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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. 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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. 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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 Advanced Players Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. 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 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 CUSTOM SKILLS CUSTOM FEATS CUSTOM TRAITS CLASS EQUIPMENT

Sheet Version 0.9.1 Follow the Steps to create a character. Cells with a Active Sheet? Landscape

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.

L 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 STARTING SCORE

STEP 2PICK RACE Race Ability Bonus


Not available

STEP 3PICK CLASS / SELECT FEATS ABILITY INCREASES LVL CLASS 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 FEATS HP ABILITY 0 0 0 0 0 0

Standard
COST RACE

15
FINAL

STR DEX CON INT WIS CHA

10 10 10 10 10 10 Spent

0 0 0 0 0 0 0

10 Favored Class 10
Not available

10 0 10 10 10 Racial Skill Bonus* (None)


*N ot e t hat bonus f eat s/ ski s m ay r equi l r e set t i ng opt i ons bel ow

0
ALLOCATED TO HP

0
REMAINING FOR SKILLS

TOTAL

Bonus Feat* (Not Available)

Not Available

Not Available

Not Available 0

15 Points Left

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. Manual Class Skill Override Manual Bonus Feats

. FEAT SETTINGS Feat Checker Exotic Weapon Proficiency Selections Mounted Combat DESCRIPTION

Martial Weapon Proficiency Selections

OPTIONAL RULECHARACTER TRAITS Select 2, none of which can be from the same category.
Not Available

Weapon Focus Selections

Immediate Action; 1/rnd, negate hit to mount if Ride check is greater than foe's attack roll

Category:

Improved Critical Selections

PREREQUISITES

Ride 1 rank Category: Ability Focus


MAGICAL KNACK APPLIES TO

CLASS?

TOTALS FAVORED CLASS SKILL POINT 0 OTHER BONUS POINTS 0 POINTS AVAILABLE 0 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

SKILLS & LANGUAGES CHARACTER LEVEL 7 8 9 10 11 12

13

14

15

16

17

18

19

20

Craft / Profession / Perform Types untrained

0 0

0 0

0 0

0 0

0 0

0 0

0 0

0 0

0 0

0 0

0 0

0 0

0 0

0 0

0 0

0 0

0 0

0 0

0 0

0 0

Craft Skills

untrained Professions

Other Perform Skill untrained

Linguistics Common Tongue Common

0 of 0

Q Q

Perform (wind) 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 0 NA NA

Magic Item Granted Skills

RACE / RACIAL CLASS OPTIONS BASE CLASS OPTIONSPRPG CORE RULES BASE CLASS OPTIONSADVANCED PLAYER'S GUIDE Alchemist LVL Discovery 2 4 6 8 10 12 LVL Discovery 14 16 18 20 20 Grand Discovery

Cavalier
Mounted Combat

Order
By My Honor Save
NA
Not Available

Ride-By Attack

Skill Focus [Ride]

Spirited Charge

Tactician Greater Tactician Master Tactician

Mounted Mastery

Trample

LVL Bonus Combat Feats 6 12 18

Fortitude

Reflex

Will

Unseat

Inquisitor
Favored Weapon Bonus Type Domain Additional Domain
Sacred

Profane

Not Available

LVL Bonus Teamwork Feats 3 6 9

LVL Bonus Teamwork Feats 12 15 18

Oracle Curse Tongues - 1st Tongues - 5th


Abyssal

Aklo

Aquan

Auran

Celestial

Ignan

Infernal

Terran

LVL Revelations 1 3 7

LVL Revelations 11 15 19

Mystery

Witch Patron LVL Hex 1 2 4 6 LVL Hex 8 10 12 14 LVL Hex 16 18 20

BASE CLASS OPTIONS3rd PARTY PRESTIGE CLASS OPTIONSPRPG CORE RULES

GENERAL COMBAT
TOTAL MODS MISC MISC NOTES

INIT AC 10
TOUCH

+0 =

10 = 10 + 0 + 0 + 0 + 0 + 0 + 0 + 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

+0 = +0 =
TOTAL

0 0
BAB

+ Str + + Dex +
ABILITY

0 0
SIZE

+ + +
DEF

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

+0 =
BAB STR

+
DEX

0
SIZE

0
DDG

+
OTH MISC

10 = 10 + 0 + 0 + 0 + 0 + 0 + 0 + 0 +

WEAPONS AND ATTACKS


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

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

0
RANGE WGT (lb.) TYPE

0
CATEGORY

N
OTHER NOTES

/ x

SPECIAL PROPERTIES

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

CHARACTER RECORD SHEET


MOD CHARACTER NAME PLAYER NAME

SENSES
PASSIVE SPECIAL

Perception Neutral
ALIGNMENT

+0

+10

|
RACE (TYPE/SUBTYPE)

CONDITIONAL MODIFIERS / OTHER

|
CLASSES DEITY/RELIGION REGION

0
CHAR LVL ARMOR CHECK PENALTY SKILL MOD RANK CALC MODS MISC MOD

SKILLS
SKILL NAME KEY ABILITY

COND MODS

ABILITY

SCORE

MOD

STR DEX CON INT WIS CHA


SPEED

10 10 10 10 10 10
MOD:

+0 +0 +0 +0 +0

MOD:

TOTAL

HP
LETHAL

0
NONLETHAL

DAMAGE REDUCTION

SPELL RESISTANCE

+0
OTHER SPEEDS ENCUMBRANCE

ft. / x4 CHANNEL ENERGY Not Available 0


LEVEL OTHER DC MODS TOTAL BASE ABILITY RACE

Light
OTHER MISC

TIMES/DAY

USED ENERGY DRAIN

FORT +0 = 0 + 0 + 0 + 0 + Notes: REF +0 = 0 + 0 + 0 + 0 + Notes: WILL +0 = 0 + 0 + 0 + 0 + Notes: SPELLS & EFFECTS

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)

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

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 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 NoneNoneNoneNone MODIFICATIONS

None
CATEGORY ## ARMOR MAX DEX ACP

None None
ARCANE FAIL

None None
SPD RED WGT (lb.)

Knowledge (planes)
Knowledge (religion)

SPECIAL PROPERTIES

+0

+0 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

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

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

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

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

* Armor 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

0
NEXT LEVEL

Medium
PROGRESSION

CHEST (MANTLE, VEST, OR SHIRT)

VALUE

WEIGHT

LANGUAGES
STARTING/BONUS LANGUAGES LANGUAGES LEARNED

0
DESCRIPTION

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

0
STANDRD WBL

0.00
VARIANCE

HAND (ONE GLOVE OR GAUNTLET)

VALUE

WEIGHT

0
DESCRIPTION

33 66
MED LOAD

CARRYING INFO 100


HEAVY LOAD

100
LIFT OVER HEAD

200
LIFT OFF GROUND

500
PUSH DRAG

HAND (ONE GLOVE OR GAUNTLET)

VALUE

WEIGHT

0
DESCRIPTION

LIGHT LOAD

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

0.00
TOTAL GP VALUE

0.00
ARMOR/WEAPON WGT

0.00
TOTAL WEIGHT

RACIAL ABILITIES

CLASS ABILITIES

TRAITS

FEATS (feats marked with are not yet fully automated)

BACKGROUND / DEVELOPMENTS

PORTRAIT / SYMBOL

PEOPLE / ORGANIZATIONS

CREATURES

REGIONS / PLACES

OTHER NOTES

SPELLS & ABILITIES


QTY NAME AND PAGE QTY NAME AND PAGE

GENERAL INFO Class


SHORT

#N/A
CASTER LEVEL MEDIUM LONG

### / ### None


KEY ABILITY / MOD ARCANE ARMOR FEAT

SPELL FAILURE

RANGE 1st
SAVE DC SAVE MOD LEVEL

###

###

###
SPELLS PER DAY

None

TOTAL PER DAY

BONUS SPELLS

SPONTANEOUS CASTER TOTAL KNOWN

### ###
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

#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

### ###

2nd

### ### ###


QTY NAME AND PAGE QTY NAME AND PAGE

### ### 3rd ###

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 ft. / x4 '


AGE GENDER HEIGHT

|
RACE (TYPE/SUBTYPE)

Neutral
ALIGNMENT

Medium
SIZE

"

lb.
WEIGHT (lb.) OTHER SPEEDS

|
CLASSES TEMP SCORE
10

0
CHAR LVL

DESCRIPTION ENCUMBRANCE

ABILITY

SCORE

MOD
10

TEM P

PER M

OTHER MOD

STR DEX CON INT WIS CHA

10 10 10 10 10 10

+0 +0 +0 +0 +0 +0

HIT POINTS
TOTAL

Mod:

CONDITIONS

Energy Drain

SPELLS & EFFECTS

0
10

Light

10

0
SPELL RESISTANCE
LETHAL

0
10

10

0
10

10

0
NONLETHAL
10

10

TOTAL

BASE

ABILITY

RACE

OTHER

MISC

GENERAL NOTES

0
10

FORTITUDE SAVE
DAMAGE REDUCTION

+0 +0 +0

0 0 0

0 0 0

0 0 0

0 0 0

10

CHANNEL ENERGY (Not Available)


Effective Level

0 Other DC Mods

Times/Day

Used

Notes: REFLEX SAVE Notes: WILL SAVE Notes:


ARMOR/DEFENSE NOTES

GENERAL COMBAT
TOTAL MODS MISC MISC NOTES MOD

SENSES
PASSIVE SPECIAL

INITIATIVE AC 10
TOUCH

+0
=

0 0
ARMR

Perception
+

+0

+10

CONDITIONAL MODIFIERS / OTHER

10
TOTAL

10

0
SIZE

0
DEF

10
FLATFOOTED

No
SHIELD READY
MISC 1

SHLD DEX APPLIES TO?

NAT DDG APPLIES TO?

OTH APPLIES TO?

MISC 2

MISC 3

TOTAL

BAB

ABILITY

SIZE

OTHER

MISC

COMBAT NOTES

MELEE RANGED
COMBAT MANEUVERS

+0 +0
TOTAL

= =

0 0
BAB

+ +

Str Dex
ABILITY

+ +

0 0
SIZE

+ +

0 0
OTHER

CLASS?

+ +
MISC COMBAT MANEUVER NOTES

CMB CMD 10
TOTAL

+0
=

= +

0
+

0
+

+ +

0 0
DDG

+ +

0
+

10

0
BAB

0
STR

0
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 1
CRITICAL 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

0 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 1
CRITICAL COMBAT OPTION

0
RANGE WGT (lb.) TYPE

0
CATEGORY

N
OTHER NOTES

/ x
COMBAT OPTION

SPECIAL PROPERTIES

SKILLS KEY SKI ABI LL Dex* 0 Int 0 Cha 0 Str* 0 Int 0 Cha 0 Cha 0 Dex* 0 Dex* 0 Wis 0 Cha 0 Wis 0 Perform (untrained) Cha 0 Dex* 0 Ride Sense Motive Wis 0 Dex* 0 Stealth Survival Wis 0 Swim Str* 0 SKILL NAME Acrobatics Appraise Bluff Climb Craft (untrained) Diplomacy Disguise Escape Artist Fly Heal Intimidate Perception

Armor Check Penalty

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

RA NK 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

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

CAL C 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 MIS COND C MODS

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

0 0 0 0 0 0

FALSE

+0

0 0 0

-1

0 0 0 0 0 0

-1

COMBAT OPTION

WEAPON / ATTACK

M/R/T

ENH

MATERIAL

SIZE

QTY

WIELDED AS?

None
+ATK ATTACKS +DMG DAMAGE KEEN?

Medium 1
CRITICAL 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

0 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 1
CRITICAL 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

0 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 1
CRITICAL 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

0 0 0

-1

0 0 0 0 0 0

-1

COMBAT OPTION

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

Disable Device Handle Animal

Dex* NA

= =

Cha Int Int Int Int Int Int Int Int Int Int Int Int Wis

= = = = =

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

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

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

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

* Armor Check Penalty applies.

NA skills cannot be used untrained.

CAMPAIGN

LANGUAGES
ARMOR

ARMOR, SHIELD, & OTHER PROTECTION


Value: ENH SPECIAL MATERIAL NoneNoneNoneNoneMODIFICATIONS

None
CATEGORY
#N/A

None None
ARMOR MAX DEX ARMOR CHECK ARCANE FAILURE

None None
SPD RED WGT (lb.)

EXPERIENCE 0
CURRENT TOTAL NEXT LEVEL SPECIAL PROPERTIES

+0

+0 0

0%

No

Medium
PROGRESSION

SHIELD

Value:

ENH

SPECIAL MATERIAL

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

LANGUAGES
STARTING/BONUS LANGUAGES

+0
SPECIAL PROPERTIES

0%

0.0

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

0
WEALTH BY LEVEL

0.00
WEALTH VARIANCE VALUE WEIGHT

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

0
DESCRIPTION

ENCUMBRANCE 33 100
LIFT OVER

HEADBAND (HEADBAND OR PHYLACTERY)

VALUE

WEIGHT

LIGHT LOAD

0
DESCRIPTION

66
MED LOAD

200
LIFT OFF

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

VALUE

WEIGHT

100
HEAVY LOAD

500
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

CLASS ABILITIES

TRAITS

FEATS (feats marked with are not yet fully automated)

BACKGROUND / DEVELOPMENTS

PORTRAIT / SYMBOL

PEOPLE / ORGANIZATIONS

CREATURES

REGIONS / PLACES

OTHER NOTES

SPELLS & ABILITIES


QTY NAME AND PAGE

GENERAL INFO Class


SHORT MEDIUM

#N/A
CASTER LEVEL LONG

### / ### None


KEY ABILITY / MOD ARCANE ARMOR FEAT

SPELL FAILURE

RANGE
SAVE MOD

###

###

###

None

1st

SAVE DC

LEVEL

TOTAL PER DAY

SPELLS PER DAY

BONUS SPELLS

SPONTANEOUS CASTER TOTAL KNOWN

10 11 12
QTY NAME AND PAGE

0 0 0 0 0 0 0 0 0 0

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

#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

13 14 15

2nd

16 17 18
QTY NAME AND PAGE

19

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

Alligator
ANIMAL COMPANION PALADIN'S MOUNT? ABILITY SCORE

0
LVL

0
HD

3
HP

0
STR/DEX BONUS

0
TRICKS

Small
SIZE

20'
SPEED

Swim 30'
OTHER MOVE

hold breath
SPECIAL QUALITIES

No
ABILITY MOD
15

CAVALIER'S MOUNT? TEMP SCORE TEMP MOD

No
SPECIAL ATTACKS

INIT AC
CMD

+2 18 14 +1 +3

2
DEX

0
OTHER

+2
FORT

+2
REF

+1
WILL

0
SR

STR DEX
CON

+15 +14 15 1 12 2

+2 +2 +2 -5 +1 -4

2
14

SPECIAL

10 10 0
BAB

2
Dex

4
NA

1
DODGE

1
SIZE

+
ARMOR

2
15

4th:
ABILITY BOOSTS

9th:

14th:

20th:

2 1
-5
12

0
BAB

2
STR

+2
DEX

-1
SIZE

1
DODGE

INT WIS CHA

CMB

2
ABILITY

-1
SIZE

1 2
-4

bite (1d8) or tail slap (1d12)


ATTACKS NOTES

ATK

0
BAB

2
STR

1
SIZE

ANIMAL COMPANION SENSES ANIMAL COMPANION FEATS


Dodge

1 of 0 . Perception

MOD

PASSIVE

SPECIAL

+1

+11

low-light vision

Dodge

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 - Dodge: +1 Dodge bonus to AC

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

Dex* +2 Str* +2 Dex* +2 Dex* +2 Cha Wis Wis Str* -4 +1 +1 +2

= = = = = = = = =

+ + + + + + + + +

2 2 2 2 -4 1 6 1 2

+ + + + + + + + +

Dex* +6

* 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

0
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 0
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

0
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

0
BAB

#N/A
#N/A

#N/A
SIZE

FAMILIAR SENSES
MOD PASSIVE SPECIAL

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

#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

Swim #N/A #N/A = #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:

18th:

STR DEX CON INT WIS CHA

14 14 13 7 10 11

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

bite, limbs (legs) (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

SP Mod: CLASS?

SKILLS (NOT FULLY AUTOMATED)


SKILL NAME KEY ABILITY MOD

Skill Points RANK

0 of 0
CALC MODS MISC MOD

Armor Check Penalty CONDITIONAL MODS

EIDOLON EVOLUTION DESCRIPTIONS FALSE

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

Cha Int Int Wis Wis

-2 = -2 = 0 0 = =

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

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

* Armor Check Penalty applies.

= + 3 + NA skills cannot be used untrained.

SP Mod:

Armor Check Penalty CONDITIONAL MODS

ntrained.

0 | Neutral Init AC hp Other OFFENSE Speed Melee Ranged Other STATISTICS Str Feats Skills Languages SQ 10 Dex 10 +0 Con 10 +0 Int CMD 10 10 Wis 10 Cha 10 Base ATK CMB ft. +0 10 0 Senses touch 10 flat-footed 10 () Ref +0 Will +0 DEFENSE Medium

Fort +0

Feat Name

Combat Critical Teamwork Item Metamagic Creation Prerequisite

Qualified

3 *** PRPG - General *** 4 ACROBATIC Acrobatic Steps 6 Agile Maneuvers 1 7 Alertness Alignment Channel [Chaotic] Alignment Channel [Evil] Alignment Channel [Good] Alignment Channel [Lawful] 12 Animal Affinity Arcane Armor Mastery 1 Arcane Armor Training 1 Arcane Strike 1 Armor Proficiency, Heavy 1 17 Armor Proficiency, Light 1 Armor Proficiency, Medium 1 19 Athletic Augment Summoning Bleeding Critical 1 1 22 Blind-Fight 1 Blinding Critical 1 1 24 Catch Off-Guard 1 Channel Smite 1 Cleave 1 27 Combat Casting Combat Expertise 1 29 Combat Reflexes 1 Command Undead Critical Focus 1 Critical Mastery 1 Dazzling Display 1 Deadly Aim 1 Deadly Stroke 1 Deafening Critical 1 1 37 Deceitful 38 Defensive Combat Training 1 Deflect Arrows 1 40 Deft Hands Diehard Disruptive 1 DODGE 1 Double Slice 1 Elemental Channel [Air] Elemental Channel [Earth] Elemental Channel [Fire] Elemental Channel [Water] 49 Endurance 50 Eschew Materials Exhausting Critical 1 Exotic Weapon Proficiency [select1weapon] Exotic Weapon Proficiency [select1weapon] Exotic Weapon Proficiency [select1weapon] Extra Channel

TRUE TRUE Dex 15, Nimble Moves FALSE TRUE TRUE Channel energy class feature FALSE Channel energy class feature FALSE Channel energy class feature FALSE Channel energy class feature FALSE TRUE Arcane Armor Training, Armor Proficiency, FALSE Medium, caster level 7t Armor Proficiency, Light, caster FALSE level 3rd Ability to cast arcane spells FALSE Armor Proficiency, Medium FALSE TRUE Armor Proficiency, Light FALSE TRUE Spell Focus (conjuration) FALSE Critical Focus, base attack bonus FALSE +11 TRUE Critical Focus, base attack bonus FALSE +15 TRUE

Power Attack FALSE TRUE Int 13 FALSE TRUE Channel negative energy class feature FALSE Base attack bonus +9 FALSE Any two critical feats, 14th-level FALSE fighter Weapon Focus FALSE Dex 13, base attack bonus +1 FALSE Greater Weapon Focus, ShatterFALSE Defenses, base attack bonus +11 Critical Focus, base attack bonus FALSE +13 TRUE TRUE Dex 13, Improved Unarmed Strike FALSE TRUE Endurance FALSE 6th-level fighter FALSE Dex 13 FALSE Two-Weapon Fighting FALSE Channel energy class feature FALSE Channel energy class feature FALSE Channel energy class feature FALSE Channel energy class feature FALSE TRUE TRUE Tiring Critical, base attack bonus FALSE +15 Base attack bonus +1 FALSE Base attack bonus +1 FALSE Base attack bonus +1 FALSE Channel energy class feature FALSE

84

89

100

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 1 Fleet I Fleet II Fleet III Gorgon's Fist 1 Great Cleave 1 Great Fortitude Great Fortitude, Improved Greater Bull Rush 1 Greater Disarm 1 Greater Feint 1 Greater Grapple 1 Greater Overrun 1 Greater Sunder 1 Greater Trip 1 Improved Bull Rush 1 Improved Channel Improved Counterspell Improved Critical [select weapon] 1 Improved Critical [select weapon] 1 Improved Critical [select weapon] 1 Improved Disarm 1 Improved Familiar Improved Feint 1 Improved Grapple 1 Improved Initiative 1 Improved Overrun 1 Improved Shield Bash 1

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

FALSE FALSE FALSE

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

113 115 116

119

123 125 126 127 128

141 143

153

156

161

165

Improved Sunder 1 Improved Trip 1 Improved Unarmed Strike 1 Improvised Weapon Mastery 1 Intimidating Prowess 1 Iron Will Iron Will, Improved Leadership Lightning Reflexes Lightning Reflexes, Improved Lightning Stance 1 Lunge 1 Magical Aptitude Manyshot 1 Martial Weapon Proficiency [select 1 weapon] Martial Weapon Proficiency [select 1 weapon] Martial Weapon Proficiency [select 1 weapon] Master Craftsman Medusa's Wrath 1 Mobility 1 Mounted Archery 1 Mounted Combat 1 Natural Spell Nimble Moves Penetrating Strike [] 1 Penetrating Strike [] 1 Penetrating Strike [] 1 Penetrating Strike, Greater [] 1 Penetrating Strike, Greater [] 1 Penetrating Strike, Greater [] 1 Persuasive Pinpoint Targeting 1 Point-Blank Shot 1 Power Attack 1 Precise Shot 1 Precise Shot, Improved 1 Quick Draw 1 Rapid Reload [hand] 1 Rapid Reload [light] 1 Rapid Reload [heavy] 1 Rapid Shot 1 Ride-By Attack 1 RUN Scorpion Style 1 Selective Channeling Self-Sufficient Shatter Defenses 1 Shield Focus 1 Shield Focus, Greater 1 Shield Master 1 Shield Proficiency 1 Shield Slam 1 Shot on the Run 1 Sickening Critical 1 1 Simple Weapon Proficiency 1

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

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 1 218 Spell Focus [Abjuration] 219 Spell Focus [Conjuration] 220 Spell Focus [Divination]

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 Dex 15, Deflect Arrows, Improved FALSE Unarmed Strike TRUE TRUE TRUE

221 222 223 224 225

237

244

249 251

264

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 1 Spirited Charge 1 Spring Attack 1 Staggering Critical 1 1 Stand Still 1 Stealthy Step Up 1 Strike Back 1 Stunning Critical 1 1 Stunning Fist 1 Throw Anything 1 Tiring Critical 1 1 Toughness Tower Shield Proficiency 1 Trample 1 Turn Undead Two-Weapon Fighting 1 Two-Weapon Defense 1 Two-Weapon Fighting, Improved 1 Two-Weapon Fighting, Greater 1 Two-Weapon Rend 1 Unseat 1 Vital Strike 1 Vital Strike, Improved 1 Vital Strike, Greater 1 Weapon Finesse 1 Weapon Focus [select weapon] 1 Weapon Focus [select weapon] 1 Weapon Focus [select weapon] 1 Weapon Focus, Greater [] 1 Weapon Focus, Greater [] 1 Weapon Focus, Greater [] 1 Weapon Specialization [] 1 Weapon Specialization [] 1 Weapon Specialization [] 1 Weapon Specialization, Greater []1 Weapon Specialization, Greater []1

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

279

289 290 291 292 293 294 295 296 297 298 299

311

322 323 325 326 327 328 329 330

Weapon Specialization, Greater []1 Whirlwind Attack 1 Wind Stance 1 *** 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 *** PRPG - Metamagic *** Empower Spell Enlarge Spell Extend Spell Heighten Spell Maximize Spell Quicken Spell Silent Spell Still Spell Widen Spell *** 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 Improved Natural Attack Multiattack 1 Multiweapon Fighting 1 Quicken Spell-Like Ability Snatch Wingover *** Custom *** 0 0 0 0 0 0 0 0 0 0 *****APG***** Additional Traits Allied Spellcaster Arcane Blast Arcane Shield Arcane Talent Aspect of the Beast Bashing Finish 1 Bloody Assault 1

Weapon Specialization, 12th-level FALSE fighter Dex 13, Int 13, Combat Expertise, FALSE Dodge, Mobility, Spring Attack, b Dex 15, Dodge, base attack bonus FALSE +6 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

Caster level 3rd FALSE Caster level 5th, Craft Magic Arms FALSE and Armor, Craft Wondrous Item Caster level 5th FALSE Caster level 9th FALSE Caster level 11th FALSE Caster level 5th FALSE Caster level 3rd FALSE Caster level 7th FALSE Caster level 1st FALSE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE

Special attack. FALSE Special attack. FALSE Special attack. FALSE Str 25, Power Attack, Improved Bull FALSE Rush, size Large or larger. Spell-like ability at caster level 6th FALSE or higher. Fly speed. FALSE Fly speed. FALSE Natural armor, Con 13. FALSE Natural armor, Con 13. FALSE Natural armor, Con 13. FALSE Natural weapon, base attack bonus FALSE +4. Three or more natural attacks. TRUE Dex 13, three or more hands. FALSE Spell-like ability at CL 10th or higher. FALSE Size Huge or larger. FALSE Fly speed. 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 TRUE TRUE Caster level 1st. FALSE Arcane spellcaster, caster level 10th Arcane spellcaster, caster level 10th Cha 10; elf, half-elf, or gnome Wild shape class feature Shield Master, Two-Weapon Fighting,base attack bonus +11 Power Attack, base attack bonus +6

331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 367 368 369 370 371 372 373 374 375 376 377 379 380 381 382 383 384 385

Bodyguard Bouncing Spell Breadth of Experience Bull Rush Strike Charge Through Childlike Cloud Step Cockatrice Strike Combat Patrol Cooperative Crafting Coordinated Defense Coordinated Maneuvers Cosmopolitan Covering Defense Crippling Critical Crossbow Mastery Dastardly Finish Dazing Assault Dazing Spell Deep Drinker Deepsight Disarming Strike Disrupting Shot Disruptive Spell Diviners Delving Dreadful Carnage Duck and Cover Eagle Eyes Eclectic Ectoplasmic Spell Eldritch Claws Elemental Fist Elemental Focus Elemental Spell Elven Accuracy Enforcer Expanded Arcana Extra Bombs Extra Discovery Extra Hex Extra Rage Power Extra Revelation Extra Rogue Talent Fast Drinker Fast Healer Favored Defense Fight On Focused Shot Focused Spell Following Step Furious Focus Gang Up Gnome Trickster Go Unnoticed Greater Blind-Fight

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

Combat Reflexes Dwarf, elf, or gnome; 100+ years old Improved Bull Rush, base attack bonus +9 Improved Overrun, base attack bonus +1 Cha 13, halfling Spider Step, 12th-level monk Medusas Wrath, base attack bonus +16 Combat Reflexes, Mobility, base attack bonus +5 1 rank in any Craft skill, any item creation feat together TRUE TRUE TRUE Shield Focus, base attack bonus +6 Critical Focus, base attack bonus +13 Dex 15, Point Blank Shot, RapidFALSE Reload, Rapid Shot. Sneak attack +5d6 Power Attack, base attack bonus +11 Con 13, monk level 11, drunken ki Darkvision 60 feet Improved Disarm, base attack bonus +9 Dex 13, Point-Blank Shot, 6th-level fighter Spell Focus (divination) Str 15, Furious Focus, base attack bonus +11 TRUE Wis 13, keen senses racial trait Human Str 15, natural weapons, base attack bonus +6 Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8 Elf Intimidate 1 rank FALSE Caster level 1st, see feat Bomb class feature Discovery class feature Hex class feature Power Rage power class feature Revelation class feature Rogue talent class feature Con 18, drunken ki class feature Con 13, Diehard, Endurance Favored enemy class feature Con 13; dwarf, half-orc, or orc Int 13, Point Blank Shot, PreciseFALSE Shot Dex 13, Step Up Str 13, Power Attack, base attack bonus +1 Combat Expertise Cha 13, gnome, gnome magic racial trait Dex 13, Small size or smaller Perception 15 ranks, Improved Blind-Fight

386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 418 419 420 421 422 423 424 426 427 429 430 431 432 433 435 436 437 438 439 440

Greater Dirty Trick Greater Drag Greater Elemental Focus Greater Reposition Greater Shield Specialization Greater Steal Groundling Heroic Defiance Heroic Recovery Improved Blind-Fight Improved Dirty Trick Improved Drag Improved Ki Throw Improved Reposition Improved Second Chance Improved Share Spells Improved Sidestep Improved Steal Improved Stonecunning In Harms Way Intensified Spell Ironguts Ironhide Keen Scent Ki Throw* Leaf Singer Light Step Lingering Performance Lingering Spell Lookout Low Profile Lucky Halfling Major Spell Expertise Master Alchemist Merciful Spell Minor Spell Expertise Missile Shield Mounted Shield Mounted Skirmisher Outflank Paired Opportunists Parry Spell Parting Shot Pass for Human Perfect Strike Persistent Spell Point-Blank Master Practiced Tactician Precise Strike Preferred Spell Punishing Kick Pushing Assault Racial Heritage Raging Vitality Ray Shield

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

Improved Dirty Trick, base attack bonus +6 Improved Drag, base attack bonus +6 Elemental Focus Improved Reposition, base attack bonus +6 Greater Shield Focus, Shield Specialization, 12th-level fighter Improved Steal, base attack bonus +6 Cha 13, gnome, gnome magic racial trait Diehard, base Fortitude save +8 Diehard, base Fortitude save +4 Perception 10 ranks, Blind-Fight Combat Expertise Power Attack Improved Bull Rush, Ki Throw Combat Expertise Second Chance, base attack bonus +11 Spellcraft 10 ranks, see feat Dex 15, Sidestep Combat Expertise Wis 13, dwarf, stonecunning racial trait Bodyguard Con 13; dwarf, half-orc, or orc Con 13; dwarf, half-orc, or orc Wis 13, half-orc or orc Improved Trip, Improved Unarmed Strike Cha 13, bardic performance, elf or half-elf Acrobatic Steps, Nimble Moves, elf Bardic performance class ability TRUE Dex 13, Small size or smaller Halfling FALSE Minor Spell Expertise, cast 9th-level spells Craft (alchemy) 5 ranks Cast 4th-level spells Dex 13, Shield Focus Mounted Combat, Shield Focus Ride rank 14, Trick Riding Base attack bonus +4 FALSE TRUE Spellcraft 15 ranks, Improved Counterspell Dex 13, Dodge, Mobility, Point Blank FALSE Shot, Shot on the Run, base a Half-elf, half-orc, or halfling Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8 Weapon Specialization with a ranged weapon Tactician class feature Dex 13, base attack bonus +1 FALSE Spellcraft 5 ranks, Heighten Spell Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8 Str 15, Power Attack, base attack bonus +1 Human Con 15, rage class feature Dex 15, Missile Shield, Spellbreaker

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

490

Razortusk Reach Spell Rending Claws 1 Repositioning Strike 1 Saving Shield 1 Second Chance 1 Selective Spell Shadow Strike 1 Shared Insight Sharp Senses Shield of Swings 1 Shield Specialization 1 Shield Wall 1 Shielded Caster Sickening Spell Sidestep 1 Smash 1 Smell Fear Sociable Spell Perfection Spider Step Stabbing Shot 1 Steel Soul Step Up and Strike 1 Stone Sense Stone Singer Stone-Faced Stunning Assault 1 Summoners Call Sundering Strike 1 Swap Places 1 Swift Aid 1 Taunt Team Up 1 Teleport Tactician 1 Tenacious Transmutation Thundering Spell Touch of Serenity 1 Trick Riding 1 Tripping Strike 1 Under and Over 1 Underfoot 1 Vermin Heart War Singer Well-Prepared *****Golarion Campaign***** Advance Warning Advanced Defensive Combat Training 1 Aldori Dueling Mastery All Gnolls Must Die Altitude Affinity Andoren Falconry Arcane Vendetta Beliers Bite 1 Berserkers Cry I

1 1 1

Half-orc Str 13, two claw attacks, base attack bonus +6 Improved Trip, base attack bonus +9 Shield Proficiency Combat Expertise, base attack bonus +6 Spellcraft 10 ranks Base attack bonus +1 Wis 13, half-elf Keen senses racial trait Str 13, Power Attack, base attack bonus +1 Shield Focus, 4th-level fighter Shield Proficiency FALSE TRUE Dex 13, Dodge, Mobility Power Attack, half-orc Keen Scent, half-orc or orc Cha 13, half-elf Spellcraft 15 ranks, 3 metamagic feats Acrobatics 6 ranks, Climb 6 ranks, 6th-level monk Rapid Shot, elf Dwarf, hardy racial trait Following Step, base attack bonus +6 Perception 10 ranks, Improved Stonecunning Cha 13, bardic performance, dwarf Dwarf Power Attack, base attack bonus +16 Eidolon class feature Improved Sunder, base attack bonus +9 TRUE Combat Expertise, base attack bonus +6 Cha 13, Small size or smaller Gang-Up, base attack bonus +6 Combat Reflexes, Disruptive, Spellbreaker Spell Focus (transmutation) Wis 18, Improved Unarmed Strike, base attack bonus +8 Ride rank 9, Mounted Combat Improved Trip, base attack bonus +9 Agile Maneuvers, Small size or smaller Dodge, Mobility, Small size or smaller Wild empathy class feature. FALSE Cha 13, bardic performance, half-orc or orc Halfling TRUE Cha 15. FALSE Defensive Combat Training, Bellflower FALSENetwork 10 TPA Dex 17, Greater Weapon FocusFALSE (Aldori dueling sword), Weapon Fi Deliver the killing blow to 20 gnolls, TRUE hyenas, dire hyenas, werehyen Con 19, Endurance. FALSE Cha 13, Animal Affinity, animal companion, FALSE Andoran affinity. Spellcraft 1 rank, Numeria affinity. FALSE Improved Unarmed Strike. FALSE Cha 13, Linnorm Kings affinity. FALSE

498

507 508 509 510

518 519

526 527

535

543

547 548

Berserkers Cry II Berserkers Cry III Big Game Hunter Black Marketeer Blade Binder 1 Bloatmage Initiate Boon Companion Bounding Hammer 1 Brain Eater Burn Rider Careful Speaker Chainbreaker City Born [Korvosa] City Born [Magnimar] City Born [Riddleport] Civilized Ghoulishness Companion Figurine Conceal Scent Cornugon Shield 1 Cornugon Smash 1 Cornugon Stun 1 Cornugon Trip 1 Corsair of Taldor Country Born Darting Viper 1 Demon Hunter I Demon Hunter II Demon Hunter III Dervish Dance 1 Desert Dweller Desperate Battler Devils Foe Dilettante Dorn-Dergar Master 1 Draconic Defender Draconic Discipline Eagle Knight Candidate [Golden Legion] Eagle Knight Candidate [Steel Falcons] Eagle Knight Candidate [Twilight Talons] Endure Pain (Zon-Kuthons Kiss) Equipment Trick [boots] 1 Equipment Trick [cloak] 1 Equipment Trick [rope] 1 Equipment Trick [shield] 1 Equipment Trick [heavy blade scabbard] 1 Experienced Vagabond Eye Of The Arclord Fey Foundling Fiendish Faade Fiendish Heritage Flagbearer Flame-Tested Survivor Fortune Teller Free Spirit Friendly Switch

Cha 13, Linnorm Kings affinity. FALSE Cha 13, Linnorm Kings affinity. FALSE TRUE Appraise 1 rank, Diplomacy 1 rank, FALSE Knowledge (local) 1 rank. (Orig Base attack bonus +4, proficiency FALSE with khopesh or temple sword. Spell Focus (any school) FALSE Animal companion or familiar class FALSE ability. Proficiency with hammer, base attack FALSE bonus +6. Ghoul, Intelligence 17. FALSE Mounted Combat, Ride 3 ranks,FALSE Handle Animal 3 ranks (was Ride Wis 13, Galt affinity. FALSE Over the course of at least five different TRUE occasions, free a cumulativ 1st-level character, cannot have TRUE Country Born or Lone Wolf. 1st-level character, cannot have TRUE Country Born or Lone Wolf. 1st-level character, cannot have TRUE Country Born or Lone Wolf. Ghoul, Charisma 18. FALSE Animal Handling 1 rank, own a figurine FALSE of wondrous power Stealth 1 rank, Survival 1 rank (Originally FALSE Hide 3 ranks, Survival 3 r Dex 15, Weapon Focus (spiked FALSE chain). Power Attack, Intimidate 6 ranks. FALSE Stunning Fist. FALSE Dex 15, Improved Trip, WeaponFALSE Focus (spiked chain). Spent at least 1 month working on TRUE a ship for Jean Coremont. 1st-level character, cannot have TRUE City Born or Lone Wolf. Base attack bonus +4, proficiency FALSE with the dwarven dorn-dergar. Base attack bonus +6, Mendev affinity. FALSE Base attack bonus +6, Mendev affinity. FALSE Base attack bonus +6, Mendev affinity. FALSE Dexterity 13, Weapon Finesse, Perform FALSE (dance) 2 ranks, proficient Con 13, Thuvia affinity. FALSE Sargava affinity. TRUE Face 10 different devils in combat TRUE and take damage or suffer some 2 ranks each in 5 different Knowledge FALSE skills. Two-Weapon Fighting, base attack FALSE bonus +4, proficiency with the d Con 17, Toughness. FALSE Wis 17, base Will save +10, anyFALSE lawful alignment, dragon type. Character level 5th, convince four FALSE different Eagle Knights and eithe Character level 5th, convince four FALSE different Eagle Knights and eithe Character level 5th, convince four FALSE different Eagle Knights and eithe Survived being tortured 10 or more TRUE times. Base attack bonus +1 FALSE Base attack bonus +1 FALSE Base attack bonus +1 FALSE Base attack bonus +1 FALSE Base attack bonus +1 FALSE Bluff 1 rank, Knowledge (local) 1 FALSE rank, member of an underclass. Spellcraft 4 ranks, ability to cast FALSE arcane spells, Nex affinity. 1st-level character, Irrisen affinity. TRUE Tiefling, must be taken at 1st level. FALSE Tiefling, must be taken at 1st level. FALSE Cha 13, orc, member of a Belkzen FALSE clan. Knocked unconscious or killed by TRUE fire damage at least 10 times. Ustalav affinity. TRUE Chaotic alignment, River Kingdoms FALSE affinity. Base Attack Bonus +1. FALSE

556 557 558 559 560

568

572 573 574 575 576 577 578

584

587

590 591 593

597

602 603 604 605

Frightful Suggestion Furys Fall Furys Snare Galley Slave Gift of Sight Gifted Mesmerist Godless Healing I Godless Healing II Godless Healing III Graverisen Green Faith Acolyte Gunslinger Hamatula Grasp Hamatula Strike Hamatulatsu Harmonic Spell Harrowed Healers Touch Heightened Trap Sense Hellcat Pounce Hellcat Stealth Hermean Blood (Charisma) Hermean Blood (Constitution) Hermean Blood (Dexterity) Hermean Blood (Intelligence) Hermean Blood (Strength) Hermean Blood (Wisdom) History of Scars Impaling Charge Indigestible Indomitable Mount Inscribe Rune Instrumental Invested Magic Iomedaean Sword Oath Irrisen Icemage Jackal Blood Katheer Scholar Lamashtu's Mark Lone Wolf Lost in the Crowd Massed Charge Master Delver Master of Disguise Master of the Ledger Minotaurs Charge Molthuni Discipline Monstrous Mask Mounted Onslaught Necromantic Resistance Night Stalker Noble Scion (Charthagnion) Noble Scion (Henderthane) Noble Scion (Jeggare) Noble Scion (Leroung)

1 1

1 1

1 1

Frightful presence, true dragon. FALSE Improved Trip. FALSE Furys Fall, Improved Trip. FALSE Profession (sailor) 1 rank, current FALSE or former galley slave Troll, patron deity Urxehl. FALSE Successfully affect 25 different targets TRUE with charm or compulsion sp Rahadoum affinity. TRUE Rahadoum affinity. TRUE Rahadoum affinity. TRUE Die and be brought back at leastTRUE twice. Ability to cast 2nd level divine spells. FALSE Base attack bonus +4, Weapon FALSE Focus (any firearm), proficiency wi Hamatula Strike, Improved Grapple, FALSE Strength 13, base attack bonu Improved Grapple, Strength 13, FALSE Base Attack Bonus +7. Intimidate 2 ranks (originally 5), Improved FALSE Unarmed Attack, female Perform (any) 5 ranks (originallyFALSE 8), bardic performance ability. Cha 13. FALSE Cure a cumulative total of 1,000 TRUE points of damage for other creatur Perception 3 ranks (originally 6),FALSE trapfinding +1. Hellcat Stealth, Skill Focus (Stealth), FALSE sneak attack +2d6. Skill Focus (Stealth), Stealth 6 ranks. FALSE Hermea affinity, 1st-level. TRUE Hermea affinity, 1st-level. TRUE Hermea affinity, 1st-level. TRUE Hermea affinity, 1st-level. TRUE Hermea affinity, 1st-level. TRUE Hermea affinity, 1st-level. TRUE Take a cumulative total of 1,000 TRUE points of damage. Magical healing Gore attack, powerful charge. FALSE Favored enemy (ooze) or survived FALSE engulfing by an ooze. Mounted Combat, Handle Animal FALSE 5 ranks, Ride 5 ranks, Lastwall a Caster level 3rd. FALSE Bardic Performance class feature, FALSE Perform (any instrument) 3 rank TRUE Proficient in longsword, Weapon FALSE Focus (longsword), base attack b Sorcerer, Irrisen affinity, may only FALSE be taken at first level. TRUE Int 15, Qadira affinity. FALSE Con 13, Lamashtu as patron deity. FALSE 1st-level, cannot have City Born or TRUE Country Born. TRUE Mounted Combat, Handle Animal FALSE 1 ranks, Ride 6 ranks (originally 4 Explored part of Cassomirs locker. TRUE Cha 12, Skill Focus (Disguise) 5FALSE ranks. Appraise 3 ranks, Profession (any FALSE one) 3 ranks (originally 6 and 6) Str 13, Improved Bull Rush, powerful FALSE charge. 1st-level, Molthune affinity. TRUE Tiefling, must be taken at 1st level. FALSE Mounted Combat, Trample, Ride FALSE 5 ranks, Lastwall affinity. Con 13, Geb affinity. FALSE Stealthy, darkvision, Large or larger. FALSE 1st-level, Cheliax affinity, member TRUE of Chelish noble house. 1st-level, Cheliax affinity, member TRUE of Chelish noble house. 1st-level, Cheliax affinity, member TRUE of Chelish noble house. 1st-level, Cheliax affinity, member TRUE of Chelish noble house.

606 Noble Scion (Narikopolus) 607 Noble Scion (Sarini) 608 Noble Scion (Thrune) Noxious Bite One Finger Ooze Companion Ooze Whisperer Osiriontologist Osyluth Guile 1 Possess Creature Possess Location Possess Object Profits of Kalistrade Quick At Hand 620 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] Secret Signs Serpent Lash 1 Shade of the Uskwood Shambling Monolith Shingle Runner 638 Shrewd Liason Silent as Stone Sliding Axe Throw 1 Slow Exhalation Sly Draw 643 Sneaky Vagabond Sniper Shot Sow Terror Spirit of the River Spirit Strike 648 Splash Weapon Mastery Stance of the Xorn 1 Stoic Stone Clinger Storm-Lashed Stormstruck Shambler Strength of the Diamond Suffocating Strangulation Survivor Swarm Dodger 658 Taldan Conscript Taldan Knight Taldan Squire

1st-level, Cheliax affinity, member TRUE of Chelish noble house. 1st-level, Cheliax affinity, member TRUE of Chelish noble house. 1st-level, Cheliax affinity, member TRUE of Chelish noble house. Acidic breath weapon, bite attack. FALSE Dex 13, Wis 13, Improved Unarmed FALSE Strike, Stunning Fist, Weapon Ooze Whisperer, animal companion, FALSE wild empathy. Wild empathy class feature. FALSE Knowledge (history) 1 rank, Knowledge FALSE (local) 1 rank (originally 4 a Bluff 8 ranks, Dodge. FALSE Cha 20, any evil outsider with 10 FALSE or more Hit Dice. Cha 16, any evil outsider with 8 or FALSE more Hit Dice. Cha 18, any evil outsider with 9 or FALSE more Hit Dice. Diplomacy 1 rank, Druma affinity. FALSE Ogre FALSE Confirm at least 50 critical hits. TRUE Knowledge (geography) 1 rank, FALSE Knowledge (religion) 1 rank. (origin Endurance, member of a Mammoth FALSE Lords following. Wis 15, ability to cast spells, Mwangi FALSE Expanse affinity. Ride 3 ranks, ranger level 4th. FALSE Dex 13, Con 13 FALSE Possess the scent ability, any evil. FALSE Improved Unarmed Strike, baseFALSE attack bonus +6, must be lawful. Improved Unarmed Strike, baseFALSE attack bonus +6, must be lawful. Improved Unarmed Strike, baseFALSE attack bonus +6, must be lawful. Improved Unarmed Strike, baseFALSE attack bonus +6, must be lawful. Improved Unarmed Strike, baseFALSE attack bonus +6, must be lawful. Improved Unarmed Strike, baseFALSE attack bonus +6, must be lawful. Int 13, Absalom affinity. FALSE Weapon Finesse, proficient in whip. FALSE Druid level 1st, neutral evil, Zon-Kuthon FALSE worshiper. Shambling mound. FALSE Dex 13, Acrobatic FALSE Mediogalti affinity. TRUE Roper, Stealthy. FALSE Dex 13, base attack bonus +1. FALSE Breath weapon, true dragon. FALSE Quick Draw FALSE TRUE Int 13, Wis 13, Far Shot, Focused FALSE Shot, Point Blank Shot, Precise Stealthy. FALSE Aquatic subtype, Knowledge (nature) FALSE 1 rank. Knowledge (religion) 2 ranks (originally FALSE 5), ability to channel energy TRUE Wis 15, base attack bonus +3. FALSE Cha 15, Sodden Lands affinity. FALSE Roper. FALSE Profession (sailor) 1 rank, Shackles FALSE affinity. Shambling mound, must have been FALSE struck by lightning. Con 13, Wis 13, character level FALSE 3rd, member of the Diamond Regim Improved grab, constrict. FALSE Con 13, Diehard, Endurance, River FALSE Kingdoms affinity. Dex 15, evasion. FALSE Taldan serf in service to a lord TRUE Base attack bonus +6, heavy armor FALSE proficiency, proficient in a mart Base attack bonus +1, proficientFALSE in a martial weapon

Taldorian Duelist 1 662 Talmandors Lifting Teleport Sense Thanatopic Spell Threnodic Spell Thunder and Fang 1 667 Totem Spirit (Axe Clan) 668 Totem Spirit (Hawk Clan) 669 Totem Spirit (Moon Clan) 670 Totem Spirit (Skull Clan) 671 Totem Spirit (Spire Clan) 672 Totem Spirit (Sun Clan) 673 Totem Spirit (Wind Clan) 674 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 Wand Dancer Warped Mind Warren Digger I Warren Digger II Warren Digger III Wheeling Charge 1 692 *** 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

Dex 13, Exotic Weapon Proficiency FALSE (falcata), Weapon Focus (falca Take at least 10d6 falling damage TRUE on three different occasions and Wis 13, Mendev affinity. FALSE 1 Spell Focus (necromancy), Knowledge FALSE (religion) 7 ranks (originally 1 Spell Focus (necromancy), Knowledge FALSE (religion) 2 ranks (originally Str 15, Two-Weapon Fighting, Weapon FALSE Focus (earth breaker), We Member of a Shoanti tribe. TRUE Member of a Shoanti tribe. TRUE Member of a Shoanti tribe. TRUE Member of a Shoanti tribe. TRUE Member of a Shoanti tribe. TRUE Member of a Shoanti tribe. TRUE Member of a Shoanti tribe. TRUE Touvette affinity TRUE Con 15, Worldwound affinity. FALSE Knowledge (local) 1 rank, Survival FALSE 1 rank. Spell Focus (abjuration) FALSE Spell Focus (conjuration) FALSE Spell Focus (enchantment) FALSE Spell Focus (evocation) FALSE Spell Focus (illusion) FALSE Spell Focus (necromancy) FALSE Spell Focus (transmutation) FALSE Half-orc. FALSE Vermin Heart, animal companion FALSE class feature, wild empathy class Dex 13, Dodge, Mobility, Acrobatics FALSE 1 rank, Perform (dance) 1 rank Wis 15, Worldwound affinity. FALSE Ghoul, Strength 17. FALSE Ghoul, Strength 17. FALSE Ghoul, Strength 17. FALSE Mounted Combat, Ride-By Attack, FALSE Ride 5 ranks, Lastwall affinity. TRUE Boggle. FALSE Boggle, Int 15. FALSE Boggle, 6th level. FALSE Boggle, Spring Loaded, at least FALSE 3 ranks in Knowledge (engineering Boggle, Item Creation feat related FALSE to the item in question. Boggle, 3 ranks in Disable Device. FALSE Boggle, at least one rank in Knowledge FALSE (engineering). Larvite. FALSE Larvite, Prepare for Metamorphosis, FALSE Character level 7. Larvite, Prepare for Metamorphosis, FALSE Character level 9. Larvite, Prepare for Metamorphosis, FALSE Character level 8 Larvite. FALSE Larvite, Character level 6. FALSE Entobian, Str 15. FALSE Larvite, Prepare for Metamorphosis, FALSE Character level 15. Larvite, Prepare for Metamorphosis, FALSE Character level 7. Entobian. FALSE Larvite. FALSE Entobian, Two-weapon fighting. FALSE Kval. FALSE Kval, Character level 6. FALSE Kval, Dex 15. FALSE Kval. FALSE

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

Kval, Wis 15. FALSE Kval. FALSE Kval. FALSE Mahrog, base attack bonus +10.FALSE Mahrog. FALSE Mahrog, Str 15. FALSE Mahrog, Proficient with weapon,FALSE Str 15 Mahrog, base attack bonus +5, Str FALSE 15. Mahrog, base attack bonus +8, Primeval FALSE Brutality, Str 17. Mogogol. FALSE Mogogol, Wis 15, Uncanny Will.FALSE Mogogol, base attack bonus +3.FALSE Mogogol, Fantastic Tongue. FALSE Mogogol. FALSE Mogogol. FALSE Anumus, 6th level, and either the FALSE Bestial Fortitude racial trait or the Anumus, species with claws. FALSE Anumus, 12th level, Wis 13. FALSE Anumus. FALSE Anumus. FALSE Anumus. FALSE Anumus, Vicious Bite feat, base FALSE attack bonus +6. Anumus. FALSE Muse, Character Level 7. FALSE Muse, Cha 15. FALSE Muse. FALSE Muse. FALSE Muse. FALSE Muse, 3 ranks in Perform skill. FALSE Muse, Int 15. FALSE Muse, Character Level 5. FALSE Numistian, Wis 15. FALSE Numistian. FALSE Numistian, Wis 15, Character Level FALSE 7. Numistian. FALSE Numistian. FALSE Numistian. FALSE Oakling. FALSE Oakling, Wis 15. FALSE Oakling, Base attack bonus +6. FALSE Oakling. FALSE Oakling, Character level 5. FALSE Oakling, Character level 6. FALSE Oakling, Character level 12. FALSE Oakling, Character level 18. FALSE Oakling. FALSE Oakling, Thorns. FALSE Obitu, Character level 5. FALSE Obitu, Character level 5. FALSE Obitu, Character level 5. FALSE Obitu. FALSE Obitu, Deathbane Touch. FALSE Obitu. FALSE Obitu. FALSE Obitu. FALSE

780

805 807

821

Boiling Steam Crystal Gore Flaming Gore Mismatched Gem Resilient Spirit Rising Steam Steamed I Steamed II Steamed III *** 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 Closed Mind Combat Awareness Combat Tutor Culinary Infusion Deadly Precision

Relluk, Con 13. Relluk, base attack bonus +1. Relluk, Crystal Gore. Relluk. Relluk, character level 10. Relluk, character level 6. Relluk. Relluk. Relluk.

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

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

1 1

Ability to cast divine spells FALSE TRUE Disguise 6+ ranks FALSE Spellcraft 5 ranks FALSE Proficient with armor type, base FALSE attack bonus +2. Base attack bonus +1. FALSE Heal 6 ranks FALSE Base attack bonus +4, Blind- Fight, FALSE Wisdom 19 1 Must be able to cast arcane spells FALSE without preparation. Stunning Fist, Wis 15. FALSE Dex 13, Con 13, Spellcraft 5 ranks, FALSE Dodge, Mobility. Ability to channel positive or negative FALSE energy; Selective Channeling Ability to channel positive or negative FALSE energy, Selective Channeling Chaotic alignment, Cha 15. FALSE Cleave, Improved Sunder. FALSE TRUE Alertness, Sense Motive 3 ranks. FALSE Base attack bonus +1. FALSE Ability to cast divine spells, caster FALSE level 3rd. Dex 15, base attack bonus +5. FALSE

Descant 827 Descriptor Focus 828 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 839 Fool's Fortune Force of Will Furious Charge 842 Ghost Spell Ghostspeaker Greater Domain Focus Greater Manyshot 846 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 871 Prone Combat Psionic Hole Quick Sheathe 874 LSJ Quicken Spell-Like Ability Rapid Metabolism 876 Reach Spell Reckless Offense 878 Repeat Spell Retain 880 Sacred Spell

1 1

1 1

1 1

1 1 1

Bardic music ability, countersong FALSE ability. TRUE TRUE Bardic music ability, Perform 12 FALSE ranks. Str 13, ability to channel energy,FALSE Power Attack. Ability to channel energy, Extra Channel. FALSE Divine spellcaster with access to FALSE Domain spells and powers grante Elem, or any other creature that FALSE has an elemental subtype. Any other metamagic feat, Knowledge FALSE(arcana) 5 ranks. Base attack bonus +3, Wis 19. FALSE Heal 4 ranks. FALSE Sea elf. FALSE Dex 15, Run. FALSE TRUE Iron Will. FALSE Power Attack FALSE TRUE Cha 13, Wis 13. FALSE Domain Focus (any domain). FALSE Dex 17, Manyshot, Point Blank Shot, FALSE Rapid Shot, base attack bonu TRUE Intelligence 15. FALSE Combat Reflexes, base attack bonus FALSE +2. Cha 15. FALSE Fly speed. FALSE Dex 13, Deflect Arrows, CombatFALSE Reflexes, Improved Unarmed Stri Combat Reflexes, Mounted Combat, FALSE Ride 7 ranks. Cha 13, empathic link with another FALSE creature such as a paladin's mo Cha 15, Perform 3 ranks, bardicFALSE music ability. Improved Trip, base attack bonus FALSE +9, Str 15. Familiar, spellcaster level 5th. FALSE Character level 7th. FALSE Bardic song ability. FALSE Base Will save bonus +2. FALSE Power Attack. FALSE Con 13. FALSE Aristocrat or Noble. FALSE Combat Reflexes. FALSE Cha 17. FALSE Dex 13, base attack bonus +3, Expertise. FALSE Half-elf, Half-ogre or Half-orc. FALSE Extend Spell. FALSE Handle Animal 2 ranks, bardic music FALSE ability. Dex 13, Point Blank Shot, Precise FALSE Shot. Cha 13 FALSE TRUE Con 15 FALSE Dex 13, Quick Draw FALSE Spell-like ability at caster level 10th TRUE or higher. Con 13 FALSE TRUE Base attack bonus +1. FALSE Any other metamagic feat. TRUE Int 13, Combat Expertise FALSE TRUE

885 887

899

929 930 931 932 934

Scholar Int 13. FALSE Sculpt Runic Item Craft (stonemasonry woodworking, FALSE or metalworking) 5 ranks, caste Shapechange Channel Ability to channel energy. FALSE Sharp Shooting Point Blank Shot, Precise Shot, base FALSE attack bonus +3. Showstopper TRUE Sorcerous Bond Handle Animal 2 ranks, any sorcerous FALSEbloodline. Spell Theatrics TRUE Step Into Harm's Way Base attack bonus +4, DexterityFALSE 13, Improved Initiative Subdual Substitution 1 Any other metamagic feat, Knowledge FALSE(arcana) 5 ranks. Subduing Strike Base attack bonus +2, Dex 13 FALSE Superior Expertise Int 13, Combat Expertise, base attack FALSE bonus +6 Superior Leadership Cha 16+, Leadership, 10th levelFALSE Superior Tracker Survival 5 ranks FALSE Urban Survival Must possess minimum 8 total ranks FALSE divided among at least four o LSJ Vermin Companion Animal Companion class ability. FALSE Vermin Wild Shape Wild shape ability. FALSE Wary Wis 13 FALSE LSJ Wingover Fly speed FALSE *** BoAM *** Barteks School Graduate (College of Magic) Arcane caster level 1st. FALSE Barteks Post Graduate (College of Magic) Arcane caster level 5th, any oneFALSE other College of Magic or Bardic S Ceilidh Conservatory Graduate (Bardic School) Bardic Performance class feature. FALSE Ceilidh Post Graduate (Bardic School) Arcane caster level 3rd, any oneFALSE other College of Magic or Bardic S College of the All-Seeing Eye Graduate (College ofMagic) Arcane caster level 1st. FALSE College of the All-Seeing Eye Post Graduate (CollegeofArcane Magic) caster level 5th, any oneFALSE other College of Magic or Bardic S College Trained Bard Bardic Performance class feature. FALSE College Trained Spellcaster Arcane caster level 1st. FALSE Giacomos Jester School Graduate (Bardic School) Bardic Performance class feature. FALSE Giacomos Post Graduate (Bardic School) Arcane caster level 3rd, any oneFALSE other College of Magic or Bardic S High Halls Graduate (Bardic School) Bardic Performance class feature. FALSE High Halls Post Graduate (Bardic School) Arcane caster level 5th, any oneFALSE other College of Magic or Bardic S Himar Academy Graduate (College of Magic) Arcane caster level 1st. FALSE Himar Post Graduate (College of Magic) Arcane caster level 5th, any oneFALSE other College of Magic or Bardic S Moonarrow University Graduate (College of Magic) Arcane caster level 1st. FALSE Moonarrow Post Graduate (College of Magic) Arcane caster level 5th, any oneFALSE other College of Magic or Bardic S Nightwatchers Tower Graduate (College of Magic) Arcane caster level 1st. FALSE Nightwatchers Tower Post Graduate (College of Magic) Arcane caster level 5th, any oneFALSE other College of Magic or Bardic S Vanguard Academy Graduate (College of Magic) Arcane caster level 1st. FALSE Vanguard Academy Post Graduate (College of Magic) Arcane caster level 5th, any oneFALSE other College of Magic or Bardic S Wagners College Graduate (College of Magic) Arcane caster level 1st. FALSE Wagners College Post Graduate (College of Magic) Arcane caster level 5th, any oneFALSE other College of Magic or Bardic S Wolestone Institute Graduate (College of Magic) Arcane caster level 1st. FALSE Wolestone Institute Post Graduate (College of Magic) Arcane caster level 5th, any oneFALSE other College of Magic or Bardic S Improved Clockwork Familiar Caster level 5th; must already have FALSE a clockwork familiar. Advanced Clockwork Familiar Caster level 9th; Improved Clockwork FALSE Familiar. Superior Clockwork Familiar Caster level 13th; Advanced Clockwork FALSE Familiar. Mithral Clockwork Familiar Improved Clockwork Familiar; 500 FALSE gp worth of mithral. Adamantine Clockwork Familiar Improved Clockwork Familiar; 1500 FALSE gp worth of adamantine. *** BoDM *** Blessing of the Elf-mother Patron deity grants the Elf domain TRUE Cat-like Reflexes Patron deity grants the Liberation TRUE domain Dj vu Patron deity grants the Dream domain TRUE Divine Charisma Ability to cast divine spells; Charisma FALSE 16 Dwarfathers Boon Patron deity grants the Dwarf domain TRUE Favored Critical Favored enemy class feature, Critical FALSE Focus

936 937 938 939 941 943

946 947 948 949 951 952 953 954 955 956 957 958 960

963

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

Patron deity grants the Fire domain TRUE Patron deity grants the Healing domain TRUE Patron deity grants the Pleasure TRUE domain Patron deity grants the Gnome domain TRUE 5 ranks in Handle Animal FALSE Patron deity grants the Animal orTRUE Plant domain Wisdom 12; cannot belong to a class FALSE with divine spells as a class f Patron deity grants the Artifice domain TRUE Channel energy class feature FALSE Extra Lay on Hands FALSE Patron deity grants the MadnessTRUE domain Patron deity grants the Animal domain TRUE Patron deity grants the Destruction TRUE domain Patron deity grants the Ocean domain TRUE Ability to cast divine spells FALSE Patron deity grants the War domain TRUE 1st character level in a class with TRUE divine spells as a class feature Patron deity grants the Halfling domain TRUE Patron deity grants the Trickery domain TRUE Patron deity grants the Luck domain TRUE Patron deity grants the War domain TRUE Patron deity grants the Artifice and TRUE War domains Patron deity grants the Knowledge TRUE domain 6th-level druid FALSE 1 1 1 Overhand Chop, base attack bonus FALSE +6 Backswing, Overhand Chop, base FALSE attack bonus +11. TRUE

INSERT NEW FEATS ABOVE THIS LINE & MANUALLY ADJUST ROW NUMBERS

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

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

Snatch Arrows Two-Weapon Fighting, Greater Spring Attack Two-Weapon Rend 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

