15 Slashing / 19-20 x2)
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Strength: 30
Dexterity: 1
Constitution: 26
Intelligence: 14
Wisdom: 1
Charisma: 20
BAB: +12 CMB: +22 CMD: 23
Stealth: 14
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Earth Subtype: This subtype is usually used for outsiders with a connection to the Elemental Planes of
Earth.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Razor Sharp: A carnivorous crystal's slam attack deals devastating piercing and slashing damage, and
threatens a critical hit on a roll of 18, 19, or 20.
Immunity (Cold): A creature with energy immunity never takes damage from that energy type.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Fire Resistance 20: Creature ignores 20 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Vulnerability to Sonic: Creature takes half again as much (+50%) damage as normal from Sonic, regardless
of whether a saving throw is allowed or if the save is a success or failure.
Crystallize: A creature entrapped by a carnivorous crystal's attack must succeed at a DC 22 Fortitude save
each round or become helpless. If a helpless creature fails this save, it becomes petrified as its body
crystallizes. The save DC is Constitution-based.
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Poison Immunity: At 10th level, an alchemist becomes completely immune to poison.
Ancient Carnivorous Crystal CR14 (480 xp)
Class: Aberration 16
Size: Large
Alignment: True Neutral
HD: 16 (231 HP)
Initiative: -5
AC: 19 (touch: 0, flat-footed: 19)
Fortitude: 15 Reflex: 0 Will: 5
Speed: 10 ft.
Reach: 4 ft.
Attacks: Slam+23 (8d8+18 Slashing / 19-20 x2)
Strength: 34
Dexterity: 1
Constitution: 30
Intelligence: 14
Wisdom: 1
Charisma: 20
BAB: +12 CMB: +25 CMD: 26
Stealth: 10
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
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Earth Subtype: This subtype is usually used for outsiders with a connection to the Elemental Planes of
Earth.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Razor Sharp: A carnivorous crystal's slam attack deals devastating piercing and slashing damage, and
threatens a critical hit on a roll of 18, 19, or 20.
Immunity (Cold): A creature with energy immunity never takes damage from that energy type.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Fire Resistance 20: Creature ignores 20 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Vulnerability to Sonic: Creature takes half again as much (+50%) damage as normal from Sonic, regardless
of whether a saving throw is allowed or if the save is a success or failure.
Crystallize: A creature entrapped by a carnivorous crystal's attack must succeed at a DC 22 Fortitude save
each round or become helpless. If a helpless creature fails this save, it becomes petrified as its body
crystallizes. The save DC is Constitution-based.
Poison Immunity: At 10th level, an alchemist becomes completely immune to poison.
Young Deer CR1 (18 xp)
Class: Animal 2
Size: Medium
Alignment: True Neutral
HD: 2 (10 HP)
Initiative: +2
AC: 12 (touch: 11, flat-footed: 9)
Fortitude: 4 Reflex: 5 Will: 2
Speed: 40 ft.
Reach: 0 ft.
Attacks: Gore+2 (1d6+1 Slashing / 20 x2); Hoof-3 / -3 (1d4 Slashing / 20 x2)
Strength: 12
Dexterity: 15
Constitution: 12
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Intelligence: 2
Wisdom: 14
Charisma: 6
BAB: +1 CMB: +2 CMD: 13
Perception: 7
Mobility: 7
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Stringy Demodand CR15 (720 xp)
Class: Outsider 20
Size: Medium
Alignment: Chaotic Evil
HD: 20 (248 HP)
Initiative: +8
AC: 26 (touch: 14, flat-footed: 18)
Fortitude: 12 Reflex: 20 Will: 15
Speed: 30 ft.
Reach: 0 ft.
Attacks: Bite+24 (2d6+21 Slashing / 19-20 x2); Claw+24 / +24 (1d10+21 Slashing / 19-20 x2)
Strength: 28
Dexterity: 27
Constitution: 23
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Intelligence: 12
Wisdom: 13
Charisma: 18
BAB: +20 CMB: +29 CMD: 43
Perception: 23
Stealth: 31
Mobility: 26
Persuasion: 17
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Blind Fight: In melee, every time you miss because of concealment, you can reroll your miss chance
percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to
hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't
get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged
attacks, however. You also gain immunity to gaze attacks.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your
Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
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Improved Critical: Choose one type of weapon. When using the weapon you selected, your threat range is
doubled. Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you
take the feat, it applies to a new type of weapon. This effect doesn't stack with any other effect that
expands the threat range of a weapon.
Improved Critical: Choose one type of weapon. When using the weapon you selected, your threat range is
doubled. Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you
take the feat, it applies to a new type of weapon. This effect doesn't stack with any other effect that
expands the threat range of a weapon.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Iron Will: You get a +2 bonus on all Will saving throws.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Faith-Stealing Strike: When a demodand's natural attack or melee weapon damages a creature capable of
casting divine spells, that creature must make a Will saving throw or be unable to cast any divine spells
for 1 round. Once a creature makes this save, it is immune to further faith-stealing strikes from that
particular demodand for 24 hours. The save DC is Charisma-based.
Heretical Soul: All demodands gain a +4 bonus on saving throws against divine spells. In addition, any
attempts to scry on a demodand using divine magic automatically fail. The caster can see the scryed area
normally, but the demodand simply does not appear.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Tarry Demodand CR13 (360 xp)
Class: Outsider 18
Size: Medium
Alignment: Chaotic Evil
HD: 18 (169 HP)
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Initiative: +9
AC: 22 (touch: 9, flat-footed: 19)
Fortitude: 10 Reflex: 16 Will: 12
Speed: 20 ft.
Reach: 0 ft.
Attacks: Masterwork Shortsword+22 / +17 / +12 / +7 (1d6+14 Slashing / 17-20 x2); Masterwork
Shortsword+22 / +17 / +12 (1d6+9 Slashing / 17-20 x2); Bite+17 (1d8+14 Slashing / 20 x2)
Strength: 28
Dexterity: 21
Constitution: 18
Intelligence: 12
Wisdom: 13
Charisma: 17
BAB: +18 CMB: +27 CMD: 38
Perception: 22
Stealth: 23
Mobility: 19
Persuasion: 16
Equipment: Masterwork Shortsword, Masterwork Shortsword, Breastplate
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
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halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your
Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Two-Weapon Fighting: Benefit: Your penalties on attack rolls for fighting with two weapons are reduced.
The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. Normal: If you
wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When
fighting in this way you suffer a 6 penalty with your regular attack or attacks with your primary hand and
a 10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced
by 2 each. An unarmed strike is always considered light.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Improved Two-Weapon Fighting: You get a second attack with your off-hand weapon, albeit at a 5
penalty.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Improved Critical: Choose one type of weapon. When using the weapon you selected, your threat range is
doubled. Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you
take the feat, it applies to a new type of weapon. This effect doesn't stack with any other effect that
expands the threat range of a weapon.
Greater Two-Weapon Fighting: You get a third attack with your off-hand weapon, albeit at a 10 penalty.
Hammer the Gap: You repeatedly strike the same location, causing increasing amounts of damage.
Benefit: When you make a full attack, each consecutive hit against the same opponent deals extra
damage equal to the number of previous consecutive hits you have made against that opponent this turn.
This damage is multiplied on a critical hit.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Faith-Stealing Strike: When a demodand's natural attack or melee weapon damages a creature capable of
casting divine spells, that creature must make a Will saving throw or be unable to cast any divine spells
for 1 round. Once a creature makes this save, it is immune to further faith-stealing strikes from that
particular demodand for 24 hours. The save DC is Charisma-based.
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Heretical Soul: All demodands gain a +4 bonus on saving throws against divine spells. In addition, any
attempts to scry on a demodand using divine magic automatically fail. The caster can see the scryed area
normally, but the demodand simply does not appear.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Adhesion: A creature striking a tarry demodand with a manufactured weapon must make a DC 23 Reflex
save; failure means the weapon sticks to the demodand and cannot be used to make attacks until freed.
Freeing a stuck weapon requires a successful grapple check. This adhesion grants a +4 racial bonus to
CMD against disarm attempts.
Tarry Demodand Marauder CR14 (480 xp)
Class: Outsider 18
Size: Medium
Alignment: Chaotic Evil
HD: 18 (205 HP)
Initiative: +11
AC: 24 (touch: 9, flat-footed: 21)
Fortitude: 12 Reflex: 18 Will: 14
Speed: 20 ft.
Reach: 0 ft.
Attacks: Masterwork Shortsword+24 / +19 / +14 / +9 (1d6+16 Slashing / 17-20 x2); Masterwork
Shortsword+24 / +19 / +14 (1d6+10 Slashing / 17-20 x2); Bite+19 (1d8+15 Slashing / 20 x2)
Strength: 32
Dexterity: 25
Constitution: 22
Intelligence: 14
Wisdom: 17
Charisma: 21
BAB: +18 CMB: +29 CMD: 42
Perception: 24
Stealth: 25
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Mobility: 21
Persuasion: 18
Equipment: Masterwork Shortsword, Masterwork Shortsword, Breastplate
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your
Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Two-Weapon Fighting: Benefit: Your penalties on attack rolls for fighting with two weapons are reduced.
The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. Normal: If you
wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When
fighting in this way you suffer a 6 penalty with your regular attack or attacks with your primary hand and
a 10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced
by 2 each. An unarmed strike is always considered light.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Improved Two-Weapon Fighting: You get a second attack with your off-hand weapon, albeit at a 5
penalty.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Improved Critical: Choose one type of weapon. When using the weapon you selected, your threat range is
doubled. Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you
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take the feat, it applies to a new type of weapon. This effect doesn't stack with any other effect that
expands the threat range of a weapon.
Greater Two-Weapon Fighting: You get a third attack with your off-hand weapon, albeit at a 10 penalty.
Hammer the Gap: You repeatedly strike the same location, causing increasing amounts of damage.
Benefit: When you make a full attack, each consecutive hit against the same opponent deals extra
damage equal to the number of previous consecutive hits you have made against that opponent this turn.
This damage is multiplied on a critical hit.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Faith-Stealing Strike: When a demodand's natural attack or melee weapon damages a creature capable of
casting divine spells, that creature must make a Will saving throw or be unable to cast any divine spells
for 1 round. Once a creature makes this save, it is immune to further faith-stealing strikes from that
particular demodand for 24 hours. The save DC is Charisma-based.
Heretical Soul: All demodands gain a +4 bonus on saving throws against divine spells. In addition, any
attempts to scry on a demodand using divine magic automatically fail. The caster can see the scryed area
normally, but the demodand simply does not appear.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Adhesion: A creature striking a tarry demodand with a manufactured weapon must make a DC 23 Reflex
save; failure means the weapon sticks to the demodand and cannot be used to make attacks until freed.
Freeing a stuck weapon requires a successful grapple check. This adhesion grants a +4 racial bonus to
CMD against disarm attempts.
Babau CR6 (56 xp)
Class: Outsider 7
Size: Medium
Alignment: Chaotic Evil
HD: 7 (72 HP)
Initiative: +5
AC: 16 (touch: 8, flat-footed: 15)
Fortitude: 7 Reflex: 6 Will: 8
Speed: 30 ft.
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Reach: 0 ft.
Attacks: Claw+12 (1d6+5 Slashing / 20 x2); Claw+12 (1d6+5 Slashing / 20 x2); Bite+12 (1d6+5 Slashing / 20
x2)
Strength: 21
Dexterity: 13
Constitution: 20
Intelligence: 14
Wisdom: 13
Charisma: 16
BAB: +7 CMB: +12 CMD: 20
Perception: 16
Stealth: 29
Mobility: 19
Persuasion: 16
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your
Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Iron Will: You get a +2 bonus on all Will saving throws.
Skill Focus Stealth: You get a +3 bonus on all checks involving Stealth. If you have 10 or more ranks in
Stealth, this bonus increases to +6.
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Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Protective Slime: A layer of acidic slime coats a babau's skin. Any creature that strikes a babau with a
natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex
save. The save DC is Constitution-based.
Babau CR6 (56 xp)
Class: Outsider 7
Size: Medium
Alignment: Chaotic Evil
HD: 7 (72 HP)
Initiative: +5
AC: 16 (touch: 8, flat-footed: 15)
Fortitude: 7 Reflex: 6 Will: 8
Speed: 30 ft.
Reach: 0 ft.
Attacks: Longspear+12 / +7 (1d8+7 Slashing / 20 x3); Bite+7 (1d6+2 Slashing / 20 x2)
Strength: 21
Dexterity: 13
Constitution: 20
Intelligence: 14
Wisdom: 13
Charisma: 16
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BAB: +7 CMB: +12 CMD: 20
Perception: 16
Stealth: 29
Mobility: 19
Persuasion: 16
Equipment: Longspear
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your
Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Iron Will: You get a +2 bonus on all Will saving throws.
Skill Focus Stealth: You get a +3 bonus on all checks involving Stealth. If you have 10 or more ranks in
Stealth, this bonus increases to +6.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
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Protective Slime: A layer of acidic slime coats a babau's skin. Any creature that strikes a babau with a
natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex
save. The save DC is Constitution-based.
Babau Warrior CR9 (112 xp)
Class: Outsider 9
Size: Medium
Alignment: Chaotic Evil
HD: 9 (111 HP)
Initiative: +7
AC: 19 (touch: 9, flat-footed: 16)
Fortitude: 10 Reflex: 9 Will: 11
Speed: 30 ft.
Reach: 0 ft.
Attacks: Masterwork Longspear+18 / +13 (1d8+10 Slashing / 20 x3); Bite+11 (1d6+3 Slashing / 20 x2)
Strength: 25
Dexterity: 17
Constitution: 24
Intelligence: 18
Wisdom: 17
Charisma: 20
BAB: +9 CMB: +16 CMD: 25
Perception: 18
Stealth: 31
Mobility: 21
Persuasion: 18
Equipment: Masterwork Longspear
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
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Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your
Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Iron Will: You get a +2 bonus on all Will saving throws.
Skill Focus Stealth: You get a +3 bonus on all checks involving Stealth. If you have 10 or more ranks in
Stealth, this bonus increases to +6.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Protective Slime: A layer of acidic slime coats a babau's skin. Any creature that strikes a babau with a
natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex
save. The save DC is Constitution-based.
Babau Warrior CR9 (112 xp)
Class: Outsider 9
Size: Medium
Alignment: Chaotic Evil
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HD: 9 (111 HP)
Initiative: +7
AC: 19 (touch: 9, flat-footed: 16)
Fortitude: 10 Reflex: 9 Will: 11
Speed: 30 ft.
Reach: 0 ft.
Attacks: Claw+17 (1d6+7 Slashing / 20 x2); Claw+17 (1d6+7 Slashing / 20 x2); Bite+16 (1d6+7 Slashing / 20
x2)
Strength: 25
Dexterity: 17
Constitution: 24
Intelligence: 18
Wisdom: 17
Charisma: 20
BAB: +9 CMB: +16 CMD: 25
Perception: 18
Stealth: 31
Mobility: 21
Persuasion: 18
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your
Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
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Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Iron Will: You get a +2 bonus on all Will saving throws.
Skill Focus Stealth: You get a +3 bonus on all checks involving Stealth. If you have 10 or more ranks in
Stealth, this bonus increases to +6.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Protective Slime: A layer of acidic slime coats a babau's skin. Any creature that strikes a babau with a
natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex
save. The save DC is Constitution-based.
Babau Eliminator CR11 (180 xp)
Class: Outsider 11
Size: Medium
Alignment: Chaotic Evil
HD: 11 (136 HP)
Initiative: +7
AC: 19 (touch: 9, flat-footed: 16)
Fortitude: 10 Reflex: 10 Will: 12
Speed: 30 ft.
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Reach: 0 ft.
Attacks: Masterwork Longspear+20 / +15 / +10 (1d8+10 Slashing / 20 x3); Bite+13 (1d6+3 Slashing / 20
x2)
Strength: 25
Dexterity: 17
Constitution: 24
Intelligence: 18
Wisdom: 17
Charisma: 20
BAB: +11 CMB: +18 CMD: 27
Perception: 18
Stealth: 31
Mobility: 21
Persuasion: 18
Equipment: Masterwork Longspear
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your
Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Iron Will: You get a +2 bonus on all Will saving throws.
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Outflank: Whenever you and an ally who also has this feat are flanking the same creature, your flanking
bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked
creature, it provokes an attack of opportunity from your ally.
Skill Focus Stealth: You get a +3 bonus on all checks involving Stealth. If you have 10 or more ranks in
Stealth, this bonus increases to +6.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Protective Slime: A layer of acidic slime coats a babau's skin. Any creature that strikes a babau with a
natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex
save. The save DC is Constitution-based.
Brimorak CR5 (45 xp)
Class: Outsider 6
Size: Small
Alignment: Chaotic Evil
HD: 6 (55 HP)
Initiative: +7
AC: 15 (touch: 11, flat-footed: 12)
Fortitude: 6 Reflex: 8 Will: 6
Speed: 30 ft.
Reach: 0 ft.
Attacks: Longsword+11 / +6 (1d6+4 Slashing / 19-20 x2); Hoof+5 (1d3+1 Slashing / 20 x2)
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Strength: 17
Dexterity: 16
Constitution: 19
Intelligence: 12
Wisdom: 12
Charisma: 15
BAB: +6 CMB: +8 CMD: 18
Perception: 16
Stealth: 29
Mobility: 21
Persuasion: 15
Equipment: Longsword
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Combat Casting: You are adept at spellcasting when threatened or distracted. You get a +4 bonus on
concentration checks made to cast a spell or use a spell-like ability.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
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Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Immunity (Fire): A creature with energy immunity never takes damage from that energy type.
Flaming Weapon: As a free action, a brimorak can cause a single wielded melee weapon to deal 1d6
additional points of fire damage on a successful hit. This fire damage stacks with any fire damage that the
weapon might also deal. The weapon loses this ability if it leaves the demon's grasp.
Smoke Breath: A brimorak's breath surrounds it to a radius of 5 feet. A creature who begins its turn in this
area must make a successful DC 17 Fortitude save or become sickened for 1 round. A creature gains
immunity to a particular brimorak's breath for 24 hours with a successful save. This is a poison effect. The
save DC is Constitution-based.
Boiling Blood: Any creature that damages a brimorak with a non-reach melee weapon is sprayed with its
blood, taking 1d4 points of fire damage on each successful hit with such a weapon.
Vulnerability to Cold: Creature takes half again as much (+50%) damage as normal from Cold, regardless
of whether a saving throw is allowed or if the save is a success or failure.
Brimorak Warrior CR7 (67 xp)
Class: Outsider 7
Size: Small
Alignment: Chaotic Evil
HD: 7 (79 HP)
Initiative: +9
AC: 19 (touch: 13, flat-footed: 14)
Fortitude: 8 Reflex: 10 Will: 8
Speed: 30 ft.
Reach: 0 ft.
Attacks: Masterwork Longsword+15 / +10 (1d6+7 Slashing / 19-20 x2); Hoof+8 (1d3+2 Slashing / 20 x2)
Strength: 21
Dexterity: 20
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Constitution: 23
Intelligence: 16
Wisdom: 16
Charisma: 19
BAB: +7 CMB: +11 CMD: 23
Perception: 18
Stealth: 31
Mobility: 23
Persuasion: 17
Equipment: Masterwork Longsword
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Combat Casting: You are adept at spellcasting when threatened or distracted. You get a +4 bonus on
concentration checks made to cast a spell or use a spell-like ability.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
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Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Immunity (Fire): A creature with energy immunity never takes damage from that energy type.
Flaming Weapon: As a free action, a brimorak can cause a single wielded melee weapon to deal 1d6
additional points of fire damage on a successful hit. This fire damage stacks with any fire damage that the
weapon might also deal. The weapon loses this ability if it leaves the demon's grasp.
Smoke Breath: A brimorak's breath surrounds it to a radius of 5 feet. A creature who begins its turn in this
area must make a successful DC 17 Fortitude save or become sickened for 1 round. A creature gains
immunity to a particular brimorak's breath for 24 hours with a successful save. This is a poison effect. The
save DC is Constitution-based.
Boiling Blood: Any creature that damages a brimorak with a non-reach melee weapon is sprayed with its
blood, taking 1d4 points of fire damage on each successful hit with such a weapon.
Vulnerability to Cold: Creature takes half again as much (+50%) damage as normal from Cold, regardless
of whether a saving throw is allowed or if the save is a success or failure.
Cambion CR2 (22 xp)
Class: Outsider 3
Size: Medium
Alignment: Chaotic Evil
HD: 3 (24 HP)
Initiative: +1
AC: 13 (touch: 9, flat-footed: 12)
Fortitude: 3 Reflex: 4 Will: 4
Speed: 30 ft.
Reach: 0 ft.
Attacks: Masterwork Scimitar+5 (1d6+6 Slashing / 15-20 x2); Claw-1 (1d4+3 Slashing / 19-20 x2)
Strength: 15
Dexterity: 13
Constitution: 14
Intelligence: 13
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Wisdom: 12
Charisma: 14
BAB: +3 CMB: +5 CMD: 14
Perception: 16
Stealth: 22
Mobility: 18
Persuasion: 15
Equipment: Masterwork Scimitar, Studded Leather
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
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Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Sadistic Strike: Cambions excel at causing pain and anguish. Cambions always treat any weapons with
which they attack (including natural weapons and spells with attack rolls) as if they had the Improved
Critical feat for the weapons.
Sinfrenzy: Every cambion carries an excessive capacity for one of the seven classical sins, determined at
the moment of the cambion's birth and depending on the nature of his humanoid parent's greatest sin.
Once per day for a number of rounds equal to his Hit Dice, a cambion can embrace his sin and enter a
frenzied state as a free action. While a cambion is in this frenzy, his land speed increases by 10 feet and
he gains a +1 bonus on Reflex saves and attack rolls.
Sinfrenzy: Every cambion carries an excessive capacity for one of the seven classical sins, determined at
the moment of the cambion's birth and depending on the nature of his humanoid parent's greatest sin.
Once per day for a number of rounds equal to his Hit Dice, a cambion can embrace his sin and enter a
frenzied state as a free action. While a cambion is in this frenzy, his land speed increases by 10 feet and
he gains a +1 bonus on Reflex saves and attack rolls.
Cambion CR2 (22 xp)
Class: Outsider 3
Size: Medium
Alignment: Chaotic Evil
HD: 3 (21 HP)
Initiative: +2
AC: 14 (touch: 10, flat-footed: 12)
Fortitude: 3 Reflex: 5 Will: 4
Speed: 30 ft.
Reach: 0 ft.
Attacks: Composite Longbow+5 (1d8+1 Slashing / 20 x3); Claw-2 (1d4+2 Slashing / 19-20 x2)
Strength: 13
Dexterity: 15
Constitution: 14
Intelligence: 13
Wisdom: 12
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Charisma: 14
BAB: +3 CMB: +4 CMD: 14
Perception: 16
Stealth: 23
Mobility: 19
Persuasion: 15
Equipment: Composite Longbow, Masterwork Scimitar, Studded Leather
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to
30 feet.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
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creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Sadistic Strike: Cambions excel at causing pain and anguish. Cambions always treat any weapons with
which they attack (including natural weapons and spells with attack rolls) as if they had the Improved
Critical feat for the weapons.
Sinfrenzy: Every cambion carries an excessive capacity for one of the seven classical sins, determined at
the moment of the cambion's birth and depending on the nature of his humanoid parent's greatest sin.
Once per day for a number of rounds equal to his Hit Dice, a cambion can embrace his sin and enter a
frenzied state as a free action. While a cambion is in this frenzy, his land speed increases by 10 feet and
he gains a +1 bonus on Reflex saves and attack rolls.
Sinfrenzy: Every cambion carries an excessive capacity for one of the seven classical sins, determined at
the moment of the cambion's birth and depending on the nature of his humanoid parent's greatest sin.
Once per day for a number of rounds equal to his Hit Dice, a cambion can embrace his sin and enter a
frenzied state as a free action. While a cambion is in this frenzy, his land speed increases by 10 feet and
he gains a +1 bonus on Reflex saves and attack rolls.
Cambion Bard CR3 (27 xp)
Class: Outsider 3, Bard 1
Size: Medium
Alignment: Chaotic Evil
HD: 4 (28 HP)
Initiative: +2
AC: 14 (touch: 10, flat-footed: 12)
Fortitude: 3 Reflex: 7 Will: 6
Speed: 30 ft.
Reach: 0 ft.
Attacks: Composite Shortbow+5 (1d6+1 Slashing / 20 x3); Claw-2 (1d4+2 Slashing / 19-20 x2)
Strength: 13
Dexterity: 15
Constitution: 14
Intelligence: 13
Wisdom: 12
Charisma: 15
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BAB: +3 CMB: +4 CMD: 14
Perception: 16
Stealth: 23
Mobility: 19
Persuasion: 18
Equipment: Composite Shortbow, Masterwork Scimitar, Studded Leather
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to
30 feet.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Bard Proficiencies: A bard is proficient with all simple weapons, plus the longsword, rapier, short sword
and shortbow. Bards are also proficient with light armor and shields (except tower shields). A bard can
cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell
failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance
of arcane spell failure. A multiclass bard still incurs the normal arcane spell failure chance for arcane
spells received from other classes.
Armor Proficiency (Light Armor): You become proficient with Light Armor.
Simple Weapon Proficiency: You become proficient with all Simple Weapons.
Shield Proficiency: You become proficient with Bucklers, Light Shields, and Heavy Shields.
Cantrips: Bards can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell,
but they are not expended when cast and may be used again.
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Inspire Courage: A 1st-level bard can use his performance to inspire courage in his allies (including
himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must
be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws
against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th
level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level.
Bardic Knowledge: A bard adds half his class level (minimum 1) to all Knowledge and Lore skill checks and
may make all Knowledge and Lore skill checks untrained.
Detect Magic: Detects magical auras of active spells or artifacts (or of those that were active recently).
Can identify the school of magic to which the spell belongs. Used in dialogues.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Sadistic Strike: Cambions excel at causing pain and anguish. Cambions always treat any weapons with
which they attack (including natural weapons and spells with attack rolls) as if they had the Improved
Critical feat for the weapons.
Sinfrenzy: Every cambion carries an excessive capacity for one of the seven classical sins, determined at
the moment of the cambion's birth and depending on the nature of his humanoid parent's greatest sin.
Once per day for a number of rounds equal to his Hit Dice, a cambion can embrace his sin and enter a
frenzied state as a free action. While a cambion is in this frenzy, his land speed increases by 10 feet and
he gains a +1 bonus on Reflex saves and attack rolls.
Sinfrenzy: Every cambion carries an excessive capacity for one of the seven classical sins, determined at
the moment of the cambion's birth and depending on the nature of his humanoid parent's greatest sin.
Once per day for a number of rounds equal to his Hit Dice, a cambion can embrace his sin and enter a
frenzied state as a free action. While a cambion is in this frenzy, his land speed increases by 10 feet and
he gains a +1 bonus on Reflex saves and attack rolls.
Inspire Courage: A 1st level bard can use his performance to inspire courage in his allies (including
himself), hardening them against their fears and improving their combat abilities. To be affected, an ally
must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving
throws against charm and fear effects, and a +1 competence bonus on attack and weapon damage rolls.
At 5th level, and every six levels thereafter, this bonus increases by +1, to a maximum of +4 at the 17th
level. Inspire Courage is a mind-affecting ability.
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Cambion Cleric CR3 (27 xp)
Class: Outsider 3, Cleric 1
Size: Medium
Alignment: Chaotic Evil
HD: 4 (28 HP)
Initiative: +2
AC: 14 (touch: 10, flat-footed: 12)
Fortitude: 5 Reflex: 5 Will: 6
Speed: 30 ft.
Reach: 0 ft.
Attacks: Light Crossbow+5 (1d8 Slashing / 19-20 x2); Claw-2 (1d4+2 Slashing / 19-20 x2)
Strength: 13
Dexterity: 15
Constitution: 14
Intelligence: 13
Wisdom: 13
Charisma: 14
BAB: +3 CMB: +4 CMD: 14
Perception: 16
Stealth: 23
Mobility: 19
Persuasion: 18
Equipment: Light Crossbow, Masterwork Scimitar, Studded Leather
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
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weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to
30 feet.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Cleric Proficiencies: Clerics are proficient with all simple weapons, light armor, medium armor, and
shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
Armor Proficiency (Light Armor): You become proficient with Light Armor.
Armor Proficiency (Medium Armor): You become proficient with Medium Armor.
Simple Weapon Proficiency: You become proficient with all Simple Weapons.
Shield Proficiency: You become proficient with Bucklers, Light Shields, and Heavy Shields.
Deity Selection: A deity, also known as a god or goddess, is a being or force of incredible power capable of
granting its power to mortal beings through divine magic. A deity is strongly associated with a specific
alignment, several domains, and a plane.
Channel Energy: Regardless of alignment, any cleric can release a wave of energy by channeling the
power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage,
depending on the type of energy channeled and the creatures targeted. A good cleric (or a neutral cleric
who worships a good deity) channels positive energy and can choose to deal damage to undead creatures
or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative
energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of
a neutral deity must choose whether she channels positive or negative energy. Once this choice is made,
it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or
inflict spells. Channeling energy causes a burst that affects all creatures of one type (either undead or
living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6
points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th,
and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage.
The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed
by channel energy cannot exceed their maximum hit point totalall excess healing is lost. A cleric may
channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action
that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in
this effect.
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Domain Selection: A divine caster's deity influences their alignment, what magic they can perform, their
values, and how others see them. The character chooses domains (in quantity depending on their class)
from among those belonging to their deity. A character can select an alignment domain (Chaos, Evil,
Good, or Law) only if their own alignment matches that domain. Each domain grants a number of domain
powers, dependent upon the level of the divine caster. Clerics also gain a number of bonus spells. A cleric
gains one domain spell slot for each level of cleric spell they can cast, from 1st on up. Each day, a cleric
can prepare one of the spells from their two domains in that slot. If a domain spell is not on the cleric
spell list, a cleric can prepare it only in a domain spell slot. Domain spells cannot be used to cast spells
spontaneously.
Orisons: Clerics can cast a number of orisons, or 0-level spells. These spells are cast like any other spell,
but they are not expended when cast and may be used again.
Full Caster: This unit is a full caster.
Detect Magic: Detects magical auras of active spells or artifacts (or of those that were active recently).
Can identify the school of magic to which the spell belongs. Used in dialogues.
