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Chapter 1: Attributes
Attribute scores
There are a total of 6 different attributes that make up your character. These are Strength, Dexterity, Constitution, Intelligence,
Wisdom, and Charisma. Each one defines a certain aspect of your character. They are rated from a score of 1 to 45 (actually there is no high
end cap on attribute scores but the chart below only goes up to 45). Normal human maximum ability score is a 18 with 10 being average.
Different races will change the maximums of different attributes (see races). When creating your character you will 84 attribute points to
start with and then you can disperse these points amongst your 6 different attributes as you see fit (you must have a minimum of 3 in each
attribute). Before you start spending your attribute points you will want to look at the different concepts and choose one. This will allow
you to get a better idea of where you want to spend your attribute points. Also you might want to decide on a race too. Races will have an
effect on your stats by adding to or subtracting from your attribute maximums. Races only affect the max amount of an attribute and do not
actually give extra attribute points, nor do they take any away. (For example: an elf character will have +2 maximum Dex and 2
Maximum Con. When spending your attribute points you could go as high as 20 in Dex and no higher than 16 in Con.). After placing your
attributes you will be ready for the next step.
----------------------------Bonus spells (by spell level)-----------------------Ability
score
1
2-3
4-5
6-7
8-9
10-11
12-13
14-15
16-17
18-19
20-21
22-23
24-25
26-27
28-29
30-31
32-33
34-35
36-37
38-39
40-41
42-43
44-45
Modifier
-5
-4
-3
-2
-1
0
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
+11
+12
+13
+14
+15
+16
+17
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5
5
1st
1
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5
2nd
1
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
3rd
4th
5th
6th
7th
8th
9th
1
1
1
1
2
2
2
2
3
3
3
1
1
1
1
2
2
2
2
3
3
1
1
1
1
2
2
2
2
3
Different attributes will have different uses (as listed below), but all attributes have a modifier that is added to a skill roll with the
appropriate key ability. Some scores also determine your bonus spells (if any) that you receive. The ability you use for bonus spells
depends on the type of magic you are casting.
Attributes can be raised up even more in two different ways. You can spend 5 freebie points during character creation to give
yourself 1 attribute point (though you cannot exceed your racial maximums). You can also sell your attribute points for more freebie points.
you will receive 2 additional freebie points for each attribute point you sell (you cannot sell more than 10 attribute points). Also after
character creation you can raise your attributes (up to your racial maximums) by spending experience points. When spending experience
points to raise your attributes you must have your character spend 1 month training your attribute (lifting weights, reading books, etc.) and
at the end of this time you will pay the appropriate amount of experience points. This must be done for each attribute point you want to buy.
This time spent must be down time and cannot be done while adventuring. Depending on the type of training there might also be a
monetary cost and your DM will be able to provide you with the specifics. During the month downtime you are allowed to do other things
(not adventuring), but keep in mind training takes 8 hours a day and you must get 8 hours of sleep. This leaves another 8 hours for you to
do something else with your down time. It is possible to train in two different attributes in one months time as long as you have the
experience points to pay for both increases. The cost in experience points to increase an attribute depends on what your current attribute is.
The cost for raising attributes is below:
Strength
Strength measures your characters muscle and physical power. This ability is especially important for the following concepts;
Fighter, Barbarian, Paladin, Ranger, and monk. This is because it helps them prevail in combat. Strength also limits the amount of
equipment your character can carry.
You will apply your characters strength modifier to:
Damage rolls when using a melee or thrown weapon (you only apply half, rounded up, your strength modifier with off hand
attacks and you will multiply your strength modifier by 1.5, rounded up, when using two-handed weapons)
Ranged attack rolls, including attacks made with bows, crossbows, thrown weapons and other ranged attacks
Armor class
Initiative
Balance, escape artist, hide, move silently, open locks, ride, slight of hand, stealth, tumble and use rope skill checks
Constitution
Constitution represents your characters health and stamina. This attribute effects hit points so it is very important. If the
constitution score changes then you will increase or decrease hit points accordingly.
You will apply your characters constitution modifier to:
Hit points: apply the modifier to your starting hit points and each time you purchase Increase Hit Points maneuver.
The number of languages your character knows at the beginning of the game (you receive common, one racial language and 1
additional language for each +1 intelligence modifier)
Starting skill points (See the different concepts to determine your starting skill points, character creation only)
Maximum spell level (10 + spell level) and bonus spells for arcane magic (see chart)
The difficulty for anyone to resist your spells (all spells arcane and divine). DC is base 10 + spell level + intelligence modifier
Appraise, arcane spellcasting, decipher script, disable device, forgery, knowledge, search and spellcraft skill checks
Wisdom
Wisdom describes a characters willpower, common sense and intuition. While intelligence represents ones ability to analyze
information, wisdom represents being in tune with and aware of ones surroundings. Wisdom is the most important attribute for cleric and
druid concept characters and it is also important for the concepts paladin and ranger.
You will apply your characters wisdom modifier to:
Maximum spell level (10 + spell level) and bonus spells for divine and druidic magic (see chart)
Divine spellcasting, druidic spellcasting, faith, heal, listen, profession, scrounging, sense motive, spot and survival skill checks
To notice things out of the ordinary (like ambushes, concealed doors, things out of place, etc.)
Maximum spell level (10 + spell level) and bonus spells for performance magic (see chart)
Bluff, diplomacy, disguise, gather information, haggling, handle animal, intimidate, perform, performance, righteousness, style,
and use magic device skill checks
Checks that represent attempts to influence others that are non-hostile or attempts to force others (even hostile) to believe you or
do your bidding.
Turning checks for turning/destroying or rebuking/commanding
After character creation you can raise your attributes (up to your racial maximums) by spending experience points (see above for
details)
You will receive a bonus attribute point every 4 HD the character achieves (1 bonus attribute point at HD 4, 8, 12, 16, and 20).
This bonus attribute point will raise your current and your maximum attribute score.
Many spells and magical effects will temporarily increase or decrease your attribute scores.
Several magical items improve your attribute scores as long as the character is using them. You cannot receive more then a +6
bonus to each individual attribute score from magical items.
Some rare magic items can boost your attribute permanently, such as wish. This is called an inherent bonus and an attribute
cannot have more then a +5 inherent bonus.
Poisons, diseases and other effects can temporarily harm an attribute (attribute damage). Attributes lost to damage return on their
own at a rate of 1 point per day for each attribute damaged
Some effects drain attributes, resulting in permanent loss. Attributes lost this way do not return on their own, but can be restored
by spells, such as restoration, or bought back up to your racial max by using exp.
As a character ages, some attributes scores go up and others go down (see aging effects)
Chapter 2: Races
Choosing a race
Before you spend your attribute points you should choose a race. Different races will adjust your maximum attribute scores.
Choosing a race does not give you additional attribute points, nor does it take any away. Once you have chosen a race then you should
choose a concept (following races) this way you will know exactly how you want to spend your attribute points.
Each race will have a description of the race as a whole. Do not let this limit your character. The descriptions for each race are
merely guidelines. Also each race has its own section in the merits and flaws. The only way to choose race specific merit and flaws is to
be that race. Each race has its own language and when you choose a race then you will receive that races language for free as well as
common. Humans are the exception to this rule as their native tongue is common. Humans will receive their choice of 1 other language for
free.
Humans
Most humans are the descendants of pioneers, conquerors, traders, travelers, refugees, and other people on the move. As a result,
human lands are home to a mix of people physically, culturally, religiously, and politically different. Hardy or fine, light-skinned or dark,
showy or austere, primitive or civilized, devout or impious, humans run the gamut.
Personality: Humans are the most adaptable, flexible, and ambitious people among the common races. They are diverse in their
tastes, morals, customs, and habits. Others accuse them of having little respect for history, but its only natural that humans, with their
relatively short life spans and constantly changing cultures, would have a shorter collective memory than dwarves, elves, gnomes or
halflings.
Physical Description: Humans typically stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds, with men
noticeably taller and heavier than women. Thanks to their penchant for migration and conquest, and to their short life spans, humans are
more physically diverse than other common races. Their skin shades range from nearly black to very pale, their hair from black to blond
(curly, kinky or straight), and their facial hair (for men) from sparse to thick. Plenty of humans have a dash of nonhuman blood, and they
may demonstrate hints of elf, orc, or other lineages. Members of this race are often ostentatious or unorthodox in their grooming and dress,
sporting unusual hair styles, fanciful clothes, tattoos, body piercing, and the like. Humans have short life spans, reaching adulthood at
about age 15 and rarely living even a single century.
Relations: Just as readily as they mix with each other, humans mix with members of other races, among which they are known as
everyones second-best friends. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.
Alignment: Humans tend toward no particular alignment, not even neutrality. The best and the worst are found among them.
Human Lands: Human lands are usually in flux, with new ideas, social changes, innovations, and new leaders constantly
coming to the fore. Members of longer-lived races find human culture exciting but eventually a little wearying or even bewildering. Since
humans lead such short lives, their leaders are all young compared to the political, religious, and military leaders among the other races.
Even where individual humans are conservative traditionalists, human institutions change with the generations, adapting and evolving
faster than parallel institutions among the elves, dwarves, gnomes and halflings. Individually and as a group, humans are adaptable
opportunists, and they stay on top of changing political dynamics. Human lands generally include relatively large numbers of nonhumans
(compared, for instance, to the number of non-dwarves who live in dwarven lands).
Religion: Humans can and will follow any type of god they see fit. They have no preferences and human communities are hosts
to several churches.
Human Racial Traits
Medium: As medium creatures, humans have no special bonuses or penalties due to their size.
1 free Maneuver of choice (this can be from any list and you must still meet the prerequisites of the maneuver chosen).
4 extra skill points to spend amongst his skills as he sees fit (characters are still limited to no more than 3 + current HD in ranks
for any skill at character creation) also they receive an additional 1 skill point anytime they raise a rank in a specialized skill (this
extra point can be spent on any skill not just the list under the specific specialized skill that was raised).
Bonus Language: any except abyssal, celestial, draconic, druidic, and infernal
can turn into a thirst for vengeance. Among gnomes, who get along famously with dwarves, a mild oath is if Im lying, may I cross a
dwarf.
Physical Description: Dwarves stand only 4 to 4-1/2 feet tall, but they are so broad and compact that they are, on average,
almost as heavy as humans. Dwarf men are slightly taller and noticeably heavier than dwarf women. Dwarves skin is typically deep tan or
light brown, and their eyes are dark. Their hair is usually black, gray, or brown, worn long. Dwarf men value their beards highly and
groom them very carefully. Dwarves favor simple styles for their hair, beards, and clothes. Dwarves are considered adults at a bought age
40, and they can live to be more than 400 years old.
Relations: Dwarves get along fine with gnomes, and passably with humans, half-elves, and halflings. Dwarves say, The
difference between an acquaintance and a friend is about a hundred years. Humans, with their short life spans, have a hard time forging
truly strong bonds with dwarves. The best dwarf-human friendship is often between a human and a dwarf who liked the humans parents
and grandparents. Dwarves fail to appreciate elves subtlety and art, regarding elves as unpredictable, fickle, and flighty. Still, elves and
dwarves have, through the ages, found common cause in battles against orcs, goblins, and gnolls. Through many such joint campaigns, the
elves have earned the dwarves grudging respect. Dwarves mistrust half-orcs in general, and the feeling is mutual. Luckily, dwarves are
fair-minded, and they grant individual half-orcs the opportunity to prove themselves.
Alignment: Dwarves are usually lawful, and they tend toward good. Adventuring dwarves are less likely to fit the common mold,
however, since theyre more likely to be those who did not fit perfectly into dwarven society.
Dwarven Lands: Dwarven kingdoms usually lie deep beneath the stony faces of mountains, where the dwarves mine gems and
precious metals and forge items of wonder. Trustworthy members of other races are welcome in such settlements, though some parts of
these lands are off limits even to them. Whatever wealth the dwarves cant find in their mountains, they gain through trade. Dwarves
dislike water travel, so enterprising humans frequently handle trade in dwarven goods when travel is along a water route. Dwarves in
human lands are typically mercenaries, weapon smiths, armor smiths, jewelers and artisans. Dwarf bodyguards are renowned for their
courage and loyalty, and they are well rewarded for their virtues.
Religion: Dwarves tend to follow and worship gods that govern mountains, subterranean, war, stone and earth, metal, wealth and
creation
Dwarf Racial Traits
Medium: As medium creatures, humans have no special bonuses or penalties due to their size.
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when
carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations)
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight,
and dwarves can function just fine with no light at all.
Stonecunning: This ability grants a dwarf +2 racial bonus on search checks to notice unusual stonework, such as sliding walls,
stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like.
Something that isnt stone but is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet
of unusual stonework can make a search check as if he was actively searching, and a dwarf can use his search skill to find
stonework traps. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense
which way is up.
Weapon Familiarity: Dwarves treat all Dwarven exotic weapons as martial weapons rather than exotic weapons
Weapon proficiency: Dwarves are considered proficient when using the Light hammer, War hammer, Short sword, Light Pick,
Heavy pick, Light mace, Heavy mace, Hand axe, Battle axe, Light crossbow, and heavy crossbow even if they do not have the
simple or martial weapon proficiency maneuver.
Stability: Dwarves are exceptionally stable on their feet. A dwarf gains +4 racial bonus on checks made to resist being bull
rushed or tripped when standing firmly on the ground.
+1 racial bonus on attack rolls against orcs (including half-orc) and goblinoids (including goblins, hobgoblins, and bugbears)
+4 dodge bonus to AC against monsters of the giant type (ogres, trolls, hill giants, etc.)
+2 racial bonus to appraise when appraising items that are related to stone and metal
+2 racial bonus to craft when crafting items related to stone and metal
Personality: Elves are more often amused than excited, and more likely to be curious than greedy. With such a long life span,
they tend to keep a broad perspective on events, remaining aloof and unfazed by petty happenstance. When pursuing a goal, however,
whether an adventurous mission or learning a new skill or art, they can be focused and relentless. They are slow to make friends and
enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.
Physical Description: Elves are short and slim, standing about 4-1/2 to 5-1/2 feet tall and typically weighing 95 to 135 pounds,
with elf men the same height as and only marginally heavier than elf women. They are graceful but frail. They tend to be pale-skinned and
dark-haired, with deep green eyes. Elves have no facial or body hair. They prefer simple, comfortable clothes, especially in pastel blues
and greens, and they enjoy simple yet elegant jewelry. Elves possess unearthly grace and fine features. Many humans and members of
other races find them hauntingly beautiful. An elf reaches adulthood at about 110 years of age and can live to be more than 1,000 years old.
It is said, though not proven, that elves dont die at all. When they reach a certain age they hear a calling and travel to a distant land, never
to be heard from again. Elves do not sleep, as members of the other common races do. Instead, an elf meditates in a deep trance for 4 hours
a day. An elf resting in this fashion gains the benefit that a human does from 8 hours of sleep. While meditating, an elf dreams, though
these dreams are actually mental exercises that have become reflexive through the years of practice.
Relations: Elves consider humans rather unrefined, halflings a bit staid, gnomes somewhat trivial, and dwarves not at all fun.
They look on half-elves with some degree of pity, and they regard half-orcs with unrelenting suspicion. While haughty, elves are not
particular the way halflings and dwarves can be, and they are generally pleasant and gracious even to those who fall short of elven
standards (a category that encompasses just about everybody who is not an elf).
Alignment: Since elves love freedom, variety, and self-expression, they lean strongly toward the gentler aspects of chaos.
Generally they value and protect others freedom as well as their own, and they are more often good than not.
Elven Lands: Most elves live in woodland clans numbering less than two hundred souls. Their well-hidden villages blend into
the trees, doing little harm to the forest. They hunt game, gather food, and grow vegetables, and their skill and magic allow them to support
themselves amply without the need for clearing and plowing land. Their contact with outsiders is usually limited, though some few elves
make a good living trading finely worked elven clothes and crafts for the metals that elves have no interest in mining. Elves encountered in
human lands are commonly wandering minstrels, favored artists, or sages. Human nobles compete for the services of elf instructors, who
teach swordplay to their children.
Religion: Elves tend to follow and worship gods that govern dance, song, creation, light, the moon, forests, nature, war, hunting,
and magic
Elf Racial Traits
Medium: As medium creatures, humans have no special bonuses or penalties due to their size.
Immunity to magic sleep effects, and +2 racial bonus on saves vs. enchantment spells or effects
Low-light vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor
illumination.
Weapon Familiarity: Elves treat all elven exotic weapons as martial weapons rather than exotic weapons
Weapon proficiency: Elves are considered proficient when using the Longsword, Rapier, Trident, Javelin, Spear, Longbow and
Shortbow (including composite) even if they do not have the simple or martial weapon proficiency maneuver.
+2 racial bonus to listen, spot and search checks. An elf that merely passes within 5 feet of a secret or concealed door is entitled
to a search check to notice it as if she were actively looking for it.
Relations: Gnomes get along well with dwarves, who share their love of precious objects, their curiosity about mechanical
devices, and their hatred of goblins and giants. They enjoy the company of halflings, especially those who are easygoing enough to put up
with pranks and jests. Most gnomes are a little suspicious of the taller races humans, elves, half-elves, and half-orcs but they are rarely
hostile or malicious.
Alignment: Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators,
or consultants. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even
the tricksters among them are more playful than vicious. Evil gnomes are as rare as they are frightening.
Gnome Lands: Gnomes make their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do,
enjoying the natural, living world on the surface whenever they can. Their homes are well hidden by both clever construction and illusions.
Those who come to visit and are welcome are ushered into the bright, warm burrows. Those who are not welcome do not ever find the
burrows in the first place. Gnomes who settle in human lands are commonly gemcutters, mechanics, sages, or tutors. Some human families
retain gnome tutors. During his life, a gnome tutor can teach several generations of a single family
Religion: gnomes tend to follow and worship gods that govern inventions, engineering, animals, games, trickery, earth, wealth,
forests, hills, travel, and knowledge
Gnome Racial Traits
Small: as a small creature, a gnome gains a +1 size bonus to AC, a +1 size bonus on attack rolls, and +4 size bonus on hide
checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a medium
character.
Low-light vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor
illumination.
Weapon Familiarity: Gnomes treat all gnomish exotic weapons as martial weapons rather than exotic weapons
Weapon proficiency: Gnomes are considered proficient when using the Sling, Short sword, Dart, and dagger even if they do not
have the simple or martial weapon proficiency maneuver.
Add +1 DC for all saving throws against illusion spells cast by gnomes
+1 racial bonus on attacks vs. kobolds and goblinoids (goblins, hobgoblins and bugbears)
+4 to AC against monsters of the giant type (ogres, trolls, hill giants, etc.)
Spell-like Maneuvers: 1/day speak with animals (burrowing mammal only, duration 1 minute). A gnome with at least a score pf
6 in charisma also has the following spell-like maneuvers: 1/day dancing lights, ghost sound, and prestidigitation.
distant or not on friendly terms with other races, however, half-elves are viewed with suspicion. Some half-elves show a marked disfavor
toward half-orcs. Perhaps the similarity between themselves and half-orcs (a partly human lineage) makes these half-elves uncomfortable.
Alignment: Half-elves share the chaotic bent of their elven heritage, but, like humans, they tend toward both good and evil in
equal proportion. Like elves they value personal freedom and creative expression, demonstrating neither love of leaders nor desire for
followers. They chafe at the rules, resent others demands, and sometimes prove unreliable, or at least unpredictable.
Half-elven lands: Half-elves have no lands of their own, though they are welcome in human cities and elven forests. In large
cities, half-elves sometimes form small communities of their own.
Religion: Half-elves tend to worship the same types as humans and elves depending on what community they call home
Half-Elf Racial Traits
Medium: As medium creatures, humans have no special bonuses or penalties due to their size.
Immunity to magic sleep effects, and +2 racial bonus on saves vs. enchantment spells or effects
Low-light vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor
illumination
Elven Blood: for all effects related to race, a half-elf is considered to be an elf.
Medium: As medium creatures, humans have no special bonuses or penalties due to their size.
Darkvision: Half-orc can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight,
and half-orc can function just fine with no light at all.
Orc Blood: for all effects related to race, a half-orc is considered an orc.
10
Halflings
Halflings are cleaver, capable opponents. Halfling individuals and clans find room for themselves wherever they can. Often they
are strangers and wanderers, and others react to them with suspicion or curiosity. Depending on the clan, halflings might be reliable, hardworking (if clannish) citizens, or they might be thieves just waiting for the opportunity to make a big score and disappear in the dead of
night. Regardless, halflings are cunning, resourceful survivors.
Personality: Halflings prefer trouble to boredom. They are notoriously curious. Relying on their ability to survive or escape
danger, they demonstrate a daring that many larger people cant match. Halfling clans are nomadic, wandering wherever circumstance and
curiosity take them. Halflings enjoy wealth and the pleasures it can bring, and they tend to spend gold as quickly as they acquired it.
Halflings are also famous collectors. While more orthodox halflings may collect weapons, books, or jewelry, some collect such objects as
the hides of wild beasts or even the beasts themselves. Wealthy halflings sometimes commission adventurers to retrieve exotic items to
complete their collections.
Physical Description: Haflings stand about 3 feet tall and usually weigh between 30 and 35 pounds. Their skin is ruddy, and
their hair is black and straight. They have brown eyes. Halfling men often have long sideburns, but beards are rare among them and
mustaches are almost unseen. They like to wear simple, comfortable, and practical clothes. A halfling reaches adulthood at the age of 20
and generally lives to be about 150 years old.
Relations: Halflings try to get along with everyone else. They are adept at fitting into a community of humans, dwarves, elves, or
gnomes and making themselves valuable and welcome. Since human society changes faster than societies of the longer lived races, it is
human society that most frequently offers halflings opportunities to exploit, so halflings are most often found in or around human lands.
Alignment: Halflings tend to be neutral. While they are comfortable with change (a chaotic trait), they also tend to rely on
intangible constants, such as clan ties and personal honor (a lawful trait).
Halfling Lands: Halflings have no lands of their own. Instead, they live in the lands of other races, where they can benefit from
whatever resources those areas have to offer. Halflings often form tight-knit communities in human or dwarven cities. While they work
readily with others, they often make friends only among their own kind. Halflings also settle into secluded places where they set up selfreliant villages. Halfling communities, however, are known for picking up and moving en masse to some place that offers a new
opportunity, such as a new mine that just opened, or to a land where a devastating war has made skilled workers hard to find. If these
opportunities are temporary, the community may pick up and move again once the opportunity is gone, or once a better one presents itself.
Some halfling communities, on the other hand, take to traveling as a way of life, driving wagons or guiding boats from place to place and
maintaining no permanent home.
Religion: Halflings tend to follow and worship gods that govern peace, travel, trade, wealth, thievery, and friendship
Halfling Racial Traits
Small: as a small creature, a halfling gains a +1 size bonus to AC, a +1 size bonus on attack rolls, and +4 size bonus on hide
checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a medium
character.
+2 racial bonus to save vs. fear (this is a moral bonus and stacks with the +1 general saving throw bonus)
Weapon Familiarity: Haflings treat all halfling exotic weapons as martial weapons rather than exotic weapons
Weapon proficiency: Halflings are considered proficient when using the Dart, Dagger, Sling or Bolas even if they do not have the
simple or martial weapon proficiency maneuver (or the exotic weapon proficiency maneuver for bolas).
11
Chapter 3: Concepts
Choosing a concept is an important part of making your character, as your choice will stick with you for the life of your character.
Each concept has a specialized skill and begins the game with 1 rank in this skill. Each concept also has one or more bonus maneuvers that
you begin with for free. These maneuvers are tied to their specialized skill and by increasing the rank of your specialized skill (by using
experience, or freebie points) you gain access to more powerful maneuvers. It is easier and less costly to raise the ranks of your concepts
specialized skill then to raise the ranks of other specialized skills. Also each specialized skill has a skill list (see the specific skill in chapter:
4 Skills) and you will begin with a certain number of starting skill points depending on your concept choice. These skill points must be
spent only on the skills that are on the list tied to the specialized skill of your concept. You will get more skill points when you increase the
rank of any specialized skill (see skills for more information). The concept you choose will also give you your starting hit points and the hit
dice that you will forever use for the life of your character. There are also merits and flaws that are specific to each concept and can only be
accessed by being that concept. Some concepts have bonus languages; you do not receive these languages for free and must spend your
bonus languages (that you get from high Int score) to acquire them.
Barbarian
From the frozen wastes of the north and the hellish jungles of the south come brave, even reckless, warriors. Civilized people call
them barbarians or berserkers and suspect them of mayhem, impiety, and atrocities. These barbarians, however, have proven their mettle
and their value to those who would be their allies. To enemies who underestimated them, they have proved their cunning, resourcefulness,
persistence, and mercilessness.
Alignment: Barbarians are never lawful. They may be honorable but at heart they are wild. This wildness is their strength, and it could not
live in a lawful soul. At best, barbarians of chaotic alignment are free and expressive
Religion: Some barbarians distrust established religions and prefer an intuitive, natural relationship to the cosmos over formal worship.
Others devote themselves to powerful gods that govern strength, nature, war and slaughter. A barbarian is capable of fierce devotion to his
god.
Background: Barbarians come from uncivilized lands or from barbaric tribes on the outskirts of civilization. A barbarian adventurer may
have been lured to the settled lands by the promise of riches, may have escaped after being captured in his homeland and sold into
civilized slavery, may have been recruited as a soldier, or may have been driven out of his homeland by invaders. Barbarians share no
bond with each other unless they come from the same tribe or land. In fact they think of themselves not as barbarians but as warriors. Due
to their background barbarians are illiterate and begin the game with the illiterate flaw. A character must buy the literate maneuver or the
merit literacy in order to read and write.
Specialized Skill: Primal rage
Bonus Maneuvers: Rage 1/day, simple weapon proficiency, light armor proficiency, and shield proficiency
Hit Dice: d12
Starting Hit Points: 12 + con modifier
Starting Skill Points: (4 + Int Mod) x 4
Bard
It is said that music has special magic, and the bard proves that saying true. Wandering across the land, gathering lore, telling
stories, working magic with his music, and living on the gratitude of his audience such is the life of a bard. When chance or opportunity
draws them into a conflict, bards serve as diplomats, negotiators, messengers, scouts, and spies.
A bards music comes from the heart. If his heart is good, a bard brings hope and courage to the downtrodden and uses his tricks,
music and magic to thwart the schemes of evildoers. If the nobles of the land are corrupt, the good bard is an enemy of the state, cunningly
evading capture and raising the spirits of the oppressed. Music can spring from an evil heart as well. Evil bards forego blatant violence in
favor of manipulation, holding sway over the hearts and minds of others and taking what enraptured audiences willingly give.
Alignment: Bards are wanders, guided by whim and intuition rather than by tradition or law. The spontaneous talent, magic, and lifestyle
of the bard are incompatible with a lawful alignment.
Religion: Bards revere the god of travel; they sometimes set up at the temples in hopes of earning coin from travelers that stop to leave
offerings for the god. Many worship god that govern poetry and music, the sun, thievery and manipulation.
Background: An apprentice bard learns his skills from a single experienced bard, whom he follows and serves until he is ready to strike
out on his own. Many bards were once young runaways or orphans. Since bards occasionally congregate in informal colleges, the
apprentice bard may meet many of the more prominent bards in the area. Still, a bard has no strong allegiance to bards as a whole. In fact,
some are highly competitive with other bards, jealous of their reputations and defensive about their territories.
Specialized Skill: Performance
12
Bonus Maneuver: Bardic music, bardic knowledge, simple weapon proficiency, and light armor proficiency
Hit Dice: d6
Starting Hit Points: 6 + con modifier
Starting Skill Points: (6 + Int Mod) x 4
Cleric
The handiwork of the gods is everywhere in places of natural beauty, in mighty crusades, in soaring temples, and in the hearts
of worshipers. Like people, gods run the gamut from benevolent to malicious, reserved to intrusive, simple to inscrutable. The gods,
however, work mostly through intermediaries their clerics. Good clerics heal, protect, and avenge. Evil clerics pillage, destroy, and
sabotage. A cleric uses the power of his god to make the gods will manifest. And if a cleric uses his gods power to improve his own lot,
thats to be expected too.
Alignment: Like the gods they serve, clerics can be of any alignment. Clerics are mostly the same alignment as their god, but they are
allowed to be one step away either on the good-evil axis or the law-chaos axis but not on both.
Religion: clerics can be of any religion since each god has its own clerics
Background: Most clerics join their churches as young adults, though some are devoted to a gods service from a young age, and a few
feel the call later in life. While some clerics are tightly bound to their churches activities on a daily basis, others have more freedom to
conduct their lives as they please, so long as they do so in accordance with their gods wishes.
Clerics of a given religion are all supposed to get along, though schisms within a church are often more bitter than conflicts
between religions. Clerics who share some basic ideals, such as goodness or lawfulness, may find common cause with each other and see
themselves as part of an order or body that supersedes any given religion. Clerics of opposed goals, however, are sworn enemies. In
civilized lands, open warfare between religions occurs only during civil wars and similar social upheavals, but vicious politicking between
opposing churches is common.
Specialized Skill: Divine Spellcasting and Faith (a cleric is an exception to the rule and has two specialized skills. A cleric will begin the
game with 1 rank in each of these specialized skills. A cleric doesnt have to raise his ranks in faith to gain spells but doing so will give the
cleric access to more domain spells and other benefits)
Bonus Maneuver: Faith: Turn or rebuke undead (the type a character receives all depends on the god he worships. Some gods dont turn or
rebuke undead at all, and instead turn or rebuke other types of creatures. See the different gods for details), simple weapon proficiency,
light armor proficiency, and shield proficiency, you will also receive all zero level divine spells (up to your max known spells) and your
choice of 3 first level divine spells.
Bonus Languages: Abyssal, Celestial, and Infernal
Starting Hit Points: 8 + con modifier
Hit Dice: d8
Starting Skill Points: (2 + Int Mod) x 4
Commoner
Commoners are every among us. They are the everyday people, the ones who dont adventure most of the time. Occasionally
though they see fit to become adventurers and set off with no previous experience in adventuring.
Alignment: any
Religion: any
Background: Commoners spend most of their lives watching adventurers come and go. Most of them are contempt with their lives and
have no ambition to seek adventure. A rare few are touched by adventurers and come into money (mostly because of adventurers) or are
forced to leave their homes. These few non skilled adventurers will seek out and challenge the world around them.
Specialized Skill: None; as a commoner you did not receive any previous training in a specialized skill unless you pick up the adept merit.
Bonus Maneuvers: select three maneuvers of your choice from the general list and an additional one from any list so long as you meet the
prerequisites.
Hit Dice: d4
Starting Hit Points: 4 + Con Mod
13
Starting Skill Points: (4 + Int) x 4; These skill points can be placed anywhere you choose amongst normal skills (this is done because
commoners have a wide variety of skills and dont have a concept skill to guide them into specific skills.
Druid
The fury of a storm, the gentle strength of the morning sun, the cunning of the fox, the power of the beast all these and more is
at the druids command. The druid, however, claims no mastery over nature. That claim, she says, is the empty boast of a city dweller. The
druid gains her power not by ruling nature but by being at one with it. To trespassers in a druids sacred grove, and to those who feel her
wrath, the distinction is overly fine.
Alignment: Druids, in keeping with natures ultimate indifference, must maintain at least some measure of dispassion. As such, they must
be neutral on at least one alignment axis, if not both. Just as nature encompasses such dichotomies as life and death, beauty and horror, and
peace and violence, so two druids can manifest different or even opposite alignments and still be part of the druidic tradition.
Religion: A druid reveres nature above all. She gains her magic thru the force of nature itself. If a druid worships a god it will be a god that
governs nature, forest, travel or animals
Background: Though their organization is invisible to most outsiders, who consider druids to be loners, druids are actually part of a
society that spans the land, ignoring political borders. A prospective druid is inducted into this society through secret rituals involving tests
that not all survive. Only after achieving some level of competence is the druid allowed to strike out on her own.
All druids are nominally members of this druidic society, though some individuals are so isolated that they have never seen any
high-ranking members of the society or participated in druidic gatherings. All druids recognize each other as brothers and sisters. Like true
creatures of the wilderness, however, druids sometimes compete with or even prey on each other.
A druid may be expected to perform services for high-ranking druids, though proper payment is tendered for such assignments.
Likewise a lower-ranking druid may appeal for aid from her higher-ranking comrades in exchange for a fair price in coin or service.
Druids may live in small towns, but they always spend a good portion of their time in the wild areas. Even large cities surrounded
by cultivated land as far as the eye can see often have druid groves nearby small, wild refuges where druids live and which they protect
fiercely. Near coastal cities, such refuges may be nearby islands, where the druids can find the isolation they need.
Specialized Skill: Druidic spellcasting
Bonus Maneuver: Animal Companion, wild empathy, simple weapon proficiency, and light armor proficiency (restricted from wearing
metal armor), you also receive all zero level druidic spells (up to your max known spells) and your choice of 3 first level druidic spells
Bonus Languages: Druidic and sylvan
Hit Dice: d8
Starting Hit Points: 8 + con modifier
Starting Skill Points: (4 + Int Mod) x 4
Fighter
The questing knight, the conquering overlord, the kings champion, the elite foot soldier, the hardened mercenary, and the bandit
king all are fighters. Fighters can be stalwart defenders of those in need, cruel marauders, or gutsy adventurers. Some are among the
lands best souls, willing to face death for the greater good. Others are among the worst, with no qualms about killing for private gain, or
even for sport. Fighters who are not actively adventuring may be soldiers, guards, bodyguards, champions, or criminal enforcers. An
adventuring fighter might call himself a warrior, a mercenary, a thug or simply an adventurer.
Alignment: Fighters may be of any alignment.
Religion: fighters typically follow and worship gods that govern valor, strength, retribution, tyranny, war and slaughter. These are just
typical and in truth a fighter can worship any god they choose.
Background: Fighters come to their profession in many ways. Most have had formal training in a nobles army or at least in local militia.
Some have trained in formal academies. Others are self-taught unpolished but well tested. A fighter my have taken up the sword as a way
to escape the limits of life on the farm, or he may be following a proud family tradition. Fighters share no special identity. They do no see
themselves as a group or brotherhood. Those who hail from a particular academy, mercenary company, or lords regiment, however, share
certain camaraderie.
Specialized Skill: Combat
Bonus Maneuver: Simple weapon proficiency, martial weapon proficiency, light armor proficiency, medium armor proficiency, heavy
armor proficiency, shield proficiency, and 1 Bonus Maneuver of your choice from the Combat list.
Hit Dice: d10
Starting Hit Points: 10 + con modifier
14
15
16
Religion: Wizards are more devoted to their studies than to a god, but wizards are fully capable of following and worshiping any god they
choose.
Background: Wizards recognize each other as comrades or rivals. Even wizards from very different cultures or magical traditions have
much in common because they all conform to the same laws of magic. Unlike fighters or rogues, wizards see themselves as members of a
distinct, if diverse, group. In civilized lands where they study in academies, schools, or guilds, wizards also identify themselves and others
according to membership in these formal organizations. But while a guild magician may look down her nose at a rustic wizard who learned
his arts from a doddering hermit, she nevertheless cant deny the rustics identity as a wizard.
Specialized Skill: Arcane spellcasting
Bonus maneuver: Summon Familiar and Scribe scroll, you also receive all zero level arcane spells (up to your max known spells) and
your choice of 3 first level arcane spells
Bonus Languages: Draconic
Hit Dice: d4
Starting Hit Points: 4 + con modifier
Starting Skill Points: (2 + Int Mod) x 4
17
Chapter 4: Skills
Skills Summary
A characters skills represent a variety of abilities. There are two different types of skills, normal skills and specialized skills.
Specialized skills are skills that have special training involved and due to this special training you gain access to purchase maneuvers,
increase to your base attack bonus, increase to your saving throws and skill points to spend on a selection of skills each time you increase
its rank. Normal skills are the most commonly used in different situations and allow you to perform a variety of tasks. Normal skills can be
increased with experience points or by increasing the rank of specialized skills. Below will describe how you obtain skills (at character
creation and beyond), how you will use your skills, what the DC is and how it applies, and much more ending with a detailed description of
each skill. You will need to choose your race, alignment and concept before progressing to this point.
Getting and raising skills
At character creation you choose a concept. This concept gives you one rank in a specialized skill (clerics get one rank in two
different specialized skills). The only way to increase specialized skills beyond this point during character creation is to spend freebie
points. After character creation you will need to spend experience points, downtime and possibly money to increase the rank of your
specialized skills. It will take 1 day (8 hours) of training equal to the rank you are increasing to (to go from rank 1 to rank 2 it will require 2
days and from rank 2 to rank 3 will require 3 days, etc.). This is a cumulative progression and will stack (if you had the experience points to
go from rank 1 to rank 3 then it would require a total of 5 days, 2 for rank 2 and 3 for rank 3). The experience cost for increasing a
specialized skill depends on your concept. Concept specialized skills cost 2 x current rank and non-concept specialized skills cost 3 x
current rank to increase with experience points. To pick up the first rank in a non-concept specialized skill it will take you 1 month training
and 5 experience points. Normal skills are increased by two different ways; first you can increase a specialized skill and get a number of
skill points that can be spent on a specific list of skills (see each different specialized skill), second you can increase the rank of any normal
skill by using experience points. This will cost 2 x current rank and no training for untrained skills (or 3 exp for the first rank) and 2 x
current rank plus 1 day of training (for each rank increase) for trained only skills. Also to pick up the first rank of a trained only skill (other
than picking up the first rank of an appropriate specialized skill) it will cost 3 experience points and a month of training. The maximum
rank you can have in any skill is equal to your HD + 3. Since everyone starts with at least 1 HD then your starting max is 4. When raising
trained only skills (with raw exp) and non-concept specialized skills you must find someone that has the same rank you are increasing to
(or a higher rank) in order to receive training. Concept skills and faith (even if its not a concept skill) can be raised with exp without
finding someone to train you (though you still have to go thru training as per above).
Using skills
When your character uses a skill, you make a skill check to see how well she does. The higher the result of the skill checks the
better. Based on circumstances, your roll must match or beat a particular number (a DC or the result of an opposed skill check) for the
check to be successful. The harder the task the higher the number you need to roll.
Circumstances can affect your check. A character that is free to work without distractions can make a careful attempt and avoid
simple mistakes. A character that has lots of time can try over and over again, thereby assuring the best outcome. If others help, the
character may succeed where otherwise she would fail.
Some skills represent specialized training. These skills are: Arcane spellcasting, Combat, Divine spellcasting, Druidic
spellcasting, Faith, Martial arts, Performance, Primal rage, Righteousness, Stealth and Wilderness lore. Some of these skills have uses like
normal skills and will require skill checks like normal. The difference is that specialized skills covers much more then the simple ability to
do something. Each rank of a specialized skill represents your knowledge and training in that particular field of study. When you increase
the rank of a specialized skill you will have access to buy maneuvers that pertain to that field of study. Different maneuvers will be
available at different ranks. Also increasing the ranks of specialized skills can affect the following (depending on which specialized skill
you increase):
You will gain 1 free maneuver each time you increase to a new rank (selected from among the maneuver list of the skill you
achieved the new rank in).
Each new rank will give you a listed amount of skill points to spend and these must be spent only on the skill list of the
specialized skill you achieved the new rank in.
Possibly much more too (see each individual skill to find out what you gain by increasing rank)
Skill Checks
A skill check takes into account a characters training (skill rank), natural talent (ability modifier), and luck (the die roll). It may
also take into account her races knack for doing certain things (racial bonus), or what armor she is wearing (armor check penalty) or a
certain maneuver the character possesses, among other things.
To make a skill check, roll 1d20 and add your characters skill modifier for that skill. The higher the result, the better. Unlike with
attack rolls and saving throws, a natural roll of 20 on the d20 is not an automatic success, and a natural roll of 1 is not an automatic failure.
Difficulty Class
Some checks are made against a difficulty class (DC). The DC is a number set by the DM (using the skill rules as a guideline)
that you must score as a result on your skill check in order to succeed.
18
Difficulty (DC)
Very easy (0)
Easy (5)
Average (10)
Tough (15)
Challenging (20)
Formidable (25)
Heroic (30)
Nearly impossible (40)
Opposed checks
An opposed check is a check whose success or failure is determined by comparing the check result to another characters check
result. In an opposed check, the higher result succeeds, while the lower result fails. In case of a tie, the higher skill modifier wins. If these
scores are the same, roll again to break the tie.
Try again
In general, you can try a skill check again if you fail, and you can keep trying indefinitely. Some skills, however, have
consequences of failure that must be taken into account. A few skills are virtually useless once a check has failed on an attempt to
accomplish a particular task. For most skills, when a character succeeded once at a given task, additional successes are meaningless.
Favorable and unfavorable conditions
Some situations may make a skill easier or harder to use, resulting in a bonus or penalty to the skill modifier for a skill check or a
change to the DC of the skill check. The DM can alter the chance of success in four ways to take into account exceptional circumstances.
1. Give the skill user a +2 circumstance bonus to represent conditions that improve performance, such as having the right tool for
the job or getting help from another player
2. Give the skill user a -2 circumstance penalty to represent conditions that hamper performance, such as being forced to use
improvised tools, having misleading information.
3. Reduce the DC by 2 to represent circumstances that make the task easier, such as having a friendly audience or doing work that
can be sub par
4. Increase the DC by 2 to represent circumstances that make the task harder, such as having an uncooperative audience or doing
work that has to be flawless.
Time and skill checks
Using a skill might take a round, take no time at all, or take several rounds or even longer. Most skill uses are standard actions,
move actions, or full-round actions. Each skill description specifies the time required to make a check.
Checks without rolls
A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction.
Sometimes, though, a character can use a skill under more favorable conditions and eliminate the luck factor. See taking 10 and taking 20
below.
Taking 10
When your character is not being threatened or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check,
calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or
threats (such as combat) make it impossible to take 10. In most cases taking 10 is a safety measure you know, or expect, that an average
roll will succeed, but fear a poor roll might fail, so you elect to take the average roll of 10. Taking 10 is particularly useful in situations
where a particularly high roll wouldnt help (such as climbing a knotted rope or using heal to give long term care).
Taking 20
When you have plenty of time (generally 2 minutes or more for a skill that can be checked in 1 round), you are faced with no
threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, eventually you will get
a 20 on a 1d20 if you roll enough times. Instead of rolling a 1d20 for the skill check, just calculate your result as if you had rolled a 20.
Taking 20 means you are trying until you get it right, and it assumes you fail many times before succeeding. Taking 20 takes 20 times
longer than a normal skill check would take.
Aid Another
You can help another character achieve successes on her skill check by making the same kind of skill check in a cooperative
effort. If you roll 10 or higher on your check, the character you are helping gets a +2 bonus to her check. You cannot take 10 on a check to
aid another. In order to receive aid you must have the ability to perform the skill yourself (having at least 1 rank in a skill or a proper
maneuver, such as trap finding)and those aiding must also have 1 rank or the proper maneuver. The exception to this is crafting and
profession checks, an unskilled person (someone without any ranks) can aid another so long as the one being aided has at least 1 rank in the
craft or profession skill. A person is limited by how many people can help with a skill by two factors. First there must be enough room for
each person aiding the check. Second the person attempting the check can only have 4 people aiding him times the number of ranks he has
in a skill (you can alternatively oversee supervisors, people with ranks in the craft skill who can have a certain number of people aiding
19
them, and each person the supervisor is overseeing counts as half a person when determining your max amount of people you can have
aiding your roll. For example: you have 4 ranks in craft: blacksmithing and you have a nice large forge area. Your normal limit of people
aiding you is 16. This would give you one check with a possible +32. Now instead of doing this you can oversee 5 supervisors, each with 1
rank, who in turn can each oversee 4 people. So essentially you will have 5 teams of 5 people working under you. This is a total of 25
people, but since those people who are working under direct orders of your supervisors are counted as half people, your total number of
people would equal 15, which is under your limit. This would give you 5 different checks with each check having a possible +10 to the
roll.). If anyone aiding another rolls a natural one (this is the only time a natural 1 affects a skill check) then they are a hindrance, getting in
the way or telling the wrong information, and the user of the skill receives a 2 penalty.
Skill Synergies
Its possible for a character to have two skills that work well with each other. If you have 5 or more ranks in a skill that gives a
synergy bonus to another skill then you will receive +2 dice to your dice pool. This is a modifier and should be added to other modifiers
and recorded in the Mod section of the character sheet. Below is a list of skills and the skill they give a bonus to.
5 or more ranks in Bluff will give you +2 bonus on Diplomacy, Disguise, Intimidate, and Slight of hand
5 or more ranks in Craft will give you +2 bonus on related Appraise checks
5 or more ranks in Decipher script will give you +2 bonus on Use magic device checks involving scrolls
5 or more ranks in Escape artist will give you +2 bonus on Use Rope checks involving bindings
5 or more ranks in Handle animal will give you +2 bonus on Ride, and wild empathy checks
5 or more ranks in Knowledge: arcana will give you +2 bonus on spellcraft checks and Arcane spellcasting
5 or more ranks in Knowledge: architecture and engineering will give you +2 bonus on search checks involving secret doors and
similar compartments and a +2 bonus on Craft: Tinkering
5 or more ranks in Knowledge: dungeoneering will give you +2 bonus on survival checks when underground
5 or more ranks in Knowledge: geography will give you +2 bonus on Survival checks to keep from getting lost or to avoid
hazards
5 or more ranks in Knowledge: history will give you +2 bonus on Bardic knowledge checks
5 or more ranks in Knowledge: local will give you +2 bonus on Gather information
5 or more ranks in Knowledge: nature will give you +2 bonus on Survival checks in aboveground natural environments and
Druidic spellcasting
5 or more ranks in Knowledge: nobility and royalty will give you +2 bonus on diplomacy and Style checks when dealing with
such.
5 or more ranks in Knowledge: religion will give you +2 bonus on checks to turn or rebuke and Devine spellcasting
5 or more ranks in Knowledge: the planes will give you +2 bonus on Survival checks when on other planes
5 or more ranks in Search will give you +2 bonus on Survival checks when following tracks and scrounging checks
5 or more ranks in Tumble will give you +2 bonus on Balance and jump checks
5 or more ranks in Use Magic Device will give you +2 bonus on Spellcraft checks to decipher spells on scrolls
5 or more ranks in Use Rope will give you +2 bonus on Climb checks when climbing a rope and Escape Artist checks when
involving rope
Attribute Check
Sometimes your character will attempt an action that doesnt have a specific skill to cover. In this case you would roll the
appropriate attribute score with the difficulty determined by the DM.
Skill Descriptions
This section describes each skill, including common uses and typical modifiers.
Appraise (INT)
Use this skill to tell an antique from old junk, a sword thats old and fancy from an elven heirloom, and high quality jewelry from
cheap stuff made to look good.
Check: You can appraise common or well-known items with a DC 12 check. A failure indicates you unsure of the value but can
estimate its value at 50% to 150% of its actual value. The DM will secretly roll 2d6+3 and multiply the result by 10%, then multiplies the
actual value by that percentage. The DM will then tell you the value that you are able to estimate.
Appraising rare or exotic items require a successful check against a DC of 15, 20 or higher. Failure means you are unable to
estimate the value of the object.
A magnifying glass gives you a +2 circumstance bonus on appraise checks involving any item that is small and highly detailed,
like gems. A merchants scale gives a +2 bonus involving any item that is valued by weight, including anything made of precious metal.
Action: Takes 1 minute (10 full round actions)
Try again: No
20
Untrained: For common items, failure on untrained checks means no value estimated, and success on rare or exotic items means
an estimate at 50% to 150% of the actual value.
Arcane Spellcasting (INT; Specialized Skill)
Arcane spellcasting governs what level of spell maneuvers you are able to purchase. Spell maneuvers can be anything from spells
to creating magic items or even metamagic (see maneuvers for more information). Arcane spellcasting also governs how many arcane
spells you will receive each day (see chart below). Each rank of this skill allows access to better maneuvers as well as more spells per day.
Also, increasing your ranks in arcane spellcasting will increase your base attack bonus as well as your base saving throw (see chart below).
For each new rank you achieve in arcane spellcasting you will gain 1 free arcane spellcasting maneuver (see maneuvers). This can be any
maneuver that is listed under arcane spellcasting so long as you meat the prerequisites of the maneuver you want to choose. Each new rank
in this skill will also give you skill points equal to 2 + Int Modifier. These skill points must be spent on skill in the list below.
Arcane spellcasting will be used anytime you need to make a caster check to overcome spell resistance, a spell calls for an attack
roll to hit your opponent with a targeted spell. Arcane spellcasting is also used to counter other arcane magic. This is only to counter and
not to dispel an effect already in place. See chapter 10: magic for more details on how countering spells work. Also your ranks in arcane
spellcasting help determine how long spells last, how much damage they do or how many people it affects. The amounts of ranks you have
help determine many variables of different spells. You receive bonus arcane spells per day for high Intelligence scores. Your cater level is
equal to your ranks in this skill
Check: To use arcane spellcasting as a caster check you roll 1d20 and add a +2 to the roll for each rank you have in the skill. The
roll must equal or beat the creatures spell resistance. Only your ranks count as a bonus to this type of roll (also any bonus that specifically
states that the bonus applies to overcoming spell resistance will apply). You will apply your full skill modifier on any attack roll needed to
hit a target with a spell you cast and your full skill modifier will apply when trying to counter a spell or prevent one of your spells from
being countered.
Action: Arcane spellcasting checks are not actions; they are made as parts of other actions
Try again: No
Skill List: Concentration, craft, Decipher script, knowledge (all skill, taken individually), profession, scrounging, spellcraft, and
style
Rank Benefits: Increasing the rank of arcane spellcasting will increase your spells per day, base attack bonus and base saving
throws. The chart below will show you this progression.
Rank
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base Attack
Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6/+1
+6/+1
+7/+2
+7/+2
+8/+3
+8/+3
+9/+4
+9/+4
+10/+5
Fort
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Saving Throws
Ref
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
0
3
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
1st
1
2
2
3
3
3
4
4
4
4
4
4
4
4
4
4
4
4
4
4
2nd
1
2
2
3
3
3
4
4
4
4
4
4
4
4
4
4
4
4
7th
1
2
2
3
3
3
4
4
8th
1
2
2
3
3
4
9th
1
2
3
4
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1.
2.
Balance
Balance
Difficult Surface
DC (1)
DC (1)
7-12 inches wide
10
Uneven Flagstone
10 (2)
2-6 inches wide
15
Hewn stone floor
10 (2)
Less than 2 inches wide
20
Sloped or angled floor
10 (2)
Add modifiers from narrow surface modifiers, below, as appropriate
Only if running or charging. Failure by 4 or less means the character cant run or charge, but May otherwise act normally.
1.
Narrow Surface
Being Attacked while Balancing: you are considered flat-footed while balancing, since you cant move to avoid a blow, and thus
you lose your Dex bonus to AC (if any). If you have 5 or more ranks in balance, you arent considered flat-footed while balancing. If you
take damage while balancing, you must make another balance check against the same DC to remain standing.
Accelerated Movement: you can try to walk across a precarious surface more quickly than normal. If you accept a 5 penalty, you
can move your full speed as a move action. (Moving twice your speed in a round requires two Balance checks, one for each move action
used). You may also accept this penalty in order to charge across a precarious surface; charging requires one balance check for each
multiple of your speed (or fraction thereof) that you charge.
Action: None, balance check doesnt require an action; it is made as part of another action or as a reaction to a situation.
Bluff (Cha)
You can make the outrageous or the untrue seem plausible, or use doublespeak or innuendo to deliver a secret message to another
character. The skill encompasses acting, conning, fast-talking, misdirection, prevarication, and misleading body language. Use a bluff to
sow temporary confusion, get someone to turn and look where you point, or simply look innocuous.
Check: A bluff check is opposed by the targets sense motive check. See the following chart for examples of different kinds of
bluffs and the modifier to the targets sense motive check for each one.
Example Circumstances
Sense Motive Modifier
The target wants to believe you
-5
These emeralds arent stolen. Im just desperate for coin right now, so Im offering them to you cheap.
The bluff is believable and doesnt affect the target much
+0
I dont know what your talking about, sir. Im just a simple peasant girl here for the fair.
The bluff is a little hard to believe or puts the target at some risk
+5
You orcs want to fight? Ill take you all on myself. I dont need my friends help. Just dont get your blood all over my
new coat.
The bluff is hard to believe or puts the target at significant risk
+10
This diadem doesnt belong to the duchess. It just looks like hers. Trust me, I wouldnt sell you jewelry that would get
you hanged, would I?
The bluff is way out there, almost too incredible to consider
+20
You might find this hard to believe, but Im actually a lammasu whos been polymorphed into a halfling form by an
evil wizard. You know we lammasus are trustworthy, so you can believe me.
Favorable and unfavorable circumstances weigh heavily on the outcome of a bluff. Two circumstances can weigh against you:
The bluff is hard to believe or the action that the target is asked to take goes against its self-interests, nature, personality, orders, or the like.
A successful bluff check indicates that the target reacts as you wish, at least for a short time (usually 1 round or less) or believes
something that you want it to believe. Bluff, however, is not a suggestion spell. For example, you could use a bluff to put a shopkeeper off
guard by saying that his shoes are untied. At best, such a bluff would make the shopkeeper glance down at his shoes. It would not cause
him to ignore you and fiddle with his shoes.
A bluff requires interaction between you and the target. Creatures unaware of you cannot be bluffed.
Feinting in combat: You can also bluff to mislead an opponent in melee combat. To feint, make a bluff check opposed by your
targets sense motive check, but in this case, the target may add its base attack bonus to the roll along with any other applicable modifiers.
If your bluff check succeeds, your target is denied his Dex bonus to his AC for the next melee attack you make against him. This attack
must be made before or on your next turn. Feinting in combat does not provoke an attack of opportunity.
Creating a diversion to Hide: You can use the bluff skill to help you hide. A successful bluff check give you the momentary
distraction needed to make a hide check while others are aware of you. This does not provoke an attack of opportunity.
Delivering a secret message: You can use bluff to get a message across to another character without others understanding it. The
DC is 15 for simple messages, or 20 for complex messages, especially those that rely on getting across new information. Failure by 4 or
less means you cant get the message across. Failure by 5 or more means that some false information has been implied or inferred. Anyone
listening to the exchange can make a sense motive check opposed by the bluff check you made to intercept the message.
22
Action: Varies, a bluff check made as part of a general interaction always takes at least 1 round (and its at least a full-round
action), but can take much longer if you try something elaborate. A bluff check to feint in combat or to create a diversion to hide is a
standard action. A bluff check to deliver a message doesnt take an action as its part of communication, however, the DM might limit you
to how much information can be passed in a single round.
Try again: a failed bluff check in a social interaction would not allow you to retry. Feinting in combat and delivering messages
can be retried on the next round after a failure (feinting can be done again and again whether you succeed or fail).
Climb (STR; Armor check penalty)
Use this skill to scale a cliff, to get to the window on the second story of a building, or to climb out of a pit after falling through a
trapdoor.
Check: With a successful climb check you can advance up, down, or across a slope, a wall, or some other steep incline (or even a
ceiling with handholds) at one-quarter your normal speed. A slope in considered to be any incline at an angle measuring less than 60
degrees; a wall is considered to be any incline at an angle measuring 60 degrees or more.
A climb check that fails by 4 or less means that you make no progress and a climb check that fails by 5 or more means that you
fall from whatever height you have already attained. A climbers kit gives you a +2 circumstance bonus to your check.
The DC of the climb check depends on the condition of the climb. Compare the task with those on the following table to
determine an appropriate DC.
Climb DC
0
5
10
15
20
25
25
Climb DC
Mod (1)
-10
1.
Climbing a chimney (artificial or natural) or other location where you can brace against two opposite
walls
-5
Climbing a corner where you can brace against perpendicular walls
+5
Surface is slippery
These modifiers are cumulative; use any that apply
You need both hands free to climb, but you may cling to a wall with one hand while you cast a spell or take some other action
that requires only one hand. While climbing you cant move to dodge blows so you loose your Dex modifier to your AC. You also cant use
a shield while climbing.
Any time you take damage while climbing, make a climb check against the DC of the slope or wall. Failure means you fall from
your current height and sustain the appropriate amount of damage.
Accelerated Climbing: You can try to climb more quickly than normal by accepting a 5 penalty, this will allow you to climb at
half your speed.
Making your own handholds and footholds: You can make your own handholds and footholds by pounding pitons into a wall.
Doing so takes 1 minute per piton, and one piton is needed per 3 feet of distance.
Catching yourself when falling: Its practically impossible to catch yourself on a wall when falling. Make a climb check (DC =
walls DC + 20) to do so. Its much easier to catch yourself on a slope (DC = slopes DC + 10).
Catching a falling character while climbing: if someone climbing above you or adjacent to you falls, you can attempt to catch the
falling character if she is within your reach. Doing so requires a successful melee touch attack against the falling character. If you hit, you
must immediately attempt a climb check (DC = walls DC + 10). Success indicates that you catch the falling character, but his or her total
weight, including equipment, cannot exceed your heavy load limit or you automatically fall. If you fail by 4 or less then you fail to stop the
falling character but keep your grip on the wall. If you fail by 5 or more than you not only fail to stop the falling character by you will be
falling as well.
Action: Climbing is a part of movement, so its generally part of a move action (and may be combined with other types of
movement in a move action). Each move action that includes any climbing requires a separate climb check. Catching yourself or another
falling character doesnt require an action.
Special: If you use a rope to haul a character upward (or lower a character) through sheer strength, you can lift double your max
load. A creature with a climb speed (such as a monstrous spider, or characters under the effect of a spider climb spell) has a +8 racial bonus
on all climb checks. The creature must make a climb check to climb any surface with a DC above 0 but can always choose to take 10 even
if rushed or threatened. If a creature with a climb speed decides to accelerate his climbing then he will move double the listed speed with a
23
single check at 5 penalty to the roll. Such a creature retains its Dex Mod to its AC while climbing and opponents receive no special
bonuses to their attacks against it. The creature, however, cannot use the run action while climbing.
Concentration (Con)
You are particularly good at focusing your mind.
Check: You must make a concentration check whenever you might potentially be distracted (by taking damage, by harsh weather,
and so on) while engaged in some action that requires your full attention. Such actions include casting a spell, concentrating on an active
spell (such as detect magic), directing a spell (such as spiritual weapon), using a spell-like ability, or using a skill that would provoke an
attack of opportunity. In general, if an action wouldnt normally provoke an attack of opportunity, you need not make a concentration check
to avoid being distracted.
If the concentration check succeeds, you may continue with your action as normal. If the check fails, the action automatically
fails and is wasted, spells are lost or cease to continue, directed spells fail to direct but remain active, and skill checks fail (apply any cost
that would normally apply if the skill check failed).
The table below lists various types of distractions that cause you to make a concentration check and the appropriate DC. If
casting a spell and you are required to make a concentration check then you must add the spells level to the DC of the concentration check
(see chapter 10: magic for more details).
Concentration DC (1)
10 + Damage dealt
10 + Half of continuous
damage last dealt
Distracting spells save
DC
10
15
20
15
20
1.
2.
3.
4.
Distraction
Damaged during the action (2)
Taking continuous damage during the action (3)
Distracted by non-damaging spell (4)
Vigorous motion (on a moving mount, taking a bouncy wagon ride, in a small boat in
rough water, below deck in a storm-tossed ship)
Violent Motion (on a galloping horse, taking a very rough wagon ride, in a small boat in
rapids, on the deck of a storm-tossed ship)
Extraordinarily violent motion (earthquake)
Entangled
Grappling or pinned (you can cast only spells without somatic components for which you
have any required material component in hand)
Weather is a high wind carrying blinding rain or sleet
Weather is wind-driven hail, dust or debris
Weather caused by a spell, such as storm of vengeance (4)
5
10
Distracting spells save
DC
If you are trying to cast, concentrate on, or direct a spell when the distraction occurs, add the level of spell to the indicated DC
Such as during the casting of a spell with a casting time of 1 round or more, or the execution of an activity that takes more than a
single full-round action (such as disable device). Also, damage stemming from an attack of opportunity or readied attack made in
response to the spell being cast (for spells with a casting time of 1 action) or the action being taken (for activities requiring no
more than a full-round action).
Such as from melfs acid arrow
If the spell allows no save, use the save DC it would have if it did allow a save.
Action: none
Try again: Yes, but not for the same action or casting that was distracted.
Special: You can use concentration to cast a spell, use a spell-like ability, or use a skill defensively, so to avoid attacks of
opportunity altogether. This doesnt apply to other actions that might
Base Attack
Saving Throws
provoke attacks of opportunity (such as movement or reloading a
Rank
Bonus
Fort
Ref
crossbow). The Dc is 15 + the spells level (if appropriate). If the
1
+1
+2
+0
concentration check succeeds then you may take the action and not
2
+2
+3
+0
provoke an attack of opportunity. If the check fails then you still take your
3
+3
+3
+1
action (or cast your spell), but will provoke an attack of opportunity and
4
+4
+4
+1
might have to make an additional check to avoid loosing the spell or failing
5
+5
+4
+1
the skill check.
6
+6/+1
+5
+2
7
+7/+2
+5
+2
Combat (Str or Dex; Specialized skill)
8
+8/+3
+6
+2
Combat governs your ability to make melee or ranged attacks.
9
+9/+4
+6
+3
The ability modifier that is added to your attack rolls is strength for melee
10
+10/+5
+7
+3
and dexterity for ranged. Ranks in this skill will allow you to purchase
11
+11/+6/+1
+7
+3
combat maneuvers, the higher the rank the better the maneuvers you can
12
+12/+7/+2
+8
+4
purchase. This skill does not have a check of its own like other skills and
13
+13/+8/+3
+8
+4
is used only to govern your combating ability. See chapter 8: combat for
14
+14/+9/+4
+9
+4
more details about how combat works. A character does not have to have
15
+15/+10/+5
+9
+5
any ranks in the combat skill in order to attack; they will just do so without
16
+16/+11/+6/+1
+10
+5
17
+17/+12/+7/+2
+10
+5
18
+18/+13/+8/+3
+11
+6
19
+19/+14/+9/+4
+11
+6
20
+20/+15/+10/+5
+12
+6
Will
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
24
+5
+6
+6
+6
any benefits and might take penalties (for wearing armor without being proficient or attacking with weapons without being proficient).
Each new rank will give you skill points equal to 2 + Int Modifier. These skill points must be spent on the skills in the list below
Action: Attacking is a standard action.
Skill list: Climb, craft, handle animal, intimidate, jump, ride, scrounging, style, and swim
Rank Benefits: Increasing your rank in combat will increase your base attack bonus and base saving throws. Gain one free
combat maneuver each time you achieve a new rank. You must still meet the prerequisites of any maneuver chosen.
Craft (Int)
You are trained in a craft, trade, or art. Like knowledge and profession, craft is actually a number of separate skills. When you
buy ranks in this skill you must choose a specific skill. The ranks in one craft skill do not give you ranks in another craft skill. A craft skill
is specifically focused on creating something, if nothing is created by the endeavor; it probably falls under the heading of a profession skill.
Tools are needed with any craft, poor or make shift tools give a penalty and excellent masterworked tools give a bonus. If no DC is given
below then follow these simple examples of listed DC for any item. The DC is 5 for very simple items, 10 for typical items, 15 for highquality items and 20 for complex or superior items.
Possible craft skills, uses and example DCs are:
Alchemy: This skill means the character is well versed in the physical aspects of magical research and the properties of various
chemicals, reagents, and substances. He can use this knowledge to identify unknown substances, create acid, incendiaries, and
pyrotechnical substances. DC 25 for identifying unknown substances (including potions) or samples of unknown material and will take 1d4
days with a cost of 1 gold per attempt. Crafting acid is DC 15; Alchemists fire, smokestick, or tindertwig is DC 20; Antitoxin, sunrod,
tanglefoot bag and thunderstone is DC 25. Aid another: yes
Armorsmithing: This skill allows you to make all types of armor and shields. The DC is 10 + AC bonus Aid another: yes
Baking: This craft is used for making baked goods like bread and cakes. You also know how to create a makeshift oven out of
stones placed around a campfire (DC 15). This is a loose creation and can be easily toppled if hit or in high winds. Making a makeshift
oven takes 10 minutes if you have the stones at hand. The DC varies with the type of breads you make. DC 10 for simple breads, DC 15 for
adding ingredients like fruits and nuts and DC 25 for stuff like elven bread. Aid another: yes
Blacksmithing: This skill is used to make tools and implements from iron. Use of this skill requires a forge, hammer and anvil.
This skill does not allow the user to make weapons or armor but allows for a variety of other things such as crowbars, grappling hooks,
horseshoes, nails, hinges, and plows, arrowheads and most other iron objects. The DC is 5 for very simple items, 10 for typical items, 15
for high-quality items and 20 for complex or superior items. Aid another: yes
Bookbinding: This skill is used in the process of assembling a book. Bookbinding is a demanding task; the pages must be glued
or sewn to a common backing of some kind, protected by various kinds of varnishes or treatments, and then fastened to a strong and
durable cover. Additional chemicals or compounds to ward off mildew and deter moths and bookworms are a necessary precaution. The DC
is 10 for a 25-page book; add +5 DC for every 25 pages of the book. Spell books, although rarely used this day and age, add +5 to the DC.
Aid another: yes
Bowyer/Fletcher: This skill allows the character to make different types of bows and crossbows (not the repeating crossbow, that
would fall under tinkering). The DC for the bows are as listed: DC 12 for longbow or shortbow, 15 for composite long or short bows, 15 for
crossbows, 15 + (2 x rating) for composite long or short bows with a high strength rating. Also this skill is used to craft and repair arrows.
This includes the shaft and the fletching on the back, but not the arrowheads. A weaponsmith or a blacksmith normally makes arrowheads.
DC is 12 for normal common arrows. DM will set a DC for more exotic arrows. This also includes crossbow bolts (same DC). Aid another:
yes
Brewing: This skill is used for making beer and ale. The character can prepare brewing formulas, select quality ingredients, set up
and manage a brewery, control fermentation, and age the finished product. Aid another: yes
Butcher: This skill is used for cutting meat for consumption. This is more than just hacking the animal up. It is a delicate art of
getting the most meat out of the animal that can be eaten. Also you can cut out choice cuts and prepare cuts of the finest grade of meat the
animal has to offer. Its about knowing the difference between shoulder steak, rump roast and choice sirloin. The DC varies with the type of
animal that is being butchered. DC 10 for common animals, DC 15 for rare animals and DC 20 for exotic animals (or animals not normally
eaten). Smaller animals are harder to work with and larger ones are easier. The DC given above assumes a size of medium, increase the DC
by +2 for each category size smaller and decrease the DC by 2 for each size category larger. Butchering an animal takes a base time of 1
hour for medium creatures; decrease this time by 20 minutes for each size category smaller and increase this time by 1 hour for each size
category larger. Normally without the butcher skill a character can get about 40% of the weight of the creature in edible meat. A successful
butcher check can get as much as 80% of the weight of the creature in edible meat. Aid another: yes
Calligraphy: You can write in very formal, decorative hand, and illuminate the pages of a book. You can scribe someones name
in a beautiful array of letters across a single page, or even be hired to create a decorative sign that will be later painted to add to the outside
of a shop (perhaps you can do both jobs if you have painting as well). You can only scribe in a language that you know and can only pick
up this skill if you can read and write. Simple work is DC 10 while elaborate and impressive work is DC 20. Aid another: no
Carpentry: This skill is useful when crafting furniture or other land-bound structures, like houses and sheds. Aid another: yes
Cobbling: This skill allows you to make and repair shoes and boots. DC 5 for common simple shoes or boots made from
common material. DC 15 for ornate shoes or boots made from uncommon material. DC 25 for exotic shoes or boots made from rare or
exotic material. Aid another: yes
Cooking: Cooking is the skill of preparing meals for consumption, knowing how much to cook for a given amount, when things
are done, how long to cook certain items as to not overcook them, using spices and seasonings to make things taste better and even
displaying the food as to impress the nobles. DC 5 for a simple thrown together decent tasting meal. DC 10 for a single well tasting dish.
25
DC 15 for a formal meal with possible appetizers. DC 20 for an elaborate multi-course meal. DC 25 for an exotic or gourmet meal,
including presentation. Aid another: yes
Distilling: This skill is used to distill spirits such as brandy, whiskey and vodka. Aid another: yes
Drawing: A piece of chalk or charcoal can be the tool you use to bring your imagination to life. Ancient runes or carvings can be
copied with accuracy (DC 15 to 25 depending on how detailed and or faded they are) or a delicate flower can be sketched for a lady friend
(DC 10). The DC of what you want to draw varies and is set by the DM. The cost is for the raw materials of chalk or charcoal and paper.
Aid another: no
Furrier: This skill allows you to make, repair and clean furs and fur garments. Aid another: yes
Gemcutting: This skill is used for one of two things. First and most common is to take rough gems and cut them into finished
products. The price given on the gem lists are for cut finished gems and raw gems when found are about 1/10 less then this price. When
cutting gems and you fail by 4 or less then the gem is 10%-40% less then the listed value due to imperfections caused by the cutting (how
much depends on how much you fail by 1=10%, 2=20%, 3=30%, 4=40%). If you fail by 5 the stone decreases to the next lower base value
due to a major flaw that was caused by your cutting (for example if you failed by 5 or more on a base 5,000 gold piece ruby, then it is a cut
and finished ruby worth 1,000 GP instead of the base 5,000 GP). If you fail by 6 or more then you have ruined the gem and it cannot be cut
(you can still turn a ruined gem into dust). If your cuttings check result is double the DC then the stone is cut exceptionally well and is
worth double the base value. If your cuttings check result is triple the DC then the stone is a rare cut and its value increase to the next base
value that is 1 higher. From a 500gp to a 1,000gp for instance. This is a cumulative process and each roll (each day spent cutting the gem)
can add to or decrease the amount the final gem is worth. The DC for gemcutting rough stones depends on the class of the stone and is as
follows: 15 for ornamental (10gp), 20 for semi-precious (50gp), 25 for fancy (100gp), 30 for precious (500gp), 35 for gems (1,000gp), and
40 for jewels (5,000 gp). Second use is to attempt to carve statuettes or figurines made from stones; increase the given DC by +5 and
increase the given price by 50% for artistic value (that is if you sell it to the right person. It will still hold the same gem value as a cut and
finished gemstone. The check results above also apply for this use). If you fail to carve a statue out of the gem material by 4 or less then
you can still attempt to cut the gem normally. If you fail by 5 or more the gem is ruined and cannot be cut (you can still turn a ruined gem
into dust). Aid another: no
Glassblowing: This skill allows you to make items out of glass, such as containers, jars, bottles, vials and windows. Aid another:
yes
Jeweler: This skill allows you to make jewelry using precious metals and cut gems. This skill does not allow you to actually cut
the gems from raw product. Aid another: yes
Leatherworking: This skill is used to tan and treat hides as to make leather, from this you can make clothing, armor, backpacks,
saddlebags and other things made from leather. Aid another: yes
Locksmithing: This skill is used to make all sorts of locks. This includes installing locks into structures. Aid another: yes
Painting: This skill is used to render images with oil, brush and canvas (or other material that can be painted on; stone, glass,
etc.). The painter can create reasonable portraits of people, landscapes and monsters, and he possesses a knowledge of perspective, shading
and composition. Aid another: no
Papermaking: This skill is used to manufacture paper. Rag pulp, bark, linen, hemp and wood are all used to make paper. The
material is pounded or pressed flat and treated with various chemical compounds to bind and strengthen it. Parchment is finely scraped
sheepskin treated with lime. Vellum is finely scraped calfskin, goatskin or lambskin treated with lime. Papyrus, the paper, is made by
splitting the stems lengthwise and laying them side by side for the required width, then shorter strips are laid at right angles to them, and
the whole hammered together when wet. Papyrus is DC 10, parchment and Vellum is DC 15, Paper is DC 20 Aid another: yes
Poison making: This skill is used to craft a variety of poisons from raw materials. Poison making doesnt follow the exact rules
of crafting due to the fact that most the raw materials cannot be bought on the open market and the cost for poisons vary widely depending
on strength and effect. A single type of poison, say giant wasp venom can have a variety of effects when mixed different ways and or mixed
with other ingredients. Those interested in poison making should refer to the expansive Poison making section for rules on creating your
own type of poisons. Also this section has many known varieties and market costs for doses (this assumes you can even find the market for
such things). Aid another: yes
Pottery: This skill allows you to sculpt and fire objects made out of clay and similar materials. This skill also allows you to make
a kiln. Aid another: yes
Sculpting: Your hands can mold soft clay or hard marble into sculptures capable of conveying not only the image of a person or
object, but its presence and bearing as well. In the hands of a talented sculptor, a statue can entice the eye like no simple, two-dimensional
portrait. Skilled sculptors are not only approached for work from nobility but frequently by the churches as well. The DC depends on the
type of stone you are trying to work, DC 10 for clay and DC 25 for marble. The DM will set a DC depending on the hardness of the stone
being worked. Aid another: yes
Sewing: This skill allows you to mend clothes and other fabrics. You can create clothing from pants and shirts to dresses. This
skill also covers embroidering, weaving (from throw rugs to tapestries) and spinning wool and other textiles into cloth and other material to
be used in sewing. You can also tailor the clothing to fit different people or repair torn or tattered clothing. Aid another: yes
Shipmaking: This skill is used to make all sorts of ships, from small canoes to large Gallon war ships. Aid another: yes
Siege equipment: This skill is used to make all sorts of heavy war machines, siege engines, and siege towers Aid another: yes
Stonemasonry: This skill is used when constructing structures out of stone, brick, concrete or cement. Aid another: yes
Tinkering: This skill allows you to make and repair mechanical devices (including mechanical traps). Aid another: yes
Trapmaking: This skill allows you to make various types of traps, whether they are known traps out on the market or self
designed traps. The DC for making the traps depend on the CR of the trap as follows; CR 1 3 = DC 20, CR 4 6 = DC 25, CR 7 10 =
DC 30. Additionally add +5 for proximity triggers and +5 for automatic resets. See trap design for further details and for crafting your own
unique traps. Trapmaking checks are made in GP per week or SP per day when determining time spent making a trap. This is to represent
that the market cost for traps are for complexity and design more then for raw materials used. Aid another: yes
Weaponsmithing: This skill is used to make a variety of weapons. DC 12 to make simple melee or thrown weapons, 15 to make
martial melee or thrown weapons, 18 to make exotic melee or thrown weapons Aid another: yes
26
Woodworking: This skill is used to cut and carve various things out of wood. Where carpentry is used to build things out of pieces
of wood, this skill is more used for carving objects and art out of single pieces of wood. This includes carving, sanding, treating and
staining wood. Aid another: yes
Check: You can practice your trade and make a decent living, earning about half your check result in gold pieces per week of
dedicated work (this can only be done during downtime). You know how to use the tools of your trade, how to perform the crafts daily
tasks, how to supervise untrained helpers and how to handle common problems. Untrained laborers and assistants make about 1sp per
week.
The basic function of the craft skill, however, is to allow you to make an item of the appropriate type. The Dc depends on the
complexity of the item created. The DC, your check results and the price of the item determine how long it takes to make a particular item.
The items finished price also determines the cost of raw materials (this cost can be reduced and possibly negated by finding your own raw
materials, this is mostly done while adventuring. During downtime in a city you will need to buy your raw materials unless you already
have them. When finding your own raw materials the DM will probably give you a value, like 2 gold worth of glass is found, of how much
is found. This value does not represent how much its worth if you sold it but does represent how much its worth when determining the
raw material cost of an item being crafted. Example: if you found 10 gold worth of raw leather and then went to make some leather armor,
you would need one-third the cost in raw materials. So leather armor cost 10 gp, you would need 33 sp worth of raw materials to make it.
Since you already have more than enough raw material you wont have to buy any.)
In some cases, the fabricate spell can be used to achieve the results of a craft check with no actual check involved. However, you
must make an appropriate craft check when using the spell to make articles requiring a high degree of craftsmanship (jewelry, swords,
glass, crystal and so forth).
A successful craft check related to woodworking in conjunction with the casting of the ironwood spell enables you to make
wooden items that have the strength of steel.
When casting the spell minor creation, you must make a craft check to make a complex item. For instance a craft: Fletching
check might be required to make straight wooden arrow shafts.
All craft checks require artisans tools to give the best chance of success. If improvised tools are used then you will receive a 2
penalty on the roll and if masterworked tools are used then you will receive a +2 bonus on the roll.
To determine how much time and money it takes to make an item, follow these steps.
1. Find the items price in Chapter 7: Equipment, or have the DM set the price for an item not otherwise described. Put the price in
silver pieces (1 GP = 10 SP and 10 CP = 1 SP)
2. The item will have the required skill and the DC listed in its description
3. Each item will have a material cost that must be met. If you do not already have all the materials required to make the item you
must find and/or buy them.
4. Make an appropriate craft check representing one weeks worth of work (make this roll before the weeks worth of actual work
because you might finish in a shorter amount of time. crafting is mostly done in downtime but can be done while adventuring if
you are spending a dedicated 8 hours each day working on the item and have the appropriate tools required. This time must be
uninterrupted and the roll is made the same as progress by the day, see below).
If the check succeeds, multiply your check result by the DC. If the result x the DC equals the price of the item in SP, then you
have completed the item. (If the result x the DC equals double or triple the price of the item in SP, then you have completed the task in half
or one-third the time. Other multiples of the DC dont reduce the time in the same manner.) If the result x the DC doesnt equal the price,
then it represents the progress you have made that week. Record the result and make a new craft check for the next week. Each week, you
make more progress until your total reaches the price of the item in silver pieces.
If you fail a check by 4 or less, you make no progress this week. If you fail by 5 or more, you ruin half the raw materials and have
to pay half the original raw material cost again or use up the same amount of raw material you already have.
Progress by the day: You can make checks by the day instead of by the week. In this case your progress (check result x DC) is in
Copper pieces instead of silver pieces.
Creating Masterworked items: you can make a masterworked item- a weapon, a suit of armor, a shield, or tool that conveys a
bonus on its use through its exceptional craftsmanship, not through being magical. To create a masterwork item, you create the
masterwork component as if it were a separate item in addition to the standard item. The masterwork component has its own price (300 gp
for weapons, 6gp per single ammunition, 150 gp for armor and shields and 50gp for tools) and a craft DC of 20. Once both the standard
component and the masterwork component are completed, the masterwork item is finished. Note: the cost you pay for the masterwork
component is one-third the normal cost, the same as it is for raw materials. However, unlike raw materials this component cannot be found
and must always be paid for.
Repairing Items: Generally, you can repair an item by making checks against the same DC that it took to make the item in the
first place. The cost of repairing is one-fifth the cost of normal price in raw materials. A successful check means that the item is repaired in
a days time (8 hours worth of work). A failure by 4 or less means you made no progress that day and a failure of 5 or more means you
wasted the raw material cost and must pay one-fifth the cost in raw materials again.
When you use the craft skill to make a particular sort of item, The DC to make that item will be listed with the separate craft
skills above. If no DC is listed then the DM will have to set one.
Action: does not apply, craft checks are made by the day or by the week.
Try again: Yes but, each time you miss by 5 or more you ruin half the raw materials and have to pay for half the original raw
material cost again or use up more raw materials that you already have.
27
Special: You can voluntarily add +10 to the DC to craft an item. This allows for the item to be crafted quicker (since you will be
multiplying this higher DC to the craft check result to determine progress). You must decide whether to increase the Dc before you make
each weekly or daily check.
Decipher Script (Int; Trained only)
Use this skill to piece together the meaning of ancient runes carved into the wall of an abandoned temple, to get the gist of an
intercepted letter written in the infernal language, to follow the directions on a treasure map written in a forgotten alphabet, or to interpret
the mysterious glyphs painted on a cave wall.
Check: You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC
is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old language.
If the check succeeds, you understand the general content of a piece of writing about one page long (or the equivalent). If the
check fails, the DM makes a DC 5 wisdom check for you to see if you avoid drawing a false conclusion about the text. (Success means you
do not draw a false conclusion and failure means you do).
The DM will have you roll both checks in a way that you are unable to see the results so that you cannot determine whether your
conclusion is false or truth.
Action: Deciphering the equivalent of one page takes 1 minute
Try again: No
Divine Spellcasting (Wis; Specialized skill)
Divine spellcasting governs what level of spell maneuvers you are able to purchase. Spell maneuvers can be anything from spells
to creating magic items or even metamagic (see maneuvers for more information). Divine spellcasting also governs how many divine spells
you will receive each day (see chart below). Each rank of this skill allows access to better maneuvers as well as more spells per day. Aside
from these two aspects there are other uses of this skill.
