TEXT:  
  PATHFINDER 
  CONVERSIONS 
   
  OF  
   
  3.5 20 LEVEL 
  CLASSES 
  
  TABLE 3-4: NINJA 
   
  Base 
   
  Attack 
  Fort Ref 
  Will 
  AC/CMD 
  Level 
  Bonus 
  Save Save Save 
  Bonus 
  Special  
  1st 
  +0 
  +0 
  +2 
  +0 
  +0 
  Ghostly stealth, ki pool, sudden strike +1d6, trapfinding 
  2nd 
  +1 
  +0 
  +3 
  +0 
  +0 
  Ghostly step, ninja secret 
  3rd 
  +2 
  +1 
  +3 
  +1 
  +0 
  Poison use, sudden strike +2d6 
  4th 
  +3 
  +1 
  +4 
  +1 
  +1 
  High jump, ninja secret 
  5th 
  +3 
  +1 
  +4 
  +1 
  +1 
  Evasion, sudden strike +3d6 
  6th 
  +4 
  +2 
  +5 
  +2 
  +1 
  ki dodge, ninja secret 
  7th 
  +5 
  +2 
  +5 
  +2 
  +1 
  Sudden strike +4d6, swift climb 
  8th 
  +6/+1 
  +2 
  +6 
  +2 
  +2 
  Death strike, ninja secret 
  9th 
  +6/+1 
  +3 
  +6 
  +3 
  +2 
  Improved poison use, sudden strike +5d6 
  10th 
  +7/+2 
  +3 
  +7 
  +3 
  +2 
  Advanced secret, ninja secret 
  11th 
  +8/+3 
  +3 
  +7 
  +3 
  +2 
  Sudden strike +6d6 
  12th 
  +9/+4 
  +4 
  +8 
  +4 
  +3 
  Ninja secret, poison immunity 
  13th 
  +9/+4 
  +4 
  +8 
  +4 
  +3 
  Sudden strike +7d6 
  14th 
  +10/+5 
  +4 
  +9 
  +4 
  +3 
  Hide in plain sight, ninja secret 
  15th 
  +11/+6/+1 
  +5 
  +9 
  +5 
  +3 
  Sudden strike +8d6, swift poison use 
  16th 
  +12/+7/+2 
  +5 
  +10 
  +5 
  +4 
  Ninja secret, true death  
  17th 
  +12/+7/+2 
  +5 
  +10 
  +5 
  +4 
  Sudden strike +9d6 
  18th 
  +13/+8/+3 
  +6 
  +11 
  +6 
  +4 
  Greater ki dodge, ninja secret 
  19th 
  +14/+9/+4 
  +6 
  +11 
  +6 
  +4 
  Sudden strike +10d6 
  20th 
  +15/+10/+5 
  +6 
  +12 
  +6 
  +5 
  Ninja secret, swift death 
   
  NINJA 
  Beings of stealth and shadow, ninjas strike down the 
  unwary and vanish again with ease, and walk where others 
  cannot. They blend their training in stealth and 
  assassination with a focused mind. Their rigorous 
  preparation sharpens their minds and bodies, giving them 
  supernatural stealth, infiltration, and the ability to avoid 
  blows. Ninjas typically belong to an isolated clan that train 
  in secret villages and hidden training camps. Here they 
  spend years perfecting their arts of stealth and subterfuge, 
  establishing intricate spy networks, and concealing their 
  identities. To a ninja, loyalty to one’s clan is paramount, 
  and to break that trust means certain death. However, 
  whatever their clan, ninjas are dangerous and 
  unpredictable combatants, who can disable foes with 
  poison, seemingly strike from nowhere, and escape almost 
  any situation by using their supernatural abilities. 
       Role: Ninjas have a fearsome and near mythical 
  reputation as spies, assassins, and martial artists, often 
  appearing and disappearing at a whim, and attacking their 
  foes with devastating effect. Ninjas attack from nowhere, 
  do massive damage, and then vanish from sight to avoid 
  reprisal or capture. They are at their best when teamed 
  with a fighter or some other frontline character to flank 
  enemies. 
       Alignment: Any 
       Hit Die: d8 
   
  Class Skills 
  The rogue’s class skills are Acrobatics (Dex), Appraise 
  (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy 
  (Cha), Disable Device (Dex), Disguise (Cha), Escape 
  Artist (Dex), Knowledge (local) (Int), Linguistics (Int), 
  Perception (Wis), Sense Motive (Wis), Sleight of Hand 
  (Dex), Stealth (Dex), and Swim (Str). 
       Skill Ranks Per Level: 6 + Int modifier. 
   
  Class Features 
  The following are class features of the ninja. 
       Weapon and Armor Proficiency: Ninjas are 
  proficient with all simple weapons, plus the hand crossbow, 
  kama, kukri, nunchaku, sai, shortbow, short sword, 
  shuriken, and siagham. Ninjas are not proficient with any 
  type of armor or shield. 
       AC/CMD Bonus (Ex): A ninja is highly trained at 
  dodging blows, and he has a sixth sense that lets him avoid 
  even unanticipated attacks, When unarmored and 
  unencumbered, a ninja adds his Wisdom bonus (if any) to 
  his AC and CMD. In addition, a ninja gains a +1 bonus to 
  AC at 4th level. This bonus increases by 1 for every four 
  ninja levels thereafter, up to a maximum of +5 at 20th 
  level. 
       These bonuses to AC apply even against touch attacks 
  or when the monk is flat-footed. He loses these bonuses 
  when he is immobilized or helpless, when he wears any 
  armor, when he carries a shield, or when he carries a 
  medium or heavy load. 
       Ghostly Stealth (Ex): A ninja adds his class level to 
  stealth checks made when he is not wearing any type of 
  armor, and is unencumbered. Also, by spending 1 point 
  from his ki pool, a ninja can cause a momentary distraction 
  that adds a +4 bonus to his Stealth check and allows the 
  check to be made as a swift action. Using this ability does 
  not provoke an attack of opportunity. 
       Ki Pool (Su): At 1st level, a ninja gains a pool of ki, 
  supernatural energy he can channel to manifest amazing 
  feats of stealth and mobility. A ninja’s ki pool is equal to 
  one half his ninja level plus his Wisdom modifier. Ki 
  powers can be used only if a ninja is wearing no armor and 
  
  is unencumbered. As long as he has at least 1 point in his 
  ki pool, a ninja gains a +2 bonus on his Will saves.  
       As a ninja can select additional powers that consume 
  points from his ki pool as he gains levels (ki dodge, ghost 
  strike, greater ki dodge, and ghost walk). Each of these 
  powers is activated as a swift action. 
       The ki pool is replenished each morning after 8 hours of 
  rest or meditation. 
       Sudden Strike: If a ninja can catch an opponent when 
  he is unable to defend himself effectively from his attack, 
  she can strike a vital spot for extra damage.  
       The ninja’s attack deals extra damage any time his 
  target would be denied a Dexterity bonus to AC (whether 
  the target actually has a Dexterity bonus or not), or when 
  the ninja flanks his target. This extra damage is 1d6 at 1st 
  level, and it increases by 1d6 every two ninja levels 
  thereafter. Should the ninja score a critical hit with a 
  sudden strike, this extra damage is not multiplied. Ranged 
  attacks can count as sudden strikes only if the target is 
  within 30 feet. 
       With a sap (blackjack), a ninja can make a sudden 
  strike that deals nonlethal damage instead of lethal damage. 
  He cannot use a weapon that deals lethal damage to deal 
  nonlethal damage in a sudden strike, not even with the 
  usual –4 penalty. 
       The ninja must be able to see the target well enough to 
  pick out a vital spot and must be able to reach such a spot. 
  A ninja cannot sneak attack while striking a creature with 
  concealment or striking the limbs of a creature whose 
  vitals are beyond reach. 
       The extra damage from the sudden strike ability stacks 
  with the extra damage from sneak attacks whenever both 
  would apply to the same target. 
       Trapfinding: A ninja adds 1/2 his level to Perception 
  skill checks made to locate traps and to Disable Device 
  skill checks (minimum +1). A ninja can use Disable 
  Device to disarm magic traps. 
       Ghostly Step (Su): At 2nd level, a ninja can spend 1 
  point from his ki pool as a swift action to become invisible 
  for 1 round. Doing so does not provoke an attack of 
  opportunity. At 10th level, a ninja can spend 1 ki point to 
  become ethereal when using ghost step instead of 
  becoming invisible. 
       Ninja Secrets: As a ninja gains experience, he learns a 
  number of secrets that aid him in his role as an unseen 
  assailant. Starting at 2nd level, a ninja gains one ninja 
  secret, and an additional secret every even level thereafter. 
  A ninja cannot select an individual ninja secret more than 
  once. Only one of these secrets can be applied to an 
  individual attack and the decision must be made before the 
  attack roll is made. 
       Acrobatic Expertise (Ex): This secret improves a ninja’s 
  acrobatic ability, and thus gains a +2 bonus to all his 
  Acrobatics skill checks. This secret can be selected 
  multiple times, with each time increasing the ninja’s 
  Acrobatics skill check bonus by an additional +2. 
       Advanced Martial Training: This secret allows a ninja 
  to deal damage with his unarmed strikes as a monk of 
  equal level. If he has levels in monk they stack with all his 
  class levels in ninja for the purpose of determining his 
  unarmed damage, and BAB when executing a flurry of 
  blows. Further more he may spend ki point from either his 
  monk or his ninja ki pool to activate ki powers that are 
  related to his unarmed strikes and flurry of blows. The 
  ninja must have selected the Improved Martial Arts 
  Training secret to select this secret.  
       Fast Climb (Ex): This secret allows a ninja to climb his 
  normal speed as a move action with no penalty to his 
  Climb check, but the ninja must end the round on a 
  horizontal surface. If he does not end the round on a 
  horizontal surface, he must succeed an additional Climb 
  check (DC = wall's DC +5) to find a perch or take the 
  appropriate falling damage for the distance he has fallen. 
  In addition, a ninja only needs one free hand to climb. This 
  ability can only be used if the ninja is wearing no armor 
  and is carrying no more than a light load.  
       Fast Stealth (Ex): This secret allows a ninja to move at 
  full speed while the stealth skill without penalty.  
       Ghostly Strike (Su): This secret allows a ninja to spend 
  1 point from his ki pool as a move action to strike 
  incorporeal and ethereal creatures as if they were corporeal. 
  The ninja can also use this ability to strike foes on the 
  Material Plane normally while he is ethereal (for example, 
  while using her ghost step ability). Activating the ghost 
  strike ability does not provoke an attack of opportunity. It 
  affects the next attack made by the ninja, as long as that 
  attack is made before the end of his next turn.  
       Improved Martial Arts Training: This secret allows a 
  ninja to deal damage with his unarmed strikes as a monk 
  of half his ninja level. If he has levels in monk they stack 
  with half his levels in ninja for determining his unarmed 
  damage and BAB when executing a flurry of blows. The 
  ninja must have the Improved Unarmed Strike feat to 
  select this secret. 
       Ledge Walker (Ex): This secret allows a ninja to move 
  along narrow surfaces at full speed using the Acrobatics 
  skill without penalty. In addition, a ninja with this secret is 
  not flat-footed when using Acrobatics to move along 
  narrow surfaces. 
       Martial Arts Training: This secret allows a ninja to 
  learn the techniques of the ancient martial arts, and thus 
  gains Improved Unarmed Strike as a bonus feat. 
       Minor Ninja Magic (Sp): A ninja with this secret gains 
  the ability to cast a 0-level spell from the abjuration, 
  divination, enchantment, illusion, and transmutation 
  schools of the Sorcerer/Wizard spell list. This spell can be 
  cast three times a day as a spell-like ability, with a caster 
  level equal to the ninja's level. The save DC for this spell 
  is 10 + the ninja's Wisdom modifier. The ninja must have a 
  Wisdom of at least 10 to select this secret. 
       Major Ninja Magic (Sp): A ninja with this secret gains 
  the ability to cast a 1st-level spell from the abjuration, 
  
  divination, enchantment, illusion, and transmutation 
  schools of the Sorcerer/Wizard spell list. This spell can be 
  cast two times a day as a spell-like ability, with a caster 
  level equal to the ninja's level. The save DC for this spell 
  is 11 + the ninja's Wisdom modifier. The ninja must have a 
  Wisdom of at least 11, and must have the minor magic 
  ninja secret to select this secret. 
       Ninja Crawl (Ex): While prone, a ninja with this ability 
  can move at half speed. This movement provokes attacks 
  of opportunity as normal. A ninja with this secret can take 
  a 5-foot step while crawling. 
       Ninja Weapon Specialist (Ex): This secret allows a 
  ninja to spend 1 ki point as a swift action to gain the 
  appropriate improved combat maneuver feat while 
  wielding a weapon with a special property, such as the 
  kama, as described under the ninja's weapon and armor 
  proficiencies, on his next attack. For example, a ninja 
  using the kama (a weapon that can make trip attacks) that 
  doesn't have the Improved Trip feat can spend 1 ki point 
  and gain the benefit of the Improved Trip feat on his next 
  attack. If the ninja does not perform the combat maneuver 
  on his next attack action, the ki point is wasted. 
       Shuriken Multi-Throw (Ex): A ninja with this secret can 
  throw multiple shuriken with one attack roll. The ninja 
  may throw up to a number of shuriken equal to his 
  Dexterity modifier. He makes one attack roll for all 
  shuriken thrown vs. each individual opponent’s Armor 
  Class. Thus, it is possible to hit some opponents while 
  missing others completely. He may target a number of 
  opponents equal to the number of shuriken he throws, but 
  each target cannot be more than 5 feet apart. The ninja can 
  choose to assign multiple shuriken to individual targets, 
  but this must be done prior to the attack roll. Thus, a ninja 
  with a Dexterity of 17 who is facing three opponents, all 
  who are within 5 feet of each other, can choose to throw 1 
  shuriken at each of her opponents, making one attack roll 
  vs. their individual armor class to see if the shuriken hit, or 
  he can choose to throw all three at a single opponent. If the 
  ninja is applying precision based damage to his shuriken 
  multi-throw ability, then he may only apply it once per 
  valid target. Multiple shuriken thrown at one target do not 
  individually gain precision based damage from the ninja’s 
  sudden strike. Thus, it could be possible for one target to 
  be considered flat-footed while several others are not.  
       Slow Fall (Ex): This secret allows a ninja that is within 
  arm’s reach of a wall to use it to slow his descent. When 
  first gaining this secret, he takes damage as if the fall were 
  20 feet shorter than it actually is. The ninja’s ability to 
  slow his fall (that is, to reduce the effective distance of the 
  fall when next to a wall) improves by 10 feet every 2 
  levels thereafter. The ninja never gains the ability to slow 
  his fall any distance without harm, like the monk. Also, if 
  the ninja has levels in monk, use slow fall from the class 
  with the greatest distance.  
       Stand Up (Ex): A ninja with this ability can stand up 
  from the prone position as a free action. This still provokes 
  an attack of opportunity when standing up while being 
  threatened by a foe.  
       Surprise Attack (Ex): This secret allows a ninja to gain 
  a single surprise attack. During the surprise round, 
  opponents are always considered flat-footed to the ninja, 
  even if they've already acted. 
       Trap Sense (Ex): A ninja with this secret gains a +1 
  bonus to Reflex saves made to avoid traps and a +1 dodge 
  bonus to AC/CMD to avoid attacks made by traps. A ninja 
  may select this talent multiple times, each time increasing 
  this bonus by +1.  
       Water Skimmer (Ex): this secret allows a ninja to run 
  across water at his full movement rate. He must begin and 
  end his movement on solid ground. If he cannot complete 
  his movement or is unable to reach solid ground, he can 
  make an Acrobatics check (DC 20 + the distance to solid 
  ground) to jump and reach solid ground. If he fails, he 
  immediately falls into the water. To run across any water 
  surface, the ninja must be wearing no armor and carrying 
  no more than a light load.  
       Weapon Training (Ex): A ninja with this secret gains 
  Weapon Focus as a bonus feat with any one weapon listed 
  under the ninja's Weapon and Armor Proficiency entry. 
       Poison Use: At 3rd level and higher, a ninja never risks 
  accidentally poisoning himself when applying poison to a 
  weapon. 
       High Jump (Ex): At 4th level, a ninja adds his level to 
  all Acrobatics checks made to jump, both for vertical 
  jumps and horizontal jumps. In addition, he always counts 
  as having a running start when making jump checks using 
  Acrobatics. By spending 1 point from his ki pool as a swift 
  action, a ninja gains a +20 bonus on Acrobatics checks 
  made to jump for 1 round. 
       Evasion (Ex): At 5th level, a ninja can avoid even 
  magical and unusual attacks with great agility. If he makes 
  a successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, he 
  instead takes no damage. Evasion can be used only if the 
  ninja is wearing no armor and is carrying no more than a 
  light load. A helpless ninja does not gain the benefit of 
  evasion. 
       Ki Dodge (Su): At 6th level, a ninja can spend 1 point 
  from his ki pool as a swift action to cause an attack against 
  him to miss when it might otherwise hit. His outline shifts 
  and wavers, granting him concealment (20% miss chance) 
  against all attacks for 1 round. The ninja does not provoke 
  an attack of opportunity. See invisibility has no effect on 
  concealment granted by the ki dodge ability, but true 
  seeing negates the miss chance. This concealment does not 
  stack with that caused by other effects that grant 
  concealment or by spells such as blink or displacement. 
       Swift Climb (Ex): A ninja of 7th level or higher can 
  scramble up or down walls and slopes with great speed. He 
  can climb at his speed as a move action with no penalty; 
  however, he must begin and end the round on a horizontal 
  surface (such as the ground or a rooftop). If he does not, he 
  
  falls, taking falling damage as appropriate for his distance 
  above the ground. A ninja needs only one free hand to use 
  this ability, which can only be used if the ninja is wearing 
  no armor and is carrying no more than a light load.  
       Death Strike (Ex): At 8th level, if a ninja studies his 
  victim for 3 rounds and then makes a sudden strike attack 
  with a melee weapon that successfully deals damage, the 
  sudden strike attack has the additional effect of possibly 
  either paralyzing or killing the target (ninja’s choice). 
  Studying the victim is a standard action. The death attack 
  fails if the target detects the assassin or recognizes the 
  ninja as an enemy (although the attack might still be a 
  sudden strike if the target is denied his Dexterity bonus to 
  his Armor Class or is flanked). If the victim of such a 
  death attack fails a Fortitude save (DC 10 + the ninja’s 
  class level + the ninja’s Int modifier) against the kill effect, 
  he dies. If the saving throw fails against the paralysis 
  effect, the victim is rendered helpless and unable to act for 
  1d6 rounds plus 1 round per level of the ninja. If the 
  victim’s saving throw succeeds, the attack is just a normal 
  sudden strike attack. Once the ninja has completed the 3 
  rounds of study, he must make the death attack within the 
  next 3 rounds. 
       If a death attack is attempted and fails (the victim 
  makes his save) or if the ninja does not launch the attack 
  within 3 rounds of completing the study, 3 new rounds of 
  study are required before he can attempt another death 
  attack. 
       Improved Poison Use (Ex): At 9th level, a ninja can 
  apply poison to a weapon as a move action, instead of as a 
  standard action.  
       Advanced Secrets: At 10th level, and every two levels 
  thereafter, a ninja can select one of the following advanced 
  talents as a ninja secret.  
       Acrobatic Mastery (Ex): A ninja who selects this secret 
  can spend 1 ki point to take 10 on Acrobatics skill checks, 
  even when stress or distraction would prevent him from 
  doing so. This can only be done if he is wearing no armor 
  and carrying no more than a heavy load. 
       Blinding Stealth (Ex): Whenever a ninja uses the Ghost 
  Step ability to become invisible or ethereal, he can choose 
  to spend 1 additional ki point to create a blinding flash of 
  light. Any opponents within 10 feet of the ninja must make 
  a Fortitude save (DC equal to 10 + 1/2 the ninja’s class 
  level + his Wisdom modifier) or be blinded for 1 full 
  round. Anyone who makes their saving throw is dazed  
       Bonus Feat: A ninja may substitute a bonus feat in 
  place of gaining an Advanced Secret. 
       Feign Death (Ex): A ninja with this secret has mastered 
  the art of controlling his body to the point where he can 
  appear to be dead. Spells or effects that can normally 
  detect life or thought are incapable of determining whether 
  or not the ninja is alive. To use this ability the ninja must 
  spend 1 ki point and concentrate for 1 full round, causing 
  his mind and body enter into a catatonic state. While in 
  this state, the ninja is completely aware of his surroundings. 
  If he has chosen to enter this trance with his eyes open he 
  can see everything that is going on, though his pupils do 
  not dilate if exposed to light. If someone closes his eyelids 
  he is considered blind, but otherwise can hear, smell, and 
  feel as normal. The ninja can remain in this state for a 
  number of days equal to his ninja class level + his 
  constitution modifier. Time passes more slowly for the 
  ninja while he is in this state. For the purposes of 
  determining starvation and thirst, one day for a ninja in 
  this state is equal to 1 week. To anyone observing the 
  ninja's body he appears to be lifeless and dead. His heart 
  beat has slowed to the point where it is all but nonexistent 
  and his skin is cool to the touch. The ninja can choose to 
  end this effect at any time as a free action.  
       Ghostly Mind (Su): A ninja with this secret gains a 
  special resistance to spells of the scrying subschool. To 
  detect or see a ninja with such a spell, the caster must 
  make a caster level check (DC 20 + the ninja’s class level). 
  In the case of scrying spells (such as arcane eye) that scan 
  the ninja’s area, a failed check indicates that the spell 
  works but the ninja simply isn’t detected. Scrying attempts 
  targeted specifically at the ninja do not work at all if the 
  check fails. The ninja must be at least 12th level to select 
  this secret.  
       Ghostly Sight (Su): A ninja with this secret can see 
  invisible and ethereal creatures as easily as she sees 
  material creatures and objects. The ninja must be at least 
  14th level to select this secret. 
       Ghostly Walk (Su): A ninja with this secret can spend 2 
  points from his ki pool to enter the Ethereal Plane for an 
  extended period of time. This ability functions as the 
  ethereal jaunt spell with a caster level equal to the ninja’s 
  class level. The ninja must be at least 18th level to select 
  this secret. 
       Improved Evasion (Ex): This works like evasion, except 
  that while the ninja still takes no damage on a successful 
  Reflex saving throw against attacks, he henceforth takes 
  only half damage on a failed save. A helpless ninja does 
  not gain the benefit of improved evasion. 
       Master Escape Artist (Ex): By spending 1 ki point, the 
  ninja can slip out of bonds, grapples and even the effects 
  of confining or restraining spells more easily. This effect 
  duplicates a freedom of movement spell with a caster level 
  equal to the ninja's class level. This can only be done if he 
  is wearing no armor and carrying no more than a heavy 
  load. 
       Slippery Mind (Ex): This secret represents the ninja's 
  ability to wriggle free from effects that would otherwise 
  control or compel him. If a ninja with the slippery mind 
  secret is affected by an enchantment spell or effect and 
  fails his saving throw, he can attempt it again 1 round later 
  at the same DC. He only gets this one extra chance to 
  reroll his saving throw.  
       Poison Immunity (Ex): At 12th level the ninja 
  becomes immune to any and all poisons, allowing him to 
  carry any contact, ingested, or inhaled poison in his mouth 
  
  with no risk of poisoning himself. As an attack action he 
  can spit this poison at an opponent. To hit his opponent 
  with this attack he only has to make an attack roll vs. his 
  opponents touch AC. 
       Hide in Plain Sight (Su): At 14th level, a ninja can use 
  the Stealth skill even while being observed. As long as he 
  is within 10 feet of some sort of shadow, a ninja can hide 
  himself from view in the open without having anything to 
  actually hide behind. He cannot, however, hide in his own 
  shadow. He can use this ability in combination with his 
  Ghostly Stealth ability. 
       Swift Poison Use (Ex): At 15th level, a ninja can apply 
  poison to a weapon as a swift action, instead of as a move 
  action. 
       True Death (Su): At 16th level, anyone slain by a 
  ninja’s death strike becomes more difficult to bring back 
  from the dead. Spellcasters attempting to bring a creature 
  back from the dead using raise dead or similar magic must 
  make a caster level check with a DC equal to 15 + the 
  ninja’s level or the spell fails and the material component 
  is wasted. Casting remove curse the round before 
  attempting to bring the creature back from the dead 
  negates this chance. The DC of the remove curse is 10 + 
  the ninja’s level. 
       Greater Ki Dodge (Su): At 18th level, a ninja’s ki 
  dodge ability grants total concealment (50% miss chance).  
       Swift Death (Ex): At 20th level, once per day, a ninja 
  can make a death strike against a foe without studying the 
  foe beforehand. He must still sudden strike his foe using a 
  melee weapon that deals damage. 
  