Lamashtu: Lamashtu is the mother and patroness of many misshapen and malformed creatures that
crawl, slither, or flap on, above, or below the surface of Golarion. Her unholy symbol is a three-eyed
jackal head, which may be represented in many ways, and her sacred animal is the jackal. Domains:
Chaos, Evil, Madness, Strength, Trickery.Favored Weapons: Falchion, kukri.
Trickery Domain: You are a master of illusions and deceptions. Trickery and Stealth are class skills.
Copycat: You can create an illusory double of yourself as a move action. This double functions as a single
mirror image, and lasts for a number of rounds equal to your level in the class that gave you access to this
domain, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat
at a time. This ability does not stack with the mirror image spell. You can use this ability a number of
times per day equal to 3 + your Wisdom modifier. Master's Illusion: At 8th level, you can make yourself
and any number of allies within 30 feet invisible for 1 round per level in the class that gave you access to
this domain. The rounds do not need to be consecutive. Domain Spells: Sleep, Invisibility, Dispel Magic,
Confusion, Mind Fog, Cloak of Dreams, Insanity, Invisibility, Mass, Weird.
Trickery Domain: You are a master of illusions and deceptions. Trickery and Stealth are class
skills.Copycat: You can create an illusory double of yourself as a move action. This double functions as a
single mirror image and lasts for a number of rounds equal to your level in the class that gave you access
to this domain, or until the illusory duplicate is dispelled or destroyed. You can have no more than one
copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number
of times per day equal to 3 + your Wisdom modifier. Master's Illusion: At 8th level, you can make yourself
and any number of allies within 30 feet invisible for 1 round per level in the class that gave you access to
this domain. The rounds do not need to be consecutive.
Evil Domain: You are sinister and cruel, and have wholly pledged your soul to the cause of evil. Touch of
Evil: You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your
touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of
rounds equal to 1/2 your level in the class that gave you access to this domain (minimum 1). You can use
this ability a number of times per day equal to 3 + your Wisdom modifier. Scythe of Evil: At 8th level, you
can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your
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level in the class that gave you access to this domain. You can use this ability once per day at 8th level,
and an additional time per day for every four levels beyond 8th.Domain Spells: Ray of Sickening,
Boneshaker, Contagion, Fear, Slay Living, Create Undead, Blasphemy, Unholy Aura, Summon Monster IX.
Evil Domain: You are sinister and cruel, and have wholly pledged your soul to the cause of evil. Touch of
Evil: You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your
touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of
rounds equal to 1/2 your level in the class that gave you access to this domain (minimum 1). You can use
this ability a number of times per day equal to 3 + your Wisdom modifier. Scythe of Evil: At 8th level, you
can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your
level in the class that gave you access to this domain. You can use this ability once per day at 8th level,
and an additional time per day for every four levels beyond 8th.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Sadistic Strike: Cambions excel at causing pain and anguish. Cambions always treat any weapons with
which they attack (including natural weapons and spells with attack rolls) as if they had the Improved
Critical feat for the weapons.
Sinfrenzy: Every cambion carries an excessive capacity for one of the seven classical sins, determined at
the moment of the cambion's birth and depending on the nature of his humanoid parent's greatest sin.
Once per day for a number of rounds equal to his Hit Dice, a cambion can embrace his sin and enter a
frenzied state as a free action. While a cambion is in this frenzy, his land speed increases by 10 feet and
he gains a +1 bonus on Reflex saves and attack rolls.
Cambion Fighter CR3 (27 xp)
Class: Outsider 3, Fighter 1
Size: Medium
Alignment: Chaotic Evil
HD: 4 (33 HP)
Initiative: +1
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AC: 13 (touch: 9, flat-footed: 12)
Fortitude: 5 Reflex: 4 Will: 4
Speed: 30 ft.
Reach: 0 ft.
Attacks: Masterwork Scimitar+7 (1d6+10 Slashing / 15-20 x2); Claw+0 (1d4+5 Slashing / 19-20 x2)
Strength: 16
Dexterity: 13
Constitution: 14
Intelligence: 13
Wisdom: 12
Charisma: 14
BAB: +4 CMB: +7 CMD: 16
Perception: 16
Stealth: 22
Mobility: 18
Persuasion: 18
Equipment: Masterwork Scimitar, Studded Leather
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
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natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Bonus Combat Feat: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in
addition to those gained from normal advancement (meaning that the fighter gains a feat at every level).
These bonus feats must be selected from those listed as Combat Feats, sometimes also called «fighter
bonus feats.»
Fighter Proficiencies: A fighter is proficient with all simple and martial weapons and with all armor (heavy,
light, and medium) and shields (including tower shields).
Armor Proficiency (Light Armor): You become proficient with Light Armor.
Armor Proficiency (Medium Armor): You become proficient with Medium Armor.
Armor Proficiency (Heavy Armor): You become proficient with Heavy Armor.
Simple Weapon Proficiency: You become proficient with all Simple Weapons.
Martial Weapons Proficiency: You become proficient with all Martial Weapons.
Shield Proficiency: You become proficient with Bucklers, Light Shields, and Heavy Shields.
Tower Shield Proficiency: You become proficient with Tower Shields.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Sadistic Strike: Cambions excel at causing pain and anguish. Cambions always treat any weapons with
which they attack (including natural weapons and spells with attack rolls) as if they had the Improved
Critical feat for the weapons.
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Sinfrenzy: Every cambion carries an excessive capacity for one of the seven classical sins, determined at
the moment of the cambion's birth and depending on the nature of his humanoid parent's greatest sin.
Once per day for a number of rounds equal to his Hit Dice, a cambion can embrace his sin and enter a
frenzied state as a free action. While a cambion is in this frenzy, his land speed increases by 10 feet and
he gains a +1 bonus on Reflex saves and attack rolls.
Cambion Ranger CR3 (27 xp)
Class: Outsider 3, Ranger 1
Size: Medium
Alignment: Chaotic Evil
HD: 4 (29 HP)
Initiative: +3
AC: 15 (touch: 11, flat-footed: 12)
Fortitude: 5 Reflex: 8 Will: 4
Speed: 30 ft.
Reach: 0 ft.
Attacks: Composite Longbow+7 (1d8+1 Slashing / 20 x3); Claw-2 (1d4+4 Slashing / 19-20 x2)
Strength: 13
Dexterity: 16
Constitution: 14
Intelligence: 13
Wisdom: 12
Charisma: 14
BAB: +4 CMB: +5 CMD: 16
Perception: 16
Stealth: 24
Mobility: 20
Persuasion: 18
Equipment: Composite Longbow, Masterwork Scimitar, Studded Leather
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Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to
30 feet.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Ranger Proficiencies: A ranger is proficient with all simple and martial weapons and with light armor,
medium armor, and shields (except tower shields).
Armor Proficiency (Light Armor): You become proficient with Light Armor.
Armor Proficiency (Medium Armor): You become proficient with Medium Armor.
Simple Weapon Proficiency: You become proficient with all Simple Weapons.
Martial Weapons Proficiency: You become proficient with all Martial Weapons.
Shield Proficiency: You become proficient with Bucklers, Light Shields, and Heavy Shields.
Favored Enemy: At 1st level, a ranger selects a creature type from the ranger favored enemies list. He
gets a +2 bonus on weapon attack and damage rolls against them. At 5th level and every five levels
thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at
each such interval, the bonus against any one favored enemy (including the one just selected, if so
desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also
choose an associated subtype, as indicated on the table below. If a specific creature falls into more than
one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is
higher.
Favored Enemy Humans: At 1st level, a ranger selects a creature type from the ranger favored enemies
list. He gets a +2 bonus on weapon attack and damage rolls against them. At 5th level and every five
levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In
addition, at each such interval, the bonus against any one favored enemy (including the one just selected,
if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must
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also choose an associated subtype, as indicated on the table below. If a specific creature falls into more
than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus
is higher.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Sadistic Strike: Cambions excel at causing pain and anguish. Cambions always treat any weapons with
which they attack (including natural weapons and spells with attack rolls) as if they had the Improved
Critical feat for the weapons.
Sinfrenzy: Every cambion carries an excessive capacity for one of the seven classical sins, determined at
the moment of the cambion's birth and depending on the nature of his humanoid parent's greatest sin.
Once per day for a number of rounds equal to his Hit Dice, a cambion can embrace his sin and enter a
frenzied state as a free action. While a cambion is in this frenzy, his land speed increases by 10 feet and
he gains a +1 bonus on Reflex saves and attack rolls.
Cambion Rogue CR3 (27 xp)
Class: Outsider 3, Rogue 1
Size: Medium
Alignment: Chaotic Evil
HD: 4 (32 HP)
Initiative: +3
AC: 15 (touch: 11, flat-footed: 12)
Fortitude: 3 Reflex: 8 Will: 4
Speed: 30 ft.
Reach: 0 ft.
Attacks: Masterwork Kukri+6 (1d4+2 Slashing / 18-20 x2); Claw+0 (1d4+2 Slashing / 19-20 x2)
Strength: 13
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Dexterity: 16
Constitution: 14
Intelligence: 13
Wisdom: 12
Charisma: 14
BAB: +3 CMB: +4 CMD: 15
Perception: 17
Stealth: 24
Mobility: 20
Persuasion: 18
Equipment: Masterwork Kukri, Studded Leather
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Rogue Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap,
short sword, and shortbow. They are proficient with light armor, but not with shields.
Armor Proficiency (Light Armor): You become proficient with Light Armor.
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Simple Weapon Proficiency: You become proficient with all Simple Weapons.
Weapon Finesse: With a light weapon, elven curve blade, estoc or rapier made for a creature of your size
category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Trapfinding: A rogue adds 1/2 her level on Perception checks.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Sadistic Strike: Cambions excel at causing pain and anguish. Cambions always treat any weapons with
which they attack (including natural weapons and spells with attack rolls) as if they had the Improved
Critical feat for the weapons.
Sinfrenzy: Every cambion carries an excessive capacity for one of the seven classical sins, determined at
the moment of the cambion's birth and depending on the nature of his humanoid parent's greatest sin.
Once per day for a number of rounds equal to his Hit Dice, a cambion can embrace his sin and enter a
frenzied state as a free action. While a cambion is in this frenzy, his land speed increases by 10 feet and
he gains a +1 bonus on Reflex saves and attack rolls.
Cambion Wizard CR3 (27 xp)
Class: Outsider 3, Wizard 1
Size: Medium
Alignment: Chaotic Evil
HD: 4 (27 HP)
Initiative: +2
AC: 15 (touch: 10, flat-footed: 13)
Fortitude: 3 Reflex: 5 Will: 8
Speed: 30 ft.
Reach: 0 ft.
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Attacks: Composite Shortbow+5 (1d6+1 Slashing / 20 x3); Claw-2 (1d4+2 Slashing / 19-20 x2)
Strength: 13
Dexterity: 15
Constitution: 14
Intelligence: 14
Wisdom: 12
Charisma: 14
BAB: +3 CMB: +4 CMD: 14
Perception: 18
Stealth: 23
Mobility: 19
Persuasion: 15
Equipment: Composite Shortbow, Masterwork Scimitar, Studded Leather
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to
30 feet.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
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Wizard Bonus Feat: At 1st, 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such
opportunity, he can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The wizard
must still meet all prerequisites for a bonus feat, including caster level minimums.
Cantrips: Wizards can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell,
but they are not expended when cast and may be used again.
Specialist School: A wizard can choose to specialize in one school of magic, gaining additional spells and
powers based on that school. This choice must be made at 1st level, and once made, it cannot be
changed. A wizard that does not select a school receives the universalist school instead.Each arcane
school gives the wizard a number of school powers. In addition, specialist wizards receive an additional
spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his
specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell
modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards
with the universalist school do not receive a school slot.
Wizard Proficiencies: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and
quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements,
which can cause his spells with somatic components to fail.
Full Caster: This unit is a full caster.
Arcane Bond: At 1st level, wizards form a powerful bond with an object or a creature. This bond can take
one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's
skills and senses, while a bonded object is an item a wizard can use to cast additional spells.
Detect Magic: Detects magical auras of active spells or artifacts (or of those that were active recently).
Can identify the school of magic to which the spell belongs. Used in dialogues.
Specialist School Evocation: Evokers revel in the raw power of magic, and can use it to create and
destroy with shocking ease. Intense Spells: Whenever you cast an evocation spell that deals hit point
damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell,
not once per missile or ray, and cannot be split between multiple missiles or rays. This damage is of the
same type as the spell. At 20th level, whenever you cast an evocation spell, you can roll twice to
penetrate a creature's spell resistance and take the better result. Force Missile: As a standard action, you
can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4
points of damage plus the damage from your intense spells evocation power. This is a force effect. You
can use this ability a number of times per day equal to 3 + your Intelligence modifier. Elemental Wall: At
8th level, one per day you can create a wall of energy. You can choose fire, cold, acid or electricity
damage. The elemental wall otherwise functions like wall of fire. At 12th level and every 4 levels
thereafter, you can use this ability one additional time per day, to a maximum of 4 times at level 20.
Opposition School: A wizard that chooses to specialize in one school of magic must select two other
schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain
mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of
that level to prepare the spell.
Centipede Familiar: A familiar is a magical pet that enhances the character's skills and senses. A
centipede's master gains a +2 bonus on Will saves and a +2 bonus on Perception checks.
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Spell Focus: Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you
select. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat,
it applies to a new school of magic.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Sadistic Strike: Cambions excel at causing pain and anguish. Cambions always treat any weapons with
which they attack (including natural weapons and spells with attack rolls) as if they had the Improved
Critical feat for the weapons.
Sinfrenzy: Every cambion carries an excessive capacity for one of the seven classical sins, determined at
the moment of the cambion's birth and depending on the nature of his humanoid parent's greatest sin.
Once per day for a number of rounds equal to his Hit Dice, a cambion can embrace his sin and enter a
frenzied state as a free action. While a cambion is in this frenzy, his land speed increases by 10 feet and
he gains a +1 bonus on Reflex saves and attack rolls.
Coloxus CR12 (240 xp)
Class: Outsider 16
Size: Medium
Alignment: Chaotic Evil
HD: 16 (182 HP)
Initiative: +13
AC: 23 (touch: 16, flat-footed: 13)
Fortitude: 10 Reflex: 19 Will: 14
Speed: 40 ft.
Reach: 0 ft.
Attacks: Bite+25 (1d6+4 Slashing / 20 x2); Slam+25 / +25 (1d4+4 Slashing / 20 x2)
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Strength: 19
Dexterity: 28
Constitution: 20
Intelligence: 17
Wisdom: 18
Charisma: 23
BAB: +16 CMB: +25 CMD: 36
Athletics: 23
Perception: 23
Stealth: 19
Mobility: 28
Persuasion: 37
Lore Nature: 13
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your
Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Weapon Finesse: With a light weapon, elven curve blade, estoc or rapier made for a creature of your size
category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Agile Maneuvers: You've learned to use your quickness in place of brute force when performing combat
maneuvers. Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when
determining your Combat Maneuver Bonus instead of your Strength bonus. Normal: You add your
Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver
Bonus.
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Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Spell Focus: Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you
select. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat,
it applies to a new school of magic.
Chaotic Subtype: This subtype is usually applied to outsiders native to the chaotic-aligned Outer Planes.
Most creatures that have this subtype also have chaotic alignments; however, if their alignments change,
they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as
if the creature had a chaotic alignment, no matter what its alignment actually is. The creature also suffers
effects according to its actual alignment. A creature with the chaotic subtype overcomes damage
reduction as if its natural weapons and any weapons it wields are chaotically aligned.
Evil Subtype: This subtype is usually applied to Outsiders native to the evil-aligned Outer Planes. Evil
Outsiders are also called fiends. Most creatures that have this subtype also have evil alignments;
however, if their alignments change, they still retain the subtype. Any effect that depends on alignment
affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment
actually is. The creature also suffers effects according to its actual alignment. A creature with the evil
subtype overcomes damage reduction as if its natural weapons and any weapons it wields are evil-
aligned.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Siphon: Any creature bitten by a coloxus must make a DC 23 Fortitude save or take 1d4 points of
Charisma damage. The saving throw DC is Constitution-based.
Coloxus Marauder CR13 (360 xp)
Class: Outsider 16
Size: Medium
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Alignment: Chaotic Evil
HD: 16 (214 HP)
Initiative: +15
AC: 27 (touch: 18, flat-footed: 15)
Fortitude: 12 Reflex: 21 Will: 21
Speed: 40 ft.
Reach: 0 ft.
Attacks: Bite+27 (1d6+6 Slashing / 20 x2); Slam+27 / +27 (1d4+6 Slashing / 20 x2)
Strength: 23
Dexterity: 32
Constitution: 24
Intelligence: 21
Wisdom: 32
Charisma: 27
BAB: +16 CMB: +27 CMD: 40
Athletics: 25
Perception: 30
Stealth: 21
Mobility: 30
Persuasion: 39
Lore Nature: 27
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
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Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your
Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Weapon Finesse: With a light weapon, elven curve blade, estoc or rapier made for a creature of your size
category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Agile Maneuvers: You've learned to use your quickness in place of brute force when performing combat
maneuvers. Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when
determining your Combat Maneuver Bonus instead of your Strength bonus. Normal: You add your
Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver
Bonus.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Spell Focus: Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you
select. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat,
it applies to a new school of magic.
Chaotic Subtype: This subtype is usually applied to outsiders native to the chaotic-aligned Outer Planes.
Most creatures that have this subtype also have chaotic alignments; however, if their alignments change,
they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as
if the creature had a chaotic alignment, no matter what its alignment actually is. The creature also suffers
effects according to its actual alignment. A creature with the chaotic subtype overcomes damage
reduction as if its natural weapons and any weapons it wields are chaotically aligned.
Evil Subtype: This subtype is usually applied to Outsiders native to the evil-aligned Outer Planes. Evil
Outsiders are also called fiends. Most creatures that have this subtype also have evil alignments;
however, if their alignments change, they still retain the subtype. Any effect that depends on alignment
affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment
actually is. The creature also suffers effects according to its actual alignment. A creature with the evil
subtype overcomes damage reduction as if its natural weapons and any weapons it wields are evil-
aligned.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
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Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Siphon: Any creature bitten by a coloxus must make a DC 23 Fortitude save or take 1d4 points of
Charisma damage. The saving throw DC is Constitution-based.
Coloxus Defiler CR15 (720 xp)
Class: Outsider 18
Size: Medium
Alignment: Chaotic Evil
HD: 18 (241 HP)
Initiative: +15
AC: 28 (touch: 19, flat-footed: 16)
Fortitude: 14 Reflex: 23 Will: 23
Speed: 40 ft.
Reach: 0 ft.
Attacks: Bite+24 (1d6+16 Slashing / 20 x2); Slam+24 / +24 (1d4+16 Slashing / 20 x2)
Strength: 23
Dexterity: 32
Constitution: 24
Intelligence: 21
Wisdom: 32
Charisma: 27
BAB: +18 CMB: +29 CMD: 43
Athletics: 27
Perception: 32
Stealth: 21
Mobility: 32
Persuasion: 39
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Lore Nature: 28
Equipment: Ring of Protection +1, Cloak of Resistance +1
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your
Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Weapon Finesse: With a light weapon, elven curve blade, estoc or rapier made for a creature of your size
category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Agile Maneuvers: You've learned to use your quickness in place of brute force when performing combat
maneuvers. Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when
determining your Combat Maneuver Bonus instead of your Strength bonus. Normal: You add your
Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver
Bonus.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Spell Focus: Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you
select. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat,
it applies to a new school of magic.
Piranha Strike: When wielding a light weapon or any other weapon that can be used with Weapon
Finesse, you can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks to
gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (50%) if you are making an
attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4,
and for every 4 points thereafter, the penalty increases by 1 and the bonus on damage rolls increases by
+2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The
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bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat
cannot be used in conjunction with the Power Attack feat.
Chaotic Subtype: This subtype is usually applied to outsiders native to the chaotic-aligned Outer Planes.
Most creatures that have this subtype also have chaotic alignments; however, if their alignments change,
they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as
if the creature had a chaotic alignment, no matter what its alignment actually is. The creature also suffers
effects according to its actual alignment. A creature with the chaotic subtype overcomes damage
reduction as if its natural weapons and any weapons it wields are chaotically aligned.
Evil Subtype: This subtype is usually applied to Outsiders native to the evil-aligned Outer Planes. Evil
Outsiders are also called fiends. Most creatures that have this subtype also have evil alignments;
however, if their alignments change, they still retain the subtype. Any effect that depends on alignment
affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment
actually is. The creature also suffers effects according to its actual alignment. A creature with the evil
subtype overcomes damage reduction as if its natural weapons and any weapons it wields are evil-
aligned.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Siphon: Any creature bitten by a coloxus must make a DC 23 Fortitude save or take 1d4 points of
Charisma damage. The saving throw DC is Constitution-based.
Derakni CR10 (135 xp)
Class: Outsider 11
Size: Large
Alignment: Chaotic Evil
HD: 11 (141 HP)
Initiative: +10
AC: 21 (touch: 11, flat-footed: 15)
Fortitude: 9 Reflex: 13 Will: 12
831
Speed: 40 ft.
Reach: 4 ft.
Attacks: Bite+15 (1d4+14 Slashing / 20 x2); Claw+15 / +15 (1d6+14 Slashing / 20 x2); Sting+15 (1d8+14
Slashing / 19-20 x2)
Strength: 26
Dexterity: 23
Constitution: 22
Intelligence: 9
Wisdom: 17
Charisma: 16
BAB: +11 CMB: +20 CMD: 32
Perception: 17
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Iron Will: You get a +2 bonus on all Will saving throws.
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Blind Fight: In melee, every time you miss because of concealment, you can reroll your miss chance
percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to
hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't
get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged
attacks, however. You also gain immunity to gaze attacks.
Improved Critical: Choose one type of weapon. When using the weapon you selected, your threat range is
doubled. Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you
take the feat, it applies to a new type of weapon. This effect doesn't stack with any other effect that
expands the threat range of a weapon.
Trip Defense +4: You receive a +4 bonus to your Combat Maneuver Defense whenever an opponent tries
to trip you.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Derakni Poison: Bite or sting; Save: Fortitude (DC 21) Frequency: 1/round for 6 rounds Effect: 1d4
Constitution damage Cure: 2 consecutive saves The save DC is Constitution-based.
Derakni Devastator CR13 (360 xp)
Class: Outsider 14
Size: Large
Alignment: Chaotic Evil
HD: 14 (206 HP)
Initiative: +12
AC: 26 (touch: 14, flat-footed: 17)
Fortitude: 12 Reflex: 17 Will: 16
Speed: 40 ft.
Reach: 4 ft.
833
Attacks: Bite+19 (1d4+18 Slashing / 20 x2); Claw+19 / +19 (1d6+18 Slashing / 20 x2); Sting+20 (1d8+18
Slashing / 19-20 x2)
Strength: 30
Dexterity: 27
Constitution: 26
Intelligence: 13
Wisdom: 21
Charisma: 20
BAB: +14 CMB: +25 CMD: 40
Perception: 22
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Iron Will: You get a +2 bonus on all Will saving throws.
Blind Fight: In melee, every time you miss because of concealment, you can reroll your miss chance
percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to
834
hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't
get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged
attacks, however. You also gain immunity to gaze attacks.
Improved Critical: Choose one type of weapon. When using the weapon you selected, your threat range is
doubled. Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you
take the feat, it applies to a new type of weapon. This effect doesn't stack with any other effect that
expands the threat range of a weapon.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Trip Defense +4: You receive a +4 bonus to your Combat Maneuver Defense whenever an opponent tries
to trip you.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Derakni Poison: Bite or sting; Save: Fortitude (DC 21) Frequency: 1/round for 6 rounds Effect: 1d4
Constitution damage Cure: 2 consecutive saves The save DC is Constitution-based.
Dretch CR2 (22 xp)
Class: Outsider 2
Size: Small
Alignment: Chaotic Evil
HD: 2 (16 HP)
Initiative: 0
AC: 12 (touch: 9, flat-footed: 12)
835
Fortitude: 2 Reflex: 3 Will: 3
Speed: 30 ft.
Reach: 0 ft.
Attacks: Claw+4 (1d3+1 Slashing / 20 x2); Claw+4 (1d3+1 Slashing / 20 x2); Bite+4 (1d4+1 Slashing / 20 x2)
Strength: 12
Dexterity: 10
Constitution: 14
Intelligence: 5
Wisdom: 11
Charisma: 11
BAB: +2 CMB: +2 CMD: 10
Perception: 15
Stealth: 26
Mobility: 18
Persuasion: 13
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
836
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Glabrezu CR13 (360 xp)
Class: Outsider 12
Size: Huge
Alignment: Chaotic Evil
HD: 12 (184 HP)
Initiative: 0
AC: 24 (touch: 4, flat-footed: 24)
Fortitude: 14 Reflex: 8 Will: 11
Speed: 40 ft.
Reach: 7 ft.
Attacks: Pincers+16 (2d8+18 Slashing / 19-20 x2); Pincers+16 (2d8+18 Slashing / 19-20 x2); Claw+16 / +16
(1d6+18 Slashing / 20 x2); Bite+16 (1d8+18 Slashing / 20 x2)
Strength: 31
Dexterity: 11
Constitution: 31
Intelligence: 16
Wisdom: 16
Charisma: 20
BAB: +12 CMB: +24 CMD: 30
Perception: 18
Stealth: 14
Mobility: 18
Persuasion: 18
837
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Cleave: As a standard action, you can make a single attack at your full base attack bonus against a foe
within reach. If you hit, you deal damage normally and can make an additional attack (using your full base
attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one
additional attack per round with this feat. When you use this feat, you take a 2 penalty to your Armor
Class until your next turn.
Great Cleave: As a standard action, you can make a single attack at your full base attack bonus against a
foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full
base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you
can continue to make attacks against foes adjacent to the previous foe, so long as they are within your
reach. You cannot attack an individual foe more than once during this attack action. When you use this
feat, you take a 2 penalty to your Armor Class until your next turn.
Cleaving Finish: If you make a melee attack, and your target drops to 0 or fewer hit points as a result of
your attack, you can make another melee attack using your highest base attack bonus against another
opponent within reach. You can make only one extra attack per round with this feat.
Improved Cleaving Finish: You can use Cleaving Finish any number of times per round.
Improved Critical: Choose one type of weapon. When using the weapon you selected, your threat range is
doubled. Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you
take the feat, it applies to a new type of weapon. This effect doesn't stack with any other effect that
expands the threat range of a weapon.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
838
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Voracious Glabrezu CR14 (480 xp)
Class: Outsider 12
Size: Huge
Alignment: Chaotic Evil
HD: 12 (208 HP)
Initiative: +2
AC: 28 (touch: 6, flat-footed: 26)
Fortitude: 16 Reflex: 10 Will: 13
Speed: 40 ft.
Reach: 7 ft.
Attacks: Pincers+18 (2d8+20 Slashing / 19-20 x2); Pincers+18 (2d8+20 Slashing / 19-20 x2); Claw+18 / +18
(1d6+20 Slashing / 20 x2); Bite+18 (1d8+20 Slashing / 20 x2)
Strength: 35
Dexterity: 15
Constitution: 35
Intelligence: 20
Wisdom: 20
Charisma: 24
BAB: +12 CMB: +26 CMD: 34
Perception: 20
Stealth: 16
Mobility: 20
839
Persuasion: 20
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Cleave: As a standard action, you can make a single attack at your full base attack bonus against a foe
within reach. If you hit, you deal damage normally and can make an additional attack (using your full base
attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one
additional attack per round with this feat. When you use this feat, you take a 2 penalty to your Armor
Class until your next turn.
Great Cleave: As a standard action, you can make a single attack at your full base attack bonus against a
foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full
base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you
can continue to make attacks against foes adjacent to the previous foe, so long as they are within your
reach. You cannot attack an individual foe more than once during this attack action. When you use this
feat, you take a 2 penalty to your Armor Class until your next turn.
Cleaving Finish: If you make a melee attack, and your target drops to 0 or fewer hit points as a result of
your attack, you can make another melee attack using your highest base attack bonus against another
opponent within reach. You can make only one extra attack per round with this feat.
Improved Cleaving Finish: You can use Cleaving Finish any number of times per round.
Improved Critical: Choose one type of weapon. When using the weapon you selected, your threat range is
doubled. Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you
take the feat, it applies to a new type of weapon. This effect doesn't stack with any other effect that
expands the threat range of a weapon.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
840
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Glabrezu Conqueror CR16 (960 xp)
Class: Outsider 15
Size: Huge
Alignment: Chaotic Evil
HD: 15 (261 HP)
Initiative: +2
AC: 28 (touch: 6, flat-footed: 26)
Fortitude: 17 Reflex: 11 Will: 14
Speed: 40 ft.
Reach: 7 ft.
Attacks: Pincers+22 (2d8+20 Slashing / 19-20 x2); Pincers+22 (2d8+20 Slashing / 19-20 x2); Claw+21 / +21
(1d6+20 Slashing / 20 x2); Bite+21 (1d8+20 Slashing / 20 x2)
Strength: 35
Dexterity: 15
Constitution: 35
Intelligence: 20
Wisdom: 20
Charisma: 24
BAB: +15 CMB: +29 CMD: 37
Perception: 23
Stealth: 16
Mobility: 20
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Persuasion: 20
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Cleave: As a standard action, you can make a single attack at your full base attack bonus against a foe
within reach. If you hit, you deal damage normally and can make an additional attack (using your full base
attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one
additional attack per round with this feat. When you use this feat, you take a 2 penalty to your Armor
Class until your next turn.
Great Cleave: As a standard action, you can make a single attack at your full base attack bonus against a
foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full
base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you
can continue to make attacks against foes adjacent to the previous foe, so long as they are within your
reach. You cannot attack an individual foe more than once during this attack action. When you use this
feat, you take a 2 penalty to your Armor Class until your next turn.
Cleaving Finish: If you make a melee attack, and your target drops to 0 or fewer hit points as a result of
your attack, you can make another melee attack using your highest base attack bonus against another
opponent within reach. You can make only one extra attack per round with this feat.
Improved Cleaving Finish: You can use Cleaving Finish any number of times per round.
Improved Critical: Choose one type of weapon. When using the weapon you selected, your threat range is
doubled. Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you
take the feat, it applies to a new type of weapon. This effect doesn't stack with any other effect that
expands the threat range of a weapon.
Critical Focus: You are trained in the art of causing pain. You receive a +4 circumstance bonus on attack
rolls made to confirm critical hits.
