Вы находитесь на странице: 1из 1112

1.

2. 3. 4. 5. 6.

7.

8. 9. 10. 11. 12.

13. 14. 15.

This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. I am expressly prohibited from charging you to use or access this content. This character sheet is not published, endorsed, or specifically approved by Paizo Publishing. For more information Proper names from The Book of Arcane Magic used with expression written permission from 4 Winds Fantasy Gaming. This information is designated Product Identity as defined by the Open Game License version 1.0a, Definition 1 (e) and is specifically excluded as Open Game Content. 4 Winds Fantasy Gaming retains all rights, OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (Wizards). All Definitions: (a) Contributors means the copyright and/or trademark owners who have contributed Open Game Content; (b) Derivative Material means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, (c) Distribute means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise (d) Open Game Content means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work (e) Product Identity means product and product line names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, (f ) Trademark means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) Use, Used or Using means to use, Distribute, copy, edit, format, modify, translate and otherwise create (h) You or Your means the licensee in terms of this agreement. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holders name to the COPYRIGHT NOTICE of Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use

Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, Pathfinder RPG Bestiary, 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Classic Monsters Revisited. Copyright 2008, Paizo Publishing, LLC; Authors: Wolfgang Baur, Jason Bulmahn, Joshua J. Frost, James Jacobs, Nicolas Logue, Mike McArtor, James L. Sutter, Greg A. Vaughan, Jeremy Council of Thieves Players Guide. Copyright 2009, Paizo Publishing, LLC; Author: James Jacobs, F. Wesley Curse of the Crimson Throne Players Guide. Copyright 2008 Paizo Publishing LLC. Authors: James Jacobs and GameMastery Module J2: Guardians of Dragonfall, Copyright 2007, Paizo Publishing, LLC. Author: Anson Guide to Darkmoon Vale. Copyright 2008, Paizo Publishing, LLC; Author: Mike McArtor. Guide to Korvosa. Copyright 2008, Paizo Publishing, LLC; Author: Mike McArtor. Guide to Pathfinder Society Organized Play v2.0. Copyright 2009, Paizo Publishing, LLC; Author: Joshua J. Frost. Into the Darklands. Copyright 2008, Paizo Publishing, LLC; Authors: James Jacobs and Greg A. Vaughan. Kingmaker Players Guide. Copyright 2010, Paizo Publishing, LLC; Authors: James Jacobs, Mark Moreland, and Pathfinder 5: Sins of the Saviors, Copyright 2007, Paizo Publishing, LLC; Author: Stephen S. Greer. Pathfinder 7: Edge of Anarchy. Copyright 2008, Paizo Publishing, LLC; Author: Nicolas Logue. Pathfinder 10: A History of Ashes. Copyright 2008, Paizo Publishing, LLC; Author: Michael Kortes. Pathfinder Adventure Path volume #22: The End of Eternity. Copyright 2009, Paizo Publishing, LLC; Author: Pathfinder Adventure Path volume #25: Bastards of Erebus 2009, Paizo Publishing, LLC; Author: Sean K Pathfinder Adventure Path volume #26: The Sixfold Trial. 2009, Paizo Publishing, LLC; Author: Richard Pett. Pathfinder Adventure Path volume #28: The Infernal Syndrome. 2009, Paizo Publishing, LLC; Authors: Clinton Pathfinder Adventure Path volume #29: Mother of Flies. 2009, Paizo Publishing, LLC; Authors: Greg A. Pathfinder Adventure Path volume #30: The Twice-Damned Prince. 2010, Paizo Publishing, LLC; Author: Brian Pathfinder Character Traits Web Enhancement, Copyright 2009, Paizo Publishing, LLC. Author: James Jacobs Pathfinder Chronicles Campaign Setting. Copyright 2008, Paizo Publishing, LLC; Authors: Keith Baker, Wolfgang Baur, Clinton J. Boomer, Jason Bulmahn, Joshua J. Frost, Ed Greenwood, Stephen S. Greer, Jeff Grubb, James Jacobs, Michael Kortes, Tito Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason Eric Nelson, Jeff Quick, Sean K Reynolds, F. Wesley Schneider, Leandra Christine Schneider, David Schwartz, Amber E. Scott, Stan!, Owen Pathfinder Chronicles: Cities of Golarion. Copyright 2009, Paizo Publishing, LLC; Authors: Joshua J. Frost, Tim Hitchcock, Jonathan Keith, Rob McCreary, Jason Nelson, and Jeff Quick. Pathfinder Chronicles: Classic Horrors Revisited. Copyright 2009, Paizo Publishing, LLC; Authors: James Jacobs, Pathfinder Chronicles: Classic Treasures Revisited. Copyright 2010, Paizo Publishing, LLC; Authors: Jacob Burgess, Brian Cortijo, Jonathan H. Keith, Michael Kortes, Jeff Quick, Amber Scott, Todd Stewart, and Russ Pathfinder Chronicles: Dark Markets, A Guide to Katapesh. Copyright 2009, Paizo Publishing, LLC; Authors: Stephen S. Greer, Amber Scott, Greg A. Vaughan, and Sean K Reynolds. Pathfinder Chronicles: Dragons Revisited. Copyright 2009, Paizo Publishing, LLC; Author: Mike McArtor. Pathfinder Chronicles: Dungeon Denizens Revisited. Copyright 2009, Paizo Publishing, LLC; Authors: Clinton Boomer, Jason Bulmahn, Joshua J. Frost, Nicolas Logue, Robert McCreary, Jason Nelson, Richard Pett, Sean K Pathfinder Chronicles: Guide to the River Kingdoms. Copyright 2010, Paizo Publishing, LLC; Authors: Eric Bailey, Kevin Carter, Elaine Cunningham, Adam Daigle, Mike Ferguson, Joshua J. Frost, Steve Kenson, Rob Manning, Alison McKenzie, Colin Moulder-McComb, China Miville, Brock Mitchel-Slentz, Jason Nelson, Richard Pett, Pathfinder Chronicles: Seekers of Secrets. Copyright 2009, Paizo Publishing, LLC; Authors: Tim Hitchcock, Erik Pathfinder Companion: Adventurers Armory. Copyright 2010, Paizo Publishing, LLC; Authors: Jonathan Keith, Pathfinder Companion: Andoran, Spirit of Liberty. Copyright 2010, Paizo Publishing, LLC; Authors: Jonathan Keith, Hal Maclean, Colin Moulder-McComb, Jason Nelson, and Hank Woon. Pathfinder Companion: Cheliax, Empire of Devils. Copyright 2009, Paizo Publishing, LLC; Authors: Jonathan H. Keith, Colin McComb, Steven E. Schend, Leandra Christine Schneider, and Amber E. Scott.

Pathfinder Companion: Dwarves of Golarion. Copyright 2009, Paizo Publishing, LLC; Authors: David A. Eitelbach, Pathfinder Companion: Elves of Golarion, Copyright 2008, Paizo Publishing, LLC; Authors Jeff Quick and Hal Pathfinder Companion: Legacy of Fire Players Guide, Copyright 2009, Paizo Publishing, LLC; Authors: Brian Cortijo, Stephen S. Greer, James Jacobs, Jonathan H. Keith, F. Wesley Schneider, Amber E. Scott, and James Pathfinder Companion: Osirion, Land of Pharaohs, Copyright 2008, Paizo Publishing, LLC; Authors: Jason Pathfinder Companion: Qadira, Gateway to the East. Copyright 2009, Paizo Publishing, LLC; Author: Brian Pathfinder Companion: Second Darkness Players Guide, Copyright 2008, Paizo Publishing, LLC; Authors: Pathfinder Companion: Taldor, Echoes of Glory. Copyright 2009, Paizo Publishing, LLC; Author: Joshua J. Frost. Rise of the Runelords Players Guide. Copyright 2007 Paizo Publishing LLC. Authors: James Jacobs and Mike Rise of the Runelords: Burnt Offerings. Copyright 2007 Paizo Publishing LLC. Authors: Wolfgang Baur, James Advanced Players Guide Final Playtest. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn. In the Company of Giants. Copyright 2010 Steven D. Russell. All rights reserved. Legends of the Shining Jewel Campaign Guide, Copyright 2009, The Shining Jewel, LLC.; Author: Jay Fisher and Remarkable Races. Copyright 2009, Alluria Publishing; Author: J. Matthew Kubisz The Book of Arcane Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors: Connie J. Thomson and Robert The Book of Arcane Magic Web Enhancement. Copyright 2009, 4 Winds Fantasy Gaming; Authors Sean The Book of Divine Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors Connie J. Thomson and Robert The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook. The Shaman Pathfinder Edition Copyright 2009, Super Genius Games; Authors: R. Hyrum Savage.

oast, Inc (Wizards). All Rights Reserved.

Howdy, and welcome to the Pathfinder Character Excelerator (Yep, it's a cheesy name. I like cheese. And cake). This spreadsheet aims to provide a fast, small, yet powerful means of building characters for the Pathfinder Roleplaying Game (PRPG). The information in this sheet is either 100% Open Game Content, or is used by permission* and includes the core rules as published by Paizo as well as material from 3rd-party publishers (see below for some thoughts on these nice folks). This sheet is not a character generator, and by that I mean that it will not guide you through the character generation process with information about the races, classes, and such that you select. In that regard, I assume you are already familiar with the material. Now, with that said the sheet does a lot of things for you, filling out information based on the race you select, automatically updating feats and class abilities as you level, etc. As the sheet matures (i.e. I release new versions) you'll find more and more content automated. In addition to helping out in this way, I'm also trying to build the sheet as compatible and modular as *See the Legal tab for more legalese Well, this field looks as good as any to talk about CustomizationSo, I've tried to build in two levels of customization for folks, an easy path and an advanced path. For the easy path, you simply go to the Customization tab (right next to this tab unless you've moved things around) and fill out the various fields. Now, even though I call it "easy" you will likely have to fiddle around with things to see how it works, but once you get the hang of it this tab should be a quick way to add some personal bits to your character. Now, for the advanced path, I'll say up front you need to know some about how Excel works. For this path, you go directly to the various tabs that hold the data for the sheet (I don't hide them; they're all over there to the right). I build various Tables and Lists to hold data, that then flows into the various selections and forumlas used to complete the character sheet. You can generally add data directly to any of these tables by simply inserting a row ABOVE the *** Custom *** fields. Your data should then appear in the relevant lists, lookups, etc. If you want to get fancy and automate things, you can look at the various fields already in place for some guidelines. You can also edit things on the various "print" sheets--cells with Now, I mentioned 3rd-party publishers earlier and I wanted to say a bit more about that. At this time, Super Genius Games, Alluria Publishing, 4 Winds Fantasy Gaming, Rite Publishing and folks running The Legend of the Shining Jewel have all provided material for inclusion. I am pleased to support these great companies that are doing their own part to support PRPG. I want to note that while this character sheet has some of the "crunch" you can get from these fine products, you are only seeing a small portion of what you can get from the full product. Links are 4 Winds Fantasy Gaming Alluria Publishing Legends of the Shining Jewel Super Genius Games Rite Publishing and of course none of this would be possible without Paizo Publishing So, head on over to the Getting Started tab to kick things off. Once you've entered the information there, you can go to the Front and Back tabs to complete your character. Note that skill selection, weapons and armor, and such are all handled dynamically on these pages. This means you can change then information there ingame in order to quickly see changes. Additional options, such as Conditions, Magical Effects, and Magic Items are either already in

For all those questions that keep coming up I've got some thoughts on changes for the sheet/I found a bug that needs attention/I'd like to hang out and I regularly post on the Paizo forums--you can find me as the angel-faced fellow named erian_7. In particular for this sheet, I maintain a discussion thread where I post almost every day (see link below). I strongly encourage folks to join in the conversation there, as many of the great features, efficient formulas and innovative style for the sheet came directly from other folks giving me great ideas! While I maintain a "baseline" copy of the sheet at the erian_7's Excel-based Character Sheet You've done some great work here, is there any way I can pay/donate fmoney or your work? I actually don't take any payment, both because I enjoy giving back to the community and because the Paizo Community Use Policy (which is what let's me use Golarion proper names and such in the sheet--see the Legal tab) prohibits accepting payment for the work. Now, with that said there is actually one way anyone can support the sheet--I very much believe in the Open Game License (OGL) and Open Game Content (OGC). It's what allows me to include the fine material from publishers like 4 Winds Fantasy Gaming, Alluria Publishing, Otherworldy Creations/Super Genius Games, and Rite Publishing. I mention all of these specifically because they have in the past provided me with content for the sheet free-of-charge. Open Gaming is a big deal to me. I believe if "done right" it can produce the best games possible, while also proving profitable for the publishers. To that end, I am focused on (1) promoting Open Gaming and the publishers that actively support it, (2) educating people on the OGL, OGC, and how it should be properly used, and (3) encouraging people to move beyond just snagging the mechanics and actually buying the product (if someone wants to use an OGC option in my games, I make sure they've bought a copy)--if you want more good stuff, those Open Call To 3rd Party Publishers - I'll Support Your PRPG OGC Can you add class X or feat Y from one of the old D&D 3.5 (or 3.0) books? In general, no. Wizards of the Coast released most of their content as "closed" despite the general PHB material being "open" according to the Open Game License (see the Legal Tab). As such, I cannot legally add any of that material, nor can I add material from other publishers that does not have a clear statement that the material is The monk's Flurry of Blows is not showing all of the iterative attacks. Flurry of blows works exactly like two-weapon fighting in PRPG. As such, you need to use two weapon blocks for a flurry of blows, with one set to Wield As: 2-Wpn Primary and the other set to Wield As: 2-Wpn Off-Hand. In the Combat Options for each weapon block, set one of the options to Flurry of Blows and you're ready to go. This is How do I add more bonuses to my Natural Armor/Dodge/Deflection? For manual entry, use the Misc 1, 2, and 3 boxes to cover these, and be sure to set the Applies To as appropriate to apply to touch AC, flat-footed AC, or both. The cells above are calculations used for effects and magic items. How do I set the Qualified field for custom feats? You can go the easy route--just state TRUE or FALSE for the character in question--or the harder route of writing the logic necessary, such as: =AND(Dex>14,ISNUMBER(FIND("Nimble Moves",Feats_Known)))

How do I set Weapon Focus/Exotic Weapon Proficienct/Martial Weapon Proficiency/etc.? The feats just say [select wea The Feat Settings section directly below Step 3 on the Getting Started tab has a series of selectors for these feats. If you want to take Weapon Focus with a halberd, for instance, set one of the entries next to the Weapon Focus Selections box to Halberd. Feats that depend on these (such as Weapon Specialization) will also reflect these Why aren't the skills straight alphabetical? I can never find anything...

The skills are sorted into two lists and are alphabetical within that list. The two lists are 'skills that can be used without putting a rank in them' (i.e. Use Untrained = TRUE) and 'skills that can't be used untrained' (Trained Only). I do this because in my use I often don't need a good chunk of the Trained Only skills, and so I end up deleting those and using the space for something else (remember the goal stated on What Is This Thing--the modular nature of

Is there any way I can export my character from a previous version of the sheet and then import that into a new version Since I don't use macros/VBA in the sheet in order to maintain cross-platform compatibility, there is unfortunately no easy way to do this. I may be able to work up a solution for this, but at this time manual entry is the only option

ts just say [select weapon] and I can't enter anything in the fields.

that into a new version? Retyping all of this stuff is a bear!

Click the + symbol to expand the customization section(s) you want to use. CUSTOM RACE General Info Name Type
Subtype

Ability Modifiers STR DEX CON +2 -2 INT WIS CHA +2 +2

Senses Perception Modifier Other +2

Skill Select From for Racial Bonus Points At Creation

Saves Global Bonus Conditional Descriptions Fortitude -

Eladrin Fey

Size HD Speed Other Move

Medium +2 Ability Bonus Selection CR STR 30' DEX CON


FALSE FALSE

Bonus Feat Selector Skill Focus INT WIS CHA


FALSE

Points Per Level WEAPON FAMILIARITY Longswords and rapiers,treat any weapon with the word

Reflex

FALSE

AC Modifiers
Natural

Will -

FALSE

FALSE

Dodge

Languages
ADULTHOOD BBN/ROG/SOR
BRD/FTR/PAL/RGR

Age Categories
CLR/DRD/MNK/WIZ

MID

OLD

VEN

MAX

Starting

Common, Elven

Bonus Selection

Celestial, Draconic, Gnoll,Goblin, Orc, and Sylvan. .

Racial Abilities Summary Elvensight: Eladrin have low-light vision and can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these circumstances. Elvensight also includes darkvision up to 30 feet. Darkvision is black and white only, but it isotherwise like normal sight. Elven Immunities: Eladrin are immune to magic sleepeffects and get a +2 racial saving throw bonus against enchantment spells and effects.Corellons Chosen : Eladrin received free the feat Skill focus. Trance: Rather than sleep, Eladrin enter a meditative stance

CUSTOM SKILLS CUSTOM FEATS CUSTOM TRAITS TRAIT NAME Elven reflexes Citizen Militia Veteran: TYPE SUBTYPE SUMMARY You have the renowed speed of the Elves. You gain a +2 trait bonus on Initiative checks. Your received train in the famous eladrin militia in your home. Skills learned through daily

CLASS CUSTOM BASE CLASS General Information


CLASS NAME
HIT DIE SKILL POINTS

BONUS FEATS

Armor Proficiency
FALSE LIGHT FALSE FALSE
MEDIUM
SHIELDS

Weapon Proficiency
FALSE SIMPLE FALSE
MARTIAL

FALSE TOWER

Level Dependent Information BAB Fort Ref Will LVL High Good Good Good Special Abilities 1 1 2 2 2 2 2 3 3 3

Caster Type:

None

FALSE HEAVY

Other:

Class Skills
FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

Acrobatics Appraise Bluff Climb Craft Diplomacy Disable Device Disguise Escape Artist Fly Handle Animal Heal

FALSE FALSE

Intimidate
Knowledge (arcana)

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE Knowledge (dungeoneering) FALSE Knowledge (engineering) FALSE Knowledge (geography) FALSE FALSE FALSE FALSE FALSE FALSE FALSE

Knowledge (history)

Knowledge (local)
Knowledge (nature) Knowledge (nobility) Knowledge (planes) Knowledge (religion) Knowledge (spirits)

Linguistics Perception Perform Profession Ride Sense Motive Sleight of Hand Spellcraft Stealth Survival Swim
Use Magic Device

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

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

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

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

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

CUSTOM PRESTIGE CLASS CUSTOM DOMAINS CUSTOM BLOODLINE CUSTOM SCHOOL EQUIPMENT

Sheet Version 0.9 Follow the Steps to create a character. Cells with a Active Sheet? Portrait

show areas where you can input data. After selecting class levels, be sure to check the Class Options section below for more settings.

This is a very important setting--it specifies whether you will use the landscape ("L") or portrait ("P) tabs as your data entry source. All game mechanics tie to these sheets.

P Click the + symbol to expand the class option section(s) relevant to your character. GENERAL DETAILS AND GAME SETTINGS ABILITIES, RACE, CLASSES, & FEATS STEP 1DETERMINE ABILITY SCORES Point-Buy ABILITY STR DEX CON INT WIS CHA Custom STARTIN COST G 15 7 17 14 16 13 18 Spent 13 5 10 3 17 55 0
RACE
FINAL

STEP 2PICK RACE Race Ability Bonus (None)


Not available

STEP 3PICK CLASS / SELECT FEATS ABILITY INCREASES LVL 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 CLASS Rogue Rogue Rogue Rogue Rogue Rogue Rogue Rogue Rogue Rogue Duelist Duelist Duelist FEATS Combat Expertise Improved Feint Dexterity Mobility Spring Attack Dexterity Vital Strike
Improved Critical [select weapon]

Eladrin

HP

ABILITY 0 3 0 0 0 0

+2 -2 +2 -

15 Favored Class (Any One) 19 Rogue 12 10 18 13


TOTAL
Not available

0
ALLOCATED TO HP

10
REMAINING FOR SKILLS

Bonus Feat* (Skill Focus) Racial Skill Bonus* (None)


* N e t hat bonus f eat s/ ski m ay r equi e set t i g opt i ns bel w ot s l r n o o

Skill Focus [Stealth]


Skill Focus [Stealth]

Dexterity

+2 20 Abilities outside 7-18 do not use core PRPG

Not Available

MANUAL SETTINGS Conditional Saving Throw Information Used to display modifiers that apply to specific typese.g. fear, spells, etc.gained from traits, feats, etc. Fortitude Reflex Will Overrides These settings supersede standard game settings, e.g. class skills or feats per level. DODGE Manual Class Manual Skill Override Bonus Feats
DODGE

C bat Exper t i eI m pr oved Fei t M obi ySpr i g At t ackVi al St r i eI m pr oved C i i al [ sel ct w om s n t i l n t k rt c e eapon]

FEAT SETTINGS Feat Checker Exotic Weapon Proficiency Selections Mounted Combat DESCRIPTION Immediate Action; 1/rnd, negate hit to mount if Ride check is greater than foe's attack roll

Martial Weapon Proficiency Selections OPTIONAL RULECHARACTER TRAITS Select 2, none of which can be from the same category. Elven reflexes You have the renowed speed of the Category: Elves. You gain a +2 trait bonus on 0 Initiative checks. Citizen Militia Veteran: Your received train in the famous Category: eladrin militia in your home. Skills 0 learned through daily
MAGICAL KNACK APPLIES TO
El en r ef l xes: You have t he r enow speed of t he El es. You gai a +2 t r ai bonus on I ni i t i e checks. C i en M i i Vet er an: : Your r ecei ed t r ai i t he f am ous el dr i m i i i your hom e. Ski l ar ned t hr ough dai dr i g and pr ot ect i g your f el w t ow ol gave you speci l i si ht i t o m i ar y l e. Sel ct one of t he f ol w g ski : Pr of essi n ( sol i r ) , R e, or Sur vi al You gai a +1 t r ai bonus on t hat ski and i i al ays a cl ss ski f or you. v e ed v n t ta v t iz t la v n n a n la n t s l e y n l l n o l nsf k a n g n t l f i e o n l i s l o de d i v . n t , l t s w a l

Not Available

Weapon Focus Selections PREREQUISITES Improved Critical Selections Rapier Ride 1 rank Ability Focus

CLASS?

Q Q Q Q Q Q Q Q Q Q Q Q Q Q Q Q Q Q Q Q Q Q Q Q

TOTALS FAVORED CLASS SKILL POINT 0 OTHER BONUS POINTS 0 POINTS AVAILABLE 144 Skill POINTS SPENT 0 Acrobatics 0 Appraise 0 Bluff 0 Climb 0 Craft (untrained) 0 Craft () 0 Craft () 0 Diplomacy 0 Disable Device 0 Disguise 0 Escape Artist 0 Fly 0 Handle Animal 0 Heal 0 Intimidate 0 Knowledge (arcana) 0 Knowledge (dungeoneering) 0 Knowledge (engineering) 0 Knowledge (geography) 0 Knowledge (history) 0 Knowledge (local) 0 Knowledge (nature) 0 Knowledge (nobility) 0 Knowledge (planes) 0 Knowledge (religion) 0 Knowledge (spirits) 0 Linguistics 0 Perception 0 Perform (act) 0 Perform (comedy) 0 Perform (dance) 0 Perform (keyboard) 0 Perform (oratory) 0 Perform (percussion) 0 Perform (string) 0 Perform (wind) 0

SKILLS & LANGUAGES CHARACTER LEVEL 7 8 9 10 11 12

13

14

15

16

17

18

19

20

Craft / Profession / Perform Types untrained

12 0

12 0

12 0

12 0

12 0

12 0

12 0

12 0

12 0

12 0

8 0

8 0

8 0

0 0

0 0

0 0

0 0

0 0

0 0

0 0

Craft Skills

untrained Professions

Other Perform Skill untrained

Linguistics Common Tongue Common

0 of 4

Q Q Q Q Q Q Q Q Q Q Q

Perform (sing) Perform (ritual) Perform (untrained) Profession (untrained) Profession () Profession () Ride Sense Motive Sleight of Hand Spellcraft Stealth Survival Swim Use Magic Device

0 0 0 0 0 0 0 0 0 0 0 0 0 0 NA NA

Magic Item Granted Skills

RACE / RACIAL CLASS OPTIONS Jotun Paragon Current Size Medium 0 0 LVL STR / CON INCREASE 5 11 17 Element: LVL Elemental Power 1 3 6 LVL Elemental Power 9 12 15 18

BASE CLASS OPTIONSPRPG CORE RULES BASE CLASS OPTIONSADVANCED PLAYER'S GUIDE BETA BASE CLASS OPTIONS3rd PARTY PRESTIGE CLASS OPTIONSPRPG CORE RULES

GENERAL COMBAT
TOTAL MODS MISC MISC NOTES

INIT AC 20
TOUCH

+8 =

8 +

20 = 10 + 0 + 0 + 9 + 0 + 0 + 1 + 0 + 0
TOTAL ARMR

10
FLATFOOTED

No
SHIELD READY

SHLD DEX APPLIES TO? MISC 1

SIZE NAT APPLIES TO? MISC 2

DDG

DEF OTH APPLIES TO? MISC 3

MELEE RANGED
COMBAT MANEUVERS

+12 = 10 + Str + +16 = 10 + Dex +


TOTAL BAB ABILITY

0 + 0 +
SIZE

0 + 0 +
OTHER MISC

Medium
SIZE AGE GENDER DESCRIPTION TEMP SCORE TEMP MOD PERM MOD TEMP ENH

'
HEIGHT

"

lb.
WEIGHT (lb.)

CLASS?

TOTAL

BAB

ABILITY

SIZE

OTHER

MISC

CMB CMD
TOTAL

+12 = 10 +
BAB STR DEX

2 +
SIZE

0 +
DDG DEF

0 +
OTH MISC

29 = 10 + 10 + 2 + 6 + 0 + 1 + 0 + 0 +

WEAPONS AND ATTACKS


WEAPON / ATTACK VALUE: 18,320 ENH MATERIAL SIZE QTY

Rapier
M/R/T WIELDED AS? +ATK ATTACKS +DMG

3
COMBAT OPTION COMBAT OPTION DAMAGE KEEN?

Medium 1
COMBAT OPTION

CRITICAL

+1
RANGE

Not Wielded
WGT (lb.) TYPE

0
CATEGORY

1d6 +3

18-20 / x2

OTHER NOTES

2.0

SPECIAL PROPERTIES

P 1-handed Not Wielded


VALUE: ENH MATERIAL SIZE QTY

WEAPON / ATTACK

None
M/R/T WIELDED AS? COMBAT OPTION COMBAT OPTION +ATK ATTACKS +DMG DAMAGE KEEN?

Medium 1
COMBAT OPTION

CRITICAL

0
RANGE WGT (lb.) TYPE

0
CATEGORY

N
OTHER NOTES

/ x

SPECIAL PROPERTIES

WEAPON / ATTACK

VALUE:

ENH

MATERIAL

SIZE

QTY

None
M/R/T WIELDED AS? COMBAT OPTION COMBAT OPTION +ATK ATTACKS +DMG DAMAGE KEEN?

Medium 1
COMBAT OPTION

CRITICAL

0
RANGE WGT (lb.) TYPE

0
CATEGORY

N
OTHER NOTES

/ x

SPECIAL PROPERTIES

WEAPON / ATTACK

VALUE:

ENH

MATERIAL

SIZE

QTY

None
M/R/T WIELDED AS? COMBAT OPTION COMBAT OPTION +ATK ATTACKS +DMG DAMAGE KEEN?

Medium 1
COMBAT OPTION

CRITICAL

N
RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES

/ x

SPECIAL PROPERTIES

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

CHARACTER RECORD SHEET


MOD CHARACTER NAME PLAYER NAME

SENSES
PASSIVE SPECIAL

Perception Neutral
ALIGNMENT

+3

+13

Eladrin | Fey
RACE (TYPE/SUBTYPE)

CONDITIONAL MODIFIERS / OTHER

| Rogue 10 | Duelist 3 |
CLASSES DEITY/RELIGION REGION

13
CHAR LVL

SKILLS
SKILL NAME KEY ABILITY SKILL MOD RANK CALC MODS

ARMOR CHECK PENALTY MISC MOD

COND MODS

ABILITY

SCORE

MOD

STR DEX CON INT WIS CHA


SPEED

15 22 12 18 13 20
MOD:

+2 +6 +1 +4 +1

MOD:

TOTAL

HP
LETHAL

84
NONLETHAL

DAMAGE REDUCTION

SPELL RESISTANCE

+5
OTHER SPEEDS ENCUMBRANCE

30 ft. / x4 CHANNEL ENERGY Not Available 0


LEVEL OTHER DC MODS TOTAL BASE ABILITY RACE

Light
OTHER MISC

TIMES/DAY

USED ENERGY DRAIN

FORT +5 = 4 + 1 + 0 + 0 + Notes: REF +15 = 9 + 6 + 0 + 0 + Notes: WILL +5 = 4 + 1 + 0 + 0 + Notes: SPELLS & EFFECTS

Q Q Q Q Q Q Q Q Q Q Q Q Q Q Q Q Q Q Q Q Q

Acrobatics Appraise Bluff Climb Craft (untrained) Diplomacy Disguise Escape Artist Fly Heal Intimidate Perception

Dex* Int Cha Str* Int Cha Cha Dex* Dex* Wis Cha Wis Perform (untrained) Cha Ride Dex* Sense Motive Wis Stealth Dex* Survival Wis Swim Str* Track Wis Disable Device Handle Animal
Knowledge (arcana)
Knowledge (dungeoneering)

+6 +4 +5 +2 +4 +5 +5 +6 +6 +1 +5 +3 +5 +6 +1 +9 +1 +2 +1 NA NA NA NA NA NA NA NA NA NA NA NA NA NA NA NA NA NA

CONDITIONS

Knowledge (engineering)

Knowledge (geography)

Knowledge (history)

Knowledge (local)
Knowledge (nature)
Knowledge (nobility)

ARMOR, SHIELD, & OTHER PROTECTION


ARMOR VALUE: ENH MATERIAL MODIFICATIONS

None
CATEGORY # ARMOR MAX DEX ACP ARCANE FAIL SPD RED WGT (lb.)

Knowledge (planes)
Knowledge (religion)

SPECIAL PROPERTIES

+0

+50 0

0%

No

Knowledge (spirits)

Linguistics
Profession (untrained)

SHIELD

VALUE:

ENH

MATERIAL

None
SHIELD BONUS MAX DEX ARMOR CHECK ARCANE FAIL WGT (lb.)

+0
SPECIAL PROPERTIES

+50

0%

0.0

Sleight of Hand Spellcraft Use Magic Device

Dex* Cha Int Int Int Int Int Int Int Int Int Int Int Int Wis Dex* Int Cha

= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

+ 6 + + 4 + + 5 + + 2 + + 4 + + 5 + + 5 + + 6 + + 6 + + 1 + + 5 + + 3 + + 5 + + 6 + + 1 + + 9 + + 1 + + 2 + + 1 + + + + 11 + + 5 + + 4 + + 4 + + 4 + + 4 + + 4 + + 4 + + 4 + + 4 + + 4 + + 4 + + 4 + + 4 + + 1 + + 6 + + 4 + + 5 +

* Armor Check Penalty applies. NA skills cannot be used untrained.

MAGIC ITEMS
BELT (BELT OR GIRDLE) VALUE WEIGHT

CAMPAIGN .
ITEM

GEAR / OTHER POSSESSIONS


QTY GP WGT CARRIED

0
DESCRIPTION

EXPERIENCE

BODY (ROBE OR VESTMENT)

VALUE

WEIGHT

0
DESCRIPTION

0
CURRENT TOTAL

445,000
NEXT LEVEL

Medium
PROGRESSION

CHEST (MANTLE, VEST, OR SHIRT)

VALUE

WEIGHT

LANGUAGES
STARTING/BONUS LANGUAGES

0
DESCRIPTION

Common and Common, Elven


LANGUAGES LEARNED

EYES (PAIR OF LENSES OR GOGGLES)

VALUE

WEIGHT

0
DESCRIPTION

FEET (PAIR OF BOOTS, SHOES, OR SLIPPERS)

VALUE

WEIGHT

0
DESCRIPTION

0
PLATINUM

COIN 0
GOLD

0
SILVER

0
COPPER

WEIGHT

140,000
STANDRD WBL

121,680.00
VARIANCE

HAND (ONE GLOVE OR GAUNTLET)

VALUE

WEIGHT

0
DESCRIPTION

66 133
MED LOAD

CARRYING INFO 200


HEAVY LOAD

200
LIFT OVER HEAD

400
LIFT OFF GROUND

1,000
PUSH DRAG

HAND (ONE GLOVE OR GAUNTLET)

VALUE

WEIGHT

LIGHT LOAD

0
DESCRIPTION

OTHER MAGIC ITEMS


HEAD (CIRCLET, CROWN, HAT, HELM, OR MASK) VALUE WEIGHT MAGIC ITEM VALUE WEIGHT

0
DESCRIPTION

DESCRIPTION

HEADBAND (HEADBAND OR PHYLACTERY)

VALUE

WEIGHT

MAGIC ITEM

VALUE

WEIGHT

0
DESCRIPTION

DESCRIPTION

NECK (AMULET, BROOCH, MEDALLION, NECKLACE, PERIAPT, SCARAB)

VALUE

WEIGHT

MAGIC ITEM

VALUE

WEIGHT

0
DESCRIPTION

DESCRIPTION

RING

VALUE

WEIGHT

MAGIC ITEM

VALUE

WEIGHT

0
DESCRIPTION

DESCRIPTION

RING

VALUE

WEIGHT

MAGIC ITEM

VALUE

WEIGHT

0
DESCRIPTION

DESCRIPTION

SHOULDERS (CLOAK OR CAPE)

VALUE

WEIGHT

MAGIC ITEM

VALUE

WEIGHT

0
DESCRIPTION

DESCRIPTION

WRISTS (PAIR OF BRACERS OR BRACELETS)

VALUE

WEIGHT

MAGIC ITEM

VALUE

WEIGHT

0
DESCRIPTION

DESCRIPTION

0.00
ADVENTURE EXPENSES

18,320.00
TOTAL GP VALUE

2.00
ARMOR/WEAPON WGT

2.00
TOTAL WEIGHT

RACIAL ABILITIES Elvensight: Eladrin have low-light vision and can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these circumstances. Elvensight also includes darkvision up to 30 feet. Darkvision is black and white only, but it isotherwise like normal sight. Elven Immunities: Eladrin are immune to magic sleepeffects and get a +2 racial saving throw bonus against enchantment spells and effects.Corellons Chosen: Eladrin received free the feat Skill focus. Trance: Rather than sleep, Eladrin enter a meditative stance known as trance. You need to spend only 4 hours in this state to gain the same benefits of a full rest. Need to prepare spells in the usual way. Keen Senses: Eladrin receive a +2 racial bonus o Perception skill checks. Weapon Familiarity: Eladrin are proficient with longswords and rapiers,treat any weapon with the word elven in its name as a martial weapon. Languages: Eladrin begin play speaking Common and Elven. Eladrin with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll,Goblin, Orc, and Sylvan.******* Alternate Racial Traits******* TRAITS Elven reflexes: You have the renowed speed of the Elves. You gain a +2 trait bonus on Initiative checks. Citizen Militia Veteran:: Your received train in the famous eladrin militia in your home. Skills learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for FEATS (feats marked with are not yet fully automated)

CLASS ABILITIES ROGUE - Sneak Attack: Deal +5d6 dmg vs. foe w/in 30' denied Dex bonus to AC/flanked; may only deal extra nonlethal dmg w/ nonlethal weapon; must be able to see/reach vital spot, so concealment prohibits sneak attack - Trapfinding: Gain +5 to Disable Device checks and to Perception checks to locate traps; may use Disable Device on magic traps - Evasion (Ex): Successful Ref save vs. attack that normally deals half damage instead deals no damage; not available when wearing medium or heavy armor or when helpless - Rogue Talents: Gain 5 talent(s): - Trap Sense (Ex): Gain +3 bonus on Ref saves vs. traps and +3 Dodge bonus to AC vs. traps - Uncanny Dodge (Ex): Cannot be caught flat-footed, even if attacker is invisible; still lose Dex bonus to AC if immobilized or if opponent successfully uses feint action - Improved Uncanny Dodge (Ex): Can no longer be flanked, denying rogue sneak attack by flanking unless attacker is at least a Rogue 14 - Advanced Talents: May gain 1 advanced talent(s): DUELIST - Canny Defense (Ex): While wielding melee weapon, add 3 to Dex bonus to AC; must not be flatfooted/otherwise denied Dex bonus, wearing armor heavier than Light, or using a shield - Precise Strike (Ex): Add 3 to dmg w/ light or 1-handed piercing weapon; cannot attack w/ weapon in other hand or use a shield, does not affect creatures immune to critical hits, any item/ability that protects from critical hits also protects from precise strike - Improved Reaction (Ex): Gain +2 on initiative checks - Parry (Ex): Immediate Action; after taking full attack action w/ a light or 1-handed piercing weapon and electing not to take 1 attack, make attack roll using same bonuses as foregone attack (4 penalty for each size category the attacking creature is larger, 4 penalty when attempting to parry attack vs. adjacent ally), if greater than roll of attacking creature the attack automatically misses; may use any time before next turn, must declare use after attack is announced, but before roll is made - Enhanced Mobility (Ex): Gain additional +4 bonus to AC vs. attacks of opportunity caused when moving out of threatened square; must be wearing light or no armor and not using a shield

- Armor Proficiency, Light: No penalties on attack rolls while wearing light armor - Combat Expertise: As part of an Attack or Full-Attack action, take a -3 penalty on melee attacks/combat maneuvers to gain a +3 Dodge bonus to AC until your next turn - DODGE: +1 Dodge bonus to AC - Improved Critical [select weapon]: Double the threat range of a - Improved Critical [select weapon]: Double the threat range of a - Improved Feint: Move Action; make a Bluff check to feint in combat - Mobility: +4 AC vs. AoO from movement (unless you lose your Dex mod to AC) - Skill Focus [Stealth]: +3 bonus on Stealth checks - Spring Attack: After moving at least 10', make single melee attack w/out provoking AoO from target, then move again (total distance moved cannot be greater than your speed); cannot attack a foe that is adjacent to you at start of your turn - Vital Strike: Make a single attack at highest BAB using an Attack action, rolling x2 weapon dmg dice (not multiplied on a crit) before adding dmg from Str, weapon abilities, or precision-based dmg

BACKGROUND / DEVELOPMENTS

PORTRAIT / SYMBOL

PEOPLE / ORGANIZATIONS

CREATURES

REGIONS / PLACES

OTHER NOTES

SPELLS & ABILITIES


QTY NAME AND PAGE QTY NAME AND PAGE CASTER LEVEL

GENERAL INFO 0 RANGE


KEY ABILITY

Int /
SHORT

+4

Arcane Spell Failure

0%

MEDIUM

LONG

25
TOTAL PER DAY SPELLS PER DAY

100
BONUS SPELLS

400

1st
SAVE DC

SAVE MOD

LEVEL

TOTAL KNOWN

14 15
QTY NAME AND PAGE QTY NAME AND PAGE

0 0 0 0 0 0 0 0 0 0

0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

NA 0 0 0 0 0 0 0 0 0 1 1 1 1 0 0 0 0 0

16 17

2nd

18 19 20
QTY NAME AND PAGE QTY NAME AND PAGE

21 22 3rd 23

DOMAIN / SCHOOL / BLOODLINE


QTY NAME AND PAGE QTY NAME AND PAGE

BLOODLINE SPECIALTY SCHOOL

4th

PROHIBITED SCHOOL PROHIBITED SCHOOL


QTY NAME AND PAGE QTY NAME AND PAGE

DOMAIN

DOMAIN

5th

CANTRIPS / ORISONS / POWERS / BONUS SPELLS

QTY

NAME AND PAGE

QTY

NAME AND PAGE

6th

QTY

NAME AND PAGE

QTY

NAME AND PAGE

7th

QTY

NAME AND PAGE

QTY

NAME AND PAGE

8th
QTY NAME AND PAGE QTY NAME AND PAGE

9th

CHARACTER RECORD SHEET


Mod: CHARACTER NAME PLAYER NAME DEITY/RELIGION REGION

SPEED 30 ft. '


AGE GENDER HEIGHT

x4

Eladrin | Fey
RACE (TYPE/SUBTYPE)

Neutral
ALIGNMENT

Medium
SIZE

"

lb.
WEIGHT (lb.) OTHER SPEEDS

| Rogue 10 | Duelist 3 |
CLASSES TEMP SCORE
15

13
CHAR LVL

DESCRIPTION ENCUMBRANCE

ABILITY

SCORE

MOD
15

TEMP MOD

PERM MOD

OTHER MOD

STR DEX CON INT WIS CHA

15 22 12 18 13 20

+2 +6 +1 +4 +1 +5

HIT POINTS
TOTAL

Mod:

CONDITIONS

Energy Drain

SPELLS & EFFECTS

2
22

Light

22

84
SPELL RESISTANCE
LETHAL

6
12

12

1
18

18

4
NONLETHAL
13

13

TOTAL

BASE

ABILITY

RACE

OTHER

MISC

GENERAL NOTES

1
20

20

DAMAGE REDUCTION

CHANNEL ENERGY (Not Available)


Effective Level 0 Other DC Mods

Times/Day GENERAL COMBAT

Used

FORTITUDE SAVE Notes: REFLEX SAVE Notes: WILL SAVE Notes:

+5 +15 +5

4 9 4

1 6 1

0 0 0

0 0 0

SENSES
ARMOR/DEFENSE NOTES MOD PASSIVE SPECIAL

TOTAL

MODS

MISC

MISC NOTES

INITIATIVE AC 20
TOUCH

+8
=

8 0
ARMR

Perception
+

+3

+13

CONDITIONAL MODIFIERS / OTHER

20
TOTAL

10 No

0
SIZE

0
DEF

10
FLATFOOTED

SHLD DEX APPLIES TO?

NAT DDG APPLIES TO?

OTH APPLIES TO?

SHIELD READY

MISC 1

MISC 2

MISC 3

TOTAL

BAB

ABILITY

SIZE

OTHER

MISC

COMBAT NOTES

MELEE RANGED
COMBAT MANEUVERS

+12 +16
TOTAL

= =

10 10
BAB

+ +

Str Dex
ABILITY

+ +

0 0
SIZE

+ +

0 0
OTHER

CLASS?

+ +
MISC COMBAT MANEUVER NOTES

CMB CMD 29
TOTAL

+12
=

10
+

2
+

+ +

0 1
DDG

+ +

0
+

10

10
BAB

2
STR

6
DEX

0
SIZE

0
DEF

0
OTH

+
MISC

. WEAPONS AND ATTACKS


WEAPON / ATTACK M/R/T ENH MATERIAL SIZE QTY WIELDED AS?

None
+ATK ATTACKS +DMG DAMAGE KEEN?

Medium
CRITICAL

1
COMBAT OPTION

N
RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES

/ x
COMBAT OPTION

SPECIAL PROPERTIES

0 0 0 0 0 0

FALSE

+0

2 0 0

-1

0 0 0 0 0 0

-1

COMBAT OPTION

WEAPON / ATTACK

M/R/T

ENH

MATERIAL

SIZE

QTY

WIELDED AS?

None
+ATK ATTACKS +DMG DAMAGE KEEN?

Medium
CRITICAL

1
COMBAT OPTION

N
RANGE WGT (lb.) TYPE CATEGORY OTHER NOTES

/ x
COMBAT OPTION

SPECIAL PROPERTIES

Q Q Q Q Q Q Q Q Q Q Q Q Q Q

SKILLS KEY SKIL SKILL NAME ABIL L Acrobatics Dex* +6 Appraise Int +4 Bluff Cha +5 Climb Str* +2 Craft (untrained) Int +4 Diplomacy Cha +5 Disguise Cha +5 Escape Artist Dex* +6 Fly Dex* +6 Heal Wis +1 Intimidate Cha +5 Perception Wis +3 Perform (untrained) Cha +5 Ride Dex* +6 Sense Motive Wis +1 Stealth Dex* +9 Survival Wis +1 Swim Str* +2

Armor Check Penalty

= = = = = = = = = = = = = = = = = = = =

RAN K 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

+ + + + + + + + + + + + + + + + + + + +

CAL C 6 4 5 2 4 5 5 6 6 1 5 3 5 6 1 9 1 2

+ + + + + + + + + + + + + + + + + + + +

MIS C

COND MODS

0 0 0 0 0 0

FALSE

+0

2 0 0

-1

0 0 0 0 0 0

-1

COMBAT OPTION
WIELDED AS?

WEAPON / ATTACK

M/R/T

ENH

MATERIAL

SIZE

QTY

None
+ATK ATTACKS +DMG DAMAGE KEEN?

Medium
CRITICAL

1
COMBAT OPTION

0
RANGE WGT (lb.) TYPE

0
CATEGORY

N
OTHER NOTES

/ x
COMBAT OPTION

SPECIAL PROPERTIES

0 0 0 0 0 0

FALSE

+0

2 0 0

-1

0 0 0 0 0 0

-1

COMBAT OPTION
WIELDED AS?

WEAPON / ATTACK

M/R/T

ENH

MATERIAL

SIZE

QTY

None
+ATK ATTACKS +DMG DAMAGE KEEN?

Medium
CRITICAL

1
COMBAT OPTION

0
RANGE WGT (lb.) TYPE

0
CATEGORY

N
OTHER NOTES

/ x
COMBAT OPTION

SPECIAL PROPERTIES

0 0 0 0 0 0

FALSE

+0

2 0 0

-1

0 0 0 0 0 0

-1

COMBAT OPTION
WIELDED AS?

WEAPON / ATTACK

M/R/T

ENH

MATERIAL

SIZE

QTY

None
+ATK ATTACKS +DMG DAMAGE KEEN?

Medium
CRITICAL

1
COMBAT OPTION

0
RANGE WGT (lb.) TYPE

0
CATEGORY

N
OTHER NOTES

/ x
COMBAT OPTION

SPECIAL PROPERTIES

0 0 0 0 0 0

FALSE

+0

2 0 0

-1

0 0 0 0 0 0

-1

COMBAT OPTION

Q Q Q Q Q Q Q

Disable Device Dex* NA Handle Animal Cha NA Knowledge (arcana) Int NA Knowledge (dungeoneering) Int NA Knowledge (engineering) Int NA Knowledge (geography) Int NA Knowledge (history) Int NA Knowledge (local) Int NA Knowledge (nature) Int NA Knowledge (nobility) Int NA Knowledge (planes) Int NA Knowledge (religion) Int NA Knowledge (spirits) Int NA Linguistics Int NA Profession (untrained) Wis NA Sleight of Hand Dex* NA Spellcraft Int NA Use Magic Device Cha NA

= =

= = = = =

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

+ + + + + + + + + + + + + + + + + +

11 5 4 4 4 4 4 4 4 4 4 4 4 4 1 6 4 5

+ + + + + + + + + + + + + + + + + +

* Armor Check Penalty applies.

NA skills cannot be used untrained.

CAMPAIGN

LANGUAGES
ARMOR

ARMOR, SHIELD, & OTHER PROTECTION


Value: ENH SPECIAL MATERIAL MODIFICATIONS

None
CATEGORY
#N/A

ARMOR

MAX DEX

ARMOR CHECK

ARCANE FAILURE

SPD RED

WGT (lb.)

EXPERIENCE 445,000
CURRENT TOTAL NEXT LEVEL SPECIAL PROPERTIES

+0

+50

0%

No

Medium
PROGRESSION

0
SHIELD Value: ENH SPECIAL MATERIAL

None
SHIELD BONUS MAX DEX ARMOR CHECK ARCANE FAILURE WGT (lb.)

LANGUAGES
STARTING/BONUS LANGUAGES

+0
SPECIAL PROPERTIES

+50

0%

0.0

Common and Common, Elven Common and Common, Elven GEAR / OTHER POSSESSIONS MAGIC ITEMS
BELT (BELT OR GIRDLE) VALUE WEIGHT ITEM QTY GP WGT CARRIED

0
DESCRIPTION

BODY (ROBE OR VESTMENT)

VALUE

WEIGHT

0
DESCRIPTION

CHEST (MANTLE, VEST, OR SHIRT)

VALUE

WEIGHT

0
DESCRIPTION

EYES (PAIR OF LENSES OR GOGGLES)

VALUE

WEIGHT

COIN

0
DESCRIPTION

PLATINUM

FEET (PAIR OF BOOTS, SHOES, OR SLIPPERS)

VALUE

WEIGHT

GOLD

0
DESCRIPTION

SILVER

COPPER HAND (ONE GLOVE OR GAUNTLET) VALUE WEIGHT

0
DESCRIPTION

0.00
WEIGHT

WEALTH
HAND (ONE GLOVE OR GAUNTLET) VALUE WEIGHT

0
DESCRIPTION

140,000
WEALTH BY LEVEL

140,000.00
WEALTH VARIANCE VALUE WEIGHT

HEAD (CIRCLET, CROWN, HAT, HELM, OR MASK)

0
DESCRIPTION

ENCUMBRANCE 66 200
LIFT OVER HEAD

HEADBAND (HEADBAND OR PHYLACTERY)

VALUE

WEIGHT

LIGHT LOAD

0
DESCRIPTION

133
MED LOAD

400
LIFT OFF GROUND

NECK (AMULET, BROOCH, MEDALLION, NECKLACE, PERIAPT, SCARAB)

VALUE

WEIGHT

200
HEAVY LOAD

1,000
PUSH DRAG

0
DESCRIPTION

0.00
ADVENTURE EXPENSES

0.00
TOTAL GP VALUE

0.00
ARMOR/WEAPON WGT

0.00
TOTAL WEIGHT

OTHER MAGIC ITEMS


RING VALUE WEIGHT

0
DESCRIPTION

MAGIC ITEM

VALUE

WEIGHT

MAGIC ITEM

VALUE

WEIGHT

0
DESCRIPTION

DESCRIPTION

RING

VALUE

WEIGHT

0
DESCRIPTION

MAGIC ITEM VALUE WEIGHT MAGIC ITEM VALUE WEIGHT

0
DESCRIPTION SHOULDERS (CLOAK OR CAPE) VALUE WEIGHT

DESCRIPTION

0
DESCRIPTION

MAGIC ITEM VALUE WEIGHT MAGIC ITEM VALUE WEIGHT

WRISTS (PAIR OF BRACERS OR BRACELETS)

VALUE

WEIGHT

0
DESCRIPTION

DESCRIPTION

0
DESCRIPTION

RACIAL ABILITIES Elvensight: Eladrin have low-light vision and can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these circumstances. Elvensight also includes darkvision up to 30 feet. Darkvision is black and white only, but it isotherwise like normal sight. Elven Immunities: Eladrin are immune to magic sleepeffects and get a +2 racial saving throw bonus against enchantment spells and effects.Corellons Chosen: Eladrin received free the feat Skill focus. Trance: Rather than sleep, Eladrin enter a meditative stance known as trance. You need to spend only 4 hours in this state to gain the same benefits of a full rest. Need to prepare spells in the usual way. Keen Senses: Eladrin receive a +2 racial bonus o Perception skill checks. Weapon Familiarity: Eladrin are proficient with longswords and rapiers,treat any weapon with the word elven in its name as a martial weapon. Languages: Eladrin begin play speaking Common and Elven. Eladrin with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll,Goblin, Orc, and Sylvan.******* Alternate Racial Traits******* TRAITS Elven reflexes: You have the renowed speed of the Elves. You gain a +2 trait bonus on Initiative checks. Citizen Militia Veteran:: Your received train in the famous eladrin militia in your home. Skills learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

CLASS ABILITIES ROGUE - Sneak Attack: Deal +5d6 dmg vs. foe w/in 30' denied Dex bonus to AC/flanked; may only deal extra nonlethal dmg w/ nonlethal weapon; must be able to see/reach vital spot, so concealment prohibits sneak attack - Trapfinding: Gain +5 to Disable Device checks and to Perception checks to locate traps; may use Disable Device on magic traps - Evasion (Ex): Successful Ref save vs. attack that normally deals half damage instead deals no damage; not available when wearing medium or heavy armor or when helpless - Rogue Talents: Gain 5 talent(s): - Trap Sense (Ex): Gain +3 bonus on Ref saves vs. traps and +3 Dodge bonus to AC vs. traps - Uncanny Dodge (Ex): Cannot be caught flat-footed, even if attacker is invisible; still lose Dex bonus to AC if immobilized or if opponent successfully uses feint action - Improved Uncanny Dodge (Ex): Can no longer be flanked, denying rogue sneak attack by flanking unless attacker is at least a Rogue 14 - Advanced Talents: May gain 1 advanced talent(s): DUELIST - Canny Defense (Ex): While wielding melee weapon, add 3 to Dex bonus to AC; must not be flat-footed/otherwise denied Dex bonus, wearing armor heavier than Light, or using a shield - Precise Strike (Ex): Add 3 to dmg w/ light or 1-handed piercing weapon; cannot attack w/ weapon in other hand or use a shield, does not affect creatures immune to critical hits, any item/ability that protects from critical hits also protects from precise strike - Improved Reaction (Ex): Gain +2 on initiative checks - Parry (Ex): Immediate Action; after taking full attack action w/ a light or 1handed piercing weapon and electing not to take 1 attack, make attack roll using same bonuses as foregone attack (4 penalty for each size category the attacking creature is larger, 4 penalty when attempting to parry attack vs. adjacent ally), if greater than roll of attacking creature the attack automatically misses; may use any time before next turn, must declare use after attack is announced, but before roll is made - Enhanced Mobility (Ex): Gain additional +4 bonus to AC vs. attacks of opportunity caused when moving out of threatened square; must be wearing light or no armor and not using a shield

FEATS (feats marked with are not yet fully automated)

- Armor Proficiency, Light: No penalties on attack rolls while wearing light armor - Combat Expertise: As part of an Attack or Full-Attack action, take a -3 penalty on melee attacks/combat maneuvers to gain a +3 Dodge bonus to AC until your next turn - DODGE: +1 Dodge bonus to AC - Improved Critical [select weapon]: Double the threat range of a - Improved Critical [select weapon]: Double the threat range of a - Improved Feint: Move Action; make a Bluff check to feint in combat - Mobility: +4 AC vs. AoO from movement (unless you lose your Dex mod to AC) - Skill Focus [Stealth]: +3 bonus on Stealth checks - Spring Attack: After moving at least 10', make single melee attack w/out provoking AoO from target, then move again (total distance moved cannot be greater than your speed); cannot attack a foe that is adjacent to you at start of your turn - Vital Strike: Make a single attack at highest BAB using an Attack action, rolling x2 weapon dmg dice (not multiplied on a crit) before adding dmg from Str, weapon abilities, or precision-based dmg

BACKGROUND / DEVELOPMENTS

PORTRAIT / SYMBOL

PEOPLE / ORGANIZATIONS

CREATURES

REGIONS / PLACES

OTHER NOTES

SPELLS & ABILITIES


QTY NAME AND PAGE CASTER LEVEL

GENERAL INFO
KEY ABILITY

Int /
SHORT

+4

Arcane Spell Failure

0%

MEDIUM

LONG

RANGE
SAVE DC SAVE MOD LEVEL TOTAL PER DAY

25
SPELLS PER DAY

100
BONUS SPELLS

400
TOTAL KNOWN

1st

14 15 16
QTY NAME AND PAGE

0 0 0 0 0 0 0 0 0 0

0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

NA 0 0 0 0 0 0 0 0 0 1 1 1 1 0 0 0 0 0

17 18 19

2nd

20 21 22 23
QTY NAME AND PAGE

DOMAIN / SCHOOL / BLOODLINE BLOODLINE 3rd SPECIALTY SCHOOL PROHIBITED SCHOOL PROHIBITED SCHOOL DOMAIN
QTY NAME AND PAGE

DOMAIN

CANTRIPS / ORISONS / POWERS / BONUS SPELLS 4th

QTY

NAME AND PAGE

5th

QTY

NAME AND PAGE

6th

QTY

NAME AND PAGE

OTHER NOTES

7th

QTY

NAME AND PAGE

8th

QTY

NAME AND PAGE

9th

None
ANIMAL COMPANION PALADIN'S MOUNT? ABILITY SCORE

0
LVL

0
HD

3
HP

0
STR/DEX BONUS

0
TRICKS

None
SIZE

0
SPEED

OTHER MOVE

None
SPECIAL QUALITIES

No
ABILITY MOD

CAVALIER'S MOUNT? TEMP SCORE TEMP MOD

No INIT AC
CMD

None
SPECIAL ATTACKS

-5
#N/A #N/A #N/A #N/A

-5
DEX

0
OTHER

-5
FORT

-5
REF

-5
WILL

0
SR

STR DEX
CON

0 0 0 0 0 0

-5 -5 -5 -5 -5 -5

0
-5

SPECIAL

0
-5

10 10 0
BAB

-5
Dex

0
NA

0
DODGE

#N/A
SIZE

+
ARMOR

4th:
ABILITY BOOSTS

9th:

14th:

20th:

0
-5

0
BAB

-5
STR

-5
DEX

#N/A
SIZE

0
DODGE

INT WIS CHA

0
-5

CMB

-5
ABILITY

#N/A
SIZE

0
-5

None
ATTACKS NOTES

0
-5

ATK

0
BAB

-5
STR

#N/A
SIZE

ANIMAL COMPANION SENSES ANIMAL COMPANION FEATS 0 of 0 . Perception


MOD PASSIVE SPECIAL

+5

None

CONDITIONAL MODIFIERS / OTHER

SP Mod:

CLASS?

SKILLS
SKILL NAME KEY ABILITY

Skill Points SKILL MOD RANK

0 of 0
CALC MODS

Armor Check Penalty MISC MOD CONDITIONAL MODS

ANIMAL COMPANION FEAT DESCRIPTIONS

Q Acrobatics Q Climb Escape Artist Q Fly Intimidate Q Perception Q Stealth Survival Q Swim

Dex* Str* Dex* Dex* Cha Wis Wis Str*

-5 -5 -5 -5 -5 -5 -5 -5

= = = = = = = = =

+ + + + + + + + +

-5 -5 -5 -5 -5 -5
#N/A

+ + + + + + + + +

Dex* #N/A

-5 -5

* Armor Check Penalty applies.

NA skills cannot be used untrained.

0
FAMILIAR ABILITY SCORE ABILITY MOD LVL TEMP SCORE
#N/A

#N/A
HD TEMP MOD

42
HP

#N/A
SR

#N/A
SIZE

#N/A
SPEED

#N/A
OTHER MOVE

#N/A
SPECIAL QUALITIES

STR DEX
CON

#N/A #N/A #N/A #N/A #N/A #N/A

#N/A #N/A

#N/A

INIT AC
CMD

#N/A #N/A #N/A #N/A #N/A

#N/A
DEX

0
OTHER

#N/A
FORT

#N/A
REF

#N/A
WILL

#N/A

#N/A

10 10 10
BAB

#N/A
DEX

#N/A
NA

0
DODGE

#N/A
SIZE

#N/A
+

0
#N/A #N/A #N/A

#N/A

0
#N/A

INT WIS CHA

10
BAB

#N/A
STR

#N/A
DEX

#N/A
SIZE

0
DODGE

SPECIAL ATTACKS

#N/A

#N/A

#N/A

CMB

#N/A
#N/A

#N/A
SIZE ATTACKS

#N/A

FAMILIAR ABILITIES

#N/A

#N/A

ATK

10
BAB

#N/A
#N/A

#N/A
SIZE

FAMILIAR SENSES
MOD PASSIVE SPECIAL

FAMILIAR FEATS .
C N I TI O N M O D FI ER / O TH O D AL I S ER

Perception

#N/A

#N/A

#N/A

#N/A
CLASS?

SKILLS
SKILL NAME KEY ABILITY SKILL MOD RANK CALC MODS MISC MOD CONDITIONAL MODS

Acrobatics OTHER NOTES Bluff Fly Intimidate Perception Spellcraft Sense Motive Stealth Swim

#N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A

= = = = = = = = = =

#N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A

+ + + + + + + + + +

#N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A

+ + + + + + + + + +

Knowledge (planes) #N/A #N/A

* Armor Check Penalty applies.

NA skills cannot be used untrained.

Quadruped
EIDOLON BASE FORM

0
LVL

0
HD

4
HP

0
STR/DEX BONUS

#N/A /
COST

0
AVAIL

Medium
SIZE

bite, limbs (legs) (2) | Base Move 40' |


MOVEMENT FREE EVOLUTIONS

EVOLUTION POOL

SPECIAL

ABILITY SCORE

ABILITY MOD

TEMP SCORE

TEMP MOD

INIT AC CMD CMB ATK

+2 =

2
DEX

0
OTHER

+1
FORT

+2
REF

0
WILL

0
SR

3rd:
ABILITY BOOSTS

8th:

13th: bite, limbs (legs) (2)

STR DEX CON INT WIS CHA

14 14 13 7 10 11

+2 +2 +1 -2 0 0 +2 =

14 = 10 + 14 = 10 + +2 = 0
BAB

0
ARMOR

+ + + +

2
DEX

0
DODGE

0
SIZE

+ +

2
NA

0
BAB

2
STR

+ +2 +
DEX

0
SIZE

0
DODGE

+ +

2
ABILITY

0
SIZE

Bite (1d6+2)
ATTACKS EVOLUTIONS

0
BAB

2
STR

0
SIZE

EIDOLON SENSES EIDOLON FEATS (NOT FULLY AUTOMATED) 0 of 0 . Perception


MOD PASSIVE SPECIAL

+0

+10

| darkvision 60' |

CONDITIONAL MODIFIERS / OTHER

CLASS?

SKILLS (NOT FULLY AUTOMATED)


SKILL NAME KEY ABILITY MOD

Skill Points RANK

0 of 0
CALC MODS MISC MOD

EIDOLON EVOLUTION DESCRIPTIONS FALSE

Q Bluff Q Craft (untrained) Q Knowledge (planes) Q Perception Q Sense Motive Q Stealth Q Acrobatics Q Climb

Cha Int Int Wis Wis

+ + + + + + + +

-2 = -2 = 0 0 = =

+ -2 + -2 + + + + + 0 0 2 2 2

Dex* +2 = Dex* +2 = Str* +2 =

Q Fly Q Swim

Dex* +2 = Str* +2 = = = = =

+ + + + + +

2 2 3 3 3 3

+ + + + + +

* Armor Check Penalty applies.

= + 3 + NA skills cannot be used untrained

18th:

ES | darkvision 60' |

SP Mod:

0
MISC MOD

Armor Check Penalty CONDITIONAL MODS

cannot be used untrained.

0 Eladrin Neutral Init AC hp Other OFFENSE Speed Melee Ranged Other STATISTICS Str Feats Skills Languages SQ Common and Common, Elven 15 Dex 22 Con 12 Int 18 29 Wis 13 Cha 20 Base ATK +10 CMB +12 CMD 30 ft. +8 20 84 Senses touch 20 flat-footed 20 (+9 dexterity +1 dodge ) (3d10+10d8+13) Ref +15 Will +5 DEFENSE | Rogue 10 | Duelist 3 | Medium Fey

Fort +5

Feat Name 3 *** PRPG - General *** 4 ACROBATIC Acrobatic Steps 6 Agile Maneuvers 7 Alertness Alignment Channel [Chaotic] Alignment Channel [Evil] Alignment Channel [Good] Alignment Channel [Lawful] 12 Animal Affinity Arcane Armor Mastery Arcane Armor Training Arcane Strike Armor Proficiency, Heavy 17 Armor Proficiency, Light 18 Armor Proficiency, Medium 19 Athletic Augment Summoning Bleeding Critical 22 Blind-Fight Blinding Critical 24 Catch Off-Guard Channel Smite Cleave 27 Combat Casting 28 Combat Expertise 29 Combat Reflexes Command Undead 31 Critical Focus Critical Mastery Dazzling Display 34 Deadly Aim Deadly Stroke Deafening Critical 37 Deceitful 38 Defensive Combat Training Deflect Arrows 40 Deft Hands Diehard Disruptive 43 DODGE Double Slice Elemental Channel [Air] Elemental Channel [Earth] Elemental Channel [Fire] Elemental Channel [Water] 49 Endurance 50 Eschew Materials Exhausting Critical 52 Exotic Weapon Proficiency [select weapon] 53 Exotic Weapon Proficiency [select weapon] 54 Exotic Weapon Proficiency [select weapon] Extra Channel

84

89

93

100 101 102 103 104 106 108

Extra Ki I Extra Ki II Extra Ki III Extra Lay On Hands I Extra Lay On Hands II Extra Lay On Hands III Extra Mercy [Blinded] Extra Mercy [Cursed] Extra Mercy [Dazed] Extra Mercy [Deafened] Extra Mercy [Diseased] Extra Mercy [Exhausted] Extra Mercy [Fatigued] Extra Mercy [Frightened] Extra Mercy [Nauseated] Extra Mercy [Paralyzed] Extra Mercy [Poisoned] Extra Mercy [Shaken] Extra Mercy [Sickened] Extra Mercy [Staggered] Extra Mercy [Stunned] Extra Performance I Extra Performance II Extra Performance III Extra Rage I Extra Rage II Extra Rage III Far Shot Fleet I Fleet II Fleet III Gorgon's Fist Great Cleave Great Fortitude Great Fortitude, Improved Greater Bull Rush Greater Disarm Greater Feint Greater Grapple Greater Overrun Greater Sunder Greater Trip Improved Bull Rush Improved Channel Improved Counterspell Improved Critical [select weapon] Improved Critical [Rapier] Improved Critical [select weapon] Improved Disarm Improved Familiar Improved Feint Improved Grapple Improved Initiative Improved Overrun Improved Shield Bash

Improved Sunder 112 Improved Trip 113 Improved Unarmed Strike Improvised Weapon Mastery 115 Intimidating Prowess 116 Iron Will Iron Will, Improved 118 Leadership 119 Lightning Reflexes Lightning Reflexes, Improved Lightning Stance 122 Lunge 123 Magical Aptitude Manyshot 125 Martial Weapon Proficiency [select weapon] 126 Martial Weapon Proficiency [select weapon] 127 Martial Weapon Proficiency [select weapon] 128 Master Craftsman Medusa's Wrath 130 Mobility Mounted Archery Mounted Combat Natural Spell 134 Nimble Moves Penetrating Strike [] Penetrating Strike [] Penetrating Strike [] Penetrating Strike, Greater [] Penetrating Strike, Greater [] Penetrating Strike, Greater [] 141 Persuasive Pinpoint Targeting 143 Point-Blank Shot 144 Power Attack Precise Shot Precise Shot, Improved 147 Quick Draw 148 Rapid Reload [hand] 149 Rapid Reload [light] 150 Rapid Reload [heavy] Rapid Shot Ride-By Attack 153 RUN Scorpion Style Selective Channeling 156 Self-Sufficient Shatter Defenses Shield Focus Shield Focus, Greater Shield Master 161 Shield Proficiency Shield Slam Shot on the Run Sickening Critical 165 Simple Weapon Proficiency

166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216

Skill Focus [Acrobatics] Skill Focus [Appraise] Skill Focus [Bluff] Skill Focus [Climb] Skill Focus [Craft (untrained)] Skill Focus [Craft ()] Skill Focus [Craft ()] Skill Focus [Diplomacy] Skill Focus [Disable Device] Skill Focus [Disguise] Skill Focus [Escape Artist] Skill Focus [Fly] Skill Focus [Handle Animal] Skill Focus [Heal] Skill Focus [Intimidate] Skill Focus [Knowledge (arcana)] Skill Focus [Knowledge (dungeoneering)] Skill Focus [Knowledge (engineering)] Skill Focus [Knowledge (geography)] Skill Focus [Knowledge (history)] Skill Focus [Knowledge (local)] Skill Focus [Knowledge (nature)] Skill Focus [Knowledge (nobility)] Skill Focus [Knowledge (planes)] Skill Focus [Knowledge (religion)] Skill Focus [Knowledge (spirits)] Skill Focus [Linguistics] Skill Focus [Perception] Skill Focus [Perform (act)] Skill Focus [Perform (comedy)] Skill Focus [Perform (dance)] Skill Focus [Perform (keyboard)] Skill Focus [Perform (oratory)] Skill Focus [Perform (percussion)] Skill Focus [Perform (string)] Skill Focus [Perform (wind)] Skill Focus [Perform (sing)] Skill Focus [Perform (untrained)] Skill Focus [Profession (untrained)] Skill Focus [Profession ()] Skill Focus [Profession ()] Skill Focus [Ride] Skill Focus [Sense Motive] Skill Focus [Sleight of Hand] Skill Focus [Spellcraft] Skill Focus [Stealth] Skill Focus [Survival] Skill Focus [Swim] Skill Focus [Use Magic Device] Skill Focus [] Skill Focus [] Snatch Arrows 218 Spell Focus [Abjuration] 219 Spell Focus [Conjuration] 220 Spell Focus [Divination]

221 222 223 224 225

237

241

244 245

249 251

255

261

264 265 266 267

Spell Focus [Enchantment] Spell Focus [Evocation] Spell Focus [Illusion] Spell Focus [Necromancy] Spell Focus [Transmutation] Spell Focus, Greater [Abjuration] Spell Focus, Greater [Conjuration] Spell Focus, Greater [Divination] Spell Focus, Greater [Enchantment] Spell Focus, Greater [Evocation] Spell Focus, Greater [Illusion] Spell Focus, Greater [Necromancy] Spell Focus, Greater [Transmutation] Spell Mastery I Spell Mastery III Spell Mastery III Spell Penetration Spell Penetration, Greater Spellbreaker Spirited Charge Spring Attack Staggering Critical Stand Still Stealthy Step Up Strike Back Stunning Critical Stunning Fist Throw Anything Tiring Critical Toughness Tower Shield Proficiency Trample Turn Undead Two-Weapon Fighting Two-Weapon Defense Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Rend Unseat Vital Strike Vital Strike, Improved Vital Strike, Greater Weapon Finesse Weapon Focus [select weapon] Weapon Focus [select weapon] Weapon Focus [select weapon] Weapon Focus, Greater [] Weapon Focus, Greater [] Weapon Focus, Greater [] Weapon Specialization [] Weapon Specialization [] Weapon Specialization [] Weapon Specialization, Greater [] Weapon Specialization, Greater []

Weapon Specialization, Greater [] 277 Whirlwind Attack 278 Wind Stance 279 *** PRPG - Item Creation *** Brew Potion Craft Construct Craft Magic Arms and Armor Craft Rod Craft Staff Craft Wand Craft Wondrous Item Forge Ring Scribe Scroll 289 *** PRPG - Metamagic *** 290 Empower Spell 291 Enlarge Spell 292 Extend Spell 293 Heighten Spell 294 Maximize Spell 295 Quicken Spell 296 Silent Spell 297 Still Spell 298 Widen Spell 299 *** PRPG - Monster *** Ability Focus [] Ability Focus [] Ability Focus [] Awesome Blow (Combat) Empower Spell-Like Ability Flyby Attack Hover Improved Natural Armor I Improved Natural Armor II Improved Natural Armor III 310 Improved Natural Attack 311 Multiattack 312 Multiweapon Fighting Quicken Spell-Like Ability Snatch Wingover *** Custom *** 0 0 0 0 0 322 *****APG Beta***** Allied Spellcaster 324 Coordinated Defense 325 Coordinated Maneuvers 326 Duck and Cover 327 Lookout 328 Outflank 329 Paired Opportunists 330 Precise Strike

332 333 334 335 336

339

344

347 349

352

355 356 357 358 359

367 368 369

372

377 378

383 384 385

Shield Wall Shielded Caster Swap Places *****Golarion Campaign***** Additional Traits Advance Warning Advanced Defensive Combat Training Aldori Dueling Mastery All Gnolls Must Die Altitude Affinity Andoren Falconry Arcane Vendetta Beliers Bite Berserkers Cry I Berserkers Cry II Berserkers Cry III Big Game Hunter Black Marketeer Blade Binder Bloatmage Initiate Boon Companion Bounding Hammer Brain Eater Burn Rider Careful Speaker Chainbreaker City Born [Korvosa] City Born [Magnimar] City Born [Riddleport] Civilized Ghoulishness Companion Figurine Conceal Scent Cornugon Shield Cornugon Smash Cornugon Stun Cornugon Trip Corsair of Taldor Cosmopolitan Country Born Crossbow Mastery Darting Viper Demon Hunter I Demon Hunter II Demon Hunter III Dervish Dance Desert Dweller Desperate Battler Devils Foe Dilettante Dorn-Dergar Master Draconic Defender Draconic Discipline Eagle Knight Candidate [Golden Legion] Eagle Knight Candidate [Steel Falcons] Eagle Knight Candidate [Twilight Talons]

386 Endure Pain (Zon-Kuthons Kiss) Enforcer 388 Equipment Trick [boots] 389 Equipment Trick [cloak] 390 Equipment Trick [rope] 391 Equipment Trick [shield] 392 Equipment Trick [heavy blade scabbard] Experienced Vagabond Eye Of The Arclord 395 Fey Foundling Fiendish Faade Fiendish Heritage Flagbearer 399 Flame-Tested Survivor Focused Shot 401 Fortune Teller Free Spirit 403 Friendly Switch Frightful Suggestion Furys Fall Furys Snare Galley Slave Gift of Sight 409 Gifted Mesmerist 410 Godless Healing I 411 Godless Healing II 412 Godless Healing III 413 Graverisen Green Faith Acolyte Gunslinger Hamatula Grasp Hamatula Strike Hamatulatsu Harmonic Spell 420 Harrowed 421 Healers Touch Heightened Trap Sense Hellcat Pounce Hellcat Stealth 425 Hermean Blood (Charisma) 426 Hermean Blood (Constitution) 427 Hermean Blood (Dexterity) 428 Hermean Blood (Intelligence) 429 Hermean Blood (Strength) 430 Hermean Blood (Wisdom) 431 History of Scars Impaling Charge Indigestible Indomitable Mount Inscribe Rune Instrumental 437 Invested Magic Iomedaean Sword Oath Irrisen Icemage 440 Jackal Blood

441 Katheer Scholar Lamashtu's Mark 443 Lone Wolf 444 Lost in the Crowd Lucky Halfling Massed Charge 447 Master Delver Master of Disguise Master of the Ledger Minotaurs Charge 451 Molthuni Discipline Monstrous Mask Mounted Onslaught Necromantic Resistance Night Stalker 456 Noble Scion (Charthagnion) 457 Noble Scion (Henderthane) 458 Noble Scion (Jeggare) 459 Noble Scion (Leroung) 460 Noble Scion (Narikopolus) 461 Noble Scion (Sarini) 462 Noble Scion (Thrune) Noxious Bite One Finger Ooze Companion Ooze Whisperer Osiriontologist Osyluth Guile Parting Shot Possess Creature Possess Location Possess Object Profits of Kalistrade Quick At Hand 475 Relentless Butcher Religious Pilgrim Rugged Ruincaster Sable Company Marine Sandwalker Scent of Fear Secret of Steel-Shattering Spirit [Adamantine] Secret of Steel-Shattering Spirit [Cold Iron] Secret of Steel-Shattering Spirit [Silver] Secret of Steel-Shattering Spirit [Magic] Secret of Steel-Shattering Spirit [Lawful] Secret of Steel-Shattering Spirit [Epic] 488 Secret Signs Serpent Lash Shade of the Uskwood Shambling Monolith Shingle Runner 493 Shrewd Liason Silent as Stone 495 Sliding Axe Throw

498

503 505

512 513 515 517 518

522 523 524 525 526 527 528 529

548

Slow Exhalation Sly Draw Sneaky Vagabond Sniper Shot Sow Terror Spirit of the River Spirit Strike Splash Weapon Mastery Stance of the Xorn Stoic Stone Clinger Storm-Lashed Stormstruck Shambler Strength of the Diamond Suffocating Strangulation Survivor Swarm Dodger Taldan Conscript Taldan Knight Taldan Squire Taldorian Duelist Talmandors Lifting Teleport Sense Thanatopic Spell Threnodic Spell Thunder and Fang Totem Spirit (Axe Clan) Totem Spirit (Hawk Clan) Totem Spirit (Moon Clan) Totem Spirit (Skull Clan) Totem Spirit (Spire Clan) Totem Spirit (Sun Clan) Totem Spirit (Wind Clan) Touvette Defender Twisted Flesh Urban Forager Varisian Tattoo [Abjuration] Varisian Tattoo [Conjuration] Varisian Tattoo [Enchantment] Varisian Tattoo [Evocation] Varisian Tattoo [Illusion] Varisian Tattoo [Necromancy] Varisian Tattoo [Transmutation] Veiled Vileness Vermin Companion Vermin Heart Wand Dancer Warped Mind Warren Digger I Warren Digger II Warren Digger III Wheeling Charge *** Remarkable Races *** Arcane Aptitude Arcane Craft

