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Introduction Chapter 1: Basics Ability Scores The Abilities Miscellaneous Rules Chapter 2: Races Al Bhed Bangaa Cetra Dwarf

Elvaan Galka Hume Mithra Moogle Nu Mou Qu Ronso Tarutaru Viera Chapter 3: Base Classes Class Descriptions Archer Bard Beastmaster Black Mage Blue Mage Dragoon Engineer Fighter Gunner Knight Monk Red Mage Summoner Thief White Mage

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Alternative Class Features Holy Knight Dark Knight Chapter 4: Skills Skill Summary Acquiring Skill Ranks Skill Descriptions

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9 10 10 Chapter 5: Feats 10 Acquiring Feats 11 Types of Feats 11 Feat Descriptions 12 12 Chapter 6: Equipment 12 Wealth and Money 13 Tech Upgrades 13 Weapons 14 Armor 14 Goods and Services 15 15 Chapter 7: Prestige Classes Arithmetician 16 Azure Magister 18 Berserker 19 Chemist 23 Chocobo Knight 27 Clan Hunter 34 Corsair 37 Dancer 42 Diamond Magister 45 Divine Knight 50 Dragon Disciple 54 Elemental Fist Disciple 58 Elementalist 63 Fell Knight 73 Geomancer 76 Green Mage 89 Gun Mage 93 Judge Magister

121 121 121 124 Chapter 8: Magic 136 MP System 141 Casting Spells Spell Types 151 Elements 151 Status Effects 155 Spell Descriptions 157 160 Chapter 9: Spells & Songs 162 Black Mage Spell List 166 Blue Mage Spell List 169 Red Mage Spell List 169 White Mage Spell List 172 Bard Song List 173 Spells 176 Songs 178 180 Chapter 10: Magical Items 182 Materia 185 Alchemical Items 188 Magical Accessories 189 191

Lucky Gambler Magicite Knight Magitek Pilot Mediator Mime Mystic Knight Ninja Onyx Magister Oracle Paradigm Shifter Ruby Magister Samurai Scholar Sky Pirate Soldier Time Mage

193 195 197 199 201 203 205 209 211 213 214 216 218 221 223 225 227 227 227 227 230 231 233 238 238 241 244 245 248 250 319 339 339 348 350

Credits
Alan Willig (Viladin FFd20 Creator) Lead Designer, Editor, Proofreader, Destroyer of Worlds Website: http://ffd20.hosted.cz.cc/ffd20/index.html Tesla and Zane of the FF1 Project For harassing me, breaking my system, laughing at my spelling mistakes, and generally allowing me to copy their stuff because they're better at wordsing than I am. Eric Apfel Artwork (Cover and Backcover), Proofreader, Ideas and Concepts Nu and Zeta-Kai (from Giant in the Playground Forums) Ideas and Concepts I would also like to thank people from my forums and people from my Forums for helping with suggestions and playtesting. You know who you are.

Welcome to Final Fantasy d20!


In this handbook, you will find all the information needed to run a Final Fantasy d20 game, or to add Final Fantasy flavor to your normal 3.5 edition campaign. The series is designed for electronic distribution, made to for modular access to the game system in PDF format that is easy to print out and use as you need them for your games. This particular chapter is only the beginning. It is designed as an introduction to the FFd20 game, to give interested parties the overall design philosophy. This chapter is an introduction to the game itself. It is important to note that this game is built entirely with the 3.5 edition rules in mind, and thus often very closely resembles those rules. Departures from the core system were carefully considered and studied to measure their impact on the game. Those departures that were ultimately embraced were those that added a significant Final Fantasy Feel to the tabletop game, which includes emulating some aspects of a computer RPG (CRPG) in Pen-And-Paper format, and adopting some of the more archetypal FF trappings. Departures include things like the magic points, limit breaks, FF spells, summons and plenty of other ways in which FFd20 is distinguished. Even with these diversions, care has been taken to ensure a balance with non-FFd20 sources. Any materials made for the core system of 3.5 edition should work side-by-side with the FFd20 rules without much complication. Advice is given in a later document (Conversions) about how to integrate the material. It is largely assumed, however, that in using the FFd20 system, you will be largely using things designed for the FFd20 system. Final Fantasy d20 puts you in control of the vast worlds of Final Fantasy. Regardless of how you use the material in these documents, it is your world now.

What is Final Fantasy d20?


Final Fantasy d20 (abbreviated as FFd20) is a table-top role-playing game that uses 3.5 edition rules combined with the style of the Final Fantasy videogames to create a pen-and-paper RPG that is capable of putting the epic, save-the-world adventure, deep characterization, and story philosophies that have become the hallmark of the Final Fantasy games into the control of any group of gamers. In doing this, FFd20 takes 3.5 edition as its rules base, and supplements it with new races, new classes, feats, skills, spells, prestige classes, characters, monsters, meanings, and iconography of the Final Fantasy games. Rather than focus on emulating the mechanics of the FF games, FFd20 cherry-picks from various games in the

series, utilizing trends that unite them to forge a table-top game system that can successfully drive home a unique Final Fantasy feel in play. In short, the rules and advice in these documents is not just for any night of normal gaming. FFd20 promotes episodic, narrative-focused, character-driven gaming, in which the players put themselves in the roles of heroes, not just adventurers. More dramatic and involved than dungeon raids, the campaigns of FFd20 focus on philosophical themes of humanity, such as death, love, truth, evolution, time and space, and true human nature, entwining these ideas into the heroes and the villains and the world itself. FFd20 explores these stories with imagery drawn from the Final Fantasy series, and through that series, through world myth and legend. At the center of FFd20, like at the center of any FF game, is the concept of envelopepushing storytelling, examining the meaning behind the myths, and drawing them into a blending of logic and passion, coupled with fast-paced, interesting battles and epic struggles the entire way. FFd20 does for tabletop role-playing what FF has done for video games, creating a dynamic and robust system for pushing the meaning of RPG Fantasy to its final limits, and breaking through. Enjoy it!

Legal Notice
This is a fan project, not an official product by any means. Though I have endeavored to hold myself to professional criteria wherever possible, it remains a fan project. I have no ownership of the trademarks used herein, and such things are not owned or operated by me. This material is presented for simple personal use, not for sale or re-sale. The mechanics were either my own design, or arrived at based on a combination of Final Fantasy and 3.5 edition rules as they already exist. FFd20 is a synthesis made by someone with a passion for a good story and a good twenty-sided die. All the artwork in these documents is taken from artwork done for the games, by various artists, or from the games themselves. It was not done specifically for this project, and remains the property of the respective owners, just like every other trademarked phrase, character, or concept given in these documents. Again, the only original product in these documents is my own game design, built upon the game design of the revised 3.5 edition, and of Final Fantasy.

CHAPTER 1: THE BASICS


The Core Mechanic: Whenever you attempt an action that has some chance of failure, you roll a twenty-sided die (d20). To determine if your character succeeds at a task you do this: Roll a d20. Add any relevant modifiers. Compare the result to a target number. If the result equals or exceeds the target number, your character succeeds. If the result is lower than the target number, you fail.

DICE
Dice rolls are described with expressions such as 3d4+3, which means roll three four-sided dice and add 3 (resulting in a number between 6 and 15). The first number tells you how many dice to roll (adding the results together). The number immediately after the d tells you the type of die to use. Any number after that indicates a quantity that is added or subtracted from the result. ROUNDING FRACTIONS In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger. Exception: Certain rolls, such as damage and hit points, have a minimum of 1. MULTIPLYING Sometimes a rule makes you multiply a number or a die roll. As long as youre applying a single multiplier, multiply the number normally. When two or more multipliers apply to any abstract value (such as a modifier or a die roll), however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (2) and a double (2) applied to the same number results in a triple (3, because 2 + 1 = 3). When applying multipliers to real-world values (such as weight or distance), normal rules of math apply instead. A creature whose size doubles (thus multiplying its weight by 8) and then is turned to stone (which would multiply its weight by a factor of roughly 3) now weighs about 24 times normal, not 10 times normal. Similarly, a blinded creature attempting to negotiate difficult terrain would count each square as 4 squares (doubling the cost twice, for a total multiplier of 4), rather than as 3 squares (adding 100% twice).

ABILITY SCORES
ABILITY MODIFIERS
Each ability, after changes made because of race, has a modifier ranging from 5 to +5. Table 1-1: Ability Modifiers and Bonus MP shows the modifier for each score. It also shows bonus MP, which youll need to know about if your character is a spellcaster. The modifier is the number you apply to the die roll when your character tries to do something related to that ability. You also use the modifier with some numbers that arent die rolls. A positive modifier is called a bonus, and a negative modifier is called a penalty. ABILITIES AND SPELLCASTERS The ability that governs bonus MP depends on what type of spellcaster your character is: Intelligence for black mages; Wisdom for white mages; or Charisma for bards, red mages, summoners and blue mages. In addition to having a high ability score, a spellcaster must be of high enough class level to be able to cast spells of a given spell level. (See the class descriptions for details.)

Table 1-1: Ability Modifiers and Bonus MP Bonus MP (by Class Level)
Score 1 23 45 67 89 1011 1213 1415 1617 1819 2021 2223 2425 2627 2829 3031 3233 3435 3637 3839 4041 4243 4445 Mod. 5 4 3 2 1 0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th Cant cast spells tied to this ability Cant cast spells tied to this ability Cant cast spells tied to this ability Cant cast spells tied to this ability Cant cast spells tied to this ability 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 1 1 3 3 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 1 1 3 3 6 6 10 10 10 10 10 10 10 10 10 10 10 10 10 2 2 4 4 7 7 11 11 16 16 16 16 16 16 16 16 16 16 16 2 2 6 6 9 9 13 13 18 18 24 24 24 24 24 24 24 24 24 2 2 6 6 12 12 16 16 21 21 27 27 34 34 34 34 34 34 34 2 2 6 6 12 12 20 20 25 25 31 31 38 38 46 46 46 46 46 3 3 7 7 13 13 21 21 31 31 37 37 44 44 52 52 61 61 61 3 3 9 9 15 15 23 23 33 33 45 45 52 52 60 60 69 69 69 3 3 9 9 18 18 26 26 36 36 48 48 62 62 70 70 79 79 79 3 3 9 9 18 18 30 30 40 40 52 52 66 66 82 82 91 91 91 4 4 10 10 19 19 31 31 46 46 58 58 72 72 88 88 106 106 106 4 4 12 12 21 21 33 33 48 48 66 66 80 80 96 96 114 114 114 4 4 12 12 24 24 36 36 51 51 69 69 90 90 106 106 124 124 124 4 4 12 12 24 24 40 40 55 55 73 73 94 94 118 118 136 136 136 5 5 13 13 25 25 41 41 61 61 79 79 100 100 124 124 151 151 151

0 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5

THE ABILITIES
Each ability partially describes your character and affects some of his or her actions. STRENGTH (STR) Strength measures your characters muscle and physical power. This ability is especially important for fighters, beastmasters, dragoons, knights, and monks because it helps them prevail in combat. Strength also limits the amount of equipment your character can carry. You apply your characters Strength modifier to: Melee attack rolls. Damage rolls when using a melee weapon or a thrown weapon (including a sling). (Exceptions: Off-hand attacks receive only one-half the characters Strength bonus, while two-handed attacks receive one and a half times the Strength bonus. A Strength penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow.) Athletics checks. These are the skills that have Strength as their key ability. Strength checks (for breaking down doors and the like). DEXTERITY (DEX) Dexterity measures hand-eye coordination, agility, reflexes, and balance. This ability is the most important one for thieves, but its also high on the list for characters who typically wear leather or chain armor (archers, bards, beastmasters, blue mages, engineers, gunners, and red mages) or cloth or no armor at all (monks, black mages, summoners, and white mages). You apply your characters Dexterity modifier to: Ranged attack rolls, including those for attacks made with bows, crossbows, throwing axes, and other ranged weapons. Armor Class (AC), provided that the character can react to the attack. Reflex saving throws, for avoiding fireballs and other attacks that you can escape by moving quickly. Acrobatics, Escape Artist, Open Lock, Ride, Sleight of Hand, Stealth, and Use Rope checks. These are the skills that have Dexterity as their key ability.

CONSTITUTION (CON) Constitution represents your characters health and stamina. A Constitution bonus increases a characters hit points, so the ability is important for all classes. You apply your characters Constitution modifier to: Each roll of a Hit Die (though a penalty can never drop a result below 1that is, a character always gains at least 1 hit point each time he or she advances in level). Fortitude saving throws, for resisting poison and similar threats. Concentration checks. Concentration is a skill, important to spellcasters, that has Constitution as its key ability. If a characters Constitution score changes enough to alter his or her Constitution modifier, the characters hit points also increase or decrease accordingly. INTELLIGENCE (INT) Intelligence determines how well your character learns and reasons. This ability is important for black mages because it affects how many spells they can cast, how hard their spells are to resist, and how powerful their spells can be. Its also important for any character who wants to have a wide assortment of skills. You apply your characters Intelligence modifier to: The number of languages your character knows at the start of the game. The number of skill points gained each level. (But your character always gets at least 1 skill point per level.) Appraise, Craft, Decipher Script, Disable Device, Forgery, Knowledge, Navigate, Repair, Search, and Spellcraft checks. These are the skills that have Intelligence as their key ability. Black mages and dark knights gain bonus MP based on their Intelligence score. The minimum Intelligence score needed to cast a black magic spell is 10 + the spells level. An animal has an Intelligence score of 1 or 2. A creature of humanlike intelligence has a score of at least 3. WISDOM (WIS) Wisdom describes a characters willpower, common sense, perception, 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 ability for white mages. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score. You apply your characters Wisdom modifier to: Will saving throws (for negating the effect of charm and other spells). Heal, Perception, Profession, Sense Motive, and Survival checks. These are the skills that have Wisdom as their key ability. White mages and holy knights gain bonus MP based on their Wisdom scores. The minimum Wisdom score needed to cast a white magic spell is 10 + the spells level. CHARISMA (CHA) Charisma measures a characters force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting. Charisma is most important for bards, red mages, summoners, and blue mages and is also useful for knights. Every creature has a Charisma score. You apply your characters Charisma modifier to: Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, Perform, and Use Materia checks. These are the skills that have Charisma as their key ability. Checks that represent attempts to influence others. Bards, blue mages, red mages, and summoners gain bonus MP based on their Charisma scores. The minimum Charisma score needed to perform a bard song is 10 + the songs level. The minimum Charisma score needed to cast a blue, red, or summoner magic spell is 10 + the spells level.

When an ability score changes, all attributes associated with that score change accordingly. A character does not retroactively get additional skill points for previous levels if she increases her intelligence.

MISCELLANEOUS RULES
LIMIT BREAK SYSTEM
Limit breaks are special abilities that all base and prestige classes get at 1st level. You may only activate a Limit Break once per day. To activate a limit break requires a swift action.

LIFE AND DEATH


In Final Fantasy, it's easy to die as easy it is to be revived. But there is a penalty for Death, not as heinous as D&D's death system, but still a penalty that could get you or your party in trouble. For each death in a single day, you suffer a -1 penalty to Attack Rolls, Armor Class, Skill Checks, and Saving Throws. You also suffer a -1 temporary Constitution loss. And they stack. These penalties last until you have a full night's rest (at least 8 hours uninterrupted). If you, somehow, die as many times as you have in your Constitution score, you are, irreversibly dead. No amount of Raise spells will bring you back.

CLASS BONUS TO ARMOR CLASS


All classes receive a class bonus to their AC equal to 1 per 4 character levels which doesn't stack with armor bonus but does improve a character's AC against touch attacks. This is to represent the experience of being a higher level character compared to a lower level character.

CRITICAL HITS
A critical hit deals the same amount of damage as a normal hit, but that damage is maximized instead. Critical hits do not deal extra damage; for that reason, no weapon in this system has a damage multiplier for its critical hits. Any critical hit automatically overcomes a creatures damage reduction, regardless of whether the attack could normally do so. Spells and spell-like abilities which require a hit roll that critically hits ignores elemental resistance and even elemental affinities that a creature normally has are bypassed.

COMBAT FACING
FFd20 uses the Combat Facing variant rule from Unearthed Arcana (Page 124). As well as a different shield variant rule described in the shield section.

ARMOR AS DAMAGE REDUCTION


FFd20 uses the Armor variant rule from Unearthed Arcana (Page 111). See armor section.

FEAT PROGRESSION
Feat progression has been changed from 1 per 3 levels to 1 every odd level.

CHAPTER 2: RACES
CHOOSING A RACE After you roll your ability scores and before you write them on your character sheet, choose your characters race. At the same time, you should choose a class, since race affects how well a character can do in each class. Once you know your characters race and class, assign your ability score rolls to particular abilities, alter those abilities according to race, and continue detailing your character. You can play a character of any race and class combination, but certain races do better pursuing certain careers. Tarutaru, for example, can be fighters, but their small size and special features make them better as mages. Your characters race gives you plenty of cues as to what sort of person he or she is, how he or she feels about characters of other races, and what his or her motivations might be. Remember, however, that these descriptions apply only to the majority of each races members. In each race, some individuals diverge from the norm, and your character could be one of these. Dont let a description of a race keep you from detailing your character as you like.

ABILITY ADJUSTMENTS
Find your characters race on Table 21: Racial Ability Adjustments (see the next page) and apply the adjustments you see there to your characters ability scores. If these changes put your score above 18 or below 3, thats okay, except in the case of Intelligence, which does not go below 3 for characters. Table 2-1: Racial Ability Adjustments Race Ability Adjustments Al Bhed +2 Intelligence, -1 Charisma Bangaa +2 Dexerity, +1 Wisdom, -1 Charisma Cetra +2 Wisdom, +1 Charisma, -1 Constitution Dwarf +2 Constitution, +1 Strength, -1 Charisma Elvaan +2 Wisdom, +1 Strength, -1 Dexterity Galka +2 Strength, +1 Constitution, -1 Dexterity, -1 Charisma Hume +1 to any attribute Mithra +2 Dexterity Moogle +2 Charisma, +1 Dexterity -1 Strength Nu Mou +2 Wisdom, +1 Intelligence -1 Constitution Qu +2 Constitution, -1 Charisma Ronso +2 Strength, +1 Dexterity, -1 Charisma Tarutaru +2 Intelligence, +1 Dexterity, -1 Strength, -1 Constitution Viera +2 Dexterity, +1 Wisdom -1 Constitution

Al Bhed
Al Bhed differs only slightly from humans; in their bright green eyes with spiral-patterned irises. As a result, they often wear goggles. Another mark of the Al Bhed is that most of them have blond hair. The Al Bhed possess their own language (known as Al Bhed). The Al Bhed pride themselves on the usage of their specialized knowledge of ancient technology which they call "Machina". Al Bhed Racial Traits +2 Intelligence, -1 Charisma. Al Bhed are very bright, but because of their obsession with forbidden technology, people tend to be cautious of them. Medium: As Medium creatures, Al Bhed have no special bonuses or penalties due to their size. Al Bhed base land speed is 30 feet. Weapon Familiarity: Al Bhed are automatically proficient with Firearms. Racial Skill: Al Bhed gain the Repair skill as a class skill regardless of class. +2 racial bonus on all Knowledge (technology) checks. Al Bhed are intuitive and have an innate understanding of technology. Automatic Languages: Common and Al Bhed.

Bangaa
The Bangaa are a reptilian race, their bodies covered with scales and their ears drooping well below their tapered snouts. If one put asides these physical differences, their intelligence and mannerisms are little different from those of humes. For this reason, they are often considered the race most at home with humes. There are those humes who do not accept them, typically using the racial slur "lizard man" to demean them... when they are safely out of earshot. Bangaa may live twice as long as the average hume, bearing offspring only infrequently. They are strong, with keen senses of hearing and smell. They speak in guttural tones, lacking the refined vocal organs to articulate themselves as the other races might, which makes it difficult for a bangaa to master any but the most rudimentary of hume magicks. Still, there are some bangaa who become adept mages, wielding powerful magicks unique to their race's reptilian tongue. Bangaa Racial Traits +2 Dexerity, +1 Wisdom, -1 Charisma. Bangaa possesses formidable agility and a natural insight. They have rude manners when dealing with people. Medium: As Medium creatures, Bangaa have no special bonuses or penalties due to their size. Bangaa base land speed is 30 feet. Darkvision: Bangaa can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and bangaa can function just fine with no light at all. +2 racial bonus to Perception checks. Bangaa possess acute senses of hearing and sight. Automatic Languages: Common and Bangaa.

Cetra
The Cetra look identical to regular Humes, but possess a unique ability to commune with the planet and to guide the flow of spiritual energy. The Cetra originally migrated from place to place, using their connection with the earth to cultivate life wherever they traveled, and ultimately find their fabled "Promise Land". Cetra Racial Traits +2 Wisdom, +1 Charisma, -1 Constitution. The Cetra are calm and understanding and makes friends more easily than most. They shun confrontation, and are usually weaker than Humes. Medium: As Medium creatures, Cetra have no special bonuses or penalties due to their size. Cetra base land speed is 30 feet. +2 racial bonus on all Knowledge checks. The Cetra asks the earth for guidance. Automatic Languages: Common and a bonus language (chosen at 1st level).

Dwarf
Dwarves are known for their skill in engineering, their ability to withstand physical punishment, their knowledge of the earths secrets, their hard work, and their capacity for drinking ale. Their mysterious kingdoms, carved out from the insides of mountains, are renowned for the marvelous treasures that they produce as gifts or for trade. Dwarf Racial Traits +2 Constitution, +1 Strength, -1 Charisma. Dwarves are strong and tough but tend to be gruff and reserved. Medium: As Medium creatures, dwarves 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 chain or plate armor or whose speed is reduced in such conditions. 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 a +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 that 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 were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a hume can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). +2 racial bonus on saving throws against Poison and Sap status effects: Dwarves are resistant to toxins. +2 racial bonus on Appraise checks that are related to stone or metal items: Dwarves are familiar with valuable items of all kinds, especially those made of stone or metal. +2 racial bonus on Craft checks that are related to stone or metal: Dwarves are especially capable with stonework and metalwork. Automatic Languages: Common, Dwarven.

Elvaan
The race that benefited most from the end of Tarutaru monopoly of magic was the Elvaan of San d'ria. Having formed two incredibly fearless orders of knights, the Elvaans subjugated just about the whole of the Quon continent. They destroyed beastmen strongholds, and Tarutaru villages were no match for the San d'ria knights anyhow. Sadly for them, the flood of victories came to an end when the Hume and the Galka of Bastok combined their strength and technology against them in the Second battle of Konschtat. Defeated, the proud Elvaan kingdom was unable to not bear the humiliation in peace. The result was internal turmoil and civil war. Gradually the conquered lands slipped away from their rule as well, and the Elvaans retreated to San d'ria. A strong sense of faith and pride means that the Elvaans are essentially an aristocratic race. The Elvaan trait of firm belief makes them admirable models of faith. Not only do they stay clear of questionable activities, they take great pride in their race as well. Both male and female Elvaans are known to be swordsmen of the highest order because of their strength of mind and vitality. Close to the Hume in their looks, the Elvaans usually shun the world of commerce preferring to live by the sword. Physically and mentally the Elvaans are suited to for combat roles. Strong pride and faith aptly add to their excellence in the vocations of Warriors and Monks. Elvaan Racial Traits +2 Wisdom, +1 Strength, -1 Dexterity. Elvaan are very wise and physically strong, but aren't very graceful compared to other races. Medium: As Medium creatures, Elvaan have no special bonuses or penalties due to their size. Elvaan base land speed is 30 feet.

Martial Background: The Elvaan receives the Weapon Focus feat for free at first level, and may apply it to any single weapon he is proficient in. Automatic Languages: Common, Elvaan.

Galka
Large and hulking, the Galka towers over all the other civilized races of Vana'diel. Notable for their large, vaguely lizardlike tails, great endurance, and the fact that Galka do not reproduce; they either die in battle or accident, or when they reach an old age, wander off on quest. Young galka simply wander into town as a toddler, the reincarnation of those who have died. Young galka rarely remember their former lives. Galka make fierce fighters and are well-known for their metalworking and mining skills. While often thought of as less than mentally agile, many Galka are indeed quite wise and intelligent, though they tend to think things through very deliberately, and not act on impulse. Galka Racial Traits +2 Strength, +1 Constitution, -1 Dexterity, -1 Charisma. Galka are lumbering brutes, but bulky and intimidating because of their size. Medium: As Medium creatures, Galka have no special bonuses or penalties due to their size. Galkan base land speed is 30 feet. However, galka can move at this speed even when wearing medium or heavy armor or whose speed is reduced in such conditions). Low-Light Vision: A Galkan can see twice as far as a Hume in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. Conditioning: Galka receives the Endurance feat for free at first level. Galka are built for the long run, often working long hours. Weapon Familiarity: Galka treat the Galkan War Pick as a martial weapon, instead of an exotic weapon. +2 racial bonus to Appraise and Craft checks involving metal. The Galka have worked with metals most of their lives. Automatic Languages: Common, Galkan.

Hume
Humes in Vana'diel have proven to be the driving force behind both the technological progress of the Republic of Bastok and the unification efforts of the Grand Duchy of Jeuno. Hume Racial Traits +1 bonus to any ability score. Hume characters get a +1 bonus to one ability score of their choice at creation to represent their varied nature. Medium: As Medium creatures, Hume have no special bonuses or penalties due to their size. Hume base land speed is 30 feet. 1 extra feat at 1st level. 4 extra skill points at 1st level and 1 extra skill point at each additional level. Automatic Languages: Common.

Mithra
Graceful and agile, the feline Mithra hail originally from Khazam, but crossed the great sea to fight the crystal war at the side of the other races of Vana'diel. They currently share the city of Windurst with the Taru-Taru, and most notably the ranks of the Star Sybil's Sybil Guards are drawn exclusively from the Mithra. While Mithra, like most races, exist as both male and female, male births are exceedingly rare, and as such male mithra are normally kept locked away from the prying eyes of other races, the threats of the world, and indeed other mithra. Thus, male adventuring mithra are so rare as to be unheard of. Mithra are known for their energy and curiosity, and of course for their good-humored mischievous nature. However, they have a very short attention span so they are not keenly studious like the Tarutaru and nor are they totally tilted towards exercise like the

Galka. This definite balance makes them good all round characters that can do particularly well in all fields but still never be the best as Mages or Fighters. Mithra Racial Traits +2 Dexterity. Mithra are very dexterous and agile. Medium: As Medium creatures, Mithra have no special bonuses or penalties due to their size. Mithran base land speed is 30 feet. Low-Light Vision: Mithra can see twice as far as a Hume in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Claws: Mithra have short retractable claws on their hands which allow them to make hand to hand attacks for lethal damage; this is not the same as improved unarmed feat and they may only make a lethal damage attack with unarmed if at least one hand is free. Using these claws give Mithra a +2 racial bonus on Athletic checks involving climbing. +2 racial bonus on Perception checks. Mithra are naturally alert, and generally have keen senses. Automatic Languages: Common, Mithran.

Moogle
Moogles are a resourceful race known to be skillful in mechanics and engineering; they were the first pioneers of airship construction. They are also skillful merchants, their cheerful disposition often charming potential customers. Moogles typically get no taller than 3 to 4 feet. They tend to have small eyes (like moles) and black, red, or purple bat-like wings. Their most distinguishing feature is a single black antenna that sticks up from the head with a small, usually red, ball (or "pompom") at the end. Their ears are usually shaped like a cat's, but sometimes they have longer rabbit-like ears. Most Moogles have white or pink fur. When speaking hume languages, they tend to end their sentences with the sound 'kupo. Moogle Racial Traits +2 Charisma, +1 Dexterity, -1 Strength. Moogles tend to be very agile and have the innate ability to get along with others easily. However, they are not built physically powerful. Small: As a Small creature, a moogle gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks, but he uses smaller weapons than humes use, and his lifting and carrying limits are three-quarters of those of a Medium character. Moogle base land speed is 20 feet. Moogles are small creatures and have trouble keeping up with medium size creatures. Wings: Moogles have a flying speed of 15 feet with average maneuverability, as long as they do not carry more than a Medium load, are not wearing Heavy armor, and are not fatigued or exhausted. A moogles small bat-like wings only have a span of 2 feet. Good Merchant: All moogles seem to have the innate ability to identify the value of items and sell them at a good margin. Moogles receive a +2 racial bonus on all Appraise checks. Furthermore, moogles gain a +2 racial bonus on all Diplomacy checks concerning any type of business transaction. Automatic Languages: Common, Moogle.

Nu Mou
The wise and gentle Nu Mou, a tribe of lop-eared mages and spellcasters, are famous for their thirst for learning and their discovery of the most esoteric of magical rites. They have gray, leathery skin, and long, lop-rabbit ears, often pierced by heavy jewelry. They have snouts, and sport elegantly long tails covered in heavy orange fur, giving them a bestial cast that doesnt mesh with their cautious, timid ways. The Nu Mou are sagacityembodied scholars who are rarely seen outside of their impressive academic towers, except when working on behest of professors or politicians. They are devoted enough to the ideal of knowledge, power, and education to sacrifice themselves for this cause, if need be.

Nu Mou Racial Traits +2 Wisdom, +1 Intelligence, -1 Constitution. Nu mou are very wise and intelligent, but their bodies are easy to break. Medium: As Medium creatures, Nu mou have no special bonuses or penalties due to their size. Nu mou base land speed is 20 feet. Nu mou are smaller than humes and have much shorter legs, but nu mou can move at this speed even while wearing medium armor. Low-Light Vision: Nu mou can see twice as far as a hume in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. +2 racial bonus to all Knowledge (Religion) and Knowledge (Arcane) checks. Nu mou society revolves around religion and magic. Automatic Languages: Common, Nu Mou.

Qu
The Qus are a race of strange, swamp-dwelling humanoids reputed for their huge appetites and cooking talent. Their greatest achievement is the Way of the Gourmand, which sums every aspects of their life. The Way of the Gourmand defines the life of a Qu. Knowledge, power and personal growth can be attained by eating and discovering new knowledge of food. They have somewhat limited attention spans and wit, despite not being stupid at all, but wont try to understand what is beyond their own limits. They are grounded in reality and wont be impaired by the chaos around them or dramatic events. Qus are tall, bulky humanoids with a pale, milky skin. Their almost featureless body is covered by strong muscles and healthy fat. Their round belly occupies most of their body mass, their most powerful asset. Their bulbous head and short, stumpy legs generally make them 6'5" tall. Their long, lanky arms hang to the sides of their body when left unattended. The Qus faces are commonly described as "a gross, doll-looking face with rounded, cross-shaped eyes and a wound-like mouth going side to side, gifted with a tongue larger than my arm." They favor brightly colored clothes and cook outfits, and usually weigh about 400 pounds. The Qus are truly affectionate beings and love spending time with friends, as long as these agree to help on the Way of the Gourmand (by catching some exotic food, for example.). Qu Racial Traits +2 Constitution, +1 Intelligence, -1 Charisma. Qus are resilient and smart, but their monstrous appearance make people fearful of interacting with them. Medium: As Medium creatures, Qu have no special bonuses of penalties due to their size. Great Lungs: Qus receive the Endurance feat for free at first level. Strong Stomach: Qus gain a +4 racial bonus to saving throws against Poison and Sap status effects due to their unique biology. Weapon Familiarity: Qu treat the Qu Battle Fork as a martial weapon, instead of an exotic weapon. Skills: Qus gains a +2 racial bonus to Profession (Chef) skill checks. Qus are renown chefs of the culinary world. Languages: Common, Qu.

Ronso
Ronso are a race of many-colored furred lion-like humanoids. Ronso are formidable fighters, being tall and amazingly strong, and are known for their strong sense of honor and loyalty, as well as their pride and quickness to anger. The long, sharp horn sported by all adult male Ronso is a symbol of esteem and a source of great pride. To lose this horn is considered extremely shameful. Ronso Racial Traits +2 Strength, +1 Dexterity, -1 Charisma. Ronso are large and powerful, but gruff in demeanor. Medium: As Medium creatures, Ronso have no special bonuses or penalties due to their size. Ronso base land speed is 30 feet. Horn: Ronso can attack with their horn that deals 1d8 points of damage on a successful strike.

Low-Light Vision: A ronso can see twice as far as a Hume in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Arctic Fur: Ronso are immune to environmental damage from cold weather (below 40 degrees). In conditions of extreme cold (below 0 degrees), ronsos suffer the normal conditions for cold weather, not the harsher conditions for extreme cold. +2 racial bonus on all Survival checks. Ronso are hunters and can hunt in the best and worst of weather conditions. Automatic Languages: Common and Ronso.

Tarutaru
Tarutaru resemble children in size, though this does not reflect their age. In fact, they do not seem to change their appearance at all as they age. The Tarutaru are said to understand the importance of the balance between natural harmony and magic. Tarutaru lack the physical strength and durability of their fellow enlightened races as a result of their racial prejudice towards magical study, but they do control greater reserves of magical power as a result, and are the most studious and intelligent of the races. Tarutaru Racial Traits +2 Intelligence, +1 Dexterity, -1 Constitution, -1 Strength. Tarutaru possesses a keen intellect and wisdom, but lack the physique of other races. Small: As a Small creature, a tarutaru gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks, they use smaller weapons than Humes use, and their lifting and carrying limits are three-quarters of those of a Medium character. Tarutaru base land speed is 20 feet. +1 racial bonus on all saving throws. +2 racial bonus on Knowledge (Arcana) and Spellcraft checks. Tarutaru value knowledge and learning about the field of magic. Automatic Languages: Common, Tarutaru.

Viera
Long of limb and silver-haired with a pair of rabbit ears, the viera are intimately tied to the Wood in which they make their home. Though closely resembling humes in appearance, viera are said to live as much as three times longer. Their senses of sight and hearing are especially acute, allowing them to track prey from a distance of many leagues. The viera listen to the sacred voice of the Woods, and by her voice, learn all that goes on beyond her boundaries. Called the Green Word, it is the law by which the viera live by. Yet for some viera this is not enough. Those who cannot content themselves with the Wood's whispers seek to travel the world of the humes and witness the wonders - and horrors - firsthand. Viera, whose curiosity leads them from the Woods are cast out, never permitted to return. Viera Racial Traits +2 Dexterity, +1 Wisdom, -1 Constitution. Viera are agile and wise, but possess a fragile frame. Medium: As Medium creatures, Viera have no special bonuses or penalties due to their size. Viera base land speed is 30 feet. Low-Light Vision: A Viera can see twice as far as a Hume in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Ranger Expertise: Viera receives a Weapon Focus feat for free for any one ranged weapon they are proficient in. +2 racial bonus to Perception checks. The viera are naturally alert, and generally have keen senses. Automatic Languages: Common, Vieran.

CHAPTER 3: BASE CLASSES


Adventurers seek gold, glory, justice, fame, power, knowledge, or maybe some other goalsperhaps noble or perhaps base. Each chooses a different way to attain those goals, from brutal combat power, to mighty magic, to subtle skills. Some adventurers prevail and grow in experience, wealth, and power. Others die. Your characters class is his or her profession or vocation. It determines what he or she is able to do: combat prowess, magical ability, skills, and more. Class is probably the first choice you make about your character just ahead of race, or perhaps in conjunction with that decision. The class you choose determines where you should best place your characters ability scores and suggests which races are best to support that class choice.

THE CLASSES
The fifteen classes, in the order theyre presented in this chapter, are as follows: Archer: A range specialist whose ability to defeat foes from afar is unmatched. Bard: A performer whose music works magica wanderer, a storyteller, and an inspirer. Beastmaster: A ferocious warrior who fights along with his animal companion. Black Mage: A potent spellcaster schooled in the magical art of destruction magic. Blue Mage: A unique spellcaster who practices the mystical art of creature magic. Dragoon: An unstoppable charger capable of tremendous jumps and flashy polearm techniques. Engineer: An innovative creator who builds robots and unique technology. Fighter: A raging berserker with exceptional combat capability and unequaled skill with weapons. Gunner: A firearms expertist whose speed with pistols is legendary to behold. Knight: An armored combatant with a code of honor, defending those in need. Monk: A martial artist whose unarmed strikes hit fast and harda master of exotic powers. Red Mage: A jack-of-all-trades who is able to use both black and white magic to a limited degree. Summoner: A specialized spellcaster who summons an elemental avatar to defend him. Thief: A tricky, skillful scout who wins the battle by stealth rather than brute force. White Mage: A defensive spellcaster schooled in the magical art of holy and healing magic.

THE MULTICLASS CHARACTER


As your character advances in level, he or she may add new classes. Adding a new class gives the character a broader range of abilities, but all advancement in the new class is at the expense of advancement in the characters other class or classes. A black mage, for example, might become a combination black mage/fighter. Adding the fighter class would give her proficiency in more weapons, better Fortitude saving throws, and so on, but it would also mean that she doesnt gain new black mage abilities when she adds this second class and thus is not as powerful a black mage as she otherwise would have become if she had chosen to continue advancing as a black mage. Rules for creating and advancing multiclass characters can be found at the end of this chapter.

CLASS AND LEVEL BONUSES


An attack roll, saving throw, or skill check is a combination of three numbers, each representing a different factor: a random factor (the number you roll on a d20), a number representing the characters innate abilities (the ability modifier), and a bonus representing the characters experience and training. This third factor depends, either directly or indirectly, on the characters class and level. The Table 31: Base Save and Base Attack Bonuses in the PHB summarizes the figures for this third factor when it applies to base save bonuses and base attack bonuses. Base Save Bonus: The two numbers given in the column on the Table 31 in the PHB apply to saving throws. Whether a character uses the first (good) bonus or the second (poor) bonus depends on his or her class and the type of saving throw being attempted. For example, fighters get the lower bonus on Reflex and Will saves and the higher bonus on Fortitude saves, while thieves get the lower bonus on Fortitude and Will saves and the

higher bonus on Reflex saves. Monks are equally good at all three types of saving throws. See each classs description to find out which bonus applies to which category of saves. If a character has more than one class, the base save bonuses for each class are cumulative. Base Attack Bonus: On an attack roll, apply the bonus from the appropriate column on the Table 31 in the PHB according to the class to which the character belongs. Whether a character uses the first (good) base attack bonus, the second (average) base attack bonus, or the third (poor) base attack bonus depends on his or her class. Beastmasters, dragoons, fighters, knights, and monks have a good base attack bonus, so they use the first Base Attack Bonus column. Archers, blue mages, engineers, gunners, red mages, and thieves have an average base attack bonus, so they use the second column. Bards, black mages, summoners, and white mages have a poor base attack bonus, so they use the third column. Numbers after a slash indicate additional attacks at reduced bonuses: +12/+7/+2 means three attacks per round, with an attack bonus of +12 for the first attack, +7 for the second, and +2 for the third. Any modifiers on attack rolls apply to all these attacks normally, but bonuses do not grant extra attacks. If a character has more than one class, the base attack bonuses for each class are cumulative.

LEVEL-DEPENDENT BENEFITS
In addition to attack bonuses and saving throw bonuses, all characters gain other benefits from advancing in level. The Table 32: Experience and Level-Dependent Benefits in the PHB summarizes these additional benefits. XP: The column on Table 32 in the PHB shows the experience point total needed to attain a given character levelthat is, the total of all the characters level in classes. (A characters level in a class is called his or her class level.) For any character (including a multiclass one), XP determines overall character level, not individual class levels. Class Skill Max Ranks: The maximum number of ranks a character can have in a class skill is equal to his or her character level + 3. A class skill is a skill frequently associated with a particular classfor example, Spellcraft is a class skill for black mages. Class skills are given in each class description in this chapter. Cross-Class Skill Max Ranks: For cross-class skills (skills not associated with a characters class), the maximum number of ranks a character can have is one-half the maximum for a class skill. For example, at 1st level, a black mage could have 2 ranks in Stealth (typically associated with thieves, and on that classs list of class skills), but no more. These 2 ranks in a cross-class skill would cost the black mage 4 skill points, whereas the same 4 points would buy 4 ranks in a black mage class skill, such as Spellcraft. The half ranks (1/2) indicated on Table 32 dont improve skill checks. They simply represent partial purchase of the next skill rank and indicate the character is training to improve that skill. Feats: Every character gains one feat at 1st level and another at every odd level thereafter (3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level). These feats are in addition to any bonus feats granted as class features (see the class descriptions later in this chapter) and the bonus feat granted to all humes. See Chapter 5: Feats for more information about feats. Ability Increases: Upon attaining any level divisible by four (4th, 8th, 12th, 16th, and 20th level), a character increases one of his or her ability scores by 1 point. The player chooses which ability score to improve. For example, a thief with a starting Dexterity of 16 might increase this to 17 at 4th level. At 8th level, the same character might increase his Dexterity score again (from 17 to 18) or could choose to improve some other ability instead. The ability improvement is permanent.

For multiclass characters, feats and ability score increases are gained according to character level, not class level. Thus, a 3rd-level black mage/1st-level fighter is a 4th-level character overall and eligible for her first ability score boost.

CLASS DESCRIPTIONS
The rest of this chapter, up to the section on multiclass characters, describes the character classes in alphabetical order. Each description begins with a general discussion in game world terms, the sort of description that characters in the world could understand and the way such a character might describe himself or herself.

GAME RULE INFORMATION


Following the general class description comes game rule information. Not all of the following categories apply to every class. Abilities: The Abilities entry tells you which abilities are most important for a character of that class. Players are welcome to play against type, but a typical character of that class will have his or her highest ability scores where theyll do the most good (or, in game world terms, be attracted to the class that most suits his or her talents or for which he or she is best qualified). Alignment: A few classes restrict a characters possible alignments. For example, a knight must have a lawful alignment. An entry of Any means that characters of this class are not restricted in alignment. Hit Die: The type of Hit Die used by characters of the class determines the number of hit points gained per level. HD Type d4 d6 d8 d10 d12 Class Black Mage, Blue Mage, Summoner, White Mage Archer, Bard, Engineer, Gunner, Thief Monk, Red Mage Beastmaster, Dragoon, Fighter Knight (Holy/Dark as well)

A character rolls one Hit Die each time he or she gains a new level, then applies any Constitution modifier to the roll, and adds the result to his or her hit point total. Thus, a character has the same number of Hit Dice as levels. For his or her first Hit Die, a 1st-level character gets starting HPs at 1st level rather than rolling (although Constitution modifiers, positive or negative, still apply). If your character has a Constitution penalty and gets a result of 0 or lower after the penalty is applied to the Hit Die roll, ignore the roll and add 1 to your characters hit point total anyway. It is not possible to lose hit points (or not receive any) when gaining a level, even for a character with a rotten Constitution score. Class Table: This table details how a character improves as he or she gains levels in the class. Some of this material is repeated from the Table 31: Base Save and Base Attack Bonuses in the PHB, but with more detail on how the numbers apply to that class. Class tables typically include the following: Level: The characters level in that class. Base Attack Bonus: The characters base attack bonus and number of attacks. Fort Save: The base save bonus on Fortitude saving throws. The characters Constitution modifier also applies. Ref Save: The base save bonus on Reflex saving throws. The characters Dexterity modifier also applies.

Will Save: The base save bonus on Will saving throws. The characters Wisdom modifier also applies. Special: Level-dependent class abilities, each explained in the Class Features section that follows. Magic Points: How many magic points the character can utilize each day. Spell/Song Level: This indicates what spell level or song level a mage or bard can cast or perform up to. Class Skills: This section of a class description gives the classs list of class skills, the number of skill points the character starts with at 1st level, and the number of skill points gained each level thereafter. A character gets some number of skill points each level, such depending on the class in question, such as 2 for a blue mage or 8 for a thief. To this number, apply the characters Intelligence modifier (and 1 bonus point, if the character is hume) to determine the total skill points gained each level (but always at least 1 skill point per level, even for a character with an Intelligence penalty). A 1st-level character starts with four times this number of skill points. Since the maximum ranks in a class skill for a character is the characters level + 3, at 1st level you can buy as many as 4 ranks in any class skill, at a cost of 1 skill point per rank. You can also buy skills from other classes skill lists, but each skill point only buys 1/2 rank in these cross-class skills, and you can buy only half the maximum ranks a class skill would have (thus, the maximum rank for a cross-class skill at 1st level is 2). Class Features: Special characteristics of the class. When applicable, this section also mentions restrictions and disadvantages of the class. Class features include some or all of the following. Weapon and Armor Proficiency: This section details which weapons and armor types the character is proficient with. Regardless of training, cumbersome armor interferes with certain skills (such as Athletics) and with the casting of most arcane spells. Characters can become proficient with other weapon or armor types by acquiring the appropriate Armor Proficiency (cloth, leather, chain, plate), Shield Proficiency, and Weapon Proficiency (exotic, martial or simple) feats. (See Chapter 5: Feats.) Other Features: Each class has certain unique capabilities. Some, such as the thief, have few; others, such as the monk, have many. Some abilities are supernatural or spell-like. Using a spell-like ability is essentially like casting a spell (but without components), and it provokes attacks of opportunity. Using a supernatural ability is not like casting a spell.

Archer
The archer excels in combat at a distance, combining skill, speed, and accuracy to deadly effect. The archer has little use for the typical trappings of other warriors. He values accuracy, agility, and skill over brute force and prowess with bow over familiarity with a variety of weapons.

GAME RULE INFORMATION


Archers have the following game statistics. Abilities: Dexterity is very important for archers. It helps them shoot accurately and dodge melee attacks. It also gives them access to certain Dexterity-oriented feats. Alignment: Any. Starting HPs at 1st Level: 15 + Constitution modifier. Hit Die: d6.

Class Skills
The archers class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Craft (Int), Knowledge (any) (Int), Perception (Wis), Ride (Dex), Search (Int), and Stealth (Dex). Skill Points at 1st level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Table 3-1: The Archer Base Attack Level Bonus 1st +0 2nd +1 3rd +2 th 4 +3 5th +3 th 6 +4 th 7 +5 8th +6/+1 th 9 +6/+1 10th +7/+2 th 11 +8/+3 12th 13th 14th 15th 16th 17th 18th 19th 20th +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 Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Reflex Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Special Archery Style, Aim (+1), Limit Breaks Extended Range Deadshot, Aim (+2) Precision Shot (+1d6) Improved Archery Style, Aim (+3), Evasion Fast Movement (+10 ft.), Uncanny Dodge Improved Deadshot, Aim (+4) Precision Shot (+2d6) Safe Shot, Aim (+5) Archery Style Mastery Ranged Cleave, Aim (+6), Improved Uncanny Dodge Precision Shot (+3d6), Fast Movement (+20 ft.) Penetrating Shot, Aim (+7) Critical Aim Far Precision, Aim (+8), Improved Evasion Precision Shot (+4d6) Volley, Aim (+9) Fast Movement (+30 ft.) Ranged Defense, Aim (+10) Master Archer, Precision Shot (+5d6)

Class Features All of the following are class features of the archer. Weapon and Armor Proficiency: Archers are proficient with all simple weapons, plus longbow, shortbow, composite longbow, and composite shortbow. Archer are proficient with cloth and leather armor, but not with any type of shields. Limit Breaks (Su): At 1st level, the archer receives the Limit Breaks (Hail of Arrows and Trueshot Aura). Hail of Arrows (Su): This Limit Break allows the archer to shoot a single arrow into the area within 60 feet. As the arrow descends, it splits into hundreds of arrows raining down upon his enemies. Enemies within a 20-ft.-radius of the indicated area the archer has chosen suffer 1d6 damage per archer class level, a Reflex save (DC 10 + 1/2 archer class level + Dexterity modifier) for half damage. Trueshot Aura (Su): This Limit Break allows the archer to shoot at any opponent within three times the maximum range without any penalties for the round. The archer receives a +1 competence bonus on the Attack roll per archer class level. For the round, if any ranged attacks hit, the damage is maximized. The Aim ability and Precision Shot all stack if all conditions are satisfied with this Limit Break, but Precision damage is not maximized.

Archery Style (Ex): At 1st level, the archer is treated as having the Precise Shot feat, even if he does not have the normal prerequisites for that feat. The benefits of the style apply only when he wears cloth or leather armor. He loses all benefits of this ability when wearing chain or plate armor. Aim (Ex): Starting at 1st level and every odd level afterwards, as a full attack action, the archer can take wait a few seconds to aim and take a full measure of his bow to make every shot count. For every segment on the initiative the archer waits (up to the max of his Aim bonus), the archer receives a competence bonus equal to his Aim bonus to Attack and Damage rolls. If something interrupts the archer's Aim, the archer must make a Concentration check (DC 15 + the amount of Aim bonus) or lose the action. (For example, a archer uses Aim +5, and he rolls a 16 for Initiative. His attack doesn't go off until 11, but during that time between 16 and 11, if something interrupts the archer, he has to make a Concentration check (DC 20) to not lose his attack.) Anything causing the archer to drop his bow disrupts his attack. Feats that grant extra attacks cannot be used in conjunction with the Aim ability. Extended Range (Ex): Starting at 2nd level, after all multipliers have been applied, a archer adds 10 feet to the range increment of any bow he uses for every two levels he possesses in the archer class. Thus, an 8th-level archer with a composite longbow and the Far Shot feat would have a range increment of ([110 feet x 1.5] + [4 x 10 feet] = 165 feet + 40 feet) 205 feet. Deadshot (Ex): At 3rd level, when an archer attacks with a bow as a readied action, he may add 1/2 his Dexterity bonus (minimum +1) on his damage roll. Precision Shot (Ex): At 4th level and every four levels afterwards, the archer can make precision shots for extra damage at close range. This extra damage is 1d6 at 4th level, and it increases by 1d6 every four archer levels thereafter. Should the archer score a critical hit with a precision shot, this extra damage is not maximized. The archer must be within 30 feet to make precision shots and only the first successful attack deals the extra damage. Evasion (Ex): At 5th level and higher, an archer can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the archer is wearing cloth or leather armor. A helpless archer does not gain the benefit of evasion. Improved Archery Style (Ex): At 5th level, an archers aptitude in his archer combat style improves. He is treated as having the Deadly Aim feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the style apply only when he wears cloth or leather armor. He loses all benefits of this ability when wearing chain or plate armor. Fast Movement (Ex): At 6th level, when not firing or reloading, archer can quickly change position. When wearing cloth or leather armor and carrying no more than a light load, his base move speed increases by 10. This bonus increases to 20 at 12th level and again increases again to 30 at 18th level. Uncanny Dodge (Ex): Starting at 6th level, an archer can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. An archer with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If an archer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead. Improved Deadshot (Ex): At 7th level, when an archer attacks with a bow as a readied action, his target is denied its Dexterity bonus to its AC.

Safe Shot (Ex): At 9th level, an archer does not provoke attacks of opportunity when making ranged attacks with a bow. Archery Style Mastery (Ex): At 10th level, an archers aptitude in his archery style improves again. He is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the style apply only when he wears cloth or leather armor. He loses all benefits of this ability when wearing chain or plate armor. Ranged Cleave (Ex): A bow in the hands of a 11th-level archer becomes a weapon capable of shots with incredible power and precision. Whenever an archer deals enough damage to a creature with a bow to drop the creature below 0 hit points, the archer receives a second attack against another creature within half the weapons range increment of the first target. If the second target is dropped below 0 hit points by the attack, the archer may take a third attack against another creature within one-quarter of the weapons range increment from the second target, and so on the maximum distance between potential targets halving each time a target is successfully dropped. Improved Uncanny Dodge (Ex): An archer of 11th level or higher can no longer be flanked. This defense denies an enemy the ability to gain a bonus on attack rolls by flanking him, unless the attacker has at least four more character levels than the archer does. Penetrating Shot (Ex): At 13th level, when an archer confirms a critical hit with a bow, the arrow pierces the target and can strike another creature in line behind it. The archer must be able to trace a line starting at his space and passing through both targets to make this additional attack. The secondary attack is made at a 4 penalty, in addition to any modifiers for added range. If this attack is also a critical hit, the arrow can continue to hit another target, but the penalties stack. Critical Aim (Ex): At 14th level, the archer's aim becomes a precise deadliness. The critical threat range of all bows in the hands of the archer is increased by 1. At 18th level, this increases by 1 again. Far Precision (Ex): At 15th level, the archers range for precision shots increases to 60 feet. This also increases the Point Blank Shot feat to 60 feet as well. Improved Evasion (Ex): At 15th level, the archer's evasion ability improves. This works like evasion, except that while the archer still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless archer does not gain the benefit of improved evasion. Volley (Ex): At 17th level, as a full-round action, an archer can make a single bow attack at his highest base attack bonus against any number of creatures in a 15-foot-radius burst, making separate attack and damage rolls for each creature. Ranged Defense (Ex): At 19th level, an archer gains DR 5/- against ranged attacks. In addition, as an immediate action, he can catch an arrow fired at him and shoot it any target he chooses. The archer must have at least one hand free (holding nothing) to use this ability. Master Archer (Ex): The speed at which the archer can fire any bow is legendary. When using a bow, the archer may shoot with one extra attack at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack, but this attack and each other attack made that round suffers a -2 penalty. The -2 penalty applies for 1 round, so it affects attacks of opportunity made before his next action. The archer must use the full-attack action to strike with this ability.

Bard
A bard is the quintessential entertainer, blessed with musical skills that are the envy of all others. Their songs and inspirations often protect their allies from harm, heal wounds, and inspired them to do great things.

GAME RULE INFORMATION


Bards have the following game statistics. Abilities: Charisma determines how powerful a song a bard can perform, how hard those songs are to resist, and how many additional MP a bard receives from a high attribute. Alignment: Any. Starting HPs at 1st Level: 15 + Constitution modifier. Hit Die: d6.

Class Skills
The bards class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), and Stealth (Dex). Skill Points at 1st level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Table 3-2: The Bard Base Fort Level Attack Save Bonus 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +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 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Auras Known Reflex Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Special Additional Song, Minor Aura, Limit Breaks Versatile Performance Inspiration (1/day) Major Aura +1 Grant Move Action (1/day) Inspiration (2/day) Skilled Performer +5 Major Aura +2, Grant Move Action (2/day) Inspiration (3/day) Additional Song Grant Move Action (3/day) Major Aura +3, Inspiration (4/day) Skilled Performer +10 Grant Move Action (4/day) Inspiration (5/day), Clear Mind Major Aura +4 Grant Move Action (5/day) Inspiration (6/day) Skilled Performer +15 Additional Song, Major Aura +5 MP 2 3 4 5 9 11 13 15 21 24 27 30 38 42 46 50 60 65 70 75 Song Level 1st 1st 1st 1st 2nd 2nd 2nd 2nd 3rd 3rd 3rd 3rd 4th 4th 4th 4th 5th 5th 5th 5th Minor Major 1 1 2 2 3 3 4 4 5 5 5 6 6 6 7 7 7 7 8 8 0 0 0 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5

Class Features All of the following are class features of the bard. Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with cloth armor, leather armor and shields (except tower shields). Because the somatic components required for bard songs are relatively simple, a bard can perform songs while wearing cloth or leather armor without incurring the normal song failure chance. However, like Mages, a bard wearing chain or plate armor or using a shield incurs a chance of song failure. Limit Break (Su): At 1st level, the bard receives the Limit Breaks (Outstanding Performance and Destructive Shout). Outstanding Performance (Su): This Limit Break allows the bard to be able perform up to double his maximum songs without needing to make a Perform check but still must pay the MP for each song. Destructive Shout (Su): This Limit Break causes the Bard to shout towards his opponents causing nonelemental damage in a 60-ft.-cone. Enemies in the area of effect take 2d6 points of non-elemental damage + an additional 2d6 points of damage per four bard class levels, a Fortitude save (DC 10 + 1/2 bard class level + Charisma modifier) or be stunned for 1 round. Additional Song: Starting at 1st level, a bard can perform an additional song, allowing him to perform two songs. At 10th level, the bard can perform three songs and at 20th level, the bard can perform four songs. The perform check is needed for each song, with a +2 to the perform DC for each song after the first. Bardic Music: A bard performs songs from his songbook. Unlike mages, bards keep a written account of his songs in his songbook. The bard begins play with a songbook containing two 1st-level songs. At each new bard level, he gains one new song of any song level that he can perform (based on his new bard level) for his songbook. But like mages, the bard can also purchase songs for his songbook. To learn or perform a song, a bard must have a Charisma score equal to at least 10 + the song level (Cha 11 for 1st-level songs, Cha 12 for 2nd-level songs, and so forth). The Difficulty Class for a saving throw against a bards song is 10 + the songs level + the bards Charisma modifier. In addition, a bard gains additional MP for having a high attribute (Charisma). Performing a song also requires the bard to make a perform skill check of DC 10 + twice the songs level in addition to spending MP. Failure in making the skill check still expends the MP cost of the song. All songs have a duration of one round per two bard class levels (not including feats that may make the duration longer), before the bard must make another perform check and pay the MP cost again. Most songs have a radius of 30 feet, centered on the bard, unless otherwise stated. Auras (Ex): The bard exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The bard may project one minor aura and (starting at 4th level) one major aura at a time. Projecting an aura is a swift action. The aura remains in effect until the bard uses a free action to dismiss it or activates another aura of the same kind (major or minor). A bard can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the bard takes his first turn. Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A bard sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best. Unless otherwise noted, a bards aura affects all allies within 60 feet (including himself ) who can hear the bard. An ally must have an Intelligence score of 3 or higher and be able to understand the bards language to gain the bonus. A bards aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be

heard or understood by his allies. A bard begins play knowing one minor aura of his choice. As his bard level increases, he gains access to new auras, as indicated on Table 34: The Bard. All bonuses granted by a bards auras are circumstance bonuses that do not stack with each other. Minor Aura: A minor aura lets allies add the bards Charisma bonus (if any) to certain rolls. Accurate Strike: Bonus on rolls made to confirm critical hits. Art of War: Bonus on disarm, trip, bull rush, and sunder attempts. Demand Fortitude: Bonus on Fortitude saves. Determined Caster: Bonus on rolls to overcome spell resistance. Force of Will: Bonus on Will saves. Master of Opportunity: Bonus to Armor Class against attacks of opportunity. Master of Tactics: Bonus on damage rolls when flanking. Motivate Charisma: Bonus on Charisma checks and Charisma-based skill checks. Motivate Constitution: Bonus on Constitution checks and Constitution-based skill checks. Motivate Dexterity: Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks. Motivate Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks. Motivate Strength: Bonus on Strength checks and Strength-based skill checks. Motivate Wisdom: Bonus on Wisdom checks and Wisdom-based skill checks. Over the Top: Bonus on damage rolls when charging. Watchful Eye: Bonus on Reflex saves. Versatile Performance (Ex): At 2nd level, a bard can use different types of Perform skills to perform different skills. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skills bonus, whether or not he has ranks in that skill or if it is a class skill. The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Athletics), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal). Inspiration: At 3rd level, a bard can use song or poetics to inspire and produce magical effects on those around him (usually including himself, if desired). Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the inspiration ability until he acquires the needed ranks. Starting an inspiration effect is a standard action. Just as casting a spell with a verbal component, a deaf bard has 20% chance to fail when attempting to use inspiration. If he fails, the attempt still counts against his daily limit. The bard can use his inspirations once per inspiration gained per day and each inspiration lasts for one round per level. Inspire Courage (Su): At 3rd level, a bard with 5 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapons damage rolls. At 7th level, and every four bard levels thereafter, this bonus increases by 1 (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th). Inspire courage is a mind-affecting ability. Inspire Competence (Su): At 6th level, a bard with 8 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally. Depending on the task that the ally has at hand, the bard may use his

inspiration to lift the allys spirits, to help him or her focus mentally, or in some other way. The ally gets a +2 competence bonus on skill checks with a particular skill. At 9th level, and every three bard levels thereafter, this bonus increases by 2 (+4 at 9th, +6 at 12th, +8 at 15th, and +10 at 18th).A bard cant inspire competence in himself. Inspire competence is a mind-affecting ability. Inspire Greatness (Su): At 9th level, a bard with 11 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the targets Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells. Inspire greatness is a mind-affecting ability. Inspire Freedom (Su): At 12th level, a bard with 14 or more ranks in a Perform skill can use music or poetics to create an effect to free someone from enchantments. Any enchantment effect on a chosen target is dispelled (requiring a caster level check versus the casters enchantment). Any attempts to cast enchantments on chosen target are dispelled with a successful caster level check. A bard cant use inspire freedom on himself. Inspire freedom is a mind-affecting ability. Inspire Heroics (Su): At 15th level, a bard with 17 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet, allowing that creature to fight bravely even against overwhelming odds. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. Inspire heroics is a mind-affecting ability. Inspire Healing (Su): At 18th level, a bard with 20 or more ranks in a Perform skill can use music or poetics to inspire healing in himself or a single willing ally within 30 feet. A creature so inspired gains Fast Healing 1 per four bard levels the character has attained up to a maximum of Fast Healing 5. Inspire healing is a mind-affecting ability. Major Aura: Beginning at 4th level, a bard can project a major aura in addition to his minor aura. A major aura lets allies add +1 to certain rolls. This bonus improves by +1 at 8th, 12th, 16th, and 20th level. Hardy Soldiers: The bards allies gain damage reduction equal to the amount of bonus the aura provides. Motivate Ardor: Bonus on damage rolls. Motivate Attack: Bonus on melee attack rolls. Motivate Care: Bonus to Armor Class. Motivate Urgency: Allies move speed is increased by 5 feet the amount of bonus the aura provides. Resilient Troops: Bonus on all saves. Resist the Elements: The bard's allies gain elemental resistance equal to the bonus the aura provides. Steady Hand: Bonus on ranged attack rolls. Grant Move Action (Ex): Starting at 5th level, a bard can direct and motivate his allies to act immediately. Once per day, as a standard action, he may grant an extra move action to any or all of his allies within 30 feet (but not to himself ). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies initiative count; the round continues normally after the bards turn is over. (This may mean, for example, that an ally whose initiative count immediately follows the bards may get an extra move action from the bard, followed directly by a full round worth of actions on the allys turn.) At 8th level, a bard gains the ability to grant an extra move action to his allies twice per day. The frequency increases to three times per day at 11th level, four times per day at 14th level, and five times per day

at 17th level. A character can take only one extra move action per round. (In other words, two bards cant use this ability on the same ally in the same round.) If an ally chooses not to take the extra move action, it is lost. Skilled Performer: The rattling nerves and jitteriness is long gone, replaced by a calm serenity that allows the bard to play his best music. He gains 5 bonus skill points to any Perform skill at 7th level; this value increases to 10 at 13th level and 15 at 19th level. The bard may distribute the skill points however he wants among his Perform skills. Clear Mind (Ex): At 15th level, a bard can regain his MP quicker. The bard must be relaxed and must be free from overt distractions, such as combat raging nearby or other loud noises. The bard regains MP equaling his Charisma modifier per hour.

Beastmaster
A beastmaster is a wilderness warrior who has developed an uncanny rapport with animals. Though truly fearsome in battle, the beastmaster can be quite gentle when dealing with creatures of the wild. A beastmaster typically travels with one or more animal companions who show incredible loyalty to their humanoid friend. Though a beastmaster prefers to spend time in the wild with his animal companion, he is not averse to venturing into civilized lands when the need arises. As long as animals may be found where he travels, the beastmaster will feel at home.

GAME RULE INFORMATION


Beastmasters have the following game statistics. Abilities: Strength is especially important for beastmasters because it improves their melee attack and damage rolls. Constitution is important for giving beastmasters lots of hit points, which they need in their many battles. Alignment: Any. Starting HPs at 1st Level: 25 + Constitution modifier. Hit Die: d10.

Class Skills
The beastmasters class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), and Survival (Wis). Skill Points at 1st level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Table 3-3: The Beastmaster Base Attack Fort Level Bonus Save 1st +1 +2 nd 2 +2 +3 rd 3 +3 +3 4th +4 +4 th 5 +5 +4 6th +6/+1 +5 th 7 +7/+2 +5 8th +8/+3 +6 th 9 +9/+4 +6 th 10 +10/+5 +7 11th +11/+6/+1 +7

Reflex Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3

Special Animal Companion, Wild Empathy, Limit Breaks Empathic Link, Nature Sense, Improved Companion Alertness, Woodland Stride Track, Improved Companion Beastial Transformation (Partial), Natural Savagery Speak with Animals, Improved Companion Natural Weaponry Swift Tracker, Improved Companion Low-Light Vision, Savage Charge Dire Companion, Trackless Step, Improved Companion Scent, Improved Empathic Link

12th 13th 14th 15th 16th 17th 18th 19th 20th

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

+8 +8 +9 +9 +10 +10 +11 +11 +12

+8 +8 +9 +9 +10 +10 +11 +11 +12

+4 +4 +4 +5 +5 +5 +6 +6 +6

Natural Weaponry, Improved Companion Quarry Careful Claw, Improved Companion Beastial Transformation (Full) Greater Savage Charge, Improved Companion Natural Weaponry Improved Quarry, Improved Companion Master Hunter Legendary Companion, Beast Shape, Improved Companion

Class Features All of the following are class features of the beastmaster. Weapon and Armor Proficiency: A beastmaster is proficient with all simple weapons, cloth armor, and leather armor but not shields. Limit Breaks (Su): At 1st level, the beastmaster receives the Limit Breaks (Bestial Fury and Mastery of Beasts). Bestial Fury (Su): This Limit Break causes the beastmaster and his companion to go into a bestial fury. For the duration of 1 round + 1 round per four beastmaster class levels, the beastmaster and his companion is granted a +2 enhancement bonus to Strength and Constitution per four beastmaster levels as well as an extra attack at their highest base attack bonus if they make a full attack. Mastery of Beasts (Su): This Limit Break allows the beastmaster to call 3d4 creatures of the same type as his companion with maximum hit points to aid him in battle, 2d4 dire creatures of the same type at 10th level, and 1d4 legendary creatures of the same type at 20th level. The creatures appear instantly and remaining for up to 1 round + 1 round per four beastmaster class levels, at which point they disperse into the wild. Animal Companion (Ex): A beastmaster may begin play with an animal companion selected from the following list: ape, bear (black), chocobo (yellow), hawk, snake (medium), or wolf. This animal is a loyal companion that accompanies the beastmaster on his adventures as appropriate for its kind. A 1st-level beastmasters companion is completely typical for its kind except as noted in the table below. As a beastmaster advances in level, the animals power increases as shown on the table. If the animal companion is of higher hit dice than the beastmaster in levels, it does not receive any additional hit dice until the beastmaster advances in levels higher than the animal companions hit dice. At 10th level, the beastmasters animal companion becomes a dire companion (except the Chocobo), becoming a dire animal. If the dire companion is of higher hit dice than the beastmaster in levels, it does not receive any additional hit dice until the beastmaster advances in levels higher than the dire companions hit dice. Chocobo companions at this stage undergo a transformation into a Black Chocobo. At 20th level, the beastmasters dire companion becomes a legendary companion (except the Chocobo), becoming a legendary animal. If the legendary companion is of higher hit dice than the beastmaster in levels, it does not receive any additional hit dice. Chocobo companions at this stage undergo a transformation into a Gold Chocobo.

If a beastmaster releases his companion from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of summoning. This ceremony can also replace an animal companion that has perished. Class Bonus Level HD 1st - 2nd +0 3rd - 5th +2 6th - 8th +4 9th - 11th +6 12th - 14th +8 15th - 17th +10 18th - 20th +12 Natural Armor Adj. +0 +2 +4 +6 +8 +10 +12 Str/Dex Adj. +0 +1 +2 +3 +4 +5 +6 Bonus Tricks 1 2 3 4 5 6 7 Special Link Evasion Devotion Multiattack Improved Evasion Blood Bond

Class Level: The characters beastmaster level. Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the companions base attack and base save bonuses. The companions base attack bonus is equal to that of a beastmaster of a level equal to the companions HD. The companion has good Fortitude and Reflex saves (treat it as a character whose level equals the creatures HD). The companion gains additional skill points or feats for bonus HD as normal for advancing a monsters Hit Dice. Black/Gold Chocobo companions continue as d10 Hit Dice instead. Natural Armor Adj.: The number on the table is an improvement to the companions existing natural armor bonus. It represents the preternatural toughness of a beastmasters companion. Str/Dex Adj.: Add this figure to the companions Strength and Dexterity score. Link (Ex): A beastmaster can handle his companion as a free action, or push it as a move action, even if he doesnt have any ranks in the Handle Animal skill. The beastmaster gains a +4 competence bonus on all wild empathy checks and Handle Animal checks made regarding the beastmasters companion. Evasion (Ex): If the beastmasters companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw. Devotion (Ex): The companions devotion to its master is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects. Multiattack: The beastmasters companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have this feat. If it does not have the requisite three or more attacks, the companion instead gains a second attack with its primary natural weapon, albeit at a 5 penalty. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, the companion takes no damage if it makes a successful saving throw and half damage if the saving throw fails. Blood Bond (Ex): After a beastmaster has achieved 18th level, the bond between him and his companion grows so strong that the companion gains a +2 bonus on all attack rolls, checks and saves if it witnesses the beastmaster being threatened or harmed. This bonus lasts as long as the threat is immediate and apparent.

Wild Empathy (Ex): A beastmaster can use body language, vocalizations and demeanor to improve the attitude of any creature of the animal, magical beast or vermin types. This ability functions just like a Diplomacy check made to improve a humanoids attitude towards a character. Typically, domesticated creatures have a starting attitude of indifferent and wild creatures begin as unfriendly. Magical beasts may only be influenced by a beastmasters wild empathy if the creatures Intelligence score is 5 or less, and the beastmaster suffers a 4 penalty on any attempts to do so. The beastmaster rolls 1d20 + his beastmaster level + his Charisma modifier to determine the wild empathy check result. To use wild empathy, the beastmaster and the creature must be able to study each other, which means they must be within 30 feet of one another. A standard attempt to make a wild empathy check requires 1 minute, but as with influencing people, circumstances may require that the process take more or less time. Improved Companion (Ex): Starting at 2nd level and every other level thereafter, the beastmaster can improve his animal companion by selecting an upgrade from the list below. Each upgrade may be chosen up to 3 times. Ability Increase (Ex): An animal companion grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the animal companions ability scores by +2. Each time the beastmaster selects this upgrade, it applies to a different attribute. Additional Feat (Ex): An animal companion gains additional feat. Damage Reduction (Su): An animal companions body becomes resistant to harm, granting it damage reduction. The animal companion gains DR 1/-. Fast Healing (Su): An animal companions body gains the ability to heal wounds very quickly, giving it fast healing 1. The animal companion heals 1 point of damage each round, just like natural healing. Fast healing does not allow the animal companion to regrow lost body parts (or to reattach severed parts). Fast healing functions as long as the animal companion is alive. Fast Movement (Ex): An animal companion moves faster than normal. It gains an additional +10 movement speed. Improved Damage (Ex): One of the animal companions natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. Each time the beastmaster selects this upgrade, it applies to a different natural attack. Improved Natural Armor (Ex): An animal companion's natural armor increases, giving it a +2 bonus to its natural armor. Natural Reflexes (Ex): An animal companion's reacts faster in combat, giving it a +1 dodge bonus to AC. Skilled (Ex): An animal companion becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. Each time the beastmaster selects this upgrade, it applies to a different skill. Empathic Link (Su): At 2nd level, the beastmaster forms an empathic link with his companion out to a distance of up to 1 mile. At 6th level, the beastmaster extends his link to include not only his companion but also any animals he has befriended. The link allows the beastmaster and the animals to communicate their general emotional state (fear, hunger, happiness, curiosity) to one another. Note that the Intelligence of animals may limit what the creatures can communicate or understand. Nature Sense (Ex): Also at 2nd level, a beastmaster gains a +2 bonus on Knowledge (nature) and Survival checks.

Woodland Stride (Ex): Starting at 2nd level, a beastmaster may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect him. Alertness: A beastmasters senses grow keen as he learns some of the tricks of the animal kingdom. Accordingly, he gains Alertness as a bonus feat at 3rd level. Track (Ex): At 4th level, a beastmaster adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks. Beastial Transformation: At 5th level, a beastmaster becomes more beast-like, taking on animal traits of his chosen animal companion. Ape: Beastmasters with an Ape Companion gains Climb (with a +8 bonus to Athletics checks) speed of 15 feet, +4 bonus to Dexterity, +2 bonus to Wisdom, and a +1 Natural Armor bonus to Armor Class. Bear: Beastmasters with a Bear Companion gains +5 movement speed, +4 bonus to Athletics checks, +4 bonus to Strength, and a +2 bonus to Constitution. Chocobo: Beastmasters with a Chocobo Companion gains +10 movement speed, and a +2 bonus to Strength, Dexterity, and Constitution. Hawk: Beastmasters with a Hawk Companion grows wings and gains a Fly speed of 30 feet (poor) as well as a +4 bonus to Spot checks, +2 bonus to Dexterity, and a +4 bonus to Wisdom. Snake: Beastmasters with a Snake Companion gains a Swim (with a +8 bonus to Athletics checks) speed of 20 feet, +4 bonus to Dexterity, +2 bonus to Wisdom, and a +1 Natural Armor bonus to Armor Class. Wolf: Beastmasters with a Wolf Companion gains +5 movement speed, +4 bonus to trip checks, and a +2 bonus to Dexterity, Constitution, and Wisdom. At 15th level, a beastmaster completes his transformation, assuming the facial features of his chosen animal companion, and gaining more animal traits. They also receive a Bite attack as a secondary attack. Refer to Natural Weaponry ability for bite damage (see below). If they already have a Bite attack, it upgrades via the Natural Weaponry ability. Ape: Beastmasters with an Ape Companion gains a +2 bonus to Strength, Dexterity and Wisdom, and a +2 Natural Armor bonus to Armor Class. Bear: Beastmasters with a Bear Companion gains a +2 bonus to Strength, Dexterity, and Constitution, and a +4 Natural Armor bonus to Armor Class. Chocobo: Beastmasters with a Chocobo Companion gains an additional +10 movement speed, and a +2 bonus to Strength, Dexterity, and Constitution. Hawk: Beastmasters with a Hawk Companion increases their Fly speed to 60 (average) and gain a +2 bonus to Dexterity and Wisdom, and a +2 Natural Armor bonus to Armor Class. Snake: Beastmasters with a Snake Companion gains a +2 bonus to Dexterity and Wisdom, and a +2 Natural Armor bonus to Armor Class. They also receive a Poison with their Bite attack. The Fort DC save is 10 + half

of their beastmaster class level + Constitution modifier. The poison deals 1d6 points of non-elemental damage per round per beastmaster class level. Wolf: Beastmasters with a Wolf Companion gains an additional +5 movement speed, an additional +5 bonus to trip checks, a +2 bonus to Strength, Dexterity, and Constitution, and a +2 Natural Armor bonus to Armor Class. The beastmaster also gains the ability to make a trip check if he successfully hits with his bite attack. Natural Savagery (Ex): At 5th level, a beastmaster gains a +1 bonus on attack and damage rolls with natural weapons. This bonus also applies to checks for grappling. This bonus increases by +1 for every four levels beyond 5th. Speak with Animals (Su): At 6th level, the beastmaster may comprehend and communicate at will with all animals, magical beasts and vermin. Natural Weaponry (Su): At 7th level, a beastmaster can undertake a ritual that allows him to grow claws, fangs or horns. The ritual lasts for one day, during which the beastmaster cannot sleep or eat. At the end of the ritual, the player selects claws, fangs or horns; once the choice is made, it cannot be reversed or altered. Once a beastmaster has grown his chosen natural weaponry, it cannot be hidden easily and grants him a +2 circumstance bonus on Intimidate checks. The beastmaster is considered proficient with his chosen natural weapon. When making multiple attacks in a full attack, a beastmaster suffers a 3 penalty if using his natural weapons in any attack beyond the first. A beastmaster who selects claws may make two attacks using the claws if he can make multiple attacks in the same round, but may not use them to attack while wielding another weapon. The damage for a beastmasters natural weaponry is as follows: Character Size Small Medium Large Claw Damage 1d3 1d4 1d6 Bite/Gore Damage 1d4 1d6 1d8

At 12th level, a beastmaster undergoes a longer and more involved ritual lasting three days without food or sleep, and he has the option either to select a second set of natural weaponry or to improve the natural weaponry he already possesses. If a new set of natural weaponry is selected, it is as if the beastmaster had selected it at 8th level. If the beastmaster chooses to improve his existing natural weaponry, it grows larger and more wicked than before. It grants a +4 circumstance bonus on Intimidate checks but also a 2 circumstance penalty on all checks requiring fine manipulation using the chosen body part. The damage for a beastmasters improved natural weaponry is as follows: Character Size Small Medium Large Claw Damage 1d4 1d6 1d8 Bite/Gore Damage 1d6 1d8 2d6

At 17th level, a beastmaster undergoes a much longer and final ritual lasting five days without food or sleep, and he has the option either to select a third set of natural weaponry or to improve the natural weaponry he already possesses. If a new set of natural weaponry is selected, it is as if the beastmaster had selected it at 8th level. If the beastmaster chooses to improve his existing improved natural weaponry, it grows larger and more wicked than before. It grants a +6 circumstance bonus on Intimidate checks but also a 4 circumstance penalty on all checks requiring fine manipulation using the chosen body part. The damage for a beastmasters advanced natural weaponry is as follows: Character Size Small Medium Large Claw Damage 1d6 1d8 2d6 Bite/Gore Damage 1d8 2d6 3d6

Swift Tracker (Ex): Beginning at 8th level, a beastmaster can move at his normal speed while using Survival to follow tracks without taking the normal 5 penalty. He takes only a 10 penalty (instead of the normal 20) when moving at up to twice normal speed while tracking. Low-Light Vision (Ex): At 9th level, a beastmaster gains low-light vision, allowing him to see twice as far as a hume in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. He retains the ability to distinguish color and detail under these conditions. If he already has low-light vision from another source (such as his race), his low-light vision improves, allowing him to see three times as far as a hume in conditions of shadowy illumination. Savage Charge (Ex): At 9th level, when a beastmaster attacks with a natural weapon at the end of a charge, he gains a bonus on his natural weapon attack rolls equal to half his beastmaster level, while suffering a penalty to his AC equal to half his beastmaster level. These replace the normal attack roll bonus and AC penalty for charging. This bonus also applies to his checks for a bull rush or overrun made when charging. Trackless Step (Ex): At 10th level, a beastmaster leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired. Scent (Ex): At 11th level, a beastmaster gains the scent ability. This ability allows the beastmaster to detect approaching enemies, sniff out hidden foes, and track by sense of smell. A beastmaster can identify familiar odors just as humes do familiar sights. The beastmaster can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. When the beastmaster detects a scent, the exact location of the source is not revealedonly its presence somewhere within range. The beastmaster can take a move action to note the direction of the scent. Whenever a beastmaster comes within 5 feet of the source, the beastmaster pinpoints the sources location. Improved Empathic Link (Su): Also at 11th level, the beastmaster gains an improved empathic link with his animal companion. The beastmaster can see through a companions eyes as a swift action, maintaining this connection as long as he likes (as long as the companion is within 1 mile) and ending it as a free action. The beastmaster is blinded while maintaining this connection. Quarry (Ex): At 13th level, a beastmaster can, as a standard action, denote one target within his line of sight as

his quarry. Whenever he is following the tracks of his quarry, a beastmaster can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A beastmaster can have no more than one quarry at a time. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the beastmaster sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour. Careful Claw (Ex): At 14th level, when using a natural weapon to attack a creature using a spell or similar effect that damages creatures attacking it, a beastmaster reduces the damage from such effects by an amount equal to 1/2 his beastmaster level. Greater Savage Charge (Ex): At 16th level, when using savage charge, the AC penalty is reduced to 1/4 his beastmaster level instead of 1/2 his beastmaster level. In addition, a beastmaster can charge through friendly creatures and difficult terrain. Improved Quarry (Ex): At 18th level, the beastmasters ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed. Master Hunter (Ex): A beastmaster of 19th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. Beast Shape (Su): At 20th level, the beastmaster gains the ability to turn himself into the same form as his animal companion at will. A beastmaster loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. Changing form (to animal or back) is a standard action and doesnt provoke an attack of opportunity.

Black Mage
Black Mages are powerful sorcerers that use their magical abilities to attack enemies through direct damage spells and enfeebling magic. Although physically weak, their potential for destruction per spell is far greater than any melee fighters single attack.

GAME RULE INFORMATION


Black Mages have the following game statistics. Abilities: Intelligence determines how powerful a spell a black mage can cast, how hard those spells are to resist, and how many additional MP a black mage receives from a high attribute. A high Dexterity score is helpful for a black mage, who typically wears little or no armor, because it provides his with a bonus to Armor Class. A good Constitution score gives a black mage extra hit points, a resource that he is otherwise very low on. Alignment: Any. Starting HPs at 1st Level: 10 + Constitution modifier. Hit Die: d4.

Class Skills
The black mages class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). Skill Points at 1st level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier.

Table 3-4: The Black Mage Base Fort Level Attack Save Bonus 1st +0 +0 nd 2 +1 +0 rd 3 +1 +1 4th +2 +1 th 5 +2 +1 6th +3 +2 th 7 +3 +2 8th +4 +2 th 9 +4 +3 th 10 +5 +3 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Reflex Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Special Black Magery, Spell Proficiency, Limit Breaks Elemental Shield 2 Dark Affliction Elemental Shield 4, Elemental Seal (1/day) Black Magery, Bonus Feat Elemental Shield 6 Arcane Knowledge Elemental Shield 8, Elemental Seal (2/day) Black Magery Elemental Shield 10, Doublecast (1/day), Bonus Feat Loremaster Elemental Shield 12, Elemental Seal (3/day) Black Magery Elemental Shield 14 Clear Mind, Bonus Feat Elemental Shield 16, Elemental Seal (4/day) Black Magery Elemental Shield 18, 1 MP Spell (3/day) Quad-Cast (1/day) Elemental Shield 20, Black Wizard, Bonus Feat

MP 2 3 5 8 11 16 21 28 35 44 53 62 73 86 99 114 129 136 152 169

Spell Level 1st 1st 1st 2nd 2nd 3rd 3rd 4th 4th 5th 5th 6th 6th 7th 7th 8th 8th 9th 9th 9th

Class Features All of the following are class features of the black mage. Weapon and Armor Proficiency: Black Mages are proficient with the dagger, sling, power rod, power staff, quarterstaff, and cloth armor but not with any shield. Heavier armor interferes with a black mages movements, which can cause his spells with somatic components to fail. Limit Breaks (Su): At 1st level, the black mage receives the Limit Breaks (Overchannel and Mana Wall). Overchannel (Su): This Limit Break allows the black mage to spend additional MP on any spell(s) for the duration of 1 round + 1 round per four black mage class levels up to twice his class level. Each additional MP spent can be used to increase damage by 1 extra die, increase save DC by 1, or increase duration by 5 rounds (if the spell has a duration of 1 round or more). This Limit Break allows the black mage to spend more MP than he can normally spend. Mana Wall (Su): This Limit Break shields the black mage from damage by using his MP pool at a rate of 5 damage per magic point. This Limit Break lasts for a duration of 1 round + 1 round per four black mage class levels and the black mage has no control over it. If the black mage is out of MP, the Limit Break ends prematurely and the black mage takes damage as normal. Spells: A black mage casts black magic spells which are drawn the black mage spell list. A black mage begins play with 2 1st level black mage spells of his choice. At each new black mage level, he gains one new spell of any spell level or levels that he can cast (based on his new black mage level). Like most mages, a black mage can find or purchase scrolls with spells to add to his repertoire.

To learn or cast a spell, the black mage must have an Intelligence score equal to at least 10 + the spell level (Int 11 for 1st-level spells, Int 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a black mages spell is 10 + the spell level + the black mages Intelligence modifier. In addition, a black mage gains additional MP for having a high attribute (Intelligence). Black Magery: At 1st, 5th, 9th, 13th, and 17th level, a black mage increases his power with his spells. At each such opportunity, he can choose from the list of the following (with a limit of 2 per): Increased Damage: This increases any damage spell the black mage casts by 1 extra die of the appropriate type. This allows you to overcome any damage cap a spell might restrict you to. Spell Mastery: This increases the DC for all of the black mages spells by 1. Elemental Mastery: This increases the black mages caster level by 1 for all spells with an elemental descriptor. Spell Penetration: This increases the black mages caster level checks by 1 made to overcome a creatures spell resistance. This stacks with the Spell Penetration feat. Spell Proficiency (Ex): Black mages are considered to have the Precise Shot feat while casting spells or using any magical items that require ranged touch. Elemental Shield (Su): At 2nd level, a black mage can use his knowledge of the elements and shield allies for a brief duration. As an immediate action, a black mage can shield himself and allies within 30 feet from elemental damage, gaining Elemental Resistance equal to the elemental shield number to all elements for the round. A black mage may use elemental shield a number of times per day equal to 3 + his Intelligence modifier (minimum of 1). Dark Affliction (Su): At 3rd level, any black magic spells that the black mage casts that causes status effects provides a penalty to saving throws against that status effect equal to -1 per two black mage class levels for a duration of 1 round per two black mage class levels. Elemental Seal (Ex): Beginning at 4th level, a black mage can increase the potency of his next elemental spell as a swift action, so long as the casting time of the spell is 1 standard action or less. The next elemental spell the black mage casts deals half again as much damage as normal and any elemental resistance the target(s) of this spell has is lessen by half as well. He can use this ability twice per day at 8th level, three times per day at 12th level, and four times per day at 16th level. Bonus Feat: A black mage receives a bonus feat starting at 5th level and receives an additional bonus feat every five black mage levels thereafter (10th, 15th, and 20th). At each such opportunity, he can choose a metamagic feat or an item creation feat. The black mage must still meet all prerequisites for a bonus feat, including caster level minimums. Arcane Knowledge (Ex): Beginning at 7th level, a black mage adds half his class level (minimum 1) to all Knowledge skill checks. Doublecast (Su): At 10th level, once per day, a black mage can take a full-round action to cast two spells. The black mage pays MP for both spells as normal and if a Concentration check is needed, he must check for both spells. He must also indicate the targets before spells are resolved.

Loremaster (Ex): At 11th level, the black mage becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A black mage can choose not to take 10 and can instead roll normally. In addition, once per day, the black mage can take 20 on any Knowledge skill check as a standard action. Clear Mind (Ex): At 15th level, a black mage can regain his MP quicker. The black mage must be relaxed and must be free from overt distractions, such as combat raging nearby or other loud noises. The black mage regains MP equaling his Intelligence modifier per hour. 1 MP Spell (Su): At 18th level, three times per day, as a move action, a black mage can reduce the cost of spells to 1 MP. Once activated, any spells the black mage casts only cost 1 MP. This ability ends at the end of the round. Quad-Cast (Su): At 19th level, once per day, a black mage can take a full-round action to cast four spells. The black mage pays MP for all four spells as normal and if a Concentration check is needed, he must check for all four spells. He must also indicate the targets before spells are resolved. Black Wizard (Su): At 20th level, a black mage becomes the pinnacle of black magic. The black mage gains the following abilities: Any enfeebling spells cast removes one beneficial spell of the highest level with a successful caster level check against the caster of the spell. Any elemental spells cast gains a bonus to damage rolls equal to the black mage's Intelligence modifier. Any attacks (including magical ranged touch spells) now deal an additional 1d6 points of shadow damage and grants a +5 bonus to attack rolls against any creature that the black mage misses on his next attack roll.

Blue Mage
Mages of the Azure order are practitioners of creature magic (otherwise known as Blue Magic). They learn spells by observing creatures use their spell-like and supernatural abilities. Unique to the magic world, they utilize their strange magicks to overcome foes or help their allies.

GAME RULE INFORMATION


Blue Mages have the following game statistics. Abilities: Charisma determines how powerful a spell a blue mage can cast, how hard those spells are to resist, and how many additional MP a blue mage receives from a high attribute. A high Intelligence score increases the chances to learn new spells with their Knowledge: Beast Lore skill and also helps with additional skill points needed for the blue mage. A high Dexterity score is helpful for a blue mage, who typically wears cloth or leather armor, because it provides his with a bonus to Armor Class. A good Constitution score gives a blue mage extra hit points, a resource that she is otherwise very low on. Alignment: Any. Starting HPs at 1st Level: 10 + Constitution modifier. Hit Die: d4.

Class Skills
The blue mages class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). Skill Points at 1st level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier.

Table 3-5: The Blue Mage Base Fort Level Attack Save Bonus 1st +0 +0 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +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 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Reflex Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Special Blue Magery, Creature Magic, Spell Proficiency, Limit Breaks Scan, Analysis (Lucubrate) Armored Mage (Leather) Azure Physical Training Blue Magery, Bonus Feat Invoke, Analysis (Mettle) I Know That Trick Azure Physical Training Blue Magery Libra, Analysis (Foreknowledge), Bonus Feat Simulation Improved Invoke, Azure Physical Training Blue Magery Analysis (Flummox) Clear Mind, Doublecast (1/day), Bonus Feat Azure Physical Training Blue Magery 1 MP Spell (3/day), Analysis (Puissance) Azure Lore (3/day) Bonus Feat, Assimilation, Azure Physical Training

MP 2 3 5 8 11 16 21 28 35 44 53 62 73 86 99 114 129 136 152 169

Spell Level 1st 1st 1st 2nd 2nd 3rd 3rd 4th 4th 5th 5th 6th 6th 7th 7th 8th 8th 9th 9th 9th

Class Features All of the following are class features of the blue mage. Weapon and Armor Proficiency: Blue Mages are proficient with all simple weapons including longswords, power rods, power staves, and scimitars. Blue Mages are proficient with cloth armor, leather armor, and small shields. Limit Break (Su): At 1st level, the blue mage receives the Limit Breaks (Creature Summons and Dual Azure Mastery). Creature Summons (Su): This Limit Break allows the blue mage to summon creatures briefly. For the duration of 1 round + 1 round per four blue mage class levels, any creature magic spells the blue mage casts; she summons a creature from where she learned the spell from. The creature magic spell must be from actual monster, and not from a humanoid for this Limit Break to summon. The creature summoned stays for only 1 round, appearing anywhere within 30 feet of the blue mage, obeying the wishes of the blue mage and then disappears. Dual Azure Mastery (Su): This Limit Break allows the blue mage for a duration of 1 round + 1 round per four blue mage class levels to cast two creature magic spells a round as a full-round action. MP must be paid for both spells. Creature Magic (Ex): A blue mage has the power to gain new spells from creatures that have spell-like and supernatural abilities by learning from them. The blue mage must witness the creature use its abilities for the blue mage to learn by making a Knowledge (Beast Lore) skill check. The initial skill check is DC 15 + 2 per

spell level of the ability. Unlike the other mages, a blue mage cannot purchase or find scrolls to add spells to her spells known list. Once learned, the ability becomes a spell in the blue mages known spells list. See the monsters description to find out the spell level of a creatures spell-like and supernatural abilities. The blue mage can learn spells above her spell level, but cannot cast those spells until she has attain the level to be able to cast them. The only limitation to this is the blue mage cannot learn Limit Breaks through the use of this ability. Any supernatural abilities learned through this ability that doesnt have a duration will have a duration of 1 round per Blue Mage class level. To learn or cast a spell, the blue mage must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a blue mages spell is 10 + the spell level + the blue mages Charisma modifier. In addition, a blue mage gains additional MP for having a high attribute (Charisma). Blue Magery: At 1st, 5th, 9th, 13th, and 17th level, a blue mage increases her power with her spells. At each such opportunity, she can choose from the list of the following (with a limit of 2 per): Analysis Mastery: This increases the bonus of his analysis abilities by +1. Natural Prowess: This increases the blue mages ability to hit with his natural weapons granted by Azure Physical Training by +1. Obscure Spell Mastery: This increases the DC for all of the blue mages spells by 1 as well as increases the difficulty in identifying her spells via Spellcraft skill by 2. Creature Knowledge Mastery: This increases the blue mages Knowledge (Beast Lore) checks by +2 and also provides a +2 insight bonus on all saving throws from creatures that have been Scanned. Spell Proficiency (Ex): Blue mages are considered to have the Precise Shot feat while casting spells or using any magical items that require ranged touch. Scan (Su): At 2nd level, the blue mage can scan a creature to find out if it has a spell-like or supernatural ability she can learn from. This ability has a range of 60 feet and requires a move action which doesnt provoke attacks of opportunity. Analysis (Ex/Su): Also at 2nd level, usable per day equal to 3 + the blue mage's Charisma modifier, a blue mage can draw upon her intuitive ability to read a creature's essence, granting her and her allies benefits against the creatures they face. Using analysis abilities require a move action which doesnt provoke attacks of opportunity. A blue mage unlocks new analysis abilities as her level increases. Using analysis requires a Knowledge (Beast Lore) check DC 15 + the CR of the creature. Analysis can only be used once against any given creature per encounter. The blue mage's analysis can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the blue mage must be aware of the creature's presence, although she need not have a line of sight to it. The effects of analysis last for 1 round per blue mage class level, unless stated otherwise. To affect her allies, they must be within 30' of the blue mage. Lucubrate (Ex): The blue mage learns the general combat behaviors of creatures of that race, granting her allies a +1 bonus on attack rolls made against them. If the blue mage succeeds on her Knowledge check by 5 or more, then this bonus increases to +2. If the blue mage succeeds on her Knowledge check by 10 or more,

then this bonus increases to +3. If the blue mage succeeds on her Knowledge check by 20 or more, then this bonus increases to +4. Mettle (Ex): Starting at 6th level, the blue mage can use her analysis to help her allies fight off the dangerous abilities of other creatures. Allies within 30 feet of the blue mage gain a +1 bonus on saving throws against the affected creature's abilities. If the blue mage succeeds on her Knowledge check by 5 or more, then this bonus increases to +2. If the blue mage succeeds on her Knowledge check by 10 or more, then this bonus increases to +3. If the blue mage succeeds on her Knowledge check by 20 or more, then this bonus increases to +4. Foreknowledge (Su): Starting at 10th level, a blue mage can teach her allies how to avoid attacks from the target creature. Unlike other analysis abilities, this ability can be used only against a single creature. On a successful Knowledge check, she grants them a +1 dodge bonus to AC against that creature. If the blue mage succeeds on her Knowledge check by 5 or more, then this bonus increases to +2 AC. If the blue mage succeeds on her Knowledge check by 10 or more, then this bonus increases to +3 AC. If the blue mage succeeds on her Knowledge check by 20 or more, then this bonus increases to +4 AC. Flummox (Su): By raking the essence of the target creature, a blue mage of 14th level or higher can dazzle a target creature for 1 round. Like the Foreknowledge ability, flummox can be used only against a single creature. On a successful Knowledge check, the creature must make a Will save (DC 10 + 1/2 the blue mage's level + Charisma modifier) or be dazed for 1 round. If the blue mage succeeds on her Knowledge check by 5 or more, the creature must make a Will save (DC 10 + 1/2 the blue mage's level + Charisma modifier) or be affected by the Immobilize status for 1 round. If the blue mage succeeds on his Knowledge check by 10 or more, the creature must make a Will save (DC 10 + 1/2 the blue mage's level + Charisma modifier) or be affected by the Disable status for 1 round. If the blue mage succeeds on his Knowledge check by 20 or more, the creature must make a Will save (DC 10 + 1/2 the blue mage's level + Charisma modifier) or be stunned for 1 round. Puissance (Ex): Starting at 18th level, a blue mage can direct her allies to attack vital spots of her enemies. On a successful Knowledge check, she grants them a bonus to damage rolls made against the target creatures equal to 1d6 points of damage. If the blue mage succeeds on her Knowledge check by 5 or more, then this bonus increases to 2d6. If the blue mage succeeds on her Knowledge check by 10 or more, then this bonus increases to 3d6. If the blue mage succeeds on her Knowledge check by 20 or more, then this bonus increases to 4d6. Creatures that are immune to critical hits, are also immune to this ability. Armored Mage (Ex): At 3rd level, normally, heavier armor than cloth interferes with a spell-caster's gestures, which can cause spells to fail if those spells have a somatic component. A blue mage's limited focus and specialized training, however, allows her to avoid spell failure so long as she sticks to cloth or leather armor and light shields. This training does not extend to chain or to heavy shields. This ability does not apply to spells gained from a different spell-casting class. Azure Physical Training (Ex): At 4th level and every four levels thereafter, a blue mage gains abilities that emulate physical attacks of creatures. The blue mage can use these abilities at will, requiring only a standard action to use. Slam (Ex): The blue mage emulates a slam of a construct. The slam deals 1d6 (1d4 for small size, 1d8 for large size) + Strength modifier points of damage. Bite (Ex): At 8th level, the blue mage emulates the bite of a wolf. The bite deals 1d4 (1d3 for small size, 1d6 for large size) + Strength modifier points of damage. If the blue mage hits with the bite attack, she can attempt to trip as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the blue mage.

Grab (Ex): At 12th level, the blue mage emulates the grab of a bear. If the blue mage hits with a slam or bite attack, she can attempt to start a grapple as a free action without making a touch attack or provoking an attack of opportunity. This grab ability works only opponents that are at least her size category or smaller. When the blue mage gets a hold after a grab attack, she pulls the opponent into her space. This act does not provoke attacks of opportunity. She can even move (possibly carrying away the opponent), provided she can drag the opponents weight. The blue mage can then crush an opponent, dealing 1d6 (1d4 for small size, 1d8 for large size) + Strength modifier points of damage, after making a successful grapple check per round. Powerful Charge (Ex): At 16th level, the blue mage emulates the charge of a rhinoceros. The blue mage deals 2d6 (2d4 for small size, 2d8 for large size) + Strength modifier points of damage when she makes a charge. Pounce (Ex): At 20th level, the blue mage emulates the pounce of a lion. When the blue mage makes a charge, it can follow up with a full attack. Bonus Feats: At 5th, 10th, 15th, and 20th level, a blue mage gains a bonus feat. At each such opportunity, she can choose a metamagic feat or an item creation feat. The blue mage must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets every three levels. Invoke (Su): At 6th level, the blue mage can invoke a creature to use its spell-like or supernatural ability. The blue mage must know what the creature possesses for abilities by using the Scan ability. If a creature has more than one ability, the blue mage can decide which one she wants the creature to use. The creature gets a Will save (DC 10 + 1/2 blue mage class level + Charisma modifier) to negate this ability. This ability has a range of 60 feet and requires a move action which doesnt provoke attacks of opportunity. At 12th level, the blue mages ability to invoke a creature to use its abilities improves. The blue mage can use this ability as a swift action. I Know That Trick (Ex): At 7th level, the blue mage gains a +1 bonus to her saving throws against any ability that she has learn as a blue magic spell. This bonus increases by +1 for every three additional blue mage class levels beyond 7th level (+2 at 10th level, +3 at 13th, +4 at 16th, and +5 at 19th). Libra (Su): At 10th level, the blue mage can analyze a creature to find how much (current) hit points, (current) magic points, any resistances, and any weaknesses it possesses. This ability has a range of 60 feet and requires a move action which doesnt provoke attacks of opportunity. Simulation (Su): At 11th level, the blue mage can copy any special qualities from creatures she has used the Libra ability on. Usable per day equal to the blue mage's Charisma modifier, the blue mage may copy only one special quality from a creature at a time. The only special quality ability that cannot be copied is the creature type. Copying a creature's special qualities overrides her own. For example, if a blue mage copies the damage reduction, it replaces her own damage reduction if she had any. This ability lasts for a number of rounds equal to 3 + the blue mage's Charisma modifier. Clear Mind (Ex): At 15th level, a blue mage can regain her MP quicker. The blue mage must be relaxed and must be free from overt distractions, such as combat raging nearby or other loud noises. The blue mage regains MP equaling her Charisma modifier per hour. Doublecast (Su): Also at 15th level, once per day, a blue mage can take a full-round action to cast two spells. The blue mage pays MP for both spells as normal and if a Concentration check is needed, she must check for both spells. She must also indicate the targets before spells are resolved.