Summary

Taken

Benefit

Normal

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

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

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

+2 to sunder an item or resist a FALSE sunder; whenever you sunder, you do not provoke any AoO +2 to trip foes or resist a trip; whenever FALSE you trip, you do not provoke any AoO Always considered armed; unarmed FALSE attacks do not provoke AoO and can deal lethal or nonlethal dmg No attack penalties for using improvised FALSE 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 FALSE to Cha mod +2 bonus on Will saves FALSE Once per day, you may reroll a Will FALSE save Gain cohort and followers FALSE +2 bonus on Reflex saves FALSE 1/day, may reroll a Ref save before FALSE results are known (must take 2nd roll) Double Move or Withdraw Action; FALSE gain 50% concealment for 1 rnd Before attacking, increase reach FALSE 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 FALSE on Use Magic Device Full-attack Action; fire two arrows FALSE w/ one attack roll applying dmg (except precision-based) and DR to both No penalty on attacks made with FALSE a No penalty on attacks made with FALSE a No penalty on attacks made with FALSE a You can craft magic items without FALSE being a spellcaster Full-attack Action; after making FALSE at least 1 unarmed strike, you can make 2 bonus unarmed strikes at max BAB vs. a Dazed, Flat +4 AC vs. AoO from movementFALSE (unless you lose your Dex mod to AC) Suffer only 2 w/ ranged attackes FALSE when mount takes Double Move, or 4 if mount is running Immediate Action; 1/rnd, negate FALSE hit to mount if Ride check is greater than foe's attack roll Complete verbal and somatic components FALSE of spell and use any material components/foci possessed while using wild shape Ignore 5' of difficult terrain when FALSE you move; may take 5' step into difficult terrain Attacks w/ ignore 5 points of DR FALSE (unless untyped) Attacks w/ ignore 5 points of DR FALSE (unless untyped) Attacks w/ ignore 5 points of DR FALSE (unless untyped) Attacks w/ ignore 10 points of DR FALSE (5 if untyped) Attacks w/ ignore 10 points of DR FALSE (5 if untyped) Attacks w/ ignore 10 points of DR FALSE (5 if untyped) +2 bonus on Diplomacy and +2 FALSE bonus on Intimidate Standard Action; target of single FALSE ranged attack gains no Armor, Natural Armor, or Shield bonuses to AC;may not move this roun +1 bonus on attack and dmg rolls FALSE w/ ranged wpn if foe is w/in 30' Take a 0 penalty on all melee attacks/combat FALSE maneuvers to gain a +0 bonus on all melee dmg (excluding touch attacks/effects No penalty for shooting into melee FALSE Ranged attacks ignore anythingFALSE but total concealment and cover Free Action (to draw any weapon) FALSE or Move Action (to draw a hidden weapon); may throw weapons at full normal rate of attacks; Free Action; reload a hand crossbow FALSE (still provokes AoO); may fire at full normal rate of attacks Free Action; reload a light crossbow FALSE (still provokes AoO); may fire at full normal rate of attacks Move Action; reload a heavy crossbow FALSE (still provokes AoO) Full-attack Action; fire 1 additional FALSE time in a round but all attack rolls take a 2 penalty Charge Action; move and attack FALSE when mounted as if with a standard charge and then move again (continuing the straight line o Run at 5x (if wearing medium or FALSE lighter armor and carrying no more than 66 lbs.) or 4x (if wearing heavy armor or carrying more Standard Action; make single unarmed FALSE melee attack to dmg as normal and also reduce foe's base land speed by 5' for 0 rnds (F May choose up to 0 targets in area FALSE that are not affected by your channeled energy +2 bonus on Heal and +2 bonus FALSE on Survival Shaken, Frightened, or Panicked FALSE foes hit are flat-footed to your attacks (including additional attacks this round) until end of your Gain +1 bonus to AC when using FALSE a shield +2 bonus to AC when using shield FALSE (replaces Shield Focus bonus) No penalty on attacks made w/ FALSE shield while wielding another weapon; add shield's Enhancement bonus to attacks and dmg mad No penalties on attack rolls when FALSE using a shield Foe hit by shield bash also suffers FALSE bull rush attack (substituting attack roll for combat maneuver check, does not provoke AoO); Full-round Action; move up to your FALSE speed and make single ranged attack at any point during movement Crit Sickens foe for 1 min; effects FALSE do not stack, additional hits instead add to effect's duration No penalty on attacks made with FALSE Simple Weapons

+3 bonus on Acrobatics checksFALSE +3 bonus on Appraise checks FALSE +3 bonus on Bluff checks FALSE +3 bonus on Climb checks FALSE +3 bonus on Craft (untrained) checks FALSE +3 bonus on Craft () checks FALSE +3 bonus on Craft () checks FALSE +3 bonus on Diplomacy checksFALSE +3 bonus on Disable Device checks FALSE +3 bonus on Disguise checks FALSE +3 bonus on Escape Artist checks FALSE +3 bonus on Fly checks FALSE +3 bonus on Handle Animal checks FALSE +3 bonus on Heal checks FALSE +3 bonus on Intimidate checks FALSE +3 bonus on Knowledge (arcana) FALSE checks +3 bonus on Knowledge (dungeoneering) FALSE checks +3 bonus on Knowledge (engineering) FALSE checks +3 bonus on Knowledge (geography) FALSE checks +3 bonus on Knowledge (history) FALSE checks +3 bonus on Knowledge (local) FALSE checks +3 bonus on Knowledge (nature) FALSE checks +3 bonus on Knowledge (nobility) FALSE checks +3 bonus on Knowledge (planes) FALSE checks +3 bonus on Knowledge (religion) FALSE checks +3 bonus on Knowledge (spirits) FALSE checks +3 bonus on Linguistics checksFALSE +3 bonus on Perception checksFALSE +3 bonus on Perform (act) checks FALSE +3 bonus on Perform (comedy) FALSE checks +3 bonus on Perform (dance) checks FALSE +3 bonus on Perform (keyboard) FALSE checks +3 bonus on Perform (oratory) checks FALSE +3 bonus on Perform (percussion) FALSE checks +3 bonus on Perform (sing) checks FALSE +3 bonus on Perform (string) checks FALSE +3 bonus on Perform (wind) checks FALSE +3 bonus on Perform (untrained) FALSE checks +3 bonus on Profession (untrained) FALSE checks +3 bonus on Profession () checks FALSE +3 bonus on Profession () checks FALSE +3 bonus on Ride checks FALSE +3 bonus on Sense Motive checks FALSE +3 bonus on Sleight of Hand checks FALSE +3 bonus on Spellcraft checks FALSE +3 bonus on Stealth checks FALSE +3 bonus on Survival checks FALSE +3 bonus on Swim checks FALSE +3 bonus on Use Magic Device FALSE checks +6 bonus on checks FALSE +6 bonus on checks FALSE 1/rnd, may catch or deflect ranged FALSE 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 FALSE spells +1 bonus on save DCs for Conjuration FALSE spells +1 bonus on save DCs for Divination FALSE spells

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

+4 bonus on damage rolls with FALSE (replaces Weapon Specialization bonus) Full-attack Action; make 1 melee FALSE 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, FALSE gain 20% concealment for 1 rnd vs. ranged attacks Create magic potions FALSE Create magic constructs FALSE Create magic armors, shields, and FALSE weapons Create magic rods FALSE Create magic staves FALSE Create magic wands FALSE Create magic wondrous items FALSE Create magic rings FALSE Create magic scrolls FALSE

2 spell levels higher; all variable, FALSE numeric effects of spell are increased by 50%; saves and opposed rolls are not affected, nor a 1 spell level higher; increase range FALSE 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 FALSE as long as normal (spells w/ duration of concentration, instantaneous, or permanent are not af X spell level(s) higher; spell hasFALSE a higher spell level than normal and all effects dependent on spell level (including save DCs and 3 spell levels higher; all variable, FALSE numeric effects of spell are maximized. saves and opposed rolls are not affected, nor are spell 4 spell levels higher; casting spell FALSE 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 FALSE cast w/ no verbal components 1 spell level higher; spell can be FALSE cast w/ no somatic components 3 spell levels higher; alter burst,FALSE emanation, line, or spread-shaped spell to increase any numeric measurements of spell's area

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

Gain two character traits of your FALSE choice; must be chosen from different lists and cannot be chosen from lists from which you hav When adjacent to ally w/ this feat, FALSE gain +2 Competence bonus to overcome SR if adjacent to ally w/ this feat; bonus increases to Sacrifice a spell to make ray attack Sacrifice a spell to gain deflection bonus to AC Cast a 0-level spell 3 times per day as a spell-like ability Gain one of four bestial advantages Fighting,base attack bonus +11 Make a free shield bash after a critical hit Trade melee attack bonus for bleed damage

Use attack of opportunity to add a bonus to adjacent allys AC Redirect a spell that had no effect on initial target +2 bonus on all Knowledge and Profession checks tack bonus +9 Attempt a bull rush on a successful critical hit ck bonus +1 Make overrun as free action while charging +2 on Disguise checks to look like human child, take 10 on Bluff checks Air walk for half your slow fall distance k bonus +16 Turn a target to stone with a critical hit ase attack bonus +5 Increase threatened area for attack of opportunity tem creation feat together +2 bonus on Craft or Spellcraft checks while working When adjacent to ally w/ this feat, FALSE gain +2 Competence bonus to CMD; bonus increases to +4 if creature attempting maneuver When adjacent to ally w/ this feat, FALSE gain +2 Competence bonus on all combat maneuver checks; bonus increases to +4 when att Gain two languages of your choice. FALSE In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills (on the Character O Provide cover to an ally with total defense Whenever you score a critical hit, the targets speed is halved Reload any type of crossbow asFALSE Free Action; may fire a crossbow at full normal rate of attacks; reloading a crossbow of a type c Deliver coup de grace to cowering or stunned target Trade melee attack bonus to daze opponents Daze creature with spell damage Gain 2 temporary ki from drunken ki class feature Your darkvision has a range of 120 feet ck bonus +9 Attempt a disarm on a successful critical hit h-level fighter Ranged attacks increase enemys DC to cast spells Target of spell must make concentration check to cast a spell in the next round +2 bonus on caster level checks with divinations attack bonus +11 Make a free Intimidate check when you knock down a foe When adjacent to ally w/ this feat FALSE and you are both required to make Ref save vs. spell/effect, take result of your die roll or that o Ignore up to 5 due to distance on visual Perception checks Gain an additional favored class Spell fully affects incorporeal and ethereal creatures e attack bonus +6 Natural weapons treated as magic and silver narmed Strike, base attack bonus +8 Deal 1d6 energy damage with an unarmed strike +1 bonus on save DCs for one energy type Inflict energy damage instead of regular spell damage Reroll miss chance due to concealment when using a bow Free Action; whenever you dealFALSE nonlethal dmg, successful Intimidate check to demoralize foe leaves foe Shaken for a number o Add one or two spells to list of spells known Throw two additional bombs per day Gain one additional discovery Gain one additional hex Gain one additional rage power Gain one additional revelation Gain one additional rogue talent Drink as a swift action Regain additional hit points when healing Bonus to CMD and AC when attacked by favored enemy Gain temporary hit points when reduced to 0 Standard Action; make attack w/ FALSE bow or crossbow vs. foe w/in 30' and add 0 dmg; creatures immune to critical hits/sneak attack Increase save DC of spell for one target in a group Move up to 10 feet as an immediate action ttack bonus +1 Do not take the Power Attack penalty on the first attack each round Flank an opponent if at least two allies are adjacent to it ic racial trait Use mage hand and prestidigitation once per day Make Stealth check against flat-footed opponents during first round of combat ed Blind-Fight Total concealment is considered normal concealment

Dirty trick penalty lasts 1d4 rounds Enemies you drag provoke attacks of opportunity +1 bonus on save DCs for one energy type ttack bonus +6 Enemies you reposition provoke attacks of opportunity d Specialization, 12th-level fighter +2 bonus to AC against criticals, and negate critical hit once per day Enemies dont notice theft until after combat ic racial trait Speak with burrowing animals as spell-like ability Once per day, delay onset of harmful condition for 1 round Once per day, gain new saving throw against harmful condition requiring Fort save Ignore miss chance for less than total concealment +2 bonus on dirty trick attempts, no attack of opportunity +2 bonus on drag attempts, no attack of opportunity Throw opponent into occupied square as a bull rush +2 bonus on reposition attempts, no attack of opportunity k bonus +11 Take a 5 penalty on later attacks to reroll missed attack Spells affect both you and your bonded creature Sidestep without using your 5-foot step on your next turn +2 bonus on steal attempts, no attack of opportunity +4 bonus on Perception checks to notice unusual stonework Take the damage of a successful attack upon an adjacent ally Increase maximum damage dice by 5 levels +2 on saves against nausea, sickening, and ingested poisons +1 natural armor bonus to AC Gain the scent special ability armed Strike Throw opponent into adjacent square with a trip attack elf or half-elf Gain benefits to bardic performance in forests and against fey Move normal speed in difficult terrain Bardic performance continues for 2 rounds after you stop performing Instantaneous area effect spell lasts for 1 round When adjacent to ally w/ this feat, FALSE may act in surprise rnd as long as ally would normally be able to act; if you would normally be +1 dodge bonus to AC against ranged attacks 1/day, after ally has rolled save FALSE but before results are known, you may roll same save as if you were subject to the effect requirin th-level spells Cast 5th-level or lower spell as spell-like ability 2/day +2 on Craft (alchemy) checks, and you can create alchemical items and poisons faster Spell inflicts nonlethal damage instead of lethal Cast 1st-level spell as spell-like ability 2/day Deflect one ranged attack per round with shield Apply shield bonus to mounts AC Make a full attack if mount moves its speed or less When flanking same creature by FALSE ally w/ this feat, flanking bonus on attacks increases to +4 and crit vs. flanked creature provoke When adjacent to ally w/ this feat, FALSE gain +4 Circumstance bonus on AoO vs. creatures you both threaten; foes that provoke AoO d Counterspell Reflect a counterspelled spell back on its caster 1/encounter, make single ranged FALSE attack at any point during your movement when using a Withdraw Action +10 on Disguise checks to look like a human narmed Strike, base attack bonus +8 Roll twice for unarmed strikes and take the better roll Creatures who saved against a spell must save again a ranged weapon Do not provoke attacks of opportunity while firing one ranged weapon Use tactician ability one additional time per day When flanking same creature by FALSE ally w/ this feat, deal +1d6 precision dmg w/ each successful melee attack Spontaneously cast a specific spell narmed Strike, base attack bonus +8 Knock down or push back foes with unarmed strikes ttack bonus +1 Push a foe back with a two-handed weapon Affected as though both human and another race +2 bonus to Con when raging, and continue raging if unconscious Deflect one ranged touch attack per round with shield

ttack bonus +6

Gain bite attack Increase spell range to higher range category e attack bonus +6 Deal 1d6 extra damage if both claws hit Attempt a reposition attack on a successful critical hit Grant shield bonus to an adjacent ally ck bonus +6 Exchange later attacks to reroll missed first attack Exclude targets from an area effect spell Deal precision damage against targets with concealment Grant friendly creatures a +2 bonus on Perception checks +4 racial bonus on Perception checks ttack bonus +1 Reduce damage with a two handed weapon to gain a +4 shield bonus +2 bonus to AC against criticals with one type of shield When wielding a shield & adjacent FALSE 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, FALSE gain +4 Competence bonus on concentration checks (+5 if ally wields buckler or light shield, + Sicken creature with spell damage Make 5-foot step immediately after an opponent misses Ignore 5 points of hardness when breaking an object +4 on Perception checks to detect frightened creatures Grant friendly creatures a +2 bonus on Diplomacy checks Apply any metamagic feat to one spell without penalty, up to 9th level ranks, 6th-level monk Walk on walls or ceilings for half your slow fall distance Use arrow as a melee attack to push enemies back +4 racial bonus on saves against spells and spell-like abilities Follow adjacent creature and attack as an immediate action ed Stonecunning Gain tremorsense 10 ft. Gain benefits to bardic performance underground and against earth creatures +4 bonus on Bluff checks to lie or conceal motives Trade melee attack bonus to stun opponents Your eidolon gets a bonus when summoned ck bonus +9 Attempt a sunder attack on a successful critical hit When adjacent to ally w/ this feat FALSE that is the same size as you, may move into willing allys square as part of normal movement ( ck bonus +6 Attempt to aid another as a swift action Demoralize opponents with Bluff instead of Intimidate Aid another as a move action with two adjacent allies , Spellbreaker Teleporting creatures provoke attacks of opportunity +2 to DC to dispel your transmutations Deafen creature with spell damage Strike, base attack bonus +8 Foes hit by unarmed strikes cannot attack or cast spells Automatically pass simple Ride skill checks Attempt a trip attack on a successful critical hit Failed grapples against you cause attacker to fall prone +4 on Acrobatics checks to move past larger opponents May target vermin w/ spells andFALSE special abilities that normally only affect animals; may use wild empathy to influence vermin as half-orc or orc Gain benefits to bardic performance on battlefields and against orcs Retrieve a specific mundane item from your person

Allies w/in 15' tha can hear & understand FALSE you are only flat-footed during 1st rnd of combat until your first turn and gain +1 Dodge Gain +4 bonus to CMD FALSE Full-attack Action; Make 1 additional FALSE attack/rnd w/ Aldori dueling sword at highest BAB, but each attack is at 2; wielding Aldori Gain +2 Morale bonus on Will saves FALSE and +2 Competence bonus on attacks/dmg vs. gnolls, hyenas, dire hyenas, werehyenas, ja Unaffected by altitude fatigue, altitude FALSEsickness, lack of oxygen, & accompanying complications while at high altitudes (including Gain +4 bonus on Handle Animal FALSE checks to train/control normal size (Small or smaller) birds of prey; if you have class levels onl Deal +2 dmg w/ weapon attacks FALSE 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 FALSE 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' FALSE who can hear you (including self) gain +1 Morale bonus on melee dmg rolls for 0 rnds

May use berserker's cry 1 additional FALSE time per day May use berserker's cry 1 additional FALSE time per day Gain +1 on attack & +2 on weapon FALSE dmg vs. Large or larger creatures Gain 0 gp resource pool (may add FALSE to pool w/ your gold, but once put in it remains a part of the pool; may utilize pool in any comm Attack Action; gain +2 bonus (+4 FALSE w/ khopesh/temple sword) on CMB to bind opponents weapon and to maintain bind; foe becom You cast spells from one school FALSE of magic in which you possess Spell Focus feat at +1 caster level; your increased girth leaves y One animal companion/familiar FALSE is calculated as though 4 levels higher (to max of your character level) Standard Action; thrown hammer FALSE 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 FALSE brain of a Dead or Helpless (requires coup de grace that kills victim) creature w/ Intelligence 3 In any round your mount travelsFALSE 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 FALSE targeting you; gain +2 bonus on Perception checks to locate scrying sensor (if any) or n 1/rnd, add +0 bonus to dmg of attack FALSE or targeted spell vs. foe you know owns or trades in slaves Gain +1 bonus on Reflex savesFALSE and +2 bonus on Intimidate checks Gain +1 bonus on Reflex savesFALSE and +2 bonus on Diplomacy checks Gain +1 bonus on Reflex savesFALSE and +2 bonus on Bluff checks Gain +10 Racial bonus on Disguise FALSE checks made to appear human; channel resistance increases by +2; ghasts can activate/su may select creature summonedFALSE by figurine of wondrous power as animal companion or familiar; figurine has standard abilities o Creatures cannot use scent track FALSE you, creatures with scent can detect your presence by smell at normal distance, but cannot Gain +1 Shield bonus to AC when FALSE wielding spiked chain; bonus increases to +2 when Fighting Defensively or using Total Defen Free Action; After damaging foe FALSE w/ Power Attack, make an immediate Intimidate check to attempt to demoralize that foe May use Stunning Fist when making FALSE melee attacks w/ special monk weapons as well as when making unarmed attacks May throw spiked chain (10' rngFALSE increment) and may make trip attacks when throwing it (failing at this attack does not knock you Gain +2 bonus on Initiative while FALSE on a ship; deal +1 dmg when using Light or 1-handed weapons on a ship Gain +1 bonus on Will saves; the FALSE 1st time each day when an effect would normally leave you Fatigued or Exhausted, you may ig Swift Action; change dorn-dergar FALSE from normal or reach weapon Gain +2 bonus on Knowledge (planes) FALSE checks to know powers/abilities of demons; whenever you deal +1 dmg to demons w/ a m Gain +4 bonus on Knowledge (planes) FALSE checks to know powers/abilities of demons; whenever you deal +2 dmg to demons w/ a m Gain +6 bonus on Knowledge (planes) FALSE checks to know powers/abilities of demons; whenever you deal +3 dmg to demons w/ a m Use Dex modifier instead of Str FALSE on melee attack and dmg rolls when wielding a Medium scimitar 1-handed and not carrying a w Gain fire resistance 5 vs. sources FALSE 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 FALSE and dmg rolls whenever no ally is w/in 10' in combat Attacks count as Good-aligned for FALSE purposes of bypassing damage reduction of devils Gain +2 bonus on Knowledge checks FALSE if you have 15 ranks in that skill (does not stack with Skill Focus); may make untrained K May wield dorn-dergar 1-handed, FALSE but changing from normal or reach weapon becomes Full-Round Action (or Move Action w/ Da Designate ally w/in your reach during FALSE your action that gains Natural Armor bonus to AC equal to Dodge bonus you gain from Fig May attempt another save (at the FALSE same DC) vs. any mind-affecting enchantment or necromancy effect 1 rnd after failing save (o Move Action; issue commands to FALSE 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 FALSE vs. foe against which you have concealment (+2 dmg w/ total concealment) During surprise round, threat range FALSE of your weapons doubles for any attack vs. unaware foes (does not stack w/ any other effec May attempt Fort save (DC 10 + FALSE nonlethal dmg dealt) to reduce nonlethal dmg by half; Endurance feat grants +4 bonus on this s may use any equipment tricks relating FALSEto boots if appropriate trick requirements are met; if item would normally be considered im may use any equipment tricks relating FALSEto cloaks if appropriate trick requirements are met; if item would normally be considered i may use any equipment tricks relating FALSEto ropes if appropriate trick requirements are met; if item would normally be considered im may use any equipment tricks relating FALSEto shields if appropriate trick requirements are met; if item would normally be considered may use any equipment tricks relating FALSEto heavy blade scabbards if appropriate trick requirements are met; if item would normally Gain +1 bonus on Bluff, Diplomacy, FALSE Knowledge (local), & Sense Motive checks when dealing w/ criminals, vagabonds, unsavory Standard Action; 1/day open incandescent FALSE 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 FALSE on wild empathy checks; cold iron deals +1 dmg to you Gain +5 Racial bonus on Disguise FALSE checks to impersonate particular race (must select race you are able to impersonate when yo Choose 1 tiefling heritage modifier FALSE (see page 64 of Pathfinder Adventure Path volume #25: Bastards of Erebus) in place of tieflin While holding clans standard (requiring FALSE 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 FALSE on all saves vs. fire effects When casting a divination spell,FALSE may use your focus item (crystal ball, runes, Harrow deck, etc.) instead of spells material comp Gain a +2 bonus on saves vs. enchantment FALSE spells/effects and mind-affecting effects and on Escape Artist and grapple checks m As part of movement/5'-step, move FALSE 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 FALSEto any 1 foe affected by your frightful presence; Will save DC is same as that for your norm When making a trip attack, add FALSE your Dex bonus to your CMB After tripping foe w/ whip, drop your FALSE whip to Entangle foe (if whip has magical quality such as Flaming, apply qualitys damage to When fighting on a ship, first hitFALSE each battle deals +2 dmg; gain +2 Circumstance bonus on Profession (sailor) checks made wh Full-Round Action; 1/day, deal 6d6 FALSE points of dmg to yourself by removing entrails to tell the future as if casting divination (caster 1/day use one chosen charm orFALSE compulsion spell as spell-like ability (determine caster lvl & DC as if casting spell normally); may Move Action; 1/day, when you have FALSE 0 HP or less, make DC 10 Concentration check to heal yourself of 1d4+0 dmg (non-casters May use Godless Healing 1 additional FALSEtime/day May use Godless Healing 1 additional FALSEtime/day No Action, Supernatural, SingleFALSE 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 FALSE negative nergy, or otherwise harm life do not hurt normal/magical plants (still harm Plant crea You do not provok AoO when attacking FALSE w/ firearms Only suffer 2 penalty to grapple FALSE check when attacking impaled opponent w/ weapon that impales them; deal +1d6 dmg if check Free Action; make grapple check FALSE after damaging foe w/ piercing weapon to impale foe on; you both gain grappled condition and 1/rnd, decide if unarmed attacks FALSE deal bludgeoning, piercing, or slashing dmg; for each consecutive rnd that you change type, thr Free Action; activate 1 bardic performance FALSE as spell is cast; performance effect lasts for spells casting time +5 rnds; consumes r Gain +2 bonus on Will saves vs. FALSE charm/compulsion effects; 1/day, draw Harrow card to determine suit or randomly determine su When casting healing spell on target FALSE other than yourself, spell is maximized if used to heal or DC increases by +4 if used to dmg Gain automatic Perception check FALSE (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 FALSE deals dmg in surprise round, make 2nd attack against same foe using same attack bonus May make Stealth checks (at 10 FALSE penalty) in normal or bright light even when observed Gain +1 bonus on all Charisma-related FALSE skills Gain +1 bonus on all Constitution-related FALSE skills Gain +1 bonus on all Dexterity-related FALSEskills Gain +1 bonus on all Intelligence-related FALSE skills Gain +1 bonus on all Strength-related FALSE skills Gain +1 bonus on all Wisdom-related FALSE skills Gain +2 Natural Armor bonus, but FALSE 2 penalty on all Charisma-based skill checks Free Action (no AoO); start grapple FALSE 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 FALSE Immediate Action; 1/rnd when mount FALSE must make save, make Ride check vs. DC of opponents attack instead You can create runes. Inscribing FALSE 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; FALSE when activating magical instrument, may begin bardic performance as Free Action (must use Pe may satisfy material requirement FALSE of any spell cast w/ valuables (coins, gems, jewelry, etc.): spells w/ components but no listed v May select longsword-related feats FALSE 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 FALSE 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 FALSE that would cause you to fall asleep; gain +2 bonus on hearing-related Perception chec Standard Action; 1/encounter provide FALSE detailed information to allies after successful Knowledge check to identify creature you fac Free Action; 1/day when striking FALSE non-evil foe w/ melee attack, foe must make Fort save (DC 10) or become deformed (-1d4 Cha Gain +1 bonus on Fort Saves; make FALSE DC 5 Constitution check to become stable whenever you are dying, w/ penalty on this roll e Gain +2 Circumstance bonus toFALSE Stealth checks in urban areas (+4 in crowds); gain +1 Dodge bonus to AC when threatened by You and your mount gain +2 onFALSE opposed bull rush, overrun, and trip checks; when mounted on a horse, you and mount suffer n Gain +2 bonus on all Knowledge FALSE (dungeoneering) checks and Perception checks made to notice traps. Knowledge (dungeonee Gain +4 on Disguise checks made FALSE to impersonate 1 specific individual Gain +2 on Appraise checks and FALSE on any 1 Profession skill; gain +4 on Sense Motive checks when using the hunch task dealing Free Action (no AoO); initiate bull FALSE 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 FALSE effects; any effect that would normally make you Panicked instead makes you Frightened, any Gain +5 Racial bonus on Intimidate FALSE checks vs. Humanoids May overrun more than 1 creature FALSE on your turn, w/ cumulative 5 penalty on each overrun check beyond 1st (mount may only m Gain +2 bonus on saves vs. necromancy FALSE spells/effects and +2 bonus on Fort saves made to prevent negative levels from becom In areas of shadowy illumination FALSE or natural darkness, ignore all size penalties to Stealth checks for hiding and gain a +2 to Steal When taking 10 on Wisdom-based FALSE skills, treat result as if you rolled 13 instead When purchasing a weapon anywhere FALSE in Avistan, pay 10% less than normal cost Begin play with additional 200 gp; FALSE gain 1-time 10,000 gp stipend at 10th level Gain +1 bonus on every Knowledge FALSE skill in which you have at least 5 ranks

Deal +2 dmg w/ composite Strength FALSE bow rated for Strength 10 or lower Gain +2 bonus on Bluff and Perform FALSE (comedy) skill checks; Perform (comedy) is always a class skill for you Gain Infernal as a bonus language; FALSE at 9th level, may bind to yourself an imp servitor (grants and possesses all the benefits and Bite attack deals +1 acid dmg; living FALSE creatures you bite must make a Fort save (DC = your breath weapons DC) or be Nauseate May use Stunning Fist as melee FALSE touch attack (may not use Power Attack in combination with this feat) May gain in place of standard animal FALSE companion; due to non-intelligence, ooze companion starts with 0 tricks (only your bonus May target oozes w/ spells/special FALSE abilities that normally only affect animals as if the oozes were magical beasts w/ Int 1, though In Osirion, gain +1 Circumstance FALSE bonus to Bluff, Diplomacy, Disguise, Intimidate, and Perform checks; gain +5 when using Appr Fighting Defensively or using Total FALSE Defense Action; gain +0 Dodge to AC vs. melee attacks of 1 foe you can see until your next Full-Round Action; 1/day creature FALSE w/in 15' must succeed at Will save (DC 10 or be possessed (see Council of Thieves #4); prote Full-Round Action; 1/day possess FALSE 0' spherical area (see Council of Thieves #4) Full-Round Action; 1/day possess FALSE Large or smaller object (see Council of Thieves #4) Gain 0 gp resource pool (may add FALSE to pool w/ your gold, but once put in it remains a part of the pool; may utilize pool in any comm May use any item as an improvised FALSE melee or ranged weapon w/out penalty. On confirmed crit, foe must make FALSE a Fort save (DC 10) or be Stunned for 1 rnd Gain +1 Sacred or Profane (chosen FALSE when feat is selected) bonus to Will saves, Diplomacy checks, and Survival checks; bonuse Gain +2 bonus on saves vs. magical FALSE and natural effects that deal cold dmg; may move across ice w/out movement penalty. Move Action; when in a MwangiFALSE ruin covering 500 sq. ft. or more, make concentration check (DC 10 + 5 for each ruin power leve Gain hippogriff animal companion; FALSE gain +2 bonus on Ride checks made while riding your hippogriff; hippogriff gains +2 bonus on May move at 3/4 normal speed FALSE when desert terrain would reduce overland speed to 1/2; gain +2 bonus on Survival checks to fin May track by smell and automatically FALSE pinpoint location of foes w/in 30' by scent alone; gain +2 Morale bonus on attack rolls vs. S Gain 1 ki point; Swift Action; focus FALSE ki to overcome DR/hardness as Adamantine weapon w/ each unarmed strike, costing 1 ki po Secret of Steel-Shattering SpiritFALSE is now considered Cold Iron for overcoming DR Secret of Steel-Shattering SpiritFALSE is now considered Silver for overcoming DR Secret of Steel-Shattering SpiritFALSE is now considered Magic for overcoming DR Secret of Steel-Shattering SpiritFALSE is now considered Lawful for overcoming DR Secret of Steel-Shattering SpiritFALSE is now considered Epic for overcoming DR Gain +5 bonus on Bluff checks made FALSE to pass secret messages to allies that can see you; use Aid Another combat option even if 1/rnd; after tripping foe w/ whip,FALSE attack another foe w/ whip at same bonus as attack that tripped previous foe (cannot take 5' ste Add the following spells to Druid FALSE spell list: 0disrupt undead, ray of frost; 1stghost sound, touch of fatigue; 2ndchill touch, s Full-Round Action; when in forest, FALSE jungle, swamp, or underground and not fatigued or exhausted; may increase size, strength, a Gain +2 bonus on Climb checks FALSE and Acrobatics checks made to jump, may take 10 on Climb checks even when distracted; falli Foes do not gain +2 bonus on attack FALSE rolls for flanking (but may still Sneak Attack); gain +2 bonus on Sense Motive checks to res Gain +4 bonus on Stealth checks FALSE in rocky environments, may use Stealth at no penalty while climbing; when attacking w/ strand Take 2 penalty on ranged attack FALSE 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 FALSE of rnds equal to Constitution bonus (breath weapon is cone-shaped) or half that (if line-shape may make Sleight of Hand check FALSE instead of Bluff check to feint in combat when drawing light weapon Gain +2 bonus on Stealth checks FALSE when others are actively trying to find you (+4 in crowds); gain +2 Circumstance bonus on Dip Full-Round Action; make single FALSE attack with bow or crossbow that deals precision-based extra damage (including sneak attacks Standard Action; after winning opposed FALSE Stealth check by 5 or more, foe must roll Will save (DC 10) or become Shaken for 1d4 r May breathe air or water interchangeably, FALSE becoming Fatigued if out of water for 0 days (only goes away after 8 hrs of immersion Swift Action; expend Channel Energy FALSE 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 FALSE throwing splash weapon (counts as Far Shot for purpose of qualifying for other feats, but on Flanking creatures do not gain a FALSE +2 bonus to attack you (does not prevent you from being sneak attacked or denied Dex bonus May use Charisma bonus for Fort FALSE saves; gain +2 on saves vs. fear effects Gain Climb speed of 10' and all FALSE 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 FALSE and you only take 2 penalty on Perception checks; may ignore concealment granted to creatu Free Action; 0/day, take 1 point FALSE of temporary Constitution damage to charge 1 limb w/ electricity, dealing 5d6 electricity dmg w to Become Frightened instead of Panicked, FALSE Shaken instead of Frightened, and ignore effects that make you Shaken; may still beco After grappling, foe cannot hold FALSE 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 FALSE and crit would otherwise kill you (even with reduced dmg from this feat) you are instead reduced May attempt Ref save (DC equal FALSE 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 FALSEfarm implement (e.g. hand axe, pick, pitchfork, scythe); gain +1 bonus on Initiative checks Gain cohort (human or halfling commoner, FALSE expert, or warrior w/ Taldan Squire feat) as w/ Leadership feat; gain +2 bonus on Init Gain +2 bonus on initiative when FALSE 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, FALSE Shield bonus to AC increases by +1 and you gain +2 Circumstance bonus on Acrobatics c Duration of healing spell cast on FALSE unharmed creature becomes 1 hour or until discharged and triggers automatically (Swift Actio May make Sense Motive check FALSE (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 FALSE defenses that protect against death effects, negative levels, and energy drain, affecting the ta 1 spell level higher; mind-affecting FALSE spell affects undead creatures (even mindless undead) as if they werent immune to mind-aff While two-weapon fighting w/ earth FALSE breaker and a klar, you may fight w/ both weapons as if wielding a double weapon (klar treat Shadde-Quah: gain +2 bonus on FALSE Intimidate checks Shriikirri-Quah: gain +2 bonus on FALSE Initiative checks and +2 bonus on Ride checks Lyrune-Quah: gain +1 bonus onFALSE Will saves and +2 bonus on sound-based Perception checks Skoan-Quah: gain +2 bonus on FALSE weapon dmg vs. undead and +2 bonus on Heal checks Shundar-Quah: gain +1 bonus on FALSE Fort saves and +2 bonus on sight-based Perception checks Sklar-Quah: gain +1 bonus on Ref FALSE saves and +2 bonus on Acrobatics checks made to tumble Tamiir-Quah: base land speed increases FALSE by 5'; gain +2 bonus on Acrobatics checks made to jump 1/day, if w/in borders of Touvette, FALSE 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 FALSE AC, cold/electricity/fire resistance 2, and +1 bonus on Intimidate checks; suffer 1 penalty on a May use Survival skill to forage/track FALSE in urban locations: (DC 10) find food/supplies to survive for 24 hrs (may support 1 other pe Abjuration spells cast at +1 caster FALSE level. may use resistance (avidais) as spell-like ability 1/day, caster level 0, save DC is Charis Conjuration spells cast at +1 caster FALSE level. may use acid splash (idolis) as spell-like ability 1/day, caster level 0, save DC is Chari Enchantment spells cast at +1 caster FALSE level. may use daze (carnasia) as spell-like ability 1/day, caster level 0, save DC is Charism Evocation spells cast at +1 caster FALSE level. may use dancing lights (ragario) as spell-like ability 1/day, caster level 0, save DC is Ch Illusion spells cast at +1 caster level. FALSE may use ghost sound (vangloris) as spell-like ability 1/day, caster level 0, save DC is Chari Necromancy spells cast at +1 caster FALSE level. may use touch of fatigue (voratalo) as spell-like ability 1/day, caster level 0, save DC Transmutation spells cast at +1 FALSE caster level. may use mage hand (avaria) as spell-like ability 1/day, caster level 0, save DC is C Gain +1 bonus on Diplomacy and FALSE Intimidate checks and Will saves; you appear outwardly human (no Disguise check required) Add various vermin to your list of FALSE possible animal companions; vermin companions can only learn bonus tricks When using spell trigger item, may FALSE move both before and after triggering the item (must move at least 5' before and after using Anyone attempting to read your FALSE thoughts/communicate w/ you via telepathy/otherwise contact your mind is Dazed for 1d4 rnds ( Gain Burrow speed of 10' through FALSE earth, sand, or soil Gain Burrow speed of 20' through FALSE earth, sand, or soil Gain Burrow speed of 30' through FALSE earth, sand, or soil When mounted and using charge FALSE 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 FALSE effect originating from a magic item you activate May create magic items w/out requisite FALSE item creation feat by increasing the DC by +5 Successful hit against magic item FALSE that causes damage to that item also causes that item to obtain Broken condition; restoring ite If Spring Loaded feat has not yet FALSE been activated, first successful melee attack against you triggers AoO (does not count for your May wear one item from belt, feet, FALSE hands, headband, neck, ring, or wrist categories in entirely different slot and still gain effect a Immediate Action; reroll DisableFALSE Device check to disable trap/open lock after 1st check is attempted but before results are revea Make single melee attack before FALSE initiative begins vs. foe w/in melee reach; must prepare spring device ahead of time w/ Knowle May use Spin Silk racial ability +2 FALSE times/day, creating 50' length of rope w/ each use; after metamorphis, you partially retain Spin Gain coleophite racial traits (change FALSE race on the Character Options tab) Gain eulite racial traits (change FALSE race on the Character Options tab) Gain farfalite racial traits (change FALSE race on the Character Options tab) Free Action; special abdomenalFALSE glands may shed light as a torch Gain larvite lifer racial traits (change FALSE race on the Character Options tab) May grapple as normal by usingFALSE both mid-legs even w/both hands occupied; when using all 4 appendages to grapple, gain +2 C Gain racial traits of two differentFALSE entobian breeds (customize race on DataRaces tab and change race on the Character Options Gain moscanite racial traits FALSE Free Action; successful unarmed/natural FALSE attack vs. you deals 1 point of Constitution dmg to non-entobian attacker; dmg is cumu Gain +3 HP until you take a metamorphosis FALSE feat May combine 2 mid-leg natural FALSE attacks into 1 natural attack, effectively increasing number of dice of mid-leg natural attack to 2 Successful bite attack vs. you deals FALSE 1d3 Strength dmg to attacker (cumulative per successful bite attack) Weapon used in successful armed FALSE melee attack vs. you takes 1 point of dmg (bypasses hardness of non-magical weapons); su Gain +1 Dodge bonus to AC vs.FALSE melee attacks of Medium or larger foes Ignore effects of difficult terrain FALSE when making 5' step

Detect Evil racial trait can be activated FALSE 1/day Gain +1 Dodge bonus to AC vs.FALSE ranged attacks Free Action; 1/hr, gain +2 Enhancement FALSE 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 FALSE weapon is 19-20 x3 Gain +1 Resistance bonus to Reflex FALSE and Fortitude saves when wearing leather or hide armor and not wearing, wielding, or holdi Gain +4 Competence bonus to Strength FALSE checks made to break/burst items and objects w/ sudden force Damage dealt by club, greatclub, FALSE shortspear, longspear, and spear increases by one die step Gain +2 Competence bonus to dmg FALSE using improvised weapons Gain +2 Competence bonus to attacks FALSE using improvised weapons Range of Grasping Tongue improves FALSE by 10' and you gain +2 bonus to grapple a foe in this way You are immune to enchantment FALSE effects May make both a bull rush and FALSE a basic melee attack, in that order, when charging May use your tongue as a whip,FALSE either as a primary or a secondary attack Gain +3 Resistance bonus on saves FALSE vs. enchantment effects May run over surface of water w/out FALSE sinking Immediate Action; after first save FALSE 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 FALSE Standard Action (no AoO); ain beast FALSE 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 FALSE (nature) checks and +2 Racial bonus on Survival checks Gain +2 Racial bonus on Diplomacy FALSE checks and +2 Racial bonus on Bluff checks Gain +2 Racial bonus on Diplomacy FALSE checks and +2 Racial bonus on Sense Motive checks Gain +2 Racial bonus to Vicious FALSE Bite during round after you score a hit w/ Vicious Bite Gain bite as a natural attack FALSE Gain benefit of Unearthly Presence FALSE racial trait regardless of HP total Allies w/in 50' gain +2 Morale bonus FALSE to saves vs. fear Use Touch of the Muse racial trait FALSE 1 additional time/day. Use Touch of the Muse racial trait FALSE 1 additional time/day. Use Touch of the Muse racial trait FALSE 1 additional time/day. May use Touch of the Muse racial FALSE trait at a range of up to 50' May use dream 1/day as a spell-like FALSE ability (caster level 0); cannot designate a different messenger than yourself and recipient m You do not take damage from falling FALSE if able to make Standard Actions Gain +0 Competency bonus to Appraise FALSE and Diplomacy checks May use Bribe Fate racial trait w/out FALSE losing HP. If you succeed at 2nd saving throw, immediately lose your level in HP Gain +0 Racial bonus to 2nd save FALSE after activating Bribe Fate racial trait; gain additional use of Bribe Fate per day Sense Coins racial trait applies FALSE to all things made of gold Standard Action; 1/day, consume FALSE 100 gp to add +4 Enhancement bonus to Strength, Constitution, or Dexterity for 0 min After using Money is Life racial trait, FALSE 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 FALSE Circumstance bonus to CMD when resisting a bull rush or trip attempt; moving/being moved from Spell/spell-like effect causing you FALSE to be Panicked or Frightened instead makes you Shaken; cannot be Shaken otherwise by spe Grow 1' taller (still considered Medium) FALSE and melee reach increases by 5' Gain +2 Competence bonus to dmg FALSE rolls when using weapon made of mostly wood Natural Armor conveyed by Protective FALSESap trait increases by +2 when you are at 0 HP or less May use Sun Heal 1 additional time/day FALSE May use Sun Heal 1 additional time/day FALSE May use Sun Heal 1 additional time/day FALSE All unarmed attacks deal +1 piercing FALSE dmg; creatures involved in grapple w/ you automatically take 1 point of piercing damage 1/ Foe striking you w/ body or natural FALSE weapon deals normal dmg but takes 1d3 piercing damage. creatures involved in grapple w/ y Gain DR 1/bludgeoning FALSE Gain DR 2/bludgeoning FALSE Gain DR 3/bludgeoning FALSE 1/day, successful Touch Attack FALSE vs. undead foe restores 1d8 HP to you and foe must save versus vivification virus (DC 13) or be Enlist effects of Deathbane Touch FALSE in addition to dmg dealt as part of a melee attack (counts toward number of Deathbane Touc Racial negative energy resistance FALSE increases by +5; gain +4 bonus on saves vs. death spells/magical death effects and you are Immune to all mundane diseases FALSE Gain +4 Racial bonus on CMD when FALSE foe tries to grapple you; gain additional +2 Racial bonus on Escape Artist checks (bringing

Breath of Steam racial trait deals FALSE +0 dmg Gain a natural gore attack FALSE Swift Action; 1/day, deal +1d8 fire FALSE dmg to foe after dealing dmg w/ gore attack 3 Full-Round Actions; replace 1FALSE 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 FALSE in another suitable relluk body w/in 7 days, you are restored to life w/ 1 permanent neg Breath of Steam racial trait range FALSE increases to 10' May use Breath of Steam an additional FALSE time/day. May use Breath of Steam an additional FALSE time/day. May use Breath of Steam an additional FALSE time/day.

Natural can be magically enhanced FALSE using Craft Magic Arms and Armor feat (each natural attack must be enhanced separately); Take on physical appearance of FALSE cloud giant (giants consider you to be part of the cloud giant tribes); jotun elemental powers are Take on physical appearance of FALSE storm giant (giants consider you to be part of the storm giant tribes); jotun elemental powers ar Take on physical appearance of FALSE ettin (giants consider you to be part of the ettin tribes); jotun elemental powers are calculated a Take on physical appearance of FALSE hill giant (giants consider you to be part of the hill giant tribes); jotun elemental powers are calcu Take on physical appearance of FALSE ogre (giants consider you to be part of the ogre tribes); jotun elemental powers are calculated a Take on physical appearance of FALSE stone giant (giants consider you to be part of the stone giant tribes); jotun elemental powers are Take on physical appearance of FALSE taiga giant (giants consider you to be part of the taiga giant tribes); jotun elemental powers are Take on physical appearance of FALSE fire giant (giants consider you to be part of the fire giant tribes); jotun elemental powers are calc Take on physical appearance of FALSE frost giant (giants consider you to be part of the frost giant tribes); jotun elemental powers are c Take on physical appearance of FALSE 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 FALSE -4 on attack to hit another w/in 10' 3/day, make bull rush or trip after FALSE hitting w/ thrown rock Gain additional use per day of single FALSE elemental power Full-Round Action; 1/day, deal 6d6 FALSE 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 FALSE -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 FALSE and gain +2 to Stealth checks in areas of shadowy illumination or natural darkness Make combat maneuver to throw FALSE rock 1/2 normal distance, success deals normal Slam dmg and Pins foe (Ref DC 10 negs) may use Strength modifier rather FALSE than Dexterity modifier when using thrown weapons Swift Action (no AoO); increase FALSE size multiple categories; if used as part attack, deal +2 dmg per size category increase May use any item as an improvised FALSE melee or ranged weapon w/out penalty. Full-Attack Action; foes in 10' x FALSE 10' line take 1/2 dmg normally dealt by Rock Throwing (Ref DC 10 negs) Standard Action; Small or smaller FALSE creaures w/in 0' must make Acrobatics check (DC 10) or fall Prone 1/day--passwall, statue, spike stones, FALSE stone skin, wall of stone (caster level 0, saves are Charisma-based)

May invoke domain power and cast FALSE domain spells from domain to which you do not already have access as if you were a cleric Choose a character class, suchFALSE as ranger, (or its approved variant, though Younot select a prestige only a single or racial favored paragon class, class). fromThe those chosen for wh c You gain an established identityFALSE 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 FALSE level checks made to overcome a psionic creature's power resistance. This bonus stacks wi You add a +1 competence bonus FALSE to your armor class in melee combat while wearing this type of armor. When you are adjacent to an ally FALSE 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 FALSE can make a quick assessment of the status of every creature within a radius of 15 feet. Make Using senses such as acute hearing FALSE and sensitivity to vibrations, you detect the location of opponents who are no more than 5 f Using this feat, a spontaneous caster FALSE 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 FALSE stunning fist attack. When casting a spell with a casting FALSE time of 1 standard action or less, you may move both before and after you cast the spell, pro By channeling negative energy you FALSE may selectively heal living creatures Only in a undead 30' radius, arerestoring healed when 1d4 points you channel of damage negative plusener 1d4 By channeling positive energy you FALSE may selectively harm living creaturesYou in a cannot 30' radius, choose causing who 1d4 is harmed points when of damage you channel plus 1d4 ne Creatures and characters who have FALSE 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 FALSE a weapon or object enough damage to destroy it, you get an immediate, extra attack against You get a +2 bonus on all saving FALSE throws to resist powers. The benefit of this feat applies only to psionic powers and psi-like abili After spending four combat rounds FALSE observing a single opponent you may, as a move-equivalent action, add your Intelligence mo When you take the aid another action FALSE to help a friend in combat, you can You add add a +4 a +2 circumstance circumstance bonus bonus to to either youryour friend's friend's AC or AC Functions exactly as Brew Potion, FALSE 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 FALSE sneak attacks. You can reroll any result of 1 on your sneak attack's extra damage dice. You

Rather than negating a song, a FALSE bard with the Descant feat can attempt Everyone to `overlay' within his own 30 ft. song of the over bard another may use bard's. the The bard's two Per ba Chose a descriptor from the following FALSE list: acid, air, chaotic, cold, darkness, death, earth, electricity, evil, fear, fire, force, good, la You get a +2 bonus on all Appraise FALSE 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 FALSE spells unobtrusively, mingling verbal and somatic components into its music and performan As a free action, spend one of your FALSE channel energy attempts to add your Charisma bonus to your weapon damage for 1 full roun As a free action, you can spendFALSE one of your channel energy attempts to add 2d6 points of sacred or profane energy damage to Select one of your domains at the FALSE 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 FALSE descriptor to instead deal damage of an elemental type that matches your own elemental na You choose one type of energy:FALSE acid, cold, electricity, fire, or sonic. When employing a spell with the acid, cold, electricity, fire, or Attackers do not gain the usual FALSE +2 attack bonus when flanking you. This feat grants no benefit whenever you are attacked witho You may administer a potion or FALSE use the Heal skill to stabilize an unconscious Administering person on a potion the battlefield to an unconscious without provoking person an is a attac full You can remain out of water with FALSE no ill effect for one day per point of Constitution. Sea elves can After normally this time spend you must only make 2 hours Fortitude per Constitut saves When running or charging, you FALSE can make a single direction change of 90 Without degrees this or feat, less. you You can can't runuse or charge this feat only while in a wearing straightm Once per day, reroll one attack roll, FALSE saving throw, skill check, or ability check and choose the better result. Once per round, when targeted FALSE 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, FALSE add 1.5 x your Strength modifier, or 2 When x your performing Strength modifier a charge ifaction, you are add using your a Strength two-handed mo Casting a spell augmented with FALSE the Ghost Spell feat causes the spell to manifest in both the material plane and the ethereal plan You receive a +2 competence bonus FALSE to Diplomacy checks when dealing with intelligent, incorporeal undead. In addition, you can Choose one domain for which you FALSE have already chosen the Domain Focus feat. Add an additional + 1 to the spell save DC of th When you use the Manyshot feat, FALSE 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 FALSE of targets affected increased by one-half. Spells with a personal effect or that target only a Select one Knowledge skill. YouFALSE 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 FALSE against a charging opponent who You enters only get an area an attack you threaten. of opportunity Your against attackaof character opportun Whenever you are subject to a power FALSE from the telepathy discipline (regardless o whether the power is harmful or beneficial to yo Move Action; may halt movement FALSE while flying and hover; once hovering, may fly in any direction (including straight down/up) at 1 When using the Deflect Arrows FALSE feat, you may deflect a number of ranged You attacks may use perthe round Deflect equal Arrows to 1 + feat youronly Dexterity once per bonus. round In addition to the one attempt per FALSE round allowed by Mounted Combat, you You may may attempt only use to the negate Mounted attacks Combat made feat against once your per mo rou The empathic link between you FALSE and your companion extends for a number The of empathic extra miles link equal between to the creature creature's and master Wisdom extends modifie While using your bardic music to FALSE countersong, you gain a +4 circumstance bonus to your Perform check Whenever you deal 10 or more FALSE points of damage to your opponent in melee, If the trip youmaneuver make a trip fails combat by 10 maneuver or more, you as a are free knocked action Rather than being a small creature, FALSE your familiar is a medium-sized creature - either a medium-sized version of a small creature Information on the Leadership feat FALSE and the use of Cohorts and Followers in the Legends of the Shining Jewel Campaign may be This feat allows some bardic song FALSE powers to continue after you stop performing them. Each round during which the power conti Against psionic attacks that do not FALSE employ an energy type to deal damage you gain damage reduction 3/-. In addition, when you On your action, before making attack FALSE 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 FALSE burn damage more quickly than normal. You heal You heal ability a damage number of and ability ability points burnper damage day equal at a rat to You get a +2 bonus on all Diplomacy FALSE 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 FALSE when an opponent moves through your threatened area, even when the opponent has a While openly wearing a token (a FALSE scarf, flower, minor piece of jewelry, or something of the sort) of a worthy aristocrat or noble wh On your action, you may choose FALSE to hold one or more of your normal attacks until an opponent attacks. The opponent rolls his at You gain a + 10 racial bonus onFALSE Disguise checks made to appear human. A persistent spell has a duration FALSE 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 FALSE familiar. This functions in all respects as the wizard ability, Summon Familiar, with the exception If you deal enough damage to an FALSE 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,FALSE Diplomacy and Sense Motive skill checks due to your ability to recognize and reciprocate gossip Your penalty to attack rolls and AC FALSE when fighting in melee while prone is A reduced prone character to -2. While has you a -4are penalty prone, onyour melee melee attack attacks rolls When a foe strikes you in melee FALSE 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 FALSE can sheathe or holster your weapon, Putting or put away away aa held weapon item,or as object a freeis action normally thata does move-equ not pr Free Action (no AoO); 3/day (unless FALSE ability is normally usable less frequently); use single spell-like ability with caster level -4 or l You naturally heal a number of hit FALSE points per day equal to the standard healing rate + double your Constitution bonus. You heal e You may cast a spell that normally FALSE 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 actionFALSE 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 FALSE cast again at the beginning of your next round of actions. No matter where you are, the second When an opponent attempts to FALSE 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 FALSE spell results directly from divine power and is therefore not subject to being reduced by pro

All Knowledge skills are class skills FALSE for you. You may sculpt a runic item of any FALSE 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 FALSE to channel energy affect shapechangers of your chosen shapechanger subtype as if they we Your targets only receive a +2 bonus FALSE to Armor class due to cover. This feat Cover has normally no effect gives against a +4foes bonus with tono AC. cover or total cove You get a +2 bonus on all Acrobatics FALSE checks and a +2 bonus to one Perform skill specialty. The Perform skill specialty must be c You gain the ability to summon a FALSE familiar. This functions in all respects as the wizard ability, Summon Familiar, with the exception You cast spells in such a way that FALSE the visual and auditory effects appear very different from the standard. For example, a wizard When you are adjacent to a character FALSE(PC or NPC) to whom you have sworn allegiance, or to a character or creature who's HD When employing a spell with the FALSE acid, cold, electricity, fire, or sonic designator, you can modify the spell to deal subdual damage When using a normal weapon to FALSE inflict only subdual damage, the normal -4 attack penalty is reduced to -2. When you use the Combat Expertise FALSE feat to improve your Armor Class, the number you subtract from your attack and add to yo Benefit: The level differential between FALSEyou and your Cohort is reduced by The 1. level Evendifferential with this feat between the level a Leader differential and may Cohort not is be det r You can follow tracks at your normal FALSE speed without suffering the usual -5 penalty to your Survival check. If you are willing to acce Your intimate knowledge of the FALSE city landscape and inhabitants allows you A character to take the without path of this least feat resistance, can use Diplomacy granting you to gathe a 20% May choose vermin of any size FALSE you could normally take as your animal companion When you wild shape, you mayFALSE 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 FALSE and Initiative checks. If you have 10 or more ranks in Perception, the bonus increases to + Free Action; 1/rnd, turn up to 180 FALSE regardless of maneuverability in addition to any other turns you are normally allowed, but con

Know extra 1st level Conjuration FALSE spell; may cast 1 extra Conjuration spell per spell level per day (wizards must prepare in advan casting time for summoning spells FALSE improves to Standard Action gain +2 bonus to Perform (act, dance, FALSEoratory or sing); may use bardic performance class 2 extra rnds/day gain a +1 bonus to Perform (act, FALSE dance, oratory or sing); DC to resist bardic performance abilities increases by +1 Know extra 1st level Divination spell; FALSE may cast 1 extra Divination spell per spell level per day (wizards must prepare in advance; gain Uncanny Dodge ability; DCFALSE to resist Divination spells increases by +1 gain a +2 bonus to any 1 Knowledge FALSE skill and any 1 Perform skill gain +2 bonus to Knowledge (Arcana) FALSEand Spellcraft checks gain +2 bonus to Perform (act, comedy, FALSE or oratory); may use bardic performance class 2 extra rnds/day gain a +1 bonus to Perform (act, FALSE comedy, or oratory); DC to resist bardic performance abilities increases by +1 gain +2 bonus to Perform (keyboard, FALSE percussion, string, or wind)); may use bardic performance class 2 extra rnds/day gain a +1 bonus to Perform (keyboard, FALSE percussion, string, or wind); DC to resist bardic performance abilities increases by +1 Know extra 1st level Illusion spell; FALSE may cast 1 extra Illusion spell per spell level per day (wizards must prepare in advance; stack DC to resist Illusion spells increases FALSE by +2; may use minor image as spell-like ability 1/day Know extra 1st level Enchantment FALSE spell; may cast 1 extra Enchantment spell per spell level per day (wizards must prepare in ad DC to resist Enchantment spells FALSE and spell-like abilities increases by +2; may use charm person as spell-like ability 1/day Know extra 1st level Necromancy FALSE spell; may cast 1 extra Necromancy spell per spell level per day (wizards must prepare in adv DC to resist Necromancy spellsFALSE increases by +2; gain +2 bonus to saves vs. Necromancy spells Know extra 1st level Evocation spell; FALSE may cast 1 extra Evocation spell per spell level per day (wizards must prepare in advance; DC to resist Evocation spells increases FALSE by +2; add primary ability bonus to Evocation spell dmg done by your Evocation spells (o Know extra 1st level Abjuration spell; FALSE may cast 1 extra Abjuration spell per spell level per day (wizards must prepare in advance; Armor, Shield or Deflection bonus FALSE provided by Abjuration spells increases by +1; duration of Abjuration spells increase by 1 rnd ( Know extra 1st level Transmutation FALSE spell; may cast 1 extra Transmutation spell per spell level per day (wizards must prepare in DC to resist Transmutation spells FALSE increases by +1; duration extends by a number of rounds equal to half your caster level for Tra Clockwork familiars HD improve FALSE to 2d10 (reroll for new HP total); clockwork familiars Hardness increases to 10 Clockwork familiars HD improve FALSE to 4d10 (roll 2d10 and add to HP total); clockwork familiars land speed increases by 10' Clockwork familiars HD improve FALSE to 6d10 (roll 2d10 and add to HP total); clockwork familiar gains 2 skill points to be placed in sk clockwork familiars Hardness increases FALSE to 15; all speeds increase by 5' clockwork familiars Hardness increases FALSE to 20; speed decreases by 10' (min 5')

gain +2 Divine bonus to saves vs. FALSE enchantment spells/effects gain +2 Divine bonus to Acrobatics FALSE and Initiative 1/day, gain +5 Divine bonus on any FALSE 1 skill check, ability check, or save (may use after rolling but must announce intent before G use Cha mod instead of Wis mod FALSE to determine saves DC gain +2 Divine bonus to any 2 Craft FALSE or Profession skills associated with working stone, gems or metal select specific type of favored enemy; FALSEcritical threats vs. this type automatically confirm

may use fireshape as spell-like FALSE ability 1/day (caster level is 1/2 character level, min 1). gain +2 Divine bonus on Heal checks; FALSEnever suffer penalty to Heal checks w/out healers kit gain +2 Divine bonus to any 2 Perform FALSE skills gain +2 Divine bonus to Handle FALSE Animal and Perform (Oratory) gain +5 bonus to Handle AnimalFALSE and Ride checks concerning horses, ponies, mules and donkeys; animals of these types that yo gain +2 Divine bonus to Handle FALSE Animal and Knowledge (Nature); Knowledge (Nature) is a class skill Knowledge (Religion) is a class FALSE 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 FALSE skills or Profession skills that involve crafting or creating 3/day, Channel Energy heals/deals FALSE max HP dmg (save DC to halve dmg is unmodified) 2/day, Lay on Hands heals/deals FALSE max HP dmg gain immunity to all non-magical FALSE fear effects and +2 Divine bonus to saves vs. magical fear effects or spells that cause madnes gain Scent (Ex) ability FALSE gain +2 Divine bonus to Bluff, Diplomacy, FALSE Disable Device, or Stealth while committing or fleeing from violent crime gain +2 Divine bonus to any 2 of FALSE the following: Craft (Sails), Craft (Rope), Knowledge (Nature), Perception, Profession (Sailor), o 1/week, enter dream-state that allows FALSEcommunication w/ your deity and his/her servants as commune with nature spell gain proficiency w/ bastard sword, FALSE falchion, greatsword, longsword, or short sword; when using chosen sword type, gain +1 Divin Knowledge (Religion) is a class FALSE skill; gain +2 bonus to Knowledge (Religion) checks (clerics and paladins receive +3) 3/day, gain +2 Divine bonus to any FALSE Charisma-based skill check 3/day, gain +2 Divine bonus to Bluff, FALSE Disable Device, Disguise, Escape Artist, Sleight of Hand or Stealth 1/day, reroll any 1 failed save, skill FALSE check, ability check, or attack roll (must accept results of 2nd roll, even if worse) gain +2 Divine bonus to CMB and FALSE to any Knowledge skill checks made while planning for battle or war gain +3 Divine bonus to 1 Craft FALSE skill that involves weapons, armor or other implements of war gain +2 Divine bonus to any 2 Knowledge FALSE skills retain ability to speak while in animal FALSE form and may still communicate w/ animals of the appropriate type

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

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

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

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

Spell Penetration, Greater

Special

Source

Manual Row Number (used to rebuild sorts) 2

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 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

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 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

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

110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164

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

165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219

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

220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274

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

APG APG APG APG APG A character that has contractedAPG lycanthropy can take this feat without having to meet the prerequisites. A ranger who selects the APG APG

275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 334 322

APG APG APG You can only apply the effects of APG one of the following feats to a given critical hit: Bull Rush Strike,Disarming Strike, Repositioning APG ake 10 on Bluff checks APG APG APG APG APG APG 323 APG 324 APG 366 APG You can only apply the effects of APG one critical feat to a given critical hit unless you possess Critical Mastery. APG 368 APG APG APG APG You can only apply the effects of APG one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositionin APG APG cast a spell in the next round APG APG APG APG 325 APG APG APG APG A monk of the four winds receives APG Elemental Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A mon You can gain this feat multiple times. APG Its effects do not stack. Each time you take this feat, it applies to a new energy type. You can gain this feat multiple times. APG Each time you must choose a different energy type. APG APG 385 You can only take this feat if you APG possess levels in a class whose spellcasting relies on a limited list of spells known, such as the You can gain Extra Bombs multiple APGtimes. Its effects stack. You can gain Extra Discovery multiple APG times. Its effects stack. You can gain Extra Hex multiple APG times. Its effects stack. You can gain Extra Rage multiple APG times. Its effects stack. You can gain Extra Revelation multiple APG times. Its effects stack. You can gain Extra Rogue Talent APG multiple times. Its effects stack. APG APG You can gain this feat multiple times. APG Its effects do not stack. Each time you take this feat, it applies to a new favored enemy typ APG APG 398 APG APG attack each round APG APG APG during first round of combat APG The Greater Blind-Fight feat is of APG no use against a character who is the subject of a blink spell.