Divine spellcasting will be used anytime you need to make a caster check to overcome spell resistance, a spell calls for an attack
roll to hit your opponent with a targeted spell. Divine spellcasting is also used to counter other divine magic. This is only to counter and not
to dispel an effect already in place. See chapter 10: magic for more details on how countering spells work. Also your ranks in divine
spellcasting help determine how long spells last, how much damage they do or how many people it affects. The amounts of ranks you have
help determine many variables of different spells. You receive bonus divine spells per day for high Wisdom scores. Each new rank in this
skill will also give you skill points equal to 2 + Int Modifier. These skill points must be spent on skill in the list below. Your cater level is
equal to your ranks in this skill
Check: To use divine spellcasting as a caster check you roll 1d20 and add a +2 to the roll for each rank you have in the skill. The
roll must equal or beat the creatures spell resistance. Only your ranks count as a bonus to this type of roll (also any bonus that specifically
states that the bonus applies to overcoming spell resistance will apply). You will apply your full skill modifier on any attack roll needed to
hit a target with a spell you cast and your full skill modifier will apply when trying to counter a spell or prevent one of your spells from
being countered.
Action: Divine spellcasting checks are not actions; they are made as parts of other actions
Try again: No
Skill list: Concentration, craft, diplomacy, heal, knowledge (arcana, history, religion, the planes), profession, scrounging,
spellcraft., and style
Rank Benefits: Increasing the rank of divine spellcasting will increase your spells per day, base attack bonus and base saving
throws. You will gain 1 free divine maneuver for each new rank you achieve. You must still meet the prerequisites of the maneuver chosen.
Rank
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
Base Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
Fort
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
Saving Throws
Ref
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
0
3
4
4
5
5
5
6
6
6
6
6
6
6
6
6
1st
1
2
2
3
3
3
4
4
4
4
5
5
5
5
5
2nd
1
2
2
3
3
3
4
4
4
4
5
5
5
7th
1
2
2
8th
1
9th
-
28
16
17
18
19
20
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
+10
+10
+11
+11
+12
+5
+5
+6
+6
+6
+10
+10
+11
+11
+12
6
6
6
6
6
5
5
5
5
5
5
5
5
5
5
5
5
5
5
5
4
5
5
5
5
4
4
4
5
5
3
4
4
4
4
3
3
3
4
4
2
2
3
3
4
1
2
3
4
Diplomacy (Cha)
Use this skill to persuade the chamberlain to let you see the king, to negotiate peace between feuding barbarian tribes, or to
convince the ogre mages that have captured you that they should ransom you back to your friends instead of twisting your limbs off one by
one. Diplomacy involves etiquette, social grace, tact, subtlety, and a way with words. A skilled character knows formal and informal rules
of conduct, social expectations, proper forms of address, and so on. This skill represents the ability to give others the right impressions of
you, to negotiate effectively, and to influence others.
Check: You can change the attitude of others (non-player characters) with a successful diplomacy check; See the influencing
NPC attitudes chart below for basic DCs. In negotiations, participants roll opposed diplomacy checks, and the winner gains the advantage.
Opposed checks also resolve situations when two advocates or diplomats plead opposite cases in a hearing before a third party.
Action: Changing others attitudes with diplomacy generally takes at least 1 full minute. In some situations, this time requirement
may greatly increase. A rushed diplomacy check (such as an attempt to head off a fight between two angry warriors) can be made as a fullround action, but you take a 10 penalty on the check.
Try Again: No, not within the same 24-hour period. Another check can be made the next day but only if the creature is not hostile
and you do so at a cumulative 5 penalty to the check. A person can only be influenced so much and the more you continue to try the
harder it is to achieve and the more the person will begin to dislike you.
Influencing NPC Attitudes:
Use the table below to determine the effectiveness of diplomacy checks (or charisma checks) made to influence the attitude of a
NPC, or wild empathy checks made to influence the attitude of an animal or magical beast.
Initial Attitude
Hostile
Unfriendly
Indifferent
Friendly
Helpful
Attitude
Hostile
Unfriendly
Indifferent
Friendly
Helpful
Means
Will take risks to hurt you
Wishes you ill
Doesnt much care
Wishes you well
Will take risks to help you
Possible actions
Attack, interfere, berate, flee
Mislead, gossip, avoid, watch suspiciously, insult
Socially expected interaction
Chat, advise, offer limited help, advocate
Protect, back up, heal, aid
Time
Disable Device DC
Example
1 round
10
Jam a lock
1d4 rounds
15
Sabotage a wagon wheel
2d4 rounds
20
Disarm a trap, reset a trap
2d4 rounds
25
Disarm a complex trap, cleverly sabotage a clockwork device
If you attempt to leave behind no trace of your tampering, add 5 to the DC.
Action: The time it takes to disable a device is noted above and each round is a full-round action
29
Try Again: Yes as noted above as long as you only fail the check by 4 or less.
Special: Characters with the Stealth: Trapfinding Maneuver can use disarm device for disarming magical traps, which generally
has a DC of 25 + the spell level used in its creation.
Disguise (Cha)
Use this skill to change your own appearance or someone elses. The effort requires at least a few props, some makeup and some
time. a disguise can include an apparent change of height and or weight not to exceed more then one-tenth the original.
You can also use disguise to impersonate people, either individuals or types. For example, you might, with little or no disguises
make yourself seem like a traveler even though youre a local.
Check: Your disguise checks result determines how good the disguise is, and it is opposed by others spot check results. If you
dont draw attention to yourself, others do not get to make spot checks. If you come to the attention of people who are suspicious (such as
guards who are watching commoners coming thru the a city gate), the DM can assume that such observers are taking 10 on their spot
checks.
You get only one disguise check per use of the skill, even if several people are making spot checks against it. The effectiveness of
your disguise depends in part on how much youre attempting to change your appearance.
1.
2.
Disguise
Disguise check Mod
Minor details only
+5
Disguised as a different gender (1)
-2
Disguised as a different race (1)
-2
Disguised as a different age category (1)
-2 (2)
These modifiers stack; use any that apply
Per step of difference between your actual age category and your disguised age category. The steps are: young, adulthood, middle
age, old, and venerable.
If you are attempting to impersonate a particular individual, those who know what that person looks like get a bonus on their spot
checks according to the table below. Furthermore, they are automatically considered to be suspicious of you, so opposed checks are always
called for. The bonuses are as follows:
Familiarity
Viewers spot check mod
Recognizes on sight
+4
Friends or associates
+6
Close friends or family
+8
Intimate
+10
Usually, an individual makes a spot check to see through your disguise upon meeting you and an hour thereafter. If you casually
meet many different creatures, each for a short time, check once per day or hour, using an average spot modifier for the group.
Action: Creating a disguise requires 1d3 x 10 minutes of work
Try again: No, once you create a disguise your check is for that disguise. You can however change into a different disguise
Special: Magic that alters your form give a +10 bonus to disguise checks, though the appropriate spell must be used in
conjunction with the disguise being attempted.
Druidic Spellcasting (Wis; Specialized skill)
Druidic spellcasting governs what level of spell maneuvers you are able to purchase. Spell maneuvers can be anything from
spells to creating magic items or even metamagic (see maneuvers for more information). Druidic spellcasting also governs how many
druidic spells you will receive each day (see chart below). Each rank of this skill allows access to better maneuvers as well as more spells
per day. Aside from these two aspects there are other uses of this skill.
Druidic spellcasting will be used anytime you need to make a caster check to overcome spell resistance, a spell calls for an attack
roll to hit your opponent with a targeted spell. Druidic spellcasting is also used to counter other Druidic magic. This is only to counter and
not to dispel an effect already in place. See chapter 10: magic for more details on how countering spells work. Also your ranks in Druidic
spellcasting help determine how long spells last, how much damage they do or how many people it affects. The amounts of ranks you have
help determine many variables of different spells. You receive bonus druidic spells per day for high Wisdom scores. Each new rank in this
skill will also give you skill points equal to 4 + Int Modifier. These skill points must be spent on skill in the list below. Your cater level is
equal to your ranks in this skill
Check: To use Druidic spellcasting as a caster check you roll 1d20 and add a +2 to the roll for each rank you have in the skill.
The roll must equal or beat the creatures spell resistance. Only your ranks count as a bonus to this type of roll (also any bonus that
specifically states that the bonus applies to overcoming spell resistance will apply). You will apply your full skill modifier on any attack roll
needed to hit a target with a spell you cast and your full skill modifier will apply when trying to counter a spell or prevent one of your
spells from being countered.
Action: Druidic spellcasting checks are not actions; they are made as parts of other actions
30
Try again: No
Skill list: Concentration, craft, diplomacy, handle animal, heal, knowledge (nature), listen, profession, ride, scrounging, spellcraft,
spot, style, survival and swim
Rank Benefits: Increasing the rank of druidic spellcasting will increase your spells per day, base attack bonus and base saving
throws. You will gain 1 free druidic maneuver for each new rank you achieve. You must still meet the prerequisites of the maneuver chosen.
31
Rank
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
Fort
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Saving Throws
Ref
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
0
3
4
4
5
5
5
6
6
6
6
6
6
6
6
6
6
6
6
6
6
1st
1
2
2
3
3
3
4
4
4
4
5
5
5
5
5
5
5
5
5
5
2nd
1
2
2
3
3
3
4
4
4
4
5
5
5
5
5
5
5
5
7th
1
2
2
3
3
3
4
4
8th
1
2
2
3
3
4
9th
1
2
3
4
Escape artist DC
Binders use rope check at +10
20
23
30
30
35
Grapplers grapple check result
Action: Making an escape artist check to escape rope bindings, manacles, or other restraints (except a grappler) requires 1 minute
of work. Escaping from a net or a spell is a full-round action. Escaping from a grapple or pin is a standard action. Squeezing through a tight
space takes 1 minute per 5 feet of space (also a check each 5 feet to see if you progress. Failing by 4 or less means no progression and
failing by 5 or more means you have gotten yourself stuck and must make a separate check with the same DC to get unstuck before you can
progress any more)
Try again: Yes, but more checks mean more time of work before another check can be made.
Faith (Wis; Specialized skill)
Faith determines how devoted to a particular god you are. The more ranks in faith, the more devotion you have towards your god.
You can worship a god without ever having faith, but having faith grants you certain boons. When you place your first rank into faith (at
character creation or in game through experience) then you must choose a god to worship (see religion chapter 6). This choice is an
important one as you will not be able to change gods without consequences (see below, loosing faith). Once you have chosen a god you
must then choose two of the Domains the god give access to. These two domains will be where you gain your spell benefits. Gods have
different alignments and each god has a list of allowed alignments, you must be one of these allowed alignments in order to worship that
particular god. Each god has its own prestigious title. If you meet the prerequisites of this title then you may choose to accept this title, by
accepting the title of your god you accept the penalties, restrictions and benefits that go with the title. See below for the benefits of
worshiping a god.
32
Domains: Each god gives access to at least three if not more domains. When you choose to worship a god you must choose two
of these as your domains. Each domain has a spell for every level of spell (0 9 th) and each time you gain access to cast that level of spell
you will receive the spell listed at that level for each of your two chosen domains. These spells come to you at no extra cost and you do not
have to spend downtime to learn them. Once you have chosen your two domains they will forever be your domains while worshiping your
god. You do not receive bonus domain spells per day due to an ability modifier. The chart below will show you how many times per day
you will be able to cast a domain spell. Also some domains will have skills that are associated with them. If this is the case you will gain 1
rank in each skill associated with your domains for each new rank you achieve in faith and the skill (or skills) will begin at 1 rank. This
benefit does not push your skill above the maximum rank, if the skill is at its maximum rank at the time you raise a rank in faith, then you
will loose the benefit of the bonus skill rank for that rank of faith.
Turning and rebuking: Good gods turn or destroy and evil gods rebuke or command. Every god allows you to either turn or
rebuke undead. Some domains allow you to also turn or rebuke creatures other than undead and will be listed under each domain. You will
use your Faith skill as the check with all its appropriate modifiers when using the turning or rebuking power. You will receive this
maneuver for free at Rank 1. More on this can be found in the gods section.
Loosing faith: at anytime you go against your gods edict and or his alignment you will be punished by loosing a rank in faith
(you do not get any experience you paid for that rank back). You will loose any benefits gained for that rank you lost until you can gain the
rank back (this includes the skill point bonus for domain associated skills and domain spells). At anytime you feel you need to cease
worshiping your god, you can turn your back on him and disown him. Doing so will cause you to loose all your ranks in faith as well as all
benefits. Furthermore that particular god and any ally of that god will not accept you as a worshiper at anytime. You can then follow
another god that will accept you by purchasing a rank in faith and thus starting the journey over again with a different god.
Check: To use faith as a caster check you roll 1d20 and add a +2 to the roll for each rank you have in the skill. The roll must
equal or beat the creatures spell resistance. Only your ranks count as a bonus to this type of roll (also any bonus that specifically states that
the bonus applies to overcoming spell resistance will apply). You will apply your full skill modifier on any attack roll needed to hit a target
with a spell you cast and your full skill modifier will apply when trying to counter a spell or prevent one of your spells from being
countered. Faith can be used to attempt to counter any type of magic. See chapter 10: magic for more details on how countering spells
work.
Rank Benefits: Increasing the rank of faith will increase your domain spells per day. You will receive your domain spells for free
when you are able to cast that level of spell. If you hold a prestigious title then you will receive benefits at different ranks. These are free
and you receive them as soon as you achieve the appropriate rank in faith (see each god for the different benefits).
Rank
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
1st
1
1
1
1
2
2
2
2
2
3
3
3
3
3
3
3
3
3
3
3
2nd
1
1
1
1
2
2
2
2
2
3
3
3
3
3
3
3
3
3
8th
1
1
1
2
2
3
9th
1
1
2
3
Forgery (Int)
Use this skill to fake a written order from the duchess instructing a jailer to release prisoners, to create an authentic-looking
treasure map, or to detect forgeries that others try to pass off.
Check: Forgery requires writing materials appropriate to the document being forged, enough light or sufficient visual acuity to
see the details of what youre writing, wax for seals (if appropriate), and some time. To forge a document on which the handwriting is not
specific to a person (military orders, a government decree, a business ledger, or the like), you need only to have seen a similar document
before, and you gain a +8 bonus on your check. To forge a signature, you need an autograph of that person to copy, and you gain a +4
bonus on the check. To forge a longer document written in the hand of some particular person, a large sample of that persons handwriting
is needed.
33
Your forgery check is opposed by the forgery check of the person who examines the document to check its authenticity. The
examiner gains modifiers on his or her check if any of the conditions on the table below exist.
Condition
Type of document unknown to reader
Type of document somewhat known to reader
Type of document well known to reader
Handwriting not known to reader
Handwriting somewhat known to reader
Handwriting intimately known to reader
Reader only casually reviews the document
A document that contradicts procedure, orders, or previous knowledge, or one that requires sacrifice on the part of the person checking the
document can increase that characters suspicion (and thus create favorable circumstances for the checkers opposing forgery check).
Action: Forging a very short and simple document takes about 1 minute. A longer or more complex document takes 1d4 minutes
per page.
Try again: No, not on the same document. No matter what the check is the person forging the document will think its good. And
there is no retry on the opposed check either. If a person fails his opposed check then he believes the document to be authentic.
Restriction: Forgery is a language dependent skill and you must know the language in order to read or write a document.
Barbarian Concepts cannot learn this skill unless they have paid for the ability to read and write (either through the merit or the maneuver)
Gather Information (Cha)
Use this skill for making contacts in an area, finding out local gossip, rumor mongering, collecting general information, and
finding out where to find teachers of certain skills or maneuvers.
Check: An evenings time, a few gold pieces for buying drinks and making friends, and a DC 10 gather information check to get
you a general idea of a citys major news items, assuming there are no obvious reasons why the information would be withheld. (Such
reasons might include racial enmity if you are an elf hanging out in an orc city, for example or your inability to speak the local
language.) The higher your check result, the better the information obtained.
If you want to find out about a specific rumor (which way to the ruined temple of Erythnul?) or a specific item (what can you
tell me about that pretty sword the captain of the guard walks around with?), or obtain a map, or do something along those lines, the DC
for the check is 15 to 25, or even higher.
Action: A typical gather information check takes 1d4+1 hours
Try again: Yes, but it takes time for each check and furthermore you can draw attention to yourself if you repeatedly pursue the
same type of information.
Haggling (Cha)
You use this skill to get a better price on something you are trying to buy or to sell something for more then the standard price
you will get.
Check: Normally all items are sold at book price (this might change if the area you are in sells them for more or less than book
value) and items are normally sold back to shops for half the book price (again could be different if the area you are in buys them for more
or less then half the book price). Haggling allows you to attempt to purchase something above the normal sell price or allows you to sell
something above the normal buy price. You roll your check against a DC of 15, any result greater than this will decrease or increase the
price by that amount in a percentage. For example: John is trying to buy a short sword which normally would be 10 gold. John makes his
check and his result is 22. 22 is a total of 7 above the DC so john would get a 7% discount on that item and the short sword would cost him
9 gold 3 silver.
The haggle check works so long as you stay in the shop and are purchasing or selling the same object. Any time you buy or sell a
different object a new roll is required or if you leave the shop for more than 2 hours and come back in to try and buy the same object. So in
the example above John can buy as many short swords as the guy has to offer at his discounted price so long as he stays in the shop or
comes back within 2 hours. This type of haggling check is only made at shops where the prices are standard.
If trying to haggle with an individual for a better price, the haggle check becomes an opposed roll. The DC is either 15 or the
opposed check, which ever is higher. A failure means the individual will not budge on their offered price.
Action: Haggling is part of communication and doesnt take time.
Try Again: No, not for the same item. The result you get is what you get unless you leave the shop for more than 2 hours.
Restriction: Haggling doesnt work for money exchange and in some situations it will not work at all or you might receive a
bonus or penalty depending on the NPC reaction toward you. Haggling will not ever work against another PC.
Handle Animal (Cha; Trained only)
34
Use this skill to drive a team of horses pulling a wagon over rough terrain, to teach a dog to guard, or to teach tyrannosaurus to
speak on your command.
Check: The DC depends on what you are trying to do.
1.
Task
Handle an animal
Push an animal
Teach an animal a trick
Train an animal for a general purpose
Rear a wild animal
See the specific trick or purpose below.
General Purpose
Combat riding
Fighting
Guarding
Heavy Labor
DC
20
20
20
15
Handle Animal DC
10
25
15 or 20 (1)
15 or 20 (1)
15 + HD of the animal
General purpose
Hunting
Performance
Riding
DC
20
15
15
Handle an animal: This task involves commanding an animal to perform a task or trick that it knows. For instance, to command a
trained attack dog to attack a foe requires a DC 10 handle animal check. If the animal is wounded or has taken any non-lethal damage or
ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.
Push an animal: To push an animal means to get it to perform a task or trick that it doesnt know but is physically capable of
performing. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep
cycles (see chapter 9: Adventuring). If the animal is wounded or has taken any non-lethal damage or ability score damage, the DC increases
by 2. If your check succeeds, the animal performs the task or trick on its next action.
Teach an animal a trick: you can teach an animal a specific trick with one week of work and a successful handle animal check
against the indicated DC. An animal with an intelligence score of 1 can learn a maximum of three tricks, while an animal with an
intelligence score of 2 can learn a maximum of 6 tricks. Possible tricks (and their associated DCs) include, but are not necessarily limited
to, the following:
Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack
and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals.
Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks, but
require only on handle animal check.
Come (DC 15): The animal comes to you, even if it normally would not do so (following you onto a boat, for example).
Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being
given. Alternatively, you can command the animal to defend a specific other character.
Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesnt know this trick continues to
fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches some random
object.
Guard (DC 20): The animal stays in place and prevents others from approaching
Heel (DC 15): The animal follows you closely, even to places where it normally wouldnt go.
Perform (DC 15): The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on
Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it
still defends itself if it needs to.
Track (DC 20): The animal tracks the scent presented to it. This requires the animal to have the scent ability.
Work (DC 15): The animal pulls or pushes a medium or heavy load
Train an animal for a purpose: Rather than teaching an animal individual tricks, you can simply train it for a general purpose.
Essentially, an animals purpose represents a pre-selected set of known tricks that fit into a common scheme, such as guarding or heavy
labor. The animal must meet all the normal prerequisites for all tricks included in the training package. If the package includes more than
three tricks the animal must have an intelligence score of 2.
An animal can be trained for only one general purpose, though if the creature is capable of learning additional tricks (above and
beyond those included in its general purpose), it may do so. Training an animal for a purpose requires fewer checks than teaching
individual tricks does, but no less time. The following is a list of purposes:
Combat riding (DC 20): An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and
heel. Training an animal for combat riding takes six weeks. You may also upgrade an animal trained for riding to one trained
for combat riding by spending three weeks and making a successful handle animal check (DC 20). The new general purpose and
tricks completely replace the animals previous purpose and any tricks it once knew. Warhorses and riding dogs are already
trained to bear riders into combat, and they dont require any additional training for this purpose.
Fighting (DC 20): An animal trained to engage in combat knows the tricks attack, down and stay. Training an animal for fighting
takes 3 weeks.
Guarding (DC 20): An animal trained to guard knows the tricks attack, defend, down and guard. This training takes 4 weeks.
35
Heavy labor (DC15): An animal trained for heavy labor knows the tricks come and work. This training takes 2 weeks.
Hunting (DC 20): An animal trained for hunting knows the tricks attack, down, fetch, heel, seek and track. This training takes six
weeks.
Performance (DC 15): An animal trained for performance knows the tricks come, fetch, heel, perform and stay. This training
takes 5 weeks
Riding (DC 15): An animal trained to bear a rider knows the tricks come, heel and stay. This training takes 3 weeks.
Rear a wild animal: To rear a wild animal means to raise a wild creature from infancy so that it becomes domesticated. A handler
can rear as many as three creatures of the same kind at once. A successfully domesticated animal can be taught tricks at the same time it is
being raised, or it can be taught as a domesticated animal later.
Action: Varies. Handling an animal is a move action, while pushing an animal is a full-round action. (A character with the Animal
Companion maneuver can handle her companion as a free action or push it as a move action). For tasks with specific time frames noted
above, you must spend half this time (at the rate of 3 hours per day per animal being handled) working toward the completion of the task
before you attempt the handle animal check. If the check fails, your attempt to teach, rear, or train the animal fails and you need not
complete the time. If the check succeeds, you must invest the remainder of the time to complete the teaching, rearing or training. If the time
is interrupted or the task is not followed through to completion, the attempt to teach, rear or train the animal automatically fails.
Try again: yes, except for rearing an animal.
Special: You can use this skill on a creature with an intelligence score of 1 or 2 that is not an animal, but the DC of any such
check increases by +5. Such creatures have the same limit on tricks known as animals do.
Untrained: If you have no ranks in handle animal, you can use a charisma check to handle and push domesticated animals, but
not to train them.
Heal (Wis)
Use this skill to keep a badly wounded friend from dying, to help others recover faster from wounds, to keep your friends from
succumbing to a wyverns poison sting, or to treat disease.
Check: The DC and effect depend on the task you attempt. DC 15 for first aid, Long term care, and to treat a wound from a
caltrop, spike growth or spike stones; DC for treat poison is the poisons save DC; DC to treat disease is the diseases save DC.
First Aid: You usually use first aid to save a dying character. If a character has negative hit points and is loosing hit points (at the
rate of 1 per round, 1 per hour, or 1 per day), you can make him or her stable. A stable character regains no hit points but stops loosing
them.
Long-Term Care: Providing long-term care means treating a wounded person for a day or more. If your heal check is successful,
the patient recovers hit points or ability score points (lost to ability damage) at twice the normal rate. You can tend as many as 6 patients at
a time. You will need a few supplies for this, bandages, salves, and so on, that are easy to come by in settled lands. Giving long-term care
acts, as light activity for the healer and you cannot give long term care to yourself.
Treat wound from caltrop, spike growth, or spike stones: A creature wounded by stepping on a caltrop moves at one-half normal
speed. A successful heal check removes this penalty. Creatures wounded by spike growth or stone spike spell must succeed on a reflex
saving throw or take injuries that reduce his speed by one-third. Another character can remove this penalty by spending 10 minutes to dress
the wound and succeeding on a heal check.
Treat Poison: To treat poison means to tend a single creature who has been poisoned and who is going to take more damage from
the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a heal
check. The poisoned character uses your heal check or his saving throw result, which ever is higher, for the save vs. poison.
Treat disease: works the same as treat poison.
Action: Providing first aid, treating a wound, or treating poison is a standard action. Treating a disease or tending a wound from
spike growth or spike stone is 10 minutes, providing long-term care is 8 hours of light activity.
Try again: No
Hide (Dex; Armor check penalty)
Use this skill to sink back into the shadows and precede unseen, to approach a wizards tower under the cover of brush, or to tail
someone through a busy street without being noticed.
Check: Your hide check is opposed by the spot check of anyone who might see you. You can move up to half your normal speed
and hide at no penalty. When moving at greater then half your normal speed you will take a 5 penalty. It is practically impossible (-20
penalty) to hide while attacking, running or charging.
Creatures larger or smaller than medium takes a size bonus or a penalty on hide checks depending on its size category: fine +16,
diminutive +12, tiny +8, small +4, large 4, huge 8, gargantuan 12, colossal 16
You need cover or concealment in order to attempt a hide check. Total cover or total concealment usually (but not always)
obviates the need for a hide check, since nothing can see you anyway.
36
If people are observing you, even casually, you cant hide. You can run around a corner or behind cover so that you are out of
sight and then hide, but the others then know at least where you went. If your observers are momentarily distracted you can attempt a hide
check if you can get to a hiding place of some kind that is within 1 foot per rank you have in hide. This check however is made at a 10
penalty because you have to move fast.
Sniping: If you already successfully hidden at least 10 feet from your target, you can make one ranged attack, then immediately
hide again. You take a 20 penalty on the hide check to conceal yourself after the shot.
Creating a diversion to hide: you can use the bluff skill to help you hide. A successful bluff check can give you the momentary
diversion you need to attempt a hide check while people are aware of you.
Action: Usually none, however hiding after an attack is a move action.
Special: If you are invisible you gain a +40 bonus to your hide check if you are immobile and a +20 bonus check if you are
moving around.
Intimidate (Cha)
Use this skill to get a bully to back down, to frighten an opponent or to make a prisoner give you the information you want.
Intimidation includes verbal threats and body language.
Check: You can change anothers behavior with a successful check. Your intimidation check is opposed by the targets modified
check (1d20 + Hit Dice (HD) + Wisdom bonus (if any) + any modifiers on save vs. fear). If you beat your targets check result, you may
treat the target as friendly, but only for the purpose of actions taken while it remains intimidated. That is, the target retains its normal
attitude, but will chat, advise, offer limited help, or advocate on your behalf while intimidated. The effect lasts as long as the target remains
in your presence, and for 1d6 x10 minutes afterward. After this time, the targets default attitude towards you shifts to unfriendly or to
hostile if already unfriendly.
If you fail the check by 5 or more, the target provides you with incorrect or useless information, or otherwise frustrates your
efforts.
Demoralize opponent: You can also use intimidate to weaken an opponents resolve in combat. To do so, make an intimidate
check opposed by the targets modified check (see above). If you win, the target becomes shaken for 1 round. A shaken character takes a 2
penalty on attack rolls, ability checks, and saving throws. . If you win, the target becomes shaken for 1 round per rank of intimidate. A
shaken character takes a 2 penalty on attack rolls, ability checks, and saving throws. You can only intimidate an opponent that you
threaten in melee combat and that can see you (yes, you can intimidate multiple opponents at once as long as you threaten each one and
they all can see you).
Action: varies, changing anothers behavior requires 1 minute of interaction, intimidating an opponent in combat is a standard
action.
Try again: No
Special: You receive a +4 to your intimidate check for each size category that you are larger than your target. Conversely, you
take a 4 penalty to your intimidate check for each size category that you are smaller than your target. A character immune to fear or nonintelligent creatures cannot be intimidated.
Jump (Str; Armor check penalty)
Use this skill to leap over pits, vault low fences, or reach a trees lowest branches.
Check: The DC and the distance you can cover vary according to the type of jump you are attempting (see below). Your jump
check is modified by your speed. If your speed is 30 ft (the speed of an unarmored human), than no modifier based on speed applies to the
check. If your speed is less than 30 ft, you take a 6 penalty for every 10ft of speed less than 30ft. If your speed is greater than 30ft, you
receive a +4 bonus for every 10ft beyond 30ft.
All jump DCs given here assume that you get a running start, which requires that you move at least 20ft in a straight line before
attempting the jump. If you do not get a running start the DC for the jump is doubled.
Distance moved by jumping is counted against your normal maximum movement in a round. For example: Joe has a movement
of 40ft. If he moves 30ft and then jumps across a 10ft chasm, hes moved 40ft total, so thats his move action.
If you have ranks in jump and you succeed on a jump check, you land on your feet (when appropriate). If you attempt a jump
check untrained, you land prone unless you beat the DC by 5 or more.
Long jump: A long jump is a horizontal jump, made across a gap like a chasm or a stream. At the midpoint of the jump, you attain
a vertical height equal to one-quarter of the horizontal distance. The DC for the jump is equal to the distance jumped (in feet). If your check
succeeds, you land on your feet at the far end. If you fail the check by less than 5, you dont clear the distance, but can make a reflex save
(DC 15) to grab the far edge of the gap. You end your movement grasping the far edge. If that leaves you dangling over a chasm or gap,
getting up requires an action and a climb check (DC 15).
High jump: A high jump is a vertical leap made to reach a ledge high above or to grasp something overhead, such as a tree limb.
The DC is equal to 4 times the distance to be cleared (in feet). If you jump up to grab something, a successful check indicates that you have
reached the desired height. If you wish to pull yourself up, you can do so with a move action and a climb check (DC 15). As with the long
jump the DC is doubled if you dont get a running start.
Obviously, the difficulty of reaching a given height varies according to the size of the creature or character. The maximum
vertical reach (height the character can reach without jumping) for an average creature of a given size starts at 1/2ft at the size of fine and is
37
doubled every size category, 1ft for diminutive, 2ft for tiny, 4ft for small, etc. Quadrupeds dont have the same vertical reach as bipedal
creatures; treat them as one size category smaller.
Hop up: You can jump up onto an object as high as your waist, such as a table or small boulder; with a DC 10 jump check. Doing
so counts as 10 feet of movement. You dont have to get a running start to hop up.
Jumping down: If you intentionally jump from a height, you take less damage than you would if you just fell. The DC for
jumping down is 15 and you do not need a running start to jump down. If you succeed on the check you take falling damage, but ignore the
first 10 feet of that damage.
Action: None, Jumping is a part of your move action. If you run out of movement mid-leap, then on your next turn you will
automatically loose your move action to finish the jump (even if you would have had extra movement left over after completing the jump,
you only get to complete the jump with your move action). You must complete the jump before taking your standard action.
Knowledge (Int; Trained only)
Like the craft and the profession skills, knowledge actually encompasses a number of unrelated skills. Knowledge represents a
study of some body of lore, possibly an academic or even scientific discipline. Below are listed typical fields of study. With your DMs
approval you can invent new areas of knowledge.
Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts)
Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin)
Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)
The planes (the inner planes, the outer planes, the astral plane, the ethereal plane, outsiders, elementals, magic related to the
planes)
Check: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20
to 30 (for really tough questions). In many cases, you can use this skill to identify monsters and their special powers or vulnerabilities. In
general, the DC of such a check equals 10 + the monsters HD. A successful check allows you to know the basics of the monster and all
their EX attack forms. For every 5 points above the DC that you score you can gain another bit of information (like knowing SP or SU
attacks; or EX, SP, or SU qualities). Alternatively you can ask specific questions about monsters and the DM will set the DC (Equal to no
less that 10 + the monsters HD + 5).
Action: None
Try again: No, you cannot try again on the same subject/target until you gain a new rank in the skill.
Listen (Wis)
Use this skill to hear approaching enemies, to detect someone sneaking up on you from behind, or to eavesdrop on someone
elses conversation.
Check: Your listen check is either made against a DC that reflects how quite the noise is that you might hear, or it is opposed by
your targets move silently.
1.
Listen DC
Sound
-10
A battle
0
People Talking (1)
5
A person in medium armor walking at a slow pace (10ft/rd) trying not to make any noise
10
An unarmored person walking at a slow pace (10ft/rd) trying not to make any noise
15
People talking on the other side of a stone wall (1)
15
People whispering (1)
19
A cat stalking
30
An owl gliding in for a kill
If you beat the DC by 10 or more, you can make out whats being said, assuming that you understand the language.
There are conditions that will modify the DC of your listen check. They are as follows: +5 through a door, +15 through a stone
wall, +1 Per 10 feet of distance, and +5 if the listener is distracted. These modifiers stack and you should use all that apply. In the case of
people trying to be quiet, the DCs given on the table could be replaced with move silently checks, in which case the indicated DC would
be their average check result (or close to it).
Action: None, unless actively attempting to hear something, in which case would be a move action.
Try again: yes
38
Special: A sleeping character can make a listen check at a 10 penalty. Success means he has awoken to the noise.
Martial Arts (Str; Specialized skill)
This skill represents your dedication to training your mind, body and spirit to act as one. This skill governs your ability to make
unarmed attacks. Aside from allowing you to purchase martial arts maneuvers, ranks in this skill also give the following benefits:
Unarmed strike: Your unarmed strike can be from your fists, elbows, knees or feet and does lethal damage (unless you choose to
make it non-lethal bashing damage). Your unarmed strike is treated as both a manufactured weapon and a natural weapon for the
purpose of spells and effects that enhance or improve either manufactured or natural weapons (magic fang and magic weapon).
These bonuses do not stack and will take the greater bonus of any spell or effect currently active on the character. Also you deal
more damage with your unarmed strike depending on your rank and size.
AC Bonus: When unarmored and unencumbered you will receive a bonus to your AC depending on your rank in martial arts.
This ac is a movement-based bonus, so if you are caught flat-footed then you loose this bonus to your AC.
Unarmored speed bonus: You will receive a speed bonus depending on your rank in martial arts only if you are unarmored and
unencumbered.
Each new rank in this skill will also give you skill points equal to 4 + Int Modifier. These skill points must be spent on skill in the
list below.
Skill list: Balance, Climb, Concentration, Craft, Diplomacy, Escape artist, Hide, Jump, Knowledge (arcana, religion), listen,
Move silently, Perform, Profession, scrounging, Sense motive, Spot, style, Swim, and Tumble
Rank Benefits: Increasing the rank of martial arts will increase your base attack bonus, base saving throws, unarmed damage, AC
bonus and unarmored speed bonus. You will gain 1 free Martial art maneuver for each new rank you achieve. You must still meet the
prerequisites of the maneuver chosen.
Rank
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
Fort
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Saving Throws
Ref
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
AC
Bonus
+0
+0
+0
+0
+1
+1
+1
+1
+1
+2
+2
+2
+2
+2
+3
+3
+3
+3
+3
+4
Unarmored
speed bonus
+0 ft.
+0 ft.
+10 ft.
+10 ft.
+10 ft.
+20 ft.
+20 ft.
+20 ft.
+30 ft.
+30 ft.
+30 ft.
+40 ft.
+40 ft.
+40 ft.
+50 ft.
+50 ft.
+50 ft.
+60 ft.
+60 ft.
+60 ft.
39
You can pick padlocks, finesse combination locks, and solve puzzle locks. The effort requires at least a simple tool of the
appropriate sort. Attempting to open lock without a set of thieves tools imposes a 2 penalty, while a set of masterwork thieves tools give
a +2 bonus.
Check: The DC for opening a lock varies from 20 to 40, depending on the quality of the lock as follows: DC 20 for very simple
locks, DC 25 for an Average lock, DC 30 for a good lock, and DC 40 for an amazing or superior lock.
Action: Opening a lock is a full-round action
Try again: Yes
Perform (Cha)
You are skilled in a type of artistic expression, which may encompass a variety of specific methods, and you know how
to put on a show.
Each of the nine categories of the performance skill includes a variety of methods, instruments or techniques. Each category can
be purchased as a separate maneuver of this skill. A small list of which is provided below.
DC 10 for routine performance (trying to earn money by playing in public is essentially begging. You can earn 1d10 cp/hour
DC 15 for an enjoyable performance (In a prosperous city, you can earn 1d10 sp per hour)
DC 20 for a great performance (in a prosperous city you can earn 3d10 sp/hour. In time, you may be invited to join a professional
troupe and may develop a regional reputation.)
DC 25 for a memorable performance (in a prosperous city you can earn 1d6 gp/hour. In time you may come to the attention of
noble patrons and develop a national reputation).
DC 30 for an extraordinary performance (in a prosperous city you can earn 2d6 gp/hour. In time you may draw the attention from
distant potential patrons, or even from extra planar beings).
A masterwork instrument will give a +2 circumstance bonus to your checks that involve that particular instrument.
Action: Varies, to earn money by performing requires an hours worth of playing, at which time you make a check and this is
repeated for each hour you play. A separate roll is also required for each hour to make sure you are performing at your best of ability. The
DM may allow you to roll once signifying an evenings worth of performance, but doing this means you only collect money off the one roll
(this is useful if being paid for an evenings worth of work).
Try again: No, not for the same hours worth of performance. If rolling for an evenings worth of work you are allowed to retry a
number of times equal to your charisma modifier. This retrying doesnt cover up your failures and might reduce the amount you get paid. If
you run out of retries before getting it right, then you could be fired (or worse depending on the city you are in, people have been known to
be hanged because of a bad performance on the wrong day in front of already aggravated kings). Furthermore each time you retry increase
the DC by +2.
Performance (Cha: Specialized skill)
This skill governs the ability to purchase performance maneuvers. These maneuvers are the ability to weave magic into and
through your performance and by such actions cause great astounding results on those that hear and watch you. Bard concepts are known
for their use of the arcane mystic side of the performance skill and those who fall under its effects are generally unaware of it until its too
late. Aside from its normal use a skill increasing ranks in performance allow you to gain access to purchase certain maneuvers and to cast a
selection of spells. Below is a spells per day progression governed by your ranks in performance.
Performance will be used anytime you need to make a caster check to overcome spell resistance, a spell calls for an attack roll to
hit your opponent with a targeted spell. Performance is also used to counter other Performance magic. This is only to counter and not to
dispel an effect already in place. See chapter 10: magic for more details on how countering spells work. Also your ranks in Performance
help determine how long spells last, how much damage they do or how many people it affects. The amounts of ranks you have help
determine many variables of different spells. You receive bonus performance spells per day for high Charisma scores. Each new rank in this
skill will also give you skill points equal to 6 + Int Modifier. These skill points must be spent on skill in the list below. Your cater level is
equal to your ranks in this skill
Check: To use performance as a caster check you roll 1d20 and add a +2 to the roll for each rank you have in the skill. The roll must
equal or beat the creatures spell resistance. Only your ranks count as a bonus to this type of roll (also any bonus that specifically states that
the bonus applies to overcoming spell resistance will apply). You will apply your full skill modifier on any attack roll needed to hit a target
40
with a spell you cast and your full skill modifier will apply when trying to counter a spell or prevent one of your spells from being
countered
Action: Casting spells and other performance maneuvers are generally a standard action, but are described in each maneuvers
description.
Skill list: Appraise, balance, bluff, climb, concentration, craft, decipher script, diplomacy, disguise, escape artist, gather
information, haggling, hide, jump, knowledge (all skills, taken individually), listen, move silently, perform, profession, scrounging, sense
motive, sleight of hand, speak language, spellcraft, style, swim, tumble, and use magic device.
Rank Benefits: Increasing the rank of performance will increase your spells per day, base attack bonus and base saving throws.
You will gain 1 free performance maneuver for each new rank you achieve. You must still meet the prerequisites of the maneuver chosen. A
zero score on the spells per day chart means that you only get bonus spells if you have any.
Rank
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
Fort
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Saving Throws
Ref
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
1st
0
1
2
3
3
3
3
3
3
3
3
3
3
4
4
4
4
4
4
0
2
3
3
3
3
3
3
3
3
3
3
3
3
4
4
4
4
4
4
4
5th
0
1
2
2
3
3
4
4
6th
0
1
2
3
4
+17/+12/+7/+2
+18/+13/+8/+3
+19/+14/+9/+4
+20/+15/+10/+5
+10
+11
+11
+12
+5
+6
+6
+6
+5
+6
+6
+6
41
Bloodthirsty rage: When you enter a bloodthirsty rage it will act as an uncontrolled rage with the following changes; You take a
6 AC penalty, you will stay in the rage for a number of rounds equal to the amount of damage taken from the hit that caused the rage + 1
round for every 2 points of damage taken after entering the Bloodthirsty rage. Also after killing your target you will then attack the next
creature or person (friend or foe) that is closest to you when your initiative comes up each round. Also in addition, you will act as if you
have the great cleave maneuver (you do not have to actually have this maneuver nor do you need to reach the requirements to have this
maneuver). When there is a tie for distance or when employing the great cleave you will randomly determine your target. Afterward you
will be exhausted for an equal amount of time that you spent in the rage.
Rage is very useful and very dangerous and the best thing for friendly targets to do is just keep their distance.
Skill list: Climb, craft, handle animal, intimidate, jump, listen, ride, scrounging, style, survival, and swim
Rank Benefits: Increasing the rank of Primal Rage will increase your base attack bonus and base saving throws. You will gain 1
free Primal rage maneuver for each new rank you achieve. You must still meet the prerequisites of the maneuver chosen.
Apothecary: This profession allows you to make mixtures of ingredients used for medicinal purposes, aid another: yes
Archaeologist: The ability to excavate (carefully and quickly dig out an area and unearth old ancient artifacts without damaging
them), to date old objects found (how many years old the object is), and to clean and somewhat preserve old objects making them
perfect for display. Aid another: yes
Barber: You are skilled at cutting and styling hair to suit the patrons taste. Aid another: no
Bartending: as a tavern-master you not only have the ability to serve drinks to satisfy your customers taste but you can also do it
with style. Aid another: yes
Bookkeeper: Allows you to track the income and expenditures of large households or businesses with accuracy. Aid another: yes
Cartographer: The ability to make reasonably accurate maps of oceans, coastlines, terrain or city layout. This profession will
receive a +2 synergy bonus if you also have 5 or more ranks in a knowledge skill appropriate to the maps you are making
(geography, dungeoneering, architecture, etc.). Aid another: yes
Chandler: you are skilled in the art of dipping bees wax and tallow candles. You even know the process of scenting them. Aid
another: yes
Courtesan: courtesans advise, seduce and entertain their clients, providing companionship on every level. You receive a synergy
bonus to this skill if you have 5 or more ranks in style, or a knowledge skill that is appropriate. Aid another: no
Engineer: This profession isnt about actually creating devices, instead it leans more toward designing devices. Knowing how to
make blueprints and plans for the construction of devices. This profession allows you to design every little detail that would go
into the creation of devices, knowing what materials can and should be used, what and where supports would go and general
costs of making the device. This can be used to make designs for fortifications, mechanical devices, buildings and other
structures. Aid another: yes
Farmer: You manage the day-to-day chores of running a farm Aid another: yes
Fencer: Fencing is the ability to sell stolen goods. This is knowing how and who to approach with said stolen objects and how
much stolen objects would be worth (which is always lower than the amount of the same object that is legitimate). A fencer
makes his money by taking a small cut from the goods he sells for other people. Aid another: no
Fisherman: You are skilled at fishing, knowing what bait is good in what areas, where some of the better spots are to fish, You
are also trained to run a fishing boat. Aid another: yes
Fortuneteller: This profession consists of various means to divine the future, palm reading, card reading, knowledge of omens,
bone casting and more. This is not about being accurate and instead is about making the paying customer believe that your
predictions are true. It is the ability to speak vaguely, allowing the customer to fill in the blanks. Aid another: no
Gambling: The odds always favor the house. You know how to play those odds, placing careful wagers and studying the faces of
your opponents. This profession isnt about cheating, as you dont break the rules, you simply play the odds as closely as
possible. Bluffing and slight of hand can be used to gain bonuses to this skill. Aid another: no
Gardener: you are skilled at laying out, planting and maintaining a decorative landscape. Aid another: yes
Guardsmen: This is the profession of standing watch for countless hours and making sure everything stays on the up and up. Aid
another: yes
Guide: Most major cities are bewildering mazes of narrow streets and towering buildings. This profession allows you to know
and understand the common placement of city design. Furthermore for every rank you have in this profession you know one city
like the back of your hand and with a successful check know all the legitimate spots (and possibly a few illegitimate spots if roll
high enough). This skill can also represent knowledge of a specific forest, dessert, mountain pass, and dungeon or underground
passage. Each rank allows you to pick a specific spot of knowledge (be it city or otherwise). Aid another: no
Herbalist: The ability to dry and prepare herbs and plants for use. Aid another: yes
Innkeeper: You manage the day-to-day chores of running an inn Aid another: yes
42
Lumberjack: You are capable of quickly and accurately cutting down trees without bringing harm to people or structures around
you. Aid another: yes
Miller: You are capable of operating and repairing a mill Aid another: yes
Miner: you are capable of setting up and supervising a mining operation. Aid another: yes
Porter: You are capable of transporting goods and people thru the city or across greater distances. You know the major roads that
lead from city to city and how to pack so that you have enough provisions and still enough room for the object (s) or person (s)
you are porting. Aid another: yes
Rancher: You manage the day-to-day chores of running a ranch Aid another: yes
Sailor: allows you to understand the wind and how it effects the rigging, to navigate by the stars and plot a course, how to fire
cannons at enemy ships and everything else it takes to crew a ship. Aid another: yes
Scribe: You carefully and neatly write, either copying from a book or taking dictation. Aid another: no
Siege engineer: You know how to operate siege equipment and can supervise a crew. Aid another: yes
Stable hand: You manage the day-to-day chores of running a stable Aid another: yes
Steward: You are capable of managing a household: buying food, directing servants, etc. Aid another: yes
Woodcutter: You are capable of making quick and accurate work of logs and turning them into firewood, wooden planks, boards,
poles, and grinding them for pulp. Aid another: yes
Check: You can practice your trade and make a decent living, earning about half your profession check result in gold pieces per week
of dedicated work. You know how to use the tools of the trade, how to perform the professions daily tasks, how to supervise helpers, and
how to handle common problems. The DM sets the DC for specific or specialized tasks. It is sometimes handy to have more than one
profession due to the fact that some places might not have a need for a specific profession. Most profession checks are made during
downtime.
Action: varies, a weeks worth of work or otherwise noted by the DM as per individual tasks.
Try again: No, and failing a check by 5 or more means something bad has happened or something has gone wrong. Normal DC
for any given check is 10 unless otherwise stated by the DM.
Ride (Dex)
You can ride a mount, be it horse, riding dog, griffon, dragon, or some other kind of creature suited for riding. If you attempt to
ride a creature that is ill suited as a mount (such as most bipedal creatures), you take a 5 penalty on your ride checks.
Check: Typical riding actions dont require checks. You can saddle, mount, ride and dismount from a mount without a problem.
The following tasks do require checks.
Guide with knees (DC 5): you can react instantly to guide your mount with your knees as to use both hands in combat. Make the
ride check at the beginning of your turn. If you fail then you can only use one hand this round because you need the other to guide your
mount.
Stay in saddle (DC 5): you can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you
take damage. This usage does not take an action.
Fight with warhorse (DC 10): If you direct your war-trained mount to attack in battle, you can still make your own attack or
attacks normally. This usage is a free action.
Cover (DC 15): you can react instantly to drop down and hang along side your mount, using it as cover. You cant attack or cast
spells while using your mount as cover. If you fail your check by 4 or less then you dont gain the benefits of cover and if you fail by 5 or
more then you have effectively thrown yourself off your mount (this could be especially bad if you mount is a flying mount). This usage
does not take an action.
Soft Fall (DC 15): You can react instantly to try and take no damage when you fall off a mount when it is killed, or when it
falls, or when you throw yourself off (this doesnt apply to falling from a flying mount). If you fail your check you will take 1d6 of falling
damage for travel speeds of 50ft or less. Increase the damage by +1d6 for every 10ft of speed over 50ft.
Leap (DC 15): you can get your mount to leap obstacles as part of its movement. Use your ride modifier or its jump modifier
(which ever is lower) to see how far the creature can jump. If you fail the ride check you fall off your mount while its jumping and take the
appropriate damage. This usage does not take an action but is part of the creatures move action.
Spur mount (DC 15): You can spur your mount to great speeds with a move action. A successful ride check increases the mounts
speed by 10ft for 1 round but deals 1 point of damage to the mount. You can use this ability every round but each consecutive round of
additional speed deals twice as much damage then the previous round (2 points, 4 points, 8 points, etc).
Control mount in battle (DC 20): as a move action you can attempt to control a light horse, pony, heavy horse or other mount not
trained for combat riding while in battle. If you fail the ride check you cannot do anything else that round.
Fast Mount or dismount (DC 20): you can attempt to mount or dismount from a mount of up to one size category larger than
yourself as a free action, provided that you still have a move action available that round. If you fail the ride check then mounting or
dismounting is a move action. You cant use this ability on a mount that is more than one size category larger than yourself. Armor check
penalty applies to this roll.
Action: Varies, as per noted above
Try again: no
43
Special: If you are riding bareback then you receive a 5 penalty for all ride checks and saddles give a +2 bonus for staying in
saddle checks.
Righteousness (Cha; Trained Only; Lawful Good alignment only)
This skill represents knighthood, chivalry, and everything that is right and just. It governs your ability to purchase Righteousness
maneuvers and to gain access to Divine spells.
Righteousness will be used anytime you need to make a caster check to overcome spell resistance of evil creatures, a spell calls
for an attack roll to hit your opponent with a targeted spell (only if hes evil). Righteousness is also used to counter other divine magic if
and only if that magic is cast from an evil source. This is only to counter and not to dispel an effect already in place. See chapter 10: magic
for more details on how countering spells work. Also your ranks in Righteousness help determine how long spells last, how much damage
they do or how many people it affects. The amounts of ranks you have help determine many variables of different spells. You receive bonus
divine spells per day for high Wisdom scores. Each new rank in this skill will also give you skill points equal to 2 + Int Modifier. These
skill points must be spent on skill in the list below. Your cater level is equal to your ranks in this skill
Check: To use Righteousness as a
Base Attack
Saving Throws
Spells per day by level
caster check you roll 1d20 and add a +2 to
Rank
Bonus
Fort
Ref
Will
1st
2nd
3rd
4th
the roll for each rank you have in the skill.
1
+1
+2
+0
+0
The roll must equal or beat the creatures
2
+2
+3
+0
+0
spell resistance. Only your ranks count as a
3
+3
+3
+1
+1
bonus to this type of roll (also any bonus
4
+4
+4
+1
+1
0
that specifically states that the bonus applies
5
+5
+4
+1
+1
0
to overcoming spell resistance will apply).
6
+6/+1
+5
+2
+2
1
You will apply your full skill modifier on
7
+7/+2
+5
+2
+2
1
any attack roll needed to hit a target with a
8
+8/+3
+6
+2
+2
1
0
spell you cast and your full skill modifier
9
+9/+4
+6
+3
+3
1
0
will apply when trying to counter a spell or
10
+10/+5
+7
+3
+3
1
1
prevent one of your spells from being
11
+11/+6/+1
+7
+3
+3
1
1
0
countered.
12
+12/+7/+2
+8
+4
+4
1
1
1
13
+13/+8/+3
+8
+4
+4
1
1
1
Action: Righteousness checks are
14
+14/+9/+4
+9
+4
+4
2
1
1
0
not actions; they are made as parts of other
15
+15/+10/+5
+9
+5
+5
2
1
1
1
actions
16
+16/+11/+6/+1
+10
+5
+5
2
2
1
1
17
+17/+12/+7/+2
+10
+5
+5
2
2
2
1
Try again: No
18
+18/+13/+8/+3
+11
+6
+6
3
2
2
1
19
+19/+14/+9/+4
+11
+6
+6
3
3
3
2
Skill list: Concentration, craft,
20
+20/+15/+10/+5
+12
+6
+6
3
3
3
3
diplomacy, handle animal, heal, knowledge
(nobility and royalty, religion), profession, ride, sense motive, and style
Rank Benefits: Increasing the rank of Righteousness will increase your spells per day, base attack bonus and base saving throws.
You will gain 1 free Righteousness maneuver for each new rank you achieve. You must still meet the prerequisites of the maneuver chosen.
A zero score in the spells per day chart mean you will only receive bonus spells if you have any.
Scrounging (Wis)
Every mans trash is another mans treasure. This saying has much more meaning for you. You use this skill to find food, a
change of clothing, a make shift weapon or any other mundane piece of equipment that can be found lying about in a city. Alternatively,
you have an eye for sifting thru trash and can use this skill to sift thru debris. Using this skill takes but only 1 full round of searching a
10x10 area of debris and a successful check to find anything that would be useful (not necessarily valuable, though valuable items can be
found too).
Check: The DC of the skill check and time it takes depends on how you are using the scrounging skill. Using this skill to
scrounge up a useful piece of equipment in a city will take 1 hour and the DC is as follows; DC 5 for anything that costs less than 1 silver
piece, DC 10 for anything that cost 1 silver piece up to 9 silver pieces, and DC 10 + value of object (in gold pieces) for anything else.
Obviously this skill wont find you anything too valuable but with a decent enough check you can find things of a value up to 10 gold or
more. Alternatively, instead of searching for a specific item you can just scrounge for anything of value. You make your scrounging skill
check and the DM comes up with something appropriate in value no greater than your check results. This use still takes an hour.
You can also use this skill to quickly search thru debris or trash in an area. This takes 1 full round per 10ft x 10ft area and a skill
check (DC 15). Success means you find something (if something was there to find in the first place). Use of this skill in this fashion simply
represents your ability to pick out trash from non trash very quickly and as such means you spend less time turning over every piece of
debris and more time turning over the debris that could potentially be covering up something. This skill can uncover anything from broken
(but easily repairable) objects to anything valuable that might have been hidden by the trash or debris.
Action: Varies, see above
Try again: No, not in the same area.
Search (Int)
44
You can find secret doors, simple traps, hidden compartments, and other details not readily apparent. The search skill allows a
character to discern some small detail or irregularity through active effort. Search does not allow you to find complex or magical traps
unless you have the Stealth: Find traps maneuver.
Check: You generally must be within 10 ft of the object being or surface to be searched. The DCs for specific tasks are as
follows:
Dwarves (even if they do not have the find traps maneuver) can use search to find traps built into or out of stone.
A successful search check can find a footprint or similar sign of a creatures passage, but it wont let you follow a trail.
See the track maneuver for the appropriate DC.
Action: It takes a full round action to search a 5ft x 5ft area or a volume of goods 5 ft on a side.
Sense Motive (Wis)
Use this skill to tell when someone is bluffing you, to discern hidden messages in conversations, or to sense when someone is
being magically influenced. This skill represents sensitivity to body language, speech habits, and mannerisms of others.
Check: A successful check lets you avoid being bluffed. You can also use this skill to determine when something is up (that is,
when something odd is going on) or to assess someones trustworthiness. The DC and different tasks are as follows:
Hunch (DC 20): this use of the skill involves making a gut assessment of the social situation. You can get the feeling from
anothers behavior that something is wrong, such as when youre talking to an imposter. Alternatively, you can get the feeling that someone
is trustworthy.
Sense Enchantment (DC 25 or 15): You can tell that someones behavior is being influenced by an enchantment effect (by
definition, a mind-affecting effect), such as charm person, even if that person isnt aware of it. The DC is usually 25, but if the target is
dominated, the DC is only 15 because of the limited range of the targets activities.
Discern secret message (DC Varies): you may use sense motive to detect that a hidden message is being transmitted via the bluff
skill. In this case, your sense motive check is opposed by the bluff check of the character transmitting the message. For each piece of
information relating to the message that you are missing, you take a 2 penalty on your sense motive check. For example, if you eavesdrop
on people planning to assassinate a visiting diplomat, you take a 2 penalty on your check if you dont know about the diplomat. If you
succeed by 4 or less, you know that something hidden is being communicated, but you cant learn anything specific about its content. If
you beat the DC by 5 or more, you intercept and understand the message. If you fail by 4 or less, you dont detect any hidden
communication. If you fail by 5 or more, you infer some false information.
Action: Trying to gain information with a sense motive generally takes at least 1 minute, and you could spend a whole evening
trying to get a sense of the people around you.
Try again: no
Sleight of Hand (Dex; Trained Only; Armor check penalty)
You can cut or lift a purse and hide it on your person, palm an unattended object, hide a light weapon in your clothing, or perform
some feat of legerdemain with an object no larger than a hat or a loaf of bread.
Check: A DC 10 sleight of hand check lets you palm a coin-sized, unattended object. Performing a minor feat of legerdemain,
such as making a coin disappear, also has a DC of 10 unless an observer is determined to note where the item went.
When you use this skill under close observation, your skill check is opposed by the observers spot check. The observers success
doesnt prevent you from performing the action, just from doing it unnoticed.
You can hide a small object (including a light weapon, such as a hand axe, or an easily concealed ranged weapon, such as a dart,
a sling or a hand crossbow) on your body. Your sleight of hand check is opposed by the spot check of anyone observing you or the search
check of anyone frisking you. In the latter case, the searcher gains a +4 bonus on the search check, since its generally easier to find such an
object then to hide it. A dagger is easier to hide than most light weapons and gives you a +2 bonus to do so. An extraordinarily small object
(a coin, a ring, a shuriken) grants you a +4 bonus and heavy or baggy clothing (such as a cloak) grants you a +2 bonus on the check.
Drawing a hidden weapon is a standard action that doesnt provoke an attack of opportunity.
If you try to take something from another creature, you must make a DC 20 sleight of hand check to obtain it. The opponent
makes a spot check to detect the attempt, opposed by the same sleight of hand check result you achieved when you tried to grab the item.
An opponent who succeeds on this check notices the attempt, regardless of whether you got the item.
You can also use sleight of hand to entertain an audience as though you were using the performance skill. In such case your act
encompasses elements of legerdemain, juggling, and the like.
Action: Any sleight of hand check normally id a standard action. However, you may perform a sleight of hand check as a free
action by taking a 20 penalty on the check.
45
Try again: Yes, but after an initial failure, a second sleight of hand attempt on the same target (or while being watched by the
same observers who noticed your previous attempt) increases the DC by 10
Speak Language (none; Trained only)
Common languages and their alphabets are summarized on the table below. The speak language skill doesnt work like other
skills. Languages works as follows.
You start out knowing one or two languages (depending on race), plus an additional number of languages equal to your
intelligence bonus.
You can purchase speak language just like other skills; you treat each new language like a new skill when determining time and
costs.
You dont make speak language checks, you either know the language or you dont.
A literate character can read and write any language they can speak. Although some spoken languages share the same alphabet. If
this is the case when you come across someone you cant understand, you can always write it down and see if they understand it
that way.
Language
Typical speakers
Alphabet
Abyssal
Demons, Chaotic evil outsiders
Infernal
Aquan
Water-based creatures
Elven
Auran
Air-based creatures
Draconic
Celestial
Good outsiders
Celestial
Common
Humans, haflings, half-elves, half-orcs
Common
Draconic
Kobolds, troglodytes, Lizardfolk, dragons
Draconic
Druidic
Druids
Druidic
Dwarven
Dwarves
Dwarven
Elven
Elves, half-elves
Elven
Giant
Ogres, giants
Dwarven
Gnome
Gnomes
Dwarven
Goblin
Goblins, hobgoblins, bugbears
Dwarven
Gnoll
Gnolls
Common
Halfling
Halflings
Common
Ignan
Fire-based creatures
Draconic
Infernal
Devils, lawful evil outsiders
Infernal
Orc
Orcs, half-orcs
Dwarven
Sylvan
Dryads, brownies, leprechauns
Elven
Terran
Xorns and other earth-based creatures
Dwarven
Undercommon
Drow, mind flayers
Elven
Spellcraft (Int; Trained only)
Use this skill to identify spells, as they are cast or spells already in place.
DC 13 when using read magic to identify a glyph of warding. No action required, must have read magic active.
DC 15 + spell level to identify spells being cast (you must be able to hear or see the spells verbal or somatic components). No
action required. No retry
DC 15 + spell level to learn a spell from a spellbook, thru research or a scroll. No retry for that spell until you gain a rank in
spellcraft. Requires 8 hours
DC 15 + spell level when casting detect magic to determine the school of magic involved in the aura of a single item or creature
you can see. No action required, must have detect magic active.
DC 19 when using read magic to identify a symbol. No action required, must have read magic active.
DC 20 + spell level to identify a spell that is already in place and in effect. You must be able to see or detect the effects of the
spell. No retry and no action required.
DC 20 + spell level to identify materials created or shaped by magic, as such as noting that an iron wall is the result of an iron
wall spell. No retry and no action required
DC 20 + spell level to decipher a written spell (such as a scroll) without using read magic. One try per day, requires a full-round
action.
DC 25 + spell level after rolling a saving throw against a spell targeted on you, to determine what that spell was. No retry and no
action required.
DC 20 to draw a diagram to allow dimensional anchor to be cast on a magic circle spell. Requires 10 minutes and no retry
DC 30 or higher to understand a strange or unique magical effect, such as the effects of a magic stream. Time required varies and
no retry.
Check: you can identify spells and magical effects. The DC for spellcraft checks relating to various tasks are as per above.
Spot (Wis)
46
Use this skill to notice bandits waiting in ambush, to see a rogue lurking in the alley, to see through a disguise, to read lips, or to
see the monstrous centipede in the pile of trash.
Check: The spot skill is used primarily to detect characters or creatures that are hiding. Typically, your spot check is opposed by
the hide check of the creature trying not to be seen. Sometimes a creature isnt intentionally hiding but is still difficult to see, so a
successful spot check is necessary to notice it.
A spot check result higher than 20 will generally let you become aware of an invisible creature near you, though you cant
actually see it. Spot is also used to detect someone in disguise, and to read lips when you cant hear or understand what someone is saying.
The DM may call for a spot check to determine the distance at which an encounter begins. A penalty applies on such checks,
depending on the distance between the two individuals or groups, and an additional penalty may apply if the character making the spot
check is distracted (not concentrating on being observant).
Rank
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
Fort
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Saving Throws
Ref
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Will
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Style (Cha)
Style is the ability to show off your skills and how good or impressive you can be while performing these skills and thus raising
your own reputation, Style is the ability to show your comrades just how easy something is in hopes to raise their morals and make it easier
for them to perform the same skills (if he can do it, so can I), Style is the ability to make something look so hard that your opponents loose
moral and doubt their own ability making it harder for them to perform the same skills (man did you see that, no way I can do that)
Check: Make a style skill check with the same DC as the skill used make the skill look impressive. Even failed skill checks look
good (you still fail the skill but at least you do so with some style). If you roll a 1 on a skill check you will be loosing 1 point of reputation
if that skill is tied to a reputation. You can avoid this with a style check by adding +5 to the DC of the skill used. Success means you still
failed the skill (assuming rolling a 1 would be a failure for you) but did not loose any reputation.
Showoff: you can attempt to show off your skill in an attempt to impress people. You do this by making a style check (DC is
equal to the DC of the skill or action used +5) and if you succeed then you increase your reputation tied to that skill or action by
+1. If you fail by 5 or more then you loose a point of reputation tied to that skill or action. You must succeed on the skill or action
to use style in this way and using style in this way only works on skills or actions that are tied to one of the types of reputation.
47
Help allies: You can attempt to help your allies with their skill checks by showing them just how easy something is. First you
must succeed on a style check (DC is equal to the DC of the skill in question). After succeeding on the style check you can then
add +5 to the DC of the skill making it harder for you to succeed but giving your allies a bonus if you do (so long as they attempt
to perform the same skill you just performed). This bonus is +2 for every +5 you add to the DC of the skill. For example: you and
your party members need to jump across a 15ft chasm. You have a +15 to your jump skill checks, so you know this will be no
problem for you. You make your style check (at a DC of 15, same as the DC of the skill) and succeed. Feeling pretty confident
you decide to increase the DC of the jump check by +10, now making it a DC of 25. All you need to roll is a 10 or higher and you
succeed. If you then succeed on the skill check with the higher DC then all your allies watching this display receive a +4 bonus to
their jump check. This portion of the style skill can only be used on the following skills: Balance, Climb, Disguise, Escape artist,
Hide, Jump, Move silently, Perform, Ride, Swim, Tumble, and Use rope. If it is a trained only skill that is used your allies must
still have at least 1 rank in the skill to use the skill.
Hinder opponents: You can hinder your opponents skill checks by making a skill look harder to pull off then it really is. The way
this works is you must take a penalty on your skill check (can be anything from 1 to 20) and then you must succeed on the skill
check. After you succeed on your skill check you make a style check. All opponents witnessing your display that try to perform
the same skill must make a Will save (Dc is equal to your Style check result). All opponents that fail their save must take the
same penalty that you took when they make their skill check. For example: If you were being chased by some guards and needed
to make a Jump skill check to jump from one roof to another over a 15ft gap and you had a +15 to your jump check, you could
take a 10 penalty on your skill check. Lets say you rolled a 12. This result plus your bonus of +15 and minus the penalty of 10
would equal a total result of 17. Since you made the jump you now make a style check and roll a 14 adding to this your bonus of
+5 and the total would be a 19. Any guard that tries to make the jump will have to make a Will save at a DC of 19. If they fail
then they must make their Jump skill check with a penalty of 10 (equal to the penalty you took). If the make their Will save then
they do not take the penalty and must make a normal Jump skill check. This portion of the style skill can only be used on the
following skills: Balance, Climb, Jump, Ride, Swim, and Tumble. This effect stays in effect until their next skill check (of the
same skill you just performed) or 3 rounds have past, which ever happens first.
Action: No action required you use style as a part of another action
Retry: No, not on the same action.
Survival (Wis)
Use this skill to follow tracks, hunt wild game, guide a party safely through frozen wastelands, and identify signs that owlbears
live nearby, predict the weather, or avoid quicksand and other natural hazards.
Check: you can keep yourself and others safe and fed in the wild. Below are the DCs for the various tasks that require a survival
check. Survival does not allow you to follow tracks unless you have the Track maneuver
DC 10 to get along in the wild. Move up to half your speed while hunting and foraging (no food or water supplies needed). You
can provide food and water for one other person for every 2 points you exceed the DC of 10 on your check.
DC 15 to gain a +2 on all fortitude saves against severe weather while moving up to half your speed or gains a +4 if remaining
stationary. You may grant the bonus to one other character for every 1-point you exceed the DC on your check.
DC 15 to predict the weather up to 24 hours in advance. You can predict the weather an additional day in advance for every 5
points that exceed the DC on your check.
DC varies for following tracks (see track maneuver). Cannot use this ability without the track maneuver
Hunting: You can use survival for hunting checks when trying to hunt for more food then just enough to get by for the day. Make
a check DC 10 and success means you have successfully gained 3lbs. Of meat. You also will gain an additional 3lbs of meat for
every 2 points over the DC. After your check roll 1d6 to determine what type of animal you killed: 1-2 = fowl, 3-4 = fur hide, 5-6
= leather hide. The type listed is a generic list of the raw materials you have also acquired off the animal you killed. Fowl
represents gaining feathers, fur hide represents gaining a hide with fur (which can be used for fur garments or turned into leather),
and leather hide represents gaining a hide that can only be turned into leather. To find out how much you gained, take your check
result and times that by 5. This will give you the cp amount of raw materials you have gained. Sometimes you will want to hunt
for a specific animal. Doing this will increase the DC by +5 and is subject to whether the animal lives in the area or not. Finding
an artic wolf in a temperate jungle is impossible. Also when hunting a specific animal you do not go by the check above. Instead
you are subject to gaining 40% of the weight of the animal in lbs of meat (or 80% if a successful butcher check is made) and you
gain 1 hide off that animal or a certain amount of feathers. See equipment animal products to find out just how much value
different animal hides or feathers have. The gp listed is how much people will pay for the item and in the description will be a
raw material value.
Action: varies. A single survival check may represent activity of the course of hours or a full day.
Try again: yes, for getting along in the wild and receive the fortitude bonus its one check every 24 hours. To avoid getting lost or
avoid natural hazards one check is allowed when the situation calls for it. For finding tracks you can retry a fail roll each hour.
Special: if you have 5 or more ranks you can automatically discern where true north is in relation to yourself.
48
DC 15 to reduce falling damage by 1 die (a 20 foot fall normally gives 2d6 damage, but a successful check will make this 1d6
damage).
DC 15 to tumble at half your speed as part of a normal movement, provoking no attacks of opportunity while doing so. Check for
each opponent you pass and add +2 to the DC for each creature you pass after the first.
DC 25 to tumble at half speed through an area occupied by an enemy, provoking no attacks of opportunity while doing so. Check
for each opponent you pass and add +2 to the DC for each creature you pass after the first. Failure means you stop before
entering their square and take an attack of opportunity.
Obstructed or otherwise treacherous surfaces, such as natural cavern floors or undergrowth, are tough to tumble through and the
DC is modified as follows:
+2 DC if the surface is lightly obstructed (light debris, shallow bog (it is impossible to tumble through a deep bog), undergrowth)
+5 DC if the surface is severely obstructed (natural cavern floor, dense debris, or dense undergrowth)
DC 25 to activate blindly
DC 20 to use a wand
DC 25 to emulate a race
49
DC 30 to emulate an alignment
Activate Blindly: some magic items are activated by special words, thoughts, or actions. You can activate such an item as if you
were using the activation word, thought, or action, even when youre not and even if you dont know it. You do have to perform some
equivalent activity in order to make the check. That is you must speak, wave the item around, or otherwise attempt to get it to activate. You
get a special +2 bonus on your check if you activated the item at least once before. If you fail by 9 or less, you cant activate the device. If
you fail by 10 or more, you suffer a mishap. A mishap means the magical energy is released but it doesnt do what you wanted it to do. The
DM will determine the mishap.
Written spell: this usage works just like deciphering a written spell with the spellcraft skill, except that the DC is 5 points higher.
Deciphering a written spell requires 1 minute of concentration.
Emulate an ability score: to cast a spell from a scroll, you need a high score in the appropriate ability (intelligence for wizards
spells, wisdom for divine, or charisma for performance spells). Your effective ability score is your magic device check result minus 15. If
you already have a high enough score in the appropriate ability, you dont need to make this check.
Emulate an alignment: some magic items have positive or negative effects based on the users alignment. Use magic device lets
you use these items as if you were of an alignment of your choice. You can emulate only one alignment at a time.
Emulate a specialized skill maneuver: sometimes you need to use a maneuver to activate a magic item. In this case your effective
rank of the specialized skill is the check result minus 20. For example: Matt finds a magic chalice that turns regular water into holy water
when someone channels positive energy into as if turning undead. Matts effective Faith level is his check result minus 20. Since you can
get the turning undead ability at rank 1 of faith then matt would need to make a 21 on his check result. This does not mean you have the
ability nor does it mean you qualify to purchase the ability. It simply means that you will trick the item into thinking you have the ability so
you can activate the item.
Emulate a different concept: Some magic items are only usable by a certain concept. If successful then you are considered that
concept so long as you are using the item. If you stop using it (take it off, put the weapon down or away) then you will have to reroll your
use magic device to emulate the concept again. If the item has charges or activation you must make the check each item you activate the
item. Only one concept can be emulated at a time
Emulate a race: Some magic items work only for members of certain races or work better for certain races. If successful then you
are considered that race so long as you are using the item. If you stop using it (take it off, put the weapon down or away) then you will have
to reroll your use magic device to emulate the race again. If the item has charges or activation you must make the check each item you
activate the item. Only one race can be emulated at a time.
Use a scroll: if you are casting a spell from a scroll, you have to decipher it first. Normally, to cast a spell from a scroll, you must
know the spell maneuver of the scrolls spell. Use magic device allows you to use a scroll as if you had that spell on your spell list. In
addition casting a spell from a scroll requires a minimum score (10 + spell level) in the appropriate attribute. If you dont have the required
attribute score then you must emulate the score with a separate use magic device check. The use of this skill also applies to other spell
trigger magic items, such as staffs.
Use a wand: Normally, to use a wand, you must know the spell maneuver of the wands spell. The use of this skill allows you to
use a wand as if you had the appropriate spell maneuver.
Action: none, use of this skill is part of the action to activate the item.
Retry: yes, but if you ever roll a natural 1 while attempting to activate an item and fail, then cant try to activate that magic item
for 24 hours.
Special: You cannot take 10 on this skill and you cannot aid another.
Use Rope (Dex)
With this skill, you can make firm knots, undo tricky knots, and bind prisoners with ropes.
Check: most tasks with a rope are relatively simple. The DC for the various tasks are listed below:
DC 10 to tie a firm knot
DC 10 (add +2 to the DC for every 10 feet the hook is thrown see below) to secure a grappling hook
DC 15 to tie a special knot, such as one that slips, slides slowly or loosens with a tug.
DC 15 to tie a rope around yourself one-handed
DC 15 to splice two ropes together (you can splice wire into rope and splice wire together with tools and adding +5 to the DC)
DC varies to bind a character
Secure a grappling hook: securing a grappling hook requires a use rope check (DC 10 +2 for every 10 feet of distance thrown, to
a max of DC 20 at 50 feet). A failure by 4 or less means the hook fails to catch and falls allowing you to try again. Failure by 5 or more
means the grappling hook will hold initially but will come loose after 1d4 rounds of supporting your weight.
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Bind a character: When you bind another character with a rope, you receive +10 to your check. Your check result is the DC for
the person bound to attempt an escape artist check.
Action: varies, throwing a grappling hook is a standard action that provokes an attack of opportunity. Tying a knot, a special knot
or tying the rope around you one-handed is
Base Attack
Saving Throws
Spells per day by level
a full-round action that provokes an attack
Rank
Bonus
Fort
Ref
Will
1st
2nd
3rd
4th
of opportunity. Splicing takes 5 minutes per
1
+1
+2
+2
+0
1 foot spliced, and binding a character takes
2
+2
+3
+3
+0
1 minute.
3
+3
+3
+3
+1
4
+4
+4
+4
+1
0
Wilderness Lore (Wis; Specialized skill)
5
+5
+4
+4
+1
0
This skill governs your ability to
6
+6/+1
+5
+5
+2
1
survive in the wilderness. Not just finding
7
+7/+2
+5
+5
+2
1
food, water and shelter, not just knowing
8
+8/+3
+6
+6
+2
1
0
your heading as to not get lost, but knowing
9
+9/+4
+6
+6
+3
1
0
the monsters and terrain of the wilderness.
10
+10/+5
+7
+7
+3
1
1
Knowing tactical advantage spots and how
11
+11/+6/+1
+7
+7
+3
1
1
0
to fight using the terrain to your benefit.
12
+12/+7/+2
+8
+8
+4
1
1
1
Simply put wilderness lore governs your
13
+13/+8/+3
+8
+8
+4
1
1
1
ability to combat in the wilderness and
14
+14/+9/+4
+9
+9
+4
2
1
1
0
against the wilderness. This specialized skill
15
+15/+10/+5
+9
+9
+5
2
1
1
1
will also allow you to have access to
16
+16/+11/+6/+1
+10
+10
+5
2
2
1
1
purchase wilderness maneuvers and Druidic
17
+17/+12/+7/+2
+10
+10
+5
2
2
2
1
spells.
18
+18/+13/+8/+3
+11
+11
+6
3
2
2
1
Wilderness lore will be used
19
+19/+14/+9/+4
+11
+11
+6
3
3
3
2
anytime you need to make a caster check to
20
+20/+15/+10/+5
+12
+12
+6
3
3
3
3
overcome spell resistance of favored
enemies, a spell calls for an attack roll to hit your opponent with a targeted spell (only if hes your favored enemy). Wilderness lore is also
used to counter other druidic magic if and only if that magic is cast from one of your favored enemies. This is only to counter and not to
dispel an effect already in place. See chapter 10: magic for more details on how countering spells work. Also your ranks in wilderness lore
help determine how long spells last, how much damage they do or how many people it affects. The amounts of ranks you have help
determine many variables of different spells. You receive bonus Druidic spells per day for high Wisdom scores. Each new rank in this skill
will also give you skill points equal to 6 + Int Modifier. These skill points must be spent on skill in the list below. Your cater level is equal
to your ranks in this skill
Check: To use wilderness lore as a caster check you roll 1d20 and add a +2 to the roll for each rank you have in the skill. The roll
must equal or beat the creatures spell resistance. Only your ranks count as a bonus to this type of roll (also any bonus that specifically states
that the bonus applies to overcoming spell resistance will apply). You will apply your full skill modifier on any attack roll needed to hit a
target with a spell you cast and your full skill modifier will apply when trying to counter a spell or prevent one of your spells from being
countered.
Action: Wilderness lore checks are not actions; they are made as parts of other actions
Try again: No
Skill list: Concentration, craft, handle animal, heal, hide, jump, knowledge (dungeoneering, geography, nature), listen, move
silently, profession, ride, scrounging, search, spot, style, survival, swim, and use rope.
Rank Benefits: Increasing the rank of wilderness lore will increase your spells per day, base attack bonus and base saving throws.
You will gain 1 free wilderness maneuver for each new rank you achieve. You must still meet the prerequisites of the maneuver chosen. A
zero score in the spells per day chart mean you will only receive bonus spells if you have any.
51
Chapter 5: Maneuvers
Maneuvers are a special feature that either gives your character a new capability or improves one she already has. Unlike a skill,
a maneuver has no ranks. A character either has the maneuver or she doesnt.
Acquiring Maneuvers
You gain maneuvers in the following ways
Your beginning concept choice will give you one or more bonus starting maneuvers.
You can spend freebie points to purchase other maneuvers that you qualify for. The cost is 6 freebie points for 1 maneuver.
Every time you gain a new rank in a specialized skill you will receive 1 free maneuver that must be chosen from one listed
under that specialized skill. You must still be able to qualify for the maneuver you want to choose. Anyone can choose a
maneuver listed under the general maneuvers as their free maneuver instead of choosing something listed under the specialized
skill that just received a new rank.
You can purchase any maneuver you qualify for with experience points. The cost for each maneuver is 6 exp.
Humans will receive one bonus maneuver of their choice (this can be from any list so long as you meet the prerequisites of the
maneuver chosen)
Everyone will receive one bonus maneuver (this can be from any list so long as you meet the prerequisites of the maneuver
chosen) at the beginning of the game. Everyone will receive an additional bonus maneuver for every 3HD they achieve (1 bonus
maneuver at HD 3, 6, 9, 12, 15, and 18)
When you purchase maneuvers with experience points you must also spend downtime learning that maneuver. First is to find
someone that can teach you (anyone who has the maneuver can teach it to you), then you make arrangements and pay the monetary cost (if
any), finally you spend 2 weeks downtime to learn maneuvers. You do not have to spend exp, downtime or any additional cost for
maneuvers acquired by concept, freebie points, race, increased HD, or maneuvers received for increasing the rank of a specialized skill.
Prerequisites
Some maneuvers will have prerequisites that must be met before you can acquire that maneuver. The prerequisites can be a
certain rank in a specialized skill, a certain ability score, a specific attack bonus, or even other maneuvers and possibly more. So long as
you meet the prerequisites you can purchase the maneuver (even if a maneuver is listed under a different grouping. For example: if Brian
wanted to pick up the maneuver quick draw he would need an attack bonus of +1. This maneuver is listed under combat but doesnt mean
he has to have any ranks in combat to buy this maneuver because thats not the requirement). There are maneuvers known as prestigious
maneuvers. These are classified under prestigious titles. In order to purchase a maneuver from a prestigious title you must first meet the
requirements of that title and then you must meet the requirements of each individual maneuver listed under that title.
Maneuver List
Below is a listing of each maneuver you can acquire. This chart will give you the type of maneuver it is (arcane spellcasting,
combat, stealth, etc.) The name of the maneuver, the prerequisites, and a small description of its benefits. Following the chart will be a
more detailed description of each maneuver in alphabetical order. You will not find any Faith maneuvers here as they are listed separately
under each individual god in chapter 6. You will also not find any spell descriptions here as the descriptions of each spell is located in
chapter 11: spells.