1 MP Spell (Su): At 18th level, three times per day, as a move action, a blue mage can reduce the cost of spells to 1 MP. Once activated, any spells the blue mage casts only cost 1 MP. This ability ends at the end of the round. Azure Lore (Su): At 19th level, three times per day, as a free action, a blue mage can utilize any one metamagic feat she has on a blue magic spell for free. Assimilation (Su): At 20th level, the blue mage absorb any special qualities from creatures she has used the Libra ability on. Usable per day equal to the blue mage's Charisma modifier, the blue mage may absorb only one special quality from a creature at a time. A creature affected by this ability must make a Fortitude save (DC 10 + 1/2 blue mage class level + Charisma modifier) or temporary loses its special quality ability. The only special quality ability that cannot be absorbed is the creature type. Absorbing a creature's special qualities overrides her own. This ability lasts for a number of rounds equal to 3 + the blue mage's Charisma modifier. In addition, the blue mage learns the special quality ability and may be reused at any given time with a successful Knowledge (Beast Lore) skill check of DC 15 + the CR of the creature that uses up an assimilation ability use.

Dragoon
Dragoons are noble warriors, fierce fighters, and knights who don't always follow the rules. They are often found leading elite units into battle or leaping over the heads of lesser soldiers into the fray. Dragoons are known for their astronomical jumping abilities mysteriously taking out enemies from the sky before even being seen. Dragoons also develop a special bond with dragons and master all abilities in the heaviest of armors, allowing them to execute maneuvers in battle other warriors can only dream of.

GAME RULE INFORMATION


Dragoons have the following game statistics. Abilities: Strength is especially important for dragoons because it improves their melee attack and damage rolls. Constitution is important for giving dragoons lots of hit points, which they need in their many battles. Alignment: Any. Starting HPs at 1st Level: 25 + Constitution modifier. Hit Die: d10.

Class Skills
The dragoons class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), and Ride (Dex). Skill Points at 1st level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier. Table 3-6: The Dragoon Base Attack Fort Level Bonus Save 1st +1 +2 2nd +2 +3 rd 3 +3 +3 th 4 +4 +4 5th +5 +4 th 6 +6/+1 +5 7th +7/+2 +5 th 8 +8/+3 +6 9th +9/+4 +6

Reflex Save +2 +3 +3 +4 +4 +5 +5 +6 +6

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3

Special Deadly Lancer +1d6, Jump, Limit Breaks Pole Fighting Armor Training, Steadfast Pike Deadly Lancer +2d6, Hardy Landing (20 ft.) Dragoon Training (+1) Hardy Landing (30 ft.) Deadly Lancer +3d6, Tail Sweep Hardy Landing (40 ft.) Flexible Flanker

10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th

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

+7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

+7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

+3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Deadly Lancer +4d6, Hardy Landing (50 ft.), Dragoon Training (+2) Leaping Charge Hardy Landing (60 ft.) Deadly Lancer +5d6, Sweeping Fend Hardy Landing (70 ft.) Swoop of the Dragon, Dragoon Training (+3) Deadly Lancer +6d6, Hardy Landing (80 ft.) Step Aside Hardy Landing (90 ft.) Deadly Lancer +7d6, Pike Defense Hardy Landing (any), Dragoon Training (+4), Dragon Knight

Class Features All of the following are class features of the dragoon. Weapon and Armor Proficiency: A dragoon is proficient with all spears, lances, and polearms. They are also proficient with all armor (cloth, leather, chain, and plate) but not with any shields. Limit Breaks (Su): At 1st level, the dragoon receives the Limit Breaks (Lancet and Falling Meteor). Lancet (Su): This Limit Break causes any attacks the dragoon makes that successfully hits to heal him. For the duration of 1 round + 1 round per four dragoon class levels, the dragoon heals for 1d6 points of damage + an additional 1d6 points of damage per four dragoon class levels whenever the dragoon makes a successful attack. Each successful attack deals additional damage equal to the amount healed. Falling Meteor (Su): This Limit Break allows the dragoon to make a giant leap to crash like a meteor upon his enemies within 60 feet, affecting a 20-foot-radius area. Enemies in the area of effect take 2d6 points of non-elemental damage + an additional 2d6 points of damage per four dragoon class levels, a Reflex save (DC 10 + 1/2 dragoon class level + Strength modifier) or fall prone. Jump (Ex): At 1st level, a dragoon trains for years in the ability to leap astounding and nearly supernatural distances, emulating the dragon's ability to fly. The dragoon adds double his dragoon class levels to all Athletics skill checks for jumping. A dragoon's ability to jump with his Athletics checks are treated as though he got a running start and has the Run feat, regardless of whether or not he gets a running start. A dragoons maximum height is not affected by his size, allowing very strong, very powerful dragoons to eventually leap higher than their own height. In addition, when a dragoon uses the Jumping Down action, he may add an additional 5 to the DC in order treat the fall as 10 feet less than normal (thus jumping down 20 feet would have DC 20 and thirty feet would have DC 25, etc). Beginning at 4th level, the DC multiplier for a high jump is reduced by 1, making it a multiplier of 3 rather than 4. This reduction improves by 1 every seven levels; multiplier of 2 at 11th level, and multiplier of 1 at 18th level. A dragoon using this ability does not provoke an attack of opportunity unless they pass through a square that is threatened by a flying creature that he is not attacking directly. If a dragoon is hit in this manner, they fall to the ground prone in the square in front of the creature. Deadly Lancer (Ex): At 1st level, the dragoon has learned the technique of the falling from the sky upon their opponents to inflict more damage. Whenever the dragoon jumps at least ten feet from his opponent (vertical or horizontal) and strikes his foe, the dragoon deals an additional +1d6 points of damage. This extra damage is 1d6 when first gained, and it increases by 1d6 with each improvement. If the attack is also a critical hit, the extra

damage is not also maximized. Creatures that are immune to critical hits, are also immune to this ability. In addition, for each ten feet the dragoon moves, he deals an additional +1d6 points of damage. Pole Fighting (Ex): At 2nd level, as an immediate action, a dragoon can shorten the grip on his spear, lance, or polearm with reach and use it against adjacent targets. This action results in a 4 penalty on attack rolls with that weapon until he spends another immediate action to return to the normal grip. The penalty is reduced by 1 for every four levels beyond 2nd. Armor Training (Ex): At 3rd level, a dragoon learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, 15th, and 19th), these bonuses increase by +1 each time, to a maximum 5 reduction of the armor check penalty and a +5 increase of the maximum Dexterity bonus allowed. In addition, a dragoon can also move at his normal speed while wearing medium armor. At 7th level, a dragoon can move at his normal speed while wearing heavy armor. Steadfast Pike (Ex): At 3rd level, a dragoon gains a +1 bonus on attack rolls with readied attacks and attacks of opportunity made with a spear, lance, or polearm. The bonus increases by +1 for every four levels beyond 3rd. Hardy Landing (Ex): At 4th level, the dragoon becomes skilled at diving through the air after a high jump and absorbing the impact of the long fall. When first using this ability, the dragoon takes damage as if the fall were 20 feet shorter than it actually is. The dragoons ability to absorb his fall improves with his dragoon level until at 20th level he can fall any distance without harm. Dragoon Training (Ex): At 5th level a dragoon gains a +1 bonus on attack and damage rolls with spears, lances, and polearms. The bonus increases by +1 for every five levels beyond 5th. Tail Sweep (Ex): At 7th level or higher, a dragoon is able to use his weapon in the same way a dragon uses its tail. A dragoon may make a tail sweep action as a full round action. To do so, he chooses 3 consecutive squares he threatens and roll damage normally for the weapon in use. Each character, friend or foe, in the affected area, rolls a Reflex save (DC 10 + half of dragoons class level + dragoon's Strength modifier) or fall prone. This attack is effective against enemies the same size or smaller than the dragoon. If the attack strikes any enemy larger than the dragoon, the attack does damage as normal, but immune to the knockdown effect. At 14th level, the dragoon affects all squares he threatens with tail sweep. Flexible Flanker (Ex): At 9th level, a dragoon may choose any square adjacent to him and treat that square as his location for determining who he is flanking, even if that square is occupied by a creature, object, or solid barrier. Leaping Charge (Ex): At 11th level, the dragoon has fully mastered charging the enemy from the skies. When jumping a distance of 10 or more feet using a charge action, the dragoon deals double the normal amount of damage. In addition, if the dragoon confirms a critical hit on a charge attack, the target is stunned for 1d4 rounds. A Fort save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the dragoons base attack bonus. Sweeping Fend (Ex): At 13th level, a dragoon can use any spear, lance or polearm to make a bull rush or trip attack, though he takes a 4 attack penalty when making such attempts. Swoop of a Dragon (Ex): At 15th level, when a dragoon drops a creature from a charge attack, he gets an immediate action to jump upon another creature within range of his Athletics skill check for an extra melee

attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. Step Aside (Ex): At 17th level, when a creature threatened by a dragoon takes a 5-foot step into a square adjacent to him, he can take a 5-foot step as an immediate action. This 5-foot step must be subtracted from his movement on the next turn. He also gains a +2 dodge bonus to his AC against that opponent until the end of his next turn. Pike Defense (Ex): At 19th level, when an opponent threatened by a dragoon makes a melee attack against an ally, he may take an immediate action to grant his ally a +2 shield bonus to AC and DR 5/ against that attack. He may use this ability to protect himself, but only if the attacking creature is not adjacent to him. Dragon Knight (Ex): At 20th level, the dragoon has reached the pinnacle of being a dragon knight. The dragoon chooses a dragon subtype (earth, fire, ice, lightning, water, or wind) and he gains the following abilities: DR 5/-, same elemental affinities of his chosen dragon subtype, low-light vision, 60' dark-vision and a +5 natural armor bonus to armor class.

Engineer
Engineers are vital members of the Lands of Spira. Theyre responsible for building and maintaining weapons, vehicles, airships, Magitek, and more with the help of their Automatons. Although many Engineers confine themselves to workshops, garages, and shipyards, many are drawn to a life of adventure and prefer to work in the field. Some of the best and brightest Engineers ply their trade aboard airships, on distant lands, and on the battlefield. Every organization and nation that depends on technology relies on their knowledge. Engineers use their knowledge of how things are put together to more effectively take things apart and are often called in to bypass security measures or whip up special weapons for field troops in dangerous situations.

GAME RULE INFORMATION


Engineers have the following game statistics. Abilities: Dexterity provides the extra protection for the lightly armored engineer. Dexterity, Intelligence, and Wisdom are important for many of the engineers skills. A high Intelligence score also gives the engineer extra skill points, which can be used to expand his repertoire. Alignment: Any. Starting HPs at 1st Level: 15 + Constitution modifier. Hit Die: d6.

Class Skills
The engineers class skills (and the key ability for each skill) are Concentration (Con), Craft (any) (Int), Decipher Script (Int), Disable Device (Int), Drive (Dex), Knowledge (technology) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Repair (Int), Search (Int), and Use Materia (Cha). Skill Points at 1st level: (8 + Int modifier) x 4. Skill Points at Each Additional Level: 8 + Int modifier. Table 3-7: The Engineer Base Attack Fort Level Bonus Save 1st +0 +2 2nd 3rd 4th 5th +1 +2 +3 +3 +3 +3 +4 +4

Reflex Save +2 +3 +3 +4 +4

Will Save +0 +0 +1 +1 +1

Special Build Automaton, Crafter, Tech Upgrade, Spare Parts, Limit Breaks Quick Craft, Tinkering Demolish (+1d6) Build AutoTek (1) Additional Programming

6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th

+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

+5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

+5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

+2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Demolish (+2d6) Superior Repair Build AutoTek (2) Demolish (+3d6) Additional Programming Fine-Tuning Build AutoTek (3), Demolish (+4d6) Quick Fix Optimization Additional Programming, Demolish (+5d6) Build AutoTek (4) Stout Servant Demolish (+6d6) Unflustered Build AutoTek (5), Additional Programming, Master Engineer

Class Features All of the following are class features of the engineer. Weapon and Armor Proficiency: Engineers are proficient with all simple weapons, plus any type of crossbows, and firearms. Engineers are proficient with cloth and leather armor, but not with any type of shields. Limit Breaks (Su): At 1st level, the engineer receives the Limit Breaks (Auto-Repair and Overdrive). Auto-Repair (Su): This Limit Break grants the engineer an aura that extends out to 30 feet around him. Any damaged items or machinery within the area of effect start repairing themselves at 4 hit points + an additional 4 hit points per four engineer class levels for a duration of 1 round + 1 round per four engineer class levels. Overdrive (Su): This Limit Break increases the overall combat effectiveness of the engineer's automaton. For the duration of 1 round + 1 round per four engineer class levels, the automaton gains a 2/- DR, +1 morale bonus to Attack rolls, +2 enhancement bonus to Strength and Dexterity, and a +1 deflection bonus to AC per four engineer class levels. Crafter (Ex): Few can match the engineer's artifice when creating items. At 1st level, an engineer adds half his engineer level to all Craft checks. Tech Upgrade: Engineers are the leaders of technology. They are able to upgrade existing items with gadgets or even create unique items. Engineers must have the skill requirements to create or upgrade said items along with the cost. See Table 6-2: Tech Upgrades in Chapter 6 for more information. Spare Parts: Engineers usually have a supply of spare parts and scrap metal which they can utilize to cover the costs in upgrading or building machinery. At the beginning of 1st level, engineers gain an amount of Gil equal to their character level x 200 per level that can only be spent in upgrading or building machinery (this includes any crafting feats). Any spare Gil can carry over to the next level, effectively stock-piling the spare parts for bigger projects. Build Automaton: At 1st level, an engineer can build a remote-controlled automaton. The automaton can have HD equal to the character level of the engineer, but must be upgraded to receive the HD. The initial cost to build the automaton is 100 gil. When the automaton can gain additional HD, the engineer must spend 500 gil

per HD and 1 day to upgrade it. The engineer must always have his remote control unit in hand to control his automaton. Automaton Stats: As Medium-sized Construct for (d10) Hit Die (+20 bonus hit points), Attack Bonus (HD x 3/4th), and Saving Throws (poor) depending on HD. Base Ability Scores: 15 Str, 10 Dex, Con, Int, 10 Wis, 1 Cha. Armor Class: 14 (+4 natural). Damage Reduction (1/-). 30 ft. movement speed. Slam attack (1d6 + Strength modifier). Special Qualities: Construct traits. Elemental Affinities: Weak against Lightning and Water, Strong against Earth. TThe automaton begins with one programmed mode (Work). During Work mode, the automaton can assist the engineer with repair and craft skills, providing a +2 competence bonus and an additional +2 for every 5 HD it possesses. At 5th level and every five levels thereafter, the engineer can program more modes for combat. These programmed modes (Engage, Protect, Support, and Caster) provide combat assistance to the engineer. As a free action, the engineer may control the automaton to switch modes that it possesses. Mastercrafting an automaton increases the Attack and Damage bonus of its slam attack. Engage (Ex): In Engage mode, the automaton will attempt to use a two-handed weapon. If there is a two-handed weapon available, it gains the Power Attack feat. If there is no weapons available, it will attack with its slam attack, but gains no additional feats. During Engage mode, it will attack whoever the engineer has controlled it to attack. Automaton during Engage mode gains the following abilities and/or feats: Engineer Level 1st-4th 5th-8th 9th-12th 13th-16th 17th-20th Abilities and/or Feats Gained Power Attack Cleave Great Cleave Powerful Charge Greater Powerful Charge

Protect (Ex): In Protect mode, the automaton will attempt to use a one-handed weapon and shield. If there is at least a shield available, it gains the Shield Ally ability. As an immediate action, once per round, the automaton can intercede an attack on an adjacent ally, forcing the enemy to make the Attack roll on the automaton's armor class instead. It can only intercede physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects. If there is no shield available, it does not gain the Shield Ally ability. During Protect mode, it will guard whoever the engineer has controlled it to defend and stay adjacent to that ally, attacking enemies that come within range. Automaton during Protect mode gains the following abilities and/or feats: Engineer Level 1st-4th 5th-8th 9th-12th 13th-16th 17th-20th Abilities and/or Feats Gained Shield Ally Shield Specialization Active Shield Defense Shield Ward Toughness

Support (Ex): In Support mode, the automaton will attempt to use a ranged weapon. If there is a ranged weapon available, it gains the Point Blank Shot feat. If there are no ranged weapons available, it will stand there doing nothing. During Support mode, it will stay behind the engineer up to 30 feet and attack whoever the engineer has controlled it to attack. Automaton during Support mode gains the following abilities and/or feats:

Engineer Level 1st-4th 5th-8th 9th-12th 13th-16th 17th-20th

Abilities and/or Feats Gained Point Blank Shot Precise Shot Rapid Shot Far Shot Manyshot

Caster (Ex): In Caster mode, the automaton will attempt to use a materia that has been slotted inside it. If there is a materia available, it gains the Materia Proficiency feat as well as ranks in Use Materia skill equal to its HD + 3. If there is no materia available, it will stand there doing nothing. During Caster mode, it will stay near the engineer, utilizing the materia as controlled by the engineer. An automaton has a number of materia slots equal to 1 per four engineer class levels. Automaton is considered to be a +1 mastercrafted item per four engineer class levels for purposes of materia functioning. Automaton during Caster mode gains the following abilities and/or feats: Engineer Level 1st-4th 5th-8th 9th-12th 13th-16th 17th-20th Abilities and/or Feats Gained Materia Proficiency Spell Penetration Improved Focus Greater Spell Penetration Ranged Spell Specialization

Quick Craft (Ex): At 2nd level, an engineer learns how to craft ordinary scratch-built items more quickly than normal. When using any Craft skill to build an ordinary scratch-built item, the engineer reduces the building time by one-quarter. At 10th level, the engineer reduces the building time of ordinary objects and mastercraft objects by half. Tinkering (Ex): When it comes to tearing apart salvage, engineers are highly adept. By 2nd level, engineers become so used to tinkering with machinery that they come to understand the finer points of trap mechanisms. From this point on, the engineer can use the Disable Device skill to disarm standard and mechanical traps, but not purely magical ones. At 5th level, an engineer may add half his class level to Search checks to find mechanical traps, at 10th level, he may add half his class level to his Disable Device checks to disarm such traps. An engineer who beats a trap's DC by 10 or more with Disable Device check can study a trap to learn its design, figure out how it works, and remove it without activating it, or bypass it (with his party) without disarming it. Demolish (Ex): At 3rd level, an engineer has come to understand the key workings of mechanical devices and constructs so well that he can strike constructs or machinery for an additional +1d6 points of damage as long as he is using a blunt or piercing weapon. This increases by +1d6 every three levels after 3rd (6th, 9th, 12th, 15th, and 18th). Build AutoTek: At 4th level and every four levels thereafter, an engineer can build either a support droid or an automated turret. Support droids and automated turrets can have HD equal to 1/2 the engineer's class level, but must be upgraded to receive the HD. The initiate cost of an AutoTek is 500 gil and the engineer must spend 1 day to create it. When the support droid or automated turret can gain additional HD, the engineer must spend 250 gil per HD and 1 day to upgrade it. The engineer must always have his remote control unit in hand to control his AutoTeks. Support Droid Stats: As Tiny-sized Construct for (d10) Hit Die, Attack Bonus (HD x 3/4th), and Saving Throws (poor) depending on HD. Base Ability Scores: 7 Str, 17 Dex, Con, Int, 10 Wis, 1 Cha. Armor Class: 17 (+2 size, +3 Dex, +2 natural). Fly 30 ft. (Perfect) movement speed. Special Qualities:

Construct traits, Improved Evasion. Elemental Affinities: Weak against Lightning and Water, Strong against Earth. The support droid has no combat capabilities, but possesses 3 different support modes (Repair, Shield, and Caster) that the engineer must choose when creating a support droid. Mastercrafting a support droid increases its Natural Armor bonus. Repair (Ex): In Repair mode, the support droid will start repairing the automaton or any designated machinery the engineer commanded it to fix. The support droid repairs 1 damage per HD it possesses for a duration of 1 round per engineer class level. While repairing, it can only take move actions. If all of the duration is used up for repairing, it must wait 1d4 rounds to regain the energy to repair. Shield (Ex): In Shield mode, the support droid will shield an ally with a protective barrier. The support droid encases the designated ally the engineer commanded it to with a protective barrier that does the following: +1 deflection bonus to AC, +1 morale bonus to saving throws, and DR 1/- per two HD it possesses for a duration of 1 round per engineer class level. While shielding, it can only take move actions. If all of the duration is used up for shielding, it must wait 1d4 rounds to regain the energy to shield. Caster (Ex): In Caster mode, the support droid will attempt to use a materia that has been slotted inside it. If there is a materia available, it gains the Materia Proficiency feat as well as ranks in Use Materia skill equal to its HD + 3. If there is no materia available, it will float there doing nothing. During Caster mode, it will stay near the engineer, utilizing the materia as commanded by the engineer. The support droid only has 1 materia slot, and can only use Level 1 materias.

Automated Turret Stats: As Small-sized Construct for (d10) Hit Die (+10 bonus hit points), Attack Bonus (HD x 3/4th), and Saving Throws (poor) depending on HD. Base Ability Scores: 5 Str, 14 Dex, Con, Int, 10 Wis, 1 Cha. Armor Class: 17 (+1 size, +2 Dex, +4 natural). Damage Reduction (4/-). Weighs: 15 lbs. No movement speed, immobile. Special Qualities: Construct traits. Elemental Affinities: Weak against Lightning and Water, Strong against Earth. The automated turret has 3 different types (Sentry, Flame, and Explosive) that the engineer must choose when creating an automated turret. When a turret is created, it collapses into a small metal box weighing 15 pounds. To deploy a turret, an engineer takes a standard action to drop the turret and activate it. Once deployed, the box uncollapses into a turret which cannot move but can be deactivated and return back into the deploy mode. Mastercrafting a turret increases the Attack and Damage bonus of its weapon as well as Save DCs. Sentry: Sentry turrets fire bullets at enemies within a 40-ft.-radius. It can utilize Burst Fire or Autofire and is considered to have Precise Shot feat. It deals 2d6 points of damage on successful attacks. A sentry turret can shoot 30 times before the ammo supply is depleted. Flame: Flame turrets shoots a 5-ft.-wide, 30-ft.-long line of flame that deals 3d6 points of fire damage to all creatures and objects in its path. Any creature caught in the line of flame can make a Reflex save (DC 15) to take half damage. Any creature or flammable object that takes damage from the flame turret catches on fire, taking 1d6 points of fire damage each subsequent round until the flames are extinguished. A fire engulfing a single creature or object can be doused or smothered as a full-round action. A flame turret can shoot 10 times before the fuel supply is depleted. Explosive: Explosive turrets launches grenades at creatures within a 70-ft-radius but has a minimum range of 20 feet. If fired against a target closer than 20 feet away, the grenade does not arm and will not explode. The explosive turret makes a standard attack against a specific 5-foot square and any creature

within a 10-ft.-radius of the square must make a Reflex save (DC 15) or take 5d6 points of nonelemental damage as the grenade sprays shrapnel in all directions when it explodes. An explosive turret can launch 6 grenades before the grenade supply is depleted. Superior Repair (Ex): At 7th level, an engineer learns improved ways of repairing items and machinery. An engineer with an appropriate facility (a workshop, garage, or hangar) can repair damage to items and machinery. With 1 hour of work, the engineer can restore a number of hit points based on his Repair check result shown in the table below. If damage remains, the engineer may continue to make repairs for as many hours as needed to fully repair the damaged items and machinery. Repair Check Result Less than 20 20 29 30 39 40+ Damage Repaired None 2d6 + Engineer class level 3d6 + Engineer class level 4d6 + Engineer class level

Fine-Tuning (Ex): At 11th level, the engineer improves the reflexes of his automaton. The automaton gains the Evasion ability. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Quick Fix (Ex): At 13th level, the engineer can repair items in half the normal time. However, cutting the repair time increases the Repair check DC by 5. Optimization (Ex): At 14th level, the engineer optimizes his automaton, allowing it to make an extra attack at its highest base attack bonus with a full-attack action. This ability does not stack with anything else that would grant the automaton additional attacks. Stout Servant (Ex): At 17th level, the engineer upgrades the metal for his automaton making it more durable. The automaton gains DR 10/-. Unflustered (Ex): A 19th-level engineer can perform complicated tasks without provoking attacks of opportunity from adjacent foes. During any round in which the engineer uses the Craft, Disable Device, or Repair skill, he can first make a Concentration check (DC 15) to use the desired skill without provoking attacks of opportunity. Master Engineer (Ex): At 20th level, the engineers expertise with dealing with crafting and repairing becomes exceedingly easy. The engineer is considered always taking 10 on any Craft and Repair checks. The engineer can also take 20 in half the time.

Fighter
As long as wars are raged on distant lands, there will be men and women who fight those wars. The fighter is no mere sword-swinger; he is a skilled combatant, combining strength of arm, knowledge of weaponry, and practiced maneuvers to slice or bludgeon his foes into little red bits. The fighter is the most versatile of the combat classes, and he supplements his fighting prowess with the ability to enter a berserking rage to terrifying results.

GAME RULE INFORMATION


Fighters have the following game statistics. Abilities: Strength is especially important for fighters because it improves their melee attack and damage rolls. Constitution is important for giving fighters lots of hit points, which they need in their many battles. Dexterity is

important for fighters who want to be good archers or who want access to certain Dexterity-oriented feats, but the plate armor that fighters usually wear reduces the benefit of a very high Dexterity score. Alignment: Any. Starting HPs at 1st Level: 25 + Constitution modifier. Hit Die: d10.

Class Skills
The fighters class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), and Ride (Dex). Skill Points at 1st level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier. Table 3-8: The Fighter Base Attack Level Bonus st 1 +1 2nd +2 rd 3 +3 th 4 +4 5th +5 th 6 +6/+1 7th +7/+2 th 8 +8/+3 th 9 +9/+4 10th +10/+5 11th +11/+6/+1 12th +12/+7/+2 13th +13/+8/+3 14th +14/+9/+4 15th +15/+10/+5 16th +16/+11/+6/+1 17th +17/+12/+7/+2 18th +18/+13/+8/+3 19th +19/+14/+9/+4 20th +20/+15/+10/+5

Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Reflex Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Special Berserk, Bonus Feat, Limit Breaks Berserk power Bonus Feat Berserk power Bonus Feat Berserk power Bonus Feat Berserk power Bonus Feat War Cry, Berserk power Bonus Feat, Greater Berserk Berserk power Bonus Feat Berserk power Bonus Feat Berserk power Bonus Feat Tireless Berserk, Berserk power Bonus Feat Doublestrike (1/day), Berserk power, Mighty Berserk

Class Features All of the following are class features of the fighter. Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (cloth, leather, chain, and plate) and shields (except tower shields). Limit Breaks (Su): At 1st level, the fighter receives the Limit Breaks (Mighty Strikes and Omnistrike). Mighty Strikes (Su): This Limit Break makes all attacks confirmed critical hits provided that the attacks hit in the first place. If a critical threat was rolled, it is automatically confirmed. This limit break lasts for the round. Omnistrike (Su): This Limit Break allows the fighter to double his number of attacks for the round.

Bonus Feats: At 1st level, a fighter gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a hume character. The fighter gains an additional bonus feat at every odd level. A fighter must still meet all perquisites for a bonus feat. These bonus feats are in addition to the feat that a character of any class gets every three levels. Berserk (Ex): A fighter can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a fighter can berserk for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can berserk for 2 additional rounds. Temporary increases to Constitution, such as those gained from berserk do not increase the total number of rounds that a fighter can berserk per day. A fighter can enter berserk as a free action. The total number of rounds of berserk per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in berserk, a fighter gains a +4 morale bonus to his Strength and Constitution, a damage reduction of 2/-, and a +2 morale bonus on Will saves. In addition, he takes a 2 penalty to Armor Class. The increase to Constitution grants the fighter 2 hit points per Hit Dice, but these disappear when the berserk ends and are not lost first like temporary hit points. While also berserking, a fighter cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Acrobatics, Athletics, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a materia), or spell completion to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fighter can end his berserk as a free action and is fatigued after berserk for a number of rounds equal to 2 times the number of rounds spent in the berserk. A fighter cannot enter a new berserk while fatigued or exhausted but can otherwise enter berserk multiple times during a single encounter or combat. If a fighter falls unconscious, his berserk immediately ends, placing him in peril of death. Berserk Powers (Ex): As a fighter gains levels, he learns to use his berserk in new ways. Starting at 2nd level, a fighter gains a berserk power. He gains another berserk power for every two levels of fighter attained after 2nd level. A fighter gains the benefits of berserk powers only while berserking, and some of these powers require the fighter to take an action first. Unless otherwise noted, a fighter cannot select an individual power more than once. Animal Fury (Ex): While berserking, the fighter gains a bite attack. If used as part of a full attack action, the bite attack is made at the fighters full base attack bonus 5. If the bite hits, it deals 1d4 points of damage (assuming the fighter is Medium; 1d3 points of damage if Small) plus half the fighters Strength modifier. A fighter can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the fighter against the target this round are at a +2 bonus. Clear Mind (Ex): A fighter may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The fighter must take the second result, even if it is worse. A fighter must be at least 8th level before selecting this power. This power can only be used once per berserk. Fearless Rage (Ex): While berserking, the fighter is immune to the shaken and frightened conditions. A fighter must be at least 12th level before selecting this berserk power. Increased Damage Reduction (Ex): The fighters damage reduction increases by 1/. This increase is always active while the fighter is berserking. A fighter can select this berserk power up to three times. Its effects stack. A fighter must be at least 8th level before selecting this berserk power. Internal Fortitude (Ex): While berserking, the fighter is immune to the sickened and nauseated conditions. A fighter must be at least 8th level before selecting this berserk power.

Intimidating Glare (Ex): The fighter can make an Intimidate check against one adjacent foe as a move action. If the fighter successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the fighters check exceeds the DC. Knockback (Ex): Once per round, the fighter can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the fighters Strength modifier and is moved back as normal. The fighter does not need to move with the target if successful. This does not provoke an attack of opportunity. Low-Light Vision (Ex): The fighters senses sharpen and he gains low-light vision while berserking. Mighty Swing (Ex): The fighter automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. A fighter must be at least 12th level before selecting this power. This power can only be used once per berserk. Night Vision (Ex): The fighters senses grow incredibly sharp while berserking and she gains darkvision 60 feet. A fighter must have low-light vision as a berserk power or a racial trait to select this berserk power. No Escape (Ex): The fighter can move up to double his normal speed as an immediate action but he can only use this ability when an adjacent foe uses a withdraw action to move away from him. He must end his movement adjacent to the enemy that used the withdraw action. The fighter provokes attacks of opportunity as normal during this movement. This power can only be used once per berserk. Powerful Blow (Ex): The fighter gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the fighter has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per berserk. Quick Reflexes (Ex): While berserking, the fighter can make one additional attack of opportunity per round. Roused Anger (Ex): The fighter may enter a berserk even if fatigued. While berserking after using this ability, the fighter is immune to the fatigued condition. Once this berserk ends, the fighter is exhausted for 10 minutes per round spent berserking. Scent (Ex): The fighter gains the scent ability while berserking and can use this ability to locate unseen foes. Swift Foot (Ex): The fighter gains a 5-foot enhancement bonus to his speed. This increase is always active while the fighter is berserking. A fighter can select this berserk power up to three times. Its effects stack. Terrifying Howl (Ex): The fighter unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 the fighters level + the fighters Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to this power for 24 hours. A fighter must have the intimidating glare berserk power to select this berserk power. A fighter must be at least 8th level before selecting this power. Unexpected Strike (Ex): The fighter can make an attack of opportunity against a foe that moves into any square threatened by the fighter, regardless of whether or not that movement would normally provoke an attack of opportunity. This power can only be used once per berserk. A fighter must be at least 8th level before selecting this power.

War Cry (Ex): At 10th level, a fighter can give a war cry to his allies, inspiring them to fight better. His allies (the fighter is unaffected) that can hear him gains a +2 competence bonus on attack rolls, +2 morale bonus on saving throws, and a +2 dodge bonus to AC. The effect lasts for 1 round per two fighter class levels. A fighter can use War Cry a number of times per day equal to 3 + his Constitution modifier. Greater Berserk (Ex): At 11th level, when a fighter enters berserk, the morale bonus to his Strength and Constitution increases to +6, damage reduction increases to 3/-, and the morale bonus on his Will saves increases to +3. Tireless Berserk (Ex): At 18th level and higher, a fighter no longer becomes fatigued at the end of his berserk. Mighty Berserk (Ex): At 20th level, when a fighter enters berserk, the morale bonus to his Strength and Constitution increases to +8, damage reduction increases to 4/-, and the morale bonus on his Will saves increases to +4. Doublestrike (Ex): At 20th level, once per day, a fighter can spend a full-round action to double his number of attacks. He must declare his opponent beforehand and cannot switch targets while he executes his Doublestrike ability. He also cannot use any feats with his Doublestrike ability.

Gunner
The gun-toting, deadly duelist for hirethis is the Gunner. These gunfighters are the types that can stare a man down at hundred paces, shoot him dead where he stands, and have their gun back in the holster before their foes body hits the groundall without batting an eye.

GAME RULE INFORMATION


Gunner have the following game statistics. Abilities: Dexterity is very important for gunner. It helps them shoot accurately and dodge melee attacks. It also gives them access to certain Dexterity-oriented feats. Alignment: Any. Starting HPs at 1st Level: 15 + Constitution modifier. Hit Die: d6.

Class Skills
The gunners class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Craft (Int), Knowledge (any) (Int), Perception (Wis), Ride (Dex), Search (Int), and Stealth (Dex). Skill Points at 1st level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Table 3-9: The Gunner Base Attack Level Bonus st 1 +0 2nd +1 rd 3 +2 th 4 +3 5th +3 th 6 +4 7th +5 th 8 +6/+1 9th +6/+1

Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3

Reflex Save +2 +3 +3 +4 +4 +5 +5 +6 +6

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3

Special Marksman, Vital Shot (+1d6), Limit Breaks Extended Range, Two-Pistol Fighting Gunnery Skill, Deadly Range Vital Shot (+2d6), Gun Training 1 Improved Marksman, Evasion Gunnery Skill, Uncanny Dodge Vital Shot (+3d6), Hairtrigger Lightning Reload (Move), Gun Training 2 Gunnery Skill, Close Combat Shot

10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th

+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

+3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

+7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

+3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Marksman Mastery, Vital Shot (+4d6), Lightning Reload (Move) Sharp-Shooting, Improved Uncanny Dodge Gunnery Skill, Gun Training 3 Vital Shot (+5d6), Evasive Gunner Lightning Reload (Swift), Critical Aim Gunnery Skill, Improved Evasion Vital Shot (+6d6), Gun Training 4 Pinpoint Targeting Gunnery Skill Vital Shot (+7d6), Lightning Shot Master Pistolier, Lightning Reload (Free), Gun Training 5

Class Features All of the following are class features of the gunner. Weapon and Armor Proficiency: Gunners are proficient with all simple weapons, plus firearms and gunblades. Gunner are proficient with cloth and leather armor, but not with any type of shields. Limit Breaks (Su): At 1st level, the gunner receives the Limit Breaks (Barrage and Power Shot). Barrage (Su): This Limit Break allows the gunner to rapidly shoot at all enemies within range. Enemies within a 30-ft.-radius of the Gunner suffer 1d6 damage per gunner class level, a Reflex save (DC 10 + 1/2 gunner class level + Dexterity modifier) for half damage. Power Shot (Su): This Limit Break allows the gunner to make a single powerful attack that extends out into a 60-ft.-cone. Enemies within the area of effect tae 1d6 points of non-elemental damage per gunner class level, a Reflex save (10 + Gunner class level + Dexterity modifier) for half damage. Marksman (Ex): At 1st level, the gunner is treated as having the Precise Shot feat, even if he does not have the normal prerequisites for that feat. The benefits of this ability apply only when he wears cloth or leather armor. He loses all benefits of this ability when wearing chain or plate armor. Vital Shot (Ex): If a gunner can catch an opponent flat-footed, he can fire his firearms to strike a vital spot for extra damage. Any time the gunners target would be denied his Dexterity bonus to AC, the gunners attack deals extra damage. The extra damage is +1d6 at 1st level and an additional +1d6 every three levels thereafter. Should the gunner score a critical hit with a vital shot, this extra damage is not maximized. This ability only functions at point-blank range (30 feet). Gunners with both Far Shot and Precise Shot feats can extend this 50% to 45 feet. All the limits on what targets can be affected are the same as for a thiefs sneak attack ability. This ability stacks with any sneak attack ability from another class, but is only added when using firearms. For example, a Thief 7/ Gunner 4 would inflict +4d6 damage when using a melee-based sneak attack, but +6d6 when using firearms to make a ranged sneak attack/vital shot. Extended Range (Ex): Starting at 2nd level, after all multipliers have been applied, a gunner adds 10 feet to the range increment of any firearms he uses for every two levels he possesses in the gunner class. Two-Pistol Fighting: At 2nd level, gunners can fight with a one-handed firearm in each hand. He can make one extra attack per round with the firearm in his off-hand. Also, his penalties for fighting with two firearms are

reduced by 2 for his primary and 6 for his off-hand. This ability functions like the Two-Weapon Fighting feat and does not stack. At 8th level, the gunners two-pistol fighting improves. In addition to the standard extra attack the gunner gets with an off-hand firearm, the gunner gets a second attack with his off-hand firearm, at a 5 penalty. This ability functions like the Improved Two-Weapon Fighting feat and does not stack. Deadly Range (Ex): At 3rd level, a gunner increases the range at which he can apply his vital shot damage by 10 feet. This range increases by 10 feet for every 3 levels after 3rd. Gunnery Skill: As a gunner gains experience, he picks up a number of skills that allows him to make special attacks with his firearms. Starting at 3rd level, a gunner gains one gunnery skill ability. He gains an additional gunnery skill ability every three levels thereafter. A gunner cannot select an individual gunnery skill more than once. Each gunnery skill ability requires a standard action to use and the decision must be made before the attack roll is made. Deadeye (Ex): The gunner can resolve an attack against touch AC instead of normal AC when firing beyond his firearms first range increment. The gunner still takes the 2 penalty on attack rolls for each range increment beyond the first. Deadly Shot (Ex): The gunner can take careful aim and pool all of his attack potential into a single, deadly shot. When he does this, he shoots the firearm at a single target, but makes as many attack rolls as he can, based on his base attack bonus. He makes the attack rolls in order from highest bonus to lowest, as if he were making a full attack. If any of the attack rolls hit the target, the gunners single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunner increases the damage of the shot by the base damage dice of the firearm. Vital shot damage and extra damage from weapon special abilities (such as Fire Materia) are added with damage modifiers and are not increased by this ability. If one or more rolls are critical threats, he confirms the critical once using his highest base attack bonus 5. For each critical threat beyond the first, he reduces this penalty by 1 (to a maximum of 0). Meteor Shot (Ex): The gunner can make one attack with a ranged weapon at a 4 penalty. If the attack hits, it inflicts damage normally and the target is subject to a bull rush or a trip attempt using the attack roll as the check. The gunner must decide which to attempt before making his attack roll. Pistol-Whip (Ex): The gunner can make a surprise melee attack with the butt or handle of his firearm as a standard action. When he does, he is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the mastercrafted bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d8 points of damage (1d6 if wielded by Small creatures). If the attack hits, the gunner can make a trip check to knock the target prone as a free action, using the pistol-whip attack roll as the trip check. Skip Shot (Ex): The gunner can bounce shots off one target to hit another. Upon a successful ranged attack, the gunner may make a second attack against any other target within 30 feet of the first, at a -2 penalty. A number of secondary targets that can be attacked are equal to the gunner's level divided by 5, plus one, each attack suffering a cumulative -2 penalty. (For example, attacking three targets with the same shot incurs a 0, -2, and -4 penalty.) Only one attack of this sort can be made in a round, as a full attack action. Two if dualwielding. If a shot misses, it cannot continue. Startling Shot (Ex): A gunner can purposely miss a creature that he could normally hit with a firearm attack. When he does, that creature becomes flat-footed until the start of its next turn.

Stunning Shot (Ex): When a gunner uses this ability that hits a creature with vital shot, he can choose to drop the vital shot damage to stun the creature for 1 round. The creature must make a Fortitude saving throw (DC 10 + 1/2 the gunners level + the gunners Wisdom modifier). If the creature fails, it is stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect. Trick Shot (Ex): The gunner can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover. Twin Shot Knockdown (Ex): The gunner can hit a single target with two firearm attacks, if he hits with both attacks, he can make a trip check to knock the target prone as a free action, using the better of the two attack rolls as the trip check. The gunner must not have moved during the round to use this ability. Gun Training (Ex): At 4th level, a gunner gains a +1 bonus on attack and damage rolls with firearms. This bonus increases by +1 per four levels after 4th. Improved Marksman (Ex): At 5th level, a gunners aptitude in firearms improves. He is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of this ability apply only when he wears cloth or leather armor. He loses all benefits of this ability when wearing chain or plate armor. Evasion (Ex): At 5th level and higher, a gunner can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the gunner is wearing cloth or leather armor. A helpless gunner does not gain the benefit of evasion. Uncanny Dodge (Ex): Starting at 6th level, a gunner can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A gunner with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If a gunner already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead. Hairtrigger (Ex): Starting at 7th level, a gunner holding a drawn and loaded pistol at the ready receives a +4 circumstance bonus to Initiative. Lightning Reload (Ex): At 8th level, through long practice, the gunner learns to reload firearms faster than most. This only applies to his own pistols, or those with which he has had a great deal of practice and familiarity. The gunner can reload his weapons with a move action. At 14th level, a gunner can reload his weapons with a swift action. At 20th level, a gunner can reload his weapons with a free action. Close Combat Shot (Ex): At 9th level, a gunner does not provoke attacks of opportunity when making ranged attacks with firearms. Marksman Mastery (Ex): At 10th level, a gunners aptitude in firearms improves again. He is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of this ability apply only when he wears cloth or leather armor. He loses all benefits of this ability when wearing chain or plate armor. Sharp-Shooting (Ex): At 11th level, a gunner gains the ability to score hits that others would miss due to the target's cover. If the gunner attacks the target using cover, the cover bonus to the target's AC is reduced by 2.

Improved Uncanny Dodge (Ex): A gunner of 11th level or higher can no longer be flanked. This defense denies an enemy the ability to gain a bonus on attack rolls by flanking him, unless the attacker has at least four more character levels than the gunner does. Evasive Gunner (Ex): At 13th level, a gunner gains a +2 dodge bonus to AC against ranged attacks. This bonus increases to +4 at 17th level. Critical Aim (Ex): At 14th level, the gunner's aim becomes a precise deadliness. The critical threat range of all firearms in the hands of the gunner is increased by 1. At 18th level, this increases by 1 again. Improved Evasion (Ex): At 15th level, the gunner's evasion ability improves. This works like evasion, except that while the gunner still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless gunner does not gain the benefit of improved evasion. Pinpoint Targeting (Ex): At 17th level, as a standard action, the gunner can make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. The gunner cannot use this ability if he has moved during the round. Lightning Shot (Ex): Starting at 19th level, a gunner can make a flurry of ranged attacks with his firearms at the expense of accuracy. With lightning shot, the gunner may make one extra ranged attack with his firearms in a round at his highest base attack bonus. This attack and each other attack made in the round take a -2 penalty. Using lightning shot is a full-round action. Master Pistolier (Ex): At 20th level, the gunner has the reach the pinnacle of mastering pistols. He gains a bonus equal to his Dexterity modifier on damage rolls when using pistols. In addition, he can take a moveequivalent action to increase the accuracy of his firearms. When he does, he increases the range increment of the firearms he is firing by 10 feet. This stacks with other abilities that increase his range increment.

Knight
The few, the proud, the knights are martial characters dedicated to restoring the ideals of knightly chivalry before they fade forever. The knights see moral decay everywhere they look in the world around them, brought on by a lapse in ethical behavior. Knights adhere to a rigid code of behavior that embraces such values as honor, honesty, chivalry, and courage. The first duty of knights is to this code and the ideals for which it stands, rather to a holy order. A knight is expected to display these ideals in all aspects of his behavior throughout all his actions and deeds, however arduous they may be.

GAME RULE INFORMATION


Knights have the following game statistics. Abilities: A high Constitution allows the knight to increase his already impressive hit point total, thus bolstering his capacity to defend his allies. Strength improves the knight's combat abilities, making him more effective as a front-line character. Alignment: Knights are always lawful. Their dedication to a code of conduct is but one expression of their devotion to order. Starting HPs at 1st Level: 30 + Constitution modifier. Hit Die: d12.

Class Skills
The knights class skills (and the key ability for each skill) are Athletics (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (nobility) (Int), and Ride (Dex). Skill Points at 1st level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier.

Table 3-10: The Knight Base Attack Level Bonus 1st +1 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5

Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Reflex Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Special Alternative Class Features, Defend Ally (+2), Limit Breaks Shining Beacon, Stand Firm Shield Block (+1), Phalanx Fighting Defensive Stance (1/day), Armor Training 1 Defend Ally (+3), Armor Mastery (Medium) Vigilant Defender, Deft Shield Shield Ally, Active Defense Defensive Stance (2/day), Armor Training 2 Shield Block (+2), Defend Ally (+4) Armor Mastery (Heavy), Cover Ally Mobile Defense, Counterattack Defensive Stance (3/day), Armor Training 3 Defend Ally (+5) Improved Shield Ally Shield Block (+3), Irresistible Advance Defensive Stance (4/day), Armor Training 4 Defend Ally (+6), Improved Mobile Defense Retributive Attack, Shield Guard Supreme Armor Mastery Shielded Fortress, Defensive Stance (5/day), Armor Training 5

Class Features All of the following are class features of the knight. Weapon and Armor Proficiency: A knight is proficient with all simple, martial weapons, and knight swords and with all armor (cloth, leather, chain, and plate) and shields (including tower shields). Limit Breaks (Su): At 1st level, the knight receives the Limit Breaks (A Knight's Blessing and A Knight's Protection). A Knight's Blessing (Su): This Limit Break grants the knight and any allies within 30 feet the status effect of Protect, Shell, and Regen or higher as a white mage of the same level (I.E. If a knight is level 10, the spells of the limit break would of the 5th level version Protect III, Shell III, and Regen III) for a duration of 1 round + 1 round per four knight class levels. A Knight's Protection (Su): This Limit Break grants the knight and any allies within 10 feet a protective bubble of immunity to all attacks and spells for a duration of 1 round + 1 round per four knight class levels as long as they stay within 10 feet of the knight. While inside the bubble, no creatures can attack or use spells to anyone outside the bubble. Also, those in the bubble can step out, but no creature can step inside. Alternative Class Features: At 1st level, the knight may take an alternative class change, specializing into the saintly Holy Knight class or into the evilness of the Dark Knight class. The knight chooses one of limit breaks and he receives the other limit break from either the Holy Knight or Dark Knight class. (See the alternative class feature section at the end of this chapter to see the Holy Knight and Dark Knight.)

Defend Ally (Ex): At the start of any turn, when a knight is within 5 feet of an ally, the knight can transfer up to 2 points of Armor Class to the ally (making his own Armor Class worse by the same number). The maximum number of points he can transfer increases by 1 for every four levels beyond 1st. Shining Beacon (Su): At 2nd level, a knight is the physical and spiritual embodiment of high ideals. All his allies gain a +4 morale bonus on saves against fear effects when they stand within 10 feet of the character. If the knight is paralyzed, unconscious, or otherwise rendered helpless, his allies lose this bonus. Stand Firm (Ex): At 2nd level, a knight gains a +1 bonus to checks against bull rush, overrun, and trip attempts. This bonus also applies on saves against trample attacks. The bonus increases by +1 for every four levels beyond 2nd. Shield Block (Ex): Starting at 3rd level, the knight excels in using his armor and shield to frustrate his enemy's attacks. During his action, he can designate a single opponent as the target of this ability. His shield bonus to AC against that foe increases by 1, as he moves his shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss. This shield bonus increases to +2 at 9th level, and +3 at 15th level. Phalanx Fighting (Ex): At 3rd level, when a knight wields a shield, he can use any polearm or spear of his size as a one-handed weapon. Armor Training (Ex): Starting at 4th level, a knight learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (8th, 12th, 16th and 20th), these bonuses increase by +1 each time, to a maximum 5 reduction of the armor check penalty and a +5 increase of the maximum Dexterity bonus allowed. Defensive Stance (Ex): Starting at 4th level, a knight can become a stalwart bastion of defense. In this defensive stance, a knight gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains a +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. While in a defensive stance, a knight cannot use skills or abilities that would require him to shift his position, such as Acrobatics, Athletics, or Stealth. A defensive stance lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A knight may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the knight is winded and takes a -2 penalty to Strength for the duration of that encounter. A knight can only use his defensive stance a certain number of times per day as determined by his level (see table above). Using the defensive stance takes no time itself, but a knight can only do so during his action. Armor Mastery (Ex): At 5th level, a knight is able to wear his armor like a second skin and ignores the standard speed reduction for wearing chain armor. At 10th level, he ignores the speed reduction imposed by plate armor as well. Vigilant Defender (Ex): Starting at 6th level, while the knight is in his defensive stance, he can stand his ground against all enemies, warding the spot where he made his stand to prevent foes from slipping past and attacking those he protects. If an opponent attempts to use the Acrobatics skill to move through his threatened area or his space without provoking attacks of opportunity, the Acrobatics check DC to avoid the knight's attacks of opportunity increases by an amount equal to his class level. Deft Shield (Ex): At 6th level, the armor check penalty from a shield and the attack roll penalty are reduced by 1 for a knight using a tower shield. At 11th level, these penalties are reduced by 2.

Shield Ally (Ex): At 7th level, as an immediate action, once per round, the knight can intercede an attack on an adjacent ally, forcing the enemy to make the Attack roll on the knight's armor class instead. He can only intercede physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects. Active Defense (Ex): At 7th level, a knight gains a +1 dodge bonus to AC when wielding a shield and fighting defensively, using Combat Expertise, or using total defense. This bonus increases by +1 for every three levels beyond 7th. As a swift action, he may share this bonus with one adjacent ally, or half of the bonus (minimum +0) with all adjacent allies, until the beginning of his next turn. Cover Ally (Ex): At 10th level, when a knight is using a heavy or tower shield, he can, as a move action, provide partial cover (+2 cover bonus to AC, +1 bonus on Reflex saves) to himself and all adjacent allies until the beginning of his next turn. At 14th level, he can instead provide cover (+4 cover bonus to AC, +2 bonus on Reflex saves) and evasion (as a thief) to one adjacent ally until the beginning of his next turn. This cover does not allow Stealth checks. At 18th level, he can provide cover to himself and all adjacent allies, or he can provide improved cover (+8 cover bonus to AC, +4 bonus on Reflex saves, improved evasion) to a single adjacent ally. Mobile Defense (Ex): At 11th level, a knight can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one 5-foot step each round without losing the benefit of the stance. Counterattack (Ex): At 11th level, a knight can make an attack of opportunity as an immediate action against an opponent who hits an ally under his Shield Ally ability with a melee attack, so long as the attacking creature is within the knights reach. Improved Shield Ally (Ex): At 14th level, the knight's ability to intercede attacks improves. The knight can now intercede spells with a touch or range touch on an adjacent ally. Irresistible Advance (Ex): At 15th level, a knight gains a bonus on bull rush and overrun checks. This bonus depends on the type of shield used: +1 with a buckler, +2 with a light shield, +3 with a heavy shield, or +4 with a tower shield. Improved Mobile Defense (Ex): At 17th level, a knight can move normally while maintaining a defensive stance. While in a defensive stance, he may move up to his normal movement without losing the benefit of the stance. Retributive Attack (Su): At 18th level, if an adjacent ally of a knight is rendered helpless or unconscious, the character can make a retributive attack against the creature that felled his ally. When making a retributive attack, the knight adds his Charisma bonus (if any) to his attack roll and deals an extra 1 point of damage per knight class level on a successful hit. A knight can make a number of retributive attacks per day equal to his Charisma bonus (minimum of one), but never more than once per round. He may make more than one retributive attack against the same foe. Shield Guard (Ex): At 18th level, as a swift action, a knight may designate one square adjacent to him. He may designate two squares if using a heavy shield or three squares if using a tower shield, but these squares must be contiguous. Enemies in these squares cannot flank the knight and do not count for flanking with other creatures. This effect lasts until he moves from his position or uses another swift action to change the affected squares.

Supreme Armor Mastery (Ex): At 19th level, a knight gains Damage Reduction 5/- whenever he is wearing armor or using a shield. Shielded Fortress (Ex): At 20th level, a knights shield cannot be disarmed or sundered. He gains evasion (as a thief) when using a shield (improved evasion when using a tower shield). As a move action, a knight can provide evasion to all adjacent allies until the beginning of his next turn. As an immediate action, he can provide improved evasion to an adjacent ally against one attack. Ex-Knights A knight who is no longer lawful loses all supernatural class features and may no longer advance in levels as a knight.

Monk
Dotted across the landscape are monasteriessmall, walled cloisters inhabited by monks who pursue personal perfection through action as well as contemplation. They train themselves to be versatile warriors skilled at fighting without weapons or armor. The inhabitants of monasteries headed by good masters serve as protectors of the people. Ready for battle even when barefoot and dressed in peasant clothes, monks can travel unnoticed among the populace, catching bandits, warlords, and corrupt nobles unawares.

GAME RULE INFORMATION


Monks have the following game statistics. Abilities: Wisdom powers the monks special offensive and defensive capabilities. Dexterity provides the monk with a better defense and with bonuses to some class skills. Strength helps a monks unarmed combat ability. Alignment: Any lawful. A monks training requires strict discipline. Only those who are lawful at heart are capable of undertaking it. Starting HPs at 1st Level: 20 + Constitution modifier. Hit Die: d8.

Class Skills
The monks class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Stealth (Dex). Skill Points at 1st level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Table 3-11: The Monk Base Attack Level Bonus 1st +1 2nd 3rd 4th 5th 6th 7th 8th 9th +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4

Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6

Reflex Save +2 +3 +3 +4 +4 +5 +5 +6 +6

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6

Special Martial Arts, Ki, Ki Powers, Limit Breaks Evasion, Meditation (3/day) Martial Arts Style Mastery Slow Fall (20 ft.) Improved Martial Arts Slow Fall (30 ft.), Martial Arts Style Mastery Chakra Slow Fall (40 ft.) Improved Evasion, Martial Arts Style Mastery

AC Bonus +0 +0 +0 +0 +1 +1 +1 +1 +1

Fast Movement +0 ft. +0 ft. +0 ft. +0 ft. +10 ft. +10 ft. +10 ft. +20 ft. +20 ft.

10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th

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

+7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

+7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

+7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Slow Fall (50 ft.), Advance Martial Arts Counterattack Slow Fall (60 ft.), Martial Arts Style Mastery Leap from the Heavens Slow Fall (70 ft.) Superior Martial Arts, Martial Arts Style Mastery Slow Fall (80 ft.) Diamond Soul Slow Fall (90 ft.), Martial Arts Style Mastery Improved Counterattack Slow Fall (Any), Martial Arts Mastery, Serenity

+2 +2 +2 +2 +2 +3 +3 +3 +3 +3 +4

+20 ft. +30 ft. +30 ft. +30 ft. +40 ft. +40 ft. +40 ft. +50 ft. +50 ft. +50 ft. +50 ft.

Class Features All of the following are class features of the monk. Weapon and Armor Proficiency: Monks are proficient with certain basic peasant weapons and some special weapons that are part of monk training. The weapons with which a monk is proficient are club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor (except cloth) or shieldsin fact, many of the monks special powers require unfettered movement. When wearing armor (except cloth), using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement. Limit Breaks (Su): At 1st level, the monk receives the Limit Break (Ki Blast and Hundred Fists). Ki Blast (Su): This Limit Break allows the monk to shoot a blast of force in a line up to 60 feet. It deals 1d6 points of non-elemental damage per monk level, a Reflex save (DC 10 + half of monk's level + Wisdom modifier) for half damage. Hundred Fists (Su): This Limit Break allows the monk to double his number of attacks against one creature for the round. Also, the creature targeted by this limit break is stunned for a number of rounds equal to the number of successful attacks unless he makes a Fortitude save (DC 10 + half of monk's level + Wisdom modifier). Martial Arts (Ex): Monks are highly trained in fighting unarmed, giving them considerable advantages when doing so. A monks attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. A monk does not benefit from Improved Critical feat. Usually a monks unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A monk also deals more damage with her unarmed strikes than a normal person would. A monk deals 1d4 points of damage with an unarmed strike. Also, she threatens a critical hit on a natural 20 when making an unarmed attack. Small races only deal 1d3 points of damage and large creatures deal 1d6 points of damage. AC Bonus (Ex): A monk is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her

AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor besides cloth, when she carries a shield, or when she carries a medium or heavy load. Ki (Ex): Ki is the mystical energy that powers a Monk's Ki Powers. Ki works similarly to MP but with notable exceptions. Ki is a renewable but temporary resource, generated as a monk attacks enemies (or, in some cases, if the monk is struck). Accumulated ki drains away from the monk over time, but more slowly as the Monk levels up. Unlike MP, where Ethers can recharge MP, ki can be generated only through fighting or Meditation. Available ki is influenced by Wisdom but, unlike mages, ki is based on a skill, Concentration. The primary way to generate ki is by attacking an enemy. In general, a melee attack that does more than zero damage will generate 1 ki. Scoring a critical hit will net the monk 3 ki. The rate at how much the monk gains or loses ki is determined by her Concentration skill, a critical skill for the monk. If her ki is equal to or less than her Concentration skill, it does not decay. For each multiple of her Concentration skill that it exceeds it by, she receives -1 ki for every round. If her Concentration score is zero or negative, it's treated as if it were 1, which makes retaining ki difficult. The monk's stable ki level, where she will no longer loses ki, is equal to her Concentration score. The monk's base maximum ki is equal to ten times the character's monk level, plus forty, plus five times her Wisdom modifier. Ki Powers (Su): Starting at 1st level and every level thereafter, a monk learns a new Ki Power from the list below. Some Ki Powers have level requirements and Ki Power prerequisites. All Ki Powers require a swift action to use including the Stances. A monk can only have 1 stance activated at all times. She loses the bonuses of her stance when she is immobilized or helpless, when she wears any armor besides cloth, when she carries a shield, or when she carries a medium or heavy load. Disciple of Breezes: The wind is untouchable, and you have taken your first steps on the path to understanding what it is to be a leaf on the wind. The monk gains the Lesser Wind Stance. The Wind Stance focuses on movement, granting the monk an increased Dexterity (+2) and is able to make one extra attack in a round at her highest base attack bonus, but this attack takes a 2 penalty, as does each other attack made that round at the cost of reducing the monk's Constitution (-2) while the stance is active. Adept of Wind: The wind is untouchable, and you continue on the path to understanding what it is to be like the wind. The monk gains the Wind Stance: This stance grants the monk +2 Dexterity, -2 Constitution, and is able to make two extra attacks in a round at her highest base attack bonus, but these attacks take a 3 penalty, as does each other attack made that round. Requirement: Level 6 Monk, Disciple of Breezes. Master of Thunder: The wind is untouchable, and you continue on the path to understanding what it is to be like the wind. The monk gains the Greater Wind Stance. This stance grants the monk +3 Dexterity, -2 Constitution, and is able to make three extra attacks in a round at her highest base attack bonus, but these attacks take a 4 penalty, as does each other attack made that round. Requirement: Level 12 Monk, Disciple of Breezes, Adept of Wind. Grandmaster of Storms: The wind is untouchable, as are you. The monk gains the Ultimate Wind Stance. This stance grants the monk +4 Dexterity, -2 Constitution, and is able to make four extra attacks in a round at her highest base attack bonus, but these attacks take a 5 penalty, as does each other attack made that round. Requirement: Level 18 Monk, Disciple of Breezes, Adept of Wind, Master of Thunder. Disciple of Candles: The sun burns with an eternal fire, and you have taken your first steps on the path to understanding that power and intensity. The monk gains the Lesser Sun Stance. The sun stance focuses on an aggressive offense, granting the monk an increased Strength (+2) at the cost of decreased Wisdom (-2). While in sun stance, the monk generates 1 Ki when she successfully strikes opponents, and 2 Ki when she critically hits opponents.

Adept of Flame: The sun burns with an eternal fire, and you continue on the path to understanding that intensity. The monk gains the Sun Stance. This stance grants the monk +2 Strength and -2 Wisdom. While in sun stance, the monk generates 2 Ki when she successfully strikes opponents, and 4 Ki when she critically hits opponents. Requirement: Level 6 Monk, Disciple of Candles. Master of Bonfires: The sun burns with an eternal fire, and you continue on the path to understanding that intensity. The monk gains the Greater Sun Stance. This stance grants the monk +3 Strength and -2 Wisdom. While in sun stance, the monk generates 3 Ki when she successfully strikes opponents, and 6 Ki when she critically hits opponents. Requirement: Level 12 Monk, Disciple of Candles, Adept of Flame. Grandmaster of the Sun: The sun burns with an eternal fire, as do you. The monk gains the Ultimate Sun Stance. This stance grants the monk +4 Strength and -2 Wisdom. While in sun stance, the monk generates 4 Ki when she successfully strikes opponents, and 8 Ki when she critically hits opponents. Requirement: Level 18 Monk, Disciple of Candles, Adept of Flame, Master of Bonfires. Disciple of Pebbles: The mountain is eternal, and you have taken your first steps on the path to understanding the unyielding resilience of stone. The monk gains the Lesser Mountain Stance. The mountain stance focuses on endurance and defense, granting the monk an increased Constitution (+2), damage reduction (2/-), and natural armor (+1), at the cost of reducing her Dexterity (-2) and movement speed (-50%). While in mountain stance, the monk generates 1 Ki when struck by opponents and 2 Ki when critically hit. Adept of Rock: The mountain is eternal, and you continue on the path to understanding the way of stone. The monk gains the Mountain Stance. This stance grants the monk +2 Constitution, -2 Dexterity, DR 4/-, and +2 Natural Armor Bonus. While in mountain stance, the monk generates 2 Ki when struck by opponents and 4 Ki when critically hit. Requirement: Level 6, Disciple of Pebbles. Master of Stone: The mountain is eternal, and you continue on the path to understanding the way of stone. The monk gains the Greater Mountain Stance. This stance grants the monk +3 Constitution, -2 Dexterity, DR 6/-, and +3 Natural Armor Bonus. While in mountain stance, the monk generates 3 Ki when struck by opponents and 6 Ki when critically hit. Requirement: Level 12, Disciple of Pebbles, Adept of Rock. Grandmaster of Mountains: The mountain is eternal, as are you. The monk gains the Ultimate Mountain Stance. This stance grants the monk +4 Constitution, -2 Dexterity, DR 8/-, and +4 Natural Armor Bonus. While in mountain stance, the monk generates 4 Ki when struck by opponents and 8 Ki when critically hit. Requirement: Level 18, Disciple of Pebbles, Adept of Rock, Master of Stone. Disciple of Puddles: The sea is teeming with life in motion, and you have taken your first steps on the path to understanding the way of the sea. The monk gains the Lesser Ocean Stance. The ocean stance focuses on redirection and the supernatural, granting the monk an increased Wisdom and Saves (+2 each) at the cost of reducing her Strength (-2). While in ocean stance, the monk receives a bonus to armor class (+2) while tumbling. Adept of Rain: The sea is always in motion, and you continue on the path to understanding the way of the sea. The monk gains the Ocean Stance. This stance grants the monk +2 Wisdom, -2 Strength, and +3 to all saving throws. While in ocean stance, the monk receives a bonus to armor class (+4) while tumbling. Requirement: Level 6 Monk, Disciple of Puddles. Master of the Sea: The sea is always in motion, and you continue on the path to understanding the way of the sea. The monk gains the Greater Ocean Stance. This stance grants the monk +3 Wisdom, -2 Strength, and +4 to all saving throws. While in ocean stance, the monk receives a bonus to armor class (+6) while tumbling. Requirement: Level 12 Monk, Disciple of Puddles, Adept of Rain.

Grandmaster of Oceans: The sea is always in motion, as are you. The monk gains the Ultimate Ocean Stance. This stance grants the monk +4 Wisdom, -2 Strength, and +5 to all saving throws. While in ocean stance, the monk receives a bonus to armor class (+8) while tumbling. Requirement: Level 18 Monk, Disciple of Puddles, Adept of Rain, Master of the Sea. Storm Strike I: The monk strikes an opponent, backed with the power of lightning. The attack will deal an additional 1d6 points of lightning damage. Ki Cost: 5. Requirement: Disciple of Breezes. Storm Strike II: The monk strikes an opponent, backed with the power of lightning. The attack will deal an additional 2d6 points of lightning damage. Ki Cost: 6. Requirement: Disciple of Breezes, Adept of Wind. Storm Strike III: The monk strikes an opponent, backed with the power of lightning. The attack will deal an additional 3d6 points of lightning damage. Ki Cost: 7. Requirement: Disciple of Breezes, Adept of Wind, Master of Thunder. Storm Strike IV: The monk strikes an opponent, backed with the power of lightning. The attack will deal an additional 4d6 points of lightning damage. Ki Cost: 8. Requirement: Disciple of Breezes, Adept of Wind, Master of Thunder, Grandmaster of Storms. Fires of Purity I: The monk strikes an opponent, backed with the power of flames. The attack will deal an additional 1d6 points of fire damage. Ki Cost: 5. Requirement: Disciple of Candles. Fires of Purity II: The monk strikes an opponent, backed with the power of flames. The attack will deal an additional 2d6 points of fire damage. Ki Cost: 6. Requirement: Disciple of Candles, Adept of Flame. Fires of Purity III: The monk strikes an opponent, backed with the power of flames. The attack will deal an additional 3d6 points of fire damage. Ki Cost: 7. Requirement: Disciple of Candles, Adept of Flame, Master of Bonfires. Fires of Purity IV: The monk strikes an opponent, backed with the power of flames. The attack will deal an additional 4d6 points of fire damage. Ki Cost: 8. Requirement: Disciple of Candles, Adept of Flame, Master of Bonfires, Grandmaster of the Sun. Strike of the Enduring I: The monk strikes an opponent, backed with the power of earth. The attack will deal an additional 1d6 points of earth damage. Ki Cost: 5. Requirement: Disciple of Pebbles. Strike of the Enduring II: The monk strikes an opponent, backed with the power of earth. The attack will deal an additional 2d6 points of earth damage. Ki Cost: 6. Requirement: Disciple of Pebbles, Adept of Rock. Strike of the Enduring III: The monk strikes an opponent, backed with the power of earth. The attack will deal an additional 3d6 points of earth damage. Ki Cost: 7. Requirement: Disciple of Pebbles, Adept of Rock, Master of Stone. Strike of the Enduring IV: The monk strikes an opponent, backed with the power of earth. The attack will deal an additional 4d6 points of earth damage. Ki Cost: 8. Requirement: Disciple of Pebbles, Adept of Rock, Master of Stone, Grandmaster of Mountains. Flowing Water Strike I: The monk strikes an opponent, backed with the power of the sea. The attack will deal an additional 1d6 points of water damage. Ki Cost: 5. Requirement: Disciple of Puddles.

Flowing Water Strike II: The monk strikes an opponent, backed with the power of the sea. The attack will deal an additional 2d6 points of water damage. Ki Cost: 6. Requirement: Disciple of Puddles, Adept of Rain. Flowing Water Strike III: The monk strikes an opponent, backed with the power of the sea. The attack will deal an additional 3d6 points of water damage. Ki Cost: 7. Requirement: Disciple of Puddles, Adept of Rain, Master of the Sea. Flowing Water Strike IV: The monk strikes an opponent, backed with the power of the sea. The attack will deal an additional 4d6 points of water damage. Ki Cost: 8. Requirement: Disciple of Puddles, Adept of Rain, Master of the Sea, Grandmaster of Oceans. Lifting the Veil: The monk's meditations allows her to clear the vision of an ally. This ability cures the Blind status effect. Ki Cost: 5. Requirement: Level 3 Monk, Disciple of Breezes. The Receptive Earth: The monk's meditations allows her to purify an ally of infection. This ability cures the Disease and Zombie status effects. Ki Cost: 10. Requirement: Level 4 Monk, Disciple of Pebbles. Restoring the Balance: The monk's meditations allows her to restore the harmony of an ally, dispelling hostile energies twisting her target's ki. This ability cures the Immobilize, Disable, and Curse status effects. Ki Cost: 15. Requirement: Level 6, Disciple of Candles. Difficulty at the Beginning: The monk's meditations allows her to fill an ally with healing energy. This ability heals an ally for 1d6 + 1, per monk level, points of damage. Ki Cost: 15. Requirement: Level 8, Disciple of Puddles. Rise of the Phoenix: The monk's meditations allows her to restore the spirit of one who has fallen before their destiny has been achieved. This mirrors the effects of a Raise spell. Ki Cost: 20. Requirement: Level 10, Adept of Wind, Adept of Flame, Adept of Rock, Adept of Rain. Static Charge: The monk strikes her opponent and curses them to feel the fury of the sky. For the next 5 rounds, any lightning damage affecting her opponent deals an additional 1d6 points of lightning damage. Ki Cost: 5. Requirement: Level 3, Disciple of Breezes. Impact Strike: The monk strikes her opponent and curses them to feel the crushing strength of the earth. For the next 5 rounds, any earth damage affecting your opponent deals an additional 1d6 points of earth damage. Ki Cost: 5. Requirement: Level 3, Disciple of Pebbles. Drowning Touch: The monk strikes her opponent and curses them to feel the undertow of the sea. For the next 5 rounds, any water damage affecting your opponent deals an additional 1d6 points of water damage. Ki Cost: 5. Requirement: Level 3, Disciple of Puddles. All-Consuming Flame: The monk strikes her opponent and curses them to light up like tinder. For the next 5 rounds, any fire damage affecting your opponent deals an additional 1d6 points of fire damage. Ki Cost: 5. Requirement: Level 3, Disciple of Candles. Evasion (Ex): A monk of 2nd level or higher can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragons fiery breath), she instead takes no damage. Evasion can be used only if a monk is wearing cloth armor. A helpless monk (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

Meditation (Ex): Also at 2nd level, 3 times per day, a monk can meditate to regenerate her ki. The monk gains ki per round equal to her Wisdom modifier until she gains ki equal to 3 times her Concentration skill. The monk can only use this ability while out of combat. Martial Arts Style Mastery (Ex): Beginning at 3rd level and every three levels thereafter, a monk begins learning different martial arts styles based on animal fighting forms. The monk can choose between Ape, Bear, Bull, Monkey, Panther, or Tiger. Each style has 3 tiers and must be taken in order. Ape Martial Arts Style (Ex): The ape martial arts styles main focus is the ability to disable an opponent instead of killing him. This style focuses on punches, jabs, and throws. Novice (Ex): As a practitioner of the ape martial arts style, a monk is sometimes forced to make that one attack count to end conflict. As a full-attack action, the monk may make a single unarmed attack against one opponent, adding two times her Strength bonus to damage. Expert (Ex): A monk of the ape martial arts style learns that the quickest way to down an opponent is to use her full strength in one blow. As a full-attack action, the monk can attempt to knock her target unconscious with an unarmed strike. If she scores a hit that deals damage and exceeds the targets AC by 10 or more, the target must succeed at a Fortitude save (DC = 10 + damage dealt) or fall unconscious for 1d6 rounds. Master (Ex): As a master of the ape martial arts style, the monk can make a killing strike. Once per day, the monk may attempt to deal a killing blow to an opponent. She declares her intention to deal a killing blow, and then makes a normal unarmed attack roll. If she strikes successfully and the target takes damage from the blow, the target must make a Fortitude saving throw (DC 10 + monk level + the monk's Wisdom modifier) or die. Creatures immune to critical hits cannot be affected. Bear Martial Arts Style (Ex): The brutal bear style is full of jabs, chops, kicks, and other quick and dangerous strikes, focusing on deadliness over finesse. Novice (Ex): As a practitioner of the bear martial arts style, a monk learns to quickly take advantage of a fallen opponent. When a monk makes melee attacks against a prone target, increase the critical threat range of the attacks by 1 (for example, from 19-20 to 18-20). Expert (Ex): The monks knowledge of the bear style allows her to inflict deadly damage to grappled opponents. As a full-round action, the monk may attempt a single coup de grace attack on a character she has pinned in a grapple as though the target were prone. She deals her normal unarmed combat damage when making the coup de grace. If she fails to kill the target, he automatically escapes the grapple. Master (Ex): As a master in the bear martial arts style, the monk is adept at making her most effective strikes even more potent. Any time the monk scores a threat on an unarmed attack, she gains a +4 bonus on her attack roll to confirm the critical hit. Bull Martial Arts Style (Ex): The bull martial arts style is very physical, often bringing the combatants into close contact. Bull combat utilizes full-body tackles, throws, and full-arm blows, as well as the powerful jabs and snap kicks commonly used in instances where close combat is ineffective. Novice (Ex): As a practitioner of the bull martial arts style, a monk is often quick to make a swift jab after making a charge. When executing a charge attack action while unarmed, the monk gains one additional attack, at a -5 penalty.

Expert (Ex): Using the bull martial arts style, the monk can charge an opponent with great force. When the monk makes a successful unarmed attack against an opponent during a charge attack action, the monks Strength bonus is doubled when calculating damage. Master (Ex): As a master of the bull martial arts style, the monk can deal a devastating blow to an opponent. As a full-round action, instead of making a full attack, the monk may make a single unarmed attack against an opponent. If the attack is successful, she deals the maximum unarmed damage on the attack. For every 1 point of base attack bonus, she gains an additional +1 bonus on damage. (A 15th level monk would deal +15 points of damage to her unarmed attack.) Monkey Martial Arts Style (Ex): The monkey martial arts style focuses on speed and rapid, fluid attacks, with wide sweeping motions accompanying quick jabs and a good deal of fancy footwork. Novice (Ex): As a practitioner of the monkey martial arts style, a monk learns to make swifter attacks. When unarmored and fighting unarmed, the monk may strike with one extra attack at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack, but this attack and each other attack made that round suffers a -2 penalty. The -2 penalty applies for 1 round, so it affects attacks of opportunity made before her next action. The monk must use the full-attack action to strike with this ability. Expert (Ex): The monk is well versed in monkey martial art techniques and can open up opponents to future attacks. When making a successful unarmed attack against an opponent, the monk gains a +2 bonus to damage on her next attack against that opponent in the same round (if she successfully hits). This does not carry over to attacks on the following round, nor is the bonus cumulative. For example, a 16th level monk has four attacks in a round. While fighting unarmed, she successfully hits with her first, second, and fourth attacks. She gains a +2 bonus on damage to her second attack, but not to her third attack (which misses), or her fourth attack, since her third attack missed. Master (Ex): As a master of the monkey martial arts style, the monk can execute swift and powerful maneuvers against an opponent. The monks ability to make extra attacks improves. In addition to the standard single extra attack she gets from being a Novice, she gets a second extra attack, at an additional -5 penalty to her base attack. These attacks and each other attack made that round suffer the normal -2 penalty for using the Novice ability. Panther Martial Arts Style (Ex): The panther martial arts style is often practiced by monks in order to maximize damage to an opponent while minimizing the amount of noise made by the attack. It focuses on short, quick motions and emphasizes on stealth. Novice (Ex): As a practitioner of the panther martial arts style, a monk learns to silent her unknowing opponents quietly with an unarmed strike. If the monk successfully hits a flat-footed opponent with an unarmed attack, the opponent is unable to speak or make any kind of noise with his vocal cords for 2d4 rounds; this includes shouting warnings or raising alarms. A successful Fortitude save (DC 10 + monk level + the monks Wisdom modifier) reduces the number of rounds the victim is unable to speak by half (round down). Creatures immune to critical hits and creatures without vocal cords cannot be affected. Expert (Ex): The monks knowledge of the panther style of fighting lets her disarm opponents with ease. When attempting to disarm an opponent with an unarmed attack, the target does not gain the +4 bonus on his attack roll for holding a larger weapon. If the weapon is held in two hands, the bonus is reduced from +4 to +2. Master (Ex): As a master in the panther martial arts form, the monk may use an unarmed attack to attempt to daze an opponent. The monk must declare that she is using this ability before she makes her attack roll (thus, a missed attack roll ruins the attempt). It forces a foe damaged by her unarmed attack to make a Fortitude saving throw (DC 10 + the monks character level), in addition to dealing damage normally. If the

defender fails his saving throw, he is dazed for 3 rounds. A dazed character can take no actions but can defend against attacks normally. The monk may attempt a daze attack once per level per day, and no more than once per round. Multiple daze attacks against the same creature do not stack (but the creature can be dazed again once the effect wears off). Creatures immune to critical hits cannot be dazed by the monks panther mastery attack. Tiger Martial Arts Style (Ex): The tiger martial arts style focuses on power and strength, including varying levels of damage depending on the force that is applied to the attacks. Novice (Ex): As a practitioner of the tiger martial arts style, the monk learns to put more power into his unarmed strikes to bypass damage reduction. Once per day, the monk may ignore an opponents damage reduction when calculating damage of all her unarmed attacks for 1 round. Expert (Ex): The monks knowledge of the tiger fighting style learns to block melee weapons with her bare hands. When fighting unarmed against an opponent wielding a melee weapon, the monk may ready an action to deflect a single attack. She must be aware of the attack and cannot be flat-footed. If she succeeds at a Reflex save (DC 20), she suffers no damage from the attack. She can use this ability once per round. Master (Ex): As a master of the tiger martial arts style, the monk learns to pounce like a fierce tiger, raining down powerful unarmed strikes. Once per day, the monk can charge at an opponent and make a full attack. Slow Fall (Ex): At 4th level or higher, a monk within arms reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monks ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm. Fast Movement (Ex): At 5th level, a monk gains an enhancement bonus to her speed, as shown on the table above. A monk in armor (except cloth) or carrying a medium or heavy load loses this extra speed. Improved Martial Arts (Ex): At 5th level, the monk becomes more skilled at unarmed attacks due to her improved training. Her unarmed damage increases to 2d4. Also, the monk threatens a critical hit on a natural 19 or 20 when making an unarmed attack. Chakra (Su): At 7th level, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses. Improved Evasion (Ex): At 9th level, a monks evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks such as a dragons breath weapon, but henceforth she takes only half damage on a failed save. A helpless monk (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion. Advance Martial Arts (Ex): At 10th level, a monk's martial arts skill advances due to her advanced training. Her unarmed damage increases to 3d4. Also, the monk threatens a critical hit on a natural 18, 19, or 20 when making an unarmed attack Counterattack (Ex): At 11th level, a monk gains the ability to counter blows when attacked. During her action, she designates an opponent and once per round, if that opponent attacks her, she can immediately make an attack of opportunity. She can select a new opponent on any action. A helpless monk (such as one who is unconscious or paralyzed) does not gain the benefit of this ability, nor can she use this ability when flat-footed.

Leap from the Heavens (Ex): At 13th level, a Monk is not limited by her height on her Athletics skill for jumping. She receives a +10 competence bonus on Athletics checks for jumping and receives an additional +10 competence bonus every three levels thereafter. Superior Martial Arts (Ex): At 15th level, a monk's martial arts skill becomes superior due to her superior training. Her unarmed damage increases to 4d4. Also, the monk threatens a critical hit on a natural 17, 18, 19, or 20 when making an unarmed attack. Diamond Soul (Ex): At 17th level, a monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monks spell resistance. Improved Counterattack (Ex): At 19th, the Monk's ability to counter blows when attacked improves. Anytime an opponent attacks the monk, she can make an attack of opportunity. She may make a number of additional attacks of opportunity equal to her Dexterity bonus. She cannot counterattack the same opponent twice. A helpless monk (such as one who is unconscious or paralyzed) does not gain the benefit of this ability, but can use this ability while flat-footed. Martial Arts Mastery (Ex): At 20th level, the monk becomes a master of unarmed combat due to her mastery training. Her unarmed damage increases to 5d4. Also, the monk threatens a critical hit on a natural 16, 17, 18, 19 or 20 when making an unarmed attack. Serenity (Ex): Also at 20th level, the monk becomes a paragon of understanding and serenity. She gains +10 bonus to her Concentration skill and her ki generation is increased by 1.

Red Mage
Everyone wants to do something. Some people want to heal and help others, whether by magical or nonmagical means. Some wish to become great warriors, forging their names in battle and increasing their martial prowess. Some wish to become better magicians, learning new spells or having better control over powers they already have. Others wish to become more skillful, learning new skills and becoming better at the skills they already have. But there are a rare few who wish to do everything at once. These skilled individuals are known as Red Mages. They are Jacks of all trades, but masters of none.

GAME RULE INFORMATION


Red Mages have the following game statistics. Abilities: Charisma determines how powerful a spell a red mage can cast, how hard those spells are to resist, and how many additional MP a red mage receives from high attributes. Intelligence increases the damage of his elemental spells and Wisdom increases the healing of his healing spells. A high Dexterity score is helpful for a red mage, who typically wears cloth, leather or chain armor, because it provides him with a bonus to Armor Class. A good Constitution score gives a red mage extra hit points, a resource that he is otherwise very low on. Alignment: Any. Typically, Red Mages lean towards Neutral alignments due to some of the holy and dark spells they can cast. But they are not restricted. Starting HPs at 1st Level: 20 + Constitution modifier. Hit Die: d8.

Class Skills
The red mages class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Perception (Wis), Profession (Wis), and Spellcraft (Int). Skill Points at 1st level: (6 + Int modifier) x 4. Skill Points at Each Additional Level: 6 + Int modifier.

Table 3-12: The Red Mage Base Fort Level Attack Save Bonus 1st +0 +2 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th

Reflex Save +0

Will Save +2

Special Red Magery, Ruby Knowledge, Spell Combat, Spell Proficiency, Limit Breaks Spellstrike, Quick Learner (Minor) Armored Mage (Leather) Quick Cast (1/day) Red Magery, Convert (5:1) Quick Learner (Minor) Armored Mage (Chain) Improved Spell Combat, Quick Cast (2/day) Red Magery Quick Learner (Moderate), Armored Mage (Shield), Convert (4:1) Jack-of-All-Trades, Fighter Training Quick Cast (3/day) Red Magery Greater Spell Combat, Quick Learner (Moderate) Clear Mind, Doublecast (1/day), Convert (3:1) Counterstrike, Quick Cast (4/day) Red Magery 1 MP Spell (3/day) Quick Learner (Major) Convert (2:1), Red Wizard

MP

Spell Level 1st 1st 1st 2nd 2nd 2nd 3rd 3rd 3rd 4th 4th 4th 5th 5th 5th 6th 6th 6th 6th 6th

2 3 4 9 12 14 22 27 30 41 48 52 66 75 80 97 108 114 120 126

+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

+3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

+0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

+3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Class Features All of the following are class features of the red mage. Weapon and Armor Proficiency: Red Mages are proficient with all simple and martial weapons including power rods and power staves. They are also proficient with cloth, leather, chain armor and shields (except tower shields). Limit Breaks (Su): At 1st level, the red mage receives the Limit Breaks (Dual Spells and Flexibility). Dual Spellcasting (Su): This Limit Break allows the red mage to cast two spells in the same round as a full-round action at no MP cost. Flexibility (Su): This Limit Break allows the red mage to change his current HP total and current MP total on the fly. As an immediate action for a duration of 1 round + 1 round per four red mage class levels, the red mage can swap any number of points from HP to MP or from MP to HP on a 1 for 1 basis. The red mage cannot swap below 1 hit point. Spells: A red mage casts red magic spells which are drawn from the red mage spell list. A red mage begins play with 2 1st level red mage spells of his choice. At each new red mage level, he gains one new spell of any spell

level or levels that he can cast (based on his new red mage level). Like most mages, a red mage can find or purchase scrolls with spells to add to his repertoire. To learn or cast a red mage spell, the red mage must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a red mages spell is 10 + the spell level + the red mages Charisma modifier. In addition, a red mage gains additional MP for having a high attribute (Charisma). Red Magery: At 1st, 5th, 9th, 13th, and 17th level, a red mage increases his power with his spells. At each such opportunity, he can choose from the list of the following (with a limit of 2 per): Ruby Knowledge Mastery: This increases the stat bonus to spells as if your casting attribute were four points higher. Spell Combat Expertise: This lowers the attack penalty by 2. Extra Quick Casts: This grants the red mage an additional use of Quick Cast per day. Quick Mind: This grants the red mage an additional swift or immediate action per round. Spell Proficiency (Ex): Red mages are considered to have the Precise Shot feat while casting spells or using any magical items that require ranged touch. Ruby Knowledge (Ex): A red mage is specialized in dealing and healing damage with his spells. Whenever a red mage casts a spell that deals hit point dice damage, he adds his Intelligence bonus (if any) to the amount of damage dealt. Whenever a red mage casts a spell that heals hit point dice damage, he adds his Wisdom bonus (if any) to the damage healed. A single spell can never gain this extra damage or healing more than once per casting. If a spell deals or heals damage for more than 1 round, it does not gain the benefit of the ruby knowledge ability. The bonus from the this ability applies only to spells that he casts as a red mage, not to those he might have by virtue of levels in another class. Spell Combat (Ex): At 1st level, a red mage learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the red mage must have one hand free, while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a 4 penalty and can also cast any spell from his red mage spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Charisma bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A red mage can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. Spellstrike (Su): At 2nd level, once per round, whenever a red mage casts a ranged touch spell, he can deliver the spell through any weapon he is wielding as part of a melee attack. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the red mage makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. Quick Learner (Minor): At 2nd and 6th level, a red mage chooses one of the following abilities to add to his list of class features:

Advanced Learning (Ex): The red mage can add a new spell from the black or white mage spell list to his list with a level of his highest known spell level or lower. He may select this special ability multiple times, each time he adds a different spell to his spells known. Bonus Metamagic Feat: The red mage gains a bonus metamagic feat he meets the prerequisites for. Weapon Bond (Ex): The red mage selects one weapon he is proficient with. He gains Weapon Focus with this weapon, even if he does not meet the prerequisites for it. The red mage can only take this ability once. Armored Mage (Ex): At 3rd level, normally, armor heavier than cloth armor interferes with a spell-caster's gestures, which can cause spells to fail if those spells have a somatic component. A red mage's limited focus and specialized training, however, allows him to avoid spell failure so long as he sticks to cloth or leather armor and light shields. This training does not extend to chain armor or to heavy shields. This ability does not apply to spells gained from a different spell-casting class. At 7th level, a red mage learns to use chain armor with no chance of spell failure. At 10th level, a red mage learns to use heavy shields with no chance of spell failure. Quick Cast (Ex): Beginning at 4th level, a red mage can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less. He can use this ability twice per day at 8th level, three times per day at 12th level, and four times per day at 16th level. Convert (Ex): Beginning of 5th level, a red mage can convert hit points into MP as a free action. For every 5 hit points converted, the red mage receives 1 MP. The red mage cannot convert below 1 hit point. This improves at 10th level to 4 HP to 1 MP, at 15th level to 3 HP to 1 MP, and then finally at 20th level to 2 HP to 1 MP. The red mage can use this ability a number of times per day equal to 1/2 red mage class levels + his Charisma modifier. Improved Spell Combat (Ex): At 8th level, the red mages ability to cast spells and make melee attacks improves. When using the spell combat ability, the red mage receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll. Quick Learner (Moderate): At 10th and 14th level, the red mage may add one of the following abilities to his list of class features. Advanced Learning (Ex): The red mage can add a new spell from the black or white mage spell list to his list with a level of his highest known spell level or lower. He may select this special ability multiple times, each time he adds a different spell to his spells known. Bonus Metamagic Feat: The red mage gains a bonus metamagic feat he meets the prerequisites for. Improved Weapon Bond (Ex): The red mage selects a weapon for which he has the Weapon Bond ability. He is treated as having the Weapon Specialization feat for that weapon, even if he does not meet the prerequisites. The red mage can only take this ability once. Fighter Training (Ex): Starting at 11th level, a red mage counts 1/2 his total red mage level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack. Jack-of-All-Trades (Ex): Also at 11th level, the red mage can use any skill, even if the skill normally requires him to be trained. At 15th level, the red mage considers all skills to be class skills. At 19th level, the red mage can take 10 on any skill check, even if it is not normally allowed.

Greater Spell Combat (Ex): At 14th level, the red mage gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, his concentration check bonus equals double the amount of the attack penalty taken. Clear Mind (Ex): At 15th level, a red mage can regain his MP quicker. The red mage must be relaxed and must be free from overt distractions, such as combat raging nearby or other loud noises. The red mage regains MP equaling to his Charisma modifier per hour. Doublecast (Su): Also at 15th level, once per day, a red mage can take a full-round action to cast two spells. The red mage pays MP for both spells as normal and if a Concentration check is needed, he must check for both spells. He must also indicate the targets before spells are resolved. Counterstrike (Ex): At 16th level, whenever an enemy within reach of the red mage successfully casts a spell defensively, that enemy provokes an attack of opportunity from the red mage after the spell is complete. This attack of opportunity cannot disrupt the spell. 1 MP Spell (Su): At 18th level, three times per day, as a move action, a red mage can reduce the cost of spells to 1 MP. Once activated, any spells the red mage casts only cost 1 MP. This ability ends at the end of the round. Quick Learner (Major): At 19th level, the red mage may add one of the following abilities to his list of class features: Advanced Learning (Ex): The red mage can add a new spell from the black or white mage spell list to his list with a level of his highest known spell level or lower. He may select this special ability multiple times, each time he adds a different spell to his spells known. Innate Spell (Su): A red mage with this ability selects one 1st level red mage spell that he knows. He may now cast that spell as a spell-like ability at will. Greater Weapon Bond (Ex): The red mage selects a weapon for which he has the Improved Weapon Bond ability. He is treated as having the Greater Weapon Focus feat for that weapon, even if he does not meet the prerequisites. Red Wizard (Su): At 20th level, the red mage becomes a master of spells and combat. Whenever he uses his spell combat ability, he does not need to make a concentration check to cast the spell defensively. Whenever the red mage uses spell combat and his spell targets the same creature as his melee attacks, he can choose to either increase the DC to resist the spell by +2, grant himself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +2 circumstance bonus on all attack rolls made against the target during his turn.

Summoner
While many who dabble in magic become adept at beckoning monsters from the farthest reaches of the planes, none are more skilled at it than the summoner. This practitioner of the magic arts forms a close bond with one particular elemental, known as an avatar, who gains power as the summoner becomes more proficient at his summoning. But this power comes with a price: the summoners spells and abilities are limited due to his time spent enhancing the power and exploring the nature of his avatar.

GAME RULE INFORMATION


Summoners have the following game statistics. Abilities: Charisma determines how powerful a spell a summoner can cast, how hard those spells are to resist, and how many additional MP a summoner receives from high attributes. A high Dexterity score is helpful for a

summoner, who typically wears cloth or leather armor, because it provides him with a bonus to Armor Class. A good Constitution score gives a summoner extra hit points, a resource that he is otherwise very low on. Alignment: Any. Starting HPs at 1st Level: 10 + Constitution modifier. Hit Die: d4.

Class Skills
The summoners class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). Skill Points at 1st level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier. Table 3-13: The Summoner Base Fort Level Attack Save Bonus 1st +0 +0 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +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 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Reflex Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Special Elemental Pact, Avatar, Spell Proficiency, Limit Breaks Life Link Bond Senses Shield Ally Lesser Summon Maker's Call (1/day) Transposition Maker's Call (2/day) Lesser Summon Greater Summon Greater Shield Ally, Maker's Call (3/day) Greater Summon Life Bond Lesser Summon, Greater Summon, Maker's Call (4/day) Greater Summon Maker's Call (5/day) Superior Summon Twin Avatar, Lesser Summon

MP 2 3 4 9 12 14 22 27 30 41 48 52 66 75 80 97 108 114 120 126

Spell Level 1st 1st 1st 2nd 2nd 2nd 3rd 3rd 3rd 4th 4th 4th 5th 5th 5th 6th 6th 6th 6th 6th

Class Features All of the following are class features of the summoner. Weapon and Armor Proficiency: Summoners are proficient with all simple weapons including power rods and power staves. They are also proficient with cloth and leather armor and light shields. A summoner's limited focus and specialized training, however, allows him to avoid spell failure so long as he sticks to cloth or leather armor and light shields. Limit Breaks (Su): At 1st level, the summoner receives the Limit Breaks (Avatar Mastery and Elemental Summoning).

Avatar Mastery (Su): This Limit Break allows the summoner to summon an avatar as a swift action or heal his avatar to full health. Elemental Summoning (Su): This Limit Break allows the summoner to summon 3d4 small elementals of the same elemental type as his avatar with maximum hit points to aid him in battle, 2d4 medium elementals at level 5, 1d4 large elementals at level 10, 1d3 huge elementals at level 15, and 1 elder elemental at level 20. The creatures appear instantly and remaining for up to 1 round + 1 round per four summoner class levels, at which point they are dismissed. Spells: Unlike other casters, a summoner does not have a set spell list nor does a summoner need to scribe spells. The spell list of a summoner is determined by what elemental pact the summoner has (see below). To learn or cast a summoner spell, the summoner must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a summoners spell is 10 + the spell level + the summoners Charisma modifier. In addition, a summoner gains additional MP for having a high attribute (Charisma). Spell Proficiency (Ex): Summoners are considered to have the Precise Shot feat while casting spells or using any magical items that require ranged touch. Elemental Pact (Ex): Starting at 1st level, a summoner picks an elemental type (dark, earth, fire, ice, light, lightning, water, or wind). This determines what spells a summoner can cast and what avatar he can summon. Once an elemental type is chosen, the summoner can cast spells from the black mage or white mage spell list with that elemental descriptor of the appropriate level. For example, a level 6 summoner with a Fire Elemental Pact can cast Fire or Fire II. A summoner can change the elemental pact to a different elemental type as a standard action. Changing elemental pacts causes the current summoned avatar to be dismissed. Avatar (Su): At 1st level, a summoner has the ability to summon to his side a powerful elemental called an avatar. From the elemental pact chosen, the avatar forms a link with the summoner. An avatar has the same alignment as the summoner that calls it and can speak all of his languages. Avatars are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. A summoner can summon his avatar in a ritual that takes 1 minute to perform. When summoned in this way, the avatar hit points are unchanged from the last time it was summoned. The avatar remains until dismissed by the summoner (a standard action). If the summoner is unconscious, asleep, or killed, his avatar is immediately banished. The avatar takes a form shaped by the summoners desires. The avatars Hit Dice, saving throws, skills, feats, and abilities are tied to the summoners class level and increase as the summoner gains levels. In addition, each avatar receives a pool of evolution points, based on the summoners class level, that can be used to give the avatar different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner. The avatars physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the avatar appear like a specific creature. The avatar also bears a glowing rune that is identical to a rune that appears on the summoners forehead as long as the avatar is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance. Life Link (Su): At 2nd level, a summoner forms a close bond with his avatar. Whenever the avatar takes enough damage to send it back to its home plane, the summoner can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the avatar. This can prevent the avatar from being sent back to its home plane.

In addition, the avatar and the summoner must remain within 100 feet of one another for the avatar to remain at full strength. If the avatar is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the avatar is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the avatar is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the avatar gets closer to its summoner, but its maximum hit point total does return to normal. Bond Senses (Su): Starting at 3rd level, a summoner can, as a standard action, share the senses of his avatar, hearing, seeing, smelling, tasting, and touching everything the avatar does. He can use this ability a number of rounds per day equal to his summoner level. There is no range to this effect, but the avatar and the summoner must be on the same plane. The summoner can end this effect as a free action. Shield Ally (Ex): At 4th level, whenever a summoner is within his avatars reach, the summoner receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the avatar is grappled, helpless, paralyzed, stunned, or unconscious. Lesser Summon (Su): Starting at 5th level and every five levels thereafter, a summoner can choose one of the Lesser Summons (see below) as part of her repertoire. Once chosen, it is permanent and cannot choose a different lesser summon. Lesser Summons differ from Greater/Superior Summons; they are like spells. Summoning a Lesser Summon requires a full-round action that does not provoke attacks of opportunity. Some lesser summons have level requirements before they can be chosen. All lesser summons can be used a number of times per day equal to the summoner's Charisma modifier. Bad Breath (Malboro) (Su): The summoner summons a Marlboro who uses Bad Breath on the summoner's enemies to inflict various of status effects in a 30-ft.-cone. Creatures within the area of effect are inflicted with Berserk, Blind, Confuse, Poison, Silence, and Slow status for 1 round per two summoner class levels, Fortitude save (DC 10 + 1/2 summoner class level + Charisma modifier) for each status effect to negate. The summoner must be at least 10th level to choose this lesser summon. Divine Judgment (Alexander) (Su): The summoner summons Alexander who uses Divine Judgment to blast the summoner's enemies with holy power in a 30-ft.-radius within 60 ft. Creatures within the area of effect take 1d6 points of holy damage per two levels of the summoner, Reflex save (DC 10 + 1/2 summoner class level + Charisma modifier) for half damage. Those who fail the Reflex save must make a Fortitude save (DC 10 + 1/2 summoner class level + Charisma modifier) or be inflicted with Slow status for 1 round per two summoner class levels. Earthen Wall (Golem) (Su): The summoner summons Golem who uses Earthen Wall on the summoner's allies within a 30-ft.-radius. Allies within the area of effect receive Stoneskin and Protect III for 1 round per two levels of the summoner. The summoner must be at least 10th level to choose this lesser summon. Instant Death (Odin) (Su): The summoner summons Odin who uses Instant Death on a single target within 30 ft. The target must make a Fortitude save (DC 10 + 1/2 summoner class level + Charisma modifier) or dies. If the save is successful, the target suffers 5d6 points of shadow elemental damage. The summoner must be at least 20th level to choose this lesser summon. Judgment Bolt (Ramuh) (Su): The summoner summons Ramuh who uses Judgment Bolt on the summoner's enemies in a 30-ft.-radius within 60 ft. Creatures within the area of effect take 1d6 points of lightning damage per two levels of the summoner, Reflex save (DC 10 + 1/2 summoner class level + Charisma modifier) for half damage. Those who fail the Reflex save must make a Fortitude save (DC 10 + 1/2 summoner class level + Charisma modifier) or be inflicted with Blind status for 1 round per two summoner class levels.