Arcane Ruin Booby Trapped Jury-Rig Monkey Wrench Spring Loaded Big Spinner Coleophite Metamorphosis Eulite Metamorphosis Farfalite Metamorphosis Glowworm Larvite Lifer Mantis Grab Matron Metamorphosis Moscanite Metamorphosis Poisonous Prepare for Metamorphosis Twinspike Bite Me Corrosive Ichor Dodgy Into the Rough See More Evil Tricky Target Vile Vendetta Archaic Ferocity Bestial Defense Brute Strength Club and Spear Primeval Brutality Savage Beating Fantastic Tongue Indomitable Will Leaping Strike Tongue Lash Uncanny Will Waterjot Luck of the Beast Manifest Claws Manifest Form Natural Instinct Servitor's Diplomacy [Bluff] Servitor's Diplomacy [Sense Motive] Taste of Blood Vicious Bite Heavenly Presence Inspire Courage Extra Inspirational I Extra Inspirational II Extra Inspirational III Song of the Muse Waking Dream Wings of a Dream Bargain Gamble Fate Golden Destiny

Golden Eye Money is Power Penny Saved Deep Roots Fearless Mighty Oak One with Wood Shielding Sap Sun Loving I Sun Loving II Sun Loving III Thorns Wicked Thorns Boon of Bones I Boon of Bones II Boon of Bones III Deathbane Touch Death Drain Death Spawn Plague Born Triple Jointed Boiling Steam Crystal Gore Flaming Gore Mismatched Gem Resilient Spirit Rising Steam Steamed I Steamed II Steamed III 636 *** Rite Publishing *** Awaken Elemental Power Aspect of Air (cloud giant) Aspect of Air (storm giant) Aspect of Earth (ettin) Aspect of Earth (hill giant) Aspect of Earth (ogre) Aspect of Earth (stone giant) Aspect of Earth (taiga giant) Aspect of Fire Aspect of Water (frost giant) Aspect of Water (troll) Bank Shot Crushing Volley Extra Use Gift of Sight (RP) Bank Shot, Improved Night Stalker (RP) Pinning Throw Power Throw Quickened Growth Quick at Hand (RP) Skipping Stone Stomp Stone Magix (Sp)

661 *** LSJ Feats *** Additional Domain 663 Additional Favored Class Alternate Identity Antipsionic Magic 666 Armor Specialization 667 Back-to-Back Battlefield Triage Blindsight, 5' radius Bloodburn Break the Breath Cast on the Run Channel Heal Channel Inflict Chaotic Mind Cleave Asunder 677 Closed Mind Combat Awareness 679 Combat Tutor Culinary Infusion 681 Deadly Precision Descant 683 Descriptor Focus 684 Diligent Disguise Spell Divine Might Divine Vengeance Domain Focus Elemental Affinity Energy Substitution Eyes in the Back of your Head Field Medic Fish Out of Water Fleet of Foot 695 Fool's Fortune Force of Will Furious Charge 698 Ghost Spell 699 Ghostspeaker Greater Domain Focus Greater Manyshot 702 Grow Spell 703 Higher Education Hold the Line 705 Hostile Mind LSJ Hover Improved Deflect Arrows Improved Mounted Combat 709 Increased Empathy Intercepting Voice Knock-Down Larger Familiar 713 LSJ Leadership Lingering Melody 715 Mental Resistance

720 721

726 727

730 732 733 734 735 736 737

741 743

746 747

753 755

Mighty Throw Mind Over Body Negotiator Opportunity Knocks Paramour Parry Pass For Human Persistent Spell Pied Piper Pierce Political Intrigue Prone Combat Psionic Hole Quick Sheathe LSJ Quicken Spell-Like Ability Rapid Metabolism Reach Spell Reckless Offense Repeat Spell Retain Sacred Spell Scholar Sculpt Runic Item Shapechange Channel Sharp Shooting Showstopper Sorcerous Bond Spell Theatrics Step Into Harm's Way Subdual Substitution Subduing Strike Superior Expertise Superior Leadership Superior Tracker Urban Survival LSJ Vermin Companion Vermin Wild Shape Wary LSJ Wingover *** BoAM *** Barteks School Graduate (College of Magic) Barteks Post Graduate (College of Magic) Ceilidh Conservatory Graduate (Bardic School) Ceilidh Post Graduate (Bardic School) College of the All-Seeing Eye Graduate (College ofMagic) College of the All-Seeing Eye Post Graduate (Collegeof Magic) College Trained Bard College Trained Spellcaster Giacomos Jester School Graduate (Bardic School) Giacomos Post Graduate (Bardic School) High Halls Graduate (Bardic School) High Halls Post Graduate (Bardic School) Himar Academy Graduate (College of Magic) Himar Post Graduate (College of Magic) Moonarrow University Graduate (College of Magic)

785 786 787 788 790 792 793 794 795 797 798 799

802 803 804 805 807 808 809 810 811 812 813 814 816

819

Moonarrow Post Graduate (College of Magic) Nightwatchers Tower Graduate (College of Magic) Nightwatchers Tower Post Graduate (College of Magic) Vanguard Academy Graduate (College of Magic) Vanguard Academy Post Graduate (College of Magic) Wagners College Graduate (College of Magic) Wagners College Post Graduate (College of Magic) Wolestone Institute Graduate (College of Magic) Wolestone Institute Post Graduate (College of Magic) Improved Clockwork Familiar Advanced Clockwork Familiar Superior Clockwork Familiar Mithral Clockwork Familiar Adamantine Clockwork Familiar *** BoDM *** Blessing of the Elf-mother Cat-like Reflexes Dj vu Divine Charisma Dwarfathers Boon Favored Critical Fireshaper The Gift of Healing Grace and Joy Grandfathers Gift Horse Whisperer In Tune with Nature Lay Priest Master Craftsman Maximize Channeling Maximize Lay on Hands Nightmarish Mind Nose of the Bear Random Acts of Violence A Sailors Life for Me Shaman Swords Master Temple Trained Priest Too Darn Cute Tricksy Uncanny Luck Warlord Warmachine Well-read Wild Speech *** PRPG Beta *** Backswing Devastating Blow Overhand Chop

INSERT NEW FEATS ABOVE THIS LINE & MANUALLY ADJUST ROW NUMBERS

DODGE Hamatulatsu Improved Grapple Scorpion Style Throw Anything Blade Binder Gorgons Fist Improved Bull Rush Improved Disarm Improved Feint Improved Trip Mobility Improved Critical Medusas Wrath Snatch Arrows Spring Attack List_Feats_AltMonk Catch Off-Guard Combat Reflexes Deflect Arrows DODGE Improved Grapple Rapid Shot Throw Anything Blade Binder Improved Bull Rush Improved Disarm Improved Feint Improved Trip Mobility Shot on the Run Improved Critical Precise Shot, Improved Snatch Arrows Spring Attack

Combat

Critical Teamwork Item Creation Metamagic

1 1 1 1 1 1

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

1 1

1 1 1

1 1 1 1

1 1

1 1 1 1 1 1 1 1

1 1 1 1 1 1 1 1 1

1 1 1 1 1

1 1 1 1 1 1 1 1 1 1

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

1 1 1 1 1 1 1 1 1

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

1 1

0 0 0 0 0

0 0 0 0 0

0 0 0 0 0 1 1 1 1 1 1 1 1

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 1 1

1 1

1 1

1 1

1 1 1

1 1

1 1

1 1

1 1

1 1 1

1 1 1

List_Feats_Monk Catch Off-Guard Combat Reflexes Deflect Arrows DODGE Hamatulatsu Improved Grapple Scorpion Style Throw Anything Blade Binder Gorgons Fist Improved Bull Rush Improved Disarm Improved Feint Improved Trip Mobility Improved Critical Medusas Wrath Snatch Arrows Spring Attack List_Feats_AltMonk Catch Off-Guard Combat Reflexes Deflect Arrows DODGE Improved Grapple Rapid Shot Throw Anything Blade Binder Improved Bull Rush Improved Disarm Improved Feint Improved Trip Mobility Shot on the Run Improved Critical Precise Shot, Improved Snatch Arrows Spring Attack

Prerequisite

Dex 15, Nimble Moves Channel energy class feature Channel energy class feature Channel energy class feature Channel energy class feature Arcane Armor Training, Armor Proficiency, Medium, caster level 7th Armor Proficiency, Light, caster level 3rd Ability to cast arcane spells Armor Proficiency, Medium Armor Proficiency, Light Spell Focus (conjuration) Critical Focus, base attack bonus +11 Critical Focus, base attack bonus +15 Power Attack Int 13 Channel negative energy class feature Base attack bonus +9 Any two critical feats, 14th-level fighter Weapon Focus Dex 13, base attack bonus +1 Greater Weapon Focus, Shatter Defenses, base attack bonus +11 Critical Focus, base attack bonus +13 Dex 13, Improved Unarmed Strike Endurance 6th-level fighter Dex 13 Two-Weapon Fighting Channel energy class feature Channel energy class feature Channel energy class feature Channel energy class feature Tiring Critical, base attack bonus +15 Base attack bonus +1 Base attack bonus +1 Base attack bonus +1 Channel energy class feature

Ki pool class feature Ki pool class feature Lay on hands class feature

Mercy class feature Mercy class feature Mercy class feature Mercy class feature Mercy class feature Mercy class feature Mercy class feature Bardic performance class feature Bardic performance class feature Bardic performance class feature Rage class feature Rage class feature Rage class feature Point-Blank Shot Scorpion Style, base attack bonus +6 Cleave, base attack bonus +4 Great Fortitude Improved Bull Rush, base attack bonus +6 Improved Disarm, base attack bonus +6 Improved Feint, base attack bonus +6 Improved Grapple, base attack bonus +6 Improved Overrun, base attack bonus +6 Improved Sunder, base attack bonus +6 Improved Trip, base attack bonus +6 Power Attack Channel energy class feature Proficiency with weapon, base attack bonus +8 Proficiency with weapon, base attack bonus +8 Proficiency with weapon, base attack bonus +8 Combat Expertise Ability to acquire a familiar, see feat Combat Expertise Dex 13, Improved Unarmed Strike Power Attack Shield Proficiency

Power Attack Combat Expertise Catch Off-Guard or Throw Anything, base attack bonus +8 Iron Will Character level 7th Lightning Reflexes Dex 17, Wind Stance, base attack bonus +11 Base attack bonus +6 Dex 17, Rapid Shot, base attack bonus +6 5 ranks in any Craft or Profession skill Improved Unarmed Strike, Gorgon's Fist, Scorpion Style, base attack bonus +11 Dex 13, Dodge Mounted Combat Ride 1 rank Wis 13, wild shape class feature Dex 13 Weapon Focus, 12th-level fighter Weapon Focus, 12th-level fighter Weapon Focus, 12th-level fighter Penetrating Strike, 16th-level fighter Penetrating Strike, 16th-level fighter Penetrating Strike, 16th-level fighter +2 Improved Precise Shot, base attack bonus +16 Str 13, base attack bonus +1 Point-Blank Shot Dex 19, Precise Shot, base attack bonus +11 Base attack bonus +1 Weapon proficiency (crossbow) Weapon proficiency (crossbow) Weapon proficiency (crossbow) Dex 13, Point-Blank Shot Mounted Combat Improved Unarmed Strike Cha 13, channel energy class feature Dazzling Display, base attack bonus +6 Shield Proficiency, base attack bonus +1 Shield Focus, 8th-level fighter Shield Slam, base attack bonus +11 Improved Shield Bash, Two-Weapon Fighting, base attack bonus +6 Dex 13, Mobility, Point-Blank Shot, base attack bonus +4 Critical Focus, base attack bonus +11

Dex 15, Deflect Arrows, Improved Unarmed Strike

Spell Focus [Abjuration] Spell Focus [Conjuration] Spell Focus [Divination] Spell Focus [Enchantment] Spell Focus [Evocation] Spell Focus [Illusion] Spell Focus [Necromancy] Spell Focus [Transmutation] 1st-level Wizard 1st-level Wizard 1st-level Wizard Spell Penetration Disruptive, 10th-level fighter Ride-By Attack Mobility, base attack bonus +4 Critical Focus, base attack bonus +13 Combat Reflexes Base attack bonus +1 Base attack bonus +11 Critical Focus, Staggering Critical, base attack bonus +17. Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8 Critical Focus, base attack bonus +13 Shield Proficiency Mounted Combat Channel positive energy class feature Dex 15 Two-Weapon Fighting Dex 17, Two-Weapon Fighting, base attack bonus +6 Dex 19, Improved Two-Weapon Fighting, base attack bonus +11 Double Slice, Improved Two-Weapon Fighting, base attack bonus +11 Improved Bull Rush, Mounted Combat Base attack bonus +6 Vital Strike, base attack bonus +11 Improved Vital Strike, base attack bonus +16 Proficiency with weapon, base attack bonus +1 Proficiency with weapon, base attack bonus +1 Proficiency with weapon, base attack bonus +1 Weapon Focus, 8th-level fighter Weapon Focus, 8th-level fighter Weapon Focus, 8th-level fighter Weapon Focus, 4th-level fighter Weapon Focus, 4th-level fighter Weapon Focus, 4th-level fighter Weapon Specialization, 12th-level fighter Weapon Specialization, 12th-level fighter

Weapon Specialization, 12th-level fighter Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4. Dex 15, Dodge, base attack bonus +6 Caster level 3rd Caster level 5th, Craft Magic Arms and Armor, Craft Wondrous Item. Caster level 5th Caster level 9th Caster level 11th Caster level 5th Caster level 3rd Caster level 7th Caster level 1st Special attack. Special attack. Special attack. Str 25, Power Attack, Improved Bull Rush, size Large or larger. Spell-like ability at caster level 6th or higher. Fly speed. Fly speed. Natural armor, Con 13. Natural armor, Con 13. Natural armor, Con 13. Natural weapon, base attack bonus +4. Three or more natural attacks. Dex 13, three or more hands. Spell-like ability at CL 10th or higher. Size Huge or larger. Fly speed.

Caster level 1st.

Base attack bonus +4 Dex 13, base attack bonus +1

Shield Proficiency

Cha 15. Defensive Combat Training, Bellflower Network 10 TPA Dex 17, Greater Weapon Focus (Aldori dueling sword), Weapon Finesse, Weapon Focus (Aldori dueling sword), Weapon Spec Deliver the killing blow to 20 gnolls, hyenas, dire hyenas, werehyenas, jackalweres, or minions of Lamashtu. Con 19, Endurance. Cha 13, Animal Affinity, animal companion, Andoran affinity. Spellcraft 1 rank, Numeria affinity. Improved Unarmed Strike. Cha 13, Linnorm Kings affinity. Cha 13, Linnorm Kings affinity. Cha 13, Linnorm Kings affinity.

Appraise 1 rank, Diplomacy 1 rank, Knowledge (local) 1 rank. (Originally Appraise 4 ranks, Gather Information 4 ranks, Knowled Base attack bonus +4, proficiency with khopesh or temple sword. Spell Focus (any school) Animal companion or familiar class ability. Proficiency with hammer, base attack bonus +6. Ghoul, Intelligence 17. Mounted Combat, Ride 3 ranks, Handle Animal 3 ranks (was Ride 6 ranks, Handle Animal 6 ranks) Wis 13, Galt affinity. Over the course of at least five different occasions, free a cumulative total of 50+ sentient beings held in unjust captivity. 1st-level character, cannot have Country Born or Lone Wolf. 1st-level character, cannot have Country Born or Lone Wolf. 1st-level character, cannot have Country Born or Lone Wolf. Ghoul, Charisma 18. Animal Handling 1 rank, own a figurine of wondrous power Stealth 1 rank, Survival 1 rank (Originally Hide 3 ranks, Survival 3 ranks) Dex 15, Weapon Focus (spiked chain). Power Attack, Intimidate 6 ranks. Stunning Fist. Dex 15, Improved Trip, Weapon Focus (spiked chain). Spent at least 1 month working on a ship for Jean Coremont. Katapesh affinity. 1st-level character, cannot have City Born or Lone Wolf. Dex 15, Point Blank Shot, Rapid Reload, Rapid Shot. Base attack bonus +4, proficiency with the dwarven dorn-dergar. Base attack bonus +6, Mendev affinity. Base attack bonus +6, Mendev affinity. Base attack bonus +6, Mendev affinity. Dexterity 13, Weapon Finesse, Perform (dance) 2 ranks, proficient with scimitar. Con 13, Thuvia affinity. Sargava affinity. Face 10 different devils in combat and take damage or suffer some other sort of injury from five or more attacks made by each o 2 ranks each in 5 different Knowledge skills. Two-Weapon Fighting, base attack bonus +4, proficiency with the dwarven dorn-dergar. Con 17, Toughness. Wis 17, base Will save +10, any lawful alignment, dragon type. Character level 5th, convince four different Eagle Knights and either a member of the Peoples Council or an Andoran town may Character level 5th, convince four different Eagle Knights and either a member of the Peoples Council or an Andoran town may Character level 5th, convince four different Eagle Knights and either a member of the Peoples Council or an Andoran town may

Survived being tortured 10 or more times. Intimidate 1 rank, Razmiran affinity. Base attack bonus +1 Base attack bonus +1 Base attack bonus +1 Base attack bonus +1 Base attack bonus +1 Bluff 1 rank, Knowledge (local) 1 rank, member of an underclass. Spellcraft 4 ranks, ability to cast arcane spells, Nex affinity. 1st-level character, Irrisen affinity. Tiefling, must be taken at 1st level. Tiefling, must be taken at 1st level. Cha 13, orc, member of a Belkzen clan. Knocked unconscious or killed by fire damage at least 10 times. Int 13, Point Blank Shot, Precise Shot, Kyonin affinity. Ustalav affinity. Chaotic alignment, River Kingdoms affinity. Base Attack Bonus +1. Frightful presence, true dragon. Improved Trip. Furys Fall, Improved Trip. Profession (sailor) 1 rank, current or former galley slave Troll, patron deity Urxehl. Successfully affect 25 different targets with charm or compulsion spells. Rahadoum affinity. Rahadoum affinity. Rahadoum affinity. Die and be brought back at least twice. Ability to cast 2nd level divine spells. Base attack bonus +4, Weapon Focus (any firearm), proficiency with any firearm. Hamatula Strike, Improved Grapple, Strength 13, base attack bonus +9. Improved Grapple, Strength 13, Base Attack Bonus +7. Intimidate 2 ranks (originally 5), Improved Unarmed Attack, female, raised by the Sisters of the Golden Erinyes. Perform (any) 5 ranks (originally 8), bardic performance ability. Cha 13. Cure a cumulative total of 1,000 points of damage for other creatures using healing spells. Dealing damage slows progress towa Perception 3 ranks (originally 6), trapfinding +1. Hellcat Stealth, Skill Focus (Stealth), sneak attack +2d6. Skill Focus (Stealth), Stealth 6 ranks. Hermea affinity, 1st-level. Hermea affinity, 1st-level. Hermea affinity, 1st-level. Hermea affinity, 1st-level. Hermea affinity, 1st-level. Hermea affinity, 1st-level. Take a cumulative total of 1,000 points of damage. Magical healing offsets this running total; for every 5 points of magical healin Gore attack, powerful charge. Favored enemy (ooze) or survived engulfing by an ooze. Mounted Combat, Handle Animal 5 ranks, Ride 5 ranks, Lastwall affinity. Caster level 3rd. Bardic Performance class feature, Perform (any instrument) 3 ranks Proficient in longsword, Weapon Focus (longsword), base attack bonus +4, worshiper of Iomedae. Sorcerer, Irrisen affinity, may only be taken at first level.

Int 15, Qadira affinity. Con 13, Lamashtu as patron deity. 1st-level, cannot have City Born or Country Born. Halfling Mounted Combat, Handle Animal 1 ranks, Ride 6 ranks (originally 4 and 9), Lastwall affinity. Explored part of Cassomirs locker. Cha 12, Skill Focus (Disguise) 5 ranks. Appraise 3 ranks, Profession (any one) 3 ranks (originally 6 and 6) Str 13, Improved Bull Rush, powerful charge. 1st-level, Molthune affinity. Tiefling, must be taken at 1st level. Mounted Combat, Trample, Ride 5 ranks, Lastwall affinity. Con 13, Geb affinity. Stealthy, darkvision, Large or larger. 1st-level, Cheliax affinity, member of Chelish noble house. 1st-level, Cheliax affinity, member of Chelish noble house. 1st-level, Cheliax affinity, member of Chelish noble house. 1st-level, Cheliax affinity, member of Chelish noble house. 1st-level, Cheliax affinity, member of Chelish noble house. 1st-level, Cheliax affinity, member of Chelish noble house. 1st-level, Cheliax affinity, member of Chelish noble house. Acidic breath weapon, bite attack. Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, Weapon Finesse, base attack bonus +8, ki pool class ability. Ooze Whisperer, animal companion, wild empathy. Wild empathy class feature. Knowledge (history) 1 rank, Knowledge (local) 1 rank (originally 4 and 4), must know Osiriani, Ancient Osiriani. Bluff 8 ranks, Dodge. Dex 13, Dodge, Mobility, Point Blank Shot, Shot on the Run, base attack bonus +6, Nirmathas affinity. Cha 20, any evil outsider with 10 or more Hit Dice. Cha 16, any evil outsider with 8 or more Hit Dice. Cha 18, any evil outsider with 9 or more Hit Dice. Diplomacy 1 rank, Druma affinity. Ogre Confirm at least 50 critical hits. Knowledge (geography) 1 rank, Knowledge (religion) 1 rank. (originally 2 and 4) Endurance, member of a Mammoth Lords following. Wis 15, ability to cast spells, Mwangi Expanse affinity. Ride 3 ranks, ranger level 4th. Dex 13, Con 13 Possess the scent ability, any evil. Improved Unarmed Strike, base attack bonus +6, must be lawful. Improved Unarmed Strike, base attack bonus +6, must be lawful. Improved Unarmed Strike, base attack bonus +6, must be lawful. Improved Unarmed Strike, base attack bonus +6, must be lawful. Improved Unarmed Strike, base attack bonus +6, must be lawful. Improved Unarmed Strike, base attack bonus +6, must be lawful. Int 13, Absalom affinity. Weapon Finesse, proficient in whip. Druid level 1st, neutral evil, Zon-Kuthon worshiper. Shambling mound. Dex 13, Acrobatic Mediogalti affinity. Roper, Stealthy. Dex 13, base attack bonus +1.

Breath weapon, true dragon. Quick Draw Int 13, Wis 13, Far Shot, Focused Shot, Point Blank Shot, Precise Shot, Kyonin affinity. Stealthy. Aquatic subtype, Knowledge (nature) 1 rank. Knowledge (religion) 2 ranks (originally 5), ability to channel energy, at least one favored enemy. Wis 15, base attack bonus +3. Cha 15, Sodden Lands affinity. Roper. Profession (sailor) 1 rank, Shackles affinity. Shambling mound, must have been struck by lightning. Con 13, Wis 13, character level 3rd, member of the Diamond Regiment. Improved grab, constrict. Con 13, Diehard, Endurance, River Kingdoms affinity. Dex 15, evasion. Taldan serf in service to a lord Base attack bonus +6, heavy armor proficiency, proficient in a martial weapon Base attack bonus +1, proficient in a martial weapon Dex 13, Exotic Weapon Proficiency (falcata), Weapon Focus (falcata), proficient with a buckler, Taldor affinity. Take at least 10d6 falling damage on three different occasions and survive. Wis 13, Mendev affinity. Spell Focus (necromancy), Knowledge (religion) 7 ranks (originally 10) Spell Focus (necromancy), Knowledge (religion) 2 ranks (originally 5) Str 15, Two-Weapon Fighting, Weapon Focus (earth breaker), Weapon Focus (klar). Member of a Shoanti tribe. Member of a Shoanti tribe. Member of a Shoanti tribe. Member of a Shoanti tribe. Member of a Shoanti tribe. Member of a Shoanti tribe. Member of a Shoanti tribe. Touvette affinity Con 15, Worldwound affinity. Knowledge (local) 1 rank, Survival 1 rank. Spell Focus (abjuration) Spell Focus (conjuration) Spell Focus (enchantment) Spell Focus (evocation) Spell Focus (illusion) Spell Focus (necromancy) Spell Focus (transmutation) Half-orc. Vermin Heart, animal companion class feature, wild empathy class feature. Wild empathy class feature. Dex 13, Dodge, Mobility, Acrobatics 1 rank, Perform (dance) 1 rank, caster level 5th. Wis 15, Worldwound affinity. Ghoul, Strength 17. Ghoul, Strength 17. Ghoul, Strength 17. Mounted Combat, Ride-By Attack, Ride 5 ranks, Lastwall affinity. Boggle. Boggle, Int 15.

Boggle, 6th level. Boggle, Spring Loaded, at least 3 ranks in Knowledge (engineering). Boggle, Item Creation feat related to the item in question. Boggle, 3 ranks in Disable Device. Boggle, at least one rank in Knowledge (engineering). Larvite. Larvite, Prepare for Metamorphosis, Character level 7. Larvite, Prepare for Metamorphosis, Character level 9. Larvite, Prepare for Metamorphosis, Character level 8 Larvite. Larvite, Character level 6. Entobian, Str 15. Larvite, Prepare for Metamorphosis, Character level 15. Larvite, Prepare for Metamorphosis, Character level 7. Entobian. Larvite. Entobian, Two-weapon fighting. Kval. Kval, Character level 6. Kval, Dex 15. Kval. Kval, Wis 15. Kval. Kval. Mahrog, base attack bonus +10. Mahrog. Mahrog, Str 15. Mahrog, Proficient with weapon, Str 15 Mahrog, base attack bonus +5, Str 15. Mahrog, base attack bonus +8, Primeval Brutality, Str 17. Mogogol. Mogogol, Wis 15, Uncanny Will. Mogogol, base attack bonus +3. Mogogol, Fantastic Tongue. Mogogol. Mogogol. Anumus, 6th level, and either the Bestial Fortitude racial trait or the Bestial Reflexes racial trait. Anumus, species with claws. Anumus, 12th level, Wis 13. Anumus. Anumus. Anumus. Anumus, Vicious Bite feat, base attack bonus +6. Anumus. Muse, Character Level 7. Muse, Cha 15. Muse. Muse. Muse. Muse, 3 ranks in Perform skill. Muse, Int 15. Muse, Character Level 5. Numistian, Wis 15. Numistian. Numistian, Wis 15, Character Level 7.

Numistian. Numistian. Numistian. Oakling. Oakling, Wis 15. Oakling, Base attack bonus +6. Oakling. Oakling, Character level 5. Oakling, Character level 6. Oakling, Character level 12. Oakling, Character level 18. Oakling. Oakling, Thorns. Obitu, Character level 5. Obitu, Character level 5. Obitu, Character level 5. Obitu. Obitu, Deathbane Touch. Obitu. Obitu. Obitu. Relluk, Con 13. Relluk, base attack bonus +1. Relluk, Crystal Gore. Relluk. Relluk, character level 10. Relluk, character level 6. Relluk. Relluk. Relluk.

Elemental Power, natural weapon Elemental Power (Air) Elemental Power (Air) Elemental Power (Earth) Elemental Power (Earth) Elemental Power (Earth) Elemental Power (Earth) Elemental Power (Earth) Elemental Power (Fire) Elemental Power (Water) Elemental Power (Water) Rock Throwing Power Throw, Rock throwing Elemental Power Troll or Aspect of Water (troll), patron deity (demon) Bank Shot, Rock Throwing Stealthy, darkvision, Size Large Power Throw, Rock Throwing Rock Throwing Jotun paragon 3rd level Ogre or Aspect of Earth (ogre) Power Throw, Rock Throwing Size Large, Strength 19 Stone giant elder (700 years or older); or 12th level jotun paragon, Aspect of Earth (stone giant) Stone Tell, Stone Touch, and T

Ability to cast divine spells Disguise 6+ ranks Spellcraft 5 ranks Proficient with armor type, base attack bonus +2. Base attack bonus +1. Heal 6 ranks Base attack bonus +4, Blind- Fight, Wisdom 19 Must be able to cast arcane spells without preparation. Stunning Fist, Wis 15. Dex 13, Con 13, Spellcraft 5 ranks, Dodge, Mobility. Ability to channel positive or negative energy; Selective Channeling. Ability to channel positive or negative energy, Selective Channeling. Chaotic alignment, Cha 15. Cleave, Improved Sunder. Alertness, Sense Motive 3 ranks. Base attack bonus +1. Ability to cast divine spells, caster level 3rd. Dex 15, base attack bonus +5. Bardic music ability, countersong ability. Bardic music ability, Perform 12 ranks. Str 13, ability to channel energy, Power Attack. Ability to channel energy, Extra Channel. Divine spellcaster with access to Domain spells and powers granted by your deity. Elem, or any other creature that has an elemental subtype. Any other metamagic feat, Knowledge (arcana) 5 ranks. Base attack bonus +3, Wis 19. Heal 4 ranks. Sea elf. Dex 15, Run. Iron Will. Power Attack Cha 13, Wis 13. Domain Focus (any domain). Dex 17, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +6. Intelligence 15. Combat Reflexes, base attack bonus +2. Cha 15. Fly speed. Dex 13, Deflect Arrows, Combat Reflexes, Improved Unarmed Strike. Combat Reflexes, Mounted Combat, Ride 7 ranks. Cha 13, empathic link with another creature such as a paladin's mount or a wizard's familiar. Cha 15, Perform 3 ranks, bardic music ability. Improved Trip, base attack bonus +9, Str 15. Familiar, spellcaster level 5th. Character level 7th. Bardic song ability. Base Will save bonus +2.

Power Attack. Con 13. Aristocrat or Noble. Combat Reflexes. Cha 17. Dex 13, base attack bonus +3, Expertise. Half-elf, Half-ogre or Half-orc. Extend Spell. Handle Animal 2 ranks, bardic music ability. Dex 13, Point Blank Shot, Precise Shot. Cha 13 Con 15 Dex 13, Quick Draw Spell-like ability at caster level 10th or higher. Con 13 Base attack bonus +1. Any other metamagic feat. Int 13, Combat Expertise Int 13. Craft (stonemasonry woodworking, or metalworking) 5 ranks, caster level 1st Ability to channel energy. Point Blank Shot, Precise Shot, base attack bonus +3. Handle Animal 2 ranks, any sorcerous bloodline. Base attack bonus +4, Dexterity 13, Improved Initiative Any other metamagic feat, Knowledge (arcana) 5 ranks. Base attack bonus +2, Dex 13 Int 13, Combat Expertise, base attack bonus +6 Cha 16+, Leadership, 10th level Survival 5 ranks Must possess minimum 8 total ranks divided among at least four of the following skills: Diplomacy, Knowledge (Local), Perceptio Animal Companion class ability. Wild shape ability. Wis 13 Fly speed Arcane caster level 1st. Arcane caster level 5th, any one other College of Magic or Bardic School feat. Bardic Performance class feature. Arcane caster level 3rd, any one other College of Magic or Bardic School feat. Arcane caster level 1st. Arcane caster level 5th, any one other College of Magic or Bardic School feat. Bardic Performance class feature. Arcane caster level 1st. Bardic Performance class feature. Arcane caster level 3rd, any one other College of Magic or Bardic School feat. Bardic Performance class feature. Arcane caster level 5th, any one other College of Magic or Bardic School feat. Arcane caster level 1st. Arcane caster level 5th, any one other College of Magic or Bardic School feat. Arcane caster level 1st.

Arcane caster level 5th, any one other College of Magic or Bardic School feat. Arcane caster level 1st. Arcane caster level 5th, any one other College of Magic or Bardic School feat. Arcane caster level 1st. Arcane caster level 5th, any one other College of Magic or Bardic School feat. Arcane caster level 1st. Arcane caster level 5th, any one other College of Magic or Bardic School feat. Arcane caster level 1st. Arcane caster level 5th, any one other College of Magic or Bardic School feat. Caster level 5th; must already have a clockwork familiar. Caster level 9th; Improved Clockwork Familiar. Caster level 13th; Advanced Clockwork Familiar. Improved Clockwork Familiar; 500 gp worth of mithral. Improved Clockwork Familiar; 1500 gp worth of adamantine. Patron deity grants the Elf domain Patron deity grants the Liberation domain Patron deity grants the Dream domain Ability to cast divine spells; Charisma 16 Patron deity grants the Dwarf domain Favored enemy class feature, Critical Focus Patron deity grants the Fire domain Patron deity grants the Healing domain Patron deity grants the Pleasure domain Patron deity grants the Gnome domain 5 ranks in Handle Animal Patron deity grants the Animal or Plant domain Wisdom 12; cannot belong to a class with divine spells as a class feature Patron deity grants the Artifice domain Channel energy class feature Extra Lay on Hands Patron deity grants the Madness domain Patron deity grants the Animal domain Patron deity grants the Destruction domain Patron deity grants the Ocean domain Ability to cast divine spells Patron deity grants the War domain 1st character level in a class with divine spells as a class feature Patron deity grants the Halfling domain Patron deity grants the Trickery domain Patron deity grants the Luck domain Patron deity grants the War domain Patron deity grants the Artifice and War domains Patron deity grants the Knowledge domain 6th-level druid Overhand Chop, base attack bonus +6 Backswing, Overhand Chop, base attack bonus +11.

List_Feats_Ranger_Archery Far Shot Point Blank Shot Precise Shot Rapid Shot Crossbow Mastery Manyshot Parting Shot Precise Shot, Improved Pinpoint Targeting Shot on the Run List_Feats_Ranger_2Weapon Double Slice Improved Shield Bash Quick Draw Two-Weapon Fighting Two-Weapon Fighting, Improved Two-Weapon Defense Two-Weapon Fighting, Greater Two-Weapon Rend

Qualified TRUE TRUE FALSE TRUE TRUE FALSE FALSE FALSE FALSE TRUE FALSE FALSE FALSE FALSE TRUE TRUE TRUE FALSE FALSE TRUE FALSE TRUE FALSE TRUE TRUE TRUE FALSE TRUE FALSE FALSE TRUE FALSE FALSE TRUE TRUE FALSE TRUE FALSE FALSE TRUE FALSE FALSE FALSE FALSE FALSE TRUE TRUE FALSE TRUE TRUE TRUE FALSE

FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE TRUE FALSE FALSE FALSE FALSE TRUE FALSE FALSE FALSE TRUE FALSE FALSE FALSE FALSE FALSE FALSE TRUE TRUE TRUE TRUE TRUE FALSE TRUE FALSE TRUE FALSE FALSE

FALSE TRUE TRUE FALSE TRUE TRUE FALSE TRUE TRUE FALSE FALSE TRUE TRUE FALSE TRUE TRUE TRUE TRUE FALSE TRUE FALSE FALSE FALSE TRUE FALSE FALSE FALSE FALSE FALSE FALSE TRUE FALSE TRUE TRUE FALSE FALSE TRUE TRUE TRUE TRUE FALSE FALSE TRUE FALSE FALSE TRUE FALSE FALSE FALSE FALSE TRUE FALSE FALSE FALSE TRUE

TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE FALSE TRUE TRUE TRUE

TRUE TRUE TRUE TRUE TRUE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE TRUE FALSE FALSE FALSE TRUE FALSE FALSE TRUE TRUE FALSE FALSE FALSE TRUE FALSE TRUE FALSE FALSE FALSE TRUE FALSE FALSE FALSE FALSE FALSE TRUE FALSE FALSE TRUE TRUE TRUE TRUE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE TRUE TRUE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE TRUE TRUE TRUE FALSE FALSE FALSE 0 0 0 0 0 FALSE TRUE TRUE TRUE TRUE TRUE TRUE TRUE

FALSE TRUE TRUE TRUE TRUE TRUE FALSE FALSE TRUE FALSE FALSE FALSE FALSE TRUE FALSE FALSE TRUE FALSE TRUE FALSE FALSE TRUE FALSE FALSE TRUE TRUE TRUE TRUE TRUE FALSE FALSE FALSE FALSE FALSE FALSE FALSE TRUE TRUE TRUE FALSE FALSE TRUE FALSE FALSE FALSE FALSE TRUE TRUE FALSE FALSE FALSE FALSE TRUE TRUE TRUE

TRUE FALSE TRUE TRUE TRUE TRUE TRUE FALSE FALSE TRUE FALSE FALSE FALSE TRUE FALSE TRUE FALSE TRUE FALSE FALSE FALSE FALSE FALSE TRUE TRUE TRUE TRUE TRUE FALSE FALSE FALSE FALSE FALSE FALSE TRUE TRUE FALSE FALSE FALSE TRUE TRUE TRUE TRUE TRUE TRUE TRUE FALSE FALSE FALSE FALSE FALSE TRUE FALSE FALSE TRUE

TRUE FALSE TRUE TRUE FALSE FALSE TRUE FALSE FALSE FALSE TRUE FALSE FALSE FALSE FALSE TRUE TRUE TRUE TRUE TRUE TRUE TRUE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE TRUE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE TRUE FALSE FALSE FALSE FALSE TRUE FALSE TRUE

FALSE FALSE TRUE FALSE FALSE FALSE FALSE TRUE FALSE TRUE FALSE FALSE FALSE FALSE FALSE FALSE TRUE TRUE FALSE TRUE FALSE TRUE TRUE FALSE FALSE FALSE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE TRUE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE TRUE FALSE FALSE TRUE TRUE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE TRUE FALSE TRUE FALSE TRUE FALSE TRUE TRUE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE TRUE FALSE FALSE TRUE TRUE FALSE FALSE TRUE TRUE FALSE TRUE FALSE FALSE FALSE TRUE FALSE FALSE FALSE TRUE FALSE TRUE

FALSE FALSE FALSE FALSE TRUE TRUE FALSE FALSE FALSE FALSE TRUE TRUE FALSE FALSE TRUE FALSE TRUE TRUE TRUE TRUE TRUE TRUE FALSE FALSE FALSE TRUE FALSE TRUE FALSE FALSE TRUE TRUE FALSE FALSE FALSE FALSE FALSE TRUE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE TRUE TRUE TRUE FALSE TRUE FALSE TRUE TRUE TRUE TRUE FALSE TRUE TRUE TRUE FALSE FALSE TRUE TRUE TRUE TRUE FALSE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE FALSE FALSE FALSE TRUE

Summary

+2 bonus on Acrobatics and +2 bonus on Fly Ignore 20' of difficult terrain when you move Use Dex bonus (instead of Str) when calculating your CMB +2 bonus on Perception and +2 bonus on Sense Motive Channel energy can heal or harm Chaotic Outsiders Channel energy can heal or harm Evil Outsiders Channel energy can heal or harm Good Outsiders Channel energy can heal or harm Lawful Outsiders +2 bonus on Handle Animal and +2 bonus on Ride Swift Action, reduce arcane spell failure chance by 20% Swift Action, reduce arcane spell failure chance by 10% Swift Action, weapons deal +0 dmg and are considered magic vs. DR No penalties on attack rolls while wearing heavy armor No penalties on attack rolls while wearing light armor No penalties on attack rolls while wearing medium armor +2 bonus on Climb and +2 bonus on Swim Summoned creatures gain +4 Enhancementy bonus to Str and Con Crit w/ Slashing/Piercing weapon may also deal 2d6 Bleed/rnd (stacks) Reroll miss due to concealment during melee; vs. invisible attacker, keep Dex bonus to AC and attacker doesn't get +2 bonus in Crit may permanently Blind foe (Fort save, DC 20, Dazzles for 1d4 rnds instead) No penalties for improvised melee weapons; unarmed opponents are flat-footed vs. these attacks Swift Action; expend 1 channel energy before melee attack to deal +0d6 to Undead target (Will DC 15 for half) Standard Action; make single melee attack, if successful, make additional attack (at highest BAB) vs. adjacent foe; suffer -2 AC +4 bonus on concentration checks for casting defensively or while grappled As part of an Attack or Full-Attack action, take a -3 penalty on melee attacks/combat maneuvers to gain a +3 Dodge bonus to A You may make attacks of opportunity while flat-footed and may make 6 additional attacks of opportunity per round Standard Action; expend channel energy to enslave Undead w/in 30' (Will DC 15 negs) instead of healing/harming nearby creat +4 Circumstance bonus on attack rolls made to confirm critical hits Apply two critical feat effects to your critical hits Full-round Action; successful Intimidate check (DC 10 + HD + Wis mod) while wielding weapon of choice causes opponents w/in Take a 0 penalty on all ranged attacks to gain a +0 bonus on all ranged dmg (excluding touch attacks/effects that don't deal HP Standard Action; single attack vs. a stunned/flat-footed foe w/ weapon of choice deals x2 dmg and foe takes 1 point of Con Blee Crit may permanently Deafen foe (Fort save, DC 20, reduces duration to 1 rnd) +2 bonus on Bluff and +2 bonus on Disguise Use 13 instead of 10 for Combat Maneuver Defense 1/rnd, deflect ranged attack (must have at least 1 hand free, be aware of the attack, and not flat-footed); cannot deflect massive +2 bonus on Disable Device and +2 bonus on Sleight of Hand When reduced to negative HP, may choose to be Disabled or Unconscious rather than Dying; automatically stabilize & do not ne When aware of foe's location and capable of taking an AoO, DC to cast spells defensively increases by +4 for all enemies w/in y +1 Dodge bonus to AC Add +2 to off-hand damage rolls rather than +1 Channel energy can harm or heal Outsiders that possess the Air subtype Channel energy can harm or heal Outsiders that possess the Earth subtype Channel energy can harm or heal Outsiders that possess the Fire subtype Channel energy can harm or heal Outsiders that possess the Water subtype +4 bonus on Swim checks to resist nonlethal dmg from exhaustion; Con checks to (1) continue running, (2) avoid nonlethal dmg Cast any spell w/ material component costing 1 gp or less w/out needing component (casting still provokes AoO as normal) Crit immediately Exhausts foe No penalty on attacks made w/ No penalty on attacks made w/ No penalty on attacks made w/ Channel energy two additional times per day

Increase your ki pool by 2 points Increase your ki pool by 4 points Use lay on hands 2 additional times per day

Using Lay On Hands to heal dmg to 1 target also grants effects of the Nauseated mercy Using Lay On Hands to heal dmg to 1 target also grants effects of the Paralyzed mercy Using Lay On Hands to heal dmg to 1 target also grants effects of the Poisoned mercy Using Lay On Hands to heal dmg to 1 target also grants effects of the Shaken mercy Using Lay On Hands to heal dmg to 1 target also grants effects of the Sickened mercy Using Lay On Hands to heal dmg to 1 target also grants effects of the Staggered mercy Using Lay On Hands to heal dmg to 1 target also grants effects of the Stunned mercy Use bardic performance for 6 additional rounds per day Use bardic performance for 6 additional rounds per day Use bardic performance for 6 additional rounds per day Use rage for 6 additional rounds per day Use rage for 12 additional rounds per day Use rage for 18 additional rounds per day Only suffer 1 penalty per full range increment between you & target Base speed increases by 5' while wearing light/no armor and carrying a light load Base speed increases by 10' while wearing light/no armor and carrying a light load Base speed increases by 15' while wearing light/no armor and carrying a light load Standard Action; make single unarmed melee attack vs. foe whose speed is reduced to deal normal dmg and Stagger foe until e Standard Action; make single melee attack, if successful, make additional attacks (at highest BAB) vs. adjacent foes until you m +2 on Fortitude saves 1/day, may reroll a Fort save before results are known (must take 2nd roll) +4 to bull rush a foe (replaces bonus granted by Improved Bull Rush); whenever you bull rush, foe's movement provokes AoO fr +4 to disarm a foe (replaces bonus granted by Improved Disarm); whenever you disarm a foe, weapon lands 15' away in random Successful feint in combat causes foe to lose Dex bonus until the beginning of your next turn as well as against your next attack +4 to grapple a foe (replaces bonus granted by Improved Grapple); Move Action to maintain grapple and may make 2 grapple c +4 to overrun a foe (replaces bonus granted by Improved Overrun); whenever you overrun, foes knocked prone provoke AoO +4 to sunder items (replaces bonus granted by Improved Sunder); whenever you sunder to destroy a weapon/shield/armor, exce +4 to trip foes (replaces bonus granted by Improved Trip); tripped foes provoke AoO +2 to bull rush a foe or resist a bull rush; whenever you bull rush, you do not provoke any AoO +2 bonus on channel energy DC Counterspell with spell of the same school that is 1+ spell levels higher than the target spell Double the threat range of a Double the threat range of a Rapier Double the threat range of a +2 to disarm a foe or resist a disarm; whenever you disarm, you do not provoke any AoO Gain a more powerful familiar Move Action; make a Bluff check to feint in combat +2 to grapple a foe or resist a grapple; whenever you grapple, you do not provoke any AoO +4 bonus on initiative checks +2 to overrun a foe or resist an overrun; whenever you overrun, you do not provoke any AoO and targets may not avoid you Keep Shield bonus to AC when shield bashing

+2 to sunder an item or resist a sunder; whenever you sunder, you do not provoke any AoO +2 to trip foes or resist a trip; whenever you trip, you do not provoke any AoO Always considered armed; unarmed attacks do not provoke AoO and can deal lethal or nonlethal dmg No attack penalties for using improvised weapons; increase dmg dealt by 1 step (1d4 to 1d6 to 1d8, or 2d6 if 2-handed); critical Add Str mod to Intimidate in addition to Cha mod +2 bonus on Will saves Once per day, you may reroll a Will save Gain cohort and followers +2 bonus on Reflex saves 1/day, may reroll a Ref save before results are known (must take 2nd roll) Double Move or Withdraw Action; gain 50% concealment for 1 rnd Before attacking, increase reach of melee attacks by 5' until end of your turn by taking 2 penalty to AC until your next turn +2 bonus on Spellcraft and +2 bonus on Use Magic Device Full-attack Action; fire two arrows w/ one attack roll applying dmg (except precision-based) and DR to both No penalty on attacks made with a No penalty on attacks made with a No penalty on attacks made with a You can craft magic items without being a spellcaster Full-attack Action; after making at least 1 unarmed strike, you can make 2 bonus unarmed strikes at max BAB vs. a Dazed, Flat +4 AC vs. AoO from movement (unless you lose your Dex mod to AC) Suffer only 2 w/ ranged attackes when mount takes Double Move, or 4 if mount is running Immediate Action; 1/rnd, negate hit to mount if Ride check is greater than foe's attack roll Complete verbal and somatic components of spell and use any material components/foci possessed while using wild shape Ignore 5' of difficult terrain when you move; may take 5' step into difficult terrain Attacks w/ ignore 5 points of DR (unless untyped) Attacks w/ ignore 5 points of DR (unless untyped) Attacks w/ ignore 5 points of DR (unless untyped) Attacks w/ ignore 10 points of DR (5 if untyped) Attacks w/ ignore 10 points of DR (5 if untyped) Attacks w/ ignore 10 points of DR (5 if untyped) +2 bonus on Diplomacy and +2 bonus on Intimidate Standard Action; target of single ranged attack gains no Armor, Natural Armor, or Shield bonuses to AC;may not move this roun +1 bonus on attack and dmg rolls w/ ranged wpn if foe is w/in 30' Take a 0 penalty on all melee attacks/combat maneuvers to gain a +0 bonus on all melee dmg (excluding touch attacks/effects No penalty for shooting into melee Ranged attacks ignore anything but total concealment and cover Free Action (to draw any weapon) or Move Action (to draw a hidden weapon); may throw weapons at full normal rate of attacks; Free Action; reload a hand crossbow (still provokes AoO); may fire at full normal rate of attacks Free Action; reload a light crossbow (still provokes AoO); may fire at full normal rate of attacks Move Action; reload a heavy crossbow (still provokes AoO) Full-attack Action; fire 1 additional time in a round but all attack rolls take a 2 penalty Charge Action; move and attack when mounted as if with a standard charge and then move again (continuing the straight line o Run at 5x (if wearing medium or lighter armor and carrying no more than 133 lbs.) or 4x (if wearing heavy armor or carrying mor Standard Action; make single unarmed melee attack to dmg as normal and also reduce foe's base land speed by 5' for 1 rnds (F May choose up to 5 targets in area that are not affected by your channeled energy +2 bonus on Heal and +2 bonus on Survival Shaken, Frightened, or Panicked foes hit are flat-footed to your attacks (including additional attacks this round) until end of your Gain +1 bonus to AC when using a shield +2 bonus to AC when using shield (replaces Shield Focus bonus) No penalty on attacks made w/ shield while wielding another weapon; add shield's Enhancement bonus to attacks and dmg mad No penalties on attack rolls when using a shield Foe hit by shield bash also suffers bull rush attack (substituting attack roll for combat maneuver check, does not provoke AoO); Full-round Action; move up to your speed and make single ranged attack at any point during movement Crit Sickens foe for 1 min; effects do not stack, additional hits instead add to effect's duration No penalty on attacks made with Simple Weapons

+3 bonus on Acrobatics checks +3 bonus on Appraise checks +3 bonus on Bluff checks +3 bonus on Climb checks +3 bonus on Craft (untrained) checks +3 bonus on Craft () checks +3 bonus on Craft () checks +3 bonus on Diplomacy checks +3 bonus on Disable Device checks +3 bonus on Disguise checks +3 bonus on Escape Artist checks +3 bonus on Fly checks +3 bonus on Handle Animal checks +3 bonus on Heal checks +3 bonus on Intimidate checks +3 bonus on Knowledge (arcana) checks +3 bonus on Knowledge (dungeoneering) checks +3 bonus on Knowledge (engineering) checks +3 bonus on Knowledge (geography) checks +3 bonus on Knowledge (history) checks +3 bonus on Knowledge (local) checks +3 bonus on Knowledge (nature) checks +3 bonus on Knowledge (nobility) checks +3 bonus on Knowledge (planes) checks +3 bonus on Knowledge (religion) checks +3 bonus on Knowledge (spirits) checks +3 bonus on Linguistics checks +3 bonus on Perception checks +3 bonus on Perform (act) checks +3 bonus on Perform (comedy) checks +3 bonus on Perform (dance) checks +3 bonus on Perform (keyboard) checks +3 bonus on Perform (oratory) checks +3 bonus on Perform (percussion) checks +3 bonus on Perform (string) checks +3 bonus on Perform (wind) checks +3 bonus on Perform (sing) checks +3 bonus on Perform (untrained) checks +3 bonus on Profession (untrained) checks +3 bonus on Profession () checks +3 bonus on Profession () checks +3 bonus on Ride checks +3 bonus on Sense Motive checks +3 bonus on Sleight of Hand checks +3 bonus on Spellcraft checks +3 bonus on Stealth checks +3 bonus on Survival checks +3 bonus on Swim checks +3 bonus on Use Magic Device checks +6 bonus on checks +6 bonus on checks 1/rnd, may catch or deflect ranged attack (must have at least 1 hand free, be aware of the attack, and not flat-footed); thrown we +1 bonus on save DCs for Abjuration spells +1 bonus on save DCs for Conjuration spells +1 bonus on save DCs for Divination spells

+1 bonus on save DCs for Enchantment spells +1 bonus on save DCs for Evocation spells +1 bonus on save DCs for Illusion spells +1 bonus on save DCs for Necromancy spells +1 bonus on save DCs for Transmutation spells +2 bonus on save DCs for Abjuration spells (replaces Spell Focus bonus) +2 bonus on save DCs for Conjuration spells (replaces Spell Focus bonus) +2 bonus on save DCs for Divination spells (replaces Spell Focus bonus) +2 bonus on save DCs for Enchantment spells (replaces Spell Focus bonus) +2 bonus on save DCs for Evocation spells (replaces Spell Focus bonus) +2 bonus on save DCs for Illusion spells (replaces Spell Focus bonus) +2 bonus on save DCs for Necromancy spells (replaces Spell Focus bonus) +2 bonus on save DCs for Transmutation spells (replaces Spell Focus bonus) Choose a number of spells that you already know equal to your Intelligence modifier; you can prepare these spells without referr Choose a number of spells that you already know equal to your Intelligence modifier; you can prepare these spells without referr Choose a number of spells that you already know equal to your Intelligence modifier; you can prepare these spells without referr +2 bonus on level checks to beat SR +4 bonus on level checks to beat SR (replaces Spell Penetration bonus) Enemies in threatened area that fail their checks to cast spells defensively provoke AoO from you Charge Action; when mounted deal 2x dmg w/ melee weapon (or 3x w/ lance) After moving at least 10', make single melee attack w/out provoking AoO from target, then move again (total distance moved ca Crit Staggers foe for 1d4+1 rnds (Fort save, DC 20, reduces duration to 1 rnd); effects do not stack but add to duration If foe provokes AoO due to moving from or through your adjacent squares, may make a combat maneuver check as your AoO t +2 bonus on Escape Artist and +2 bonus on Stealth Immediate Action; if adjacent foe takes 5' step away from you, make 5' step to move adjacent to foe that triggered this ability; ca Ready Action; make melee attack against any foe that attacks you in melee, even if foe is outside reach Crit Stuns foe for 1d4 rnds (Fort save, DC 20, reduces to Staggered for 1d4 rnds); effects do not stack but add to duration 3/day and 1/rnd, if declared attack hits foe takes normal dmg and is Stunned for 1 rnd (Fort save, DC 17, negs); constructs, ooz No penalty for using improvised ranged weapons; +1 Circumstance bonus on attacks w/ thrown splash weapons Crit Fatigues foe; effects do not stack or affect Fatigued/Exhausted foes Gain +0 hit points No penalties on attack rolls when using a tower shield Foe may not choose to avoid you if you overrun while mounted; mount may make 1 hoof attack vs. any target you knock down, Standard Action; expend channel energy to Panick Undead w/in 30' (Will DC 15 negs) instead of healing/harming nearby creatu When fighting with two weapons, penalty for primary hand lessens by 2 and off hand lessens by 6 Gain +1 Shield bonus to AC (+2 if fighting defensively or using Total Defense action) when wielding double weapon or two weap May make a 2nd off-hand attack at 5 May make a 3rd off-hand attack at 10 1/rnd, foe hit by both primary and off-hand weapon takes additional 1d10+3 dmg When charging while mounted and wielding lance, struck foe suffers free bull rush attempt in addition to normal damage; succe Make a single attack at highest BAB using an Attack action, rolling x2 weapon dmg dice (not multiplied on a crit) before adding d Make a single attack at highest BAB using an Attack action, rolling x3 weapon dmg dice (not multiplied on a crit) before adding d Make a single attack at highest BAB using an Attack action, rolling x4 weapon dmg dice (not multiplied on a crit) before adding d Use Dex instead of Str on attack rolls w/ any Medium light weapon, Aldori dueling sword, elven curve blade, rapier, whip, or spik +1 bonus on attack rolls with +1 bonus on attack rolls with +1 bonus on attack rolls with +2 bonus on attack rolls with (replaces Weapon Focus bonus) +2 bonus on attack rolls with (replaces Weapon Focus bonus) +2 bonus on attack rolls with (replaces Weapon Focus bonus) +2 bonus on dmg rolls with +2 bonus on dmg rolls with +2 bonus on dmg rolls with +4 bonus on damage rolls with (replaces Weapon Specialization bonus) +4 bonus on damage rolls with (replaces Weapon Specialization bonus)

+4 bonus on damage rolls with (replaces Weapon Specialization bonus) Full-attack Action; make 1 melee attack at highest BAB vs. each foe w/in reach (make separate attack roll vs. each); must forfei After moving more than 5' in a turn, gain 20% concealment for 1 rnd vs. ranged attacks Create magic potions Create magic constructs Create magic armors, shields, and weapons Create magic rods Create magic staves Create magic wands Create magic wondrous items Create magic rings Create magic scrolls

2 spell levels higher; all variable, numeric effects of spell are increased by 50%; saves and opposed rolls are not affected, nor a 1 spell level higher; increase range of spell by 100% (close rng becomes 50'+5'/lvl, medium rng becomes 200'+ 20'/lvl, and long 1 spell level higher; spell lasts 2x as long as normal (spells w/ duration of concentration, instantaneous, or permanent are not af X spell level(s) higher; spell has a higher spell level than normal and all effects dependent on spell level (including save DCs and 3 spell levels higher; all variable, numeric effects of spell are maximized. saves and opposed rolls are not affected, nor are spell 4 spell levels higher; casting spell is Swift Action that does not provoke AoO; spell w/ casting time of more than 1 full-rnd action 1 spell level higher; spell can be cast w/ no verbal components 1 spell level higher; spell can be cast w/ no somatic components 3 spell levels higher; alter burst, emanation, line, or spread-shaped spell to increase any numeric measurements of spell's area

Add +2 to the DC for all saving throws against the special attack Add +2 to the DC for all saving throws against the special attack Add +2 to the DC for all saving throws against the special attack Standard Action; combat manuever vs. corporeal opponent smaller than self knocks foe in straight line 10' away from you in dire 3/day (unless ability is normally usable less frequently); all variable, numeric effects of single spell-like ability with caster level -2 When flying, may take Move Action and Standard Action at any point during the move; may not take 2nd Move Action during rou May halt movement while flying and hover w/out making a Fly check Natural Armor bonus increases by +1 Natural Armor bonus increases by +1 Natural Armor bonus increases by +1 Choose one of the creatures natural attack forms. The damage for this natural attack increases by one step on the following list The creatures secondary attacks with natural weapons take only a 2 penalty. Penalties for fighting w/ multiple weapons are reduced by 2 with primary hand and 6 with off hands. Swift Action; 3/day (unless ability is normally usable less frequently); us single spell-like ability with caster level -4 or lower and c Free Action (no AoO); start grapple after hitting FALSE or smaller foe with claw/bite attack; successful grapple check allows hold Free Action; 1/rnd, turn up to 180 w/out making Fly skill check or consuming any additional movement 0 0 0 0 0

When adjacent to ally w/ this feat, gain +2 bonus on level checks made to overcome SR; if ally has same spell prepared or know When adjacent to ally w/ this feat, gain +2 Competence bonus to CMD; bonus increases to +4 if creature attempting maneuver When adjacent to ally w/ this feat, gain +2 Competence bonus on all combat maneuver checks; bonus increases to +4 when att When adjacent to ally w/ this feat and you are both required to make Ref save vs. spell/effect, take result of your die roll or that o When adjacent to ally w/ this feat, may act in surprise rnd as long as ally would normally be able to act; if you would normally be When flanking same creature by ally w/ this feat, flanking bonus on attacks increases to +4 and crit vs. flanked creature provoke When adjacent to ally w/ this feat, gain +4 Circumstance bonus on AoO vs. creatures you both threaten; foes that provoke AoO When flanking same creature by ally w/ this feat, deal +1d6 precision dmg w/ each successful melee attack

When wielding a shield & adjacent to ally w/ this feat, Shield bonus to AC increases depending on shield wielded by ally (+1 if bu When adjacent to ally w/ this feat, gain +4 bonus on concentration checks (+4 if ally wields buckler or light shield, +5 if heavy sh When adjacent to ally w/ this feat that is the same size as you, may move into willing allys square as part of normal movement (

Gain two character traits of your choice; must be chosen from different lists and cannot be chosen from lists from which you hav Allies w/in 15' tha can hear & understand you are only flat-footed during 1st rnd of combat until your first turn and gain +1 Dodge Gain +4 bonus to CMD Full-attack Action; Make 1 additional attack/rnd w/ Aldori dueling sword at highest BAB, but each attack is at 2; wielding Aldori Gain +2 Morale bonus on Will saves and +2 Competence bonus on attacks/dmg vs. gnolls, hyenas, dire hyenas, werehyenas, ja Unaffected by altitude fatigue, altitude sickness, lack of oxygen, & accompanying complications while at high altitudes (including Gain +4 bonus on Handle Animal checks to train/control normal size (Small or smaller) birds of prey; if you have class levels onl Deal +2 dmg w/ weapon attacks vs. anyone youve seen cast an arcane spell in past 5 rnds; precision-based, must be w/in 30' o Deal +1d4 Bleed dmg when you hit foe w/ unarmed strike; does not stack w/ other special abilities, attacks, or items that allow y Move Action; 1/day, allies w/in 60' who can hear you (including self) gain +1 Morale bonus on melee dmg rolls for 11 rnds May use berserker's cry 1 additional time per day May use berserker's cry 1 additional time per day Gain +1 on attack & +2 on weapon dmg vs. Large or larger creatures Gain 6000 gp resource pool (may add to pool w/ your gold, but once put in it remains a part of the pool; may utilize pool in any c Attack Action; gain +2 bonus (+4 w/ khopesh/temple sword) on CMB to bind opponents weapon and to maintain bind; foe becom You cast spells from one school of magic in which you possess Spell Focus feat at +1 caster level; your increased girth leaves y One animal companion/familiar is calculated as though 4 levels higher (to max of your character level) Standard Action; thrown hammer that hits foe w/in 20' rebounds and lands in your square (may catch, but not rethrow, the hamm Full-Round Action; eat portion of brain of a Dead or Helpless (requires coup de grace that kills victim) creature w/ Intelligence 3 In any round your mount travels at least 40', gain fire resistance 3, +4 bonus on Ref saves vs. catching on fire, and +4 bonus on Automatically aware of scrying attempts targeting you; gain +2 bonus on Perception checks to locate scrying sensor (if any) or n 1/rnd, add +6 bonus to dmg of attack or targeted spell vs. foe you know owns or trades in slaves Gain +1 bonus on Reflex saves and +2 bonus on Intimidate checks Gain +1 bonus on Reflex saves and +2 bonus on Diplomacy checks Gain +1 bonus on Reflex saves and +2 bonus on Bluff checks Gain +10 Racial bonus on Disguise checks made to appear human; channel resistance increases by +2; ghasts can activate/su may select creature summoned by figurine of wondrous power as animal companion or familiar; figurine has standard abilities o Creatures cannot use scent track you, creatures with scent can detect your presence by smell at normal distance, but cannot Gain +1 Shield bonus to AC when wielding spiked chain; bonus increases to +2 when Fighting Defensively or using Total Defen Free Action; After damaging foe w/ Power Attack, make an immediate Intimidate check to attempt to demoralize that foe May use Stunning Fist when making melee attacks w/ special monk weapons as well as when making unarmed attacks May throw spiked chain (10' rng increment) and may make trip attacks when throwing it (failing at this attack does not knock you Gain +2 bonus on Initiative while on a ship; deal +1 dmg when using Light or 1-handed weapons on a ship Gain two languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills (on the Character O Gain +1 bonus on Will saves; the 1st time each day when an effect would normally leave you Fatigued or Exhausted, you may ig Reload any type of crossbow as Free Action; may fire a crossbow at full normal rate of attacks; reloading a crossbow of a type c Swift Action; change dorn-dergar from normal or reach weapon Gain +2 bonus on Knowledge (planes) checks to know powers/abilities of demons; whenever you deal +1 dmg to demons w/ a m Gain +4 bonus on Knowledge (planes) checks to know powers/abilities of demons; whenever you deal +2 dmg to demons w/ a m Gain +6 bonus on Knowledge (planes) checks to know powers/abilities of demons; whenever you deal +3 dmg to demons w/ a m Use Dex modifier instead of Str on melee attack and dmg rolls when wielding a Medium scimitar 1-handed and not carrying a w Gain fire resistance 5 vs. sources of fire dmg that deal 5 points or less; gain +2 bonus on Constitution checks to avoid taking no Gain +1 bonus on melee attack and dmg rolls whenever no ally is w/in 10' in combat Attacks count as Good-aligned for purposes of bypassing damage reduction of devils Gain +2 bonus on Knowledge checks if you have 15 ranks in that skill (does not stack with Skill Focus); may make untrained K May wield dorn-dergar 1-handed, but changing from normal or reach weapon becomes Full-Round Action (or Move Action w/ Da Designate ally w/in your reach during your action that gains Natural Armor bonus to AC equal to Dodge bonus you gain from Fig May attempt another save (at the same DC) vs. any mind-affecting enchantment or necromancy effect 1 rnd after failing save (o Move Action; issue commands to all allies w/in 30' feet who can see and hear you; those that obey gain +1 bonus on attack rolls Deal +1 dmg w/ weapon attacks vs. foe against which you have concealment (+2 dmg w/ total concealment) During surprise round, threat range of your weapons doubles for any attack vs. unaware foes (does not stack w/ any other effec

May attempt Fort save (DC 10 + nonlethal dmg dealt) to reduce nonlethal dmg by half; Endurance feat grants +4 bonus on this s Free Action; whenever you deal nonlethal dmg, successful Intimidate check to demoralize foe leaves foe Shaken for a number o may use any equipment tricks relating to boots if appropriate trick requirements are met; if item would normally be considered im may use any equipment tricks relating to cloaks if appropriate trick requirements are met; if item would normally be considered i may use any equipment tricks relating to ropes if appropriate trick requirements are met; if item would normally be considered im may use any equipment tricks relating to shields if appropriate trick requirements are met; if item would normally be considered may use any equipment tricks relating to heavy blade scabbards if appropriate trick requirements are met; if item would normally Gain +1 bonus on Bluff, Diplomacy, Knowledge (local), & Sense Motive checks when dealing w/ criminals, vagabonds, unsavory Standard Action; 1/day open incandescent 3rd eye on forehead that you can then open/close at will for 0 min; while open you ca Gain DR 1/cold iron and +2 bonus on wild empathy checks; cold iron deals +1 dmg to you Gain +5 Racial bonus on Disguise checks to impersonate particular race (must select race you are able to impersonate when yo Choose 1 tiefling heritage modifier (see page 64 of Pathfinder Adventure Path volume #25: Bastards of Erebus) in place of tieflin While holding clans standard (requiring 1 hand), members of your clan w/in 60' who can see the banner (including you) gain +1 Gain fire resistance 5 and +2 bonus on all saves vs. fire effects Standard Action; make attack w/ a bow or crossbow vs. foe w/in 30' and add 4 dmg; creatures immune to critical hits/sneak atta When casting a divination spell, may use your focus item (crystal ball, runes, Harrow deck, etc.) instead of spells material comp Gain a +2 bonus on saves vs. enchantment spells/effects and mind-affecting effects and on Escape Artist and grapple checks m As part of movement/5'-step, move into space occupied by Medium or smaller willing ally that is able to move and able to occup Free Action; 1/rnd make a suggestion to any 1 foe affected by your frightful presence; Will save DC is same as that for your norm When making a trip attack, add your Dex bonus to your CMB After tripping foe w/ whip, drop your whip to Entangle foe (if whip has magical quality such as Flaming, apply qualitys damage to When fighting on a ship, first hit each battle deals +2 dmg; gain +2 Circumstance bonus on Profession (sailor) checks made wh Full-Round Action; 1/day, deal 6d6 points of dmg to yourself by removing entrails to tell the future as if casting divination (caster 1/day use one chosen charm or compulsion spell as spell-like ability (determine caster lvl & DC as if casting spell normally); may Move Action; 1/day, when you have 42 HP or less, make DC 10 Concentration check to heal yourself of 1d4+13 dmg (non-caste May use Godless Healing 1 additional time/day May use Godless Healing 1 additional time/day No Action, Supernatural, Single Use; if attack/effect (even one w/ no save) would kill you, may use this ability (even if helpless/u Spells cast that deal dmg, channel negative nergy, or otherwise harm life do not hurt normal/magical plants (still harm Plant crea You do not provok AoO when attacking w/ firearms Only suffer 2 penalty to grapple check when attacking impaled opponent w/ weapon that impales them; deal +1d6 dmg if check Free Action; make grapple check after damaging foe w/ piercing weapon to impale foe on; you both gain grappled condition and 1/rnd, decide if unarmed attacks deal bludgeoning, piercing, or slashing dmg; for each consecutive rnd that you change type, thr Free Action; activate 1 bardic performance as spell is cast; performance effect lasts for spells casting time +5 rnds; consumes r Gain +2 bonus on Will saves vs. charm/compulsion effects; 1/day, draw Harrow card to determine suit or randomly determine su When casting healing spell on target other than yourself, spell is maximized if used to heal or DC increases by +4 if used to dmg Gain automatic Perception check (at 10 penalty, or 5 if moving 1/2 speed and taking no actions other than moving) when pas When carrying Light load, after attack deals dmg in surprise round, make 2nd attack against same foe using same attack bonus May make Stealth checks (at 10 penalty) in normal or bright light even when observed Gain +1 bonus on all Charisma-related skills Gain +1 bonus on all Constitution-related skills Gain +1 bonus on all Dexterity-related skills Gain +1 bonus on all Intelligence-related skills Gain +1 bonus on all Strength-related skills Gain +1 bonus on all Wisdom-related skills Gain +2 Natural Armor bonus, but 2 penalty on all Charisma-based skill checks Free Action (no AoO); start grapple after hitting foe w/ gore attack as part of a charge; do not add your size mod (if positive) to in Gain acid resistance 5 Immediate Action; 1/rnd when mount must make save, make Ride check vs. DC of opponents attack instead You can create runes. Inscribing a rune takes 1 day for each 1,000 gp in its price. To inscribe a rune, you must use up raw mate Full-Round or Standard Action; when activating magical instrument, may begin bardic performance as Free Action (must use Pe may satisfy material requirement of any spell cast w/ valuables (coins, gems, jewelry, etc.): spells w/ components but no listed v May select longsword-related feats as if you were a 4th-level fighter; lose benefits of this feat after using a melee or ranged wea Spells w/ Cold descriptor are cast at +1 caster level, ,but spells w/ any other energy descriptor are cast at 1 caster level; 3/day, Gain +4 bonus on saves vs. spells/effects that would cause you to fall asleep; gain +2 bonus on hearing-related Perception chec

Standard Action; 1/encounter provide detailed information to allies after successful Knowledge check to identify creature you fac Free Action; 1/day when striking non-evil foe w/ melee attack, foe must make Fort save (DC 28) or become deformed (-1d4 Cha Gain +1 bonus on Fort Saves; make DC 5 Constitution check to become stable whenever you are dying, w/ penalty on this roll e Gain +2 Circumstance bonus to Stealth checks in urban areas (+4 in crowds); gain +1 Dodge bonus to AC when threatened by 1/day, after ally has rolled save but before results are known, you may roll same save as if you were subject to the effect requirin You and your mount gain +2 on opposed bull rush, overrun, and trip checks; when mounted on a horse, you and mount suffer n Gain +2 bonus on all Knowledge (dungeoneering) checks and Perception checks made to notice traps. Knowledge (dungeonee Gain +4 on Disguise checks made to impersonate 4 specific individuals Gain +2 on Appraise checks and on any 1 Profession skill; gain +4 on Sense Motive checks when using the hunch task dealing Free Action (no AoO); initiate bull rush after hitting foe w/ attack as part of a charge to push foe 15' (or more) knock him Prone; Gain +2 bonus on saves vs. fear effects; any effect that would normally make you Panicked instead makes you Frightened, any Gain +5 Racial bonus on Intimidate checks vs. Humanoids May overrun more than 1 creature on your turn, w/ cumulative 5 penalty on each overrun check beyond 1st (mount may only m Gain +2 bonus on saves vs. necromancy spells/effects and +2 bonus on Fort saves made to prevent negative levels from becom In areas of shadowy illumination or natural darkness, ignore all size penalties to Stealth checks for hiding and gain a +2 to Steal When taking 10 on Wisdom-based skills, treat result as if you rolled 13 instead When purchasing a weapon anywhere in Avistan, pay 10% less than normal cost Begin play with additional 200 gp; gain 1-time 10,000 gp stipend at 10th level Gain +1 bonus on every Knowledge skill in which you have at least 5 ranks Deal +2 dmg w/ composite Strength bow rated for Strength 15 or lower Gain +2 bonus on Bluff and Perform (comedy) skill checks; Perform (comedy) is always a class skill for you Gain Infernal as a bonus language; at 9th level, may bind to yourself an imp servitor (grants and possesses all the benefits and Bite attack deals +1 acid dmg; living creatures you bite must make a Fort save (DC = your breath weapons DC) or be Nauseate May use Stunning Fist as melee touch attack (may not use Power Attack in combination with this feat); 1/rnd, may expend 1 use May gain in place of standard animal companion; due to non-intelligence, ooze companion starts with 0 tricks (only your bonus May target oozes w/ spells/special abilities that normally only affect animals as if the oozes were magical beasts w/ Int 1, though In Osirion, gain +1 Circumstance bonus to Bluff, Diplomacy, Disguise, Intimidate, and Perform checks; gain +5 when using Appr Fighting Defensively or using Total Defense Action; gain +5 Dodge to AC vs. melee attacks of 1 foe you can see until your next 1/encounter, make single ranged attack at any point during your movement when using a Withdraw Action Full-Round Action; 1/day creature w/in 15' must succeed at Will save (DC 15 or be possessed (see Council of Thieves #4); prote Full-Round Action; 1/day possess 0' spherical area (see Council of Thieves #4) Full-Round Action; 1/day possess Large or smaller object (see Council of Thieves #4) Gain 6000 gp resource pool (may add to pool w/ your gold, but once put in it remains a part of the pool; may utilize pool in any c May use any item as an improvised melee or ranged weapon w/out penalty. On confirmed crit, foe must make a Fort save (DC 16) or be Stunned for 1 rnd Gain +1 Sacred or Profane (chosen when feat is selected) bonus to Will saves, Diplomacy checks, and Survival checks; bonuse Gain +2 bonus on saves vs. magical and natural effects that deal cold dmg; may move across ice w/out movement penalty. Move Action; when in a Mwangi ruin covering 500 sq. ft. or more, make concentration check (DC 10 + 5 for each ruin power leve Gain hippogriff animal companion; gain +2 bonus on Ride checks made while riding your hippogriff; hippogriff gains +2 bonus on May move at 3/4 normal speed when desert terrain would reduce overland speed to 1/2; gain +2 bonus on Survival checks to fin May track by smell and automatically pinpoint location of foes w/in 30' by scent alone; gain +2 Morale bonus on attack rolls vs. S Gain 2 ki points; Swift Action; focus ki to overcome DR/hardness as Adamantine weapon w/ each unarmed strike, costing 1 ki p Secret of Steel-Shattering Spirit is now considered Cold Iron for overcoming DR Secret of Steel-Shattering Spirit is now considered Silver for overcoming DR Secret of Steel-Shattering Spirit is now considered Magic for overcoming DR Secret of Steel-Shattering Spirit is now considered Lawful for overcoming DR Secret of Steel-Shattering Spirit is now considered Epic for overcoming DR Gain +5 bonus on Bluff checks made to pass secret messages to allies that can see you; use Aid Another combat option even if 1/rnd; after tripping foe w/ whip, attack another foe w/ whip at same bonus as attack that tripped previous foe (cannot take 5' ste Add the following spells to Druid spell list: 0disrupt undead, ray of frost; 1stghost sound, touch of fatigue; 2ndchill touch, s Full-Round Action; when in forest, jungle, swamp, or underground and not fatigued or exhausted; may increase size, strength, a Gain +2 bonus on Climb checks and Acrobatics checks made to jump, may take 10 on Climb checks even when distracted; falli Foes do not gain +2 bonus on attack rolls for flanking (but may still Sneak Attack); gain +2 bonus on Sense Motive checks to res Gain +4 bonus on Stealth checks in rocky environments, may use Stealth at no penalty while climbing; when attacking w/ strand Take 2 penalty on ranged attack w/ axe, to make Trip attempt vs. foe as Free Action (foe may not attept to trip you in return); fl

Expend breath weapon for number of rnds equal to Constitution bonus (breath weapon is cone-shaped) or half that (if line-shape may make Sleight of Hand check instead of Bluff check to feint in combat when drawing light weapon Gain +2 bonus on Stealth checks when others are actively trying to find you (+4 in crowds); gain +2 Circumstance bonus on Dip Full-Round Action; make single attack with bow or crossbow that deals precision-based extra damage (including sneak attacks Standard Action; after winning opposed Stealth check by 5 or more, foe must roll Will save (DC 21) or become Shaken for 1d4 r May breathe air or water interchangeably, becoming Fatigued if out of water for 14 days (only goes away after 8 hrs of immersio Swift Action; expend Channel Energy to imbue touched weapon w/ Bane property vs. a favored enemy until beginning of your ne act as if you had Far Shot feat when throwing splash weapon (counts as Far Shot for purpose of qualifying for other feats, but on Flanking creatures do not gain a +2 bonus to attack you (does not prevent you from being sneak attacked or denied Dex bonus May use Charisma bonus for Fort saves; gain +2 on saves vs. fear effects Gain Climb speed of 10' and all benefits of having a climb speed (bonus to Climb checks, always able to take 10 on Climb check Rain only reduces visibility by 1/4 and you only take 2 penalty on Perception checks; may ignore concealment granted to creatu Free Action; 0/day, take 1 point of temporary Constitution damage to charge 1 limb w/ electricity, dealing 5d6 electricity dmg w to Become Frightened instead of Panicked, Shaken instead of Frightened, and ignore effects that make you Shaken; may still beco After grappling, foe cannot hold breath and must immediately begin making Constitution checks at the end of his turn each rnd ( 1/day, if you have at least 1 HP and crit would otherwise kill you (even with reduced dmg from this feat) you are instead reduced May attempt Ref save (DC equal to swarms distraction save DC + 10) to avoid dmg when swarm attacks by ending its turn in yo Gain +1 bonus on dmg when wielding farm implement (e.g. hand axe, pick, pitchfork, scythe); gain +1 bonus on Initiative checks Gain cohort (human or halfling commoner, expert, or warrior w/ Taldan Squire feat) as w/ Leadership feat; gain +2 bonus on Init Gain +2 bonus on initiative when w/in 50' of mounted ally w/ Mounted Combat feat; if this ally is injured, gain +1 Dodge bonus on When fighting w/ falcata and buckler, Shield bonus to AC increases by +1 and you gain +2 Circumstance bonus on Acrobatics c Duration of healing spell cast on unharmed creature becomes 1 hour or until discharged and triggers automatically (Swift Actio May make Sense Motive check (DC 10 + caster level of effect; +5 bonus on check if creature teleporting in is a demon) to detec 2 spell levels higher; spell pierces defenses that protect against death effects, negative levels, and energy drain, affecting the ta 1 spell level higher; mind-affecting spell affects undead creatures (even mindless undead) as if they werent immune to mind-aff While two-weapon fighting w/ earth breaker and a klar, you may fight w/ both weapons as if wielding a double weapon (klar treat Shadde-Quah: gain +2 bonus on Intimidate checks Shriikirri-Quah: gain +2 bonus on Initiative checks and +2 bonus on Ride checks Lyrune-Quah: gain +1 bonus on Will saves and +2 bonus on sound-based Perception checks Skoan-Quah: gain +2 bonus on weapon dmg vs. undead and +2 bonus on Heal checks Shundar-Quah: gain +1 bonus on Fort saves and +2 bonus on sight-based Perception checks Sklar-Quah: gain +1 bonus on Ref saves and +2 bonus on Acrobatics checks made to tumble Tamiir-Quah: base land speed increases by 5'; gain +2 bonus on Acrobatics checks made to jump 1/day, if w/in borders of Touvette, may smite any person/creature that is not a citizen w/ 1 normal melee attack, gain +4 Morale b Gain +1 Natural Armor bonus to AC, cold/electricity/fire resistance 2, and +1 bonus on Intimidate checks; suffer 1 penalty on a May use Survival skill to forage/track in urban locations: (DC 10) find food/supplies to survive for 24 hrs (may support 1 other pe Abjuration spells cast at +1 caster level. may use resistance (avidais) as spell-like ability 1/day, caster level 13, save DC is Char Conjuration spells cast at +1 caster level. may use acid splash (idolis) as spell-like ability 1/day, caster level 13, save DC is Cha Enchantment spells cast at +1 caster level. may use daze (carnasia) as spell-like ability 1/day, caster level 13, save DC is Chari Evocation spells cast at +1 caster level. may use dancing lights (ragario) as spell-like ability 1/day, caster level 13, save DC is C Illusion spells cast at +1 caster level. may use ghost sound (vangloris) as spell-like ability 1/day, caster level 13, save DC is Cha Necromancy spells cast at +1 caster level. may use touch of fatigue (voratalo) as spell-like ability 1/day, caster level 13, save DC Transmutation spells cast at +1 caster level. may use mage hand (avaria) as spell-like ability 1/day, caster level 13, save DC is C Gain +1 bonus on Diplomacy and Intimidate checks and Will saves; you appear outwardly human (no Disguise check required) Add various vermin to your list of possible animal companions; vermin companions can only learn bonus tricks May target vermin w/ spells and special abilities that normally only affect animals; may use wild empathy to influence vermin as When using spell trigger item, may move both before and after triggering the item (must move at least 5' before and after using Anyone attempting to read your thoughts/communicate w/ you via telepathy/otherwise contact your mind is Dazed for 1d4 rnds ( Gain Burrow speed of 10' through earth, sand, or soil Gain Burrow speed of 20' through earth, sand, or soil Gain Burrow speed of 30' through earth, sand, or soil When mounted and using charge action, mount may turn up to 90 degrees once as part of move as long as each part move is a Add +1 to DC of any spell/spell-like effect originating from a magic item you activate May create magic items w/out requisite item creation feat by increasing the DC by +5

Successful hit against magic item that causes damage to that item also causes that item to obtain Broken condition; restoring ite If Spring Loaded feat has not yet been activated, first successful melee attack against you triggers AoO (does not count for your May wear one item from belt, feet, hands, headband, neck, ring, or wrist categories in entirely different slot and still gain effect a Immediate Action; reroll Disable Device check to disable trap/open lock after 1st check is attempted but before results are revea Make single melee attack before initiative begins vs. foe w/in melee reach; must prepare spring device ahead of time w/ Knowle May use Spin Silk racial ability +2 times/day, creating 50' length of rope w/ each use; after metamorphis, you partially retain Spin Gain coleophite racial traits (change race on the Character Options tab) Gain eulite racial traits (change race on the Character Options tab) Gain farfalite racial traits (change race on the Character Options tab) Free Action; special abdomenal glands may shed light as a torch Gain larvite lifer racial traits (change race on the Character Options tab) May grapple as normal by using both mid-legs even w/both hands occupied; when using all 4 appendages to grapple, gain +2 C Gain racial traits of two different entobian breeds (customize race on DataRaces tab and change race on the Character Options Gain moscanite racial traits Free Action; successful unarmed/natural attack vs. you deals 1 point of Constitution dmg to non-entobian attacker; dmg is cumu Gain +13 HP until you take a metamorphosis feat May combine 2 mid-leg natural attacks into 1 natural attack, effectively increasing number of dice of mid-leg natural attack to 2 Successful bite attack vs. you deals 1d3 Strength dmg to attacker (cumulative per successful bite attack) Weapon used in successful armed melee attack vs. you takes 1 point of dmg (bypasses hardness of non-magical weapons); su Gain +1 Dodge bonus to AC vs. melee attacks of Medium or larger foes Ignore effects of difficult terrain when making 5' step Detect Evil racial trait can be activated 1/day Gain +1 Dodge bonus to AC vs. ranged attacks Free Action; 1/hr, gain +2 Enhancement bonus to attack and dmge for up to 1 hr vs. 1 foe that successfully attacked you w/in las Critical threat range w/ improvised weapon is 19-20 x3 Gain +1 Resistance bonus to Reflex and Fortitude saves when wearing leather or hide armor and not wearing, wielding, or holdi Gain +4 Competence bonus to Strength checks made to break/burst items and objects w/ sudden force Damage dealt by club, greatclub, shortspear, longspear, and spear increases by one die step Gain +2 Competence bonus to dmg using improvised weapons Gain +2 Competence bonus to attacks using improvised weapons Range of Grasping Tongue improves by 10' and you gain +2 bonus to grapple a foe in this way You are immune to enchantment effects May make both a bull rush and a basic melee attack, in that order, when charging May use your tongue as a whip, either as a primary or a secondary attack Gain +3 Resistance bonus on saves vs. enchantment effects May run over surface of water w/out sinking Immediate Action; after first save is attempted but before results are revealed by the GM; must take 2nd result, even if it is wors Gain claws as a natural attack Standard Action (no AoO); ain beast shape I as spell-like racial ability usable 1/day; effect lasts for 1 hr or until you change back Gain +2 Racial bonus on Knowledge (nature) checks and +2 Racial bonus on Survival checks Gain +2 Racial bonus on Diplomacy checks and +2 Racial bonus on Bluff checks Gain +2 Racial bonus on Diplomacy checks and +2 Racial bonus on Sense Motive checks Gain +2 Racial bonus to Vicious Bite during round after you score a hit w/ Vicious Bite Gain bite as a natural attack Gain benefit of Unearthly Presence racial trait regardless of HP total Allies w/in 50' gain +2 Morale bonus to saves vs. fear Use Touch of the Muse racial trait 1 additional time/day. Use Touch of the Muse racial trait 1 additional time/day. Use Touch of the Muse racial trait 1 additional time/day. May use Touch of the Muse racial trait at a range of up to 50' May use dream 1/day as a spell-like ability (caster level 13); cannot designate a different messenger than yourself and recipient You do not take damage from falling if able to make Standard Actions Gain +1 Competency bonus to Appraise and Diplomacy checks May use Bribe Fate racial trait w/out losing HP. If you succeed at 2nd saving throw, immediately lose your level in HP Gain +1 Racial bonus to 2nd save after activating Bribe Fate racial trait; gain additional use of Bribe Fate per day

Sense Coins racial trait applies to all things made of gold Standard Action; 1/day, consume 100 gp to add +4 Enhancement bonus to Strength, Constitution, or Dexterity for 13 min After using Money is Life racial trait, the next time an attack damages you 3 gp per HP of dmg (max 48 gp) from this attack drop Move Action (no AoO); gain +5 Circumstance bonus to CMD when resisting a bull rush or trip attempt; moving/being moved from Spell/spell-like effect causing you to be Panicked or Frightened instead makes you Shaken; cannot be Shaken otherwise by spe Grow 1' taller (still considered Medium) and melee reach increases by 5' Gain +2 Competence bonus to dmg rolls when using weapon made of mostly wood Natural Armor conveyed by Protective Sap trait increases by +2 when you are at 21 HP or less May use Sun Heal 1 additional time/day May use Sun Heal 1 additional time/day May use Sun Heal 1 additional time/day All unarmed attacks deal +1 piercing dmg; creatures involved in grapple w/ you automatically take 1 point of piercing damage 1/ Foe striking you w/ body or natural weapon deals normal dmg but takes 1d3 piercing damage. creatures involved in grapple w/ y Gain DR 1/bludgeoning Gain DR 2/bludgeoning Gain DR 3/bludgeoning 1/day, successful Touch Attack vs. undead foe restores 1d8 HP to you and foe must save versus vivification virus (DC 26) or be Enlist effects of Deathbane Touch in addition to dmg dealt as part of a melee attack (counts toward number of Deathbane Touc Racial negative energy resistance increases by +5; gain +4 bonus on saves vs. death spells/magical death effects and you are Immune to all mundane diseases Gain +4 Racial bonus on CMD when foe tries to grapple you; gain additional +2 Racial bonus on Escape Artist checks (bringing Breath of Steam racial trait deals +1 dmg Gain a natural gore attack Swift Action; 1/day, deal +1d8 fire dmg to foe after dealing dmg w/ gore attack 3 Full-Round Actions; replace 1 armor gem w/ another armor gem of a different type to keep armor emulation of the majority bu If slain and your soul crystal is implanted in another suitable relluk body w/in 7 days, you are restored to life w/ 1 permanent neg Breath of Steam racial trait range increases to 10' May use Breath of Steam an additional time/day. May use Breath of Steam an additional time/day. May use Breath of Steam an additional time/day.