Name
Acrobatic
Agile
Alertness
Animal affinity
Athletic
Deceitful
Deft hands
Diehard
Diligent
Endurance
Great fortitude
Improved initiative
Investigator
Iron will
Leadership
Lightning reflexes
Literate
Magical aptitude
Negotiator
Nimble fingers
Persuasive
Quick draw
General Maneuvers
Prerequisites
Benefits
+2 bonus on jump and tumble checks
+2 bonus on balance and escape artists checks
+2 bonus on listen and spot checks
+2 bonus on handle animal and ride checks
+2 bonus on climb and swim checks
+2 bonus on disguise and forgery checks
+2 bonus on sleight of hands and use rope checks
Endurance
Remain conscious at 1 to 9 hit points
+2 bonus on appraise and decipher script checks
+4 bonus on checks or saves to resist non-lethal damage
+2 bonus on fortitude saves
+4 bonus on initiative checks
+2 bonus on gather information and search checks
+2 bonus on will saves
6 ranks in a specialized skill
Attract cohorts and followers
+2 bonus on reflex saves
Must have illiterate flaw
You can now read and write languages you know
+2 bonus on spellcraft and use magic device checks
+2 bonus on diplomacy and sense motive checks
+2 bonus on disable device and open lock checks
+2 bonus on bluff and intimidate checks
Base attack bonus +1
Draw weapon as a free action
52
Run
Self-sufficient
Skill focus
Spell Knowledge
Stealthy
Toughness
Name
Augment summoning
Brew potion
Combat casting
Craft magic arms and armor
Craft rod
Craft staff
Craft wand
Craft wondrous item
Empower spell
Enlarge spell
Eschew materials
Extend spell
Forge ring
Greater spell focus
Greater spell penetration
Heighten spell
Improved counterspell
Maximize spell
Quicken spell
Scribe scroll
Silent spell
Summon Familiar
Spell focus
Spell mastery
Spell penetration
Still spell
Widen spell
Name
Armor proficiency (Heavy)
Armor proficiency (light)
Armor proficiency (medium)
Blind fight
Cleave
Combat expertise
Combat reflexes
Dodge
Exotic Weapon Proficiency
Far shot
Great cleave
Greater parry
53
bonus +8
Greater Two-weapon fighting
Greater weapon focus
Greater weapon specialization
54
Whirlwind attack
Name
Armor proficiency (Heavy)
Armor proficiency (light)
Armor proficiency (medium)
Augment summoning
Brew potion
Combat casting
Craft magic arms and armor
Craft rod
Craft staff
Craft wand
Craft wondrous item
Empower spell
Enlarge spell
Eschew materials
Extend spell
Extra turning
Forge ring
Greater spell focus
Greater spell penetration
Heighten spell
Improved counterspell
Improved turning
Maximize spell
Quicken spell
Scribe scroll
Shield proficiency
Silent spell
Simple weapon proficiency
Spell focus
Spell penetration
Still spell
Weapon focus
Widen spell
Name
A thousand faces
Animal companion
Armor proficiency (light)
Armor proficiency (medium)
Augment summoning
Brew potion
Combat casting
55
Still spell
Timeless body
Trackless step
Trample
Venom Immunity
Widen spell
Wild empathy
5 ranks in a spellcasting
specialized skill
9 ranks in a spellcasting
specialized skill
12 ranks in a spellcasting
specialized skill
5 ranks in a spellcasting
specialized skill
3 ranks in a spellcasting
specialized skill
12 ranks in a spellcasting
specialized skill
Spell focus
Spell penetration
Mounted combat
Ride 1 rank
Wis 13, ability to use wild
shape
Druidic spellcasting (rank 1)
Druidic spellcasting (rank 4)
Mounted combat
1 rank in a spellcasting
specialized skill
Mounted combat, ride-byattack
Druidic spellcasting (rank 15)
Druidic spellcasting (rank 3)
Mounted combat
Druidic spellcasting (rank 9)
Druidic spellcasting (rank 1)
Craft rod
Craft staff
Craft wand
Craft wondrous item
Empower spell
Enlarge spell
Eschew materials
Extend spell
Forge ring
Greater spell focus
Greater spell penetration
Heighten spell
Improved counterspell
Maximize spell
Mounted archery
Mounted combat
Natural spell
Nature sense
Quicken spell
Resist natures lure
Ride-by-attack
Scribe scroll
Shield proficiency
Silent spell
Simple weapon proficiency
Spell focus
Spell penetration
Spirited Charge
56
Woodland Stride
Name
Abundant step
Blind fight
Bonus Maneuver # 1
Prerequisites
Martial arts (rank 12)
Martial arts (rank 1)
Bonus Maneuver # 2
Bonus Maneuver # 3
Combat expertise
Combat reflexes
Deflect arrows
Diamond body
Diamond soul
Dodge
Empty body
Evasion
Extra Flurry
Flurry of blows
Greater flurry of blows
Greater parry
Improved disarm
Improved evasion
Improved feint
Improved flurry of blows
Improved grapple
Improved parry
Improved trip
Improved unarmed strike
Ki strike (Adamantine)
Ki strike (Lawful)
Ki strike (magic)
57
Mobility
Parry
Dodge
Combat expertise, Base attack
bonus +1
Perfect self
Purity of body
Quivering Palm
Name
Armor proficiency (light)
Augment summoning
Bardic knowledge
Bardic music
Combat casting
Combat reflexes
Countersong
Dodge
Eschew materials
Exotic Weapon Proficiency
Fascinate
Greater spell focus
Greater spell penetration
Improved counterspell
Inspire Competence
reduction
+4 dodge bonus to AC against some attacks of opportunity
Use move action to parry attacks and add +1d6 to AC when
successful and +2 bonus on your next attack roll on a single
opponent.
You become a magical creature
Gain immunity to all diseases except for supernatural and magical
diseases
Can set up vibrations in the body of another and then at a later time
attempt to slay them.
If within arms reach of a wall, treat the fall as if it were 20 feet
shorter when determining damage
If within arms reach of a wall, treat the fall as if it were 30 feet
shorter when determining damage
If within arms reach of a wall, treat the fall as if it were 40 feet
shorter when determining damage
If within arms reach of a wall, treat the fall as if it were 50feet
shorter when determining damage
If within arms reach of a wall, treat the fall as if it were 60 feet
shorter when determining damage
If within arms reach of a wall, treat the fall as if it were 70 feet
shorter when determining damage
If within arms reach of a wall, treat the fall as if it were 80 feet
shorter when determining damage
If within arms reach of a wall, treat the fall as if it were 90 feet
shorter when determining damage
If within arms reach of a wall you will take no damage from any
distance
Catch a deflected ranged attack
Move before and after melee attack
+2 bonus on saves against enchantment school of magic
Stun opponent with unarmed strike
No longer take ability score penalties for aging
Can speak with any living creature
One melee attack against each opponent within reach
Can heal your own wounds, 2 points per rank of martial arts per
day. This healing does not have to be used all at once
Performance Maneuvers
Prerequisites
Benefits
No armor check penalties on attack rolls
Spell focus (conjuration)
Summoned creatures gain +4 Str and +4 Con
Performance (rank 1)
Make a check to see if you know information about local notable
people, legendary items, or noteworthy places.
Performance (rank 1)
1/day per rank of performance you can use your song or poetry to
produce magical effects on those around you.
+4 on concentration checks for defensive casting
Additional attacks of opportunity
Performance (rank 1), Perform
Counter magical effects that depend on sound
(rank 3), Bardic music
Dex 13
+1 dodge bonus to AC against selected target
Cast spells without material components
Base attack bonus +1
No penalty on attacks with specific exotic weapon
Performance (rank 1), Perform
Cause one or more creatures to become fascinated with you.
(rank 3), Bardic music
Spell focus
+1 bonus on save DCs against a specific school of magic
Spell penetration
+4 bonus to checks to defeat spell resistance
+4 bonus to your counterspell checks
Performance (rank 3), Perform
Help an ally succeed at a task
(rank 6), Bardic music
58
Inspire courage +1
Inspire courage +2
Inspire courage +3
Inspire courage +4
Inspire heroics
Inspire greatness
Mass suggestion
Mobility
Rapid reload
Shield proficiency
Simple weapon proficiency
Song of freedom
Spell focus
Spell penetration
Spring attack
Suggestion
Weapon finesse
Weapon focus
Name
Armor proficiency (light)
Armor proficiency (medium)
Blind fight
Cleave
Combat expertise
Combat reflexes
Damage Reduction 1/ Damage Reduction 2/ Damage Reduction 3/ Damage Reduction 4/ Damage Reduction 5/ Dodge
Exotic Weapon Proficiency
Far shot
Fast Movement
Great cleave
Greater parry
Greater rage
Improved bull rush
Improved Critical
Inspire courage in your allies giving +1 on saves vs. charm and fear
effects and on weapon attack and damage rolls
Inspire courage in your allies giving +2 on saves vs. charm and fear
effects and on weapon attack and damage rolls
Inspire courage in your allies giving +3 on saves vs. charm and fear
effects and on weapon attack and damage rolls
Inspire courage in your allies giving +4 on saves vs. charm and fear
effects and on weapon attack and damage rolls
Inspire heroism in yourself or a willing ally within 30 feet which
gives you +4 bonus on saves and a +4 dodge bonus to AC
Inspire greatness in yourself or a willing ally within 30ft, granting
extra fighting capability
As per suggestion but can affect any number of creatures already
fascinated with you
+4 dodge bonus to AC against some attacks of opportunity
Reload crossbow more quickly
No armor check penalty on attack rolls
No 4 penalty on attack rolls with all simple weapons
Can create an effect equal to the break enchantment spell
+1 bonus on save DCs against a specific school of magic
+2 bonus on checks to defeat spell resistance
Move before and after melee attack
Can make a suggestion (as per the spell) to a creature that is already
fascinated with you
Use Dex modifier instead of Str modifier on attack rolls with light
melee weapons
+1 on attack rolls with selected weapon
59
Improved disarm
Improved feint
Improved overrun
Improved parry
Improved precise shot
Improved shield bash
Improved sunder
Improved trip
Improved uncanny dodge
Indomitable will
Many shot
Martial weapon proficiency
Mighty Rage
Mobility
Mounted archery
Mounted combat
Parry
Point blank shot
Power attack
Precise shot
Rage (1/day)
Rage (2/day)
Rage (3/day)
Rage (4/day)
Rage (5/day)
Rage (6/day)
Rapid reload
Rapid shot
Ride-by-attack
Shield proficiency
Shot on the run
Simple weapon proficiency
Spirited Charge
Spring attack
Tireless rage
Trample
Trap sense +1
Trap sense +2
Trap sense +3
Trap sense +4
attack bonus +8
Combat expertise
Combat expertise
Power attack
Parry, Base attack bonus +5
Dex 19, point blank shot,
precise shot, base attack bonus
+11
Shield proficiency
Power attack
Combat expertise
Primal rage (rank 5), Uncanny
dodge
Primal rage (rank 14), Rage
(1/day)
Dex 17, point blank shot, rapid
shot, base attack bonus +6
Primal rage (rank 20), Greater
rage
Dodge
Mounted combat
Ride 1 rank
Combat expertise, Base attack
bonus +1
Str 13
Point blank shot
Primal rage (rank 1)
Primal rage (rank 4), Rage
(1/day)
Primal rage (rank 8), Rage
(2/day)
Primal rage (rank 12), Rage
(3/day)
Primal rage (rank 16), Rage
(4/day)
Primal rage (rank 20), Rage
(5/day)
Proficiency with crossbow
Dex 13, point blank shot
Mounted combat
Dex 13, Dodge, mobility, point
blank shot, base attack bonus
+4
Mounted combat, ride-byattack
Mobility, base attack bonus +4
Primal rage (rank 17), Rage
(1/day)
Mounted combat
Primal rage (rank 3)
Primal rage (rank 6), Trap
sense +1
Primal rage (rank 9), Trap
sense +2
Primal rage (rank 12), Trap
sense +3
60
Trap sense +5
Trap sense +6
Uncanny dodge
Weapon focus
Whirlwind attack
Name
Armor proficiency (Heavy)
Armor proficiency (light)
Armor proficiency (medium)
Aura of courage
Aura of good
Cleave
Combat casting
Combat expertise
Detect evil
Divine grace
Divine Health
Dodge
Exotic Weapon Proficiency
Great cleave
Greater parry
Greater spell penetration
Improved bull rush
Improved counterspell
Improved disarm
Improved overrun
Improved parry
Improved shield bash
Improved sunder
Lay on hands
Martial weapon proficiency
Mobility
Mounted archery
Mounted combat
Parry
Power attack
Remove disease 1/week
Remove disease 2/week
Remove disease 3/week
Remove disease 4/week
Remove disease 5/week
Ride-by-attack
Shield proficiency
Simple weapon proficiency
Righteousness Maneuvers
Prerequisites
Benefits
Armor proficiency (medium)
No armor check penalties on attack rolls
No armor check penalties on attack rolls
Armor proficiency (light)
No armor check penalties on attack rolls
Righteousness (rank 3)
Gain Immunity to fear and all allies within 10 feet receive a +4
bonus vs. fear
Righteousness (rank 1)
Gain an aura of good
Power attack
Extra melee attack after dropping target
+4 on concentration checks for defensive casting
Int 13
Trade attack bonus for AC (max 5 points)
Righteousness (rank 1)
Can detect evil at will as per the spell
Righteousness (rank 2)
Add Cha bonus to all saves
Righteousness (rank 3)
Gain immunity to all diseases including supernatural and magical
Dex 13
+1 dodge bonus to AC against selected target
Base attack bonus +1
No penalty on attacks with specific exotic weapon
Cleave, power attack, base
No limit to cleave attacks each round
attack bonus +4
Improved Parry, Base attack
Use attacks of opportunity to parry attacks and add +2d8 to AC
bonus +8
when successful and +6 bonus on your next attack roll on a single
opponent.
Spell penetration
+4 bonus to checks to defeat spell resistance
Power attack
+4 bonus on bull rush attempts; no attacks of opportunity
+4 bonus to your counterspell checks
Combat expertise
+4 bonus on disarm attempts; no attack of opportunity
Power attack
+4 bonus on overrun attempts; no attacks of opportunity
Parry, Base attack bonus +5
Use attacks of opportunity to parry attacks and add +1d10 to AC
when successful and +4 bonus on your next attack roll on a single
opponent.
Shield proficiency
Retain shield bonus to AC when shield bashing
Power attack
+4 bonus on sunder attempts; no attacks of opportunity
Righteousness (rank 2), Cha 12 Can heal wounds by touch.
No penalty on attacks with all martial weapons
Dodge
+4 dodge bonus to AC against some attacks of opportunity
Mounted combat
Half penalty for ranged attacks while mounted
Ride 1 rank
Negate hits on mount with ride check
Combat expertise, Base attack
Use move action to parry attacks and add +1d6 to AC when
bonus +1
successful and +2 bonus on your next attack roll on a single
opponent.
Str 13
Trade attack bonus for damage (up to base attack bonus)
Righteousness (rank 6)
Can produce a remove disease effect as per the spell
Righteousness (rank 9),
Can produce a remove disease effect as per the spell
Remove disease 1/week
Righteousness (rank 12),
Can produce a remove disease effect as per the spell
Remove disease 2/week
Righteousness (rank 15),
Can produce a remove disease effect as per the spell
Remove disease 3/week
Righteousness (rank 18),
Can produce a remove disease effect as per the spell
Remove disease 4/week
Mounted combat
Move before and after mounted charge
No armor check penalty on attack rolls
No 4 penalty on attack rolls with all simple weapons
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Righteousness (rank 1)
Name
Armor proficiency (light)
Combat expertise
Combat reflexes
Dodge
Evasion
Exotic Weapon Proficiency
Far shot
Greater parry
Improved Critical
Improved disarm
Improved feint
Improved parry
Improved precise shot
Improved trip
Improved uncanny dodge
Many shot
Mobility
Parry
Point blank shot
Precise shot
Rapid reload
Rapid shot
Shot on the run
Simple weapon proficiency
Sneak attack (+1d6)
Sneak attack (+2d6)
Add Cha bonus to attack roll and deal 1 point of extra damage per
rank in righteousness on one normal attack
Add Cha bonus to attack roll and deal 1 point of extra damage per
rank in righteousness on one normal attack
Add Cha bonus to attack roll and deal 1 point of extra damage per
rank in righteousness on one normal attack
Add Cha bonus to attack roll and deal 1 point of extra damage per
rank in righteousness on one normal attack
Add Cha bonus to attack roll and deal 1 point of extra damage per
rank in righteousness on one normal attack
Gain the service of an unusually intelligent, strong and loyal steed
+2 bonus on checks to defeat spell resistance
Double damage with mounted charge
Move before and after melee attack
Target cannot avoid mounted overrun
Gain the ability to turn undead
+1 on attack rolls with selected weapon
Stealth Maneuvers
Benefits
No armor check penalties on attack rolls
Trade attack bonus for AC (max 5 points)
Additional attacks of opportunity
+1 dodge bonus to AC against selected target
On any reflex save that has a save for half damage, you take no
damage if you make the save instead of half. Full damage if you fail
Base attack bonus +1
No penalty on attacks with specific exotic weapon
Point blank shot
Increase range increment by 50% or 100%
Improved Parry, Base attack
Use attacks of opportunity to parry attacks and add +2d8 to AC
bonus +8
when successful and +6 bonus on your next attack roll on a single
opponent.
Proficiency with weapon, Base
Double threat range of specific weapon
attack bonus +8
Combat expertise
+4 bonus on disarm attempts; no attack of opportunity
Combat expertise
Feint in combat as a move action
Parry, Base attack bonus +5
Use attacks of opportunity to parry attacks and add +1d10 to AC
when successful and +4 bonus on your next attack roll on a single
opponent.
Dex 19, point blank shot,
Ignores less than total cover/concealment on ranged attacks
precise shot, base attack bonus
+11
Combat expertise
+4 bonus on trip attempt; no attack of opportunity
Stealth (rank 8), Uncanny
Can no longer be flanked
dodge
Dex 17, point blank shot, rapid
Shoot two or more arrows simultaneously
shot, base attack bonus +6
Dodge
+4 dodge bonus to AC against some attacks of opportunity
Combat expertise, Base attack
Use move action to parry attacks and add +1d6 to AC when
bonus +1
successful and +2 bonus on your next attack roll on a single
opponent.
+1 bonus on ranged attack and damage within 30 feet
Point blank shot
No 4 penalty for shooting into melee
Proficiency with crossbow
Reload crossbow more quickly
Dex 13, point blank shot
One extra ranged attack each round
Dex 13, Dodge, mobility, point
Move before and after ranged attack
blank shot, base attack bonus
+4
No 4 penalty on attack rolls with all simple weapons
Stealth (rank 1)
Do extra damage when an opponent is flanked by you or losses his
Dex to his AC
Stealth (rank 3), Sneak attack
Do extra damage when an opponent is flanked by you or losses his
(+1d6)
Dex to his AC
Prerequisites
Int 13
Dex 13
Stealth (rank 2)
62
Spring attack
Trapfinding
Trap sense +1
Stealth (rank 3)
Trap sense +2
Trap sense +3
Trap sense +4
Trap sense +5
Trap sense +6
Uncanny dodge
Stealth (rank 4)
Weapon finesse
Weapon focus
Name
1st favored enemy
2nd favored enemy
3rd favored enemy
4th favored enemy
5th favored enemy
Animal companion
Armor proficiency (light)
Camouflage
Cleave
Combat casting
Combat expertise
Combat reflexes
Wilderness Maneuvers
Prerequisites
Benefits
Wilderness lore (rank 1)
Gain your first favored enemy and receive bonuses against them
Wilderness lore (rank 5), 1st
Gain your second favored enemy and receive bonuses against them
favored enemy
Wilderness lore (rank 10), 2nd
Gain your third favored enemy and receive bonuses against them
favored enemy
Wilderness lore (rank 15), 3rd
Gain your fourth favored enemy and receive bonuses against them
favored enemy
Wilderness lore (rank 20), 4th
Gain your fifth favored enemy and receive bonuses against them
favored enemy
Wilderness lore (rank 4)
Allows you to have an animal companion from a selective list
No armor check penalties on attack rolls
Wilderness lore (rank 13)
Can use the hide skill in any natural terrain
Power attack
Extra melee attack after dropping target
+4 on concentration checks for defensive casting
Int 13
Trade attack bonus for AC (max 5 points)
Additional attacks of opportunity
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Combat style
Combat style mastery
Dodge
Evasion
Exotic Weapon Proficiency
Far shot
Great cleave
Greater parry
Spell penetration
Wilderness lore (rank 17)
Power attack
Wilderness lore (rank 6),
Combat style
Proficiency with weapon, Base
attack bonus +8
Combat expertise
Combat expertise
Power attack
Parry, Base attack bonus +5
Improved counterspell
Improved Critical
Improved disarm
Improved feint
Improved overrun
Improved parry
Improved precise shot
Improved shield bash
Improved sunder
Improved trip
Many shot
Martial weapon proficiency
Mobility
Mounted archery
Mounted combat
Parry
Point blank shot
Power attack
Precise shot
Rapid reload
Rapid shot
Ride-by-attack
Shield proficiency
Shot on the run
Simple weapon proficiency
Spell penetration
Spirited Charge
Spring attack
Swift tracker
Track
Trample
Weapon finesse
64
Weapon focus
Wild empathy
Woodland Stride
Whirlwind attack
Maneuver Descriptions
Here is the format for the maneuver descriptions
Maneuver Name
A description of the maneuver and what it does or represents in plain language
Prerequisite: a minimum ability score, other maneuver or maneuvers, a minimum base attack bonus, a minimum number of ranks
in one or more skills, a minimum number of ranks in one or more specialized skills, or other requirements in order to gain access to a
particular maneuver. Some maneuvers will have different prerequisites and as long as one of them is met you can purchase or select the
maneuver. Other maneuvers have multiple prerequisites and all listed must be met in order to purchase or select the maneuver. The
difference is everything that must be met will be in quotations . Everything inside the quotations means all listed must be met. When
quotations are separated by the word, or, it means one or the other must be met. An example of multiple perquisites within quotations:
Great cleave has the prerequisites of cleave, power attack, base attack bonus of +4. All of the things listed within the quotations must
be met in order to purchase or select this maneuver. An example of quotations separated by the word or: Evasion has the prerequisites of
martial arts (rank 2) or stealth (rank 2) or wilderness lore (rank 9). Any one of the three things listed within the quotations must be
met in order to purchase or select this maneuver, but you need not have all three things.
Benefit: what the maneuver enables the character (you in the maneuver description) to do. You cannot select a maneuver more
than once unless the maneuver says otherwise. Even if you can select the same maneuver more than once the effects do not stack unless
the maneuver says otherwise.
Normal: what a character who does not have the Maneuver is limited to or restricted from doing. If not having a maneuver causes
no particular drawback this entry is absent
Special: Additional facts and information about the maneuver will be listed here
1st Favored enemy
A type of enemy which you have had extensive study and training in the proper combat techniques.
Prerequisite: wilderness lore (rank 1)
Benefit: You choose an enemy from the list and receive benefits when using skills against them or when combating them. Receive
a +2 bonus on bluff, listen, sense motive, spot, and survival checks when using them against the selected enemy. Also receive +2 bonus on
weapon damage rolls against the selected enemy.
Special: If the character chooses humanoids or outsiders as a favored enemy he must also choose a subtype as noted on the list. If
an enemy falls into more than one category of favored enemy (for instance a devil is both an evil and a lawful outsider) the characters
bonuses do not stack, simply take the higher of the two bonuses. The list of possible favored enemies is: Aberration, Animal, Construct,
Dragon, Elemental, Fey, Giant, Humanoid (aquatic), Humanoid (dwarf), Humanoid (elf), Humanoid (goblinoid), Humanoid (gnoll),
Humanoid (gnome), Humanoid (halfling), Humanoid (human), Humanoid (orc), Humanoid (reptilian), Magical beast, Monstrous
humanoid, Ooze, Outsider (air), Outsider (chaotic), Outsider (earth), Outsider (evil), Outsider (fire), Outsider (good), Outsider (lawful),
Outsider (native), Outsider (water), Plant, Undead, Vermin
2nd Favored enemy
A type of enemy which you have had extensive study and training in the proper combat techniques.
Prerequisite: Wilderness lore (rank 5), 1st favored enemy
Benefit: You choose an enemy from the list and receive benefits when using skills against them or when combating them. Receive
a +2 bonus on bluff, listen, sense motive, spot, and survival checks when using them against the selected enemy. Also receive +2 bonus on
weapon damage rolls against the selected enemy. The same enemy that was selected before cannot be selected again.
Special: Your benefits for your 1st favored enemy increase and are now +4 on listed skills and damage rolls
3rd Favored enemy
65
A type of enemy which you have had extensive study and training in the proper combat techniques.
Prerequisite: wilderness lore (rank 10), 2nd favored enemy
Benefit: You choose an enemy from the list and receive benefits when using skills against them or when combating them. Receive
a +2 bonus on bluff, listen, sense motive, spot, and survival checks when using them against the selected enemy. Also receive +2 bonus on
weapon damage rolls against the selected enemy. The same enemy that was selected before cannot be selected again.
Special: Your benefits for your 1st favored enemy increase and are now +6 on listed skills and damage rolls. Your benefits for
your 2nd favored enemy increase and are now +4 on listed skills and damage rolls
4th Favored enemy
A type of enemy which you have had extensive study and training in the proper combat techniques.
Prerequisite: wilderness lore (rank 15), 3rd favored enemy
Benefit: You choose an enemy from the list and receive benefits when using skills against them or when combating them. Receive
a +2 bonus on bluff, listen, sense motive, spot, and survival checks when using them against the selected enemy. Also receive +2 bonus on
weapon damage rolls against the selected enemy. The same enemy that was selected before cannot be selected again.
Special: Your benefits for your 1st favored enemy increase and are now +8 on listed skills and damage rolls. Your benefits for
your 2 favored enemy increase and are now +6 on listed skills and damage rolls. Your benefits for your 3 rd favored enemy increase and
are now +4 on listed skills and damage rolls
nd
A Thousand faces
Can change your appearance at will
Prerequisite: Druidic spellcasting (rank 13)
Benefit: Can change your appearance at will as if using the spell: alter self. You can only use this ability if you are in your normal
form.
Abundant step
Can magically slip between spaces
Prerequisite: Martial arts (rank 12)
Benefit: 1/day you can slip magically between spaces as if using the spell: dimension door. The cater level for this effect is half
(rounded down) your ranks in martial arts.
Acrobatic
You have excellent body awareness and coordination.
Prerequisite: none
Benefit: you receive a +2 bonus on all jump checks and tumble checks
Agile
You are particularly flexible and poised.
Prerequisite: none
Benefit: you receive a +2 bonus on all balance checks and escape artist checks
66
Alertness
You have finely tuned senses
Prerequisite: none
Benefit: you receive a +2 bonus on all listen checks and spot checks
Special: the master of a familiar gains the benefit of the alertness feat whenever the familiar is within share spell distance
(normally 5 feet).
Animal affinity
You are good with animals
Prerequisite: none
Benefit: you get a +2 bonus on all handle animal checks and ride checks
Animal companion
Allow you to have an animal companion from a selective list
Prerequisite: Druidic spellcasting (rank 1) or Wilderness lore (rank 4)
Benefit: you may call your animal companion from the following list when you receive this maneuver (Druid concepts begin with
this maneuver and may begin play with their animal companion): badger, camel, dire rat, dog, riding dog, eagle, horse (light or heavy),
owl, pony, snake (small or medium viper), or wolf. If the DMs campaign takes wholly or partly in an aquatic environment, the DM can
add the following list of creatures to the animal companion list: crocodile, porpoise, medium shark, and squid. This animal is a loyal
companion that accompanies the druid on her adventures as appropriate for its kind.
If a character releases her companion from service, she may gain a new one by performing a ceremony that requires 24 hours of
uninterrupted prayer. This ceremony can be used to replace a companion that has perished or when you gain your first companion.
An animal companion is different from a normal animal of its kind in many ways. The companion is treated as a magical beast,
not an animal, for the purpose of all effects that depend on its type (though it retains an animals HD, base attack bonus, save, skill points,
and feats). It is superior to a normal animal of its kind and has special powers, as described below.
Character HD
Bonus HD
Natural AC Adjustment
Str/Dex Adjustment
Bonus tricks
Special
1-2
+0
+0
+0
1
Link, Share spells
3-5
+2
+2
+1
2
Evasion
6-8
+4
+4
+2
3
Devotion
9-11
+6
+6
+3
4
Multi-attack
12-14
+8
+8
+4
5
15-17
+10
+10
+5
6
Improved evasion
18-20
+12
+12
+6
7
Animal companion basics: Use the base statistics for a creature of the companions kind, as given in the monster manual, but
make the following changes:
Character HD: The characters HD total will determine the companions abilities and the alternative lists available (see special
below).
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains
Base Attack
Saving Throws
a Con modifier, as normal. Extra HD will improve an animal companions
HD
Bonus
Fort
Ref
Will
base attack bonus and base save bonuses as per the chart on the right
1
+0
+2
+2
+0
(when the animal first becomes your companion replace its normal base
2
+1
+3
+3
+0
attack bonus and save bonuses with the ones from the chart on the right in
3
+2
+3
+3
+1
accordance to the animals base HD). An animal companion receives
4
+3
+4
+4
+1
additional skill points (2 + Int mod.) per HD that is increased. These skill
5
+3
+4
+4
+1
points must be spent on the companions skill list (which is all the skills
6
+4
+5
+5
+2
listed under the normal animal of the kind that is your companion). The
7
+5
+5
+5
+2
companion doesnt gain any skill points from HD it already had when it
8
+6/+1
+6
+6
+2
became your companion. Also a companion will gain extra maneuvers at
9
+6/+1
+6
+6
+3
every 3rd HD (3, 6, 9, 12,etc.). A companion can choose from any list of
10
+7/+2
+7
+7
+3
maneuvers so long as they meet the prerequisites of the maneuver chosen
11
+8/+3
+7
+7
+3
(this is in addition to the special abilities they receive on the chart above).
12
+9/+4
+8
+8
+4
The companion does not receive maneuvers for any HD it had when it
13
+9/+4
+8
+8
+4
became your companion. At no time will the size of your companion
14
+10/+5
+9
+9
+4
increase when increasing its HD. The bonuses gained by making an
15
+11/+6/+1
+9
+9
+5
animal your companion replace the advancement type of the animal.
16
+12/+7/+2
+10
+10
+5
Natural AC Adjustment: The number listed here is an
17
+12/+7/+2
+10
+10
+5
improvement to the companions existing natural AC bonus and is added
18
+13/+8/+3
+11
+11
+6
to it.
19
+14/+9/+4
+11
+11
+6
20
+15/+10/+5
+12
+12
+6
67
Str/Dex Adjustment: add this value to the companions Str and Dex attribute scores. Remember to adjust all appropriate skills if
an increase in attribute bonus occurs.
Bonus trick: The value given in this column is the total number of bonus tricks that the animal knows in addition to any that the
character might choose to teach it (see handle animal skill). These bonus tricks dont require any training time or handle animal checks,
and they dont count against the normal limit of tricks known by the animal. The character can select these bonus tricks, and once
selected, they cannot be changed.
Link (ex): A character can handle her animal companion as a free action, or push it as a move action, even if she doesnt have any
ranks in the handle animal skill. The character gains a +4 circumstance bonus on all wild empathy checks and handle animal checks
regarding her companion.
Share spells (ex): At the characters option, she may have any spell (but not any spell-like abilities) she can cast upon herself also
affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefits. If the spell
has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will
not affect the companion again, even if it returns to the character before the duration expires. Additionally the character may cast a spell
with a target of you on her animal companion (as a touch range spell) instead of on herself. A character and her animal companion can
share spells even if the spells normally do not affect creatures of the companions type (magical beast).
Evasion: Receives the evasion maneuver for free
Devotion (ex): an animal companions devotion to its master is so complete that it gains a +4 morale bonus on will saves against
enchantment spells and effects.
Multi-attack: An animal companion gains multi-attack as a bonus maneuver if it has three or more natural attacks and does not
already have the maneuver. If the animal companion does not have 3 or more natural attacks then it will receive a second attack with its
primary natural attack at a 5 penalty.
Improved Evasion: Receives the improved evasion maneuver for free
Special: A character of 4 HD or higher may select from the alternative lists of animals (see below). Should she select an animal
companion from one of these alternative lists, the creature gains abilities as if the characters HD were lower than it actually is. Subtract
the value indicated in the appropriate list header (in parentheses) from the characters HD and compare the result with the character HD
entry on the companion ability table above to determine the companions powers and adjustments.
4 HD or higher (HD 3)
Ape (animal)
Boar (animal)
Dire badger
Leopard (animal)
Snake, constrictor (animal)
Bison (animal)
Crocodile (animal, aquatic)
Dire weasel
Shark, large (animal, aquatic)
Wolverine (animal)
7 HD or higher (HD 6)
Bear, brown (animal)
Dire ape
Dire wolverine
Rhinoceros (animal)
Deinonychus (dinosaur)
Dire wolf
Lion (animal)
Tiger (animal)
10 HD or higher (HD 9)
Bear, polar (animal)
Shark, huge (animal, aquatic)
Dire lion
Snake, giant constrictor (animal)
Megaraptor (dinosaur)
Whale, orca (animal, aquatic)
Elephant (animal)
Dire tiger
Tyrannosaurus (dinosaur)
Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to
balance, climb, escape artist, hide, jump, move silently, slight of hand, and tumble checks
Normal: a character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to
all skill checks that involve movement, including ride
Armor proficiency (light)
You are proficient with light armor
68
Prerequisite: none
Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to
balance, climb, escape artist, hide, jump, move silently, slight of hand, and tumble checks
Normal: a character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to
all skill checks that involve movement, including ride
Armor proficiency (medium)
You are proficient with medium armor
Prerequisite: armor proficiency (light)
Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to
balance, climb, escape artist, hide, jump, move silently, slight of hand, and tumble checks
Normal: a character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to
all skill checks that involve movement, including ride
Athletic
You have a knack for athletic endeavors
Prerequisite: none
Benefit: you get a +2 bonus on all climb checks and swim checks
Augment Summoning
Your summoned creatures are more powerful than normal
Prerequisite: Spell focus (conjuration)
Benefit: each creature you conjure with any summon spell gain +4 enhancement bonus to Str and Con for the duration of the spell
that summoned it.
Aura of Courage
Prerequisite: righteousness (rank 3)
Benefit: you are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 moral bonus on saving throws
against fear effects.
Special: This ability only functions while you are alive and conscious.
Aura of good
Prerequisite: righteousness (rank 1)
Benefit: the power of your aura of good (see the detect good spell) is equal to your HD
Bardic Knowledge
You pick up a lot of stray knowledge while wandering the land and learning stories from other people
Prerequisite: performance (rank 1)
Benefit: you may make a special bardic knowledge check with a bonus equal to your ranks in performance + your Int modifier to
see whether you know some relevant information about local notable people, legendary items, or noteworthy places (if you have 5 or
more ranks in knowledge: History then you receive a +2 bonus on this check).
DC
10
20
25
30
Type of knowledge
Common, known by at least a substantial minority
of the local population
Uncommon but available, known by only a few
people in the area
Obscure, known by a few, hard to come by
Extremely obscure, known by very few, possibly
forgotten by most who once knew it, possibly
Examples
A local mayors reputation for drinking; common legends about a
powerful place of mystery
A local priests shady past; legends about a powerful magic item.
A knights family history; legends about a minor place of mystery or
magic item
A mighty wizards childhood nickname; the history of a petty magic
item.
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70
Brew Potion
You create magic potions, which carry spells within themselves
Prerequisite: 3 ranks in a spellcasting specialized skill
Benefit: You can create a potion of any 3rd level or lower spell that you know and that targets one or more creatures. When you
create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own caster level.
Brewing a potion takes one day per potion. The base price of a potion is its spell level x its caster level x 50gp. To brew a potion you must
spend 1/500 of this price in XP (minimum of 1 XP and you reduce this amount from your current as well as your life time total) and use
up raw materials costing one-half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the
potion is the target of the spell.
Any potion that stores a spell with a costly material component (value greater than 1gp) or an XP cost also carries a
commensurate cost. In addition to the cost derived from the base price, you must expend the material component or pay the XP when
creating the potion.
Camouflage
Prerequisite: Wilderness lore (rank 13)
Benefit: Can use the hide in any sort of natural terrain, even if the terrain doesnt grant cover or concealment.
Cleave
You can follow through with powerful blows
Prerequisite: Power attack
Benefit: If you deal a creature enough damage to make it drop, you receive an immediate, extra melee attack against another
creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and the
same bonus as the attack that dropped the previous creature. You can use this ability once per round.
Combat casting
You are adept at casting spells in combat
Prerequisite: none
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability while on the defensive or
while you are grappling or pinned.
Combat expertise
You are trained at using your combat skill for defense as well as offense
Prerequisite: Int 13
Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as 5 on your attack
roll and add the same number (+5 or less) as a dodge bonus to your AC. This number may not exceed your base attack bonus. The changes
to attack rolls and AC last until your next action.
Normal: A character without this maneuver can fight defensively while using the attack or full attack action to take a 4 penalty
to attack rolls and gain a +2 dodge bonus to AC
Combat Reflexes
You can respond quickly and repeatedly to opponents who let their defenses down
Prerequisite: none
Benefit: with this maneuver you may make a number of additional attacks of opportunity equal to your Dex bonus each round.
This is in addition to the 1 each round that everyone gets. You can still only use one attack of opportunity per opponent per opportunity.
Also you mat make attacks of opportunity even while flat-footed.
Normal: Characters without this maneuver can only take one attack of opportunity each round and cant make then while flatfooted.
Combat style
Prerequisite: wilderness lore (rank 2)
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Benefit: When you pick up this maneuver you must select one of the two combat styles to pursue: archery or two-weapon
combat. This choice is final and cannot be changed.
If you select archery, then you receive the rapid shot maneuver without having to meet the prerequisites. If you select twoweapon combat, then you receive the two-weapon fighting maneuver without having to meet the prerequisites.
Special: This maneuver can only be taken once. When you take this maneuver you must decide on archery or two-weapon
combat. This choice will affect the bonus maneuver you receive for combat style, improved combat style, and combat style mastery.
Combat style mastery
Prerequisite: Wilderness lore (rank 11), Improved combat style
Benefit: By selecting this maneuver your aptitude in your chosen combat style (archery or two-weapon combat) improves again.
If you selected archery then you will now receive improved precise shot maneuver without having to meet the prerequisites. If you
selected two-weapon combat then you will now receive greater two-weapon fighting maneuver without having to meet the prerequisites.
Special: This maneuver may only be selected once and the choice you made when you picked up combat style cannot be changed
and will determine the bonus maneuver you receive.
Countersong
Prerequisite: performance (rank 1), Bardic music, Perform (rank 3)
Benefit: you can use your music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal
components). Each round of Countersong, you make a perform check. Any creature within 30 feet of you (including yourself) that is
affected by a sonic or language-dependant magical attack (such as a sound burst or command spell) may use your perform check result in
place of its saving throw if, after the saving throw is rolled, the perform check result proves to be higher. If a creature within range of the
Countersong is already under the effect of a non-instantaneous sonic or language-dependant magical attack, it gains another saving throw
against the effect each round it hears the Countersong, but it must use your perform check result as the save. Countersong has no effect
against effects that dont allow saves. You may keep up the Countersong for 10 rounds.
Craft magic arms and armor
Prerequisite: 5 ranks in a spellcasting specialized skill
Benefit: you can create any magic weapon, armor, or shield whose prerequisites you meet (see the magic item listing for
prerequisites and other information on these items). Enhancing a weapon, suit of armor, or shield takes one day for each 1,000gp in the
price of its magical features. You must spend 1/500 of this price in XP (minimum of 1 XP and you reduce this amount from your current
as well as your life time total) and use up raw materials costing one-half this total price. The weapon, suit of armor, or shield to be
enhanced must be a masterwork item that you provide. The cost of this item is not included in the above cost.
Special: You can also mend a broken magical weapon, armor, or shield if it is one that you can make. Doing so cost half the XP
(minimum 1), half the raw materials and half the time it would normally take to craft that item in the first place.
Craft rod
Prerequisite: 9 ranks in a spellcasting specialized skill
Benefit: you can create any rod whose prerequisites you meet (see the magic item listing for prerequisites and other information
on these items). Crafting a rod takes one day for each 1,000gp in the price of its base price. You must spend 1/500 of this price in XP
(minimum of 1 XP and you reduce this amount from your current as well as your life time total) and use up raw materials costing one-half
this total price. Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to
those derived from the rods base price.
Craft staff
Prerequisite: 12 ranks in a spellcasting specialized skill
Benefit: you can create any staff whose prerequisites you meet (see the magic item listing for prerequisites and other information
on these items). Crafting a staff takes one day for each 1,000gp in the price of its base price. You must spend 1/500 of this price in XP
(minimum of 1 XP and you reduce this amount from your current as well as your life time total) and use up raw materials costing one-half
this total price. A newly crafted staff has 50 charges. Some staffs incur extra costs in material components or XP, as noted in their
descriptions. These costs are in addition to those derived from the rods base price.
Craft wand
Prerequisite: 5 ranks in a spellcasting specialized skill
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Benefit: You can create a wand of any 4th level or lower spell that you know. Crafting a wand takes one day for each 1,000gp in
its base price. The base price of a wand is the spell level x its caster level x 750gp. To craft a wand you must spend 1/500 of this price in
XP (minimum of 1 XP and you reduce this amount from your current as well as your life time total) and use up raw materials costing onehalf this base price. A newly crafted wand has 50 charges
Any wand that stores a spell with a costly material component (value greater than 1gp) or an XP cost also carries a commensurate
cost. In addition to the cost derived from the base price, you must expend 50 copies of the material component or pay fifty times the XP
cost when creating the wand.
Craft wondrous item
Prerequisite: 3 ranks in a spellcasting specialized skill
Benefit: you can create any wondrous item whose prerequisites you meet (see the magic item listing for prerequisites and other
information on these items). Crafting a wondrous item takes one day for each 1,000gp in the price of its base price. You must spend 1/500
of this price in XP (minimum of 1 XP and you reduce this amount from your current as well as your life time total) and use up raw
materials costing one-half this total price. Some wondrous items incur extra costs in material components or XP, as noted in their
descriptions. These costs are in addition to those derived from the wondrous items base price. This cost must be paid when mending a
broken wondrous item as well.
Special: You can also mend a broken wondrous item if it is one that you can make. Doing so cost half the XP (minimum 1), half
the raw materials and half the time it would normally take to craft that item in the first place.
Damage reduction 1/ Prerequisite: Primal rage (rank 7)
Benefit: Subtract 1 from the damage you take each time you are dealt damage from a weapon or natural attack. Damage reduction
can reduce damage to 0 but not below 0.
Damage reduction 2/ Prerequisite: Primal rage (rank 10), Damage reduction 1/ -
Benefit: Subtract 2 from the damage you take each time you are dealt damage from a weapon or natural attack. Damage reduction
can reduce damage to 0 but not below 0.
Damage reduction 3/ Prerequisite: Primal rage (rank 13), Damage reduction 2/ -
Benefit: Subtract 3 from the damage you take each time you are dealt damage from a weapon or natural attack. Damage reduction
can reduce damage to 0 but not below 0.
Damage reduction 4/ Prerequisite: Primal rage (rank 16), Damage reduction 3/ -
Benefit: Subtract 4 from the damage you take each time you are dealt damage from a weapon or natural attack. Damage reduction
can reduce damage to 0 but not below 0.
Damage reduction 5/ Prerequisite: Primal rage (rank 19), Damage reduction 4/ -
Benefit: Subtract 5 from the damage you take each time you are dealt damage from a weapon or natural attack. Damage reduction
can reduce damage to 0 but not below 0.
Deceitful
Prerequisite: none
Benefit: you get a +2 bonus on all disguise checks and forgery checks
Deflect arrows
Prerequisite: Dex 13, Improved unarmed strike
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Benefit: You must have at least one hand free (holding nothing) to use this maneuver. Once per round when a ranged weapon
would normally hit you, 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 weapon doesnt count as an action. Unusually massive ranged weapons, such as boulders or ballista bolts,
and ranged attacks generated by spell effects, such as melfs acid arrow, cant be deflected.
Deft hands
Prerequisite: none
Benefit: you get a +2 bonus on all sleight of hand checks and use rope checks
Detect evil
Prerequisite: Righteousness (rank 1)
Benefit: At will, you can use detect evil, as the spell
Diamond body
Prerequisite: Martial arts (rank 11)
Benefit: Gain immunity to poisons of all kinds
Diamond Soul
Prerequisite: Martial arts (rank 13)
Benefit: You gain spell resistance equal to your rank in martial arts + 10
Diehard
Prerequisite: Endurance
Benefit: When reduced to between 1 and 9 hit points, you automatically become stable. You dont have to roll d% to see if you
lose 1 hit point each round.
When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this
decision as soon as you are reduced to negative hit points (even if it isnt your turn). If you do not choose to act as if you were disabled,
you immediately fall unconscious.
When using this maneuver, you can take either a single move or standard action each turn, but not both, and you cannot take a
full-round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action
the DM deems strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the
act. If you reach 10 hit points, you immediately die.
Diligent
Prerequisite: none
Benefit: You get a +2 bonus on all appraise checks and decipher script checks
Divine grace
Prerequisite: Righteousness (rank 2)
Benefit: Gain a bonus equal to your Cha bonus to all saving throws
Divine health
Prerequisite: Righteousness (rank 3)
Benefit: Gain immunity to all diseases (including magical and supernatural)
Dodge
Prerequisite: Dex 13
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Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to your AC against attacks from that
opponent. You can select a new opponent on any action. A condition that makes you lose your Dex bonus to AC also makes you lose
dodge bonus. Different dodge bonuses will stack, unlike most other dodge bonuses.
Empower spell
Prerequisite: none
Benefit: All variable, numeric effects of an empowered spell are increased by one-half of its normal effect. Saving throws and
opposed rolls (such as the one you make when casting dispel magic) are not affected, nor are spells without random variables. Empower
spell can only be used on spells that are at least two levels lower then the highest spell level you can cast (if you can cast level 2 spells
then you can use this on 0 level spells. But if you can only cast level 1 spells you cannot use this maneuver). This restriction affects each
type of casting separately (if you have the ability to cast 3 rd level arcane spells you are not able to use empower spell on 1 st level divine
spells unless you also have the ability to cast 3rd level divine spells). This maneuver only needs to be selected once and will effect all spell
types that meet the restrictions. This maneuver can only be used a number of times per day equal to 3 + Int bonus (or Wis bonus which
ever is higher).
Empty body
Prerequisite: Martial arts (rank 19)
Benefit: Gain the ability to assume an ethereal state for 1 round per rank in martial arts per day, as though using the spell
etherealness. You may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in
an ethereal state does not exceed your rank in martial arts.
Endurance
Prerequisite: none
Benefit: you gain a +4 bonus on the following checks and saves: swim checks made to resist non-lethal damage, constitution
checks made to continue running, constitution checks to avoid non-lethal damage from a forced march, constitution checks to hold your
breath, constitution checks to avoid non-lethal damage from starvation and thirst, fortitude saves to avoid non-lethal damage from hot or
cold environments, and fortitude saves made to resist damage from suffocation. Also you may sleep in light or medium armor without
becoming fatigued.
Normal: a character without this maneuver that sleeps in medium or heavier armor is automatically fatigued the next day.
Enlarge spell
Prerequisite: none
Benefit: You can alter a spell with a range of close, medium or long to increase its range by 100%. An enlarged spell with a range
of close now has a range of 50ft + 5ft/caster level, while medium range spells have a range of 200ft + 20ft/caster level and long-range
spells have a range of 800ft + 80ft/caster level. A spell whose ranges are not defined by distance, as well as spells whose range are not
close, medium or long, do not have increased ranges.
Enlarge spell can only be used on spells that are at least one level lower then the highest spell level you can cast (if you can cast
level 1 spells then you can use this on 0 level spells. But if you can only cast level 0 spells you cannot use this maneuver). This restriction
affects each type of casting separately (if you have the ability to cast 3 rd level arcane spells you are not able to use Enlarge spell on 2 nd
level divine spells unless you also have the ability to cast 3 rd level divine spells). This maneuver only needs to be selected once and will
effect all spell types that meet the restrictions. This maneuver can only be used a number of times per day equal to 3 + Int bonus (or Wis
bonus which ever is higher).
Eschew materials
Prerequisite: none
Benefit: you can cast any spell that has a material component costing 1gp or less without needing that component (the casting of
the spell still provokes attacks of opportunity as normal). If the spell requires a material component that costs more than 1gp, you must
have the material component at hand to cast the spell, just as normal.
Evasion
Prerequisite: martial arts (rank 2) or stealth (rank 2) or wilderness lore (rank 9)
Benefit: If you make a reflex saving throw against an attack that normally deals half damage on a successful save (such as a
breath weapon or a fireball spell), you then receive no damage. You will still take full damage from a failed save. You can only use this
maneuver if you are wearing light or no armor. Being helpless means you loose the benefits of this maneuver.
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Special: You can gain this maneuver multiple times, its effect do not stack. Each time you take this maneuver you apply it to a
different school selection, so long as you also have spell focus in the same school.
Greater spell penetration
Prerequisite: spell penetration
Benefit: You get a +4 bonus on caster level checks made to overcome a creatures spell resistance. This bonus replaces the one
from spell penetration and does not stack.
Greater two-weapon fighting
Prerequisite: Dex 19, Improved Two-weapon fighting, Two-weapon fighting, base attack bonus +11
Benefit: You get a third attack with your off-hand weapon at a 10 penalty
Greater weapon focus
Prerequisite: Proficiency with selected weapon, weapon focus with selected weapon, Combat (rank 8)
Benefit: You gain a +1 bonus to all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on
attack rolls, including the one from weapon focus.
Special: You can gain this maneuver multiple times, its effect do not stack. Each time you take this maneuver you apply it to a
new weapon
Greater weapon specialization
Prerequisite: Proficiency with selected weapon, greater weapon focus with selected weapon, weapon specialization with
selected weapon, Combat (rank 12)
Benefit: You gain a +2 bonus on all damage rolls you make with the selected weapon. This bonus stacks with all other bonuses on
damage rolls, including the one from weapon specialization
Special: You can gain this maneuver multiple times, its effect do not stack. Each time you take this maneuver you apply it to a
new weapon
Heighten spell
Prerequisite: none
Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9 th level). 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. When you use heighten spell maneuver you must use up a
spell slot of the same level that you are making the spell. For example: you can cast hold person as a 4 th level spell instead of a 2nd level
spell. If you do this the spell will use up a 4th level spell slot for the day and not a 2nd level spell slot and it would in all ways be treated as
a 4th level spell.
Hide in plain sight
Prerequisite: Wilderness lore (rank 17)
Benefit: While in any sort of natural terrain you can use the hide skill even while being observed
Improved bull rush
Prerequisite: power attack
Benefit: When you perform a bull rush, you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus
on the opposed Str check you make to push back the defender.
Improved combat style
Prerequisite: Wilderness lore (rank 6), combat style
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Benefit: By selecting this maneuver your aptitude in your chosen combat style (archery or two-weapon combat) improves. If you
selected archery then you will now receive the many shot maneuver without having to meet the prerequisites. If you selected two-weapon
combat then you will now receive Improved two-weapon fighting maneuver without having to meet the prerequisites.
Special: This maneuver may only be selected once and the choice you made when you picked up combat style cannot be changed
and will determine the bonus maneuver you receive.
Improved counterspell
Prerequisite: none
Benefit: you get a +4 bonus on all counterspell checks (including to resist being counterspelled)
Improved critical
Prerequisite: Proficient with weapon, base attack bonus +8
Benefit: select a single weapon upon getting this maneuver. When you using the selected weapon, your threat range is doubled.
Special: You can gain this maneuver multiple times, its effect do not stack. Each time you take this maneuver you apply it to a
new weapon. This effect doesnt stack with other effects that increase the threat range of a weapon, like the keen edge spell.
Improved disarm
Prerequisite: Combat expertise
Benefit: You do not provoke attacks of opportunity when attempting to disarm an opponent, nor does the opponent have a chance
to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent
Improved Evasion
Prerequisite: martial arts (rank 9)
Benefit: If you make a reflex saving throw against an attack that normally deals half damage on a successful save (such as a
breath weapon or a fireball spell), you then receive no damage. You will take half damage from a failed save. You can only use this
maneuver if you are wearing light or no armor. Being helpless means you loose the benefits of this maneuver.
Improved feint
Prerequisite: Combat expertise
Benefit: You can make a bluff check to feint in combat as a move action
Normal: feinting in combat is a standard action
Improved Flurry of blows
Prerequisite: Martial arts (rank 5), Flurry of blows
Benefit: This maneuver reduces the penalty on attack rolls when using flurry of blows to 1, instead of the normal 2.
Improved grapple
Prerequisite: Dex 13, improved unarmed strike
Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus
on all grapple checks, regardless of whether you started the grapple.
Improved initiative
Prerequisite: none
Benefit: You get a +4 bonus on initiative checks
Improved overrun
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two HD (add the targets Con modifier if any to these bonus HD), a +2 bonus on attack rolls, and a +1 bonus on fortitude saves. The bonus
HD counts as regular HD for determining the effect of spells such as sleep.
Inspire heroics
Prerequisite: Performance (rank 15), Bardic music, Perform (rank 18)
Benefit: you can use your music or poetics to inspire tremendous heroism in yourself or a single willing ally within 30ft, allowing
that creature to fight bravely even against overwhelming odds. You can affect one additional creature for every rank in performance you
achieve after rank 15. To inspire heroics you must sing and an ally must hear you sing for an entire round before the effect takes place.
After that the effect will last as long as you concentrate and 5 rounds thereafter. A creature so inspired gets a +4 moral bonus on all saving
throws and a +4 dodge bonus to AC.
Investigator
Prerequisite: none
Benefit: you get a +2 bonus on all gather information checks and search checks
Iron will
Prerequisite: none
Benefit: you get a +2 bonus on all will saving throws
Ki strike (Adamantine)
Prerequisite: Martial arts (rank 16), Ki strike (lawful)
Benefit: Unarmed attacks are treated as adamantine, lawful and magic for the purpose of damage reduction, also treated as
adamantine for the purpose of bypassing hardness
Ki strike (Lawful)
Prerequisite: Martial arts (rank 10), Ki strike (magic)
Benefit: Unarmed attacks are treated as lawful and magic for the purpose of damage reduction
Ki strike (magic)
Prerequisite: Martial arts (rank 4)
Benefit: Unarmed attacks are treated as magic for the purpose of damage reduction
Lay on hands
Prerequisite: Righteousness (rank 2), Cha 12
Benefit: you can heal your wounds or the wounds of others by touch. Each day you can heal a total number of wounds equal to
your rank in righteousness times your Cha bonus. You may choose to divide your healing among multiple recipients, and you dont have
to use it up all at once. Using lay on hands is a standard action.
Alternatively you can use some or all of your lay on hands to deal damage to undead, doing this requires an attack roll. This can
be used in conjunction with an unarmed attack.
Leadership
Prerequisite: 6 ranks in a specialized skill
Benefit: you can attract loyal companions and devoted followers, subordinates who assist you.
Lightning reflexes
Prerequisite: none
Benefit: you get a +2 on all reflex saving throws
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Literate
Prerequisite: Must have illiterate flaw
Benefit: You can now read and write languages you know
Special: This maneuver only needs to be taken once but will require 2 weeks of downtime per language you know. You could buy
this maneuver and spend two weeks learning to read and write one language and then spend two weeks at another time to learn to read and
write another language. No matter how you spend your time to learn to read and write the languages you know, you only have to buy this
maneuver once.
Magical aptitude
Prerequisite: none
Benefit: you get a +2 bonus on all spellcraft checks and use magic device checks
Many shot
Prerequisite: Dex 17, point blank shot, rapid shot, base attack bonus +6
Benefit: as a standard action you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll
(with a 4 penalty) to determine success and deal damage normally (but see special).
For every 5 points of base attack bonus above +6, you may add one additional arrow to this attack, to a maximum of 4 arrows at a
base attack bonus of +16. However, each arrow after the second adds a cumulative 2 penalty on the attack roll (for a total penalty of 6
for three arrows and 8 for four arrows). Damage reduction and resistances apply separately against each arrow fired.
Special: Regardless of the number of arrows fired, you apply precision-based damage (such as sneak attack damage) only once.
If you score a critical hit, only the first arrow fired deals critical damage; all others deal normal damage.
Martial weapon proficiency
Prerequisite: none
Benefit: you become proficient in all martial weapons and do not receive a penalty when using these weapons.
Mass suggestion
Prerequisite: Performance (rank 18), Perform (rank 21), Bardic music, fascinate, suggestion
Benefit: This maneuver works just like the suggestion maneuver except that you can make the suggestion simultaneously to any
number of creatures that you have already fascinated.
Maximize spell
Prerequisite: none
Benefit: All variable, numeric effects of a maximized spell are maximized. Saving throws and opposed rolls (such as the one you
make when casting dispel magic) are not affected, nor are spells without random variables. Maximized spell can only be used on spells
that are at least three levels lower then the highest spell level you can cast (if you can cast level 3 spells then you can use this on 0 level
spells. But if you can only cast level 2 spells you cannot use this maneuver). This restriction affects each type of casting separately (if you
have the ability to cast 4th level arcane spells you are not able to use maximize spell on 1 st level divine spells unless you also have the
ability to cast 4th level divine spells). This maneuver only needs to be selected once and will effect all spell types that meet the restrictions.
This maneuver can only be used a number of times per day equal to 3 + Int bonus (or Wis bonus which ever is higher).
Special: an empowered, maximized spell gains the separate benefits of each maneuver: the maximized result plus one-half the
normal rolled result.
Mighty rage
Prerequisite: Primal rage (rank 20), Greater rage
Benefit: +8 Str and Con, +4 will saves, -2 AC while rage lasts, this replaces the normal bonuses from Greater rage ability
Mobility
Prerequisite: dodge
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Benefit: you get a +4 dodge bonus to AC against attacks of opportunity when moving in or out of threatened squares. An effect
that causes you to lose your Dex will cause you to also lose the benefits from this maneuver. This bonus stacks with other dodge bonuses
to AC
Mounted archery
Prerequisite: mounted combat
Benefit: The penalty you take when using a ranged weapon while mounted is halved: -2 instead of 4 if your mount is taking a
double move, and 4 instead of 8 if your mount is running.
Mounted combat
Prerequisite: Ride (rank 1)
Benefit: Once per round when your mount is hit in combat, you may attempt a ride check (as a reaction) to negate the hit. Your
ride check result becomes the mounts AC for that attack if your result is higher than the mounts AC.
Natural spell
Prerequisite: Wis 13, ability to use wild shape
Benefit: you can complete the verbal and somatic components of spells while in a wild shape. You can also use any material
components or focuses you possess, even if such items are melded within your current form. This maneuver does not permit you to use
magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in wild shape.
Nature sense
Prerequisite: Druidic spellcasting (rank 1)
Benefit: you get a +2 bonus on all knowledge (nature) checks and survival checks.
Negotiator
Prerequisite: none
Benefit: you get a +2 bonus on all diplomacy checks and sense motive checks
Nimble fingers
Prerequisite: none
Benefit: you get a +2 bonus on all disable device checks and open lock checks
Parry
Prerequisite: combat expertise, Base attack bonus +1
Benefit: parry is a move action, that can be used as an immediate action so long as you havent already used your move action
that round (using the full-attack action counts as using your move action and means you cannot parry). In order to parry you must first
make an attack roll that is equal to or higher then your opponents attack roll. If you are successful then you will add +1d6 points to your
AC. If this makes your opponent miss you, then you have successfully parried. After successfully parrying your opponent then you will
receive a +2 circumstance bonus on your next attack roll against the parried opponent so long as your next attack is on the same round or
the very next round of the parry. If you make multiple attacks against the opponent then this bonus only applies to the first attack. You
must declare your parry attempt after knowing you are being attacked (meaning you cannot parry attacks you are unaware of) but before
the attack is rolled. You must have a weapon or shield in order to parry (having improved unarmed strike counts as having a weapon).
Perfect self
Prerequisite: Martial arts (rank 20)
Benefit: you have tuned your body with skill and quasi-magical abilities to the point that you become a magical creature. You are
forevermore treated as an outsider rather than as a humanoid for the purpose of spells and magical effects. Additionally you gain damage
reduction 10/magic. Unlike other outsiders, you can still be brought back from the dead as if you were a member of your previous creature
type.
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Persuasive
Prerequisite: none
Benefit: you get a +2 bonus on all bluff checks and intimidate checks.
Point blank shot
Prerequisite: none
Benefit: you get a +1 bonus to attack and damage rolls with ranged weapons at ranges of up to 30ft
Power attack
Prerequisite: Str 13
Benefit: on your action before making attack rolls for the round, you may subtract X from all attack rolls and add X to all damage
rolls. X may not exceed your base attack bonus. The penalty on attack rolls and the bonus to damage rolls last until your next turn.
Precise shot
Prerequisite: point blank shot
Benefit: You can shoot or throw a ranged weapon at an opponent engaged in melee without taking the usual 4 penalty on the
attack roll.
Purity of body
Prerequisite: Martial arts (rank 5)
Benefit: gain immunity to all diseases (except for supernatural or magical diseases)
Quick draw
Prerequisite: base attack bonus +1
Benefit: you can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see sleight of hand)
as a move action
Quicken spell
Prerequisite: none
Benefit: casting a quickened spell is a free action. You can perform another action, even casting another spell; in the same round
you cast a quickened spell. You may cast only one quicken spell per round. A spell whose casting time is more than 1 full round action
cannot be quickened. Quicken spell can only be used on spells that are at least four levels lower then the highest spell level you can cast
(if you can cast level 4 spells then you can use this on 0 level spells. But if you can only cast level 3 spells you cannot use this maneuver).
This restriction affects each type of casting separately (if you have the ability to cast 5 th level arcane spells you are not able to use quicken
spell on 1st level divine spells unless you also have the ability to cast 5 th level divine spells). This maneuver only needs to be selected once
and will effect all spell types that meet the restrictions. This maneuver can only be used a number of times per day equal to 3 + Int bonus
(or Wis bonus which ever is higher).
Quivering palm
Prerequisite: Martial arts (rank 15)
Benefit: you can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. You can
use this quivering palm attack once per week, and you must announce your intent before making your attack roll. Constructs, oozes,
plants, undead, incorporeal creatures, and creatures that are immune to critical hits cannot be affected. Otherwise, if you strike
successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter you can try to slay the victim at
any later time, as long as the attempt is made within a number of days equal to your ranks in martial arts. To make such an attempt you
merely will the target to die (a free action), and unless the target makes a fortitude saving throw (DC is equal to 10 + one-half your ranks
in martial arts + your wisdom bonus), it dies. If the save is successful, the target is no longer in danger from that particular quivering palm
attack, but may still be affected by another one at a later time.
Rage 1/day
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Benefit: you can produce a remove disease effect, as per the spell, 1/week
Remove disease 2/week
Prerequisite: Righteousness (rank 9), Remove disease 1/week
Benefit: you can produce a remove disease effect, as per the spell, 2/week
Remove disease 3/week
Prerequisite: Righteousness (rank 12), Remove disease 2/week
Benefit: you can produce a remove disease effect, as per the spell, 3/week
Remove disease 4/week
Prerequisite: Righteousness (rank 15), Remove disease 3/week
Benefit: you can produce a remove disease effect, as per the spell, 4/week
Remove disease 5/week
Prerequisite: Righteousness (rank 18), Remove disease 4/week
Benefit: you can produce a remove disease effect, as per the spell, 5/week
Resist natures lure
Prerequisite: Druidic spellcasting (rank 4)
Benefit: +4 bonus to saves against the spell-like abilities of fey
Ride-by-attack
Prerequisite: Mounted combat
Benefit: When you are mounted and use the charge action, you may move and attack and then move again (continuing the
straight line of the charge). Your total movement for the round may not exceed double your mounted speed. You and your mount do not
provoke attacks of opportunity from the opponent that you attack.
Run
Prerequisite: none
Benefit: When running, you move 5 times your normal speed (if wearing light or no armor and carrying no more than a light
load), or four times your speed (if wearing medium armor or carrying a medium load). If you make a jump after a running start you will
receive a +4 bonus on that jump check. Also you retain your Dex bonus to your AC while running.
Scribe scroll
Prerequisite: 1 rank in a spellcasting specialized skill
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000gp in its base price (you
can create multiple scrolls totaling 1,000gp in a single day). The base price of a scroll is the spell level x its caster level x 25gp. To scribe
a scroll you must spend 1/500 of this price in XP (minimum of 1 XP and you reduce this amount from your current as well as your life
time total) and use up raw materials costing one-half this base price.
Any scroll that stores a spell with a costly material component (value greater than 1gp) or an XP cost also carries a commensurate
cost. In addition to the cost derived from the base price, you must expend the material component or pay the XP when scribing the scroll.
Self-sufficient
Prerequisite: none
Benefit: you get a +2 bonus on all survival checks and heal checks
Shield proficiency
87
Prerequisite: none
Benefit: you can use a shield and only take the standard penalties
Shot on the run
Prerequisite: Dex 13, Dodge, mobility, point blank shot, base attack bonus +4
Benefit: when using the attack action with a ranged weapon, you can move both before and after the attack, provided your total
distance moved doesnt exceed your speed
Silent spell
Prerequisite: none
Benefit: a silent spell can be cast with no verbal components. Spells without verbal components are not affected. Silent spell can
only be used on spells that are at least one level lower then the highest spell level you can cast (if you can cast level 1 spells then you can
use this on 0 level spells. But if you can only cast level 0 spells you cannot use this maneuver). This restriction affects each type of casting
separately (if you have the ability to cast 3rd level arcane spells you are not able to use silent spell on 2 nd level divine spells unless you also
have the ability to cast 3rd level divine spells). This maneuver only needs to be selected once and will effect all spell types that meet the
restrictions. This maneuver can only be used a number of times per day equal to 3 + Int bonus (or Wis bonus which ever is higher).
Special: Bard spells cannot be enhanced by this metamagic maneuver
Simple weapon proficiency
Prerequisite: none
Benefit: you become proficient in all simple weapons and do not receive a penalty when using these weapons.
Skill focus
Prerequisite: none
Benefit: When you get this maneuver you must choose a skill. You will receive a +3 bonus on all checks involving the skill
chosen.
Special: this maneuver can be selected multiple times, its effects do not stack, instead apply this maneuver to a different skill
each time you select this maneuver
Slow fall (20 ft)
Prerequisite: Martial arts (rank 4)
Benefit: If within arms reach of a wall, treat the fall as if it were 20 feet shorter when determining damage
Slow fall (30 ft)
Prerequisite: Martial arts (rank 6), Slow fall (20 ft)
Benefit: If within arms reach of a wall, treat the fall as if it were 30 feet shorter when determining damage
Slow fall (40 ft)
Prerequisite: Martial arts (rank 8), Slow fall (30 ft)
Benefit: If within arms reach of a wall, treat the fall as if it were 40 feet shorter when determining damage
Slow fall (50 ft)
Prerequisite: Martial arts (rank 10), Slow fall (40 ft)
Benefit: If within arms reach of a wall, treat the fall as if it were 50 feet shorter when determining damage
Slow fall (60 ft)
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89
Benefit: Add Cha bonus to attack roll and deal 1 point of extra damage per rank in righteousness on one normal attack. If you
accidentally smite a non-evil creature, then the smite ability has no effect and you deal normal damage, but the ability is still used up for
the day.
Snatch Arrows
Prerequisite: Dex 15, deflect arrows, improved unarmed strike
Benefit: When using the deflect arrow maneuver, you may catch the weapon instead of just deflecting it. Thrown weapons, such
as spears or axes, can immediately be thrown back at the original attacker (even though it isnt your turn) or kept for later use. You must
have at least one hand free (holding nothing) to use this maneuver.
Sneak attack (+1d6)
Prerequisite: Stealth (rank 1)
Benefit: Do extra damage when you flank an opponent or the opponent losses his Dex to his AC. Ranged attacks can count as
sneak attacks if the target is within 30ft. You can only sneak attack living creatures with discernible anatomies undead, constructs,
oozes, plants, and incorporeal creatures are not subject to sneak attacks.
Sneak attack (+2d6)
Prerequisite: Stealth (rank 3), Sneak attack (+1d6)
Benefit: Do extra damage when you flank an opponent or the opponent losses his Dex to his AC. Ranged attacks can count as
sneak attacks if the target is within 30ft. You can only sneak attack living creatures with discernible anatomies undead, constructs,
oozes, plants, and incorporeal creatures are not subject to sneak attacks.
Sneak attack (+3d6)
Prerequisite: Stealth (rank 5), Sneak attack (+2d6)
Benefit: Do extra damage when you flank an opponent or the opponent losses his Dex to his AC. Ranged attacks can count as
sneak attacks if the target is within 30ft. You can only sneak attack living creatures with discernible anatomies undead, constructs,
oozes, plants, and incorporeal creatures are not subject to sneak attacks.
Sneak attack (+4d6)
Prerequisite: Stealth (rank 7), Sneak attack (+3d6)
Benefit: Do extra damage when you flank an opponent or the opponent losses his Dex to his AC. Ranged attacks can count as
sneak attacks if the target is within 30ft. You can only sneak attack living creatures with discernible anatomies undead, constructs,
oozes, plants, and incorporeal creatures are not subject to sneak attacks.
Sneak attack (+5d6)
Prerequisite: Stealth (rank 9), Sneak attack (+4d6)
Benefit: Do extra damage when you flank an opponent or the opponent losses his Dex to his AC. Ranged attacks can count as
sneak attacks if the target is within 30ft. You can only sneak attack living creatures with discernible anatomies undead, constructs,
oozes, plants, and incorporeal creatures are not subject to sneak attacks.
Sneak attack (+6d6)
Prerequisite: Stealth (rank 11), Sneak attack (+5d6)
Benefit: Do extra damage when you flank an opponent or the opponent losses his Dex to his AC. Ranged attacks can count as
sneak attacks if the target is within 30ft. You can only sneak attack living creatures with discernible anatomies undead, constructs,
oozes, plants, and incorporeal creatures are not subject to sneak attacks.
Sneak attack (+7d6)
Prerequisite: Stealth (rank 13), Sneak attack (+6d6)
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Benefit: Do extra damage when you flank an opponent or the opponent losses his Dex to his AC. Ranged attacks can count as
sneak attacks if the target is within 30ft. You can only sneak attack living creatures with discernible anatomies undead, constructs,
oozes, plants, and incorporeal creatures are not subject to sneak attacks.
Sneak attack (+8d6)
Prerequisite: Stealth (rank 15), Sneak attack (+7d6)
Benefit: Do extra damage when you flank an opponent or the opponent losses his Dex to his AC. Ranged attacks can count as
sneak attacks if the target is within 30ft. You can only sneak attack living creatures with discernible anatomies undead, constructs,
oozes, plants, and incorporeal creatures are not subject to sneak attacks.
Sneak attack (+9d6)
Prerequisite: Stealth (rank 17), Sneak attack (+8d6)
Benefit: Do extra damage when you flank an opponent or the opponent losses his Dex to his AC. Ranged attacks can count as
sneak attacks if the target is within 30ft. You can only sneak attack living creatures with discernible anatomies undead, constructs,
oozes, plants, and incorporeal creatures are not subject to sneak attacks.
Sneak attack (+10d6)
Prerequisite: Stealth (rank 19), Sneak attack (+9d6)
Benefit: Do extra damage when you flank an opponent or the opponent losses his Dex to his AC. Ranged attacks can count as
sneak attacks if the target is within 30ft. You can only sneak attack living creatures with discernible anatomies undead, constructs,
oozes, plants, and incorporeal creatures are not subject to sneak attacks.
Song of freedom
Prerequisite: Performance (rank 12), Bardic music, Perform (rank 15)
Benefit: you can use you music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the
number of ranks you have in performance). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions
on a single target within 30ft. You cannot use this ability on yourself
Special ability #1
Prerequisite: Stealth (rank 10)
Special ability #2
Prerequisite: Stealth (rank 13), Special ability #1
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HD
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
Fort
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Saving Throws
Ref
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Will
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
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+5
+6
+6
+6
choose from any list of maneuvers so long as they meet the prerequisites of the maneuver chosen (this is in addition to the special abilities
they receive on the chart above). The mount does not receive maneuvers for any HD it had when it became your mount. At no time will
the size of your mount increase when increasing its HD. The bonuses gained by making an animal your mount replace the advancement
type of the animal.
Natural AC Adjustment: The number listed here is an improvement to the mounts existing natural AC bonus and is added to it.
Str Adjustment: add this value to the mounts Str attribute scores. Remember to adjust all appropriate skills if an increase in
attribute bonus occurs.
Int: This intelligence score replaces the mounts normal intelligence.
Empathic Link (Su): You have an empathic link with your mount out to a distance of up to 1 mile. You cannot see through the
mounts eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from humans, so
misunderstandings are always possible Because of this empathic, you have the same connection to an item or place that your mount does.
For instance, if your mount has seen a room, you can teleport into that room as if you have seen it too.
Improved Evasion: Receives the improved evasion maneuver for free
Share spells (ex): At the characters option, she may have any spell (but not any spell-like abilities) she can cast upon herself also
affect her special mount. The special mount must be within 5 feet of her at the time of casting to receive the benefits. If the spell has a
duration other than instantaneous, it stops affecting the special mount if the mount moves farther than 5 feet away and will not affect the
mount again, even if it returns to the character before the duration expires. Additionally the character may cast a spell with a target of
you on her special mount (as a touch range spell) instead of on herself. A character and her special mount can share spells even if the
spells normally do not affect creatures of the mounts type (magical beast).
Share saving throws: For each of its saving throws, the mount uses its own base save bonus or your base save bonus which ever
is higher. The mount applies its own ability modifiers.
Improved speed: the mounts speed is increased by 10 feet.
Command: Once per day per two HD of its master, a mount can use this ability to command other any normal animal of
approximately the same kind as itself, as long as the target creature has fewer HD than the mount. This ability functions like the command
spell, but the mount must make a DC 21 concentration check to succeed if its being ridden at the time. If the check fails, the ability does
not work that time but still counts against the mounts daily allotment. Each target may attempt a will save (DC = 10 + one-half your rank
in righteousness + your Cha modifier) to negate the effect.
Spell resistance: A mounts spell resistance equals its masters rank in righteousness + 5
Special: A character can choose an alternative starting mount (if he wants to have something other than a heavy warhorse or a
warpony) from the following list: Medium characters camel, black bear, or light warhorse; Small characters medium monstrous spider,
boar, cheetah, leopard, porpoise, riding dog, wolf, or a medium shark. A character of 6 HD or higher may select from the alternative lists
of mounts (see below). Should she select a special mount from one of these alternative lists, the creature gains abilities as if the characters
HD were lower than it actually is. Subtract the value indicated in the appropriate list header (in parentheses) from the characters HD and
compare the result with the character HD entry on the mount ability table above to determine the mounts powers and adjustments.
6 HD or higher (HD 1)
Celestial heavy warhorse (medium)
Large monstrous spider (medium)
Brown bear (medium)
Celestial warpony (small)
Dire weasel (small)
Hippogriff (medium)
Unicorn (medium)
7 HD or higher (HD 2)
Dire boar (medium)
Giant owl (medium)
Sea cat (medium)
8 HD or higher (HD 3)
Dire lion (medium)
Griffon (medium)
12 HD or higher (HD 7)
Dire bear (medium)
16 HD or higher (HD 11)
Dire Tiger (medium)
20 HD (HD 15)
Lammasu (medium)
Spell focus
Prerequisite: none
Benefit: Add +1 to the DC for all saving throws against spells from the school of magic you select.
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Special: You can gain this maneuver multiple times, its effect do not stack. Each time you take this maneuver you apply it to a
different school selection.
Spell Knowledge
Prerequisite: Ability to cast zero level or higher spells
Benefit: When you select this maneuver you may add your attribute bonus (Int for arcane, Wis for divine and druidic, Cha for
performance) to the normal max amount of spells you can know each level. This maneuver can be bought multiple times and each time
you must choose a type of magic to apply it to (arcane, divine, druidic, or performance)
Normal: The maximum amount of spells you can know at any given time for each spell level is equal to half your attribute plus 2
(Int for arcane, Wis for divine and druidic, Cha for performance) for zero level spells and each level after zero level decrease this amount
by 1 (for example: if you had an 18 INT and were an arcane caster then your max known spells would be as follows, 11 for zero lvl, 10 for
1st lvl, 9 for 2nd lvl, 8 for 3rd lvl, 7 for 4th lvl, 6 for 5th lvl, 5 for 6th lvl, 4 for 7th lvl, and 3 for 8th lvl). If you ever reach your max amount you
cannot learn new spells of that level without forgetting spells you have already learned.
Spell mastery
Prerequisite: Must have spellbook and prepare spell flaws
Benefit: Each time you take this maneuver, choose a number of spells equal to your Int mod that you already know. From that
point on, you can prepare these spells without referring to a spellbook.
Spell penetration
Prerequisite: none
Benefit: +2 bonus on checks to defeat spell resistance
Spirited Charge
Prerequisite: Mounted combat, ride-by-attack
Benefit: when mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a
lance).
Spring attack
Prerequisite: Mobility, base attack bonus +4
Benefit: When using the attack action with a melee weapon, you may move and attack and then move again. Your total movement
for the round may not exceed your speed. You do not provoke attacks of opportunity from the opponent that you attack, though you might
provoke attacks of opportunity from others as normal. You cant use this maneuver if you are wearing heavy armor. You must move at
least 5ft both before and after to gain the benefit of this maneuver.
Stealthy
Prerequisite: none
Benefit: you get a +2 bonus on all hide checks and move silently checks
Still Mind
Prerequisite: Martial arts (rank 3)
Benefit: you get a +2 bonus on all saves against spells and effects from the magic school of enchantment
Still spell
Prerequisite: none
Benefit: a still spell can be cast with no somatic components. Spells without somatic components are not affected. still spell can
only be used on spells that are at least one level lower then the highest spell level you can cast (if you can cast level 1 spells then you can
use this on 0 level spells. But if you can only cast level 0 spells you cannot use this maneuver). This restriction affects each type of casting
separately (if you have the ability to cast 3rd level arcane spells you are not able to use still spell on 2 nd level divine spells unless you also
94
have the ability to cast 3rd level divine spells). This maneuver only needs to be selected once and will effect all spell types that meet the
restrictions. This maneuver can only be used a number of times per day equal to 3 + Int bonus (or Wis bonus which ever is higher).
Stunning fist
Prerequisite: Dex 13, Wis 13, improved unarmed strike, base attack bonus +8
Benefit: you must declare you are using this maneuver before you make your attack roll (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 + one-half your HD + your
Wis mod), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your
next action). A stunned character cant act, loses any Dex bonus to AC, and takes a 2 penalty to AC. You may attempt a stunning attack
once per day for every four HD you have attained (but see special), and no more than once per round. Constructs, oozes, plants, undead,
incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Special: If someone has martial arts and this maneuver they can attempt a stunning fist attack once per day for each rank in
martial arts plus once per day for every four HD they attain, but are still limited to attempting only once per round.
Suggestion
Prerequisite: Performance (rank 6), Perform (rank 9), Bardic music, fascinate
Benefit: you can make a suggestion (as per the spell) to a single creature that you already have fascinated. Using this ability does
not break your concentration on the fascinate effect, nor does it allow a second save on the fascinate effect. Making a suggestion doesnt
count toward your daily limit on bardic music performances. A will saving throw (DC 10 + one-half total ranks in performance + your
Cha mod) negates this effect. This ability affects a single creature.
Summon Familiar
Prerequisite: Arcane spellcasting (rank 1)
Benefit: you can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100gp. A familiar is a magical
beast that resembles a small animal and is usually tough and intelligent. The creature serves as a companion and servant.
You choose the kind of familiar you get and as you advance in HD, your familiar advances in power. You may dismiss your
familiar from service at any time and acquire a new one in the same fashion as above. However, if your familiar ever dies then you must
make a fortitude saving throw (DC 15). If you fail this roll then you will lose 2 experience points per HD you currently have attained (if
you do not have enough XP at the time of this loss then you are at a negative XP until the amount can be paid off). Even if you succeed on
the saving throw roll you will still lose half this amount. The death of something so connected to you is devastating and you will be unable
to replace your familiar for 1 months time. A slain familiar cannot be brought back from the dead it is forever gone.
Familiars are magically linked to their masters. In some sense, the familiar and master are practically one being. A familiar is a
normal animal that gains new powers and becomes a magical beast when summoned to service by its master. It retains the appearance,
HD, base attack bonus, base save bonuses, skills, and maneuvers of the normal animal it once was, but is treated as a magical beast
instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar.
Thus, an animal companion or a special mount cannot become a familiar.