Runaway Train (Doomtrain) (Su): The summoner summons Doomtrain who uses Runaway Train to run over the summoner's enemies in a 60-ft.-line. Creatures within the area of effect are inflicted with Zombie, Blind, Poison, Silence, Slow, Berserk, and Confuse status, Fortitude save (DC 10 + 1/2 summoner class level + Charisma modifier) for each status effect to negate. The summoner must be at least 15th level to choose this lesser summon. Thousand Needles (Cactuar) (Su): The summoner summons a Cactuar who uses Thousand Needles to spray the summoner's enemies with sharp needles in a 30-ft.-radius within 60 ft. Creatures within the area of effect take 1d4 points of non-elemental damage per level of the summoner, Reflex save (DC 10 + 1/2 summoner class level + Charisma modifier) for half damage. Ultimate End (Knights of the Round) (Su): The summoner summons the Knights of the Round that attack the summoner's enemies with Ultimate End. With this summon, thirteen knights appear before the summoner that will attack a single target within 60 ft. Each knight has a separate attack that deals damage and ignores damage reduction and elemental resistance (see below). It uses the Summoner's base attack bonus plus Charisma modifier. The summoner must be at least 20th level to choose this lesser summon. The first knight attacks with a knight sword (1d10/19-20). The second knight attacks with a lance (1d8/18-20). The third knight wields a fire rod and casts Fire (1d6+5 fire damage) on the target. The fourth knight attacks with a heavy mace (1d8/20). The fifth knight attacks with a longsword (1d8/19-20). The sixth knight attacks with a warhammer (1d8/18-20. The seventh knight wields an ice rod and casts Blizzard (1d6+5 ice damage) on the target. The eighth knight attacks with a trident (1d8/20/10 ft reach). The ninth knight wields an earth staff and casts Stone (1d6+5 earth damage) on the target. The tenth knight attacks with a halberd (1d10/18-20). The eleventh knight attacks with a battleaxe (1d8/18-20). The twelfth knight attacks with a shortsword (1d6/19-20). The thirteenth knight attacks with a greatsword (2d6/19-20).

Whispering Wind (Sylph) (Su): The summoner summons Sylph who uses Whispering Wind on the summoner's enemies in a 30-ft.-radius within 60 ft. Creatures within the area of effect take 1d6 points of wind damage per two levels of the summoner to a maximum of 10d6 and heals allies within a 30-ft.-radius for the same amount, Reflex save (DC 10 + 1/2 summoner class level + Charisma modifier) for half damage. The summoner must be at least 15th level to choose this lesser summon. Wyrmfire (Salamander) (Su): The summoner summons Salamander who uses Wyrmfire on the summoner's enemies in a 30-ft.-radius within 60 ft. Creatures within the area of effect take 1d6 points of fire damage per two levels of the summoner, Reflex save (DC 10 + 1/2 summoner class level + Charisma modifier) for half damage. Those who fail the Reflex save must make a Fortitude save (DC 10 + 1/2 summoner class level + Charisma modifier) or be inflicted with Sap status for 1 round per two summoner class levels. Maker's Call (Su): At 6th level, as a standard action, a summoner can call his avatar to his side. The avatar must be within 120 feet. When used, the avatar appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the avatar is out of range, the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every three levels beyond 6th. Transposition (Su): At 8th level, a summoner can use his makers call ability to swap locations with his avatar. If it is larger than him, he can appear in any square occupied by the avatar. The avatar must occupy the square that was occupied by the summoner if able, or as close as possible if it is not able.

Greater Summon (Su): Starting at 11th level and every other level thereafter except 19th, a summoner can choose one of the Aeons (see below) as part of her repertoire. Once chosen, it is permanent and cannot choose a different Aeon. Summoning an Aeon requires a full-round action that replaces your avatar which does not provoke attacks of opportunity. Aeons last for a number of rounds equal half of the summoner's class levels, after which, they are dismissed. See the Aeon section for statistics and information. Aeons: Carbunkle, Diablo, Ifrit, Ixion, Leviathan, Shiva, Titan, Valefor Greater Shield Ally (Su): At 12th level, whenever an ally is within an avatars reach, the ally receives a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws. If this ally is the summoner, these bonuses increase to +4. This bonus does not apply if the avatar is grappled, helpless, paralyzed, stunned, or unconscious. Life Bond (Su): At 14th level, a summoners life becomes linked to his avatars. As long as the avatar has 1 or more hit points, the summoner is protected from harm. Damage in excess of that which would reduce the summoner to fewer than 0 hit points is instead transferred to the avatar. This damage is transferred 1 point at a time, meaning that as soon as the avatar is reduced to a number of negative hit points equal to its Constitution score, all excess damage remains with the summoner. Effects that cause death but not damage are unaffected by this ability. This ability does not affect spells like Statue, Doom, Death or other spells that do not cause actual damage. Superior Summon (Su): At 19th level, a summoner can choose one of the Greater Aeons (see below) as part of her repertoire. Once chosen, it is permanent and cannot choose a different Greater Aeon. Summoning a Greater Aeon requires a full-round action that replaces your avatar which does not provoke attacks of opportunity. Aeons last for a number of rounds equal half of the summoner's class levels, after which, they are dismissed. See the Aeon section for statistics and information. Greater Aeons: Bahamut and Phoenix Twin Avatar (Su): At 20th level, a summoner and his avatar share a true connection. As a standard action, the summoner can assume the shape of his avatar, copying all of its evolutions, form, and abilities. His Strength, Dexterity, and Constitution scores change to match the base scores of his avatar. He can choose to have any gear that he carries become absorbed by his new form. Items with continuous effects continue to function while absorbed in this way. The summoner loses his natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by his avatars evolutions. The summoner retains all of his class features. The summoner can keep this form for a number of minutes per day equal to his summoner level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The summoner can end this effect as a free action.

Avatars
An avatars abilities are determined by the summoners level and by the choices made using its evolution pool. Table 3-14: Avatar Base Statistics determines many of the base statistics of the avatar. Each avatar possesses a base form that modifies these base statistics. Avatars are outsiders for the purpose of determining which spells affect them.

Table 3-14: Avatar Base Statistics Class Good Bad HD BAB Level Saves Saves 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15 16th 17th 18th 19th 20th
th

Skills 4 8 12 12 16 20 24 24 28 32 36 36 40 44 48 48 52 56 60 60

Feats 1 1 2 2 2 3 3 3 4 4 5 5 5 6 6 6 7 7 8 8

Armor Bonus +0 +1 +1 +1 +2 +2 +3 +3 +3 +4 +4 +5 +5 +5 +6 +6 +7 +7 +7 +8

Damage Reduction 1/1/1/2/2/3/3/3/4/4/5/5/5/6/6/7/7/7/8/-

Str/Dex Bonus +0 +1 +1 +1 +2 +2 +3 +3 +3 +4 +4 +5 +5 +5 +6 +6 +7 +7 +7 +8

Evolution Pool 3 4 5 7 8 9 10 11 13 14 15 16 17 19 20 21 22 23 25 26

Max Attacks 3 3 3 4 4 4 4 4 5 5 5 5 5 6 6 6 6 6 7 7

Special Elemental traits, link Evasion Devotion Multiattack Improved evasion

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

+0 +1 +2 +2 +3 +3 +4 +4 +5 +6 +6 +6 +7 +8 +9 +9 +9 +10 +11 +11

+2 +3 +3 +3 +4 +4 +5 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 +9 +9

+0 +0 +1 +1 +1 +1 +2 +2 +2 +2 +3 +3 +3 +3 +4 +4 +4 +4 +5 +5

Class Level: This is the characters summoner level. HD: This is the total number of 8-sided (d8) Hit Dice the avatar possesses, each of which gains a Constitution modifier, as normal. BAB: This is the avatars base attack bonus. An avatars base attack bonus is equal to 3/4th its Hit Dice. Avatars do not gain additional attacks using their natural weapons for a high base attack bonus. Good/Bad Saves: These are the avatars base saving throw bonuses. An avatar possesses two good saving throws and one bad saving throw, determined by the creatures base form. Skills: This lists the avatars total skill ranks. An avatar can assign skill ranks to any skill, but it must possess the appropriate appendages to use some skills. Avatars with Intelligence scores above the base value modify these totals as normal (an avatar receives a number of skill ranks equal to 2 + its Intelligence modifier per HD). An avatar cannot have more ranks in a skill than it has Hit Dice. Avatar skill ranks are set once chosen, even if the creature changes when the summoner gains a new level. Feats: This is the total number of feats possessed by an avatar. Avatars can select any feat that they qualify for, but they must possess the appropriate appendages to use some feats. Avatar feats are set once chosen, even if the creature changes when the summoner gains a new level. If, due to changes, the avatar no longer qualifies for a feat, the feat has no effect until the avatar once again qualifies for the feat. Armor Bonus: The number noted here is the avatars base total armor bonus. This bonus may be split between an armor bonus and a natural armor bonus, as decided by the summoner. This number is modified by the avatars base form and some options available through its evolution pool. An avatar cannot wear armor of any kind, as the armor interferes with the summoners connection to the avatar. Damage Reduction: This value reduces physical damage dealt to the avatar which stacks with other damage reduction.

Str/Dex Bonus: Add this modifier to the avatars Strength and Dexterity scores, as determined by its base form. Some options available through the avatars evolution pool might modify these scores. Evolution Pool: The value given in this column is the total number of points in the avatars evolution pool. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the avatar. Whenever the summoner gains a level, the number in this pool increases and the summoner can spend these points to change the abilities of the avatar. These choices are not set. The summoner can change them whenever he gains a level. Max Attacks: This indicates the maximum number of natural attacks that the avatar is allowed to possess at the given level. If the avatar is at its maximum, it cannot take evolutions that grant additional natural attacks. This does not include attacks made with weapons. Special: This includes a number of abilities gained by all avatars as they increase in power. Each of these bonuses is described below. Elemental Traits (Ex): The avatar has darkvision out to a range of 60 feet, has immunity to poison, sleep, disable, immobilize and stunning status effects, and is not subject to critical hits or flanking. The avatar also gains elemental affinities depending on the elemental type. Link (Ex): A summoner and his avatar share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his avatar at any time. In addition, magic items interfere with the summoners connection to his avatar. As a result, the summoner and his avatar share magic item slots. For example, if the summoner is wearing a ring, his avatar can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the avatar become dormant. The avatar must possess the appropriate appendages to utilize a magic item. Evasion (Ex): If an avatar is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw. Devotion (Ex): An avatar gains a +4 morale bonus on Will saves against enchantment spells and effects. Multiattack: An avatar gains Multiattack as a bonus feat if it has 3 or more natural attacks and does not already have that feat. If it does not have the requisite 3 or more natural attacks (or it is reduced to less than 3 attacks), the avatar instead gains a second attack with one of its natural weapons, albeit at a 5 penalty. If the avatar later gains 3 or more natural attacks, it loses this additional attack and instead gains Multiattack. Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, an avatar takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Avatar Skills
The following skills are class skills for avatars: Bluff (Cha), Craft (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex). In addition, at 1st level, the summoner can choose 4 additional skills to be class skills for his avatar.

Base Forms

Each avatar has one of three base forms that determines its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the avatars full base attack bonus unless otherwise noted (such as in the case of secondary attacks). Avatar attacks add the avatars Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 times its Strength modifier. These base forms also note any free evolutions that base form possesses. The bonuses from these free evolutions are already factored into the starting statistics. Alternatively, any one of these base forms can be used to make a Small avatar. If the avatar is Small, it gains a +2 bonus to its Dexterity score. It also takes a 4 penalty to its Strength and a 2 penalty to its Constitution. It also gains a +1 size bonus to its AC and attack rolls, and a +4 bonus on its Stealth skill checks. Reduce the damage of all of its attacks by one step (1d6 becomes 1d4, 1d4 becomes 1d3). If this choice is made, the avatar can be made Medium whenever the summoner can change the avatars evolution pool (which causes it to lose these modifiers for being Small). Quadruped: Starting Statistics: Size Medium; Speed 40 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions bite, limbs (legs) (2). Biped: Starting Statistics: Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions claws, limbs (arms), limbs (legs). Serpentine: Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Saves Fort (bad), Ref (good), Will (good); Attack bite (1d6), tail slap (1d6); Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions bite, climb, reach (bite), tail, tail slap.

Evolutions
Each avatar receives a number of evolution points that can be spent to give the avatar new abilities, powers, and other upgrades. These abilities, called evolutions, can be changed whenever the summoner gains a new level, but they are otherwise set. Some evolutions require that the avatar have a specific base form or the summoner be of a specific level before they can be chosen. A number of evolutions grant the avatar additional natural attacks. Natural attacks listed as primary are made using the avatars full base attack bonus and add the avatars Strength modifier on damage rolls. Natural attacks listed as secondary are made using the avatars base attack bonus 5 and add 1/2 the avatars Strength modifier on damage rolls (if positive). If the avatar only has a single natural attack, the attack is made using its full base attack bonus and it adds 1-1/2 times its Strength modifier on damage rolls made with that attack, regardless of the attacks type. Evolutions are grouped by their cost in evolution points. Evolution points cannot be saved. All of the points must be spent whenever the summoner gains a level. Unless otherwise noted, each evolution can only be selected once. 1-Point Evolutions: The following evolutions cost 1 point from the avatars evolution pool. Bite (Ex): An avatars maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the avatar already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite. Claws (Ex): An avatar has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The avatar must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once. This evolution can be selected more than once, but the avatar must possess an equal number of the limbs evolution. Climb (Ex): An avatar becomes a skilled climber, gaining a climb speed equal to its base speed. This evolution can be selected more than once. Each additional time it is selected, increase the avatars climb speed by 20 feet.

Improved Damage (Ex): One of the avatars natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This evolution can be selected more than once. Its effects do not stack. Each time an avatar selects this evolution, it applies to a different natural attack. Improved Natural Armor (Ex): An avatars natural armor increases, giving it a +2 bonus to its natural armor. This evolution can be taken once for every five levels the summoner possesses. Pincers (Ex): An avatar grows a large pincers at the end of one pair of its limbs, giving it two pincer attacks. These attacks are secondary attacks. The pincers deal 1d6 points of damage (1d8 if Large, 2d6 if Huge). Avatars with the grab evolution linked to pincers gain a +2 bonus on grapple checks. The avatar must have the limbs (arms) evolution to take this evolution. Alternatively, the avatar can replace the claws from its base form with pincers (this still costs 1 evolution point). This evolution can be selected more than once, but the avatar must possess an equal number of the limbs evolution. Pounce (Ex): An avatar gains quick ref lexes, allowing it to make a full attack after a charge. This evolution is only available to avatars of the quadruped base form. Reach (Ex): One of an avatars attacks is capable of striking at foes at a distance. Pick one attack. The avatars reach with that attack increases by 5 feet. Resistance (Ex): An avatars form takes on a resiliency to one particular elemental type other than its current type. Pick one elemental type (dark, earth, fire, ice, light, lightning, water, or wind). The avatar gains elemental resistance 5 against that elemental type. This resistance increases by 5 for every 5 levels the summoner possesses, to a maximum of 15 at 10th level. This evolution can be selected more than once. Its effects do not stack. Each time an avatar selects this evolution, it applies to a different elemental type. Scent (Ex): An avatars sense of smell becomes quite acute. The avatar gains the scent special quality, allowing it to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the normal range. Scent does not allow the avatar to precisely locate the creature, only to detect its presence. It can detect the direction with a move action. The avatar can pinpoint the creatures location if it is within 5 feet. The avatar can use scent to track creatures. Skilled (Ex): An avatar becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time an avatar selects this evolution, it applies to a different skill. Slam (Ex): An avatar can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The avatar must have the limbs (arms) evolution to take this evolution. Alternatively, the avatar can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the avatar must possess an equal number of the limbs evolution. Sting (Ex): An avatar possesses a long, barbed stinger at the end of its tail, granting it a sting attack. This attack is a primary attack. The sting deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). The avatar must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the avatar must possess an equal number of the tail evolution. Swim (Ex): An avatar gains webbed hands, feet, or powerful flippers, giving it a swim speed equal to its base speed. This evolution can be selected more than once. Each additional time it is selected, increase the avatars swim speed by 20 feet.

Tail (Ex): An avatar grows a long, powerful tail. This grants it a +2 racial bonus on Acrobatics checks made to balance on a surface. This evolution can be selected more than once. Tail Slap (Ex): An avatar can use its tail to bash nearby foes, granting it a tail slap attack. This attack is a secondary attack. The tail slap deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). The avatar must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the avatar must possess an equal number of the tail evolution. Tentacle (Ex): An avatar possesses a long, sinuous tentacle, granting it a tentacle attack. This attack is a secondary attack. The tentacle attack deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution can be selected more than once. Wing Buffet (Ex): An avatar learns to use its wings to batter foes, granting it two wing buffet attacks. These attacks are secondary attacks. The wing buffets deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The avatar must possess the flight evolution, with wings, to select this evolution. 2-Point Evolutions: The following evolutions cost 2 points from the avatars evolution pool. Ability Increase (Ex): An avatar grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the avatars ability scores by +2. This evolution can be selected more than once. It can only be applied once to an individual ability score, plus 1 additional time for every 6 levels the summoner possesses. Constrict (Ex): An avatar gains powerful muscles that allow it to crush those it grapples. Whenever the avatar successfully grapples a foe using the grab evolution, it deals additional damage equal to the amount of damage dealt by the attack used by the grab evolution. This evolution is only available to avatars of the serpentine base form. Elemental Attacks (Su): An avatars attacks become charged with elemental energy. All of the avatars natural attacks deal 1d6 points of elemental damage, based on its elemental type on a successful hit. The summoner must be at least 5th level before selecting this evolution. Flight (Su): An avatar gains the ability to fly. The avatar gains a fly speed equal to its base speed. The avatar has perfect maneuverability. The avatars fly speed can be increased by spending additional evolution points, gaining a 20-foot increase to fly speed for each additional point spent. The summoner must be at least 5th level before selecting this evolution. Gore (Ex): An avatar grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). Grab (Ex): An avatar becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. Whenever the avatar makes a successful attack of the selected type, it can attempt a free grapple check. If successful, the avatar grapples the target. This ability only works on creatures of a size one category smaller than the avatar or smaller. Avatars with this evolution receive a +4 bonus on grapple checks. Immunity (Su): An avatars body becomes extremely resilient to one elemental type other than its current type, gaining immunity to that type. Pick one elemental type: dark, earth, fire, ice, light, lightning, water, or wind. The avatar gains immunity to that elemental type. This evolution can be selected more than once. Its effects do not stack. Each time it applies to a different elemental type. The summoner must be at least 7th level before selecting this evolution.

Limbs (Ex): An avatar grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the avatars base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The avatar does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the avatar is proficient. This evolution can be selected more than once. Rake (Ex): An avatar grows dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. These attacks are primary attacks. The avatar receives these additional attacks each time it succeeds on a grapple check against the target. These rake attacks deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution is only available to avatars of the quadruped base form. This evolution counts as one natural attack toward the avatars maximum. The summoner must be at least 4th level before selecting this evolution. Rend (Ex): An avatar learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the avatar makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the avatars Strength modifier. The avatar must possess the claws evolution to select this evolution. The summoner must be at least 6th level before selecting this evolution. Trample (Ex): An avatar gains the ability to crush its foes underfoot, gaining the trample ability. As a fullround action, the avatar can overrun any creature that is at least one size smaller than itself. This works like overrun, but the avatar does not need to make a check, it merely has to move over opponents in its path. The creatures take 1d6 points of damage (1d8 if Large, 2d6 if Huge), plus 1-1/2 times the avatars Strength modifier. Targets of the trample can make attacks of opportunity at a 4 penalty. If a target forgoes the attack of opportunity, it can make a Reflex save for half damage. The DC of this save is 10 + 1/2 the avatars HD + the avatars Strength modifier. A trampling avatar can only deal trampling damage to a creature once per round. This evolution is only available to avatars of the biped or quadruped base forms. Tremorsense (Ex): An avatar becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 30 feet. This works like the blindsense evolution, but only if both the avatar and the creature to be pinpointed are in contact with the ground. The summoner must be at least 7th level before selecting this evolution. Trip (Ex): An avatar becomes adept at knocking foes to the ground with its bite, granting it a trip attack. Whenever the avatar makes a successful bite attack of the selected type, it can attempt a free trip check. If successful, the target is knocked prone. If the check fails, the avatar is not tripped in return. This ability only works on creatures of a size equal to or smaller than the avatar. The avatar must possess the bite evolution to select this evolution. Weapon Training (Ex): An avatar learns to use a weapon, gaining Simple Weapon Proficiency as a bonus feat. If 2 additional evolution points are spent, it gains proficiency with all martial weapons as well. 3-Point Evolutions: The following evolutions cost 3 points from the avatars evolution pool. Blindsense (Ex): An avatars senses become incredibly acute, giving it blindsense out to a range of 30 feet. This ability allows the avatar to pinpoint the location of creatures that it cannot see without having to make a Perception check, but such creatures still have total concealment from the avatar. Visibility still affects the avatars movement and it is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. The summoner must be at least 9th level before selecting this evolution. Burrow (Ex): An avatar grows thick and gnarled claws, allowing it to move through the earth. The avatar gains a burrow speed equal to 1/2 its base speed. It can use this speed to move through dirt, clay, sand, and earth. It

does not leave a hole behind, nor is its passage marked on the surface. The summoner must be at least 9th level before selecting this evolution. Damage Reduction (Su): An avatars body becomes resistant to harm, granting it damage reduction. The avatar gains DR 5/-. At 12th level, this protection can be increased to DR 10/- by spending 2 additional evolution points. The summoner must be at least 9th level before selecting this evolution. Frightful Presence (Ex): An avatar becomes unsettling to its foes, gaining the frightful presence ability. The avatar can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the avatar must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the avatars HD + the avatars Charisma modifier. If the avatar has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the avatar are immune to this effect. The summoner must be at least 11th level before selecting this evolution. Spellcasting (Su): An avatar gains the ability to cast spells of its own elemental type. The avatar has a spellcasting level equal to half its HD and can cast elemental spells of its own elemental type. The avatar can use this ability three times per day. The avatar can use this ability 1 additional time per day by spending an additional 1 evolution point (maximum 5/day). The summoner must be at least 9th level before selecting this evolution. Swallow Whole (Ex): An avatar gains the swallow whole ability, giving it the ability to consume its foes. If the avatar begins its turn with a creature grappled using its bite attack (see the grab evolution), it can attempt a grapple check to swallow the creature. The creature can be up to one size category smaller than the avatar. Swallowed creatures take damage equal to the avatars bite damage each round plus 1d6 points of bludgeoning damage. A swallowed creature keeps the grappled condition, but can attempt to cut its way free with a light slashing or piercing weapon. The amount of damage needed to cut free is equal to 1/10 the avatars total hit points. The avatars AC against these attacks is equal to 10 + 1/2 its natural armor bonus. If a swallowed creature cuts its way out, the avatar loses this ability until it heals this damage. Alternatively, the swallowed creature can attempt to escape the grapple as normal. Success indicates that it has returned to the avatars mouth, where it can attempt to escape or be swallowed again. The avatar must possess the grab evolution, tied to a bite attack, to take this evolution. The summoner must be at least 9th level before selecting this evolution. 4-Point Evolutions: The following evolutions cost 4 points from the avatars evolution pool. Blindsight (Ex): An avatars senses sharpen even further, granting it blindsight out to a range of 30 feet. The avatar can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. The avatar must possess the blindsense evolution to take this evolution. The summoner must be at least 11th level before selecting this evolution. Breath Weapon (Su): An avatar learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either dark, earth, fire, ice, light, lightning, water, or wind. The avatar can breathe a 30-foot cone (or 60foot line) that deals 1d6 points of damage of the selected type per HD it possesses. Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + 1/2 the avatars HD + the avatars Constitution modifier. The avatar can use this ability once per day. The avatar can use this ability 1 additional time per day by spending an additional 1 evolution point (maximum 3/day). The summoner must be at least 9th level before selecting this evolution. Fast Healing (Su): An avatars body gains the ability to heal wounds very quickly, giving it fast healing 1. The avatar heals 1 point of damage each round, just like natural healing. Fast healing does not allow the avatar to regrow lost body parts (or to reattach severed parts). Fast healing functions as long as the avatar is alive. This fast healing does not function when the avatar is not on the same plane as its summoner. This healing can be

increased by 1 per round for every 2 additional evolution points spent (maximum 5). The summoner must be at least 11th level before selecting this evolution. Large (Ex): An avatar grows in size, becoming Large. The avatar gains a +8 bonus to Strength, a +4 bonus to Constitution, and a +2 bonus to its natural armor. It takes a 2 penalty to its Dexterity. This size change also gives the creature a 1 size penalty to its AC and on attack rolls, and a 4 penalty on Stealth skill checks. If the avatar has the biped base form, it also gains 10-foot reach. Any reach evolutions the avatar possesses are added to this total. The avatar must be Medium to take this evolution. The summoner must be at least 8th level before selecting this evolution. If 6 additional evolution points are spent, the avatar instead becomes Huge. The avatar gains a +16 bonus to Strength, a +8 bonus to Constitution, and a +5 bonus to its natural armor. It takes a 4 penalty to its Dexterity. This size change also give the creature a 2 size penalty to its AC and attack rolls, 10-foot reach, and a 8 penalty on Stealth skill checks. If the avatar has the biped base form, its reach increases to 15 feet (10 feet for all other base forms). Any reach evolutions the avatar possesses are added to this total. These bonuses and penalties replace, and do not stack with, those gained from becoming Large. The summoner must be at least 13th level before selecting this option. The ability increase evolution costs twice as much (4 evolution points) when adding to the Strength or Constitution scores of a Large or Huge avatar. Limit Break (Su): The avatar gains a Limit Break. Pick an area of effect: 30-ft.-cone, 60-ft.-line, or 30-ft.burst. The avatar deals 1d6 points of elemental damage per hit dice it possesses of its elemental type to the area of effect chosen, a Reflex save (DC 10 + 1/2 the avatars HD + the avatars Constitution modifier) for half damage. Like normal Limit Breaks, this ability can only be used once per day as a swift action. The summoner must be at least 9th level before selecting this evolution. Spell Resistance (Ex): An avatar is protected against magic, gaining spell resistance. The avatars spell resistance is equal to 11 + the summoners level. This spell resistance does not apply to spells cast by the summoner. The summoner must be at least 9th level before selecting this evolution.

Thief
Thieves adventure for the same reason they do most other things: to get what they can get. Some are after loot; others want experience. Some crave fame; others seek infamy. Quite a few also enjoy a challenge. Figuring out how to thwart a trap or avoid an alarm is great fun for many thieves.

GAME RULE INFORMATION


Thieves have the following game statistics. Abilities: Dexterity provides the extra protection for the lightly armored thief. Dexterity, Intelligence, and Wisdom are important for many of the thiefs skills. A high Intelligence score also gives the thief extra skill points, which can be used to expand her repertoire. Alignment: Any. Starting HPs at 1st Level: 15 + Constitution modifier. Hit Die: d6.

Class Skills
The thiefs class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Athletics (Str), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (local) (Int), Open Lock (Dex), Perception (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Use Materia (Cha), and Use Rope (Dex).

Skill Points at 1st level: (8 + Int modifier) x 4. Skill Points at Each Additional Level: 8 + Int modifier. Table 3-15: The Thief Base Attack Level Bonus 1st +0 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +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 Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Reflex Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Special Mark, Trapfinding, Sneak Attack (+1d6), Limit Breaks Evasion, Trap Sense Thief talent, Sneak Attack (+2d6) Uncanny Dodge Steal (+2), Sneak Attack (+3d6) Thief talent Sneak Attack (+4d6) Improved Uncanny Dodge Thief talent, Steal (+4), Sneak Attack (+5d6) Mug Sneak Attack (+6d6) Thief advance talent Steal (+6), Sneak Attack (+7d6) Hide in Plain Sight Improved Steal, Sneak Attack (+8d6) Thief advance talent Steal (+8), Sneak Attack (+9d6) Shadow Step Sneak Attack (+10d6) Thief advance talent, Master Strike

Class Features All of the following are class features of the thief. Weapon and Armor Proficiency: Thieves are proficient with all simple weapons, plus the hand crossbow, rapier, shortbow, and shortsword. Thieves are proficient with cloth and leather armor, but not with any type of shields. Limit Breaks (Su): At 1st level, the thief receives the Limit Breaks (Vanish and Perfect Dodge). Vanish (Su): This Limit Break makes the thief invisible for a duration of 1 round + 1 round per four thief class levels. While invisible, the thief can make attacks as normal and remain invisible. The thief also receives a +1d6 sneak attack bonus + an additional 1d6 per four thief levels while under the this Limit Break. Perfect Dodge (Su): This Limit Break makes the thief extremely agile. Any melee or range attacks automatically misses unless a natural roll of 20 is rolled, and even then, the critical threat is unconfirmed unless another natural roll of 20 is rolled. Any spells that require a Reflex saving throw are automatically made. This lasts for a duration of 1 round + 1 round per four thief class levels. Sneak Attack: If a thief can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, the thiefs attack deals extra damage any time her target would be denied a Dexterity bonus to AC, or when the thief gets behind her target. This extra damage is 1d6 when first gained, and it increases by 1d6 with each improvement. If the sneak attack is also a critical hit, the

extra damage is not also maximized. Ranged attacks can count as sneak attacks only if the target is within 30 feet. A thief cant strike with deadly accuracy from beyond that range. Creatures with an anatomy unfamiliar to the thief, or are immune to critical hits, are also immune to this ability. Trapfinding: Thieves (and only thieves) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Thieves (and only thieves) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A thief who beats a traps DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it. Mark (Ex): At 1st level, this ability grants the thief a +2 competence bonus on any Perception checks made to determine what sort of items and equipment a person or creature may be wearing. It also allows the thief to make the Spot check as a free action. Evasion (Ex): At 2nd level, a thief can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragons fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the thief is wearing cloth or leather armor, or no armor. A helpless thief (such as one who is unconscious or paralyzed) does not gain the benefit of evasion. Trap Sense (Ex): At 2nd level, a thief gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the thief reaches 5th level, to +3 when she reaches 8th level, to +4 when she reaches 11th level, to +5 at 14th, increases to +6 at 17th level, and advances to +7 at 20th level. Thief Talents: As a thief gains experience, she learns a number of talents that aid her and confound her foes. Starting at 3rd level, a thief gains one thief talent. She gains an additional thief talent at 6th and 9th level. A thief cannot select an individual talent more than once. Talents marked with an asterisk add effects to a thiefs sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made. Bleeding Attack* (Ex): A thief with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the thiefs sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess. Fast Stealth (Ex): This ability allows a thief to move at full speed using the Stealth skill without penalty. Finesse Thief: A thief that selects this talent gains Weapon Finesse as a bonus feat. Quick Disable (Ex): It takes a thief with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round). Thief Crawl (Ex): While prone, a thief with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A thief with this talent can take a 5-foot step while crawling. Slow Reactions* (Ex): Opponents damaged by the thiefs sneak attack cant make attacks of opportunity for 1 round.

Stand Up (Ex): A thief with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe. Surprise Attack (Ex): During the surprise round, opponents are always considered flat-footed to a thief with this ability, even if they have already acted. Trap Spotter (Ex): Whenever a thief with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM. Weapon Training: A thief that selects this talent gains Weapon Focus as a bonus feat. Uncanny Dodge (Ex): Starting at 4th level, a thief can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. Steal (Ex): Starting at 5th level, the thief can perform a Sleight of Hand check against an opponent as a standard action; the DC equaling the opponents touch attack AC. This only provokes an attack of opportunity if the thief fails the Sleight of Hand check. When the thief improves in this ability, he gains a stacked +2 competence bonus on additional steal attempts as well as on any other sleight of hand attempts. Improved Uncanny Dodge (Ex): A thief of 8th level can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies creatures the flanking bonus by flanking her, unless the attacker has at least four more thief levels than the target does. Mug (Ex): At 10th level, the thief can make a single attack within melee range and if it hits, the thief can perform a Sleight of Hand check as a free action; the DC equaling the opponents touch attack AC. This does not provoke an attack of opportunity if the thief fails the Sleight of Hand check. Thief Advanced Talents: At 12th level, 16th and 20th level, a thief can choose one of the following thief advanced talents. Crippling Strike* (Ex): A thief with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Defensive Roll (Ex): With this advanced talent, the thief can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the thief can attempt to roll with the damage. To use this ability, the thief must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive rollif she is denied her Dexterity bonus to AC, she cant use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the thiefs evasion ability does not apply to the defensive roll. Improved Evasion (Ex): This works like evasion, except that while the thief still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless thief does not gain the benefit of improved evasion. Opportunist (Ex): Once per round, the thief can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a thief with the Combat Reflexes feat cant use the opportunist ability more than once per round.

Skill Mastery: The thief becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A thief may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time. Feat: A thief may gain any feat that she qualifies for in place of a thief talent. Hide in Plain Sight (Ex): At 14th level, the thief can use the Stealth skill even while being observed. Improved Steal (Ex): At 15th level, the thief can take 10 on Sleight of Hand skill checks even if stress and distractions would normally prevent her from doing so. Shadow Step (Su): At 18th level, the thief can take a move action and step into the shadows and appear out of a shadow within 30 feet. Master Strike (Ex): Upon reaching 20th level, a thief becomes incredibly deadly when dealing sneak attack damage. Each time the thief deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the thiefs level + the thiefs Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that thiefs master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

White Mage
The hurts of the world are manifold. Minor accidents are common, and usually easily dealt with. However, when conflict and all-out warfare occur, they leave misery and hurt in their wake that can stagger the imagination. One of the white mages great purposes in life is to provide protection, and failing that, healing, to all good people who require her aid.

GAME RULE INFORMATION


White Mages have the following game statistics. Abilities: Wisdom determines how powerful a spell a white mage can cast, how hard those spells are to resist, and how many additional MP a white mage receives from a high attribute. A high Dexterity score is helpful for a white mage, who typically wears little or no armor, because it provides her with a bonus to Armor Class. A good Constitution score gives a white mage extra hit points, a resource that she is otherwise very low on. Alignment: Any. Starting HPs at 1st Level: 10 + Constitution modifier. Hit Die: d4.

Class Skills
The white mages class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). Skill Points at 1st level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier.

Table 3-16: The White Mage Base Fort Reflex Level Attack Save Save Bonus 1st +0 +0 +0 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +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 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Special White Magery, Spell Proficiency, Limit Breaks Holy Burst 1d6 Divine Caress Holy Burst 2d6, Divine Seal (1/day) White Magery, Bonus Feat Holy Burst 3d6 Auto-Regen Holy Burst 4d6, Divine Seal (2/day) White Magery Holy Burst 5d6, Doublecast (1/day), Bonus Feat Divine Veil Holy Burst 6d6, Divine Seal (3/day) White Magery Holy Burst 7d6, Auto-Regen II Clear Mind, Bonus Feat Holy Burst 8d6, Divine Seal (4/day) White Magery Holy Burst 9d6, 1 MP Spell (3/day) Quad-Cast (1/day) Holy Burst 10d6, White Wizard, Bonus Feat

MP 2 3 5 8 11 16 21 28 35 44 53 62 73 86 99 114 129 136 152 169

Spell Level 1st 1st 1st 2nd 2nd 3rd 3rd 4th 4th 5th 5th 6th 6th 7th 7th 8th 8th 9th 9th 9th

Class Features All of the following are class features of the white mage. Weapon and Armor Proficiency: White Mages are proficient with the club, sling, power rod, power staff, and quarterstaff, but not with any type of armor (except cloth) or shield. Heavier armor interferes with a white mages movements, which can cause her spells with somatic components to fail. Limit Breaks (Su): At 1st level, the white mage receives the Limit Breaks (Healing Wind and Breath of the Earth). Healing Wind (Su): This Limit Break causes a cooling wind to ripple through you and your allies within 30 feet, healing for 2d10 points of damage + an additional 2d10 per four white mage levels and providing a Fast Healing 1 that increases by +1 per four white mage levels for a duration of 1 round + 1 round per four two white mage class levels. Breath of the Earth (Su): This Limit Break causes the earth to rupture partially and releases a warm wind encompassing you and your allies within 30 feet, curing any negative status effects and providing a +2 morale bonus to saving throws against status effects per four white mage levels for a duration of 1 round + 1 round per four white mage class levels. Spells: A white mage casts white magic spells which are drawn the white mage spell list. A white mage begins play with 2 1st level white mage spells of her choice. At each new white mage level, she gains one new spell of

any spell level or levels that she can cast (based on her new white mage level). Like most mages, a white mage can find or purchase scrolls with spells to add to her repertoire. To learn or cast a spell, the white mage must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a white mages spell is 10 + the spell level + the white mages Wisdom modifier. In addition, a white mage gains additional MP for having a high attribute (Wisdom). White Magery: At 1st, 5th, 9th, 13th, and 17th level, a white mage increases her power with her spells. At each such opportunity, she can choose from the list of the following (with a limit of 2 per): Increased Healing: This increases any healing spell the white mage casts by 1 extra die of the appropriate type. This allows the white mage to overcome any healing cap a spell might restrict her to. Spell Mastery: This increases the DC for all of the white mages spells by 1. Healing Mastery: This increases the white mages caster level by 1 for all spells with a healing descriptor. Spell Penetration: This increases the white mages caster level checks by 1 made to overcome a creatures spell resistance. This stacks with the Spell Penetration feat. Spell Proficiency (Ex): White mages are considered to have the Precise Shot feat while casting spells or using any magical items that require ranged touch. Holy Burst (Su): At 2nd level, a white mage can release a wave of holy energy that causes holy damage to undead and heals herself and nearby allies. Holy burst affects all creatures in a 30-foot radius centered on the white mage. The amount of holy damage dealt or damage healed is equal to 1d6 points of damage plus 1d6 points of damage for every two white mage levels beyond 2nd (2d6 at 4th, 3d6 at 6th, and so on). Undead creatures that take damage from holy burst receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the white mages level + the white mages Wisdom modifier. Creatures healed by holy burst cannot exceed their maximum hit point totalall excess healing is lost. A white mage may use holy burst a number of times per day equal to 3 + her Wisdom modifier (minimum of 1). This is a standard action that does not provoke an attack of opportunity. A white mage can choose whether or not to include herself in this effect. Divine Caress (Su): At 3rd level, any white magic spells that the white mage casts that cures status effects provides a bonus to saving throws against that status effect equal to +1 per two white mage class levels for a duration of 1 round per two white mage class levels. Divine Seal (Ex): Beginning at 4th level, a white mage can the potency of her next healing spell as a swift action, so long as the casting time of the spell is 1 standard action or less. The next healing spell the white mage casts heals for half again as many hit points. She can use this ability twice per day at 8th level, three times per day at 12th level, and four times per day at 16th level. Bonus Feat: A white mage receives a bonus feat starting at 5th level and receives an additional bonus feat every five white mage levels thereafter (10th, 15th, and 20th). At each such opportunity, she can choose a metamagic feat or an item creation feat. The white mage must still meet all prerequisites for a bonus feat, including caster level minimums. Auto-Regen (Su): At 7th level, the white mage begins regenerating hit points. The white heals 1 hit point per round, gaining the Regen status effect that cannot be dispelled. At 14th level, the white heals 2 hit points per round.

Doublecast (Su): At 10th level, once per day, a white mage can take a full-round action to cast two spells. The white mage pays MP for both spells as normal and if a Concentration check is needed, she must check for both spells. She must also indicate the targets before spells are resolved. Divine Veil (Su): At 11th level, when a white mage uses Divine Seal, her next healing spell not only heals for double, but also removes 1 negative status effect chosen by the white mage. Clear Mind (Ex): At 15th level, a white mage can regain her MP quicker. The white mage must be relaxed and must be free from overt distractions, such as combat raging nearby or other loud noises. The white mage regains MP equaling her Wisdom modifier per hour. 1 MP Spell (Su): At 18th level, three times per day, as a move action, a white mage can reduce the cost of spells to 1 MP. Once activated, any spells the white mage casts only cost 1 MP. This ability ends at the end of the round. Quad-Cast (Su): At 19th level, once per day, a white mage can take a full-round action to cast four spells. The white mage pays MP for all four spells as normal and if a Concentration check is needed, she must check for all four spells. She must also indicate the targets before spells are resolved. White Wizard (Su): At 20th level, a white mage becomes the pinnacle of white magic. The white mage gains the following abilities: Any healing spells cast grants temporary hit points to the person or persons cast upon equal to 2 per spell level of the spell that last for a duration of 1 round per white mage level. This does not stack with any spell that grants temporary hit points, but will overwrite any such spell, even itself. Any light spells cast gains a bonus to damage rolls equal to the white mage's Wisdom modifier. Any attacks (including magical ranged touch spells) now deal an additional 1d6 points of holy damage and grants a +5 bonus to attack rolls against any creature that the white mage misses on her next attack roll.

EXPERIENCE AND LEVELS


Experience points (XP) measure how much your character has learned and how much he or she has grown in personal power. Your character earns XP by defeating monsters and other opponents. The DM assigns XP to the characters at the end of each adventure based on what they have accomplished. Characters accumulate XP from one adventure to another. When a character earns enough XP, he or she attains a new character level.

LEVEL ADVANCEMENT
Each character class description includes a table that shows how the class features and statistics increase as a member of that class advances in level. When your character attains a new level, make these changes. 1. Choose Class: A typical character has only one class, and when he or she attains a new level, it is a new level in that class. If your character has more than one class or wants to acquire a new class, you choose which class goes up one level. The other class or classes stay at the previous level. (See Multiclass Characters.) 2. Base Attack Bonus: The base attack bonus for beastmasters, fighters, knights, and monks increase by 1 every level. The base attack bonus for other characters increases at a slower rate. If your characters base attack bonus changes, record it on your character sheet. 3. Base Save Bonuses: Like base attack bonuses, base save bonuses improve at varying rates as characters increase in level. Check your characters base save bonuses for the class that has advanced in level to see if any

of them have increased by 1. Some base save bonuses increase at every even-numbered level; others increase at every level divisible by three. 4. Ability Score: If your character has just attained 4th, 8th, 12th, 16th, or 20th character level, choose one of his or her ability scores and raise it by 1 point. Its the overall character level, not the class level, that counts for this adjustment. If your characters Constitution modifier increases by 1, add +1 to his or her hit point total for every character level below the one just attained. Add these points before rolling for hit points (the next step). 5. Hit Points: Roll a Hit Die, add your characters Constitution modifier, and add the total roll to his or her hit points. Even if the character has a Constitution penalty and the roll was so low as to yield a result of 0 or fewer hit points, always add at least 1 hit point upon gaining a new level. 6. Skill Points: Each character gains skill points to spend on skills as detailed in the appropriate class description. For class skills, each skill point buys 1 rank, and a characters maximum rank in the skill is his or her character level +3. For cross-class skills, each skill point only buys 1/2 rank, and the maximum rank in the skill is one-half that of a class skill (dont round up or down). Your characters Intelligence modifier affects the number of skill points he or she gets at each level. This rule represents an intelligent characters ability to learn faster over time. Use your characters current Intelligence score, including all permanent changes but not any temporary changes, to determine the number of skill points you gain. 7. Feats: Upon attaining 3rd level and at every third level thereafter (6th, 9th, 12th, 15th, and 18th level), the character gains one feat of your choice (see Table 51: Feats). The character must meet any prerequisites for that feat in order to select it. As with ability score increases, it is the overall character level, not the class level, which determines when a character gets a new feat. 8. Magic Points: Spellcasting characters gain the ability to gain more MP as they advance in levels. Each class description for a spellcasting class includes a MP section (on the class table) that shows the base number of total MP (without bonus MP for high ability scores) that a character gets at each class level. See your characters class description in this chapter for details. 9. Class Features: Check your characters class description in this chapter for any new capabilities your character may receive. Many characters gain special attacks or new special powers as they advance in levels.

MULTICLASS CHARACTERS
A character may add new classes as he or she progresses in level, thus becoming a multiclass character. The class abilities from a characters different classes combine to determine a multiclass characters overall abilities. Multiclassing improves a characters versatility at the expense of focus.

CLASS AND LEVEL FEATURES


As a general rule, the abilities of a multiclass character are the sum of the abilities of each of the characters classes. Level: Character level is a characters total number of levels. It is used to determine when feats and ability score boosts are gained, as noted on Table 32: Experience and Level-Dependent Benefits in the PHB. Class level is a characters level in a particular class. For a character whose levels are all in the same class, character level and class level are the same. Hit Points: A character gains hit points from each class as his or her class level increases, adding the new hit points to the previous total. Base Attack Bonus: Add the base attack bonuses acquired for each class to get the characters base attack bonus. A resulting value of +6 or higher provides the character with multiple attacks. Find the characters base attack bonus on Table 31: Base Save and Base Attack Bonuses in the PHB to see how many additional attacks the character gets and at what bonuses. Saving Throws: Add the base save bonuses for each class together. A 7th-level thief/4th-level black mage has a +3 base save bonus on Fortitude saving throws (+2 as a 7th-level thief and +1 as a 4th-level black mage), a +6 on Reflex saving throws (+5 and +1), and a +6 on Will saving throws (+2 and +4). Skills: If a skill is a class skill for any of a multiclass characters classes, then character level determines a skills maximum rank. (The maximum rank for a class skill is 3 + character level.) If a skill is not a class skill

for any of a multiclass characters classes, the maximum rank for that skill is one-half the maximum for a class skill. Class Features: A multiclass character gets all the class features of all his or her classes but must also suffer the consequences of the special restrictions of all his or her classes. Some class features dont work well with the skills or class features of other classes. Feats: A multiclass character gains a feat every three character levels, regardless of individual class level (see Table 32: Experience and Level Dependent Benefits). Ability Increases: A multiclass character increases one ability score by 1 point every four character levels, regardless of individual class level (see Table 32: Experience and Level Dependent Benefits).

ADDING A SECOND CLASS


When a character with one class gains a level, he or she may choose to increase the level of his or her current class or pick up a new class at 1st level. (A character cant gain 1st level in the same class more than once, even if this would allow him or her to select different class features.) The DM may restrict the choices available based on the way he or she handles classes, skills, experience, and training. For instance, the character may need to find a tutor to teach him or her the ways of the new class. Additionally, the DM may require the player to declare what class the character is working on before he or she makes the jump to the next level, so the character has time to practice new skills. The character gains the 1st-level base attack bonuses, base save bonuses, class skills, weapon proficiency, armor and shield proficiencies, spells, and other class features of the new class, hit points of the appropriate Hit Die type, and the new classs number of skill points gained at each additional level (not that number 4, as is the case for a 1st level character). Picking up a new class is not exactly the same as starting a character in that class. Some of the benefits a 1st-level character gains (such as four times the usual number of skill points) represent the advantage of training while the character was young and fresh, with lots of time to practice. When picking up a new class, a character does not receive the following starting bonuses given to characters that begin their careers in that class: Starting HPs at 1st Level. Quadruple the per-level skill points. Starting equipment. Starting gold.

ALTERNATIVE CLASS FEATURES


This section shows the two alternative classes for the Knight class: The Holy Knight and the Dark Knight.

Holy Knight
The compassion to pursue good, the will to uphold law, and the power to defeat evilthese are the three weapons of the holy knight. Few have the purity and devotion that it takes to walk the holy knights path, but those few are rewarded with the power to protect, to heal, and to smite.

GAME RULE INFORMATION


Holy Knights have the following game statistics. Abilities: A high Constitution allows the holy knight to increase her already impressive hit point total, thus bolstering her capacity to defend her allies. Strength improves the holy knight's combat abilities, making her more effective as a front-line character. Wisdom determines how powerful a spell a holy knight can cast, how hard those spells are to resist, and how many additional MP a holy knight receives from a high attribute. Charisma improves the holy knight's lay on hands as well as other holy knight abilities. Alignment: Holy Knights are always lawful good. They are dedicated to the order of all that is good. Starting HPs at 1st Level: 30 + Constitution modifier. Hit Die: d12. Class Skills

The holy knight's class skills (and the key ability for each skill are Athletics (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Profession (Wis), and Ride (Dex). Skill Points at 1st level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier. Table 3-17: The Holy Knight Base Attack Fort Level Bonus Save 1st +1 +2 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Reflex Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Special Lay on Hands, Smite Evil (1/day), Limit Breaks Divine Grace Shield Block (+1) Smite Evil (2/day), Armor Training 1 Armor Mastery (Medium) Divine Health Smite Evil (3/day), Shield Ally Armor Training 2 Shield Block (+2) Smite Evil (4/day) Lightning Stab Armor Training 3 Smite Evil (5/day), Armor Mastery (Heavy) Improved Shield Ally Shield Block (+3) Smite Evil (6/day), Armor Training 4 Holy Explosion Retributive Attack Smite Evil (7/day) Holy Champion, Armor Training 5

MP

Spell Level

2 2 3 4 6 6 8 11 11 14 18 18 22 22 26 26 30

1st 1st 1st 1st 2nd 2nd 2nd 3rd 3rd 3rd 4th 4th 4th 4th 4th 4th 4th

Class Features All of the following are class features of the holy knight. Weapon and Armor Proficiency: Holy Knights are proficient with all simple, martial weapons, and knight swords and with all armor (cloth, leather, chain, and plate) and shields (including tower shields). Limit Break (Su): At 1st level, the holy knight receives a Limit Break (Invulnerability) in addition to a Limit Break from the Knight class. Invulnerability (Su): This Limit Break makes the holy knight immune to all damage for a duration of 1 round + 1 round per four holy knight class levels. The drawback is that the holy knight cannot attack nor cast any white mage spells except Healing spells for until the duration has ended, doing so before the Limit Break ends, ends it abruptly. Lay on Hands (Su): At 1st level, a holy knight can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her holy knight level plus her Charisma modifier. With one use of this ability, a holy knight can heal 1d6 hit points of damage for every two holy knight levels she possesses. Using this ability is a standard action, unless the holy knight targets herself, in which case it is a swift action. Despite the name of this ability, a holy knight only needs one free hand to use this ability.

Alternatively, a holy knight can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the holy knight possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. Smite Evil (Su): Also at 1st level, once per day, a holy knight can call out to the powers of good to aid her in her struggle against evil. As a swift action, the holy knight chooses one target within sight to smite. If this target is evil, the holy knight adds her Charisma bonus (if any) to her attack rolls and adds her holy knight level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the holy knight possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the holy knight gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the holy knight targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the holy knight rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the holy knight may smite evil one additional time per day to a maximum of seven times per day at 19th level. Divine Grace (Su): At 2nd level, a holy knight applies her Charisma modifier (if positive) as a bonus on all saving throws. Shield Block (Ex): Starting at 3rd level, the holy knight excels in using her armor and shield to frustrate her enemy's attacks. During her action, she can designate a single opponent as the target of this ability. Her shield bonus to AC against that foe increases by 1, as she moves her shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss. This shield bonus increases to +2 at 9th level, and +3 at 15th level. Spells: Beginning at 4th level, a holy knight gains the ability to cast white magic spells, which are drawn from the white mage spell list. Like most spellcasters, a holy knight can find or purchase scrolls with spells to add to her repertoire. Unlike other spellcasters, a holy knight wearing armor does not affect her spellcasting ability. To learn or cast a spell, the holy knight must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a holy knights spell is 10 + the spell level + the holy knights Wisdom modifier. In addition, a holy knight gains additional MP for having a high attribute (Wisdom). Armor Training (Ex): Starting at 4th level, a holy knight learns to be more maneuverable while wearing armor. Whenever she is wearing armor, she reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by her armor by 1. Every four levels thereafter (8th, 12th, 16th and 20th), these bonuses increase by +1 each time. Armor Mastery (Ex): At 5th level, a holy knight is able to wear her armor like a second skin and ignores the standard speed reduction for wearing chain armor. At 13th level, she ignores the speed reduction imposed by plate armor as well. Divine Health (Ex): At 6th level, a holy knight gains immunity to Poison, Sap, and Disease status effects. Shield Ally (Ex): At 7th level, as an immediate action, once per round, the holy knight can intercede an attack on an adjacent ally, forcing the enemy to make the Attack roll on the holy knight's armor class instead. She can

only intercede physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects. Lightning Stab (Su): At 11th level, the holy knight can spend 5 MP to channel her holy powers to cause a bolt of holy lightning to pierce through an enemy up to 30 feet away with a successful ranged touch attack. If it hits, it deals 1d8 points of holy and lightning (half and half) damage per two holy knight class levels and it inflicts the Blind status for 1 round per two holy knight class levels unless the creature makes a Fortitude save (DC = 10 + 1/2 holy knight class level + Wisdom modifier). Improved Shield Ally (Ex): At 14th level, the holy knight's ability to intercede attacks improves. The holy knight can now intercede spells with a touch or range touch on an adjacent ally. Holy Explosion (Su): At 17th level, the holy knight can spend 5 MP to channel her holy powers to cause an explosion of bright energy to erupt from the ground in a 20-foot radius, damaging all in the area of effect for 1d10 points of holy damage per two holy knight levels unless they make a Reflex save (DC = 10 + 1/2 holy knight level + Wisdom modifier) for half damage. The range for this ability is 50 ft + 10 ft per two holy knight class levels. Retributive Attack (Su): At 18th level, if an adjacent ally of a holy knight is rendered helpless or unconscious, she can make a retributive attack against the creature that felled her ally. When making a retributive attack, the holy knight adds her Charisma bonus (if any) to her attack roll and deals an extra 1 point of damage per holy knight class level on a successful hit. A holy knight can make a number of retributive attacks per day equal to her Charisma bonus (minimum of one), but never more than once per round. She may make more than one retributive attack against the same foe. Holy Champion (Su): At 20th level, a holy knight becomes a conduit for the power of good. The holy knight gains DR 10/evil. Whenever she casts healing spells or uses lay on hands to heal a creature, she heals the maximum possible amount. In addition, any weapon the holy knight wields is considered Good aligned for purposes of bypassing damage reduction, dealing an additional 1d6 points of holy damage against all evil opponents and an additional 2d6 points of holy damage against evil undead or evil outsiders. Ex-Holy Knights A holy knight who is no longer lawful good loses all supernatural class features and may no longer advance in levels as a holy knight.

Dark Knight
The Dark Knight epitomizes evil. He is nothing short of a mortal fiend. The quintessential evil knight, this villain carries a reputation of the foulest sort that is very well deserved. The polar opposite of the Holy Knight, he is hated and feared by all.

GAME RULE INFORMATION


Dark Knights have the following game statistics. Abilities: A high Constitution allows the dark knight to increase his already impressive hit point total, thus bolstering his capacity to defend against enemies. Strength improves the dark knight's combat abilities, making him more effective as a front-line character. Intelligence determines how powerful a spell a dark knight can cast, how hard those spells are to resist, and how many additional MP a dark knight receives from a high attribute. Charisma improves the dark knight's harm touch as well as other dark knight abilities. Alignment: Dark Knights are always lawful evil. They are dedicated to the order of all that is evil. Starting HPs at 1st Level: 30 + Constitution modifier. Hit Die: d12.

Class Skills The dark knight's class skills (and the key ability for each skill are Athletics (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), and Spellcraft (Int). Skill Points at 1st level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier. Table 3-18: The Dark Knight Base Attack Fort Level Bonus Save 1st +1 +2 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Reflex Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Special Harm Touch, Smite Good (1/day), Limit Breaks Dark Blessing Shield Block (+1) Smite Good (2/day), Armor Training 1 Armor Mastery (Medium) Unholy Resilience Smite Good (3/day), Shield Ally Armor Training 2 Shield Block (+2) Smite Good (4/day) Dark Sword Armor Training 3 Smite Good (5/day), Armor Mastery (Heavy) Improved Shield Ally Shield Block (+3) Smite Good (6/day), Armor Training 4 Night Sword Retributive Attack Smite Good (7/day) Dark Champion, Armor Training 5

MP

Spell Level

2 2 3 4 6 6 8 11 11 14 18 18 22 22 26 26 30

1st 1st 1st 1st 2nd 2nd 2nd 3rd 3rd 3rd 4th 4th 4th 4th 4th 4th 4th

Class Features All of the following are class features of the dark knight. Weapon and Armor Proficiency: Dark Knights are proficient with all simple, martial weapons, and knight swords and with all armor (cloth, leather, chain, and plate) and shields (including tower shields). Limit Break (Su): At 1st level, the dark knight receives a Limit Break (Vampiric Weapon) in addition to a Limit Break from the Knight class. Vampiric Weapon (Su): This Limit Break imbues the dark knight's weapon with vampiric powers for a duration of 1 round + 1 round per four dark knight class levels. Any damage dealt heals the dark knight for half the damage the weapon deals. Harm Touch (Su): At 1st level, a dark knight surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his dark knight level + his Charisma modifier. As a touch attack, a dark knight can cause 1d6 points of damage for every two dark knight levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.

Alternatively, a dark knight can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the dark knight possesses. Smite Good (Su): Also at 1st level, once per day, a dark knight can call out to the dark powers to crush the forces of good. As a swift action, the dark knight chooses one target within sight to smite. If this target is good, the dark knight adds his Charisma bonus (if any) to his attack rolls and adds his dark knight level to all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, an good-aligned dragon, or a good creature with levels of white mage or holy knight, the bonus to damage on the first successful attack increases to 2 points of damage per level the dark knight possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess. In addition, while smite good is in effect, the dark knight gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the dark knight targets a creature that is not good, the smite is wasted with no effect. The smite good effect remains until the target of the smite is dead or the next time the dark knight rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the dark knight may smite good one additional time per day to a maximum of seven times per day at 19th level. Dark Blessing (Su): At 2nd level, a dark knight applies his Charisma modifier (if positive) as a bonus on all saving throws. Shield Block (Ex): Starting at 3rd level, the dark knight excels in using his armor and shield to frustrate his enemy's attacks. During his action, he can designate a single opponent as the target of this ability. His shield bonus to AC against that foe increases by 1, as he moves his shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss. This shield bonus increases to +2 at 9th level, and +3 at 15th level. Spells: Beginning at 4th level, a dark knight gains the ability to cast black magic spells, which are drawn from the black mage spell list. Like most spellcasters, a dark knight can find or purchase scrolls with spells to add to his repertoire. Unlike other spellcasters, a dark knight wearing armor does not affect his spellcasting ability. To learn or cast a spell, the dark knight must have an Intelligence score equal to at least 10 + the spell level (Int 11 for 1st-level spells, Int 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a dark knights spell is 10 + the spell level + the dark knights Intelligence modifier. In addition, a dark knight gains additional MP for having a high attribute (Intelligence). Armor Training (Ex): Starting at 4th level, a dark knight learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (8th, 12th, 16th and 20th), these bonuses increase by +1 each time. Unholy Resilience (Ex): At 6th level, a dark knight gains immunity to Poison, Sap, and Disease status effects. Shield Ally (Ex): At 7th level, as an immediate action, once per round, the dark knight can intercede an attack on an adjacent ally, forcing the enemy to make the Attack roll on the dark knight's armor class instead. He can only intercede physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects. Dark Sword (Su): At 11th level, the dark knight can spend 5 MP to channel his dark powers to cause a gleaming red sword to pierce through an enemy up to 30 feet away with a successful ranged touch attack. If it

hits, it deals 1d8 points of shadow damage per two dark knight class levels and it inflicts the Blind status for 1 round per two dark knight class levels unless the creature makes a Fortitude save (DC = 10 + 1/2 dark knight class level + Intelligence modifier). Improved Shield Ally (Ex): At 14th level, the dark knight's ability to intercede attacks improves. The dark knight can now intercede spells with a touch or range touch on an adjacent ally. Night Sword (Su): At 17th level, the dark knight can spend 5 MP to channel his dark powers to cause a sword of darkness to erupt from the ground in a 20-foot radius, damaging all in the area of effect for 1d10 points of shadow damage per two dark knight class levels unless they make a Reflex save (DC = 10 + 1/2 dark knight class level + Intelligence modifier) for half damage. The range for this ability is 50 ft + 10 ft per two dark knight class levels. Retributive Attack (Su): At 18th level, if an adjacent ally of a dark knight is rendered helpless or unconscious, the character can make a retributive attack against the creature that felled his ally. When making a retributive attack, the dark knight adds his Charisma bonus (if any) to his attack roll and deals an extra 1 point of damage per dark knight class level on a successful hit. A dark knight can make a number of retributive attacks per day equal to his Charisma bonus (minimum of one), but never more than once per round. He may make more than one retributive attack against the same foe. Dark Champion (Su): At 20th level, a dark knight becomes a conduit for the power of evil. The dark knight gains DR 10/good. Whenever he casts Dark spells or uses harm touch to damage a creature, he deals the maximum possible amount. In addition, any weapon the dark knight wields is considered Evil aligned for purposes of bypassing damage reduction, dealing an additional 1d6 points of shadow damage against all good opponents and an additional 2d6 points of shadow damage against good outsiders and good-aligned white mages and holy knights. Ex-Dark Knights A dark knight who is no longer lawful evil loses all supernatural class features and may no longer advance in levels as a dark knight.

CHAPTER 4: SKILLS
SKILLS SUMMARY
A characters skills represent a variety of abilities. As a character advances in level, he or she gets better at using some or all of her skills. Getting Skills: A character gets a base allotment of 2, 4, 6, or 8 skill points for each new level, depending on the class to which that level was added. If the character gaining his or her 1st character level overall (that is, gaining his or her first level in any class), add his or her Intelligence modifier to the base skill point allotment for the class and multiply the total by four; then add an extra 4 points of the character is hume. If you buy a class skill (such as Open Lock for a thief or Spellcraft for a black mage), your character gets 1 rank (equal to a +1 bonus on checks with that skill) for each skill point. If you buy other classes skills (cross-class skills), you get 1/2 rank per skill point. Your maximum rank in a class skill is your character level + 3. Your maximum rank in a cross-class skill is one-half of this number (do not round up or down). Using Skills: To make a skill check, roll: 1d20 + skill modifier (Skill modifier = skill rank + ability modifier + miscellaneous modifiers) Skill Ranks: A characters number of ranks in a skill is based on how many skill points a character has invested in a skill. Many skills can be used even if the character has no ranks in them; doing this is called making an untrained skill check. Ability Modifier: The ability modifier used in a skill check is the modifier for the skills key ability (the ability associated with the skills use). The key ability of each skill is noted in its description and on Table 42: Skills. Miscellaneous Modifiers: Miscellaneous modifiers include racial bonuses, armor check penalties, and bonuses provided by feats, among others. Table 4-1: Skill Points per Level 1st-Level Class Skill Points1 Archer (4 + Int modifier) x 4 Bard (4 + Int modifier) x 4 Beastmaster (4 + Int modifier) x 4 Black Mage (2 + Int modifier) x 4 Blue Mage (4 + Int modifier) x 4 Dragoon (2 + Int modifier) x 4 Engineer (8 + Int modifier) x 4 Fighter (2 + Int modifier) x 4 Gunner (4 + Int modifier) x 4 Knight (2 + Int modifier) x 4 Monk (4 + Int modifier) x 4 Red Mage (6 + Int modifier) x 4 Summoner (2 + Int modifier) x 4 Thief (8 + Int modifier) x 4 White Mage (2 + Int modifier) x 4 1 Humes add +4 to this total at 1st level. 2 Humes add +1 each level.

Higher-level Skill Points2 4 + Int modifier 4 + Int modifier 4 + Int modifier 2 + Int modifier 4 + Int modifier 2 + Int modifier 8 + Int modifier 2 + Int modifier 4 + Int modifier 2 + Int modifier 4 + Int modifier 6 + Int modifier 2 + Int modifier 8 + Int modifier 2 + Int modifier

ACQUIRING SKILL RANKS


Ranks indicate how much training or experience your character has with a given skill. Each of his or her skills has a rank, from 0 (for a skill in which your character has no training at all) to a number equal to 3 + character level (for a character that has increased a skill to its maximum rank). When making a skill check, you add your skill ranks to the roll as part of the skill modifier, so the more ranks you have, the higher your skill check result will be. Ranks tell you how proficient you are and reflect your training in a given skill. In general, while anyone can get a lucky roll, a character with, say, 10 ranks in a given skill has a higher degree of training and expertise in that skill than a character with 9 ranks or fewer.

ACQUIRING SKILLS AT 1ST LEVEL


Follow these two steps to pick skills for your 1st-level character: 1. Determine the number of skill points your character gets. This number depends on his or her class and Intelligence modifier, as shown on Table 41: Skill Points per Level. A character gets at least 4 skill points (1 4 = 4) at 1st level, even if he or she has an Intelligence penalty. A hume gets 4 extra skill points as a 1st-level character. 2. Spend the skill points. Each skill point you spend on a class skill gets you 1 rank in that skill. Class skills are the skills found on your characters class skill list. Each skill point you spend on a cross-class skill gets your character 1/2 rank in that skill. Cross-class skills are skills not found on your characters class skill list. (Half ranks do not improve your skill check, but two 1/2 ranks make 1 rank.) Your maximum rank in a class skill is 4. In a cross-class skill, its 2. Spend all your skill points. You cant save them to spend later.

SKILLS AT HIGHER LEVELS


When your character attains a new level, follow these steps to gain new skills and improve those he or she already has: 1. Determine the number of skill points your character gets. See Table 41: Skill Points per Level. A character gets at least 1 skill point at each new level, even if he or she has an Intelligence penalty. A hume gets 1 extra skill point per level. 2. You can improve any class skill that youve previously maxed out by 1 rank or any cross-class skill that youve previously maxed out by 1/2 rank. 3. If you have not maxed out a skill, you can spend extra skill points on it and increase its rank further. First, find out what your characters maximum rank in that skill is. If its a class skill, the maximum rank is the characters new level + 3. If its a cross-class skill, the maximum rank is half of that number (do not round up or down). You may spend the number of skill points it takes to max out the skill, provided that you have that many skill points to spend. 4. If you want to pick up a new skill for your character, you can spend skill points equal to his or her character level +3. These skill points buy 1 rank each if the new skill is a class skill or 1/2 rank each if its a cross-class skill. Regardless of whether a skill is purchased as a class skill or a cross-class skill, if it is a class for any of your classes, your maximum rank equals your total character level +3.

SKILL DESCRIPTIONS
This section is only for new skills, revised skills, or alternate use of skills. Please refer to the 3.5 D&D Player's Handbook for the base skill list and descriptions.

Acrobatics (Dex)
This skill combines Balance and Tumble into one skill. Synergy: If you have 5 or more ranks in Acrobatics, you get a +2 bonus on Athletics checks. If you have 5 or more ranks in Athletics, you get a +2 bonus on Acrobatics checks.

Athletics (Str)
This skill combines Climb, Jump, and Swim into one skill. Synergy: If you have 5 or more ranks in Athletics, you get a +2 bonus on Acrobatics checks. If you have 5 or more ranks in Acrobatics, you get a +2 bonus on Athletics checks.

Drive (Dex)
Check: Routine tasks, such as ordinary driving, dont require a skill check. Make a check only when some unusual circumstance exists (such as inclement weather or an icy surface), or when the character is driving during a dramatic situation (the character is being chased or attacked, for example, or is trying to reach a destination in a limited amount of time). Magitek operators use the Drive skill to operate their magitek. In general, magitek operators dont need to make Drive checks to steer their magitek around the battlefield. However, this skill may come into play in combat under the following circumstances: When trying to move past a foe without provoking an attack of opportunity, a magitek operator can make a Drive check instead of an Acrobatics check. A magitek operator can oppose a trip attempt with a Drive check. Try Again?: Most driving checks have consequences for failure that make trying again impossible. Special: A character can take 10 when driving, but cant take 20. Time: A Drive check is a move action.

Intimidate (Cha)
You can use this skill to taunt enemies into attacking you instead. Check: Activating the Intimidate skill requires you to roll an Intimidate check against all Monsters within a 30ft.-radius of you. There is a -4 penalty per size category by which the Monster is larger than you. (Which becomes a bonus of +4 if the Monster is smaller.) If your check beats a DC specific to that creature (DC 10 + creature's HD + creature's Wisdom modifier.), the creature is intimidated. For the next round, all creatures affected will attack only you. Creatures unable to understand speech (such as Oozes, Animals, mindless Undead, and many Constructs) are immune to Intimidate. Try Again: No. If the initial check fails, the other character has probably become more firmly resolved to resist the intimidator, and a retry is futile. Special: A character immune to fear cant be intimidated, nor can nonintelligent creatures. If you have the Persuasive feat, you get a +2 bonus on Intimidate checks. Synergy: If you have 5 or more ranks in Bluff, you get a +2 bonus on Intimidate checks.

Knowledge (Beast Lore) (Int)


You can make a Knowledge (beast lore) check to correctly identify aberrations, constructs, fiends, magical beasts, undead, and other creatures. Blue mages make use of this skill to learn spells from creatures. Check: A blue mage must make a Knowledge (beast lore) check (DC 15 + 2 per spell level of the ability) to successfully learn a blue magic spell.

Knowledge (Technology) (Int)


You can make a Knowledge (technology) check to correctly identify airships, vehicles, and Magitek. Check: The DCs for identifying technological items vary depending on the type of information required. Identifying an airship by its type, identifying a Magitek by its structure, or identifying a vehicle by its frame: DC 15. Determining the function or purpose of a particular mechanical system: DC 20. Recalling the standard, factory-model design specs of a particular type of airship, Magitek, or vehicle: DC 25. When confronted with an unfamiliar piece of technology, you can make a Knowledge (technology) check to correctly surmise the primary (if not singular) purpose of the device. A successful check result does not enable you to activate the item, nor does it make you proficient with the item. For basic tools or instruments, the DC is 10. For anything else, the DC is 20.

Navigate (Int)
With the usage of Airships, you can use the Navigate skill to plot a course between continents, cities, islands, or across oceans. Check: Make a Navigate check when youre trying to find your way to a distant location without directions or other specific guidance. The DC depends on the length of the trip. If you succeed, you move via the best reasonable course toward your goal. If you fail, you still reach the goal, but it takes you twice as long (you lose time backtracking and correcting your path). If you fail by more than 5, you travel the expected time, but only get halfway to your destination, at which point you become lost. You may make a second Navigate check (DC 20) to regain your path. If you succeed, you continue on to your destination; the total time for your trip is twice the normal time. If you fail, you lose half a day before you can try again. You keep trying until you succeed, losing half a day for each failure. Length of Trip Short (a few hours) Moderate (a day or two) Long (up to a week) Extreme (more than a week) DC 20 22 25 28

You can use Navigate to determine your position on earth without the use of any high-tech equipment by checking the constellations or other natural landmarks. You must have a clear view of the night sky to make this check. The DC is 15. Special: You can take 10 when making a Navigate check. You can take 20 only when determining your location, not when traveling. A character with the Guide feat gets a +2 bonus on all Navigate checks. Time: Plotting a course is a full-round action.

Perception (Wis)
This skill combines Listen and Spot into one skill.

Pilot (Dex)
You can use the Pilot skill to fly any kind of airship. Check: Unless you have the Airship Operation feat, you take a -4 penalty on Pilot checks made to pilot an airship.

Repair (Int)
You can repair or jury-rig damaged machinery, including ordinary items, vehicles, airships and Magitek.

Check: Repairing damage to items, vehicles, airships, and Magitek takes 1 hour of work, a mechanical tool kit, and a proper facility such as a workshop or hanger bay. (Without the toolkit, you take a -4 penalty on your Repair check.) At the end of the hour, make a Repair check (DC 20). Success repairs 2d6 points of damage. If damage remains, you may continue to make repairs for as many hours as it takes to restore the objects to full hit points. Special: Items, vehicles, airships, and Magitek that are reduced to 0 hp cannot be repaired. It can be salvaged for parts, however (see the Salvage feat description for details).

Spellcraft (Int; Trained Only)


Use this skill to detect magical auras, identify magical items and alchemical items. Spellcraft DC 15 20 15 Task Detect a magical aura in an object. Requires 1 minute. Identify a magical item. Requires 5 minutes. No retry. Identify an alchemical item. Requires 1 minute. No retry.

Check: You can detect magical auras, identify magical items and alchemical items. The DCs for Spellcraft checks are summarized on the table above. Synergy: If you have 5 or more ranks in Use Materia, you get a +2 bonus on Spellcraft checks on identifying materia. If you have 5 or more ranks in Spellcraft, you get a +2 bonus on Use Materia checks.

Stealth (Dex)
This skill combines Hide and Move Silently into one skill.

Use Materia (Cha; Trained Only)


Use this skill to activate materia to cast spells. Check: You can use this skill to activate a spell or support materia to cast spells. Your Caster Level (CL) is equal to the number of ranks in Use Materia skill 5 (minimum of 1). To use the materia, you need to attune yourself to a materia first; this requires a standard action and a Use Materia skill check DC 20 (DC 25 in combat). Once attuned, you need not attune again unless you attune to a new materia. In order to cast a spell from materia, you must have a caster level equal to twice the spell level (1st level spells at 2nd level, 2nd level spells at 4th level, and so on). You can cast spells from materia up to three times per day. Once a materia has been used three times, it no longer has power to cast spells or provide bonuses to an attached item. It must recharge, requiring 24 hours to regain energy. Materia slotted in an equipment may also be used to cast spells from. Action: None. The Use Materia check is made as part of the action (if any) required to activate the materia. Try Again: Yes, but if you ever roll a natural 1 while attempting to activate a materia and you fail, then you cant try to activate that materia again for 24 hours. Special: You cannot take 10 with this skill. You cant aid another on Use Materia checks. Only the user of the item may attempt such a check. Synergy: If you have 5 or more ranks in Spellcraft, you get a +2 bonus on Use Materia checks. If you have 5 or more ranks in Use Materia, you get a +2 bonus to Spellcraft checks made to identify materias.

CHAPTER 5: FEATS
A feat is a special feature that either gives your character a new capability or improves one he or she already has. Unlike a skill, a feat has no ranks. A character either has a feat or does not.

ACQUIRING FEATS
Unlike skills, feats are not bought with points. A player simply chooses them for his or her character. Each character gets one feat upon creation. At 3rd level and every other level thereafter (5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th), he or she gains another feat. Feats are gained according to character level, regardless of individual class levels. Additionally, members of some classes get bonus feats as class features. These feats may be chosen from special lists. A hume character also gets a bonus feat at 1st level, chosen by the player. This feat can be of any feat for which the character qualifies.

PREREQUISITES
Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he or she gains the prerequisite. A character cant use a feat if he or she has lost a prerequisite.

TYPES OF FEATS
Some feats are general, meaning that no special rules govern them as a group. Others are item creation feats, which allow spellcasters to create magic items of all sorts. A metamagic feat lets a spellcaster cast a spell with greater effect, albeit with a higher MP cost. ITEM CREATION FEATS An item creation feat lets a spellcaster create a magic item of a certain type. Regardless of the type of items they involve, the various item creation feats all have certain features in common. XP Cost: Experience that the spellcaster would normally keep is expended when making a magic item. The XP cost equals 1/25 of the cost of the item in gil. A character cannot spend so much XP on an item that he or she loses a level. However, upon gaining enough XP to attain a new level, he or she can immediately expend XP on creating an item rather than keeping the XP to advance a level. Raw Materials Cost: The cost of creating a magic item equals one-half the sale cost of the item. Using an item creation feat also requires access to a laboratory or magical workshop, special tools, and so on. A character generally has access to what he or she needs unless unusual circumstances apply. Time: The time to create a magic item depends on the feat and the cost of the item. The minimum time is one day. Item Cost: Scribe Scroll create items that directly reproduce spell effects, and the power of these items depends on their caster levelthat is, a spell from such an item has the power it would have if cast by a spellcaster of that level. The price of these items (and thus the XP cost and the cost of the raw materials) also depends on the caster level. The caster level must be high enough that the spellcaster creating the item can cast the spell at that level. To find the final price in each case, multiply the caster level by the spell level, then multiply the result by a constant, as shown below: Scrolls: Base price = spell level x caster level x 50 gil. METAMAGIC FEATS As a spellcasters knowledge of magic grows, she can learn to cast spells in ways slightly different from the ways in which the spells were originally designed or learned. Casting a spell in such a way is harder than normal but, thanks to metamagic feats, at least it is possible. Spells modified by a metamagic feat costs MP higher than normal. A bard cant modify his songs with Metamagic feats.

Metamagic feats are applied spontaneously and do not increase the casting time of the spell, however, it will increase the MP cost. In order to apply a metamagic feat to a spell, the caster must be able to spend MP at the increased cost of the spell. A spellcaster cant use a metamagic feat to alter a spell being cast from a wand, scroll, or other device. Metamagic feats that eliminate components of a spell dont eliminate the attack of opportunity provoked by casting a spell while threatened. However, casting a spell modified by Quicken Spell does not provoke an attack of opportunity. Metamagic feats cannot be used with all spells. See the specific feat descriptions for the spells that a particular feat cant modify. Multiple Metamagic Feats on a Spell: A spellcaster can apply multiple metamagic feats to a single spell. You cant apply the same metamagic feat more than once to a single spell.

FEAT DESCRIPTIONS
Here is the list of feats that are either new feats or revised feats. Please refer to the 3.5 D&D Player's Handbook for the basic feat list and descriptions.

Advanced Magitek Operation [General]


You have received advanced training or extensive practice in magitek movement. Prerequisite: Magitek Operation. Benefit: Choose the type of magitek (Mach I, Mach II, or Mach Elite). When you are operating a magitek of the chosen type, you gain a +1 dodge bonus to Defense. Furthermore, armor penalties for operating the magitek are 2 less than they would otherwise be (minimum penalty 0).

Airship Battle Run [General]


You are skilled at airship skirmish tactics, zipping in and out of an enemys sights. Prerequisite: Dexterity 13, Airship Dodge, Airship Mobility. Benefit: When using an attack action with an airship ranged weapon, you can move both before and after the attack, provided that the total distance does not exceed the airships movement. Moving in this way does not provoke an attack of opportunity from the defender you are attacking (though it can provoke attacks of opportunity from other nearby airships, as normal).

Airship Dodge [General]


You are adept at dodging attacks while piloting airships. Prerequisite: Dexterity 13, Pilot 6 ranks, Airship Operation Benefit: When piloting an airship, you apply a +1 dodge bonus to your airships Armor Class against attacks from one enemy airship you designate during your action. You can select a new enemy ship on any action.

Airship Feint [General]


You are skilled at misleading your enemy in airship combat. Prerequisite: Pilot 9 ranks, Airship Operation Benefit: When piloting an airship, you can make a Bluff check in airship combat as a move action. In addition, you receive a +2 bonus on Bluff checks made to feint in airship combat. See the expanded Bluff skill description for details.

Airship Gunnery [General]


You are proficient with airship weapons. Benefit: You do not take a penalty on Attack rolls when firing an airship weapon. Normal: Without this feat, you take a -4 nonproficient penalty on Attack rolls when firing an airship weapon.

Airship Mobility [General]


You are adept at dodging attacks while piloting airships. Prerequisite: Dexterity 13, Airship Dodge Benefit: When piloting an airship, you apply a +4 dodge bonus to your airships Armor Class against attacks of opportunity caused when you out of or within an airships threatened area. Any condition that makes your lose your Dexterity bonus to Armor Class also makes you lose your dodge bonuses. Dodge bonuses (such as this one and the dodge bonus granted by the Airship Dodge feat) stack with each other, unlike most types of bonuses.

Airship Operation [General]


You are proficient at operating airships of any type. Benefit: You gain Pilot and Navigate as class skills you obtained this feat. When operating an airship, you take no penalty on Pilot checks made when operating the airship, and you also gain a +1 dodge bonus to your airships Armor Class per 5 ranks of your Pilot skill. Normal: Without this feat, you take a -4 nonproficient penalty on Pilot checks made to operate an airship, and you do not gain the dodge bonus to your airships Armor Class.

Armored Mage (Leather) [General]


Your specialized training in leather armor allows you to avoid spell failure. Prerequisite: Armor Proficiency (Leather). Benefit: While wearing leather armor, you avoid the chance for spell failure. Normal: Armor heavier than cloth armor interferes with a spell-caster's gestures, which can cause spells to fail if those spells have a somatic component.

Armored Mage (Chain) [General]


Your specialized training in chain armor allows you to avoid spell failure. Prerequisite: Armor Proficiency (Chain), Armored Mage (Leather). Benefit: While wearing chain armor, you avoid the chance for spell failure. Normal: Armor heavier than cloth armor interferes with a spell-caster's gestures, which can cause spells to fail if those spells have a somatic component.

Armored Mage (Plate) [General]


Your specialized training in plate armor allows you to avoid spell failure. Prerequisite: Armor Proficiency (Plate), Armored Mage (Leather), Armored Mage (Chain). Benefit: While wearing plate armor, you avoid the chance for spell failure. Normal: Armor heavier than cloth armor interferes with a spell-caster's gestures, which can cause spells to fail if those spells have a somatic component.

Armored Thief (Leather) [General]


Your specialized training in leather armor allows you to reduce skill penalties and improves maximum Dexterity bonus. Prerequisite: Armor Proficiency (Leather). Benefit: While wearing leather armor, you reduce skill penalties by 1 and improve the maximum Dexterity bonus by 3. Normal: Armor heavier than cloth armor incur skill penalties and usually have a maximum Dexterity bonus.

Armored Thief (Chain) [General]


Your specialized training in chain armor allows you to reduce skill penalties and improves maximum Dexterity bonus. Prerequisite: Armor Proficiency (Chain), Armored Thief (Leather).

Benefit: While wearing chain armor, you reduce skill penalties by 2 and improve the maximum Dexterity bonus by 2. Normal: Armor heavier than cloth armor incur skill penalties and usually have a maximum Dexterity bonus.

Armored Thief (Plate) [General]


Your specialized training in plate armor allows you to reduce skill penalties and improves maximum Dexterity bonus. Prerequisite: Armor Proficiency (Plate), Armored Thief (Leather), Armored Thief (Chain). Benefit: While wearing plate armor, you reduce skill penalties by 3 and improve the maximum Dexterity bonus by 1. Normal: Armor heavier than cloth armor incur skill penalties and usually have a maximum Dexterity bonus.

Augment Summoning [General]


Prerequisites: Able to summon Avatars. Benefit: Any Avatar you summon gains a +4 enhancement bonus to Strength and Constitution as well as a +1 hit point per HD it possesses.

Body Fuel [General]


You can expand your MP at the expense of your health. Benefit: You can recover 2 MP by taking 1 point of ability damage to each of your three ability scores: Strength, Dexterity, and Constitution. You can recover additional MP for a proportional cost; for example, you could choose to recover 6 MP by taking 3 points of ability damage to Strength, Dexterity, and Constitution.

Chain Spell [Metamagic]


You can cast spells that arc to hit other targets in addition to the primary target. Benefit: You can chain any spell that affects a single target and that deals either earth, fire, lightning, ice, water, or wind damage. After the primary target is struck, the spell can arc to a number of secondary targets equal to your character level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down). Each target gets to make a saving throw, if one is allowed by the spell. You can choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example.) Using this feat increases the MP cost of the spell by 3. If you apply this feat on a spell, that spell cannot be enhanced by any other similar feat.

Craft Accessory [Item Creation]


You can create a wide variety of accessories, from shoes, bracers, gloves, rings, hats, etc. Prerequisite: Caster level 3rd. Benefit: You can create any accessory whose prerequisites you meet. Enchanting an accessory takes one day for each 1,000 gil in its price. To enchant an accessory, you must spend 1/25 of the items price in XP and use up raw materials costing half of this price. You can also mend a broken accessory if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

Craft Alchemical Item [Item Creation]


You can create alchemical items, which can heal, cure status effects, etc. See the Alchemical Item section for more details on what you can make for potions. Prerequisite: Caster level 3rd. Benefit: You can create alchemical items. Crafting an alchemical item takes one hour. The base prices of potions are in the Alchemical Item section. To craft an alchemical item, you must spend 1/25th of this base price in XP and use up raw materials costing one half this base price.

Craft Materia [Item Creation]


You can create materia, which are special little crystal orbs that contain magicite that provide a magical effect when affixed to a weapon, shield, or suit of armor. Prerequisite: Caster level 6th. Benefit: You can create a materia of one of the four types: Spell, Support, Independent, or Ability (See the Materia section for more details on what you can make for materia). Crafting a Spell or Support materia takes one day per spell level. Crafting an Independent or Ability materia takes one week. When you create a Spell or Support materia, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To craft materia, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. All crafted materia start off at level 0 with 0 MXP.

Dodge [General]
You are adept at dodging blows. Prerequisites: Dex 13. Benefit: This feat grants you a +1 dodge bonus to AC. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Elemental Focus [General]


Choose an element, such as earth, fire, ice, lightning, water, or wind. Your spells of that element are more potent than normal. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the element you select. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new element.

Elemental Penetration [General]


Choose an element, such as earth, fire, ice, lightning, water, or wind. Your spells of that element are especially potent, breaking through element resistance more readily than normal. Benefit: Spells of the element you select are harder to resist. Any elemental resistance on a creature is considered 2 less when determining damage from a spell of the element you select. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new element.

Empower Spell [Metamagic]


You can cast spells to a greater effect. Benefit: All variable, numeric effects of an empowered spell are increased by one-half. An empowered spell deals half again as much damage as normal, heals half again as many hit points, affects half again as many targets, and so forth, as appropriate. Saving throws are not affected, nor are spells without random variables. Using this feat increases the MP cost of the spell by 2. If you apply this feat on a spell, that spell cannot be enhanced by any other similar feat.

Enlarge Spell [Metamagic]


You can cast spells farther than normal. 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 has a range of 25 feet + 5 feet per two levels, a medium-range spell has a range of 100 feet + 10 feet per level, and a long-range spell has a range of 400 feet + 40 feet per level. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, are not affected. Using this feat increases the MP cost of the spell by 2. If you apply this feat on a spell, that spell cannot be enhanced by any other similar feat.

Exotic Weapon Proficiency (Firearms) [General]


You understand how to use firearms in combat. Prerequisite: Base attack bonus +1. Benefit: You make attack rolls with the weapon normally. Normal: A character who uses firearms with which he or she is not proficient takes a 4 penalty on attack rolls.

Exotic Weapon Proficiency (Gunblades) [General]


You understand how to use gunblades in combat. Prerequisite: Base attack bonus +1, Str 13. Benefit: You make attack rolls with the weapon normally. Normal: A character who uses gunblades with which he or she is not proficient takes a 4 penalty on attack rolls.

Extend Berserk [General]


You are able to maintain your berserk longer than most. Prerequisites: Berserk class feature. Benefit: You can berserk for 6 additional rounds per day. Special: You can take this feat multiple times. The effects stack.

Extend Song [Meta-Song]


You are able to perform your Bard songs longer than most. Prerequisites: Able to perform 1st-level bard songs. Benefit: Your Bard songs last an additional three rounds beyond its normal duration. Special: You can take this feat multiple times. The effects stack.

Extend Spell [Metamagic]


You can cast spells that last longer than normal. Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. Using this feat increases the MP cost of the spell by 1. If you apply this feat on a spell, that spell cannot be enhanced by any other similar feat.

Extra Inspiration [General]


You can use your inspiration more often than you otherwise could. Prerequisite: Inspiration. Benefit: You can use your inspiration two extra times per day. Normal: Bards without the Extra Inspiration feat can use inspiration once per day per three bard levels. Special: You can gain this feat multiple times. Its effects stack.

Extra Limit Break [General]


You can use your limit breaks more often. Benefit: You can activate a limit break one additional time. Normal: You can only activate a limit break once per day.

Extra MP [General]
You gain additional MP to supplement those you already had. Prerequisite: Having a MP pool. Benefit: You gain bonus MP as if your casting attribute were four points higher (effectively one extra MP per casting class level) for the purposes of determining bonus maximum MP. Special: This feat can be taken only once.

Greater Elemental Focus [General]


Choose an element to which you already have applied the Elemental Focus feat. Your spells of that element are now even more potent than before. Prerequisite: Elemental Focus. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the element you select. This bonus stacks with the bonus from Elemental Focus. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new element to which you already have applied the Elemental Focus feat.

Greater Elemental Penetration [General]


Choose an element to which you already have applied the Elemental Focus feat. Your spells are remarkably potent, breaking through elemental resistance more readily than normal. Prerequisite: Elemental Penetration. Benefit: Spells of the element you select are harder to resist. Any elemental resistance on a creature is considered 2 less when determining damage from a spell of the element you select. This penalty stacks with the one from Elemental Penetration. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new element to which you already have applied the Elemental Penetration feat.

Gunblade Expertise [General]


Your understanding of Gunblades allows you to swing and fire your gunblade at the same time. Prerequisite: Exotic Weapon Proficiency (Gunblades). Benefit: You may fire your gunblade as an additional attack action against the same target if you have successfully hit with the blade during the round with a -5 penalty without provoking attacks of opportunity. Normal: Without this feat, you can't fire the gunblade at the same time as you swing your sword.

Hair Trigger [General]


You have developed a delicate sense of timing, and your area attacks hit your foes when theyre ill-prepared to defend against them. Prerequisite: Base attack bonus +6. Benefit: Whenever you make an attack from your magitek that requires enemies to make Reflex saving throws, the DC for such saves is increased by +2.

Improved Aura [General]


You have a larger radius for your auras. Prerequisites: Must have an Aura class feature. Benefit: The radius of your auras are increased by double.

Improved Power Attack [General]


The power of your melee attacks improves. Prerequisites: Str 15, Power Attack, Fighter level 11th. Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and for every -2 penalty you take, you gain a +3 bonus on all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. This benefit does not stack with the normal effects of Power Attack. Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add triple the number subtracted from your attack rolls. You cant add the bonus from Improved Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a

light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

Ironskin Speech [Inspiration]


You can channel the power of your inspiration to enable yourself to ignore minor injuries. Prerequisite: Inspiration, Concentration 12 ranks, Perform 12 ranks. Benefit: As a swift action that does not provoke attacks of opportunity, you can expend one daily use of your inspiration ability to provide damage reduction of 5/- to yourself or to one ally within 30 feet who can hear you up to one round per level. This feat does not function in an area of magical silence.

Lingering Inspiration [General]


Your inspirations stay with the listeners long after the last word has died away. Prerequisite: Inspiration. Benefit: If you use your inspiration ability to inspire courage, inspire greatness, or inspire heroics, the effect lasts for 1 minute after the duration of the inspiration ends. Normal: Inspire courage, inspire greatness, and inspire heroics last for 1 round per bard level.

Magitek Crush [General]


You can hurl your magiteks body onto opponents to deal tremendous damage. Prerequisite: Magitek Operation. Benefit: As an attack action, you can maneuver your magitek to jump or fall onto opponents, using the magiteks body to crush them. This attack is useful only against creatures at least one size categories smaller than your magitek. The base damage for a crush attack depends on your magiteks size category: Large (2d6), Huge (2d8). Add 1.5 times your magitek-modified Strength bonus to this base damage to determine the total damage for the attack. A crush attack deals bludgeoning damage and affects as many creatures as can fit under your magiteks body. Each creature in the affected area must succeed on a Reflex save (DC 10 + your magiteks size modifier for grapple attacks). On a failure, the creature is pinned and automatically takes crush damage each round the pin is maintained.

Magitek Fling [General]


You can pick up an opponent with your magitek and fling it. Prerequisite: Magitek Operation, at least one free hand slot. Benefit: Your magitek can make a grapple check at a 20 penalty against an opponent at least one size categories smaller than it. If the grapple succeeds, you can use an attack action to fling the held opponent on your next action. The range increment for the thrown foe is 10 feet, and the maximum range is 100 feet. A creature may be thrown horizontally or vertically. If thrown vertically, it takes normal falling damage. If thrown horizontally, it takes damage as though it had fallen half the distance thrown (rounded down), and you may apply your magitek-modified Strength bonus to the damage. Your magitek may also fling your opponent at another magitek, vehicle, or creature. To do so, make an attack roll at a 4 penalty, with appropriate range penalties, against the target. If you hit, both the thrown creature and the target take the amount of damage that the thrown creature would have otherwise taken, as given above.

Magitek Operation [General]


You know how to operate a magitek. Benefit: You gain Drive as a class skill when you obtained this feat. You do not suffer the restrictions on movement and penalties on skill checks for being unfamiliar with magitek controls. You can move normally in a magitek and generally perform any action as if you werent inside a magitek, subject to the obvious limitations of size. You threaten areas within your reach even if unarmed.

Normal: Characters without this feat take a 4 penalty on Acrobatics, Athetlics, Drive, Escape Artist, and Stealth checks when operating a magitek. Furthermore, they cannot run or charge.

Magitek Sweep [General]


You can use your magitek to wield improvised weapons and attack several spaces at once. Prerequisite: Magitek Operation, Power Attack, two free hand slots. Benefit: You can use your magiteks great size and strength, along with your own knowledge of balance and leverage, to pick up a heavy object (such as a large tree or boulder) and attack an area as an attack action. The area affected is a half-circle with a radius equal to your magiteks reach. This attack deals damage to all creatures one or more size categories smaller than your magitek within the area. The base damage dealt depends on your magiteks size: Large (1d6), Huge (1d8). Add 1.5 times your magiteks Strength bonus to this base damage to determine the total damage for the attack. Though it can deal significant damage, this form of attack is awkward and unbalancing. You take a 2 penalty to your magiteks Defense and on Reflex saves until your next turn.

Magitek Trample [General]


Your magitek can knock down and crush opponents. Prerequisite: Magitek Operation, base attack bonus +4. Benefit: When you attempt to overrun an opponent while operating a magitek, the target may not choose to avoid your magitek. If your magitek knocks down the target, your magitek may make one free slam attack against the target, gaining a +4 bonus on the attack roll because the target is prone.

Magitek Weapon Boost [General]


By disabling safeguards and shunting auxiliary power into your weapons, you can attain greater destructive power at the cost of weapon accuracy. Prerequisite: Base attack bonus +8, Repair 6 ranks. Benefit: You can take a penalty of up to 5 on your attack roll. If you do, the magitek weapon of your choice deals +1d6 points of damage for each 1 penalty you took. The attack penalty persists until the beginning of your next turn, but the additional damage applies only to the next single attack you make.

Magitek Weapon Proficiency [General]


You know how to acquire targets and fire your magiteks weapons using onboard computers and sensors. Prerequisite: Magitek Operation. Benefit: You no longer suffer the standard penalties on attack rolls while youre in your magitek. You can use any feats that refer to firearms with your ranged magitek weapons. Normal: Characters without this feat take a 4 penalty on attack rolls made while in a magitek cockpit. Furthermore, they cannot apply firearm feats to a magiteks ranged weapons.

Mastercrafter [General]
You are adept at creating mastercraft items, vehicles, airships, and Magitek. Prerequisites: Any Craft skill 8 ranks. Benefit: You gain Repair as a class skill when you obtained this feat. When successfully completed, a mastercraft object provides an equipment bonus on skill checks made to use the object (in the case of mastercraft vehicles, airships, and Magitek, this includes Drive or Pilot checks). A mastercraft weapon provides a bonus on attack and damage rolls. A mastercraft suit of armor improves the armors bonus to Armor Class. In each case, the bonus can be up to +5 and each +1 can be substituted with a materia slot with a minimum of +1 needed. On average, it takes twice as long to build a mastercraft object as it does to build an ordinary object of the same type. The cost to build a mastercraft object is equal to the base cost of the object plus the additional Gil cost below and the modifiers to apply to the Craft check DC for mastercraft items are also listed on the table below.

Mastercrafter Feature Mastercraft (+1) Mastercraft (+2) Mastercraft (+3) Mastercraft (+4) Mastercraft (+5)

Gil Cost +500 +1500 +3500 +7500 +15500

DC Modifier +3 +6 +9 +12 +15

In addition to the additional Gil cost, you must also pay a cost in experience points equal to 250 x the bonus provided by the mastercraft feature. The experience points must be paid before making the Craft check. If the expenditure of these experience points would drop you below the minimum needed for your current level, then the experience points cant be paid and you cant make the mastercraft object until you have sufficient experience points to remain at your current level after the expenditure is made. You can add the mastercraft feature to an existing ordinary object or a lower-grade mastercraft object by spending the additional Gil cost and then making the Craft check as though you were constructing the object from scratch.

Materia Proficiency [General]


You can now cast spells from materia. Benefit: You gain Use Materia as a class skill. Normal: You can only attach materia to weapons and armor.

Maximize Spell [Metamagic]


You can cast spells to the maximum effect. Benefit: All variable, numeric effects of a spell modified by this feat are maximized. A maximized spell deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, and so on, as appropriate. Saving throws are not affected, nor are spells without random variables. Using this feat increases the MP cost of the spell by 3. If you apply this feat on a spell, that spell cannot be enhanced by any other similar feat.

Mental Toughness [General]


You have a larger MP pool than normal. Prerequisites: Must have a MP pool. Benefit: You gain +2 MP at 1st level, and +1 additional MP for each additional level. Special: You may only take this feat once.

Overchannel [Metamagic]
You burn your life force to strengthen your spells. Benefit: While casting a spell, you can increase your effective spell-caster level by one, but in so doing you take 1d8 points of non-elemental damage. At 8th level, you can choose to increase your effective spell-caster level by two, but you take 3d8 points of non-elemental damage. At 15th level, you can increase your effective spell-caster level by three, but you take 5d8 points of non-elemental damage. The effective increase in spellcaster level increases the number of MP you can expend, as well as increasing all spell-caster level-dependent effects, such as range, duration, and overcoming spell resistance.

Quicken Spell [Metamagic]


You can cast a spell with extreme speed. Benefit: A quickened spell becomes a free action. You can cast another action, even execute another spell, in the same round that you casted a quickened spell. You can cast only one quickened spell per round. A spell whose cast time is longer than 1 round cannot be quickened. Using this feat increases the MP cost of the spell

by 4. If you apply this feat on a spell, that spell cannot be enhanced by any other similar feat. Casting a quickened spell does not provoke attacks of opportunity.