  TABLE 3-7: SAMURAI 
   
  Base 
   
  Attack 
  Fort Ref 
  Will 
   
  Level 
  Bonus 
  Save Save Save 
  Special  
  1st 
  +1 
  +2 
  +0 
  +0 
  Ancestral daisho, daisho proficiency 
  2nd 
  +2 
  +3 
  +0 
  +0 
  Two swords as one 
  3rd 
  +3 
  +3 
  +1 
  +1 
  Kiai smite 1/day 
  4th 
  +4 
  +4 
  +1 
  +1 
  Ancestral daisho  
  5th 
  +5 
  +4 
  +1 
  +1 
  Iaijutsu master  
  6th 
  +6/+1 
  +5 
  +2 
  +2 
  Ki daisho (keen), staredown 
  7th 
  +7/+2 
  +5 
  +2 
  +2 
  Kiai smite 2/day 
  8th 
  +8/+3 
  +6 
  +2 
  +2 
  Ancestral daisho, Improved Initiative 
  9th 
  +9/+4 
  +6 
  +3 
  +3 
  Off-hand expertise 
  10th 
  +10/+5 
  +7 
  +3 
  +3 
  Ki daisho (lawful), mass staredown 
  11th 
  +11/+6/+1 
  +7 
  +3 
  +3 
  Improved two swords as one, kiai smite 3/day 
  12th 
  +12/+7/+2 
  +8 
  +4 
  +4 
  Ancestral daisho 
  13th 
  +13/+8/+3 
  +8 
  +4 
  +4 
  Razor’s edge 
  14th 
  +14/+9/+4 
  +9 
  +4 
  +4 
  Ki daisho (great cleave), improved staredown 
  15th 
  +15/+10/+5 
  +9 
  +5 
  +5 
  Kiai smite 4/day 
  16th 
  +16/+11/+6/+1 
  +10 
  +5 
  +5 
  Ancestral daisho, greater two swords as one 
  17th 
  +17/+12/+7/+2 
  +10 
  +5 
  +5 
  Lethal strike 
  18th 
  +18/+13/+8/+3 
  +11 
  +6 
  +6 
  Ki daisho (adamantine), 
  19th 
  +19/+14/+9/+4 
  +11 
  +6 
  +6 
  Kiai smite 5/day 
  20th 
  +20/+15/+10/+5 
  +12 
  +6 
  +6 
  Ancestral daisho, frightful presence 
   
  SAMURAI 
  Stalwart warriors, matchless bravery, and a strict code of 
  honor; these are the heritage of the samurai warrior. 
  Samurai are noble soldiers, who with courage and honor, 
  are often in the service of a lord, general, or other leader 
  worthy of their loyalty. They have a reputation for being 
  tenacious in battle, and their mere presence is often enough 
  to make dishonorable enemies slink away in the darkness. 
  A samurai is perhaps best known for their legendary skill 
  with the blade. They spend untold hours learning to use the 
  katana and wakizashi with precision and deadly skill, 
  lessons in manners and etiquette, and relentless instruction 
  in the tenets of bushido–the “Way of the Warrior”. This 
  code demands total obedience to one’s lord, bravery in the 
  face of utmost peril, and honor and respect to superiors, 
  peers, and lesser alike. They rely upon this code for 
  guidance on moral and ethical issues, and are stoic in 
  demeanor and implacable where matters of honor and 
  justice are concerned. Duty, loyalty, heroic courage, 
  sincerity, courtesy, and compassion are other principles to 
  which a samurai strives to uphold.  
       Role: Samurai are skilled combatants who cow their 
  enemies with their dazzling display of swordsmanship, 
  fixed stares, and indomitable force of personality. 
  Adherence to the way of the warrior, in conjunction with 
  their martial training makes the samurai formidable 
  opponents with a singular purpose of mind. 
       Alignment: Any lawful 
       Hit Die: d10  
   
  Class Skills 
  The samurai’s class skills are Craft (Int), Diplomacy 
  (Cha), Intimidate (Cha), Knowledge (history) (Int), 
  Knowledge (nobility) (Int), Ride (Dex), and Sense Motive 
  (Wis). 
       Skill Ranks Per Level: 2 + Int modifier. 
   
  Class Features 
  All the following are class features of the samurai. 
       Weapon and Armor Proficiency: Samurai are 
  proficient with all simple and martial weapons, with all 
  types of armor (heavy, medium, and light), but not with 
  shields. 
       Ancestral Daisho: All samurai begin play with the 
  ancestral daisho–a masterwork katana and wakizashi. 
  These are typically heirlooms that once belonged to their 
  ancient ancestors and passed down from generation to 
  generation, though some are more recent and specially 
  crafted to the specifications of a samurai who is just 
  beginning this ancient tradition. When first crafted, these 
  weapons were invoked with the spirits of the samurai’s 
  family ancestors. Thus, protecting them is a point of great 
  personal honor to the samurai. 
       As a samurai gains experience, his ancestral spirits 
  begin to awaken the latent supernatural abilities of his 
  ancestral daisho, as long as he has remained true to his 
  honor and the path of bushido.  
       Beginning at 4th level, a samurai’s ancestral daisho 
  become +1 weapons, and are treated as magic weapons for 
  the purpose of overcoming damage reduction. Every four 
  levels thereafter, the katana’s magical enhancement 
  improves by +1, to a maximum of +5 at 20th level. 
  Subsequently, every eight levels thereafter, the wakizashi’s 
  magical enhancement increases by +1, to a maximum of 
  +3 at 20th level. In the hands of anyone but the samurai to 
  whom the daisho is attuned, these weapons function only 
  as  masterwork weapons. 
       Should at anytime the samurai break his personal code 
  of honor, or lose his status as a samurai, his ancestral 
  
  daisho looses their magical enchantments and revert back 
  to masterwork weapons. 
       Daisho Proficiency (Ex): In melee combat, a samurai 
  favors their ancestral daisho– the katana (a masterwork 
  bastard sword) and the wakizashi (a masterwork 
  shortsword). Because a samurai is trained in their use, he 
  gains the Exotic Weapon Proficiency (bastard sword) as a 
  bonus feat.  
       Two Swords as One (Ex): At 2nd level, a samurai has 
  learned to wield the katana and wakizashi together. He is 
  treated as having the Two-Weapon Fighting feat when 
  wielding a katana and wakizashi, even if he does not meet 
  the prerequisites for that feat.  
       Kiai Smite (Ex): Once per day, a samurai of 3rd level 
  or higher can give a great cry during combat that 
  invigorates him. When a samurai shouts (a free action), his 
  next attack gains a bonus on both the attack and damage 
  rolls equal to his Charisma modifier (minimum +1). 
       At 7th level, and at every four levels thereafter, the 
  samurai may kiai smite one additional time per day, as 
  indicated on Table 3-7, to a maximum of five times per 
  day at 19th level.  
       Iaijutsu Master (Ex): By 5th level, a samurai has 
  become adept at iaijutsu, a fighting technique that 
  concentrates on drawing his weapon and striking a foe in 
  one fluid motion. He is treated as having the Quick Draw 
  feat, but only when he draws his katana or wakizashi. 
       Ki Daisho (Su): At 6th level, a samurai’s daisho 
  becomes enhanced through his own ki, supernatural energy 
  bestowed upon him by his ancestral spirits which enhances 
  his ancestral daisho’s power. At 6th level, a samurai’s ki 
  allows his daisho attacks to be treated as keen, doubling 
  his daisho’s threat range. His ki daisho improve with the 
  character’s samurai level. At 10th level, his daisho are 
  treated as lawful (axiomatic) weapons for the purpose of 
  overcoming damage reduction. At 14th level, a samurai is 
  considered to have the Great Cleave feat when making 
  attacks with his daisho, even if he does not meet the 
  prerequisites for that feat. At 18th level, his daisho are 
  treated as adamantine weapons for the purpose of 
  overcoming damage reduction and bypassing hardness. 
       Staredown (Ex): At 6th level, a samurai becomes able 
  to strike fear into his foes by his mere presence. He gains a 
  +4 bonus on Intimidate skill checks and can demoralize an 
  opponent (as described in the Intimidate skill description).  
       Improved Initiative (Ex): At 8th level, the samurai has 
  practiced iaijutsu techniques used in ritual duels between 
  two samurai, and he is able to anticipate when any enemy 
  will attack. He now has the Improved Initiative feat. If he 
  already has this feat, he can select another combat feat that 
  he qualifies for.   
       Off-Hand Expertise (Ex): At 9th level, a samurai 
  becomes more skilled with his off-handed weapon. He is 
  treated as having the Double Slice feat when wielding a 
  katana and wakizashi, even if he does not meet the 
  prerequisites for that feat.  
       Mass Staredown (Ex): At 10th level, a samurai has 
  sufficient presence that he can cow multiple foes. Using an 
  Intimidate skill check, the samurai can demoralize all 
  opponents within 30 feet with a single standard action.  
       Improved Two Swords as One (Ex): At 11th level, a 
  samurai’s prowess with the katana and wakizashi 
  improves. He is treated as having the Improved Two-
  Weapon Fighting feat when wielding a katana and 
  wakizashi, even if he does not meet the prerequisites for 
  the feat. 
       Razor’s Edge (Ex): At 13th level, a samurai sacrifices 
  an attack to increase his overall precision. He is treated as 
  having the Vital Strike feat when wielding a katana and 
  wakizashi, even if he does not meet the prerequisites for 
  that feat.  
       Improved Staredown (Ex): At 14th level, even a 
  glance from the hard eyes of a samurai is enough to give 
  his foes pause. The samurai can demoralize opponents 
  within 30 feet as a move action, not a standard action.  
       Greater Two Sword as One (Ex): At 16th level, 
  fighting with a katana and wakizashi becomes second 
  nature for a samurai. He is treated as having the Greater 
  Two-Weapon Fighting feat when wielding a katana and 
  wakizashi, even if he does not meet the prerequisites for 
  that feat.  
       Lethal Strike (Ex): At 17th level, a samurai’s attacks 
  become life threatening to everyone he hits. He is treated 
  as having the Improved Vital Strike feat when wielding a 
  katana and wakizashi, even if he does not meet the 
  prerequisites for that feat.  
       Frightful Strike (Ex): A 20th-level samurai’s bravery, 
  honor, and fighting prowess have become legendary. 
  When the samurai draws his blade, opponents within 30 
  feet must succeed on a Will save (DC 20 + samurai’s Cha 
  modifier) or become panicked for 4d6 rounds (if they have 
  4 or fewer Hit Dice) or shaken for 4d6 rounds (if they have 
  from 5 to 19 Hit Dice). Creatures with 20 or more Hit Dice 
  are not affected. Any foe that successfully resists the effect 
  cannot be affected again by the same samurai’s frightful 
  presence for 24 hours.  
       In addition, the samurai gains a +2 bonus on attack rolls 
  made to confirm critical hits with his katana and 
  wakizashi. If the samurai has the Critical Focus feat with 
  either of these weapons, the effects stack.  
   
  Ex-Samurai 
  A samurai who ceases to be lawful or who commits an act 
  of grave dishonor loses all samurai class features that 
  depend on Charisma or Charisma-based checks. Minor 
  embarrassments don’t count, but major breaks with the 
  code of bushido do. Acts that could lose a samurai his 
  status include disobeying an order from a superior office 
  or feudal lord, fleeing in cowardice from an important 
  battle, being caught in a major lie or other breach of 
  integrity, and appallingly rude behavior. A disgraced 
  character may not progress any farther as a samurai. He 
  
  regains his class features and the ability to advance in the 
  class if he atones for his violations (see the atonement 
  spell), assuming the feudal lord offers a chance at 
  redemption. (Some feudal lords demand seppuku or ritual 
  suicide as the only act that cleanses the stain of dishonor).  
       Like a member of any other class, a samurai may be a 
  multiclass character, but multiclass samurai face a special 
  restriction. A samurai who gains a level in any class other 
  than samurai may never again raise his samurai level, 
  though he retains all his current samurai abilities. The way 
  of the samurai demands constant adherence to the code of 
  bushido. Samurai may sometimes take levels in particular 
  prestige classes without violation of this code (such as the 
  kensai, the knight protector, or the dwarven defender). The 
  DM may also designate other prestige classes available to 
  the samurai. 
       Some disgraced samurai take levels in the ronin 
  prestige class, which gives them a chance to regain their 
  lost class features. 
   
  
  TABLE 3-8: SCOUT 
   
  Base 
   
  Attack 
  Fort Ref 
  Will 
   
  Level 
  Bonus 
  Save Save Save 
  Special  
  1st 
  +0 
  +0 
  +2 
  +0 
  Skirmish +1d6, trapfinding 
  2nd 
  +1 
  +0 
  +3 
  +0 
  Battle fortitude +1, uncanny dodge 
  3rd 
  +2 
  +1 
  +3 
  +1 
  Fast movement +10 ft., skirmish (+1 AC), trackless step 
  4th 
  +3 
  +1 
  +4 
  +1 
  Bonus feat 
  5th 
  +3 
  +1 
  +4 
  +1 
  Evasion, skirmish (+2d6) 
  6th 
  +4 
  +2 
  +5 
  +2 
  Flawless stride 
  7th 
  +5 
  +2 
  +5 
  +2 
  Skirmish (+2 AC) 
  8th 
  +6/+1 
  +2 
  +6 
  +2 
  Camouflage, bonus feat 
  9th 
  +6/+1 
  +3 
  +6 
  +3 
  Skirmish (+3d6) 
  10th 
  +7/+2 
  +3 
  +7 
  +3 
  Blindsense 30 ft. 
  11th 
  +8/+3 
  +3 
  +7 
  +3 
  Battle fortitude +2, fast movement +20 ft., skirmish (+3 AC) 
  12th 
  +9/+4 
  +4 
  +8 
  +4 
  Bonus feat 
  13th 
  +9/+4 
  +4 
  +8 
  +4 
  Skirmish (+4d6) 
  14th 
  +10/+5 
  +4 
  +9 
  +4 
  Hide in plain sight 
  15th 
  +11/+6/+1 
  +5 
  +9 
  +5 
  Skirmish (+4 AC) 
  16th 
  +12/+7/+2 
  +5 
  +10 
  +5 
  Bonus feat 
  17th 
  +12/+7/+2 
  +5 
  +10 
  +5 
  Skirmish (+5d6) 
  18th 
  +13/+8/+3 
  +6 
  +11 
  +6 
  Free movement  
  19th 
  +14/+9/+4 
  +6 
  +11 
  +6 
  Blindsight 30 ft., Skirmish (+5 AC) 
  20th 
  +15/+10/+5 
  +6 
  +12 
  +6 
  Battle fortitude +3, bonus feat, master reconnoiter 
   
  SCOUT 
  Scouts excel in performing during running battles, which 
  allow him to maximize him special fighting techniques and 
  high movement rate. Although a scout can hold his own in 
  a fight, he’s at his best before combat begins, when he can 
  use his powers of stealth and observation to find an enemy 
  and give his companions accurate information about what 
  they face. A scout’s adaptable nature allows them to 
  perfect a wide variety of skills, such as trying to spot and 
  hide from large groups of foes. They often move ahead of 
  a group for brief periods, stealthily checking the next room 
  or forest clearing for foes, and then circling back again to 
  ensure that enemies are not sneaking up on their group 
  members from behind. When combat is joined however, 
  the group remains as a stable base to which a scout can fall 
  back when pressed.  
       Role: Scouts excel at hit-and-run tactics, finding the 
  enemy before they find him, advanced reconnaissance, and 
  serving as a rear guard. They provide support for fighters 
  by confusing and distracts the enemy through their use of 
  stealth and subterfuge. 
       Alignment: Any. Scouts in military service are usually 
  lawful. 
       Hit Die: d8 
   
  Class Skills 
  A scout’s class skills are Acrobatics (Dex), Climb (Str), 
  Craft (Int), Escape Artist (Dex), Jump (Str), Knowledge 
  (dungeoneering) (Int), Knowledge (geography) (Int), 
  Knowledge (nature) (Int), Linguistics (Int), Perception 
  (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), 
  Survival (Wis), Swim (Str), and Use Rope (Dex). 
       Skill Points per Level: 8 + Int modifier. 
   
  Class Features 
  All of the following are class features of the scout.  
       Weapon and Armor Proficiency: Scouts are 
  proficient with all simple weapons, plus the handaxe, 
  throwing axe, short sword, and shortbow. Scouts are 
  proficient with light armor, but not with shields. 
       Skirmish (Ex): A scout relies on mobility to deal extra 
  damage and improve his defense. He deals an extra 1d6 
  points of damage on all attacks he makes during any round 
  in which he moves at least 10 feet. The extra damage 
  applies only to attacks taken during the scout’s turn. This 
  extra damage increases by 1d6 for every four levels gained 
  above 1st (+2d6 at 5th, +3d6 at 9th, +4d6 at 13th, and 
  +5d6 at 17th level). 
       The extra damage only applies against living creatures 
  that have a discernible anatomy. Undead, constructs, oozes, 
  plants, incorporeal creatures, and creatures immune to 
  extra damage from critical hits are not vulnerable to this 
  additional damage. The scout must be able to see the target 
  well enough to pick out a vital spot and must be able to 
  reach such a spot. Scouts can apply this extra damage to 
  ranged attacks made while skirmishing, but only if the 
  target is within 30 feet. 
       At 3rd level, a scout gains a +1 competence bonus to 
  Armor Class during any round in which he moves at least 
  10 feet. The bonus applies as soon as the scout has moved 
  10 feet, and lasts until the start of his next turn. This bonus 
  improves by 1 for every four levels gained above 3rd (+2 
  at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level). 
       A scout loses this ability when wearing medium or 
  heavy armor or when carrying a medium or heavy load. If 
  he gains the skirmish ability from another class, the 
  bonuses stack. 
  
       Trapfinding (Ex): Scouts can use the Perception skill 
  to locate traps with a Difficulty Class higher than 20. 
  Finding a nonmagical trap has a DC of at least 10, or 
  higher if it is well hidden. Finding a magic trap has a DC 
  of 25 + the level of the spell used to create it. Scouts can 
  use Disable Device to disarm a trap or magic traps. A 
  magic trap generally has a DC of 25 + the level of the spell 
  used to create it. 
       Battle Fortitude (Ex): At 2nd level, a scout gains a +1 
  competence bonus on Fortitude saves and initiative checks. 
  This bonus increases to +2 at 11th level and +3 at 20th 
  level. A scout loses this bonus when wearing medium or 
  heavy armor or when carrying a medium or heavy load. 
       Uncanny Dodge (Ex): At 2nd level, a scout retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker. He still loses his 
  Dexterity bonus to AC if immobilized. If a scout already 
  has uncanny dodge from a different class, he automatically 
  gains improved uncanny dodge (see below) instead. 
       Fast Movement (Ex): Starting at 3rd level, a scout 
  gains a +10 foot enhancement bonus to his base land speed. 
  At 11th level, this bonus increases to +20 feet. A scout 
  loses this benefit when wearing medium or heavy armor or 
  when carrying a medium or heavy load. Apply this bonus 
  before modifying the scout’s speed because of any load 
  carried or armor worn. 
       Trackless Step (Ex): At 3rd level, a scout leaves no 
  trail in natural surroundings and cannot be tracked. He 
  may choose to leave a trail if so desired. 
       Bonus Feats: At 4th level and every four levels 
  thereafter (8th, 12th, 16th, and 20th level), a scout gains a 
  bonus feat, which must be selected from the following list: 
  Acrobatic, Agile Maneuvers, Alertness, Athletic, Blind-
  Fight, Combat Expertise, Combat Reflexes, Deadly Aim, 
  Dodge, Endurance, Far Shot, Great Fortitude, Improved 
  Initiative, Improved Precise Shot, Iron Will, Lightning 
  Reflexes, Lightning Stance, Many Shot, Mobility, Pinpoint 
  Targeting, Point Blank Shot, Precise Shot, Quick Draw, 
  Rapid Reload, Shot on the Run, Skill Focus, Spring Attack, 
  Weapon Finesse, Wind Stance. He must meet all the 
  prerequisites for the feat. 
       Evasion (Ex): At 5th level, a scout can avoid even 
  magical and unusual attacks with great agility. If he makes 
  a successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, he 
  instead takes no damage. Evasion can be used only if the 
  scout is wearing no armor and is carrying no more than a 
  light load. A helpless scout does not gain the benefit of 
  evasion. 
       Flawless Stride (Ex): At 6th level, a scout can move 
  through any sort of terrain that slows movement (such as 
  undergrowth, rubble, and similar terrain) at his normal 
  speed and without taking damage or suffering any other 
  impairment. This ability does not let him move more 
  quickly through terrain that requires a Climb or Swim 
  check to navigate, nor can he move more quickly through 
  terrain or undergrowth that has been magically 
  manipulated to impede motion. A scout loses this benefit 
  when wearing medium or heavy armor or when carrying a 
  medium or heavy load. 
       Camouflage (Ex): A scout of 8th level or higher can 
  use the Stealth skill to hide in any sort of natural terrain, 
  even if the terrain doesn’t grant cover or concealment. He 
  loses this benefit when wearing medium or heavy armor or 
  when carrying a medium or heavy load. 
       Blindsense (Ex): At 10th level, a scout gains the 
  blindsense ability out to 30 feet. This ability functions as 
  described on page 306 of the Monster Manual. 
       Hide in Plain Sight (Ex): While in any sort of natural 
  terrain, a scout of 14th level or higher can use the Stealth 
  skill even while being observed. A scout loses this benefit 
  when wearing medium or heavy armor or when carrying a 
  medium or heavy load. 
       Free Movement (Ex): At 18th level and higher, a scout 
  can slip out of bonds, grapples, and even the effects of 
  confining spells easily. This ability duplicates the effect of 
  a freedom of movement spell, except that it is always active. 
  A scout loses this benefit when wearing medium or heavy 
  armor or when carrying a medium or heavy load. 
       Blindsight (Ex): A 19th-level scout gains the 
  blindsight ability out to 30 feet. His senses become so 
  acute that he can maneuver and fight flawlessly even in 
  total darkness. Invisibility, darkness, and most kinds of 
  concealment are irrelevant, though the scout must have 
  line of effect to a creature or object to discern it. 
       Master Reconnoiter (Ex): A scout of 20th level 
  becomes a master reconnoiter. He can always move at full 
  speed while using Stealth to follow enemy forces without 
  penalty. He gains a +5 competence bonus on all Perception 
  and Knowledge checks. He can, as a standard action, make 
  a single attack against one enemy at his full attack bonus. 
  If the attack hits, the target takes double the scout’s 
  skirmish damage (+10d6), and must make a Fortitude save 
  or take 1d6 Constitution damage. The DC of this save is 
  equal to 20 plus the scout’s Wisdom modifier. A scout can 
  choose instead to deal an amount of nonlethal damage 
  equal to his current hit points. A successful save negates 
  this damage. A scout can use this ability a number of times 
  per day equal to his Wisdom modifier, but may not use it 
  against the same creature more than once in a 24-hour 
  period.
  
  TABLE 3-9: SHAMAN 
   
  Base 
   
  Attack 
  Fort Ref 
  Will 
   
   
   
   
   Spells per Day  
  Level 
  Bonus 
  Save Save Save 
  Special 
  1st 2nd 3rd  4th  5th  6th  7th  8th  9th  
  1st 
  +0 
  +2 
  +0 
  +2 
  Affinity power, detect spirits, orisons 
  3  
  – 
  – 
  – 
  –  
  – 
  – 
  – 
  – 
   
   
   
   
   
  spirit guide, wild empathy 
  2nd 
  +1 
  +3 
  +0 
  +3 
  Affinity power, chastise spirits 
  4 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  3rd 
  +2 
  +3 
  +1 
  +3 
  Blessing of the spirits 
  5 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  4th 
  +3 
  +4 
  +1 
  +4 
  Affinity power 
  6 
  3 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  5th 
  +3 
  +4 
  +1 
  +4 
  Follow the guide 
  6 
  4 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  6th 
  +4 
  +5 
  +2 
  +5 
  Ghost warrior 
  6 
  5 
  3 
  – 
  – 
  – 
  – 
  – 
  – 
  7th 
  +5 
  +5 
  +2 
  +5 
  Warding of the spirits 
  6 
  6 
  4 
  – 
  – 
  – 
  – 
  – 
  – 
  8th 
  +6/+1 
  +6 
  +2 
  +6 
  Affinity power 
  6 
  6 
  5 
  3 
  – 
  – 
  – 
  – 
  – 
  9th 
  +6/+1 
  +6 
  +3 
  +6 
   
  6 
  6 
  6 
  4 
  – 
  – 
  – 
  – 
  – 
  10th 
  +7/+2 
  +7 
  +3 
  +7 
  Guide magic 
  6 
  6 
  6 
  5 
  3 
  – 
  – 
  – 
  – 
  11th 
  +8/+3 
  +7 
  +3 
  +7 
  Recall spirit 
  6 
  6 
  6 
  6 
  4 
  – 
  – 
  – 
  – 
  12th 
  +9/+4 
  +8 
  +4 
  +8 
  Affinity power 
  6 
  6 
  6 
  6 
  5 
  3 
  – 
  – 
  – 
  13th 
  +9/+4 
  +8 
  +4 
  +8 
  Exorcism 
  6 
  6 
  6 
  6 
  6 
  4 
  – 
  – 
  – 
  14th 
  +10/+5 
  +9 
  +4 
  +9 
   
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  – 
  – 
  15th 
  +11/+6/+1 
  +9 
  +5 
  +9 
  Weaken spirits 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  – 
  – 
  16th 
  +12/+7/+2 
  +10 
  +5 
  +10 
  Affinity power 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  – 
  17th 
  +12/+7/+2 
  +10 
  +5 
  +10 
  Spirit journey 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  – 
  18th 
  +13/+8/+3 
  +11 
  +6 
  +11 
   
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  19th 
  +14/+9/+4 
  +11 
  +6 
  +11 
  Favored of the spirits 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  20th 
  +15/+10/+5 
  +12 
  +6 
  +12 
  Affinity power, spirit who walks 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
   
  SHAMAN 
  Master of the spirit world, the shaman follows a 
  nontraditional path to divine power. His world is filled 
  with powerful, living spirits, some helpful and some 
  malign. By bargaining with these spirits, the shaman gains 
  power over the natural world and mighty, divine magic 
  with which to aid his comrades or smite his enemies. 
  Shamans perceive a world that no other class truly 
  understands. As such, they feel it is their duty to advise 
  their comrades and protect them from the wrath of the 
  spirits. He pursues a mystic spirituality of transcendent 
  union with nature rather than devoting himself to a divine 
  entity. He combines ancestral worship with animal and 
  nature worship. Shamans serve as mediators between the 
  human world and the spirit world and ensure that humans 
  and other humanoids respect the spirits as is only right and 
  proper.  
       Role: Shamans draw their divine magic from the world 
  of spirits, allowing them to shore up their allies and strike 
  down their foes. Those who seek to venerate helpful spirits 
  seek to assist and protect others, while those who revere 
  dark and vengeful spirits promote chaos and suffering. In 
  any case, shamans prefer to maximize their power toward 
  offense and aid for their companions in battle. 
       Alignment: Any 
       Hit Die: d8  
   
  Class Skills 
  The shaman’s class skills are Craft (Int), Diplomacy (Cha), 
  Handle Animal (Cha), Heal (Wis), Intimidate (Cha), 
  Knowledge (geography) (Int), Knowledge (history) (Int), 
  Knowledge (local) (Int), Knowledge (nature) (Int), 
  Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft 
  (Int), Survival (Wis), and Swim (Str). 
       Skill Ranks Per Level: 4 + Int modifier. 
   