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Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Glabrezu CR18 (1920 xp)
Class: Outsider 12, Mythic 5
Size: Huge
Alignment: Chaotic Evil
HD: 12 (389 HP)
Initiative: +4
AC: 26 (touch: 6, flat-footed: 25)
Fortitude: 14 Reflex: 8 Will: 11
Speed: 50 ft.
Reach: 7 ft.
Attacks: Pincers+17 / +17 (2d8+18 Slashing; 0+15 Slashing / 19-20 x2); Pincers+17 (2d8+18 Slashing; 0+14
Slashing / 19-20 x2); Claw+17 / +17 (1d6+18 Slashing; 0+12 Slashing / 20 x2); Bite+17 (1d8+18 Slashing;
0+10 Slashing / 20 x2)
Strength: 31
Dexterity: 11
Constitution: 31
Intelligence: 16
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Wisdom: 16
Charisma: 20
BAB: +12 CMB: +25 CMD: 32
Perception: 19
Stealth: 15
Mobility: 19
Persuasion: 19
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Cleave: As a standard action, you can make a single attack at your full base attack bonus against a foe
within reach. If you hit, you deal damage normally and can make an additional attack (using your full base
attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one
additional attack per round with this feat. When you use this feat, you take a 2 penalty to your Armor
Class until your next turn.
Great Cleave: As a standard action, you can make a single attack at your full base attack bonus against a
foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full
base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you
can continue to make attacks against foes adjacent to the previous foe, so long as they are within your
reach. You cannot attack an individual foe more than once during this attack action. When you use this
feat, you take a 2 penalty to your Armor Class until your next turn.
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Cleaving Finish: If you make a melee attack, and your target drops to 0 or fewer hit points as a result of
your attack, you can make another melee attack using your highest base attack bonus against another
opponent within reach. You can make only one extra attack per round with this feat.
Improved Cleaving Finish: You can use Cleaving Finish any number of times per round.
Improved Critical: Choose one type of weapon. When using the weapon you selected, your threat range is
doubled. Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you
take the feat, it applies to a new type of weapon. This effect doesn't stack with any other effect that
expands the threat range of a weapon.
Critical Focus: You are trained in the art of causing pain. You receive a +4 circumstance bonus on attack
rolls made to confirm critical hits.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Abyssal: Generations ago, a demon spread its filth into the essence of your bloodline. While it doesn't
manifest in all of your kin, in those moments when you're bloodraging, you embody its terrifying
presence. The power of the Abyss courses through your veins, causing horrific transformations during
your bloodrage.Bonus Feats: Cleave, Great Fortitude, Improved Bull Rush, Improved Sunder, Intimidating
Prowess, Power Attack, Toughness.Bonus Spells: Ray of enfeeblement (7th), bull's strength (10th), rage
(13th), stoneskin (16th).
Fast Movement: A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit
applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load.
Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This
bonus stacks with any other bonuses to the bloodrager's land speed.
Bloodrage: The bloodrager's source of internal power grants him the ability to bloodrage. At 1st level, a
bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each
level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution
(such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of
rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is
renewed after resting for 8 hours, although these hours need not be consecutive.While in a bloodrage, a
bloodrager gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and
Will saving throws. In addition, she takes a -2 penalty to Armor Class. She also gains 2 temporary hit
points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear
when the bloodrage ends, and are not replenished if the bloodrager enters a bloodrage again within 1
minute of her previous bloodrage. If a bloodrager falls unconscious, his bloodrage immediately ends,
placing him in peril of death.Bloodrage counts as the barbarian's rage class feature for the purpose of feat
prerequisites, feat abilities, magic item abilities, and spell effects.
Bloodrager Proficiencies: Bloodragers are proficient with all simple and martial weapons, light armor,
medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing
light armor or medium armor without incurring the normal arcane spell failure chance. This does not
affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane
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spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure
if the spell in question has somatic components.
Simple Weapon Proficiency: You become proficient with all Simple Weapons.
Martial Weapons Proficiency: You become proficient with all Martial Weapons.
Armor Proficiency (Light Armor): You become proficient with Light Armor.
Armor Proficiency (Medium Armor): You become proficient with Medium Armor.
Shield Proficiency: You become proficient with Bucklers, Light Shields, and Heavy Shields.
Claws: At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons,
allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks
deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these
claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the
damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming
weapons, which deal an additional 1d6 points of fire damage on a hit.
Uncanny Dodge: The character can react to danger before her senses would normally allow her to do so.
She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible.
She still loses her Dexterity bonus to AC if immobilized. A character with this ability can still lose her
Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a character already
has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Blood Sanctuary: At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the
effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or
an ally casts.
Claws: At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons,
allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks
deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these
claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the
damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming
weapons, which deal an additional 1d6 points of fire damage on a hit.
Demonic Bulk: At 4th level, when entering a bloodrage, you can choose to grow one size category larger
than your base size (as enlarge person) even if you aren't humanoid.
Improved Uncanny Dodge: The character can no longer be flanked. This defense denies another rogue
the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue
levels than the target does.
Damage Reduction: At 7th level, a bloodrager gains damage reduction. Subtract 1 from the damage the
bloodrager takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and
every 3 levels thereafter, this damage reduction increases by 1 point. Damage Reduction can reduce
damage to 0, but not below 0.
Bonus Spell Ray of enfeeblement: At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional
spell derived from his bloodline.
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Claws: At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons,
allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks
deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these
claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the
damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming
weapons, which deal an additional 1d6 points of fire damage on a hit.
Demon Resistances: At 8th level, you gain resistance 5 to acid, cold, and fire. At 16th level, these
resistances increase to 10.
Bonus Spell Bull's strength: At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell
derived from his bloodline.
Greater Bloodrage: At 11th level, when a bloodrager enters a bloodrage, the bonus to his attack and
damage rolls increases to +3 and the morale bonus on his Will saves increases to +3. In addition, upon
entering a bloodrage, the bloodrager can cast a bloodrager spell he knows of 2nd level or lower on
himself as a free action. The spell must have a range of touch or personal. This use consumes a
bloodrager spell slot, as if he had cast the spell; he must have the spell slot available to take advantage of
this effect.Greater bloodrage counts as the barbarian's greater rage ability for the purposes of feat
prerequisites, feat abilities, magic item abilities, and spell effects.
Claws: At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons,
allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks
deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these
claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the
damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming
weapons, which deal an additional 1d6 points of fire damage on a hit.
Abyssal Bloodrage: At 12th level, the morale bonus to attack and damage rools granted by your
bloodrage increases by 1, but the penalty to AC becomes 4 instead of 2. At 16th level, this bonus
increases by 2 instead. At 20th level, it increases by 3 instead.
Bonus Spell Rage: At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived
from his bloodline.
Indomitable Will: At 14th level, a bloodrager gains a +4 bonus on Will saves to resist enchantment spells
while bloodraging. This bonus stacks with all other modifiers, including the morale bonus on Will saves he
also receives during his bloodrage.
Bonus Spell Stoneskin: At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell
derived from his bloodline.
Demonic Aura: At 16th level, when entering a bloodrage you can choose to exude an aura of fire. The
aura is a 5-foot burst centered on you, and deals 2d6 + your Constitution modifier points of fire damage
to creatures that end their turns within it.
Tireless Bloodrage: At 17th level, a bloodrager no longer becomes fatigued at the end of his bloodrage.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
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Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Incubus CR6 (56 xp)
Class: Outsider 8
Size: Medium
Alignment: Chaotic Evil
HD: 8 (74 HP)
Initiative: +2
AC: 16 (touch: 10, flat-footed: 13)
Fortitude: 6 Reflex: 10 Will: 8
Speed: 40 ft.
Reach: 0 ft.
Attacks: Masterwork Scimitar+11 / +6 (1d6+16 Slashing / 18-20 x2)
Strength: 20
Dexterity: 15
Constitution: 18
Intelligence: 16
Wisdom: 15
Charisma: 21
BAB: +8 CMB: +13 CMD: 23
Perception: 17
Stealth: 24
Mobility: 20
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Persuasion: 18
Equipment: Masterwork Scimitar
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Lightning Reflexes: You get a +2 bonus on all Reflex saving throws.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Combat Mobility: You can easily move through a dangerous melee. Benefit: You get a +4 dodge bonus to
Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A
condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge
bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
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Pain Redoubled: When an incubus confirms a critical hit with a melee weapon or a natural weapon, that
attack deals an additional 2d6 points of nonlethal damage and the target must succeed at a DC 19
Fortitude save or be wracked by pain, becoming sickened for 1d6 rounds. Multiple uses of this ability
extend the duration. The save DC is Charisma-based.
Incubus CR11 (180 xp)
Class: Outsider 8, Mythic 5
Size: Medium
Alignment: Chaotic Evil
HD: 8 (209 HP)
Initiative: +2
AC: 16 (touch: 10, flat-footed: 13)
Fortitude: 6 Reflex: 10 Will: 8
Speed: 40 ft.
Reach: 0 ft.
Attacks: Masterwork Scimitar+12 / +12 / +7 (1d6+16 Slashing; 0+9 Slashing / 18-20 x2)
Strength: 20
Dexterity: 15
Constitution: 18
Intelligence: 16
Wisdom: 15
Charisma: 21
BAB: +8 CMB: +14 CMD: 23
Perception: 23
Stealth: 25
Mobility: 21
Persuasion: 19
Equipment: Masterwork Scimitar
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Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Lightning Reflexes: You get a +2 bonus on all Reflex saving throws.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Combat Mobility: You can easily move through a dangerous melee. Benefit: You get a +4 dodge bonus to
Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A
condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge
bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
Fast Stealth: This ability allows a character to move at full speed using the Stealth skill without penalty.
Slow Reactions: Opponents damaged by the character‘s sneak attack can't make attacks of opportunity
for 1 round.
Canny Observer: When a character with this talent makes a Perception check, they gain a +4 bonus.
Opportunist: The character can make an attack of opportunity against an opponent who has just been
struck for damage in melee by another character. This attack counts as an attack of opportunity for that
round and can't be used more than once per round.
Accomplished Sneak Attacker: Your sneak attack damage increases by 1d6. Your number of sneak attack
dice cannot exceed half your character level (rounded up).
Cleave: As a standard action, you can make a single attack at your full base attack bonus against a foe
within reach. If you hit, you deal damage normally and can make an additional attack (using your full base
attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one
additional attack per round with this feat. When you use this feat, you take a 2 penalty to your Armor
Class until your next turn.
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Cleaving Finish: If you make a melee attack, and your target drops to 0 or fewer hit points as a result of
your attack, you can make another melee attack using your highest base attack bonus against another
opponent within reach. You can make only one extra attack per round with this feat.
Rogue Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap,
short sword, and shortbow. They are proficient with light armor, but not with shields.
Armor Proficiency (Light Armor): You become proficient with Light Armor.
Simple Weapon Proficiency: You become proficient with all Simple Weapons.
Weapon Finesse: With a light weapon, elven curve blade, estoc or rapier made for a creature of your size
category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Trapfinding: A rogue adds 1/2 her level on Perception checks.
Evasion: A character can avoid even magical and unusual attacks with great agility. If a character makes a
successful Reflex saving throw against an attack that normally deals half damage on a successful save, he
instead takes no damage. A helpless character does not gain the benefit of evasion.
Danger Sense: At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus
to AC against attacks made by traps. These bonuses increase by 1 every 3 rogue levels thereafter (to a
maximum of +6 at 18th level).
Debilitating Injury: At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also
debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any
penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the
following penalties when the damage is dealt. Bewildered: The target becomes bewildered, taking a 2
penalty to AC. The target takes an additional 2 penalty to AC against all attacks made by the rogue. At
10th level and 16th level, the penalty to AC against attacks made by the rogue increases by 2 (to a total
maximum of 8). Disoriented: The target takes a 2 penalty on attack rolls. In addition, the target takes
an additional 2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the
penalty on attack rolls made against the rogue increases by 2 (to a total maximum of 8).Hampered: All
of the target's speeds are reduced by half (to a minimum of 5 feet). These penalties do not stack with
themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A
creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied,
the old penalty immediately ends. Any form of healing applied to a target suffering from one of these
penalties also removes the penalty.
Uncanny Dodge: The character can react to danger before her senses would normally allow her to do so.
She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible.
She still loses her Dexterity bonus to AC if immobilized. A character with this ability can still lose her
Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a character already
has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Improved Uncanny Dodge: The character can no longer be flanked. This defense denies another rogue
the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue
levels than the target does.
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Advanced Talents: After 10th level, a character can choose one of the advanced rogue talents in place of
a rogue talent.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Pain Redoubled: When an incubus confirms a critical hit with a melee weapon or a natural weapon, that
attack deals an additional 2d6 points of nonlethal damage and the target must succeed at a DC 19
Fortitude save or be wracked by pain, becoming sickened for 1d6 rounds. Multiple uses of this ability
extend the duration. The save DC is Charisma-based.
Kalavakus CR10 (135 xp)
Class: Outsider 10
Size: Medium
Alignment: Chaotic Evil
HD: 10 (123 HP)
Initiative: +1
AC: 21 (touch: 7, flat-footed: 20)
Fortitude: 10 Reflex: 8 Will: 10
Speed: 30 ft.
Reach: 0 ft.
Attacks: Bite+13 (1d6+12 Slashing / 20 x2); Claw+10 / +10 (1d8+12 Slashing / 20 x2); Gore+10 (2d6+12
Slashing / 20 x2)
Strength: 22
Dexterity: 13
Constitution: 24
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Intelligence: 15
Wisdom: 17
Charisma: 16
BAB: +10 CMB: +13 CMD: 26
Perception: 18
Stealth: 23
Mobility: 19
Persuasion: 16
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Combat Expertise: You can choose to take a 1 penalty on melee attack rolls and combat maneuver
checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and
every +4 thereafter, the penalty increases by 1 and the dodge bonus increases by +1. You can only
choose to use this feat when you declare that you are making an attack or a full attack with a melee
weapon. The effects of this feat last until your next turn.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Disarm: This feat gives the character an ability to perform the disarm combat maneuver. It also grants a
+2 bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
You can attempt to disarm a foe in melee as a standard action. If your combat maneuver is successful, the
target cannot use his weapons for 1 round. For every 5 by which your attack exceeds your opponent's
CMD, the disarmed condition lasts 1 additional round.
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Trip: This feat gives the character an ability to perform the trip combat maneuver. It also grants a +2
bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it. You
can attempt to trip your opponent in place of a melee attack. If your combat maneuver is successful, the
target is knocked prone. If the target has more than two legs, add +2 to the DC of the combat maneuver
attack roll for each additional leg it has. Some creaturessuch as oozes, creatures without legs, and flying
creaturescannot be tripped.
Bull Rush: This feat gives the character an ability to perform the bull rush combat maneuver. It also grants
a +2 bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it. A
bull rush attempts to push an opponent straight back without doing any harm. If your combat maneuver
is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent's
CMD you can push the target back an additional 5 feet. An enemy being moved by a bull rush does not
provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush
feat. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Horns: The kalavakus's numerous horns can easily catch weapons and yank them away from opponents.
The demon gains a +4 racial bonus on all disarm attempts as a result.
Kalavakus Marauder CR11 (180 xp)
Class: Outsider 10
Size: Medium
Alignment: Chaotic Evil
HD: 10 (143 HP)
Initiative: +3
AC: 25 (touch: 9, flat-footed: 22)
Fortitude: 12 Reflex: 10 Will: 12
Speed: 30 ft.
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Reach: 0 ft.
Attacks: Bite+15 (1d6+14 Slashing / 20 x2); Claw+12 / +12 (1d8+14 Slashing / 20 x2); Gore+12 (2d6+14
Slashing / 20 x2)
Strength: 26
Dexterity: 17
Constitution: 28
Intelligence: 19
Wisdom: 21
Charisma: 20
BAB: +10 CMB: +15 CMD: 30
Perception: 20
Stealth: 25
Mobility: 21
Persuasion: 18
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Combat Expertise: You can choose to take a 1 penalty on melee attack rolls and combat maneuver
checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and
every +4 thereafter, the penalty increases by 1 and the dodge bonus increases by +1. You can only
choose to use this feat when you declare that you are making an attack or a full attack with a melee
weapon. The effects of this feat last until your next turn.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
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bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Disarm: This feat gives the character an ability to perform the disarm combat maneuver. It also grants a
+2 bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
You can attempt to disarm a foe in melee as a standard action. If your combat maneuver is successful, the
target cannot use his weapons for 1 round. For every 5 by which your attack exceeds your opponent's
CMD, the disarmed condition lasts 1 additional round.
Trip: This feat gives the character an ability to perform the trip combat maneuver. It also grants a +2
bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it. You
can attempt to trip your opponent in place of a melee attack. If your combat maneuver is successful, the
target is knocked prone. If the target has more than two legs, add +2 to the DC of the combat maneuver
attack roll for each additional leg it has. Some creaturessuch as oozes, creatures without legs, and flying
creaturescannot be tripped.
Bull Rush: This feat gives the character an ability to perform the bull rush combat maneuver. It also grants
a +2 bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it. A
bull rush attempts to push an opponent straight back without doing any harm. If your combat maneuver
is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent's
CMD you can push the target back an additional 5 feet. An enemy being moved by a bull rush does not
provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush
feat. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Horns: The kalavakus's numerous horns can easily catch weapons and yank them away from opponents.
The demon gains a +4 racial bonus on all disarm attempts as a result.
Nabasu CR8 (90 xp)
Class: Outsider 9
Size: Medium
Alignment: Chaotic Evil
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HD: 9 (121 HP)
Initiative: +7
AC: 19 (touch: 11, flat-footed: 15)
Fortitude: 10 Reflex: 10 Will: 10
Speed: 40 ft.
Reach: 0 ft.
Attacks: Bite+13 (1d8+12 Slashing / 20 x2); Claw+13 / +13 (1d6+12 Slashing / 20 x2)
Strength: 22
Dexterity: 17
Constitution: 22
Intelligence: 15
Wisdom: 16
Charisma: 19
BAB: +9 CMB: +17 CMD: 26
Perception: 15
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
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halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Combat Casting: You are adept at spellcasting when threatened or distracted. You get a +4 bonus on
concentration checks made to cast a spell or use a spell-like ability.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Nabasu CR9 (112 xp)
Class: Outsider 9
Size: Medium
Alignment: Chaotic Evil
HD: 9 (139 HP)
Initiative: +9
AC: 22 (touch: 12, flat-footed: 16)
Fortitude: 12 Reflex: 12 Will: 12
Speed: 40 ft.
Reach: 0 ft.
Attacks: Bite+15 (1d8+14 Slashing / 20 x2); Claw+15 / +15 (1d6+14 Slashing / 20 x2)
Strength: 26
Dexterity: 21
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Constitution: 26
Intelligence: 19
Wisdom: 20
Charisma: 23
BAB: +9 CMB: +19 CMD: 29
Perception: 17
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Combat Casting: You are adept at spellcasting when threatened or distracted. You get a +4 bonus on
concentration checks made to cast a spell or use a spell-like ability.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
860
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Grown Nabasu CR12 (240 xp)
Class: Outsider 9
Size: Medium
Alignment: Chaotic Evil
HD: 9 (180 HP)
Initiative: +9
AC: 24 (touch: 11, flat-footed: 19)
Fortitude: 17 Reflex: 17 Will: 17
Speed: 40 ft.
Reach: 0 ft.
Attacks: Bite+20 (1d8+14 Slashing / 20 x2); Claw+20 / +20 (1d6+14 Slashing / 20 x2)
Strength: 26
Dexterity: 21
Constitution: 26
Intelligence: 19
Wisdom: 20
Charisma: 23
BAB: +9 CMB: +29 CMD: 28
Perception: 17
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
861
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Combat Casting: You are adept at spellcasting when threatened or distracted. You get a +4 bonus on
concentration checks made to cast a spell or use a spell-like ability.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Omox CR12 (240 xp)
Class: Outsider 13
Size: Medium
Alignment: Chaotic Evil
HD: 13 (161 HP)
Initiative: +11
AC: 24 (touch: 14, flat-footed: 16)
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Fortitude: 11 Reflex: 17 Will: 14
Speed: 40 ft.
Reach: 0 ft.
Attacks: Slam+22 / +22 (1d6+8 Slashing / 20 x2)
Strength: 26
Dexterity: 25
Constitution: 24
Intelligence: 15
Wisdom: 19
Charisma: 18
BAB: +13 CMB: +21 CMD: 35
Perception: 20
Stealth: 29
Mobility: 25
Persuasion: 17
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your
Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Lightning Reflexes: You get a +2 bonus on all Reflex saving throws.
863
Combat Mobility: You can easily move through a dangerous melee. Benefit: You get a +4 dodge bonus to
Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A
condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge
bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Iron Will: You get a +2 bonus on all Will saving throws.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Immunity (Acid): A creature with energy immunity never takes damage from that energy type.
Oolioddroo CR13 (360 xp)
Class: Outsider 14
Size: Medium
Alignment: Chaotic Evil
HD: 14 (173 HP)
Initiative: +7
AC: 24 (touch: 18, flat-footed: 16)
Fortitude: 11 Reflex: 16 Will: 16
Speed: 30 ft.
Reach: 0 ft.
Attacks: Claw+17 / +17 (1d4+10 Slashing / 20 x2); Tongue+17 (1d6+10 Slashing / 20 x2)
Strength: 14
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Dexterity: 25
Constitution: 24
Intelligence: 21
Wisdom: 24
Charisma: 23
BAB: +14 CMB: +16 CMD: 34
Perception: 24
Stealth: 33
Mobility: 25
Persuasion: 20
Knowledge Arcana: 18
Use Magic Device: 20
Knowledge World: 18
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Combat Mobility: You can easily move through a dangerous melee. Benefit: You get a +4 dodge bonus to
Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A
condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge
bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
Piranha Strike: When wielding a light weapon or any other weapon that can be used with Weapon
Finesse, you can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks to
gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (50%) if you are making an
attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4,
and for every 4 points thereafter, the penalty increases by 1 and the bonus on damage rolls increases by
+2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The
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bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat
cannot be used in conjunction with the Power Attack feat.
Weapon Finesse: With a light weapon, elven curve blade, estoc or rapier made for a creature of your size
category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Shadow Mantle: The supernatural shadows that wreathe an oolioddroo grant the creature a +4 racial
bonus on Stealth checks and a +4 deflection bonus to its Armor Class.
Schir CR4 (36 xp)
Class: Outsider 5
Size: Medium
Alignment: Chaotic Evil
HD: 5 (36 HP)
Initiative: +2
AC: 17 (touch: 10, flat-footed: 15)
Fortitude: 3 Reflex: 6 Will: 3
Speed: 30 ft.
Reach: 0 ft.
Attacks: Masterwork Bardiche+8 (1d10+10 Slashing / 19-20 x2); Gore+1 (1d6+5 Slashing / 20 x2)
Strength: 17
Dexterity: 14
Constitution: 15
Intelligence: 8
Wisdom: 5
Charisma: 6
BAB: +5 CMB: +8 CMD: 18
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Perception: 12
Stealth: 24
Mobility: 20
Persuasion: 11
Equipment: Masterwork Bardiche
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Iron Will: You get a +2 bonus on all Will saving throws.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
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creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Disease: A schir gnaws constantly at the ends of its bardiche. This infuses the blades with disease from
the demon's filthy spittle. Any creature struck by a schir's bardiche must succeed at a DC 15 Fortitude
save or contract gray pox a frightening disease that causes weakness, gray splotches on the skin, and
eventual catatonia. The save DC is Constitution-based.
Succubus CR7 (67 xp)
Class: Outsider 8
Size: Medium
Alignment: Chaotic Evil
HD: 8 (82 HP)
Initiative: +3
AC: 17 (touch: 10, flat-footed: 14)
Fortitude: 7 Reflex: 9 Will: 10
Speed: 40 ft.
Reach: 0 ft.
Attacks: Claw+11 (1d6+1 Slashing / 20 x2); Claw+11 (1d6+1 Slashing / 20 x2)
Strength: 13
Dexterity: 17
Constitution: 20
Intelligence: 18
Wisdom: 14
Charisma: 27
BAB: +8 CMB: +11 CMD: 19
Perception: 17
Stealth: 25
Mobility: 21
Persuasion: 21
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Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Weapon Finesse: With a light weapon, elven curve blade, estoc or rapier made for a creature of your size
category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Iron Will: You get a +2 bonus on all Will saving throws.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your
Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Agile Maneuvers: You've learned to use your quickness in place of brute force when performing combat
maneuvers. Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when
determining your Combat Maneuver Bonus instead of your Strength bonus. Normal: You add your
Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver
Bonus.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Vermlek CR3 (27 xp)
Class: Outsider 4
Size: Medium
Alignment: Chaotic Evil
HD: 4 (32 HP)
Initiative: -1
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AC: 13 (touch: 7, flat-footed: 13)
Fortitude: 5 Reflex: 3 Will: 5
Speed: 30 ft.
Reach: 0 ft.
Attacks: Longsword+6 (1d8+3 Slashing / 19-20 x2); Bite+1 (1d6+1 Slashing / 20 x2)
Strength: 15
Dexterity: 9
Constitution: 14
Intelligence: 12
Wisdom: 13
Charisma: 12
BAB: +4 CMB: +6 CMD: 13
Perception: 16
Stealth: 21
Mobility: 17
Persuasion: 14
Equipment: Longsword
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Great Fortitude: You get a +2 bonus on all Fortitude saving throws.
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Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Flesh Armor: When a vermlek inhabits a humanoid body, it treats the dead flesh and muscle as armor,
gaining a +3 armor bonus to its AC. As a swift action, a vermlek can absorb much of the body's flesh to
heal itself, regaining 2d6+3 hit points and losing the armor bonus.
Vermlek Necrophage CR4 (36 xp)
Class: Outsider 4
Size: Medium
Alignment: Chaotic Evil
HD: 4 (40 HP)
Initiative: +1
AC: 17 (touch: 9, flat-footed: 16)
Fortitude: 7 Reflex: 5 Will: 7
Speed: 30 ft.
Reach: 0 ft.
Attacks: Longsword+8 (1d8+6 Slashing / 19-20 x2); Bite+3 (1d6+2 Slashing / 20 x2)
Strength: 19
Dexterity: 13
Constitution: 18
Intelligence: 16
Wisdom: 17
Charisma: 16
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BAB: +4 CMB: +8 CMD: 17
Perception: 18
Stealth: 23
Mobility: 19
Persuasion: 16
Equipment: Longsword
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Great Fortitude: You get a +2 bonus on all Fortitude saving throws.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Flesh Armor: When a vermlek inhabits a humanoid body, it treats the dead flesh and muscle as armor,
gaining a +3 armor bonus to its AC. As a swift action, a vermlek can absorb much of the body's flesh to
heal itself, regaining 2d6+3 hit points and losing the armor bonus.
Vrock CR9 (112 xp)
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Class: Outsider 9
Size: Large
Alignment: Chaotic Evil
HD: 9 (125 HP)
Initiative: +6
AC: 18 (touch: 7, flat-footed: 16)
Fortitude: 10 Reflex: 10 Will: 9
Speed: 40 ft.
Reach: 4 ft.
Attacks: Bite+10 (1d8+11 Slashing / 20 x2); Claw+10 / +10 (2d6+11 Slashing / 20 x2); Talon+10 / +10
(1d6+11 Slashing / 20 x2)
Strength: 21
Dexterity: 15
Constitution: 25
Intelligence: 14
Wisdom: 16
Charisma: 16
BAB: +9 CMB: +15 CMD: 23
Perception: 15
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
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Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your
Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Lightning Reflexes: You get a +2 bonus on all Reflex saving throws.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Elder Vrock CR11 (180 xp)
Class: Outsider 10
Size: Large
Alignment: Chaotic Evil
HD: 10 (158 HP)
Initiative: +8
AC: 22 (touch: 9, flat-footed: 18)
Fortitude: 14 Reflex: 15 Will: 14
Speed: 40 ft.
Reach: 4 ft.
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Attacks: Bite+15 (1d8+13 Slashing / 20 x2); Claw+15 / +15 (2d6+13 Slashing / 20 x2); Talon+15 / +15
(1d6+13 Slashing / 20 x2)
Strength: 25
Dexterity: 19
Constitution: 29
Intelligence: 18
Wisdom: 20
Charisma: 20
BAB: +10 CMB: +20 CMD: 28
Perception: 20
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your
Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Lightning Reflexes: You get a +2 bonus on all Reflex saving throws.
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Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Vrock Pillager CR14 (480 xp)
Class: Outsider 10, Fighter 5
Size: Large
Alignment: Chaotic Evil
HD: 15 (241 HP)
Initiative: +8
AC: 23 (touch: 10, flat-footed: 19)
Fortitude: 18 Reflex: 16 Will: 15
Speed: 40 ft.
Reach: 4 ft.
Attacks: Bite+21 (1d8+18 Slashing / 20 x2); Claw+22 / +22 (2d6+20 Slashing / 19-20 x2); Talon+22 / +22
(1d6+20 Slashing / 19-20 x2)
Strength: 26
Dexterity: 19
Constitution: 29
Intelligence: 18
Wisdom: 20
Charisma: 20
BAB: +15 CMB: +26 CMD: 35
Perception: 20
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Equipment: Amulet of Mighty Fists +1, Ring of Protection +1
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your
Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Lightning Reflexes: You get a +2 bonus on all Reflex saving throws.
Bonus Combat Feat: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in
addition to those gained from normal advancement (meaning that the fighter gains a feat at every level).
These bonus feats must be selected from those listed as Combat Feats, sometimes also called «fighter
bonus feats.»
Fighter Proficiencies: A fighter is proficient with all simple and martial weapons and with all armor (heavy,
light, and medium) and shields (including tower shields).
Armor Proficiency (Light Armor): You become proficient with Light Armor.
Armor Proficiency (Medium Armor): You become proficient with Medium Armor.
Armor Proficiency (Heavy Armor): You become proficient with Heavy Armor.
Simple Weapon Proficiency: You become proficient with all Simple Weapons.
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Martial Weapons Proficiency: You become proficient with all Martial Weapons.
Shield Proficiency: You become proficient with Bucklers, Light Shields, and Heavy Shields.
Tower Shield Proficiency: You become proficient with Tower Shields.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Improved Critical: Choose one type of weapon. When using the weapon you selected, your threat range is
doubled. Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you
take the feat, it applies to a new type of weapon. This effect doesn't stack with any other effect that
expands the threat range of a weapon.