Salvage
You can salvage electrical and mechanical parts from destroyed vehicles, Magitek, automatons, and airships. Prerequisite: Spare Parts. Benefit: Salvaging a destroyed vehicle, Magitek, automaton, or airship takes time as noted in the table below. At the end of this time, make a Search check. If the check succeeds, you gain Gil equal to the amount indicated on the table below that is added to your Spare Parts gil total. Salvaged Machine Vehicle Huge or smaller Gargantuan Colossal Magitek Large Huge Automaton Tiny to Small Medium Large Airship Huge Gargantuan Colossal 1 hour 3 hours 6 hours 30 35 40 1,200 1,800 2,400 10 minutes 30 minutes 1 hour 20 25 30 200 400 600 30 minutes 1 hour 25 30 600 800 30 minutes 1 hour 3 hours 15 20 25 800 1,200 1,600 Time Required Search Check DC Spare Parts (Gil)

Special: A particular vehicle, Magitek, automaton, or airship can be successfully salvaged only once. Any further attempts to salvage the wreckage fail automatically.

Silent Spell [Metamagic]


You can cast spells silently. Benefit: A silent spell can be cast with no verbal components. Using this feat increases the MP cost of the spell by 2. If you apply this feat on a spell, that spell cannot be enhanced by any other similar feat.

Speech of Fortitude [Inspiration]


You can channel the power of your inspiration to sustain your allies, allowing them to function even after receiving wounds that cause others to falter. Prerequisite: Inspiration, Concentration 9 ranks, Perform 9 ranks. Benefit: You can expend one daily use of your inspiration ability to provide all allies (including yourself) the benefit of the Diehard feat up to one round per level. Even while this feat is active, you or your allies die if reduced to -10 hit points or lower. This feat does not function in an area of magical silence.

Steal MP [General]
You siphon off your opponent's MP. Prerequisite: Sneak attack, must have a MP pool. Benefit: If you hit an opponent with a successful sneak attack, you can choose to forgo dealing 1d6 points of sneak attack damage and instead steal 1d4 MP from your target. For each die of sneak attack damage you forgo, the more die you steal from your opponent's MP.

Still Spell [Metamagic]


You can cast spells without gestures. Benefit: A silent spell can be cast with no somatic components. Using this feat increases the MP cost of the spell by 2. If you apply this feat on a spell, that spell cannot be enhanced by any other similar feat.

Subsonics [Inspiration]
Your inspiration can affect even those who do not consciously hear it. Prerequisite: Perform (any) 10 ranks, Inspiration. Benefit: You can produce inspirations so subtly that opponents do not notice it, yet your allies still gain all the usual benefits from your inspiration ability. Similarly, you can affect opponents within range with your inspirations, but unless they can see you performing or have some other means of discovering it, they cannot determine the source of the effect.

Supreme Cleave [General]


You are able to bridge the gaps when making Cleave attempts. Prerequisite: Str 15, Cleave, Great Cleave, Power Attack, Fighter level 8th. Benefit: You can take a 5-foot step between attacks when using the Cleave or Great Cleave feat. You are still limited to one such adjustment per round, so you cannot use this ability during a round in which you have already taken a 5-foot step.

Supreme Power Attack [General]


You are an expert in throwing tremendous power behind your melee attacks. Prerequisites: Str 17, Power Attack, Improved Power Attack, Fighter level 16th. Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and for every -1 penalty you take, you gain a +2 bonus on all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. This benefit does not stack with the normal effects of Power Attack or Improved Power Attack. Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add quadruple the number subtracted from your attack rolls. You cant add the bonus from Supreme Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

Toughness [General]
You are tougher than normal. Benefit: You gain +3 hit points at 1st level, and +1 additional hit point for each additional level. Special: A character may gain this feat multiple times. Its effects stack.

Widen Spell [Metamagic]


You can increase the area of your spells. Benefit: You can alter a burst, emanation, line, or spread-shaped spell to increase its area. (Spells that do not have an area of one of these four sorts are not affected by this feat.) Any numeric measurements of the spells area increase by 100%. For example, Thundaga spell (which normally produces a 30-foot-radius spread) that is widened now fills a 60-foot-radius spread. Using this feat increases the MP cost of the spell by 2. If you apply this feat on a spell, that spell cannot be enhanced by any other similar feat.

Wild Talent [General]


You have an unrealized talent for magic.

Benefit: Your latent talent for magic flares to life, conferring upon you the designation of a spell-casting character. As a spell-casting character, you gain a MP pool of 2 and can take metamagic feats and item creation feats. You do not, however, gain the ability to learn spells simply by virtue of having this feat.

CHAPTER 6: EQUIPMENT
Assume a character owns at least one outfit of normal clothes. Pick any one of the following clothing outfits: artisans outfit, entertainers outfit, explorers outfit, monks outfit, peasants outfit, scholars outfit, or travelers outfit.

WEALTH AND MONEY


COINS The most common coin is the gil. The standard coin weighs about a third of an ounce (fifty to the pound). Table 6-1: Random Starting Gil Class Amount (average) Archer 4d4 x 20 (150 gil) Bard 4d4 x 20 (150 gil) Beastmaster 4d4 x 20 (150 gil) Black Mage 3d4 x 20 (125 gil) Blue Mage 3d4 x 20 (125 gil) Dragoon 6d4 x 20 (225 gil) Engineer 6d4 x 20 (225 gil) Fighter 6d4 x 20 (225 gil)

Class Gunner Knight Monk Red Mage Summoner Thief White Mage

Amount (average) 4d4 x 20 (150 gil) 6d4 x 20 (225 gil) 10d4 (22 gil) 4d4 x 20 (150 gil) 3d4 x 20 (125 gil) 5d4 x 20 (200 gil) 3d4 x 20 (125 gil)

SELLING LOOT In general, a character can sell something for half its listed price. Trade goods are the exception to the half-price rule. A trade good, in this sense, is a valuable good that can be easily exchanged almost as if it were cash itself.

MASTERCRAFTED
A character with the Mastercrafter feat can build mastercrafted armor and weapons. Purchasing mastercrafted armor and weapons have their listed cost seen in the table below. The bonus of mastercrafted armor and weapons can be up to +5 and each +1 can be substituted with a materia slot. Bonus +1 +2 +3 +4 +5 Cost 1,000 gil 3,000 gil 7,000 gil 15,000 gil 31,000 gil

ENGINEER TECH UPGRADES


An engineer can upgrade existing items with gadgets or even create unique items. Engineers must have the skill requirements to create or upgrade said items along with the cost. Table 6-2: Tech Upgrades Tech Cost Alternate Weapon Autoloader Module Booby Trapped 500 gil 750 gil 1,000 gil

Skill Requirement

Weapon Gadgets
Knowledge (Technology) 4 ranks, Craft (Weaponsmith) 2 ranks Knowledge (Technology) 6 ranks, Craft (Firearms) 3 ranks Knowledge (Technology) 6 ranks, Craft (Mechanical) 3 ranks

Collapsible Compact Elemental Ammo Expanded Magazine Multi-Purpose Tool Potion Launcher Scope, Laser Spring-Loaded Stun Module Composite Plating Mithril Plating Adamantine Plating MagiTek Upgrade Skill Chip Feat Chip Strength Upgrade Dexterity Upgrade Magic-Null Unit Planar-Void Unit Remote Control Unit Machina Pistol Machina Rifle

250 gil 250 gil 1,500 gil 250 gil 2,000 gil 1,000 gil 500 gil 250 gil 1,000 gil 1,000 gil 2,000 gil 4,000 gil 10,000 gil 500 gil 1,000 gil 500 gil 500 gil 5,000 gil 5,000 gil 100 gil 4,000 gil 8,000 gil

Knowledge (Technology) 4 ranks, Craft (Mechanical) 2 ranks Knowledge (Technology) 4 ranks, Craft (Weaponsmith) 2 ranks Knowledge (Technology) 8 ranks, Use Materia 4 ranks Knowledge (Technology) 4 ranks, Craft (Firearms) 2 ranks Knowledge (Technology) 10 ranks, Craft (Mechanical) 5 ranks Knowledge (Technology) 8 ranks, Craft (Firearms) 4 ranks Knowledge (Technology) 6 ranks, Craft (Firearms) 3 ranks Knowledge (Technology) 6 ranks, Craft (Mechanical) 3 ranks Knowledge (Technology) 8 ranks, Craft (Firearms) 4 ranks Knowledge (Technology) 4 ranks, Craft (Armorsmith) 2 ranks Knowledge (Technology) 6 ranks, Craft (Armorsmith) 3 ranks Knowledge (Technology) 8 ranks, Craft (Armorsmith) 4 ranks Knowledge (Technology) 14 ranks, Craft (Mechanical) 7 ranks Knowledge (Technology) 10 ranks Knowledge (Technology) 10 ranks Knowledge (Technology) 6 ranks, Craft (Mechanical) 3 ranks Knowledge (Technology) 6 ranks, Craft (Mechanical) 3 ranks Knowledge (Technology) 14 ranks, Use Materia 7 ranks Knowledge (Technology) 14 ranks, Use Materia 7 ranks

Automaton/AutoTek Upgrades

Engineer Unique Items


Knowledge (Technology) 4 ranks, Craft (Mechanical) 2 ranks Knowledge (Technology) 10 ranks, Craft (Firearms) 5 ranks Knowledge (Technology) 10 ranks, Craft (Firearms) 5 ranks

Weapon Gadgets
Alternate Weapon: This gadget is able to transform the engineer's weapon to any weapon he has a proficiency for. Autoloader Module: This gadget allows the engineer to be able to automatically reload his weapon as a free action as soon as the ammo supply is depleted. May also be used on automated turrets. Booby Trapped: The weapon with this gadget is designed to function properly only for the engineer. If any creature picks up or attempts to use the weapon, a special trap is immediately triggered. (Search/Disable Device DC 15 to find/disable the trap) Choose a single trap from the list below. Barbs: The weapon rapidly projects spikes or blades from its grip, dealing 1d6 points of damage to the user each round the weapon is held. Shock: An electric surge in the weapon's grip discharge and deal 1d6 points of lightning damage to the user. Stun: A stun shock (Fort save DC 15) is discharged from a special nozzle built into the weapon, stunning the user for 1 round. Collapsible: This gadget allows the engineer to easily disassemble and reassemble at a moment's notice. Breaking down a weapon into its individual parts requires a full-round action, while reassembling them in the correct order requires another full-round action. In its disassembled state, a weapon is not easily identified, a Knowledge (technology) check (DC 17) is required to identify a collapsed weapon for what it really is.

Compact: This gadget shrinks the engineer's weapon one size smaller than normal, to a minimum size of Diminutive. Elemental Ammo: This gadget requires an elemental materia to work. It transforms the damage into the elemental damage slotted. If more than one type of materia is slotted, the engineer can choose as a free action what elemental damage will be dealt. May also be used on automated turrets. Expanded Magazine: This gadget allows the engineer's weapon to have double its normal magazine capacity. May also be used on automated turrets. Multi-Purpose Tool: This gadget, similar to alternate weapon gadget, allows the engineer to transform his weapon into any medium-size or smaller non-weapon/armor equipment (For example, a ladder, a lantern, or even a tool kit). Potion Launcher: This gadget adds a canister to the engineer's weapon that (when applied with a potion of any kind) transforms the potion into a mist. The range of this gadget is only 30 feet and the engineer must make a ranged touch attack against a creature to apply the effects of the potion. The potion launcher can only hold one potion at a time. Scope, Laser: This gadget increases the range increment of the engineer's weapon by one-half. Additionally, the scope also sends out an invisible laser that can determine the exact range to a target, and then relay that information via a computer link. This grants a +1 circumstance bonus on the engineer's first attack roll against the target. Spring-Loaded: The engineer's weapon with this gadget grants the engineer the benefits of the Quick Draw feat with this weapon only. Stun Module: This gadget allows the engineer to switch to non-lethal mode with his weapon. This stun module is an alternate firing mode; switching to or from stun mode is a free action. Whenever the engineer fires a weapon set to stun and successfully hits the target, the target must make a Fortitude save (DC 15) or be stunned for 1 round.

Automaton/AutoTek Upgrades
Composite Plating: This plating provides a +1 armor bonus and damage reduction 1/-. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). Plating occupies the same space on the body as a suit of armor or a robe. Plating can be mastercrafted just as armor can be. This plating can be applied to Automatons, Support Droids, and Automated Turrets. Mithril Plating: This plating provides a +3 armor bonus and damage reduction 2/- with a +5 maximum Dexterity bonus to AC, and a -2 penalty on all skill checks that armor check penalties apply to. This plating can only be applied to Automatons and Automated Turrets. Adamantine Plating: This plating provides a +4 armor bonus and damage reduction 4/- with a +1 maximum Dexterity bonus to AC, and a -5 penalty on all skill checks that armor check penalties apply to but reduces base land speed to 20 feet. This plating can only be applied to Automatons.

MagiTek Upgrade: This upgrade increases the engineer's Automaton's size to Large, granting it a +8 enhancement to Strength, -2 size penalty to Dexterity, +10 bonus HPs, +1 natural armor bonus, and a -1 size penalty to AC and Attack rolls. This also allows the engineer to ride inside his Automaton like a normal MagiTek. This upgrade can only be applied to Automatons. Skill Chip: This enables an automaton to gain up to 8 ranks in any one of the following skills: Computer Use, Disable Device, Perception, Repair, or Search. An automaton can have multiple skill chips. However, skill chips do not allow an automaton to benefit from skill synergy. For an additional 500 gil, the amount of ranks it can gain is up to 12. Feat Chip: This enables an automaton to gain a single feat. An automaton can have a number of feat chips equal to 1 + one-third its Hit Dice (rounded down). Strength Upgrade: This upgrade provides a +2 bonus to Strength to an automaton. An automaton can have a number of Strength Upgrades equal to 1 + one-half its Hit Dice (rounded down). Dexterity Upgrade: This upgrade provides a +2 bonus to Dexterity to an automaton. An automaton can have a number of Dexterity Upgrades equal to 1 + one-half its Hit Dice (rounded down). May also be used on support droids and automated turrets. Magic-Null Unit: This unit provides the automaton with a Spell Resistance equal to 5 + its Hit Dice. May also be used on support droids and automated turrets. Planar-Void Unit: This unit provides the automaton with an Elemental Resistance (all) equal to its Hit Dice. May also be used on support droids and automated turrets.

Engineer Unique Items


Remote Control Unit: This handheld, self-powered control stick has a small video screen and audio receiver built into it. It also comes in a form of a mechanical gauntlet worn on the hand. It allows the engineer to control his automaton and autoteks from afar. Machina Weapons: The Al Bhed have created machina weapons to be used with each elemental type. Certain feats can be used in conjunction with these weapons with the exception of any feat that grants the wielder additional attacks, due to the power used to load them. Unlike conventional ranged weapons, these use ranged touch attacks instead of normal attack rolls. Machina Pistol and Machina Rifle (uses Exotic Weapon Proficiency: firearms feat, but requires Use Materia skill to use these weapons) were developed by the Al Bhed in their efforts to combine Machines and Magicite together. Using a concentrated source of Materia, the Al Bhed created new weapons that required, essentially, no ammo to fire. These two types of machina weapons require one round to recharge (no effort on the part of the wielder) after firing its load. Changing the elemental damage type is a standard action, requiring a skill check (Use Materia). Machina Pistol: Damage 2d4 (of the appropriate damage type), Critical: 20, 40 ft. range. Machina Pistols can be fired six times before needing a round to recharge. Changing elemental damage type requires a DC 15 Use Materia skill check.

Machina Rifle: Damage 2d6 (of the appropriate damage type), Critical: 20, 80 ft. range. Machina Rifles can be fired ten times before needing a round to recharge. Changing elemental damage type requires a DC 17 Use Materia skill check.

WEAPONS
WEAPON CATEGORIES Weapons are grouped into several interlocking sets of categories. These categories pertain to what training is needed to become proficient in a weapons use (simple, martial, or exotic), the weapons usefulness either in close combat (melee) or at a distance (ranged, which includes both thrown and projectile weapons), its relative encumbrance (light, one-handed, or two-handed), and its size (Small, Medium, or Large). Simple, Martial, and Exotic Weapons: Anybody but a monk is proficient with all simple weapons. Fighters, knights, and red mages are proficient with all simple and all martial weapons. Characters of other classes are proficient with an assortment of mainly simple weapons and possibly also some martial or even exotic weapons. A character who uses a weapon with which he or she is not proficient takes a 4 penalty on attack rolls. Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee. Reach Weapons: Glaives, guisarmes, lances, longspears, ranseurs, Spiked chains, and whips are reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that arent adjacent to him or her. Most reach double the wielders natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away. Double Weapons: Dire flails, quarterstaffs, and two-bladed swords are double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but he or she incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon. The character can also choose to use a double weapon two handed, attacking with only one end of it. A creature wielding a double weapon in one hand cant use it as a double weapononly one end of the weapon can be used in any given round. Thrown Weapons: Daggers, clubs, shortspears, spears, darts, javelins, throwing axes, light hammers, tridents, shuriken, and nets are thrown weapons. The wielder applies his or her Strength modifier to damage dealt by thrown weapons (except for Splash weapons). It is possible to throw a weapon that isnt designed to be thrown (that is, a melee weapon that doesnt have a numeric entry in the Range Increment column on Table 6-4: Weapons), but a character who does so takes a 4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals maximum damage on a critical hit. Such a weapon has a range increment of 10 feet. Projectile Weapons: Pistols, rifles, light crossbows, slings, heavy crossbows, shortbows, composite shortbows, longbows, composite longbows, hand crossbows, and repeating crossbows are projectile weapons. Most projectile weapons require two hands to use (see specific weapon descriptions). A character gets no Strength bonus on damage rolls with a projectile weapon unless its a specially built composite shortbow, specially built composite longbow, or sling. If the character has a penalty for low Strength, apply it to damage rolls when he or she uses a bow or a sling. Ammunition: Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), gun bullets (for pistols and rifles) or sling bullets (for slings). When using a bow, a character can draw ammunition as a free

action; crossbows and slings require an action for reloading. Generally speaking, ammunition that hits its target is destroyed or rendered useless, while normal ammunition that misses has a 50% chance of being destroyed or lost. Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting mastercraft or otherwise special versions of them (see Mastercraft Weapons), and what happens to them after they are thrown. Light, One-Handed, and Two-Handed Melee Weapons: This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapons size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon. Light: A light weapon is easier to use in ones off hand than a one-handed weapon is, and it can be used while grappling. A light weapon is used in one hand. Add the wielders Strength bonus (if any) to damage rolls for melee attacks with a light weapon if its used in the primary hand, or one-half the wielders Strength bonus if its used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielders primary hand only. An unarmed strike is always considered a light weapon. One-Handed: A one-handed weapon can be used in either the primary hand or the off hand. Add the wielders Strength bonus to damage rolls for melee attacks with a one-handed weapon if its used in the primary hand, or 1/2 his or her Strength bonus if its used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 1-1/2 times the characters Strength bonus to damage rolls. Two-Handed: Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times the characters Strength bonus to damage rolls for melee attacks with such a weapon. Weapon Size: Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed. 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 two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder. Inappropriately Sized Weapons: A creature cant make optimum use of a weapon that isnt properly sized for it. A cumulative 2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isnt proficient with the weapon a 4 nonproficiency penalty also applies. The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielders size and the size of the creature for which the weapon was designed. If a weapons designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature cant wield the weapon at all. Improvised Weapons: Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses one in combat is considered to be nonproficient with it and takes a 4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals maximum damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.

WEAPON QUALITIES
Here is the format for weapon entries (given as column headings on Table 6-4: Weapons, below). Cost: This value is the weapons cost in gil. The cost includes miscellaneous gear that goes with the weapon. This cost is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price.

Damage: The Damage columns give the damage dealt by the weapon on a successful hit. The column labeled Dmg (S) is for Small weapons. The column labeled Dmg (M) is for Medium weapons. If two damage ranges are given then the weapon is a double weapon. Use the second damage figure given for the double weapons extra attack. Table 6-3: Tiny and Large Weapon Damage gives weapon damage values for weapons of those sizes.

Table 6-3: Tiny and Large Weapon Damage Medium Tiny Large Weapon Weapon Weapon Damage Damage Damage 1d2 1d3 1d3 1 1d4 1d4 1d2 1d6 1d6 1d3 1d8 1d8 1d4 2d6 1d10 1d6 2d8 1d12 1d8 3d6 2d4 1d4 2d6 2d6 1d8 3d6 2d8 1d10 3d8 2d10 2d6 4d8 Critical: The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit, the damage is maximized. 1720: The weapon scores a threat on a natural roll of 17, 18, 19, or 20 (instead of just 20) and deals maximum damage on a critical hit. (The weapon has a threat range of 1720.) 1820: The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals maximum damage on a critical hit. (The weapon has a threat range of 1820.) 1920: The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals maximum damage on a critical hit. (The weapon has a threat range of 1920.) Range Increment: Any attack at less than this distance is not penalized for range. However, each full range increment imposes a cumulative 2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot out to ten range increments. Weight: This column gives the weight of a Medium version of the weapon. Halve this number for Small weapons and double it for Large weapons. Type: Weapons are classified according to the type of damage they deal: bludgeoning, piercing, or slashing. Some monsters may be resistant or immune to attacks from certain types of weapons. Some weapons deal damage of multiple types. If a weapon is of two types, the damage it deals is not half one type and half another; all of it is both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage from such a weapon. In other cases, a weapon can deal either of two types of damage. In a situation when the damage type is significant, the wielder can choose which type of damage to deal with such a weapon. Special: Some weapons have special features. See the weapon descriptions for details.

Table 6-4: Weapons Simple Weapons Unarmed Attacks Gauntlet Unarmed Strike Light Melee Weapons Dagger Cost 3 gil 3 gil Dmg (S) 1d2 1d23 1d3 1d3 1d3 1d4 1d4 1d4 1d6 1d6 1d4 1d6 1d4/1d4 1d6 1d8 1d6 1d3 1d4 1d3 Dmg (S) 1d4 1d3 1d4 1d3 1d3 1d43 1d2 1d4 1d3 1d4 1d6 1d6 1d6 Dmg (M) 1d3 1d33 1d4 1d4 1d4 1d6 1d6 1d6 1d8 1d8 1d6 1d8 1d6/1d6 1d8 1d10 1d8 1d4 1d6 1d4 Dmg (M) 1d6 1d4 1d6 1d4 1d4 1d63 1d3 1d6 1d4 1d6 1d8 1d8 1d8 Critical 20 20 19-20 18-20 20 20 20 20 20 20 20 18-20 20 18-20 19-20 19-20 20 20 20 Critical 20 20 18-20 18-20 17-20 20 20 20 20 19-20 18-20 20 19-20 Range Increment 10 ft. 10 ft. 20 ft. 20 ft. 120 ft. 80 ft. 20 ft. 30 ft. 50 ft. Range Increment 10 ft. 20 ft. Weight1 1 lb. 1 lb. 1 lb. 1 lb. 4 lb. 2 lb. 3 lb. 8 lb. 6 lb. 3 lb. 9 lb. 4 lb. 6 lb. 8 lb. 1 lb. 4 lb. 1 lb. 1/2 lb. 2 lb. 0 lb. 5 lb. Weight1 2 lb. 2 lb. 3 lb. 2 lb. 3 lb. 2 lb. special special special 2 lb. 6 lb. 5 lb. 4 lb. Type2 Bludgeoning Bludgeoning Piercing or slashing Piercing Piercing Bludgeoning Slashing Bludgeoning Bludgeoning Bludgeoning and piercing Piercing Piercing Bludgeoning Piercing Piercing Piercing Piercing Piercing Bludgeoning Type2 Slashing Bludgeoning Slashing Slashing Piercing Bludgeoning Bludgeoning Piercing Piercing Piercing Slashing Bludgeoning Slashing

Dagger, Punching 3 gil Gauntlet, Spiked 7 gil Mace, Light 7 gil Sickle 9 gil One-Handed Melee Weapons Club Mace, Heavy 18 gil Morningstar 12 gil Shortspear 2 gil Two-Handed Melee Weapons Longspear4 7 gil 5 Quarterstaff Spear 3 gil Ranged Weapons Crossbow, Heavy 75 gil Bolts, Crossbow (10) 2 gil Crossbow, Light 53 gil Bolts, Crossbow (10) 2 gil Dart 7 gil Javelin 2 gil Sling Bullets, Sling (10) 2 gil Martial Weapons Cost

Light Melee Weapons Axe, Throwing 12 gil Hammer, Light 2 gil Handaxe 9 gil Kukri 12 gil Pick, Light 6 gil Sap 2 gil Shield, Light special Spiked Armor special Spiked Shield, Light special Sword, Short 15 gil One-Handed Melee Weapons Battleaxe 15 gil Flail 12 gil Longsword 15 gil

Pick, Heavy 12 gil Rapier 30 gil Scimitar 23 gil Shield, Heavy special Spiked Shield, Heavy special Trident 23 gil Warhammer 18 gil Two-Handed Melee Weapons Falchion 108 gil 4 Glaive 12 gil Greataxe 30 gil Greatclub 7 gil Flail, Heavy 23 gil Greatsword 75 gil Guisarme4 13 gil Halberd 15 gil Lance4 Ranseur4 Scythe Ranged Weapons Longbow Arrows (20) Longbow, Composite Arrows (20) Shortbow Arrows (20) Shortbow, Composite Arrows (20) Exotic Weapons 15 gil 15 gil 27 gil

1d4 1d4 1d4 1d3 1d4 1d6 1d6 1d6 1d8 1d10 1d8 1d8 1d10 1d6 1d8 1d6 1d6 1d6

1d6 1d6 1d6 1d4 1d6 1d8 1d8 2d4 1d10 1d12 1d10 1d10 2d6 2d4 1d10 1d8 2d4 2d4

17-20 18-20 18-20 20 20 20 18-20 18-20 18-20 18-20 20 1920 1920 18-20 18-20 18-20 18-20 17-20

10 ft.

6 lb. 2 lb. 4 lb. special special 4 lb. 5 lb. 8 lb. 10 lb. 12 lb. 8 lb. 10 lb. 8 lb. 12 lb. 12 lb. 10 lb. 12 lb. 10 lb.

Piercing Piercing Slashing Bludgeoning Piercing Piercing Bludgeoning Slashing Slashing Slashing Bludgeoning Bludgeoning Slashing Slashing Piercing or slashing Piercing Piercing Piercing or slashing Piercing Piercing Piercing Piercing Type2 Slashing Bludgeoning Bludgeoning Piercing Slashing Slashing Slashing Slashing Slashing Piercing Bludgeoning Piercing Slashing Slashing Piercing

108 gil 2 gil 150 gil 2 gil 45 gil 2 gil 108 gil 2 gil Cost

1d6 1d6 1d4 1d4 Dmg (S) 1d4 1d4 1d3 1d4 1d6 1d4 1d4 1d8 1d23 1d6 1d6/1d6 2d4 2d6 1d6/1d6 2d4

1d8 1d8 1d6 1d6 Dmg (M) 1d6 1d6 1d4 1d6 1d8 1d6 1d6 1d10 1d33 2d4 1d8/1d8 1d10 2d8 1d8/1d8 2d6

18-20 18-20 18-20 18-20 Critical 20 20 20 20 19-20 19-20 19-20 19-20 20 20 20 18-20 18-20 19-20 17-20

100 ft. 110 ft. 60 ft. 70 ft. Range Increment 10 ft.

3 lb. 3 lb. 3 lb. 3 lb. 2 lb. 3 lb. 2 lb. 3 lb. Weight1 2 lb. 2 lb. 1 lb. 1 lb. 4 lb. 11 lb. 3 lb. 6 lb. 2 lb. 10 lb. 10 lb. 12 lb. 35 lb. 10 lb. 12 lb.

Light Melee Weapons Kama 3 gil Nunchaku 3 gil Sai 2 gil Siangham 4 gil One-Handed Melee Weapons Gunblade, Automatic 500 gil Gunblade, Markman's 800 gil Gunblade, Standard 400 gil Sword, Knight 53 gil Whip4 2 gil Two-Handed Melee Weapons Chain, Spiked4 37 gil 5 Flail, Dire 135 gil Fork, Qu Battle4 125 gil Sword, Buster 600 gil 5 Sword, Two-bladed 150 gil War Pick, Galkan 75 gil

Ranged Weapons Bolas 7 gil 1d33 1d43 20 10 ft. 2 lb. Bludgeoning Crossbow, Hand 150 gil 1d3 1d4 19-20 30 ft. 2 lb. Piercing Bolts (10) 2 gil 1 lb. Crossbow, 600 gil 1d8 1d10 19-20 120 ft. 12 lb. Piercing Repeating Heavy Bolts (5) 2 gil 1 lb. Crossbow, 375 gil 1d6 1d8 19-20 80 ft. 6 lb. Piercing Repeating Light Bolts (5) 2 gil 1 lb. Gunblade, Automatic 500 gil 2d6 18-20 40 ft. 4 lb. Piercing Bullets, Gun (20) 20 gil 2 lb. Gunblade, Markman's 800 gil 2d8 18-20 80 ft. 11 lb. Piercing Bullets, Gun (10) 10 gil 1 lb. Gunblade, Standard 400 gil 2d4 18-20 30 ft. 3 lb. Piercing Bullets, Gun (6) 6 gil 1 lb. Machine Gun 400 gil 2d6 18-20 40 ft. 8 lb. Piercing Bullets, Gun (20) 20 gil 2 lb. Net 20 gil 10 ft. 6 lb. Pistol, Automatic 250 gil 2d6 18-20 40 ft, 3 lb. Piercing Bullets, Gun (20) 20 gil 2 lb. Pistol, Standard 150 gil 2d4 18-20 30 ft. 2 lb. Piercing Bullets, Gun (10) 10 gil 1 lb. Power Rod 200 gil 1d4* 20 30 ft. 3 lb. Power Staff 300 gil 1d6* 20 30 ft. 4 lb. Rifle, Sniper 750 gil 2d12 18-20 120 ft. 35 lb. Piercing Bullets, Gun (6) 6 gil 1 lb. Rifle, Standard 500 gil 2d8 18-20 80 ft. 9 lb. Piercing Bullets, Gun (10) 10 gil 1 lb. Shuriken (5) 1 gil 1 1d2 20 10 ft. 1/2 lb. Piercing 1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. 2 When two types are given, the weapon is both types if the entry specifies and, or either type (players choice at time of attack) if the entry specifies or. 3 The weapon deals nonlethal damage rather than lethal damage. 4 Reach weapon. 5 Double weapon.

WEAPON DESCRIPTIONS
Weapons found on Table 6-4: Weapons that have special options for the wielder (you) are described below. Splash weapons are described under Special Substances and Items. Arrows: An arrow used as a melee weapon is treated as a light improvised weapon (4 penalty on attack rolls) and deals damage as a dagger of its size. Arrows come in a leather quiver that holds 20 arrows. An arrow that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost. Bolas: You can use this weapon to make a ranged trip attack against an opponent. You cant be tripped during your own trip attempt when using a set of bolas.

Bolts: A crossbow bolt used as a melee weapon is treated as a light improvised weapon (4 penalty on attack rolls) and deals damage as a dagger of its size. Bolts come in a wooden case that holds 10 bolts (or 5, for a repeating crossbow). A bolt that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost. Bullets, Gun: Gun Bullets come in a clip that holds 6, 10, or 20 bullets. A bullet that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost. Bullets, Sling: Sling Bullets come in a leather pouch that holds 10 bullets. A bullet that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost. Chain, Spiked: A Spiked chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe. You can make trip attacks with the chain. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped. When using a Spiked chain, you get 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 feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a Spiked chain sized for you, even though it isnt a light weapon for you. Crossbow, Hand: You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity. You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. Crossbow, Heavy: You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity. Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a 4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing. Crossbow, Light: You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity. Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a 2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing. Crossbow, Repeating: The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity. You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts. Dagger: You get a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body (see the Sleight of Hand skill). Flail, Dire: A dire flail is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a dire flail in one hand cant use it as a double weapon only one end of the weapon can be used in any given round. When using a dire flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the opposed attack roll to avoid being

disarmed if such an attempt fails). You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the dire flail to avoid being tripped. Flail or Heavy Flail: With a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped. Fork, Qu Battle: A qu battle fork has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe. If you use a ready action to set a qu battle fork against a charge, you deal double damage on a successful hit against a charging character. A qu treats a qu battle fork as a martial weapon. Gauntlet: This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets. Gauntlet, Spiked: Your opponent cannot use a disarm action to disarm you of Spiked gauntlets. The cost and weight given are for a single gauntlet. An attack with a Spiked gauntlet is considered an armed attack. Glaive: A glaive has reach. You can strike opponents 10 feet away with it, but you cant use it against an adjacent foe. Guisarme: A guisarme has reach. You can strike opponents 10 feet away with it, but you cant use it against an adjacent foe. You can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the guisarme to avoid being tripped. Gunblade, Automatic: This Gunblade is a long sword built around an automatic pistol. The weapon is optimized for ranged firing, as that the blade is 90 degrees off the axis of the handle. The weapon is large and mildly unwieldy, requiring some skill to use. The blade is more of a straight, angular edge, tapering into the slightest of curves at the tip. The bullet travels parallel to the access to a point behind the tip, as in the standard Gunblade. The weapon has better rifling and, thus, better ranges. The weapon can be fired twenty times before the clip must be replaced. Gunblade, Marksmans: If the automatic is more readily built for ranged combat, the marksmans Gunblade is the ultimate in that field. It is a Gunblade that is built primarily to give a sniper a secondary weapon on hand should he be discovered, thus highly increasing his capabilities. It is built with a rifle stock and even more superior rifling, allowing the bullet to travel to farther distances unchecked. The weapon is also quite readily built for hand to hand combat, as a side effect of the stock which is almost as in-line with the blade as the revolvers handle. The weapon has a hollow in the blade, approximately a foot up the barrel, to allow for the shooter to thread his hands into the weapon for added stability over other Gunblade platforms. The blade curves elegantly back, with the bullet exiting as from the revolver version. The Marksmans Gunblade is a finely tooled weapon; only the best of marksmen can afford these, and they are regarded, most correctly, as second to none. The weapon can hold ten shells in a clip that doubles as a hand guard. Gunblade, Standard: The standard Gunblade is a combination of a short sword and a revolver. The hilt and grip of the sword are supplemented by a cylinder which houses the shells for the gunblade. The bullets are fired along the axis of the blade, exiting in a notch on the back of the blade, near the tip. The handle for the weapon is approximately 30 degrees off of the same axis, to allow for convenience in combat, allowing the highest amount of accuracy and balance for both melee and ranged combat. The actual blade is wide and the cutting edge is curved as it reaches the point of the weapon. The weapon can be fired six times before it must be reloaded.

Halberd: If you use a ready action to set a halberd against a charge, you deal double damage on a successful hit against a charging character. You can use a halberd to make trip attacks. If you are tripped during your own trip attempt, you can drop the halberd to avoid being tripped. Javelin: Since it is not designed for melee, you are treated as nonproficient with it and take a 4 penalty on attack rolls if you use a javelin as a melee weapon. Kama: The kama is a special monk weapon. This designation gives a monk wielding a kama special options. You can use a kama to make trip attacks. If you are tripped during your own trip attempt, you can drop the kama to avoid being tripped. Lance: A lance deals double damage when used from the back of a charging mount. It has reach, so you can strike opponents 10 feet away with it, but you cant use it against an adjacent foe. While mounted, you can wield a lance with one hand. Longbow: You need at least two hands to use 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. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite longbow (see below) but not a regular longbow. Longbow, Composite: You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you cant effectively use it, so you take a 2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gil to its cost. For purposes of weapon proficiency and similar feats, a composite longbow is treated as if it were a longbow. Longspear: A longspear has reach. You can strike opponents 10 feet away with it, but you cant use it against an adjacent foe. If you use a ready action to set a longspear against a charge, you deal double damage on a successful hit against a charging character. Net: A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A nets maximum range is 10 feet. If you hit, the target is 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 charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast 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 useful only against creatures within one size category of you. 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 roll. 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 long for a nonproficient one to do so. Nunchaku: The nunchaku is a special monk weapon. This designation gives a monk wielding a nunchaku special options. With a nunchaku, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

Pistol, Automatic: An automatic pistol has a higher rate of fire than the standard pistol, allowing the wielder to use some feats to fire shots in rapid successions, getting in more than one shot per attack. The weapon can be fired twenty times before the clip must be replaced. Pistol, Standard: A standard pistol has a single rate of fire, but can use certain feats to fire multiple shots. The weapon can be fired six times before it must be reloaded. Power Rod/Staff: These rods/staves are built for mages or anyone with a MP pool. Black/Blue/Red/White Mages are proficient in these weapons and requires a MP pool to use even if you have an Exotic Weapon Proficiency. Magicite powers these weapons to imbue with elemental damage. They only have a range of 30 feet. When created or bought, they only deal one elemental type of damage (Earth, Fire, holy, Ice, Lightning, Shadow, Water, or Wind) and are named as such (Fire Rod, Fire Staff, Ice Rod, Ice Staff, etc). Quarterstaff: A quarterstaff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a quarterstaff in one hand cant use it as a double weapononly one end of the weapon can be used in any given round. The quarterstaff is a special monk weapon. This designation gives a monk wielding a quarterstaff, special options. Ranseur: A ranseur has reach. You can strike opponents 10 feet away with it, but you cant use it against an adjacent foe. With a ranseur, you get 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 feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isnt a light weapon for you. You cant wield a rapier in two hands in order to apply 1-1/2 times your Strength bonus to damage. Rifle, Sniper: A sniper rifle has a longer range than the standard rifle, allowing the wielder to make precise shots at incredible distances for a single rate of fire. If the wielder is free of distractions (i.e. noises, combat, etc.), the wielder receives a +2 circumstance bonus on Attack rolls. Any feats that grant extra attacks cannot be used with this weapon. The weapon can be fired six times before it must be reloaded. Rifle, Standard: A standard rifle has less range than the sniper rifle, but a higher rate of fire and able to use certain feats to fire shots in rapid successions, getting in more than one shot per attack. The weapon can be fired ten times before the clip must be replaced. Sai: With a sai, you get a +4 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). The sai is a special monk weapon. This designation gives a monk wielding a sai, special options. Scythe: A scythe can be used to make trip attacks. If you are tripped during your own trip attempt, 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. See Armor for details. Shortbow: You need at least two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow (see below) but not a regular shortbow. Shortbow, Composite: You need at least two hands to use a bow, regardless of its size. You can use a composite shortbow while mounted. All composite bows are made with a particular strength rating (that is, each

requires a minimum Strength modifier to use with proficiency). If your Strength bonus is lower than the strength rating of the composite bow, you cant effectively use it, so you take a 2 penalty on attacks with it. The default composite shortbow requires a Strength modifier of +0 or higher to use with proficiency. A composite shortbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 75 gil to its cost. For purposes of weapon proficiency and similar feats, a composite shortbow is treated as if it were a shortbow. Shortspear: A shortspear is small enough to wield one-handed. It may also be thrown. Shuriken: A shuriken is a special monk weapon. This designation gives a monk wielding shuriken special options. A shuriken cant be used as a melee weapon. Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting mastercraft or otherwise special versions of them and what happens to them after they are thrown. Siangham: The siangham is a special monk weapon. This designation gives a monk wielding a siangham, special options. Sickle: A sickle can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the sickle to avoid being tripped. Sling: Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity. You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon was designed for a creature one size category smaller than you and you take a 1 penalty on attack rolls. Spear: A spear can be thrown. If you use a ready action to set a spear against a charge, you deal double damage on a successful hit against a charging character. Spiked Armor: You can outfit your armor with spikes, which can deal damage in a grapple or as a separate attack. See Armor for details. Spiked Shield, Heavy or Light: You can bash with a spiked shield instead of using it for defense. See Armor for details. Strike, Unarmed: A Medium character deals 1d3 points of nonlethal damage with an unarmed strike. A Small character deals 1d2 points of nonlethal damage. A monk or any character with the Improved Unarmed Strike feat can deal lethal or nonlethal damage with unarmed strikes, at her option. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls. An unarmed strike is always considered a light weapon. Therefore, you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike. Sword, Knight: A knight sword is too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a knight sword two-handed as a martial weapon. The statistics for this weapon is the same for a katana. A knight treats a knight sword as a martial weapon. Sword, Buster: A buster sword is classified as an enormous broadsword (though it has more in common with a backsword). From tip to handle, it is approximately five to six feet long, with a single-edged, enormous blade approximately one foot wide. Its original finish sports a bolted, steel base and blade, and there are two holes on the blade near the hilt. It was primarily used by mercenaries to wipe out large numbers of enemies at once, and to sweep mounted fighters from their horses. A medium-sized character wielding this sword must possess a

strength of at least 20 or have the racial trait (Powerful Build) or suffer a -4 penalty on Attack rolls. Due to the weight of this weapon, it grants a +2 bonus on Sunder attempts. Sword, Two-Bladed: A two-bladed sword is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a two-bladed sword in one hand cant use it as a double weapononly one end of the weapon can be used in any given round. Trident: This weapon can be thrown. If you use a ready action to set a trident against a charge, you deal double damage on a successful hit against a charging character. War Pick, Galkan: A galkan war pick is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a galkan war pick two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. A galka treats a galkan war pick as a martial weapon even when using it in one hand. Whip: A whip deals nonlethal damage. It deals no damage to any creature 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 15-foot reach, though you dont threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes). Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon. You can make trip attacks with a whip. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped. When using a whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails). You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isnt a light weapon for you.

ARMOR
ARMOR QUALITIES To wear heavier armor effectively, a character can select the Armor Proficiency feats, but most classes are automatically proficient with the armors that work best for them. Armor and shields can take damage from some types of attacks. Here is the format for armor entries (given as column headings on Table 6-5: Armor and Shields, below). Cost: The cost of the armor for Small or Medium humanoid creatures. See Armor for Unusual Creatures, below, for armor prices for other creatures. Armor/Shield Bonus: Each armor grants an armor bonus to AC, while shields grant a shield bonus to AC. The armor bonus from a suit of armor doesnt stack with other effects or items that grant an armor bonus. Similarly, the shield bonus from a shield doesnt stack with other effects that grant a shield bonus. Damage Reduction: Each armor also grants a damage reduction. Maximum Dex Bonus: This number is the maximum Dexterity bonus to AC that this type of armor allows. Heavier armors limit mobility, reducing the wearers ability to dodge blows. This restriction doesnt affect any other Dexterity-related abilities. Even if a characters Dexterity bonus to AC drops to 0 because of armor, this situation does not count as losing a Dexterity bonus to AC. Your characters encumbrance (the amount of gear he or she carries) may also restrict the maximum Dexterity bonus that can be applied to his or her Armor Class. Shields: Shields do not affect a characters maximum Dexterity bonus.

Armor Check Penalty: Any armor heavier than cloth hurts a characters ability to use some skills. An armor check penalty number is the penalty that applies to Acrobatics, Athletics, Escape Artist, Sleight of Hand, and Stealth checks by a character wearing a certain kind of armor. Double the normal armor check penalty is applied to Athletics checks involving swimming. A characters encumbrance (the amount of gear carried, including armor) may also apply an armor check penalty. Shields: If a character is wearing armor and using a shield, both armor check penalties apply. Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he or she is not proficient takes the armors (and/or shields) armor check penalty on attack rolls and on all Strength-based and Dexterity-based ability and skill checks. The penalty for nonproficiency with armor stacks with the penalty for nonproficiency with shields. Sleeping in Armor: A character that sleeps in chain or plate armor is automatically fatigued the next day. He or she takes a 2 penalty on Strength and Dexterity and cant charge or run. Sleeping in cloth or leather armor does not cause fatigue. Spell Failure: Armor heavier than cloth interferes with the gestures that a spellcaster must make to cast a spell. Spellcasters face the possibility of spell failure if theyre wearing armor heavier than cloth. Bards can wear cloth or leather armor without incurring any spell failure chance for their bard songs. Casting a Spell in Armor: A character who casts a spell while wearing armor heavier than cloth must usually make a spell failure roll. The number in the Spell Failure Chance column on Table 6-5: Armor and Shields is the chance that the spell fails and is ruined. Shields: If a character is wearing armor heavier than cloth and using a shield, add the two numbers together to get a single spell failure chance. Table 6-5: Armor and Shields Speed Armor Cloth Armor Cloth Robe Silk Robe Monk's Gi Wizard Robe Leather Armor Padded Leather Studded Genji Chain Armor Copper Silver Golden Platinum Plate Armor Bronze Iron Cost Armor/ Shield Bonus +1 +1 +1 +1 +1 +2 +2 +3 +2 +3 +3 +4 +4 +4 Damage Reduction None None 1/1/1/1/2/2/2/2/3/3/3/4/Max. Dex Bonus +8 +6 +5 +7 +4 +3 +2 +3 +1 +2 Armor Check Penalty 0 0 0 0 0 0 1 1 3 4 5 3 6 7 Spell Failure Chance 5% 10% 15% 20% 20% 25% 30% 25% 40% 35% (30 ft.) (20 ft.) Weight1

5 gil 15 gil 25 gil 25 gil 15 gil 30 gil 45 gil 100 gil 50 gil 100 gil 200 gil 400 gil 200 gil 350 gil

30 ft. 30 ft. 30 ft. 30 ft. 30 ft. 30 ft. 30 ft. 30 ft. 20 ft. 20 ft. 20 ft. 20 ft. 20 ft.2 20 ft.2

20 ft. 20 ft. 20 ft. 20 ft. 20 ft. 20 ft. 20 ft. 20 ft. 15 ft. 15 ft. 15 ft. 15 ft. 15 ft.2 15 ft.2

2 lb. 4 lb. 6 lb. 8 lb. 10 lb. 15 lb. 20 lb. 25 lb. 25 lb. 30 lb. 40 lb. 30 lb. 45 lb. 35 lb.

Mythril 500 gil +5 4/+1 5 40% 20 ft.2 15 ft.2 50 lb. 2 2 Adamantine 1,500 gil +5 5/+1 6 35% 20 ft. 15 ft. 50 lb. Shields Buckler 15 gil +1 1 5% 5 lb. Shield, light 10 gil +1 1 5% 5 lb. wooden Shield, light 15 gil +1 1 5% 6 lb. steel Shield, heavy 20 gil +2 2 15% 10 lb. wooden Shield, heavy 30 gil +2 2 15% 15 lb. steel Shield, tower 50 gil +43 +2 10 50% 45 lb. Extras Armor spikes +25 gil +10 lb. 4 Gauntlet, locked 10 gil Special +5 lb. Shield spikes +10 gil +5 lb. 1 Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much, and armor fitted for Large characters weighs twice as much. 2 When running in plate armor, you move only triple your speed, not quadruple. 3 A tower shield can instead grant you cover. See the description. 4 Hand not free to cast spells. Speed: Chain or plate armor slows the wearer down. The number on Table 6-5: Armor and Shields is the characters speed while wearing the armor. Elvaan, humes, qus, galkas, mithras, al bheds, ronsos, vieras, cetras, and bangaas, have an unencumbered speed of 30 feet. They use the first column. Dwarves, tarutarus and moogles have an unencumbered speed of 20 feet. They use the second column. Shields: Shields do not affect a characters speed. Weight: This column gives the weight of the armor sized for a Medium wearer. Armor fitted for Small characters weighs half as much, and armor for Large characters weighs twice as much.

ARMOR DESCRIPTIONS
Any special benefits or accessories to the types of armor found on Table 6-5: Armor and Shields are described below. Adamantine: Crafted from the chippings of an Adamantoise's shell, this armor is the top of the line in selfprotection, but being made of such heavy materials, is also not likely to help you win any races. Armor Spikes: You can have spikes added to your armor, which allow you to deal extra piercing damage (see Table 6-4: Weapons) on a successful grapple attack. The spikes count as a martial weapon. If you are not proficient with them, you take a 4 penalty on grapple checks when you try to use them. You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case. (You cant also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa.) A mastercraft bonus to a suit of armor does not improve the spikes effectiveness, but the spikes can be made into mastercrafted weapons in their own right. Bronze: This heavy set of armor is made from a particularly dense material, and offers much protection at the cost of severe limitations on movement.

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 (whether you are using an offhand weapon or using your off hand to help wield a two-handed weapon), but you take a 1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you dont get the bucklers AC bonus for the rest of the round. You cant bash someone with a buckler. Cloth Robe: Little more than a hooded cloak, this set of "armor" is for those who cannot move effectively in even the most basic of leathers. Copper: Cheap metal armor, made for defense, but sacrifices mobility for price. 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 dropped easily. It provides a +10 bonus on any roll made to keep from being disarmed in combat. Removing a weapon from a locked gauntlet or attaching a weapon to a locked gauntlet is a full-round action that provokes attacks of opportunity. The price given is for a single locked gauntlet. The weight given applies only if youre wearing a breastplate, light armor, or no armor. Otherwise, the locked gauntlet replaces a gauntlet you already have as part of the armor. While the gauntlet is locked, you cant use the hand wearing it for casting spells or employing skills. (You can still cast spells, provided that your other hand is free.) Like a normal gauntlet, a locked gauntlet lets you deal lethal damage rather than nonlethal damage with an unarmed strike. Genji: Modeled after the great warrior Gilgamesh's personal armor, this is the epitome of lightweight protection, and is tough as iron in places, but flexible as cloth in others. Golden: Once again, an improvement upon silver in defense, but sacrificing movement for this gain. This armor is adorned with decorative gold, yet offering the most protection of chain armor yet. Iron: Lighter, harder material then bronze, this armor is improved in both aspects of defense and mobility. Leather: Animal hides make this simple, articulate armor, giving protection along with mobility for when both are needed. Mystic Robe: This robe offers some protection against weapons, and has a mystical air about it. Mythril: This armor is made of a sleek, hard material, and set in a way allowing more range of motion, but it's immense weight makes the user less mobile then the iron but an improvement in defense. Padded: Simply put, heavily layered clothing, offers little protection, but easy to conceal under baggy clothing. Platinum: The perfect chain material, offering the most protection to come in this set of armor, and allowing even more movement then the silver, yet not quite as freeing as the copper. Silk Robe: This set of cloth provides no more protection than the simple cloth robe, but costs more due to its material, and looks more refined in a court. Silver: More visually appealing then the copper chain, and made of tougher materials, but slightly more constricting however. Studded Leather: Leather armor with several pieces of metal adorning it in areas, makes dispersing a blow easier, but weighs more and has less range of motion.

Wizard Robes: These robes have spent so much time amidst powerful magics that they weigh less than even padded armor, yet offer as much protection as toughened animal hides.

SHIELDS
Shield Facing: Due to Combat Facing variant rules, using a shield only provides its AC bonus against attacks from some directions, as seen in the tables below.

Shieldless Shieldless Shieldless Shield Shieldless Shieldless Shield Shield Shieldless Shield Shield Shield

Shield Buckler Shieldless Shield Light Shield Shieldless Shield Heavy Shield Shieldless Shield Tower Shield Shieldless

Shieldless Shieldless Shieldless Shield Shieldless Shieldless Shield Shield Shieldless Shield Shield Shield

Shield Bash Attacks: You can bash an opponent with a heavy shield, using it as an off-hand weapon. See Table 6-4: Weapons for the damage dealt by a shield bash. Used this way, a heavy shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a heavy shield as a one-handed weapon. If you use your shield as a weapon, you lose its AC bonus until your next action (usually until the next round). An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right. 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 cant use your shield hand for anything else. Wooden or Steel: Wooden and steel shields offer the same basic protection, though they respond differently to special attacks. 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. 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. The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. 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 on attack rolls because of the shields 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 as if the shield were designed for a creature one size category larger than you.

You cant put spikes on a buckler or a tower shield. Otherwise, attacking with a spiked shield is like making a shield bash attack (see above).

MASTERCRAFT ARMOR
Just as with weapons, you can purchase or craft mastercraft versions of armor or shields. See the Mastercrafter feat for more details. GETTING INTO AND OUT OF ARMOR The time required to don armor depends on its type; see Table 6-6: Donning Armor. Don: This column tells how long it takes a character to put the armor on. (One minute is 10 rounds.) Readying (strapping on) a shield is only a move action. 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. Loosing a shield (removing it from the arm and dropping it) is only a move action. Table 6-6: Donning Armor Armor Type Don Don Hastily Remove Shield (any) 1 move action n/a 1 move action Cloth or leather armor 1 minute 5 rounds 1 minute1 1 Chain armor 4 minutes 1 minute 1 minute1 Plate armor 4 minutes2 4 minutes1 1d4+1 minutes1 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 cant help each other don armor at the same time. 2 The wearer must have help to don this armor. Without help, it can be donned only hastily.

GOODS AND SERVICES


Table 6-7: Goods and Services Adventuring Gear Item Backpack (empty) Barrel (empty) Basket (empty) Bedroll Bell Blanket, winter Block and tackle Bottle, wine, glass Bucket (empty) Caltrops Candles (10) Canvas (sq. yd.) Case, map or scroll Chain (10 ft.) Chalk, 10 pieces Chest (empty)

Cost 3 gil 3 gil 1 gil 1 gil 1 gil 1 gil 7 gil 3 gil 1 gil 1 gil 1 gil 1 gil 1 gil 45 gil 1 gil 3 gil

Weight 2 lb.1 30 lb. 1 lb. 5 lb.1 3 lb.1 5 lb. 2 lb. 2 lb. 1 lb. 1/2 lb. 2 lb. 25 lb.

Crowbar Firewood (per day) Fishhook (10) Fishing net, 25 sq. ft. Flasks (empty) (10) Flint and steel Grappling hook Hammer Ink (1 oz. vial) Inkpen (10) Jug, clay Ladder, 10-foot Lamp, common Lantern, bullseye Lantern, hooded Lock Very simple Average Good Amazing Manacles Manacles, superior Mirror, small steel Mug/Tankard, clay (10) Oil (1-pint flask) (10) Paper (sheet) Parchment (sheet) Pick, miners Pitcher, clay Piton (10) Pole, 10-foot Pot, iron Pouch, belt (empty) Ram, portable Rations, trail (per day) Rope, hempen (50 ft.) Rope, silk (50 ft.) Sack (empty) Sealing wax Sewing needle Signal whistle Signet ring Sledge Soap (per lb.) Spade or shovel Spyglass Tent Torches (10) Vial, ink or potion Waterskin

3 gil 1 gil 1 gil 6 gil 1 gil 1 gil 1 gil 1 gil 12 gil 1 gil 1 gil 1 gil 1 gil 18 gil 10 gil 30 gil 60 gil 120 gil 225 gil 23 gil 75 gil 15 gil 1 gil 1 gil 2 gil 1 gil 4 gil 1 gil 1 gil 1 gil 1 gil 1 gil 15 gil 1 gil 1 gil 15 gil 1 gil 1 gil 1 gil 1 gil 7 gil 1 gil 1 gil 3 gil 1,500 gil 15 gil 1 gil 1 gil 1 gil

5 lb. 20 lb. 5 lb. 10 lb. 4 lb. 2 lb. 9 lb. 20 lb. 1 lb. 3 lb. 2 lb. 1 lb. 1 lb. 1 lb. 1 lb. 1 lb. 2 lb. 2 lb. 1/2 lb. 10 lb. 10 lb. 10 lb. 5 lb. 5 lb. 8 lb. 10 lb. 1/2 lb.1 20 lb. 1 lb.1 10 lb. 5 lb. 1/2 lb.1 1 lb. 10 lb. 1 lb. 8 lb. 1 lb. 20 lb.1 10 lb. 1/10 lb. 4 lb.1

Whetstones (5) Tools and Skill Kits Item Alchemists lab Artisans tools Artisans tools, superior Climbers kit Disguise kit Healers kit Magnifying glass Mechanical tool kit Musical instrument, common Musical instrument, superior Scale, merchants Thieves tools Thieves tools, superior Tool, superior Clothing Item Artisans outfit Cold weather outfit Courtiers outfit Entertainers outfit Explorers outfit Monks outfit Nobles outfit Peasants outfit Royal outfit Scholars outfit Travelers outfit Food, Drink, and Lodging Item Ale Gallon Mug Banquet (per person) Bread, per loaf Cheese, hunk of Inn stay (per day) Good Common Poor Meals (per day) Good Common Poor Meat, chunk of Wine Common (pitcher) Fine (bottle)

1 gil Cost 750 gil 7 gil 83 gil 120 gil 75 gil 75 gil 150 gil 750 gil 7 gil 150 gil 3 gil 45 gil 150 gil 75 gil Cost 1 gil 12 gil 45 gil 4 gil 15 gil 7 gil 108 gil 1 gil 300 gil 7 gil 1 gil Cost 5 gil 1 gil 15 gil 1 gil 1 gil 5 gil 10 gil 2 gil 3 gil 2 gil 1 gil 1 gil 1 gil 15 gil

5 lb. Weight 40 lb. 5 lb. 5 lb. 5 lb.1 8 lb.1 1 lb. 100 lb. 3 lb.1 3 lb.1 1 lb. 1 lb. 2 lb. 1 lb. Weight 4 lb.1 7 lb.1 6 lb.1 4 lb.1 8 lb.1 2 lb.1 10 lb.1 2 lb.1 15 lb.1 6 lb.1 5 lb.1 Weight 8 lb. 1 lb. 1/2 lb. 1/2 lb. 1/2 lb. 6 lb. 1-1/2 lb.

Mounts and Related Gear Item Barding Medium creature Large creature Bit and bridle Dog, guard Dog, riding Feed (per day) Chocobo Chocobo, yellow Saddle Military Pack Riding Saddle, Exotic Military Pack Riding Saddlebags Stabling (per day) Transport Item Carriage Cart Galley Keelboat Longship Rowboat Oar Sailing ship Sled Wagon Warship Spellcasting and Services Service Coach cab Hireling, trained Hireling, untrained Messenger Road or gate toll Ships passage Spell, 1st-level Spell, 2nd-level Spell, 3rd-level Spell, 4th-level Spell, 5th-level Spell, 6th-level Spell, 7th-level Spell, 8th-level

Cost x2 x4 3 gil 38 gil 225 gil 1 gil 300 gil 30 gil 7 gil 15 gil 90 gil 22 gil 45 gil 6 gil 1 gil Cost 150 gil 22 gil 45,000 gil 4,500 gil 15,000 gil 75 gil 3 gil 15,000 gil 30 gil 52 gil 37,500 gil

Weight x1 x2 1 lb. 10 lb. 30 lb. 15 lb. 25 lb. 40 lb. 20 lb. 30 lb. 8 lb. Weight 600 lb. 200 lb. 100 lb. 10 lb. 300 lb. 400 lb.

Cost 1 gil per mile 2 gil per day 1 gil per day 1 gil per mile 1 gil 1 gil per mile Caster level x 10 gil Caster level x 20 gil Caster level x 30 gil Caster level x 40 gil Caster level x 50 gil Caster level x 60 gil Caster level x 70 gil Caster level x 80 gil

Spell, 9th-level Caster level x 90 gil 1 These items weigh one-quarter this amount when made for Small characters. Containers for Small characters also carry one-quarter the normal amount.

ADVENTURING GEAR
Few of the pieces of adventuring gear found on Table 6-7: Goods and Services are described below, along with any special benefits they confer on the user (you). Caltrops: A caltrop is a four-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2- pound bag of caltrops covers an area 5 feet square. Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it might step on one. The caltrops make an attack roll (base attack bonus +0) against the creature. For this attack, the creatures shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the caltrops succeed on the attack, the creature has stepped on one. The caltrop deals 1 point of damage, and the creatures speed is reduced by one-half because its foot is wounded. This movement penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical curing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble. Caltrops may not be effective against unusual opponents. Candle: A candle dimly illuminates a 5-foot radius and burns for 1 hour. Chain: Chain has hardness 10 and 5 hit points. It can be burst with a DC 26 Strength check. Crowbar: A crowbar it grants a +2 circumstance bonus on Strength checks made for such purposes. If used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size. Flint and Steel: Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long. Grappling Hook: Throwing a grappling hook successfully requires a Use Rope check (DC 10, +2 per 10 feet of distance thrown). Hammer: If a hammer is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a spiked gauntlet of its size. Ink: This is black ink. You can buy ink in other colors, but it costs twice as much. Jug, Clay: This basic ceramic jug is fitted with a stopper and holds 1 gallon of liquid. Lamp, Common: A lamp clearly illuminates a 15-foot radius, provides shadowy illumination out to a 30-foot radius, and burns for 6 hours on a pint of oil. You can carry a lamp in one hand. Lantern, Bullseye: A bullseye lantern provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone. It burns for 6 hours on a pint of oil. You can carry a bullseye lantern in one hand. Lantern, Hooded: A hooded lantern clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It burns for 6 hours on a pint of oil. You can carry a hooded lantern in one hand.

Lock: The DC to open a lock with the Open Lock skill depends on the locks quality: simple (DC 20), average (DC 25), good (DC 30), or superior (DC 40). Manacles and Manacles, Superior: Manacles can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for superior manacles). Breaking the manacles requires a Strength check (DC 26, or DC 28 for superior manacles). Manacles have hardness 10 and 10 hit points. Most manacles have locks; add the cost of the lock you want to the cost of the manacles. For the same cost, you can buy manacles for a Small creature. For a Large creature, manacles cost ten times the indicated amount, and for a Huge creature, one hundred times this amount. Gargantuan, Colossal, Tiny, Diminutive, and Fine creatures can be held only by specially made manacles. Oil: A pint of oil burns for 6 hours in a lantern. You can use a flask of oil as a Splash weapon. Use the rules for alchemists fire, except that it takes a full round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully. You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area. Ram, Portable: This iron-shod wooden beam gives you a +2 circumstance bonus on Strength checks made to break open a door and it allows a second person to help you without having to roll, increasing your bonus by 2. Rope, Hempen: This rope has 2 hit points and can be burst with a DC 23 Strength check. Rope, Silk: This rope has 4 hit points and can be burst with a DC 24 Strength check. It is so supple that it provides a +2 circumstance bonus on Use Rope checks. Spyglass: Objects viewed through a Spyglass are magnified to twice their size. Torch: A torch burns for 1 hour, clearly illuminating a 20-foot radius and providing shadowy illumination out to a 40- foot radius. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage. Vial: A vial holds 1 ounce of liquid. The stopper container usually is no more than 1 inch wide and 3 inches high.

TOOLS AND SKILL KITS


Alchemists Lab: An alchemists lab always has the perfect tool for making alchemical items, so it provides a +2 circumstance bonus on Craft (alchemy) checks. It has no bearing on the costs related to the Craft (alchemy) skill. Without this lab, a character with the Craft (alchemy) skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides. Artisans Tools: These special tools include the items needed to pursue any craft. Without them, you have to use improvised tools (2 penalty on Craft checks), if you can do the job at all. Artisans Tools, Superior: These tools serve the same purpose as artisans tools (above), but superior artisans tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them. Climbers Kit: This is the perfect tool for climbing and gives you a +2 circumstance bonus on Athletics checks involving climbing.

Disguise Kit: The kit is the perfect tool for disguise and provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after ten uses. Healers Kit: It is the perfect tool for healing and provides a +2 circumstance bonus on Heal checks. A healers kit is exhausted after ten uses. Magnifying Glass: This simple lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and at least a full-round action. A magnifying glass grants a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed. Mechanical Tool Kit: This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, and even power tools. Without these tools, you must improvise tools, and you take a 2 circumstance penalty on Craft (mechanical) and Repair checks. Musical Instrument, Common or Superior: A superior instrument grants a +2 circumstance bonus on Perform checks involving its use. Scale, Merchants: A scale grants a +2 circumstance bonus on Appraise checks involving items that are valued by weight, including anything made of precious metals. Thieves Tools: This kit contains the tools you need to use the Disable Device and Open Lock skills. Without these tools, you must improvise tools, and you take a 2 circumstance penalty on Disable Device and Open Locks checks. Thieves Tools, Superior: This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device and Open Lock checks. Tool, Superior: This well-made item is the perfect tool for the job. It grants a +2 circumstance bonus on a related skill check (if any). Bonuses provided by multiple superior items used toward the same skill check do not stack. CLOTHING Artisans Outfit: This outfit includes a shirt with buttons, a skirt or pants with a drawstring, shoes, and perhaps a cap or hat. It may also include a belt or a leather or cloth apron for carrying tools. Cold Weather Outfit: A cold weather outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather. Courtiers Outfit: This outfit includes fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Anyone trying to influence nobles or courtiers while wearing street dress will have a hard time of it (2 penalty on Charisma-based skill checks to influence such individuals). If you wear this outfit without jewelry (costing an additional 50 gil), you look like an out-of-place commoner. Entertainers Outfit: This set of flashy, perhaps even gaudy, clothes is for entertaining. While the outfit looks whimsical, its practical design lets you tumble, dance, walk a tightrope, or just run (if the audience turns ugly). Explorers Outfit: This is a full set of clothes for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a

leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra items you might need, such as a scarf or a wide-brimmed hat. Monks Outfit: This simple outfit includes sandals, loose breeches, and a loose shirt, and is all bound together with sashes. The outfit is designed to give you maximum mobility, and its made of high-quality fabric. You can hide small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes. Nobles Outfit: This set of clothes is designed specifically to be expensive and to show it. Precious metals and gems are worked into the clothing. To fit into the noble crowd, every would-be noble also needs a signet ring (see Adventuring Gear, above) and jewelry (worth at least 150 gil). Peasants Outfit: This set of clothes consists of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes. Royal Outfit: This is just the clothing, not the royal scepter, crown, ring, and other accoutrements. Royal clothes are ostentatious, with gems, gold, silk, and fur in abundance. Scholars Outfit: Perfect for a scholar, this outfit includes a robe, a belt, a cap, soft shoes, and possibly a cloak. Travelers Outfit: This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood. FOOD, DRINK, AND LODGING Inn: Poor accommodations at an inn amount to a place on the floor near the hearth. Common accommodations consist of a place on a raised, heated floor, the use of a blanket and a pillow. Good accommodations consist of a small, private room with one bed, some amenities, and a covered chamber pot in the corner. Meals: Poor meals might be composed of bread, baked turnips, onions, and water. Common meals might consist of bread, chicken stew, carrots, and watered-down ale or wine. Good meals might be composed of bread and pastries, beef, peas, and ale or wine. MOUNTS AND RELATED GEAR Barding, Medium Creature and Large Creature: Barding is a type of armor that covers the head, neck, chest, body, and possibly legs of a chocobo or other mounts. Barding made of chain or plate armor provides better protection than leather barding, but at the expense of speed. Barding can be made of any of the armor types found on Table 6-5: Armor and Shields. Base Speed Barding (40 ft.) (50 ft.) (60 ft.) Chain 30 ft. 35 ft. 40 ft. Plate 30 ft.1 35 ft.1 40 ft.1 1 A mount wearing plate armor moves at only triple its normal speed when running instead of quadruple. Armor for a chocobo (a Large nonhumanoid creature) costs four times as much as armor for a hume (a Medium humanoid creature) and also weighs twice as much as the armor found on Table: Armor and Shields (see Armor for Unusual Creatures). If the barding is for any other Medium mount, the cost is only double, and the weight is the same as for Medium armor worn by a humanoid. Chain or plate barding slows a mount that wears it, as shown on the table below. Flying mounts cant fly in chain or plate barding. Removing and fitting barding takes

five times as long as the figures given on Table 6-6: Donning Armor. A barded animal cannot be used to carry any load other than the rider and normal saddlebags. Dog, Riding: This Medium dog is specially trained to carry a Small humanoid rider. It is brave in combat like a warhorse. You take no damage when you fall from a riding dog. Feed: Chocobos can graze to sustain themselves, but providing feed for them is much better. If you have a riding dog, you have to feed it at least some meat. Chocobo: A chocobo is suitable as a mount for any race. Saddle, Exotic: An exotic saddle is like a normal saddle of the same sort except that it is designed for an unusual mount. Exotic saddles come in military, pack, and riding styles. Saddle, Military: A military saddle braces the rider, providing a +2 circumstance bonus on Ride checks related to staying in the saddle. If youre knocked unconscious while in a military saddle, you have a 75% chance to stay in the saddle (compared to 50% for a riding saddle). Saddle, Pack: A pack saddle holds gear and supplies, but not a rider. It holds as much gear as the mount can carry. Saddle, Riding: The standard riding saddle supports a rider. TRANSPORT Carriage: This four-wheeled vehicle can Transport as many as four people within an enclosed cab, plus two drivers. In general, two horses (or other beasts of burden) draw it. A carriage comes with the harness needed to pull it. Cart: This two-wheeled vehicle can be drawn by a single horse (or other beast of burden). It comes with a harness. Galley: This three-masted ship has seventy oars on either side and requires a total crew of 200. A galley is 130 feet long and 20 feet wide, and it can carry 150 tons of cargo or 250 soldiers. For 12,000 gil more, it can be fitted with a ram and castles with firing platforms fore, aft, and amidships. This ship cannot make sea voyages and sticks to the coast. It moves about 4 miles per hour when being rowed or under sail. Keelboat: This 50- to 75-foot-long ship is 15 to 20 feet wide and has a few oars to supplement its single mast with a square sail. It has a crew of eight to fifteen and can carry 40 to 50 tons of cargo or 100 soldiers. It can make sea voyages, as well as sail down rivers (thanks to its flat bottom). It moves about 1 mile per hour. Longship: This 75-foot-long ship with forty oars requires a total crew of 50. It has a single mast and a square sail, and it can carry 50 tons of cargo or 120 soldiers. A longship can make sea voyages. It moves about 3 miles per hour when being rowed or under sail. Rowboat: This 8- to 12-foot-long boat holds two or three Medium passengers. It moves about 1-1/2 miles per hour. Sailing Ship: This larger, seaworthy ship is 75 to 90 feet long and 20 feet wide and has a crew of 20. It can carry 150 tons of cargo. It has square sails on its two masts and can make sea voyages. It moves about 2 miles per hour.

Sled: This is a wagon on runners for moving through snow and over ice. In general, two horses (or other beasts of burden) draw it. A sled comes with the harness needed to pull it. Wagon: This is a four-wheeled, open vehicle for Transporting heavy loads. In general, two horses (or other beasts of burden) draw it. A wagon comes with the harness needed to pull it. Warship: This 100-foot-long ship has a single mast, although oars can also propel it. It has a crew of 60 to 80 rowers. This ship can carry 160 soldiers, but not for long distances, since there isnt room for supplies to support that many people. The warship cannot make sea voyages and sticks to the coast. It is not used for cargo. It moves about 2-1/2 miles per hour when being rowed or under sail. SPELLCASTING AND SERVICES Sometimes the best solution for a problem is to hire someone else to take care of it. Coach Cab: The price given is for a ride in a coach that Transports people (and light cargo) between towns. For a ride in a cab that Transports passengers within a city, 1 copper piece usually takes you anywhere you need to go. Hireling, Trained: The amount given is the typical daily wage for mercenary warriors, masons, craftsmen, scribes, teamsters, and other trained hirelings. This value represents a minimum wage; many such hirelings require significantly higher pay. Hireling, Untrained: The amount shown is the typical daily wage for laborers, porters, cooks, maids, and other menial workers. Messenger: This entry includes horse-riding messengers and runners. Those willing to carry a message to a place they were going anyway may ask for only half the indicated amount. Road or Gate Toll: A toll is sometimes charged to cross a well-trodden, well-kept, and well-guarded road to pay for patrols on it and for its upkeep. Occasionally, a large walled city charges a toll to enter or exit (or sometimes just to enter). Ships Passage: Most ships do not specialize in passengers, but many have the capability to take a few along when transporting cargo. Double the given cost for creatures larger than Medium or creatures that are otherwise difficult to bring aboard a ship. Spell: The indicated amount is how much it costs to get a spellcaster to cast a spell for you. This cost assumes that you can go to the spellcaster and have the spell cast at his or her convenience (generally at least 24 hours later, so that the spellcaster has time to prepare). If you want to bring the spellcaster somewhere to cast a spell you need to negotiate with him or her, and the default answer is no. In addition, not every town or village has a spellcaster of sufficient level to cast any spell. In general, you must travel to a small town (or larger settlement) to be reasonably assured of finding a spellcaster capable of casting 1st-level spells, a large town for 2nd-level spells, a small city for 3rd- or 4th-level spells, a large city for 5th- or 6th-level spells, and a metropolis for 7thor 8th-level spells. Even a metropolis isnt guaranteed to have a local spellcaster able to cast 9th-level spells.

CHAPTER 7: PRESTIGE CLASSES


This chapter presents a host of prestige classes geared towards the Final Fantasy d20 setting. These prestige classes arent simply for one class. Many of these classes incorporate aspects of other classes in their requirements and class abilities, and more than a few should appeal to characters of any class.

PICKING A PRESTIGE CLASS


If youre looking for a prestige classeither for your current player character or as an NPC for a campaign youre runningreview the descriptions of each prestige class in this chapter before choosing one. Also review the prestige classs requirements.

Arithmetician
It is said that no amount of scholars can pinpoint what pushes magic to flow. Gods? Ancient dragons? The spirit? Arithmetician believe that it can be broken down to simple mathematical equations. With them, they are able to manipulate magic to the situation that it is needed. Only after years of study is it easy enough to break down and figure it out on the fly. Being this way makes a person very precise and articulate in everything they do. Hit Die: d4. Requirements To qualify to become an arithmetician, a character must fulfill all the following criteria. Skills: Knowledge (Math) 10 ranks. Spells: Able to cast 2nd-level black mage spells and 2nd-level white mage spells. Class Skills The arithmetician's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (any) (Int), Profession (Wis), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier.

Table 7-1: The Arithmetician Base Fort Reflex Level Attack Save Save Bonus 1st +0 +2 +2 2nd 3rd 4th 5th 6th 7th +1 +3 +3

Will Save +0 +0

Special Limit Break, Arithmetic, Magical Theorem, Mathematical Casting Magical Theorem, +1 level to existing black magic spell-casting class/+1 level to existing white magic spell-casting class Magical Theorem, +1 level to existing black magic spell-casting class/+1 level to existing white magic spell-casting class Magical Theorem Magical Theorem, Cup of Life, +1 level to existing black magic spell-casting class/+1 level to existing white magic spell-casting class Magical Theorem, +1 level to existing black magic spell-casting class/+1 level to existing white magic spell-casting class Magical Theorem

+1

+3

+3

+1

+2 +2

+4 +4

+4 +4

+1 +1

+3

+5

+5

+2

+3

+5

+5

+2

8th 9th 10th

+4

+6

+6

+2

+4

+6

+6

+3

+5

+7

+7

+3

Magical Theorem, +1 level to existing black magic spell-casting class/+1 level to existing white magic spell-casting class Magical Theorem, +1 level to existing black magic spell-casting class/+1 level to existing white magic spell-casting class Magical Theorem, Soul Bind, +1 level to existing black magic spell-casting class/+1 level to existing white magic spell-casting class

Class Features All of the following are class features of the arithmetician prestige class. Weapon and Armor Proficiency: Arithmeticians gain no proficiency with any weapons or armor. MP per Day / Spells Known: At each level except 1st, 4th and 7th, an arithmetician gains MP per day and spells known as if she had also gained a level in a black magic spell-casting class and white magic spell-casting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of this class would have gained. If she had more than one black magic spell-casting class or more than one white magic spell-casting class before becoming an arithmetician, she must decide to which class to add each level of arithmetician for the purpose of determining MP per day and spells known. Limit Break (Su): At 1st level, the arithmetician receives the Limit Break (Analytical Perfection). Analytical Perfection (Su): This Limit Break allows the arithmetician to use her mathematical casting ability to perfection. She is able to ignore the caster level penalty and use any Situation/Number without including allies or herself in her casting for a duration of 1 round + 1 round per two arithmetician class levels. Mathematical Casting (Su): Mathematics is the fundament by which the arithmetician quantifies everything including magic. By accepting a -1 caster level penalty, the arithmetician can alter her spell with an Equation. This is a free action that does not provoke an attack of opportunity. MP Cost remains the same. The arithmetician gains one "Situation" at 1st level and every other level thereafter to a maximum of 5. Situations are combat based scenarios that will make a creature vulnerable to the arithmetician's spell. A Situation can be anything that has a number that all beings in the combat have a chance of having.. Some examples are [Initiative, Strength Score, Base Attack Bonus or even Number of Limbs]. No matter what the choice, it must be something that every person in combat would potentially have a number for. Also at 1st level and every other level thereafter, the arithmetician gains a new "Number". She must choose one of the following: Three Four Five Any Prime Number These will select the targets of the arithmetician's mathematically altered spell. By selecting one Situation she knows and one Number she knows, the spell the arithmetician now casts affects everyone (Ally, Enemy or Herself) that has that Situation at a number divisible by the number she has chosen. Example: Haduk the Arithmetician wants to heal everyone in his party quickly. He selects "Hit Point Total"

from his Situations Known and selects 4 as his Number. He then casts Cure II. All his allies, who each have 12, 24, and 36 Hit Points remaining, are healed by the spell. Unfortunately for Haduk, the boss-level monster they had been fighting had 88 hit points left, and has also been healed. Had Haduk chosen 3 instead of 4, he would have healed all his allies, and none of the enemies. Arithmetic (Ex): At 1st level, an arithmetician can solve any mathematical equations almost instantly. She gains the ability to solve any mathematical problem as a free action. In addition, her analytical mind quickly accesses situations, allowing her to act while others are still debating the appropriate courses of action. The Arithmetician may add her Intelligence modifier in addition to her Dexterity modifier to her initiative rolls. This stacks with the Improved Initiative feat. Magical Theorem (Su): Each time this ability is gained, the arithmetician learns how to apply one type of mathematics to her spells. Magical theorems are divided into five disciplines (Algebra, Geometry, Calculus, Topology, and Statistics). The first magical theorem in each discipline may be learned by any arithmetician, but subsequent theorems may only be learned once the preceding theorems in the discipline have been mastered. Algebra Subtraction: The arithmetician simply subtracts energy from the sum total of what is required to alter her spells. When applying a metamagic feat to a spell she casts, she subtracts 1 MP the metamagic feat imposes upon the spell (which also reduces the spell level of the spell) to a minimum of 1. Addition: The arithmetician adds additional energy to her spells, rendering them more effective. She adds one to each dice of variable numbers in the spells description. Thus, a Fire II spell that deals 2d6+4 damage now deals 2d6+6 damage when cast by an arithmetician with this theorem, and a Disable spell that inflicts Disable status on a creature for 1d6 rounds now lasts for 1d6+1 rounds. Equation: By mastering algebra, the arithmetician gains the ability to link two creatures together in an equation. As a standard action, she may designate two creatures, who each receive a Will save (DC 10 + the arithmeticians class level + her Intelligence modifier). If both creatures fail their saving throw, they are linked together for one round per class level the arithmetician possesses. If one of the linked creatures takes damage, loses hit points, heals damage, or suffers a status effect, the other creature is affected as well, suffering the same effects, taking the same amount of damage, or healing the same amount of hit points. If one of the linked creatures dies, the remaining creature must immediately succeed at a Fortitude save against this abilitys DC or die. If one of the creatures is immune to a form of damage or a status effect, both creatures are immune. Geometry Euclidian Space: The arithmetician gains a better understanding of distances and spacial relations. She adds 5 feet for every two levels of the arithmetician class she possesses to the range of each of her spells. Riemann Manifolds: The arithmeticians understanding of geometry is such that she is able to curve her spells around obstacles. When casting any spell requiring a ranged touch attack, the Arithmetician can ignore any benefit the target gains from cover, and never risks harming an ally in melee or grappling with a target. Lobachevskian Dimensions: The arithmetician understands the curvature of the multi-verse and can warp it, allowing her to reach her target from safety. She may cast any of her Touch range spells as if they had a range of Close, though doing so requires a ranged touch attack rather than a melee touch attack. Calculus

Integrals: The arithmetician can integrate her spells, making them more cohesive and difficult to break down. The DC to dispel an arithmeticians spells increases by +4. Derivatives: The arithmetician can differentiate her spells, allowing them to function in non-continuous units of time. After a spell is cast, the arithmetician can choose to differentiate her spell as a move action, causing the spell to become suspended. She may recall her spell as a move action, at which point it continues from the point at which it had been differentiated. The arithmetician may differentiate each spell only once. Time Variance: The arithmetician understands how time functions and can break down spells cast upon her. The arithmetician can halve or increase by half the duration of any spells cast upon her as an immediate action. Topology Manifolds: The arithmetician can create complex figures by combining copies of similar figures. When determining the area of any shapeable spell, the arithmetician increases the area by one half (+50%). Homomorphism: The arithmetician learns how to transform variables from one set to another set while still preserving the values of the original. She may alter any area-affecting spell she casts so that it affects an area different from its normal area, as selected from the following list: Cylinder (10-foot radius, 30 feet high), Cone (40 feet long), Cubes (four 10-foot cubes), or a sphere (20-foot radius spread). The spell works otherwise normally in all respects. Knot Theory: The arithmetician understands mathematical knots, allowing her to twist, tangle, and shape her area effect spells. The arithmetician can alter any of her area effect spells so that they exclude any square or squares within their area of effect, as determined by her. Statistics Above Average: The arithmetician learns to skew the law of averages, and may take 11 on any action on which she would normally be able to take 10. In addition, she may choose to take 11 on caster level checks, including dispel checks and checks made to overcome spell resistance. Eschew Dice: Whenever the arithmetician casts a spell with variable effects, she may choose to take the average on each dice instead of rolling. Die d3 d4 d6 d8 d10 d12 Average 2 3 4 5 6 7

Outliers: The arithmetician learns that occasional values are created which exist beyond the accepted ranged of results, and manipulates such values to her benefit. Once per day per arithmetician class level, the arithmetician gains +20 on a single skill check or caster level check she makes. Cup of Life (Su): At 5th level, the arithmetician can make sure that nothing in the equation goes to waste. Whenever an arithmetician casts a spell that heals damage, if it puts himself or an ally over their max, the

remaining HP is given to the next closest ally, within 30 feet, that isn't at full HP. If they have extra HP, it keeps passing until there is nothing left. Soul Bind (Su): At 10th level, the arithmetician begin to understand that even the human body can be broken down in equations and slightly altered. Whenever she takes physical damage, if it is a multiple of the 'Number', as an immediate action, she is healed for half (rounded down) of the damage while the attacker takes that much damage.

Azure Magister
Superior in the knowledge of creatures, Blue Mages often find themselves fascinated with the creatures they studied. They take it a step further and begin assuming the forms of creatures they have mastered. The results are the prestigious Azure Magisters. Hit Die: d6. Requirements To qualify to become an azure magister, a character must fulfill all the following criteria. Skills: Must have at least 3 Knowledge skills at 8 ranks or more. Spells: Able to cast 3rd-level blue magic spells. Class Skills The azure magister's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Beast Lore) (Int), Profession (Wis), and Spellcraft (Int). Skill Points at Each Level: 4 + Int modifier. Table 7-2: The Azure Magister Base Fort Reflex Level Attack Save Save Bonus 1st +0 +2 +0 nd 2 +1 +3 +0 3rd 4th 5th 6th 7th 8th 9th 10th +2 +3 +3 +4 +5 +6 +6 +7 +3 +4 +4 +5 +5 +6 +6 +7 +1 +1 +1 +2 +2 +2 +3 +3

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Special Limit Break, Transformation Shifters speech, +1 level to existing spell-casting class Morphic Healing, +1 level to existing spell-casting class Fast Transformation, +1 level to existing spell-casting class Morphic Reach Extraordinary Transformation, +1 level to existing spell-casting class Morphic Body, +1 level to existing spellcasting class Flash Transformation, +1 level to existing spell-casting class Morphic Immunities, +1 level to existing spell-casting class Superior Transformation

Class Features All of the following are class features of the azure magister prestige class. Weapon and Armor Proficiency: Azure magisters gain no proficiency with any weapon or armor.

MP per Day / Spells Known: At each level except 1st, 5th and 10th, an azure magister gains MP per day and spells known as if she had also gained a level in a spell-casting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of this class would have gained. If she had more than one spell-casting class before becoming an azure magister, she must decide to which class to add each level for the purpose of determining MP per day and spells known. Limit Break (Su): At 1st level, the azure magister receives the Limit Break (Perfect Transformation). Perfect Transformation (Su): This Limit Break perfects the Azure Magisters transformation. All physical stats (Strength, Dexterity, and Constitution) and physical qualities (Armor Class, Saving Throws, Attack/Damage, and Initiative) receives a +1 bonus + an additional +1 bonus per two azure magister class levels that lasts for a duration of 1 round + 1 round per two azure magister class levels. Furthermore, the Azure Magisters hit point total is maximized for the duration of the Limit Break. Transformation (Su): At 1st level, an azure magister can assume a form of a creature she has studied through use of her Knowledge (Beast Lore) skill. To transform, the azure magister must make a Knowledge (Beast Lore) skill check (DC 10 + HD of the creature) to transform into a creature she has personally seen and must spend MP depending on its size. 1 MP for Small or smaller size creatures, 3 MP for Medium-sized creatures, 5 MP for Large sized creatures, and 7 MP for Huge sized creatures. An azure magister cannot transform into any creature larger than Huge size. The assumed form cant have more Hit Dice than 3 times your azure magister prestige class level. Changing form is a standard action and doesnt provoke an attack of opportunity. The azure magister gains the Strength, Dexterity, and Constitution scores of the new form but retains her own Intelligence, Wisdom, and Charisma scores. She also gains all extraordinary special attacks possessed by the form (such as constrict, improved grab, and poison) but does not gain the extraordinary special qualities possessed by the new form (such as blindsense, fast healing, regeneration, and scent) or any supernatural or spell-like abilities. Shifters Speech (Ex): At 2nd level, an azure magister gains the ability to speak normally (including spells) regardless of the form she takes. Furthermore, she can communicate with other creatures of the same kind while in transformation, as long as such creatures are normally capable of communicating with each other using natural methods. Morphic Healing (Ex): Beginning at 3rd level, an azure magister becomes able to change her form where wounds disappear, creating smooth skin where once were wounds. The azure magister gains fast healing 2, and if she spends a full-round action and succeeds on a Concentration check (DC equal to the total damage she has sustained), she heals 10 points of damage. Fast Transformation (Su): Starting at 4th level, an azure magister can use her transformation ability as a move action, rather than as a standard action. Morphic Reach (Ex): An azure magister of 5th level or higher can suddenly stretch her limbs, neck, or other appendages outward, giving her 5 more feet of reach than the creature emulated. Unlike most creatures, azure magisters dont appear to have a longer reach until they actually use it. Extraordinary Transformation (Su): Starting at 6th level, an azure magister gains the extraordinary special qualities of any form she assumes with transformation. Morphic Body (Ex): At 7th level and higher, an azure magister can use her precise knowledge and control over her form to make herself stronger and heartier. She gains +4 to Strength and +4 to Constitution whenever she transforms into a creature.

Flash Transformation (Su): At 8th level, an azure magister can use her transformation ability as a swift action, rather than as a move action. Morphic Immunities (Ex): At 9th level, an azure magister is adept at distributing her forms vital organs around her body to keep them safe from harm. Azure magisters are immune to stunning and critical hits while assuming a form. Superior Transformation (Su): At 10th level, the azure magister has reached the pinnacle of knowledge of transformation. As a move action and spending MP as if she was transforming, she may change an ability, physical stat, extraordinary/supernatural ability, elemental strength/weakness, or physical appendage with another creature form she is familiar. She may also remove any elemental weakness or negative special quality. She must make the Knowledge (Beast Lore) skill check (DC 10 + HD of the creature) to succeed. The azure magister may only change one aspect of her form a round.

Berserker
Rage rests within the heart of all people, but for some, its like some barely contained beast ready to tear its way out. For many, this frenzy allows them to face even the most dangerous of foes and survive. Their innate ability to hold on to this energy and ride it through the waves of battle has made them a feared and respected force. Yet some descend even deeper in this berserk state, harnessing it as often as they can, fighting on without care for themselves and showing no mercy to those in their paths. These are the berserkers. Hit Die: d10. Requirements To qualify to become a berserker, a character must fulfill all the following criteria. Alignment: Any nonlawful. Base Attack Bonus: +6. Feats: Cleave, Power Attack. Special: Ability to Berserk (Fighter ability). Class Skills The berserker's class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Craft (Int), Intimidate (Cha), Perception (Wis), and Survival (Wis). Skill Points at Each Level: 4 + Int modifier. Table 7-3: The Berserker Base Fort Ref Level Attack Save Save Bonus st 1 +1 +2 +0 2nd +2 +3 +0 rd 3 +3 +3 +1 4th +4 +4 +1 th 5 +5 +4 +1 6th +6 +5 +2 th 7 +7 +5 +2 th 8 +8 +6 +2 9th +9 +6 +3 th 10 +10 +7 +3 Class Features

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Special Frenzy, Rage, Limit Break Ferocity Rage Supreme Cleave Rage Deathless Frenzy Rage Greater Frenzy Rage Tireless Frenzy

All of the following are class features of the berserker prestige class. Weapon and Armor Proficiency: Berserkers are proficient with all simple and martial weapons, cloth, and leather armor but no shields. Limit Break (Su): At 1st level, the berserker receives a Limit Break (The Unstoppable Force). The Unstoppable Force (Su): This Limit Break imbues the berserker with phenomenal strength and destructive power. For the duration of 1 round + 1 round per two berserker class levels, all bonuses from berserk, frenzy, and from any rage abilities are doubled. After the frenzy ends, all penalties and temporary ability damage are also doubled as well as nonlethal damage. Frenzy (Ex): A berserker can enter a frenzy during combat. While frenzied, he gains a +6 bonus to Strength and, if he makes a full attack action, gains a single extra attack each round at his highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, he also takes a 4 penalty to Armor Class and takes 2 points of nonlethal damage per round. Starting at 1st level, a berserker can frenzy for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can frenzy for 2 additional rounds. To end the frenzy before its duration expires, the character may attempt a DC 20 Will save once per round as a free action. Success ends the frenzy immediately; failure means it continues. The effects of frenzy stack with those from any berserk ability the character may have. The character can enter a frenzy as a free action. Even though this takes no time, he can do it only during her turn, not in response to anothers action. In addition, if he takes damage from an attack, spell, trap, or any other source, he automatically enters a frenzy at the start of his next action, as long as he still has at least one round of usage of the ability left. To avoid entering a frenzy in response to a provoking effect, the character must make a successful Will save (DC 10 + points of damage taken since his last action) at the start of his next turn. While frenzied, the character cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Acrobatics, Athletics, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a materia), or spell completion to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. During a frenzy, the berserker must attack those he perceives as foes to the best of his ability. Should he run out of enemies before his frenzy expires, his rampage continues. He must then attack the nearest creature (determine randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the targets or his own). When a frenzy ends, the berserker is fatigued (2 penalty to Strength and Dexterity, unable to charge or run) for the duration of the encounter. If the character is still under the effect of a berserk ability, the fatigued condition does not apply until the berserk endsat which point the character is exhausted, not merely fatigued. Rage (Ex): Berserkers learn to harness their frenzy to be become unstoppable killing machines. Starting at 1st level and every other level thereafter, the berserker may choose to learn one of the following special abilities. Rancor (Ex): A berserker is in a constant state of readiness, able to burst into a bloody frenzy at a moments notice. The rancor ability further extends the power of the normal frenzy ability. A berserker with rancor who frenzies gains one additional attack per round and an additional +2 bonus to Strength. The additional attack is at the berserkers base attack bonus -5. The berserker also suffers an additional -4 penalty to AC on top of that already in place due to the normal use of frenzy. A berserker has no choice in using rancor. If the berserker frenzies, this special ability automatically comes into effect. Ronsos Grip (Ex): The berserker has learned how to wield larger weapons in a single hand. He can wield two-handed melee weapons as if they were one-handed melee weapons, and wield one-handed melee weapons as if they were light weapons.

Burst of Speed (Ex): When charging, the berserker can move an additional +5 feet (1 square) for every level of berserker. For each additional 5 feet a berserker moves while charging, he adds an additional +2 on the damage roll of his first attack if it is successful. Each time a berserker uses burst of speed, he suffers 1d4 points of Dexterity damage. The damage only takes effect once frenzy has ended. Fury (Ex): Now the embodiment of unfettered frenzy, the berserker can lay to waste anything around. While frenzying, and only while frenzying, the berserker can attack anything close to him. This ability functions the same as the Whirlwind Attack feat, but with the following exceptions. Each time a berserker uses fury, he suffers 1d4 points of Constitution damage. This damage only takes effect once the frenzy has ended. Surge (Ex): The berserkers ability to wade headfirst into combat reaches new levels of destruction and mayhem. As a full attack action, the berserker must move in a straight line at his full movement, attacking anything within reach (friend or foe) along that path. During a surge, he must attack up to a number of targets equal to his berserker level. He may not attack a target more than once during a surge. Each time a berserker uses surge, he suffers 1d4 points of Strength damage. This damage only takes effect once the frenzy has ended. Ferocity (Ex): At 2nd level and above, a berserker is such a tenacious combatant that he continues to fight without penalty even while disabled or dying. Supreme Cleave: At 4th level and higher, a berserker can take a 5-foot step between attacks when using the Cleave or Great Cleave feat. He is still limited to one such adjustment per round, so he cannot use this ability during a round in which he has already taken a 5-foot step. Deathless Frenzy (Ex): At 6th level and higher, a berserker can scorn death and unconsciousness while in a frenzy. As long as his frenzy continues, even if reduced to 10 hit points or less, he continues to fight normally until his frenzy ends. At that point, the effects of his wounds apply normally if they have not been healed. This ability does not prevent death from massive damage or from spell effects. Greater Frenzy (Ex): Starting at 8th level, the berserkers bonus to Strength during a frenzy becomes +10 instead of +6. Tireless Frenzy: A 10th-level berserker no longer becomes fatigued after a frenzy, though he still takes the nonlethal damage for each round it lasts.

Chemist
Chemists main function is to create items to heal, cure, and even sometimes damage opponents. They have the ability to throw items to their allies with great accuracy. Hit Die: d6. Requirements To qualify to become a chemist, a character must fulfill all the following criteria. Base Attack Bonus: +3. Skills: Craft (alchemy) 10 ranks. Feats: Craft Alchemical Item.

Class Skills
The chemists class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (alchemy) (Int), Heal (Wis), Knowledge (all skills, taken individually) (Int), Perception (Wis), Profession (Wis), and Survival (Wis). Skill Points at Each Additional Level: 4 + Int modifier.

Table 7-4: The Chemist Base Fort Level Attack Save Bonus 1st +0 +2 2nd 3rd 4th 5th 6th 7th 8th 9th 10th +1 +2 +3 +3 +4 +5 +6 +6 +7 +3 +3 +4 +4 +5 +5 +6 +6 +7

Reflex Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Special Throw Potion (15 ft.), Improved Quaff Potion, Limit Break Mix Potion Double Potion Usage Bonus Feat, Throw Potion (30 ft.) Improved Craft Alchemical Item Quaff Potion Mastery Throw Potion (45 ft.) Bonus Feat, Auto-Potion Triple Potion Usage Craft Alchemical Item Mastery, Throw Potion (60 ft.)

Class Features All of the following are class features of the chemist prestige class. Weapon and Armor Proficiency: Chemists are proficient with all simple weapons, plus light hammer, throwing axe, and hand crossbow. Chemists are proficient with cloth and leather armor, but not with any type of shields. Limit Break (Su): At 1st level, the chemist receives a Limit Break (Mega-Potion). Mega-Potion (Su): This Limit Break transforms a single potion into a very potent version. All variable, numeric effects are maximized and doubled. Throw Potion (Ex): Starting at 1st level, a chemist can throw potions to allies within 15 feet. This improves by an additional 15 feet for 3 levels afterwards to a maximum of 60 feet. The chemist must hit his allys touch attack AC and the recipient must make a Reflex save (DC = 10 + 1 per 15 feet away from the chemist, rounded up). The recipient must have a hand free to catch the potion. If the recipient is adjacent to an enemy, he provokes an attack of opportunity. If the chemist has multiple attacks, he can throw up to that many potions as a full-attack action. Improved Quaff Potion (Ex): Also at 1st level, the chemist has improved his ability to quaff potions quickly. He can quaff a potion as a move action instead of a standard action. Chemists are still limited to quaffing 1 potion a round. Mix Potion (Ex): At 2nd level, as a full-round action, a chemist can mix two potions together for a dual effect. The chemist must make a Craft (alchemy) skill check (DC 20) or both potions are ruined. Double Potion Usage (Ex): At 3rd level, the chemist can make a standard action to quaff two potions in a single round. The limitation to quaffing potions increases by 1. Bonus Feats: At 4th and 8th level, a chemist gains a bonus feat. The chemist must still meet all prerequisites for a bonus feat.

Improved Craft Alchemical Item (Ex): At 5th level, the chemists Craft Alchemical Item feat improves with experience. All Gil cost are reduced by one-quarter and all Exp cost are reduced by one-half, rounded down, when creating alchemical items. Quaff Potion Mastery (Ex): At 6th level, the chemists ability to quaff potions becomes mastered. He can quaff a potion as a swift action instead of a move action. The chemist also doesnt provoke an attack of opportunity anymore. Chemists are still limited to quaffing 2 potions a round. Auto-Potion (Ex): At 8th level, the chemist can take an immediate action upon getting hit by melee or spells to quaff a potion. He must have a free hand to do so. He can only use this ability once a round. Chemists are still limited to quaffing 2 potions a round. Triple Potion Usage (Ex): At 9th level, the chemist can make a full-round action to quaff three potions in a single round. The limitation to quaffing potions increases by 1. Craft Alchemical Item Mastery (Ex): At 10th level, the chemists Craft Alchemical Item feat becomes mastered. All Gil cost are reduced by one-half and all Exp cost are reduced by 3/4th, rounded down, when creating alchemical items.