  Class Features 
  All the following are class features of the shaman. 
       Weapon and Armor Proficiency: Shamans are 
  proficient with club, dagger, dart, handaxe, javelin, 
  longspear, quarterstaff, shortspear, spear, sling, short bow, 
  throwing axe, and with light armor and shields (but not 
  tower). 
       Spells: A shaman casts divine spells, which are drawn 
  from the druid spell list. He can cast any spell he has 
  retrieved, much like a bard or sorcerer can cast any spell 
  he knows without preparing it ahead of time.  
       To retrieve or cast a spell, the shaman must have a 
  Charisma score equal to at least 10 + the spell level. The 
  Difficulty Class for a saving throw against a shaman’s 
  spell is 10 + the spell level + the shaman’s Charisma 
  modifier. 
       Like other spellcasters, a shaman can cast only a certain 
  number of spells of each spell level per day. His base daily 
  spell allotment is given on the Shaman Spells Retrieved 
  per Day table. In addition, he receives bonus spells per day 
  if he has a high Wisdom score. He does not have access to 
  any domain spells or granted powers. 
       A shaman’s selection of spells is extremely limited. 
  However, each day a shaman may change the spells he 
  knows. When a shaman meditates to regain his daily 
  allotment of spells, he sends forth his spirit guide to 
  bargain with the spirits and retrieve knowledge of the 
  specific spells he will be able to use that day. He can cast 
  any spell he has retrieved at any time, assuming he has not 
  yet used up his spells per day for the spell level.  
  
  TABLE 3-10: SHAMAN SPELLS RETREIVED 
  Shaman 
   
    Spells Retrieved Per Day 
  Level 
  0 
  1st  2nd 3rd  4th  5th  6th  7th  8th  9th   
  1st 
  3 
  2 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  2nd 
  4 
  2 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  3rd 
  4 
  3 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  4th 
  4 
  3 
  1 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  5th 
  4 
  3 
  1 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  6th 
  4 
  4 
  2 
  1 
  – 
  – 
  – 
  – 
  – 
  – 
  7th 
  4 
  4 
  2 
  1 
  – 
  – 
  – 
  – 
  – 
  – 
  8th 
  4 
  4 
  2 
  2 
  1 
  – 
  – 
  – 
  – 
  – 
  9th 
  4 
  4 
  3 
  2 
  1 
  – 
  – 
  – 
  – 
  – 
  10th 
  4 
  4 
  3 
  2 
  2 
  1 
  – 
  – 
  – 
  – 
  11th 
  4 
  4 
  3 
  3 
  2 
  1 
  – 
  – 
  – 
  – 
  12th 
  4 
  4 
  4 
  3 
  2 
  2 
  1 
  – 
  – 
  – 
  13th 
  4 
  4 
  4 
  3 
  3 
  2 
  1 
  – 
  – 
  – 
  14th 
  4 
  4 
  4 
  3 
  3 
  2 
  2 
  1 
  – 
  – 
  15th 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  1 
  – 
  – 
  16th 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  2 
  1 
  – 
  17th 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  1 
  – 
  18th 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  1 
  19th 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  3 
  2 
  20th 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  3 
   
       If a shaman knows any metamagic feats, he applies 
  them to his spells when he retrieves his spells for the day. 
  A shaman cannot choose to alter his spells with metamagic 
  feats on the fly, as other spontaneous casters do. They also 
  do not have an increased casting time when using 
  metamagic feats, as sorcerers do. 
       Each shaman must choose a time at which he must 
  spend 1 hour in quiet meditation to regain his daily 
  allotment of spells and bargain with the spirits for the 
  specific spells he knows on that day.  
       Orisons: Shaman can prepare a number of orisons, or 
  0-level spells, each day, as noted on Table 3–10 under 
  “Shaman Spells Retrieved.” These spells are cast like any 
  other spell, but they are not expended when cast and may 
  be used again. 
       Bonus Languages: A shaman’s bonus language 
  options include Sylvan, the language of woodland 
  creatures and fey, and Elemental, the language of the 
  elemental planes. These choices are in addition to the 
  bonus languages available to the character because of his 
  race. 
       Detect Spirits (Sp): A shaman’s spirit guide perceives 
  nearby spirits. At will, the shaman can use detect spirits as 
  a spell-like ability. It functions just like detect undead, 
  except it detects creatures that are considered spirits (see 
  Spirits Defined). 
       Spirit Guide: All shamans have a spirit guide, a 
  personification of the spirit world. In some sense, a 
  shaman and his spirit guide are one being, each knowing, 
  seeing and experiencing the same things. Unlike a familiar, 
  a spirit guide is not a separate entity from a shaman. He is 
  the only one who can perceive or interact with his guide. It 
  exists only inside his mind and soul. The shaman’s spirit 
  guide confers greater awareness, and grants him the 
  Alertness feat. The spirit guide grants additional abilities at 
  5th and 10th level.  
       The exact form of the spirit guide is chosen by the 
  shaman at 1st level, usually for the qualities it represents, 
  as shown on the Spirit Guide table. The exact form of a 
  spirit guide is purely personal preference, and confers no 
  special advantages or disadvantages. A shaman will often 
  regard real world animals he encounters that are the same 
  as his spirit guide as sacred, serving as a sign or omen of 
  its blessing upon him.  
   
  SPIRIT GUIDE TABLE 
  Animal 
  Qualities 
  Badger  
  orderliness, tenacity 
  Bear  
  strength, endurance 
  Buffalo  
  abundance, good fortune 
  Cougar  
  balance, leadership 
  Coyote  
  humor, trickiness 
  Crane  
  balance, majesty 
  Crow  
  Intelligence, resourcefulness 
  Eagle  
  perception, illumination 
  Elk  
  pride, power, majesty 
  Fox  
  cleverness, discretion 
  Hawk  
  awareness, truth 
  Lizard  
  elusiveness 
  Otter  
  joy, laughter 
  Owl  
  wisdom, night 
  Rabbit  
  conquering fear, safety 
  Raccoon  
  curiosity 
  Scorpion  
  defense, self-protection 
  Snake  
  power, life force, potency 
  Spider  
  interconnectedness, industry 
  Turtle  
  love, protection 
  Vulture  
  vigilance, death 
  Wolf  
  loyalty, interdependence 
   
       Affinity Power: A shaman must choose one spirit type 
  (ancestral, animal, or nature) with which they have a 
  special affinity. Each affinity grants the shaman powers 
  associated with their spirit affinity from which they can 
  draw upon. A shaman gains additional powers at each 
  level shown on the Spirit Affinity Power list. These 
  powers are similar to a cleric’s domain powers.  
       Wild Empathy (Ex): Guided by his insight into animal 
  spirits, a shaman can use body language, vocalizations, 
  and demeanor to improve the attitude of an animal (a 
  monster of the animal type). This ability functions just like 
  a Diplomacy check made to improve the attitude of a 
  person. The shaman rolls 1d20 and adds his shaman level 
  and his Charisma modifier to determine the wild empathy 
  check result. The typical domestic animal has a starting 
  attitude of indifferent, while wild animals are usually 
  unfriendly.  
       To use wild empathy, the shaman and the animal must 
  be able to study each other, which means that they must be 
  within 30 feet of one another under normal conditions. 
  Generally, influencing an animal in this way takes 1 
  minute (as with influencing people, use of this ability 
  might make more or less time). 
       A shaman cannot use this ability to influence a magical 
  beast.   
  
       Chastise Spirits (Su): Beginning at 2nd level, a 
  shaman can use divine energy granted by his patrons in the 
  spirit world to damage hostile spirits.  
       Chastising spirits is a standard action that deals 1d6 
  points of damage per shaman level to all spirits within 30 
  feet of the shaman. The affected spirits get a Will save 
  (DC 10 + shaman level + Cha modifier) for half damage.  
       When using this ability against incorporeal creatures, a 
  shaman does not have to roll the normal 50% miss chance–
  the effect hits the spirits automatically. A shaman can use 
  this ability a number of times per day equal to 3 + his 
  Charisma modifier.  
       Blessing of the Spirits (Sp): Starting at 3rd level, a 
  shaman can perform a special rite to gain a special blessing. 
  The shaman goes into a meditative state in which he 
  travels to the spirit world. Performing the rite requires 10 
  minutes; the shaman can only ward himself with this 
  ability and cannot perform the rite for anyone else. The 
  blessing functions just like protection from evil, except it 
  protects against spirits until it is dismissed or dispelled. If 
  this ability is dispelled, the shaman can recreate it simply 
  by taking 10 minutes to do so.  
       Follow the Guide (Su): At 5th level and higher, a 
  shaman’s spirit guide helps him maintain control of his 
  mind. If a shaman is affected by an enchantment spell or 
  effect and fails his saving throw, he can attempt it again 1 
  round later at the same DC. He only gets this one extra 
  chance to succeed on his saving throw.  
       Ghost Warrior (Su): Beginning at 6th level, a shaman 
  confers the ghost touch special ability to any weapon he 
  holds for as long as he holds it. He also becomes resistant 
  to the touch attacks of incorporeal creatures, and may use 
  his normal Armor Class (not his touch AC) against any 
  touch attack delivered by an incorporeal creature.  
        Warding of the Spirits (Sp): Starting at 7th level, a 
  shaman can perform a special rite once per day to ward 
  himself and his companions against hostile spirits. 
  Performing the rite requires 1 minute. The warding lasts 
  for 10 minutes per level, but otherwise functions like 
  magic circle against evil, except it protects against spirits.  
       Guide Magic (Su): Starting at 10th level, as a free 
  action, a shaman can assign his spirit guide the task of 
  concentrating on a spell or spell-like ability that is 
  maintained through concentration. The shaman can act 
  normally while his spirit guide does so. A spirit guide can 
  concentrate on only one spell at a time. If necessary to 
  maintain the spell, the spirit guide makes Spellcraft checks 
  for the shaman, using the shaman’s normal Spellcraft 
  modifier. A spirit guide does not have to make Spellcraft 
  checks for circumstances such as the shaman taking 
  damage. The spirit guide itself is not present for anyone to 
  interrupt or otherwise interact with.  
       Recall Spirit (Sp): At 11th level, a shaman gains the 
  ability to call back the spirit of a dead creature before the 
  spirit of the deceased has completely left the body. Once 
  per week, he can reconnect a spirit to its body, restoring 
  life to a recently deceased creature. The ability must be 
  used within 1 round of the victim’s death. This ability 
  functions like raise dead, except that the raised creature 
  receives no level loss, no Constitution loss, and no loss of 
  spells. The creature is only restored to -1 hit points (but is 
  stabilized).  
       Exorcism (Su): Starting at 13th level, as a full-round 
  action, a shaman can force a possessing creature or spirit 
  out of the body it inhabits (such as a ghost with a 
  malevolence ability). To exorcise a possessing creature, he 
  makes a class level check (adding his Charisma modifier, 
  if any), against a DC of 10 + the possessing creature’s HD 
  + its Charisma modifier (if any). If his result equals or 
  exceeds the DC, he succeeds in forcing the possessor from 
  the body, with normal results based on its method of 
  possession. A spirit so exorcised cannot attempt to possess 
  the same victim for 24 hours. 
       Weaken Spirits (Su): At 15th level and higher, a 
  shaman can choose to strip spirits of their defenses instead 
  of damaging them with his chastise spirits ability. When a 
  spirit is weakened, it loses its spell resistance and any 
  damage reduction overcome by magic, silver, cold iron, 
  and aligned weapons (but not damage reduction overcome 
  by adamantine weapons, or not overcome by anything). In 
  addition, an incorporeal spirit loses its immunity to 
  nonmagical attacks, its 50% chance to ignore damage from 
  corporeal sources, and its ability to move into or through 
  objects.  
       To weaken spirits, a shaman uses his chastise spirits 
  ability but chooses to do less damage in exchange for 
  weakening the spirits for a short time. For each 3d6 of 
  chastise spirit damage the shaman foregoes, the affected 
  spirits are weakened for 1 round. Spirits that make their 
  Will save against the chastise spirits damage are 
  unaffected by the weakening effect (but still take half the 
  damage).   
       Spirit Journey (Sp): At 17th level, a shaman knows 
  how to vanish bodily into the spirit world, once per day. 
  This ability functions like the spell shadow walk, except 
  that a shaman can only transport himself. He need not use 
  the ability in a shadowy area, and he travels through the 
  Plane of Spirits, not the Plane of Shadows.  
       Favored of the Spirits (Sp): At 19th level, a shaman 
  learns how to perform a special rite that guards him from 
  death. Performing the rite requires 8 hours, and the shaman 
  must bargain away part of his life force, expending 1,000 
  experience points. The rite’s effect lasts until it is 
  dismissed or discharged.  
       While under the protection of this rite, a shaman 
  instantly receives the benefit of a heal spell (caster level 
  equal to his shaman level) if he is reduced to 0 hit points or 
  lower or has any ability score reduced to 0. The shaman 
  receives the spell’s effect immediately, even if reduced to -
  10 hit points or lower by an enemy attack, and thus may 
  survive a blow that otherwise would have killed him. The 
  
  rite’s protection is discharged once it is triggered, and the 
  shaman must perform a new rite to use this ability again.  
       Spirit Who Walks (Ex): At 20th level, a shaman 
  becomes one with the spirit world. He is thereafter, treated 
  as a fey instead of humanoid for purpose of spells and 
  magical effects. Additionally, he gains damage reduction 
  5/cold iron, and becomes immune to all compulsion spells 
  and effects.  
   
  Spirits Defined 
  Several of the shaman’s abilities affect spirits. For the 
  purposes of the shaman’s abilities, a “spirit” encompasses 
  a variety of creatures. These include: all incorporeal 
  undead, all fey, all elementals, creatures in astral form or 
  with astral bodies (but not a creature physically present on 
  the Astral Plane), all creatures of the spirit subtype (see 
  Oriental Adventures), Spirit folk and telthors (see 
  Unapproachable East), and spirit creatures created by such 
  as dream sight or wood wose. In the shaman’s worldview, 
  elementals and fey are simply spirits of nature, and 
  incorporeal undead are the spirits of the dead. 
   
  SHAMAN AFFINITY POWERS 
  Shaman chose one spirit subtype with which they are more 
  in tune with than the others. Due to this special kinship, 
  they gain a number of abilities based on the spirit subtype.  
       Affinity powers grant one ability at 1st level, 2nd level, 
  4th level, 8th level, 12th level, 16th level, and 20th level, 
  as noted in their description. Unless otherwise noted, these 
  abilities are activated by using a standard action.  
       The shaman’s level is used when determining the caster 
  level of these effects. The DC for any save is equal to 10 + 
  the spell’s level + the caster’s Charisma modifier. Affinity 
  powers that mimic spells are spell-like abilities, while the 
  others are supernatural. 
   
  Ancestral Spirit Affinity 
  Granted Power: Gain a +2 competence bonus on 
  Diplomacy and Knowledge (history) checks.  
   
  Caster 
  Level  Ability 
  1st  
  Ancestral Enlightenment (Su): You can summon 
  an ancestral spirit and channel some of the 
  ancestor’s karmic power into yourself a number of 
  times per day equal to your Charisma bonus 
  (minimum once, even with a Charisma penalty). 
  This guidance grants you a +2 insight bonus on 
  any skill check. This bonus increases to +4 at 8th 
  level, and +6 at 16th level.  
  2nd  
  Speak with Dead (Sp): You can cast speak with 
  dead 1/day per 2 caster levels you possess.   
  4th  
  Ancestral Wrath (Su): An ancestral spirit aids you 
  by smiting your foes. Once per day you can deal 
  1d6 damage per 2 levels you possess (maximum 
  5d6) against a single foe. Against undead, your 
  ancestral spirit deals 1d6 damage per level to a 
  maximum of 10d6.   
  8th  
  Spirit Form (Su): You can assume the form of a 
  spirit, an incorporeal entity that appears as you do, 
  for a number of rounds equal to your caser level. 
  These rounds do not need to be consecutive. While 
  incorporeal, you gain all the advantages of the 
  incorporeal subtype, including immunity to all 
  nonmagical attack forms, a 50% chance to ignore 
  damage from any corporeal source, and the ability 
  to enter or pass through solid objects. You lose 
  any armor or natural armor bonuses to AC, but 
  gain a deflection bonus equal to your Charisma 
  modifier (minimum +1). You have no Strength 
  score against corporeal creatures or objects and 
  cannot make physical attacks against them, but 
  you do gain the ability to make a melee touch 
  attack (add your  Dexterity modifier to your attack 
  roll) that deals 1d6 points of damage to a corporeal 
  target. This effect is treated as a magic weapon for 
  the purpose of overcoming damage reduction.  
  12th  
  Commune with Ancestral Spirits (Su): You send 
  your mind to another plane of existence 
  (specifically the Plane of Spirits) in order to 
  receive advice and information from the spirit of 
  an ancestor or some other individual creature who 
  has departed from the mortal world. This ability 
  can be used 1/day, and otherwise functions as the 
  contact other plane spell, except for the following 
  alterations:  
   
       First, you can only contact three types of spirits: 
  ancestral (whether recently or long ago departed), 
  a recently departed creature (up to 50 years ago), 
  or a long ago departed creature (more than 50 
  years ago). To determine the probability of each 
  spirit giving a correct answer, use the following 
  entries from the Plane Contacted table of the 
  contact other plane spell. 
   
       Ancestral spirit: Outer Plane, lesser 
   
       Recently departed spirit: Outer Plane,  
   
  demideity 
   
       Long ago departed spirit: Astral Plane 
   
       In addition, when using this ability, you receive 
  no Intelligence and Charisma decrease as you 
  might when using the contact other plane spell. 
  16th  
  Legend Lore (Sp): You can cast legend lore 1/day. 
  20th  
  Astral Projection (Sp): You can cast astral 
  projection 1/day. 
   
  Animal Spirit Affinity 
  Granted Power: Gain a +2 competence bonus on Handle 
  Animal and Knowledge (nature) checks.  
   
  Caster 
  Level  Ability 
  
  1st  
  Summon Companion (Su): As a standard action, 
  you can summon one animal to aid you as per 
  summon nature’s ally I. The creature remains until 
  you dismiss it, and you can never have more than 
  one such creature in your service at one time. 
  Once the creature dies or is dismissed, you must 
  wait 1 hour before summoning another. At 6th 
  level, and every four levels thereafter, you may 
  summon a more powerful companion, increasing 
  the summon nature’s ally spell by 1 (II at 6th level, 
  III at 10th, IV at 14th, and V at 18th). 
  2nd  
  Speak with Animals (Sp): You can cast speak with 
  animals 1/day per 2 caster levels you possess. 
  4th  
  Bestial Vigor (Sp): You can cast either bear’s 
  endurance, bull’s strength, cat’s grace, eagle’s 
  splendor, fox’s cunning, or owl’s wisdom 1/day.   
  8th  
  Animal Form (Su): You can assume the form of 
  any animal you can summon using your summon 
  companion ability for a number of rounds per day 
  equal to your caster level. These rounds do not 
  need to be consecutive. This ability otherwise 
  functions as beast shape III. 
  12th  
  Commune with Animal Spirits (Sp): You can 
  commune with a great animal spirit from the Plane 
  of Spirits and ask it questions. This ability 
  otherwise functions as commune. 
  16th  
  Animal Shapes (Sp): You can cast animal shapes 
  1/day. 
  20th  
  Shapechange (Sp): You can cast shapechange 
  1/day. 
   
  Nature Spirit Affinity 
  Granted Power: Gain a +2 competence bonus on 
  Knowledge (nature) and Survival checks.  
   
  Caster 
  Level  Ability 
  1st  
  Endure Nature’s Wrath (Su): As a standard action, 
  you can cast endure elements. At 4th level, when 
  you activate this ability, you also gain resistance 
  10 to cold or fire, depending upon your initial 
  choice of enduring a hot or cold environment, for 
  10 minutes per level. The value of this energy 
  resistance increases to 20 at 8th level, 30 at 12th 
  level. 
  2nd  
  Speak with Plants (Sp): You can cast speak with 
  plants 1/day per 2 caster levels you possess. 
  4th  
  Nature’s Warden (Su): You call upon the spirits of 
  the natural world to make you more at one with 
  them. Your land base speed in creases by 10 feet, 
  you can move through any type of terrain and 
  leave neither footprints nor scent, and you gain a 
  +2 natural armor bonus that stacks with other 
  natural armor bonuses. This ability has a duration 
  of 10 minutes per level. This ability can be used 
  1/day, and otherwise functions as the barkskin, 
  longstider, and pass without trace spells. 
  8th  
  Elemental Form (Su): You can assume the form of 
  any elemental of your choice (air, earth, fire, or 
  water), for a number of rounds per day equal to 
  your caster level. These rounds do not need to be 
  consecutive. This ability otherwise functions as 
  elemental body III. 
  12th  
  Commune with Nature (Sp): You can cast 
  commune with nature 1/day. 
  16th  
  Control Weather (Sp): You can cast control 
  weather 1/day.  
  20th  
  Summon Nature’s Ally IX (Sp): You can cast 
  summon nature’s ally IX 1/day. 
  
  TABLE 3-11: SWASHBUCKLER 
   
  Base 
   
  Attack 
  Fort Ref 
  Will 
   
  Level 
  Bonus 
  Save Save Save 
  Special  
  1st 
  +1 
  +2 
  +2 
  +0 
  Weapon Finesse 
  2nd 
  +2 
  +3 
  +3 
  +0 
  Grace +1, swashbuckling technique 
  3rd 
  +3 
  +3 
  +3 
  +1 
  Insightful strike  
  4th 
  +4 
  +4 
  +4 
  +1 
  Dodge bonus +1  
  5th 
  +5 
  +4 
  +4 
  +1 
  Combat Reflexes  
  6th 
  +6/+1 
  +5 
  +5 
  +2 
  Swashbuckling technique 
  7th 
  +7/+2 
  +5 
  +5 
  +2 
  Acrobatic charge 
  8th 
  +8/+3 
  +6 
  +6 
  +2 
  Dodge bonus +2, grace +2 
  9th 
  +9/+4 
  +6 
  +6 
  +3 
  Advanced technique   
  10th 
  +10/+5 
  +7 
  +7 
  +3 
  Improved flanking, swashbuckling technique 
  11th 
  +11/+6/+1 
  +7 
  +7 
  +3 
  Lucky 
  12th 
  +12/+7/+2 
  +8 
  +8 
  +4 
  Dodge bonus +3 
  13th 
  +13/+8/+3 
  +8 
  +8 
  +4 
  Acrobatics expert, advanced technique 
  14th 
  +14/+9/+4 
  +9 
  +9 
  +4 
  Grace +3, swashbuckling technique  
  15th 
  +15/+10/+5 
  +9 
  +9 
  +5 
  Weakening critical 
  16th 
  +16/+11/+6/+1 
  +10 
  +10 
  +5 
  Dodge bonus +4 
  17th 
  +17/+12/+7/+2 
  +10 
  +10 
  +5 
  Advanced technique, wounding critical 
  18th 
  +18/+13/+8/+3 
  +11 
  +11 
  +6 
  Swashbuckling technique  
  19th 
  +19/+14/+9/+4 
  +11 
  +11 
  +6 
  Acrobatics master  
  20th 
  +20/+15/+10/+5 
  +12 
  +12 
  +6 
  Crippling critical, dodge bonus +5, grace +4 
   
  SWASHBUCKLER 
  The swashbuckler embodies agility, rapier wit, daring do 
  and panache. He excels in both combat situations and 
  social interaction, making his highly versatile in any given 
  situation. The swashbuckler has a tendency to leap into 
  action when the call comes, regardless of his personal 
  views. He combines skill and finesse with sheer combat 
  prowess, though he can’t dish out quite as much damage as 
  other melee combatants. When able to pick his battles 
  carefully, a swashbuckler becomes a very deadly opponent 
  in combat, who can also hold his own in social situations. 
  Many swashbucklers come from affluent backgrounds, 
  having sought for a more adventurous life style. They 
  often share the element of an urban life, whether the back 
  alleys of a slum or the cultured halls of nobility. Though 
  they tend to view one another as rivals rather than allies, 
  with their need for attention often outweighing their better 
  judgment, such encounters will typically result in friendly 
  competition, sword duels, and occasionally open and heart 
  felt camaraderie.  
       Role: Swashbucklers are able melee combatants who 
  use their silver tongue, speed, agility, and skill with the 
  blade to carve their foes to pieces. They  possess natural 
  grace and a magnetic personality, and prefers to work 
  along side those who appreciate agility, and are clever in 
  their approaches to combat and social situations.  
       Alignment: Any 
       Hit Die: d10  
   
  Class Skills 
  The swashbuckler’s class skills are Acrobatics (Dex), 
  Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), 
  Escape Artist (Dex), Intimidate (Cha), Profession (Wis), 
  Sense Motive (Wis), Swim (Str), and Rope Use (Dex).  
       Skill Ranks Per Level: 4 + Int modifier. 
   