A familiar also grants special abilities to its master, as given on the table below. These special abilities apply only when the
master and familiar are within 1 mile of each other.
Familiar
Special
Familiar Basics: use the basic statistics for a
Bat
Master gains a +3 bonus on listen checks
creature of the familiars kind, as given in the monster
Cat
Master gains a +3 bonus on move silently checks
manual, but make the following changes:
Dire rat
Master gains a +2 bonus on fortitude saves
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Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that
type or the masters skill ranks, whichever is better. In either case, the familiar uses its own attribute score modifiers. A familiar
is capable of using any skill the master knows how to use (has at least one rank in), so long as the familiar is physically capable
of using that skill (for instance, a monkey
Masters HD
Natural AC Adj.
Int
Special abilities
could use open lock skill but a hawk could
1-2
+1
6
Alertness, improved evasion,
not). A familiar cannot use or gain any ranks in
share spells, empathic link
a specialized skill.
3-4
+2
7
Deliver touch spells
All familiars have special abilities (or impart
5-6
+3
8
Speak with master
abilities to their masters) depending on the masters HD
7-8
+4
9
Speak with animals of its
total, as shown on the table to the right. The abilities
kind
given on the table are cumulative.
9-10
+5
10
Natural AC adjustment: The number noted here
11-12
+6
11
Spell resistance
is an improvement to the familiars existing natural
13-14
+7
12
Scry on familiar
armor bonus.
15-16
+8
13
Int: The familiars intelligence score. Familiars
17-18
+9
14
are as smart as people.
19-20
+10
15
Alertness: The presence of the familiar sharpens
its masters senses. While a familiar is within 5ft, the master gains the alertness maneuver.
Improved evasion: your familiar gains the improved evasion maneuver
Share spells: At the characters option, she may have any spell (but not any spell-like abilities) she can cast upon herself also
affect her familiar. The familiar must be within 5 feet of her at the time of casting to receive the benefits. If the spell has duration other
than instantaneous, it stops affecting the familiar if the familiar moves farther than 5 feet away and will not affect the familiar again, even
if it returns to the character before the duration expires. Additionally the character may cast a spell with a target of you on her familiar
(as a touch range spell) instead of on herself. A character and her familiar can share spells even if the spells normally do not affect
creatures of the familiars type (magical beast).
Empathic link: You have an empathic link with your familiar out to a distance of up to 1 mile. You cannot see through the
familiars eyes, but they can communicate empathically. Note that even intelligent familiars see the world differently from humans, so
misunderstandings are always possible Because of this empathic, you have the same connection to an item or place that your familiar
does. For instance, if your familiar has seen a room, you can teleport into that room as if you have seen it too.
Deliver touch spells: if the master has 3 HD or more, a familiar can deliver touch spells for him. If the master and the familiar are
in contact at the time the master casts a touch spell, he can designate his familiar as the toucher. The familiar can then deliver the touch
spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with master: A familiar and the master can communicate verbally as if they were using a common language. Other
creatures do not understand the communication without magical help.
Speak with animals of its kind: A familiar can communicate with animals of approximately the same kind as itself (including dire
varieties). Such communication is limited by the intelligence of the conversing creatures.
Spell resistance: a familiars spell resistance is equal to its masters rank in arcane spellcasting + 5
Scry on familiar: you may scry on your familiar (as if casting the scrying spell) once per day.
Swift tracker
Prerequisite: Wilderness lore (rank 8)
Benefit: you can move at your normal speed while tracking without taking the normal 5 penalties. You take only a 10 penalty
(instead of the normal 20) when moving up to twice normal speed while tracking.
Timeless body
Prerequisite: Druidic spellcasting (rank 15) or Martial arts (rank 17)
Benefit: you no longer take any penalties to your attribute scores for aging and cannot be magically aged. Any such penalties you
have already taken remain in place. Bonuses still accrue, and you still die of old age when your time is up.
Tireless rage
Prerequisite: Primal rage (rank 17), Rage (1/day)
Benefit: you no longer become fatigued at the end of your rage
Tongue of the sun and moon
Prerequisite: Martial arts (rank 17)
Benefit: Can speak with any living creature
Toughness
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Prerequisite: none
Benefit: you gain +3 hit points
Special: you can take this maneuver multiple times and each time you will add an additional 3 hit points
Tower shield proficiency
Prerequisite: Shield proficiency
Benefit: you can use a tower shield and suffer only the standard penalties.
Track
Prerequisite: none
Benefit: To find tracks or to follow them for 1 mile requires a successful survival check. You must make another survival check
every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge.
You move at half your normal speed (or at your normal speed with a 5 penalty on the check, or at up to twice your normal speed
with a 20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given below:
Very soft ground (DC 5): any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft ground (DC 10): Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature
leaves frequent but shallow footprints.
Firm ground (DC 15): Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty
indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it
leaves only occasional or partial footprints.
Hard ground (DC 20): Any surface that doesnt hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall
into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced
pebbles).
Several modifiers may apply to the survival check, as given on the table below:
Condition
DC modifier
Every three creatures in the group being tracked
-1
Size of creature or creatures being tracked (for a mix group apply the largest size modifier)
Fine
+8
Diminutive
+4
Tiny
+2
Small
+1
Medium
+0
Large
-1
Huge
-2
Gargantuan
-4
Colossal
-8
Every 24 hours since the trail was made
+1
Every hour of rain since the trail was made
+1
Fresh snow cover since the trail was made
+10
Poor visibility (apply only the largest modifier from this category)
Overcast or moonless night
+6
Moonlight
+3
Fog or precipitation
+3
Tracked party hides trail (and moves at half speed)
+5
If you fail a survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.
Normal: without this maneuver, you can use the survival skill to find tracks, but you can follow them only if the DC for the task
is 10 or lower. Alternatively you can use the search skill to find a footprint or similar sign of a creatures passage using the DCs given
above, but you cant use search to follow tracks.
Trackless step
Prerequisite: Druidic spellcasting (rank 3)
Benefit: Leave no trail in natural surroundings and cannot be tracked
Trample
Prerequisite: Mounted combat
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Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may
make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.
Trap sense +1
Prerequisite: Primal rage (rank 3) or Stealth (rank 3)
Benefit: +1 bonus on reflex saves vs. traps and +1 AC against attacks made by traps
Trap sense +2
Prerequisite: Primal rage (rank 6), Trap sense +1 or Stealth (rank 6), Trap sense +1
Benefit: +2 bonus on reflex saves vs. traps and +2 AC against attacks made by traps
Trap sense +3
Prerequisite: Primal rage (rank 9), Trap sense +2 or Stealth (rank 9), Trap sense +2
Benefit: +3 bonus on reflex saves vs. traps and +3 AC against attacks made by traps
Trap sense +4
Prerequisite: Primal rage (rank 12), Trap sense +3 or Stealth (rank 12), Trap sense +3
Benefit: +4 bonus on reflex saves vs. traps and +4 AC against attacks made by traps
Trap sense +5
Prerequisite: Primal rage (rank 15), Trap sense +4 or Stealth (rank 15), Trap sense +4
Benefit: +5 bonus on reflex saves vs. traps and +5 AC against attacks made by traps
Trap sense +6
Prerequisite: Primal rage (rank 18), Trap sense +5 or Stealth (rank 18), Trap sense +5
Benefit: +6 bonus on reflex saves vs. traps and +6 AC against attacks made by traps
Trapfinding
Prerequisite: Stealth (rank 1)
Benefit: Allows you to use the search skill to find traps with a DC of 20 or more (including magical traps)
Normal: without this maneuver, the search skill can only be used to find traps with a DC of less than 20.
Special: Anyone with this maneuver can also use disable device to disable magical traps. Also if you beat the DC by 10 or more
on any trap, a person with this maneuver can bypass the trap safely (including his party) without disarming it.
Turn undead
Prerequisite: Righteousness (rank 4) or Faith (rank 1)
Benefit: Gain the ability to turn undead (see chapter 6: under religion for rules on turning)
Two-weapon defense
Prerequisite: Two-weapon fighting
Benefit: When wielding a double weapon or two weapons (not counting natural weapons or unarmed strikes), you gain a +1
shield bonus to AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
Two-weapon fighting
Prerequisite: Dex 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 youre off hand lessens by 6.
Normal: see two-weapon fighting penalties in chapter 8: combat
Uncanny dodge
Prerequisite: Primal rage (rank 2) or Stealth (rank 4)
Benefit: Retain Dex bonus to AC if caught flat-footed or attacked by an invisible attacker
Venom Immunity
Prerequisite: Druidic spellcasting (rank 9)
Benefit: Gain immunity to all poisons
Weapon finesse
Prerequisite: Proficiency with weapon, base attack bonus +1
Benefit: Use Dex modifier instead of Str modifier on attack rolls with light melee weapons (this also includes rapier, whip and
spiked chain, and any other weapon that states being allowed to be used with weapon finesse in its description).
Weapon focus
Prerequisite: Proficiency with weapon, base attack bonus +1
Benefit: upon gaining this maneuver you must choose a single weapon you are proficient with. You get a +1 on attack rolls with
selected weapon
Special: you can gain this maneuver multiple times, its effects do not stack, and each time you apply it to a different weapon
selection.
Weapon specialization
Prerequisite: Proficiency with weapon, weapon focus with weapon, Combat (rank 4)
Benefit: you get a +2 bonus on damage rolls with selected weapon
Special: you can gain this maneuver multiple times, its effects do not stack, and each time you apply it to a different weapon
selection so long as you have weapon focus with the newly selected weapon.
Whirlwind attack
Prerequisite: Dex 13, combat expertise, dodge, mobility, spring attack, base attack bonus +4
Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your
highest base attack bonus against each opponent within reach. When you use whirlwind attack, you also forfeit any bonus or extra attacks
granted by other maneuvers or abilities.
Special: You are allowed one 5ft step during this maneuver and this can be done after your attack. If this 5ft step places you
within reach of more opponents then you receive one melee attack on each of them as well.
Wholeness of body
Prerequisite: Martial arts (rank 7)
Benefit: Can heal your own wounds, 2 points per rank of martial arts per day. This healing does not have to be used all at once so
long as the total amount of healing doesnt exceed your daily allotment.
Widen spell
Prerequisite: none
Benefit: You can alter a burst, emanation, line, or spread-shaped spell to increase its area. Any numeric measurement of the spells
area increases by 100%. Widen spell can only be used on spells that are at least three levels lower then the highest spell level you can cast
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(if you can cast level 3 spells then you can use this on 0 level spells. But if you can only cast level 2 spells you cannot use this maneuver).
This restriction affects each type of casting separately (if you have the ability to cast 4 th level arcane spells you are not able to use widen
spell on 1st level divine spells unless you also have the ability to cast 4 th level divine spells). This maneuver only needs to be selected once
and will effect all spell types that meet the restrictions. This maneuver can only be used a number of times per day equal to 3 + Int bonus
(or Wis bonus which ever is higher).
Wild empathy
Prerequisite: Druidic spellcasting (rank 1) or Wilderness lore (rank 1)
Benefit: You can use your body language, vocalizations, and demeanor to improve the attitude of an animal. This ability functions
like a diplomacy check made to improve the attitude of a person. You roll 1d20 + your rank in druidic spellcasting (or your ranks in
wilderness lore, or ranks in both combined) + Cha modifier to determine the wild empathy check result. The typical attitude for a
domesticated animal is indifferent and for a wild animal it is usually unfriendly.
To use wild empathy, you and the animal must be within 30 ft of one another under normal conditions. Influencing an animal this
way takes 1 minute but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast
with an intelligence of 1 or 2 but will take a 4 penalty to the check.
Wild shape (1/day)
Prerequisite: Druidic spellcasting (rank 5)
Benefit: You gain the ability to change into a small or medium animal and back again. This ability works like a polymorph spell,
except as noted here. The effect lasts for 1 hour per rank in druidic spellcasting or until you change back. Changing form (to animal or
back) is a standard action and doesnt provoke an attack of opportunity. The form chosen must be an animal you are familiar with ( a
simple knowledge: nature check DC equal 10 + animals HD will work). You lose the ability to speak while in animal form because you
are limited to the sounds an animal can make. You can however, communicate with other animals of the same type as you are while in the
chosen form. The HD of the new form cannot exceed your ranks in druidic spellcasting
Wild shape (2/day)
Prerequisite: Druidic spellcasting (rank 6), Wild shape (1/day)
Benefit: see above
Wild shape (3/day)
Prerequisite: Druidic spellcasting (rank 7), Wild shape (2/day)
Benefit: see above
Wild shape (4/day)
Prerequisite: Druidic spellcasting (rank 10), Wild shape (3/day)
Benefit: see above
Wild shape (5/day)
Prerequisite: Druidic spellcasting (rank 14), Wild shape (4/day)
Benefit: see above
Wild shape (6/day)
Prerequisite: Druidic spellcasting (rank 18), Wild shape (5/day)
Benefit: see above
Wild shape (Elemental 1/day)
Prerequisite: Druidic spellcasting (rank 16), Wild shape (1/day)
Benefit: Gain the ability to change into a small, medium or large elemental and back again
Wild shape (Elemental 2/day)
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Prerequisite: Druidic spellcasting (rank 18), Wild shape (1/day), Wild shape (Elemental 1/day)
Benefit: Gain the ability to change into a small, medium or large elemental and back again
Wild shape (Elemental 3/day)
Prerequisite: Druidic spellcasting (rank 20), Wild shape (1/day), Wild shape (Elemental 2/day
Benefit: Gain the ability to change into a small, medium or large elemental and back again
Wild shape (Huge elemental)
Prerequisite: Druidic spellcasting (rank 20), Wild shape (1/day), Wild shape (Elemental 1/day)
Benefit: Gain the ability to change into a huge elemental and back again
Wild shape (Huge)
Prerequisite: Druidic spellcasting (rank 15), Wild shape (1/day)
Benefit: Gain the ability to change into a huge animal and back again
Wild shape (Large)
Prerequisite: Druidic spellcasting (rank 8), Wild shape (1/day)
Benefit: Gain the ability to change into a large animal and back again
Wild shape (Plant)
Prerequisite: Druidic spellcasting (rank 12), Wild shape (1/day)
Benefit: Gain the ability to change into a plant creature and back again
Wild shape (Tiny)
Prerequisite: Druidic spellcasting (rank 11), Wild shape (1/day)
Benefit: Gain the ability to change into a tiny animal and back again
Woodland Stride
Prerequisite: Druidic spellcasting (rank 2) or Wilderness lore (rank 7)
Benefit: Can move through undergrowth at normal speed and without taking damage or suffering any other impairment.
However, undergrowth or terrain that has been magically manipulated to impede movement or cause damage still affects you.
Maneuver Name
Prerequisite:
Benefit:
Normal:
Special:
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Prestigious titles
Prestigious titles are titles that can be acquired by meeting the prerequisites. After meeting the prerequisites you can then obtain
the title and after obtaining the title you will be able to learn maneuvers listed under that prestigious title. The only way to learn the
maneuvers under any given title is to have the title. You must still find a teacher that holds the same title and that has the maneuvers you
want to learn. There is no limit as to how many titles you can hold. Also you dont have to learn everything under a title, but a lot of
maneuvers will have prerequisites that must be met as well as holding the title. Below each prestigious title will inform you of what needs
to be done to acquire the title and then what can be learned from the title and any prerequisites that must be met for each maneuver that can
be learned. You have to spend 6 experience points and two weeks of downtime (just like a normal maneuver) to learn a maneuver listed
under a prestigious title.
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Religion
This section is all about the different gods that are worshiped. Here you will find the rules on turning and rebuking, a listing of all
the gods available to worship and a description under each god that will tell you all the benefits and restrictions for worshiping that
particular god. Anyone can worship a god but only those that have ranks in the faith specialized skill will be able to receive the benefits of
being a devout follower. The more ranks in faith that you achieve will represent how dedicated to your god that you are and the more
benefits you will receive. See faith under chapter 4: skills to find out what the benefits are and how you obtain them.
Turn or Rebuke Undead
Good aligned characters with 1 rank in faith, or 4 ranks in righteousness that have acquired the turn undead maneuver, can
channel positive energy, which can halt, drive off (rout), or destroy undead. Evil aligned characters with the turn undead maneuver can halt,
awe (rebuke), control (command), or bolster undead. Regardless of the effect, the general term for the activity is turning. When
attempting to exercise their divine control over these creatures, characters make turning checks. Each individual god will determine the
actual type of turning and sometimes the creature turned.
Turning checks: Turning undead is a supernatural ability that a character can perform as a standard action. It does not provoke
attacks of opportunity. You must present your holy symbol to turn undead. Turning is considered an attack.
Times per day: You may attempt to turn undead a number of times per day equal to 3 + your charisma modifier. You can increase
this number by taking the extra turning maneuver.
Range: You turn the closest turnable undead first, and you cant turn undead that are more than 60ft. away or that have total cover
relative to you. You dont need line of sight to a target, but you do need line of effect.
Turning check: The first thing you do is make a turning check to see how powerful an undead creature you can turn. This is a
charisma check (1d20 + Cha mod). The table below gives you the HD of the most powerful undead you can affect, relative to your HD. On
a given turning attempt, you can turn no undead creature whose HD exceed the result on this table.
Turning check result
0 or lower
1-3
4-6
7-9
10-12
13-15
16-18
19-21
22 or higher
Turning damage: If your turning check is high enough to let you turn at least some of the undead within 60 ft, roll 2d6 + your HD
+ your Cha mod for turning damage. Thats how many total HD of undead you can turn. If your Cha score is average or low, its possible
(but unusual) to roll fewer HD of undead turned than indicated on the table above. You may skip over already turned undead that are still
within range, so that you do not waste your turning capacity on them.
Effect and duration of turning: Turned undead flee from you by the best and fastest means available to them. They flee for 10
rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If the character performing the turning
ability approaches within 10 feet of a turned undead then they overcome being turned and act normally. Other characters can approach
within 10ft without breaking the turning effect.
Destroying undead: If you have twice as many HD (or more) as the undead have, you destroy any that you would normally turn.
Evil characters and undead: Evil characters channel negative energy to rebuke (awe) or command (control) undead rather than
channeling positive energy to turn or destroy them. An evil character makes the equivalent of a turning check. Undead that would be turned
are rebuked instead, and those that would be destroyed are commanded.
Rebuked: A rebuked undead creature cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts for 10
rounds.
Commanded: A commanded undead creature is under the mental control of the character. The character must take a standard
action to give mental orders to a commanded undead. At anyone time, the character may command any number of undead whose total HD
do not exceed his own HD. He may voluntarily relinquish command on any commanded undead creature or creatures in order to command
new ones.
Dispelling Turning: A character that can rebuke may channel negative energy to dispel a turning effect. The character makes a
turning check as if attempting to rebuke the undead. If the rebuking check results are equal to or greater than the turning check result that
was scored when turning the undead, than the undead are no longer turned. The rebuking character rolls turning damage to see how many
HD worth of undead he can affect in this way.
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Bolstering Undead: an evil character may also bolster undead creatures against turning in advance. He makes a turning check as
if attempting to rebuke the undead, but the HD result on the above table becomes the undead creatures effective HD as far as turning is
concerned (providing the result is higher than the creatures actual HD). The bolstering lasts 10 rounds.
Neutral characters and undead: Neutral characters can choose to turn or rebuke undead at the time they perform the turning. This
is limited to the god they serve. Some neutral gods will only allow one or the other. The only way a neutral character can choose between
the two is if their god allows them to do so.
Turning other creatures: some domains or gods will give the ability to turn creatures other than undead. The rules for these
creatures work the same as they do for undead. For characters that can turn more than one type of creature, each creature type have its own
times per day that they can be turned. Using one of these times per day for one type doesnt affect the amount of times per day you can turn
a different type.
The Gods
Format of Deity entries
The entries for the powers detailed here follow a standard format. Notes on that format are given here in a format mimicking that
used in the text:
Name of Deity
(Common titles and epithets)
Power ranking of Plane name, Alignment
Portfolio:
These are the topics, things, ideas, or emotions over which the deity has dominion, power, and control.
Domains:
These are the domains the god has access to, and the domains her followers can choose from.
Superior:
If the deity takes orders from another power, that power is listed here
Allies:
Foes:
Symbol:
Alignment:
The alignment required to worship the deity is given here, this is different from the alignment required to gain
the Prestigious Title.
Turning ability:
The ability to turn or rebuke and what type of creature is given here
This introductory paragraph tells you a little bit about the god.
Dogma:
Here are detailed the beliefs, tenets, doctrines and sayings of the religion
Requirements:
any requirement needed to obtain the prestigious title including: attribute scores, alignment and skills
Weapons:
Types of weapons that are allowed to be used by those holding the title. This does not mean you are
automatically proficient with the listed weapons. It only means you are restricted to certain weapons.
Armor:
Types of armor that are allowed to be used by those holding the title. This does not mean you are
automatically proficient with the listed armor. It only means you are restricted to certain armors.
Magic items:
The kinds of magic items that followers are allowed to use or that are restricted from being used
Skill bonus:
This will list any skill bonuses you get and the bonus will stack with all other bonuses. You receive these
bonuses at the time you gain the prestigious title.
This section contains a list of special granted powers given to titleholders of this god.
Spell-like abilities are often expressed in terms of the spells they are similar to. These are not extra spells that can be cast; these
are spell-like abilities and require a standard action that will provoke an attack of opportunity.
Spells
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Here are listed bonus spells that you will automatically know upon being able to cast a spell of the listed level. These are
considered additional domain spells (meaning when you cast them they take from the amount of domain spells you can cast per day) even
though they are not listed under a specific domain. You will receive these spells in addition to your domain spells.
Akadi
(Queen of air, the lady of air, lady of the winds)
Greater power of the elemental plane of air, N
Portfolio:
Domains:
Superior:
None
Allies:
Foes:
Grumbar
Symbol:
Alignment:
any
Turning ability:
turn or rebuke undead (neutral characters must choose one or the other)
Akadi is the whispering wind and the blinding gale storm, her form changing from season to season. Her kiss might be moist and sweet or
bitter and cold. Uncaring, she carries sounds and scents along on her journey, but never pauses to impress upon a traveler the importance
of her travels. Akadi does seem to have some small affection for her followers, but most often displays that affection when they make
large offerings to her by burning precious incenses that waft to her on the winds so it could be argued that she only cares when she is
bribed to do so. While appeals to Akadi to change or still the winds, provide good flying currents, or bring gentle rains meet with her
approval, she grants no prayers to raise or quell harsh storms.
Dogma:
The teachings of the Akadian church amount to a doctrine of finding ones own enlightenment. The church
feels that one can only find truth in what one is interested in and as soon as interest fails, all chance of finding
further spiritual growth has left an activity or place. Therefore, the faithful must move from activity to
activity, from place to place, pursuing a personal dream or series of interests and growing through the
changing experiences each new day brings. Each new day reveals to us a new side of her. Strive to be as
flexible as she is. Pursue that interests you in turn. Look at problems from as many viewpoints as possible to
achieve the most creative answer. The freedom to move about and to soar on the breeze of life is one of the
inherent rights of every living thing. Fly forth and spread the word of Akadi and show through your works the
fresh new life she brings.
Requirements:
Con 12, Wis 12, alignment (N, NG, NE, LN, CN), Ride (rank 1)
Weapons:
Any one melee weapon, all other weapons used must be ranged weapons. A non-proficient penalty is
enforced with any melee weapon (other than the one selected) or ranged weapon (if used as a melee weapon,
like a dagger) even if you are proficient with such a weapon.
Armor:
Magic items:
Same as a Divine spellcasting but forbidden from using magical items with earth-based effects
Skill bonus:
+2 bonus on the following: handle animal (flying creatures only), jump, Ride (flying mounts only), use magic
device (air-based effects only)
Airwalkers may select spells that have an air or wind-based effect from any type of magic (arcane, divine, or druidic) when they
select the spell knowledge maneuver. These spells selected in this way become new domain spells that they have access to (even
though they are not tied to a specific domain). When casting these spells they take spell slots from your domain casting pool.
All Airwalkers gain a +2 bonus on all saving throws vs. harmful effects of air or wind- related spells or cloudlike or gaseous
breath weapons
Airwalkers gain the ability to feather fall at will (even when unconscious) up to a limited distance of 10 feet per rank of faith.
At rank 5 of faith, Airwalkers gain the ability to cast gaseous form (as the spell) once per day
At rank 5 of faith, Airwalkers can summon a medium air elemental once per day
At rank 7 of faith, Airwalkers gain the ability to cast fly (as the spell) once per day
At rank 9 of faith, Airwalkers gain the ability to cast cloudkill (as the spell) once per day
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At rank 9 of faith, Airwalkers can summon a large air elemental once per day
At rank 13 of faith, Airwalkers can summon a huge air elemental once per week
At rank 15 of faith, Airwalkers can move through the elemental plane of air without need for food or water
Spells
Windbearer
Evocation (air)
Lvl: 3
Components: V, DF
Casting time: 1 standard action
Range: Medium (100ft + 10ft/rank)
Area: 5 ft diameter and up to 5ft tall per rank
Duration: 1 round/rank
Saving throw: Reflex negates
Spell resistance: yes
This spell creates a pillar of air 5ft in diameter and up to 5ft tall per rank of faith. The vertical dimension is decided at the time of casting.
The pillar of air exerts an upward force of 40 pounds per rank of faith. If this is sufficient to counter the weight of an object or creature
entering the area, such an object or creature rises vertically to the top of the column in a single round. Unwilling creatures are allowed a
reflex save to avoid the effect. The caster can vary the height of the pillar from the possible maximum to a minimum of 5ft as a standard
action.
Calm winds
Evocation (air)
Lvl: 4
Components: V, DF
Casting time: 1 standard action
Range: personal
Area: 20 ft radius (sphere shaped emanation)
Duration: 1 min/rank
Saving throw: none
Spell resistance: no
This spell creates an area in which the air remains perfectly calm. Calm winds negate the effects of whirlwinds and other wind based
spells within the protected area, although such spells are not ended. This calmed area is mobile with the caster and lasts as long as the
caster concentrates or until the spell duration expires, whichever is first. The caster can only move at half speed while concentrating on
this spell.
Clear air
Evocation (air)
Lvl: 4
Components: V, DF
Casting time: 1 standard action
Range: Touch
Area: 20 ft radius (sphere shaped emanation)
Duration: 1 min/rank
Saving throw: will negates (harmless)
Spell resistance: yes (harmless)
This spell creates an area in which the air remains perfectly clear. Clear air banishes smoke, gas, and fog and instantly settles particles
such as blowing sand, soot, or grit. Creatures in gaseous form are immediately expelled from its confines, and they cannot enter the area
while the spell is in effect. The spell affects the area surrounding the creature touched, and it is mobile with that creature. Unwilling
creatures receive a will save.
Winds of Akadi
Evocation (air, electricity)
Lvl: 4
Components: V, S
Casting time: 1 standard action
Range: Long (400ft + 40ft/rank)
Area: 30ft diameter (sphere shaped emanation)
Duration: 2 rounds/rank
Saving throw: Reflex half
Spell resistance: yes
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When this spell is cast, a 30ft diameter sphere of whirling air comes into existence at a point indicated by the caster. Creatures in the area
of effect when the spell is cast (or those entering the area of effect while the spell is in effect) must make a reflex save or suffer 1d4 points
of damage. On the second round of the spell, the caster can cause a lightning bolt to issue forth from the storm at any target within range,
inflicting 1d6 points of damage per rank of the caster (maximum 10d6). The bolts fired from the cloud behave as per the lightning bolt
spell. All creatures affected receive a reflex save for half damage. Creatures within the area of effect in a round when the lightning bolt is
projected receive a 4 penalty to their save. Every other round, the cloud releases one lightning bolt at targets selected by the caster. This
is a standard action of the caster and happens on his or her initiative. In the intermediary rounds between lightning bolts, the caster is free
to perform other actions (including melee attacks, casting other spells).
Akadis vortex
Evocation (air, electricity)
Lvl: 7
Components: V, S
Casting time: 1 standard action
Range: Long (400ft + 40ft/rank)
Area: 30ft diameter (sphere shaped emanation)
Duration: 2 rounds/rank
Saving throw: Reflex half
Spell resistance: yes
This spell is exactly like the winds of Akadi spell in effect except that the lightning that issues forth from the storm behaves like that
produced by the 6th level spell chain lightning. The primary bolt does 1d6 points of damage per rank (maximum 20d6). After the primary
bolt strikes, the lightning can arc to a number of secondary targets equal to your rank. The secondary bolts each strike one target and deal
half as much damage as the primary one did. You choose the secondary targets as you like, but they must all be within 30ft of the primary
target and no target can be struck more than once. Each target is allowed a reflex save for half damage. You can choose to affect fewer
secondary targets then the maximum and thus allowing you to avoid hitting allies.
Summon monster VII (huge air elemental only)
(7th level, see spells in this book)
Whirlwind
(8th level, see spells in this book)
Amaunator
(The yellow god, the keeper of the eternal sun)
Greater power of Mechanus, LN
Portfolio:
Domains:
Fire, Law, Sun, Herald, Community, Nobility, Pact, Time, Domination, city, and Mechanus (counts as two
Superior:
None
Allies:
Kossuth
Foes:
Shar
Symbol:
Alignment:
Turning ability:
domains)
Amaunator is revered as the patron of law and the keeper of time. His justice is fair but harsh. Many rulers, soldiers, and powerful mages
revere him. A very careful god, Amaunator made certain that everything was written down, contracted, signed, sealed and notarized. An
extremely lawful god, he follows the letter of law, not necessarily the spirit of it unless the spirit is a great deal more to his liking.
Dogma:
Law keeps order in society, and without it civilization would unravel and chaos would reign. Learn the law
and live it; obey its every letter and clause, for in knowledge of the intricacies of law lies freedom to act with
righteous impunity.
Con 11, Int 12, Wis 15, Cha 12, alignment (LN, LG, LE, N)
Weapons:
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Armor:
Any
Magic items:
Skill bonus:
Sunlords and Sunladies cast all spells from the domains of Law, Sun and Fire as if they had 3 additional ranks in faith.
Additionally this applies to any bonus spells listed below.
Sunlords and Sunladies know the laws and legal codes of the land, the city, and the province they live in and the land, the city,
and the province they were raised in (which may be two different places). If asked to call to mind an incredibly obscure point of
the law of their homeland or native land, they receive a +10 circumstance bonus on a knowledge (local) check and can make
this check even if they have no ranks in the skill.
Sunlords and Sunladies can cast discern lies once per day, they are able to do so an additional time per day for every 4 ranks
achieved in faith above 1st (2 times at 5th rank, 3 times at 9th rank, etc.).
At rank 3 of faith Sunlords and Sunladies can cast rigid thinking once per day
At rank 5 of faith Sunlords and Sunladies can cast compulsive order once per day and impeding permission once every three
days
At rank 7 of faith Sunlords and Sunladies can cast legal thoughts once per day
At rank 10 of faith Sunlords and Sunladies can cast sols searing orb once per day
At rank 13 of faith Sunlords and Sunladies can instinctively tell the ethical component (lawful, chaotic or neutral) of the
alignment of anyone they invoke this ability on. This ability takes a standard action and no saving throw is allowed
At rank 15 of faith Sunlords and Sunladies can cast Sunbeam twice a day
Spells
Amaunators uncertainty
Enchantment (compulsion)
Lvl: 2
Components: V, M
Casting time: 1 standard action
Range: medium (100ft + 10ft/rank)
Area: 40ft diameter (sphere shaped emanation)
Duration: 1 round/rank
Saving throw: will negate
Spell resistance: yes
Creatures affected by this spell pause in uncertainty before executing their intended actions. In a combat situation, this equates to an
initiative penalty equal to one-third the spellcasters rank (rounded down). This reaction penalty begins the round after the spell is cast. In
a non-combat situation, the victim pauses one-third of a round (about 20 seconds) per rank of the caster before executing an action. The
spell affects 2d4 plus one-half the casters rank in HD of creatures within the area of effect. All possible victims are allowed a Will saving
throw to negate this effect. If the victim leaves the area of effect they are still affected until the spell expires. The material component for
this spell is a fragment of a turtles shell.
Advanced sunshine
Transmutation
Lvl: 4
Components: V, DF
Casting time: 1 standard action
Range: medium (100ft + 10ft/rank)
Area: see text
Duration: see text
Saving throw: see text
Spell resistance: yes
This spell is a multiuse incantation that can be cast in one of three forms. Unfortunately, the casting of this spell borrows the sunshine for
the day it is cast (or the next day if cast at night) to render these effects.
Light: Advanced sunshine can be used to borrow sunlight from later in the day (or the next day if at night) to create light now.
This is useful in caverns or at night. This form of the spell sheds bright light in a 15ft radius and will last for 10 min/rank. Using
this effect will shorten the days sunshine (this day or next) by 1 min/rank.
Fireball: A piece of the suns energy can be converted into a fireball (as per the spell) that is cast at the rank of the caster. This
lowers the temperature within a 90-mile radius by 1 degree Fahrenheit for the next week each time it is casts. You must be
outdoors and in direct sunlight to cast this spell, this spell cannot be cast at night, underground or on a cloudy day.
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Daylight: This version of advanced sunshine can be used to borrow sunlight from later that day (or the next day if at night) to
create daylight now. This form sheds light as bright as natural daylight in a 60ft radius and will last for 10 min/rank. Using this
effect will shorten the days sunshine (this day or the next) by 1 hour
Illumination
Transmutation
Lvl: 5
Components: V, M, and DF
Casting time: 1 round
Range: Personal
Duration: see text
Saving throw: none
Spell resistance: no
By means of an illumination spell, the character in effect alters the flow of time with regards to him or her. While this spell is in effect, the
caster is enveloped in a golden radiance that is so bright the caster is considered to have total concealment (gives a 50% miss chance)
against anyone attacking him directly (this doesnt work for area effect spells). While but one round passes for those not affected by the
spell, the caster is able to spend two rounds, plus one round per rank (maximum 10 rounds), in contact with his or her deity. The character
can request information in the form of questions that can be answered in 5 words or less. The character receives 1 question per phantom
round. The deity contacted structures its answers to further its own purposes. While affected by the illumination spell, rather than ask a
question during a round, the caster can request that the power contacted bestow a cure light wounds, remove blindness/deafness, remove
disease, prayer, or freedom of movement spell upon him or her. The casting of any of these spells other than cure light wounds, which
may be granted up to four times, ends the spell, and no further questions are answered by the deity contacted. The caster cannot move or
act other then to perform the above stated and thus means he is flat-footed (though he still has the miss chance). Anytime the caster takes
damage then he must make a concentration check to keep the spell going. Material component: holy water
Sun Scepter
Transmutation
Lvl: 6
Components: V, F
Casting time: 1 round
Range: Touch
Target: Focus touched
Duration: 1 min/rank
Saving throw: see text
Spell resistance: see text
The casting of this spell borrows 1 hour of daytime from the day it is cast (or the next day if cast at night) to render its effects. Sun scepter
temporarily enchants a solid gold mace that the caster touches into a magical item of some potency. When sun scepter is cast, the golden
mace glows with the same brightness as a daylight spell. The caster can select 1 target/rank that is within 120ft of the golden mace to be
affected by a greater command spell. This selection as well as the one command must be chosen immediately when the sun scepter spell is
cast. Those targeted receive a saving throw as per the greater command spell. Aside from the rulership power, the golden mace is a
magical mace that deals 1d8 +3 points of damage (no matter what type of mace was used in its construction) until the spell expires.
Against golems, the sun scepter causes 2d8+6 points of damage and if a natural 20 is rolled on the attack roll, the sun scepter will
completely destroy the golem unless it makes a fortitude save with a 5 penalty (if it makes it save then follow normal critical attack rules.
Golems are subject to critical attacks with this mace but do not allow for sneak attack damage or similar). If the golem is destroyed then
the sun scepter is also destroyed. The sun scepter has the same effect on chaotic outsiders. Focus: a solid gold mace worth at least 2,500
gp.
Auril
(Frostmaiden, Icedawn, the cold goddess, lady Frostkiss)
Lesser power of Pandemonium, NE
Portfolio:
Cold, winter
Domains:
Superior:
Talos
Allies:
Foes:
Symbol:
Alignment:
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Turning ability:
Auril is most powerful in those regions that are affected by deep winters or crouch at the edges of these places. She is a fickle, vain, and
evil creature whose cold divine heart remains untouched by any hint of true love, noble feeling, or honor. She often toys with those that
offend her, trapping them in snowstorms and then driving them insane by tantalizing them with visions of warmth and the comforts of
home before she freezes them to death. Her eternal beauty is cold and deadly, the flower of womanhood preserved forever in a slab of
artic ice with sensibilities to match the ice.
Dogma:
Cover all the lands with ice. Quench fire wherever it is found. Let in the winds and the cold; cut down
windbreaks and chop holes in the walls and roofs that my breath may come in. Work darkness to hide the
cursed sun so that the chill I bring may slay. Take the life of an artic creature only in great need, but slay all
others at will. Make all fear me.
Requirements:
Weapons:
Armor:
any
Magic items:
Same as a Divine spellcasting but forbidden from using magical items with fire-based effects
Skill bonus:
+2 bonus on the following: Survival (when in artic environment), and attack rolls with axes or picks
Icepriestesses and Icepriests are effected by the endure elements spell permanently. They can comfortably exist in conditions
between 50 and 140 degrees Fahrenheit without having to make fortitude rolls.
Icepriestesses and Icepriests can cast frost fingers once per day
At rank 3 Icepriestesses and Icepriests can cast frost whip once per day
At rank 3 Icepriestesses and Icepriests gain energy resistance 10 against cold.
At rank 5 Icepriestesses and Icepriests can cast ice blade once per day
At rank 7 Icepriestesses and Icepriests gain energy resistance 20 against cold
At rank 8 Icepriestesses and Icepriests can cast ice storm or wall of ice twice per week
At rank 10 Icepriestesses and Icepriests can cast cone of cold once per day
At rank 11 Icepriestesses and Icepriests gain energy resistance 30 against cold
At rank 12 Icepriestesses and Icepriests can cast lesser planar ally (cold elemental) once per week.
At rank 15 Icepriestesses and Icepriests can cast planar ally (cold elemental) once per week
At rank 19 Icepriestesses and Icepriests can cast greater planar ally (cold elemental) once per week
Spells
Frost fingers
Evocation (cold)
Lvl: 1
Components: V, S
Casting time: 1 standard action
Range: 15 ft.
Area: cone-shaped burst
Duration: Instantaneous
Saving throw: Reflex half
Spell resistance: Yes
A cone of freezing cold and ice shards shoots from your fingertips. Any creature in the area of the cold takes 1d4 points of cold damage
per rank (max 5d4). Liquids engulfed by the cold freeze.
Frost whip
Evocation (cold)
Lvl: 2
Components: V, S
Casting time: 1 standard action
Range: personal
Area: Flexible 10-foot-long beam
Duration: 1 round/rank
Saving throw: none
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Domains:
Superior:
Mystra
Allies:
Mystra, Savras the all-seeing, Velsharoon the vaunted, Oghma, Deleir, Leira
Foes:
Cyric
Symbol:
Alignment:
any
Turning ability:
Turn or rebuke undead (neutral characters must decide one or the other)
Azuth is the god of wizards and mages and to a much lesser degree, all spellcasters, as opposed to Mystra, who is the goddess of all
magic. Azuth is a sober sort of father-figure deity, but he is not humorless or mean-spirited. He has a rather dry, sardonic wit and
appreciates plays on words and subtle humor. He has perfected a straight-faced delivery to such a degree that often those who hear him
speak are left wondering whether some of his comments were said seriously or in jest. When he is in good humor, he likes to present those
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who have called on him with small gifts, such as flowers in unusual colors, magical fabric of elegant drape, or edible delicacies. When he
is upset, his wrath is terrible to behold as the air crackles with magical energy about him that seem to flow from his eyes into and out of
his staff. He is the reason and cause of the progression of magic, placing all spellcasters on the same playing field by doing away with the
need to prepare spells and read from books on a daily basis. A lot of wizards and spellcasters pay him homage even if they dont worship
him because of this progression.
Dogma:
Use magic wisely and to always be mindful of when it is best not to use magic. Teach the wielding of magic,
and dispense scrolls, items and research tomes throughout the land so that the use and knowledge of magic
spreads. Encourage everyone to try his or her hand at wielding magic. Drive home the lesson that with
magical power comes grave responsibility, and live that lesson yourself. Try to gain a copy of every new
spell, spell variant, or magical idea you encounter without regard for its worth or importance, and make a
copy of that copy for a temple library. Train others in what you know of magic, not hoarding your knowledge
for yourself, and encourage creativity in magic in all ways and at all times.
Requirements:
Int 13, Wis 14, alignment (LN, LG, LE, N), spellcraft rank 1
Weapons:
any bludgeoning
Armor:
none
Magic items:
Skill bonus:
Once per day all Magistrati can cast a single spell as a free action
Magistrati can select any spell (druidic, divine or arcane) when they select the spell knowledge maneuver. These spells selected
this way are now considered domain spells (even though they are not tied to a specific domain) and use up your domain spells
per day when you cast them.
All Magistrati receive bonus domain spells per day for a high Int or Wis score (which ever is higher)
All Magistrati will receive one free metamagic maneuver at ranks 1, 4, 7, 10, 13, 17 and 20
At rank 5 Magistrati can identify magic items by touch and without the need for material components once/day. Magistrati can
use this ability an additional time per day at rank 10, 15 and 20
At rank 7 Magistrati can cast magic missile once/day
At rank 9 Magistrati can cast fireball or lightning bolt once/day
At rank 12 Magistrati have the ability to create a wall similar to any wall spell once/day
Spells
Azuths Fedensor
Transmutation
Lvl: 4
Components: V, S
Casting time: 1 standard action
Range: touch
Target: creature touched
Duration: 1 round/rank
Saving throw: none
Spell resistance: yes (harmless)
This spell allows the next 1st through 5th level spell cast by the caster or the touched creature to be unleashed without any normally
necessary material components (not focuses) and without using up the casters spell slot (essentially gives you a free spell to cast). The
spell to be effected must be cast within the duration of Azuths Fedensor.
Azuths exalted triad
Transmutation
Lvl: 5
Components: V, S
Casting time: 1 round
Range: personal
Target: 1 spell
Duration: 1 round
Saving throw: none
Spell resistance: no
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When this spell is cast it will affect the next 1 st through 5th level spell that you cast on the following round. You will receive the ability to
cast the effected spell twice more as free actions and without components. If you cast another Azuths exalted triad spell in an attempt to
be affected by the Azuths exalted triad spell then both spells will be canceled and you will be affected by a feeblemind spell for the next
hour. Azuths Fedensor cannot be used on an Azuths exalted triad or on any spell affected by Azuths exalted triad nor can Azuths exalted
triad spell affect an Azuths Fedensor spell and any attempt to so this will result in being affected by a feeblemind spell for the next hour.
Azuths Spell shield
Abjuration
Lvl: 7
Components: V, S
Casting time: 1 standard action
Range: touch
Target: Creature touched
Duration: 1 round
Saving throw: none
Spell resistance: yes (harmless)
This spell renders the caster or a touched creature immune to all magical effects on the round after this spell is cast. This immunity
includes immunity to previously applied protections and aids and on going effects. The spell does not prevent such magic from operating;
it simply prevents the protected being from being affected in any way by them for one round.
Bane
(The black lord, lord bane, the lord of darkness, the Black Hand, the dark one)
Greater power of Baator, LE
Portfolio:
Domains:
Darkness, hatred, tyranny, Death, Evil, Law, War, Tyrant, and Baator (counts as two domains)
Superior:
None
Allies:
Foes:
Chauntea, Eldath, Lathander, Mystra, Tyr, Helm, Deneir, Torm, Ilmater, Tymora, Lliira, Oghma
Symbol:
An upright black hand, palm out and fingers together, usually on a red field
Alignment:
Turning ability:
Bane, one of the dark gods, is the ultimate tyrant and a thoroughly evil and malicious being that revels in hatred and strife and is
worshiped by those who in turn enjoyed such wickedness.
Dogma:
Serve no one but me. Fear me always and make others fear me even more than you do. The Black Hand
always strikes down those who stand against it in the end. Defy me and die or in your death find loyalty, for
I shall compel it. Submit to my will, since true power can only be gained through service to me. It is the
doom of those unguided by me to let power spill through their hands.
Requirements:
Weapons:
any
Armor:
any
Magic items:
Skill bonus:
2 bonus languages from following list: abyssal, draconic, giant, goblin, infernal, orc, and Undercommon
Dreadmasters are unaffected by fear spells, though they may be affected by other emotion-affecting spells and spell-like
abilities.
Dreadmasters casts all fear-based spells as if they had an additional 2 ranks.
At rank 5 Dreadmasters are able to generate an aura of fear 10 ft in radius per rank (this effect is the same as a fear spell).
At rank 7 Dreadmasters can cast dispel good once/day
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Spells
The doom of bane
Necromancy
Lvl: 4
Components: V, S, and M
Casting time: 1 round
Range: Touch
Target: One suit of armor and one set of mortal remains
Duration: Permanent
Saving throw: none
Spell resistance: no
This spell transforms the corpse or partial remains of a single upright bipedal creature of any race into the animated force of a helmed
horror. The horror raises from the remains three rounds after spellcasting is complete, entering its armor. If armor is not present, the horror
dissipates, and the spell is wasted. The caster or another being must wear the armor as the horror enters it, a process described as
unbearably chilling. This often causes the armor wearer to faint. The horror gains its knowledge of how to fill the armor and something
of its independent reasoning from the armor wearer, who need not be proficient with the armor. Once the horror has entered the armor, the
armor should be removed, since within 10 minutes it animates as a fully functional helmed horror. The remains need not be whole and are
consumed in the casting, but they must br the remains of a creature that was evil alignment or the spell has no effect. The doom of bane
destroys the remains forever; preventing resurrection of any kind, animation as an undead creature, speak with dead and similar activities
from affecting them. A helmed horror is not regarded as an undead creature. Material components: a pinch of bone powder or a bone shard
of any origin, a pinch of dust, and a fairly complete, non-magical, non-aligned suit of metal armor which serves as the body of the helmed
horror, and the remains of an evil creature as stated above.
Mystic lash
Evocation (electricity)
Lvl: 5
Components: V, S, M, and DF
Casting time: 1 standard action
Range: personal
Area: a long 10 ft whip
Duration: 1 round/rank
Saving throw: none
Spell resistance: Yes
Casting this spell creates a long 10ft whip of ghostly, electrical force that emanates from the casters hand. With this lash of lightning the
caster receives a +3 bonus to his attack rolls. When the lash strikes a being then the caster can release it and the lash will attack on its own
using the casters highest base attack bonus (and adding +3 to the roll). The lash will continue to attack the same target until the spell ends
or until the target dies or fall unconscious. At this time the lash will return to the casters hand and the caster can then attack another target
and release the lash again. A mystic lash does 2d8 points of electrical damage per strike (do not add Str bonus as the lash has no physical
force) and ignores metal armor and metal shields (loose armor bonus to AC for any metal armor worn). The strike of a mystic lash also
has a magical effect if it successfully hits the victim. The victim is allowed Fortitude save to negate the magical effect. Roll 1d6 to
randomly determine the effect below:
1. The struck victim is stunned for the rest of the current round. A stunned creature drops everything held, cant take actions, takes
a 2 penalty to AC, and loses his Dex bonus to AC (if any).
2. The struck victim loses one of his highest spell slots for the day as if he had cast a spell of that level (if none then treat as a
result of 1)
3. The struck victim is wracked with pain, takes additional 1d4 points of damage and is dazed for the rest of the round. A dazed
character can take no actions but doesnt have a penalty to AC.
4. The struck victim is paralyzed and will receive another save in two rounds and every round thereafter. A paralyzed creature is
helpless
5. The struck victim takes additional 2d4 points of damage. In addition, any one non-magical metal item, weapon or armor
(determined randomly) held or worn by the victim is instantly and irrevocably disintegrated in a blue cloud of arcing electricity.
Magical items are unaffected by this effect.
6. The mystic lash entwines the struck victim in a helix of lightning, and the victim is propelled helplessly 1d6 x 10 feet in a
straight line away from the caster, taking 1d6 points of impact damage per 10 ft traveled. This is in addition to the normal
damage of the attack.
Mystic lash is instantly destroyed by a successful dispel magic. Material component: a piece of amber (worth at least 1 gp)
Create Baneguard
Necromancy
Lvl: 6
Components: V, S, M, and DF
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Domains:
Superior:
None
Allies:
None
Foes:
Tymora, Shaundakul
Symbol:
Alignment:
any
Turning ability:
Beshaba is spiteful, petty and malicious. While most people tremble in fear at Beshabas attendance at any event even in spirit, Beshaba is
almost always invited and welcomed formally in the opening speeches or ceremonies of formal functions, contests of sport or martial
prowess, and naming ceremonies of children. If she is not so invited, she may take offense and wreak endless misfortune upon those
involved. She is difficult to understand as her actions often seem random, but in the main she is jealous of the favorable opinion people
have of her sister and demands equal veneration (or at least equal lip service) to that given to Tymora or she will ruin the lives who so
slight her.
Dogma:
The ethos of Beshaba is the beliefs of Tymora stood on their head. Bad things happen to everyone, and only
by following Beshaba may a person perhaps be spared the worst of her effects. Fear her and revere her.
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Spread the message through out all the land to obey Beshaba and make offerings to appease her. If she is not
so appeased, all will taste firsthand the curse that is spreading through the land. Make others worship her and
then they will be spared the ill luck she can bring. Do not falsely advise anyone in how to worship Beshaba,
or you shall be cast out and suffer ill fate and misfortune for all your days.
Prestigious Title (Doommasters)
Requirements:
Weapons:
any
Armor:
any
Magic items:
Skill bonus:
none
Once per day, Doommasters can force a target to reroll a saving throw, attack roll or skill check and the target must take the
worst of the two rolls. The character using this power glows a deep radiant red for one round when doing so.
At rank 3 Doommasters can cast tashas uncontrollable hideous laughter once/day
At rank 5 Doommasters can cast bane of Beshaba once/day
At rank 7 Doommasters can cast misfire, probability control, or lower resistance once/day
At rank 10 Doommasters can cast misfortune once/day
At rank 15 Doommasters gain the ability to automatically succeed at one saving throw that would avert an unfortunate or
damaging effect for them once/day. They can declare the use of this power even after a failed roll. Note that this does not allow
them to circumvent effects that normally do not allow a saving throw.
At rank 20 Doommasters can cast a mordenkainens disjunction once/week
Spells
Bane of Beshaba
Abjuration
Lvl: 2
Components: V, S, M, and DF
Casting time: 1 standard action
Range: touch
Target: creature touched
Duration: see text
Saving throw: none
Spell resistance: Yes
This spell confers a curse upon the creature touched (you must make a successful touch attack) that can only be removed by a remove
curse spell. This spell lasts until death of the target creature or until the curse has run its course. The spells favor of Tymora and bane of
Beshaba cancel each other out if cast on the same target. The curse confers a penalty of 4 on the next saving throw made by the victim.
After that the victim will receive a 3 penalty on its next save, then a 2 penalty and then finally a 1 penalty. After this last penalty the
curse has ended. Only one such casting can affect a single target at any given time. Additional castings on the same target will have no
effect and might upset Beshaba. Material component: a sliver of a broken mirror
Misfire
Necromancy
Lvl: 4
Components: S
Casting time: 1 standard action
Range: close (25ft + 5ft/2 ranks)
Target: one creature
Duration: 1 day/rank
Saving throw: Will negates
Spell resistance: Yes
The victim of this spell cannot hit any chosen target with any thrown, fired, slung or otherwise projected missile weapon for the spells
duration. Anyone (friend or foe) within 10ft of the chosen target will get hit instead (chosen randomly) and if no one is within 10ft then
the attack simply misses. This is a curse and can be removed with a remove curse spell.
Misfortune
Necromancy
Lvl: 5
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Components: S
Casting time: 1 standard action
Range: touch
Target: creature touched
Duration: 1 round/rank
Saving throw: None
Spell resistance: Yes
This spell requires a successful touch attack and the victim will receive a 3 penalty on all saving throws, skill checks, initiative rolls,
attack rolls, and damage rolls for the spells duration. This is a curse and can be removed with a remove curse spell.
Bhaal
(Lord of murder)
Intermediate power of Gehenna, LE
Portfolio:
Domains:
Superior:
Bane
Allies:
Foes:
Symbol:
a white, face-on human skull surrounded by a counterclockwise orbit of many streaming teardrops
Alignment:
Turning ability:
Rebuke undead, followers cannot turn undead. However, followers can destroy undead instead of
commanding them if they so choose
Bhaal, one of the dark gods is the god of death, particularly of slaying, assassination, and violent death. Bhaal is violent, cruel and hateful
at all times, and lives only to hunt and murder. He can be alternately cold, calculating, and ruthless or filled with savage bloodlust.
Dogma:
Make all folk fear Bhaal. Let your killings be especially elegant, or grisly, or seem easy so that those
observing them are awed or terrified. Tell folk that gold proffered to the church can make the lord of murder
overlook them for today.
Requirements:
Weapons:
any that can kill; you can never decide to do non-lethal damage or use weapons that only deal non-lethal
weapons
Armor:
any
Magic items:
Skill bonus:
All Deathstalkers add 2 points of damage per rank to each and every damage roll. Creatures immune to critical attacks are also
immune to this extra damage.
At rank 7 Deathstalkers can cast finger of death once/month
At rank 10 Deathstalkers may engage in plane skipping. Plane skipping involves the character traveling to Bhaals area of
Gehenna, moving through that plane, and then traveling back into the prime material plane at his or her destination. For every
10ft traveled in Gehenna you will move 1 mile on the prime material plane. The plane skip takes 10 minutes to prepare for the
movement into Gehenna and another 10 minutes to prepare the trip back to the prime material plane. This form of travel is
100% reliable. Plane-skipping Deathstalkers are not protected while in Gehenna, since Bhaal considers those capable of
traveling to his homeland capable of protecting themselves. Deathstalkers can take another person with them for every 2 ranks
above rank 10 that they possess.
At rank 15 Deathstalkers may cast aerial servant once/week. Deathstalkers have automatic command of the servant and the
servant will fight for the character (contrary to normal restrictions on the spell). Instead of the servant being used to retrieve
items it is used to murder and kill one named target (must know targets true name).
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Spells
Attraction
Enchantment (charm)
Lvl: 2
Components: V, S, and DF
Casting time: 1 standard action
Range: close (25ft + 5ft/2 ranks)
Target: one creature
Duration: 1 hour/rank
Saving throw: Will Negates
Spell resistance: Yes
Attraction replaces any negative emotions the target has toward the caster with opposite positive emotions unless the target makes a Will
save. Repulsion becomes attraction, hatred become love, etc. The spell also temporarily raises the casters Cha by 1d4 +2 points in respect
to the target for the spells duration, making the targets reactions to and loyalty to the caster much more likely to be positive and helpful.
The target of this spell will receive a bonus on their save (+1 to +5 as DM sees fit) if the emotions to be changed are extremely intense.
Decay
Necromancy
Lvl: 3
Components: V, S, and DF
Casting time: 1 standard action
Range: touch
Target: one object
Duration: Permanent
Saving throw: none
Spell resistance: Yes
This spell accelerates the aging of any item. It has no effect on living matter. For every hour that passes, the object decays a day. After an
appropriate amount of time has passed, most objects break, rust or corrode, decay into dust or powder, or otherwise becomes useless.
Magical items are unaffected by this spell.
Wound
Necromancy
Lvl: 5
Components: V, S
Casting time: 1 standard action
Range: long (400ft + 40ft/rank)
Target: 1 target
Duration: instantaneous
Saving throw: Will half
Spell resistance: Yes
This spell will deal 3d8 points of damage +1 per rank (max +15)
Chauntea
(The great mother, the grain goddess, the golden goddess, she who shapes all)
Greater power of Elysium, NG
Portfolio:
Domains:
Superior:
None
Allies:
Foes:
Symbol:
Alignment:
Turning ability:
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Chaunteas hand is on every place where humans seek to grow things. Though her blessing, most of the land is fruitful. She is wise and
quiet, though not passive, and is not given to hasty action.
Dogma:
Nurture, tend, and plant whenever and wherever possible; protect trees and plants, and save their seeds so that
what is destroyed can be replaced; see to the fertility of the earth, but let the human womb see to its own;
eschew fire; and never destroy or level areas of plants and trees without rebuilding.
Requirements:
Wis 12, Cha 15, Alignment (NG, LG, CG, N), Knowledge (nature) rank 1
Weapons:
Armor:
Magic items:
Skill bonus:
+2 bonus on following: knowledge (nature), Profession (farming), handle animal (farm animals only)
All Greenthumbs can cast prestidigitation once/day (specifically for the use of sprout)
All Greenthumbs can cast create water once/day
At rank 3 Greenthumbs can cast soften earth and stone once/day
At rank 5 Greenthumbs can cast plant growth once/day
At rank 9 Greenthumbs can cast commune with nature once/day
At rank 11 Greenthumbs can cast move earth once/day
At rank 13 Greenthumbs can cast animate plants once/day
Spells
Favor of the goddess
Transmutation
Lvl: 2
Components: V, S
Casting time: 1 standard action
Range: Close (25ft + 5ft/2 ranks)
Target: 2 plants, vegetables, or pieces of fruit per rank
Duration: Permanent
Saving throw: none
Spell resistance: Yes (harmless)
This spell confers instant fertility to plants or doubles the yield of already mature, growing plants. For example, picked fruits in a basket
swell to twice their normal size when this spell is cast on them. Tainted, diseased, spoiled, or poisoned plants are rendered wholesome by
this spell, but plants that are naturally harmful to humans are not made safe. Affected plants seem to glow with life and goodness, and
their dramatic increase in volume can break open containers if the chosen produce has strength enough. For instance, cucumbers would
burst open a crate or barrel, but tomatoes would explode before such containers gave way. This spell can only affect a plant, vegetable or
piece of fruit once. Further castings are ineffective.
Phantom plow
Evocation (earth)
Lvl: 3
Components: V, S
Casting time: 1 standard action
Range: Medium (100ft + 10ft/rank)
Area: see text
Duration: instantaneous
Saving throw: see text
Spell resistance: Yes
This spell turns aside the earth in a 2ft deep furrow in a straight line as indicated by the caster that extends from the point of origin to a
distance of 20ft/rank. The furrow stops if it encounters consecrated ground, and it does not form at all if the entire path lies within
consecrated ground. If used as a weapon, it will spill all creatures standing on the ground that are in the path and unless the victims make a
reflex save they will take 1d4 points of fall damage and be prone. Creatures buried, burrowing or in phase with the earth suffer 4d4 points
of damage from the contact of the phantom plow and receive a reflex save for half damage. If a furrow is directed against a wall or a door,
it stops, but strikes the wall or door doing 4d4 points of damage
Plant lance
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Transmutation
Lvl: 4
Components: V, S and M
Casting time: 1 standard action
Range: close (25ft + 5ft/2 ranks)
Effect: One or more plants
Duration: 4 rounds
Saving throw: none
Spell resistance: Yes
This spell transforms one entire plant per rank of the caster into an animated, flying spear that flies to attack as the caster directs (directing
the spears is a free action and targets must be named after spell completion, but you do not have to send all the spears at one target). The
plants transformed can be of any sort, from clumps of moss or lichen to towering trees, but they must be alive for the spell to work. The
plants are consumed by the spell and can operate only within range of the spell. The flying spears attack their targets using the highest
base attack bonus of the caster and each spear only attacks once per round doing 3d4 damage on each hit. They wither and vanish
whenever either their target dies or the spell expires. They will move with and strike at their target once per round. The spears remain
categorized as living plants until they wither and so can be affected by magic that works on plants. They count as magical weapons for
overcoming damage reduction. Material component: 1 plant/rank (if there is not enough plants then you cannot receive the max amount of
spears).
Cyric
(Prince of lies, Prince of madness, the dark sun, the black sun, the mad god)
Greater power of Pandemonium, CE
Portfolio:
Domains:
Darkness, Illusion, Madness, Chaos, Death, Transformation, Trickery, War, and Planning
Superior:
None
Allies:
None
Foes:
Mystra, Kelemvor, Oghma, Azuth, Mask, Tyr, Torm, Deneir, Leira, Iyachtu Xvim, Bane, Bhaal, Myrkul, and
many others
Symbol:
Alignment:
Turning ability:
In an attempt to further enhance his own power, Cyric created the Cyrinishad, a book that is enchanted to bind the reader slavishly to
believing that Cyric is the most important being in the universe, exceeding all others. Cyric made a serious error of reading his own book
and is now mad, believing that he himself is the center of the universe and everything that occurs is by his direct intervention. Cyric is
petty, megalomaniac, and totally self-centered. He enjoys tricking and misleading both well-meaning and corrupt individuals and then
revealing his deceit when they have made some fatal mistake in judgment or taken a personally devastating action that will ruin their
lives. His favorite liberation is the tears of disillusioned dreamers and broken-hearted lovers, which he drinks from a silver chalice
encrusted with tiny rubies in the shape of sundered hearts.
Dogma:
Death to traitors, death to all who oppose Cyric. Bow down before the supreme power of Cyric, and yield to
him the blood of all who do not believe in his supreme power. Seek control by any means necessary; Force
and deception are used in equal measures to spread his name. Fear and obey those in authority but if they
are weak or given to pursuing airy goals of vague goodness, slay them in the name of the dark sun. Battle
against the believers and those that hold title with other deities, for they are false prophets and forces who
oppose the one true way. Bring death to those who oppose the rightful church of Cyric and those who seek to
make or keep peace, order, and laws. All rightful authority comes from Cyric, and all other authority must be
subverted. Break not into open rebellion, for when hosts march, all faiths and gods awaken. It is better by far
to fell one foe at a time and keep all folk afraid, uneasy, in constant strife.
Str 13, Wis 13, Alignment (CE, NE, CN), Bluff rank 1, Disguise rank 1
Weapons:
Armor:
any
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Magic items:
Skill bonus:
Spells
Black talon
Necromancy
Lvl: 2
Components: V, S
Casting time: 1 standard action
Range: personal
Target: The casters arm
Duration: 1 round/rank
Saving throw: Fortitude half
Spell resistance: Yes
This spell transforms the casters arm into a retractable, rubbery appendage that he can extend up to 10ft and use to strike at foes with a +1
bonus to the attack roll. The arm ends in a black talon claw that rakes foes for 1d4 plus Str modifier of physical damage (critical: 20/x2)
and an additional 1d4/rank (max 10d4) of unearthly chilling damage on a successful attack. Victims are allowed fortitude save to reduce
the chill damage to half. While his arm is transformed the caster is unable to work spells with somatic components. If the hit is a critical
then double only the physical damage and not the chilling damage.
Dark aura
Evocation (evil)
Lvl: 4
Components: V, S
Casting time: 1 standard action
Range: Personal
Area: 20ft/rank radius (sphere shaped emanation)
Duration: 1 round/rank
Saving throw: see text
Spell resistance: Yes
This spell creates a spherical emanation of gloom and menace centered on the caster. Within this area of visible (but not vision-clouding)
dimness, all evil-aligned creatures receive a +1 bonus on their attack and damage rolls, and the caster receives a +3 bonus on his attack
and damage rolls. Neutral-aligned creatures (on the good evil axis) are unaffected by this spell. All good-aligned creatures receive a 1
penalty on all their attack and damage rolls. Good-aligned creatures receive a Will saving throw to negate this effect, however, this save
must be made each round they spend in the area and on a failed roll they suffer the effects for that round and must make another save the
next round. The spell will outline all good-aligned characters within the sphere in an amber (lawful), orange (neutral) or scarlet (chaotic)
aura that serves only to identify their position on the law chaos axis and do no harm. Once cast this spell moves with the caster.
Skull of secrets
Evocation (fire)
Lvl: 4
Components: V, S
Casting time: 1 standard action
Range: (close 25 ft + 5ft/2 ranks)
Effect: 1 floating skull
Duration: permanent (see text)
Saving throw: Reflex half
Spell resistance: Yes
This spell creates the intangible image of a floating skull trailing black flames. The skull appears to have eyes of flame, but neither its
eyes nor its tail of flames are real, and they cannot burn or harm anything. It floats up to 20 ft high and have a fly speed of 120 ft. Dispel
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magic will destroy it, but it cannot otherwise be touched or harmed and will last as long as it needs to until the conditions are met (see
below) and it delivers its message. The skull can deliver a verbal message of 22 words or less and at the end of this message it will spit a
tongue of real flame directed at the target of its message (which is the first or closest person that met the conditions and set it off). The
tongue of fire is a 15ft cone burst (just like burning hands) and any creature in the area of effect will take 1d4 damage per rank (max 10d4)
and is allowed a reflex save for half damage. Flammable materials such as cloth, paper, parchment, and thin wood burn if the flames touch
them. A character can extinguish burning items as a full-round action. Both the message and the gout of flame occur when specific
conditions are met. These conditions follow the same restrictions of a magic mouth spell. After the gout of flame the image of the skull
slowly fades away.
Deneir
(Lord of all glyphs and images, the scribe of Oghma)
Lesser power of the Beastlands, NG
Portfolio:
Glyphs, images, literature, literacy, scribes, pictorial and literary art, cartography
Domains:
Superior:
Oghma
Allies:
Foes:
Symbol:
A single candle set above a staring purple human eye with a triangular pupil
Alignment:
Any
Turning ability:
Deneir is the patron of artist, the illuminator, the scribe, and the cartographer. His is the power to accurately render and describe, to write
and to read, and to pass on information.
Dogma:
Information that is not recorded and saved to be used later is information that is lost. Anyone that defaces or
destroys a book shall be punished. Write everything down and let copying of what is written fill every
otherwise idle hour. Bring a copy of every writing you gather to every temple of Deneir you arrive in (or
make a copy there) so that knowledge may spread and nothing be lost. Information should be free to all and
all should be able to read it, so that lying tongues cannot distort things all out of proportion. Write down all
that people say, believe, and observe, leaving others to judge what is true, of value, and proper. Information
that does not harm should be made free to all. Literacy is an important gift of Deneir and should be spread
and taught. You are to teach at least 10 mortals who do not know how to read and write to do so and this must
be done before you can reach my lands (hence before you die). You must take an oath of charity, such that
you cannot turn down the request of another to write letters and transcribe information. If one making the
request is needy, you can take no payment for doing such duties, though you should charge those that can
afford such service a fair rate. You are to keep secrets that you are exposed to in your charitable duties when
bound to by oath or by your moral code.
Requirements:
Int 15, Wis 15, Alignment (NG, N, LG, CG), must be able to read and write, Profession (scribe) rank 1
Weapons:
Any
Armor:
Any
Magic items:
Skill bonus:
+2 of the following: Craft (anything to do with writing or drawing), Decipher script, gather information,
Knowledge (all), Profession (anything to do with writing or drawing), spellcraft, and use magic device (to use
scrolls, books or the like)
Glyphscribes receive a +4 bonus on all saving throws vs. damage and malicious effects caused from reading, touching, or
walking near books, scrolls, runes and other magical writing, including the effects of curses and magical tomes handled by the
wrong class. In situations where the victim is not entitled to a saving throw, then a normal saving throw is allowed without the
above stated bonus.
Glyphscribes have all languages as bonus languages when picking your bonus languages given by your Int bonus (this includes
druidic and other secret languages, this ability doesnt give you additional languages it just allows you to choose from a greatly
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expanded list). Additionally when purchasing a new language, Glyphscribes can learn that language in half the required time
(this ability stacks with the human merit Quicker learning and will allow Glyphscribes to learn a new language in one quarter
the required time).
Glyphscribes can identify any magical glyph, rune, symbol or other writing at will without a read magic spell needing to be cast
At rank 3 Glyphscribes can cast glyph of revealing once/day
At rank 5 Glyphscribes can cast glyph of warding once/day
At rank 7 Glyphscribes can cast amanuensis or dispel magic once/day
At rank 10 Glyphscribes can cast speak with dead, speak with plants, speak with animals or speak with monster up to 4
times/day
At rank 15 Glyphscribes can cast any one symbol spell once/day
Spells
Glyph of revealing
Divination
Lvl: 2
Components: V, S, and M
Casting time: 1 standard action
Range: touch
Area: 120ft diameter (sphere shaped emanation)
Duration: 1 hour/rank
Saving throw: none
Spell resistance: No
To enact this magic, the character draws a special glyph on any relatively horizontal surface (including a shield held out horizontally or
the instep of a boot) with special ink. When a glyph of revealing is complete, it glows and then vanishes, but it subsequently causes all
dweomers within a 120 ft diameter sphere of itself to glow with a clear white radiance the same brightness as faerie fire. The outlines of
magically hidden inscriptions, invisible wizard marks, magically concealed secret pages, runes, glyphs, symbols, and the like within the
area of effect are clearly shown so that they can be read or identified without being triggered. The glyph of revealing may be moved
without damaging it once its complete and only if on a mobile surface. Material component: Ink made of the juice of crushed eyebright,
white chalk and crushed quartz
Amanuensis
Transmutation
Lvl: 3
Components: V, S, and M
Casting time: 1 standard action
Range: Touch
Target: Quill pen touched
Duration: 10 minutes/rank
Saving throw: none
Spell resistance: no
When cast, this spell transforms a normal quill pen into a quill pen that doesnt run out of ink and animates it to precisely duplicate any
non-magical writing. The animated quill pen will copy 1 page of writing every minute and will copy as much of the writing assigned it to
copy before the spell expires. If the quill pen finishes before the spell expires and the caster is near the pen, then the caster can assign it
more writing to copy, otherwise it hangs in the air till the spell expires. The copy that emerges from the pen is exactly like the original and
perfect forgeries can be made by use of this spell. Once the quill is set to its task, the caster need not be present for it to continue. The quill
becomes intangible and will follow the writing surface if it is moved. The quill cannot copy magical writings of any kind and if any are
mixed in with the non-magical writings then there will be blank spots. The quill pen to be affected, the source material to copy and enough
paper or writing surface must all be present at time of casting and must all stay within 10 feet of the quill. If the quill runs out of paper or
writing surface then it hangs there till more is presented to it within 10 feet (the caster must actually will the new paper as paper to be
copied onto). Material component: a normal quill pen, a bottle of ink, something to copy and enough paper or writing surface to complete
the job. Only the quill pen and bottle of ink are consumed.
Shift glyph
Transmutation
Lvl: 3
Components: V, S
Casting time: 1 standard action
Range: close (25ft + 5ft/ 2 ranks)
Area: one magical glyph, rune, symbol or inscription.
Duration: permanent
Saving throw: see text
Spell resistance: Yes
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This spell allows the caster to move an unknown or hostile magical glyph, rune, symbol or magical inscription (defined as a message on
many characters all written at the same time and intended to be read together) from the surface on which it is found to another surface of
the casters choice within spell range. If no suitable surface (presumably one similar to the original surface, or failing that, a relatively
smooth horizontal or vertical surface large enough to hold the writing) exists within range, the spell does not work, but is not wasted.
When a shift glyph is cast, all magical symbols within range of the caster that the spell can affect glow with a dim white radiance. The
caster has until the end of the round to choose which one to move; Glyphscribes can at this time identify them. Once a glyph is chosen, the
other magical markings cease to glow, fading back into their former state. Note that the chosen glyph may be one the caster did not know
of before the spell illuminated it. The caster of a shift glyph must then make an appropriate saving throw (appropriate to the specific glyph
as if he had set it off), if this saving throw fails then the glyph is set off and takes effect. If the caster succeeds on his saving throw then the
glyph is moved to its new location. If the glyph is moved but remains linked to something on, under, behind, or beneath its former
location (suggesting that its former location remains trapped or dangerous) the magic make the caster aware of this, but reveals nothing
about the nature of the not-yet-trigged magic.
Eldath
(Goddess of singing waters, the quiet one, mother guardian of groves, the green goddess, the mother of the waters)
Lesser power of Elysium, NG
Portfolio:
Domains:
two domains)
Quiet places, springs, pools, stillness, peace, waterfalls, and druid groves
Community, Joy, Fey, Meditation, Family, Animal, Good, Plant, Protection, Water, and Elysium (counts as
Superior:
Silvanus
Allies:
Foes:
Symbol:
A waterfall plunging into a still pool without causing any disturbance of its waters.
Alignment:
Any
Turning ability:
Eldath is the guardian of druid groves, and her presence is felt everywhere there is calm. Eldath is a pacifist and usually takes no hostile
actions even when threatened. When challenged, she gives before the challengers who only later discover that her apparent acceptance and
retreat merely drew them out into an untenable position where they are surrounded, out of their element, and their reinforcements have
been converted to her side.
Dogma:
Peace can only come from within and cannot be taught or imposed; it must be reached through thought and
meditation. Seek stillness and thereby find peace. Plant trees and green-leaved things and tend to such things
when they need it, wherever they may be. Nurture and aid, do not restrict or punish. You may work violence
only to defend, and you may slay no thing of the forest save to prevent it from slaying yourself or another
under your protection. Aid fellow followers and the followers of Silvanus and Mielikki whenever possible
and give support, assistance, and shelter to displaced forest dwellers and to those who work to defend ponds,
marshes, and streamside woods everywhere. Share with all beings the beneficial things that grow in or come
from running water that all may know of and praise Eldath
Requirements:
Wis 12, Cha 15, Alignment (NG, LG, CG, N), Swimming rank 1, a desire for a peaceful life
Weapons:
Nets, whips, staves, clubs, stones, slings, and staff slings only
Armor:
None
Magic items:
Same as Divine spellcasting; not allowed to use magical items or those effects of items which inflict harm
upon others.
Skill bonus:
Peacekeepers cannot fight, except to defend themselves and those with them. They may not initiate attacks, charges, or
ambushes. They are pacifists.
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Peacekeepers can select any spell (druidic, divine or arcane) from the school of enchantment when they select the spell
knowledge maneuver. These spells selected this way are now considered domain spells (even though they are not tied to a
specific domain) and use up your domain spells per day when you cast them.
Peacekeepers can cast hold monster once/day
Peacekeepers can cast remove fear once/day
Peacekeepers are immune to the pain touch of pains (prestigious title of Loviatar)
Peacekeepers gain the Parry maneuver for free even if they do not meet the prerequisites
At rank 3 Peacekeepers can cast sleep once/day. Peacekeepers can cast sleep an additional time per day for every 3 ranks
achieved above rank 3.
At rank 5 Peacekeepers can cast silence once/day. Peacekeepers can cast silence an additional time per day for every 3 ranks
achieved above rank 5
At rank 7 Peacekeepers are able to water walk (as the spell) at will
At rank 10 Peacekeepers can breathe water (as the spell) at will. Additionally Peacekeepers receive the Improved parry
maneuver for free even if they do not meet the prerequisites
At rank 12 Peacekeepers can cast Larerals aqueous column once/day
At rank 15 Peacekeepers have sanctuary (as the spell) in effect on them at all times. Additionally Peacekeepers receive the
Greater parry maneuver for free even if they do not meet the prerequisites
Spells (lvl)
Wailing wind (1st), Touchsickle (2nd), Flame shield (3rd), Greenwood (3rd), Mold touch (3rd), Wheel of bones (3rd), Control vapor (5th),
Greater Touchsickle (5th), Water of Eldath (5th), Spring mastery (6th), mist of the goddess (9th)
Gond
(Wonderbringer, the lord of all smiths, the inspiration divine, the holy maker of all things)
Intermediate power of the outlands, N
Portfolio:
Domains:
Superior:
Oghma
Allies:
Foes:
Talos
Symbol:
A shinning toothed wheel or cog with four spokes, in ivory, bone, or metal
Alignment:
Any
Turning ability:
Turn or rebuke undead (neutral characters must decide one or the other)
Gond Wonderbringer is the god of blacksmiths, woodworkers, inventors, and engineers. Gond is always making new things. He often
presses Oghma for their release into the mortal world without thinking through completely the impact they will have. He can be
distracted, businesslike, sarcastic, or patronizing as well as incredibly helpful and brilliant. He is dedicated to his faithful, and though he
sometimes does not immediately respond to them because he is busy, he always ensures that their needs are met.
Dogma:
Actions speak louder than words, intentions and thought are one thing, but in the end it is the results that
count. Strive to make new things that work. Become skilled at forging, casting, crafting, or tempering, and
practice various means of joining and fastening until you are adept at making things to fit a space or situation
with which they are confronted. Practice experimentation and innovation in the making of tools and
implementation of processes and encourage these virtues in others through direct aid, sponsorship, and
diplomatic support. You should strive to make farmers, hunters, and others think of new tools, improved ways
of crafting and using their existing gear, and new ways of doing things. You must keep records of your
strivings, ideas, and attempts so that others may pick up where you left off. You are required to observe,
acquire, and store safely the makings of others, and show what they have learned to others. You are to discuss
ideas and spread them so that all may see the divine light that is Gond.
Dex 14, Int 14, Wis 14, Alignment (N, LN, CN, NG, and NE), Craft (any one) at rank 1
Weapons:
All
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Armor:
All
Magic items:
All
Skill bonus:
+2 on the following: all craft skills, Knowledge (architecture and engineering), decipher script (when trying
to decipher plans or designs), appraise, scrounging
Gondsmen gain an additional 4 skill points at rank 1 of faith and receive an additional 4 skill points each time Gondsmen
achieve a new rank in faith. These skill points must be spent on various craft skills.
Gondsmen have an aptitude for devices, they receive the trap finding maneuver for free and no matter what specialized skill is
raised any of the skill points received (except for the bonus skill points given above) can be spent on open locks and disable
device at any time.
Gondsmen can cast tree steed once/week
At rank 3 Gondsmen can cast unseen servant once/day
At rank 5 Gondsmen can cast Thunderstaff and stoneskin once/day
At rank 7 Gondsmen can cast animate objects once/day
At rank 10 Gondsmen can cast probing arm once/day
At rank 15 Gondsmen can identify (as per the spell) any magical device (including traps) that they get their hands on. This is at
will and without the need for any material components.
Spells (lvl)
Wieldskill (2nd), Probing arm (5th), Fantastic machine (6th)
Grumbar
(Boss of earth, earthlord, gnarly one, king of the land below the roots, boss of the earth elementals)
Greater power of the elemental plane of earth, N
Portfolio:
Domains:
Superior:
None
Allies:
Foes:
Akadi, Urdlen
Symbol:
Alignment:
Any
Turning ability:
Turn or rebuke undead (neutral characters must decide one or the other)
Grumbar is a powerful deity; he represents stability and resistance to change. He is also the quit lurker and observer, the uncomplaining
bearer of burdens, and the guardian of secret treasures in the dark folds of earths crust.
Dogma:
The eternal Grumbar is perfect and unchanging. Strive to be more like the eternal one, not to change or allow
change to happen. Ones given word is the bedrock upon which a stable society is built. To break an oath is to
cause a crack in the foundation of civilization. Go forth and spread the word of Grumbar and show through
your works the stability and safety he brings.
Str 12, Wis 12, Alignment (N, LN, CN, NG, and NE), Craft (stonemasonry) rank 1
Weapons:
Only bludgeoning and receives a +2 bonus on all attack rolls using weapons made entirely of some kind of
stone.
Armor:
Magic items:
same as Divine spellcasting, but forbidden from using any magical items with air-based or flying effects
Skill bonus:
+2 on the following: any Craft skill involving stone or earth, Knowledge (dungeoneering, architecture and
engineering, geography), climb
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Earthwalkers may select spells that have an earth-based effect from any type of magic (arcane, divine, or druidic) when they
select the spell knowledge maneuver. These spells selected in this way become new domain spells that they have access to (even
though they are not tied to a specific domain). When casting these spells they take spell slots from your domain casting pool.
Earthwalkers gain a +2 bonus on all saving throws vs. earth-related spells and pelletlike, granular, or electrical breath weapons
Earthwalkers are not deterred in their movement by any type of metal armor or armor fashioned of other materials mined from
the earth. All armor of this type is considered light armor when calculating speed and Earthwalkers do not receive an armor
check penalty on climbing or balance checks. Max Dex and Arcane spell failure still apply. Additionally armor of this type worn
does not count its weight towards the carrying capacity nor does it affect the encumbrance in fact the armor feels as light as air
when worn.
At rank 5 Earthwalkers can summon a medium earth elemental once/day
At rank 7 Earthwalkers can cast stoneskin once/day
At rank 9 Earthwalkers can cast earthenport once/day
At rank 9 Earthwalkers can summon a large earth elemental once/week
At rank 13 Earthwalkers can summon a huge earth elemental once/week
At rank 15 Earthwalkers can move through the elemental plane of earth without need for food, water or air.