ent allys AC

APG APG You can gain this feat multiple times. APG Its effects do not stack. Each time you take this feat, it applies to a new energy type to whi APG You can gain this feat multiple times. APG Its effects do not stack. Each time you take the feat, it applies to a new type of shield. APG APG APG mful condition requiring Fort save APG The Improved Blind-Fight feat is APG of no use against a character who is the subject of a blink spell. APG APG A monk may take this as a bonus APG feat at 14th level. APG APG APG APG APG APG adjacent ally APG APG ted poisons APG APG APG A monk may gain Ki Throw as a APG bonus feat at 10th level. A monk with this feat can affect creatures larger than his own size by s d against fey APG APG ou stop performing APG APG APG 326 APG APG 443 You can gain this feat multiple times. APG Its effects do not stack. Each time you take the feat, it applies to a new spell. alchemical items and poisons faster APG APG You can gain this feat multiple times. APG Its effects do not stack. Each time you take the feat, it applies to a new spell. APG APG APG APG 327 APG 328 APG APG 467 A halfling may take this feat, but APG must have the Childlike feat as a prerequisite. The benefits of the two feats stack. A weapon master monk or zen APG archer monk receives Perfect Strike as a bonus feat at 1st level, even if he does not meet the pr APG Starting at 6th level, a ranger with APG the archery combat style may select Point Blank Master as a combat style feat, but he must h You can gain Practiced Tactician APG multiple times. Its effects stack. APG 329 You can gain this feat multiple times. APG Its effects do not stack. Each time you take the feat, it applies to a different spell. APG APG APG g if unconscious APG APG

APG APG APG You can only apply the effects of APG one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositionin APG APG APG APG APG APG in a +4 shield bonus APG You can gain this feat multiple times. APG Its effects do not stack. Each time you take the feat, it applies to a new type of shield. APG 330 APG 331 APG APG The benefits of this feat do not APG apply to sunder attempts or attacks against constructs, only attacks on inanimate, unattended ob APG APG nalty, up to 9th level APG APG APG APG APG APG and against earth creatures APG APG APG APG You can only apply the effects of APG one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositionin APG 332 APG APG APG APG APG APG A monk of the lotus receives Touch APG of Serenity as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk APG You can only apply the effects of APG one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositionin APG APG APG 539 s and against orcs APG At the GMs option, a characterAPG can substitute the Survival skill for Sleight of Hand with this feat. Such a choice is permanent. 333 LoF4 335 LoF4 335 PCCS 336 LoFPG 337 PCCS 338 PCCS 339 PCCS 340 C-EoD 341 PCCS 342

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 RotRLPG DoG PCCS PCCS PCCS QGttE PCCS PCCS A-SoL SoS DoG DR DR A-SoL A-SoL A-SoL CoG AA AA AA AA AA T-EoG PCCS PCCS CoT 1 CoT 1 PCCS LoFPG PCCS PCCS SoS

343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 367 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 386 387 388 389 390 391 392 393 394 395 396 397 399 400 401

GoD C-EoD C-EoD T-EoG CMR LoFPG PCCS PCCS PCCS LoFPG PCCS PCCS C-EoD C-EoD PCCS PCCS You may only gain this feat at 1st PCCS level. 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 PCCS RotRL1 RotRLPG OLoP PCCS CoG T-EoG CMR PCCS CoT 1 CoG PCCS CMR PCCS PCCS PCCS PCCS

402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 444 445 446 447 448 449 450 451 452 453 454 455 456 457

PCCS PCCS PCCS DR PCCS DDR DDR OLoP C-EoD 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 GoD AA T-EoG PCCS CMR PCCS PCCS AA DoG PCCS DDR PCCS DDR GtDV DDR PCCS OLoP T-EoG T-EoG T-EoG

458 459 460 461 462 463 464 465 466 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513

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 CHR CHR CHR CoG

514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569

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

625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 LSJ 660 You can gain this feat multiple times. LSJ Each time you take the feat, it applies to a new class. 661 You may not use abilities or class LSJ features which rely on your true identity, such as a noble's 662 sphere of influence ability, while as You cannot take or use this feat LSJ if you have the ability to use powers (if you have a power 663 point reserve or psi-like abilities). You may take this feat more than LSJ once. Each time you take it, it applies to a different type 664 of armor (light, medium, or heavy). LSJ 665 LSJ 666 LSJ 667 This feat is usable once per day. LSJ 668 LSJ 669 LSJ 670 ealed when you channel negative energy and LSJ you cannot choose who you heal when you channel positive 671 energy. e who is harmed when you channel negative LSJ energy and only undead are harmed when you channel 672 positive energy. You cannot take or use this feat LSJ if you have the ability to use powers (if you have a power 673 point reserve or psi-like abilities). LSJ 674 You cannot take or use this feat LSJ if you have the ability to use powers (if you have a power 675 point reserve or psi-like abilities). LSJ 676 mstance bonus to your friend's AC or attack LSJ roll. 677 LSJ 678 LSJ 679

ft. of the bard may use the bard's Perform skill LSJ check in place of their saving throw against sonic or language680 dependent magical effects. You may take this feat more than LSJ once. Each time it applies to a different descriptor. Note: 681 Player characters in the Legends o LSJ 682 LSJ 683 LSJ 684 LSJ 685 You can gain this feat multiple LSJ times. Its effects do not stack. Each time you take the feat, 686 it applies to a new domain. The effec LSJ 687 You can gain this feat multiple times. LSJ Each time the feat applies to a different type of energy. 688 LSJ 689 tion to an unconscious person is a full-round LSJ action. Use of the Heal skill in combat or administering a 690 potion to an unconscious character pr mally spend only 2 hours per Constitution point LSJout of water before making Fortitude saves to avoid temporary 691 Strength and Constitution loss ou can run or charge only in a straight line. LSJ 692 You may only take this feat as a LSJ 1st-level character. 693 You cannot take or use this feat LSJ if you have the ability to use psionic powers (if you have 694 a power point reserve or psi-like abilitie a charge action, add your Strength modifier,LSJ or 1.5 x your Strength modifier if you are using a two-handed 695 weapon, to the damage of a succe LSJ 696 LSJ 697 You can gain this feat multiple times. LSJ Its effects do not stack. Each time you take the feat, 698 it applies to a new domain for which y LSJ 699 LSJ 700 If the PC also possesses the Bardic LSJ Knowledge class ability, this feat applies to a different 701 Knowledge skill. You may take this fe ack of opportunity against a character that exits LSJ a square you threaten. 702 You cannot take or use this feat LSJ if you have the ability to use powers (if you have a power 703 point reserve or psi-like abilities). LSJ 704 Deflect Arrows feat only once per round. LSJ 705 the Mounted Combat feat once per round and LSJ may not use the Mounted Combat feat while flatfooted.706 between creature and master extends for only LSJ one mile. 707 LSJ 708 r fails by 10 or more, you are knocked prone LSJ instead. 709 LSJ 710 LSJ 711 LSJ 712 You cannot take or use this feat LSJ if you have the ability to use powers (if you have a power 713 point reserve or psi-like abilities). LSJ 714 mage and ability burn damage at a rate of 1LSJ point per day. 715 LSJ 716 LSJ 717 Notable named NPCs of the Legends LSJ of the Shining Jewel campaign cannot accept a PC's 718 affections without approval from the LSJ 719 LSJ 720 LSJ 721 LSJ 722 LSJ 723 Nobles and aristocrats may select LSJthis feat a number of times equal to 1 + their natural (unmodified) 724 Charisma bonus (if positive A fighter may select this feat as LSJ one of his fighter bonus feats. 725 You cannot take or use this feat LSJ if you have the ability to use powers (if you have a power 726 point reserve or psi-like abilities). apon or object is normally a move-equivalent LSJ action and provokes attacks of opportunity. 727 LSJ 728 LSJ 729 LSJ 730 LSJ 731 LSJ 732 LSJ 733 LSJ 734

LSJ 735 LSJ 736 You can gain this feat multiple times. LSJ Its effects do not stack. Each time you take the feat, 737 it applies to a new shapechanger sub A fighter may select Sharp-Shooting LSJ as one of his bonus feats. 738 LSJ 739 LSJ 740 LSJ 741 A fighter may select this feat asLSJ one of his bonus feats. 742 LSJ 743 This feat may be taken twice toLSJ reduce the modifier for subdual attacks to -0. You cannot744 take this feat more than twice. LSJ 745 al between a Leader and Cohort is determined LSJsolely by the Leader's unmodified Charisma ability. A Leader 746 may only have one Cohort at an LSJ 747 In the Legends of the Shining Jewel LSJ Campaign you must spend ten (10) TUs attuning yourself 748 to the community that you are in b LSJ 749 LSJ 750 LSJ 751 LSJ 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789

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

Feat Logic Text Feats_Known Additional Feat Data Feats_Summary

Chaotic Evil Good Lawful

Arcane_Strike_Dmg

Combat_Expertise_Penalty

Deadly_Aim_Penalty

Air Earth Fire Water

Blinded Cursed Dazed Deafened Diseased Exhausted Fatigued Frightened Nauseated Paralyzed Poisoned Shaken Sickened Staggered Stunned

Power_Attack_Penalty

Abjuration Conjuration Divination

Enchantment Evocation Illusion Necromancy Transmutation Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy Transmutation

HP_Toughness

Improved_NA

Feat_Snatch_Size

FALSE

0 AC_Aldori_Dueling_Mastery

0 AC_Cornugon_Shield

Charisma Constitution Dexterity Intelligence Strength Wisdom

Abjuration Conjuration Enchantment Evocation Illusion Necromancy Transmutation

Concatenate - 100

Concatenate - 200

Combat_Expertise_Bonus

Deadly_Aim_Dmg

Power_Attack_Dmg_Std

0 Power_Attack_Dmg_Max

Feat_Snatch_Squeeze

FALSE

-2500

-10000

-75000

-2500

-10000

-75000

Adamantine Cold Iron Silver Magic Lawful Epic

Concatenate - 300

Concatenate - 400

Concatenate - 500

0 Power_Attack_Dmg_Min

Concatenate - 600

Concatenate - 700 3 4 6 7 12 17 19 22 24 27 29 37 38 40 49 50 84 89 100 108 113 115 116 119 123 125 126 127 128 141 143 153 156 161 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183

Concatenate - 800 *** PRPG - General *** Agile Maneuvers Alertness Animal Affinity Armor Proficiency, Light Athletic Blind-Fight Catch Off-Guard Combat Casting Combat Reflexes Deceitful Defensive Combat Training Deft Hands Endurance Eschew Materials Fleet I Great Fortitude Improved Counterspell Improved Initiative Improved Unarmed Strike Intimidating Prowess Iron Will Lightning Reflexes Magical Aptitude Martial Weapon Proficiency [select weapon] Martial Weapon Proficiency [select weapon] Martial Weapon Proficiency [select weapon] Master Craftsman Persuasive Point-Blank Shot 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)]

184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 218 219 220 221 222 223 224 225 237 244 249 251 264 279 289 290 291 292 293 294 295 296

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 [] 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 Stealthy Throw Anything Toughness Weapon Finesse *** PRPG - Item Creation *** *** PRPG - Metamagic *** Empower Spell Enlarge Spell Extend Spell Heighten Spell Maximize Spell Quicken Spell Silent Spell

297 298 299 311 322 323 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 367 368 369 370 371 372 373 374 375

Still Spell Widen Spell *** PRPG - Monster *** Multiattack *****APG***** Additional Traits Arcane Blast Arcane Shield Arcane Talent Aspect of the Beast Bashing Finish Bloody Assault Bodyguard Bouncing Spell Breadth of Experience Bull Rush Strike Charge Through Childlike Cloud Step Cockatrice Strike Combat Patrol Cooperative Crafting Coordinated Defense Coordinated Maneuvers Cosmopolitan Covering Defense Crippling Critical Dastardly Finish Dazing Assault Dazing Spell Deep Drinker Deepsight Disarming Strike Disrupting Shot Disruptive Spell Diviners Delving Dreadful Carnage Duck and Cover Eagle Eyes Eclectic Ectoplasmic Spell Eldritch Claws Elemental Fist Elemental Focus Elemental Spell Elven Accuracy Expanded Arcana Extra Bombs Extra Discovery Extra Hex Extra Rage Power Extra Revelation Extra Rogue Talent Fast Drinker Fast Healer

376 377 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 418 419 420 421 422 423 424 426 427 429 430 431 432 433 435

Favored Defense Fight On Focused Spell Following Step Furious Focus Gang Up Gnome Trickster Go Unnoticed Greater Blind-Fight Greater Dirty Trick Greater Drag Greater Elemental Focus Greater Reposition Greater Shield Specialization Greater Steal Groundling Heroic Defiance Heroic Recovery Improved Blind-Fight Improved Dirty Trick Improved Drag Improved Ki Throw Improved Reposition Improved Second Chance Improved Share Spells Improved Sidestep Improved Steal Improved Stonecunning In Harms Way Intensified Spell Ironguts Ironhide Keen Scent Ki Throw* Leaf Singer Light Step Lingering Performance Lingering Spell Lookout Low Profile Major Spell Expertise Master Alchemist Merciful Spell Minor Spell Expertise Missile Shield Mounted Shield Mounted Skirmisher Paired Opportunists Parry Spell Pass for Human Perfect Strike Persistent Spell Point-Blank Master Practiced Tactician Preferred Spell

436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 484 485 486 490 498 507 508 509 510

Punishing Kick Pushing Assault Racial Heritage Raging Vitality Ray Shield Razortusk Reach Spell Rending Claws Repositioning Strike Saving Shield Second Chance Selective Spell Shadow Strike Shared Insight Sharp Senses Shield of Swings Shield Specialization Shielded Caster Sickening Spell Sidestep Smash Smell Fear Sociable Spell Perfection Spider Step Stabbing Shot Steel Soul Step Up and Strike Stone Sense Stone Singer Stone-Faced Stunning Assault Summoners Call Sundering Strike Swap Places Swift Aid Taunt Team Up Teleport Tactician Tenacious Transmutation Thundering Spell Touch of Serenity Trick Riding Tripping Strike Under and Over Underfoot War Singer Well-Prepared *****Golarion Campaign***** All Gnolls Must Die Big Game Hunter Chainbreaker City Born [Korvosa] City Born [Magnimar] City Born [Riddleport]

518 519 526 527 535 543 547 548 556 557 558 559 560 568 572 573 574 575 576 577 578 584 587 590 591 593 597 602 603 604 605 606 607 608 620 638 643 648 658 662 667 668 669 670 671 672 673 674 692 780 805 807 821 827 828

Corsair of Taldor Country Born Desperate Battler Devils Foe Endure Pain (Zon-Kuthons Kiss) Fey Foundling Flame-Tested Survivor Fortune Teller Gifted Mesmerist Godless Healing I Godless Healing II Godless Healing III Graverisen 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 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 Shrewd Liason Sneaky Vagabond Splash Weapon Mastery Taldan Conscript Talmandors Lifting 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 Closed Mind Descriptor Focus Diligent

839 842 846 871 874 876 878 880 885 887 899 929 930 931 932 934 936 937 938 939 941 943 946 947 948 949 951 952 953 954 955 956 957 958 960 963 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

Fool's Fortune Ghost Spell Grow Spell Prone Combat LSJ Quicken Spell-Like Ability Reach Spell Repeat Spell Sacred Spell Showstopper Spell Theatrics *** 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 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

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

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NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL 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!

NULL NULL NULL NULL NULL NULL 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

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

oficiency [select weapon] oficiency [select weapon] oficiency [select weapon]

42 43 44

edge (arcana)] edge (dungeoneering)] edge (engineering)]

51 52 53 54

edge (geography)] edge (history)] edge (local)] edge (nature)] edge (nobility)] edge (planes)] edge (religion)] edge (spirits)]

m (comedy)]

m (keyboard)]

m (percussion)]

m (untrained)] sion (untrained)]

83

agic Device] 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

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

256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 299 311 312 322 329 330 331 334 335 338 339 341 342 344 345 346 347 348 352 353 356 362 365 366 380 381 382 385 386 387 389 390

217

391 395 396 397 398 399 400 402 403 405 410 415 416 422 423 424 425 426 430 432 434 436 437 440 443 444 445 446 448 451 452 453 456 457 462 464 468 470 471 472 474 475 478 479 480 481 482 486 488 494 500 503 514 515 516

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

517 520 524 529 536 537 538 539 540 552 553 563 564 570 581 592 599 614 634 640 649 661 666 691 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810

276 277 278

Kuthons Kiss)

299

311 312

322

329 330

811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865

331

334 335

338 339 341 342 344 345 346 347 348

352 353

356

362

365 366

380 381 382

385

866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920

386 387 389 390 391

395 396 397 398 399 400 402 403 405

410

415 416

422 423 424 425 426

430 432 434 436 437 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965

440

443 444 445 446 448

451 452 453

456 457

462 464

468 470 471 472 474 475

478 479 480 481 482

486 488

494

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

500

503

514 515 516 517

520

524

529

536 537 538 539 540

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

552 553

563 564

570

581

592

599

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

614

634

640

649

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

661

666

691

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

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

780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825

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

826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880

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

881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935

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

936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965

#NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #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 [select weapon] 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! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

21 23

36

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!

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***** Bashing Finish Bloody Assault Bodyguard Bull Rush Strike Charge Through Cockatrice Strike Combat Patrol Coordinated Defense Coordinated Maneuvers Covering Defense Crippling Critical Crossbow Mastery Dastardly Finish Dazing Assault Disarming Strike Disrupting Shot Dreadful Carnage Elemental Fist Elven Accuracy Enforcer Following Step Furious Focus Gang Up Greater Blind-Fight Greater Dirty Trick Greater Drag Greater Reposition Greater Shield Specialization

164

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

Greater Steal Improved Blind-Fight Improved Dirty Trick Improved Drag Improved Ki Throw Improved Reposition Improved Second Chance Improved Sidestep Improved Steal In Harms Way Ki Throw* Lookout Low Profile Missile Shield Mounted Shield Mounted Skirmisher Outflank Paired Opportunists Perfect Strike Point-Blank Master Precise Strike Punishing Kick Pushing Assault Ray Shield Rending Claws Repositioning Strike Saving Shield Second Chance Shadow Strike Shield of Swings Shield Specialization Shield Wall Sidestep Smash Stabbing Shot Step Up and Strike Stunning Assault Sundering Strike Swap Places Swift Aid Team Up Teleport Tactician Touch of Serenity Trick Riding Tripping Strike Under and Over Underfoot *****Golarion Campaign***** Advanced Defensive Combat Training Beliers Bite Blade Binder Bounding Hammer Cornugon Shield Cornugon Smash Cornugon Stun

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

Cornugon Trip Darting Viper Dervish Dance Dorn-Dergar Master Equipment Trick [boots] Equipment Trick [cloak] Equipment Trick [rope] Equipment Trick [shield] Equipment Trick [heavy blade scabbard] Furys Fall 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

242

247

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

Back-to-Back Battlefield Triage Blindsight, 5' radius Bloodburn Break the Breath Cast on the Run Channel Heal Channel Inflict Chaotic Mind Cleave Asunder 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

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

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) 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)

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

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 0 0 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!

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NULL NULL NULL NULL NULL NULL 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!

Teamwork 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 324 341 342 357 415 425 426 434 453 454 471 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #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

324

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

341 342

357

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

415

425 426

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

453 454

471

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

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

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

Item Creation 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 280 281 282 283 284 285 286 287 288 582 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #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

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!

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

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582

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

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

Metamagic 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 290 291 292 293 294 295 296 297 298 332 349 354 360 364 379 406 414 420 431 442 447 455 477 664 665 #NUM! #NUM! #NUM! #NUM! #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

290 291 292 293 294 295 296 297 298

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

332

349

354

360

364

379

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

406

414

420

431

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

442

447

455

477

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

664 665

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

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

Weapon Focus Empower Spell Enlarge Spell Extend Spell Heighten Spell Maximize Spell Quicken Spell Silent Spell Still Spell Widen Spell Bouncing Spell Dazing Spell Disruptive Spell Ectoplasmic Spell Elemental Spell Focused Spell Intensified Spell Lingering Spell Merciful Spell Persistent Spell Reach Spell Selective Spell Sickening Spell Thundering 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

#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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

NULL NULL NULL NULL NULL NULL 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 NULL NULL NULL List_Weapon_Focus

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

Type

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

56 57 58 59 60 61 62 63

Keleshite Princess [Intimidate] Lost Nobility Natural-Born Leader Nonchalant Thuggery Poverty-Stricken Rich Parents Suspicious *** PRPG - Campaign ***

Basic (Social) Basic (Social) Basic (Social) Basic (Social) Basic (Social) Basic (Social) Basic (Social) Campaign Campaign

64 Black Sheep (apothecary) 65 Black Sheep (bitter nobleman) [Bluff]

66 Black Sheep (bitter nobleman) [Sleight of Hand] Campaign 67 Black Sheep (bitter nobleman) [Stealth] 68 Favored Child (local noble) 69 Favored Child (town sheriff) 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 Outlander (lore seeker) Outlander (exile) Outlander (missionary) 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)] Campaign Campaign Campaign Campaign Campaign Campaign 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)

106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160

Missionary [Perform] Missionary [Sense Motive] Reclaiming your Roots Seeking Adventure Fools for Friends Bastard Brigand Issian Noble Born [Garess] Noble Born [Lebeda] Noble Born [Lodovka] Noble Born [Medvyed] Noble Born [Orlovsky, Acrobatics] Noble Born [Orlovsky, Diplomacy] Noble Born [Orlovsky, Stealth] Noble Born [Surtova] Pioneer [Climb] Pioneer [Handle Animal] Pioneer [Knowledge (nature)] Pioneer [Perception] Pioneer [Ride] Pioneer [Survival] Pioneer [Swim] Rostlander Sword Scion Into Enemy Territory [Fortitude] Into Enemy Territory [Reflex] Into Enemy Territory [Will] Looking for Work [Bluff] Looking for Work [Craft] Looking for Work [Diplomacy] Looking for Work [Intimidate] Looking for Work [Perception] Looking for Work [Perform] Looking for Work [gambler] Optimistic Gambler Researching the Blot Scouting for Fiends *** PRPG - Equipment *** Augmented Disguise Dealmaker Extremely Fashionable [Bluff] Extremely Fashionable [Diplomacy] Extremely Fashionable [Intimidate] Heirloom Weapon Improvisational Equipment Iron Liver Power of Suggestion Prehensile Whip Quick Learner Rough and Ready Stage Magic Stealthy Escape Thrown-Together Fashion *** PRPG - Faction ***

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) 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

161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215

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 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 [Cha] Arcane Dabbler [Int] Aspiring Bard [act] Aspiring Bard [comedy]

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) 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 (Gnome) Race (Elf) Race (Elf) Race (Human) Race (Human)

216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270

Aspiring Bard [dance] Aspiring Bard [keyboard] Aspiring Bard [oratory] Aspiring Bard [percussion] Aspiring Bard [sing] Aspiring Bard [string] Aspiring Bard [wind] Aspiring Bard [ritual] Azlant Fanatic [Knowledge (arcana)] Azlant Fanatic [Knowledge (history)] Brastlewark Businessman Brute Carefully Hidden Child of Zolurket Clear-headed Deep Guardian Deep Marker Dilettante Artist [Diplomacy] Dilettante Artist [Perform] Earthbound Elven Reflexes Eldritch Smith Failed Apprentice Forlorn 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 Outcast 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

Race (Human) Race (Human) Race (Human) Race (Human) Race (Human) Race (Human) Race (Human) Race (Human) Race (Human) Race (Human) Race (Gnome) Race (Half-Orc) Race (Human) Race (Dwarf) Race (Dwarf) Race (Dwarf) Race (Dwarf) Race (Elf) Race (Elf) Race (Dwarf) Race (Half-Elf) Race (Dwarf) Race (Half-Elf) Race (Elf) Race (Halfling) Race (Human) Race (Human) Race (Human) Race (Human) Race (Dwarf) Race (Dwarf) Race (Human) Race (Human) Race (Elf) Race (Human) Race (Half-Orc) Race (Human) Race (Dwarf) Race (Half-Orc) Race (Gnome) Race (Dwarf) Race (Human) Race (Human) Race (Elf) Race (Elf) Race (Elf) Race (Elf) Race (Elf) Race (Elf) Race (Elf) Race (Elf) Race (Elf) Race (Elf) Race (Elf) Race (Human)

271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325

Strength of the Land Successful Shirker Tunnel Fighter Warrior of Old Warsmith Well-Informed [Diplomacy] Well-Informed [Knowledge (local)] World Traveler [Diplomacy] World Traveler [Knowledge (local)] World Traveler [Sense Motive] Youthful Mischief Zest for Battle *** PRPG - Region *** Alchemical Prodigy Blooded Chivalrous Cliff Jumper Coin Hoarder Desert Child Dump Salvager Duskwalker Agent Egorian School Apprentice Elemental Pupil [acid] Elemental Pupil [cold] Elemental Pupil [electricity] Elemental Pupil [fire] Freed Slave Frostborn Genie-Caller Glory of Old Highlander Iadaran Illusionist Keeper of the Veil [Bluff] Keeper of the Veil [Disguise] Kobolds Neighbor Kyonin Gatekeeper Left Behind Log Roller 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

Race (Dwarf) Race (Halfling) Race (Dwarf) Race (Elf) Race (Dwarf) Race (Halfling) Race (Halfling) Race (Human) Race (Human) Race (Human) Race (Elf) Race (Dwarf) Region (Qadira) Region (Mindspin Mountains) Region (Taldor) Region (Cliffs of Fury) Region (Mindspin Mountains) Region (desert) Region (Westcrown) Region (Katapesh) Region (Egorian) Region (Qadira) Region (Qadira) Region (Qadira) Region (Qadira) Region (Katapesh) Region (Lands of the Linnorm Kings) Region (Qadira) Region (Five Kings Mountains) Region (hills or mountains)) Region (Kyonin) Region (Qadira) Region (Qadira) Region (Andoran) Region (Kyonin) Region (Mwangi Expanse or Varisia) Region (forest) Region (Qadira) Region (Katapesh) Region (any town or village) Region (any town or village) Region (any town or village) 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 (marsh or river))

326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380

Savanna Child [Handle Animal] Region (plains) Savanna Child [Knowledge (nature)] Region (plains) Savanna Child [Ride] Region (plains) Treerazers Bane Region (Kyonin) Vagabond Child [Disable Device] Region (urban) Vagabond Child [Escape Artist] Region (urban) Vagabond Child [Sleight of Hand] Region (urban) Venicaan Medic Region (Qadira) Walking Ward [acid] Region (Qadira) Walking Ward [cold] Region (Qadira) Walking Ward [electricity] Region (Qadira) Walking Ward [fire] Region (Qadira) Warrior Poet Region (Lands of the Linnorm Kings) Watching Taldor Region (Qadira) Wealthy Dabbler Region (Taldor) Wharf Rat Region (Ostenso) Whisper Woods Hunter Region (Whisper Woods) *** PRPG - Religion *** Alluring Religion (Bolka) Ambassador Religion (Sarenrae) Asmodean Demon Hunter Religion (Asmodeus) Battlefield Caster Religion (Angradd, Gorum, Torag, Trudd) Blade of Mercy Religion (Sarenrae) Calistrian Prostitute [Diplomacy] Religion (Calistria) Calistrian Prostitute [Sense Motive] Religion (Calistria) Child of Nature [Knowledge (nature)] Religion (Gozreh) Child of Nature [Survival] Religion (Gozreh) Cleansing the Twisted Religion (Sarenrae) Devotee of a Dead God [Diplomacy] Religion (Aroden) Devotee of a Dead God [Knowledge (religion)] Religion (Aroden) Divine Warrior Religion (Iomedae) Ear for Music [act] Religion (Shelyn) Ear for Music [comedy] Religion (Shelyn) Ear for Music [dance] Religion (Shelyn) Ear for Music [keyboard] Religion (Shelyn) Ear for Music [oratory] Religion (Shelyn) Ear for Music [percussion] Religion (Shelyn) Ear for Music [sing] Religion (Shelyn) Ear for Music [string] Religion (Shelyn) Ear for Music [wind] Religion (Shelyn) Eyes and Ears of the City Religion (Abadar) Flame of the Dawnflower Religion (Sarenrae) Fortified Drinker Religion (Cayden Cailean) Guardian of the Forge [Knowledge (engineering)] Religion (Torag) Guardian of the Forge [Knowledge (history)] Religion (Torag) Honeyed Words Religion (Grundinnar) Magic is Life Religion (Nethys) Patient Optimist Religion (Erastil) Resigned Religion (Droksar) Sacred Avenger Religion (Calistria) Sovyrian Pantheist Religion (Any Elven Deity) Starchild Religion (Desna) Strength of the Sun Religion (Sarenrae) The City Protects Religion (Abadar) Toilcrafter [untrained] Religion (Droskar)

381 382 383 384 385 386 387 388 389 390 391 392 393 394 395

Toilcrafter [untrained] Undead Slayer Under Siege [Bluff] Under Siege [Sense Motive] Veteran of Battle 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 *** 0 0 0 0 0

Religion (Droskar) Religion (Pharasma) Religion (Sarenrae) Religion (Sarenrae) Religion (Gorum) 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

Summary

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 AoO w/ unarmed strikes (must still have monk levels, Improved Unarmed Strike, etc. in order to make unarme +2 Trait bonus on saves vs. fear effects +1 Trait bonus on Reflex saves +1 Trait bonus to dmg Flanked foe (added to base dmg and multiplied w/ crit) +1 Trait bonus on AoO w/ daggers, swords, and similar bladed weapons Crit deals additional dmg (as a Trait bonus) equal to weapons critical hit multiplier (added to final total, not multiplied by the critic +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! Select 1 spell; treat actual level as 1 lower for determining spells final adjusted level when applying metamagic feats Standard Action (Sp); cast selected 0-level spell 1/day as a spell-like ability (if applicable, DC 10; CL 1) +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 saves vs. illusions +2 Trait bonus on Spellcraft checks, or a +3 bonus if you arent a spellcaster.

Select 1 race trait from adoptive parents race +1 Trait bonus on Intimidate checks; Intimidate is always a class skill +5 Trait bonus to anyone using Bluff to deliver secret message to you; +5 Trait bonus to intercept secret message using Sense +1 Trait bonus on Bluff or Diplomacy vs. target that is (or could be) sexually attracted to you; +1 Trait bonus to DC of language-d +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). Cohorts/followers/summoned creatures under your leadership gain +1 Morale bonus on Will saves vs. mind-affecting effects +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 Starting cash increases to 900 gp +1 Trait bonus on Sense Motive checks; Sense Motive is always a class skill

+1 Trait bonus on Knowledge (local) checks; Knowledge (local) is always a class skill; start with 400 gp worth of poison and may continue to buy poison as long as source is not revealed +1 Trait bonus on Knowledge (local) and Bluff checks; Knowledge (local) and Bluff are always class skills +1 Trait bonus on Knowledge (local) and Sleight of Hand checks; Knowledge (local) and Sleight of Hand are always class skills +1 Trait bonus on Knowledge (local) and Stealth checks; Knowledge (local) and Stealth are always class skills +1 Trait bonus on Knowledge (local) checks; Knowledge (local) is always a class skill; gain +10% gp from selling off treasure +1 Trait bonus on Knowledge (local) checks; Knowledge (local) is always a class skill; 1/session, call in favor to get out of legal jam, get help from town guard, or gain 1-time +10 bonus on Bluff, Diplomacy, or Intimidate check vs. local person +1 Trait bonus on Knowledge (arcana) checks; Knowledge (arcana) is always a class skill +2 Trait bonus on Initiative checks +1 Trait bonus on Knowledge (religion) checks; Knowledge (religion) is always a class skill +1 Trait bonus on Perform (act) checks; Perform (act) is always a class skill; gain +300 gp starting cash +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 saves +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 saves +1 Trait bonus on Reflex saves +2 bonus on concentration checks. +1 Trait bonus on Fortitude saves +1 Trait bonus on Reflex saves +1 Trait bonus on Will saves 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 +5 per dissimilarity in shape, size, color) makes observer believe object you possess is actually different obje 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 for 0 rnds, unintelligent undead ignore you unless you take action vs. them +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 saves as long as a Tiny or larger animal (must be at least Indifferent) is w/in 30'; Handle Animal is always Standard Action (Sp); cast selected 0-level spell 1/day as a spell-like ability (if applicable, DC 10; CL 1) Standard Action (Sp); cast selected 0-level spell 1/day as a spell-like ability (if applicable, DC 10; CL 1) +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. +1 Trait bonus on Intimidate checks; Intimidate is always a class skill +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 vs. arcane spells +1 Trait bonus on Fortitude saves +1 Trait bonus on skill checks and attacks while escaping capture or helping slave escape bondage; Escape Artist is always a c +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 saves +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 saves +3 Trait bonus on Intimidate checks against members of non-human humanoid races. +1 Trait bonus on Perception checks made to determine surprise; Perception is always a class skill +1 Trait bonus on Survival checks; Survival is always a class skill +1 Trait bonus on Escape Artist checks; +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. +2 Trait bonus on Initiative and +1 Trait bonus on weapon dmg for critical hits (multiplied on a critical hit) while underground +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 saves 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 saves to resist effects of being in hot conditions; +1 Trait bonus on saves vs. fire effects +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 saves +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 Stealth checks (+2 in hilly or rocky areas); Stealth is always a class skill +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 Acrobatics checks; +1 Trait bonus to CMB when attempting to resist trip attacks +1 Trait bonus on Appraise checks; Appraise is always a class skill +1 Trait bonus on Appraise checks; Appraise is always a class skill +1 Trait bonus on Profession (soldier) checks; Profession (soldier) is always a class skill +1 Trait bonus on Ride checks; Ride is always a class skill +1 Trait bonus on Survival checks; Survival 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 dmg dealt w/ dagger; +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 Disable Device checks; Disable Device is always a class skill +1 Trait bonus on Escape Artist checks; Escape Artist 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; +2 Trait bonus on Will saves vs. mind-affecting spells/effects from 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 (to gather information) and Sense Motive checks; Diplomacy is always a class skill +1 Trait bonus on Diplomacy (to gather information) and Sense Motive checks; Sense motive is always a class skill +2 trait bonus on Survival checks to find food and water; +1 Trait bonus on Knowledge (nature) checks; Knowledge (nature) is a +2 trait bonus on Survival checks to find food and water; +1 Trait bonus on Knowledge (nature) checks; Survival is always a clas +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 +1 Trait bonus on melee weapon dmg when casting divine spells that affect weapons +1 Trait bonus on Perform (act) checks; +2 Trait bonus on Knowledge (local) checks that deal w/ local art or music scene +1 Trait bonus on Perform (comedy) checks; +2 Trait bonus on Knowledge (local) checks that deal w/ local art or music scene +1 Trait bonus on Perform (dance) checks; +2 Trait bonus on Knowledge (local) checks that deal w/ local art or music scene +1 Trait bonus on Perform (keyboard) checks; +2 Trait bonus on Knowledge (local) checks that deal w/ local art or music scene +1 Trait bonus on Perform (oratory) checks; +2 Trait bonus on Knowledge (local) checks that deal w/ local art or music scene +1 Trait bonus on Perform (percussion) checks; +2 Trait bonus on Knowledge (local) checks that deal w/ local art or music scen +1 Trait bonus on Perform (sing) checks; +2 Trait bonus on Knowledge (local) checks that deal w/ local art or music scene +1 Trait bonus on Perform (string) checks; +2 Trait bonus on Knowledge (local) checks that deal w/ local art or music scene +1 Trait bonus on Perform (wind) checks; +2 Trait bonus on Knowledge (local) checks that deal w/ local art or music scene +1 Trait bonus on Perception checks; Perception is always a class skill Deal +2 dmg [fire] on critical hit w/ scimitar +2 Trait bonus on saves vs. mind-affecting effects for 1 hr after imbibing alcoholic beverage 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 +1 Trait bonus on Diplomacy checks; +1 Trait bonus on DC of any charm or compulsion that does not provide ongoing control a While under effects of any spell, +2 Trait bonus on saves vs. death effects and automatically confirm stabilization checks to stop +2 Trait bonus on Diplomacy checks to influence hostile or unfriendly creatures; may retry once if you fail at such an attempt 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 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. +2 Trait bonus vs. fear effects while in any settlement; if save is failed, may make new save each round you remain in the city Ranks in untrained count as CL to qualify for Craft Magic Arms and Armor; may craft +1 armor, weapons, or shields (with no spe

Ranks in untrained count as CL to qualify for Craft Magic Arms and Armor; may craft +1 armor, weapons, or shields (with no spe +1 Trait bonus on weapon dmg vs. undead +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 Initiative checks; if able to act during surprise round, may draw weapon as Free Action +1 Trait bonus on Fortitude saving throws against poison. You may make Diplomacy checks (or wild empathy checks if you are Make Acrobatics checks using Wisdom modifier instead Dexterity; Acrobatics is always a class skill Make Acrobatics checks using Wisdom modifier instead Dexterity; Climb is always a class skill Make Acrobatics checks using Wisdom modifier instead Dexterity; Disable Device is always a class skill Make Acrobatics checks using Wisdom modifier instead Dexterity; Escape Artist is always a class skill Make Acrobatics checks using Wisdom modifier instead Dexterity; Fly is always a class skill Make Acrobatics checks using Wisdom modifier instead Dexterity; Ride is always a class skill Make Acrobatics checks using Wisdom modifier instead Dexterity; Sleight of Hand is always a class skill Make Acrobatics checks using Wisdom modifier instead Dexterity; Stealth is always a class skill Make Acrobatics checks using Wisdom modifier instead Dexterity; Swim is always a class skill 0 0 0 0 0

Conditional Source

Initiative

Saves Skill Bonus Fort Ref Will Acrobatics Appraise Bluff Climb Craft 0 0 0 0 0 0 0 0 0

TRUE C-EoD TRUE APG APG TRUE APG TRUE APG APG TRUE APG TRUE APG TRUE APG APG APG TRUE Q-GttE C-EoD

0 0

TRUE APG APG APG APG lways a class skill APG s a class skill APG APG TRUE APG APG TRUE APG TRUE APG APG APG

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

Q-GttE TRUE C-EoD TRUE APG TRUE C-EoD APG TRUE APG APG TRUE APG APG APG APG TRUE APG TRUE APG TRUE APG APG TRUE APG CoTPG CoTPG CoTPG CoTPG CoTPG CoTPG CoTPG TRUE CoTPG TRUE CoTPG TRUE CoTPG TRUE CoTPG TRUE CoTPG CotCTPG CotCTPG CotCTPG CotCTPG CotCTPG CotCTPG CotCTPG CotCTPG CotCTPG CotCTPG CotCTPG TRUE CotCTPG LoFpG LoFpG LoFpG TRUE LoFpG TRUE LoFpG LoFpG LoFpG LoFpG LoFpG 0

0 0 0 0

0 0 0 0 0

LoFpG LoFpG TRUE LoFpG TRUE LoFpG TRUE SDPG TRUE KMPG TRUE KMPG TRUE KMPG TRUE KMPG TRUE KMPG KMPG TRUE KMPG KMPG KMPG KMPG TRUE KMPG TRUE KMPG TRUE KMPG TRUE KMPG TRUE KMPG TRUE KMPG TRUE KMPG TRUE KMPG KMPG gswords or Aldori dueling KMPG swords SDPG SDPG SDPG SDPG SDPG SDPG SDPG SDPG SDPG SDPG TRUE SDPG TRUE SDPG TRUE SDPG TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE AA AA AA AA AA AA AA AA AA AA AA AA AA AA AA

0 0 0 0 0 0 0

TRUE GtPSOP TRUE GtPSOP GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE GtPSOP GtPSOP GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE GtPSOP lways a class skill GtPSOP GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE GtPSOP GtPSOP GtPSOP GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE GtPSOP TRUE TRUE TRUE TRUE TRUE APG EoG 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 APG TRUE T-EoG TRUE LoFPG TRUE DoG TRUE DoG TRUE DoG T-EoG T-EoG TRUE DoG APG TRUE DoG TRUE APG APG TRUE APG TRUE LoFPG TRUE LoFPG TRUE LoFPG TRUE LoFPG TRUE APG TRUE DoG LoFPG TRUE C-EoD TRUE EoG TRUE LoFPG LoFPG TRUE C-EoD TRUE T-EoG GtPSOP APG TRUE DoG oneering) is always APG a class skill aphy) is always a class APG skill EoG EoG

TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE

TRUE LoFPG

TRUE DoG TRUE C-EoD TRUE APG APG TRUE DoG APG APG APG APG APG EoG TRUE DoG

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

TRUE

TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE

APG APG APG EoG APG APG APG Q-GttE Q-GttE Q-GttE Q-GttE Q-GttE DoG Q-GttE T-EoG C-EoD C-EoD

0 0

TRUE DoG T-EoG TRUE APG TRUE DoG TRUE LoFPG TRUE APG TRUE APG TRUE APG TRUE APG TRUE LoFPG T-EoG T-EoG TRUE APG TRUE APG TRUE APG TRUE APG TRUE APG TRUE APG TRUE APG TRUE APG TRUE APG TRUE APG APG TRUE APG TRUE APG engineering) is a class APG skill for you. history) is a class skill APG for you. TRUE DoG TRUE APG TRUE APG TRUE DoG TRUE EoG TRUE EoG TRUE APG TRUE LoFPG TRUE LoFPG TRUE DoG

TRUE DoG TRUE APG 0 0 0

TRUE APG TRUE EoG APG APG APG APG APG APG APG APG APG

Diplomacy 0

Disable Device 0

Disguise 0

Escape Artist 0

Fly 0

Handle Animal 0

Heal 0

Intimidate 0

0 0

0 0

0 0

0 0

0 0 0

0 0 0

0 0

0 0

Knowledge (arcana) 0

Knowledge (dungeoneering) 0

Knowledge (engineering) 0

0 0

0 0

0 0

0 0

0 0

0 0 0 0 0

0 0

Knowledge (geography) 0

Knowledge (history) 0

Knowledge (local)

Knowledge (nature) 0

0 0

0 0

0 0

0 0 0 0 0 0

0 0

0 0

0 0 0 0

0 0 0

0 0 0

0 0

0 0

Knowledge (nobility) 0

Knowledge (planes)

Knowledge (religion) 0

Knowledge (spirits) 0

Linguistics 0

0 0

0 0

0 0

0 0 0 0

0 0

Perception 0

Perform (act) 0

Perform (comedy) 0

Perform (dance) 0

Perform (keyboard) 0

0 0 0 0 0

0 0

0 0 0 0

0 0

0 0

0 0 0 0

Perform (oratory) 0

Perform (percussion) 0

Perform (sing) 0

Perform (string) 0

Perform (wind) 0

0 0 0 0 0

0 0 0 0 0

0 0 0 0 0

Perform (ritual) 0

Profession 0

Ride 0

Sense Motive 0

Sleight of Hand 0

Spellcraft 0

Stealth 0

0 0

0 0

0 0 0

0 0

0 0

0 0 0

0 0 0 0

0 0

0 0 0

Survival 0

Swim 0

Use Magic Device

ClassSkill Acrobatics 0 FALSE

Appraise FALSE

Bluff Climb Craft Diplomacy FALSE FALSE FALSE 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

Disable Device FALSE

Disguise FALSE

Escape Artist FALSE

Fly Handle Animal FALSE FALSE

Heal Intimidate FALSE FALSE

0 0 0

0 0 0

Knowledge (arcana) FALSE

Knowledge (dungeoneering) FALSE

Knowledge (engineering) FALSE

0 0

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

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 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

Keleshite Princess [Intimidate] Lost Nobility Natural-Born Leader Nonchalant Thuggery Poverty-Stricken Rich Parents Suspicious *** PRPG - Campaign ***

64 Black Sheep (apothecary) 65 Black Sheep (bitter nobleman) [Bluff] 66 Black Sheep (bitter nobleman) [Sleight of Hand] 67 Black Sheep (bitter nobleman) [Stealth] 68 Favored Child (local noble) 69 Favored Child (town sheriff) 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 Outlander (lore seeker) Outlander (exile) Outlander (missionary) 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)]

106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160

Missionary [Perform] Missionary [Sense Motive] Reclaiming your Roots Seeking Adventure Fools for Friends Bastard Brigand Issian Noble Born [Garess] Noble Born [Lebeda] Noble Born [Lodovka] Noble Born [Medvyed] Noble Born [Orlovsky, Acrobatics] Noble Born [Orlovsky, Diplomacy] Noble Born [Orlovsky, Stealth] Noble Born [Surtova] Pioneer [Climb] Pioneer [Handle Animal] Pioneer [Knowledge (nature)] Pioneer [Perception] Pioneer [Ride] Pioneer [Survival] Pioneer [Swim] Rostlander Sword Scion Into Enemy Territory [Fortitude] Into Enemy Territory [Reflex] Into Enemy Territory [Will] Looking for Work [Bluff] Looking for Work [Craft] Looking for Work [Diplomacy] Looking for Work [Intimidate] Looking for Work [Perception] Looking for Work [Perform] Looking for Work [gambler] Optimistic Gambler Researching the Blot Scouting for Fiends *** PRPG - Equipment *** Augmented Disguise Dealmaker Extremely Fashionable [Bluff] Extremely Fashionable [Diplomacy] Extremely Fashionable [Intimidate] Heirloom Weapon Improvisational Equipment Iron Liver Power of Suggestion Prehensile Whip Quick Learner Rough and Ready Stage Magic Stealthy Escape Thrown-Together Fashion *** PRPG - Faction ***

161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215

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 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 [Cha] Arcane Dabbler [Int] Aspiring Bard [act] Aspiring Bard [comedy]

216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270

Aspiring Bard [dance] Aspiring Bard [keyboard] Aspiring Bard [oratory] Aspiring Bard [percussion] Aspiring Bard [sing] Aspiring Bard [string] Aspiring Bard [wind] Aspiring Bard [ritual] Azlant Fanatic [Knowledge (arcana)] Azlant Fanatic [Knowledge (history)] Brastlewark Businessman Brute Carefully Hidden Child of Zolurket Clear-headed Deep Guardian Deep Marker Dilettante Artist [Diplomacy] Dilettante Artist [Perform] Earthbound Elven Reflexes Eldritch Smith Failed Apprentice Forlorn 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 Outcast 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

271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325

Strength of the Land Successful Shirker Tunnel Fighter Warrior of Old Warsmith Well-Informed [Diplomacy] Well-Informed [Knowledge (local)] World Traveler [Diplomacy] World Traveler [Knowledge (local)] World Traveler [Sense Motive] Youthful Mischief Zest for Battle *** PRPG - Region *** Alchemical Prodigy Blooded Chivalrous Cliff Jumper Coin Hoarder Desert Child Dump Salvager Duskwalker Agent Egorian School Apprentice Elemental Pupil [acid] Elemental Pupil [cold] Elemental Pupil [electricity] Elemental Pupil [fire] Freed Slave Frostborn Genie-Caller Glory of Old Highlander Iadaran Illusionist Keeper of the Veil [Bluff] Keeper of the Veil [Disguise] Kobolds Neighbor Kyonin Gatekeeper Left Behind Log Roller 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

326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380

Savanna Child [Handle Animal] Savanna Child [Knowledge (nature)] Savanna Child [Ride] Treerazers Bane Vagabond Child [Disable Device] Vagabond Child [Escape Artist] Vagabond Child [Sleight of Hand] Venicaan Medic Walking Ward [acid] Walking Ward [cold] Walking Ward [electricity] Walking Ward [fire] Warrior Poet Watching Taldor Wealthy Dabbler Wharf Rat Whisper Woods Hunter *** PRPG - Religion *** Alluring Ambassador Asmodean Demon Hunter Battlefield Caster Blade of Mercy Calistrian Prostitute [Diplomacy] Calistrian Prostitute [Sense Motive] Child of Nature [Knowledge (nature)] Child of Nature [Survival] Cleansing the Twisted Devotee of a Dead God [Diplomacy] Devotee of a Dead God [Knowledge (religion)] Divine Warrior Ear for Music [act] Ear for Music [comedy] Ear for Music [dance] Ear for Music [keyboard] Ear for Music [oratory] Ear for Music [percussion] Ear for Music [sing] Ear for Music [string] Ear for Music [wind] Eyes and Ears of the City Flame of the Dawnflower Fortified Drinker 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 [untrained]

381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

Toilcrafter [untrained] Undead Slayer Under Siege [Bluff] Under Siege [Sense Motive] Veteran of Battle Wasp Whisperer Wisdom in the Flesh [Acrobatics] Wisdom in the Flesh [Climb] Wisdom in the Flesh [Disable Device] Wisdom in the Flesh [Escape Artist] Wisdom in the Flesh [Fly] Wisdom in the Flesh [Ride] Wisdom in the Flesh [Sleight of Hand] Wisdom in the Flesh [Stealth] Wisdom in the Flesh [Swim] NULL NULL NULL NULL NULL NULL

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

Description A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped The 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 Acid Bomb Combine Extracts Concentrate poison Concussive Bomb Delayed Bomb Dilution Dispelling Bomb Elixir of Life Enhance Potion Eternal Potion Explosive Bomb Extend Potion Fast Bombs Feral Mutagen Force Bomb Frost Bomb Grand Mutagen Greater Mutagen Infuse Mutagen Inferno Bomb Infusion Madness Bomb Poison Bomb Precise Bomb Shock Bomb Smoke Bomb Sticky Bomb Sticky Poison Stink Bomb Table_Discoveries GRAND DISCOVERY Awakened Intellect Eternal Youth Fast Healing Philosophers Stone Poison Touch True Mutagen Table_Grand_Discoveries

DESCRIPTION bomb may deal acid dmg; direct hit deals additional 1d6 acid dmg 1 rnd later; does not stack with other noted discoveries may place 2 formulae into 1 extract; extract is 2 levels higher than highest level formulae Spend 1 min in concentration to combine 2 doses of same poison to create single dose w/ frequency extended by 50% and save bomb may deal sonic dmg, but dmg die is d4 rather than d6; direct hit Deafens target for 1 min (Fort neg); does not stack with o bomb explodes up to 0 rnds after release; may end timer by retrieving bomb; dispel magic or Disable Device check (DC 10) can 1/day, spend gp equal to 1/4 of potions market value to create 2 doses of same potion or elixir from 1 (cannot be used on extra bomb dispels magic effects (as targeted dispel magic spell) on direct hit instead of dealing dmg 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 0/day, cause any potion you drink to function at caster level 0 drink potion affected by Extend Potion discovery to make effects permanent until another such potion is made permanent bomb splash radius increases to 10' rather than 5'; direct hit sets target on fire, dealing 1d6 fire dmg/rnd until extinguished (Full0/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); does not stack with other n bomb may deal cold dmg; direct hit Staggers target on next turn (Fort neg); does not stack with other noted discoveries 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, filling an area equal to twice the bombs splash radius for 0 rnds; does not stack with o 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, filling an area equal to twice the bombs splash radius for 0 rnds; does not stack with other not may select 0 squares that are not affected by splash damage from bomb bomb may deal electricity dmg; direct hit Dazzles target for 1d4 rnds; does not stack with other noted discoveries bomb functions as fog cloud, filling area equal to twice bombs splash radius for 0 rnds; does not stack with other noted discove direct hit target takes splash damage 1 round later (bombs effects normally occuring 1 rnd later instead have those effects 2 rnd weapon poisoned by any poison you create remains poisoned for 0 strikes smoke bomb duplicates stinking cloud, filling an area equal to twice the bombs splash radius for 1 rnd; does not stack with othe 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

Discoveries

1 8 1 6 8 12 6 16 1 16 1 1 8 1 8 1 16 12 1 16 1 12 12 1 1 1 10 6 1

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE 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!

NULL NULL NULL NULL NULL 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_Discoveries NULL NULL NULL NULL NULL NULL List_Grand_Discoveries

20 20 20 20 20 20

FALSE FALSE FALSE FALSE FALSE FALSE

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Destruction: gainInquisitor_Judgments +1 bonus on all weapon dmg Healing: gain fast healing 1 Justice: gain +1 bonus on all attacks Piercing: ga Destruction gain +1 bonus on all weapon dmg Healing gain fast healing 1 Justice gain +1 bonus on all attacks Piercing gain +1 bonus on concentration checks and caster level checks made to overcome SR Protection gain +1 bonus to Armor Class Purity gain +1 bonus on all saves Resiliency gain DR 1/magic Resistance gain energy resistance 2 vs. acid, cold, electricity, fire, or sonic (chosen when judgment is declared) Smiting weapon counts as magic for purposes of overcoming DR

to overcome SR

when judgment is declared)

CURSE Clouded Vision Deaf Haunted Lame Wasting Tongues

EFFECT #NAME? #NAME? #NAME? #NAME? #NAME? #NAME?

Mystery Battle Bones Flame Heavens Life Lore Nature Stone Waves Wind

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

Acid Skin (Ex) gain resist acid 5 Air Barrier (Ex) create invisible shell of air for 0 min/day (need not be consecutive, but must be spent in 10-min increme Arcane Archivist (Su) 1/day, cast sorcerer/wizard spell as if it were on list of spells known (spell consumes slot 1 level higher Armor of Bones (Su) conjure armor made of bones for 0 hr/day (need not be consecutive, but must be spent in 1-hr increme Automatic Writing (Su) 1/day, spend full hour in uninterrupted meditation to produce mysterious writing that manifests as an au Awesome Display (Su) targets affected by your Illusion (pattern) spells are treated as if their total number of Hit Dice were equ Battlecry (Ex) Standard Action; 1/day, allies w/in 100' that hear battle cry gain +1 Morale bonus on attacks, skill check Battlefield Clarity (Ex) Immediate Action; 1/day, after failing save that makes you blind, deaf, frightened, panicked, paralyzed, Bleeding Wounds (Su) after foe takes negative energy dmg from spell/effects, it begins to Bleed, taking 1 point of dmg/rnd; ble Blizzard (Su) Standard Action; 1/day, create 0' cube of blizzard in any pattern you desire (must be adjacent to anothe Bonded Mount (Su) gain service of unusually intelligent, strong, and loyal mount (as druids animal companion, using oracle Brain Drain (Su) Standard Action [mind-affecting]; 1/day, target w/in 100' takes 0d4 dmg (Will save negs and target know Burning Magic (Su) failed save vs. your spells that deal fire dmg sets targets on fire, dealing 1 HP fire dmg/spell level at be Channel (Su) May channel positive energy like a cleric 1/day, using your oracle level as your effective cleric level whe Cinder Dance (Ex) base speed increases by 10' Clobbering Strike (Ex) Swift Action; after crit vs. foe from attack spell, may attempt to trip your target (no AoO, cannot trip you Coat of Many Stars (Su) conjure coat of starry radiance for 0 hr/day (need not be consecutive, but must be spent in 1-hr increme Combat Healer (Su) Swift Action; -1/day, expend 2 spell slots to cast any 'cure' spell as if using Quicken Spell (does not incr Crystal Sight (Ex) may see through 0' of stone, earth, or sand and 0' of metal as if transparent for up to 0 rnds/day (need Deaths Touch (Su) 3/day Melee Touch deals 1d6+0 negative energy dmg (undead heal dmg instead and gain +2 channel Delay Affliction (Su) Immediate Action; 1/day after failing save vs. disease or poison, may ignore effects for 0 hrs Dweller in Darkness (Sp)cast phantasmal killer 1/day Earth Glide (Su) Free Action; 0 min/day (need not be consecutive, but must be spent in 1-min increments), pass through Energy Body (Su) Standard Action; 0 rnds/day, may become pure life energy: gain Elemental subtype, light level w/in 10' Enhanced Cures (Su) Maximum number of HP healed whenever you cast a cure spell is based on your oracle level instead o Erosion Touch (Su) 1/day, Melee Touch deals 0d6 dmg to objects/constructs; treat as sunder if used vs. object in another c Fire Breath (Su) Standard Action; 1/day, 15' cone deals 0d4 fire dmg (Ref half) Firestorm (Su) Standard Action; 1/day, create 0' cube of fire in any pattern you desire (must be adjacent to another an Fluid Nature (Ex) gain +4 bonus on CMD to avoid being bullrush, drag, grapple, reposition, and trip; foes trying to confirm Fluid Travel (Su) 0 hr/day (need not be consecutive, but must be spent in 1-hr increments), walk on liquid (even lava, bu Focused Trance (Ex) 0/day, enter trance lasting 1d6 rnds (may only take Move Actions, gain +0 bonus on saves vs. sonic eff Form of Flame (Su) Standard Action; 1/day, assume alternate form for 0 hrs: Small fire elemental (as elemental body I) Freezing Spells (Su) failed save vs. your spells that deal cold dmg Slow targets for 1 rnd Friend to the Animals (Ex) all summon natures ally spells are added to your spell list (must still select these spells using allotment

Gaseous Form (Su) Standard Action; assume gaseous form for 0 min/day (need not be consecutive, but must be spent in 1 Gaze of Flames (Su) may see through fire, fog, and smoke w/out penalty as long as light is sufficient Guiding Star (Su) when night sky is visible, may determine precise location, may add +0 on all Wisdom-based checks, an Healing Hands (Ex) Gain +4 bonus on Heal checks; may provide first aid to 2 people or treat 2 people for poison as Standa Heat Aura (Su) Swift Action; 1/day, all w/in 10' take 0d4 fire dmg (Ref half) and you gain 20% concealment until your ne Ice Armor (Su) conjure armor of ice for 0 hrs/day (need not be consecutive, but must be spent in 1-hr increments) that Icy Skin (Ex) gain resist cold 5 Interstellar Void (Su) Standard Action; 1/day, target w/in 30' takes 0d6 cold dmg (Fort half and neg) Invisibility (Su) Standard Action; become invisible for 0 min/day (need not be consecutive, but must be spent in 1-min i Iron Skin (Su) 1/day, gain DR 10/adamantine; this protection expires after absorbing 0 HP of dmg Life Leach (Su) Standard Action; -1/day, living target w/in 30' loses 0d6 HP (Fort half) that you gain as temporary HP la Life Link (Su) Standard Action; create bond w/ another creature; each round at start of your turn, if bonded creature is Lifesense (Su) May notice and locate living creatures w/in 30' as if you possessed blindsight Lightning Breath (Su) Standard Action; 1/day, 30' line deals 0d4 electricity dmg (Ref half) Lore Keeper (Ex) may use Charisma modifier instead of Intelligence modifier on all Knowledge checks Lure of the Heavens (Su)no longer leave tracks Maneuver Mastery: Bull Rush treat oracle (Ex) level as oracle base attack bonus when determining CMB for bull rush Maneuver Mastery: Dirty treat Trickoracle (Ex) level as oracle base attack bonus when determining CMB for dirty trick Maneuver Mastery: Disarm treat (Ex) oracle level as oracle base attack bonus when determining CMB for disarm Maneuver Mastery: Drag treat (Ex) oracle level as oracle base attack bonus when determining CMB for drag Maneuver Mastery: Grapple treat (Ex) oracle level as oracle base attack bonus when determining CMB for grapple Maneuver Mastery: Overrun treat (Ex) oracle level as oracle base attack bonus when determining CMB for overrun Maneuver Mastery: Reposition treat oracle (Ex) level as oracle base attack bonus when determining CMB for reposition Maneuver Mastery: Stealtreat (Ex) oracle level as oracle base attack bonus when determining CMB for steal Maneuver Mastery: Sunder treat (Ex) oracle level as oracle base attack bonus when determining CMB for sunder Maneuver Mastery: Trip (Ex) treat oracle level as oracle base attack bonus when determining CMB for trip Mantle of Moonlight (Su) gain immunity to lycanthropy; 1/day, touch attack forces lycanthrope into humanoid form for 0 rnds Mental Acuity (Ex) gain +1 Inherent bonus to Intelligence upon taking this revelation and another at every third oracle leve Mighty Pebble (Su) Standard Action; 1/day, ranged attack (20' range increment, +0 Enhancement bonus to attack) deals 1 Molten Skin (Ex) gain resist fire 5 Moonlight Bridge (Su) 0/day, summon 10' wide span touching ground at point adjacent to you and and extending in any direct Natural Divination (Ex) 1/day, may spend 10 min to gain: +0 Insight bonus on 1 save, +10 Competence bonus on 1 skill check Natures Whispers (Ex) may add Charisma modifier (instead of Dexterity) to AC (subject to same rules for losing bonus as per Near Death (Su) gain +2 Insight bonus on saves vs. diseases, mind-affecting effects, and poisons Punitive Transformation (Su) 0/day, transform target into harmless animal for 0 rnds; transforming another causes first to immediate Raise the Dead (Su) Standard Action; 1/day, summon single 0 HD skeleton or zombie to serve you for 0 rnds Resiliency (Ex) never disabled and do not gain Staggered condition if reduced to exactly 0 HP Resist Life (Su) treated as Undead when targeted by positive or negative energy, but not subject to Turn Undead or Co Rock Throwing (Ex) #NAME? Safe Curing (Su) Do not provoke attacks of opportunity for spellcasting whenever you cast a spell that cures the target o Shard Explosion (Su) Swift Action; 1/day, 10' burst centered on you deals 1d6 piercing dmg (Ref half) and broken shards ma Sidestep Secret (Su) may add Charisma modifier (instead of Dexterity) to AC (subject to same rules for losing bonus as per Skill at Arms (Ex) gain proficiency in all martial weapons and heavy armor Soul Siphon (Su) -1/day, Ranged Touch (30' rng) deals 1 negative level that lasts 0 rnds and heals you for 0 HP Spark Skin (Ex) gain resist electricity 5 Speak with Animals (Ex) converse with 1 specific type of animal (animals are no more friendly than normal) Spirit Boost (Su) If healing spell heals target over maximum HP, excess points persist for 0 rnds as temp HP (up to 0 ma Spirit of Nature (Su) automatically stabilize when reduce to negative HP in a natural setting Spirit Walk (Su) Standard Action; 1/day, become incorporeal and invisible for 0 rnds (may end early as Standard Action Spontaneous Symbologymay (Sp)lose a prepared spell to cast any symbol spell of the same level or lower Spray of Shooting Stars (Ex) Standard Action; star flies up to 60' and then 5' burst deals 0d4 fire dmg (Ref half); may fire 1 star/day Star Chart (Ex) 1/day, spend 10 min. to gain benefit of commune spell Steelbreaker Skin (Su) Standard Action; 1/day for 0 min, melee or ranged weapons that strike you take 0 dmg ; if this destroys Stone Stability (Ex) gain +4 bonus to CMD when resisting bull rush or trip attempt while standing on ground Surprising Charge (Ex) Immediate Action; 1/day, move up to your speed