  Class Features 
  All the following are class features of the swashbuckler. 
       Weapon and Armor Proficiency: Swashbucklers are 
  proficient with all simple and martial weapons, and with 
  light armor, but not with shields. 
       Weapon Finesse (Ex): A swashbuckler gains Weapon 
  Finesse as a bonus feat at 1st level. 
       Grace (Ex): A swashbuckler gains a+1 competence 
  bonus on Reflex saves at 2nd level. This bonus increases 
  to +2 at 8th level, +3 at 14th level, and to +4 at 20th level. 
  A swashbuckler loses this bonus when wearing medium of 
  heavy armor or when carrying a medium or heavy load.  
       Swashbuckling Technique: As a swashbuckler gains 
  experience he learns a number of combat maneuvers that 
  aid him and confound his foes. Starting at 2nd level, a 
  swashbuckler gains one swashbuckling technique. He 
  gains an additional swashbuckling technique for every four 
  levels of swashbuckler attained after 2nd level. A 
  swashbuckler cannot select an individual technique more 
  than once. 
       Combative Flair: A swashbuckler may gain a combat 
  feat that he qualifies for in place of a swashbuckler 
  technique. 
       Evasion (Ex): This ability allows a swashbuckler to 
  avoid even magical and unusual attacks with great agility. 
  If he makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a successful 
  save, he instead takes no damage. Evasion can be used 
  only if the swashbuckler is wearing light armor or no 
  armor. A helpless swashbuckler does not gain the benefit 
  of evasion. 
       Deadly Thrust: A swashbuckler may take the Vital 
  Strike feat in place of a swashbuckler technique.  
  
       Fast Hand: A swashbuckler may gain the Quick Draw 
  feat in place of a swashbuckler technique. 
       Ledge Walker (Ex): This ability allows a swashbuckler 
  to move along narrow surfaces at full speed using 
  Acrobatics without penalty. 
       Swift Disarm (Ex): This ability allows a swashbuckler 
  to make any disarm attempt as a swift action.  
       Quick Step (Ex): This ability allows a swashbuckler to 
  take a 5-foot step before and after he makes a full attack. 
       Surprise Attacks (Ex): During the surprise round, 
  opponents are always considered flat-footed to a 
  swashbuckler with this ability, even if they have acted. 
  Opponents who cannot be caught flat-footed (such as 
  through improved uncanny dodge) are immune. 
       Weapon Training: A swashbuckler may gain the 
  Weapon Focus feat in place of a swashbuckler technique. 
       Insightful Strike (Ex): At 3rd level, a swashbuckler 
  becomes able to place his finesse attacks where they deal 
  greater damage. He applies his Intelligence bonus (if any) 
  as a bonus on damage rolls (in addition to any Strength 
  bonus he may have) with any light weapon, as well as any 
  other weapon that can be used with Weapon Finesse, such 
  as rapier, whip, or spiked chain. Targets immune to sneak 
  attacks and critical hits are immune to the swashbuckler’s 
  insightful strike. A swashbuckler cannot use this ability 
  when wearing medium or heavy armor or when carrying a 
  medium or heavy load.  
       Dodge Bonus (Ex): At 4th level, a swashbuckler is 
  trained at focusing his defenses on a single opponent in 
  melee. During his action, he may designate an opponent 
  and receive a +1 dodge bonus to Armor Class against 
  melee attacks from that opponent. He can select a new 
  opponent on any action. This bonus increases by +1 at 
  every five levels after 4th (+2 at 8th level, +3 at 12th, +4 at 
  16th, and +5 at 20th). A swashbuckler loses this bonus 
  when wearing medium or heavy armor or when carrying a 
  medium or heavy load.  
       If the swashbuckler also has the Dodge feat he need not 
  designate the same target for this ability as for the Dodge 
  feat. (If he designates the same target, the bonuses stack.) 
       Combat Reflexes (Ex): A swashbuckler gains Combat 
  Reflexes as a bonus feat at 5th level.   
       Acrobatic Charge (Ex): At 7th level, a swashbuckler 
  gains the ability to charge in situations where others 
  cannot. He may charge over difficult terrain that normally 
  slows movement. This ability enables him to run down 
  steep stairs, leap down from a balcony, or to tumble over 
  tables to get to his target. Depending on the circumstance, 
  he may still need to make appropriate checks to 
  successfully move over the terrain.  
       Advanced Technique: At 9th level, and every four 
  levels thereafter, a swashbuckler can choose one of the 
  following techniques in place of a swashbuckler technique. 
       Bonus Feat: A swashbuckler may gain any feat that he 
  qualifies for in place of a swashbuckling technique. 
       Defensive Roll (Ex): The swashbuckler can roll with a 
  potentially lethal blow to take less damage from it than he 
  otherwise would. Once per day, when he would be reduced 
  to 0 or fewer hit points by damage in combat (from a 
  weapon or other blow, not a spell or special ability), the 
  swashbuckler can attempt to roll with the damage. To use 
  this ability, the swashbuckler must attempt a Reflex saving 
  throw (DC = damage dealt). If the save succeeds, he takes 
  only half damage from the blow; if it fails, he takes full 
  damage. He must be aware of the attack and able to react 
  to it in order to execute his defensive roll—if he is denied 
  his Dexterity bonus to AC, he can’t use this ability. Since 
  this effect would not normally allow a character to make a 
  Reflex save for half damage, the swashbuckler’s evasion 
  ability does not apply to the defensive roll. 
       Deft Combat: A swashbuckler may gain either the 
  Spring Attack, Stunning Defense, or Whirlwind Attack 
  combat feat, even if he does not meet the prerequisites for 
  that feat.  
       Improved Evasion (Ex): This ability works like evasion, 
  except that while the swashbuckler still takes no damage 
  on a successful Reflex saving throw against attacks, he 
  henceforth takes only half damage on a failed save. A 
  helpless swashbuckler does not gain the benefit of 
  improved evasion. 
       Opportunist (Ex): Once per round, the swashbuckler 
  can make an attack of opportunity against an opponent 
  who has just been struck for damage in melee by another 
  character. This attack counts as the swashbuckler’s attack 
  of opportunity for that round. Even a swashbuckler with 
  the Combat Reflexes feat can’t use the opportunist ability 
  more than once per round.  
       Slippery Mind (Ex): This ability represents the 
  swashbuckler’s ability to wriggle free from magical effects 
  that would otherwise control or compel him. If a 
  swashbuckler with slippery mind is affected by an 
  enchantment spell or effect and fails his saving throw, he 
  can attempt it again 1 round later at the same DC. He gets 
  only this one extra chance to succeed on his saving throw.  
       Improved Flanking (Ex): A swashbuckler of 10th 
  level or higher who is flanking an opponent gains a +4 
  bonus on attacks instead of a +2 bonus. (Other characters 
  flanking with the swashbuckler don’t gain this increased 
  bonus.) 
       Lucky (Ex): Many swashbucklers live by the credo 
  “Better lucky than good.” Once per day, a swashbuckler of 
  11th level or higher may reroll any failed attack roll, skill 
  check, or saving throw. The character must take the result 
  of the reroll, even if it’s worse than the original roll.  
       Acrobatics Expert (Ex): At 13th level, a swashbuckler 
  becomes so certain in the use of his Acrobatics skill that he 
  can use it reliably even under adverse conditions. When 
  making an Acrobatics check, a swashbuckler may take 10 
  even if stress and distractions would normally prevent him 
  from doing so.  
  
       Weakening Critical (Ex): A swashbuckler of 15th 
  level or higher who scores a critical hit against a creature 
  also deals 2 points of Strength damage to the creature. 
  Creatures immune to critical hits are immune to this effect.  
       Wounding Critical (Ex): A swashbuckler of 17th level 
  or higher who scores a critical hit against a creature also 
  deals 2 points of Constitution damage to the creature. (This 
  damage is in addition to the Strength damage dealt by the 
  swashbuckler’s weakening critical class feature.) Creatures 
  immune to critical hits are immune to this effect. 
       Acrobatics Master (Ex): At 19th level, a swashbuckler 
  becomes so skilled in the use of his Acrobatics skill that he 
  can take 10 even when he is not normally allowed to do so. 
  If you are allowed to take 10, you take 20 instead. 
       Crippling Critical (Ex): At 20th level, whenever a 
  swashbuckler successfully confirms a critical hit using a 
  light or one-handed piercing weapon, he can apply one of 
  the following penalties in addition to the damage dealt: 
  reduce all of the target’s speeds by 10 feet (minimum 5 
  feet), 1d4 points of Strength or Dexterity damage, –4 
  penalty on all saving throws, –4 penalty to Armor Class, or 
  2d6 points of bleed damage. These penalties last for 1 
  minute, except for ability damage, which must be healed 
  normally, and bleed damage, which continues until the 
  target receives magic healing or a DC 15 Heal skill check.
  
  TABLE 3-12: WARLOCK  
   
  Base 
   
  Attack 
  Fort Ref 
  Will 
   
  Invocations  
  Level 
  Bonus 
  Save Save Save 
  Special 
  Known 
   
  1st 
  +0 
  +0 
  +0 
  +2 
  Eldritch blast 1d6, eldritch bond, eldritch pact, invocation (least) 
   2 
   
  2nd 
  +1 
  +0 
  +0 
  +3 
  Detect magic 
   3 
  3rd 
  +2 
  +1 
  +1 
  +3 
  Damage reduction 1/cold iron, eldritch blast 2d6 
   3 
  4th 
  +3 
  +1 
  +1 
  +4 
  Deceive item, pact power 
   4 
  5th 
  +3 
  +1 
  +1 
  +4 
  Eldritch blast 3d6 
   4 
  6th 
  +4 
  +2 
  +2 
  +5 
  New invocation (lesser) 
   5 
  7th 
  +5 
  +2 
  +2 
  +5 
  Damage reduction 2/cold iron, eldritch blast 4d6 
   5 
  8th 
  +6/+1 
  +2 
  +2 
  +6 
  Pact power, planar resilience 1, 
   6 
  9th 
  +6/+1 
  +3 
  +3 
  +6 
  Eldritch blast 5d6 
   6 
  10th 
  +7/+2 
  +3 
  +3 
  +7 
  Energy resistance 5 
   7 
  11th 
  +8/+3 
  +3 
  +3 
  +7 
  Damage reduction 3/cold iron, eldritch blast 6d6, new invocation (greater) 
   7 
  12th 
  +9/+4 
  +4 
  +4 
  +8 
  Imbue item, pact power 
   8 
  13th 
  +9/+4 
  +4 
  +4 
  +8 
  Eldritch blast 7d6, planar resilience 2 
   8 
  14th 
  +10/+5 
  +4 
  +4 
  +9 
  Analyze dweomer 
   9 
  15th 
  +11/+6/+1 
  +5 
  +5 
  +9 
  Damage reduction 4/cold iron, eldritch blast 8d6 
   9 
  16th 
  +12/+7/+2 
  +5 
  +5 
  +10 
  New invocation (dark), pact power 
  10 
  17th 
  +12/+7/+2 
  +5 
  +5 
  +10 
  Eldritch blast 9d6 
  10 
  18th 
  +13/+8/+3 
  +6 
  +6 
  +11 
  Planar resilience 5 
  11 
  19th 
  +14/+9/+4 
  +6 
  +6 
  +11 
  Damage reduction 5/cold iron, eldritch blast 10d6 
  11 
  20th 
  +15/+10/+5 
  +6 
  +6 
  +12 
  Eldritch master, pact power 
  12
  WARLOCK 
  Born of supernatural bloodlines, warlocks seek to master 
  the perilous magic that suffuses their souls. Unlike 
  sorcerers or wizards, who approach arcane magic through 
  the medium of spells, a warlock invokes powerful magic, 
  wrested from primeval entities and harnessed through 
  fearsome determination and force of will. In so doing, a 
  warlock can perform feats of supernatural stealth, beguile 
  the weak-minded, or scour his foes with blasts of eldritch 
  power. Armed with esoteric secrets and dangerous lore, 
  warlocks are clever and resourceful foes, and come from a 
  variety of backgrounds. They can be a libram-toting 
  scholar captivated by ominous lore, a foot-loose wanderer 
  searching for elusive ultimate truths, a devil- touched 
  hunter using infernal spells to eliminate evil, or even a 
  black-clad mercenary who uses sinister trappings to 
  discourage prying strangers and unwanted attention. 
       Role: Warlocks wield powers that are highly damaging 
  and often weaken or hamper the target in some way. They 
  can also elude attacks by flying, teleporting, or turning 
  invisible. Some warlocks are champions of dark and 
  chaotic powers, who forge grim pacts with dangerous 
  extraplanar powers in exchange for supernatural power. 
  Others seek to undo the wrongs of their former colleagues, 
  though they remain chained by the old pacts through 
  which they acquired their powers. 
       Alignment: Any chaotic or any evil 
       Hit Die: d8  
   
  Class Skills 
  The warlock’s class skills are Acrobatics (Dex), Bluff 
  (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Fly 
  (Dex), Intimidate (Cha), Knowledge (arcana) (Int), 
  Knowledge (history) (Int), Knowledge (planes) (Int), 
  Knowledge (religion) (Int), Profession  (Wis), Sense 
  Motive (Wis), and Spellcraft (Int), Use Magical Device 
  (Cha).  
       Skill Ranks Per Level: 2 + Int modifier. 
   
  Class Features 
  All the following are class features of the warlock. 
       Weapon and Armor Proficiency: Warlocks are 
  proficient with all simple and martial weapons, with light 
  armor, but not with shields.  
       Because the somatic components required for warlock 
  invocations are relatively simple, a warlock can use any of 
  his invocations while wearing light armor without 
  incurring the normal arcane spell failure chance. However, 
  like arcane spellcasters, a warlock wearing medium or 
  heavy armor or using a shield incurs a chance of arcane 
  spell failure (all invocations, including eldritch blast, have 
  a somatic component). A multiclass warlock still incurs 
  the normal arcane spell failure chance for arcane spells 
  received from levels in other classes.  
       Invocations: A warlock does not prepare or cast spells 
  as other wielders of arcane magic do. Instead, he possesses 
  a repertoire of attacks, defenses, and abilities known as 
  invocations that require him to focus the wild energy that 
  suffuses his soul. A warlock can use any invocation he 
  knows at will, with the following qualifications.  
       A warlock’s invocations are spell-like abilities; using 
  an invocation is therefore a standard action that provokes 
  an attack of opportunity. An invocation can be disrupted, 
  just as a spell can be ruined during casting. A warlock is 
  entitled to a Spellcraft check to successfully use an 
  invocation if he is hit by an attack while invoking, just as a 
  spellcaster would be. A warlock can choose to use an 
  invocation defensively, by making a successful Spellcraft 
  check, to avoid provoking attacks of opportunity. A 
  warlock’s invocations are subject to spell resistance unless 
  
  an invocation’s description specifically states otherwise. A 
  warlock’s caster level with his invocations is equal to his 
  warlock level. 
       The save DC for an invocation (if it allows a save) is 10 
  + equivalent spell level + the warlock’s Charisma modifier. 
       Since spell-like abilities are not actually spells, a 
  warlock cannot benefit from the Spell Focus feat. He can, 
  however, benefit from the Ability Focus feat (see below), 
  as well as from feats that emulate metamagic effects for 
  spell-like abilities, such as Quicken Spell-Like Ability and 
  Empower Spell-Like Ability (see pages 303 and 304 in the 
  Monster Manual 3.5).  
       The four grades of invocations, in order of their relative 
  power, are least, lesser, greater, and dark. A warlock 
  begins with knowledge of two invocations, which must be 
  of the lowest grade (least). As a warlock gains levels, he 
  learns new invocations, as summarized on Table 3-12 and 
  described below. A list of available invocations can be 
  found following the warlock class description, and a 
  complete description of each invocation can be found in a 
  subsequent chapter.  
       At any level when a warlock learns a new invocation 
  (2nd, 4th, 6th, etc.), he can also replace an invocation he 
  already knows with another invocation of the same or 
  lower grade (lesser for lesser, or lesser for least, and so on). 
  Thus, at 6th level, a warlock can replace a least invocation 
  he knows with another invocation of the same grade (in 
  addition to learning a new invocation, which could be least 
  or lesser). The same occurs at 11th and 16th level, but with 
  varied grades available to the warlock for exchanges and 
  learning new invocations.    
       Finally, unlike other spell-like abilities, invocations are 
  subject to arcane spell failure chance as described under 
  Weapon and Armor Proficiency above. Warlocks can 
  qualify for some prestige classes usually intended for 
  spellcasters. 
       Eldritch Blast (Sp):  The first ability a warlock learns 
  is eldritch blast. A warlock attacks his foes with eldritch 
  power, using baleful magical energy to deal damage and 
  sometimes impart other debilitating effects.  
       An eldritch blast is a ray with a range of 60 feet. It is a 
  ranged touch attack that affects a single target, allowing no 
  saving throw. An eldritch blast deals 1d6 points of damage, 
  with an additional 1d6 points of damage every two levels 
  thereafter (3rd, 5th, 7th, etc.). An eldritch blast is the 
  equivalent of a spell whose level is equal to one-half the 
  warlock’s class level (rounded down) with a minimum 
  spell level of 1st and a maximum of 9th when a warlock 
  reaches 18th level or higher. 
       An eldritch blast is subject to spell resistance, although 
  the Spell Penetration feat and other effects that improve 
  caster level checks to overcome spell resistance also apply 
  to eldritch blast. An eldritch blast deals half damage to 
  objects. Metamagic feats cannot improve a warlock’s 
  eldritch blast (because it is a spell-like ability, not a spell), 
  but does benefit from feat like Ability Focus (eldritch 
  blast), which increases the DC for all saving throws (if any) 
  associated with a warlock’s eldritch blast by 2, and spell-
  like ability feats, like Quicken Spell-Like Ability. 
       Eldritch Bond (Su): At 1st level, warlocks forge a 
  powerful bond with an object, and must fall into one of the 
  following categories: amulet, cloak, ring, rod, wand, or 
  weapon. These objects are always masterwork and must be 
  wielded or worn. If a warlock attempts to cast an 
  invocation without his bonded object in hand or upon his 
  person, he must make a Spellcraft check or lose the 
  invocation. The DC for this check is equal to 20 + the 
  invocation’s level.  
       A bonded object can be used once per day to cast any 
  pact invocation that the warlock knows and can invoke at 
  +2 caster levels. 
       A warlock can enchant his bonded object according to 
  his imbue items class feature. The bonded object, whether 
  a rod or a wand is not destroyed when its last charge is 
  consumed, but it does lose its enchantment and retains all 
  of its bonded object properties. Bonded objects only 
  function for their creator, including any magic abilities 
  added to the object. This means that they cannot be sold. 
       If a bonded object is damaged, it is restored to full hit 
  points after 8 hours of rest. If the object is lost or destroyed, 
  it can be replaced after 1 week’s time in a special ritual 
  that costs 200 gp per warlock level. This ritual takes 8 
  hours to complete.  
       Eldritch Pact: Warlocks must forge a binding pact 
  with a mysterious extraplanar power from whom they 
  obtain their eldritch energies. The sort of pact is dependant 
  upon the type of planar entity they form this contract with, 
  which also determines the type of pact powers a warlock 
  will receive. The warlock must make one of the following 
  pacts: elemental pact (power of the Elemental Planes), fey 
  pact (power of the natural world), infernal pact (power of 
  the Nine Hells), or shadow pact (power of the Plane of 
  Shadows). The warlock’s pact selection only determines 
  his pact related powers, and in no way restricts his access 
  to invocations latently associated with a particular pact.  
       Celestial Pact: The warlock has forged a mutual pact 
  with an assemblage of benevolent azatas from the Upper 
  Planes. It is from them that he gleans knowledge of the 
  heavenly powers and secrets of the planes of light. As such, 
  he is given the charge to spread the words and powers of 
  the celestial realm and combat those who would subvert, 
  corrupt, and destroy the natural order of the world through 
  dark and sinister means.  
       Elemental Pact: The warlock has forged a pact with 
  entities from one of the four elemental planes; air 
  (electricity), earth (acid), fire (fire), or water (cold). By so 
  doing, the warlock gains elemental-based power, which 
  allows him to scour his foes with showers of icy shards or 
  a storm of fiery motes, to deadly whirlwinds or terrible 
  earthly tremors.  
  
       Fey Pact: The warlock has forged a pact with ancient 
  and powerful spirits of the natural world. Some are 
  primitive earth spirits, grim and menacing; some are 
  capricious wood, sky, or water spirits; and others are 
  incarnations of seasons or natural forces who roam the fey 
  realm like wild gods. They bestow magic that ranges from 
  the feral and savage to the wondrous and enchanting. 
       Infernal Pact: The warlock has forged a dangerous pact 
  with an ancient order of devils from the Nine Hells, and 
  dares to study their secrets under their tutelage. It was 
  these devils who first created the secret path of the warlock 
  in an attempt to unleash their hellish knowledge and power 
  upon the world. If a warlock has not determined its pact 
  type, it is considered to have the infernal pact.  
       Shadow Pact: The warlock has forged a pact with a 
  deadly and fearsome entity from the Plane of Shadow. 
  This entity has imparted to the warlock the secret 
  knowledge of the shadow realm and the use of negative 
  energy to enhance his power.  
       Pact Powers: At 1st level, a warlock must choose one 
  pact type (elemental, fey, infernal or shadow), that 
  designates the type of planar entities they draw their 
  powers from. Each pact grants the warlock powers 
  associated with their pact type from which they can draw 
  upon. A warlock gains additional pact powers at each level 
  as shown on the Pact Power list. These powers are similar 
  to a sorcerer’s  bloodline powers.  
       Detect Magic (Sp): At will, a warlock can use detect 
  magic, as the spell. 
       Damage Reduction (Su): Fortified by the supernatural 
  power flowing through his body, a 3rd level warlock 
  becomes resistant to physical attacks and gains damage 
  reduction 1/cold iron. At 7th level and every four levels 
  thereafter, a warlock’s damage reduction improves by 1.  
       Deceive Item (Ex): At 4th level, a warlock gains the 
  ability to more easily commandeer magic items made for 
  use of other characters. When making a Use Magic Device 
  check, a warlock can take 10 even if distracted or 
  threatened.  
       Planar Resilience (Su): At 8th level, a warlock knows 
  the trick of planar resilience. Once per day, as a free action, 
  he can enter a meditative state that lasts for 2 minutes (20 
  rounds). While in this state, the warlock gains fast healing 
  1. At 13th level, a warlock’s planar resilience improves to 
  fast healing 2, and at 18th level, it improves to fast healing 
  5.  
       Energy Resistance (Su): At 10th level, a warlock has 
  resistance 5 against any two of the following energy types: 
  acid, cold, electricity, fire, and sonic. Once the types are 
  chosen, they cannot be changed. At 20th level, a warlock 
  gains resistance 10 against the two selected energy types 
  through his Eldritch Master ability.  
       Imbue Item (Su): At 12th level, warlock can use his 
  supernatural power to create magic items, even if he does 
  not know the spells required to make an item (although he 
  must know the appropriate item creation feat). He can 
  substitute a Use Magic Device check (DC 15 + spell level) 
  in place of a required spell he know or cannot cast. 
       If the check succeeds, the warlock can create the item 
  as if he had cast the required spell. If it fails, he cannot 
  complete the item. He does not expend the XP or gp costs 
  for making the item; his progress is simply arrested. He 
  cannot try his Use Magic Device check for that spell again 
  until he gains a new level.  
       Analyze Dweomer (Sp): Once per day, a 14th level 
  warlock can use analyze dweomer, as the spell. 
       Eldritch Master (Su): At 20th level, a warlock gains 
  resistance 10 against the two energy types chosen at 10th 
  level. Also, the warlock is forevermore treated as an 
  outsider (native) rather than as a humanoid (or whatever 
  the warlock’s creature type was) for the purpose of spells 
  and magical effects. Unlike other outsiders, the warlock 
  can still be brought back from the dead as if he were a 
  member of his previous creature type. Additionally, 
  warlocks gain special qualities that relate to their pact as 
  follows:  
       Celestial pact: gains immunity to petrification, +4 to 
  saves vs. poison, use tongues at-will as a supernatural 
  ability, and resistance 5 to a third energy type. 
       Elemental pact: gains darkvision 60 feet, immunity to 
  poison, sleep, paralysis, or stunning effects, and resistance 
  5 to a third energy type. 
       Fey pact: gains darkvision 60 feet and low-light vision, 
  immunity to illusions, sleep, and compulsion effects,  
       Infernal pact: gains telepathy 60 feet, immunity to 
  poison, and the ability to see in darkness (including deeper 
  darkness).   
       Shadow pact: gains a +5 bonus to his Stealth skill 
  checks, and a 50% chance of ignoring any damage 
  received from a corporeal source (see incorporeal type 
  description).  
   