Spells (lvl)
Earthenair (3rd), Earthenport (5th), Stone walk (7th)
Helm
(He of the unsleeping eyes, the watcher, the vigilant, the vigilant one, the great guard, the god of guardians)
Intermediate power of Mechanus, LN
Portfolio:
Domains:
Courage, Family, City, Truth, Law, Planning, Protection, and Mechanus (counts as two domains)
Superior:
None
Allies:
Torm
Foes:
Symbol:
An open, staring eye with a blue pupil and outline painted on the back of a right-hand war gauntlet
Alignment:
Turning ability:
Turn or rebuke undead (neutral characters must decide one or the other)
Helm is the epitome of the guardian, the watcher, and the guard. He is difficult to understand and is often viewed as emotionless, heartless
and devoted only to his duty or goal. While he is devoted to the point of obsession, he is not heartless, but merely a stern disciplinarian.
Dogma:
Careful planning always defeats rushed actions in the end. Be vigilant, fair and diligent in the conduct of your
orders. You must protect the weak, the unpopular, the injured, and the young and not sacrifice them for
others. You must anticipate attacks and be ready, know your foes, and care carefully for your weapons so that
your weapons can perform their duties properly when called upon. Never betray your trust, and always obey
orders, provided those orders follow the dictates of Helm.
Requirements:
Weapons:
Any
Armor:
Any
Magic items:
Skill bonus:
Watchers gain the heavy armor proficiency maneuver and shield proficiency maneuver for free even if they dont meet the
prerequisites. Watchers are encouraged to wear heavy armor and shields at all times during their duties (this is not a requirement
and simply a better way of always being protected).
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Watchers gain a +2 bonus on spot and listen rolls when rolling to avoid being surprised (this is in addition to the skill bonus
above)
Watchers can designate one person that is within 5ft as the person they are protecting. Any attack directed at the person under
your protection allows you to use attacks of opportunity in an attempt to parry the attack (as if you had the parry maneuver,
though you dont actually receive the maneuver). You can only parry a number of attacks each round equal to the amount of
attacks of opportunity you have each round. You can only protect one person at a time and they must be within 5ft at all times
or they loose this protection.
Watchers can cast glyph of warding once/day
At rank 3 Watchers can cast Sentry of helm or wyvern watch once/day
At rank 5 Watchers can cast mace of Odo or exaltation once/day
At rank 7 Watchers receive three additional attacks of opportunity each round
At rank 7 Watchers can cast seeking sword once/day
At rank 10 Watchers can cast summon spectator once/week
At rank 13 Watchers receive an additional two attacks of opportunity each round
At rank 19 Watchers receive an additional two attacks of opportunity each round
Spells (lvl)
Sentry of Helm (1st), Exaltation (3rd), Forceward (3rd), Mace of Odo (3rd), Seeking sword (4th), Summon spectator (5th)
Ibrandul
(Lord of the dry depths, the skulking god, lurker in darkness)
Lesser power of Pandemonium, CN
Portfolio:
Domains:
Cavern, Darkness, Shadow, Drow, Orc, Slime, Scalykind, Spider, and Chaos
Superior:
None
Allies:
Mask, Ilmater
Foes:
Symbol:
Alignment:
Turning ability:
Turn or rebuke undead (neutral characters must decide one or the other)
Ibrandul watches over humanoids that must venture into hostile underground areas, aiding and guiding those who serve him when they are
in need. He is a taciturn and moody power and radiates an aura of gloom, and darkness. He is always restless; wanting to stalk off into the
dark and roam tunnels searching for those that might harm his followers.
Dogma:
There is perfect freedom in perfect darkness: independence, individuality, and liberty from the judgment of
others. Ibrandul protects you and guides you in the dark ways. He drives away those who would do his
children harm and from time to time reveals great treasure to those who venture into the depths. Remain
steadfast to him, and he will stand by you.
Requirements:
Wis 10, Con 11, Alignment (CN, CG, CE, N), Profession (mining) rank 1
Weapons:
Any
Armor:
Any
Magic items:
Skill bonus:
129
Spells (lvl)
Dark path (1st), Blacklight (3rd), Skulk (4th), Create Ibrandlin (6th)
Ilmater
(The crying god, the lord on the rack, the one who endures, the broken god)
Intermediate power of Bytopia, LG
Portfolio:
Domains:
Fate, Endurance, Destiny, Renewal, Suffering, Liberation, Law, Good, wrath, Strength, and Healing
Superior:
Tyr
Allies:
Foes:
Symbol:
A pair of white human hands bound at the wrists with blood-red cord.
Alignment:
Any
Turning ability:
Ilmater offers succor and calming words to those who are in pain, oppressed, or in great need. He is the willing sufferer, the one who takes
the place of another to heft the burden, to take the others pain. He is the god of the oppressed and unjustly treated. Ilmater is a quiet, kind,
good-spirited, and slow to anger. He appreciates a humorous story and has a rather rustic humor himself. Though he rarely lifts a hand
against another he is not totally non-violent. When facing cruelties and atrocities his rage can boil up, and then he is a figure of frightening
wrath.
Dogma:
Help all who hurt, no matter who they are, and remember that the truly holy take on the suffering of others. If
you suffer in my name, I will be there to support you. You should stick to your cause if it is right, whatever
the pain and peril. Stand up to all tyrants, resisting in ways both great and small, and to allow no injustice to
go by unchallenged. Believe that there is no shame in a meaningful death. Today is the first day of whats left
of your life, so live it well. Persevere in the face of pain. Heal the sick, the wounded, and the diseased.
Comfort the dying, the grief-stricken, and the heartsick. Take on the burdens and the pain of others.
Champion the causes of the oppressed and unjustly treated, and give shelter and kind counsel to the lonely,
the lost, and the ruined. Pursue the service of Ilmater, and he will provide leave gross riches and the
acquisition of all but medicines to others. Take up the tasks no others dare.
Requirements:
Con 14, Wis 12, Alignment (LG, NG, LN), and heal rank 1
Weapons:
Armor:
None
Magic items:
Skill bonus:
130
Painbearers can survive without food and water for a number of weeks equal to their Rank. Their attack and damage rolls suffer
a 1 penalty for every 3 weeks they go without food and water but they do not perish. They do feel the pain and suffering of the
whole ordeal though, which is to be expected of this faith.
Painbearers can remove fear (as the spell) from others and can permanently dispel the effect of baneful emotion-based spells or
curses that cause pain (not hp damage), suffering, or hopelessness by touch (such as the pain touch of pains of Loviatar).
Painbearers can perform this task on up to two other people in addition to himself per day
At rank 3 Painbearers can cast draw upon holy might once/day without needing to rest afterward.
At rank 4 Painbearers gain the diehard maneuver for free
At rank 5 Painbearers can cast favor of Ilmater once/day
At rank 7 Painbearers can cast endurance of Ilmater once/day
At rank 9 Painbearers gain brew potion maneuver for free
At rank 10 Painbearers can cast commune once/week
At rank 12 Painbearers can ignore the effects of pain for up to 2 rounds/rank. This doesnt decrease any actual damage but will
cancel penalties brought on by pain; this includes magical effects from spells and such.
Spells (lvl)
Favor of Ilmater (3rd), Endurance of Ilmater (4th), Blast of pain (5th)
Istishia
(The water lord, god-king of the water elementals)
Greater power of the elemental plane of water, N
Portfolio:
Domains:
Superior:
None
Allies:
Deep Sashelas, Trishina, Eadro, Persana, Shekinester, Surminare, Valkur the mighty, Water lion
Foes:
Kossuth
Symbol:
A cresting wave
Alignment:
Any
Turning ability:
Turn or rebuke undead (neutral characters must decide one or the other)
He represents water, but not a specific body of water. He is a mutable yet dynamic deity who is dispassionate and difficult to pin down. He
provides the atmosphere in which life is born, but not life itself. He furnishes a crucial resource, but apparently cares not how it is used.
He is the guardian of all hidden treasures underwater.
Dogma:
The eternal Istishia acknowledges change but holds to his essential nature. Do not try to be what you are not;
rather, excel at what you are and carry this message of personal excellence to the world. Be flexible but not
unreasonable. As the rains flow down into the ocean in the fold of earth and not up mountains, so do the
truths of Istishia spread throughout the land through their natural routes, not through rank force. The
mysteries of life are to be enjoyed and puzzled over, but realize that some answers do not come in this form
or this world, but rather in the next. Realize that the cycles of life are mirrored by the cycles of fate; be
prepared to pay the price or reap the reward for the actions of your past or your future.
Str 12, Wis 12, Alignment (N, LN, CN, NG, NE), and swim rank 1
Weapons:
All bludgeoning weapons plus nets, harpoons, tridents and water parting blades
Armor:
All
Magic items:
Same as Divine spellcasting but forbidden from using magical items with fire-based effects
Skill bonus:
131
Waterwalkers may select spells that have a water-based effect from any type of magic (arcane, divine, or druidic) when they
select the spell knowledge maneuver. These spells selected in this way become new domain spells that they have access to (even
though they are not tied to a specific domain). When casting these spells they take spell slots from your domain casting pool.
Waterwalkers gain a +2 bonus on all saving throws against the harmful effects of water- and cold-related spells or vaporous or
acid like breath weapons
While in the water, Waterwalkers gain the effects of a freedom of movement spell. Their armor does not encumber them or drag
them down in the water (this does not stop metal armor from rusting and other effects water has on items).
At rank 3 Waterwalkers gain water breathing and water walk as a permanent continuous power.
At rank 5 Waterwalkers can summon a medium water elemental once/day
At rank 7 Waterwalkers can cast ice storm or wall of ice once/day
At rank 9 Waterwalkers can cast Otilukes freezing sphere or acid storm once/day
At rank 9 Waterwalkers can summon a large water elemental once/week
At rank 13 Waterwalkers can summon a huge water elemental once/week
At rank 15 Waterwalkers can move through the elemental plane of water without need for food, water or air
Spells (lvl)
Precipitation (1st), cloudburst (3rd), waterwall (4th), Tsunami (8th), Istishias port (9th)
Iyachtu Xvim
(The godson of bane, the godson, the son of bane, the new darkness, the cruel master)
Lesser power of Baator, LE
Portfolio:
Domains:
Darkness, hatred, tyranny, Evil, Law, Domination, Repose, Decay, Wrath, Death, Destruction, and Baator
(counts as two domains)
Superior:
Bane
Allies:
Bane
Foes:
The entire pantheon (with the exception of Bane and all those allied with bane wont directly go against him)
Symbol:
A pair of bright, glowing green eyes superimposed on the palm of an upright, human-shaped hand of utter
blackness
Alignment:
Turning ability:
Iyachtu Xvim is said to be the result of a union between the black lord, Bane, and a greater or a true tanarri, and thus the blood of bane
runs thru his veins. Iyachtu Xvim serves as Banes instrument in the lands, carrying out the will of his father. He has recently declared his
independence and established a base in Gehenna (which of course has made him many enemies). Iyachtu Xvim is evil through and
through. He is vein, arrogant, and a bully, just as he has always been. He has hatred to the entire pantheon, regardless of alignment (with
the exception of his father) and does everything he can to strip away their worshipers. Often giving them the choice of death or
submission to him as the only true power reigning under his father. This has made him many enemies and only those allied with his father
dont dare touch him directly (but do so in more discrete fashions), to do so would provoke the anger and wrath of Bane himself.
Dogma:
Iyachtu Xvim delights in death and destruction (especially targeting worshipers and temples of other deities
in hopes of reducing their power and eventually seizing their portfolios), and encourages his followers to
emulate him. In Iyachtu Xvim dark, twisted mind, nothing worthy is accomplished without the destruction of
something else. Those who follow me must be as committed to destruction, oppression, and cruelty as I am.
Obey or die in pain and utter destruction. Enslave or slay the weak, and be sure that they know their suffering
is in my name and by my will. Cause pain and fearful obedience in others whenever prudent. Be a cruel,
heartless, tyrant and I shall be pleased. Slay the priest of other gods whenever you can do so without being
identified by others. Capture tyrants and take them to senior clergy members to be delivered unto me, only
those that serve my father or me are allowed to be tyrants. Spread fear of myself throughout all the land.
Destroy whatever and whoever bars my will and see that word of my power spreads but that no one survives
to describe your deeds in detail except mortal that worship me. Destroy all witness of secret acts, but leave
alive survivors to tell of my power when spreading casual destruction. There is delight in destruction feel it,
and indulge in it.
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Requirements:
Str 12, Wis 10, Alignment (LE, LN, NE), and intimidate rank 1
Weapons:
Armor:
any
Magic items:
Skill bonus:
Authlims receive a +1 bonus on all saving throws against domain spells and other magic cast by followers of other gods, they
also receive +1 bonus on attack and damage rolls against other followers (these bonuses only come into effect if the opponent is
carrying a holy symbol of their god on them, though you do not have to see it).
Authlims can detect the presence of other followers (people carrying holy symbols) within 30ft. This effect requires
concentration.
Authlims are immune to fear spells, though they may be affected by other emotion-affecting spells and spell-like abilities.
Authlims are able to heal themselves; they receive the lay on hands maneuver for free even if they dont meet the prerequisites
for it.
At rank 3 Authlims can cast mace of Xvim once/day
At rank 5 Authlims can cast neutralize poison or poison once/day
At rank 5 Authlims are able to generate an aura of fear 10 ft in radius per rank (this effect is the same as a fear spell).
At rank 7 Authlims can cast reaving blades and inflict serious wounds once/day
At rank 9 Authlims can cast Magic circle against chaos/evil/good/law once/day
At rank 10 Authlims can cast inflict critical wounds once/day
At rank 15 Authlims can cast harm once/week
At rank 17 Authlims can cast gate once/month
At rank 20 can cast greater planar binding twice/month
Spells (lvl)
Mace of Xvim (2nd), Reaving blades (4th), Battletide (5th)
Kelemvor
(Lord of the dead, judge of the damned, master of the crystal spire)
Greater power of the Gray Waste, LN
Portfolio:
Domains:
Superior:
None
Allies:
Mystra, Jergal
Foes:
Symbol:
An upright, bone-colored skeletal arm holding the golden scales of justice balanced evenly in its fist against a
steel-gray field.
Alignment:
Any
Turning ability:
Kelemvor intends to impart justice among the dead in an even-handed and fair manner. He is kind, just, forthright, and earnest, though
stern at times.
Dogma:
Kelemvor is interested in having followers who recognize that death is but a part of life. It is not the end but a
beginning, not a punishment but a necessity. There is no deceit in death, nothing concealed, nothing chaotic.
Death is an orderly process. Followers of Kelemvor are not out to spread death and destruction in the land.
Rather, they seek to help others to die with dignity at their appointed time and no sooner. Just as they do not
seek to rush death, they also speak out against those who seek to artificially prolong their lives beyond their
natural limits, including such magical creations as liches. Death is a part of life: fear in not, evade it not, and
view it not as evil. To fear death delivers you into the hands of those who can bring death down upon you.
Die with dignity, neither raging nor seeking to embrace undeath. Do honor to the dead, for their strivings in
life brought the land to where it is now, and to forget them is to forget where we are now and why. Seeking
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out those who are near death is your great duty, for it is my will that no human (and if possible, no sentient
being) die a natural death in all the land without one of my followers by their side. Kelemvor assigns the
essences of the dead their proper place in the ongoing cycle of existence, and it must be emphasized to all
that he is the great guide, leading all folk into their next life. Death is not a final ending, but the next step in a
wondrous, ongoing journey. Let no one die not knowing that Kelemvor awaits them and that he is not to be
feared, for he believes in justice and wields mercy.
Prestigious Title (Doomguides)
Requirements:
Weapons:
Armor:
Any
Magic items:
Skill bonus:
Doomguides know a great deal about undead creatures and the final destinations of the spirits of living creatures after they die.
Doomguides will receive a bonus skill point in both Knowledge (religion) and Knowledge (the planes) for each rank of faith
they increase. These bonus skill points will not raise the skill above the skills normal maximum (3 + current HD).
Doomguides gain a +3 bonus on all turning checks
Doomguides gain a +1 bonus on all saving throws against death magic and spell-like abilities
Doomguides can cast feign death once/day
At rank 5 Doomguides can cast chilling scythe once/day
At rank 5 Doomguides gain the extra turning maneuver for free
At rank 7 Doomguides become partially shielded from life-energy draining attacks. They receive a Fortitude saving throw
(above and beyond normal saving throws allowed and they can add there +1 bonus they get against death magic) to avoid the
draining effect. If successful then they only take damage from the physical attack and all level draining or ability-score draining
is negated. Undead creatures making such an attack suffer 2d6 points of damage when Doomguides succeed on their save. If the
save is a failure then they suffer damage normally. If a saving throw is already allowed then the Doomguides will make the
normal save first and if after that save there is still level drain or ability-score drain they are allowed to make this extra save.
At rank 9 Doomguides can cast bloodstones spectral steed once/day
At rank 10 Doomguides can summon a minor death to fight for them. A minor death appears as a skeleton in robes wielding a
scythe but is incorporeal as is his scythe. Doomguides can summon minor death once/week and will fight for 10 rounds or until
dismissed (which ever is first).
Minor Death
HD: 5d12 (32 hp); Initiative: +7; Speed: Fly 60ft (good); AC: 15 (+3 Dex, +2 Deflection); Base attack/grapple: +2/ -;
Attack: Incorporeal touch with scythe +5 melee (2d4 plus 1d6 constitution drain); Space/reach: 5ft/5ft; SA:
Constitution drain (Fort saving throw, DC 14, or take 1d6 points of constitution drain. Each successful attack gives the
minor death 5 temporary HP); SQ: Darkvision 60ft, Incorporeal traits, +8 Turn resistance, undead traits, Unnatural aura
(animals, wild and domesticated, can sense the unnatural presence of a minor death within 30ft. They will not willing
approach nearer then that and panic if forced to do so, they will remain panicked as long as they are within the range.),
Immune to cold, fire and electricity damage; Saves: Fort +1, Ref +4, Will +6; Abilities: Str -, Dex 16, Con -, Int 14, Wis
14, Cha 15; skills: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, search +10, sense motive +8, spot +12,
survival +2; Maneuvers: Alertness, Blind-fight, Combat reflexes, Improved Initiative; CR: 10
At rank 16 Doomguides can cast resurrection once/week
Spells (lvl)
Chilling scythe (2nd), Dead march (4th), Deny death (5th)
Kossuth
(The lord of flames, the fire lord, the tyrant among fire)
Greater power of the elemental plane of fire, N
Portfolio:
Domains:
Fire, Retribution (with fire shield not cold shield), Sun, Purification (fire)
Superior:
None
Allies:
134
Foes:
Istishia
Symbol:
A flaming orb
Alignment:
Any
Turning ability:
Turn or rebuke undead (neutral characters must decide one or the other)
Kossuth, spoken like a whispering flame, is the patron of all fire elementals as well as any who view fire as a purifying and revitalizing
force. He represents burning away the old to make way for the new with the cognizance that the way to change is harsh and measured. He
is the fire in the hearth which appears comforting but which may turn on its owner at any time and burn the house down. He is the mystery
of fire, the unknowable secret that speaks inspiration to smiths and death to crazed people who burn things and people for pleasure.
Dogma:
Fire and purity are one and the same; the smoke produced by fire is created by the element of air in its
jealousy and through the impurities of the material being cleansed by the flames. I send my pure fire to
cleanse you all and temper your souls to a more pure state. Expect to be tested and strive to rise to the
challenge; no matter what difficulty or pain it brings you. Follow the promised above you, for they have
proven their worth and achieved a higher state, which you too can find in my service. Find the true vision, the
final goal of your life, and pursue it utterly. Give yourself totally to the cause, and it will return eternal
rewards to you. Guide the teeming masses to the pure light that is Kossuth so that I may reforge all life into
its essential form, and complete order and harmony will follow.
Requirements:
Con 12, Wis 12, Alignment (N, LN, CN, NG, NE)
Weapons:
Any metal weapons (must be made purely of metal with no wood or other materials)
Armor:
Any metal armor (must be made purely of metal with no wood or other materials)
Magic items:
Same as Divine spellcasting, but forbidden from using magical items with water-based or underwater effects
Skill bonus:
Firewalkers may select spells that have a fire-based effect from any type of magic (arcane, divine, or druidic) when they select
the spell knowledge maneuver. These spells selected in this way become new domain spells that they have access to (even
though they are not tied to a specific domain). When casting these spells they take spell slots from your domain casting pool.
Firewalkers gain a +2 bonus to saving throws against the harmful effects of fire- and heat-related spells and fiery breath
weapons
Firewalkers are effected by the endure elements spell permanently. They can comfortably exist in conditions between 50 and
140 degrees Fahrenheit without having to make fortitude rolls
At rank 3 Firewalkers are immune to harmful effects of brief contact with non-magical fire (no damage from non-magical fire
for up to 5 rounds of contact)
At rank 3 Firewalkers can cast burning hands once/day
At rank 5 Firewalkers can summon a medium fire elemental once/day
At rank 7 Firewalkers gain energy resistance 10 against fire
At rank 7 Firewalkers can cast fireball once/day
At rank 9 Firewalkers can cast fire charm once/day
At rank 9 Firewalkers can summon a large fire elemental once/week
At rank 11 Firewalkers gain energy resistance 20 against fire
At rank 13 Firewalkers can summon a huge fire elemental once/week
At rank 15 Firewalkers gain energy resistance 30 against fire
At rank 15 Firewalkers can move thru the elemental plane of fire without need for food, water or air
Spells (lvl)
Banish flame (1st)
Lathander
(Morninglord)
Greater power of Elysium, NG
Portfolio:
135
Domains:
Celestial, Commerce, Competition, Creation, Endurance, Glory, Nobility, Good, Healing, Life, Renewal, and
Strength, Sun and Elysium (counts as two domains)
Superior:
None
Allies:
Chauntea, Gond, Silvanus, Tymora, Lurue the Unicorn, Tyr, Torm, Ilmater, Sune, Lliira, Selune, Oghma,
Milil, Deneir, Mielikki, Eldath
Foes:
Symbol:
Alignment:
Turning ability:
Lathander is known as the commander of creativity and the Morninglord. Lathander has a reputation for being sometimes overly
enthusiastic, slightly vein, and given to excesses, all flaws very common among the young. He is also eternally optimistic and doggedly
perseverant.
Dogma:
Strive always to aid, to foster new hope, new ideas, and new prosperity for all humankind and its allies.
Perfect thyself, and guard ever against pride, for it is a sacred duty to foster new growth, nurture growing
things, and work for rebirth and renewal. Be fertile in mind and body. Consider always the consequences of
thine actions so that the least effort may bring the greatest and best reward. Wherever you go, sow seeds of
plants, tend the growing things you find, and plant seeds of hope, new ideas, and plans for a rosy future in the
minds of all. Whenever possible, see each dawn.
Requirements:
Weapons:
Any
Armor:
Any
Magic items:
Skill bonus:
+2 bonus of the following: Balance, climb, craft (any), jump, perform (any), ride, and swim
Morninglords can turn undead as if they were 4 HD higher then they actually are.
Morninglords can cast light three times/day
At rank 3 Morninglords can cast daylight once/day
At rank 5 Morninglords can cast sunrise once/day
At rank 7 Morninglords can cast boon of Lathander once/day
At rank 9 Morninglords can cast false dawn once/day
At rank 12 Morninglords can cast resurrection once/week
Spells (lvl)
Rosemantle (1st), Rosetouch (2nd), sunrise (3rd), boon of Lathander (4th), shield of Lathander (5th), false dawn (6th), greater shield of
Lathander (7th)
Leira
(Lady of the mists, mother of illusionist, the guardian of liars, the mistshadow)
Lesser power of Limbo, CN
Portfolio:
Deception, Illusion
Domains:
Dream, Illusion, Mind, Chaos, Shadow, Transformation, Trickery, and Limbo (counts as two domains)
Superior:
None
Allies:
Mask, Azuth
Foes:
None
136
Symbol:
Alignment:
Any
Turning ability:
Turn or rebuke undead (neutral characters must decide on one or the other)
Leira is the goddess of deception and illusion and the patron of illusionists and liars. She is an enigma since she covers all she does and
says with layers of illusions and falsehood.
Dogma:
Make folk everywhere doubt what they believe and see in order to restore holy mystery to the world. Give as
well as take, raise hope as well as dashing hopes. Never tell the truth when less can do and never use a halftruth when a lie would serve better. Speak the truth whenever possible only to other fellow worshipers. I am
never quite what you think I am. Truth is a worthless thing to know and worth even less to speak aloud.
Cherish and further illusions and rumors, for distortion and legend are what make folk happy and life
alluring. Hiding a thing gives it value by the very act of cloaking.
Requirements:
Dex 11, Int 12, Wis 14, Alignment (CN, CG, CE, N), Disguise and bluff rank 1
Weapons:
Any
Armor:
Any
Magic items:
Same as Divine spellcasting, plus any item with illusion-based effects that is normally restricted to other
spellcasting (including scrolls with illusion spells that are restricted to Arcane or Druidic spellcasting), also
forbidden to use True seeing spell or any item with a true seeing effect (use of either of these makes the user
go completely insane as they see thru their gods lies and see the faith for what it truly is. Also the character if
willing used the spell or item then he looses faith (see loosing faith). If he was unwilling made to use this
item then the god will fix his insanity and the character is compelled to destroy the item or the person
reasonable as if effected by a geas/quest spell that can only be removed by a wish. Removing this geas is
punishable by loss of faith (see loosing faith).
Skill bonus:
+2 bonus on the following: Bluff, Disguise, Forgery, Hide, Move silently, Sleight of hand
Mistcallers may select spells that from the illusion school from any type of magic (arcane, divine, or druidic) when they select
the spell knowledge maneuver. These spells selected in this way become new domain spells that they have access to (even
though they are not tied to a specific domain). When casting these spells they take spell slots from your domain casting pool.
Mistcallers gain a +2 bonus on all saving throws against illusions (spells, effects etc.)
Mistcallers can cast disguise self three times/day
At rank 3 Mistcallers can cast impenetrable falsehood once/day
At rank 3 Mistcallers can cast silent image once/day
At rank 5 Mistcallers can cast misdirection once/day. Mistcallers may cast misdirection an additional time per day for every 5
ranks they achieve above 5th rank.
At rank 7 Mistcallers can cast shadow evocation once/day
At rank 10 Mistcallers can cast mislead once/day
At rank 13 Mistcallers can cast greater shadow conjuration once/day
At rank 20 Mistcallers can cast Permanent image three times/day
Spells (lvl)
Impenetrable falsehood (2nd), Monstrous illusion (4th), Triple mask (5th)
Lliira
(Our lady of joy, joybringer, the goddess of joy)
Lesser power of Arborea, CG
Portfolio:
Joy, happiness, Dance, Festivals, Carefree, Celebration, Contentment, Release, Hospitality, and
Freedom/Liberty
Domains:
Community, Chaos, Elf, Fey, Halfling, Joy, Liberation, Luck, Nobility, Pleasure, Arborea (counts as two
domains)
Superior:
Sune
137
Allies:
Foes:
Symbol:
Three six-pointed stars arranged in a triangle with their points touching with the orange star uppermost,
yellow on the left, and red on the right
Alignment:
Turning ability:
Lliira is ever changing, ever moving, and ever alive. She embodies happiness, freedom, and joyful movement.
Dogma:
Spread joy wherever and whenever possible, and allow no one to be sad when mirth or comfort could be
given to them. Strive to brighten the hearts of all those you meet, not merely friends and others who embrace
me. Exult in life, and find joy in all things. Out of grief and despair, wrest joy, and join in the dance.
Celebrate and honor the deaths and the dead the best mourning is laughing remembrance. My true servants
seek joy always through working to bestow it on others. Hide no true feelings, but dance them out if it is not
prudent to speak them aloud. Gather into celebrations the lost, the lonely, the exiled and outlawed, the
shunned, and even your foes: Festivals are for all. Let folk follow their own desires, and respect their choices.
Learn what folk find funny, and what lightens their hearts, and in this doing come to know yourself and how
best to serve all intelligent beings and me.
Requirements:
Wis 13, Cha 13, Alignment (CG, CN, NG), Perform rank 1
Weapons:
Lasso, net and unarmed strikes only (unarmed strikes must be subdue damage). Any Joydancers that use a
weapon other than lasso, net or unarmed strikes to inflict damage on another is stripped of all abilities gained
thru faith (as if they didnt have any faith). This penalty lasts until the Joydancers spends a full day engaged
in meditation and absolution followed by a big party that lasts all night. Continued violation can eventually
lead to being permanently striped of your abilities (see loosing faith). This is a cumulative 1% chance for
each violation after the first one.
Armor:
Any
Magic items:
Same as divine spellcasting, but cannot use any magical items that cause damage
Skill bonus:
+2 on the following: Balance, Diplomacy, Haggling, Handle animal, heal, perform, sense motive and tumble
Joydancers can utter a soothing word once/day. The soothing word has two functions that can be used, but only one function
may be used each time soothing word is used. First the soothing word may remove fear or other harmful emotion-affecting
magic from all within 20ft radius of the follower. The follower has a 50% chance per individual affected to remove the magic,
plus an additional +2% per rank of faith above 1st rank. Second the soothing word may add a +6 circumstance bonus to all
diplomacy, haggle or handle animal checks against anyone within 20ft radius of the follower for a single round. This is in
addition to their normal +2 bonus they receive for being Joydancers
Joydancers are extremely good at unarmed combat of a free-form nature due to their highly toned physiques and good sense of
balance. They receive the Improved unarmed strike maneuver for free. Additionally they can use their ranks in faith as if they
were ranks in martial arts for meeting the prerequisites of maneuvers listed under the Martial arts section. This is only to meet
the prerequisites of maneuvers and followers do not gain any other benefit from the martial arts specialized skill. Ranks in Faith
and ranks in Martial arts will stack when determining prerequisites of maneuvers
At rank 3 Joydancers can cast bliss or unseen servant once/day
At rank 5 Joydancers can cast hold person or sleep once/day
At rank 7 Joydancers can cast deadly dance once/day and gain an additional use per day every four ranks above 7 th rank (2 at
rank 11, 3 at rank 16, etc.)
At rank 10 Joydancers can cast candle of calm once/day
At rank 15 Joydancers can generate magical pheromones that will affect any creature of an opposite sex who approaches within
10ft of the follower. The victim is allowed a will save (DC = 10 + Joydancers rank in faith + Cha mod) and if the victim
succeeds he is under no effect as long as he remains within 5ft. If the victim who succeeded his save is away from the follower
for more than 1 round and then comes within 10ft again must again make a new save. Those that fail their save are charmed as
long as they stay within 10ft of the follower (plus an additional 10ft per rank over rank 15). An affected victim will treat the
follower as a trusted friend, ally, and romantic interest to be heeded and protected. The charmed individual does not behave as if
he was a mindless automaton, but any word or action of the follower is viewed in the most favorable way. This attitude does not
extend to others, and is possible for the victim (or victims) of this effect to be overcome by jealousy, viewing all others
(especially other victims) as potential rivals. This effect will last for 10 minutes (plus an additional 10 minutes per rank over
rank 15) and can be used once/day
138
Spells (lvl)
Bliss (2nd), deadly dance (4th), candle of calm (5th)
Loviatar
(Maiden of pain, the willing whip, patroness of torturers)
Lesser power of Gehenna, LE
Portfolio:
Domains:
Superior:
Bhaal
Allies:
Foes:
Symbol:
Alignment:
Turning ability:
Loviatar is venerated by torturers, sadists, and other twisted and evil people and creatures that love to bully others. She is aggressive,
domineering, and fearless. She has a cold and calculatingly cruel nature, and is almost unreachable emotionally. She has an instinct for
inflicting both physical and psychological pain, and she always seems to know what to say and the way to say it to inflict the most hurt
and raise the biggest self-doubts in someone, mortal or deity.
Dogma:
The world is filled with pain and torment, and the best that one can do is to suffer those blows that cannot be
avoided and deal as much pain back to those who offend. Believe that true pleasure is only won through pain.
Kindnesses are the best companions to hurts, and increase the intensity of suffering. Let mercy of sudden
abstinence from causing pain and of providing unlooked-for-healing come over you seldom, but at whim, so
as to make folk hope and increase the mystery of my mercy. Unswerving cruelty will turn folk against you.
Act alluring, and give pain and torment to those who enjoy it as well as to those who deserve it most or
would be hurt by it. The lash, fire and cold are three pains that never fail the devout. Spread my teachings
whenever punishment is meted out. Pain tests all, but gives strength of spirit to the hardy and the true. There
is no true punishment if the punisher knows no discipline. Wherever a whip is, there I am. Fear me and yet,
long for me the same.
Requirements:
Con 15, Wis 15, Alignment (LE, LN, NE), Craft (leatherworking) rank 1
Weapons:
Armor:
Any
Magic items:
Skill bonus:
+2 bonus on the following: Escape artist, Intimidate, Sense motive, Use rope
Pains can inflict a pain touch (as per suffering domain) a number of times per day equal to 3 + their Wis bonus (having the
suffering domain adds an additional time per day). Additionally pains can deliver this pain touch with any attack that is
delivered by touch, a whip or a scourge (this includes spells that are delivered by touch). Additional pain touches on the same
target will stack up to three times.
At rank 3 Pains can cast whip of flame once/day
At rank 5 Pains can cast dance of pain or whip of pain once/day
At rank 5 Pains can cast Loviatars caress once/day. They can cast the spell an additional time per day for every 2 ranks above
rank 5 up to a max of 5 times/day
At rank 7 Pains can cast kiss of torment once/day
At rank 10 Pains can cast eyebite once/day
At rank 15 Pains can cast any one of the symbol spells once/day
At rank 20 Pains ensnarement once/month
139
Spells (lvl)
Loviatars caress (2nd), whip of flame (2nd), Dance of pain (3rd), whip of pain (3rd), Kiss of torment (4th)
Malar
(The beastlord, lord of beasts, the black-blooded beast, the ravaging bear)
Lesser power of Carceri, CE
Portfolio:
Hunters, marauding beasts and monsters, blood, bloodlust, evil lycanthropes, stalking
Domains:
Animal, Chaos, Evil, Orc, Passion, Scalykind, Shadow, Strength, and Transformation, War
Superior:
Talos
Allies:
Foes:
Chauntea, Deneir, Eldath, Ilmater, Lurue the unicorn, Nobanion, Silvanus, Sune, Gwaeron Windstorm,
Shiallia, Uthgar
Symbol:
A brown-furred, bestial claw with long, curving talons tipped with fresh red blood
Alignment:
Turning ability:
Malar is the god of the savage wild. Hunters who revel in the kill or who hunt for sport or to excess worship him. Malar achieves almost
sensual fulfillment from the hunt and the kill. He revels in the fear radiated by the hunted and hungers for the blood of his prey
Dogma:
Savagery and strong emotions defeat reason and careful thought in all things. The strong may slay as
frequently as possible and exult in the doing if they are to survive and achieve dominance of the pack that
society truly is under the polite veneer it maintains. Taste the blood of those you kill and never kill from a
distance. The glory and danger in the hunt should be told to all in grand tales. Work against woodcutters,
farmers, and all fools who seek to cut back the forest and slay beasts because they are dangerous. Suffer no
druid to live for they believe not in survival of the strong, but in a weak-minded balance that allows the
inferior to survive and often to rule. Slay not pregnant wild creatures, young wild animals, or deepspawns so
that dire beasts to hunt may always be plentiful.
Requirements:
Str 13, Wis 12, Alignment (CE, CN, NE), Survival and move silently rank 1
Weapons:
Any. But only melee weapons, forbidden to use missile weapons and also forbidden to throw melee weapons
Armor:
Any
Magic items:
Skill bonus:
Talons can use their ranks in faith as if they were ranks in Primal rage for meeting the prerequisites of maneuvers listed under
the Primal rage section. This is only to meet the prerequisites of maneuvers and followers do not gain any other benefit from the
Primal rage specialized skill. If followers pick up the Rage maneuver they are still subject to uncontrolled and bloodthirsty rage
as if they had ranks in Primal rage equal to their ranks in Faith (see Primal rage for details). Ranks in Faith and ranks in Primal
rage will stack when determining prerequisites of maneuvers
Talons receive 1 skill point in Survival for each rank of faith after rank 1. This bonus skill point will not allow the character to
exceed the skill maximums.
Talons receive the exotic weapon proficiency maneuver for free and are applied to the weapon Claws of Malar (Dmg (s): 1d4;
Dmg (m): 1d6; Critical: x3; Weight: 1lb; Type: S/P). Additionally Talons are at a +2 bonus to attack rolls when using one in both
hands (yes if two weapon fighting maneuver is also taken you can attack with main hand and off hand at no penalty).
At rank 3 Talons can identify plants, animals, and pure water with 98% accuracy.
At rank 3 Talons can cast beast claw once/day
At rank 5 Talons gain the Track maneuver for free; also Talons gain a +4 bonus to survival checks when tracking wild animals.
At rank 7 Talons gain immunity to charm spells cast by woodland creatures or by druidic spellcasting
At rank 7 Talons gain Improved two-weapon fighting maneuver for free (even if they do not meet the prerequisites, although
they must have two-weapon fighting maneuver before they receive this benefit)
140
Spells (lvl)
Beast claw (2nd), Animal sight (4th), Rage (5th), animal transfer (6th), Faithful mount (9th)
Mask
(Master of all thieves, shadowlord, lord of shadows)
Lesser power of Grey waste, NE
Portfolio:
Domains:
Celerity, City, Darkness, Evil, Shadow, Trickery, Travel, Envy, Greed, Wealth, and Hades (counts as two
domains)
Superior:
None
Allies:
Foes:
Symbol:
Alignment:
Turning ability:
Turn or rebuke undead (neutral characters must decide one or the other)
Mask is the deity of intrigue along with being the patron of thieves. He is very self-possessed and confident. He enjoys erecting
convoluted and intricate plots to achieve his ends and then playing them out to his benefit.
Dogma:
Ownership is nine-tenths of what is right, and if a person happens to currently have something, it is his.
Previous ownership does not count. Therefore, the day belongs to the quick, the smooth-tongued, and the
light-fingered. Stealth and wariness are virtues, as are glibness and the ability to sound smooth-tongued and
conciliatory while taking control of a situation or twisting it to your advantage. Wealth rightfully belongs to
those who can acquire it. Strive to end each day with more material wealth than you began with, but steal
what is most vital, not everything that is to hand. Honesty is for fools, but apparent honesty is a very valuable
thing. Make every untruth seem plausible, and never lie when you can cleave to the truth but leave a mistaken
impression. Subtly is everything and a bribe is the least subtle of the tools I give you. Never force someone to
do something when you can manipulate them into doing it and thinking the decision and the deed are entirely
their own free-willed work. Never do the obvious, except to conceal a secondary or tertiary deed or
arrangement. Spin secrets atop secrets, but do so unconcernedly, not with the sly excitement of untutored
youth. Trust in the shadows, for the bright way makes for easy targets.
Requirements:
Dex 14, Wis 14, Alignment (NE, LE, CE, N), Disguise, open lock, and sleight of hand rank 1
Weapons:
Any
Armor:
Magic items:
Skill bonus:
+2 bonus on the following: Balance, Bluff, Disguise, Hide, Move silently, Open locks, Sleight of hand, and
Tumble
Unseen can use their ranks in faith as if they were ranks in Stealth for meeting the prerequisites of maneuvers listed under the
Stealth section. This is only to meet the prerequisites of maneuvers and followers do not gain any other benefit from the Stealth
specialized skill. Ranks in Faith and ranks in Stealth will stack when determining prerequisites of maneuvers.
Unseen receive 1 skill point in Sleight of hand, Hide, Move silently, Open locks and Disguise for each rank of faith after rank 1.
This bonus skill point will not allow the character to exceed the skill maximums.
Unseen can cast darkness once/day
At rank 3 Unseen can cast shadow cloak once/day
At rank 5 Unseen can cast shadow conjuration once/day
141
Spells (lvl)
Listening shadow (3rd), Shadowcloak (3rd), watching shadow (4th), striking shadows (6th)
Mielikki
(Our lady of the forest, the supreme ranger, daughter to Silvanus)
Intermediate power of the beast lands, NG
Portfolio:
Domains:
Superior:
Silvanus
Allies:
Eldath, Silvanus, Shiallia, Gwaeron Windstrom, Lurue the unicorn, Chauntea, Shaundakul, Lathander
Foes:
Symbol:
Alignment:
Turning ability:
Mielikki is the lady of the forest, the goddess of the woods and the creatures that live within them and the patron of rangers. She is goodhumored and quick to smile. She is confident in her action and conveys this confidence well in small groups. She is fiercely loyal and
protective to those she calls friend, but does not grant that consideration lightly.
Dogma:
Embrace the wild and not fear it, because the wild ways are the good ways. They are to keep the balance and
learn the hidden ways of all life. Do not allow the trees to be needlessly felled or the forest to be burned. Live
in the forest and be a part of the forest, not dwell in endless battle against the forest. Walkers of the forest way
must protect forest life, defend every tree, plant anew where death fells a tree, and strive to keep the balance
that indiscriminate fire-users and woodcutters break. They are to live in harmony with the woods, to teach
others to do so, and to punish and frustrate those who hunt for sport (not food) and who practice cruelties
upon wild creatures.
Requirements:
Str 13, Dex 13, Con 14, Wis 14, Alignment (NG, LG, CG, N), Knowledge (nature) and survival rank 1
Weapons:
Any
Armor:
Any
Magic items:
Same as Druidic spellcasting, but not allowed to use any item that has an effect that harms trees or plants
Skill bonus:
+2 bonus on the following: Knowledge (nature) and survival, also when in a forest gain a +2 bonus on the
following: Balance, climb, hide, move silently, spot and listen
Forestwalkers can use their ranks in faith as if they were ranks in Wilderness lore for meeting the prerequisites of maneuvers
listed under the Wilderness lore section. This is only to meet the prerequisites of maneuvers and followers do not gain any other
benefit from the Wilderness lore specialized skill. Ranks in Faith and ranks in Wilderness lore will stack when determining
prerequisites of maneuvers.
Forestwalkers may select spells from Druidic magic when they select the spell knowledge maneuver. These spells selected in
this way become new domain spells that they have access to (even though they are not tied to a specific domain). When casting
these spells they take spell slots from your domain casting pool
Forestwalkers can cast banish blight once/day
At rank 3 Forestwalkers can cast stalk once/day
At rank 5 Forestwalkers can cast wood sword once/day
142
Spells (lvl)
Banish blight (2nd), Stalk (2nd), wood sword (2nd), tree healing (5th), Create treant (7th)
Milil
(Lord of song, the lord of all songs, guardian of singers and troubadours, the one true hand of all-wise Oghma)
Lesser power of the beastlands, NG
Portfolio:
Domains:
Superior:
Oghma
Allies:
Oghma, Deneir, Lliira, Sune, Mystra, Finder Wyvernspur, Stillsong, Hanali Celanil, Corellon Larethian,
Sehanine Moonbow, Rillifane Rallathil, Erevan Ilesere, Labelas Enoreth, Lathander
Foes:
None
Symbol:
A silver harp, often depicted as a five-stringed instrument whose body is made of silvery leaves
Alignment:
Any
Turning ability:
Turn or rebuke undead (neutral characters must decide on one or the other)
Milil is the ultimate performer: self-confident, inspired, possessed of total recall or anything he sets a mind to remember, able to
improvise facilely out of desire or necessity, well-educated in general theories of conduct and broad areas of knowledge, and masterful in
all sorts of performance techniques. However, he is self-centered and egotistical and likes to be the center of attention.
Dogma:
Life is a song: strive always to make it beautiful. Destroy neither music nor instrument, nor stop a singer
before the tune is done. Listen to the world around as well as filling it with your own sound. Spread the
teaching of song and musicianship always. Sing to me everyday. Awaken a love of song in all folk you can.
Cease not in your own seeking for new tunes, new techniques, and new instruments to master
Requirements:
Wis 14, Int 13, Cha 14, Alignment (NG, LG, CG, N), perform rank 1
Weapons:
Any
Armor:
Any
Magic items:
Skill bonus:
Tuneservants can use their ranks in faith as if they were ranks in Performance for meeting the prerequisites of maneuvers listed
under the Performance section. This is only to meet the prerequisites of maneuvers and followers do not gain any other benefit
from the Performance specialized skill. Ranks in Faith and ranks in Performance will stack when determining prerequisites of
maneuvers.
Tuneservants may select spells from Performance magic when they select the spell knowledge maneuver. These spells selected
in this way become new domain spells that they have access to (even though they are not tied to a specific domain). When
casting these spells they take spell slots from your domain casting pool
Tuneservants can cast shatter once/day
At rank 3 Tuneservants can cast music of the spheres and unearthly choir once/day, additionally Tuneservants can cast unearthly
choir an additional time/day for every 3 ranks they gain above 3 rd rank
At rank 5 Tuneservants can cast dispel silence and song of compulsion once/day
At rank 7 Tuneservants can cast shout once/day
At rank 10 Tuneservants can cast stone tell and song of suggestion once/day
143
Spells (lvl)
Battle song (2nd), Dispel silence (3rd), Song of compulsion (3rd), Singing stone (4th), Forgotten melody (5th), Harp of war (7th)
Moander
(The darkbringer, the jawed god, the rotting god, the great dread god)
Lesser power of the abyss, CE
Portfolio:
Domains:
Decay, Chaos, Evil, Hunger, Envy, Greed, Lust, Abyss (counts as two domains)
Superior:
None
Allies:
None
Foes:
Auril, Chauntea, Eldath, Finder Wyvernspur, Lathander, Mielikki, Silvanus, Selune, Tymora
Symbol:
An upright male human right hand, fingers out-stretched, with a open human female fanged mouth, lips
parted as though speaking, set in its palm.
Alignment:
Turning ability:
Moander is a cruel and petty tyrant who enjoys tormenting lesser beings and making them destroy that which they held most dear.
Dogma:
Seek not to question the ways and words of Moander, lest you be stricken by the eating from within. Go forth
and possess beings of power and influence for me. Slay, and let the rot cover all. Fight against cold with fire
and magic. Fear me, and obey.
Requirements:
Weapons:
Any
Armor:
Any
Magic items:
Skill bonus:
None
Spells (lvl)
Handfang (2nd), Speed rot (3rd), Rising rot (5th), Seed of Moander (5th), Spirit trap of the Darkbringer (5th), Roots of the assassin (6th),
Tentacle of withering (6th)
Myrkul
(Lord of bones, old lord skull, the reaper, lord of the dead)
Greater power of the Grey Waste, NE
Portfolio:
Domains:
Death, Evil, Undead, Undeath, Deathbound, and Hades (counts as two domains)
Superior:
None
144
Allies:
Foes:
Symbol:
Alignment:
Turning ability:
Myrkul has a cold, malignant intelligence, and speaks in a high whisper. He is always alert, never sleeps, and is never surprised. He never
losses his temper or be anything other than coldly amused when a mortal succeeds in avoiding his directives or chosen fates. His influence
in the lands is fear, and he is a master at making mortals terrified of him through his words and deeds. He is the master of the undead and
all who die under his care live on forever to serve him. He is the darker side of death.
Dogma:
Make people fear and respect death. Let all those who would cross me know what awaits them upon their
death. Know me and fear me. My embrace is for you all and is patient but sure. The dead can always find you
and my hand is everywhere. There is no door I cannot pass, nor guardian who can withstand me.
Requirements:
Str 14, Wis 14, Int 14, Alignment (NE, LE, CE, N)
Weapons:
Any
Armor:
Any
Magic items:
Skill bonus:
Doombringers can command, at any one time, any number of undead whose HD does not exceed three times the Doombringers
HD
Doombringers gain a +1 bonus on all saving throws against death magic and spell-like abilities
Doombringers know a great deal about undead creatures and the final destinations of the spirits of living creatures after they die.
Doombringers will receive a bonus skill point in both Knowledge (religion) and Knowledge (the planes) for each rank of faith
they increase. These bonus skill points will not raise the skill above the skills normal maximum (3 + current HD).
Doombringers can cast feign death once/day
At rank 3 Doombringers can cast bone bite once/day
At rank 5 Doombringers can cast animate dead once/day
At rank 9 Doombringers can cast create undead once/day
At rank 10 Doombringers can summon a minor death to fight for them. A minor death appears as a skeleton in robes wielding a
scythe but is incorporeal as is his scythe. Doombringers can summon minor death once/week and will fight for 10 rounds or
until dismissed (which ever is first).
Minor Death
HD: 5d12 (32 hp); Initiative: +7; Speed: Fly 60ft (good); AC: 15 (+3 Dex, +2 Deflection); Base attack/grapple: +2/ -;
Attack: Incorporeal touch with scythe +5 melee (2d4 plus 1d6 constitution drain); Space/reach: 5ft/5ft; SA:
Constitution drain (Fort saving throw, DC 14, or take 1d6 points of constitution drain. Each successful attack gives the
minor death 5 temporary HP); SQ: Darkvision 60ft, Incorporeal traits, +8 Turn resistance, undead traits, Unnatural aura
(animals, wild and domesticated, can sense the unnatural presence of a minor death within 30ft. They will not willing
approach nearer then that and panic if forced to do so, they will remain panicked as long as they are within the range.),
Immune to cold, fire and electricity damage; Saves: Fort +1, Ref +4, Will +6; Abilities: Str -, Dex 16, Con -, Int 14, Wis
14, Cha 15; skills: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, search +10, sense motive +8, spot +12,
survival +2; Maneuvers: Alertness, Blind-fight, Combat reflexes, Improved Initiative; CR: 10
At rank 15 Doombringers can cast create greater undead once/week
Spells (lvl)
Chill touch (1st), Bone bite (2nd), Command Undead (2nd), Ghoul touch (2nd), Vampiric touch (3rd), Control undead (7th), Energy drain (9th)
Mystra
(The lady of mysteries, the mother of all magic, our lady of spells)
Greater power of Elysium, NG
145
Portfolio:
Magic, spells
Domains:
Artifice, Celestial, Charm, Cold, Earth, Fire, Force, Good, Healing, Illusion, Knowledge, Magic, Mysticism
(good), Necromancy, Oracle, Portal, Rune, Spell, Summoner, Transformation, Water, and Elysium (counts as
two domains)
Superior:
None
Allies:
Foes:
Symbol:
A circle of nine stars, with a red mist rising toward its center
Alignment:
Any
Turning ability:
Turn or rebuke undead (neutral followers must decide on one or the other)
Mystra is the goddess of magic and all things magical, with this comes endless possibilities. She is perhaps the most powerful deity in all
the land.
Dogma:
Love magic for itself, not just as a ready weapon to reshape the land to your will. Learn when not to use your
magic, and you will have learned true wisdom. Play with magic and learn how best to wield it, but not when
others do pay the price. Strive to use magic less and less as your power develops, not more and more. Seek
always both to learn new magic and to create new magic, but experimenting to learn to craft something
oneself is better than merely buying scrolls or hiring tutors. Exult more in creation than in hurling spells, and
ensure that your creations are shared with others and so outlive you.
Requirements:
Int 14, Wis 12, Alignment (NG, LG, CG, N), Knowledge (arcane) rank 1, spellcraft rank 1
Weapons:
Any
Armor:
Any
Magic items:
All
Skill bonus:
Dweomerkeepers can select any spell (druidic, divine or arcane) when they select the spell knowledge maneuver. These spells
selected this way are now considered domain spells (even though they are not tied to a specific domain) and use up your domain
spells per day when you cast them.
Dweomerkeepers gain a +2 bonus on all saves against any type of magic
Dweomerkeepers gain Bonus Domain spells for having both high Int and Wis (count the bonuses gained from each attribute
separate and they stack, so a character with an Int of 14 and a Wis of 14 would receive 2 additional 1 st level domain spells and 2
additional 2nd level domain spells
Dweomerkeepers can cast magic inside a dead magic or a wild magic area and have normal affect
Dweomerkeepers can cast detect magic and read magic once/day
At rank 2 Dweomerkeepers receive scribe scroll maneuver for free
At rank 3 Dweomerkeepers receive brew potion maneuver for free
At rank 4 Dweomerkeepers receive craft wondrous item maneuver for free
At rank 5 Dweomerkeepers receive craft wand maneuver for free
At rank 6 Dweomerkeepers receive craft magic arms and armor maneuver for free
At rank 9 Dweomerkeepers receive craft rod maneuver for free
At rank 12 Dweomerkeepers receive craft staff maneuver for free
At rank 13 Dweomerkeepers receive forge ring maneuver for free
At rank 15 Dweomerkeepers are immune to any three spells they choose (these spells once chosen cannot be changed and must
be spells they themselves can cast)
At rank 20 Dweomerkeepers are immune to an additional 2 spells of choice (once chosen they cannot be changed and must be
spells they themselves can cast)
Spells (lvl)
Starflight (3rd), Anyspell (4th), Magefire (4th), Wondrous recall (6th), Spell ward (9th)
146
Oghma
(The binder of what is known, the lord of knowledge, patron of bards, the wise god)
Greater power of the outlands, N
Portfolio:
Domains:
Commerce, Craft, Creation, Gnome, Knowledge, Meditation, and Mentalism, Mind, Oracle, Truth
Superior:
None
Allies:
Foes:
Symbol:
Alignment:
Any
Turning ability:
Turn or rebuke Undead (Neutral followers must choose one or the other)
Oghma is the god of knowledge and is cheerful and wise. He has the final say on whether a new idea would be known to the world or
confined to its originator.
Dogma:
Knowledge is power and must be used with care, but to hide it away from others is never a good thing.
Spread knowledge whenever it is prudent to do so. Keep no secrets for their own sake. Curb and deny
falsehood, rumor, and deceitful accounts and histories whenever you encounter them. Write or copy some
lore of value and give it away freely at least once a year. Hide some writings away while distributing others
widely so that written knowledge of the land is larger when you leave life than when you entered it. Spread
truth and knowledge throughout the land so that all folk may know more. Never deliver a message falsely or
incompletely, but always just as you receive it. Teach any folk who ask how to read and write or as much of
these crafts as time and task permit and charge no fee for this teaching
Requirements:
Int 12, Wis 14, Alignment (N, LN, CN, NG, NE), Gather information rank 1
Weapons:
Only Bludgeoning
Armor:
Any
Magic items:
Same as divine spellcasting with the exception of scrolls. Can use any scroll (arcane, divine, or druidic)
Skill bonus:
+2 bonus on the following: all knowledge skills, All craft skills, Perform, Gather information, and sense
motive
Spells (lvl)
Impart knowledge (2nd), Duplicate (4th), Spellbind (9th)
Selune
(Our lady of silver, the moon maiden, the night white lady)
Intermediate power of Ysgard, CG
Portfolio:
Moon, stars, navigation, navigators, wanderers, seekers, good and neutral lycanthropes
Domains:
Chaos, Destiny, Fate, Good, Moon, Sky, Transformation, Travel, and Weather
147
Superior:
None
Allies:
Mystra, Lliira, Sune, Tymora, Eilistraee, Sehanine Moonbow, Shaundakul, Eldath, Chauntea, Valkur the
mighty, Lathander
Foes:
Symbol:
Two darkly beautiful human female eyes surrounded by a circle of seven stars
Alignment:
Turning ability:
Selune is a caring but quietly mystical power who often seems saddened by events perhaps millennia old. She who guides and oversees
connections and relationships, guiding herdsmen to good pastures, blessing marriages, helping lost ships at sea, and ensuring safe births. It
can be safely said that as the moon changes, so does nature of the goddess
Dogma:
Let all on whom my light falls be welcome if they desire to be so. As the silver moon waxes and wanes, so
too does all life. Trust in my radiance, and know that all love alive under my light shall know my blessing.
Turn the moon, and I will be your true guide.
Requirements:
Weapons:
Any
Armor:
Any
Magic items:
Skill bonus:
Silverstars gain low-light vision (30ft) (if character has low-light vision already this adds +10ft to their distance)
Silverstars strikes with any silver weapon as if it were a magical weapon and are at +1 to attack and damage rolls. They are
however forbidden to use such weapons on any good or neutral lycanthrope and are encouraged to slay evil ones. They receive
and additional +1 to attack and damage rolls every 5 ranks of faith (5,10,15,20)
Silverstars can cast starshine once/day. Silverstars can cast starshine an additional time per day for every 5 ranks of faith
(5,10,15,20)
Silverstars are not immune to lycanthropy; however, if infected by non-evil lycanthropes then they can control their
transformation as if they were a natural lycanthrope. Furthermore through a boon of Selune lycanthropes that are Silverstars are
not vulnerable to silver.
At rank 3 Silverstars can cast Moonbeam once/day
At rank 5 Silverstars can cast moon blade once/day
At rank 10 Silverstars can cast moon path or true seeing once/day
At rank 15 Silverstars can shoot up to three shooting stars from their eyes per week, either simultaneously or one at a time.
These glowing missiles with fiery tails impact for 12 points of damage (ranged touch attack required) and burst for 24 points of
damage upon impact. Those hit directly take full damage from the impact and full damage from the burst (36 points of damage)
and those in the 10ft radius sphere shaped burst can make a reflex save for half damage. The shooting stars have a range of 70ft
and follow a straight line to its target.
Spells (lvl)
Moon blade (3rd), Wall of moonlight (4th), Moon path (5th), Moonweb (5th)
Shar
(Mistress of the night, the lady of loss, Night singer)
Greater power of the Grey Waste, NE
Portfolio:
Domains:
Cavern, Darkness, Drow, Dwarf, Earth, Evil, Gnome, Knowledge, Orc, Scalykind, Shadow, Slime, Spider,
Dragon, and Hades (counts as two domains)
Superior:
None
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Allies:
Myrkul, Talona
Foes:
Symbol:
Alignment:
Any
Turning ability:
Shar is a deeply twisted and perverse being of ineffable evil and endless petty hatred and jealousy. She rules over pains hidden but not
forgotten, bitterness carefully nurtured away from the light and from others, and quiet revenge for any slight, no matter how old.
Dogma:
Reveal secrets only to fellow faithful and never follow hope or turn to promises of success. Quench the light
of the moon (the faithful of Selune and their holdings, deeds, and magic) whenever you find it and hide from
it when you cannot prevail. Above all the dark should be a time to act, not to wait. You must carry out one
dark deed or bring in a new follower each year till you have proven your worth (rank 5)
Requirements:
Str 14, Wis 12, Alignment (NE, LE, CE, N), knowledge (dungeoneering) rank 1
Weapons:
any
Armor:
any
Magic items:
Skill bonus:
Nightcloaks gain Darkvision (30ft) (if the character already has Darkvision then this adds +10ft to their distance)
Nightcloaks gain a +1 bonus to attack and damage rolls and on all saving throws when in darkness, they receive a 1 penalty to
the same when in bright sunlight or direct moonlight.
Nightcloaks can cast darkness once/day. Nightcloaks can cast darkness an additional time per day for every two ranks (3,5,7,
etc)
At rank 3 Nightcloaks can cast blindness once/day
At rank 5 Nightcloaks can cast deeper darkness once/day. Nightcloaks can cast deeper darkness an additional time/day for every
5 ranks above rank 5 (10,15,20)
At rank 7 Nightcloaks can cast forget once/day
At rank 9 Nightcloaks can cast nightmare once/day
At rank 13 Nightcloaks can cast shadow walk, veil or eyebite once/day
Spells (lvl)
Armor of darkness (3rd), Whip of Shar (3rd), Creature of darkness (4th), Darkbolt (4th)
Shaundakul
(The rider of the winds, the helping hand)
Lesser power of Ysgard, CN
Portfolio:
Domains:
Air, Cavern, Celerity, Chaos, Metal, Earth, Ocean, Portal, Trade, Travel, Weather, Water and Wealth
Superior:
None
Allies:
Akadi, Mielikki, Selune, Shevarash, Solonor, Tymora, Gwaeron Windstrom, Shiallia, Lurue the unicorn,
Nobanion
Foes:
Beshaba, Shar
Symbol:
An upright silver left hand with palm out and fingers together, its wrist trailing away into rippling winds on a
deep purple background
Alignment:
149
Turning ability:
Turn or rebuke undead (neutral character must choose one or the other)
Shaundakul is the god of travel and exploration. He is a god of few words, letting his deeds speak for him. He is kind yet stern, but often
displays a rugged sense of humor.
Dogma:
Ride the wind and let it take you wherever it blows. Aid those in need and trust in the helping hand. The
world is large with many lands as yet undiscovered. Seek out the riches of the earth and the sea and journey
to distant horizons. Be the first to see the rising sun, the mountain peaks, and the lush valleys; let your
footsteps fall where none have tread. This is the wonder of the world.
Requirements:
Str 13, Con 11, Wis 14, Alignment (CN, CG, N), Knowledge (geography) rank 1
Weapons:
any
Armor:
any
Magic items:
Skill bonus:
+2 bonus on the following: appraise, diplomacy, haggling, Knowledge (geography, dungeoneering, local),
survival and swim
Windwalkers can use their ranks in faith as if they were ranks in Wilderness lore for meeting the prerequisites of maneuvers
listed under the wilderness lore section. This is only to meet the prerequisites of maneuvers and followers do not gain any other
benefit from the wilderness lore specialized skill. Ranks in Faith and ranks in wilderness lore will stack when determining
prerequisites of maneuvers.
Windwalkers can cast helping hand, unseen servant or whispering wind once/day
Windwalkers gain +10ft to their base land speed
At rank 3 Windwalkers can cast wind wall or gust of wind once/day
At rank 5 Windwalkers can cast shield or gaseous form once/day
At rank 7 Windwalkers can cast find the path once/day
At rank 8 Windwalkers gain an additional attack at their highest attack bonus when using the full-attack action
At rank 10 Windwalkers always know the direction of north even when underground, furthermore they never get lost and can
always retrace their steps (+20 circumstance bonus to track their own footprints)
At rank 13 Windwalkers gain an additional attack at their highest attack bonus when using the full-attack action
At rank 15 Windwalkers can cast wind walk once/day
Spells (lvl)
Favor of Shaundakul (2nd), Shadow sword (3rd), Gauntlet of winds (4th), dead magic shield (5th)
Silvanus
(Oak father, the forest father, the old oak, treefather, old father tree)
Greater power of the outlands, N
Portfolio:
Domains:
Superior:
None
Allies:
Foes:
Symbol:
Alignment:
Any
Turning ability:
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He is the god of wild and untamed nature. He swiftly turns an uncaring and even righteous wrathful face toward any who threaten the wild
places and woodlands. He reveals a beneficent, paternal nature towards his faithful and those that would protect the wild places and
woodlands from harm.
Dogma:
See and balance all, meting out both wild water and drought, both fire and ice, both life and death. All is in a
cycle, deftly and beautifully balanced. It is your duty to see this cycle and the sacred balance as clearly as
possible, to make others see it, and to work against all beings and things that seek to disturb the balance.
Always keep the balance acting one-way one day and taking to the opposite the next day.
Requirements:
Wis 12, Cha 15, Alignment (N, NG, NE, CN, LN), Knowledge (nature) rank 1
Weapons:
Any
Armor:
Magic items:
Skill bonus:
+2 bonus to the following while in natural woodland forests: balance, climb, handle animal, heal, hide, jump,
move silently and tumble; +2 bonus to knowledge (nature) at anytime
Balancers can use their ranks in faith as if they were ranks in Druidic spellcasting for meeting the prerequisites of maneuvers
listed under the Druidic spellcasting section. This is only to meet the prerequisites of maneuvers and followers do not gain any
other benefit from the Druidic spellcasting specialized skill. Ranks in Faith and ranks in Druidic spellcasting will stack when
determining prerequisites of maneuvers.
Balancers can select any spell (druidic) when they select the spell knowledge maneuver. These spells selected this way are now
considered domain spells (even though they are not tied to a specific domain) and use up your domain spells per day when you
cast them.
Balancers can cast entangle or pass without trace once/day
At rank 3 Balancers can cast barkskin or animal messenger once/day
At rank 5 Balancers can cast plant growth or speak with plants once/day
At rank 7 Balancers can cast freedom of movement or rusting grasp once/day
At rank 9 Balancers can cast awaken once/week
At rank 13 Balancers can cast Liveoak once/day
At rank 15 Balancers can cast changestaff or control plants once/day
At rank 20 Balancers can cast shambler twice/day
Spells (lvl)
Briartangle (4th), Oakheart (4th), Smoke ghost (4th), Thorn spray (4th), Fireward (5th), Mulch (5th)
Sune
(Firehair, lady Firehair, the lady of love)
Greater power of Arborea, CG
Portfolio:
Domains:
Charm, Family, Chaos, Fey, Good, Halfling, Elf, Joy, Passion, Pleasure, Lust, and Arborea (counts as two
domains)
Superior:
None
Allies:
Foes:
Symbol:
The face of a beautiful, ivory-skinned human maiden with long, red, yellow and orange tresses
Alignment:
Turning ability:
Sune is said to be benevolent and sometimes whimsical, alternating between deep passion and shallow flirtations.
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Dogma:
Love none more than yourself save Sune, and lose yourself in love of the lady Firehair. Perform a loving act
every day, and seek to awaken love in someone new each day. Respond to love at least once in a day.
Encourage beauty wherever you find it. Acquire beautiful items of all sorts, and encourage, sponsor, and
protect the artists who produce such things whenever and wherever you find them. Keep your body as comely
as possible and as attractively displayed as situations warrant. Let hairstyle and clothing best suit your
personal appearance, striving to stir and delight others who look upon you. Moreover, hide not away, but
always seek to present yourself to those around you in a pleasing variety of garbs and activities so as to move
them with love and desire. Love those that respond to your beauty and all beauty, and let warm friendship and
admiration flower where love cannot or dare not.
Requirements:
Wis 12, Cha 16, Alignment (CG, NG, CN), Style rank 1
Weapons:
Any
Armor:
Any, although the more the armor accentuates the beauty of the character the better
Magic items:
Skill bonus:
Heartwarders can cast charm person once/day, furthermore they will add their Cha modifier to the normal save DC to all
enchantment/charm spells
At rank 3 Heartwarders can cast love bite once/day
At rank 5 Heartwarders can cast Rapture once/day
At rank 7 Heartwarders can cast flame strike once/day
At rank 9 Heartwarders gain a permanent +1 to Cha (this is added to current as well as max) and can cast emotion once/day
At rank 12 Heartwarders gain a permanent +1 to Cha (this is added to current as well as max), they receive an additional +1 to
Cha at ranks 18 and 20.
Spells (lvl)
Love bite (2nd), Rapture (3rd), Veil of Djalice (4th), Merge with nature (6th)
Talona
(Lady of poison, mistress of disease, mother of all plagues)
Lesser power of Carceri, CE
Portfolio:
Disease, poison
Domains:
Superior:
Bhaal
Allies:
Foes:
Symbol:
Three golden amber teardrops on a purple equilateral triangle with point upward
Alignment:
Turning ability:
Talona is the goddess of disease and poison and everywhere she walks death is sure to follow. Many pay her worship and tithe just so they
wont be subject to her attacks of great plagues, or so they can prevent being poisoned by their enemies. Talona happily enjoys this
increased time of power and will let her touch pass over all who pay her tribute.
Dogma:
Let pain be as pleasure to the faithful of Talona. She works upon you from within, and in weakness and
wasting is her strength. She is forever and always with you, whomever you or the rest of the world believes in
or serves. Let all living things learn respect from Talona and pay homage to her in goods and in fervent
worship, and her dedicated faithful will intercede for them so that Talona will not claim them this time. Go
and work in my name and let your doings be subtle or spectacular, but make them known as the will of the
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mother of all plagues. Let those who pay homage be protected from my wrath, until next time when they
must pay homage again.
Prestigious Title (Malagents)
Requirements:
Wis 14, Con 14, alignment (CE, CN, NE), craft (poison) and profession (Herbalism) rank 1
Weapons:
Any
Armor:
Any
Magic items:
Skill bonus:
Spells (lvl)
Poison touch (2nd), Cloud of pestilence (4th), Touch of the Talontar (4th), Talonas blessing (5th)
Talos
(The destroyer, the raging one, the stormstar, the storm lord)
Greater power of Pandemonium, CE
Portfolio:
Domains:
Chaos, Cold, Destruction, Earth, Evil, Fire, Hatred, Passion, Retribution, Storm, Weather, Wrath, and
Windstorm
Superior:
None
Allies:
Foes:
Chauntea, Lathander, Mystra, Sune, Deneir, Gond, Helm, Mielikki, Oghma, Silvanus, Tyr, Eldath, Shiallia
Symbol:
Three lightning bolts, each a different color, radiating from a center point.
Alignment:
Any
Turning ability:
Turn or rebuke undead, Neutral followers must choose one or the other
Talos is the god of storms, forest fires, earthquakes, tornados, hurricanes and general destruction. His actions often seem petty and
vengeful and are frequently fueled by anger, rage and the desire to not appear weak in any way.
Dogma:
Preach to all of my might, warning them always of the forces I can command. Walk unafraid in all storms as
my power protects the faithful from such. Let others see the protection I offer so that non-believers will come
to believe in the true power that is me. Make all fear me by showing them the destruction that my followers
and I can cause.
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Weapons:
Any
Armor:
Any
Magic items:
Same as divine spellcasting, as well as any magic item with lightning effect (including arcane or druidic
scrolls)
Skill bonus:
None
Stormlords are under a permanent effect of endure elements at all times and receive a +4 bonus to all saves against magical cold
or fire damage.
Stormlords are immune to all forms of lightning and electrical damage
Stormlords can cast shocking grasp once/day
Stormlords can select any spell (arcane, divine or druidic) with lightning or electrical damage when they select the spell
knowledge maneuver. These spells selected this way are now considered domain spells (even though they are not tied to a
specific domain) and use up your domain spells per day when you cast them.
At rank 3 Stormlords can cast call lightning once/day
At rank 5 Stormlords can cast lightning bolt once/day. Stormlords can cast lightning bolt an additional time per day for every
three ranks (8,11,14, 17, 20)
At rank 7 Stormlords can cast control winds once/day
At rank 10 Stormlords can cast control weather once/day,
At rank 15 Stormlords can cast earthquake once/week
Spells (lvl)
Wind lash (2nd), Storm shield (3rd), Storm cone (5th)
Tempus
(Lord of battles)
Greater power of Limbo, CN
Portfolio:
Domains:
Chaos, Courage, Endurance, Glory, Hatred, Madness, Metal, Planning, Protection, Retribution, Strength, War,
Wrath, Greed, Pride, and Limbo (counts as two domains)
Superior:
None
Allies:
Foes:
Garagos
Symbol:
Alignment:
Any
Turning ability:
Turn or rebuke undead, Neutral followers must choose one or the other
Tempus does not win battles; He helps those who are worthy to win battles. Do not fear war embrace it, as it
is the nature of all things. You should retreat from hopeless fights but never avoid battle. Face thine enemy
directly and not through backhanded tricks, but in the battle field when all foes are known anything goes as
strategy plays as much an important part as the chaotic tides that turn. Strike not at thy enemy when his back
is turned and he is unaware; make thyself known to your enemy so that all will know who is victorious. Do
not attack those who are too weak to defend themselves, unless they decide to attack you first. Be honorable
and merciful in battle, for those that live can be fought again later. Kill those who are defeated and will not
yield, but always respect surrender.
Str 14, Wis 12, Con 12, alignment (CN, CG, CE, N)
Weapons:
Any
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Armor:
Any
Magic items:
Skill bonus:
Battleguards can use their ranks in faith as if they were ranks in Combat for meeting the prerequisites of maneuvers listed under
the Combat section. This is only to meet the prerequisites of maneuvers and followers do not gain any other benefit from the
Combat specialized skill. Ranks in Faith and ranks in Combat will stack when determining prerequisites of maneuvers.
Battleguards receive the weapon focus maneuver for free (even if they do not meet the prerequisites)
Battleguards gain an additional 2 hit points per HD in addition to their Con modifiers
Battleguards can identify (as the spell) any weapon, armor or shield once/day
At rank 3 Battleguards can cast magic weapon once/day
At rank 5 Battleguards can cast divine favor or align weapons once/day
At rank 7 Battleguards gain an additional attack at their highest attack bonus when using the full-attack action
At rank 8 Battleguards can cast magical vestments and greater magical weapon once/day
At rank 9 Battleguards can cast divine power once/day
At rank 10 Battleguards can cast heros feast once/three days
At rank 13 Battleguards gain an additional attack at their highest attack bonus when using the full-attack action
At rank 15 Battleguards can cast blade barrier once/day
Spells (lvl)
Holy flail (3rd), true seeing (5th), Dance of the fallen (6th), Bladebless (7th)
Torm
(The true god, the brave, the foolish, the loyal fury)
Lesser power of Mount Celestia, LG
Portfolio:
Domains:
Balance, Celestial, Courage, Endurance, Family, Law, Nobility, Pact, Protection, Strength, Truth, War
Superior:
Tyr
Allies:
Foes:
Symbol:
A right hand metal gauntlet held upright, palm open and toward the viewer
Alignment:
Turning ability:
Turn or rebuke undead, Neutral followers must choose one or the other
Torm is the patron of paladins and those who face danger for a greater good. He delivers justice to those who are evil, deceitful, and
destructive, and acting to keep law, order, and loyalty everywhere.
Dogma:
Strive to maintain law and order and to obey your masters to your utmost power with alert judgment and
anticipation. Stand ever alert against corruption and strike quickly and hard against any rot in the hearts of
mortals. Bring painful, quick deaths to betrayers. Question unjust laws by suggesting improvement or
alternatives. Your fourfold duties are to faith, family, masters and all good fellow beings in the land.
Weapons:
Any
Armor:
Any
Magic items:
Skill bonus:
155
Holy Champions can use their ranks in faith as if they were ranks in Righteousness for meeting the prerequisites of maneuvers
listed under the Righteousness section. This is only to meet the prerequisites of maneuvers and followers do not gain any other
benefit from the Righteousness specialized skill. Ranks in Faith and ranks in Righteousness will stack when determining
prerequisites of maneuvers.
Holy Champions gain +2 hit points per HD in addition to their Con modifier
Holy Champions double the duration of any divination or abjuration spell they cast as if under the effects of the extend spell
maneuver
Holy Champions can cast command once/day
At rank 3 Holy Champions can cast hold portal or mount once/day
At rank 5 Holy Champions can cast magic circle against chaos or evil once/day
At rank 7 Holy Champions gain an additional attack at their highest attack bonus when using the full-attack action
At rank 9 Holy Champions zone of truth twice/day
At rank 10 Holy Champions can cast compel or flame strike once/day
At rank 13 Holy Champions gain an additional attack at their highest attack bonus when using the full-attack action
At rank 15 Holy Champions can cast power word: stun or power word: blind once/day
At rank 20 Holy Champions can cast holy word and holy aura once/day
Spells (lvl)
Compel (3rd), Hand of Torm (4th), bolt of glory (6th), swordward (6th)
Tymora
(Lady luck, the lady who smiles, our smiling lady)
Intermediate power of Arborea, CG
Portfolio:
Domains:
Competition, Destiny, Fate, Chaos, Good, Glory, Luck, Wealth, and Arborea (counts as two domains)
Superior:
None
Allies:
Foes:
Symbol:
Alignment:
Any
Turning ability:
Turn or rebuke undead, Neutral followers must choose one or the other
Tymora is fickle but playful and never vengeful or malicious. She likes a good joke and has been known to play practical jokes on
occasion. Tymora governs the good fortune of all.
Dogma:
One should be bold, for to dare is to live. A brave heart and willingness to take risks beat out a carefully
wrought plan nine times out of ten. One must place oneself in the hands of fate (meaning in the hands of
Tymora) and trust in ones own luck.
Requirements:
Weapons:
Any
Armor:
Any
Magic items:
Skill bonus:
+2 bonus to any Str or Dex based skill when great risk is at stake.
Luckbringers always roll twice for saving throws, attack rolls, or skill checks (or do something twice when chance and luck are
an issue, like drawing from a deck of many things, they would draw two cards and keep the better of the two for each draw for
example) and keep the better of the two rolls. They can confer this ability on a target of their choosing once/day.
At rank 3 Luckbringers can cast moment once/day
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Spells (lvl)
Favor of Tymora (2nd), Feat (4th), Luckbolt (6th)
Tyr
(The even-handed, Grimjaws, the maimed god, the blind overlord, the wounded one, the just god)
Greater power of Mount Celestia and Ysgard, LG
Portfolio:
Justice
Domains:
Balance, City, Good, Inquisition, Knowledge, Law, Oracle, Retribution, Time, Truth, and Celestia (counts as
two domains)
Superior:
None
Allies:
Foes:
Symbol:
A Blind man holding a balanced scale in one hand and a war hammer in the other
Alignment:
LG, NG, LN
Turning ability:
Tyr is the god of justice and opposes all being that deal in trickery, rule-breaking, and unjust destruction, misdeeds or criminal activity.
Most people turn to the followers of Tyr as judge, jury and executioner and know that they will be honorable, honest, just and righteous.
Dogma:
Reveal the truth, punish the guilty, right the wrong, and always be true in your actions. Uphold the law
wherever you go and punish those wronged under the law. Keep complete records of your own rulings, deeds,
and decisions. Also collect a record of the laws of the different lands for one action in one land might be
against the law and in another might be within the law. You must learn the law and abide by these laws of the
land you are particularly in. Though this does not protect those that break the law in one land then move to
another where the action would have not been in breach of the law. All guilty shall be held responsible for
their actions and punished accordingly. We are only as harsh as the laws of the land.
Requirements:
Str 9, Wis 9, alignment (LG, NG, LN), gather information, sense motive rank 1
Weapons:
Any
Armor:
Any
Magic items:
Skill bonus:
+2 bonus on the following: diplomacy, gather information, sense motive, spot, survival (when tracking),
knowledge (local)
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Spells (lvl)
Wolfjaws (2nd), Hammer of justice (5th), Sword and hammer (6th), Resplendence of renewed youth (7th)
Umberlee
(The bitch queen, sea queen, queen of the deep)
Intermediate power of the Abyss, CE
Portfolio:
Domains:
Chaos, Evil, Feast, Hunger, Mysticism (evil), Ocean, Water, Watery death, Gluttony, and Abyss (counts as
two domains)
Superior:
Talos
Allies:
Foes:
Symbol:
A forked blue-green wave, curling in breakers to both left and right, on a background of black streaked with
white
Alignment:
Any
Turning ability:
Turn or rebuke undead, Neutral followers must choose one or the other
Umberlee rules the ocean and the creatures within it. She is just plain malicious, mean, and evil. She enjoys watching her sea children rip
apart ships that have not paid proper homage.
Dogma:
Spread word of the might of holy Umberlee, and let no service be performed in her name without price. Make
folk fear the ocean and the creatures within unless a follower of Umberlee is present to protect them.
Requirements:
Con 15, Wis 13, alignment (CE, CN, NE), swim rank 1
Weapons:
Any
Armor:
Any
Magic items:
Skill bonus:
Spells (lvl)
Speak with the drowned dead (3rd), Striking wave (4th), Oars to snakes (4th), Stormcloak (4th), Waterspout (6th), Maelstrom (9th)
Waukeen
(Merchants friend)
Lesser power of the Outlands, N
Portfolio:
158
Domains:
Superior:
None
Allies:
Lliira, Gond
Foes:
Mask
Symbol:
A gold coin displaying the face of the goddess facing to the left
Alignment:
Any
Turning ability:
Turn or rebuke undead, Neutral followers must choose one or the other
Waukeen is a vibrant and vivacious deity with a will to get things done. She loves wealth not for the sake of money itself but for the
comforts, conveniences, and opportunities it brings her and her followers.
Dogma:
Worship me and you shall know wealth. To guard your funds is to venerate Waukeen and to share them well
seeds your future success. Call on me in trade, and I will be there. The bold find gold, the careful keep it
and the timid yield it up.
Wis 14, Int 12, Cha 12, alignment (N, LN, CN, NG, NE), appraise, haggling rank 1
Weapons:
Any
Armor:
Any
Magic items:
Skill bonus:
Goldeyes have the ability to discern true metal from false metal. They cannot identify metal per se, but can determine if a
supposedly gold coin is truly gold or a gold plated fake, or if it was magically created. They can also discern a forged minted
coin from a real one if they have at least seen a real minted coin.
Goldeyes never need to count money; they know by concentrating (a full round action) exactly how much and of what type of
coin are in a pile. The size of the pile doesnt matter as long as the coins all touch each other through virtue of touching another
coin.
When Goldeyes are admitted they receive 180 gold and are given choice of three magic items. They must pick one from each
category: containers, conveniences, and miscellaneous (see below). The church does not replace lost, destroyed or used up
items.