Think on It (Ex) 1/day, reattempt any previously failed Knowledge check w/ +10 Competence bonus Thunderburst (Ex) Standard Action; -1/day, 10' burst w/in 100' deals 0d6 bludgeoning dmg and Deafens targets for 1 hr (F Touch of Acid (Su) Standard Action; 3/day, melee touch attack deals 1d60 acid dmg Touch of Electricity (Su) Standard Action; 3/day, melee touch attack deals 1d60 electricity dmg Touch of Flame (Su) Standard Action; 3/day, melee touch attack deals 1d60 fire dmg Transcendental Bond (Su) Standard Action; touch designates ally (may designate up to 0 allies); may telepathically communicate Undead Servitude (Su) gain Command Undead as bonus feat and may channel negative energy 3/day to use Command Unde Undo Artifice (Sp) 0/day, may render item into pile of raw natural materials (as polymorph any object spell, working on bot Voice of the Grave (Su) may speak with dead, as per the spell, for 0 rnds/day (need not be consecutive) penalty on Will save to Vortex Spells (Ex) after scoring crit w/ attack spell, target is Staggered for 1 rnd War Sight (Su) may roll initiative twice and take any result Water Form (Su) Standard Action; 1/day, assume alternate form for 0 hrs: Small water elemental (as elemental body I) Water Sight (Su) may see through see through fog and mist w/out penalty as long as light is sufficient Weapon Mastery (Ex) gain Weapon Focus with 1 weapon w/ which you are proficient--Add these as Manual Bonus Feats on Whirlwind Lesson (Ex) permanently gain benefits of magical tome or manual w/ single 8-hr study session (vs. usual 48 hrs ove Wind Sight (Ex) ignore penalties to Perception based on wind and first 100' of distance Wings of Air (Su) Swift Action; gain fly speed of 60' (good); may fly for 0 min/day (need not be consecutive, but must be s Wings of Fire (Su) Swift Action; gain fly speed of 60' (average); may fly for 0 min/day (duration need not be consecutive, b Wintry Touch (Su) Standard Action; 3/day, melee touch attack deals 1d60 cold dmg

#N/A Class Skills Intimidate, Knowledge (engineering), Perception, Ride Bluff, Disguise, Intimidate, Stealth Acrobatics, Climb, Intimidate, Perform Fly, Knowledge (arcana), Perception, Survival Handle Animal, Knowledge (nature), 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

/day (need not be consecutive, but must be spent in 10-min increments) that grants +2 Armor bonus to AC if it were on list of spells known (spell consumes slot 1 level higher than level of spell); must have spellbook containing spell to cast it in this hr/day (need not be consecutive, but must be spent in 1-hr increments) that grants +2 Armor bonus to AC ed meditation to produce mysterious writing that manifests as an augury spell with 90% effectiveness ttern) spells are treated as if their total number of Hit Dice were equal to their number of Hit Dice -0 (min 1) 100' that hear battle cry gain +1 Morale bonus on attacks, skill checks, and saves for 0 (rnds) g save that makes you blind, deaf, frightened, panicked, paralyzed, shaken, or stunned, attempt save again w/ +4 Insight bonus (must take 2 g from spell/effects, it begins to Bleed, taking 1 point of dmg/rnd; bleeding can be stopped by DC 15 Heal check or any effect that heals dmg ube of blizzard in any pattern you desire (must be adjacent to another and 1 must be adjacent to you) that lasts 0 rnds; creatures in blizzard t strong, and loyal mount (as druids animal companion, using oracles level as effective druid level and creature must be suitable as a mount day, target w/in 100' takes 0d4 dmg (Will save negs and target knows source); after success, may take Full-Round Action w/in 0 rnds to mak fire dmg sets targets on fire, dealing 1 HP fire dmg/spell level at beginning of targets turn; fire lasts 1d4 rnds but can be extinguished as Mo cleric 1/day, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and

attack spell, may attempt to trip your target (no AoO, cannot trip you in return) 0 hr/day (need not be consecutive, but must be spent in 1-hr increments) that grants +2 Armor bonus to AC slots to cast any 'cure' spell as if using Quicken Spell (does not increase level of spell) or sand and 0' of metal as if transparent for up to 0 rnds/day (need not be consecutive) gative energy dmg (undead heal dmg instead and gain +2 channel resistance for 1 min) g save vs. disease or poison, may ignore effects for 0 hrs

e consecutive, but must be spent in 1-min increments), pass through stone, dirt, or almost any other sort of earth except worked stone and m ecome pure life energy: gain Elemental subtype, light level w/in 10' increase 1 step (up to normal light); Undead striking you w/ body or non-r enever you cast a cure spell is based on your oracle level instead of the limit based on the spell to objects/constructs; treat as sunder if used vs. object in another creatures possession eals 0d4 fire dmg (Ref half) ube of fire in any pattern you desire (must be adjacent to another and 1 must be adjacent to you) that lasts 0 rnds; creatures in fire take 0d6 f

but must be spent in 1-hr increments), walk on liquid (even lava, but this ability does not protect from fire dmg) at normal land speed (may only take Move Actions, gain +0 bonus on saves vs. sonic effects/gaze attacks); after trance, may make single Intelligence-based skil ernate form for 0 hrs: Small fire elemental (as elemental body I) cold dmg Slow targets for 1 rnd added to your spell list (must still select these spells using allotment of spells known); animals w/in 30' gain +0 on all saves

form for 0 min/day (need not be consecutive, but must be spent in 1-min increments); may bring other creatures, but each passenger costs a ke w/out penalty as long as light is sufficient mine precise location, may add +0 on all Wisdom-based checks, and 1/night may cast 1 spell as if modified by Empower Spell, Extend Spel y provide first aid to 2 people or treat 2 people for poison as Standard Action (make separate Heal check for each); may treat double the no 0d4 fire dmg (Ref half) and you gain 20% concealment until your next turn need not be consecutive, but must be spent in 1-hr increments) that grants +2 Armor bonus to AC; Armor bonus increases by 2 in cold condi

30' takes 0d6 cold dmg (Fort half and neg) or 0 min/day (need not be consecutive, but must be spent in 1-min increments) protection expires after absorbing 0 HP of dmg et w/in 30' loses 0d6 HP (Fort half) that you gain as temporary HP lasting 0 hrs (cant gain more than targets current HP + Constitution score other creature; each round at start of your turn, if bonded creature is wounded for 5 or more HP below maximum it heals 5 HP and you take es w/in 30' as if you possessed blindsight ls 0d4 electricity dmg (Ref half) d of Intelligence modifier on all Knowledge checks

, touch attack forces lycanthrope into humanoid form for 0 rnds ce upon taking this revelation and another at every third oracle level gained thereafter ck (20' range increment, +0 Enhancement bonus to attack) deals 1d6+0 bludgeoning dmg and adjacent creatures take 1/2 dmg (Ref neg); o

hing ground at point adjacent to you and and extending in any direction for 0'; path persists until you cross over or for 24 hrs, whichever is sh 0 Insight bonus on 1 save, +10 Competence bonus on 1 skill check, or +4 Insight bonus on 1 initiative check; bonuses must be used during d of Dexterity) to AC (subject to same rules for losing bonus as per Dexterity) diseases, mind-affecting effects, and poisons ss animal for 0 rnds; transforming another causes first to immediately revert to normal ngle 0 HD skeleton or zombie to serve you for 0 rnds

y positive or negative energy, but not subject to Turn Undead or Command Undead (or any other effect that specifically targets undead) unle

ity for spellcasting whenever you cast a spell that cures the target of HP dmg ed on you deals 1d6 piercing dmg (Ref half) and broken shards make area difficult terrain until your next turn d of Dexterity) to AC (subject to same rules for losing bonus as per Dexterity) and all Ref saves ons and heavy armor als 1 negative level that lasts 0 rnds and heals you for 0 HP

mal (animals are no more friendly than normal) aximum HP, excess points persist for 0 rnds as temp HP (up to 0 max temp HP) to negative HP in a natural setting corporeal and invisible for 0 rnds (may end early as Standard Action); may move in any direction and through any object except for those ma any symbol spell of the same level or lower and then 5' burst deals 0d4 fire dmg (Ref half); may fire 1 star/day t of commune spell elee or ranged weapons that strike you take 0 dmg ; if this destroys weapon then you take no dmg

o your speed

ed Knowledge check w/ +10 Competence bonus w/in 100' deals 0d6 bludgeoning dmg and Deafens targets for 1 hr (Fort half and neg) h attack deals 1d60 acid dmg h attack deals 1d60 electricity dmg h attack deals 1d60 fire dmg ally (may designate up to 0 allies); may telepathically communicate w/ these allies over any distance (but not from one plane to another) for 0

aw natural materials (as polymorph any object spell, working on both magical and nonmagical nonliving objects; duration is always permane pell, for 0 rnds/day (need not be consecutive) penalty on Will save to resist this effect get is Staggered for 1 rnd

ernate form for 0 hrs: Small water elemental (as elemental body I) nd mist w/out penalty as long as light is sufficient w/ which you are proficient--Add these as Manual Bonus Feats on the Character Options tab al tome or manual w/ single 8-hr study session (vs. usual 48 hrs over 6 days) d on wind and first 100' of distance good); may fly for 0 min/day (need not be consecutive, but must be spent in 1-min increments) average); may fly for 0 min/day (duration need not be consecutive, but must be spent in 1-min increments) h attack deals 1d60 cold dmg

#N/A Bonus Spells enlarge person (2nd), fog cloud (4th), magic vestment (6th), wall of fire (8th), righteous might (10th), mass bulls strength (12th), cause fear (2nd), false life (4th), animate dead (6th), fear (8th), slay living (10th), circle of death (12th), control undead (14th), ho burning hands (2nd), resist energy (4th), fireball (6th), wall of fire (8th), summon monster V (fire elementals only, 10th), fire seed color spray (2nd), hypnotic pattern (4th), daylight (6th), rainbow pattern (8th), overland f light (10th), chain lightning (12th), prism detect undead (3rd), lesser restoration (5th), neutralize poison (7th), restoration (9th), breath of life (11th), heal (13th), greater re identify (2nd), tongues (4th), locate object (6th), legend lore (8th), contact other plane (10th), mass owls wisdom (12th), vision ( charm animal (2nd), barkskin (4th), speak with plants (6th), grove of respite (8th), awaken (10th), stone tell (12th), creeping doo magic stone (2nd), stone call (4th), meld into stone (6th), wall of stone (8th), stoneskin (10th), stone tell (12th), statue (14th), rep touch of the sea (2nd), slipstream (4th), water breathing (6th), wall of ice (8th), geyser (10th), fluid form (12th), vortex (14th), sea alter winds (2nd), gust of wind (4th), cloak of winds (6th), river of wind (8th), control winds (10th), sirocco (12th), control weather

n increments) that grants +2 Armor bonus to AC el higher than level of spell); must have spellbook containing spell to cast it in this way and spell is erased when casting is complete r increments) that grants +2 Armor bonus to AC as an augury spell with 90% effectiveness were equal to their number of Hit Dice -0 (min 1) kill checks, and saves for 0 (rnds) aralyzed, shaken, or stunned, attempt save again w/ +4 Insight bonus (must take 2nd result) g/rnd; bleeding can be stopped by DC 15 Heal check or any effect that heals dmg to another and 1 must be adjacent to you) that lasts 0 rnds; creatures in blizzard take 0d4 cold dmg (Reflex half); sight obscured beyond 5', ng oracles level as effective druid level and creature must be suitable as a mount); bonded mounts have an Intelligence score of at least 6 arget knows source); after success, may take Full-Round Action w/in 0 rnds to make a single Knowledge check using victims skill bonus vel at beginning of targets turn; fire lasts 1d4 rnds but can be extinguished as Move Action and successful Ref save (using spells DC, Stan level when determining the amount of damage healed (or caused to undead) and the DC

t trip you in return) hr increments) that grants +2 Armor bonus to AC s not increase level of spell) ay (need not be consecutive) channel resistance for 1 min)

ss through stone, dirt, or almost any other sort of earth except worked stone and metal (even lava, but this ability does not protect from fire dm w/in 10' increase 1 step (up to normal light); Undead striking you w/ body or non-reach melee weapon deals normal dmg but takes 1d6+0 po instead of the limit based on the spell another creatures possession

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

n lava, but this ability does not protect from fire dmg) at normal land speed sonic effects/gaze attacks); after trance, may make single Intelligence-based skill check w/ +20 Circumstance bonus

allotment of spells known); animals w/in 30' gain +0 on all saves

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

hecks, 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 s Standard Action (make separate Heal check for each); may treat double the normal number of people yat the same time when using Hea til your next turn ents) that grants +2 Armor bonus to AC; Armor bonus increases by 2 in cold conditions and decreases by 2 in very hot conditions

in 1-min increments)

ary HP lasting 0 hrs (cant gain more than targets current HP + Constitution score) creature is wounded for 5 or more HP below maximum it heals 5 HP and you take 5 HP in dmg; may have 0 active bonds; bond continues un

acle level gained thereafter ) deals 1d6+0 bludgeoning dmg and adjacent creatures take 1/2 dmg (Ref neg); on missed attack, treat pebble as thrown splash weapon to

any direction for 0'; path persists until you cross over or for 24 hrs, whichever is shorter kill check, 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 s as per Dexterity)

mmediately revert to normal

ead or Command Undead (or any other effect that specifically targets undead) unless you are actually an undead creature

e target of HP dmg hards make area difficult terrain until your next turn s as per Dexterity) and all Ref saves

up to 0 max temp HP)

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

destroys weapon then you take no dmg

or 1 hr (Fort half and neg)

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

ng on both magical and nonmagical nonliving objects; duration is always permanent; cannot be used to mimic effects of other spells); Fort sa ill save to resist this effect

Feats on the Character Options tab 8 hrs over 6 days)

must be spent in 1-min increments) ecutive, but must be spent in 1-min increments)

#N/A Revelations Battlecry (Ex) Armor of Bones (Su) Burning Magic (Su) Awesome Display (Su) Channel (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) Combat Healer (Su) Automatic Writing (Su) Erosion Touch (Su) Clobbering Strike (Ex) Fluid Nature (Ex)

#N/A

#N/A

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

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

Freezing Spells (Su) Lightning Breath (Su)

ng is complete

ht obscured beyond 5', providing total concealment (creature w/in 5' has concealment); ground remains icy (+5 to Acrobatics DCs) as long a nce score of at least 6 victims skill bonus (using spells DC, Standard Action to douse target in water grants +2 bonus on save); immersing target in automatically extinguishes fire

s not protect from fire dmg) at base land speed; may breath stone as if it were air and create no sign of presence; move earth flings you back dmg but takes 1d6+0 positive energy dmg, may deal this dmg in place of normal dmg from grappl/unarmed strikes/natural weapons, 1/rnd m

creasing spells casting time or level e time when using Heal to treat wounds from caltrops (and so on), treat deadly wounds, treat poison, treat disease, or treat long-term care; m

ot conditions

onds; bond continues until bonded creature dies, you die, distance between you exceeds Medium range, or you end (Immediate Action, may

rown splash weapon to determine where it lands

red before roll is made

other than movement

s of other spells); Fort save negs (magic items gain Circumstance bonus equal to +1 per 5,000 gp in items value)

#N/A

#N/A

#N/A Skill at Arms (Ex) Heat Aura (Su) Mantle of Moonlight (Su) Life Link (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) Enhanced Cures (Su) Healing Hands (Ex) Lore Keeper (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)

cy (+5 to Acrobatics DCs) as long as local conditions permit.

n automatically extinguishes fire

esence; move earth flings you back 30' and Stuns for 1 rnd (Fort DC 15 negs); may bring other creatures, but each passenger costs an add ed strikes/natural weapons, 1/rnd may pass through living creature or ally may pass through you to heal 1d6+0 (may heal self as Move Actio

at disease, or treat long-term care; may provide longterm care for yourself

or you end (Immediate Action, may end as many as you want as part of the same immediate action)

#N/A War Sight (Su) Undead Servitude (Su) Touch of Flame (Su) Spray of Shooting Stars (Ex) Safe Curing (Su) 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 FEAT

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

h passenger costs an additional min per min of travel ay heal self as Move Action); may return to normal form as Free Action

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

#N/A

#N/A

#N/A

Order Abilities Edicts Challenge Skills 2nd 8th 15th must keepgain your+1 own Morale interests/aims Appraise bonus and Braggart onPerform above melee (Ex): those Steal dmg are Standard class vs. Glory of all challenge Moment skills; others; (Ex): Action; whenever add must of target successful +0 Triumph always to when DC another (Ex): on no accept Intimidate attempts one creature Free payment else Action; check to is scores demoralize threatening when 1/day (DC crit 10 it for vs. is + you target 1 due, targe rnd w must remain allies loyal gain to allies Perception +1 Circumstance and must Aid and Allies always Survival bonus (Ex): Strategy work are on when melee to class (Ex): further Act using skills; attacks Standard asAid aims One gain Another vs. of (Ex): +1 Action; challenge the when Standard group; action grant using target must toall Action; assist Survival allies protect when ally, 1/combat, w/in you to allies the provide 30' are ally (including from threaten move gains food harm up + a must protect gain life +1 and Dodge lands Knowledge bonus of sovereign Lions to (local) ACCall vs. and at For attacks all (Ex): Knowledge costs; the Standard King made must Shield (Ex): (nobility) by obey Action; challenge of Swift the commands are allies Liege Action; class target w/in (Ex): 1/combat, skills; of 60' sovereign adjacent gain may allies +0 make allies Competence w/out w/in Knowledge gain question; 30'+2 gain Shield bonu +0 mu (no must protect gain lives/prosperity +1 Morale Heal bonus and of Knowledge common Resolute to attacks folk, (Ex): Stem (local) vs. shielding once challenge the are Tide per Protect class them melee (Ex): target skills; the from gain or for Meek gain ranged deprivations 1 Stand min +1 (Ex): if attack bonus Still target Immediate as of while when bonus attacks those wearing using Action who feat; someone Heal would may heavy (AoO); skill make seek other armo move ona to th c must strivegain to protect +1 Morale Heal the faith bonus and and Knowledge Calling on all saves those (Ex): For (religion) as who Standard long the follow Faith as are Retribution you Action, its (Ex): class teachings, threaten Free skills; w/in (Ex): Action; next challenge may from 1/rnd, minute, make priest -1/day successful target Knowledge add to gain common +0 +0 Competence melee Morale (religion) man; attack bonus must skill bonus vs. on adh ch yo must showgain courage +1 Morale in Knowledge the bonus face of By (nobility) on danger, My attacks Honor and mercy Mounted vs. (Ex): Knowledge challenge togain those Mastery Knights +2 who target (religion) Morale (Ex): Challenge have while suffer bonus are wronged astride class no (Ex): to armor 1 you, skills; your type 1/day, check and mount of gain vs. save charity Knight's +1 penalty as Competence long to the to Challenge as Ride poor you an b a m

(Ex): Free Action; 1/day for 1 rnd gain +0 Competence bonus to AC, ability checks, attacks, dmg, saves, skill; any crit threats automatically andard Action; 1/combat, move up to your speed and make melee attack; allies w/in 30' can also move up to their speed and make melee a (Ex): adjacent allies gain +2 Shield bonus to AC; as long as attacker is w/in reach, may redirect attack vs. adjacent target as Immediate Actio Ex): Immediate Action (AoO); move up to your (or mounts) speed, end adjacent to foe, and make single melee attack; you are Staggered ne nd, successful melee attack vs. you or adjacent ally devoted to same faith provokes AoO from you and you gain +2 Morale bonus on this Ao (Ex): 1/day, vs. Knight's Challenge target, gain +0 bonus on attacks and dmg and +4 Circumstance bonus to confirm crits

skill; any crit threats automatically confirm to their speed and make melee attack as Immediate Action; movement and attack can be made as a charge if movement qualifies, all attac adjacent target as Immediate Action declared before attack roll (attack is made vs. your AC/defenses but w/no cover or concealment) elee attack; you are Staggered next turn and cannot use ability again for 1 rnd u gain +2 Morale bonus on this AoO; if enemy attack was crit, you may treat foe as target of your Challenge for the AoA to confirm crits

rge if movement qualifies, all attacks are made at +2 bonus (stacks with bonus from charge) and all participants gain +2 Dodge bonus to AC w/no cover or concealment)

ge for the AoA

pants gain +2 Dodge bonus to AC for 1 rnd

3 4 5 6 7 9 11 12 14 16

19

23 24 26

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) Vision (Su) Ward (Su) Waxen Image (Su) Weather Control (Su) Patron Agility Animals Deception Elements Endurance Plague Shadow Strength Transformation Trickery Water Wisdom

Description Type Qualified Target w/in 60' is Nauseated for 0 rnds (Fort save negs), may attempt new save each rnd Major to end effect; FALSE target cannot suffer from Full Round; maintain touch with Animal, Plant creature, or plot of land; land begins to wither followingTRUE day, over 1 week all plants Move Action; for targets w/in 30', duration of agony hex, charm hex, evil eye hex, fortune hex, or misfortune TRUE hex caused by you a Gain Brew Potion as a bonus feat and +4 Insight bonus on Craft (alchemy) checks TRUE Improve attitude of Animal or Humanoid w/in 30' by 1 step for 0 rnds (Will save negs; mind-affecting effect); TRUE cannot target same If w/in 30' of another witch w/ this hex, may use Aid Another action to grant +1 bonus to other witchs TRUE caster level for 1 rnd (bonu Target w/in 30' must make Will save or become Fatigued on first rnd and Exhausted on second Grand rnd; FALSE on third rnd, target dies (Fo Change appearance for 0 hrs as if using disguise self; hours need not be consecutive, but must be spent TRUE in 1-hr increments Touch forces taget into permanent slumber (Will save negs); can only be removed with wish Grand or similar FALSE magic or by slaying you; Target you can see w/in 30' takes 2 penalty to AC, ability checks, attacks, saves, or skill checks for 3 TRUE rnds (Will save reduces t May use feather fall at will; gain +4 Racial bonus on Swim checks TRUE Target w/in 30' dies and is immediately reincarnated into new body (Will save negs) as per Grand reincarnate FALSE spell; target cannot suffe For 1 rnd, target w/in 30' may reroll any ability check, attack, save, or skill check and take best result;TRUE must decide to use ability Create magic sensor that you can see through, as per arcane eye spell, for 0 min/day (need Major not be consecutive, FALSE but must be sp Touch cures 1d8+0 dmg; target cannot benefit from healing hex again for 24 hrs TRUE Full-Round Action; 1/day touch brings dead creature back to life (as resurrection spell, butGrand does not require FALSEmaterial component Touch cures 3d8+0 dmg; target cannot benefit from healing hex again for 24 hrs Major FALSE For 1 rnd, target w/in 30' must roll all ability checks, attacks, saves, and skill checks twice and take worst TRUE result (Will save negs) 1/day, cause storm of vengeance combined with earthquake that occurs on second roundGrand of effect (both FALSE as per spells); must co Place on target w/in 60'; each time target attempts to rest it is affected as per the nightmare Major spell (Will FALSE save negs; target must sa Place on target w/in 60' (Will save negs)); for 0 rnds, immediately after target deals dmg in Major melee, it takes FALSE 1/2 that dmg (bypass "Target w/in 30' falls asleep for "&lvl_wit&" rnds (Will save negs); creature will not wake due to noise/light, TRUE but can be roused as May understand any spoken language for 0 min/day (need not be consecutive, but must be spent in 1-min TRUEincrements) Touch target for 1 min to grant brief image of the future (Will save negs if unwilling), usually Major no moreFALSE than 1 year from the time o Creature (other than you) gains +2 Deflection bonus to AC and +2 Resistance bonus on saves until hit TRUE or a save is failed; you kn Full-Round Action; create wax duplicate of target you can see w/in 30' to gain small measure Major of control FALSE over creature (Will negs; Use control weather 1/day, but creating weather takes 1 full hour Major FALSE 2 jump charm animals ventriloquism shocking grasp endure elements detect undead silent image divine favor jump animate rope bless water/curse water shield of faith 4 6 cats grace haste speak with dominate animals animal invisibilityblink flaming sphere fireball bears endurance protection from energy commandcontagion undead darkness deeper darkness bulls strength greater magic weapon bears endurance beast shape I mirror image major image slipstream water breathing owls wisdom magic vestment

3 4 5 6 7 9 11 12 14 16 19 23 24 26 #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM! #NUM!

LIST_HEXES Blight (Su) Cackle (Su) Cauldron (Ex) Charm (Su) Coven (Ex) Disguise (Su) Evil Eye (Su) Flight (Su) Fortune (Su) Healing (Su) Misfortune (Su) Slumber (Su) Tongues (Su) Ward (Su) NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

8 10 12 14 16 18 freedom of polymorph movement cats grace ethereal (mass) animal jaunt shapechange shapes summon natures animal growth ally antilife IV shell beast shape animal summon IV shapes natures ally IX confusionpasswall programmed invisibility image scintillating (mass) time stop pattern wall of iceflame strike freezing sphere vortex fire storm meteor swarm spell immunity spell resistance bears endurance restoration iron (mass) (greater) miracle body animate dead giant vermin create undead control create undead energy greater drain undead, shadow conjuration shadow evocation shadow walk shadow shadow conjuration shades evocation (greater) (greater) divine power righteous bulls mightstrength giant form (mass) giant I shapechange form II beast shape beast II shape form III of the form dragon ofform the I shapechange dragon of the dragon II III phantasmal mirage killer arcana mislead reversescreen gravity time stop control water geyser elemental elemental body III seamantle (water body tsunami IV only) (water only) globe of invulnerability dream globe (lesser) of invulnerability spell turning protection mages (greater) from disjunction spells

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 dmg); may use as single attack, as part of full attack at 5, as part of action to maintain/break grapple (atta 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 is moved back as norm Gain low-light vision Immediate Action; once per rage, automatically confirm a critical hit Once per rage, forgo all benefits and penalties from rage for 1 rnd (the rnd still counts against total rnds of rage per day) Gain darkvision 60' Immediate Action; once per rage when adjacent foe uses withdraw action to move away, move up to double normal speed, 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 points of dmg Move Action (no AoO); gain +1 Dodge bonus to AC vs. ranged attacks for 1 May enter rage even if fatigued, immune to fatigued condition while using this ability; exhausted for 10 min per rnd spent raging Gain scent ability, can use this ability to locate unseen foes Immediate Action; once per rage, gain +0 on 1 Str or combat maneuver check, or to CMD Gain +2 Morale bonus on saves vs. spells, supernatural abilities, & spell-like abilities; cannot be willing target of any spell Swift Action; once per rage, before attack roll is made gain +1 Morale bonus to hit Gain +5' Enhancement bonus to speed Gain +5' Enhancement bonus to speed Gain +5' Enhancement bonus to speed Standard Action; all shaken enemies w/in 30' must make Will save (DC 10) or be panicked for 1d4+1 rounds; once enemy has Once per rage, make attack of opportunity vs. foe that moves into any square you threaten by the barbarian

*** PRPG *** NULL NULL NULL NULL NULL NULL NULL NULL NULL 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

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Rogue Talent 4 *** 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

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

Sneak attack also deals 0 bleed dmg (this dmg bypasses DR); stop w/ DC 15 Heal check or any effect that heals hp dmg Gain as bonus feat Sneak attack also deals 2 Str dmg 1/day when reduced to 0 or fewer HP and if aware of attack and able to react, make Ref save (DC = dmg dealt) to take 1/2 dmg Sneak attack also affects foe w/ targeted dispel magic vs. lowest-level spell effect; caster level 0 Move at full speed using Stealth w/out penalty Gain as bonus feat Gain Weapon Finesse as bonus feat Successful Ref save vs. attack that normally deals half dmg instead deals no dmg and failed save only deals half dmg; not 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 0; save DC 11 Cast 3/day at caster level 0; save DC 10 1/rnd make AoO vs. foe taking dmg in melee from another cahracter Reduce time to disable trap using Disable Device by 50% (min 1 rnd) Immediate Action; 1/day gain 0 temp HP; lasts for 1 min Move at half speed while prone (provokes AoO as normal); may take 5' step while crawling Select 3 skills; may take 10 on these even when stressed/distracted 1 rnd after failing save vs. Enchantment spell/effect, attempt again at same DC Sneak attack also prevents foe from making any AoO for 1 rnd Stand up from prone as Free Action (provokes AoO as normal) Opponents always considered flat-footed during surprise rnd, even after acting GM makes immediate Perception check to notice any trap w/in 10' Gain Weapon Focus as bonus feat

Rogue_Talents_Summary

*** 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 List_Rogue_Talents

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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

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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 0 3 1 0

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

+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

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NULL NULL NULL NULL NULL NULL

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

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 Deities 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

Summary

Skills

Domain Spells 2nd 1st

4th

*** PRPG - Core *** Air LSJ: AurelianPFS: Lightning Gozreh, Arc (Sp) Shelyn - Standard Action, 3/day, obscuring make wind ranged mist wall touch gaseous attack form air vs. walk foe w/in 30' deals 1d6 Animal LSJ: Brianna Knowledge PFS: Erastil, (nature) Gozreh is a class skill; May calm Speak animals with hold Animals animal dominate (Sp) as the summon animal spell for natures 3 rnds/day ally IV (an Artifice LSJ: Kalek Artificer's PSF: Torag Touch (Sp) - cast mending at will animate (caster rope wood level shape 0); 3/day, stone shape make minor melee creation touch attack vs. o Chaos LSJ: Belatrix, Touch Illudra, of Chaos Kohr, Zara (Sp) -PFS: 3/day, Calistria, melee touch Cayden protection attack Cailean, causes align from Desna, weapon law foe magic to Gorum,Lamashtu, rollcircle twice chaos against andhammer take law Rovagug lesser result on Charm LSJ: Dymora, Dazing Elianna, Touch Glissande (Sp) - 3/day, PFS: melee Calistria, touch Cayden charm attack Cailean, person dazes calm foe emotions Norgorber, with suggestion less Shelyn then heroism 1 HD for 1 rnd Community LSJ: Destine, Calming Elianna, Touch Glissande, (Sp) - Standard Peliron, Pietos Action,PFS: 3/day, bless Erastil touch shield heals other 1d6 prayer nonlethal status damage and removes F Darkness LSJ: Krayve, Gain Oblivion Blind-Fight PFS: as Zon-Kuthon bonus feat; Touch of obscuring Darkness blindness/deafness mist (Sp) - 3/day, deeper melee darkness shadow touch attack conjuration causes foe to Death LSJ: Karios, Bleeding Krayve, Touch Mordana (Sp) PFS: - 3/day, Norgorber, melee touch Pharasma, cause attack fear Urgathoa, causes death knell foe Zon-Kuthon animate to take 1d6 dead death dmg/rnd ward for 1 rnds unles Destruction LSJ: Belatrix, Destructive Karios, Kohr, Smite Zara (Su)PFS: - 3/day, Gorum, make Nethys, single true melee Rovagug, strikeshatter attack Zon-Kuthon with rage +1 Morale inflict bonus critical to dmg woulds Earth LSJ: Lohm Acid PFS: Dart Abadar, (Sp) Torag Standard Action, 3/day, magic make ranged stone soften touch earth stone attack andshape stone vs.spike foe w/in stones 30' deals 1d6 [aci Evil LSJ: Dymora, Touch Karios, of Evil Kohr, (Sp) Krayve, - 3/day, Mordana, melee touch Oblivion, attack protection Suulthah causes align from foe PFS: weapon good tomagic Asmodeus, become (evil circle only) Sickened unholy Lamashtu, against blight and good Norgorber, treated as Go R Fire LSJ: ZaraPFS: Fire Asmodeus, Bolt (Sp) - Standard SarenraeAction, 3/day, make burning ranged hands produce touchflame attack fireballvs. wall foe w/in of fire 30' deals 1d6 [fire] Glory LSJ: Meneon, +2 DC SorenaPFS: when channelling Gorum, Iomedae, positive energy Sarenrae shield to harm of faith Undead; bless weapon Touch searing of light Glory holy (Sp) smite - Standard Action, Good LSJ: Cerion, Touch Elianna, of Good Galvandt, (Sp) -Meneon, Standard Peliron, Action,Pietos, 3/day, protection touch Sorena align from grants PFS: weapon evil+1 magic Cayden Sacred (good circle Cailean, holy bonus only) against smite to Desna, attack evil Erastil, rolls, skill Iome c Healing LSJ: Ardra,Rebuke Cerion, Death Cyrene, (Sp) Meneon, - Standard PietosPFS: Action, Irori, 3/day, cure Pharasma, light touch wounds cure heals moderate Sarenrae living cure creature serious wounds cure that wounds critical is below wounds 0 HP for 1d Knowledge LSJ: Destine, All Emerys, Knowledge Hyperion, skills are PelironPFS: class skills; Calistria, Lore comprehend Keeper Irori, Nethys, (Sp) detect languages - Touch thoughts Norgorger, speak attack with Pharasma grants divination dead knowledge of foes a Law LSJ: Galvandt, Touch Hyperion, of Law (Sp) Lohm, - Standard PelironPFS: Action, Abadar, 3/day, protection Asmodeus, touchalign from causes Erastil, weapon chaos willing magic Iomedae, (law target circle only) order's to Irori, against treat Torag, wrath all chaos attack Zon-Kuthon rolls, sk LiberationLSJ: Aurelian, Liberation BriannaPFS: (Su) - automatically Desna move normally remove regardless fear removeof paralysis magical remoce curse effects freedom for of 0 rnds/day movement Luck LSJ: Cyrene, BitElianna, of Luck (Sp) Illudra, - Standard Lucor PFS: Action, Calistria, 3/day, true Desna, touch strikeair allows Shelynwilling protection creaturefreedom to from rollenergy d20 of twice movement and take b Madness LSJ: GraalaPFS: Vision Lamashtu of Madness (Sp) - 3/day, melee touch lesser attack confusion touch grants of idiocy target rage +1 to confusion either attack rolls, saves, identify Magic LSJ: EmerysPFS: Hand of Asmodeus, the Acolyte Nethys, (Su) - Standard UrgathoaAction, 3/day, make single attack w/melee weapon up to 30' Nobility LSJ: HyperionPFS: InspiringAbadar Word (Sp) - Standard Action, 3/day, divinecreature favor enthrall w/in 30' magic gains vestment +2 discern Morale liebonus on attack r Plant LSJ: Ayla, CerionPFS: Wooden Fist Erastil, (Su) - Gozreh Free Action, 3 rnds/day, entangle unarmed barkskin strikes plant do not growth provoke command AoO, plants deal lethal dam ProtectionLSJ: Ardra,Gain Ayla,+1 Brianna, Resistance Galvandt, bonus Lohm, on saves; PietosPFS: Resistant sanctuaryshield Abadar, Touch Nethys, (Sp) other protection Shelyn, Standard Torag spell from Action, immunity energy 3/day, touch transf Repose LSJ: Meneon, Gentle PietosPFS: Rest (Sp) Pharasma - 3/day, melee touch attack deathwatch Staggers gentle living repose speak creature with death for dead 1 rnd ward (targets already S Rune LSJ: Destine, Blast EmerysPFS: Rune (Sp) Irori, - Standard Nethys Action, 3/day, erase create invisible secret page acid, glyph cold, of warding electricity, explosiveor runes fire rune in adja Strength LSJ: Ardra,Strength Belatrix, Surge Kalek,(Sp) LohmPFS: - Standard Cayden Action, Cailean, 3/day, enlarge Gorum, touch person bull's grants Irori, strength Lamashtu, +1 magic Enhancement vestment spell Urgathoa immunity bonus to melee atta Sun LSJ: SorenaPFS: Sun's Blessing Iomedae, (Su) Sarenrae - when channeling positive endure energy elements heat metal to harm searing undead, light fire gain shield +0 to dmg and Unde Travel LSJ: Aurelian, Base Brianna, speed Cyrene, increases LucorPFS: by 10'; Agile Abadar, Feetlongstrider Cayden (Su) - Free Cailean, locate Action, object Desna fly 3/day, ignore dimension difficultdoor terrain for 1 rnd Trickery LSJ: Illudra, Gain Lucor, Bluff, OblivionPFS: Disguise, and Asmodeus, Stealth as Calistria, class disguise skills; Lamashtu, Copycat self invisibility Norgorber (Sp) nondetection - Move Action, confusion 3/day, create illusor War LSJ: Belatrix, Battle GalvandtPFS: Rage (Sp) Gorum, Standard Iomedae, Action, Rovagug, 3/day, magic touch Urgathoa weapon grants spiritual +1weapon to magic dmg vestment for divine 1 rnd power Water LSJ: Ayla, Cyrene Icicle (Sp) PFS: - Standard Gozreh, Action, Pharasma 3/day, make obscuring ranged fog touch mist cloud attack water vs. breathing foecontrol w/in 30' weather deals 1d6 [cold] Weather LSJ: Aurelian, Storm Ayla, Burst KohrPFS: (Sp) - Standard Gozreh, Rovagug Action, 3/day, obscuring rangedfog mist touch cloud attack call vs. lightning foe sleet w/in storm 30' deals 1d6 nonleth *** LSJ - Domains *** Adaptation LSJ: Ardra, Master Aurelian, of Elements Cyrene, Lohm, (Su): At Zara 1st level, youfeather are permanently fall alter self protected water breathing from stoneskin environmental heat or c Commerce LSJ: Cerion, Master Lucor of Appraisal (Su): At 1st level you can comprehend touchdetect an languages item thoughts to tongues learn about sending its precise value and its Creation LSJ: Ardra, Acid Kalek Dart (Su): At 1st level as a standard create action, water you mirror can unleash image tiny hut an acid minor dartcreation targeting any foe wit Disease LSJ: Karios, Touch Krayve of Decay (Su): At 1st level as a standard ray of enfeeblement action warp you wood can contagionenervation make a melee touch attack that dea DivinationLSJ: Destine, Aura Emerys, of Insight Peliron, (Su): At Sorena 1st level you gain identify a +1 resistance detect bonus thoughts clairaudience/clairvoyance on saving divine throws. eye This bonus incr Domination LSJ: Dymora, Commanding Suulthah Touch (Su): At 1st level youhypnotismenthrall can cause a living creature suggestion to m obey odifya memory single command (a Fate [LSJ] LSJ: Destine, Hand Elianna, of FateHyperion (Su): At 1st level you can touch true a strikeaugury creature as a nondetection standard action, clairaudience/clairvoyance giving it an enhance Fear LSJ: Graala, Dread Oblivion Touch (Su): At 1st level you can touch cause a creature fear scare as a touch crushing attack, despair bestow giving curse it an enhanceme Illusion LSJ: Illudra Blinding Ray (Su): At 1st level as a standard silent action, image invisibility you can fire displacement a blinding greater ray targeting invisibility any foe wi Inspiration LSJ: Glissande, Inspiring Hyperion, Touch (Su): Kalek, At Sorena, 1st levelZara as a standard bless weapon action, heroism you can prayer touch an good ally as hope a touch attack, bol Moon LSJ: Graala, Moon Meneon Touch (Su): At 1st level you can smite detect a lycanthrope lycanthropes removecreature curse repel lycanthropes as a restoration melee touch attack, deali Poison LSJ: Mordana, Poison Suulthah Touch (Su): At 1st level, as a standard augment action, poison stinking you may cloud poison make a melee giant vermin touch attack, causing Rage LSJ: Graala, Rage Kohr, Surge Mordana, (Su): At Zara 1st level, as a standard enlarge action, person rage you can touch blood a frenzy creature, beast shape givingIIit great rage. ScalykindLSJ: Suulthah Serpentstrike (Su): At 1st level you can cause chill touchscaleskin a single creature sepia to suffer snake summon the sigil effects swarm of a(lizards) snake's b Secrets LSJ: Dymora, Secret Illudra Taker (Su): At 1st level add all Knowledge alarm skills undetectable to your secret list alignment ofpage class scrying skills. Furthermore, as a SensationLSJ: Dymora Shocking Touch (Su): At 1st level, as a standard shocking action, grasp hideous you laughter can stinking make cloud a fear melee touch attack that d Suffering LSJ: Krayve Smite of Suffering (Su): At 1st level, as a standard bane action, death knell you bestow can touch curse black yourtentacles deitys favored weap

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

Time [LSJ] LSJ: Emerys Hand of Time (Su): At 1st level you gain aexpeditious +1 bonusmirror to retreat your image initiative. haste This mnemonic bonus increases enhancer by +1 Vengeance LSJ: Mordana, Vengeful Oblivion Blow (Su): At 1st level, as an immediate silent image action, touch you of idiocy bestow may turn curse aside poison damage intended for *** Remarkable Races *** Preservation Goddess of Earthly the Mahrogs Perseverance (Su) - Immediate Action, endure 3/day, elements restoration, reroll failed dispel lesser Fort magic restoration or Will save with + 0 Resis *** BoDM *** Dream Your dreams provide you with visions of future obscuring events, pleasant mist givingdreams premonition you and your sending companions an advanta Dwarf You can grant others dwarf-like fortitude and bane increase flame your ofown the stoneshape forge fortitude.
earth Dwarven
stormHardiness (Su): Elf You can grant others elf-like immunities and magic increase weapon eagles your own splendor sword immunities.
of Niniane freedom Elven
of Immunities movement(Su): Fate [BoDM] Your deitys touch has given you the ability serenity to affect augury the fate of bestow others,curse and saving to even grace change your ow Gnome You can grant others gnome-like resistances silver and tongue increase eagles your splendor silent own and racial imbue unseen abilities.
with spell Gnomish
ability Resis Halfling You can grant others halfling-like luck and even boost odds your find own traps resistance halflings to bravery discern fear.
Halfling
lies Luck (Su): Yo Ocean The power of your deity fills you, allowing endure you to soothe elements sea legs others sea with gods a touch, freedom blessing and of preventing movement you fro Orc You can grant others orc-like abilities andwar boost paint your bulls ownstrength ability bestow to keep curse bleeding fighting wound even as you are d Pleasure You can grant others the glory of your deitys charm rapture person mantle with just of suggestion love a touch, and beauty the of deity's youth joy fills your Renewal You can grant others renewed strength with healing but astones touch restoration, and restore healing lesser life stones, saving to yourself greater grace when you most Retribution Your touch can fill enemies with your deitys divine retribution, strike retributionbestow and you can smite curse retribution, foes with greater a retributive st Song Your voice carries the power of your deity,silver inspiring tongue song allies of and rapture sculpt charming sound song foes.
of Song
discord of Courage (Su Time [BoDM] Your deity has given you the power to stop deathwatch time briefly, oneand track todelayed mind shift backwards reaction haste in time briefly as we *** Custom *** 0 0 0 0 0 0 0 0 0 0 0 0 0 1 2 4 5 6 7 8 Table_Domains

4th

6th 3 4 *** PRPG - Core *** control winds chain lightning elementalwhirlwind body IV (air elemental only) swarm (air spell 5 only) Air beast shape antilife III (animals shell animal only) shapes summon natures shapechange ally VIII (animals
o 6nly) Animal fabricate major creation wall of iron instant summons prismatic sphere 7 Artifice dispel lawanimate objects word of chaos cloak of chaos summon monster IX (chaos 8 spell Chaos only). charm monster geas/quest insanity demand dominate monster 9 Charm telepathic heroes' bond feast refuge mass cure miracle critical wounds 10 Community summon monster shadow walk Vpower (summons word greater 1d3 blind shadows) shadow shades evocation 11 Darkness slay livingcreate undead destruction create greater wail of undead the banshee 12 Death shout harm disintegrate earthquake implosion 13 Destruction wall of stone stoneskin elementalearthquake body IV (earth elemental only) swarm (earth14 spell only) Earth dispel good create undead blasphemy unholy aura summon monster IX (evil 15spellEvil only) fire shieldfire seedselementalincendiary body IV (fire elemental cloud only) swarm (fire spell 16 only) Fire righteous undeath might to holy death sword holy aura gate 17 Glory dispel evilblade barrier holy word holy aura summon monster IX (good 18 spell Good only) breath of life heal regenerate mass cure mass critical heal wounds 19 Healing true seeing find the path legend lore discern location foresight 20 Knowledge dispel chaos hold monster dictum shield of law summon monster IX (law 21spellLaw only) break enchantment greater dispel refuge magic mind blank freedom 22 Liberation break enchantment mislead spell turning moment of miracle prescience 23 Luck nightmarephantasmal insanity killer scintillating weird pattern 24 Madness antimagic spell field turning protectionmage's from spells disjunction 25 Magic greater command geas/quest repulsion demand storm of vengeance 26 Nobility wall of thorns repel wood animate plants control plants shambler 27 Plant spell resistance antimagic repulsion field mind blank prismatic sphere 28 Protection slay livingundeath to destruction death waves of exhaustion wail of the banshee 29 Repose lesser planar greater binding glyph instant of warding summons symbol of teleportation death circle 30 Rune righteous stoneskin might grasping hand clenched fist crushing hand 31 Strength flame strike fire seedssunbeam sunburst prismatic sphere 32 Sun teleport find the path greater teleport phase door astral projection 33 Travel false vision mislead screen mass invisibility time stop 34 Trickery flame strike blade barrier power word power blindword power stunword kill 35 War ice storm cone of cold elementalhorrid body IV wilting (water elemental only)swarm (water spell 36 Water only) ice storm control winds control weather whirlwind storm of vengeance 37 Weather 38 *** LSJ - Domains *** passwall antimagic control field weather iron body shapechange 39 Adaptation secret chest true seeing instant summons refuge polymorph any object 40 Commerce major creation heroes' feast regenerate true creation genesis 41 Creation insect plague eyebite waves of exhaustion horrid wilting storm of vengeance 42 Disease prying eyes legend lore vision discern location foresight 43 Divination suggestion, hold mass person, giant mass formdemand i dominate monster 44 Domination lesser geas true seeing project image moment of time prescience stop 45 Fate [LSJ] nightmaresymbol of creeping fear doom antipathy wail of the banshee 46 Fear false vision shadow walk simulacrum scintillating weird pattern 47 Illusion break enchantment heroes' feast greater heroism holy aura freedom 48 Inspiration break enchantment antilife shell repulsion moonburst mass hold monster 49 Moon cloudkill eyebite suulthah'shorrid kiss wilting summon nature's ally IX (venomous 50 Poison creatures) animal growth transformation giant formsymbol i of summon insanity monster IX 51 Rage cone of cold form of the regenerate dragon Icreeping doom shapechange (swarm of tiny snakes) 52 Scalykind prying eyes true seeing greater scrying mind blank foresight 53 Secrets nightmarefreezing sphere insanity irresistibleenergy dance drain 54 Sensation waves of fatigue eyebite power word trap blind the soul crushing hand 55 Suffering

teleport contingency delayed blast temporal fireball stasis time stop mark of justice disintegrate spell turning binding soul bind break enchantment heal restoration, antimagic greater true fieldresurrection communewind walkethereal jaunt dreamwalker astral projection righteous hammer might and dictum anvil earthquake implosion life shell find the path repulsion peace aura etherealness opportunity geas/quest resurrection spell immunity, miracle greater true seeing heroes feast refuge peace aura etherealness opportunity heal repulsion discern location heal, mass summon monster sea legs, v mass control weather summon monster storm of viii vengeance warmonger bulls strength, destruction mass fire storm storm of vengeance break enchantment symbol of repulsion persuasion peace aura true resurrection atonement bears endurance, restoration, mass holy greater aura true resurrection mark of justice geas/quest destruction holy aura storm of vengeance music of the sympathetic spheres irresistible vibration holy dance aura wail of the banshee hold monster contingency time stop,temporal lesser stasis time stop 0 0 9 0 0 10 0 0 11 0 0 12 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, 3/day, 30' ranged touch attack deals 1d6 [acid] Claws (Su) - Free Action, gain 2 claw attacks for up to 3 rnds/day, may Full Attack w/ both using Full BAB for 1d4 each Arcane Bond (Su): masterwork must be worn/wielded while casting or make concentration check (DC 20 + the spell's level); ma Heavenly Fire (Sp) - Standard Action, 3/day, 30' ranged touch attack deals 1d4 [divine] to Evil or heals same amount for Good (m Touch of Destiny (Sp) - Standard Action, 3/day, touch grants +1 Insight bonus on attack rolls, skill checks, ability checks, and sa Claws (Su) - Free Action, gain 2 claw attacks for up to 3 rnds/day, may Full Attack w/ both using Full BAB for 1d4 each Elemental Ray (Sp) - Standard Action, 3/day, 30' ranged touch attack deals 1d6 [FALSE] Laughing Touch (Sp) - Standard Action, 3/day, melee touch attack forces laughter for 1 rnd, foe can only take Move Action but ca Corrupting Touch (Sp) - Standard Action, 3/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, 3/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 dmg, make two attacks full-attack action, always considered armed, do not

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): 3/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, 3/da Summoner's Charm (Su) - increase duration of conjuration (summoning) spells by 1 rndsAcid Dart (Sp) - Standard Action, 3/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) - 3/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 3/day to use the feat (DC 10; 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, 3/day, make single attack w/melee weapon up to 30' away, using +0 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 3/day to use the feat (DC 10; 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, 3/day, make single attack w/melee weapon up to 30' away, using +0 rather than 0 4

Protective Ward (Su) - Standard Action, 3/day, create 10'-radius field centered on you that lasts 0 rnds, you and all allies w/in re Acid Dart (Sp) - Standard Action, 3/day, make ranged touch attack vs. foe w/in 30' deals 1d6+0 [acid] that ignores SR Diviner's Fortune (Sp) - Standard Action, 3/day, touch grants +1 Insight bonus on all of its attack rolls, skill checks, ability checks Dazing Touch (Sp) - 3/day, melee touch attack dazes living foe with less then 1 HD for 1 rnd Force Missile (Sp) - Standard Action, 3/day, force missile automatically deals 1d4+1 [force] Blinding Ray (Sp) - Standard Action, 3/day, make ranged touch attack vs. foe w/in 30' that Blinds for 1 rnd (foes w/ 1+ HD are D Grave Touch (Sp) - Standard Action, 3/day, melee touch attack causes living foe to be Shaken for 1 rnds, foes already Shaken a Telekinetic Fist (Sp) - Standard Action, 3/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+0 dmg plus 1 Str dmg (DC 10 Fort save negs Str dmg grapple check vs. Grappled foe between Small and Large size deals 1d6+0 dmg plus 1 Dex dmg (DC 10 Fort save negs Dex 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 10 Ref save negs); p darkvision 60' Standard Action; 3/day, 30' ranged touch deals 1d6 dmg Free Action; 3/day, 5' radius aura deals 1d4 dmg to all non-allies for 0 rnds Free Action; 3/day, 5' radius aura deals 2d4 dmg to all non-allies for 0 rnds Standard Action; 3/day, 30' ranged cone-shaped burst functions as shout spell Swift Action; 3/day, 30' spread centered on weapon deals 0d6 dmg (DC 10 Ref save half) 3/day, melee or ranged attack may also for 1 rnd (DC 10 Fort save negs) successful crit deals extra dmg (+1d10 if for x2 crit, +2d10 for x3 crit, +3d10 for x4) roll 1d20+0 to change attitude of creatures as if using Diplomacy Standard Action; 3/day, non-allies w/in 0' are Panicked for 2d4 while w/in rng; Will save (DC 10) reduces effect to Shaken for 1 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+0 dmg to foe and target proficient w/ all marital weapons, armors and shields constant, use freedom of movement as spell-like ability (caster level 0) Free Action (no AoO); attempt grapple vs Small or smaller foe after hitting w/ Slam attack; may hold in 1 hand by taking -20 pen grapple check vs. Tiny or smaller foe that you Grab deals 1d6+0 dmg to foe and puts him in magical jotuns bag; bagged foe is G grapple check vs. Grappled foe between Small and Large size Pins foe and deals 2d6+0 dmg You use the tactic of grabbing your enemy with one hand, then your great size to pull your opponent onto your blade, often impa 2/day, use levitate as spell-like ability (caster level 0) 3/day, grapple check vs. Tiny or smaller foe that you Grad deals 1d6+0 dmg to foe and Stuns foe for 1 rnd (DC 10 Fort negs Stu only fire and acid deal normal dmg; regenerate 0 nonlethal dmg/rnd; lost limb/body part regrows in 3d6 min or may reattach sev slam attacks become claw attacks; if both hit, deal +2d6+0 dmg; claw attacks gain no benefit from Grab as it requires slam attac Full-Round Action, move up to and make single ranged attack w/ boulder at any point during movement gain scent special quality never taken unaware during sleep; regain HP and heal ability damage as though having bed rest even while remaining active; 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; 3/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) 0 rnds/day, join and shape stone or mineral matter w/ bare hands as if using stone shape except that fine details are possible 1/day, spend 10 min to grant 0 targets (including self) that can hear story ability to recover HP or ability damage at 2x normal 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+0 bludgeoning dmg 1/day, use either transmute rock to mud or transmute mud to rock as spell-like ability (caster level 0) may breathe water as well as air

Jotun_Elemental_Powers_Summary

Armtwist (Ex) 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

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0 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

0 Medium 0

Type (subtype) Str Dex Con Int Wis Cha AbilitySize Bonus HD Selection CR Natural Dodge Armor 0 0 0 0 0 0 0 Medium 0 0 # # Humanoid 0(dwarf) 0 2 Humanoid 0(elf) 2 -2 Humanoid -2(gnome) 0 2 Humanoid 0(elf, human) 0 0 Humanoid 0(human, 0 orc) 0 Humanoid -2(halfling) 2 0 Humanoid 0(human) 0 0 Outsider (native) 0 0 0 Humanoid 0(elf) 2 -2 Humanoid 0(elf) 4 -2 Humanoid 0(dwarf) 0 2 Humanoid -2(goblinoid) 4 0 Humanoid 4(gnoll) 0 2 Humanoid 0(goblinoid) 2 2 Humanoid -4(reptilian) 2 -2 Humanoid 0(aquatic) 2 2 Monstrous 8 Humanoid 0 4 Humanoid 4(orc)0 0 Humanoid -2(gnome) Humanoid 0(goblinoid) 2 -2 Outsider (native) 0 2 0 Humanoid 2(reptilian) -2 4 Fey (aquatic) -4 Fey (aquatic) -4 Fey -8 6 6 2 2 2 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 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 -2 0 2 0 0 2 0 2 2 2 -4 -2 -2 0 0 2 -2 -2 2 0 -2 0 None Medium None Medium None Small Any Medium Any Medium None Small Any Medium None Medium None Medium None Medium None Medium None Small None Medium None Medium None Small None Medium None Large None Medium None Small None Medium None Medium None Medium 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 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 # # # # # # # # # # # # 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

8 None Small 8 None Small -4 None Tiny -2 0 0 2 2 2 0 0 2 0 0 -2 -2 0 0 -2 2 2 0 0 None Medium None Medium None Medium None Medium None Medium None Medium None Medium None Medium None Medium None Medium None Medium None Medium None Medium None Medium None Medium None Medium None Small None Medium None Small None Small

Aberration 0 0 2 Outsider (air, 0 native) 2 0 Outsider (earth, 2 -2 native) 2 Outsider (fire, 0 native) 2 -2 Outsider -2 (water,0native) 0 Humanoid 0(elf) 2 -2 Humanoid -2(elf) 2 0 Humanoid 0(elf) 2 -2 Humanoid 0(elf) 2 -2 Humanoid 0(aquatic, 2 elf) 0 Humanoid -2(elf) 2 0 Humanoid 4(human, 0 ogre) 2 Humanoid 2(lupaari) 0 0 Plant (humanoid) 0 -4 2 Humanoid -2(tabreen) 2 0 Humanoid 0(goblinoid) 2 0 Humanoid 0(entobian) 2 0 Humanoid 0(entobian) 2 0 Humanoid 2(entobian) -2 2 Humanoid 2(entobian) 0 -2

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 *** 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 0(entobian) 2 -2 Humanoid 0(entobian) 2 2 Humanoid (entobian) Outsider (native) 0 2 0 Humanoid 2(human) Humanoid 0(amphibian) Humanoid 0(amphibian) Humanoid 2(anumus) Humanoid 2(anumus) Humanoid 2(anumus) Humanoid 2(anumus) Humanoid 2(anumus) Humanoid 2(anumus) Humanoid 2(anumus) Humanoid 2(anumus) 0 0 Humanoid 2(anumus) 0 0 Humanoid 2(anumus) 0 0 Humanoid 2(anumus) 0 0 Outsider (native) 0 0 -2 Outsider -2 (native) 0 0 Outsider -2 (native) 0 0 Plant (humanoid) 2 0 0 Humanoid 2(obitu) 2 0 Construct0 (relluk) -2 2 Humanoid 2(giant) 0 0 3 0 0 4 0 2 0 5 0

2 0 0

0 0 2

0 None Small -2 None Small -2 None Tiny

0 0 0

0 0 0

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

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

-2 0 -2 0 2 2 2 -2 -2 2

None Medium None Medium None Medium None Medium None Medium None Small None Medium None Medium None Medium None 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 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

0 | Str | Con Medium | 0 0 None Medium 0 8 9 10 11

2 1

Carry Stealth Fly CMB 0.13 16 8 -8 0.25 12 6 -4 0.5 8 4 -2 0.75 4 2 -1 1 0 0 0 2 -4 -2 1 4 -8 -4 2 8 -12 -6 4 16 -16 -8 8 2 3 4 5

0 1 1 Equipment CMB MOD AttackAC Cost Wgt 0 8 8 0.5 0.1 0 4 4 0.5 0.1 0 2 2 0.5 0.1 0 1 1 1 0.5 5 Weapon Size 0 0 0 1 1 Small Race Size 0 -1 -1 2 2 0 -2 -2 4 5 0 -4 -4 8 8 0 -8 -8 16 12 6 7 8 9 10

Strength Dexterity Constitution Intelligence Wisdom Charisma

0 Not Available None 0 0 0 0 Senses Skills Points Per Level Conditional Weapon Ref Speed Other Sight MoveSound Rate Smell TasteTouchPerception Other Bonus Select Feat Racial From Bonus Familiarity Points At Creation # 0 Not Available None 0 0 0 ### ### ### ### ### ### ### ### ### ### ### ### ### ### ### 5 Swim 50' ### 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) 0 2 2 2 0 2 0 2 2 2 0 0 0 0 2 0 4 0 2 2 0 2

Darkvision Not Available 60', None notice 0 unusual 0 stonework 0 0 +2 racial +2 racial bonus +2 racial bonus vs. Battleaxes, poison/spells/spellbonus vs. spells/spell-lik vs. Heavy spells/s Pi Low-Light Not Available Vision None 0 0 0 0 Immune Longbows, to sleep;Longswo +2 racial Low-Light Not Available Vision Craft/Profession 2 0 0 0 +2 racial All "Gnome" bonus vs.weapon illusions Low-Light Any Skill Vision None Focus 0 0 0 0 Immune to sleep; +2 racial Darkvision Not Available 60' None 0 0 0 0 Greataxe and Falchio Not Available None 0 0 0 1 +2 racial Sling, bonus plusvs. all fear "Halflin Any one None 0 0 1 0

Darkvision Not Available 60' None 0 0 0 0 Darkvision Not Available 120' None 0 0 0 0 Immune Hand to sleep; Crossbow, +2 racial Rap Darkvision Not Available 120' None 0 0 0 0 Immune Hand to sleep; Crossbow, +2 racial Rap Darkvision Not Available 120' None 0 0 0 0 Immune +2 to racial paralysis/poison; Immune bonus to vs. phantasms; spells/spell-lik +2 racial +2b Darkvision Not Available 60' None 0 0 0 0 Darkvision Not Available 60' None 0 0 0 0 Darkvision Not Available 60' None 0 0 0 0 Darkvision Not Available 60' None 0 0 0 0 Low-Light Not Available Vision None 0 0 0 0 Darkvision Not Available 60' None 0 0 0 0 Greataxe Darkvision Not Available 60' None 0 0 0 0 Greataxe and Falchio Darkvision Not Available 120' None and Low-Light 0 0 Vision, 0 notice 2 unusual stonework Low-Light Not Available Vision None 0 0 0 0 All sword-like weapo Darkvision Not Available 60' None 0 0 0 0 Darkvision Not Available 90' None 0 0 0 0 0 0 0 0 0 0 0 0 0 Shortbow

0 Low-Light Not Available Vision None 0 Low-Light Not Available Vision None

-4 Darkvision Not Available 60' None and Low-Light 0 0 Vision 0 0 0 0 0 2 2 2 2 2 2 2 0 2 0 2

Not Available None 0 0 0 0 Not Available None 0 0 0 0 +2 racial +2 racial bonus +2 racial bonus vs. air bonus vs. spells airvs. spells and aireffec spel and Not Available None 0 0 0 0 +2 racial +2 racial bonus +2 racial bonus vs. earth bonus vs. spells earth vs. spells earth and eff sp a Not Available None 0 0 0 0 +2 racial +2 racial bonus +2 racial bonus vs. fire bonus vs. spells fire vs. spells and fireeffec spe and Not Available None 0 0 0 0 +2 racial +2 racial bonus +2 racial bonus vs. water bonus vs. water spells vs. water spells and ef s a Darkvision Not Available 120' None 0 0 0 0 Immune Hand to sleep; Crossbows, +2 racial Ra Low-Light Not Available Vision None 0 0 0 0 Immune Scimitar, to sleep; Rapier, +2 racial Sho Superior NotLow-Light Available None Vision, 0 notice 0 0 concealed/secret 0 doors Immune Longbows, to sleep;Longswo +2 racial Superior NotLow-Light Available None Vision, 0 notice 0 0 concealed/secret 0 doors Immune Longbows, to sleep;Longswo +2 racial Low-Light Not Available Vision None 0 0 0 0 Immune Spears, to sleep; Tridents, +2 racial and Low-Light Not Available Vision None 0 0 0 0 Immune Longsword, to sleep; +2 Rapier racial a Darkvision Not Available 60' None 0 0 0 0 Low-Light Not Available Vision None 0 0 0 0 Not Available None 0 0 0 0 Darkvision Not Available 60' None 0 0 0 0 2 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 Darkvision Not Available 60' Multiple 0 Not Available None 0 Not Available None 0 Not Available None 0 Darkvision Not Available 60' None

+1 racial bonus All "Boggle" vs. electricity, weapons fir +2 racial bonus vs. enchan +2 racial bonus vs. enchan +2 racial bonus vs. enchan +2 racial bonus vs. enchan

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 0

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

Swim 30' Swim 30'

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

Not Available None Not Available None Not Available None Low-Light Not Available Vision None Not Available None Not Available None Not Available None Not Available None Darkvision Not Available 60' None Not Available None Not Available None Not Available None Low-Light Not Available Vision None Darkvision Not Available 60' None Not Available None Not Available None Not Available None Not Available None Low-Light Not Available Vision None Low-Light Not Available Vision None Low-Light Not Available Vision None Not Available None Darkvision Not Available 60' None Not Available None

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

0 0 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 0.5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 25