  WARLOCK INVOCATIONS 
  Warlocks choose the invocations they learn as they gain 
  levels, much like bards or sorcerers choose which spells to 
  learn. However, a warlock’s arcane repertoire is even more 
  limited than that of a sorcerer, and his invocations are 
  spell-like abilities, not spells. 
       In addition to its grade (least, lesser, greater, or dark), 
  every invocation has a spell level equivalent, which is used 
  in the calculation of save DCs and for other purposes. A 
  least invocation has a level equivalent of 1st or 2nd; a 
  lesser, 3rd or 4th; a greater, 5th or 6th; and a dark 
  invocation has a level equivalent of 6th or higher 
  (maximum 9th). The level equivalent for each invocation 
  is given in its description.  
       A warlock can dismiss any invocation as a standard 
  action, just as a wizard can dismiss a spell. 
       Invocations and Eldritch Blast: Eldritch blast is not 
  an invocation, but some invocations provide a warlock 
  with the ability to modify his eldritch blast or add new 
  eldritch attacks. 
  
  ELDRITCH ESSENCE INVOCATIONS 
  Some of a warlock’s invocations, such as frightful blast, 
  modify the damage or other effects of the warlock’s 
  eldritch blast. These are called eldritch essence 
  invocations. Unless noted otherwise, eldritch blasts 
  modified by eldritch essence invocations deal damage 
  normally in addition to imparting the effects described in 
  the invocation description.  
       A warlock can apply only one eldritch essence 
  invocation to a single eldritch blast, choosing from any of 
  the eldritch essence invocations that he knows. When a 
  warlock applies an eldritch essence invocation to his 
  eldritch blast, the spell level equivalent of the modified 
  blast is equal to the spell level of the eldritch blast or of 
  the eldritch essence invocation, whichever is higher. If a 
  warlock targets a creature with an eldritch essence blast 
  that has immunity to the invocation’s effect, it still takes 
  the damage from the blast normally (provided it isn’t also 
  immune to the eldritch blast).  
       A warlock can apply an eldritch essence invocation and 
  a blast shape invocation (see below) to the same blast. 
  When a warlock uses both kinds of invocations to alter an 
  eldritch blast, the spell level equivalent is equal to the 
  spell level of the eldritch blast, the level of the eldritch 
  essence invocation, or the level of the blast shape 
  invocation, whichever is higher. 
   
  Least Eldritch Essence Invocations 
       Dazing Blast: Target must make a Will save or become 
  dazed, as the daze monster spell. 
       Exhausting Blast: Target must make a Fortitude save 
  or become fatigued. 
       Frightful Blast: Target must make Will save or 
  become shaken.  
       Sickening Blast: Target must make Fortitude save or 
  become sickened. 
   
  Lesser Eldritch Essence Invocations 
       Beshadowed Blast: Target must make a Fortitude save 
  or become blind for 1 round.  
       Brimstone Blast: Blast deals fire damage and target 
  must make Reflex save or catch fire. 
       Electrifying Blast: Blast deals electrical damage and 
  target must make Reflex save or be slowed. 
       Hellrime Blast: Blast deals cold damage and target 
  must make Fortitude save or take -2 penalty to Dexterity.  
       Pealing Blast: Blast deals sonic damage and target 
  must make Fortitude save or be deafened for 2 rounds. 
   
  Greater Eldritch Essence Invocations 
       Bewitching Blast: Target must make Will save or be 
  confused for 1 round.  
       Noxious Blast: Target must make Fortitude save or be 
  nauseated.  
       Repelling Blast: Target must make Reflex save or be 
  knocked back.  
       Vitriolic Blast: Blast ignores spell resistance and deals 
  acid damage for several rounds.  
   
  Dark Eldritch Essence Invocations 
       Utterdark Blast: Target must make Fortitude save or 
  gain two negative levels.  
   
  BLAST SHAPE INVOCATIONS 
  Some of a warlock’s invocations, such as eldritch spear, 
  modify the range, target(s), or area of a warlock’s eldritch 
  blast. These are called blast shape invocations. Unless 
  noted otherwise, eldritch blasts subject to blast shape 
  invocations deal damage normally in addition to imparting 
  the effects described in the invocation description. A 
  warlock can apply only one blast shape at a time to an 
  eldritch blast, and he can choose from any of the blast 
  shape invocations that he knows. A warlock need not 
  apply a blast shape invocation to his eldritch blast. 
       When a warlock applies a blast shape invocation to his 
  eldritch blast, the spell-level equivalent is equal to the 
  spell level of the eldritch blast or of the blast shape 
  invocation, whichever is higher. 
       A warlock can apply a blast shape invocation and an 
  eldritch essence invocation (see Eldritch Essence 
  Invocations above) to the same blast. When a warlock uses 
  an eldritch essence and a blast shape to alter an eldritch 
  blast, the spell-level equivalent is equal to the spell level 
  of the eldritch blast, the eldritch essence invocation, or the 
  blast shape invocation, whichever is higher.  
   
  Least Blast Shape Invocations 
       Eldritch Spear: Blast range increases to 250 feet. 
       Hideous Blow: Melee attack channels eldritch blast. 
   
  Lesser Blast Shape Invocations 
       Eldritch Chain: Blast jumps from initial target to 
  secondary targets.  
   
  Greater Blast Shape Invocations 
       Eldritch Cone: Blast takes the shape of a cone.  
   
  Dark Blast Shape Invocations 
       Eldritch Doom: Blast affects all enemies within 20 
  feet. 
   
  OTHER INVOCATIONS 
  In addition to the potent blast shape and eldritch essence 
  invocations, warlocks learn a number of others that enable 
  them to perform many tricks and attacks. These 
  invocations are briefly described below, and their full 
  descriptions can be found in the Spells and Invocations 
  section of this book. 
   
  
  Least Invocations 
   
  All 
       Hammer Blast*: Eldritch blast deals normal damage 
  to objects. 
   
  Celestial 
       All-Seeing Eyes*: As comprehend languages on 
  written material, bonus on Perception checks. 
       Dark One’s Own Luck: Gain a luck bonus on one 
  type of saves. 
       Otherworldly Whispers*: Gain bonus on Knowledge 
  checks. 
   
  Elemental 
       Earthen Grasp: Use earthen grasp as the spell.  
       Spiderwalk: Gain spider climb as the spell and you are 
  immune to webs.  
       Swimming the Styx*: Gain swim speed and ability to 
  breathe water. 
       Wings of Speed: Use expeditious retreat as the spell.  
   
  Fey 
       Beguiling Influence: Gain bonus on Bluff, Diplomacy, 
  and Intimidate checks. 
       Call of the Beast*: Speak with animals and influence 
  their behavior. 
       Curse of Morpheus: Gain sleep as the spell.  
       Leaps and Bounds: Gain bonus on Balance, Jump, and 
  Tumble checks. 
       See the Unseen: Gain see invisibility as the spell and 
  darkvision.   
       Serpent's Tongue*: Gain the scent ability, +5 bonus 
  on saves against poison. 
   
  Infernal 
       Baleful Utterance: Speak word of the Dark Speech 
  and shatter objects as the shatter spell. 
       Devil’s Sight: See normally in darkness and magical 
  darkness.   
       Fires of Damnation: Deal fire damage and target must 
  make Will save or be shaken for 1 round.  
       Summon Swarm: Use summon swarm as the spell. 
   
  Shadow 
       Breath of the Night: Create a fog cloud as the spell. 
       Chill of Death: Target must make a Fortitude save or 
  take 1d6 Strength damage and become paralyzed for 1 
  round.  
       Entropic Warding: Deflect incoming ranged attacks, 
  leave no trail, and prevent being tracked by scent. 
       Miasmic Cloud: Create a cloud of mist that grants 
  concealment and fatigues those who enter. 
       Soulreaving Aura*: As reaving aura*, plus gain 
  temporary hit points if nearby creature dies. 
   
  Lesser Invocations 
   
  All 
       Baneful Blast*: Eldritch blast deals extra damage 
  against specified creature type. 
       Relentless Dispelling*: As targeted dispel magic, with 
  additional targeted dispel magic the next turn. 
   
  Celestial 
       Mantle of Heaven: Aura deals 1d6 heavenly fire 
  damage + 1 point per level to evil foes, but heals the same 
  damage to allies of good alignment. 
       Silver Wings: Gain silver wings that enable you to fly 
  as the spell. 
       Unbearable Countenance: Gaze causes foes to be 
  shaken.  
   
  Elemental 
       Aura of Icy Flames: Aura deals 1d6 fire and cold 
  damage +1 point per level to anyone that attacks you.  
       Cold Comfort*: You and nearby allies protected by 
  endure elements.  
       Fell Flight: Gain a fly spell with good maneuverability.  
       Skin of the Gargoyle: Gain stoneskin as the spell, and 
  deal 5d6 damage in a blast of stony shards once the spell 
  expires.  
       Stony Grasp: Use stony grasp as the spell.  
       Witchwood Step*: Walk on water and move through 
  some obstacles unimpeded. 
   
  Fey 
       Charm: Cause a single creature to regard you as a 
  friend. 
       Crawling Eye*: Your eye leaves your head and grows 
  spidery legs, enabling it to scout for you. 
       Flee the Scene: Use short-range dimension door as the 
  spell, and leave behind a major image. 
       Mask of Flesh*: Touch attack imposes 1d6 Cha 
  penalty and transforms you to look like target. 
       Mirror Image: Gain mirror image as the spell.  
       Suggestion: Compel a single subject to follow a stated 
  course of action. 
   
  Infernal 
       Curse of Despair: Curse one creature as the bestow 
  curse spell, or hinder their attack. 
       Paralyzing Dread: Target must make a Will save; if it 
  fails, target is paralyzed for 1 round, if it succeeds, target is 
  frightened for 3 rounds.  
       Voracious Dispelling: Use dispel magic as the spell, 
  causing damage to creatures whose effects are dispelled.  
       Walk Unseen: Use invisibility (self only) as the spell.  
       Voidsense: Gain blindsense 30 feet. 
   
  
  Shadow 
       Disembodied Hand*: Detach one of your hands and 
  send it forth to manipulate objects or attack. 
       Hungry Darkness: Create shadows filled with a swarm 
  of bats.  
       Siphon the Living: Touch deals 6d6 damage and you 
  gain damage as hp. 
       The Dead Walk: Create undead as the animate dead 
  spell.  
      Wall of Gloom: Use wall of gloom as the spell.  
   
  Greater Invocations 
   
  All 
       Hindering Blast*: Target of your eldritch blast must 
  succeed on a Will save or be slowed for 1 round. 
   
  Celestial 
       Healing Slumber: Gain the benefit of cure critical 
  wounds as the spell, but target falls asleep for 30 minutes. 
       Soldier of Light: Gain the benefit of greater heroism 
  as the spell, but target sheds light as the light spell.  
       Vision of Truth: Use true seeing as the spell, and gaze 
  causes foes to be dazed.  
   
  Elemental 
       Caustic Mire*: Acidic sludge slows progress, deals 
  damage. 
       Chilling Tentacles: Use black tentacles as the spell, 
  and deal cold damage to creatures in the area.  
       Energy Warding: Gain protection from energy (self 
  only) against a single energy type and deal 2d6 damage of 
  the same energy type against those who attack you.  
       Wall of Perilous Flame: Create a wall of fire as the 
  spell, but half the damage from the wall results from 
  supernatural power. 
   
  Fey 
       Nature’s Fury: Gain +2 to Str and Con, +1 on Will 
  saves, –2 to AC, and deal +1d6 damage on a successful 
  melee attack.  
       Painful Slumber of Ages*: Creature falls asleep, takes 
  damage when awakened. 
       Persuasive Eye: Gain charm monster as the spell, but 
  as a gaze attack.  
       Tenacious Plague: Use insect plague as the spell, but 
  the summoned locust swarm deals damage as a magic 
  weapon. 
   
  Infernal 
       Devour Magic: Use targeted greater dispel magic with 
  a touch and gain temporary hit points based on the level of 
  spells successfully dispelled.  
       Hellspawned Grace*: Transform into a hellcat for 1 
  round/2 warlock levels. 
       Warlock’s Call: Use sending as the spell, but risk 
  damage from the recipient. 
   
  Shadow 
       Enervating Shadow: Gain total concealment in dark 
  areas and impose a Strength penalty on adjacent living 
  creatures. 
       Nightmares Made Real*: Create illusory terrain that 
  damages foes and allows you to hide. 
       Wave of Shadowy Darkness: Create a wave of 
  darkness that causes several targets to become exhausted 
  for 3 rounds, and to make a Fortitude save or take 6d6 
  damage.  
   
  Dark Invocations 
   
  All 
       Binding Blast*: Target of your eldritch blast must 
  make Will save or be stunned for 1 round. 
       Steal Summoning*: Take control of another caster's 
  summoned monster. 
   
  Celestial 
       Dark Foresight: Use foresight as the spell, and 
  communicate telepathically with a close target of the effect.  
       Caster's Lament*: Your touch can break enchantment, 
  and you can counterspell. 
   
  Elemental 
       Mists of Doom: Gain acid fog as the spell, but deal 
  damage of any single energy type of your choice.  
   
  Fey 
       Retributive Invisibility: Use greater invisibility as the 
  spell (self only) that deals damage in a burst if dispelled. 
       Word of Changing: Use baleful polymorph as the spell, 
  but the effect could become permanent.  
   
  Infernal 
       Baleful Teleportation: Use greater teleport as the 
  spell, and deal fire damage to enemies within a 10-foot 
  radius.  
   
  Shadow 
       Dark Discorporation: Become a swarm of bat-like 
  shadows, gaining many benefits of the swarm subtype. 
       Path of Shadow: Use shadow walk as the spell and 
  speed up natural healing. 
       *Complete Mage 
   
  ELDRITCH PACT POWERS 
  Warlocks choose one pact that indicates the extraplanar 
  source of their eldritch power. Because of this pact, they 
  gain a number of abilities based on the pact chosen. 
  Warlocks who do not choose an eldritch pact are 
  
  considered to have the infernal pact and gain the bonus 
  abilities connected to that pact. 
       Eldritch pacts grant one ability at 4th level, 8th level, 
  8th level, 8th level, and 20th level, as noted in their 
  description. Unless otherwise noted, these abilities are 
  activated by using a standard action. 
       The warlock’s level is used when determining the 
  caster level of these effects. The DC for any save is equal 
  to 10 + the spell’s level + the caster’s Charisma modifier.  
       Eldritch powers that mimic spells are spell-like abilities, 
  while the others are supernatural. 
   
  Celestial Pact  
  Warlocks of the celestial pact gain the following abilities.  
   
  Class 
  Level Ability 
  4th 
  Holy Sight (Su): You permanently gain darkvision 
  with a range of 60 feet and low-light vision. If the 
  warlock already possesses darkvision, his range 
  permanently doubles.  
  8th 
  Divine Retribution (Su): Once per day, you can 
  call down a column of heavenly fire in a 20-foot 
  radius, and up to 20 feet high. Anyone caught in 
  the blast takes 1d6 points of fire damage per two 
  warlock levels, to a maximum of 10d6 at 20th 
  level. Half the damage is fire damage, but the 
  other half results directly from heavenly divine 
  power and is therefore not subject to being 
  reduced by resistance to fire-based attacks. 
  Therefore, creatures within the blast can make a 
  Reflex save for only one-quarter damage. The 
  power is equal to a 4th level spell, has a DC equal 
  to 10 + your level, and otherwise functions as 
  flame strike.  
  12th 
  Celestial Protection (Su): You gain a +4 
  deflection bonus to AC and a +4 resistance bonus 
  saving throws against attacks made or effects 
  created by evil creatures. Allies within a 5-foot 
  radius of you gain a +2 deflection bonus to AC 
  and a +2 resistance bonus to saving throws against 
  such attacks.  
  16th 
  Regenerative Teleportation (Su): Once per day, 
  you can teleport yourself and a number of willing 
  creatures instantaneously to another place upon 
  your current plane of residence. Creatures thus 
  teleported, including yourself, instantly benefit 
  from a cure serious wounds spell, granted as a 
  boon by your eldritch patrons. This power 
  otherwise functions as greater teleport. 
  20th 
  Heavenly Blast (Su): Once per day, you can use 
  infuse your eldritch blast with divine power from 
  the celestial realm. Your eldritch blast becomes a 
  blast effect with a 10-foot radius, its range doubles 
  to 120 feet, and it still require a ranged touch 
  attack against a single target. Any creature struck 
  by your heavenly blast takes 20d6 points of 
  heavenly fire damage. Half the damage is fire 
  damage, but the other half results directly from 
  heavenly divine power and is therefore not subject 
  to being reduced by resistance to fire-based attacks. 
  All creatures struck by the blast, including the 
  target, can make a Reflex save for only one-
  quarter damage. 
   
  Elemental Pact  
  Warlocks of the elemental pact gain the following abilities.  
   
  Class  
  Level Ability 
  4th 
  Elemental Ray (Su): As a standard action, you can 
  unleash an energy ray targeting any foe within 30 
  feet as a ranged touch attack. The energy ray deals 
  1d6 points of damage + 1 for every two warlock 
  levels, to a maximum of 1d6 +10 at 20th level. 
  The type of damage is acid, cold, electricity, or 
  fire, chosen by the warlock when the ray is 
  unleashed. You can use this ability a number of 
  times per day equal to 3 + your Charisma modifier. 
  8th 
  Elemental Burst (Su): Once per day, you can 
  unleash a blast of elemental power. This 10-foot-
  radius burst does 1d6 points of damage for every 
  two warlock levels, to a maximum of 10d6 at 20th 
  level. The type of damage is acid, cold, electricity, 
  or fire, chosen by the warlock when the burst is 
  released. Those caught in the area of your blast 
  receive a Reflex save for half damage. Creatures 
  that fail their save gain vulnerability to the chosen 
  energy type for 1 round. The DC of this save is 
  equal to 10 + 1/2 your warlock level + your 
  Constitution modifier. At 16th level, you can use 
  this ability twice per day. This power has a range 
  of 60 feet.  
  12th 
  Elemental Shield (Su): Once per day, you can 
  shroud yourself in elemental energy that causes 
  damage to those who strike you. Anyone that does 
  so takes 1d6 points of damage +1 point per 
  warlock level (maximum +20). The type of 
  damage is acid, cold, electricity, or fire, chosen by 
  the warlock when the shield is activated. In 
  addition, you only take half damage from attacks 
  of the same energy type as the shield. If such an 
  attack allows a Reflex save for half, you take no 
  damage on a successful save. This power 
  otherwise functions as fire shield.  
  16th 
  Elemental Form (Su): Once per day, you assume 
  the form of a large elemental. The type of element 
  (air, earth, fire or water) is chosen by the warlock 
  when he assumes the form. This power otherwise 
  functions like elemental body III. 
  20th 
  Elemental Storm (Su): Once per day, you blanket 
  an area with raging elemental energy. Any 
  
  creature within the area takes 1d6 points of 
  damage per warlock level (maximum 20d6). If 
  they fail their Reflex save they take 4d6 points of 
  damage each round until the energies are 
  extinguished. Extinguishing the flames is a full-
  round action that requires a DC 20 Reflex save. 
  This storm deals acid, cold, electricity, or fire 
  damage, determined when you create it. This 
  power otherwise functions like fire storm.  
   
  Fey Pact Powers  
  Warlocks of the fey pact gain the following abilities.  
   
  Class 
  Level Ability 
  4th 
  Fey Shift (Su): As a standard action, you can 
  displace yourself, making yourself appear to be 
  two feet from your actual position. This power 
  otherwise functions as displacement.  
  8th 
  Fey Allure (Su): Once per day, your words 
  become so enchanting that you can make a 
  humanoid creature regard you as its trusted friend 
  and ally. You cannot control this individual, but it 
  perceives your words and actions in a most 
  favorable way. This power otherwise functions as 
  charm monster.  
  12th 
  Fey Step (Su): You can teleport yourself up to 30 
  feet per warlock level per day as a standard action, 
  leaving an illusionary double in your place that 
  acts as you direct. This teleportation must be used 
  in 5-foot increments and such movement does not 
  provoke an attack of opportunity. 
  16th 
  Fey Dance (Su): Once per day, you instill with an 
  undeniable urge to dance and makes it impossible 
  for the subject to do anything other than caper and 
  prance in place. The effect imposes a –4 penalty to 
  Armor Class and a –10 penalty on Reflex saves, 
  and it negates any AC bonus granted by a shield 
  the target holds. The dancing subject provokes 
  attacks of opportunity each round on its turn. A 
  successful Will save reduces the duration of this 
  effect to 1 round. This power otherwise functions 
  as irresistible dance.  
  20th 
  Fey Utterance (Su): Once per day, you blanket an 
  area with raging elemental energy. Any creature 
  within the area takes 1d6 points of damage per 
  warlock level (maximum 20d6). If they fail their 
  Reflex save they take 4d6 points of damage each 
  round until the energies are extinguished. 
  Extinguishing the flames is a full-round action that 
  requires a DC 20 Reflex save. This storm deals 
  acid, cold, electricity, or fire damage, determined 
  when you create it. This power otherwise 
  functions like dominate monster.  
   
  Infernal Pact Powers  
  Warlocks of the infernal pact gain the following abilities.  
   
   
  Class 
  Level Ability 
  4th 
  Hellish Sight (Su): You permanently gain 
  darkvision with a range of 60 feet, which replaces 
  low-light vision if the warlock has it. If the 
  warlock already possesses darkvision, his range 
  permanently doubles.  
  8th 
  Hellish Rebuke (Su): Once per day, you can 
  unleash a blast of hellfire in a 20-foot radius. 
  Anyone caught in the blast takes 1d6 points of fire 
  damage per two warlock levels, to a maximum of 
  10d6 at 20th level. Half the damage is fire damage, 
  but the other half results directly from hellish 
  divine power and is therefore not subject to being 
  reduced by resistance to fire-based attacks. 
  Therefore, creatures within the blast can make a 
  Reflex save for only one-quarter damage. The 
  power is equal to a 4th level spell, has a DC equal 
  to 10 + your level, and otherwise functions as 
  fireball.  
  12th 
  Hellish Bond (Su): You forge a telepathic bond 
  between yourself and a number of willing 
  creatures, allowing all to communicate with each 
  another telepathically regardless of language or 
  distance. This power otherwise functions as 
  telepathic bond. 
  16th 
  Hellish Transposition (Su): Once per day, you can 
  move yourself, some other creature, or a number 
  of creatures instantaneously to another plane of 
  existence. This power otherwise functions as 
  planeshift.  
  20th 
  Hellfire Storm (Su): Once per day, you 
  instantaneously blanket an area with crackling 
  hellish black flames. Any creature within the area 
  takes 20d6 points of hellfire damage. Half the 
  damage is fire damage, but the other half results 
  directly from hellish divine power and is therefore 
  not subject to being reduced by resistance to fire-
  based attacks. Therefore, creatures within the 
  storm area can make a Reflex save for only one-
  quarter damage. This power otherwise functions 
  like fire storm.  
   
  Shadow Pact  
  Warlocks of the shadow pact gain the following abilities.  
   
  Class 
  Level Ability 
  4th 
  Shadow Shift (Su): Once per day, you can appear 
  as a shifting and wavering shadowy form. This 
  distortion grants you concealment (20% miss 
  chance). In conditions of darkness, whether natural 
  
  or magical, this concealment improves (35% miss 
  chance). This power otherwise functions as blur. 
  You also gain darkvision 60 feet to allow you to 
  see in the darkness you have embraced. 
  8th 
  Shadow Touch (Su): Once per day, you can make 
  a melee touch attack that deals damage, and gives 
  you temporary hit points in return. This power 
  otherwise functions as vampiric touch.  
  12th 
  Shadow Walk (Su): Once per day, you can use the 
  shadows to travel rapidly. This power functions as 
  shadow walk.  
  16th 
  Shadow Form (Su): Once per day, you can take 
  the form of a shadow (not the creature), while 
  retaining your general appearance. You become 
  insubstantial, and capable of moving in any 
  direction, even through solid objects. While in this 
  state you are in a place called the Plane of Shadow, 
  and considered to be incorporeal. When this ability 
  expires, you return to material existence and are 
  no longer considered to be incorporeal. This power 
  otherwise functions as ethereal jaunt.  
  20th 
  Shadow Double (Su): Once per day, you can 
  create a shadow double of yourself, which appears 
  just like you, but has only one-half your levels 
  (and the appropriate hit points, feats, skill ranks, 
  and special abilities for you at that level). This 
  power otherwise functions as simulacrum. 
   
   
  FEAT 
   
  Ability Focus (General) 
  You choose one of your special attacks, which become 
  more potent.  
       Prerequisites: Special attack. 
       Benefit: Add +2 to the DC for all saving throws against 
  the special attack on which you have focused. 
       Special: You can gain this feat multiple times. Its 
  effects do not stack. Each time you choose the feat, it 
  applies to a different special attack. 
  