Categories:
Containers: Bag of holding (type 1), Hewards handy haversack, Belt of hidden pouches, field provisions box, Infinite scroll case,
sacred scabbard
Conveniences: Folding boat, Bottle of air, Eyes of the eagle, Hat of disguise, Murlynds spoon, Rope of climbing, Daerns instant
tent, Everfull mug, Everlasting feedbag, Everlasting rations, Magic bedroll, Personal oasis
Miscellaneous: Bead of force, Candle of invocation, Dust of appearance, Dust of disappearance, Elemental gem, Universal
solvent, camouflage paint, salve of minor spell resistance
At rank 3 Goldeyes can detect metals and minerals as if they were using a rod of metal and mineral detection once/day
At rank 5 Goldeyes are able to function as if they had a rod of splendor for a one-day period once/week
At rank 7 Goldeyes have the ability to create fancy clothing once/week. Apparel created (which cannot be armor) is made to fit
the follower using the ability and appears upon the follower when the ability is used. The apparel can look as the follower
desires and is made from the finest fabrics with adornments of fur and jewels. The apparel is permanent and if ever sold or
stolen it will immediately disappear, but otherwise can be stored for future use. The follower can dispel the garments at will.
At rank 10 Goldeyes are able to create a huge pavilion tent once/week. This tent is made of silk and encompasses between 1,500
and 3,000 square feet and containing temporary furnishings and food suitable to feed 100 people. The tent will stay in existence
for 1 day plus 1 day per rank over rank 10 (up to a max of 7 days). If crated in rainy weather the tent will be made of waterproof
canvas and will be half size supporting only 50 people. If created in extreme conditions (cold, heat, or high winds/storms) the
tent will be made of a silvery metal and be solid and sturdy. The temperature inside will always be comfortable and all inside
will be protected from any storm or high wind. The ten created for this purpose will be one-quarter in size and only support 25
people.
At rank 15 Goldeyes may convey Waukeens curse upon those who offend Waukeen or her church. To do this the follow must
flick a gold coin at the offender and make an attack roll against the targets touch AC. Circumstances will arrange themselves to
cause the cursed being to lose money, be robbed, suffer a disaster, be heavily taxed, be unable to sell their goods, and so on. This
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lasts until it is removed by a follower of Waukeen of rank 15 or higher or by casting a properly worded wish (which must be
worded by someone other than the cursed). Followers of Waukeen will be happy to remove this curse from the individual after
they properly atone for their wrong doing by paying a tribute to Waukeen in the sum of 1d10 x 10,000 gold (the randomness of
the roll is to represent how much Waukeen wants in return for the offense).
Spells (lvl)
Truemetal (1st), Summon lock lurker (3rd), Doublecoin (4th), Minor wealthtwist (5th), Wealthtwist (7th), Wealthword (7th)
Name of Deity
(Common titles and epithets)
Power ranking of Plane name, Alignment
Portfolio:
Domains:
Superior:
Allies:
Foes:
Symbol:
Alignment:
Turning ability:
Dogma:
Prestigious Title ()
Requirements:
Weapons:
Armor:
Magic items:
Skill bonus:
Spells (lvl)
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Domains
Below is a list of domains; the granted power given by the domain and the list of spells granted by the domain. There are a few
domains that are planar domains. These domains count as two domains as they give greater granted powers and have two spells listed for
each level.
Abyss (counts as two domains)
Granted Power: Once/day as a free action you can channel the furious power of the Tanarri. This power grants you the following:
Immunity to electricity and poison; resistance to acid 10, cold 10, and fire 10; +4 to Str and +4 to Con and +2 natural AC. This effect lasts
for 5 rounds and cannot be prematurely ended.
Level
Spell
Level
Spell
Level
Spell
1
Align weapon (evil or chaotic)
4
Balor nimbus
7
Destruction
Cause fear
Poison
Summon monster VII (CE)
2
Bulls strength
5
Slay living
8
Finger of death
Death knell
Summon monster V (CE)
Bodaks glare
3
Babau slime
6
Bulls strength, mass
9
Implosion
Summon monster III (CE)
Harm
Summon monster IX (CE)
Air
Granted Power: Rebuke / Control / Bolster Air Elementals or Turn / Destroy Earth Elementals, up to 3 + Charisma modifier times per
day.
Level
Spell
Level
Spell
Level
Spell
1
Obscuring mist
4
Air walk
7
Control weather
2
Wind wall
5
Control winds
8
Whirlwind
3
Gaseous form
6
Chain lightning
9
Elemental swarm (air)
Animal
Granted Power: Speak with animal once/day; +1 rank in knowledge (nature) per rank of faith (not to exceed max)
Level
Spell
Level
Spell
Level
Spell
1
Calm animals
4
Summon natures ally IV
7
Animal shapes
2
Hold animals
5
Commune with nature
8
Summon natures ally VIII
3
Dominate animal
6
Antilife shell
9
Shape change
Arborea (counts as two domains)
Granted Power: Once/day as a free action you can channel the glory of the Eladrin. This power grants you the following: Darkvision out
to 60ft and low-light vision; Immunity to electricity and petrification; Resistance to cold 10, and fire 10; +4 to Str and +4 to Dex and +2
natural AC. This effect lasts for 5 rounds and cannot be prematurely ended.
Level
Spell
Level
Spell
Level
Spell
1
Endure elements
4
Neutralize poison
7
Spell turning
Longstrider
Opalescent glare
Summon monster VII (CG)
2
Aid
5
Break enchantment
8
Heroism, greater
Eagles Splendor
Summon monster V (CG)
Mind blank
3
Heroism
6
Heroes feast
9
Freedom
Summon monster III (CG)
Eagles splendor, mass
Summon monster IX (CG)
Artifice
Granted Power: +4 bonus on craft checks; Conjuration (creation) spells are at +1 caster level
Level
Spell
Level
Spell
1
Animate rope
4
Minor creation
2
Wood shape
5
Fabricate
3
Stone shape
6
Major creation
Level
7
8
9
Spell
Hardening
True creation
Prismatic sphere
Spell
Word of balance
161
2
3
Calm emotions
Clarity of mind
5
6
Sanctuary, mass
Banishment
8
9
Cavern
Granted Power: Gain the dwarven ability Stonecunning. If you already have Stonecunning, then the bonus to observe unusual stone
work goes up to +4
Level
Spell
Level
Spell
Level
Spell
1
Detect secret doors
4
Leomunds secure shelter
7
Maw of stone
2
Darkness
5
Passwall
8
Earthquake
3
Meld into stone
6
Find the path
9
Imprisonment
Celerity
Granted Power: +10 land movement when wearing up to Light Armor & carrying up to a Light Load.
Level
Spell
Level
Spell
Level
1
Expeditious retreat
4
Haste
7
2
Cats grace
5
Tree stride
8
3
Blur
6
Wind wall
9
Spell
Cats grace, mass
Blink, greater
Time stop
Level
7
8
9
Spell
Heavenly lightning storm
Holy aura
Gate
Level
7
8
9
Spell
Word of chaos
Cloak of chaos
Summon monster IX (chaos)
Level
7
8
9
Spell
Insanity
Demand
Dominate monster
Chaos
Granted Power: cast chaos spells at +1 caster level
Level
Spell
Level
1
Protection from law
4
2
Shatter
5
3
Magic circle against law
6
Spell
Chaos hammer
Dispel law
Animate objects
Charm
Granted Power: Gain +4 Cha for 1 minute, usable once/day as a free action
Level
Spell
Level
Spell
1
Charm person
4
Good hope
2
Calm emotions
5
Charm monster
3
Suggestion
6
Geas/quest
City
Granted Power: +1 rank in gather information and knowledge (local) per rank of faith (not to exceed max)
Level
Spell
Level
Spell
Level
Spell
1
Rooftop strider
4
Commune with City
7
Urban shield
2
City lights
5
Skyline runner
8
Citys might
3
Winding alleys
6
City stride
9
Animate city
Cold
Granted Power: Rebuke / Control / Bolster Cold Creatures or Turn / Destroy Fire Creatures, up to 3+Charisma modifier times per day.
Level
Spell
Level
Spell
Level
Spell
1
Chill touch
4
Ice storm
7
Control weather
2
Chill metal
5
Wall of ice
8
Polar ray
3
Sleet storm
6
Cone of cold
9
Obedient avalanche
162
Commerce
Granted Power: +10 Competence bonus on Profession checks made to earn a living (but not checks to accomplish a specific task); +1 rank
in Appraise per rank of faith (not to exceed max)
Level
Spell
Level
Spell
Level
Spell
1
Comprehend languages
4
Glibness
7
Refuge
2
Zone of truth
5
True seeing
8
Analyze Dweomer
3
Tongues
6
Leomunds secret chest
9
Polymorph any object
Community
Granted Power: Calm emotion, usable once/day; +2 Bonus on diplomacy checks
Level
Spell
Level
Spell
1
Bless
4
Status, greater
2
Status
5
Rarys Telepathic bond
3
Prayer
Heroes feast
Level
7
8
9
Spell
Refuge
Mordenkainens Magnificent
Mansion
Heal, mass
Competition
Granted Power: +2 bonus on all opposed checks
Level
Spell
Level
1
Remove fear
4
2
Zeal
5
3
Prayer
6
Spell
Divine power
Righteous might
Zealot pact
Courage
Granted Power: Aura of Courage allies within 10 gain a +4 Morale bonus vs. Fear effects.
Level
Spell
Level
Spell
1
Remove fear
4
Heroism
2
Aid
5
Valiant fury
3
Cloak of bravery
6
Heroes feast
Level
7
8
9
Spell
Regenerate
Moment of prescience
Visage of the deity, greater
Level
7
8
9
Spell
Heroism, greater
Lions roar
Cloak of bravery, greater
Craft
Granted Power: Conjuration (creation) spells are cast at +1 caster level; Gain maneuver: Skill focus (craft of your choice)
Level
Spell
Level
Spell
Level
Spell
1
Animate rope
4
Minor creation
7
Major creation
2
Wood shape
5
Wall of stone
8
Forcecage
3
Stone shape
6
Fantastic machine
9
Fantastic machine, greater
Creation
Granted Power: Conjuration (creation) spells are cast at +1 caster level
Level
Spell
Level
Spell
1
Create water
4
Minor creation
2
Minor image
5
Major creation
3
Create food and water
6
Heroes feast
Level
7
8
9
Spell
Permanent image
True creation
Pavilion of grandeur
Level
7
8
9
Spell
Nightmare
Power word blind
Power word kill
Darkness
Granted Power: Gain maneuver: Blind fighting
Level
Spell
Level
1
Obscuring mist
4
2
Blindness/deafness
5
3
Blacklight
6
Spell
Armor of darkness
Darkbolt
Prying eyes
Death
Granted Power: Death Touch once per day As a touch attack on a living creature, roll 1d6 per Faith rank. If the total is greater than or
equal to the touched creatures current hit-points, it dies. This is a death effect.
Level
Spell
Level
Spell
Level
Spell
1
Cause fear
4
Death ward
7
Destruction
2
Death knell
5
Slay living
8
Create greater undead
3
Animate dead
6
Create undead
9
Wail of the banshee
Deathbound
Granted Power: Your limit for creating undead animated with spells increases to three times your caster level instead of the normal two
times caster level
Level
Spell
Level
Spell
Level
Spell
1
Chill of the grave
4
Wither limb
7
Avasculate
2
Blade of pain and fear
5
Revive undead
8
Avascular, mass
3
Fangs of the vampire king
6
Awaken undead
9
Wail of the banshee
163
Deathless
Granted Power: Greater Rebuking, 1/day if you successfully Rebuke a Deathless, you Command it instead. Attempting to do this
consumes one of your daily Turn attempts. Deathless are rebuked by good aligned and turned by evil aligned.
Level
Spell
Level
Spell
Level
Spell
1
Detect undead
4
Spirit steed
7
Control deathless
2
Consecrate
5
Hallow
8
Create greater deathless
3
Halt deathless
6
Create deathless
9
Heros blade
Decay
Granted Power: Touch of Decay, 1/day Make a Touch Attack to cause a target to decay. Living targets (including Living Constructs) take
1d4 Constitution damage. Nonliving Constructs, Undead, and objects take 2d6 + 1 per Faith rank damage.
Level
Spell
Level
Spell
Level
Spell
1
Doom
4
Enervation
7
Withering palm
2
Ray of enfeeblement
5
Blight
8
Horrid wilting
3
Contagion
6
Antilife shell
9
Energy drain
Destiny
Granted Power: Once/day you or a target designated by you (that is in line of sight) must reroll a single attack, save, ability check or skill
check and keep the new result even if its lower then the original. Usable as an immediate action
Level
Spell
Level
Spell
Level
Spell
1
Omen of peril
4
Bestow curse
7
Bestow curse, greater
2
Augury
5
Stalwart pact
8
Moment of prescience
3
Delay death
6
Warp destiny
9
Choose destiny
Destruction
Granted Power: Smite once per day Before attacking, declare that Smite is being used. Add +4 to the attack bonus and add the Faith
Rank to the damage.
Level
Spell
Level
Spell
Level
Spell
1
Inflict light wounds
4
Inflict critical wounds
7
Disintegrate
2
Shatter
5
Inflict light wounds, mass
8
Earthquake
3
Contagion
6
Harm
9
Implosion
Domination
Granted Power: Gain maneuver: Spell focus (enchantment)
Level
Spell
Level
1
Command
4
2
Enthrall
5
3
Suggestion
6
Spell
Dominate person
Command, greater
Geas/quest
Dragon
Granted Power: +1 rank in Bluff and Intimidate per rank of faith (not to exceed max)
Level
Spell
Level
Spell
1
Magic fang
4
Voice of the dragon
2
Resist energy
5
True seeing
3
Magic fang, greater
6
Stoneskin
Level
7
8
9
Spell
Suggestion, mass
True Dominate
Monstrous Thrall
Level
7
8
9
Spell
Dragon ally
Suggestion, mass
Dominate monster
Level
7
8
9
Spell
Scrying, greater
Power word stun
Weird
Level
7
8
9
Spell
Word of chaos
Planar ally, greater
Gate
Level
7
8
9
Spell
Dictum
Protection from spells
Elemental swarm (earth)
Dream
Granted Power: Immune to fear effects
Level
Spell
1
Sleep
2
Augury
3
Deep slumber
Level
4
5
6
Spell
Phantasmal killer
Nightmare
Dream sight
Drow
Spell
Discern lies
Spider form
Dispel magic, greater
Dwarf
Spell
Magic weapon, greater
Fabricate
Stone tell
164
Earth
Granted Power: Rebuke / Control / Bolster Earth Elementals or Turn / Destroy Air Elementals, up to 3 + Charisma modifier times per
day.
Level
Spell
Level
Spell
Level
Spell
1
Magic stone
4
Spike stones
7
Earthquake
2
Soften earth and stone
5
Wall of stone
8
Iron body
3
Stone shape
6
Stoneskin
9
Elemental swarm (earth)
Elf
Granted Power: Gain maneuver: Point blank shot
Level
Spell
Level
1
True strike
4
2
Cats grace
5
3
Snare
6
Spell
Tree stride
Commune with nature
Find the path
Level
7
8
9
Spell
Live oak
Sunburst
Antipathy
Spell
Unholy blight
Dispel good
Create undead
Level
7
8
9
Spell
Blasphemy
Unholy aura
Summon monster IX (evil)
Exorcism
Granted Power: You may force possessing spirits out of a subjects body by making a Turn Check that can turn the possessing creatures
HD. If successful, the possessor cannot attempt to possess the subject again for at least 24 hours.
Level
Spell
Level
Spell
Level
Spell
1
Protection from evil
4
Dismissal
7
Holy word
2
Magic circle against evil
5
Dispel evil
8
Holy aura
3
Remove curse
6
Banishment
9
Freedom
Family
Granted Power: You may protect of a number of individuals (including yourself) equal to your Charisma modifier (minimum of 1) with a
+4 Dodge bonus to AC that lasts for 1 round per rank. Any individual that moves farther than 10 from you loose the protection. Usable
once per day.
Level
Spell
Level
Spell
Level
Spell
1
Bless
4
Imbue with spell ability
7
Refuge
2
Shield other
5
Rarys telepathic bond
8
Protection from spells
165
Helping hand
Heroes feast
Prismatic sphere
Fate
Granted Power: Gain maneuver: Uncanny dodge
Level
Spell
Level
1
True strike
4
2
Augury
5
3
Bestow curse
6
Spell
Status
Mark of justice
Geas/quest
Level
7
8
9
Feast
Granted Power: You are immune to ingested poisons and diseases that are spread by ingestion
Level
Spell
Level
Spell
Level
1
Goodberry
4
Neutralize poison
7
2
3
Delay poison
Create food and water
5
6
Fey
Granted Power: +4 bonus on saving throws against spell-like abilities of fey
Level
Spell
Level
Spell
1
Faerie fire
4
Blinding beauty
2
Charm person
5
Tree stride
3
Inspired aim
6
Heroes feast
8
9
Level
7
8
9
Spell
Vision
Mind blank
Foresight
Spell
Mordenkainens magnificent
mansion
Detoxify
Feast of champions
Spell
Liveoak
Unearthly beauty
Summon natures ally IX
Fire
Granted Power: Rebuke / Control / Bolster Fire Elementals or Turn / Destroy Water Elementals, up to 3 + Charisma modifier times per
day.
Level
Spell
Level
Spell
Level
Spell
1
Burning hands
4
Wall of fire
7
Fire storm
2
Produce flame
5
Fire shield
8
Incendiary cloud
3
Resist energy (fire or cold)
6
Fire seeds
9
Elemental swarm (fire)
Force
Granted Power: once/day reroll the damage of a weapon, spell, or ability and take the better of the two
Level
Spell
Level
Spell
Level
1
Mage armor
4
Otilukes resilient sphere
7
2
Magic missile
5
Wall of force
8
3
Blast of force
6
Repulsion
9
Spell
Forcecage
Otilukes telekinetic Sphere
Bigbys crushing hand
Glory
Granted Power: Turn Undead with a +2 bonus on the Turning Check & +1d6 on the Turning Damage Check.
Level
Spell
Level
Spell
Level
Spell
1
Disrupt undead
4
Holy smite
7
Sunbeam
2
Bless weapon
5
Holy sword
8
Crown of glory
3
Searing light
6
Bolt of glory
9
Gate
Gluttony
Granted Power: Each day, you can activate Enlarge person on yourself (as the spell) as a Free Action for 1 round per Faith rank. The
rounds may be used during the day as you wish.
Level
Spell
Level
Spell
Level
Spell
1
Goodberry
4
Vampiric touch
7
Stone to flesh
2
Death knell
5
Baleful polymorph
8
Bite of the king
3
Create food and water
6
Heroes feast
9
Trap the soul
Gnome
Granted Power: Cast illusion spells at +1 caster level
Level
Spell
Level
1
Silent image
4
2
Gembomb
5
3
Minor image
6
Spell
Minor creation
Hallucinatory terrain
Fantastic machine
Level
7
8
9
Spell
Screen
Ottos irresistible dance
Summon monster IX (earth or
animal)
Level
7
8
Spell
Holy word
Holy aura
Good
Granted Power: Cast all good spell at +1 caster level
Level
Spell
Level
1
Protection from evil
4
2
Aid
5
Spell
Holy smite
Dispel evil
166
Blade barrier
Greed
Granted Power: +2 bonus on Appraise, Open lock, and Sleight of hand; +1 rank in sleight of hand per rank of faith (not to exceed max)
Level
Spell
Level
Spell
Level
Spell
1
Cheat
4
Fire trap
7
Teleport object
2
Entice gift
5
Fabricate
8
Phantasmal thief
3
Knock
6
Guards and wards
9
Sympathy
Hades (counts as two domains)
Granted Power: Once/day as a free action you can channel the power of the Yugoloth. This power grants the following: Immune to poison
and acid; Resistance to cold 20, fire 20, electricity 20; +4 Str and +4 Wis and +2 natural AC. This effect lasts for 5 rounds and cannot be
prematurely ended.
Level
Spell
Level
Spell
Level
Spell
1
Doom
4
Contagion
7
Blasphemy
Protection from good
Unholy blight
Plane shift
2
Resist planar alignment
5
Crushing despair
8
Unholy aura
Rebuke
Dispel good
Waves of exhaustion
3
Magic circle against good
6
Mind fog
9
Energy drain
Mantle of evil
Waves of fatigue
Gate
Halfling
Granted Power: Add your Charisma modifier to Climb, Jump, Move Silently, & Hide checks for 10 minutes. Usable once per day as a
Free Action.
Level
Spell
Level
Spell
Level
Spell
1
Magic stone
4
Freedom of movement
7
Shadow walk
2
Cats grace
5
Mordenkainens faithful hound
8
Word of recall
3
Magic vestments
6
Move earth
9
Foresight
Hatred
Granted Power: Once per day, choose one opponent type (from favored enemy list). For 1 Hour, you gain a +2 Profane bonus on attack,
saving throws, & AC vs. that opponent type only.
Level
Spell
Level
Spell
Level
Spell
1
Doom
4
Rage
7
Blasphemy
2
Scare
5
Righteous might
8
Antipathy
3
Bestow curse
6
Forbiddance
9
Wail of the banshee
Healing
Granted Power: Cast conjuration (healing) spells at +1 caster level
Level
Spell
Level
Spell
1
Cure light wounds
4
Cure critical wounds
2
Cure moderate wounds
5
Cure light wounds, mass
3
Cure serious wounds
6
Heal
Level
7
8
9
Spell
Regenerate
Cure critical wounds, mass
Heal, mass
Herald
Granted Power: +4 bonus on diplomacy and intimidate checks; +1 rank in Intimidate per rank of faith (not to exceed max)
Level
Spell
Level
Spell
Level
Spell
1
Comprehend languages
4
Sending
7
Visage of the deity
2
Enthrall
5
Command, greater
8
Crown of glory
3
Tongues
6
Dream
9
Visage of the deity, greater
Hunger
Granted Power: Gain a bite attack (your teeth become unnaturally sharp). Damage small 1d4, medium 1d6, large 1d8; You are proficient
with your bite attack and are considered armed. If you already have a bite attack then use the higher of the two damage values. This is
considered a secondary natural attack (an extra melee attack at your highest base attack bonus when using the full attack action)
Level
Spell
Level
Spell
Level
Spell
1
Slow consumption
4
Caustic bile
7
Whirlwind of teeth
2
Jaws of adamantine
5
Enervation
8
Steal life
3
Cannibalize
6
Insatiable hunger
9
Bite of the king
Illusion
Granted Power: Illusion spells cast at +1 caster level
Level
Spell
Level
1
Silent image
4
2
Minor image
5
3
Displacement
6
Spell
Phantasmal killer
Persistent image
Mislead
Level
7
8
9
Spell
Project image
Screen
Weird
167
Inquisition
Granted Power: +4 bonus on all dispel checks; +1 rank in sense motive per rank of faith (not to exceed max)
Level
Spell
Level
Spell
Level
Spell
1
Detect chaos
4
Discern lies
7
Dictum
2
Zone of truth
5
True seeing
8
Shield of Law
3
Detect thoughts
6
Geas/quest
9
Imprisonment
Joy
Granted Power: +4 bonus on diplomacy checks; +1 rank in diplomacy per rank of faith (not to exceed max)
Level
Spell
Level
Spell
Level
Spell
1
Vision of heaven
4
Good hope
7
Starmantle
2
Elation
5
Chaavs laugh
8
Sympathy
3
Distilled joy
6
Heroism, greater
9
Ottos irresistible dance
Knowledge
Granted Power: Cast divination spells at +1 caster level; +1 rank in a knowledge skill of your choice per rank of faith (you can choose a
different knowledge skill each rank to receive this bonus if you like, not to exceed max)
Level
Spell
Level
Spell
Level
Spell
1
Detect secret door
4
Divination
7
Legend lore
2
Detect thoughts
5
True seeing
8
Discern location
3
Clairaudience/Clairvoyance
6
Find the path
9
Foresight
Law
Granted Power: Cast law spells at +1 caster level
Level
Spell
Level
1
Protection from chaos
4
2
Calm emotions
5
3
Magic circle against chaos
6
Spell
Orders wrath
Dispel chaos
Hold monster
Level
7
8
9
Spell
Dictum
Shield of law
Summon monster IX (law)
Liberation
Granted Power: If you are affected by a (charm), (compulsion), or [fear] effect and fail your save, you receive a new saving throw 1 round
later at the same DC.
Level
Spell
Level
Spell
Level
Spell
1
Omen of peril
4
Freedom of movement
7
Refuge
2
Undetectable alignment
5
Break enchantment
8
Mind blank
3
Rage
6
Dispel magic, greater
9
Unbinding
Life
Granted Power: Grant one touched creature 1d6 + 1 per Faith rank Temporary HP for 1 hour per Faith rank. Usable 1/day.
Level
Spell
Level
Spell
Level
Spell
1
Aid
4
Death ward
7
Resurrection
2
Restoration, lesser
5
Raise dead
8
Animate plants
3
Plant growth
6
Animate objects
9
True Resurrection
Limbo (counts as two domains)
Granted Power: Once/day as a free action you can channel the power of the Slaadi. This power grants the following: Darkvision 60ft; Fast
healing 5; Immune to sonic; Resistance to acid 5, and cold 5, and electricity 5, and fire 5; +4 Str and +4 Con and +2 natural AC. This
effect lasts for 5 rounds and cannot be prematurely ended.
Level
Spell
Level
Spell
Level
Spell
1
Confusion, lesser
4
Chaos hammer
7
Song of discord
Protection from law
Perinarch
Word of chaos
2
Entropic shield
5
Baleful polymorph
8
Cloak of chaos
Resist planar alignment
Dispel law
Ottos irresistible dance
3
Magic circle against law
6
Animate objects
9
Perinarch, planar
Mantle of chaos
Insanity
Shapechange
Luck
Granted Power: Once/day a single roll can be rerolled (Keep the better of the two rolls), usable as an immediate action
Level
Spell
Level
Spell
Level
Spell
1
Entropic shield
4
Freedom of movement
7
Spell turning
2
Aid
5
Break enchantment
8
Moment of prescience
3
Protection from energy
6
Mislead
9
Miracle
Lust
Granted Power: Once per day, as a free action gain a bonus to your Cha equal to your faith rank. This power last for 1 round
Level
Spell
Level
Spell
Level
Spell
1
Charm person
4
Planar ally, lesser
7
Refuge
168
2
3
Invisibility
Clairaudience/Clairvoyance
5
6
Scrying
Symbol of persuasion
8
9
Sympathy
Trap the soul
Madness
Granted Power: Receive a 1 penalty on all Wisdom-based skill checks and Will saves. Once per day, add your Faith rank as a bonus to a
single Wisdom-based skill check or a Will save. Add the bonus before making the roll.
Level
Spell
Level
Spell
Level
Spell
1
Confusion, lesser
4
Confusion
7
Insanity
2
Touch of madness
5
Bolts of bedevilment
8
Maddening scream
3
Rage
6
Phantasmal killer
9
Weird
Magic
Granted Power: Use spell completion or spell trigger magic items as if half your ranks in faith were ranks in Arcane spellcasting (these
bonus ranks stack with your ranks in arcane spellcasting for this purpose)
Level
Spell
Level
Spell
Level
Spell
1
Nystuls magic aura
4
Imbue with spell ability
7
Spell turning
2
Identify
5
Spell resistance
8
Protection from spells
3
Dispel magic
6
Anti-magic field
9
Mordenkainens disjunction
Mechanus (counts as two domains)
Granted Power: Once/day as a free action you can channel the power of the Inevitable. This power grants the following: Darkvision out to
60ft and low-light vision; Damage reduction 10/chaos; Fast healing 5; Spell resistance 22; +4 Str and +4 Int and +2 natural AC. This
effect lasts for 5 rounds and cannot be prematurely ended.
Level
Spell
Level
Spell
Level
Spell
1
Command
4
Discern lies
7
Dictum
Protection from chaos
Orders wrath
Hold person, mass
2
Clam emotions
5
Dispel chaos
8
Iron body
Mechanus mind
Mark of justice
Shield of law
3
Magic circle against chaos
6
Hold monster
9
Call Marut
Mantle of law
Wall of gears
Mordenkainens disjunction
Meditation
Granted Power: Gain maneuver: Empower spell
Level
Spell
Level
1
Comprehend languages
4
2
Owls wisdom
5
3
Locate object
6
Spell
Tongues
Spell resistance
Find the path
Level
7
8
9
Spell
Spell turning
Mind blank
Astral projection
Mentalism
Granted Power: Once per day, you may touch a target and give him a Resistance bonus on his next Will save equal to your Faith rank + 2.
This will last 1 hour per rank of Faith
Level
Spell
Level
Spell
Level
Spell
1
Confusion, lesser
4
Modify memory
7
Antipathy
2
Detect thoughts
5
Mind fog
8
Mind blank
3
Clairaudience/Clairvoyance
6
Rarys telepathic bond
9
Astral projection
Metal
Granted Power: Gain maneuver: Martial weapon proficiency or Exotic weapon proficiency and Weapon focus with your choice of a
metallic weapon (doesnt have to be all metal but has to have some metal on the weapon)
Level
Spell
Level
Spell
Level
Spell
1
Magic weapon
4
Rusting grasp
7
Transmute metal to wood
2
Heat metal
5
Wall of iron
8
Iron body
3
Keen edge
6
Blade barrier
9
Repel metal or stone
Mind
Granted Power: +2 bonus on bluff, diplomacy, and sense motive checks
Level
Spell
Level
Spell
1
Comprehend languages
4
Discern lies
2
Detect thoughts
5
Rarys telepathic bond
3
Telepathic bond, lesser
6
Probe thoughts
Level
7
8
9
Moon
Granted Power: You may Turn / Destroy Lycanthropes, up to 3 + Charisma modifier times per day.
Level
Spell
Level
Spell
Level
1
Faerie fire
4
Good hope
7
2
Moonbeam
5
Moon path
8
3
Moon blade
6
Permanent image
9
Spell
Brain spider
Mind blank
Weird
Spell
Insanity
Animal shapes
Moonfire
169
Mysticism (evil)
Granted Power: Gain a Luck bonus on all saving throws equal to your Charisma modifier (minimum +1) for 1 round per Faith rank.
Activated as a Free Action.
Level
Spell
Level
Spell
Level
Spell
1
Divine favor
4
Weapon of the deity
7
Blasphemy
2
Spiritual weapon
5
Righteous might
8
Unholy aura
3
Visage of the deity, lesser
6
Visage of the deity
9
Visage of the deity, greater
Mysticism (good)
Granted Power: Gain a Luck bonus on all saving throws equal to your Charisma modifier (minimum +1) for 1 round per Faith rank.
Activated as a Free Action
Level
Spell
Level
Spell
Level
Spell
1
Divine favor
4
Weapon of the deity
7
Holy word
2
Spiritual weapon
5
Righteous might
8
Holy aura
3
Visage of the deity, lesser
6
Visage of the deity
9
Visage of the deity, greater
Necromancy
Granted Power: Necromancy spells cast at +1 caster level
Level
Spell
Level
1
Ray of enfeeblement
4
2
Command undead
5
3
Vampiric touch
6
Spell
Enervation
Wave of fatigue
Eyebite
Level
7
8
9
Spell
Control undead
Horrid wilting
Energy drain
Nobility
Granted Power: Once per day for a number of rounds equal to your Charisma modifier, give your allies a +2 Morale bonus to attack,
saving throws, ability checks, skill checks, & weapon damage.
Level
Spell
Level
Spell
Level
Spell
1
Divine favor
4
Discern lies
7
Repulsion
2
Enthrall
5
Command, greater
8
Demand
3
Magic vestments
6
Geas/quest
9
Storm of vengeance
Ocean
Granted Power: For up to 10 rounds per Rank, you gain Water Breathing when you need it. When your need ends, the effect stops, so it
can be used multiple times in a day.
Level
Spell
Level
Spell
Level
Spell
1
Endure elements
4
Freedom of movement
7
Waterspout
2
Sound burst
5
Wall of ice
8
Maelstrom
3
Water breathing
6
Otilukes freezing sphere
9
Elemental swarm (water)
Oracle
Granted Power: Divination spells cast at +2 caster level
Level
Spell
Level
1
Identify
4
2
Augury
5
3
Divination
6
Spell
Scrying
Commune
Legend lore
Level
7
8
9
Spell
Scrying, greater
Discern location
Foresight
Orc
Granted Power: Smite once per day Add +4 bonus to the attack and your Faith rank to the damage; +4 to all attack rolls if the target is
a Dwarf or an Elf.
Level
Spell
Level
Spell
Level
Spell
1
Cause fear
4
Divine power
7
Blasphemy
2
Produce flame
5
Prying eyes
8
Cloak of chaos
3
Prayer
6
Eyebite
9
Power word kill
Pact
Granted Power: +1 rank to appraise, intimidate and sense motive per rank of faith (not to exceed max)
Level
Spell
Level
Spell
Level
1
Command
4
Divination
7
2
Shield other
5
Stalwart pact
8
3
Speak with dead
6
Zealot pact
9
Spell
Renewal pact
Death pact
Gate
Passion
Granted Power: Each day, you can activate Rage on yourself (as the spell) as a Free Action for 1 round per Faith rank. The rounds may be
used during the day as you wish.
Level
Spell
Level
Spell
Level
Spell
1
Cause fear
4
Crushing despair
7
Song of discord
170
2
3
5
6
Command, greater
Heroism, greater
Pestilence
Granted Power: You are immune to all diseases, though you can still be a carrier.
Level
Spell
Level
Spell
1
Doom
4
Poison
2
Summon swarm
5
Plague of rats
3
Contagion
6
Curse of lycanthropy
8
9
Level
7
8
9
Spell
Scourge
Create greater undead (mummy)
Otyugh Swarm
Level
7
8
9
Spell
Scrying, greater
Discern location
Time stop
Planning
Granted Power: Gain maneuver: Extend spell
Level
Spell
1
Deathwatch
2
Augury
3
Clairaudience/Clairvoyance
Level
4
5
6
Spell
Status
Detect scrying
Heroes feast
Plant
Granted Power: Rebuke / Control Plant Creatures, up to 3 + Charisma modifier times per day; +1 rank in Knowledge (nature) per rank of
faith (not to exceed max)
Level
Spell
Level
Spell
Level
Spell
1
Entangle
4
Command plants
7
Animate plants
2
Bark skin
5
Wall of thorns
8
Control plants
3
Plant growth
6
Repel wood
9
Shambler
Pleasure
Granted Power: You are immune to any effect that damages or drains your Charisma.
Level
Spell
Level
Spell
1
Remove fear
4
Remove fatigue
2
Lastais Caress
5
Eagles splendor, mass
3
Hearts ease
6
Celestial blood
Level
7
8
9
Spell
Empyreal ecstasy
Spread of contentment
Sublime revelry
Portal
Granted Power: Gain maneuver: Portal sensitive (not transferred, see underdark book)
Level
Spell
Level
Spell
1
Portal stabilization
4
Dimension door
2
Analyze portal
5
Portal barricade
3
Portal view
6
Portal-to-portal redirect
Level
7
8
9
Spell
Etherealness
Portal reformat
Gate
Pride
Granted Power: Once per day you can reroll a failed saving throw; If you roll a 1 on a saving throw immediately reroll the save and dont
count this as your once/day. You must keep the second roll in either case.
Level
Spell
Level
Spell
Level
Spell
1
Hypnotism
4
Divine power
7
Heroism, greater
2
Eagles splendor
5
Reduce person, mass
8
Spell immunity, greater
3
Heroism
6
Forbiddance
9
Charm monster, mass
Protection
Granted Power: Protective Ward once per day The touched target receives a Resistance bonus on his/her next saving throw equal to
your Faith rank. If not used in one hour, the ward dissipates. Activation is a Standard Action.
Level
Spell
Level
Spell
Level
Spell
1
Sanctuary
4
Spell immunity
7
Repulsion
2
Shield other
5
Spell resistance
8
Mind blank
3
Protection from energy
6
Anti-magic field
9
Prismatic sphere
Purification (fire)
Granted Power: Abjuration spells cast at +1 caster level
Level
Spell
Level
1
Nimbus of light
4
2
Deific vengeance
5
3
Recitation
6
Spell
Castigate
Dance of the unicorn
Fires of purity
Level
7
8
9
Spell
Righteous wrath of the faithful
Sunburst
Visage of the deity, greater
Level
7
8
Spell
Righteous wrath of the faithful
Water spout
Purification (water)
Granted Power: Abjuration spells cast at +1 caster level
Level
Spell
Level
1
Nimbus of light
4
2
Deific vengeance
5
Spell
Castigate
Dance of the unicorn
171
Recitation
Wall of water
Renewal
Granted Power: If your hit points falls below 0, but are still more than 10, you gain 1d8 + Charisma hit points. This effect happens
automatically once per day.
Level
Spell
Level
Spell
Level
Spell
1
Charm person
4
Reincarnate
7
Restoration, greater
2
Restoration, lesser
5
Atonement
8
Polymorph any object
3
Remove disease
6
Heroes feast
9
Freedom
Repose
Granted Power: Death Touch once per day As a touch attack on a living creature, roll 1d6 per Faith rank. If the total is greater than or
equal the touched creatures hit points, it dies (no save). This is a Death effect.
Level
Spell
Level
Spell
Level
Spell
1
Hide from undead
4
Death ward
7
Destruction
2
Gentle repose
5
Slay the living
8
Surelife
3
Speak with dead
6
Undeath to death
9
Wail of the banshee
Retribution
Granted Power: Strike of Vengeance once per day When you have been harmed in combat, you may make an attack on the one who
harmed you with a melee or ranged weapon on your next action. If it hits, you do maximum damage.
Level
Spell
Level
Spell
Level
Spell
1
Shield of faith
4
Fire shield
7
Spell turning
2
Bears endurance
5
Mark of justice
8
Discern location
3
Speak with dead
6
Banishment
9
Storm of vengeance
Rune
Granted Power: Gain maneuver: Scribe scroll
Level
Spell
1
Erase
2
Secret page
3
Glyph of warding
Level
4
5
6
Spell
Explosive runes
Planar binding, lesser
Glyph of warding, greater
Level
7
8
9
Spell
Drawmijs Instant Summons
Transcribe symbol
Teleportation circle
Scalykind
Granted Power: Rebuke / Control Snakes and Reptiles, up to 3 + Charisma modifier times per day.
Level
Spell
Level
Spell
Level
1
Magic fang
4
Poison
7
2
Animal trance (reptilian and
5
Animal growth (reptilian and
8
snakes only)
snakes only)
3
Magic fang, greater
6
Eyebite
9
Spell
Vipergout
Animal shapes (reptilian and
snakes only)
Shapechange
Shadow
Granted Power: Gain maneuver: Blind-fight
Level
Spell
1
Obscuring mist
2
Darkness
3
Deeper darkness
Level
4
5
6
Spell
Shadow conjuration
Shadow evocation
Shadow walk
Slime
Granted Power: Rebuke / Control Oozes, up to 3 + Charisma modifier times per day.
Level
Spell
Level
Spell
1
Grease
4
Rusting grasp
2
Melfs acid arrow
5
Evards black tentacles
3
Poison
6
Transmute rock to mud
Level
7
8
9
Spell
Shadow conjuration, greater
Shadow evocation, greater
Shades
Level
7
8
9
Spell
Destruction
Power word blind
Implosion
Sloth
Granted Power: You are closest to your god while lazing and relaxing. Take no AC penalty for being prone
Level
Spell
Level
Spell
Level
Spell
1
Touch of fatigue
4
Slow
7
Shadow walk
2
Unseen servant
5
Symbol of sleep
8
Waves of exhaustion
3
Deep slumber
6
Waves of fatigue
9
Astral projection
Sky
Granted Power: +10ft to your fly speed (if you have fly speed) or Gain +10ft glide speed (if wearing a cloak, Add this to your land speed
with a jump check and dont count the extra 10ft as part of the DC); +1 rank in spot per rank of faith (not to exceed max)
Level
Spell
Level
Spell
Level
Spell
1
Raptors sight
4
Aerial alacrity
7
Reverse gravity
172
2
3
5
6
Control winds
Wind walk
8
9
Spell
Granted Power: +2 bonus on concentration and spellcraft checks; +1 rank in spellcraft per rank of faith (not to exceed max)
Level
Spell
Level
Spell
Level
Spell
1
Mage armor
4
Rarys mnemonic enhancer
7
Limited wish
2
Silence
5
Break enchantment
8
Anti-magic field
3
Anyspell
6
Anyspell, greater
9
Mordenkainens disjunction
Spider
Granted Power: Rebuke / Control Spiders, up to 3 + Charisma modifier times per day.
Level
Spell
Level
Spell
1
Spider climb
4
Giant vermin
2
Summon swarm (Spiders only)
5
Insect plague (spiders only)
3
Phantom steed (large
6
Spider curse
monstrous spider)
Level
7
8
9
Spell
Stone spider
Creeping doom (spiders only)
Spider shape
Level
7
8
9
Spell
Control weather
Whirlwind
Storm of vengence
Storm
Granted Power: Gain electricity resistance 5
Level
Spell
1
Entropic shield
2
Gust of wind
3
Call lightning
Level
4
5
6
Spell
Sleet storm
Ice storm
Call lightning storm
Strength
Granted Power: Feat of Strength For one round, the Follower gains an Enhancement bonus to Strength equal to his/her Faith rank.
Activated as a Free Action. Usable once per day.
Level
Spell
Level
Spell
Level
Spell
1
Enlarge person
4
Spell immunity
7
Bigbys grasping hand
2
Bulls strength
5
Righteous might
8
Bigbys clenched fist
3
Magic vestment
6
Stone skin
9
Bigbys crushing hand
Suffering
Granted Power: Pain Touch once per day By making a successful touch attack vs. living creatures that is vulnerable to critical hits,
bestow a 2 penalty to Strength and Dexterity for 1 minute.
Level
Spell
Level
Spell
Level
Spell
1
Bane
4
Enervation
7
Wave of exhaustion
2
Bears endurance
5
Symbol of pain
8
Horrid wilting
3
Bestow curse
6
Harm
9
Energy drain
Summoner
Granted Power: Conjuration (calling) and Conjuration (summoning) spells are cast at +2 caster level
Level
Spell
Level
Spell
Level
1
Summon monster I
4
Planar ally, lesser
7
2
Summon monster II
5
Summon monster V
8
3
Summon monster III
6
Planar ally
9
Spell
Summon monster VII
Planar ally, greater
Gate
Sun
Granted Power: Greater Turning Make a normal turning action, but all effected Undead are Destroyed. This consumes one of the days
turns. Usable once per day.
Level
Spell
Level
Spell
Level
Spell
1
Endure elements
4
Fire shield
7
Sunbeam
2
Heat metal
5
Flame strike
8
Sunburst
3
Searing light
6
Fire seeds
9
Prismatic sphere
Time
Granted Power: Gain maneuver: Improved initiative
Level
Spell
Level
1
True strike
4
2
Gentle repose
5
3
Haste
6
Spell
Freedom of movement
Permanency
Contingency
Level
7
8
9
Spell
Moment of prescience
Foresight
Time stop
Trade
Granted Power: Once per day as a free action you can activate detect thoughts (as per the spell) against one target for your Cha mod
minutes; +1 rank in haggle per rank of faith (not to exceed max)
Level
Spell
Level
Spell
Level
Spell
173
Message
Sending
2
3
Gembomb
Eagles splendor
5
6
Fabricate
True seeing
8
9
Mordenkainens magnificent
mansion
Mind blank
Discern location
Level
7
8
9
Spell
Doppelganger transformation
Polymorph any object
Shapechange
Transformation
Granted Power: Transmutation spells cast at +1 caster level
Level
Spell
Level
1
Enlarge person
4
2
Alter self
5
3
Gaseous form
6
Spell
Involuntary shapeshifting
Polymorph
Baleful polymorph
Travel
Granted Power: For a total of 1 round per Faith rank per day, the spell Freedom of Movement will activate automatically if you are ever
impeded by a magical effect. The Freedom of Movement only lasts as long as needed, so the total number of rounds can be split over
multiple occurrences; +1 rank in survival per rank of faith (not to exceed max)
Level
Spell
Level
Spell
Level
Spell
1
Longstrider
4
Dimension door
7
Teleport, greater
2
Locate object
5
Teleport
8
Phase door
3
Fly
6
Find the path
9
Astral projection
Trickery
Granted Power: +1 rank in Bluff, Disguise and Hide per rank of faith (not to exceed max)
Level
Spell
Level
Spell
1
Disguise self
4
Confusion
2
Invisibility
5
False vision
3
Nondetection
6
Mislead
Level
7
8
9
Spell
Screen
Polymorph any object
Time stop
Truth
Granted Power: Divination spells cast at +1 caster level; Gain a bonus on all sense motive skill checks equal to your Faith rank
Level
Spell
Level
Spell
Level
Spell
1
Detect thoughts
4
Discern lies
7
Illusion purge
2
Zone of truth
5
True seeing
8
Discern location
3
See invisibility
6
Force shapechange
9
True seeing, mass
Tyranny
Granted Power: Enchantment (compulsion) spells cast have a +1 DC
Level
Spell
Level
Spell
1
Command
4
Charm monster
2
Touch of idiocy
5
Command, greater
3
Dominate animal
6
Suggestion, mass
Level
7
8
9
Spell
Insanity
Demand
Power word kill
Tyrant
Granted Power: Enchantment (compulsion) spells cast have a +2 DC
Level
Spell
Level
Spell
1
Command
4
Fear
2
Enthrall
5
Command, greater
3
Discern lies
6
Geas/quest
Level
7
8
9
Spell
Bigbys grasping hand
Charm monster, mass
Dominate monster
Undead
Granted Power: +2 Competence bonus on Turning checks to Turn or Rebuke Undead; In addition Turn as if you were 2 HD higher for
determining if the undead is destroyed or commanded.
Level
Spell
Level
Spell
Level
Spell
1
Chill touch
4
Halt undead
7
Undeath to death
2
Command undead
5
Slay living
8
Create greater undead
3
Animate dead
6
Create undead
9
Wail of the banshee
Undeath
Granted Power: Gain maneuver: Extra turning
Level
Spell
1
Detect undead
2
Desecrate
3
Animate dead
Level
4
5
6
Spell
Death ward
Inflict light wounds, mass
Create undead
Level
7
8
9
Spell
Control undead
Create greater undead
Energy drain
War
Granted Power: Gain maneuver: Martial weapon proficiency and Weapon focus (your choice of weapon)
Level
Spell
Level
Spell
Level
Spell
174
1
2
3
Magic weapon
Spiritual weapon
Magic vestments
4
5
6
Divine power
Flame strike
Blade barrier
7
8
9
Water
Granted Power: Rebuke / Control / Bolster Water Elements or Turn / Destroy Fire Elementals, up to 3 + Charisma modifier times per
day.
Level
Spell
Level
Spell
Level
Spell
1
Obscuring mist
4
Control water
7
Acid fog
2
Fog cloud
5
Ice storm
8
Horrid wilting
3
Water breathing
6
Cone of cold
9
Elemental swarm (water)
Watery death
Granted Power: Smite Non-Aquatic Creature once per day Before attacking, declare that Smite is being used. Add your Wisdom
modifier as an attack bonus and add your Faith rank to the damage.
Level
Spell
Level
Spell
Level
Spell
1
Entangle
4
Rushing waters
7
Contagious fog
2
Mark of the outcast
5
Dehydrate
8
Horrid wilting
3
Control water
6
Drown
9
Drown, mass
Wealth
Granted Power: Gain maneuver: Skill focus (appraise); +1 rank in Appraise per rank of faith (not to exceed max)
Level
Spell
Level
Spell
Level
Spell
1
Alarm
4
Detect scrying
7
Sequester
2
Obscure object
5
Leomunds secret chest
8
Discern location
3
Glyph of warding
6
Forbiddance
9
Antipathy
Weather
Granted Power: You do not receive penalties on Spot & Search checks when it is raining or snowing; You can move through snowcovered & icy terrain at your normal movement rate; Natural & magical wind effects treat you as if you were one size category larger.
Level
Spell
Level
Spell
Level
Spell
1
Obscuring mist
4
Ice storm
7
Control weather
2
Gust of wind
5
Binding winds
8
Whirlwind
3
Call lightning
6
Control winds
9
Whirlwind, greater
Windstorm
Granted Power: You do not receive penalties on Spot & Search checks when it is raining or snowing; You can move through snowcovered & icy terrain at your normal movement rate; Natural & magical wind effects treat you as if you were one size category larger.
Level
Spell
Level
Spell
Level
Spell
1
Obscuring mist
4
Ice storm
7
Control weather
2
Binding winds
5
Arc of lightning
8
Whirlwind
3
Call lightning
6
Cloudwalkers
9
Whirlwind, greater
Wrath
Granted Power: Once per day, you may make a free Attack of Opportunity against any opponent that damages you with a melee attack.
This ability does not allow you to make more than one Attack of Opportunity in a round.
Level
Spell
Level
Spell
Level
Spell
1
Rhinos rush
4
Shout
7
Righteous smite
2
Bulls strength
5
Righteous might
8
Last judgment
3
Rage
6
Vengeance halo
9
Storm of vengeance
Name
Granted Power:
Level
Spell
1
2
3
Level
4
5
6
Spell
Level
7
8
9
Spell
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Reputation
Reputation is used to measure how the world sees you. You can gain and loose reputation depending on the actions you take and
the decisions you make. There are eight different types of reputation, four that are good and four that are bad. Each of the four good
reputations are opposed by the four bad reputations. If you gain reputation then you also loose the same amount of reputation in the
opposed listing. Below is a chart that shows which reputation opposes which and below the chart reputation is looked at with more detail.
This includes gaining and loosing reputation, an explanation of each reputation and the skills they are linked to, and finally we will
discuss reputation points (RP) and see how they are gained and used.
Trustworthy
Hero
Romance
Bravery
Coward
Seduction
Villain
Criminal
Each different reputation is tied to one or more different skills. Each time you use these skills you have the potential to gain or
loose reputation. Any time you roll a natural 20 on a skill check then you will automatically gain reputation. If you ever roll a
natural 1 then you will loose reputation, this loss happens even if you still succeed on the skill. Reputation is not about success
or failure, its about how good or badly you performed the task. On a roll of natural 20 you performed the task so well that it
deems recognition. On a roll of natural 1, if you succeed on the skill check you performed the task extremely crude and without
much skill. If you roll a natural 1 and fail the skill check, not only did you fail but you did so in a way that is either disgraceful
or embarrassing.
You can attempt to gain reputation by using the skill style. This is under showing off. If you succeed then you will gain
reputation of the appropriate type. However if you fail the check by 5 or more then you will loose reputation of the appropriate
type. The style skill can also be used when you roll a natural 1 on a skill check. If you succeed in a style check then you avoid
loosing reputation for rolling the natural 1.
You can begin the game with reputation depending on your ancestry/current status chart roll in the background section.
Reputation gained in this way reflects how well people know you by the deeds of your family.
You can gain and loose reputation depending on your decisions, actions, the way you treat people, the jobs you take and so
forth. This type of reputation gain or loss is entirely up to the DM and he will tell you how much you gain or loose and what you
did to bring about this change (this is of course out of game information as your character doesnt know the exact effects of his
actions right away).
Romance
Romance will gauge how much people look at you as a romantic. Someone that treats their partners with kindness, respect and
will bring romance into their lives. People that are looking for romantic partners will be swooned easier if you have a high romance
reputation. A high romantic reputation could attract people to you that are looking for that romantic someone in their lives, people who are
desperately needing to be swept off their feet, and sometimes it can attract those who are jealous of all the attention you receive or who
are envious of you. Romance is opposed by Seduction and is linked to the following skills: Perform, diplomacy
Trustworthy
Trustworthy will gauge how much people can trust you. Someone that is good on his word, that can be trusted, that is known to
be fair, that is known to be honest. Situations that require people to trust you will be handled easier if you have a high trustworthy
reputation. A high trustworthy reputation could attract people that are looking to hire honest adventurers, people who are in need of
someone they can trust with situations and or business opportunities, and sometimes it can attract those who would use your trust for there
own means. Trustworthy is opposed by Criminal and is linked to the following skills: Appraise, Diplomacy, Haggling
Hero
Hero will gauge how much people think of you as a hero. Someone who will save the day, who will go to great lengths to help
those in need, who will right the wrongs, who is always there when you need him. Situations where you need to find help, information,
favors and adventures will become easier if you have a high hero reputation. A high hero reputation could attract people who are in need
of help, people who are looking for someone to save the day, people who are in need of adventurers and dont have a lot to offer in return
for the service rendered, and it can sometimes attract people who are villains. Hero is opposed by Villain and is linked to the following
176
skills: attacks, Saving throws (if obvious that you saved against an effect), Balance, climb, handle animal, heal, jump, ride, swim, and
tumble.
Bravery
Bravery will gauge how much people see you as someone who is brave. Someone that will face down the opposition when the
odds are against him, that is not afraid in the face of great dangers, that is not easily intimidated, that will stand up for what they believe.
Situations that call for you to be brave or to stand your ground when all is lost will be easier if you have a high bravery reputation. A high
bravery reputation could attract people who are in need of someone to face down a great threat, people who are afraid to make a
confrontation, people who are too afraid to perform a task or adventure, and sometimes it can attract people who will test themselves
against you. Bravery is opposed by Coward and is linked to the following skills: Saving throws against fear type effects (if its obvious
that you saved against an effect), Balance, Concentration, Handle animal, Intimidate, jump, and Swim.
Seduction
Seduction will gauge how much people look at you as a seducer. Someone who uses others to get what they want, who uses their
body to acquire that of which they want, who fills your mind and heart with falsehoods and hope only to use you later for their own
means. Situations where you need to use your body, your money, or lies to get what you want will become harder if you have a high
Seduction reputation but at the same time will represent how good you are at manipulating others to do your bidding. A high seduction
reputation could make people weary of you, make people not want to deal with you or even talk to you, make people hate you for what
you do, and sometimes it could attract people who have need of your skill, people who have something you want and know they can get
you to use your body to get it, people who want to be seduced, or even people who want to seduce the seducer. Seduction is opposed by
Romance and is linked to the following skills: Bluff, gather information, haggling, intimidate, perform, and use rope.
Criminal
Criminal will gauge how much people see you as a criminal and how wanted you are. Someone who lies, cheats, steals and deals
in shady deals. Situations where you need people to trust or believe you, where you need to get inside a town, or a place guarded, even
when you simply walk into a store will become harder if you have a high Criminal reputation. A high criminal reputation could make
people inform guards of your location, people charge you higher prices, people blackmail you for money in return for them not informing
the guard, people expect to be bribed for you to get what you want, and sometimes it could attract people who are in need of your services
as a criminal, make it easier for you to make dealings with the underground operations, make it easier for you to get help from shady
individuals (for a price of course), people who are hunting you down for the reward. Criminal is opposed by trustworthy and is linked to
the following skills: Bluff, Escape artist, Forgery, Hide, Move silently, Open lock, scrounging, and Sleight of hand.
Villain
Villain will gauge how much people fear you and see you as the bad guy. Someone who will kill you to get what he wants, who
might kill you just for looking at him wrong, who always brings trouble with him, who will be cruel and unjust, who will take what he
wants when he wants it. Situations where you will intimidate people, or try to acquire something you want will become easier if you have
a high Villain reputation. A high villain reputation could attract guards, unwanted attention from those that would attempt to take you
down, other villains who think they are better than you or who think by taking you out they can gain even more reputation, and sometimes
it can attract those who would follow you in hopes of gaining respect just because they work for you, those who would seek power, or
those who wanted to hire you for the tasks that no other dare to complete. Villain is opposed by Hero and is linked to the following skills:
Brutal attacks, Gather information, Haggling, Intimidate, Perform (if used to display those who would cross you).
Coward
Coward will gauge how much people laugh at your presence and how much they know you can be bullied. Someone who can be
pushed around, who doesnt like confrontations, who will almost always back down or run, who will prefer to stab you in the back rather
than face you toe to toe. Situations where you attempt to gain respect, help, or just about anything really will become harder for you if you
have a high Coward reputation. A high Coward reputation could attract people who would bully you, people who would use you, make it
hard for you to get information, or in worst cases a meal at a decent price, and sometimes it will attract people who would stand up for
you, feel sorry for you, help you out of pity, people who would hire you because they know you can be bribed or will run when the shit
hits the fan. Coward is opposed by Bravery and is linked to the following skills: Hide, Move silently, and attacks from behind or
ambushes.
Reputation points (RP)
Reputation points are gained by gaining reputation. For every 10 reputation you have you will receive 1 reputation point in the
appropriate reputation. These points can be used to add a circumstance bonus to specific skills or can be used to add a circumstance bonus
in certain situations. These points add +2 for each point used and are good for only one roll. They will refresh at the beginning of each
session. Each different reputation allows the RP to be used on specific skills or in specific situations. There is no limit to how many RP
you can spend on a single roll.
Romance can use RP on the following: Diplomacy, haggling, gather information, and perform (when trying to romantically
persuade). Can also be added to performance rolls or to the save DC on spells you cast if trying to romantically persuade
someone.
Trustworthy can use RP on the following: Bluff, Diplomacy, Gather information, and Haggling. Can also be added to the DC
of spells that attempt to gain ones trust or that requires someone to trust in you for the effect to work.
Hero can use RP on the following: Attack rolls against an AC of greater than 30, skill checks (balance, climb, disable device,
handle animal, jump, ride, swim, and tumble) with a DC of greater than 30, Diplomacy, Gather information, Haggling, Perform
and Saving throws with DC greater than 20. Can also be added to the save DC of any good spell
177
Bravery can use RP on the following: AC when greatly outnumbered (3 or more opponents attacking you, last for 1 round),
Attack rolls against creatures of a larger size than you, Skill checks (climb, jump or swim) with a DC of greater than 30 or in
extreme adverse conditions (-5 or more to your roll), Saves against fear and fear related effects, Style checks when helping
allies, Checks made when trying to encourage allies.
Seduction can use RP on the following: Bluff, diplomacy, gather information, haggling, intimidate, and perform (when using
your body or an equivalent interest to persuade). Can also be added to the save DC of spells cast to manipulate others into
doing something you want if trying to use your body or a similar interest to persuade.
Criminal can use RP on the following: Bluff, Forgery, Gather information (underground only), Open lock and sleight of hand
(due to your experience in the trade). Can also be used on diplomacy if you are trying to bribe someone.
Villain can use RP on the following: Attack rolls on creatures that are of a smaller size than you, Gather information (if using
threats and brutal tactics or interrogating), haggling, and Intimidate. Can also add to the save DC of any evil spell
Coward can use RP on the following: Attack rolls made from behind or when you get surprise on your opponent, Diplomacy
(if attempting to make someone help you in a situation), Scrounging checks when looking for useful items, and hide checks
(due to your experience in hiding from people). Can also be used to add 5ft of movement per point used if trying to run away.
178
Vital Statistics
Next thing to do is choose a name; your characters gender; Eyes color; Hair color and style; Age; Height and Weight and your
charters skin tone and or color.
Name
Come up with a name for your character, including possibly a nickname or the name he goes by if different then his real name.
You must have your characters real name listed under true name. If your character goes by a nickname or an alias then place that unser
character name.
Gender
Your character can be male or female
Eye color
This is completely up to you. Decide what color your eyes are.
Hair color and style
What color is your characters hair? Does he/she wear is short, long, braided, wild. Space is limited here so use one word to
describe color and another word to describe style. Use character description section on the 2 nd sheet to describe in more detail if needed.
Skin
Decide on your skin tone. Is your character tanned, pale, black, brown, white, etc.
Age
Choose your characters age or determine randomly.
Race
Adulthood
Modifier
Human
15
+1d6
Dwarf
40
+5d6
Elf
110
+6d6
Gnome
40
+5d6
Half-elf
20
+2d6
Half-orc
14
+1d6
Halfling
20
+2d6
Height and weight
Choose your height and weight between the totals given in the proper race description or roll to randomly decide. First you start
with your base height and then roll the height mod. You then take your base weight and add to this your height modifier result times the
result of the weight modifier. See chart below.
Race
Base Height
Height Modifier
Base Weight (lbs.)
Weight Modifier
Human, male
4 10
+2d10
120
2d4
Human, female
4 5
+2d10
85
2d4
Dwarf, male
3 9
+2d4
130
2d6
Dwarf, female
3 7
+2d4
100
2d6
Elf, male
4 5
+2d6
85
1d6
Elf, female
4 5
+2d6
80
1d6
Gnome, male
3 0
+2d4
40
1
Gnome, female
2 10
+2d4
35
1
Half-elf, male
4 7
+2d8
100
2d4
Half-elf, female
4 5
+2d8
80
2d4
Half-orc, male
4 10
+2d12
150
2d6
Half-orc, female
4 5
+2d12
110
2d6
Halfling, male
2 8
+2d4
30
1
Halfling, female
2 6
+2d4
25
1
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Background
In this section we will randomly determine your family, your family background, any possible land or titles owned by your
family, any events that your family has gone thru, and any possible starting money or equipment your character has received from his
family. Why random you ask? Because you dont get to pick your parents and I am a firm believer that its your background that helps
make the character and not the other way around.
Mother and Father
First thing is first; everyone has parents so we will deal with them first. Below is a step by step that will guide you thru the
process.
1. You must either choose names for your parents or have the DM give you names.
2. We must find out if your parents are alive or dead. To do this you will need to roll % dice and you will roll once for youre
mother and then once for your father. The base chance that your parents are dead is 20%. This chance is increased by your
characters age category. 50% for middle age, 80% for old, and 95% for venerable. There is also a 10% chance each year of
game play that a family member dies (from what cause is up to the DM). Chances are no one is starting out with a character old
enough to be middle age or above and most cases you will be rolling the base 20% chance.
3. Next we determine your parents ancestry. This will determine events that took place before your parents got together and not
what they achieved while they were together. Roll % dice once for youre mother and then once for your father and consult the
ancestry chart below.
4. Next we find out if your parents had any siblings other than you. Roll 1d10; 1-4 you are there only child; 5 two children; 6 three
children; 7 four children; 8 five children; 9 six children; 10 seven children. You will find out more about your brothers or sisters
under the siblings section below.
5. Now to determine your parents age; Your parents base age is (racial adulthood 5) years older then you and this is modified by
6d10.
6. Now to determine your parents Social rank; roll 2d10 and consult the social rank chart below. Roll for your father first and there
is a 10% chance your mother is of a different social rank. If so then roll for your mother.
7. Next we determine if your mother or father has any land, titles or events that have been gained while they have been together.
This result may or may not affect the previous ancestry result. Roll % dice once for each of your parents and consult the current
status chart below.
Siblings
If you are an only child skip this portion. If your parents had two or more children then follow the steps below to discover the rest
of your family. The steps below are repeated for each sibling (other than yourself).
1. First we find out if its a brother or a sister; roll % and 1-50 brother, 51-100 sister
2. Next choose a name or have the DM give you one. Only choose a first name and dont worry about a last name.
3. Next we see if your brother/sister is alive; roll % and there is a 10% chance that the sibling is dead.
4. Next we determine the age of the sibling; roll % 1-50 the sibling is younger than you (your age 1d10), 51-100 the sibling is
older than you (your age +2d10, the result cannot be greater than (racial adulthood 5) years younger than your youngest
parent)
5. If the sibling is older than (racial adulthood) years of age then you roll % and there is a 20% base chance that the sibling is
married. This chance increases by +5% for every 5 years over racial adulthood. Otherwise skip this part.
6. If the sibling is married there is a chance they have children; Roll 1d10; 1-4 no children 5-6 one child; 7-8 two children; 9 three
children; 10 four children. If the sibling is not married or too young to be married then skip this part.
7. If the sibling is older than (racial adulthood) they might have a different social rank then the parents. Roll %; 1-60 same social
rank as parents, 61-100 different social rank, roll 2d10 and consult the social rank chart below. Otherwise skip this part
8. If the sibling is older than (racial adulthood) they might have land, title or events that have come their way during life. Rill %
once to determine this and consult the current status chart. Otherwise skip this part.
Birthrights
Did your parents pass anything on to you when you started adventuring or are you stuck out in the world without anything, not
even enough money to buy your next meal? To determine this take your parents highest social rank (if they differ from one another) and
consult the social rank chart under birthrights. This will tell you what die to roll (before the slash) and how many times to roll that die
(after the slash) and then consult the birthright chart for your result.
Social rank chart
2d10 roll
2
3
4-5
6-8
9-13
14-15
16-17
18
19
20
Social rank
Outcast
Poverty
Lower class
Lower middle class
Middle class
Upper middle class
Lower upper class
Upper class
Nobility
Royalty
Birthright
D4/1
D4/2
D6/1
D8/2
D20/2
D20/4
D100/3
D100/4
D100/5
D100/6
180
+1 trustworthy
+1 trustworthy
+2 trustworthy
+2 trustworthy
+3 Trustworthy
+3 Criminal
+1 Hero
+5 romance
-
47-49
50
+5 Coward
51-54
55-56
57
58
59
60-63
64-69
70
71
72
73-77
78
79
80
81-85
86-87
88-91
92-93
+5 Bravery
+5 Hero
+5 Trustworthy
+5 Trustworthy
+6 Hero
+10 Villain
+10 Hero
+6 trustworthy
+5 Villain
+5 Criminal
+10 Trustworthy
+10 Criminal
94-96
+10 Trustworthy
97
98
99
100
+15 trustworthy
Result
Criminal (well known)
Land, small mountain (yearly income 100 gold)
Unlucky: your family has always been unlucky (gain unlucky flaw) (ancestry result
only)
Land, small farm (yearly income 200 gold)
Business, small (yearly income 200 gold)
Common bloodline (reduce social rank by one; ancestry result only)
Land, modest farm (yearly income 300 gold)
Land, small town (yearly income 300 gold)
Business, modest (yearly income 300 gold)
Advantageous marriage (increase social rank by 1d4)
Powerful friend (gain merit: ally)
Powerful enemy (gain flaw: powerful enemy)
Brilliant artisan (runs in the family gain +2 bonus on all craft checks)
Castle, small (Includes guards and staff)
Castle, large (includes guards and staff)
Famous performer (runs in the family gain +2 bonus on all perform checks)
Curse: your family has been cursed and now all your family pays the price. Gain 3pt.
Cursed flaw
Defeated (Your family was forced to flee from a battle, but no one believes the
circumstances and has marked your family as cowards.)
Estate, small (yearly income 1,000 gold)
Estate, large (yearly income 3,000 gold)
Famous general
Famous holy man
Famous minister
Business, large (yearly income 10,000 gold)
Folk hero
Great betrayal
Great hero
Noble bloodline (increase social rank by one; ancestry result only)
Infamous general
Infamous minister
Land, large town (yearly income 15,000 gold)
Merchant fleet (yearly income 15,000 gold)
Notorious moneylender (This gives the family a bad reputation but also gives an extra
roll on the birthright chart; Ancestry or parents only) (you can get a loan of 1d10 x
1,000 gold. This is paid back at 10% monthly interest, minimum 1 month interest and
you can only have one loan out at a time; Non-ancestry only)
Hereditary title (A family member holds a noble title, increase social rank to nobility.
Ancestry or parents only, if father is dead then one of his sons now holds the title)
Lucky: your family has always been lucky (gain lucky merit) (ancestry result only)
Traveler (your family has traveled the world over and as a result it makes it easier for
you to learn different languages) gain natural linguist merit
Tragic event (a tragic event has occurred that has made you loose everything. Reduce
social status to poverty)
Business, huge (yearly income 20,000 gold)
181
Birthright Chart
Die Roll
Birthright
1-3
Nothing
4
Roll again using the next higher die (if using d4) or 1d10 silver (if using d6 or higher)
5
1 mundane item
6
Roll again using the next highest die (if using d6) or 1d4 mundane items (if using d8 or higher)
7
1d6 mundane items
8
Roll again using the next highest die (if using d8) or 1d20 silver and 1 mundane item (if using d20 or higher)
9-14
Nothing
15-16
1d20 silver and 1d4 mundane items
17-18
1d20 gold and 1d6 mundane items
19
1d4x10 gold and 1d8 mundane items
20
Roll again using the next highest die (if using d20) or 1d6x10 gold and 1d8 mundane items (if using d100)
21-30
Nothing
31-33
1d10 mundane items
34-40
1d8x10 gold
41-45
1 Horse
46-50
1d4 art objects (01-50%) or 1d6 gems (51-100%)
51-55
Property share (10% of yearly income of land possessed by mother and father and 1% of yearly income of land
possessed by brothers and sisters)
56-60
1d10x10 gold
61-63
1d6 potions
64-70
1d20x10 gold
71-75
Property share (10% of yearly income of land possessed by mother and father and 1% of yearly income of land
possessed by brothers and sisters)
76-84
nothing
85-90
1 minor magic weapon
91-95
Property share (10% of yearly income of land possessed by mother and father and 1% of yearly income of land
possessed by brothers and sisters)
96-98
1 minor magic armor
99
1 minor magic ring
100
1 minor magic wondrous items
Personality Traits
Choose up to 4 personality traits for your character or you can decide to go random. Roll 1d4 to determine how many personality
traits you will have and then roll 1d100 on the chart below for each trait to see what personality traits you have. After the chart is an
explanation of each personality trait (this is a lie, I havent moved all of them here yet please see player handbook II page 141 for a
description for those that arent described below)
D%
01-02
03-04
05-06
07-08
09-10
11-12
13-14
15-16
17-18
19-20
21
22
23-24
25-26
27-28
29-30
31-32
33-34
Trait
Ambitious
Angry
Boastful
Bold
Brutal
Calm
Carefree
Charming
Connected
Conservative
Cowardly*
Cruel*
Dark*
Disciplined
Driven
Energetic
Erudite
Exotic
D%
35-36
37-38
39-40
41-42
43-44
45-46
47
48-49
50-51
52-53
54-55
56
57-58
59-60
61
62-63
64-65
66-67
Trait
Famous*
Fatalistic
Flamboyant
Friendly*
Foul-mouthed*
Funny
Greedy
Hooked*
Interested*
Kind
Loyal
Merciful
Militant*
Mysterious*
Nave
Quiet*
Patriotic
Peaceful
D%
68-69
70
71-72
73-74
75-76
77-78
79-80
81-82
83-84
85-86
87
88-89
90-91
92-93
94-95
96-97
98-99
100
Trait
Philosophical*
Phobic*
Proper*
Reformed
Religious
Reluctant*
Rude*
Secretive*
Self-absorbed*
Self-righteous*
Selfish*
Serious
Skilled
Threatening*
Tragic*
Unpredictable*
Vengeful
Violent*
Trait Descriptions
Ambitious
Ill be the greatest wizard who ever lived
You have big plans. You want to attain the highest heights and outdo all the rest. One day youll take your place in the history
books, become a legend, and perhaps even attain godhood.
Angry
182
183
You brim with energy. Maybe you eat too much sugar or ingest too much caffeine, or maybe its just in your nature, but for
whatever reason, youre always ready to on the next task, challenge, or mission.
Erudite
Our current plight derives from our dearth of aureate remuneration
You are well schooled, and you like to show it off. You use big words just because you can
Exotic
Where I come from, this is normal
youre different from most people in the region. You might be from an atypical culture or of a different race; you could belong to
an unusual religion or organization. Others see you as strange and interesting, and they might be prejudiced against you or attracted to
you.
Famous
Yes, Yes. I am him, the one that took out the dragon and killed the demons while rescuing the princess. Sure I would love to sign your
shield for you.
You are well known for your deeds or the deeds of your family. What you are famous for will depend on how much and what
type of fame you have. There are either a few people or a bunch of people that are your fans. They want to be just like you, want to meet
you, want to get your autograph, some just want to bask in your presence.
Fatalistic
None of us is long for this world
The end is coming, maybe youll help it get here faster
Flamboyant
With a twist of my sword, a couple of steps to the right, andha! The apple is sliced neatly in two.
You do everything with flash and panache. Youre never at a loss for words, and you dont mind standing out in a crowd. Your
dress and fighting style are particularly distinctive
Friendly
Hello there, did you need some help loading that grain? Its looks kind of heavy
You are kind and helpful where you can be. Most of the time you are non-hostile, trying to find the friendly way out of trouble.
Surely if we find out why these gnolls are angry theyll be grateful and might not attack.
Foul-mouthed
You fucking stupid shit faced asshole, you almost got us killed. Why dont you go back home and suck on your mommies tits some more
and maybe then you can grow the fuck up. I swear you ignorant sheep fucker, you do something like that again and my foot will be so far
up your ass your father will feel it in his shriveled balls.
Just about everything you say, especially when angry, will have some form of profanity, insult, or curse word in it. You dont say
these things to purposely piss people off and nor do you always say them to insult people. You use these words in everyday life and it just
fucking comes natural to you.
Funny
What did the fighter say when asked if he liked mutton? Sword of, Ha!
You have a sense of humor. Others might or might not appreciate it. Many kinds of humor exist; yours might be quick-witted,
slapstick, pun-heavy, anachronistic, vulgar, inappropriate, clever, dry, sarcastic, or some combination of these.
Greedy
What do you mean we are leaving? Do you know how much treasure could be in those rooms we didnt check? I say we stay and gather
the rest of it, all of it.
You love to amass money and other forms of materialistic rewards. Recognition means little to you in comparison to the thrill
you feel when you stand over a defeated monsters treasure horde. While others see coin and gems as being the treasure, you know that
the bed, curtains, tapestries, boots, clothing and well just about anything and everything has a value.
Hooked
Oh wow, that shop has the honey marmalade jam I love. I just have to get enough for the trip
You are hooked on something, this can be anything from materialistic to just being hooked on adventuring. No matter what you
are hooked on you just have to have it and the longer you go without it the more you are going to want it and the more you will be willing
to do to get it. This can be something cheap and common or it can be something rare and expensive.
Interested
I wonder what this button does
You are always interested in things you dont know. Your curiosity gets the best of you sometimes, especially when it comes to
things you are not sure about. This could result in opening doors just to see what is behind them, pushing buttons just to see what they do,
and just about anything else that you are not sure of.
Kind
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You have a dark secret that if anyone found out about would make you a criminal. +2 criminal reputation every time someone
finds out about your dark secret
Mistaken identity (10pt. Flaw)
You are constantly mistaken for an infamous criminal. You get recognized as this criminal 50% of the time and can cause some
very bad situations for you. Sometimes the guards actually listen to you when you tell them you are not that person. Even under these
situations you must make a diplomacy check (DC 20) to convince others that you are not who they think you are.
Powerful enemy (5pt. Flaw)
There is a powerful enemy out there right now, trying to track you down, and will stop at nothing to get to you. This can be
bought multiple times and each time represents a different powerful enemy.
Cursed (1pt to 5pt flaw)
1pt. If you pass on a secret you were entrusted with, your betrayal will come back to harm you in some way
2pt. You stutter uncontrollably when trying to describe what you have seen or heard
4pt. You are doomed to make enemies of those whom you most love or admire
5pt. Every one of your accomplishments or triumphs will eventually become soiled or fail in some way
Dark fate (5pt. Flaw)
You are doomed to experience death or worse, suffer eternal agony. This fate of your is coming and it sometimes shows you
visions of your doom. It wants you and it craves for you. How long can you avoid it?
Unlucky (5pt. Flaw)
You are unlucky. This doesnt have any effect on any of your rolls but the DM will always have things come against your favor. It
is up to the DM to determine when this merit does or does not come into effect.
Human Merits and flaws
Attack bonus (10pt. Merit)
Gain a +2 to all attack rolls using a weapon of their choice. This merit may be bought several times and each time you choose a
new weapon to apply the bonus to.
Hit point bonus (3 pt. Merit)
Humans gain an additional hit point each time they attain a new HD
Secret doors (5 pt. Merit)
Gain the ability to notice secret doors. If the human passes within 5ft of a secret door he is entitled to a search check (at a +2
bonus) to notice it as if he were actively searching.
Tough hide (10 pt. Merit)
Gain a natural AC of +2
Skilled (20pt. Merit)
Gain an additional specialized skill of your choice as an extra concept skill (this gives you your first rank in that skill and you
gain the normal bonuses as if you had just bought the rank with experience points). This can only be bought once.
Quick learner (5pt. Merit)
Learn and increase skills, specialized skills and maneuvers in half the listed normal time.
Versatility (6pt Merit)
Receive 8 bonus skill points at character creation (instead of the normal 4) and an additional 2 skill points per HD (instead of the
normal 1 per HD)
Lack of training (4pt Flaw)
You do not receive the bonus starting maneuver that most other humans do
Unskilled (6pt Flaw)
You do not receive the bonus skill points that other starting humans begin with and you do not receive the extra 1 skill point per
HD like other humans.
Dwarf Merits and flaws
Axe bonus (10 pt. Merit)
Gain a +2 bonus to all attack rolls made with axes
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The orc blood runs strong inside you, increase your maximum Str score by +2 points and any orcish exotic weapon is considered
a martial weapon instead of an exotic weapon. This does not effect your current strength score. Gain the ability to purchase merits from
the Orc category (broken there is no Orc category yet)
Human blooded (6pt. Merit)
Your human blood runs stronger in you then most other half-elf. Choose one human racial trait (either one bonus maneuver or 4
bonus skill points and an additional one skill point every HD gained) and you gain the ability to purchase any merit from the Human
category.
Primal rage adept (20 pt. Merit)
Gain Primal rage specialized skill as an additional concept skill (this gives you your first rank in that skill and you gain the
normal bonuses as if you had just bought the rank with experience points)
Normal vision (10 pt Flaw)
You do not have Darkvision like other half-orcs
Halfling Merits and flaws
Throw bonus (10 pt. Merit)
Gain a +2 bonus on all attacks using thrown weapons
Detect alignment (10 pt. Merit)
Once/day as a spell-like ability the elf can cast detect chaos/evil/law/good (as per the spell) using his HD as his caster level
Secret doors (5 pt. Merit)
Gain the ability to notice secret doors. If the human passes within 5ft of a secret door he is entitled to a search check (at a +2
bonus) to notice it as if he were actively searching.
Hide bonus (2 pt. Merit)
Gain a +4 bonus to hide checks when in a forest
Low-light vision (5pt. Merit)
Gain low-light vision
Reaction bonus (10 pt. Merit)
Gain a +2 bonus on initiative
Stealth adept (20 pt. Merit)
Gain Stealth specialized skill as an additional concept skill (this gives you your first rank in that skill and you gain the normal
bonuses as if you had just bought the rank with experience points)
Barbarian Merits and flaws
Defense bonus (10pt Merit)
Gain a +2 dodge bonus to AC if unarmored and unencumbered
Increased movement (10 pt. Merit)
Gain +10ft. to your base land speed
Followers (5pt or 10 pt Merit)
Gain the leadership maneuver for free when you have 6 ranks in Primal rage (5pt) or Gain the leadership maneuver for free when
you have 4 ranks in Primal rage (10pt)
Spell resistance (10 pt. Merit)
Gain a spell resistance of 5 plus 1 per rank of Primal rage (SR of 6 at rank 1 of Primal rage)
Poison resistance (2pt Merit)
Gain a +2 to saves against poisons
Magic resistance (5pt. Merit)
Gain a +2 to saves against all types of magic
Literacy (5pt merit)
Gain the literate maneuver for free
Additional skills (5pt Merit)
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This merit can be taken multiple times and each time you take this merit its effects apply to a different skill. Each time you take
this merit you may add 1 skill of your choice to your Primal rage skill list. At any point after taking this merit you receive skill points for
Primal rage you can spend these skill points to raise the new additional skill.
HD reduction (5pt, 10pt, 15pt or 20pt Flaw)
Lowers your HD to a d10 (5pt), d8 (10pt), d6 (15pt), or d4 (20pt)
Limited armor (5pt, 10pt, 15pt Flaw)
You can only wear medium or lighter armor (5pt), you can only wear light armor (10pt), you cannot ever wear any armor (15pt)
Limited weapon selection (5pt or 10pt Flaw)
For the 5pt flaw you are not able to ever use ranged weapons, or you are never able to use melee weapons. Must choose one of
the two. For the 10pt flaw you are never able to use weapons of any kind other then your natural weapons.
Limited magical item use (5pt Flaw per category chosen)
This flaw can be taken multiple times and each time you take this flaw you must choose one of the following categories. You will
not be able to use any magical items that fall into the chosen category. Categories: (Potions, oils, and scrolls), (rings, rods, staves, and
wands), (miscellaneous magic items), (weapons), (armor and shields).