Bravery: Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases
by +1 for every four levels beyond 2nd.
Weapon Specialization: You are skilled at dealing damage with one weapon. Choose one type of weapon
(including unarmed strike) for which you have already selected the Weapon Focus feat. You deal extra
damage when using this weapon. Benefit: You gain a +2 bonus on all damage rolls you make using the
selected weapon. Special: You can gain this feat multiple times. Its effects do not stack. Each time you
take the feat, it applies to a new type of weapon.
Armor Training: Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor.
Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and
increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th,
11th, and 15th), these bonuses increase by +1 each time, to a maximum 4 reduction of the armor check
penalty and a +4 increase of the maximum Dexterity bonus allowed.In addition, a fighter can also move at
his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while
wearing heavy armor.
Critical Focus: You are trained in the art of causing pain. You receive a +4 circumstance bonus on attack
rolls made to confirm critical hits.
Weapon Training: Starting at 5th level, a fighter can select one group of weapons. Whenever he attacks
with a weapon from this group, he gains a +1 bonus on attack and damage rolls.Every four levels
thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains
a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses
granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level,
he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and
damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do
not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also
adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also
applies to the fighter's Combat Maneuver Defense when defending against disarm attempts made against
weapons from this group.
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Sickening Critical: Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The
effects of this feat do not stack. Additional hits instead add to the effect's duration. Special: You can only
apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Weapon Training (Natural): Whenever a fighter attacks with a weapon from this group, he gains a +1
bonus on attack and damage rolls. This group includes unarmed strike and all natural weapons.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Voracious Rift Drake CR12 (240 xp)
Class: Dragon 13
Size: Large
Alignment: Chaotic Evil
HD: 13 (187 HP)
Initiative: +9
AC: 23 (touch: 10, flat-footed: 18)
Fortitude: 15 Reflex: 13 Will: 11
Speed: 60 ft.
Reach: 4 ft.
Attacks: Bite+18 (2d8+25 Slashing / 19-20 x2); Tail+12 (1d10+12 Slashing / 20 x2)
Strength: 29
Dexterity: 21
Constitution: 24
Intelligence: 12
Wisdom: 16
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Charisma: 15
BAB: +13 CMB: +23 CMD: 34
Athletics: 25
Perception: 19
Stealth: 20
Persuasion: 18
Knowledge Arcana: 17
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Critical Focus: You are trained in the art of causing pain. You receive a +4 circumstance bonus on attack
rolls made to confirm critical hits.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
880
Skill Focus Stealth: You get a +3 bonus on all checks involving Stealth. If you have 10 or more ranks in
Stealth, this bonus increases to +6.
Improved Critical: Choose one type of weapon. When using the weapon you selected, your threat range is
doubled. Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you
take the feat, it applies to a new type of weapon. This effect doesn't stack with any other effect that
expands the threat range of a weapon.
Sickening Critical: Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The
effects of this feat do not stack. Additional hits instead add to the effect's duration. Special: You can only
apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Acid Resistance 30: Creature ignores 30 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Earth Subtype: This subtype is usually used for outsiders with a connection to the Elemental Planes of
Earth.
Pounce: When a creature with this special attack charges, it can perform a full attack including rake
attacks if the creature also has the rake ability.
Summoned Small Earth Elemental CR1 (18 xp)
Class: Outsider 2
Size: Small
Alignment: True Neutral
HD: 2 (11 HP)
Initiative: -1
AC: 15 (touch: 8, flat-footed: 15)
Fortitude: 1 Reflex: 2 Will: 3
Speed: 20 ft.
Reach: 0 ft.
Attacks: Slam+5 (1d6+6 Slashing / 20 x2)
Strength: 16
Dexterity: 8
Constitution: 13
Intelligence: 4
Wisdom: 11
Charisma: 11
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BAB: +2 CMB: +4 CMD: 11
Perception: 5
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Earth Subtype: This subtype is usually used for outsiders with a connection to the Elemental Planes of
Earth.
Elemental Subtype: An elemental is a being composed entirely from one of the four classical elements:
air, earth, fire, or water.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Blind Fight: In melee, every time you miss because of concealment, you can reroll your miss chance
percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to
hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't
get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged
attacks, however. You also gain immunity to gaze attacks.
Earth Mastery: An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are
touching the ground. If an opponent is flying, the elemental takes a 4 penalty on attack and damage
rolls.
Elk CR1 (18 xp)
Class: Animal 2
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Size: Medium
Alignment: True Neutral
HD: 2 (14 HP)
Initiative: +3
AC: 11 (touch: 11, flat-footed: 8)
Fortitude: 6 Reflex: 8 Will: 2
Speed: 50 ft.
Reach: 0 ft.
Attacks: Gore+3 (1d6+2 Slashing / 20 x2); Hoof-2 / -2 (1d3+1 Slashing / 20 x2)
Strength: 14
Dexterity: 17
Constitution: 16
Intelligence: 2
Wisdom: 15
Charisma: 7
BAB: +1 CMB: +3 CMD: 14
Perception: 7
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Lightning Reflexes: You get a +2 bonus on all Reflex saving throws.
Gargoyle CR4 (36 xp)
Class: Monstrous Humanoid 5
Size: Medium
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Alignment: Chaotic Evil
HD: 5 (41 HP)
Initiative: +6
AC: 15 (touch: 11, flat-footed: 12)
Fortitude: 4 Reflex: 8 Will: 4
Speed: 40 ft.
Reach: 0 ft.
Attacks: Bite+7 (1d4+2 Slashing / 20 x2); Claw+7 / +7 (1d6+2 Slashing / 20 x2); Gore+7 (1d4+2 Slashing /
20 x2)
Strength: 15
Dexterity: 14
Constitution: 16
Intelligence: 6
Wisdom: 11
Charisma: 7
BAB: +5 CMB: +7 CMD: 18
Perception: 8
Stealth: 7
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
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Lightning Reflexes: You get a +2 bonus on all Reflex saving throws.
Earth Subtype: This subtype is usually used for outsiders with a connection to the Elemental Planes of
Earth.
Gargoyle Hunter CR5 (45 xp)
Class: Monstrous Humanoid 5
Size: Medium
Alignment: Chaotic Evil
HD: 5 (51 HP)
Initiative: +8
AC: 18 (touch: 12, flat-footed: 13)
Fortitude: 6 Reflex: 10 Will: 6
Speed: 40 ft.
Reach: 0 ft.
Attacks: Bite+9 (1d4+4 Slashing / 20 x2); Claw+9 / +9 (1d6+4 Slashing / 20 x2); Gore+9 (1d4+4 Slashing /
20 x2)
Strength: 19
Dexterity: 18
Constitution: 20
Intelligence: 10
Wisdom: 15
Charisma: 11
BAB: +5 CMB: +9 CMD: 21
Perception: 10
Stealth: 9
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
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weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Lightning Reflexes: You get a +2 bonus on all Reflex saving throws.
Earth Subtype: This subtype is usually used for outsiders with a connection to the Elemental Planes of
Earth.
Fiendish Gargoyle Hunter CR6 (56 xp)
Class: Monstrous Humanoid 5
Size: Medium
Alignment: Chaotic Evil
HD: 5 (51 HP)
Initiative: +8
AC: 18 (touch: 12, flat-footed: 13)
Fortitude: 6 Reflex: 10 Will: 6
Speed: 40 ft.
Reach: 0 ft.
Attacks: Bite+9 (1d4+4 Slashing / 20 x2); Claw+9 / +9 (1d6+4 Slashing / 20 x2); Gore+9 (1d4+4 Slashing /
20 x2)
Strength: 19
Dexterity: 18
Constitution: 20
Intelligence: 10
Wisdom: 15
Charisma: 11
BAB: +5 CMB: +9 CMD: 21
Perception: 10
Stealth: 9
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Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Lightning Reflexes: You get a +2 bonus on all Reflex saving throws.
Earth Subtype: This subtype is usually used for outsiders with a connection to the Elemental Planes of
Earth.
Half-Fiend Gargoyle Hunter CR7 (67 xp)
Class: Monstrous Humanoid 5
Size: Medium
Alignment: Chaotic Evil
HD: 5 (61 HP)
Initiative: +10
AC: 21 (touch: 14, flat-footed: 14)
Fortitude: 8 Reflex: 12 Will: 7
Speed: 40 ft.
Reach: 0 ft.
Attacks: Bite+11 (1d4+6 Slashing / 20 x2); Claw+11 / +11 (1d6+6 Slashing / 20 x2); Gore+11 (1d4+6
Slashing / 20 x2)
Strength: 23
Dexterity: 22
Constitution: 24
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Intelligence: 12
Wisdom: 17
Charisma: 13
BAB: +5 CMB: +11 CMD: 25
Perception: 11
Stealth: 11
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Lightning Reflexes: You get a +2 bonus on all Reflex saving throws.
Earth Subtype: This subtype is usually used for outsiders with a connection to the Elemental Planes of
Earth.
Half-Fiend: Half-fiends are creatures heavily tainted with demonic, infernal, or other evil power.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Electricity Resistance 10: Creature ignores 10 points of electricity damage per attack. It doesn't matter
whether the damage has a mundane or magical source.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Half-Fiend Gargoyle Cleric CR8 (90 xp)
Class: Monstrous Humanoid 5, Cleric 4
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Size: Medium
Alignment: Chaotic Evil
HD: 9 (102 HP)
Initiative: +7
AC: 16 (touch: 11, flat-footed: 12)
Fortitude: 10 Reflex: 10 Will: 11
Speed: 40 ft.
Reach: 0 ft.
Attacks: Bite+11 (1d4+3 Slashing / 20 x2); Claw+11 / +11 (1d6+3 Slashing / 20 x2); Gore+11 (1d4+3
Slashing / 20 x2)
Strength: 17
Dexterity: 16
Constitution: 20
Intelligence: 8
Wisdom: 16
Charisma: 13
BAB: +8 CMB: +11 CMD: 22
Perception: 11
Stealth: 8
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
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Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Lightning Reflexes: You get a +2 bonus on all Reflex saving throws.
Cleric Proficiencies: Clerics are proficient with all simple weapons, light armor, medium armor, and
shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
Armor Proficiency (Light Armor): You become proficient with Light Armor.
Armor Proficiency (Medium Armor): You become proficient with Medium Armor.
Simple Weapon Proficiency: You become proficient with all Simple Weapons.
Shield Proficiency: You become proficient with Bucklers, Light Shields, and Heavy Shields.
Deity Selection: A deity, also known as a god or goddess, is a being or force of incredible power capable of
granting its power to mortal beings through divine magic. A deity is strongly associated with a specific
alignment, several domains, and a plane.
Channel Energy: Regardless of alignment, any cleric can release a wave of energy by channeling the
power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage,
depending on the type of energy channeled and the creatures targeted. A good cleric (or a neutral cleric
who worships a good deity) channels positive energy and can choose to deal damage to undead creatures
or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative
energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of
a neutral deity must choose whether she channels positive or negative energy. Once this choice is made,
it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or
inflict spells.Channeling energy causes a burst that affects all creatures of one type (either undead or
living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6
points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th,
and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage.
The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed
by channel energy cannot exceed their maximum hit point totalall excess healing is lost. A cleric may
channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action
that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in
this effect.
Domain Selection: A divine caster's deity influences their alignment, what magic they can perform, their
values, and how others see them. The character chooses domains (in quantity depending on their class)
from among those belonging to their deity. A character can select an alignment domain (Chaos, Evil,
Good, or Law) only if their own alignment matches that domain.Each domain grants a number of domain
powers, dependent upon the level of the divine caster.Clerics also gain a number of bonus spells. A cleric
gains one domain spell slot for each level of cleric spell they can cast, from 1st on up. Each day, a cleric
can prepare one of the spells from their two domains in that slot. If a domain spell is not on the cleric
spell list, a cleric can prepare it only in a domain spell slot. Domain spells cannot be used to cast spells
spontaneously.
Domain Selection: A divine caster's deity influences their alignment, what magic they can perform, their
values, and how others see them. The character chooses domains (in quantity depending on their class)
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from among those belonging to their deity. A character can select an alignment domain (Chaos, Evil,
Good, or Law) only if their own alignment matches that domain.Each domain grants a number of domain
powers, dependent upon the level of the divine caster.Clerics also gain a number of bonus spells. A cleric
gains one domain spell slot for each level of cleric spell they can cast, from 1st on up. Each day, a cleric
can prepare one of the spells from their two domains in that slot. If a domain spell is not on the cleric
spell list, a cleric can prepare it only in a domain spell slot. Domain spells cannot be used to cast spells
spontaneously.
Orisons: Clerics can cast a number of orisons, or 0-level spells. These spells are cast like any other spell,
but they are not expended when cast and may be used again.
Full Caster: This unit is a full caster.
Detect Magic: Detects magical auras of active spells or artifacts (or of those that were active recently).
Can identify the school of magic to which the spell belongs. Used in dialogues.
Evil Domain: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.Touch of
Evil: You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your
touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of
rounds equal to 1/2 your level in the class that gave you access to this domain (minimum 1). You can use
this ability a number of times per day equal to 3 + your Wisdom modifier.Scythe of Evil: At 8th level, you
can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your
level in the class that gave you access to this domain. You can use this ability once per day at 8th level,
and an additional time per day for every four levels beyond 8th.Domain Spells: Ray of Sickening,
Boneshaker, Contagion, Fear, Slay Living, Create Undead, Blasphemy, Unholy Aura, Summon Monster IX.
Evil Domain: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.Touch of
Evil: You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your
touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of
rounds equal to 1/2 your level in the class that gave you access to this domain (minimum 1). You can use
this ability a number of times per day equal to 3 + your Wisdom modifier.Scythe of Evil: At 8th level, you
can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your
level in the class that gave you access to this domain. You can use this ability once per day at 8th level,
and an additional time per day for every four levels beyond 8th.
Death Domain: You can cause the living to bleed at a touch, and find comfort in the presence of the
dead.Bleeding Touch: As a melee touch attack, you can cause a living creature to take 1d6 points of
damage per round. This effect persists for a number of rounds equal to 1/2 your level in the class that
gave you access to this domain (minimum 1). You can use this ability a number of times per day equal to 3
+ your Wisdom modifier.Death's Embrace: At 8th level, you heal damage instead of taking damage from
channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like
undead in the area. If you are undead, then you instead do not take damage from positive energy.Domain
Spells: Cause Fear, Boneshaker, Bestow Curse, Enervation, Slay Living, Circle of Death, Destruction, Horrid
Wilting, Wail of the Banshee.
Death Domain: You can cause the living to bleed at a touch, and find comfort in the presence of the
dead.Bleeding Touch: As a melee touch attack, you can cause a living creature to take 1d6 points of
damage per round. This effect persists for a number of rounds equal to 1/2 your level in the class that
gave you access to this domain (minimum 1). You can use this ability a number of times per day equal to 3
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+ your Wisdom modifier.Death's Embrace: At 8th level, you heal damage instead of taking damage from
channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like
undead in the area. If you are undead, then you instead do not take damage from positive energy.Domain
Spells: Cause Fear, Boneshaker, Bestow Curse, Enervation, Slay Living, Circle of Death, Destruction, Horrid
Wilting, Wail of the Banshee.
Channel Negative Energy: An evil cleric (or a neutral cleric who worships an evil deity) channels negative
energy and can choose to deal damage to living creatures or to heal undead creatures.Channeling energy
causes a burst that either heals all undead creatures or damages all living creatures in a 30-foot radius
centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6
points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that
take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal
to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot
exceed their maximum hit point totalall excess healing is lost. A cleric may channel energy a number of
times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an
attack of opportunity. A cleric can choose whether or not to include herself in this effect. An evil cleric (or
a neutral cleric of an evil deity) can also channel stored spell energy into wounding spells that she did not
prepare ahead of time. The cleric can «lose» any prepared spell that is not an orison or domain spell in
order to cast any inflict spell of the same spell level (an inlict spell is any spell with «inflict» in its name).
Spontaneous Wounding: An evil cleric (or a neutral cleric of an evil deity) can channel stored spell energy
into wounding spells that she did not prepare ahead of time. The cleric can «lose» any prepared spell that
is not an orison or domain spell in order to cast any inflict spell of the same spell level (an inlict spell is any
spell with «inflict» in its name).
Weapon Proficiency (Flail): You become proficient with one-handed flails and can use them as a weapon.
Selective Channel: Whenever you channel positive energy to heal the living or channel negative energy to
heal the undead, you do not affect enemies. When you channel positive energy to damage undead or
channel negative energy to damage living, you do not affect allies.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Earth Subtype: This subtype is usually used for outsiders with a connection to the Elemental Planes of
Earth.
Half-Fiend: Half-fiends are creatures heavily tainted with demonic, infernal, or other evil power.
Acid Resistance 10: Creature ignores 10 points of acid damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Cold Resistance 10: Creature ignores 10 points of cold damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Electricity Resistance 10: Creature ignores 10 points of electricity damage per attack. It doesn't matter
whether the damage has a mundane or magical source.
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Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Ghost CR7 (67 xp)
Class: Warrior 7
Size: Medium
Alignment: Chaotic Evil
HD: 7 (79 HP)
Initiative: +5
AC: 14 (touch: 14, flat-footed: 12)
Fortitude: 10 Reflex: 3 Will: 4
Speed: 30 ft.
Reach: 0 ft.
Attacks: Touch+8 (0 Slashing / 20 x2)
Strength: 10
Dexterity: 12
Constitution: 10
Intelligence: 10
Wisdom: 11
Charisma: 20
BAB: +7 CMB: +8 CMD: 21
Stealth: 8
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
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Fighter Proficiencies: A fighter is proficient with all simple and martial weapons and with all armor (heavy,
light, and medium) and shields (including tower shields).
Armor Proficiency (Light Armor): You become proficient with Light Armor.
Armor Proficiency (Medium Armor): You become proficient with Medium Armor.
Armor Proficiency (Heavy Armor): You become proficient with Heavy Armor.
Simple Weapon Proficiency: You become proficient with all Simple Weapons.
Martial Weapons Proficiency: You become proficient with all Martial Weapons.
Shield Proficiency: You become proficient with Bucklers, Light Shields, and Heavy Shields.
Tower Shield Proficiency: You become proficient with Tower Shields.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Iron Will: You get a +2 bonus on all Will saving throws.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Undead Creature: An undead creature possesses the following traits (unless otherwise noted in a
creature's entry).No Constitution score. Undead use their Charisma score in place of their Constitution
score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such
as when calculating a breath weapon's DC).Immunity to bleed, death effects, disease, paralysis, poison,
sleep effects, and stunning.
Incorporeal: You take no damage from non-magic weapons, you also take only half damage from any
source which deals neither ghost, holy, divine or force damage.
Agile Maneuvers: You've learned to use your quickness in place of brute force when performing combat
maneuvers. Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when
determining your Combat Maneuver Bonus instead of your Strength bonus. Normal: You add your
Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver
Bonus.
Ghoul CR1 (18 xp)
Class: Undead 2
Size: Medium
Alignment: Chaotic Evil
HD: 2 (16 HP)
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Initiative: +2
AC: 12 (touch: 10, flat-footed: 10)
Fortitude: 2 Reflex: 2 Will: 5
Speed: 30 ft.
Reach: 0 ft.
Attacks: Bite+3 (1d6+1 Slashing / 20 x2); Claw+3 / +3 (1d6+1 Slashing / 20 x2)
Strength: 13
Dexterity: 15
Constitution: 10
Intelligence: 13
Wisdom: 14
Charisma: 14
BAB: +1 CMB: +2 CMD: 12
Perception: 7
Stealth: 7
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Undead Creature: An undead creature possesses the following traits (unless otherwise noted in a
creature's entry).No Constitution score. Undead use their Charisma score in place of their Constitution
score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such
as when calculating a breath weapon's DC).Immunity to bleed, death effects, disease, paralysis, poison,
sleep effects, and stunning.
Weapon Finesse: With a light weapon, elven curve blade, estoc or rapier made for a creature of your size
category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Ghoul Fever: Save: Fortitude (DC 13)Onset: 1 dayFrequency: 1/dayEffect: 1d3 Constitution damage, 1d3
Dexterity damageCure: 2 consecutive savesThe save DC is Charisma-based.
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Ghoul Creeper CR3 (27 xp)
Class: Rogue 3, Undead 2
Size: Medium
Alignment: Chaotic Evil
HD: 5 (44 HP)
Initiative: +4
AC: 17 (touch: 13, flat-footed: 12)
Fortitude: 4 Reflex: 7 Will: 7
Speed: 30 ft.
Reach: 0 ft.
Attacks: Bite+7 (1d6+5 Slashing / 20 x2); Claw+8 / +8 (1d6+6 Slashing / 20 x2)
Strength: 17
Dexterity: 19
Constitution: 10
Intelligence: 13
Wisdom: 16
Charisma: 16
BAB: +3 CMB: +6 CMD: 19
Perception: 12
Stealth: 12
Equipment: Leather Armor
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
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Rogue Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap,
short sword, and shortbow. They are proficient with light armor, but not with shields.
Armor Proficiency (Light Armor): You become proficient with Light Armor.
Simple Weapon Proficiency: You become proficient with all Simple Weapons.
Weapon Finesse: With a light weapon, elven curve blade, estoc or rapier made for a creature of your size
category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Trapfinding: A rogue adds 1/2 her level on Perception checks.
Piranha Strike: When wielding a light weapon or any other weapon that can be used with Weapon
Finesse, you can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks to
gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (50%) if you are making an
attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4,
and for every 4 points thereafter, the penalty increases by 1 and the bonus on damage rolls increases by
+2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The
bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat
cannot be used in conjunction with the Power Attack feat.
Evasion: A character can avoid even magical and unusual attacks with great agility. If a character makes a
successful Reflex saving throw against an attack that normally deals half damage on a successful save, he
instead takes no damage. A helpless character does not gain the benefit of evasion.
Rogue Talent: As a rogue gains experience, she learns a number of talents that aid her and confound her
foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2
levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Finesse Training: At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd
level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or
daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack
with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the
damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll,
she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third
at 19th level.
Danger Sense: At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus
to AC against attacks made by traps. These bonuses increase by 1 every 3 rogue levels thereafter (to a
maximum of +6 at 18th level).
Finesse Training (Claw): Whenever the rogue makes a successful melee attack with a claw natural attack,
she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would
prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity
modifier.
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Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Undead Creature: An undead creature possesses the following traits (unless otherwise noted in a
creature's entry).No Constitution score. Undead use their Charisma score in place of their Constitution
score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such
as when calculating a breath weapon's DC).Immunity to bleed, death effects, disease, paralysis, poison,
sleep effects, and stunning.
Ghoul Fever: Save: Fortitude (DC 13)Onset: 1 dayFrequency: 1/dayEffect: 1d3 Constitution damage, 1d3
Dexterity damageCure: 2 consecutive savesThe save DC is Charisma-based.
Ghoul Stalker CR3 (27 xp)
Class: Rogue 6, Undead 2
Size: Medium
Alignment: Chaotic Evil
HD: 8 (77 HP)
Initiative: +4
AC: 17 (touch: 13, flat-footed: 12)
Fortitude: 5 Reflex: 9 Will: 8
Speed: 30 ft.
Reach: 0 ft.
Attacks: Bite+8 (1d6+7 Slashing / 20 x2); Claw+9 / +9 (1d6+8 Slashing / 20 x2)
Strength: 17
Dexterity: 19
Constitution: 10
Intelligence: 13
Wisdom: 16
Charisma: 16
BAB: +5 CMB: +8 CMD: 21
Perception: 15
Stealth: 15
Equipment: Leather Armor
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Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Rogue Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap,
short sword, and shortbow. They are proficient with light armor, but not with shields.
Armor Proficiency (Light Armor): You become proficient with Light Armor.
Simple Weapon Proficiency: You become proficient with all Simple Weapons.
Weapon Finesse: With a light weapon, elven curve blade, estoc or rapier made for a creature of your size
category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Trapfinding: A rogue adds 1/2 her level on Perception checks.
Piranha Strike: When wielding a light weapon or any other weapon that can be used with Weapon
Finesse, you can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks to
gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (50%) if you are making an
attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4,
and for every 4 points thereafter, the penalty increases by 1 and the bonus on damage rolls increases by
+2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The
bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat
cannot be used in conjunction with the Power Attack feat.
Evasion: A character can avoid even magical and unusual attacks with great agility. If a character makes a
successful Reflex saving throw against an attack that normally deals half damage on a successful save, he
instead takes no damage. A helpless character does not gain the benefit of evasion.
Rogue Talent: As a rogue gains experience, she learns a number of talents that aid her and confound her
foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2
levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Finesse Training: At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd
level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or
daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack
with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the
damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll,
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she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third
at 19th level.
Danger Sense: At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus
to AC against attacks made by traps. These bonuses increase by 1 every 3 rogue levels thereafter (to a
maximum of +6 at 18th level).
Finesse Training (Claw): Whenever the rogue makes a successful melee attack with a claw natural attack,
she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would
prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity
modifier.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Debilitating Injury: At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also
debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any
penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the
following penalties when the damage is dealt. Bewildered: The target becomes bewildered, taking a 2
penalty to AC. The target takes an additional 2 penalty to AC against all attacks made by the rogue. At
10th level and 16th level, the penalty to AC against attacks made by the rogue increases by 2 (to a total
maximum of 8).Disoriented: The target takes a 2 penalty on attack rolls. In addition, the target takes an
additional 2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the
penalty on attack rolls made against the rogue increases by 2 (to a total maximum of 8).Hampered: All
of the target's speeds are reduced by half (to a minimum of 5 feet). These penalties do not stack with
themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A
creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied,
the old penalty immediately ends. Any form of healing applied to a target suffering from one of these
penalties also removes the penalty.
Uncanny Dodge: The character can react to danger before her senses would normally allow her to do so.
She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible.
She still loses her Dexterity bonus to AC if immobilized. A character with this ability can still lose her
Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a character already
has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Combat Trick: A character that selects this talent gains a bonus combat feat.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your
Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Fast Stealth: This ability allows a character to move at full speed using the Stealth skill without penalty.
Undead Creature: An undead creature possesses the following traits (unless otherwise noted in a
creature's entry).No Constitution score. Undead use their Charisma score in place of their Constitution
score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such
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as when calculating a breath weapon's DC).Immunity to bleed, death effects, disease, paralysis, poison,
sleep effects, and stunning.
Ghoul Fever: Save: Fortitude (DC 13)Onset: 1 dayFrequency: 1/dayEffect: 1d3 Constitution damage, 1d3
Dexterity damageCure: 2 consecutive savesThe save DC is Charisma-based.
Ghoul Huntmaster CR7 (67 xp)
Class: Ranger 6, Undead 2
Size: Medium
Alignment: Chaotic Evil
HD: 8 (83 HP)
Initiative: +5
AC: 17 (touch: 12, flat-footed: 12)
Fortitude: 9 Reflex: 10 Will: 8
Speed: 40 ft.
Reach: 0 ft.
Attacks: Masterwork Composite Longbow+11 / +11 / +6 (1d8+6 Slashing / 20 x3); Bite+9 (1d6+1 Slashing /
20 x2)
Strength: 15
Dexterity: 20
Constitution: 10
Intelligence: 13
Wisdom: 16
Charisma: 18
BAB: +7 CMB: +11 CMD: 21
Perception: 14
Stealth: 15
Equipment: Masterwork Composite Longbow, Studded Leather
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
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Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Undead Creature: An undead creature possesses the following traits (unless otherwise noted in a
creature's entry).No Constitution score. Undead use their Charisma score in place of their Constitution
score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such
as when calculating a breath weapon's DC).Immunity to bleed, death effects, disease, paralysis, poison,
sleep effects, and stunning.
Weapon Finesse: With a light weapon, elven curve blade, estoc or rapier made for a creature of your size
category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Ranger Proficiencies: A ranger is proficient with all simple and martial weapons and with light armor,
medium armor, and shields (except tower shields).
Armor Proficiency (Light Armor): You become proficient with Light Armor.
Armor Proficiency (Medium Armor): You become proficient with Medium Armor.
Simple Weapon Proficiency: You become proficient with all Simple Weapons.
Martial Weapons Proficiency: You become proficient with all Martial Weapons.
Shield Proficiency: You become proficient with Bucklers, Light Shields, and Heavy Shields.
Favored Enemy: At 1st level, a ranger selects a creature type from the ranger favored enemies list. He
gets a +2 bonus on weapon attack and damage rolls against them. At 5th level and every five levels
thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at
each such interval, the bonus against any one favored enemy (including the one just selected, if so
desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also
choose an associated subtype, as indicated on the table below. If a specific creature falls into more than
one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is
higher.
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to
30 feet.
Favored Enemy Humans: At 1st level, a ranger selects a creature type from the ranger favored enemies
list. He gets a +2 bonus on weapon attack and damage rolls against them. At 5th level and every five
levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In
addition, at each such interval, the bonus against any one favored enemy (including the one just selected,
if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must
also choose an associated subtype, as indicated on the table below. If a specific creature falls into more
than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus
is higher.
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Combat Style Feat: At 2nd level, a ranger must select one combat style to pursue. The ranger's expertise
manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his
selected combat style, even if he does not have the normal prerequisites.
Archery: At 2nd level, the ranger can select from Point Blank Shot, Precise Shot, and Rapid Shot. At 6th
level, he adds Improved Precise Shot, Point Blank Master, and Manyshot to the list. At 10th level, he adds
Pinpoint Targeting to the list.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking
the standard 4 penalty on your attack roll.
Favored Terrain: At 3rd level, a ranger may select a type of terrain. The ranger gains a +2 bonus on
initiative checks and Lore (Nature), Perception, and Stealth skill checks when he is in this terrain. At 8th
level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at
each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just
selected, if so desired) increases by +2.
Endurance: Harsh conditions or long exertions do not easily tire you. Benefit: You gain +2 bonus on
Athletics checks and +4 bonus on Fortitude saves against fatigue and exhaustion. You may sleep in light or
medium armor without becoming fatigued.
Rapid Shot: When making a full attack with a ranged weapon, you can fire one additional time this round
at your highest bonus. All of your attack rolls take a 2 penalty when using Rapid Shot.