  TABLE 3-14: WARMAGE 
   
  Base 
   
  Attack  
  Fort  Ref  
  Will 
   
   
   
   
  Spells per Day 
  Level  
  Bonus  
  Save Save Save  
  Special  
  0 
  1st 2nd 3rd 4th 5th 6th 7th 8th 9th  
  1st  
  +0  
  +0  
  +0  
  +2  
  Armored mage (light), warmage edge 
  5  
  3  
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  –  
  2nd  
  +1  
  +0  
  +0  
  +3  
  1st favored spell 
  6  
  4  
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  3rd  
  +1  
  +1  
  +1  
  +3  
  Sculpt Magic 
  6  
  5  
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  4th  
  +2  
  +1  
  +1  
  +4  
  Swift caster 
  6  
  6  
  3  
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  5th  
  +2  
  +1  
  +1  
  +4  
  Advanced learning 
  6  
  6  
  4  
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  6th  
  +3  
  +2  
  +2  
  +5  
  2nd favored spell, 
  6  
  6  
  5 
  3  
  – 
  – 
  – 
  – 
  – 
  – 
  7th  
  +3  
  +2  
  +2  
  +5  
  Sudden Empower  
  6  
  6  
  6  
  4  
  – 
  – 
  – 
  – 
  – 
  – 
  8th  
  +4  
  +2  
  +2  
  +6  
  Armored mage (medium) 
  6  
  6  
  6  
  5  
  3  
  – 
  – 
  – 
  – 
  –  
  9th  
  +4  
  +3  
  +3  
  +6  
  Advanced learning 
  6  
  6  
  6  
  6  
  4  
  – 
  – 
  – 
  – 
  – 
  10th  
  +5  
  +3  
  +3  
  +7  
  3rd favored spell 
  6  
  6  
  6  
  6  
  5  
  3  
  – 
  – 
  – 
  – 
  11th  
  +5  
  +3  
  +3  
  +7  
  Sudden Enlarge 
  6  
  6  
  6  
  6  
  6  
  4  
  – 
  – 
  – 
  – 
  12th  
  +6/+1  
  +4  
  +4  
  +8  
  Battle magic specialist 
  6  
  6  
  6  
  6  
  6  
  5  
  3  
  – 
  – 
  – 
  13th  
  +6/+1  
  +4  
  +4  
  +8  
  Advanced learning 
  6  
  6  
  6  
  6  
  6  
  6  
  4  
  – 
  – 
  – 
  14th  
  +7/+2  
  +4  
  +4  
  +9  
  4th favored spell 
  6  
  6  
  6  
  6  
  6  
  6  
  5 
  3 
  – 
  –  
  15th  
  +7/+2  
  +5  
  +5  
  +9  
  Sudden Widen 
  6  
  6  
  6  
  6  
  6  
  6  
  6 
  4  
  – 
  – 
  16th  
  +8/+3  
  +5  
  +5  
  +10  
  Sword and spell 
  6  
  6  
  6  
  6  
  6  
  6  
  6 
  5  
  3  
  – 
  17th  
  +8/+3  
  +5  
  +5  
  +10  
  Advanced learning 
  6  
  6  
  6  
  6  
  6  
  6  
  6  
  6  
  4  
  – 
  18th  
  +9/+4  
  +6  
  +6  
  +11  
  5th favored spell 
  6  
  6  
  6  
  6  
  6  
  6  
  6  
  6  
  5  
  3 
  19th  
  +9/+4  
  +6  
  +6  
  +11  
  Sudden Maximize 
  6  
  6  
  6  
  6  
  6  
  6  
  6  
  6  
  6  
  4 
  20th  
  +10/+5  
  +6  
  +6  
  +12  
  Battle magus 
  6  
  6  
  6  
  6  
  6  
  6  
  6  
  6  
  6  
  5 
   
  WARMAGE 
  Among arcane spellcasters, there are those trained in the 
  art of war and employing battle magic with devastating 
  effect. These aficionados of combat and offensive spells 
  have name that instills fear in the hearts of every enemy–
  the warmage. Warmages attend special war colleges, 
  where they learn spells that confuse enemies, screen allied 
  action, or cause the most destruction. Such institutes are no 
  place for the weak of spirit, for the rigors of both body and 
  mind that warmages endure would break the apprentices of 
  regular wizards, or the self-taught fumbling of sorcerers. 
  Throughout their training, warmages are forced to wear 
  ponderous garments while drilling constantly with spells 
  which are often too high in level to be cast by the student. 
  Doing so instills these spells into the unconscious mind, so 
  that as the warmages grows in power they become 
  available for his use without the need of a spellbook. Once 
  graduated, warmages must hone and develop their arts 
  through action, not study, for without the prolonged use of 
  their powers in combat they cannot reach the pinnacle of 
  their power. They care only for success on the battlefield, 
  and therefore will join adventuring companies or causes 
  that require straightforward, military-style blasting magic 
  to perfect their art.  
        Role: Warmages are arcane spellcasters that function 
  as magical artillery, unleashing their destruction upon the 
  battlefield. Due to their military training, they are ready for 
  battle at all times. Whether they are hampering the 
  movement of enemy forces, or blasting the enemy from 
  afar, those nearby will witness the epitome of destructive 
  power.  
       Alignment: Any 
       Hit Die: d6  
   
  Class Skills 
  The warmage’s class skills are Climb (Str), Craft (Int), Fly 
  (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) 
  (Int), Knowledge (history) (Int), Sense Motive (Wis), and 
  Spellcraft (Int). 
       Skill Points Per Level: 2 + Int modifier. 
   
  Class Features 
  All the following are class features of the warmage. 
       Weapon and Armor Proficiency: Warmages are 
  proficient with all simple and martial weapons, light armor, 
  and light shields. At 8th level, a warmage gains 
  proficiency with medium armor (see Armored Mage, 
  below). 
       Spells: A warmage casts arcane spells drawn from the 
  warmage spell list presented in Chapter 6. He can cast any 
  spell he knows without preparing it ahead of time. To learn 
  or cast a spell, a warmage must have a Charisma score 
  equal to at least 10 + the spell level. The Difficulty Class 
  for a saving throw against a warmage’s spell is 10 + the 
  spell level + the warmage’s Charisma modifier. 
       Like other spellcasters, a warmage can cast only a 
  certain number of spells of each spell level per day. His 
  base daily spell allotment is given on Table 3–14. In 
  addition, she receives bonus spells per day if she has a 
  high Charisma score (see Table 1–3 in the Pathfinder Core 
  Rulebook). 
       A warmage’s selection of spells is extremely limited. 
  When a warmage gains access to a new level of spells, he 
  automatically knows all the spells for that level, as listed 
  on the warmage’s spell list. Essentially, his spell list is the 
  same as his spells known list. A warmage also has the 
  option of adding to his existing spell list through his 
  advanced learning ability as he increases in level (see 
  below).  
  
       Unlike a wizard or a cleric, a warmage need not prepare 
  his spells in advance. He can cast any spell he knows at 
  any time, assuming he has not yet used up his spells per 
  day for that spell level. 
       Armored Mage (Ex): Normally, armor of any type 
  interferes with an arcane spellcaster’s gestures, which can 
  cause his spells to fail (if those spells have somatic 
  components). A warmage’s limited focus and specialized 
  training, however, allows him to avoid arcane spell failure 
  as long as he sticks to light armor and light shields. This 
  training does not extend to medium or heavier armors, nor 
  to heavy shields. Nor does this ability apply to spells 
  gained from a different spellcasting class. 
       At 8th level, a warmage learns to use medium armor 
  with no chance of arcane spell failure. 
       Warmage Edge (Ex): A warmage is specialized in 
  dealing damage with his spells. Whenever a warmage casts 
  a spell that deals hit point damage, he adds his Intelligence 
  bonus (if any) to the amount of damage dealt. For instance, 
  if a 1st-level warmage with 17 Intelligence casts magic 
  missile, he deals 1d4+1 points of damage normally, plus an 
  extra 3 points of damage due to his Intelligence bonus. The 
  bonus from the warmage edge special ability applies only 
  to spells that he casts as a warmage, not to those he might 
  have by virtue of levels in another class. 
       A single spell can never gain this extra damage more 
  than once per casting. For instance, a fireball deals the 
  extra damage to all creatures in the area it affects. 
  However, if a 3rd-level warmage casts magic missile and 
  produces two missiles, only one of them (of the warmage’s 
  choice) gains the extra damage, even if both missiles are 
  directed at the same target. If a spell deals damage for 
  more than 1 round, it deals this extra damage in each round. 
       Scrolls scribed by a warmage do not gain any benefit 
  from warmage edge. Scrolls activated by a warmage also 
  gain no benefit from warmage edge. The same is true for 
  most other magic items, such as wands and potions. 
  However, staffs activated by a warmage use not only the 
  warmage’s caster level but also gain the benefits of the 
  warmage edge, if applicable. 
       Favored Spell (Sp): At 2nd level, a warmage selects 
  one spell from the warmage spell list that he is able to cast 
  1/day, as a spell-like ability. Likewise, he deals an amount 
  of bonus damage with this spell (and all other favored 
  spells) equal to his warmage level + his Intelligence 
  modifier (if any).  
       At every four levels thereafter (6th, 10th, 14th and 18th 
  level), the warmage may select an additional spell from the 
  warmage spell list. In addition, at each such interval, the 
  number of times per day a single favored spell can be cast 
  increases by 1 (including the one just selected, if so 
  desired). Thus, at 6th level, a warmage can choose to cast 
  his 1st favored spell 1/day, and his 2nd favored spell 2/day. 
       A favored spell chosen by the warmage cannot exceed 
  the highest spell level he can cast. Therefore, a 2nd level 
  warmage may select his 1st favored spell only from his 
  1st-level spells. In addition, favored spells can be affected 
  by any metamagic feat known by the warmage, but not 
  those duplicated by his class abilities. However, 
  metamagic feats that enhance spell-like abilities do affect 
  favored spells.  
       Sculpt Spell: At 3rd level, a warmage gains Sculpt 
  Spell as a bonus feat. If he already has the feat, he can 
  choose a different metamagic feat. 
       Swift Caster (Ex): At 4th level, a warmage adds his 
  Intelligence bonus (if any) to his Initiative when casting a 
  spell. This is due to his regimented casting practice and 
  heightened battle senses.  
       Advanced Learning (Ex): At 5th, 9th, 13th, and 17th 
  level, a warmage can add a new spell to his list, 
  representing the result of personal study and 
  experimentation. The spell must be a wizard spell of the 
  evocation school, and of a level no higher than that of the 
  highest-level spell the warmage already knows. Once a 
  new spell is selected, it is forever added to that warmage’s 
  spell list and can be cast just like any other spell on the 
  warmage’s list. 
       Sudden Empower: At 7th level, a warmage gains 
  Sudden Empower as a bonus feat. If he already has the feat, 
  he can choose a different metamagic feat. 
       Sudden Enlarge: At 11th level, a warmage gains 
  Sudden Enlarge as a bonus feat. If he already has the feat, 
  he can choose a different metamagic feat. 
       Battle Magic Specialist (Su): At 12th level, a warmage 
  becomes an expert at recognizing and learning magic 
  related to battle. The warmage gains a +2 bonus on 
  Spellcraft skill checks to identify spells cast during combat, 
  craft or ascertain the properties of magical armor and 
  weapons (but not artifacts or legacy weapons), and to learn 
  new evocation spells. This bonus increases to +4 at 18th 
  level.  
       Sudden Widen: At 15th level, a warmage gains 
  Sudden Widen as a bonus feat. If he already has the feat, 
  he can choose a different metamagic feat. 
       Sword and Spell (Ex): At 16th level, a warmage deftly 
  combines spellcasting with melee combat. If a warmage 
  makes a successful attack with his first melee attack, he 
  can sacrifice his second attack and instantly cast any spell 
  that has a casting time of 1 standard action or less.   
       Sudden Maximize: At 19th level, a warmage gains 
  Sudden Maximize as a bonus feat. If he already has the 
  feat, he can choose a different metamagic feat. 
       Battle Magus (Su): At 20th level, a warmage gains 
  Battle Caster as a bonus feat, enabling him to cast spells in 
  heavy armor and ignore any arcane spell failure. All 
  damage die on spells that deal damage increase to the next 
  higher die (d4 to d6, d8 to d10, and so forth). If he already 
  has the feat, he can choose a different metamagic or item 
  creation feat. In addition, the warmage can take 10 on his 
  Knowledge (arcana) checks related to war or combat, even 
  if he can’t normally do so.   
   
  
  Sculpt Spell [Metamagic]* 
  You can alter the area of your spells. 
       Prerequisite: Any metamagic feat. 
       Benefit: You can modify an area spell by changing the 
  area’s shape to either a cylinder (10-foot radius, 30 feet 
  high), a 40-foot cone, four 10-foot cubes, a ball (20-foot-
  radius spread), or a 120-foot line. The sculpted spell works 
  normally in all respects except for its shape. For example, 
  a lightning bolt whose area is changed to a ball deals the 
  same amount of damage, but affects a 20-foot-radius 
  spread.  
       A sculpted spell uses a spell slot one level higher than 
  the spell’s actual level. 
   
  Sudden Empower [Metamagic]* 
  You can cast a spell to greater effect without special 
  preparation.  
       Prerequisite: Any metamagic feat. 
       Benefit: Once per day, you can apply the effect of the 
  Empower Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. 
       You can still use Empower Spell normally if you have 
  it. 
  Sudden Enlarge [Metamagic]* 
  You can cast a spell to maximum effect without special 
  preparation. 
       Prerequisite: Any metamagic feat. 
       Benefit: Once per day, you can apply the effect of the 
  Enlarge Spell feat to any spell you cast without increasing 
  the level of the spell or specially preparing it ahead of time. 
       You can still use Enlarge Spell normally if you have it. 
   
  Sudden Maximize [Metamagic]* 
  You can cast a spell to maximum effect without special 
  preparation. 
       Prerequisite: Any metamagic feat. 
       Benefit: Once per day, you can apply the effect of the 
  Maximize Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. 
       You can still use Maximize Spell normally if you have 
  it. 
   
  Sudden Widen [Metamagic]* 
  You can increase a spell’s area without special preparation. 
       Benefit: Once per day, you can apply the effect of the 
  Widen Spell feat to any spell you cast without increasing 
  the level of the spell or specially preparing it ahead of time.  
       You can still use Widen Spell normally if you have it. 
   
  WARMAGE SPELLS 
   
  0-Level Warmage Spells (Cantrips) 
       Acid Splash: Orb deals 1d3 acid damage. 
       Disrupt Undead: Deals 1d6 damage to one undead. 
       Light: Object shines like a torch. 
       Ray of Frost: Ray deals 1d3 cold damage. 
   
  1st-Level Warmage Spells 
       Accuracy*: Doubles weapon’s range increment. 
       Burning Hands: 1d4/level fire damage (max 5d4). 
       Chill Touch: One touch/level deals 1d6 damage and 
  possibly 1 Str damage. 
       Fist of Stone*: Gain +6 Str and natural slam attack. 
       Hail of StoneM*: Rain of stone deals 1d4/level damage 
  (max 5d4). 
       Magic Missile: 1d4+1 damage; +1 missile per two 
  levels above 1st (max 5). 
       Orb of Acid, Lesser*: Ranged touch attack deals 1d8 
  acid damage + 1d8/two levels beyond 1st (max 5d8). 
       Orb of Cold, Lesser*: Ranged touch attack deals 1d8 
  cold damage + 1d8/two levels beyond 1st (max 5d8). 
        Orb of Electricity, Lesser*: Ranged touch attack 
  deals 1d8 electricity damage + 1d8/two levels beyond 1st 
  (max 5d8). 
       Orb of Fire, Lesser*: Ranged touch attack deals 1d8 
  fire damage + 1d8/two levels beyond 1st (max 5d8). 
       Orb of Sound, Lesser*: Ranged touch attack deals 1d6 
  sonic damage + 1d6/two levels beyond 1st (max 5d6). 
       Shocking Grasp: Touch delivers 1d6/level electricity 
  damage (max 5d6). 
       True Strike: +20 on your next attack roll. 
   
  2nd-Level Warmage Spells 
       Acid Arrow: Ranged touch attack; 2d4 damage for 1 
  round +1 round/three levels. 
       Blades of Fire*: Your melee weapons deal +1d6 fire 
  damage for 1 round. 
       Continual FlameM: Makes a permanent, heatless torch. 
       Fire TrapM: Opened object deals 1d4 +1/level fire 
  damage. 
       Fireburst*: Adjacent subjects take 1d8/level fire 
  damage. 
       Flaming Sphere: Creates rolling ball of fi re, 2d6 
  damage, lasts 1 round/level. 
       Ice Knife*: Magical shard of ice deals 2d8 cold 
  damage plus 2 Dex damage, or deals 1d8 cold damage in 
  10-ft.-radius burst. 
       Pyrotechnics: Turns fire into blinding light or choking 
  smoke. 
       Scorching Ray: Ranged touch attack deals 4d6 fire 
  damage, +1 ray/four levels (max 3). 
       Shatter: Sonic vibration damages objects or crystalline 
  creatures. 
       Whirling BladeF*: Hurled slashing weapon magically 
  attacks all foes in 60-ft. line. 
   
  3rd-Level Warmage Spells 
       Fire Shield: Creatures attacking you take fire damage; 
  you’re protected from heat or cold. 
       Fireball: 1d6 damage per level, 20-ft. radius. 
  
       Flame Arrow: Arrows deal +1d6 fire damage. 
       Gust of Wind: Blows away or knocks down smaller 
  creatures. 
       Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. 
  across. 
       Lightning Bolt: Electricity deals 1d6/level damage. 
       Poison: Touch deals 1d10 Con damage, repeats in 1 
  min. 
       Ring of Blades*: Blades surround you, damaging other 
  creatures (1d6+1/level damage). 
       Sleet Storm: Hampers vision and movement. 
       Stinking Cloud: Nauseating vapors, 1 round/level. 
   
  4th-Level Warmage Spells  
       Black Tentacles: Tentacles grapple all within 20-ft. 
  spread. 
       Blast of Flame*: 60-ft. cone of fire (1d6/level damage). 
       Contagion: Infects subject with chosen disease. 
       Orb of Acid*: Ranged touch, 1d6/level acid damage 
  and target might be sickened. 
       Orb of Cold*: Ranged touch, 1d6/level cold damage 
  and target might be blinded. 
       Orb of Electricity*: Ranged touch, 1d6/level 
  electricity damage and target might be entangled. 
       Orb of Fire*: Ranged touch, 1d6/level fire damage and 
  target might be dazed. 
       Orb of Force*: Globe of force deals 1d6/level damage 
  (max 10d6). 
       Orb of Sound*: Ranged touch, 1d4/level sonic damage 
  and target might be deafened. 
       Phantasmal Killer: Fearsome illusion kills subject or 
  deals 3d6 damage. 
       Shout: Deafens all within cone and deals 5d6 sonic 
  damage. 
       Wall of Fire: Deals 2d4 fi re damage out to 10 ft. and 
  1d4 out to 20 ft. Passing through wall deals 2d6 damage 
  +1/level. 
   
  5th-Level Warmage Spells  
       Arc of Lightning*: Line of electricity between two 
  creatures (1d6/level damage). 
       Cloudkill: Kills 3 HD or less; 4–6 HD save or die; 6+ 
  HD take Con damage. 
       Cone of Cold: 1d6/level cold damage. 
       Fire Shield, Mass*: Creatures attacking allies take 
  damage; allies are protected from fire or cold. 
       Fireburst, Greater*: Subjects within 10 ft. take 
  1d8/level fire damage. 
       Flame Strike: Smite foes with divine fire (1d6/level 
  damage). 
       Prismatic Ray*: Ray of light blinds target, deals 
  random effect. 
   
  6th-Level Warmage Spells  
       Acid Fog: Fog deals acid damage. 
       Blade Barrier: Wall of blades deals 1d6/level damage. 
       Chain Lightning: 1d6/level damage; 1 secondary 
  bolt/level each deals half damage. 
       Circle of DeathM: Kills 1d4/level HD of creatures. 
       Disintegrate: Makes one creature or object vanish. 
       Fire Seeds: Acorns and berries become grenades and 
  bombs. 
       Freezing Sphere: Freezes water or deals cold damage. 
       TransformationM: You gain combat bonuses. 
   
  7th-Level Warmage Spells  
       Delayed Blast Fireball: 1d6/level fire damage; you can 
  postpone blast for 5 rounds. 
       Earthquake: Intense tremor shakes 80-ft. radius. 
       Finger of Death: Kills one subject. 
       Fire Storm: Deals 1d6/level fire damage. 
       Mage’s SwordF: Floating magic blade strikes 
  opponents. 
       Prismatic Spray: Rays hit subjects with variety of 
  effects. 
       Sunbeam: Beam blinds and deals 4d6 damage. 
       Waves of Exhaustion: Several targets become 
  exhausted. 
   
  8th-Level Warmage Spells  
       Horrid Wilting: Deals 1d6/level damage within 30 ft. 
       Incendiary Cloud: Cloud deals 4d6 fire damage/round. 
       Polar Ray: Ranged touch attack deals 1d6/level cold 
  damage. 
       Prismatic Wall: Wall’s colors have array of effects. 
       Scintillating Pattern: Twisting colors make target 
  confused, stunned, or unconscious. 
       Shout, Greater: Devastating yell deals 10d6 sonic 
  damage, stuns creatures, damages objects. 
       Sunburst: Blinds all within 10 ft., deals 6d6 damage. 
   
  9th-Level Warmage Spells  
       Elemental Swarm: Summons multiple elementals. 
       Implosion: Kills one creature/round. 
       Meteor Swarm: Four exploding spheres each deal 6d6 
  fire damage. 
       Prismatic Sphere: Rays hit subjects with variety of 
  effects. 
       Wail of the Banshee: Kills one creature/level. 
       Weird: As phantasmal killer, but affects all within 30 
  ft. 
   
  *New spells found in Complete Arcane. 
  