Bard Merits and flaws
Alter moods (5pt. Merit)
When performing before a non-hostile group, the character can alter the groups mood. Everyone within 60ft of the character
must make a will save (DC is 10 + Performance rank + Cha mod). All those that fail this save can have their attitude shifted by one level
in the direction chosen by the character (see diplomacy for attitude levels). This ability can be used once/day
Animal friendship (10pt Merit)
1/day the character can cast charm animal while he is performing
Bardic weaving (10pt. Merit)
The character can weave two different bardic music effects into one performance. With this merit the character can produce two
magical effects with one standard action and can concentrate on two magical effects each round with only one standard action. Each
magical effect still uses up one of your uses per day. This merit does not give you the ability to produce magical effects that you dont
know (meaning you must still have the maneuver for the magical effects you want to weave).
Charm resistance (2pt Merit)
Gain a +2 bonus to saves against charm-like spells and effects
Spell resistance (10 pt. Merit)
Gain a spell resistance of 5 plus 1 per rank of Performance (SR of 6 at rank 1 of Performance)
Climb bonus (1pt Merit)
Gain a +2 bonus to climb
Detect magic (10pt Merit)
1/day can cast detect magic
Listen bonus (1pt merit)
Gain +2 bonus to listen
Sleight of hand bonus (1pt Merit)
Gain +2 bonus to sleight of hand
Decipher script bonus (1pt Merit)
Gain a +2 bonus to decipher script
Sound resistance (2pt Merit)
Gain a +2 bonus to sound based magical attacks
Accelerated spell progression (15pt Merit)
You gain spells per day as if you were 1 rank higher in Performance then you really are.
Additional skills (5pt Merit)
This merit can be taken multiple times and each time you take this merit its effects apply to a different skill. Each time you take
this merit you may add 1 skill of your choice to your Performance skill list. At any point after taking this merit you receive skill points for
Performance you can spend these skill points to raise the new additional skill.
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1pt / spell level for divine spells (treat 0 level spells as 1 st level spells)
2pts / per spell level for arcane or druidic spells (half this cost for 0 level spells)
1pt / level of the spell for each additional 1/day use (must pay the 5pts to convert it to a 1/day use)
10pts / level of spell for a continuous power (cannot make instant duration spells continuous, half this cost for 0 level spells)
Arcane cleric (25pt Merit)
Choose a school of magic. Every time you obtain the spell knowledge maneuver you may select arcane spells from this school as
well as normal divine spells to add to your list of known spells. These spells use up your divine spells per day when cast
Druidic cleric (20pt Merit)
Every time you obtain the spell knowledge maneuver you may select druidic spells as well as normal divine spells to add to your
list of known spells. These spells use up your divine spells per day when cast
Accelerated spell progression (15pt Merit)
You gain spells per day as if you were 1 rank higher in divine spellcasting then you really are.
HD increase (5pt or 10pt Merit)
Increase your HD to a d10 (5pt) or d12 (10pt)
HD reduction (5pt or 10pt Flaw)
Lowers your HD to a d6 (5pt) or d4 (10pt)
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1pt / spell level for druidic spells (treat 0 level spells as 1 st level spells)
2pts / per spell level for arcane or divine spells (half this cost for 0 level spells)
1pt / level of the spell for each additional 1/day use (must pay the 5pts to convert it to a 1/day use)
10pts / level of spell for a continuous power (cannot make instant duration spells continuous, half this cost for 0 level spells)
Arcane druid (25pt Merit)
Choose a school of magic. Every time you obtain the spell knowledge maneuver you may select arcane spells from this school as
well as normal druidic spells to add to your list of known spells. These spells use up your druidic spells per day when cast
Divine druid (20pt Merit)
Every time you obtain the spell knowledge maneuver you may select divine spells as well as normal druidic spells to add to your
list of known spells. These spells use up your druidic spells per day when cast
Accelerated spell progression (15pt Merit)
You gain spells per day as if you were 1 rank higher in druidic spellcasting then you really are.
HD increase (5pt or 10pt Merit)
Increase your HD to a d10 (5pt) or d12 (10pt)
HD reduction (5pt or 10pt Flaw)
Lowers your HD to a d6 (5pt) or d4 (10pt)
Limited armor (5pt, 10pt, 15pt Flaw)
You can only wear medium or lighter armor (5pt), you can only wear light armor (10pt), you cannot ever wear any armor (15pt)
Limited weapon selection (5pt or 10pt Flaw)
For the 5pt flaw you are not able to ever use ranged weapons, or you are never able to use melee weapons. Must choose one of
the two. For the 10pt flaw you are never able to use weapons of any kind other then your natural weapons.
Limited magical item use (5pt Flaw per category chosen)
This flaw can be taken multiple times and each time you take this flaw you must choose one of the following categories. You will
not be able to use any magical items that fall into the chosen category. Categories: (Potions, oils, and scrolls), (rings, rods, staves, and
wands), (miscellaneous magic items), (weapons), (armor and shields).
Awkward casting method (5pt Flaw)
Due to your awkward methods when you cast spells its obvious to everyone around you that has at least 1 rank in spellcraft. This
will give anyone within in line of sight of you a chance at a spellcraft roll even if they werent paying attention. Also you cannot be
discrete or quiet when casting spells.
Reduced spell progression (15pt. Flaw)
You gain spells per day as if you were 1 rank lower in druidic spellcasting then you really are.
Unreliable casting method (20pt Flaw)
Your unorthodox approach to casting spells result in an occasional failure, with spells just fizzling instead of taking effect. The
chance for your spells to fizzle is equal to 10% per spell level 2% per HD you have.
Spellbook (5pt flaw)
With the advancement of magic people found they no longer needed spellbooks in order to cast magic. You have been lost in this
equation somehow and require that all spells you know to be written down into a spellbook before you can cast them. Furthermore you
must study this spellbook for at least 1 hour each morning or you will be unable to cast spells.
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This flaw can be taken multiple times and each time you take this flaw you must choose one of the following categories. You will
not be able to use any magical items that fall into the chosen category. Categories: (Potions, oils, and scrolls), (rings, rods, staves, and
wands), (miscellaneous magic items), (weapons), (armor and shields).
Wizard Merits and flaws
Defense bonus (15pt Merit)
Gain a +2 dodge bonus to AC if unarmored and unencumbered
Swift casting (10pt Merit)
1/day you can cast a single spell as a swift action
Cold resistance (2pt Merit)
Gain a +2 bonus to saves against natural and magical cold effects and cold based attacks
Combat bonus (20pt Merit)
When you increase your ranks in arcane spellcasting your base attack bonus progression is equal to that of combat specialized
skill instead of the normal arcane spellcasting progression.
Armor (5pt, 10pt, 15pt, or 20pt Merit)
Reduce the arcane spell failure chance when wearing armor by 5% (5pt), 10% (10pt), 15% (15pt) or 20% (20pt)
Automatic spell acquisition ( 5pt or 10pt Merit)
Each time you gain a new rank in arcane spellcasting you can choose a single spell from a single school to add to your list of
known spells, this selection must be of a level you can cast and the school must be chosen upon buying this merit and cannot be changed
(5pt) or this selection can be from any school (10pt)
Detect magic (10pt Merit)
1/day you can cast detect magic. Cast this an additional time per day every additional 2 HD (2/day at 3HD, 3/day at 5HD, etc.)
Read magic (10pt Merit)
1/day you can cast read magic. Cast this an additional time per day every additional 2 HD (2/day at 3HD, 3/day at 5HD, etc.)
Dispel (10pt Merit)
1/day can cast dispel magic
Enhanced casting level (10pt Merit)
You can cast spells from a single selected school as if you were 1d4 levels higher then you really are (roll each time this is used).
This ability can only be used 1/day and an additional time per day at arcane spellcasting ranks 5,10,15 and 20.
No components (15pt or 20pt Merit)
You may designate 1 spell of each spell level that does not require material components or focuses. Unlike the eschew materials
maneuver there is no cost limit of the component or focus. The spell chosen can only be selected from one school of magic (15pt) or from
any school of magic (20pt)
Extended spell range (10pt or 15pt merit)
When determining the range for spells do so as if you were 3 ranks higher then what you are. This only effects arcane spells that
you cast (10pt) or this effects all types of magic that you cast (15pt)
Extended spell duration (10pt or 15pt merit)
When determining the duration for spells do so as if you were 3 ranks higher then what you are. This only effects arcane spells
that you cast (10pt) or this effects all types of magic that you cast (15pt)
Fire resistance (2pt Merit)
Gain a +2 bonus to saves against natural and magical fire/heat effects and fire/heat based attacks
Electricity resistance (2pt Merit)
Gain a +2 bonus to saves against natural and magical electricity effects and electricity based attacks
Followers (5pt or 10 pt Merit)
Gain the leadership maneuver for free when you have 6 ranks in arcane spellcasting (5pt) or Gain the leadership maneuver for
free when you have 4 ranks in arcane spellcasting (10pt)
Spell resistance (10 pt. Merit)
Gain a spell resistance of 5 plus 1 per rank of arcane spellcasting (SR of 6 at rank 1 of arcane spellcasting)
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1pt / spell level for arcane spells (treat 0 level spells as 1 st level spells)
2pts / per spell level for divine or druidic spells (half this cost for 0 level spells)
1pt / level of the spell for each additional 1/day use (must pay the 5pts to convert it to a 1/day use)
10pts / level of spell for a continuous power (cannot make instant duration spells continuous, half this cost for 0 level spells)
Divine wizard (25pt Merit)
Every time you obtain the spell knowledge maneuver you may select divine spells as well as normal arcane spells to add to your
list of known spells. These spells use up your arcane spells per day when cast
Druidic wizard (25pt Merit)
Every time you obtain the spell knowledge maneuver you may select druidic spells as well as normal arcane spells to add to your
list of known spells. These spells use up your arcane spells per day when cast
Accelerated spell progression (15pt Merit)
You gain spells per day as if you were 1 rank higher in arcane spellcasting then you really are.
HD increase (5pt, 10pt, 15pt, or 20pt Merit)
Increase your HD to a d6 (5pt), d8 (10pt), d10 (15pt), or d12 (20pt)
Limited armor (5pt Flaw)
you cannot ever wear any armor (5pt)
Limited weapon selection (5pt or 10pt Flaw)
For the 5pt flaw you are not able to ever use ranged weapons, or you are never able to use melee weapons. Must choose one of
the two. For the 10pt flaw you are never able to use weapons of any kind other then your natural weapons.
Limited magical item use (5pt Flaw per category chosen)
This flaw can be taken multiple times and each time you take this flaw you must choose one of the following categories. You will
not be able to use any magical items that fall into the chosen category. Categories: (Potions, oils, and scrolls), (rings, rods, staves, and
wands), (miscellaneous magic items), (weapons, armor and shields).
Awkward casting method (5pt Flaw)
Due to your awkward methods when you cast spells its obvious to everyone around you that has at least 1 rank in spellcraft. This
will give anyone within in line of sight of you a chance at a spellcraft roll even if they werent paying attention. Also you cannot be
discrete or quiet when casting spells.
Reduced spell progression (15pt. Flaw)
You gain spells per day as if you were 1 rank lower in arcane spellcasting then you really are.
Unreliable casting method (20pt Flaw)
Your unorthodox approach to casting spells result in an occasional failure, with spells just fizzling instead of taking effect. The
chance for your spells to fizzle is equal to 10% per spell level 2% per HD you have.
Spellbook (5pt flaw)
With the advancement of magic people found they no longer needed spellbooks in order to cast magic. You have been lost in this
equation somehow and require that all spells you know to be written down into a spellbook before you can cast them. Furthermore you
must study this spellbook for at least 1 hour each morning or you will be unable to cast spells.
Spell preparation (5pt Flaw)
With the advancement of magic people found they no longer needed to sit and prepare their spells ahead of time. You have been
lost in this equation somehow and are required to sit down each morning and prepare the spells that you will be casting through out the
day.
Hazardous spells (10pt Flaw)
Each time you cast a spell you must make a fortitude save (DC is 10 + 2/lvl of the spell) or take 1 point of damage per level of
the spell immediately after casting the spell.
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Freebie points
Below is a list of what can be bought with freebie points and what it costs.
Things that can be bought with freebie points
Freebie point Cost
Attribute
5 per point
Skill rank (non specialized)
2 per rank (not to exceed max)
Specialized concept skill rank
15 per rank
Hit Dice
15 per rank
Extra Birthright roll (d100)
5 per extra roll
Maneuvers
6 per maneuver
Experience Points
Below is a list of what can be raised with experience points and the cost to do so. Also below that are various ways to obtain exp.
Things that can be raised with exp
Experience cost
Training Required
Attributes (3-9)
3 per point
1 month per point. No trainer needed.
Attributes (10-15)
5 per point
1 month per point. No trainer needed.
Attributes (16-20)
10 per point
1 month per point. No trainer needed.
Attributes (21-25)
15 per point
1 month per point. No trainer needed.
Concept specialized skill
2 x current rank
1 day of training equal to rank you are
increasing to. No trainer needed.
Non-concept specialized skill
3 x current rank
1 day of training equal to rank you are
increasing to. Trainer required
New non-concept
5 (for first rank only)
1 month training. Trainer required
Skills (cannot exceed max)
2 x current rank
No training needed for untrained skills. 1
day of training per rank increased for
trained only skills. Trainer required for
trained only skills.
New skill
3 (for first rank only)
No training needed for untrained skills. 1
month training for trained only skills.
Trainer required for trained only skills.
Maneuvers
6 (for each maneuver)
2 weeks training per maneuver. Trainer
required
Hit Dice
2 x current HD
No training required.
Gaining Experience
You can gain experience a couple of different ways. Below list the possible ways of gaining experience and how it works.
Killing monsters: Your group gains experience by killing monsters. Each monster has a challenge rating (CR) and each time you
kill a monster your group will receive experience equal to the CR of the creature killed. This amount is tallied up throughout the
night and then the total is split amongst the group of players involved in that nights session. The DM may also split and give this
experience out early in the night if the players decide to take downtime.
Story reward: If you finish a story or adventure that you were on there is a story reward that is preset by the DM. Some
adventures have multiple story rewards. There is a base reward that is obtained by finishing the adventure and there are bonus
rewards that the DM will hand out if certain conditions are met (of course you as players wont know these conditions). All of
the story rewards are tallied up and split amongst all players involved in the adventure at the time when the adventure is
completed.
Role-play bonus: The DM will reward players with a bonus point of experience if they role-played there characters good
throughout the night. This experience point is handed out only to the people who are awake and actively role-playing there
characters throughout the entire session. Falling asleep or playing video games and doing non-related things during game time
will cause you to forfeit this bonus point. If the entire group of players qualify for this bonus point then it will become 2 points
instead of just 1.
Most valued player (MVP): This reward requires one or more people to be nominated. It only takes one person to nominate
someone and you cannot nominate yourself. If more then one person is nominated then those not nominated will vote.
Most crafty player (MCP): This reward works like the MVP reward and should go out to the player that has had the most ideas,
or was the craftiest when it came to solving problems. This doesnt mean the person had to be useful, just simply means this
person was the one to put out a lot of ideas and suggestions on how to overcome problems.
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Chapter 7: Equipment
Starting equipment
Characters do not receive starting money or starting equipment simply because they are a new character. Instead characters
receive birthrights as a part of their background. If by chance a character starts out with nothing at all, then he has lead a hard poor life
and this is probably the reason he is adventuring. He will have to attempt to gain money and equipment in game.
Availability
Not everything is always available in every town. Sometimes the adventures will want to buy rare items or magic items, other
times the characters will want to buy something that is common in a large town but since they are in a small fishing village this might be a
problem. The chart below solves the problem of availability. The chart has three different areas important in finding out what is and what
is not available. Lets look at these areas in more detail and find out how they work.
Location: This is the size of the community you are in, The population of such community is given in brackets ( ). The different
possibilities are: Tiny village, Small village, Large village, Small town, Large town, Small city, Large city, and Metropolis
GP Limit: This is the gold piece limit of items that can be found in the community that you are in. Any item that cost half this
amount can be found pretty easy at normal cost and without an availability check. Any item that cost more than half this amount
but does not exceed this amount requires an availability check (see availability). If the availability check succeeds then you can
find the item at normal cost. Any item that cost over this amount will become harder to find and if found you will have to pay
above the normal cost for it (see availability)
Availability: This will have two listings, a DC and a percentage. The DC is the DC for an availability check. This is done by
making a gather information check. If you succeed on this check then you find the item and can buy it at normal cost. For any
item that cost above the GP limit you will need a gather information check with an increased DC. The DC will increase by +5
per increment the item costs over the GP limit. The increment is half the GP limit. For example: for a tiny village the GP limit is
40gp. So each increment would be 20gp. Any item costing between 41and 60gp would have a +5 increase to the listed DC.
Items costing between 61and 80gp would have a +10 increase to the listed DC. So if you tried to find a suit of breastplate armor
(cost 200gp) in a tiny village you would increase the listed DC by 8 increments (+40 DC) and chances are you arent going to
find it here. Now the percentage that is listed next to the DC is incase you do find an item that cost more then the GP limit. The
items normal cost is increased by this percentage. This is to represent the rarity of the item.
Location
Tiny Village (20-80)
Small Village (81-400)
Large Village (401-900
Small Town (901-2,000)
Large Town (2,001-5,000)
Small City (5,001-12,000)
Large City (12,001-25,000)
Metropolis (25,001 or more)
GP Limit
40
100
200
800
3,000
15,000
40,000
100,000
Availability
DC 10, 25%
DC 15, 25%
DC 15, 30%
DC 20, 30%
DC 20, 35%
DC 25, 35%
DC 25, 40%
DC 30, 40%
Economy
The economy of a community will change as time goes on. Normal prices will rise and fall depending on how good the economy
is. The better the economy is doing the more items get charged for and the worse the economy is doing the less items get charged for.
When ever a group of adventurers first enter a town roll 1d100. On a result of 1-10 the economy has suffered some set backs and
everything will cost 1d4 x 10% less than normal cost. On a result of 11-89 the towns economy is normal and everything has normal cost.
On a result of 90-100 the towns economy is booming and everything will cost 1d6 x 10% more than normal cost. The increased and
decreased cost will also affect the price people will pay for any items the PCs attempt to sell. A towns economy should only be checked
once a month. If the PCs leave town and return within a months time then the economy is the same as it was, otherwise check again when
they come back into town. The economy check is not cumulative. If you check one month and the result is 50% increase on prices and
then roll the next month getting a result of 40% increased prices, then the result for that month would be 40% not 90%.
Selling loot
There are two ways to sell things. One, you can sell them directly to the city for half the normal listed cost (the normal cost of
any item is subject to the economy, see above). In doing this you are limited as to how much you can sell. Each city has a monthly budget
and can only afford to spend a certain amount of their reserves. To find out what this limit is for each city, multiply half the GP limit by
1/10 the population. This will give you the total amount of cash reserve the city has to spend each month. This money is spent on buying
equipment from adventurers as well as to pay for the services of adventurers and possibly more. Keeping in mind that the players arent
the only ones selling equipment assume the city uses up about 15% of this cash reserve each week. Any amount left over each month goes
towards funding the different events each year. On rare occasions (1-10 on a 1d100 roll, check each week) the city has used up all of its
monthly funds. This rare occasion is to represent an adventuring group (other than the players) that sold a bunch of stuff or got paid for an
adventure. The second way to sell loot is to find individually owned shops or individuals that will buy the item or items in question. To do
this you need to make a gather information check. The DC of the check is as follows: DC 10 to find a buyer at 25% of listed cost, DC 15
to find a buyer at 50% listed cost, DC 20 to find a buyer at 75% listed cost, DC 25 to find a buyer at 100% listed cost. There are some
modifiers to this roll as stated below. Each gather information check takes an hour of searching. You cannot haggle the price when trying
to sell in this fashion and must choose which price category you want to try and sell the item at before rolling. You are however, subject to
being haggled by the buyer in an attempt to reduce the price from the category you are attempting to sell the item at.
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210
Weapon size: Every weapon has a size category, such as small, medium, or large. This designation indicates the size of the
creature for which the weapon was designed. Cost of a tiny weapon is half listed price and cost for a large weapon is double the listed
price.
A weapons size category isnt the same as its size as an object. Instead a weapons size category is keyed to the size of the
intended wielder. In general, a light weapon is an object that is two size categories smaller than the wielder, a one-handed weapon is an
object that is one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.
A creature that uses a weapon that isnt properly sized for it will take a 2 penalty to attack rolls for each size category of
difference between the size of the intended wielder and the size of the actual wielder. The non-proficient penalty also applies and will
stack with the penalty for non-properly sized weapons.
Anyone wielding an improvised weapon is considered to be non-proficient in that weapon (although you can use exotic weapon
proficiency maneuver to become proficient in improvised weapons, each improvised weapon is considered to be an exotic weapon) and
will take the penalty for using such. Improvised thrown weapons have a range increment of 10ft.
Masterwork weapons
A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack
rolls. You cant add the masterwork to a weapon that has already been crafted, it must crafted as a masterwork weapon. The masterwork
weapon adds 300gp to the cost of a normal weapon (or 6gp to the cost of a single unit of ammunition). Adding the masterwork to a
double weapon cost 600gp.
Masterwork ammunition enhancement bonus will stack with the enhancement bonus if fired from a masterwork projectile
weapon.
All magic weapons are already considered to be masterwork and the enhancement bonus does not stack with the magical bonus.
The magical bonus overrides the masterwork quality.
Some types of armor and shields can be used as weapons (like spiked versions). The masterwork weapon enhancement can be
added to the spikes of the armor or shield and is separate from making the armor masterwork (see armor). You must also make the armor
masterwork as well as the spikes, this will add 450gp to the cost of the entire armor (plus the cost for adding spikes).
Weapon list
Simple weapons
Unarmed attacks
Gauntlet
Unarmed strike (3)
Light melee weapons
Dagger
Dagger, Punching
Gauntlet, Spiked
Mace, Light
Sickle
One-handed melee
Club
Mace, Heavy
Morningstar
Shortspear
Two-handed melee
Longspear (4)
Quarterstaff (5)
Spear
Ranged weapons
Crossbow, Heavy
Crossbow, Light
Dart
Javelin
Sling
Ammunition
Bolts, normal x10
Bullets, normal x10
Bullets, stone x10
Martial weapons
Light melee weapons
Axe, throwing
Hammer, light
Handaxe
Kukri
Pick, light
Sap (3)
Cost
Dmg (T)
Dmg (S)
Dmg (M)
Dmg (L)
Critical
Range
Wgt. (1)
Type (2)
2gp
-
1
1
1d2
1d2
1d3
1d3
1d4
1d4
X2
X2
1lb.
-
B
B
2gp
2gp
5gp
5gp
6gp
1d2
1d2
1d2
1d3
1d3
1d3
1d3
1d3
1d4
1d4
1d4
1d4
1d4
1d6
1d6
1d6
1d6
1d6
1d8
1d8
19-20/x2
X3
X2
X2
X2
10ft
-
1lb.
1lb.
1lb.
4lb.
2lb.
P or S
P
P
B
S
12gp
8gp
1gp
1d3
1d4
1d4
1d3
1d4
1d6
1d6
1d4
1d6
1d8
1d8
1d6
1d8
2d6
2d6
1d8
X2
X2
X2
X2
10ft
20ft
3lb.
8lb.
6lb.
3lb.
B
B
B/P
P
5gp
2gp
1d4
1d3/1d3
1d4
1d6
1d4/1d4
1d6
1d8
1d6/1d6
1d8
2d6
1d8/1d8
2d6
X3
X2
X3
20ft
9lb.
4lb.
6lb.
P
B
P
50gp
35gp
5sp
1gp
-
1d6
1d4
1d2
1d3
1d2
1d8
1d6
1d3
1d4
1d3
1d10
1d8
1d4
1d6
1d4
2d8
2d6
1d6
1d8
1d6
19-20/x2
19-20/x2
X2
X2
X2
120ft
80ft
20ft
30ft
50ft
8lb.
4lb.
1/2lb.
2lb.
0lb.
P
P
-
1gp
15cp
-
1d2
1d3
1d4
1lb.
5lb.
3lb.
P
B
B
Cost
Dmg (T)
Dmg (S)
Dmg (M)
Dmg (L)
Critical
Range
Wgt. (1)
Type (2)
8gp
1gp
6gp
8gp
4gp
1gp
1d3
1d2
1d3
1d2
1d2
1d3
1d4
1d3
1d4
1d3
1d3
1d4
1d6
1d4
1d6
1d4
1d4
1d6
1d8
1d6
1d8
1d6
1d6
1d8
X2
X2
X3
18-20/x2
X4
X2
10ft
20ft
-
2lb.
2lb.
3lb.
2lb.
3lb.
2lb.
S
B
S
S
P
B
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Shield, light
Spiked armor
Spiked shield, light
Sword, short
One-handed melee
Battleaxe
Flail
Longsword
Pick, heavy
Rapier
Scimitar
Shield, heavy
Spiked shield, heavy
Trident
Warhammer
Two-handed melee
Falchion
Glaive (4)
Greataxe
Greatclub
Flail, heavy
Greatsword
Guisarme (4)
Halberd
Lance (4)
Ranseur (4)
Scythe
Ranged weapons
Longbow
Longbow, composite
Shortbow
Shortbow, composite
Ammunition
Arrows, normal x20
Special
Special
Special
10gp
1
1d3
1d2
1d3
1d2
1d4
1d3
1d4
1d3
1d6
1d4
1d6
1d4
1d8
1d6
1d8
X2
X2
X2
19-20/x2
Special
Special
Special
2lb.
B
P
P
P
10gp
8gp
15gp
8gp
20gp
15gp
Special
Special
15gp
12gp
1d4
1d4
1d4
1d3
1d3
1d3
1d2
1d3
1d4
1d4
1d6
1d6
1d6
1d4
1d4
1d4
1d3
1d4
1d6
1d6
1d8
1d8
1d8
1d6
1d6
1d6
1d4
1d6
1d8
1d8
2d6
2d6
2d6
1d8
1d8
1d8
1d6
1d8
2d6
2d6
X3
X2
19-20/x2
X4
18-20/x2
18-20/x2
X2
X2
X2
X3
10ft
-
6lb.
5lb.
4lb.
6lb.
2lb.
4lb.
Special
Special
4lb.
5lb.
S
B
S
P
P
S
B
P
P
B
75gp
8gp
20gp
5gp
15gp
50gp
9gp
10gp
10gp
10gp
18gp
1d4
1d6
1d8
1d6
1d6
1d8
1d4
1d6
1d4
1d4
1d4
1d6
1d8
1d10
1d8
1d8
1d10
1d6
1d8
1d6
1d6
1d6
2d4
1d10
1d12
1d10
1d10
2d6
2d4
1d10
1d8
2d4
2d4
2d6
2d8
3d6
2d8
2d8
3d6
2d6
2d8
2d6
2d6
2d6
18-20/x2
X3
X3
X2
19-20/x2
19-20/x2
X3
X3
X3
X3
X4
8lb.
10lb.
12lb.
8lb.
10lb.
8lb.
12lb.
12lb.
10lb.
12lb.
10lb.
S
S
S
B
B
S
S
P or S
P
P
P or S
75gp
100gp
30gp
75gp
1d4
1d4
1d3
1d3
1d6
1d6
1d4
1d4
1d8
1d8
1d6
1d6
2d6
2d6
1d8
1d8
X3
X3
X3
X3
100ft
110ft
60ft
70ft
3lb.
3lb.
2lb.
2lb.
1gp
3lb.
Exotic weapons
Light melee weapons
Kama
Nunchaku
Sai
Siangham
One-handed melee
Sword, bastard
Waraxe, dwarven
Whip (3,4)
Two-handed melee
Axe, orc double (5)
Chain, spiked (4)
Flail, dire (5)
Hammer, gnome
hooked(5
Sword, two-bladed (5)
Urgrosh, dwarven (5)
Ranged weapons
Bolas (3)
Crossbow, hand
Crossbow, repeating
heavy
Crossbow, repeating
light
Net
Ammunition
Bolts, repeating x5
(clip)
Cost
Dmg (T)
Dmg (S)
Dmg (M)
Dmg (L)
Critical
Range
Wgt. (1)
Type (2)
2gp
2gp
1gp
3gp
1d3
1d3
1d2
1d3
1d4
1d4
1d3
1d4
1d6
1d6
1d4
1d6
1d8
1d8
1d6
1d8
X2
X2
X2
X2
10ft
-
2lb.
2lb.
1lb.
1lb.
S
B
P
P
35gp
30gp
1gp
1d6
1d6
1
1d8
1d8
1d2
1d10
1d10
1d3
2d8
2d8
1d4
19-20/x2
X3
X2
6lb.
8lb.
2lb.
S
S
S
60gp
25gp
90gp
20gp
1d4/1d4
1d4
1d4/1d4
1d4/1d3
1d6/1d6
1d6
1d6/1d6
1d6/1d4
1d8/1d8
2d4
1d8/1d8
1d8/1d6
2d6/2d6
2d6
2d6/2d6
2d6/1d8
X3
X2
X2
X3/x4
15lb.
10lb.
10lb.
6lb.
S
P
B
B/P
100gp
50gp
1d4/1d4
1d4/1d3
1d6/1d6
1d6/1d4
1d8/1d8
1d8/1d6
2d6/2d6
2d6/1d8
19-20/x2
X3
10lb.
12lb.
S
S or P
5gp
100gp
400gp
1d2
1d2
1d6
1d3
1d3
1d8
1d4
1d4
1d10
1d6
1d6
2d8
X2
19-20/x2
19-20/x2
10ft
30ft
120ft
2lb.
2lb.
12lb.
B
-
250gp
1d4
1d6
1d8
2d6
19-20/x2
880ft
6lb.
20gp
10ft
6lb.
1gp
1lb.
212
Shuriken x5
1.
2.
3.
4.
5.
1gp
1d2
1d3
X2
10ft
1/2lb.
Weight figures for medium weapons. A tiny weapon is one quarter this value, a small weapon is half this value, and a large
weapon is double this value.
When two types are given, the weapon is both types if separated by a slash / or either type (players choice at time of attack) if
separated by or.
The weapon deals non-lethal damage rather than lethal damage
Reach weapon
Double weapon
Weapon Descriptions
Arrows, normal: An arrow used as a melee weapon is treated as an improvised weapon (-4 on attack rolls) and does dmg as a
dagger. Arrows come in a leather quiver that holds 20 arrows. An arrow that hits its target is destroyed and one that misses has a 50%
chance to be destroyed or lost.
Axe, throwing: A throwing axe is lighter than a Handaxe and is balanced for throwing. They can be used for both melee and
ranged attacks
Axe, orc double: An orc double axe is a double weapon. You can fight with it as if fighting with two weapons, treating the orc
double axe as a one-handed and a light weapon.
Battleaxe: The battle axe is the most common melee weapon among dwarves
Bolas: A set of bolas consist of two or three heavy wooden spheres connected by lengths of cord. You can use this weapon to
make a ranged trip attack against an opponent. you cannot be tripped during your own trip attempt when using bolas
Bolts, normal: A crossbow bolt used as a melee weapon is treated as an improvised weapon (-4 on attack rolls) and does dmg as
a dagger. Bolts come in a wooden case that holds 10 bolts. A bolt that hits its target is destroyed and one that misses has a 50% chance to
be destroyed or lost.
Bolts, repeating: A repeating crossbow bolt used as a melee weapon is treated as an improvised weapon (-4 on attack rolls) and
does dmg as a dagger. Repeating crossbow bolts come in a clip that holds 5 bolts. These bolts are smaller than a normal crossbow bolt and
the two cannot be interchanged. A repeating bolt that hits its target is destroyed and one that misses has a 50% chance to be destroyed or
lost.
Bullets, normal: Bullets are lead spheres, much heavier than stones of the same size. They come in a leather pouch that holds 10
bullets. A bullet that hits its target is destroyed and one that misses has a 50% chance to be destroyed or lost. Material cost: 1/2lb lead
Bullets, stone: Stone bullets weigh less, but do less damage. Any small stone found on the ground can be used and the stone
bullets do damage as if they were one size category smaller. A stone bullet that hits its target is destroyed and one that misses is always
destroyed or lost. You are also at a 1 to attack rolls using stones. To find stones laying on the ground that are of appropriate shape and
size you will need to make a scrounging skill roll (DC 10). You can find one stone with a successful roll plus one additional stone for
every one point over the DC of the roll result. So lets say you scored a total of 15, then you would find 6 stones. This takes a full-round
action. Add +5 to the DC if in an area not likely to have stones on the ground (like indoors).
Chain, spiked: A spiked chain has reach, so you can attack opponents 10ft away. In addition, unlike most other reach weapons, it
can be used against an adjacent foe. You can make trip attack with a spiked chain. If you are tripped during your trip attempt then you can
drop the chain to avoid being tripped. When using a spiked chain you gain a +2 bonus on opposed attack rolls made to disarm an opponent
(including the roll to avoid being disarmed if such an attempt fails). You can use the weapon finesse maneuver with this weapon
Club: A wooden club is so easy to find and fashion that it has no cost
Crossbow, hand: This exotic weapon is common among those who favor stealth over power. You can draw a hand crossbow
back with one hand and is a move action to load it, this provokes an attack of opportunity. You can shoot, but not load a hand crossbow
with one hand, so you can use one in each of your hands, but you take penalties same as fighting with two light weapons.
Crossbow, heavy: You draw a heavy crossbow back by turning a small wench. Loading a heavy crossbow is a full-round action
that provokes an attack of opportunity. Normally operating a heavy crossbow requires two hands. However, you can shoot, but not load, a
heavy crossbow with one hand and will take a 4 penalty to the attack roll. You can also fire one in each hand but you will receive an
additional penalty of fighting with two one-handed weapons.
Crossbow, light: You draw back a light crossbow by pulling a lever, loading a light crossbow is a move action that provokes an
attack of opportunity. Normally operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow
with one hand and will take a 2 penalty to the attack roll. You can also fire one in each hand but you will receive an additional penalty of
fighting with two light weapons.
Crossbow, repeating: The repeating crossbow (whether heavy or light) houses a clip that holds 5 bolts. As long as there are bolts
in the clip you can reload it by pulling the reloading lever (a free action). Loading a new clip is a full-round action that provokes an attack
of opportunity. You can fire the repeating crossbow one handed, but then it is treated as a normal crossbow of the same size. You must use
two hands in order to use the reloading lever. You can however fire two repeating crossbows, then drop one (free action) and then use the
reload lever (free action).
Dagger: The dagger is a common secondary weapon. You will receive a +2 bonus to sleight of hand checks to conceal a dagger
on your body.
Dagger, punching: This dagger puts more force from your punch behind it and is capable of deadly strikes
Dart: A dart is the size of a large arrow and has a weighted head. Essentially it is a small javelin.
Falchion: This sword, which is essentially a two-handed scimitar, has a curve that gives it the effect of a keener edge
Flail, dire: A dire flail is a double weapon. You can fight with it as if fighting with two weapons, treating the dire flail as a onehanded and a light weapon. You can make trip attack with a dire flail. If you are tripped during your trip attempt then you can drop the
213
flail to avoid being tripped. When using a dire flail you gain a +2 bonus on opposed attack rolls made to disarm an opponent (including
the roll to avoid being disarmed if such an attempt fails).
Flail or heavy flail: You can make trip attack with a flail. If you are tripped during your trip attempt then you can drop the flail to
avoid being tripped. When using a flail you gain a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to
avoid being disarmed if such an attempt fails).
Gauntlet: This metal glove protects your hands and lets you deal lethal damage rather than non-lethal damage with an unarmed
strike. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight is for one gauntlet. Medium and heavy
armors (except breastplate) come with gauntlets.
Gauntlet, spiked: your opponent cannot use a disarm action to disarm you of a spiked gauntlet. The cost and weight given is for
a single gauntlet. Attacks with a spiked gauntlet are considered an armed attack.
Glaive: A glaive has reach. You can strike opponents 10ft away, but you cannot use it on adjacent foes.
Greataxe: This big, heavy axe is a favorite of barbarians and anybody else who wants the capability to deal out incredible
damage.
Greatclub: A Greatclub is a two-handed version of a regular club. It is often studded with nails or spikes or ringed by bands of
iron.
Greatsword: Adventurers recognize the Greatsword as one of the best melee weapons available.
Guisarme: A Guisarme has reach. You can strike opponents 10ft away, but you cannot use it on adjacent foes. Because of its
curved blade, you can make trip attack with it. If you are tripped during your trip attempt then you can drop the Guisarme to avoid being
tripped.
Halberd: Normally, you strike with a halberds axe head, but the spike on the end is useful against charging opponents. If you
use a ready action to set a halberd against a charge, you deal double dmg on a successful hit against a charging opponent. You can use the
hook on the back of a halberd to make trip attacks. If you are tripped during your trip attempt then you can drop the halberd to avoid being
tripped.
Hammer, gnome hooked: A gnome hooked hammer is a double weapon. You can fight with it as if fighting with two weapons,
treating the gnome hooked hammer as a one-handed and a light weapon. The hammer end is a bludgeoning weapon that deals 1d6 dmg
(critical x3). The hooked end is a piercing weapon that deals 1d4 dmg (critical x4). You can use either head as the primary weapon and the
other head as the off-hand weapon. Wielding this weapon one handed allows you to only use one of the two heads each round. You can
use the hook end to make trip attacks. If you are tripped during your trip attempt then you can drop the gnome hooked hammer to avoid
being tripped.
Hammer, light: This is a small sledge hammer light enough to throw it.
Handaxe: Dwarves favor these weapons as off-hand weapons
Javelin: A javelin is a light flexible weapon designed for throwing. Using a javelin as a melee weapon is treated as an improvised
weapon (-4 on attack rolls) and does dmg as normal.
Kama: The Kama is a martial arts weapon and can be used with flurry of blows. Because of the shape of the Kama you can make
trip attacks with it. If you are tripped during your trip attempt then you can drop the Kama to avoid being tripped.
Kukri: This heavy, curved knife has its sharp edge on the inside of the curve.
Lance: A lance deals double dmg when used from the back of a charging mount. It has reach, so you can strike opponents 10ft
away with it, but you cant use it against an adjacent foe. While mounted you can wield a lance one-handed.
Longbow: You need at least two hands to wield a bow, regardless of its size. A longbow is too unwieldy to use while you are
mounted. If you have a penalty for low strength, apply it to damage rolls when you use a longbow.
Longbow, composite: You need at least two hands to wield a bow, regardless of its size. You can use a composite longbow
while mounted. Composite bows are made from laminated horn, wood, or bone and built with a recurve, meaning that the bow remains
bow-shaped even when unstrung. All composite bows are made with a strength rating (that is, each requires a minimum strength modifier
to use with proficiency). If your strength is less than the minimum strength rating required to use it, then you receive a 2 to attack rolls
made with the bow and you will add your strength bonus to the damage roll. The default composite bow requires a strength modifier of +0
to use. A composite bow can be made with a high strength rating allowing you to add your strength bonus to the damage rolls up to the
maximum strength rating of the bow. Each point of strength bonus granted by the bow adds 100gp to the cost. So a +1would cost 200gp
and a +4 would cost 500gp. There is no limit to the amount of strength bonus that can be added to a composite longbow.
Longspear: A Longspear has reach, you can strike opponents 10ft away, but you cannot use it on adjacent foes. If you use a
ready action to set a halberd against a charge, you deal double dmg on a successful hit against a charging opponent.
Longsword: This classic, straight blade is the weapon of knighthood and valor.
Mace, heavy or light: A mace is made of metal, even the haft, which makes it quite heavy and hard to break
Morningstar: This simple weapon has a wooden shaft with a spiked metal ball at one end.
Net: A fighting net has small barbs in the weave and trailing rope to control netted opponents. You use it to entangle enemies.
When you throw a net you make a ranged touch attack against your target. A nets maximum range is 10ft. If you hit your target they are
entangled. An entangled creature takes a 2 penalty on attack rolls and a 4 penalty on dexterity, can move at only half speed, and cannot
run or charge. If an entangled creature casts a spell, it must make a DC 15 concentration check or loose the spell. An entangled creature
can escape with a Dc 20 escape artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 strength check
(also a full-round action). A net is only useful against your size category and one size category smaller or larger. A net must be folded to
be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack. After the net is unfolded, you
take a 4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that time for a non-proficient user.
Nunchaku: This is a martial arts weapon. When using a Nunchaku you gain a +2 bonus on opposed attack rolls made to disarm
an opponent (including the roll to avoid being disarmed if such an attempt fails).
Pick, heavy or light: A pick is designed to concentrate the force of its blow on a small area. A light or heavy pick looks like a
miners pick but is designed for war, it can however be used as a miners pick.
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Quarterstaff: This is a martial arts weapon. The quarterstaff is a double weapon. You can fight with it as if fighting with two
weapons, treating the quarterstaff as a one-handed and a light weapon. A quarterstaff can be used to pole-vault and adds an extra 5ft of
movement to your jump. Doing this and trying to keep a hold on your quarterstaff adds 5 to the DC of the jump.
Ranseur: A Ranseur has reach. You can strike opponents 10ft away, but you cannot use it on adjacent foes. When using a
Ranseur you gain a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an
attempt fails).
Rapier: You can use the weapon finesse maneuver with this weapon. You cant wield a rapier with two hands.
Sai: This is a martial arts weapon. The Sai is designed to catch and disarm opponents. When using a Sai you gain a +4 bonus on
opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).
Sap: This weapon comes in handy when you want to knock out an opponent. This deal non-lethal damage
Scimitar: The curve on this blade gives it the effect of a keener edge.
Scythe: Because of its curved blade, you can make trip attack with it. If you are tripped during your trip attempt then you can
drop the Scythe to avoid being tripped.
Shield, heavy or light: You can bash with a shield instead of using it for defense.
Shortbow: You need at least two hands to wield a bow, regardless of its size. You can use a shortbow while you are mounted. If
you have a penalty for low strength, apply it to damage rolls when you use a shortbow.
Shortbow, composite: You need at least two hands to wield a bow, regardless of its size. You can use a composite shortbow
while mounted. Composite bows are made from laminated horn, wood, or bone and built with a recurve, meaning that the bow remains
bow-shaped even when unstrung. All composite bows are made with a strength rating (that is, each requires a minimum strength modifier
to use with proficiency). If your strength is less than the minimum strength rating required to use it, then you receive a 2 to attack rolls
made with the bow and you will add your strength bonus to the damage roll. The default composite bow requires a strength modifier of +0
to use. A composite bow can be made with a high strength rating allowing you to add your strength bonus to the damage rolls up to the
maximum strength rating of the bow. Each point of strength bonus granted by the bow adds 75gp to the cost. So a +1would cost 150gp
and a +3 would cost 300gp. A composite shortbow cannot be modified more than a +3 strength rating.
Shortspear: A Shortspear is small enough to wield one-handed and can be thrown
Shuriken: This is a martial arts weapon. This weapon cannot be used in melee. Although shuriken are thrown weapons, they are
treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and what happens to
them when they are thrown
Siangham: This is a martial arts weapon.
Sickle: This weapon is like a farmers sickle. But it is strengthened for use as a weapon. Because of a sickles shape you can
make trip attacks with it. If you are tripped during your trip attempt then you can drop the Scythe to avoid being tripped.
Sling: A sling hurls bullets and or stones. Your strength modifier applies to damage rolls when using a sling. You can fire, but not
load a sling one-handed. Loading a sling is a move action that provokes attacks of opportunity.
Spear: One of the simplest weapons in existence. If you use a ready action to set a spear against a charge, you deal double dmg
on a successful hit against a charging opponent. This weapon can also be thrown.
Spiked armor: You can outfit your armor with spikes, which can deal damage in a grapple or as a separate attack.
Spiked shield, heavy or light: You can bash with a spiked shield instead of using it for defense.
Strike, unarmed: You can deal non-lethal damage with an unarmed strike which can be a punch, kick, head butt, or other type of
attack. An unarmed strike is always considered a light weapon and therefore can be used with the weapon finesse maneuver.
Sword, Bastard: Bastard swords are too long to be used one-handed without special training and thus is why it is an exotic
weapon. A bastard sword can be used two-handed as a martial weapon.
Sword, short: This sword is popular as an off-hand weapon.
Sword, Two-bladed: A two-bladed sword is a double weapon. You can fight with it as if fighting with two weapons, treating the
two-bladed sword as a one-handed and a light weapon.
Trident: This three-tined piercing weapon can be thrown just as a spear. If you use a ready action to set a trident against a charge,
you deal double dmg on a successful hit against a charging opponent.
Urgrosh, dwarven: A dwarven urgrosh is a double weapon. You can fight with it as if fighting with two weapons, treating the
urgrosh as a one-handed and a light weapon. The axe end is a slashing weapon that deals 1d8 dmg (critical x3). The spear end is a piercing
weapon that deals 1d6 dmg (critical x3). You can use either head as the primary weapon and the other head as the off-hand weapon.
Wielding this weapon one handed allows you to only use one of the two heads each round. If you use a ready action to set the spear end
against a charge, you deal double dmg on a successful hit against a charging opponent.
Waraxe, dwarven: A dwarven waraxe id too large to be used one-handed without special training and this makes it an exotic
weapon. It can be used two-handed as a martial weapon or you can use one that is sized one category lower as a one-handed martial
weapon.
Warhammer: This is a one-handed sludge or maul with a large heavy head.
Whip: A whip deals non-lethal damage. It deals no damage to anyone with an armor bonus of +1 or higher, or a natural armor
bonus of +3 or higher. The whip is treated as a melee weapon with a 15ft reach, though you do not threaten the area into which you can
make an attack. You can use a whip anywhere within your reach, including adjacent foes. Attacking with a whip provokes attacks of
opportunity. You can make trip attacks with it. If you are tripped during your trip attempt then you can drop the Scythe to avoid being
tripped. When using a whip you gain a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being
disarmed if such an attempt fails). You can use the weapon finesse maneuver with a whip.
Armor
Your armor protects you in combat, but it can also slow you down.
Cost/weight: The cost and weight listed is for medium creatures. This will be different for creatures that are smaller or larger than
medium. Please see the chart below for the modifiers for cost and weight. You simply multiple the listed cost or weight by the modifier.
215
Size
Tiny or smaller
Small
Medium
Large
Huge
Gargantuan
Colossal
Humanoid
Cost
Weight
*1/2
*1/10
*1
*1/2
*1
*1
*2
*2
*4
*5
*8
*8
*16
*12
Non-humanoid
Cost
Weight
*1
*1/10
*2
*1/2
*2
*1
*4
*2
*8
*5
*16
*8
*32
*12
Armor/shield bonus
Each armor grants an armor bonus to AC, while each shield grants a shield bonus to AC. Armor bonus doesnt stack with other
armor bonuses and shield bonus doesnt stack with other shield bonuses. However, armor bonus will stack with a shield bonus and both
will stack with a natural armor bonus. The listed bonus is the same for all sized creatures with the exception of tiny or smaller creatures,
for them you need to divide the given bonus by 2, minimum bonus of a +1. A tower shield can grant you cover instead of the bonus to AC.
Max Dex
This number tell you the maximum dexterity bonus that can be used while donning the armor. Even if you have a higher Dex
modifier then the number listed, you may only ever use the number listed while donning the armor. This restriction only apply when
adding your Dex bonus to AC. This restriction doesnt effect skills (see armor check penalty)
Armor check penalty
Any armor heavier than leather hurts a characters ability to use some skills. An armor check penalty number is the penalty that
applies to balance, climb, escape artist, hide, jump, move silently, sleight of hand, and tumble checks. Double the normal armor check
penalty applies to swim checks.
Shields: If a character is wearing armor and using a shield then both armor check penalties apply.
Non-proficient with armor worn: a character who wears armor or uses a shield they are not proficient with takes the armor check
penalty and applies it to all attack rolls, all strength-based and dexterity-based ability and skill checks.
Sleeping in armor: A character that sleeps in medium or heavy armor is automatically fatigued the next day.
Arcane spell failure
Armor interferes with the gestures needed to cast arcane magic. If casting a spell that has a somatic component then you must roll
the arcane spell failure chance. If also wearing a shield then add the two numbers together to get one arcane spell failure roll. Performance
spellcasting can be used in light armor without worry of making a roll.
Speed
Medium and heavy armor reduce the speed of characters when worn. Creatures that have a base unencumbered speed of 30ft or
more loose 10ft to their speed for wearing medium or heavy armor. Creatures that have a base unencumbered speed of 20ft or less loose
5ft to their speed for wearing medium or heavy armor. Dwarves are the exception and will remain at 20ft speed when wearing medium or
heavy armor. When running in heavy armor you can only triple your speed not quadruple.
Getting into and out of armor
The time to get into or out of armor depends on its type, see the chart below
Don: This column tells how long it takes a character to put the armor on
Don hastily: This column tells how long it takes to put the armor on in a hurry. The armor check penalty and armor bonus for
hastily donned armor are each 1 point worse than normal.
Remove: This column tells how long it takes to get the armor off (important to know if the wearer is suddenly submerged).
Armor type
Don
Don Hastily
Remove
Shield (any)
1 move action
N/A
1 move action
Padded, leather, hide, studded leather, or chain shirt
1 minute
5 rounds
1 minute (1)
Breastplate, scale mail, chain mail, banded mail, or splint mail
4 minutes (1)
1 minute
1 minute (1)
Half-plate or full plate
4 minutes (2)
4 minutes (1)
1d4+1 minutes (1)
1. If the character has some help, cut this time in half. A single character doing nothing else can help one or two adjacent
characters. Two characters cannot help each other don armor at the same time.
2. The wearer must have help to don this armor. Without help, it can only be donned hastily.
Masterwork Armor
You can purchase masterwork versions of armor or shields. This will reduce the armor check penalty by 1. A masterwork suit of
armor or shield will cost 150gp more than the listed price. You cannot add the masterwork quality to armor or shields after it has been
created. It must be crafted as a masterwork at time of creation.
Magical armor and shields are already considered to be masterwork. The masterwork bonus no longer applies and instead you
will reduce the armor check penalty by the amount of magical enhancement bonus it has. So reduce the armor check penalty by 1 for +1
armor and reduce the penalty by 3 for +3 armor.
Armor list
216
Armor
Light armor
Padded
Leather
Studded leather
Chain shirt
Medium armor
Hide
Scale mail
Chain mail
Breastplate
Heavy armor
Splint mail
Banded mail
Half-plate
Full plate
Shields
Buckler
Shield, light wooden
Shield, light steel
Shield, heavy wooden
Shield, heavy steel
Shield, tower
Extras
Armor spikes
Gauntlet, locked
Shield spikes
Helmet, steel cap
Helmet, thieving
Helmet, visor
Cost
Armor/shield
bonus
Max Dex
Bonus
Armor check
penalty
Arcane spell
failure chance
weight
5gp
10gp
25gp
100gp
+1
+2
+3
+4
+8
+6
+5
+4
0
0
-1
-2
5%
10%
15%
20%
10lb.
15lb.
20lb.
25lb.
15gp
50gp
150gp
200gp
+3
+4
+5
+5
+4
+3
+2
+3
-3
-4
-5
-4
20%
25%
30%
25%
25lb.
30lb.
40lb.
30lb.
200gp
250gp
600gp
1,500gp
+6
+6
+7
+8
+0
+1
+0
+1
-7
-6
-7
-6
40%
35%
40%
35%
45lb.
35lb.
50lb.
50lb.
15gp
3gp
9gp
7gp
20gp
30gp
+1
+1
+1
+2
+2
+4
+2
-1
-1
-1
-2
-2
-10
5%
5%
5%
15%
15%
50%
5lb.
5lb.
6lb.
10lb.
15lb.
45lb.
+50gp
8gp
+10gp
7gp
10gp
15gp
+1
+1
+2
Special
-
Special
+5%
+5%
+10%
+10lb.
+5lb.
+5lb.
5lb.
6lb.
10lb.
Armor Descriptions
Armor spikes: You can have spikes added to your armor, which will allow you to do extra piercing damage on a successful
grapple attack. The spikes count as a martial weapon. You can also make a regular melee attacks (or off-hand attacks) with the spikes, and
they count as a light weapon in this case. The spikes are considered separate from the armor. Masterwork or magical armor bonuses do not
effect the spikes. However, you can make the spikes masterwork or magical aside from the armor. To make the spikes masterwork you
also need to make the armor masterwork.
Banded mail: This armor is made of overlapping strips of metal sewn to a backing of leather and chain mail. The strips cover
vulnerable areas, while the chain and leather protect the joints and provide freedom of movement. The suit includes gauntlets.
Breastplate: A breastplate covers your front and back. It comes with a helmet and greaves (plates to cover your lower legs). A
light suit or skirt of studded leather beneath the breastplate protects your limbs without restricting movement much.
Buckler: This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while
carrying it. You can also use your shield arm to wield a weapon (as an off-hand or when wielding a two-handed weapon), but you take a
1 penalty to attack rolls due to the extra weight on the arm. You cannot bash someone with a buckler.
Chain shirt: A chain shirt protects your torso while leaving your limbs free and mobile. It includes a layer of quilted fabric worn
underneath to prevent chafing and to cushion the impact of blows. A chain shirt comes with a steel cap.
Chain mail: This armor is made of interlocking metal rings. It includes a layer of quilted fabric worn underneath to prevent
chafing and to cushion the impact of blows. Several layers of mail are hung over vital areas. Most of the armors weight hangs from the
shoulders, making chain mail uncomfortable to wear for long periods of time. After 4 hours you will need to make a fortitude save DC 10
or become fatigued. Each hour after that you will need to make another check at a cumulative +1 DC or become fatigued, if already
fatigued then you become exhausted. Resting for an hour out of the armor will reset the time. This suit comes with gauntlets.
Full plate: This armor consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. The suit
includes gauntlets, heavy leather boots, a visor helmet and a thick layer of padding that is worn under the armor. Each suit of full plate
must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of
200-800 (2d4x100) gp.
Gauntlet, locked: This armored gauntlet has small chains and braces that allow the wearer to attach a weapon to the gauntlet so
that it cannot be easily dropped. It provides a +10 bonus to any roll made to keep from being disarmed in combat. Removing or attaching
a weapon to a locked gauntlet is a full-round action that provokes attacks of opportunity. The weight given only applies if you are wearing
breastplate, light armor, or no armor, otherwise it replaces the gauntlet that comes with the armor. While the gauntlet is locked you cannot
use that hand for casting spells or employing skills.
Half-plate: This armor is a combination of chain mail with metal plates (breastplate, epaulettes, elbow guards, gauntlets, tasses,
and greaves) covering vital areas. The suit includes gauntlets.
217
Helmet, steel cap: When worn this helmet adds +1 AC to the AC of the armor you are wearing. You take a 2 penalty to listen
checks when wearing this helmet. If the listed armor includes one of these helmets, the AC of the listed armor does not include the bonus
given by the helmet. (so if you bought a chain shirt which includes a steel cap, then your AC would be +5 when wearing the helmet).
Helmet, thieving: This helmet is a lot like the steel cap, only it has cone shaped ears protruding from the sides. This may look
goofy but not only does it eliminate the listen check penalty, but it amplifies the sounds coming in and gives a +2 bonus to listen checks.
Helmet, visor: A visor helmet offers the most in protection, granting a +2 AC to the AC of the armor you are wearing. However,
This helmet blocks vision and makes it hard to hear 2 penalty on spot checks, and 4 penalty on listen checks. If the listed armor
includes one of these helmets, the AC of the listed armor does not include the bonus given by the helmet. (so if you bought a full plate
which includes a visor helmet, then your AC would be +10 when wearing the helmet)
Hide: This armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in.
Leather: The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The
rest of the armor is made of softer more flexible armor.
Padded: Padded armor features quilted layers of cloth and batting. It gets hot quickly and can become foul with sweat, grime,
lice and fleas. People will not buy used padded armor.
Scale mail: This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces
of metal, much like the scale of a fish. The suit includes gauntlets.
Shield, heavy wooden or steel: You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you
can use your shield hand for anything else. You can use a shield to bash opponents, if you do this you loose the AC bonus until your next
action.
Shield, light wooden or steel: You strap a shield to your forearm and grip it with your hand. A light shields weight lets you
carry other items in that hand, although you cannot use weapons with it. You can use a shield to bash opponents, if you do this you loose
the AC bonus until your next action.
Shield, tower: This massive wooden shield is nearly as tall as you are. In most situations, it provides the indicated shield bonus
to your AC. However, you can instead use it as total cover, though you must give up your attacks to do so. You cannot bash with a tower
shield, nor can you use your shield hand for anything else. When employing a tower shield in combat, you take a 2 penalty to all attack
rolls due to encumbrance.
Shield, spikes: When added to your shield, these spikes turn it into a martial piercing weapon that increases the damage dealt by
a shield bash. You cannot add spikes to a buckler or a tower shield.
Splint mail: This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding.
Flexible chain mail protects the joints. This suit comes with gauntlets.
Studded leather: This armor is made from tough but flexible leather reinforced with close set metal rivets.
Goods and services
Of course, characters need more than just weapons and armor. Below are lists and descriptions of items and services that can be
bought by players. All weights are given in pounds, ounces, or grams. 30 grams = 1 ounce, 16 ounces = 1lb
Adventuring gear
Item
Bedroll
Cost
1sp
Weight
5lb
Bell
Blanket, winter
1gp
5sp
3lb
5gp
1gp
5lb
2lb
Candle
Chain, 10ft iron
Chalk, 1 piece
Firewood, per
day
Fishhook
Fishing net,
25sq. ft
Flint and steel
Grappling hook
1cp
30gp
1cp
6sp
20lb
Description
You never know where youre going to sleep, and a bedroll helps you get a better sleep in
a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to
be rolled up and tied.
A handheld brass bell
A thick, quilted, wool blanket made to keep you warm in cold weather. +2 bonus to
fortitude saves to resist the effects of cold weather.
Fishing gear
One 2 pound bag covers a 5ft sq. area. Each time a creature moves into or spends a round
within the area, it might step on one. Make an attack roll with a +0 base attack bonus. The
creature receives no bonus from armor, shield or deflection to his AC, the creature does get
a +2 bonus to AC if wearing footgear. The caltrops deal 1 point of damage and reduce
speed by half for 24 hours or until treated with a DC 15 heal check, or receives at least 1
point of magical healing. Charging or running characters must stop if they step on one and
moving at half or less speed means you can avoid them.
Will dimly light a 5ft area and burn for 1 hour
Chain has a hardness of 10 and 5 hp, can burst with a DC 26 strength check.
Simple white chalk
Dried and cut, ready to be used, material cost: 20 lbs scrap wood, skill: woodcutting DC 5
1sp
4gp
5lb
Simple fishhook
Simple fishing net
1gp
1gp
4lb
Ink pen
Ladder, 10ft
Lamp, common
1sp
5sp
1sp
20lb
1lb
2lb
218
Lamp, bullseye
Lamp, hooded
Manacles
12gp
7gp
15gp
3lb
2lb
2lb
Manacles,
masterwork
65gp
2lb
Mirror, small
steel
Paper, 1 sheet
pulp
Parchment, 1
sheet
Piton
Pot, iron
Ram, portable
Rope, hemp 50ft
Rope, silk 50ft
Sealing wax
Signal whistle
Signet ring
Soap, 1 lb
10gp
8oz
4sp
5 grams
A sheet of standard paper made from wood pulp, Material cost: wood pulp (1 lb wood pulp
will make 96 sheets of pulp paper) skill: papermaking DC 20
A sheet of goat hide or sheep skin that has been prepared for writing
1sp
5sp
10gp
1gp
10gp
1gp
8sp
5gp
5sp
8oz
10lb
20lb
10lb
5lb
1lb
Spyglass
Tent
Torch
Whetstone
Oar
Ladder, rope
1,000gp
10gp
1cp
2cp
2gp
2gp
1lb
20lb
1lb
1lb
10lb
20lb
Target, archery
3sp
5lb
Target, spinning
5gp
6lb
Bed, tree
10gp
8lb
Seat, tree
15gp
10lb
Whistle, animal
calls
Marbles, iron,
bag of 100
1gp
1lb
1gp
10lb
A steel spike with an eye through which you can loop a rope
Standard iron pot, used for cooking
+2 bonus to Str check to knock down a door, +4 bonus with two people
Has 2 hp and can be burst with a DC 23 strength check
Has 4 hp and can be burst with a DC 24 strength check, +2 bonus to use rope checks
Small stick of wax to seal letters, commonly used with signet rings
A whistle that can clearly be herd within 200ft, listen check beyond this range.
Each signet ring has a distinctive design carved into it
Standard soap, Material value: 1 lb soap, Material cost: 14 oz animal fat, 2 oz sodium
metal, Skill: cooking DC 15
Objects viewed through a spyglass are 2x magnification
Simple two person tent
Clearly illuminates 20ft radius. Burns for 1 hour
Stone used to sharpen blades
An oar for a rowboat, 6ft in length
This 20ft rope ladder is made with hemp rope and has 2in board slats. Each 10ft increase
cost 1gp extra and weighs 10lbs more.
This 1ft diameter circular target is made of 2in thick corkwood. Training for 8 hours a day
for a solid week will give you a +1 to attack rolls with the specific ranged weapon that you
trained with. After that week you will need to train again once every 5 days or you loose
this bonus and will have to train again for a solid week.
This is a pair of targets mounted on a pivoting board and stand. By pulling a long cord you
can set the targets spinning. Training for 8 hours a day for a solid week will give you a +2
to attack rolls with the specific ranged weapon that you trained with. After that week you
will need to train again once every 5 days or you loose this bonus and will have to train
again for a solid week.
This contraption stretches a canvas sheet across a wooden frame that can be lashed in
place upon most any tree. The tree bed provides a comfortable sleep removed from the
dirty earth and away from the notice of roaming beasts. Also includes a pitched roof for
nights when its raining. Requires 1 minute of set up time and a climb check (DC 15) if
lashed higher than 10ft.
A tree seat is constructed of sturdy dusk wood and its steel claws will not slip. Requires a
climb check DC 15 to set up once you have climbed to the height you want to set it up at.
This is a full-round action. Give a +4 to spot checks and a +2 to hide checks
Specific animal must be chosen. This gives you a +2 bonus on hunting checks and doesnt
increase the DC by 5 to hunt a specific animal.
Covers a 10ft x10ft area. anyone walking or running thru the area must make a balance
check (DC 20) or fall prone. You can move at half speed thru an area covered with marbles
with a DC 15 balance check. Material cost: 1 iron ingot, Skill: blacksmithing DC 10
Cost
2gp
Weight
2lb
Backpack,
reinforced
10gp
10lb
Barrel
2gp
30lb
Containers
Item (empty)
Backpack
2sp
1lb
Clearly illuminates a 60ft cone. Will burn for 6 hours on a pint of oil
Clearly illuminates a 30ft radius. Will burn for 6 hours on a pint of oil
DC 30 escape artist, DC 26 strength check to break, 10 hardness and 10 hp. Most
manacles have locks, add the price of the lock you want to the cost. Manacles are for
medium creatures, same cost for small, cost x10 for large, cost x100 for huge.
DC 35 escape artist, DC 28 strength check to break, 10 hardness and 10 hp. Most
manacles have locks, add the price of the lock you want to the cost. Manacles are for
medium creatures, same cost for small, cost x10 for large, cost x100 for huge.
A polished steel mirror
Description
A slightly reinforced backpack that holds a total of 85lbs. Has 1 main compartment
(20lbs.), two side pouches (10lbs.), main front pouch (10lbs.), two side front pouches
(5lbs.), built in weapon hooks (10lbs), Bedroll harness (5lb.), Built in map/scroll tube, 4
built in wand slots, and a secure money pouch (10lbs)
A heavily reinforced backpack that holds a total of 270lbs.. Has 1 main compartment
(50lbs.), two side pouches (20lbs.), main front pouch (20lbs.), two side front pouches
(15lbs.), built in weapon hooks (20lbs), Bedroll harness (10lb.), Built in map/scroll tube, 4
built in wand slots, and a secure money pouch (100lbs)
Holds 10 cubic ft
219
Basket
Belt pouch, large
Belt pouch,
small
Bucket
Chest, small
Chest, large
Flask
Jug, clay
Mug/tankard,
clay
Sack, small
Sack, large
Vial, glass
Vial, metal
Vial, ceramic
Waterskin
4sp
1gp
7sp
1lb
1lb
8oz
5sp
2gp
4gp
3cp
3cp
2cp
2lb
25lb
50lb
1lb
9lb
1lb
1sp
2sp
8oz
1lb
1gp
4lb
Case, map or
scroll
Pitcher, clay
1gp
8oz
Made of burlap and has a drawstring so it can be closed. Can hold 1 cubic ft, up to 5lbs
Made of burlap and has a drawstring so it can be closed. Can hold 2 cubic ft, up to 10lbs
Glass container fitted with a tight stopper. Can hold 1oz of liquid
Metal container fitted with a tight stopper. Can hold 1oz of liquid
Ceramic container fitted with a tight stopper. Can hold 1oz of liquid
Leather pouch with a narrow neck that is used for holding water. Can hold half a gallon of
liquid
Capped leather or tin tube is used to hold rolled up pieces of paper
2cp
5lb
Cost
8gp
Weight
1oz
Oil, 1 pint
1sp
1lb
1gp 2sp
1oz
1gp 6sp
8cp
1gp 6sp
8cp
-
1oz
8 lb
Cost
1gp
Weight
10 lb
Iron, 1 lb pure
1sp
1 lb
7sp 5cp
2 lb
9sp 9cp
3 lb
4sp 5cp
1 lb
3cp
2oz
Copper, ingot
5gp 7sp
5cp
11 lb
Copper, 1 lb
pure
Copper, 1 lb raw
5sp
1 lb
1gp, 2sp,
4cp
1 lb
Liquids
Item
Ink, 1oz
1oz
Description
This is black ink, you can buy ink in other colors but will cost twice as much. Each use
can write 1 page, has 20 uses
A pint of oil will burn for 6 hours in a lantern. You can use it as a splash weapon, use the
rules for a flask of alchemical fire except that it takes a full-round action to prepare a flask
with a fuse. Once thrown there is a 50% chance of it igniting properly. Can cover a 5ft
area, provided the area is a smooth surface. Balance check entering or standing in the area.
If lit it will burn for 2 rounds causing 1d3 fire dmg/round to all in area
Used to dye paint, clothing, Material value: 1oz red dye, Material cost: 2oz red dye
powder, Skill: alchemy DC 10
Used to dye paint, clothing, Material value: 1oz blue dye, Material cost: 2oz blue dye
powder, Skill: alchemy DC 10
Used to dye paint, clothing, Material value: 1oz green dye, Material cost: 2oz green dye
powder, Skill: alchemy DC 10
Used to make salt, material value: 4 oz salt, material cost: 0, skill: none, how much one
can gather depends on the container and carrying capacity.
Description
Trade good, base metal, 6L x 3W x 2H, 30hp/in thickness, 10 hardness, 7.86 density,
Material value: 1 iron ingot, Material cost: 10 lb pure iron, skill: blacksmithing DC 10
Raw metal, can be found in minerals (hematite, goethite, magnetite), Material value: 1 lb
pure iron, Material cost: 1 lb raw hematite, raw goethite, or raw magnetite (also as a by
product of raw zinc), skill: blacksmithing DC 10
1/16in thick, Material value: 1iron sheet, Material cost: 2 lb pure iron, skill:
blacksmithing DC 10
1ft long, 1in thick, Material value: 1 iron bar, Material cost: 3 lb pure iron, skill:
Blacksmithing DC 10
1ft long, 2in wide, 1/4in thick, Material value: 1 iron strip, Material cost: 1 lb pure iron,
skill: blacksmithing DC 10
1/32 in thick, Material value: 1ft iron wire, Material cost: 2 oz pure iron, skill:
blacksmithing DC 15
Trade good, base metal, 6L x 3W x 2H, 30hp/in thickness, 6 hardness, 8.9 density,
Great conductor of electricity, Material value: 1 copper ingot, Material cost: 11 lb pure
copper, skill: blacksmithing DC 10
Pure copper with no impurities, material value: 1 lb pure copper, material cost: 1 lb raw
copper, Skill: blacksmithing DC 10
Raw metal, can be found in minerals (azurite, malachite, chalcopyrite, chalcocite, and
chrysocolla), Material value: 12oz pure copper, 4 oz pure silver, Material cost: (2 lb raw
azurite or raw malachite, 1 1/8 lb raw chalcopyrite, 1 lb raw chalcocite, or 16 lb raw
chrysocolla), skill: blacksmithing DC 10
220
Copper, sheet,
1sq ft
Copper, bar, 1ft
4gp 5sp
3 lb
6gp
4 lb
3gp
2 lb
1sp 8cp
2oz
Silver, ingot
67gp 5sp
13 lb
Silver, 1 lb pure
5gp
1 lb
52gp 5sp
3 lb
67gp 5sp
4 lb
33gp 7sp
2 lb
1gp 8sp
6cp
1250gp
2oz
25 lb
Gold, 1 lb
nuggets
50gp
1 lb
Gold, 1 lb pure
50gp
1 lb
Gold, 1 lb raw
25gp
1 lb
937gp 5sp
6 lb
1237gp 5sp
8 lb
600gp
4 lb
37gp 4sp
4cp
14,000gp
4oz
28 lb
Platinum, 1 lb
nuggets
500gp
1 lb
Platinum, 1 lb
pure
Platinum, sheet,
1sq ft
Platinum, bar,
1ft
Platinum, strip,
1ft
Platinum, wire,
1ft
500gp
1 lb
10,500gp
7 lb
13,875gp
9 lb
6,750gp
4 lb
468gp 7sp
5cp
5 oz
Gold, ingot
Platinum, ingot
1/16in thick, Material value: 1copper sheet, Material cost: 3 lb pure copper, skill:
blacksmithing DC 10
1ft long, 1in thick, Material value: 1 copper bar, Material cost: 4 lb pure copper, skill:
blacksmithing DC 10
1ft long, 2in wide, 1/4in thick, Material value: 1 copper strip, Material cost: 2 lb pure
copper, skill: blacksmithing DC 10
1/32in thick, Material value: 1ft copper wire, Material cost: 2oz pure copper, skill:
blacksmithing DC 15
Trade good, base metal, 6L x 3W x 2H, 10hp/in thickness, 5 hardness, 10.5 density,
Weapons made of this metal are at 1 to dmg rolls (minimum 1), armor made of this metal
is at 1 to AC, Material value: 1 silver ingot, Material cost: 13 lb pure silver, skill:
blacksmithing DC 10
Pure silver with no impurities, found as a byproduct of refining gold, copper, lead and zinc
or in minerals (pyrargyrite, argentite), Material value: 1 lb pure silver, Material cost: (8 lb
raw pyrargyrite, 2 1/8 lb raw argentite, or as a byproduct from refining gold, copper, lead
and zinc), skill: blacksmithing DC 10
1/16in thick, Material value: 1 silver sheet, Material cost: 3 lb pure silver, skill:
blacksmithing DC 10
1ft long, 1in thick, Material value: 1 silver bar, Material cost: 4 lb pure silver, skill:
blacksmithing DC 10
1ft long, 2in wide, 1/4in thick, Material value: 1 silver strip, Material cost: 2 lb pure
silver, skill: blacksmithing DC 10
1/32in thick, Material value: 1ft silver wire, Material cost: 2oz pure silver, skill:
blacksmithing DC 15
Trade good, base metal, 6L x 3W x 2H, 10hp/in thickness, 4 hardness, 19.3 density,
great conductor of electricity, Material value: 1 gold ingot, Material cost: 25 lb pure gold,
skill: blacksmithing DC 10
Nuggets of gold that are different in size mostly from 2oz to 8oz nuggets (though larger
nuggets have been found), found in stream and river beds, material value: 1 lb pure gold,
material cost: 0, skill: mining DC 10
Pure gold with no impurities, material value: 1 lb pure gold, material cost: 1 lb worth of
gold nuggets, or 2 lb raw gold, Skill: blacksmithing DC 10
Raw metal, found in mineral deposits (rock crystal, star rose quartz, smoky quartz,
amethyst, aventurine, carnelian, onyx, chrysoprase, chalcedony, jasper, banded agate, eye
agate, fire agate, frost agate, moss agate, tiger eye agate, and citrine) as tiny flakes
imbedded into the minerals, Material value: 8oz gold and 8oz silver, Material cost: 2 lb
rock crystal, star rose quartz, smoky quartz, amethyst, aventurine, carnelian, onyx,
chrysoprase, chalcedony, jasper, banded agate, eye agate, fire agate, frost agate, moss
agate, tiger eye agate, or citrine, skill: blacksmithing DC 10 (for extracting gold from
mineral deposits, This is normally a gold/silver compound, called electrum, that must be
refined to get the gold)
1/16in thick, Material value: 1 gold sheet, Material cost: 6 lb pure gold, skill:
blacksmithing DC 10
1ft long, 1in thick, Material value: 1gold bar, Material cost: 8 lb pure gold, skill:
blacksmithing DC 10
1ft long, 2in wide, 1/4in thick, Material value: 1 gold strip, Material cost: 4 lb pure gold,
skill: blacksmithing DC 10
1/32in thick, Material value: 1ft gold wire, Material cost: 4oz pure gold, skill:
blacksmithing DC 15
Trade good, base metal, 6L x 3W x 2H, 10hp/in thickness, 8 hardness, 21.45 density,
Material value: 1 platinum ingot, Material cost: 28 lb pure platinum, skill: blacksmithing
DC 10
Nuggets of platinum that are different in size mostly from 2oz to 8oz nuggets (though
larger nuggets have been found), found in stream and river beds, material value: 1 lb pure
platinum, material cost: 0, skill: mining DC 10
Pure platinum with no impurities, material value: 1 lb pure platinum, material cost: 1 lb
worth of platinum nuggets, Skill: blacksmithing DC 10
1/16in thick, Material value: 1 platinum sheet, Material cost: 7 lb pure platinum, Skill:
blacksmithing DC 10
1ft long, 1in thick, Material value: 1 platinum bar, Material cost: 9 lb pure platinum,
Skill: blacksmithing DC 10
1ft long, 2in wide, 1/4in thick, Material value: 1 platinum strip, Material cost: 4 lb pure
platinum, Skill: blacksmithing DC 10
1/32in thick, Material value: 1ft platinum wire, Material cost: 5 oz pure platinum, Skill:
blacksmithing DC 15
221
Steel, ingot
10gp
6 lb
Steel, 1 lb.
1 lb
1gp 6sp
8cp
7gp 5sp
6cp
10gp
1 lb
5gp
1 lb
3sp
1 oz
Tin, ingot
9gp 5sp
9 lb
Tin, 1 lb pure
1gp
1 lb
2 lb
6gp 7sp
5cp
9gp
4gp 5sp
1 lb
2sp 7cp
1 oz
Bronze, ingot
19gp 1sp
4cp
11 lb
Bronze, 1lb.
1gp 7sp
4cp
14gp 3sp
5cp
19gp 5sp
7cp
9gp 1sp
3cp
6sp
1 lb
Bronze, sheet,
1sq ft
Bronze, bar, 1ft
Bronze, strip, 1ft
Bronze, wire, 1ft
2 lb
3 lb
2 lb
3 lb
1 lb
2 oz
Brass, ingot
5gp 2sp
5cp
10 lb
Brass, 1lb.
5sp
1 lb
2 lb
3gp 7sp
5cp
5gp 2sp
5cp
2gp 6sp
1sp 8cp
2 oz
Lead, ingot
4sp 5cp
15 lb
Lead, 1 lb pure
3cp
1 lb
Lead, 1 lb raw
1 lb
Mithral, ingot
1gp 2sp
6cp
120gp
Mithral, 1lb.
40gp
1 lb
3 lb
1 lb
3 lb
222
Mithral, sheet,
1sq ft
Mithral, bar, 1ft
90gp
12 oz
120gp
1 lb
60gp
8 oz
3gp 7sp
5cp
4050gp
oz
13 lb
300gp
1 lb
2925gp
3 lb
4050gp
4 lb
2025gp
2 lb
112gp 5sp
2 oz
4gp 6sp
3cp
9 lb
Zinc, 1 lb pure
5sp
1 lb
Zinc, 1 lb raw
1gp
1 lb
1sp
1 oz
Pewter, ingot
26gp 4sp
10 lb
Pewter, 1 lb
2gp 6sp
4cp
5gp
1 lb
Minerals
Item
Raw hematite
Cost
1gp
Weight
1 lb
Hematite gem
10gp
3oz
2sp
1oz
Raw magnetite
7cp
1 lb
Lodestone
3cp
4oz
Raw goethite
1gp 2sp
3cp
1gp
1 lb
Manganese
powder, 1 oz
1gp 5sp
1oz
Raw azurite
2gp 4sp
1 lb
Adamantine,
ingot
Adamantine,
1lb.
Adamantine,
sheet, 1sq ft
Adamantine, bar,
1ft
Adamantine,
strip, 1ft
Adamantine,
wire, 1ft
Zinc, ingot
Sodium, 1 lb
Raw manganite
1 lb
1 lb
1/16in thick, Material value: 1 mithral sheet, Material cost: 12 oz mithral, skill:
blacksmithing DC 15
1ft long, 1in thick, Material value: 1 mithral bar, Material cost: 1 lb mithral, skill:
Blacksmithing DC 15
1ft long, 2in wide, 1/4in thick, Material value: 1 mithral strip, Material cost: 8 oz mithral,
skill: blacksmithing DC 15
1/32 in thick, Material value: 1ft mithral wire, Material cost: oz mithral, skill:
blacksmithing DC 20
Base metal, 6L x 3W x 2H, 40hp/in thickness, 20 hardness, 10.45 density, weapons
made of adamantine ignore hardness less then 20 when attacking objects and receive +1 to
attack rolls. Armor made from adamantine have a dmg reduction (1/- for light, 2/- for
medium, 3/- for heavy) and reduce the armor check penalty by 1. Since adamantine
finished products are just as hard to craft as a masterwork item, you will need to add
+300gp (weapons), +150gp (armor), +50gp (tools and other items) to the final market
price cost. Material value: 1 adamantine ingot, Material cost: 23 lb adamantine
Base metal, , Material value: 1lb adamantine, Material cost: 1 lb adamantite, skill:
blacksmithing DC 20
1/16in thick, Material value: 1 adamantine sheet, Material cost: 3 lb adamantite, skill:
blacksmithing DC 20
1ft long, 1in thick, Material value: 1 adamantine bar, Material cost: 4 lb adamantite,
skill: Blacksmithing DC 20
1ft long, 2in wide, 1/4in thick, Material value: 1 adamantine strip, Material cost: 2 lb
adamantite, skill: blacksmithing DC 20
1/32 in thick, Material value: 1ft adamantine wire, Material cost: 2 oz adamantite, skill:
blacksmithing DC 25
base metal, 6L x 3W x 2H, 20hp/in thickness, 5 hardness, 7.14 density, Highly resistant
to rust (+6 bonus to saves against corrosion and rusting), Material value: 1 zinc ingot,
Material cost: 9 lb Pure zinc, skill: blacksmithing DC 10
Pure zinc with no impurities, material value: 1 lb pure zinc, material cost: 2 lb
hemimorphite, or 2 lb raw zinc, Skill: blacksmithing DC 10
Raw metal, Can be found in minerals (sphalerite), Material value: 8 oz pure zinc, 3 oz pure
iron, 3 oz pure silver, and 2 oz pure lead, Material cost: 1 lb sphalerite, skill: blacksmithing
DC 10
A white powder, used in making cosmetics, ceramic glass, parchment, paper and in the
process of preserving hides for hide armor or leather, Material value: 1 oz zinc oxide,
Material cost: 1 oz pure zinc, skill: blacksmithing DC 10
6L x 3W x 2H, 10hp/in thickness, 4 hardness, 7.68 density, Material value: 1 pewter
ingot, Material cost: 10 lb pewter, skill: blacksmithing DC 10
Material value: 1 lb pewter, Material cost: 14 oz pure tin, 1 oz pure lead
Used in making soap, paper, baking soda, glass and ceramic, Material value: 1 lb sodium.