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 26

+2 racial bonus vs. enchan +2 racial bonus vs. enchan +2 racial bonus vs. enchan

+2 racial bonus on saves vs. disease a +2 racial bonus on saves vs. elec +2 racial bonus on saves vs. elec

+2 racial bonus on saves vs. disease a reroll failed save as Immediate Action +2 racial +2 racial bonusbonus on saves on saves vs. disease vs. elec a +2 racial bonus on saves vs. disease a +2 racial bonus reroll on any saves failed vs. save disease a reroll failed +2 racial save bonus as Immediate on saves Action vs. elec +2 racial bonus on saves vs. disease a Immune to sleep +2 racial bonus on saves vs. poison +2 racial bonus on saves vs. poison

+4 racial bonus Immune on saves to sleep vs. disease a

0 Low-Light Not Available Vision None 0 19

13

14

15

16

17

18

20

Not Available None 0 21 22 23

27

28

29

30

None Lang Starting Bonus Favored Ability Class Racial Summary Abilities (Breakout) None

0 Custom RacialAdulthood Abilities Bbn/Rog/Sor (Long) Brd/Ftr/Pal/Rgr Clr/Drd/Mnk/Wiz 0

Common Giant, and Any Gnome, Dwarven One Goblin, Slow Orc, and Darkvision Steady: Terran, Defensive 60' Greed: speed and Training: Undercommon Hatred: is +2 never Racial Hardy: +1 +4 modified bonus Dodge bonus Stability: +2 Racial Stonecunning: on to bonus by+4 Appraise attack armor bonus Weapon Racial to rolls AC or on nonmagical bonus encumbrance vs. vs. +2 Familiarity: saves Giants -bonus Orcs Slow tovs. CMD and and goods on poison, 40 proficient Perception Goblins vs. Steady: w/ bull spells, precious rush/trip w/ speed battleaxes, checks andmetals is while spell-like never to notice on heavy or modified ground gemston abilities unusu picks b Common Celestial, and Any Elven Draconic, One Low-Light Gnoll, Elven Gnome, Vision: Elven Immunities: Goblin, Keen may Magic: see Senses: Weapon immune Orc, +2 twice Racial and +2 as Familiarity: toSylvan bonus Racial magic far as humans on sleep bonus proficient caster effects; on inlevel Perception conditions w/+2 longbows, checks -Racial Low-Light checks of vs. 110 dim bonus longswords, SR; light Vision: +2 on Racial saves may rapiers, vs. bonus seeenchantment twice and on shortbows; Spellcraft as far as spe h c Common, Draconic, Gnome, Any Dwarven, One and Sylvan Low-Light Elven, Defensive Giant, Vision: Gnome Goblin, Training: Hatred: may Magic: see Illusion and +1 +4 twice +1 Orc bonus Dodge Keen to Resistance: as DC Senses: Obsessive: far on bonus of attacks as Illusion Weapon humans to +2 +2 AC vs. Racial spells +2 Racial vs. Reptilians racial Familiarity: in Giants conditions bonus bonus bonus - Low-Light on and on treat on saves of Perception Goblinoids dim 1 any 40 Craft vs. light Vision: Gnome Illusion orchecks Profession may weapon spells/effects see twice skill as Martial as far as h Common Any and except Any Elven Two secretLow-Light languages Adaptability: Vision: Elf (such Blood: Elven may as gain Druidic) count see Skill Keen Immunities: twice as Focus Senses: Multitalented: both as as far immune elves bonus +2 as Racial humans and choose to feat humans magic bonus in 2 conditions favored sleep on for Perception any - effects; Low-Light classes effect of dim 20 gain related at checks light Vision: 1st +2 level Racial tomay race instead bonus see twice of on 1 saves as far as vs.h e Common Abyssal, and Any Orc Draconic, One Darkvision Giant, Intimidating: Gnoll, 60' Orc and Blood: Orc +2 Goblin Racial Ferocity: count Weapon bonus as1/day, both Familiarity: on humans ifIntimidate below proficient and 0 HP checks orcs but w/ for not greataxes any killed, Darkvision effect may and 14 related fight 60'falchions; on Intimidating: to for race 1 treat rnd any as +2 if Orc Racial Disabled; weapon bonu a Common Dwarven, and Any Halfling Elven, One Gnome, Fearless: Halfling and +2 Keen Goblin Racial Luck: Senses: Sure-Footed: bonus +1 Racial Weapon +2 on Racial saves bonus +2 Familiarity: Racial vs. bonus on fear all bonus saves on proficient Perception on Acrobatics w/ slings; checks - Fearless: and treat Climb 20 any +2 Halfling checks Racial bonus weapon on as saves Martial vs. fea Common Any except Any One secretBonus languages Skilled: Feat:(such gain gain1 as 1extra extra Druidic) feat skillat rank/level 1st level - Bonus Feat: 15 gain 1 extra feat at 1st level- S

Common Draconic, and Any Celestial Dwarven, One Darkvision Elven, Skilled: Gnome, 60' Spell-like +2 Racial Celestial Halfling, Ability bonus and Resistance: (caster on Sylvan Diplomacy level acid 0): 1/daydaylight resistance and Perception 5, cold - Darkvision checks resistance 60'
5, -& Skilled: electricity +2 Racial resistance bonus 5 on Elven Abyssal, and Undercommon Any Aklo, One Aquan, Darkvision Common, Drow120' Immunities: Keen Draconic, Senses: Spell Resistance: Spell-Like immune Drow +2 Light Racial Sign to Abilities Blindness: magic Poison SR Language, bonus 6 Weapon sleep (caster Use: on abrupt Perception Gnome, effects; never level Familiarity: exposure risk 0): gain or checks 1/daydancing accidental Goblin - Darkvision +2 proficient to Racial bright poisoning; bonus 120'
light w/ hand lights, -Blinds Drow on crossbow, Drow saves darkness, Immunities: for Poisoninjury; 1 vs. rnd; enchantmen rapier, faerie Dazzled immune fire andon sa s Elven Abyssal, and Undercommon Any Aklo, One Aquan, Darkvision Common, Drow120' Immunities: Keen Draconic, Senses: Spell Resistance: Spell-Like immune Drow +2 Light Racial Sign to Abilities Blindness: magic Poison SR Language, bonus 11 Weapon sleep (caster Use: on abrupt Perception Gnome, effects; never level Familiarity: exposure risk 0): +2 or checks Constantdetect accidental Goblin Racial Darkvision proficient to bright bonus poisoning; 120'
light w/ on hand saves Blinds magic; Drow crossbow, Drow vs. Immunities: for Atenchantment Poisoninjury; 1 Willdancing rnd; rapier, Dazzled immune and spe lig on sa s Common, Aklo,Dwarven, Draconic, Any One and Giant, Slow Undercommon Goblin, and Darkvision Steady: Duergar Orc, 120' Terran Stability: speed Immunities: Spell-Like is +4 never Light Racial immune modified Abilities Sensitivity: bonus to (caster by to paralysis, armor CMD Dazzled level vs. or phantasms, encumbrance in 0): bull areas 1/day -rush/trip Slow of (self and bright & while poison; only)enlarge Steady: light on+2 solid speed Racial ground person, isbonus neverinvisibility on modified saves b v Goblin Common, Any One Draconic, Fast: Dwarven, fast Darkvision for Skilled: Gnoll, size, 60' w/ Gnome, +4 base Racial speed Halfling, bonus of 30' on Orc Ride and Stealth checks - Fast: fast for size, w/ base speed of 30'- Da Gnoll Any One Armor: +1 Natural Armor bonus - Armor: +1 Natural Armor bonus Common Draconic, and Any Goblin Dwarven, One Darkvision Infernal, Sneaky: 60' Giant, +4 Racial Orc bonus on Stealth checks - Darkvision 60'- Sneaky: +4 Racial bonus on Draconic Common, Any One Dwarven, Fast: Gnome, fast Darkvision for and Armor: size, Undercommon 60' Crafty: w/ +1 base Natural Light +2 speed Racial Sensitivity: Armor of bonus 30' bonus Dazzled on Craft in(trapmaking), areas of - bright Fast: Perception, fast lightfor size, and w/Profession base speed (miner) of 30'-che Da Common Aboleth, and Any Aquan Aklo, OneDraconic, Aquatic: Low-Light Elven, amphibious, Sahuagin, Vision: but may and prefer see Sylvan not twice to spend as far as long humans periods in out conditions - Aquatic: of water amphibious, of dim light but prefer not to spen Giant Any One Armor: Natural +5 Natural Reach Cunning Powerful Armor 10' (Ex): bonus Charge immune (Ex): to maze charge spells attack and deals never - Armor: 2d6+0 become extra +5 Natural lost; dmg never Armor caught bonusflat-footed Natural Cu Common Dwarven, and Any Orc Giant, One Gnoll, Darkvision Goblin, Ferocity 60' Light Undercommon (Ex): Sensitivity: Weapon remainFamiliarity: conscious Dazzled in and proficient areas canof continue w/ bright greataxes light fighting - Darkvision and even falchions; if HP 60'drops Ferocity treat below any(Ex): Orc 0 (still weapon remain staggered consc as Ma Gnome Aklo, andCommon, Any Undercommon One Draconic, Defensive Senses: Dwarven, Training: Fortunate: darkvision Skilled: Elven, +2 +2 Dodge Hatred: 120' Giant, +2 Racial Racial Stonecunning: and bonus +1 Goblin, bonus low-light bonus Spell bonus to on AC Orc, Resistance: Svirfneblin on on all vision +2 attacks or saves Stealth Terran bonus Magic: vs. checks SR on Reptilians 11 Perception -+1 Defensive (+4 tounderground); DC and checks ofDwarves Training: Illusion to notice spells; +2 +2Racial Dodge unusual Spell-like bonus bonus stonewor abilities on to Cra AC
Common Any and except Any Tengu One secretLow-Light languages Sneaky: Vision: Gifted (such +2 Swordtrained: may Racial as Linguist: Druidic) see Natural bonus twice +4 Racial on Weapon: proficient asPerception far bonus asprimary humans w/ on all and Linguistics sword-like bite Stealth in conditions attack checks weapons checks; - (secondary Low-Light of dim learn light Vision: if 2wielding languages may a see weapon) per twice rank as deals infar Linguis as 1d3 h Common Abyssal, and Any Abyssal Draconic, One or Darkvision Dwarven, Infernal Skilled: 60' Elven, Spell-Like +2 Racial Fiendish Gnome, Ability bonus Resistance: Goblin, (caster on Bluff Half level and cold ling, 0): Stealth resistance Infernal, 1/daydarkness checks and 5, electricity Orc - Darkvision resistance 60'
- Skilled: 5, and +2 fire Racial resistance bonus5 on Draconic Any One Darkvision Armor: 90' Stench +6 Natural (Ex): Armor living creatures bonus w/in 30' are sickened - Darkvision for 10 rnds 90'(Fort Armor: DC 10 +6 negs); Natural successful Armor bo Aquan and Sylvan Any One Aquan and Sylvan Any One Gnoll and Terran Any One

Amphibious: Damage Spell can Resistance: breathe Resistance: Spell-Like Wild in DR either Abilities Empathy SR 5/cold 12 air(CL or Iron (Ex): water 12th): This 3/daycharm ability functions - Amphibious: person just like (DC the can 11); druid breathe 1/daywater ability in either of the breathing air same or wat na Amphibious: Damage Lure can Resistance: (Su): breathe Shapeshift This Spell-Like inability DR either (Su): Spell 5/cold functions Abilities air A Resistance: Wild nixie or Iron water Empathy can (CL just change 12th): like SR (Ex): 12 a 3/daycharm harpys shape This - Amphibious: ability to captivating become functions person any song. can (DC just Small breathe A11); like DC or1/daywater the 10 Medium in Will druid either save ability aquatic air negat or breat of wat cr t

Unluck Spell-Like [mind-affecting] Damage Abilities Spell Resistance: Resistance: (Su): (caster anyone level DR SR other 2/cold 1st): 7 At than Iron willprestidigitation, animals, gremlins, - Unluck speak and [mind-affecting] gnolls with in animals; 20' rad. (Su): 1/dayshatter aura anyone of unluck other (D m

Common Any and except Any Elan One secretAberrant languages Normal Nature: Naturally (such Vision: not Resilience as Druidic) subject lack Psionic: Resistance darkvision, (Su): to Repletion: gain spells/effects Immediate 2 (Su): bonus unlike removce Immediate power most that Action, aberrations affect need points Action, reduce to humanoids at eat 1st spend Aberrant dmg or level drink by 1only power 2Nature: for HP 24 per point hrs not power by to subject spending gain point +4 to spent Racial spells/effect 1 power bonus po Common Any and except Any Auran One secretFeather languages Electricity FallSpell (such (Su): Resistance: Casting: Saving as affected Druidic) Throws: +1 by electricity caster permanent +2level Racial resistance personal when bonus casting 2feather to saves spells fall -vs. Feather w/ spell Air [air] spells/effects Fall descriptor (Su): affected or from by Air permanent domain pe Common Any and except Any Terran One secretSlow languages Movement: Damage Acid (such Reduction: Resistance: base Spell as Druidic) speed Casting: Saving DR acid of 5/ Throws: 20' +1 resistance vs. caster nonlethal +2level Racial 2 when dmg bonus casting to saves Slow spells vs. Movement: w/ Earth [earth] spells/effects descriptor base speed orof from 20'
-Earth Damag do Common Any and except Any Ignan One secretFast languages Movement: Smoke Fire (such Immunity Resistance: base Spell as Druidic) speed Casting: (Ex): Saving fire suffer 35' Throws: +1 resistance no caster penalties +2level Racial 2 when from bonus smoke casting to saves Fast spells Movement: vs. w/ Fire [fire] spells/effects descriptor base speed or from 35'- Fire Smoke doma Im Common Any and except Any Aquan One secretSlow languages Movement: WaterCold (such Breathing Resistance: base Spell as Druidic) speed (Ex): Casting: Saving can cold 20'; Throws: +1 breathe swim resistance caster 20', +2 water level Racial +8 2 Racial when bonus casting bonus to saves Slow on spells any vs. Movement: w/ Swim Water [water] check spells/effects base descriptor to perform speed or20'; from special swim Water actio 20', d Common, Abyssal, Elven, Any Aquan, One and Undercommon Draconic, Darkvision Keen Drow 120' Senses: Drow Sign Immunities: Spell Language, +2 Resistance: Spell-Like bonusLight immune on Gnome, sightAbilities Blindness: Weapon SRto 6 and and magic Alignment: (caster sound-based Familiarity: Goblin abrupt sleep level any exposure effects; 0): proficient non-good Perception 1/daydancing - Darkvision +2 to Racial bright w/ (LSJ hand checks 120'
light bonus Campaign crossbows, lights, -Blinds Keen on darkness, saves Senses: players for rapiers, 1 vs. rnd; must faerie enchantmen +2 Dazzled and bonus abide fire; shor on on + b Common Draconic, and Any Elven Gnoll, One Gnome, Low-Light Keen Goblin, Vision: Senses: Elven Orc, Elven may Immunities: and +2 see Weapon bonus Magic: Sylvan twice Heat immune on +2 as Familiarity: sightRacial Endurance: Animal far as to and bonus magic humans Knowledge: sound-based proficient +4 on sleep Racial in caster conditions w/ effects; +2 scimitar, bonus Perception level Racial - Low-Light +2 checks of on Racial bonus rapier, dim Fort checks light Vision: vs. saves on bonus and SR; Handle shortbow; may to +2 on resist Racial saves see Animal effects twice treat vs. bonus and enchantme any as of Ride on far hot Elven Spel as che we h Common Draconic, and Any Elven Gnoll, One Gnome, Superior Keen Goblin, Low-Light Senses: Elven Orc, Elven Immunities: Vision: and +2 Weapon bonus Magic: Sylvan may immune on +2 see Familiarity: sightRacial three to and bonus magic times sound-based proficient as on sleep far caster w/ as effects; longbows, humans Perception level - Superior +2 checks Racial inlongswords, conditions checks; Low-Light vs. bonus SR; make +2 of on Vision: rapiers, dim Racial saves Perception light may and vs. bonus see enchantme shortbows; check on three Spel to ti Common Any and except Any Elven One secretLow-Light languages Keen Vision: Senses: Elven (such Weapon may as Immunities: +2 Druidic) see Rank bonus Familiarity: twice and immune onas sightStation: farproficient as to and magic humans +2 sound-based bonus w/ sleep in longbows, on conditions effects; Diplomacy Perception - Low-Light longswords, +2 ofRacial dim checks checks; light Vision: bonus when rapiers, make may on dealing saves and see Perception shortbows; twice w/ vs. elves enchantme ascheck far that treat as are to h Aquan Any and except Elven Any One secretNormal languages Low-Light Speed: Aquatic: (such base Vision: Amphibious: as may Druidic) speed Keen may breathe 30'; see Senses: Elven can swim twice underwater breathe Weapon Immunities: 30', +2 as bonus far +8 in Familiarity: as Racial freely; either humans immune on sightair bonus may or proficient in to breathe and water conditions on magic Normal sound-based anyair w/ sleep Swim Speed: for spears, of up effects; dim check to Perception base light tridents, 20 to +2 hrs, perform speed Racial then and checks; 30'; nets; bonus special must swim treat make spend on action 30', sav any Pe e + Common Any and except Any Elven One secretFlight: languages Low-Light fly 60' Elven (such (average); Vision: Weapon as Immunities: Druidic) Cold may FlyProficiency: is see Endurance: Keen always immune twice Senses: aas to proficient class +4 magic far+2 Racial as skill; bonus humans sleep w/ can bonus longsword, on effects; maintain in sighton conditions - Flight: Fort +2 rapier and flight Racial saves fly sound-based ifand of 60' not to dim bonus (average); javelin wearing resist light on effects Perception saves armor Fly of is vs. heavier always cold enchantme checks weather than a clas L Common Dwarven, and Any Giant Gnoll, One Goblin, Darkvision Imposing Ogre, 60' Ogre Orc, Figure: Blood: and Giant +2 count Racial as bonus both humans on Intimidate and ogres checks for - Darkvision any effect 60'related Imposing to raceFigure: +2 Racial Common Any and except Any Lupaari One secretNatural languages Low-Light Armor: Keen (such +1 Vision: Senses: Natural as Natural Druidic) Sound may Tracker: +2 Armor see bonus Sensitivity: twice bonus +4 to bonus as scent-, far increased to as sightSurvival humans vulnerability and checks in sound-based conditions - Natural made to sonic Armor: of when Perception dim attacks tracking +1 light Natural (+50% checks by scent Armor damage) bonus- Lo Common Common, and Any Sylvan One Elven, Gnome, Natural Limited Armor: andSpell-like Terran Regeneration +2 Nature Natural Ability Darkness Affinity: Armor (Ex): (Sp): Light +4 natural 1/dayspeak Sensitivity: bonus Dependency: Nourishment: Racial healing Lack bonus -2of penalty with rate no Sustanence: can to need Knowledge plants, is go doubled to w/out to attacks -caster eat, Natural Fatigued soil (nature) but in level for Armor: require complete 3 after 5 days, checks 1 +2 taking gallon then darkness Natural must nonlethal of fluids, Armor make dmg 1 bonus
Con lb. of from che -so Li Common Any and except Any Tabreen One secretFast languages Movement: Natural Darkvision (such Armor: base Keen as Druidic) +1 speed 60' Senses: Sound Natural 40' Sensitivity: Armor +2 bonus bonus increased to sight-, soundvulnerability and Fast touch-based to Movement: sonic attacks Perception base (+50% speed checks damage) 40'- Natural Ar

Common Draconic, and Any Goblin Dwarven, One Fast: Giant, fast Darkvision Gnome, for Dodge size, 60' Goblin Halfling, w/ Catastrophes: base Mechanical Blood: and speed Weapon Orc count of +1 Genius: 30' Racial as Familiarity: Goblinoid bonus gain additional treat on forReflex any anyeffect skill Boggle Fast: saves rank related fast weapon vs. 10 and for electricity, 1d4 to +2 size, race as Racial 1d6 Martial w/ fire, base 1d8 bonus or speed acid to either area of 30'attac Know Da Common Draconic, Any Dwarven, One Fast: Giant, fast Familiar Elven, for Insect size, Foe: Halfling, Natural w/ Mind: +1 base bonus Skilled: +2 Gnome, Weapons: speed Racial Spin on +2 attacks Orc of Silk: bonus Racial 30' 2or primary create Sylvan vs. on bonus Vermin saves 30' mid-leg tolength Acrobatics vs. slash Enchantment of silk Fast: attacks and rope fast Climb 14 (secondary 1/day; (charm) for 1d4 checks size, rope 1d6 spells/effects w/ if decomposes base wielding 2d6 speed a weapon) after of 30'24Fa de h Common Draconic, Any Dwarven, One Familiar Giant, Insect Foe: Elven, Natural Mind: +1Halfling, bonus Skilled: +2 Weapons: Racial Spin on Gnome, +2 attacks Silk: bonus Racial 2 primary Orc create vs. on bonus or Vermin saves Sylvan 30' mid-leg tolength Acrobatics vs. slash Enchantment of silk attacks and rope - Familiar Climb (secondary 1/day; (charm) checks 14 Foe: rope 1d4 spells/effects if +1 decomposes wielding 1d6 bonus 2d6 on a weapon) attacks after 24vs. deal hrs Verm 1d4 Common Draconic, Any Dwarven, One Fast: Giant, fast Familiar Elven, for Insect size, Foe: Halfling, Natural w/ Mind: +1 base bonus Chitinous +2 Gnome, Weapons: speed Racial Natural on attacks Orc of Defense: bonus Flying: 30' 2Armor: or primary Sylvan vs. on fly Full-Round Vermin saves +2 25' mid-leg Racial (poor) vs. slash Enchantment bonus Action, for 0 - Fast: attacks min/day to gain Natural fast DR 14 (secondary (charm) (need for 1d4 0/piercing Armor size, not 1d6 spells/effects w/ be if if base wielding consecutive, 2d6 fighting speed a defensively weapon) ofbut 30'mus Fa de Common Draconic, Any Dwarven, One Fast: Giant, fast Familiar Elven, for Insect size, Foe: Halfling, Natural w/ Mind: +1 base bonus Darkvision +2 Gnome, Weapons: speed Racial Innate on attacks Orc of bonus 60' Spell-Like 30' Resistance: 2or primary Sylvan vs. Flying: on Vermin saves Ability: mid-leg fly electricity vs. 30' 1/dayshocking slash Enchantment (good) resistance - Fast: attacks for 0 fast min/day 14 (secondary (charm) 5 grasp for 1d4 size, (need (caster 1d6 spells/effects w/ if base wielding not 2d6 level be speed consecutive, 0) a weapon) of 30'
- Fa de b

Common Draconic, Any Dwarven, One Fast: Giant, fast Familiar Elven, for Insect size, Foe: Halfling, Natural w/ Mind: +1 base bonus Spell-Like +2 Gnome, Weapons: speed Racial Flying: on attacks Orc of Ability: bonus 30' 2 fly or primary 40' Sylvan vs. 1/daydisplacement on (good) Vermin saves mid-leg for vs.0slash Enchantment min/day - Fast: attacks (caster (need fast 14 (secondary (charm) not for level 1d4 size, be 0) 1d6 spells/effects consecutive, w/ if base wielding 2d6 speed but a weapon) of must 30'
be Fa de u Common Draconic, Any Dwarven, One Fast: Giant, fast Familiar Elven, for Insect size, Foe: Halfling, Natural w/ Mind: +1 base bonus Low-Light +2 Gnome, Weapons: speed Racial Innate on attacks Orc of Vision: bonus Spell-Like 30' Resistance: 2or primary Sylvan vs. Flying: may on Vermin saves Ability: see mid-leg fly acid twice vs. 30' 1/dayacid resistance slash Enchantment (average) as far Fast: attacks as5 for humans arrow fast 14 (secondary 0 (charm) min/day for 1d4 (caster size, in conditions 1d6 spells/effects (need w/ level if base wielding 2d6 not 0)speed ofbe dim a consecutive weapon) of light 30'
- Fa de Common Draconic, Any Dwarven, One Fast: Giant, fast Familiar Elven, for Insect size, Foe: Halfling, Natural w/ Mind: +1 base bonus Flying: +2 Gnome, Weapons: speed Racial on flyattacks Orc of X' bonus 30' (Y) 2or primary for Sylvan vs. on 0Vermin saves min/day mid-leg vs. (need slash Enchantment -not Fast: attacks befast consecutive, 14 (secondary (charm) for 1d4 size, 1d6 spells/effects w/ but if base wielding 2d6 must speed be a used weapon) of 30'in 1 Fa de m Common Abyssal, and Any Abyssal Draconic, One or Low-Light Dwarven, Infernal Spell-Like Vision: Elven, Fast Ability: Speed: Big may Gnome, Hands: see 1/daydetect Flank fast twice Goblin, for may Lost From size, as wield Under Half Natural far Below: w/ evil, as ling, weapons base Foot: Toxic: humans caster if Acrobat: Infernal, sharing speed does foe level as in that +4 not of if square conditions and Small-sized (0) 20' Racial swallows provoke Orc - w/ Low-Light bonus enemy, of AoO whole dim 1 on when light Vision: 1d4 counts takes Acrobatic entering 1d6 may 1 as Str in checks 2d6 see dmg/rnd any larger twice 1 square enemys until as far body adjace as spa h i Common Dwarven, and Any Ancient Elven, One Gnome, Almost Bonus Human: Goblin, Skilled: Feats: Halfling, count Skin gain as ofand additional Improved the human Orc Beast: for Unarmed skill +2 any rank Natural effect at Strike related 1st Armor level and bonus toImprovised and race - every Almost to ACother when Weapon 10 Human: 1d4 level wearing Mastery count 1d6 thereafter leather as 2d6 as human that bonus or hide must for feats any armor be use effe a Common Draconic, and Any Boggard Dwarven, One Hold Elven, Breath: Inborn Gnome, Marsh Alignment: may Grasping hold Halfling, Move: breath Skilled must suffer and Tongue: Skilled be for Jumper: Orc no Good 40 move rnds grapple Climber: +4 penalties before Racial using +4risk Racial bonus moving tongue of drowning bonus to through (rng Acrobatics Hold to 10') Climb Breath: marshes/mud 12 w/ checks no 1d4 checks may AoO 1d6 when hold or penalties 2d6 breath jumping; for for always 40 not rnds havin con be Common Draconic, and Any Boggard Dwarven, One Hold Elven, Breath: Inborn Gnome, Marsh Alignment: may Grasping hold Halfling, Move: breath Skilled must suffer and Tongue: be for Jumper: Orc no Good 40 move rnds grapple +4 penalties before Racial using risk bonus moving tongue of drowning to through (rng Acrobatics Hold 10') Breath: marshes/mud 12 w/ checks no 1d4 may AoO 1d6 when hold or penalties 2d6 breath jumping; for for always 40 not rnds havin con be Common Any except Any One secretKeen languages Senses: Acid Resistance: Hold (such +2Breath: Bestial Racial as Druidic) acid Great bonus may Fortitude: resistance hold Swimmers: on Perception breath +2 Racial 5 for +4 Racial 40 bonus checks rnds bonus on before saves on - risk Keen vs. Swim of disease/poison Senses: drowning; skill 1 1d4 checks +2 1d6 duration Racial 2d6 bonus is not on reduced Percepti by Common Any except Any One secretKeen languages Senses: Darkvision Bestial (such +260' Great Racial as Reflexes: Druidic) Spell-Like Climbers: bonus +2on Racial Ability: +4 Perception Racial bonus 1/dayweb bonus checks on saves on (10' Climb vs. radius, electricity, Keen checks caster Senses: 1fire, 1d4 level or +2 1d6 light 0, Racial DC area 2d6 10) bonus attacks on Percepti Common Any except Any One secretKeen languages Senses: Bestial Eagle (such Reflexes: +2 Spell-Like Racial as Eyes: Druidic) +2 +1 bonus Racial Racial Ability: on bonus bonus Perception 1/dayfeather on onsaves ranged checks vs. fall attacks electricity, (self only) Keen fire, Senses: or 1 1d4 light+2 area 1d6 Racial attacks 2d6 bonus on Percepti Common Any except Any One secretKeen languages Senses: Improved Scent: (such +2 Trip: Racial as gain Druidic) gain scent bonus Improved extraordinary on Perception Trip as ability bonus checks feat - Keen Senses: 1 1d4 +2 1d6 Racial 2d6 bonus on Percepti Common Any except Any One secretKeen languages Senses: Enhanced Bestial (such +2 Speed: Rushing Racial as Fortitude: Druidic) base bonus Charge: +2 speed on Racial Perception may 40'; bonus make never checks on both modified saves bull rush vs. by armor disease/poison Keen and basic or Senses: encumbrance 1 melee 1d4 +2 1d6 attack Racial 2d6 (in bonus that order) on Percepti when Common Any except Any One secretKeen languages Senses: Low-Light Cat-like (such +2 Vision: Sure-footed: Racial asGrace: Druidic) may bonus Immediate see +2 on twice Racial Perception as Action; bonus far as checks reroll on humans Acrobatics failed inReflex conditions - Keen and save Climb Senses: 1of after 1d4 dim checks +2 1st light 1d6 Racial save 2d6 is bonus attempted, on Percepti but be Common Any except Any One secretKeen languages Senses: Darkvision Bestial (such +260' Bestial Racial as Fortitude: Druidic) Contortionist: bonus Reflexes: +2on Racial Perception +2+2 Racial bonus Racial bonus checks on bonus saves onon saves vs. Escape disease/poison Keen vs. electricity, Artist Senses: 1 1d4 checks; +2 fire, 1d6 Racial may or 2d6 light move bonus area through on attacks Percepti tight Common Any except Any One secretKeen languages Senses: Bestial Boarish (such Fortitude: +2 Scent: Racial asFerocity: Druidic) +2 bonus gain Racial 1/day, scent on bonus Perception extraordinary if below on saves 0 checks HP ability but vs. disease/poison not killed, - Keen may Senses: fight 1 1d4 on +2 for 1d6 Racial 1 rnd 2d6 bonus as if Disabled; on Percepti at e Common Any except Any One secretKeen languages Senses: Bestial Ferocious (such Fortitude: +2 Reptilian Racial as Druidic) Hunger: +2 bonus Racial Mind: +1 on Immediate bonus bonus Perception on onsaves attacks Action; checks vs. vs. reroll disease/poison Tiny failed - or Keen smaller Will Senses: save 1 creatures 1d4 after +2 1d6 Racial 1st save 2d6 bonus is attempted, on Percepti bu Common Any except Any One secretKeen languages Senses: Bestial Jittery: (such Reflexes: +2 Rodent Racial as +2 Druidic) Racial +2 bonus Resilience: Racial bonus on bonus Perception on Immediate Initiative on saves checks Action; vs. electricity, reroll - Keen failed fire, Senses: Fortitude or 1 1d4 light+2 area 1d6 save Racial attacks after 2d6 bonus 1st save on Percepti is attem Common Any except Any One secretKeen languages Senses: Bears Bestial (such Might: +2 Improved Racial as Fortitude: +1 Druidic) Racial bonus Grapple: +2 bonus on Racial Perception on gain bonus 1 unarmed Improved checks on saves melee Grapple vs. attack/rnd; disease/poison Keen as bonus Senses: 1 if feat attack 1d4 +2 1d6 hits, Racial deal 2d6 bonus +1 dmg on Percepti Common Abyssal, and Any Celestial Auran, One Celestial, or Low-Light Infernal Muse Dwarven, Vision: Source Immunities: Touch may Draconic, of Inspiration: see Unearthly immune of twice the Elven, Muse: as to grant Presence: magic far Gnome, Immediate as allies humans sleep Halfling, gain w/in effects Action +1 50' in Morale conditions Infernal +1(no Competence -AoO); bonus Low-Light and ofOrc 1/day, dim to7 AC bonus light Vision: 4d6 grant and6d6 to saves may 1 any adjacent 10d6 see skill vs. twice attacks checks allyas reroll made in far which on asby h 1 Common Any except Any One secretAdjustable languages Slow Size: and Low-Light (such Steady: Move Bribe as Druidic) Vision: Action, Fate: Sense speed Immediate Money may change Coins: is never see Silver is +4 size twice Life: modified Action; Racial Stomach: between Standard as far bonus 1day, byas armor +2 Small humans Action, may on Racial Perception or and lose - Adjustable encumbrance consume bonus in Medium 1conditions HP 15 on checks to1d4 up (any Size: saves reroll to of height to 200 1d6 Move failed dim vs. notice gp poison light 2d6 Action, between save tocoins; heal after change 1d8 3-6') may 1st HP see save size per co b Common Any except Any One secretAdjustable languages Slow Size: and Low-Light (such Steady: Move Bribe as Druidic) Vision: Action, Fate: Sense speed Immediate Money may change Coins: is never see Silver is +4 size twice Life: modified Action; Racial Stomach: between Standard as far bonus 1day, byas armor +2 Small humans Action, may on Racial Perception or and lose - Adjustable encumbrance consume bonus in Medium 1conditions HP 15 on checks to1d4 up (any Size: saves reroll to of height to 200 1d6 Move failed dim vs. notice gp poison light 2d6 Action, between save tocoins; heal after change 1d8 3-6') may 1st HP see save size per co b Common Dwarven, and Any Plant Elven, One Halfling, Humanoid Protective Gnome, Plant: Rooted Sap: Goblin, +2 Sun Foot: Racial gain Heal: Orc stand +2 bonus Standard or Natural Sylvan upon from saves Armor Action; Prone vs. bonus 1/day as mind-affecting Swift when in sunlit Action below -conditions Humanoid effects 0 HP 25 (charms, (magical 4d6 Plant:6d6 +2 compulsions, or Racial true), 8d6 bonus may phantasms heal on saves 0 HP Common Dwarven, Any Elven, One Halfling, Darkvision Fossil Gnome, 60' Improved Fortitude: Goblin, Nimble Initiative: +4 Negative or Form: Racial Orc Sleep gain +2 bonus Energy Racial Immunity: Improved on Resistance: bonus saves Initiative immune on vs.Acrobatics, disease/poison negative to asmagic bonus - Darkvision energy Escape sleep feat5resistance effects; 4d6 60'Artist, Fossil 6d6 trance and 5;Fortitude: Sleight 8d6 applies rather of to than +4 Hand dmg Racial sleep from chec ( b Common Dwarven, Any Elven, One Halfling, LivingArmor Construct: Gnome, Breath Gems: or has Light of Orc. use Steam: Con and small score, Heat: 1/day, quartz makes head cloud crystals/gemstones constantly Fort of steam saves, sheds functions and light is to not -emulate Living as (as immune obscuring a Construct: torch) armor 1 4d6 toand mind-affecting mist and 6d6 can has access w/ light Con 5' 1d0d6 radius flammable score, special spells lasting makes racial or abilitie objec 0 rnd pow Fo

Common Any and except Any Giant One secretLow-Light languages Impressive Vision: Crafty: (such Size: may as +2 Druidic) Racial see +2 Racial twice bonus as bonus far on as Craft on humans Intimidate checks in conditions and Sense - Low-Light of Motive dim 75 light Vision: checks 0 may 0 see0twice as far as h Common Any One 31 32 33 34 0 45 0 46

35

36

37

38

39

40

41

42

43

44

47

48

49

Middle Old Venerable Maximum 0 0 0 125 188 250 175 263 350 100 150 200 62 93 125 30 45 60 50 75 100 35 53 70 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 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.

1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 20 45 45 45 45 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 25 65 65 65 65 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 30 75 75 75 75 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1d6 3d20 3d20 3d20 3d20

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.

45 45 45 1000 25 30 30 20 20 20 20 20 20 20 20 20 20 20 200 65 65 150 155 1000

65 65 65 1000 40 45 45 37 37 37 37 37 37 37 37 37 37 37 300 70 70 225 227 1000

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

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.

150 450 700 +3d100 0 50 0 51 0 52

53

HP Class *** PRPG - Base *** Barbarian Bard Cleric Druid Fighter Monk Paladin Ranger Rogue Sorcerer Wizard *** APG - Base *** 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

Saving Throws Weapon Proficiency Armor Proficiency HD SP BAB Fort Ref Will Spell Simple Points Martial Other Light Medium Heavy 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 4 6 2 4 2 4 2 6 8 2 2 4 4 6 4 2 2 6 6 4 4 0 4 4 4 2 4 2 4 2 8 6 2 4 0 4 2 2 6 6 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 8 0 9 0 9 0 0 0 0 0 7 0 7 0 0 0 10 0 9 0 0 0 0 0 8 0 10 0 8 0 9 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 9 11 0 11 0 10 11 11 0 0 11 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

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

0 0

0 0 0 0 0 0

Monstrous Humanoid Ooze Outsider Plant Undead Vermin

10 8 10 8 8 8

4 2 6 2 4 2

0 0 0 0 0 0

0 0 0 0 0

0 0 0 0 0

0 0 0 0 0

Table_Class List_Classes, List_Classes_Base Total -1 0 0 0 0 FALSE FALSE #### FALSE ##### HP_Base Skill_Points_Base BAB Fort_Base Ref_Base Will_Base Spell_Point_Base Weapon_Prof_Simple Weapon_Prof_Martial Weapon_Prof_Other Armor_Prof_Light Armor_Prof_Medium Armor_Prof_Heavy Table_Monk_Unarmed_Damage Fine Diminutive Tiny Small Medium Large Huge 1 1d4 1d6 1d8 2 1d4 1d6 1d8 3 1d4 1d6 1d8 4 1d6 1d8 2d6 5 1d6 1d8 2d6 6 1d6 1d8 2d6 7 1d6 1d8 2d6 8 1d8 1d10 2d8 9 1d8 1d10 2d8 10 1d8 1d10 2d8 11 1d8 1d10 2d8 12 1d10 2d6 3d6 13 1d10 2d6 3d6 14 1d10 2d6 3d6 15 1d10 2d6 3d6 16 2d6 2d8 3d8 17 2d6 2d8 3d8 18 2d6 2d8 3d8 19 2d6 2d8 3d8 20 2d8 2d10 4d8 2 3 4 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)

Gargantua Collosal

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)

Shield Proficiency Spell Fail Most Tower Lvl Starting Wealth Class Lvl Qualified Arcane Caster Divine Level Caster Level 0 0 0 0 0 0 0 FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE 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 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2d6x10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 TRUE 0 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 2d6 x 10 2d6 x 10 3d6 x 10 5d6 x 10 4d6 x 10 3d6 x 10 2d6 x 10 3d6 x 10 6d6x10 8d6x10 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 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0 0 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 FALSE 0 Armor_Prof_Heavy Shield_Prof Shield_Prof_Tower Character_Level

0 0 Caster_Level_Arcane_Max Caster_Level_Divine_Max

Class Skills 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 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 32 33 34 35 36 37 38 39 40 41 42 43 44 45 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 *** APG - Base *** 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 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 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! 35 36 37 38 39 40 41 42 43 44 45 #NUM! #NUM! #NUM! #NUM! #NUM! 51 52 53 54 55 56 57 58 *** PRPG - Base *** Barbarian Bard Cleric Druid Fighter Monk Paladin Ranger Rogue Sorcerer Wizard *** APG - Base *** Alchemist Cavalier Inquisitor Oracle Summoner Witch *** LSJ - Base *** Aristocrat Noble *** Rite - Base *** Jotun Paragon *** SGG - Base *** Shaman NULL NULL Assassin Dragon Disciple Duelist Eldritch Knight Loremaster Mystic Theurge Pathfinder Chronicler Shadowdancer Diabolist *** LSJ - PrC *** Temptress NULL NULL NULL NULL NULL Construct Dragon Fey Humanoid Magical Beast Monstrous Humanoid Ooze Outsider

d12 0 List_Classes_Base

32 33 34 35 36 37 38 39 40 41 42 43 44 45

32 33 34 35 36 37 38 39 40 41 42 43 44 45

List_Classes_PrC

48 49 50 51 52 53 54 55

48 49 50 51 52 53 54 55

List_Classes_Racial

56 57 58 59 60 61

60 61 #NUM! #NUM! #NUM! #NUM!

Undead Vermin NULL NULL NULL NULL

56 59 Plant 57 60 Undead 58 61 Vermin 59 #NUM! NULL 60 #NUM! NULL 61 #NUM! NULL

. Class_Skills

d10 d8 d6 0 0 0 List_Classes_Base

List_Classes_PrC

List_Classes_Racial

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

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

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)

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

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

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

Class_Ability_Summary Basic Summary Base land speed +10' bonus when medium armor or less and not carrying heavy load Class_Ability_Summary_Bbn Free Action; 2 rnds/day; gain +4 Morale bonus to Str & Con, +2 Morale bonus to Will saves, 2 penalty to AC Gain benefits of rage powers only while raging, some require an action first Cannot be caught flat-footed, even if attacker is invisible; still lose Dex bonus to AC if immobilized or if opponent successfully us Gain +0 bonus on Ref saves vs. traps and +0 Dodge bonus to AC vs. traps Gain Cold Resistance 0 Can no longer be flanked, denying rogue sneak attack by flanking unless attacker is at least a Rogue 4 Gain damage reduction -2/ Morale bonus to Str and Con increases to +6, morale bonus on Will saves increases to +3 While in rage, gain +4 bonus on Will saves to vs. enchantment spells You no longer become fatigued at the end of your rage Morale bonus to Str and Con increases to +8, morale bonus on Will saves increases to +4 Casts arcane spells from bard spell list; may cast any spell known without preparation; every bard Class_Ability_Summary_Brd 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 Class_Ability_Summary_Clr 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 Class_Ability_Summary_Drd 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+0 to improve attitude animal w/in 30' as if using Diplomacy; influence magical beast w/ Int of 1 or 2 a May move through any non-magical undergrowth at normal speed & w/out taking dmg/suffering any other impairment May move through any non-magical rocky terrain at normal speed & w/out taking dmg/suffering any other impairment May leave no trail in natural surroundings and cannot be tracked unless so desired +4 bonus on saves vs. spell-like/supernatural abilities of fey and vs. spells/effects that utilize or target plants Standard Action (no AoO); -1/day turn into Small or Medium animal (as Beast Shape I) size and back again; lasts 0 hour(s) or u Immune to all poisons Change appearance at well, as per alter self spell, while in normal form No longer take ability score penalties for aging, cannot be magically aged Gains 1 bonus Combat feat(s); at 4th level, and every fourth fighter level thereafter may learn newClass_Ability_Summary_Ftr 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 Class_Ability_Summary_Mnk 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: 0; 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 Class_Ability_Summary_Pal 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 +0 to dmg (+0 on 1st attack if target is Outsider, Dragon, or Undead);

Standard Action (Swift for self); 0/day, heal 0d6 dmg or make melee touch attack to dmg Undead Immune to fear; while conscious, allies w/in 10' gain +4 Morale bonus on saves vs. fear Immune to all diseases, including supernatural and magical Lays on hands removes additional condition(s): Standard Action; 0/day, emit daylight as spell for 0 rnds; Undead w/in 30' take 0d6 dmg, Fort save (DC 10) halves Standard Action (no AoO); spend 2 lay on hands uses and present holy symbol to cause 30' radius positive energy burst that aff Casts divine spells from paladin spell list; must choose and prepare spells in advance; Charisma is primary ability for bonus spe #N/A #N/A #N/A #N/A Full-Round Action; -1/day, call mount to your side 0 Immune to charm spells/spell-like abilities; while conscious, allies w/in 10' gain +4 Morale bonus on Divine_Mount_Level 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 Class_Ability_Summary_Rgr Spend 1 min and roll 1d20+0 to improve attitude animal w/in 30' as if using Diplomacy; influence magical beast w/ Int of 1 or 2 a Gain bonus feats related to combat: Gain Endurance as bonus feat SELECT 1st FAVORED TERRAIN SELECT 1st FAVORED ENEMY SELECT HUNTER'S BOND TYPE Casts divine spells from ranger spell list; must choose and prepare spells in advance; Wisdom is primary ability for bonus spells #N/A #N/A #N/A #N/A 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 +0d6 dmg vs. foe w/in 30' denied Dex bonus to AC/flanked; may only deal extra nonlethal dmg Class_Ability_Summary_Rog w/ nonlethal weapon; must Gain +1 to Disable Device checks and to Perception checks to locate traps; may use Disable Device on magic traps Successful Ref save vs. attack that normally deals half damage instead deals no damage; not available when wearing medium o Gain 0 talent(s) Gain +0 bonus on Ref saves vs. traps and +0 Dodge bonus to AC vs. traps Use poison w/out any chance of poisoning self Cannot be caught flat-footed, even if attacker is invisible; still lose Dex bonus to AC if immobilized or if opponent successfully us Can no longer be flanked, denying rogue sneak attack by flanking unless attacker is at least a Rogue 4

May gain -4 advanced talent(s) Sneak attack may also: put foe to sleep for 1d4 hrs, paralyze foe for 2d6 rnds, or slay foe; Fort save (DC 10) negs; creature targ Casts arcane spells from sorcerer/wizard spell list; may cast any spell known without preparation; Charisma Class_Ability_Summary_Sor is primary ability for #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A

0/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 Class_Ability_Summary_Wiz 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, 0/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 3 1st-level spell #N/A Class_Ability_Summary_ArcA 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 20) or die; arrow lasts no lon #N/A Class_Ability_Summary_ArcT 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 +0d6 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 +0d6 dmg vs. foe w/in 30' denied Dex bonus to AC/flanked; may only deal extra nonlethal dmg Class_Ability_Summary_Ass 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 4 Whenever foes is killed using death attack during surprise rnd, avoid detection by making Stealth check opposed by Perception May use Stealth skill even while being observed as long as some sort of shadow (other than your own) is w/in 10' feet" 1/day, make death attack vs. foe w/out studying beforehand 1/day, declare use of this ability before attack to cause target's body to crumble to dust after successful death attack; prevents r #N/A Class_Ability_Summary_Drag Gain bloodline powers of draconic bloodline:Claws (Su) - Free Action, gain 2 claw attacks for up to 3 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 Breath Weapon (Su) - 1/day, may breath that deals 0d6 [] dmg, Ref save (DC 10) for half dmg gain blindsense 30' 1/day, assume the form of dragon as if using form of the dragon I at caster level 0 Standard Action (dismiss as Free Action), leathery dragon wings grow from your back, granting Fly 60' (average) While wielding melee weapon, add 0 to Dex bonus to AC; must not be flat-footed/otherwise denied Class_Ability_Summary_Duel Dex bonus, wearing armor h Add 0 to dmg w/ light or 1-handed piercing weapon; cannot attack w/ weapon in other hand or use a shield, does not affect crea Gain +0 on initiative checks Immediate Action; after taking full attack action w/ a light or 1-handed piercing weapon and electing not to take 1 attack, make a Gain additional +4 bonus to AC vs. attacks of opportunity caused when moving out of threatened square; must be wearing light Gain benefit of Combat Reflexes feat when using light or 1-handed piercing weapon Gain +2 Competence bonus on all Ref saves; must be wearing light or no armor and not using a shield Make attack of opportunity vs. any creature w/in reach whose attack is successfully parried May charge over difficult terrain that normally slows movement (may still need to make appropriate checks to successfully move If fighting defensively or using total defense in melee combat, gain +0 Dodge bonus to AC Gain benefit of Deflect Arrows feat when using light or 1-handed piercing weapon, does not need a free hand to use this feat Adjacent enemies that take withdraw action provoke attack of opportunity Confirmed crit using light or 1-handed piercing weapon may also: reduce all of the target's speeds by 10' (minimum 5') for 1 min Gain bonus bonus Combat feat(s): Class_Ability_Summary_EldK 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 Class_Ability_Summary_Lore 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 Class_Ability_Summary_Myst 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 Class_Ability_Summary_Path 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) Class_Ability_Summary_Shad 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 3 skills; may take 10 on these even when stressed/distracted Can no longer be flanked, denying rogue sneak attack by flanking unless attacker is at least a Rogue 4 GM makes immediate Perception check to notice any trap w/in 10' 1/day, use shadow evocation as caster level 0, DC is Cha-based Successful Ref save vs. attack that normally deals half dmg instead deals no dmg and failed save only deals half dmg; not 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 Class_Ability_Summary_Ari 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. Class_Ability_Summary_Nob 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 Class_Ability_Summary_Sha communicate w/ Perform (r Move Action; instantly know type, status, & nature of spirits seen; gain spirit guide w/ DC 15 Knowledge (Spirits), granting + 0 In Gain spirit animal companion that grows with you; effective druid level 0 Gain bonus feats related to shamans: After spending at least 10 min, make Perform (Ritual) check w/ +1 Circumstance bonus per 10 extra min (DC varies by circums 0/day, Perform (Ritual) check vs. spirit's Charisma check (if spirit wins, it may leave or attempt possession); may control spirits t Self Only; impart spiritual spell effect (500 gp per spell lvl, max 4th) 2/day, heal 0d6 HP in 1 target See physical world as though from a different location, up to 0 yds away, but details, facial features, texts, spoken words may be 2/day, heal all allies w/in 30' for 0d6 HP Tethered spirit in item/location can grant effects up to 0/day DC 20 Perform (Ritual) check breaks tether w/out harm to the spirit, item, or location to which it is tethered Impart spiritual spell effect (500 gp per spell lvl, no max lvl) or bonus (bonus squared times 1,500 gp, max bonus +-4) A Temptress has access to an additional domain from among those her deity has to offer. She essentially Class_Ability_Summary_Tem 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) Class_Ability_Summary_Alch to identify potions as Creates extracts from alchemist formulae list (may utilize spell-trigger items if spell appears on formuale list); begins play with 2 #N/A #N/A #N/A #N/A #N/A #N/A Standard Action (AoO); 0/day, create and throw bomb (20' rng) as thrown splash weapon; direct hit deals 0d6+0 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 +0 to splash weapon dmg (bonus already included in bomb dmg) Gain 0 alchemical discovery; DC 10 for any save required Gain +2 bonus on all saves vs. poison Cannot accidentally poison self when applying poison to a weapon Create alchemical items in 1/2 normal time; may apply poison to weapon as Move-Equivalent Action May apply poison to weapon as Swift Action effects of mutagen last for 0 hrs Create alchemical item as Full-Round Action w/ successful Craft (alchemy) check and appropriate resources at hand; may 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 Class_Ability_Summary_Cava 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 attacks made as Gains bonus combat feats Gain another bonus teamwork feat; may grant bonus teamwork feats to allies as Swift Action While mounted and charging, double threat range of weapons wielded (does not stack w/ other effects that increase threat rang As long as challenge target is w/in your threatened area, it takes 2 penalty to AC from attacks made by anyone other you While banner is clearly visible, allies w/in 60' gain +2 Morale bonus on saves vs. charms and compulsions; Standard Action, gra Gain another bonus teamwork feat; may grant any 2 teamwork feats to allies as Swift Action While mounted and charging, deal x2 dmg (x3 if using a lance) and crit Stuns foe for 1d4 rnds (Will save, DC 10, reduces to Sta Casts divine spells from inquisitor spell list; may cast any spell known without preparation; Wisdom Class_Ability_Summary_Inqu 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); may change 1 jud Gain +0 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, 0/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 to be treated as if you were 5 levels higher for purposes of determining bonus g Swift Action; invoke true judgment on single foe; once declared, make single melee attack (or ranged if foe is w/in 30') that deals Casts divine spells from cleric spell list; may cast any spell known without preparation; Charisma is Class_Ability_Summary_Orac 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 0 #N/A SELECT 1st REVELATION

#N/A Casts arcane spells from summoner spell list; may cast any spell known without preparation; Charisma Class_Ability_Summary_Sum is primary ability for bon #N/A

#N/A #N/A #N/A #N/A #N/A #N/A Summon eidolon 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; 3/day, cast summon monster I and creatures remain for 0 min.; cannot have more than 1 eidolon, summon mo 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 Class_Ability_Summary_Witc 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 (unless noted otherwise, each hex requires a Standard Action to use and any required save is DC 10) 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 Class_Ability_Summary_Diab 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; 1/rnd, Ref save (DC 15 if Tiny, DC 20 if Small, or DC 25 if Medium; projectiles w/ magical attack bonus increase DC 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 Class_Ability_Summary_Jotun +3 Natural Armor bonus 2 primary slam attacks (1d6+0); secondary if used in conjunction w/ manufactured weapons +2 Inherent bonus to Strength and +2 Inherent bonus to Constitution Standard Action: increase size up 1 category (max Large); Full-Round Action: reduce size down 1 category (min. Medium) +1 Racial bonus on attacks w/ thrown rocks; hurl Tiny or smaller rocks (any large, bulky, regularly shaped object w/ hardness 5 1/rnd, Ref save (DC 15 if Tiny, DC 20 if Small, or DC 25 if Medium; projectiles w/ magical attack bonus increase DC by bonus a +4 Racial bonus on Ref save when attempting to catch thrown rock wield Gargantuan weapons w/out size difference penalty

proficient w/ all Martial weapons

Class_Ability_Summary_Bbn 2 Rage_Rounds

4 Imp_Uncanny_Dodge_Lvl

Class_Ability_Summary_Brd

Class_Ability_Summary_Clr

Not Available Channel_Summary 0 Channel_Level 10 Channel_DC Channel_Times

Class_Ability_Summary_Drd

0 Animal_Companion_Level

Small or Medium animal (as Beast Shape I) Wild_Shape_Options

Class_Ability_Summary_Ftr

Class_Ability_Summary_Mnk

0 Monk_AC_Mod

Monk_Ki_Strike_Type

Class_Ability_Summary_Pal

-1 Divine_Bond_Bonus

Class_Ability_Summary_Rgr

Class_Ability_Summary_Rog

0 Sneak_Attack_Dmg

Class_Ability_Summary_Sor

Class_Ability_Summary_Wiz

0 Familiar_Level

Class_Ability_Summary_ArcArch

Class_Ability_Summary_ArcTrick

Class_Ability_Summary_Ass

Class_Ability_Summary_DragDis

Class_Ability_Summary_Duel

Class_Ability_Summary_EldKni

Class_Ability_Summary_Lore

List_Loremaster_Secrets

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 0

Cavalier_Mount_Level

Class_Ability_Summary_Inquisitor

Class_Ability_Summary_Oracle

Class_Ability_Summary_Sum

Class_Ability_Summary_Witch

Class_Ability_Summary_Diabolist

Class_Ability_Summary_JotunParagon

Medium List_Jotun_Size

10 10 10 10 10 10 10 10 10 10 10 10 0 0 0 0 0 0 10 10 10 10 10 10

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 MV_Land 4 MV_Run_Multiplier Conditional_Fort Conditional_Ref Conditional_Will 0 Init_Mods 0 0 0 0 0 0 0 AC_Armor AC_Shield AC_Dex_Mod AC_Natural AC_Dodge AC_Deflection AC_Other

0 HP_Total 0 Fort_Other 0 Ref_Other 0 Will_Other Senses Languages_Starting

Light

0 Atk_Melee_Other 0 Atk_Ranged_Other 0 CMD_Mod_Other

2 FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE 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 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 0 30' 20' 30' 40' 30' 40' 40' 40' 30' 50' 50' 20' 60' 40' 10' 30' 50'

OTHER MOVE NA 0 9 Swim 30' 4 Climb 30' 1 1 Burrow 10' 2 2 1 6 3 1 1 Swim 30' 4 1

ATTACKS STR DEX CON INT None 0 0 0 tail (1d6) 10 14 9 bite (1d8) or tail 15slap (1d12) 14 15 bite (1d4), 2 claws 13 (1d4) 17 10 gore (1d6) 14 12 12 bite (1d4), 2 claws 10 (1d3) 17 15 bite (1d4), 2 claws 15 (1d3) 15 13 gore (1d6) 14 12 12 gore (1d6) 13 12 15 tail (2d4) 13 14 11 bite (1d4) 18 16 14 bite (1d4 plus trip), 12 2 claws 21 (1d2) 13 bite (1d6) 15 14 15 2 talons (1d6),11 bite (1d4) 17 17 13 17 15 12 12 14

0 2 1 2 2 2 2 2 2 2 2 2 1 2 2 2 2 2

2 bite (1d4)

Fly 80' (average) 1 bite (1d4), 2 talons 10 (1d4) 15 Swim 50' 2 bite (1d8) 10 18 1 gore (1d6) 12 17

10' 50' 50' 40'

Fly 80' (average) 1 bite (1d4), 2 talons 10 (1d4) 15 12 4 bite (1d4), 2 hooves 16 (1d6, 13 secondary) 15 1 bite (1d4 plus trip), 12 2 claws 21 (1d2) 13 1 bite (1d6), 2 claws 13 (1d4) 17 13

2 2 2 2

10' 40' 10'

Fly 80' (average) 1 bite (1d4), 2 talons 10 (1d4) 15 2 2 hooves (1d3) 13 13 Fly 50' (clumsy)0 bite (1d8) 8 21

12 12 10

2 2 2

20' 20' 30' 30' 40' 30' 30' 60' 50' 30'

Swim 60' 4 bite (1d4) 13 15 Climb 20', Swim 2 20' bite (1d3) 15 17 Climb 20', Swim 2 20' bite (1d3 plus poison) 8 17 Burrow 10' 6 0 1 6 4 1 2 2 tail (2d6) 10 18 bite (1d4) 12 15 bite (1d6), 2 claws 13 (1d4) 17 gore (1d8) 10 13 bite (1d8) 14 16 2 talons (1d6),11 bite (1d4) 17 bite (1d6 plus trip) 13 15 bite (1d4), 2 claws 10 (1d3) 17

15 13 11 10 16 13 11 10 17 15 15

1 1 1 2 2 2 2 2 2 2 2

The value given in this column is the total number of bonus tricks that the animal knows in addition to any that the dru

Level

HD BAB Fort Ref Will 0 0 0 0 0 1 2 1 3 3 2 3 2 3 3 3 3 2 3 3 4 4 3 4 4 5 5 3 4 4 6 6 4 5 5 7 6 4 5 5 8 7 5 5 5 9 8 6 6 6 10 9 6 6 6 11 9 6 6 6 12 10 7 7 7 13 11 8 7 7 14 12 9 8 8 15 12 9 8 8 16 13 9 8 8 17 14 10 9 9 18 15 11 9 9 19 15 11 9 9 20 16 12 10 10 Table_Animal_Companion_Advancement 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

Skills 0 0 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 0 2 3 3 4 5 6 6 7 8 9 9 10 11 12 12 13 14 15 15 16

Feats 0 1 2 2 2 3 3 3 4 4 5 5 5 6 6 6 7 7 8 8 8

NA 0 0 0 2 2 2 4 4 4 6 6 6 8 8 8 10 10 10 12 12 12

Str/Dex Tricks 0 0 0 1 0 1 1 2 1 2 1 2 2 3 2 3 2 3 3 4 3 4 3 4 4 5 4 5 4 5 5 6 5 6 5 6 6 7 6 7 6 7

95 FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FAMILIAR 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 HD None Small Small Diminutive Tiny Diminutive Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Diminutive Tiny

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'

BASE OTHER MOVE NA FORT REF WILL SR 0 0 0 0 fly 100' (perfect) 3 3 3 0 fly 60' (perfect) 3 0 3 3 fly 40' (good) 0 2 2 0 0 2 2 0 fly 40' (good) 0 2 2 0 0 2 2 0 fly 60' (average) 0 2 2 0 fly 60' (average) 0 2 2 0 climb 20' 0 2 2 0 climb 30' 0 2 2 0 fly 60' (average) 0 2 2 0 climb 15', swim 0 15' 2 2 0 fly 60' (average) 0 2 2 0 0 2 2 0 climb 20', swim 1 20' 2 2 0

0 0 0 0 0 5 5 5 5 5 5 5 5 5 5 5

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE 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 Centipede Crab 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 Scorpion Spider Steam Mephit Stirge Toad Viper Water Elemental Water Mephit Weasel TABLE_FAMILIARS

Tiny Tiny 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 Small Small Tiny Diminutive Tiny Small Small Tiny

1 1 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 3 3 1 1 1 2 3 1

20' 20' 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' 30' 30' 30' 5' 10' 30' 15' 15' 10' 30' 30' 30' 30' 10' 5' 20' 20' 30' 20'

climb 20' 1 2 climb 20' 1 2 climb 20' 1 2 climb 20', swim 0 20' 2 fly 50' (perfect) 3 0 burrow 20', earth 7 glide 3 fly 40' (average) 3 0 fly 40' (good) 0 2 0 2 fly 60' (average) 0 2 fly 60' (average) 0 2 climb 20' 0 2 climb 30' 0 2 fly 60' (average) 0 2 climb 15', swim 0 15' 2 fly 60' (average) 0 2 0 2 climb 20', swim 1 20' 2 climb 20' 1 2 3 3 fly 40' (average) 3 0 0 2 0 2 fly 60' (average) 0 2 fly 50' (good) 0 0 fly 40' (average) 3 0 20 fly 50' (perfect) 1 0 climb 20' 0 2 fly 40' (average) 3 0 climb 30' 0 2 fly 40' (average), 3 swim 30' 0 0 2 fly 60' (average) 0 2 0 2 fly 60' (good) 2 3 20 fly 50' (perfect) 2 0 climb 15', swim 0 15' 2 fly 60' (average) 0 2 fly 40' (average) 3 0 fly 40' (average) 3 0 fly 40' (average) 3 0 fly 40' (average) 3 0 fly 40' (average) 0 2 0 2 climb 20', swim 1 20' 2 swim 90' 6 3 fly 40' (average), 3 swim 30' 0 climb 20' 1 2

2 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 3 3 2 2 2 3 3 2

0 0 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 3 3 0 0 0 0 3 0

5 5 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 0 0

1st2nd 3rd4th 5th6th 7th8th

1 2 3 4

6 7 8 9

9th10th 11th12th 13th14th 15th16th 17th18th 19th20th

5 6 7 8 9 10

10 11 12 13 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 Int 0 6 6 7 7 8 8 9 9 10 10 11 11 12 12 13 13 14 14 15 15

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

Special Alertness, improved evasion, share spells, empathic link Alertness, improved evasion, share spells, empathic link Alertness, improved evasion, share spells, empathic link, deliver touch spells Alertness, improved evasion, share spells, empathic link, deliver touch spells Alertness, improved evasion, share spells, empathic link, deliver touch spells, Alertness, improved evasion, share spells, empathic link, deliver touch spells, Alertness, improved evasion, share spells, empathic link, deliver touch spells, Alertness, improved evasion, share spells, empathic link, deliver touch spells, Alertness, improved evasion, share spells, empathic link, deliver touch spells, Alertness, improved evasion, share spells, empathic link, deliver touch spells, Alertness, improved evasion, share spells, empathic link, deliver touch spells, Alertness, improved evasion, share spells, empathic link, deliver touch spells, Alertness, improved evasion, share spells, empathic link, deliver touch spells, Alertness, improved evasion, share spells, empathic link, deliver touch spells, Alertness, improved evasion, share spells, empathic link, deliver touch spells, Alertness, improved evasion, share spells, empathic link, deliver touch spells, Alertness, improved evasion, share spells, empathic link, deliver touch spells, Alertness, improved evasion, share spells, empathic link, deliver touch spells, Alertness, improved evasion, share spells, empathic link, deliver touch spells, Alertness, improved evasion, share spells, empathic link, deliver touch spells,