Natural can be magically enhanced using Craft Magic Arms and Armor feat (each natural attack must be enhanced separately); Take on physical appearance of cloud giant (giants consider you to be part of the cloud giant tribes); jotun elemental powers are Take on physical appearance of storm giant (giants consider you to be part of the storm giant tribes); jotun elemental powers ar Take on physical appearance of ettin (giants consider you to be part of the ettin tribes); jotun elemental powers are calculated a Take on physical appearance of hill giant (giants consider you to be part of the hill giant tribes); jotun elemental powers are calcu Take on physical appearance of ogre (giants consider you to be part of the ogre tribes); jotun elemental powers are calculated a Take on physical appearance of stone giant (giants consider you to be part of the stone giant tribes); jotun elemental powers are Take on physical appearance of taiga giant (giants consider you to be part of the taiga giant tribes); jotun elemental powers are Take on physical appearance of fire giant (giants consider you to be part of the fire giant tribes); jotun elemental powers are calc Take on physical appearance of frost giant (giants consider you to be part of the frost giant tribes); jotun elemental powers are c Take on physical appearance of troll (giants consider you to be part of the troll tribes); jotun elemental powers are calculated as Take -4 on attack to hit 1 foe then -4 on attack to hit another w/in 10' 4/day, make bull rush or trip after hitting w/ thrown rock Gain additional use per day of single elemental power Full-Round Action; 1/day, deal 6d6 points of dmg to yourself by removing entrails to tell the future as if casting divination (caster Take -4 on attack to hit 1 foe then -4 on attack to hit another w/in 10'; continue until you miss or no foe is w/in 10' of last target (c Ignore size penalties to Stealth checks and gain +2 to Stealth checks in areas of shadowy illumination or natural darkness Make combat maneuver to throw rock 1/2 normal distance, success deals normal Slam dmg and Pins foe (Ref DC 18 negs) may use Strength modifier rather than Dexterity modifier when using thrown weapons Swift Action (no AoO); increase size multiple categories; if used as part attack, deal +2 dmg per size category increase May use any item as an improvised melee or ranged weapon w/out penalty. Full-Attack Action; foes in 10' x 15' line take 1/2 dmg normally dealt by Rock Throwing (Ref DC 18 negs) Standard Action; Small or smaller creaures w/in 0' must make Acrobatics check (DC 12) or fall Prone 1/day--passwall, statue, spike stones, stone skin, wall of stone (caster level 0, saves are Charisma-based)

May invoke domain power and cast domain spells from domain to which you do not already have access as if you were a cleric Choose a character class, such as ranger, (or its approved variant, though not a prestige or racial paragon class). The chosen c You gain an established identity with a legitimate history and reputation that allows you to slip away from your normal life. As a re You get a get a +2 bonus on caster level checks made to overcome a psionic creature's power resistance. This bonus stacks wi You add a +1 competence bonus to your armor class in melee combat while wearing this type of armor. When you are adjacent to an ally who also has the Back-to-Back feat, you cannot be flanked except by a rogue who is 4 levels h As a move-equivalent action, you can make a quick assessment of the status of every creature within a radius of 15 feet. Make Using senses such as acute hearing and sensitivity to vibrations, you detect the location of opponents who are no more than 5 f Using this feat, a spontaneous caster can increase his effective casting level when casting a spell, adding up to his Charisma bo You add 2 to the save DC for your stunning fist attack. When casting a spell with a casting time of 1 standard action or less, you may move both before and after you cast the spell, pro By channeling negative energy you may selectively heal living creatures in a 30' radius, restoring 1d4 points of damage plus 1d4 By channeling positive energy you may selectively harm living creatures in a 30' radius, causing 1d4 points of damage plus 1d4 Creatures and characters who have an insight bonus on their attack rolls, an insight bonus to their Armor Class, or an insight bo If you use your Sunder feat to deal a weapon or object enough damage to destroy it, you get an immediate, extra attack against You get a +2 bonus on all saving throws to resist powers. The benefit of this feat applies only to psionic powers and psi-like abili After spending four combat rounds observing a single opponent you may, as a move-equivalent action, add your Intelligence mo When you take the aid another action to help a friend in combat, you can add a +4 circumstance bonus to either your friend's AC Functions exactly as Brew Potion, except caster can make the "potion" in the form of any sort of food desired. The food must be You have deadly accuracy with your sneak attacks. You can reroll any result of 1 on your sneak attack's extra damage dice. You Rather than negating a song, a bard with the Descant feat can attempt to `overlay' his own song over another bard's. The two ba Chose a descriptor from the following list: acid, air, chaotic, cold, darkness, death, earth, electricity, evil, fear, fire, force, good, la You get a +2 bonus on all Appraise checks and Linguistics checks. If you have 10 or more ranks in one of these skills, the bonus You have mastered the art of casting spells unobtrusively, mingling verbal and somatic components into its music and performan As a free action, spend one of your channel energy attempts to add your Charisma bonus to your weapon damage for 1 full roun As a free action, you can spend one of your channel energy attempts to add 2d6 points of sacred or profane energy damage to Select one of your domains at the time you gain this feat. You add +1 to the DC for all saving throws against domain powers and You may alter spells with an energy descriptor to instead deal damage of an elemental type that matches your own elemental na You choose one type of energy: acid, cold, electricity, fire, or sonic. When employing a spell with the acid, cold, electricity, fire, or Attackers do not gain the usual +2 attack bonus when flanking you. This feat grants no benefit whenever you are attacked witho You may administer a potion or use the Heal skill to stabilize an unconscious person on the battlefield without provoking an attac You can remain out of water with no ill effect for one day per point of Constitution. After this time you must make Fortitude saves When running or charging, you can make a single direction change of 90 degrees or less. You can't use this feat while wearing m Once per day, reroll one attack roll, saving throw, skill check, or ability check and choose the better result. Once per round, when targeted by a psionic effect that allows a Reflex save or a Fortitude save, you can instead make a Will sa When performing a charge action, add 1.5 x your Strength modifier, or 2 x your Strength modifier if you are using a two-handed Casting a spell augmented with the Ghost Spell feat causes the spell to manifest in both the material plane and the ethereal plan You receive a +2 competence bonus to Diplomacy checks when dealing with intelligent, incorporeal undead. In addition, you can Choose one domain for which you have already chosen the Domain Focus feat. Add an additional + 1 to the spell save DC of th When you use the Manyshot feat, you can fire each arrow at a different target instead of firing all of them at the same target. You A grown spell has its area or number of targets affected increased by one-half. Spells with a personal effect or that target only a Select one Knowledge skill. You gain 1 bonus skill point to place in that Knowledge skill and an additional skill point every time y You may make an attack of opportunity against a charging opponent who enters an area you threaten. Your attack of opportun Whenever you are subject to a power from the telepathy discipline (regardless o whether the power is harmful or beneficial to yo Move Action; may halt movement while flying and hover; once hovering, may fly in any direction (including straight down/up) at 1 When using the Deflect Arrows feat, you may deflect a number of ranged attacks per round equal to 1 + your Dexterity bonus. In addition to the one attempt per round allowed by Mounted Combat, you may attempt to negate attacks made against your mo The empathic link between you and your companion extends for a number of extra miles equal to the creature's Wisdom modifie While using your bardic music to countersong, you gain a +4 circumstance bonus to your Perform check Whenever you deal 10 or more points of damage to your opponent in melee, you make a trip combat maneuver as a free action Rather than being a small creature, your familiar is a medium-sized creature - either a medium-sized version of a small creature Information on the Leadership feat and the use of Cohorts and Followers in the Legends of the Shining Jewel Campaign may be This feat allows some bardic song powers to continue after you stop performing them. Each round during which the power conti Against psionic attacks that do not employ an energy type to deal damage you gain damage reduction 3/-. In addition, when you

On your action, before making attack rolls for a round, you may choose to subtract a number from a ranged attack roll with a thr You heal ability damage and ability burn damage more quickly than normal. You heal a number of ability points per day equal to You get a +2 bonus on all Diplomacy checks and Sense Motive checks. If you have 10 or more ranks in one of these skills, the b You may make an attack of opportunity when an opponent moves through your threatened area, even when the opponent has a While openly wearing a token (a scarf, flower, minor piece of jewelry, or something of the sort) of a worthy aristocrat or noble wh On your action, you may choose to hold one or more of your normal attacks until an opponent attacks. The opponent rolls his at You gain a + 10 racial bonus on Disguise checks made to appear human. A persistent spell has a duration of 24 hours. The persistent spell must have a personal range or a fixed range. Spells of instanta You gain the ability to summon a familiar. This functions in all respects as the wizard ability, Summon Familiar, with the exception If you deal enough damage to an opponent with a ranged weapon attack to make it drop (by damaging it to below 0 hit points), You gain a +1 bonus to all Bluff, Diplomacy and Sense Motive skill checks due to your ability to recognize and reciprocate gossip Your penalty to attack rolls and AC when fighting in melee while prone is reduced to -2. While you are prone, your melee attacks When a foe strikes you in melee combat, the foe immediately loses its psionic focus, if any. Also, if you are the target of a power Once per round on your turn, you can sheathe or holster your weapon, or put away a held item, as a free action that does not pr Free Action (no AoO); 3/day (unless ability is normally usable less frequently); use single spell-like ability with caster level -4 or l You naturally heal a number of hit points per day equal to the standard healing rate + double your Constitution bonus. You heal e You may cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so yo When you use the attack action or full attack action in melee, you can take a penalty of -4 to your Armor Class and add a +2 bon A repeated spell is automatically cast again at the beginning of your next round of actions. No matter where you are, the second When an opponent attempts to disarm you or sunder your weapon, you get a +2 bonus to your opposed attack roll. This bonus n Half of the damage dealt by a sacred spell results directly from divine power and is therefore not subject to being reduced by pro All Knowledge skills are class skills for you. You may sculpt a runic item of any spell you know. Runic items are small pieces of wood, metal, or stone, onto which you are ab You can choose to have your ability to channel energy affect shapechangers of your chosen shapechanger subtype as if they we Your targets only receive a +2 bonus to Armor class due to cover. This feat has no effect against foes with no cover or total cove You get a +2 bonus on all Acrobatics checks and a +2 bonus to one Perform skill specialty. The Perform skill specialty must be c You gain the ability to summon a familiar. This functions in all respects as the wizard ability, Summon Familiar, with the exception You cast spells in such a way that the visual and auditory effects appear very different from the standard. For example, a wizard When you are adjacent to a character (PC or NPC) to whom you have sworn allegiance, or to a character or creature who's HD When employing a spell with the acid, cold, electricity, fire, or sonic designator, you can modify the spell to deal subdual damage When using a normal weapon to inflict only subdual damage, the normal -4 attack penalty is reduced to -2. When you use the Combat Expertise feat to improve your Armor Class, the number you subtract from your attack and add to yo Benefit: The level differential between you and your Cohort is reduced by 1. Even with this feat the level differential may not be r You can follow tracks at your normal speed without suffering the usual -5 penalty to your Survival check. If you are willing to acce Your intimate knowledge of the city landscape and inhabitants allows you to take the path of least resistance, granting you a 20% May choose vermin of any size you could normally take as your animal companion When you wild shape, you may take the form of a vermin. This vermin can be of any size that you could normally take as an an gain +2 bonus on Perception checks and Initiative checks. If you have 10 or more ranks in Perception, the bonus increases to + Free Action; 1/rnd, turn up to 180 regardless of maneuverability in addition to any other turns you are normally allowed, but con

Know extra 1st level Conjuration spell; may cast 1 extra Conjuration spell per spell level per day (wizards must prepare in advan casting time for summoning spells improves to Standard Action gain +2 bonus to Perform (act, dance, oratory or sing); may use bardic performance class 2 extra rnds/day gain a +1 bonus to Perform (act, dance, oratory or sing); DC to resist bardic performance abilities increases by +1 Know extra 1st level Divination spell; may cast 1 extra Divination spell per spell level per day (wizards must prepare in advance; gain Uncanny Dodge ability; DC to resist Divination spells increases by +1 gain a +2 bonus to any 1 Knowledge skill and any 1 Perform skill gain +2 bonus to Knowledge (Arcana) and Spellcraft checks gain +2 bonus to Perform (act, comedy, or oratory); may use bardic performance class 2 extra rnds/day gain a +1 bonus to Perform (act, comedy, or oratory); DC to resist bardic performance abilities increases by +1 gain +2 bonus to Perform (keyboard, percussion, string, or wind)); may use bardic performance class 2 extra rnds/day gain a +1 bonus to Perform (keyboard, percussion, string, or wind); DC to resist bardic performance abilities increases by +1 Know extra 1st level Illusion spell; may cast 1 extra Illusion spell per spell level per day (wizards must prepare in advance; stack DC to resist Illusion spells increases by +2; may use minor image as spell-like ability 1/day Know extra 1st level Enchantment spell; may cast 1 extra Enchantment spell per spell level per day (wizards must prepare in ad

DC to resist Enchantment spells and spell-like abilities increases by +2; may use charm person as spell-like ability 1/day Know extra 1st level Necromancy spell; may cast 1 extra Necromancy spell per spell level per day (wizards must prepare in adv DC to resist Necromancy spells increases by +2; gain +2 bonus to saves vs. Necromancy spells Know extra 1st level Evocation spell; may cast 1 extra Evocation spell per spell level per day (wizards must prepare in advance; DC to resist Evocation spells increases by +2; add primary ability bonus to Evocation spell dmg done by your Evocation spells (o Know extra 1st level Abjuration spell; may cast 1 extra Abjuration spell per spell level per day (wizards must prepare in advance; Armor, Shield or Deflection bonus provided by Abjuration spells increases by +1; duration of Abjuration spells increase by 1 rnd ( Know extra 1st level Transmutation spell; may cast 1 extra Transmutation spell per spell level per day (wizards must prepare in DC to resist Transmutation spells increases by +1; duration extends by a number of rounds equal to half your caster level for Tra Clockwork familiars HD improve to 2d10 (reroll for new HP total); clockwork familiars Hardness increases to 10 Clockwork familiars HD improve to 4d10 (roll 2d10 and add to HP total); clockwork familiars land speed increases by 10' Clockwork familiars HD improve to 6d10 (roll 2d10 and add to HP total); clockwork familiar gains 2 skill points to be placed in sk clockwork familiars Hardness increases to 15; all speeds increase by 5' clockwork familiars Hardness increases to 20; speed decreases by 10' (min 5')

gain +2 Divine bonus to saves vs. enchantment spells/effects gain +2 Divine bonus to Acrobatics and Initiative 1/day, gain +5 Divine bonus on any 1 skill check, ability check, or save (may use after rolling but must announce intent before G use Cha mod instead of Wis mod to determine saves DC gain +2 Divine bonus to any 2 Craft or Profession skills associated with working stone, gems or metal select specific type of favored enemy; critical threats vs. this type automatically confirm may use fireshape as spell-like ability 1/day (caster level is 1/2 character level, min 1). gain +2 Divine bonus on Heal checks; never suffer penalty to Heal checks w/out healers kit gain +2 Divine bonus to any 2 Perform skills gain +2 Divine bonus to Handle Animal and Perform (Oratory) gain +5 bonus to Handle Animal and Ride checks concerning horses, ponies, mules and donkeys; animals of these types that yo gain +2 Divine bonus to Handle Animal and Knowledge (Nature); Knowledge (Nature) is a class skill Knowledge (Religion) is a class skill; may prepare 2 orisons/day from the cleric spell list (or druid spell list for nature deity) and c gain +2 Divine bonus to any 2 Craft skills or Profession skills that involve crafting or creating 3/day, Channel Energy heals/deals max HP dmg (save DC to halve dmg is unmodified) 2/day, Lay on Hands heals/deals max HP dmg gain immunity to all non-magical fear effects and +2 Divine bonus to saves vs. magical fear effects or spells that cause madnes gain Scent (Ex) ability gain +2 Divine bonus to Bluff, Diplomacy, Disable Device, or Stealth while committing or fleeing from violent crime gain +2 Divine bonus to any 2 of the following: Craft (Sails), Craft (Rope), Knowledge (Nature), Perception, Profession (Sailor), o 1/week, enter dream-state that allows communication w/ your deity and his/her servants as commune with nature spell gain proficiency w/ bastard sword, falchion, greatsword, longsword, or short sword; when using chosen sword type, gain +1 Divin Knowledge (Religion) is a class skill; gain +2 bonus to Knowledge (Religion) checks (clerics and paladins receive +3) 3/day, gain +2 Divine bonus to any Charisma-based skill check 3/day, gain +2 Divine bonus to Bluff, Disable Device, Disguise, Escape Artist, Sleight of Hand or Stealth 1/day, reroll any 1 failed save, skill check, ability check, or attack roll (must accept results of 2nd roll, even if worse) gain +2 Divine bonus to CMB and to any Knowledge skill checks made while planning for battle or war gain +3 Divine bonus to 1 Craft skill that involves weapons, armor or other implements of war gain +2 Divine bonus to any 2 Knowledge skills retain ability to speak while in animal form and may still communicate w/ animals of the appropriate type

Full-attack action w/ 2-handed melee weapon adds x3 Strength bonus to dmg of 1st attack Standard Action; single melee attack (at 5 penalty) w/ 2-handed weapon crits if it hits; special weapon abilities that activate only Standard Action; single melee attack w/ 2-handed weapon adds x2 Strength bonus to damage roll (instead of x1.5)

List_Feats_Wizard_All Empower Spell Enlarge Spell Extend Spell Heighten Spell Maximize Spell Quicken Spell Silent Spell Still Spell Thanatopic Spell Threnodic Spell Widen Spell Brew Potion Craft Magic Arms and Armor Craft Rod Craft Staff Craft Wand Craft Wondrous Item Forge Ring Inscribe Rune Scribe Scroll Spell Mastery I Spell Mastery II Spell Mastery III List_Feats_Wizard_Core Empower Spell Enlarge Spell Extend Spell Heighten Spell Maximize Spell Quicken Spell Silent Spell Still Spell Widen Spell Brew Potion Craft Magic Arms and Armor Craft Rod Craft Staff Craft Wand Craft Wondrous Item Forge Ring Scribe Scroll Spell Mastery I Spell Mastery II Spell Mastery III

Taken

Benefit

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE TRUE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE TRUE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE TRUE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE TRUE FALSE TRUE FALSE FALSE TRUE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE TRUE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE TRUE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE TRUE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE TRUE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE TRUE TRUE

List_Feats_Shaman Alertness Animal Affinity Deceitful Endurance Diehard Fleet Great Fortitude Great Fortitude, Improved Intimidating Prowess Iron Will Iron Will, Improved Leadership Lightning Reflexes Lightning Reflexes, Improved Persuasive Self-Sufficient Spell Penetration Spell Penetration, Greater

Normal

You select only a single favored class, from those for which your race normally has an affinity.

Only undead are healed when you channel negative energy and you cannot choose who you heal when you channel positive en You cannot choose who is harmed when you channel negative energy and only undead are harmed when you channel positive

You add a +2 circumstance bonus to your friend's AC or attack roll.

Everyone within 30 ft. of the bard may use the bard's Perform skill check in place of their saving throw against sonic or language

Administering a potion to an unconscious person is a full-round action. Use of the Heal skill in combat or administering a potion Sea elves can normally spend only 2 hours per Constitution point out of water before making Fortitude saves to avoid temporary Without this feat, you can run or charge only in a straight line.

When performing a charge action, add your Strength modifier, or 1.5 x your Strength modifier if you are using a two-handed wea

You only get an attack of opportunity against a character that exits a square you threaten.

You may use the Deflect Arrows feat only once per round. You may only use the Mounted Combat feat once per round and may not use the Mounted Combat feat while flatfooted. The empathic link between creature and master extends for only one mile. If the trip maneuver fails by 10 or more, you are knocked prone instead.

You heal ability damage and ability burn damage at a rate of 1 point per day.

A prone character has a -4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). He gains a + Putting away a weapon or object is normally a move-equivalent action and provokes attacks of opportunity.

Cover normally gives a +4 bonus to AC.

The level differential between a Leader and Cohort is determined solely by the Leader's unmodified Charisma ability. A Leader m A character without this feat can use Diplomacy to gather information about a particular individual, but each check takes 1d4+1

Special

You may only gain this feat at 1st level.

You can gain this feat multiple times. Each time you take the feat, it applies to a new class. You may not use abilities or class features which rely on your true identity, such as a noble's sphere of influence ability, while as You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities). You may take this feat more than once. Each time you take it, it applies to a different type of armor (light, medium, or heavy).

This feat is usable once per day.

you channel positive energy. en you channel positive energy. You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities). You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

gainst sonic or language- dependent magical effects. You may take this feat more than once.

Each time it applies to a different descriptor. Note: Player characters in the Legends o

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new domain. The effec You can gain this feat multiple times. Each time the feat applies to a different type of energy.

administering a potion to an unconscious character provokes attacks of opportunity. aves to avoid temporary Strength and Constitution loss.

You may only take this feat as a 1st-level character. You cannot take or use this feat if you have the ability to use psionic powers (if you have a power point reserve or psi-like abilitie using a two-handed weapon, to the damage of a successful melee attack

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new domain for which y

If the PC also possesses the Bardic Knowledge class ability, this feat applies to a different Knowledge skill. You may take this fe You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

while flatfooted.

You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

Notable named NPCs of the Legends of the Shining Jewel campaign cannot accept a PC's affections without approval from the

Nobles and aristocrats may select this feat a number of times equal to 1 + their natural (unmodified) Charisma bonus (if positive A fighter may select this feat as one of his fighter bonus feats. You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new shapechanger sub A fighter may select Sharp-Shooting as one of his bonus feats.

A fighter may select this feat as one of his bonus feats. This feat may be taken twice to reduce the modifier for subdual attacks to -0. You cannot take this feat more than twice.

risma ability. A Leader may only have one Cohort at any given time.

In the Legends of the Shining Jewel Campaign you must spend ten (10) TUs attuning yourself to the community that you are in b

Source

Manual Row Number (used to rebuild sorts) 2

Feat Logic Text DODGESkill Focus [Stealth]Combat ExpertiseImpro Feats_Known Additional Feat Data

PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG

3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22

Chaotic Evil Good Lawful

Arcane_Strike_Dmg - Armor Proficiency, Light: No penalties on attack rolls while wearing

DODGESkill Focus [Stealth]Combat ExpertiseImpro

23 24 25 26 27 - Combat Expertise: As part of an Attack or Full-Attack action, take a Combat_Expertise_Penalty 28 29 30 31 32 33 Deadly_Aim_Penalty 34 35 36 37 38 39 40 41 42 - DODGE: +1 Dodge bonus to AC 43 44 Air 45 Earth 46 Fire 47 Water 48 49 50 51 52 53 54

PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG

55 56 57 58 59 60 61 Blinded 62 Cursed 63 Dazed 64 Deafened 65 Diseased 66 Exhausted 67 Fatigued 68 Frightened 69 Nauseated 70 Paralyzed 71 Poisoned 72 Shaken 73 Sickened 74 Staggered 75 Stunned 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 - Improved Critical [select weapon]: Double the threat range of a 101 102 - Improved Critical [select weapon]: Double the threat range of a 103 104 105 - Improved Feint: Move Action; make a Bluff check to feint in combat 106 107 108 109

PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG

110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 - Mobility: +4 AC vs. AoO from movement (unless you lose your Dex m 130 131 132 133 134 135 136 137 138 139 140 141 142 143 Power_Attack_Penalty 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164

PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG

165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 - Skill Focus [Stealth]: +3 bonus on Stealth checks 211 212 213 214 215 216 217 Abjuration 218 Conjuration 219 Divination

PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG

220 Enchantment 221 Evocation 222 Illusion 223 Necromancy 224 Transmutation 225 Abjuration 226 Conjuration 227 Divination 228 Enchantment 229 Evocation 230 Illusion 231 Necromancy 232 Transmutation 233 234 235 236 237 238 239 240 - Spring Attack: After moving at least 10', make single melee attack w 241 242 243 244 245 246 247 248 249 250 HP_Toughness 251 252 253 254 255 256 257 258 259 260 - Vital Strike: Make a single attack at highest BAB using an Attack act 261 262 263 264 265 266 267 268 269 270 271 272 273 274

PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG PFRPG

APG-B APG-B APG-B APG-B APG-B APG-B APG-B APG-B

275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329

Improved_NA

Feat_Snatch_Size

APG-B APG-B APG-B SDPG LoF4 LoF4 PCCS LoFPG PCCS PCCS PCCS C-EoD PCCS PCCS PCCS RotRLPG OLoP PCCS PCCS SoS DoG CHR CotCT1 PCCS A-SoL RotRLPG RotRLPG RotRLPG CHR CTR OLoP C-EoD C-EoD C-EoD C-EoD CoG PCCS RotRLPG PCCS DoG PCCS PCCS PCCS QGttE PCCS PCCS A-SoL SoS DoG DR DR A-SoL A-SoL A-SoL

330 331 332 333 334 335 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383

CoG PCCS AA AA AA AA AA T-EoG PCCS PCCS CoT 1 CoT 1 PCCS LoFPG PCCS PCCS PCCS SoS GoD C-EoD C-EoD T-EoG CMR LoFPG PCCS PCCS PCCS LoFPG PCCS PCCS C-EoD C-EoD PCCS PCCS PCCS LoFPG OLoP C-EoD C-EoD PCCS PCCS PCCS PCCS PCCS PCCS LoFPG CMR DDR CoG RotRL5 CTR CoT 6 CoT 2 CoG DM-AGtK

384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438

Charisma Constitution Dexterity Intelligence Strength Wisdom

PCCS RotRL1 RotRLPG OLoP DM-AGtK PCCS CoG T-EoG CMR PCCS CoT 1 CoG PCCS CMR PCCS PCCS PCCS PCCS PCCS PCCS PCCS DR PCCS DDR DDR OLoP C-EoD PCCS CoT 4 CoT 4 CoT 4 PCCS CMR LoFPG OLoP PCCS PCCS GtK LoFPG CMR PCCS PCCS PCCS PCCS PCCS PCCS PCCS OLoP PCCS DDR CotCTPG PCCS DDR DoG

439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493

GoD AA T-EoG PCCS CMR PCCS PCCS AA DoG PCCS DDR PCCS DDR GtDV DDR PCCS OLoP T-EoG T-EoG T-EoG PCCS A-SoL PCCS OLoP OLoP CotCT4 PCCS PCCS PCCS PCCS PCCS PCCS PCCS GttRK PCCS T-EoG PCCS PCCS PCCS PCCS PCCS PCCS PCCS PCCS PCCS PCCS PCCS PCCS CHR CHR CHR CoG

494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548

549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603

604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658

LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ

659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713

LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ LSJ

714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768

769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820

- Armor Proficiency, Light: No penaltiesProficiency, Light: No- penalties on armor- -Combat Expertise: lightpart threaton Stealthachec - Armor on attack rolls while wearing light attack rolls while wearing As +3 bonus Attack Expertis Improved Critical [select weapon]: Double the of an range or Full-A Skill Focus [Stealth]: armor- Combat of - Im Feats_Summary Concatenate - 100 Concatenate - 200 Skill Focus [Stealth]

lties on attack rolls while wearing light armor

us [Stealth]Combat ExpertiseImproved FeintMobilitySpring AttackVital StrikeImproved Critical [select weapon]Select Weapon

-3 Combat_Expertise_Bonus

0 Deadly_Aim_Dmg

Double the threat range of a Double the threat range of a

e a Bluff check to feint in combat

ement (unless you lose your Dex mod to AC)

0 Power_Attack_Dmg_Std

0 Power_Attack_Dmg_Max

Stealth checks

st 10', make single melee attack w/out provoking AoO from target, then move again (total distance moved cannot be greater than your speed

at highest BAB using an Attack action, rolling x2 weapon dmg dice (not multiplied on a crit) before adding dmg from Str, weapon abilities, or p

FALSE

Feat_Snatch_Squeeze

FALSE

0 AC_Aldori_Dueling_Mastery

6000

2500

3000

-10000

0 AC_Cornugon_Shield

6000

2500

3000

-10000

Adamantine Cold Iron Silver Magic Lawful Epic

Abjuration Conjuration Enchantment Evocation Illusion Necromancy Transmutation

Concatenate - 300 Concatenate - 400

]Select Weapon

Concatenate - 500 Concatenate - 600 Concatenate - 700 3 4 6 7 12 17 18 19 22 24 27 28 29 31 34 37 38 40 43 49 50 52 53 54 84 89 93 100 101 102 103 0 104 106 108 112 113 115 116 118 119 122 123 125 126 127 128 130 134 141 143 144 147 148

149 150 153 156 161 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214

0 Power_Attack_Dmg_Min

215 216 218 219 220 221 222 223 224 225 237 241 244 245 249 251 255 261 264 265 266 267 277 278 279 289 290 291 292 293 294 295 296 297 298 299 310 311 312 322 324 325 326 327 328 329 330 332 333 334 335 336 339 344 347

349 352 355 356 357 358 359 367 368 369 372 377 378 383 384 385 386 388 389 390 391 392 395 399 401 403 409 410 411 412 413 420 421 425 426 427 428 429 430 431 437 440 441 443 444 447 451 456 457 458 459 460 461 462 475

nnot be greater than your speed); cannot attack a foe that is adjacent to you at start of your turn

g from Str, weapon abilities, or precision-based dmg

488 493 495 498 503 505 512 513 515 517 518 522 523 524 525 526 527 528 529 548 636 661 663 666 667 677 679 681 683 684 695 698 699 702 703 705 709 713 715 720 721 726 727 730 732 733 734 735 736 737 741 743 746 747 753

755 785 786 787 788 790 792 793 794 795 797 798 799 802 803 804 805 807 808 809 810 811 812 813 814 816 819 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

Concatenate - 800 *** PRPG - General *** Agile Maneuvers Alertness Animal Affinity Armor Proficiency, Light Armor Proficiency, Medium Athletic Blind-Fight Catch Off-Guard Combat Casting Combat Expertise Combat Reflexes Critical Focus Deadly Aim Deceitful Defensive Combat Training Deft Hands DODGE Endurance Eschew Materials Exotic Weapon Proficiency [select weapon] Exotic Weapon Proficiency [select weapon] Exotic Weapon Proficiency [select weapon] Fleet I Great Fortitude Greater Feint Improved Counterspell Improved Critical [select weapon] Improved Critical [Rapier] Improved Critical [select weapon] Improved Disarm Improved Feint Improved Initiative Improved Trip Improved Unarmed Strike Intimidating Prowess Iron Will Leadership Lightning Reflexes Lunge Magical Aptitude Martial Weapon Proficiency [select weapon] Martial Weapon Proficiency [select weapon] Martial Weapon Proficiency [select weapon] Master Craftsman Mobility Nimble Moves Persuasive Point-Blank Shot Power Attack Quick Draw Rapid Reload [hand]

Combat Concatenate - 900 6 13 14 15 16 17 18 21 22 23 24 25 26 28 29 31 32 33 34 35 36 38 39 42 43 44 51 52 53 54 83 87 88 91 92 93 94 95 96 97 98 101 102 103 104 106 107 108 109 110 111 112

13 14 15 16 17 18

21 22 23 24 25 26 28 29 31 32 33 34 35 36 38 39

42 43 44

51 52 53 54

Rapid Reload [light] Rapid Reload [heavy] RUN Self-Sufficient Shield Proficiency Simple Weapon Proficiency Skill Focus [Acrobatics] Skill Focus [Appraise] Skill Focus [Bluff] Skill Focus [Climb] Skill Focus [Craft (untrained)] Skill Focus [Craft ()] Skill Focus [Craft ()] Skill Focus [Diplomacy] Skill Focus [Disable Device] Skill Focus [Disguise] Skill Focus [Escape Artist] Skill Focus [Fly] Skill Focus [Handle Animal] Skill Focus [Heal] Skill Focus [Intimidate] Skill Focus [Knowledge (arcana)] Skill Focus [Knowledge (dungeoneering)] Skill Focus [Knowledge (engineering)] Skill Focus [Knowledge (geography)] Skill Focus [Knowledge (history)] Skill Focus [Knowledge (local)] Skill Focus [Knowledge (nature)] Skill Focus [Knowledge (nobility)] Skill Focus [Knowledge (planes)] Skill Focus [Knowledge (religion)] Skill Focus [Knowledge (spirits)] Skill Focus [Linguistics] Skill Focus [Perception] Skill Focus [Perform (act)] Skill Focus [Perform (comedy)] Skill Focus [Perform (dance)] Skill Focus [Perform (keyboard)] Skill Focus [Perform (oratory)] Skill Focus [Perform (percussion)] Skill Focus [Perform (string)] Skill Focus [Perform (wind)] Skill Focus [Perform (sing)] Skill Focus [Perform (untrained)] Skill Focus [Profession (untrained)] Skill Focus [Profession ()] Skill Focus [Profession ()] Skill Focus [Ride] Skill Focus [Sense Motive] Skill Focus [Sleight of Hand] Skill Focus [Spellcraft] Skill Focus [Stealth] Skill Focus [Survival] Skill Focus [Swim] Skill Focus [Use Magic Device]

83

87 88

91 92 93 94 95 96 97 98

101 102 103 104 106 107 108 109 110

113 114 115 121 122 124 125 126 127 129 130 131 132 135 136 137 138 139 140 142 143 144 145 146 147 148 149 150 151 152 154 157 158 159 160 161 162 163 164 165 217 239 240 241 242 243 245 246 247 248 249 250 252 253 255

Skill Focus [] Skill Focus [] Spell Focus [Abjuration] Spell Focus [Conjuration] Spell Focus [Divination] Spell Focus [Enchantment] Spell Focus [Evocation] Spell Focus [Illusion] Spell Focus [Necromancy] Spell Focus [Transmutation] Spell Penetration Spring Attack Stealthy Step Up Throw Anything Toughness Two-Weapon Fighting Vital Strike Weapon Finesse Weapon Focus [select weapon] Weapon Focus [select weapon] Weapon Focus [select weapon] Whirlwind Attack Wind Stance *** PRPG - Item Creation *** *** PRPG - Metamagic *** Empower Spell Enlarge Spell Extend Spell Heighten Spell Maximize Spell Quicken Spell Silent Spell Still Spell Widen Spell *** PRPG - Monster *** Improved Natural Attack Multiattack Multiweapon Fighting *****APG Beta***** Coordinated Defense Coordinated Maneuvers Duck and Cover Lookout Outflank Paired Opportunists Precise Strike Shielded Caster Swap Places *****Golarion Campaign***** Additional Traits Advance Warning All Gnolls Must Die Berserkers Cry I Big Game Hunter

111 112 113 114 115

121 122 124 125 126 127 129 130 131 132

135 136 137 138 139 140 142 143 144 145 146 147 148 149 150 151 152 154

157 158 159 160 161 162 163 164 165

256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 299 311 312 322 324 325 327 328 329 330 331 333 334 337 343 349 352 363 364 365 366 370 371 375 380 387 388 389 390 391 392 405

Blade Binder Bounding Hammer Careful Speaker Chainbreaker City Born [Korvosa] City Born [Magnimar] City Born [Riddleport] Corsair of Taldor Cosmopolitan Country Born Demon Hunter I Desperate Battler Devils Foe Eagle Knight Candidate [Golden Legion] Eagle Knight Candidate [Steel Falcons] Eagle Knight Candidate [Twilight Talons] Endure Pain (Zon-Kuthons Kiss) Equipment Trick [boots] Equipment Trick [cloak] Equipment Trick [rope] Equipment Trick [shield] Equipment Trick [heavy blade scabbard] Fey Foundling Flame-Tested Survivor Fortune Teller Friendly Switch Gifted Mesmerist Godless Healing I Godless Healing II Godless Healing III Graverisen Harrowed Healers Touch Hermean Blood (Charisma) Hermean Blood (Constitution) Hermean Blood (Dexterity) Hermean Blood (Intelligence) Hermean Blood (Strength) Hermean Blood (Wisdom) History of Scars Invested Magic Jackal Blood Katheer Scholar Lone Wolf Lost in the Crowd Master Delver Molthuni Discipline Noble Scion (Charthagnion) Noble Scion (Henderthane) Noble Scion (Jeggare) Noble Scion (Leroung) Noble Scion (Narikopolus) Noble Scion (Sarini) Noble Scion (Thrune) Relentless Butcher

217

406 416 417 423 434 446 453 468 489 495 504 516 521 547 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676

Secret Signs Shrewd Liason Sliding Axe Throw Sneaky Vagabond Splash Weapon Mastery Stoic Swarm Dodger Taldan Conscript Taldan Squire Talmandors Lifting Teleport Sense Totem Spirit (Axe Clan) Totem Spirit (Hawk Clan) Totem Spirit (Moon Clan) Totem Spirit (Skull Clan) Totem Spirit (Spire Clan) Totem Spirit (Sun Clan) Totem Spirit (Wind Clan) Touvette Defender *** Remarkable Races *** *** Rite Publishing *** *** LSJ Feats *** Additional Favored Class Armor Specialization Back-to-Back Closed Mind Combat Tutor Deadly Precision Descriptor Focus Diligent Fool's Fortune Ghost Spell Ghostspeaker Grow Spell Higher Education Hostile Mind Increased Empathy LSJ Leadership Mental Resistance Paramour Parry Political Intrigue Prone Combat LSJ Quicken Spell-Like Ability Reach Spell Reckless Offense Repeat Spell Retain Sacred Spell Scholar Showstopper Spell Theatrics Subduing Strike Superior Expertise Wary

239 240 241 242 243 245 246 247 248 249 250 252 253 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275

677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731

*** BoAM *** *** BoDM *** Blessing of the Elf-mother Cat-like Reflexes Dj vu Dwarfathers Boon Fireshaper The Gift of Healing Grace and Joy Grandfathers Gift In Tune with Nature Lay Priest Master Craftsman Nightmarish Mind Nose of the Bear Random Acts of Violence A Sailors Life for Me Swords Master Temple Trained Priest Too Darn Cute Tricksy Uncanny Luck Warlord Warmachine Well-read *** PRPG Beta *** Overhand Chop NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

276 277 278

299

311 312

322 324 325 327 328 329 330

732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

331 333 334

337

343

349

352

363 364 365 366

370 371

375

380

787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

387 388 389 390 391 392

405 406

416 417

423

434

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

446

453

468

489

495

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

504

516

521

547

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL List_Feats_Qualified

771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

Critical *** PRPG - General *** Agile Maneuvers Arcane Armor Mastery Arcane Armor Training Arcane Strike Armor Proficiency, Heavy Armor Proficiency, Light Armor Proficiency, Medium Bleeding Critical Blind-Fight Blinding Critical Catch Off-Guard Channel Smite Cleave Combat Expertise Combat Reflexes Critical Focus Critical Mastery Dazzling Display Deadly Aim Deadly Stroke Deafening Critical Defensive Combat Training Deflect Arrows Disruptive DODGE Double Slice Exhausting Critical Exotic Weapon Proficiency [select weapon] Exotic Weapon Proficiency [select weapon] Exotic Weapon Proficiency [select weapon] Far Shot Gorgon's Fist Great Cleave Greater Bull Rush Greater Disarm Greater Feint Greater Grapple Greater Overrun Greater Sunder Greater Trip Improved Bull Rush Improved Critical [select weapon] Improved Critical [Rapier] Improved Critical [select weapon] Improved Disarm Improved Feint Improved Grapple Improved Initiative Improved Overrun Improved Shield Bash Improved Sunder Improved Trip 21 23 36 164 242 247 250 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! 21 #NUM! #NUM! 23 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! 36 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! Bleeding Critical Blinding Critical Deafening Critical Sickening Critical Staggering Critical Stunning Critical Tiring Critical NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

nate - 900

Improved Unarmed Strike Improvised Weapon Mastery Intimidating Prowess Lightning Stance Lunge Manyshot Martial Weapon Proficiency [select weapon] Martial Weapon Proficiency [select weapon] Martial Weapon Proficiency [select weapon] Medusa's Wrath Mobility Mounted Archery Mounted Combat Penetrating Strike [] Penetrating Strike [] Penetrating Strike [] Penetrating Strike, Greater [] Penetrating Strike, Greater [] Penetrating Strike, Greater [] Pinpoint Targeting Point-Blank Shot Power Attack Precise Shot Precise Shot, Improved Quick Draw Rapid Reload [hand] Rapid Reload [light] Rapid Reload [heavy] Rapid Shot Ride-By Attack Scorpion Style Shatter Defenses Shield Focus Shield Focus, Greater Shield Master Shield Proficiency Shield Slam Shot on the Run Sickening Critical Simple Weapon Proficiency Snatch Arrows Spellbreaker Spirited Charge Spring Attack Staggering Critical Stand Still Step Up Strike Back Stunning Critical Stunning Fist Throw Anything Tiring Critical Tower Shield Proficiency Trample Two-Weapon Fighting

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

Two-Weapon Defense Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Rend Unseat Vital Strike Vital Strike, Improved Vital Strike, Greater Weapon Finesse Weapon Focus [select weapon] Weapon Focus [select weapon] Weapon Focus [select weapon] Weapon Focus, Greater [] Weapon Focus, Greater [] Weapon Focus, Greater [] Weapon Specialization [] Weapon Specialization [] Weapon Specialization [] Weapon Specialization, Greater [] Weapon Specialization, Greater [] Weapon Specialization, Greater [] Whirlwind Attack Wind Stance *** PRPG - Monster *** Multiattack Multiweapon Fighting *****APG Beta***** Coordinated Defense Coordinated Maneuvers Lookout Outflank Paired Opportunists Precise Strike Shield Wall Swap Places *****Golarion Campaign***** Advanced Defensive Combat Training Beliers Bite Blade Binder Bounding Hammer Cornugon Shield Cornugon Smash Cornugon Stun Cornugon Trip Crossbow Mastery Darting Viper Dervish Dance Dorn-Dergar Master Enforcer Equipment Trick [boots] Equipment Trick [cloak] Equipment Trick [rope] Equipment Trick [shield] Equipment Trick [heavy blade scabbard] Furys Fall

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! 164 #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

Furys Snare Hamatula Grasp Hamatula Strike Hellcat Pounce Indomitable Mount Massed Charge Mounted Onslaught Osyluth Guile Serpent Lash Sliding Axe Throw Stance of the Xorn Taldorian Duelist Thunder and Fang Wheeling Charge *** Rite Publishing *** Awaken Elemental Power Aspect of Air (cloud giant) Aspect of Air (storm giant) Aspect of Earth (ettin) Aspect of Earth (hill giant) Aspect of Earth (ogre) Aspect of Earth (stone giant) Aspect of Earth (taiga giant) Aspect of Fire Aspect of Water (frost giant) Aspect of Water (troll) Bank Shot Crushing Volley Extra Use Gift of Sight (RP) Bank Shot, Improved Night Stalker (RP) Pinning Throw Power Throw Quickened Growth Quick at Hand (RP) Skipping Stone Stomp Stone Magix (Sp) *** LSJ Feats *** Additional Domain Additional Favored Class Alternate Identity Antipsionic Magic Armor Specialization Back-to-Back Battlefield Triage Blindsight, 5' radius Bloodburn Break the Breath Cast on the Run Channel Heal Channel Inflict Chaotic Mind Cleave Asunder

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

Closed Mind Combat Awareness Combat Tutor Culinary Infusion Deadly Precision Descant Descriptor Focus Diligent Disguise Spell Divine Might Divine Vengeance Domain Focus Elemental Affinity Energy Substitution Eyes in the Back of your Head Field Medic Fish Out of Water Fleet of Foot Fool's Fortune Force of Will Furious Charge Ghost Spell Ghostspeaker Greater Domain Focus Greater Manyshot Grow Spell Higher Education Hold the Line Hostile Mind LSJ Hover Improved Deflect Arrows Improved Mounted Combat Increased Empathy Intercepting Voice Knock-Down Larger Familiar LSJ Leadership Lingering Melody Mental Resistance Mighty Throw Mind Over Body Negotiator Opportunity Knocks Paramour Parry Pass For Human Persistent Spell Pied Piper Pierce Political Intrigue Prone Combat Psionic Hole Quick Sheathe LSJ Quicken Spell-Like Ability Rapid Metabolism

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! 242 #NUM! #NUM! #NUM! #NUM! #NUM! 247 #NUM! #NUM! #NUM! 250 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

Reach Spell Reckless Offense Repeat Spell Retain Sacred Spell Scholar Sculpt Runic Item Shapechange Channel Sharp Shooting Showstopper Sorcerous Bond Spell Theatrics Step Into Harm's Way Subdual Substitution Subduing Strike Superior Expertise Superior Leadership Superior Tracker Urban Survival LSJ Vermin Companion Vermin Wild Shape Wary LSJ Wingover *** BoAM *** Barteks School Graduate (College of Magic) Barteks Post Graduate (College of Magic) Ceilidh Conservatory Graduate (Bardic School) Ceilidh Post Graduate (Bardic School) College of the All-Seeing Eye Graduate (College ofMagic) College of the All-Seeing Eye Post Graduate (Collegeof Magic) College Trained Bard College Trained Spellcaster Giacomos Jester School Graduate (Bardic School) Giacomos Post Graduate (Bardic School) High Halls Graduate (Bardic School) High Halls Post Graduate (Bardic School) Himar Academy Graduate (College of Magic) Himar Post Graduate (College of Magic) Moonarrow University Graduate (College of Magic) Moonarrow Post Graduate (College of Magic) Nightwatchers Tower Graduate (College of Magic) Nightwatchers Tower Post Graduate (College of Magic) Vanguard Academy Graduate (College of Magic) Vanguard Academy Post Graduate (College of Magic) Wagners College Graduate (College of Magic) Wagners College Post Graduate (College of Magic) Wolestone Institute Graduate (College of Magic) Wolestone Institute Post Graduate (College of Magic) Improved Clockwork Familiar Advanced Clockwork Familiar Superior Clockwork Familiar Mithral Clockwork Familiar Adamantine Clockwork Familiar *** BoDM *** Blessing of the Elf-mother

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

Cat-like Reflexes Dj vu Divine Charisma Dwarfathers Boon Favored Critical Fireshaper The Gift of Healing Grace and Joy Grandfathers Gift Horse Whisperer In Tune with Nature Lay Priest Master Craftsman Maximize Channeling Maximize Lay on Hands Nightmarish Mind Nose of the Bear Random Acts of Violence A Sailors Life for Me Shaman Swords Master Temple Trained Priest Too Darn Cute Tricksy Uncanny Luck Warlord Warmachine Well-read Wild Speech *** PRPG Beta *** Backswing Devastating Blow Overhand Chop 0 0 NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL List_Feats_Combat_All

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

Teamwork 323 324 325 326 327 328 329 330 331 332 333 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! Allied Spellcaster Coordinated Defense Coordinated Maneuvers Duck and Cover Lookout Outflank Paired Opportunists Precise Strike Shield Wall Shielded Caster Swap Places NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

Item Creation 280 281 282 283 284 285 286 287 288 435 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! Brew Potion Craft Construct Craft Magic Arms and Armor Craft Rod Craft Staff Craft Wand Craft Wondrous Item Forge Ring Scribe Scroll Inscribe Rune NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

Metamagic

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

323 324 325 326 327 328 329 330

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

280 281 282 283 284 285 286 287 288

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

290 291 292 293 294 295 296 297 298

331 #NUM! NULL 332 #NUM! NULL 333 #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! 435 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

519 520

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL List_Feats_Teamwork

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

Weapon Focus 290 291 292 293 294 295 296 297 298 519 520 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! Empower Spell Enlarge Spell Extend Spell Heighten Spell Maximize Spell Quicken Spell Silent Spell Still Spell Widen Spell Thanatopic Spell Threnodic Spell NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL Select Weapon #NUM! NULL #NUM! NULL #NUM! NULL List_Weapon_Focus

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

Trait 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 *** PRPG - Combat *** Accelerated Drinker Anatomist Armor Expert Bullied Courageous Deft Dodger Dirty Fighter Fencer Killer Reactionary Resilient Strong Arm, Supple Wrist Threatening Defender *** PRPG - Faith *** Birthmark Caretaker Child of the Temple [Knowledge (nobility)] Child of the Temple [Knowledge (religion)] Devotee of the Green [Knowledge (geography)] Devotee of the Green [Knowledge (nature)] Ease of Faith History of Heresy Indomitable Faith Sacred Conduit Sacred Touch Scholar of the Great Beyond [Knowledge (history)] Scholar of the Great Beyond [Knowledge (planes)] *** PRPG - Magic *** Classically Schooled Dangerously Curious Desperate Focus Diabolical Dabbler Focused Mind Gifted Adept Hedge Magician Magical Knack Magical Lineage Magical Talent Mathematical Prodigy [Knowledge (arcana)] Mathematical Prodigy [Knowledge (engineering)] Skeptic Theoretical Magician *** PRPG - Social *** Adopted Bully Canter Charming Child of the Streets Fast-Talker Hellknight Ancestry Keleshite Princess [Diplomacy]

Type

Basic (Combat) Basic (Combat) Basic (Combat) Basic (Combat) Basic (Combat) Basic (Combat) Basic (Combat) Basic (Combat) Basic (Combat) Basic (Combat) Basic (Combat) Basic (Combat) Basic (Combat) Basic (Faith) Basic (Faith) Basic (Faith) Basic (Faith) Basic (Faith) Basic (Faith) Basic (Faith) Basic (Faith) Basic (Faith) Basic (Faith) Basic (Faith) Basic (Faith) Basic (Faith) Basic (Magic) Basic (Magic) Basic (Magic) Basic (Magic) Basic (Magic) Basic (Magic) Basic (Magic) Basic (Magic) Basic (Magic) Basic (Magic) Basic (Magic) Basic (Magic) Basic (Magic) Basic (Magic) Basic (Social) Basic (Social) Basic (Social) Basic (Social) Basic (Social) Basic (Social) Basic (Social) Basic (Social)

56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110

Keleshite Princess [Intimidate] Lost Nobility Natural-Born Leader Nonchalant Thuggery Poverty-Stricken Rich Parents Suspicious *** PRPG - Campaign *** Child of Infamy Conspiracy Hunter [Bluff] Conspiracy Hunter [Diplomacy] Conspiracy Hunter [Knowledge (local)] Conspiracy Hunter [Perception] Conspiracy Hunter [Sense Motive] Conspiracy Hunter [Stealth] Diabolist Raised Infernal Bastard Shadow Child The Pathfinders Exile Westcrown Firebrand Drug Addict (addicted friend) Drug Addict (personal addiction) Framed (Family Honor) Framed (Dropout) Love Lost (Orphaned) [Craft] Love Lost (Orphaned) [Perform] Love Lost (Orphaned) [Profession] Love Lost (Widowed) Missing Child (Sibling) Missing Child (Son or Daughter) Unhappy Childhood (Tortured) Unhappy Childhood (Religious) Earning Your Freedom [Fortitude] Earning Your Freedom [Reflex] Earning Your Freedom [Will] Finding Haleen Gnoll Killer Missionary [Bluff] Missionary [Diplomacy] Missionary [Intimidate] Missionary [Knowledge (religion)] Missionary [Perform] Missionary [Sense Motive] Reclaiming your Roots Seeking Adventure Fools for Friends Bastard Brigand Issian Noble Born [Garess] Noble Born [Lebeda] Noble Born [Lodovka] Noble Born [Medvyed] Noble Born [Orlovsky, Acrobatics] Noble Born [Orlovsky, Diplomacy]

Basic (Social) Basic (Social) Basic (Social) Basic (Social) Basic (Social) Basic (Social) Basic (Social) Campaign (CoT) Campaign (CoT) Campaign (CoT) Campaign (CoT) Campaign (CoT) Campaign (CoT) Campaign (CoT) Campaign (CoT) Campaign (CoT) Campaign (CoT) Campaign (CoT) Campaign (CoT) Campaign (CotCT) Campaign (CotCT) Campaign (CotCT) Campaign (CotCT) Campaign (CotCT) Campaign (CotCT) Campaign (CotCT) Campaign (CotCT) Campaign (CotCT) Campaign (CotCT) Campaign (CotCT) Campaign (CotCT) Campaign (LoF) Campaign (LoF) Campaign (LoF) Campaign (LoF) Campaign (LoF) Campaign (LoF) Campaign (LoF) Campaign (LoF) Campaign (LoF) Campaign (LoF) Campaign (LoF) Campaign (LoF) Campaign (LoF) Campaign (SD) Campaign (KM, Human) Campaign (KM) Campaign (KM) Campaign (KM) Campaign (KM) Campaign (KM) Campaign (KM) Campaign (KM) Campaign (KM)

111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165

Noble Born [Orlovsky, Stealth] Noble Born [Surtova] Pioneer [Climb] Pioneer [Handle Animal] Pioneer [Knowledge (nature)] Pioneer [Perception] Pioneer [Ride] Pioneer [Survival] Pioneer [Swim] Rostlander Sword Scion Into Enemy Territory [Fortitude] Into Enemy Territory [Reflex] Into Enemy Territory [Will] Looking for Work [Bluff] Looking for Work [Craft] Looking for Work [Diplomacy] Looking for Work [Intimidate] Looking for Work [Perception] Looking for Work [Perform] Looking for Work [gambler] Optimistic Gambler Researching the Blot Scouting for Fiends *** PRPG - Equipment *** Augmented Disguise Dealmaker Extremely Fashionable [Bluff] Extremely Fashionable [Diplomacy] Extremely Fashionable [Intimidate] Heirloom Weapon Improvisational Equipment Iron Liver Power of Suggestion Prehensile Whip Quick Learner Rough and Ready Stage Magic Stealthy Escape Thrown-Together Fashion *** PRPG - Faction *** Captains Blade [Acrobatics] Captains Blade [Climb] Explorer Freedom Fighter (Andoran) Hunters Eye Indomitable Devils Mark Fiendish Presence [Diplomacy] Fiendish Presence [Sense Motive] Fires of Hell Master of Pentacles Soul-Drinker Attuned to the Ancestors Dunewalker

Campaign (KM) Campaign (KM) Campaign (KM) Campaign (KM) Campaign (KM) Campaign (KM) Campaign (KM) Campaign (KM) Campaign (KM) Campaign (KM) Campaign (KM) Campaign (SD) Campaign (SD) Campaign (SD) Campaign (SD) Campaign (SD) Campaign (SD) Campaign (SD) Campaign (SD) Campaign (SD) Campaign (SD) Campaign (SD) Campaign (SD) Campaign (SD) Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Equipment Faction (Andoran) Faction (Andoran) Faction (Andoran) Faction (Andoran) Faction (Andoran) Faction (Andoran) Faction (Cheliax) Faction (Cheliax) Faction (Cheliax) Faction (Cheliax) Faction (Cheliax) Faction (Cheliax) Faction (Osirion) Faction (Osirion)

166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220

Mummy-Touched Secrets of the Sphinx [arcana] Secrets of the Sphinx [dungeoneering] Secrets of the Sphinx [engineering] Secrets of the Sphinx [geography] Secrets of the Sphinx [history] Secrets of the Sphinx [local] Secrets of the Sphinx [nature] Secrets of the Sphinx [nobility] Secrets of the Sphinx [planes] Secrets of the Sphinx [religion] Secrets of the Sphinx [spirits] Tomb Raider [Knowledge (dungeoneering)] Tomb Raider [Perception] Dervish Desert Shadow Eastern Mysteries Gold Finger [Disable Device] Gold Finger [Sleight of Hand] Horse Lord Expert Duelist Fashionable [Bluff] Fashionable [Diplomacy] Fashionable [Sense Motive] Impressive Presence Performance Artist [act] Performance Artist [comedy] Performance Artist [dance] Performance Artist [keyboard] Performance Artist [oratory] Performance Artist [percussion] Performance Artist [sing] Performance Artist [string] Performance Artist [wind] Vindictive *** PRPG - Race *** Animal Friend Arcane Dabbler Aspiring Bard [act] Aspiring Bard [comedy] Aspiring Bard [dance] Aspiring Bard [keyboard] Aspiring Bard [oratory] Aspiring Bard [percussion] Aspiring Bard [sing] Aspiring Bard [string] Aspiring Bard [wind] Aspiring Bard [ritual] Azlant Fanatic [Knowledge (arcana)] Azlant Fanatic [Knowledge (history)] Brastlewark Businessman Brute Carefully Hidden Child of Zolurket Clear-headed

Faction (Osirion) Faction (Osirion) Faction (Osirion) Faction (Osirion) Faction (Osirion) Faction (Osirion) Faction (Osirion) Faction (Osirion) Faction (Osirion) Faction (Osirion) Faction (Osirion) Faction (Osirion) Faction (Osirion) Faction (Osirion) Faction (Qadira) Faction (Qadira) Faction (Qadira) Faction (Qadira) Faction (Qadira) Faction (Qadira) Faction (Taldor) Faction (Taldor) Faction (Taldor) Faction (Taldor) Faction (Taldor) Faction (Taldor) Faction (Taldor) Faction (Taldor) Faction (Taldor) Faction (Taldor) Faction (Taldor) Faction (Taldor) Faction (Taldor) Faction (Taldor) Faction (Taldor) Race (GnomeKatapeshi) Race (Elf) Race (HumanTaldan) Race (HumanTaldan) Race (HumanTaldan) Race (HumanTaldan) Race (HumanTaldan) Race (HumanTaldan) Race (HumanTaldan) Race (HumanTaldan) Race (HumanTaldan) Race (HumanTaldan) Race (HumanAzlanti) Race (HumanAzlanti) Race (GnomeChelaxian) Race (Half-OrcTaldan) Race (HumanKeleshite) Race (DwarfKatapeshi) Race (Dwarf)

221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275

Deep Guardian Deep Marker Dilettante Artist [Diplomacy] Dilettante Artist [Perform] Earthbound Ekujae Reflexes Eldritch Smith Failed Apprentice Forlorn (Racial) Freedom Fighter (Halfling) Genie Blood [air] Genie Blood [earth] Genie Blood [fire] Genie Blood [water] Goldsniffer Grounded Historian Infernal Influence Lapsed Faith Latent Psion Legacy of Sand Masterful Demeanor Militant Merchant Rapscallion Ruthless Scholar of Ruins [Knowledge (dungeoneering)] Scholar of Ruins [Knowledge (geography)] Seeker of Brightness [arcana] Seeker of Brightness [dungeoneering] Seeker of Brightness [engineering] Seeker of Brightness [geography] Seeker of Brightness [history] Seeker of Brightness [local] Seeker of Brightness [nature] Seeker of Brightness [nobility] Seeker of Brightness [planes] Seeker of Brightness [religion] Seeker of Brightness [spirits] Spirits in the Stone Strength of the Land Successful Shirker Tunnel Fighter Warrior of Old Warsmith Well-Informed [Diplomacy] Well-Informed [Knowledge (local)] World Traveler [Diplomacy] World Traveler [Knowledge (local)] World Traveler [Sense Motive] Youthful Mischief Zest for Battle *** PRPG - Region *** Alchemical Prodigy Blooded Chivalrous

Race (Dwarf) Race (Dwarf) Race (ElfTaldan) Race (ElfTaldan) Race (Dwarf) Race (Half-ElfKatapeshi) Race (Dwarf) Race (Half-ElfTaldan) Race (ElfKatapeshi) Race (HalflingKatapeshi) Race (HumanKeleshite) Race (HumanKeleshite) Race (HumanKeleshite) Race (HumanKeleshite) Race (Dwarf) Race (Dwarf) Race (HumanGarundi) Race (HumanChelaxian) Race (Elf) Race (HumanVudrani) Race (Half-Orc) Race (HumanChelaxian) Race (DwarfTaldan) Race (GnomeTaldan) Race (Dwarf) Race (HumanTaldan) Race (HumanTaldan) Race (Elf) Race (Elf) Race (Elf) Race (Elf) Race (Elf) Race (Elf) Race (Elf) Race (Elf) Race (Elf) Race (Elf) Race (Elf) Race (HumanMwangi) Race (Dwarf) Race (Halfling) Race (Dwarf) Race (Elf) Race (Dwarf) Race (HalflingTaldan) Race (HalflingTaldan) Race (HumanVarisian) Race (HumanVarisian) Race (HumanVarisian) Race (Elf) Race (Dwarf) Region (Qadira) Region (Mindspin Mountains) Region (Taldor)

276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330

Cliff Jumper Coin Hoarder Desert Child Dump Salvager Duskwalker Agent Egorian School Apprentice Elemental Pupil [acid] Elemental Pupil [cold] Elemental Pupil [electricity] Elemental Pupil [fire] Forlorn (Regional) Freed Slave Frostborn Genie-Caller Glory of Old Iadaran Illusionist Keeper of the Veil [Bluff] Keeper of the Veil [Disguise] Kobolds Neighbor Kyonin Gatekeeper Left Behind Merchant of Katheer Merchants Child Militia Veteran [soldier] Militia Veteran [Ride] Militia Veteran [Survival] Mordant Heritage Narrows Survivor Nightstall Urchin Perseverance Pesh Addict [Bluff] Pesh Addict [Knowledge (local)] Pesh Addict [Sense Motive] Pesh Dealer Precocious Spellcaster Prismati Player Rider of Paresh River Rat Savannah Child [Handle Animal] Savannah Child [Knowledge (nature)] Savannah Child [Ride] Treerazers Bane Uwaga Highlander Vagabond Child [Disable Device] Vagabond Child [Sleight of Hand] Venicaan Medic Walking Ward [acid] Walking Ward [cold] Walking Ward [electricity] Walking Ward [fire] Warrior Poet Watching Taldor Wealthy Dabbler Wharf Rat Whisper Woods Hunter

Region (Cliffs of Fury) Region (Mindspin Mountains) Region (Katapesh) Region (Westcrown) Region (Katapesh) Region (Egorian) Region (Qadira) Region (Qadira) Region (Qadira) Region (Qadira) Region (Any non-elven land) Region (Katapesh) Region (Lands of the Linnorm Kings) Region (Qadira) Region (Five Kings Mountains) Region (Kyonin) Region (Qadira) Region (Qadira) Region (Andoran) Region (Kyonin) Region (Mwangi Expanse or Varisia) Region (Qadira) Region (Katapesh) Region (Taldor) Region (Taldor) Region (Taldor) Region (Mordant Spire) Region (Taldor) Region (Katapesh) Region (Five Kings Mountains) Region (Katapesh) Region (Katapesh) Region (Katapesh) Region (Katapesh) Region (Taldor) Region (Andoran) Region (Qadira) Region (Taldor) Region (Katapesh) Region (Katapesh) Region (Katapesh) Region (Kyonin) Region (Katapesh) Region (Taldor) Region (Taldor) Region (Qadira) Region (Qadira) Region (Qadira) Region (Qadira) Region (Qadira) Region (Lands of the Linnorm Kings) Region (Qadira) Region (Taldor) Region (Ostenso) Region (Whisper Woods)

331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370

*** PRPG - Religion *** Alluring Ambassador Asmodean Demon Hunter Battlefield Caster Blade of Mercy Calistrian Prostitute Cleansing the Twisted Devotee of a Dead God [Diplomacy] Devotee of a Dead God [Knowledge (religion)] Divine Warrior Eyes and Ears of the City Flame of the Dawnflower Guardian of the Forge [Knowledge (engineering)] Guardian of the Forge [Knowledge (history)] Honeyed Words Magic is Life Patient Optimist Resigned Sacred Avenger Sovyrian Pantheist Starchild Strength of the Sun The City Protects Toilcrafter Under Siege [Bluff] Under Siege [Sense Motive] Wasp Whisperer Wisdom in the Flesh [Acrobatics] Wisdom in the Flesh [Climb] Wisdom in the Flesh [Disable Device] Wisdom in the Flesh [Escape Artist] Wisdom in the Flesh [Fly] Wisdom in the Flesh [Ride] Wisdom in the Flesh [Sleight of Hand] Wisdom in the Flesh [Stealth] Wisdom in the Flesh [Swim] *** Custom *** Elven reflexes Citizen Militia Veteran: 0 0 0

Religion (Bolka) Religion (Sarenrae) Religion (Asmodeus) Religion (Angradd, Gorum, Torag, Trudd) Religion (Sarenrae) Religion (Calistria) Religion (Sarenrae) Religion (Aroden) Religion (Aroden) Religion (Iomedae) Religion (Abadar) Religion (Sarenrae) Religion (Torag) Religion (Torag) Religion (Grundinnar) Religion (Nethys) Religion (Desna, Erastil) Religion (Droksar) Religion (Calistria) Religion (Any Elven Deity) Religion (Desna) Religion (Sarenrae) Religion (Abadar) Religion (Droskar) Religion (Sarenrae) Religion (Sarenrae) Religion (Calistria) Religion (Irori) Religion (Irori) Religion (Irori) Religion (Irori) Religion (Irori) Religion (Irori) Religion (Irori) Religion (Irori) Religion (Irori) 0 0 0 0 0

Move Action; drink potion already in hand +1 Trait bonus on all rolls made to confirm critical hits Reduce armor check penalty by 1, to minimum of 0 +1 Trait bonus on attacks of opportunity w/ unarmed strikes +2 Trait bonus on saves vs. fear effects +1 Trait bonus on Reflex saves +1 dmg vs. Flanked foe (added to base dmg and multiplied w/ crit) +1 Trait bonus on attacks of opportunity w/ daggers, swords, and similar bladed weapons Crit deals additional damage equal to weapons critical hit multiplier +2 Trait bonus on Initiative checks +1 Trait bonus on Fortitude saves Add +10' to range increment of thrown weapon if moving 10' or more before attack Number subtracted from melee attacks when using Combat Expertise is reduced by 1 +2 Trait bonus on saves vs. charm and compulsion effects +1 Trait bonus on Heal checks; Heal is always a class skill +1 Trait bonus on Knowledge (nobility) and Knowledge (religion) checks; Knowledge (nobility) is always a class skill +1 Trait bonus on Knowledge (nobility) and Knowledge (religion) checks; Knowledge (religion) is always a class skill +1 Trait bonus on Knowledge (geography) and Knowledge (nature) checks; Knowledge (geography) is always a class skill +1 Trait bonus on Knowledge (geography) and Knowledge (nature) checks; Knowledge (nature) is always a class skill +1 Trait bonus on Diplomacy checks; Diplomacy is always a class skill +1 Trait bonus on saves vs. divine spells +1 Trait bonus on Will saves +1 Trait bonus on save DC of channeled energy Standard Action; automatically stabilize dying creature w/ touch +1 Trait bonus on Knowledge (history) and Knowledge (planes) checks; Knowledge (history) is always a class skill +1 Trait bonus on Knowledge (history) and Knowledge (planes) checks; Knowledge (planes) is always a class skill

+1 Trait bonus on Spellcraft checks; Spellcraft is always a class skill +1 bonus on Use Magic Device checks; Use Magic Device is always a class skill +2 Trait bonus on concentration checks Fiendish animals conjured w/ summon spell gain +1 HP per HD for duration of summoning spell +2 Trait bonus on concentration checks Cast 1 selected spell at +1 caster level Reduce cost of gp required to craft magic item by 5% #REF! Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for deter Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest ca +1 Trait bonus on Knowledge (arcana) and Knowledge (engineering) checks; Knowledge (arcana) is always a class skill +1 Trait bonus on Knowledge (arcana) and Knowledge (engineering) checks; Knowledge (engineering) is always a class skill +2 Trait bonus on all saving throws against illusions. +2 Trait bonus on Spellcraft checks, or a +3 bonus if you arent a spellcaster.

You picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive pa +1 Trait bonus on Intimidate checks; Intimidate is always a class skill Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check. When you attempt to +1 Trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 Trait bon +1 Trait bonus on Sleight of Hand checks; Sleight of Hand is always a class skill +1 Trait bonus on Bluff checks; Bluff is always a class skill +2 Trait bonus on Diplomacy checks to influence Hellknights and a +2 Trait bonus on Intimidate checks to influence enemies of +1 Trait bonus on Diplomacy and Intimidate checks. Diplomacy is always a class skill

+1 Trait bonus on Diplomacy and Intimidate checks. Intimidate is always a class skill +1 Trait bonus on attack and damage rolls against Chelish government officials (including Hellknights). All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affect +4 trait bonus on Bluff checks to keep others from noticing your aggressive actions. +1 Trait bonus on Survival checks; Survival is always a class skill Your starting cash increases to 900 gp. +1 Trait bonus on Sense Motive checks; Sense Motive is always a class skill

+1 Trait bonus on Perform (act) checks; Perform (act) is always a class skill Furthermore, you begin play with 300 gp that you ca +1 Trait bonus on Bluff checks; Bluff is always a class skill +1 Trait bonus on Diplomacy checks; Diplomacy is always a class skill +1 Trait bonus on Knowledge (local) checks; Knowledge (local) is always a class skill +1 Trait bonus on Perception checks; Perception is always a class skill +1 Trait bonus on Sense Motive checks; Sense Motive is always a class skill +1 Trait bonus on Stealth checks; Stealth is always a class skill Your knowledge of diabolism grants you a +1 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against W You have a +2 bonus on all saving throws made against cold, electricity, and fire effects. You may choose any one 0-level spell When attacking targets in areas of dim light, you do not suffer the standard 20% miss chance on attack rolls for being in the poo You have a wayfinder, a magical compass that grants you a +2 circumstance bonus on Survival checks to avoid becoming lost, +1 Trait bonus on Initiative checks; if you act in a surprise round, +1 Trait bonus on all attack rolls. +2 bonus on Knowledge (local) checks. +1 Trait bonus on Fortitude saving throws. +2 Trait bonus on Bluff checks. +2 bonus on Spellcraft checks. +2 Trait bonus on Craft checks. +2 Trait bonus on Perform checks. +2 Trait bonus on Profession checks. +2 bonus on Intimidate checks. Diplomacy and Sense Motive are always class skills for you. +1 Trait bonus on Will saving throws. +1 Trait bonus on Reflex saving throws. +2 bonus on concentration checks. +1 Trait bonus on Fortitude saving throws. +1 Trait bonus on Reflex saving throws. +1 Trait bonus on Will saving throws. Your 1st level class is always a favored class to you, and every time you take a level in the class, you gain +1 hit point and 1 add +1 Trait bonus (+2 if Favored Enemy) on attack rolls/weapon dmg vs. gnolls; rage lasts +1 rnd when fighting gnolls; +1 Trait bon +1 Trait bonus on Bluff checks; Bluff is always a class skill +1 Trait bonus on Diplomacy checks; Diplomacy is always a class skill +1 Trait bonus on Intimidate checks; Intimidate is always a class skill +1 Trait bonus on Knowledge (religion) checks; Knowledge (religion) is always a class skill +1 Trait bonus on Perform checks; Perform is always a class skill +1 Trait bonus on Sense Motive checks; Sense Motive is always a class skill Valued possessionjewelry, masterwork weapon/armor worth 350 gp or 1st-level (CL 1st) wand w/ 20 chgs; 1 penalty on Will You have a wayfinder, a magical compass that grants you a +2 circumstance bonus on Survival checks to avoid becoming lost, Aid Another action grants additional +1 Trait bonus to you or ally; if any ally is w/in 30, +1 Trait bonus on saves vs. charm/compu 1 penalty on Charisma-based skill checks when dealing w/ Brevic nobility (penalty is removed if established as true noble); +1 You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 Trait bonus on Bluff, Diplomacy, Intimidate, Your agile mind grants you a +1 Trait bonus on all Will saves made to resist mind-affecting effects. Ignore movement penalty for first 5'/rnd of rocky difficult terrain; +2 Trait bonus on Appraise checks to assess value of natural st As a deft merchant of the region, bonus language: Dwarven, Elven, Hallit, Gnome, Giant, Halfling, Skald, or Sylvan. Your family +1 Trait bonus on Swim checks; Swim is always a class skill; family motto is The Waters, Our Fields +2 Trait bonus on Diplomacy checks dealing w/ Fey; +1 Trait bonus on Will saves vs. Fey spells/supernatural abilities; family mo +1 Trait bonus on your CMD. In addition, +1 Trait bonus on Acrobatics checks. Your family motto is High Above. +1 Trait bonus on your CMD. In addition, +1 Trait bonus on Diplomacy checks. Your family motto is High Above.

+1 Trait bonus on your CMD. In addition, +1 Trait bonus on Stealth checks. Your family motto is High Above. You deal +2 damage when attacking a flat-footed opponent while wielding a light or one-handed weapon. Your family motto is O Begin play w/ horse; +1 Trait bonus on Climb checks Begin play w/ horse; +1 Trait bonus on Handle Animal checks Begin play w/ horse; +1 Trait bonus on Knowledge (nature) checks Begin play w/ horse; +1 Trait bonus on Perception checks Begin play w/ horse; +1 Trait bonus on Ride checks Begin play w/ horse; +1 Trait bonus on Survival checks Begin play w/ horse; +1 Trait bonus on Swim checks +1 Trait bonus on Fort saves Begin play w/ longsword or Aldori dueling sword; +1 Trait bonus on all attacks/combat maneuvers w longswords or Aldori duelin +1 Trait bonus on Fort saves +1 Trait bonus on Ref saves +1 Trait bonus on Will saves +1 Trait bonus on Bluff checks; Bluff is always a class skill +1 Trait bonus on Craft checks; Craft is always a class skill +1 Trait bonus on Diplomacy checks; Diplomacy is always a class skill +1 Trait bonus on Intimidate checks; Intimidate is always a class skill +1 Trait bonus on Perception checks; Perception is always a class skill +1 Trait bonus on Perform checks; Perform is always a class skill +1 Trait bonus on Profession (gambler) checks; it is always a class skill Effects that grant you morale bonuses persist 1d4 rounds longer than normal. You can use Spellcraft to identify magic items in the same way you can use Spellcraft to identify a potion. The DC to identify a m +1 Trait bonus on all attack rolls made against foes you know to be evil outsiders.

gain +2 Trait bonus on Disguise checks when wearing wig, false beard, or similar large prop, or if wearing special costume or ey 1/week, when looking for item w/ price greater than communitys base value, Diplomacy check (DC 10 + 10 per community size if wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar ove if wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar ove if wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar ove gain heirloom weapon of masterwork quality but pay only standard cost at character creation; gain a +1 Trait bonus on attack ro when using item for anything other than intended purpose, reduce improvisation penalty by 2 (does not apply to improvised wea gain +2 Trait bonus on Fort saves vs. poison and drugs and +4 Trait bonus on Fort saves to avoid effects of alcohol Bluff check (DC 20 for similar items, +5 for each dissimilarity in shape, size, or color) makes observers believe that object in you may use whip as if it were a rope w/ grappling hook; attaching is Standard Action, detaching is Full-Round Action after 1st attack w/ weapon in which you are not proficient, non-proficiency penalty decreases by 2 while you have weapon in han do not take improvised weapon penalty and instead gain +1 Trait bonus on attacks when using tool of trade (must have 1+ rank use of attention-getting alchemical item as part of performance grants +2 Trait bonus on Perform checks; item is expended w/ou may make Sleight of Hand check to escape manacles, rope, or other similar restraints (but not grapples or similar attacks); if su may make Disguise check (DC 10 + gp difference between costs of outfits) to change one outfit into another using basic sewing

While on board any vessel afloat on water, +1 Trait bonus on Acrobatics and Climb checks. Acrobatics is always a class skill While on board any vessel afloat on water, +1 Trait bonus on Acrobatics and Climb checks. Climb is always a class skill +1 Trait bonus on Survival checks; Survival is always a class skill +1 Trait bonus on Stealth checks; a +1 Trait bonus on attack rolls made during the surprise round. You do not suffer a penalty for the second range increment when using a longbow or shortbow and you are always considered p +1 Trait bonus on saving throws versus enchantment spells and effects. +2 Trait bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with outsiders of the evil subtype. +1 Trait bonus on Diplomacy and Sense Motive checks. Diplomacy is always a class skill +1 Trait bonus on Diplomacy and Sense Motive checks. Sense Motive is always a class skill Swift Action (Su); 1/day, you can summon fire, imbuing a single weapon you hold with a nimbus of fire that deals an extra 1 poin Once per day, when casting a spell of the Conjuration school, you are at +2 caster level when determining the duration of the sp Swift Action (Su); 1/day, you may gain a number of temporary hit points equal to the Hit Dice of your most recent enemy slain. T Standard Action (Su); 1/day, you can surround yourself with an aura of unlife. Unintelligent undead ignore you unless you take a +4 trait bonus on Fortitude checks to resist nonlethal damage from hot conditions and can always move through non-magical sa

+2 Trait bonus on saving throws versus diseases and curses. Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (arcana) is always a Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (dungeoneering) is a Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (engineering) is alwa Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (geography) is alway Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (history) is always a Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (local) is always a cl Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (nature) is always a Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (nobility) is always a Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (planes) is always a Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (religion) is always a Once per day, you may gain a +2 Trait bonus on any single Knowledge skill check. Additionally, Knowledge (spirits) is always a +1 Trait bonus on Knowledge (dungeoneering) and Perception checks; Knowledge (dungeoneering) is always a class skill +1 Trait bonus on Knowledge (dungeoneering) and Perception checks. Perception is always a class skill +1 dodge bonus on Armor Class against attacks of opportunity caused when you move out of or within a threatened area. Dodg When using the Stealth skill to move at full speed you no longer suffer a 5 penalty on your Stealth skill check. Once per day you may select one single spell that you are casting that allows for a saving throw. You may increase the DC of th +1 Trait bonus on Disable Device and Sleight of Hand checks. Disable Device is always a class skill +1 Trait bonus on Disable Device and Sleight of Hand checks. Sleight of Hand is always a class skill +2 Trait bonus on Ride checks; Ride is always a class skill +1 Trait bonus on your Armor Class so long as you are adjacent to a single foe. This trait bonus is not applied to your Armor Cla So long as you are wearing clothing and jewelry worth more than 80 gp, +1 Trait bonus on Bluff, Diplomacy, and Sense Motive c So long as you are wearing clothing and jewelry worth more than 80 gp, +1 Trait bonus on Bluff, Diplomacy, and Sense Motive c So long as you are wearing clothing and jewelry worth more than 80 gp, +1 Trait bonus on Bluff, Diplomacy, and Sense Motive c Full-Round Action; 1/day you may attempt to distract adjacent foes with a lengthy display of your martial prowess. All adjacent fo +1 Trait bonus on Perform (act) checks. This bonus increases to +5 when using the skill to make money. +1 Trait bonus on Perform (comedy) skill checks. This bonus increases to +5 when using the skill to make money. +1 Trait bonus on Perform (dance) skill checks. This bonus increases to +5 when using the skill to make money. +1 Trait bonus on Perform (keyboard) skill checks. This bonus increases to +5 when using the skill to make money. +1 Trait bonus on Perform (oratory) skill checks. This bonus increases to +5 when using the skill to make money. +1 Trait bonus on Perform (percussion) skill checks. This bonus increases to +5 when using the skill to make money. +1 Trait bonus on Perform (sing) skill checks. This bonus increases to +5 when using the skill to make money. +1 Trait bonus on Perform (string) skill checks. This bonus increases to +5 when using the skill to make money. +1 Trait bonus on Perform (wind) skill checks. This bonus increases to +5 when using the skill to make money. You receive a +1 Trait bonus on damage rolls against a single adjacent opponent who damaged you in the previous round of co

+1 Trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least indifferent toward you) is within 30 fee Choose a 0-level arcane spell. You may cast that spell once per day as a spell-like ability. Your caster level is equal to your high +1 Trait bonus on Perform (act) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music sce +1 Trait bonus on Perform (comedy) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music +1 Trait bonus on Perform (dance) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music s +1 Trait bonus on Perform (keyboard) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara mus +1 Trait bonus on Perform (oratory) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music +1 Trait bonus on Perform (percussion) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara mu +1 Trait bonus on Perform (sing) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music sce +1 Trait bonus on Perform (string) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music s +1 Trait bonus on Perform (wind) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music sc +1 Trait bonus on Perform (ritual) checks; a +2 Trait bonus on any Knowledge (local) checks that deal with the Oppara music sc +1 Trait bonus on Knowledge (arcana) and Knowledge (history) checks; Knowledge (arcana) is always a class skill +1 Trait bonus on Knowledge (arcana) and Knowledge (history) checks; Knowledge (history) is always a class skill +2 Trait bonus on all Craft (alchemy) checks. +2 Trait bonus on Intimidate checks. +1 Trait bonus on Will saving throws and a +2 Trait bonus on saving throws versus divination effects. +1 Trait bonus on weapon damage against undead. +1 Trait bonus on opposed checks against the Bluff and Disguise skills and a +1 Trait bonus on saving throws against illusion ef

Any creature you conjure with a summon spell that has the earth subtype or a burrow speed gains a +1 morale bonus on attack +1 Trait bonus on Survival checks; a +1 Trait bonus on saving throws against fear effects. +1 Trait bonus on Diplomacy and Perform checks. Diplomacy is always a class skill +1 Trait bonus on Diplomacy and Perform checks. Perform is always a class skill While you are touching the ground, you add a +2 Trait bonus on saving throw DCs and on caster level checks to overcome spel +2 Trait bonus on Initiative checks. Whenever you use the Craft skill or a crafting feat to make a stone or metal item, you reduce the cost of making the item by 5% +1 Trait bonus on saves against arcane spells. +1 Trait bonus on Fortitude saving throws. +1 Trait bonus on any skill check or attack roll made during the process of escaping capture or in helping a slave escape bonda +1 Trait bonus on saving throws against attacks that utilize cold and gain a +1 Trait bonus on Bluff, Diplomacy, Intimidate, and S +1 Trait bonus on saving throws against attacks that utilize acid and gain a +1 Trait bonus on Bluff, Diplomacy, Intimidate, and S +1 Trait bonus on saving throws against attacks that utilize fire and gain a +1 Trait bonus on Bluff, Diplomacy, Intimidate, and Se +1 Trait bonus on saving throws against attacks that utilize electricity and gain a +1 Trait bonus on Bluff, Diplomacy, Intimidate, +2 Trait bonus on Perception checks related to metals, jewels, and gemstones. +2 Trait bonus on balance-related Acrobatics checks; a +1 Trait bonus on Reflex saving throws. +2 Trait bonus on Knowledge (history) checks; Knowledge (history) is always a class skill You gain fire resistance 1 and a +1 Trait bonus on Fortitude saves against poison. Once per day you may cast stabilize as a spell-like ability at caster level 1. The save DC is Wisdom-based. +2 Trait bonus on saves against mind-affecting effects. +1 Trait bonus on Will saving throws. +3 Trait bonus on Intimidate checks against members of non-human humanoid races. +1 Trait bonus on Perception checks made to determine surprise, and Perception is always a class skill +1 Trait bonus on Escape Artist checks; a +1 Trait bonus on Initiative checks. +1 Trait bonus on attack rolls to confirm critical hits. +1 Trait bonus on Knowledge (dungeoneering) and Knowledge (geography) checks; Knowledge (dungeoneering) is always a cl +1 Trait bonus on Knowledge (dungeoneering) and Knowledge (geography) checks; Knowledge (geography) is always a class s +1 Trait bonus on Knowledge (arcana) and Perception checks +1 Trait bonus on Knowledge (dungeoneering) checks and on Perception checks to search for concealed items. +1 Trait bonus on Knowledge (engineering) checks; on Perception checks to search for concealed items. +1 Trait bonus on Knowledge (geography) checks; on Perception checks to search for concealed items. +1 Trait bonus on Knowledge (history) checks; on Perception checks to search for concealed items. +1 Trait bonus on Knowledge (local) checks; on Perception checks to search for concealed items. +1 Trait bonus on Knowledge (nature) checks; on Perception checks to search for concealed items. +1 Trait bonus on Knowledge (nobility) checks; on Perception checks to search for concealed items. +1 Trait bonus on Knowledge (planes) checks; on Perception checks to search for concealed items. +1 Trait bonus on Knowledge (religion) checks; on Perception checks to search for concealed items. +1 Trait bonus on Knowledge (spirits) checks; on Perception checks to search for concealed items. Whenever youre in ruins, +2 Trait bonus on Initiative checks; a +1 Trait bonus on saving throws against traps and natural hazar +1 Trait bonus on caster level checks while touching the ground or unworked stone. This includes dispel checks; checks to over +1 Trait bonus on Stealth checks; a +3 Trait bonus on Bluff and Diplomacy checks to avoid punishment by lawful authority. While underground, you receive a +2 Trait bonus on initiative checks; a +1 Trait bonus on weapon damage rolls for critical hits ( +2 Trait bonus on Initiative checks. +1 Trait bonus on damage rolls against creatures and objects made primarily of clay, crystal, earth, metal, or stone. Knowledge +1 Trait bonus on Diplomacy and Knowledge (local) checks. Diplomacy is always a class skill +1 Trait bonus on Diplomacy and Knowledge (local) checks; Knowledge (local) is always a class skill +1 Trait bonus on Diplomacy checks; Diplomacy is always a class skill +1 Trait bonus on Knowledge (local) checks; Knowledge (local) is always a class skill +1 Trait bonus on Sense Motive checks; Sense Motive is always a class skill +1 Trait bonus on Reflex saving throws. Whenever you have a morale bonus on weapon attack rolls, you also receive a +1 Trait bonus on weapon damage rolls.

Choose one 1st-level spell from the bard, cleric, druid, or sorcerer/wizard spell list. If you have the Brew Potion feat, you may cre You receive a +1 Trait bonus on weapon damage rolls against giants, goblins, and orcs. +1 Trait bonus on Diplomacy and Knowledge (history) checks.

+1 Trait bonus on Acrobatics and Climb checks; on Reflex saves to avoid falling. Your starting cash increases to 500 gp. +4 trait bonus on any saving throws made to resist the effects of being in hot conditions, and a +1 Trait bonus on all saving throw +3 Trait bonus on Perception checks to search for concealed items. You start with twice the normal amount of starting gold. In addition, your reputation remains strong in the Nightstalls, and any tra +3 Trait bonus on Knowledge (engineering) checks; a +2 Trait bonus on Perception checks to find secret doors or traps in buildi When casting a spell of 1st level or higher that deals acid damage, the spell deals 1 extra point of acid damage. When casting a spell of 1st level or higher that deals cold damage, the spell deals 1 extra point of cold damage. When casting a spell of 1st level or higher that deals electricity damage, the spell deals 1 extra point of electricity damage. When casting a spell of 1st level or higher that deals fire damage, the spell deals 1 extra point of fire damage. +1 Trait bonus on Fortitude saving throws. +1 Trait bonus on Fortitude saving throws. +4 trait bonus on any savings throws made to resist the effects of cold environments, as well as a +1 Trait bonus on all saving th Once per day, you may cast one conjuration (summoning) spell as if your caster level were 2 higher than normal. You receive a +1 Trait bonus on saving throws against spells, spell-like abilities, and poison. +1 Trait bonus on caster level checks with illusion spells and a +1 Trait bonus on Will saves to disbelieve illusions. +1 Trait bonus on Bluff and Disguise checks. Bluff is always a class skill +1 Trait bonus on Bluff and Disguise checks. Disguise is always a class skill +2 Trait bonus on Perception checks to discover traps (select the Trap Finding skill in the Skills section) and a +1 Trait bonus on +1 Trait bonus on Spellcraft checks to identify teleportation magic and a +1 Trait bonus on caster level checks when casting tele +1 Trait bonus on Diplomacy checks when interacting with Forlorn elves and non-elf races. +1 Trait bonus on Appraise checks; Appraise is always a class skill +1 Trait bonus on Appraise checks; Appraise is always a class skill +2 Trait bonus on Profession (soldier) checks; it is always a class skill +2 Trait bonus on Ride checks; Ride is always a class skill +2 Trait bonus on Survival checks; it is always a class skill +1 Trait bonus on Swim checks; a +1 Trait bonus on saving throws against enchantment effects. +1 Trait bonus on Initiative and Sense Motive checks. Sense Motive is always a class skill +2 Trait bonus on saves against fear effects, and when you do make a successful save against a fear effect, the resulting rush o When you have more than 1 Will saving throw to overcome an effect (such as greater command, hold person, or by using the g You start with only half of the normal starting cash, but your knowledge of the pesh addict lifestyle grants you a +1 Trait bonus o You start with only half of the normal starting cash, but your knowledge of the pesh addict lifestyle grants you a +1 Trait bonus o You start with only half of the normal starting cash, but your knowledge of the pesh addict lifestyle grants you a +1 Trait bonus o +1 Trait bonus on Sleight of Hand checks; Sleight of Hand is always a class skill Select one cantrip and one 1st-level spell; when you cast these spells, they function at one caster level higher than your actual c +1 Trait bonus on attack rolls with fist-sized rocks or similarly shaped objects, and a +1 Trait bonus on concentration checks. When mounted and making a charge, your mounts speed is increased by 10 feet You must have the Mounted Combat feat to ta +1 Trait bonus on damage dealt with a dagger and a +1 Trait bonus on Swim checks. Swim is always a class skill +1 Trait bonus on Handle Animal checks; Handle Animal is always a class skill +1 Trait bonus on Knowledge (nature) checks; Knowledge (nature) is always a class skill +1 Trait bonus on Ride checks; Ride is always a class skill +2 Trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil. +1 Trait bonus on Stealth checks. This trait bonus increases to +2 in hilly or rocky areas. +1 Trait bonus on Disable Device checks; Disable Device is always a class skill +1 Trait bonus on Sleight of Hand checks; Sleight of Hand is always a class skill +2 Trait bonus on Heal checks to treat diseases or poisons, and Heal is always a class skill +1 bonus on saving throws against spells that deal acid damage or have the acid subtype. +1 bonus on saving throws against spells that deal cold damage or have the cold subtype. +1 bonus on saving throws against spells that deal electricity damage or have the electricity subtype. +1 bonus on saving throws against spells that deal fire damage or have the fire subtype. +1 Trait bonus on Knowledge checks related to dwarves (dwarven history, dwarven construction, and so on) and a +1 Trait bonu +1 Trait bonus on Initiative checks; if you are able to act during the surprise round of an encounter, you can draw a weapon (but Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st). If you have levels +2 Trait bonus on Climb checks as well as other skill checks involving rope use, and a +4 trait bonus on Appraise checks to dete +2 Trait bonus on Survival checks to track evil outsiders and a +2 Trait bonus on initiative checks when you know your opponen

You receive a +2 Trait bonus on Diplomacy checks with those who find you attractive. You can use daze once per day as a spel +2 Trait bonus on Diplomacy checks. +3 Trait bonus on Knowledge (planes) checks about demons and a +2 Trait bonus on Will saves against mind-affecting spells a You receive a +1 Trait bonus on concentration checks to cast defensively and a +1 Trait bonus on AC against attacks provoked When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal 4 penalty on your attack roll, an +1 Trait bonus on Diplomacy and Sense Motive checks. +1 Trait bonus on slashing weapon damage against all aberrations. +1 Trait bonus on Diplomacy and Knowledge (religion) checks. Diplomacy is always a class skill +1 Trait bonus on Diplomacy and Knowledge (religion) checks; Knowledge (religion) is always a class skill Your divine spells gain a +1 Trait bonus on melee weapon damage. +2 Trait bonus on Perception checks. Whenever you score a critical hit with a scimitar, you deal an additional two points of fire damage to your target. You receive a +1 Trait bonus on Knowledge (engineering) and Knowledge (history) checks; Knowledge (engineering) is a class You receive a +1 Trait bonus on Knowledge (engineering) and Knowledge (history) checks; Knowledge (history) is a class skill f You receive a +1 Trait bonus on Diplomacy checks. In addition, you receive a +1 Trait bonus on the DC of any charm or compul As long as you are under the effects of any spell, +2 Trait bonus on saving throws against death effects. If you are reduced to ne +2 Trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt you may retry You receive a +1 Trait bonus when retrying a previously failed skill check or ability check, as well as when taking 20 on skill chec When a creature damages you with a weapon, on your next turn +1 Trait bonus on weapon damage against that creature. If this +1 Trait bonus on Knowledge (history) checks to recognize or evaluate art, Knowledge (engineering) checks, Survival checks to You can automatically determine where true north is. +4 trait bonus on Survival checks to avoid becoming lost. During the day, +1 Trait bonus on all Charisma-based checks. In any settlement, +2 Trait bonus against fear effects. If you fail a save against a fear effect, you may make a new save each rou Choose one Craft or Profession skill in which you have at least 1 rank. Ranks in your chosen skill count as your caster level for t +1 Trait bonus on Bluff and Sense Motive checks. Bluff is always a class skill +1 Trait bonus on Bluff and Sense Motive checks. Sense Motive is always a class skill +1 Trait bonus on Fortitude saving throws against poison. You may make Diplomacy checks (or wild empathy checks if you are You make Acrobatics checks using your Wisdom modifier instead of Dexterity. Acrobatics is always a class skill You make Climb checks using your Wisdom modifier instead of Strength. Climb is always a class skill You make Disable Device checks using your Wisdom modifier instead of Dexterity. Disable Device is always a class skill You make Escape Artist checks using your Wisdom modifier instead of Dexterity. Escape Artist is always a class skill You make Fly checks using your Wisdom modifier instead of Dexterity. Fly is always a class skill You make Ride checks using your Wisdom modifier instead of Dexterity. Ride is always a class skill You make Sleight of Hand checks using your Wisdom modifier instead of Dexterity. Sleight of Hand is always a class skill You make Stealth checks using your Wisdom modifier instead of Dexterity. Stealth is always a class skill You make Swim checks using your Wisdom modifier instead of Strength. Swim is always a class skill

You have the renowed speed of the Elves. You gain a +2 trait bonus on Initiative checks. Your received train in the famous eladrin militia in your home. Skills learned through dailydrilling and protecting your fellow towns 0 0 0

Source

Saves Skill Bonus Fort Will Climb Disguise 0 0 0 0 0 0 0 0 0 0 0

Escape Artist 0 0

Fly 0

Yes C-EoD Yes CTWE CTWE Yes CTWE Yes CTWE CTWE Yes CTWE Yes CTWE Yes CTWE CTWE CTWE Yes Q-GttE C-EoD

0 0

Yes CTWE CTWE CTWE CTWE lways a class skillCTWE s a class skill CTWE 0 Yes CTWE CTWE Yes CTWE Yes CTWE CTWE CTWE 0

CTWE CTWE Yes C-EoD Yes C-EoD Yes CTWE Yes CTWE Yes CTWE Yes CTWE Yes CTWE Yes CTWE ays a class skill CTWE s always a class skill CTWE Yes CTWE C-EoD Yes CTWE CTWE Yes CTWE Yes CTWE CTWE CTWE Yes C-EoD Q-GttE

0 0

Q-GttE Yes C-EoD Yes Yes C-EoD

Yes Yes Yes Yes Yes

Yes

Yes Yes

Yes Yes Yes Yes Yes Yes Yes Yes Yes

CoTPG CoTPG CoTPG CoTPG CoTPG CoTPG 0 CotCTPG CotCTPG CotCTPG CotCTPG CotCTPG CotCTPG CotCTPG CotCTPG CotCTPG CotCTPG CotCTPG CotCTPG LoFpG LoFpG LoFpG LoFpG LoFpG LoFpG LoFpG LoFpG LoFpG LoFpG LoFpG LoFpG LoFpG SDPG KMPG KMPG KMPG KMPG KMPG KMPG KMPG KMPG KMPG

0 0 0

0 0 0 0 0

0 0

0 0

KMPG KMPG KMPG KMPG KMPG KMPG KMPG KMPG KMPG KMPG gswords or Aldori dueling swords KMPG SDPG SDPG SDPG SDPG SDPG SDPG SDPG SDPG SDPG SDPG Yes SDPG Yes SDPG Yes SDPG Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes AA AA AA AA AA AA AA AA AA AA AA AA AA AA AA

0 0 0 0 0 0 0 0

Yes GtPSOP Yes GtPSOP GtPSOP Yes GtPSOP Yes GtPSOP Yes GtPSOP Yes GtPSOP GtPSOP GtPSOP Yes GtPSOP Yes GtPSOP Yes GtPSOP Yes GtPSOP Yes GtPSOP

Yes GtPSOP Yes GtPSOP Yes GtPSOP Yes GtPSOP Yes GtPSOP Yes GtPSOP Yes GtPSOP Yes GtPSOP Yes GtPSOP Yes GtPSOP Yes GtPSOP Yes GtPSOP lways a class skillGtPSOP GtPSOP Yes GtPSOP Yes GtPSOP Yes GtPSOP GtPSOP GtPSOP GtPSOP Yes GtPSOP Yes GtPSOP Yes GtPSOP Yes GtPSOP Yes GtPSOP Yes GtPSOP Yes GtPSOP Yes GtPSOP Yes GtPSOP Yes GtPSOP Yes GtPSOP Yes GtPSOP Yes GtPSOP Yes GtPSOP Yes GtPSOP Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes LoFPG EoG T-EoG T-EoG T-EoG T-EoG T-EoG T-EoG T-EoG T-EoG T-EoG T-EoG T-EoG T-EoG C-EoD T-EoG Yes T-EoG Yes LoFPG Yes DoG

0 0

Yes DoG Yes DoG T-EoG T-EoG Yes DoG LoFPG 0 Yes DoG Yes T-EoG LoFPG Yes LoFPG Yes LoFPG Yes LoFPG Yes LoFPG Yes LoFPG Yes DoG Yes DoG LoFPG Yes C-EoD Yes EoG Yes LoFPG LoFPG Yes C-EoD Yes T-EoG T-EoG 0 Yes DoG oneering) is always a class skill T-EoG aphy) is always a class skill T-EoG EoG EoG

0 0

Yes Yes Yes Yes

LoFPG DoG C-EoD DoG EoG Yes DoG T-EoG T-EoG LoFPG LoFPG LoFPG EoG Yes DoG Yes Q-GttE Yes DoG T-EoG

0 0 0 0

C-EoD 0 0 DoG LoFpG C-EoD LoFpG C-EoD Q-GttE Q-GttE Q-GttE Q-GttE EoG 0 LoFpG 0 Yes DoG Yes Q-GttE Yes DoG Yes EoG Q-GttE 0 0 Q-GttE 0 0 and a +1 Trait bonus on Disable Device checks. A-SoL 0 Yes EoG Yes EoG Q-GttE 0 LoFpG 0 T-EoG T-EoG T-EoG EoG T-EoG 0 Yes LoFpG Yes DoG s you a +1 Trait bonus on Bluff, Knowledge (local), and Sense Motive checks. Bluff is always a class skill LoFpG 0 s you a +1 Trait bonus on Bluff, Knowledge (local), and Sense Motive checks; Knowledge (local) is always a class skill LoFpG 0 s you a +1 Trait bonus on Bluff, Knowledge (local), and Sense Motive checks. Sense Motive is always a class skill LoFpG 0 LoFpG Yes T-EoG Yes CA-SoL Yes Q-GttE T-EoG LoFpG LoFpG LoFpG Yes EoG Yes LoFpG T-EoG 0 T-EoG Yes Q-GttE Yes Q-GttE Yes Q-GttE Yes Q-GttE Yes Q-GttE Yes DoG Yes Q-GttE 0 Yes T-EoG Yes C-EoD 0 Yes C-EoD Yes Yes Yes Yes Yes Yes Yes Yes Yes

Yes DoG T-EoG Yes C-EoD Yes DoG Yes LoFPG EoG Yes LoFPG T-EoG T-EoG Yes T-EoG LoFPG Yes Q-GttE engineering) is a class skill for you. DoG history) is a class DoG for you. skill Yes DoG Yes LoFPG Yes C-EoD Yes DoG Yes EoG Yes EoG Yes EoG Yes LoFPG Yes LoFPG Yes DoG 0 0

0 0 0

Yes EoG LoFPG LoFPG ways a class skill LoFPG s a class skill LoFPG LoFPG LoFPG ways a class skill LoFPG LoFPG LoFPG

ecting your fellow townsfolk gave you special insight into military life. Select one of the following skills:Profession (soldier), Ride, or Survival.

Handle Animal 0

Heal 0

Intimidate 0

Knowledge (arcana) 0

Knowledge (dungeoneering) 0

0 0

0 0

0 0 0

0 0 0 0

lls:Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Knowledge (engineering) 0

Knowledge (geography) 0

Knowledge (history) 0

Knowledge (local) 0 0

0 0 0 0 0 0

0 0

0 0

0 0

0 0

0 0

0 0

0 0 0 0 0 0 0 0

0 0 0

0 0 0

0 0

0 0

0 0

ss skill for you.

Knowledge (spirits) 0

Linguistics 0

Perception 0

Perform (act) 0

Perform (comedy) 0

Perform (dance) 0

0 0 0 0

0 0

0 0 0

0 0 0

Perform (keyboard) 0

Perform (oratory) 0

Perform (percussion) 0

Perform (sing) 0

Perform (string) 0

0 0 0 0 0

0 0 0 0 0

Perform (wind) 0

Perform (ritual) 0

Profession 0

Ride 0

Sense Motive 0

Sleight of Hand 0

Spellcraft 0

0 0 0 0

0 0

0 0

0 0 0

0 0

0 0 0 0

0 0

Stealth 0

Survival 0

Swim 0

Use Magic Device

ClassSkill Acrobatics 0 FALSE

Appraise FALSE

Bluff Climb Craft FALSE FALSE FALSE

0 0 0 0

0 0

0 0 0 0

0 0

0 0

0 0

Diplomacy FALSE

Disable Device FALSE

Disguise FALSE

Escape Artist FALSE

Fly Handle Animal FALSE FALSE

Heal FALSE

0 0

0 0

0 0 0

Intimidate FALSE

Knowledge (arcana) FALSE

Knowledge (dungeoneering) FALSE

Knowledge (engineering) FALSE

0 0

0 0 0

Knowledge (geography) FALSE

Knowledge (history) FALSE

Knowledge (local) FALSE

Knowledge (nature) FALSE

0 0

0 0 0 0

0 0

Knowledge (nobility) FALSE

Knowledge (planes) FALSE

Knowledge (religion) FALSE

Knowledge (spirits) FALSE

Linguistics FALSE

0 0

0 0 0 0

Perception FALSE

Perform (act) FALSE

Perform (comedy) FALSE

Perform (dance) FALSE

Perform (keyboard) FALSE

0 0 0 0 0

Perform (oratory) FALSE

Perform (percussion) FALSE

Perform (sing) FALSE

Perform (string) FALSE

Perform (wind) FALSE

Perform (ritual) FALSE

Profession FALSE

Ride Sense Motive FALSE FALSE

Sleight of Hand FALSE

Spellcraft FALSE

Stealth FALSE

0 0

0 0

0 0

0 0

0 0 0

Survival FALSE

Swim Use Magic Device FALSE FALSE

3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55

*** PRPG - Combat *** Accelerated Drinker Anatomist Armor Expert Bullied Courageous Deft Dodger Dirty Fighter Fencer Killer Reactionary Resilient Strong Arm, Supple Wrist Threatening Defender *** PRPG - Faith *** Birthmark Caretaker Child of the Temple [Knowledge (nobility)] Child of the Temple [Knowledge (religion)] Devotee of the Green [Knowledge (geography)] Devotee of the Green [Knowledge (nature)] Ease of Faith History of Heresy Indomitable Faith Sacred Conduit Sacred Touch Scholar of the Great Beyond [Knowledge (history)] Scholar of the Great Beyond [Knowledge (planes)] *** PRPG - Magic *** Classically Schooled Dangerously Curious Desperate Focus Diabolical Dabbler Focused Mind Gifted Adept Hedge Magician Magical Knack Magical Lineage Magical Talent Mathematical Prodigy [Knowledge (arcana)] Mathematical Prodigy [Knowledge (engineering)] Skeptic Theoretical Magician *** PRPG - Social *** Adopted Bully Canter Charming Child of the Streets Fast-Talker Hellknight Ancestry Keleshite Princess [Diplomacy]

56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110

Keleshite Princess [Intimidate] Lost Nobility Natural-Born Leader Nonchalant Thuggery Poverty-Stricken Rich Parents Suspicious *** PRPG - Campaign *** Child of Infamy Conspiracy Hunter [Bluff] Conspiracy Hunter [Diplomacy] Conspiracy Hunter [Knowledge (local)] Conspiracy Hunter [Perception] Conspiracy Hunter [Sense Motive] Conspiracy Hunter [Stealth] Diabolist Raised Infernal Bastard Shadow Child The Pathfinders Exile Westcrown Firebrand Drug Addict (addicted friend) Drug Addict (personal addiction) Framed (Family Honor) Framed (Dropout) Love Lost (Orphaned) [Craft] Love Lost (Orphaned) [Perform] Love Lost (Orphaned) [Profession] Love Lost (Widowed) Missing Child (Sibling) Missing Child (Son or Daughter) Unhappy Childhood (Tortured) Unhappy Childhood (Religious) Earning Your Freedom [Fortitude] Earning Your Freedom [Reflex] Earning Your Freedom [Will] Finding Haleen Gnoll Killer Missionary [Bluff] Missionary [Diplomacy] Missionary [Intimidate] Missionary [Knowledge (religion)] Missionary [Perform] Missionary [Sense Motive] Reclaiming your Roots Seeking Adventure Fools for Friends Bastard Brigand Issian Noble Born [Garess] Noble Born [Lebeda] Noble Born [Lodovka] Noble Born [Medvyed] Noble Born [Orlovsky, Acrobatics] Noble Born [Orlovsky, Diplomacy]

111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165

Noble Born [Orlovsky, Stealth] Noble Born [Surtova] Pioneer [Climb] Pioneer [Handle Animal] Pioneer [Knowledge (nature)] Pioneer [Perception] Pioneer [Ride] Pioneer [Survival] Pioneer [Swim] Rostlander Sword Scion Into Enemy Territory [Fortitude] Into Enemy Territory [Reflex] Into Enemy Territory [Will] Looking for Work [Bluff] Looking for Work [Craft] Looking for Work [Diplomacy] Looking for Work [Intimidate] Looking for Work [Perception] Looking for Work [Perform] Looking for Work [gambler] Optimistic Gambler Researching the Blot Scouting for Fiends *** PRPG - Equipment *** Augmented Disguise Dealmaker Extremely Fashionable [Bluff] Extremely Fashionable [Diplomacy] Extremely Fashionable [Intimidate] Heirloom Weapon Improvisational Equipment Iron Liver Power of Suggestion Prehensile Whip Quick Learner Rough and Ready Stage Magic Stealthy Escape Thrown-Together Fashion *** PRPG - Faction *** Captains Blade [Acrobatics] Captains Blade [Climb] Explorer Freedom Fighter (Andoran) Hunters Eye Indomitable Devils Mark Fiendish Presence [Diplomacy] Fiendish Presence [Sense Motive] Fires of Hell Master of Pentacles Soul-Drinker Attuned to the Ancestors Dunewalker

166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220

Mummy-Touched Secrets of the Sphinx [arcana] Secrets of the Sphinx [dungeoneering] Secrets of the Sphinx [engineering] Secrets of the Sphinx [geography] Secrets of the Sphinx [history] Secrets of the Sphinx [local] Secrets of the Sphinx [nature] Secrets of the Sphinx [nobility] Secrets of the Sphinx [planes] Secrets of the Sphinx [religion] Secrets of the Sphinx [spirits] Tomb Raider [Knowledge (dungeoneering)] Tomb Raider [Perception] Dervish Desert Shadow Eastern Mysteries Gold Finger [Disable Device] Gold Finger [Sleight of Hand] Horse Lord Expert Duelist Fashionable [Bluff] Fashionable [Diplomacy] Fashionable [Sense Motive] Impressive Presence Performance Artist [act] Performance Artist [comedy] Performance Artist [dance] Performance Artist [keyboard] Performance Artist [oratory] Performance Artist [percussion] Performance Artist [sing] Performance Artist [string] Performance Artist [wind] Vindictive *** PRPG - Race *** Animal Friend Arcane Dabbler Aspiring Bard [act] Aspiring Bard [comedy] Aspiring Bard [dance] Aspiring Bard [keyboard] Aspiring Bard [oratory] Aspiring Bard [percussion] Aspiring Bard [sing] Aspiring Bard [string] Aspiring Bard [wind] Aspiring Bard [ritual] Azlant Fanatic [Knowledge (arcana)] Azlant Fanatic [Knowledge (history)] Brastlewark Businessman Brute Carefully Hidden Child of Zolurket Clear-headed

221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275

Deep Guardian Deep Marker Dilettante Artist [Diplomacy] Dilettante Artist [Perform] Earthbound Ekujae Reflexes Eldritch Smith Failed Apprentice Forlorn (Racial) Freedom Fighter (Halfling) Genie Blood [air] Genie Blood [earth] Genie Blood [fire] Genie Blood [water] Goldsniffer Grounded Historian Infernal Influence Lapsed Faith Latent Psion Legacy of Sand Masterful Demeanor Militant Merchant Rapscallion Ruthless Scholar of Ruins [Knowledge (dungeoneering)] Scholar of Ruins [Knowledge (geography)] Seeker of Brightness [arcana] Seeker of Brightness [dungeoneering] Seeker of Brightness [engineering] Seeker of Brightness [geography] Seeker of Brightness [history] Seeker of Brightness [local] Seeker of Brightness [nature] Seeker of Brightness [nobility] Seeker of Brightness [planes] Seeker of Brightness [religion] Seeker of Brightness [spirits] Spirits in the Stone Strength of the Land Successful Shirker Tunnel Fighter Warrior of Old Warsmith Well-Informed [Diplomacy] Well-Informed [Knowledge (local)] World Traveler [Diplomacy] World Traveler [Knowledge (local)] World Traveler [Sense Motive] Youthful Mischief Zest for Battle *** PRPG - Region *** Alchemical Prodigy Blooded Chivalrous

276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330

Cliff Jumper Coin Hoarder Desert Child Dump Salvager Duskwalker Agent Egorian School Apprentice Elemental Pupil [acid] Elemental Pupil [cold] Elemental Pupil [electricity] Elemental Pupil [fire] Forlorn (Regional) Freed Slave Frostborn Genie-Caller Glory of Old Iadaran Illusionist Keeper of the Veil [Bluff] Keeper of the Veil [Disguise] Kobolds Neighbor Kyonin Gatekeeper Left Behind Merchant of Katheer Merchants Child Militia Veteran [soldier] Militia Veteran [Ride] Militia Veteran [Survival] Mordant Heritage Narrows Survivor Nightstall Urchin Perseverance Pesh Addict [Bluff] Pesh Addict [Knowledge (local)] Pesh Addict [Sense Motive] Pesh Dealer Precocious Spellcaster Prismati Player Rider of Paresh River Rat Savannah Child [Handle Animal] Savannah Child [Knowledge (nature)] Savannah Child [Ride] Treerazers Bane Uwaga Highlander Vagabond Child [Disable Device] Vagabond Child [Sleight of Hand] Venicaan Medic Walking Ward [acid] Walking Ward [cold] Walking Ward [electricity] Walking Ward [fire] Warrior Poet Watching Taldor Wealthy Dabbler Wharf Rat Whisper Woods Hunter

331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 #NUM! #NUM! #NUM!

*** PRPG - Religion *** Alluring Ambassador Asmodean Demon Hunter Battlefield Caster Blade of Mercy Calistrian Prostitute Cleansing the Twisted Devotee of a Dead God [Diplomacy] Devotee of a Dead God [Knowledge (religion)] Divine Warrior Eyes and Ears of the City Flame of the Dawnflower Guardian of the Forge [Knowledge (engineering)] Guardian of the Forge [Knowledge (history)] Honeyed Words Magic is Life Patient Optimist Resigned Sacred Avenger Sovyrian Pantheist Starchild Strength of the Sun The City Protects Toilcrafter Under Siege [Bluff] Under Siege [Sense Motive] Wasp Whisperer Wisdom in the Flesh [Acrobatics] Wisdom in the Flesh [Climb] Wisdom in the Flesh [Disable Device] Wisdom in the Flesh [Escape Artist] Wisdom in the Flesh [Fly] Wisdom in the Flesh [Ride] Wisdom in the Flesh [Sleight of Hand] Wisdom in the Flesh [Stealth] Wisdom in the Flesh [Swim] *** Custom *** Elven reflexes Citizen Militia Veteran: NULL NULL NULL

Bleed Blinded Broken Confused Cowering Dazed Dazzled Dead Deafened Disabled Dying Energy Drained Entangled Exhausted Fascinated Fatigued Flat-Footed Frightened Grappled Helpless Incorporeal Invisible Nauseated Panicked Paralyzed Petrified Pinned Prone Shaken Sickened Stable Staggered Stunned Unconscious List_Conditions; Table_Conditions Barbarian Rage

Description A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped The creature cannot see. It takes a 2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a 4 penalty on Items that have taken damage in excess of half their total hit points gain the broken condition, meaning they are less effective at A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally a The character is frozen in fear and can take no actions. A cowering character takes a 2 penalty to Armor Class and loses his D The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.A dazed condition typicall The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a 1 penalty on attack rolls The character's hit points are reduced to a negative amount equal to his Constitution score, his Constitution drops to 0, or he is A deafened character cannot hear. He takes a 4 penalty on initiative checks, automatically fails Perception checks based on so A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled. A disabled ch A dying creature is unconscious and near death. Creatures that have negative hit points and have not stabilized are dying. A dyi The character gains one or more negative levels, which might become permanent. If the subject has at least as many negative l The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored An exhausted character moves at half speed, cannot run or charge, and takes a 6 penalty to Strength and Dexterity. After 1 ho A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other th A fatigued character can neither run nor charge and takes a 2 penalty to Strength and Dexterity. Doing anything that would nor A character who has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed character A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a 4 penalty to Dexter A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy. A helple Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures are immune to all nonmagical attack Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, a Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, con A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength s A petrified character has been turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the b A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is flat-footed. A pinned charact The character is lying on the ground. A prone attacker has a 4 penalty on melee attack rolls and cannot use a ranged weapon ( A shaken character takes a 2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe st The character takes a 2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. A character who was dying but who has stopped losing hit points each round and still has negative hit points is stable. The chara A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round acti A stunned creature drops everything held, can't take actions, takes a 2 penalty to AC, and loses its Dexterity bonus to AC (if an Unconscious creatures are knocked out and helpless. Unconsciousness can result from having negative hit points (but not more

+4 Morale bonus to Str & Con, +2 Morale bonus Will saves; 2 penalty to AC, cannot use any Charisma-, Dexterity-, or Intelligen

0 Str

0 FALSE

0 FALSE

0 FALSE

Dex Con Movement 0 0 0 In Effect Untyped Morale Fatigue Zero Untyped Fatigue Zero Untyped Morale Zero Multiplier FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE 1 FALSE 0 FALSE FALSE 0 1 FALSE 0 0 1 FALSE FALSE 0 0 FALSE FALSE FALSE 0 1 FALSE 0 FALSE FALSE FALSE FALSE FALSE 0 0 0 FALSE FALSE 1 FALSE FALSE FALSE FALSE FALSE FALSE 0 FALSE

FALSE

0 Armor Class Untyped -

FALSE All Lose Dex -

FALSE

Will Attacks CMB CMD 0 Untyped Fear Morale Untyped Fear Untyped Lose Dex Untyped Untyped

0 Skill Checks Initiative All

0 0 0

0 0

0 0 0 0 0

0 Str

0 0 0 0 0 0 Dex Con Cha

Fear 0 0

Discovery 2 Acid Bomb Combine Extracts Concussive Bomb Delayed Bomb Dilution Elixir of Life 8 Enhance Potion Eternal Potion 10 Explosive Bomb 11 Extend Potion Fast Bombs 13 Feral Mutagen Force Bomb 15 Frost Bomb Grand Mutagen 17 Greater Mutagen 18 Infuse Mutagen Inferno Bomb 20 Infusion Madness Bomb Poison Bomb 23 Potent Bombs 24 Potent Bombs II 25 Potent Bombs III 26 Precise Bomb 27 Shock Bomb 28 Smoke Bomb Sticky Bomb Stink Bomb Table_Discoveries Grand Discovery Awakened Intellect Eternal Youth Fast Healing Philosophers Stone Poison Touch True Mutagen Table_Grand_Discoveries

Summary bomb may deal acid dmg; direct hit deals additional 1d6 acid dmg 1 rnd later may place 2 formulae into 1 extract; extract is 2 levels higher than highest level formulae bomb may deal sonic dmg, but dmg die is d4 rather than d6; direct hit Deafens target for 1 min (Fort neg) bomb explodes up to 0 rnds after release; may end timer by retrieving bomb; dispel magic or Disable Device check (DC 14) can 1/day, spend gp equal to 1/4 of potions market value to create 2 doses of same potion from 1 (cannot be used on extracts or m 1/day, spend 25,000 gp and 1 hr of work to create elixir that functions as true resurrection spell; you may drink to be immediatel 4/day, cause any potion you drink to function at caster level 0 drink potion affected by Extend Potion discovery to make effects permanent until another such potion is made permanent bomb splash radius increases to 10' feet rather than 5 feet; direct hit sets taerget on fire, dealing 1d6 fire dmg/rnd until extinguis 4/day, cause any potion you drink that does not have instantaneous duration to function at x2 normal duration Full-Round Action; create and throw bombs as full-attack w/ ranged weapon mutagen grants 2 claws (1d6 dmg) and bite (1d8 dmg) as primary attacks and +2 Competence bonus on Intimidate checks bomb may deal force dmg, but dmg die is d4 rather than d6; direct hit knocks target Prone (Ref neg) bomb may deal cold dmg; direct hit Staggers target on next turn (Fort neg) mutagen grants +6 Natural Armor bonus, +8 Enhancement bonus to 1 physical ability, +6 Enhancement bonus to 2nd physical a mutagen grants +4 Natural Armor bonus, +6 Alchemical bonus to 1 physical ability and +4 Alchemical bonus to 2nd physical abi take 2 points of Int dmg and spend 1,000 gp to create mutagen that is not rendered inert if another mutagen is created smoke bomb duplicates incendiary cloud instead of fog cloud extract may persist out of your possession (continues to occupy daily extract slot) and may affect non-alchemist direct hit deals normal dmg - 2d6 but also deals 1d4 Wisdom dmg (reduced by 1 for each madness bomb that hit target in past 2 smoke bomb duplicates cloudkill instead of fog cloud bomb dmg increases +1d6 bomb dmg increases +1d6 bomb dmg increases +1d6 may select 4 squares that are not affected by splash damage from bomb bomb may deal electricity dmg; direct hit Dazzles target for 1d4 rnds bomb functions as fog cloud, filling area equal to twice bombs splash radius for 0 rnds bomb effects continue to dmg splash targets for 1 rnd after initial dmg and direct hit for 2 rnds later (bombs effects normally occ smoke bomb duplicates stinking cloud instead of fog cloud Description Intelligence permanently increases by 2 suffer no penalty to physical ability scores from advanced age gain Fast Healing 5 1/month, create philosophers stone w/ 1 day of work and at no cost Free Action; suppress or activate poisonous touch, as poison spell mutagen grants a +8 bonus to Natural Armor score and +6 Enhancement bonus to physical attributes

FALSE FALSE FALSE FALSE FALSE TRUE FALSE TRUE TRUE FALSE TRUE FALSE TRUE FALSE TRUE TRUE FALSE TRUE FALSE FALSE TRUE TRUE TRUE TRUE TRUE TRUE FALSE FALSE

8 10 11 13 15 17 18 20 23 24 25 26 27 28 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

Acid Bomb Enhance Potion Explosive Bomb Extend Potion Feral Mutagen Frost Bomb Greater Mutagen Infuse Mutagen Infusion Potent Bombs Potent Bombs II Potent Bombs III Precise Bomb Shock Bomb Smoke Bomb NULL NULL NULL NULL NULL NULL NULL NULL #NUM! NULL NULL NULL NULL NULL List_Discoveries

Destruction: gain +1 Sacred bonus on all weapon dmg rolls, increasing by +1 each rnd to max of +3 Healing: gain Fast Healin Destruction Healing Justice Piercing Protection Purity Resiliency Resistance Smiting

Inquisitor_Judgments gain +1 Sacred bonus on all weapon dmg rolls, increasing by +1 each rnd to max of +3 gain Fast Healing 1, increasing by 1 each rnd to max of Fast Healing 3 gain +1 Sacred bonus on all attacks, increasing by +1 each rnd to max of +3 gain +1 Sacred bonus on concentration checks and caster level checks to overcome SR, increasing by +1 each rnd to max of + gain +1 Sacred bonus to AC, increasing by +1 each rnd to max of +3 gain +1 Sacred bonus on all saves, increasing by +1 each rnd to max of +3 gain DR 1/magic, increasing by 1 each rnd to max of 3 gain resist energy 2 vs. one energy type (acid, cold, electricity, fire, or sonic), increasing by +2 each rnd to max of +6 no effect on 1st rnd, but weapons count as magic vs. DR on 2nd

+1 each rnd to max of +3

o max of +6

Curse Clouded Vision Deaf Haunted Lame Wasting Tongues

Mystery Battle Bones Flame Heavens Lore Nature Stone Waves Wind Acid Skin (Ex) Air Barrier (Ex) Arcane Archivist (Su) Armor of Bones (Su) Automatic Writing (Su) Awesome Display (Su) Battlecry (Ex) Battlefield Clarity (Ex) Bleeding Wounds (Su) Blizzard (Su) Bonded Mount (Su) Brain Drain (Su) Burning Magic (Su) Cinder Dance (Ex) Clobbering Strike (Ex) Coat of Many Stars (Su) Combat Healer (Su) Crystal Sight (Ex) Deaths Touch (Su) Dweller in Darkness (Sp) Earth Glide (Su) Erosion Touch (Su) Fire Breath (Su) Firestorm (Su) Fluid Nature (Ex) Fluid Travel (Su) Focused Trance (Ex) Form of Flame (Su) Freezing Spells (Su) Friend to the Animals (Ex) Gaseous Form (Su) Gaze of Flames (Su) Guiding Star (Su) Handy Book (Ex) Heat Aura (Su)

Ice Armor (Su) Icy Skin (Ex) Interstellar Void (Su) Invisibility (Su) Iron Skin (Su) Life Leach (Su) Lightning Breath (Su) Lure of the Heavens (Su) Maneuver Mastery: Bull Rush (Ex) Maneuver Mastery: Disarm (Ex) Maneuver Mastery: Grapple (Ex) Maneuver Mastery: Overrun (Ex) Maneuver Mastery: Sunder (Ex) Maneuver Mastery: Trip (Ex) Mantle of Moonlight (Su) Mental Acuity (Ex) Mighty Pebble (Su) Molten Skin (Ex) Moonlight Bridge (Su) Natural Divination (Ex) Natures Whispers (Ex) Near Death (Su) Punitive Transformation (Su) Raise the Dead (Su) Resiliency (Ex) Resist Life (Su) Rock Throwing (Ex) Shard Explosion (Su) Sidestep Secret (Su) Skill at Arms (Ex) Soul Siphon (Su) Spark Skin (Ex) Speak with Animals (Ex) Spirit of Nature (Su) Spirit Walk (Su) Spontaneous Symbology (Sp) Spray of Shooting Stars (Ex) Star Chart (Ex) Steelbreaker Skin (Su) Stone Stability (Ex) Surprising Charge (Ex) Think on It (Ex) Thunderburst (Ex) Touch of Acid (Su) Touch of Electricity (Su) Touch of Flame (Su) Transcendental Bond (Su) Undead Servitude (Su) Undo Artifice (Sp) Voice of the Grave (Su) Vortex Spells (Ex) War Sight (Su) Water Form (Su) Water Sight (Su) Weapon Mastery (Ex)

Whirlwind Lesson (Ex) Wind Sight (Ex) Wings of Air (Su) Wings of Fire (Su) Wintry Touch (Su)

Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30', but you can see as if you had da You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by th Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, s One of your legs is permanently wounded, reducing your base land speed by 10 feet (5 feet if you are Small). Your speed is nev Your body is slowly rotting away. You take a 4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 co In times of stress, you speak in tongues. Whenever you are in combat, you can only speak and understand . This does not inter

Deities Cayden Cailean, Gorum, Iomedae, Rovagug Norgorber, Pharasma, Urgathoa Asmodeus, Sarenrae Desna, Gozreh, Pharasma, Sarenrae Abadar, Irori, Nethys Erastil, Gozreh Abadar, Gorum, Torag Gozreh, Pharasma Gozreh, Shelyn

gain resist acid 5 create invisible shell of air for 0 min/day that grants +2 Armor bonus to AC; duration need not be consecutive, but must be spent 1/day cast a sorcerer/wizard spell as if it were on list of spells known (spell consumes slot 1 level higher than level of spell); mus conjure armor made of bones for 0 min/day that grants +2 Armor bonus to AC; duration need not be consecutive, but must be s 1/day, spend full hour in uninterrupted meditation to produce mysterious writing that manifests as an augury spell with 90% effec targets affected by your Illusion (pattern) spells are treated as if their total number of Hit Dice were equal to their number of Hit D Standard Action; 1/day, allies w/in 100' that hear battle cry gain +1 Morale bonus on attacks, skill checks, and saves for 5 (rnds) Immediate Action; 1/day, after failing save that makes you blind, deaf, frightened, panicked, paralyzed, shaken, or stunned, attem after foe takes negative energy dmg from spell/effects, it begins to Bleed, taking 1 point of dmg/rnd; bleeding can be stopped by Standard Action; 1/day, create 0' cube of blizzard in any pattern you desire (must be adjacent to another and 1 must be adjacen gain service of unusually intelligent, strong, and loyal mount (as druids animal companion, using oracles level as effective druid Standard Action [mind-affecting]; 1/day, target w/in 100' takes 0d4 dmg (Will save negs and target knows source); after success failed save vs. your spells that deal fire dmg sets targets on fire, dealing 1 HP fire dmg/spell level at beginning of targets turn; fir base speed increases by 10' Swift Action; after crit vs. foe from attack spell, may attempt to trip your target (no AoO, cannot trip you in return) conjure coat of starry radiance for 0 min/day that grants +2 Armor bonus to AC; duration need not be consecutive, but must be s Swift Action; -1/day, expend 2 spell slots to cast any 'cure' spell as if using Quicken Spell (does not increase level of spell) may see through 0' of stone, earth, or sand and 0' of metal as if transparent for up to 0 rnds/day (rnds need not be consecutive) 8/day Melee Touch deals 1d6+0 negative energy dmg (undead heal dmg instead and gain +2 channel resistance for 1 min) cast phantasmal killer 1/day Free Action; 0 min/day, pass through stone, dirt, or almost any other sort of earth except worked stone and metal (even lava, bu 1/day, Melee Touch deals 0d6 dmg to objects/constructs; treat as sunder if used vs. object in another creatures possession Standard Action; 1/day, 15' cone deals 0d4 fire dmg (Ref half) Standard Action; 1/day, create 0' cube of fire in any pattern you desire (must be adjacent to another and 1 must be adjacent to y gain +4 bonus on CMD to avoid being disarmed, grappled, or overrun; foes trying to confirm a crit suffer vs. you suffer 4 penalt 0 hr/day, walk on liquid (even lava, but this ability does not protect from fire dmg) at normal land speed; duration need not be co 5/day, enter trance lasting 1d6 rnds (may only take Move Actions, gain +0 bonus on saves vs. sonic effects/gaze attacks); after Standard Action; 1/day, assume alternate form for 0 hrs: Small fire elemental (as elemental body I) failed save vs. your spells that deal cold dmg Slow targets for 1 rnd all summon natures ally spells are added to your spell list (must still select these spells using allotment of spells known); animal Standard Action; 0 min/day, assume gaseous form; duration need not be consecutive, but must be spent in 1-min increments; m may see through see through fire, fog, and smoke w/out penalty as long as light is sufficient when specific star is visible: may determine precise location, may add +5 on all Wisdom-based checks, and 1/night may cast 1 s may use Charisma modifier instead of Intelligence modifier on all Knowledge checks so long as designated item is at hand Swift Action; 1/day, all w/in 10' take 0d4 fire dmg (Ref half) and you gain 20% concealment until your next turn

conjure armor of ice for 0 min/day that grants +2 Armor bonus to AC; Armor bonus increases by 2 in cold conditions and decrea gain resist cold 5 Standard Action; 1/day, target w/in 30' takes 0d6 cold dmg (Fort half and neg) Standard Action; become invisible for 0 min/day; duration need not be consecutive, but must be spent in 1-min increments 1/day, gain DR 10/adamantine; this protection expires after absorbing 0 HP of dmg Standard Action; -1/day, living target w/in 30' loses 0d6 HP (Fort half) that you gain as temporary HP lasting 5 hrs (cant gain mo Standard Action; 1/day, 30' line deals 0d4 electricity dmg (Ref half) no longer leave tracks treat oracle level as oracle base attack bonus when determining CMB for bull rush treat oracle level as oracle base attack bonus when determining CMB for disarm treat oracle level as oracle base attack bonus when determining CMB for grapple treat oracle level as oracle base attack bonus when determining CMB for overrun treat oracle level as oracle base attack bonus when determining CMB for sunder treat oracle level as oracle base attack bonus when determining CMB for trip gain immunity to lycanthropy; 1/day, touch attack forces lycanthrope into humanoid form for 0 rnds gain +1 Inherent bonus to Intelligence upon taking this revelation and another at every third oracle level gained thereafter Standard Action; 1/day, ranged attack (20' range increment, +0 Enhancement bonus to attack) deals 1d6+0 bludgeoning dmg a gain resist fire 5 5/day, summon 10' wide span touching ground at point adjacent to you and and extending in any direction for 0'; path persists un 1/day, may spend 10 min to gain: +5 Insight bonus on 1 save, +10 Competence bonus on 1 skill check, or +4 Insight bonus on 1 may add Charisma modifier (instead of Dexterity) to AC (subject to same rules for losing bonus as per Dexterity) gain +2 Insight bonus on saves vs. diseases, mind-affecting effects, and poisons 5/day, transform target into harmless animal for 0 rnds; transforming another causes first to immediately revert to normal Standard Action; 1/day, summon single 0 HD skeleton or zombie to serve you for 5 rnds never disabled and do not gain Staggered condition if reduced to exactly 0 HP treated as Undead when targeted by positive or negative energy, but not subject to Turn Undead or Command Undead (or any o gain +1 Racial bonus on attack rolls w/ thrown rocks; may hurl Tiny rocks, range increment 20' (100' max range), for 2d43 dmg Swift Action; 1/day, 10' burst centered on you deals 1d6 piercing dmg (Ref half) and broken shards make area difficult terrain un may add Charisma modifier (instead of Dexterity) to AC (subject to same rules for losing bonus as per Dexterity) and all Ref sav gain proficiency in all martial weapons and heavy armor -1/day, Ranged Touch (30' rng) deals 1 negative level that lasts 5 rnds and heals you for 0 HP gain resist electricity 5 converse with 1 specific type of animal (animals are no more friendly than normal) automatically stabilize when reduce to negative HP in a natural setting Standard Action; 1/day, become incorporeal and invisible for 0 rnds (may end early as Standard Action); may move in any direct may lose a prepared spell to cast any symbol spell of the same level or lower Standard Action; star flies up to 60' and then 5' burst deals 0d4 fire dmg (Ref half); may fire 1 star/day 1/day, spend 10 min. to gain benefit of commune spell Standard Action; 1/day for 0 min, melee or ranged weapons that strike you take 0 dmg ; if this destroys weapon then you take no gain +4 bonus to CMD when resisting bull rush or trip attempt while standing on ground Immediate Action; 1/day, move up to your speed 1/day, reattempt any previously failed Knowledge check w/ +10 Competence bonus Standard Action; -1/day, 10' burst w/in 100' deals 0d6 bludgeoning dmg and Deafens targets for 1 hr (Fort half and neg) Standard Action; 8/day, melee touch attack deals 1d60 acid dmg Standard Action; 8/day, melee touch attack deals 1d60 electricity dmg Standard Action; 8/day, melee touch attack deals 1d60 fire dmg Standard Action; touch designates ally (may designate up to 5 allies); may telepathically communicate w/ these allies over any d gain Command Undead as bonus feat and may channel negative energy 8/day to use Command Undead; may take other feats At 11th-level, you gain the ability to
reduce a nonliving item to its component parts, essentially
rasing the hand of artifice and ren e may speak with dead, as per the spell, for 0 rnds/day (rounds need not be consecutive) penalty on Will save to resist this effect after scoring crit w/ attack spell, target is Staggered for 1 rnd may roll initiative twice and take any result Standard Action; 1/day, assume alternate form for 0 hrs: Small water elemental (as elemental body I) may see through see through fog and mist w/out penalty as long as light is sufficient gain Weapon Focus with 1 weapon w/ which you are proficient--Add these as Manual Bonus Feats on the Character Options tab

permanently gain benefits of magical tome or manual w/ single 8-hr study session (vs. usual 48 hrs over 6 days) ignore penalties to Perception based on wind and first 100' of distance Swift Action; gain fly speed of 60' (good); may fly for 0 min/day (duration need not be consecutive, but must be spent in 1 min. in Swift Action; gain fly speed of 60' (average); may fly for 0 min/day (duration need not be consecutive, but must be spent in 1 min Standard Action; 8/day, melee touch attack deals 1d60 cold dmg

they were modified by the Silent Spell feat. This does not increase their level or casting time. s unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a Standard A mall). Your speed is never reduced due to encumbrance. midate. You gain a +4 competence bonus on saves made against disease. and . This does not interfere with spellcasting, but it does apply to spells that are language dependent. #N/A Class Skills Intimidate, Knowledge (engineering), Perception, Ride Bluff, Disguise, Intimidate, Stealth Acrobatics, Climb, Intimidate, Perform Fly, Knowledge (arcana), Perception, Survival Appraise, Spellcraft, Knowledge (all) Climb, Fly, Knowledge (nature), Ride, Survival, Swim Appraise, Climb, Intimidate, Survival Acrobatics, Escape Artist, Knowledge (nature), Swim Acrobatics, Escape Artist, Fly, Stealth

utive, but must be spent in 10-min increments than level of spell); must have spellbook containing spell to cast it in this way and spell is erased when casting is complete secutive, but must be spent in 10-min increments gury spell with 90% effectiveness to their number of Hit Dice -5 (min 1) , and saves for 5 (rnds) haken, or stunned, attempt save again w/ +4 Insight bonus (must take 2nd result) ding can be stopped by DC 15 Heal check or any effect that heals dmg and 1 must be adjacent to you) that lasts 5 rnds; creatures in blizzard take 0d4 cold dmg (Reflex half); sight obscured beyond 5', providing to s level as effective druid level and creature must be suitable as a mount); bonded mounts have an Intelligence score of at least 6 s source); after success, may take Full-Round Action w/in 5 rnds to make a single Knowledge check using victims skill bonus nning of targets turn; fire lasts 1d4 rnds but can be extinguished as Move Action and successful Ref save (using spells DC, Standard Action

nsecutive, but must be spent in 10-min increments ase level of spell) eed not be consecutive) esistance for 1 min)

nd metal (even lava, but this ability does not protect from fire dmg) at base land speed; may breath stone as if it were air and create no sign eatures possession

1 must be adjacent to you) that lasts 5 rnds; creatures in fire take 0d6 fire dmg (Reflex half)

duration need not be consecutive, but must be spent in 1-hr increments cts/gaze attacks); after trance, may make single Intelligence-based skill check w/ +20 Circumstance bonus

of spells known); animals w/in 30' gain +5 on all saves t in 1-min increments; may bring other creatures, but each passenger costs an additional min per min of travel

and 1/night may cast 1 spell as if modified by Empower Spell, Extend Spell, Silent Spell, or Still Spell w/out increasing spells casting time or ted item is at hand

d conditions and decreases by 2 in very hot conditions; duration need not be consecutive, but must be spent in 10-min increments

1-min increments

ing 5 hrs (cant gain more than targets current HP + Constitution score)

gained thereafter 6+0 bludgeoning dmg and adjacent creatures take 1/2 dmg (Ref neg); on missed attack, treat pebble as thrown splash weapon to determine

on for 0'; path persists until you cross over or for 24 hrs, whichever is shorter or +4 Insight bonus on 1 initiative check; bonuses must be used during next 24 hrs and use must be declared before roll is made

revert to normal

mmand Undead (or any other effect that specifically targets undead) unless you are actually an undead creature x range), for 2d43 dmg e area difficult terrain until your next turn exterity) and all Ref saves

may move in any direction and through any object except for those made of force but can take no action other than movement

weapon then you take no dmg

rt half and neg)

/ these allies over any distance (but not from one plane to another) for 0 rnds/day

hand of artifice and rendering the item into


pile of raw natural materials. This effect acts as the
a spell polymorph any object, working on both ave to resist this effect

e Character Options tab

ust be spent in 1 min. increments) t must be spent in 1 min. increments)

ncrease their level or casting time. and faint noises). Retrieving any stored item from your gear requires a Standard Action, unless it would normally take longer. Any item you d

against disease. pply to spells that are language dependent.