Hunter's Bond: At 4th level, a ranger forms a bond with his hunting companions. This bond can take one
of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This
bond allows him to spend a move action to grant half his favored enemy bonus against a single target of
the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of
rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored
enemy bonuses possessed by his allies; they use whichever bonus is higher. The second option is to form
a close bond with an animal companion. A ranger who selects an animal companion can choose from the
following list: bear, boar, giant centipede, dog, elk, leopard, mastodon, monitor lizard, smilodon, wolf.
This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its
kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses. This ability
functions like the druid animal companion ability, except that the ranger's effective druid level is equal to
his ranger level 3.
Favored Enemy: At 1st level, a ranger selects a creature type from the ranger favored enemies list. He
gets a +2 bonus on weapon attack and damage rolls against them. At 5th level and every five levels
thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at
each such interval, the bonus against any one favored enemy (including the one just selected, if so
desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also
choose an associated subtype, as indicated on the table below. If a specific creature falls into more than
one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is
higher.
Deadly Aim: You can choose to take a 1 penalty on all ranged attack rolls to gain a +2 bonus on all
ranged damage rolls.When your base attack bonus reaches +4, and every +4 thereafter, the penalty
increases by 1 and the bonus to damage increases by +2. You must choose to use this feat before
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making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch
attacks or effects that do not deal hit point damage.
Favored Enemy Elves: At 1st level, a ranger selects a creature type from the ranger favored enemies
list. He gets a +2 bonus on weapon attack and damage rolls against them. At 5th level and every five
levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In
addition, at each such interval, the bonus against any one favored enemy (including the one just selected,
if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must
also choose an associated subtype, as indicated on the table below. If a specific creature falls into more
than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus
is higher.
Combat Style Feat: At 2nd level, a ranger must select one combat style to pursue. The ranger's expertise
manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his
selected combat style, even if he does not have the normal prerequisites.
Archery: At 2nd level, the ranger can select from Point Blank Shot, Precise Shot, and Rapid Shot. At 6th
level, he adds Improved Precise Shot, Point Blank Master, and Manyshot to the list. At 10th level, he adds
Pinpoint Targeting to the list.
Point-Blank Master: Benefit: Choose one type of ranged weapon. You do not provoke attacks of
opportunity when firing the selected weapon while threatened. Normal: Using a ranged weapon while
you are threatened provokes attacks of opportunity.
Ghoul Fever: Save: Fortitude (DC 13)Onset: 1 dayFrequency: 1/dayEffect: 1d3 Constitution damage, 1d3
Dexterity damageCure: 2 consecutive savesThe save DC is Charisma-based.
Ghoul Cleric CR8 (90 xp)
Class: Cleric 7, Undead 2
Size: Medium
Alignment: Chaotic Evil
HD: 9 (87 HP)
Initiative: +6
AC: 18 (touch: 9, flat-footed: 16)
Fortitude: 8 Reflex: 4 Will: 13
Speed: 20 ft.
Reach: 0 ft.
Attacks: Bite+8 (1d6+1 Slashing / 20 x2); Claw+8 / +8 (1d6+1 Slashing / 20 x2)
Strength: 13
Dexterity: 15
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Constitution: 10
Intelligence: 12
Wisdom: 20
Charisma: 16
BAB: +6 CMB: +7 CMD: 16
Perception: 17
Stealth: 10
Equipment: Breastplate
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Undead Creature: An undead creature possesses the following traits (unless otherwise noted in a
creature's entry).No Constitution score. Undead use their Charisma score in place of their Constitution
score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such
as when calculating a breath weapon's DC).Immunity to bleed, death effects, disease, paralysis, poison,
sleep effects, and stunning.
Weapon Finesse: With a light weapon, elven curve blade, estoc or rapier made for a creature of your size
category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Cleric Proficiencies: Clerics are proficient with all simple weapons, light armor, medium armor, and
shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
Armor Proficiency (Light Armor): You become proficient with Light Armor.
Armor Proficiency (Medium Armor): You become proficient with Medium Armor.
Simple Weapon Proficiency: You become proficient with all Simple Weapons.
Shield Proficiency: You become proficient with Bucklers, Light Shields, and Heavy Shields.
Deity Selection: A deity, also known as a god or goddess, is a being or force of incredible power capable of
granting its power to mortal beings through divine magic. A deity is strongly associated with a specific
alignment, several domains, and a plane.
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Channel Energy: Regardless of alignment, any cleric can release a wave of energy by channeling the
power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage,
depending on the type of energy channeled and the creatures targeted. A good cleric (or a neutral cleric
who worships a good deity) channels positive energy and can choose to deal damage to undead creatures
or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative
energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of
a neutral deity must choose whether she channels positive or negative energy. Once this choice is made,
it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or
inflict spells.Channeling energy causes a burst that affects all creatures of one type (either undead or
living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6
points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th,
and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage.
The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed
by channel energy cannot exceed their maximum hit point totalall excess healing is lost. A cleric may
channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action
that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in
this effect.
Domain Selection: A divine caster's deity influences their alignment, what magic they can perform, their
values, and how others see them. The character chooses domains (in quantity depending on their class)
from among those belonging to their deity. A character can select an alignment domain (Chaos, Evil,
Good, or Law) only if their own alignment matches that domain.Each domain grants a number of domain
powers, dependent upon the level of the divine caster.Clerics also gain a number of bonus spells. A cleric
gains one domain spell slot for each level of cleric spell they can cast, from 1st on up. Each day, a cleric
can prepare one of the spells from their two domains in that slot. If a domain spell is not on the cleric
spell list, a cleric can prepare it only in a domain spell slot. Domain spells cannot be used to cast spells
spontaneously.
Domain Selection: A divine caster's deity influences their alignment, what magic they can perform, their
values, and how others see them. The character chooses domains (in quantity depending on their class)
from among those belonging to their deity. A character can select an alignment domain (Chaos, Evil,
Good, or Law) only if their own alignment matches that domain.Each domain grants a number of domain
powers, dependent upon the level of the divine caster.Clerics also gain a number of bonus spells. A cleric
gains one domain spell slot for each level of cleric spell they can cast, from 1st on up. Each day, a cleric
can prepare one of the spells from their two domains in that slot. If a domain spell is not on the cleric
spell list, a cleric can prepare it only in a domain spell slot. Domain spells cannot be used to cast spells
spontaneously.
Orisons: Clerics can cast a number of orisons, or 0-level spells. These spells are cast like any other spell,
but they are not expended when cast and may be used again.
Full Caster: This unit is a full caster.
Detect Magic: Detects magical auras of active spells or artifacts (or of those that were active recently).
Can identify the school of magic to which the spell belongs. Used in dialogues.
Evil Domain: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.Touch of
Evil: You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your
touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of
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rounds equal to 1/2 your level in the class that gave you access to this domain (minimum 1). You can use
this ability a number of times per day equal to 3 + your Wisdom modifier.Scythe of Evil: At 8th level, you
can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your
level in the class that gave you access to this domain. You can use this ability once per day at 8th level,
and an additional time per day for every four levels beyond 8th.Domain Spells: Ray of Sickening,
Boneshaker, Contagion, Fear, Slay Living, Create Undead, Blasphemy, Unholy Aura, Summon Monster IX.
Evil Domain: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.Touch of
Evil: You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your
touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of
rounds equal to 1/2 your level in the class that gave you access to this domain (minimum 1). You can use
this ability a number of times per day equal to 3 + your Wisdom modifier.Scythe of Evil: At 8th level, you
can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your
level in the class that gave you access to this domain. You can use this ability once per day at 8th level,
and an additional time per day for every four levels beyond 8th.
Death Domain: You can cause the living to bleed at a touch, and find comfort in the presence of the
dead.Bleeding Touch: As a melee touch attack, you can cause a living creature to take 1d6 points of
damage per round. This effect persists for a number of rounds equal to 1/2 your level in the class that
gave you access to this domain (minimum 1). You can use this ability a number of times per day equal to 3
+ your Wisdom modifier.Death's Embrace: At 8th level, you heal damage instead of taking damage from
channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like
undead in the area. If you are undead, then you instead do not take damage from positive energy.Domain
Spells: Cause Fear, Boneshaker, Bestow Curse, Enervation, Slay Living, Circle of Death, Destruction, Horrid
Wilting, Wail of the Banshee.
Death Domain: You can cause the living to bleed at a touch, and find comfort in the presence of the
dead.Bleeding Touch: As a melee touch attack, you can cause a living creature to take 1d6 points of
damage per round. This effect persists for a number of rounds equal to 1/2 your level in the class that
gave you access to this domain (minimum 1). You can use this ability a number of times per day equal to 3
+ your Wisdom modifier.Death's Embrace: At 8th level, you heal damage instead of taking damage from
channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like
undead in the area. If you are undead, then you instead do not take damage from positive energy.Domain
Spells: Cause Fear, Boneshaker, Bestow Curse, Enervation, Slay Living, Circle of Death, Destruction, Horrid
Wilting, Wail of the Banshee.
Channel Negative Energy: An evil cleric (or a neutral cleric who worships an evil deity) channels negative
energy and can choose to deal damage to living creatures or to heal undead creatures.Channeling energy
causes a burst that either heals all undead creatures or damages all living creatures in a 30-foot radius
centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6
points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that
take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal
to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot
exceed their maximum hit point totalall excess healing is lost. A cleric may channel energy a number of
times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an
attack of opportunity. A cleric can choose whether or not to include herself in this effect. An evil cleric (or
a neutral cleric of an evil deity) can also channel stored spell energy into wounding spells that she did not
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prepare ahead of time. The cleric can «lose» any prepared spell that is not an orison or domain spell in
order to cast any inflict spell of the same spell level (an inlict spell is any spell with «inflict» in its name).
Spontaneous Wounding: An evil cleric (or a neutral cleric of an evil deity) can channel stored spell energy
into wounding spells that she did not prepare ahead of time. The cleric can «lose» any prepared spell that
is not an orison or domain spell in order to cast any inflict spell of the same spell level (an inlict spell is any
spell with «inflict» in its name).
Combat Casting: You are adept at spellcasting when threatened or distracted. You get a +4 bonus on
concentration checks made to cast a spell or use a spell-like ability.
Spell Focus: Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you
select. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat,
it applies to a new school of magic.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Ghoul Fever: Save: Fortitude (DC 13)Onset: 1 dayFrequency: 1/dayEffect: 1d3 Constitution damage, 1d3
Dexterity damageCure: 2 consecutive savesThe save DC is Charisma-based.
Fiendish Giant Centipede CR1 (18 xp)
Class: Vermin 1
Size: Medium
Alignment: True Neutral
HD: 1 (5 HP)
Initiative: +2
AC: 12 (touch: 10, flat-footed: 10)
Fortitude: 3 Reflex: 2 Will: 0
Speed: 40 ft.
Reach: 0 ft.
Attacks: Bite+2 (1d6-1 Slashing / 20 x2)
Strength: 9
Dexterity: 15
Constitution: 12
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Intelligence: 10
Wisdom: 10
Charisma: 2
BAB: +0 CMB: -1 CMD: 9
Perception: 1
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Weapon Finesse: With a light weapon, elven curve blade, estoc or rapier made for a creature of your size
category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Poison: Bite; Save: Fortitude (DC 12)Frequency: 1/round for 6 roundsEffect: 1d3 Dexterity damageCure: 2
consecutive savesThe save DC is Constitution-based.
Spitting Giant Centipede CR1 (18 xp)
Class: Vermin 1
Size: Medium
Alignment: True Neutral
HD: 1 (5 HP)
Initiative: +2
AC: 12 (touch: 10, flat-footed: 10)
Fortitude: 3 Reflex: 2 Will: 0
Speed: 40 ft.
Reach: 0 ft.
Attacks: Bite+2 (1d6-1 Slashing / 20 x2)
Strength: 9
Dexterity: 15
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Constitution: 12
Intelligence: 10
Wisdom: 10
Charisma: 2
BAB: +0 CMB: -1 CMD: 9
Perception: 1
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Weapon Finesse: With a light weapon, elven curve blade, estoc or rapier made for a creature of your size
category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Poison: Bite; Save: Fortitude (DC 12)Frequency: 1/round for 6 roundsEffect: 1d3 Dexterity damageCure: 2
consecutive savesThe save DC is Constitution-based.
Young Giant Centipede CR1 (18 xp)
Class: Vermin 1
Size: Small
Alignment: True Neutral
HD: 1 (3 HP)
Initiative: +4
AC: 13 (touch: 13, flat-footed: 9)
Fortitude: 1 Reflex: 4 Will: 0
Speed: 40 ft.
Reach: 0 ft.
Attacks: Bite+5 (1d4-3 Slashing / 20 x2)
Strength: 5
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Dexterity: 19
Constitution: 8
Intelligence: 10
Wisdom: 10
Charisma: 2
BAB: +0 CMB: -4 CMD: 8
Perception: 1
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Weapon Finesse: With a light weapon, elven curve blade, estoc or rapier made for a creature of your size
category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Young Giant Fly CR1 (18 xp)
Class: Vermin 2
Size: Small
Alignment: True Neutral
HD: 2 (10 HP)
Initiative: +5
AC: 14 (touch: 14, flat-footed: 9)
Fortitude: 4 Reflex: 5 Will: -2
Speed: 40 ft.
Reach: 0 ft.
Attacks: Bite+1 (1d4-1 Slashing / 20 x2)
Strength: 8
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Dexterity: 21
Constitution: 12
Intelligence: 10
Wisdom: 7
Charisma: 2
BAB: +1 CMB: -1 CMD: 12
Athletics: 1
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Disease: Save: Fortitude (DC 12)Onset: 1d3 daysFrequency: 1/dayEffect: 1d3 Dexterity damage and 1d3
Constitution damageCure: 2 consecutive savesThe save DC is Constitution-based.
Fiendish Giant Fly CR1 (18 xp)
Class: Vermin 2
Size: Medium
Alignment: True Neutral
HD: 2 (14 HP)
Initiative: +3
AC: 11 (touch: 11, flat-footed: 8)
Fortitude: 6 Reflex: 3 Will: -2
Speed: 40 ft.
Reach: 0 ft.
Attacks: Bite+2 (1d6+1 Slashing / 20 x2)
Strength: 12
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Dexterity: 17
Constitution: 16
Intelligence: 10
Wisdom: 7
Charisma: 2
BAB: +1 CMB: +2 CMD: 13
Athletics: 3
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Disease: Save: Fortitude (DC 12)Onset: 1d3 daysFrequency: 1/dayEffect: 1d3 Dexterity damage and 1d3
Constitution damageCure: 2 consecutive savesThe save DC is Constitution-based.
Giant Fly CR1 (18 xp)
Class: Vermin 2
Size: Medium
Alignment: True Neutral
HD: 2 (14 HP)
Initiative: +3
AC: 11 (touch: 11, flat-footed: 8)
Fortitude: 6 Reflex: 3 Will: -2
Speed: 40 ft.
Reach: 0 ft.
Attacks: Bite+2 (1d6+1 Slashing / 20 x2)
Strength: 12
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Dexterity: 17
Constitution: 16
Intelligence: 10
Wisdom: 7
Charisma: 2
BAB: +1 CMB: +2 CMD: 13
Athletics: 3
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Disease: Save: Fortitude (DC 12)Onset: 1d3 daysFrequency: 1/dayEffect: 1d3 Dexterity damage and 1d3
Constitution damageCure: 2 consecutive savesThe save DC is Constitution-based.
Iron Golem CR13 (360 xp)
Class: Construct 18
Size: Large
Alignment: True Neutral
HD: 18 (127 HP)
Initiative: -1
AC: 24 (touch: 4, flat-footed: 24)
Fortitude: 6 Reflex: 5 Will: 6
Speed: 20 ft.
Reach: 4 ft.
Attacks: Slam+28 / +28 (2d10+11 Slashing / 20 x2)
Strength: 32
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Dexterity: 9
Constitution: 10
Intelligence: 10
Wisdom: 11
Charisma: 1
BAB: +18 CMB: +30 CMD: 35
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Immunity to Magic: A creature immune to any spell or spell-like ability that allows spell resistance.
Stone Golem CR11 (180 xp)
Class: Construct 14
Size: Large
Alignment: True Neutral
HD: 14 (105 HP)
Initiative: -1
AC: 22 (touch: 4, flat-footed: 22)
Fortitude: 4 Reflex: 3 Will: 4
Speed: 20 ft.
Reach: 4 ft.
Attacks: Slam+22 / +22 (4d8+9 Slashing / 20 x2)
Strength: 28
Dexterity: 9
Constitution: 10
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Intelligence: 10
Wisdom: 11
Charisma: 1
BAB: +14 CMB: +24 CMD: 29
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Immunity to Magic: A creature immune to any spell or spell-like ability that allows spell resistance.
Horse CR1 (18 xp)
Class: Animal 2
Size: Large
Alignment: True Neutral
HD: 2 (14 HP)
Initiative: +2
AC: 9 (touch: 9, flat-footed: 7)
Fortitude: 6 Reflex: 5 Will: 1
Speed: 50 ft.
Reach: 0 ft.
Attacks: Hoof+3 / +3 (1d6+3 Slashing / 20 x2)
Strength: 16
Dexterity: 14
Constitution: 17
Intelligence: 2
Wisdom: 13
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Charisma: 7
BAB: +1 CMB: +5 CMD: 15
Perception: 9
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Trip Defense +4: You receive a +4 bonus to your Combat Maneuver Defense whenever an opponent tries
to trip you.
Horse CR1 (18 xp)
Class: Animal 2
Size: Large
Alignment: True Neutral
HD: 2 (14 HP)
Initiative: +2
AC: 9 (touch: 9, flat-footed: 7)
Fortitude: 6 Reflex: 5 Will: 1
Speed: 50 ft.
Reach: 0 ft.
Attacks: Hoof+3 / +3 (1d6+3 Slashing / 20 x2)
Strength: 16
Dexterity: 14
Constitution: 17
Intelligence: 2
Wisdom: 13
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Charisma: 7
BAB: +1 CMB: +5 CMD: 15
Perception: 9
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Trip Defense +4: You receive a +4 bonus to your Combat Maneuver Defense whenever an opponent tries
to trip you.
Horse CR1 (18 xp)
Class: Animal 2
Size: Large
Alignment: True Neutral
HD: 2 (14 HP)
Initiative: +2
AC: 9 (touch: 9, flat-footed: 7)
Fortitude: 6 Reflex: 5 Will: 1
Speed: 50 ft.
Reach: 0 ft.
Attacks: Hoof+3 / +3 (1d6+3 Slashing / 20 x2)
Strength: 16
Dexterity: 14
Constitution: 17
Intelligence: 2
Wisdom: 13
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Charisma: 7
BAB: +1 CMB: +5 CMD: 15
Perception: 9
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Trip Defense +4: You receive a +4 bonus to your Combat Maneuver Defense whenever an opponent tries
to trip you.
Kobold Sentinel CR1 (18 xp)
Class: Fighter 2
Size: Small
Alignment: Lawful Evil
HD: 2 (16 HP)
Initiative: +2
AC: 14 (touch: 11, flat-footed: 12)
Fortitude: 4 Reflex: 2 Will: 1
Speed: 30 ft.
Reach: 0 ft.
Attacks: Shortsword+6 (1d4 Slashing / 19-20 x2)
Strength: 10
Dexterity: 14
Constitution: 12
Intelligence: 10
Wisdom: 12
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Charisma: 8
BAB: +2 CMB: +1 CMD: 11
Perception: 3
Stealth: 8
Equipment: Shortsword, Padded Armor
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Bonus Combat Feat: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in
addition to those gained from normal advancement (meaning that the fighter gains a feat at every level).
These bonus feats must be selected from those listed as Combat Feats, sometimes also called «fighter
bonus feats.»
Fighter Proficiencies: A fighter is proficient with all simple and martial weapons and with all armor (heavy,
light, and medium) and shields (including tower shields).
Armor Proficiency (Light Armor): You become proficient with Light Armor.
Armor Proficiency (Medium Armor): You become proficient with Medium Armor.
Armor Proficiency (Heavy Armor): You become proficient with Heavy Armor.
Simple Weapon Proficiency: You become proficient with all Simple Weapons.
Martial Weapons Proficiency: You become proficient with all Martial Weapons.
Shield Proficiency: You become proficient with Bucklers, Light Shields, and Heavy Shields.
Tower Shield Proficiency: You become proficient with Tower Shields.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
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Bravery: Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases
by +1 for every four levels beyond 2nd.
Weapon Finesse: With a light weapon, elven curve blade, estoc or rapier made for a creature of your size
category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Kobold Assassin CR4 (36 xp)
Class: Fighter 5
Size: Small
Alignment: Lawful Evil
HD: 5 (36 HP)
Initiative: +4
AC: 23 (touch: 14, flat-footed: 18)
Fortitude: 4 Reflex: 5 Will: 1
Speed: 30 ft.
Reach: 0 ft.
Attacks: Masterwork Shortsword+12 (1d4+3 Slashing / 19-20 x2)
Strength: 10
Dexterity: 18
Constitution: 10
Intelligence: 13
Wisdom: 10
Charisma: 8
BAB: +5 CMB: +2 CMD: 19
Perception: 5
Stealth: 9
Equipment: Masterwork Shortsword, Light Shield, Breastplate
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
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Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Bonus Combat Feat: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in
addition to those gained from normal advancement (meaning that the fighter gains a feat at every level).
These bonus feats must be selected from those listed as Combat Feats, sometimes also called «fighter
bonus feats.»
Fighter Proficiencies: A fighter is proficient with all simple and martial weapons and with all armor (heavy,
light, and medium) and shields (including tower shields).
Armor Proficiency (Light Armor): You become proficient with Light Armor.
Armor Proficiency (Medium Armor): You become proficient with Medium Armor.
Armor Proficiency (Heavy Armor): You become proficient with Heavy Armor.
Simple Weapon Proficiency: You become proficient with all Simple Weapons.
Martial Weapons Proficiency: You become proficient with all Martial Weapons.
Shield Proficiency: You become proficient with Bucklers, Light Shields, and Heavy Shields.
Tower Shield Proficiency: You become proficient with Tower Shields.
Combat Expertise: You can choose to take a 1 penalty on melee attack rolls and combat maneuver
checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and
every +4 thereafter, the penalty increases by 1 and the dodge bonus increases by +1. You can only
choose to use this feat when you declare that you are making an attack or a full attack with a melee
weapon. The effects of this feat last until your next turn.
Weapon Finesse: With a light weapon, elven curve blade, estoc or rapier made for a creature of your size
category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Bravery: Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases
by +1 for every four levels beyond 2nd.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Armor Training: Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor.
Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and
increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th,
11th, and 15th), these bonuses increase by +1 each time, to a maximum 4 reduction of the armor check
penalty and a +4 increase of the maximum Dexterity bonus allowed.In addition, a fighter can also move at
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his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while
wearing heavy armor.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Weapon Specialization: You are skilled at dealing damage with one weapon. Choose one type of weapon
(including unarmed strike) for which you have already selected the Weapon Focus feat. You deal extra
damage when using this weapon. Benefit: You gain a +2 bonus on all damage rolls you make using the
selected weapon. Special: You can gain this feat multiple times. Its effects do not stack. Each time you
take the feat, it applies to a new type of weapon.
Weapon Training: Starting at 5th level, a fighter can select one group of weapons. Whenever he attacks
with a weapon from this group, he gains a +1 bonus on attack and damage rolls.Every four levels
thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains
a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses
granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level,
he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and
damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do
not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also
adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also
applies to the fighter's Combat Maneuver Defense when defending against disarm attempts made against
weapons from this group.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Weapon Training (Light Blades): Whenever a fighter attacks with a weapon from this group, he gains a +1
bonus on attack and damage rolls. This group includes chakram, dagger, kukri, rapier, short sword, sickle,
and starknife.
Kobold Sniper CR4 (36 xp)
Class: Rogue 5
Size: Small
Alignment: Lawful Evil
HD: 5 (26 HP)
Initiative: +3
AC: 17 (touch: 12, flat-footed: 14)
Fortitude: 1 Reflex: 7 Will: 0
Speed: 30 ft.
Reach: 0 ft.
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Attacks: Masterwork Light Crossbow+7 / +7 (1d6 Slashing; 3d6 Slashing / 19-20 x2)
Strength: 11
Dexterity: 16
Constitution: 11
Intelligence: 12
Wisdom: 8
Charisma: 10
BAB: +3 CMB: +2 CMD: 13
Perception: 8
Stealth: 15
Equipment: Masterwork Light Crossbow, Leather Armor
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Rogue Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap,
short sword, and shortbow. They are proficient with light armor, but not with shields.
Armor Proficiency (Light Armor): You become proficient with Light Armor.
Simple Weapon Proficiency: You become proficient with all Simple Weapons.
Weapon Finesse: With a light weapon, elven curve blade, estoc or rapier made for a creature of your size
category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Trapfinding: A rogue adds 1/2 her level on Perception checks.
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to
30 feet.
Evasion: A character can avoid even magical and unusual attacks with great agility. If a character makes a
successful Reflex saving throw against an attack that normally deals half damage on a successful save, he
instead takes no damage. A helpless character does not gain the benefit of evasion.
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Rogue Talent: As a rogue gains experience, she learns a number of talents that aid her and confound her
foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2
levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Fast Stealth: This ability allows a character to move at full speed using the Stealth skill without penalty.
Finesse Training: At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd
level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or
daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack
with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the
damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll,
she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third
at 19th level.
Danger Sense: At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus
to AC against attacks made by traps. These bonuses increase by 1 every 3 rogue levels thereafter (to a
maximum of +6 at 18th level).
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking
the standard 4 penalty on your attack roll.
Debilitating Injury: At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also
debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any
penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the
following penalties when the damage is dealt. Bewildered: The target becomes bewildered, taking a 2
penalty to AC. The target takes an additional 2 penalty to AC against all attacks made by the rogue. At
10th level and 16th level, the penalty to AC against attacks made by the rogue increases by 2 (to a total
maximum of 8).Disoriented: The target takes a 2 penalty on attack rolls. In addition, the target takes an
additional 2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the
penalty on attack rolls made against the rogue increases by 2 (to a total maximum of 8).Hampered: All
of the target's speeds are reduced by half (to a minimum of 5 feet). These penalties do not stack with
themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A
creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied,
the old penalty immediately ends. Any form of healing applied to a target suffering from one of these
penalties also removes the penalty.
Uncanny Dodge: The character can react to danger before her senses would normally allow her to do so.
She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible.
She still loses her Dexterity bonus to AC if immobilized. A character with this ability can still lose her
Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a character already
has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Rapid Shot: When making a full attack with a ranged weapon, you can fire one additional time this round
at your highest bonus. All of your attack rolls take a 2 penalty when using Rapid Shot.
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Kobold Boomsayer CR4 (36 xp)
Class: Bard 5
Size: Medium
Alignment: Lawful Evil
HD: 5 (26 HP)
Initiative: +7
AC: 14 (touch: 11, flat-footed: 11)
Fortitude: 1 Reflex: 7 Will: 6
Speed: 30 ft.
Reach: 0 ft.
Attacks: Masterwork Light Crossbow+7 (1d8 Slashing / 19-20 x2)
Strength: 6
Dexterity: 16
Constitution: 10
Intelligence: 11
Wisdom: 10
Charisma: 16
BAB: +3 CMB: +1 CMD: 12
Perception: 8
Stealth: 10
Equipment: Masterwork Light Crossbow, Studded Leather
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
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Bard Proficiencies: A bard is proficient with all simple weapons, plus the longsword, rapier, short sword
and shortbow. Bards are also proficient with light armor and shields (except tower shields). A bard can
cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell
failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance
of arcane spell failure. A multiclass bard still incurs the normal arcane spell failure chance for arcane
spells received from other classes.
Armor Proficiency (Light Armor): You become proficient with Light Armor.
Simple Weapon Proficiency: You become proficient with all Simple Weapons.
Shield Proficiency: You become proficient with Bucklers, Light Shields, and Heavy Shields.
Cantrips: Bards can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell,
but they are not expended when cast and may be used again.
Inspire Courage: A 1st-level bard can use his performance to inspire courage in his allies (including
himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must
be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws
against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th
level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level.
Detect Magic: Detects magical auras of active spells or artifacts (or of those that were active recently).
Can identify the school of magic to which the spell belongs. Used in dialogues.
Bound to the Land: A thundercaller gains a bonus equal to 1/2 her level on Lore (Nature) checks.
Combat Casting: You are adept at spellcasting when threatened or distracted. You get a +4 bonus on
concentration checks made to cast a spell or use a spell-like ability.
Bard Talent: As a bard gains experience, she learns a number of talents that aid her and confound her
foes. At 2nd level, a bard gains a rogue talent, as the rogue class feature of the same name. At 6th level
and every 4 levels thereafter, the bard gains an additional rogue talent. A bard cannot select a rogue
talent that modifies the sneak attack ability.
Well-Versed: At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic
effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic,
and language-dependent effects.
Fast Stealth: This ability allows a character to move at full speed using the Stealth skill without penalty.
Thunder Call: At 3rd level, the thundercaller can use her performance to unleash a deafening peal of
thunder, blasting an area in a 10-foot range with a tremendous cacophony. Every creature in the area
takes 1d8 points of sonic damage and must succeed at a Fortitude save to avoid being stunned for 1
round. Creatures that cannot hear are not stunned but are still damaged. At 7th level, the sonic damage
that is dealt by this blast of sound increases to 3d8. This damage further increases to 5d8 at 11th level,
7d8 at 15th level, and 9d8 at 19th level.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
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Iron Will: You get a +2 bonus on all Will saving throws.
Mimic CR7 (67 xp)
Class: Aberration 10
Size: Medium
Alignment: True Neutral
HD: 10 (74 HP)
Initiative: +5
AC: 13 (touch: 8, flat-footed: 12)
Fortitude: 6 Reflex: 4 Will: 8
Speed: 30 ft.
Reach: 0 ft.
Attacks: Bite+10 / +10 (1d8+8 Slashing / 20 x2)
Strength: 19
Dexterity: 12
Constitution: 17
Intelligence: 10
Wisdom: 13
Charisma: 10
BAB: +7 CMB: +11 CMD: 19
Athletics: 17
Perception: 16
Stealth: 60
Mobility: 10
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
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weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Skill Focus Stealth: You get a +3 bonus on all checks involving Stealth. If you have 10 or more ranks in
Stealth, this bonus increases to +6.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Immunity (Acid): A creature with energy immunity never takes damage from that energy type.