Chocobo Knight
Representing the ultimate in mounted warfare, the Chocobo Knight is the quintessential knight in shining armor. The charge of the chocobo knight is among the most devastating offensive weapons any culture can hope to field. Combined with the ferociousness of his Chocobo mount, the Chocobo Knight is a sight to be seen. Hit Die: d10. Requirements To qualify to become a chocobo knight, a character must fulfill all the following criteria. Base Attack Bonus: +6. Skills: Handle Animal 7 ranks, Ride 7 ranks. Feats: Mounted Combat, Spirited Charge. Class Skills The chocobo knight's class skills (and the key ability for each skill) are Athletics (Str), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Int), and Ride (Dex). Skill Points at Each Level: 2 + Int modifier. Table 7-5: The Chocobo Knight Base Fort Ref Will Level Attack Save Save Save Bonus 1st +1 +2 +0 +2 2nd 3rd 4th 5th 6th 7th 8th +2 +3 +4 +5 +6 +7 +8 +3 +3 +4 +4 +5 +5 +6 +0 +1 +1 +1 +2 +2 +2 +3 +3 +4 +4 +5 +5 +6

Special Special Chocobo Mount, Mounted Weapon Bonus +1, Improved Mounted Combat +2, Limit Break Deadly Charge (1/day), Mounted Expertise Green Chocobo Upgrade, Burst of Speed Deadly Charge (2/day), Improved Mounted Combat +4, Mounted Weapon Bonus +2 Blue Chocobo Upgrade Deadly Charge (3/day), Full Mounted Attack Black Chocobo Upgrade, Improved Mounted Combat +6, Mounted Weapon Bonus +3 Deadly Charge (4/day), Superior Mounted Combat

9th 10th

+9 +10

+6 +7

+3 +3

+6 +7

Gold Chocobo Upgrade, Improved Mounted Combat +8 Unstoppable Charge (5/day), Mounted Weapon Bonus +4

Class Features All of the following are class features of the chocobo knight prestige class. Weapon and Armor Proficiency: Chocobo Knights are proficient with all simple and martial weapons, all types of armor (cloth, leather, chain, and plate), and shields. Limit Break (Su): At 1st level, the chocobo knight receives a Limit Break (Fight as One). Fight as One (Su): This Limit Break allows the chocobo knight and his mount to fight as if they were one mind and one body. They both receive a +2 morale bonus on Attack rolls, Saving Throws, and Skill checks + an additional +2 bonus per two chocobo knight class levels. The mount can full-attack after a charge. This lasts for a duration of 1 round + 1 round per two chocobo knight class levels. Special Chocobo Mount (Su): The chocobo knight's chocobo mount is superior to a normal chocobo of its kind and has special powers, as described below. The standard mount for a chocobo knight is a Yellow Chocobo. A chocobo knight's mount is treated as a magical beast, not an animal, for the purposes of all effects that depend on its type (though it retains an animal's HD, base attack bonus, saves, skill points, and feats). Class Level 12 34 56 78 9 10 Bonus HD +2 +4 +6 +8 Natural Str/Con Armor Adj. Adj. +2 +4 +6 +8 +10 +0 +1 +2 +3 +4

Special Extra Trick, Empathic Link, Share Saving Throws, Improved Natural Attacks Extra Trick, Improved Speed (+20 ft.) Extra Trick, Improved Evasion, Immunities Extra Trick, Improved Speed (+40 ft.), Spell Resistance Extra Trick, Blood Bond

Class Level: The chocobo knights levels in the prestige class. If a special chocobo mount would lose a level for some reason, treat it as the mount of a chocobo knight of an appropriately lower level. The special chocobo mounts base attack bonus is equal to that of a fighter of a level equal to the chocobos total hit dice. Bonus HD: Extra ten-sided (d10) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mounts base attack and base save bonuses. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the creatures HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monsters Hit Dice. Natural Armor Adj.: The number on the table is an improvement to the mounts existing natural armor bonus. It represents the preternatural toughness of a chocobo knights mount. Str/Con Adj.: Add this figure to the mounts Strength and Constitution score.

Extra Tricks: The special chocobo mount may learn one trick per two chocobo knight levels for free, without the need for a Handle Animal skill check. Empathic Link (Su): The chocobo knight has an empathic link with her mount out to a distance of up to 1 mile. The chocobo knight cannot see through the mounts eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from humes, so misunderstandings are always possible. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails. Improved Natural Attacks: The damage dealt by the mount's natural attacks increases by one step. Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the chocobo knights, whichever is higher. The mount applies its own ability modifiers to saves, and it doesnt share any other bonuses on saves that the master might have (such as from magic items or feats). Improved Speed (Ex): The mounts speed increases by 20 feet and increases another 20 feet at 7th level of the chocobo knight class. If the mount has fly speed, it increases by half of the Improved Speed ability. Immunities (Su): The mount is immune to disable, immobilize, sleep, charms, and compulsions. Spell Resistance (Ex): A mounts spell resistance equals its masters character level + 10. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mounts spell resistance. Blood Bond (Ex): After a chocobo knight has achieved 9th level, the bond between him and his special chocobo mount grows so strong that the special chocobo mount gains a +2 bonus on all attack rolls, checks and saves if it witnesses the chocobo knight being threatened or harmed. This bonus lasts as long as the threat is immediate and apparent. Mounted Weapon Bonus (Ex): A chocobo knight gains a competence bonus on his attack roll when using any weapon while mounted. This bonus starts out at +1 at 1st level and increases by +1 every three levels thereafter. Improved Mounted Combat (Ex): At 1st level, a chocobo knight's skill at mounted combat improves, enabling him to better protect his mount. This ability works as the Mounted Combat feat, except that the chocobo knight's Ride check receives a competence bonus. This bonus starts out at +2 and improves to +4 at 4th level, +6 at 7th level, and +8 at 9th level. Deadly Charge (Ex): When mounted and using the charge action, a chocobo knight of 2nd level or higher may declare a 'deadly charge' before making his attack roll (thus, a failed attack ruins the attempt). If he hits, he deals triple maximum base damage with a melee weapon (only the weapon's damage is tripled). This ability does not stack with the benefit of the Spirited Charge feat. Mounted Expertise (Ex): A chocobo knight of 2nd level or higher is highly skilled at fighting while riding his special chocobo mount. Before making any rolls when using the attack action or the full attack action while mounted on his special chocobo mount in melee, a chocobo knight may shift points between his attack rolls and his Armor Class. A penalty subtracted from an attack roll applies as a dodge bonus to his AC; a penalty subtracted from Armor Class applies as a bonus on all attack rolls for that round. The points adjusted with the mounted expertise ability may not exceed the chocobo knights base attack bonus. All changes to attack rolls and AC persist until the chocobo knights next action.

Burst of Speed (Ex): At 3rd level and higher, a chocobo knight can urge his mount to greater than normal speed when charging. This ability doubles the maximum distance the mount can travel when making a charge, up to four times its speed. This ability can be used once per day without penalty to the mount. Each additional use of the ability in a single day requires the mount to make a DC 20 Will save immediately after the conclusion of the charge; failure results in the mount taking 2d6 points of damage. Green Chocobo Upgrade (Su): Also at 3rd level, the chocobo knight's mount undergoes a transformation from a Yellow Chocobo to a Green Chocobo. This process takes a day of rest to happen and a day after to get used to the new form. The chocobo still receives the bonuses from being a chocobo knight's mount. Blue Chocobo Upgrade (Su): At 5th level, the chocobo knight's mount undergoes a transformation from a Green Chocobo to a Blue Chocobo. This process takes a day of rest to happen and a day after to get used to the new form. The chocobo still receives the bonuses from being a chocobo knight's mount. Full Mounted Attack (Ex): At 6th and higher, a chocobo knight can make a full attack when his mount moves more than 5 feet but no farther than a single move action would carry it. The chocobo knight cannot combine this full attack with a charge. Black Chocobo Upgrade (Su): At 7th level, the chocobo knight's mount undergoes a transformation from a Blue Chocobo to a Black Chocobo. This process takes a day of rest to happen and a day after to get used to the new form. The chocobo still receives the bonuses from being a chocobo knight's mount. Superior Mounted Combat (Ex): After achieving 8th level, a chocobo knight may attempt a Ride check (as a reaction) twice per round to negate a successful hit on his mount. At 10th level, the chocobo knight may make these attempts three times per round. Gold Chocobo Upgrade (Su): At 9th level, the chocobo knight's mount undergoes a final transformation from a Black Chocobo to a Gold Chocobo. This process takes a day of rest to happen and a day after to get used to the new form. The chocobo still receives the bonuses from being a chocobo knight's mount. Unstoppable Charge (Ex): When making a deadly charge, a 10th-level chocobo knight deals quadruple maximum base damage with a melee weapon (only the weapon's damage is quadrupled).

Clan Hunter
A bandit king raids caravans on the road. An ogre pillages farms to the north. A mage has kidnapped the mayors son and hidden him somewhere in the marshand the soldiers of the king cannot seem to stem the tide. The terrified citizens have only one choice, and it isnt cheap. They call in a Clan Hunter. A Clan Hunter tracks down creatures and either eliminates them or brings them to whatever justice awaits them. Hit Die: d10. Requirements To qualify to become a clan hunter, a character must fulfill all the following criteria. Base Attack Bonus: +4. Skills: Gather Information 4 ranks, Stealth 4 ranks, Survival 4 ranks. Feats: Endurance. Special: Must have joined one of the Clan Hunter guilds. Class Skills The clan hunter's class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Open Lock

(Dex), Perception (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Use Rope (Dex). Skill Points at Each Level: 6 + Int modifier. Table 7-6: The Clan Hunter Base Fort Ref Level Attack Save Save Bonus 1st +1 +2 +2 nd 2 +2 +3 +3 3rd +3 +3 +3 4th 5th 6th 7th 8th 9th 10th +4 +5 +6 +7 +8 +9 +10 +4 +4 +5 +5 +6 +6 +7 +4 +4 +5 +5 +6 +6 +7

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Special Mark (1), Track, Limit Break Woodland Stride, Ready and Waiting Clan Discount (10%), Trackless Step, Tenacious Pursuit (Speed +10 ft.) Heightened Perception, Hunters Dedication, Move Like the Wind, Mark (2) Swift Tracker, Track the Trackless Clan Discount (20%), Low-Light Vision, Tenacious Pursuit (Speed +20 ft.) Locate Creature, Mark (3) Anticipation, Scent Clan Discount (30%), Tenacious Pursuit (Speed +30 ft.) Darkvision (60), Find the Path, Mark (4)

Class Features All of the following are class features of the clan hunter prestige class. Weapon and Armor Proficiency: Clan Hunters are proficient with all simple and martial weapons, and with cloth and leather armor. Limit Break (Su): At 1st level, the clan hunter receives the Limit Break (Vital Strike). Vital Strike (Su): This Limit Break allows the clan hunter to see the vital point in a creatures body and capitalizes on it with a powerful blow. Against an unmarked creature, the clan hunter makes a single attack, if it hits, the attack becomes a confirmed critical hit (even against creatures that are normally immune to critical hits) and deals maximum damage. Against a marked creature, the critical threat range increases by 1. Mark (Ex): A clan hunter can target, or mark, an individual humanoid or monstrous humanoid foe to better hunt that enemy. To do so, the clan hunter must focus on a foe that is present and visible, or on the depiction or description of the creature, for 10 minutes. Any interruption ruins the attempt and forces the clan hunter to start the process again. Once this study is complete, that target is called a mark. A clan hunter adds his clan hunter level as an insight bonus on all Gather Information, Perception, Search, and Survival checks made to determine the whereabouts of a mark. As a clan hunter gains levels, he gains additional abilities against a mark. If a clan hunter chooses a new mark before finishing with an existing one, the latter becomes unmarked, and the clan hunter loses experience points equal to the amount he would have earned for defeating that creature. A clan hunter can choose a mark only once a week. Initially, a clan hunter can have only one mark at a time. For every three clan hunter levels gained beyond the 1st, a clan hunter can have one additional mark, but only if all the marks are chosen during the same process (see above). If a clan hunter gives up on finishing any of his marks, all remaining marked creatures become unmarked as described above.

Track: At 1st level, a clan hunter gains Track as a bonus feat. Woodland Stride (Ex): Starting at 2nd level, a clan hunter may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Ready and Waiting (Ex): Beginning at 2nd level, a clan hunter is ready for trickery at all times. He can ready an action against his mark, even outside of the initiative sequence. If the mark triggers the clan hunters readied action at any point within the next 10 minutes, the clan hunter can carry out his readied action as if the two were engaged in combat (as long as the clan hunter is capable of carrying out that action. If the clan hunter is incapable of carrying out the actionfor instance, if he is too far away to strike the mark with a readied melee attackthe readied action is lost. Trackless Step (Ex): Starting at 3rd level, a clan hunter leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired. Tenacious Pursuit (Ex): At 3rd level and above, a clan hunter tracking a mark gains a +4 bonus on Constitution checks made to resist nonlethal damage from a forced march. In addition, a clan hunter tracking a mark can increase his own speed by 10 feet, up to a maximum value equal to the marks speed. This bonus stacks with all other speed increases. At 6th level, the speed increase improves to 20 feet and it goes up to 30 feet at 9th level. Clan Discount: Also at 3rd level, the clan hunters reputation within the Clan improves. The clan hunter receives a 10% discount on any goods purchased within the Clan. He receives an additional 10% discount at 6th level, and another at 9th level. Up to the DM on what goods a clan hunter can purchase. Heightened Perception (Ex): At 4th level, a clan hunters senses grow sharper than even the most observant. The clan hunter may add a bonus equal to half his levels in the prestige class (fractions round down) on any Perception checks. This will also stack with the bonuses provided by the Mark ability. Hunters Dedication (Ex): Beginning at 4th level, a clan hunter adds his Constitution bonus (if any) to Will saves made to resist the special attacks or spells of his mark. Move Like the Wind (Ex): Starting at 4th level, a clan hunter can move stealthily even at a quick pace. He no longer takes a -5 penalty on Stealth checks when moving at any speed up to his normal speed, and he takes only a -10 penalty (instead of a -20 penalty) on Stealth checks when running. (He takes the normal -20 penalty when attacking or charging). Swift Tracker (Ex): Beginning at 5th level, a clan hunter can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking. Track the Trackless (Su): Also at 5th level, a clan hunter can track a creature moving under the influence of trackless step or a similar effect, though he takes a -20 penalty on his Survival checks when doing so. Low-Light Vision (Ex): At 6th level, a clan hunter gains low-light vision, allowing him to see twice as far as a hume in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. He retains the ability to distinguish color and detail under these conditions. If he already has low-light vision from another source (such as his race), his low-light vision improves, allowing him to see three times as far as a hume in conditions of shadowy illumination.

Locate Creature (Su): Once per day, a clan hunter of 7th level or higher can locate a marked creature supernaturally. At a duration of 10 minutes per clan hunter class level, the clan hunter slowly turns and senses when he is facing in the direction of the marked creature to be located. He will also know in which direction the creature is moving, if any. If the duration runs out before the clan hunter can find his mark, he loses the trail. Scent (Ex): At 8th level, a clan hunter gains the scent ability. This ability allows the clan hunter to detect approaching enemies, sniff out hidden foes, and track by sense of smell. A clan hunter can identify familiar odors just as humes do familiar sights. The clan hunter can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. When the clan hunter detects a scent, the exact location of the source is not revealedonly its presence somewhere within range. The clan hunter can take a move action to note the direction of the scent. Whenever a clan hunter comes within 5 feet of the source, the clan hunter pinpoints the sources location. Anticipation (Ex): After achieving 8th level, the clan hunter can notice the tiny movements of his mark along with other visual and auditory ones that allow him to react more quickly in combat. This grants him a +4 competence bonus on all initiative checks (stacks with Improved Initiative). In addition, the clan hunter may select one mark each round, if there are more than one mark in the same area; that marked creature may not make attacks of opportunity against or flank the clan hunter during that round. Darkvision (Ex): At 10th level, a clan hunters vision becomes adjusted to see without a light source, out to a range of 60 feet. Find the Path (Su): Once per day, a clan hunter of 10th level can find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale. The locale can be outdoors or underground. This works with respect to locations, not objects or creatures at a locale. This ability enables the clan hunter to sense the correct direction that will eventually lead him to his destination, indicating at appropriate times the exact path to follow or physical actions to take. This ability lasts for 1 hour per clan hunter class level.

Corsair
Many pirates fly the skies, but few reach the infamy of the corsair, so called from the trail of blood left in her wake. Where most other pirates are content to use intimidation to cow their opponents into submission, allowing them to plunder as they please, the corsair revels in combat and slaughter. This isnt to say that all corsairs are violent killers, though most certainly area few corsairs refuse to take on a target unless that target is capable of putting up a good fight. Whether patriotic privateer or self-serving buccaneer, the corsair relies on the reputation of her quick blade and terrifying fighting skills to drive her prey before her. Hit Die: d8. Requirements To qualify to become a corsair, a character must fulfill all the following criteria. Alignment: Any nonlawful. Base Attack Bonus: +5. Skills: Bluff 8 ranks, Intimidate 8 ranks, Profession (sailor) 8 ranks. Special: Sneak attack +1d6. Class Skills The corsair's class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Athletics (Str), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha),

Knowledge (geography) (Int), Knowledge (local) (Int), Perform (Cha), Profession (sailor) (Wis), Survival (Wis), and Use Rope (Dex). Skill Points at Each Level: 4 + Int modifier. Table 7-7: The Corsair Base Fort Level Attack Save Bonus 1st +1 +0 nd 2 +2 +0 3rd +3 +1 th 4 +4 +1 5th +5 +1 th 6 +6 +2 th 7 +7 +2 8th +8 +2 th 9 +9 +3 10th +10 +3

Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Special Improved Feint, Limit Break Sneak Attack (+1d6) Consairs Feint (once per 2d4 rounds) Sailors Step +2 Scourge of the Skies Sneak Attack (+2d6) Consairs Feint (once per 1d4 rounds) Sailors Step +4 Frightening Lunge Sneak Attack (+3d6)

Class Features All of the following are class features of the corsair prestige class. Weapon and Armor Proficiency: Corsairs are proficient with all simple weapons, and light martial weapons, and with the rapier. Corsairs are proficient with cloth and leather armor, but not with shields. Limit Break (Su): At 1st level, the corsair receives the Limit Break (Swaying Dance). Swaying Dance (Su): This Limit Break allows the corsair to enter a deadly dance of confusing movement. For the duration of 1 round + 1 round per two corsair class levels, the corsair receives a +1 competence bonus to Attack rolls, a +2 competence bonus to Bluff skill checks to feint in combat and a +1 dodge bonus to Armor Class per two corsair class levels. Improved Feint: Upon joining this prestige class you gain Improved Feint as a bonus feat, even if you do not have the normal prerequisites for that feat. You can feint in combat as a move action to render your foes flatfooted and thus make sneak attacks against them. Sneak Attack: At 2nd level, you gain the ability to deal an extra 1d6 points of damage when you catch your foe off guard. This is exactly like the thief ability of the same name. The extra damage dealt increases to 2d6 at 6th level and to 3d6 at 10th level. If you get a sneak attack bonus from another source (such as thief levels), the bonuses on damage stack. Corsairs Feint (Ex): As a corsair, you are a master of dirty fighting and trickery. You can make a feint as a free action rather than as a move action (see the Improved Feint feat, page 95 of the D&D Players Handbook). But once youve surprised your enemies with such a feint, it takes time before youre able to fool them again. At 3rd level, you must wait 2d4 rounds before using corsairs feint again. Waiting requires no specific actions on your part; you can fight normally during this time. Beginning at 7th level your reflexes improve and the time between corsairs feints drops to only 1d4 rounds. Sailors Step (Ex): At 4th level, you have learned to use the chaos of an airship to your benefit, taking advantage of the swaying airship and swinging rigging to remain out of reach of your opponents. While aboard an airship and wearing nothing more than light armor you gain a +2 dodge bonus to your Armor Class. If you

are caught flat-footed or otherwise denied your Dexterity bonus, you also lose this bonus. At 8th level, the dodge bonus from the sailors step class feature increases to +4. Scourge of the Skies (Ex): Starting at 5th level, a corsair can instill fear into his enemies. When the character uses Intimidate to demoralize foes, the attempt affects all enemies within 30 feet who can see and hear him, and the effect lasts for a number of rounds equal to his Charisma modifier (minimum 1 round). Multiple uses of this ability dont stack. This is a mind-affecting ability. Frightening Lunge (Ex): Your ability to run your enemies through is unnerving to those who cross swords with you. Beginning at 9th level, on a successful sneak attack, you can sacrifice 1d6 points of damage to render your foe shaken. A shaken character takes a 2 penalty to all attack rolls, saves, skill checks, and ability checks.

Dancer
With their aggressive steps, these dancers are able to weave forbidden magicks upon their enemies, producing results rivaling those of even the most powerful sorcerous cants. The popularity of this profession reached its peak during the Great War, when dancers were common additions to allied army units fighting on the front lines. Hit Die: d6. Requirements To qualify to become an dancer, a character must fulfill all the following criteria. Skills: Perform 8 ranks. Spells: Able to perform 2nd-level bard songs. Class Skills The dancer's class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), and Stealth (Dex). Skill Points at Each Level: 6 + Int modifier. Table 7-8: The Dancer Base Fort Level Attack Save Bonus 1st +0 +2 2nd 3rd 4th 5th 6th 7th 8th 9th 10th +1 +1 +2 +2 +3 +3 +4 +4 +5 +3 +3 +4 +4 +5 +5 +6 +6 +7

Reflex Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Special Bardic Music, Dance, Inspiration, Limit Break, +1 level to existing bard class +1 level to existing bard class +1 level to existing bard class +1 level to existing bard class Fan Dance (1/day) +1 level to existing bard class +1 level to existing bard class +1 level to existing bard class +1 level to existing bard class Saber Dance (1/day)

Class Features All of the following are class features of the dancer prestige class. Weapon and Armor Proficiency: Dancers gain no proficiency with any weapon or armor.

MP per Day / Songs Known: At each level except 5th and 10th, an dancer gains MP per day and songs known as if she had also gained a level in a bard class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of this class would have gained. Limit Break (Su): At 1st level, the dancer receives the Limit Break (Trance). Trance (Su): This Limit Break allows the dancer to perform any dance she knows without using up an inspiration ability use for a duration of 1 round + 1 round per two dancer class levels. Bardic Music: A dancer can use her Perform skill with dancing in order to perform songs as a bard would using musical instruments. Inspiration: A dancer adds her dancer class level to her bard level to determine the number of times per day she can use her inspiration abilities she can employ and the power of those abilities. For example, a 6th-level bard/3rd-level dancer can use her inspiration abilities three times per day as an 8th-level bard could use (assuming she meets the Perform skill rank requirements), and is treated as an 8th-level bard for adjudicating the effects of those abilities (such as number of targets, save DC, and so forth). Dance (Su): Beginning of 1st level and every level thereafter, a dancer learns a new dance move. Each dance uses up 1 inspiration ability use and requires a minimum number of ranks in the Perform skill to qualify that are listed below. Some dances require other dance abilities as prerequisites. While performing a dance, you may only take move actions or the dance ability ends early. Drain Samba (Su): A dancer with 5 or more ranks in a Perform skill can perform a dance that inflicts a drain upon a creature within 30 ft. that allows herself and allies to drain HPs with every successful attack. The creature affected must make a Fortitude save (DC 10 + Dancer class level + Charisma modifier) or be inflicted with Drain Samba ability for 1 round per two dancer class levels. The dancer and her allies that successfully hit the creature affected by this ability deals 1d4 points of non-elemental damage and heals 1d4 points of damage. Drain Samba II (Su): A dancer with 8 or more ranks in a Perform skill can perform a dance that inflicts a drain upon a creature within 30 ft. that allows herself and allies to drain HPs with every successful attack. The creature affected must make a Fortitude save (DC 10 + Dancer class level + Charisma modifier) or be inflicted with Drain Samba II ability for 1 round per two dancer class levels. The dancer and her allies that successfully hit the creature affected by this ability deals 2d4 points of non-elemental damage and heals 2d4 points of damage. Requires Drain Samba as prerequisite for selecting this ability. Drain Samba III (Su): A dancer with 11 or more ranks in a Perform skill can perform a dance that inflicts a drain upon a creature within 30 ft. that allows herself and allies to drain HPs with every successful attack. The creature affected must make a Fortitude save (DC 10 + Dancer class level + Charisma modifier) or be inflicted with Drain Samba III ability for 1 round per two dancer class levels. The dancer and her allies that successfully hit the creature affected by this ability deals 3d4 points of non-elemental damage and heals 3d4 points of damage. Requires Drain Samba II as prerequisite for selecting this ability. Aspir Samba (Su): A dancer with 14 or more ranks in a Perform skill can perform a dance that inflicts a drain upon a creature within 30 ft. that allows herself and allies to drain MPs with every successful attack. The creature affected must make a Fortitude save (DC 10 + Dancer class level + Charisma modifier) or be inflicted with Aspir Samba ability for 1 round per two dancer class levels. The dancer and her allies that successfully hit the creature affected by this ability deals 1d4 points of MP damage and gains 1d4 MP (any gain over your maximum MP pool is lost) or heals 1d4 HPs if no MP pool. Requires Drain Samba III as prerequisite for selecting this ability.

Aspir Samba II (Su): A dancer with 17 or more ranks in a Perform skill can perform a dance that inflicts a drain upon a creature within 30 ft. that allows herself and allies to drain MPs with every successful attack. The creature affected must make a Fortitude save (DC 10 + Dancer class level + Charisma modifier) or be inflicted with Aspir Samba II ability for 1 round per two dancer class levels. The dancer and her allies that successfully hit the creature affected by this ability deals 2d4 points of MP damage and gains 2d4 MP (any gain over your maximum MP pool is lost) or heals 2d4 HPs if no MP pool. Requires Aspir Samba II as prerequisite for selecting this ability. Haste Samba (Su): A dancer with 11 or more ranks in a Perform skill can perform a dance inflicts a slow status effect upon a creature within 30 ft. that also allows herself and allies to receive the haste status for the round with a successful attack. The creature affected must make a Fortitude save (DC 10 + Dancer class level + Charisma modifier) or be inflicted with Slow status for 1 round per two dancer class levels. The dancer and her allies that successfully hit the creature affected by this ability gain the Haste status for the round. Requires another Samba ability as prerequisite for selecting this ability. Curing Waltz (Su): A dancer with 5 or more ranks in a Perform skill can perform a dance that heals an ally within 30 ft. Ally within range is healed of 1d4 damage + 1 per two dancer class levels for 1 round per two dancer class levels. Curing Waltz II (Su): A dancer with 8 or more ranks in a Perform skill can perform a dance that heals an ally within 30 ft. Ally within range is healed of 2d6 damage + 2 per two dancer class levels for 1 round per two dancer class levels. Requires Curing Waltz as prerequisite for selecting this ability. Curing Waltz III (Su): A dancer with 11 or more ranks in a Perform skill can perform a dance that heals an ally within 30 ft. Ally within range is healed of 3d8 damage + 3 per two dancer class levels for 1 round per two dancer class levels. Requires Curing Waltz II as prerequisite for selecting this ability. Healing Waltz (Su): A dancer with 8 or more ranks in a Perform skill can perform a dance that heals allies within 30 ft. Allies within range are healed of 1d4 damage per two dancer class levels for 1 round per two dancer class levels. Requires Curing Waltz as prerequisite for selecting this ability. Healing Waltz II (Su): A dancer with 11 or more ranks in a Perform skill can perform a dance that heals allies within 30 ft. Allies within range are healed of 1d6 damage per two dancer class levels for 1 round per two dancer class levels. Requires Healing Waltz as prerequisite for selecting this ability. Esuna Waltz (Su): A dancer with 14 or more ranks in a Perform skill can perform a dance that cures an ally of all negative status effects except Doom and Stop status. This ability lasts for 1 round per two dancer class levels, curing any negative status effects inflicted. Requires Curing Waltz III as a prerequisite for selecting this ability. Spectral Jig (Su): A dancer with 8 or more ranks in a Perform skill can perform a dance that makes an ally within 30 ft. invisible. Ally within range is granted Vanish as per spell for a duration of 1 round per two dancer class levels. Chocobo Jig (Su): A dancer with 11 or more ranks in a Perform skill can perform a dance that grants allies within 30 ft. a +30 ft. movement speed. Allies within range are granted +30 ft. movement speed for a duration of 1 round per two dancer class levels. Box Step (Su): A dancer with 8 or more ranks in a Perform skill can perform a dance that lowers the defenses of a creature within 30 ft. A creature within range must make a Will save (DC 10 + Dancer class level + Charisma modifier) or suffer a -2 penalty to Armor Class per two dancer class levels for a duration of 1 round per two dancer class levels.

Stutter Step (Su): A dancer with 11 or more ranks in a Perform skill can perform a dance that lowers the magical or elemental (chosen when afflicting a creature) resistances of a creature within 30 ft. A creature within range must make a Will save (DC 10 + Dancer class level + Charisma modifier) or suffer a -5 penalty to spell or elemental resistance per two dancer class levels for a duration of 1 round per two dancer class levels. Requires Box Step as a prerequisite for selecting this ability. Desperate Flourish (Su): A dancer with 8 or more ranks in a Perform skill can perform a dance that inflicts a penalty on Attack Rolls for a creature within 30 ft. A creature within range must make a Will save (DC 10 + Dancer class level + Charisma modifier) or suffer a -1 penalty to Attack Rolls per two dancer class levels for a duration of 1 round per two dancer class levels. Building Flourish (Su): A dancer with 11 or more ranks in a Perform skill can perform a dance that grants a bonus on Attack Rolls for all allies within 30 ft. Allies within range are granted a +1 bonus on Attack Rolls per two dancer class levels for a duration of 1 round per two dancer class levels. Requires Desperate Flourish as a prerequisite for selecting this ability. Fan Dance (Su): At 5th level, once per day, as a full-round action, a dancer can perform the fan dance which reduces all damage to all allies within 30 ft. by 3 points per two dancer class levels for 1 round. Saber Dance (Su): At 10th level, once per day, as a full-round action, a dancer can perform the saber dance which allows all allies within 30 ft. to double their number of attacks when using a full-attack action for 1 round.

Diamond Magister
Masters of the healing art, Diamond Magisters are highly sought after for their knowledge of white magic. Hit Die: d4. Requirements To qualify to become a diamond magister, a character must fulfill all the following criteria. Spells: Able to cast 7th-level white magic spells. Class Skills The diamond magister's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge (any) (Int), Profession (Wis), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier. Table 7-9: The Diamond Magister Base Fort Reflex Will Level Attack Special Save Save Save Bonus 1st +0 +0 +0 +2 Light Mastery, Limit Break nd 2 +1 +0 +0 +3 White Wizardry, +1 level to existing spell-casting class rd 3 +1 +1 +1 +3 Enhancing Mastery, +1 level to existing spell-casting class th 4 +2 +1 +1 +4 White Wizardry, +1 level to existing spell-casting class th 5 +2 +1 +1 +4 Healing Mastery, +1 level to existing spell-casting class

Class Features All of the following are class features of the diamond magister prestige class. Weapon and Armor Proficiency: Diamond Magisters gain no proficiency with any weapon or armor. MP per Day / Spells Known: At each level except 1st, a diamond magister gains MP per day and spells known as if he had also gained a level in a spell-casting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of this class would have gained. If he had more than one spell-casting class before becoming a diamond magister, he must decide to which class to add each level for the purpose of determining MP per day and spells known. Limit Break (Su): At 1st level, the diamond magister receives the Limit Break (Phoenix Summoning). Phoenix Summoning (Su): This limit break summons a Phoenix Spawn within 30 feet of the diamond magister that follows his commands. It lasts for a duration of 1 round per diamond magister class level. See Phoenix Spawn in FFd20 Monster Compendium for more details. Light Mastery (Ex): At 1st level, any light spells that the diamond magister casts grants himself the ability to see normally in any conditions of illumination (shadowy illumination, darkness, and magical shadow or darkness). It also temporary removes the Blind status effect until the duration wears off. The range of this vision is 10 feet per level of the light spell cast, and the effect lasts for 1 round. As a secondary benefit, the diamond magister gains a +1 competence bonus to his caster level when casting light spells. White Wizardry: At 2nd and 4th level, a diamond magister increases his power with his spells. At each such opportunity, he can choose from the list of the following: Improved Spell Mastery: This increases the DC for all of the diamond magister's spells by 2. Improved Healing: This grants the diamond magister's healing spells to heal an additional 5 points of damage. Improved Spell Penetration: This increases the diamond magister's caster level checks by 2 made to overcome a creatures spell resistance. This stacks with the Spell Penetration feat. Enhancing Mastery (Ex): At 3rd level, any enhancing spells that the diamond magister casts on himself or allies grants temporary hit points equal to the level of the enhancing spell cast and the effect lasts for the duration of the level of the enhancing spell in rounds. As a secondary benefit, the diamond magister gains a +1 competence bonus to his caster level when casting enhancing spells. Healing Mastery (Ex): At 5th level, any healing spells that the diamond magister casts on himself or allies grants Fast Healing equal to the level of the healing spell cast and the effect lasts for the duration of the level of the healing spell in rounds. As a secondary benefit, the diamond magister gains a +1 competence bonus to his caster level when casting healing spells.

Divine Knight
Divine Knights are strong-willed and incredibly loyal people. They are often devoted towards serving a particular lord or regent. They wield wondrous powers and use them to smite their enemies, as well as inspire their allies. Hit Die: d10. Requirements

To qualify to become a divine knight, a character must fulfill all the following criteria. Alignment: Any non-evil. Base Attack Bonus: +7. Skills: Diplomacy 8 ranks. Feats: Power Attack. Class Skills The divine knight's class skills (and the key ability for each skill are Athletics (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Profession (Wis), and Ride (Dex). Skill Points at Each Level: 2 + Int modifier. Table 7-10: The Divine Knight Base Fort Reflex Level Attack Save Save Bonus 1st +1 +2 +0 nd 2 +2 +3 +0 rd 3 +3 +3 +1 4th +4 +4 +1 th 5 +5 +4 +1 6th +6 +5 +2 th 7 +7 +5 +2 8th +8 +6 +2 th 9 +9 +6 +3 th 10 +10 +7 +3

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Special Aura of Healing, Smite Evil (1/day), Limit Break Divine Sword Tech Aura of Sanctity Divine Sword Tech Aura of Concentration, Smite Evil (2/day) Divine Sword Tech Aura of Defense Divine Sword Tech Aura of Elemental Resistance Divine Sword Tech, Smite Evil (3/day)

Class Features All of the following are class features of the divine knight prestige class. Weapon and Armor Proficiency: Divine Knights are proficient with all simple and martial weapons, all types of armor (cloth, leather, chain, and plate), and shields. Limit Break (Su): At 1st level, the divine knight receives a Limit Break (Brightest Day). Brightest Day (Su): This Limit Break causes a bright light to erupt around the divine knight and her allies within 30 feet for a duration of 1 round + 1 round per two divine knight class levels. This dispels any concealment granted to any enemies within the area of effect and causes them to be afflicted with the Blind status effect for the duration of the limit break, a Fortitude save (DC 10 + divine knight class level + Wisdom modifier) to negate this effect. Auras (Su): All divine knight auras extend out to a 15-ft.-radius and can be activated with a swift action. A divine knight can only have 1 aura activated at a time. Aura of Healing (Su): At 1st level, the divine knight can channel her divine powers to project an aura that grants her and nearby allies a Fast Healing of 1 up to 50% health. This increases by +1 per two divine knight class levels thereafter to a maximum of +5. Smite Evil (Su): Once a day, a divine knight of 1st level or higher can call out to the powers of the divine to aid her in her struggle against evil. As a swift action, the divine knight chooses one target within sight to smite. If this target is evil, the divine knight adds her Charisma bonus (if any) to her attack rolls and adds her divine knight level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with

the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the divine knight possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the divine knight gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the divine knight targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the divine knight rests and regains her uses of this ability. At 5th level and 10th level, the divine knight may smite evil one additional time per day. Divine Sword Techs: The divine knight employs abilities of divine power, often dealing high damage and weakening enemies. Starting at 2nd level and every other level thereafter, the divine knight gains a new divine sword tech ability. The divine knight may use any of the currently available divine sword techs up to 3 + Wisdom modifier times per day. Each attack has a different range and effect. Finally, all attacks must succeed an attack roll against the target's touch armor class. Judgment Blade (Su): Using this ability summons divine shards of ice to fall onto the divine knights opponent. This attack deals 2d8 points of holy damage plus an additional amount of damage equal to the divine knight class level. The target must make a Fortitude save (DC 10 + divine knight class level + Wisdom modifier) or be stunned for 1 round. This ability has a range of 15 feet. Hallowed Bolt (Su): Using this ability calls divine bolts of lightning down upon the divine knights target, dealing 3d8 points of holy and lightning damage (half and half) plus an additional amount of damage equal to the divine knight class level. The target hit by this ability is also affected by Dispel that functions like the spell. This ability has a range of 15 feet. Cleansing Strike (Su): Using this ability causes a deep, unseen wound to appear in divine knights opponent, dealing 2d6 points of holy damage plus an additional amount of damage equal to the divine knight class level. The target also takes 1d6 points of holy damage each round, for a duration of 1 round per divine knight class level thereafter. This attack can only be used against targets within melee range. Northswain's Strike (Su): Using this ability causes a shock to the target so powerful, they might instantly incapacitate themselves. This attack deals 1d6 points of holy damage plus an additional amount of damage equal to the divine knight class level. The target must make a Will Save (DC 10 + divine knight class level + Wisdom modifier) or fall to 0 hit points. Creatures immune to critical hits are also immune to this effect. This attack can only be used against targets of evil alignment. This attack can only be used against targets within melee range. Divine Ruination (Su): Using this ability causes a blast of divine energies hurtling at a string of opponents. This attack deals 4d10 points of holy damage to any living creature, friend or foe, caught in the 60foot-line area of effect, plus an additional amount of damage equal to the divine knight class level. A Reflex save (DC 10 + divine knight class level + Wisdom modifier) for half damage. Aura of Sanctity (Su): At 3rd level, the divine knight can channel her divine powers to radiate a beneficial aura that grants her and nearby allies to gain a +2 bonus on all healing and holy spells. This increases by 2 per two divine knight class levels to a maximum of +10. Aura of Concentration (Su): At 5th level, the divine knight can channel her divine powers to radiate a beneficial aura that grants her and nearby allies to gain a +2 competence bonus on all Concentration skill checks. This increases by 2 per two divine knight class levels to a maximum of +10.

Aura of Defense (Su): At 7th level, the divine knight can channel her divine powers to radiate a beneficial aura that grants her and nearby allies to gain a +2 deflection bonus to AC. This increases by 2 per two divine knight class levels to a maximum of +10. Aura of Elemental Resistance (Su): At 9th level, the divine knight can channel her divine powers to radiate a beneficial aura that grants her and nearby allies to gain an elemental resistance of 3/-. This increases by 3 per two divine knight levels to a maximum of 15/-.

Dragon Disciple
Dragon Disciples are monks who have mastered one of the animal martial arts styles and seek to conquer the legendary dragon martial arts. With their terrifying leaping attacks, dragon disciples deal devastating damage with their fists. Accessing the blood of the dragons, they slowly take on the features of a dragon, growing a tail, a pair of leathery wings, and developing the horrifying dragon breath. Hit Die: d8. Requirements To qualify to become a dragon disciple, a character must fulfill all the following criteria. Skills: Athletics 15 ranks. Special: Must have at least 1 Master ability from Martial Arts Style Masteries (Monk). Class Skills The dragon disciple's class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Perception (Wis), Perform (Cha), Profession (Wis), Repair (Int), Sense Motive (Wis), and Stealth (Dex). Skill Points at Each Level: 4 + Int modifier. Table 7-11: The Dragon Disciple Base Fort Ref Will Level Attack Save Save Save Bonus st 1 +1 +2 +2 +0 2nd 3rd 4th 5th +2 +3 +4 +5 +3 +3 +4 +4 +3 +3 +4 +4 +0 +1 +1 +1

Special Dragon Martial Arts Style Mastery (Novice), Dragonblooded, Monk abilities, Limit Break Draconic Features Dragon Martial Arts Style Mastery (Expert) Dragon Breath Dragon Martial Arts Style Mastery (Master)

Class Features All of the following are class features of the dragon disciple prestige class. Weapon and Armor Proficiency: Dragon Disciples do not gain any proficiency with weapons or armor. Limit Break (Su): At 1st level, the dragon disciple receives the Limit Break (Dragon Metamorphosis). Dragon Metamorphosis (Su): This Limit Break turns the dragon disciple into a mature adult of the dragon type chosen at 1st level for a duration of 1 round per dragon disciple class level. The dragon disciple retains his intelligence, wisdom, and charisma scores and gains the strength, dexterity, and constitution score of the dragon type chosen. His hit points remain the same with the exception of Constitution score increasing hit points. He uses his own Base Attack Bonus and gains a breath weapon that supercedes his own breath weapon if he has one. The dragon disciple gains the natural armor class, movement speed, and immunity to sleep,

immobilize, and disable status effects as well as gaining the elemental affinities of the dragon chosen. He does not gain the damage reduction, spell resistance, or frightful presence. Monk Abilities: A dragon disciples class levels stack with his monk levels for determining his AC bonus, Slow Fall ability, and Fast Movement bonus. Dragonblooded (Ex): The dragon disciple gains the dragonblood subtype and chooses a dragon type (earth, fire, ice, lightning, water, wind). He gains a bonus equal to his dragon disciple class level to saving throws against sleep, immobilize, and disable status effects as well as an elemental resistance based on his dragon type. Dragon Martial Arts Style Mastery (Ex): Beginning at 1st level and every other level thereafter, a dragon disciple begins learning the dragon martial arts style. Dragon Martial Arts Style (Ex): The dragon martial arts styles main focus is the ability to make leaping attacks that causes great harm to the enemy. This style focuses on devastating punches and kicks. Novice (Ex): As a practitioner of the dragon martial arts style, a dragon disciple is able to make Athletics checks for jumping as a swift action. Doing so enables the dragon disciple to move the distance determined by his check result. The dragon disciple provokes attacks of opportunity with this movement, and he must move in a straight line. As with any movement, he can attempt an Acrobatics check to tumble and avoid any attacks he provokes with this sudden leap. The dragon disciple cant move through enemies, unless he succeeds on the appropriate Acrobatics check. In addition, a dragon disciple gains a competence bonus on Athletics checks equal to his dragon disciple class level for jumping and any jumps he makes are considered running jumps. Expert (Ex): A dragon disciple of the dragon martial arts style is swift to unleash a flurry of attacks upon an opponent who has taken solid hits from a full-attack action. As a swift action, if the dragon disciple has made a full-attack action and hit with every attack, he can make two additional attacks made at his highest attack bonus. Master (Ex): As a master of the dragon martial arts style, the dragon disciple can make a leap over an opponent and chop down at her, ruining her defenses and striking with a critical blow. As a full-round action, the dragon disciple attempts an Athletics check to leap over his target. The result of this Athletics check must be sufficient to allow him to move through an opponents space and over her. If he fails the Athletics check needed to jump over his foe, he provokes attacks of opportunity for the distance he jumps, if applicable. If his jump was too short to clear his opponent but far enough that he would land in a space she occupies, he lands adjacent to his opponent in the square closest to his starting square. If his check is insufficient to jump over his target, he can also make a single attack against his foe with no special benefits or penalties, as long as his target is within reach. If the check succeeds, the dragon disciple does not provoke attacks of opportunity for leaving threatened squares during his jump. His foe loses her Dexterity bonus to AC against your melee attack. This attack deals an extra 10d6 points of damage, and the target must succeed on a Fortitude save (DC 15 + dragon disciple class level + Wisdom modifier) or be stunned for 1 round. Draconic Features (Ex): At 2nd level, the dragon disciple undergoes a slight transformation, growing a tail and wings. The dragon disciple grows a tail that he can use to make a secondary natural attack in combat. This attack deals bludgeoning damage according to your size (1d4 Small, 1d6 Medium, 1d8 Large). The dragon disciple also grows a set of leathery wings that allows him to fly at a speed of 30 feet (average maneuverability). He cant fly while carrying a medium or heavy load or while fatigued or exhausted. In addition, the dragon disciple can use his wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. He can glide at a speed of 30 feet with average maneuverability. He cant glide while carrying a medium or heavy load. If he becomes unconscious or helpless while in midair, his wings naturally unfurl, and powerful ligaments stiffen them. He descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.

Dragon Breath (Su): At 4th level, the dragon disciple gains a breath weapon of the young adult dragon type chosen at 1st level. He can use this ability once every 2d4 rounds.

Elemental Fist Disciple


The elemental fist disciple is a monk that uses Ki to fuel his elemental attacks to cripple his foes with status ailments. Elemental fist disciples often uses martial arts to back up their variety of elemental-based ranged attacks. Hit Die: d8. Requirements To qualify to become a elemental fist disciple, a character must fulfill all the following criteria. Base Attack Bonus: +7 Special: Must have any Adept stance Ki Power (Monk) ability. Class Skills The elemental fist disciples class skills (and the key ability for each skill are Acrobatics (Dex), Athletics (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Knowledge (nature) (Int), Knowledge (the planes) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Stealth (Dex). Skill Points at Each Level: 4 + Int modifier. Table 3-12: The Elemental Fist Disciple Base Fort Reflex Will Level Attack Save Save Save Bonus 1st +0 +2 +2 +0 nd 2 +1 +3 +3 +0 rd 3 +2 +3 +3 +1 4th +3 +4 +4 +1 th 5 +3 +4 +4 +1 6th +4 +5 +5 +2 th 7 +5 +5 +5 +2 8th +6 +6 +6 +2 th 9 +6 +6 +6 +3 th 10 +7 +7 +7 +3

Special Earth Slash, Monk Abilities, Limit Break Wind Burst Fire Cross Icy Breath Watery Explosion Lightning Strike Magma Ball Electric Hailstorm Pressure Cannon Elemental Maelstrom

Class Features All of the following are class features of the elemental fist disciple prestige class. Weapon and Armor Proficiency: Elemental fist disciples gain no proficiency with any weapon or armor. Limit Break (Su): At 1st level, the elemental fist disciple receives the Limit Break (Elemental Fists). Elemental Fists (Su): This Limit Break imbues the elemental fist disciples fists with elemental energy. As a free action after this Limit Break is activated, the elemental fist disciple can choose an element to imbue his fists with (earth, fire, ice, lightning, water, or wind) and change it at the start of his next turn every round for a duration of 1 round + 1 round per two elemental fist disciple class levels. For the duration of the limit break, the elemental fist disciple deals normal fists damage plus 1d6 points of elemental damage of the element he chosen + an additional 1d6 per two elemental fist disciple class levels.

Monk Abilities: An elemental fist disciples class levels stack with his monk levels for determining his AC bonus, Slow Fall ability, and Fast Movement bonus. Earth Slash (Su): At 1st level, at a cost of 4 Ki, the elemental fist disciple can use the power of the earth to slash forward in a line in front of him. The 5-ft.-wide line extends up to 60 feet. Creatures within the area of effect suffer 1d6 points of earth damage per two elemental fist disciple class levels and be inflicted with Blind status for 1d6 rounds, Reflex save (DC 10 + elemental fist disciple class level + wisdom modifier) for half damage and negates the Blind status effect. Wind Burst (Su): At 2nd level, at a cost of 4 Ki, the elemental fist disciple can use the power of wind to create a powerful wind to burst all around the elemental fist disciple. This ability is centered on the elemental fist disciple and explodes out to 30-ft.-radius burst. Creatures within the area of effect suffer 1d6 points of wind damage per two elemental fist disciple class level and be inflicted with Silence status for 1 round per two elemental fist disciple class levels, Reflex save (DC 10 + elemental fist disciple class level + wisdom modifier) for half damage and negates the Silence status effect. Fire Cross (Su): At 3rd level, at a cost of 6 Ki, the elemental fist disciple can use the power of fire to create a cross of burning flames within 60 feet of him. The cross is two lines, 35-ft.-long and 5-ft.-wide, perpendicular to each other, intersecting at the center. Creatures within the area of effect suffer 1d6 points of fire damage per two elemental fist disciple class level and be inflicted with Berserk status for 1 round per two elemental fist disciple class levels, Reflex save (DC 10 + elemental fist disciple class level + wisdom modifier) for half damage and negates the Berserk status effect. Icy Breath (Su): At 4th level, at a cost of 6 Ki, the elemental fist disciple can use the power of ice to breathe out a blast of cold air. It extends out to 30 feet in a cone. Creatures within the area of effect suffer 1d6 points of ice damage per two elemental fist disciple class level and be inflicted with Immobilize status for 1 round per two elemental fist disciple class levels, Reflex save (DC 10 + elemental fist disciple class level + wisdom modifier) for half damage and negates the immobilize status effect. Watery Explosion (Su): At 5th level, at a cost of 6 Ki, the elemental fist disciple can use the power of water to launch a ball of water that explodes on impact. The elemental fist disciple can use this ability on anyone within 60 feet and when it hits something, it explodes in a 20-ft.-radius spread. Creatures within the area of effect suffer 1d6 points of water damage per two elemental fist disciple class level and be inflicted with Slow status for 1 round per two elemental fist disciple class levels, Reflex save (DC 10 + elemental fist disciple class level + wisdom modifier) for half damage and negates the Slow status effect. Lightning Strike (Su): At 6th level, at a cost of 7 Ki, the elemental fist disciple can use the power of lightning to strike an area with an electric blast. The elemental fist disciple can use this ability on anyone within 60 feet and it hits a 20-ft. square. Creatures within the area of effect suffer 1d6 points of lightning damage per two elemental fist disciple class level and be inflicted with Disable status for 1 round per two elemental fist disciple class levels, Reflex save (DC 10 + elemental fist disciple class level + wisdom modifier) for half damage and negates the Disable status effect. Magma Ball (Su): At 7th level, at a cost of 8 Ki, the elemental fist disciple can harness the power of earth and fire to launch a ball of molten lava that explodes on impact. The elemental fist disciple can use this ability on anyone within 120 feet and when it hits something, it explodes in a 40-ft.-radius spread. Creatures within the area of effect suffer 1d6 points of earth damage and 1d6 points of fire damage per two elemental fist disciple class level and be inflicted with Curse status for 1 round per two elemental fist disciple class levels, Reflex save (DC 10 + elemental fist disciple class level + wisdom modifier) for half damage and negates the Curse status effect.

Electric Hailstorm (Su): At 8th level, at a cost of 8 Ki, the elemental fist disciple can harness the power of ice and lightning to produce a small storm that rains electrified hailstones. The elemental fist disciple can center the hailstorm within 120 feet of him and it rains on a 40-ft.-square area. Creatures within the area of effect suffer 1d6 points of ice damage and 1d6 points of lightning per two elemental fist disciple class level and be inflicted with Immobilize status for 1 round per two elemental fist disciple class levels, Reflex save (DC 10 + elemental fist disciple class level + wisdom modifier) for half damage and negates the Immobilize status effect. Pressure Cannon (Su): At 9th level, at a cost of 8 Ki, the elemental fist disciple can harness the power of water and wind to create a blast of concentrated water and wind in a line. The 10-ft.-wide line extends up to 120 feet. Creatures within the area of effect suffer 1d6 points of water damage and 1d6 points of wind per two elemental fist disciple class level and be inflicted with Slow status for 1 round per two elemental fist disciple class levels, Reflex save (DC 10 + elemental fist disciple class level + wisdom modifier) for half damage and negates the Slow status effect. Elemental Maelstrom (Su): At 10th level, at a cost of 9 Ki, the elemental fist disciple can harness the power of the elements to create a large storm of confusing elements. The elemental fist disciple can center the hailstorm within 240 feet of him and it rains on a 60-ft.-square area. Creatures within the area of effect suffer 2d6 points damage of each element (earth, fire, ice, lightning, water, and wind) and be inflicted with Confuse status for 1 round per two elemental fist disciple class levels rounds, Reflex save (DC 10 + elemental fist disciple class level + wisdom modifier) for half damage and negates the Confuse status effect.

Elementalist
Elementalists study one of the basic elements of magicearth, fire, ice, lightning, water, and windlearning to harness its power. Eventually, they transcend their mortal forms and become elemental beings. Hit Die: d4. Requirements To qualify to become an elementalist, a character must fulfill all the following criteria. Skills: Knowledge (arcane) 8 ranks, Knowledge (the planes) 8 ranks. Feats: Elemental Focus (any), Elemental Penetration (any). Spells: Able to cast at least three spells that have one of the following descriptors in common: earth, fire, ice, lightning, water, or wind. One of the spells must be at least 3rd level. Class Skills The elementalist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier. Table 7-13: The Elementalist Base Fort Reflex Level Attack Save Save Bonus 1st +0 +0 +0 2nd 3rd 4th

Will Save +2

Special Elemental Specialization, Resistance to Element 5, Limit Break, +1 level to existing spell-casting class Immunity to Sleep, +1 level to existing spell-casting class Elemental Fury, +1 level to existing spell-casting class Resistance to Element 10, +1 level to existing spell-casting class

+1 +1 +2

+0 +1 +1

+0 +1 +1

+3 +3 +4

5th 6th 7th 8th 9th 10th

+2 +3 +3 +4 +4 +5

+1 +2 +2 +2 +3 +3

+1 +2 +2 +2 +3 +3

+4 +5 +5 +6 +6 +7

Limitless Fury Darkvision, +1 level to existing spellcasting class Resistance to Element 20, +1 level existing to spell-casting class Rage of the Elements, +1 level to existing spell-casting class Immunity to Disable and Poison, +1 level to existing spell-casting class Elemental Perfection, Elemental Surge, Elemental Immunity

Class Features All of the following are class features of the elementalist prestige class. Weapon and Armor Proficiency: Elementalists gain no proficiency with any weapon or armor. MP per Day / Spells Known: At each level except 5th and 10th, an elementalist gains MP per day and spells known as if she had also gained a level in a spell-casting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of this class would have gained. If she had more than one spell-casting class before becoming an elementalist, she must decide to which class to add each level for the purpose of determining MP per day and spells known. Limit Break (Su): At 1st level, the elementalist receives the Limit Break (Unresistable Elemental Spell). Unresistable Elemental Spell (Su): This Limit Break allows the elementalist to cast any spell of his chosen element and be unresistable. The target(s) of the spell does not get a save, nor do any elemental and spell resistance apply. Elemental Specialization (Ex): Also at 1st level, an elementalist specializes in the element of her choosing. Doing so makes her stronger against her element but weaker against her elements weakness. The elementalist receives a +2 bonus to saving throws against spells and spell-like effects against her chosen element. She also takes half damage against her chosen element or quarter damage if she makes her save. The elementalist suffers a -2 penalty to saving throws against spells and spell-like effects against her chosen elements weakness. She also takes double damage against her chosen elements weakness or normal damage if she makes her save. (See Chapter 8: Spells for more details on elements and weaknesses.) Resistance to Elements (Ex): As an elementalist gains levels in this prestige class, she becomes more resistant to her chosen element. At 1st level, she gains Elemental Resistance 5 against this chosen element. This resistance rises to 10 at 4th level and 20 at 7th level. Immunity to Sleep (Ex): At 2nd level, as an elementalist continues to transcend her mortal form, she gains immunity to sleep effects. Elemental Fury (Ex): At 3rd level, an elementalist may use her specialized elemental magic with greater efficiency. The elementalist adds one point of damage per die. Limitless Fury (Ex): At 5th level, an elementalist is able to increase the range of her specialized elemental spells. She may use any spell of her element and increase its range by 1.5 times. Spells with a Touch, Personal, or Melee range are unaffected.

Darkvision (Ex): At 6th level, an elementalist gains darkvision out to 60 feet. Rage of the Elements (Su): At 7th level, as a swift action, the elementalist may use this ability to increase the damage of her next elemental spell by 1.5 and her saving throw DC by 1 point per two elementalist class levels. The elementalist can only use this ability once per two elementalist class levels per day. Immunity to Disable and Poison (Ex): As an elementalist approaches elemental perfection, she gains immunity to Disable and Poison status effects at 9th level. Elemental Perfection: At 10th level, an elementalist, through extensive study of elemental secrets, completely transcends her mortal form to become an elemental creature. Her type changes to elemental. She no longer needs to eat, sleep, or breathe (though she must still rest to regain MP). She gains an elemental creatures immunity to stunning, and she is no longer subject to critical hits. An elementalist gains the speed and movement modes, natural attacks, special attacks, and special qualities of a Medium elemental of the type appropriate to her elemental specialty, as notes in the FFd20 Monster Compendium, except that the save DC against her elemental attack form, if any, is 20 + her Constitution modifier. Upon achieving this state, an elementalists appearance undergoes a minor physical change, usually to the skin or eyes. An earth elementalist, for example, might acquire gemlike eyes and hard, pebbly skin. Anyone who shares the elementalists predilection for study of her chosen plane immediately recognizes her transcendent nature. She gains a +2 circumstance bonus on all Charisma-based skill and ability checks when interacting with creatures that share her elemental subtype (earth, fire, ice, lightning, water, or wind), and with other elementalists who have chosen her element. Unlike a normal elemental, an elementalist retains a soul separate from her body. She can be raised from the dead as normal for a creature of her previous type. Elemental Immunity (Ex): From 10th level on, an elementalist gains immunity to her chosen element. Elemental Surge (Su): At 10th level, up to once per day per two elementalist class levels, she may quicken any spell up to 6th level as if the Quicken Spell feat was used without paying the additional MP cost.

Fell Knight
Fell Knights are disillusioned in the world, believing not in good or justice, but in strength. They are devoted towards themselves. They wield terrible powers and use them to smite their enemies, as well as inspire fear. Hit Die: d10. Requirements To qualify to become a fell knight, a character must fulfill all the following criteria. Alignment: Any non-good. Base Attack Bonus: +7. Skills: Intimidation 8 ranks. Feats: Power Attack. Class Skills The fell knight's class skills (and the key ability for each skill) are Athletics (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Profession (Wis), and Ride (Dex). Skill Points at Each Level: 2 + Int modifier.

Table 7-14: The Fell Knight Base Fort Reflex Level Attack Save Save Bonus 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Special Aura of Offense, Smite Good (1/day), Limit Break Fell Sword Tech Aura of Despair Fell Sword Tech Aura of Disruption, Smite Good (2/day) Fell Sword Tech Aura of Elements Fell Sword Tech Aura of Spell Resistance Fell Sword Tech, Smite Good (3/day)

Class Features All of the following are class features of the fell knight prestige class. Weapon and Armor Proficiency: Fell knights are proficient with all simple and martial weapons, all types of armor (cloth, leather, chain, and plate), and shields. Limit Break (Su): At 1st level, the fell knight receives a Limit Break (Blackest Night). Blackest Night (Su): This Limit Break causes the area around the fell knight to become as dark as night and grants the fell knight and any allies within 30 feet total concealment for a duration of 1 round + 1 round per two fell knight class levels. Allies must be within 30 feet of the fell knight while this limit break is in effect to receive the concealment bonuses. Auras (Su): All fell knight auras extend out to a 15-ft.-radius and can be activated with a swift action. A fell knight can only have 1 aura activated at a time. Aura of Offense (Su): At 1st level, the fell knight can channel his fell powers to project an aura that grants him and nearby allies a +1 profane bonus to Attack rolls. This increases by +1 per two fell knight class levels thereafter to a maximum of +5. Smite Good (Su): Once per day, a fell knight of 1st level or higher can call out to the fell powers to crush the forces of good. As a swift action, the fell knight chooses one target within sight to smite. If this target is good, the fell knight adds his Charisma bonus (if any) to his attack rolls and adds his fell knight level to all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, an good-aligned dragon, or a good creature with levels of white mage or holy knight, the bonus to damage on the first successful attack increases to 2 points of damage per level the fell knight possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess. In addition, while smite good is in effect, the fell knight gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the fell knight targets a creature that is not good, the smite is wasted with no effect. The smite good effect remains until the target of the smite is dead or the next time the fell knight rests and regains his uses of this ability. At 5th level and 10th level, the fell knight may smite good one additional time

per day. Levels in the dark knight class stacks for purposes of determining damage and deflection bonus of the smite good ability. Fell Sword Tech: The fell knight employs abilities of fell power, often dealing high damage and weakening enemies. Starting at 2nd level and every other level thereafter, the fell knight gains a new fell sword tech ability. The fell knight may use any of the currently available fell sword techs up to 3 + Intelligence modifier times per day. Each attack has a different range and effect. Finally, all attacks must succeed an attack roll against the target's touch armor class. Shadowblade (Su): Using this ability summons a hellish phantom sword to strike from the underworld, erupting beneath the fell knights foe. This attack deals 2d8 points of shadow damage plus an additional amount of damage equal to the fell knight class level and transfers half the damage done to his hit points. This ability has range of 15 feet. Duskblade (Su): Using this ability rains down phantoms of bloody daggers upon fell knights target, dealing 1d8 points of shadow damage plus an additional amount of damage equal to the fell knight class level. If the target is damaged, the target loses MP equal to half the damage done. This ability has range of 15 feet. Harrowing Slice (Su): Using this ability causes the fell knights weapon to begin to take on a dark hue, glowing with evil taint. The fell knight makes a single melee attack, rolling with his highest Base Attack Bonus. If he succeeds the attack, the hit is automatically considered a critical hit, and confirmed. If it fails, the attack proceeds as a normal attack. This attack can only be used against targets within melee range. Doomsayer's Slash (Su): Using this ability grants the fell knights attack to almost guarantee to strike. The fell knight receives an attack bonus equal to twice his fell knight class level. This attack deals 2d6 points of shadow damage plus an additional amount of damage equal to the fell knight class level. This attack can only be used against targets within melee range. Disastrous Sweep (Su): Using this ability causes a blast of fell energies to hurtle at a range of opponents. This attack deals 4d10 points of shadow damage to any living creature, friend or foe, caught in the 30-foot-cone area of effect, plus an additional amount of damage equal to the fell knight class level. A Reflex save (DC 10 + fell knight class level + Intelligence modifier) for half damage. Aura of Despair (Su): At 3rd level, the fell knight can channel his fell powers to radiate a malign aura that causes enemies to take a -1 penalty on all attack rolls, skill checks, and saving throws. The penalty increases by 1 per two fell knight class levels to a maximum of -5. Aura of Disruption (Su): At 5th level, the fell knight can channel his fell powers to radiate a malign aura that causes enemies to take a -2 penalty on all Concentration skill checks. The penalty increases by 2 per two fell knight class levels to a maximum of -10. A caster must still make a Concentration check to cast defensively even if the caster is 10 feet away from anyone or the spell is lost and the MP is spent. Aura of Elements (Su): At 7th level, the fell knight can channel his fell powers to project an aura that grants him and nearby allies a +2 profane damage bonus on all elemental spells. This increases by +2 per two fell knight levels to a maximum of +10. Aura of Spell Resistance (Su): At 9th level, the fell knight can channel his fell powers to project an aura that grants him and nearby allies a spell resistance of 15 + the fell knight's class level.

Geomancer
The geomancer uses the natural terrain lying dormant to produce results of elemental power and inflicts a variety of status effects. Hit Die: d8. Requirements To qualify to become a geomancer, a character must fulfill all the following criteria. Base Attack Bonus: +5 Skills: Knowledge (nature) 8 ranks, Knowledge (the planes) 8 ranks. Class Skills The geomancers class skills (and the key ability for each skill are Athletics (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (nature) (Int), Knowledge (the planes) (Int), Perception (Wis), Perform (Cha), Profession (Wis), and Sense Motive (Wis). Skill Points at Each Level: 4 + Int modifier. Table 7-15: The Geomancer Base Fort Reflex Level Attack Save Save Bonus 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Special Movement Power (Burrow), Demonfire, Limit Break Sandstorm Movement Power (Swim), Sinkhole Waterfall Movement Power (Climb), Snowstorm Wind Slash Movement Power (Float), Tanglevine Contortion Movement Power (Fly), Hurricane Magma Surge

MP 4 8 12 16 20 24 28 32 36 40

Class Features All of the following are class features of the geomancer prestige class. Weapon and Armor Proficiency: Geomancers gain no proficiency with any weapon or armor. Limit Break (Su): At 1st level, the geomancer receives the Limit Break (Elemental Torrent). Elemental Torrent (Su): This Limit Break produces a vertical column of random elements roaring downward upon an area within 60 ft. The area of effect is cylindrical (15-ft.-radius., 40-ft.-high). Creatures within the area of effect take 1d6 points of non-elemental damage per geomancer class level, a Reflex save (DC 10 + geomancer class level + Wisdom modifier). Those who fail the Reflex must make a Fortitude save (DC 10 + geomancer class level + wisdom modifier) or be inflicted with Blind, Confuse, Curse, Petrify, Silence, and Slow status for 1 round + 1 round per two geomancer class levels.

Movement Powers (Su): At 1st level and every other level thereafter, a geomancer can harness the power of the elements to traverse terrains easily. Each movement power can be used as a immediate action that costs 4 MP to use and lasts until cancelled. Burrow: A geomancer can tunnel through dirt, but not through rock. A geomancer cannot charge or run while burrowing. Geomancers can burrow at a speed of 10 ft. per two geomancer class levels. Swim: A geomancer can move through water at its swim speed without making Athletics checks. He has a +8 circumstance bonus on any Athletics checks involving swimming to perform some special action or avoid a hazard. The geomancer can always can choose to take 10 on an Athletics check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight line. Geomancers can swim at a speed of 10 ft. per two geomancer class levels. Climb: A geomancer has a +8 racial bonus on all Athletics checks involving climbing. The geomancer must make an Athletics check to climb any wall or slope with a DC of more than 0, but he can always choose to take 10, even if rushed or threatened while climbing. The geomancer climbs at the given speed while climbing. If he chooses an accelerated climb, he moves at double the given climb speed and makes a single Athletics check at a 5 penalty. A geomancer cannot run while climbing. He retains his Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against a geomancer. Geomancers can climb at a speed of 10 ft. per two geomancer class levels. Float: A geomancer can traverse any terrain that would normally impede movement (water, lava, ice, etc.) with another problems. A geomancer floats 5 ft. off the ground and gently floats downward if off the ground more than 5 ft. Geomancers uses his own base land speed while floating. Fly: A geomancer can move through the air at the indicated speed if carrying no more than a light load; see Carrying Capacity, page 161 of the Players Handbook. (Note that medium armor does not necessarily constitute a medium load.) Geomancers can fly (perfect) at a speed of 20 ft. per two geomancer class levels.

Demon Fire (Su): At 1st level, at a cost of 4 MP, a geomancer conjures the allure of flames against creatures within a 30-ft.-radius. Creatures within the area of effect take 1d6 points of fire damage per two geomancer class levels and are inflicted with Sleep status for 1 round per two geomancer class levels, a Will save (DC 10 + geomancer class level + wisdom modifier) to negate the Sleep status effect. A fire or flame must be nearby for the geomancer to use this ability. Sandstorm (Su): At 2nd level, at a cost of 4 MP, a geomancer causes the sand to erupt around creatures within a 30-ft.-radius. Creatures within the area of effect take 1d6 points of non-elemental damage per two geomancer class levels and are inflicted with Blind status for 1 round per two geomancer class levels, a Fortitude save (DC 10 + geomancer class level + wisdom modifier) to negate the Blind status effect. Sand must be present for the geomancer to use this ability. Sinkhole (Su): At 3rd level, at a cost of 4 MP, a geomancer causes the ground to sink around creatures within a 30-ft.-radius. Creatures within the area of effect take 1d6 points of earth damage per two geomancer class levels and are inflicted with Immobilize status for 1 round per two geomancer class levels, a Fortitude save (DC 10 + geomancer class level + wisdom modifier) to negate the Immobilize status effect. Sand or dirt must be nearby for the geomancer to use this ability. Waterfall (Su): At 4th level, at a cost of 4 MP, a geomancer causes a torrent of water to fall upon creatures within a 30-ft.-radius. Creatures within the area of effect take 1d6 points of water damage per two geomancer class levels and are inflicted with Frog status for 1 round per two geomancer class levels, a Fortitude

save (DC 10 + geomancer class level + wisdom modifier) to negate the Frog status effect. Water must be nearby for the geomancer to use this ability. Snowstorm (Su): At 5th level, at a cost of 4 MP, a geomancer causes a blizzard to engulf creatures within a 30-ft.-radius. Creatures within the area of effect take 1d6 points of ice damage per two geomancer class levels and are inflicted with Silence status for 1 round per two geomancer class levels, a Will save (DC 10 + geomancer class level + wisdom modifier) to negate the Silence status effect. Snow or ice must be nearby for the geomancer to use this ability. Wind Slash (Su): At 6th level, at a cost of 4 MP, a geomancer causes a blinding flash of wind to slice at creatures within a 30-ft.-radius. Creatures within the area of effect take 1d6 points of wind damage per two geomancer class levels and are inflicted with Confuse status for 1 round per two geomancer class levels, a Will save (DC 10 + geomancer class level + wisdom modifier) to negate the Confuse status effect. Wind must be present for the geomancer to use this ability. Tanglevine (Su): At 7th level, at a cost of 6 MP, a geomancer causes vines to entangle creatures within a 30-ft.-radius. Creatures within the area of effect take 1d6 points of non-elemental damage per two geomancer class levels and are inflicted with Disable status for 1 round per two geomancer class levels, a Fortitude save (DC 10 + geomancer class level + wisdom modifier) to negate the Disable status effect. Plants must be nearby for the geomancer to use this ability. Contortion (Su): At 8th level, at a cost of 6 MP, a geomancer causes the ground to engulf creatures within a 30-ft.-radius. Creatures within the area of effect take 1d6 points of earth damage per two geomancer class levels and are inflicted with Petrify status for 1 round per two geomancer class levels, a Fortitude save (DC 10 + geomancer class level + wisdom modifier) to negate the Petrify status effect. A mountain or rocky surfaces must be nearby for the geomancer to use this ability. Hurricane (Su): At 9th level, at a cost of 6 MP, a geomancer causes a gusty force of wind to enshroud creatures within a 30-ft.-radius. Creatures within the area of effect take 1d6 points of wind damage per two geomancer class levels and are inflicted with Slow status for 1 round per two geomancer class levels, a Will save (DC 10 + geomancer class level + wisdom modifier) to negate the Slow status effect. A storm must be present for the geomancer to use this ability. Magma Surge (Su): At 10th level, at a cost of 6 MP, a geomancer causes lava to spill forth against creatures within a 30-ft.-radius. Creatures within the area of effect take 1d6 points of fire damage per two geomancer class levels and are inflicted with Doom status for 1 round per two geomancer class levels, a Fortitude save (DC 10 + geomancer class level + wisdom modifier) to negate the Doom status effect. Lava or fire must be nearby for the geomancer to use this ability.

Green Mage
Green mages lend support on the battlefield, shielding allies and crippling foes. Hit Die: d4. Requirements To qualify to become an green mage, a character must fulfill all the following criteria. Skills: Knowledge (arcane) 8 ranks, Heal 4 ranks Feats: Spell Focus (Enfeebling) Spells: Able to cast a 3rd level enfeebling spell and a 3rd level enhancing spell. Class Skills

The green mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier. Table 7-16: The Green Mage Base Fort Reflex Level Attack Save Save Bonus 1st +0 +0 +0 2nd 3rd 4th 5th 6th 7th 8th 9th 10th +1 +1 +2 +2 +3 +3 +4 +4 +5 +0 +1 +1 +1 +2 +2 +2 +3 +3 +0 +1 +1 +1 +2 +2 +2 +3 +3

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Special Green Magery, Continuous-spell, Limit Break, +1 level to existing spell-casting class Auto-spell, +1 level to existing spell-casting class Continuous-spell, +1 level to existing spellcasting class Auto-spell, +1 level to existing spell-casting class Continuous-spell, Superior Spell (3/day) Auto-spell, +1 level to existing spell-casting class Continuous-spell, +1 level existing to spellcasting class Auto-spell, +1 level to existing spell-casting class Continuous-spell, +1 level to existing spellcasting class Auto-spell, Infectious Enfeeblement

Class Features All of the following are class features of the green mage prestige class. Weapon and Armor Proficiency: Green mages gain no proficiency with any weapon or armor. MP per Day / Spells Known: At each level except 5th and 10th, an green mage gains MP per day and spells known as if she had also gained a level in a spell-casting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of this class would have gained. If she had more than one spell-casting class before becoming an green mage, she must decide to which class to add each level for the purpose of determining MP per day and spells known. Limit Break (Su): At 1st level, the green mage receives the Limit Break (Emfeeblement Cloud). Enfeeblement Cloud (Su): This Limit Break allows the green mage to inflict status effects upon all enemies within a 30-ft.-radius. Enemies within the area of effect are inflicted with Blind (Fortitude), Curse (Will), Disease (Fortitude), Immobilize (Fortitude), Poison (Fortitude), Sap (Fortitude), Silence (Will), Slow (Will), and Zombie (Fortitude) status unless they make a save for each status effect (DC 10 + green mage class level + Intelligence or Wisdom modifier) to negate. Duration for each status lasts for a duration of 1 round + 1 round per two green mage class levels. Green Magery: Beginning of 1st level, a green mage's enfeebling and enhancing spells gain an additional duration of 1 round per two green mage class levels.

Continuous-spell (Su): At 1st level and every other level thereafter, a green mage can take an enfeebling spell up to half of the spell levels she knows and turn it into a Continuous-spell. A Continuous-spell attempts to renew itself once the duration of the enfeebling spell runs its course. The inflicted creature must make the same saving throw to negate. Auto-spell (Su): At 2nd level and every other level thereafter, a green mage can take an enhancing spell up to half of the spell levels she knows and turn it into an Auto-spell. An Auto-spell lasts for 1 hour per two levels of the green mage class levels, and renews itself if it is dispelled. Superior Spell (Su): At 5th level, 3 times per day, a green mage can double the bonuses, penalties, or damage of an enfeebling or enhancing spell as a swift action. Infectious Enfeeblement (Su): At 10th level, a green mage's enfeebling spells becomes infectious. A creature with a status effect inflicted by the green mage can inflict other creatures within a 10-ft.-radius. As a free action, a green mage can choose a creature to infect with the same spell that was inflicted on a creature within 10-ft. of it.

Gun Mage
Gun mages are wild cards; they use their magic to imbue their firearms with spells. Due to their strong desire to wield firearms and their hours of training with them, their magic is more limited than that of the mages. However, they are far better combatants, though their emphasis on firearms has limited their knowledge of other weapons. Hit Die: d6. Requirements To qualify to become a gun mage, a character must fulfill all the following criteria. Skills: Spellcraft 7 ranks. Spells: Able to cast 2nd-level spells (of any type). Feats: Exotic Weapon Proficiency (Firearms) or (Gunblade) Class Skills The gun mage's class skills (and the key ability for each skill) are Athletics (Str), Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Perception (Wis), Profession (Wis), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier. Table 7-17: The Gun Mage Base Fort Reflex Level Attack Save Save Bonus 1st +0 +0 +2 2nd 3rd 4th 5th 6th 7th 8th +1 +2 +3 +3 +4 +5 +6 +0 +1 +1 +1 +2 +2 +2 +3 +3 +4 +4 +5 +5 +6

Will Save +0 +0 +1 +1 +1 +2 +2 +2

Special +1 level to existing spell-casting class, Channel Spell (3/day), Limit Break Cast Rune Bullets Bonus Feat, +1 level to existing spell-casting class, Channel Spell (4/day) Precise Shot Call Firearm, +1 level to existing spell-casting class, Channel Spell (5/day) Bonus Feat, Mastery Channel Spell I +1 level existing to spell-casting class, Channel Spell (6/day) Mastery Channel Spell II

9th 10th

+6 +7

+3 +3

+6 +7

+3 +3

Bonus Feat, +1 level to existing spell-casting class, Channel Spell (7/day) Mastery Channel Spell III, Multiple Channel Spell

Class Features All of the following are class features of the gun mage prestige class. Weapon and Armor Proficiency: Gun mages gain no proficiency with any weapon or armor. Limit Break (Su): At 1st level, the gun mage receives a Limit Break (Dual Spell Channeling). Dual Spell Channeling (Su): This Limit Break allows the gun mage to imbue her weapon with two spells of any level. Once per round for a duration of 1 round + 1 round per two gun mage class levels, the gun mage to can fire the two spells without expending the charges. MP per Day / Spells Known: Beginning at 1st level and every odd level thereafter, a gun mage gains MP per day and spells known as if she had also gained a level in a spell-casting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of this class would have gained. If she had more than one spell-casting class before becoming a gun mage, she must decide to which class to add each level for the purpose of determining MP per day and spells known. Channel Spell (Su): At 1st level, a gun mage can channel any spell she can cast into her weapon. Using this ability requires a move action, and the gun mage spends MP just as if she had cast the spell. The channeled spell affects the next target that the gun mage successfully hits with her weapon (saving throws and spell resistance still apply). Even if the spell normally affects an area or is a ray, it affects only the target. The spell is discharged from the weapon, which can then hold another spell. A gun mage can channel her spells into only one weapon at a time. Spells channeled into a weapon are lost if not used in 8 hours. At 1st level, a gun mage can use this ability 3 times per day. This increases by 1 every other level to a maximum of 7 times per day. Cast Rune Bullets: At 2nd level, the gun mage learns how to craft special bullets that channel spell energy. When firing a rune-cast bullet, the gun mage can, as a free action, channel a spell into the bullet. If the bullet hits its target, it does an additional +1d6 damage of the appropriate type (I.E. If a gun mage casts Fire into his bullet, it does fire damage. All non-elemental spells do non-elemental damage) per level of the spell channeled into the bullet. In addition, upon reaching 4th level, the gun mages rune-cast bullets are treated as having a +1 enhancement bonus when spell levels are channeled into the bullet. This bonus increases by +1 for every 2 levels in the gun mage thereafter; +2 at 6th level, +3 at 8th level, +4 at 10th level. Casting rune bullets is a very intensive process, requiring molten and powdered metals and meticulous spell work. Casting rune bullets requires a properly equipped crafters kit and an appropriate skill check (DC 20 on Craft (firearms)). The material cost, in addition to the standard pistol charge cost, is 5 gil for each rune-cast bullet, which are regularly lead with gold shavings or dustindispensable for its conductive properties. Once the lead is liquefied, the gold is sprinkled into the molten metal and, as the rounds cool, manifests as flecks. Thereupon the caster etches his signature marka runic glyphwith gold shavings onto the bullet. This mark acts as the receiving point for the gun mages spells, and the flecks carry the spell throughout the bullet. Gun mages normally are able to cast and etch 5 bullets per hour, but the work is exacting and requires focus. Every hour after the first, a gun mage must make a Concentration check (DC 12). If the check fails, the gun mage is fatigued and must wait a full day before attempting to cast more bullets. Magnifying glasses and mastercrafted etching tools can lower this DC at the DMs discretion.

Etching the very precise runes is meticulous, especially difficult on the eyes even under the best lighting. A bleary-eyed gun mage takes a temporary penalty of 1 to all ranged attacks per hour spent casting rune bullets. These points are recovered at a rate of 1 point every 2 hours provided the gun mage is no longer etching runes. Bonus Feats: At 3rd, 6th, and 9th level, the gun mage gains a bonus feat. The gun mage must still meet all prerequisites for a bonus feat. Precise Shot: At 4th level, the gun mage gains the bonus feat, Precise Shot. Call Weapon (Su): At 5th level, the gun mage gains the ability to summon her weapon to her hand. By spending 1 MP, the gun mage can cause her weapon to fly into her hand so long as it is not gripped by another and can be seen. This ability is a move action, though a gun mage with the Quick Draw feat can call, as a free action, her weapon to her hand. Mastery Channel Spell I (Su): At 6th level, the gun mage can channel any 1st-level spell into her weapon as a swift action, but the MP cost is doubled. Mastery Channel Spell II (Su): At 8th level, the gun mage can channel any 2nd-level spell into her weapon as a swift action, but the MP cost is doubled. Mastery Channel Spell III (Su): At 10th level, the gun mage can channel any 3rd-level spell into her weapon as a swift action, but the MP cost is doubled. Multiple Channel Spell (Su): A 10th-level gun mage can channel two spells into her weapon. Using this ability requires a move action, and the gun mage spends MP just as if she had cast both spells. Both channeled spells affect the next target the gun mage successfully attacks with her weapon, in the order the spells were placed into the weapon. As with the Channel Spell class feature, saving throws and spell resistance apply normally. Each time a gun mage uses Multiple Channel Spell, two of her Channel Spell uses per day are expended.

Judge Magister
The elite guard and the chief arbiters and enforcers of Imperial law in the Lands of Ivalice. They are feared for their ability to bring in lawbreakers easily. Their unique armor, a badge of office, makes them intimidating to everyone. They excel at knocking down foes while fearlessly standing their ground. Hit Die: d12. Requirements To qualify to become a judge magister, a character must fulfill all the following criteria. Base Attack Bonus: +7 Skills: Diplomacy 10 ranks, Intimidate 10 ranks. Special: Must be appointed by one of the ruling houses. Class Skills The judge magister's class skills (and the key ability for each skill) are Athletics (Str), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Perception (Wis), Profession (Wis), and Survival (Wis). Skill Points at Each Level: 2 + Int modifier.

Table 7-18: The Judge Magister Base Fort Ref Will Level Attack Save Save Save Bonus 1st +1 +2 +0 +2 2nd 3rd 4th 5th 6th 7th 8th 9th 10th +2 +3 +4 +5 +6 +7 +8 +9 +10 +3 +3 +4 +4 +5 +5 +6 +6 +7 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +3 +4 +4 +5 +5 +6 +6 +7

Special Judges Badge of Office, Fearless, Unhindered, Limit Break Judges Might (1/day), Steamroller Stability, Bonus Feat Master Defender (+2) Judges Might (2/day), Knockdown Bonus Feat Master Defender (+4) Judges Might (3/day), Heavy Weaponry Bonus Feat Master Defender (+6), Frightful Presence

Class Features All of the following are class features of the judge magister prestige class. Weapon and Armor Proficiency: Judge Magisters are proficient with all simple and martial weapons, all types of armor (cloth, leather, chain, and plate), and shields. Limit Break (Su): At 1st level, the judge magister receives the Limit Break (Final Judgment). Final Judgment (Su): This Limit Break causes all enemies within range to be judged. All enemies within a 60-ft.-radius take 1d6 points of holy damage per judge magister class level, Reflex save (DC = 10 + judge magisters class level + Charisma modifier. Those failing the Reflex save must make a Fortitude save (DC = 10 + judge magisters class level + Charisma modifier) or be inflicted with Disable status for 1 round per judge magister class level. Judges Badge of Office: A judge magisters official badge of office is a suit of mastercrafted judgment armor (see below) +1. It is tailor-fitted for the judge magister. Every two levels after 1st, the judge magister takes his badge of office to be upgraded and refitted, gaining an additional +1 added to the judgment armor. At any time the judge magister stops working for the ruling houses, he is to turn in his badge of office or be hunted down. Judgment Armor: Type (Plate), Armor Bonus +5, DR 5/-, Max Dex Bonus +1, Armor Penalty -5. The judgment armor also provides the following benefits: +4 circumstance bonus to Strength, +10 feet base land speed, and +1 equipment bonus on Attack Rolls. Fearless (Ex): The judge magister is immune to fear effects. Unhindered (Ex): The judge magister treats his badge of office as though its armor penalty is 2 better. Judges Might (Ex): At 2nd level, the judge magister can temporarily increase his Strength but at a penalty to Armor Class. The judge magister gains a +8 morale bonus to Strength, but takes a 2 penalty to Armor Class. Activating judges might is a free action, and it lasts for a number of rounds equal to the judge magisters class level. At the end of the judges might ability, the judge magister is fatigued for as many rounds as he used the ability. The judge magister may use the judges might once per day at 2nd level, twice per day at 5th level, and three times per day at 8th level.

Steamroller (Ex): Starting at 2nd level, the judge magister does not need to move before making an overrun attempt against an opponent. He also gains a +2 bonus on any trip attack made against an opponent who blocks his overrun attempt. Stability (Ex): The judge magister is incredibly sure-footed. He gains a +4 stability bonus on all rolls made to resist being tripped, overrun, knocked prone, or pushed back by a bull rush attack. Bonus Feats: At 3rd, 6th, and 9th level, the judge magister gains a bonus feat. The judge magister must still meet all prerequisites for a bonus feat. Master Defender (Ex): Starting at 4th level, the judge magister becomes especially skilled in defensive fighting. Whenever he fights defensively or takes the total defense action, he gains +2 bonus to Armor Class (in addition to the dodge bonus to Armor Class gained while fighting defensively or engaged in total defense). The bonus increases to +4 at 7th level and +6 at 10th level. Knockdown (Ex): At 5th level and beyond, whenever the judge magister is allowed to apply his Strength modifier to damage, he forces the target of his successful attack to make at a Fortitude save (DC = damage dealt) or be knocked prone by the force of the blow. Heavy Weaponry (Ex): Beginning at 8th level, a judge magister treats all weapons as one size category smaller for purposes of determining whether or not he can wield them in one hand and if they are considered light weapons. Frightful Presence (Ex): At 10th level, the judge magisters reputation precedes himself, bringing about him a frightful presence. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the judge magister. A potentially effected creature that succeeds on a Will save (DC 10 + Judge Magister's level + Judge Magister's Charisma modifier) remains immune to that judge magister's frightful presence for 24 hours. On a failed save, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.

Lucky Gambler
A lucky gambler lives by his luck. He doesnt worry about much of anything, including where his next meal comes from, and trusts to luckperhaps more than he should. Hit Die: d6. Requirements To qualify to become a lucky gambler, a character must fulfill all the following criteria. Base Attack Bonus: +3. Skills: Any skill 8 ranks. Class Skills The lucky gambler's class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Stealth (Dex), and Use Rope (Dex). Skill Points at Each Level: 6 + Int modifier.

Table 7-19: The Lucky Gambler Base Fort Ref Will Level Attack Save Save Save Bonus 1st +0 +0 +2 +0 nd 2 +1 +0 +3 +0 rd 3 +2 +1 +3 +1 4th +3 +1 +4 +1 th 5 +3 +1 +4 +1 6th +4 +2 +5 +2 th 7 +5 +2 +5 +2 8th +6 +2 +6 +2 th 9 +6 +3 +6 +3 th 10 +7 +3 +7 +3

Special Luck Points (1d6 per day), Limit Break Advantageous Avoidance More Luck than Skill Fortunes Strike Luck Points (2d6 per day) Fortunes Favorite Good Karma Tempting Fate Lucky Strike Luck Points (3d6 per day)

Class Features All of the following are class features of the lucky gambler prestige class. Weapon and Armor Proficiency: Lucky Gamblers gain no proficiency with any weapon or armor. Limit Break (Su): At 1st level, the lucky gambler receives a Limit Break (Wheel of Fortune). Wheel of Fortune (Su): This Limit Break causes the lucky gambler to make 2d6 roll to determine a random effect (see table below). The lucky gambler cannot use luck points to reroll the effect. Wheel of Fortune Limit Break Dice Roll 2 3 4 5 6 7 8 9 10 11 12 Effect The lucky gambler and any allies within 50-ft.-radius suffers from the Doom spell (DC 20). The lucky gambler and any allies within 50-ft.-radius are healed to full hit points. All enemies within 50-ft.-radius lose 3d6 MP. No save. The lucky gambler and any allies within 50-ft.-radius are healed of 10d6 points of damage. All enemies within 50-ft.-radius suffer from a random status effect. Roll 1d6. 1- Confuse, 2Blind, 3-Poison, 4-Disease, 5-Silence, 6-Immobilize. No save. The lucky gambler and any allies within 50-ft.-radius are healed of 5d6 points of damage. All enemies within 50-ft.-radius suffer 5d6 points of non-elemental damage. No save. The lucky gambler and any allies within 50-ft.-radius are cured of all status effects. All enemies within 50-ft.-radius suffer 10d6 points of non-elemental damage. No save. The lucky gambler and any allies within 50-ft.-radius are restored of 3d6 MP. All enemies within 50-ft.-radius suffer from the Doom spell (DC 20).

Luck Points: At 1st level, the lucky gambler gains 1d6 (+1 per two lucky gambler class levels) luck points per day. With these luck points, he can spend them to reroll any single roll for himself with 1 luck point as an immediate action. These luck points are also used in other class features he receives as he levels. He can pass a luck point to an ally but at a cost of 2:1. At 5th level, the lucky gamblers luck points increase to 2d6 (+1 per two lucky gambler class levels) per day. At 10th level, the lucky gamblers luck points increase to 3d6 (+1 per two lucky gambler class levels) per day. Luck points not spent when rolling for new luck points are considered lost. Advantageous Avoidance (Ex): At 2nd level, the lucky gambler has a knack for ducking at just the right moment. He can spend a luck point as an immediate action to force a foe to reroll a critical hit confirmation roll made when attacking him. He can spend 2 luck points as an immediate action to force a foe to reroll an attack roll against him as well.

More Luck than Skill (Ex): At 3rd level, the lucky gambler may have some talent in a particular area, but he still depends on his luck to see him through. As a swift action, he can spend a luck point and add his lucky gambler class level as a luck bonus on all skill checks he makes until the start of his next turn. Fortunes Strike (Ex): At 4th level, as a move action, the lucky gambler can spend a luck point to increase his damage with his weapon for the next strike. Upon a successful hit, the lucky gambler rolls 2d6. If the rolls are double 6s, he does maximum damage (in addition to the 12 he just rolled) with the strike. If the rolls are snakeeyes (double 1s), he stabs himself accidentally with his normal damage (including the 2 he just rolled). Any rolls between are the extra damage he does to the creature. The lucky gambler can spend a luck point to reroll as well. Fortunes Favorite (Ex): By 6th level, the lucky gambler has learned to rely on his luck to stay alive. As an immediate action, he can spend a luck point and add his lucky gambler class level as a luck bonus on all saving throws he makes until the start of his next turn. Good Karma (Ex): At 7th level, the lucky gambler can use his luck to aid an allyat the risk of his own neck. As an immediate action, the lucky gambler can spend a luck point to redirect an attack made against an adjacent ally so that it is made against him instead. He must be within reach of the attacker (if a melee attack) or within range of the attack (if a ranged attack) in order to use this ability. The attack roll result remains the same, but it is against the lucky gamblers AC, rather than that of his ally. If the redirected attack hits the lucky gambler, he takes an extra 50% damage from it. Tempting Fate (Ex): At 8th level, the lucky gambler is very hard to kill. As an immediate action, if the lucky gambler has at least 1 hit point remaining and would be dealt enough damage to kill him, he can spend a luck point to take only enough damage to reduce him to 9 hit points and he automatically stabilizes. Lucky Strike (Ex): Even the greatest fighters, those who train and drill constantly, occasionally win through sheer luck, so why shouldnt the lucky gambler? Beginning at 9th level, as a swift action, the lucky gambler can spend a luck point and add his lucky gambler class level as a luck bonus on all attack rolls he makes until the start of his next turn.

Magicite Knight
Magicite Knights are soldiers who specialize in training with Materia. They harness the power of magicite within materia to perform feats of magical prowess to rival even real mages. They can infuse themselves, not just their items, with materia, providing a tactical advantage over their foes and they can cause other materia to erupt, causing damage to their wielder. Hit Die: d8. Requirements To qualify to become a magicite knight, a character must fulfill all the following criteria. Skills: Use Materia 10 ranks. Feats: Materia Proficiency Class Skills The magicite knight's class skills (and the key ability for each skill are Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all) (Int), Profession (Wis), Spellcraft (Int), and Use Materia (Cha). Skill Points at Each Level: 2 + Int modifier.

Table 7-20: The Magicite Knight Base Fort Ref Will Level Attack Save Save Save Bonus 1st +0 +2 +0 +2 2nd 3rd 4th 5th 6th 7th 8th 9th 10th +1 +2 +3 +3 +4 +5 +6 +6 +7 +3 +3 +4 +4 +5 +5 +6 +6 +7 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +3 +4 +4 +5 +5 +6 +6 +7

Special Alternate Materia Usage, Detect Magicite (60 ft.), Limit Break Materia Infusion (1) Materia Eruption (15 ft.) Materia Infusion (2) Materia Eruption (30 ft.), Materia Expertise Materia Infusion (3) Materia Eruption (45 ft.) Materia Infusion (4) Materia Eruption (60 ft.) Materia Infusion (5), Materia Mastery, Power Transfer

Class Features All of the following are class features of the magicite knight prestige class. Weapon and Armor Proficiency: Magicite Knights gain no proficiency with any weapon or armor. Limit Break (Su): At 1st level, the magicite knight receives a Limit Break (Magicite Perfection). Magicite Perfection (Su): This Limit Break allows the magicite knight to use any materia infused inside of him or his equipment as a swift action once per round for a duration of 1 round + 1 round per two magicite knight class levels. During the duration of this limit break, the magicite knight does not need to make skill checks to use the materia and is allowed to use the Alternate Materia Usage ability. Alternate Materia Usage (Su): At 1st level, a magicite knight may use materia that have alternate usage for weapons or armor slot without needing to equip them into an item. Using the alternate power of a materia requires a Use Materia skill check (DC 20 + 2 per Materia level). Duration for the alternate power is equal to 1d6 rounds + 1 round per magicite knight class level. Detect Magicite (Su): Also at 1st level, at will, a magicite knight can detect magicite auras in his surroundings in a 60-ft.-radius. The amount of information revealed depends on how long he studies a particular area or subject. The magicite knight must concentrate per round of detecting. 1st Round: Presence or absence of magicite auras. 2nd Round: Number of different magicite auras and the most potent aura. 3rd Round: The strength and location of each aura.

Materia Infusion (Su): Starting at 2nd level and every other level thereafter, the magicite knight can begin infusing materia into his limbs. The number of materias that a magicite knight can infuse is listed in the table above. Infusing a materia requires a DC 20 Use Materia skill check and a full-round action. Materia Eruption (Su): Beginning of 3rd level and every other level thereafter, a magicite knight can cause any materias that he detects with the Detect Magicite ability to erupt, causing it to burst and deal damage to the user. The range of this ability is listed in the table above. Using this ability requires a DC 20 Use Materia skill check to cause a materia to erupt, and for every 5 above the DC skill check, he can affect an additional materia. Those affected must make a Fortitude save (DC 10 + magicite knight class level + magicite knight's Charisma

modifier) to negate. Failing the save deals damage (see below) in a 5-ft.-burst explosion of the materia and causes all materia affected to cease to function for 24 hours. Damage by this ability is as follows: Materia Level 1: 1d6 points of non-elemental damage. Materia Level 2: 2d6 points of non-elemental damage. Materia Level 3: 3d6 points of non-elemental damage. Materia Level Mastery: 5d6 points of non-elemental damage

Materia Expertise (Ex): At 5th level, the magicite knight's formidable knowledge of magicite allows him to reduce the penalty to his Caster Level in regards to his Use Materia skill by 1 and increases materia usage by once more per day to a total of four times per day. In addition, the magicite knight gains a 10% increase in all MXP gains for his materia. Materia Mastery (Ex): At 10th level, the magicite knight's legendary knowledge of magicite allows him to reduce the penalty to his Caster Level in regards to his Use Materia skill by 1 more and increases materia usage by once more per day to a total of five times per day. In addition, the magicite knight gains an additional 10% increase in all MXP gains for his materia. Power Transfer (Su): Also at 10th level, a magicite knight can drain the power of one materia to empower another for one more usage. Using this ability requires a DC 25 Use Materia skill check and requires a materia at full power to be drained. Draining a materia causes it to cease to function for 24 hours and empowers another materia with one additional usage even if the materia is drained or affected by another magicite knight's Materia Eruption ability.

Magitek Pilot
A Magitek Pilot commands a massive, armored war machine equipped with materia-based weaponry. Magitek pilots are often freelancers, serving as shock troopers or scouts to earn money to pay for repairs and upgrades for their Magitek. Hit Die: d10. Requirements To qualify to become a magitek pilot, a character must fulfill all the following criteria. Skills: Drive 8 ranks. Feats: Magitek Operation. Special: The character must own a Magitek. Class Skills The magitek pilots class skills are as follows. Acrobatics (Dex), Athletics (Str), Bluff (Cha), Computer Use (Int), Drive (Dex), Knowledge (technology) (Int), Navigate (Int), Perception (Wis), Pilot (Dex), Profession (Wis), and Repair (Int). Skill Points at Each Level: 4 + Int modifier. Table 7-21: The Magitek Pilot Base Fort Ref Will Level Attack Save Save Save Bonus st 1 +0 +0 +2 +0 2nd +1 +0 +3 +0 rd 3 +2 +1 +3 +1 4th +3 +1 +4 +1 th 5 +3 +1 +4 +1

Special Magitek Weapon Proficiency, Limit Break Magitek Mastery (+2) Bonus Feat Magitek Feint Magitek Mastery (+4)

6th 7th 8th 9th 10th

+4 +5 +6 +6 +7

+2 +2 +2 +3 +3

+5 +5 +6 +6 +7

+2 +2 +2 +3 +3

Bonus Feat Evasive Action Magitek Mastery (+6) Bonus Feat Improved Evasive Action

Class Features All of the following are class features of the magitek pilot prestige class. Weapon and Armor Proficiency: Magitek Pilots gain no proficiency with any weapon or armor. Limit Break (Su): At 1st level, the magitek pilot receives the Limit Break (Megaton Punch). Megaton Punch (Su): This Limit Break empowers the magitek pilots Magitek to make a single slam attack with a +1 circumstance bonus to attack rolls + an additional +1 bonus per two magitek pilot class levels. If the attack hits, the creature suffers 1d6 points of non-elemental damage + an additional 1d6 per two magitek pilot class levels in addition to the normal damage it deals with its slam plus double the strength modifier for damage. If the attack was a critical hit, the strength modifier is tripled instead. Magitek Weapon Proficiency: At 1st level, the magitek pilot gains the bonus feat Magitek Weapon Proficiency. Magitek Mastery (Ex): Starting at 2nd level, a magitek pilot gains a bonus on Drive and Repair checks when applied to a Magitek he designates as familiar. The same bonus is applied to the magitek knights attack rolls with the Magiteks ranged weapons. This bonus is +2 at 2nd level and increases by 2 every three levels thereafter (+4 at 5th level, +6 at 8th level). To designate a Magitek as familiar, the magitek pilot must have operated it for at least one month. Minor changes and upgrades to the Magitek dont affect familiarity, but if the magitek pilot switches to a Magitek with a different size, different superstructure, or more than one new weapon, he must operate it for at least one month before he is familiar with it. A magitek pilot can be familiar with only one Magitek at a time. Bonus Feat: At 3rd, 6th, and 9th level, the magitek pilot gains a bonus feat. The magitek pilot must still meet all prerequisites for a bonus feat. Magitek Feint (Ex): At 4th level, a magitek pilot operating a Magitek can make a Bluff check in combat as a move action (instead of an attack action). He receives a +2 bonus on the Bluff check made to feint in melee combat. If the magitek pilot has the Improved Feint feat, his bonus on Bluff checks made to feint increases to +4 while operating a Magitek. Evasive Action (Ex): At 7th level, the magitek pilot can make a Drive or Acrobatics check (as appropriate) to lessen the damage dealt by a successful attack against his Magitek. If the check result exceeds the attack roll, the damage is reduced by half (round fractions down, minimum of 1 point of damage). The magitek pilot can make an Evasive Action check once per round. Improved Evasive Action (Ex): At 10th level, the magitek pilots evasive action ability improves. A successful Drive or Acrobatics check negates all damage dealt by the attack.