#N/A Bonus Spells enlarge person (3rd), fog cloud (5th), magic vestment (7th), wall of fire (9th), righteous might (11th), mass bulls strength (13th), cause fear (3rd), false life (5th), animate dead (7th), fear (9th), slay living (11th), circle of death (13th), control undead (15th), ho produce flame (3rd), resist energy (5th), fireball (7th), wall of fire (9th), summon monster V (fire elementals only, 11th), fire seed color spray (3rd), hypnotic pattern (5th), daylight (7th), rainbow pattern (9th), overland flight (11th), chain lightning (13th), prisma identify (3rd), tongues (5th), locate object (7th), legend lore (9th), contact other plane (11th), mass owls wisdom (13th), vision (1 charm animal (3rd), barkskin (5th), speak with plants (7th), ice storm (9th), awaken (11th), stone tell (13th), creeping doom (15th magic stone (3rd), acid arrow (5th), meld into stone (7th), wall of stone (9th), stoneskin (11th), stone tell (13th), statue (15th), rep obscuring mist (3rd), chill metal (5th), water breathing (7th), wall of ice (9th), baleful polymorph (11th), transmute rock to mud (1 shield (3rd), gust of wind (5th), levitate (7th), freedom of movement (9th), control winds (11th), overland f light (13th), control we

o cast it in this way and spell is erased when casting is complete

s (must take 2nd result) at heals dmg s in blizzard take 0d4 cold dmg (Reflex half); sight obscured beyond 5', providing total concealment (creature w/in 5' has concealment); groun e as a mount); bonded mounts have an Intelligence score of at least 6 5 rnds to make a single Knowledge check using victims skill bonus uished as Move Action and successful Ref save (using spells DC, Standard Action to douse target in water grants +2 bonus on save); imme

re dmg) at base land speed; may breath stone as if it were air and create no sign of presence; move earth flings you back 30' and Stuns for

re take 0d6 fire dmg (Reflex half)

r increments ce-based skill check w/ +20 Circumstance bonus

passenger costs an additional min per min of travel

ell, Extend Spell, Silent Spell, or Still Spell w/out increasing spells casting time or level

ation need not be consecutive, but must be spent in 10-min increments

titution score)

g (Ref neg); on missed attack, treat pebble as thrown splash weapon to determine where it lands

ichever is shorter used during next 24 hrs and use must be declared before roll is made

undead) unless you are actually an undead creature

for those made of force but can take no action other than movement

another) for 0 rnds/day

tural materials. This effect acts as the


spell polymorph any object, working on both magical and
onmagical nonliving objects. The duration is n

e longer. Any item you drop lands 10' away from you in a random direction. Add the following to your list of spells known: mage hand, ghost s

#N/A Revelations Battlecry (Ex) Armor of Bones (Su) Burning Magic (Su) Awesome Display (Su) Bonded Mount (Su) Acid Skin (Ex) Air Barrier (Ex)

#N/A Battlefield Clarity (Ex) Bleeding Wounds (Su) Cinder Dance (Ex) Coat of Many Stars (Su) Automatic Writing (Su) Erosion Touch (Su) Clobbering Strike (Ex) Fluid Nature (Ex)

#N/A

#N/A

Deaths Touch (Su) Fire Breath (Su) Brain Drain (Su) Friend to the Animals (Ex) Crystal Sight (Ex) Fluid Travel (Su)

Near Death (Su) Guiding Star (Su) Focused Trance (Ex)

Freezing Spells (Su) Lightning Breath (Su)

has concealment); ground remains icy (+5 to Acrobatics DCs) as long as local conditions permit.

bonus on save); immersing target in automatically extinguishes fire

back 30' and Stuns for 1 rnd (Fort DC 15 negs); duration need not be consecutive, but must be spent in 1-min increments; may bring other c

objects. The duration is always


ermanent. Unlike polymorph any object, it cannot be used
mimic the effects of other spells. Items subject t p to

spells known: mage hand, ghost sound

#N/A

#N/A

#N/A Skill at Arms (Ex) Heat Aura (Su) Mantle of Moonlight (Su) Sidestep Secret (Su) Speak with Animals (Ex) Shard Explosion (Ex) Touch of Electricity (Su)

#N/A Surprising Charge (Ex) Molten Skin (Ex) Moonlight Bridge (Su) Spontaneous Symbology (Sp) Spirit of Nature (Su)

Maneuver Mastery (Ex) Resiliency (Ex) Raise the Dead (Su) Resist Life (Su) Gaze of Flames (Su) Interstellar Void (Su) Lure of the Heavens (Su) Handy Book (Ex) Natural Divination (Ex) Natures Whispers (Ex) Mighty Pebble (Su) Rock Throwing (Ex) Ice Armor (Su) Icy Skin (Ex) Spark Skin (Ex)

Vortex Spells (Ex)

1-min increments; may bring other creatures, but each passenger costs an additional min per min of travel

ects of other spells. Items subject to


effect receive a Fortitude saving throw to negate the
ffect. Magic items receive a circumstance bonu this e

#N/A War Sight (Su) Undead Servitude (Su) Touch of Flame (Su) Spray of Shooting Stars (Ex) Think on It (Ex) Transcendental Bond (Su) Stone Stability (Ex) Water Sight (Su) Wind Sight (Ex)

#N/A Weapon Mastery (Ex) Voice of the Grave (Su)

#N/A Final Revelation

Bonus Feats

Whirlwind Lesson (Ex) Touch of Acid (Su) Wintry Touch (Su)

eceive a circumstance bonus on this


save equal to +1 for every 5,000 gp in the items value. You
ay use undo artifice a number of times per m

ce a number of times per day equal to


Charisma modifier. your

#N/A Order Summary Cockatrice Dragon Lion Shield Star Sword

#N/A

Edicts must keep your own interests/aims above those of all others; must always accept payment when it is due, rewards when earned must remain loyal to allies and must always work to further aims of the group; must protect allies from harm and defend their ho must protect life and lands of sovereign at all costs; must obey commands of sovereign w/out question; must strive to expand po must protect lives/prosperity of common folk, shielding them from deprivations of those who would seek to harm/exploit them; m must strive to protect the faith and all those who follow its teachings, from priest to common man; must adhere to strictures of th must show courage in the face of danger, mercy to those who have wronged you, and charity to the poor and the meek; must be

#N/A Challenge gain +1 Morale bonus on melee dmg vs. challenge target when no one else is threatening target allies gain +1 Circumstance bonus on melee dmg vs. challenge target when you are threatening target gain +1 Dodge bonus to AC vs. attacks made by challenge target gain +1 Morale bonus to attacks vs. challenge target for 1 min if target attacks someone other than you gain +1 Morale bonus on saves as long as you threaten challenge target gain +1 Morale bonus on attacks vs. challenge target while astride your mount

#N/A

Skills Appraise (Int) and Perform (Cha) are class skills; add +5 to DC on attempts to demoralize you w/ Intimidate Perception (Wis) and Survival (Wis) are class skills; gain +1 when using Survival to provide food and water for allies or to protec Knowledge (local) (Int) and Knowledge (nobility) (Int) are class skills; may make Knowledge (nobility) skill checks untrained Heal (Wis) and Knowledge (local) (Int) are class skills; gain +1 bonus when using Heal skill on creature other than you Heal (Wis) and Knowledge (religion) (Int) are class skills; may make Knowledge (religion) skill checks untrained Knowledge (nobility) (Int) and Knowledge (religion) (Int) are class skills; gain +1 Competence bonus on Sense Motive checks to

Order Abilities 2nd Braggart (Ex): Standard Action; successful Intimidate check (DC 10 + HD + Wis mod) while wielding weapon of choice causes o Aid Allies (Ex): when using Aid Another action to assist ally, the ally gains +3 bonus to AC, attack, save, or skill check Lions Call (Ex): Standard Action; allies w/in 60' gain +5 Competence bonus on saves vs. fear & +1 Competence bonus on attac Resolute (Ex): once per melee or ranged attack while wearing heavy armor, may convert 0 HP of lethal dmg to 0 HP of nonletha Calling (Ex): Standard Action, w/in next minute, add +5 Competence bonus on 1 ability check, attack, save, or skill check (must By My Honor (Ex): At 2nd level, the cavalier may swear an additional oath and any bonuses gained from his oaths are increased

8th Steal Glory (Ex): whenever another creature scores crit vs. target you threaten, you may make AoO vs. same target Strategy (Ex): Standard Action; grant all allies w/in 30' (including self) that can see or hear you a +2 Dodge bonus to AC for 1 rnd For the King (Ex): Swift Action; 1/combat, allies w/in 30' gain +5 Competence bonus on attack & dmg rolls for 1 rnd Stem the Tide (Ex): gain Stand Still as bonus feat; may make a normal attack instead of making check to stop creature from mo For the Faith (Ex): Free Action; -1/day gain +5 Morale bonus on attacks for 1 rnd; allies win 30' that share faith gain +2 Morale b Mounted Mastery (Ex): only suffer 1/2 normal armor check penalty to Ride mounts (still suffer none on his special mount); when

15th Moment of Triumph (Ex): Free Action; 1/day for 1 rnd gain +5 Competence bonus to AC and on all ability checks, attacks, dmg, Act as One (Ex): Standard Action; 1/combat, move up to your speed and make melee attack; allies w/in 30' can also move up to Shield of the Liege (Ex): adjacent allies gain +2 Shield bonus to AC; as long as attacker is w/in reach, may redirect attack vs. ad Protect the Meek (Ex): Immediate Action (AoO); move up to your (or mounts) speed, end adjacent to foe, and make single mele Retribution (Ex): 1/rnd, successful melee attack vs. you or adjacent ally devoted to same faith provokes AoO from you and you g Knights Challenge (Ex): 1/day, vs. Knight's Challenge target, gain +5 bonus on attacks and dice added to the dmg roll increase

y checks, attacks, dmg, saves, and skill checks, any crit threats automatically confirm 30' can also move up to their speed and make melee attack as Immediate Action; movement and attack can be made as a charge if movem ay redirect attack vs. adjacent target as Immediate Action declared before attack roll (attack is made vs. your AC/defenses but w/no cover or e, and make single melee attack; you are Staggered next turn and cannot use ability again for 1 rnd AoO from you and you gain +2 Morale bonus on this AoO; if enemy attack was crit, you may treat foe as target of your Challenge for the AoA o the dmg roll increase from d6 to d8

de as a charge if movement qualifies, all attacks are made at +2 bonus (stacks with bonus from charge) and all participants gain +2 Dodge b enses but w/no cover or concealment)

ur Challenge for the AoA

icipants gain +2 Dodge bonus to AC for 1 rnd

3 4 5 6 7 9 11 12 14 16

19

23 24 25

Hex Agony (Su) Blight (Su) Cackle (Su) Cauldron (Ex) Charm (Su) Coven (Ex) Death Curse (Su) Disguise (Su) Eternal Slumber (Su) Evil Eye (Su) Flight (Su) Forced Reincarnation (Su) Fortune (Su) Hags Eye (Su) Healing (Su) Life Giver (Su) Major Healing (Su) Misfortune (Su) Natural Disaster (Su) Nightmares (Su) Retribution (Su) Slumber (Su) Tongues (Su) Ward (Su) Waxen Image (Su) Weather Control (Su)

Description With a quick incantation, a witch can place this hex on one creature within 60 feet, causing them to suffer intense pain. The targ Full Round; maintain touch with Animal, Plant creature, or plot of land; land begins to wither following day, over 1 week all plants Move Action; for targets w/in 30', duration of agony hex, charm hex, evil eye hex, fortune hex, misfortune hex, or ward hex caus Gain Brew Potion as a bonus feat and +4 Insight bonus on Craft (alchemy) checks. Standard Action [mind-affecting charm] (no AoO); charm Animal or Humanoid w/in 30', improving attitude by 1 step for 4 rnds (W If w/in 30' of another witch w/ this hex, may use Aid Another action to grant +1 bonus to other witchs caster level for 1 rnd (bonu This powerful hex seizes a creatures heart, causing death within just a few moments. This hex has a range of 30 feet. The hexe Standard Action (no AoO); change appearance for 0 hrs as if using disguise self; hours need not be consecutive, but must be sp The witch can touch a creature, causing it to drift off into a permanent slumber. The creature receives a Will save to negate this Standard Action (no AoO); target you can see w/in 30' takes 2 penalty to AC, ability checks, attack rolls, saving throws, or skill The witch grows lighter as she gains power, eventually gaining the ability to f ly. At 1st level, the witch can use feather fall at will The witch cause a creature within 30 feet to die and be immediately reincarnated into a new body. A Will save negates this effec The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per rou A witch with this hex can create a magic sensor that she can see through. This functions as per the spell arcane eye. If the witch A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witchs caster level. Once Once per day the witch can, as a full round action, touch one part of a dead creature and bring it back to life. This functions as re The witchs touch can mend even the most terrible wounds of those she touches. This acts as cure serious wounds, using the w The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability chec A witch using this hex calls down the forces of nature to wreak havoc on an area. This functions as a storm of vengeance comb Calling upon fell powers, a witch can place a hex on a creature within 60 feet that causes its sleep to be tormented by terrible nig A witch with the vision hex can grant a glimpse of the future to a creature touched. Granting a vision takes 1 minute, during whic A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Wil A witch with this hex can understand any spoken language for a minutes per day equal to her level, as comprehend languages. A witch can use this hex to place a protective ward over one creature. The warded creature receives a +2 def lection bonus to A The witch can spend a full-round action to create a wax duplicate of a creature she can see within 30 feet. Once the image is co A witch with this hex can use control weather once per day, but creating the weather takes 1 full hour of chanting, dancing, and

Type Qualified LIST_HEXES r intense pain. The target is nauseated for a number of rounds equal to the witchs level. A Fortitude save negates this effect. If the saving th 3 y, over 1 week all plants in 0' radius die, and nothing (Su)grow there so long as curse persists; Animal and Plant targets gain Blight Hextyp TRUE 4 Cackle will e hex, or ward hex caused by you are extended by 1 rnd TRUE 5 Cauldron (Ex) TRUE 6 Charm (Su) e by 1 step for 4 rnds TRUE 14 negs); cannot target same creature w/ this hex again for 1 day (Will DC 7 Coven (Ex) ster level for 1 rnd (bonus applies to spells and hexes); (Su) as a hag for purpose of joining coven TRUE 9 Disguise count Grand FALSE 11 Evil Eye (Su) secutive, but must be TRUE in 1-hr increments spent 12 Flight (Su) Grand FALSE 14 Fortune (Su) , saving throws, or skill checks for 7 rnds (Will save, DC 14, reduces to 1 rnd) TRUE 16 Healing (Su) n use feather fall at will and gains a +4 racial Misfortune (Su) checks. At 3rd level, she can cast levitate once per day. At 5th level, she can f TRUE 19 bonus on Swim Grand FALSE 23 Slumber (Su) good luck once per round, allowing him to24 Tongues (Su)check, attack roll, saving throw, or skill check, taking the better result. He must de TRUE reroll any ability Major FALSE 25 Ward (Su) itchs caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts TRUE #NUM! NULL Grand FALSE #NUM! NULL Major FALSE #NUM! NULL e makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. A TRUE #NUM! NULL Grand FALSE #NUM! NULL Major FALSE #NUM! NULL Major FALSE #NUM! NULL creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witchs level TRUE #NUM! NULL omprehend languages. This duration does not need to be consecutive, but it must be spent in Activating this ability is a free action. At 5th lev TRUE #NUM! NULL TRUE 2 def lection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw Major FALSE #NUM! NULL Major FALSE #NUM! NULL

Class Ability 4 *** PRPG *** Animal Fury Clear Mind Fearless Rage Guarded Stance Increased Damage Reduction I Increased Damage Reduction II Increased Damage Reduction III Internal Fortitude Intimidating Glare Knockback Low-Light Vision Mighty Swing Moment of Clarity Night Vision No Escape Powerful Blow Quick Reflexes Raging Climber Raging Leaper Raging Swimmer Renewed Vigor Rolling Dodge Roused Anger Scent Strength Surge Superstition Surprise Accuracy Swift Foot I Swift Foot II Swift Foot III Terrifying Howl Unexpected Strike *** Custom *** Table_Rage_Powers

Qualified

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

fied

Gain bite attack (1d4+2 dmg); may use as single attack, as part of full attack at 5, as part of action to maintain/break grapple (a Immediate Action; once per rage, reroll failed Will save after first save is rolled but before results are revealed; must take secon Immune to Shaken and Frightened conditions Move Action (no AoO); gain +1 Dodge bonus to AC vs. melee attacks for 1 rnd DR increases by 1/ while raging DR increases by 1/ while raging DR increases by 1/ while raging Immune to Sickened and Nauseated conditions Move Action; make Intimidate check to demoralize 1 adjacent foe; if successful, foe is Shaken 1d4 rnds + 1 rnd per 5 points exc Once per round, make bull rush attempt (no AoO) vs. 1 target in place melee attack; if successful, target takes 2 dmg and is mo Gain low-light vision Immediate Action; once per rage, automatically confirm a critical hit Once per rage, forgo all benefits and penalties from rage for 1 rnd (the rnd still counts against total rnds of rage per day) Gain darkvision 60' Immediate Action; once per rage when adjacent foe uses withdraw action to move away, move up to double normal speed, prov Swift Action; once per rage, before attack roll is made, gain +1 bonus on a single damage roll Make one additional attack of opportunity per rnd Gain +0 enhancement bonus on all Climb checks Gain +0 enhancement bonus on all Acrobatic checks made to jump (always considered to have a running start Gain +0 enhancement bonus on all Swim checks Standard Action; Once per day, heal 0d8+1 points of dmg Move Action (no AoO); gain +1 Dodge bonus to AC vs. ranged attacks for 1 May enter rage even if fatigued, immune to fatigued condition while using this ability; exhausted for 10 min per rnd spent raging Gain scent ability, can use this ability to locate unseen foes Immediate Action; once per rage, gain +0 on 1 Str or combat maneuver check, or to CMD Gain +2 Morale bonus on saves vs. spells, supernatural abilities, & spell-like abilities; cannot be willing target of any spell Swift Action; once per rage, before attack roll is made gain +1 Morale bonus to hit Gain +5' Enhancement bonus to speed Gain +5' Enhancement bonus to speed Gain +5' Enhancement bonus to speed Standard Action; all shaken enemies w/in 30' must make Will save (DC 12) or be panicked for 1d4+1 rounds; once enemy has Once per rage, make attack of opportunity vs. foe that moves into any square you threaten by the barbarian

*** PRPG *** NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL List_Rage_Powers_Available

4 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

Rogue Talent 4 5 6 7 8 9 # # # # # # # # # # # # # # # # # *** PRPG *** Bleeding Attack* (Ex) Combat Trick Crippling Strike* (Ex) Defensive Roll (Ex) Dispelling Attack* (Su) Fast Stealth (Ex) Feat Finesse Rogue Improved Evasion (Ex) Ledge Walker (Ex) Major Magic (Sp) Minor Magic (Sp) Opportunist (Ex) Quick Disable (Ex) Resiliency (Ex) Rogue Crawl (Ex) Skill Mastery Slippery Mind (Ex) Slow Reactions* (Ex) Stand Up (Ex) Surprise Attack (Ex) Trap Spotter (Ex) Weapon Training *** Custom ***

Qualified

TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE FALSE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

fied

Sneak attack also deals 5 bleed dmg (this dmg bypasses DR); stop w/ DC 15 Heal check or any effect that heals hp dmg Gain as bonus feat Sneak attack also deals 2 Str dmg 1/day when reduced to 0 or fewer HP and if aware of attack and able to react, make Ref save (DC = dmg dealt) to take 1/2 dmg Sneak attack also affects foe w/ targeted dispel magic vs. lowest-level spell effect; caster level 10 Move at full speed using Stealth w/out penalty Gain as bonus feat Gain Weapon Finesse as bonus feat Successful Ref save vs. attack that normally deals half dmg instead deals no dmg and failed save only deals half dmg; not avail Move at full speed along narrow surfaces using Acrobatics w/out penalty and w/out becoming flat-footed Cast 2/day at caster level 10; save DC 15 Cast 3/day at caster level 10; save DC 14 1/rnd make AoO vs. foe taking dmg in melee from another cahracter Reduce time to disable trap using Disable Device by 50% (min 1 rnd) Immediate Action; 1/day gain 10 temp HP; lasts for 1 min Move at half speed while prone (provokes AoO as normal); may take 5' step while crawling Select 7 skills; may take 10 on these even when stressed/distracted 1 rnd after failing save vs. Enchantment spell/effect, attempt again at same DC Sneak attack also prevents foe from making any AoO for 1 rnd Stand up from prone as Free Action (provokes AoO as normal) Opponents always considered flat-footed during surprise rnd, even after acting GM makes immediate Perception check to notice any trap w/in 10' Gain Weapon Focus as bonus feat

Rogue_Talents_Summary

*** PRPG *** Bleeding Attack* (Ex) Combat Trick Crippling Strike* (Ex) Defensive Roll (Ex) Dispelling Attack* (Su) Fast Stealth (Ex) Feat Finesse Rogue Improved Evasion (Ex) Ledge Walker (Ex) Minor Magic (Sp) Opportunist (Ex) Quick Disable (Ex) Resiliency (Ex) Rogue Crawl (Ex) Skill Mastery Slippery Mind (Ex) Slow Reactions* (Ex) Stand Up (Ex) Surprise Attack (Ex)

4 5 6 7 8 9 10 11 12 13 14 16 17 18 19 20 21 22 23 24 25

Weapon Training 27 NULL #NUM! NULL #NUM! NULL #NUM! List_Rogue_Talents

Mercies_Known_Summary Mercy 4 *** PRPG *** Fatigued Shaken Sickened Dazed Diseased Staggered Cursed Exhausted Frightened Nauseated Poisoned Blinded Deafened Paralyzed Stunned *** Custom *** Qualified

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

Target no longer Fatigued Target no longer Shaken Target no longer Sickened Target no longer Dazed Remove disease at caster level 0 Target no longer Staggered Remove curse at caster level 0 Target no longer exhausted Target no longer frightened Target no longer nauseated Neutralize poison at caster level 0 Target no longer Blinded Target no longer Deafened Target no longer Paralyzed Target no longer Stunned

*** PRPG *** NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL List_Mercies_Available

4 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 1 Table_Level_Dependent Campaign Custom Low Standard High Epic Table_Point_Buy_Cost BAB 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

20

Ability Score 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50

4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12 12 13 13 14 14 15 15 16 16 17 17 18 18 19 19 20

Table_Ability_Mod; Table_Ability_Cost; Table_Bonus_Spells

Light Medium Heavy Overloaded

Base Speed 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 105 110 115 120 Table_Speed_Reduction Dog, Badgerhound Eagle, Golden Fluttermouse Fox, Red Hedgehog Parrot Rabbit Robin Woodrat Clockwork Bat Clockwork Cat Clockwork Owl Clockwork Rat

BAB Low 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 2

Points 0 10 15 20 25

Attack 2 0 0 0 0 0 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14

15

Modifier -5 -5 -4 -4 -3 -3 -2 -2 -1 -1 0 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12 12 13 13 14 14 15 15 16 16 17 17 18 18 19 19 20

Max Dex 6 3 1 0

Reduced Speed 5 10 10 15 20 20 25 30 30 35 40 40 45 50 50 55 60 60 65 70 70 75 80 80

+3 bonus on scent-based and opposed Perception checks +2 bonus on Intimidate and sight-based and opposed Perception check in bright or low light +2 bonus on Fly and Stealth checks +3 bonus on Survival checks +1 natural armor bonus +3 bonus on Linguistics checks +2 bonus on sight-based, sound-based and opposed Perception checks +2 bonus on Fly and sound-based and opposed Perception checks in bright light +2 bonus on Acrobatics and Appraise checks

Mid 0 1 2 3 3 4 5 6 6 7 8 9 9 10 11 12 12 13 14 15 3

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

Saving Throw Prestige Saves Bad Good PrC Bad PrC Good 0 2 0 1 0 3 1 1 1 3 1 2 1 4 1 2 1 4 2 3 2 5 2 3 2 5 2 4 2 6 3 4 3 6 3 5 3 7 3 5 3 7 4 6 4 8 4 6 4 8 4 7 4 9 5 7 5 9 5 8 5 10 5 8 5 10 6 9 6 11 6 9 6 11 6 10 6 12 7 11 5 6 7 8

Attack 3 0 0 0 0 0 0 0 0 0 0 0 1 2 3 4 5 6 7 8 9

Attack 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 2 3 4

10 Bonus Spells (by Spell Level) 1st -12 Can't cast spells tied to this ability -11 -10 -9 -8 -7 -5 -4 -2 -1 0 1 2 3 5 7 10 13 17 21 26 31 37 43 50 57 65 73 82 91 101 111 122 133 145 157 170 183 197 211 226 241 257 273 290 307 325 343 362 381 401

Cost

2nd

3rd

4th

5th

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

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

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

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

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

Armor Check Penalty

Spd Red 0 No -3 Yes -6 Yes Yes

Run 4 4 3 0

Spell Points per Day Spell Points Low 0 0 0 0 0 1 1 1 1 4 4 9 9 10 17 20 25 26 41 48 9

XP Needed Spell Points Med Spell Points High Spell Points Ult Slow Medium 0 2 3 0 0 0 4 5 3000 2000 1 7 8 7500 5000 5 11 14 14000 9000 6 16 19 23000 15000 9 24 29 35000 23000 14 33 37 53000 35000 17 44 51 77000 51000 22 56 63 115000 75000 29 72 81 160000 105000 34 88 97 235000 155000 41 104 115 330000 220000 50 120 131 475000 315000 57 136 149 665000 445000 67 152 165 955000 635000 81 168 183 1350000 890000 95 184 199 1900000 1300000 113 200 217 2700000 1800000 133 216 233 3850000 2550000 144 232 249 5350000 3600000 10 11 12 13 14

Yes No List_YesNo

Strength Dexterity Constitution Intelligence Wisdom Charisma List_Abilities

6th

7th

8th

9th

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

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

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

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 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3

Fast 0 1300 3300 6000 10000 15000 23000 34000 50000 71000 105000 145000 210000 295000 425000 600000 850000 1200000 1700000 2400000 15

Pathfinder Society Feats Ability Score 0 1 3 6 1 9 1 12 1 15 18 1 21 1 24 1 27 30 1 33 1 36 1 39 42 1 45 1 48 1 51 54 1 57 1 16 17 18

Wealth 0 1000 3000 6000 10500 16000 23500 33000 46000 62000 82000 108000 140000 185000 240000 315000 410000 530000 685000 880000 19

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL

0 0 Skill Race Class Skill Perception (sight) 0 3 Perception (sound) 0 3 Perception (smell) 30 3 Perception (taste) 3 Perception (touch) 0 3

Fractional Level BAB Saving Throw Low Medium High High 1 0.5 0.75 1 2.5 2 1 1.5 2 3 3 1.5 2.25 3 3.5 4 2 3 4 4 5 2.5 3.75 5 4.5 6 3 4.5 6 5 7 3.5 5.25 7 5.5 8 4 6 8 6 9 4.5 6.75 9 6.5 10 5 7.5 10 7 11 5.5 8.25 11 7.5 12 6 9 12 8 13 6.5 9.75 13 8.5 14 7 10.5 14 9 15 7.5 11.25 15 9.5 16 8 12 16 10 17 8.5 12.75 17 10.5 18 9 13.5 18 11 19 9.5 14.25 19 11.5 20 10 15 20 12

Low 0.34 0.68 1.02 1.36 1.7 2.04 2.38 2.72 3.06 3.4 3.74 4.08 4.42 4.76 5.1 5.44 5.78 6.12 6.46 6.8

Group *** PRPG *** Axes Blades [Heavy] Blades [Light] Bows Close Crossbows Double Flails Hammers Monk Natural Pole Arms Spears Thrown *** Custom *** None List_Weapon_Groups

Qualified Taken

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

Weapons

battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe. bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword. dagger, kama, kukri, rapier, sickle, starknife, and short sword. composite longbow, composite shortbow, longbow, and shortbow. gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike. hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow. dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword. dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, and whip. club, greatclub, heavy mace, light hammer, light mace, and warhammer. kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike. unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing. glaive, guisarme, halberd, and ranseur. javelin, lance, longspear, shortspear, spear, and trident. blowgun, bolas, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, thr

0 Domain 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 *** PRPG - Core *** Air Animal Artifice Chaos Charm Community Darkness Death Destruction Earth Evil Fire Glory Good Healing Knowledge Law Liberation Luck Madness Magic Nobility Plant Protection Repose Rune Strength Sun Travel Trickery War Water Weather *** LSJ - Domains *** Adaptation Commerce Creation Disease Divination Domination Fate [LSJ] Fear Illusion Inspiration Moon Poison Rage Scalykind Secrets Sensation Suffering

56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73

Time [LSJ] Vengeance *** Remarkable Races *** Preservation *** BoDM *** Dream Dwarf Elf Fate [BoDM] Gnome Halfling Ocean Orc Pleasure Renewal Retribution Song Time [BoDM] *** Custom *** 0 0 1 Table_Domains

Deities

LSJ: AurelianPFS: Gozreh, Shelyn LSJ: Brianna PFS: Erastil, Gozreh LSJ: Kalek PSF: Torag LSJ: Belatrix, Illudra, Kohr, Zara PFS: Calistria, Cayden Cailean, Desna, Gorum,Lamashtu, Rovagug LSJ: Dymora, Elianna, Glissande PFS: Calistria, Cayden Cailean, Norgorber, Shelyn LSJ: Destine, Elianna, Glissande, Peliron, Pietos PFS: Erastil LSJ: Krayve, Oblivion PFS: Zon-Kuthon LSJ: Karios, Krayve, Mordana PFS: Norgorber, Pharasma, Urgathoa, Zon-Kuthon LSJ: Belatrix, Karios, Kohr, Zara PFS: Gorum, Nethys, Rovagug, Zon-Kuthon LSJ: Lohm PFS: Abadar, Torag LSJ: Dymora, Karios, Kohr, Krayve, Mordana, Oblivion, Suulthah PFS: Asmodeus, Lamashtu, Norgorber, Rovagug, Urgathoa, Z LSJ: ZaraPFS: Asmodeus, Sarenrae LSJ: Meneon, SorenaPFS: Gorum, Iomedae, Sarenrae LSJ: Cerion, Elianna, Galvandt, Meneon, Peliron, Pietos, Sorena PFS: Cayden Cailean, Desna, Erastil, Iomedae, Sarenrae, She LSJ: Ardra, Cerion, Cyrene, Meneon, PietosPFS: Irori, Pharasma, Sarenrae LSJ: Destine, Emerys, Hyperion, PelironPFS: Calistria, Irori, Nethys, Norgorger, Pharasma LSJ: Galvandt, Hyperion, Lohm, PelironPFS: Abadar, Asmodeus, Erastil, Iomedae, Irori, Torag, Zon-Kuthon LSJ: Aurelian, BriannaPFS: Desna LSJ: Cyrene, Elianna, Illudra, Lucor PFS: Calistria, Desna, Shelyn LSJ: GraalaPFS: Lamashtu LSJ: EmerysPFS: Asmodeus, Nethys, Urgathoa LSJ: HyperionPFS: Abadar LSJ: Ayla, CerionPFS: Erastil, Gozreh LSJ: Ardra, Ayla, Brianna, Galvandt, Lohm, PietosPFS: Abadar, Nethys, Shelyn, Torag LSJ: Meneon, PietosPFS: Pharasma LSJ: Destine, EmerysPFS: Irori, Nethys LSJ: Ardra, Belatrix, Kalek, LohmPFS: Cayden Cailean, Gorum, Irori, Lamashtu, Urgathoa LSJ: SorenaPFS: Iomedae, Sarenrae LSJ: Aurelian, Brianna, Cyrene, LucorPFS: Abadar, Cayden Cailean, Desna LSJ: Illudra, Lucor, OblivionPFS: Asmodeus, Calistria, Lamashtu, Norgorber LSJ: Belatrix, GalvandtPFS: Gorum, Iomedae, Rovagug, Urgathoa LSJ: Ayla, Cyrene PFS: Gozreh, Pharasma LSJ: Aurelian, Ayla, KohrPFS: Gozreh, Rovagug LSJ: Ardra, Aurelian, Cyrene, Lohm, Zara LSJ: Cerion, Lucor LSJ: Ardra, Kalek LSJ: Karios, Krayve LSJ: Destine, Emerys, Peliron, Sorena LSJ: Dymora, Suulthah LSJ: Destine, Elianna, Hyperion LSJ: Graala, Oblivion LSJ: Illudra LSJ: Glissande, Hyperion, Kalek, Sorena, Zara LSJ: Graala, Meneon LSJ: Mordana, Suulthah LSJ: Graala, Kohr, Mordana, Zara LSJ: Suulthah LSJ: Dymora, Illudra LSJ: Dymora LSJ: Krayve

LSJ: Emerys LSJ: Mordana, Oblivion Goddess of the Mahrogs

0 0 2

Lightning Arc (Sp) - Standard Action, 4/day, make ranged touch attack vs. foe w/in 30' deals 1d6 [electricity] Knowledge (nature) is a class skill; May Speak with Animals (Sp) as the spell for 3 rnds/day Artificer's Touch (Sp) - cast mending at will (caster level 0); 4/day, make melee touch attack vs. object/construct to deal 1d6 (b Touch of Chaos (Sp) - 4/day, melee touch attack causes foe to roll twice and take lesser result on any d20 rollls for 1 rnd Dazing Touch (Sp) - 4/day, melee touch attack dazes foe with less then 1 HD for 1 rnd Calming Touch (Sp) - Standard Action, 4/day, touch heals 1d6 nonlethal damage and removes Fatigued, Shaken, and Sickene Gain Blind-Fight as bonus feat; Touch of Darkness (Sp) - 4/day, melee touch attack causes foe to treat all others as having con Bleeding Touch (Sp) - 4/day, melee touch attack causes foe to take 1d6 dmg/rnd for 1 rnds unless stopped w/ DC 15 Heal che Destructive Smite (Su) - 4/day, make single melee attack with +1 Morale bonus to dmg Acid Dart (Sp) - Standard Action, 4/day, make ranged touch attack vs. foe w/in 30' deals 1d6 [acid] Touch of Evil (Sp) - 4/day, melee touch attack causes foe to become Sickened and treated as Good for purposes of [Evil] spell Fire Bolt (Sp) - Standard Action, 4/day, make ranged touch attack vs. foe w/in 30' deals 1d6 [fire] +2 DC when channelling positive energy to harm Undead; Touch of Glory (Sp) - Standard Action, 4/day, touch grants +0 bonus Touch of Good (Sp) - Standard Action, 4/day, touch grants +1 Sacred bonus to attack rolls, skill checks, ability checks, and sav Rebuke Death (Sp) - Standard Action, 4/day, touch heals living creature that is below 0 HP for 1d4 All Knowledge skills are class skills; Lore Keeper (Sp) - Touch attack grants knowledge of foes abilities/weaknesses as if maki Touch of Law (Sp) - Standard Action, 4/day, touch causes willing target to treat all attack rolls, skill checks, ability checks, and Liberation (Su) - automatically move normally regardless of magical effects for 0 rnds/day Bit of Luck (Sp) - Standard Action, 4/day, touch allows willing creature to roll d20 twice and take best roll for 1 rnd Vision of Madness (Sp) - 4/day, melee touch attack grants target +1 to either attack rolls, saves, or skill checks and -1 to the ot Hand of the Acolyte (Su) - Standard Action, 4/day, make single attack w/melee weapon up to 30' away, using +1 rather than De Inspiring Word (Sp) - Standard Action, 4/day, creature w/in 30' gains +2 Morale bonus on attack rolls, skill checks, ability check Wooden Fist (Su) - Free Action, 4 rnds/day, unarmed strikes do not provoke AoO, deal lethal damage, and deal +1 dmg Gain +1 Resistance bonus on saves; Resistant Touch (Sp) - Standard Action, 4/day, touch transfers your Resistance bonus to Gentle Rest (Sp) - 4/day, melee touch attack Staggers living creature for 1 rnd (targets already Staggered fall asleep for 1 rnd) Blast Rune (Sp) - Standard Action, 4/day, create invisible acid, cold, electricity, or fire rune in adjacent square that deals 1d6 to Strength Surge (Sp) - Standard Action, 4/day, touch grants +1 Enhancement bonus to melee attacks, Str-based combat mane Sun's Blessing (Su) - when channeling positive energy to harm undead, gain +0 to dmg and Undead cannot add channel resist Base speed increases by 10'; Agile Feet (Su) - Free Action, 4/day, ignore difficult terrain for 1 rnd Gain Bluff, Disguise, and Stealth as class skills; Copycat (Sp) - Move Action, 4/day, create illusory double that lasts 0 rnd(s) or Battle Rage (Sp) - Standard Action, 4/day, touch grants +1 to dmg for 1 rnd Icicle (Sp) - Standard Action, 4/day, make ranged touch attack vs. foe w/in 30' deals 1d6 [cold] Storm Burst (Sp) - Standard Action, 4/day, ranged touch attack vs. foe w/in 30' deals 1d6 nonlethal dmg and causes -2 penalty

Master of Elements (Su): At 1st level, you are permanently protected from environmental heat or cold as if by an endure elemen Master of Appraisal (Su): At 1st level you can touch an item to learn about its precise value and its properties (if the object is a m Acid Dart (Su): At 1st level as a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch Touch of Decay (Su): At 1st level as a standard action you can make a melee touch attack that deals 1d6 points of damage + 1 Aura of Insight (Su): At 1st level you gain a +1 resistance bonus on saving throws. This bonus increases by +1 for every 5 cleric Commanding Touch (Su): At 1st level you can cause a living creature to obey a single command (as if under a command spell) Hand of Fate (Su): At 1st level you can touch a creature as a standard action, giving it an enhancement bonus to a single attack Dread Touch (Su): At 1st level you can touch a creature as a touch attack, giving it an enhancement penalty to a single attack ro Blinding Ray (Su): At 1st level as a standard action, you can fire a blinding ray targeting any foe within 30 feet as a ranged touch Inspiring Touch (Su): At 1st level as a standard action, you can touch an ally as a touch attack, bolstering them against fear and Moon Touch (Su): At 1st level you can smite a lycanthrope creature as a melee touch attack, dealing 1d8 points of energy dama Poison Touch (Su): At 1st level, as a standard action, you may make a melee touch attack, causing a living creature to take 1d6 Rage Surge (Su): At 1st level, as a standard action, you can touch a creature, giving it great rage. For the next 3 rounds, the targ Serpentstrike (Su): At 1st level you can cause a single creature to suffer the effects of a snake's bite with a melee touch attack. Secret Taker (Su): At 1st level add all Knowledge skills to your list of class skills. Furthermore, as a standard action, you can tou Shocking Touch (Su): At 1st level, as a standard action, you can make a melee touch attack that deals 1d6 points of electrical da Smite of Suffering (Su): At 1st level, as a standard action, you can touch your deitys favored weapon and give it the ability to de

Hand of Time (Su): At 1st level you gain a +1 bonus to your initiative. This bonus increases by +1 for every 5 cleric levels you po Vengeful Blow (Su): At 1st level, as an immediate action, you may turn aside damage intended for you, delivering it back upon th

Earthly Perseverance (Su) - Immediate Action, 4/day, reroll failed Fort or Will save with + 1 Resistance bonus before results ar

Your dreams provide you with visions of future events, giving you and your companions an advantage in avoiding danger and all You can grant others dwarf-like fortitude and increase your own fortitude.
warven Hardiness (Su): You can touch a creature as D
You can grant others elf-like immunities and increase your own immunities.
lven Immunities (Su): You can touch a creature as a E
Your deitys touch has given you the ability to affect the fate of others, and to even change your own fate.
ateful Touch (Su): You F
You can grant others gnome-like resistances and increase your own racial abilities.
nomish Resistances (Su): You can touch a G
You can grant others halfling-like luck and boost your own resistance to fear.
alfling Luck (Su): You can touch a creature as a st H
The power of your deity fills you, allowing you to soothe others with a touch, and preventing you from becoming sickened when t You can grant others orc-like abilities and boost your own ability to keep fighting even as you are dying.
Intimidating Touch (Su): Y
You can grant others the glory of your deitys rapture with just a touch, and the deity's joy fills your heart to overflowing.
apturou R
You can grant others renewed strength with but a touch and restore life to yourself when you most need it.Renewed Strength (S Your touch can fill enemies with your deitys retribution, and you can smite foes with a retributive strike.
etributive Touch (Su): Y R
Your voice carries the power of your deity, inspiring allies and charming foes.
ong of Courage (Su): Your singing grants your alli S
Your deity has given you the power to stop time briefly, and to shift backwards in time briefly as well.Moment of Pause (Sp): As a 0 0 4

Domain Spells 2nd

obscuring mist calm animals animate rope protection from law charm person bless obscuring mist cause fear true strike magic stone protection from good burning hands shield of faith protection from evil cure light wounds comprehend languages protection from chaos remove fear true strike lesser confusion identify divine favor entangle sanctuary deathwatch erase enlarge person endure elements longstrider disguise self magic weapon obscuring mist obscuring mist feather fall comprehend languages create water ray of enfeeblement identify hypnotism true strike cause fear silent image bless weapon detect lycanthropes augment poison enlarge person chill touch alarm shocking grasp bane

wind wall hold animal wood shape align weapon calm emotions shield other blindness/deafness death knell shatter soften earth and stone align weapon (evil only) produce flame bless weapon align weapon (good only) cure moderate wounds detect thoughts align weapon (law only) remove paralysis air touch of idiocy enthrall barkskin shield other gentle repose secret page bull's strength heat metal locate object invisibility spiritual weapon fog cloud fog cloud alter self detect thoughts mirror image warp wood detect thoughts enthrall augury scare invisibility heroism remove curse stinking cloud rage scaleskin undetectable alignment hideous laughter death knell

gaseous form dominate animal stone shape magic circle against law suggestion prayer deeper darkness animate dead rage stone shape magic circle against good fireball searing light magic circle against evil cure serious wounds speak with dead magic circle against chaos remoce curse protection from energy rage magic vestment plant growth protection from energy speak with dead glyph of warding magic vestment searing light fly nondetection magic vestment water breathing call lightning water breathing tongues tiny hut contagion clairaudience/clairvoyance suggestion nondetection crushing despair displacement prayer repel lycanthropes poison blood frenzy sepia snake sigil secret page stinking cloud bestow curse

expeditious retreat silent image endure elements

mirror image touch of idiocy restoration, lesser

haste bestow curse dispel magic

healing stones divine strike silver tongue deathwatch 0 0 5

restoration, lesser retribution song of rapture one track mind 0 0 6

healing stones, greater bestow curse sculpt sound delayed reaction 0 7

4th

air walk summon natures ally IV (animals


nly) o minor creation chaos hammer heroism status shadow conjuration death ward inflict critical woulds spike stones unholy blight wall of fire holy smite holy smite cure critical wounds divination order's wrath freedom of movement freedom of movement confusion discern lie command plants spell immunity death ward explosive runes spell immunity fire shield dimension door confusion divine power control weather sleet storm stoneskin sending minor creation enervation divine eye modify memory clairaudience/clairvoyance bestow curse greater invisibility good hope restoration giant vermin beast shape II summon swarm (lizards) scrying fear black tentacles

control winds beast shape III (animals only) fabricate dispel law charm monster telepathic bond summon monster V (summons 1d3 shadows) slay living shout wall of stone dispel good fire shield righteous might dispel evil breath of life true seeing dispel chaos break enchantment break enchantment nightmare greater command wall of thorns spell resistance slay living lesser planar binding righteous might flame strike teleport false vision flame strike ice storm ice storm passwall secret chest major creation insect plague prying eyes suggestion, mass lesser geas nightmare false vision break enchantment break enchantment cloudkill animal growth cone of cold prying eyes nightmare waves of fatigue

mnemonic enhancer poison restoration

teleport mark of justice break enchantment

saving grace retribution, greater song of discord haste 0 0 8

atonement mark of justice music of the spheres hold monster 0 0 9

6th

chain lightning antilife shell major creation animate objects geas/quest heroes' feast shadow walk create undead harm stoneskin create undead fire seeds undeath to death blade barrier heal find the path hold monster greater dispel magic mislead phantasmal killer antimagic field geas/quest repel wood antimagic field undeath to death greater glyph of warding stoneskin fire seeds find the path mislead blade barrier cone of cold control winds antimagic field true seeing heroes' feast eyebite legend lore hold person, mass true seeing symbol of fear shadow walk heroes' feast antilife shell eyebite transformation form of the dragon I true seeing freezing sphere eyebite

elemental body IV (air only) animal shapes wall of iron word of chaos insanity refuge power word blind destruction disintegrate elemental body IV (earth only) blasphemy elemental body IV (fire only) holy sword holy word regenerate legend lore dictum refuge spell turning insanity spell turning repulsion animate plants repulsion destruction instant summons grasping hand sunbeam greater teleport screen power word blind elemental body IV (water only) control weather control weather instant summons regenerate waves of exhaustion vision giant form i project image creeping doom simulacrum greater heroism repulsion suulthah's kiss giant form i regenerate greater scrying insanity power word blind

whirlwind summon natures ally VIII (animals


nly) o instant summons cloak of chaos demand mass cure critical wounds greater shadow evocation create greater undead earthquake earthquake unholy aura incendiary cloud holy aura holy aura mass cure critical wounds discern location shield of law mind blank moment of prescience scintillating pattern protection from spells demand control plants mind blank waves of exhaustion symbol of death clenched fist sunburst phase door mass invisibility power word stun horrid wilting whirlwind iron body refuge true creation horrid wilting discern location demand moment of prescience antipathy scintillating pattern holy aura moonburst horrid wilting symbol of insanity creeping doom (swarm of tiny snakes) mind blank irresistible dance trap the soul

contingency disintegrate heal

delayed blast fireball spell turning restoration, greater

temporal stasis binding antimagic field

bears endurance, mass geas/quest sympathetic vibration contingency 0 0 10

restoration, greater destruction irresistible dance time stop, lesser 0 0 11

holy aura holy aura holy aura temporal stasis 0 0 12

3 elemental swarm (air spell only) shapechange prismatic sphere summon monster IX (chaos spell only). dominate monster miracle shades wail of the banshee implosion elemental swarm (earth spell only) summon monster IX (evil spell only) elemental swarm (fire spell only) gate summon monster IX (good spell only) mass heal foresight summon monster IX (law spell only) freedom miracle weird mage's disjunction storm of vengeance shambler prismatic sphere wail of the banshee teleportation circle crushing hand prismatic sphere astral projection time stop power word kill elemental swarm (water spell only) storm of vengeance shapechange polymorph any object genesis storm of vengeance foresight dominate monster time stop wail of the banshee weird freedom mass hold monster summon nature's ally IX (venomous creatures) summon monster IX shapechange foresight energy drain crushing hand 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 *** PRPG - Core *** Air Animal Artifice Chaos Charm Community Darkness Death Destruction Earth Evil Fire Glory Good Healing Knowledge Law Liberation Luck Madness Magic Nobility Plant Protection Repose Rune Strength Sun Travel Trickery War Water Weather *** LSJ - Domains *** Adaptation Commerce Creation Disease Divination Domination Fate [LSJ] Fear Illusion Inspiration Moon Poison Rage Scalykind Secrets Sensation Suffering

time stop soul bind true resurrection

true resurrection storm of vengeance wail of the banshee time stop 0 0 13

56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 #NUM! #NUM! #NUM!

Time [LSJ] Vengeance *** Remarkable Races *** Preservation *** BoDM *** Dream Dwarf Elf Fate [BoDM] Gnome Halfling Ocean Orc Pleasure Renewal Retribution Song Time [BoDM] NULL NULL NULL List_Domains

0 Bloodline 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 *** PRPG *** Aberrant Abyssal Arcane Celestial Destined Draconic Elemental Fey Infernal Pestilence Undead *** LSJ *** Lycanthrope *** BoAM *** Bestial Divine Feline Fiendish Genie Lycanthropic Mixed Monstrous Nightmarish Reborn Soul Scaly *** Custom *** 0 Table_Sorcerer_Bloodlines Class Skill

Knowledge (dungeoneering) Knowledge (planes) 0 Heal Knowledge (history) Perception Knowledge (planes) Knowledge (nature) Diplomacy Heal Knowledge (religion) Knowledge (nature) Survival Knowledge (planes) Stealth Perception Sense Motive Handle Animal 0 Perception Knowledge (planes) Knowledge (nature) Survival 0

enlarge person (3rd), see invisibility (5th), tongues (7th), black tentacles (9th), feeblemind (11th), veil (13th), plane shift (15th), m cause fear (3rd), bull's strength (5th), rage (7th), stoneskin (9th), dismissal (11th), transformation (13th), greater teleport (15th), identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th alarm (3rd), blur (5th), protection from energy (7th), freedom of movement (9th), break enchantment (11th), mislead (13th), spe mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemen entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irre protection from good (3rd), scorching ray (5th), suggestion (7th), charm monster (9th), dominate person (11th), planar binding (d charm animal (3rd), summon swarm (5th), contagion (7th), repel vermin (9th), insect plague (11th), eyebite (13th), creeping doo chill touch (3rd), false life (5th), vampiric touch (7th), animate dead (9th), waves of fatigue (11th), undeath to death (13th), finger

cause fear (3rd), bull's strength (5th), rage (7th), charm monster (9th), animal growth (11th), summon nature's ally VI (13th), sum

enlarge person (3rd), call of the wild* (5th), rage (7th), shout (9th), beast shape III (11th), heroism, greater (13th), giant form I (1 awe* (3rd), resist energy (5th), heroism (7th), dimension door (9th), contact other plane (11th), repulsion (13th), plane shift (15th perfect balance* (3rd), cats grace (5th), clairaudience/clairvoyance (7th), locate creature (9th), telepathic bond (11th), cats grac protection from good (3rd), darkness (5th), magic circle against good (7th), fear (9th), black ice* (11th), mislead (13th), waves o fire shape* (3rd), invisibility (5th), gaseous form (7th), wall of fire (9th), major creation (11th), permanent image (13th), project im birds eye view* (3rd), bulls strength (5th), beast shape I (7th), beast shape II (9th), beast shape III (11th), beast shape IV (13th) enlarge person (3rd), bulls strength (5th), dispel magic (7th), remove curse (9th), spirit sight* (11th), form of the dragon I (13th), jump (3rd), bulls strength (5th), fly (7th), staggering blow* (9th), cone of cold (11th), flesh to stone (13th), teleport, greater (15th) cause fear (3rd), darkness (5th), nondetection (7th), phobia* (9th), nightmare (11th), shadow walk (13th), insanity (15th), symbo chill touch (3rd), false life (5th), arcane sight (7th), shadow conjuration (9th), spirit sight* (11th), legend lore (13th), finger of deat true strike (3rd), lizardskin* (5th), water breathing (7th), charm monster (9th), dominate person (11th), form of the dragon I (13th 0

Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round, bonus doe Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR 1/good (does not stack with any DR Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1 Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR 1/evil (does not stack with any DR th Whenever you cast a spell with a range of personal, you gain a luck bonus equal to the spell's level on all your saving throws fo Whenever you cast a spell with the descriptor, that spell deals +1 point of damage per die rolled Whenever you cast a spell that deals energy damage, you can change the type of damage to FALSE;the spell's descriptor also Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2 Whenever you cast a spell of the charm subschool, increase the spell's DC by +2 Vermin are susceptible to your mind-affecting spells. They are treated as animals for the purposes of determining which mind-af Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them

Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bon

Magical beasts are potentially susceptible to your spells. For the purpose of determining which of your spells affect them, magic Whenever you cast a spell from the school of divination, the duration of the spell increases by one round per caster level. Any target that suffers damage from a ranged touch or melee touch spell you cast also suffers a bad luck penalty equal to half th Whenever you cast a damage-dealing spell with the evil descriptor, that spell deals +1 point of damage per die rolled. Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type associated with yo Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by half your sorcerer level (minimum 1 Whenever you cast a spell with the range of personal, you gain a luck bonus equal to the spells level on all your saving throws f Whenever you cast a spell with the range of personal, you gain a luck bonus equal to the spells level on all your Strength check Whenever you cast a spell that deals damage, you can change the type of damage to evil. Whenever you cast a spell of the divination school, increase the duration of the spell by 50% (minimum 1 round). This bonus do You can decrease the casting time of some of the spells you cast. Spells with a casting time of 1 hour are decreased to a castin 0

00000 Ability 1

Acidic Ray (Sp) - Standard Action, 8/day, 30' ranged touch attack deals 1d6 [acid] Claws (Su) - Free Action, gain 2 claw attacks for up to 8 rnds/day, may Full Attack w/ both using Full BAB for 1d4 +2 each Arcane Bond (Su): masterwork must be worn/wielded while casting or make concentration check (DC 20 + the spell's level); ma Heavenly Fire (Sp) - Standard Action, 8/day, 30' ranged touch attack deals 1d4 [divine] to Evil or heals same amount for Good (m Touch of Destiny (Sp) - Standard Action, 8/day, touch grants +1 Insight bonus on attack rolls, skill checks, ability checks, and sa Claws (Su) - Free Action, gain 2 claw attacks for up to 8 rnds/day, may Full Attack w/ both using Full BAB for 1d4 +2 each Elemental Ray (Sp) - Standard Action, 8/day, 30' ranged touch attack deals 1d6 [FALSE] Laughing Touch (Sp) - Standard Action, 8/day, melee touch attack forces laughter for 1 rnd, foe can only take Move Action but ca Corrupting Touch (Sp) - Standard Action, 8/day, melee touch attack causes foe to be Shaken and radiate aura of evil (as if an Ev Plagues Caress (Sp): At 1st level, you can make a melee touch attack as a standard action that causes a living creatures flesh Grave Touch (Sp) - Standard Action, 8/day, melee touch attack causes living foe to be Shaken for 1 rnds, foes already Shaken a

Claws (Ex): gain two claws as natural weapons (1d6+2 dmg, make two attacks full-attack action, always considered armed, do n

Claws (Ex): Starting at 1st level, you can make two claw attacks as your full-attack action. These claws are treated as natural we Resistant Touch (Ex): At 1st level you gain the ability to grant a +2 inherent bonus to an allys saving throw. An ally granted the r Claws (Ex): Starting at 1st level, you can make two claw attacks as your full-attack action. These claws are treated as natural we Smite Good (Su): Starting at 1st level, you can make a normal melee attack and deal extra damage equal to half your sorcerer l Telepathy (Su): At 1st level, you gain telepathy 100 feet. You can communicate with anyone within 100 feet of your location with Claws (Ex): Starting at 1st level, you can make two claw attacks as your full-attack action. These claws are treated as natural we all your saving throws for 1 round. Sneak Attack (Ex): At 1st level, you gain the ability to sneak attack opponents. Anytime that an opponent is denied a Dexterity b Nightmarish Touch (Su): At 1st level, you can touch a creature as a standard action and leave them with nightmarish visions in t Knowing Touch (Ex): 8/day, melee touch attack imparts -1 penalty to all saves versus your spells and -1 penalty to AC versus yo Claws (Ex): Starting at 1st level, you can make two clawattacks as your full-attack action. These claws are treatedas natural wea 0

Accustomed to Awfulness (Ex): At 3rd level, you become immune to the sickened condition and gain a +4 bonus on all saving th

Bestial Reflexes (Ex): At 3rd level, you gain a +2 inherent bonus to your Dexterity. At 11th level this bonus increases to +4, and a Ethereal Jaunt (Su): At 3rd level, you gain the ability to become ethereal for up to 3 rounds per day. At 7th level, the duration inc Cats Eyes (Ex): At 3rd level your eyes become cat-like in appearance, granting you low-light vision. If you already have low-ligh Darkvision (Ex): Starting at 3rd level, you have darkvision to a distance of 60 feet. If you already have darkvision, the range is ex Darkvision (Ex): Starting at 3rd level, you gain darkvision 60 feet. If you already have darkvision, the range is extended another 3 Animal Empathy (Ex): At 3rd level, you gain an empathic connection to the type of animals similar to your lycanthropic ancestor.

Monstrous Cunning (Su): At 3rd level, you gain a sense of monstrous cunning. This prevents you from ever becoming lost and e Prehensile Tongue (Su): At 3rd level, you gain the ability to use your tongue as a weapon or to hold small objects. Your tongue c

Acid Touch (Su): At 3rd level, you gain the ability todamage others with an acidic touch. If you succeed ona standard touch attac 0

Ability 3

Shroud of Vermin (Su): At 9th level, swarms no longer see you as prey. You can walk among swarms without fear of being harm

Tremendous Fortitude (Ex): At 9th level, you gain a +2 inherent bonus to your Fortitude save. At 13th level this bonus increases Divine Strike (Su): At 9th level, you can unleash a divine strike against your enemy. You can target any enemy within 30 feet as Climb like a Cat (Ex): At 9th level, your claws harden and you gain a +2 inherent bonus to Climb skill checks. At 11th level this b Fiendish Resistances (Ex): At 9th level, you gain resist fire 5 and resist cold 5. At 17th level this becomes resist fire 10 and resis Energy Resistance (Ex): At 9th level, you gain resistance to a type of energy. The type of energy depends on the type of genie y Lycanthropic Power (Ex): At 9th level, you gain a special power or combat maneuver depending upon what type of lycanthrope y

Evil Eye (Su): At 9th level, you gain the ability once per day to gaze at a single creature within 30 feet, giving them the evil eye. T Nightmarish Resistances (Su): At 9th level, you gain spell resistance equal to your sorcerer level +10 and a +5 bonus to saves v

Hold Breath (Ex): At 9th level, you gain the ability to holdyour breath for a number of rounds equal to four timesyour Constitution 0

Pestilential Breath (Su): At 15th level, the sickness within your body finally becomes so potent that your very breath is deadly. On

Howl of the Beast (Su): At 15th level you gain the ability to emit a piercing, terrifying howl. Everyone within a 20-ft. radius of you Divine Protection (Ex): At 15th level you gain a +6 natural armor bonus to your armor class. At 19th level this bonus increases to Cats Meow (Su): At 15th level, you gain the ability to make a sound much like that of a cat. This sound can have an effect on so Damage Reduction (Su): At 15th level, you gain damage reduction 5/magic. At 19th level, the damage reduction increases to 10 Energy Attack (Sp): At 15th level, you gain an energy attack usable one time per day. The type of attack depends on the type of Damage Reduction (Ex): At 15th level, damage reduction 5/silver. At 19th level the damage reduction becomes 10/silver.

Blindsight (Ex): At 15th level, you gain the blindsight ability. Anytime you are blinded either with blindfolds, because of darknes Eyeless (Ex): At 15th level, your eyes vanish and flesh grows over your eye sockets. At the same time you are gifted with extrao

Scaly Skin (Ex): At 15th level, your skin becomes scalylike that of a lizard, snake or other reptilian creature. Yougain a +10 natur 0

Ability 5

Plague Carrier (Su): At 20th level, your touch inflicts mummy rot on those you strike. You can choose to suppress this ability for

Tough Hide (Ex): At 20th level, your skin hardens like thick, leathery animal hide, giving you DR 10/-. Shock & Awe (Ex): At 20th level, your presence is clearly unearthly. You can radiate divine power in a 15 foot radius that leaves Cat Form (Su): At 20th level, you gain the ability to shapechange into the form of a humanoid cat at will. You can change forms Spell Resistance (Ex): At 20th level, you gain spell resistance equal to sorcerer level + 5. Plane Shift (Su): At 20th level, you gain the ability to plane shift once per day. You can shift to any of the elemental planes, the A Alternate Form (Su): At 20th level, you gain the ability to shapechange into the animal form or hybrid form of the type of lycanthr Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to Weakening Touch (Su): At 20th level, you gain the ability to weaken opponents with but a touch. If you touch someone as a stan Black Tentacles (Su): At 20th level, you gain the ability to cause up to six black, rubbery tentacles to sprout from your back, ches

Chameleon Power (Su): At 20th level, you gain the abilityto magically change the coloration and pattern or yourselfand your equ 0

Combat Casting, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Silent Spell, Ski Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focu Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Fo Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse Arcane Strike, Diehard, Endurance, Leadership, Lightning Reflexes, Maximize Spell, Skill Focus (Knowledge [history]), Weapon Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana] Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]) Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus (Knowledge [planes]), Spell Pene Brew Potion, Diehard, Endurance, Great Fortitude, Self Sufficient, Skill Focus (Knowledge [nature]), Silent Spell, Toughness Combat Casting, Diehard, Endurance, Iron Will, Skill Focus (Knowledge [religion]), Spell Focus, Still Spell, Toughness

Blind-fight, Combat Reflexes, Diehard, Endurance, Lightning Reflexes, Mobility, Self-sufficient, Skill Focus (Knowledge [nature]) Acrobatic, Alertness, Arcane Strike, Blind-fight, Dodge, Great Fortitude, Improved Unarmed Strike, Toughness Arcane Strike, Augment Summoning, Empower Spell, Endurance, Magical Aptitude, Maximize Spell, Persuasive, Spell Focus Acrobatic, Agile Maneuvers, Animal Affinity, Combat Reflexes, Dodge, Lightning Reflexes, Persuasive, Stealthy Alertness, Deceitful, Improved Initiative, Iron Will, Persuasive, Silent Spell, Skill Focus (Perception), Stealthy Arcane Strike, Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Mobility, Quicken Spell, Wind Stance Alertness, Dodge, Endurance, Improved Initiative, Iron Will, Run, Toughness, Track Blind-Fight, Combat Casting, Diehard, Dodge, Empower Spell, Iron Will, Lightning Reflexes, Power Attack Alertness, Blind-Fight, Combat Reflexes, Dodge, Endurance, Great Fortitude, Improved Unarmed Strike, Intimidating Prowess Alertness, Blind-fight, Deceitful, Enlarge Spell, Extend Spell, Iron Will, Maximize Spell, Silent Spell Arcane Strike, Augment Summoning, Endurance, Extend Spell, Great Fortitude, Magical Aptitude, Silent Spell, Still Spell Acrobatic, Agile Maneuvers, Alertness, Blind-fight, Combat Reflexes, Deadly Aim, Quicken Spell, Silent Spell 00000000

Combat Casting Augment Summoning Combat Casting Dodge Arcane Strike Blind-Fight Dodge Dodge Blind-Fight Brew Potion Combat Casting Blind-Fight Acrobatic Arcane Strike Acrobatic Alertness Arcane Strike Alertness Blind-Fight Alertness Alertness Arcane Strike Acrobatic 0

Improved Disarm Cleave Improved Counterspell Extend Spell Diehard Great Fortitude Empower Spell Improved Initiative Combat Expertise Diehard Diehard Combat Reflexes Alertness Augment Summoning Agile Maneuvers Deceitful Combat Casting Dodge Combat Casting Blind-Fight Blind-fight Augment Summoning Agile Maneuvers 0

Improved Grapple Empower Spell Improved Initiative Iron Will Endurance Improved Initiative Great Fortitude Lightning Reflexes Deceitful Endurance Endurance Diehard Arcane Strike Empower Spell Animal Affinity Improved Initiative Combat Reflexes Endurance Diehard Combat Reflexes Deceitful Endurance Alertness 0

Improved Initiative Great Fortitude Iron Will Mobility Leadership Power Attack Improved Initiative Mobility Extend Spell Great Fortitude Iron Will Endurance Blind-fight Endurance Combat Reflexes Iron Will Dodge Improved Initiative Dodge Dodge Enlarge Spell Extend Spell Blind-fight 0

Improved Unarmed Strike Improved Bull Rush Scribe Scroll Mounted Combat Lightning Reflexes Quicken Spell Lightning Reflexes Point Blank Shot Improved Disarm Self Sufficient Skill Focus (Knowledge [religion]) Lightning Reflexes Dodge Magical Aptitude Dodge Persuasive Improved Initiative Iron Will Empower Spell Endurance Extend Spell Great Fortitude Combat Reflexes 0

Iron Will Improved Sunder Skill Focus (Knowledge [arcana]) Ride-By Attack Maximize Spell Skill Focus (Fly) Power Attack Precise Shot Iron Will Skill Focus (Knowledge [nature]) Spell Focus Mobility Great Fortitude Maximize Spell Lightning Reflexes Silent Spell Mobility Run Iron Will Great Fortitude Iron Will Magical Aptitude Deadly Aim 0

Silent Spell Power Attack Spell Focus Skill Focus (Knowledge [religion]) Skill Focus (Knowledge [history]) Skill Focus (Knowledge [arcana]) Skill Focus (Knowledge [planes]) Quicken Spell Skill Focus (Knowledge [planes]) Silent Spell Still Spell Self-sufficient Improved Unarmed Strike Persuasive Persuasive Skill Focus (Perception) Quicken Spell Toughness Lightning Reflexes Improved Unarmed Strike Maximize Spell Silent Spell Quicken Spell 0

0 List_Sorcerer_Bloodline_Feats Source 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 #NUM! #NUM! *** PRPG *** Aberrant Abyssal Arcane Celestial Destined Draconic Elemental Fey Infernal Pestilence Undead *** LSJ *** Lycanthrope *** BoAM *** Bestial Divine Feline Fiendish Genie Lycanthropic Mixed Monstrous Nightmarish Reborn Soul Scaly NULL NULL

Skill Focus (Knowledge [dungeoneering]) Skill Focus (Knowledge [planes]) Still Spell Weapon Finesse Weapon Focus Toughness Weapon Finesse Skill Focus (Knowledge [nature]) Spell Penetration Toughness Toughness Skill Focus (Knowledge [nature]) Toughness Spell Focus Stealthy Stealthy Wind Stance Track Power Attack Intimidating Prowess Silent Spell Still Spell Silent Spell 0

PRPG PRPG PRPG PRPG PRPG PRPG PRPG PRPG PRPG CoT 5 PRPG LSJ BoAM BoAM BoAM BoAM BoAM BoAM BoAM BoAM BoAM BoAM BoAM

0 School 3 4 5 6 7 8 9 10 11 12 13 *** PRPG *** Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy Transmutation Universalist *** Custom *** 0 1 Table_Arcane_Schools

Ability Summary

Resistance (Ex) - gain resistance 5 to energy type chosen when you prepare spellsProtective Ward (Su) - Standard Action, 7/da Summoner's Charm (Su) - increase duration of conjuration (summoning) spells by 1 rndsAcid Dart (Sp) - Standard Action, 7/da Forewarned (Su) - gain a +1 bonus on Initiative check; may always act in surprise round even if you fail Perception roll to notice Enchanting Smile (Su) - gain a +2 Enhancement bonus on Bluff, Diplomacy, and Intimidate checksDazing Touch (Sp) - 7/day, m Intense Spells (Su) - evocation spells that deal HP dmg add +1 of same type dmg as the spell (only applies once to spell, not on Extended Illusions (Su) - illusion spells you cast with a duration of concentration last 1 rnds after you stop maintaining concent Power over Undead (Su) - gain as bonus feat and may channel energy 7/day to use the feat (DC 15; may take other feats to ad Physical Enhancement (Su) - gain +1 Enhancement bonus to either Str, Dex, or Con, chosen when you prepare spellsTelekineti Hand of the Apprentice (Su) - Standard Action, 7/day, make single attack w/melee weapon up to 30' away, using +4 rather than 0 3

Resistance (Ex) - gain resistance 5 to energy type chosen when you prepare spells Summoner's Charm (Su) - increase duration of conjuration (summoning) spells by 1 rnds Forewarned (Su) - gain a +1 bonus on Initiative check; may always act in surprise round even if you fail Perception roll to notice Enchanting Smile (Su) - gain a +2 Enhancement bonus on Bluff, Diplomacy, and Intimidate checks Intense Spells (Su) - evocation spells that deal HP dmg add +1 of same type dmg as the spell (only applies once to spell, not on Extended Illusions (Su) - illusion spells you cast with a duration of concentration last 1 rnds after you stop maintaining concent Power over Undead (Su) - gain as bonus feat and may channel energy 7/day to use the feat (DC 15; may take other feats to ad Physical Enhancement (Su) - gain +1 Enhancement bonus to either Str, Dex, or Con, chosen when you prepare spells Hand of the Apprentice (Su) - Standard Action, 7/day, make single attack w/melee weapon up to 30' away, using +4 rather than 0 4

Protective Ward (Su) - Standard Action, 7/day, create 10'-radius field centered on you that lasts 4 rnds, you and all allies w/in re Acid Dart (Sp) - Standard Action, 7/day, make ranged touch attack vs. foe w/in 30' deals 1d6+0 [acid] that ignores SR Diviner's Fortune (Sp) - Standard Action, 7/day, touch grants +1 Insight bonus on all of its attack rolls, skill checks, ability checks Dazing Touch (Sp) - 7/day, melee touch attack dazes living foe with less then 1 HD for 1 rnd Force Missile (Sp) - Standard Action, 7/day, force missile automatically deals 1d4+1 [force] Blinding Ray (Sp) - Standard Action, 7/day, make ranged touch attack vs. foe w/in 30' that Blinds for 1 rnd (foes w/ 1+ HD are D Grave Touch (Sp) - Standard Action, 7/day, melee touch attack causes living foe to be Shaken for 1 rnds, foes already Shaken a Telekinetic Fist (Sp) - Standard Action, 7/day, ranged touch attack targeting any foe w/in 30' deals 1d4+0 [bludgeoning] dmg

0 5

Ability 3 3 4 5 6 7 8 9 10 11 12 13 #NUM! #NUM! *** PRPG *** Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy Transmutation Universalist NULL NULL List_Arcane_Schools

0 6

Elemental Power 4 Armtwist (Ex) 5 Backbreaker (Ex) Call Lightning (Sp) Chain Lightning (Sp) Control Weather (Sp) 9 Crush (Ex) Darkvision (Ex) 11 Elemental Arc (Sp) 12 Elemental Aura I (Su) Elemental Aura II (Su) Elemental Bellow (Sp) 15 Elemental Blast (Sp) 16 Elemental Blow (Su) 17 Elemental Burst (Su) 18 Elemental Empathy (Ex) 19 Elemental Laugh (Su) 20 Elemental Sheath I (Su) Elemental Sheath II (Su) 22 Energy Resistance/Immunity (Ex) Ettin of the Earth (Ex) 24 Fling (Ex) Fiery Militant (Ex) Freedom of Movement (Sp) 27 Grab (Ex) 28 Jotuns Bag (Ex) 29 Great Hug (Ex) 30 Impale Your Opponent (Ex) Levitate (Sp) 32 Pound (Ex) Regeneration (Ex) Rend (Ex) Run and Throw (Ex) Scent the Air (Ex) Shift Sleeping (Ex) Spirit Summoning (Sp) Stone Calling (Su) Stone Tell (Sp) Stone Touch (Su) 42 Storytelling (Su) Terrain Mastery - Aerial (Ex) Terrain Mastery - Aquatic (Ex) Terrain Mastery - Arctic (Ex) Terrain Mastery - Desert (Ex) Terrain Mastery - Hills (Ex) Terrain Mastery - Marsh (Ex) Terrain Mastery - Mountains (Ex) Terrain Mastery - Underground (Ex) 51 Trample (Ex) Transmute Rock and Mud (Sp) Water Breathing (Ex) *** Custom ***

Qualified TRUE TRUE FALSE FALSE FALSE TRUE FALSE TRUE TRUE FALSE FALSE TRUE TRUE TRUE TRUE TRUE TRUE FALSE TRUE FALSE TRUE FALSE FALSE TRUE TRUE TRUE TRUE FALSE TRUE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE TRUE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE TRUE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE

fied

grapple check vs. Grappled foe between Small and Large size deals 1d6+2 dmg plus 1 Str dmg (DC 11 Fort save negs Str dmg grapple check vs. Grappled foe between Small and Large size deals 1d6+2 dmg plus 1 Dex dmg (DC 11 Fort save negs Dex dm 1/day, use call lightning as spell-like ability (caster level 0) 1/day, use chain lightning as spell-like ability (caster level 0) 1/day, use control weather as spell-like ability (caster level 0) Standard Action; when Huge or larger, charge or jump to Pin Diminutive or smaller foes in your space (DC 11 Ref save negs); p darkvision 60' Standard Action; 4/day, 30' ranged touch deals 1d6 dmg Free Action; 4/day, 5' radius aura deals 1d4 dmg to all non-allies for 0 rnds Free Action; 4/day, 5' radius aura deals 2d4 dmg to all non-allies for 0 rnds Standard Action; 4/day, 30' ranged cone-shaped burst functions as shout spell Swift Action; 3/day, 30' spread centered on weapon deals 0d6 dmg (DC 11 Ref save half) 4/day, melee or ranged attack may also for 1 rnd (DC 11 Fort save negs) successful crit deals extra dmg (+1d10 if for x2 crit, +2d10 for x3 crit, +3d10 for x4) roll 1d20+1 to change attitude of creatures as if using Diplomacy Standard Action; 3/day, non-allies w/in 0' are Panicked for 2d4 while w/in rng; Will save (DC 11) reduces effect to Shaken for 1 r Free Action; 1/day, attacks deal +1d4 dmg for 0 rnds Free Action; 1/day, attacks deal +1d4 dmg for 0 rnds gain resistance 0 second head grants +2 bonus on Perception checks and Two-Weapon Fighting bonus feat grapple check vs. Tiny or smaller foe that you Grab hurls foe as improvised weapon, dealing 1d6+2 dmg to foe and target proficient w/ all marital weapons, armors and shields constant, use freedom of movement as spell-like ability (caster level 0) Free Action (no AoO); attempt grapple vs Small or smaller foe after hitting w/ Slam attack; may hold in 1 hand by taking -20 pen grapple check vs. Tiny or smaller foe that you Grab deals 1d6+2 dmg to foe and puts him in magical jotuns bag; bagged foe is G grapple check vs. Grappled foe between Small and Large size Pins foe and deals 2d6+1 dmg You use the tactic of grabbing your enemy with one hand, then your great size to pull your opponent onto your blade, often impa 2/day, use levitate as spell-like ability (caster level 0) 4/day, grapple check vs. Tiny or smaller foe that you Grad deals 1d6+3 dmg to foe and Stuns foe for 1 rnd (DC 11 Fort negs Stu only fire and acid deal normal dmg; regenerate 1 nonlethal dmg/rnd; lost limb/body part regrows in 3d6 min or may reattach sev slam attacks become claw attacks; if both hit, deal +2d6+2 dmg; claw attacks gain no benefit from Grab as it requires slam attac Full-Round Action, move up to 30 and make single ranged attack w/ boulder at any point during movement gain scent special quality never taken unaware during sleep; regain HP and heal ability damage as though having bed rest even while remaining active; lo 1/day, spend 10 min to grant +2 Deflection bonus to AC, immunity to enchantment and illusion spells, and either bless, endure e Standard Action; 4/day, throw unattended rock w/in 0' at foe as if standing near rock; may target unseen foes but must guess at 1/day, use stone tell as spell-like ability (caster level 0) 1 rnds/day, join and shape stone or mineral matter w/ bare hands as if using stone shape except that fine details are possible 1/day, spend 10 min to grant 0 targets (including self) that can hear story ability to recover HP or ability damage at 2x normal rat +2 Competence bonus to Perception, Stealth, and Fly checks in aerial environment; +1 Insight bonus to attacks & dmg vs. nativ +2 Competence bonus to Perception, Stealth, and Swim checks in aquatic environment; +1 Insight bonus to attacks & dmg vs. n +2 Competence bonus to Perception, Stealth, and Swim checks in aquatic environment; +1 Insight bonus to attacks & dmg vs. n +2 Competence bonus to Perception, Stealth, and Jump checks in desert environment; +1 Insight bonus to attacks & dmg vs. n +2 Competence bonus to Perception, Stealth, and Climb checks in hill environment; +1 Insight bonus to attacks & dmg vs. nativ +2 Competence bonus to Perception, Stealth, and Swim checks in marsh environment; +1 Insight bonus to attacks & dmg vs. n +2 Competence bonus to Perception, Stealth, and FALSE checks in mountain environment; +1 Insight bonus to attacks & dmg v +2 Competence bonus to Perception, Stealth, and FALSE checks in underground environment; +1 Insight bonus to attacks & dm move over Tiny or smaller foes to deal 1d6+3 bludgeoning dmg 1/day, use either transmute rock to mud or transmute mud to rock as spell-like ability (caster level 0) may breathe water as well as air

Jotun_Elemental_Powers_Summary

Armtwist (Ex) Backbreaker (Ex) Crush (Ex) Elemental Arc (Sp) Elemental Aura I (Su) Elemental Blast (Sp) Elemental Blow (Su) Elemental Burst (Su) Elemental Empathy (Ex) Elemental Laugh (Su) Elemental Sheath I (Su) Energy Resistance/Immunity (Ex) Fling (Ex) Grab (Ex) Jotuns Bag (Ex) Great Hug (Ex) Impale Your Opponent (Ex) Pound (Ex) Storytelling (Su) Trample (Ex) NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

4 5 9 11 12 15 16 17 18 19 20 22 24 27 28 29 30 32 42 51 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

List_Jotun_Elemental_Powers

All material on this worksheet is owned by Paizo Publishing,LLC and is used under terms of their Community Use Policy. See th MODERN HUMAN LANGUAGES Common Chelaxian Hallit Kelish Osiriani Polyglot Shoanti Skald Taldane Tien Varisian Vudrani DEAD LANGUAGES Ancient Osiriani Azlanti Jistka Tekritanin Thassilonian NONHUMAN LANGUAGES Abyssal Aquan Auran Boggard Celestial Draconic Druidic Dwarven Elven Giant Gnome Goblin Gnoll Halfling Ignan Infernal Orc Sylvan Terran DARKLANDS LANGUAGES Aklo Canto Gug Orvian Necril Sakvroth Undercommon Vegepygmy

unity Use Policy. See the Legal Statement tab for compliance language and links.