  Table 3-15: WU JEN 
   
  Base 
   
  Attack  
  Fort  Ref  
  Will  
   
   
   
   
   Spells per Day 
  Level  
  Bonus  
  Save  Save  Save  
  Special  
  0  
  1st  2nd 3rd 4th 5th 6th 7th 8th 9th 
  1st  
  +0  
  +0  
  +0  
  +2  
  Bonus feat, elemental power, spirit guardian 
  3  
  1  
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  2nd  
  +1  
  +0  
  +0  
  +3  
  Spell secret, taboo 
  4  
  2  
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  3rd  
  +1  
  +1  
  +1  
  +3  
   
  4  
  2  
  1  
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  4th  
  +2  
  +1  
  +1  
  +4  
  Elemental familiar 
  4  
  3  
  2  
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  5th  
  +2  
  +1  
  +1  
  +4  
   
  4  
  3  
  2  
  1  
  – 
  – 
  – 
  – 
  – 
  – 
  6th  
  +3  
  +2  
  +2  
  +5  
  Elemental adept, spell secret 
  4  
  3  
  3  
  2  
  – 
  – 
  – 
  – 
  – 
  – 
  7th  
  +3  
  +2  
  +2  
  +5  
   
  4  
  4  
  3  
  2  
  1  
  – 
  – 
  – 
  – 
  – 
  8th  
  +4  
  +2  
  +2  
  +6  
  Elemental power 
  4  
  4  
  3  
  3  
  2  
  – 
  – 
  – 
  – 
  – 
  9th  
  +4  
  +3  
  +3  
  +6  
   
  4  
  4  
  4  
  3  
  2  
  1  
  – 
  – 
  – 
  – 
  10th  
  +5  
  +3  
  +3  
  +7  
  Spell secret, taboo 
  4  
  4  
  4  
  3  
  3  
  2  
  – 
  – 
  – 
  – 
  11th  
  +5  
  +3  
  +3  
  +7  
   
  4  
  4  
  4  
  4  
  3  
  2  
  1  
  – 
  – 
  – 
  12th  
  +6/+1  
  +4  
  +4  
  +8  
  Elemental expert 
  4  
  4  
  4  
  4  
  3  
  3  
  2  
  – 
  – 
  – 
  13th  
  +6/+1  
  +4  
  +4  
  +8  
   
  4  
  4  
  4  
  4  
  4  
  3  
  2  
  1  
  – 
  – 
  14th  
  +7/+2  
  +4  
  +4  
  +9  
  Spell secret 
  4  
  4  
  4  
  4  
  4  
  3  
  3  
  2  
  – 
  – 
  15th  
  +7/+2  
  +5  
  +5  
  +9  
   
  4  
  4  
  4  
  4  
  4  
  4  
  3  
  2  
  1  
  – 
  16th  
  +8/+3  
  +5  
  +5  
  +10  
  Elemental power 
  4  
  4  
  4  
  4  
  4  
  4  
  3  
  3  
  2  
  – 
  17th  
  +8/+3  
  +5  
  +5  
  +10  
   
  4  
  4  
  4  
  4  
  4  
  4  
  4  
  3  
  2  
  1 
  18th  
  +9/+4  
  +6  
  +6  
  +11  
  Spell secret, taboo 
  4  
  4  
  4  
  4  
  4  
  4  
  4  
  3  
  3  
  2 
  19th  
  +9/+4  
  +6  
  +6  
  +11  
   
  4  
  4  
  4  
  4  
  4  
  4  
  4  
  4  
  3  
  3 
  20th  
  +10/+5  
  +6  
  +6  
  +12  
  Elemental master 
  4  
  4  
  4  
  4  
  4  
  4  
  4  
  4  
  4  
  4  
   
  WU JEN 
  Masters of elemental energies and spirits, wu jens draws 
  their power from one of the five elements, either earth, fire, 
  metal, water, or wood. They tend to live as hermits in the 
  wilderness, where they purify their bodies and minds. 
  Doing so enables them to contact the various natural and 
  supernatural powers of the world, for it is from these 
  entities that they learn their spells–which are a magical 
  means to control the invisible forces of the world. Such 
  forces include the five elements, spirit forces, and the 
  powers of nature itself. Most wu jen are trained by a single 
  mentor, an outcast from proper society and set apart by 
  their fearsome supernatural powers. As such, wu jens tend 
  to dislike members of the other classes. However, they are 
  painfully aware that without warriors to defeat enemy 
  soldiers, divine spellcasters to heal their wounds, and 
  perhaps rogues to deal with locks and traps, their path to 
  the knowledge they seek might be hampered by 
  insurmountable and possibly fatal obstacles. This 
  realization of their reliance on other classes can either 
  make them accept them or resent them more. 
       Role: Wu jens are mysterious wizards of the eastern 
  world who have mastered their control over the elements 
  and the forces of nature. They are adept at manipulating 
  their spells by increasing their range, duration, or effect, or 
  eliminating verbal or somatic components through 
  permanent metamagic effects. 
       Alignment: Any nonlawful 
       Hit Die: d6  
     
  Class Skills 
  The wu jen’s class skills are Craft (Int), Fly (Dex), Heal 
  (Ws), Knowledge (all skills, taken individually) (Int), 
  Linguistics (Int), and Spellcraft (Int).  
       Skill Ranks Per Level: 2 + Int modifier. 
  Class Features 
  All the following are class features of the wu jen. 
       Weapon and Armor Proficiency: Wu jens are 
  proficient with all simple weapons, but not with armor or 
  shields.  
       Spells: A wu jen casts arcane spells, which are drawn 
  from the wu jen spell list. She is limited to a certain 
  number of spells of each spell level per day, according to 
  her class level. A wu jen must choose and prepare spells 
  ahead of time like a wizard. 
       To learn, prepare, or cast a spell, a wu jen must have an 
  Intelligence score of at least 10 + the spell’s level. A wu 
  jen’s bonus spells are based on Intelligence. The Difficulty 
  Class for saving throws against wu jen spells is 10 + the 
  spell’s level + the wu jen’s Intelligence modifier. 
       A wu jen’s base daily spell allotment is given on Table 
  3-15. In addition, she receives bonus spells per day if she 
  has a high Intelligence score (see Table 1-3 in the 
  Pathfinder Core Rulebook). 
       Bonus Languages: A wu jen can substitute 
  Draconic or Giant for one of the bonus languages available 
  to the character because of her race, since many ancient 
  tomes of magic are written in these languages and 
  apprentice wu jen often learn them as part of their studies. 
       Bonus Feat: A wu jen begins play with a bonus 
  metamagic feat.  
       Elemental Power: At 1st level, a wu jen must choose 
  one element (earth, fire, metal, water, or wood) as their 
  focus, and ignore all others (called prohibited elements). 
  Wu jens that prepare and cast spells from their focus 
  element gain the same bonus as do specialist wizards who 
  cast specialist school spells.  
       Each elemental focus grants a number of elemental 
  focus powers dependent upon the level of the wu jen. In 
  addition, each element of focus also grants an elemental 
  
  focus bonus power so long as the wu jen has not violated 
  any taboos. These elemental powers are described 
  hereafter.  
       Spirit Guardian: A wu jen's mystical connection to the 
  world of elemental energies grants her a spirit guardian. 
  She may call upon her spirit guardian a number of times 
  per day equal to 1/2 her class level + her Intelligence 
  modifier (minimum once per day). A wu jen may call upon 
  different aspects of her guardian to perform various 
  functions as she gains experience. Each aspect and their 
  descriptions are described below.  
       Watchful Spirit: As a free action, a 1st level wu jen may 
  spend 1 spirit calling to reroll her initiative in combat. She 
  adds one-quarter of her class level to the roll, but can only 
  attempt this immediately after rolling initiative. The wu 
  jen may choose to use the result of either roll, but the class 
  level bonus only applies to the second roll. 
       Wrathful Spirit: At 5th level, a wu jen may call upon 
  her spirit guardian to increase the potency of her spells. As 
  a swift action, a wu jen may spend a 1 spirit calling and 1 
  additional calling for every six levels thereafter (11th and 
  17th) to raise the DC of the next spell she casts by an equal 
  amount. If she does not cast a spell by the beginning of her 
  next turn, the spent spirit callings are lost with no effect. 
       Protective Spirit: At 9th level, a wu jen's spirit guardian 
  may take a more active roll in her safety. Whenever she 
  spends a spirit calling to reroll her initiative, she expends a 
  second spirit calling and gains a +1 circumstance bonus to 
  her saving throws for the remainder of the encounter. In 
  addition, whenever she uses her wrathful spirit aspect she 
  expends a second spirit calling and gains a +1 dodge bonus 
  to Armor Class until the beginning of her next turn. 
       Vengeful Spirit: At 13th level, a wu jen's spirit guardian 
  becomes highly aggressive in its defense of its master. 
  When a wu jen is struck by a weapon attack (including 
  natural weapons), she may spend 3 spirit callings to make 
  a touch attack (melee or ranged, whichever type of attack 
  is required to reach the attacker) against her attacker. On a 
  successful hit, the wu jen deals 1d6 points of damage per 
  two wu jen levels to the target. The target may make a 
  Fortitude save (DC = 10 + 1/2 the wu jen’s level + her 
  Intelligence modifier) for half damage.  
       Fortuitous Spirit: At 17th level, a wu jen's spirit 
  guardian gains the ability to warp fate in favor of its 
  master. As an immediate action, a wu jen may spend 2 
  spirit callings to reroll a saving throw, adding one-quarter 
  of her wu jen level to the roll. She may choose either result, 
  but the class level bonus applies only to the reroll. She 
  must decide to use this reroll before she knows whether 
  her save has succeeded or failed. 
       Spell Secret: At 2nd level, and every four levels 
  thereafter, a wu jen can choose one spell known to her that 
  then becomes permanently modified as though affected by 
  one of the following metamagic feats: Enlarge Spell, 
  Extend Spell, Silent Spell, and Still Spell.   
       At 8th level, a wu jen adds Empower Spell and Widen 
  Spell to her list of spell secret metamagic feats. At 16th 
  level, a wu jen adds Heighten Spell, Maximize Spell, and 
  Quicken Spell to her list of spell secret metamagic feats.  
       The spell’s level does not change, and once the choice 
  of spell and modification are chosen, they cannot be 
  changed. As the wu jen goes up in level, she can choose 
  the same spell to be modified in different ways with 
  multiple spell secrets. She does not need to know the feat 
  she applies to the spell. 
       Taboos: To maintain their supernatural power, wu jen 
  must abide by certain taboos. These prohibitions might 
  seem inconsequential to other characters but are vitally 
  important to the wu jen. She must select one taboo at 2nd 
  level, and an additional one every 8 levels thereafter (10th, 
  and 18th). By adhering to each subsequent taboo, a wu jen 
  increases the DC of all spells related to their chosen 
  element of focus by +1, to a maximum of +3 at 16th level.  
       If a wu jen violates any one of her chosen taboos, she 
  loses the entire bonus to her spell DC for the day. In 
  addition, for each taboo that is violated, the wu jen loses 
  the ability to cast their highest level of spells for the day. 
  This penalty stacks with each subsequent taboo that is 
  violated. For example, a 15th level wu jen who violates 
  one of her taboos loses her 8th level spells for the day. If 
  she violates a second taboo, she loses access to her 7th 
  level spells, while a third violated taboo would prohibit her 
  from casting 6th level spells of the day.  
       Though additional taboos may be created with the 
  consent of the DM, the following are possible taboos: 
       • Cannot eat meat. 
       • Cannot own more than she can carry. 
       • Must make a daily offering (such as food,  
            flowers, or incense) to one or many spirit  
            powers. 
       • Cannot bathe. 
       • Cannot cut her hair. 
       • Cannot touch a dead body. 
       • Cannot drink alcohol. 
       • Cannot wear a certain color. 
       • Cannot light a fire. 
       • Cannot sit facing in a certain direction. 
       Elemental Familiar: At 4th level, a wu jen may chose 
  to gain a tiny elemental as a familiar. The type of 
  elemental is the same as the wu jen’s element of focus. 
  Tiny elementals for the earth, fire, and water elements are 
  the same as small elementals of their type, except for the 
  following adjustments: Size becomes tiny, HD decreases 
  to 1d8, Good saves -1, Strength –4, Dex +2, Con –2, size 
  bonus of +1 to Armor Class and attacks, natural armor -2, 
  grapple -4, and attack damage decreases to next lower die. 
  Adjustments related to familiar advancement are then 
  made to the base creature, as per a 4th level wu jen. Metal 
  and wood elementals are only found in this book, and the 
  Tiny versions of these creatures are described hereafter. 
  
       If the wu jen already has a familiar, it gains the 
  elemental type, native subtype, and its related elemental 
  subtype. The metal and wood subtypes have the same traits 
  as the earth subtype. The familiar’s melee attacks deal an 
  additional 1d3 points of energy damage on a successful hit, 
  and it gains all the special qualities of the equivalent 
  elemental type, but not its special attacks. 
       Elemental Adept: At 6th level, a wu jen becomes more 
  adept with magic associated with her element of focus as 
  the essence of this element infuses her body. Whenever a 
  wu jen casts a spell from her element of focus, her 
  effective caster level (for purposes of determining level-
  dependent spell variables and for caster level checks) is 
  increased by two. This bonus also pertains to spells on the 
  wu jen spell list that are designated “All”, since they 
  belong to all elemental groups.  
       Elemental Expert: At 12th level, a wu jen’s body 
  gains greater infusion of the essence of her element of 
  focus. As such, she gains a +1 damage bonus per damage 
  die on all her element of focus spells. In addition, a wu jen 
  may expend a portion of this elemental essence to cast 
  extra spells beyond her daily allotment. She may cast one 
  extra spell of each spell level she can cast per day (one 1st 
  level spell, one 2nd level spell, etc.). To do so, she must 
  expend 1 hit point per level of the spell, and may only 
  select from her element of focus spells. Thus, a 17th level 
  wu jen of earth could cast one spell each of levels one 
  though nine by expending a total of 45 of her hit points. 
  Hit points expended in this manner may only be recovered 
  through natural means (see the rules on natural healing in 
  the Pathfinder Core Rulebook). Spells such as cure light 
  wounds have no effect, though special abilities like fast 
  healing can speed up the healing process. Magical items 
  that duplicate such special abilities also have no effect.  
       Elemental Master: At 20th level, a wu jen becomes a 
  magical creature. She is forevermore treated as a (native) 
  outsider rather than as a humanoid (or whatever the wu 
  jen’s creature type was) for the purpose of spells and 
  magical effects. Unlike other outsiders, the wu jen can still 
  be brought back from the dead as if she were a member of 
  her previous creature type. Her damage bonus per damage 
  die on element of focus spells increases to +2. Also, the 
  wu jen gain immunity to the energy type associated to her 
  element of focus (acid, cold, electricity, fire, or sonic). 
       In addition, a wu jen radiates an aura of elemental 
  energy as per her element of focus. The aura deals 5d4 
  points of energy damage to anyone that comes in physical 
  contact with her, whether accidental or as a result from 
  melee attacks. Unless noted otherwise, this aura is always 
  active, but may be deactivated as a free action. The wu jen 
  also gain immunity to the energy type associated with her 
  element of focus.  
       Spellbooks: A wu jen must study her spellbooks each 
  day to prepare her spells, much like a wizard. She cannot 
  prepare any spell not recorded in her spellbook (except for 
  read magic, which all wu jen can prepare from memory).  
       A wu jen begins play with a spellbook containing all 0-
  level wu jen spells plus three 1st-level spells of her choice. 
  For each point of Intelligence bonus the wu jen has (see 
  the Ability Score Table in the Pathfinder Core Rulebook), 
  the spellbook holds one additional 1st-level spell of her 
  choice. At each new wu jen level, she gains two new spells 
  of any spell level or levels that she can cast (based on her 
  new wu jen level). For example, when Hide-yori achieves 
  5th level, she can cast 3rd-level spells. At this point, she 
  can add two 3rd-level spells to her spellbook, or one 2nd-
  level spell and one 3rd-level spell, or any combination of 
  two spells between 1st and 3rd level. 
       At anytime, a wu jen can add spells found in another 
  wu jen’s spellbooks to her own.  
        
  ELEMENTAL POWERS 
  Wu jens must chose one element (earth, fire, metal, water, 
  or wood) as their focus, in exclusion to all others. As a 
  reward for this dedication, they gain a number of abilities 
  based on their elemental focus. In addition, each element 
  grants the wu jen an elemental focus bonus long as she has 
  not violated any taboos. An elemental focus grants one 
  ability at 1st level, 8th level, and 16th level. Unless 
  otherwise noted, these abilities are activated by using a 
  standard action.  
       The wu jen’s level is used when determining the caster 
  level of these effects. The DC for any save is equal to 10 + 
  the spell’s level + the caster’s Intelligence modifier. 
  Elemental focus powers that mimic spells are spell-like 
  abilities, while the others are supernatural.  
   
  Earth Focus 
  Focus Element Bonus: A wu jen gains a +2 competence 
  bonus on saving throws against earth-based spells and 
  effects. At 6th level, the wu jen gains acid resistance 5. 
  This increases to acid resistance 10 at 12th level, and acid 
  resistance 20 at 18th level.  
   
  Caster 
  Level  Ability 
  1st  
  Elemental Ray (Su): As a standard action, you can 
  unleash an energy ray targeting any foe within 30 
  feet as a ranged touch attack. The ray deals 1d6 
  points of damage + 1 for every two caster levels 
  you possess. The type of damage is acid (earth), 
  cold (water), electricity (metal), fire (fire), or sonic 
  (wood), depending upon your element of focus 
  chosen by the caster at 1st level. Your element of 
  focus bonus does not apply to this ability. You can 
  use this ability a number of times per day equal to 
  3 + your Intelligence modifier. 
  8th  
  Wall of Caustic Stone (Sp): You can create a wall 
  of stone that deals 1d6 points of acid damage to 
  anyone who comes in contact with it. This ability 
  otherwise functions like wall of stone. 
  
  16th  
  Earthform (Sp): You can assume the form of a 
  Huge earth elemental and gain a +8 enhancement 
  bonus to your Strength, a –2 penalty on your 
  Dexterity, a +4 enhancement bonus to your 
  Constitution, and a +6 natural armor bonus. You 
  also gain darkvision 60 feet, the push ability, and 
  the ability to earthglide. This ability otherwise 
  functions as elemental body IV.  
   
  Fire Focus 
  Focus Element Bonus: A wu jen gains a +2 competence 
  bonus on saving throws against fire-based spells and 
  effects. At 6th level, the wu jen gains fire resistance 5. 
  This increases to fire resistance 10 at 12th level, and fire 
  resistance 20 at 18th level. 
   
  Caster 
  Level  Ability 
  1st  
  Elemental Ray (Su): As a standard action, you can 
  unleash an energy ray targeting any foe within 30 
  feet as a ranged touch attack. The ray deals 1d6 
  points of damage + 1 for every two caster levels 
  you possess. The type of damage is acid (earth), 
  cold (water), electricity (metal), fire (fire), or sonic 
  (wood), depending upon your element of focus 
  chosen by the caster at 1st level. Your element of 
  focus bonus does not apply to this ability. You can 
  use this ability a number of times per day equal to 
  3 + your Intelligence modifier. 
  8th  
  Wall of Fire (Sp): You can create a wall of fire as 
  the spell.  
  16th  
  Fireform (Sp): You can assume the form of a 
  Huge fire elemental and gain a +6 enhancement 
  bonus to your Dexterity, a +4 enhancement bonus 
  to your Constitution, and a +4 natural armor bonus. 
  Your base land speed also increases by 20 feet, 
  and you gain darkvision 60 feet, resist fire 20, 
  vulnerability to cold, and the burn ability.  This 
  ability otherwise functions as elemental body IV.  
   
  Metal Focus 
  Focus Element Bonus: A wu jen gains a +2 competence 
  bonus on saving throws against metal-based spells and 
  effects. At 6th level, the wu jen gains electricity resistance 
  5. This increases to electricity resistance 10 at 12th level, 
  and electricity resistance 20 at 18th level. 
   
  Caster 
  Level  Ability 
  1st  
  Elemental Ray (Su): As a standard action, you can 
  unleash an energy ray targeting any foe within 30 
  feet as a ranged touch attack. The ray deals 1d6 
  points of damage + 1 for every two caster levels 
  you possess. The type of damage is acid (earth), 
  cold (water), electricity (metal), fire (fire), or sonic 
  (wood), depending upon your element of focus 
  chosen by the caster at 1st level. Your element of 
  focus bonus does not apply to this ability. You can 
  use this ability a number of times per day equal to 
  3 + your Intelligence modifier. 
  8th  
  Wall of Electrified Iron (Sp): You can create a 
  wall of iron that deals 1d6 points of electricity 
  damage to anyone who comes in contact with it. 
  This ability otherwise functions like wall of iron. 
  16th  
  Metalform (Sp): You can assume the form of a 
  Huge metal elemental and gain a +8 enhancement 
  bonus to your Strength, a –4 penalty on your 
  Dexterity, a +4 enhancement bonus to your 
  Constitution, and a +8 natural armor bonus. You 
  also gain darkvision 60 feet, the magnetic burst 
  ability, and the ability to metalmorph. This ability 
  otherwise functions as elemental body IV. 
   
  Water Focus 
  Focus Element Bonus: A wu jen gains a +2 competence 
  bonus on saving throws against water-based spells and 
  effects. At 6th level, the wu jen gains cold resistance 5. 
  This increases to cold resistance 10 at 12th level, and cold 
  resistance 20 at 18th level. 
   
  Caster 
  Level  Ability 
  1st  
  Elemental Ray (Su): As a standard action, you can 
  unleash an energy ray targeting any foe within 30 
  feet as a ranged touch attack. The ray deals 1d6 
  points of damage + 1 for every two caster levels 
  you possess. The type of damage is acid (earth), 
  cold (water), electricity (metal), fire (fire), or sonic 
  (wood), depending upon your element of focus 
  chosen by the caster at 1st level. Your element of 
  focus bonus does not apply to this ability. You can 
  use this ability a number of times per day equal to 
  3 + your Intelligence modifier. 
  8th  
  Wall of Glacial Ice (Sp): You can create a wall of 
  ice that deals 1d6 points of cold damage to anyone 
  who comes in contact with it. This ability 
  otherwise functions like wall of ice. 
  16th  
  Waterform (Sp): You can assume the form of a 
  Huge water elemental and gain a +4 enhancement 
  bonus to your Strength, a –2 penalty on your 
  Dexterity, a +8 enhancement bonus to your 
  Constitution, and a +6 natural armor bonus. You 
  also gain swim 120 feet, darkvision 60 feet, and 
  the ability to create a vortex. This ability otherwise 
  functions as elemental body IV. 
   
  Wood Focus 
  Focus Element Bonus: A wu jen gains a +2 competence 
  bonus on saving throws against wood-based spells and 
  effects. At 6th level, the wu jen gains sonic resistance 5. 
  This increases to sonic resistance 10 at 12th level, and 
  sonic resistance 20 at 18th level. 
  
   
  Caster 
  Level  Ability 
  1st  
  Elemental Ray (Su): As a standard action, you can 
  unleash an energy ray targeting any foe within 30 
  feet as a ranged touch attack. The ray deals 1d6 
  points of damage + 1 for every two caster levels 
  you possess. The type of damage is acid (earth), 
  cold (water), electricity (metal), fire (fire), or sonic 
  (wood), depending upon your element of focus 
  chosen by the caster at 1st level. Your element of 
  focus bonus does not apply to this ability. You can 
  use this ability a number of times per day equal to 
  3 + your Intelligence modifier. 
  8th  
  Wall of Noxious Thorns (Sp): You can create a 
  wall of thorns that deals poison damage to anyone 
  who tries to move through it, in addition to any 
  slashing damage from the thorns. Thorn poison 
  has the following properties–Type: injury DC 12, 
  Initial Damage: 1 Dex, Secondary Damage: 
  Unconsciousness for 2d6 minutes. This ability 
  otherwise functions like wall of thorns. 
  16th  
  Woodform (Sp): You can assume the form of a 
  Huge wood elemental and gain a +6 enhancement 
  bonus to your Strength, a –2 penalty on your 
  Dexterity, a +4 enhancement bonus to your 
  Constitution, and a +6 natural armor bonus. You 
  also gain darkvision 60 feet, the thorny vines 
  ability, and the ability of trackless step, trip, 
  vanishing woods, woodland stride. This ability 
  otherwise functions as elemental body IV. 
   
   
  NEW ELEMENTALS 
   
  ELEMENTAL, METAL 
  A steely gray humanoid strides forward on two lumbering 
  metallic legs, its arms and hands set to attack, while its 
  rough-hewn face and sunken black hollow eyes stare 
  threateningly in your direction.  
   
  Metal elementals are a subtype of earth elementals, due to 
  their composition of metallic minerals. They are not as 
  strong as their earth counterparts but are tough like the 
  metals they are made of. They are more subtle and 
  graceful in combat, employing their more slender 
  appendages with devastating precision. Like other 
  elementals, they seldom leave their home plane, except 
  when summoned elsewhere by a spell.  
       When on the Material Plane, a metal elemental consists 
  of any common metals native to the world upon which 
  they appear, such as iron, gold, copper, and occasionally 
  even steel. 
       Metal elementals speak Dwarven, Elemental, and Giant. 
  A metal elemental’s voice sounds like the hissing of steam 
  from hot metals being cooled in oils, or the sliding sound 
  of a metal blade being pulled from its sheath.  
   
  Metal Elemental, Tiny 
   
   
  CR ½  
  Usually N Tiny outsider (earth, elemental, extraplanar) 
  Init +4; Senses darkvision 60 ft., Perception +3 
  Languages Dwarven, Elemental, Giant  
  DEFENSE 
  AC 17, touch 12, flat-footed 17 (size +2, +5 natural) 
  hp 5 (1 HD) 
  Immune electricity, elemental immunities 
  Fort +3, Ref +0, Will +0 
  Weakness vulnerability to rust attacks, such as spells and the 
  attack of a rust monster 
  OFFENSE 
  Speed 20 ft. (4 squares) 
  Melee 2 slams +3 (1d4+1 plus 1d3 electricity) 
  Space 2½ ft.; Reach 0 ft. 
  Base Atk +3; Grp –5 
  Atk Options magnetic burst, metal mastery, metalmorph, 
  Improved Initiative 
  STATISTICS 
  Abilities Str 13, Dex 10, Con 13, Int 4, Wis 11, Cha 11 
  SA magnetic burst 
  SQ elemental traits 
  Feats Improved Initiative  
  Skills Appraise +1, Climb +4, Knowledge (dungeoneering) +1, 
  Knowledge (planes) +1, Perception +3, Stealth +4 
  EGOLOGY 
  Environment any (Plane of Earth) 
  Organization solitary, pair, or gang (3–8) 
  Treasure none 
  SPECIAL ABILITIES 
  Magnetic Burst (Sp): The body of a metal elemental harbors 
  natural electromagnetic energies. By releasing bursts of this 
  energy, a metal elemental creates a zone of magnetism for a 
  short time. This ability functions in all ways as the magnetism   
  spell, but has a burst effect. The magnetism spell is described 
  below for convenience. 
  Metalmorph (Su): Metal elementals have the ability to assume 
  the shape of any object or creature of up to one size larger or 
  smaller as a swift action. It can remain in its new form 
  indefinitely, but retains its statistics and metallic appearance.  
  Metal Mastery: All attacks made by metal weapons, even 
  adamantine, suffer a -1 penalty to attack and damage rolls 
  against metal elementals.  
   
  MAGNETISM 
  Transmutation 
  Level: Wu jen 3 (metal) 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Burst 
  Duration: 1 round/level 
  Saving Throw: See text 
  Spell Resistance: No 
  A shimmering magnetic ray springs from your hand and pulls iron 
  or steel objects to your grasp. Once per round on a successful 
  ranged touch attack, the magnetic ray can draw an object toward 
  you with an effective Strength score of 30 (and so can target 
  items weighing up to 8,000 pounds). Any unattended and 
  unsecured item flies directly and safely to your hand (or to the 
  edge of your space if too large to be wielded), but drawing an 
  item toward you that another creature is holding (such as a 
  weapon) requires a successful disarm attempt (see the Disarm 
  entry under Combat Maneuvers in the Pathfinder Core Rulebook). 
  
  You use the ray’s Strength modifier (+10) in place of your own, 
  and such attempts do not provoke attacks of opportunity, even if 
  you use magnetism against a creature in an adjacent square, 
  although casting the spell might still provoke attacks of 
  opportunity. If you succeed on the disarm attempt, the weapon 
  flies from your opponent’s hand to your own.  
       If you target an item that is attended but not held, such as a 
  weapon at someone’s belt, the creature bearing the item gets a 
  Reflex save to hang onto it, dropping whatever else is in one 
  hand at the time unless it has a free hand. On a failed save, the 
  item flies from the creature’s hand to your own. Otherwise, make 
  a disarm attempt as above.  
       If an item is secured in some way, you can make a Strength 
  check (using the ray’s +10 bonus) to break or burst whatever 
  holds it. 
   