Mediator
The world is a melting pot of political and social intrigues. Governments rise and fall, but one thing remains true, mediators will always be necessary at some level. Whether taking on roles as leaders of organizations, holding positions within a government, using words to fight enemies, or using their skills as negotiators and

peace keepers, the mediator can fill multiple roles. They have the ability to manipulate people into doing their bidding. Hit Die: d6. Requirements To qualify to become a mediator, a character must fulfill all the following criteria. Skills: Diplomacy 8 ranks, Intimidation 8 ranks, Perform 4 ranks. Spells: Able to perform 2nd-level bard songs. Class Skills The mediator's class skills (and the key ability for each skill are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Perform (Cha), Profession (Wis), and Sense Motive (Wis). Skill Points at Each Level: 4 + Int modifier. Table 7-22: The Mediator Base Fort Reflex Level Attack Save Save Bonus 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Special +1 level to existing bard class, Negotiate, Inspiration, Limit Break +1 level to existing bard class, Persuade +1 level to existing bard class, Threaten +1 level to existing bard class, Speech +1 level to existing bard class, Praise +1 level to existing bard class, Listen +1 level to existing bard class, Stop +1 level to existing bard class, Insult +1 level to existing bard class, Invitation +1 level to existing bard class, Foretold

Class Features All of the following are class features of the mediator prestige class. Weapon and Armor Proficiency: Mediators gain no proficiency with any weapon or armor. MP per Day / Songs Known: At each level, a mediator gains MP per day and songs known as if he had also gained a level in a bard class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of this class would have gained. Limit Break (Su): At 1st level, the mediator receives the Limit Break (Angry Shout). Angry Shout (Su): This Limit Break lets the mediator to give a loud, angry shout. Enemies within 30 feet of the mediator suffer 1d6 points of non-elemental damage per mediator class level, a Fortitude save (DC 10 + mediator class level + Charisma modifier) to avoid being inflicted with Immobilize status for 1 round per mediator class level. Inspiration: A mediator adds his mediator class level to his bard level to determine the number of times per day she can use his inspiration abilities he can employ and the power of those abilities. For example, a 6th-level bard/3rd-level mediator can use his inspiration abilities three times per day as an 8th-level bard could use

(assuming he meets the Perform skill rank requirements), and is treated as an 8th-level bard for adjudicating the effects of those abilities (such as number of targets, save DC, and so forth). Negotiate (Su): At 1st level, at a cost of 1 MP, the mediator can use honeyed words and soft-spoken words to ease the negotiation in his favor. The mediator gains a +4 circumstance bonus on all Diplomacy checks. Persuade (Su): At 2nd level, at a cost of 2 MP, the mediator can persuade a person to become his friend. A target creature within 30 feet must make a Will save (DC 10 + mediator class level + Charisma modifier) or be inflicted with Charm status for 1 round per mediator class level. The mediator can renew the charm before the duration is over without allowing the creature to make a Will save. Threaten (Su): At 3rd level, at a cost of 2 MP, the mediator can make vile threats and threatening gestures to cow a person into fear. The target creature within 30 feet must make a Will save (DC 10 + mediator class level + Charisma modifier) or runs in fear for 1 round per mediator class level. If the creature makes the saving throw, it becomes shaken for the same duration. Speech (Su): At 4th level, at a cost of 3 MP, the mediator can talk a long, boring speech, putting all enemies listening to sleep. Enemies within 30 feet of the mediator must make a Will save (DC 10 + mediator class level + Charisma modifier) or be inflicted with Sleep status, for 1 round per mediator class level. Praise (Su): At 5th level, at a cost of 3 MP, the mediator can give words of praise to a single creature, making him feel better about himself. The target creature within 30 feet receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapons damage rolls per two mediator class levels that last 1 round per mediator class level. Listen (Su): At 6th level, at a cost of 3 MP, the mediator demands the attentions of a single creature to listen to him. The target creature within 30 feet must make a Will save (DC 10 + mediator class level + Charisma modifier) or be inflicted with Immobilize status for 1 round per mediator class level. Stop (Su): At 7th level, at a cost of 4 MP, the mediator requests forcefully for a creature to stop and dont move. The target creature within 30 feet must make a Will save (DC 10 + mediator class level + Charisma modifier) or be inflicted with Disable status for 1 round per mediator class level. Insult (Su): At 8th level, at a cost of 6 MP, the mediator makes outrageous insults and crude words that causes a creature to be enraged. The target creature within 30 feet must make a Will save (DC 10 + mediator class level + Charisma modifier) or be inflicted with Berserk status for 1 round per mediator class level. Invitation (Su): At 9th level, at a cost of 8 MP, the mediator invites a single creature to become his servant. The target creature within 30 feet must make a Will save (DC 10 + mediator class level + Charisma modifier) or become dominated. The creature is inflicted with Charm status effect permanently that can only be broken by a Dispel spell. Foretold (Su): At 10th level, at a cost of 9 MP, the mediator foretells the death of a single creature in an ominous tone. The target creature within 30 feet must make a Will save (DC 10 + mediator class level + Charisma modifier) or suffer the effects of the Doom spell.

Mime
Imagine being able to do anything imagine raining magical death, cleaving your opponent in two, and picking the nobles pocket all at the same time. In a world of such grand adventures there are grand adventurers, but that isnt you, you just pretend to be like them. Hit Die: d6.

Requirements To qualify to become a mime, a character must fulfill all the following criteria. Skills: Bluff 8 ranks, Sense Motive 8 ranks, Disguise 4 ranks, Spellcraft 4 ranks. Class Skills The mime's class skills (and the key ability for each skill) are Athletics (Str), Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Profession (Int), Sense Motive (Wis), and Spellcraft (Int). Skill Points at Each Level: 4 + Int modifier. Table 7-23: The Mime Base Fort Ref Level Attack Save Save Bonus st 1 +0 +2 +2 2nd +1 +3 +3 rd 3 +2 +3 +3 th 4 +3 +4 +4 5th +3 +4 +4 th 6 +4 +5 +5 7th +5 +5 +5 th 8 +6 +6 +6 9th +6 +6 +6 th 10 +7 +7 +7

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Special Mimicry, Limit Break Aptitude Focus (+1) Mimicry Aptitude Focus (+2) Mimicry Aptitude Focus (+3) Mimicry Aptitude Focus (+4) Mimicry Aptitude Focus (+5), Instant Mimic (3/day)

Class Features All of the following are class features of the mime prestige class. Weapon and Armor Proficiency: Mimes gain no proficiency with any weapon or armor. Limit Break (Su): At 1st level, the mime receives the Limit Break (Perfect Mimicry). Perfect Mimicry (Su): This Limit Break allows the mime to copy any humanoid up to 60 feet away perfectly. The mime can use any abilities of the person copied, even casting spells without using a MP pool if the person copied is a spell-caster. The mime uses his own stats, saving throws, hit points, and any equipment he possesses. The mime can copy another humanoid once per round as a swift action. This limit break lasts for a duration of 1 round + 1 round per two mime class levels. Mimicry (Su): Beginning at 1st level and every other level thereafter, the Mime chooses one of the following Mimicry powers. Once chosen, the Mimicry power becomes permanently apart of the Mimes repertoire and may not be exchanged. The mime can't use any abilities gained from his Mimicry powers to qualify for a feat, prestige class, or other options. Usable once per day per two Mime class levels, as a Swift action, all Mimicry powers have a range of 25 feet plus 5 feet per Mime class level. Mimic Feat: A mime can mimic any feat he sees in use. The mime must meet all prerequisites of the feat in order to mimic it. The mime retains the feat until he uses this ability again. Mimic Spell: A mime can even imitate spell-casting. This ability allows the mime to mimic a spell being cast. A mime can only mimic spells of spell levels equal to half of his Mime class level (see the Aptitude Focuses below). This ability allows the mime to cast the spell without MP.

Mimic Song: A mime can also imitate song-performing. This ability allows the mime to mimic a bard song being performed. A mime can only mimic songs up to 2nd song levels (see the Aptitude Focuses below). This ability allows the mime to perform a song without MP and a perform skill check. Mimic Skill: A mime can imitate a skill being used. This ability functions like mimic spell, except it allows the mime to imitate a skill. The copied skill uses the same roll and bonuses (if any) as the original skill. Mimic Extraordinary Ability: The miming skill of a mime is legendary. A mime can perform any extraordinary ability that he can see in use. The mime cannot mimic an ability that uses appendages he does not have; a mime could mimic a fighter's berserk, but he could not mimic a fire dragons dragon breath. Mimic Supernatural Ability: A mime's miming skills become supernatural in nature, allowing him to imitate supernatural abilities. This ability functions like mimic extraordinary ability, except it allows the mime to imitate a supernatural ability instead of an extraordinary ability. The mime can even imitate an ability for which he does not can the correct appendages, such as a fire dragon's breath weapon. Mimic Spell-like Ability: A mime can imitate abilities that duplicate spells. This ability functions like mimic extraordinary ability, except it allows the mime to imitate a spell-like ability. Unlike mimic spell ability, a mime can mimic any spell-like ability regardless of spell level. Mimic Limit Break: A mime can imitate the powerful limit breaks. This ability functions like mimic extraordinary ability, except it allows the mime to imitate a limit break. Aptitude Focus (Ex): A mime can select one of five areas upon which he can focus his ever-shifting talents. Activating a focus, he gains the chosen abilities of his focus that remains in effect until the mime uses a swift action to dismiss it or activate another focus in its place. Ascetic Focus: The mime gains an aptitude bonus on all Athletics checks. The mime also receives the unarmed damage of a monk of half his character level as well as an aptitude bonus to his armor class. Caster Focus: The mime gains an aptitude bonus on all Spellcraft and Concentration checks, and on any healing and damage spell rolls. The mime also gains an additional two spell levels when using the Mimic Spell ability. Combat Focus: The mime gains an aptitude bonus as a competence bonus on all attack and damage rolls. This focus also grants proficiency with chain and plate armor, martial weapons, and shields (not tower shields). Song Focus: The mime gains an aptitude bonus on all Perform and Concentration checks, and on any healing and damage song rolls. The mime also gains an additional song level when using the Mimic Song ability. Stealth Focus: The mime gains an aptitude bonus on all Disable Device, Open Locks, Sleight of Hand, and Stealth skill checks. This focus also grants Uncanny Dodge (or Improved Uncanny Dodge if the mime possesses uncanny dodge from a previous class) and Evasion (or Improved Evasion if the mime possesses evasion from a previous class). Instant Mimic (Su): At 10th level, a mime can use any of his mimic abilities (mimic feat, mimic spell, mimic song, mimic skill, mimic extraordinary ability, mimic supernatural ability, mimic spell-like ability and mimic limit break) as an immediate action three times per day.

Mystic Knight
The Mystic Knight is a knight who uses magic to imbue their weapons to destroy equipment, cripple his foes, and to cause variety of status effects from afar. Hit Die: d10. Requirements To qualify to become a mystic knight, a character must fulfill all the following criteria. Base Attack Bonus: +7. Skills: Spellcraft 5 ranks. Feats: Improved Sunder. Class Skills The mystic knight's class skills (and the key ability for each skill are Acrobatics (Dex), Athletics (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Profession (Wis), Ride (Dex), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier. Table 7-24: The Mystic Knight Base Fort Reflex Level Attack Save Save Bonus 1st +1 +2 +0 2nd +2 +3 +0 rd 3 +3 +3 +1 4th +4 +4 +1 th 5 +5 +4 +1 6th +6 +5 +2 th 7 +7 +5 +2 th 8 +8 +6 +2 9th +9 +6 +3 th 10 +10 +7 +3

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Special Break Technique, Limit Break Eye Gouger Break Technique Venom Fang Break Technique Hellcry Stab Break Technique Stasis Sword Break Technique Insanity Touch

MP 4 8 12 16 20 24 28 32 36 40

Class Features All of the following are class features of the mystic knight prestige class. Weapon and Armor Proficiency: Mystic Knights are proficient with all simple and martial weapons, all types of armor (cloth, leather, chain, and plate), and shields (except tower shields). Limit Break (Su): At 1st level, the mystic knight receives the Limit Break (Mystic Strike). Mystic Strike (Su): This Limit Break produces a vertical column of mystical energy roaring downward onto a single target. The target takes 1d6 points of non-elemental damage per mystic knight class level. No save. Break Technique (Su): At 1st level, a mystic knight uses his magic to guide his weapon unerringly to the crucial points in an item or vital points in a person. At 1st level and every other level thereafter, a mystic knight can choose a Break Technique to master. Armor Break (Su): At a cost of 2 MP, the mystic knight can strike the crucial points in a suit of armor and destroying it. The mystic knight makes a touch attack, and if successful, the target must make a Fortitude save (DC 10 + mystic knight class level + his Strength modifier) for the item using his own Fortitude and any bonuses from the item (I.E. Mastercrafted bonuses) or the item breaks.

Shield Break (Su): At a cost of 1 MP, the mystic knight can strike the crucial points in a shield and destroying it. The mystic knight makes a touch attack, and if successful, the target must make a Fortitude save (DC 10 + mystic knight class level + his Strength modifier) for the item using his own Fortitude and any bonuses from the item (I.E. Mastercrafted bonuses) or the item breaks. Weapon Break (Su): At a cost of 2 MP, the mystic knight can strike the crucial points in a weapon and destroying it. The mystic knight makes a touch attack, and if successful, the target must make a Fortitude save (DC 10 + mystic knight class level + his Strength modifier) for the item using his own Fortitude and any bonuses from the item (I.E. Mastercrafted bonuses) or the item breaks. Accessory Break (Su): At a cost of 1 MP, the mystic knight can strike the crucial points in an accessory (rings, cloaks, necklaces, boots, etc.) and destroying it. The mystic knight makes a touch attack, and if successful, the target must make a Fortitude save (DC 10 + mystic knight class level + his Strength modifier) for the item using his own Fortitude or the item breaks. Magic Break (Su): At a cost of 3 MP, the mystic knight can strike the vital points in a person and crippling his MP pool. The mystic knight makes a touch attack, and if successful, the target must make a Fortitude save (DC 10 + mystic knight class level + his Strength modifier) or suffers 2d4 points of MP damage. Speed Break (Su): At a cost of 2 MP, the mystic knight can strike the vital points in a person and crippling his speed. The mystic knight makes a touch attack, and if successful, the target must make a Fortitude save (DC 10 + mystic knight class level + his Strength modifier) or moves at half speed until healed by a Heal check or cured by Esuna/Remedy. Power Break (Su): At a cost of 3 MP, the mystic knight can strike the vital points in a person and crippling his power with his attacks. The mystic knight makes a touch attack, and if successful, the target must make a Fortitude save (DC 10 + mystic knight class level + his Strength modifier) or suffers 1d6 Strength damage. Intuition Break (Su): At a cost of 3 MP, the mystic knight can strike the vital points in a person and crippling his ability to make wise decisions. The mystic knight makes a touch attack, and if successful, the target must make a Fortitude save (DC 10 + mystic knight class level + his Strength modifier) or suffers 1d6 Wisdom damage. Mind Break (Su): At a cost of 3 MP, the mystic knight can strike the vital points in a person and crippling his ability to think. The mystic knight makes a touch attack, and if successful, the target must make a Fortitude save (DC 10 + mystic knight class level + his Strength modifier) or suffers 1d6 Intelligence damage. Eye Gouger (Su): At 2nd level, a mystic knight can launch a range touch attack against a foe up to 30 feet away, blinding him. As a standard action, a mystic knight spends 4 MP and makes a ranged touch attack on an opponent up to 30 feet away. If successful, the target suffers 1d6 points of non-elemental damage per two mystic knight class levels and must make a Fortitude save (DC 10 + mystic knight class level + his Charisma modifier) or be inflicted with Blind status for 1 round per mystic knight class level. Venom Fang (Su): At 4th level, a mystic knight can launch a range touch attack against a foe up to 30 feet away, poisoning him. As a standard action, a mystic knight spends 5 MP and makes a ranged touch attack on an opponent up to 30 feet away. If successful, the target suffers 1d6 points of non-elemental damage per mystic knight class level and must make a Fortitude save (DC 10 + mystic knight class level + his Charisma modifier) or be inflicted with Poison status for 1 round per mystic knight class level.

Hellcry Stab (Su): At 6th level, a mystic knight can launch a range touch attack against a foe up to 30 feet away, silencing him. As a standard action, a mystic knight spends 6 MP and makes a ranged touch attack on an opponent up to 30 feet away. If successful, the target suffers 1d6 points of non-elemental damage per two mystic knight class levels and must make a Fortitude save (DC 10 + mystic knight class level + his Charisma modifier) or be inflicted with Silence status for 1 round per mystic knight class level. Stasis Sword (Su): At 8th level, a mystic knight can launch a range touch attack against a foe up to 30 feet away, immobilizing him. As a standard action, a mystic knight spends 7 MP and makes a ranged touch attack on an opponent up to 30 feet away. If successful, the target suffers 1d6 points of non-elemental damage per mystic knight class level and must make a Fortitude save (DC 10 + mystic knight class level + his Charisma modifier) or be inflicted with Immobilize status for 1 round per mystic knight class level. Insanity Touch (Su): At 10th level, a mystic knight can launch a range touch attack against a foe up to 30 feet away, confusing him. As a standard action, a mystic knight spends 7 MP and makes a ranged touch attack on an opponent up to 30 feet away. If successful, the target suffers 1d6 points of non-elemental damage per mystic knight class level and must make a Fortitude save (DC 10 + mystic knight class level + his Charisma modifier) or be inflicted with Confuse status for 1 round per mystic knight class level.

Ninja
Ninjas move through the shadows, striking down the unwary and vanishing again with ease. Ninjas walk where others cannot. They blend their training in stealth and assassination with a focused mind. Their rigorous preparation sharpens their minds and bodies, giving them supernatural abilities of stealth and making them phantoms in the eyes of many. They are proficient in dual-wielding weapons and throwing weapons with deadly accuracy. Hit Die: d6. Requirements To qualify to become a ninja, a character must fulfill all the following criteria. Base Attack Bonus: +3. Skills: Stealth 8 ranks, Acrobatics 4 ranks, Sleight of Hand 4 ranks. Feats: Weapon Focus (any thrown weapon). Special: Sneak Attack +3d6. Class Skills The ninja's class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Bluff (Cha), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Open Lock (Dex), Perception (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), and Stealth (Dex). Skill Points at Each Level: 6 + Int modifier. Table 7-25: The Ninja Base Fort Ref Level Attack Save Save Bonus 1st +0 +0 +2 2nd 3rd 4th 5th +1 +2 +3 +3 +0 +1 +1 +1 +3 +3 +4 +4

Will Save +0 +0 +1 +1 +1

Special Ninjutsu, Sneak Attack (+1d6), Trapfinding, TwoWeapon Combat Style, AC Bonus, Limit Break Thrown Weapon Trick, Ghost Step Sneak Attack (+2d6), Great Leap Thrown Weapon Trick, Ki Dodge Sneak Attack (+3d6), Improved Two-Weapon Combat Style, Cloaked in Shadows

6th 7th 8th 9th 10th

+4 +5 +6 +6 +7

+2 +2 +2 +3 +3

+5 +5 +6 +6 +7

+2 +2 +2 +3 +3

Thrown Weapon Trick, Evasion Sneak Attack (+4d6), Imbue Thrown Weapon Thrown Weapon Trick, Greater Ki Dodge Sneak Attack (+5d6), Imbue Weapons Thrown Weapon Trick, Two-Weapon Combat Style Mastery, Hide in Plain Sight.

Class Features All of the following are class features of the ninja prestige class. Weapon and Armor Proficiency: Ninjas are proficient with all simple weapons, plus the hand crossbow, kama, kukri, nunchaku, sai, shortbow, short sword, shuriken, and siangham. Ninjas gain no proficiency with any type of armor or shield. Limit Break (Su): At 1st level, the ninja receives a Limit Break (Assassination). Assassination (Su): This Limit Break allows the ninja to make a single attack against any one enemy within 30 feet. If the attack hits, the target must make a Fortitude save (DC 10 + ninja class level + the ninjas Intelligence modifier) or he dies. If the target made the save, he suffers double the damage from the ninjas attack. Creatures immune to critical hits are unaffected by the death attack but still suffers double damage from the ninjas attack. AC Bonus (Ex): A ninja is highly trained at dodging blows, and he has a sixth sense that lets him avoid even unanticipated attacks. When unarmored and unencumbered, a ninja adds his Wisdom bonus (if any) to his Armor Class. This ability does not stack with the monks AC bonus ability (a ninja with levels of monk does not add the bonus twice). In addition, a ninja gains a +1 bonus to AC at 1st level. This bonus increases by 1 for every other level thereafter (+2 at 3rd, +3 at 5th, +4 at 7th, and +5 at 9th level). Ninjutsu (Su): A ninja can channel his ki to manifest special powers of stealth and mobility called Ninjutsu. He can use his ninjutsu powers a number of times per day equal to his ninja class level plus his Wisdom bonus (if any). Ninjutsu powers can be used only if a ninja is wearing cloth or leather armor and is unencumbered. A ninjas ninjutsu powers are ghost step, ki dodge, greater ki dodge, imbue thrown weapons, and imbue weapons. Each power is described under a separate entry below. Sneak Attack (Ex): If a ninja can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Whenever a ninjas target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the ninja deals an extra 1d6 points of damage with his attack. This extra damage increases by 1d6 points at every other level thereafter. This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are immune to sneak attacks. A ninja cant make a sneak attack while striking the limbs of a creature whose vitals are out of reach. A ninja cant use sneak attack to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage dont deal extra damage when used as part of a sneak attack. If a ninja gets a sneak attack bonus from another source (such as levels of thief), the bonuses on damage stack. Trapfinding (Ex): A ninja can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps. See the thief class feature for more details.

Two-Weapon Combat Style (Ex): At 1st level, the ninja is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. This ability only applies when the ninja wears cloth or leather armor. He loses the benefit of this ability when wearing chain or plate armor. Thrown Weapon Trick (Ex): At 2nd level and every other level thereafter, a ninja chooses one of the following thrown weapon tricks. Once chosen, the trick is a permanent part of the ninjas repertoire and may not be exchanged. A ninja cannot choose the same trick more than once. Each trick may only be used with a thrown weapon the character has taken Weapon Focus. Deadeye Shot: The critical threat range for any specific type of thrown weapon increases by one (for example, a shuriken has a critical threat range of 19-20 instead of 20) when this ability is used. The benefit of this ability does not stack with any other effect that increases critical threat ranges. Defensive Throw: If a ninja with this ability succeeds on a Concentration check (DC 10 + number of threatening foes) before attempting to attack with a thrown weapon while in a threatened square, his thrown weapon attacks dont provoke attacks of opportunity for 1 round. If the check fails, his opponents get attacks of opportunity as normal when he makes his attacks. Doubletoss: A ninja with this ability may, as a standard action, throw two weapons at one or two targets within 30 feet. The character may apply his full Strength bonus to each weapon (instead of one-half his Strength bonus for the off-hand weapon). The normal penalties for fighting two weapons apply. Palm Throw: When using little thrown weapons (darts, shuriken, and daggers; the DM may allow other weapons), a ninja with this ability may throw two of each weapon with a single attack roll. Damage for each weapon is resolved separately, but the ninja does not apply his Strength bonus to either damage roll. Sneaky Shot: Just before making a ranged attack, a ninja with this ability can use a move action to make a Sleight of Hand check opposed by his targets Perception check. If he wins the opposed check, his opponent is denied his Dexterity bonus to Armor Class against the attack. Trip Shot: A ninja with this ability may use a thrown weapon to make a trip attempt against an opponent farther than 5 feet away. The character makes a normal attack against the opponent with a thrown weapon. If the attack succeeds, in addition to doing damage as normal, the ninja makes a Dexterity check with a +4 bonus opposed by the opponents Dexterity check or Strength (whichever ability score has the higher modifier). Other modifiers may apply on this opposed check. If the ninja wins the opposed check, the opponent is tripped. The benefit of this ability does not stack with the benefit of the Improved Trip feat. Tumbling Toss: A ninja with this ability can hurl a single thrown weapon at any point during a tumbling attempt as a standard action. If the result of his Acrobatics check is 25 or higher, the ninja does not provoke an attack of opportunity for making this attack regardless of how many opponents threaten him. Two with One Blow: If a ninja with this ability uses a thrown weapon to attack two opponents adjacent to each other, he may take a -4 penalty on the attack roll and attempt to hit both opponents at once. The attack may hit either, both, or neither opponent depending on the roll and the Armor Class of each opponent. Damage for each opponent is resolved separately. If the attack roll results in the threat of a critical hit, roll to confirm each critical hit separately. Weak Spot: A ninja can gain this ability only after reaching 6th level. When using a thrown weapon against a target of his size or larger, the character can make a ranged touch attack instead of a normal attack. If the attack hits, the ninja does not apply his Strength bonus to the damage.

Ghost Step (Su): Starting at 2nd level, a ninja can spend one daily use of his ninjutsu power to become invisible for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity. Great Leap (Su): At 3rd level and higher, a ninja always makes Athletics checks as if he was running and had the Run feat, enabling him to make long jumps without a running start and granting a +4 bonus on the jump. This ability can be used only if he is wearing cloth or leather armor and is carrying no more than a light load. Ki Dodge (Su): At 4th level and higher, a ninja can spend one daily use of his ninjutsu power to cause an attack against him to miss when it might otherwise hit. When a ninja activates this ability, his outline shifts and wavers, granting him concealment (20% miss chance), against all attacks for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity. Cloaked in Shadows (Ex): At 5th level, a ninjas ability to be stealthy becomes second-nature. A ninja with this ability is always considered to be taking 10 on Stealth skill checks. Improved Two-Weapon Combat Style (Ex): At 6th level, a ninjas aptitude in his two-weapon combat style improves. He is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. This ability only applies when the ninja wears cloth or leather armor. He loses the benefit of this ability when wearing chain or plate armor. Evasion (Ex): At 6th level, a ninja can avoid even magical and unusual attacks with great ability. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a fira spell), he instead takes no damage. Evasion can be used only if the ninja is wearing cloth or leather armor. A helpless ninja (such as one who is unconscious or paralyzed) does not gain the benefit of evasion. Imbue Thrown Weapons (Su): At 7th level, a ninja can spend one daily use of his ninjutsu power to imbue any thrown weapon with any element, causing additional damage. When a ninja activates this ability, he chooses an element (earth, fire, ice, lightning, water, or wind) and the thrown weapon glows with that element causing an additional +1d6 points of elemental damage per 2 ninja class levels for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity. Greater Ki Dodge (Su): Starting at 8th level, a ninjas ki dodge ability grants total concealment (50% miss chance). Imbue Weapons (Su): At 9th level, a ninja can spend one daily use of his ninjutsu power to imbue any weapon he holds with any element, causing additional damage. When a ninja activates this ability, he chooses an element (earth, fire, ice, lightning, water, or wind) and a weapon he holds, glows with that element causing an additional +1d6 points of elemental damage per 2 ninja class levels for 1 round. If a ninja is wielding two weapons, he can spend an additional use of his ninjutsu power to imbue both weapons of the same element. Using this ability is a swift action that does not provoke attacks of opportunity. Hide in Plain Sight (Ex): At 10th level, the ninja can use the Stealth skill even while being observed. Two-Weapon Combat Style Mastery (Ex): Also at 10th level, a ninjas aptitude in his two-weapon combat style improves again. He is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. This ability only applies when the ninja wears cloth or leather armor. He loses the benefit of this ability when wearing chain or plate armor.

Onyx Magister
Masters of wielding death, Onyx Magisters grasps higher learning for his magical prowess with his spells. Onyx Magisters are the highest practitioners of the black magic arts, wielding magic with the highest proficiency.

Hit Die: d4. Requirements To qualify to become an onyx magister, a character must fulfill all the following criteria. Spells: Able to cast 7th-level black magic spells. Class Skills The onyx magister's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (any) (Int), Profession (Wis), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier. Table 7-26: The Onyx Magister Base Fort Reflex Level Attack Save Save Bonus 1st +0 +0 +0 nd 2 +1 +0 +0 3rd 4th 5th +1 +2 +2 +1 +1 +1 +1 +1 +1

Will Save +2 +3 +3 +4 +4

Special Dark Mastery, Limit Break Black Wizardry, +1 level to existing spell-casting class Enfeebling Mastery, +1 level to existing spell-casting class Black Wizardry, +1 level to existing spell-casting class Elemental Mastery, +1 level to existing spell-casting class

Class Features All of the following are class features of the onyx magister prestige class. Weapon and Armor Proficiency: Onyx Magisters gain no proficiency with any weapon or armor. MP per Day / Spells Known: At each level except 1st, an onyx magister gains MP per day and spells known as if he had also gained a level in a spell-casting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of this class would have gained. If he had more than one spell-casting class before becoming an onyx magister, he must decide to which class to add each level for the purpose of determining MP per day and spells known. Limit Break (Su): At 1st level, the onyx magister receives the Limit Break (Avatar of Black Magic). Avatar of Black Magic (Su): This limit break summons a legendary elemental creature within 30 feet of the onyx magister that follows his commands. It lasts for a duration of 1 round per onyx magister class level. See Avatar of Black Magic in FFd20 Monster Compendium for more details. Dark Mastery (Ex): At 1st level, any dark spells that the onyx magister casts that hits an opponent can obscure its vision. If the subject fails a Will save (DC 10 + the spell's level + Intelligence modifier), it treats all other creatures and objects as though they had concealment and takes a -5 penalty on Perception checks for 1 round. As a secondary benefit, the onyx magister gains a +1 competence bonus to his caster level when casting dark spells. Black Wizardry: At 2nd and 4th level, an onyx magister increases his power with his spells. At each such opportunity, he can choose from the list of the following:

Improved Spell Mastery: This increases the DC for all of the onyx magister's spells by 2. Improved Elemental Penetration: This allows the onyx magister to ignore 5 points of elemental resistance. Improved Spell Penetration: This increases the onyx magister's caster level checks by 2 made to overcome a creatures spell resistance. This stacks with the Spell Penetration feat. Enfeebling Mastery (Ex): At 3rd level, any enfeebling spells that the onyx magister casts that hits an opponent can cause the subject to become sickened for a number of rounds equal to the level of the enfeebling spell he casts. The subject can reduce this duration to 1 round with a successful Fortitude save (DC 10 + the spell's level + Intelligence modifier). As a secondary benefit, the onyx magister gains a +1 competence bonus to his caster level when casting enfeebling spells. Elemental Mastery (Ex): At 5th level, any elemental spells that the onyx magister casts that hits an opponent can cause an additional effects (see below). As a secondary benefit, the onyx magister gains a +1 competence bonus to his caster level when casting elemental spells. Elemental (Earth): An opponent struck by an Elemental (Earth) spell can reduce the speed of any landbound creature. The creature must make a Reflex save (DC 10 + the spell's level + Intelligence modifier). If it fails, the creature's normal land speed, as well as its burrow and climb speeds, decreases by 5 feet per level of the Elemental (Earth) spell to a minimum speed of 5 feet. This effect lasts for 1 round. Creatures currently swimming or flying are immune to this effect. Elemental (Fire): An opponent struck by an Elemental (Fire) spell causes the opponent to be dazzled for 1 round. Blind creatures or creatures immune to Blind status effects are immune to this effect. Elemental (Ice): An opponent struck by an Elemental (Ice) spell causes the square it's in to be slick with ice. Creatures must make a successful Reflex save (DC 10 + the spell's level + Intelligence modifier) or fall. This save is repeated on each round that the creature remains within the area. A creature can walk within or through the area of ice at half normal speed with a DC 10 Acrobatics check. Failure means it cant move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls. The ice melts away in 3 rounds. Elemental (Lightning): An opponent struck by an Elemental (Lightning) spell causes the opponent to be deafened for 1 round. Elemental (Water): An opponent struck by an Elemental (Water) spell causes a small portion of the air in a living creature's lungs to transform into water, making it difficult for the creature to breathe. The target becomes exhausted for 1 round; if it succeeds on a Fortitude save (DC 10 + the spell's level + Intelligence modifier), it is instead fatigued for 1 round. Creatures that can breathe water (or who don't breathe) are immune to this effect. Elemental (Wind): An opponent struck by an Elemental (Wind) spell has a chance to be knocked back 5 feet. This functions much like a bull rush; the onyx magister rolls 1d20 + the level of the Elemental (Wind) spell opposed by his opponent's Strength check. If he succeeds, the onyx magister pushes the creature back 5 feet.

Oracle
Oracles are prophets that foretell and divine the truth in all things. They use hidden knowledge with the aid of supernatural powers to aid them.

Hit Die: d4. Requirements To qualify to become an oracle, a character must fulfill all the following criteria. Skills: Knowledge (arcana) 8 ranks, Spellcraft 8 ranks. Feats: Any metamagic feat. Spells: Able to cast 2nd-level white mage spells. Class Skills The oracle's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier. Table 7-27: The Oracle Base Fort Level Attack Save Bonus 1st +0 +0 2nd 3rd 4th 5th 6th 7th 8th 9th 10th +1 +1 +2 +2 +3 +3 +4 +4 +5 +0 +1 +1 +1 +2 +2 +2 +3 +3

Reflex Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Special Detect Magic, Limit Break, +1 level to existing spell-casting class Discern Falsehood Augury, +1 level to existing spellcasting class Comprehend Languages Locate Creature, +1 level to existing spell-casting class Find the Path Eyes of Truth, +1 level existing to spell-casting class Legend of Lore Moment of Prescience, +1 level to existing spell-casting class Foresight

Class Features All of the following are class features of the oracle prestige class. Weapon and Armor Proficiency: Oracles gain no proficiency with any weapon or armor. MP per Day / Spells Known: Beginning at 1st level and every odd level thereafter, an oracle gains MP per day and spells known as if she had also gained a level in a spell-casting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of this class would have gained. If she had more than one spell-casting class before becoming an oracle, she must decide to which class to add each level for the purpose of determining MP per day and spells known. Limit Break (Su): At 1st level, the oracle receives the Limit Break (Future Knowledge). Future Knowledge (Su): This Limit Break allows the oracle to glimpse into the brief future to know how to best react. For the duration of 1 round + 1 round per two oracle class levels, the oracle receives a +1 circumstance bonus on Reflex saves and a +1 dodge bonus to Armor Class per oracle class level.

Detect Magic (Su): At 1st level, at a cost of 1 MP, an oracle can detect the presence of magical auras all around her within 60 feet and discern the type of school as well as relative strength. This lasts for 1 round per oracle class level. Discern Falsehood (Su): At 2nd level, at a cost of 2 MP, an oracle knows if the target creature within 30 feet is deliberately and knowingly speaking a lie unless the creature makes a Will save (DC 10 + oracle class level + Wisdom modifier). This does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions. This lasts for 1 round per oracle class level. Augury (Su): At 3rd level, at a cost of 2 MP, an oracle can divine whether a particular action will bring good or bad results in the immediate future. The DM determines which of these four results the oracle gets: Weal (if the action will probably bring good results), Woe (for bad results), Weal and woe (for both), Nothing (for actions that dont have especially good or bad results). Comprehend Languages (Su): At 4th level, at a cost of 3 MP, an oracle can speak, understand, and read any language. This lasts for 10 minutes per oracle class level. Locate Creature (Su): At 5th level, at a cost of 4 MP, an oracle can locate a known or familiar creature. The oracle slowly turns and senses when she is facing in the direction of the creature to be located, provide it is within range. The range of this ability extends out to 500 feet in all directions. The oracle will also know in which direction the creature is moving, if any. This ability lasts for 10 minutes per oracle class level. Find the Path (Su): At 6th level, at the cost of 4 MP, an oracle can find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale. The locale can be outdoors or underground. This works with respect to locations, not objects or creatures at a locale. This ability enables the oracle to sense the correct direction that will eventually lead her to her destination, indicating at appropriate times the exact path to follow or physical actions to take. This ability lasts for 1 hour per oracle class level. Eyes of Truth (Su): At 7th level, at the cost of 5 MP, an oracle can see all things as they actually are. The oracle sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects, and sees invisible creatures or objects normally. The range of this ability extends out to 120 feet and lasts for 1 round per oracle class level. Legend Lore (Su): At 8th level, at a cost of 6 MP, the oracle can divine information about an important person, place, or thing. All known or rumored information are granted to the oracle. Moment of Prescience (Su): At 9th level, at a cost of 8 MP, an oracle is able to perceive her surroundings in relation to herself. The oracle is granted one of the following abilities of his choosing. She receives an insight bonus of +1 per oracle class level and can choose on either attack rolls, Armor Class, opposed ability or skill checks, or saving throws. This ability lasts for 1 round per oracle class level. Foresight (Su): At 10th level, at a cost of 9 MP, an oracle is granted a powerful sixth sense in relation to herself or another. The oracle is granted an insight bonus of +1 per two oracle class levels to AC and Reflex saves. The oracle is also never surprised, flat-footed, nor subject to being flanked. The oracle can grant this ability to someone else within 30 feet and it lasts for 1 round per oracle class level.

Paradigm Shifter
Sometimes it is not enough to be a conquering warrior, a champion of all thats right, an experienced sellsword, or an elite foot soldier. Sometimes the circumstances require a solid commander of soldiers and situations. Sometimes the circumstances demand a paradigm shifter. They inspire trust in those they lead. They earn that trust by slogging through harsh landscapes, dangerous battlefields, and haunted catacombs along with those

under their command. With a look, they can see where to best deploy their resources or come up with a sneaky ruse to fool their enemies. A paradigm shifter has a tacticians mind, a cartographers overview of the disputed landscape (or dungeon warren), and a way with words that can inspire battle-hardened fighters to give it their all when melee breaks out. Hit Die: d8. Requirements To qualify to become a paradigm shifter, a character must fulfill all the following criteria. Spells: Able to cast 3rd-level red mage spells. Class Skills The paradigm shifter's class skills (and the key ability for each skill) are Athletics (Str), Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Profession (Int), Sense Motive (Wis), and Spellcraft (Int). Skill Points at Each Level: 4 + Int modifier. Table 7-28: The Paradigm Shifter Base Fort Ref Will Level Attack Save Save Save Bonus 1st +0 +2 +2 +2 2nd 3rd 4th 5th 6th 7th 8th 9th 10th +1 +2 +3 +3 +4 +5 +6 +6 +7 +3 +3 +4 +4 +5 +5 +6 +6 +7 +3 +3 +4 +4 +5 +5 +6 +6 +7 +3 +3 +4 +4 +5 +5 +6 +6 +7

Special Paradigm Shift (+1), +1 level to existing spell-casting class, Limit Break +1 level to existing spell-casting class Paradigm Shift (+2), +1 level to existing spell-casting class +1 level to existing spell-casting class Paradigm Shift (+3) +1 level to existing spell-casting class Paradigm Shift (+4), +1 level to existing spell-casting class +1 level to existing spell-casting class Paradigm Shift (+5), +1 level to existing spell-casting class Paradigm Elite

Class Features All of the following are class features of the paradigm shifter prestige class. Weapon and Armor Proficiency: Paradigm shifters gain no proficiency with any weapon or armor. MP per Day / Spells Known: At each level except 5th and 10th, a paradigm shifter gains MP per day and spells known as if she had also gained a level in a spell-casting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of this class would have gained. If she had more than one spell-casting class before becoming a paradigm shifter, she must decide to which class to add each level for the purpose of determining MP per day and spells known. Limit Break (Su): At 1st level, the paradigm shifter receives the Limit Break (Gestalt Mode). Gestalt Mode (Su): This Limit Break allows the paradigm shifter to use all 6 Paradigm Shifts and doubling all bonuses for a duration of 1 round + 1 round per two paradigm shifter class levels.

Paradigm Shift (Su): At 1st level, the paradigm shifter can shift between one of the six paradigms that grants nearby allies and herself a special benefit. Paradigm shifting is a swift action, and can only shift into one paradigm at a time until 10th level (see Paradigm Elite ability). A paradigm shift remains in effect until she uses a free action to dismiss it or shift into another paradigm. You can be in a paradigm continually; thus, a paradigm can be in effect at the start of an encounter even before she takes her first turn. The paradigm's abilities affect all allies within 30 feet (including the paradigm shifter) with line of effect to her. These abilities are dismissed if she becomes unconscious or is slain, but otherwise it remains in effect even if she is incapable of acting. The bonus granted by your paradigm begins at +1 and increases to +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level. These are the six paradigms that a paradigm shifter can shift into: Commando: This paradigm grants you and all nearby allies a morale bonus to Attack rolls. Ravager: This paradigm grants you and all nearby allies a morale bonus to melee damage rolls. Sentinel: This paradigm grants you and all nearby allies a deflection bonus to Armor Class. Synergist: This paradigm grants you and all nearby allies a morale bonus to Saving Throws. Medic: This paradigm grants you and all nearby allies Fast Healing. Saboteur: This paradigm grants you and all nearby allies a competence bonus to DC saving throws for any spells or abilities that deal Status effects.

Paradigm Elite (Su): At 10th level, the paradigm shifter's shifting ability becomes legendary. She can combine two different paradigms, granting both set of bonuses to herself and nearby allies.

Ruby Magister
Superior in the art of blending magic and blade, Ruby Magisters are formidable on the battlefield with their ability to swing a weapon and cast magic at the same time. Hit Die: d6. Requirements To qualify to become a ruby magister, a character must fulfill all the following criteria. Spells: Able to cast 3rd-level red magic spells. Special: Must have Weapon Bond (Red Mage) ability. Class Skills The ruby magister's class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Perception (Wis), Profession (Wis), and Spellcraft (Int). Skill Points at Each Level: 6 + Int modifier. Table 7-29: The Ruby Magister Base Fort Reflex Level Attack Save Save Bonus 1st +0 +2 +0 2nd +1 +3 +0 3rd +2 +3 +1

Will Save +2 +3 +3

Special Elemental Weapon, Limit Break Spell Power +1, +1 level to existing spell-casting class Spellblade, +1 level to existing spellcasting class

4th 5th 6th 7th 8th 9th 10th

+3 +3 +4 +5 +6 +6 +7

+4 +4 +5 +5 +6 +6 +7

+1 +1 +2 +2 +2 +3 +3

+4 +4 +5 +5 +6 +6 +7

Spell Power +2, +1 level to existing spell-casting class Mettle, Improved Weapon Bond Spellblade, Spell Power +3, +1 level to existing spell-casting class +1 level to existing spell-casting class Spell Power +4, +1 level to existing spell-casting class Spellblade, +1 level to existing spellcasting class Spell Power +5, Greater Weapon Bond, Mageblade Stance

Class Features All of the following are class features of the ruby magister prestige class. Weapon and Armor Proficiency: Ruby magisters gain no proficiency with any weapon or armor. MP per Day / Spells Known: At each level except 1st, 5th and 10th, a ruby magister gains MP per day and spells known as if he had also gained a level in a spell-casting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of this class would have gained. If he had more than one spell-casting class before becoming a ruby magister, he must decide to which class to add each level for the purpose of determining MP per day and spells known. Limit Break (Su): At 1st level, the ruby magister receives the Limit Break (Chain Spell). Chain Spell (Su): This limit break allows the ruby magister to unleash a flurry of spells in an instant. The ruby magister can cast up to five spells and use up to triple his maximum spell level in MP as free actions. For example, a 1st level ruby magister that can cast 1st level spells could use 3 MP, casting three 1st level spells. A 7th level ruby magister which can cast up to 3rd level spells could use up to 9 MP, choosing to cast three 3rd level spells, four 2nd level spells, or a 3rd level spell, two 2nd level spells, and two 1st level spells. Elemental Weapons (Su): At 1st level, a ruby magister can infuse his weapons with elemental energy. As a standard action, the ruby magister picks an elemental energy type (earth, fire, ice, lightning, water, or wind) to infuse into his weapons. This deals an extra 1d6 points of damage of the elemental type chosen and lasts for 3 rounds + 1 round per two ruby magister class levels. The weapon loses this property if its wielder drops it or otherwise loses contact with it. At 5th level, the damage increases to 2d6, and at 10th level, it increases to 3d6. The ruby magister can use this ability a number of times per day equal to his Charisma modifier. Spell Power (Ex): Starting at 2nd level, a ruby magister can more easily overcome the spell resistance of any opponent he successfully injures with a melee attack. If the ruby magister has injured an opponent with a melee attack, he gains a +1 bonus on his caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +2 at 4th level, to +3 at 6th level, to +4 at 8th level, and to +5 at 10th level. Spellblade (Ex): At 3rd, 6th, and 9th level, a ruby magister gains a spellblade ability. Each acquired ability can be used a number of times per day equal to the ruby magister's Charisma modifier as an immediate action and only lasts for 1 round. Arcana Endowment: This ability allows the ruby magister to expend MP up to his current spell level and gain a bonus to the next attack and damage roll made with his weapon equal to the MP spent.

Critical Aim: This ability allows the ruby magister to expend MP up to his current spell level and increase the critical threat range of his weapon by +1 for every MP spent. Magical Barrier: This ability allows the ruby magister to expend MP up to his current spell level and gain a damage reduction equal to the MP spent. Protection Grid: This ability allows the ruby magister to expend MP up to his current spell level and gain a deflection bonus equal to the MP spent. Resistance Array: This ability allows the ruby magister to expend MP up to his current spell level and gain a bonus to all elemental resistance equal to the MP spent. Safeguard: This ability allows the ruby magister to expend MP up to his current spell level and gain a bonus to all saving throws equal to the MP spent. Mettle (Ex): At 5th level and higher, a ruby magister can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping ruby magister does not gain the benefit of mettle. Improved Weapon Bond (Ex): Also at 5th level, the ruby magister selects a weapon for which he has the Weapon Bond ability. He is treated as having the Weapon Specialization feat for that weapon, even if he does not meet the prerequisites. Greater Weapon Bond (Ex): At 10th level, the ruby magister selects a weapon for which he has the Improved Weapon Bond ability. He is treated as having the Greater Weapon Focus feat for that weapon, even if he does not meet the prerequisites. Mageblade Stance (Ex): Also at 10th level, as a free action, the ruby magister can initiate the Mageblade Stance. While in this stance, the ruby magister can cast spells as a swift action, but doing so costs the ruby magister his health. Any spells cast while in this stance causes the ruby magister to suffer 1d6 points of nonelemental damage per spell level as well as 1 point of Constitution damage per spell level. A ruby magister cannot go below 1 Constitution through use of this stance but reaching 1 Constitution causes him to become exhausted and unable to maintain the stance.

Samurai
Known for their matchless bravery and strict code of honor, the samurai are noble soldiers that bring courage and honor to the service of a lord, general, or other leader. The reputation of samurai for tenacious in combat often precedes them in battle, and their mere presence is often enough to make dishonorable enemies slink away in the darkness. Hit Die: d10. Requirements To qualify to become a samurai, a character must fulfill all the following criteria. Alignment: Any lawful. Base Attack Bonus: +7. Skills: Knowledge (nobility and royalty) 10 ranks. Feats: Exotic Weapon Proficiency (Katana).

Class Skills The samurais class skills are Athletics (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (history, nobility and royalty) (Int), Ride (Dex), and Sense Motive (Wis). Skill Points at Each Additional Level: 2 + Int modifier. Table 7-30: The Samurai Base Fort Ref Level Attack Save Save Bonus st 1 +1 +2 +0 2nd +2 +3 +0 rd 3 +3 +3 +1 4th +4 +4 +1 th 5 +5 +4 +1 th 6 +6 +5 +2 7th +7 +5 +2 th 8 +8 +6 +2 9th +9 +6 +3 th 10 +10 +7 +3

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Special Weapon Focus, Limit Break Improved Initiative, Staredown Iaijutsu Master, Bonus Feat Weapon Specialization Mass Staredown Greater Weapon Focus, Bonus Feat Improved Critical Improved Staredown Greater Weapon Specialization, Bonus Feat Frightful Presence

Class Features All of the following are class features of the samurai prestige class. Weapon and Armor Proficiency: Samurais are proficient with all simple and martial weapons, with all types of armor (cloth, leather, chain, and plate), but not with shields. Limit Break (Su): At 1st level, the samurai receives a Limit Break (Iaijutsu Unseen Strike). Iaijutsu Unseen Strike (Su): This Limit Break allows the samurai to make a fast quick strike against his opponents faster than the eye can see. The samurai makes an attack roll against all opponents within 30 feet (they are considered flat-footed unless they have Uncanny Dodge), if the strike hits, they suffer damage from the samurais attack plus +1d6 points of damage + an additional 1d6 per two samurai class levels. Weapon Focus (Ex): At 1st level, the samurai chooses a katana in which he will spend the rest of his levels specializing into. The samurai will gain a +1 competence bonus to attack rolls with the katana, as per Weapon Focus feat. Improved Initiative (Ex): At 2nd level, the samurai has practiced iaijutsu techniques used in ritual duels between two samurai, and he is able to anticipate when any enemy will attack. He now has the Improved Initiative feat. Staredown (Ex): Also at 2nd level, a samurai becomes able to strike fear into his foes by his mere presence. He gains a +4 bonus on Intimidate checks and can demoralize an opponent. Iaijutsu Master (Ex): By 3rd level, a samurai has become adept at iaijutsu, a fighting technique that concentrates on drawing his weapon and striking a foe in one fluid motion. He is treated as having the Quick Draw feat, but only when he draws his katana. Bonus Feats: At 3rd, 6th, and 9th level, the samurai gets a bonus feat. The samurai must still meet all prerequisites for a bonus feat.

Weapon Specialization (Ex): At 4th level, the samurais proficiency with his katana is taken further, and he gains a +2 bonus to damage rolls with it. Mass Staredown (Ex): At 5th level, a samurai has sufficient presence that he can cow multiple foes. Using an Intimidate check, the Samurai can demoralize all opponents within 30 feet with a single standard action. Greater Weapon Focus (Ex): At 6th level, the Samurai gains greater proficiency with his katana and the bonus granted by Weapon Focus increases to +2. Improved Critical (Ex): At 7th level, the affinity between the samurai and his katana is taken to further height. The threat range of his katana is increased by one. Improved Staredown (Ex): At 8th level, even a glance from the hard eyes of a samurai is enough to give his foes pause. The samurai can demoralize opponents within 30 feet as a move action, not a standard action. Greater Weapon Specialization (Ex): At 9th level, as per ability obtained on 5th level, the samurais bonus to damage with his katana increases to +4. Frightful Presence (Ex): A 10th level samurais bravery, honor, and fighting prowess have become legendary. When the samurai draws his blade, opponents within 30 feet must succeed on a Will save (DC 20 + the samurais Charisma modifier) or become panicked for 4d6 rounds (if they have 4 or fewer Hit Dice) or shaken for 4d6 rounds (if they have from 5 to 19 Hit Dice). Creatures with 20 or more Hit Dice are not affected. Any foe that successfully resists the effect cannot be affected again by the same samurais frightful presence for 24 hours.

Scholar
Scholars are military tacticians often served as high-ranking officers in allied forces across Vana'diel. Extensive knowledge of ancient martial theory granted them the ability to wield dual schools of magic, between which they would alternate depending on the situation at hand. Hit Die: d4. Requirements To qualify to become an scholar, a character must fulfill all the following criteria. Skills: Knowledge (arcane) 8 ranks. Spells: Able to cast 2nd-level black mage spells and 2nd-level white mage spells. Class Skills The scholar's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier.

Table 7-31: The Scholar Base Fort Level Attack Save Bonus st 1 +0 +0 2nd

Reflex Save +0

Will Save +2

Special Light Arts/Dark Arts, Limit Break, +1 level to existing black magic spell-casting class/+1 level to existing white magic spell-casting class +1 level to existing black magic spell-casting class/+1 level to existing white magic spell-casting class

+1

+0

+0

+3

3rd 4th 5th 6th 7th 8th 9th 10th

+1

+1

+1

+3

+2 +2 +3 +3

+1 +1 +2 +2

+1 +1 +2 +2

+4 +4 +5 +5

+4 +4

+2 +3

+2 +3

+6 +6

+5

+3

+3

+7

Light Arts: Penury (3/day), Dark Arts: Parsimony (3/day), +1 level to existing black magic spell-casting class/+1 level to existing white magic spell-casting class +1 level to existing black magic spell-casting class/+1 level to existing white magic spell-casting class Light Arts: Celerity (1/day), Dark Arts: Alacrity (1/day) +1 level to existing black magic spell-casting class/+1 level to existing white magic spell-casting class Light Arts: Accession (3/day), Dark Arts: Manifestation (3/day), +1 level to existing black magic spell-casting class/+1 level to existing white magic spell-casting class +1 level to existing black magic spell-casting class/+1 level to existing white magic spell-casting class Light Arts: Rapture (1/day), Dark Arts: Ebullience (1/day), +1 level to existing black magic spell-casting class/+1 level to existing white magic spell-casting class Sublimation (3/day)

Class Features All of the following are class features of the scholar prestige class. Weapon and Armor Proficiency: Scholars gain no proficiency with any weapon or armor. MP per Day / Spells Known: At each level except 5th and 10th, an scholar gains MP per day and spells known as if she had also gained a level in a black magic spell-casting class and white magic spell-casting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of this class would have gained. If she had more than one black magic spell-casting class or more than one white magic spell-casting class before becoming an scholar, she must decide to which class to add each level of scholar for the purpose of determining MP per day and spells known. Limit Break (Su): At 1st level, the scholar receives the Limit Break (Tabula Rasa). Tabula Rasa (Su): This Limit Break allows the scholar to use both Light Arts and Dark Arts with all the bonuses but without penalties for a duration of 1 round + 1 round per two scholar class levels. Light Arts/Dark Arts (Su): Starting at 1st level, as a standard action, a scholar can activate or deactivate the Light Arts or Dark Arts. You may only use Light Arts or Dark Arts abilities while in the Light/Dark Arts. While in either Light/Dark Arts, you gain the following bonuses: Light Arts Bonuses All healing spells are increased by 1 extra die of the appropriate type. All enhancing spells' durations are increased by 1 per two scholar class levels. The caster level for all light spells is increased by 1 per two scholar class levels. The save DC for all white magic spells is increased by 1 per two scholar class levels. The caster level checks made to overcome a creature's spell resistance are increased by 1 per two scholar class levels for white magic spells. Dark Arts Bonuses All elemental spells are increased by 1 extra die of the appropriate type. All enfeebling spells' durations are increased by 1 per two scholar class levels. The caster level for all dark spells is increased by 1 per two scholar class levels. The save DC for all black magic spells is increased by 1 per two scholar class levels. The caster level checks made to overcome a creature's spell resistance are increased by 1 per two scholar class levels for black magic spells.

Casting white magic spells while under Dark Arts, or casting black magic spells while under Light Arts results in penalties in the table below. Light Arts Penalties All healing spells are decreased by 1 die of the appropriate type to a minimum of 1. If there is only 1 die, then it is subject to a -1 penalty per two scholar class levels on healing. All enhancing spells' durations are decreased by 1 per two scholar class levels to a minimum of 1. The caster level for all light spells is decreased by 1 per two scholar class levels. The save DC for all white magic spells is decreased by 1 per two scholar class levels. The caster level checks made to overcome a creature's spell resistance are decreased by 1 per two scholar class levels for white magic spells. Dark Arts Penalties All elemental spells are decreased by 1 die of the appropriate type to a minimum of 1. If there is only 1 die, then it is subject to a -1 penalty per two scholar class levels on damage. All enfeebling spells' durations are decreased by 1 per two scholar class levels to a minimum of 1. The caster level for all dark spells is decreased by 1 per two scholar class levels. The save DC for all black magic spells is decreased by 1 per two scholar class levels. The caster level checks made to overcome a creature's spell resistance are decreased by 1 per two scholar class levels for black magic spells.

Light Arts: Penury (Su): At 3rd level, 3 times per day, as a move action, a scholar may reduce the MP cost of her next White Magic spell by 50%. Dark Arts: Parsimony (Su): Also at 3rd level, 3 times per day, as a move action, a scholar may reduce the MP cost of her next Black Magic spell by 50%. Light Arts: Celerity (Su): At 5th level, once per day, a scholar may cast a White Magic spell up to 6th level as a swift action. Dark Arts: Alacrity (Su): Also at 5th level, once per day, a scholar may cast a Black Magic spell up to 6th level as a swift action. Light Arts: Accession (Su): At 7th level, 3 times per day, as a move action, a scholar may increase the duration of her next Enhancing White Magic spell by doubled. Dark Arts: Manifestation (Su): Also at 7th level, 3 times per day, as a move action, a scholar may increase the duration of her next Enfeebling Black Magic spell by doubled. Light Arts: Rapture (Su): At 9th level, once per day, as a move action, a scholar may maximized her next Healing White Magic spell up to 6th level. Dark Arts: Ebullience (Su): At 9th level, once per day, as a move action, a scholar may maximized her next Elemental Black Magic spell up to 6th level. Sublimation (Su): At 10th level, 3 times per day, as a swift action, a scholar may activate this ability which lasts 1 round per scholar class level. Each round, the scholar is drained of 4 HPs and gains 1 MP. Once activated, it cannot be stopped and either runs its course, or the caster falls unconscious, which cancels this ability.

Sky Pirate
Thugs and cutthroats in every city lay claim to the title sky pirate, but actually making a fortune through piracy is no easy task. A sky pirate, however, has mastered every aspect of larceny in the high skies. His

network of contacts tells him when a particularly valuable cargo is shipping out. After a flawless ambush, he swings aboard the target airship on a rope, rapier in hand. Once he and his shipmates have overpowered the prize vessels crew, they liberate the cargo and make their escape. Hit Die: d8. Requirements To qualify to become a sky pirate, a character must fulfill all the following criteria. Alignment: Any nonlawful. Base Attack Bonus: +4. Skills: Pilot 8 ranks, Profession (sailor) 8 ranks, Navigation 4 ranks. Feats: Airship Operation Special: The character must own an airship worth at least 10,000 gil. The method of acquisitionpurchase, force of arms, or skullduggerymakes no difference, as long as he can freely operate it in the high skies. Class Skills The sky pirate's class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Athletics (Str), Bluff (Cha), Craft (Int), Gather Information (Cha), Intimidate (Cha), Navigation (Wis), Perception (Wis), Perform (Cha), Pilot (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), and Use Rope (Dex). Skill Points at Each Level: 6 + Int modifier. Table 7-32: The Sky Pirate Base Fort Ref Level Attack Save Save Bonus st 1 +1 +0 +2 2nd +2 +0 +3 rd 3 +3 +1 +3 th 4 +4 +1 +4 5th +5 +1 +4 th 6 +6 +2 +5 7th +7 +2 +5 th 8 +8 +2 +6 9th +9 +3 +6 th 10 +10 +3 +7

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Special Seamanship, Two-Weapon Fighting, Limit Break Fearsome Reputation (+2) Rally the Crew +1 (1/day) or Sneak Attack (+1d6) Acrobatic Charge, Steady Stance Luck of the Wind or Scourge of the Skies Fearsome Reputation (+4) Rally the Crew +2 (2/day) or Sneak Attack (+2d6) Skill Mastery Fight to the Death or Motivate the Scum Fearsome Reputation (+6), Sky Pirate King

Class Features All of the following are class features of the sky pirate prestige class. Weapon and Armor Proficiency: Sky pirates are proficient with all simple weapons, and light martial weapons, and with the rapier. Sky pirates are proficient with cloth and leather armor, but not with shields. Limit Break (Su): At 1st level, the sky pirate receives the Limit Break (Rallying Cry). Rallying Cry (Su): This Limit Break allows the sky pirate to make a loud shout, encouraging allies to be more courageous and to fight better. For the duration of 1 round + 1 round per two sky pirate class levels, all allies (including the sky pirate) is granted a morale bonus of +1 per two sky pirate levels to attack rolls, skill checks, and saving throws as well as a +1 dodge bonus per two sky pirate levels to armor class.

Seamanship (Ex): A sky pirate adds his class levels as an insight bonus on all Profession (sailor) checks. Allies within sight or hearing of a sky pirate add an insight bonus equal to half this number on their Profession (sailor) checks. Two-Weapon Fighting: A sky pirate wearing cloth or leather armor is treated as having the Two-Weapon Fighting feat, even if he does not have the prerequisites for the feat. Fearsome Reputation (Ex): By the time he attains 2nd level, a sky pirate has developed a reputation in the high skies. At this point, he must choose whether to cultivate a reputation as an honorable pirate (avoiding undue bloodshed, honoring flags of truce, and the like) or as a dishonorable pirate (favoring mayhem and dire treatment of prisoners). An honorable sky pirate gains a +2 circumstance bonus on Diplomacy checks, while a dishonorable sky pirate gains a +2 circumstance bonus on Intimidate checks. This bonus increases to +4 at 6th level and to +6 at 10th level. In addition, a sky pirate gains other abilities at higher levels based on his chosen reputation. A sky pirates actual activities or alignment need not match his reputation. However, a radical shift from his reputation might negate or even reverse that reputation at the DMs option. Also, a sky pirate in disguise does not gain any effect granted by his reputation (including the special abilities described below that depend on the sky pirates reputation). Rally the Crew (Ex): Starting at 3rd level, an honorable sky pirate can inspire his allies (including himself) to great bravery in combat once per day. This inspiration grants them a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. To be affected, an ally must be able to see or hear the sky pirate. The effect requires a free action to activate and lasts for 1 minute per class level, even if the sky pirate moves out of range or loses consciousness. This is a mind-affecting ability. At 7th level, a sky pirate can use this ability twice per day, and the bonus increases to +2. If a sky pirate has the inspire courage inspiration ability, he can add the morale bonus gained from that ability to the morale bonus gained from this ability to determine the total morale bonus granted. For example, an 8th-level bard/3rd-level sky pirate would provide a +3 morale bonus on attack rolls and weapon damage rolls. Sneak Attack (Ex): Beginning at 3rd level, a dishonorable sky pirate deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. See the thief class feature for more information. The amount of extra damage dealt increases to 2d6 at 7th level. If a dishonorable sky pirate gets a sneak attack bonus from another source (such as levels of thief), the bonuses on damage stack. Acrobatic Charge (Ex): A sky pirate of 4th level or higher can charge over difficult terrain that normally slows movement or through the squares occupied by allies blocking his path. This ability enables him to charge across a cluttered airships deck, leap down from a higher deck, or swing between two adjacent airships to get to his target. Depending on the circumstances, he might still need to make appropriate checks (such as Acrobatics, Athletics, or Use Rope checks) to successfully move the terrain. Steady Stance (Ex): At 4th level and higher, a sky pirate remains stable on his feet when others have difficulty standing. He is not considered flat-footed while balancing or climbing, and he adds his class level as a bonus on Acrobatics or Athletics checks to remain balancing or climbing when he takes damage. Luck of the Wind (Ex): Once per day, an honorable sky pirate of 5th level or higher can reroll any failed attack roll, skill check, ability check, or saving throw. He must take the result of the reroll, even if its worse than the original roll.

Scourge of the Skies (Ex): Starting at 5th level, a dishonorable sky pirate can instill fear into his enemies. When the character uses Intimidate to demoralize foes, the attempt affects all enemies within 30 feet who can see and hear him, and the effect lasts for a number of rounds equal to his Charisma modifier (minimum 1 round). Multiple uses of this ability dont stack. This is a mind-affecting ability. Skill Mastery (Ex): At 8th level, a sky pirate becomes supremely confident of his mobility. He has mastered the skills, Acrobatics and Athletics, to the extent that he can take 10 with them even under stress. Fight to the Death (Ex): At 9th level and higher, an honorable sky pirate can inspire his allies to carry on against tremendous odds. Each ally affected by the sky pirates rally the crew ability (see above) also gains temporary hit points equal to 10 + the sky pirates Charisma modifier (minimum +1), gains a dodge bonus to Armor Class equal to the sky pirates Charisma modifier (minimum +1), and is treated as having the Diehard feat even if he doesnt meet the prerequisites. These effects are lost if the sky pirate loses consciousness. Motivate the Scum (Ex): Once per day, a dishonorable sky pirate of 9th level or higher can motivate his allies by killing a helpless individual. All allies of the sky pirate who see the act gain a +2 morale bonus on damage rolls. This effect lasts for 24 hours. Most dishonorable sky pirates dont care whether the victim is a prisoner or one of their own crew. In fact, if the slain individual is one of the sky pirates crew, the morale bonus on damage rolls improves to +4, but the allies also take a -2 penalty on Will saves for the duration of the effect. Sky Pirate King (Ex): A 10th-level sky pirates exploits have become so legendary that great numbers of able sailors are willing to sign on as his crew for no compensation other than a share of the booty. Treat this ability as the equivalent of the Leadership feat, except that only followers (and no cohorts) are gained.

Soldier
SOLDIERs are experimented warriors developed by the Shinra Corporation. They are infused with Mako energy to become stronger and tougher, but are slightly weakened in other aspects by the Mako poisoning. Hit Die: d10. Requirements To qualify to become a soldier, a character must fulfill all the following criteria. Base Attack Bonus: +7 Feats: Monkey Grip, Weapon Focus Special: Must be hired by the Shinra Corporation. Class Skills The soldier's class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Concentration (Con), Handle Animal (Cha), Intimidate (Cha), and Ride (Dex). Skill Points at Each Level: 2 + Int modifier. Table 7-33: The Soldier Base Fort Ref Level Attack Save Save Bonus st 1 +1 +2 +0 2nd +2 +3 +0 rd 3 +3 +3 +1 th 4 +4 +4 +1 5th +5 +4 +1

Will Save +0 +0 +1 +1 +1

Special Soldier (3rd Class), Weapon Upgrade, Limit Break Mako Infusion Weapon Upgrade Mako Infusion Soldier (2nd Class), Weapon Upgrade

6th 7th 8th 9th 10th

+6 +7 +8 +9 +10

+5 +5 +6 +6 +7

+2 +2 +2 +3 +3

+2 +2 +2 +3 +3

Mako Infusion Weapon Upgrade Mako Infusion Weapon Upgrade Soldier (1st Class), Mako Infusion, Mako Perfection (1/day)

Class Features All of the following are class features of the soldier prestige class. Weapon and Armor Proficiency: Soldiers are proficient with all simple and martial weapons, all types of armor (cloth, leather, chain, and plate), and shields. Limit Break (Su): At 1st level, the soldier receives a Limit Break (Blade Beam). Blade Beam (Su): This Limit Break allows the soldier to make waves of powerful energy fly out of his sword and collide with an enemy up to 60 feet away for 2d6 points of damage per soldier class level which then explodes out in a cone for an additional 30 feet for half damage. A Reflex save (DC 10 + soldier class level + Strength modifier) halves this damage. Soldier (3rd Class): Soldiers of 3rd Class receive their own room and board within the barracks. All utilities paid and receive a pay of 1,000 gil a month. Anything in the equipment list (within reason, upon GMs discretion) is available to the soldier freely. Soldiers of 3rd Class work closely with a chosen Soldier of 1st Class. Weapon Upgrade: Upon reaching 1st level of the soldier class, the soldiers weapon is upgraded by a +1 mastercrafted bonus and receives an additional +1 every other level to a maximum of +5. If the weapon isnt a huge weapon, it is rebuilt as one to utilize the soldiers monkey grip feat. Mako Infusion: Beginning of 2nd level and every other level thereafter, the soldier receives an infusion of mako energy. The soldier receives two stat points permanently to either Strength, Dexterity, or Constitution but loses a stat point in either Intelligence, Wisdom, or Charisma due to Mako poisoning. Soldier (2nd Class): Soldiers of 2nd Class receive their own apartment paid by the Shinra Corporation. Soldiers pay increases to 3,000 gil a month. In addition to the equipment list, the soldier may take one materia of any sort (common only). Soldiers of 2nd Class are no longer working with the Soldiers of 1st Class so that they may work missions personally. Soldier (1st Class): Soldiers of 1st Class are appointed two Soldiers of 3rd Class who work closely with them. Soldiers pay increases to 5,000 gil a month. In addition to the equipment list, the soldier may take two materias of any sort (common or uncommon only). Mako Perfection (Su): At 10th level, a soldier can use the mako energy inside him to great effect. Once per day, the soldier is affected by spells of Haste, Protect III, and Shell III for 1 round per soldier class level. When the effects end, the soldier becomes fatigued (or exhausted if the soldier is already fatigued).

Time Mage
The control of time is something few can hope to obtain. Mages touch this strange and fragile art in a few of their spells, but their slender selection of arcane manipulations pale in comparison to what a Time Mage can do by altering the fabric of the time stream. Hit Die: d4. Requirements

To qualify to become a time mage, a character must fulfill all the following criteria. Skills: Knowledge (arcane) 8 ranks. Feats: Quicken Spell. Spells: Able to cast Haste or Slow spell. Class Skills The time mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier. Table 7-34: The Time Mage Base Fort Reflex Level Attack Save Save Bonus st 1 +0 +0 +0 2nd 3rd 4th 5th 6th 7th 8th 9th 10th +1 +1 +2 +2 +3 +0 +1 +1 +1 +2 +0 +1 +1 +1 +2

Will Save +2 +3 +3 +4 +4 +5

Special Quickening, Limit Break, +1 level to existing spell-casting class Improved Initiative, +1 level to existing spell-casting class Temporal Precognition (+1), Immunity to Slow, +1 level to existing spell-casting class Temporal Hiccup (3/day), +1 level to existing spell-casting class Temporal Attunement Temporal Precognition (+2), Immunity to Countdown, +1 level to existing spellcasting class Timeless Body, +1 level to existing spellcasting class Flash Cast (3/day), +1 level to existing spell-casting class Temporal Precognition (+3), Immunity to Stop, +1 level to existing spell-casting class Foresight

+3 +4 +4 +5

+2 +2 +3 +3

+2 +2 +3 +3

+5 +6 +6 +7

Class Features All of the following are class features of the time mage prestige class. Weapon and Armor Proficiency: Time mages gain no proficiency with any weapon or armor. MP per Day / Spells Known: At each level except 5th and 10th, a time mage gains MP per day and spells known as if he had also gained a level in a spell-casting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of this class would have gained. If he had more than one spell-casting class before becoming a time mage, he must decide to which class to add each level for the purpose of determining MP per day and spells known. Limit Break (Su): At 1st level, the time mage receives the Limit Break (Temporal Stasis). Temporal Stasis (Su): This Limit Break allows the time mage to escape into a temporal stasis where he phases from normal time for a duration of 1 round + 1 round per two time mage class levels. While in this stasis, the time mage cannot perform any action except watch the time go by. He is also unaffected by any spells

or effects while in temporal stasis. Enemies and allies alike cannot perceive or detect him. The time mage can cancel his Limit Break before the duration ends. Quickening (Su): Also at 1st level, a time mage is able to speed his internal processes to a remarkable rate. The time mage is considered to have Haste (as the spell) cast upon himself until canceled. This ability is a swift action that can be activated for a duration equal to the time mages constitution score. For each round the Quickening is in effect, the time mage suffers 2 points of non-lethal damage due to the strain to his body. Improved Initiative: At 2nd level, the time mage begins to become attuned to the temporal energies that he manipulates. He gains Improved Initiative as a bonus feat. If the time mage already has Improved Initiative, he gains +2 additional bonus to Initiative. Temporal Precognition (Su): At 3rd level, the time mage gains the ability to see small instances of the future, and gains a +1 insight bonus on attack rolls, skill checks, or saving throws. At the beginning of each round, he can choose where to apply his insight bonus to, and this bonus applies to any actions related to his choice until the end of the round. This insight bonus increases at 6th level to +2, and at 9th level to +3. Immunity to Slow (Ex): Also at 3rd level, a time mages power of time makes him immune to Slow status effect. Temporal Hiccup (Su): At 4th level, a time mage is able to cause a temporal hiccup to reroll a single action (e.g., attack roll, skill check, or saving throw). A time mage can use this ability up to 3 times per day as a swift action. Temporal Attunement (Su): At 5th level, a time mage is able to manipulate time with spells or effects in relation to himself. Any spells or effects with a duration can be halved or doubled. A time mage must know or identify the spell or effect being cast upon him. A time mage can only attune himself to one spell or effect per round as a swift action. This can also be used with the Quickening ability. Immunity to Countdown (Ex): At 6th level, a time mages superior manipulation of time makes him immune to Countdown spells and effects. Timeless Body (Ex): At 7th level, the time mage learns how to halt his physical aging processes. He no longer takes ability score penalties for aging, and cannot be magically aged. Any penalties he may have already incurred, however, remain in place. Bonuses still accrue, but the time mage still dies of old age when his time is up. Flash Cast (Su): Beginning at 8th level, a time mage harnesses temporal energy to accelerate his spells quickly. A time mage can use Quicken Spell (as the feat) with any spell without paying the additional MP up to 3 times per day. Immunity to Stop (Ex): At 9th level, a time mages mastery of time makes him immune to Stop status effect. Foresight (Su): At 10th level, the time mage is granted a powerful temporal sixth sense in relation to himself. Once the ability is used, the time mage receives instantaneous warnings of impending danger or harm. The time mage is never surprised or flat-footed. In addition, the ability gives the time mage a general idea of what action the character might take to best protect him or herself (duck, jump right, close the eyes, and so on) and gives the time mage a +2 insight bonus to AC and to Reflex saves. This insight bonus is lost whenever the time mage would lose a Dexterity bonus to AC.

CHAPTER 8: MAGIC
Cutting across the categories of black magic, blue magic, red magic, white magic spells and bard songs are the six schools of magic. These schools represent the different ways that spells/songs take effect. This chapter provides an overview of the spell description format, an extensive discussion of how spells work, information about what happens when magical effects combine, and an explanation of the differences between the kinds of special abilities, some of which are magical.

MAGIC
Spells are manifestations of magic. The requirements for casing a spell are listed on the corresponding class pages. All spells are cast by using specific gestures and words of power. No spells require material components or foci. Otherwise, the spell system is very similar to D&D with a few changes. The rules for concentration and spell interruption are the same, and there are no counterspells. Leather, chain, and plate armor adds a spell failure chance. All spells are subject to spell resistance. Healing magic is not subject to spell resistance unless used offensively against the undead. Spell casting and song performing works in the same way that it does in the D&D PHB, but all spells/songs suffer spell failure from armor and all spells/songs cost magic points rather than number of spells/songs per day. Magic points (MP) are used to fuel spells and songs. After at least 8 hours of rest, a character may meditate for 30 minutes to restore his or her daily allotment of magic points. Both mages and bards get additional magic points for high attributes. Casters need not prepare spells, as all casters can cast any spell they know at will. A caster has no limit on the amount of spells he or she may know. The cost for Spells and Songs are calculated as such: Spell/Song level x 1 MP. (I.E. a 9th level spell will be 9 MP to cast or a 5th level song will be 5 MP to perform.) The maximum MP a mage/bard can spend on spells/songs using feats is their caster level divided in half, rounded up. (I.E. A 10th level Black Mage can spend up to 5 MP on a single spell.) Metamagic Feats: Metamagic feats are applied spontaneously and do not increase the casting time of the spell, however, it will increase the MP cost. In order to apply a metamagic feat to a spell, the caster must be able to spend MP at the increased cost of the spell.

MAGIC TYPES
Magic is divided into five types: black magic, blue magic, red magic, song magic, white magic. Black magic grants a mage the power to inflict chaos upon creation, while white magic brings order to creation. Blue magic uses the ability of creatures into spells to cast. Red magic blends some of black and white magic as well as its own particular blend to enhance the capabilities of the red mage. Song magic provides a variety of effects to enhance allies and enfeeble enemies. Black Magic Black magic is almost exclusively offensive, and is practiced by black mages. With few exceptions, these spells focus on dealing damage to a target or hindering its ability to fight. A large portion of black magic is focused on the power of the elements. Skilled mages seek out their foes' elemental weaknesses, and adapt their magic to strike with precision. Blue Magic Blue magic has a variety of different types of spells. It relies on creatures with supernatural and spell-like abilities to copy from them and make it their own. Depending on the creatures the blue mage learns from, they have a terrifying variety of spells to utilize.

Red Magic Red magic blends the healing and protection of white magic and the elemental destruction of black magic as well as adding its own particular enhancing red magic to make the red mage an extremely versatile mage. Song Magic Song magic is how bards utilize their songcraft. Songs provide a variety of effects to enhance allies and enfeeble enemies. Perform song magic requires the bard to make Perform skill checks successfully and also spend MP to perform his magic. White Magic White magic is primarily defensive, but it has its share of enfeebling magic and a small dab of direct damage as well. White magic mostly focuses on healing others and restoring life. White magic is practiced by white mages.

CHOOSING A SPELL
First you must choose which spell to cast. You can select any spell you know, provided you are capable of casting spells of that level or higher. To cast a spell, you must be able to speak and gesture. Additionally, you must concentrate to cast a spelland its hard to concentrate in the head of battle. (See below for details.)

CONCENTRATION
To cast a spell, you must concentrate. If something interrupts your concentration while youre casting, you must make a Concentration check or lose the spell. The more distracting the interruption and the higher the level of the spell you are trying to cast, the higher the DC is (More powerful spells require more mental effort.) If you fail the check, you lose the spell just as if you had cast it to no effect. Injury: Getting hurt or being affected by hostile magic while trying to cast a spell can break your concentration and ruin the spell. If while trying to cast a spell you take damage, you must make a Concentration check (DC 10 + points of damage taken + the level of the spell youre casting). If you fail the check, you lose the spell without effect. The interrupting event strikes during spellcasting if it comes between when you start and when you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an attack of opportunity provoked by the spell or a contingent attack, such as a readied action). If you are taking continuous damage, such as from Poison, half the damage is considered to take place while you are casting a spell. You must make a Concentration check (DC 10 + the damage that the continuous source last dealt + the level of the spell youre casting). If the last damage dealt was the last damage that the effect could deal (such as the last round of a Poison spell), then the damage is over, and it does not distract you. Spell: If you are affected by a spell while attempting to cast a spell of your own, you must make a Concentration check or lose the spell you are casting. If the spell affecting you deals damage, the DC is 10 + points of damage + the level of the spell youre casting. If the spell interferes with you or distracts you in some other way, the DC is the spells saving throw DC + the level of the spell youre casting. For a spell with no saving throw, its the DC that the spells saving throw would have if a save were allowed. Grappling or Pinned: When being grappled or pinned, you must make a Concentration check (DC 20 + the level of the spell youre casting) or lose the spell.

Vigorous Motion: If you are riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, below-decks in a storm-tossed ship, or simply being jostled in a similar fashion, you must make a Concentration check (DC 10 + the level of the spell youre casting) or lose the spell. Violent Motion: If you are on a galloping chocobo, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed airship, or being tossed roughly about in a similar fashion, you must make a Concentration check (DC 15 + the level of the spell youre casting) or lose the spell. Violent Weather: You must make a Concentration check if you try to cast a spell in violent weather. If you are in a high wind carrying blinding rain or sleet, the DC is 5 + the level of the spell youre casting. If you are in wind-driven hail, dust, or debris, the DC is 10 + the level of the spell youre casting. In either case, you lose the spell if you fail the Concentration check. Casting Defensively: If you want to cast a spell without provoking any attacks of opportunity, you need to dodge and weave. You must make a Concentration check (DC 15 + the level of the spell youre casting) to succeed. You lose the spell if you fail. Entangled: If you want to cast a spell while entangled in a net or while youre affected by a spell with similar effects, you must make a DC 15 Concentration check to cast the spell. You lose the spell if you fail.

CASTER LEVEL
A spells power often depends on its caster level, which for most spellcasting characters is equal to your class level in the class youre using to cast the spell. For example, a fira spell deals 1d4 points of damage per caster level (to a maximum of 10d4), so a 10th-level black mage can cast a more powerful fira spell than a 5th-level black mage can. You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level. For example, at 10th level, a black mage can cast a fira spell to a range of 800 feet for 10d4 points of damage. If he wishes, he can cast a fira spell that deals less damage by casting the spell at a lower caster level, but he must reduce the range according to the selected caster level, and he cant cast the fira spell with a caster level lower than 6th (the minimum level required for a black mage to cast fira). In the event that a class feature or other special ability provides an adjustment to your caster level, that adjustment applies not only to effects based on caster level (such as range, duration, and damage dealt) but also to your caster level check to overcome your targets spell resistance.

SPELL FAILURE
If you ever try to cast a spell in conditions where the characteristics of the spell (range, area, or the like) cannot be made to conform, the casting fails and the spell is wasted. Spells also fail if your concentration is broken and might fail if youre wearing armor while casting a spell with somatic components.

THE SPELLS RESULT


Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful saving throws (if any were allowed), you can apply whatever results a spell entails.

SPECIAL SPELL EFFECTS


Many special spell effects are handled according to the school of the spells in question. Certain other special spell features are found across spell schools.

Attacks: Some spell descriptions refer to attacking. For instance, vanish is dispelled if you attack anyone or anything while under its effects. All offensive combat actions, even those that dont damage opponents (such as disarm and bull rush) are considered attacks. All spells that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks. Bonus Types: Many spells give their subjects bonuses to ability scores, Armor Class, attacks, and other attributes. Usually, a bonus has a type that indicates how the spell grants the bonus. For example, protect grants a deflection bonus to AC, which makes attacks veer off. The important aspect of bonus types is that two bonuses of the same type dont generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus works. The same principle applies to penaltiesa character taking two or more penalties of the same type applies only the worst one.

The Elements
Magic damage is almost always associated with an element. Non-elemental damage is equivalent to force damage and nothing can be weak or resist it. Physical damage is done by weapons unless otherwise noted. The general rule of the elements is this: wind is strong against earth, which is strong against lightning, which is strong against water, which is strong against fire, which is strong against ice, which is strong against wind. Wind is weak to ice, which is weak to fire, which is weak to water, which is weak to lightning, which is weak to earth, which is weak to wind. Shadow and holy are both strong against each other and weak to each other. See image below for a better understanding.

Weakness If a creature is struck by elemental damage of an element it is weak to, it takes 1.5x the normal damage. When a spell of the appropriate element is cast upon the creature and forces a saving throw, the creature suffers a -2

penalty on the saving throw. A spellcaster casting a spell of an element that a creature with elemental resistance is weak to, he gets a +2 bonus on his caster level check. Strong If a creature is struck by elemental damage it is resistant to, it instead takes half that much damage (rounded down, minimum 1). Creatures get a +2 bonus to saving throws against spells of an element they are resistant to. Immunity Some creatures are immune to specific elements. All spells of the chosen element have no effect whatsoever on a creature immune to that element. Absorption Some creatures are healed by damage of a particular element. For example, the undead are healed by shadow damage. In this case, they are immune to non-damaging effects of spells of the appropriate element, and are instead healed when a spell of the element would normally deal damage (for an equal amount). Elemental Resistance Different from spell resistance, elemental resistance reduces damage by the number and element the creature has. For example, if a creature with 5 Elemental (Fire) resistance was struck by a Fire II spell for 8 points of fire damage, the creature would only take 3 points of fire damage.

HARMFUL STATUS EFFECTS


Harmful status effects occur during combat from a certain spell or an item, or even an attack. These status effects change the "status" of a party member, or even the entire party itself. Berserk: This status effect causes the character to fly into a rage attacking the nearest creature. The subject cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Acrobatics, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a materia), or spell completion to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. Blind: This status effect disables the characters ability to use his sight. He takes a -2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a -4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character. Confuse: This status effect causes the character to do random actions. A confused characters actions are determined by rolling percentage at the beginning of his turn: 01-10, attack caster with melee or ranged weapons (or close with caster if attack is not possible); 11-20, act normally; 21-50, do nothing but babble incoherently; 51-70, flee away from caster at top possible speed; 71-100, attack nearest creature. A confused character that cant carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character that is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. A confused character does not make attacks of opportunity against any creature that is not already devoted to attacking (either because of its recent action or because it has just been attacked). Curse: This status effect causes the creature to be unable to perform a Limit Break. It can be cured with a Remedy or by Esuna spell.

Disable: This status effect causes the creature to be unable to act normally. A disabled creature can take no actions, but has no penalty to AC. Disease: This status effect cripples the characters ability to heal and be healed. A diseased creature cannot be cured of wounds or healed of any other means until the disease is cured. Doom: This status effect causes a countdown to start whereupon the character inflicted dies if not cured of this status effect. The usual duration is 2d4 rounds. Frog: This status effect causes the character to be turned into a frog. The character retains his hit points but his size becomes tiny and he is unable to do anything for the duration other than hop around. Immobilize: This status effect causes the creature to be unable to move normally. An immobilized creature cannot move, but may do other actions (attack, cast, etc.) provided he can do those actions not requiring him to move and has no penalty to AC. Mini: This status effect causes the creature to shrink to 10% of its total size. A miniaturize creatures damage only does 10% of its total damage it can dish out. Petrify: This status effect causes the character to turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. If the characters petrified body is incomplete when it returns to flesh, the body is likewise incomplete and the DM must assign some amount of permanent hit point loss and/or debilitation. Poison: This status effect causes the character to take 1d6 points of non-elemental damage per round. A poisoned character takes damage per round until the duration ends or until cured. Sap: This status effect is similar to the Poison status effect except it cant be cured by normal spells except Esuna. Silence: This status effect causes the character to be unable to cast spells or perform songs. A silenced character cannot cast any spells nor perform any songs until he is cured of this status effect. Sleep: This status effect causes the character to fall into a magical slumber. He is considered helpless and can be only awoken by shaking him awake. Slow: This status effect causes the character to move and attack at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a 1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creatures jumping distance as normal for decreased speed. Multiple slow effects dont stack. Slow counters and dispels haste. Stop: This status effect is similar to the Disable status effect except that the character is considered helpless. Zombie: This status effect causes the character to have their type changed to [Undead], but without any of the benefits of that type. Those inflicted are now damaged by healing spells and effects, but immune to death spells and effects.

BENEFICIAL STATUS EFFECTS


Beneficial status effects occur, usually, when enhancing spells are cast upon the individual, or party. These often grant bonuses to stats, armor class, and saving throws as well as other miscellaneous effects.

Haste: This status effect grants the character a +1 bonus to Attack rolls, +1 bonus to Reflex saves, +30 foot movement, and an extra attack if the subject uses a full-attack option. Protect: This status effect grants the character a deflection bonus to armor class depending on the Protect or Protectra spell used. Reflect: This status effect grants the character a barrier that deflects the next spell targeted at the affected individual back at its caster, and is then discharged. Only spell not affected is the Dispel spell. Spells and spelllike effects targeted on you are turned back upon the original caster. Only spells that specifically target you are reflected. Area of effect spells and effects are not reflected. Reflect does not discriminate against helpful and harmful spells. All targetted spells are affected by Reflect unless they specifically state otherwise--including benign or beneficial spells such as Cure or Protect. A spell may only be reflected once. If a target with Reflect status becomes the target of a reflected spell, the spell pierces the barrier, but this causes the effective Caster Level of that spell to be reduced to half (rounded down). Regen: This status effect grants the character Fast Healing depending on the Regen or Renew spell used. Reraise: This status effect raises the character from death to 1 HP if the character dies while this status is in effect. Shell: This status effect grants the character a morale bonus to saving throws versus spells depending on the Shell or Shellra spell used.

SPELL DESCRIPTIONS
Name The first line of every spell description gives the name by which the spell is generally known. School Beneath the spell name is a line giving the school of magic that the spell belongs to. Almost every spell belongs to one of six schools of magic. A school of magic is a group of related spells that work in similar ways. A small number of spells are non-elemental, belonging to no school. Dark Dark magic is always of the shadow element. Rather than directly damaging opponents like elemental magic, dark magic may deal lesser damage but drain the opponent of stats or cause otherwise harmful negative effects. Black mages are masters of dark magic. Elemental Elemental magic focuses on damaging opponents with the elemental power of earth, fire, ice, lightning, water, or wind. Black mages specialize in elemental magic. Enfeebling Enfeebling magic cripples opponents by reducing their ability to do battle. Black mages are exceedingly adept with enfeebling magic. Enhancing Enhancing magic boosts the fighting ability of allies. White mages are experts of enhancing magic.

Healing Healing magic is used to heal wounds or cure negative status effects. Healing magic causes damage to the undead. White mages specialize in healing magic. Light Light magic is always of the holy element. Light magic smites the wicked with holy power, but usually in a less direct method than elemental magic. White mages are especially proficient with light magic.

[Descriptor]
Appearing on the same line as the school, when applicable, is a descriptor that further categorizes the spell with the Elemental school. The descriptors are earth, fire, ice, lightning, water, and wind.

LEVEL
The next line of a spell description gives the spells level, a number between 1 and 9 (for spells), a number between 1 and 5 (for songs), that define the spells relative power. This number is preceded by the name of the class whose members can cast the spell or perform the song. A spells level affects the DC for any save allowed against the effect.

CASTING TIME
Most spells have a casting time of 1 standard action. Others take 1 round or more. You make all pertinent decisions about a spell (range, target, area, effect, and so forth) when the spell comes into play.

RANGE
A spells range indicates how far from you it can reach, as defined in the Range entry of the spell description. A spells range is the maximum distance from you that the spells effect can occur, as well as the maximum distance at which you can designate the spells point of origin. If any portion of the spells area would extend beyond this range, that area is wasted. Standard ranges include the following. Personal: The spell affects only you. Touch: You must touch a creature or object to affect it. A touch spell that deals damage can score a critical hit just as a weapon can. A touch spell threatens a critical hit on a natural roll of 20 and deals maximum damage on a successful critical hit. Close: The spell reaches as far as 25 feet away from you. The maximum range increases by 5 feet for every two full caster levels (30 feet at 2nd caster level, 35 feet at 4th caster level, and so on). Medium: The spell reaches as far as 100 feet + 10 feet per caster level. Long: The spell reaches as far as 400 feet + 40 feet per caster level. Range Expressed in Feet: Some spells have no standard range category, just a range expressed in feet.

AIMING A SPELL
You must make some choice about whom the spell is to affect or where the effect is to originate, depending on the type of spell. The next entry in a spell description defines the spells target (or targets), its effect, or its area, as appropriate. Target or Targets: Some spells, such as blind, have a target or targets. You cast these spells on creatures or objects, as defined by the spell itself. You must be able to see or touch the target, and you must specifically

choose that target. For example, you cant fire a Fire spell into a group of bandits with the instruction to strike the leader. To strike the leader, you must be able to identify and see the leader (or guess which is the leader and get lucky). However, you do not have to select your target until you finish casting the spell. If the target of a spell is yourself (the spell description has a line that reads Target: You), you do not receive a saving throw, and spell resistance does not apply. The Saving Throw and Spell Resistance lines are omitted from such spells. Some spells restrict you to willing targets only. Declaring yourself as a willing target is something that can be done at any time (even if youre flat-footed or it isnt your turn). Unconscious creatures are automatically considered willing, but a character who is conscious but immobile or helpless (such as one who is bound, cowering, grappling, paralyzed, pinned, or stunned) is not automatically willing. Effect: Some effects are rays (for example, fire spell). You aim a ray as if using a ranged weapon, though typically you make a ranged touch attack rather than a normal ranged attack. As with a ranged weapon, you can fire into the dark or at an invisible creature and hope you hit something. You dont have to see the creature youre trying to hit, as you do with a targeted spell. Intervening creatures and obstacles, however, can block your line of sight or provide cover for the creature youre aiming at. If a ray spell deals damage, you can score a critical hit just as if it were a weapon. A ray spell threatens a critical hit on a natural roll of 20 and deals maximum damage on a successful critical hit. Spread: Some effects spread out from a point of origin, which must be a grid intersection. The effect can extend around corners and into areas that you cant see. Figure distance by actual distance traveled, taking into account turns the spell effect takes. When determining distance for spread effects, count around walls, not through them. As with movement, do not trace diagonals across corners. You must designate the point of origin for such an effect, but you need not have line of effect (see below) to all portions of the effect. Example: thundaga. Area: Some spells affect an area. Sometimes a spell description specifies a specially defined area, but usually an area falls into one of the categories defined below. Regardless of the shape of the area, you select the point where the spell originates, but otherwise you dont control which creatures or objects the spell affects. The point of origin of a spell is always a grid intersection. When determining whether a given creature is within the area of a spell, count out the distance from the point of origin in squares just as you do when moving a character or when determining the range for a ranged attack. The only difference is that instead of counting from the center of one square to the center of the next, you count from intersection to intersection. You can count diagonally across a square, but remember that every second diagonal counts as 2 squares of distance. If the far edge of a square is within the spells area, anything within that square is within the spells area. If the spells area only touches the near edge of a square, however, anything within that square is unaffected by the spell. Burst or Spread: Most spells that affect an area function as a burst, an emanation, or a spread. In each case, you select the spells point of origin and measure its effect from that point. A burst spell affects whatever it catches in its area, even including creatures that you cant see. For instance, if you can designate a four-way intersection of corridors to be the point of origin of a scourge spell, the spell bursts in all four directions, possibly catching creatures that you cant see because theyre around the corner from you but not from the point of origin. It cant affect creatures with total cover from its point of origin (in other words, its effects dont extend around corners). The default shape for a burst effect is a sphere, but some burst spells are specifically described as cone-shaped. A bursts area defines how far from the point of origin the spells effect extends. Example: arisega.

A spread spell spreads out like a burst but can turn corners. You select the point of origin, and the spell spreads out a given distance in all directions. Figure the area the spell effect fills by taking into account any turns the spell effect takes. Example: firaga.

DURATION
A spells Duration entry tells you how long the magical energy of the spell lasts. Timed Durations: Many durations are measured in rounds, minutes, hours, or some other increment. When the time is up, the magic goes away and the spell ends. If a spells duration is variable (condemn, for example) the DM rolls it secretly. Instantaneous: The spell energy comes and goes the instant the spell is cast, though the consequences might be long-lasting. For example, a cure light wounds spell lasts only an instant, but the healing it bestows never runs out or goes away. Permanent: The energy remains as long as the effect does. This means the spell is vulnerable to dispel magic. Example: statue. Subjects, Effects, and Areas: If the spell affects creatures directly (for example, charm), the result travels with the subjects for the spells duration. If the spell creates an effect, the effect lasts for the duration. If the spell affects an area, as silencega does, then the spell stays with that area for its duration. Creatures become subject to the spell when they enter the area and are no longer subject to it when they leave. Touch Spells and Holding the Charge: In most cases, if you dont discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after round. If you cast another spell, the touch spell dissipates. (D) Dismissible: If the Duration line ends with (D), you can dismiss the spell at will. You must be within range of the spells effect and must speak words of dismissal, which are usually a modified form of the spells verbal component. Dismissing a spell is a standard action that does not provoke attacks of opportunity.

SAVING THROW
Usually a harmful spell allows a target to make a saving throw to avoid some or all of the effect. The Saving Throw entry in a spell description defines which type of saving throw the spell allows and describes how saving throws against the spell work. Negates: The spell has no effect on a subject that makes a successful saving throw. Partial: The spell causes an effect on its subject, such as death. A successful saving throw means that some lesser effect occurs (such as being dealt damage rather than being killed). Half: The spell deals damage, and a successful saving throw halves the damage taken (round down). None: No saving throw is allowed. (harmless): The spell is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it desires. Saving Throw Difficulty Class: A saving throw against your spell has a DC of 10 + the level of the spell + your bonus for the relevant ability (Intelligence for a black mage, red mage, and blue mage, Charisma for a bard, or Wisdom for a white mage and red mages).

Succeeding on a Saving Throw: A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. For example, if you secretly cast charm person on a creature and its saving throw succeeds, it knows that someone used magic against it, but it cant tell what you were trying to do. Likewise, if a creatures saving throw succeeds against a targeted spell, such as charm, you sense that the spell has failed. You do not sense when creatures succeed on saves against effect and area spells. Automatic Failures and Successes: A natural 1 (the d20 comes up 1) on a saving throw is always a failure. A natural 20 (the d20 comes up 20) is always a success. Voluntarily Giving up a Saving Throw: A creature can voluntarily forego a saving throw and willingly accept a spells result. Even a character with a special resistance to magic can suppress this quality.

SPELL RESISTANCE
Spell resistance is a special defensive ability. If your spell is being resisted by a creature with spell resistance, you must make a caster level check (1d20 + caster level) at least equal to the creatures spell resistance for the spell to affect that creature. The defenders spell resistance is like an Armor Class against magical attacks. Include any adjustments to your caster level (such as from magery ability bonuses from the black mage, blue mage, red mage, and white mage classes) to this caster level check. The Spell Resistance entry and the descriptive text of a spell description tell you whether spell resistance protects creatures from the spell. In many cases, spell resistance applies only when a resistant creature is targeted by the spell, not when a resistant creature encounters a spell that is already in place. The term harmless means the same thing for spell resistance as it does for saving throws. A creature with spell resistance must voluntarily lower the resistance (a standard action) in order to be affected by a spell noted as harmless. In such a case, you do not need to make the caster level check described above.

DESCRIPTIVE TEXT
This portion of a spell description details what the spell does and how it works. If one of the previous entries in the description included "see text," this is where the explanation is found. If the spell youre reading about is based on another spell, you might have to refer to a different spell for the "see text" information.

CHAPTER 9: SPELLS & SONGS


This chapter begins with the spell lists of the spellcasting classes and the song list for bards. The remainder of the chapter contains spell descriptions in alphabetical order by spell name followed by the bard song descriptions. Spell Chains: Some spells reference other spells that they are based upon. (For instance, cure is the spell upon which all other cure spells are based.) Only information about a spell elsewhere in the spell chain that is different from the base spell is covered in the spell being described. Spell description entries and descriptive text that are the same as the base spell are not repeated. Order of Presentation: In the spell lists, bard song list and the spell descriptions that follow them, the spells are presented in alphabetical order by name followed by the bard song descriptions. Hit Dice: The term Hit Dice is used synonymously with character levels for effects that affect a number of Hit Dice of creatures. Creatures with Hit Dice only from their race, not from classes, have character levels equal to their Hit Dice. Caster Level: A spells power often depends on caster level, which is defined as the casters class level for the purpose of casting a particular spell. A creature with no classes has a caster level equal to its Hit Dice unless otherwise specified. The word level in the spell lists that follow always refers to caster level. Status Effects: If a spell causes its subject or subjects to be affected by one or more conditions (such as blinded, incorporeal, invisible, or stunned), refer to the glossary for details of how that condition affects the subject. Creatures: The word creature is used synonymously in the spell descriptions.

BLACK MAGE SPELL LIST


1ST-LEVEL BLACK MAGE SPELLS
Aero - Ranged touch that deals 1d6 points of wind damage + 1 per level (max of +5). Blind - Target is inflicted with Blind status. Blizzard - Ranged touch that deals 1d6 points of ice damage + 1 per level (max of +5). Dark - Ranged touch that deals 1d6 points of shadow damage + 1 per level (max of +5). Fire - Ranged touch that deals 1d6 points of fire damage + 1 per level (max of +5). Oil - Target becomes more susceptible to fire-based attacks. Sleep - Target is inflicted with Sleep status. Stone - Ranged touch that deals 1d6 points of earth damage + 1 per level (max of +5). Thunder - Ranged touch that deals 1d6 points of lightning damage + 1 per level (max of +5). Water - Ranged touch that deals 1d6 points of water damage + 1 per level (max of +5).