Level 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

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

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

Good 0 2 3 3 3 4 4 5 5 5 6 6 6 7 7 8 8 8 9

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

Skills 0 4 8 12 12 16 20 24 24 28 32 36 36 40 44 48 48 52 56

Feats 0 1 1 2 2 2 3 3 3 4 4 5 5 5 6 6 6 7 7

Armor 0 0 2 2 2 4 4 6 6 6 8 8 10 10 10 12 12 14 14

Str/Dex Pool 0 0 0 3 1 4 1 5 1 7 2 8 2 9 3 10 3 11 3 13 4 14 4 15 5 16 5 17 5 19 6 20 6 21 7 22 7 23

19 20 Table_Eidolon BASE None Quadruped Biped Serpentine Table_Eidolon_Base EVOLUTION

15 15

15 15

9 9

5 5

60 60

8 8

14 16

7 8

25 26

226 FALSE FALSE FALSE

SIZE SPEED OTHER MOVE NA None 0 0 Medium 40 2 Medium 30 2 Medium 20 Climb 0' | 2 DESC COST

ATTACKS STR DEX CON INT None 0 0 0 Bite (1d6+2) 14 14 13 16 12 13 Bite (1d6+2), Tail 12 Slap 16 (1d6+2) 13

0 7 7 7

QUALIFIED Taken 232 0 TRUE Acid Attacks (Su) all natural attacks 2 FALSE deal +1d6 FALSE acid dmg Acid Breath I (Su) 1/day, 30' line or 4 60' FALSE cone deals FALSE 0d6 acid dmg (Ref DC 11 half) Acid Breath II (Su) 2/day, 30' line or 5 60' FALSE cone deals FALSE 0d6 acid dmg (Ref DC 11 half) Acid Breath III (Su) 3/day, 30' line or 6 60' FALSE cone deals FALSE 0d6 acid dmg (Ref DC 11 half) Acid Immunity (Su) gain immunity to 2 acid FALSE dmg FALSE Acid Resistance (Ex) gain resist acid 1 5 FALSE FALSE Bite (Ex) deal 1-1/2 times 1Str FALSE mod on FALSE bite dmg 1d6 Eidolon_Bite_Dmg Blindsense (Ex) gain blindsense330' FALSE FALSE Blindsight (Ex) gain blindsight 30' 4 FALSE FALSE Burrow (Ex) gain burrow speed 3 FALSE and may FALSE move through dirt, clay, sand, and earth w/out leaving a hole behin Charisma Increase +2 (Ex) Charisma increases 2 FALSE by +2 FALSE Charisma Increase +4 (Ex) Charisma increases 4 FALSE by +4 FALSE Charisma Increase +6 (Ex) Charisma increases 6 FALSE by +6 FALSE Charisma Increase +8 (Ex) Charisma increases 8 FALSE by +8 FALSE Claws I (Ex) gain 2 additional 1 claw FALSE attacks FALSE 1d4 Eidolon_Claw_Dmg Claws II (Ex) gain 4 claw attacks 2 FALSE FALSE 0 Eidolon_Claw_Atks Claws III (Ex) gain 6 claw attacks 3 FALSE FALSE Climb I (Ex) gain climb speed20' 1 FALSE FALSE 0 Eidolon_Spd_Climb Climb II (Ex) gain climb speed40' 2 FALSE FALSE Climb III (Ex) gain climb speed60' 3 FALSE FALSE Cold Attacks (Su) all natural attacks 2 FALSE deal +1d6 FALSE cold dmg Cold Breath I (Su) 1/day, 30' line or 4 60' FALSE cone deals FALSE 0d6 cold dmg (Ref DC 11 half) Cold Breath II (Su) 2/day, 30' line or 5 60' FALSE cone deals FALSE 0d6 cold dmg (Ref DC 11 half) Cold Breath III (Su) 3/day, 30' line or 6 60' FALSE cone deals FALSE 0d6 cold dmg (Ref DC 11 half) Cold Immunity (Su) gain immunity to 2 cold FALSE dmg FALSE Cold Resistance (Ex) gain resist cold 1 5 FALSE FALSE Constitution Increase +2Constitution (Ex) increases 2 FALSE by +2 FALSE Constitution Increase +4Constitution (Ex) increases 4 FALSE by +4 FALSE Constitution Increase +6Constitution (Ex) increases 6 FALSE by +6 FALSE Constitution Increase +8Constitution (Ex) increases 8 FALSE by +8 FALSE Constrict (Ex) after successfully 2 grapple FALSE using FALSE grab evolution, deal additional dmg equal to dmg dealt by attac Damage Reduction (Su)gain DR 5/chaotic 3 FALSE FALSE Damage Reduction (Su)gain DR 10/chaotic 5 FALSE FALSE Damage Reduction (Su)gain DR 5/evil 3 FALSE FALSE Damage Reduction (Su)gain DR 10/evil5 FALSE FALSE Damage Reduction (Su)gain DR 5/good3 FALSE FALSE Damage Reduction (Su)gain DR 10/good 5 FALSE FALSE Damage Reduction (Su)gain DR 5/lawful 3 FALSE FALSE Damage Reduction (Su)gain DR 10/lawful 5 FALSE FALSE Dexterity Increase +2 (Ex) Dexterity increases 2 FALSE by +2 FALSE Dexterity Increase +4 (Ex) Dexterity increases 4 FALSE by +4 FALSE Dexterity Increase +6 (Ex) Dexterity increases 6 FALSE by +6 FALSE Dexterity Increase +8 (Ex) Dexterity increases 8 FALSE by +8 FALSE

Electricity Attacks (Su) all natural attacks 2 FALSE deal +1d6 FALSE electricity dmg Electricity Breath I (Su) 1/day, 30' line or 4 60' FALSE cone deals FALSE 0d6 electricity dmg (Ref DC 11 half) Electricity Breath II (Su) 2/day, 30' line or 5 60' FALSE cone deals FALSE 0d6 electricity dmg (Ref DC 11 half) Electricity Breath III (Su)3/day, 30' line or 6 60' FALSE cone deals FALSE 0d6 electricity dmg (Ref DC 11 half) Electricity Immunity (Su)gain immunity to 2 electricity FALSE FALSE dmg Electricity Resistance (Ex) gain resist electricity 1 FALSE 5 FALSE Fast Healing 1 (Su) gain Fast Healing 4 FALSE 1 FALSE Fast Healing 2 (Su) gain Fast Healing 6 FALSE 2 FALSE Fast Healing 3 (Su) gain Fast Healing 8 FALSE 3 FALSE Fast Healing 4 (Su) gain Fast Healing 10 FALSE 4 FALSE Fast Healing 5 (Su) gain Fast Healing 12 FALSE 5 FALSE Fire Attacks (Su) all natural attacks 2 FALSE deal +1d6 FALSE fire dmg Fire Breath I (Su) 1/day, 30' line or 4 60' FALSE cone deals FALSE 0d6 fire dmg (Ref DC 11 half) Fire Breath II (Su) 2/day, 30' line or 5 60' FALSE cone deals FALSE 0d6 fire dmg (Ref DC 11 half) Fire Breath III (Su) 3/day, 30' line or 6 60' FALSE cone deals FALSE 0d6 fire dmg (Ref DC 11 half) Fire Immunity (Su) gain immunity to 2 fire FALSE dmg FALSE Fire Resistance (Ex) gain resist fire 5 1 FALSE FALSE Flight I (Ex) gain fly 40' (good) 2 FALSE FALSE 40 Eidolon_Spd_Fly Flight I (Su) gain fly 40' (perfect) 4 FALSE FALSE Flight II (Ex) gain fly 60' (good) 3 FALSE FALSE good Eidolon_Spd_Fly_Man Flight II (Su) gain fly 60' (perfect) 5 FALSE FALSE Flight III (Ex) gain fly 80' (good) 4 FALSE FALSE Flight III (Su) gain fly 80' (perfect) 6 FALSE FALSE Flight IV (Ex) gain fly 100' (good) 5 FALSE FALSE Flight IV (Su) gain fly 100' (perfect) 7 FALSE FALSE Flight V (Ex) gain fly 120' (good) 6 FALSE FALSE Flight V (Su) gain fly 120' (perfect) 8 FALSE FALSE Frightful Presence (Ex) as part of offensive 3 FALSE action (e.g. FALSE charge or attack) foes w/ 0 HD or less w/in 30' become Shaken Gills (Ex) may breathe underwater 1 FALSE FALSE Gore (Ex) gain gore attack 2 FALSE FALSE 1d6 Eidolon_Gore_Dmg Grab - Bite (Ex) after successful2bite FALSE attack FALSE vs. Small or smaller foe, attempt free combat maneuver to grapple; Grab - Claw (Ex) after successful2claw FALSE attack FALSE vs. Small or smaller foe, attempt free combat maneuver to grapple Grab - Pincer (Ex) after successful2claw FALSE attack FALSE vs. Small or smaller foe, attempt free combat maneuver to grapple Grab - Slam (Ex) after successful2slam FALSE attack FALSE vs. Small or smaller foe, attempt free combat maneuver to grapple Grab - Tail Slap (Ex) after successful2tail FALSE slap attack FALSE vs. Small or smaller foe, attempt free combat maneuver to grap Grab - Tentacle (Ex) after successful2tentacle FALSEattack FALSE vs. Small or smaller foe, attempt free combat maneuver to grap Huge (Ex) may increase size 8 FALSE to Huge FALSE Improved Bite Damage (Ex) bite damage die 1 increases FALSE FALSE one step Improved Claw Damageclaw (Ex) damage die 1 FALSE increases FALSE one step Improved Gore Damagegore (Ex)damage die 1 FALSE increases FALSE one step Improved Pincer Damage pincer (Ex) damage 1 die FALSE increases FALSE one step Improved Slam Damage slam (Ex) damage die 1 FALSE increases FALSE one step Improved Sting Damagesting (Ex) damage die 1 FALSE increases FALSE one step Improved Tail Slap Damage tail slap (Ex) damage 1 die FALSE increases FALSE one step Improved Tentacle Damage tentacle (Ex)damage 1 die FALSE increases FALSE one step Improved Natural Armorgain I (Ex) +2 Natural 1 Armor FALSE FALSE Improved Natural Armorgain II (Ex) +4 Natural 2 Armor FALSE FALSE Improved Natural Armorgain III (Ex) +6 Natural 3 Armor FALSE FALSE Improved Natural Armorgain IV (Ex) +8 Natural 4 Armor FALSE FALSE Intelligence Increase +2 Intelligence (Ex) increases 2 FALSE by +2 FALSE Intelligence Increase +4 Intelligence (Ex) increases 4 FALSE by +4 FALSE Intelligence Increase +6 Intelligence (Ex) increases 6 FALSE by +6 FALSE Intelligence Increase +8 Intelligence (Ex) increases 8 FALSE by +8 FALSE Large (Ex) may increase size 4 FALSE to LargeFALSE Small Medium NULL NULL Limbs - Arms I (Ex) gain additional pair 2 FALSE of arms, FALSE complete w/ hands that can wield weapons (if proficient)

Limbs - Arms II (Ex) gain 2 additional 4 pair FALSE of arms, FALSE complete w/ hands that can wield weapons (if proficient) Limbs - Arms III (Ex) gain 3 additional 6 pair FALSE of arms, FALSE complete w/ hands that can wield weapons (if proficient) Limbs - Legs I (Ex) gain additional pair 2 FALSE of legs,FALSE complete w/ feet, 0 Eidolon_Spd_Increase that increase base speed by 10' Limbs - Legs II (Ex) gain additional pair 4 FALSE of legs,FALSE complete w/ feet, that increase base speed by 10' Limbs - Legs III (Ex) gain additional pair 6 FALSE of legs,FALSE complete w/ feet, that increase base speed by 10' Magic Attacks (Su) for purpose of overcoming 1 FALSE FALSE DR, treat all natural attacks as: Magic Pincers I (Ex) gain 2 secondary 1 pincer FALSE attacks FALSE 1d6 Eidolon_Pincer_Dmg Pincers II (Ex) gain 4 secondary 2 pincer FALSE attacks FALSE 0 Eidolon_Pincer_Atks Pincers III (Ex) gain 6 secondary 3 pincer FALSE attacks FALSE Poison Bite I (Ex) bite is poisoned; 2 Eidolon FALSEpoisontype FALSE poison (injury); save Fort (DC 11) negs; freq 1/rnd for 4 Poison Bite II (Ex) bite is poisoned; 4 Eidolon FALSEpoisontype FALSE poison (injury); save Fort (DC 11) negs; freq 1/rnd for 4 Poison Sting I (Ex) sting is poisoned; 2 FALSE Eidolon poisontype FALSE poison (injury); save Fort (DC 11) negs; freq 1/rnd for 4 Poison Sting II (Ex) sting is poisoned; 4 FALSE Eidolon poisontype FALSE poison (injury); save Fort (DC 11) negs; freq 1/rnd for 4 Pounce (Ex) may make Full Attack 1 FALSE afterFALSE Charge Pull - Bite (Ex) after successful1bite FALSE attack FALSE vs. Medium or smaller foe, attempt free combat maneuver to pull fo Pull - Claw (Ex) after successful1claw FALSE attack FALSE vs. Medium or smaller foe, attempt free combat maneuver to pull f Pull - Gore (Ex) after successful1gore FALSE attack FALSE vs. Medium or smaller foe, attempt free combat maneuver to pull f Pull - Pincer (Ex) after successful1pincer FALSE attack FALSE vs. Medium or smaller foe, attempt free combat maneuver to pull Pull - Slam (Ex) after successful1slam FALSE attack FALSE vs. Medium or smaller foe, attempt free combat maneuver to pull f Pull - Sting (Ex) after successful1sting FALSE attack FALSE vs. Medium or smaller foe, attempt free combat maneuver to pull f Pull - Tail Slap (Ex) after successful1tail FALSE slap attack FALSE vs. Medium or smaller foe, attempt free combat maneuver to pu Pull - Tentacle (Ex) after successful1tentacle FALSEattack FALSE vs. Medium or smaller foe, attempt free combat maneuver to pu Push - Bite (Ex) after successful1bite FALSE attack FALSE vs. Medium or smaller foe, attempt free combat maneuver to push f Push - Claw (Ex) after successful1claw FALSE attack FALSE vs. Medium or smaller foe, attempt free combat maneuver to push Push - Gore (Ex) after successful1gore FALSE attack FALSE vs. Medium or smaller foe, attempt free combat maneuver to push Push - Pincer (Ex) after successful1pincer FALSE attack FALSE vs. Medium or smaller foe, attempt free combat maneuver to pus Push - Slam (Ex) after successful1slam FALSE attack FALSE vs. Medium or smaller foe, attempt free combat maneuver to push Push - Sting (Ex) after successful1sting FALSE attack FALSE vs. Medium or smaller foe, attempt free combat maneuver to push Push - Tail Slap (Ex) after successful1tail FALSE slap attack FALSE vs. Medium or smaller foe, attempt free combat maneuver to pu Push - Tentacle (Ex) after successful1tentacle FALSEattack FALSE vs. Medium or smaller foe, attempt free combat maneuver to pu Rake (Ex) gain 2 rake attacks 2 FALSE (1d4) useable FALSE each 1d4 timeEidolon_Rake_Dmg it succeeds on a grapple check Reach - Bite(Ex) reach with bite increases 1 FALSE by FALSE 5' Reach - Claw (Ex) reach with claw1 increases FALSE by FALSE 5' Reach - Gore (Ex) reach with gore1 increases FALSE by FALSE 5' Reach - Pincer (Ex) reach with pincer 1 increases FALSE FALSE by 5' Reach - Slam (Ex) reach with slam1increases FALSE by FALSE 5' Reach - Sting (Ex) reach with sting1increases FALSE by FALSE 5' Reach - Tail Slap (Ex) reach with tail slap 1 FALSE increases FALSE by 5' Reach - Tentacle (Ex) reach with tentacle 1 FALSE increases FALSE by 5' Rend (Ex) after 2 successful 2 FALSE claw attacks FALSE vs. same foe in 1 rnd, dealing 1d4+3) Scent (Ex) gain the scent special 1 FALSE quality FALSE Skilled - Appraise (Ex) gain +8 Racial bonus 1 FALSE on Appraise FALSE checks Appraise Skilled - Bluff (Ex) gain +8 Racial bonus 1 FALSE on Bluff FALSE checks Bluff Skilled - Climb (Ex) gain +8 Racial bonus 1 FALSE on Climb FALSE checks Climb Skilled - Craft (untrained) gain (Ex) +8 Racial bonus 1 FALSE on Craft FALSE (untrained) Craft (untrained) checks Skilled - Craft () (Ex) gain +8 Racial bonus 1 FALSE on Craft FALSE () checks Craft () Skilled - Craft () (Ex) gain +8 Racial bonus 1 FALSE on Craft FALSE () checks Craft () Skilled - Diplomacy (Ex)gain +8 Racial bonus 1 FALSE on Diplomacy FALSE Diplomacy checks Skilled - Disable Device gain (Ex) +8 Racial bonus 1 FALSE on Disable FALSE Device Disable checks Device Skilled - Disguise (Ex) gain +8 Racial bonus 1 FALSE on Disguise FALSE checks Disguise Skilled - Escape Artist (Ex) gain +8 Racial bonus 1 FALSE on Escape FALSE Artist Escape checks Artist Skilled - Fly (Ex) gain +8 Racial bonus 1 FALSE on Fly FALSE checksFly Skilled - Handle Animal (Ex) gain +8 Racial bonus 1 FALSE on Handle FALSE Animal Handle checks Animal Skilled - Heal (Ex) gain +8 Racial bonus 1 FALSE on Heal FALSE checks Heal Skilled - Intimidate (Ex) gain +8 Racial bonus 1 FALSE on Intimidate FALSE Intimidate checks

Skilled - Knowledge (arcana) gain +8 (Ex) Racial bonus 1 FALSE on Knowledge FALSE Knowledge (arcana) checks (arcana) Skilled - Knowledge (dungeoneering) gain +8 Racial (Ex) bonus 1 FALSE on Knowledge FALSE Knowledge (dungeoneering) (dungeoneering) checks Skilled - Knowledge (engineering) gain +8 Racial (Ex) bonus 1 FALSE on Knowledge FALSE Knowledge (engineering) (engineering) checks Skilled - Knowledge (geography) gain +8 Racial (Ex) bonus 1 FALSE on Knowledge FALSE Knowledge (geography) (geography) checks Skilled - Knowledge (history) gain +8 (Ex) Racial bonus 1 FALSE on Knowledge FALSE Knowledge (history) checks (history) Skilled - Knowledge (local) gain (Ex) +8 Racial bonus 1 FALSE on Knowledge FALSE Knowledge (local) checks (local) Skilled - Knowledge (nature) gain +8 (Ex) Racial bonus 1 FALSE on Knowledge FALSE Knowledge (nature) checks (nature) Skilled - Knowledge (nobility) gain +8 (Ex) Racial bonus 1 FALSE on Knowledge FALSE Knowledge (nobility) checks (nobility) Skilled - Knowledge (planes) gain +8 (Ex) Racial bonus 1 FALSE on Knowledge FALSE Knowledge (planes) checks (planes) Skilled - Knowledge (religion) gain +8 (Ex) Racial bonus 1 FALSE on Knowledge FALSE Knowledge (religion) checks (religion) Skilled - Knowledge (spirits) gain (Ex) +8 Racial bonus 1 FALSE on Knowledge FALSE Knowledge (spirits) checks (spirits) Skilled - Linguistics (Ex)gain +8 Racial bonus 1 FALSE on Linguistics FALSE Linguistics checks Skilled - Perception (Ex)gain +8 Racial bonus 1 FALSE on Perception FALSE Perception checks Skilled - Perform (act) (Ex) gain +8 Racial bonus 1 FALSE on Perform FALSE(act) Perform checks (act) Skilled - Perform (comedy) gain (Ex) +8 Racial bonus 1 FALSE on Perform FALSE(comedy) Perform checks (comedy) Skilled - Perform (dance) gain (Ex) +8 Racial bonus 1 FALSE on Perform FALSE(dance) Perform checks (dance) Skilled - Perform (keyboard) gain (Ex) +8 Racial bonus 1 FALSE on Perform FALSE(keyboard) Perform (keyboard) checks Skilled - Perform (oratory) gain (Ex) +8 Racial bonus 1 FALSE on Perform FALSE(oratory) Performchecks (oratory) Skilled - Perform (percussion) gain +8 (Ex) Racial bonus 1 FALSE on Perform FALSE(percussion) Perform (percussion) checks Skilled - Perform (string)gain (Ex)+8 Racial bonus 1 FALSE on Perform FALSE(string) Perform checks (string) Skilled - Perform (wind) gain (Ex) +8 Racial bonus 1 FALSE on Perform FALSE(wind) Perform checks (wind) Skilled - Perform (sing) (Ex) gain +8 Racial bonus 1 FALSE on Perform FALSE(sing) Perform checks (sing) Skilled - Perform (ritual) gain (Ex) +8 Racial bonus 1 FALSE on Perform FALSE(ritual) Perform checks (ritual) Skilled - Perform (untrained) gain +8 (Ex) Racial bonus 1 FALSE on Perform FALSE(untrained) Perform (untrained) checks Skilled - Profession (untrained) gain +8 (Ex) Racial bonus 1 FALSE on Profession FALSE Profession (untrained) (untrained) checks Skilled - Profession () (Ex) gain +8 Racial bonus 1 FALSE on Profession FALSE Profession () checks () Skilled - Profession () (Ex) gain +8 Racial bonus 1 FALSE on Profession FALSE Profession () checks () Skilled - Ride (Ex) gain +8 Racial bonus 1 FALSE on Ride FALSE checks Ride Skilled - Sense Motive (Ex) gain +8 Racial bonus 1 FALSE on Sense FALSE Motive Sense checks Motive Skilled - Sleight of Handgain (Ex)+8 Racial bonus 1 FALSE on Sleight FALSE of Hand Sleight checks of Hand Skilled - Spellcraft (Ex) gain +8 Racial bonus 1 FALSE on Spellcraft FALSE checks Spellcraft Skilled - Stealth (Ex) gain +8 Racial bonus 1 FALSE on Stealth FALSE checks Stealth Skilled - Survival (Ex) gain +8 Racial bonus 1 FALSE on Survival FALSE checks Survival Skilled - Swim (Ex) gain +8 Racial bonus 1 FALSE on Swim FALSE checks Swim Skilled - Trap Finding (Ex) gain +8 Racial bonus 1 FALSE on Trap FALSE Finding Trap checks Finding Skilled - Use Magic Device gain (Ex) +8 Racial bonus 1 FALSE on Use FALSE MagicUse Device Magic checks Device Skilled - CUSTOM SKILL gain 1 (Ex) +8 Racial bonus 1 FALSE on CUSTOM FALSE CUSTOM SKILL 1 checks SKILL 1 Skilled - CUSTOM SKILL gain 2 (Ex) +8 Racial bonus 1 FALSE on CUSTOM FALSE CUSTOM SKILL 2 checks SKILL 2 Slam I (Ex) gain slam attack 1 FALSE FALSE 1d8 Eidolon_Slam_Dmg Slam II (Ex) gain 2 slam attacks 2 FALSE FALSE 0 Eidolon_Slam_Atks Slam III (Ex) gain 3 slam attacks 3 FALSE FALSE Sonic Immunity (Su) gain immunity to 2 sonic FALSE dmg FALSE Sonic Resistance (Ex) gain resist sonic 1 5FALSE FALSE 0-level Spell-Like Ability gain (Sp) 1 wizard/sorcerer 1 FALSE spell FALSE of as a spell-like ability useable 3/day, DC 10 0-level Spell-Like Ability gain (Sp) 1 wizard/sorcerer 2 FALSE spell FALSE of as a spell-like ability useable at will, DC 10 1st level Spell-Like Ability gain (Sp) 1 wizard/sorcerer 1 FALSE spell FALSE of as a spell-like ability useable 1/day, DC 11 1st level Spell-Like Ability gain (Sp) 1 wizard/sorcerer 2 FALSE spell FALSE of as a spell-like ability useable 3/day, DC 11 2nd level Spell-Like Ability gain (Sp) 1 wizard/sorcerer 2 FALSE spell FALSE of as a spell-like ability useable 1/day, DC 12 2nd level Spell-Like Ability gain (Sp) 1 wizard/sorcerer 3 FALSE spell FALSE of as a spell-like ability useable 3/day, DC 12 3rd level Spell-Like Ability gain (Sp) 1 wizard/sorcerer 3 FALSE spell FALSE of as a spell-like ability useable 1/day, DC 13 3rd level Spell-Like Ability gain (Sp) 1 wizard/sorcerer 4 FALSE spell FALSE of as a spell-like ability useable 3/day, DC 13 4th level Spell-Like Ability gain (Sp) 1 wizard/sorcerer 4 FALSE spell FALSE of as a spell-like ability useable 1/day, DC 14 4th level Spell-Like Ability gain (Sp) 1 wizard/sorcerer 5 FALSE spell FALSE of as a spell-like ability useable 3/day, DC 14 5th level Spell-Like Ability gain (Sp) 1 wizard/sorcerer 5 FALSE spell FALSE of as a spell-like ability useable 1/day, DC 15 5th level Spell-Like Ability gain (Sp) 1 wizard/sorcerer 6 FALSE spell FALSE of as a spell-like ability useable 3/day, DC 15

6th level Spell-Like Ability gain (Sp) 1 wizard/sorcerer 6 FALSE spell FALSE of as a spell-like ability useable 1/day, DC 16 6th level Spell-Like Ability gain (Sp) 1 wizard/sorcerer 7 FALSE spell FALSE of as a spell-like ability useable 3/day, DC 16 7th level Spell-Like Ability gain (Sp) 1 wizard/sorcerer 7 FALSE spell FALSE of as a spell-like ability useable 1/day, DC 17 7th level Spell-Like Ability gain (Sp) 1 wizard/sorcerer 8 FALSE spell FALSE of as a spell-like ability useable 3/day, DC 17 8th level Spell-Like Ability gain (Sp) 1 wizard/sorcerer 8 FALSE spell FALSE of as a spell-like ability useable 1/day, DC 18 8th level Spell-Like Ability gain (Sp) 1 wizard/sorcerer 9 FALSE spell FALSE of as a spell-like ability useable 3/day, DC 18 9th level Spell-Like Ability gain (Sp) 1 wizard/sorcerer 9 FALSE spell FALSE of as a spell-like ability useable 1/day, DC 19 9th level Spell-Like Ability gain (Sp) 1 wizard/sorcerer 10 FALSE spell FALSE of as a spell-like ability useable 3/day, DC 19 Spell Resistance (Ex) gain SR 11 4 FALSE FALSE Sting I (Ex) gain sting attack 1 FALSE FALSE 1d4 Eidolon_Sting_Dmg Sting II (Ex) gain 2 sting attacks 2 FALSE FALSE 0 Eidolon_Sting_Atks Sting III (Ex) gain 3 sting attacks 3 FALSE FALSE Strength Increase +2 (Ex) Strength increases 2 FALSE by +2 FALSE Strength Increase +4 (Ex) Strength increases 4 FALSE by +4 FALSE Strength Increase +6 (Ex) Strength increases 6 FALSE by +6 FALSE Strength Increase +8 (Ex) Strength increases 8 FALSE by +8 FALSE Swallow Whole (Ex) if begining turn w/ 3 FALSE Small or FALSE smaller foe grappled using bite attack, attempt combat maneuver to Swim I (Ex) gain swim speed0' 1 FALSE FALSE 0 Eidolon_Spd_Swim Swim II (Ex) gain climb speed20' 2 FALSE FALSE Swim III (Ex) gain climb speed40' 3 FALSE FALSE Tail I (Ex) gain tail that grants 1 FALSE +2 Racial FALSE bonus on Acrobatics checks made to balance on a surface Tail II (Ex) gain 2 tails that 2 grant FALSE +4 Racial FALSE bonus on Acrobatics checks made to balance on a surface Tail III (Ex) gain 3 tails that 3 grant FALSE +6 Racial FALSE bonus on Acrobatics checks made to balance on a surface Tail Slap I (Ex) gain secondary 1 tail FALSE slap attack FALSE 1d6 Eidolon_TailSlap_Dmg Tail Slap II (Ex) gain 2 secondary 2 tail FALSE slap attacks FALSE 0 Eidolon_TailSlap_Atks Tail Slap III (Ex) gain 3 secondary 3 tail FALSE slap attacks FALSE Tentacle I (Ex) gain secondary 1 tentacle FALSE attack FALSE 1d4 Eidolon_Tentacle_Dmg Tentacle II (Ex) gain 2 secondary 2 tentacle FALSE attacks FALSE 0 Eidolon_Tentacle_Atks Tentacle III (Ex) gain 3 secondary 3 tentacle FALSE attacks FALSE 470 Trample (Ex) Full-Round Action; 2 TRUE overrunFALSE Small or 1d6 smaller Eidolon_Trample foe (w/out requiring combat maneuver check) to de Tremorsense (Ex) gain tremorsense 2 FALSE 30' FALSE 472 Trip (Ex) after successful2bite TRUE vs. Medium FALSE or smaller foe, attempt free combat maneuver check to knock Weapon Training - Simple gain (Ex) Simple Weapon 2 FALSE Proficiency FALSE as bonus feat Weapon Training - Martial(Ex) gain Simple Weapon 4 FALSE Proficiency FALSE and Martial Weapon Proficiency as bonus feats Web (Ex) web can to support 3 FALSE self plus FALSE another up to 1 Medium or smaller; 8/day, may throw webbing as r Wing Buffet (Ex) gain 2 secondary 1 wing FALSE buffet FALSE attacks 1d4 Eidolon_WingBuffet_Dmg Wisdom Increase +2 (Ex) Wisdom increases 2 FALSE by +2 FALSE Wisdom Increase +4 (Ex) Wisdom increases 4 FALSE by +4 FALSE Wisdom Increase +6 (Ex) Wisdom increases 6 FALSE by +6 FALSE Wisdom Increase +8 (Ex) Wisdom increases 8 FALSE by +8 FALSE List_Ei

WIS 0 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

14 12 12 15

6 6 6 10

14 11 14

6 4 12

12 12 12 12 13 15 12 15 12 12 12

2 2 2 10 7 10 7 10 14 6 10

SENSES QUALIFIED None TRUE 2 None low-light vision, scent FALSE #NUM! NULL hold breath low-light vision FALSE #NUM! NULL low-light vision, scent FALSE #NUM! NULL low-light vision, scent FALSE #NUM! NULL rage (as a barbarian low-light for 6 rnds/day vision, scent FALSE #NUM! NULL low-light vision, scent FALSE #NUM! NULL low-light vision, scent FALSE #NUM! NULL low-light vision, scent FALSE #NUM! NULL low-light vision, scent FALSE #NUM! NULL spit (ranged touch low-light attack, target vision,is scent Sickened FALSE #NUM! for 1d4 rnds, NULL range 10') trip low-light vision, scent FALSE #NUM! NULL hold breath low-light vision FALSE #NUM! NULL low-light vision, scent FALSE #NUM! NULL #NUM! NULL low-light vision, scent FALSE #NUM! NULL #NUM! NULL low-light vision FALSE #NUM! NULL low-light vision, scent FALSE #NUM! NULL low-light vision FALSE #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL low-light vision FALSE #NUM! NULL low-light vision, scent FALSE #NUM! NULL #NUM! NULL trip low-light vision, scent FALSE #NUM! NULL rake (1d4) low-light vision, scent FALSE #NUM! NULL #NUM! NULL #NUM! NULL #NUM! NULL low-light vision FALSE #NUM! NULL low-light vision, scent FALSE #NUM! NULL low-light vision, scent FALSE #NUM! NULL #NUM! NULL #NUM! NULL low-light vision, scent FALSE #NUM! NULL grab low-light vision, scent FALSE #NUM! NULL poison (Frequency low-light 1 rnd (6), vision, Effect scent 1 FALSE Con dmg, #NUM! CureNULL 1 save, Con-based DC) #NUM! NULL low-light vision, scent FALSE #NUM! NULL powerful jaws (threat low-light range vision 19-20). FALSE #NUM! NULL rake (1d4) low-light vision, scent FALSE #NUM! NULL low-light vision, scent FALSE #NUM! NULL low-light vision, scent FALSE #NUM! NULL low-light vision, scent FALSE #NUM! NULL trip scent FALSE #NUM! NULL rage (as a barbarian low-light for 6 rnds/day) vision, scent FALSE #NUM! NULL List_Animal_Companions

SQ None

n addition to any that the druid might choose to teach it (see the Handle Animal skill for more details on how to teach an animal tricks). These

Special Link, share spells 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

ATTACKS BAB STR DEX None 0 0 slam (1d4+1) 2 12 2 claws (1d3+1) 3 13 bite (1d34) 0 1 2 claws (1d24), 0 bite (1d34) 3 bite (1d34) 0 1 2 claws (1d24), 0 bite (1d34) 3 2 talons (1d42) 0 6 2 talons (1d42) 0 6 bite (1d44) 0 3 bite (1d34) 0 3 2 talons (1d42) 0 6 bite (1d34) 0 2 bite (1d34) 0 2 0 1 bite (1d22 plus 0poison) 4

CON 0 17 15 15 15 15 15 17 17 15 15 17 15 15 12 17 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

SKILLS Acrobatics SA SQ FEATS Ranks Class None None None whirlwindAir (DC Mastery 12)Flyby (Ex): Attack, airborne Improved 1 foes take Initiative, 3 1 penalty Weapo o Breath Weapon: DR 5/magic; 15' Dodge, cone, Fast Improved 1d8 Healing slashing 0 2 Initiative (gusty (Ref and DCwindy); 13 half) S Master gains Weapon +3 bonus Finesse on 0 Fly checks 3 Master gains Weapon +3 bonus Finesse on 0 Stealth 3checks Smite Evil1/day Resist Cold, Weapon (Swift Acid, Action), Finesse and Electricity add 0 Cha 3 5 bonus to attack Smite Evil1/day Resist Cold, Weapon (Swift Acid, Action), Finesse and Electricity add 0 Cha 3 5 bonus to attack Smite Evil1/day Resist Cold, Weapon (Swift Acid, Action), Finesse and Electricity add 0 Cha 3 5 bonus to attack Smite Evil1/day Resist Cold, Weapon (Swift Acid, Action), Finesse and Electricity add 0 Cha 3 5 bonus to attack Smite Evil1/day Resist Cold, Weapon (Swift Acid, Action), Finesse and Electricity add 0 Cha 3 5 bonus to attack Smite Evil1/day Resist Cold, Weapon (Swift Acid, Action), Finesse and Electricity add 0 Cha 3 5 bonus to attack Smite Evil1/day Resist Cold, Weapon (Swift Acid, Action), Finesse and Electricity add 0 Cha 3 5 bonus to attack Smite Evil1/day Resist Cold, Weapon (Swift Acid, Action), Finesse and Electricity add 0 Cha 3 5 bonus to attack Smite Evil1/day Resist Cold, Skill (Swift Acid, Focus Action), and [Perception], Electricity add 0 Cha 3 5 bonus Weapon to attack Fines Smite Evil1/day Resist Cold, Skill (Swift Acid, Focus Action), and [Perception] Electricity add 0 Cha 3 5 bonus to attack - Smite Evil1/day Resist Cold, Weapon (Swift Acid, Action), Finesse and Electricity 0add Cha 3 5 bonus to attac

bite (1d34 plus 0attach) 3 15 bite (1d34 plus 0attach) 3 15 bite (1d34 plus 0attach) 3 15 bite (1d4 plus disease) 0 10 17 2 claws (1d3+1) 3 13 15 slam (1d6+4) 2 16 8 2 claws (1d3+1) 3 13 15 bite (1d34) 0 1 15 2 claws (1d24), 0 bite (1d34) 3 15 2 talons (1d42) 0 6 17 2 talons (1d42) 0 6 17 bite (1d44) 0 3 15 bite (1d34) 0 3 15 2 talons (1d42) 0 6 17 bite (1d34) 0 2 15 bite (1d34) 0 2 15 0 1 12 bite (1d22 plus 0poison) 4 17 bite (1d34 plus 0attach) 3 15 slam (1d4 plus burn) 2 10 13 2 claws (1d3+1) 3 13 15 2 claws (1d24), 0 bite (1d34) 3 15 2 claws (1d24), 0 bite (1d34) 3 15 2 talons (1d42) 0 6 17 1 bite (1d41 plus 2 poison) 8 15 2 claws (1d3+1) 3 13 15 sting (1d4 plus poison) 3 10 17 bite (1d44) 0 3 15 2 claws (1d3+1) 3 13 15 bite (1d34) 0 3 15 2 claws (1d3+1) 3 13 15 0 1 12 2 talons (1d42) 0 6 17 2 claws (1d24), 0 bite (1d34) 3 15 sting (1d32 plus 2 poison), 7 bite (1d22) 15 slam (1d4+1) 3 8 14 bite (1d34) 0 2 15 bite (1d34) 0 2 15 2 claws (1d3+1) 3 13 15 2 claws (1d3+1) 3 13 15 2 claws (1d3+1) 3 13 15 2 claws (1d3+1) 3 13 15 touch (attach) 0 3 19 0 1 12 bite (1d22 plus 0poison) 4 17 slam (1d6+3) 2 14 10 2 claws (1d3+1) 3 13 15 bite (1d34 plus 0attach) 3 15

10 10 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 12 12 10 6 8 13 12 10

2 2 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 6 6 1 1 1 4 6 2

12 12 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 11 11 12 15 13 11 11 12

5 5 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 14 14 6 4 2 11 14 5

- Smite Evil1/day Resist Cold, Weapon (Swift Acid, Action), Finesse and Electricity 0add Cha 3 5 bonus to attac Master gains +3 bonus on 0 Stealth 3checks Master gains a +2 bonus 0on grapple 3 checks Disease (Ex) FilthSkill fever: Focus Biteinjury; (Perception) 0 save 3Fort DC 11; on Breath Weapon: DR 5/magic; 15' Dodge, cone, Fast Improved 1d4 Healing slashing 0 2 Initiative (dusty); and Sickened Spell-Like 3A r Earth Mastery Earth (Ex): Glide Improved gains (Ex): +1 may Bull bonus pass Rush, 0 on through Power attacks/dmg almost Attack any if bot e Breath Weapon: DR 5/magic; 15' Dodge, cone, Fast Improved 1d8 Healing bludgeoning 0 2 Initiative (underground); (Ref DC Chan 13 h Smite Good1/day Resist Cold Weapon (Swift and Fire Action), Finesse 5 0 add Cha 3 bonus to atta Smite Good1/day Resist Cold Weapon (Swift and Fire Action), Finesse 5 0 add Cha 3 bonus to atta Smite Good1/day Resist Cold Weapon (Swift and Fire Action), Finesse 5 0 add Cha 3 bonus to atta Smite Good1/day Resist Cold Weapon (Swift and Fire Action), Finesse 5 0 add Cha 3 bonus to atta Smite Good1/day Resist Cold Weapon (Swift and Fire Action), Finesse 5 0 add Cha 3 bonus to atta Smite Good1/day Resist Cold Weapon (Swift and Fire Action), Finesse 5 0 add Cha 3 bonus to atta Smite Good1/day Resist Cold Weapon (Swift and Fire Action), Finesse 5 0 add Cha 3 bonus to atta Smite Good1/day Resist Cold Weapon (Swift and Fire Action), Finesse 5 0 add Cha 3 bonus to atta Smite Good1/day Resist Cold Skill (Swift and Focus Fire Action), [Perception], 5 0 add Cha 3 Weapon bonus to Fines atta Smite Good1/day Resist Cold Skill (Swift and Focus Fire Action), [Perception] 5 0 add Cha 3 bonus to atta - Poison Resist (Ex) Biteinjury; Cold Weapon and Fire save Finesse 5 Fort 0 DC 9; 3freq 1/rnd for 6 - Smite Good1/day Resist Cold Weapon and (Swift Fire Finesse Action), 5 0 add Cha 3 bonus to att Burn: (1d4, Immune: DC 11) Dodge, elemental Improved traits, 1 fire Initiative, 3 Weapon Fin Breath Weapon: DR 5/magic; 15' Dodge, cone, Fast Improved 1d8 Healing fire 0 (Ref 2 Initiative (fire); DCImmune: 13 half) Fire; Master gains Weapon +2 bonus Finesse on 0 Reflex3 saves Master gains Weapon +3 bonus Finesse on 0 Survival 3 checks Master gains Weapon +3 bonus Finesse on 0 sight-based 3 and oppo Poison (Ex) Telepathic Biteinjury; Lightning Link (Su): save Reflexes cannot Fort 0 DC speak, 13; freq but 1/min knows forw 6 Breath Weapon: DR 5/magic; 15' Dodge, cone, Fast Improved 1d4 Healing cold 0 2 Initiative and (below Sickened freezing); 3 rnds Im Poison (Ex) DR Stinginjury; 5/good Dodge, or silver; Weapon save Immune: Fort 3 Finesse DC fire, 13; 3 poison; frequency Resis 1/r Master gains Weapon +3 bonus Finesse on 0 Climb 3 checks Breath Weapon: DR 5/magic; 15' Dodge, cone, Fast Improved 1d8 Healing fire 0 (Ref 2 Initiative (magma DC 13or half) lava); Im Master gains Weapon +3 bonus Finesse on 0 Acrobatics 3 checks Breath Weapon: DR 5/magic; 15' Dodge, cone, Fast Improved 1d4 Healing acid 0 2 Initiative and (wet Sickened or muddy); 3 rnds Spe Master gains Skill Focus +3 bonus [Perception] on 0 Swim checks 3 Master gains Weapon +3 bonus Finesse on 0 sight-based 3 and oppo Master gains Weapon +3 bonus Finesse on 0 Diplomacy 3 checks Poison (Ex) Languages: Stinginjury; Weapon Draconic, save Finesse telepathy Fort 0 DC 14; (60'); frequency Immune 1/m p Poison (Ex) DR Clawinjury; 5/cold Improved iron or save good; Initiative, Fort Immune: 0 DC Weapon 13; electricity, freq Finesse 1/rnd pois for Master gains Weapon +2 bonus Finesse on 0 Fortitude 3 saves Master gains Skill Focus +3 bonus [Perception], on 0 Appraise 3 Weapon checks; Fines fam Breath Weapon: DR 5/magic; 15' Dodge, cone, Fast Improved 1d4 Healing slashing 0 2 Initiative (arid); andSpell-Like Sickened Ab 3r Master gains +2 bonus on 0 initiative rolls Master gains +3 bonus on 0 Climb checks Breath Weapon: DR 5/magic; 15' Dodge, cone, Immune: Improved 1d4 fire Fire; 0 and Initiative Weaknesses: Sickened 3 Vulner rnds ( - Attach (Ex): Diseased grapples Weapon (Ex): foe, 10% Finesse +8 chance Racial 0 target bonus 3 of to blood maintain drain g Master gains Skill Focus +3 hit points [Perception] 0 3 Poison (Ex) Master Biteinjury; gains Weapon +3 save bonus Finesse Fort on 0 DC Bluff 9;checks frequency 3 1/rou - Water Mastery Immune: (Ex): Power elemental gains Attack +1 traits bonus 1 on attacks/dmg 3 if b Breath Weapon: DR 5/magic; 15' Dodge, cone, Fast Improved 1d8 Healing acid 0 2 Initiative (Ref (underwater); DC 13 half) SpellAttach (Ex) Master When gains Weapon a weasel +2 bonus Finesse hits with on 0 Reflex a bite 3 saves attack, it autom

hic link, deliver touch spells hic link, deliver touch spells hic link, deliver touch spells, speak with master hic link, deliver touch spells, speak with master hic link, deliver touch spells, speak with master, speak with animals of its kind hic link, deliver touch spells, speak with master, speak with animals of its kind hic link, deliver touch spells, speak with master, speak with animals of its kind hic link, deliver touch spells, speak with master, speak with animals of its kind hic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance hic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance hic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiar hic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiar hic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiar hic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiar hic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiar hic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiar hic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiar hic link, deliver touch spells, speak with master, speak with animals of its kind, spell resistance, scry on familiar

Max Atk Special 0 3 Link, share spells 3 Evasion, link, share spells 3 Evasion, link, share spells 4 Evasion, link, share spells 4 Evasion, link, share spells 4 Devotion, evasion, link, share spells 4 Devotion, evasion, link, share spells 5 Devotion, evasion, link, share spells 5 Devotion, evasion, link, multiattack, share spells 5 Devotion, evasion, link, multiattack, share spells 5 Devotion, evasion, link, multiattack, share spells 6 Devotion, evasion, link, multiattack, share spells 6 Devotion, evasion, link, multiattack, share spells 6 Devotion, evasion, link, multiattack, share spells 6 Devotion, improved evasion, link, multiattack, share spells 7 Devotion, improved evasion, link, multiattack, share spells 7 Devotion, improved evasion, link, multiattack, share spells 7 Devotion, improved evasion, link, multiattack, share spells

7 Devotion, improved evasion, link, multiattack, share spells 8 Devotion, improved evasion, link, multiattack, share spells

WIS 0 10 10 10

CHA 0 11 11 11

EVO SENSES QUALIFIED None None TRUE #NUM! bite, limbs | darkvision (legs) (2) 60' FALSE #NUM! claws, limbs | darkvision (arms), limbs 60' (legs) FALSE #NUM! bite, climb, | darkvision tail, tail slap 60' FALSE #NUM!

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!

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

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

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

h an animal tricks). These bonus tricks don't require any training time or Handle Animal checks, and they don't count against the normal limit

Racial 0 0 0 0 0 0 0 0 8 8 0 0 0 0 0

Appraise 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

Bluff Ranks 0 3 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

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 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

3 3 3 3 3 3 3 3 3 3 3 3 3

8 8 8 0 0 0 0 0 0 0 0 8 8 0 0 0 0 0 8 0 0 0 0 0 0 0 0 8 0 8 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 8

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

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

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 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 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

8 8 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 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 0 0 2 0 0 0 0 0 0 0 0 0 0 0 0 0

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

nt against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can't be changed.
Spe

Escape Artist 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

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 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 (arcana) Ranks Class 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

Knowledge (dungeone Ranks 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

3 3

1 1 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 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 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 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 3 3

0 0 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 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 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0

3 3

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

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

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

0 0 0 0 0 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

hey can't be changed.


Special: This includes a number of abilities gained by animal companions as they increase in power. Each of these bo

Knowledge (dungeoneering) Knowledge (planes) Class Racial Ranks Class Racial 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 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Perception Ranks Class 1 3 0 1 0 1 1 1 0 1 1 0 1 0 1 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 Class 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 3

Racial 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Spellcraft Ranks Class 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

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

0 0 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 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 3 3 3 3

0 0 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 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 0 0 2 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

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

0 0 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

n power. Each of these bonuses is described below.


Link (Ex): A druid can handle her animal companion as a free action, or push it as a move

Racial 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Stealth Ranks Class 1 3 0 0 0 0 0 0 1 0 0 1 0 1 0 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 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

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

SENSESQUALIFIED None TRUE #NUM! darkvision FALSE 60' #NUM! darkvision FALSE 60' #NUM! blindsense FALSE 20', low-light #NUM! vision low-light vision, FALSE scent #NUM! blindsense FALSE 20', low-light #NUM! vision low-light vision, FALSE scent #NUM! darkvision FALSE 60', low-light #NUM! vision low-light vision FALSE #NUM! low-light vision FALSE #NUM! low-light vision FALSE #NUM! low-light vision FALSE #NUM! low-light vision, FALSE scent #NUM! low-light vision FALSE #NUM! low-light vision, FALSE scent #NUM! low-light vision, FALSE scent #NUM!

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 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 3 3 1 1 0 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 3 3 3 3

12 12 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 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 0 0 2 0 0 0 0 0 0 0 0 0 0 0 0 0

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

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

0 0 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 0 0 8 8 8 0

low-light vision, FALSE scent #NUM! low-light vision, FALSE scent #NUM! low-light vision, FALSE scent #NUM! low-light vision, FALSE scent #NUM! darkvision FALSE 60' #NUM! darkvision FALSE 60', tremorsense #NUM! 60' darkvision FALSE 60' #NUM! blindsense FALSE 20', low-light #NUM! vision low-light vision, FALSE scent #NUM! darkvision FALSE 60', low-light #NUM! vision low-light vision FALSE #NUM! low-light vision FALSE #NUM! low-light vision FALSE #NUM! low-light vision FALSE #NUM! low-light vision, FALSE scent #NUM! low-light vision FALSE #NUM! low-light vision, FALSE scent #NUM! darkvision FALSE 60', low-light #NUM! vision, scent low-light vision, FALSE scent #NUM! darkvision FALSE 60' #NUM! darkvision FALSE 60' #NUM! low-light vision, FALSE scent #NUM! low-light vision, FALSE scent #NUM! low-light vision FALSE #NUM! darkvision FALSE 60', low-light #NUM! vision darkvision FALSE 60' #NUM! darkvision FALSE 60', detect #NUM! good, detect mag low-light vision FALSE #NUM! darkvision FALSE 60' #NUM! low-light vision FALSE #NUM! darkvision FALSE 60' #NUM! low-light vision, FALSE scent #NUM! low-light vision FALSE #NUM! low-light vision, FALSE scent #NUM! blindsense FALSE 60', darkvision #NUM! 60', low-light darkvision FALSE 60' #NUM! low-light vision, FALSE scent #NUM! low-light vision FALSE #NUM! darkvision FALSE 60' #NUM! darkvision FALSE 60' #NUM! darkvision FALSE 60' #NUM! darkvision FALSE 60' #NUM! darkvision FALSE 60', low-light #NUM! vision, scent low-light vision, FALSE scent #NUM! low-light vision, FALSE scent #NUM! darkvision FALSE 60' #NUM! darkvision FALSE 60' #NUM! low-light vision, FALSE scent #NUM! List_Familiars

ction, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on

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

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL 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 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): The

on.
S
hare Spells (Ex): The druid may cast a spell with a target of You on her animal companion (as a spell with a range of touch

ange of touch

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

Enhancement Competence Item Aura CL Slot Cost Wgt BonusOther Const. Strength ReqsDexterity Constitution Intelligence Wisdom Charisma Strength Dexterity Constitution Amulet faint of Mighty evocation 5Fists Neck +1 5000 0 1 +1 Enhancement Craft Wondrous bonus Item, to attack greater and magic dmg fang, w/ unarmed caster level attacks 3rdand plus natural any requi wea Amulet faint of Mighty evocation 5Fists Neck +2 #### 0 2 +2 Enhancement Craft Wondrous bonus Item, to attack greater and magic dmg fang, w/ unarmed caster level attacks 6thand plus natural any requir wea Amulet faint of Mighty evocation 5Fists Neck +3 #### 0 3 +3 Enhancement Craft Wondrous bonus Item, to attack greater and magic dmg fang, w/ unarmed caster level attacks 9thand plus natural any requir wea Amulet faint of Mighty evocation 5Fists Neck +4 #### 0 4 +4 Enhancement Craft Wondrous bonus Item, to attack greater and magic dmg fang, w/ unarmed caster level attacks 12th and plus natural any requ wea Amulet faint of Mighty evocation 5Fists Neck +5 #### 0 5 +5 Enhancement Craft Wondrous bonus Item, to attack greater and magic dmg fang, w/ unarmed caster level attacks 15th and plus natural any requ wea Amulet faint of Natural transmutation 5 Armor Neck 2000 +1 0 1 +1 Enhancement Craft Wondrous bonus Item, to Natural barkskin, Armor caster level 3rd Amulet faint of Natural transmutation 5 Armor Neck 8000 +2 0 2 +2 Enhancement Craft Wondrous bonus Item, to Natural barkskin, Armor caster level 6th Amulet faint of Natural transmutation 5 Armor Neck #### +3 0 3 +3 Enhancement Craft Wondrous bonus Item, to Natural barkskin, Armor caster level 9th Amulet faint of Natural transmutation 5 Armor Neck #### +4 0 4 +4 Enhancement Craft Wondrous bonus Item, to Natural barkskin, Armor caster level 12th Amulet faint of Natural transmutation 5 Armor Neck #### +5 0 5 +5 Enhancement Craft Wondrous bonus Item, to Natural barkskin, Armor caster level 15th Amulet moderate of Proof 8 against abjuration Neck Detection #### and 0 Location Caster Craft of divination Wondrous targeting Item, nondetection wearer must succeed on a caster level check (DC Amulet strong of theconjuration Planes 15 Neck #### 0 Plane Craft shift to Wondrous specific location Item, plane (DC shift 15 Int check, failure leads to random locatio Apparatus strong of evocation the 19Crab Noneand #### transmutation 500 Seats Craft 2 Medium Wondrous or Small Item, creatures; animate works objects, upcontinual to 900' water flame, w/creator air for 2 must to surviv hav Bag ofmoderate Holding (Type 9 conjuration None I) 2500 15 Move Craft Action Wondrous or Full-Round Item,Action secretto chest retrieve item; holds 250 lbs., 30 cu. ft. Bag ofmoderate Holding (Type 9 conjuration None II) 5000 25 Move Craft Action Wondrous or Full-Round Item,Action secretto chest retrieve item; holds 500 lbs., 70 cu. ft. Bag ofmoderate Holding (Type 9 conjuration None III) 7400 35 Move Craft Action Wondrous or Full-Round Item,Action secretto chest retrieve item; holds 1,000 lbs., 150 cu. ft. Bag ofmoderate Holding (Type 9 conjuration None IV)#### 60 Move Craft Action Wondrous or Full-Round Item,Action secretto chest retrieve item; holds 1,500 lbs., 250 cu. ft. Bag offaint Tricks conjuration (Gray) 3 None 3400 0 2/day;Craft Bat (130), Wondrous Rat (3160), Item, summon Cat (6175), nature's Weasel ally II (7690), or Riding Dog (9 Bag offaint Tricks conjuration (Rust) 5 None 8500 0 2/day;Craft Wolverine Wondrous (130), Item, Wolf summon (3160), nature's Boar (6185), ally II or Leopard (86100) for Bag ofmoderate Tricks (Tan) 9 conjuration None #### 0 2/day;Craft Grizzly Wondrous Bear (130), Item, Lion summon (3160), nature's Heavy ally Horse II (6175), Tiger (7690), None Bead of moderate Force 10 evocation Craft Wondrous Item, resilient sphere Belt ofstrong Dwarvenkind divination 12 Belts #### 1 Gain various Craft Wondrous abilities related Item, 0 tongues, to dwarves creator must be a dwarf Belt ofmoderate Giant Strength 8 transmutation Belts +24000 1 2 +2 Enhancement Craft Wondrous 0 bonus Item, to Strength bull's strength Belt ofmoderate Giant Strength 8 transmutation Belts +4#### 1 4 +4 Enhancement Craft Wondrous 0 bonus Item, to Strength bull's strength Belt ofmoderate Giant Strength 8 transmutation Belts +6#### 1 6 +6 Enhancement Craft Wondrous 0 bonus Item, to Strength bull's strength Belt ofmoderate Incredible 8 transmutation Dexterity Belts 4000 +2 1 2 +2 Enhancement Craft Wondrous bonus 0 Item, to Dexterity cat's grace Belt ofmoderate Incredible 8 transmutation Dexterity Belts #### +4 1 4 +4 Enhancement Craft Wondrous bonus 0 Item, to Dexterity cat's grace Belt ofmoderate Incredible 8 transmutation Dexterity Belts #### +6 1 6 +6 Enhancement Craft Wondrous bonus 0 Item, to Dexterity cat's grace Belt ofmoderate Mighty Constitution 8 transmutation Belts 4000 +2 1 2 +2 Enhancement Craft Wondrous bonus Item, to Constitution 0 bear's endurance Belt ofmoderate Mighty Constitution 8 transmutation Belts #### +4 1 4 +4 Enhancement Craft Wondrous bonus Item, to Constitution 0 bear's endurance Belt ofmoderate Mighty Constitution 8 transmutation Belts #### +6 1 6 +6 Enhancement Craft Wondrous bonus Item, to Constitution 0 bear's endurance Belt ofstrong Physical transmutation 12 Might Belts +2#### [Str and Dex] 1 2 +2 Enhancement Craft Wondrous 0 bonus 0 Item, to Strength bull's strength, and Dexterity cat's grace Belt ofstrong Physical transmutation 12 Might Belts +4#### [Str and Dex] 1 4 +4 Enhancement Craft Wondrous 0 bonus 0 Item, to Strength bull's strength, and Dexterity cat's grace Belt ofstrong Physical transmutation 12 Might Belts +6#### [Str and Dex] 1 6 +6 Enhancement Craft Wondrous 0 bonus 0 Item, to Strength bull's strength, and Dexterity cat's grace Belt ofstrong Physical transmutation 12 Might Belts +2#### [Str and Con] 1 2 +2 Enhancement Craft Wondrous 0 bonus Item, to Strength 0 bear's endurance, and Constitution bull's strength Belt ofstrong Physical transmutation 12 Might Belts +4#### [Str and Con] 1 4 +4 Enhancement Craft Wondrous 0 bonus Item, to Strength 0 bear's endurance, and Constitution bull's strength Belt ofstrong Physical transmutation 12 Might Belts +6#### [Str and Con] 1 6 +6 Enhancement Craft Wondrous 0 bonus Item, to Strength 0 bear's endurance, and Constitution bull's strength Belt ofstrong Physical transmutation 12 Might Belts +2#### [Dex and1 Con] 2 +2 Enhancement Craft Wondrous bonus 0 Item, to Dexterity 0 bear's endurance, and Constitution cat's grace Belt ofstrong Physical transmutation 12 Might Belts +4#### [Dex and1 Con] 4 +4 Enhancement Craft Wondrous bonus 0 Item, to Dexterity 0 bear's endurance, and Constitution cat's grace Belt ofstrong Physical transmutation 12 Might Belts +6#### [Dex and1 Con] 6 +6 Enhancement Craft Wondrous bonus 0 Item, to Dexterity 0 bear's endurance, and Constitution cat's grace Belt ofstrong Physical transmutation 16 Perfection Belts #### +2 1 2 +2 Enhancement Craft Wondrous 0 bonus 0 Item, to Strength, 0 bear's endurance, Dexterity, and bull's Constitution strength, cat's grace Belt ofstrong Physical transmutation 16 Perfection Belts #### +4 1 4 +4 Enhancement Craft Wondrous 0 bonus 0 Item, to Strength, 0 bear's endurance, Dexterity, and bull's Constitution strength, cat's grace Belt ofstrong Physical transmutation 16 Perfection Belts #### +6 1 6 +6 Enhancement Craft Wondrous 0 bonus 0 Item, to Strength, 0 bear's endurance, Dexterity, and bull's Constitution strength, cat's grace Blessed moderate Book 7 transmutation None #### 1 Small Craft (12" x Wondrous 8" x 1") waterproof Item, secret book page w/ lock; holds 1,000 pages of spells w/ou Boat, Folding moderate 6 transmutation None 7200 4 Small Craft (12" x Wondrous 6" x 6") wooden Item, fabricate, box unfolds creator to form must boat have (10' 2x ranks 4' x 2' inin the 1 rnd, Craft 24' (s Boots faint of Elvenkind transmutation 5 Feet 2500 1 5 +5 Competence Craft Wondrous to Acrobatics Item, creator must be an elf Boots faint of Levitation transmutation 3 Feet 7500 1 Command Craft Word: Wondrous levitate Item, as levitate per levitate spell Boots moderate of Speed 10 transmutation Feet #### 1 Free Action: Craft Wondrous up to 10 rnds/day Item, haste (need not be consecutive), act as though affecte Boots faint of Striding transmutation 3and Feet Springing 5500 1 10 +10' Enhancement Craft Wondrous bonus Item, to longstrider, base land spd; creator +5 Competence must have 5 to ranks Acrobatics in the Acrob to ju Boots moderate of Teleportation 9 conjuration Feet #### 3 Teleport Craft 3/day Wondrous as per the Item, spell teleport Boots faint of the abjuration Winterlands 5 Feet and 2500 transmutation 1 Move Craft on snow/ice Wondrous at ', Item, leaving cat's no grace, tracks,endure w/out falling/slipping; elements, pass warmed withoutas trace w/ en