Fiendish Minotaur Mincer CR6 (56 xp)
Class: Monstrous Humanoid 6, Slayer 2
Size: Large
Alignment: Chaotic Evil
HD: 8 (68 HP)
Initiative: 0
AC: 11 (touch: 6, flat-footed: 11)
Fortitude: 9 Reflex: 8 Will: 5
Speed: 30 ft.
Reach: 4 ft.
Attacks: Masterwork Handaxe+9 / +4 (1d8+8 Slashing / 20 x3); Masterwork Handaxe+9 (1d8+5 Slashing /
20 x3); Gore+4 (1d8+8 Slashing / 20 x2)
Strength: 20
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Dexterity: 10
Constitution: 15
Intelligence: 7
Wisdom: 10
Charisma: 8
BAB: +8 CMB: +14 CMD: 21
Perception: 11
Stealth: 5
Equipment: Masterwork Handaxe, Masterwork Handaxe
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Great Fortitude: You get a +2 bonus on all Fortitude saving throws.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Slayer Proficiencies: A slayer is proficient with all simple and martial weapons, as well as with light armor,
medium armor, and shields (except tower shields).
Armor Proficiency (Light Armor): You become proficient with Light Armor.
Armor Proficiency (Medium Armor): You become proficient with Medium Armor.
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Simple Weapon Proficiency: You become proficient with all Simple Weapons.
Martial Weapons Proficiency: You become proficient with all Martial Weapons.
Shield Proficiency: You become proficient with Bucklers, Light Shields, and Heavy Shields.
Studied Target: A slayer can study an opponent he can see as a move action. The slayer then gains a +1
bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that
opponent increase by 1. If a slayer deals sneak attack damage to a target, he studies that target, allowing
him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls and to slayer DCs
against a studied target increase by 1. At 7th level, a slayer can study an opponent as a move or swift
action.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Slayer Talents: As a slayer gains experience, he learns a number of talents that aid him and confound his
foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise
noted, a slayer cannot select an individual talent more than once.Slayer can take rogue talents as slayer
talents, counting his slayer level as rogue level. After 2nd level, the slayer can select a ranger combat style
(such as archery or two-weapon combat) and gains a combat feat from the first feat list of that style. He
can choose feats from his selected combat style, even if he does not have the normal prerequisites. After
6th level, he may select this talent again and add the 6th-level ranger combat feats from his chosen style
to the list. After 10th level, he may select this talent again and add the 10th-level ranger combat feats
from his chosen style to the list.
Combat Style Feat: At 2nd level, a ranger must select one combat style to pursue. The ranger's expertise
manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his
selected combat style, even if he does not have the normal prerequisites.
Two-Weapon Combat: At 2nd level, the ranger can select from Double Slice, Shield Bash, and Two-
Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting to the list. At 10th level, he adds
Greater Two-Weapon Fighting to the list.
Two-Weapon Fighting: Benefit: Your penalties on attack rolls for fighting with two weapons are reduced.
The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. Normal: If you
wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When
fighting in this way you suffer a 6 penalty with your regular attack or attacks with your primary hand and
a 10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced
by 2 each. An unarmed strike is always considered light.
Natural Cunning: Although minotaurs are not especially intelligent, they possess innate cunning and
logical ability. They are never caught flat-footed.
Fiendish Minotaur Assaulter CR10 (135 xp)
Class: Monstrous Humanoid 6, Slayer 6
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Size: Large
Alignment: Chaotic Evil
HD: 12 (130 HP)
Initiative: +2
AC: 13 (touch: 7, flat-footed: 11)
Fortitude: 13 Reflex: 12 Will: 9
Speed: 30 ft.
Reach: 4 ft.
Attacks: Handaxe +1+14 / +9 / +4 (1d8+12 Slashing / 19-20 x3); Masterwork Handaxe+14 / +9 (1d8+7
Slashing / 19-20 x3); Gore+9 (1d8+11 Slashing / 20 x2)
Strength: 25
Dexterity: 14
Constitution: 19
Intelligence: 11
Wisdom: 14
Charisma: 12
BAB: +12 CMB: +20 CMD: 28
Perception: 17
Stealth: 7
Equipment: Handaxe +1, Masterwork Handaxe
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
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making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Great Fortitude: You get a +2 bonus on all Fortitude saving throws.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Slayer Proficiencies: A slayer is proficient with all simple and martial weapons, as well as with light armor,
medium armor, and shields (except tower shields).
Armor Proficiency (Light Armor): You become proficient with Light Armor.
Armor Proficiency (Medium Armor): You become proficient with Medium Armor.
Simple Weapon Proficiency: You become proficient with all Simple Weapons.
Martial Weapons Proficiency: You become proficient with all Martial Weapons.
Shield Proficiency: You become proficient with Bucklers, Light Shields, and Heavy Shields.
Studied Target: A slayer can study an opponent he can see as a move action. The slayer then gains a +1
bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that
opponent increase by 1. If a slayer deals sneak attack damage to a target, he studies that target, allowing
him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls and to slayer DCs
against a studied target increase by 1. At 7th level, a slayer can study an opponent as a move or swift
action.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Slayer Talents: As a slayer gains experience, he learns a number of talents that aid him and confound his
foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise
noted, a slayer cannot select an individual talent more than once.Slayer can take rogue talents as slayer
talents, counting his slayer level as rogue level. After 2nd level, the slayer can select a ranger combat style
(such as archery or two-weapon combat) and gains a combat feat from the first feat list of that style. He
can choose feats from his selected combat style, even if he does not have the normal prerequisites. After
6th level, he may select this talent again and add the 6th-level ranger combat feats from his chosen style
to the list. After 10th level, he may select this talent again and add the 10th-level ranger combat feats
from his chosen style to the list.
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Combat Style Feat: At 2nd level, a ranger must select one combat style to pursue. The ranger's expertise
manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his
selected combat style, even if he does not have the normal prerequisites.
Two-Weapon Combat: At 2nd level, the ranger can select from Double Slice, Shield Bash, and Two-
Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting to the list. At 10th level, he adds
Greater Two-Weapon Fighting to the list.
Two-Weapon Fighting: Benefit: Your penalties on attack rolls for fighting with two weapons are reduced.
The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. Normal: If you
wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When
fighting in this way you suffer a 6 penalty with your regular attack or attacks with your primary hand and
a 10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced
by 2 each. An unarmed strike is always considered light.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your
Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Combat Trick: A character that selects this talent gains a bonus combat feat.
Improved Critical: Choose one type of weapon. When using the weapon you selected, your threat range is
doubled. Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you
take the feat, it applies to a new type of weapon. This effect doesn't stack with any other effect that
expands the threat range of a weapon.
Outflank: Whenever you and an ally who also has this feat are flanking the same creature, your flanking
bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked
creature, it provokes an attack of opportunity from your ally.
Slayer Talents: As a slayer gains experience, he learns a number of talents that aid him and confound his
foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise
noted, a slayer cannot select an individual talent more than once.Slayer can take rogue talents as slayer
talents, counting his slayer level as rogue level. After 2nd level, the slayer can select a ranger combat style
(such as archery or two-weapon combat) and gains a combat feat from the first feat list of that style. He
can choose feats from his selected combat style, even if he does not have the normal prerequisites. After
6th level, he may select this talent again and add the 6th-level ranger combat feats from his chosen style
to the list. After 10th level, he may select this talent again and add the 10th-level ranger combat feats
from his chosen style to the list.
Combat Style Feat: At 2nd level, a ranger must select one combat style to pursue. The ranger's expertise
manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his
selected combat style, even if he does not have the normal prerequisites.
Two-Weapon Combat: At 2nd level, the ranger can select from Double Slice, Shield Bash, and Two-
Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting to the list. At 10th level, he adds
Greater Two-Weapon Fighting to the list.
Improved Two-Weapon Fighting: You get a second attack with your off-hand weapon, albeit at a 5
penalty.
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Natural Cunning: Although minotaurs are not especially intelligent, they possess innate cunning and
logical ability. They are never caught flat-footed.
Fiendish Minotaur Warlord CR10 (135 xp)
Class: Slayer 10, Monstrous Humanoid 6
Size: Large
Alignment: Chaotic Evil
HD: 16 (176 HP)
Initiative: +2
AC: 13 (touch: 7, flat-footed: 11)
Fortitude: 15 Reflex: 14 Will: 12
Speed: 30 ft.
Reach: 4 ft.
Attacks: Handaxe +1+18 / +13 / +8 / +3 (1d8+14 Slashing / 19-20 x3); Handaxe +1+18 / +13 / +8 (1d8+10
Slashing / 19-20 x3); Gore+13 (1d8+14 Slashing / 20 x2)
Strength: 26
Dexterity: 14
Constitution: 19
Intelligence: 11
Wisdom: 14
Charisma: 12
BAB: +16 CMB: +25 CMD: 33
Perception: 21
Stealth: 7
Equipment: Handaxe +1, Handaxe +1
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
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weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Great Fortitude: You get a +2 bonus on all Fortitude saving throws.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Slayer Proficiencies: A slayer is proficient with all simple and martial weapons, as well as with light armor,
medium armor, and shields (except tower shields).
Armor Proficiency (Light Armor): You become proficient with Light Armor.
Armor Proficiency (Medium Armor): You become proficient with Medium Armor.
Simple Weapon Proficiency: You become proficient with all Simple Weapons.
Martial Weapons Proficiency: You become proficient with all Martial Weapons.
Shield Proficiency: You become proficient with Bucklers, Light Shields, and Heavy Shields.
Studied Target: A slayer can study an opponent he can see as a move action. The slayer then gains a +1
bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that
opponent increase by 1. If a slayer deals sneak attack damage to a target, he studies that target, allowing
him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls and to slayer DCs
against a studied target increase by 1. At 7th level, a slayer can study an opponent as a move or swift
action.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Slayer Talents: As a slayer gains experience, he learns a number of talents that aid him and confound his
foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise
noted, a slayer cannot select an individual talent more than once.Slayer can take rogue talents as slayer
talents, counting his slayer level as rogue level. After 2nd level, the slayer can select a ranger combat style
(such as archery or two-weapon combat) and gains a combat feat from the first feat list of that style. He
can choose feats from his selected combat style, even if he does not have the normal prerequisites. After
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6th level, he may select this talent again and add the 6th-level ranger combat feats from his chosen style
to the list. After 10th level, he may select this talent again and add the 10th-level ranger combat feats
from his chosen style to the list.
Combat Style Feat: At 2nd level, a ranger must select one combat style to pursue. The ranger's expertise
manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his
selected combat style, even if he does not have the normal prerequisites.
Two-Weapon Combat: At 2nd level, the ranger can select from Double Slice, Shield Bash, and Two-
Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting to the list. At 10th level, he adds
Greater Two-Weapon Fighting to the list.
Two-Weapon Fighting: Benefit: Your penalties on attack rolls for fighting with two weapons are reduced.
The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. Normal: If you
wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When
fighting in this way you suffer a 6 penalty with your regular attack or attacks with your primary hand and
a 10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced
by 2 each. An unarmed strike is always considered light.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your
Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Combat Trick: A character that selects this talent gains a bonus combat feat.
Improved Critical: Choose one type of weapon. When using the weapon you selected, your threat range is
doubled. Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you
take the feat, it applies to a new type of weapon. This effect doesn't stack with any other effect that
expands the threat range of a weapon.
Outflank: Whenever you and an ally who also has this feat are flanking the same creature, your flanking
bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked
creature, it provokes an attack of opportunity from your ally.
Slayer Talents: As a slayer gains experience, he learns a number of talents that aid him and confound his
foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise
noted, a slayer cannot select an individual talent more than once.Slayer can take rogue talents as slayer
talents, counting his slayer level as rogue level. After 2nd level, the slayer can select a ranger combat style
(such as archery or two-weapon combat) and gains a combat feat from the first feat list of that style. He
can choose feats from his selected combat style, even if he does not have the normal prerequisites. After
6th level, he may select this talent again and add the 6th-level ranger combat feats from his chosen style
to the list. After 10th level, he may select this talent again and add the 10th-level ranger combat feats
from his chosen style to the list.
Combat Style Feat: At 2nd level, a ranger must select one combat style to pursue. The ranger's expertise
manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his
selected combat style, even if he does not have the normal prerequisites.
Two-Weapon Combat: At 2nd level, the ranger can select from Double Slice, Shield Bash, and Two-
Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting to the list. At 10th level, he adds
Greater Two-Weapon Fighting to the list.
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Improved Two-Weapon Fighting: You get a second attack with your off-hand weapon, albeit at a 5
penalty.
Studied Target (Swift): A slayer can study an opponent he can see as a move action. The slayer then gains
a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that
opponent increase by 1. If a slayer deals sneak attack damage to a target, he studies that target, allowing
him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls and to slayer DCs
against a studied target increase by 1. At 7th level, a slayer can study an opponent as a move or swift
action.
Iron Will: You get a +2 bonus on all Will saving throws.
Opportunist: The character can make an attack of opportunity against an opponent who has just been
struck for damage in melee by another character. This attack counts as an attack of opportunity for that
round and can't be used more than once per round.
Critical Focus: You are trained in the art of causing pain. You receive a +4 circumstance bonus on attack
rolls made to confirm critical hits.
Slayer Talents: As a slayer gains experience, he learns a number of talents that aid him and confound his
foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise
noted, a slayer cannot select an individual talent more than once.Slayer can take rogue talents as slayer
talents, counting his slayer level as rogue level. After 2nd level, the slayer can select a ranger combat style
(such as archery or two-weapon combat) and gains a combat feat from the first feat list of that style. He
can choose feats from his selected combat style, even if he does not have the normal prerequisites. After
6th level, he may select this talent again and add the 6th-level ranger combat feats from his chosen style
to the list. After 10th level, he may select this talent again and add the 10th-level ranger combat feats
from his chosen style to the list.
Advanced Talents: After 10th level, a character can choose one of the advanced rogue talents in place of
a rogue talent.
Combat Style Feat: At 2nd level, a ranger must select one combat style to pursue. The ranger's expertise
manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his
selected combat style, even if he does not have the normal prerequisites.
Two-Weapon Combat: At 2nd level, the ranger can select from Double Slice, Shield Bash, and Two-
Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting to the list. At 10th level, he adds
Greater Two-Weapon Fighting to the list.
Greater Two-Weapon Fighting: You get a third attack with your off-hand weapon, albeit at a 10 penalty.
Natural Cunning: Although minotaurs are not especially intelligent, they possess innate cunning and
logical ability. They are never caught flat-footed.
Minotaur Axe Thrower CR14 (480 xp)
Class: Ranger 10, Monstrous Humanoid 6
Size: Large
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Alignment: Chaotic Evil
HD: 16 (176 HP)
Initiative: +6
AC: 25 (touch: 8, flat-footed: 22)
Fortitude: 15 Reflex: 18 Will: 10
Speed: 20 ft.
Reach: 4 ft.
Attacks: Masterwork Throwing Axe+18 / +18 / +13 / +8 / +3 (1d8+16 Slashing / 19-20 x2); Gore+13
(1d8+13 Slashing / 20 x2)
Strength: 23
Dexterity: 23
Constitution: 19
Intelligence: 11
Wisdom: 14
Charisma: 12
BAB: +16 CMB: +25 CMD: 35
Perception: 21
Stealth: 17
Equipment: Masterwork Throwing Axe, Breastplate
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
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halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Great Fortitude: You get a +2 bonus on all Fortitude saving throws.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Ranger Proficiencies: A ranger is proficient with all simple and martial weapons and with light armor,
medium armor, and shields (except tower shields).
Armor Proficiency (Light Armor): You become proficient with Light Armor.
Armor Proficiency (Medium Armor): You become proficient with Medium Armor.
Simple Weapon Proficiency: You become proficient with all Simple Weapons.
Martial Weapons Proficiency: You become proficient with all Martial Weapons.
Shield Proficiency: You become proficient with Bucklers, Light Shields, and Heavy Shields.
Favored Enemy: At 1st level, a ranger selects a creature type from the ranger favored enemies list. He
gets a +2 bonus on weapon attack and damage rolls against them. At 5th level and every five levels
thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at
each such interval, the bonus against any one favored enemy (including the one just selected, if so
desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also
choose an associated subtype, as indicated on the table below. If a specific creature falls into more than
one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is
higher.
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to
30 feet.
Favored Enemy Humans: At 1st level, a ranger selects a creature type from the ranger favored enemies
list. He gets a +2 bonus on weapon attack and damage rolls against them. At 5th level and every five
levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In
addition, at each such interval, the bonus against any one favored enemy (including the one just selected,
if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must
also choose an associated subtype, as indicated on the table below. If a specific creature falls into more
than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus
is higher.
Combat Style Feat: At 2nd level, a ranger must select one combat style to pursue. The ranger's expertise
manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his
selected combat style, even if he does not have the normal prerequisites.
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Archery: At 2nd level, the ranger can select from Point Blank Shot, Precise Shot, and Rapid Shot. At 6th
level, he adds Improved Precise Shot, Point Blank Master, and Manyshot to the list. At 10th level, he adds
Pinpoint Targeting to the list.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking
the standard 4 penalty on your attack roll.
Favored Terrain: At 3rd level, a ranger may select a type of terrain. The ranger gains a +2 bonus on
initiative checks and Lore (Nature), Perception, and Stealth skill checks when he is in this terrain. At 8th
level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at
each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just
selected, if so desired) increases by +2.
Endurance: Harsh conditions or long exertions do not easily tire you. Benefit: You gain +2 bonus on
Athletics checks and +4 bonus on Fortitude saves against fatigue and exhaustion. You may sleep in light or
medium armor without becoming fatigued.
Deadly Aim: You can choose to take a 1 penalty on all ranged attack rolls to gain a +2 bonus on all
ranged damage rolls.When your base attack bonus reaches +4, and every +4 thereafter, the penalty
increases by 1 and the bonus to damage increases by +2. You must choose to use this feat before
making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch
attacks or effects that do not deal hit point damage.
Favored Terrain Underground: At 3rd level, a ranger may select a type of terrain. The ranger gains a +2
bonus on initiative checks and Lore (Nature), Perception, and Stealth skill checks when he is in this
terrain. At 8th level and every five levels thereafter, the ranger may select an additional favored terrain.
In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including
the one just selected, if so desired) increases by +2.
Hunter's Bond: At 4th level, a ranger forms a bond with his hunting companions. This bond can take one
of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This
bond allows him to spend a move action to grant half his favored enemy bonus against a single target of
the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of
rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored
enemy bonuses possessed by his allies; they use whichever bonus is higher. The second option is to form
a close bond with an animal companion. A ranger who selects an animal companion can choose from the
following list: bear, boar, giant centipede, dog, elk, leopard, mastodon, monitor lizard, smilodon, wolf.
This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its
kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses. This ability
functions like the druid animal companion ability, except that the ranger's effective druid level is equal to
his ranger level 3.
Hunter's Bond: A ranger forms a bond with his companions. This bond allows him to spend a move action
to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30
feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom
modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies;
they use whichever bonus is higher.
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Favored Enemy: At 1st level, a ranger selects a creature type from the ranger favored enemies list. He
gets a +2 bonus on weapon attack and damage rolls against them. At 5th level and every five levels
thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at
each such interval, the bonus against any one favored enemy (including the one just selected, if so
desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also
choose an associated subtype, as indicated on the table below. If a specific creature falls into more than
one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is
higher.
Favored Enemy Outsiders: At 1st level, a ranger selects a creature type from the ranger favored
enemies list. He gets a +2 bonus on weapon attack and damage rolls against them. At 5th level and every
five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In
addition, at each such interval, the bonus against any one favored enemy (including the one just selected,
if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must
also choose an associated subtype, as indicated on the table below. If a specific creature falls into more
than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus
is higher.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Combat Style Feat: At 2nd level, a ranger must select one combat style to pursue. The ranger's expertise
manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his
selected combat style, even if he does not have the normal prerequisites.
Archery: At 2nd level, the ranger can select from Point Blank Shot, Precise Shot, and Rapid Shot. At 6th
level, he adds Improved Precise Shot, Point Blank Master, and Manyshot to the list. At 10th level, he adds
Pinpoint Targeting to the list.
Improved Precise Shot: Your ranged attacks ignore anything but total concealment and cover. Benefit:
Your ranged attacks ignore the miss chance granted to targets by anything less than total concealment.
Total concealment provides their normal benefits against your ranged attacks.
Rapid Shot: When making a full attack with a ranged weapon, you can fire one additional time this round
at your highest bonus. All of your attack rolls take a 2 penalty when using Rapid Shot.
Favored Terrain Highlands: At 3rd level, a ranger may select a type of terrain. The ranger gains a +2
bonus on initiative checks and Lore (Nature), Perception, and Stealth skill checks when he is in this
terrain. At 8th level and every five levels thereafter, the ranger may select an additional favored terrain.
In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including
the one just selected, if so desired) increases by +2.
Evasion: A character can avoid even magical and unusual attacks with great agility. If a character makes a
successful Reflex saving throw against an attack that normally deals half damage on a successful save, he
instead takes no damage. A helpless character does not gain the benefit of evasion.
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Combat Style Feat: At 2nd level, a ranger must select one combat style to pursue. The ranger's expertise
manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his
selected combat style, even if he does not have the normal prerequisites.
Archery: At 2nd level, the ranger can select from Point Blank Shot, Precise Shot, and Rapid Shot. At 6th
level, he adds Improved Precise Shot, Point Blank Master, and Manyshot to the list. At 10th level, he adds
Pinpoint Targeting to the list.
Favored Enemy Elves: At 1st level, a ranger selects a creature type from the ranger favored enemies
list. He gets a +2 bonus on weapon attack and damage rolls against them. At 5th level and every five
levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In
addition, at each such interval, the bonus against any one favored enemy (including the one just selected,
if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must
also choose an associated subtype, as indicated on the table below. If a specific creature falls into more
than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus
is higher.
Improved Critical: Choose one type of weapon. When using the weapon you selected, your threat range is
doubled. Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you
take the feat, it applies to a new type of weapon. This effect doesn't stack with any other effect that
expands the threat range of a weapon.
Natural Cunning: Although minotaurs are not especially intelligent, they possess innate cunning and
logical ability. They are never caught flat-footed.
Mite Priest CR4 (36 xp)
Class: Cleric 4, Fey 1
Size: Small
Alignment: Lawful Evil
HD: 5 (35 HP)
Initiative: +2
AC: 13 (touch: 11, flat-footed: 11)
Fortitude: 5 Reflex: 5 Will: 9
Speed: 20 ft.
Reach: 0 ft.
Attacks: Dagger+2 (1d3-2 Slashing / 19-20 x2)
Strength: 6
Dexterity: 14
Constitution: 13
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Intelligence: 8
Wisdom: 16
Charisma: 13
BAB: +3 CMB: +0 CMD: 10
Perception: 18
Stealth: 28
Mobility: 20
Persuasion: 17
Equipment: Dagger, Leather Armor
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Cleric Proficiencies: Clerics are proficient with all simple weapons, light armor, medium armor, and
shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
Armor Proficiency (Light Armor): You become proficient with Light Armor.
Armor Proficiency (Medium Armor): You become proficient with Medium Armor.
Simple Weapon Proficiency: You become proficient with all Simple Weapons.
Shield Proficiency: You become proficient with Bucklers, Light Shields, and Heavy Shields.
Deity Selection: A deity, also known as a god or goddess, is a being or force of incredible power capable of
granting its power to mortal beings through divine magic. A deity is strongly associated with a specific
alignment, several domains, and a plane.
Channel Energy: Regardless of alignment, any cleric can release a wave of energy by channeling the
power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage,
depending on the type of energy channeled and the creatures targeted. A good cleric (or a neutral cleric
who worships a good deity) channels positive energy and can choose to deal damage to undead creatures
or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative
energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of
a neutral deity must choose whether she channels positive or negative energy. Once this choice is made,
it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or
inflict spells.Channeling energy causes a burst that affects all creatures of one type (either undead or
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living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6
points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th,
and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage.
The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed
by channel energy cannot exceed their maximum hit point totalall excess healing is lost. A cleric may
channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action
that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in
this effect.
Domain Selection: A divine caster's deity influences their alignment, what magic they can perform, their
values, and how others see them. The character chooses domains (in quantity depending on their class)
from among those belonging to their deity. A character can select an alignment domain (Chaos, Evil,
Good, or Law) only if their own alignment matches that domain.Each domain grants a number of domain
powers, dependent upon the level of the divine caster.Clerics also gain a number of bonus spells. A cleric
gains one domain spell slot for each level of cleric spell they can cast, from 1st on up. Each day, a cleric
can prepare one of the spells from their two domains in that slot. If a domain spell is not on the cleric
spell list, a cleric can prepare it only in a domain spell slot. Domain spells cannot be used to cast spells
spontaneously.
Domain Selection: A divine caster's deity influences their alignment, what magic they can perform, their
values, and how others see them. The character chooses domains (in quantity depending on their class)
from among those belonging to their deity. A character can select an alignment domain (Chaos, Evil,
Good, or Law) only if their own alignment matches that domain.Each domain grants a number of domain
powers, dependent upon the level of the divine caster.Clerics also gain a number of bonus spells. A cleric
gains one domain spell slot for each level of cleric spell they can cast, from 1st on up. Each day, a cleric
can prepare one of the spells from their two domains in that slot. If a domain spell is not on the cleric
spell list, a cleric can prepare it only in a domain spell slot. Domain spells cannot be used to cast spells
spontaneously.
Orisons: Clerics can cast a number of orisons, or 0-level spells. These spells are cast like any other spell,
but they are not expended when cast and may be used again.
Full Caster: This unit is a full caster.
Detect Magic: Detects magical auras of active spells or artifacts (or of those that were active recently).
Can identify the school of magic to which the spell belongs. Used in dialogues.
Earth Domain: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth
creatures. Acid Dart: As a standard action, you can unleash an acid dart targeting any foe within 30 feet as
a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two levels you
possess in the class that gave you access to this domain. You can use this ability a number of times per
day equal to 3 + your Wisdom modifier. Acid Resistance: At 6th level, you gain resist acid 10. This
resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.Domain Spells: Stone
Fist, Acid Arrow, Soothing Mud, Spike Stones, Acidic Spray, Stoneskin, Elemental Body IV (Earth), Horrid
Wilting, Elemental Swarm (Earth).
Earth Domain: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth
creatures. Acid Dart: As a standard action, you can unleash an acid dart targeting any foe within 30 feet as
a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two levels you
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possess in the class that gave you access to this domain. You can use this ability a number of times per
day equal to 3 + your Wisdom modifier. Acid Resistance: At 6th level, you gain resist acid 10. This
resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.Domain Spells: Stone
Fist, Acid Arrow, Soothing Mud, Spike Stones, Acidic Spray, Stoneskin, Elemental Body IV (Earth), Horrid
Wilting, Elemental Swarm (Earth).
Selective Channel: Whenever you channel positive energy to heal the living or channel negative energy to
heal the undead, you do not affect enemies. When you channel positive energy to damage undead or
channel negative energy to damage living, you do not affect allies.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Channel Negative Energy: An evil cleric (or a neutral cleric who worships an evil deity) channels negative
energy and can choose to deal damage to living creatures or to heal undead creatures.Channeling energy
causes a burst that either heals all undead creatures or damages all living creatures in a 30-foot radius
centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6
points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that
take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal
to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot
exceed their maximum hit point totalall excess healing is lost. A cleric may channel energy a number of
times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an
attack of opportunity. A cleric can choose whether or not to include herself in this effect. An evil cleric (or
a neutral cleric of an evil deity) can also channel stored spell energy into wounding spells that she did not
prepare ahead of time. The cleric can «lose» any prepared spell that is not an orison or domain spell in
order to cast any inflict spell of the same spell level (an inlict spell is any spell with «inflict» in its name).
Spontaneous Wounding: An evil cleric (or a neutral cleric of an evil deity) can channel stored spell energy
into wounding spells that she did not prepare ahead of time. The cleric can «lose» any prepared spell that
is not an orison or domain spell in order to cast any inflict spell of the same spell level (an inlict spell is any
spell with «inflict» in its name).
Mongrelman CR1 (18 xp)
Class: Monstrous Humanoid 2
Size: Medium
Alignment: Lawful Neutral
HD: 2 (20 HP)
Initiative: +2
AC: 14 (touch: 10, flat-footed: 12)
Fortitude: 3 Reflex: 5 Will: 4
Speed: 30 ft.
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Reach: 0 ft.
Attacks: Club+5 (1d6+4 Slashing / 20 x2)
Strength: 16
Dexterity: 15
Constitution: 17
Intelligence: 10
Wisdom: 12
Charisma: 5
BAB: +2 CMB: +5 CMD: 15
Perception: 6
Stealth: 7
Equipment: Club
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Skill Focus Stealth: You get a +3 bonus on all checks involving Stealth. If you have 10 or more ranks in
Stealth, this bonus increases to +6.
Mongrelman CR1 (18 xp)
Class: Monstrous Humanoid 2
Size: Medium
Alignment: Lawful Neutral
HD: 2 (20 HP)
Initiative: +3
AC: 15 (touch: 11, flat-footed: 12)
Fortitude: 3 Reflex: 6 Will: 4
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Speed: 30 ft.
Reach: 0 ft.
Attacks: Club+4 (1d6+3 Slashing / 20 x2)
Strength: 15
Dexterity: 16
Constitution: 17
Intelligence: 10
Wisdom: 12
Charisma: 5
BAB: +2 CMB: +4 CMD: 15
Perception: 6
Stealth: 5
Equipment: Club
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to
30 feet.
Mongrelman CR2 (22 xp)
Class: Monstrous Humanoid 2, Ranger 1
Size: Medium
Alignment: Lawful Neutral
HD: 3 (27 HP)
Initiative: +4
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AC: 16 (touch: 12, flat-footed: 12)
Fortitude: 4 Reflex: 9 Will: 4
Speed: 30 ft.
Reach: 0 ft.
Attacks: Club+5 (1d6+3 Slashing / 20 x2)
Strength: 15
Dexterity: 18
Constitution: 15
Intelligence: 10
Wisdom: 12
Charisma: 5
BAB: +3 CMB: +5 CMD: 17
Perception: 7
Stealth: 10
Equipment: Club
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Ranger Proficiencies: A ranger is proficient with all simple and martial weapons and with light armor,
medium armor, and shields (except tower shields).
Armor Proficiency (Light Armor): You become proficient with Light Armor.
Armor Proficiency (Medium Armor): You become proficient with Medium Armor.