  ELEMENTAL, WOOD 
  A mossy treelike creature emerges from the woods, its 
  body is covered in knots, thorns, and vines that creak as it 
  moves, its head in rough semblance of a face and topped 
  with branches and sparse leaves that rustle in the wind 
  glances in your direction with glowing green eyes. 
    
  Wood elementals are considered another subtype of earth 
  elementals, but are composed of the natural woods and 
  trees of the land. They less strong than their earth 
  counterparts but tough as mighty oaks and more nimble. 
  They use their leafy limbs to club its enemies, or whip and 
  entangle them in its thorny vines. Like other elementals, 
  they seldom leave their home plane, except when 
  summoned elsewhere by a spell.  
       When on the Material Plane, a wood elemental consists 
  of the trees, foliage and vegetation native to the world 
  upon which they appear. 
       Wood elementals speak Elemental and Elven, but 
  prefer to use Sylvan. A wood elemental’s voice sounds 
  like the crackling of twigs breaking underfoot, or the 
  rustling of leaves in a strong breeze.  
   
  Wood Elemental, Tiny 
   
   
  CR ½  
  Usually N Tiny outsider (elemental, extraplanar, plant) 
  Init +1; Senses darkvision 60 ft., Perception +3 
  Languages Elven, Elemental, Sylvan  
  DEFENSE 
  AC 16, touch 13, flat-footed 15 (size +2, +1 Dex, +3 natural) 
  hp 5 (1 HD) 
  Immune cold, sonic, elemental immunities 
  Fort +2, Ref +1, Will +0 
  Weakness vulnerability to fire 
  OFFENSE 
  Speed 20 ft. (4 squares) 
  Melee 2 slams +2 (1d4 + 1d4 sonic) 
  Space 2½ ft.; Reach 0 ft. 
  Base Atk +2; Grp –6 
  Atk Options thorny vines, trip, Power Attack  
  Special Actions trackless step, vanishing woods, woodland  
  STATISTICS 
  Abilities Str 11, Dex 12, Con 10, Int 4, Wis 11, Cha 11 
  SA thorny vines, trip 
  SQ elemental traits 
  Feats Power Attack  
  Skills Appraise +1, Climb +9, Knowledge (dungeoneering) +1, 
  Knowledge (planes) +1, Perception +3, Stealth +9 
  EGOLOGY 
  Environment any (Plane of Earth) 
  Organization solitary, pair, or gang (3–8) 
  Treasure none 
  SPECIAL ABILITIES 
  Trackless Step (Ex): A wood elemental leaves no trail in natural 
  surroundings and cannot be tracked. It may choose to leave a 
  trail if it so desired. 
  Trip (Ex): A wood elemental who makes a successful thorny 
  vines attack may attempt to trip its opponent. It can only trip an 
  opponent who is one size category larger than it or smaller, 
  which does not initiate a trip provokes an attack of opportunity 
  from the target. If the attack is successful, the target is knocked 
  prone. If the attack fails by 10 or more, the wood elemental is 
  knocked prone instead. If the target has more than two legs, 
  add +2 to the DC of the combat maneuver attack roll for each 
  additional leg it has. Some creatures, such as oozes without 
  legs and flying creatures, cannot be tripped. 
  Thorny Vines (Ex): A wood elemental can employ his thorny 
  vines like whips and deals 1d4 points of piercing damage. 
  Consequently, on a successful strike, the target must make a 
  Fortitude saving throw or be slowed for 1d4 +2 rounds. In 
  addition, if a wood elemental makes a successful hit with its 
  vines it entangles its victim (see above).  
  Vanishing Woods (Sp): Once per day, a wood elemental can 
  enter a nearby tree or bush and instantly transfer itself from it’s 
  current location to any other spot within range by exiting 
  another tree or bush. It always arrive at exactly the spot 
  desired, and can’t take any other actions until its next turn. This 
  ability otherwise functions as dimension door, but requires a 
  tree or some other shrub to be employed.  
  Woodland Stride (Ex): A wood elemental may move through 
  any sort of undergrowth (such as natural thorns, briars, 
  overgrown areas, and similar terrain) at its normal speed and 
  without taking damage or suffering any other impairment, even 
  thorns, briars, and overgrown areas that have been magically 
  manipulated to impede motion. 
   
  WU JEN SPELL LIST 
   
  0-Level Wu Jen Spells (Cantrips) 
   
  Fire 
       Dancing Lights: Creates torches or other lights. 
       Flare: Dazzles one creature (–1 on attack rolls). 
  Water  
       Ray of Frost: Ray deals 1d3 cold damage. 
   
  Arcane Mark: Inscribes a personal rune (visible or  
       invisible). 
  Daze: Humanoid creature of 4 HD or less loses next  
       action. 
  Detect Magic: Detects spells and magic items within 
       60 ft. 
  Detect Poison: Detects poison in one creature or   
       small object. 
  Disrupt Undead: Deals 1d6 damage to one undead. 
  Ghost Sound: Figment sounds. 
  Light: Object shines like a torch. 
  Mage Hand: 5-pound telekinesis. 
  Mending: Makes minor repairs on an object. 
  Message: Whispered conversation at distance. 
  
  Open/Close: Opens or closes small or light things. 
  Prestidigitation: Performs minor tricks. 
  Read Magic: Read scrolls and spellbooks. 
  Resistance: Subject gains +1 on saving throws. 
   
  1st-Level Wu Jen Spells 
   
  All 
  Elemental Burst*: Elemental target explodes with 
  varying effects. 
  Endure Elements: Exist comfortably in hot or cold 
  environments. 
  Earth 
  Earth Hail of StoneM*: Rain of stone deals 1d4/level 
  damage (max 5d4). 
  Fire  
  Fiery Eyes*: Your glowing eyes illuminate area and can 
  ignite combustible items. 
  Melt*: Melt ice and snow or deal 2/level damage max 
  10) to magical ice or cold creatures. 
  Smoke LadderF*: Smoke transforms into ladder up to 
  10 ft. long/level. 
  Metal  
  Iron Scarf*: Ranged attack deals 1d8 damage +1/level. 
  Magic Weapon: Weapon gains +1 bonus. 
  Water  
  Animate Water*: Turn Small or smaller quantity of 
  water into animated object. 
  Cobra’s Breath*: Cone of poison deals 1d3 Con 
  damage. 
  Obscuring Mist: Fog surrounds you. 
  Wood  
  Animate Wood*: Turn Small or smaller wooden item 
  into animated object. 
  Backbiter*: Wooden-hafted weapon strikes wielder. 
   
  Animate Rope: Makes a rope move at your command. 
  Charm Person: Makes one person your friend. 
  Comprehend Languages: You understand all spoken and 
  written languages. 
  Detect Chaos/Evil/Good/Law: Reveals creatures, spells, 
  or objects of selected alignment. 
  Disguise Self: Changes your appearance. 
  Ghost Light*: Ghostly green radiance can be shaped and 
  manipulated, causes fear. 
  Hold Portal: Holds door shut. 
  Hypnotism: Fascinates 2d4 HD of creatures. 
  Jump: Subject gets bonus on Jump checks. 
  Magic Missile: 1d4+1 damage; +1 missile/two levels 
  above 1st (max 5). 
  Protection from Chaos/Evil/Good/Law: +2 to AC and 
  saves, counter mind control, hedge out elementals and 
  outsiders. 
  Scales of the Lizard*: Grants +2 or higher enhancement 
  bonus to natural armor. 
  Secret Signs*: Communicate a simple nonverbal message 
  to one intelligent creature. 
  Shield: Invisible disc gives +4 to AC, blocks magic 
  missiles. 
  Silent Image: Creates minor illusion of your design. 
  Sleep: Puts 4 HD of creatures into magical slumber. 
  Summon Monster I: Calls extraplanar creature to fight 
  for you. 
  True Strike: +20 on your next attack roll. 
  Unseen Servant: Invisible force obeys your commands. 
  Ventriloquism: Throws voice for 1 min./level. 
   
  2nd- Level Wu Jen Spells  
   
  All  
  Resist Energy: Ignores 10 or more points of damage/ 
  attack from specified energy type. 
  Earth  
  Bear’s Endurance: Subject gains +4 to Con for 1 min./ 
  level. 
  Bull’s Strength: Subject gains +4 to Str for 1 min./ 
  level. 
  Fire  
  Animate Fire*: Turn Small or smaller fire into 
  animated object. 
  Cat’s Grace: Subject gains +4 to Dex for 1 min./ level. 
  Fire Shuriken*: Magical shuriken deal 3d6 fire 
  damage. 
  Pyrotechnics: Turns fire into blinding light or choking 
  smoke. 
  Metal  
  Entangling Scarf*: Successful ranged touch attack 
  entangles a foe. 
  Protection from Arrows: Subject immune to most 
  ranged attacks. 
  Rain of Needles*: Ranged attacks deal total 1d4/level 
  damage (max 5d4). 
  Water  
  Fog Cloud: Fog obscures vision. 
  Ice Blast*: Spray of ice crystals deals 1d6/two levels 
  cold damage (max 10d6) and makes targets fatigued. 
  Ice Knife*: Magical shard of ice deals 2d8 cold damage 
  plus 2 Dex damage, or deals 1d8 cold damage in 10-
  ft.-radius burst. 
  Swim*: Subject gains swim speed, +8 bonus on Swim 
  checks. 
  Wood  
  Warp Wood: Bends wood (shaft, handle, door, plank). 
  Wood Shape: Rearranges wooden objects to suit you. 
   
  Alter Self: Assume form of a similar creature. 
  Apparition*: Subject’s face takes on appearance, viewers 
  may become shaken. 
  Arcane LockM: Magically locks a portal or chest. 
  Blur: Attacks miss subject 20% of the time. 
  Chameleon*: Subject gets +10 on Hide checks. 
  
  Detect Thoughts: Allows “listening” of surface thoughts. 
  Force Whip*: Whip of magical force keeps animals at 
  bay and can frighten animals as ranged touch attack. 
  Hold Person: Paralyzes one humanoid for 1 round/level. 
  Hypnotic Pattern: Fascinates 2d4 + level HD of 
  creatures. 
  Invisibility: Subject is invisible for 1 min./level or until it 
  attacks. 
  Kiss of the Toad*: Touch deals 1d6 Con damage, repeats 
  in 1 min. 
  Knock: Opens locked or magically sealed door. 
  Lightning Blade*: Blade of electricity energy deals total 
  1d6 damage/level as touch attack or ranged touch attack. 
  Locate Object: Senses direction toward object (specific or 
  type). 
  Minor Image: As silent image, plus some sound. 
  Misdirection: Misleads divinations for one creature or 
  object. 
  Protection from Charm*: Subject gains +1/three levels 
  bonus (max +5) on saves against charm and compulsion. 
  Rope Trick: As many as eight creatures hide in 
  extradimensional space. 
  See Invisibility: Reveals invisible creatures or objects. 
  Spider Climb: Grants ability to walk on walls and 
  ceilings. 
  Summon Monster II: Calls extraplanar creature to fight 
  for you. 
  Wall of Gloom*: Shadow barrier obscures vision and 
  deters passage. 
  Whispering Wind: Sends a short message 1 mile/level. 
   
  3rd- Level Wu Jen Spells 
   
  All  
  Protection from Energy: Absorb 12 points/level of 
  damage from one kind of energy. 
  Earth  
  Earthbolt*: Seismic pulse deals 1d6/level damage to 
  creatures along its path. 
  Terra Cotta WarriorM*: Statuette becomes a Medium 
  animated object which fights for you. 
  Fire  
  Fire Wings*: Your arms become flaming wings capable 
  of flight and dealing +2d6 fire damage on unarmed 
  attacks. 
  Fireball: 1d6 damage per level, 20-ft. radius. 
  Metal  
  Keen Edge: Doubles normal weapon’s threat range. 
  Magic Weapon, Greater: +1/four levels (max +5). 
  Magnetism*: Draw iron or steel objects to yourself with 
  effective Str 30. 
  Water  
  Gaseous Form: Subject becomes insubstantial and can 
  fly slowly. 
  Steam Breath*: Superheated steam deals 1d6/level fire 
  damage (max 10d6). 
  Stinking Cloud: Nauseating vapors, 1 round/level. 
  Water  
  Breathing: Subjects can breathe underwater. 
  Wood  
  Plant Growth: Grows vegetation, improves crops. 
  Thornskin*: Your unarmed attacks deal +1d6 damage; 
  natural and unarmed attacks against you take 1d4 
  damage. 
   
  Commune with Lesser SpiritM*: Lesser spirit creature 
  answers one question/two levels. 
  Corpse Candle*: Ghostly hand and candle sheds light, 
  affects incorporeal creatures. 
  Discern Shapechanger*: Penetrates disguises and 
  identifies shapechanging creatures. 
  Dispel Magic: Cancels magical spells and effects. 
  Displacement: Attacks miss subject 50%. 
  Haste: One creature/level moves faster, +1 on attack rolls, 
  AC, and Reflex saves. 
  Illusory ScriptM: Only intended reader can decipher. 
  Magic Circle against Chaos/Evil/Good/Law: As 
  protection spells, but 10-ft. radius and 10 min./level. 
  Major Image: As silent image, plus sound, smell, and 
  thermal effects. 
  Remove Curse: Frees object or person from curse. 
  Suggestion: Compels subject to follow stated course of 
  action. 
  Summon Monster III: Calls extraplanar creature to fight 
  for you. 
  Tongues: Speak any language. 
   
  4th- Level Wu Jen Spells  
   
  All  
  Elemental Ward*: Drives elementals away. 
  ScryingF: Spies on subject from a distance. 
  Earth  
  Dimension Door: Teleports you short distance. 
  StoneskinM: Ignore 10 points of damage per attack. 
  Fire  
  Fire Shield: Creatures attacking you take fire damage; 
  you’re protected from heat or cold. 
  Fire TrapM: Opened object deals 1d4 damage +1/level. 
  Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 
  1d4 out to 20 ft. Passing through wall deals 2d6 fire 
  damage. 
  Metal  
  Dancing Blade*: Target sword fi ghts independently. 
  Poison Needles*: Hail of poison needles deals range of 
  effects to target. 
  Rusting Grasp: Your touch corrodes iron and alloys. 
  Water  
  Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. 
  across. 
  Solid Fog: Blocks vision and slows movement. 
  
  Wall of Ice: Ice plane creates wall with 15 hp +1/level, 
  or hemisphere can trap creatures inside. 
  Water to PoisonM*: Transform water into ingested 
  poison. 
  Wood  
  Antiplant Shell: Keeps animated plants at bay. 
  Command Plants: Sway the actions of one or more 
  plant creatures. 
   
  Animate DeadM: Creates undead skeletons and zombies. 
  Charm Monster: Makes monster believe it is your ally. 
  Confusion: Subjects behave oddly for 1 round/level. 
  Creeping Darkness*: Cloud of inky blackness moves at 
  your command. 
  Crushing Despair: Subjects take –2 on attack rolls, 
  damage rolls, saves, and checks. 
  Dismissal: Forces a creature to return to native plane. 
  Globe of Invulnerability, Lesser: Stops 1st- through 
  3rdlevel spell effects. 
  Good Hope: Subjects gain +2 on attack rolls, damage 
  rolls, saves, and checks. 
  Heart Ripper*: Kills living creatures with less than 4 HD. 
  Invisibility, Greater: As invisibility, but subject can 
  attack and stay invisible. 
  Locate Creature: Indicates direction to familiar creature. 
  Minor Creation: Creates one cloth or wood object. 
  Pain*: Wracking pain gives targets –4 on attack rolls, skill 
  and ability checks. 
  Polymorph: Gives one willing subject a new form. 
  Resist Energy, Mass*: Targeted creatures ignore damage 
  from specified energy type. 
  Shout: Deafens all within cone and deals 5d6 sonic 
  damage. 
  Snake Darts*: Two snakes hit one or two targets, deal 
  3d6 damage and inject poison (1d6 Con damage, repeats 
  in 1 min.) 
  Spirit Binding, Lesser*: Traps spirit creature of 8 HD or 
  less until it performs a task. 
  Summon Monster IV: Calls extraplanar creature to fight 
  for you. 
  Wall of Bones*: Shapeable wall grants cover and 
  concealment, deals damage to anyone who tries to pass. 
   
  5th- Level Wu Jen Spells 
   
  Earth  
  Stone Shape: Sculpts stone into any shape. 
  Terra Cotta LionM*: Statuette becomes a Huge 
  animated object which fights for you. 
  Wall of Stone: Creates a stone wall that can be shaped. 
  Fire  
  Fire Breath*: Ranged touch attack deals 1d8/two levels 
  fire damage (max 10d8) for 1 round/level. 
  Metal  
  Metal Skin*: Grants +8 natural armor bonus, –2 to Dex. 
  Water 
  Cone of Cold: 1d6/level cold damage. 
  Wood  
  Wood Rot*: Destroy wooden items or deal 3d6 + 1/ 
  level damage (max +15) to plant creatures. 
   
  Aiming at the Target*: +10 bonus on Concentration 
  checks for previously cast spell. 
  Animal Growth: One animal/two levels doubles in size. 
  Arc of Lightning*: Line of electricity between two 
  ceatures (1d6/level damage). 
  Baleful Polymorph: Transforms subject into harmless 
  animal. 
  Dominate Person: Controls humanoid telepathically. 
  Dream: Sends message to anyone sleeping. 
  Fabricate: Transforms raw materials into finished items. 
  Feeblemind: Subject’s Int and Cha drop to 1. 
  Hold Monster: As hold person, but any creature. 
  Major Creation: As minor creation, plus stone and metal. 
  Nightmare: Sends vision dealing 1d10 damage, fatigue. 
  Passwall: Creates passage through wood or stone wall. 
  PermanencyX: Makes certain spells permanent. 
  Persistent Image: As major image, but no concentration 
  required. 
  Servant Horde*: Create 2d6 unseen servants +1/level 
  (max +15). 
  Spirit Self*: Your incorporeal spirit separates from your 
  body. 
  Summon Monster V: Calls extraplanar creature to fight 
  for you. 
  Summoning Wind*: Send a short message to 10 
  creatures/level. 
  Sword of Deception*: Blade of energy attacks 
  independently, deals 1d4 damage, penalizes subsequent 
  save. 
  Symbol of PainM: Triggered rune wracks nearby creatures 
  with pain. 
  Symbol of SleepM: Triggered rune puts nearby creatures 
  into catatonic slumber. 
  Telekinesis: Moves object, attacks creature, or hurls 
  object or creature. 
  Teleport: Instantly transports you as far as 100 
  miles/level. 
  Vitriolic Sphere*: Potent acid deals 1d4/level damage 
  (max 15d4) plus possible damage in following two 
  rounds. 
  Wall of Force: Wall is immune to damage. 
   
  6th- Level Wu Jen Spells 
   
  Earth  
       Flesh to Stone: Turns subject creature into statue. 
       Move Earth: Digs trenches and builds hills. 
       Stone to Flesh: Restores petrifi ed creature. 
  Fire  
       Fire Seeds: Acorns and berries become grenades 
            and bombs. 
  
  Metal  
       Spirit Needle*: Needle pins spirit in place in  
            corporeal form. 
       Wall of IronM: 30 hp/four levels, can topple onto 
            foes. 
  Water  
       Control Water: Raises or lowers bodies of water. 
  Wood  
       Ironwood: Magic wood is strong as steel. 
       Repel Wood: Pushes away wooden objects. 
   
  Control Weather: Changes weather in local area. 
  Dispel Magic, Greater: As dispel magic, but +20 on 
       check. 
  Geas/Quest: As lesser geas, plus it affects any creature. 
  Globe of Invulnerability: As lesser globe of  
       invulnerability, plus 4th-level spell effects. 
  Permanent Image: Includes sight sound and smell. 
  Programmed ImageM: As major image, plus triggered  
       by event. 
  Repulsion: Creatures can’t approach you. 
  Speak with Dead: Corpse answers one question/two 
       levels. 
  Spirit Binding*: As lesser spirit binding, but traps up to  
       16 HD of spirits. 
  Suggestion, Mass: As suggestion, plus one  
       subject/level. 
  Summon Monster VI: Calls extraplanar creature to  
       fight for you. 
  Symbol of FearM: Triggered rune panics nearby  
       creatures. 
  Symbol of PersuasionM: Triggered rune charms nearby 
       creatures. 
  Transfix*: Humanoids freeze in place until condition  
       you specify is met. 
  True SeeingM: Lets you see all things as they really are. 
  Veil: Changes appearance of group of creatures. 
   
  7th- Level Wu Jen Spells 
   
  All  
       Scrying, Greater: As scrying, but faster and longer. 
  Earth  
       Statue: Subject can become a statue at will. 
  Fire  
       Delayed Blast Fireball: 1d6/level fire damage; you 
            can postpone blast for 5 rounds. 
  Metal  
       Decapitating Scarf*: Ranged attack decapitates 
            target or deals 1d4 damage/level (max 20d4). 
  Wood  
       Transmute Metal to Wood: Metal within 40 ft. 
            becomes wood. 
   
  Body Outside Body*: Create one duplicate of yourself/ 
       five levels. 
  Commune with Greater SpiritMX*: Any spirit creature 
       answers one question/level. 
  Disintegrate: Makes one creature or object vanish. 
  Energy Immunity*: Subject and equipment are gain 
       immunity to damage of specifi ed energy type. 
  Ethereal Jaunt: You become ethereal for 1 round/level. 
  Giant Size*: You grow to Huge or larger size. 
  Limited WishX: Alters reality—within spell limits. 
  Power Word Blind: Blinds creature with 200 hp or less. 
  Reanimation*: Dead creature restored to functional half 
       life with 1 hp. 
  Summon Monster VII: Calls extraplanar creature to 
       fight for you. 
  Sword of DarknessM*: Blade of negative energy attacks 
       independently, deals 1d4 damage, bestows one  
       negative level. 
  Symbol of StunningM: Triggered rune stuns nearby 
       creatures. 
  Symbol of WeaknessM: Triggered rune weakens nearby 
       creatures. 
  Teleport, Greater: As teleport, but no range limit and  
       no off-target arrival. 
  Teleport Object: As teleport, but affects a touched  
       object. 
  Withering Palm*: Touch attack deals 1 point Str  
       damage plus 1 point Con damage/two levels. 
   
  8th- Level Wu Jen Spells 
   
  Earth  
       Earthquake: Intense tremor shakes 80-ft. radius. 
  Fire  
       Incendiary Cloud: Cloud deals 4d6 fire damage/ 
            round. 
  Metal  
       Repel Metal or Stone: Pushes away metal and 
            stone. 
  Water   
       Cloud Chariot*: You and allies fl y on a fast- 
            moving cloud. 
       Horrid Wilting: Deals 1d6/level damage within  
            30 ft. 
  Wood  
       Control Plants: Control actions of one or more plant 
            creatures. 
   
  Antipathy: Object or location affected by spell repels 
       certain creatures. 
  Finding the Center*: Automatically maintain 
       concentration on previously cast spell. 
  Mind Blank: Subject is immune to mental/emotional 
       magic and scrying. 
  Minute Form*: You shrink to Tiny or smaller size. 
  Polymorph Any Object: Changes any subject into  
       anything else. 
  Power Word Stun: Stuns creature with 150 hp or less. 
  
  Spirit Binding, Greater*: As lesser spirit binding, but  
       traps up to 24 HD of spirits. 
  Summon Monster VIII: Calls extraplanar creature to 
       fight for you. 
  Symbol of DeathM: Triggered rune slays nearby  
       creatures. 
  Symbol of InsanityM: Triggered rune renders nearby 
       creatures insane. 
  SympathyM: Object or location attracts certain  
       creatures. 
  Whirlwind: Cyclone deals damage and can pick up  
       creatures. 
   
  9th- Level Wu Jen Spells 
   
  Fire  
       Internal FireF*: Targets die instantly or take 6d6 
            + 1/level fire damage. 
   
  Absorption*: You absorb targeted spell energy to  
       power spells of your own. 
  Astral ProjectionM: Projects you and companions onto 
       Astral Plane. 
  Dominate Monster: As dominate person, but any  
       creature. 
  Etherealness: Travel to Ethereal Plane with  
       companions. 
  Freedom: Releases creature from imprisonment. 
  GateX: Connects two planes for travel or summoning. 
  Imprisonment: Entombs subject beneath the earth. 
  Power Word Kill: Kills one creature with 100 hp or  
       less. 
  ShapechangeF: Transforms you into any creature, and 
       change forms once/round. 
  Summon Elemental MonolithM*: Calls powerful 
       elemental creature to fight for you. 
  Summon Monster IX: Calls extraplanar creature to  
       fight for you. 
  Teleportation CircleM: Circle teleports any creature 
       inside to designated spot. 
  Time Stop: You act freely for 1d4+1 rounds. 
  Transmute Rock to Lava*: Transforms one 10-ft. cube 
       with subsequent fi re damage and effects. 
  WishX: As limited wish, but with fewer limits. 
  
SOURCE: textdata/thevault/Pathfinder/Pathfinder Conversions (Ninja to Wu Jen).pdf