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Boots,moderate Winged 8 transmutation Feet #### 1 3/day,Craft fly 60' Wondrous (good) w/ Item, +4 bonus fly to Fly as per spell for up to 5 min. per flight Bracelet strong of Friends conjuration 15 Wrists#### 1 Standard Craft Action: Wondrous call willing Item, person refuge keyed to charm located on same plane; 4 c Wrists Bracers moderate of Archery, 8 transmutation Greater Bracers faint of Archery, transmutation 4 Wrists5000 Lesser 1 Proficient Craft w/ Wondrous all bows; if Item, already Craft proficient, Magic Arms +1 Competence and Armor, crafter to attacks must be profi Bracers moderate of Armor 7 conjuration +1 Bracers moderate of Armor 7 conjuration +2 Bracers moderate of Armor 7 conjuration +3 Bracers moderate of Armor 7 conjuration +4 Bracers moderate of Armor 7 conjuration +5 Wrists Bracers moderate of Armor 7 conjuration +6 Bracers moderate of Armor 7 conjuration +7 Bracers moderate of Armor 7 conjuration +8 Brooch faint of Shielding abjuration 1 Broom moderate of Flying 9 transmutation Candle strong of Invocation conjuration 17 None (Lawful 8400Good) 0.5 ThoseCraft matching Wondrous alignment Item, w/in gate, 30' creator gain +2 must Morale be same bonus alignment on attack as rolls, candle saves c Candle strong of Invocation conjuration 17 None (Neutral 8400 Good) 0.5 ThoseCraft matching Wondrous alignment Item, w/in gate, 30' creator gain +2 must Morale be same bonus alignment on attack as rolls, candle saves c Candle strong of Invocation conjuration 17 None (Chaotic 8400 Good) 0.5 ThoseCraft matching Wondrous alignment Item, w/in gate, 30' creator gain +2 must Morale be same bonus alignment on attack as rolls, candle saves c Candle strong of Invocation conjuration 17 None (Lawful 8400Neutral) 0.5 ThoseCraft matching Wondrous alignment Item, w/in gate, 30' creator gain +2 must Morale be same bonus alignment on attack as rolls, candle saves c Candle strong of Invocation conjuration 17 None (Neutral) 8400 0.5 ThoseCraft matching Wondrous alignment Item, w/in gate, 30' creator gain +2 must Morale be same bonus alignment on attack as rolls, candle saves c Candle strong of Invocation conjuration 17 None (Chaotic 8400 Neutral) 0.5 ThoseCraft matching Wondrous alignment Item, w/in gate, 30' creator gain +2 must Morale be same bonus alignment on attack as rolls, candle saves c Candle strong of Invocation conjuration 17 None (Lawful 8400Evil) 0.5 ThoseCraft matching Wondrous alignment Item, w/in gate, 30' creator gain +2 must Morale be same bonus alignment on attack as rolls, candle saves c Candle strong of Invocation conjuration 17 None (Neutral 8400 Evil) 0.5 ThoseCraft matching Wondrous alignment Item, w/in gate, 30' creator gain +2 must Morale be same bonus alignment on attack as rolls, candle saves c Candle strong of Invocation conjuration 17 None (Chaotic 8400 Evil) 0.5 ThoseCraft matching Wondrous alignment Item, w/in gate, 30' creator gain +2 must Morale be same bonus alignment on attack as rolls, candle saves c Candle faint of Truth enchantment 3 None 2500 0.5 Zone of Craft truth Wondrous (Will DC 13 Item, negs) zone in of 5' truth rad centered on candle for 1 hr (while cand Cape of moderate the Mountebank 9 conjuration Shoulders #### 1 Use dimension Craft Wondrous door spell Item, 1/day dimension door Carpet moderate of Flying 10 transmutation (5' None x 5') #### 8 Fly as Craft w/ overland Wondrous flight Item, (+5 on overland Fly checks; flight hover w/out check) w/ up to 200 lb. Carpet moderate of Flying 10 transmutation (5' None x 10') #### 10 Fly as Craft w/ overland Wondrous flight Item, (+5 on overland Fly checks; flight hover w/out check) w/ up to 400 lb. Carpet moderate of Flying 10 transmutation (10' None x 10') #### 15 Fly as Craft w/ overland Wondrous flight Item, (+5 on overland Fly checks; flight hover w/out check) w/ up to 800 lb. Chime moderate of Interruption 7 evocation None #### 1 For 3 min Craft (every Wondrous 10 min), Item, verbal shout spells w/ cast w/in 30' require concentration ch Chime moderate of Opening 11 transmutation None 3000 1 Cause Craft locks, Wondrous lids, doors, Item, valves, knock portals to open, dispel hold portal or arcane lo Circletfaint of Persuasion transmutation 5 Head 4500 1 3 +3 Competence Craft Wondrous to Charisma-based Item, eagle's splendor checks Cloak moderate of Arachnida 6 conjuration Shoulders #### and transmutation 1 8 climb as Craft w/ Wondrous spider climb Item, spell; spider move climb, in webs web at 1/2 spd; cast web 1/day; +2 Luc Cloak moderate of the Bat7 transmutation Shoulders #### 1 5 +5 Competence Craft Wondrous to Stealth; Item,in beast darkness, shapefly III, 60' fly(good) w/ +7 bonus or polymorp Cloak moderate of Displacement, 7 illusion Shoulders Major #### 1 Use displacement Craft Wondrous as per Item, spell Extend (50%Spell, miss chance) displacement for 15 rnds/day (need not be Cloak faint of Displacement, illusion 3 Shoulders Minor #### 1 Continually Craft Wondrous affected byItem, blur spell blur (20% miss chance) Cloak faint of Elvenkind illusion 3 Shoulders 2500 1 5 +5 Competence Craft Wondrous to Stealth Item, invisibility, creator must be an elf Cloak strong of Etherealness transmutation 15 Shoulders #### 1 Become Craft ethereal Wondrous as per Item, ethereal ethereal jaunt jaunt spell for 10 min/day (useable in 1 min in Cloak moderate of the Manta 9 transmutation Shoulders Ray 7200 1 Become Craft manta Wondrous ray as beast Item, beast shapeshape II: +3 Natural II, waterArmor, breathing breathe underwater, s Cloak faint of Resistance abjuration 5 Shoulders +1 1000 1 1 +1 Resistance Craft Wondrous bonus to Item, Saving resistance, Throws caster level 3rd Cloak faint of Resistance abjuration 5 Shoulders +2 4000 1 2 +2 Resistance Craft Wondrous bonus to Item, Saving resistance, Throws caster level 6th Cloak faint of Resistance abjuration 5 Shoulders +3 9000 1 3 +3 Resistance Craft Wondrous bonus to Item, Saving resistance, Throws caster level 9th Cloak faint of Resistance abjuration 5 Shoulders +4 #### 1 4 +4 Resistance Craft Wondrous bonus to Item, Saving resistance, Throws caster level 12th Cloak faint of Resistance abjuration 5 Shoulders +5 #### 1 5 +5 Resistance Craft Wondrous bonus to Item, Saving resistance, Throws caster level 15th Crownmoderate of Blasting, 6 evocation Head Minor6480 1 Use searing Craft Wondrous light (3d8 dmg) Item, searing 1/day light Crownstrong of Blasting, evocation 17 Head Major#### 1 Use searing Craft Wondrous light (5d8 maximized Item, Maximize for 40 Spell, dmg) searing 1/day light Crystal moderate Ball 10 divination None #### 7 Use scrying Craft Wondrous (Will DC 16 Item, neg, scrying -1 for each use after 1st) Crystal moderate ball with 10 divination detect None thoughts #### 7 Use scrying Craft Wondrous (Will DC 16 Item, neg, detect -1 forthoughts, each usescrying after 1st); detect thoughts on targ Crystal moderate ball with 10 divination see None invisibility #### 7 Use scrying Craft Wondrous (Will DC 16 Item, neg, scrying, -1 for each see invisibility use after 1st); see invisibility on targe Crystal moderate ball with 10 divination telepathy None #### 7 Use scrying Craft Wondrous (Will DC 16 Item, neg, scrying, -1 for each telepathy use after 1st); telepathy on target Crystal moderate ball with 10 divination true None seeing #### 7 Use scrying Craft Wondrous (Will DC 16 Item, neg, scrying, -1 for each true seeing use after 1st); true seeing on target Dimensional moderate Shackles 11 abjuration Wrists#### 5 Small Craft to Large Wondrous creature Item, affected dimensional by dimensional anchor anchor spell (no save); break/s Eyes of moderate Charming 7 enchantment Eyes #### Use charm Craft person Wondrous (1 target/rnd; Item, Heighten Will DC Spell, 16)charm by meeting person target's gaze Eyes of moderate Doom 11 necromancy Eyes #### Standard Craft Action; Wondrous doomItem, (1 foe/rnd; doom,Will deathwatch, DC 11); continual fear deathwatch; fear (Will Eyes of faint thedivination Eagle 3 Eyes 2500 1 5 +5 Competence Craft Wondrous to Perception Item, clairaudience/clairvoyance Gauntlet moderate of Rust7 transmutation Hands#### 2 1/day,Craft affect Wondrous object as w/ Item, rusting rusting grasp grasp spell; completely protects wearer and ge

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Gloves faint of Arrow abjuration 3 Snaring Hands4000 2/day,Craft use Snatch Wondrous Arrows Item, feat; shield must wear both gloves to be effective, w/ 1 han Glove moderate of Storing6 transmutation Hands#### Item held Craft and Wondrous weighing Item, 20 lb. shrink or less item disappears on command (Free Action); us Gloves faint of Swimming transmutation 5 Hands6250 and Climbing 5 +5 Competence Craft Wondrous to Swim Item, and bull's Climb; strength, must wear cat'sboth grace gloves to be effective Goggles faint ofdivination Minute 3 Eyes Seeing 2500 5 +5 Competence Craft Wondrous to Disable Item,Device true seeing Goggles faint oftransmutation Night 3 Eyes #### Gain darkvision Craft Wondrous 60' Item, darkvision Golembane moderate Scarab 8 divination Neck 2500 Standard Craft Action Wondrous (concentration): Item, detect detect magic, golems caster w/in level 60'; 10th golems lose DR vs. at Hand of faint Glory varied 5 Neck 8000 2 Gain benefits Craft Wondrous from 1 ring Item, outside animate Ring dead, slot; daylight, may use see daylight invisibility and see invisibility Hand of faint the transmutation Mage 2 Neck 900 2 May utilize Craft mage Wondrous hand Item, at willmage hand Hat offaint Disguise illusion 1 Head 1800 2 Alter appearance Craft Wondrous as w/Item, disguise disguise self spell self Headband moderate of Alluring 8 transmutation Headband Charisma 4000 +21 2 +2 Enhancement Craft Wondrous bonus Item, to Charisma bull's strength 0 Headband moderate of Alluring 8 transmutation Headband Charisma #### +41 4 +4 Enhancement Craft Wondrous bonus Item, to Charisma bull's strength 0 Headband moderate of Alluring 8 transmutation Headband Charisma #### +61 6 +6 Enhancement Craft Wondrous bonus Item, to Charisma bull's strength 0 Headband moderate of Inspired 8 transmutation Headband Wisdom 4000 +2 1 2 +2 Enhancement Craft Wondrous bonus Item, to Wisdom cat's grace 0 Headband moderate of Inspired 8 transmutation Headband Wisdom #### +4 1 4 +4 Enhancement Craft Wondrous bonus Item, to Wisdom cat's grace 0 Headband moderate of Inspired 8 transmutation Headband Wisdom #### +6 1 6 +6 Enhancement Craft Wondrous bonus Item, to Wisdom cat's grace 0 Headband strong of transmutation Mental 12 Headband Prowess #### +2 [Int 1 and 2Wis] +2 Enhancement Craft Wondrous bonus Item, to Intelligence bull's strength, 0 and 0 Wisdom cat's grace Headband strong of transmutation Mental 12 Headband Prowess #### +4 [Int 1 and 4Wis] +4 Enhancement Craft Wondrous bonus Item, to Strength bull's strength, 0 and 0 Dexterity cat's grace Headband strong of transmutation Mental 12 Headband Prowess #### +6 [Int 1 and 6Wis] +6 Enhancement Craft Wondrous bonus Item, to Strength bull's strength, 0 and 0 Dexterity cat's grace Headband strong of transmutation Mental 12 Headband Prowess #### +2 [Int 1 and 2Cha] +2 Enhancement Craft Wondrous bonus Item, to Intelligence bear's0 endurance, and Charisma 0 bull's strength Headband strong of transmutation Mental 12 Headband Prowess #### +4 [Int 1 and 4Cha] +4 Enhancement Craft Wondrous bonus Item, to Strength bear's0 endurance, and Constitution 0 bull's strength Headband strong of transmutation Mental 12 Headband Prowess #### +6 [Int 1 and 6Cha] +6 Enhancement Craft Wondrous bonus Item, to Strength bear's0 endurance, and Constitution 0 bull's strength Headband strong of transmutation Mental 12 Headband Prowess #### +2 [Wis 1 and 2 +2 Cha] Enhancement Craft Wondrous bonus Item, to Wisdom bear's endurance, and 0 Charisma 0 cat's grace Headband strong of transmutation Mental 12 Headband Prowess #### +4 [Wis 1 and 4 +4 Cha] Enhancement Craft Wondrous bonus Item, to Dexterity bear's endurance, and 0 Constitution 0 cat's grace Headband strong of transmutation Mental 12 Headband Prowess #### +6 [Wis 1 and 6 +6 Cha] Enhancement Craft Wondrous bonus Item, to Dexterity bear's endurance, and 0 Constitution 0 cat's grace Headband strong of transmutation Mental 16 Headband Superiority #### +2 1 2 +2 Enhancement Craft Wondrous bonus Item, to Intelligence, bear's0 endurance, Wisdom, 0 0 bull's andstrength, Charisma cat's grace Headband strong of transmutation Mental 16 Headband Superiority #### +4 1 4 +4 Enhancement Craft Wondrous bonus Item, to Intelligence, bear's0 endurance, Wisdom, 0 0 bull's andstrength, Charisma cat's grace Headband strong of transmutation Mental 16 Headband Superiority #### +6 1 6 +6 Enhancement Craft Wondrous bonus Item, to Intelligence, bear's0 endurance, Wisdom, 0 0 bull's andstrength, Charisma cat's grace Headband moderate of Vast 8 transmutation Headband Intelligence 4000 +2 1 2 +2 Enhancement Craft Wondrous bonus Item, to Intelligence bear's0 endurance Headband moderate of Vast 8 transmutation Headband Intelligence #### +4 1 4 +4 Enhancement Craft Wondrous bonus Item, to Intelligence bear's0 endurance Headband moderate of Vast 8 transmutation Headband Intelligence #### +6 1 6 +6 Enhancement Craft Wondrous bonus Item, to Intelligence bear's0 endurance Helm of strong Brilliance varied 13 Head #### 3 Fire resistance Craft Wondrous 30; weapon Item,may detect become undead, flaming; fireball, emits flame light blade, (30' daylight, rad.) thatprism dea Helm of faint Comprehend divination 4 Head Languages 5200 and 3 Read Understand Magic Craft Wondrous spoken/written Item,languages; comprehend +5languages, Competence read on magic Linguistics to under Helm of faint Telepathy divination 5 Head and#### enchantment 3 Detect Craft thoughts Wondrous at will;Item, 2-way detect telepathy thoughts, after reading suggestion surface thoughts; 1/day, s Helm of moderate Teleportation 9 conjuration Head #### 3 Teleport Craft 3/day Wondrous Item, teleport Helm of faint Underwater transmutation 5 Head Action #### 3 See underwater, Craft Wondrous up to Item, 5x farther water than breathing normal; gain 30' Swim and globe of air ar Mantle strong of Faith abjuration 20 Chest [good] #### 0 Grants Craft DR 5/evil Wondrous Item, stoneskin Mantle moderate of Spell Resistance 9 abjuration Chest #### 0 Grants Craft SR 21 Wondrous Item, spell resistance Mask of strong the Skull necromancy 13 Head #### and transmutation 3 1/day,Craft touch Wondrous attack (50' Item, rng) animate deals 130 objects, dmg (or finger 3d6+13 of death, w/ Fort flyDC 20); mask A Medallion faintof divination Thoughts 5 Neck #### 0 May read Craft thoughts, Wondrous as Item, with detect detectthoughts thoughts Necklace moderate of Adaptation 7 transmutation Neck 9000 1 Immune Craft to all Wondrous harmful vapors/gases; Item, alter self may always breathe (even underwater or Necklace moderate of Fireballs 10 evocation None Type 1650 I 1 Two 3d6 Craft one Wondrous 5d6; rng 70'; Item, failed fireball save vs. magical fire attack may detonate Necklace moderate of Fireballs 10 evocation None Type 2700 II 1 Two 2d6, Craft two Wondrous 4d6, oneItem, 6d6 (Ref fireball DC 14 half); rng 70'; failed save vs. magical fir Necklace moderate of Fireballs 10 evocation None Type 4350 III 1 Four 3d6, Craft two Wondrous 5d6, one Item, 7d6 (Ref fireball DC 14 half); rng 70'; failed save vs. magical fi Necklace moderate of Fireballs 10 evocation None Type 5400 IV 1 Four 2d6, Craft two Wondrous 4d6, twoItem, 6d6, fireball one 8d6 (Ref DC 14 half); rng 70'; failed save vs. m Necklace moderate of Fireballs 10 evocation None Type 5850 V 1 Two 3d6, Craft two Wondrous 5d6, two Item, 7d6, one fireball 9d6 (Ref DC 14 half); rng 70'; failed save vs. m Necklace moderate of Fireballs 10 evocation None Type 8100 VI 1 Four 4d6, Craft two Wondrous 6d6, twoItem, 8d6, fireball one 10d6 (Ref DC 14 half); rng 70'; failed save vs. Necklace moderate of Fireballs 10 evocation None Type 8700 VII 1 Two 3d6, Craft two Wondrous 5d6, two Item, 7d6, two fireball 9d6, one 10d6 (Ref DC 14 half); rng 70'; failed Periapt faint of Health conjuration 5 Neck 7500 0 Immune Craft to disease, Wondrous including Item, remove supernatural disease diseases Periapt faint of Proof conjuration 5 against Neck Poison 2700 0 Immune Craft to poison Wondrous Item, neutralize poison Periapt moderate of Wound 10 conjuration Closure Neck #### 0 Automatically Craft Wondrous stabilize;Item, healing heal rate x2; heal abnormal wounds; immune to Blee Phylactery faint divination of Faithfulness 1 Headband 1000 0 AwareCraft of action/item Wondrous that Item, could detect adversely chaos,affect detect alignment evil, detect and good, standing detect w/ law deit Phylactery moderate of Negative 10 necromancy Headband Channeling ####[evil] 0 +2d6 to Craft channel Wondrous negative Item, energy creator must be a 10th-level cleric Phylactery moderate of Positive 10 necromancy Headband Channeling ####[good] 0 +2d6 to Craft channel Wondrous positive Item, energy creator must be a 10th-level cleric Ring of moderate Acid Resistance, 11 abjuration Ring #### Greater 0 Grants Forge acid resistance Ring, resist 30 energy Ring of moderate Acid Resistance, 7 abjuration Ring #### Major 0 Grants Forge acid resistance Ring, resist 20 energy

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 faint Acid abjuration Resistance, 3 Ring #### Minor 0 Grants Forge acid resistance Ring, resist 10 energy Ring of faint Animal enchantment Friendship 3 Ring #### 0 Command Forge Word: Ring,affects charm animal as if wearer had cast charm animal Ring of moderate Blinking 7 transmutation Ring #### 0 Command Forge Word: Ring,makes blink wearer blink (as the spell) Ring of faint Chameleon illusion 3 Ring Power #### 0 Free Action: Forge Ring, +10 Competence disguise self, toinvisibility Stealth; Standard Action: use disguise self Ring of faint Climbing transmutation 5 Ring 2500 0 5 +5 Competence Forge Ring, tocreator Climb must have 5 ranks in the Climb skill Ring of faint Climbing, transmutation 5 Improved Ring #### 0 10 +10 Competence Forge Ring,to creator Climbmust have 10 ranks in the Climb skill Ring of moderate Cold Resistance, 11 abjuration Ring #### Greater 0 Grants Forge cold resistance Ring, resist 30 energy Ring of moderate Cold Resistance, 7 abjuration Ring #### Major 0 Grants Forge cold resistance Ring, resist 20 energy Ring of faint Cold abjuration Resistance, 3 Ring #### Minor 0 Grants Forge cold resistance Ring, resist 10 energy Ring of moderate Counterspells 11 evocation Ring 4000 0 Counterspell Forge Ring, single imbue 1st-6th with spell spell stored ability in ring again Ring of strong Djinniconjuration Calling 17 Ring #### 0 Standard Forge Action: Ring, call gate specific djinni to serve for up to 1 hr/day Ring of moderate Electricity 11 abjuration Resistance, Ring #### Greater 0 Grants Forge electricity Ring, resistance resist energy 30 Ring of moderate Electricity 7 abjuration Resistance, Ring #### Major 0 Grants Forge electricity Ring, resistance resist energy 20 Ring of faint Electricity abjuration 3 Resistance, Ring #### Minor 0 Grants Forge electricity Ring, resistance resist energy 10 Ring of strong Elemental conjuration 15 Ring Command #### (Air) 0 Gain various Forge Ring, immunities, air walk, benefits, chain lightning, and spell-like feather abilities fall, gust related of wind, to air resist elementa ener Ring of strong Elemental conjuration 15 Ring Command #### (Earth) 0 Gain various Forge Ring, immunities, meld into benefits, stone, and passwall, spell-like soften abilities earthrelated and stone, to earth stone eleme sha Ring of strong Elemental conjuration 15 Ring Command #### (Fire) 0 Gain various Forge Ring, immunities, burning benefits, hands, flame and spell-like strike, flaming abilities sphere, relatedpyrotechnics, to fire element re Ring of strong Elemental conjuration 15 Ring Command #### (Water) 0 Gain various Forge Ring, immunities, control benefits, water, create and spell-like water, ice abilities storm, related summon to monster water eleme VI, Ring of moderate Evasion 7 transmutation Ring #### 0 Avoid Forge damage Ring, as w/ jump evasion (successful Ref save for half dmg instead deals n Ring of faint Feather transmutation 1 Falling Ring 2200 0 Feather Forge fall spell Ring, activates feather fall immediately if wearer falls more than 5' Ring of moderate Fire Resistance, 11 abjuration Ring #### Greater 0 Grants Forge fire resistance Ring, resist 30energy Ring of moderate Fire Resistance, 7 abjuration Ring #### Major 0 Grants Forge fire resistance Ring, resist 20energy Ring of faint Fire abjuration Resistance, 3 Ring #### Minor 0 Grants Forge fire resistance Ring, resist 10energy Ring of moderate Force Shield 9 evocation Ring 8500 0 2 Free Action: Forge Ring, wall of wall force of functions force as heavy shield (+2 AC; no ACP or arcane s Ring of moderate Freedom 7 abjuration of Ring Movement #### 0 Continually Forgeunder Ring, effects freedom of of freedom movement of movement spell Ring of moderate Friend Shield 10 abjuration Ring #### 0 Command Forge Word: Ring,cast shield shield other other w/ wearer of mated ring as recipient (no rng Ring of faint Invisibility illusion 3 Ring #### 0 Command Forge Word: Ring,become invisibility Invisible, as per invisibility spell Ring of faint Jumping transmutation 2 Ring 2500 0 5 +5 Competence Forge Ring, tocreator all Acrobatics must have made 5 ranks to make in the high Acrobatics or long jumps skill Ring of moderate Jumping, 7 transmutation Improved Ring #### 0 10 +10 Competence Forge Ring,to creator all Acrobatics must have made 10 ranks to make in the high Acrobatics or long jumps skill Ring of faint Mind abjuration Shielding 3 Ring 8000 0 Immune Forge to detect Ring, thoughts, nondetection discern lies, and attempts to magically discern align Ring of faint Protection abjuration 5 Ring +1 2000 0 1 +1 Deflection Forge Ring, bonus shield to AC of faith, caster level 3rd Ring of faint Protection abjuration 5 Ring +2 8000 0 2 +2 Deflection Forge Ring, bonus shield to AC of faith, caster level 6th Ring of faint Protection abjuration 5 Ring +3 #### 0 3 +3 Deflection Forge Ring, bonus shield to AC of faith, caster level 9th Ring of faint Protection abjuration 5 Ring +4 #### 0 4 +4 Deflection Forge Ring, bonus shield to AC of faith, caster level 12th Ring of faint Protection abjuration 5 Ring +5 #### 0 5 +5 Deflection Forge Ring, bonus shield to AC of faith, caster level 15th Ring of strong Regeneration conjuration 15 Ring #### 0 Heal 1Forge hp and Ring, 1 nonlethal regenerate dmg/rnd; immune to Bleed dmg; regrow lost organ/b Ring of strong Shooting evocation 12Stars Ring #### 0 Different Forge powers Ring, when faerie infire, dim fireball, light or light, outdoors lightning at night bolt vs. underground or indo Ring of moderate Sonic Resistance, 11 abjuration Ring #### Greater 0 Grants Forge sonicRing, resistance resist 30 energy Ring of moderate Sonic Resistance, 7 abjuration Ring #### Major 0 Grants Forge sonicRing, resistance resist 20 energy Ring of faint Sonic abjuration Resistance, 3 Ring #### Minor 0 Grants Forge sonicRing, resistance resist 10 energy Ring of faint Spell evocation Storing, 5 Ring Minor #### 0 Store up Forge to 3Ring, levels imbue of spells with(divine, spell ability arcane, or a mix) that wearer can cast Ring of moderate Spell Storing 9 evocation Ring #### 0 Store up Forge to 5Ring, levels imbue of spells with(divine, spell ability arcane, or a mix) that wearer can cast Ring of strong Spell evocation Storing, 17 Ring Greater #### 0 Store up Forge to 10 Ring, levels imbue of spells with spell (divine, ability arcane, or a mix) that wearer can cast Ring of strong Spell abjuration Turning 13 Ring #### 0 Command Forge Word: Ring,3/day spell turning reflect the next 9 levels of spells cast at wearer Ring of faint Sustenance conjuration 5 Ring 2500 0 No need Forge to eat; Ring, require create only food 2 hrs andsleep/day water Ring of faint Swimming transmutation 2 Ring 2500 0 5 +5 Competence Forge Ring, tocreator all Swim must have 5 ranks in the Swim skill Ring of moderate Swimming, 7 transmutation Ring Improved #### 0 10 +10 Competence Forge Ring,to creator all Swim must have 10 ranks in the Swim skill Ring of moderate Telekinesis 9 transmutation Ring #### 0 Command Forge Word: Ring,use telekinesis telekinesis as per the spell Ring of moderate the Ram9 transmutation Ring 8600 0 Foe w/in Forge 50' Ring, takes bull's dmg (1d6/chg, strength, telekinesis max 3); bull rush (CMB +16 +1/chg) if w/in 30 Ring of strong Three universal Wishes 20 Ringor#### evocation 0(if miracle Use is3used) Forge wishes Ring, before wish ring orbecomes miracle nonmagical Ring of moderate Water Walking 9 transmutation Ring #### 0 May continually Forge Ring, utilize water effects walk of water walk spell Ring of moderate Wizardry 11I Ring #### 0 Doubles Forge 1st-level Ring,spells limited granted wish by arcane class Ring of strong Wizardry 14IIRing #### 0 Doubles Forge 2nd-level Ring, limited spells granted wish by arcane class Ring of strong Wizardry 17III Ring #### 0 Doubles Forge 3rd-level Ring, spells limited granted wish by arcane class Ring of strong Wizardry 20IV Ring #### 0 Doubles Forge 4th-level Ring, spells limited granted wish by arcane class

221 222 223 224 225 226 227 228 229

Ring of moderate X-Ray Vision 6 divination Ring #### 0 Robe of moderate Scintillating 11 illusion Ring Colors #### 1 Robe of strong Stars varied 15 Ring #### 1 1 Robe of moderate Useful Items 9 transmutation Ring 7000 1 Scarab strong of Protection abjuration 18 Ring and #### necromancy 0 Slippers faint of transmutation Spider 4 Ring Climbing 4800 0.5 Vest of faint Escape conjuration 4 Ringand 5200 transmutation 0 6 Vestment, moderate Druid's 10 transmutation Ring 3750 0 Wingsmoderate of Flying 10 transmutation Ring #### 2 5

See 20' Forge through Ring, 1"true of metal, seeing 1' of stone, 3' wood/dirt; take 1 Con dmg/min after Illuminates Craft 30' Wondrous rad; for Item, 10 rnds/day, blur, rainbow grantspattern concealment and may Daze foes +1 Luck Craft to saves; Wondrous travel Item, to Astral magic Plane; missile, use astral 6 stars/month projectionas or +5 plane shuriken shift Detach Craft up to Wondrous 1 patch/rnd Item, to transform fabricate it into actual item Grants Craft SR 20; Wondrous absorb 12 Item, energy-drain/death/negative death ward, spell resistance energy effects before be Climb Craft 20' (hands Wondrous free),Item, 10 min/day spider (in climb 1 min increments); does not work on sev +6 Competence Craft Wondrous to Escape Item,Artist; knock, +4 grease Competence to Disable Device Use wild Craft shape Wondrous ability 1 Item, additional polymorph time/day or wild shape ability Command Craft Word: Wondrous fly 60' Item, (average) fly w/ +5 Competence to Fly

0 0 0 0 0 0 0 0 Save Resistance Luck Intelligence Wisdom Charisma Fort Ref Will All Fort Will All Fort Ref level 3rd plus any requirements of the melee weapon special abilities level 6th plus any requirements of the melee weapon special abilities level 9th plus any requirements of the melee weapon special abilities level 12th plus any requirements of the melee weapon special abilities level 15th plus any requirements of the melee weapon special abilities

Will

All

0 Move Senses AC Enhancement Enhancement Land Other Special Armor

flame, creator must have 8 ranks in Knowledge (engineering)

ve 2 ranks in the Craft (ships) skill

ave 5 ranks in the Acrobatics skill

nts, pass without trace

mor, crafter must be proficient with a longbow or shortbow

e alignment as candle created e alignment as candle created e alignment as candle created e alignment as candle created e alignment as candle created e alignment as candle created e alignment as candle created e alignment as candle created e alignment as candle created

0 0 0 0 0

me blade, daylight, prismatic spray, protection from energy, wall of fire

detect good, detect law

gust of wind, resist energy (electricity), summon monster VI, wind wall rth and stone, stone shape, stoneskin, summon monster VI, wall of stone sphere, pyrotechnics, resist energy (fire), summon monster VI, wall of fire m, summon monster VI, wall of ice, water breathing, water walk

robatics skill crobatics skill

ction or plane shift

0 0 0 0 0 0 0 0 0 0 0 Combat Combat Skills Enhancement Armo ShieldDeflection All Unarmed/Natural Competence Racial ShieldNatural Armo ShieldDeflection AttackDamage AttackDamage Acrobatics Climb Disable Escape Device Fly Artist Perception Stealth Swim Climb Armor 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0

0 0

0 0

0 0 0

0 0

0 0 0 0 0

0 0

0 0

Armor #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL 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 #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47

Body Chest Eyes Feet Hands Belt of Dwarvenkind #### NULL 146 Mantle of Faith 107 Eyes of Charming 50 Boots of Elvenkind 110 Belt of Giant#### Strength NULL +2 147 Mantle of Spell 108 Resistance Eyes of Doom 51 Boots of Levitation 111 Belt of Giant#### Strength NULL +4 #### NULL 109 Eyes of the Eagle 52 Boots of Speed 112 Belt of Giant#### Strength NULL +6 #### NULL 114 Goggles of Minute 53 Boots Seeing of Striding 113and Springin Belt of Incredible #### Dexterity NULL +2 #### NULL 115 Goggles of Night 54 Boots of Teleportation #### Belt of Incredible #### Dexterity NULL +4 #### NULL #### NULL 55 Boots of the #### Winterlands Belt of Incredible #### Dexterity NULL +6 #### NULL #### NULL 56 Boots, Winged #### Belt of Mighty #### Constitution NULL +2 #### NULL #### NULL #### NULL #### Belt of Mighty #### Constitution NULL +4 #### NULL #### NULL #### NULL #### Belt of Mighty #### Constitution NULL +6 #### NULL #### NULL #### NULL #### Belt of Physical #### Might NULL +2 [Str and #### Dex] NULL #### NULL #### NULL #### Belt of Physical #### Might NULL +4 [Str and #### Dex] NULL #### NULL #### NULL #### Belt of Physical #### Might NULL +6 [Str and #### Dex] NULL #### NULL #### NULL #### Belt of Physical #### Might NULL +2 [Str and #### Con] NULL #### NULL #### NULL #### Belt of Physical #### Might NULL +4 [Str and #### Con] NULL #### NULL #### NULL #### Belt of Physical #### Might NULL +6 [Str and #### Con] NULL #### NULL #### NULL #### Belt of Physical #### Might NULL +2 [Dex #### and Con] NULL #### NULL #### NULL #### Belt of Physical #### Might NULL +4 [Dex #### and Con] NULL #### NULL #### NULL #### Belt of Physical #### Might NULL +6 [Dex #### and Con] NULL #### NULL #### NULL #### Belt of Physical #### Perfection NULL +2 #### NULL #### NULL #### NULL #### Belt of Physical #### Perfection NULL +4 #### NULL #### NULL #### NULL #### Belt of Physical #### Perfection NULL +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 #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL 50 #### NULL #### NULL #### NULL #### NULL #### NULL 51 #### NULL #### NULL #### NULL #### NULL #### NULL 52 #### NULL #### NULL #### NULL #### NULL #### NULL 53 #### NULL #### NULL #### NULL #### NULL #### NULL 54 #### NULL #### NULL #### NULL #### NULL #### NULL 55 #### NULL ####

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

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

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

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

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

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

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL 107 #### NULL NULL 108 #### NULL NULL 109 #### NULL NULL #### NULL

56 #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL 110

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

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

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

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

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL 114 #### NULL NULL #### NULL 115 #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL 146 #### NULL #### NULL NULL 147 #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL NULL #### NULL #### NULL

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

NULL 111 #### NULL 112 #### NULL 113 #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL ####

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

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

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

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

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

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

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

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

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

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

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

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

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

#### #### #### #### #### #### #### #### ####

NULL NULL NULL NULL NULL NULL NULL NULL NULL

#### #### #### #### #### #### #### #### ####

NULL NULL NULL NULL NULL NULL NULL NULL NULL

#### #### #### #### #### #### #### #### ####

NULL NULL NULL NULL NULL NULL NULL NULL NULL

#### #### #### #### #### #### #### #### ####

NULL NULL NULL 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 Headband Neck Ring Shield Shoulders Gauntlet of Rust 86 Circlet of Persuasion 120 Headband5of Alluring 5 Amulet Charisma of Mighty 164 +2 Fists Ring+1 of Acid #### Resistance, NULL Greater 80 Cape of the Moun Gloves of Arrow 99 Snaring Crown of Blasting, 121 Headband Minor 6of Alluring 6 Amulet Charisma of Mighty 165 +4 Fists Ring+2 of Acid #### Resistance, NULL Major 87 Cloak of Arachnid Glove of Storing 100 Crown of Blasting, 122 Headband Major 7of Alluring 7 Amulet Charisma of Mighty 166 +6 Fists Ring+3 of Acid #### Resistance, NULL Minor 88 Cloak of the Bat Gloves of Swimming 119 Hat and of Disguise Climbing 123 Headband8of Inspired 8 Amulet Wisdom of Mighty +2 167Fists Ring+4 of Animal #### Friendship NULL 89 Cloak of Displace NULL 141 Helm of Brilliance 124 Headband9of Inspired 9 Amulet Wisdom of Mighty +4 168Fists Ring+5 of Blinking #### NULL 90 Cloak of Displace NULL 142 Helm of Comprehend 125 Headband Languages 10of Inspired 10 and Amulet Read Wisdom of Magic Natural +6 169 Armor Ring of+1 Chameleon #### NULL Power 91 Cloak of Elvenkind NULL 143 Helm of Telepathy 126 Headband 11of Mental 11 Amulet Prowess of Natural +2 170 [IntArmor Ring and Wis] of+2 Climbing #### NULL 92 Cloak of Etherealn NULL 144 Helm of Teleportation 127 Headband 12of Mental 12 Amulet Prowess of Natural +4 171 [IntArmor Ring and Wis] of+3 Climbing, #### Improved NULL 93 Cloak of the Mant NULL 145 Helm of Underwater 128 Headband Action13of Mental 13 Amulet Prowess of Natural +6 172 [IntArmor Ring and Wis] of+4 Cold#### Resistance, NULL Greater94 Cloak of Resistan NULL 148 Mask of the Skull 129 Headband 14of Mental 14 Amulet Prowess of Natural +2 173 [IntArmor Ring and Cha] of+5 Cold#### Resistance, NULL Major 95 Cloak of Resistan NULL #### NULL 130 Headband 15of Mental 15 Amulet Prowess of Proof +4 174 [Int against Ring and Cha] of Detection Cold#### Resistance, and NULL Location Minor 96 Cloak of Resistan NULL #### NULL 131 Headband 16of Mental 16 Amulet Prowess of the +6 175 Planes [IntRing and Cha] of Counterspells #### NULL 97 Cloak of Resistan NULL #### NULL 132 Headband of Mental 68 Brooch Prowess of Shielding +2 176 [Wis Ring and of Cha] Djinni #### Calling NULL 98 Cloak of Resistan NULL #### NULL 133 Headband of Mental 116 Golembane Prowess +4 Scarab 177 [Wis Ring and of Cha] Electricity #### Resistance, NULL Greater #### NULL NULL #### NULL 134 Headband of Mental 117 Hand Prowess of Glory178 +6 [Wis Ring and of Cha] Electricity #### Resistance, NULL Major #### NULL NULL #### NULL 135 Headband of Mental 118 Hand Superiority of the Mage 179 +2 Ring of Electricity #### Resistance, NULL Minor #### NULL NULL #### NULL 136 Headband of Mental 149 Medallion Superiority of Thoughts 180 +4 Ring of Elemental #### NULL Command (Air) #### NULL NULL #### NULL 137 Headband of Mental 150 Necklace Superiority of Adaptation 181 +6 Ring of Elemental #### NULL Command (Earth) #### NULL NULL #### NULL 138 Headband of Vast 158 Periapt Intelligence of Health +2 182 Ring of Elemental #### NULL Command (Fire) #### NULL NULL #### NULL 139 Headband of Vast 159 Periapt Intelligence of Proof +4 183 against Ring of Poison Elemental #### NULL Command (Water) #### NULL NULL #### NULL 140 Headband of Vast 160 Periapt Intelligence of Wound +6 184 Closure Ring of Evasion #### NULL #### NULL NULL #### NULL 161 Phylactery of #### Faithfulness NULL 185 Ring of Feather #### Falling NULL #### NULL NULL #### NULL 162 Phylactery of #### Negative NULL Channeling 186 Ring of Fire Resistance, #### NULL Greater #### NULL NULL #### NULL 163 Phylactery of #### Positive NULL Channeling 187 Ring of Fire Resistance, #### NULL Major #### NULL NULL #### NULL #### NULL #### NULL 188 Ring of Fire Resistance, #### NULL Minor #### NULL NULL #### NULL #### NULL #### NULL 189 Ring of Force #### Shield NULL #### NULL NULL #### NULL #### NULL #### NULL 190 Ring of Freedom #### of NULL Movement#### NULL NULL #### NULL #### NULL #### NULL 191 Ring of Friend #### Shield NULL #### NULL NULL #### NULL #### NULL #### NULL 192 Ring of Invisibility #### NULL #### NULL NULL #### NULL #### NULL #### NULL 193 Ring of Jumping #### NULL #### NULL NULL #### NULL #### NULL #### NULL 194 Ring of Jumping, #### Improved NULL #### NULL NULL #### NULL #### NULL #### NULL 195 Ring of Mind#### Shielding NULL #### NULL NULL #### NULL #### NULL #### NULL 196 Ring of Protection #### NULL +1 #### NULL NULL #### NULL #### NULL #### NULL 197 Ring of Protection #### NULL +2 #### NULL NULL #### NULL #### NULL #### NULL 198 Ring of Protection #### NULL +3 #### NULL NULL #### NULL #### NULL #### NULL 199 Ring of Protection #### NULL +4 #### NULL NULL #### NULL #### NULL #### NULL 200 Ring of Protection #### NULL +5 #### NULL NULL #### NULL #### NULL #### NULL 201 Ring of Regeneration #### NULL #### NULL NULL #### NULL #### NULL #### NULL 202 Ring of Shooting ####Stars NULL #### NULL NULL #### NULL #### NULL #### NULL 203 Ring of Sonic #### Resistance, NULL Greater #### NULL NULL #### NULL #### NULL #### NULL 204 Ring of Sonic #### Resistance, NULL Major #### NULL NULL #### NULL #### NULL #### NULL 205 Ring of Sonic #### Resistance, NULL Minor #### NULL NULL #### NULL #### NULL #### NULL 206 Ring of Spell#### Storing, NULL Minor #### NULL NULL #### NULL #### NULL #### NULL 207 Ring of Spell#### Storing NULL #### NULL NULL #### NULL #### NULL #### NULL 208 Ring of Spell#### Storing, NULL Greater #### NULL NULL #### NULL #### NULL #### NULL 209 Ring of Spell#### Turning NULL #### NULL NULL #### NULL #### NULL #### NULL 210 Ring of Sustenance #### NULL #### NULL NULL #### NULL #### NULL #### NULL 211 Ring of Swimming #### NULL #### NULL NULL #### NULL #### NULL #### NULL 212 Ring of Swimming, #### NULL Improved #### NULL NULL #### NULL #### NULL #### NULL 213 Ring of Telekinesis #### NULL #### NULL NULL #### NULL #### NULL #### NULL 214 Ring of the Ram #### NULL #### NULL

NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL 86 #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL 99 #### NULL NULL 100 #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

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

#### #### #### #### #### #### #### #### #### #### #### #### 68 #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

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

215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

Ring of Three #### Wishes NULL Ring of Water #### Walking NULL Ring of Wizardry ####I NULL Ring of Wizardry ####IINULL Ring of Wizardry ####III NULL Ring of Wizardry ####IV NULL Ring of X-Ray #### Vision NULL Robe of Scintillating #### NULL Colors Robe of Stars #### NULL Robe of Useful #### Items NULL Scarab of Protection #### NULL Slippers of Spider #### NULL Climbing Vest of Escape #### NULL Vestment, Druid's #### NULL Wings of Flying #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL 80 NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL 87 NULL #### NULL 88 NULL #### NULL 89 NULL #### NULL 90 NULL #### NULL 91 NULL #### NULL 92 NULL #### NULL 93 NULL #### NULL 94 NULL #### NULL 95 NULL #### NULL 96 NULL #### NULL 97 NULL #### NULL 98 NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

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

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

119

141 142 143 144 145

148

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

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

120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140

161 162 163

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

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

116 117 118

149 150

158 159 160

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL #### NULL 164 #### NULL 165 ####

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

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

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

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

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

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

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

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

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

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

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

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

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

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

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

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

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

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

NULL NULL NULL NULL NULL NULL NULL NULL NULL

#### #### #### #### #### #### #### #### ####

NULL NULL NULL 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

#### #### #### #### #### #### #### #### ####

NULL NULL NULL 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 #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

None Bracelet of Friends 17 Apparatus of the Crab Bracers of Archery, 18 Bag Greater of Holding (Type I) Bracers of Archery, 19 Bag Lesser of Holding (Type II) Bracers of Armor 20 +1 Bag of Holding (Type III) Bracers of Armor 21 +2 Bag of Holding (Type IV) Bracers of Armor 22 +3 Bag of Tricks (Gray) Bracers of Armor 23 +4 Bag of Tricks (Rust) Bracers of Armor 24 +5 Bag of Tricks (Tan) Bracers of Armor 25 +6 Bead of Force Bracers of Armor 48 +7 Blessed Book Bracers of Armor 49 +8 Boat, Folding Dimensional Shackles 69 Broom of Flying NULL 17 70 Candle of Invocation (Lawful Good) NULL 18 71 Candle of Invocation (Neutral Good) NULL 19 72 Candle of Invocation (Chaotic Good) NULL 20 73 Candle of Invocation (Lawful Neutral) NULL 21 74 Candle of Invocation (Neutral) NULL 22 75 Candle of Invocation (Chaotic Neutral) NULL 23 76 Candle of Invocation (Lawful Evil) NULL 24 77 Candle of Invocation (Neutral Evil) NULL 25 78 Candle of Invocation (Chaotic Evil) NULL 79 Candle of Truth NULL 81 Carpet of Flying (5' x 5') NULL 82 Carpet of Flying (5' x 10') NULL 83 Carpet of Flying (10' x 10') NULL 84 Chime of Interruption NULL 85 Chime of Opening NULL 101 Crystal Ball NULL 102 Crystal ball with detect thoughts NULL 103 Crystal ball with see invisibility NULL 104 Crystal ball with telepathy NULL 105 Crystal ball with true seeing NULL 151 Necklace of Fireballs Type I NULL 152 Necklace of Fireballs Type II NULL 153 Necklace of Fireballs Type III NULL 154 Necklace of Fireballs Type IV NULL 155 Necklace of Fireballs Type V NULL 156 Necklace of Fireballs Type VI NULL 157 Necklace of Fireballs Type VII NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL 48 #### NULL NULL 49 #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL NULL #### NULL

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### 106 #### #### #### #### #### 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

69 70 71 72 73 74 75 76 77 78 79 81 82 83 84 85

101 102 103 104 105

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

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

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

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

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

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

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

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

#### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### #### ####

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

#### #### #### #### #### #### #### #### ####

NULL NULL NULL NULL NULL NULL NULL NULL NULL

#### #### #### #### #### #### #### #### ####

NULL NULL NULL NULL NULL NULL NULL NULL NULL

0 Skill Ability Calc Mods Mod Untrained Race Class Feat/Trait Condition Magic Armor Class Skill Acrobatics Dex* 0 0 1 0 0 0 0 0 0 Appraise Int 0 0 1 0 0 0 0 0 Bluff Cha 0 0 1 0 0 0 0 0 0 Climb Str* 0 0 1 0 0 0 0 0 0 0 Craft (untrained) Int 0 0 1 0 0 0 0 0 # # Craft () Int 0 0 1 0 0 0 0 0 Craft () Int 0 0 1 0 0 0 0 0 Diplomacy Cha 0 0 1 0 0 0 0 0 0 Disable Device Dex* 0 0 0 0 0 0 0 0 0 0 Disguise Cha 0 0 1 0 0 0 0 0 Escape Artist Dex* 0 0 1 0 0 0 0 0 0 Fly Dex* 0 0 1 0 0 0 0 0 0 0 Handle Animal Cha 0 0 0 0 0 0 0 0 Heal Wis 0 0 1 0 0 0 0 Intimidate Cha 0 0 1 0 0 0 0 0 0 Knowledge (arcana)Int 0 0 0 0 0 0 0 0 Knowledge (dungeoneering) Int 0 0 0 0 0 0 0 0 Knowledge (engineering) Int 0 0 0 0 0 0 0 0 Knowledge (geography) Int 0 0 0 0 0 0 0 0 Knowledge (history) Int 0 0 0 0 0 0 0 0 Knowledge (local) Int 0 0 0 0 0 0 0 0 Knowledge (nature) Int 0 0 0 0 0 0 0 0 Knowledge (nobility)Int 0 0 0 0 0 0 0 0 Knowledge (planes) Int 0 0 0 0 0 0 0 0 Knowledge (religion)Int 0 0 0 0 0 0 0 0 Knowledge (spirits) Int 0 0 0 0 0 0 0 0 Linguistics Int 0 0 0 0 0 0 0 0 Perception Wis 0 0 1 0 0 0 0 0 Perform (act) Cha 0 0 1 0 0 0 0 0 0 Perform (comedy) Cha 0 0 1 0 0 0 0 0 Perform (dance) Cha 0 0 1 0 0 0 0 0 Perform (keyboard) Cha 0 0 1 0 0 0 0 0 Perform (oratory) Cha 0 0 1 0 0 0 0 0 Perform (percussion) Cha 0 0 1 0 0 0 0 0 Perform (sing) Cha 0 0 1 0 0 0 0 0 Perform (string) Cha 0 0 1 0 0 0 0 0 Perform (wind) Cha 0 0 1 0 0 0 0 0 Perform (ritual) Cha 0 0 1 0 0 0 0 0 Perform (untrained) Cha 0 0 1 0 0 0 0 0 Profession (untrained) Wis 0 0 0 0 0 0 0 0 0 Profession () Wis 0 0 0 0 0 0 0 0 Profession () Wis 0 0 0 0 0 0 0 0 Ride Dex* 0 0 1 0 0 0 0 0 Sense Motive Wis 0 0 1 0 0 0 0 0 Sleight of Hand Dex* 0 0 0 0 0 0 0 0 Spellcraft Int 0 0 0 0 0 0 0 Stealth Dex* 0 0 1 0 0 0 0 0 0 0 Survival Wis 0 0 1 0 0 0 0 0 Swim Str* 0 0 1 0 0 0 0 0 0 0 Track Wis 0 0 1 0 0 0 0 0 Trap Finding Wis 0 0 1 0 0 0 0 0 Use Magic Device Cha 0 0 0 0 0 0 0 0 ##### ##### 0 0 0 0 0 0 3 Insert New Skills Above This

##### ##### Table_Skills

alchemy armor baskets books bows calligraphy carpentry cloth clothing glass jewelry leather locks paintings pottery sculptures ships shoes stonemasonry traps weapons List_Craft_Skills architect baker barrister brewer butcher clerk cook courtesan driver engineer farmer fisherman gambler gardener herbalist innkeeper librarian merchant midwife miller miner porter sailor scribe shepherd

Craft (untrained) Craft () Craft () Disable Device Use Magical Device Knowledge (engineering) Profession (engineering) List_Boggle_Skills Craft (untrained) Craft () Craft () Profession (untrained) Profession () Profession () List_Gnome_Skills

stable master soldier tanner trapper woodcutter List_Profession_Skills

Universal Mod Str Dex Con Int 0 0 0

Wis 0 0

Cha 0

sert New Skills Above This Line

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

Proficiency Cost Exotic Hands Weapon None 0 1 *** Custom Weapon 0 *** 0 0 0 0 0 0 0 0 0 *** Unarmed Attacks1*** Brass Knuckles 1 1 Light 1 Gauntlet 2 1 Light 1 Unarmed Strike 0 1 Light 1 *** Simple Light *** 1 Cestus 5 1 Light 1 Dagger 2 1 Light 1 Hanbo 1 1 Light 1 Light Mace 5 1 Light 1 Punching Dagger 2 1 Light 1 Sickle 6 1 Light 1 Spiked Gauntlet 5 1 Light 1 Wooden Stake 0 1 Light 1 *** Simple 1-Handed1*** Club 0 1 1-handed 1 Heavy Mace 12 1 1-handed 1 Mere Club 2 1 1-handed 1 Morningstar 8 1 1-handed 1 Shortspear 1 1 1-handed 1 *** Simple 2-Handed1*** Bayonet 5 1 2-handed 2 Longspear 5 1 2-handed 2 Quarterstaff 0 1 2-handed 1.5 Spear 2 1 2-handed 2 *** Simple Ranged *** 1 Blowgun 2 1 Ranged 1 Dart 0.5 1 Ranged 1 Heavy Crossbow 50 1 Ranged 1 Javelin 1 1 Ranged 1 Light Crossbow 35 1 Ranged 1 Sling 0 1 Ranged 1 Stingchuck 0 1 Ranged 1 *** Custom Simple *** 1 1 1 1 1 1 *** Martial Light *** Blade Boot 25 Dogslicer 8 Handaxe 6 Kukri 8 Light Hammer 1 Light Pick 4 Light Shield 0 Light Spiked 10 Shield Sap 1 Short Sword 10 1 1 1 1 1 1 1 1 1 1 1

Damage Diminutive

Large

0 0 0 0

0 0 0 01

0 1 1d2 1 1d2 1d2 1d3 1d3 1d4 1d4 1d3 1d4 1d3 1d3 1d4 1d6 1d3 1d6 1d4 1d4 1d6 1d4 1d6

0 1d3 1d3 1d3 1d4 1d4 1d6 1d6 1d4 1d6 1d4 1d4 1d6 1d8 1d4 1d8 1d6 1d6 1d8 1d6 1d8

0 1d4 1d4 1d4 1d6 1d6 1d8 1d8 1d6 1d8 1d6 1d6 1d8 2d6 1d6 2d6 1d8 1d8 2d6 1d8 2d6 1d3 1d6 2d8 1d8 2d6 1d6 1d6

1d6 1d6 1d6 1d8 1d8 2d6 2d6 1d8 2d6 1d8 1d8 2d6 4d6 1d8 4d6 2d6 2d6 4d6 2d6 4d6 1d4 1d8 4d6 2d6 4d6 1d8 1d8

0 1 1d2 0 1 1d2 1 1d2 1d3 1 1d2 1d3 0 1 1d2 1 1d2 1d3 0 1 1d2 0 1 1d2 1 1d2 1d3 1d4 0 1 1d2 1d2 1d3 1d4 1 1d2 1d3 1 1d2 1d2 1d3 1 1d2 1d2 1d3 0 0 1d3 1d4 1d3 1d4 1d2 1d3

0 0 1 1d2 1 1d2 1d3 1d4 1d3 1d4 1d6 1d8 1d10 1 1d2 1d3 1d4 1d6 1d2 1d3 1d4 1d6 1d8 0 1 1d2 1d3 1d4 0 1 1d2 1d3 1d4

45 46 47 48 49 50 51 52 53 54 55

Light Light Light Light Light Light Light Light Light Light

1 1 1 1 1 1 1 1 1 1

0 1 1 0 0 0 0 0 1 1

1 1d2 1d3 1d3 1d4 1d3 1d4 1 1d2 1d3 1 1d2 1d3 1 1d2 1d3 0 1 1d2 1 1d2 1d3 1d2 1d3 1d4 1d2 1d3 1d4 1d2 1d2

1d4 1d6 1d6 1d4 1d4 1d4 1d3 1d4 1d6 1d6

1d6 1d8 1d8 1d6 1d6 1d6 1d4 1d6 1d8 1d8

1d8 2d6 2d6 1d8 1d8 1d8 1d6 1d8 2d6 2d6

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

Spiked Armor 50 1 Starknife 24 1 Switchblade Knife 5 Throwing Axe 8 1 War Razor 8 *** Martial 1-Handed *** Battleaxe 10 Combat Scabbard 10 Flail 8 Heavy Pick 8 Heavy Shield0 Heavy Spiked 10 Shield Klar 12 Longsword 15 Rapier 20 1 Sawtooth Sabre 35 [1-handed] 1 Scimitar 15 1 Scizore 20 1 Steel Terbutje 20 1 Terbutje 5 1 Trident 15 1 Warhammer 12 1 *** Martial 2-Handed *** 1 Bardiche 13 1 Bastard Sword 35 [2-handed] 1 Bec De Corbin 15 1 Bill 11 1 Dwarven Waraxe 30 [2-handed] 1 Earth Breaker 40 1 Falchion 75 1 Glaive 8 1 Glaive-Guisarme 12 1 Greataxe 20 1 Greatclub 5 1 Greatsword50 1 Guisarme 9 1 Halberd 10 1 Heavy Flail 15 1 Horsechopper 10 1 Lance 10 1 Lucern Hammer 15 1 Ogre Hook 24 1 Osirian Khopesh 20 1 Ranseur 10 1 Scythe 18 1 Syringe Spear 100 1 *** Martial Ranged *** 1 Chakram 1 1 Hunga Munga 4 1 Longbow 75 1 Composite100 Longbow STR 1 10 Composite200 Longbow STR 1 12 Composite300 Longbow STR 1 14 Composite400 Longbow STR 1 16 Composite500 Longbow STR 1 18

Light Light Light

1 1 1

1 1d2 1d3 0 1 1d2 1 1d2 1d3

1d4 1d3 1d4

1d6 1d4

1d8 1d6 1 1d6 1d6 1d8 1d6 2d6 1d8 2d6 1 1d8 1d6 1d8 1d8 2d6 1d6 1d8 1d8 2d6 1d6 1d8 1d10 2d8 1d8 2d6 1d8 2d6 1d8 2d6 1d8 2d6 1d10 1d10 1d10 1d8 1d10 2d6 2d4 1d10 1d10 1d12 1d10 2d6 2d4 1d10 1d10 1d10 1d8 1d12 1d10 1d10 2d4 2d4 1d8 1d8 1d6 1d8 1d8 1d8 1d8 1d8 1d8 2d8 2d8 2d8 2d6 2d8 3d6 2d6 2d8 2d8 3d6 2d8 3d6 2d6 2d8 2d8 2d8 2d6 3d6 2d8 2d8 2d6 2d6 2d6 2d6 1d8 2d6 2d6 2d6 2d6 2d6 2d6

2d6 1d8 1d8 2d6 1d8 4d6 2d6 4d6 2d6 1d8 2d6 2d6 4d6 2d6 4d6 2d6 4d6 4d6 4d6 4d6 4d6 4d6 4d6 4d6 4d6 4d6 4d6 4d6 4d6 4d6 4d6 4d6 4d6 4d6 4d6 4d6 4d6 4d6 4d6 4d6 4d6 4d6 4d6 4d6 4d6 2d6 4d6 4d6 4d6 4d6 4d6 4d6

1-handed 1-handed 1-handed 1-handed 1-handed 1-handed 1-handed 1-handed 2-handed 2-handed 2-handed 2-handed 2-handed 2-handed 2-handed 2-handed 2-handed 2-handed 2-handed 2-handed 2-handed 2-handed 2-handed 2-handed 2-handed 2-handed 2-handed 2-handed 2-handed 2-handed 2-handed Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged

1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 1 1 2 2 2 2 2 2

1d2 1d3 1d2 1d2 1d2 1d2 1d3 1d3 1d3 1d2 1d3 1d4 1d2 1d3 1d3 1d4 1d3 1d4 1d2 1d3 1d3 1d3 1d2 1d4 1d3 1d3 1d2 1d2 1d2 1d2 1d2 1d2 1d2 1d2 1d2 1d2

1 1d2 1d3 1 1d2 1d4 1d3 1d3 1d3 1d3 1d4 1d4 1d4 1d3 1d4 1d6 1d3 1d4 1d4 1d6 1d4 1d6 1d3 1d4 1d4 1d4 1d3 1d6 1d4 1d4 1d3 1d3 1d3 1d3 1 1d2 1d3 1d3 1d3 1d3 1d3 1d3

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

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

111 112 113 114 115 116 117 118 119

Composite600 Longbow STR 1 20 Pilum 5 1 Shortbow 30 1 Composite Shortbow 75 STR1 10 Composite150 Shortbow STR1 12 Composite225 Shortbow STR1 14 Composite300 Shortbow STR1 16 Composite375 Shortbow STR1 18 Composite450 Shortbow STR1 20 *** Custom Martial *** 1 1 1 1 1 *** Exotic Light *** Aklys 5 Bichhwa 5 Dwarven Maulaxe 25 Kama 2 Nunchaku 2 Pata 14 Rope Gauntlets 0.2 Sai 1 Sawtooth Sabre 35 [Light] Siangham 3 Sica 10 Swordbreaker 10 Dagger Thorn Bracer 30 Tri-Bladed Katar 6 *** Exotic 1-Handed *** Aldori Dueling 20 Sword Bastard Sword 35 [1-handed] Battle Poi 5 Boggle Buzzblade 80 0 Boggle Wrench 25 0 Butterfly 5 Knife Dwarven 30 Waraxe [1-handed] 0 Falcata18 Khopesh 20 Leather40 Madu Rhoka 5 Scorpion 5 Whip Shotel 30 Steel Madu 40 Temple30 Sword Urumi 50 Whip 1 *** Exotic 2-Handed *** Bladed Scarf 12 Chain Spear 15 Dire Flail 90 Double Scimitar 100 Dwarven Dorn-Dergar 50 Dwarven Urgrosh 50 [P] 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

Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged

2 1d2 1d3 1 1d2 1d3 2 1 1d2 2 1 1d2 2 1 1d2 2 1 1d2 2 1 1d2 2 1 1d2 2 1 1d2

1d4 1d4 1d3 1d3 1d3 1d3 1d3 1d3 1d3

1d6 1d6 1d4 1d4 1d4 1d4 1d4 1d4 1d4

1d8 1d8 1d6 1d6 1d6 1d6 1d6 1d6 1d6

2d6 2d6 1d8 1d8 1d8 1d8 1d8 1d8 1d8

4d6 4d6 2d6 2d6 2d6 2d6 2d6 2d6 2d6

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

Light Light Light Light Light Light Light Light Light Light Light Light Light Light 1-handed 1-handed 1-handed 1-handed 1-handed 1-handed 1-handed 1-handed 1-handed 1-handed 1-handed 1-handed 1-handed 1-handed 1-handed 1-handed 1-handed 2-handed 2-handed 2-handed 2-handed 2-handed 2-handed

1 1 1d2 1d3 1 0 1 1d2 1 1 1d2 1d3 1 1 1d2 1d3 1 1 1d2 1d3 1 1 1d2 1d3 1 0 1 1d2 1 0 1 1d2 1 1d2 1d3 1d4 1 1 1d2 1d3 1 1 1d2 1d3 1 0 1 1d2 1 1 1d2 1d3 1 0 1 1d2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1d2 1d3 0 1d3 1d2 0 1d3 1d2 1d2 0 1d2 0 1d2 0 1d2 1d2 0 1d3 1d3 0 1d3 1 1d3 1 1d4 1d3 1d3 1 1d4 1d3 1 1d3 1d4 1 1d4 1d6 1d2 1d6 1d4 1d2 1d6 1d4 1d4 1d2 1d4 1d2 1d4 1d2 1d4 1d4

1d4 1d3 1d4 1d4 1d4 1d4 1d3 1d3 1d6 1d4 1d4 1d3 1d4 1d3 1d6 1d8 1d3 1d8 1d6 1d3 1d8 1d6 1d6 1d3 1d6 1d3 1d6 1d3 1d6 1d6 1 1d2 1d4 1d3 1d6 1d4 1d8 1d4

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

1d8 1d6 1d8 1d8 1d8 1d8 1d6 1d6 2d6 1d8 1d8 1d6 1d8 1d6 2d6 2d8 1d6 2d8 2d6 1d6 2d8 2d6 2d6 1d6 2d6 1d6 2d6 1d6 2d6 2d6 1d4 1d8 1d6 2d6 1d8 2d8 1d8

2d6 1d8 2d6 2d6 2d6 2d6 1d8 1d8 4d6 2d6 2d6 1d8 2d6 1d8 4d6 4d6 1d8 4d6 4d6 1d8 4d6 4d6 4d6 1d8 4d6 1d8 4d6 1d8 4d6 4d6 1d6 2d6 1d8 4d6 2d6 4d6 2d6

1 1 1d2 1d3 1.5 0 1 1d2 1.5 1d2 1d3 1d4 1.5 1 1d2 1d3 2 1d3 1d4 1d6 1.5 1 1d2 1d3

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

Dwarven Urgrosh 50 [S] 0 Elven Curve 80 Blade 0 Fauchard 14 Flambard 50 Flying Talon 15 Garrote 3 Gnome Hooked 20 Hammer [B] 0 Gnome Hooked 20 Hammer [P] 0 Injection Spear 60 Mancatcher15 Meteor Hammer 10 Orc Double 60 Axe 0 Spiked Chain 25 Two-bladed 100 Sword *** Exotic Ranged *** Boggle Crossbow 200 0 Bolas 5 Boomerang 3 Crystal Chakram 20 Double Crossbow 300 Halfling Sling 20Staff 0 Hand Crossbow 100 Lasso 0.1 Launching Crossbow 75 Net 20 Repeating 400 Heavy Crossbow Repeating 250 Light Crossbow Shoanti Bola 15 Shuriken 0.2 Sling Glove 5 Thorn Bow 50 Throwing Shield 50 *** Firearms *** Blunderbuss 1400 Musket 1800 Pistol 1400 Revolver 2600 Rifle 3000 Scattergun 2200 *** Custom Exotic ***

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

2-handed 2-handed 2-handed 2-handed 2-handed 2-handed 2-handed 2-handed 2-handed 2-handed 2-handed 2-handed 2-handed 2-handed Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged Ranged