Simple Weapon Proficiency: You become proficient with all Simple Weapons.
Martial Weapons Proficiency: You become proficient with all Martial Weapons.
Shield Proficiency: You become proficient with Bucklers, Light Shields, and Heavy Shields.
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Favored Enemy: At 1st level, a ranger selects a creature type from the ranger favored enemies list. He
gets a +2 bonus on weapon attack and damage rolls against them. At 5th level and every five levels
thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at
each such interval, the bonus against any one favored enemy (including the one just selected, if so
desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also
choose an associated subtype, as indicated on the table below. If a specific creature falls into more than
one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is
higher.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking
the standard 4 penalty on your attack roll.
Favored Enemy Humans: At 1st level, a ranger selects a creature type from the ranger favored enemies
list. He gets a +2 bonus on weapon attack and damage rolls against them. At 5th level and every five
levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In
addition, at each such interval, the bonus against any one favored enemy (including the one just selected,
if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must
also choose an associated subtype, as indicated on the table below. If a specific creature falls into more
than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus
is higher.
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to
30 feet.
Movanic Deva CR10 (135 xp)
Class: Outsider 12
Size: Medium
Alignment: Neutral Good
HD: 12 (124 HP)
Initiative: +7
AC: 20 (touch: 9, flat-footed: 17)
Fortitude: 8 Reflex: 11 Will: 13
Speed: 40 ft.
Reach: 0 ft.
Attacks: Flaming Greatsword +1+13 / +8 / +3 (2d6+19 Slashing; 1d6 Slashing / 19-20 x2)
Strength: 19
Dexterity: 17
Constitution: 18
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Intelligence: 17
Wisdom: 17
Charisma: 19
BAB: +12 CMB: +16 CMD: 25
Perception: 18
Stealth: 22
Lore Nature: 9
Equipment: Flaming Greatsword +1
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Iron Will: You get a +2 bonus on all Will saving throws.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Cleave: As a standard action, you can make a single attack at your full base attack bonus against a foe
within reach. If you hit, you deal damage normally and can make an additional attack (using your full base
attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one
additional attack per round with this feat. When you use this feat, you take a 2 penalty to your Armor
Class until your next turn.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
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Cleaving Finish: If you make a melee attack, and your target drops to 0 or fewer hit points as a result of
your attack, you can make another melee attack using your highest base attack bonus against another
opponent within reach. You can make only one extra attack per round with this feat.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Immunity (Fire): A creature with energy immunity never takes damage from that energy type.
Angel Subtype: Angels are a race of celestials, or good outsiders, native to the good-aligned outer planes.
Immunity (Acid): A creature with energy immunity never takes damage from that energy type.
Immunity (Cold): A creature with energy immunity never takes damage from that energy type.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Electricity Resistance 10: Creature ignores 10 points of electricity damage per attack. It doesn't matter
whether the damage has a mundane or magical source.
Good Subtype: This subtype is usually applied to outsiders native to the good-aligned Outer Planes. Most
creatures that have this subtype also have good alignments; however, if their alignments change, they
still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the
creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects
according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its
natural weapons and any weapons it wields are good-aligned.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Plagued Horse CR3 (27 xp)
Class: Undead 2
Size: Medium
Alignment: Neutral Evil
HD: 2 (15 HP)
Initiative: +5
AC: 16 (touch: 14, flat-footed: 10)
Fortitude: 2 Reflex: 5 Will: 6
Speed: 40 ft.
Reach: 0 ft.
Attacks: Bite+8 (1d6+7 Slashing / 20 x2); Hoof+3 / +3 (1d6+3 Slashing / 20 x2)
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Strength: 24
Dexterity: 20
Constitution: 10
Intelligence: 2
Wisdom: 17
Charisma: 15
BAB: +1 CMB: +8 CMD: 22
Perception: 8
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Undead Creature: An undead creature possesses the following traits (unless otherwise noted in a
creature's entry).No Constitution score. Undead use their Charisma score in place of their Constitution
score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such
as when calculating a breath weapon's DC).Immunity to bleed, death effects, disease, paralysis, poison,
sleep effects, and stunning.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Plagued Beast: When animals are stricken with demon plague, they may arise as undead and further
spread the disease.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Channel Resistance +2: Creatures with channel resistance gain a bonus on Will saves made against
channeled energy. They add their bonus to any Will saves made to halve the damage and resist the effect.
Trip Defense +4: You receive a +4 bonus to your Combat Maneuver Defense whenever an opponent tries
to trip you.
Plagued Smilodon CR10 (135 xp)
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Class: Animal 14
Size: Large
Alignment: True Neutral
HD: 14 (104 HP)
Initiative: +9
AC: 16 (touch: 10, flat-footed: 11)
Fortitude: 11 Reflex: 14 Will: 7
Speed: 40 ft.
Reach: 0 ft.
Attacks: Bite+22 (2d8+12 Slashing / 19-20 x2); Claw+22 / +22 / +22 / +22 (2d4+12 Slashing / 19-20 x2)
Strength: 35
Dexterity: 21
Constitution: 10
Intelligence: 2
Wisdom: 16
Charisma: 15
BAB: +10 CMB: +23 CMD: 34
Athletics: 29
Perception: 26
Stealth: 25
Mobility: 14
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
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Skill Focus Perception: You get a +3 bonus on all checks involving Perception. If you have 10 or more
ranks in Perception, this bonus increases to +6.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Improved Critical: Choose one type of weapon. When using the weapon you selected, your threat range is
doubled. Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you
take the feat, it applies to a new type of weapon. This effect doesn't stack with any other effect that
expands the threat range of a weapon.
Skill Focus Stealth: You get a +3 bonus on all checks involving Stealth. If you have 10 or more ranks in
Stealth, this bonus increases to +6.
Improved Critical: Choose one type of weapon. When using the weapon you selected, your threat range is
doubled. Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you
take the feat, it applies to a new type of weapon. This effect doesn't stack with any other effect that
expands the threat range of a weapon.
Plagued Beast: When animals are stricken with demon plague, they may arise as undead and further
spread the disease.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Undead Creature: An undead creature possesses the following traits (unless otherwise noted in a
creature's entry).No Constitution score. Undead use their Charisma score in place of their Constitution
score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such
as when calculating a breath weapon's DC).Immunity to bleed, death effects, disease, paralysis, poison,
sleep effects, and stunning.
Channel Resistance +2: Creatures with channel resistance gain a bonus on Will saves made against
channeled energy. They add their bonus to any Will saves made to halve the damage and resist the effect.
Quickwood CR8 (90 xp)
Class: Plant 10
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Size: Huge
Alignment: True Neutral
HD: 10 (94 HP)
Initiative: -1
AC: 14 (touch: 2, flat-footed: 14)
Fortitude: 12 Reflex: 2 Will: 5
Speed: 10 ft.
Reach: 12 ft.
Attacks: Bite+12 (2d6+13 Slashing / 20 x2); Root+12 / +12 / +12 (1d6+13 Slashing / 20 x2)
Strength: 29
Dexterity: 8
Constitution: 21
Intelligence: 12
Wisdom: 15
Charisma: 12
BAB: +7 CMB: +18 CMD: 22
Perception: 21
Stealth: 4
Lore Nature: 10
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Lunge: You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a
2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.
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Skill Focus Perception: You get a +3 bonus on all checks involving Perception. If you have 10 or more
ranks in Perception, this bonus increases to +6.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Immunity (Fire): A creature with energy immunity never takes damage from that energy type.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Rat Swarm CR2 (22 xp)
Class: Animal 3
Size: Tiny
Alignment: True Neutral
HD: 3 (16 HP)
Initiative: +6
AC: 12 (touch: 12, flat-footed: 10)
Fortitude: 4 Reflex: 5 Will: 2
Speed: 15 ft.
Reach: 0 ft.
Attacks:
Strength: 2
Dexterity: 15
Constitution: 13
Intelligence: 2
Wisdom: 13
Charisma: 2
BAB: +2 CMB: -4 CMD: 6
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Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Swarm (Tiny): A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single
speed, and a single Armor Class. As a swarm of tiny creatures, a Rat Swarm takes only half damage from
piercing and slashing attacks. A swarm has no clear front or rear, and no discernible anatomy, so it cannot
be subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing
and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon
damage. Reducing a swarm to 0 hit points or less causes it to break up, though damage taken up to that
point does not diminish its ability to attack or resist attack. Also, swarms cannot be tripped, grappled, or
bull rushed. A swarm is immune to any spell or effect that targets a specific number of creatures.Swarm
attacks are not subject to a miss chance for concealment or cover.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Skill Focus Perception: You get a +3 bonus on all checks involving Perception. If you have 10 or more
ranks in Perception, this bonus increases to +6.
Rat Swarm: Distraction: A creature with this ability can nauseate the creatures that it damages. Any living
creature that takes damage from a creature with this ability is nauseated for 1 round; a Fortitude save
(DC 10 + 1/2 creature's HD + creature's Con modifier) negates the effect.Filth fever: Swarm injury; save
Fort DC 12; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2
consecutive saves. The save DC is Constitution-based.
Corrupted Rat Swarm CR5 (45 xp)
Class: Outsider 6
Size: Tiny
Alignment: True Neutral
HD: 6 (61 HP)
Initiative: +10
AC: 17 (touch: 15, flat-footed: 11)
Fortitude: 7 Reflex: 11 Will: 8
Speed: 30 ft.
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Reach: 0 ft.
Attacks:
Strength: 2
Dexterity: 22
Constitution: 20
Intelligence: 2
Wisdom: 17
Charisma: 2
BAB: +6 CMB: +10 CMD: 13
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Swarm (Tiny): A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single
speed, and a single Armor Class. As a swarm of tiny creatures, a Rat Swarm takes only half damage from
piercing and slashing attacks. A swarm has no clear front or rear, and no discernible anatomy, so it cannot
be subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing
and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon
damage. Reducing a swarm to 0 hit points or less causes it to break up, though damage taken up to that
point does not diminish its ability to attack or resist attack. Also, swarms cannot be tripped, grappled, or
bull rushed. A swarm is immune to any spell or effect that targets a specific number of creatures.Swarm
attacks are not subject to a miss chance for concealment or cover.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Skill Focus Perception: You get a +3 bonus on all checks involving Perception. If you have 10 or more
ranks in Perception, this bonus increases to +6.
Corrupted Rat Swarm: Distraction: A creature with this ability can nauseate the creatures that it damages.
Any living creature that takes damage from a creature with this ability is nauseated for 1 round; a
Fortitude save (DC 10 + 1/2 creature's HD + creature's Con modifier) negates the effect.Filth fever: Swarm
injury; save Fort DC 18; onset 1 day; frequency 1/day; effect 1d3 Con damage, 1d6 Wis damage and
fatigue; cure 3 consecutive saves. The save DC is Constitution-based.
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Agile Maneuvers: You've learned to use your quickness in place of brute force when performing combat
maneuvers. Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when
determining your Combat Maneuver Bonus instead of your Strength bonus. Normal: You add your
Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver
Bonus
Retriever CR11 (180 xp)
Class: Construct 15
Size: Huge
Alignment: Chaotic Evil
HD: 15 (141 HP)
Initiative: +7
AC: 21 (touch: 7, flat-footed: 18)
Fortitude: 7 Reflex: 10 Will: 7
Speed: 50 ft.
Reach: 7 ft.
Attacks: Bite+15 (1d8+14 Slashing / 20 x2); Claw+15 / +15 / +15 / +15 (2d6+14 Slashing / 19-20 x2)
Strength: 22
Dexterity: 16
Constitution: 10
Intelligence: 3
Wisdom: 11
Charisma: 10
BAB: +15 CMB: +23 CMD: 32
Perception: 15
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
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threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Great Fortitude: You get a +2 bonus on all Fortitude saving throws.
Lightning Reflexes: You get a +2 bonus on all Reflex saving throws.
Iron Will: You get a +2 bonus on all Will saving throws.
Improved Critical: Choose one type of weapon. When using the weapon you selected, your threat range is
doubled. Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you
take the feat, it applies to a new type of weapon. This effect doesn't stack with any other effect that
expands the threat range of a weapon.
Blind Fight: In melee, every time you miss because of concealment, you can reroll your miss chance
percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to
hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't
get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged
attacks, however. You also gain immunity to gaze attacks.
Trip Defense +4: You receive a +4 bonus to your Combat Maneuver Defense whenever an opponent tries
to trip you.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Hunter Retriever CR12 (240 xp)
Class: Construct 15
Size: Huge
Alignment: Chaotic Evil
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HD: 15 (141 HP)
Initiative: +9
AC: 25 (touch: 9, flat-footed: 20)
Fortitude: 7 Reflex: 12 Will: 9
Speed: 50 ft.
Reach: 7 ft.
Attacks: Bite+17 (1d8+16 Slashing / 20 x2); Claw+17 / +17 / +17 / +17 (2d6+16 Slashing / 19-20 x2)
Strength: 26
Dexterity: 20
Constitution: 10
Intelligence: 11
Wisdom: 15
Charisma: 10
BAB: +15 CMB: +25 CMD: 36
Perception: 17
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
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halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Great Fortitude: You get a +2 bonus on all Fortitude saving throws.
Lightning Reflexes: You get a +2 bonus on all Reflex saving throws.
Iron Will: You get a +2 bonus on all Will saving throws.
Improved Critical: Choose one type of weapon. When using the weapon you selected, your threat range is
doubled. Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you
take the feat, it applies to a new type of weapon. This effect doesn't stack with any other effect that
expands the threat range of a weapon.
Blind Fight: In melee, every time you miss because of concealment, you can reroll your miss chance
percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to
hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't
get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged
attacks, however. You also gain immunity to gaze attacks.
Trip Defense +4: You receive a +4 bonus to your Combat Maneuver Defense whenever an opponent tries
to trip you.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Pursuer Retriever CR14 (480 xp)
Class: Construct 17
Size: Huge
Alignment: Chaotic Evil
HD: 17 (154 HP)
Initiative: +9
AC: 28 (touch: 10, flat-footed: 22)
Fortitude: 7 Reflex: 13 Will: 9
Speed: 80 ft.
Reach: 7 ft.
Attacks: Bite+21 (1d8+20 Slashing / 20 x2); Claw+22 / +22 / +22 / +22 (2d6+20 Slashing / 19-20 x2)
Strength: 30
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Dexterity: 20
Constitution: 10
Intelligence: 11
Wisdom: 15
Charisma: 10
BAB: +17 CMB: +30 CMD: 41
Perception: 19
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Great Fortitude: You get a +2 bonus on all Fortitude saving throws.
Lightning Reflexes: You get a +2 bonus on all Reflex saving throws.
Iron Will: You get a +2 bonus on all Will saving throws.
Improved Critical: Choose one type of weapon. When using the weapon you selected, your threat range is
doubled. Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you
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take the feat, it applies to a new type of weapon. This effect doesn't stack with any other effect that
expands the threat range of a weapon.
Blind Fight: In melee, every time you miss because of concealment, you can reroll your miss chance
percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to
hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't
get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged
attacks, however. You also gain immunity to gaze attacks.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Trip Defense +4: You receive a +4 bonus to your Combat Maneuver Defense whenever an opponent tries
to trip you.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Shadow CR3 (27 xp)
Class: Undead 3
Size: Medium
Alignment: Chaotic Evil
HD: 3 (19 HP)
Initiative: +2
AC: 13 (touch: 13, flat-footed: 10)
Fortitude: 3 Reflex: 3 Will: 4
Speed: 40 ft.
Reach: 0 ft.
Attacks: Touch+4 (0 Slashing / 20 x2)
Strength: 10
Dexterity: 14
Constitution: 10
Intelligence: 6
Wisdom: 12
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Charisma: 15
BAB: +2 CMB: +4 CMD: 15
Perception: 12
Half-Elf: Elves have long drawn the covetous gazes of other races. Their generous life spans, magical
affinity, and inherent grace each contribute to the admiration or bitter envy of their neighbors. Of all their
traits, however, none so entrance their human associates as their beauty. Since the two races first came
into contact with each other, the humans have held up elves as models of physical perfection, seeing in
the fair folk idealized versions of themselves. For their part, many elves find humans attractive despite
their comparatively barbaric ways, drawn to the passion and impetuosity with which members of the
younger race play out their brief lives. Sometimes this mutual infatuation leads to romantic relationships.
Though usually short-lived, even by human standards, these trysts commonly lead to the birth of half-
elves, a race descended of two cultures yet inheritor of neither. Half-elves can breed with one another,
but even these «pureblood» half-elves tend to be viewed as bastards by humans and elves alike.Half-
elves stand taller than humans but shorter than elves. They inherit the lean build and comely features of
their elven lineage, but their skin color is dictated by their human side. While half-elves retain the pointed
ears of elves, theirs are more rounded and less pronounced. A half-elf 's human-like eyes tend to range a
spectrum of exotic colors running from amber or violet to emerald green and deep blue.
Keen Senses: Dwarves, elves, gnomes, half-elves, half-orcs and halflings receive a +2 racial bonus on
Perception checks.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus
against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Undead Creature: An undead creature possesses the following traits (unless otherwise noted in a
creature's entry).No Constitution score. Undead use their Charisma score in place of their Constitution
score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such
as when calculating a breath weapon's DC).Immunity to bleed, death effects, disease, paralysis, poison,
sleep effects, and stunning.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
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Skill Focus Perception: You get a +3 bonus on all checks involving Perception. If you have 10 or more
ranks in Perception, this bonus increases to +6.
Incorporeal: You take no damage from non-magic weapons, you also take only half damage from any
source which deals neither ghost, holy, divine or force damage.
Agile Maneuvers: You've learned to use your quickness in place of brute force when performing combat
maneuvers. Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when
determining your Combat Maneuver Bonus instead of your Strength bonus. Normal: You add your
Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver
Bonus.
Channel Resistance +2: Creatures with channel resistance gain a bonus on Will saves made against
channeled energy. They add their bonus to any Will saves made to halve the damage and resist the effect.
Strength Damage: A shadow's touch deals 1d6 points of Strength damage to a living creature. This is a
negative energy effect. If a creature's Strength score drops to 0 or below, it dies.
Ravenous Greater Shadow CR9 (112 xp)
Class: Undead 9
Size: Medium
Alignment: Chaotic Evil
HD: 9 (76 HP)
Initiative: +7
AC: 18 (touch: 18, flat-footed: 10)
Fortitude: 7 Reflex: 10 Will: 9
Speed: 40 ft.
Reach: 0 ft.
Attacks: Touch+14 (0 Slashing / 20 x2)
Strength: 10
Dexterity: 24
Constitution: 10
Intelligence: 10
Wisdom: 16
Charisma: 19
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BAB: +6 CMB: +13 CMD: 24
Perception: 20
Stealth: 19
Half-Elf: Elves have long drawn the covetous gazes of other races. Their generous life spans, magical
affinity, and inherent grace each contribute to the admiration or bitter envy of their neighbors. Of all their
traits, however, none so entrance their human associates as their beauty. Since the two races first came
into contact with each other, the humans have held up elves as models of physical perfection, seeing in
the fair folk idealized versions of themselves. For their part, many elves find humans attractive despite
their comparatively barbaric ways, drawn to the passion and impetuosity with which members of the
younger race play out their brief lives. Sometimes this mutual infatuation leads to romantic relationships.
Though usually short-lived, even by human standards, these trysts commonly lead to the birth of half-
elves, a race descended of two cultures yet inheritor of neither. Half-elves can breed with one another,
but even these «pureblood» half-elves tend to be viewed as bastards by humans and elves alike.Half-
elves stand taller than humans but shorter than elves. They inherit the lean build and comely features of
their elven lineage, but their skin color is dictated by their human side. While half-elves retain the pointed
ears of elves, theirs are more rounded and less pronounced. A half-elf 's human-like eyes tend to range a
spectrum of exotic colors running from amber or violet to emerald green and deep blue.
Keen Senses: Dwarves, elves, gnomes, half-elves, half-orcs and halflings receive a +2 racial bonus on
Perception checks.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus
against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Undead Creature: An undead creature possesses the following traits (unless otherwise noted in a
creature's entry).No Constitution score. Undead use their Charisma score in place of their Constitution
score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such
as when calculating a breath weapon's DC).Immunity to bleed, death effects, disease, paralysis, poison,
sleep effects, and stunning.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
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Skill Focus Perception: You get a +3 bonus on all checks involving Perception. If you have 10 or more
ranks in Perception, this bonus increases to +6.
Combat Mobility: You can easily move through a dangerous melee. Benefit: You get a +4 dodge bonus to
Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A
condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge
bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Incorporeal: You take no damage from non-magic weapons, you also take only half damage from any
source which deals neither ghost, holy, divine or force damage.
Agile Maneuvers: You've learned to use your quickness in place of brute force when performing combat
maneuvers. Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when
determining your Combat Maneuver Bonus instead of your Strength bonus. Normal: You add your
Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver
Bonus.
Channel Resistance +2: Creatures with channel resistance gain a bonus on Will saves made against
channeled energy. They add their bonus to any Will saves made to halve the damage and resist the effect.
Strength Damage: A greater shadow's touch deals 1d8 points of Strength damage to a living creature. This
is a negative energy effect. If a creature's Strength score drops to 0 or below, it dies.
Ferocious Skeletal Champion CR7 (67 xp)
Class: Fighter 6, Undead 2
Size: Medium
Alignment: Neutral Evil
HD: 8 (63 HP)
Initiative: +5
AC: 20 (touch: 9, flat-footed: 18)
Fortitude: 6 Reflex: 3 Will: 7
Speed: 30 ft.
Reach: 0 ft.
Attacks: Masterwork Longsword+11 / +6 (1d8+11 Slashing / 19-20 x2)
Strength: 19
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Dexterity: 13
Constitution: 10
Intelligence: 9
Wisdom: 10
Charisma: 12
BAB: +7 CMB: +11 CMD: 20
Perception: 5
Equipment: Masterwork Longsword, Heavy Shield, Breastplate
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Undead Creature: An undead creature possesses the following traits (unless otherwise noted in a
creature's entry).No Constitution score. Undead use their Charisma score in place of their Constitution
score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such
as when calculating a breath weapon's DC).Immunity to bleed, death effects, disease, paralysis, poison,
sleep effects, and stunning.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Bonus Combat Feat: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in
addition to those gained from normal advancement (meaning that the fighter gains a feat at every level).
These bonus feats must be selected from those listed as Combat Feats, sometimes also called «fighter
bonus feats.»
Fighter Proficiencies: A fighter is proficient with all simple and martial weapons and with all armor (heavy,
light, and medium) and shields (including tower shields).
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Armor Proficiency (Light Armor): You become proficient with Light Armor.
Armor Proficiency (Medium Armor): You become proficient with Medium Armor.
Armor Proficiency (Heavy Armor): You become proficient with Heavy Armor.
Simple Weapon Proficiency: You become proficient with all Simple Weapons.
Martial Weapons Proficiency: You become proficient with all Martial Weapons.
Shield Proficiency: You become proficient with Bucklers, Light Shields, and Heavy Shields.
Tower Shield Proficiency: You become proficient with Tower Shields.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Bravery: Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases
by +1 for every four levels beyond 2nd.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your
Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Armor Training: Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor.
Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and
increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th,
11th, and 15th), these bonuses increase by +1 each time, to a maximum 4 reduction of the armor check
penalty and a +4 increase of the maximum Dexterity bonus allowed.In addition, a fighter can also move at
his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while
wearing heavy armor.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Weapon Specialization: You are skilled at dealing damage with one weapon. Choose one type of weapon
(including unarmed strike) for which you have already selected the Weapon Focus feat. You deal extra
damage when using this weapon. Benefit: You gain a +2 bonus on all damage rolls you make using the
selected weapon. Special: You can gain this feat multiple times. Its effects do not stack. Each time you
take the feat, it applies to a new type of weapon.
Weapon Training: Starting at 5th level, a fighter can select one group of weapons. Whenever he attacks
with a weapon from this group, he gains a +1 bonus on attack and damage rolls.Every four levels
thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains
a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses
granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level,
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he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and
damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do
not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also
adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also
applies to the fighter's Combat Maneuver Defense when defending against disarm attempts made against
weapons from this group.
Iron Will: You get a +2 bonus on all Will saving throws.
Weapon Training (Heavy Blades): Whenever a fighter attacks with a weapon from this group, he gains a
+1 bonus on attack and damage rolls. This group includes chakram, dueling sword, bastard sword, elven
curve blade, estoc, falcata, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.
Shield Focus: Increase the AC bonus granted by any shield you are using by 1.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Immunity (Cold): A creature with energy immunity never takes damage from that energy type.
Channel Resistance +4: Creatures with channel resistance gain a bonus on Will saves made against
channeled energy. They add their bonus to any Will saves made to halve the damage and resist the effect.
Skeletal Champion Berserker CR7 (67 xp)
Class: Barbarian 6, Undead 2
Size: Medium
Alignment: Neutral Evil
HD: 8 (61 HP)
Initiative: +5
AC: 16 (touch: 8, flat-footed: 15)
Fortitude: 6 Reflex: 3 Will: 5
Speed: 30 ft.
Reach: 0 ft.
Attacks: Masterwork Greatsword+11 / +6 (2d6+12 Slashing / 19-20 x2)
Strength: 19
Dexterity: 13
Constitution: 10
Intelligence: 10
Wisdom: 10
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Charisma: 12
BAB: +7 CMB: +11 CMD: 19
Perception: 5
Stealth: 2
Equipment: Masterwork Greatsword, Breastplate
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Undead Creature: An undead creature possesses the following traits (unless otherwise noted in a
creature's entry).No Constitution score. Undead use their Charisma score in place of their Constitution
score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such
as when calculating a breath weapon's DC).Immunity to bleed, death effects, disease, paralysis, poison,
sleep effects, and stunning.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Fast Movement: A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit
applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load.
Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This
bonus stacks with any other bonuses to the barbarian's land speed.
Rage: A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat
prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution
modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day.
Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the
total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action.
The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours
need not be consecutive.While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee
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damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a 2 penalty to
Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first
when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian
enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot cast spells. A
barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian
can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per
day. If a barbarian falls unconscious, her rage immediately ends.
Barbarian Proficiencies: A barbarian is proficient with all simple and martial weapons, light armor,
medium armor, and shields (except tower shields).
Armor Proficiency (Light Armor): You become proficient with Light Armor.
Armor Proficiency (Medium Armor): You become proficient with Medium Armor.
Simple Weapon Proficiency: You become proficient with all Simple Weapons.
Martial Weapons Proficiency: You become proficient with all Martial Weapons.
Shield Proficiency: You become proficient with Bucklers, Light Shields, and Heavy Shields.
Cleave: As a standard action, you can make a single attack at your full base attack bonus against a foe
within reach. If you hit, you deal damage normally and can make an additional attack (using your full base
attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one
additional attack per round with this feat. When you use this feat, you take a 2 penalty to your Armor
Class until your next turn.
Rage Power: As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a
barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained
after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these
powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an
individual power more than once.
Uncanny Dodge: The character can react to danger before her senses would normally allow her to do so.
She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible.
She still loses her Dexterity bonus to AC if immobilized. A character with this ability can still lose her
Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a character already
has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Swift Foot: The barbarian gains a 10-foot enhancement bonus to her base speed. A barbarian can select
this rage power up to three times; its effects stack.
Danger Sense: At 3rd level, a barbarian gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge
bonus to AC against attacks by traps. These bonuses increase by 1 every 3 levels thereafter (to a
maximum of +6 at 18th level).
Cleaving Finish: If you make a melee attack, and your target drops to 0 or fewer hit points as a result of
your attack, you can make another melee attack using your highest base attack bonus against another
opponent within reach. You can make only one extra attack per round with this feat.
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Improved Uncanny Dodge: The character can no longer be flanked. This defense denies another rogue
the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue
levels than the target does.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Reckless Stance: The barbarian can attack with abandon at the expense of her defense. She gains a +1
bonus on attack rolls, but takes a 1 penalty to AC. This bonus and penalty increase by 1 at 4th level and
every 4 levels thereafter. This is a stance rage power. A barbarian can't have more than one stance rage
power active at a time. If she activates a stance rage power while another one is active, the current
stance immediately ends.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Immunity (Cold): A creature with energy immunity never takes damage from that energy type.
Spectre CR7 (67 xp)
Class: Undead 8
Size: Medium
Alignment: Lawful Evil
HD: 8 (51 HP)
Initiative: +7
AC: 12 (touch: 12, flat-footed: 9)
Fortitude: 4 Reflex: 5 Will: 9
Speed: 60 ft.
Reach: 0 ft.
Attacks: Touch+10 (1d8 Slashing / 20 x2)
Strength: 3
Dexterity: 16
Constitution: 10
Intelligence: 14
Wisdom: 16
Charisma: 15
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BAB: +6 CMB: +9 CMD: 14
Perception: 19
Stealth: 14
Lore Religion: 14
Half-Elf: Elves have long drawn the covetous gazes of other races. Their generous life spans, magical
affinity, and inherent grace each contribute to the admiration or bitter envy of their neighbors. Of all their
traits, however, none so entrance their human associates as their beauty. Since the two races first came
into contact with each other, the humans have held up elves as models of physical perfection, seeing in
the fair folk idealized versions of themselves. For their part, many elves find humans attractive despite
their comparatively barbaric ways, drawn to the passion and impetuosity with which members of the
younger race play out their brief lives. Sometimes this mutual infatuation leads to romantic relationships.
Though usually short-lived, even by human standards, these trysts commonly lead to the birth of half-
elves, a race descended of two cultures yet inheritor of neither. Half-elves can breed with one another,
but even these «pureblood» half-elves tend to be viewed as bastards by humans and elves alike.Half-
elves stand taller than humans but shorter than elves. They inherit the lean build and comely features of
their elven lineage, but their skin color is dictated by their human side. While half-elves retain the pointed
ears of elves, theirs are more rounded and less pronounced. A half-elf 's human-like eyes tend to range a
spectrum of exotic colors running from amber or violet to emerald green and deep blue.
Keen Senses: Dwarves, elves, gnomes, half-elves, half-orcs and halflings receive a +2 racial bonus on
Perception checks.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus
against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Undead Creature: An undead creature possesses the following traits (unless otherwise noted in a
creature's entry).No Constitution score. Undead use their Charisma score in place of their Constitution
score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such
as when calculating a breath weapon's DC).Immunity to bleed, death effects, disease, paralysis, poison,
sleep effects, and stunning.