Fey Race *** Core Races *** Dwarf Elf Gnome Half-Elf Half-Orc Halfling Human *** PRPG Bestiary *** Aasimar Drow Drow Noble Duergar Goblin Gnoll Hobgoblin Kobold Merfolk Minotaur Orc Svirfneblin Tengu Tiefling Troglodyte *** PRPG Bonus Bestiary *** Nixie Malevolent Nixie *** Legacy of Fire *** Pugwampi *** LSJ Races *** Elan Elem, Air Elem, Earth Elem, Fire Elem, Water Elf, Dark Elf, Desert Elf, Gray Elf, High Elf, Sea Elf, Sky Half-Ogre Lupaari Sathoni Tabreen *** Remarkable Races *** Boggle Entobian Larvite Entobian Larvite Lifer Entobian Coleophite Entobian Eulite Type (subtype) Str

-2

2 Wis 0 0 2 0 0 0 0 0 0 0 2 0 0 -2 0 0 0 -4 -2 0 2 -2 2 2 0 2 2 0 0 2 0 2 0 2 -2 2 -2 0 2 2 2 0 0 0 0

0 Cha 0 2 0 0 0 0 0 0 2 0 2 2 0 0 0 0 0 0 -2 2 0 0 2 2 4 0 -2 0 0 2 0 0 2 0 2 2 0 2 2 0 0 -2 -2 0 2

0 Humanoid (dwarf) Humanoid (elf) Humanoid (gnome) Humanoid (elf, human) Humanoid (human, orc) Humanoid (halfling) Humanoid (human) Outsider (native) Humanoid (elf) Humanoid (elf) Humanoid (dwarf) Humanoid (goblinoid) Humanoid (gnoll) Humanoid (goblinoid) Humanoid (reptilian) Humanoid (aquatic) Monstrous Humanoid Humanoid (orc) Humanoid (gnome) Humanoid (goblinoid) Outsider (native) Humanoid (reptilian) Fey (aquatic) Fey (aquatic) Fey Aberration Outsider (air, native) Outsider (earth, native) Outsider (fire, native) Outsider (water, native) Humanoid (elf) Humanoid (elf) Humanoid (elf) Humanoid (elf) Humanoid (aquatic, elf) Humanoid (elf) Humanoid (human, ogre) Humanoid (lupaari) Plant (humanoid) Humanoid (tabreen) Humanoid (goblinoid) Humanoid (entobian) Humanoid (entobian) Humanoid (entobian) Humanoid (entobian) 0 0 -2 0 0 -2 0 0 0 0 0 -2 4 0 -4 0 8 4 -2 0 0 2 -4 -4 -8 0 0 2 0 -2 0 -2 0 0 0 -2 4 2 0 -2 0 0 0 2 2

Dex Con Int 0 0 0 2 0 0 0 2 0 0 2 4 0 4 0 2 2 2 0 0 2 2 -2 6 6 2 0 2 -2 2 0 2 2 2 2 2 2 0 0 -4 2 2 2 2 -2 0 2 -2 2 0 0 0 0 0 -2 -2 2 0 2 2 -2 2 4 0 -2 0 4 2 2 0 2 0 2 -2 0 -2 0 -2 -2 0 0 2 0 2 0 0 0 0 2 -2

0 -2 0 2 0 0 2 0 2 2 2 -4 -2 -2 0 0 2 -2 -2 2 0 -2 0 8 8 -4 -2 0 0 2 2 2 0 0 2 0 0 -2 -2 0 0 -2 2 2 0 0

Entobian Farfalite Entobian Masconite Entobian Matron Kval Mahrog Mogogol (small) Mogogol (medium) Amphibian Anumus Arachnid Anumus Avian Anumus Canine Anumus Equine Anumus Feline Anumus Ophidian Anumus Porcine Anumus Reptilian Anumus Rodent Anumus Ursine Anumus Muse Numistian (small) Numistian (medium) Oakling Obitu Relluk *** Rite Publishing *** Jotunnar *** Custom Race *** Eladrin Table_Races List_Races 1 1 2 3 4 5 6 7 8 9 Size Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal Table_Size

Humanoid (entobian) Humanoid (entobian) Humanoid (entobian) Outsider (native) Humanoid (human) Humanoid (amphibian) Humanoid (amphibian) Humanoid (anumus) Humanoid (anumus) Humanoid (anumus) Humanoid (anumus) Humanoid (anumus) Humanoid (anumus) Humanoid (anumus) Humanoid (anumus) Humanoid (anumus) Humanoid (anumus) Humanoid (anumus) Outsider (native) Outsider (native) Outsider (native) Plant (humanoid) Humanoid (obitu) Construct (relluk) Humanoid (giant) Fey 2 1 Carry 0.125 0.25 0.5 0.75 1 2 4 8 16 2

0 0 0 2 0 0 2 2 2 2 2 2 2 2 2 2 2 0 -2 -2 2 2 0 2 0 3 0

2 2 2

-2 2 0

2 0 0

0 0 2

0 -2 -2

0 0 0 0 0 0 0 0 2 -2 0 2 4 0

0 0 0 0 -2 0 0 0 0 2 2 -2 5 0

2 -2 2 -2 2 0 0 0 0 0 -2 2 6 2

0 2 0 2 0 2 2 2 0 0 2 0 7 0

-2 0 -2 0 2 2 2 -2 -2 2 0 2 8 0 Equipment AC 8 4 2 1 0 -1 -2 -4 -8 8

Stealth Fly CMB CMB MOD Attack 16 8 -8 6 8 12 6 -4 6 4 8 4 -2 6 2 4 2 -1 2 1 0 0 0 2 0 -4 -2 1 2 -1 -8 -4 2 2 -2 -12 -6 4 2 -4 -16 -8 8 2 -8 3 4 5 6 7

Strength Dexterity Constitution Intelligence Wisdom Charisma

None Ability Bonus Selection

Medium

30

Size HD CR 0 Medium 0 Medium Medium Small Medium Medium Small Medium Medium Medium Medium Medium Small Medium Medium Small Medium Large Medium Small Medium Medium Medium Small Small Tiny Medium Medium Medium Medium Medium Medium Medium Medium Medium Medium Medium Medium Medium Medium Medium Medium Small Medium Small Small 0 0 0 0 0 0 0 0 0 0 0 0 2 0 0 0 6 0 0 0 0 2 2 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 1 0 0 1 0 0 0 4 0 1 0 0 1 0.5 2 0.5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Natural Armor Dodge Speed Other Move Rate 1 1 2 5 0 0 0 0 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 2 1 0 0 0 2 0 0 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 20 30 20 30 30 20 30 30 30 30 20 30 30 30 30 5 30 30 20 30 30 30 30 Swim 30' 30 Swim 30' 30 30 30 20 35 20 30 30 30 30 30 Swim 30' 30 30 30 30 40 30 30 30 30 Fly 25' (poor) 30 Fly 30' (good)

None None None Any Any None Any None None None None None None None None None None None None None None None None None None None None None None None None None None None None None None None None None None None None None None

Swim 50'

None None None

Small Small Tiny

0 0 0

0 0 0

None None None None None None None None None None | Str | Con | None 9 1 Cost 0.5 0.5 0.5 1 1 2 4 8 16 9

Medium Medium Medium Medium Medium Small Medium Medium Medium Medium Medium Medium 10 1 Wgt

0 0 0 0 0 0 0 0 0 0 0 0 11

0 0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 12

30 30 30 20 30 20 30 30 30 30 30 40 30 30 30 30 30 30 30 20 20 30 30 30 30 30

Fly 40' (good) Fly 30' (average) Fly X' (Y)

Swim 30' Swim 30'

13

0.1 0.1 0.1 0.5 5 Weapon Size 1 Small Race Size 2 5 8 12 10

2 Senses Sight Sound Smell Taste Touch Perception 0 0 2 2 2 0 2 0 2 2 2 0 0 0 0 2 0 4 0 2 2 0 2 0 0 -4 0 0 0 0 2 2 2 2 2 2 2 0 2 0 2 0 0 0 0 0

0 0 0 0 0 0 0 2 2 2 2 2 2 2 2 2 2 2 0 0 0

0 2 19

14

15

16

17

18

Skill Focus Other Bonus Feat Not Available Not Available Not Available Not Available Any Skill Focus Not Available Not Available Any one Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available

None Skills Select From None None None Craft/Profession None None None None None None None None None None None None None None None None None None None None None None None None None None None None None None None None None None None None None Multiple None None None None

Darkvision 60', notice unusual stonework Low-Light Vision Low-Light Vision Low-Light Vision Darkvision 60'

Darkvision 60' Darkvision 120' Darkvision 120' Darkvision 120' Darkvision 60' Darkvision 60' Darkvision 60' Darkvision 60' Low-Light Vision Darkvision 60' Darkvision 60' Darkvision 120' and Low-Light Vision, notice unusual stonework Low-Light Vision Darkvision 60' Darkvision 90' Low-Light Vision Low-Light Vision Darkvision 60' and Low-Light Vision

Darkvision 120' Low-Light Vision Superior Low-Light Vision, notice concealed/secret doors Superior Low-Light Vision, notice concealed/secret doors Low-Light Vision Low-Light Vision Darkvision 60' Low-Light Vision Darkvision 60' Darkvision 60'

Darkvision 60'

Low-Light Vision

Darkvision 60'

Low-Light Vision Darkvision 60'

Low-Light Vision Low-Light Vision Low-Light Vision Darkvision 60'

Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Not Available Skill Focus 20 21

None None None None None None None None None None None None None None None None None None None None None None None None None None 22

Low-Light Vision

Points Per Level Racial Bonus Points At Creation 0 0 0 0 0 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 23

0 0 0 0 0 0 0 0 0 0.5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 24 0

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 0 25 26

Points Per Level

+2 racial bonus vs. poison/spells/spell-like abilities

Immune to paralysis/poison; +2 racial bonus vs. spells/spell-like abilities

+2 racial bonus vs. air spells and effects +2 racial bonus vs. earth spells and effects +2 racial bonus vs. fire spells and effects +2 racial bonus vs. water spells and effects

+2 racial bonus on saves vs. disease and poison

+2 racial bonus on saves vs. disease and poison reroll failed save as Immediate Action +2 racial bonus on saves vs. disease and poison +2 racial bonus on saves vs. disease and poison +2 racial bonus on saves vs. disease and poison reroll failed save as Immediate Action +2 racial bonus on saves vs. disease and poison +2 racial bonus on saves vs. poison +2 racial bonus on saves vs. poison +4 racial bonus on saves vs. disease and poison

27

Conditional Ref

+2 racial bonus vs. spells/spell-like abilities

+2 racial bonus vs. spells/spell-like abilities

+2 racial bonus vs. air spells and effects +2 racial bonus vs. earth spells and effects +2 racial bonus vs. fire spells and effects +2 racial bonus vs. water spells and effects

+1 racial bonus vs. electricity, fire, or acid area attacks

+2 racial bonus on saves vs. electricity, fire, or light area attacks +2 racial bonus on saves vs. electricity, fire, or light area attacks

+2 racial bonus on saves vs. electricity, fire, or light area attacks

+2 racial bonus on saves vs. electricity, fire, or light area attacks

28

+2 racial bonus vs. spells/spell-like abilities Immune to sleep; +2 racial bonus vs. enchantments +2 racial bonus vs. illusions Immune to sleep; +2 racial bonus vs. enchantments +2 racial bonus vs. fear

Immune to sleep; +2 racial bonus vs. enchantments Immune to sleep; +2 racial bonus vs. enchantments Immune to phantasms; +2 racial bonus vs. spells/spell-like abilities

+2 racial bonus vs. air spells and effects +2 racial bonus vs. earth spells and effects +2 racial bonus vs. fire spells and effects +2 racial bonus vs. water spells and effects Immune to sleep; +2 racial bonus vs. enchantments Immune to sleep; +2 racial bonus vs. enchantments Immune to sleep; +2 racial bonus vs. enchantments Immune to sleep; +2 racial bonus vs. enchantments Immune to sleep; +2 racial bonus vs. enchantments Immune to sleep; +2 racial bonus vs. enchantments

+2 racial bonus vs. enchantment (charm) +2 racial bonus vs. enchantment (charm) +2 racial bonus vs. enchantment (charm) +2 racial bonus vs. enchantment (charm)

+2 racial bonus vs. enchantment (charm) +2 racial bonus vs. enchantment (charm) +2 racial bonus vs. enchantment (charm)

reroll any failed save

Immune to sleep

Immune to sleep

29

Longswords and rapiers,treat any weapon with the word elven in its name as a martial weapon. Weapon Familiarity

Battleaxes, Heavy Picks, and Warhammers, plus all "Dwarven" weapons are Martial Longbows, Longswords, Rapiers, and Shortbows, plus all "Elven" weapons are Martial All "Gnome" weapons are Martial Greataxe and Falchion, plus all "Orc" weapons are Martial Sling, plus all "Halfling" weapons are Martial

Hand Crossbow, Rapier, and Shortsword Hand Crossbow, Rapier, and Shortsword

Greataxe Greataxe and Falchion, plus all "Orc" weapons are Martial All sword-like weapons

Shortbow

Hand Crossbows, Rapiers, and Shortswords, plus all "Drow" weapons are Martial Scimitar, Rapier, Shortbow, plus all "Elven" weapons are Martial Longbows, Longswords, Rapiers, and Shortbows, plus all "Elven" weapons are Martial Longbows, Longswords, Rapiers, and Shortbows, plus all "Elven" weapons are Martial Spears, Tridents, and Nets, plus all "Elven" weapons are Martial Longsword, Rapier and Javelin

All "Boggle" weapons are Martial

Longswords and rapiers,treat any weapon with the word elven in its name as a martial weapon. 30

Common and Common, Elven Lang Starting

Common and Dwarven Common and Elven Common, Gnome, and Sylvan Common and Elven Common and Orc Common and Halfling Common Common and Celestial Elven and Undercommon Elven and Undercommon Common, Dwarven, and Undercommon Goblin Gnoll Common and Goblin Draconic Common and Aquan Giant Common and Orc Gnome and Undercommon Common and Tengu Common and Abyssal or Infernal Draconic Aquan and Sylvan Aquan and Sylvan Gnoll and Terran Common and Elan Common and Auran Common and Terran Common and Ignan Common and Aquan Common, Elven, and Undercommon Common and Elven Common and Elven Common and Elven Aquan and Elven Common and Elven Common and Giant Common and Lupaari Common and Sylvan Common and Tabreen Common and Goblin Common Common Common Common

Common Common Common Common and Abyssal or Infernal Common and Ancient Common and Boggard Common and Boggard Common Common Common Common Common Common Common Common Common Common Common Common and Celestial or Infernal Common Common Common and Plant Common Common Common and Giant Common and Common, Elven 31

Celestial, Draconic, Gnoll,Goblin, Orc, and Sylvan. . Bonus

Any One Favored Class None Any One Any One Any One Any Two Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One

Giant, Gnome, Goblin, Orc, Terran, and Undercommon Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan Draconic, Dwarven, Elven, Giant, Goblin, and Orc Any except secret languages (such as Druidic) Abyssal, Draconic, Giant, Gnoll, and Goblin Dwarven, Elven, Gnome, and Goblin Any except secret languages (such as Druidic) Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin Aklo, Draconic, Giant, Goblin, Orc, Terran Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc Draconic, Dwarven, Infernal, Giant, Orc Common, Dwarven, Gnome, and Undercommon Aboleth, Aklo, Draconic, Elven, Sahuagin, and Sylvan Dwarven, Giant, Gnoll, Goblin, Undercommon Aklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc, or Terran Any except secret languages (such as Druidic) Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Half ling, Infernal, and Orc

Any except secret languages (such as Druidic) Any except secret languages (such as Druidic) Any except secret languages (such as Druidic) Any except secret languages (such as Druidic) Any except secret languages (such as Druidic) Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, and Goblin Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan Any except secret languages (such as Druidic) Any except secret languages (such as Druidic) Any except secret languages (such as Druidic) Dwarven, Gnoll, Goblin, Ogre, Orc, and Giant Any except secret languages (such as Druidic) Common, Elven, Gnome, and Terran Any except secret languages (such as Druidic) Draconic, Dwarven, Giant, Gnome, Halfling, and Orc Draconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or Sylvan Draconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or Sylvan Draconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or Sylvan Draconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or Sylvan

Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One

Draconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or Sylvan Draconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or Sylvan Draconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or Sylvan Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Half ling, Infernal, and Orc Dwarven, Elven, Gnome, Goblin, Halfling, and Orc Draconic, Dwarven, Elven, Gnome, Halfling, and Orc Draconic, Dwarven, Elven, Gnome, Halfling, and Orc Any except secret languages (such as Druidic) Any except secret languages (such as Druidic) Any except secret languages (such as Druidic) Any except secret languages (such as Druidic) Any except secret languages (such as Druidic) Any except secret languages (such as Druidic) Any except secret languages (such as Druidic) Any except secret languages (such as Druidic) Any except secret languages (such as Druidic) Any except secret languages (such as Druidic) Any except secret languages (such as Druidic) Abyssal, Auran, Celestial, Dwarven, Draconic, Elven, Gnome, Halfling, Infernal and Orc Any except secret languages (such as Druidic) Any except secret languages (such as Druidic) Dwarven, Elven, Halfling, Gnome, Goblin, Orc or Sylvan Dwarven, Elven, Halfling, Gnome, Goblin, or Orc Dwarven, Elven, Halfling, Gnome, or Orc. Any except secret languages (such as Druidic) Celestial, Draconic, Gnoll,Goblin, Orc, and Sylvan. . 32

Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One Any One 33

Ability Summary

; Spell-like abilities (Caster Level 13, 1/daydancing lights, ghost sound (Will DC 15), prestidigitation, speak with animals)

34

Racial Abilities (Breakout)

Slow and Steady: speed is never modified by armor or encumbrance Low-Light Vision: may see twice as far as humans in conditions of dim light Low-Light Vision: may see twice as far as humans in conditions of dim light Low-Light Vision: may see twice as far as humans in conditions of dim light Darkvision 60' Fearless: +2 Racial bonus on saves vs. fear Bonus Feat: gain 1 extra feat at 1st level Darkvision 60' Darkvision 120' Darkvision 120' Slow and Steady: speed is never modified by armor or encumbrance Fast: fast for size, w/ base speed of 30' Armor: +1 Natural Armor bonus Darkvision 60' Fast: fast for size, w/ base speed of 30' Aquatic: amphibious, but prefer not to spend long periods out of water Armor: +5 Natural Armor bonus Darkvision 60' Defensive Training: +2 Dodge bonus to AC Low-Light Vision: may see twice as far as humans in conditions of dim light Darkvision 60' Darkvision 90' Amphibious: can breathe in either air or water Amphibious: can breathe in either air or water

Unluck [mind-affecting] (Su): anyone other than animals, gremlins, and gnolls in 20' rad. aura of unluck must roll 2d20 instead o

Aberrant Nature: not subject to spells/effects that affect humanoids only Feather Fall (Su): affected by permanent personal feather fall spell Slow Movement: base speed of 20' Fast Movement: base speed 35' Slow Movement: base speed 20'; swim 20', +8 Racial bonus on any Swim check to perform special action or avoid a hazard, ca Darkvision 120' Low-Light Vision: may see twice as far as humans in conditions of dim light Superior Low-Light Vision: may see three times as far as humans in conditions of dim light Low-Light Vision: may see twice as far as humans in conditions of dim light Normal Speed: base speed 30'; swim 30', +8 Racial bonus on any Swim check to perform special action or avoid a hazard, can Flight: fly 60' (average); Fly is always a class skill; can maintain flight if not wearing armor heavier than Light and may move and Darkvision 60' Natural Armor: +1 Natural Armor bonus Natural Armor: +2 Natural Armor bonus Fast Movement: base speed 40' Fast: fast for size, w/ base speed of 30' Fast: fast for size, w/ base speed of 30' Familiar Foe: +1 bonus on attacks vs. Vermin Fast: fast for size, w/ base speed of 30' Fast: fast for size, w/ base speed of 30'

Fast: fast for size, w/ base speed of 30' Fast: fast for size, w/ base speed of 30' Fast: fast for size, w/ base speed of 30' Low-Light Vision: may see twice as far as humans in conditions of dim light Almost Human: count as human for any effect related to race Hold Breath: may hold breath for 48 rnds before risk of drowning Hold Breath: may hold breath for 48 rnds before risk of drowning Keen Senses: +2 Racial bonus on Perception checks Keen Senses: +2 Racial bonus on Perception checks Keen Senses: +2 Racial bonus on Perception checks Keen Senses: +2 Racial bonus on Perception checks Keen Senses: +2 Racial bonus on Perception checks Keen Senses: +2 Racial bonus on Perception checks Keen Senses: +2 Racial bonus on Perception checks Keen Senses: +2 Racial bonus on Perception checks Keen Senses: +2 Racial bonus on Perception checks Keen Senses: +2 Racial bonus on Perception checks Keen Senses: +2 Racial bonus on Perception checks Low-Light Vision: may see twice as far as humans in conditions of dim light Adjustable Size: Move Action, change size between Small and Medium (any height between 3-6') Adjustable Size: Move Action, change size between Small and Medium (any height between 3-6') Humanoid Plant: +2 Racial bonus on saves vs. mind-affecting effects (charms, compulsions, phantasms, patterns, and morale e Darkvision 60' Living Construct: has Con score, makes Fort saves, and is not immune to mind-affecting spells or abilities; subject to risk of dea Low-Light Vision: may see twice as far as humans in conditions of dim light

35

Darkvision 60' Elven Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effects Defensive Training: +4 Dodge bonus to AC vs. Giants Adaptability: gain Skill Focus as bonus feat Intimidating: +2 Racial bonus on Intimidate checks Halfling Luck: +1 Racial bonus on all saves Skilled: gain 1 extra skill rank/level Skilled: +2 Racial bonus on Diplomacy and Perception checks Drow Immunities: immune to magic sleep effects; gain +2 Racial bonus on saves vs. enchantment spells/effects Drow Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effects Darkvision 120' Darkvision 60'

Sneaky: +4 Racial bonus on Stealth checks Darkvision 60' Low-Light Vision: may see twice as far as humans in conditions of dim light Natural Cunning (Ex): immune to maze spells and never become lost; never caught flat-footed Ferocity (Ex): remain conscious and can continue fighting even if HP drops below 0 (still staggered and looses 1 HP/rnd, still die Senses: darkvision 120' and low-light vision Sneaky: +2 Racial bonus on Perception and Stealth checks Skilled: +2 Racial bonus on Bluff and Stealth checks Armor: +6 Natural Armor bonus Damage Resistance: DR 5/cold Iron Damage Resistance: DR 5/cold Iron Spell-Like Abilities (caster level 1st): At willprestidigitation, speak with animals; 1/dayshatter (DC 10)

Normal Vision: lack darkvision, unlike most aberrations Electricity Resistance: electricity resistance 2 Damage Reduction: DR 5/ vs. nonlethal dmg Smoke Immunity (Ex): suffer no penalties from smoke Water Breathing (Ex): can breathe water Keen Senses: +2 bonus on sight- and sound-based Perception checks Keen Senses: +2 bonus on sight- and sound-based Perception checks Keen Senses: +2 bonus on sight- and sound-based Perception checks; make Perception check to spot secret/concealed door if Keen Senses: +2 bonus on sight- and sound-based Perception checks; make Perception check to spot secret/concealed door if Low-Light Vision: may see twice as far as humans in conditions of dim light Low-Light Vision: may see twice as far as humans in conditions of dim light Imposing Figure: +2 Racial bonus on Intimidate checks Low-Light Vision: may see twice as far as humans in conditions of dim light Limited Regeneration (Ex): natural healing rate is doubled Natural Armor: +1 Natural Armor bonus Darkvision 60' Familiar Foe: +1 bonus on attacks vs. Vermin Insect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effects Familiar Foe: +1 bonus on attacks vs. Vermin Familiar Foe: +1 bonus on attacks vs. Vermin

Familiar Foe: +1 bonus on attacks vs. Vermin Familiar Foe: +1 bonus on attacks vs. Vermin Familiar Foe: +1 bonus on attacks vs. Vermin Spell-Like Ability: 1/daydetect evil, caster level (13) Bonus Feats: gain Improved Unarmed Strike and Improvised Weapon Mastery as bonus feats Inborn Alignment: must be Good Inborn Alignment: must be Good Acid Resistance: acid resistance 5 Darkvision 60' Bestial Reflexes: +2 Racial bonus on saves vs. electricity, fire, or light area attacks Improved Trip: gain Improved Trip as bonus feat Enhanced Speed: base speed 40'; never modified by armor or encumbrance Low-Light Vision: may see twice as far as humans in conditions of dim light Darkvision 60' Bestial Fortitude: +2 Racial bonus on saves vs. disease/poison Bestial Fortitude: +2 Racial bonus on saves vs. disease/poison Bestial Reflexes: +2 Racial bonus on saves vs. electricity, fire, or light area attacks Bears Might: +1 Racial bonus on 1 unarmed melee attack/rnd; if attack hits, deal +1 dmg Muse Immunities: immune to magic sleep effects Slow and Steady: speed is never modified by armor or encumbrance Slow and Steady: speed is never modified by armor or encumbrance Protective Sap: gain +2 Natural Armor bonus when below 42 HP Fossil Fortitude: +4 Racial bonus on saves vs. disease/poison Armor Gems: use small quartz crystals/gemstones to emulate armor and access special racial powers; wearing any other armo Impressive Size: +2 Racial bonus on Intimidate and Sense Motive checks

36

Defensive Training: +4 Dodge bonus to AC vs. Giants Elven Magic: +2 Racial bonus on caster level checks vs. SR; +2 Racial bonus on Spellcraft checks made to identify properties o Gnome Magic: +1 to DC of Illusion spells ; Spell-like abilities (caster level 13): 1/daydancing lights, ghost sound (Will DC 15), Elf Blood: count as both elves and humans for any effect related to race Orc Blood: count as both humans and orcs for any effect related to race Keen Senses: +2 Racial bonus on Perception checks

Spell-like Ability (caster level 13): 1/daydaylight Keen Senses: +2 Racial bonus on Perception checks Keen Senses: +2 Racial bonus on Perception checks Duergar Immunities: immune to paralysis, phantasms, & poison; +2 Racial bonus on saves v.s spells and spell-like abilities Skilled: +4 Racial bonus on Ride and Stealth checks

Armor: +1 Natural Armor bonus

Reach 10' Light Sensitivity: Dazzled in areas of bright light Fortunate: +2 Racial bonus on all saves Gifted Linguist: +4 Racial bonus on Linguistics checks; learn 2 languages per rank in Linguistics Spell-Like Ability (caster level 13): 1/daydarkness Stench (Ex): living creatures w/in 30' are sickened for 10 rnds (Fort DC 11 negs); successful save grants immunity for 24 hrs; de

Spell Resistance: SR 12 Lure (Su): This ability functions just like a harpys captivating song. A DC 15 Will save negates this effect. The save DC is Chari Damage Resistance: DR 2/cold Iron

Naturally Psionic: gain 2 bonus power points at 1st level Spell Casting: +1 caster level when casting spells w/ [air] descriptor or from Air domain Acid Resistance: acid resistance 2 Fire Resistance: fire resistance 2 Cold Resistance: cold resistance 2 Drow Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effects Elven Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effects Elven Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effects Elven Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effects Aquatic: may breathe underwater freely; may breathe air for up to 24 hrs, then must spend equal amount of time totally submerg Elven Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effects Ogre Blood: count as both humans and ogres for any effect related to race Keen Senses: +2 bonus to scent-, sight- and sound-based Perception checks Spell-like Ability (Sp): 1/dayspeak with plants, caster level 5 Darkvision 60' Dodge Catastrophes: +1 Racial bonus on Reflex saves vs. electricity, fire, or acid area attacks Insect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effects Natural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmg Insect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effects Insect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effects

Insect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effects Insect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effects Insect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effects Fast Speed: fast for size, w/ base speed of 20' Skilled: gain additional skill rank at 1st level and every other level thereafter that must be used in Acrobatics, Climb, Handle Anim Marsh Move: suffer no move penalties moving through marshes/mud Marsh Move: suffer no move penalties moving through marshes/mud Hold Breath: may hold breath for 48 rnds before risk of drowning; duration is not reduced by taking Standard Actions Bestial Reflexes: +2 Racial bonus on saves vs. electricity, fire, or light area attacks Eagle Eyes: +1 Racial bonus on ranged attacks Scent: gain scent extraordinary ability Bestial Fortitude: +2 Racial bonus on saves vs. disease/poison Cat-like Grace: Immediate Action; reroll failed Reflex save after 1st save is attempted, but before results are revealed (must tak Bestial Fortitude: +2 Racial bonus on saves vs. disease/poison Boarish Ferocity: 1/day, if below 0 HP but not killed, may fight on for 1 rnd as if Disabled; at end of next turn (unless brought abo Ferocious Hunger: +1 bonus on attacks vs. Tiny or smaller creatures Jittery: +2 Racial bonus on Initiative Bestial Fortitude: +2 Racial bonus on saves vs. disease/poison Source of Inspiration: grant allies w/in 50' +1 Competence bonus to any skill checks in which you have ranks Low-Light Vision: may see twice as far as humans in conditions of dim light Low-Light Vision: may see twice as far as humans in conditions of dim light Rooted Foot: stand up from Prone as Swift Action Improved Initiative: gain Improved Initiative as bonus feat Breath of Steam: 1/day, cloud of steam functions as obscuring mist w/ 5' radius lasting 13 rnds; creatures ending a turn w/in are Crafty: +2 Racial bonus on Craft checks

37

Greed: +2 Racial bonus to Appraise nonmagical goods w/ precious metals or gemstones Keen Senses: +2 Racial bonus on Perception checks Hatred: +1 bonus on attacks vs. Reptilians and Goblinoids Elven Immunities: immune to magic sleep effects; gain +2 Racial bonus on saves vs. enchantment spells/effects Orc Ferocity: 1/day, if below 0 HP but not killed, may fight on for 1 rnd as if Disabled; at end of next turn (unless brought above 0 Sure-Footed: +2 Racial bonus on Acrobatics and Climb checks

Celestial Resistance: acid resistance 5, cold resistance 5, & electricity resistance 5 Spell Resistance: SR 19 Spell Resistance: SR 24 Stability: +4 Racial bonus to CMD vs. bull rush/trip while on solid ground

Crafty: +2 Racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks; Craft (trapmaking) and Stealth are al

Powerful Charge (Ex): charge attack deals 2d6+3 extra dmg Weapon Familiarity: proficient w/ greataxes and falchions; treat any Orc weapon as Martial Skilled: +2 Racial bonus on Stealth checks (+4 underground); +2 Racial bonus on Craft (alchemy) and Perception checks Swordtrained: proficient w/ all sword-like weapons Fiendish Resistance: cold resistance 5, electricity resistance 5, and fire resistance 5 s immunity for 24 hrs; delay poison or neutralize poison removes effect; creatures w/ immunity to poison are unaffected, creatures resistant to

Spell-Like Abilities (CL 12th): 3/daycharm person (DC 16); 1/daywater breathing Shapeshift (Su): A nixie can change shape to become any Small or Medium aquatic creature as if using beast shape I. A nixie c Spell Resistance: SR 7

Resilience (Su): Immediate Action, reduce dmg by 2 HP per power point spent Saving Throws: +2 Racial bonus to saves vs. Air spells/effects Spell Casting: +1 caster level when casting spells w/ [earth] descriptor or from Earth domain Spell Casting: +1 caster level when casting spells w/ [fire] descriptor or from Fire domain Spell Casting: +1 caster level when casting spells w/ [water] descriptor or from Water domain Spell Resistance: SR 19 Elven Magic: +2 Racial bonus on caster level checks vs. SR; +2 Racial bonus on Spellcraft checks made to identify properties o Elven Magic: +2 Racial bonus on caster level checks vs. SR; +2 Racial bonus on Spellcraft checks made to identify properties o Weapon Familiarity: proficient w/ longbows, longswords, rapiers, and shortbows; treat any Elven weapon as Martial Amphibious: can breathe in either air or water Weapon Proficiency: proficient w/ longsword, rapier and javelin Natural Tracker: +4 bonus to Survival checks made when tracking by scent Nature Affinity: +4 Racial bonus to Knowledge (nature) checks Keen Senses: +2 bonus to sight-, sound- and touch-based Perception checks Goblin Blood: count as Goblinoid for any effect related to race Natural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmg Skilled: +2 Racial bonus to Acrobatics and Climb checks Natural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmg Natural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmg

Natural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmg Natural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmg Natural Weapons: 2 primary mid-leg slash attacks (secondary if wielding a weapon) deal 1d4 dmg Big Hands: may wield weapons as if Small-sized Skin of the Beast: +2 Natural Armor bonus to AC when wearing leather or hide armor and not wearing, wielding, or holding any m Grasping Tongue: grapple using tongue (rng 10') w/ no AoO or penalties for not having both hands free when starting grapple Grasping Tongue: grapple using tongue (rng 10') w/ no AoO or penalties for not having both hands free when starting grapple Bestial Fortitude: +2 Racial bonus on saves vs. disease/poison Great Climbers: +4 Racial bonus on Climb checks Spell-Like Ability: 1/dayfeather fall (self only)

Rushing Charge: may make both bull rush and basic melee attack (in that order) when making charge attack Sure-footed: +2 Racial bonus on Acrobatics and Climb checks Bestial Reflexes: +2 Racial bonus on saves vs. electricity, fire, or light area attacks Scent: gain scent extraordinary ability Reptilian Mind: Immediate Action; reroll failed Will save after 1st save is attempted, but before results are revealed (must take 2 Rodent Resilience: Immediate Action; reroll failed Fortitude save after 1st save is attempted, but before results are revealed (mu Improved Grapple: gain Improved Grapple as bonus feat Touch of the Muse: Immediate Action (no AoO); 1/day, grant 1 adjacent ally reroll on 1 save, attack, or skill check after 1st roll, b Bribe Fate: Immediate Action; 1day, may lose 6 HP to reroll failed save after 1st save is attempted, but before results are revea Bribe Fate: Immediate Action; 1day, may lose 6 HP to reroll failed save after 1st save is attempted, but before results are revea Sun Heal: Standard Action; 1/day in sunlit conditions (magical or true), may heal 26 HP and gain 1 meals worth of nourishment Nimble Form: +2 Racial bonus on Acrobatics, Escape Artist, and Sleight of Hand checks Light and Heat: head constantly sheds light (as a torch) and can light flammable objects

38

Hatred: +1 bonus on attack rolls vs. Orcs and Goblins Weapon Familiarity: proficient w/ longbows, longswords, rapiers, and shortbows; treat any Elven weapon as Martial Illusion Resistance: +2 Racial bonus on saves vs. Illusion spells/effects Keen Senses: +2 Racial bonus on Perception checks Weapon Familiarity: proficient w/ greataxes and falchions; treat any Orc weapon as Martial Weapon Familiarity: proficient w/ slings; treat any Halfling weapon as Martial

Spell-Like Abilities (caster level 13): 1/daydancing lights, darkness, faerie fire Spell-Like Abilities (caster level 13): Constantdetect magic; At Willdancing lights, deeper darkness, faerie fire, feather fall, le Spell-Like Abilities (caster level 13): 1/day (self only)enlarge person, invisibility

Light Sensitivity: Dazzled in areas of bright light

Hatred: +1 bonus on attacks vs. Reptilians and Dwarves Natural Weapon: primary bite attack (secondary if wielding a weapon) deals 1d3 dmg

ed, creatures resistant to poison receive normal bonus on saves

Wild Empathy (Ex): This ability functions just like the druid ability of the same name. Nixies receive a +6 racial bonus on wild em Spell-Like Abilities (CL 12th): 3/daycharm person (DC 16); 1/daywater breathing

Resistance (Su): Immediate Action, spend 1 power point to gain +4 Racial bonus on saves until beginning of next action

Saving Throws: +2 Racial bonus to saves vs. Earth spells/effects Saving Throws: +2 Racial bonus to saves vs. Fire spells/effects Saving Throws: +2 Racial bonus to saves vs. Water spells/effects Spell-Like Abilities (caster level 13): 1/daydancing lights, darkness, faerie fire; +2 Racial bonus on Spellcraft checks made to i Weapon Familiarity: proficient w/ scimitar, rapier, and shortbow; treat any Elven weapon as Martial Weapon Familiarity: proficient w/ longbows, longswords, rapiers, and shortbows; treat any Elven weapon as Martial Rank and Station: +2 bonus on Diplomacy checks when dealing w/ elves that are not of high elven blood; w/ other high elves, m Keen Senses: +2 bonus on sight- and sound-based Perception checks; make Perception check to spot secret/concealed door if Cold Endurance: +4 Racial bonus on Fort saves to resist effects of cold weather Sound Sensitivity: increased vulnerability to sonic attacks (+50% damage) Darkness Sensitivity: -2 penalty to attacks in complete darkness Sound Sensitivity: increased vulnerability to sonic attacks (+50% damage) Mechanical Genius: gain additional skill rank and +2 Racial bonus to either Knowledge (engineering), Profession (engineering), Skilled: +2 Racial bonus to Acrobatics and Climb checks Spin Silk: create 30' length of silk rope 6/day; rope decomposes after 24 hrs Chitinous Defense: Full-Round Action, gain DR 1/piercing if fighting defensively Darkvision 60'

Spell-Like Ability: 1/daydisplacement (caster level 13) Low-Light Vision: may see twice as far as humans in conditions of dim light Flying: fly X' (Y) for 13 min/day (need not be consecutive, but must be used in 1 min increments); Fly is a class skill Flank From Below: if sharing square w/ enemy, counts as in any 1 square adjacent enemy for purposes of flanking wielding, or holding any metal Skilled Jumper: +4 Racial bonus to Acrobatics checks when jumping; always considered to have running start Skilled Jumper: +4 Racial bonus to Acrobatics checks when jumping; always considered to have running start Great Swimmers: +4 Racial bonus on Swim skill checks Spell-Like Ability: 1/dayweb (10' radius, caster level 13, DC 14)

Contortionist: +2 Racial bonus on Escape Artist checks; may move through tight space w/out making Escape Artist check

e revealed (must take 2nd result, even if worse) results are revealed (must take 2nd result, even if worse)

Unearthly Presence: gain +1 Morale bonus to AC and saves vs. attacks made by adjacent foes if HP total is 42 or greater Sense Coins: +4 Racial bonus on Perception checks to notice coins; may see coins in darkness & through any material less tha Sense Coins: +4 Racial bonus on Perception checks to notice coins; may see coins in darkness & through any material less tha s worth of nourishment Negative Energy Resistance: negative energy resistance 11; applies to dmg from channeled negative energy and spells that har

39

Hardy: +2 Racial bonus on saves vs. poison, spells, and spell-like abilities Keen Senses: +2 Racial bonus on Perception checks Multitalented: choose 2 favored classes at 1st level instead of 1

Light Blindness: abrupt exposure to bright light Blinds for 1 rnd; Dazzled on subsequent rnds if still in affected area Light Blindness: abrupt exposure to bright light Blinds for 1 rnd; Dazzled on subsequent rnds if still in affected area Light Sensitivity: Dazzled in areas of bright light

Stonecunning: +2 bonus on Perception checks to notice unusual stonework; make check to notice such if passing w/in 10', even

racial bonus on wild empathy checks. Spell Resistance: SR 12

Repletion: removce need to eat or drink for 24 hrs by spending 1 power point

Light Blindness: abrupt exposure to bright light Blinds for 1 rnd; Dazzled on subsequent rnds if still in affected area Heat Endurance: +4 Racial bonus on Fort saves to resist effects of hot weather

d; w/ other high elves, mod is equal to difference in high elfs character levels Elven Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effects Keen Senses: +2 bonus on sight- and sound-based Perception checks

Light Dependency: no need to eat, but require 1 gallon of fluids, 1 lb. of soil or similarly mineral-rich substance, and 8 hrs of sun

Weapon Familiarity: treat any Boggle weapon as Martial Spin Silk: create 30' length of silk rope 6/day; rope decomposes after 24 hrs Natural Armor: +2 Racial bonus to Natural Armor Innate Resistance: electricity resistance 5

Flying: fly 40' (good) for 13 min/day (need not be consecutive, but must be used in 1 min increments); Fly is a class skill Innate Resistance: acid resistance 5 Lost Under Foot: does not provoke AoO when entering larger enemys space from adjacent square Skilled Climber: +4 Racial bonus to Climb checks

cape Artist check

al is 42 or greater Money is Life: Standard Action, consume up to 200 gp to heal 1d8+1 HP per 50 gp consumed (must be consumed in increment Money is Life: Standard Action, consume up to 200 gp to heal 1d8+1 HP per 50 gp consumed (must be consumed in increment Sleep Immunity: immune to magic sleep effects; trance rather than sleep (fully aware of surroundings while in this state)

40

Stability: +4 Racial bonus to CMD vs. bull rush/trip while on ground Obsessive: +2 racial bonus on 1 Craft or Profession skill

Poison Use: never risk accidental poisoning; Drow Poisoninjury; save Fort DC 13; freq 1/min for 2 min; initial effect, unconscio Poison Use: never risk accidental poisoning; Drow Poisoninjury; save Fort DC 13; freq 1/min for 2 min; initial effect, unconscio

Spell Resistance: SR 24

Wild Empathy (Ex): This ability functions just like the druid ability of the same name. Nixies receive a +6 racial bonus on wild em

Weapon Familiarity: proficient w/ hand crossbows, rapiers, and shortswords; treat any Drow weapon as Martial Animal Knowledge: +2 Racial bonus on Handle Animal and Ride checks

Weapon Familiarity: proficient w/ spears, tridents, and nets; treat any Elven weapon as Martial

Nourishment: can go w/out soil for 3 days, then must make Con check each day (DC 10 + 1 for each previous check) or take 1d

Flying: fly 25' (poor) for 13 min/day (need not be consecutive, but must be used in 1 min increments); Fly is a class skill; lose Ra Spell-Like Ability: 1/dayshocking grasp (caster level 13)

Spell-Like Ability: 1/dayacid arrow (caster level 13) Natural Acrobat: +4 Racial bonus on Acrobatic checks

Silver Stomach: +2 Racial bonus on saves vs. poison Silver Stomach: +2 Racial bonus on saves vs. poison

hile in this state)

41

Stonecunning: +2 bonus on Perception checks to notice unusual stonework; make check to notice such if passing w/in 10', even Weapon Familiarity: treat any Gnome weapon as Martial

Weapon Familiarity: proficient w/ hand crossbow, rapier, and short sword Weapon Familiarity: proficient w/ hand crossbow, rapier, and short sword

Svirfneblin Magic: +1 to DC of Illusion spells; Spell-like abilities (caster level 13): Constantnondetection; 1/dayblindness/dea

racial bonus on wild empathy checks.

Alignment: any non-good (LSJ Campaign players must abide by Character Generation Guidelines)

Lack of Sustanence: Fatigued after taking nonlethal dmg from lack of water, sufficient light, or soil; dmg cannot be recovered un

Flying: fly 30' (good) for 13 min/day (need not be consecutive, but must be used in 1 min increments); Fly is a class skill

Flying: fly 30' (average) for 13 min/day (need not be consecutive, but must be used in 1 min increments); Fly is a class skill Toxic: foe that swallows whole takes 1 Str dmg/rnd until body is removed or destroyed

42

Weapon Familiarity: proficient w/ battleaxes, heavy picks, & warhammers; treat any Dwarven weapon as Martial

n; 1/dayblindness/deafness, blur, disguise self

cannot be recovered until character receives sufficient minerals, water, or light as needed

43

Custom

44

Elvensight: Eladrin have low-light vision and can see twice as far as a human in starlight, moonlight, and similar conditions of po Racial Abilities (Long)

- Slow and Steady: speed is never modified by armor or encumbrance- Darkvision 60'- Defensive Training: +4 Dodge bonus to A - Low-Light Vision: may see twice as far as humans in conditions of dim light- Elven Immunities: immune to magic sleep effects; - Low-Light Vision: may see twice as far as humans in conditions of dim light
Defensive Training: +4 Dodge bonus to AC vs. Gia - Low-Light Vision: may see twice as far as humans in conditions of dim light- Adaptability: gain Skill Focus as bonus feat- Elf Blo - Darkvision 60'- Intimidating: +2 Racial bonus on Intimidate checks- Orc Blood: count as both humans and orcs for any effect re - Fearless: +2 Racial bonus on saves vs. fear- Halfling Luck: +1 Racial bonus on all saves- Keen Senses: +2 Racial bonus on P - Bonus Feat: gain 1 extra feat at 1st level- Skilled: gain 1 extra skill rank/level

- Darkvision 60'
Skilled: +2 Racial bonus on Diplomacy and Perception checks
Spell-like Ability (caster level 13): 1/daydaylig - Darkvision 120'
Drow Immunities: immune to magic sleep effects; gain +2 Racial bonus on saves vs. enchantment spells/effe - Darkvision 120'
Drow Immunities: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effects
K - Slow and Steady: speed is never modified by armor or encumbrance
Darkvision 120'
Duergar Immunities: immune to paralys - Fast: fast for size, w/ base speed of 30'- Darkvision 60'- Skilled: +4 Racial bonus on Ride and Stealth checks - Armor: +1 Natural Armor bonus - Darkvision 60'- Sneaky: +4 Racial bonus on Stealth checks - Fast: fast for size, w/ base speed of 30'- Darkvision 60'- Armor: +1 Natural Armor bonus- Crafty: +2 Racial bonus on Craft (trap - Aquatic: amphibious, but prefer not to spend long periods out of water- Low-Light Vision: may see twice as far as humans in co - Armor: +5 Natural Armor bonus- Natural Cunning (Ex): immune to maze spells and never become lost; never caught flat-footed - Darkvision 60'- Ferocity (Ex): remain conscious and can continue fighting even if HP drops below 0 (still staggered and looses - Defensive Training: +2 Dodge bonus to AC
Senses: darkvision 120' and low-light vision
Fortunate: +2 Racial bonus on all sav - Low-Light Vision: may see twice as far as humans in conditions of dim light- Sneaky: +2 Racial bonus on Perception and Steal - Darkvision 60'
Skilled: +2 Racial bonus on Bluff and Stealth checks
Spell-Like Ability (caster level 13): 1/daydarkness
Fien - Darkvision 90'- Armor: +6 Natural Armor bonus- Stench (Ex): living creatures w/in 30' are sickened for 10 rnds (Fort DC 11 neg

- Amphibious: can breathe in either air or water


Wild Empathy (Ex): This ability functions just like the druid ability of the same na - Amphibious: can breathe in either air or water
Spell-Like Abilities (CL 12th): 3/daycharm person (DC 16); 1/daywater brea - Unluck [mind-affecting] (Su): anyone other than animals, gremlins, and gnolls in 20' rad. aura of unluck must roll 2d20 instead

- Aberrant Nature: not subject to spells/effects that affect humanoids only- Normal Vision: lack darkvision, unlike most aberration - Feather Fall (Su): affected by permanent personal feather fall spell- Electricity Resistance: electricity resistance 2- Spell Castin - Slow Movement: base speed of 20'
Damage Reduction: DR 5/ vs. nonlethal dmg
Acid Resistance: acid resistance 2
Spell - Fast Movement: base speed 35'- Smoke Immunity (Ex): suffer no penalties from smoke- Fire Resistance: fire resistance 2- Sp - Slow Movement: base speed 20'; swim 20', +8 Racial bonus on any Swim check to perform special action or avoid a hazard, c - Darkvision 120'
Keen Senses: +2 bonus on sight- and sound-based Perception checks
Drow Immunities: immune to magic s - Low-Light Vision: may see twice as far as humans in conditions of dim light- Keen Senses: +2 bonus on sight- and sound-base - Superior Low-Light Vision: may see three times as far as humans in conditions of dim light- Keen Senses: +2 bonus on sight- a - Low-Light Vision: may see twice as far as humans in conditions of dim light
Keen Senses: +2 bonus on sight- and sound-base - Normal Speed: base speed 30'; swim 30', +8 Racial bonus on any Swim check to perform special action or avoid a hazard, can - Flight: fly 60' (average); Fly is always a class skill; can maintain flight if not wearing armor heavier than Light and may move an - Darkvision 60'- Imposing Figure: +2 Racial bonus on Intimidate checks- Ogre Blood: count as both humans and ogres for any - Natural Armor: +1 Natural Armor bonus- Low-Light Vision: may see twice as far as humans in conditions of dim light- Keen Se - Natural Armor: +2 Natural Armor bonus
Limited Regeneration (Ex): natural healing rate is doubled
Spell-like Ability (Sp): 1/da - Fast Movement: base speed 40'- Natural Armor: +1 Natural Armor bonus- Darkvision 60'- Keen Senses: +2 bonus to sight-, so

- Fast: fast for size, w/ base speed of 30'- Darkvision 60'- Dodge Catastrophes: +1 Racial bonus on Reflex saves vs. electricity, f - Fast: fast for size, w/ base speed of 30'- Familiar Foe: +1 bonus on attacks vs. Vermin- Insect Mind: +2 Racial bonus on saves - Familiar Foe: +1 bonus on attacks vs. Vermin- Insect Mind: +2 Racial bonus on saves vs. Enchantment (charm) spells/effects- Fast: fast for size, w/ base speed of 30'- Familiar Foe: +1 bonus on attacks vs. Vermin- Insect Mind: +2 Racial bonus on saves - Fast: fast for size, w/ base speed of 30'
Familiar Foe: +1 bonus on attacks vs. Vermin
Insect Mind: +2 Racial bonus on saves -

- Fast: fast for size, w/ base speed of 30'


Familiar Foe: +1 bonus on attacks vs. Vermin
Insect Mind: +2 Racial bonus on saves - Fast: fast for size, w/ base speed of 30'
Familiar Foe: +1 bonus on attacks vs. Vermin
Insect Mind: +2 Racial bonus on saves - Fast: fast for size, w/ base speed of 30'- Familiar Foe: +1 bonus on attacks vs. Vermin- Insect Mind: +2 Racial bonus on saves - Low-Light Vision: may see twice as far as humans in conditions of dim light
Spell-Like Ability: 1/daydetect evil, caster level ( - Almost Human: count as human for any effect related to race- Bonus Feats: gain Improved Unarmed Strike and Improvised W - Hold Breath: may hold breath for 48 rnds before risk of drowning- Inborn Alignment: must be Good- Marsh Move: suffer no mo - Hold Breath: may hold breath for 48 rnds before risk of drowning- Inborn Alignment: must be Good- Marsh Move: suffer no mo - Keen Senses: +2 Racial bonus on Perception checks- Acid Resistance: acid resistance 5- Hold Breath: may hold breath for 48 - Keen Senses: +2 Racial bonus on Perception checks
Darkvision 60'
Bestial Reflexes: +2 Racial bonus on saves vs. electricit - Keen Senses: +2 Racial bonus on Perception checks
Bestial Reflexes: +2 Racial bonus on saves vs. electricity, fire, or light ar - Keen Senses: +2 Racial bonus on Perception checks- Improved Trip: gain Improved Trip as bonus feat- Scent: gain scent extr - Keen Senses: +2 Racial bonus on Perception checks- Enhanced Speed: base speed 40'; never modified by armor or encumbr - Keen Senses: +2 Racial bonus on Perception checks- Low-Light Vision: may see twice as far as humans in conditions of dim l - Keen Senses: +2 Racial bonus on Perception checks- Darkvision 60'- Bestial Fortitude: +2 Racial bonus on saves vs. disease/ - Keen Senses: +2 Racial bonus on Perception checks- Bestial Fortitude: +2 Racial bonus on saves vs. disease/poison- Boarish - Keen Senses: +2 Racial bonus on Perception checks- Bestial Fortitude: +2 Racial bonus on saves vs. disease/poison- Ferocio - Keen Senses: +2 Racial bonus on Perception checks- Bestial Reflexes: +2 Racial bonus on saves vs. electricity, fire, or light ar - Keen Senses: +2 Racial bonus on Perception checks
Bears Might: +1 Racial bonus on 1 unarmed melee attack/rnd; if attack - Low-Light Vision: may see twice as far as humans in conditions of dim light- Muse Immunities: immune to magic sleep effects- Adjustable Size: Move Action, change size between Small and Medium (any height between 3-6')- Slow and Steady: speed is n - Adjustable Size: Move Action, change size between Small and Medium (any height between 3-6')- Slow and Steady: speed is n - Humanoid Plant: +2 Racial bonus on saves vs. mind-affecting effects (charms, compulsions, phantasms, patterns, and morale - Darkvision 60'- Fossil Fortitude: +4 Racial bonus on saves vs. disease/poison- Improved Initiative: gain Improved Initiative as b - Living Construct: has Con score, makes Fort saves, and is not immune to mind-affecting spells or abilities; subject to risk of de

- Low-Light Vision: may see twice as far as humans in conditions of dim light- Impressive Size: +2 Racial bonus on Intimidate an

Elvensight: Eladrin have low-light vision and can see twice as far as a human in starlight, moonlight, and similar conditions of po 45

Adulthood Bbn/Rog/Sor Brd/Ftr/Pal/Rgr Clr/Drd/Mnk/Wiz Middle Old Venerable Maximum 0 0 0 0 40 110 40 20 14 20 15 125 175 100 62 30 50 35 188 263 150 93 45 75 53 250 350 200 125 60 100 70

level 13): 1/daydaylight


Celestial Resistance: acid resistance 5, cold resistance 5, & electricity resistance 5 1000 1000 1000 1000 enchantment spells/effects
Keen Senses: +2 Racial bonus on Perception checks
Spell Resistance: SR 19
Spell-Like Abilities (caster level 1000 1000 1000 1000 antment spells/effects
Keen Senses: +2 Racial bonus on Perception checks
Spell 1000 -1000 Resistance: SR 24
Spell-Like Abilities (caster level 13): C 1000 - 1000 ities: immune to paralysis, phantasms, & poison; +2 Racial bonus on saves v.s spells and spell-like abilities
Stability: +4 Racial bonus to CM 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 cial bonus on Craft (trapmaking), Perception, and Profession (miner) checks;1000 1000 Craft (trapmaking) and Stealth are always class skills- Light Se 1000 1000 e as far as humans in conditions of dim light 1000 1000 1000 1000 never caught flat-footed- Reach 10'- Powerful Charge (Ex): charge attack deals 2d6+3 extra dmg 1000 1000 1000 1000 l staggered and looses 1 HP/rnd, still die when negative HP total equals12- Light Sensitivity: Dazzled in areas of bright light- Weapon Familia 1000 1000 1000 1000 Racial bonus on all saves
Skilled: +2 Racial bonus on Stealth checks (+4 underground); +2 Racial bonus1000 1000 1000 1000 on Craft (alchemy) and Perceptio on Perception and Stealth checks- Gifted Linguist: +4 Racial bonus on Linguistics checks; learn 2 languages per rank in Linguistics- Swordtra 1000 1000 1000 1000 1/daydarkness
Fiendish Resistance: cold resistance 5, electricity resistance 5, and fire resistance 5 1000 1000 1000 1000 10 rnds (Fort DC 11 negs); successful save grants immunity for 24 hrs; delay1000 1000 poison or neutralize poison removes effect; creatures w/ immun 1000 1000

uid ability of the same name. Nixies receive a +6 racial bonus on wild empathy checks.
Damage Resistance: DR 5/cold Iron
Spell-Like Abilit 1000 1000 1000 1000 16); 1/daywater breathing
Damage Resistance: DR 5/cold Iron
Shapeshift (Su): A nixie can change shape to become any Small or Medi 1000 1000 1000 1000

must roll 2d20 instead of d20 roll and use lowest result; any sort of luck bonus grants immunity unluck aura
Spell-Like Abilities (caster level 1000 1000 1000 1000 -

n, unlike most aberrations- Naturally Psionic: gain 2 bonus power points at 1st level-1000 1000 Resilience 1000 Immediate Action, reduce dmg by 2 HP (Su): 1000 sistance 2- Spell Casting: +1 caster level when casting spells w/ [air] descriptor or from Air domain- Saving Throws: +2 Racial bonus to save 1000 1000 1000 1000 acid resistance 2
Spell Casting: +1 caster level when casting spells w/ [earth] descriptor or from Earth domain
Saving Throws: +2 Racial bo 1000 1000 1000 1000 ce: fire resistance 2- Spell Casting: +1 caster level when casting spells w/ [fire] descriptor or from Fire domain- Saving Throws: +2 Racial bon 1000 1000 1000 1000 ion or avoid a hazard, can always take 10 on Swim checks (even if rushed/threatened), can use run action1000 swimming in a straight line1000 1000 1000 while ies: immune to magic sleep effects; +2 Racial bonus on saves vs. enchantment spells/effects
Spell Resistance: SR 19
Spell-Like Abilities ( 1000 1000 - 1000 1000 n sight- and sound-based Perception checks- Elven Immunities: immune to magic sleep effects; +2 Racial1000 on saves vs. enchantment 1000 1000 1000 bonus es: +2 bonus on sight- and sound-based Perception checks; make Perception check to spot secret/concealed door if passing w/in 10', even 1000 1000 1000 1000 n sight- and sound-based Perception checks; make Perception check to spot1000 1000 secret/concealed1000 if passing w/in 10', even if not actively lo door 1000 n or avoid a hazard, can always take 10 on Swim checks (even if rushed/threatened), can use 1000 1000 1000 run action while swimming in a straight line- L 1000 Light and may move and fight normally with a Light load; w/ Medium load may take1000 Action only at 1/2 speed while flying; cannot fly w/ H 1000 Move 1000 1000 mans and ogres for any effect related to race 1000 1000 1000 1000 ns of dim light- Keen Senses: +2 bonus to scent-, sight- and sound-based Perception checks- Natural Tracker: +4 bonus to Survival checks 1000 1000 1000 1000 pell-like Ability (Sp): 1/dayspeak with plants, caster level 5
Nature Affinity: +4 Racial bonus to1000 1000 1000 Knowledge (nature) checks
Darkness Sensi 1000 s: +2 bonus to sight-, sound- and touch-based Perception checks- Sound Sensitivity: increased1000 1000 1000 vulnerability to sonic attacks (+50% damage) 1000 10 14 14 14 14 1d4 1d4 1d4 1d4 1d4 1d6 1d6 1d6 1d6 1d6 1d8 2d6 2d6 2d6 2d6 20 45 45 45 45 25 65 65 65 65 30 75 75 75 75 1d6 3d20 3d20 3d20 3d20

14 14 14 1 10 12 12 1 1 1 1 1 1 1 1 1 1 1 7 15 15 25 5 1 75 0 46

1d4 1d4 1d4 1d4 1d4 1d4 1d4 1d4 1d4 1d4 1d4 1d4 1d4 1d4 1d4 1d4 1d4 1d4 4d6 1d4 1d4 4d6 4d6 4d6 0

1d6 1d6 1d6 1d6 1d6 1d6 1d6 1d6 1d6 1d6 1d6 1d6 1d6 1d6 1d6 1d6 1d6 1d6 6d6 1d6 1d6 6d6 6d6 6d6 0

2d6 2d6 2d6 2d6 2d6 2d6 2d6 2d6 2d6 2d6 2d6 2d6 2d6 2d6 2d6 2d6 2d6 2d6 10d6 2d6 2d6 8d6 8d6 1d0d6 0

45 65 45 65 45 65 1000 1000 25 40 30 45 30 45 20 37 20 37 20 37 20 37 20 37 20 37 20 37 20 37 20 37 20 37 20 37 200 300 65 70 65 70 150 225 155 227 1000 1000 150 0 50 450 0 51

75 75 75 1000 50 55 55 55 55 55 55 55 55 55 55 55 55 55 400 75 75 300 310 1000

3d20 3d20 3d20 0 3d10 2d10 2d10 2d20 2d20 2d20 2d20 2d20 2d20 2d20 2d20 2d20 2d20 2d20 5d100 1d100 1d100 3d100 4d100 1000

700 +3d100 0 52

47

48

49

53

Table 73: Random Height and Weight Base Base Weight Race Height Weight Modifier Multiplier Human, male 4 ft. 10 in. 120 lbs. 2d10 5 lbs. Human, female 4 ft. 5 in. 85 lbs. 2d10 5 lbs. Dwarf, male 3 ft. 9 in. 150 lbs. 2d4 7 lbs. Dwarf, female 3 ft. 7 in. 120 lbs. 2d4 7 lbs. Elf, male 5 ft. 4 in. 100 lbs. 2d8 3 lbs. Table 73: Random Height and Weight

Human, male 4 ft. 10 in. 120 lbs. 2d10 5 lbs. Mogogol (small) 2 ft. 5 in. 25 lbs. 2d4 1 lb.

Table 73: Random Height and Weight Gnome, female 2 ft. 10 in. 30 lbs. 2d4 1 lb. Gnome, female 2 ft. 10 in. 30 lbs. 2d4 1 lb. Elf, female 5 ft. 4 in. 90 lbs. 2d6 3 lbs. Gnome, female 2 ft. 10 in. 30 lbs. 2d4 1 lb. Elf, female 5 ft. 4 in. 90 lbs. 2d6 3 lbs. Gnome, female 2 ft. 10 in. 30 lbs. 2d4 1 lb. Half-elf, male 5 ft. 2 in. 110 lbs. 2d8 5 lbs. Half-elf, female 5 ft. 0 in. 90 lbs. 2d8 5 lbs. Half-orc, male 4 ft. 10 in. 150 lbs. 2d12 7 lbs. Half-orc, female 4 ft. 5 in. 110 lbs. 2d12 7 lbs. Halfling, male 2 ft. 8 in. 30 lbs. 2d4 1 lb. Halfling, female 2 ft. 6 in. 25 lbs. 2d4 1 lb. Boggle, male 3 ft. 2 in. 40 lbs. 1d6 1 lb. Boggle, female 3 ft. 0 in. 35 lbs. 1d8 1 lb. Entobian 26 25 lbs. 1d12 1 lb. Entobian Matron or Lifer 4 5 95 lbs 1d12 5 lbs. Kval 10 90 lbs. 1d6 2 lb. Mahrog, male 4 ft. 5 in. 90 lbs. 1d12 5 lbs. Mahrog, female 4 ft. 80 lbs. 1d12 5 lbs. Mogogol (medium) 4 ft. 5 in. 110 lbs. 2d12 7 lbs. Muse, male 6 ft. 160 lbs. 2d6 5 lbs. Muse, female 5.ft. 10 in 155 lbs. 1d12 5 lbs. Anumus, male 4 10 120 lbs. 2d4
3 lbs. Anumus, female 4 5 85 lbs 2d4
3 lbs. Numistian, male 3-6 ft.* 55 lbs. 1d8 2 lbs. Numistian, female 3-6 ft.* 65 lbs. 1d8 2 lbs.

Oakling, male 6 ft. 6 in. 250 lbs. 2d8 7 lbs. Oakling, female 6ft. 200 lbs. 2d6 7 lbs. Obitu, male 4 ft. 10 in. 20 lbs. 2d10 1 lb. Obitu, female 4 ft. 5 in. 15 lbs. 2d10 1 lb. Relluk 5 ft. 8 in. 320 lbs. 2d12 12 lbs.

HP Class *** PRPG - Base *** Barbarian Bard Cleric Druid Fighter Monk Paladin Ranger Rogue Sorcerer Wizard Alchemist Cavalier Inquisitor Oracle Summoner Witch *** LSJ - Base *** Aristocrat Noble *** Rite - Base *** Jotun Paragon *** SGG - Base *** Shaman *** Custom *** 0 *** PRPG - PrC *** Arcane Archer Arcane Trickster Assassin Dragon Disciple Duelist Eldritch Knight Loremaster Mystic Theurge Pathfinder Chronicler Shadowdancer Diabolist *** LSJ - PrC *** Temptress *** Custom *** 0 *** Racial *** Aberration Animal Construct Dragon Fey Humanoid Magical Beast Monstrous Humanoid

HD 0 0 0 4 6 2 4 2 4 2 6 8 2 2 4 4 6 4 2 2 0 0 0 0 0 0 0 0 7 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

12 8 8 8 10 8 10 10 8 6 6 8 10 8 8 8 6 8 8 8 8 0 10 6 8 12 10 10 6 6 8 8 6 8 0 8 8 10 12 6 8 10 10

6 0 6 0 4 0 4 0 0 0 4 4 4 2 4 2 4 2 8 6 2 0 0 0 0 3 0 0 0 0 0 0

4 0 0 0 4 2 2 6 6 2 2 4 0 0 0 0 0 0 0 0

0 0 0 0 0

Ooze Outsider Plant Undead Vermin Table_Class List_Classes, List_Classes_Base Total HP_Base Table_Monk_Unarmed_Damage

8 10 8 8 8

2 0 6 0 2 4 0 2

71 Skill_Points_Base

Fine 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 2 3 List_Favored_Enemies Aberrations Animals Constructs Dragons Fey Humanoids (aquatic) Humanoids (dwarf) Humanoids (elf) Humanoids (giant) Humanoids (goblinoid) Humanoids (gnoll) Humanoids (gnome) Humanoids (halfling) Humanoids (human) Humanoids (orc) Humanoids (reptilian) Humanoids (other subtype) Magical Beasts

Monstrous Humanoids Oozes Outsiders (air) Outsiders (chaotic) Outsiders (earth) Outsiders (evil) Outsiders (fire) Outsiders (good) Outsiders (lawful) Outsiders (native) Outsiders (water) Plants Undead Vermin List_Favored_Terrain Cold (ice, glaciers, snow, and tundra) Desert (sand and wastelands) Forest (coniferous and deciduous) Jungle Mountain (including hills) Plains Planes (pick one, other than Material Plane) Swamp Underground (caves and dungeons) Urban (buildings, streets, and sewers) Water (above and below the surface)

Saving Throws Fort 0 0 0 0 0 0 0 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Will 0 0 0 0 0 0 0 0 0 7 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 9 11 0 11 0 10 11 11 0 0 11 0 0 0 8 9 9 0 0 7 7 0 10 9 0 0 8 10 8 9 0 0 0 0

Weapon Proficiency Simple 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0

Armor Proficiency Medium 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Rogue: Hand Crossbow | | 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0

0 0 0 0

0 0 0 0

0 0

FALSE Armor_Prof_Medium

1d4 1d4 1d4 1d6 1d6 1d6 1d6 1d8 1d8 1d8 1d8 1d10 1d10 1d10 1d10 2d6 2d6 2d6 2d6 2d8 4

1d6 1d6 1d6 1d8 1d8 1d8 1d8 1d10 1d10 1d10 1d10 2d6 2d6 2d6 2d6 2d8 2d8 2d8 2d8 2d10

1d8 1d8 1d8 2d6 2d6 2d6 2d6 2d8 2d8 2d8 2d8 3d6 3d6 3d6 3d6 3d8 3d8 3d8 3d8 4d8

Shield Proficiency 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

3d10+10d8 Lvl 0

0 0 0 0 0 0 0 0 10 0 0 0 0 0 0 0 0 0 0 6d6x10 0 8d6x10 0 0 2d6x10 0 0 0 0 0 3 0 0 0 0 0 0 0 0

Starting Wealth Class Lvl 0 0 | Rogue 10 | Duelist 3 3d6 x 10 3d6 x 10 4d6 x 10 2d6 x 10 5d6 x 10 1d6 x 10 5d6 x 10 5d6 x 10 4d6 x 10 | Rogue 10 2d6 x 10 2d6 x 10 3d6 x 10 5d6 x 10 3d6 x 10 3d6 x 10 2d6 x 10 2d6 x 10

| Duelist 3

0 0 0

FALSE FALSE Armor_Prof_Heavy Shield_Prof

FALSE 13 Shield_Prof_Tower Character_Level

Qualified Arcane Caster Level 0 | Rogue 10 | Duelist 3 TRUE TRUE TRUE TRUE TRUE FALSE FALSE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE FALSE TRUE TRUE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

Divine Caster Level 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Acrobatics Appraise Bluff Climb 0 0 0 0 0 0 0 0 0 0 0 0 1 0

0 0

0 0

1 0

0 0

1 0 0 0 0 0

1 0

0 0 0

0 0 0

0 0

0 0 0 0 0 0

0 0 1

0 0 1 0

0 0

0 0 0 0 0 0 0

TRUE

0 TRUE TRUE

0 0 0

0 0 Caster_Level_Arcane_Max Caster_Level_Divine_Max

TRUE

TRUE

TRUE

TRUE

Craft (untrained) Craft () 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0

Escape Artist Fly 0

Handle Animal Heal 0 0 0

0 0 0

0 0

0 0 0 0 0 0 0 0 0

0 1 0 1 0 0 0 0 1 0 1 0

0 0 0 0 0 0 0 0

0 0 0

0 0 0

0 0

0 0 0 0 0 0 0

0 0 0

0 0

0 0

0 0 0

0 0 0

0 0 0 0 0 0 0 0 0 0 0 0 0

0 0 0

0 0

0 0

0 0 0 1

0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0

0 0 0

0 0 0

0 0 0

0 0 0 0

TRUE

TRUE

TRUE

TRUE

TRUE

TRUE

TRUE

FALSE

FALSE

FALSE

Intimidate Knowledge (arcana) Knowledge (dungeoneering) Knowledge (engineering) 0 0 0 0 0 0

0 0

0 0 0

0 0 0

0 0 0 1 0

0 0 0 0 0

0 0 0 0 0 0 0 0

0 1 0 0 0 0 0 0

0 0 0 0 0

0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0

0 0

0 0

0 0

0 0

0 0 0 0

0 0

0 0

TRUE

FALSE

TRUE

FALSE

Knowledge (geography) Knowledge (history) Knowledge (local) Knowledge (nature) Knowledge (nobility) 0 0 0 0 0 0 0 0 0

0 0 0 0

0 0 0 0

0 0

0 0 0 0

0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 0

0 0

0 0

0 0

0 0

0 0 0 0 0

0 0

0 0

0 0

0 0

0 0

0 0

0 0

0 0

0 0

FALSE

FALSE

TRUE

FALSE

FALSE

Knowledge (planes) Knowledge (religion) Knowledge (spirits) Linguistics Perception Perform (act) 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 1 0 0 0 0 0 0

0 0

0 0

0 0

0 0

0 0 0 0 0 0 0

0 0 0 0 0 0

0 0 0 0 0

1 0

0 0

0 0 0

0 0 0

0 0 0 0 0

0 0 0 0 0 0 1 0

0 0

0 0

0 0 0 0 0 0

1 0

0 0 0 0 0

0 0 0 0 0 0

0 0

0 0

0 0

0 0 0 0 0

FALSE

FALSE

FALSE

TRUE

TRUE

TRUE

Perform (comedy) Perform (dance) Perform (keyboard) Perform (oratory) Perform (percussion) 0 0 0 0 0

1 0

1 0

1 0

1 0

1 0

0 0

0 0

0 0

0 0

0 0

0 0 0

0 0 0

0 0 0

0 0 0

0 0 0

1 0 0 0

1 0 0 0

1 0 0 0

1 0 0 0

1 0 0 0

TRUE

TRUE

TRUE

TRUE

TRUE

Perform (string) Perform (wind) Perform (sing) Perform (ritual) Perform (untrained) Profession (untrained) 0 0 0 0 0 0

1 0

1 0

1 0

1 0

1 0

0 0

0 0

0 0

0 0

0 0

0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0

0 0 0

0 0 0

0 0 0

0 0 0 0

0 0

1 0 0 0

1 0 0 0

1 0 0 0

1 0 0 0

1 0 0 0

0 0

TRUE

TRUE

TRUE

TRUE

TRUE

TRUE

Profession () Profession () Ride Sense Motive Sleight of Hand Spellcraft Stealth Survival Swim 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0

0 0 0 0

0 0 0

0 0 0

0 0 0

0 0 0 0 0

0 0

0 0

0 0 0 0

0 0

0 0 1 0 0 0 0

0 0

0 0

0 0

0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0

0 0 0 0

TRUE

TRUE

FALSE

TRUE

TRUE

FALSE

TRUE FALSE TRUE

Use Magic Device 0

0 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 31 32 33 34 35 36 37 38 39 40 41 42 43 44 47 48 49 50 51 52 53 54 55 56 57 58 59 *** PRPG - Base *** Barbarian Bard Cleric Druid Fighter Monk Paladin Ranger Rogue Sorcerer Wizard Alchemist Cavalier Inquisitor Oracle Summoner Witch *** LSJ - Base *** Aristocrat Noble *** Rite - Base *** Jotun Paragon *** SGG - Base *** Shaman *** PRPG - PrC *** Arcane Archer Arcane Trickster Assassin Dragon Disciple Duelist Eldritch Knight Loremaster Mystic Theurge Pathfinder Chronicler Shadowdancer Diabolist *** LSJ - PrC *** Temptress *** Racial *** Aberration Animal Construct Dragon Fey Humanoid Magical Beast Monstrous Humanoid Ooze Outsider Plant Undead 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 #NUM! #NUM! 33 34 35 36 37 38 39 40 41 42 43 44 #NUM! #NUM! #NUM! #NUM! 49 50 51 52 53 54 55 56 57 *** PRPG - Base *** Barbarian Bard Cleric Druid Fighter Monk Paladin Ranger Rogue Sorcerer Wizard Alchemist Cavalier Inquisitor Oracle Summoner Witch *** LSJ - Base *** Aristocrat Noble *** Rite - Base *** Jotun Paragon *** SGG - Base *** Shaman NULL NULL Arcane Trickster Assassin Dragon Disciple Duelist Eldritch Knight Loremaster Mystic Theurge Pathfinder Chronicler Shadowdancer Diabolist *** LSJ - PrC *** Temptress NULL NULL NULL NULL Animal Construct Dragon Fey Humanoid Magical Beast Monstrous Humanoid Ooze Outsider

1 0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0 0 0

0 0

31 32 33 34 35 36 37 38 39 40 41 42 43 44

31 32 33 34 35 36 37 38 39 40 41 42 43 44

0 0 0 0 0 0 0 0 0

47 48 49 50 51 52 53 54 55

47 48 49 50 51 52 53 54 55

0 0 0 0 0

0 0 0 0 0

56 57 58 59 60

60 #NUM! #NUM! #NUM! #NUM!