Material cost: 2 lb raw halite, 1 hardness, 0.97 density
Description
Used in making iron, hematite gems and red dye powder, hardness 12, Material value: 1
hematite gem, 11oz pure iron, 2oz red dye powder, Material cost: 0, Skill: mining DC 12
Ornamental stone, 1cu in, a shiny gray-black gem often cut in a baguette fashion, used
commonly in healing or rotting types of magic items, Material value: 1 hematite gem,
Material cost: raw hematite, skill: gemcutting DC 15
Used in making red dye (alternatively can be added during the making of steel to dye the
metal), Material value: 1oz red dye powder, Material cost: 1oz raw hematite, skill:
gemcutting DC 10
Used in making iron, hardness 12, Material value: 11 oz pure iron, 4oz lodestone,
material cost: 0, skill mining DC 12
This 4oz chunk of magnetite is polarized (it itself is a magnet), use is unknown, material
value: 1 lodestone, material cost: raw magnetite
Used to make iron and small amounts of manganese powder, hardness 10, material value:
10 oz pure iron, 1oz manganese powder, material cost: 0, skill mining DC 10
Used to make manganese powder, hardness 8, material value: 2 oz manganese powder,
material cost: 0, skill mining DC 8
Used in making steel, You need only 3 grams of powder per lb of steel. Material value: 1oz
manganese powder (30 grams which equals to 10lbs of steel), material cost: raw
manganite or as a by product of raw goethite, skill: blacksmithing 10
Used in making azurite gems and blue dye powder, hardness 8, Material value: 8oz raw
223
Azurite gem
10gp
2oz
Blue dye
powder, 1oz
2sp 8cp
1oz
Raw malachite
2gp 4sp
1 lb
Malachite gem
10gp
2oz
Green dye
powder, 1oz
2sp 8cp
1oz
Raw
chalcopyrite
Raw chalcocite
4sp
1 lb
1gp
1 lb
Sulfur
1sp 9cp
1oz
Raw chrysocolla
8gp
1 lb
Chrysocolla gem
10
1 oz
Raw pyrargyrite
2sp
1 lb
Raw argentite
1gp 2sp
4cp
32gp 5sp
1 lb
Rock crystal
gem
50gp
1 oz
Rock crystal
dust
2gp
1 oz
32gp 5sp
1 lb
50gp
1 oz
2gp
1 oz
Raw smoky
quartz
32gp 5sp
1 lb
Smoky quartz
gem
50gp
1 oz
Smoky quartz
dust
Raw amethyst
2gp
1 oz
52gp 5sp
1 lb
Amethyst gem
100gp
1 oz
Amethyst dust
3gp 3sp
1 oz
Raw aventurine
32gp 5sp
1 lb
Aventurine gem
50gp
1 oz
1 lb
copper, 2 azurite gems, 4oz blue dye powder, material cost: 0, skill mining DC 8
Ornamental stone, 1cu in, a deep blue stone with opaque mottling in darker shades of blue,
Material value: 1 azurite gem, Material cost: raw azurite, skill: gemcutting DC 15
Used in making blue dye (alternatively can be added during the making of steel to dye the
metal), Material value: 1oz blue dye powder, Material cost: 1oz raw azurite, skill:
gemcutting DC 10
Used in making malachite gems and green dye powder, hardness 8, Material value: 8oz
raw copper, 2 malachite gems, 4oz green dye powder, Material cost: 0, skill mining DC 8
Ornamental stone, 1cu in, a green gem with striations of darker green usually cut
cabochon, used commonly in magical items that help prevent falling, Material value: 1
malachite gem, Material cost: raw malachite, skill: gemcutting DC 15
Used in making green dye (alternatively can be added during the making of steel to dye
the metal), Material value: 1oz green dye powder, Material cost: 1oz raw malachite, skill:
gemcutting DC 10
Used in making copper, hardness 6, material value: 6oz raw copper, Material cost: 0, skill
mining DC 6
Used in making copper and extracting sulfur, hardness 5, material value: 13oz raw copper,
3oz sulfur, material cost: 0, skill: mining DC 5
Used in making gunpowder and tindertwig, material value: 1oz sulfur, material cost: raw
chalcocite or raw argentite
Used to make chrysocolla gems and minor amounts of copper, hardness 8, material value:
1oz raw copper, 8 chrysocolla gems, material cost: 0, skill: mining DC 8
Ornamental stone, 1cu in, a translucent, blue-green chalcedony, commonly used in magical
earrings and pendants, Material value: 1 chrysocolla gem, Material cost: raw chrysocolla,
skill: gemcutting DC 15
Used in making silver, hardness 5, material value: 2oz pure silver, material cost: 0, skill:
mining DC 5
Used in making silver and extracting sulfur, hardness 4, material value: 7oz pure silver,
9oz sulfur, material cost: 0, skill: mining DC 4
Used in making gold, rock crystal gems and rock crystal dust, hardness 14, material value:
8oz raw gold, 4 rock crystal gems, 2oz rock crystal dust, material cost: 0, skill: mining DC
14
Semi-precious stone, 1cu in, a clear and transparent stone lacking any impurities,
commonly used for optics and prisms, material value: 1 rock crystal gem, material cost:
raw rock crystal, skill: gemcutting DC 20
Used in making quartz glass and sometimes added to the blades of a saw (not as good as
diamond but a cheaper substitute), material value: 1 oz rock crystal dust, material cost: 1
oz raw rock crystal, skill: gemcutting DC 10
Used in making gold, rose quartz gems and rose quartz dust, hardness 14, material value:
8oz raw gold, 4 rose quartz gems, 2oz rose quartz dust, material cost: 0, skill: mining DC
14
Semi-precious stone, 1cu in, a pink colored smoky quartz, material value: 1 rose quartz
gem, material cost: raw rose quartz, skill: gemcutting DC 20
Used in making pink colored quartz glass, material value: 1 oz rose quartz dust, material
cost: 1 oz raw rose quartz, skill: gemcutting DC 10
Used in making gold, smoky quartz gems and smoky quartz dust, hardness 14, material
value: 8oz raw gold, 4 smoky quartz gems, 2oz smoky quartz dust, material cost: 0, skill:
mining DC 14
Semi-precious stone, 1cu in, ranges from a gritty yellow to brown or black in color,
usually a facet cut, material value: 1 smoky quartz gem, material cost: raw smoky quartz,
skill: gemcutting DC 20
Used in making yellowish brown colored quartz glass, material value: 1 oz smoky quartz
dust, material cost: 1 oz raw smoky quartz, skill: gemcutting DC 10
Used in making gold, amethyst gems and amethyst dust, hardness 14, material value: 8oz
raw gold, 4 amethyst gems, 2oz amethyst dust, material cost: 0, skill: mining DC 14
Fancy stone, 1cu in, a deep purple hue quartz and normally facet cut, commonly used in
magical drinking vessels, material value: 1 amethyst gem, material cost: raw amethyst,
skill: gemcutting DC 25
Used in making purple colored quartz glass, material value: 1 oz amethyst dust, material
cost: 1 oz raw amethyst, skill: gemcutting DC 10
Used in making gold, aventurine gems, hardness 13, material value: 8oz raw gold, 4
aventurine gems, material cost: 0, skill: mining DC 13
Semi-precious stone, 1cu in, displays a sparkling red iridescence that is particularly
noticeable when cut cabochon, material value: 1 aventurine gem, material cost: raw
aventurine, skill: gemcutting DC 20
224
Raw carnelian
32gp 5sp
1 lb
Carnelian gem
50gp
1 oz
Carnelian dust
2gp
1 oz
Raw onyx
32gp 5sp
1 lb
Onyx gem
50gp
1 oz
Raw chrysoprase
32gp 5sp
1 lb
Chrysoprase
gem
50gp
1 oz
Chrysoprase
dust
Raw chalcedony
2gp
1 oz
32gp 5sp
1 lb
Chalcedony gem
50gp
1 oz
Chalcedony dust
2gp
1 oz
Raw jasper
32gp 5sp
1 lb
Jasper gem
50gp
1 oz
Jasper dust
2gp
1 oz
Raw banded
agate
Banded agate
gem
16gp 5sp
1 lb
10gp
1 oz
16gp 5sp
1 lb
10gp
1 oz
16gp 5sp
1 lb
10gp
1 oz
16gp 5sp
1 lb
10gp
1 oz
16gp 5sp
1 lb
10gp
1 oz
16gp 5sp
1 lb
10gp
1 oz
Used in making gold, carnelian gems, hardness 14, material value: 8oz raw gold, 4
carnelian gems, 2oz carnelian dust, material cost: 0, skill: mining DC 14
Semi-precious stone, 1cu in, a red variety of chalcedony in the form of quartz, commonly
used in magic items that offer protection from evil or from bodily harm, material value: 1
carnelian gem, material cost: raw carnelian, skill: gemcutting DC 20
Used in making red colored quartz glass, material value: 1 oz carnelian dust, material cost:
1 oz raw carnelian, skill: gemcutting DC 10
Used in making gold, onyx gems, hardness 14, material value: 8oz raw gold, 4 onyx gems,
material cost: 0, skill: mining DC 14
Semi-precious stone, 1cu in, an opaque agate of alternating black and white lines,
commonly carved and used for magical figurines, material value: 1 onyx gem, material
cost: raw onyx, skill: gemcutting DC 20
Used in making gold, chrysoprase gems and chrysoprase dust, hardness 14, material value:
8oz raw gold, 4 chrysoprase gems, 2oz chrysoprase dust, material cost: 0, skill: mining DC
14
Semi-precious stone, 1cu in, an apple green chalcedony, commonly used in magical items
which provide invisibility, material value: 1 chrysoprase gem, material cost: raw
chrysoprase, skill: gemcutting DC 20
Used in making green colored quartz glass, material value: 1 oz chrysoprase dust, material
cost: 1 oz raw chrysoprase, skill: gemcutting DC 10
Used in making gold, chalcedony gems and chalcedony dust, hardness 14, material value:
8oz raw gold, 4 chalcedony gems, 2oz chalcedony dust, material cost: 0, skill: mining DC
14
Semi-precious stone, 1cu in, translucent white in color , commonly used in magical items
which offer protection from undead, material value: 1 chalcedony gem, material cost: raw
chalcedony, skill: gemcutting DC 20
Used in making white colored quartz glass, material value: 1 oz chalcedony dust, material
cost: 1 oz raw chalcedony, skill: gemcutting DC 10
Used in making gold, jasper gems and jasper dust, hardness 14, material value: 8oz raw
gold, 4 jasper gems, 2oz jasper dust, material cost: 0, skill: mining DC 14
Semi-precious stone, 1cu in, translucent brown in color , commonly used in magical items
which offer protection from poison, material value: 1 jasper gem, material cost: raw jasper,
skill: gemcutting DC 20
Used in making brown colored quartz glass, material value: 1 oz jasper dust, material cost:
1 oz raw jasper, skill: gemcutting DC 10
Used in making gold, and banded agate gems, hardness 14, material value: 8oz raw gold, 4
banded agate gems, material cost: 0, skill: mining DC 14
ornamental stone, 1cu in, opaque stone with striated bands of brown, red, blue, and white
stripes , commonly used in magical items which offer protection from sleep, material
value: 1 banded agate gem, material cost: raw banded agate, skill: gemcutting DC 15
Used in making gold, and eye agate gems, hardness 14, material value: 8oz raw gold, 4
eye agate gems, material cost: 0, skill: mining DC 14
ornamental stone, 1cu in, opaque stone with concentric circles with rings of gray, white,
brown, grayish blue, and drab green , commonly used in magical items which cause sleep,
material value: 1 eye agate gem, material cost: raw eye agate, skill: gemcutting DC 15
Used in making gold, and fire agate gems, hardness 14, material value: 8oz raw gold, 4
fire agate gems, material cost: 0, skill: mining DC 14
ornamental stone, 1cu in, a form of chalcedony that has thin lines of iridescent goethite,
when properly cut the iridescence displays red, brown, gold, and green hues, commonly
used in magical items which cause fire, material value: 1 fire agate gem, material cost: raw
fire agate, skill: gemcutting DC 15
Used in making gold, and frost agate gems, hardness 14, material value: 8oz raw gold, 4
frost agate gems, material cost: 0, skill: mining DC 14
ornamental stone, 1cu in, an agate that is opaque black with small white markings that
resemble snowflakes, commonly used in magical items which cause cold, material value: 1
frost agate gem, material cost: raw frost agate, skill: gemcutting DC 15
Used in making gold, and moss agate gems, hardness 14, material value: 8oz raw gold, 4
moss agate gems, material cost: 0, skill: mining DC 14
ornamental stone, 1cu in, a yellow-white quartz with impurities of manganese, forming
fern-like patterns, commonly used in magical items dealing with nature, material value: 1
moss agate gem, material cost: raw moss agate, skill: gemcutting DC 15
Used in making gold, and tiger eye agate gems, hardness 14, material value: 8oz raw gold,
4 tiger eye agate gems, material cost: 0, skill: mining DC 14
ornamental stone, 1cu in, a golden agate with dark brown striping, commonly used in
magical items that repel spirits, material value: 1 tiger eye agate gem, material cost: raw
225
Raw citrine
32gp 5sp
1 lb
Citrine gem
50gp
1 oz
Citrine dust
2gp
1 oz
Raw cassiterite
7sp 5cp
1 lb
Raw bauxite
3sp
1 lb
Potassium alum
1sp 1cp
1 oz
Raw
hemimorphite
Raw sphalerite
8cp
1 lb
3sp 4cp
1 lb
Raw galena
3sp 4cp
1 lb
Raw mithrite
20gp
1 lb
Raw adamantite
300gp
1 lb
Raw tektite
6gp
1 lb
Tektite gem
10gp
2 oz
Tektite dust
3sp 7cp
1 oz
Raw halite
1gp 6sp
1 lb
Salt, 1 lb
5gp
1 lb
Animal products
Item
Beaver, pelt
Weasel, pelt
Fox, pelt
Muskrat, pelt
Seal, pelt
Ivory, 1lb.
Cost
2gp
4gp
3gp
1gp
5gp
6gp
Weight
Plant products
Item
Wheat, 1lb.
Flour, 1lb.
Tobacco, 1lb.
Cinnamon, 1lb.
Ginger, 1lb.
Pepper, 1lb.
Saffron, 1lb.
Cloves
Wooden tree
Wooden log, 1
Cost
1cp
2cp
5sp
1gp
2gp
2gp
15gp
15gp
6gp
10gp
Weight
1 lb
1 lb
1 lb
1 lb
1 lb
1 lb
1 lb
1 lb
3,307 lb
Wooden plank, 1
3sp
39 lb
Wooden board, 1
4sp
26 lb
Wooden pole, 1
5sp
10 lb
Wood pulp, 1 lb
1sp 3cp
1 lb
1lb
226
Wood, 1 lb scrap
1 cp
Mechanical devices
Item
Cost
Lock, very
20gp
simple
Lock, average
40gp
Lock, good
80gp
Lock, amazing
150gp
Water clock
1,000gp
1 lb
Weight
1lb
1lb
1 lb
1 lb
200 lb
Gigawhorls
3gp
1 lb
Spider poles, 1
set
50gp
10 lb
Weight
1 lb
Alchemists fire,
1 pint
20gp
1 lb
Antitoxin, 1oz
50gp
1oz
Everburning
torch
Holy water, 1
pint
110gp
1 lb
25gp
1 lb
Smoke stick
20gp
8oz
Sunrod
2gp
1 lb
Tanglefoot bag
550gp
4 lb
Thunderstone
30gp
1 lb
Tindertwig
1gp
Various sized scrap wood, could be used for some weapon hilts, firewood, or can be
carved (also other uses). Material cost: gained as a by product of felling and logging trees,
material value: 1 lb scrap wood, skill: none required.
Description
DC 20 open lock
DC 25 open lock
DC 30 open lock
DC 40 open lock
Gives time accurately within half an hour since it was last set. Requires a source of water
and must be kept still because it marks time by the regulated flow of droplets of water.
These tight-wound tops have a lock and spring mechanism. When thrown, they hit the
ground and whirl in a loud, clattering fashion for 1 round. Requires a full-round action to
wind it back up to be used again. +5 bonus to listen checks to hear one going off.
Sometimes used in alarm traps. Range: 10ft if thrown
This odd and gangly assortment of metal poles can be collapsed into a small, lightweight
bundle. When unfolded, however, the spider poles can be snapped variously together to
form a semi-rigid ladder or articulated frame for scaling walls. +10 bonus to climb checks.
One set of poles can be assembled to climb 30ft high supporting 300lb of weight or 60ft
high and only supporting 100 lbs of weight. Requires 5 minutes to set up or break down
and a craft: tinkering, or knowledge: architecture/engineering, or profession: engineering
check DC 15 to set them up properly. Failing by 5 or more means they have a 50% chance
to collapse each round they are supporting weight.
Description
You can throw a flask of acid as a splash weapon. Treat as a ranged touch attack with a
range of 10ft. Direct hit deals 1d6 acid dmg and all within 5ft take 1 point of acid dmg
You can throw a flask of alchemists fire as a splash weapon. Treat as a ranged touch
attack with a range of 10ft. Direct hit deals 1d6 fire dmg and all within 5ft take 1 point of
fire dmg. On the round following the hit, the target takes an additional 1d6 fire dmg. The
target can use a full-round action to extinguish the flames before taking the extra dmg.
This requires a reflex save DC 15 and rolling on the ground gives a +2 bonus.
If you drink antitoxin, you get a +5 alchemical bonus to fort saves against poisons for 1
hour
This torch has a continuous flame spell cast upon it. Clearly illuminates 20ft
You can throw a flask of holy water as a splash weapon. Treat as a ranged touch attack
with a range of 10ft. Direct hit deals 2d4 dmg to undead and evil outsiders and all such
creatures within 5ft take 1 point of dmg. To use this on an incorporeal undead you must
open the flask and pour it on the creature, so you must be adjacent to it. Doing so is a
ranged touch attack that does not provoke an attack of opportunity.
Smoke fills a 10ft cube when ignited (as per fog cloud spell). The stick is consumed after 1
round and the smoke dissipates naturally
1 ft long, golden tipped, iron rod glows brightly when struck. Clearly illuminating 30ft and
will glow for 6 hours.
You can throw this bag as a ranged touch attack with a range of 10ft. Upon hitting a target
the bag burst open and the alchemical goo entangles the target. The entangled creature
takes a 2 penalty to attack rolls, -4 penalty to Dex and must make a reflex save DC 15 or
be glued to the floor, unable to move. Even on a successful save the creature can only
move at half speed. Huge or larger creatures are unaffected. Flying creatures that fail there
save cannot fly and will fall from the sky if in flight (this assumes it uses wings to fly). A
creature that is glued to the floor (or unable to fly) can break free with a DC 17 strength
check or by dealing 15 points of damage (hitting is automatic, must be done with slashing
weapon). Once free the creature can move (or fly) at half speed. Spellcasting requires a
concentration check DC 15. Lasts for 2d4 rounds.
You can throw this stone as a ranged touch attack with a range of 20ft. When it strikes a
hard surface it creates a sonic attack in a 10ft radius spread. All within the area must make
a fortitude save DC 15 or be deafened for 1 hour. Deafened creatures take a 4 penalty on
initiative and has a 20% chance to miscast and loose spells with a verbal component. You
can target a 5ft square, AC 5 so long as no one is standing in the square.
The alchemical substance on the end of this small wooden stick ignites when struck
227
Glass, 1lb.
Sleep gas, 1 pint
5gp
20gp
1 lb
1 lb
Bamsmack
5gp
2oz
Tar makeup, 1
jar (25oz)
3gp
2 lb
Weapon black, 1
jar (25oz)
3gp
2 lb
Disappearing
ink, 1oz
50gp
1oz
Gun powder
8gp 8sp
1 lb
Baking soda
7gp 5sp
1 lb
Cost
5sp
Weight
2 lb
Crowbar
2gp
5 lb
Pick, miners
3gp
10 lb
Sewing needle
Hammer, sledge
5sp
1gp
10 lb
Spade or shovel
Alchemists lab
Artisans tools
Artisans tools,
masterwork
Climbers kit
Disguise kit
Healers kit
Holly and
mistletoe
Holy symbol,
wooden
Holy symbol,
silver
Hourglass
Magnifying
glass
Scale, merchant
Spell component
pouch
2gp
500gp
5gp
55gp
8 lb
40 lb
5 lb
5 lb
Description
This one-handed hammer with an iron head is useful for pounding pitons into walls. If
used as a weapon treat as an improvised weapon that does 1d4 dmg for a medium creature
This iron bar is made for levering closed items open or shattering chains. It gives a +2
bonus for this purpose. If used as a weapon, treat as an improvised weapon that does 1d6
dmg for a medium creature
A common miners pick used for mining. If used as a weapon, treat as an improvised
weapon that does 1d3 dmg for a medium creature
A needle used for sewing cloth
This two-handed hammer with an heavy iron head is useful for breaking wooden doors or
similar objects. Ignore half the hardness of wood and stone structures. If used as a weapon
treat as an improvised weapon that does 1d8 dmg for a medium creature
A common shovel for digging
Having a fully stocked lab provides a +2 bonus to craft (alchemy)
Special tools needed to pursue any craft. Must choose specific craft
These give you a +2 bonus to a single craft skill. Must choose specific craft
80gp
50gp
50gp
-
5 lb
8 lb
1 lb
-
1gp
25gp
1 lb
25gp
100gp
1 lb
-
2gp
5gp
1 lb
2 lb
Spellbook, blank
15gp
3 lb
Thieves tools
Thieves tools,
30gp
100gp
1 lb
2 lb
Used in divine spellcasting as a divine focus, the silver does nothing special other than
used as a status of clergy.
Used to keep track of an hours worth of time passing
+2 bonus to appraise checks for any item that is small or highly detailed, used as flint and
steel to light fires on a sunny day
+2 bonus to appraise checks for anything valued by weight
This water tight pouch has 5gp worth of spell components. It is assumed that it is filled
with the types of components one would need. (reduce cost of component when you need
a component instead of keeping track of each type of component one would have)
100pg spellbook, each spell takes up 1 page per level of the spell (1 page for each 0 level
spell)
Used for disable device and open locks
Gives a +2 bonus on disable device and open locks
228
masterwork
Axe, hatchet
2gp
3 lb
Axe, woodsman
3gp
6 lb
Mallet, cording
10gp
25 lb
Dagger boots
10gp
3 lb
Fishing tackle
5gp
5 lb
Traps,
lobster/crab
5gp
8 lb
Traps, fowlers
3gp
5 lb
Traps, small
4gp
3 lb
Traps, medium
7gp
8 lb
Traps, large
12gp
15 lb
Traps, lethal
10gp
10 lb
Saw, folding
15gp
10 lb
Blade, mini
2gp
1 lb
Glass cutter
10gp
5 lb
Hacksaw,
common blade
10gp
5 lb
Hacksaw,
superior blade
20gp
5 lb
Hinge-removing
set
30gp
15 lb
40gp
10 lb
File, metal
5gp
1 lb
Instrument,
string, Bandore
65gp
5 lb
Used for felling smaller trees and branches. Also can be used as a one-handed light martial
weapon. Dmg (S) 1d3+1, (M) 1d4+1, (L) 1d6+1, crit (x2) slashing
Used for felling larger trees. Also can be used as a two-handed martial weapon. Dmg (S)
1d4+1, (M) 1d6+1, (L) 1d8+1, crit (x3) slashing
A cording mallet is best for splitting wood for making firewood. With a 20lb steel
triangular head, the woodsman only needs to lift the mallet high and let it drop onto the
wood. Also fitted with a steel handle to prevent breaking. If used as a weapon, treat as an
improvised weapon that does 1d8 dmg for a medium creature. Gives a +2 circumstance
bonus to profession: lumberjack when making firewood.
These boots made of fine grain leather and well-tempered steel provide a sure toehold
when climbing. They have a claw shaped blade built into the toe that is raised from the
ground and doesnt hamper movement. +2 bonus to climb checks, but due to the heavy
tread anyone tracking you is at a +2 bonus. Kick dmg will be 1d4 and is considered
unarmed.
This kit includes a Birchwood rod, silken line, corkwood bobbers, steel hooks, lead
sinkers, velvet lures, narrow netting and any other items you might need for individual
fishing including a fillet knife. Gives a +2 bonus to profession: fisherman checks
These traps are essential for catching lobster and crab. You simply bait the trap and leave
it. Allows for a fishing check each hour DC 15 to attempt to catch crab (river or lake) or
DC 20 to catch lobster (if coastal). Each success means 1 has been captured, plus an
additional 1 for every 5 points above the DC. Can hold a max of 10 crab or 5 lobster.
These traps make hunting birds easy. Once set you simply leave it and it allows for a
hunting check each hour (DC 20) to attempt to catch a bird. The type of bird depends
largely on the bait used. Can hold one bird of up to small size.
This small trap will capture a live small animal. Once set you simply leave it and it allows
for a hunting check each hour (DC 20), more than one trap in an area will give you a one
time bonus of +2 to the roll.
This medium trap will capture a live medium animal. Once set you simply leave it and it
allows for a hunting check each hour (DC 25), more than one trap in an area will give you
a one time bonus of +2 to the roll.
This large trap will capture a live large animal. Once set you simply leave it and it allows
for a hunting check each hour (DC 30), more than one trap in an area will give you a one
time bonus of +2 to the roll.
These baited traps work on animals of any size and contain opposing blades that will
decapitate an animal when it comes to feed. Does 5d8 points of dmg to the neck or 2d8
dmg if stepped on. Reflex save to avoid. Allows a hunting check each hour (DC 30)
This folding saw makes it easy to have a ready saw where ever you travel. Requires a fullround action to set up or break down. Gives a +2 bonus to profession: lumberjack checks
This little blade can be used to help cut a hole in the coin purse or pockets of your target.
Gives a +2 bonus to sleight of hand when picking someones pocket. Also they can give
you a +2 to escape artist check if trying to escape rope or cloth bindings.
The diamond head of this glass cutter will cut thru most glass (wont cut thru glass thicker
than 1/2in). Merely plant the sap-sponge in the center of a pane of glass and score a circle
around it. A gentle tap creates a hole. Adjustable to cut a size as small as a mouse or as
large as a medium sized person. Using it requires 1 full-round action per 1/8in thick glass
(1/8in is normal glass thickness). Requires a Dex check (DC 12) to use properly. If you fail
the check the cut section slips, falls and shatters giving those nearby a listen check.
Cuts thru steel or softer metals (anything up to a hardness of 10) at a rate of 1/4in per
round. Each round used is a use and it can be used 10 times before having to replace the
blade. Replacement blades cost 9gp
This diamond tipped blade cuts thru any metal except adamantine (anything up to a
hardness of 19) at a rate of 1/4in per round. Each round used is a use and it can be used 20
times before having to replace the blade. Replacement blades cost 19gp
The hinge-removing set contains all the tools you need to remove hinges on anything from
jewelry boxes to castle keeps. Requires a disable device check (DC 12, 17 for small
objects) and takes 1 round for small hinges, 1 minute for door-sized hinges, and 10
minutes for large hinges
Requires an imprint of the original, 1 day and a craft: locksmithing check DC 15 for keys
that fit simple and average locks and DC 20 for keys that fit good or amazing locks.
These thin but sturdy metal files can be sewn into clothing in case of capture. Cuts thru
metal up to a hardness of 10 at a rate of 1/4in per minute. Each minute is a use and it can
be used 10 times before becoming worthless.
This bass-range instrument can reach low notes. It has a rich and mellow tone. +50gp for
masterwork version giving a +2 on perform checks
229
Instrument,
string, cittern
Instrument,
string, lute
65gp
3 lb
35gp
6 lb
Instrument,
string, Mandolin
Instrument,
string, yarting
40gp
6 lb
40gp
7 lb
Instrument,
stringed, harp
30-120gp
5-50 lb
Nails, 1 lb iron
3sp
1 lb
10gp
10gp
Weight
1 lb
7 lb
1 lb
8oz
1 lb
1 lb
2 lb
3 lb
Weight
1 lb
8 lb
1 lb
-
These pear shaped variations on the common yarting have four sets of paired strings that
produce rich tones. +50gp for masterwork version giving a +2 on perform checks
These round-backed instruments have become a fixture in royal courts. Lutes contain
double strings for fuller sound. The pegs allow for easy tuning and the back rests
comfortably against any stomach. +50gp for masterwork version giving a +2 on perform
checks
These pear shaped instruments produce a delicate, fluttering sound when strummed. +50gp
for masterwork version giving a +2 on perform checks
Yarting music is the bards staple diet. All yartings feature sturdy spruce construction, a
fretted fingerboard, coiled steel strings, and a leather case. +50gp for masterwork version
giving a +2 on perform checks
Harps very in size, shape, and material. We offer full scale harps of wood (75gp, 50lb),
half scale harps of wood (50gp, 25lb) or silver (120gp, 30lb, +2 to perform check), and
quarter-scale harps of wood (30gp, 5lb) or silver (100gp, 10lb, +2 to perform checks). All
produce excellent quality and dreamy sound.
Simple basic iron nails, material cost: 1 lb iron, material value: 1 lb iron nails, skill:
blacksmithing DC 10
Description
Waterproof material, material value
Includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots.
This gives a +5 bonus to fortitude saves against cold weather
Trade good, material value
Trade good, material value
The price depends on how plain or elegant the tapestry is
These shoes are made from soft leather coated with a thick stretchy substance. +2 bonus to
move silently
This black, tight fitting body suit made from silk gives a +2 bonus to move silently
These cloaks are neutral gray in color and of ingenious gnomish design gives a +2 bonus
to hide checks
Description
Bread, meat, cheese, and nuts
Common ale
Common ale
Bread, pastries, meat (choice of chicken, beef, or pork), vegetables (at least three different
choices). As much as you can fit onto a single plate, plus a pitcher of ale or a bottle of
common wine
Wheat bread
Goat cheese
A private room, 1 bed, footlocker and a covered chamber pot in the corner
A place on a raised heated floor, use of a pillow and a blanket in a common shared room,
but separate from the poor accommodations
A place on the floor near the hearth in a common shared room
Bread, pastries, beef, peas, and ale or wine
2cp
2sp
2gp
5sp
8oz
1 lb
-
2sp
5sp
3sp
2sp
2sp
2 lb
10gp
2 lb
Bread, meat stew (mostly chicken, but easy on the meat), carrots and water-downed ale or
cheap wine
Bread, baked turnips, onion and water
230
Weight
Varies
2gp
150gp
1 lb
-
Donkey or mule
Feed, 1 day
Horse, heavy
Horse, light
Horse, pony
Warhorse, heavy
Warhorse, light
Warpony
Saddle, military
8gp
5cp
200gp
75gp
30gp
400gp
150gp
100gp
20gp
10 lb
30 lb
Saddle, Pack
Saddle, riding
Exotic saddle,
Military
Exotic saddle,
pack
Exotic saddle,
riding
Saddlebags
Stabling, 1 day
5gp
10gp
60gp
15 lb
25 lb
40 lb
15gp
20 lb
30gp
30 lb
4gp
5sp
8 lb
-
Animals
Item
Dog, guard
Chicken
Goat
Sheep
Pig
Cow
Ox
Cage, fowlers
Cost
25gp
2cp
1gp
2gp
3gp
10gp
15gp
8gp
Weight
2 lb
Cage, brass
12gp
5 lb
Cost
100gp
Weight
600 lb
Cart
15gp
200 lb
Ship, Galley
30,000gp
Ship, keelboat
3,000gp
Ship, long
10,000gp
Ship, sailing
10,000gp
Rowboat
50gp
100 lb
Transport
Item
Carriage
Description
Armor for your mount. The cost and weight depends on type and how large you mount is.
See armor section for details.
Needed to help control the horse
This medium dog is specially trained to carry a small humanoid rider. It is trained same as
a warhorse.
The best kind of pack animals around, capable of carrying heavy loads over long distances
Oats
Best all-around work animal and mount in common use, for medium humanoids
Best all-around work animal and mount in common use, for medium humanoids
Best all-around work animal and mount in common use, for small humanoids
Combat trained, for medium humanoids
Combat trained, for medium humanoids
Combat trained, for small humanoids
+2 bonus to ride checks to stay in the saddle, if unconscious you have a 75% chance to
stay in the saddle.
A pack saddle is for carrying gear and supplies, but not a rider
Standard saddle, if unconscious you have a 50% chance of staying in the saddle
+2 bonus to ride checks to stay in the saddle, if unconscious you have a 75% chance to
stay in the saddle. Made for unusual mounts
A pack saddle is for carrying gear and supplies, but not a rider, Made for unusual mounts
Standard saddle, if unconscious you have a 50% chance of staying in the saddle. Made for
unusual mounts
1 bag on both sides, can hold 2 cu ft, up to 30lbs.
Includes stable, feed, and grooming
Description
Trained guard dog
Trade good
Trade good
Trade good
Trade good
Trade good
Trade good
This is a cage built of sturdy bamboo and can hold tiny or small sized creatures (typically
used for birds or animals that wont chew their way out). Requires a full-round action to
set up or break down. Provides a +2 circumstance bonus when training or taming.
This cage is made of brass and can hold small sized creatures (typically used for creatures
and animals that would try and chew their way out). Requires a full-round action to set up
or break down. Provides a +2 circumstance bonus when training or taming.
Description
Four-wheeled vehicle that can transport 4 passengers (with an enclosed cab), two drivers
and 10cu ft of cargo (can be pushed to 20 cu ft if tied with rope and secured) on top of the
cab. Pulled by two horses. A carriage comes with the harness needed to pull it.
This two-wheeled vehicle can hold 10 cu ft of cargo (can be pushed to 20 cu ft of cargo if
tied with rope and secured)
This three-masted ship has seventy oars on either side and requires a total crew of 200. A
galley is 130ft long and 20ft wide, and can carry 150 tons of cargo or 250 soldiers. For
8,000 gp more it can be fitted with a ram and castles with firing platforms fore, aft, and
amidships. It moves about 4 miles per hour when being rowed or under sail
This 50-75ft long ship is 15-20ft wide and has a few oars to supplement its single mast
with a square sail. It has a crew of 8-15 and can carry 40-50 tons of cargo or 100 soldiers.
It can also sail down rivers thanks to its flat bottom. It moves about 1 mile per hour
This 75ft long ship with forty oars require a total crew of 50. It has a single mast and a
square sail and can carry 50 tons of cargo or 120 soldiers. It moves about 3 miles per hour
when being rowed or under sail
This larger, seaworthy ship is 75-90ft long and 20ft wide and has a crew of 20. It can carry
150 tons of cargo. It has square sails on its two masts and moves about 2 miles per hour
This 8-12ft long boat holds 2-3 medium passengers and moves about 1-1/2 miles per hour
231
Sled
20gp
300 lb
Wagon
35gp
400 lb
Ship, war
25,000gp
Sleigh, body
8gp
8 lb
Large weaponry
Item
Catapult, heavy
Cost
800gp
Catapult, light
550gp
Catapult, stone
ammunition
Ballista
1gp
500gp
Ram
1,000gp
Siege tower
2,000gp
Buildings
Item
Arrow slit
Arrow slit,
crossletted
Cost
3gp
5gp
This is a wagon on runners for moving through snow and over ice. It can hold 5 cu ft of
cargo (can be pushed to 10 cu ft if tied with a rope and secured). Pulled by two horses or a
team of 5 dogs.
This is a four-wheeled open vehicle for transporting heavy loads. It can hold 40 cu ft of
cargo (can be pushed to 60 cu ft if tied with rope and secured), pulled by two horses.
This 100ft long ship has a single mast, although oars can also propel it. It has a crew of 6080. the ship can hold 160 soldiers, but not for long distances, since there isnt room for
supplies to support that many people. It is not used for cargo and moves about 2-1/2 miles
This body sleigh is designed to haul a body of a creature up to large size. A character can
drag up to 10 times his max load at his normal speed, up to 20 times his max load at
his normal speed and up to 25 times his max load at his normal speed. A character can
pull a number of minutes equal to his constitution before becoming fatigued. Then he can
pull another number of minutes equal to his constitution before being exhausted. At this
point the character must have an hour of complete rest to get rid of exhaustion and then
can start pulling again (though he is still fatigued).
Description
Dmg 6d6 (crit 20/x2), Range: 200ft (min. 100ft) Crew: 4. Because a catapult fires its payload in a
high arc, it can hit squares out of its line of sight. To fire a catapult the crew chief makes a special
attack roll (DC 15) using his base attack bonus, intelligence modifier, range penalty (if any), and
the following appropriate modifiers: -6 no line of sight to target square, cumulative +2 per
previous miss (max +10, if crew can see where most recent misses landed), cumulative +1 per
previous miss (max +5, if crew cant see where most recent misses landed, but observer is
providing feedback). If the check succeeds then the catapult stone hits the square and does dmg to
any object or creature in that square (DC 15 reflex save for half). Once a square is hit then all
other shots hit that same square unless it is re-aimed. If the catapult misses the target square, then
roll 1d8 to determine direction with a result of 1 being toward the catapult and then counting
clockwise. You then count 3 squares in that direction per range increment to determine actual
landing location. Reloading a catapult takes 3 full-round actions, 1 to winch the arm down (DC 15
strength check and up to two crew members can aid another), 1 to latch the arm into place (DC 15
profession: siege engineer check), and 1 to load the catapult ammunition (DC 15 profession: siege
engineer check). It takes 4 full-round actions to re-aim a catapult (multiple crew members can
perform these actions in the same round, so a crew of 4 can re-aim a heavy catapult in 1 round. A
heavy catapult takes up a space 15x15. A catapult is an exotic weapon and those not proficient in
it take a 4 penalty to their attack rolls.
Dmg 4d6 (crit 20/x2), Range: 150ft (min. 100ft) Crew: 2. This is a smaller, lighter version of the
heavy catapult. It functions as the heavy catapult but only requires a DC 10 strength check to
winch the arm down (and only one other crew member can aid another). Also it only takes 2 fullround actions to re-aim a light catapult. A light catapult takes up a space of 10x10
Each stone ammunition of a catapult costs 1gp, although you can always try and find ammunition
laying around.
Dmg 3d8 (crit 19-20/x2), Range: 120ft Crew: 1. A ballista is essentially a huge heavy crossbow
fixed in place. Its size makes it hard for most creatures to aim it. A medium creature has a 4
penalty, a small creature has a 6 penalty and a large creature is unaffected by its size. It takes
anyone smaller than a large sized creature 2 full-round actions to reload a ballista. A ballista is an
exotic weapon and those not proficient in it take a 4 penalty to their attack rolls. A ballista takes
up a space of 5x5
Dmg 3d6 (crit 20/x2), Crew: 10. This heavy pole is sometimes suspended from a movable
scaffold that allows the crew to swing it back and forth against objects. As a full round action, the
character closest to the front of the ram makes an attack roll against the AC of the construction,
applying a 4 penalty if they are not proficient (this is an exotic weapon). In addition to the
damage above, all 10 characters will add their strength modifiers to the damage roll. A ram is
typically 30ft long.
This device is a massive wooden tower on wheels or rollers that can be rolled up against a wall to
allow attackers to scale the tower with cover and get to the top of the wall. The wooden walls are
usually 1ft thick. A siege tower takes up a space of 15x15 and requires 8 people to push it at a
speed of 10ft and they have total cover. The tower can hold up to 12 additional attackers on the
upper floor and they can fire arrows thru slits and have improved cover.
Description
Each arrow slit assumes a space behind it in which the bowman stands (1/2 ft wide x 4ft length)
This is a straight slit with a cross slit for crossbows
232
Wall, masonry
10ft
Wall, curved
masonry, 10ft
Wall, superior
masonry, 10ft
Wall, reinforced
masonry, 10ft
Wall, iron, 10ft
100gp
This is a 10ft section of masonry wall 1ft thick (break DC 35, Hardness 8, HP 90, Climb DC 15)
125gp
40gp
Wall, wooden,
10ft
26gp
Door, simple
wooden
Door, good
wooden
Door, strong
wooden
Door, stone
Door, iron
Portcullis,
wooden
Portcullis, iron
Stairs, wooden,
10ft rise
Stairs, stone,
10ft rise
Stairs, iron, 10ft
rise
Stairs, spiral
Stairs, steep
Stairs, gradual
Window,
shuttered
Window, glass
5gp
This is a 10ft section of masonry wall that has been built with a curve, most commonly used when
building towers.(same as masonry wall)
This is like a masonry wall only it has tighter-fitting stones and less cracking, also commonly
covered with plaster or stucco. (increase climb DC to 25)
This is a 10ft section of masonry wall that has been reinforced with flattened iron bars. (increase
the break DC to 45 and the HP to 180)
This is a 10ft section of iron wall 3in thick (break DC 30, Hardness 10, HP 90, Climb DC 25).
These are normally placed around important places such as vaults
This is a 10ft section of paper wall that is paper thin (break DC 1, Hardness -, HP 1, Climb DC
30). These are used as screens to block line of sight and nothing more.
This is a 10ft section of wooden wall 6in thick (break DC 20, Hardness 5, HP 60, Climb DC 21),
material cost: 20 wooden planks, 6 wooden boards, 1 lb iron nails, material value: 1 10ft section
of wall, Skill: carpentry DC 10
1in thick (hardness 5, HP 10, Break DC: stuck 13, locked 15), 4w x 7h
10gp
1-1/2in thick (hardness 5, HP 15, Break DC: stuck 16, locked 18), 4w x 7h
25gp
2in thick (hardness 5, HP 20, Break DC: stuck 23, locked 25), 4w x 7h
50gp
100gp
500gp
4in thick (hardness 8, HP 60, Break DC: stuck 28, locked 28), 4w x 7h
2in thick (hardness 10, HP 60, Break DC: stuck 28, locked 28), 4w x 7h
3in thick (hardness 5, HP 30, Break DC (to lift): stuck 25, locked 25)
600gp
10gp
2in thick (hardness 10, HP 60, Break DC (to lift): stuck 25, locked 25)
3ft wide simple wooden stairs, rises 10ft for every 10ft horizontal
50gp
3ft wide, normally built into a wall or into a slope behind, rises 10ft for every 15ft horizontal
100gp
3ft wide stairs made of iron, rises 10ft for every 10ft horizontal
+50gp
cost
Double
7gp
Spiral stairs can be made of any material and add to the normal cost of the stairs.
Steep stairs take up less room and less material, rises 10ft for every 5ft horizontal
Gradual stairs take up twice the amount of horizontal space and use twice the amount of materials
This is a typical hole in the wall covered by 1in thick wooden shutters (2ft w x 4ft h)
30gp
This is a typical glass window (can be made to open and close or made to not open at all) (2ft w
x4ft h)
This is a 3 room house made of wood with a thatched roof (each room is 10x10)
This is a 10 room house made of wood with a thatched roof (each room is 10x10)
Per 10ft section
Per 10ft section
Per 10ft section, requires wooden roof underneath (total cost for 10ft section would be 125gp)
Per 10ft section, requires support (either walls made of iron or masonry or pillars every 20ft)
Per 10ft section, requires support (either walls made of iron or masonry or pillars every 40ft)
This is a 20 room residence that has two or three stories and is made of wood (inside) and
masonry (outside). It has a slate roof (each room is 20x20)
This round or square 3 level tower is made of masonry. (each floor is 30x30 or 30ft diameter)
This is a 25 room building with reinforced masonry walls (outside) and wooden walls (inside)
(each room is 20x20)
A castle is a keep that is surrounded by a 15ft high stone wall with four towers, the wall is 10ft
thick, no more than 100 10ft sections of wall. Gatehouse is extra
A huge castle is a large keep (double in size) with up to 10 other simple houses (which are
converted for use as stables, granaries, forge and so on), courtyard areas, 6 towers on the wall, and
an elaborate 20ft high wall that is 10ft thick (no more than 195 10ft sections of wall), gatehouse is
extra
A gatehouse is a building of stone with 5ft thick walls, two reinforced doors guarding a portal 10ft
wide and 12ft high, and machicolated battlements atop the structure. It is 30ft high to the
battlement; the battlement is 7ft high. The gate house is a total area of 30ft long x 20ft wide and
30ft high. The first floor consists of one 10x20 room on either side of the gate (which is used to
control the doors) and lead to the second floor. The second floor is a 30x20 room which has a arch
in the floor mid way (this being the top of the 12ft high doors and archway where people enter
thru), this is normally fitted with murder holes, but costs extra. This is also where you would
control the portcullis if it has been added. The second floor leads to the third floor which is the
150gp
200gp
300gp
House, simple
House, grand
Roof, thatched
Roof, wooden
Roof, slate
Roof, masonry
Roof, iron
Mansion
1,000gp
5,000gp
25gp
75gp
50gp
100gp
300gp
100,000gp
Tower
Keep
50,000gp
150,000gp
Castle
500,000gp
Huge castle
1,000,000gp
Gatehouse, stone
9,500gp
233
Battlement, 15ft
100gp
Catwalk, 10ft
40gp
Excavating dirt,
10x10x10
25gp
Drawbridge,
wooden
Machicolation,
stone
Moat, 10ft
Murder holes,
10x10
Palisade, 10ft
400gp
Parapet, stone,
10ft
Fence, wooden,
10ft
30gp
Household
Item
400gp
100gp
40gp
40gp
5gp
Cost
roof 30x25. The extra 5ft extends out over the front and is the machicolated battlement that is 7ft
high. (see both machicolation stone and battlements for details.
This 15ft section of battlement is set on top of a wall to provide cover for bowmen. A section of
battlement will have two 4ft wide merlons and two 3-1/2ft wide embrasures.
This is a 10ft section of a sturdy wooden platform about 3ft wide which is built upon a wall to
allow defenders to shoot over the wall or fight over the top.
The amount of gold here represents the cost of 4 workers with their own equipment and one of
them being skilled for the time it will take to dig out a 10x10x10 area. You can reduce this cost by
1/3 of the price if you supply the equipment and can eliminate the actual cost if you have
equipment and do the work yourself.
This wooden draw bridge is 30ft long and 10ft wide connected to a wench by a chain. Normally
the chain passes through a wall to the winch.
This is a stone projection which moves the battlement out over the outer face of the wall by 5ft. It
has spaces in the stone flooring which allow missiles to be discharged to the space at the wall.
A water filled ditch, properly packed and graveled. Normally made to be 10ft deep and 30ft wide.
This is a 10ft x10ft section of the floor that has slits, crossletted slits, or similar openings to a
passageway below.
This is a 10ft section of a wooden fence made of logs about six inches thick sunk into the ground
from 4ft to 6ft. A palisade is usually built on the defending side of a ditch and fitted with a
catwalk (both of which costs extra)
This is a 10ft section of stone that is 3ft high and 3ft thick placed on top of a wall to allow for
some cover (not as good as battlements)
This is a simple wooden fence with 6in poles every 5ft sunk into the ground about 4ft and two 5ft
long 3in poles connecting to the poles sunk into the ground. This offers no protection and stands
about 4ft high. This is normally made to contain animals.
Weight
Spellcasting services
service
Cost
Spell, 0-level
Caster level x 5gp
Spell, 1st-level
Caster level x 10gp
Spell, 2nd-level
Caster level x 20gp
Spell, 3rd-level
Caster level x 30gp
Spell, 4th-level
Caster level x 40gp
Spell, 5th-level
Caster level x 50gp
Spell, 6th-level
Caster level x 60gp
Spell, 7th-level
Caster level x 70gp
Spell, 8th-level
Caster level x 80gp
Spell, 9th-level
Caster level x 90gp
Hirelings and services
service
Cost
Coach cab, 1
3cp
mile
Messenger, 1
2cp
mile
Road or gate toll
1sp
Description
Description
This price does not include any cost for components or XP cost (5gp per XP)
This price does not include any cost for components or XP cost (5gp per XP)
This price does not include any cost for components or XP cost (5gp per XP)
This price does not include any cost for components or XP cost (5gp per XP)
This price does not include any cost for components or XP cost (5gp per XP)
This price does not include any cost for components or XP cost (5gp per XP)
This price does not include any cost for components or XP cost (5gp per XP)
This price does not include any cost for components or XP cost (5gp per XP)
This price does not include any cost for components or XP cost (5gp per XP)
This price does not include any cost for components or XP cost (5gp per XP)
Description
The price given is for a ride in a coach that transports people and light cargo between towns, for intown rides normally 3cp will get you where you need to go on a one-way trip.
This entry includes horse-riding messengers (for out of town) and runners (for in-town).
Ships passage, 1
mile
1sp
Alchemist, 1day
1gp
Animal tender,
1day
Architect/
engineer, 1day
Barrister, 1day
Clerk, 1day
Cook, 1day
Entertainer, 1day
2sp
A toll is sometimes charged to travel cross a well trodden, well-kept, and well-guarded road. Large
walled cities might charge a toll for entering or exiting the city (most of the time just for entering)
Many ships dont normally accommodate passengers. This fee gives you the ability to ride on the ship
(to the destination it was heading to already) without having to work. You will still eat and sleep like
the rest of the crew.
One who works with chemicals, hired alchemist will only make items if you supply the raw materials.
The cost is for labor only
Someone to care for animals, also includes shepards, shearers, and swineherds
5sp
A skilled, educated planner, essential for large building projects. Also includes shipwrights
1gp
4sp
1sp
4sp
A lawyer
A scribe specializing in accounting. Also includes translators and interpreters
Someone who can prepare meals, often for large groups
A minstrel, actor, singer, dancer, or poet
234
Laborer, 1day
Limner, 1day
Maid, 1day
Craftsperson,
1day
Mercenary, 1day
Mercenary,
cavalry, 1day
Mercenary
leader, 1day
Porter, 1day
Sage, 1day
Teamster, 1day
1sp
6sp
1sp
3sp
2sp
4sp
A CR 1 fighter concept
A CR 1 fighter concept who can ride and fight from horseback
6sp
1sp
2gp +
3sp
235
Chapter 8: Combat
How combat works
Everybody acts in turn in a regular cycle of rounds. Combat follows this sequence.
1. Each combatant starts out flat-footed. Once a combatant acts, he is no longer flat-footed.
2. The DM determines which characters are aware of their opponents at the start of the battle. If some but not all of the combatants
are aware of one another, a surprise round happens before regular rounds of combat begins. The combatants who are aware of
their opponents get to act during the surprise round, so they roll initiative. Anyone not aware cannot act in the surprise round.
3. Combatants who have not yet rolled initiative do so. All combatants are now ready to begin with their first round of combat.
4. Combatants act in initiative order (highest to lowest)
5. When everyone has had a turn the combatant with the highest initiative begins a new round and acts.
Attack roll
When you make an attack roll, you roll 1d20 and add your attack bonus (other modifiers may also apply). If your results score
higher than the targets AC then you hit and do damage. A roll of a natural 1 is always a miss and something bad will happen (the DM
decides or rolls on a fumble chart if he has one made). A roll of a natural 20 is always a hit and is also a threat (see critical hits below).
Attack bonus
Your attack bonus with a melee weapon is: Base attack bonus + Strength modifier + Size modifier
Your attack bonus with a ranged weapon is : Base attack bonus + Dexterity modifier + size modifier + range penalty
Strength and Dexterity modifiers: You add the bonus of your attribute to the appropriate type of attack, ranged or melee.
Size modifier: The following size modifier is added or subtracted from your attack roll. Find your size to determine your size
modifier. Colossal 8, Gargantuan 4, Huge 2, Large 1, Medium +0, Small +1, Tiny +2, Diminutive +4, Fine +8. Since this same size
modifier applies to AC, two creatures of the same size strike each other normally, regardless of size
Range penalty: The range penalty for a ranged weapon depends on the weapon and the distance to the target. All ranged weapon
have a range increment. Any attack from a distance of less than one range increment is not penalized. Each full range increment causes a
cumulative 2 penalty on the attack roll. Thrown weapons have a maximum range of five range increments, while bows and other
projectiles have a maximum rage of 10 range increments.
Critical Hits
When you make an attack roll and get a natural 20 you hit regardless of AC and you have scored a threat. To find out if its a
critical hit you immediately make a critical roll (another attack roll with all the same modifiers) and if your critical roll also results in a hit
against your targets AC then your original hit was a critical hit (multiply damage by the crit multiplier), if you miss the AC of the target
on your critical roll then its just a normal hit. However, if you score another natural 20 on a critical roll then you deal massive damage.
Roll 1d20 and consult your DMs massive damage table (if he has one) or this is simply an instant kill (if the DM doesnt have a massive
damage table).
Damage
When your attack succeeds you deal damage. You use the base damage of the weapon used and then add any damage modifiers
you might have. If penalties reduce the amount of damage to less than one, you still do 1 point of damage.
Strength modifier: You will add your full strength modifiers to your damage roll with a melee or thrown weapon (including a
sling). Some bows will allow you to add your strength modifier to damage as well. This applies to your main hand when wielding a
weapon one-handed. If using your off-hand then you only add half your strength modifier to damage. If wielding a weapon two-handed
then you will add your strength modifier times 1.5 to the damage (you dont receive this two-handed bonus when wielding a light weapon
with two hands).
Multiplying damage: When you multiply damage, you will roll your normal weapon damage plus your damage modifier (which
is normally just strength, but can include other things like weapon specialization) a number of times equal to the multiplier. So if using a
great axe (1d12 with a x3 crit) and had a strength of 18 (+4 modifier) and your scored a critical attack, then you would roll 1d12+4 three
times or 3d12+12. Sometimes a situation will occur when you need to add multiple multipliers. When two or more multipliers apply to a
damage roll, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus a double
(x2) and a double (x2) applied to the same number results in a triple (x3).
Ability damage: Certain creatures and magical effects can cause temporary ability damage (a reduction to an ability score).
236
Chapter 9: Adventuring
237
238
Animate rope
Detect magic
Cause fear
Flare
Charm person
Ghost sounds
Lullaby
Comprehend
languages
Cure light
wounds
Detect secret
doors
Disguise self
Mage hand
Erase
Mending
Message
Open/close
Expeditious
retreat
Feather fall
Grease
Prestidigitation
Animal
messenger
Animal trance
Charm monster
Blindness/
deafness
Blur
Clairaudience/
Clairvoyance
Confusion
Dimension door
False vision
Dominate person
Heroism, greater
Freedom of
movement
Hallucinatory
terrain
Invisibility,
greater
Legend lore
Mind fog
Calm emotions
Cure serious
wounds
Daylight
Cats grace
Deep slumber
Cure moderate
wounds
Darkness
Dispel magic
Displacement
Daze monster
Fear
Delay poison
Detect thoughts
Gaseous form
Geas, lesser
Hypnotism
Eagles splendor
Glibness
Read magic
Identify
Enthrall
Good hope
Neutralize
poison
Rainbow pattern
Resistance
Lesser confusion
Foxs cunning
Haste
Repel vermin
Summon
instrument
Magic mouth
Glitterdust
Illusory script
Nystuls magic
aura
Obscure object
Heroism
Hold person
Remove fear
Hypnotic pattern
Invisibility
sphere
Leomunds tiny
hut
Major image
Shadow
conjuration
Shout
Silent image
Sleep
Summon
monster I
Tashas hideous
laughter
Undetectable
alignment
Unseen servant
Ventriloquism
Invisibility
Locate object
Minor image
Phantom steed
Remove curse
Scrying
Mirror image
Sculpt sound
Misdirection
Secret page
Pyrotechnics
Rage
Scare
Shatter
See invisibility
Sepia snake sigil
Slow
Speak with
animals
Summon
monster III
Know direction
Light
Silence
Leomunds
secure shelter
Locate creature
Modify memory
Speak with
plants
Summon
monster IV
Zone of silence
Mirage arcana
Cats grace,
mass
Charm monster,
mass
Cure moderate
wounds, mass
Eagles splendor,
mass
Eyebite
Mislead
Nightmare
Foxs cunning,
mass
Geas/ quest
Persistent image
Seeming
Shadow
evocation
Shadow walk
Song of discord
Suggestion,
mass
Summon
monster V
Heroes feast
Ottos
irresistible dance
Permanent
image
Programmed
image
Project image
Scrying, greater
Shout, greater
Summon
monster VI
Sympathetic
vibration
Veil
Sound burst
Suggestion
Summon
monster II
Summon swarm
Tongues
Whispering
wind
239
Divine spells
0 lvl spells
Create water
Cure minor wounds
Detect magic
Detect poison
Guidance
Inflict minor wounds
Light
Mending
Purify food and drink
Read magic
Delay poison
Desecrate
Eagles splendor
Enthrall
Find traps
Gentle repose
Giant vermin
Imbue with spell ability
Inflict critical wounds
Magic weapon, greater
Neutralize poison
Planar ally, lesser
Hold person
Inflict moderate wounds
Make whole
Owls wisdom
Remove paralysis
Glyph of warding
Helpful hand
Inflict serious wounds
Invisibility purge
Locate object
Magic circle against
chaos/evil/good/law
Magic vestments
Meld into stone
Obscure object
Prayer
Protection form energy
Summon monster IV
Sanctuary
Shield of faith
Summon monster I
Restoration, lesser
Shatter
Shield other
Silence
Sound burst
Spiritual weapon
Status
Summon monster II
Undetectable alignment
Zone of truth
Remove blindness/
deafness
Remove curse
Remove disease
Searing light
Speak with dead
Stone shape
Summon monster III
Water breathing
Water walk
Wind wall
Commune
Gate
Blade barrier
Bulls strength, mass
Dictum
Ethereal jaunt
Heal, mass
Implosion
Create undead
Cure moderate wounds,
mass
Dispel magic, greater
Eagles splendor, mass
Holy word
Inflict serious wounds,
mass
Refuge
Regenerate
Earthquake
Fire storm
Miracle
Soul bind
Holy aura
Planar ally, greater
Storm of vengeance
Summon monster IX
Repulsion
True resurrection
Forbiddance
Geas/ quest
Glyph of warding,
greater
Harm
Heal
Restoration, greater
Resurrection
Scrying, greater
Symbol of death
Symbol of insanity
Resistance
Virtue
Hallow
Inflict light wounds,
mass
Insect plague
Mark of justice
Plane shift
Raise dead
Righteous might
Scrying
Resist energy
Poison
Repel vermin
Restoration
Sending
Spell immunity
tongues
240
Slay living
Spell resistance
Heroes feast
Inflict moderate wounds,
mass
Owls wisdom, mass
Planar ally
Summon monster VI
Symbol of fear
Symbol of persuasion
Undeath to death
Wind walk
Word of recall
Symbol of weakness
Word of chaos
Unholy aura
Awaken
Control weather
Baleful polymorph
Call lightning storm
Creeping doom
Cure moderate wounds,
mass
Fire storm
Heal
Scrying, greater
Death ward
Liveoak
Hallow
Insect plague
Move earth
Owls wisdom, mass
Stoneskin
Summon natures ally V
Transmute mud to rock
Transmute rock to mud
Repel wood
Spellstaff
Stone tell
Summon natures ally VI
Summon monster V
Symbol of pain
Symbol of sleep
True seeing
Unhallow
Wall of stone
Druidic spells
0 lvl spells
Create water
Cure minor wounds
Detect magic
Detect poison
Flare
Guidance
Know direction
Light
Mending
Purify food and drink
Read magic
Resistance
Virtue
Foresight
Regenerate
Shambler
Shapechange
Storm of vengeance
Summon natures ally IX
sympathy
241
Tree stride
Unhallow
Wall of fire
Wall of thorns
Righteousness spells
1st lvl spells
Bless
Bless water
Bless weapon
Create water
Cure light wounds
Detect poison
Detect undead
Divine favor
Endure elements
Magic weapon
Protection from chaos/evil
Read magic
Resistance
Restoration, lesser
Virtue
Wilderness spells
1st lvl spells
Alarm
Animal messenger
Calm animals
Charm animal
Delay poison
Detect animals or plants
Detect snares and pits
Endure elements
Entangle
Hide from animals
Jump
Longstrider
Magic fang
Pass without trace
Read magic
Resist energy
Speak with animals
Summon natures ally I
Arcane spells
0 lvl spells
Acid splash
Arcane mark
Dancing lights
Daze
Detect magic
Detect poison
Disrupt undead
Flare
Ghost sound
Light
Mage hand
Mending
Message
Open/close
Cause fear
Charm person
Chill touch
Color spray
Comprehend languages
Detect secret doors
Detect undead
Disguise self
Endure elements
Enlarge person
Erase
Blindness/ deafness
Blur
Bulls strength
Cats grace
Command undead
Continual flame
Darkness
Darkvision
Daze monster
Detect thoughts
Eagles splendor
242
Prestidigitation
Ray of frost
Read magic
Resistance
Expeditious retreat
Feather fall
Grease
Hold portal
False life
Flaming sphere
Fog cloud
Foxs cunning
Haste
Heroism
Hold person
Illusory script
Touch of fatigue
Hypnotism
Identify
Jump
Mage armor
Magic missile
Ghoul touch
Glitterdust
Gust of wind
Hypnotic pattern
Invisibility
Magic weapon
Mount
Nystuls magic aura
Obscuring mist
Protection from
chaos/evil/good/law
Ray of enfeeblement
Reduce person
Knock
Leomunds trap
Locate object
Magic mouth
Melfs acid arrows
Invisibility sphere
Keen edge
Leomunds tiny hut
Lightning bolt
Magic circle against
chaos/evil/good/law
Magic weapon, greater
Major image
Nondetection
Phantom steed
Protection from energy
Minor image
Mirror image
Rage
Ray of exhaustion
Shield
Shocking grasp
Silent image
Sleep
Summon monster I
Tensers floating disk
True strike
Unseen servant
Ventriloquism
Misdirection
Obscure object
Owls wisdom
Protection from arrows
Pyrotechnics
Resist energy
Rope trick
Scare
Scorching ray
See invisibility
Shatter
Spectral hand
Spider climb
Summon monster II
Summon swarm
Tashas hideous laughter
Touch of idiocy
Web
Whispering wind
Secret page
Sepia snake sigil
Shrink item
Sleet storm
Slow
Stinking cloud
Suggestion
Summon monster III
Tongues
Vampiric touch
Water breathing
Wind wall
Chain lightning
Circle of death
Contingency
Control water
Create undead
Dimensional lock
Discern location
Horrid wilting
Incendiary cloud
Iron body
False vision
Feeblemind
Hold monster
Disintegrate
Dispel magic, greater
Eagles splendor, mass
Maze
Mind blank
Moment of prescience
Eyebite
Invisibility, mass
Limited wish
Mordenkainens
magnificent mansion
Mordenkainens sword
Gate
Hold monster, mass
Imprisonment
Meteor swarm
Mordenkainens
disjunction
Power word kill
Prismatic sphere
Refuge
Magic jar
Major creation
Mind fog
Flesh to stone
Foxs cunning, mass
Geas/ quest
Phase door
Plane shift
Power word, blind
Otilukes telekinetic
sphere
Ottos irresistible dance
Planar binding, greater
Polar ray
Fire shield
Fire trap
Geas, lesser
Globe of invulnerability,
lesser
Hallucinatory terrain
Ice storm
Illusory wall
Invisibility, greater
Leomunds secure
shelter
Locate creature
Minor creation
Otilukes resilient sphere
Phantasmal killer
Polymorph
Rainbow pattern
Rarys mnemonic
enhancer
Reduce person, mass
Remove curse
Scrying
Shadow conjuration
Shout
Solid fog
Stone shape
Stoneskin
Summon monster IV
Wall of fire
Wall of ice
Shades
Shapechange
Soul bind
Summon monster IX
243
Mirage arcana
Mordenkainens faithful
hound
Mordenkainens private
sanctum
Nightmare
Overland flight
Passwall
Globe of invulnerability
Guards and wards
Prismatic spray
Project image
Teleportation circle
Time stop
Heroism, greater
Reverse gravity
Prismatic wall
Scrying, greater
Sequester
Shadow conjuration,
greater
Simulacrum
Spell turning
Weird
Wish
Permanency
Persistent image
Legend lore
Mislead
Mordenkainens
lucubration
Move earth
Otilukes freezing sphere
Statue
Summon monster VII
Symbol of stunning
Symbol of weakness
Teleport object
Teleport, greater
Vision
Waves of exhaustion
Screen
Shadow evocation,
greater
Shout, greater
Summon monster VIII
Sunburst
Symbol of death
Symbol of insanity
Sympathy
Temporal stasis
Trap the soul
Spell Descriptions
Acid fog
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Acid splash
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Aid
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Alarm
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Align weapon
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Alter self
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Analyze dweomer
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Animal growth
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
244
Saving throw:
Spell resistance:
Description
Animal messenger
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Animal shapes
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Animal trance
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Animate dead
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Animate objects
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Animate plants
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Animate rope
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Antilife shell
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Antimagic field
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Antipathy
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Antiplant shell
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Arcane eye
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Arcane lock
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Arcane mark
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Arcane mark
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Arcane sight
245
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Description
Baleful polymorph
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Bane
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Banishment
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Barkskin
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Bears endurance
school
Lvl:
Components:
Casting time:
Description
Description
Bestow curse
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Bigbys clenched fist
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Bigbys crushing hand
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Bigbys forceful hand
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
246
Duration:
Saving throw:
Spell resistance:
Spell resistance:
Description
Description
Description
bless
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Blink
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Bless water
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Bless weapon
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Blight
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Blindness/ deafness
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Blur
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Break enchantment
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Bulls strength
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Bulls strength, mass
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
247
Burning hands
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Description
Charm animal
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Call lightning
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Call lightning storm
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Calm animals
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Calm emotions
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Cats grace
school
Description
Cause fear
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Chain lightning
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Changestaff
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Chaos hammer
school
Lvl:
Components:
Description
Description
Charm monster
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Charm monster, mass
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Charm person
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Chill metal
school
Lvl:
Components:
Casting time:
Range:
248
Saving throw:
Spell resistance:
Description
Cloudkill
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Chill touch
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Circle of death
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Clairaudience/ clairvoyance
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Cloak of chaos
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Clone
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Description
Description
Color spray
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Command
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Command, greater
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Command plants
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Command undead
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Commune
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Commune with nature
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Comprehend languages
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Cone of cold
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
249
Confusion
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Confusion, lesser
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Consecrate
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Contact other plane
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Contagion
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Contingency
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Control winds
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Continual flame
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Control plants
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Control undead
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Control water
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Control weather
school
Lvl:
Description
Description
Create food and water
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Create greater undead
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Create undead
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Create water
school
Lvl:
Components:
Casting time:
250
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Duration:
Saving throw:
Spell resistance:
Spell resistance:
Description
Description
Dancing lights
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Creeping doom
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Crushing despair
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Cure critical wounds
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Cure critical wounds, mass
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Cure light wounds
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Description
Cure minor wounds
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Cure moderate wounds
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Cure moderate wounds, mass
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Curse water
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Description
Description
Darkness
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Darkvision
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Daylight
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Daze
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
251
Description
Daze monster
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Death knell
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Death ward
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Deathwatch
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Deep slumber
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Delay poison
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Detect chaos
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Description
Detect evil
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Detect good
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Detect law
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Detect magic
school
Lvl:
Components:
252
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Saving throw:
Spell resistance:
Description
Description
Detect undead
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Diminish plants
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Detect poison
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Detect scrying
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Detect secret doors
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Detect snares and pits
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Detect thoughts
school
Lvl:
Components:
Casting time:
Range:
Description
Dictum
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Dimension door
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Dimensional anchor
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Dimensional lock
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Description
Description
Discern lies
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Discern location
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Disguise self
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Disintegrate
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
253
Description
Dismissal
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Dispel chaos
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Dispel evil
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Dispel good
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Dispel law
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Dispel magic
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Dispel magic, greater
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Displacement
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Disrupt undead
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Disrupting weapon
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Divination
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Divine favor
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Divine power
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Dominate animal
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Dominate monster
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Dominate person
school
Lvl:
254
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Duration:
Saving throw:
Spell resistance:
Description
Description
Earthquake
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Enlarge person
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Doom
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Drawmijs instant summons
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Dream
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Eagles splendor
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Eagles splendor, mass
school
Lvl:
Components:
Casting time:
Description
Elemental swarm
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Endure elements
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Energy drain
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Enervation
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Description
Description
Enlarge person, mass
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Entangle
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Enthrall
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Entropic shield
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
255
Spell resistance:
Description
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Erase
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Ethereal jaunt
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
256
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Description
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
257
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
258
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
name
school
Lvl:
Components:
Casting time:
Range:
Area /effect /target:
Duration:
Saving throw:
Spell resistance:
Description
Description
name
school
Lvl:
Components:
Casting time:
259
Major
01-10
11-20
21-25
26-35
36-45
46-55
56-75
76-80
81-100
Item
Armor and shields
Weapons
Potions
Rings
Rods
Scrolls
Staffs
Wands
Wondrous items
Armor
Magic armor is a common but vital item. In general it protects the wearer to a greater extent than nonmagical armor. Magic armor
bonuses are enhancement bonuses, never rise above +5, and stack with regular armor bonuses. All magic armor is better than masterwork
armor and you will reduce the armor check penalty by 1 per +1 enhancement of the armor (to a max of 5 from a +5 armor). In addition to
an enhancement bonus, armor may have special abilities and count as additional bonuses for determining the market value of an item, but
do not improve the AC. A suit of armor cannot have an effective bonus higher than +10 and must have a minimum of a +1 to have a
special ability. A suit of armor or shield may be made of an unusual material. Roll d%: 01-95 indicates standard material, 96-100 indicates
the item is made of a special substance (see special materials in the creating magic items section).
Caster level for armor and shields: the caster level of a magic shield or armor with a special ability is given in the item
description. For an item with only an enhancement bonus, the caster level is three times the enhancement bonus. If the item has both an
enhancement bonus and a special ability, then the higher of the two caster level requirements must be met.
Shield hardness and hit points: Each +1 of enhancement bonus adds 2 to a shields hardness and +10 hit points
Activation: Usually a character benefits from magic armor and shields by wearing them. If the item has an ability that the user
must activate, then they must utter a command word (standard action).
260
Armor cost
+155 gp
+160 gp
+175 gp
+250 gp
+165 gp
+200 gp
+300 gp
+350 gp
+350 gp
+400 gp
+750 gp
+1,650 gp
Shield cost
+165 gp
+153 gp
+159 gp
+157 gp
+170 gp
+180 gp
Major
01
02
03
04
05
-
Special ability
Aspected
Resistant armor (light)
Emergency reservoirs
Fluid (light)
Resistant armor (medium)
Imprinted
Resistant armor (heavy)
Fluid (medium)
Glamered
Reshaping
Arrow catching
Bashing (shield only)
Blinding
Bludgeoning resistance
Buoyant
Clamping
261
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
Confidence
Echotrapping
Floating
Fortification, light
Gaze protection
Grace
Hardened
Healing
Impact resistance
Inspiration
Photosynthetic
Picker
Piercing resistance
Plant
Purging
Quick don
Quick release
Reduction
Rust proof
Slashing resistance
Spell storing
Spell casting (light)
Storing
Water breathing
Wild
Acrobat
Shadow
Silent moves
Slick
Fluid (heavy)
Animated (shield only)
Aquan
Arrow deflection
Bulls armor (+2)
Cats armor (+2)
Dark
Deflecting (+1)
Desert
Divine conduit
Dopple
Dread
Echotrapping
Glimmer
Grasping
Grotesque
Healing, greater
Leadership
Magnetic
Morphic
Muse
Ravens armor (+2)
Reflection, spell
Ritual combat
Sacrificial
Seeming
Shifting
Smoking
Solace
Solace, dark
Spell resistance (13)
Spellcasting (medium)
Stowing
Terran
Totem
Virtue
Weightless
Wolverine (+2)
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
+3,750 gp
+3,750 gp
+3,750 gp
+3,750 gp
+5,000 gp
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
262
96
97
98
99
-
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
-
06
07
08
09
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
Wyrdweave
Shadow, improved
Silent moves, improved
Slick, improved
Acid resistance
Cold resistance
Electricity resistance
Fire resistance
Negative energy resistance
Positive energy resistance
Sonic resistance
Arcane
Blood-linked
Bone, celestial
Bone, fiendish
Bulls armor (+4)
Cats armor (+4)
Dampening
Dark, greater
Deathwarding
Deflecting (+2)
Dopple, greater
Echotrapping
Empowered healing
Firm faith
Fortification, moderate
Ghost touch
Girding
Glancing
Ignan
Invulnerability
Moonbeam
Nagley
Ravens armor (+4)
Recall
Resisting, enhanced spell
Retributive
Runic
Rusting
Spell resistance (15)
Spell storing, greater
Steelspray
Thorny
Totem, dire
Undead controlling
Undetectable
Wolverine (+4)
Shadow, greater
Silent moves, greater
Slick, greater
Acid resistance, improved
Cold resistance, improved
Electricity resistance, improved
Fire resistance improved
Sonic resistance, improved
Absorption, spell
Deflecting (+3)
Echotrapping
Greater invulnerability
Phoenix
Shifting, greater
Solace, greater
Solace, greater dark
Spell resistance (17)
Tentacled
Etherealness
Contingency
+2
+15,000 gp
+15,000 gp
+15,000 gp
+18,000 gp
+18,000 gp
+18,000 gp
+18,000 gp
+18,000 gp
+18,000 gp
+18,000 gp
+3
+3
+3
+3
+3
+3
+3
+3
+3
+3
+3
+3
+3
+3
+3
+3
+3
+3
+3
+3
+3
+3
+3
+3
+3
+3
+3
+3
+3
+3
+3
+3
+3
+3
+3
+3
+33,750 gp
+33,750 gp
+33,750 gp
+42,000 gp
+42,000 gp
+42,000 gp
+42,000 gp
+42,000 gp
+4
+4
+4
+4
+4
+4
+4
+4
+4
+4
+49,000 gp
+5
263
72
Deflecting (+4)
+5
73
Echotrapping
+5
74
Fortification, heavy
+5
75
Great invulnerability
+5
76
Negating
+5
77
Reflection, greater spell
+5
78
Spell resistance (19)
+5
79
Acid resistance, greater
+66,000 gp
80
Auran
+66,000 gp
81
Cold resistance, greater
+66,000 gp
82
Electricity resistance, greater
+66,000 gp
83
Fire resistance, greater
+66,000 gp
84
Sonic resistance, greater
+66,000 gp
85
Acid warding
+6
86
Cold warding
+6
87
Echotrapping
+6
88
Fire warding
+6
89
Great invulnerability
+6
90
Great spell resistance (21)
+6
91
Infinite arrow deflection
+6
92
Lightning warding
+6
93
Sonic warding
+6
94
Great invulnerability
+7
95
Great spell resistance (23)
+7
96
Exceptional arrow deflection
+8
97
Great spell resistance (25)
+8
98
Great spell resistance (27)
+9
99
Great reflection
+9
100
100
100
Roll twice again (1)
1. If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better.
Specific armor
Minor
01-50
51-80
81-100
-
Medium
01-25
26-45
46-57
58-67
68-82
83-97
98-100
-
Major
01-10
11-20
21-32
33-50
51-60
61-75
76-90
91-100
Specific armor
Mithral shirt
Dragonhide plate
Elven chain
Rhino hide
Adamantine breastplate
Dwarven plate
Banded mail of luck
Celestial armor
Plate armor of the deep
Breastplate of command
Mithral full plate of speed
Demon armor
Market price
1,100 gp
3,300 gp
4,150 gp
5,165 gp
10,200 gp
16,500 gp
18,900 gp
22,400 gp
24,650 gp
25,400 gp
26,500 gp
52,260 gp
Specific shields
Minor
01-30
31-80
81-95
96-100
-
Medium
01-20
21-45
46-70
71-85
86-90
91-95
96-100
-
Major
01-20
21-40
41-60
61-90
91-100
Specific shield
Darkwood buckler
Darkwood shield
Mithral heavy shield
Casters shield
Spined shield
Lions shield
Winged shield
Absorbing shield
Market price
205 gp
257 gp
1,020 gp
3,153 gp
5,580 gp
9,170 gp
17,257 gp
50,170 gp
264
Acid resistance: absorbs the first 10 points of acid damage per attack. faint abjuration; caster level: 3rd; prerequisite: craft magic
arms and armor, resist energy; market price: +18,000 gp
Acid resistance, improved: absorbs the first 20 points of acid damage per attack. moderate abjuration; caster level: 7th;
prerequisite: craft magic arms and armor, resist energy; market price: +42,000 gp
Acid resistance, greater: absorbs the first 30 points of acid damage per attack. moderate abjuration; caster level: 11th;
prerequisite: craft magic arms and armor, resist energy; market price: +66,000 gp
Acid warding: absorbs the first 50 points of acid damage per attack. Strong abjuration; caster level: 21st; prerequisite: craft
magic arms and armor, protection from energy; market price: +6
Acrobat: +5 bonus to tumble checks. Faint transmutation; caster level: 5th; prerequisite: craft magic arms and armor, cats grace;
market price: +3,750 gp
Animated: Upon command, the shield will float within 2ft of the wielder, protecting her as if she were using it but freeing up
both hands. Strong transmutation; caster level: 12th; prerequisite: craft magic arms and armor, animate objects; market price:+2.
Aquan: allows wearer to move underwater without penalty, including negating armor check penalties to swim checks. moderate
abjuration; caster level: 7th; prerequisite: craft magic arms and armor, freedom of movement; market price: +2.
Arcane: reduce the chance for arcane spell failure by 10% per +1 bonus of armor. moderate abjuration; caster level: 10th;
prerequisite: craft magic arms and armor, freedom of movement; market price: +3
Arrow catching: This ability grants a +1 deflection bonus against ranged attacks. Any projectile or thrown weapon aimed at a
target within 5ft of the wearer will instead target the wearer. moderate abjuration; caster level: 8th; prerequisite: craft magic arms and
armor, entropic shield; market price: +1
Arrow deflection: grants the wearer the maneuver deflect arrows. faint abjuration; caster level: 5th; prerequisite: craft magic
arms and armor, shield; market price: +2
Aspected: Displays a holy symbol, family crest, clan emblem, or some other identifying mark of the wearer. 5 on disguise
checks and +2 on diplomacy checks in situations where his identity or affiliation are important. faint transmutation; caster level: 3rd;
prerequisite: craft magic arms and armor, alter self; market price: +250 gp
Auran: the wearer gains the abilities: feather fall at will, gaseous form 1/day, and levitate 3/day. moderate transmutation; caster
level: 10th; prerequisite: craft magic arms and armor, feather fall, gaseous form, levitate; market price: +66,000 gp
Bashing: A bashing shield deals damage as if it were a weapon two size categories larger then normal (thus a medium light
shield deals 1d6 dmg and a medium heavy shield deals 1d8 dmg). moderate transmutation; caster level: 8th; prerequisite: craft magic arms
and armor, bulls strength; market price: +1
Blinding: This ability flashes with a brilliant light 2/day upon command. All within 20ft, except the wearer, must make a DC 14
reflex save or be blinded for 1d4 rounds. moderate evocation; caster level: 7th; prerequisite: craft magic arms and armor, searing light;
market price: +1
Blood-linked: Any time someone who is wearing this armor or shield suffers dmg from a melee attack, a number of hit points
equal to half the damage is stored in the armor for later use. These hit points can be used to pay the cost incurred when using the blood
power feat. If these hit points are not used they disperse at a rate of 1 hp per day. Armor with this ability can hold 30 hp, a light shield can
hold 10 hp, a heavy shield can hold 20hp and a tower shield can hold 30hp. strong necromancy; caster level: 15th; prerequisite: craft
magic arms and armor, vampiric touch; market price: +3
Bludgeoning resistance: this enchantment adds a damage reduction 5/magic against bludgeoning attacks. moderate abjuration;
caster level: 8th; prerequisite: craft magic arms and armor, stoneskin; market price: +1
Bone, celestial: This enchantment changes an item from wood, metal, or stone into one of celestial bone. Such items constantly
radiate a daylight spell. Cannot be broken by any physical means and they retain all prior bonuses and abilities from before receiving this
enchantment. The user can use the following 1/day each: bless, shield of faith, and holy smite. Its enchantment bonus can be added to
turn/destroy undead checks. Any non-good creature that equips this item suffers 2 negative levels worth of drain (loss of two HD). This
only applies while the non-good person has the item equipped. strong conjuration; caster level: 12th; prerequisite: craft magic arms and
armor, gentle repose, planar ally; market price: +3
Bone, fiendish: This enchantment changes an item from wood, metal, or stone into one of fiendish bone. Such items constantly
radiate a deeper darkness spell. Cannot be broken by any physical means and they retain all prior bonuses and abilities from before
receiving this enchantment. The user can use the following 1/day each: bane, entropic shield, and the ability to smite good (similar to the
holy smite spell). Its enchantment bonus can be added to rebuke/command undead checks. Any non-evil creature that equips this item
suffers 2 negative levels worth of drain (loss of two HD). This only applies while the non-evil person has the item equipped. strong
conjuration; caster level: 12th; prerequisite: craft magic arms and armor, gentle repose, planar ally; market price: +3
Bulls armor: When equipped it grants a bonus to the users strength score (either a +2 or a +4). The actual bonus depends on the
strength of the enchantment. This enchantment also grants a +2 moral bonus to save vs. fear effects. moderate transmutation; caster level:
6th; prerequisite: craft magic arms and armor, bulls strength; market price: +2 (for +2 Str), +3 (for +4 Str)
Buoyant: Upon command the item will float up to the surface of water (or other liquid) at a rate of 30ft per round and will
continue to float until deactivated. The buoyant item can also affect any person or object attached to it up to ten times the weight of the
buoyant item. faint transmutation; caster level: 3rd; prerequisite: craft magic arms and armor, levitate; market price: +1
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