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Blind Fight: In melee, every time you miss because of concealment, you can reroll your miss chance
percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to
hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't
get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged
attacks, however. You also gain immunity to gaze attacks.
Skill Focus Perception: You get a +3 bonus on all checks involving Perception. If you have 10 or more
ranks in Perception, this bonus increases to +6.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Incorporeal: You take no damage from non-magic weapons, you also take only half damage from any
source which deals neither ghost, holy, divine or force damage.
Agile Maneuvers: You've learned to use your quickness in place of brute force when performing combat
maneuvers. Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when
determining your Combat Maneuver Bonus instead of your Strength bonus. Normal: You add your
Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver
Bonus.
Corpulent Spectre CR8 (90 xp)
Class: Undead 8
Size: Medium
Alignment: Lawful Evil
HD: 8 (67 HP)
Initiative: +9
AC: 16 (touch: 16, flat-footed: 11)
Fortitude: 6 Reflex: 7 Will: 11
Speed: 60 ft.
Reach: 0 ft.
Attacks: +12 (1d8 Slashing / 20 x2)
Strength: 3
Dexterity: 20
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Constitution: 10
Intelligence: 18
Wisdom: 20
Charisma: 19
BAB: +6 CMB: +9 CMD: 20
Perception: 18
Stealth: 16
Lore Religion: 16
Half-Elf: Elves have long drawn the covetous gazes of other races. Their generous life spans, magical
affinity, and inherent grace each contribute to the admiration or bitter envy of their neighbors. Of all their
traits, however, none so entrance their human associates as their beauty. Since the two races first came
into contact with each other, the humans have held up elves as models of physical perfection, seeing in
the fair folk idealized versions of themselves. For their part, many elves find humans attractive despite
their comparatively barbaric ways, drawn to the passion and impetuosity with which members of the
younger race play out their brief lives. Sometimes this mutual infatuation leads to romantic relationships.
Though usually short-lived, even by human standards, these trysts commonly lead to the birth of half-
elves, a race descended of two cultures yet inheritor of neither. Half-elves can breed with one another,
but even these «pureblood» half-elves tend to be viewed as bastards by humans and elves alike.Half-
elves stand taller than humans but shorter than elves. They inherit the lean build and comely features of
their elven lineage, but their skin color is dictated by their human side. While half-elves retain the pointed
ears of elves, theirs are more rounded and less pronounced. A half-elf 's human-like eyes tend to range a
spectrum of exotic colors running from amber or violet to emerald green and deep blue.
Keen Senses: Dwarves, elves, gnomes, half-elves, half-orcs and halflings receive a +2 racial bonus on
Perception checks.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus
against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
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Undead Creature: An undead creature possesses the following traits (unless otherwise noted in a
creature's entry).No Constitution score. Undead use their Charisma score in place of their Constitution
score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such
as when calculating a breath weapon's DC).Immunity to bleed, death effects, disease, paralysis, poison,
sleep effects, and stunning.
Blind Fight: In melee, every time you miss because of concealment, you can reroll your miss chance
percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to
hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't
get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged
attacks, however. You also gain immunity to gaze attacks.
Combat Expertise: You can choose to take a 1 penalty on melee attack rolls and combat maneuver
checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and
every +4 thereafter, the penalty increases by 1 and the dodge bonus increases by +1. You can only
choose to use this feat when you declare that you are making an attack or a full attack with a melee
weapon. The effects of this feat last until your next turn.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Incorporeal: You take no damage from non-magic weapons, you also take only half damage from any
source which deals neither ghost, holy, divine or force damage.
Agile Maneuvers: You've learned to use your quickness in place of brute force when performing combat
maneuvers. Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when
determining your Combat Maneuver Bonus instead of your Strength bonus. Normal: You add your
Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver
Bonus.
Young Giant Spider CR1 (18 xp)
Class: Vermin 3
Size: Small
Alignment: True Neutral
HD: 3 (10 HP)
Initiative: +5
AC: 14 (touch: 14, flat-footed: 9)
Fortitude: 2 Reflex: 6 Will: 1
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Speed: 30 ft.
Reach: 0 ft.
Attacks: Bite+8 (1d4-2 Slashing / 20 x2)
Strength: 7
Dexterity: 21
Constitution: 8
Intelligence: 1
Wisdom: 10
Charisma: 2
BAB: +2 CMB: -1 CMD: 12
Perception: 3
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Trip Defense +8: You receive a +8 bonus to your Combat Maneuver Defense whenever an opponent tries
to trip you.
Weapon Finesse: With a light weapon, elven curve blade, estoc or rapier made for a creature of your size
category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Tick Swarm CR9 (112 xp)
Class: Vermin 16
Size: Fine
Alignment: True Neutral
HD: 16 (119 HP)
Initiative: +2
AC: 16 (touch: 16, flat-footed: 14)
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Fortitude: 13 Reflex: 7 Will: 5
Speed: 30 ft.
Reach: 0 ft.
Attacks:
Strength: 1
Dexterity: 14
Constitution: 16
Intelligence: 1
Wisdom: 11
Charisma: 1
BAB: +12 CMB: +7 CMD: 15
Perception: 4
Stealth: 34
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Swarm (Diminutive): A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a
single speed, and a single Armor Class. As a swarm of tiny creatures, a Rat Swarm takes only half damage
from piercing and slashing attacks. A swarm has no clear front or rear, and no discernible anatomy, so it
cannot be subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from
slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all
weapon damage. Reducing a swarm to 0 hit points or less causes it to break up, though damage taken up
to that point does not diminish its ability to attack or resist attack. Also, swarms cannot be tripped,
grappled, or bull rushed. A swarm is immune to any spell or effect that targets a specific number of
creatures.Swarm attacks are not subject to a miss chance for concealment or cover.
Tick Swarm: Distraction: A creature with this ability can nauseate the creatures that it damages. Any living
creature that takes damage from a creature with this ability is nauseated for 1 round; a Fortitude save
(DC 10 + 1/2 creature's HD + creature's Con modifier) negates the effect.Disease: swarm (save Fort DC
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21); frequency: 1/day; effect: 1d4 Con damage and target is fatigued; cure: 2 consecutive saves. The save
DC is Constituiton-based.
Blood Drain: The tick swarm drains blood at the end of its turn, inflicting 1d4 Constitution damage.
Cling: If a creature leaves a tick swarm's square, the swarm takes 1d6 points of damage to reflect the loss
of its numbers as several ticks cling to the victim. A creature with ticks clinging to it takes swarm damage
at the end of its turn each round. As a full round action, the creature can remove the ticks with a DC 20
Reflex save. At least 10 points of damage from any area effect destroys all clinging ticks. The save DC is
Dexterity-based.
Treant CR8 (90 xp)
Class: Plant 12
Size: Huge
Alignment: Neutral Good
HD: 12 (125 HP)
Initiative: -1
AC: 18 (touch: 4, flat-footed: 18)
Fortitude: 13 Reflex: 3 Will: 9
Speed: 30 ft.
Reach: 7 ft.
Attacks: Slam+14 / +14 (2d6+15 Slashing / 19-20 x2)
Strength: 29
Dexterity: 8
Constitution: 21
Intelligence: 12
Wisdom: 16
Charisma: 13
BAB: +9 CMB: +20 CMD: 26
Perception: 20
Stealth: 6
Persuasion: 10
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Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Iron Will: You get a +2 bonus on all Will saving throws.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Alertness: You get a +2 bonus on Perception skill checks. If you have 10 or more ranks in that skill, the
bonus increases to +4.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Improved Critical: Choose one type of weapon. When using the weapon you selected, your threat range is
doubled. Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you
take the feat, it applies to a new type of weapon. This effect doesn't stack with any other effect that
expands the threat range of a weapon.
Vulnerability to Fire: Creature takes half again as much (+50%) damage as normal from Fire, regardless of
whether a saving throw is allowed or if the save is a success or failure.
Vescavor Swarm CR5 (45 xp)
Class: Outsider 5
Size: Tiny
Alignment: Chaotic Evil
HD: 5 (46 HP)
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Initiative: +3
AC: 14 (touch: 12, flat-footed: 11)
Fortitude: 4 Reflex: 9 Will: 5
Speed: 30 ft.
Reach: 0 ft.
Attacks:
Strength: 7
Dexterity: 17
Constitution: 16
Intelligence: 4
Wisdom: 13
Charisma: 12
BAB: +5 CMB: +1 CMD: 11
Perception: 9
Stealth: 18
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Lightning Reflexes: You get a +2 bonus on all Reflex saving throws.
Blind Fight: In melee, every time you miss because of concealment, you can reroll your miss chance
percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to
hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't
get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged
attacks, however. You also gain immunity to gaze attacks.
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Swarm (Tiny): A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single
speed, and a single Armor Class. As a swarm of tiny creatures, a Rat Swarm takes only half damage from
piercing and slashing attacks. A swarm has no clear front or rear, and no discernible anatomy, so it cannot
be subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing
and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon
damage. Reducing a swarm to 0 hit points or less causes it to break up, though damage taken up to that
point does not diminish its ability to attack or resist attack. Also, swarms cannot be tripped, grappled, or
bull rushed. A swarm is immune to any spell or effect that targets a specific number of creatures.Swarm
attacks are not subject to a miss chance for concealment or cover.
Vescavor Swarm: Distraction: A creature with this ability can nauseate the creatures that it damages. Any
living creature that takes damage from a creature with this ability is nauseated for 1 round; a Fortitude
save (DC 10 + 1/2 creature's HD + creature's Con modifier) negates the effect.
Fire Resistance 10: Creature ignores 10 points of fire damage per attack. It doesn't matter whether the
damage has a mundane or magical source.
Electricity Resistance 10: Creature ignores 10 points of electricity damage per attack. It doesn't matter
whether the damage has a mundane or magical source.
Gibber: Vescavors yammer the endless chorus of the Abyss. Any creature within 15 feet of a vescavor
swarm or inside it must succeed at a DC 15 Will save or be confused for 1 round. This is a mind-affecting
sonic compulsion. A creature that saves cannot be affected by the same vescavor swarm's gibbering for
24 hours. The save DC is Constitution-based.
Vescavor Royal Guard CR8 (90 xp)
Class: Outsider 12
Size: Medium
Alignment: Chaotic Evil
HD: 12 (93 HP)
Initiative: +9
AC: 20 (touch: 13, flat-footed: 14)
Fortitude: 6 Reflex: 13 Will: 10
Speed: 40 ft.
Reach: 0 ft.
Attacks: Bite+14 (1d6+11 Slashing / 20 x2); Claw+13 / +13 (1d4+11 Slashing / 20 x2)
Strength: 17
Dexterity: 20
Constitution: 14
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Intelligence: 11
Wisdom: 14
Charisma: 13
BAB: +12 CMB: +15 CMD: 28
Perception: 17
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Weapon Finesse: With a light weapon, elven curve blade, estoc or rapier made for a creature of your size
category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Blind Fight: In melee, every time you miss because of concealment, you can reroll your miss chance
percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to
hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't
get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged
attacks, however. You also gain immunity to gaze attacks.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
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Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Gibber: Like their broods, vescavor queens yammer the endless chorus of the Abyss. Any creature within
15 feet of a vescavor queen must succeed at a DC 20 Will save or be confused for 1 round. A creature
that successfully saves can't be affected by the same vescavor queen's gibbering for 24 hours. This is a
mind-affecting sonic compulsion. The save DC is Constitution-based.
Vescavor Queen CR14 (480 xp)
Class: Outsider 18
Size: Huge
Alignment: Chaotic Evil
HD: 18 (210 HP)
Initiative: +8
AC: 22 (touch: 9, flat-footed: 17)
Fortitude: 13 Reflex: 17 Will: 17
Speed: 40 ft.
Reach: 7 ft.
Attacks: Bite+19 (2d6+17 Slashing / 20 x2); Claw+18 / +18 (1d8+17 Slashing / 20 x2)
Strength: 25
Dexterity: 18
Constitution: 21
Intelligence: 14
Wisdom: 18
Charisma: 13
BAB: +18 CMB: +27 CMD: 38
Perception: 25
Stealth: 17
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Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Blind Fight: In melee, every time you miss because of concealment, you can reroll your miss chance
percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to
hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't
get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged
attacks, however. You also gain immunity to gaze attacks.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Iron Will: You get a +2 bonus on all Will saving throws.
Great Fortitude: You get a +2 bonus on all Fortitude saving throws.
Lightning Reflexes: You get a +2 bonus on all Reflex saving throws.
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. No
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creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the
Ethereal Plane, or the Plane of Shadow.
Gibber: Like their broods, vescavor queens yammer the endless chorus of the Abyss. Any creature within
15 feet of a vescavor queen must succeed at a DC 20 Will save or be confused for 1 round. A creature
that successfully saves can't be affected by the same vescavor queen's gibbering for 24 hours. This is a
mind-affecting sonic compulsion. The save DC is Constitution-based.
Chaos Aura: A vescavor queen is an embodiment of chaos. Its aura is a font of anarchic energy that grants
fast healing 2 to the vescavor queen, as well as to any vescavor swarm within 30 feet of the queen.
Wight CR3 (27 xp)
Class: Undead 4
Size: Medium
Alignment: Lawful Evil
HD: 4 (25 HP)
Initiative: +1
AC: 13 (touch: 9, flat-footed: 12)
Fortitude: 3 Reflex: 2 Will: 5
Speed: 30 ft.
Reach: 0 ft.
Attacks: Slam+4 (1d4+1 Slashing / 20 x2)
Strength: 12
Dexterity: 12
Constitution: 10
Intelligence: 11
Wisdom: 13
Charisma: 15
BAB: +3 CMB: +4 CMD: 13
Perception: 11
Stealth: 8
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Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Undead Creature: An undead creature possesses the following traits (unless otherwise noted in a
creature's entry).No Constitution score. Undead use their Charisma score in place of their Constitution
score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such
as when calculating a breath weapon's DC).Immunity to bleed, death effects, disease, paralysis, poison,
sleep effects, and stunning.
Blind Fight: In melee, every time you miss because of concealment, you can reroll your miss chance
percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to
hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't
get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged
attacks, however. You also gain immunity to gaze attacks.
Skill Focus Perception: You get a +3 bonus on all checks involving Perception. If you have 10 or more
ranks in Perception, this bonus increases to +6.
Resurrection Vulnerability: A raise dead or similar spell cast on a wight destroys it (Will negates). Using
the spell in this way does not require a material component.
Cairn Wight CR4 (36 xp)
Class: Undead 4
Size: Medium
Alignment: Lawful Evil
HD: 4 (33 HP)
Initiative: +3
AC: 18 (touch: 11, flat-footed: 15)
Fortitude: 5 Reflex: 4 Will: 7
Speed: 30 ft.
Reach: 0 ft.
Attacks: Longsword+6 (1d8+4 Slashing / 19-20 x2); Slam+1 (1d4+1 Slashing / 20 x2)
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Strength: 16
Dexterity: 16
Constitution: 10
Intelligence: 15
Wisdom: 17
Charisma: 19
BAB: +3 CMB: +6 CMD: 17
Perception: 13
Stealth: 9
Equipment: Longsword, Studded Leather
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Undead Creature: An undead creature possesses the following traits (unless otherwise noted in a
creature's entry).No Constitution score. Undead use their Charisma score in place of their Constitution
score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such
as when calculating a breath weapon's DC).Immunity to bleed, death effects, disease, paralysis, poison,
sleep effects, and stunning.
Blind Fight: In melee, every time you miss because of concealment, you can reroll your miss chance
percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to
hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't
get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged
attacks, however. You also gain immunity to gaze attacks.
Skill Focus Perception: You get a +3 bonus on all checks involving Perception. If you have 10 or more
ranks in Perception, this bonus increases to +6.
Resurrection Vulnerability: A raise dead or similar spell cast on a wight destroys it (Will negates). Using
the spell in this way does not require a material component.
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Martial Weapons Proficiency: You become proficient with all Martial Weapons.
Will-o'-wisp CR6 (56 xp)
Class: Aberration 9
Size: Small
Alignment: Chaotic Evil
HD: 9 (40 HP)
Initiative: +13
AC: 23 (touch: 23, flat-footed: 13)
Fortitude: 3 Reflex: 12 Will: 9
Speed: 50 ft.
Reach: 0 ft.
Attacks: Touch+16 (2d8 Slashing / 20 x2)
Strength: 1
Dexterity: 29
Constitution: 10
Intelligence: 15
Wisdom: 16
Charisma: 14
BAB: +6 CMB: +0 CMD: 22
Perception: 15
Stealth: 25
Mobility: 21
Persuasion: 14
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
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weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Weapon Finesse: With a light weapon, elven curve blade, estoc or rapier made for a creature of your size
category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Immunity (Electricity): A creature with energy immunity never takes damage from that energy type.
Air Subtype: This subtype is usually used for outsiders with a connection to the Elemental Planes of Air.
Zombie CR1 (18 xp)
Class: Undead 2
Size: Medium
Alignment: Neutral Evil
HD: 2 (11 HP)
Initiative: +4
AC: 10 (touch: 8, flat-footed: 10)
Fortitude: 0 Reflex: 0 Will: 3
Speed: 30 ft.
Reach: 0 ft.
Attacks: Slam+4 (1d6+4 Slashing / 20 x2)
Strength: 17
Dexterity: 10
Constitution: 10
Intelligence: 10
Wisdom: 10
Charisma: 10
BAB: +1 CMB: +4 CMD: 12
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Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Undead Creature: An undead creature possesses the following traits (unless otherwise noted in a
creature's entry).No Constitution score. Undead use their Charisma score in place of their Constitution
score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such
as when calculating a breath weapon's DC).Immunity to bleed, death effects, disease, paralysis, poison,
sleep effects, and stunning.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Ferocious Zombie Lord CR8 (90 xp)
Class: Fighter 5, Undead 2
Size: Medium
Alignment: Neutral Evil
HD: 7 (48 HP)
Initiative: +7
AC: 17 (touch: 11, flat-footed: 13)
Fortitude: 4 Reflex: 4 Will: 8
Speed: 30 ft.
Reach: 0 ft.
Attacks: Masterwork Handaxe+10 / +5 (1d6+7 Slashing / 20 x3)
Strength: 18
Dexterity: 16
Constitution: 10
Intelligence: 12
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Wisdom: 15
Charisma: 10
BAB: +6 CMB: +10 CMD: 21
Perception: 12
Stealth: 9
Equipment: Masterwork Handaxe, Chainmail
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Undead Creature: An undead creature possesses the following traits (unless otherwise noted in a
creature's entry).No Constitution score. Undead use their Charisma score in place of their Constitution
score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such
as when calculating a breath weapon's DC).Immunity to bleed, death effects, disease, paralysis, poison,
sleep effects, and stunning.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Bonus Combat Feat: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in
addition to those gained from normal advancement (meaning that the fighter gains a feat at every level).
These bonus feats must be selected from those listed as Combat Feats, sometimes also called «fighter
bonus feats.»
Fighter Proficiencies: A fighter is proficient with all simple and martial weapons and with all armor (heavy,
light, and medium) and shields (including tower shields).
Armor Proficiency (Light Armor): You become proficient with Light Armor.
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Armor Proficiency (Medium Armor): You become proficient with Medium Armor.
Armor Proficiency (Heavy Armor): You become proficient with Heavy Armor.
Simple Weapon Proficiency: You become proficient with all Simple Weapons.
Martial Weapons Proficiency: You become proficient with all Martial Weapons.
Shield Proficiency: You become proficient with Bucklers, Light Shields, and Heavy Shields.
Tower Shield Proficiency: You become proficient with Tower Shields.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Bravery: Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases
by +1 for every four levels beyond 2nd.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your
Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Armor Training: Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor.
Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and
increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th,
11th, and 15th), these bonuses increase by +1 each time, to a maximum 4 reduction of the armor check
penalty and a +4 increase of the maximum Dexterity bonus allowed.In addition, a fighter can also move at
his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while
wearing heavy armor.
Shield Focus: Increase the AC bonus granted by any shield you are using by 1.
Blind Fight: In melee, every time you miss because of concealment, you can reroll your miss chance
percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to
hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't
get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged
attacks, however. You also gain immunity to gaze attacks.
Weapon Training: Starting at 5th level, a fighter can select one group of weapons. Whenever he attacks
with a weapon from this group, he gains a +1 bonus on attack and damage rolls.Every four levels
thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains
a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses
granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level,
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he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and
damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do
not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also
adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also
applies to the fighter's Combat Maneuver Defense when defending against disarm attempts made against
weapons from this group.
Iron Will: You get a +2 bonus on all Will saving throws.
Weapon Training (Axes): Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus
on attack and damage rolls. This group includes bardiche, battleaxe, dwarven waraxe, greataxe, handaxe,
heavy pick, light pick, orc double axe, and throwing axe.
Ferocious Zombie Lord CR9 (112 xp)
Class: Fighter 6, Undead 2
Size: Medium
Alignment: Neutral Evil
HD: 8 (55 HP)
Initiative: +7
AC: 18 (touch: 10, flat-footed: 14)
Fortitude: 5 Reflex: 5 Will: 9
Speed: 30 ft.
Reach: 0 ft.
Attacks: Masterwork Shortspear+11 / +6 (1d6+9 Slashing / 20 x2)
Strength: 18
Dexterity: 16
Constitution: 10
Intelligence: 12
Wisdom: 15
Charisma: 10
BAB: +7 CMB: +11 CMD: 21
Perception: 13
Stealth: 10
Equipment: Masterwork Shortspear, Light Shield, Breastplate
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Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Undead Creature: An undead creature possesses the following traits (unless otherwise noted in a
creature's entry).No Constitution score. Undead use their Charisma score in place of their Constitution
score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such
as when calculating a breath weapon's DC).Immunity to bleed, death effects, disease, paralysis, poison,
sleep effects, and stunning.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Bonus Combat Feat: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in
addition to those gained from normal advancement (meaning that the fighter gains a feat at every level).
These bonus feats must be selected from those listed as Combat Feats, sometimes also called «fighter
bonus feats.»
Fighter Proficiencies: A fighter is proficient with all simple and martial weapons and with all armor (heavy,
light, and medium) and shields (including tower shields).
Armor Proficiency (Light Armor): You become proficient with Light Armor.
Armor Proficiency (Medium Armor): You become proficient with Medium Armor.
Armor Proficiency (Heavy Armor): You become proficient with Heavy Armor.
Simple Weapon Proficiency: You become proficient with all Simple Weapons.
Martial Weapons Proficiency: You become proficient with all Martial Weapons.
Shield Proficiency: You become proficient with Bucklers, Light Shields, and Heavy Shields.
Tower Shield Proficiency: You become proficient with Tower Shields.
998
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Bravery: Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases
by +1 for every four levels beyond 2nd.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your
Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Armor Training: Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor.
Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and
increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th,
11th, and 15th), these bonuses increase by +1 each time, to a maximum 4 reduction of the armor check
penalty and a +4 increase of the maximum Dexterity bonus allowed.In addition, a fighter can also move at
his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while
wearing heavy armor.
Shield Focus: Increase the AC bonus granted by any shield you are using by 1.
Blind Fight: In melee, every time you miss because of concealment, you can reroll your miss chance
percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to
hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't
get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged
attacks, however. You also gain immunity to gaze attacks.
Weapon Training: Starting at 5th level, a fighter can select one group of weapons. Whenever he attacks
with a weapon from this group, he gains a +1 bonus on attack and damage rolls.Every four levels
thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains
a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses
granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level,
he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and
damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do
not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also
adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also
applies to the fighter's Combat Maneuver Defense when defending against disarm attempts made against
weapons from this group.
Iron Will: You get a +2 bonus on all Will saving throws.
Weapon Training (Spears): Whenever a fighter attacks with a weapon from this group, he gains a +1
bonus on attack and damage rolls. This group includes javelin, longspear, shortspear, spear, and trident.
999
Greater Zombie Lord CR10 (135 xp)
Class: Fighter 7, Undead 2
Size: Medium
Alignment: Neutral Evil
HD: 9 (63 HP)
Initiative: +7
AC: 16 (touch: 10, flat-footed: 12)
Fortitude: 5 Reflex: 5 Will: 9
Speed: 30 ft.
Reach: 0 ft.
Attacks: Masterwork Battleaxe+11 / +6 (1d8+16 Slashing / 20 x3)
Strength: 18
Dexterity: 16
Constitution: 10
Intelligence: 12
Wisdom: 15
Charisma: 10
BAB: +8 CMB: +12 CMD: 22
Perception: 14
Stealth: 12
Equipment: Masterwork Battleaxe, Chainmail
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
1000
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Undead Creature: An undead creature possesses the following traits (unless otherwise noted in a
creature's entry).No Constitution score. Undead use their Charisma score in place of their Constitution
score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such
as when calculating a breath weapon's DC).Immunity to bleed, death effects, disease, paralysis, poison,
sleep effects, and stunning.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Bonus Combat Feat: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in
addition to those gained from normal advancement (meaning that the fighter gains a feat at every level).
These bonus feats must be selected from those listed as Combat Feats, sometimes also called «fighter
bonus feats.»
Fighter Proficiencies: A fighter is proficient with all simple and martial weapons and with all armor (heavy,
light, and medium) and shields (including tower shields).
Armor Proficiency (Light Armor): You become proficient with Light Armor.
Armor Proficiency (Medium Armor): You become proficient with Medium Armor.
Armor Proficiency (Heavy Armor): You become proficient with Heavy Armor.
Simple Weapon Proficiency: You become proficient with all Simple Weapons.
Martial Weapons Proficiency: You become proficient with all Martial Weapons.
Shield Proficiency: You become proficient with Bucklers, Light Shields, and Heavy Shields.
Tower Shield Proficiency: You become proficient with Tower Shields.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
1001
Bravery: Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases
by +1 for every four levels beyond 2nd.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your
Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Armor Training: Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor.
Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and
increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th,
11th, and 15th), these bonuses increase by +1 each time, to a maximum 4 reduction of the armor check
penalty and a +4 increase of the maximum Dexterity bonus allowed.In addition, a fighter can also move at
his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while
wearing heavy armor.
Shield Focus: Increase the AC bonus granted by any shield you are using by 1.
Blind Fight: In melee, every time you miss because of concealment, you can reroll your miss chance
percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to
hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't
get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged
attacks, however. You also gain immunity to gaze attacks.
Weapon Training: Starting at 5th level, a fighter can select one group of weapons. Whenever he attacks
with a weapon from this group, he gains a +1 bonus on attack and damage rolls.Every four levels
thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains
a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses
granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level,
he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and
damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do
not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also
adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also
applies to the fighter's Combat Maneuver Defense when defending against disarm attempts made against
weapons from this group.
Iron Will: You get a +2 bonus on all Will saving throws.
Weapon Training (Axes): Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus
on attack and damage rolls. This group includes bardiche, battleaxe, dwarven waraxe, greataxe, handaxe,
heavy pick, light pick, orc double axe, and throwing axe.
Greater Zombie Lord CR10 (135 xp)
Class: Fighter 7, Undead 2
Size: Medium
Alignment: Neutral Evil
HD: 9 (63 HP)
Initiative: +7
1002
AC: 18 (touch: 10, flat-footed: 14)
Fortitude: 5 Reflex: 5 Will: 9
Speed: 30 ft.
Reach: 0 ft.
Attacks: Masterwork Shortspear+11 / +6 (1d6+11 Slashing / 20 x2)
Strength: 18
Dexterity: 16
Constitution: 10
Intelligence: 12
Wisdom: 15
Charisma: 10
BAB: +8 CMB: +12 CMD: 22
Perception: 14
Stealth: 12
Equipment: Masterwork Shortspear, Light Shield, Breastplate
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when
you gain a level).
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on
initiative checks.
Fighting Defensively: You can choose to take a 4 penalty on attack rolls and combat maneuver checks to
gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge
bonus to AC when fighting defensively instead.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a
helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he
must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier +
weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from
threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical
hits.
Undead Creature: An undead creature possesses the following traits (unless otherwise noted in a
creature's entry).No Constitution score. Undead use their Charisma score in place of their Constitution
score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such
1003
as when calculating a breath weapon's DC).Immunity to bleed, death effects, disease, paralysis, poison,
sleep effects, and stunning.
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike (or, if you are a
spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain
a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Bonus Combat Feat: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in
addition to those gained from normal advancement (meaning that the fighter gains a feat at every level).
These bonus feats must be selected from those listed as Combat Feats, sometimes also called «fighter
bonus feats.»
Fighter Proficiencies: A fighter is proficient with all simple and martial weapons and with all armor (heavy,
light, and medium) and shields (including tower shields).
Armor Proficiency (Light Armor): You become proficient with Light Armor.
Armor Proficiency (Medium Armor): You become proficient with Medium Armor.
Armor Proficiency (Heavy Armor): You become proficient with Heavy Armor.
Simple Weapon Proficiency: You become proficient with all Simple Weapons.
Martial Weapons Proficiency: You become proficient with all Martial Weapons.
Shield Proficiency: You become proficient with Bucklers, Light Shields, and Heavy Shields.
Tower Shield Proficiency: You become proficient with Tower Shields.
Power Attack: You can choose to take a 1 penalty on all melee attack rolls and combat maneuver checks
to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. The effects of this feat last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal hit point damage.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Bravery: Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases
by +1 for every four levels beyond 2nd.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your
Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Armor Training: Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor.
Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and
increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th,
11th, and 15th), these bonuses increase by +1 each time, to a maximum 4 reduction of the armor check
1004
penalty and a +4 increase of the maximum Dexterity bonus allowed.In addition, a fighter can also move at
his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while
wearing heavy armor.
Shield Focus: Increase the AC bonus granted by any shield you are using by 1.
Blind Fight: In melee, every time you miss because of concealment, you can reroll your miss chance
percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to
hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't
get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged
attacks, however. You also gain immunity to gaze attacks.
Weapon Training: Starting at 5th level, a fighter can select one group of weapons. Whenever he attacks
with a weapon from this group, he gains a +1 bonus on attack and damage rolls.Every four levels
thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains
a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses
granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level,
he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and
damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do
not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also
adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also
applies to the fighter's Combat Maneuver Defense when defending against disarm attempts made against
weapons from this group.
Iron Will: You get a +2 bonus on all Will saving throws.
Weapon Training (Spears): Whenever a fighter attacks with a weapon from this group, he gains a +1
bonus on attack and damage rolls. This group includes javelin, longspear, shortspear, spear, and trident.