Vermin NULL NULL NULL NULL

56 58 Plant 57 59 Undead 58 60 Vermin 59 #NUM! NULL 60 #NUM! NULL

TRUE

FALSE FALSE

3d10+10d8 d12 d10 d8 d6 0 3 10 0

Class Ability Fast Movement (Ex) Rage (Ex) Rage Powers (Ex) Uncanny Dodge (Ex) Trap Sense (Ex) Cold Resistance (Ex) Improved Uncanny Dodge (Ex) Damage Reduction (Ex) Greater Rage (Ex) Indomitable Will (Ex) Tireless Rage (Ex) Mighty Rage (Ex) Bard Spells 1st level 2nd level 3rd level 4th level 5th level 6th level Bardic Knowledge (Ex) Specialized Training (Ex) Bardic Performance Cantrips Versatile Performance (Ex) [Act] [Comedy] [Dance] [Keyboard] [Oratory] [Percussion] [Sing] [String] [Wind] Well-Versed (Ex) Lore Master (Ex) Jack-of-All-Trades (Ex) Aura (Ex) Cleric spells 1st level 2nd level 3rd level 4th level 5th level 6th level 7th level 8th level 9th level Channel Energy (Su) Domains Holy Warrior (Ex) Orisons Spontaneous Casting [Clerical] Chaotic, Evil, Good, and Lawful Spells

Qualified FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

Taken FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

Bonus Languages Druid spells 1st level 2nd level 3rd level 4th level 5th level 6th level 7th level 8th level 9th level Orisons Spontaneous Casting [Druidic] Chaotic, Evil, Good, and Lawful Spells Bonus Languages Nature Bond (Ex) Nature Sense (Ex) Wild Empathy (Ex) Woodland Stride (Ex) Mountain Stride (Ex) Trackless Step (Ex) Resist Natures Lure (Ex) Wild Shape (Su) Venom Immunity (Ex) A Thousand Faces (Su) Timeless Body (Ex) Bonus Combat Feats Bonus Combat Feats Well Trained (Ex) Bravery (Ex) Armor Training (Ex) Weapon Training (Ex) Armor Mastery (Ex) Weapon Mastery (Ex) AC Bonus (Ex) Flurry of Blows (Ex) Unarmed Strike Bonus Monk Feats Monk of Jalmeray Stunning Fist (Ex) Evasion (Ex) Fast Movement (Ex) Maneuver Training (Ex) Still Mind (Ex) Ki Pool (Su) Slow Fall (Ex) High Jump (Ex) Purity of Body (Ex) Wholeness of Body (Su) Improved Evasion (Ex) Diamond Body (Su) Abundant Step (Su) Diamond Soul (Ex) Quivering Palm (Su) Timeless Body (Ex)

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

Tongue of the Sun and Moon (Ex) Empty Body (Su) Perfect Self Aura of Good (Ex) Detect Evil (Sp) Smite Evil (Su) Divine Grace (Su) Lay On Hands (Su) Aura of Courage (Su) Divine Health (Ex) Mercy (Su) Light of Purity (Su) Channel Positive Energy (Su) Paladin Spells 1st level 2nd level 3rd level 4th level Divine Bond (Sp) Aura of Resolve (Su) Aura of Justice (Su) Aura of Faith (Su) Aura of Righteousness (Su) Holy Champion (Su) Favored Enemy (Ex) Track (Ex) Wild Empathy (Ex) Combat Style Feat (Ex) Endurance Favored Terrain (Ex) Hunters Bond (Ex) Enhanced Bond (Ex) Ranger Spells 1st level 2nd level 3rd level 4th level Survival Skills Woodland Stride (Ex) Swift Tracker (Ex) Evasion (Ex) Quarry (Ex) Camouflage (Ex) Improved Evasion (Ex) Hide in Plain Sight (Ex) Improved Quarry (Ex) Master Hunter (Ex) Sneak Attack Trapfinding Evasion (Ex) Rogue Talents Trap Sense (Ex) Poison Master (Ex) Uncanny Dodge (Ex) Improved Uncanny Dodge (Ex)

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE TRUE TRUE TRUE TRUE TRUE FALSE TRUE TRUE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE TRUE TRUE TRUE TRUE TRUE FALSE TRUE TRUE

Advanced Talents Master Strike (Ex) Sorcerer Spells 1st level 2nd level 3rd level 4th level 5th level 6th level 7th level 8th level 9th level Bloodline Hidden Reserve (Su) Cantrips Eschew Materials Spells 1st level 2nd level 3rd level 4th level 5th level 6th level 7th level 8th level 9th level Bonus Languages Arcane Bond (Sp) Arcane School Cantrips Scribe Scroll Arcane Duelist (Su) Spell Focus Bonus Feats Spellbooks Spells per Day Enhance Arrows (Su) Imbue Arrow (Sp) Seeker Arrow (Sp) Phase Arrow (Sp) Hail of Arrows (Sp) Arrow of Death (Sp) Spells per Day Ranged Legerdemain (Su) Sneak Attack Impromptu Sneak Attack (Ex) Tricky Spells (Su) Invisible Thief (Su) Surprise Spells Sneak Attack Death Attack (Ex) Poison Use Save Bonus against Poison Uncanny Dodge (Ex) Hidden Weapons (Ex)

TRUE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

TRUE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

True Death (Su) Improved Uncanny Dodge (Ex) Quiet Death (Ex) Hide in Plain Sight (Su) Swift Death (Ex) Angel of Death (Su) Spells per Day Blood of Dragons Natural Armor Increase (Ex) Ability Boost (Ex) Bloodline Feats Dragon Bite (Ex) Breath Weapon (Su) Blindsense (Ex) Dragon Form (Sp) Wings (Su) Canny Defense (Ex) Precise Strike (Ex) Improved Reaction (Ex) Parry (Ex) Enhanced Mobility (Ex) Combat Reflexes Grace (Ex) Riposte (Ex) Acrobatic Charge (Ex) Elaborate Defense (Ex) Deflect Arrows No Retreat (Ex) Crippling Critical (Ex) Bonus Combat Feats Diverse Training Spells per Day Spell Critical (Su) Spells per Day/Spells Known Secret Instant Master Secret Health Secrets of Inner Strength The Lore of True Stamina Secret Knowledge of Avoidance Weapon Trick Dodge Trick Applicable Knowledge Newfound Arcana More Newfound Arcana Lore Bonus Languages Greater Lore (Ex) True Lore (Ex) Spells per Day Combined Spells (Su) Spell Synthesis (Su) Bardic Knowledge (Ex) Deep Pockets (Ex) Master Scribe (Ex)

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE TRUE TRUE TRUE TRUE TRUE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE TRUE TRUE TRUE TRUE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE TRUE TRUE TRUE TRUE TRUE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

Live to Tell the Tale (Ex) Pathfinding (Ex) Bardic Music (Su) Improved Aid (Ex) Epic Tales (Su) Whispering Campaign (Ex) Inspire Action (Su) Call Down the Legends (Su) Greater Epic Tales (Su) Lay of the Exalted Dead (Su) Hide in Plain Sight (Su) Evasion (Ex) Darkvision (Ex) Uncanny Dodge (Ex) Rogue Talent Shadow Illusion (Sp) Summon Shadow (Su) Shadow Call (Sp) Shadow Jump (Su) Defensive Roll (Ex) Improved Uncanny Dodge (Ex) Slippery Mind (Ex) Shadow Power (Sp) Improved Evasion (Ex) Shadow Master (Su) Standard of Living Income Title Patron Bonus Aristocrat Feats Right Hand Man Focused Patron's Influence Lead by Example Silver Tongue Nest Egg Title of Aristocracy Title of Nobility Standard of Living Noble Archetype Faithful Vassal Reputation Wealth Sphere of Influence Bonus Noble Feats Entourage Inspire Inspire Confidence Inspire Fear Inspire Complacency Inspire Valor Inspire Zeal Inspire Awa Noble Command Land Grant

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

Royal Comman Ex-Nobles Communicate with Spirit See Spirit Spirit Companion Shaman Bonus Feats Summon Spirit Control Spirit Spiritual Significance Spirit Heal Spirit Walk Spirit Heal, Mass Tether Spirit Break Tether Lasting Spiritual Significance Granted Domain Spells per Day Focused Channel (Su) See in Darkness (Su) Lasting Impression (Ex) Weapon Specialization Empathy Godly Gift Charm Endowment (Su) Entangle (Ex) Superior Leadership feat Learn Secret (Ex) Altered Appearance (Ex) Plane Shift to Any Plane (Sp) Mystic Union Alignment Shift Transformation (Ex) Divine Animal Companion (Ex) Alchemy (Su) Extracts 1st level 2nd level 3rd level 4th level 5th level 6th level Bomb (Su) Brew Potion (Ex) Mutagen (Su) Throw Anything (Ex) Discovery (Su) Poison Resistance (Ex) Poison Use Swift Alchemy (Ex) Swift Poisoning Persistent Mutagen (Su) Instant Alchemy (Ex) Grand Discovery (Su) Challenge (Ex) Mount (Ex)

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

Order (Ex) Tactician (Ex) Cavaliers Charge (Ex) Expert Trainer (Ex) Banner (Ex) Bonus Feats Greater Tactician (Ex) Mighty Charge (Ex) Demanding Challenge (Ex) Greater Banner (Ex) Master Tactician (Ex) Supreme Charge (Ex) Inquisitor Spells 1st level 2nd level 3rd level 4th level 5th level 6th level Domains Judgment (Su) Monster Lore (Ex) Orisons Stern Gaze (Ex) Cunning Initiative (Ex) Detect Alignment (Sp) Track (Ex) Solo Tactics (Ex) Teamwork Feat Bane (Su) Discern Lies (Sp) Second Judgment (Ex) Stalwart (Ex) Greater Bane (Su) Exploit Weakness (Ex) Third Judgment (Ex) Slayer (Ex) True Judgment (Su) Oracle Spells 1st level 2nd level 3rd level 4th level 5th level 6th level 7th level 8th level 9th level Mystery Oracle's Curse (Ex) Orisons Revelations Final Revelation Summoner Spells 1st level

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

2nd level 3rd level 4th level 5th level 6th level Cantrips Eidolon Life Link (Su) Summon Monster I (Sp) Bond Senses (Su) Shield Ally (Ex) Makers Call (Su) Transposition (Su) Aspect (Su) Greater Shield Ally (Su) Life Bond (Su) Merge Forms (Su) Greater Aspect (Su) Twin Eidolon (Su) Witch Spells 1st level 2nd level 3rd level 4th level 5th level 6th level 7th level 8th level 9th level Cantrips Hex Familiar Major Hex Grand Hex Spells per Day/Spells Known Damned Imp Companion Infernal Charisma Channel Hellfire Infernal Bargain Augment Summoning Heresy Hellish Soul Infernal Transport (Sp) Hellfire Ray (Sp) Master Conjurer Elemental Power Natural Armor (Ex) Slam Attacks (Ex) Strength/Constitution Increase (Ex) Size Increase (Ex) Rock Throwing (Ex) Rock Catching (Ex) Improved Rock Catching (Ex) Oversized Weapon (Ex)

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

Militant (Ex)

FALSE

FALSE

Taken

Base land speed +10' bonus when medium armor or less and not carrying heavy load Free Action; 3 rnds/day; gain +4 Morale bonus to Str & Con, +2 Morale bonus to Will saves, 2 penalty to AC Gain benefits of rage powers only while raging, some require an action first Cannot be caught flat-footed, even if attacker is invisible; still lose Dex bonus to AC if immobilized or if opponent successfully us Gain +3 bonus on Ref saves vs. traps and +3 Dodge bonus to AC vs. traps Gain Cold Resistance 0 Can no longer be flanked, denying rogue sneak attack by flanking unless attacker is at least a Rogue 14 Gain damage reduction -2/ Morale bonus to Str and Con increases to +6, morale bonus on Will saves increases to +3 While in rage, gain +4 bonus on Will saves to vs. enchantment spells You no longer become fatigued at the end of your rage Morale bonus to Str and Con increases to +8, morale bonus on Will saves increases to +4 Casts arcane spells from bard spell list; may cast any spell known without preparation; every bard spell has a verbal component #N/A #N/A #N/A #N/A #N/A #N/A Add +1 to all Knowledge; may make all Knowledge checks untrained Treated as 2 levels higher when determining effect and save DC of bardic music if using Perform []; make use of bardic perform 0 #N/A May use Perform skill bonus from 0 performance type(s) in place of bonus w/ associated skills May use Perform [Act] in place of bonus in Bluff and Disguise May use Perform [Comedy] in place of bonus in Bluff and Intimidate May use Perform [Dance] in place of bonus in Acrobatics and Fly May use Perform [Keyboard] in place of bonus in Diplomacy and Intimidate May use Perform [Oratory] in place of bonus in Diplomacy and Sense Motive May use Perform [Percussion] in place of bonus in Handle Animal and Intimidate May use Perform [Sing] in place of bonus in Bluff and Sense Motive May use Perform [String] in place of bonus in Bluff and Diplomacy May use Perform [Wind] in place of bonus in Diplomacy and Handle Animal +4 bonus on saves vs. bardic performance, sonic, and language-dependent effects May take 10 on any Knowledge check you have ranks in; 0/day, may take 20 on any Knowledge check as Standard Action May use any skill, even those that require training Powerful aura corresponds to deitys alignment Casts divine spells from cleric spell list (alignment may restrict selection); must choose and prepare spells in advance; Wisdom #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A Standard Action (no AoO); /day, may present holy symbol to cause 30' radius FALSE energy burst that affects all undead or livin Gain 2 domains: Treated as Fighter w/ respect to deitys favored weapon and so may select feats normally restricted to Fighter class when applie #N/A May 'lose' any prepared spell that is not an orison/domain spell to cast FALSE spell without preparation Cannot cast spells with these descriptor(s):

May select Celestial, Abyssal, and Infernal as bonus languages in addition to those available because of race Casts divine spells from druid spell list (alignment may restrict selection); must choose and prepare spells in advance; Wisdom #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A May 'lose' any prepared spell to cast any summon nature's ally spell of the same level or lower spell without preparation Cannot cast spells with these descriptor(s): May select Sylvan as bonus languages in addition to those available because of race; knows Druidic as free language Gain animal companion that grows with you; effective druid level 0 +2 on Knowledge (nature) and Survival checks Spend 1 min and roll 1d20+5 to improve attitude animal w/in 30' as if using Diplomacy; influence magical beast w/ Int of 1 or 2 a May move through any non-magical undergrowth at normal speed & w/out taking dmg/suffering any other impairment May move through any non-magical rocky terrain at normal speed & w/out taking dmg/suffering any other impairment May leave no trail in natural surroundings and cannot be tracked unless so desired +4 bonus on saves vs. spell-like/supernatural abilities of fey and vs. spells/effects that utilize or target plants Standard Action (no AoO); -1/day turn into Small or Medium animal (as Beast Shape I) size and back again; lasts 0 hour(s) or u Immune to all poisons Change appearance at well, as per alter self spell, while in normal form No longer take ability score penalties for aging, cannot be magically aged Gains 1 bonus Combat feat(s); at 4th level, and every fourth fighter level thereafter may learn new Combat feat in place of one a Gains 0 bonus Combat feat(s); at 4th level, and every fourth fighter level thereafter may learn new Combat feat in place of one a Gain Diplomacy (Cha), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Sense Motive (Wis) as +0 bonus on Will saves vs. fear While wearing armor, reduce armor check penalty by 0 (min 0), increase max Dex bonus by 0; may move at normal speed while Gain +-1 to attack and damage when using ; bonus also applies to combat maneuvers Gain DR 5/ whenever wearing armor or using shield When using a , automatically confirm all crit threats, dmg multiplier increases by 1; cannot be disarmed Gain +1 to AC (including flat-footed and touch) and CMD when not immobilized/helpless, wearing armor, carrying a shield, or ca Full-Attack Action; make 1 additional attack using unarmed strike or monk weapon; for all attacks, BAB equals monk level but a #N/A

Gain Stunning Fist as bonus feat Successful Ref save vs. attack that normally deals half damage instead deals no damage; not available when wearing medium o While wearing no armor and carrying no more than a light load, gain 0' Enhancement bonus to land speed BAB treated as 0 higher when calculating CMB Gain +2 bonus on saves vs. enchantment spells/effects Ki pool: 1; ki strike treated as weapon for overcoming DR; Swift Action, spend 1 ki point to gain additional attack at highest attac Treat fall as 0' shorter if w/in reach of wall Add +0 to Acrobatics checks for jumping, always count as having running start; Swift Action, spend 1 ki point to gain +20 bonus Immune to all diseases, including supernatural and magical Standard Action, spend 2 ki points to regain 0 hp Successful Ref save vs. attack that normally deals half dmg instead deals no dmg and failed save only deals half dmg; not avail Immune to all poisons Move Action, spend 2 ki points to move up to 400' (as dimension door) Gain SR 10 1/day; after melee strike damages creature not immune to critical hit, may slay target up to 0 days later as Free Action; Fort DC Take no penalties from aging, cannot be magically aged

Speak with any living creature Move Action; spend 3 ki points to become ethereal for 1 minute Type changes to Outsider, gain DR 10/chaotic; may still be brought back from the dead Aura of Good equals level 0 Move Action; at will, may concentrate on single item/individual w/in 60' and determine strength of evil aura Swift Action; 0/day, choose 1 Evil target w/in sight to gain +5 to attacks and +0 to dmg (+0 on 1st attack if target is Outsider, Dra Gain +5 to all saves Standard Action (Swift for self); 5/day, heal 0d6 dmg or make melee touch attack to dmg Undead Immune to fear; while conscious, allies w/in 10' gain +4 Morale bonus on saves vs. fear Immune to all diseases, including supernatural and magical Lays on hands removes additional condition(s): Standard Action; 0/day, emit daylight as spell for 0 rnds; Undead w/in 30' take 0d6 dmg, Fort save (DC 15) halves Standard Action (no AoO); spend 2 lay on hands uses and present holy symbol to cause 30' radius positive energy burst that aff Casts divine spells from paladin spell list; must choose and prepare spells in advance; Charisma is primary ability for bonus spe (DC 16): 2 spells per day (DC 17): 1 spells per day (DC 18): 1 spells per day (DC 19): 1 spells per day Full-Round Action; -1/day, call mount to your side Immune to charm spells/spell-like abilities; while conscious, allies w/in 10' gain +4 Morale bonus on saves vs. charm effects Free Action, spend to lay on hands to grant smite evil bonuses to all non-evil allies w/in 10' for 1 min Weapons treated as good-aligned for overcoming DR; while conscious, any attack vs. enemy w/in 10' is also treated good-aligne Gain DR 5/evil; immune to compulsion spells/spell-like abilities; while conscious, allies w/in 10' gain +4 Morale bonus on saves v Gain DR 10/evil; smite evil strike vs. Outsiders causes banishment and ends smite SELECT 1st FAVORED ENEMY Gain +1 on Survival checks to follow/identify tracks Spend 1 min and roll 1d20+5 to improve attitude animal w/in 30' as if using Diplomacy; influence magical beast w/ Int of 1 or 2 a Gain bonus feats related to combat: Gain Endurance as bonus feat SELECT 1st FAVORED TERRAIN SELECT 1st FAVORED ENEMY SELECT HUNTER'S BOND TYPE Casts divine spells from ranger spell list; must choose and prepare spells in advance; Wisdom is primary ability for bonus spells (DC 12): 1 spells per day (DC 13): 0 spells per day (DC 14): 0 spells per day (DC 15): 0 spells per day Gain bonus feats related to wilderness survival May move through any non-magical undergrowth at normal speed & w/out taking dmg/suffering any other impairment Move at normal speed while tracking w/out taking 5 penalty, takes only 10 penalty when moving at up to twice normal speed w Successful Ref save vs. attack that normally deals half damage instead deals no damage; not available when wearing medium o Standard Action; designate 1 target of favored enemy type w/in sight; when tracking quarry, may take 10 on Survival checks whi May hide in any favored terrain, even if terrain doesnt grant cover or concealment Successful Ref save vs. attack that normally deals half dmg instead deals no dmg and failed save only deals half dmg; not avail In any favored terrain, may use Stealth while being observed

Standard Action; successful attack vs. favored enemy at full attack bonus inflicts normal dmg and foe must make Fort save (DC Deal +5d6 dmg vs. foe w/in 30' denied Dex bonus to AC/flanked; may only deal extra nonlethal dmg w/ nonlethal weapon; must Gain +5 to Disable Device checks and to Perception checks to locate traps; may use Disable Device on magic traps Successful Ref save vs. attack that normally deals half damage instead deals no damage; not available when wearing medium o Gain 5 talent(s) Gain +3 bonus on Ref saves vs. traps and +3 Dodge bonus to AC vs. traps Use poison w/out any chance of poisoning self; DC for any poison coated on weapon increases by +2 if foe is poisoned w/ snea Cannot be caught flat-footed, even if attacker is invisible; still lose Dex bonus to AC if immobilized or if opponent successfully us Can no longer be flanked, denying rogue sneak attack by flanking unless attacker is at least a Rogue 14

May gain 1 advanced talent(s) Sneak attack may also: put foe to sleep for 1d4 hrs, paralyze foe for 2d6 rnds, or slay foe; Fort save (DC 19) negs; creature targ Casts arcane spells from sorcerer/wizard spell list; may cast any spell known without preparation; Charisma is primary ability for #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A

5/day, cast any spell known, after spell is completed become Fatigued (Exhausted if spell is 1st level); cannot be used while Fat #N/A Gain Eschew Materials as bonus feat Casts arcane spells from sorcerer/wizard spell list; must choose and prepare spells in advance by getting 8 hrs of sleep and spe #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A Substitute Draconic for 1 bonus language availabledue to race Masterwork must be worn/wielded while casting or make concentration check (DC 20 + the spell's level); may be used 1/day to

#N/A Gain Scribe Scroll as bonus feat Swift Action, 4/day, may increase spells DC by +1, add +2 to level check to overcome SR, or add +2 Morale bonus on attack ro Gain Spell Focus [] as bonus feat Gain bonus feats related to wizardry: Begins play with spellbook containing all 0-level wizard spells (except those from prohibited schools, if any) plus 5 1st-level spell #N/A Every arrow gains +1 Enhancement bonus Standard Casting Time; place an area spell upon arrow and fire it as part of casting; spell's area centers where arrow lands and Standard Action; -1/day, fire arrow at known target w/in rng; arrow travels to target, even around corners (negates cover/concea Standard Action; -2/day, fire arrow at known target w/in rng; arrow travels to target in straight path, passing through any nonmag 1/day, fire single arrow at up to 0 targets w/in rng using full attack bonus Take 1 day to create arrow that forces target, if damaged by arrow's attack, to make Fort save (DC 25) or die; arrow lasts no lon #N/A By increasing normal skill check DC by 5, may use Disable Device and Sleight of Hand at rng of 30'; cannot take 10 on this chec Deal +5d6 dmg vs. foe w/in 30' denied Dex bonus to AC/flanked; may only deal extra nonlethal dmg w/ nonlethal weapon; must 1/day, declare 1 melee or 30' ranged attack as sneak attack, target loses any Dex bonus to AC vs. this attack attack; creatures 0/day, cast spells w/out somatic or verbal components as if using Still Spell and Silent Spell (does not increase spell level or cas Free Action; become invisible, as if under the effects of greater invisibility, for up to 0 rnds/day (need not be consecutive), caster May add sneak attack damage to any spells that deal hit point dmg if the targets are flat-footed (additional dmg is of same type a Deal +5d6 dmg vs. foe w/in 30' denied Dex bonus to AC/flanked; may only deal extra nonlethal dmg w/ nonlethal weapon; must After studying victim undetected for 3 rnds (Standard Action each rnd), successful sneak attack w/ a melee weapon deals norma Cannot accidentally poison self when applying poison to a blade Gain +0 to saves vs. poisons Cannot be caught flat-footed, even if attacker is invisible; still lose Dex bonus to AC if immobilized or if opponent successfully us Hidden Weapons (Ex): At 4th level, an assassin becomes a master at hiding weapons on his body. He adds his assassin level t

True Death (Su): Starting at 4th level, anyone slain by an assassin's death attack becomes more difficult to bring back from the Can no longer be flanked, denying rogue sneak attack by flanking unless attacker is at least a Rogue 14 Whenever foes is killed using death attack during surprise rnd, avoid detection by making Stealth check opposed by Perception May use Stealth skill even while being observed as long as some sort of shadow (other than your own) is w/in 10' feet" 1/day, make death attack vs. foe w/out studying beforehand 1/day, declare use of this ability before attack to cause target's body to crumble to dust after successful death attack; prevents r #N/A Gain bloodline powers of draconic bloodline:Claws (Su) - Free Action, gain 2 claw attacks for up to 8 rnds/day, may Full Attack w Gain +0 increase to Natural Armor Gain +2 Str Gain bonus draconic bloodline feats: While using bloodline to grow claws, also gain bite attack, may Full Attack using Full BAB for 1d6+2 Breath Weapon (Su) - 1/day, may breath that deals 0d6 [] dmg, Ref save (DC 15) for half dmg gain blindsense 30' 1/day, assume the form of dragon as if using form of the dragon I at caster level 0 Standard Action (dismiss as Free Action), leathery dragon wings grow from your back, granting Fly 60' (average) While wielding melee weapon, add 3 to Dex bonus to AC; must not be flat-footed/otherwise denied Dex bonus, wearing armor h Add 3 to dmg w/ light or 1-handed piercing weapon; cannot attack w/ weapon in other hand or use a shield, does not affect crea Gain +2 on initiative checks Immediate Action; after taking full attack action w/ a light or 1-handed piercing weapon and electing not to take 1 attack, make a Gain additional +4 bonus to AC vs. attacks of opportunity caused when moving out of threatened square; must be wearing light Gain benefit of Combat Reflexes feat when using light or 1-handed piercing weapon Gain +2 Competence bonus on all Ref saves; must be wearing light or no armor and not using a shield Make attack of opportunity vs. any creature w/in reach whose attack is successfully parried May charge over difficult terrain that normally slows movement (may still need to make appropriate checks to successfully move If fighting defensively or using total defense in melee combat, gain +1 Dodge bonus to AC Gain benefit of Deflect Arrows feat when using light or 1-handed piercing weapon, does not need a free hand to use this feat Adjacent enemies that take withdraw action provoke attack of opportunity Confirmed crit using light or 1-handed piercing weapon may also: reduce all of the target's speeds by 10' (minimum 5') for 1 min Gain bonus bonus Combat feat(s): Add 0 to levels of fighter (if no fighter levels, treat eldritch knight levels as levels of fighter) and to any levels in arcane spellcastin #N/A Swift Action, cast a spell (no AoO) after confirming crit hit; spell must include target of attack as one of its targets or in its area o #N/A Gain loremaster secrets (may not choose same secret twice) Gain 4 ranks of skill in which you have no ranks Gain Toughness bonus feat Gain +2 bonus on Will saves Gain +2 bonus on Fortitude saves Gain +2 bonus on Reflex saves Gain +1 bonus on attack rolls Gain +1 dodge bonus to AC Gain any one feat Gain 1 bonus 1st-level spell Gain 1 bonus 2nd-level spell Add +0 to all Knowledge checks (stacks with bonus gained from Bardic Knowledge); may make all Knowledge checks untrained Knows 1 new language(s) Gains +10 Circumstance bonus on Spellcraft checks when examining magic item to determine properties 1/day, gain effect of legend lore (casting time 1 min) or analyze dweomer #N/A May prepare/cast up to 0 lvl spells from 1 spellcasting class using available slots 1 lvl higher than normal from other spellcasting 1/day, cast two spells (one from each spellcasting class) w/ same casting time using one action, target affected by both spells ta Add +1 to all Knowledge; may make all Knowledge checks untrained May carry up to 0 gp in unspecified equipment (including potions and scrolls but not any other sort of magic item) that can reaso Gain +0 bonus on Linguistics & Profession (scribe) checks plus Use Magic Device checks involving scrolls/written magical items

0/day, attempt new save vs. ongoing condition, even if effect is normally permanent (no effect on conditions that do not allow sa Gain +5 bonus on Survival checks to avoid becoming lost & Intelligence checks to escape maze; always use road or trail overl 0 Grant +4 bonus, rather than the normal +2, when using aid another action 1 hr to create, Full-round Action to activate; inscribed tale conveys effects of bardic performance on reader for 1 min; use Profes Special use of bardic performance; create effect of the doom spell (as cast by a sorcerer 0, language-dependent effect) or of the Special use of bardic performance; allow 1 ally w/in hearing to immediately take extra Move Action that does not count against a Full-round Action; 1/week, summon 2d4 4th-level human barbarians (actually Constructs) with normal starting equipment that se Read epic tale aloud, with effects targeted by reader and using reader's Cha score where applicable Full-round Action; 1/week, summon 1d4+1 5th-level human barbarians (actually Constructs with Incorporeal subtype, taking 50% May use Stealth skill even while being observed as long as some sort of shadow (other than your own) is w/in 10' feet" Successful Ref save vs. attack that normally deals half damage instead deals no damage; not available when wearing medium o Gain darkvision 60' or increase rng of existing darkvision by 30' Cannot be caught flat-footed, even if attacker is invisible; still lose Dex bonus to AC if immobilized or if opponent successfully us Gain 0 talent(s) 0/day, use silent image as caster level 0, DC is Cha-based Neutral shadow can communicate intelligibly w/ shadowdancer; cannot create spawn; receives +4 bonus on Will saves to halve -1/day, use shadow conjuration as caster level 0, DC is Cha-based Move from 1 area of dim light to another, up to 40'/day w/ each increment counting as 10' Select 7 skills; may take 10 on these even when stressed/distracted Can no longer be flanked, denying rogue sneak attack by flanking unless attacker is at least a Rogue 14 GM makes immediate Perception check to notice any trap w/in 10' 1/day, use shadow evocation as caster level 0, DC is Cha-based Successful Ref save vs. attack that normally deals half dmg instead deals no dmg and failed save only deals half dmg; not avail In area of dim light, gain DR 10/ and +2 Luck bonus on all saves, successful crit blinds foe in area of dim light for 1d6 rnds An aristocrat is expected to maintain a certain standard of living, and must support either a High or Elite Lifestyle or else face so In addition to his normal starting funds, the aristocrat receives a regular income (a stipend from a patron, income from a busines An aristocrats title is not one of rank, but rather a form of respectful address. While these titles vary depending upon the country The aristocrat is favored by a patron, who guides and encourages him in his endeavors. At 2nd level the aristocrat chooses the t At 3rd level and at every fourth level thereafter (7th, 11th, 15th and 19th), the aristocrat gains a bonus feat from the lists availabl At 4th level the aristocrat retains the services of a trusted companion. An aristocrats right hand man may take the form or a vale At 5th level, the aristocrat gains the Skill Focus feat for one skill from the list associated with his chosen patron. The aristocrat g At 6th level, some of the patrons influence has rubbed off on the aristocrat, granting him a +1 bonus to Cha based skill checks w At 8th level, the aristocrat stands as an example to those around him. If an ally attempts to duplicate a task already performed b At 12th level, the aristocrat has honed her skill at diplomacy and negotiation to a fine point. She may shift a creatures attitude up At 16th level the aristocrat has the means to establish an enterprise to further their goals. This may take the form of a manor ho At 20th level the aristocrat is granted a title of nobility in her country or city-state, elevating her to the Peerage. She may multicla The noble bears a title of nobility in his native country. A noble is expected to maintain a certain standard of living, and must support either a High or Elite Lifestyle or else face social (a Not all nobles are cut from the same cloth. Some are born leaders, while others use their natural flair for business to strengthen At 1st level the noble retains the services of a personal servant. The servant may accompany the noble on any travels or advent The character possesses all benefits and privileges entitled to one of noble birth and title. Along with these benefits, however, co In addition to his normal starting funds, the noble receives an allowance from his family equal to 1000 gp plus 50 gp x noble clas At 1st level the noble selects a single city or city-state (see list of available cities) as his base of operations. While within the geo At 2nd level, and at every fourth level thereafter (6th, 10th, 14th and 18th), the noble gains a bonus feat from the list available to At 3rd level the noble may attract an entourage. A PC nobles entourage may contain a number of individuals equal to one half h At 4th level, the noble gains the ability to inspire those around them. Using the inspire ability requires a standard action. Addition Characters targeted by this ability gain a +1 bonus to all attack rolls and saving throws. This is a language-dependant ability. Thi This ability causes targets to suffer a -1 penalty to attack rolls and saving throws. This is a language-dependant ability. This bon Characters targeted by this effect suffer a -2 penalty to Perception checks for the duration of this abilitys use. This is a language This ability causes targets to gain a +2 bonus to Will saves and an additional +1 to saves vs. fear effects. This is a language-dep Characters targeted by this ability gain a +2 bonus to all damage rolls for the duration of the effect. This is a language-dependan Creatures targeted by this effect suffer a -4 penalty to all Reflex saves and a -2 penalty to all armor class. This is a language-de Similar to the command spell, a noble may utter a noble command once per day beginning at 12th level. The command is issue At 15th level the noble receives a grant of land. Players in the Legends of the Shining Jewel campaign should contact the LSJ L

At 20th level the noble may issue a Royal Command once per day, as per Noble Command, but also may affect a number of pe A noble who has his nobility revoked can no longer progress in levels as a noble. He loses Rank, Wealth, Inspire, Leadership, a Automatically communicate with willing spirits, (verbally or telepathically); convince unwilling spirit to communicate w/ Perform (r Move Action; instantly know type, status, & nature of spirits seen; gain spirit guide w/ DC 15 Knowledge (Spirits), granting + 5 In Gain spirit animal companion that grows with you; effective druid level 0 Gain bonus feats related to shamans: After spending at least 10 min, make Perform (Ritual) check w/ +1 Circumstance bonus per 10 extra min (DC varies by circums 0/day, Perform (Ritual) check vs. spirit's Charisma check (if spirit wins, it may leave or attempt possession); may control spirits t Self Only; impart spiritual spell effect (500 gp per spell lvl, max 4th) 7/day, heal 0d6 HP in 1 target See physical world as though from a different location, up to 0 yds away, but details, facial features, texts, spoken words may be 7/day, heal all allies w/in 30' for 0d6 HP Tethered spirit in item/location can grant effects up to 0/day DC 20 Perform (Ritual) check breaks tether w/out harm to the spirit, item, or location to which it is tethered Impart spiritual spell effect (500 gp per spell lvl, no max lvl) or bonus (bonus squared times 1,500 gp, max bonus +-4) A Temptress has access to an additional domain from among those her deity has to offer. She essentially gain a third domain th A Temptress continues training in magic as well as gaining power from her deity. At 1st, and every level thereafter, the Temptre Temptress levels stack with cleric levels for the purpose of their granted channel energy ability. A Temptress of 1st level or higher have been granted the ability to see perfectly in darkness of any kind (up to 60 feet), even tha A Temptress is not easily forgotten or dismissed from the mind. Starting at 2nd level, the duration of all effects with the charm de At 2nd level, a Temptress is granted the ability to specialize in her deity's preferred weapon. In this case, the Templtress must c At 3rd level, Temptresses have ability to detect the surface emotions of any creature she can see in a 30 radius for a duration o At 4th and 8th levels, the deity bestows on the Temptress a gift. The Temptress may add a +1 to any one of the following abilities The Temptress is less easily dismissed when making unusual demands or when attempting to influence emotions of others. Sta A Temptress of 5th level may use a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell At 6th level, the Temptress gains the Superior Leadership feat as a bonus feat. Even though this is a bonus feat, the Temptress Through trickery, deceit, and sometimes intimidation, a Temptress can learn secrets otherwise unattainable. The Temptress can At 7th level, a Temptress begins to show prominent physical modification to match the desires of her deity. Temptresses will gro Upon reaching 8th level, a Temptress may plane shift to any plane of existence, as per the spell, once per day. This spell-like ab At 9th level, a Temptress becomes a magical creature. She is treated as an outsider of the deitys home plane rather than as a h If a Temptress is not the same alignment as her deity, then her alignment shifts to match it as soon as the Temptress reaches 1 At 10th level, a Temptress earns the right to undergo the transformation in to an Erinyes. This transformation can only take plac At 1st level, a cleric can choose to forgo the domain power from one of his two domains in order to gain a special divine animal Gain +0 Competence bonus on Craft (alchemy) checks to create alchemical item; may use Craft (alchemy) to identify potions as Creates extracts from alchemist formulae list (may utilize spell-trigger items if spell appears on formuale list); begins play with 5 #N/A #N/A #N/A #N/A #N/A #N/A Standard Action (AoO); 4/day, create and throw bomb (20' rng) as thrown splash weapon; direct hit deals 0d6+4 fire dmg (crit on Gain Brew Potion as bonus feat; may brew potions of any formulae known (up to 3rd level) at caster level0 Select Strength/Intelligence, Dexterity/Wisdom, or Constitution/Charisma and spend 1 hr to brew mutagen; drink as Standard Ac Gain Throw Anything as bonus feat; add +4 to splash weapon dmg (bonus already included in bomb dmg) Gain 0 alchemical discovery; DC 14 for any save required Gain +2 bonus on all saves vs. poison Cannot accidentally poison self when applying poison to a weapon Create alchemical items in 1/2 normal time; may apply poison to weapon as Move-Equivalent Action May apply poison to weapon as Swift Action effects of mutagen last for 0 hrs Create alchemical item as Full-Round Action w/ successful Craft (alchemy) check and appropriate resources at hand; may apply Immediately gain 2 normal discoveries and 1 grand discovery Swift Action; 0/day, chose 1 target w/in sight, melee attacks deal +0 extra dmg; you take 2 penalty to AC
from attackers other th Gain service of a loyal and trusty steed (as druids animal companion, using cavalier level as effective druid level and creature m

Gain bonus teamwork feat; Standard Action, 1/day may grant this bonus feat to all allies w/in 30' who can see/hear you for 3 rnd While mounted and charging, gain +4 bonus (instead of +2) on melee attack rolls and do not suffer any penalty to AC Gain +0 bonus on Handle Animal checks for mounts; may increase DC by +5 to reduce time needed to teach mount a new trick While banner is clearly visible, allies w/in 60' gain +1 Morale bonus on saves vs. fear and +0 Morale bonus on attack rolls made Gains bonus combat feats Gain another bonus teamwork feat; may grant bonus teamwork feats to allies as Swift Action While mounted and charging, double threat range of weapons wielded (does not stack w/ other effects that increase threat rang As long as challenge target is w/in your threatened area, it takes 2 penalty to AC from attacks made by anyone other you While banner is clearly visible, allies w/in 60' gain +2 Morale bonus on saves vs. charms and compulsions; Standard Action, gra Gain another bonus teamwork feat; may grant any 2 teamwork feats to allies as Swift Action While mounted and charging, deal x2 dmg (x3 if using a lance) and crit Stuns foe for 1d4 rnds (Will save, DC 20, reduces to Sta Casts divine spells from inquisitor spell list; may cast any spell known without preparation; Wisdom is primary ability for bonus s #N/A #N/A #N/A #N/A #N/A #N/A Gain 1 domain: Swift Action; 0/day, pass 1 judgment that last until combat ends (must participate in combat to gain bonuses--bonuses reset if pr Gain +1 on Knowledge checks made to identify abilities and weaknesses of creatures #N/A Gain +1 Morale bonus on Intimidate and Sense Motive checks Add Wisdom modifier on initiative checks, in addition to Dexterity Standard Action; may use detect chaos, detect evil, detect good, or detect law at will Gain +0 on Survival checks to follow/identify tracks Allies are treated as if possessing same teamwork feats as you for purpose of determining bonuses received (positioning and ac Gain 0 bonus Teamwork feat (must meet prerequisites of the selected bonus feat); Standard Action, 1/day, learn new bonus tea Swift Action; 0 rnds/day (need not be consecutive), imbue 1 weapon w/ bane weapon special ability vs. 1 creature type (and sub Immediate Action; 0 rnds/day (need not be consecutive), may concentrate on target w/in 25' to know if target deliberately and kn May select 2 different judgments when using judgment ability instead of 1; Swift Action, change 1 of these judgments and only c While wearing light armor, medium armor, or no armor and not Helpless, successful Fort or Will save vs. attack that has reduce Dmg from bane ability increases to 4d6 After scoring a crit, ignore any DR target might have and target loses regeneration (if any) on following rnd (can die normally); w May select 3 different judgments when using judgment ability instead of 2; Swift Action, change 1 of these judgments and only c When using judgment ability, select 1 judgment that grants max bonus from 1st rnd of combat onward (resets as normal if chan Swift Action; when using judgment ability and all judgments are granting max, invoke true judgment on single foe; once declared Casts divine spells from cleric spell list; may cast any spell known without preparation; Charisma is primary ability for bonus spe #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A SELECT A MYSTERY #N/A SELECT 1st REVELATION

#N/A Casts arcane spells from summoner spell list; may cast any spell known without preparation; Charisma is primary ability for bon #N/A

#N/A #N/A #N/A #N/A #N/A #N/A Summon eidolon 1/day w/ 1 min ritual; dismiss as Standard Action Free Action; give up HP to prevent eidolon from being sent back to home plane; eidolon must remain w/in 100' to remain at full s Standard Action; 8/day, cast summon monster I and creatures remain for 0 min.; cannot have more than 1 summon monster or Standard Action; 0 rnds/day, share senses of eidolon at any rng on same plane; may end as Free Action Gain +2 Shield bonus to AC and +2 Circumstance bonus on saves while w/in eidolon's reach (does not apply if eidolon is grappl Standard Action; -1/day, eidolon appears adjacent to you (or as close as possible if all adjacent spaces are occupied) if w/in 400 May use Makers Call ability to swap locations with eidolon (may appear in any square occupied by eidolon if it is larger than you May divert up to 2 points from eidolons evolution pool to add evolutions to yourself; cannot select any evolution that eidolon cou Ally gains +2 Shield bonus to AC and +2 Circumstance bonus on saves while w/in eidolon's reach (does not apply if eidolon is g Cannot be killed as long as eidolon has 1 or more HP and excess dmg transfers to eidolon; effects that cause death but not dm Full-Round Action; touch eidolon to merge forms, including all of your gear, for 0 rnds/day (end as Swift Action); you are protecte May divert more of evolutions, and eidolon only loses 1 point from evolution pool per 2 points (or fraction thereof ) diverted Standard Action; assume eidolon's shape, copying all of evolutions, form, and abilities for 20 min/day (need not be consecutive Casts arcane spells from witch spell list; must choose and prepare spells in advance by getting 8 hrs of sleep and spending 1 hr #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A Gain 1 hex Creature teaches you magic and also grants skill bonuses, additional spells, and help w/ some types of magic; stores all of spell May select major hexes May select grand hexes #N/A Resurrection attempts require caster level check (DC 10); may reattempt next day Gain loyal imp companion gain +2 bonus on all Charisma checks made when interacting w/ devils Free Action; 5/day, may alter spells that deal energy dmg to instead deal hellfire dmg; spells altered become Lawful and Evil when using planar ally or similar spell, opposed Cha check vs. Called (but not Summoned) devil reduces price it demands to se gain Augment Summoning as bonus feat gain +2 bonus on all checks made to research specific devils true names or sigils if killed by any means outside the will of Asmodeus, the archdevils, or another influential force in Hell, may be resurrected as no 2/day, may transport as per dimension door (but travels through Hell in a burst of brimstone); may expend both uses to travel as 2/day, may use hellfire ray (ranged touch (rng 25') deals 0d6 dmg (no save, but SR applies); 1/2 dmg is fire but the rest is not su when Calling devil whose name is known, may cast Calling spell as Standard Action and bargain as Move Action; add half of tot gain abilities related to giants and +3 Natural Armor bonus 2 primary slam attacks (1d6+2); secondary if used in conjunction w/ manufactured weapons +2 Inherent bonus to Strength and +2 Inherent bonus to Constitution Standard Action: increase size up 1 category (max Large); Full-Round Action: reduce size down 1 category (min. Medium) +1 Racial bonus on attacks w/ thrown rocks; hurl Tiny or smaller rocks (any large, bulky, regularly shaped object w/ hardness 5 1/rnd, Ref save (DC 15 if Tiny, DC 20 if Small, or DC 25 if Medium; projectiles w/ magical attack bonus increase DC by bonus a +4 Racial bonus on Ref save when attempting to catch thrown rock wield Gargantuan weapons w/out size difference penalty

proficient w/ all Martial weapons

Class_Ability_Summary

ROGUE- Sneak Attack: Deal +5d6 dmg vs. foe w/in 30' denied Dex bonus to AC/flanked; may only de Class_Ability_Summary_Bbn

Class_Ability_Summary_Brd

Class_Ability_Summary_Clr

Class_Ability_Summary_Drd

Class_Ability_Summary_Ftr

Class_Ability_Summary_Mnk

Class_Ability_Summary_Pal

0 Divine_Mount_Level

Class_Ability_Summary_Rgr

- Sneak Attack: Deal +5d6 Class_Ability_Summary_Rog dmg vs. foe w/in 30' denied Dex bonus to AC/flanked; may only deal extra nonlethal dmg w/ nonletha - Trapfinding: Gain +5 to Disable Device checks+5d6to Perceptionw/in 30' denied Dex bonus to use Disable Device ondeal extra - Sneak Attack: Deal and dmg vs. foe checks to locate traps; may AC/flanked; may only magic tra - Evasion (Ex): Successful Ref save vs. attack that normally deals half damage instead deals no damage; not available when we - Rogue Talents: Gain 5 talent(s): - Trap Sense (Ex): Gain +3 bonus on Ref saves vs. traps and +3 Dodge bonus to AC vs. traps

- Uncanny Dodge (Ex): Cannot be caught flat-footed, even if attacker is invisible; still lose Dex bonus to AC if immobilized or if o - Improved Uncanny Dodge (Ex): Can no longer be flanked, denying rogue sneak attack by flanking unless attacker is at least a

- Advanced Talents: May gain 1 advanced talent(s): Class_Ability_Summary_Sor

Class_Ability_Summary_Wiz

Class_Ability_Summary_ArcArch

Class_Ability_Summary_ArcTrick

Class_Ability_Summary_Ass

Class_Ability_Summary_DragDis

- Canny Defense (Ex): While wielding melee weapon, add 3 to Dex bonus to AC; must not be flat-footed/otherwise denied Dex b Class_Ability_Summary_Duel - Precise Strike (Ex): Add 3 to dmg Defense (Ex): While piercing weapon; cannot add 3 to Dex bonus to AC; hand or use a shield - Canny w/ light or 1-handed wielding melee weapon, attack w/ weapon in other must not be flat-foot - Improved Reaction (Ex): Gain +2 on initiative checks
Parry (Ex): Immediate Action; after taking full attack action w/ a light or 1-handed piercing weapon and electing not to take 1 at - Enhanced Mobility (Ex): Gain additional +4 bonus to AC vs. attacks of opportunity caused when moving out of threatened squa

Class_Ability_Summary_EldKni

Class_Ability_Summary_Lore

Class_Ability_Summary_MystThe

Class_Ability_Summary_PathChro

Class_Ability_Summary_ShadDance

Class_Ability_Summary_Ari

Class_Ability_Summary_Nob

Class_Ability_Summary_Sha

Class_Ability_Summary_Tempt

Class_Ability_Summary_Alchemist

Class_Ability_Summary_Cavalier

Class_Ability_Summary_Inquisitor

Class_Ability_Summary_Oracle

Class_Ability_Summary_Sum

Class_Ability_Summary_Witch

Class_Ability_Summary_Diabolist

Class_Ability_Summary_JotunParagon

+5d6 dmg vs. foe w/in 30' denied Dex bonus to AC/flanked; may only deal extra nonlethal dmg w/ nonlethal weapon; must be able to see/reac

3 Rage_Rounds

14 Imp_Uncanny_Dodge_Lvl

Not Available Channel_Summary 0 Channel_Level 15 Channel_DC Channel_Times

0 Animal_Companion_Level

Small or Medium animal (as Beast Shape I) Wild_Shape_Options

0 Monk_AC_Mod

Monk_Ki_Strike_Type

-1 Divine_Bond_Bonus

g vs. foe w/in 30' denied Dex bonus to AC/flanked; may only deal extra nonlethal dmg w/ nonlethal weapon; must be able to see/reach vital s ally deals half damage instead deals no damage; not available when wearing medium or heavy armor or when helpless 5 Sneak_Attack_Dmg

n if attacker is invisible; still lose Dex bonus to AC if immobilized or if opponent successfully uses feint action ed, denying rogue sneak attack by flanking unless attacker is at least a Rogue 14

0 Familiar_Level

wielding melee weapon, add 3 to Dex bonus to AC; must not be flat-footed/otherwise denied Dex bonus, wearing armor heavier than Light, or

on w/ a light or 1-handed piercing weapon and electing not to take 1 attack, make attack roll using same bonuses as foregone attack (4 pe vs. attacks of opportunity caused when moving out of threatened square; must be wearing light or no armor and not using a shield

Instant Master Secret Health Secrets of Inner Strength The Lore of True Stamina

List_Loremaster_Secrets

Cavalier_Mount_Level

Medium List_Jotun_Size

weapon; must be able to see/reach vital spot, so concealment prohibits sneak attack- Trapfinding: Gain +5 to Disable Device checks and to P

must be able to see/reach vital spot, so concealment prohibits sneak attack- Trapfinding: Gain +5 to Disable Device checks and to Perceptio en helpless

aring armor heavier than Light, or using a shield


Precise Strike (Ex): Add 3 to dmg w/ light or 1-handed piercing weapon; cannot attack w/ w -

onuses as foregone attack (4 penalty for each size category the attacking creature is larger, 4 penalty when attempting to parry attack vs. a r and not using a shield

e Device checks and to Perception checks to locate traps; may use Disable Device on magic traps- Evasion (Ex): Successful Ref save vs. a

e checks and to Perception checks to locate traps; may use Disable Device on magic traps- Evasion (Ex): Successful Ref save vs. attack tha

apon; cannot attack w/ weapon in other hand or use a shield, does not affect creatures immune to critical hits, any item/ability that protects fr

pting to parry attack vs. adjacent ally), if greater than roll of attacking creature the attack automatically misses; may use any time before nex

uccessful Ref save vs. attack that normally deals half damage instead deals no damage; not available when wearing medium or heavy armo

ul Ref save vs. attack that normally deals half damage instead deals no damage; not available when wearing medium or heavy armor or whe

em/ability that protects from critical hits also protects from precise strike
Improved Reaction (Ex): Gain +2 on initiative checks
Parry (Ex): Im -

use any time before next turn, must declare use after attack is announced, but before roll is made

medium or heavy armor or when helpless- Rogue Talents: Gain 5 talent(s):- Trap Sense (Ex): Gain +3 bonus on Ref saves vs. traps and +3

m or heavy armor or when helpless- Rogue Talents: Gain 5 talent(s):- Trap Sense (Ex): Gain +3 bonus on Ref saves vs. traps and +3 Dodge

e checks
Parry (Ex): Immediate Action; after taking full attack action w/ a light or 1-handed piercing weapon and electing not to take 1 attack -

f saves vs. traps and +3 Dodge bonus to AC vs. traps- Uncanny Dodge (Ex): Cannot be caught flat-footed, even if attacker is invisible; still lo

vs. traps and +3 Dodge bonus to AC vs. traps- Uncanny Dodge (Ex): Cannot be caught flat-footed, even if attacker is invisible; still lose Dex b

cting not to take 1 attack, make attack roll using same bonuses as foregone attack (4 penalty for each size category the attacking creature

15 22 12 18 13 20 15 22 12 18 13 20 2 6 1 4 1 5 15 22 12 18 13 20

Str_Calcs Dex_Calcs Con_Calcs Int_Calcs Wis_Calcs Cha_Calcs Str_Permanent Dex_Permanent Con_Permanent Int_Permanent Wis_Permanent Cha_Permanent Str_Mod_Current Dex_Mod_Current Con_Mod_Current Int_Mod_Current Wis_Mod_Current Cha_Mod_Current Str_Current Dex_Current Con_Current Int_Current Wis_Current Cha_Current

Medium Size 0 Weight_Carried Encumbrance MV_Other 0 MV_Land_Mods 30 MV_Land 4 MV_Run_Multiplier Conditional_Fort Conditional_Ref Conditional_Will 8 Init_Mods 0 0 9 0 1 0 0 AC_Armor AC_Shield AC_Dex_Mod AC_Natural AC_Dodge AC_Deflection AC_Other

# HP_Total 0 Fort_Other 0 Ref_Other 0 Will_Other Senses Common and Common, Elven Languages_Starting

Light

0 Atk_Melee_Other 0 Atk_Ranged_Other 0 CMD_Mod_Other

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

ANIMAL SIZE None 2 None Ankylosaurus Medium Alligator Small Ape Medium Auroch Medium Badger Small Bear Small Bison Medium Boar Small Brachiosaurus Medium Camel Large Cheetah Small Crocodile Small Deinonychus Small Dire rat Dog Small Dolphin Eagle Small Elasmosaurus Medium Elk Medium Electric Eel Elephant Giant Frog Giant Moray Eel Goblin Dog Hawk Small Horse Large Hyena Leopard Small Lion Medium Monitor Lizard Octopus Orca Owl Small Pony Medium Pteranodon Medium Rhinoceros Roc Shark Small Snake, Constrictor Medium Snake, Viper Small Squid Stegosaurus Medium Thylacine Small Tiger Medium Triceratops Medium Tyrannosaurus Medium Velociraptor Small Wolf Medium Wolverine Small Table_Animal_Companion

SPEED 30' 20' 30' 40' 30' 40' 40' 40' 30' 50' 50' 20' 60' 40' 10' 30' 50'

OTHER MOVE Swim 30' Climb 30' Burrow 10' Swim 30' Fly 80' (average) Swim 50'

10' 50' 50' 40'

Fly 80' (average)

10' 40' 10'

Fly 80' (average) Fly 50' (clumsy)

20' 20' 30' 30' 40' 30' 30' 60' 50' 30'

Swim 60' Climb 20', Swim 20' Climb 20', Swim 20' Burrow 10'

The value given in this column is the total number of bonus tricks that the animal knows in addition to any

Level

HD BAB 0 0 1 2 2 3 3 3 4 4 5 5 6 6 7 6 8 7 9 8 10 9 11 9 12 10 13 11 14 12 15 12 16 13 17 14 18 15 19 15 20 16 Table_Animal_Companion_Advancement

Fort 0 1 2 2 3 3 4 4 5 6 6 6 7 8 9 9 9 10 11 11 12 0 3 3 3 4 4 5 5 5 6 6 6 7 7 8 8 8 9 9 9 10

Ref 0 3

7 8 8 8 9 9 9 10

Skill Class Skill Acrobatics 1 Climb 1 Escape Artist 0 Fly 1 Intimidate 0 Perception 1 Stealth 1 Survival 0 Swim 1 Table_Animal_Companion_Skills, List_Animal_Companion_Skills

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FAMILIAR 95 None Air Elemental Air Mephit Bat Cat Celestial Bat Celestial Cat Celestial Hawk Celestial Hawk Celestial Lizard Celestial Monkey Celestial Owl Celestial Rat Celestial Raven Celestial Toad Celestial Viper

SIZE None Small Small Diminutive Tiny Diminutive Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Diminutive Tiny

HD 0 2 3 1 1 1 1 1 1 1 1 1 1 1 1 1

SPEED 0 0' 30' 5' 30' 5' 30' 10' 10' 20' 30' 10' 15' 10' 5' 20'

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

Celestial Weasel Dire Rat Dust Mephit Earth Elemental Earth Mephit Fiendish Bat Fiendish Cat Fiendish Hawk Fiendish Hawk Fiendish Lizard Fiendish Monkey Fiendish Owl Fiendish Rat Fiendish Raven Fiendish Toad Fiendish Viper Fiendish Weasel Fire Elemental Fire Mephit Fox Goat Hawk Homunculus Ice Mephit Imp Lizard Magma Mephit Monkey Ooze Mephit Octopus Owl Pig Pseudodragon Quasit Rat Raven Salt Mephit Steam Mephit Stirge Toad Viper Water Elemental Water Mephit Weasel TABLE_FAMILIARS

Tiny Small Small Small Small Diminutive Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Diminutive Tiny Tiny Small Small Tiny Tiny Tiny Tiny Small Tiny Tiny Small Tiny Small Diminutive Tiny Tiny Tiny Tiny Tiny Tiny Small Small Tiny Diminutive Tiny Small Small Tiny

1 1 3 2 3 1 1 1 1 1 1 1 1 1 1 1 1 2 3 1 1 1 2 3 3 1 3 1 3 1 1 1 2 3 1 1 3 3 1 1 1 2 3 1

20' 40' 30' 20' 30' 5' 30' 10' 10' 20' 30' 10' 15' 10' 5' 20' 20' 50' 30' 30' 30' 10' 20' 30' 20 20' 30' 30' 30' 5' 10' 30' 15' 20 15' 10' 30' 30' 10' 5' 20' 20' 30' 20'

1st2nd 3rd4th 5th6th 7th8th 9th10th 11th12th 13th14th 15th16th

1 2 3 4 5 6 7 8

6 7 8 9 10 11 12 13

17th18th 19th20th

9 10

14 15

Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills. Small animals like these use Dexterity to modify Climb and Swim checks. Level NA 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Table_Familiar_Advancement Int 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 0 6 6 7 7 8 8 9 9 10 10 11 11 12 12 13 13 14 14 15 15

Special Alertness, improved evasion, share spells Alertness, improved evasion, share spells Alertness, improved evasion, share spells Alertness, improved evasion, share spells Alertness, improved evasion, share spells Alertness, improved evasion, share spells Alertness, improved evasion, share spells Alertness, improved evasion, share spells Alertness, improved evasion, share spells Alertness, improved evasion, share spells Alertness, improved evasion, share spells Alertness, improved evasion, share spells Alertness, improved evasion, share spells Alertness, improved evasion, share spells Alertness, improved evasion, share spells Alertness, improved evasion, share spells Alertness, improved evasion, share spells Alertness, improved evasion, share spells Alertness, improved evasion, share spells Alertness, improved evasion, share spells

Level 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Table_Eidolon

HD 0 1 2 3 3 4 5 6 6 7 8 9 9 10 11 12 12 13 14 15 15

BAB 0 1 2 3 3 4 5 6 6 7 8 9 9 10 11 12 12 13 14 15 15

Good 0 2 3 3 3 4 4 5 5 5 6 6 6 7 7 8 8 8 9 9 9

FALSE FALSE FALSE

BASE SIZE SPEED OTHER MOVE 222 None None 0 Quadruped Medium 40 Biped Medium 30 Serpentine Medium 20 Climb 0' | Table_Eidolon_Base EVOLUTION DESC COST QUALIFIED 228 0 TRUE Acid Attacks (Su) all natural attacks deal +1d6 acid dmg 2 FALSE Acid Breath I (Su) 1/day, 30' line or 60' cone deals 0d6 acid 4 dmg (Ref DC 11 half) FALSE Acid Breath II (Su) 2/day, 30' line or 60' cone deals 0d6 acid 5 dmg (Ref DC 11 half) FALSE Acid Breath III (Su) 3/day, 30' line or 60' cone deals 0d6 acid 6 dmg (Ref DC 11 half) FALSE Acid Immunity (Su) gain immunity to acid dmg 2 FALSE Acid Resistance (Ex) gain resist acid 5 1 FALSE Bite (Ex) deal 1-1/2 times Str mod on bite dmg 1 FALSE Blindsense (Ex) gain blindsense 30' 3 FALSE Blindsight (Ex) gain blindsight 30' 4 FALSE Burrow (Ex) gain burrow speed and may move through dirt, clay, sand, and earth w/out leaving a 3 FALSE Charisma Increase +2 (Ex) Charisma increases by +2 2 FALSE Charisma Increase +4 (Ex) Charisma increases by +4 4 FALSE Charisma Increase +6 (Ex) Charisma increases by +6 6 FALSE Charisma Increase +8 (Ex) Charisma increases by +8 8 FALSE Claws I (Ex) gain 2 additional claw attacks 1 FALSE Claws II (Ex) gain 4 claw attacks 2 FALSE Claws III (Ex) gain 6 claw attacks 3 FALSE Climb I (Ex) gain climb speed20' 1 FALSE Climb II (Ex) gain climb speed40' 2 FALSE Climb III (Ex) gain climb speed60' 3 FALSE Cold Attacks (Su) all natural attacks deal +1d6 cold dmg 2 FALSE Cold Breath I (Su) 1/day, 30' line or 60' cone deals 0d6 cold 4 dmg (Ref DC 11 half) FALSE Cold Breath II (Su) 2/day, 30' line or 60' cone deals 0d6 cold 5 dmg (Ref DC 11 half) FALSE Cold Breath III (Su) 3/day, 30' line or 60' cone deals 0d6 cold 6 dmg (Ref DC 11 half) FALSE Cold Immunity (Su) gain immunity to cold dmg 2 FALSE Cold Resistance (Ex) gain resist cold 5 1 FALSE Constitution Increase Constitution increases by +2 +2 (Ex) 2 FALSE Constitution Increase Constitution increases by +4 +4 (Ex) 4 FALSE Constitution Increase Constitution increases by +6 +6 (Ex) 6 FALSE Constitution Increase Constitution increases by +8 +8 (Ex) 8 FALSE Constrict (Ex) after successfully grapple using grab evolution, deal additional dmg equal to dmg dea 2 FALSE Damage Reduction (Su) DR 5/chaotic gain 3 FALSE Damage Reduction (Su) DR 10/chaotic gain 5 FALSE Damage Reduction (Su) DR 5/evil gain 3 FALSE Damage Reduction (Su) DR 10/evil gain 5 FALSE Damage Reduction (Su) DR 5/good gain 3 FALSE Damage Reduction (Su) DR 10/good gain 5 FALSE Damage Reduction (Su) DR 5/lawful gain 3 FALSE Damage Reduction (Su) DR 10/lawful gain 5 FALSE Dexterity Increase +2 Dexterity increases by +2 (Ex) 2 FALSE Dexterity Increase +4 Dexterity increases by +4 (Ex) 4 FALSE Dexterity Increase +6 Dexterity increases by +6 (Ex) 6 FALSE Dexterity Increase +8 Dexterity increases by +8 (Ex) 8 FALSE Electricity Attacks (Su) natural attacks deal +1d6 electricity dmg all 2 FALSE Electricity Breath I (Su) 1/day, 30' line or 60' cone deals 0d6 electricity dmg (Ref DC 11 half) 4 FALSE Electricity Breath II (Su) 2/day, 30' line or 60' cone deals 0d6 electricity dmg (Ref DC 11 half) 5 FALSE Electricity Breath III (Su) 3/day, 30' line or 60' cone deals 0d6 electricity dmg (Ref DC 11 half) 6 FALSE

Electricity Immunity (Su) immunity to electricity dmg gain 2 FALSE Electricity Resistance gain resist electricity 5 (Ex) 1 FALSE Fast Healing 1 (Su) gain Fast Healing 1 4 FALSE Fast Healing 2 (Su) gain Fast Healing 2 6 FALSE Fast Healing 3 (Su) gain Fast Healing 3 8 FALSE Fast Healing 4 (Su) gain Fast Healing 4 10 FALSE Fast Healing 5 (Su) gain Fast Healing 5 12 FALSE Fire Attacks (Su) all natural attacks deal +1d6 fire dmg 2 FALSE Fire Breath I (Su) 1/day, 30' line or 60' cone deals 0d6 fire dmg (Ref FALSE half) 4 DC 11 Fire Breath II (Su) 2/day, 30' line or 60' cone deals 0d6 fire dmg (Ref FALSE half) 5 DC 11 Fire Breath III (Su) 3/day, 30' line or 60' cone deals 0d6 fire dmg (Ref FALSE half) 6 DC 11 Fire Immunity (Su) gain immunity to fire dmg 2 FALSE Fire Resistance (Ex) gain resist fire 5 1 FALSE Flight I (Ex) gain fly 40' (good) 2 FALSE Flight I (Su) gain fly 40' (perfect) 4 FALSE Flight II (Ex) gain fly 60' (good) 3 FALSE Flight II (Su) gain fly 60' (perfect) 5 FALSE Flight III (Ex) gain fly 80' (good) 4 FALSE Flight III (Su) gain fly 80' (perfect) 6 FALSE Flight IV (Ex) gain fly 100' (good) 5 FALSE Flight IV (Su) gain fly 100' (perfect) 7 FALSE Flight V (Ex) gain fly 120' (good) 6 FALSE Flight V (Su) gain fly 120' (perfect) 8 FALSE Frightful Presence (Ex) part of offensive action (e.g. charge or3attack) foes w/ 0 HD or less w/in 30' becom as FALSE Gills (Ex) may breathe underwater 1 FALSE Gore (Ex) gain gore attack 2 FALSE Grab - Bite (Ex) after successful bite attack vs. Small or smaller foe, attempt free combat maneuver t 2 FALSE Grab - Claw (Ex) after successful claw attack vs. Small or smaller foe, attempt free combat maneuver 2 FALSE Grab - Pincer (Ex) after successful claw attack vs. Small or smaller foe, attempt free combat maneuver 2 FALSE Grab - Slam (Ex) after successful slam attack vs. Small or 2 smaller foe, attempt free combat maneuver FALSE Grab - Tail Slap (Ex) after successful tail slap attack vs. Small 2 smaller foe, attempt free combat maneuv or FALSE Grab - Tentacle (Ex) after successful tentacle attack vs. Small2 smaller foe, attempt free combat maneu or FALSE Huge (Ex) may increase size to Huge 8 FALSE Improved Bite Damage (Ex) bite damage die increases one step 1 FALSE Improved Claw Damage (Ex) claw damage die increases one step 1 FALSE Improved Gore Damage (Ex) gore damage die increases one step 1 FALSE Improved Pincer Damage (Ex) pincer damage die increases one step 1 FALSE Improved Slam Damage (Ex) slam damage die increases one step 1 FALSE Improved Sting Damage (Ex) sting damage die increases one step 1 FALSE Improved Tail Slap Damage (Ex) tail slap damage die increases one step 1 FALSE Improved Tentacle Damage (Ex) tentacle damage die increases one step 1 FALSE Improved Natural Armor I (Ex) gain +2 Natural Armor 1 FALSE Improved Natural Armor II +4 Natural Armor gain (Ex) 2 FALSE Improved Natural Armor III+6 Natural Armor gain (Ex) 3 FALSE Improved Natural Armor IV (Ex) gain +8 Natural Armor 4 FALSE Intelligence Increase +2 (Ex) Intelligence increases by +2 2 FALSE Intelligence Increase +4 (Ex) Intelligence increases by +4 4 FALSE Intelligence Increase +6 (Ex) Intelligence increases by +6 6 FALSE Intelligence Increase +8 (Ex) Intelligence increases by +8 8 FALSE Large (Ex) may increase size to Large 4 FALSE Limbs - Arms I (Ex) gain additional pair of arms, complete w/ 2 hands that can wield weapons (if proficient) FALSE Limbs - Arms II (Ex) gain 2 additional pair of arms, complete w/ hands that can wield weapons (if proficien 4 FALSE Limbs - Arms III (Ex) gain 3 additional pair of arms, complete w/ hands that can wield weapons (if proficien 6 FALSE Limbs - Legs I (Ex) gain additional pair of legs, complete w/ feet, that increase base speed by 10' 2 FALSE Limbs - Legs II (Ex) gain additional pair of legs, complete w/ feet, that increase base speed by 10' 4 FALSE

Limbs - Legs III (Ex) gain additional pair of legs, complete w/ feet, that increase base speed by 10' 6 FALSE Magic Attacks (Su) for purpose of overcoming DR, treat all natural attacks as: Magic 1 FALSE Pincers I (Ex) gain 2 secondary pincer attacks 1 FALSE Pincers II (Ex) gain 4 secondary pincer attacks 2 FALSE Pincers III (Ex) gain 6 secondary pincer attacks 3 FALSE Poison Bite I (Ex) bite is poisoned; Eidolon poisontype poison (injury); save Fort (DC 11) negs; freq 1 2 FALSE Poison Bite II (Ex) bite is poisoned; Eidolon poisontype poison (injury); save Fort (DC 11) negs; freq 1 4 FALSE Poison Sting I (Ex) sting is poisoned; Eidolon poisontype poison (injury); save Fort (DC 11) negs; freq 2 FALSE Poison Sting II (Ex) sting is poisoned; Eidolon poisontype poison (injury); save Fort (DC 11) negs; freq 4 FALSE Pounce (Ex) may make Full Attack after Charge 1 FALSE Pull - Bite (Ex) after successful bite attack vs. Medium or smaller FALSE 1 foe, attempt free combat maneuve Pull - Claw (Ex) after successful claw attack vs. Medium or smaller foe, attempt free combat maneuv 1 FALSE Pull - Gore (Ex) after successful gore attack vs. Medium or smaller foe, attempt free combat maneuv 1 FALSE Pull - Pincer (Ex) after successful pincer attack vs. Medium or smaller foe, attempt free combat maneu 1 FALSE Pull - Slam (Ex) after successful slam attack vs. Medium or smaller foe, attempt free combat maneuv 1 FALSE Pull - Sting (Ex) after successful sting attack vs. Medium or smaller foe, attempt free combat maneuv 1 FALSE Pull - Tail Slap (Ex) after successful tail slap attack vs. Medium or smaller foe, attempt free combat mane 1 FALSE Pull - Tentacle (Ex) after successful tentacle attack vs. Medium or smaller foe, attempt free combat man 1 FALSE Push - Bite (Ex) after successful bite attack vs. Medium or smaller FALSE 1 foe, attempt free combat maneuve Push - Claw (Ex) after successful claw attack vs. Medium or smaller foe, attempt free combat maneuv 1 FALSE Push - Gore (Ex) after successful gore attack vs. Medium or smaller foe, attempt free combat maneuv 1 FALSE Push - Pincer (Ex) after successful pincer attack vs. Medium or smaller foe, attempt free combat maneu 1 FALSE Push - Slam (Ex) after successful slam attack vs. Medium or smaller foe, attempt free combat maneuv 1 FALSE Push - Sting (Ex) after successful sting attack vs. Medium or smaller foe, attempt free combat maneuv 1 FALSE Push - Tail Slap (Ex) after successful tail slap attack vs. Medium or smaller foe, attempt free combat mane 1 FALSE Push - Tentacle (Ex) after successful tentacle attack vs. Medium or smaller foe, attempt free combat man 1 FALSE Rake (Ex) gain 2 rake attacks (1d4) useable each time it succeeds on a grapple check 2 FALSE Reach - Bite(Ex) reach with bite increases by 5' 1 FALSE Reach - Claw (Ex) reach with claw increases by 5' 1 FALSE Reach - Gore (Ex) reach with gore increases by 5' 1 FALSE Reach - Pincer (Ex) reach with pincer increases by 5' 1 FALSE Reach - Slam (Ex) reach with slam increases by 5' 1 FALSE Reach - Sting (Ex) reach with sting increases by 5' 1 FALSE Reach - Tail Slap (Ex) each with tail slap increases by 5' r 1 FALSE Reach - Tentacle (Ex) reach with tentacle increases by 5' 1 FALSE Rend (Ex) after 2 successful claw attacks vs. same 2 in 1 rnd, dealing 1d4+3) foe FALSE Scent (Ex) gain the scent special quality 1 FALSE Skilled - Appraise (Ex) ain +8 Racial bonus on Appraise checks g 1 FALSE Skilled - Bluff (Ex) gain +8 Racial bonus on Bluff checks 1 FALSE Skilled - Climb (Ex) gain +8 Racial bonus on Climb checks 1 FALSE Skilled - Craft (untrained) (Ex)Racial bonus on Craft (untrained) checks FALSE gain +8 1 Skilled - Craft () (Ex) gain +8 Racial bonus on Craft () checks 1 FALSE Skilled - Craft () (Ex) gain +8 Racial bonus on Craft () checks 1 FALSE Skilled - Diplomacy (Ex) +8 Racial bonus on Diplomacy checks gain 1 FALSE Skilled - Disable Device (Ex) Racial bonus on Disable Device checks FALSE gain +8 1 Skilled - Disguise (Ex) ain +8 Racial bonus on Disguise checks1 g FALSE Skilled - Escape Artist (Ex)+8 Racial bonus on Escape Artist checks gain 1 FALSE Skilled - Fly (Ex) gain +8 Racial bonus on Fly checks 1 FALSE Skilled - Handle Animal (Ex) Racial bonus on Handle Animal checks FALSE gain +8 1 Skilled - Heal (Ex) gain +8 Racial bonus on Heal checks 1 FALSE Skilled - Intimidate (Ex) +8 Racial bonus on Intimidate checks gain 1 FALSE Skilled - Knowledge (arcana) (Ex) bonus on Knowledge (arcana) checks gain +8 Racial 1 FALSE Skilled - Knowledge (dungeoneering) (Ex) on Knowledge (dungeoneering) checks gain +8 Racial bonus 1 FALSE Skilled - Knowledge (engineering) (Ex) gain +8 Racial bonus on Knowledge (engineering)FALSE 1 checks Skilled - Knowledge (geography) (Ex) gain +8 Racial bonus on Knowledge (geography) checks 1 FALSE

Skilled - Knowledge (history) (Ex) bonus on Knowledge (history) checks gain +8 Racial 1 FALSE Skilled - Knowledge (local)+8 Racial bonus on Knowledge (local) checks gain (Ex) 1 FALSE Skilled - Knowledge (nature) (Ex) bonus on Knowledge (nature) checks gain +8 Racial 1 FALSE Skilled - Knowledge (nobility) (Ex) bonus on Knowledge (nobility) checks gain +8 Racial 1 FALSE Skilled - Knowledge (planes) (Ex) bonus on Knowledge (planes) checks gain +8 Racial 1 FALSE Skilled - Knowledge (religion) Racial bonus on Knowledge (religion) checks gain +8 (Ex) 1 FALSE Skilled - Knowledge (spirits) (Ex) gain +8 Racial bonus on Knowledge (spirits) checks 1 FALSE Skilled - Linguistics (Ex) +8 Racial bonus on Linguistics checks gain 1 FALSE Skilled - Perception (Ex) +8 Racial bonus on Perception checks gain 1 FALSE Skilled - Perform (act)gain +8 Racial bonus on Perform (act) checks (Ex) 1 FALSE Skilled - Perform (comedy)+8 Racial bonus on Perform (comedy) checks gain (Ex) 1 FALSE Skilled - Perform (dance) (Ex)Racial bonus on Perform (dance)1checks FALSE gain +8 Skilled - Perform (keyboard) (Ex) gain +8 Racial bonus on Perform (keyboard) checks 1 FALSE Skilled - Perform (oratory) +8 Racial bonus on Perform (oratory) checksFALSE gain (Ex) 1 Skilled - Perform (percussion)Racial bonus on Perform (percussion) checks gain +8 (Ex) 1 FALSE Skilled - Perform (string) (Ex) Racial bonus on Perform (string) 1 gain +8 checks FALSE Skilled - Perform (wind) (Ex) Racial bonus on Perform (wind) checks FALSE gain +8 1 Skilled - Perform (sing) (Ex) Racial bonus on Perform (sing) checks FALSE gain +8 1 Skilled - Perform (ritual) (Ex) Racial bonus on Perform (ritual) checks FALSE gain +8 1 Skilled - Perform (untrained) (Ex) bonus on Perform (untrained) checks gain +8 Racial 1 FALSE Skilled - Profession (untrained) (Ex) bonus on Profession (untrained) checks gain +8 Racial 1 FALSE Skilled - Profession ()gain +8 Racial bonus on Profession () checks (Ex) 1 FALSE Skilled - Profession ()gain +8 Racial bonus on Profession () checks (Ex) 1 FALSE Skilled - Ride (Ex) gain +8 Racial bonus on Ride checks 1 FALSE Skilled - Sense Motive (Ex) Racial bonus on Sense Motive checks gain +8 1 FALSE Skilled - Sleight of Hand (Ex) Racial bonus on Sleight of Hand 1 gain +8 checks FALSE Skilled - Spellcraft (Ex) gain +8 Racial bonus on Spellcraft checks 1 FALSE Skilled - Stealth (Ex) gain +8 Racial bonus on Stealth checks 1 FALSE Skilled - Survival (Ex)gain +8 Racial bonus on Survival checks 1 FALSE Skilled - Swim (Ex) gain +8 Racial bonus on Swim checks 1 FALSE Skilled - Trap Finding gain +8 Racial bonus on Trap Finding checks (Ex) 1 FALSE Skilled - Use Magic Device (Ex) gain +8 Racial bonus on Use Magic Device checks 1 FALSE Skilled - CUSTOM SKILL 1 (Ex) gain +8 Racial bonus on CUSTOM SKILL 1 checks 1 FALSE Skilled - CUSTOM SKILL 2 (Ex) gain +8 Racial bonus on CUSTOM SKILL 2 checks 1 FALSE Slam I (Ex) gain slam attack 1 FALSE Slam II (Ex) gain 2 slam attacks 2 FALSE Slam III (Ex) gain 3 slam attacks 3 FALSE Sonic Immunity (Su) gain immunity to sonic dmg 2 FALSE Sonic Resistance (Ex) ain resist sonic 5 g 1 FALSE 0-level Spell-Like Ability (Sp)wizard/sorcerer spell of as a spell-like ability useable 3/day, DC 10 gain 1 1 FALSE 0-level Spell-Like Ability (Sp)wizard/sorcerer spell of as a spell-like ability useable at will, DC 10 gain 1 2 FALSE 1st level Spell-Like Ability (Sp) gain 1 wizard/sorcerer spell of as a spell-like ability useable 1/day, DC 11 1 FALSE 1st level Spell-Like Ability (Sp) gain 1 wizard/sorcerer spell of as a spell-like ability useable 3/day, DC 11 2 FALSE 2nd level Spell-Like Ability 1 wizard/sorcerer spell of as a spell-like ability useable 1/day, DC 12 gain (Sp) 2 FALSE 2nd level Spell-Like Ability 1 wizard/sorcerer spell of as a spell-like ability useable 3/day, DC 12 gain (Sp) 3 FALSE 3rd level Spell-Like Ability (Sp) gain 1 wizard/sorcerer spell of as a spell-like ability useable 1/day, DC 13 3 FALSE 3rd level Spell-Like Ability (Sp) gain 1 wizard/sorcerer spell of as a spell-like ability useable 3/day, DC 13 4 FALSE 4th level Spell-Like Ability (Sp) gain 1 wizard/sorcerer spell of as a spell-like ability useable 1/day, DC 14 4 FALSE 4th level Spell-Like Ability (Sp) gain 1 wizard/sorcerer spell of as a spell-like ability useable 3/day, DC 14 5 FALSE 5th level Spell-Like Ability (Sp) gain 1 wizard/sorcerer spell of as a spell-like ability useable 1/day, DC 15 5 FALSE 5th level Spell-Like Ability (Sp) gain 1 wizard/sorcerer spell of as a spell-like ability useable 3/day, DC 15 6 FALSE 6th level Spell-Like Ability (Sp) gain 1 wizard/sorcerer spell of as a spell-like ability useable 1/day, DC 16 6 FALSE 6th level Spell-Like Ability (Sp) gain 1 wizard/sorcerer spell of as a spell-like ability useable 3/day, DC 16 7 FALSE 7th level Spell-Like Ability (Sp) gain 1 wizard/sorcerer spell of as a spell-like ability useable 1/day, DC 17 7 FALSE 7th level Spell-Like Ability (Sp) gain 1 wizard/sorcerer spell of as a spell-like ability useable 3/day, DC 17 8 FALSE

8th level Spell-Like Ability (Sp) gain 1 wizard/sorcerer spell of as a spell-like ability useable 1/day, DC 18 8 FALSE 8th level Spell-Like Ability (Sp) gain 1 wizard/sorcerer spell of as a spell-like ability useable 3/day, DC 18 9 FALSE 9th level Spell-Like Ability (Sp) gain 1 wizard/sorcerer spell of as a spell-like ability useable 1/day, DC 19 9 FALSE 9th level Spell-Like Ability (Sp) gain 1 wizard/sorcerer spell of as a spell-like ability useable 3/day, DC 19 10 FALSE Spell Resistance (Ex)gain SR 11 4 FALSE Sting I (Ex) gain sting attack 1 FALSE Sting II (Ex) gain 2 sting attacks 2 FALSE Sting III (Ex) gain 3 sting attacks 3 FALSE Strength Increase +2 Strength increases by +2 (Ex) 2 FALSE Strength Increase +4 Strength increases by +4 (Ex) 4 FALSE Strength Increase +6 Strength increases by +6 (Ex) 6 FALSE Strength Increase +8 Strength increases by +8 (Ex) 8 FALSE Swallow Whole (Ex) if begining turn w/ Small or smaller foe grappled using bite attack, attempt combat m 3 FALSE Swim I (Ex) gain swim speed0' 1 FALSE Swim II (Ex) gain climb speed20' 2 FALSE Swim III (Ex) gain climb speed40' 3 FALSE Tail I (Ex) gain tail that grants +2 Racial bonus on AcrobaticsFALSE made to balance on a sur 1 checks Tail II (Ex) gain 2 tails that grant +4 Racial bonus on2 Acrobatics checks made to balance on a s FALSE Tail III (Ex) gain 3 tails that grant +6 Racial bonus on3 Acrobatics checks made to balance on a s FALSE Tail Slap I (Ex) gain secondary tail slap attack 1 FALSE Tail Slap II (Ex) gain 2 secondary tail slap attacks 2 FALSE Tail Slap III (Ex) gain 3 secondary tail slap attacks 3 FALSE Tentacle I (Ex) gain secondary tentacle attack 1 FALSE Tentacle II (Ex) gain 2 secondary tentacle attacks 2 FALSE Tentacle III (Ex) gain 3 secondary tentacle attacks 3 FALSE 466 Trample (Ex) Full-Round Action; overrun Small or smaller foe (w/out requiring combat maneuver c 2 TRUE Tremorsense (Ex) gain tremorsense 30' 2 FALSE 468 Trip (Ex) after successful bite vs. Medium or smaller foe, attempt free combat maneuver chec 2 TRUE Weapon Training - Simple Simple Weapon Proficiency as bonus feat FALSE gain (Ex) 2 Weapon Training - Martial(Ex) gain Simple Weapon Proficiency and Martial Weapon Proficiency as bonus feats 4 FALSE Web (Ex) web can to support self plus another up to 1 Medium or smaller; 8/day, may throw we 3 FALSE Wing Buffet (Ex) gain 2 secondary wing buffet attacks 1 FALSE Wisdom Increase +2 (Ex) Wisdom increases by +2 2 FALSE Wisdom Increase +4 (Ex) Wisdom increases by +4 4 FALSE Wisdom Increase +6 (Ex) Wisdom increases by +6 6 FALSE Wisdom Increase +8 (Ex) Wisdom increases by +8 8 FALSE

NA 9 4 1 1 2 2 1 6 3 1 1 4 1

ATTACKS 0

STR 10 15 13 14 10 15 14 13 13 18 12 15 11 13 10 10 12

DEX 0 14 14 17 12 17 15 12 12 14 16 21 14 17 17 15 18 17

CON 9 15 10 12 15 13 12 15 11 14 13 15 17 15 12 12 14

tail (1d6) bite (1d8) or tail slap (1d12) bite (1d4), 2 claws (1d4) gore (1d6) bite (1d4), 2 claws (1d3) bite (1d4), 2 claws (1d3) gore (1d6) gore (1d6) tail (2d4) bite (1d4) bite (1d4 plus trip), 2 claws (1d2) bite (1d6) 2 talons (1d6), bite (1d4)

2 bite (1d4) 1 bite (1d4), 2 talons (1d4) 2 bite (1d8) 1 gore (1d6)

1 bite (1d4), 2 talons (1d4) 10 4 bite (1d4), 2 hooves (1d6, secondary) 16 1 bite (1d4 plus trip), 2 claws (1d2) 1 bite (1d6), 2 claws (1d4) 12 13

15 13 21 17

12 15 13 13

1 bite (1d4), 2 talons (1d4) 2 2 hooves (1d3) 0 bite (1d8)

10 13 8

15 13 21

12 12 10

4 bite (1d4) 2 bite (1d3) 2 bite (1d3 plus poison) 6 0 1 6 4 1 2 2 tail (2d6) bite (1d4) bite (1d6), 2 claws (1d4) gore (1d8) bite (1d8) 2 talons (1d6), bite (1d4) bite (1d6 plus trip) bite (1d4), 2 claws (1d3)

13 15 8 10 12 13 10 14 11 13 10

15 17 17 18 15 17 13 16 17 15 17

15 13 11 10 16 13 11 10 17 15 15

e animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill for more details on how to teach an anim