1.5 2 1.5 2 1.5 2 1.5 1.5 2 2 2 1.5 2 1.5 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 1 2 1 1 2 2

1d2 1d3 1d3 1d3

1d4 1d6 1d8 1d6 1d8 1d10 1d6 1d8 1d10 1d6 1d8 1d10 0 1 1d2 1d3 1d4 1 1d2 1d3 1d4 1d6 1d2 1d3 1d4 1d6 1d8 1 1d2 1d3 1d4 1d6 1d2 1d3 1d4 1d6 1d8 0 0 0 1 1d2 1d2 1d3 1d4 1d6 1d8 1d2 1d3 1d4 1d6 1d8 1d2 1d3 1d4 1d6 2d4 1d2 1d3 1d4 1d6 1d8 1 1d2 1d3 0 1 1d2 0 1d2 1d3 1 1d2 1d3 1d3 1d4 1d3 1d4 0 1 1d2 0 0 0 0 0 0 1d4 1d6 1d3 1d4 0 1 1d2 0 0 0 1 1d2 1 1d2 1d3 1 1d2 1d3 1d4 1d3 1d4 1d4 1d6 1d6 1d3 0 0 0 1d8 1d6 1d3 0 0 0 1d6 1d4 1d6 1d6 1d8 1d8 1d4 0 0 0

1d3 1d4 1d4 1d4

2d6 2d8 2d8 2d8 1d6 1d8 2d6 1d8 2d6 1d3 1d10 2d6 2d6 2d6 1d8 1d6 1d8 1d8 2d6 2d6 1d6 0 0 0 2d8 2d6 1d6 1d3 1d6 1d8 1d8

4d6 4d6 4d6 4d6 1d8 2d6 4d6 2d6 4d6 1d4 2d8 4d6 4d6 4d6 2d6 1d8 2d6 2d6 4d6 4d6 1d8 0 0 0 4d6 4d6 1d8 1d4 1d8 2d6 2d6

1d2 1d2

1d3 1d2

1d10 1d8 1d4 0 1 1d2 1d3 1d4 1d4 1d6 1d4 1d6 2d6 1d8 1d6 1d6 1d8 3d6

210 211 212 213 214 215 216 217 218 219 220

*** Natural Attacks *** 1 Bite 0 1 Claw 0 1 Gore 0 1 Hoof 0 1 Pincer 0 1 Rake 0 1 Slam 0 1 Sting 0 1 Tail Slap 0 1 Talon 0 1

Light Light Light Light Light Light Light Light Light Light

1 1 1 1 1 1 1 1 1 1

1 0 1 0 1 0 0 0 1 0

1d2

1d3 1 1d2 1d2 1d3 1 1d2 1d2 1d3 1 1d2 1 1d2 1 1d2 1d2 1d3 1 1d2

1d4 1d3 1d4 1d3 1d4 1d3 1d3 1d3 1d4 1d3

1d6 1d4 1d6 1d4 1d6 1d4 1d4 1d4 1d6 1d4

1d8 1d6 1d8 1d6 1d8 1d6 1d6 1d6 1d8 1d6

2d6 1d8 2d6 1d8 2d6 1d8 1d8 1d8 2d6 1d8

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

Tentacle 0 1 Trample 0 1 Wing 0 1 Bite, Barbarian 0 Animal 1 Fury Bite, tengu 0 1 Crystal, relluk 0 1 Midclaw, entobian 0 1 Slam, Jotunnar 0 1 Tongue lash,0 mogogol 1 *** Magical Attacks *** 1 Alchemist Bomb 0 Feral Mutagen 0 Bite 1 Feral Mutagen 0 Claw 1 Ray 0 1

Light Light Light Light Light Light Light Light Light 1 Ranged Light Light Ranged

1 0 1 1 1 1d2 1 0 1 1 0 1 1 0 0 1 1d2 1d3 1 1 1d2 1 1d6 1d6 1 0 0

1d2 1d3 1d2 1d2

1d3 1d4 1d3 1d3 1 1d2 1d4 1d6 1d3 1d4 1d6 1d6 1 1d2

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

1d6 1d8 1d6 1d6 1d4 2d6 1d8 1d6 1d4

1d8 2d6 1d8 1d8 1d6 2d8 2d6 1d6 1d6

1 0d6+0 0d6+0 0d6+0 0d6+0 0d6+0 0d6+0 0d6+0 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 1 1 1d2 1d3 1d4 1d6 1d8 2d6 1

*** Ammunition *** Arrow 0.05 Arrow (Adamantine) 60.05 Arrow (Cold 0.1 Iron) Arrow (Mithral) 75.05 Arrow (Silver) 2.05 Bolt, crossbow 0.1 Bolt, crossbow 60.1 (Adamantine) Bolt, crossbow 0.2 (Cold Iron) Bolt, crossbow 50.1 (Mithral) Bolt, crossbow 2.1 (Silver) Bolt, boggle 0.17 crossbow Bolt, boggle 60.17 crossbow (Adamantine) Bolt, boggle 0.33 crossbow (Cold Iron) Bolt, boggle 100.2 crossbow (Mithral) Bolt, boggle 2.17 crossbow (Silver) Bolt, repeating 0.2 crossbow Bolt, repeating 60.2 crossbow (Adamantine) Bolt, repeating 0.4 crossbow (Cold Iron) Bolt, repeating 100.2 crossbow (Mithral) Bolt, repeating 2.2 crossbow (Silver) Bullet, groaning 0.2 Bullet, sling 0.01 Bullet, sling 60.01 (Admanatine) Bullet, sling 0.02 (Cold Iron) Bullet, sling 250 (Mithral) Bullet, sling 2.01 (Silver) Dart, blowgun 0.05 Dart, blowgun 60.05 (Admanatine) Dart, blowgun 0.1 (Cold Iron) Dart, blowgun 50.05 (Mithral) Dart, blowgun 2.05 (Silver) Thistle Arrow 2.05 *** Custom Ammunition ***

Table_Weapons List_Weapons, List_Weapons_Martial, List_Weapons_Exotic

278

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

Spd Red Armor Cost Proficiency Armor/Shield Maximum Bonus Armor DexCheck Arcane BonusPenalty NormalRun Spell Failure Chance Wgt None 0 0 0 0 0 No No 0 *** Custom *** 0 0 0 0 0 0 0 No No 0 *** Light armor *** Armored Kilt 20 Light 1 6 0 0 No No 10 Padded 5 Light 1 8 0 0.05 No No 10 Leather 10 Light 2 6 0 0.1 No No 15 Rosewood 50 Light 2 6 0 0.1 No No 15 Leaf 500 Light 3 5 0 0.15 No No 10 Parade 25 Light 3 5 -1 0.15 No No 20 Studded Leather 25 Light 3 5 -1 0.15 No No 20 Chain Shirt 100 Light 4 4 -2 0.2 No No 25 *** Medium armor *** Hide 15 Medium 4 4 -3 0.2 Yes No 25 Scale Mail 50 Medium 5 3 -4 0.25 Yes No 30 Chainmail 150 Medium 6 2 -5 0.3 Yes No 40 Breastplate 200 Medium 6 3 -4 0.25 Yes No 30 *** Heavy armor *** Splint Mail200 Heavy 7 0 -7 0.4 Yes Yes 45 Banded Mail 250 Heavy 7 1 -6 0.35 Yes Yes 35 Half-plate 600 Heavy 8 0 -7 0.4 Yes Yes 50 Field Plate 1200 Heavy 7 1 -5 0.35 Yes Yes 50 Full Plate1500 Heavy 9 1 -6 0.35 Yes Yes 50 Stone Plate 1800 Heavy 9 1 -6 0.35 Yes Yes 75 *** Relluk Armor Gems *** *** Light Armor Gems *** Agate 5 Light 1 8 0 0.05 No No 7 Opal 25 Light 1 8 0 0.05 No No 7 Milky Quartz 10 Light 2 6 0 0.1 No No 10 Carnelian 50 Light 2 6 0 0.1 No No 10 Rock Crystal 25 Light 3 5 -1 0.15 No No 15 Moonstone 125 Light 3 5 0 0.15 No No 15 Rose Quartz 75 Light 4 4 -2 0.2 No No 20 Garnet 375 Light 4 4 -1 0.2 No No 20 *** Medium Armor Gems *** Smoky Quartz 10 Medium 4 4 -3 0.2 Yes No 20 Obsidian 50 Medium 4 4 -2 0.2 Yes No 20 Rutilated Quartz 50 Medium 5 3 -4 0.25 Yes No 25 Tiger Eye 250 Medium 5 3 -3 0.25 Yes No 25 Blue Quartz 100 Medium 6 2 -5 0.3 Yes No 30 Amethyst 500 Medium 6 2 -4 0.3 Yes No 30 Rainbow Quartz 200 Medium 6 3 -4 0.25 Yes No 25 Tourmaline 1000 Medium 6 3 -3 0.25 Yes No 25 *** Heavy Armor Gems *** Adventurine 250 Heavy 7 0 -7 0.4 Yes Yes 35 Peridot 1250 Heavy 7 0 -6 0.4 Yes Yes 35 Citrine 300 Heavy 7 1 -6 0.35 Yes Yes 30 Topaz 1500 Heavy 7 1 -5 0.35 Yes Yes 30 Onyx 750 Heavy 8 0 -7 0.4 Yes Yes 40 Sapphire3750 Heavy 8 0 -6 0.4 Yes Yes 40 Prasiolite2000 Heavy 9 1 -6 0.35 Yes Yes 40 Emerald 10000 Heavy 9 1 -5 0.35 Yes Yes 40 *** Custom ***

Source Special

0 PCCS PRPG PRPG AA AA AA PRPG PRPG PRPG PRPG PRPG PRPG PRPG PRPG PRPG AA PRPG AA

RR RR RR RR RR RR RR RR RR RR RR RR RR RR RR RR RR RR RR RR RR RR RR RR

+2 racial bonus on Knowledge (arcan +4 racial bonus on Knowledge (arcan +2 racial bonus on Heal and Survival +4 racial bonus on Heal and Survival +2 racial bonus on Perception and St +4 racial bonus on Perception and St +2 racial bonus on Sense Motive and +4 racial bonus on Sense Motive and

+2 racial bonus on Reflex saves vs. f +4 racial bonus on Reflex saves vs. f +2 racial bonus on saves vs. blindne +4 racial bonus on saves vs. blindne +2 racial bonus on Will saves vs. min +4 racial bonus on Will saves vs. min +2 racial bonus on saves when exam +4 racial bonus on saves when exam

acid resistance 5 acid resistance 10 fire resistance 5 fire resistance 10 electricity resistance 5 electricity resistance 10 cold resistance 5 and sonic resistanc cold resistance 10 and sonic resistan

334 None 0 0 0 *** Custom *** 0 0 Shield 0 337 *** Shields *** 338 Buckler 15 Shield 1 339 Klar 12 Shield 1 340 Light Wooden 3 Shield Shield 1 341 Light Steel Shield 9 Shield 1 342 Leather Madu 30 Shield 1 343 Steel Madu 40 Shield 1 344 Heavy Wooden 7 Shield Shield 2 345 Heavy Steel20 Shield Shield 2 346 Tower Shield 30 Tower Shield4 *** Custom ***

0 0 2

0 0 -1 -1 -1 -1 -2 -2 -2 -2 -10

0 No 0 No 0.05 0.05 0.05 0.05 0.05 0.05 0.15 0.15 0.5 No No No No No No No No No

No No No No No No No No No No No

0 0 5 6 5 6 5 6 10 15 45 PRPG AA PRPG PRPG AA AA PRPG PRPG PRPG 0

353 354 355 356 357 358 359 360 361 362

Table_Armor Armor Cost Proficiency Armor/Shield Maximum Bonus Armor DexCheck Arcane BonusPenalty NormalRun Spell Failure Chance Wgt None 0 0 0 Armor Spikes 50 10 Armored Kilt 20 10 Deflecting 1000 10 Jarring 1000 20 Vital Guard 500 15 Gauntlet, Locked 8 special n/a4 5 None 0 0 Shield Spikes 10 5 Throwing Shield 50 0

Source Special

PRPG PRPG FG B/S melee attack that misses by 5 or FG foe that makes Power Attack and mis FG treat armor bonus as +2 higher for cr PRPG PRPG AA

Str 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

33 66 100 Light Med Heavy 0 0 0 3 6 10 6 13 20 10 20 30 13 26 40 16 33 50 20 40 60 23 46 70 26 53 80 30 60 90 33 66 100 38 76 115 43 86 130 50 100 150 58 116 175 66 133 200 76 153 230 86 173 260 100 200 300

0 Encumbrance 33

19 116 233 20 133 266 21 153 306 22 173 346 23 200 400 24 233 466 25 266 533 26 306 613 27 346 693 28 400 800 29 466 933 30 532 1064 31 612 1224 32 692 1384 33 800 1600 34 932 1864 35 1064 2132 36 1224 2452 37 1384 2772 38 1600 3200 39 1864 3732 40 2128 4256 41 2448 4896 42 2768 5536 43 3200 6400 44 3728 7456 45 4256 8528 46 4896 9808 47 5536 11088 48 6400 12800 49 7456 14928 50 8512 17024 Table_Encumbrance 2 3

350 400 460 520 600 700 800 920 1040 1200 1400 1600 1840 2080 2400 2800 3200 3680 4160 4800 5600 6400 7360 8320 9600 11200 12800 14720 16640 19200 22400 25600 4

Weapon Cost Benefit MW 300 Adamantine 3000 Darkwood Cold Iron Mithral Silver 1 2300 2 8300 3 18300 4 32300 5 50300 Table_Weapon_Benefit Armor Benefit Cost MW 150 Adamantine 3000 Darkwood Dragon Hide Mithral 1 1150

2 4150 3 9150 4 16150 5 25150 Table_Armor_Benefit Shield Cost MW 150 Adamantine 3000 Darkwood Dragon Hide Mithral 1 1150 2 4150 3 9150 4 16150 5 25150 Table_Shield_Benefit Light 1-handed 2-handed Double Ranged List_Weapon_Types 466 469 *** Unarmed Attacks *** 0 470 Brass Knuckles *** Unarmed 471 Attacks Gauntlet *** Brass Knuckles 472 Unarmed Strike Gauntlet 473 *** Simple Light *** Unarmed Strike 474 Cestus *** Simple 475 Light Dagger *** Cestus 476 Hanbo Dagger 477 Light Mace Hanbo 478 Punching Dagger Light Mace 479 Sickle Punching Dagger 480 Spiked Gauntlet Sickle 481 Wooden Stake Spiked Gauntlet 482 *** Simple 1-Handed *** Wooden Stake 483 Club *** Simple 484 1-Handed Heavy*** Mace Club 485 Mere Club Heavy Mace 486 Morningstar Mere Club487 Shortspear Morningstar 488 *** Simple 2-Handed *** Shortspear 489 Bayonet *** Simple 490 2-Handed Longspear *** Bayonet 491 Quarterstaff Longspear492 Spear Quarterstaff 493 *** Simple Ranged *** Spear 494 Blowgun *** Simple 495 Ranged Dart*** Blowgun 496 Heavy Crossbow Dart 497 Javelin 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 *** Unarmed Attacks *** Brass Knuckles Gauntlet Unarmed Strike *** Simple Light *** Cestus Dagger Hanbo Light Mace Punching Dagger Sickle Spiked Gauntlet Wooden Stake *** Simple 1-Handed *** Club Heavy Mace Mere Club Morningstar Shortspear *** Simple 2-Handed *** Bayonet Longspear Quarterstaff Spear *** Simple Ranged *** Blowgun Dart Heavy Crossbow Javelin 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

469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495

469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495

496 497 498 499 500

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

Heavy Crossbow 498 Light Crossbow Javelin 499 Sling Light Crossbow 500 Stingchuck Sling 508 *** Martial Light *** Stingchuck 509 Blade Boot 510 Dogslicer 0 511 Handaxe 0 512 Kukri 0 513 Light Hammer 0 514 Light Pick 0 515 Light Shield 0 516 Light Spiked Shield *** Martial 517 Light Sap *** Blade Boot 518 Short Sword Dogslicer 519 Spiked Armor Handaxe 520 Starknife Kukri 521 Switchblade Knife Light Hammer 522 Throwing Axe Light Pick 523 War Razor Light Shield 524 *** Martial 1-Handed *** Light Spiked 525 Shield Battleaxe Sap 526 Combat Scabbard Short Sword 527 Flail Spiked Armor 528 Heavy Pick Starknife 529 Heavy Shield Switchblade 530 Knife Heavy Spiked Shield Throwing Axe 531 Klar War Razor 532 Longsword *** Martial 533 1-Handed Rapier *** Battleaxe 534 Sawtooth Sabre [1-handed] Combat Scabbard 535 Scimitar Flail 536 Scizore Heavy Pick 537 Steel Terbutje Heavy Shield 538 Terbutje Heavy Spiked 539 Shield Trident Klar 540 Warhammer Longsword 541 *** Martial 2-Handed *** Rapier 542 Bardiche Sawtooth Sabre 543 Bastard [1-handed] Sword [2-handed] Scimitar 544 Bec De Corbin Scizore 545 Bill Steel Terbutje 546 Dwarven Waraxe [2-handed] Terbutje 547 Earth Breaker Trident 548 Falchion Warhammer 549 Glaive *** Martial 550 2-Handed Glaive-Guisarme *** Bardiche 551 Greataxe Bastard Sword 552 Greatclub [2-handed] Bec De Corbin 553 Greatsword Bill 554 Guisarme Dwarven Waraxe 555 Halberd [2-handed] Earth Breaker 556 Heavy Flail Falchion 557 Horsechopper Glaive 558 Lance Glaive-Guisarme 559 Lucern Hammer

496 497 498 499 500 501

498 499 500 501 673 674 675 676 ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### #####

Light Crossbow Sling Stingchuck Alchemist Bomb Feral Mutagen Bite Feral Mutagen Claw Ray NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL

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

537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 577 578 579 580 581 582 583 584 585 586 587 ##### ##### ##### ##### ##### ##### ##### ##### #####

551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570

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

Greataxe 560 Ogre Hook Greatclub 561 Osirian Khopesh Greatsword 562 Ranseur Guisarme 563 Scythe Halberd 564 Syringe Spear Heavy Flail 565 *** Martial Ranged *** Horsechopper 566 Chakram Lance 567 Hunga Munga Lucern Hammer 568 Longbow Ogre Hook 569 Pilum Osirian Khopesh 570 Shortbow Ranseur 577 *** Exotic Light *** Scythe 578 Aklys Syringe Spear 579 Bichhwa *** Martial 580 Ranged Dwarven *** Maulaxe Chakram 581 Kama Hunga Munga 582 Nunchaku Longbow 583 Pata Pilum 584 Rope Gauntlets Shortbow 585 Sai 586 Sawtooth Sabre [Light] 0 587 Siangham 0 588 Sica 0 589 Swordbreaker Dagger 0 590 Thorn Bracer 0 591 Tri-Bladed Katar *** Exotic Light 592 *** *** Exotic 1-Handed *** Aklys 593 Aldori Dueling Sword Bichhwa 594 Bastard Sword [1-handed] Dwarven Maulaxe 595 Battle Poi Kama 596 Boggle Buzzblade Nunchaku597 Boggle Wrench Pata 598 Butterfly Knife Rope Gauntlets 599 Dwarven Waraxe [1-handed] Sai 600 Falcata Sawtooth Sabre 601 Khopesh [Light] Siangham 602 Leather Madu Sica 603 Rhoka Swordbreaker 604 Dagger Scorpion Whip Thorn Bracer 605 Shotel Tri-Bladed606 Katar Steel Madu *** Exotic 1-Handed 607 Temple *** Sword Aldori Dueling 608 Sword Urumi Bastard Sword 609 Whip [1-handed] Battle Poi 610 *** Exotic 2-Handed *** Boggle Buzzblade 611 Bladed Scarf Boggle Wrench 612 Chain Spear Butterfly Knife 613 Dire Flail Dwarven Waraxe 614 Double [1-handed] Scimitar Falcata 615 Dwarven Dorn-Dergar Khopesh 616 Dwarven Urgrosh Leather Madu 617 Elven Curve Blade Rhoka 618 Fauchard Scorpion Whip 619 Flambard Shotel 620 Flying Talon

##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### #####

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

551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571

577 578 579 580 581 582 583 584 585 586 587

##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### #####

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

653 654 655 656 657 658 659 660

Steel Madu 621 Garrote Temple Sword 622 Gnome Hooked Hammer Urumi 623 Injection Spear Whip 624 Mancatcher *** Exotic 2-Handed 625 Meteor *** Hammer Bladed Scarf 626 Orc Double Axe Chain Spear 627 Spiked Chain Dire Flail 628 Two-bladed Sword Double Scimitar 629 *** Exotic Ranged *** Dwarven Dorn-Dergar 630 Boggle Crossbow Dwarven Urgrosh 631 Bolas Elven Curve 632 Blade Boomerang Fauchard 633 Crystal Chakram Flambard 634 Double Crossbow Flying Talon 635 Halfling Sling Staff Garrote 636 Hand Crossbow Gnome Hooked 637 Lasso Hammer Injection Spear 638 Launching Crossbow Mancatcher 639 Net Meteor Hammer 640 Repeating Heavy Crossbow Orc Double 641 Axe Repeating Light Crossbow Spiked Chain 642 Shoanti Bola Two-bladed 643 Sword Shuriken *** Exotic Ranged 644 Sling *** Glove Boggle Crossbow 645 Thorn Bow Bolas 646 Throwing Shield Boomerang 647 Firearms Crystal Chakram 653 *** Natural Attacks *** Double Crossbow 654 Bite Halfling Sling 655Staff Claw Hand Crossbow 656 Gore Lasso 657 Hoof Launching658 Crossbow Pincer Net 659 Rake Repeating 660 Heavy Slam Crossbow Repeating 661 Light Sting Crossbow Shoanti Bola 662 Tail Slap Shuriken 663 Talon Sling Glove 664 Tentacle Thorn Bow 665 Trample Throwing Shield 666 Wing Firearms 667 Bite, Barbarian Animal Fury 668 Bite, tengu 0 669 Crystal, relluk 0 670 Midclaw, entobian 0 671 Tongue lash, mogogol 0 672 *** Magical Attacks *** *** Natural673 Attacks Alchemist *** Bomb Bite 674 Feral Mutagen Bite Claw 675 Feral Mutagen Claw Gore 676 Ray Hoof ##### NULL Pincer ##### NULL Rake ##### NULL Slam ##### NULL

##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### #####

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

Sting ##### NULL ##### NULL Tail Slap ##### NULL ##### NULL Talon ##### NULL ##### NULL Tentacle ##### NULL ##### NULL Trample ##### NULL ##### NULL Wing ##### NULL ##### NULL Bite, Barbarian ##### NULL Animal Fury ##### NULL Bite, tengu ##### NULL ##### NULL Crystal, ##### relluk NULL ##### NULL Midclaw, ##### entobian NULL ##### NULL Tongue ##### lash, mogogol NULL ##### NULL *** Magical ##### Attacks NULL *** ##### NULL Alchemist ##### Bomb NULL 673 ##### NULL Feral Mutagen ##### NULL Bite 674 ##### NULL Feral Mutagen ##### NULL Claw 675 ##### NULL Ray ##### NULL 676 ##### NULL List_Weapon_Feats, List_Weapon_Prof_Exotic, List_Weapon_Prof_Martial

##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### #####

rge

Critical Threat Enh. Threat Multiplier Range Weight Type 0 0 1d8 1d8 1d8 2d6 2d6 4d6 4d6 2d6 4d6 2d6 2d6 4d6 2d6 4d6 4d6 4d6 4d6 2d6 2d6 2d6 4d6 4d6 0 0 2 2 2 2 2 2 2 2 3 2 2 2 2 2 2 2 2 10 10 10 20 0 0 1B 1B 0B 1 1 2 4 1 2 1 1 3 8 2 6 3 1 9 4 6 1 0.5 8 2 4 0 9 B P or S B B P S P P 0

Group SpecialProficient FinesseAttack Damage TRUE 0 ##### 0 0 Close AA Close PRPG Close, Monk, PRPGNatural Close, Monk AA Blades [Light], PRPG Thrown Hammers, AA Monk Hammers PRPG Close PRPG Blades [Light] PRPG Close PRPG ThrownAA Hammers, PRPG Thrown Hammers PRPG Hammers AA Flails PRPG Spears,PRPG Thrown Spears AA Spears PRPG Double,PRPG Monk Spears,PRPG Thrown None PRPG ThrownPRPG Crossbows PRPG Spears,PRPG Thrown Crossbows PRPG ThrownPRPG ThrownAA

20 19-20 20 19-20 20 19-20 19-20 19-20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 17-20 17-20 19-20 19-20 19-20 19-20 19-20 19-20 19-20 19-20 19-20 19-20 19-20 19-20 19-20 19-20 19-20 19-20 19-20 17-20 19-20 17-20 19-20 19-20

TRUE TRUE TRUE TRUE nonlethal, TRUE provokes TRUE AoO monk ##### ##### monk, trip ##### ##### ##### trip ##### ##### ##### ##### ##### ##### ##### ##### TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE ##### ##### ##### ##### ##### ##### ##### ##### #####

4d6 4d6 4d6

B B B or P B and P P P P B P P P P P P B B

3 3 2 3 20 2 2 2 2 2 2 2 20 20 120 30 80 50 10

##### brace, reach ##### double, ##### monk brace #####

1d6 2d6 4d6 2d6 2d6

1d8 4d6

4d6 4d6

20 20 19-20 20 19-20 20 20

##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### splash, nauseate ##### ##### (Fort D 11 negs) TRUE TRUE TRUE TRUE TRUE

2d6 4d6 4d6 2d6 2d6 2d6 1d8 2d6 4d6 4d6

4d6

4d6 4d6 4d6 2d6 4d6

20 19-20 20 18-20 20 20 20 20 20 19-20

19-20 17-20 19-20 15-20 19-20 19-20 19-20 19-20 19-20 17-20

2 2 3 2 2 4 2 2 2 2

20

2 1 3 2 2 3 0 5 2 2

P S S S B P B P B P

##### ##### ##### ##### ##### ##### ##### ##### nonlethal ##### #####

TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE

Close AA Blades [Light] AA Axes PRPG Blades [Light] PRPG Hammers, PRPG Thrown Axes PRPG Close PRPG Close PRPG Close PRPG Blades [Light] PRPG

4d6 2d6 2d6 4d6 2d6

4d6 4d6 4d6

20 20 20 20 19-20 20 18-20 20 20 20 20 20 19-20 18-20 19-20 18-20 20 19-20 19-20 20 20 19-20 19-20 20 20 20 20 18-20 20 20 20 20 19-20 20 20 19-20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20

19-20 19-20 19-20 19-20 17-20 19-20 15-20 19-20 19-20 19-20 19-20 19-20 17-20 15-20 17-20 15-20 19-20 17-20 17-20 19-20 19-20 17-20 17-20 19-20 19-20 19-20 19-20 15-20 19-20 19-20 19-20 19-20 17-20 19-20 19-20 17-20 19-20 19-20 19-20 19-20 19-20 19-20 19-20 19-20 19-20 19-20 19-20 19-20 19-20 19-20 19-20 19-20

2 3 20 2 10 2 10 2 3 2 2 4 2 2 2 2 2 2 2 2 2 2 2 3 2 2 3 3 3 3 2 3 3 3 2 2 3 3 2 3 3 2 3 2 3 4 3 2 2 3 3 3 3 3 3 10 20 30 15 100 110 110 110 110 110

10 3 1 2 1 6 1 5 6 0 5 6 4 2 2 4 3 4 2 4 5 14 6 12 11 8 14 8 10 10 12 8 8 12 12 10 12 10 12 10 8 12 10 6 1 1 3 3 3 3 3 3

P P P S S S S B P B P S S P S S P S S P B S S B or P S S B S S S S B S S P or S B P or S P B or P P S P P or S S S P P P P P P P

##### ##### ##### ##### #####

TRUE TRUE TRUE TRUE TRUE

Close PRPG Blades [Light], PRPG Thrown Blades [Light] AA Axes, Thrown PRPG Blades [Light] AA Axes PRPG Blades [Light] AA Flails PRPG Axes PRPG Close PRPG Close PRPG Close AA Blades [Heavy] PRPG Blades [Light] PRPG Blades [Light] AA Blades [Heavy] PRPG Blades [Heavy] AA Blades [Heavy] AA Blades [Heavy] AA Spears,PRPG Thrown Hammers PRPG

4d6 4d6 2d6 4d6 4d6 4d6 4d6

4d6

##### ##### ##### ##### disarm, ##### trip ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### TRUE ##### ##### ##### ##### Attack at ##### -1, +1##### Shield bonus ##### ##### Broken on ##### roll of ##### 1 brace ##### ##### ##### #####

brace, reach, #####+2 ##### vs. sunder Pole Arms AA ##### ##### Blades [Heavy] PRPG brace, reach, #####+2 ##### to sunder Medium/Heavy Pole armor Arms AA brace, disarm, ##### reach, ##### +1 Fighting Defensively/Total Pole Arms AA Defense, +1 to ##### ##### Axes PRPG ##### ##### Hammers AA ##### ##### Blades [Heavy] PRPG reach ##### ##### Pole Arms PRPG brace, reach, #####+2 ##### to unseat rider Pole Arms AA ##### ##### Axes PRPG ##### ##### Hammers PRPG ##### ##### Blades [Heavy] PRPG reach, trip ##### ##### Pole Arms PRPG brace, trip ##### ##### Pole Arms PRPG disarm, ##### trip ##### Flails PRPG trip (vs. ##### quadruped) ##### Pole Arms PRPG reach ##### ##### Spears PRPG brace, reach, #####+2 ##### to sunder Medium/Heavy Pole armor Arms AA trip ##### ##### Close AA trip ##### ##### Blades [Heavy] PRPG disarm, ##### reach ##### Pole Arms PRPG trip ##### ##### Blades [Heavy] PRPG brace ##### ##### Spears AA melee attack ##### at##### -1 and DC 15 Ref to avoid ThrownAA injury ##### ##### ThrownAA ##### ##### 0 0 Bows PRPG ##### ##### Bows PRPG ##### ##### Bows PRPG ##### ##### Bows PRPG ##### ##### Bows PRPG ##### ##### Bows PRPG

4d6

4d6 4d6 4d6 4d6 4d6 4d6 4d6

20 20 20 20 20 20 20 20 20

19-20 19-20 19-20 19-20 19-20 19-20 19-20 19-20 19-20

3 2 3 3 3 3 3 3 3

110 20 60 70 70 70 70 70 70

3 4 2 2 2 2 2 2 2

P P P P P P P P P

##### ##### Bows PRPG negate Shield ##### bonus #####until removed ThrownAA ##### ##### 0 0 Bows PRPG ##### ##### Bows PRPG ##### ##### Bows PRPG ##### ##### Bows PRPG ##### ##### Bows PRPG ##### ##### Bows PRPG ##### ##### Bows PRPG ##### ##### ##### #####

4d6 2d6 4d6 4d6 4d6 4d6 2d6 2d6 4d6 4d6 2d6 4d6 2d6

4d6

4d6 4d6

4d6 4d6

20 19-20 20 20 20 20 20 20 19-20 20 20 20 20 20 19-20 19-20 20 20 20 19-20 20 19-20 19-20 20 18-20 20 20 20 19-20 18-20 20 20 20 20 18-20 20 20

19-20 17-20 19-20 19-20 19-20 19-20 19-20 19-20 17-20 19-20 19-20 19-20 19-20 19-20 17-20 17-20 19-20 19-20 19-20 17-20 19-20 17-20 17-20 19-20 15-20 19-20 19-20 19-20 17-20 15-20 19-20 19-20 19-20 19-20 15-20 19-20 19-20

2 2 3 2 2 3 2 2 2 2 2 2 2 4 2 2 2 4 3 2 3 3 2 2 2 2 3 2 2 2 2 2 2 2 2 2 3

20 10

2 2 5 2 2 3 2 1 2 1 3 3 3 2 3 6 2 4 10 1 8 4 8 5 6 3 2 6 3 6 2 2 13 10 10 15 12

B P or S B or S S B P B or S B S P S S P P S S Fire S B P or S S S S P S S P P S S S S S B S B P

trip ##### TRUE Hammer, AA Thrown +2 CMD ##### vs. disarm, TRUE monk Blades [Light], PCCS Monk ##### TRUE Axes, Hammers, AA Thrown monk, trip ##### TRUE Blades [Light], PRPG Monk disarm, ##### monk TRUE Flails, Monk PRPG +10 CMD ##### vs. disarm TRUE Blades [Light] PCCS ##### TRUE Close AA disarm, ##### monk TRUE Monk PRPG ##### TRUE Blades [Light] AA monk ##### TRUE Monk PRPG Attack vs. ##### buckler, TRUE light/heavy shield at Blades +1 [Light] AA disarm, ##### sunder TRUE (+4 vs. bladed weapons) Blades [Light] AA ##### TRUE Close PCCS ##### TRUE Blades [Light] PCCS ##### TRUE Blades [Heavy] AA ##### ##### Blades [Heavy] PRPG ##### ##### Flails AA ##### ##### Blades [Heavy] RR disarm, ##### trip ##### Hammers RR open as##### free action ##### Blades [Light] AA ##### ##### Axes PRPG ##### ##### Blades [Heavy] AA trip ##### ##### Blades [Heavy] AA Fight Defensively ##### ##### at -2, Combat Expertise Close +1 AA ##### ##### Blades [Heavy] AA disarm, ##### reach, trip ##### Flails AA Attack vs. ##### buckler, ##### light/heavy shield at Blades +1 [Heavy] AA ##### ##### Close AA monk, trip ##### ##### Blades [Heavy], AA Monk half dmg ##### from sunder ##### Flails AA disarm, ##### nonlethal, TRUE reach, trip Flails PRPG disarm, ##### trip, 1d4 TRUE dmg to grappler trip ##### TRUE disarm, ##### double,##### trip double ##### ##### reach ##### ##### brace, double ##### ##### Flails AA Flails AA Double,PRPG Flails Blades [Heavy], Custom Double Flails DoG Double PRPG

2d6

4d6

2d6

4d6

2d6 2d6 2d6

4d6 4d6 4d6

1d8 4d6 2d6 4d6 4d6

2d6

4d6

2d6 4d6 4d6 1d6 4d6

4d6

1d8

20 18-20 18-20 19-20 20 20 20 20 20 20 19-20 20 20 19-20

19-20 15-20 15-20 17-20 19-20 19-20 19-20 19-20 19-20 19-20 17-20 19-20 19-20 17-20 17-20 19-20 19-20 15-20 17-20 19-20 17-20 0 0 0 17-20 17-20 19-20 19-20 19-20 19-20 19-20 19-20 19-20 19-20 19-20 17-20 19-20

3 2 2 2 2 2 3 4 3 2 2 3 2 2 2 2 2 2 2 3 2

120 10 30 10 80 80 30 10 20 10 120 80 10 10 50 40 20 20 90 60 60 150 30

12 7 10 6 13 1 6 6 8 10 10 15 10 10 3 2 3 2 18 2 2 5 8 6 12 6 2 0.5 2 2 2 5 9 4 5 8 8

S S S S S S B P P P B S P S P B B S P B P P P B P B P B

brace, double ##### ##### Double PRPG ##### TRUE Blades [Heavy] PRPG reach, trip ##### ##### Pole Arms CHR sunder (+4 ##### vs. wooden ##### weapons), tripBlades [Heavy] CHR trip ##### TRUE Flails AA grapple ##### (choke)TRUE Close AA double, ##### trip ##### Double PRPG double, ##### trip ##### Double PRPG injection ##### ##### Spears CHR grapple,##### reach ##### Pole Arms AA double or ##### reach##### and +1 AC, trip (drag) Flails AA double ##### ##### Axes, Double PRPG disarm, ##### trip TRUE Flails PRPG double ##### ##### Blades [Heavy], PRPG Double ##### ##### nonlethal, ##### trip ##### ##### ##### ##### ##### Fires 2 bolts, ##### but ##### attack at -8 ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### monk ##### ##### ##### ##### ##### ##### trip ##### ##### ##### ##### ##### ##### ##### ##### Crossbows RR ThrownPRPG ThrownAA ThrownCHR Crossbows AA ThrownPRPG Crossbows PRPG ThrownAA Crossbows AA ThrownPRPG Crossbows PRPG Crossbows PRPG ThrownAA Monk, Thrown PRPG ThrownAA Bows PCCS ThrownAA Firearms PCCS Firearms PCCS Firearms PCCS Firearms PCCS Firearms PCCS Firearms PCCS

4d6 2d6 4d6 4d6

19-20 20 20 18-20 19-20 20 2d6 4d6 19-20 0 0 0 0 0 0 0 0 0 19-20 19-20 2d6 4d6 20 1d6 1d8 20 2d6 4d6 20 4d6 20 4d6 20 4d6 20 20 20 20 19-20 20

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

B and P Shots: 1 ##### B and P Shots: 1 ##### B and P Shots: 1 ##### B and P Shots: 5 ##### B and P Shots: 1 ##### B and P Shots: 2 ##### TRUE TRUE TRUE TRUE

2d8 2d6 2d8 2d6 2d8 2d6 2d6 2d6 2d8 2d6

4d6 2d8 4d6 2d8 4d6 2d8 2d8 2d8 4d6 2d8

20 20 20 20 20 20 20 20 20 20

19-20 19-20 19-20 19-20 19-20 19-20 19-20 19-20 19-20 19-20

2 2 2 2 2 2 2 2 2 2

0 0 0 0 0 0 0 0 0 0

All natural B and S natural P natural B natural B natural S natural B natural P natural B natural S natural

TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE

TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE TRUE

Natural PRPG Natural PRPG Natural PRPG Natural PRPG Natural PRPG Natural PRPG Natural PRPG Natural PRPG Natural PRPG Natural PRPG

2d6 2d8 2d6 2d6 1d8 4d6 2d8 1d6 1d8

2d8 4d6 2d8 2d8 2d6 4d8 4d6 1d6 2d6

20 20 20 20 20 20 20 20 20

19-20 19-20 19-20 19-20 19-20 19-20 19-20 19-20 19-20

2 2 2 2 2 2 2 2 2

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

B natural TRUE TRUE B natural TRUE TRUE B natural TRUE TRUE All natural ##### TRUE All natural ##### TRUE P natural ##### TRUE B and S natural ##### TRUE B natural ##### TRUE S disarm, ##### natural,TRUE nonlethal, reach, trip fire alchemical ##### All natural ##### B and S natural ##### Magical TRUE ##### TRUE TRUE TRUE

Natural PRPG Natural PRPG Natural PRPG Natural PRPG Natural PRPG Natural RR Natural RR Natural ItCoG Natural RR ThrownAPG-B Natural APG-B Natural APG-B None PRPG

0d6+0 0d6+0 4d6 4d8 2d8 4d6

20 19-20 20 19-20 20 19-20

2 20 2 2

0.15 0.15 0.15 0.15 0.15 0.1 0.1 0.1 0.1 0.1 0.08 0.08 0.08 0.08 0.08 0.2 0.2 0.2 0.2 0.2 0.5 0.5 0.5 0.5 0.5 0.5 0 0 0 0 0 0

Bleed 1d6 rnds

PRPG PRPG PRPG PRPG PRPG PRPG PRPG PRPG PRPG PRPG RR RR RR RR RR PRPG PRPG PRPG PRPG PRPG AA PRPG PRPG PRPG PRPG PRPG PRPG PRPG PRPG PRPG PRPG AA

Light 1 Medium 2 Heavy 3 Table_Armor_Cat

onus on Knowledge (arcana) and Spellcraft skill checks onus on Knowledge (arcana) and Spellcraft skill checks onus on Heal and Survival skill checks onus on Heal and Survival skill checks onus on Perception and Stealth skill checks onus on Perception and Stealth skill checks onus on Sense Motive and Diplomacy skill checks onus on Sense Motive and Diplomacy skill checks

onus on Reflex saves vs. fire or electricity effects onus on Reflex saves vs. fire or electricity effects onus on saves vs. blindness, deafness, or dazzled conditions onus on saves vs. blindness, deafness, or dazzled conditions onus on Will saves vs. mind-affecting spells and effects onus on Will saves vs. mind-affecting spells and effects onus on saves when examining illusion effect closely onus on saves when examining illusion effect closely

resistance 5 resistance 10 ance 5 and sonic resistance 5 ance 10 and sonic resistance 10

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

None *** Light armor *** Armored Kilt Padded Leather Rosewood Leaf Parade Studded Leather Chain Shirt *** Medium armor *** Hide Scale Mail Chainmail Breastplate *** Heavy armor *** Splint Mail Banded Mail Half-plate Field Plate Full Plate Stone Plate *** Relluk Armor Gems *** *** Light Armor Gems *** Agate Opal Milky Quartz Carnelian Rock Crystal Moonstone Rose Quartz Garnet *** Medium Armor Gems *** Smoky Quartz Obsidian Rutilated Quartz Tiger Eye Blue Quartz Amethyst Rainbow Quartz Tourmaline *** Heavy Armor Gems *** Adventurine Peridot Citrine Topaz Onyx Sapphire Prasiolite Emerald NULL NULL NULL

##### ##### ##### 334 337 338 339 340 341 342 343 344 345 346 ##### ##### ##### ##### ##### #####

NULL NULL NULL List_Armor None *** Shields *** Buckler Klar Light Wooden Shield Light Steel Shield Leather Madu Steel Madu Heavy Wooden Shield Heavy Steel Shield Tower Shield NULL NULL NULL NULL NULL NULL List_Shields

354 Armor Spikes 355 Armored Kilt attack that misses by 5 or less grants +1 Circumstance bonus on next 356melee Deflecting attack vs. that foe if made w/in 1 rnd akes Power Attack and misses by 5 or less may be sickened until end 357 of Jarring next turn (Fort DC 10+Power Attack bonus dmg) r bonus as +2 higher for crit confirmation roll 358 Vital Guard 359 Gauntlet, Locked 361 Shield Spikes 362 Throwing Shield

*** Martial Light *** Blade Boot Dogslicer Handaxe Kukri Light Hammer Light Pick Light Shield Light Spiked Shield Sap Short Sword Spiked Armor Starknife Switchblade Knife Throwing Axe War Razor *** Martial 1-Handed *** Battleaxe Combat Scabbard Flail Heavy Pick Heavy Shield Heavy Spiked Shield Klar Longsword Rapier Sawtooth Sabre [1-handed] Scimitar Scizore

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

*** Exotic Light *** Aklys Bichhwa Dwarven Maulaxe Kama Nunchaku Pata Rope Gauntlets Sai Sawtooth Sabre [Light] Siangham Sica Swordbreaker Dagger Thorn Bracer Tri-Bladed Katar *** Exotic 1-Handed *** Aldori Dueling Sword Bastard Sword [1-handed] Battle Poi Boggle Buzzblade Boggle Wrench Butterfly Knife Dwarven Waraxe [1-handed] Falcata Khopesh Leather Madu Rhoka Scorpion Whip Shotel

Steel Terbutje Terbutje Trident Warhammer *** Martial 2-Handed *** Bardiche Bastard Sword [2-handed] Bec De Corbin Bill Dwarven Waraxe [2-handed] Earth Breaker Falchion Glaive Glaive-Guisarme Greataxe Greatclub Greatsword Guisarme Halberd Heavy Flail Horsechopper Lance Lucern Hammer Ogre Hook Osirian Khopesh Ranseur Scythe Syringe Spear *** Martial Ranged *** Chakram Hunga Munga Longbow Pilum Shortbow *** Exotic Light *** Aklys Bichhwa Dwarven Maulaxe Kama Nunchaku Pata Rope Gauntlets Sai Sawtooth Sabre [Light] Siangham NULL NULL NULL NULL NULL NULL NULL NULL NULL

606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 653 654 655 656 657 658 659 660 ##### ##### ##### #####

Steel Madu Temple Sword Urumi Whip *** Exotic 2-Handed *** Bladed Scarf Chain Spear Dire Flail Double Scimitar Dwarven Dorn-Dergar Dwarven Urgrosh Elven Curve Blade Fauchard Flambard Flying Talon Garrote Gnome Hooked Hammer Injection Spear Mancatcher Meteor Hammer Orc Double Axe Spiked Chain Two-bladed Sword *** Exotic Ranged *** Boggle Crossbow Bolas Boomerang Crystal Chakram Double Crossbow Halfling Sling Staff Hand Crossbow Lasso Launching Crossbow Net Repeating Heavy Crossbow Repeating Light Crossbow Shoanti Bola Shuriken Sling Glove Thorn Bow Throwing Shield Firearms *** Natural Attacks *** Bite Claw Gore Hoof Pincer Rake Slam NULL NULL NULL NULL

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

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

##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### #####

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

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

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

653 654 655 656 657 658 659 660

##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### #####

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

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

##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### #####

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

oup NULL NULL *** Unarmed Attacks *** Brass Knuckles Gauntlet Unarmed Strike *** Simple Light *** Cestus Dagger Hanbo Light Mace Punching Dagger Sickle Spiked Gauntlet Wooden Stake *** Simple 1-Handed *** Club Heavy Mace Mere Club Morningstar Shortspear *** Simple 2-Handed *** Bayonet Longspear Quarterstaff Spear *** Simple Ranged *** Blowgun Dart Heavy Crossbow Javelin Light Crossbow Sling Stingchuck NULL NULL NULL NULL NULL NULL NULL *** Martial Light *** Blade Boot Dogslicer Handaxe Kukri Light Hammer Light Pick Light Shield Light Spiked Shield Sap Short Sword 3 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 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 None *** Unarmed Attacks *** Brass Knuckles Gauntlet Unarmed Strike *** Simple Light *** Cestus Dagger Hanbo Light Mace Punching Dagger Sickle Spiked Gauntlet Wooden Stake *** Simple 1-Handed *** Club Heavy Mace Mere Club Morningstar Shortspear *** Simple 2-Handed *** Bayonet Longspear Quarterstaff Spear *** Simple Ranged *** Blowgun Dart Heavy Crossbow Javelin Light Crossbow Sling Stingchuck *** Martial Light *** Blade Boot Dogslicer Handaxe Kukri Light Hammer Light Pick Light Shield Light Spiked Shield Sap Short Sword Spiked Armor Starknife Switchblade Knife Throwing Axe War Razor *** Martial 1-Handed *** Battleaxe Combat Scabbard Flail

Spiked Armor Starknife Switchblade Knife Throwing Axe War Razor *** Martial 1-Handed *** Battleaxe Combat Scabbard Flail Heavy Pick Heavy Shield Heavy Spiked Shield Klar Longsword Rapier Sawtooth Sabre [1-handed] Scimitar Scizore Steel Terbutje Terbutje Trident Warhammer *** Martial 2-Handed *** Bardiche Bastard Sword [2-handed] Bec De Corbin Bill Dwarven Waraxe [2-handed] Earth Breaker Falchion Glaive Glaive-Guisarme Greataxe Greatclub Greatsword Guisarme Halberd Heavy Flail Horsechopper Lance Lucern Hammer Ogre Hook Osirian Khopesh Ranseur Scythe Syringe Spear *** Martial Ranged *** Chakram Hunga Munga Longbow NULL NULL NULL NULL NULL

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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119

Heavy Pick Heavy Shield Heavy Spiked Shield Klar Longsword Rapier Sawtooth Sabre [1-handed] Scimitar Scizore Steel Terbutje Terbutje Trident Warhammer *** Martial 2-Handed *** Bardiche Bastard Sword [2-handed] Bec De Corbin Bill Dwarven Waraxe [2-handed] Earth Breaker Falchion Glaive Glaive-Guisarme Greataxe Greatclub Greatsword Guisarme Halberd Heavy Flail Horsechopper Lance Lucern Hammer Ogre Hook Osirian Khopesh Ranseur Scythe Syringe Spear *** Martial Ranged *** Chakram Hunga Munga Longbow Composite Longbow STR 10 Composite Longbow STR 12 Composite Longbow STR 14 Composite Longbow STR 16 Composite Longbow STR 18 Composite Longbow STR 20 Pilum Shortbow Composite Shortbow STR 10 Composite Shortbow STR 12 Composite Shortbow STR 14 Composite Shortbow STR 16 Composite Shortbow STR 18 Composite Shortbow STR 20

NULL Pilum Shortbow NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL *** Exotic Light *** Aklys Bichhwa Dwarven Maulaxe Kama Nunchaku Pata Rope Gauntlets Sai Sawtooth Sabre [Light] Siangham Sica Swordbreaker Dagger Thorn Bracer Tri-Bladed Katar *** Exotic 1-Handed *** Aldori Dueling Sword Bastard Sword [1-handed] Battle Poi Boggle Buzzblade Boggle Wrench Butterfly Knife Dwarven Waraxe [1-handed] Falcata Khopesh Leather Madu Rhoka Scorpion Whip Shotel Steel Madu Temple Sword Urumi Whip *** Exotic 2-Handed *** Bladed Scarf Chain Spear Dire Flail Double Scimitar Dwarven Dorn-Dergar Dwarven Urgrosh

126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180

*** Exotic Light *** Aklys Bichhwa Dwarven Maulaxe Kama Nunchaku Pata Rope Gauntlets Sai Sawtooth Sabre [Light] Siangham Sica Swordbreaker Dagger Thorn Bracer Tri-Bladed Katar *** Exotic 1-Handed *** Aldori Dueling Sword Bastard Sword [1-handed] Battle Poi Boggle Buzzblade Boggle Wrench Butterfly Knife Dwarven Waraxe [1-handed] Falcata Khopesh Leather Madu Rhoka Scorpion Whip Shotel Steel Madu Temple Sword Urumi Whip *** Exotic 2-Handed *** Bladed Scarf Chain Spear Dire Flail Double Scimitar Dwarven Dorn-Dergar Dwarven Urgrosh [P] Dwarven Urgrosh [S] Elven Curve Blade Fauchard Flambard Flying Talon Garrote Gnome Hooked Hammer [B] Gnome Hooked Hammer [P] Injection Spear Mancatcher Meteor Hammer Orc Double Axe Spiked Chain Two-bladed Sword *** Exotic Ranged ***

NULL Elven Curve Blade Fauchard Flambard Flying Talon Garrote Gnome Hooked Hammer NULL Injection Spear Mancatcher Meteor Hammer Orc Double Axe Spiked Chain Two-bladed Sword *** Exotic Ranged *** Boggle Crossbow Bolas Boomerang Crystal Chakram Double Crossbow Halfling Sling Staff Hand Crossbow Lasso Launching Crossbow Net Repeating Heavy Crossbow Repeating Light Crossbow Shoanti Bola Shuriken Sling Glove Thorn Bow Throwing Shield Firearms NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL *** Natural Attacks *** Bite Claw Gore Hoof Pincer Rake Slam Sting Tail Slap Talon

181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 ##### ##### ##### ##### ##### #####

Boggle Crossbow Bolas Boomerang Crystal Chakram Double Crossbow Halfling Sling Staff Hand Crossbow Lasso Launching Crossbow Net Repeating Heavy Crossbow Repeating Light Crossbow Shoanti Bola Shuriken Sling Glove Thorn Bow Throwing Shield *** Firearms *** Blunderbuss Musket Pistol Revolver Rifle Scattergun *** Natural Attacks *** Bite Claw Gore Hoof Pincer Rake Slam Sting Tail Slap Talon Tentacle Trample Wing Bite, Barbarian Animal Fury Bite, tengu Crystal, relluk Midclaw, entobian Slam, Jotunnar Tongue lash, mogogol *** Magical Attacks *** Alchemist Bomb Feral Mutagen Bite Feral Mutagen Claw Ray NULL NULL NULL NULL NULL NULL

Tentacle Trample Wing Bite, Barbarian Animal Fury Bite, tengu Crystal, relluk Midclaw, entobian Slam, Jotunnar Tongue lash, mogogol *** Magical Attacks *** Alchemist Bomb Feral Mutagen Bite Feral Mutagen Claw Ray

##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### ##### #####

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL List_Weapons

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

Spells Per Day 0 1st 1 2 3 3 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5 5 Spells Per Day 0 1st 3 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 Spells Per Day 0 1st 3 4 5 6 6 6

2nd

3rd

4th

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

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

1 2 3 3 4 4 4 4 5 5 5

2nd 1 2 2 3 3 3 4 4 4 4 4 4 4 4 4 4 4 4 4 4

3rd

4th

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

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

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

2nd

3rd

4th

3 4 5

7 8 9 10 11 12 13 14 15 16 17 18 19 20 Min Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Prestige Class Caster Level Increase Level -3 1 0 2 1 3 2 4 3 5 3 6 4 7 5 8 6 9 6 10 7 1 2 Table_PRC_Caster_Level

6 6 6 6 6 6 6 6 6 6 6 6 6 6

6 6 6 6 6 6 6 6 6 6 6 6 6 6 Spells Per Day 2nd 3rd

4 5 6 6 6 6 6 6 6 6 6 6 6 6

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

0 1st

4th

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

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

0 1 1 1 1 2 2 2 2 3 3

0 1 1 1 1 2 2 3

-1 Full 0 1 2 3 4 5 6 7 8 9 3

1 2 3 4 5 6 7 8 9 10 4

Prestige Class Increases Arcane ArcherArcane Trickster Dragon Disciple Eldritch KnightLoremaster

Bard Cleric Druid Paladin Ranger Sorcerer Wizard Inquisitor Oracle Summoner Witch

0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0

Score 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

Bonus Spell Points (by Maximum Spell Level) 0 1st 2nd 3rd 0 1 1 0 1 4 0 1 4 0 1 4 0 2 5 0 2 8 0 2 8 0 2 8 0 3 9 0 3 12 0 3 12 0 3 12 0 4 13 0 4 16 0 4 16 0 4 16 0 5 17 0 5 20 0 5 20 0 5 20

4th 1 4 9 9 10 13 18 18 19 22 24 27 28 31 36 36 37 40 45 45 1 4 9 16 17 20 25 32 33 36 38 48 49 52 57 64 65 68 73 80

5th

Spont Mid 6th

1 2 3 3 4 4 5 5

1 2 3 3 5

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

0 4 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6

5th

6th

7th

8th

9th

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

1 2 2 3 3 3 4 4 4 4

1 2 2 3 3 3 4 4

1 2 2 3 3 4 Spont Max 9th

1 2 3 4 Spells Known Level 1 2 3 4 5 6

5th

6th

7th

8th

0 4 5 5 6 6 7

3 4 5 6 6 6 6 6 6 6 6

3 4 5 6 6 6 6 6 6

3 4 5 6 6 6 6

3 4 5 6 6

3 4 6

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

7 8 8 9 9 9 9 9 9 9 9 9 9 9

Mystic Theurge Diabolist

0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0

5th 1 4 9 16 26 29 34 41 51 54 56 66 76 77 84 91 101 104 109 116

6th 1 4 9 16 26 40 45 52 62 76 78 88 98 110 117 124 134 148 156 160

7th 1 4 9 16 26 40 58 65 75 89 104 114 124 136 156 163 173 187 205 212

8th 1 4 9 16 26 40 58 80 90 104 119 144 154 166 186 208 218 232 250 272

9th 1 4 9 16 26 40 58 80 107 121 136 161 188 200 220 242 269 283 301 323

1st 2 3 4 4 4 4 5 5 5 5 6 6 6 6 6 6 6 6 6 6

2nd

3rd

4th

5th

6th

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

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

2 3 4 4 4 4 5 5 5 5 6

2 3 4 4 4 4 5 5

2 3 4 4 5

1st 2 2 3 3 4 4

2nd

3rd

4th

5th

6th

7th

1 2 2

5 5 5 5 5 5 5 5 5 5 5 5 5 5

3 3 4 4 5 5 5 5 5 5 5 5 5 5

2 2 3 3 4 4 4 4 4 4 4 4 4 4

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

1 2 2 3 3 4 4 4 4 4 4

1 2 2 3 3 3 3 3 3

1 2 2 3 3 3 3

CLASS Bard Cleric Druid Paladin Ranger Sorcerer Wizard Inquisitor Oracle Summoner Witch

ABILITY Cha Wis Wis Cha Wis Cha Int Wis Cha Cha Int

LEVEL 0 0 0 -3 -3 0 0 0 0 0 0

ABBREV Brd Clr Drd Pal Rgr Sor Wiz Inq Ora Sum Wit

Table_Casters_Ability; List_Casters_All_Base

Bard Sorcerer Wizard Summoner Witch List_Casters_Arcane_Base

Cleric Druid Paladin Ranger Inquisitor Oracle List_Casters_Divine_Base

8th

9th

1 2 2 3 3

1 2 3

TABLE Spont_Mid Max Max Min Min Spont_Max Max Spont_Mid Spont_Max Spont_Mid Max

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

NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL NULL List_Casters_Available

Table_Spells_Per_Day_ Table_Spells_Known_ #N/A

Level

BAB Low

Mid

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

1 0 0 2 1 1 3 1 2 4 2 3 5 2 3 6 3 4 7 3 5 8 4 6 9 4 6 10 5 7 11 5 8 12 6 9 13 6 9 14 7 10 15 7 11 16 8 12 17 8 12 18 9 13 19 9 14 20 10 15 1 2 3 Table_Level_Dependent Campaign Points Custom 0 Low 10 Standard 15 High 20 Epic 25 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

Saving Throw Prestige Saves Spell Points per Day XP Needed Bad Good PrC BadPrC Good Spell Points Spell Low Points Spell Med Points Spell High Points Slow Ult 0 2 0 1 0 0 2 3 0 3 1 1 0 0 4 5 #### 1 3 1 2 0 1 7 8 #### 1 4 1 2 0 5 11 14 #### 1 4 2 3 0 6 16 19 #### 2 5 2 3 1 9 24 29 #### 2 5 2 4 1 14 33 37 #### 2 6 3 4 1 17 44 51 #### 3 6 3 5 1 22 56 63 #### 3 7 3 5 4 29 72 81 #### 3 7 4 6 4 34 88 97 #### 4 8 4 6 9 41 104 115 #### 4 8 4 7 9 50 120 131 #### 4 9 5 7 10 57 136 149 #### 5 9 5 8 17 67 152 165 #### 5 10 5 8 20 81 168 183 #### 5 10 6 9 25 95 184 199 #### 6 11 6 9 26 113 200 217 #### 6 11 6 10 41 133 216 233 #### 6 12 7 11 48 144 232 249 #### 5 6 7 8 9 10 11 12 13

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

20

15

10

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

Bonus Spells (by Spell Level) Ability Score ModifierCost 1st 2nd 3rd 4th 5th 0 -5 -12 1 -5 -11 2 -4 -10 3 -4 -9 4 -3 -8 Can't cast spells tied to this ability 5 -3 -7 6 -2 -5 7 -2 -4 8 -1 -2 9 -1 -1 10 0 0 0 0 0 0 11 0 1 0 0 0 0 12 1 2 1 0 0 0 13 1 3 1 0 0 0 14 2 5 1 1 0 0 15 2 7 1 1 0 0 16 3 10 1 1 1 0 17 3 13 1 1 1 0 18 4 17 1 1 1 1 19 4 21 1 1 1 1 20 5 26 2 1 1 1 21 5 31 2 1 1 1 22 6 37 2 2 1 1 23 6 43 2 2 1 1 24 7 50 2 2 2 1 25 7 57 2 2 2 1 26 8 65 2 2 2 2 27 8 73 2 2 2 2 28 9 82 3 2 2 2 29 9 91 3 2 2 2 30 10 101 3 3 2 2 31 10 111 3 3 2 2 32 11 122 3 3 3 2 33 11 133 3 3 3 2 34 12 145 3 3 3 3 35 12 157 3 3 3 3 36 13 170 4 3 3 3 37 13 183 4 3 3 3 38 14 197 4 4 3 3 39 14 211 4 4 3 3 40 15 226 4 4 4 3 41 15 241 4 4 4 3 42 16 257 4 4 4 4 43 16 273 4 4 4 4 44 17 290 5 4 4 4 45 17 307 5 4 4 4 46 18 325 5 5 4 4 47 18 343 5 5 4 4 48 19 362 5 5 5 4 49 19 381 5 5 5 4 50 20 401 5 5 5 5

6th

7th

8th

9th

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

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

Table_Ability_Mod; Table_Ability_Cost; Table_Bonus_Spells Max Dex Armor Check Spd Red Penalty Run Light 0 0 No Medium 3 -3 Yes Heavy 1 -6 Yes Overloaded 0 Yes

4 4 3 0

Base Speed Reduced Speed 5 5 10 10 15 10 20 15 25 20 30 20 35 25 40 30 45 30 50 35 55 40 60 40 65 45 70 50 75 50 80 55 85 60 90 60 95 65 100 70 105 70 110 75 115 80 120 80 Table_Speed_Reduction Dog, Badgerhound +3 bonus on scent-based and opposed Perception checks Eagle, Golden +2 bonus on Intimidate and sight-based and opposed Perception check in bright or low light Fluttermouse +2 bonus on Fly and Stealth checks Fox, Red +3 bonus on Survival checks Hedgehog +1 natural armor bonus Parrot +3 bonus on Linguistics checks Rabbit +2 bonus on sight-based, sound-based and opposed Perception checks Robin +2 bonus on Fly and sound-based and opposed Perception checks in bright light Woodrat+2 bonus on Acrobatics and Appraise checks Clockwork Bat Clockwork Cat Clockwork Owl Clockwork Rat

XP Needed MediumFast Pathfinder Feats Society Ability Score Wealth 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 #### 14 15 16 17 18 19

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

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

Yes No List_YesNo

Strength#NUM! Dexterity#NUM! Constitution #NUM! Intelligence #NUM! Wisdom#NUM! Charisma #NUM! List_Abilities

NULL NULL NULL NULL NULL NULL

Fractional BAB Saving Throw Low MediumHigh High Low 0.5 0.75 1 2.5 0.34 1 1.5 2 3 0.68 1.5 2.25 3 3.5 1.02 2 3 4 4 1.36 2.5 3.75 5 4.5 1.7 3 4.5 6 5 2.04 3.5 5.25 7 5.5 2.38 4 6 8 6 2.72 4.5 6.75 9 6.5 3.06 5 7.5 10 7 3.4 5.5 8.25 11 7.5 3.74 6 9 12 8 4.08 6.5 9.75 13 8.5 4.42 7 10.5 14 9 4.76 7.5 11.25 15 9.5 5.1 8 12 16 10 5.44 8.5 12.75 17 10.5 5.78 9 13.5 18 11 6.12 9.5 14.25 19 11.5 6.46 10 15 20 12 6.8

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