2ND-LEVEL BLACK MAGE SPELLS


Aero II - Ranged touch that deals 2d6 points of wind damage + 1 per level (max of +10). Blizzard II - Ranged touch that deals 2d6 points of ice damage + 1 per level (max of +10). Dark II - Ranged touch that deals 2d6 points of shadow damage + 1 per level (max of +10). Fire II - Ranged touch that deals 2d6 points of fire damage + 1 per level (max of +10). Poison - Target is inflicted with Poison status. Silence - Target is inflicted with Silence status. Stone II - Ranged touch that deals 2d6 points of earth damage + 1 per level (max of +10).

Thunder II - Ranged touch that deals 2d6 points of lightning damage + 1 per level (max of +10). Water II - Ranged touch that deals 2d6 points of water damage + 1 per level (max of +10).

3RD-LEVEL BLACK MAGE SPELLS


Aero III - Ranged touch that deals 3d6 points of wind damage + 1 per level (max of +15). Bio - Target is inflicted with Sap status. Blindga - As Blind, but all within 30 feet. Blizzard III - Ranged touch that deals 3d6 points of ice damage + 1 per level (max of +15). Dark III - Ranged touch that deals 3d6 points of shadow damage + 1 per level (max of +15). Fire III - Ranged touch that deals 3d6 points of fire damage + 1 per level (max of +15). Haste - Subject becomes hasted. Infect Target is inflicted with Disease status. Immobilize - Target is inflicted with Immobilize status. Sleepga - As Sleep, but all within 30 feet. Slow - Target is inflicted with Slow status. Stone III - Ranged touch that deals 3d6 points of earth damage + 1 per level (max of +15). Thunder III - Ranged touch that deals 3d6 points of lightning damage + 1 per level (max of +15). Water III - Ranged touch that deals 3d6 points of water damage + 1 per level (max of +15).

4TH-LEVEL BLACK MAGE SPELLS


Aera - 1d4 wind damage per level, 20-ft. radius. Blaze Spikes - Creatures attacking the subject of this spell take fire damage. Blizzara - 1d4 ice damage per level, 20-ft. radius. Darkra - 1d4 shadow damage per level, 20-ft. radius. Disable - Target is inflicted with Disable status. Fira - 1d4 fire damage per level, 20-ft. radius. Float - Subject floats 5 foot off the ground. Frog - Target is inflicted with Frog status. Ice Spikes - Creatures attacking the subject of this spell take ice damage. Mini - Target is inflicted with Mini status. Rock Spikes - Creatures attacking the subject of this spell take earth damage. Shock Spikes - Creatures attacking the subject of this spell take lightning damage. Silencega - As Silence, but all within 30 feet. Statue - Target is inflicted with Petrify status. Stonera - 1d4 earth damage per level, 20-ft. radius. Thundara - 1d4 lightning damage per level, 20-ft. radius. Toxify - Targets take 1d8 points of acid damage per round, 20-ft. radius. Vanish - Subject becomes invisible. Watera - 1d4 water damage per level, 20-ft. radius.

5TH-LEVEL BLACK MAGE SPELLS


Aeroga - 1d6 wind damage per level, 30-ft. radius. Blizzaga - 1d6 ice damage per level, 30-ft. radius. Burn - Target takes 5d6 points of fire damage and 1d6 points of fire damage per round. Crush - Target takes 5d6 points of earth damage and 1d6 points of earth damage per round. Darkga - 1d6 shadow damage per level, 30-ft. radius. Drain - Touch deals 1d6 / two levels shadow damage; caster gains damage as hit points. Drown - Target takes 5d6 points of water damage and 1d6 points of water damage per round. Firaga - 1d6 fire damage per level, 30-ft. radius.

Floatga - Targets float 5 feet off the ground. Freeze - Target takes 5d6 points of ice damage and 1d6 points of ice damage per round. Gravity - Target loses 25% of current hit points. Infectga As Infect, but all within 30 feet. Poisonga - As Poison, but all within 30 feet. Shock - Target takes 5d6 points of lightning damage and 1d6 points of lightning damage per round. Slice - Target takes 5d6 points of wind damage and 1d6 points of wind damage per round. Stonega - 1d6 earth damage per level, 30-ft. radius. Thundaga - 1d6 lightning damage per level, 30-ft. radius. Waterga - 1d6 water damage per level, 30-ft. radius.

6TH-LEVEL BLACK MAGE SPELLS


Berserk - Target is inflicted with Berserk status. Blaze Spikes II - Creatures attacking the subject of this spell take fire damage. Bleed - Target takes 1 non-elemental damage per 4 levels until healed. Burst - 1d8 lightning damage per level, 40-ft. radius. Confusion - Target is inflicted with Confuse status. Flare - 1d8 fire damage per level, 40-ft. radius. Flood - 1d8 water damage per level, 40-ft. radius. Frost - 1d8 ice damage per level, 40-ft. radius. Hastega - As Haste, but all allies within 30 feet. Ice Spikes II - Creatures attacking the subject of this spell take ice damage. Quake - 1d8 earth damage per level, 40-ft. radius. Rock Spikes II - Creatures attacking the subject of this spell take earth damage. Shock Spikes II - Creatures attacking the subject of this spell take lightning damage. Slowga - As Slow, but all enemies within 30 feet. Syphon - Touch drains 1d6 / five levels of MP; caster gains the siphoned MP. Tornado - 1d8 wind damage per level, 40-ft. radius. Vanishga - Allies within 30 feet become invisible.

7TH-LEVEL BLACK MAGE SPELLS


Bind - Subject is bound to an area for the Warp spell to use. Burn II - Target takes 10d6 points of fire damage and 2d6 points of fire damage per round. Countdown - Target falls to 0 HP in 2d4 rounds. Crush II - Target takes 10d6 points of earth damage and 2d6 points of earth damage per round. Drown II - Target takes 10d6 points of water damage and 2d6 points of water damage per round. Freeze II - Target takes 10d6 points of ice damage and 2d6 points of ice damage per round. Graviga - Targets loses 25% of current hit points. Reverse - All healing effects are reversed. Shock II - Target takes 10d6 points of lightning damage and 2d6 points of lightning damage per round. Slice II - Target takes 10d6 points of wind damage and 2d6 points of wind damage per round.

8TH-LEVEL BLACK MAGE SPELLS


Blaze Spikes III- Creatures attacking the subject of this spell take fire damage. Burst II - 1d10 lightning damage per level, 50-ft. radius. Doom - Target is inflicted with Doom status. Flare II - 1d10 fire damage per level, 50-ft. radius. Flood II - 1d10 water damage per level, 50-ft. radius. Frost II - 1d10 ice damage per level, 50-ft. radius. Ice Spikes III - Creatures attacking the subject of this spell take ice damage. Quake II - 1d10 earth damage per level, 50-ft. radius.

Rock Spikes III - Creatures attacking the subject of this spell take earth damage. Scathe - 1d8 non-elemental damage per level, 30-ft. radius. Shock Spikes III - Creatures attacking the subject of this spell take lightning damage. Tornado II - 1d10 wind damage per level, 50-ft. radius. Warp - Subject is teleported to his Bind point.

9TH-LEVEL BLACK MAGE SPELLS


Ardor - Ranged touch deals 1d6 points of non-elemental damage per level. Death - Kills one subject. Meteor - Four exploding spheres each deal 10d6 fire damage. Scourge - Targets take 10d6 points of non-elemental damage and 2d6 points of non-elemental damage per round, within a 30-ft. radius. Stop - Target is inflicted with Stop status. Ultima 2d6 points of non-elemental damage per level, 60-ft. radius.

BLUE MAGE SPELL LIST


1ST-LEVEL BLUE MAGE SPELLS
Aero - Ranged touch that deals 1d6 points of wind damage + 1 per level (max of +5). Blizzard - Ranged touch that deals 1d6 points of ice damage + 1 per level (max of +5). Blood Drain - Target takes 1d6 shadow damage and caster healed for damage inflicted. Dark - Ranged touch that deals 1d6 points of shadow damage + 1 per level (max of +5). Fire - Ranged touch that deals 1d6 points of fire damage + 1 per level (max of +5). Goblin Punch - Ranged touch that deals 1d4+3 points of wind damage. Marrow Drain - Target takes 1d4 MP damage, heals caster for MP or HP if no MP pool. Umbral Gaze - Ranged touch that deals 1d6+2 points of lightning damage and is inflicted with Blind status. Magic Hammer - Ranged touch that deals 1d4 points of MP damage. Photosynthesis - Caster heals 1d6+3 damage. Stone - Ranged touch that deals 1d6 points of earth damage + 1 per level (max of +5). Thunder - Ranged touch that deals 1d6 points of lightning damage + 1 per level (max of +5). Water - Ranged touch that deals 1d6 points of water damage + 1 per level (max of +5).

2ND-LEVEL BLUE MAGE SPELLS


Aero II - Ranged touch that deals 2d6 points of wind damage + 1 per level (max of +10). Blizzard II - Ranged touch that deals 2d6 points of ice damage + 1 per level (max of +10). Corrosive Web - Entangles and damage enemies in a 15-ft.-cone. Dark II - Ranged touch that deals 2d6 points of shadow damage + 1 per level (max of +10). Dream Pollen - Enemies are inflicted with Sleep status. Fire II - Ranged touch that deals 2d6 points of fire damage + 1 per level (max of +10). Flash - 30-ft.-radius, inflicts Blind status. Healing Ruby - Heals 2d8+5 damage. Shadow Blink - Teleports caster to behind any foe within 15 ft. and is allowed 1 single melee attack. Sickening Breath - Enemies suffer -2 penalty to Attack rolls/Skill checks, 10-ft.-radius. Stone II - Ranged touch that deals 2d6 points of earth damage + 1 per level (max of +10). Thunder II - Ranged touch that deals 2d6 points of lightning damage + 1 per level (max of +10). Water II - Ranged touch that deals 2d6 points of water damage + 1 per level (max of +10).

3RD-LEVEL BLUE MAGE SPELLS


Aero III - Ranged touch that deals 3d6 points of wind damage + 1 per level (max of +15). Ashen Blight - Enemies are inflicted with Blind status.

Bio - Target is inflicted with Sap status. Blaster - Ranged touch that deals 3d6 lightning damage and is inflicted with Immobilize status. Blizzard III - Ranged touch that deals 3d6 points of ice damage + 1 per level (max of +15). Choco Cure - Heals 3d8+6 damage. Fire III - Ranged touch that deals 3d6 points of fire damage + 1 per level (max of +15). Fireflash - Ranged touch that deals 3d6 points of fire damage and inflicts Blind status. Impulse - Ranged touch that deals 5d6 points of non-elemental damage. Rock Throw - Ranged attack that deals 3d6 (+ strength modifier) points of earth damage and inflicts Slow. Rolling Thunder - Allies gain +1d6 lightning damage to their weapon damage rolls. Sandblast - Enemies are inflicted with Blind status. Sandpit - Target is inflicted with Immobilize status. Shining Ruby - Allies gain a +3 deflection bonus to AC and +3 resistance bonus to saving throws. Stone III - Ranged touch that deals 3d6 points of earth damage + 1 per level (max of +15). Thousand Needles - 7d4 points of non-elemental damage, 20-ft.-radius burst. Thunder III - Ranged touch that deals 3d6 points of lightning damage + 1 per level (max of +15). Water III - Ranged touch that deals 3d6 points of water damage + 1 per level (max of +15).

4TH-LEVEL BLUE MAGE SPELLS


Aerial Armor - Allies gain Damage Reduction 5/-. Crimson Roar - Allies gain a morale bonus to damage rolls. Curse - Enemies are inflicted with Curse status. Ectosmash - Teleports caster to any foe within 30 ft. and is allowed 1 single melee attack. Filth Cloud - Disease and Poison status inflicted, 30-ft.-cone. Frost Armor - Creatures attacking the subject of this spell take ice damage. Glittering Ruby - Allies gain a +5 bonus to a random stat. Grave Reel - 2d6 shadow damage, 15-ft.-radius, heals caster for damage inflicted. Lightning Armor - Creatures attacking the subject of this spell take lightning damage. Petrify - Target is inflicted with the Petrify status. Tek Laser - 5d8 points of non-elemental damage, 30-ft.-cone. White Wind - Allies are healed for 4d6+15 damage.

5TH-LEVEL BLUE MAGE SPELLS


Aeroga - 1d6 wind damage per level, 30-ft. radius. Blizzaga - 1d6 ice damage per level, 30-ft. radius. Bad Breath - Status effects, 30-ft.-cone. Burn - Target takes 5d6 points of fire damage and 1d6 points of fire damage per round. Crush - Target takes 5d6 points of earth damage and 1d6 points of earth damage per round. Darkga - 1d6 shadow damage per level, 30-ft. radius. Drown - Target takes 5d6 points of water damage and 1d6 points of water damage per round. Earthquake - 10d6 earth damage, 30-ft.-radius. Eerie Howl - Enemies are inflicted with Disable status. Firaga - 1d6 fire damage per level, 30-ft. radius. Freeze - Target takes 5d6 points of ice damage and 1d6 points of ice damage per round. Fulmination - 5d6 lightning damage, 20-ft.-radius, inflicts Disable status. HP Absorb - Target takes 5d6 points of non-elemental damage, heals caster equal to damage. MP Absorb - Target takes 5d6 points of MP damage, heals caster's MP pool equal to damage. Shock - Target takes 5d6 points of lightning damage and 1d6 points of lightning damage per round. Slice - Target takes 5d6 points of wind damage and 1d6 points of wind damage per round. Stonega - 1d6 earth damage per level, 30-ft. radius. Thundaga - 1d6 lightning damage per level, 30-ft. radius. Waterga - 1d6 water damage per level, 30-ft. radius.

6TH-LEVEL BLUE MAGE SPELLS


Aqualung - 8d6 water damage, 30-ft.-radius, inflicts Silence status. Choco Meteor - An exploding sphere that deals 10d6 fire damage. Corruption - Target is inflicted with Confuse status. Diamond Fire - Ranged touch that deals 10d6 points of non-elemental damage. Earthen Ward - Allies gains Damage Reduction 10/-. Emerald Beam - Ranged touch that deals 10d6 points of non-elemental damage. Everyone's Grudge - Target takes 12d6 shadow damage. Megaflash - 8d6 fire damage, 30-ft.-radius, inflicts Blind status. Raise Dukes - Caster gains 10/- DR, Counterattack, and is unable to move. Ruby Light - Allies are protected by a magical barrier that has a chance to reflect spells. Ruby Ray - Ranged touch that deals 10d6 points of non-elemental damage. Virus Fly - Ranged touch that deals 10d4 shadow damage and is inflicted with Curse status. Shadow Flare - 1d8 shadow damage per level, 40-ft. radius. Turtle Shell - Fast Healing 10, DR 15/-, +10 Armor Bonus to AC, Elemental Resistance 15 but unable to do any other action.

7TH-LEVEL BLUE MAGE SPELLS


Burn II - Target takes 10d6 points of fire damage and 2d6 points of fire damage per round. Crush II - Target takes 10d6 points of earth damage and 2d6 points of earth damage per round. Drown II - Target takes 10d6 points of water damage and 2d6 points of water damage per round. Freeze II - Target takes 10d6 points of ice damage and 2d6 points of ice damage per round. Gates of Hades - 5d6 fire damage, 20-ft.-radius, 1d6 fire damage per round. Graviga - Targets loses 25% of current hit points. Magma Hoplon - Caster gains 10/- DR and creatures attacking the subject take fire damage. Pit of Despair - Enemies lose 25% of current hit points. Restoring Ruby - Allies are cured of all negative status effects and healed for 10d4 damage. Shock II - Target takes 10d6 points of lightning damage and 2d6 points of lightning damage per round. Slice II - Target takes 10d6 points of wind damage and 2d6 points of wind damage per round. Spring Water - Allies are cured of all negative status effects and healed for 10d4 damage. Thunderbolt - 10d6 lightning damage, 40-ft.-radius, inflicts Disable status.

8TH-LEVEL BLUE MAGE SPELLS


Burst II - 1d10 lightning damage per level, 50-ft. radius. Death Force - Target gains immunity to Death spells and effects. Flare II - 1d10 fire damage per level, 50-ft. radius. Flood II - 1d10 water damage per level, 50-ft. radius. Frost II - 1d10 ice damage per level, 50-ft. radius. Quake II - 1d10 earth damage per level, 50-ft. radius. Scathe - 1d8 non-elemental damage per level, 30-ft. radius. Tornado II - 1d10 wind damage per level, 50-ft. radius.

9TH-LEVEL BLUE MAGE SPELLS


Aire Tam Storm - Deals 10 points of non-elemental damage per materia equipped/on enemies within a 60-ft.radius. Diamond Flash - 20d6 points of holy damage, 60-ft.-radius, inflicts Silence status. Emerald Blast - Target takes 15d10 points of water damage. Phoenix Tear - Target is raised from the dead and at full health. Ruby Fire - Target takes 15d10 points of fire damage. Whirlsand - 15d6 points of wind damage, 60-ft.-radius, inflicts Blind status.

RED MAGE SPELL LIST


1ST-LEVEL RED MAGE SPELLS
Aero - Ranged touch that deals 1d6 points of wind damage + 1 per level (max of +5). Blizzard - Ranged touch that deals 1d6 points of ice damage + 1 per level (max of +5). Cure - Heals 1d6 damage + 1 per level (max of +5). Enspell - Infuses weapon with elemental damage of +1 per level (max of +5) on next attack. Deflect - Gain a deflection bonus of +1/3 levels (max +5) against one attack. Fire - Ranged touch that deals 1d6 points of fire damage + 1 per level (max of +5). Protect - Subject gains a +2 deflect bonus to AC. Regen - Subject gains Fast Healing 2. Shell - Subject gains a +2 morale bonus to Saving Throws versus spells. Stone - Ranged touch that deals 1d6 points of earth damage + 1 per level (max of +5). Thunder - Ranged touch that deals 1d6 points of lightning damage + 1 per level (max of +5). Water - Ranged touch that deals 1d6 points of water damage + 1 per level (max of +5).

2ND-LEVEL RED MAGE SPELLS


Aero II - Ranged touch that deals 2d6 points of wind damage + 1 per level (max of +10). Blizzard II - Ranged touch that deals 2d6 points of ice damage + 1 per level (max of +10). Blindna - Subject is cured from Blind status effects. Cleanse - Subject is cured of Disease status effects. Cure II - Heals for 2d6 + 1 per level (max of +10). Fire II - Ranged touch that deals 2d6 points of fire damage + 1 per level (max of +10). Poisona - Subject is cured of Poison status effects. Shield - Gain shield bonus to AC for one attack. Silence - Target is inflicted with Silence status. Stona - Subject is cured from Petrify status effects. Stone II - Ranged touch that deals 2d6 points of earth damage + 1 per level (max of +10). Sure Strike - Gain +1 bonus/3 levels on next attack. Thunder II - Ranged touch that deals 2d6 points of lightning damage + 1 per level (max of +10). Vox - Subject is cured from Silence status effects. Water II - Ranged touch that deals 2d6 points of water damage + 1 per level (max of +10).

3RD-LEVEL RED MAGE SPELLS


Aero III - Ranged touch that deals 3d6 points of wind damage + 1 per level (max of +15). Blizzard III - Ranged touch that deals 3d6 points of ice damage + 1 per level (max of +15). Dispel - Target is dispelled of beneficiary status effects. Energy Aegis - Caster gains elemental resistance 20 against one elemental type for one attack. Enspell II - Imbues weapon with elemental damage of +2 per level (max of +10) on next attack. Esuna - Subject is cured of negative status effects except Doom and Stop. Fire III - Ranged touch that deals 3d6 points of fire damage + 1 per level (max of +15). Haste - Subject becomes hasted. Protect II - Subject gains a +4 deflect bonus to AC. Regen II - Subject gains Fast Healing 4. Shell II - Subject gains a +4 morale bonus to Saving Throws versus spells. Stone III - Ranged touch that deals 3d6 points of earth damage + 1 per level (max of +15). Thunder III - Ranged touch that deals 3d6 points of lightning damage + 1 per level (max of +15). Water III - Ranged touch that deals 3d6 points of water damage + 1 per level (max of +15).

4TH-LEVEL RED MAGE SPELLS


Aera - 1d4 wind damage per level, 20-ft. radius. Barrier - Subject gains Damage Reduction 5/-. Blaze Spikes - Creatures attacking the subject of this spell take fire damage. Blizzara - 1d4 ice damage per level, 20-ft. radius. Cura - Allies heal for 1d4 per level. Fira - 1d4 fire damage per level, 20-ft. radius. Float - Subject floats 5 foot off the ground. Hop - Teleports caster short distance. Ice Spikes - Creatures attacking the subject of this spell take ice damage. Raise - Subject is raised from the dead at 1 HP. Reflect - Subject is protected by a magical barrier that reflects 1 spell. Rock Spikes - Creatures attacking the subject of this spell take earth damage. Shock Spikes - Creatures attacking the subject of this spell take lightning damage. Stonera - 1d4 earth damage per level, 20-ft. radius. Stretch - Melee weapon gains 5 ft. of reach for one attack. Thundara - 1d4 lightning damage per level, 20-ft. radius. Vanish - Subject becomes invisible. Watera - 1d4 water damage per level, 20-ft. radius.

5TH-LEVEL RED MAGE SPELLS


Aeroga - 1d6 wind damage per level, 30-ft. radius. Blizzaga - 1d6 ice damage per level, 30-ft. radius. Burn - Target takes 5d6 points of fire damage and 1d6 points of fire damage per round. Crush - Target takes 5d6 points of earth damage and 1d6 points of earth damage per round. Curaga - Allies heal for 1d6 per level. Drown - Target takes 5d6 points of water damage and 1d6 points of water damage per round. Enspell III - Imbues weapon with elemental damage of +3 per level (max of +15) on next attack. Esunaga - Allies are cured of negative status effects except Doom and Stop. Firaga - 1d6 fire damage per level, 30-ft. radius. Floatga - Targets float 5 feet off the ground. Freeze - Target takes 5d6 points of ice damage and 1d6 points of ice damage per round. Gale Winds - Caster gains +4 deflection bonus to AC; 1d8 wind damage and push back creatures that hit the caster in melee. Protect III - Subject gains a +6 deflect bonus to AC. Regen III - Subject gains Fast Healing 6. Shell III - Subject gains a +6 morale bonus to Saving Throws versus spells. Shock - Target takes 5d6 points of lightning damage and 1d6 points of lightning damage per round. Slice - Target takes 5d6 points of wind damage and 1d6 points of wind damage per round. Stonega - 1d6 earth damage per level, 30-ft. radius. Thundaga - 1d6 lightning damage per level, 30-ft. radius. Waterga - 1d6 water damage per level, 30-ft. radius.

6TH-LEVEL RED MAGE SPELLS


Arise - Subject is raised from death to half maximum hit points. Blaze Spikes II - Creatures attacking the subject of this spell take fire damage. Bless - Allies heal for 1d8 per level. Burst - 1d8 lightning damage per level, 40-ft. radius. Dispelga - Targets are dispelled of beneficiary status effects, within 30 feet.

Flare - 1d8 fire damage per level, 40-ft. radius. Flood - 1d8 water damage per level, 40-ft. radius. Frost - 1d8 ice damage per level, 40-ft. radius. Guard - Caster gains a +4 deflection bonus to AC, +4 resistance bonus on saves; discharge to gain +10 for 1 round. Hastega - As Haste, but all allies within 30 feet. Ice Spikes II - Creatures attacking the subject of this spell take ice damage. Might - Caster gains +4 strength, discharge to gain +10 strength for 1 round. Quake - 1d8 earth damage per level, 40-ft. radius. Rock Spikes II - Creatures attacking the subject of this spell take earth damage. Shock Spikes II - Creatures attacking the subject of this spell take lightning damage. Stoneskin - Subject gains Damage Reduction 10/-. Tornado - 1d8 wind damage per level, 40-ft. radius. Vanishga - Allies within 30 feet become invisible.

WHITE MAGE SPELL LIST


1ST-LEVEL WHITE MAGE SPELLS
Blind - Target is inflicted with Blind status. Charm - Target is inflicted with Charm status. Cure - Heals 1d6 damage + 1 per level (max of +5). Dia - Target suffers a -2 penalty to Attack rolls and Skill checks. Heal - Heals allies for 1 per level (max of 5). Light - Ranged touch deals 1d6 points of holy damage + 1 per level (max of +5). Protect - Subject gains a +2 deflect bonus to AC. Regen - Subject gains Fast Healing 2. Shell - Subject gains a +2 morale bonus to Saving Throws versus spells. Sleep - Target is inflicted with Sleep status.

2ND-LEVEL WHITE MAGE SPELLS


Barelement - Subject gains a +4 morale bonus to Saving Throws versus elemental effects. Barstatus - Subject gains a +4 morale bonus to Saving Throws versus status effects. Blindna - Subject is cured from Blind status effects. Cleanse - Subject is cured of Disease status effects. Cure II - Heals for 2d6 + 1 per level (max of +10). Dia II - Target suffers a -4 penalty to Attack rolls and Skill checks. Healara - Heals allies for 2 per level (max of 10). Light II - Ranged touch deals 2d6 points of holy damage + 1 per level (max of +10). Poisona - Subject is cured of Poison status effects. Silence - Target is inflicted with Silence status. Stona - Subject is cured from Petrify status effects. Vox - Subject is cured from Silence status effects.

3RD-LEVEL WHITE MAGE SPELLS


Blindga - As Blind, except all within 30 feet. Cure III - Heals 3d6 damage + 1 per level (max of +15). Dia III - Target suffers a -6 penalty to Attack rolls and Skill checks. Dispel - Target is dispelled of beneficiary status effects. Esuna - Subject is cured of negative status effects except Doom and Stop. Haste - Subject becomes hasted. Healaga - Heals allies for 3 per level (max of 15).

Immobilize - Target is inflicted with Immobilize status. Light III - Ranged touch deals 3d6 points of holy damage + 1 per level (max of +15). Protect II - Subject gains a +4 deflect bonus to AC. Regen II - Subject gains Fast Healing 4. Shell II - Subject gains a +4 morale bonus to Saving Throws versus spells. Sleepga - As Sleep, except all within 30 feet. Slow - Target is inflicted with Slow status.

4TH-LEVEL WHITE MAGE SPELLS


Barelementra - Allies gain a +4 morale bonus to Saving Throws versus elemental effects. Barrier - Subject gains Damage Reduction 5/-. Barstatusra - Allies gain a +4 morale bonus to Saving Throws versus status effects. Cura - Allies heal for 1d4 per level. Diara As Dia, except all within 30 feet. Disable - Target is inflicted with Disable status. Float - Subject floats 5 feet off the ground. Lightra - 1d6 points of holy damage per level, 20-ft. radius. Raise - Subject is raised from the dead at 1 HP. Reflect - Subject is protected by a magical barrier that reflects 1 spell. Silencega - As Silence, except all within 30 feet. Vanish - Subject becomes invisible.

5TH-LEVEL WHITE MAGE SPELLS


Curaga - Allies heal for 1d6 per level. Diaga As Dia II, except all within 30 feet. Esunaga - Allies are cured of negative status effects except Doom and Stop. Floatga Targets float 5 feet off the ground. Holy - Ranged touch deals 1d6 points of holy damage per level. Lightga - 1d8 points of holy damage per level, 30-ft. radius. Protect III - Subject gains a +6 deflect bonus to AC. Protectra - Allies gain a +2 deflect bonus to AC. Regen III - Subject gains Fast Healing 6. Renew - Allies gain Fast Healing 2. Shell III - Subject gains a +6 morale bonus to Saving Throws versus spells. Shellra - Allies gain a +2 morale bonus to Saving Throws versus spells. Wall - Subject is protected by a magical barrier, unable to attack or be attacked.

6TH-LEVEL WHITE MAGE SPELLS


Arise - Subject is raised from death to half maximum hit points. Balance - Target suffers damage equal to difference in caster's current and max HP. Barelementga - Allies gain a +6 morale bonus to Saving Throws versus elemental effects. Barstatusga - Allies gain a +4 morale bonus to Saving Throws versus status effects. Bless - Allies heal for 1d8 per level. Dispelga - Targets are dispelled of beneficiary status effects, within 30 feet. Hastega - As Haste, except all allies within 30 feet. Reflectga - As Reflect, except all allies within 30 feet. Slowga - As Slow, except all enemies within 30 feet. Stoneskin - Subject gains Damage Reduction 10/-. Vanishga - As Vanish, except all allies within 30 feet.

7TH-LEVEL WHITE MAGE SPELLS

Bind - Subject is bound to an area for the Warp spell to use. Bravery - Increase one ally's physical damage, melee and range by +1 per two character levels. Faith - Increase one ally's magical damage and healing by +1 per two character levels. Holy II - Ranged touch deals 1d8 points holy damage per level. Magic Barrier - Subject becomes immune to magical effects. Protect IV - Subject gains a +8 deflect bonus to AC. Protectra II - Allies gain a +4 deflect bonus to AC. Regen IV - Subject gains Fast Healing 8. Renew II - Allies gain Fast Healing 4. Shell IV - Subject gains a +8 morale bonus to Saving Throws versus spells. Shellra II - Allies gain a +4 morale bonus to Saving Throws versus spells.

8TH-LEVEL WHITE MAGE SPELLS


Arisega - As Arise, except all allies within 30 feet. Auto-Cure - Subject is healed once by a Cure III spell upon being hit. Auto-Raise - Subject is raised by a Raise spell upon death. Bless II - Allies heal for 1d10 per level. Condemn - As Countdown, except only works on evil creatures. Full-Cure - Subject is cured of all damage. Warp - Subject is teleported to his Bind point.

9TH-LEVEL WHITE MAGE SPELLS


Full-Life - Subject is raised from death to full maximum hit points. Holy III - Ranged touch deals 1d10 points of holy damage per level. Protect V - Subject gains a +10 deflect bonus to AC. Protectra III - Allies gain a +6 deflect bonus to AC. Regen V - Subject gains Fast Healing 10. Renew III - Allies gain Fast Healing 6. Shell V - Subject gains a +10 morale bonus to Saving Throws versus spells. Shellra III - Allies gain a +6 morale bonus to Saving Throws versus spells.

BARD SONG LIST


1ST-LEVEL BARD SONGS
Armys Paeon - Provides Fast Healing 2 to all allies. Dark Carol - Enhances saving throws against dark by +2 and provides 3 Shadow resistance. Dark Threnody - Reduces enemy's resistance against darkness. Dexterous Etude - Enhances the Dexterity of allies by +2. Earth Carol - Enhances saving throws against earth by +2 and provides 3 Earth Resistance. Enchanting Etude - Enhances the Charisma of allies by +2. Fire Carol - Enhances saving throws against fire by +2 and provides 3 Fire Resistance. Foe Lullaby - Puts an enemy to sleep. Foe Requiem - Deals 1d6 points of non-elemental damage to enemies. Herb Pastoral - Enhances saving throws versus poison/disease by +2. Hunters Prelude - Provides a +2 morale bonus to Attack rolls with ranged weapons. Ice Carol - Enhances saving throws against ice by +2 and provides 3 Ice Resistance. Knights Minne - Grants a deflect AC bonus of +2. Learned Etude - Enhances the Intelligence of allies by +2. Light Carol - Enhances saving throws against light by +2 and provides 3 Holy resistance. Light Threnody - Reduces enemy's resistance against light. Lightning Carol - Enhances saving throws against lightning by +2 and provides 3 Lightning Resistance.

Quick Etude - Grants a dodge AC bonus of +2. Sinewy Etude - Enhances the Strength of allies by +2. Spirited Etude - Enhances the Wisdom of allies by +2. Sword Madrigal - Provides a +1 morale bonus to Attack rolls. Valor Minuet - Provides a +2 morale bonus to Damage rolls. Vivacious Etude - Enhances the Constitution of allies by +2. Water Carol - Enhances saving throws against water by +2 and provides 3 Water Resistance. Wind Carol - Enhances saving throws against wind by +2 and provides 3 Wind Resistance.

2ND-LEVEL BARD SONGS


Armys Paeon II - Provides Fast Healing 4 to all allies. Dark Carol II - Enhances saving throws against dark by +4 and provides 6 Shadow resistance. Dexterous Etude II - Enhances the Dexterity of allies by +4. Earth Carol II - Enhances saving throws against earth by +4 and provides 6 Earth Resistance. Earth Threnody - Reduces enemy's resistance against earth. Enchanting Etude II - Enhances the Charisma of allies by +4. Fire Carol II - Enhances saving throws against fire by +4 and provides 6 Fire Resistance. Fire Threnody - Reduces enemy's resistance against fire. Foe Requiem II - Deals 2d6 points of non-elemental damage to enemies. Herb Pastoral II - Enhances saving throws versus poison/disease by +4. Hunters Prelude II - Provides a +4 morale bonus to Attack rolls with ranged weapons. Ice Carol II - Enhances saving throws against ice by +4 and provides 6 Ice Resistance. Knights Minne II - Grants a deflect AC bonus of +4. Learned Etude II - Enhances the Intelligence of allies by +4. Light Carol II - Enhances saving throws against light by +4 and provides 6 Holy resistance. Lightning Carol II - Enhances saving throws against lightning by +4 and provides 6 Lightning Resistance. Quick Etude II - Grants a dodge AC bonus of +4. Sinewy Etude II - Enhances the Strength of allies by +4. Spirited Etude II - Enhances the Wisdom of allies by +4. Sword Madrigal II - Provides a +2 morale bonus to Attack rolls. Valor Minuet II - Provides a +4 morale bonus to Damage rolls. Vivacious Etude II - Enhances the Constitution of allies by +4. Water Carol II - Enhances saving throws against water by +4 and provides 6 Water Resistance. Water Threnody - Reduces enemy's resistance against water. Wind Carol II - Enhances saving throws against wind by +4 and provides 6 Wind Resistance. Wind Threnody - Reduces enemy's resistance against wind.

3RD-LEVEL BARD SONGS


Armys Paeon III - Provides Fast Healing 6 to all allies. Dark Carol III - Enhances saving throws against dark by +6 and provides 9 Shadow resistance. Dexterous Etude III - Enhances the Dexterity of allies by +6. Earth Carol III - Enhances saving throws against earth by +6 and provides 9 Earth Resistance. Enchanting Etude III - Enhances the Charisma of allies by +6. Fire Carol III - Enhances saving throws against fire by +6 and provides 9 Fire Resistance. Foe Requiem III - Deals 3d6 points of non-elemental damage to all enemies. Herb Pastoral III - Enhances saving throws versus poison/disease by +6. Horde Lullaby - Puts all enemies to sleep. Hunters Prelude III - Provides a +6 morale bonus to Attack rolls with ranged weapons. Ice Carol III - Enhances saving throws against ice by +6 and provides 9 Ice Resistance. Ice Threnody - Reduces enemy's resistance against ice. Knights Minne III - Grants a deflect AC bonus of +6.

Learned Etude III - Enhances the Intelligence of allies by +6. Light Carol III - Enhances saving throws against light by +6 and provides 9 Holy resistance. Lightning Carol III - Enhances saving throws against lightning by +6 and provides 9 Lightning Resistance. Lightning Threnody - Reduces enemy's resistance against lightning. Mages Ballad - Restores 1 MP/round to all allies. Quick Etude III - Grants a dodge AC bonus of +6. Sinewy Etude III - Enhances the Strength of allies by +6. Spirited Etude III - Enhances the Wisdom of allies by +6. Sword Madrigal III - Provides a +3 morale bonus to Attack rolls. Valor Minuet III - Provides a +6 morale bonus to Damage rolls. Vivacious Etude III - Enhances the Constitution of allies by +6. Water Carol III - Enhances saving throws against water by +6 and provides 9 Water Resistance. Wind Carol III - Enhances saving throws against wind by +6 and provides 9 Wind Resistance.

4TH-LEVEL BARD SONGS


Advancing March - Provides the Haste effect on allies. Armys Paeon IV - Provides Fast Healing 8 to all allies. Battlefield Elegy - Gives the enemy the effect of Slow. Dark Carol IV - Enhances saving throws against dark by +8 and provides 12 Shadow resistance. Dexterous Etude IV - Enhances the Dexterity of allies by +8. Earth Carol IV - Enhances saving throws against earth by +8 and provides 12 Earth Resistance. Enchanting Etude IV - Enhances the Charisma of allies by +8. Fire Carol IV - Enhances saving throws against fire by +8 and provides 12 Fire Resistance. Foe Requiem IV - Deals 4d6 points of non-elemental damage to all enemies. Fowl Aubade - Enhances saving throws against sleep/charm by +8. Herb Pastoral IV - Enhances saving throws versus poison/disease by +8. Hunters Prelude IV - Provides a +8 morale bonus to Attack rolls with ranged weapons. Ice Carol IV - Enhances saving throws against ice by +8 and provides 12 Ice Resistance. Knights Minne IV - Grants a deflect AC bonus of +8. Learned Etude IV - Enhances the Intelligence of allies by +8. Light Carol IV - Enhances saving throws against light by +8 and provides 12 Holy resistance. Lightning Carol IV - Enhances saving throws against lightning by +8 and provides 12 Lightning Resistance. Magic Finale - The enemy is targeted by a Dispel effect. Quick Etude IV - Grants a dodge AC bonus of +8. Sinewy Etude IV - Enhances the Strength of allies by +8. Spirited Etude IV - Enhances the Wisdom of allies by +8. Sword Madrigal IV - Provides a +4 morale bonus to Attack rolls. Valor Minuet IV - Provides a +8 morale bonus to Damage rolls. Vivacious Etude IV - Enhances the Constitution of allies by +8. Water Carol IV - Enhances saving throws against water by +8 and provides 12 Water Resistance. Wind Carol IV - Enhances saving throws against wind by +8 and provides 12 Wind Resistance.

5TH-LEVEL BARD SONGS


Advance Mages Ballad - Restores 2 MP/round to all allies. Armys Paeon V - Grants Fast Healing 10 to all allies. Dark Carol V - Enhances saving throws against dark by +10 and provides 15 Shadow resistance. Dexterous Etude V - Enhances the Dexterity of allies by +10. Earth Carol V - Enhances saving throws against earth by +10 and provides 15 Earth Resistance. Enchanting Etude V - Enhances the Charisma of allies by +10. Fire Carol V - Enhances saving throws against fire by +10 and provides 15 Fire Resistance.

Foe Requiem V - Deals 5d6 points of non-elemental damage to all enemies. Goblin Gavotte - Enhances saving throws against paralysis by +10. Herb Pastoral V - Enhances saving throws versus poison/disease by +10. Hunters Prelude V - Provides a +10 morale bonus to Attack rolls with ranged weapons. Ice Carol V - Enhances saving throws against ice by +10 and provides 15 Ice Resistance. Knights Minne V - Grants a deflect AC bonus of +10. Learned Etude V - Enhances the Intelligence of allies by +10. Light Carol V - Enhances saving throws against light by +10 and provides 15 Holy resistance. Lightning Carol V - Enhances saving throws against lightning by +10 and provides 15 Lightning Resistance. Quick Etude V - Grants a dodge AC bonus of +10. Scops Operetta - Enhances saving throws versus silence by +10. Sheepfoe Mambo - Provides a +5 morale bonus on saving throws. Sinewy Etude V - Enhances the Strength of allies by +10. Spirited Etude V - Enhances the Wisdom of allies by +10. Sword Madrigal V - Provides a +5 morale bonus to Attack rolls. Valor Minuet V - Provides a +10 morale bonus to Damage rolls. Vivacious Etude V - Enhances the Constitution of allies by +10. Water Carol V - Enhances saving throws against water by +10 and provides 15 Water Resistance. Wind Carol V - Enhances saving throws against wind by +10 and provides 15 Wind Resistance.

SPELLS
Aera
Elemental (Wind) Level: Black Mage/Red Mage/Dark Knight 4 Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 20-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes An aera spell is the area of effect version of the aero spell. A blast of powerful winds explodes dealing 1d4 points of wind damage per caster level (maximum 10d4) to every creature within the area.

Aerial Armor
Enhancing/Elemental (Air) Level: Blue Mage 4 Casting Time: 1 standard action Range: 30 ft. Area: Allies within a 30-ft.-radius burst centered on you Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Creature Learned From (BM only): Valefor A barrier of wind shields allies from physical damage. For the duration, allies gains Damage Reduction 5/-.

Aero
Elemental (Wind)

Level: Black Mage/Blue Mage/Red Mage/Dark Knight 1 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Creature Learned From (BM only): Wind Flan (Small) You direct a blast of wind at your opponent. You must make a ranged touch attack to hit, and if the ray hits, it deals 1d6 points of wind damage + 1 point per caster level (maximum +5).

Aero II
Elemental (Wind) Level: Black Mage/Blue Mage/Red Mage/Dark Knight 2 Creature Learned From (BM only): Wind Flan (Medium), Valefor This spell functions like Aero, except it deals 2d6 points of wind damage +1 point per caster level (maximum +10).

Aero III
Elemental (Wind) Level: Black Mage/Blue Mage/Red Mage/Dark Knight 3 Creature Learned From (BM only): Wind Flan (Large) This spell functions like Aero, except it deals 3d6 points of wind damage +1 point per caster level (maximum +15).

Aeroga
Elemental (Wind) Level: Black Mage/Blue Mage/Red Mage 5 Creature Learned From (BM only): Valefor This spell functions like Aera, except it deals 1d6 points of wind damage per caster level (maximum 15d6) and the area of effect increases to a 30-ft-radius spread.

Aire Tam Storm


Non-Elemental Level: Blue Mage 9 Casting Time: 1 standard action Range: 60 ft. Area: Creatures within a 60-ft.-radius burst centered on you Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Creature Learned From (BM only): Emerald Weapon The caster emulates the Emerald Weapon's powerful materia blast. This attack deals 10 points of non-elemental damage per materia on or equipped on each person within a 60-ft.-radius. Caster must wait 1d4 rounds to be able to cast this spell again.

Aqualung
Enfeebling/Elemental (Water) Level: Blue Mage 6 Casting Time: 1 standard action Range: 30 ft. Area: Cone-shaped burst Duration: Instantaneous/1d4 rounds Saving Throw: Will partial Spell Resistance: Yes Creature Learned From (BM only): Bandersnatch The caster can emulate the watery breath weapon of a bandersnatch. Creatures within the area of effect take 8d6 points of water damage and are inflicted with Silence status (Will save to negate the Silence status effect) for 1d6 rounds.

Ardor
Non-Elemental Level: Black Mage 9 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes A blast of pure magical energy shoots out from the caster's fingertip. You must make a ranged touch attack to hit, and if the ray hits, it deals 1d6 points of non-elemental damage per caster level (maximum 20d6).

Arise
Healing Level: White Mage/Red Mage 6 Casting Time: 1 round Range: Touch Target: Dead creature touched Duration: Instantaneous Saving Throw: None; see text Spell Resistance: Yes (harmless) This spell functions like Raise, except it cures the recently raised creature to half of its maximum hit points.

Arisega
Healing Level: White Mage 8 Casting Time: 1 round Range: 50 ft. Area: All allies within a 50-ft. burst centered on you Duration: Instantaneous Saving Throw: None; see text Spell Resistance: Yes (harmless)

This spell functions like Arise, except it raises all dead allies within a 50-ft. radius.

Ashen Blight
Enfeebling Level: Blue Mage 3 Casting Time: 1 standard action Range: 30 ft. Area: Creatures within a 30-ft.-radius centered on you Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes Creature Learned From (BM only): Phoenix This spell functions like Blindga, except it affects all enemies within a 30-ft.-radius.

Auto-Cure
Healing Level: White Mage 8 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The creature touched with this spell is imbued with a Cure III spell. When struck by a physical or magical attack, the healing spell goes off immediately. It only lasts for one use.

Auto-Raise
Healing Level: White Mage 8 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The creature touched with this spell is imbued with the Reraise status. When the creature with Reraise status dies, a Raise spell goes off immediately. It only lasts for one use.

Bad Breath
Enfeebling Level: Blue Mage 5 Casting Time: 1 standard action Range: 30 ft. Area: Cone-shaped burst

Duration: 1d4 rounds Saving Throw: See below Spell Resistance: Yes Creature Learned From (BM only): Malboro The caster can emulate the foul breath of a Malboro. All creatures caught within the cone are affected by the following status effects for 1d4 rounds each: Berserk (Will save), Blind (Fortitude save), Confuse (Will save), Silence (Fortitude save), Poison (Fortitude save), Slow (Fortitude save). The caster must wait 1d4 rounds to cast this spell again.

Balance
Non-Elemental Level: White Mage 6 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes You gesture to your wounds with magical power, willing a foe to suffer as you have. The target of your spell must make a Fortitude save or suffer the amount of damage equal to the difference of the caster's current hit points and maximum hit points.

Barelement
Enhancing Level: White Mage/Holy Knight 2 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) A colorful aura surrounds the individual you touch. The subject gains a +4 bonus on saving throws against elemental spells and effects.

Barelementra
Enhancing Level: White Mage/Holy Knight 4 Casting Time: 1 standard action Range: 30 feet. Area: All allies within a 30-ft. burst, centered on the caster Duration: 1 minute/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell functions like Barelement, except it affects all allies within a 30-ft. radius.

Barrier

Enhancing Level: White Mage/Red Mage/Holy Knight 4 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) A mystic barrier shields the subject touched from physical damage. For the duration, the subject gains Damage Reduction 5/-.

Barstatus
Enhancing Level: White Mage/Holy Knight 2 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) A soft white aura surrounds the individual you touch. The subject gains a +4 bonus on saving throws against status effects.

Barstatusra
Enhancing Level: White Mage/Holy Knight 4 Casting Time: 1 standard action Range: 30 feet. Area: All allies within a 30-ft. burst, centered on the caster Duration: 1 minute/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell functions like Barstatus, except it affects all allies within a 30-ft. radius.

Berserk
Enfeebling Level: Black Mage 6 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes The target of this spell will receive the Berserk status effect. The target will attack all enemies until there are no more, and then turn onto friends until he makes the Will save or is cured of his condition. While also berserking, the subject cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Acrobatics,

Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a materia), or spell completion to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. The subject can make an additional Will save check when there are no enemies to attack.

Bind
Enhancing Level: Black Mage/White Mage 7 Casting Time: 1 full-round action Range: Touch Target: Creature touched Duration: 1 day/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subject of this spell is bound to the area where the spell is cast. The subject can now be Warped to the area within the duration.

Bio
Enfeebling Level: Black Mage/Blue Mage/Dark Knight 3 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes Creature Learned From (BM only): Malboro The target of this spell receives the Sap status effect. The victim will take 1d6 points of non-elemental damage per round.

Blaster
Elemental (Lightning)/Enfeebling Level: Blue Mage 3 Casting Time: 1 standard action Range: 30 ft. Effect: Ray Duration: Instantaneous/1d4 rounds Saving Throw: Fortitude partial Spell Resistance: Yes Creature Learned From (BM only): Coeurl The caster emulates a Coeurl by releasing a pulse of electricity through his/her fingertips at a single target within 30 ft. The caster must make a ranged touch attack, if it hits, the target takes 3d6 points of lightning damage and must make a Fortitude save or be inflicted with Immobilize status for 1d4 rounds.

Blaze Spikes
Enhancing/Elemental (Fire)

Level: Black Mage/Red Mage/Dark Knight 4 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) A red, fiery aura covers the subject touched by this spell. Anytime creatures attacking with natural weapons, unarmed strikes, or handheld weapons successfully strike the subject of this spell take 1d4 points of fire damage.

Blaze Spikes II
Enhancing/Elemental (Fire) Level: Black Mage/Red Mage 6 This spell functions like Blaze Spikes, except it deals 2d4 points of fire damage instead.

Blaze Spikes III


Enhancing/Elemental (Fire) Level: Black Mage 8 This spell functions like Blaze Spikes, except it deals 3d4 points of fire damage instead.

Bleed
Enfeebling Level: Black Mage 6 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Permanent Saving Throw: Fortitude negates Spell Resistance: Yes The target of this spell receives the Sap status effect. The victim is affected with 1 point of non-elemental damage per four levels of the caster. The victim will take the damage per round until cured.

Bless
Healing Level: White Mage/Red Mage 5 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 40-ft.-radius spread Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) A bolt of light enemy streaks towards the area targeted and bursts, filling the area with a soft, warm white light, healing allies for 1d8 points of damage per caster level (maximum 15d8).

Bless II
Healing Level: White Mage 7 This spell functions like Bless, except it heals for 1d10 points of damage per caster level (maximum 20d10) and the area of effect spreads out to 50 feet instead.

Blind
Enfeebling Level: Black Mage/White Mage/Dark Knight/Holy Knight 1 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes The target of this spell receives the Blind status effect. The victim suffers the effects of being Blind for the duration of the spell or until cured.

Blindga
Enfeebling Level: Black Mage/White Mage/Dark Knight/Holy Knight 3 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/two levels (maximum of 5) Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes This spell functions like Blind, except it affects one creature per two levels (maximum of 5) within 30 feet of each other.

Blindna
Healing Level: White Mage/Red Mage/Holy Knight 2 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) A soft white light glows around the subjects head and is cured of the Blind status effect.

Blizzaga
Elemental (Ice) Level: Black Mage/Blue Mage/Red Mage 5 Creature Learned From (BM only): Shiva

This spell functions like Blizzara, except it deals 1d6 points of ice damage per caster level (maximum 15d6) and the area of effect increases to a 30-ft.-radius spread.

Blizzara
Elemental (Ice) Level: Black Mage/Red Mage/Dark Knight 4 Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 20-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A blizzara spell is the area of effect version of the blizzard spell. A blast of freezing ice explodes dealing 1d4 points of ice damage per caster level (maximum 10d4) to every creature within the area.

Blizzard
Elemental (Ice) Level: Black Mage/Blue Mage/Red Mage/Dark Knight 1 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Creature Learned From (BM only): Ice Flan (Small) You direct a blast of ice at your opponent. You must make a ranged touch attack to hit, and if the ray hits, it deals 1d6 points of ice damage + 1 point per caster level (maximum +5).

Blizzard II
Elemental (Ice) Level: Black Mage/Blue Mage/Red Mage/Dark Knight 2 Creature Learned From (BM only): Ice Flan (Medium), Shiva This spell functions like Blizzard, except it deals 2d6 points of ice damage +1 point per caster level (maximum +10).

Blizzard III
Elemental (Ice) Level: Black Mage/Blue Mage/Red Mage/Dark Knight 3 Creature Learned From (BM only): Ice Flan (Large) This spell functions like Blizzard, except it deals 3d6 points of ice damage +1 point per caster level (maximum +15).

Blood Drain
Enfeebling/Dark

Level: Blue Mage 1 Casting Time: 1 standard action Range: 30 ft. Target: One creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes Creature Learned From (BM only): Vampire Bat The caster emulates a vampire bat by siphoning blood from a target within 30 feet. The target must make a Fortitude save or take 1d6 points of shadow damage and the caster is healed for that much.

Bravery
Enhancing Level: White Mage 7 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/two levels (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell grants the subject touched an increase to all physical damage, melee and range, by +1 per two character levels.

Burn
Elemental (Fire) Level: Black Mage/Blue Mage/Red Mage 5 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level (D) Saving Throw: Fortitude partial Spell Resistance: Yes Creature Learned From (BM only): Fire Flan (Huge) The target of this spell is enveloped in flames, burning for 5d6 points of fire damage. The victim continues burning for 1d6 points of fire damage per round unless he makes a successful Fortitude save.

Burn II
Elemental (Fire) Level: Black Mage/Blue Mage 7 Creature Learned From (BM only): Fire Flan (Greater) This spell functions like Burn, except it deals 10d6 points of fire damage and the victim continues burning for 2d6 points of fire damage per round.

Burst
Elemental (Lightning)

Level: Black Mage/Red Mage 6 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 40-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A bolt of lightning streaks towards the targeted area, exploding into multiple little lightning bolts spreading out in a 40-ft.-radius dealing 1d8 points of lightning damage per caster level (maximum 15d8), a Reflex save for half damage.

Burst II
Elemental (Lightning) Level: Black Mage/Blue Mage 8 Creature Learned From (BM only): Wind Flan (Elder) This spell functions like Burst, except it deals 1d10 points of lightning damage per caster level (maximum 20d10) and the area of effect increases to a 50-ft-radius spread.

Charm
Enfeebling Level: White Mage/Holy Knight 1 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes The target of this spell receives the Charm status effect. The victim will follow the commands of the caster of the Charm spell until cured.

Choco Cure
Healing Level: Blue Mage 3 Casting Time: 1 standard action Range: 30 ft. Target: One creature Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Creature Learned From (BM only): Black/Gold Chocobo The caster emulates the healing touch of a Black/Gold Chocobo. A soft white glow surrounds your hand as you heal a wounded creature, healing for 3d8+6 points of damage.

Choco Meteor
Elemental (Fire)

Level: Blue Mage 6 Range: Long (400 ft. + 40 ft./level) Area: One 20-ft.-radius sphere Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes Creature Learned From (BM only): Gold Chocobo The caster emulates a Gold Chocobo to summon a molten meteor (similar to Meteor spell) into the sky to rain upon your enemies. Those within the area of effect take 10d6 points of fire damage, a Reflex save for half damage.

Cleanse
Healing Level: White Mage/Red Mage/Holy Knight 2 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) A soft white light glows around the subjects body and is cured of the Disease status effect.

Condemn
Light Level: White Mage 8 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One evil-aligned creature Duration: 2d4 rounds Saving Throw: None Spell Resistance: Yes You invoke punishment of the light onto a creature that must be of any evil alignment. The victim of this spell has 2d4 rounds to be cured before he falls to 0 hit points. The subject falls unconscious once the spell has ended, and may be revived when healed.

Confusion
Enfeebling Level: Black Mage 6 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes The target of this spell receives the Confuse status effect. The victim will randomly attack the nearest person until cured.

Corrosive Web
Enfeebling Level: Blue Mage 2 Casting Time: 1 standard action Range: 15 ft. Area: Cone-shaped burst Duration: 2d4 rounds Saving Throw: Reflex negates Spell Resistance: Yes Creature Learned From (BM only): Corrosive Spider The caster can emulate the corrosive web of a corrosive spider. All creatures caught within the cone are entangled, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. The webbed victims take 1d6 points of non-elemental damage per round while in the web. The strands of the web are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any firea torch, burning oil, a flaming sword, and so forthcan set the webs alight and burn away in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.

Corruption
Enfeebling Level: Blue Mage 6 Casting Time: 1 standard action Range: 30 ft. Target: One creature Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes Creature Learned From (BM only): Diablo The caster emulates the corrupting influence of Diablo. The target of this spell receives the Confuse status effect. The victim will randomly attack the nearest person until cured.

Countdown
Dark Level: Black Mage 7 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 2d4 rounds Saving Throw: None Spell Resistance: Yes Similar to the Condemn spell, the target can be of any alignment. The victim of this spell has 2d4 rounds to be cured before he falls to 0 hit points. The subject falls unconscious once the spell has ended, and may be revived when healed.

Crimson Roar
Enhancing

Level: Blue Mage 4 Casting Time: 1 standard action Range: 30 ft. Area: Allies within a 30-ft.-radius burst centered on you Duration: 1d6 rounds Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Creature Learned From (BM only): Ifrit The caster emulates the Ifrit's ferocious roar that affects allies within 30 ft. Affected creatures gain a morale bonus to damage rolls equal to the caster's Intelligence modifier.

Crush
Elemental (Earth) Level: Black Mage/Blue Mage/Red Mage 5 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level (D) Saving Throw: Fortitude partial Spell Resistance: Yes Creature Learned From (BM only): Earth Flan (Huge) Rocks and boulders fall upon the target of this spell, crushing for 5d6 points of earth damage. The victim continues being crushed for 1d6 points of earth damage per round unless he makes a successful Fortitude save.

Crush II
Elemental (Earth) Level: Black Mage/Blue Mage 7 Creature Learned From (BM only): Earth Flan (Greater) This spell functions like Crush, except it deals 10d6 points of earth damage and the victim continues being crushed for 2d6 points of earth damage per round.

Cura
Healing Level: White Mage/Red Mage/Holy Knight 4 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature/two levels (maximum of 5) within 30 feet of each other Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) A cura spell is the area of effect version of the cure spell. A soft white glow envelopes the area, healing one creature per two levels (maximum of 5) for 1d4 points of damage per caster level (maximum 10d4).

Curaga
Healing

Level: White Mage/Red Mage 5 This spell functions like Cura, except it heals for 1d6 points of damage per caster level (maximum 15d6) and the maximum of creatures to be healed increases to 10.

Cure
Healing Level: White Mage/Red Mage/Holy Knight 1 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) A soft white glow surrounds your hand as you heal a wounded creature, healing for 1d4 points of damage + 1 per caster level (maximum +5).

Cure II
Healing Level: White Mage/Red Mage/Holy Knight 2 This spell functions like Cure, except it heals for 2d6 points of damage + 1 per caster level (maximum +10).

Cure III
Healing Level: White Mage/Red Mage/Holy Knight 3 This spell functions like Cure, except it heals for 3d8 points of damage + 1 per caster level (maximum +15).

Curse
Enfeebling Level: Blue Mage 4 Casting Time: 1 standard action Range: 30 ft. Area: Creatures within a 30-ft.-radius centered on you Duration: 1d6 rounds Saving Throw: Will negates Spell Resistance: Yes Creature Learned From (BM only): Ghost The caster emulates a ghost and curses his enemies around him/her. Creatures within the area of effect must make a Will save or be inflicted with Curse status for 1d6 rounds.

Dark
Dark Level: Black Mage/Dark Knight 1 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels)

Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes You direct a blast of shadow energy at your opponent. You must make a ranged touch attack to hit, and if the ray hits, it deals 1d6 points of shadow damage + 1 point per caster level (maximum +5).

Dark II
Dark Level: Black Mage/Blue Mage/Dark Knight 2 Creature Learned From (BM only): Diablo This spell functions like Dark, except it deals 2d6 points of shadow damage + 1 point per caster level (maximum +10).

Dark III
Dark Level: Black Mage/Dark Knight 3 This spell functions like Dark, except it deals 3d6 points of shadow damage + 1 point per caster level (maximum +15).

Darkga
Dark Level: Black Mage/Blue Mage/Dark Knight 5 Creature Learned From (BM only): Diablo This spell functions like Darkra, except it deals 1d6 points of shadow damage per caster level (maximum 15d6) and the area of effect increases to a 30-ft-radius spread.

Darkra
Dark Level: Black Mage/Dark Knight 4 Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 20-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A darkra spell is the area of effect version of the dark spell. A blast of dark energy explodes dealing 1d4 points of shadow damage per caster level (maximum 10d4) to every creature within the area.

Death
Dark Level: Black Mage 9 Casting Time: 1 standard action

Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes You gather the shadow elemental powers to summon, briefly, the Grim Reaper against your opponent. The target of this spell must make a Fortitude save or his life is snuffed out. If the save is successful, the target suffers 5d6 points of shadow elemental damage.

Death Force
Enhancing Level: Blue Mage 8 Casting Time: 1 standard action Range: 30 ft. Target: One creature Duration: 2d4 rounds Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Creature Learned From (BM only): Phoenix Spawn The caster emulates the protection of death from a phoenix spawn upon a single target. The target gains immunity to all Death spells and effects for 2d4 rounds.

Deflect
Enhancing Level: Red Mage 1 Casting Time: 1 immediate action Range: Personal Target: You Duration: 1 round or until discharged Saving Throw: None Spell Resistance: No You project a field of invisible force, creating a short-lived protective barrier. You gain a deflection bonus to your AC against a single attack; this bonus is equal to +1 per three caster levels (maximum +5). You can cast this spell even when its not your turn; however, you must cast it before your opponent makes his attack roll to gain the benefit.

Dia
Enfeebling/Light Level: White Mage/Holy Knight 1 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes

A bright light shines in the targets eyes, momentarily distracting him. The target affected by this spell suffers a -2 penalty on Attack rolls and Skill checks.

Dia II
Enfeebling/Light Level: White Mage/Holy Knight 2 This spell functions like Dia, except the penalty increases to -4.

Dia III
Enfeebling/Light Level: White Mage/Holy Knight 3 This spell functions like Dia, except the penalty increases to -6.

Diaga
Enfeebling/Light Level: White Mage 5 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/two levels (maximum of 5) Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes This spell functions like Dia II, except it affects one creature per two levels (maximum of 5) within 30 feet of each other.

Diamond Fire
Non-Elemental Level: Blue Mage 6 Casting Time: 1 standard action Range: 60 ft. Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Creature Learned From (BM only): Diamond Weapon The caster emulates the Diamond Weapon's magical blast that shoots out from the caster's fingertips. The caster makes a ranged touch attack to hit, and if the ray hits, it deals 10d6 points of non-elemental damage. The caster must wait 1d4 rounds to cast this spell again.

Diamond Flash
Light/Enfeebling Level: Blue Mage 9 Casting Time: 1 standard action Range: 60 ft. Area: Creatures within a 60-ft.-radius centered on you

Duration: Instantaneous/1d6 rounds Saving Throw: See below Spell Resistance: Yes Creature Learned From (BM only): Diamond Weapon The caster emulates the Diamond Weapon's holy attack that blasts the enemies around him/her. Creatures within the area of effect take 20d6 points of holy damage (Reflex save for half damage). Creatures who fail the Reflex save must also make a Fortitude save or be inflicted with Silence status for 1d6 rounds. During the round that the caster casts this spell, the caster's damage reduction is reduced to zero. The caster must wait 1d4 rounds to cast this spell again.

Diara
Enfeebling/Light Level: White Mage/Holy Knight 4 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/two levels (maximum of 5) Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes This spell functions like Dia, except it affects one creature per two levels (maximum of 5) within 30 feet of each other.

Disable
Enfeebling Level: Black Mage/White Mage/Dark Knight/Holy Knight 4 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes The target of this spell receives the Disable status effect. The victim is unable to move and act (but can defend himself) for the duration of the spell or until cured.

Dispel
Enfeebling Level: White Mage/Red Mage/Holy Knight 3 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: None Spell Resistance: No The target of this spell is stripped of all beneficial spells cast upon him. The caster of this spell must make a caster level check with the DC equaling the targets caster level + spell level of the spell(s). The caster must make a separate check for each spell.

Dispelga
Enfeebling Level: White Mage/Red Mage 6 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 30-ft.-radius Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell functions like Dispel, except it affects all creatures within a 30 foot radius.

Doom
Dark Level: Black Mage 8 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 2d4 rounds Saving Throw: None Spell Resistance: Yes You summon the wrath of the Grim Reaper upon your foe. The victim of this spell is inflicted with the Doom status and has 2d4 rounds to be cured before his life is snuffed out.

Drain
Enfeebling/Dark Level: Black Mage 5 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes With but a touch, you siphon life from your victim and increase your own. The target must make a Fortitude save or take 1d6 points of shadow damage per two caster levels (maximum of 5d6). If the save fails, the caster gains that many in hit points.

Dream Pollen
Enfeebling Level: Blue Mage 2 Casting Time: 1 standard action Range: 15 ft. Area: Creatures within a 15-ft.-radius centered on you Duration: 1d4 rounds Saving Throw: Will negates Spell Resistance: Yes Creature Learned From (BM only): Mandragora

The caster emulates a Mandragora's sleepiness pollen, filling the air with drowsiness. Creatures within the area of effect must make a Will save or be inflicted with Sleep status for 1d4 rounds.

Drown
Elemental (Water) Level: Black Mage/Blue Mage/Red Mage 5 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level (D) Saving Throw: Fortitude partial Spell Resistance: Yes Creature Learned From (BM only): Water Flan (Huge) The target of this spell is surrounded by a large globe of water, drowning for 5d6 points of water damage. The victim continues drowning for 1d6 points of water damage per round unless he makes a successful Fortitude save.

Drown II
Elemental (Water) Level: Black Mage/Blue Mage 7 Creature Learned From (BM only): Water Flan (Greater) This spell functions like Drown, except it deals 10d6 points of water damage and the victim continues drowning for 2d6 points of water damage per round.

Earthen Ward
Enhancing/Elemental (Earth) Level: Blue Mage 6 Casting Time: 1 standard action Range: 30 ft. Area: Allies within a 30-ft.-radius burst centered on you Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Creature Learned From (BM only): Titan The caster emulates the Titan and wards his/her allies with a powerful stony hide that reduces the damage from physical attacks. For the duration of the spell, allies within 30 ft. receive Damage Reduction 10/-.

Earthquake
Elemental (Earth) Level: Blue Mage 5 Casting Time: 1 standard action Range: 30 ft. Area: Creatures within a 30-ft.-radius spread centered on you Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes

Creature Learned From (BM only): T-Rexaur The caster can emulate the ground-shaking power of a T-Rexaur. Creatures within the area of effect take 10d6 points of earth damage (Reflex save for half damage).

Ectosmash
Enhancing Level: Blue Mage 4 Casting Time: 1 standard action Range: 30 ft. Target: One creature Duration: Instantaneous Saving Throw: None Spell Resistance: No Creature Learned From (BM only): Ghost The caster can emulate the teleporting power of a ghost. This allows the caster to teleport to any creature within 30 ft. and may attack the creature, once, as a free action. The attack is made using the caster's full base attack bonus, plus any modifiers appropriate to the situation.

Eerie Howl
Enfeebling Level: Blue Mage 5 Casting Time: 1 standard action Range: 10 ft. Area: Creatures within a 10-ft.-radius centered on you Duration: 1d4 rounds Saving Throw: Fortitude negate Spell Resistance: Yes Creature Learned From (BM only): Bandersnatch The caster emulates the howl of a bandersnatch. Creatures within the area of effect are inflicted with Disable status (Fortitude save to negate) for 1d4 rounds.

Emerald Beam
Non-Elemental Level: Blue Mage 6 Casting Time: 1 standard action Range: 60 ft. Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Creature Learned From (BM only): Emerald Weapon The caster emulates the Emerald Weapon's magical blast that shoots out from the caster's fingertips. The caster makes a ranged touch attack to hit, and if the ray hits, it deals 10d6 points of non-elemental damage. The caster must wait 1d4 rounds to cast this spell again.

Emerald Blast

Elemental (Water) Level: Blue Mage 9 Casting Time: 1 standard action Range: 60 ft. Target: One creature Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes Creature Learned From (BM only): Emerald Weapon The caster emulates the Emerald Weapon's watery suffocating blast that engulfs a single target. The target takes 15d10 points of water damage (Fortitude save for half damage). The caster must wait 1d4 rounds to cast this spell again.

Energy Aegis
Enhancing Level: Red Mage 3 Casting Time: 1 immediate action Range: Personal Target: You Duration: 1 round Saving Throw: None Spell Resistance: No When you cast this spell, specify an elemental type (earth, fire, ice, lightning, water, or wind). Against the next attack using this energy type that targets you, you gain elemental resistance 20.

Enspell
Enhancing/Elemental (All) Level: Red Mage 1 Casting Time: 1 swift action Range: Personal Target: Weapon touched Duration: 1 round/level or until discharged Saving Throw: None Spell Resistance: No Upon casting this spell, the caster picks an elemental type (earth, fire, ice, lightning, water, or wind). This spell infuses the weapon touched with elemental energy. The next time this weapon strikes a creature, it discharges the elemental energy. The spell deals an extra 1 point of damage of the elemental type chosen per level (to a max of +5) against the target of the attack. The weapon loses this property if its wielder drops it or otherwise loses contact with it.

Enspell II
Enhancing/Elemental (All) Level: Red Mage 3 Casting Time: 1 swift action Range: Personal Target: Weapon touched Duration: 1 round/level or until discharged

Saving Throw: None Spell Resistance: No Upon casting this spell, the caster picks an elemental type (earth, fire, ice, lightning, water, or wind). This spell infuses the weapon touched with elemental energy. The next time this weapon strikes a creature, it discharges the elemental energy. The spell deals an extra 2 points of damage of the elemental type chosen per level (to a max of +10) against the target of the attack. The weapon loses this property if its wielder drops it or otherwise loses contact with it.

Enspell III
Enhancing/Elemental (All) Level: Red Mage 5 Casting Time: 1 swift action Range: Personal Target: Weapon touched Duration: 1 round/level or until discharged Saving Throw: None Spell Resistance: No Upon casting this spell, the caster picks an elemental type (earth, fire, ice, lightning, water, or wind). This spell infuses the weapon touched with elemental energy. The next time this weapon strikes a creature, it discharges the elemental energy. The spell deals an extra 3 points of damage of the elemental type chosen per level (to a max of +15) against the target of the attack. The weapon loses this property if its wielder drops it or otherwise loses contact with it.

Esuna
Healing Level: White Mage/Red Mage/Holy Knight 3 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) A soft white glow surrounds the target of this spell and cures him of all negative status effects except Doom and Stop status.

Esunaga
Healing Level: White Mage/Red Mage 5 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature/2 levels (maximum of 5) Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell functions like Esuna, except it affects one creature per two caster levels (maximum of 5) within 30 feet of each other.

Everyone's Grudge
Dark Level: Blue Mage 6 Casting Time: 1 standard action Range: 60 ft. Target: One creature Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes Creature Learned From (BM only): Tonberry The caster emulates the hatred of a tonberry by unleashing it upon a single target within 60 ft. The target takes 12d6 points of shadow damage (Fortitude save for half damage).

Faith
Enhancing Level: White Mage 7 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/two levels (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell grants the subject touched an increase to all magical damage and healing by +1 per two character levels.

Filth Cloud
Enfeebling Level: Blue Mage 4 Casting Time: 1 standard action Range: 30 ft. Area: Cone-shaped burst Duration: 1d6 rounds Saving Throw: Fortitude negate Spell Resistance: Yes Creature Learned From (BM only): Ochu The caster can emulate the foul breath of an ochu upon creatures in a 30-ft.-cone. Creatures within the area of effect are inflicted with Disease and Poison status for 1d6 rounds (Fortitude save to negate).

Fira
Elemental (Fire) Level: Black Mage/Red Mage/Dark Knight 4 Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 20-ft.-radius spread Duration: Instantaneous

Saving Throw: Reflex half Spell Resistance: Yes A fira spell is the area of effect version of the fire spell. A blast of intense flames explodes dealing 1d4 points of fire damage per caster level (maximum 10d4) to every creature within the area.

Firaga
Elemental (Fire) Level: Black Mage/Blue Mage/Red Mage 5 Creature Learned From (BM only): Ifrit This spell functions like Fira, except it deals 1d6 points of fire damage per caster level (maximum 15d6) and the area of effect increases to a 30-ft-radius spread.

Fire
Elemental (Fire) Level: Black Mage/Blue Mage/Red Mage/Dark Knight 1 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Creature Learned From (BM only): Fire Flan (Small) You direct a blast of flames at your opponent. You must make a ranged touch attack to hit, and if the ray hits, it deals 1d6 points of fire damage + 1 point per caster level (maximum +5).

Fire II
Elemental (Fire) Level: Black Mage/Blue Mage/Red Mage/Dark Knight 2 Creature Learned From (BM only): Fire Flan (Medium), Bomb, Ifrit This spell functions like Fire, except it deals 2d6 points of fire damage +1 point per caster level (maximum +10).

Fire III
Elemental (Fire) Level: Black Mage/Blue Mage/Red Mage/Dark Knight 3 Creature Learned From (BM only): Fire Flan (Large) This spell functions like Fire, except it deals 3d6 points of fire damage +1 point per caster level (maximum +15).

Fireflash
Elemental (Fire) Level: Blue Mage 3 Casting Time: 1 standard action Range: 30 ft.

Effect: Ray Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes Creature Learned From (BM only): Phoenix The caster can emulate the flames of the Phoenix causing a single target to burst into flames. The caster must make a ranged touch attack to hit, and if the ray hits, it deals 3d6 points of fire damage and the target must make a Fortitude save or be inflicted with Blind status for 1d4 rounds.

Flare
Elemental (Fire) Level: Black Mage/Blue Mage/Red Mage 6 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 40-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes Creature Learned From (BM only): Phoenix A bolt of fire streaks towards the targeted area, exploding into intense flames spreading out in a 40-ft.-radius dealing 1d8 points of fire damage per caster level (maximum 15d8), a Reflex save for half damage.

Flare II
Elemental (Fire) Level: Black Mage/Blue Mage 8 Creature Learned From (BM only): Fire Flan (Elder), Phoenix Spawn This spell functions like Flare, except it deals 1d10 points of fire damage per caster level (maximum 20d10) and the area of effect increases to a 50-ft-radius spread.

Flash
Enfeebling Level: Blue Mage 2 Casting Time: 1 standard action Range: 15 ft. Area: Creatures within a 15-ft.-radius centered on you Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes Creature Learned From (BM only): Phoenix Spawn This spell functions like Blindga, except it affects all enemies within a 15-ft.-radius.

Float
Enhancing/Elemental (Wind) Level: Black Mage/White Mage/Red Mage/Dark Knight/Holy Knight 4 Casting Time: 1 standard action Range: Touch

Target: Creature touched Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You call upon the powers of wind to gently lift the target touched to rise 5 feet into the air and float.

Floatga
Enhancing/Elemental (Wind) Level: Black Mage/White Mage/Red Mage 5 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/2 levels (maximum of 5) Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell functions like Float, except it affects one creature per two levels (maximum of 5) within 30 feet of each other.

Flood
Elemental (Water) Level: Black Mage/Red Mage 6 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 40-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A large wave of water rushes towards the targeted area, spreading out in a 40-ft.-radius, drowning those in the area of effect and dealing 1d8 points of water damage per caster level (maximum 15d8), a Reflex save for half damage.

Flood II
Elemental (Water) Level: Black Mage/Blue Mage 8 Creature Learned From (BM only): Water Flan (Elder) This spell functions like Flood, except it deals 1d10 points of water damage per caster level (maximum 20d10) and the area of effect increases to a 50-ft-radius spread.

Freeze
Elemental (Ice) Level: Black Mage/Blue Mage/Red Mage 5 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level (D)

Saving Throw: Fortitude partial Spell Resistance: Yes Creature Learned From (BM only): Ice Flan (Huge) The target of this spell is surrounded by a large block of ice, freezing for 5d6 points of ice damage. The victim continues freezing for 1d6 points of ice damage per round unless he makes a successful Fortitude save.

Freeze II
Elemental (Ice) Level: Black Mage/Blue Mage 7 Creature Learned From (BM only): Ice Flan (Greater) This spell functions like Freeze, except it deals 10d6 points of ice damage and the victim continues freezing for 2d6 points of ice damage per round.

Frog
Enfeebling Level: Black Mage 4 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: 1 round/2 levels (D) Saving Throw: Fortitude negates Spell Resistance: Yes The target of this spell receives the Frog status effect. The victim is polymorphed into a frog temporarily, unable to cast spells or attack, but can defend itself.

Frost
Elemental (Ice) Level: Black Mage/Red Mage 6 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 40-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A large block of ice falls upon the targeted area, exploding in icy tendrils spreading out in a 40-ft.-radius and dealing 1d8 points of ice damage per caster level (maximum 15d8), a Reflex save for half damage.

Frost II
Elemental (Ice) Level: Black Mage/Blue Mage 8 Creature Learned From (BM only): Ice Flan (Elder) This spell functions like Frost, except it deals 1d10 points of ice damage per caster level (maximum 20d10) and the area of effect increases to a 50-ft-radius spread.

Frost Armor
Enhancing/Elemental (Ice) Level: Blue Mage 4 Casting Time: 1 standard action Range: 30 ft. Targets: Allies within a 30-ft.-radius burst centered on you Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Creature Learned From (BM only): Shiva The caster emulates the Shiva's icy barrier that protects all allies. An icy aura covers all allies within 30 ft. Anytime creatures attacking with natural weapons, unarmed strikes, or handheld weapons successfully strike the subjects of this spell take 1d4 points of ice damage.

Full-Cure
Healing Level: White Mage 8 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Your touch heals the target to full health, healing all damage.

Full-Life
Healing Level: White Mage 9 Casting Time: 1 full round action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Your touch brings the target back to life and to full health, healing all damage.

Fulmination
Enfeebling/Elemental (Lightning) Level: Blue Mage 5 Casting Time: 1 standard action Range: 60 ft. Area: 20-ft.-radius Duration: Instantaneous/1d4 rounds Saving Throw: Will partial Spell Resistance: Yes Creature Learned From (BM only): Chimera

The caster emulates the Chimera's powerful lightning blast. Creatures in the area of effect take 5d6 points of lightning damage and must make a Will save or be inflicted with Disable status for 1d4 rounds.

Gale Winds
Enhancing/Elemental (Wind) Level: Red Mage 5 Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Saving Throw: None Spell Resistance: No This spell grants you a +4 def lection bonus to AC. In addition, anyone who successfully hits you with a melee attack takes 1d8 points of wind damage and must make a Fortitude saving throw or be knocked 5 feet away from you into an unoccupied space of your choice. If no space of sufficient size is available for it to enter, it instead takes an extra 1d8 points of wind damage.

Gates of Hades
Elemental (Fire) Level: Blue Mage 7 Casting Time: 1 standard action Range: 100 ft. Area: 20-ft.-radius Duration: Instantaneous/1d6 rounds Saving Throw: Fortitude partial Spell Resistance: Yes Creature Learned From (BM only): Cerberus The caster emulates the fiery explosion of Cerberus. Creatures within the area of effect take 5d6 points of fire damage. Creatures continue burning for 1d6 points of fire damage per round for 1d6 rounds (Fortitude save to negate).

Glittering Ruby
Enhancing Level: Blue Mage 4 Casting Time: 1 standard action Range: 30 ft. Area: Allies within a 30-ft.-radius burst centered on you Duration: See below Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Creature Learned From (BM only): Carbuncle The caster emulates the glittering enhancement of Carbuncle. Allies within 30 ft. roll a d6. They get a +5 bonus to a random attribute based on the d6 result. 1 is Strength, 2 is Dexterity, 3 is Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is Charisma. The bonus decreases by 1 every round at the beginning of the affected ally's turn.

Goblin Punch
Elemental (Wind)

Level: Blue Mage 1 Casting Time: 1 standard action Range: 30 ft. Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Creature Learned From (BM only): Goblin The caster emulates the wind blast of a goblin. The caster must make a ranged touch attack, if it hits, the target takes 1d4+3 points of wind damage.

Grave Reel
Dark Level: Blue Mage 4 Casting Time: 1 standard action Range: 15 ft. Area: Creatures within a 15-ft.-radius centered on you Duration: Instantaneous Saving Throw: Fortitude negate Spell Resistance: Yes Creature Learned From (BM only): Ghost The caster emulates the essence drain of a ghost. Creatures within the area of effect must make a Fortitude save or suffer 2d6 points of shadow damage and the caster is healed by the damage inflicted.

Graviga
Enfeebling/Dark Level: Black Mage/Blue Mage 7 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature/2 levels (maximum of 5) Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes Creature Learned From (BM only): Bahamut This spell functions like Gravity, except it affects one creature per two levels (maximum of 5) within 30 feet of each other.

Gravity
Enfeebling/Dark Level: Black Mage 5 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes

You beckon the shadow elemental powers to weaken your foe. The target must make a Fortitude save or lose 1/4th of his current hit point total.

Guard
Enhancing Level: Red Mage 6 Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level (D) or until discharged Saving Throw: None Spell Resistance: No This spell creates an aura of magical energy that grants you a +4 deflection bonus to AC and a +4 resistance bonus on all saves. As an immediate action, you can discharge Guard to gain a +10 deflection bonus to AC or a +10 resistance bonus on saves for 1 round.

Haste
Enhancing Level: Black Mage/White Mage/Red Mage/Dark Knight/Holy Knight 3 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The target of this spell receives the Haste status effect. The subject receives a +1 bonus to Attack rolls, +1 bonus to Reflex saves, +30 foot movement, and an extra attack if the subject uses a full-attack option.

Hastega
Enhancing Level: Black Mage/White Mage/Red Mage 6 Casting Time: 1 standard action Range: Close (25 ft. + 5ft./2 levels) Target: One creature/2 levels (maximum of 5) Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell functions like Haste, but it affects one creature per two caster levels (maximum of 5) within 30 feet of each other.

Heal
Healing Level: White Mage/Holy Knight 1 Casting Time: 1 swift action Range: Medium (100 ft. + 10 ft./level) Target: One creature/two levels (maximum of 5) within 30 feet of each other Duration: Instantaneous

Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell heals allies with a burst of bursting. Requiring only a swift action to cast, it heals allies for 1 hit point per caster level (maximum of 5).

Healara
Healing Level: White Mage/Holy Knight 2 Casting Time: 1 swift action Range: Medium (100 ft. + 10 ft./level) Target: One creature/two levels (maximum of 5) within 30 feet of each other Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell heals allies with a burst of bursting. Requiring only a swift action to cast, it heals allies for 2 hit points per caster level (maximum of 10).

Healaga
Healing Level: White Mage/Holy Knight 3 Casting Time: 1 swift action Range: Medium (100 ft. + 10 ft./level) Target: One creature/two levels (maximum of 5) within 30 feet of each other Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell heals allies with a burst of bursting. Requiring only a swift action to cast, it heals allies for 3 hit points per caster level (maximum of 15).

Healing Ruby
Healing Level: Blue Mage 2 Casting Time: 1 standard action Range: 30 ft. Target: One creature Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Creature Learned From (BM only): Carbuncle The caster emulates the healing ability of Carbuncle. One creature within 30 ft is healed for 2d8+5 damage.

Holy
Light Level: White Mage 5 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level)

Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes A beam of holy energy blasts your opponent. You must make a ranged touch attack to hit, and if the ray hits, it deals 1d4 points of holy damage per caster level (maximum 10d4).

Holy II
Light Level: White Mage 7 This spell functions like Holy, except it deals 1d6 points of holy damage per caster level (maximum 15d6).

Holy III
Light Level: White Mage 9 This spell functions like Holy, except it deals 1d8 points of holy damage per caster level (maximum 20d6).

Hop
Enhancing Level: Red Mage 4 Casting Time: 1 swift action Range: Personal Target: You Duration: Instantaneous Saving Throw: None Spell Resistance: No You instantly teleport to a distance of 5 feet per two caster levels. The destination must be an unoccupied space within line of sight.

HP Absorb
Enfeebling Level: Blue Mage 5 Casting Time: 1 standard action Range: 30 ft. Target: One creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes Creature Learned From (BM only): Emerald Eye The caster emulates the HP draining ability of an Emerald Eye. The target takes 5d6 points of non-elemental damage (Fortitude save to negate). Damage dealt this way heals the caster.

Ice Spikes
Enhancing/Elemental (Ice)

Level: Black Mage/Red Mage/Dark Knight 4 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) An icy aura covers the subject touched by this spell. Anytime creatures attacking with natural weapons, unarmed strikes, or handheld weapons successfully strike the subject of this spell take 1d4 points of ice damage.

Ice Spikes II
Enhancing/Elemental (Ice) Level: Black Mage/Red Mage 6 This spell functions like Ice Spikes, except it deals 2d4 points of ice damage instead.

Ice Spikes III


Enhancing/Elemental (Ice) Level: Black Mage 8 This spell functions like Ice Spikes, except it deals 3d4 points of ice damage instead.

Immobilize
Enfeebling Level: Black Mage/White Mage/Dark Knight/Holy Knight 3 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes The target of this spell receives the Immobilize status effect. The victim is unable to move for the duration of the spell or until cured.

Impulse
Non-Elemental Level: Blue Mage 3 Casting Time: 1 standard action Range: 30 ft. Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Creature Learned From (BM only): Bahamut The caster emulates an energy blast of Bahamut. The caster must make a ranged touch attack, if it hits, the target takes 5d6 points of non-elemental damage.

Infect
Enfeebling Level: Black Mage/Dark Knight 3 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level (D) Saving Throw: Fortitude negates Spell Resistance: Yes The target of this spell receives the Disable status effect. The victim is unable to be healed for the duration of the spell or until cured.

Infectga
Enfeebling Level: Black Mage 5 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature/2 levels (maximum of 5) Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes This spell functions like Infect, except it affects one creature per two levels (maximum of 5) within 30 feet of each other.

Light
Light Level: White Mage/Holy Knight 1 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes You direct a blast of holy energy at your opponent. You must make a ranged touch attack to hit, and if the ray hits, it deals 1d6 points of holy damage + 1 point per caster level (maximum +5).

Light II
Light Level: White Mage/Holy Knight 2 This spell functions like Light, except it deals 2d6 points of holy damage +1 point per caster level (maximum +10).

Light III
Light

Level: White Mage/Holy Knight 3 This spell functions like Light, except it deals 3d6 points of holy damage +1 point per caster level (maximum +15).

Lightga
Light Level: White Mage 5 This spell functions like Lightra, except it deals 1d6 points of holy damage per caster level (maximum 15d6) and the area of effect increases to a 30-ft-radius spread.

Lightning Armor
Enhancing/Elemental (Lightning) Level: Blue Mage 4 Casting Time: 1 standard action Range: 30 ft. Targets: Allies within a 30-ft.-radius burst centered on you Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Creature Learned From (BM only): Ixion The caster emulates the Ixion's electric shield that protects all allies. A lightning aura covers all allies within 30 ft. Anytime creatures attacking with natural weapons, unarmed strikes, or handheld weapons successfully strike the subjects of this spell take 1d4 points of lightning damage.

Lightra
Light Level: White Mage/Holy Knight 4 Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 20-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A lightra spell is the area of effect version of the light spell. A pillar of holy energy explodes dealing 1d4 points of holy damage per caster level (maximum 10d4) to every creature within the area.

Magic Barrier
Enhancing Level: White Mage 7 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/2 levels (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

A clear crystal barrier pops into existence around the subject touched. The target becomes immune to all spells, beneficial and harmful alike, up to 6th level. Only spell not affected is the Dispel spell.

Magic Hammer
Enfeebling Level: Blue Mage 1 Casting Time: 1 standard action Range: 30 ft. Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Creature Learned From (BM only): Kobold The caster emulates the MP destroying ability of a kobold. The caster must make a ranged touch attack, if it hits, the target takes 1d4 points of MP damage.

Magma Hoplon
Enhancing Level: Blue Mage 7 Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Creature Learned From (BM only): Cerberus The caster emulates the red, fiery barrier ability of a Cerberus. The caster gains 10/- Damage reduction and creatures attacking the caster with natural weapons, unarmed strikes, or handheld weapons take 2d4 points of fire damage.

Marrow Drain
Enfeebling/Dark Level: Blue Mage 1 Casting Time: 1 standard action Range: 30 ft. Target: One creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes Creature Learned From (BM only): Skeleton The caster emulates the MP siphoning of a skeleton. The target must make a Fortitude save or be drained for 1d4 MP which heals the caster's MP pool for the same amount.

Megaflash
Enfeebling/Elemental (Fire) Level: Blue Mage 6 Casting Time: 1 standard action

Range: 30 ft. Area: Creatures within a 30-ft.-radius burst centered on you Duration: Instantaneous/1d6 rounds Saving Throw: Fortitude partial Spell Resistance: Yes Creature Learned From (BM only): Phoenix The caster emulates the bursting flames of the Phoenix. Creatures within the area of effect take 8d6 points of fire damage and must make a Fortitude save or be inflicted with Blind status for 1d6 rounds.

Meteor
Elemental (Fire) Level: Black Mage 9 Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: Four 20-ft.-radius spheres Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes You summon four molten meteors into the sky to rain upon your enemies. You direct each of the spheres within 30 feet of each other. Those within the area of effect take 10d6 points of fire damage, a Reflex save for half damage. Creatures hit with multiple meteors must make multiple Reflex saves.

MP Absorb
Enfeebling Level: Blue Mage 5 Casting Time: 1 standard action Range: 30 ft. Target: One creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes Creature Learned From (BM only): Emerald Eye The caster emulates the MP draining ability of an Emerald Eye. The target takes 5d6 points of MP damage (Fortitude save to negate). Damage dealt this way heals the caster's MP pool.

Might
Enhancing Level: Red Mage 6 Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level (D) or until discharged Saving Throw: None Spell Resistance: No This spell creates an aura of magical energy that grants you a +4 enhancement bonus to Strength. As an immediate action, you can discharge Might to gain a +10 enhancement bonus to Strength for 1 round.

Mini
Enfeebling Level: Black Mage/Dark Knight 4 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/2 levels (D) Saving Throw: Fortitude negates Spell Resistance: Yes The target of this spell receives the Mini status effect. The target is shrunk to 10% of its size for the duration of the spell.

Oil
Enfeebling Level: Black Mage/Dark Knight 1 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level (D) Saving Throw: Reflex negates Spell Resistance: Yes You coat your target in thick, flammable oil. If the target is targeted by a fire spell, he takes an additional 1d6 points of fire damage per round.

Petrify
Enfeebling Level: Blue Mage 4 Casting Time: 1 standard action Range: 30 ft. Target: One creature Duration: Permanent Saving Throw: Fortitude negates Spell Resistance: Yes Creature Learned From (BM only): Cockatrice The caster emulates the petrifying gaze of a cockatrice. The target of this spell is inflicted with the Petrify status effect. This is permanent until cured.

Phoenix Tear
Healing Level: Blue Mage 9 Casting Time: 1 full round action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Creature Learned From (BM only): Phoenix Spawn The caster emulates the power to raise the dead through the phoenix spawn's tear. The caster's tear brings the target back to life and to full health, healing all damage.

Photosynthesis
Healing Level: Blue Mage 1 Casting Time: 1 standard action Range: Personal Target: You Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Creature Learned From (BM only): Mandragora The caster emulates the sunlight healing ability of a mandragora. The caster heals for 1d6+3 damage.

Pit of Despair
Enfeebling/Dark Level: Blue Mage 7 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature/2 levels (maximum of 5) Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes Creature Learned From (BM only): Diablo The emulates the despairing ability of Diablo. This spell functions exactly like Graviga.

Poison
Enfeebling Level: Black Mage/Dark Knight 2 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level (D) Saving Throw: Fortitude negates Spell Resistance: Yes The target of this spell receives the Poison status effect. The target takes 1d6 points of damage per round until cured.

Poisona
Healing Level: White Mage/Red Mage/Holy Knight 2 Casting Time: 1 standard action Range: Touch Target: Creature touched

Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) A soft white light glows around the subjects poisoned wound and is cured of the Poison status effect.

Poisonga
Enfeebling Level: Black Mage 5 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/two levels (maximum of 5) Duration: 1 round/level (D) Saving Throw: Fortitude negates Spell Resistance: Yes This spell functions like Poison, except it affects one creature per two levels (maximum of 5) within 30 feet of each other.

Protect
Enhancing Level: White Mage/Red Mage/Holy Knight 1 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subject of this spell is protected by a shield that helps deflect physical attacks. The target gains a +2 deflection bonus to Armor Class for the duration of the spell.

Protect II
Enhancing Level: White Mage/Red Mage/Holy Knight 3 This spell functions like Protect, except the target gains a +4 deflection bonus to Armor Class for the duration of the spell.

Protect III
Enhancing Level: White Mage/Red Mage 5 This spell functions like Protect, except the target gains a +6 deflection bonus to Armor Class for the duration of the spell.

Protect IV
Enhancing Level: White Mage 7

This spell functions like Protect, except the target gains a +8 deflection bonus to Armor Class for the duration of the spell.

Protect V
Enhancing Level: White Mage 9 This spell functions like Protect, except the target gains a +10 deflection bonus to Armor Class for the duration of the spell.

Protectra
Enhancing Level: White Mage 5 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/2 levels (maximum of 5) Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subjects of this spell within 30 feet of each other are protected by a shield that helps deflect physical attacks. The targets gain a +2 deflection bonus to Armor Class for the duration of the spell.

Protectra II
Enhancing Level: White Mage 7 This spell functions like Protectra, except the targets gain a +4 deflection bonus to Armor Class for the duration of the spell.

Protectra III
Enhancing Level: White Mage 9 This spell functions like Protectra, except the targets gain a +6 deflection bonus to Armor Class for the duration of the spell.

Quake
Elemental (Earth) Level: Black Mage/Red Mage 6 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 40-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes

A landslide of rocks and boulders falls upon the targeted area, spreading out in a 40-ft.-radius, crushing those in the area of effect and dealing 1d8 points of earth damage per caster level (maximum 15d8), a Reflex save for half damage.

Quake II
Elemental (Earth) Level: Black Mage/Blue Mage 8 Creature Learned From (BM only): Earth Flan (Elder) This spell functions like Quake, except it deals 1d10 points of earth damage per caster level (maximum 20d10) and the area of effect increases to a 50-ft-radius spread.

Raise
Healing Level: White Mage/Red Mage/Holy Knight 4 Casting Time: 1 full-round action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) A column of bright light falls upon the dead creature touched, beckoning the creature to come back to life. The dead subject is brought back to life at 1 hit point.

Raise Dukes
Enhancing Level: Blue Mage 6 Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Creature Learned From (BM only): Wendigo The caster emulates the defensive, countering power of a wendigo. The caster gains 10/- Damage reduction and is able to counterattack any melee attacks up to its Dexterity modifier per round, once per opponent. Also, the caster will be unable to move but he/she is also immune to Bull Rush attacks.

Reflect
Enhancing Level: White Mage/Holy Knight 4 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/2 levels (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

A barrier of reflecting mirrors surrounds the subject touched. The barrier deflects the next spell targeted at the affected individual back at its caster, and is then discharged. Only spell not affected is the Dispel spell.

Reflectga
Enhancing Level: White Mage 6 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/2 levels (maximum of 5) Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell functions like Reflect, except it affects one creature per two levels (maximum of 5), within 30 feet of each other.

Regen
Enhancing Level: White Mage/Red Mage/Holy Knight 1 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) A soft green glow pulses around the subject touched, healing him over time. For the duration of the spell, the target receives Fast Healing 2 (heals 2 hit points a round).

Regen II
Enhancing Level: White Mage/Red Mage/Holy Knight 3 This spell functions like Regen, except the target receives Fast Healing 4.

Regen III
Enhancing Level: White Mage/Red Mage 5 This spell functions like Regen, except the target receives Fast Healing 6.

Regen IV
Enhancing Level: White Mage 7 This spell functions like Regen, except the target receives Fast Healing 8.

Regen V
Enhancing

Level: White Mage 9 This spell functions like Regen, except the target receives Fast Healing 10.

Renew
Enhancing Level: White Mage 5 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/2 levels (maximum of 5) Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subjects of this spell within 30 feet of each other are enveloped in a soft green glow that pulses, providing them with healing over time. The targets receive Fast Healing 2 (heals 2 hit points a round).

Renew II
Enhancing Level: White Mage 7 This spell functions like Renew, except the targets receive Fast Healing 4 for the duration of the spell.

Renew III
Enhancing Level: White Mage 9 This spell functions like Renew, except the targets receive Fast Healing 6 for the duration of the spell.

Restoring Ruby
Healing Level: Blue Mage 7 Casting Time: 1 standard action Range: 30 ft. Area: Allies within a 30-ft.-radius burst centered on you Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Creature Learned From (BM only): Carbuncle The caster emulates the powerful healing ability of Carbuncle. All allies within 30 ft. are healed for 10d4 points of damage and are cured of all negative status effects.

Reverse
Enfeebling/Dark Level: Black Mage 7 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature

Duration: 1 round/level (D) Saving Throw: Fortitude negates Spell Resistance: Yes You twist your enemys ability to be healed with your shadow elemental powers. For the duration of the spell, if the target is healed by any healing spell or effect, it is reversed (takes damage from healing spells and effects) until cured.

Rock Spikes
Enhancing/Elemental (Earth) Level: Black Mage/Red Mage/Dark Knight 4 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) An aura of rocky spikes covers the subject touched by this spell. Anytime creatures attacking with natural weapons, unarmed strikes, or handheld weapons successfully strike the subject of this spell take 1d4 points of earth damage.

Rock Spikes II
Enhancing/Elemental (Earth) Level: Black Mage/Red Mage 6 This spell functions like Rock Spikes, except it deals 2d4 points of earth damage instead.

Rock Spikes III


Enhancing/Elemental (Earth) Level: Black Mage 8 This spell functions like Rock Spikes, except it deals 3d4 points of earth damage instead.

Rock Throw
Enfeebling/Elemental (Earth) Level: Blue Mage 3 Casting Time: 1 standard action Range: 30 ft. Target: One creature Duration: Instantaneous/1d4 rounds Saving Throw: Fortitude partial Spell Resistance: Yes Creature Learned From (BM only): Titan The caster emulates the rock throwing power of a Titan. The caster summons a boulder and uses a normal ranged attack roll, if it hits, the target takes 3d6 points of earth damage + the caster's Strength modifier and the target must make a Fortitude save or be inflicted with Slow status for 1d4 rounds.

Rolling Thunder
Enhancing/Elemental (Lightning) Level: Blue Mage 3 Casting Time: 1 standard action Range: 30 ft. Area: Allies within a 30-ft.-radius burst centered on you Duration: 1d6 rounds Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Creature Learned From (BM only): Ixion The caster emulates Ixion's lightning granting ability upon his/her allies. Allies within the area of effect add 1d6 lightning damage to their weapon damage rolls.

Ruby Fire
Elemental (Fire) Level: Blue Mage 9 Casting Time: 1 standard action Range: 60 ft. Target: One creature Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes Creature Learned From (BM only): Ruby Weapon The caster emulates the Emerald Weapon's fiery blast that engulfs a single target. The target takes 15d10 points of fire damage (Fortitude save for half damage). The caster must wait 1d4 rounds to cast this spell again.

Ruby Light
Enhancing Level: Blue Mage 6 Casting Time: 1 standard action Range: 30 ft. Area: Allies within a 30-ft.-radius centered on you Duration: 1d6 rounds Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Creature Learned From (BM only): Carbuncle The caster emulates the reflecting ruby ability of Carbuncle. Allies within the area of effect are enchanted with a magical shield that deflects the next spell targeted them back at its caster, and is then discharged. The shield also discharges after 1d6 rounds.

Ruby Ray
Non-Elemental Level: Blue Mage 6 Casting Time: 1 standard action Range: 60 ft. Effect: Ray Duration: Instantaneous

Saving Throw: None Spell Resistance: Yes Creature Learned From (BM only): Ruby Weapon The caster emulates the Ruby Weapon's magical blast that shoots out from the caster's fingertips. The caster makes a ranged touch attack to hit, and if the ray hits, it deals 10d6 points of non-elemental damage. The caster must wait 1d4 rounds to cast this spell again.