Will 0 1

Skills 0 3

Feats 0 2

NA 0 0

Str/Dex 0 0

3 4 4 4 4 5 5 5

11 12 12 13 14 15 15 16

6 6 6 7 7 8 8 8

8 8 10 10 10 12 12 12

4 4 5 5 5 6 6 6

OTHER MOVE fly 100' (perfect) fly 60' (perfect) fly 40' (good) fly 40' (good) fly 60' (average) fly 60' (average) climb 20' climb 30' fly 60' (average) climb 15', swim 15' fly 60' (average) climb 20', swim 20'

NA 0 3 3 0 0 0 0 0 0 0 0 0 0 0 0 1

BASE FORT 0 3 0 2 2 2 2 2 2 2 2 2 2 2 2 2

REF 0 3 3 2 2 2 2 2 2 2 2 2 2 2 2 2

WILL 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0

climb 20' climb 20', swim 20' fly 50' (perfect) burrow 20', earth glide fly 40' (average) fly 40' (good) fly 60' (average) fly 60' (average) climb 20' climb 30' fly 60' (average) climb 15', swim 15' fly 60' (average) climb 20', swim 20' climb 20' fly 40' (average) fly 60' (average) fly 50' (good) fly 40' (average) fly 50' (perfect) climb 20' fly 40' (average) climb 30' fly 40' (average), swim 30' fly 60' (average) fly 60' (good) fly 50' (perfect) climb 15', swim 15' fly 60' (average) fly 40' (average) fly 40' (average) fly 40' (average) climb 20', swim 20' swim 90' fly 40' (average), swim 30' climb 20'

1 0 3 7 3 0 0 0 0 0 0 0 0 0 0 1 1 3 3 0 0 0 0 3 1 0 3 0 3 0 0 0 2 2 0 0 3 3 0 0 1 6 3 1

2 2 0 3 0 2 2 2 2 2 2 2 2 2 2 2 2 3 0 2 2 2 0 0 0 2 0 2 0 2 2 2 3 0 2 2 0 0 2 2 2 3 0 2

2 2 3 0 3 2 2 2 2 2 2 2 2 2 2 2 2 3 3 2 2 2 3 3 3 2 3 2 3 2 2 2 3 3 2 2 3 3 2 2 2 3 3 2

0 0 3 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 0 0 3 3 0 3 0 3 0 0 0 3 3 0 0 3 3 0 0 0 0 3 0

, improved evasion, share spells, empathic link , improved evasion, share spells, empathic link , improved evasion, share spells, empathic link, deliver touch spells , improved evasion, share spells, empathic link, deliver touch spells , improved evasion, share spells, empathic link, deliver touch spells, speak with master , improved evasion, share spells, empathic link, deliver touch spells, speak with master , improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind , improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind , improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind , improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind , improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance , improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance , improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry , improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry , improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry , improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry , improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry , improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry , improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry , improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry

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

Skills 0 4 8 12 12 16 20 24 24 28 32 36 36 40 44 48 48 52 56 60 60

Feats 0 1 1 2 2 2 3 3 3 4 4 5 5 5 6 6 6 7 7 8 8

Armor 0 0 2 2 2 4 4 6 6 6 8 8 10 10 10 12 12 14 14 14 16

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

NA

ATTACKS STR 0 None 2 Bite (1d6+2) 2 2 Bite (1d6+2), Tail Slap (1d6+2)

DEX 0 14 16 12 0 14 12 16

CON 0 13 13 13

Taken FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

1d6

Eidolon_Bite_Dmg

1d4

Eidolon_Claw_Dmg 0 Eidolon_Claw_Atks 0 Eidolon_Spd_Climb

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

40 Eidolon_Spd_Fly good Eidolon_Spd_Fly_Man

1d6

Eidolon_Gore_Dmg

Small

Medium

NULL

NULL

0 Eidolon_Spd_Increase

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

1d6

Eidolon_Pincer_Dmg 0 Eidolon_Pincer_Atks

1d4

Eidolon_Rake_Dmg

Appraise Bluff Climb Craft (untrained) Craft () Craft () Diplomacy Disable Device Disguise Escape Artist Fly Handle Animal Heal Intimidate Knowledge (arcana) Knowledge (dungeoneering) Knowledge (engineering) Knowledge (geography)

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

Knowledge (history) Knowledge (local) Knowledge (nature) Knowledge (nobility) Knowledge (planes) Knowledge (religion) Knowledge (spirits) Linguistics Perception Perform (act) Perform (comedy) Perform (dance) Perform (keyboard) Perform (oratory) Perform (percussion) Perform (string) Perform (wind) Perform (sing) Perform (ritual) Perform (untrained) Profession (untrained) Profession () Profession () Ride Sense Motive Sleight of Hand Spellcraft Stealth Survival Swim Trap Finding Use Magic Device CUSTOM SKILL 1 CUSTOM SKILL 2 1d8 Eidolon_Slam_Dmg 0 Eidolon_Slam_Atks

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

1d4

Eidolon_Sting_Dmg 0 Eidolon_Sting_Atks

0 Eidolon_Spd_Swim

1d6

Eidolon_TailSlap_Dmg 0 Eidolon_TailSlap_Atks Eidolon_Tentacle_Dmg 0 Eidolon_Tentacle_Atks Eidolon_Trample

1d4

1d6

1d4

Eidolon_WingBuffet_Dmg

INT 2 1 2 2 2 2 2 2 2 2 2 1 2 2 2 2 2

WIS 12 12 12 11 12 12 11 13 13 11 12 12 12 12 14 13 15

CHA 0 8 2 7 4 10 6 4 4 10 4 6 2 14 6 6 9 5

SA None

SQ

hold breath

rage (as a barbarian for 6 rnds/day

spit (ranged touch attack, target is Sickened for 1d4 rnds, rang trip hold breath

2 2 2 2

14 12 12 15

6 6 6 trip 10 rake (1d4)

2 2 2

14 11 14

6 4 12

1 1 1 2 2 2 2 2 2 2 2

12 12 12 12 13 15 12 15 12 12 12

2 2 grab 2 poison (Frequency 1 rnd (6), Effect 1 Con dmg, Cure 1 save, C 10 7 10 7 10 14 6 10

powerful jaws (threat range 19-20). rake (1d4)

trip rage (as a barbarian for 6 rnds/day)

e details on how to teach an animal tricks). These bonus tricks don't require any training time or Handle Animal checks, and they don't count

Tricks

Special 0 3 1 Link, share spells

5 5 6 6 6 7 7 7

Devotion, evasion, link, multiattack, share spells Devotion, evasion, link, multiattack, share spells Devotion, improved evasion, link, multiattack, share spells Devotion, improved evasion, link, multiattack, share spells Devotion, improved evasion, link, multiattack, share spells Devotion, improved evasion, link, multiattack, share spells Devotion, improved evasion, link, multiattack, share spells Devotion, improved evasion, link, multiattack, share spells

SR 0 0 0 0 0 5 5 5 5 5 5 5 5 5 5 5

ATTACKS BAB None slam (1d4+1) 2 claws (1d3+1) bite (1d34) 2 claws (1d24), bite (1d34) bite (1d34) 2 claws (1d24), bite (1d34) 2 talons (1d42) 2 talons (1d42) bite (1d44) bite (1d34) 2 talons (1d42) bite (1d34) bite (1d34) bite (1d22 plus poison)

STR 0 2 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 12 13 1 3 1 3 6 6 3 3 6 2 2 1 4

DEX 0 17 15 15 15 15 15 17 17 15 15 17 15 15 12 17

5 0 0 0 0 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 12 0 0 0 0 0 0 0 0 0 0 0

bite (1d34 plus attach) bite (1d4 plus disease) 2 claws (1d3+1) slam (1d6+4) 2 claws (1d3+1) bite (1d34) 2 claws (1d24), bite (1d34) 2 talons (1d42) 2 talons (1d42) bite (1d44) bite (1d34) 2 talons (1d42) bite (1d34) bite (1d34) bite (1d22 plus poison) bite (1d34 plus attach) slam (1d4 plus burn) 2 claws (1d3+1) 2 claws (1d24), bite (1d34) 2 claws (1d24), bite (1d34) 2 talons (1d42) 1 bite (1d41 plus poison) 2 claws (1d3+1) sting (1d4 plus poison) bite (1d44) 2 claws (1d3+1) bite (1d34) 2 claws (1d3+1) 2 talons (1d42) 2 claws (1d24), bite (1d34) sting (1d32 plus poison), bite (1d22) slam (1d4+1) bite (1d34) bite (1d34) 2 claws (1d3+1) 2 claws (1d3+1) touch (attach) bite (1d22 plus poison) slam (1d6+3) 2 claws (1d3+1) bite (1d34 plus attach)

0 0 3 2 3 0 0 0 0 0 0 0 0 0 0 0 0 2 3 0 0 0 2 3 3 0 3 0 3 0 0 0 2 3 0 0 3 3 0 0 0 2 3 0

3 10 13 16 13 1 3 6 6 3 3 6 2 2 1 4 3 10 13 3 3 6 8 13 10 3 13 3 13 1 6 3 7 8 2 2 13 13 3 1 4 14 13 3

15 17 15 8 15 15 15 17 17 15 15 17 15 15 12 17 15 13 15 15 15 17 15 15 17 15 15 15 15 12 17 15 15 14 15 15 15 15 19 12 17 10 15 15

of its kind, spell resistance of its kind, spell resistance of its kind, spell resistance, scry on familiar of its kind, spell resistance, scry on familiar of its kind, spell resistance, scry on familiar of its kind, spell resistance, scry on familiar of its kind, spell resistance, scry on familiar of its kind, spell resistance, scry on familiar of its kind, spell resistance, scry on familiar of its kind, spell resistance, scry on familiar

Pool 0 3 4 5 7 8 9 10 11 13 14 15 16 17 19 20 21 22 23 25 26

Max Atk 0 3 3 3 4 4 4 4 5 5 5 5 6 6 6 6 7 7 7 7 8

Special Link, share spells Evasion, link, share spells Evasion, link, share spells Evasion, link, share spells Evasion, link, share spells Devotion, evasion, link, share spells Devotion, evasion, link, share spells Devotion, evasion, link, share spells Devotion, evasion, link, multiattack, share spells Devotion, evasion, link, multiattack, share spells Devotion, evasion, link, multiattack, share spells Devotion, evasion, link, multiattack, share spells Devotion, evasion, link, multiattack, share spells Devotion, evasion, link, multiattack, share spells Devotion, improved evasion, link, multiattack, share spells Devotion, improved evasion, link, multiattack, share spells Devotion, improved evasion, link, multiattack, share spells Devotion, improved evasion, link, multiattack, share spells Devotion, improved evasion, link, multiattack, share spells Devotion, improved evasion, link, multiattack, share spells

INT 0 7 7 7

WIS 0 10 10 10

CHA 0 11 11 11

EVO SENSES None None bite, limbs (legs) (2) | darkvision 60' claws, limbs (arms), limbs (legs) 60' | darkvision bite, climb, tail, tail slap darkvision 60' |

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

468 Trip (Ex) NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL List_Eidolon_Evolutions

SENSES low-light vision, scent low-light vision low-light vision, scent low-light vision, scent low-light vision, scent low-light vision, scent low-light vision, scent low-light vision, scent low-light vision, scent low-light vision, scent low-light vision, scent low-light vision low-light vision, scent low-light vision, scent low-light vision low-light vision, scent low-light vision

QUALIFIED TRUE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

low-light vision low-light vision, scent low-light vision, scent low-light vision, scent

FALSE FALSE FALSE FALSE

low-light vision low-light vision, scent low-light vision, scent

FALSE FALSE FALSE

low-light vision, scent low-light vision, scent low-light vision, scent low-light vision, scent low-light vision low-light vision, scent low-light vision, scent low-light vision, scent low-light vision, scent scent low-light vision, scent

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

2 None NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL List_Animal_Companions

mal checks, and they don't count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once select

CON 0 12 12 6 8 6 8 11 11 8 10 11 11 8 6 8

INT 0 4 6 2 2 2 2 2 2 1 2 2 2 2 1 1

WIS 0 11 11 14 12 14 12 14 14 12 12 15 13 15 15 13

CHA 0 11 14 5 7 5 7 7 7 2 5 6 2 7 4 2

SA None whirlwind (DC 12) Breath Weapon: 15' cone, 1d8 slashing (R Smite Evil1/day (Swift Action), add Cha Smite Evil1/day (Swift Action), add Cha Smite Evil1/day (Swift Action), add Cha Smite Evil1/day (Swift Action), add Cha Smite Evil1/day (Swift Action), add Cha Smite Evil1/day (Swift Action), add Cha Smite Evil1/day (Swift Action), add Cha Smite Evil1/day (Swift Action), add Cha Smite Evil1/day (Swift Action), add Cha Smite Evil1/day (Swift Action), add Cha - Smite Evil1/day (Swift Action), add Ch

10 13 12 13 12 6 8 11 11 8 10 11 11 8 6 8 10 10 12 8 8 11 12 10 8 12 10 12 6 11 8 13 11 11 8 12 12 10 6 8 13 12 10

2 2 6 4 6 2 2 2 2 1 2 2 2 2 1 1 2 4 6 2 2 2 10 6 13 1 6 2 6 1 2 2 10 11 2 2 6 6 1 1 1 4 6 2

12 13 11 11 11 14 12 14 14 12 12 15 13 15 15 13 12 11 11 12 12 14 12 11 12 12 11 12 11 15 15 12 12 12 13 15 11 11 12 15 13 11 11 12

5 4 14 11 14 5 7 7 7 2 5 6 2 7 4 2 5 11 14 7 7 7 7 14 14 2 14 5 14 4 6 7 10 11 2 7 14 14 6 4 2 11 14 5

- Smite Evil1/day (Swift Action), add Ch Disease (Ex) Filth fever: Biteinjury; sav Breath Weapon: 15' cone, 1d4 slashing a Earth Mastery (Ex): gains +1 bonus on at Breath Weapon: 15' cone, 1d8 bludgeonin Smite Good1/day (Swift Action), add Ch Smite Good1/day (Swift Action), add Ch Smite Good1/day (Swift Action), add Ch Smite Good1/day (Swift Action), add Ch Smite Good1/day (Swift Action), add Ch Smite Good1/day (Swift Action), add Ch Smite Good1/day (Swift Action), add Ch Smite Good1/day (Swift Action), add Ch Smite Good1/day (Swift Action), add Ch Smite Good1/day (Swift Action), add Ch - Poison (Ex) Biteinjury; save Fort DC 9 - Smite Good1/day (Swift Action), add C Burn: (1d4, DC 11) Breath Weapon: 15' cone, 1d8 fire (Ref D Poison (Ex) Biteinjury; save Fort DC 13 Breath Weapon: 15' cone, 1d4 cold and S Poison (Ex) Stinginjury; save Fort DC 1 Breath Weapon: 15' cone, 1d8 fire (Ref D Breath Weapon: 15' cone, 1d4 acid and S Poison (Ex) Stinginjury; save Fort DC 1 Poison (Ex) Clawinjury; save Fort DC 1 Breath Weapon: 15' cone, 1d4 slashing a Breath Weapon: 15' cone, 1d4 fire and Si - Attach (Ex): grapples foe, +8 Racial bon Poison (Ex) Biteinjury; save Fort DC 9; - Water Mastery (Ex): gains +1 bonus on Breath Weapon: 15' cone, 1d8 acid (Ref D Attach (Ex) When a weasel hits with a bit

QUALIFIED TRUE FALSE FALSE FALSE

#NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL

mal_Companions

se bonus tricks, and once selected, they can't be changed.


pecial: This includes a number of abilities gained by animal companions as they S

SQ FEATS Class Racial None None Air Mastery (Ex): airborne foes take 1 penalty on attack/dmg rolls; Immune: elemental traits Flyby Attack, Improved Initiative, Weapon Finesse 1 3 0 DR 5/magic; Fast Healing 2 (gusty and windy); Spell-Like Abilities (CL 6th): 1/daygust of wind, summon 0 Dodge, Improved Initiative 0 (level 2, 1 mephit 25% Master gains +3 bonus on Fly checks Weapon Finesse 0 3 0 Master gains +3 bonus on Stealth checks Weapon Finesse 0 3 0 Resist Cold, Acid, and Electricity 5 Weapon Finesse 0 3 0 Resist Cold, Acid, and Electricity 5 Weapon Finesse 0 3 0 Resist Cold, Acid, and Electricity 5 Weapon Finesse 0 3 0 Resist Cold, Acid, and Electricity 5 Weapon Finesse 0 3 0 Resist Cold, Acid, and Electricity 5 Weapon Finesse 0 3 8 Resist Cold, Acid, and Electricity 5 Weapon Finesse 0 3 8 Resist Cold, Acid, and Electricity 5 Weapon Finesse 0 3 0 Resist Cold, Acid, and Electricity 5 Weapon Finesse 0 3 0 Resist Cold, Acid, and Electricity 5 Skill Focus [Perception], Weapon Finesse 0 3 0 Resist Cold, Acid, and Electricity 5 Skill Focus [Perception] 0 3 0 Resist Cold, Acid, and Electricity 5 Weapon Finesse 0 3 0

SKILLS Acrobatics Ranks

Resist Cold, Acid, and Electricity 5 Weapon Finesse 0 3 8 Skill Focus (Perception) 0 3 0 DR 5/magic; Fast Healing 2 (dusty); Spell-Like Abilities (CL 6th): 1/daysummon (level 2, 1 mephit 25%),0 Dodge, Improved Initiative 0 wind wall, 1/hourblu Earth Glide (Ex): mayImproved Bull almostPower Attack pass through Rush, any earth, leaving behind no tunnel/hole; move earth spell cast0on area flings elemen 0 DR 5/magic; Fast Healing 2 (underground); Change Size: 1/day, enlarge 1 size category; Spell-Like Abilities (CL 6th): 1/dayso Dodge, Improved Initiative 0 0 Resist Cold and Fire 5 Weapon Finesse 0 3 0 Resist Cold and Fire 5 Weapon Finesse 0 3 0 Resist Cold and Fire 5 Weapon Finesse 0 3 0 Resist Cold and Fire 5 Weapon Finesse 0 3 0 Resist Cold and Fire 5 Weapon Finesse 0 3 8 Resist Cold and Fire 5 Weapon Finesse 0 3 8 Resist Cold and Fire 5 Weapon Finesse 0 3 0 Resist Cold and Fire 5 Weapon Finesse 0 3 0 Resist Cold and Fire 5 Skill Focus [Perception], Weapon Finesse 0 3 0 Resist Cold and Fire 5 Skill Focus [Perception] 0 3 0 Resist Cold and Fire 5 Weapon Finesse 0 3 0 Resist Cold and Fire 5 Weapon Finesse 0 3 8 Immune: elemental traits, fire Improved Initiative, Weapon Finesse Dodge, 1 3 0 DR 5/magic; Fast Healing 2 (fire); Immune: Fire; Weaknesses:0Vulnerability to cold; Spell-Like Abilities (CL 6th): 1/dayheat me Dodge, Improved Initiative 0 Master gains +2 bonus on Reflex saves Weapon Finesse 0 3 0 Master gains +3 bonus on Survival checks Weapon Finesse 0 3 0 Master gains +3 bonus on sight-based and opposed Perception checks in bright light Weapon Finesse 0 3 0 Telepathic Link (Su): cannot speak, but knows what its master 0 Lightning Reflexes knows and can convey to him or her everything it sees and hears 0 DR 5/magic; Fast Healing 2 (below freezing); Immune: Cold; Weaknesses: Vulnerability to fire; Spell-Like0 Dodge, Improved Initiative 0 Abilities (CL 6th): 1/d DR 5/good or silver; Immune:Weapon Finesse Dodge, fire, poison; Resist: acid 10, cold310; Fast Healing 2; Change Shape: boar, giant spider, rat, or rav 3 0 Master gains +3 bonus on Climb checks Weapon Finesse 0 3 8 DR 5/magic; Fast Healing 2 (magma or Initiative Dodge, Improved lava); Immune: Fire; Weaknesses: Vulnerability to cold; Magma Form (Su): 1/hour, beco 0 0 Master gains +3 bonus on Acrobatics checks Weapon Finesse 0 3 8 DR 5/magic; Fast Healing 2 (wet or muddy); Spell-Like Abilities0(CL 6th): 1/daystinking cloud (DC 15), summon (level 2, 1 me Dodge, Improved Initiative 0 Master gains +3 bonus on Focus checks Skill Swim [Perception] 0 3 0 Master gains +3 bonus on sight-based and opposed Perception checks in dim light or darkness Weapon Finesse 0 3 0 Master gains +3 bonus on Diplomacy checks Weapon Finesse 0 3 0 Languages: Draconic, telepathy (60'); Immune paralysis, sleep; +4 Stealth in forests Weapon Finesse 0 0 DR 5/cold iron or good; Immune: electricity, poison; Resist: acid 10, cold 10, fire 10; Fast Healing 2; Change Shape: 2 of bat, Sm Improved Initiative, Weapon Finesse 0 0 Master gains +2 bonus on Fortitude saves Weapon Finesse 0 3 0 Master gains +3 bonus on Focus [Perception], Weapon Finesse 1 language of master's choice as supernatural ability Skill Appraise checks; familiar may speak 0 3 0 DR 5/magic; Fast Healing 2 (arid); Spell-Like Abilities (CL 6th):0 Dodge, Improved Initiative 1/daysummon (level 2, 1 mephit 25%), 1/hourglitterdust 0 DR 5/magic; Immune: Fire; Weaknesses: Vulnerability to cold; 0 Dodge, Improved Initiative Fast Healing 2 (boiling water or steam); Spell-Like Abilities (CL 6 0 Diseased (Ex): 10% chance target of blood drain is exposed to0 Weapon Finesse filth fever, blinding sickness, or similar disease 3 0 Master gains +3 hit points Focus [Perception] Skill 0 3 0 Master gains +3 bonus on Bluff checks Weapon Finesse 0 3 0 Immune: elemental traits Power Attack 1 3 0 DR 5/magic; Fast Healing 2 (underwater); Spell-Like Abilities (CL 6th): 1/daystinking cloud (DC 15), summon (level 2, 1 meph Dodge, Improved Initiative 0 0 Master gains +2 bonus on Reflex saves Weapon Finesse 0 3 8

d by animal companions as they increase in power. Each of these bonuses is described below.
ink (Ex): A druid can handle her animal comp L

Appraise Ranks 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Class

Racial 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Bluff Ranks 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0

Class

0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 0 3 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 0 0 3 3 0 3 0 3 0 0 0 0 3 0 0 3 3 0 0 0 0 3 0

3 3

3 3 3 3

3 3

3 3

ruid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Anima

Racial 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Climb Ranks 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Class

Racial 0 0 0 4 0 4 0 0 8 8 0 8 0 0 8

Diplomacy Ranks 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

3 3 3 3 3 3 3 3 3 3 3 3 3

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

3 3 3 3 3 3 3 3

3 3 3

8 8 0 0 0 0 4 0 0 8 8 0 8 0 0 8 8 0 0 4 4 0 0 0 0 8 0 8 0 0 0 4 0 0 8 0 0 0 0 0 8 0 0 8

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 0 0 0 0 0 0 0 0 0 0 0

e any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks mad

Class

Racial 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Escape Artist Ranks 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Class 3

Racial 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 1

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

and Handle Animal checks made regarding an animal companion.


hare Spells (Ex): The druid may cast a spell with a target of You on her S

Fly Ranks 1 3 1 0 1 0 0 0 0 0 0 0 0 0 0

Class 3 3 3 3 3 3

Racial 10 10 10 0 10 0 4 4 0 0 4 0 4 0 0

Intimidate Ranks 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Class

3 3

0 0 3 0 3 1 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 0 0 3 3 0 3 0 3 0 0 0 2 3 0 0 3 3 0 0 0 0 3 0

3 3 3 3 3

3 3

3 3 3 3 3 3 3 3 3 3 3 3

0 0 10 0 2 10 0 4 4 0 0 4 0 4 0 0 0 0 2 0 0 4 8 2 12 0 2 0 2 0 4 0 8 12 0 4 2 2 4 0 0 0 2 0

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 0 0 0 0 0 0 0 0

3 3

pell with a target of You on her animal companion (as a spell with a range of touch

Racial 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Knowledge (arcana) Ranks Class 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Racial 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Knowledge (dungeoneering) Ranks 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

ge (dungeoneering) Class

Racial 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Knowledge (planes) Ranks Class 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3

Racial 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 3 0 0 0 0 0 0 0 0 3 0 0 0 0 0 0 0 1 0 0

3 3

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Perception Ranks 1 3 0 1 0 1 1 1 0 1 1 0 1 0 1

Class 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Racial 0 0 4 0 4 0 8 8 0 0 4 0 0 0 4

Sense Motive Ranks 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Class 3 3

0 1 3 1 3 0 1 1 1 0 1 1 0 1 0 1 0 1 3 1 1 1 2 3 3 0 3 1 3 0 1 1 2 3 0 1 3 3 0 0 1 1 3 0

3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

0 0 0 0 0 4 0 8 8 0 0 4 0 0 0 4 0 0 0 0 0 8 0 0 0 0 0 0 0 0 4 0 0 0 0 0 0 0 0 0 4 0 0 0

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 0 0 0 0 0 0 0 0 0 0 0

3 3 3

3 3

3 3 3 3

3 3

3 3

3 3

Racial 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Spellcraft Ranks 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Class

Racial 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Stealth Ranks 1 3 0 0 0 0 0 0 1 0 0 1 0 1 0

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 0 3 1 3 0 0 0 0 1 0 0 1 0 1 0 0 0 3 0 0 0 2 3 0 1 3 0 3 1 0 0 2 3 1 0 3 3 1 1 0 1 3 0

Class 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Racial 4 4 12 12 12 12 8 8 8 8 12 12 8 16 12

Survival Ranks 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Class

Racial 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

12 8 4 4 4 12 12 8 8 8 8 12 12 8 16 12 12 4 4 12 12 8 8 4 8 8 4 8 4 16 12 12 12 8 12 8 4 4 8 16 12 4 4 12

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Swim Ranks 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Class

Racial 0 0 0 0 0 0 0 0 0 0 0 8 0 0 8

3 3 3 3 3 3 3 3 3 3 3 3 3

SENSES QUALIFIED None TRUE darkvision 60' FALSE darkvision 60' FALSE blindsense 20', low-light vision FALSE low-light vision, scent FALSE blindsense 20', low-light vision FALSE low-light vision, scent FALSE darkvision 60', low-light vision ALSE F low-light vision FALSE low-light vision FALSE low-light vision FALSE low-light vision FALSE low-light vision, scent FALSE low-light vision FALSE low-light vision, scent FALSE low-light vision, scent FALSE

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0

3 3

3 3 3 3 3 3 3 3 3 3 3 3

3 3 3

3 3 3 3 3 3 3 3

3 3 3 3 3

0 8 0 0 0 0 0 0 0 0 0 0 8 0 0 8 0 0 0 0 0 0 0 0 0 0 0 0 8 0 0 0 0 0 8 0 0 0 0 0 8 8 8 0

low-light vision, scent FALSE low-light vision, scent FALSE darkvision 60' FALSE darkvision 60', tremorsense 60' FALSE darkvision 60' FALSE blindsense 20', low-light vision FALSE low-light vision, scent FALSE darkvision 60', low-light vision ALSE F low-light vision FALSE low-light vision FALSE low-light vision FALSE low-light vision FALSE low-light vision, scent FALSE low-light vision FALSE low-light vision, scent FALSE darkvision 60', low-light vision, scent FALSE low-light vision, scent FALSE darkvision 60' FALSE darkvision 60' FALSE low-light vision, scent FALSE low-light vision, scent FALSE low-light vision FALSE darkvision 60', low-light vision ALSE F darkvision 60' FALSE darkvision 60', detect good, detect magic, see in darkness FALSE low-light vision FALSE darkvision 60' FALSE low-light vision FALSE darkvision 60' FALSE low-light vision, scent FALSE low-light vision FALSE low-light vision, scent FALSE blindsense 60', darkvision 60', low-light vision FALSE darkvision 60' FALSE low-light vision, scent FALSE low-light vision FALSE darkvision 60' FALSE darkvision 60' FALSE darkvision 60', low-light vision, scent FALSE low-light vision, scent FALSE low-light vision, scent FALSE darkvision 60' FALSE darkvision 60' FALSE low-light vision, scent FALSE List_Familiars

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55

Item Amulet of Mighty Fists +1 Amulet of Mighty Fists +2 Amulet of Mighty Fists +3 Amulet of Mighty Fists +4 Amulet of Mighty Fists +5 Amulet of Natural Armor +1 Amulet of Natural Armor +2 Amulet of Natural Armor +3 Amulet of Natural Armor +4 Amulet of Natural Armor +5 Amulet of Proof against Detection and Location Amulet of the Planes Apparatus of the Crab Bag of Holding (Type I) Bag of Holding (Type II) Bag of Holding (Type III) Bag of Holding (Type IV) Bag of Tricks (Gray) Bag of Tricks (Rust) Bag of Tricks (Tan) Bead of Force Belt of Dwarvenkind Belt of Giant Strength +2 Belt of Giant Strength +4 Belt of Giant Strength +6 Belt of Incredible Dexterity +2 Belt of Incredible Dexterity +4 Belt of Incredible Dexterity +6 Belt of Mighty Constitution +2 Belt of Mighty Constitution +4 Belt of Mighty Constitution +6 Belt of Physical Might +2 [Str and Dex] Belt of Physical Might +4 [Str and Dex] Belt of Physical Might +6 [Str and Dex] Belt of Physical Might +2 [Str and Con] Belt of Physical Might +4 [Str and Con] Belt of Physical Might +6 [Str and Con] Belt of Physical Might +2 [Dex and Con] Belt of Physical Might +4 [Dex and Con] Belt of Physical Might +6 [Dex and Con] Belt of Physical Perfection +2 Belt of Physical Perfection +4 Belt of Physical Perfection +6 Blessed Book Boat, Folding Boots of Elvenkind Boots of Levitation Boots of Speed Boots of Striding and Springing Boots of Teleportation Boots of the Winterlands

Aura faint evocation faint evocation faint evocation faint evocation faint evocation faint transmutation faint transmutation faint transmutation faint transmutation faint transmutation moderate abjuration strong conjuration strong evocation and transmutation moderate conjuration moderate conjuration moderate conjuration moderate conjuration faint conjuration faint conjuration moderate conjuration moderate evocation strong divination moderate transmutation moderate transmutation moderate transmutation moderate transmutation moderate transmutation moderate transmutation moderate transmutation moderate transmutation moderate transmutation strong transmutation strong transmutation strong transmutation strong transmutation strong transmutation strong transmutation strong transmutation strong transmutation strong transmutation strong transmutation strong transmutation strong transmutation moderate transmutation moderate transmutation faint transmutation faint transmutation moderate transmutation faint transmutation moderate conjuration faint abjuration and transmutation

CL 5 5 5 5 5 5 5 5 5 5 8 15 19 9 9 9 9 3 5 9 10 12 8 8 8 8 8 8 8 8 8 12 12 12 12 12 12 12 12 12 16 16 16 7 6 5 3 10 3 9 5

56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110

Boots, Winged Bracelet of Friends Bracers of Archery, Greater Bracers of Archery, Lesser Bracers of Armor +1 Bracers of Armor +2 Bracers of Armor +3 Bracers of Armor +4 Bracers of Armor +5 Bracers of Armor +6 Bracers of Armor +7 Bracers of Armor +8 Brooch of Shielding Broom of Flying Candle of Invocation (Lawful Good) Candle of Invocation (Neutral Good) Candle of Invocation (Chaotic Good) Candle of Invocation (Lawful Neutral) Candle of Invocation (Neutral) Candle of Invocation (Chaotic Neutral) Candle of Invocation (Lawful Evil) Candle of Invocation (Neutral Evil) Candle of Invocation (Chaotic Evil) Candle of Truth Cape of the Mountebank Carpet of Flying (5' x 5') Carpet of Flying (5' x 10') Carpet of Flying (10' x 10') Chime of Interruption Chime of Opening Circlet of Persuasion Cloak of Arachnida Cloak of the Bat Cloak of Displacement, Major Cloak of Displacement, Minor Cloak of Elvenkind Cloak of Etherealness Cloak of the Manta Ray Cloak of Resistance +1 Cloak of Resistance +2 Cloak of Resistance +3 Cloak of Resistance +4 Cloak of Resistance +5 Crown of Blasting, Minor Crown of Blasting, Major Crystal Ball Crystal ball with detect thoughts Crystal ball with see invisibility Crystal ball with telepathy Crystal ball with true seeing Dimensional Shackles Eyes of Charming Eyes of Doom Eyes of the Eagle Gauntlet of Rust

moderate transmutation strong conjuration moderate transmutation faint transmutation moderate conjuration moderate conjuration moderate conjuration moderate conjuration moderate conjuration moderate conjuration moderate conjuration moderate conjuration faint abjuration moderate transmutation strong conjuration strong conjuration strong conjuration strong conjuration strong conjuration strong conjuration strong conjuration strong conjuration strong conjuration faint enchantment moderate conjuration moderate transmutation moderate transmutation moderate transmutation moderate evocation moderate transmutation faint transmutation moderate conjuration and transmutation moderate transmutation moderate illusion faint illusion faint illusion strong transmutation moderate transmutation faint abjuration faint abjuration faint abjuration faint abjuration faint abjuration moderate evocation strong evocation moderate divination moderate divination moderate divination moderate divination moderate divination moderate abjuration moderate enchantment moderate necromancy faint divination moderate transmutation

8 15 8 4 7 7 7 7 7 7 7 7 1 9 17 17 17 17 17 17 17 17 17 3 9 10 10 10 7 11 5 6 7 7 3 3 15 9 5 5 5 5 5 6 17 10 10 10 10 10 11 7 11 3 7

111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165

Gloves of Arrow Snaring Glove of Storing Gloves of Swimming and Climbing Goggles of Minute Seeing Goggles of Night Golembane Scarab Hand of Glory Hand of the Mage Hat of Disguise Headband of Alluring Charisma +2 Headband of Alluring Charisma +4 Headband of Alluring Charisma +6 Headband of Inspired Wisdom +2 Headband of Inspired Wisdom +4 Headband of Inspired Wisdom +6 Headband of Mental Prowess +2 [Int and Wis] Headband of Mental Prowess +4 [Int and Wis] Headband of Mental Prowess +6 [Int and Wis] Headband of Mental Prowess +2 [Int and Cha] Headband of Mental Prowess +4 [Int and Cha] Headband of Mental Prowess +6 [Int and Cha] Headband of Mental Prowess +2 [Wis and Cha] Headband of Mental Prowess +4 [Wis and Cha] Headband of Mental Prowess +6 [Wis and Cha] Headband of Mental Superiority +2 Headband of Mental Superiority +4 Headband of Mental Superiority +6 Headband of Vast Intelligence +2 Headband of Vast Intelligence +4 Headband of Vast Intelligence +6 Helm of Brilliance Helm of Comprehend Languages and Read Magic Helm of Telepathy Helm of Teleportation Helm of Underwater Action Mantle of Faith Mantle of Spell Resistance Mask of the Skull Medallion of Thoughts Necklace of Adaptation Necklace of Fireballs Type I Necklace of Fireballs Type II Necklace of Fireballs Type III Necklace of Fireballs Type IV Necklace of Fireballs Type V Necklace of Fireballs Type VI Necklace of Fireballs Type VII Periapt of Health Periapt of Proof against Poison Periapt of Wound Closure Phylactery of Faithfulness Phylactery of Negative Channeling Phylactery of Positive Channeling Ring of Acid Resistance, Greater Ring of Acid Resistance, Major

faint abjuration moderate transmutation faint transmutation faint divination faint transmutation moderate divination faint varied faint transmutation faint illusion moderate transmutation moderate transmutation moderate transmutation moderate transmutation moderate transmutation moderate transmutation strong transmutation strong transmutation strong transmutation strong transmutation strong transmutation strong transmutation strong transmutation strong transmutation strong transmutation strong transmutation strong transmutation strong transmutation moderate transmutation moderate transmutation moderate transmutation strong varied faint divination faint divination and enchantment moderate conjuration faint transmutation strong abjuration [good] moderate abjuration strong necromancy and transmutation faint divination moderate transmutation moderate evocation moderate evocation moderate evocation moderate evocation moderate evocation moderate evocation moderate evocation faint conjuration faint conjuration moderate conjuration faint divination moderate necromancy [evil] moderate necromancy [good] moderate abjuration moderate abjuration

3 6 5 3 3 8 5 2 1 8 8 8 8 8 8 12 12 12 12 12 12 12 12 12 16 16 16 8 8 8 13 4 5 9 5 20 9 13 5 7 10 10 10 10 10 10 10 5 5 10 1 10 10 11 7

166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220

Ring of Acid Resistance, Minor Ring of Animal Friendship Ring of Blinking Ring of Chameleon Power Ring of Climbing Ring of Climbing, Improved Ring of Cold Resistance, Greater Ring of Cold Resistance, Major Ring of Cold Resistance, Minor Ring of Counterspells Ring of Djinni Calling Ring of Electricity Resistance, Greater Ring of Electricity Resistance, Major Ring of Electricity Resistance, Minor Ring of Elemental Command (Air) Ring of Elemental Command (Earth) Ring of Elemental Command (Fire) Ring of Elemental Command (Water) Ring of Evasion Ring of Feather Falling Ring of Fire Resistance, Greater Ring of Fire Resistance, Major Ring of Fire Resistance, Minor Ring of Force Shield Ring of Freedom of Movement Ring of Friend Shield Ring of Invisibility Ring of Jumping Ring of Jumping, Improved Ring of Mind Shielding Ring of Protection +1 Ring of Protection +2 Ring of Protection +3 Ring of Protection +4 Ring of Protection +5 Ring of Regeneration Ring of Shooting Stars Ring of Sonic Resistance, Greater Ring of Sonic Resistance, Major Ring of Sonic Resistance, Minor Ring of Spell Storing, Minor Ring of Spell Storing Ring of Spell Storing, Greater Ring of Spell Turning Ring of Sustenance Ring of Swimming Ring of Swimming, Improved Ring of Telekinesis Ring of the Ram Ring of Three Wishes Ring of Water Walking Ring of Wizardry I Ring of Wizardry II Ring of Wizardry III Ring of Wizardry IV

faint abjuration faint enchantment moderate transmutation faint illusion faint transmutation faint transmutation moderate abjuration moderate abjuration faint abjuration moderate evocation strong conjuration moderate abjuration moderate abjuration faint abjuration strong conjuration strong conjuration strong conjuration strong conjuration moderate transmutation faint transmutation moderate abjuration moderate abjuration faint abjuration moderate evocation moderate abjuration moderate abjuration faint illusion faint transmutation moderate transmutation faint abjuration faint abjuration faint abjuration faint abjuration faint abjuration faint abjuration strong conjuration strong evocation moderate abjuration moderate abjuration faint abjuration faint evocation moderate evocation strong evocation strong abjuration faint conjuration faint transmutation moderate transmutation moderate transmutation moderate transmutation strong universal or evocation (if miracle is used) moderate transmutation moderate strong strong strong

3 3 7 3 5 5 11 7 3 11 17 11 7 3 15 15 15 15 7 1 11 7 3 9 7 10 3 2 7 3 5 5 5 5 5 15 12 11 7 3 5 9 17 13 5 2 7 9 9 20 9 11 14 17 20

221 222 223 224 225 226 227 228 229

Ring of X-Ray Vision Robe of Scintillating Colors Robe of Stars Robe of Useful Items Scarab of Protection Slippers of Spider Climbing Vest of Escape Vestment, Druid's Wings of Flying

moderate divination moderate illusion strong varied moderate transmutation strong abjuration and necromancy faint transmutation faint conjuration and transmutation moderate transmutation moderate transmutation

6 11 15 9 18 4 4 10 10

Slot Neck Neck Neck Neck Neck Neck Neck Neck Neck Neck Neck Neck None None None None None None None None None Belts Belts Belts Belts Belts Belts Belts Belts Belts Belts Belts Belts Belts Belts Belts Belts Belts Belts Belts Belts Belts Belts None None Feet Feet Feet Feet Feet Feet

Cost Wgt Bonus 5000 0 1 20000 0 2 45000 0 3 80000 0 4 125000 0 5 2000 0 1 8000 0 2 18000 0 3 32000 0 4 50000 0 5 35000 0 120000 0 90000 500 2500 15 5000 25 7400 35 10000 60 3400 0 8500 0 16000 0 14900 4000 16000 36000 4000 16000 36000 4000 16000 36000 10000 40000 90000 10000 40000 90000 10000 40000 90000 16000 64000 144000 12500 7200 2500 7500 12000 5500 49000 2500 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 4 1 1 1 1 3 1

2 4 6 2 4 6 2 4 6 2 4 6 2 4 6 2 4 6 2 4 6

10

Feet Wrists Wrists Wrists

16000 19000 5000

1 1 1

Wrists

None None None None None None None None None None Shoulders None None None None None Shoulders Shoulders Shoulders Shoulders Shoulders Shoulders Shoulders Shoulders Shoulders Shoulders Shoulders Shoulders Shoulders Head Head None None None None None Wrists Eyes Eyes Eyes Hands

8400 8400 8400 8400 8400 8400 8400 8400 8400 2500 10800 20000 35000 60000 16800 3000 4500 14000 26000 50000 24000 2500 55000 7200 1000 4000 9000 16000 25000 6480 23760 42000 51000 50000 70000 80000 28000 56000 25000 2500 11500

0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 1 8 10 15 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 7 7 7 7 7 5

3 8 5

1 2 3 4 5

1 2

Hands 4000 Hands 10000 Hands 6250 Eyes 2500 Eyes 12000 Neck 2500 Neck 8000 Neck 900 Head 1800 Headband 4000 Headband 16000 Headband 36000 Headband 4000 Headband 16000 Headband 36000 Headband 10000 Headband 40000 Headband 90000 Headband 10000 Headband 40000 Headband 90000 Headband 10000 Headband 40000 Headband 90000 Headband 16000 Headband 64000 Headband 144000 Headband 4000 Headband 16000 Headband 36000 Head 125000 Head 5200 Head 27000 Head 73500 Head 24000 Chest 76000 Chest 90000 Head 22000 Neck 12000 Neck 9000 None 1650 None 2700 None 4350 None 5400 None 5850 None 8100 None 8700 Neck 7500 Neck 2700 Neck 15000 Headband 1000 Headband 11000 Headband 11000 Ring 44000 Ring 28000

5 5

2 2 2 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 0 0 3 0 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0

2 4 6 2 4 6 2 4 6 2 4 6 2 4 6 2 4 6 2 4 6

Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring Ring

12000 10800 27000 12700 2500 10000 44000 28000 12000 4000 125000 44000 28000 12000 200000 200000 200000 200000 25000 2200 44000 28000 12000 8500 40000 25000 20000 2500 10000 8000 2000 8000 18000 32000 50000 90000 50000 44000 28000 12000 18000 50000 200000 100000 2500 2500 10000 75000 8600 120000 15000 20000 40000 70000 100000

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

5 10

5 10 1 2 3 4 5

5 10

Ring Ring Ring Ring Ring Ring Ring Ring Ring

25000 27000 58000 7000 38000 4800 5200 3750 54000

0 1 1 1 0 0.5 0 0 2

6 5

Other +1 Enhancement bonus to attack and dmg w/ unarmed attacks and natural weapons +2 Enhancement bonus to attack and dmg w/ unarmed attacks and natural weapons +3 Enhancement bonus to attack and dmg w/ unarmed attacks and natural weapons +4 Enhancement bonus to attack and dmg w/ unarmed attacks and natural weapons +5 Enhancement bonus to attack and dmg w/ unarmed attacks and natural weapons +1 Enhancement bonus to Natural Armor +2 Enhancement bonus to Natural Armor +3 Enhancement bonus to Natural Armor +4 Enhancement bonus to Natural Armor +5 Enhancement bonus to Natural Armor Caster of divination targeting wearer must succeed on a caster level check (DC 19) Plane shift to specific location (DC 15 Int check, failure leads to random location (60%) or plane) Seats 2 Medium or Small creatures; works up to 900' water w/ air for 2 to survive 1d4+1 hrs Move Action or Full-Round Action to retrieve item; holds 250 lbs., 30 cu. ft. Move Action or Full-Round Action to retrieve item; holds 500 lbs., 70 cu. ft. Move Action or Full-Round Action to retrieve item; holds 1,000 lbs., 150 cu. ft. Move Action or Full-Round Action to retrieve item; holds 1,500 lbs., 250 cu. ft. 2/day; Bat (130), Rat (3160), Cat (6175), Weasel (7690), or Riding Dog (91100) for 10 min 2/day; Wolverine (130), Wolf (3160), Boar (6185), or Leopard (86100) for 10 min 2/day; Grizzly Bear (130), Lion (3160), Heavy Horse (6175), Tiger (7690), or Rhinoceros (91100) for 10 min Gain various abilities related to dwarves +2 Enhancement bonus to Strength +4 Enhancement bonus to Strength +6 Enhancement bonus to Strength +2 Enhancement bonus to Dexterity +4 Enhancement bonus to Dexterity +6 Enhancement bonus to Dexterity +2 Enhancement bonus to Constitution +4 Enhancement bonus to Constitution +6 Enhancement bonus to Constitution +2 Enhancement bonus to Strength and Dexterity +4 Enhancement bonus to Strength and Dexterity +6 Enhancement bonus to Strength and Dexterity +2 Enhancement bonus to Strength and Constitution +4 Enhancement bonus to Strength and Constitution +6 Enhancement bonus to Strength and Constitution +2 Enhancement bonus to Dexterity and Constitution +4 Enhancement bonus to Dexterity and Constitution +6 Enhancement bonus to Dexterity and Constitution +2 Enhancement bonus to Strength, Dexterity, and Constitution +4 Enhancement bonus to Strength, Dexterity, and Constitution +6 Enhancement bonus to Strength, Dexterity, and Constitution Small (12" x 8" x 1") waterproof book w/ lock; holds 1,000 pages of spells w/out material cost Small (12" x 6" x 6") wooden box unfolds to form boat (10' x 4' x 2' in 1 rnd, 24' x 8' x 6' 2 rnds) +5 Competence to Acrobatics Command Word: levitate as per levitate spell Free Action: up to 10 rnds/day (need not be consecutive), act as though affected by haste spell +10' Enhancement bonus to base land spd; +5 Competence to Acrobatics to jump Teleport 3/day as per the spell Move on snow/ice at 30', leaving no tracks, w/out falling/slipping; warmed as w/ endure elements

3/day, fly 60' (good) w/ +4 bonus to Fly as per spell for up to 5 min. per flight Standard Action: call willing person keyed to charm located on same plane; 4 charms/bracelet Proficient w/ all bows; if already proficient, +1 Competence to attacks

Those matching alignment w/in 30' gain +2 Morale bonus on attack rolls, saves, and skill checks Those matching alignment w/in 30' gain +2 Morale bonus on attack rolls, saves, and skill checks Those matching alignment w/in 30' gain +2 Morale bonus on attack rolls, saves, and skill checks Those matching alignment w/in 30' gain +2 Morale bonus on attack rolls, saves, and skill checks Those matching alignment w/in 30' gain +2 Morale bonus on attack rolls, saves, and skill checks Those matching alignment w/in 30' gain +2 Morale bonus on attack rolls, saves, and skill checks Those matching alignment w/in 30' gain +2 Morale bonus on attack rolls, saves, and skill checks Those matching alignment w/in 30' gain +2 Morale bonus on attack rolls, saves, and skill checks Those matching alignment w/in 30' gain +2 Morale bonus on attack rolls, saves, and skill checks Zone of truth (Will DC 13 negs) in 5' rad centered on candle for 1 hr (while candle burns) Use dimension door spell 1/day Fly as w/ overland flight (+5 on Fly checks; hover w/out check) w/ up to 200 lb. at 40' or 400 lb. at 30' Fly as w/ overland flight (+5 on Fly checks; hover w/out check) w/ up to 400 lb. at 40' or 800 lb. at 30' Fly as w/ overland flight (+5 on Fly checks; hover w/out check) w/ up to 800 lb. at 40' or 1,600 lb. at 30' For 3 min (every 10 min), verbal spells w/ cast w/in 30' require concentration check (DC 15 + spell level) Cause locks, lids, doors, valves, portals to open, dispel hold portal or arcane lock; 10 chgs +3 Competence to Charisma-based checks climb as w/ spider climb spell; move in webs at 1/2 spd; cast web 1/day; +2 Luck bonus vs. spider poison +5 Competence to Stealth; in darkness, fly 60' (good) w/ +7 bonus or polymorph into bat for 7/min Use displacement as per spell (50% miss chance) for 15 rnds/day (need not be consecutive) Continually affected by blur spell (20% miss chance) +5 Competence to Stealth Become ethereal as per ethereal jaunt spell for 10 min/day (useable in 1 min increments; dismissible) Become manta ray as beast shape II: +3 Natural Armor, breathe underwater, swim 60', tail spine (1d6) +1 Resistance bonus to Saving Throws +2 Resistance bonus to Saving Throws +3 Resistance bonus to Saving Throws +4 Resistance bonus to Saving Throws +5 Resistance bonus to Saving Throws Use searing light (3d8 dmg) 1/day Use searing light (5d8 maximized for 40 dmg) 1/day Use scrying (Will DC 16 neg, -1 for each use after 1st) Use scrying (Will DC 16 neg, -1 for each use after 1st); detect thoughts on target (Will DC 13 neg) Use scrying (Will DC 16 neg, -1 for each use after 1st); see invisibility on target Use scrying (Will DC 16 neg, -1 for each use after 1st); telepathy on target Use scrying (Will DC 16 neg, -1 for each use after 1st); true seeing on target Small to Large creature affected by dimensional anchor spell (no save); break/slip out DC 30 Use charm person (1 target/rnd; Will DC 16) by meeting target's gaze Standard Action; doom (1 foe/rnd; Will DC 11); continual deathwatch; fear (Will DC 16) as gaze 1/wk +5 Competence to Perception 1/day, affect object as w/ rusting grasp spell; completely protects wearer and gear from rusting

2/day, use Snatch Arrows feat; must wear both gloves to be effective, w/ 1 hand free Item held and weighing 20 lb. or less disappears on command (Free Action); uses both hands slots +5 Competence to Swim and Climb; must wear both gloves to be effective +5 Competence to Disable Device Gain darkvision 60' Standard Action (concentration): detect golems w/in 60'; golems lose DR vs. attacks Gain benefits from 1 ring outside Ring slot; may use daylight and see invisibility each 1/day May utilize mage hand at will Alter appearance as w/ disguise self spell +2 Enhancement bonus to Charisma +4 Enhancement bonus to Charisma +6 Enhancement bonus to Charisma +2 Enhancement bonus to Wisdom +4 Enhancement bonus to Wisdom +6 Enhancement bonus to Wisdom +2 Enhancement bonus to Intelligence and Wisdom +4 Enhancement bonus to Strength and Dexterity +6 Enhancement bonus to Strength and Dexterity +2 Enhancement bonus to Intelligence and Charisma +4 Enhancement bonus to Strength and Constitution +6 Enhancement bonus to Strength and Constitution +2 Enhancement bonus to Wisdom and Charisma +4 Enhancement bonus to Dexterity and Constitution +6 Enhancement bonus to Dexterity and Constitution +2 Enhancement bonus to Intelligence, Wisdom, and Charisma +4 Enhancement bonus to Intelligence, Wisdom, and Charisma +6 Enhancement bonus to Intelligence, Wisdom, and Charisma +2 Enhancement bonus to Intelligence +4 Enhancement bonus to Intelligence +6 Enhancement bonus to Intelligence Fire resistance 30; weapon may become flaming; emits light (30' rad.) that deals 1d6 to undead Understand spoken/written languages; +5 Competence on Linguistics to understand some messages Detect thoughts at will; 2-way telepathy after reading surface thoughts; 1/day, suggestion (Will DC 14) Teleport 3/day See underwater, up to 5x farther than normal; gain 30' Swim and globe of air around head Grants DR 5/evil Grants SR 21 1/day, touch attack (50' rng) deals 130 dmg (or 3d6+13 w/ Fort DC 20); mask AC 16, 10 HP, hard 6 May read thoughts, as with detect thoughts Immune to all harmful vapors/gases; may always breathe (even underwater or in vacuum) Two 3d6 one 5d6; rng 70'; failed save vs. magical fire attack may detonate Two 2d6, two 4d6, one 6d6 (Ref DC 14 half); rng 70'; failed save vs. magical fire attack may detonate Four 3d6, two 5d6, one 7d6 (Ref DC 14 half); rng 70'; failed save vs. magical fire attack may detonate Four 2d6, two 4d6, two 6d6, one 8d6 (Ref DC 14 half); rng 70'; failed save vs. magical fire attack may detonate Two 3d6, two 5d6, two 7d6, one 9d6 (Ref DC 14 half); rng 70'; failed save vs. magical fire attack may detonate Four 4d6, two 6d6, two 8d6, one 10d6 (Ref DC 14 half); rng 70'; failed save vs. magical fire attack may detonate Two 3d6, two 5d6, two 7d6, two 9d6, one 10d6 (Ref DC 14 half); rng 70'; failed save vs. magical fire attack may detonate Immune to disease, including supernatural diseases Immune to poison Automatically stabilize; healing rate x2; heal abnormal wounds; immune to Bleed dmg Aware of action/item that could adversely affect alignment and standing w/ deity +2d6 to channel negative energy +2d6 to channel positive energy Grants acid resistance 30 Grants acid resistance 20

Grants acid resistance 10 Command Word: affects animal as if wearer had cast charm animal Command Word: makes wearer blink (as the spell) Free Action: +10 Competence to Stealth; Standard Action: use disguise self +5 Competence to Climb +10 Competence to Climb Grants cold resistance 30 Grants cold resistance 20 Grants cold resistance 10 Counterspell single 1st-6th spell stored in ring again Standard Action: call specific djinni to serve for up to 1 hr/day Grants electricity resistance 30 Grants electricity resistance 20 Grants electricity resistance 10 Gain various immunities, benefits, and spell-like abilities related to air elementals Gain various immunities, benefits, and spell-like abilities related to earth elementals Gain various immunities, benefits, and spell-like abilities related to fire elementals Gain various immunities, benefits, and spell-like abilities related to water elementals Avoid damage as w/ evasion (successful Ref save for half dmg instead deals no dmg) Feather fall spell activates immediately if wearer falls more than 5' Grants fire resistance 30 Grants fire resistance 20 Grants fire resistance 10 Free Action: wall of force functions as heavy shield (+2 AC; no ACP or arcane spell failure) Continually under effects of freedom of movement spell Command Word: cast shield other w/ wearer of mated ring as recipient (no rng limitation) Command Word: become Invisible, as per invisibility spell +5 Competence to all Acrobatics made to make high or long jumps +10 Competence to all Acrobatics made to make high or long jumps Immune to detect thoughts, discern lies, and attempts to magically discern alignment +1 Deflection bonus to AC +2 Deflection bonus to AC +3 Deflection bonus to AC +4 Deflection bonus to AC +5 Deflection bonus to AC Heal 1 hp and 1 nonlethal dmg/rnd; immune to Bleed dmg; regrow lost organ/body part Different powers when in dim light or outdoors at night vs. underground or indoors at night Grants sonic resistance 30 Grants sonic resistance 20 Grants sonic resistance 10 Store up to 3 levels of spells (divine, arcane, or a mix) that wearer can cast Store up to 5 levels of spells (divine, arcane, or a mix) that wearer can cast Store up to 10 levels of spells (divine, arcane, or a mix) that wearer can cast Command Word: 3/day reflect the next 9 levels of spells cast at wearer No need to eat; require only 2 hrs sleep/day +5 Competence to all Swim +10 Competence to all Swim Command Word: use telekinesis as per the spell Foe w/in 50' takes dmg (1d6/chg, max 3); bull rush (CMB +16 +1/chg) if w/in 30'; ram as Str 25/27/29 Use 3 wishes before ring becomes nonmagical May continually utilize effects of water walk spell Doubles 1st-level spells granted by arcane class Doubles 2nd-level spells granted by arcane class Doubles 3rd-level spells granted by arcane class Doubles 4th-level spells granted by arcane class

See 20' through 1" of metal, 1' of stone, 3' wood/dirt; take 1 Con dmg/min after 1st 10 min. Illuminates 30' rad; for 10 rnds/day, grants concealment and may Daze foes +1 Luck to saves; travel to Astral Plane; use 6 stars/month as +5 shuriken Detach up to 1 patch/rnd to transform it into actual item Grants SR 20; absorb 12 energy-drain/death/negative energy effects before being destroyed Climb 20' (hands free), 10 min/day (in 1 min increments); does not work on severely slippery surfaces +6 Competence to Escape Artist; +4 Competence to Disable Device Use wild shape ability 1 additional time/day Command Word: fly 60' (average) w/ +5 Competence to Fly

Const. Reqs Craft Wondrous Item, greater magic fang, caster level 3rd plus any requirements of the melee weapon special abilities Craft Wondrous Item, greater magic fang, caster level 6th plus any requirements of the melee weapon special abilities Craft Wondrous Item, greater magic fang, caster level 9th plus any requirements of the melee weapon special abilities Craft Wondrous Item, greater magic fang, caster level 12th plus any requirements of the melee weapon special abilities Craft Wondrous Item, greater magic fang, caster level 15th plus any requirements of the melee weapon special abilities Craft Wondrous Item, barkskin, caster level 3rd Craft Wondrous Item, barkskin, caster level 6th Craft Wondrous Item, barkskin, caster level 9th Craft Wondrous Item, barkskin, caster level 12th Craft Wondrous Item, barkskin, caster level 15th Craft Wondrous Item, nondetection Craft Wondrous Item, plane shift Craft Wondrous Item, animate objects, continual flame, creator must have 8 ranks in Knowledge (engineering) Craft Wondrous Item, secret chest Craft Wondrous Item, secret chest Craft Wondrous Item, secret chest Craft Wondrous Item, secret chest Craft Wondrous Item, summon nature's ally II Craft Wondrous Item, summon nature's ally II Craft Wondrous Item, summon nature's ally II Craft Wondrous Item, resilient sphere Craft Wondrous Item, tongues, creator must be a dwarf Craft Wondrous Item, bull's strength Craft Wondrous Item, bull's strength Craft Wondrous Item, bull's strength Craft Wondrous Item, cat's grace Craft Wondrous Item, cat's grace Craft Wondrous Item, cat's grace Craft Wondrous Item, bear's endurance Craft Wondrous Item, bear's endurance Craft Wondrous Item, bear's endurance Craft Wondrous Item, bull's strength, cat's grace Craft Wondrous Item, bull's strength, cat's grace Craft Wondrous Item, bull's strength, cat's grace Craft Wondrous Item, bear's endurance, bull's strength Craft Wondrous Item, bear's endurance, bull's strength Craft Wondrous Item, bear's endurance, bull's strength Craft Wondrous Item, bear's endurance, cat's grace Craft Wondrous Item, bear's endurance, cat's grace Craft Wondrous Item, bear's endurance, cat's grace Craft Wondrous Item, bear's endurance, bull's strength, cat's grace Craft Wondrous Item, bear's endurance, bull's strength, cat's grace Craft Wondrous Item, bear's endurance, bull's strength, cat's grace Craft Wondrous Item, secret page Craft Wondrous Item, fabricate, creator must have 2 ranks in the Craft (ships) skill Craft Wondrous Item, creator must be an elf Craft Wondrous Item, levitate Craft Wondrous Item, haste Craft Wondrous Item, longstrider, creator must have 5 ranks in the Acrobatics skill Craft Wondrous Item, teleport Craft Wondrous Item, cat's grace, endure elements, pass without trace

Craft Wondrous Item, fly Craft Wondrous Item, refuge Craft Wondrous Item, Craft Magic Arms and Armor, crafter must be proficient with a longbow or shortbow

Craft Wondrous Item, gate, creator must be same alignment as candle created Craft Wondrous Item, gate, creator must be same alignment as candle created Craft Wondrous Item, gate, creator must be same alignment as candle created Craft Wondrous Item, gate, creator must be same alignment as candle created Craft Wondrous Item, gate, creator must be same alignment as candle created Craft Wondrous Item, gate, creator must be same alignment as candle created Craft Wondrous Item, gate, creator must be same alignment as candle created Craft Wondrous Item, gate, creator must be same alignment as candle created Craft Wondrous Item, gate, creator must be same alignment as candle created Craft Wondrous Item, zone of truth Craft Wondrous Item, dimension door Craft Wondrous Item, overland flight Craft Wondrous Item, overland flight Craft Wondrous Item, overland flight Craft Wondrous Item, shout Craft Wondrous Item, knock Craft Wondrous Item, eagle's splendor Craft Wondrous Item, spider climb, web Craft Wondrous Item, beast shape III, fly Craft Wondrous Item, Extend Spell, displacement Craft Wondrous Item, blur Craft Wondrous Item, invisibility, creator must be an elf Craft Wondrous Item, ethereal jaunt Craft Wondrous Item, beast shape II, water breathing Craft Wondrous Item, resistance, caster level 3rd Craft Wondrous Item, resistance, caster level 6th Craft Wondrous Item, resistance, caster level 9th Craft Wondrous Item, resistance, caster level 12th Craft Wondrous Item, resistance, caster level 15th Craft Wondrous Item, searing light Craft Wondrous Item, Maximize Spell, searing light Craft Wondrous Item, scrying Craft Wondrous Item, detect thoughts, scrying Craft Wondrous Item, scrying, see invisibility Craft Wondrous Item, scrying, telepathy Craft Wondrous Item, scrying, true seeing Craft Wondrous Item, dimensional anchor Craft Wondrous Item, Heighten Spell, charm person Craft Wondrous Item, doom, deathwatch, fear Craft Wondrous Item, clairaudience/clairvoyance Craft Wondrous Item, rusting grasp

Craft Wondrous Item, shield Craft Wondrous Item, shrink item Craft Wondrous Item, bull's strength, cat's grace Craft Wondrous Item, true seeing Craft Wondrous Item, darkvision Craft Wondrous Item, detect magic, caster level 10th Craft Wondrous Item, animate dead, daylight, see invisibility Craft Wondrous Item, mage hand Craft Wondrous Item, disguise self Craft Wondrous Item, bull's strength Craft Wondrous Item, bull's strength Craft Wondrous Item, bull's strength Craft Wondrous Item, cat's grace Craft Wondrous Item, cat's grace Craft Wondrous Item, cat's grace Craft Wondrous Item, bull's strength, cat's grace Craft Wondrous Item, bull's strength, cat's grace Craft Wondrous Item, bull's strength, cat's grace Craft Wondrous Item, bear's endurance, bull's strength Craft Wondrous Item, bear's endurance, bull's strength Craft Wondrous Item, bear's endurance, bull's strength Craft Wondrous Item, bear's endurance, cat's grace Craft Wondrous Item, bear's endurance, cat's grace Craft Wondrous Item, bear's endurance, cat's grace Craft Wondrous Item, bear's endurance, bull's strength, cat's grace Craft Wondrous Item, bear's endurance, bull's strength, cat's grace Craft Wondrous Item, bear's endurance, bull's strength, cat's grace Craft Wondrous Item, bear's endurance Craft Wondrous Item, bear's endurance Craft Wondrous Item, bear's endurance Craft Wondrous Item, detect undead, fireball, flame blade, daylight, prismatic spray, protection from energy, wall of fire Craft Wondrous Item, comprehend languages, read magic Craft Wondrous Item, detect thoughts, suggestion Craft Wondrous Item, teleport Craft Wondrous Item, water breathing Craft Wondrous Item, stoneskin Craft Wondrous Item, spell resistance Craft Wondrous Item, animate objects, finger of death, fly Craft Wondrous Item, detect thoughts Craft Wondrous Item, alter self Craft Wondrous Item, fireball Craft Wondrous Item, fireball Craft Wondrous Item, fireball Craft Wondrous Item, fireball Craft Wondrous Item, fireball Craft Wondrous Item, fireball Craft Wondrous Item, fireball Craft Wondrous Item, remove disease Craft Wondrous Item, neutralize poison Craft Wondrous Item, heal Craft Wondrous Item, detect chaos, detect evil, detect good, detect law Craft Wondrous Item, creator must be a 10th-level cleric Craft Wondrous Item, creator must be a 10th-level cleric Forge Ring, resist energy Forge Ring, resist energy

Forge Ring, resist energy Forge Ring, charm animal Forge Ring, blink Forge Ring, disguise self, invisibility Forge Ring, creator must have 5 ranks in the Climb skill Forge Ring, creator must have 10 ranks in the Climb skill Forge Ring, resist energy Forge Ring, resist energy Forge Ring, resist energy Forge Ring, imbue with spell ability Forge Ring, gate Forge Ring, resist energy Forge Ring, resist energy Forge Ring, resist energy Forge Ring, air walk, chain lightning, feather fall, gust of wind, resist energy (electricity), summon monster VI, wind wall Forge Ring, meld into stone, passwall, soften earth and stone, stone shape, stoneskin, summon monster VI, wall of stone Forge Ring, burning hands, flame strike, flaming sphere, pyrotechnics, resist energy (fire), summon monster VI, wall of fire Forge Ring, control water, create water, ice storm, summon monster VI, wall of ice, water breathing, water walk Forge Ring, jump Forge Ring, feather fall Forge Ring, resist energy Forge Ring, resist energy Forge Ring, resist energy Forge Ring, wall of force Forge Ring, freedom of movement Forge Ring, shield other Forge Ring, invisibility Forge Ring, creator must have 5 ranks in the Acrobatics skill Forge Ring, creator must have 10 ranks in the Acrobatics skill Forge Ring, nondetection Forge Ring, shield of faith, caster level 3rd Forge Ring, shield of faith, caster level 6th Forge Ring, shield of faith, caster level 9th Forge Ring, shield of faith, caster level 12th Forge Ring, shield of faith, caster level 15th Forge Ring, regenerate Forge Ring, faerie fire, fireball, light, lightning bolt Forge Ring, resist energy Forge Ring, resist energy Forge Ring, resist energy Forge Ring, imbue with spell ability Forge Ring, imbue with spell ability Forge Ring, imbue with spell ability Forge Ring, spell turning Forge Ring, create food and water Forge Ring, creator must have 5 ranks in the Swim skill Forge Ring, creator must have 10 ranks in the Swim skill Forge Ring, telekinesis Forge Ring, bull's strength, telekinesis Forge Ring, wish or miracle Forge Ring, water walk Forge Ring, limited wish Forge Ring, limited wish Forge Ring, limited wish Forge Ring, limited wish

Forge Ring, true seeing Craft Wondrous Item, blur, rainbow pattern Craft Wondrous Item, magic missile, astral projection or plane shift Craft Wondrous Item, fabricate Craft Wondrous Item, death ward, spell resistance Craft Wondrous Item, spider climb Craft Wondrous Item, knock, grease Craft Wondrous Item, polymorph or wild shape ability Craft Wondrous Item, fly

0 Competence Strength Dexterity

Enhancement Strength Dexterity Constitution pecial abilities pecial abilities pecial abilities special abilities special abilities

Intelligence

Wisdom

Charisma

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 0 0

0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0

0 0 0 0 0 0

0 0 0 0 0 0

rgy, wall of fire

er VI, wind wall r VI, wall of stone nster VI, wall of fire

Constitution

0 0 0 0 0 Save Resistance Luck Intelligence Wisdom Charisma Fort Ref Will All Fort

Will All Fort Ref Will All

0 0 0 0 0

0 0 0 0 0 Move Senses AC Combat Enhancement Enhancement Armo Shield Deflection All Land Other Special Armor Shield Natural Armo Shield Deflection Attack Damage

0 0 0 0 0

0 0 0 0 0 0 0 0

0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 Combat Skills Unarmed/Natural Competence Attack Damage Acrobatics Climb Disable Device Escape Artist Fly Perception Stealth Swim 0 0 0 0 0 0 0 0 0 0

0 0

0 0 0

0 0

0 0

0 0

0 Racial Climb Armor #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

Belts 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! Belt of Dwarvenkind Belt of Giant Strength +2 Belt of Giant Strength +4 Belt of Giant Strength +6 Belt of Incredible Dexterity +2 Belt of Incredible Dexterity +4 Belt of Incredible Dexterity +6 Belt of Mighty Constitution +2 Belt of Mighty Constitution +4 Belt of Mighty Constitution +6 Belt of Physical Might +2 [Str and Dex] Belt of Physical Might +4 [Str and Dex] Belt of Physical Might +6 [Str and Dex] Belt of Physical Might +2 [Str and Con] Belt of Physical Might +4 [Str and Con] Belt of Physical Might +6 [Str and Con] Belt of Physical Might +2 [Dex and Con] Belt of Physical Might +4 [Dex and Con] Belt of Physical Might +6 [Dex and Con] Belt of Physical Perfection +2 Belt of Physical Perfection +4 Belt of Physical Perfection +6 NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

Body #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL

Chest 146 147 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! Mantle of Faith Mantle of Spell Resistance NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

Eyes 107 108 109 114 115 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! Eyes of Charming Eyes of Doom Eyes of the Eagle Goggles of Minute Seeing Goggles of Night NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

Feet 50 51 52 53 54 55 56 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

50 51 52 53 54 55

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! 107 #NUM! 108 #NUM! 109 #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

56 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! 146 #NUM! 147 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! 114 #NUM! 115 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

Hands Boots of Elvenkind Boots of Levitation Boots of Speed Boots of Striding and Springing Boots of Teleportation Boots of the Winterlands Boots, Winged NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL 110 111 112 113 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! Gauntlet of Rust Gloves of Arrow Snaring Glove of Storing Gloves of Swimming and Climbing NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

Head 99 100 119 141 142 143 144 145 148 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! 110 #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! 99 #NUM! 100 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

111 #NUM! NULL 112 #NUM! NULL 113 #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL

119

141 142 143 144 145

148

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

Headband Crown of Blasting, Minor Crown of Blasting, Major Hat of Disguise Helm of Brilliance Helm of Comprehend Languages and Read Magic Helm of Telepathy Helm of Teleportation Helm of Underwater Action Mask of the Skull NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 161 162 163 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140

161 162 163

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

Headband of Alluring Charisma +2 Headband of Alluring Charisma +4 Headband of Alluring Charisma +6 Headband of Inspired Wisdom +2 Headband of Inspired Wisdom +4 Headband of Inspired Wisdom +6 Headband of Mental Prowess +2 [Int and Wis] Headband of Mental Prowess +4 [Int and Wis] Headband of Mental Prowess +6 [Int and Wis] Headband of Mental Prowess +2 [Int and Cha] Headband of Mental Prowess +4 [Int and Cha] Headband of Mental Prowess +6 [Int and Cha] Headband of Mental Prowess +2 [Wis and Cha] Headband of Mental Prowess +4 [Wis and Cha] Headband of Mental Prowess +6 [Wis and Cha] Headband of Mental Superiority +2 Headband of Mental Superiority +4 Headband of Mental Superiority +6 Headband of Vast Intelligence +2 Headband of Vast Intelligence +4 Headband of Vast Intelligence +6 Phylactery of Faithfulness Phylactery of Negative Channeling Phylactery of Positive Channeling NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

Neck 5 6 7 8 9 10 11 12 13 14 15 16

5 6 7 8 9 10 11 12 13 14 15 16 68 116 117 118 149 150 158 159 160 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! 68 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

116 117 118

149 150

158 159 160

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

Ring Amulet of Mighty Fists +1 Amulet of Mighty Fists +2 Amulet of Mighty Fists +3 Amulet of Mighty Fists +4 Amulet of Mighty Fists +5 Amulet of Natural Armor +1 Amulet of Natural Armor +2 Amulet of Natural Armor +3 Amulet of Natural Armor +4 Amulet of Natural Armor +5 Amulet of Proof against Detection and Location Amulet of the Planes Brooch of Shielding Golembane Scarab Hand of Glory Hand of the Mage Medallion of Thoughts Necklace of Adaptation Periapt of Health Periapt of Proof against Poison Periapt of Wound Closure NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 Ring of Acid Resistance, Greater Ring of Acid Resistance, Major Ring of Acid Resistance, Minor Ring of Animal Friendship Ring of Blinking Ring of Chameleon Power Ring of Climbing Ring of Climbing, Improved Ring of Cold Resistance, Greater Ring of Cold Resistance, Major Ring of Cold Resistance, Minor Ring of Counterspells Ring of Djinni Calling Ring of Electricity Resistance, Greater Ring of Electricity Resistance, Major Ring of Electricity Resistance, Minor Ring of Elemental Command (Air) Ring of Elemental Command (Earth) Ring of Elemental Command (Fire) Ring of Elemental Command (Water) Ring of Evasion Ring of Feather Falling Ring of Fire Resistance, Greater Ring of Fire Resistance, Major Ring of Fire Resistance, Minor Ring of Force Shield Ring of Freedom of Movement Ring of Friend Shield Ring of Invisibility Ring of Jumping Ring of Jumping, Improved Ring of Mind Shielding Ring of Protection +1 Ring of Protection +2 Ring of Protection +3 Ring of Protection +4 Ring of Protection +5 Ring of Regeneration Ring of Shooting Stars Ring of Sonic Resistance, Greater Ring of Sonic Resistance, Major Ring of Sonic Resistance, Minor Ring of Spell Storing, Minor Ring of Spell Storing Ring of Spell Storing, Greater Ring of Spell Turning Ring of Sustenance Ring of Swimming Ring of Swimming, Improved Ring of Telekinesis Ring of the Ram

Shield

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

Ring of Three Wishes Ring of Water Walking Ring of Wizardry I Ring of Wizardry II Ring of Wizardry III Ring of Wizardry IV Ring of X-Ray Vision Robe of Scintillating Colors Robe of Stars Robe of Useful Items Scarab of Protection Slippers of Spider Climbing Vest of Escape Vestment, Druid's Wings of Flying NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! 164 #NUM! 165 #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

NULL NULL NULL NULL NULL NULL NULL NULL NULL

221 222 223 224 225 226 227 228 229

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL

Shoulders #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL 80 86 87 88 89 90 91 92 93 94 95 96 97 98 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! Cape of the Mountebank Circlet of Persuasion Cloak of Arachnida Cloak of the Bat Cloak of Displacement, Major Cloak of Displacement, Minor Cloak of Elvenkind Cloak of Etherealness Cloak of the Manta Ray Cloak of Resistance +1 Cloak of Resistance +2 Cloak of Resistance +3 Cloak of Resistance +4 Cloak of Resistance +5 NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

Wrists 57 58 59 60 61 62 63 64 65 66 67 106 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! Bracelet of Friends Bracers of Archery, Greater Bracers of Archery, Lesser Bracers of Armor +1 Bracers of Armor +2 Bracers of Armor +3 Bracers of Armor +4 Bracers of Armor +5 Bracers of Armor +6 Bracers of Armor +7 Bracers of Armor +8 Dimensional Shackles NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

80

86 87 88 89 90 91 92 93 94 95 96 97 98

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! 106 #NUM! #NUM! #NUM! #NUM! #NUM! 57 58 59 60 61 62 63 64 65 66 67

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL

None 17 18 19 20 21 22 23 24 25 48 49 69 70 71 72 73 74 75 76 77 78 79 81 82 83 84 85 101 102 103 104 105 151 152 153 154 155 156 157 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! Apparatus of the Crab Bag of Holding (Type I) Bag of Holding (Type II) Bag of Holding (Type III) Bag of Holding (Type IV) Bag of Tricks (Gray) Bag of Tricks (Rust) Bag of Tricks (Tan) Bead of Force Blessed Book Boat, Folding Broom of Flying Candle of Invocation (Lawful Good) Candle of Invocation (Neutral Good) Candle of Invocation (Chaotic Good) Candle of Invocation (Lawful Neutral) Candle of Invocation (Neutral) Candle of Invocation (Chaotic Neutral) Candle of Invocation (Lawful Evil) Candle of Invocation (Neutral Evil) Candle of Invocation (Chaotic Evil) Candle of Truth Carpet of Flying (5' x 5') Carpet of Flying (5' x 10') Carpet of Flying (10' x 10') Chime of Interruption Chime of Opening Crystal Ball Crystal ball with detect thoughts Crystal ball with see invisibility Crystal ball with telepathy Crystal ball with true seeing Necklace of Fireballs Type I Necklace of Fireballs Type II Necklace of Fireballs Type III Necklace of Fireballs Type IV Necklace of Fireballs Type V Necklace of Fireballs Type VI Necklace of Fireballs Type VII NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

17 18 19 20 21 22 23 24 25

48 49

69 70 71 72 73 74 75 76 77 78 79 81 82 83 84 85

101 102 103 104 105

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

151 152 153 154 155 156 157

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

NULL NULL NULL NULL NULL NULL NULL NULL NULL

| Rogue 10 | Duelist 3 Skill Acrobatics Appraise Bluff Climb Craft (untrained) Craft () Craft () Diplomacy Disable Device Disguise E