Sandblast
Enfeebling Level: Blue Mage 3 Casting Time: 1 standard action Range: 30 ft. Area: Creatures within a 30-ft.-radius centered on you Duration: 1d4 rounds Saving Throw: Fortitude negates Spell Resistance: Yes Creature Learned From (BM only): Antlion The caster emulates the blinding sandstorm of an antlion. Creatures within the area of effect must make a Fortitude save or be inflicted with Blind status for 1d4 rounds.

Sandpit
Enfeebling Level: Blue Mage 3 Casting Time: 1 standard action Range: 30 ft. Target: One creature Duration: 1d4 rounds Saving Throw: Fortitude negates Spell Resistance: Yes Creature Learned From (BM only): Antlion The caster emulates an antlion to cause a hole to engulf a single target within 30 ft. The target of this spell receives the Immobilize status effect. The victim is unable to move for the duration of the spell or until cured.

Scathe
Non-Elemental Level: Black Mage/Blue Mage 8 Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 30-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes Creature Learned From (BM only): Bahamut A blast of raw magical energy explodes dealing 1d8 points of non-elemental damage per caster level (maximum 15d8) to every creature within the area.

Scourge
Non-Elemental Level: Black Mage 9 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 30-ft.-radius burst Duration: 1 round/level (D) Saving Throw: Fortitude partial Spell Resistance: Yes A pillar of raw magical energy explodes at the center of the area of effect pulsing out in a 30-ft.-radius burst for 10d6 points of non-elemental damage. The victims continue being battered by raw magical energy for 2d6 points of non-elemental damage per round unless he makes a successful Fortitude save.

Shadow Blink
Enhancing Level: Blue Mage 2 Casting Time: 1 standard action Range: 15 ft. Target: One creature Duration: Instantaneous Saving Throw: None Spell Resistance: No Creature Learned From (BM only): Faceless The caster can emulate the teleporting power of a faceless. This allows the caster to teleport behind any creature within 15 ft. and may attack the creature, once, as a free action. The attack is made using the caster's full base attack bonus, plus any modifiers appropriate to the situation. This spell cannot be used while in Sunlight nor can it be used if there's no room to teleport behind a creature.

Shadow Flare
Dark Level: Blue Mage 6 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 40-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes Creature Learned From (BM only): Ruby Weapon The caster emulates the shadowy explosion ability of the Ruby Weapon. This spell functions exactly like Flare but the elemental damage is shadow, not fire.

Shell
Enhancing Level: White Mage/Red Mage/Holy Knight 1 Casting Time: 1 standard action Range: Touch Target: Creature touched

Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subject of this spell is protected by a shield that helps protect against magical attacks. The target gains a +2 morale bonus to Saving Throws versus spells for the duration of the spell.

Shell II
Enhancing Level: White Mage/Red Mage/Holy Knight 3 This spell functions like Shell, except the target gains a +4 morale bonus to Saving Throws versus spells for the duration of the spell.

Shell III
Enhancing Level: White Mage/Red Mage 5 This spell functions like Shell, except the target gains a +6 morale bonus to Saving Throws versus spells for the duration of the spell.

Shell IV
Enhancing Level: White Mage 7 This spell functions like Shell, except the target gains a +8 morale bonus to Saving Throws versus spells for the duration of the spell.

Shell V
Enhancing Level: White Mage 9 This spell functions like Shell, except the target gains a +10 morale bonus to Saving Throws versus spells for the duration of the spell.

Shellra
Enhancing Level: White Mage 5 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/2 levels (maximum of 5) Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subjects of this spell within 30 feet of each other are protected by a shield that helps protect against magical attacks. The targets gain a +2 morale bonus to Saving Throws versus spells for the duration of the spell.

Shellra II

Enhancing Level: White Mage 7 This spell functions like Shellra, except the targets gain a +4 morale bonus to Saving Throws versus spells for the duration of the spell.

Shellra III
Enhancing Level: White Mage 9 This spell functions like Shellra, except the targets gain a +6 morale bonus to Saving Throws versus spells for the duration of the spell.

Shield
Enhancing Level: Red Mage 2 Casting Time: 1 immediate action Range: Personal Target: You Duration: 1 round or until discharged Saving Throw: None Spell Resistance: No This spell functions like Deflect, except that you gain a shield bonus to AC equal to 1/2 your caster level (round down) against the next attack made against you before the end of your next turn.

Shining Ruby
Enhancing Level: Blue Mage 3 Casting Time: 1 standard action Range: 30 ft. Area: Allies within a 30-ft.-radius burst centered on you Duration: 2d4 rounds Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Creature Learned From (BM only): Carbuncle The caster emulates the protective ruby ability of Carbuncle. Allies within the area of effect receive a +3 deflection bonus to Armor Class and a +3 resistance bonus to saving throws for 2d4 rounds.

Shock
Elemental (Lightning) Level: Black Mage/Blue Mage/Red Mage 5 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level (D) Saving Throw: Fortitude partial Spell Resistance: Yes Creature Learned From (BM only): Lightning Flan (Huge)

A bolt of lightning from the sky streaks upon the target of this spell, shocking for 5d6 points of lightning damage. The victim continues being shocked for 1d6 points of lightning damage per round unless he makes a successful Fortitude save.

Shock II
Elemental (Lightning) Level: Black Mage/Blue Mage 7 Creature Learned From (BM only): Lightning Flan (Greater) This spell functions like Shock, except it deals 10d6 points of lightning damage and the victim continues being shocked for 2d6 points of lightning damage per round.

Shock Spikes
Enhancing/Elemental (Lightning) Level: Black Mage/Red Mage/Dark Knight 4 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) An aura of electricity covers the subject touched by this spell. Anytime creatures attacking with natural weapons, unarmed strikes, or handheld weapons successfully strike the subject of this spell take 1d4 points of lightning damage.

Shock Spikes II
Enhancing/Elemental (Lightning) Level: Black Mage/Red Mage 6 This spell functions like Shock Spikes, except it deals 2d4 points of lightning damage instead.

Shock Spikes III


Enhancing/Elemental (Lightning) Level: Black Mage 8 This spell functions like Shock Spikes, except it deals 3d4 points of lightning damage instead.

Shockwave
Elemental (Earth) Level: Blue Mage 7 Casting Time: 1 standard action Range: 60 ft. Area: Creatures within a 60-ft.-radius spread centered on you Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes Creature Learned From (BM only): Behemoth

The caster emulates the ground-shaking shockwave of a behemoth. Creatures within the area of effect take 10d6 points of earth damage and are pushed back 5 feet per 10 damage sustained, Reflex save for half damage.

Sickening Breath
Enfeebling Level: Blue Mage 2 Casting Time: 1 standard action Range: 10 ft. Area: Creatures within a 10-ft.-radius spread centered on you Duration: 1d4 rounds Saving Throw: Fortitude negates Spell Resistance: Yes Creature Learned From (BM only): Zombie The caster emulates the foul breath of a zombie. Creatures within the area of effect must make a Fortitude save or suffer a -2 penalty to Attack rolls and skill checks for 1d4 rounds.

Silence
Enfeebling Level: Black Mage/White Mage/Dark Knight/Holy Knight 2 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes The target of this spell receives the Silence status effect. The victim is unable to cast spells until cured. Casters with the Silent Spell feat can bypass this status effect if used with spells.

Silencega
Enfeebling Level: Black Mage/White Mage 5 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/two levels (maximum of 5) Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes This spell functions like Silence, except it affects one creature per two levels (maximum of 5) within 30 feet of each other.

Sleep
Enfeebling Level: Black Mage/White Mage/Dark Knight/Holy Knight 1 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature

Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes The target of this spell receives the Sleep status effect. The victim falls into a magical slumber, can only be woken with a standard action.

Sleepga
Enfeebling Level: Black Mage/White Mage/Dark Knight/Holy Knight 3 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/two levels (maximum of 5) Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes This spell functions like Sleep, except it affects one creature per two levels (maximum of 5) within 30 feet of each other.

Slice
Elemental (Wind) Level: Black Mage/Blue Mage/Red Mage 5 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level (D) Saving Throw: Fortitude partial Spell Resistance: Yes Creature Learned From (BM only): Wind Flan (Huge) A piercing gust of wind flows through the target of this spell, slicing for 5d6 points of wind damage. The victim continues being sliced for 1d6 points of wind damage per round unless he makes a successful Fortitude save.

Slice II
Elemental (Wind) Level: Black Mage/Blue Mage 7 Creature Learned From (BM only): Wind Flan (Greater) This spell functions like Slice, except it deals 10d6 points of wind damage and the victim continues being sliced for 2d6 points of wind damage per round.

Slow
Enfeebling Level: Black Mage/White Mage/Dark Knight/Holy Knight 3 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level (D)

Saving Throw: Fortitude negates Spell Resistance: Yes The target of this spell receives the Slow status effect. The victim suffers a -1 penalty on Attack rolls, -1 penalty on Reflex saves, moves at half movement, and can only take 1 standard action a round.

Slowga
Enfeebling Level: Black Mage/White Mage 6 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/two levels (maximum of 5) Duration: 1 round/level (D) Saving Throw: Fortitude negates Spell Resistance: Yes This spell functions like Slow, except it affects one creature per two levels (maximum of 5) within 30 feet of each other.

Spring Water
Healing/Elemental (Water) Level: Blue Mage 7 Casting Time: 1 standard action Range: 30 ft. Area: Allies within a 30-ft.-radius burst centered on you Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Creature Learned From (BM only): Leviathan The caster emulates the powerful water healing ability of Leviathan. All allies within 30 ft. are healed for 10d4 points of damage and are cured of all negative status effects.

Statue
Enfeebling Level: Black Mage/Dark Knight 4 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Permanent Saving Throw: Fortitude negates Spell Resistance: Yes The target of this spell receives the Petrify status effect. The victim is turned into a stone statue of itself. This is permanent until cured.

Stona
Healing Level: White Mage/Red Mage/Holy Knight 2 Casting Time: 1 standard action

Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) A soft white light glows around the subject and is cured of the Petrify status effect.

Stone
Elemental (Earth) Level: Black Mage/Blue Mage/Red Mage/Dark Knight 1 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Creature Learned From (BM only): Earth Flan (Small) You direct a boulder at your opponent. You must make a ranged touch attack to hit, and if the ray hits, it deals 1d6 points of earth damage + 1 point per caster level (maximum +5).

Stone II
Elemental (Earth) Level: Black Mage/Blue MageRed Mage/Dark Knight 2 Creature Learned From (BM only): Earth Flan (Medium), Titan This spell functions like Stone, except it deals 2d6 points of earth damage +1 point per caster level (maximum +10).

Stone III
Elemental (Earth) Level: Black Mage/Blue Mage/Red Mage/Dark Knight 3 Creature Learned From (BM only): Earth Flan (Large) This spell functions like Stone, except it deals 3d6 points of earth damage +1 point per caster level (maximum +15).

Stonega
Elemental (Earth) Level: Black Mage/Blue Mage/Red Mage 5 Creature Learned From (BM only): Titan This spell functions like Stonera, except it deals 1d6 points of earth damage per caster level (maximum 15d6) and the area of effect increases to a 30-ft-radius spread.

Stonera
Elemental (Earth)

Level: Black Mage/Red Mage/Dark Knight 4 Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 20-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A stonera spell is the area of effect version of the stone spell. A blast of rocks and boulders explodes dealing 1d4 points of earth damage per caster level (maximum 10d4) to every creature within the area.

Stoneskin
Enhancing/Elemental (Earth) Level: White Mage/Red Mage 6 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You beckon the earth to absorb into the subjects skin reducing the damage from physical attacks. For the duration of the spell, the target receives Damage Reduction 10/-.

Stop
Enfeebling Level: Black Mage 9 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/2 levels (D) Saving Throw: Will negates Spell Resistance: Yes The target of this spell receives the Stop status effect. The victim is unable to move and act (is helpless) for the duration of the spell or until cured.

Stretch
Enhancing Level: Red Mage 4 Casting Time: 1 swift action Range: Touch Target: Weapon touched Duration: One attack Saving Throw: None Spell Resistance: No The affected weapon stretches, extending toward its target, though it can be wielded normally. The spell adds an additional 5 feet of reach to a melee weapon for a single attack.

Sure Strike
Enhancing Level: Red Mage 2 Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round or until discharged Saving Throw: None Spell Resistance: No You cast this spell immediately before you make an attack roll. You can see into the future for that attack, granting you a +1 insight bonus per three caster levels on your next attack roll.

Syphon
Enfeebling/Dark Level: Black Mage 6 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes With but a touch, you siphon MP from your victim and increase your own. The target must make a Fortitude save or lose 1d6 points of MP per two caster levels (maximum of 5d6). If the save fails, the caster gains that many in MP.

Thousand Needles
Non-Elemental Level: Blue Mage 3 Casting Time: 1 standard action Range: 30 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes Creature Learned From (BM only): Cactuar The caster emulates Cactuar by conjuring needles and firing them at targets in a 30-ft.-cone. Creatures within the area take 7d4 points of non-elemental damage (Reflex save for half damage).

Thundaga
Elemental (Lightning) Level: Black Mage/Blue Mage/Red Mage 5 Creature Learned From (BM only): Ixion This spell functions like Thundara, except it deals 1d6 points of lightning damage per caster level (maximum 15d6) and the area of effect increases to a 30-ft-radius spread.

Thundara
Elemental (Lightning) Level: Black Mage/Red Mage/Dark Knight 4 Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 20-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A thundara spell is the area of effect version of the thunder spell. A large bolt of lightning strikes the area and explodes dealing 1d4 points of lightning damage per caster level (maximum 10d4) to every creature within the area.

Thunder
Elemental (Lightning) Level: Black Mage/Blue Mage/Red Mage/Dark Knight 1 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Creature Learned From (BM only): Lightning Flan (Small) You direct a bolt of lightning at your opponent. You must make a ranged touch attack to hit, and if the ray hits, it deals 1d6 points of lightning damage + 1 point per caster level (maximum +5).

Thunder II
Elemental (Lightning) Level: Black Mage/Blue Mage/Red Mage/Dark Knight 2 Creature Learned From (BM only): Lightning Flan (Medium), Ixion This spell functions like Thunder, except it deals 2d6 points of lightning damage +1 point per caster level (maximum +10).

Thunder III
Elemental (Lightning) Level: Black Mage/Blue Mage/Red Mage/Dark Knight 3 Creature Learned From (BM only): Lightning Flan (Large) This spell functions like Thunder, except it deals 3d6 points of lightning damage +1 point per caster level (maximum +15).

Thunderbolt
Elemental (Lightning) Level: Blue Mage 7 Casting Time: 1 standard action Range: 120 ft.

Area: 40-ft.-radius Duration: Instantaneous/1d4 rounds Saving Throw: Fortitude partial Spell Resistance: Yes Creature Learned From (BM only): Behemoth The caster emulates the Behemoth's ability to discharge a large lightning storm. Creatures within the area of effect take 10d6 points of lightning damage and must make a Fortitude save or be inflicted with Disable status for 1d4 rounds.

Tornado
Elemental (Wind) Level: Black Mage/Red Mage 6 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 40-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A torrent of powerful winds buffer the targeted area, spreading out in a 40-ft.-radius, battering those in the area of effect and dealing 1d8 points of wind damage per caster level (maximum 15d8), a Reflex save for half damage.

Tornado II
Elemental (Wind) Level: Black Mage/Blue Mage 8 Creature Learned From (BM only): Lightning Flan (Elder) This spell functions like Tornado, except it deals 1d10 points of wind damage per caster level (maximum 20d10) and the area of effect increases to a 50-ft-radius spread.

Toxify
Enfeebling Level: Black Mage/Dark Knight 4 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature/2 levels (maximum of 5) Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes The targets of this spell will receive the Sap status effect. Up to one creature per two caster level (maximum of 5) within the area of effect will take 1d8 points of non-elemental damage per round.

Turtle Shell
Enhancing Level: Blue Mage 6 Casting Time: 1 standard action Range: Personal

Target: You Duration: Up to 5 rounds (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Creature Learned From (BM only): Adamantoise The caster emulates the defensive power of an adamantoise. This spell can only be cast when the caster's health is 50% or lower. The caster receives Fast Healing 10, 15/- Damage reduction, +10 armor bonus to AC, and (all) Elemental Resist 15 for up to 5 rounds but cannot perform any other actions.

Ultima
Non-Elemental Level: Black Mage 9 Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 60-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes This ultimate destruction spell erupts from the center in a large explosion of raw magical energy dealing 2d6 points of non-elemental damage per caster level (maximum 40d6) to every creature within the area.

Umbral Gaze
Enfeebling/Elemental (Lightning) Level: Blue Mage 1 Casting Time: 1 standard action Range: 30 ft. Effect: Ray Duration: Instantaneous/1d4 rounds Saving Throw: Fortitude partial Spell Resistance: Yes Creature Learned From (BM only): Ahriman The caster emulates the lightning blast of an ahriman. The caster must make a ranged touch attack, and if it hits, the target takes 1d6+2 points of lightning damaged and must make a Fortitude save or be inflicted with Blind status for 1d4 rounds.

Vanish
Enhancing Level: Black Mage/White Mage/Red Mage/Dark Knight/Holy Knight 4 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The target of this spell becomes invisible to sight. For the duration of the spell, the target is invisible until dispelled. Attacking while invisible ends the spell prematurely.

Vanishga
Enhancing Level: Black Mage/White Mage/Red Mage 6 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/2 levels (maximum of 5) Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell functions like Vanish, except it affects one creature per two caster levels (maximum of 5) within 30 feet of each other.

Virus Fly
Enfeebling/Dark Level: Blue Mage 6 Casting Time: 1 standard action Range: 30 ft. Effect: Ray Duration: Instantaneous/1d6 rounds Saving Throw: Fortitude partial Spell Resistance: Yes Creature Learned From (BM only): Abadon The caster emulates an Abadon's ability to release a plague of flies upon a single target within 30 ft. The caster must make a ranged touch attack, and if it hits, the target takes 10d4 points of shadow damage and must make a Fortitude save or be inflicted with the Curse status for 1d6 rounds.

Vox
Healing Level: White Mage/Red Mage/Holy Knight 2 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) A soft white light glows around the subject and is cured of the Silence status effect.

Wall
Healing Level: White Mage 5 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/2 levels (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

A wall of impenetrable barrier erupts around the subject touched; protecting him from all physical harm but also prevents him being able to attack. For the duration of the spell, the target is immune to all physical damage but he is unable to attack, physically.

Warp
Non-Elemental Level: Black Mage/White Mage 8 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/2 levels Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell teleports up to one creature per two caster levels to their Bind point.

Water
Elemental (Water) Level: Black Mage/Blue Mage/Red Mage/Dark Knight 1 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Creature Learned From (BM only): Water Flan (Small) You direct a blast of pressured water at your opponent. You must make a ranged touch attack to hit, and if the ray hits, it deals 1d6 points of water damage + 1 point per caster level (maximum +5).

Water II
Elemental (Water) Level: Black Mage/Blue Mage/Red Mage/Dark Knight 2 Creature Learned From (BM only): Water Flan (Medium), Leviathan This spell functions like Water, except it deals 2d6 points of water damage +1 point per caster level (maximum +10).

Water III
Elemental (Water) Level: Black Mage/Blue Mage/Red Mage/Dark Knight 3 Creature Learned From (BM only): Water Flan (Large) This spell functions like Water, except it deals 3d6 points of water damage +1 point per caster level (maximum +15).

Watera
Elemental (Water)

Level: Black Mage/Red Mage/Dark Knight 4 Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 20-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A watera spell is the area of effect version of the water spell. A large wave of water strikes the area and explodes dealing 1d4 points of water damage per caster level (maximum 10d4) to every creature within the area.

Waterga
Elemental (Water) Level: Black Mage/Blue Mage/Red Mage 5 Creature Learned From (BM only): Leviathan This spell functions like Watera, except it deals 1d6 points of water damage per caster level (maximum 15d6) and the area of effect increases to a 30-ft-radius spread.

Whirlsand
Enfeebling/Elemental (Wind) Level: Blue Mage 9 Casting Time: 1 standard action Range: 60 ft. Area: Creatures within a 60-ft.-radius centered on you Duration: Instantaneous/1d6 rounds Saving Throw: See below Spell Resistance: Yes Creature Learned From (BM only): Ruby Weapon The caster emulates the Ruby Weapon's wind blast. Creatures within the area of effect take 15d6 points of wind damage (Reflex save for half damage). Creatures who fail the Reflex save must also make a Fortitude save or be inflicted with Blind status for 1d6 rounds. The caster must wait 1d4 rounds to cast this spell again.

White Wind
Healing Level: Blue Mage 4 Casting Time: 1 standard action Range: 30 ft. Area: Allies within a 30-ft.-radius centered on you Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Creature Learned From (BM only): Valefor The caster emulates the soft healing wind ability of Valefor. Allies within the area of effect are healed for 4d6 +15 damage.

Wing Cutter

Elemental (Wind) Level: Blue Mage 2 Casting Time: 1 standard action Range: 30 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes Creature Learned From (BM only): Zuu The caster emulates the Zuu's ability to cause the wind to slice in front of it in a 30-ft.-cone. Creatures within the area of effect take 4d6 points of wind damage, Reflex save for half damage.

SONGS
Advance Mages Ballad
Enhancing Level: Bard 5 Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You play an ancient ballad of magery, bestowing allies around you with MP regeneration. Each round this song is in effect, allies within 30 feet of the bard gain 2 MP a round. The bard is unaffected by this song.

Advancing March
Enhancing Level: Bard 4 Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You play a rousing march song, inspiring your allies to move and attack faster. Each round this song is in effect, allies within 30 feet of the bard gain the Haste status effect.

Armys Paeon
Enhancing Level: Bard 1 Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You play a soft-spoken song of healing, bestowing allies around you with HP regeneration. Each round this song is in effect, allies within 30 feet of the bard gain Fast Healing 2.

Armys Paeon II
Enhancing Level: Bard 2 This song functions like Armys Paeon, except it provides Fast Healing 4.

Armys Paeon III


Enhancing Level: Bard 3 This song functions like Armys Paeon, except it provides Fast Healing 6.

Armys Paeon IV
Enhancing Level: Bard 4 This song functions like Armys Paeon, except it provides Fast Healing 8.

Armys Paeon V
Enhancing

Level: Bard 5 This song functions like Armys Paeon, except it provides Fast Healing 10.

Battlefield Elegy
Enfeebling Level: Bard 4 Saving Throw: Fortitude negates Spell Resistance: Yes You play a song of sadness and of lost battles, crippling your enemies by slowing them down. Each round this song is in effect, enemies within 30 feet of the bard suffer the Slow status effect.

Dark Carol
Enhancing/Dark Level: Bard 1 Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You play a song of the Dark, bestowing your allies with a resistance to Dark spells and effects. Each round this song is in effect, allies within 30 feet of the bard gain a +2 morale bonus to Saving Throws against Dark spells and effects as well as a Shadow resistance of 3.

Dark Carol II
Enhancing/Dark Level: Bard 2 This song functions like Dark Carol, except it provides a +4 morale bonus to Saving Throws against Dark spells and effects as well as a Shadow resistance of 6.

Dark Carol III


Enhancing/Dark Level: Bard 3 This song functions like Dark Carol, except it provides a +6 morale bonus to Saving Throws against Dark spells and effects as well as a Shadow resistance of 9.

Dark Carol IV
Enhancing/Dark Level: Bard 4 This song functions like Dark Carol, except it provides a +8 morale bonus to Saving Throws against Dark spells and effects as well as a Shadow resistance of 12.

Dark Carol V
Enhancing/Dark Level: Bard 5 This song functions like Dark Carol, except it provides a +10 morale bonus to Saving Throws against Dark spells and effects as well as a Shadow resistance of 15.

Dark Threnody
Enfeebling/Dark Level: Bard 1 Saving Throw: Fortitude negates Spell Resistance: Yes You play a song of darkness, crippling your enemies by lowering their resistance to dark spells and effects. Each round this song is in effect, enemies within 30 feet of the bard suffer a -5 penalty to Shadow resistances as well as a -2 penalty to Saving Throws against dark spells and effects.

Dexterous Etude
Enhancing Level: Bard 1 Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You play a song of agility, enhancing your allies Dexterity to great effect. Each round this song is in effect, allies within 30 feet of the bard gain a +2 morale bonus to Dexterity.

Dexterous Etude II
Enhancing Level: Bard 2 This song functions like Dexterous Etude, except it provides a +4 morale bonus to Dexterity.

Dexterous Etude III


Enhancing Level: Bard 3 This song functions like Dexterous Etude, except it provides a +6 morale bonus to Dexterity.

Dexterous Etude IV
Enhancing Level: Bard 4 This song functions like Dexterous Etude, except it provides a +8 morale bonus to Dexterity.

Dexterous Etude V
Enhancing Level: Bard 5 This song functions like Dexterous Etude, except it provides a +10 morale bonus to Dexterity.

Earth Carol
Enhancing/Elemental (Earth) Level: Bard 1 Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

You play a song of the Earth, bestowing your allies with a resistance to Earth spells and effects. Each round this song is in effect, allies within 30 feet of the bard gain a +2 morale bonus to Saving Throws against Earth spells and effects as well as an Elemental (Earth) Resistance of 3.

Earth Carol II
Enhancing/Elemental (Earth) Level: Bard 2 This song functions like Earth Carol, except it provides a +4 morale bonus to Saving Throws against Earth spells and effects as well as an Elemental (Earth) Resistance of 6.

Earth Carol III


Enhancing/Elemental (Earth) Level: Bard 3 This song functions like Earth Carol, except it provides a +6 morale bonus to Saving Throws against Earth spells and effects as well as an Elemental (Earth) Resistance of 9.

Earth Carol IV
Enhancing/Elemental (Earth) Level: Bard 4 This song functions like Earth Carol, except it provides a +8 morale bonus to Saving Throws against Earth spells and effects as well as an Elemental (Earth) Resistance of 12.

Earth Carol V
Enhancing/Elemental (Earth) Level: Bard 5 This song functions like Earth Carol, except it provides a +10 morale bonus to Saving Throws against Earth spells and effects as well as an Elemental (Earth) Resistance of 15.

Earth Threnody
Enfeebling/Elemental (Earth) Level: Bard 2 Saving Throw: Fortitude negates Spell Resistance: Yes You play an earthy song, crippling your enemies by lowering their resistance to earth spells and effects. Each round this song is in effect, enemies within 30 feet of the bard suffer a -5 penalty to Elemental (Earth) Resistances as well as a -2 penalty to Saving Throws against earth spells and effects.

Enchanting Etude
Enhancing Level: Bard 1 Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You play a song of wit and charm, enhancing your allies Charisma to great effect. Each round this song is in effect, allies within 30 feet of the bard gain a +2 morale bonus to Charisma.

Enchanting Etude II
Enhancing Level: Bard 2 This song functions like Enchanting Etude, except it provides a +4 morale bonus to Charisma.

Enchanting Etude III


Enhancing Level: Bard 3 This song functions like Enchanting Etude, except it provides a +6 morale bonus to Charisma.

Enchanting Etude IV
Enhancing Level: Bard 4 This song functions like Enchanting Etude, except it provides a +8 morale bonus to Charisma.

Enchanting Etude V
Enhancing Level: Bard 5 This song functions like Enchanting Etude, except it provides a +10 morale bonus to Charisma.

Fire Carol
Enhancing/Elemental (Fire) Level: Bard 1 Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You play a song of the Fire, bestowing your allies with a resistance to Fire spells and effects. Each round this song is in effect, allies within 30 feet of the bard gain a +2 morale bonus to Saving Throws against Fire spells and effects as well as an Elemental (Fire) Resistance of 3.

Fire Carol II
Enhancing/Elemental (Fire) Level: Bard 2 This song functions like Fire Carol, except it provides a +4 morale bonus to Saving Throws against Fire spells and effects as well as an Elemental (Fire) Resistance of 6.

Fire Carol III


Enhancing/Elemental (Fire) Level: Bard 3 This song functions like Fire Carol, except it provides a +6 morale bonus to Saving Throws against Fire spells and effects as well as an Elemental (Fire) Resistance of 9.

Fire Carol IV
Enhancing/Elemental (Fire)

Level: Bard 4 This song functions like Fire Carol, except it provides a +8 morale bonus to Saving Throws against Fire spells and effects as well as an Elemental (Fire) Resistance of 12.

Fire Carol V
Enhancing/Elemental (Fire) Level: Bard 5 This song functions like Fire Carol, except it provides a +10 morale bonus to Saving Throws against Fire spells and effects as well as an Elemental (Fire) Resistance of 15.

Fire Threnody
Enfeebling/Elemental (Fire) Level: Bard 2 Saving Throw: Fortitude negates Spell Resistance: Yes You play a fiery song, crippling your enemies by lowering their resistance to Fire spells and effects. Each round this song is in effect, enemies within 30 feet of the bard suffer a -5 penalty to Elemental (Fire) Resistances as well as a -2 penalty to Saving Throws against Fire spells and effects.

Foe Lullaby
Enfeebling Level: Bard 1 Range: 30 feet Target: One creature Saving Throw: Will negates Spell Resistance: Yes You play a soft lullaby, lulling an enemy to sleep. Each round this song is in effect, an enemy within 30 feet of the bard suffers the Sleep status effect.

Foe Requiem
Non-Elemental Level: Bard 1 Saving Throw: Fortitude negates Spell Resistance: Yes You play a song of destruction, damaging those within 30 feet with non-elemental damage. Each round this song is in effect, enemies within 30 feet of the bard suffer 1d6 points of non-elemental damage.

Foe Requiem II
Non-Elemental Level: Bard 2 This song functions like Foe Requiem, except it deals 2d6 points of non-elemental damage.

Foe Requiem III


Non-Elemental Level: Bard 3

This song functions like Foe Requiem, except it deals 3d6 points of non-elemental damage.

Foe Requiem IV
Non-Elemental Level: Bard 4 This song functions like Foe Requiem, except it deals 4d6 points of non-elemental damage.

Foe Requiem V
Non-Elemental Level: Bard 5 This song functions like Foe Requiem, except it deals 5d6 points of non-elemental damage.

Fowl Aubade
Enhancing Level: Bard 4 Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You play an energetic song of wakefulness, boosting your allies resistance to sleep and charm spells and effects. Each round this song is in effect, allies within 30 feet of the bard gain a +8 morale bonus on saving throws against sleep and charm spells and effects.

Goblin Gavotte
Enhancing Level: Bard 5 Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You play a rousing song of freedom, boosting your allies resistance to paralysis spells and effects. Each round this song is in effect, allies within 30 feet of the bard gain a +10 morale bonus on saving throws against paralysis spells and effects.

Herb Pastoral
Enhancing Level: Bard 1 Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You play a song of cleansing, boosting your allies resistance to disease and poison spells and effects. Each round this song is in effect, allies within 30 feet of the bard gain a +2 morale bonus on saving throws against disease and poison spells and effects.

Herb Pastoral II
Enhancing Level: Bard 2 This song functions like Herb Pastoral, except it provides a +4 morale bonus on saving throws against disease and poison spells and effects.

Herb Pastoral III


Enhancing Level: Bard 3 This song functions like Herb Pastoral, except it provides a +6 morale bonus on saving throws against disease and poison spells and effects.

Herb Pastoral IV
Enhancing Level: Bard 4 This song functions like Herb Pastoral, except it provides a +8 morale bonus on saving throws against disease and poison spells and effects.

Herb Pastoral V
Enhancing Level: Bard 5 This song functions like Herb Pastoral, except it provides a +10 morale bonus on saving throws against disease and poison spells and effects.

Horde Lullaby
Enfeebling Level: Bard 3 Saving Throw: Will negates Spell Resistance: Yes This spell functions like Foe Lullaby, except it affects all enemies within 30 feet of the bard.

Hunters Prelude
Enhancing Level: Bard 1 Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You play the song of the hunter, granting allies a bonus to range weapon attack rolls. Each round this song is in effect, allies within 30 feet of the bard gain a +2 morale bonus to Attack rolls with ranged weapons.

Hunters Prelude II
Enhancing Level: Bard 2 This song functions like Hunters Prelude, except it provides a +4 morale bonus to Attack rolls with ranged weapons.

Hunters Prelude III


Enhancing Level: Bard 3

This song functions like Hunters Prelude, except it provides a +6 morale bonus to Attack rolls with ranged weapons.

Hunters Prelude IV
Enhancing Level: Bard 4 This song functions like Hunters Prelude, except it provides a +8 morale bonus to Attack rolls with ranged weapons.

Hunters Prelude V
Enhancing Level: Bard 5 This song functions like Hunters Prelude, except it provides a +10 morale bonus to Attack rolls with ranged weapons.

Ice Carol
Enhancing/Elemental (Ice) Level: Bard 1 Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You play a song of the Ice, bestowing your allies with a resistance to Ice spells and effects. Each round this song is in effect, allies within 30 feet of the bard gain a +2 morale bonus to Saving Throws against Ice spells and effects as well as an Elemental (Ice) Resistance of 3.

Ice Carol II
Enhancing/Elemental (Ice) Level: Bard 2 This song functions like Ice Carol, except it provides a +4 morale bonus to Saving Throws against Ice spells and effects as well as an Elemental (Ice) Resistance of 6.

Ice Carol III


Enhancing/Elemental (Ice) Level: Bard 3 This song functions like Ice Carol, except it provides a +6 morale bonus to Saving Throws against Ice spells and effects as well as an Elemental (Ice) Resistance of 9.

Ice Carol IV
Enhancing/Elemental (Ice) Level: Bard 4 This song functions like Ice Carol, except it provides a +8 morale bonus to Saving Throws against Ice spells and effects as well as an Elemental (Ice) Resistance of 12.

Ice Carol V
Enhancing/Elemental (Ice) Level: Bard 5

This song functions like Ice Carol, except it provides a +10 morale bonus to Saving Throws against Ice spells and effects as well as an Elemental (Ice) Resistance of 15.

Ice Threnody
Enfeebling/Elemental (Ice) Level: Bard 3 Saving Throw: Fortitude negates Spell Resistance: Yes You play an icy song, crippling your enemies by lowering their resistance to Ice spells and effects. Each round this song is in effect, enemies within 30 feet of the bard suffer a -5 penalty to Elemental (Ice) Resistances as well as a -2 penalty to Saving Throws against Ice spells and effects.

Knights Minne
Enhancing Level: Bard 1 Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You play the song of the knight, enhancing your allies Armor Class to deflect attacks better. Each round this song is in effect, enemies within 30 feet of the bard gain a +2 deflection bonus to Armor Class.

Knights Minne II
Enhancing Level: Bard 2 This song functions like Knights Minne, except it provides a +4 deflection bonus to Armor Class.

Knights Minne III


Enhancing Level: Bard 3 This song functions like Knights Minne, except it provides a +6 deflection bonus to Armor Class.

Knights Minne IV
Enhancing Level: Bard 4 This song functions like Knights Minne, except it provides a +8 deflection bonus to Armor Class.

Knights Minne V
Enhancing Level: Bard 5 This song functions like Knights Minne, except it provides a +10 deflection bonus to Armor Class.

Learned Etude
Enhancing Level: Bard 1

Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You play a song of knowledge, enhancing your allies Intelligence to great effect. Each round this song is in effect, allies within 30 feet of the bard gain a +2 morale bonus to Intelligence.

Learned Etude II
Enhancing Level: Bard 2 This song functions like Learned Etude, except it provides a +4 morale bonus to Intelligence.

Learned Etude III


Enhancing Level: Bard 3 This song functions like Learned Etude, except it provides a +6 morale bonus to Intelligence.

Learned Etude IV
Enhancing Level: Bard 4 This song functions like Learned Etude, except it provides a +8 morale bonus to Intelligence.

Learned Etude V
Enhancing Level: Bard 5 This song functions like Learned Etude, except it provides a +10 morale bonus to Intelligence.

Light Carol
Enhancing/Light Level: Bard 1 Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You play a song of the Light, bestowing your allies with a resistance to Light spells and effects. Each round this song is in effect, allies within 30 feet of the bard gain a +2 morale bonus to Saving Throws against Light spells and effects as well as a Holy resistance of 3.

Light Carol II
Enhancing/Light Level: Bard 2 This song functions like Light Carol, except it provides a +4 morale bonus to Saving Throws against Light spells and effects as well as a Holy resistance of 6.

Light Carol III


Enhancing/Light Level: Bard 3

This song functions like Light Carol, except it provides a +6 morale bonus to Saving Throws against Light spells and effects as well as a Holy resistance of 9.

Light Carol IV
Enhancing/Light Level: Bard 4 This song functions like Light Carol, except it provides a +8 morale bonus to Saving Throws against Light spells and effects as well as a Holy resistance of 12.

Light Carol V
Enhancing/Light Level: Bard 5 This song functions like Light Carol, except it provides a +10 morale bonus to Saving Throws against Light spells and effects as well as a Holy resistance of 15.

Light Threnody
Enfeebling/Light Level: Bard 1 Saving Throw: Fortitude negates Spell Resistance: Yes You play an icy song, crippling your enemies by lowering their resistance to Light spells and effects. Each round this song is in effect, enemies within 30 feet of the bard suffer a -5 penalty to Holy resistances as well as a -2 penalty to Saving Throws against Light spells and effects.

Lightning Carol
Enhancing/Elemental (Lightning) Level: Bard 1 Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You play a song of the Lightning, bestowing your allies with a resistance to Lightning spells and effects. Each round this song is in effect, allies within 30 feet of the bard gain a +2 morale bonus to Saving Throws against Lightning spells and effects as well as an Elemental (Lightning) Resistance of 3.

Lightning Carol II
Enhancing/Elemental (Lightning) Level: Bard 2 This song functions like Lightning Carol, except it provides a +4 morale bonus to Saving Throws against Lightning spells and effects as well as an Elemental (Lightning) Resistance of 6.

Lightning Carol III


Enhancing/Elemental (Lightning) Level: Bard 3 This song functions like Lightning Carol, except it provides a +6 morale bonus to Saving Throws against Lightning spells and effects as well as an Elemental (Lightning) Resistance of 9.

Lightning Carol IV
Enhancing/Elemental (Lightning) Level: Bard 4 This song functions like Lightning Carol, except it provides a +8 morale bonus to Saving Throws against Lightning spells and effects as well as an Elemental (Lightning) Resistance of 12.

Lightning Carol V
Enhancing/Elemental (Lightning) Level: Bard 5 This song functions like Lightning Carol, except it provides a +10 morale bonus to Saving Throws against Lightning spells and effects as well as an Elemental (Lightning) Resistance of 15.

Lightning Threnody
Enfeebling/Elemental (Lightning) Level: Bard 3 Saving Throw: Fortitude negates Spell Resistance: Yes You play an icy song, crippling your enemies by lowering their resistance to Lightning spells and effects. Each round this song is in effect, enemies within 30 feet of the bard suffer a -5 penalty to Elemental (Lightning) Resistances as well as a -2 penalty to Saving Throws against Lightning spells and effects.

Mages Ballad
Enhancing Level: Bard 3 This song functions like Advance Mages Ballad, except it provides only 1 MP a round.

Magic Finale
Enfeebling Level: Bard 4 Range: 30 feet Target: One creature Saving Throw: None Spell Resistance: No You play a song of disruption, stripping an opponent of magical effects cast upon him. This song functions like the Dispel spell.

Quick Etude
Enhancing Level: Bard 1 Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You play the song of fast reflexes, enhancing your allies Armor Class to dodge attacks better. Each round this song is in effect, enemies within 30 feet of the bard gain a +2 dodge bonus to Armor Class.

Quick Etude II

Enhancing Level: Bard 2 This song functions like Quick Etude, except it provides a +4 dodge bonus to Armor Class.

Quick Etude III


Enhancing Level: Bard 3 This song functions like Quick Etude, except it provides a +6 dodge bonus to Armor Class.

Quick Etude IV
Enhancing Level: Bard 4 This song functions like Quick Etude, except it provides a +8 dodge bonus to Armor Class.

Quick Etude V
Enhancing Level: Bard 5 This song functions like Quick Etude, except it provides a +10 dodge bonus to Armor Class.

Scops Operetta
Enhancing Level: Bard 5 Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You play a song of sound, boosting your allies resistance to silence spells and effects. Each round this song is in effect, allies within 30 feet of the bard gain a +2 morale bonus on saving throws against silence spells and effects.

Sheepfoe Mambo
Enhancing Level: Bard 5 Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You play a song of resistance, boosting your allies saving throws. Each round this song is in effect, allies within 30 feet of the bard gain a +5 morale bonus on saving throws.

Sinewy Etude
Enhancing Level: Bard 1 Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You play a song of might, enhancing your allies Strength to great effect. Each round this song is in effect, allies within 30 feet of the bard gain a +2 morale bonus to Strength.

Sinewy Etude II
Enhancing Level: Bard 2 This song functions like Sinewy Etude, except it provides a +4 morale bonus to Strength.

Sinewy Etude III


Enhancing Level: Bard 3 This song functions like Sinewy Etude, except it provides a +6 morale bonus to Strength.

Sinewy Etude IV
Enhancing Level: Bard 4 This song functions like Sinewy Etude, except it provides a +8 morale bonus to Strength.

Sinewy Etude V
Enhancing Level: Bard 5 This song functions like Sinewy Etude, except it provides a +10 morale bonus to Strength.

Spirited Etude
Enhancing Level: Bard 1 Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You play a song of might, enhancing your allies Wisdom to great effect. Each round this song is in effect, allies within 30 feet of the bard gain a +2 morale bonus to Wisdom.

Spirited Etude II
Enhancing Level: Bard 2 This song functions like Spirited Etude, except it provides a +4 morale bonus to Wisdom.

Spirited Etude III


Enhancing Level: Bard 3 This song functions like Spirited Etude, except it provides a +6 morale bonus to Wisdom.

Spirited Etude IV
Enhancing Level: Bard 4 This song functions like Spirited Etude, except it provides a +8 morale bonus to Wisdom.

Spirited Etude V
Enhancing Level: Bard 5 This song functions like Spirited Etude, except it provides a +10 morale bonus to Wisdom.

Sword Madrigal
Enhancing Level: Bard 1 Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You play the song of precision, granting allies a bonus to melee weapon attack rolls. Each round this song is in effect, allies within 30 feet of the bard gain a +1 morale bonus to Attack rolls with melee weapons.

Sword Madrigal II
Enhancing Level: Bard 2 This song functions like Sword Madrigal, except it provides a +2 morale bonus to Attack rolls with melee weapons.

Sword Madrigal III


Enhancing Level: Bard 3 This song functions like Sword Madrigal, except it provides a +3 morale bonus to Attack rolls with melee weapons.

Sword Madrigal IV
Enhancing Level: Bard 4 This song functions like Sword Madrigal, except it provides a +4 morale bonus to Attack rolls with melee weapons.

Sword Madrigal V
Enhancing Level: Bard 5 This song functions like Sword Madrigal, except it provides a +5 morale bonus to Attack rolls with melee weapons.

Valor Minuet
Enhancing Level: Bard 1 Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

You play the song of valor, granting allies a bonus to melee damage rolls. Each round this song is in effect, allies within 30 feet of the bard gain a +2 morale bonus to melee damage rolls.

Valor Minuet II
Enhancing Level: Bard 2 This song functions like Valor Minuet, except it provides a +4 morale bonus to melee damage rolls.

Valor Minuet III


Enhancing Level: Bard 3 This song functions like Valor Minuet, except it provides a +6 morale bonus to melee damage rolls.

Valor Minuet IV
Enhancing Level: Bard 4 This song functions like Valor Minuet, except it provides a +8 morale bonus to melee damage rolls.

Valor Minuet V
Enhancing Level: Bard 5 This song functions like Valor Minuet, except it provides a +10 morale bonus to melee damage rolls.

Vivacious Etude
Enhancing Level: Bard 1 Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You play a song of fortitude, enhancing your allies Constitution to great effect. Each round this song is in effect, allies within 30 feet of the bard gain a +2 morale bonus to Constitution.

Vivacious Etude II
Enhancing Level: Bard 2 This song functions like Vivacious Etude, except it provides a +4 morale bonus to Constitution.

Vivacious Etude III


Enhancing Level: Bard 3 This song functions like Vivacious Etude, except it provides a +6 morale bonus to Constitution.

Vivacious Etude IV
Enhancing

Level: Bard 4 This song functions like Vivacious Etude, except it provides a +8 morale bonus to Constitution.

Vivacious Etude V
Enhancing Level: Bard 5 This song functions like Vivacious Etude, except it provides a +10 morale bonus to Constitution.

Water Carol
Enhancing/Elemental (Water) Level: Bard 1 Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You play a song of the Water, bestowing your allies with a resistance to Water spells and effects. Each round this song is in effect, allies within 30 feet of the bard gain a +2 morale bonus to Saving Throws against Water spells and effects as well as an Elemental (Water) Resistance of 3.

Water Carol II
Enhancing/Elemental (Water) Level: Bard 2 This song functions like Water Carol, except it provides a +4 morale bonus to Saving Throws against Water spells and effects as well as an Elemental (Water) Resistance of 6.

Water Carol III


Enhancing/Elemental (Water) Level: Bard 3 This song functions like Water Carol, except it provides a +6 morale bonus to Saving Throws against Water spells and effects as well as an Elemental (Water) Resistance of 9.

Water Carol IV
Enhancing/Elemental (Water) Level: Bard 4 This song functions like Water Carol, except it provides a +8 morale bonus to Saving Throws against Water spells and effects as well as an Elemental (Water) Resistance of 12.

Water Carol V
Enhancing/Elemental (Water) Level: Bard 5 This song functions like Water Carol, except it provides a +10 morale bonus to Saving Throws against Water spells and effects as well as an Elemental (Water) Resistance of 15.

Water Threnody
Enfeebling/Elemental (Water) Level: Bard 2

Saving Throw: Fortitude negates Spell Resistance: Yes You play a watery song, crippling your enemies by lowering their resistance to Water spells and effects. Each round this song is in effect, enemies within 30 feet of the bard suffer a -5 penalty to Elemental (Water) Resistances as well as a -2 penalty to Saving Throws against Water spells and effects.

Wind Carol
Enhancing/Elemental (Wind) Level: Bard 1 Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You play a song of the Wind, bestowing your allies with a resistance to Wind spells and effects. Each round this song is in effect, allies within 30 feet of the bard gain a +2 morale bonus to Saving Throws against Wind spells and effects as well as an Elemental (Wind) Resistance of 3.

Wind Carol II
Enhancing/Elemental (Wind) Level: Bard 2 This song functions like Wind Carol, except it provides a +4 morale bonus to Saving Throws against Wind spells and effects as well as an Elemental (Wind) Resistance of 6.

Wind Carol III


Enhancing/Elemental (Wind) Level: Bard 3 This song functions like Wind Carol, except it provides a +6 morale bonus to Saving Throws against Wind spells and effects as well as an Elemental (Wind) Resistance of 9.

Wind Carol IV
Enhancing/Elemental (Wind) Level: Bard 4 This song functions like Wind Carol, except it provides a +8 morale bonus to Saving Throws against Wind spells and effects as well as an Elemental (Wind) Resistance of 12.

Wind Carol V
Enhancing/Elemental (Wind) Level: Bard 5 This song functions like Wind Carol, except it provides a +10 morale bonus to Saving Throws against Wind spells and effects as well as an Elemental (Wind) Resistance of 15.

Wind Threnody
Enfeebling/Elemental (Wind) Level: Bard 2 Saving Throw: Fortitude negates Spell Resistance: Yes

You play a windy song, crippling your enemies by lowering their resistance to Wind spells and effects. Each round this song is in effect, enemies within 30 feet of the bard suffer a -5 penalty to Elemental (Wind) Resistances as well as a -2 penalty to Saving Throws against Wind spells and effects.

CHAPTER 10: MAGICAL ITEMS MATERIA


Materia are special little crystal orbs that contain magicite that provide a magical effect when affixed to a weapon, shield, or suit of armor (or any other item that grants an armor bonus to AC). These materia are carefully crafted by spellcasters. There are four types of materia (Spell, Support, Independent, and Ability). Table 10-1: Materia Types Type Color Spell Red Support Green Independent Purple Ability Yellow

Description Use Black Magic spells. Use White Magic spells. Bestows a unique ability. Bestows a feat or skill.

Different materia require different amounts of materia experience points (MXP) in order to level and become more powerful. When you have materia equipped, 1/10th of the XP you earn is added to that materias MXP. (So if you receive 1000 XP, each materia equipped earns 100 MXP). Any materia you have but are not equipped will not earn any MXP. As a materia earns more MXP, it can eventually advance in level (to a maximum of level 3). The amount of MXP required to increase in level is dependent on the rarity of the materia (see table 11-2). Materia require a level of 1 in order to provide bonuses to your character, so materia of uncommon or higher rarity will not provide any effects until they have earned enough MXP. Materia are often referred to by their name and level. For example, a Lighting materia of level 2 is called a Lightning 2 materia. Table 10-2: Materia Advancement Materia MXP MXP MXP MXP Level (Common) (Uncommon) (Rare) (Legendary) 0 0 0 0 1 0 500 750 1,000 2 500 1,000 1,500 2,000 3 1,000 2,000 3,000 4,000 Mastered1 2,000 4,000 6,000 8,000 1 Mastered Materia produces a second materia with 0 MXP. When a materia gains enough MXP to become Mastered, it stops gaining MXP and creates a new materia of the same type. The new materia will be formed instantly from the original and detach in a process similar to mitosis. The new materia begins its life at 0 MXP. The level of the materia not only describes the relative power level of the materias effect, but also the minimum required quality or enhancement bonus of the armor, shield, or weapon for the materia to function: A 0-level materia gains MXP only whenever it is attached to an object, even if the object itself is not mastercrafted. A 1st-level materia functions only when attached to a mastercrafted object with an enhancement bonus of +1 or higher. A 2nd-level materia functions only when attached to a mastercrafted object with an enhancement bonus of +3 or higher. A 3rd-level materia functions only when attached to a mastercrafted object with an enhancement bonus of +5 or higher.

Whenever a materia levels up beyond the required quality or enhancement bonus of an object, it stops receiving MXP until attached to an object that meets the requirements, but it still functions as a level less than it is now. For materia to function and gain MXP, it must be equipped into an item. It takes a standard action to equip and unequip a materia which also provokes attacks of opportunity. Once equipped, it immediately activates and provides the user with all its bonuses. If a weapon is sundered, the materia is not destroyed. The number of materia that can be equipped into an item depends on the type of item (See Table 11-3). Mastercrafted objects have one additional materia slot. Bonuses from the same type of materia don't stack unless they provide different types of bonuses. (Example: Player 1 has a Fire 1 materia equipped to a weapon and another Fire 1 materia equipped to a shield. The +1d6 fire damage will stack with the +5 to fire resistance since both are different types of bonuses. Player 2 has 2 Ice 1 materia equipped to her mace. She only receives +1d6 ice damage since both materia provide the same type of bonus.) A level 2 or 3 materia will receive all the bonuses of lower level versions of that materia in addition to the bonus for its level unless those bonuses are of the same type, in which case it will only receive the highest of those bonuses. (Example: A Death 3 materia equipped to a weapon will receive the bonus to critical hits from level 3 and the +4d6 shadow damage bonus from level 2. The +2d6 shadow damage bonus from level 1 is of the same type as the level 2 damage bonus, so the weapon will only receive the higher of those two bonuses.)

Table 10-3: Number of Materia Slots Equipment Type Number of Slots Weapon Light 1 (0) One-handed 2 (0 0) Two-handed 3 (0 0 0) Double 4 (0 0 0 0) Thrown 1 (0) Ranged 2 (0 0) Armor Cloth 1 (0) Leather 2 (0 0) Chain 3 (0 0 0) Plate 4 (0 0 0 0) Shield Buckler 1 (0) Light 2 (0 0) Heavy 3 (0 0 0) Tower 4 (0 0 0 0)

Spell Materia
Spell materia uses black magic spells to enhance weapons and armor and to dish out black magic damage. They can be attached to weapons or armor. Table 10-4: Spell Materia Materia Rarity Level Name 1 2 Dark Common 3 28,000 gil Dark III

Market Price 4,000 gil 13,000 gil

Spells Dark Dark II

Weapon Bonus +1d6 shadow damage +2d6 shadow damage Vile Burst (+3d10 shadow damage on a critical hit) Note: This stacks with the level 2 bonus +2d6 shadow damage (heals undead) (cant be reduced by damage reduction) +4d6 shadow damage (heals undead) (cant be reduced by damage reduction) On critical, target must succeed a Fort save (DC 20) or die (unless immune to critical) +1d6 earth damage +2d6 earth damage Quaking Burst (+3d10 earth damage on a critical hit) Note: This stacks with the level 2 bonus. +1d6 fire damage +2d6 fire damage Flaming Burst (+3d10 fire damage on a critical hit) Note: This stacks with the level 2 bonus. +1d6 ice damage +2d6 ice damage Freezing Burst (+3d10 ice damage on a critical hit) Note: This stacks with the level 2 bonus.

Armor Bonus +5 shadow resistance +10 shadow resistance +15 shadow resistance

55,000 gil

Countdo wn

You auto-stabilize at -1 hp and lower. Your death threshold (-1 to -9 hp) increases to 10+HD (at 10th level it would be 20) Immunity to Death/Countdown and related spells and effects +5 earth resistance +10 earth resistance

Death

Legendary

70,000 gil

Doom

3 1 2 Earth Common 3

100,000 gil 4,000 gil 13,000 gil

Death Stone Stone II

28,000 gil

Stone III

+15 earth resistance

1 2 Fire Common 3 1 2 Ice Common 3

4,000 gil 13,000 gil 28,000 gil 4,000 gil 13,000 gil

Fire Fire II Fire III Blizzard Blizzard II Blizzard III

+5 fire resistance +10 fire resistance +15 fire resistance +5 ice resistance +10 ice resistance

28,000 gil

+15 ice resistance

Materia Name

Rarity

Level 1 2

Market Price 4,000 gil 13,000 gil

Spells Thunder Thunder II Thunder III

Weapon Bonus +1d6 lightning damage +2d6 lightning damage Shocking Burst (+3d10 lightning damage on a critical hit) Note: This stacks with the level 2 bonus +2 luck bonus to attack rolls +4 luck bonus to attack rolls +6 luck bonus to attack rolls Converts all damage to shadow elemental energy (heals undead) Converts all damage to shadow elemental energy +1d8 (heals undead) Converts all damage to shadow elemental energy +2d8 (heals undead) +1d6 water damage +2d6 water damage Aqua Burst (+3d10 water damage on a critical hit) Note: This stacks with the level 2 bonus +1d6 wind damage +2d6 wind damage Gale Burst (+3d10 wind damage on a critical hit) Note: This stacks with the level 2 bonus

Armor Bonus +5 lightning resistance +10 lightning resistance +15 lightning resistance +2 luck bonus to initiative +4 luck bonus to initiative +6 luck bonus to initiative +3 to saves vs. disease and poison +6 to saves vs. disease and poison Immune to disease and poison +5 water resistance +10 water resistance +15 water resistance +5 wind resistance +10 wind resistance +15 wind resistance

Lightning

Common 3 28,000 gil

1 Time Rare 2 3 1

32,000 gil 48,000 gil 70,000 gil 16,000 gil

Haste Slow Hastega Darkra

Unholy

Uncommon

28,000 gil

Darkga

3 1 2 Water Common 3 1 2 Wind Common 3

48,000 gil 4,000 gil 13,000 gil 28,000 gil 4,000 gil 13,000 gil 28,000 gil

Graviga Water Water II Water III Aero Aero II Aero III

Support Materia
Support materia uses white magic spells to enhance weapons and armor and to heal and cure status effects. They can be attached to weapons or armor. Table 10-5: Support Materia Materia Rarity Level Name 1 Barrier Rare 2 3 1 Cure Common 2 3 1 2 Holy Common 3 28,000 gil
Light III

Market Price 32,000 gil 48,000 gil 70,000 gil 4,000 gil 13,000 gil 28,000 gil 4,000 gil 13,000 gil

Spells
Barrier Wall Stoneskin Cure

Weapon Bonus
Bypass damage reduction 5/Bypass damage reduction 10/Bypass damage reduction 15/Converts all damage to holy elemental energy (double damage vs undead) Converts all damage to holy elemental energy +1d8 (double damage vs undead) Converts all damage to holy elemental energy +2d8 (double damage vs undead) +1d6 holy damage +2d6 holy damage Heavenly Burst (+1d10 holy damage on a critical hit if multiplier is x2, +2d10 if x3, and +3d10 if x4) Note: This stacks with the level 2 bonus +2d6 holy damage (double vs undead) (cant be reduced by damage reduction) +4d6 holy damage (double vs undead) (cant be reduced by damage reduction) On critical hit vs undead, target must succeed a Fort save (DC 20) or be destroyed Attackers have a -1 penalty on Attack rolls against you Attackers have a -2 penalty on Attack rolls against you Attackers have a -3 penalty on Attack rolls against you Heal 1 damage per hit Heal 2 damage per hit Heal 3 damage per hit Bypass elemental resistance 5 Bypass elemental resistance 10 Bypass elemental resistance 15

Armor Bonus
Gain damage reduction 5/Gain damage reduction 10/Gain damage reduction 15/Fast healing 1 until 50% health Fast healing 2 until 50% health Fast healing 3 until 50% health +5 holy resistance +10 holy resistance

Cure II

Cure III Light Light II

+15 holy resistance

1 Life Legendary 2 3 1 Protect Uncommon 2 3 1 Regen Uncommon 2 3 Shell Uncommon 1 2 3

55,000 gil 70,000 gil 100,000 gil 16,000 gil 28,000 gil 48,000 gil 16,000 gil 28,000 gil 48,000 gil 16,000 gil 28,000 gil 48,000 gil

Raise

Auto-Raise (1/day)

Arise

Auto-Arise (1/day)

Full-Life Protect Protect II Protect III Regen Regen II Regen III Shell Shell II Shell III

Auto-Full-Life (1/day) Gain +2 Deflection bonus to AC Gain +4 Deflection bonus to AC Gain +6 Deflection bonus to AC Fast Healing 2 until 50% health Fast Healing 4 until 50% health Fast Healing 6 until 50% health Gain spell resistance 10 Gain spell resistance 15 Gain spell resistance 20

Independent Materia
Independent materia function the same whether put into a weapon slot or armor slot. There are a few materia that can only be equipped into certain slots. Table 10-6: Independent Materia Materia Rarity Level Name

Market Price

Restrictions

Bonus Provides a +2 enhancement bonus to either Str, Dex, Con, Int, Wis or Cha. (The stat is chosen when the materia reaches level 1 and may not be changed later.) Provides a +4 enhancement bonus to either Str, Dex, Con, Int, Wis or Cha. (The stat that was chosen when the materia reached level 1.) Provides a +6 enhancement bonus to either Str, Dex, Con, Int, Wis or Cha. (The stat that was chosen when the materia reached level 1.) +1 bonus to caster level +2 bonus to caster level +3 bonus to caster level Grants Uncanny Dodge as per the Thief ability Grants Evasion as per the Thief ability Grants Improved Evasion as per the Thief ability Grants a Fly speed of 20 feet (clumsy) Grants a Fly speed of 40 feet (poor) Grants a Fly speed of 60 feet (good) Makes a bright light in a 20ft. radius around the user. Makes a bright light in a 40ft. radius around the user. Makes a bright light in an 60 ft. radius around the user. +1 universal bonus to all saving throws

13,000 gil

None

Ability Boost

Uncommon

25,000 gil

None

3 1 2 3 1

45,000 gil 13,000 gil 25,000 gil 45,000 gil 32,000 gil

None None None None Can only be equipped to armor or shield slots Can only be equipped to armor or shield slots Can only be equipped to armor or shield slots None None None None None None Can only be equipped to armor or shield slots Can only be equipped to armor or shield slots Can only be equipped to armor or shield slots

Caster Boost

Uncommon

Evasion

Rare

48,000 gil

3 1 2 3 1 Light Common 2 3 1

70,000 gil 16,000 gil 28,000 gil 48,000 gil 1,000 gil 2,000 gil 4,000 gil 16,000 gil

Flight

Uncommon

Safe

Uncommon

28,000 gil

+2 universal bonus to all saving throws

48,000 gil

+3 universal bonus to all saving throws

Materia Name

Rarity

Level 1

Market Price 13,000 gil

Restrictions None

Bonus Grants you a +2 circumstance bonus to Stealth skill checks and a partial concealment (10% miss chance) Grants you a +4 circumstance bonus to Stealth skill checks and a partial concealment (20% miss chance) Grants you a +6 circumstance bonus to Stealth skill checks and a partial concealment (30% miss chance) Spells targeted against the user count as 1 caster level less for determining numerical values such as damage, duration, distance, etc (not saves) Spells targeted against the user count as 2 caster levels less for determining numerical values such as damage, duration, distance, etc (not saves) Spells targeted against the user count as 3 caster levels less for determining numerical values such as damage, duration, distance, etc (not saves) Grants immunity to webs/snares and a Climb speed of 20 feet. Grants immunity to webs/snares and a Climb speed of 40 feet. Grants immunity to webs/snares and a Climb speed of 60 feet. Grants water breathing and a Swim speed of 30 feet Grants water breathing and a Swim speed of 60 feet Grants water breathing and a Swim speed of 90 feet

Shadow

Uncommon

25,000 gil

None

45,000 gil

None

32,000 gil

None

Spell Reduction

Rare

48,000 gil

None

70,000 gil

None

1 Spider Uncommon 2 3 1 Underwater Uncommon 2 3

13,000 gil 25,000 gil 45,000 gil 16,000 gil 28,000 gil 48,000 gil

None None None None None None

Ability Materia
Ability materia can either be equipped into a weapon slot or an armor/shield slot as its noted in the description of the materia. Materia that grants a feat doesnt stack if you already have the feat and if the materia grants a feat you are not qualified for, it does not work for you. Table 10-7: Ability Materia Materia Rarity Level Name 1

Market Price 32,000 gil

Restrictions Can only be equipped into weapon slots Can only be equipped into weapon slots Can only be equipped into weapon slots Can only be equipped to armor or shield slots Can only be equipped to armor or shield slots Can only be equipped to armor or shield slots None None None Can only be equipped into weapon slots Can only be equipped into weapon slots Can only be equipped into weapon slots Can only be equipped into weapon slots Can only be equipped into weapon slots Can only be equipped into weapon slots

Bonus Grants the wearer the Cleave feat

Cleave

Rare

48,000 gil

Grants the wearer the Great Cleave feat Grants the wearer the Supreme Cleave feat Grants the wearer the Dodge feat

70,000 gil

25,000 gil

Dodge

Uncommon

37,000 gil

Grants the wearer the Mobility feat

3 1 2 3 1

57,000 gil 8,000 gil 17,000 gil 32,000 gil 25,000 gil

Grants the wearer the Spring Attack feat Grants the wearer the Endurance feat Grants the wearer the Diehard feat Grants the wearer the Toughness feat Grants the wearer the Combat Expertise feat Grants the wearer the Improved Trip feat Grants the wearer the Improved Disarm feat Grants the wearer the Improved Feint feat Grants the wearer the Vexing Flanker feat Grants the wearer the Adaptable Flanker feat

Endurance

Common

Expertise

Uncommon

37,000 gil

57,000 gil

32,000 gil

Flank

Rare

48,000 gil

70,000 gil

Materia Name

Rarity

Level 1

Market Price 8,000 gil 17,000 gil 32,000 gil 25,000 gil

Restrictions None None None Can only be equipped into weapon slots Can only be equipped into weapon slots Can only be equipped into weapon slots Can only be equipped into weapon slots Can only be equipped into weapon slots Can only be equipped into weapon slots Can only be equipped to shield slots Can only be equipped to shield slots Can only be equipped to shield slots None None None None None None

Bonus Grants the wearer the Mounted Combat feat Grants the wearer the Ride-By Attack feat Grants the wearer the Spirited Charge feat Grants the wearer the Improved Sunder feat Grants the wearer the Improved Bull Rush feat Grants the wearer the Improved Overrun feat Grants the wearer the Power Attack feat Grants the wearer the Improved Power Attack feat Grants the wearer the Supreme Power Attack feat Grants the wearer the Shield Proficiency feat Grants the wearer the Improved Shield Bash feat Grants the wearer the Agile Shield Fighter feat Grants the wearer the Skill Focus feat Grants the wearer the Skill Focus feat (can be same skill as level 1) Grants the wearer the Skill Focus feat (can be same skill as level 1 and 2) Grants the wearer the Improved Unarmed Strike feat Grants the wearer the Deflect Arrows feat Grants the wearer the Stunning Fist feat

Mounted

Common

2 3 1

Overwhelm Uncommon

37,000 gil

57,000 gil

32,000 gil

Power

Rare

48,000 gil

70,000 gil

25,000 gil

Shield

Uncommon

37,000 gil

3 1 Skill Common 2 3 1 Unarmed Common 2 3

57,000 gil 8,000 gil 17,000 gil 32,000 gil 8,000 gil 17,000 gil 32,000 gil

ALCHEMICAL ITEMS
These items can be used at any time, as a standard action. Items that cure status ailments or restore HP will not work on dead characters. Each item can be used one time only; they are completely consumed. These items can be found at most major cities. Lower-level items are often found in the simplest of shops, while higher-level items require large cities. Table 11-8: Alchemical Items Potion Name Cost Description Antidote 100 gil Cures Poison status. Baccus Wine 750 gil Grants Haste for 1d6 rounds. Chronos Tear 1,500 gil Removes Stop status. Cure Potion 100 gil Restores 1d8+5 HP. Echo Herbs 50 gil Cures Silence status. Elixir 2,500 gil Restores 50 HP and 25 MP. Ether 500 gil Restores 1d6+1 MP. Eye Drops 50 gil Cures Blind status. Gold Needle 200 gil Cures Petrify status. Hi-Ether 1,000 gil Restores 2d6+3 MP. Hi-Potion 300 gil Restores 3d8+15 HP. Holy Water 500 gil Cures Curse or Zombie status. Luck Mallet 300 gil Cures Mini status. Maiden's Kiss 300 gil Cures Frog status. Megalixir 5,000 gil Restores full HP and MP. Phoenix Down 2,000 gil Raises one dead person to 1 HP. Prism Powder 500 gil Grants Vanish for 1d6 rounds. Cures Blind, Curse, Poison, Silence, Remedy 1,000 gil Disease, Petrify, Slow, and Zombie status. Smelling Salts 100 gil Removes Sleep status. Vaccine 150 gil Cures Disease status. X-Ether 1,500 gil Restores 3d6+5 MP. X-Potion 1,000 gil Restores 5d8+25 HP. Antidote: ingested; cures Poison status; faint healing; CL 5th; Craft Alchemical Item; Price 100 gil. Baccus Wine: ingested; grants Haste for 1d6 rounds; moderate enhancing; CL 6th; Craft Alchemical Item; Price 750 gil. Chronos Tear: contact; removes Stop status; strong healing; CL 18th; Craft Alchemical Item; Price 1,500 gil. Cure Potion: ingested; restores 1d8+5 HP; faint healing; CL 3rd; Craft Alchemical Item; Price 100 gil. Echo Screen: inhaled; cures Silence status; faint healing; CL 3rd; Craft Alchemical Item; Price 50 gil. Elixir: ingested; restores 50 HP and 25 MP; strong healing; CL 15th; Craft Alchemical Item; Price 2,500 gil. Ether: inhaled; restores 1d6+1 MP; moderate healing; CL 9th; Craft Alchemical Item; Price 500 gil. Eye Drops: contact; cures Blind status; faint healing; CL 5th; Craft Alchemical Item; Price 50 gil. Gold Needle: contact; cures Petrify status; moderate healing; CL 11th; Craft Alchemical Item; Price 200 gil. Hi-Ether: inhaled; restores 2d6+3 MP; moderate healing; CL 11th; Craft Alchemical Item; Price 1,000 gil. Hi-Potion: ingested; restores 3d8+15 HP; moderate healing; CL 7th; Craft Alchemical Item; Price 300 gil. Holy Water: contact; cures the Curse or Zombie status; faint healing; CL 5th; Craft Alchemical Item; Price 500 gil. Luck Mallet: contact; cures Mini status; faint healing; CL 5th; Craft Alchemical Item; Price 300 gil. Maiden's Kiss: contact; cures Frog status; faint healing; CL 5th; Craft Alchemical Item; Price 300 gil. Megalixir: inhaled; fully restores HP & MP; strong healing; CL 20th; Craft Alchemical Item; Price 5,000 gil.

Phoenix Down: contact; revives 1 dead ally; moderate healing; CL 9th; Craft Alchemical Item; Price 2,000 gil. Prism Powder: contact; grants Vanish for 1d6 rounds; moderate healing; CL 6th; Craft Alchemical Item; Price 500 gil. Remedy: ingested; cures most negative status conditions (Blind, Curse, Poison, Silence, Disease, Petrify, Slow, and Zombie); strong healing; CL 13th; Craft Alchemical Item; Price 1,000 gil. Smelling Salts: inhaled; removes Sleep status; faint healing; CL 3rd; Craft Alchemical Item; Price 100 gil. Vaccine: ingested; cures Disease status; faint healing; CL 5th; Craft Alchemical Item; Price 150 gil. X-Ether: ingested; restores 3d6+5 MP; strong healing; CL 15th; Craft Alchemical Item; Price 1,500 gil. X-Potion: ingested; restores 5d8+25 HP; strong healing; CL 15th; Craft Alchemical Item; Price 1,000 gil.

Table 10-9: Magical Items (Accessories) Accessory Location Cost Aero Armlet Wrist 15,000 gil Agile Bracer Wrist 50,000 gil Air Armlet Wrist 25,000 gil Aqua Armlet Wrist 25,000 gil Beaded Necklace Neck 7,500 gil Black Belt Waist 50,000 gil Black Choker Neck 7,500 gil Blaze Armlet Wrist 25,000 gil Blazer Gloves Hands 35,000 gil Blind Gloves Hands 10,000 gil Bolt Armlet Wrist 25,000 gil Bronze Bangle Wrist 20,000 gil Carbon Bangle Wrist 60,000 gil Cat's Bell Necklace Neck 5,000 gil Champion Belt Waist 100,000 gil Chaos Gloves Hands 20,000 gil Charm Bracelet Wrist 20,000 gil Copper Armlet Wrist 20,000 gil Crystal Amulet Neck 100,000 gil Crystal Bracelet Wrist 100,000 gil Crystal Gloves Hands 100,000 gil Defense Bracer Wrist 75,000 gil Diamond Amulet Neck 50,000 gil Diamond Bracelet Wrist 50,000 gil Diamond Gloves Hands 50,000 gil Doc's Hat Head 25,000 gil Dragon Bracelet Wrist 100,000 gil Dream Gloves Hands 10,000 gil Earth Armlet Wrist 5,000 gil Earth Ring Finger 8,000 gil Escort Bracelet Wrist 50,000 gil Faerie Earrings Ears 10,000 gil Faerie Ring Finger 7,000 gil Fire Armlet Wrist 5,000 gil Fire Ring Finger 8,000 gil Flame Armlet Wrist 15,000 gil Force Bracelet Wrist 20,000 gil Freedom Boots Feet 5,000 gil Freeze Armlet Wrist 25,000 gil Frost Armlet Wrist 15,000 gil Fury Ring Finger 50,000 gil Glass Belt Waist 7,500 gil Goddess's Amulet Neck 200,000 gil Gold Armlet Wrist 60,000 gil Gold Earrings Ears 5,000 gil Gold Hairpin Head 200,000 gil Golden Amulet Neck 25,000 gil Gris-Gris Necklace Neck 5,000 gil

Description Nullifies Wind elemental damage. Grants +4 Dex/Con, prevents Poison status. Absorbs Wind elemental damage. Absorbs Water elemental damage. Prevents Silence and Blind status. Grants +4 Str/Con, prevents Poison status. Prevents Confuse status. Absorbs Fire elemental damage. Grants +6 Str while at full health. Melee/ranged attacks inflict Blind status. Absorbs Lightning elemental damage. Grants Toughness (1) feat. Grants Toughness (3) feat. Grants Fast Healing 1 up to 50% health. Grants +6 Str/Con, prevents Poison and Curse status. Melee/ranged attacks inflict Confuse status. Grants +2 Con/Cha. Grants +5 MP pool. Grants +6 Con/Wis, prevents Silence and Immobilize status. Grants +6 Int/Wis, prevents Poison and Curse status. Grants +6 Con/Int, prevents Poison and Silence status. Grants Auto-Protect III and Auto-Shell III abilities. Grants +4 Con/Wis, prevents Silence status. Grants +4 Int/Wis, prevents Poison status. Grants +4 Con/Int, prevents Silence status. Grants Auto-Potion ability. Nullifies all elemental damage. Melee/ranged attacks inflict Sleep status. Halves Earth elemental damage. Adds +1d6 Earth elemental damage to melee/ranged attacks. Halves all elemental damage. Prevents Confuse and Berserk status. Prevents Poison and Blind status. Halves Fire elemental damage. Adds +1d6 Fire elemental damage to melee/ranged attacks. Nullifies Fire elemental damage. Grants +2 Int/Wis. Prevents Immobilize status. Absorbs Ice elemental damage. Nullifies Ice elemental damage. Grants Extend Berserk feat or Berserk ability. Prevents Poison and Sleep status. Immunity to all magic. Grants +15 MP pool. Prevents Petrify status. Grants +50 MP pool. Doubles MXP earned. Prevents Curse status.

Accessory Haste Armlet Ice Armlet Ice Ring Iron Bangle Jade Collar Kinesis Cloak Lag Gloves Lightning Armlet Lightning Ring Mithril Armlet Moon Bracer Muscle Belt Mute Gloves Mythril Gloves Nimble Bracer Paralyzing Gloves Phoenix Ring Platinum Bangle Power Wristband Protect Ring Quasimodo Boots Quick Bracer Recovery Bracer Reflect Ring Regen Ring Ribbon Ring of Renewal Rock Armlet Rose Amulet Rune Amulet Rune Armlet Safety Goggles Shining Bracer Shock Armlet Silver Armlet Silver Glasses Sneak Gloves Speed Bracer Sprint Shoes Star Pendant Steel Collar Stone Armlet Stone Gloves Super Ribbon Tide Armlet Titanium Bangle Tough Ring Twisted Headband Venom Gloves

Location Wrist Wrist Finger Wrist Neck Back Hands Wrist Finger Wrist Wrist Waist Hands Hands Wrist Hands Finger Wrist Wrist Finger Feet Wrist Wrist Finger Finger Head Finger Wrist Neck Neck Wrist Face Wrist Wrist Wrist Face Hands Wrist Feet Neck Neck Wrist Hands Head Wrist Wrist Finger Head Hands

Cost 50,000 gil 5,000 gil 8,000 gil 40,000 gil 25,000 gil 50,000 gil 15,000 gil 5,000 gil 8,000 gil 100,000 gil 50,000 gil 20,000 gil 15,000 gil 20,000 gil 20,000 gil 10,000 gil 75,000 gil 100,000 gil 7,500 gil 15,000 gil 7,500 gil 100,000 gil 75,000 gil 75,000 gil 50,000 gil 75,000 gil 150,000 gil 15,000 gil 4,000 gil 20,000 gil 80,000 gil 25,000 gil 50,000 gil 15,000 gil 40,000 gil 3,000 gil 40,000 gil 75,000 gil 50,000 gil 4,000 gil 25,000 gil 25,000 gil 20,000 gil 200,000 gil 15,000 gil 80,000 gil 7,500 gil 2,500 gil 15,000 gil

Description Grants Auto-Haste ability at 25% health. Halves Ice elemental damage. Adds +1d6 Ice elemental damage to melee/ranged attacks. Grants Toughness (2) feat. Grants Dodge feat. Prevents Slow and Stop status. Melee/ranged attacks inflict Slow status. Halves Lightning elemental damage. Adds +1d6 Lightning elemental damage to melee/ranged attacks. Grants +25 MP pool. Grants Auto-Protect III ability. Grants +2 Str/Con. Melee/ranged attacks inflict Silence status. Grants +2 Con/Int. Grants +2 Dex/Wis. Melee/ranged attacks inflict Immobilize status. Grants Auto-Raise ability. Grants Toughness (5) feat. Grants +2 Str. Grants Auto-Protect ability. Prevents Sap status. Grants +6 Dex/Wis, prevents Poison and Curse status. Grants Auto-Regen ability. Grants Auto-Reflect ability. Grants Auto-Regen ability at 25% health. Prevents all negative status effects except Doom and Stop. Grants Auto-Regen, Auto-Protect III, and Auto-Shell III abilities. Nullifies Earth elemental damage. Prevents Silence status. Grants +2 Con/Wis. Grants +20 MP pool. Prevents Doom status. Grants Auto-Shell III ability. Nullifies Lightning elemental damage. Grants +10 MP pool. Prevents Blind status. Increases Sleight of Hand skill checks by 10. Grants Auto-Haste ability. Grants Improved Initiative feat and +30 ft. movement speed. Prevents Poison status. Grants +6 Str at 25% health. Absorbs Earth elemental damage. Melee/ranged attacks inflict Petrify status. Prevents all negative status effects. Nullifies Water elemental damage. Grants Toughness (4) feat. Grants +2 Con. Prevents Sleep status. Melee/ranged attacks inflict Poison status.

Accessory Wall Ring Water Armlet Water Ring White Cape Wind Armlet Wind Ring Witty Amulet Wizard Amulet Wizard Bracelet Zombie Gloves

Location Finger Wrist Finger Back Wrist Finger Neck Neck Wrist Hands

Cost 50,000 gil 5,000 gil 8,000 gil 10,000 gil 5,000 gil 8,000 gil 50,000 gil 25,000 gil 150,000 gil 20,000 gil

Description Grants Auto-Protect III and Auto-Shell III abilities at 25% health. Halves Water elemental damage. Adds +1d6 Water elemental damage to melee/ranged attacks. Prevents Frog and Mini status. Halves Wind elemental damage. Adds +1d6 Wind elemental damage to melee/ranged attacks. Grants +4 Cha/Con, prevents Curse status. Regen 1 MP an hour. Absorbs all elemental damage. Melee/ranged attacks inflict Zombie status.

Magical Items (Accessories) Descriptions


Aero Armlet: This armlet nullifies all Wind elemental damage. Moderate elemental (air); CL 8th; Craft Accessory; Price 15,000 gil. Agile Bracer: This belt grants a +4 enhancement bonus to Dexterity and Wisdom, and prevents the wearer from being inflicted with Poison status. Moderate enhancing; CL 12th; Craft Accessory; Price 50,000 gil. Air Armlet: This armlet absorbs all Wind elemental damage, healing the wearer. Moderate elemental (air); CL 12th; Craft Accessory; Price 25,000 gil. Aqua Armlet: This armlet absorbs all Water elemental damage, healing the wearer. Moderate elemental (water); CL 12th; Craft Accessory; Price 25,000 gil. Beaded Necklace: This necklace prevents the wearer from being inflicted with Silence and Blind status. Faint enhancing; CL 4th; Craft Accessory; Price 7,500 gil. Black Belt: This belt grants a +4 enhancement bonus to Strength and Constitution, and prevents the wearer from being inflicted with Poison status. Moderate enhancing; CL 12th; Craft Accessory; Price 50,000 gil. Black Choker: This choker prevents the wearer from being inflicted with Confuse status. Moderate enhancing; CL 6th; Craft Accessory; Price 7,500 gil. Blaze Armlet: This armlet absorbs all Fire elemental damage, healing the wearer. Moderate elemental (fire); CL 12th; Craft Accessory; Price 25,000 gil. Blazer Gloves: These gloves grant a +6 enhancement bonus to Strength but only while at full health. Strong enhancing; CL 16th; Craft Accessory; Price 35,000 gil. Blind Gloves: These gloves grant your melee/ranged attacks a chance to inflict Blind status (Fortitude DC 12). Firearms, gunblades, bows, crossbows, and slings bestow the enfeebling energy upon their ammunition. Faint enfeebling; CL 4th; Craft Accessory; Price 10,000 gil. Bolt Armlet: This armlet absorbs all Lightning elemental damage, healing the wearer. Moderate elemental (lightning); CL 12th; Craft Accessory; Price 25,000 gil. Bronze Bangle: This bangle grants the wearer the Toughness feat. Moderate enhancing; CL 10th; Craft Accessory; Price 20,000 gil. Crystal Bangle: This bangle grants the wearer the Toughness (3) feat. Moderate enhancing; CL 14th; Craft Accessory; Price 60,000 gil. Cat's Eye Necklace: This necklace grants the wearer Fast Healing 1 up to 50% health. Faint healing; CL 4th; Craft Accessory; Price 5,000 gil. Champion Belt: This belt grants a +6 enhancement bonus to Strength and Constitution, and prevents the wearer from being inflicted with Poison and Curse status. Strong enhancing; CL 18th; Craft Accessory; Price 100,000 gil. Chaos Gloves: These gloves grant your melee/ranged attacks a chance to inflict Confuse status (Will DC 16). Firearms, gunblades, bows, crossbows, and slings bestow the enfeebling energy upon their ammunition. Moderate enfeebling; CL 12th; Craft Accessory; Price 20,000 gil.

Charm Bracelet: This bracelet grants a +2 enhancement bonus to Charisma and Constitution. Moderate enhancing; CL 8th; Craft Accessory; Price 20,000 gil. Copper Armlet: This armlet grants a +5 MP to the wearer's maximum MP pool. Moderate enhancing; CL 10th; Craft Accessory; Price 20,000 gil. Crystal Amulet: This amulet grants a +6 enhancement bonus to Constitution and Wisdom, and prevents the wearer from being inflicted with Silence and Immobilize status. Strong enhancing; CL 18th; Craft Accessory; Price 100,000 gil. Crystal Bracelet: This bracelet grants a +6 enhancement bonus to Intelligence and Wisdom, and prevents the wearer from being inflicted with Poison and Curse status. Strong enhancing; CL 18th; Craft Accessory; Price 100,000 gil. Crystal Gloves: This bracelet grants a +6 enhancement bonus to Intelligence and Constitution, and prevents the wearer from being inflicted with Poison and Silence status. Strong enhancing; CL 18th; Craft Accessory; Price 100,000 gil. Defense Bracer: This bracer grants the wearer the Auto-Protect III and Auto-Shell III abilities. The wearer has the Protect and Shell status constantly. Dispel will only turn them off for 1 round. Strong enhancing; CL 16th; Craft Accessory; Price 75,000 gil. Diamond Amulet: This amulet grants a +4 enhancement bonus to Wisdom and Constitution, and prevents the wearer from being inflicted with Silence status. Moderate enhancing; CL 12th; Craft Accessory; Price 50,000 gil. Diamond Bracelet: This bracelet grants a +4 enhancement bonus to Wisdom and Intelligence, and prevents the wearer from being inflicted with Poison status. Moderate enhancing; CL 12th; Craft Accessory; Price 50,000 gil. Diamond Gloves: These gloves grant a +4 enhancement bonus to Intelligence and Constitution, and prevents the wearer from being inflicted with Silence status. Moderate enhancing; CL 12th; Craft Accessory; Price 50,000 gil. Doc's Hat: This hat grants Auto-Potion ability. The wearer can take an immediate action upon getting hit by melee or spells to quaff a potion. He must have a free hand to do so. He can only use this ability once a round.. Dispel will only turn this ability off for 1 round. Moderate enhancing; CL 10th; Craft Accessory; Price 25,000 gil. Dragon Bracelet: This bracelet nullifies all elemental damage. Strong elemental (all); CL 18th; Craft Accessory; Price 100,000 gil. Dream Gloves: These gloves grant your melee/ranged attacks a chance to inflict Sleep status (Will DC 12). Firearms, gunblades, bows, crossbows, and slings bestow the enfeebling energy upon their ammunition. Faint enfeebling; CL 4th; Craft Accessory; Price 10,000 gil. Earth Armlet: This armlet halves all Earth elemental damage. Faint elemental (earth); CL 4th; Craft Accessory; Price 5,000 gil. Earth Ring: This ring adds +1d6 points of Earth elemental damage to melee/ranged attacks. Firearms, gunblades, bows, crossbows, and slings bestow the elemental energy upon their ammunition. Moderate elemental (earth); CL 8th; Craft Accessory; Price 8,000 gil. Escort Bracelet: This bracelet halves all elemental damage. Strong elemental (all); CL 16th; Craft Accessory; Price 50,000 gil. Faerie Earrings: These earrings prevent the wearer from being inflicted with Confuse and Berserk status. Moderate enhancing; CL 6th; Craft Accessory; Price 10,000 gil. Faerie Ring: This ring prevents the wearer from being inflicted with Confuse and Berserk status. Moderate enhancing; CL 6th; Craft Accessory; Price 10,000 gil. Fire Armlet: This armlet halves all Fire elemental damage. Faint elemental (fire); CL 4th; Craft Accessory; Price 5,000 gil. Fire Ring: This ring adds +1d6 points of Fire elemental damage to melee/ranged attacks. Firearms, gunblades, bows, crossbows, and slings bestow the elemental energy upon their ammunition. Moderate elemental (fire); CL 8th; Craft Accessory; Price 8,000 gil. Flame Armlet: This armlet nullifies all Fire elemental damage. Moderate elemental (fire); CL 8th; Craft Accessory; Price 15,000 gil.

Force Bracelet: This bracelet grants a +2 enhancement bonus to Wisdom and Intelligence. Moderate enhancing; CL 8th; Craft Accessory; Price 20,000 gil. Freedom Boots: These boots prevent the wearer from being inflicted with Immobilize status. Moderate enhancing; CL 6th; Craft Accessory; Price 5,000 gil. Freeze Armlet: This armlet absorbs all Ice elemental damage, healing the wearer. Moderate elemental (ice); CL 12th; Craft Accessory; Price 25,000 gil. Frost Armlet: This armlet nullifies all Ice elemental damage. Moderate elemental (ice); CL 8th; Craft Accessory; Price 15,000 gil. Fury Ring: This ring (if worn by a fighter) gains the Extend Berserk feat. A non-fighter gains the Berserk ability as a fighter. Moderate enhancing; CL 12th; Craft Accessory; Price 50,000 gil. Glass Belt: This belt prevents the wearer from being inflicted with Sleep and Poison status. Faint enhancing; CL 4th; Craft Accessory; Price 7,500 gil. Goddess's Amulet: This amulet grants the wearer immunity to all magic, harmful and beneficial. Once worn, it cannot be taken off unless destroyed. Strong enhancing; CL 20th; Craft Accessory; Price 200,000 gil. Gold Armlet: This armlet grants a +15 MP to the wearer's maximum MP pool. Moderate enhancing; CL 14th; Craft Accessory; Price 60,000 gil. Gold Earrings: These earrings prevent the wearer from being inflicted with Petrify status. Moderate enhancing; CL 6th; Craft Accessory; Price 5,000 gil. Gold Hairpin: This hairpin grants a +50 MP to the wearer's maximum MP pool. Strong enhancing; CL 18th; Craft Accessory; Price 200,000 gil. Golden Amulet: The wearer of this amulet gains double MXP for all his/her materia. Moderate enhancing; CL 12th; Craft Accessory; Price 25,000 gil. Gris-Gris Necklace: This necklace prevents the wearer from being inflicted with Curse status. Faint enhancing; CL 4th; Craft Accessory; Price 5,000 gil. Haste Armlet: This armlet grants the wearer the Auto-Haste ability while at 25% health or less. The wearer has Haste status constantly while at 25% health or less. Dispel will only turn it off for 1 round. Moderate enhancing; CL 14th; Craft Accessory; Price 50,000 gil. Ice Armlet: This armlet halves all Ice elemental damage. Faint elemental (ice); CL 4th; Craft Accessory; Price 5,000 gil. Ice Ring: This ring adds +1d6 points of Ice elemental damage to melee/ranged attacks. Firearms, gunblades, bows, crossbows, and slings bestow the elemental energy upon their ammunition. Moderate elemental (ice); CL 8th; Craft Accessory; Price 8,000 gil. Iron Bangle: This bangle grants the wearer the Toughness (2) feat. Moderate enhancing; CL 12th; Craft Accessory; Price 20,000 gil. Jade Collar: This collar grants the wearer the Dodge feat. Moderate enhancing; CL 10th; Craft Accessory; Price 25,000 gil. Kinesis Cloak: This cloak prevents the wearer from being inflicted with Slow and Stop status. Strong enhancing; CL 18th; Craft Accessory; Price 50,000 gil. Lag Gloves: These gloves grant your melee/ranged attacks a chance to inflict Slow status (Fortitude DC 14). Firearms, gunblades, bows, crossbows, and slings bestow the enfeebling energy upon their ammunition. Moderate enfeebling; CL 6th; Craft Accessory; Price 15,000 gil. Lightning Armlet: This armlet halves all Lightning elemental damage. Faint elemental (lightning); CL 4th; Craft Accessory; Price 5,000 gil. Lightning Ring: This ring adds +1d6 points of Lightning elemental damage to melee/ranged attacks. Firearms, gunblades, bows, crossbows, and slings bestow the elemental energy upon their ammunition. Moderate elemental (lightning); CL 8th; Craft Accessory; Price 8,000 gil. Mythril Armlet: This armlet grants a +25 MP to the wearer's maximum MP pool. Strong enhancing; CL 18th; Craft Accessory; Price 100,000 gil. Moon Bracer: This bracer grants the wearer the Auto-Protect III ability. The wearer has the Protect status constantly. Dispel will only turn it off for 1 round.

Moderate enhancing; CL 12th; Craft Accessory; Price 50,000 gil. Muscle Belt: This belt grants a +2 enhancement bonus to Strength and Constitution. Moderate enhancing; CL 8th; Craft Accessory; Price 20,000 gil. Mute Gloves: These gloves grant your melee/ranged attacks a chance to inflict Silence status (Will DC 14). Firearms, gunblades, bows, crossbows, and slings bestow the enfeebling energy upon their ammunition. Faint enfeebling; CL 4th; Craft Accessory; Price 15,000 gil. Mythril Gloves: These gloves grant a +2 enhancement bonus to Intelligence and Constitution. Moderate enhancing; CL 8th; Craft Accessory; Price 20,000 gil. Nimble Bracer: This bracer grants a +2 enhancement bonus to Dexterity and Wisdom. Moderate enhancing; CL 8th; Craft Accessory; Price 20,000 gil. Paralyzing Gloves: These gloves grant your melee/ranged attacks a chance to inflict Immobilize status (Will DC 14). Firearms, gunblades, bows, crossbows, and slings bestow the enfeebling energy upon their ammunition. Moderate enfeebling; CL 6th; Craft Accessory; Price 15,000 gil. Personality Ring: This ring grants a +6 enhancement bonus to Charisma and Constitution, and prevents the wearer from being inflicted with Silence and Curse status. Strong enhancing; CL 18th; Craft Accessory; Price 100,000 gil. Phoenix Ring: This ring grants the wearer the Auto-Raise ability. The wearer has the Reraise status constantly. Dispel will only turn it off for 1 round. Strong enhancing; CL 16th; Craft Accessory; Price 75,000 gil. Platinum Bangle: This bangle grants the wearer the Toughness (5) feat. Strong enhancing; CL 18th; Craft Accessory; Price 100,000 gil. Power Wristband: This wristband grants a +2 enhancement bonus to Strength. Faint enhancing; CL 4th; Craft Accessory; Price 7,500 gil. Protect Ring: This ring grants the wearer the Auto-Protect ability. The wearer has the Protect status constantly. Dispel will only turn it off for 1 round. Moderate enhancing; CL 8th; Craft Accessory; Price 15,000 gil. Quasimodo Boots: These boots prevent the wearer from being inflicted with Sap status. Moderate enhancing; CL 8th; Craft Accessory; Price 7,500 gil. Quick Bracer: This bracer grants a +6 enhancement bonus to Dexterity and Wisdom, and prevents the wearer from being inflicted with Poison and Curse status. Strong enhancing; CL 18th; Craft Accessory; Price 100,000 gil. Recovery Bracer: This bracer grants the wearer the Auto-Regen ability. The wearer has the Regen status constantly. Dispel will only turn it off for 1 round. Moderate enhancing; CL 14th; Craft Accessory; Price 75,000 gil. Reflect Ring: This ring grants the wearer the Auto-Reflect ability. The wearer has the Reflect status constantly. Dispel will only turn it off for 1 round. Strong enhancing; CL 16th; Craft Accessory; Price 75,000 gil. Regen Ring: This ring grants the wearer the Auto-Regen ability while at 25% health or less. The wearer has the Regen status constantly while at 25% health or less. Dispel will only turn it off for 1 round. Moderate enhancing; CL 12th; Craft Accessory; Price 50,000 gil. Ribbon: This red ribbon prevents the wearer from being inflicted with all negative status effects except Doom and Stop. Strong enhancing; CL 18th; Craft Accessory; Price 100,000 gil. Ring of Renewal: This ring grants the wearer the Auto-Regen, Auto-Protect III, and Auto-Shell III abilities. The wearer has the Regen, Protect, and Shell status constantly. Dispel will only turn it off for 1 round. Strong enhancing; CL 20th; Craft Accessory; Price 150,000 gil. Rock Armlet: This armlet nullifies all Earth elemental damage. Moderate elemental (earth); CL 8th; Craft Accessory; Price 15,000 gil. Rose Amulet: This amulet prevents the wearer from being inflicted with Silence status. Faint enhancing; CL 4th; Craft Accessory; Price 4,000 gil. Rune Amulet: These gloves grant a +2 enhancement bonus to Wisdom and Constitution.

Moderate enhancing; CL 8th; Craft Accessory; Price 20,000 gil. Rune Armlet: This armlet grants a +20 MP to the wearer's maximum MP pool. Strong enhancing; CL 16th; Craft Accessory; Price 80,000 gil. Safety Goggles: These goggles prevent the wearer from being inflicted with Doom status. Strong enhancing; CL 16th; Craft Accessory; Price 25,000 gil. Shining Bracer: This bracer grants the wearer the Auto-Shell III ability. The wearer has the Shell status constantly. Dispel will only turn it off for 1 round. Moderate enhancing; CL 12th; Craft Accessory; Price 50,000 gil. Shock Armlet: This armlet nullifies all Lightning elemental damage. Moderate elemental (lightning); CL 8th; Craft Accessory; Price 15,000 gil. Silver Armlet: This armlet grants a +10 MP to the wearer's maximum MP pool. Strong enhancing; CL 12th; Craft Accessory; Price 40,000 gil. Silver Glasses: These glasses prevent the wearer from being inflicted with Blind status. Faint enhancing; CL 4th; Craft Accessory; Price 3,000 gil. Sneak Gloves: These gloves grant a +10 circumstance bonus to Sleight of Hand skill checks. Moderate enhancing; CL 12th; Craft Accessory; Price 40,000 gil. Speed Bracer: This bracer grants the wearer the Auto-Haste ability. The wearer has the Haste status constantly. Dispel will only turn it off for 1 round. Strong enhancing; CL 16th; Craft Accessory; Price 75,000 gil. Sprint Shoes: These shoes grant the wearer the Improved Initiative feat and +30 ft. movement speed. Moderate enhancing; CL 14th; Craft Accessory; Price 50,000 gil. Star Pendant: This pendant prevents the wearer from being inflicted with Poison status. Faint enhancing; CL 4th; Craft Accessory; Price 4,000 gil. Steel Collar: This collar grants a +6 enhancement bonus to Strength but only while at 25% health or less. Moderate enhancing; CL 14th; Craft Accessory; Price 25,000 gil. Stone Armlet: This armlet absorbs all Earth elemental damage, healing the wearer. Moderate elemental (earth); CL 12th; Craft Accessory; Price 25,000 gil. Stone Gloves: These gloves grant your melee/ranged attacks a chance to inflict Petrify status (Fortitude DC 16). Firearms, gunblades, bows, crossbows, and slings bestow the enfeebling energy upon their ammunition. Moderate enfeebling; CL 8th; Craft Accessory; Price 20,000 gil. Super Ribbon: This elaborate, red ribbon prevents the wearer from being inflicted with all negative status effects. Strong enhancing; CL 20th; Craft Accessory; Price 200,000 gil. Tide Armlet: This armlet nullifies all Water elemental damage. Moderate elemental (water); CL 8th; Craft Accessory; Price 15,000 gil. Titanium Bangle: This bangle grants the wearer the Toughness (4) feat. Strong enhancing; CL 16th; Craft Accessory; Price 80,000 gil. Tough Ring: This ring grants a +2 enhancement bonus to Constitution. Faint enhancing; CL 4th; Craft Accessory; Price 7,500 gil. Twisted Headband: This headband prevents the wearer from being inflicted with Sleep status. Faint enhancing; CL 4th; Craft Accessory; Price 2,500 gil. Venom Gloves: These gloves grant your melee/ranged attacks a chance to inflict Poison status (Fortitude DC 14). Firearms, gunblades, bows, crossbows, and slings bestow the enfeebling energy upon their ammunition. Faint enfeebling; CL 4th; Craft Accessory; Price 15,000 gil. Wall Ring: This ring grants the wearer the Auto-Protect III and Auto-Shell III abilities while at 25% health. The wearer has the Protect and Shell status constantly while at 25% health. Dispel will only turn them off for 1 round. Moderate enhancing; CL 14th; Craft Accessory; Price 50,000 gil. Water Armlet: This armlet halves all Water elemental damage. Faint elemental (water); CL 4th; Craft Accessory; Price 5,000 gil. Water Ring: This ring adds +1d6 points of Water elemental damage to melee/ranged attacks. Firearms, gunblades, bows, crossbows, and slings bestow the elemental energy upon their ammunition.

Moderate elemental (water); CL 8th; Craft Accessory; Price 8,000 gil. White Cape: This necklace prevents the wearer from being inflicted with Frog and Mini status. Moderate enhancing; CL 10th; Craft Accessory; Price 10,000 gil. Wind Armlet: This armlet halves all Wind elemental damage. Faint elemental (wind); CL 4th; Craft Accessory; Price 5,000 gil. Wind Ring: This ring adds +1d6 points of Wind elemental damage to melee/ranged attacks. Firearms, gunblades, bows, crossbows, and slings bestow the elemental energy upon their ammunition. Moderate elemental (wind); CL 8th; Craft Accessory; Price 8,000 gil. Witty Amulet: This amulet grants a +4 enhancement bonus to Charisma and Constitution, and prevents the wearer from being inflicted with Curse status. Moderate enhancing; CL 12th; Craft Accessory; Price 50,000 gil. Wizard Amulet: The wearer of this amulet regens 1 MP an hour. Moderate enhancing; CL 12th; Craft Accessory; Price 25,000 gil. Wizard Bracelet: This bracelet absorbs all elemental damage. Strong elemental (all); CL 20th; Craft Accessory; Price 150,000 gil. Zombie Gloves: These gloves grant your melee/ranged attacks a chance to inflict Zombie status (Fortitude DC 16). Firearms, gunblades, bows, crossbows, and slings bestow the enfeebling energy upon their ammunition. Moderate enfeebling; CL 12th; Craft Accessory; Price 20,000 gil.

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